quakec/source/server/weapons/weapon_core.qc

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/*
server/weapons/weapon_core.qc
weapon logic
Copyright (C) 2021-2022 NZ:P Team
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This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
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*/
void() W_PutOut;
void() GrenadeExplode;
void() ReturnWeaponModel =
{
self.weaponmodel = GetWeaponModel(self.weapon, 0);
if (IsDualWeapon(self.weapon)) {
self.weapon2model = GetLeftWeaponModel(self.weapon);
} else if (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER) {
self.weapon2model = "models/weapons/kar/v_karscope.mdl";
UpdateV2model(self.weapon2model, 0);
}
UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
UpdateV2model(self.weapon2model, GetWepSkin(self.weapon));
}
.float scopetime;
void() W_AimIn =
{
if (self.weapon == W_TESLA || self.weapon == W_DG3)
return;
if (IsDualWeapon(self.weapon) ||
self.zoom ||
self.reload_delay > time ||
self.sprinting ||
self.new_anim_stop ||
self.weapon == W_BK) {
return;
}
#ifndef PC
self.ADS_Offset = GetWeaponADSOfs_PSP(self.weapon);
#endif
if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
SetUpdate(self, UT_ZOOM2, 0, 0, 0);
#ifdef NX
self.zoom = 1;
#else
self.zoom = 2;
#endif
self.scopetime = time + 0.3;
} else {
self.zoom = 1;
}
if (!self.downed)
playaim();
}
void() W_AimOut =
{
if (!self.zoom ||
self.new_anim_stop ||
self.sprinting) {
return;
}
if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
ReturnWeaponModel();
}
#ifndef PC
self.zoom = 0;
#endif
if (!self.downed)
playout();
}
void() W_SprintStop =
{
if (self.sprinting)
{
self.sprint_stop_time = time;
self.sprint_duration = self.sprint_timer;
}
float startframe = GetFrame(self.weapon,SPRINT_OUT_START);
float endframe = GetFrame(self.weapon,SPRINT_OUT_END);
string modelname = GetWeaponModel(self.weapon, 0);
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if (self.isBuying || !self.sprinting)
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return;
//TEMPORARY
#ifndef PC
self.zoom = 0;
#endif
Set_W_Frame (startframe, endframe, 0, 0, SPRINT, SUB_Null, modelname, false, S_BOTH); // BUG IS HERE
self.sprinting = 0;
self.into_sprint = 0;
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = 0;
if (self.velocity)
playwalk();
}
void W_SprintStart () {
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if (self.speed_penalty_time > time)
return;
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self.sprint_start_time = time;
if (self.sprint_rest_time > sprint_max_time)
self.sprint_duration = 0.0;
else
self.sprint_duration -= self.sprint_rest_time;
#ifdef NX
if (!self.sprintflag) {
return;
}
#endif
if (self.fire_delay > time ||
self.fire_delay2 > time ||
self.new_anim_stop ||
self.new_anim2_stop ||
self.isBuying ||
self.downed ||
!(self.flags & FL_ONGROUND) ||
self.sprint_delay > time) {
return;
}
float startframe = GetFrame(self.weapon,SPRINT_IN_START);
float endframe = GetFrame(self.weapon,SPRINT_IN_END);
string modelname = GetWeaponModel(self.weapon, 0);
#ifndef PC
self.zoom = 3;
#endif
if (startframe || endframe) {
Set_W_Frame (startframe, endframe, 0, 0, SPRINT, ContinueRun, modelname, false, S_BOTH);
}
self.sprint_delay = time + 1;
self.sprinting = true;
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = 0;
}
void() W_Switch =
{
if (self.secondaryweapon && self.secondaryweapon != 0 && !self.new_anim_stop && !other.button7)
{
float tempf,tempf1,tempf2,tempf3,tempf4;
float startframe;
float endframe;
string modelname;
// un-zoom camera
self.zoom = false;
// fix fire rate exploit
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = true;
// just do normal weapon swapping if we don't have mule..
if (!(self.perks & P_MULE) || !self.thirdweapon) {
tempf = self.currentammo;
self.currentammo = self.secondaryammo;
self.secondaryammo = tempf;
tempf1 = self.currentmag;
self.currentmag = self.secondarymag;
self.secondarymag = tempf1;
tempf1 = self.currentmag2;
self.currentmag2 = self.secondarymag2;
self.secondarymag2 = tempf1;
tempf2 = self.weapon;
self.weapon = self.secondaryweapon;
self.secondaryweapon = tempf2;
tempf3 = self.weaponskin;
self.weaponskin = self.secondaryweaponskin;
self.secondaryweaponskin = tempf3;
} else {
// store primary weapon
tempf = self.weapon;
tempf1 = self.currentmag;
tempf2 = self.currentmag2;
tempf3 = self.currentammo;
tempf4 = self.weaponskin;
// set primary weapon to third weapon
self.weapon = self.thirdweapon;
self.currentmag = self.thirdmag;
self.currentmag2 = self.thirdmag2;
self.currentammo = self.thirdammo;
self.weaponskin = self.thirdweaponskin;
// set third weapon to secondary weapon
self.thirdweapon = self.secondaryweapon;
self.thirdmag = self.secondarymag;
self.thirdmag2 = self.secondarymag2;
self.thirdammo = self.secondaryammo;
self.thirdweaponskin = self.secondaryweaponskin;
// set secondary weapon to primary weapon
self.secondaryweapon = tempf;
self.secondarymag = tempf1;
self.secondarymag2 = tempf2;
self.secondaryammo = tempf3;
self.secondaryweaponskin = tempf4;
}
startframe = GetFrame(self.weapon,TAKE_OUT_START);
endframe = GetFrame(self.weapon,TAKE_OUT_END);
modelname = GetWeaponModel(self.weapon, 0);
SwitchWeapon(self.weapon);
if (IsDualWeapon(self.weapon)) {
self.weapon2model = GetLeftWeaponModel(self.weapon);
} else if (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER)
self.weapon2model = "models/weapons/kar/v_karscope.mdl";
else
self.weapon2model = "";
UpdateV2model(self.weapon2model, 0);
// TEMP
if (self.weapon == W_M2 || self.weapon == W_FIW)
UpdateVmodel(modelname, GetWepSkin(self.weapon));
Set_W_Frame (startframe, endframe, 0, 0, 0, SUB_Null, modelname, false, S_BOTH);//FIXME
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = 0;
#ifndef PC
self.Weapon_Name = GetWeaponName(self.weapon);
self.Flash_Offset = GetWeaponFlash_Offset(self.weapon);
self.Flash_Size = GetWeaponFlash_Size(self.weapon);
#endif
}
}
void() W_PutOut =
{
if (self.downed) {
return;
}
W_AimOut();
self.weaponnum = !self.weaponnum;
if (self.secondaryweapon && !self.new_anim_stop)
{
float startframe;
float endframe;
string modelname;
startframe = GetFrame(self.weapon,PUT_OUT_START);
endframe = GetFrame(self.weapon,PUT_OUT_END);
modelname = GetWeaponModel(self.weapon, 0);
Set_W_Frame (startframe, endframe, (endframe - startframe)/10, 0, SWITCHWEP, W_Switch, modelname, false, S_BOTH);//FIXME
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = 0;
}
}
void() W_TakeOut =
{
W_AimOut();
float startframe;
float endframe;
string modelname;
startframe = GetFrame(self.weapon,TAKE_OUT_START);
endframe = GetFrame(self.weapon,TAKE_OUT_END);
modelname = GetWeaponModel(self.weapon, 0);
self.isBuying = false;
Set_W_Frame (startframe, endframe, (endframe - startframe)/10, 0, SWITCHWEP, SUB_Null, modelname, false, S_BOTH);//FIXME
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = 0;
}
float(entity who) hasWeapon =
{
if (other.weapon || other.secondaryweapon || other.thirdweapon)
return true;
return false;
}
//RELOAD
void(float side) W_Give_Ammo =
{
float ammo_shot, max_mag, loadammo;
max_mag = getWeaponMag(self.weapon);
if (side == S_LEFT) {
ammo_shot = max_mag - self.currentmag2;
} else {
ammo_shot = max_mag - self.currentmag;
}
if (ammo_shot < self.currentammo)
{
self.currentammo = self.currentammo - ammo_shot;
loadammo = max_mag;
}
else
{
loadammo = self.currentmag + self.currentammo;
self.currentammo = 0;
}
if (side == S_LEFT) {
self.currentmag2 = loadammo;
} else {
self.currentmag = loadammo;
}
};
void () W_LoadAmmo;
void() ContinueReload = //Special reloads
{
if (self.new_anim_stop)
return;
if (self.weapon == W_GUT && self.currentmag == 10)
return;
float delay = 0;
string modelname = GetWeaponModel(self.weapon, 0);
float startframe = 0;
float endframe = 0;
void(optional float t) endanimfunc = SUB_Null;
if (self.currentmag >= getWeaponMag(self.weapon) || !self.currentammo || self.reloadinterupted) {
if (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER)
{
delay = 1;
startframe = 24;
endframe = 28;
} else if (self.weapon == W_TRENCH || self.weapon == W_GUT) {
delay = 0.5;
startframe = 24;
endframe = 26;
endanimfunc = W_LoadAmmo;
}
self.reloadinterupted = FALSE;
} else if (self.currentmag < getWeaponMag(self.weapon)) {
if (self.weapon == W_BROWNING || self.weapon == W_ACCELERATOR) {
delay = 4;
startframe = 45;
endframe = 77;
endanimfunc = W_Give_Ammo;
} else if (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER) {
self.currentmag++;
self.currentammo = self.currentammo - 1;
delay = 0.8;
startframe = 19;
endframe = 24;
endanimfunc = ContinueReload;
} else if (self.weapon == W_TRENCH || self.weapon == W_GUT) {
if (self.weapon == W_GUT && self.currentammo >= 2 && self.currentmag < 9) {
self.currentmag = self.currentmag + 2;
self.currentammo = self.currentammo - 2;
} else {
self.currentmag++;
self.currentammo = self.currentammo - 1;
}
delay = 0.5;
startframe = 18;
endframe = 23;
endanimfunc = ContinueReload;
}
}
if (delay) {
if (self.perks & P_SPEED) {
delay *= 0.5;
}
self.reload_delay = time + delay;
Set_W_Frame (startframe, endframe, delay, 0, RELOAD, endanimfunc, modelname, false, S_RIGHT);
}
}
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void(float side) W_AdvanceAnim =
{
float startframe, endframe, delay, reloadcancelframe;
string modelname;
startframe = GetFrame(self.weapon, RELOAD_START);
endframe = GetFrame(self.weapon, RELOAD_END);
delay = getWeaponDelay(self.weapon, RELOAD);
reloadcancelframe = GetFrame(self.weapon, RELOAD_CANCEL);
modelname = GetWeaponModel(self.weapon, 0);
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self.reload_delay = self.reload_delay2 = delay + time;
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Set_W_Frame (startframe, endframe, delay, reloadcancelframe, RELOAD, W_Give_Ammo, modelname, false, side);
}
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void(float side) W_Reload =
{
if (self.weapon == W_M2 || self.weapon == W_FIW)
return;
if (side == S_BOTH) {
W_Reload(S_RIGHT);
if (IsDualWeapon(self.weapon)) {
W_Reload(S_LEFT);
}
return;
}
if (side == S_RIGHT &&
(self.reload_delay > time ||
self.new_anim_stop ||
!self.currentammo ||
self.currentmag >= getWeaponMag(self.weapon))){
return;
}
if (side == S_LEFT &&
(self.reload_delay2 > time ||
self.new_anim2_stop ||
!self.currentammo ||
self.currentmag2 >= getWeaponMag(self.weapon))) {
return;
}
//TEMPORARY
#ifdef PC
self.viewzoom = 1;
#endif
self.zoom = false;
W_AimOut();
W_SprintStop();
float endframe, startframe, reloadcancelframe, delay;
string modelname = "";
if (side == S_RIGHT) {
modelname = GetWeaponModel(self.weapon, 0);
} else {
if (IsDualWeapon(self.weapon)) {
modelname = GetLeftWeaponModel(self.weapon);
}
}
if (self.currentammo)
{
playreload();
startframe = GetFrame(self.weapon,RELOAD_START);
endframe = GetFrame(self.weapon,RELOAD_END);
reloadcancelframe = GetFrame(self.weapon,RELOAD_CANCEL);
delay = getWeaponDelay(self.weapon,RELOAD);
void(optional float t) endanimfunc = SUB_Null;
// TODO: Make browning use new reload status frames
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if (self.weapon == W_BROWNING || self.weapon == W_ACCELERATOR) {
if (!self.currentmag) {
startframe = 26;
endframe = 77;
reloadcancelframe = 45;
delay = 6;
endanimfunc = W_Give_Ammo;
} else if (self.currentmag > 0) {
startframe = 4;
endframe = 25;
reloadcancelframe = 0;
delay = 3.5;
endanimfunc = ContinueReload;
}
} else if (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER ){
startframe = 14;
endframe = 18;
reloadcancelframe = 0;
delay = 0.8;
endanimfunc = ContinueReload;
}
// Check for special reload type
else if (GetFrame(self.weapon, RELOAD_EMPTY_START) != 0) {
//reloadcancelframe = GetFrame(self.weapon, RELOAD_CANCEL);
if (self.currentmag > 0) {
startframe = GetFrame(self.weapon, RELOAD_PART_START);
endframe = GetFrame(self.weapon, RELOAD_PART_END);
delay = getWeaponDelay(self.weapon, RELOAD_PAR);
} else {
startframe = GetFrame(self.weapon, RELOAD_EMPTY_START);
endframe = GetFrame(self.weapon, RELOAD_EMPTY_END);
delay = getWeaponDelay(self.weapon, RELOAD_EMP);
}
endanimfunc = W_AdvanceAnim;
}
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else if (self.weapon == W_TRENCH || self.weapon == W_GUT) {
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if (self.currentmag == 0) {
self.NeedLoad = true;
}
startframe = 14;
endframe = 17;
reloadcancelframe = 0;
delay = 0.8;
endanimfunc = ContinueReload;
} else {
endanimfunc = W_Give_Ammo;
}
if (self.perks & P_SPEED)
delay = delay*0.5;
if (side == S_RIGHT) {
self.reload_delay = delay + time;
} else {
self.reload_delay2 = delay + time;
}
Set_W_Frame (startframe, endframe, delay, reloadcancelframe, RELOAD, endanimfunc, modelname, false, side);
}
if (self.weapon != W_TRENCH) {
self.NeedLoad = false;
}
};
void () W_LoadAmmoDone =
{
self.NeedLoad = false;
}
void () W_LoadAmmo =
{
if (!self.NeedLoad)
return;
if (!self.currentmag)
{
W_Reload(S_BOTH);
return;
}
string modelname;
float endframe, startframe, reloadcancelframe, delay;
modelname = GetWeaponModel(self.weapon, 0);
startframe = GetFrame(self.weapon,RELOAD_START);
endframe = GetFrame(self.weapon,RELOAD_END);
reloadcancelframe = GetFrame(self.weapon,RELOAD_CANCEL);
delay = getWeaponDelay(self.weapon,RELOAD);
void(optional float t) endanimfunc = SUB_Null;
if (self.weapon == W_TRENCH || self.weapon == W_GUT)
{
startframe = 4;
endframe = 14;
reloadcancelframe = 12;
delay = 1;
endanimfunc = W_LoadAmmoDone;
}
else if (self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER)
{
startframe = 4;
endframe = 13;
reloadcancelframe = 9;
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delay = 1.2;
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endanimfunc = W_LoadAmmoDone;
}
if (delay) {
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if (self.perks & P_DOUBLE)
delay *= 0.66;
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Set_W_Frame (startframe, endframe, delay, reloadcancelframe, FIRE, W_LoadAmmoDone, modelname, false, S_RIGHT);
self.fire_delay = delay + time;
}
}
void () CheckReload =
{
if (!self.currentmag2 && IsDualWeapon(self.weapon)) {
W_Reload(S_LEFT);
}
if (!self.currentmag && self.currentammo) {
W_Reload(S_RIGHT);
}
}
/*
================
SpawnBlood
================
*/
void(vector org, vector vel, float damage) SpawnBlood =
{
local entity f;
#ifdef PC
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_BLOOD);
WriteCoord(MSG_MULTICAST, org_x);
WriteCoord(MSG_MULTICAST, org_y);
WriteCoord(MSG_MULTICAST, org_z);
msg_entity = self;
multicast('0 0 0', MULTICAST_ONE);
#else
particle (org, vel*0.1, 73, damage*2);
#endif
f = find (world, classname, "player");
f.hitcount = f.hitcount + 1;
};
void(vector where) spawn_gibs = {
#ifndef PC
particle(where, where*0.1, 225, 1);
#else
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_BLOOD);
WriteCoord(MSG_MULTICAST, where_x);
WriteCoord(MSG_MULTICAST, where_y);
WriteCoord(MSG_MULTICAST, where_z);
msg_entity = self;
multicast('0 0 0', MULTICAST_ONE);
#endif
}
void Parse_Damage () = // DO NOT TOUCH
{
entity ent;
float total_dmg;
entity body_ent;
float head_hit;
//warn
head_hit = 0;
ent = findfloat (world, washit, 1);
while (ent) {
if (ent.classname != "radio" && ent.classname != "explosive_barrel") {
if (ent.classname == "ai_zombie_head")
head_hit = 1;
if (ent.classname != "ai_zombie" && ent.classname != "ai_dog") //limb
body_ent = ent.owner;
else
body_ent = ent;
total_dmg = body_ent.hitamount;
if (body_ent.head.washit) {
total_dmg += body_ent.head.hitamount;
body_ent.head.health -= body_ent.head.hitamount;
head_hit = 1;
// Head = Gone!
if (body_ent.head.health <= 0) {
// Head has already been blown off, bro
if (!body_ent.head.deadflag)
return;
vector where;
// If our weapon is capable, blow the head off
if (getWeaponDamage(self.weapon) >= 100) {
makevectors(body_ent.head.owner.angles);
where = body_ent.head.owner.origin + (body_ent.head.view_ofs_x * v_right) + (body_ent.head.view_ofs_y * v_forward) + (body_ent.head.view_ofs_z * v_up);
spawn_gibs(where);
// Should the Zombie try and walk on?
if (random() <= 0.01) {
body_ent.bleedingtime = time + 2;
} else {
// Nah, he dead.
total_dmg *= 5000;
}
body_ent.head.deadflag = false;
body_ent.head.solid = SOLID_NOT;
setmodel(body_ent.head,"");
body_ent.head.frame = 0;
body_ent.usedent = self;
body_ent.bleedingtime = time + 2;
}
}
body_ent.head.washit = 0;
body_ent.head.hitamount = 0;
}
if (body_ent.larm.washit) {
total_dmg = total_dmg + body_ent.larm.hitamount;
body_ent.larm.health = body_ent.larm.health - body_ent.larm.hitamount;
if (body_ent.larm.health <= 0 && self.weapon != W_COLT && body_ent.larm.owner.rarm.deadflag && body_ent.larm.deadflag)
{
makevectors(body_ent.larm.owner.angles);
where = body_ent.larm.owner.origin + (body_ent.larm.view_ofs_x * v_right) + (body_ent.larm.view_ofs_y * v_forward) + (body_ent.larm.view_ofs_z * v_up);
spawn_gibs(where);
body_ent.larm.deadflag = false;
body_ent.larm.solid = SOLID_NOT;
setmodel(body_ent.larm,"");
body_ent.larm.frame = 0;
//updateLimb (body_ent.larm.owner, 1, world);
}
body_ent.larm.washit = 0;
body_ent.larm.hitamount = 0;
}
if (body_ent.rarm.washit) {
total_dmg = total_dmg + body_ent.rarm.hitamount;
body_ent.rarm.health = body_ent.rarm.health - body_ent.rarm.hitamount;
if (body_ent.rarm.health <= 0 && self.weapon != W_COLT && body_ent.rarm.owner.larm.deadflag && body_ent.rarm.deadflag) {
makevectors(body_ent.rarm.owner.angles);
where = body_ent.rarm.owner.origin + (body_ent.rarm.view_ofs_x * v_right) + (body_ent.rarm.view_ofs_y * v_forward) + (body_ent.rarm.view_ofs_z * v_up);
spawn_gibs(where);
body_ent.rarm.deadflag = false;
body_ent.rarm.solid = SOLID_NOT;
setmodel(body_ent.rarm,"");
body_ent.rarm.frame = 0;
//updateLimb (body_ent.rarm.owner, 2, world);
}
body_ent.rarm.washit = 0;
body_ent.rarm.hitamount = 0;
}
if (instakill_finished) {
if(body_ent.head.deadflag) {
body_ent.head.deadflag = false;
body_ent.head.solid = SOLID_NOT;
setmodel(body_ent.head,"");
body_ent.head.frame = 0;
}
}
if (head_hit)
DamageHandler(body_ent,self, total_dmg, S_HEADSHOT);
else
DamageHandler(body_ent,self, total_dmg, S_NORMAL);
#ifndef PC
body_ent.washit = 0;
body_ent.hitamount = 0;
#else
ent.washit = 0;
ent.hitamount = 0;
#endif
}
ent = findfloat (ent, washit, 1);
}
}
void() LungeKnifeHit =
{
vector source,org;
float f_damage;
entity hit_ent;
makevectors (self.v_angle);
source = self.origin + self.view_ofs;
if (self.weapon == W_BK)
traceline (source, source + v_forward*80*1.2, 0, self); // naievil -- added some extra length
else
traceline (source, source + v_forward*64*1.2, 0, self); // naievil -- ^^
org = trace_endpos - v_forward*3; // naievil -- changed to factor of 3 from 4
if (trace_ent.takedamage)
{
if(trace_ent.classname == "item_radio" || trace_ent.classname == "teddy_spawn")
{
entity oldself;
oldself = self;
self = trace_ent;
self.th_die();
self = oldself;
return;
}
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
if (self.bowie && self.weapon == W_BK)
f_damage = 1200;
else if (self.bowie)
f_damage = 1000;
else if (self.weapon == W_BK)
f_damage = 500;
else
f_damage = 150;
if (trace_ent.classname == "ai_zombie_head")
{
hit_ent = trace_ent.owner;
f_damage = f_damage*1.5;
}
else if (trace_ent.classname == "ai_zombie_larm")
{
hit_ent = trace_ent.owner;
}
else if (trace_ent.classname == "ai_zombie_rarm")
{
hit_ent = trace_ent.owner;
}
else
{
hit_ent = trace_ent;
}
if (hit_ent.takedamage)
{
org = source + (v_forward * 20);
SpawnBlood (org, org, 50);
//hit = 1;
}
DamageHandler (hit_ent, self, f_damage, S_KNIFE);
}
}
void(float damage, vector dir, vector org, vector plane, entity hit_ent, float side) TraceAttack =
{
vector vel;
float f_damage = 0;
vel = normalize(dir);
vel = vel + 2*plane;
vel = vel * 200;
if (hit_ent.takedamage) {
if (trace_fraction >= 1) {
return;
}
if(hit_ent.classname == "item_radio" || hit_ent.classname == "teddy_spawn")
{
entity oldself;
oldself = self;
self = hit_ent;
self.th_die();
self = oldself;
return;
} else if (hit_ent.classname == "explosive_barrel") {
hit_ent.enemy = self;
oldself = self;
self = hit_ent;
self.health = self.health - damage;
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Barrel_Hit();
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self = oldself;
return;
} else if (hit_ent.classname == "door" || hit_ent.classname == "door_nzp") {
local entity old;
old = self;
self = hit_ent;
self.health -= damage;
if (self.health < 0)
door_use();
self = old;
return;
}
SpawnBlood (org, vel, damage*10);
switch(hit_ent.classname) {
case "ai_zombie_head":
f_damage = damage*getWeaponMultiplier(self.weapon, HEAD_X);
break;
case "ai_zombie_larm":
case "ai_zombie_rarm":
f_damage = damage*getWeaponMultiplier(self.weapon, LIMBS_X);
break;
case "ai_zombie":
if (trace_endpos_z < hit_ent.origin_z)
f_damage = damage*getWeaponMultiplier(self.weapon, LOWER_TORSO_X);
else
f_damage = damage*getWeaponMultiplier(self.weapon, UPPER_TORSO_X);
break;
default:
f_damage = damage;
break;
}
hit_ent.washit = 1;
hit_ent.hitamount = hit_ent.hitamount + f_damage;
SetUpdate(self, UT_HM, 0, 0, 0);
#ifndef PC
msg_entity = self;
WriteByte(MSG_ONE, SVC_HITMARK);
#endif
} else {
#ifndef PC
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
#endif
}
#ifdef PC
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_PISTOLFIRE);
WriteEntity(MSG_MULTICAST, self);
WriteFloat(MSG_MULTICAST, side);
WriteCoord(MSG_MULTICAST, org_x);
WriteCoord(MSG_MULTICAST, org_y);
WriteCoord(MSG_MULTICAST, org_z);
WriteCoord(MSG_MULTICAST, plane_x);
WriteCoord(MSG_MULTICAST, plane_y);
WriteCoord(MSG_MULTICAST, plane_z);
WriteEntity(MSG_MULTICAST, hit_ent);
multicast(trace_endpos, MULTICAST_PHS);
#endif
};
void (float shotcount, float sprd, float Damage, float side) FireTrace =
{
float count, r, ru, penetration_times, do_break;
vector dir, src, trace_start_org;
entity hitent;
count = 0;
makevectors(self.v_angle);
src = self.origin + self.view_ofs;
#ifndef PC
CL_SendWeaponFire();
#endif
while (count < shotcount)
{
dir = aim (self,0);
r = random() * sprd*10;
if (random() < 0.5)
r = r*-1;
ru = random() * sprd*10;
if (random() < 0.5)
ru = ru*-1;
dir = dir*2048;
dir = dir + v_right*r + v_up*ru;
trace_start_org = src;
trace_ent = self;
do_break = 0;
penetration_times = 0;
hitent = world;
while (!do_break && random() < getWeaponPenetration(self.weapon, penetration_times))
{
while (1)
{
traceline (trace_start_org, trace_start_org + dir, MOVE_HITMODEL, trace_ent);
if (hitent == world)
break;
/*if (hitent.larm == trace_ent || hitent.rarm == trace_ent || hitent.head == trace_ent)
{
hitent = trace_ent;
trace_start_org = trace_endpos + normalize(dir)*10;
//break;
}*/
else
break;
}
if (trace_fraction != 1.0)
TraceAttack (Damage, dir, trace_endpos, trace_plane_normal, trace_ent, side);
trace_start_org = trace_endpos;
penetration_times++;
if (!trace_ent.takedamage)
do_break = 1;
if (trace_ent.classname == "ai_zombie_head" || trace_ent.classname == "ai_zombie_larm" || trace_ent.classname == "ai_zombie_rarm")
hitent = trace_ent.owner;
else
hitent = trace_ent;
}
hitent = world;
count++;
}
if (self.weapon != W_TESLA)
Parse_Damage();
}
void(float side) W_FireGrenade =
{
entity nade = spawn();
nade.owner = self;
nade.movetype = MOVETYPE_BOUNCE;
nade.solid = SOLID_BBOX;
nade.classname = "explosiveNade";
makevectors (self.v_angle);
nade.velocity = v_forward*1000;
nade.avelocity = '50 -50 50';
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//centerprint(self, vtos(nade.angles));
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nade.touch = GrenadeExplode;
setsize(nade, '0 0 0', '0 0 0');
nade.origin = self.origin + self.view_ofs;
setorigin(nade, nade.origin);
}
//
// RAY GUN - modified from patch <3
//
void() RayBulletExplode =
{
DamgageExplode (self, self.owner, 1800, 1800, 64);//we want A SMALL radius of explosion
// MOTO - FTE explosions are.. large, let's flash instead.
#ifdef PC
te_smallflash(self.origin);
#else
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
#ifdef PSP
if (self.effects & EF_RAYGREEN)
WriteByte (MSG_BROADCAST, TE_RAYSPLASHGREEN);
else
WriteByte (MSG_BROADCAST, TE_RAYSPLASHRED);
#else
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
#endif
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
#endif
SUB_Remove ();
};
void() velocity_increase_ray =
{
if (!other.solid || other.solid == SOLID_TRIGGER)
if (other != world)
return;
if (other == self.owner)
return;
if (other.solid == SOLID_NOT) {
RayBulletExplode();
}
self.velocity = self.velocity*1.5;
RayBulletExplode();
};
void() W_FireRay =
{
local entity porter;
porter = spawn();
porter.owner = self;
porter.movetype = MOVETYPE_FLY;
porter.solid = SOLID_BBOX;
makevectors(self.v_angle);
porter.velocity = v_forward*2000;
porter.avelocity = '0 0 0';
porter.angles = vectoangles(porter.velocity);
porter.angles_z += (porter.angles_z + 180 < 360)? 180 : -180;
porter.angles = vectoangles(v_forward);
porter.v_angle = '0 0 200';
porter.touch = velocity_increase_ray;
setmodel(porter, "models/misc/raybeam.mdl");
setsize(porter, '0 0 0', '0 0 0');
if (self.weapon == W_PORTER) {
#ifdef PSP
porter.effects = EF_RAYRED;
#else
porter.effects = EF_RED;
#endif
} else {
#ifdef PSP
porter.effects = EF_RAYGREEN;
#else
porter.effects = EF_GREEN;
#endif
}
porter.origin = self.origin + self.view_ofs;
porter.origin += v_forward * 0;
setorigin(porter, porter.origin);
self.animend = ReturnWeaponModel;
self.callfuncat = 0;
}
// Remove zombie, add money, request clone spawn.
void(entity hit_ent) LightningHit =
{
local entity tempe;
// 50 points for waffe kills
addmoney(self, 50, true);
// set lib models to null
// (if we remove them RelinkZombies will cry)
if (hit_ent.head)
setmodel(hit_ent.head, "");
if (hit_ent.larm)
setmodel(hit_ent.larm, "");
if (hit_ent.rarm)
setmodel(hit_ent.rarm, "");
// window hop fix
if (self.state == 1 || self.hop_step != 0) {
self.state = self.hop_step = 0;
}
// change classname so it can't be re-targted
hit_ent.classname = "wunder";
// own it!
hit_ent.owner = self;
// we're the start of a chain
hit_ent.teslacount = 1;
// play our wunder-ful anim
tempe = self;
self = hit_ent;
self.th_diewunder();
self = tempe;
// kill
self.kills += 1;
};
// Initial Zombie impact, creds to Naievil/UP
void(vector p1, vector p2, entity from, float damage) LightningDamage =
{
local entity e1, e2;
local vector f;
entity hit_ent;
f = p2 - p1;
normalize (f);
f_x = 0 - f_y;
f_y = f_x;
f_z = 0;
f = f*16;
e1 = e2 = world;
//traceline (p1, p2, false, self);
hit_ent = trace_ent;
if (hit_ent == world)
return;
if (hit_ent.classname == "ai_zombie_head" || hit_ent.classname == "ai_zombie_larm" || hit_ent.classname == "ai_zombie_rarm")
hit_ent = hit_ent.owner;
if (trace_ent.takedamage)
{
LightningHit (hit_ent);
}
e1 = trace_ent;
traceline (p1 + f, p2 + f, FALSE, self);
if (trace_ent != e1 && trace_ent.takedamage)
{
LightningHit (hit_ent);
}
e2 = trace_ent;
traceline (p1 - f, p2 - f, FALSE, self);
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
{
LightningHit (hit_ent);
}
};
// Fire lightning out of the gun
void() W_FireTesla =
{
local vector source;
makevectors (self.v_angle);
source = self.origin + self.view_ofs;
FireTrace(1, 0, 0, 0);
#ifdef PC
te_lightning2(self, source, trace_endpos);
#endif
#ifdef PSP
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
WriteEntity (MSG_BROADCAST, self);
WriteCoord (MSG_BROADCAST, source_x);
WriteCoord (MSG_BROADCAST, source_y);
WriteCoord (MSG_BROADCAST, source_z);
WriteCoord (MSG_BROADCAST, trace_endpos_x);
WriteCoord (MSG_BROADCAST, trace_endpos_y);
WriteCoord (MSG_BROADCAST, trace_endpos_z);
#endif
LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
}
void() Flame_LingerThink =
{
#ifdef PC
te_flamejet(self.origin, v_up*8, 5);
#else
particle (self.origin, v_up*8, 0, 0);
#endif
if (self.ltime < time)
remove(self);
self.nextthink = time + 0.1;
}
// spawn linger effect/entity
void(vector org, entity whodunit) Flame_Linger =
{
local entity linger = spawn();
setorigin(linger, org);
linger.owner = whodunit.owner;
linger.think = Flame_LingerThink;
linger.nextthink = time + 0.1;
linger.ltime = time + 5;
}
void() Flame_Touch =
{
if (other == world) {
Flame_Linger(self.origin, self);
remove(self);
} else {
if (other.onfire || other.owner.onfire)
return;
if (other.classname == "ai_zombie_head" || other.classname == "ai_zombie_larm"
|| other.classname == "ai_zombie_rarm") {
other.owner.onfire = true;
other.owner.ltime = time + 2;
addmoney(self.owner, 10, true);
} else if (other.classname == "ai_zombie" || other.classname == "ai_dog") {
other.onfire = true;
other.firer = self.owner;
other.ltime = time + 2;
addmoney(self.owner, 10, true);
}
}
}
// fallen flame touches something
void() Flame_DropCatch =
{
if (other == world) {
Flame_Linger(self.origin + '0 0 5', self);
remove(self);
}
}
// drop didn't make it to the ground in time to spread
void() Flame_DropDissapate =
{
remove(self);
}
// rare chance some falls
void() Flame_Drop =
{
local entity drop = spawn();
drop.owner = self.owner;
setmodel(drop, "models/sprites/flame.spr");
setsize(drop, '0 0 0', '0 0 0');
setorigin(drop, self.origin);
drop.touch = Flame_DropCatch;
drop.think = Flame_DropDissapate;
drop.nextthink = time + 0.8;
drop.solid = SOLID_TRIGGER;
drop.movetype = MOVETYPE_BOUNCE;
drop.velocity = v_up*-55;
}
// increase frames, remove/drop
void() Flame_Buildup =
{
self.frame++;
if (self.frame > 11) {
if (random() > 0.75)
Flame_Drop();
remove(self);
}
self.nextthink = time + 0.05;
}
void() W_FireM2 =
{
local entity flamespr;
local vector rand_angle;
flamespr = spawn();
flamespr.owner = self;
flamespr.movetype = MOVETYPE_FLYMISSILE;
flamespr.solid = SOLID_TRIGGER;
flamespr.classname = "flamethrower_sprite";
flamespr.state = 0;
flamespr.finaldest = self.v_angle;
// calc some randomness
rand_angle = self.v_angle;
rand_angle_x += random()*10;
rand_angle_y += random()*10;
makevectors(rand_angle);
flamespr.velocity = aim(self, 1000);
flamespr.velocity *= 600;
flamespr.owner = self;
flamespr.think = Flame_Buildup;
flamespr.nextthink = time + 0.01;
flamespr.touch = Flame_Touch;
setmodel(flamespr, "models/sprites/flame.spr");
setorigin(flamespr, self.origin + self.view_ofs - '0 0 10');
setsize(flamespr, '0 0 0', '0 0 0');
}
void(float side) W_Fire =
{
if (self.weapon == W_M2 || self.weapon == W_FIW && self.cooldown)
return;
if (self.semiswitch == true)
return;
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//First check that we can actualy fire
if (side == S_RIGHT &&
(time < self.fire_delay ||
self.new_anim_stop ||
self.reload_delay > time || (!self.currentammo && !self.currentmag))) {
return;
}
if (side == S_LEFT &&
(time < self.fire_delay2 ||
self.new_anim2_stop ||
self.reload_delay2 > time)) {
return;
}
if (self.sprinting) {
W_SprintStop();
return;
}
float startframe;
float endframe;
float firetype;
float damage;
float shotcount;
string modelname = "";
string soundname;
float spread;
float sprdstance = 0;
float delay;
//Update the basic vectors
makevectors(self.v_angle);
//make sure magazine is loading
if (!self.currentmag && side == S_RIGHT)
{
W_Reload(S_RIGHT);
return;
} else if (!self.currentmag2 && side == S_LEFT)
{
W_Reload(S_LEFT);
return;
}
//Dont fire if the gun has to cycle
if (self.NeedLoad && (self.weapon == W_TRENCH || self.weapon == W_GUT || self.weapon == W_KAR_SCOPE || self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_HEADCRACKER))
{
W_LoadAmmo();
return;
}
//get some basic info
damage = getWeaponDamage(self.weapon);
firetype = GetFiretype (self.weapon);
if (side == S_RIGHT) {
modelname = GetWeaponModel(self.weapon, 0);
} else {
if (IsDualWeapon(self.weapon)) {
modelname = GetLeftWeaponModel(self.weapon);
}
}
shotcount = GetWeaponShotcount(self.weapon);
soundname = GetWeaponSound(self.weapon);
delay = getWeaponDelay(self.weapon, FIRE);
// Double Tap 2.0
if (self.perks & P_DOUBLE)
shotcount *= 2;
switch(self.stance) {
case 2:
sprdstance = 0;
break;
case 1:
sprdstance = 2;
break;
case 0:
sprdstance = 4;
break;
default:
sprdstance = 0;
break;
}
spread = (1.5*GetWeaponSpread(self.weapon))-sprdstance;
if (self.perks & P_DEAD) {
spread *= 0.65;
}
if (self.zoom == 1) {
if (self.weapon == W_TRENCH ||
self.weapon == W_DB ||
self.weapon == W_SAWNOFF ||
self.weapon == W_GUT ||
self.weapon == W_BORE) {
spread = spread * 0.75;
} else {
spread = spread * 0.1;
}
} else if (self.zoom == 2) {
spread = spread * 0.05;
} else if (self.velocity || !(self.flags & FL_ONGROUND))
spread *= 2;
if (self.downed)
playdownfire();
// Check if weapon is semi-automatic and if it is, if it's ready to be fired.
if (Util_WeaponIsSemiAutomatic(self.weapon)) {
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if (side == S_RIGHT) {
if (self.semi) return;
self.semi = true;
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} else if (side == S_LEFT) {
if (self.semi2) return;
self.semi2 == true;
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}
}
// Weapon Projectile/Trace Logic.
if (Util_WeaponFiresTraceshot(self.weapon)) {
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FireTrace(shotcount, spread, damage, side);
}
switch(firetype) {
case FIRETYPE_GRENADE:
W_FireGrenade(side);
break;
case FIRETYPE_RAYBEAM:
W_FireRay();
break;
case FIRETYPE_TESLA:
W_FireTesla();
break;
case FIRETYPE_FLAME:
W_FireM2();
break;
default: break;
}
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//Play weapon animation and sound
startframe = GetFrame(self.weapon,FIRE_START);
endframe = GetFrame(self.weapon,FIRE_END);
// Increment the amount of shots fired while downed
if (self.downed == true)
self.teslacount++;
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if (self.perks & P_DOUBLE) {
delay *= 0.66;
}
if (self.weapon == W_GUT || self.weapon == W_KAR_SCOPE || self.weapon == W_TRENCH || self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_HEADCRACKER)
{
Set_W_Frame (startframe, endframe, delay, 0, FIRE, W_LoadAmmo, modelname, FALSE, side);
self.NeedLoad = true;
} else {
Set_W_Frame (startframe, endframe, delay, 0, FIRE, CheckReload, modelname, FALSE, side);
}
sound (self, CHAN_WEAPON, soundname, 1, ATTN_NORM);
if (side == S_RIGHT) {
self.currentmag = self.currentmag - 1;
self.fire_delay = getWeaponDelay(self.weapon, FIRE) + time;
} else {
self.currentmag2 = self.currentmag2 - 1;
self.fire_delay2 = getWeaponDelay(self.weapon, FIRE) + time;
}
if (IsPapWeapon(self.weapon)) {
sound (self, 0, "sounds/weapons/papfire.wav", 1, ATTN_NORM);
}
SetUpdate(self, UT_HUD, 6, 0, 0);
SetUpdate(self, UT_CROSSHAIR, 5, 0, 0);
// REFORMAT THIS
#ifndef PC
self.effects = self.effects | EF_MUZZLEFLASH;
#else
// psp takes care of this in engine
if (self.perks & P_DEAD)
return;
vector Wep_Recoil;
Wep_Recoil = GetWeaponRecoil(self.weapon)*0.5;
self.punchangle_x = Wep_Recoil_x;
self.punchangle_y = Wep_Recoil_y;
self.punchangle_z = Wep_Recoil_z;
#endif
}
/******************************
* W_Knife *
******************************/
void () W_Knife =
{
if (time < self.knife_delay || self.new_anim_stop ||
self.zoom || self.health == 10 ||
(!(self.flags & FL_ONGROUND)))
return;
vector source;
entity hit_ent = world;
//entity oldself;
float r, backupSkin;
vector org;
float hit = false;
if (self.sprinting) {
W_SprintStop();
}
backupSkin = self.weaponskin;
self.weaponskin = 0;
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife.wav", 1, ATTN_NORM);
makevectors (self.v_angle);
source = self.origin + self.view_ofs;
if (self.weapon == W_BK)
traceline (source, source + v_forward*128, 0, self);
else
traceline (source, source + v_forward*100, 0, self);
org = trace_endpos - v_forward*4;
r = fabs(vlen(source - org));
if (trace_ent.takedamage)
{
if (trace_ent.classname == "ai_zombie_head")
hit_ent = trace_ent.owner;
else if (trace_ent.classname == "ai_zombie_larm")
hit_ent = trace_ent.owner;
else if (trace_ent.classname == "ai_zombie_rarm")
hit_ent = trace_ent.owner;
else
hit_ent = trace_ent;
if (hit_ent.classname == "ai_zombie")
hit = true;
// if zombie has a head and it's instakill, gib for a e s t h e t i c
if (hit_ent.head && instakill_finished >= time) {
spawn_gibs(hit_ent.head.origin);
setmodel(hit_ent.head, "");
}
}
else if (trace_fraction < 1.0)
{ // hit wall
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hit.wav", 1, ATTN_NORM);
/* naievil (FIXME) add weapon decal here */
#ifdef PC
if (self.weapon != W_RAY && self.weapon != W_PORTER) {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_PISTOLFIRE);
WriteEntity(MSG_MULTICAST, self);
WriteFloat(MSG_MULTICAST, 0);
WriteCoord(MSG_MULTICAST, org_x);
WriteCoord(MSG_MULTICAST, org_y);
WriteCoord(MSG_MULTICAST, org_z);
WriteCoord(MSG_MULTICAST, trace_plane_normal_x);
WriteCoord(MSG_MULTICAST, trace_plane_normal_y);
WriteCoord(MSG_MULTICAST, trace_plane_normal_z);
WriteEntity(MSG_MULTICAST, hit_ent);
multicast(trace_endpos, MULTICAST_PHS);
}
#else
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
#endif
}
if (r > 40 && hit)//lunge
{
if (self.weapon == W_BK)
{
Set_W_Frame (14, 24, 1.4, 0, KNIFE, SUB_Null, "models/weapons/bk/v_bk.mdl", false, S_RIGHT);
self.fire_delay = time + 1.5;
self.knife_delay = time + 1.75;
}
else if (self.bowie)
{
Set_W_Frame (4, 10, 0.7, 0, KNIFE, ReturnWeaponModel, "models/weapons/knife/v_bowie.mdl", false, S_RIGHT);
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.8;
self.knife_delay = time + 1.3;
}
else
{
self.punchangle_x = -5;
self.punchangle_y = -10;
Set_W_Frame (4, 12, 0.7, 0, KNIFE, ReturnWeaponModel, "models/weapons/knife/v_knife.mdl", false, S_RIGHT);
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.8;
self.knife_delay = time + 1;
}
self.velocity = v_forward * 200;
}
else
{
if (self.weapon == W_BK)//slash
{
Set_W_Frame (8, 13, 0, 0.4, KNIFE, SUB_Null, "models/weapons/bk/v_bk.mdl", false, S_RIGHT);
self.fire_delay = time + 0.5;
self.knife_delay = time + 0.8;
}
else if (self.bowie)
{
Set_W_Frame (0, 3, 0.3, 0, KNIFE, ReturnWeaponModel, "models/weapons/knife/v_bowie.mdl", false, S_RIGHT);
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4;
self.knife_delay = time + 0.9;
}
else
{
self.punchangle_x = -5;
self.punchangle_y = -10;
//self.punchangle_z = 5;
Set_W_Frame (0, 3, 0.3, 0, KNIFE, ReturnWeaponModel, "models/weapons/knife/v_knife.mdl", false, S_RIGHT);
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4;
self.knife_delay = time + 0.7;
}
}
self.reload_delay2 = self.reload_delay = 0;
self.weaponskin = backupSkin;
LungeKnifeHit();
};
/******************************
* W_Grenade *
******************************/
void() switch_nade =
{
if (self.downed || self.isBuying || !(self.grenades & 2) || self.seminade)
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return;
if (self.pri_grenade_state == 0)
{
centerprint (self, "Bouncing Betties Selected");
self.bk_nade = 1;
}
if (self.pri_grenade_state == 1)
{
centerprint (self, "Frag Grenades Selected");
self.bk_nade = 0;
}
self.pri_grenade_state = self.bk_nade;
};
void() GrenadeExplode =
{
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/explode.wav", 1, ATTN_NORM);
if (self.classname == "grenade")
DamgageExplode (self, self.owner, 225, 75, 128);//was 256 inch radius, kicked it down to 128 because 21 feet exploding radius is... a bit overkill...
else
DamgageExplode (self, self.owner, 1200, 1000, 128); //explosive weapons are more powerful :)
#ifdef PC
te_customflash(self.origin, 178, 300, '1 1 1');
#endif
CallExplosion(self.origin);
SUB_Remove ();
};
void() NadeStraighten =
{
self.angles_x = (self.angles_x > 0) ? 90 : -90;
if (self.pri_grenade_state == 1)
return;
};
void() Velocity_reduce =
{
if (!other.solid || other.solid == SOLID_TRIGGER)
if (other != world)
return;
self.velocity = self.velocity*0.5;
NadeStraighten();
};
void() betty_touch =
{
//centerprint (other, "wow\n"); <- THIS
if (other.classname == "grenade")
return;
if (other == self.owner || other.solid == SOLID_TRIGGER)
if (other != world)
return;
GrenadeExplode();
}
void() W_ThrowBetty =
{
local entity betty;
betty = spawn ();
betty.owner = self;
betty.grenade_delay = betty.owner.grenade_delay;
betty.owner.grenade_delay = 0;
betty.movetype = MOVETYPE_NONE;
betty.solid = SOLID_TRIGGER;
betty.classname = "betty";
// set betty speed
betty.velocity = v_forward*0;
betty.think = GrenadeExplode;
betty.touch = betty_touch;
setmodel (betty, "models/weapons/grenade/g_betty.mdl");
setsize (betty, '-16 -16 -4', '16 16 1');
betty.origin = betty.owner.origin - self.view_ofs + '0 0 1';
//if player isn't on ground, drop the betty to the floor.
if (!(self.flags & FL_ONGROUND)) {
local entity oldself;
oldself = self;
self = betty;
#ifdef PC
droptofloor();
#else
droptofloor(0, 0);
#endif
self = oldself;
}
betty.origin += v_forward * 0;
setorigin (betty, betty.origin);
self.animend = ReturnWeaponModel;
self.callfuncat = 0;
self.isBuying = false;
}
void() W_ThrowGrenade =
{
string modelname;
float startframe;
float endframe;
local entity nade;
if (self.pri_grenade_state == 0) {
nade = spawn ();
nade.owner = self;
nade.grenade_delay = nade.owner.grenade_delay;
nade.owner.grenade_delay = 0;
nade.movetype = MOVETYPE_BOUNCE;
nade.solid = SOLID_BBOX;
nade.classname = "grenade";
// set nade speed
makevectors (self.v_angle);
#ifndef PSP
nade.velocity = v_forward*500;
#else
nade.velocity = v_forward*800; // on PSP, we need more OOMFPH
#endif
nade.avelocity = '400 -400 400';
//nade.angles = vectoangles(nade.velocity);
//nade.angles_z += (nade.angles_z + 180 < 360)? 180 : -180;
nade.angles = vectoangles(v_forward);
nade.angles_z -= 15;
// set nade duration
nade.nextthink = nade.grenade_delay;
nade.think = GrenadeExplode;
nade.touch = Velocity_reduce;
setmodel (nade, "models/weapons/grenade/g_grenade.mdl");
setsize (nade, '0 0 0', '0 0 0');
nade.origin = self.origin + self.view_ofs;
nade.origin += v_forward * 12;
setorigin (nade, nade.origin);
self.animend = ReturnWeaponModel;
self.callfuncat = 0;
self.isBuying = false;
} else if (self.pri_grenade_state == 1) {
W_ThrowBetty();
} else {
centerprint (other, "No grenadetype defined...\n");
}
//if (!(self.flags & FL_ONGROUND)) {
// self.secondary_grenades = self.secondary_grenades + 1;
//}
startframe = GetFrame(self.weapon,TAKE_OUT_START);
endframe = GetFrame(self.weapon,TAKE_OUT_END);
modelname = GetWeaponModel(self.weapon, 0);
Set_W_Frame (startframe, endframe, 0, 0, 0, SUB_Null, modelname, false, S_BOTH);
SetUpdate(self, UT_HUD, 6, 0, 0);
}
void() checkHoldB =
{
if (!self.button3)
{
if(self.grenade_delay < time)
self.grenade_delay = time + 0.05;
self.isBuying = true;
Set_W_Frame (18, 23, 0, 5, GRENADE, W_ThrowBetty, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/throw.wav", 1, ATTN_NORM);
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4;
self.throw_delay = time + 0.9;
}
else
{
self.isBuying = true;
Set_W_Frame (18, 18, 0, 0, GRENADE, checkHoldB, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
}
}
void() checkHold =
{
if (self.pri_grenade_state == 1) {
checkHoldB();
return;
}
if (!self.button3 || self.grenade_delay < time)
{
if(self.grenade_delay < time)
self.grenade_delay = time + 0.05;
self.isBuying = true;
Set_W_Frame (3, 6, 0, 5, GRENADE, W_ThrowGrenade, "models/weapons/grenade/v_grenade.mdl", true, S_RIGHT);
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/throw.wav", 1, ATTN_NORM);
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4;
self.throw_delay = time + 0.9;
}
else
{
self.isBuying = true;
Set_W_Frame (2, 2, 0, 0, GRENADE, checkHold, "models/weapons/grenade/v_grenade.mdl", true, S_RIGHT);
}
}
void() W_Betty = {
if (self.throw_delay > time || self.zoom || self.downed || self.secondary_grenades < 1 || self.isBuying)
return;
// Prevent the Player from Sprinting and also avoid issues with
// the equipment being completely cancelled..
if (self.sprinting)
W_SprintStop();
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Set_W_Frame (0, 18, 0, 0, GRENADE, checkHoldB, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/prime.wav", 1, ATTN_NORM);
self.secondary_grenades -= 1;
self.reload_delay2 = self.fire_delay2 = self.throw_delay = self.reload_delay = self.fire_delay = time + 6;
self.seminade = true;
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}
void() W_Grenade =
{
if (self.throw_delay > time || self.zoom || self.downed || self.primary_grenades < 1 || self.isBuying)
return;
// Prevent the Player from Sprinting and also avoid issues with
// the equipment being completely cancelled..
if (self.sprinting)
W_SprintStop();
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Set_W_Frame (0, 2, 0, 0, GRENADE, checkHold, "models/weapons/grenade/v_grenade.mdl", true, S_RIGHT);
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/prime.wav", 1, ATTN_NORM);
self.primary_grenades -= 1;
self.reload_delay2 = self.fire_delay2 = self.throw_delay = self.reload_delay = self.fire_delay = time + 6;
self.grenade_delay = time + 5;
self.seminade = true;
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}
void(float wepnum) CheckButton = {
W_PutOut();
}
void() Change_Stance = {
if (self.downed || !(self.flags & FL_ONGROUND) || self.changestance == true || self.new_ofs_z != self.view_ofs_z)
return;
switch(self.stance) {
case 2:
self.new_ofs_z = self.view_ofs_z - 24;
self.stance = 1;
break;
case 1:
if (self.isBuying) { //don't want to prone while buying a perk..
self.stance = 2;
self.new_ofs_z = self.view_ofs_z + 24;
} else if (!self.stancereset) {
self.new_ofs_z = self.view_ofs_z - 18;
self.stance = 0;
} else {
self.new_ofs_z = self.view_ofs_z + 24;
self.stance = 2;
self.stancereset = 0;
}
break;
case 0:
self.new_ofs_z = self.view_ofs_z + 18;
self.stance = self.stancereset = 1;
break;
default: break;
}
}
void() dolphin_dive = //naievil
{
if (self.stance != 2 || self.view_ofs_z != 32)
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return;
if (self.flags & FL_WATERJUMP)
return;
if (self.waterlevel >= 2)
{
if (self.watertype == CONTENT_WATER)
self.velocity_z = 100;
else if (self.watertype == CONTENT_SLIME)
self.velocity_z = 80;
else
self.velocity_z = 50;
}
if (!(self.flags & FL_ONGROUND))
return;
if ( !(self.flags & FL_JUMPRELEASED) )
return; // don't pogo stick
self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
self.flags = self.flags - FL_ONGROUND; // don't stairwalk
makevectors (self.v_angle);
self.velocity = self.velocity * 1.2;
self.velocity_z = self.velocity_z + 270;
if (self.button2)
self.button2 = 0;
self.dive = 1;
W_SprintStop();
self.oldz = self.origin_z;
self.new_ofs_z = self.view_ofs_z - 42;
self.stance = 0;
}
void () Impulse_Functions =
{
if (!self.impulse)
return;
switch (self.impulse)
{
case 10:
#ifdef PC
// FTE handles jumping on PC, which we don't want.. so we use impulses to override.
JumpCheck(1);
#endif
break;
case 22:
addmoney(self, 10000, 0);
rounds += 4;
break;
case 23:
#ifdef PC
if (!checkMovement(forward))
return;
#endif
if (self.dive || self.downed)
return;
switch(self.stance) {
case 0:
self.new_ofs_z = self.view_ofs_z + 42;
self.stance = 2;
break;
case 1:
self.new_ofs_z = self.view_ofs_z + 24;
self.stance = 2;
break;
default: break;
}
W_SprintStart();
break;
case 24:
W_SprintStop();
break;
case 25:
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#if defined (PSP) || defined (CTR)
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switch_nade();
#else
W_Betty();
#endif
break;
case 26:
case 30:
if (self.sprinting)
dolphin_dive();
else
Change_Stance();
break;
#ifdef NX
case 31:
self.sprintflag = 0;
break;
case 32:
self.sprintflag = 1;
break;
#endif
case 110:
case 111:
W_PutOut();
self.semiswitch = true;
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break;
case 100:
cvar_set("waypoint_mode", "1");
local entity d;
d = find(world,classname,"door_nzp_cost");
while(d != world)
{
d.classname = "door_nzp";
d = find(d,classname,"door_nzp_cost");
}
d = find(world,classname,"door_open");
while(d != world)
{
d.classname = "door_nzp";
d = find(d,classname,"door_open");
}
waypoint_mode = 1;
break;
default:
#ifdef PC
bprint(PRINT_HIGH, "Unknown impulse: ", ftos(self.impulse));
#endif
break;
}
self.impulse = 0;
};
void() CheckImpulses =
{
self.impulse = 0;
}
void(entity ent) CheckPowerups =
{
if (instakill_finished >= time)
{
if (instakill_finished < 4 + time)
{
if (insta_blink< time - 0.25)
insta_blink = time + 0.25;
}
else if (instakill_finished < 7 + time)
{
if (insta_blink< time - 0.5)
insta_blink = time + 0.5;
}
else if (instakill_finished < 10 + time)
{
if (insta_blink< time - 1)
insta_blink = time + 1;
}
if (insta_blink < time)
ent.insta_icon = true;
else
ent.insta_icon = false;
}
else if(instakill_finished)
{
instakill_finished = 0;
ent.insta_icon = false;
}
if (x2_finished > time)
{
if (x2_finished < 4 + time)
{
if (x2_blink< time - 0.25)
x2_blink = time + 0.25;
}
else if (x2_finished < 7 + time)
{
if (x2_blink< time - 0.5)
x2_blink = time + 0.5;
}
else if (x2_finished < 10 + time)
{
if (x2_blink< time - 1)
x2_blink = time + 1;
}
if (x2_blink < time)
ent.x2_icon = true;
else
ent.x2_icon = false;
}
else if(x2_finished)
{
x2_finished = 0;
ent.x2_icon = false;
}
}
void() CheckPlayer =
{
CheckPowerups(self);
CheckRevive(self);
#ifdef NX
if (!self.sprintflag && self.sprinting) {
W_SprintStop();
}
#endif
// FIXME - can't do frame independent stance changing.. ofs starts spazzing..
if (self.view_ofs_z > self.new_ofs_z) {
self.changestance = true;
self.view_ofs_z = self.view_ofs_z - 1.5;
} else if (self.view_ofs_z < self.new_ofs_z) {
self.changestance = true;
self.view_ofs_z = self.view_ofs_z + 1.5;
} else {
self.changestance = false;
}
if (self.view_ofs_z > 32) {
self.view_ofs_z = 32;
self.changestance = false;
}
/* Check player push start */
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#ifdef PC
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entity ent;
ent = findradius(self.origin, 70);
while(ent)
{
if(ent.classname == "player" && ent != self && ent.downed && !self.downed)
{
useprint (self, 13, 0, 0);
if (self.button7 && !ent.invoke_revive) {
centerprint(ent, "Another player is reviving you...");
ent.beingrevived = true;
if (!self.progress_bar_percent) {
self.movetype = MOVETYPE_NONE;
Set_W_Frame (0, 21, 0, 0, SPRINT, SUB_Null, "models/v_morphine.mdl", false, S_BOTH);
if !(self.perks & P_REVIVE)
self.progress_bar_time = 4;
else
self.progress_bar_time = 2;
self.progress_bar = self.progress_bar_time + time;
self.progress_bar_percent = 1;
self.reviving = true;
}
if (self.revived) {
self.movetype = MOVETYPE_WALK;
W_TakeOut();
ent.invoke_revive = 1;
ent.beingrevived = false;
self.reviving = 0;
self.progress_bar = 0;
self.progress_bar_time = 0;
self.progress_bar_percent = 0;
self.revived = 0;
}
}
else if (!self.button7 && self.reviving) {
self.movetype = MOVETYPE_WALK;
ent.beingrevived = false;
W_TakeOut();
self.progress_bar = 0;
self.progress_bar_time = 0;
self.progress_bar_percent = 0;
self.revived = 0;
self.reviving = 0;
}
}
else if(ent.classname == "player" && ent != self && !ent.downed) // small player push
{
vector push;
push = ent.origin - self.origin;
push_z = 0;
push = normalize(push) * 0.5;
ent.velocity += push;
}
ent = ent.chain;
}
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#endif
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/* Check for player push end */
if (!self.button2 && self.flags & FL_ONGROUND) {
if (self.dive) {
if (self.perks & P_FLOP && fabs(self.oldz - self.origin_z) > 90) {
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/explode.wav", 1, ATTN_NORM);
DamgageExplode (self, self, 225, 75, 128);
#ifdef PC
te_customflash(self.origin, 128, 300, '1 1 1');
#endif
CallExplosion(self.origin);
}
self.dive = 0;
}
if (fabs(self.oldz - self.origin_z) > 90 && !(self.perks & P_FLOP)) {
DamageHandler (self, other, 50, S_ZOMBIE);
if (self.health <= 10)
GiveAchievement(7, self);
}
self.oldz = self.origin_z;
}
}
void () Weapon_Logic =
{
W_Frame_Update ();
Impulse_Functions();
#ifndef PC
// For PSP only to tell our engine to display the scope
if ((self.scopetime < time) && self.scopetime) {
self.scopetime = 0;
self.zoom = 2;
self.weapon2model = "";
self.weaponmodel = "";
}
#else
UpdatePunchangle(self);
#endif
//
// Fire Button Logic
// NOTE: Since the right weapon is the "normal" side there's some
// flip flop logic on PC so that LMB will fire the left side instead.
//
// Right Trigger/LMB/etc.
if (self.button0) {
#ifdef PC
if (IsDualWeapon(self.weapon)) { W_Fire(S_LEFT); } else { W_Fire(S_RIGHT); }
#else
W_Fire(S_RIGHT);
#endif // PC
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} else {
// Check for release for semi automatic weapons.
#ifdef PC
if (IsDualWeapon(self.weapon)) { self.semi2 = false; } else { self.semi = false; }
#else
self.semi = false;
#endif // PC
}
// Left Trigger/RMB/etc.
if (self.button8) {
if (IsDualWeapon(self.weapon)) {
#ifdef PC
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W_Fire(S_RIGHT);
#else
W_Fire(S_LEFT);
#endif // PC
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} else {
// Toggle ADS back and forth
if (cvar("cl_adsmode")) {
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self.ads_toggle = !self.ads_toggle;
if (self.ads_toggle == false) {
W_AimOut();
self.zoom = 0;
#ifdef PC
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self.viewzoom = 1;
UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
UpdateV2model(self.weapon2model, 0);
#endif // PC
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} else {
W_AimIn();
self.zoom = 1;
#ifdef PC
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self.viewzoom = 0.9;
#endif // PC
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}
} else {
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if (!self.zoom) {
W_AimIn();
}
#ifdef PC
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else {
if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
if (self.viewzoom > 0.5)
self.viewzoom -= 0.05;
else
self.viewzoom = 0.5;
} else {
if (self.viewzoom > 0.9)
self.viewzoom -= 0.01;
else
self.viewzoom = 0.89999;
}
}
#endif // PC
}
}
} else if (!self.button8 && self.zoom) {
#ifdef PC
if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
if (self.viewzoom == 0.5) {
self.viewzoom += 0.05;
ReturnWeaponModel();
} else {
UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
UpdateV2model(self.weapon2model, 0);
self.viewzoom += 0.05;
}
} else {
if (self.viewzoom == 0.9) {
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W_AimOut();
} else {
self.viewzoom += 0.015;
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}
}
if (self.viewzoom >= 1) {
self.viewzoom = 1;
self.zoom = 0;
}
#else
W_AimOut();
#endif // PC
} else {
// Check for release for semi automatic weapons.
if (IsDualWeapon(self.weapon)) {
#ifdef PC
self.semi = false;
#else
self.semi2 = false;
#endif // PC
}
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}
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if (!self.button7) {
self.semiuse = false;
}
if (self.button4 && !self.semiswitch && self.secondaryweapon && self.secondaryweapon !=0 && !self.zoom)
{
W_PutOut();
self.semiswitch = true;
} else if (!self.button4 && self.semiswitch && self.impulse != 110 && self.impulse != 111) {
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self.semiswitch = false;
}
if (self.button3 && self.isBuying != true && self.seminade != true)
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{
if (self.pri_grenade_state == 0)
W_Grenade();
else
W_Betty();
self.seminade = true;
} else if (!self.button3 && self.seminade) {
self.seminade = false;
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}
if (self.button5 && !self.semireload)
{
W_Reload(S_BOTH);
self.semireload = TRUE;
}
else if (!self.button5) {
self.semireload = FALSE;
}
if (self.button6 && !self.semiknife)
{
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#if defined (PSP) || defined (CTR)
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if (self.sprinting) {
dolphin_dive();
return;
}
#endif
W_Knife();
self.semiknife = true;
}
else if (!self.button6)
self.semiknife = false;
CheckImpulses();
CheckPlayer();
}