mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-15 16:51:36 +00:00
314 lines
7.5 KiB
C++
314 lines
7.5 KiB
C++
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/*
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server/entities/map_entities.qc
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logic and entities pertaining to in-game traps
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Copyright (C) 2021-2022 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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//
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// --------------------
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// Electric Trap
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// --------------------
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//
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#define ELECTRICTRAP_MODE_TIMER 0 // Der Riese style; trap cools down after X seconds.
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#define ELECTRICTRAP_MODE_ROUND 1 // SNN/Verruckt style; trap cools down at end of Round.
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//
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// Electric Switch On Animation
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//
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void() A_ElecSwitchOn1 = [ 1, A_ElecSwitchOn2 ] {self.frame = 0;};
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void() A_ElecSwitchOn2 = [ 2, A_ElecSwitchOn3 ] {self.frame = 1;};
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void() A_ElecSwitchOn3 = [ 3, A_ElecSwitchOn4 ] {self.frame = 2;};
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void() A_ElecSwitchOn4 = [ 4, SUB_Null ] {self.frame = 2;};
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//
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// Electric Swich Off Animation
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//
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void() A_ElecSwitchOff1 = [ 1, A_ElecSwitchOff2 ] {self.frame = 2;};
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void() A_ElecSwitchOff2 = [ 2, A_ElecSwitchOff3 ] {self.frame = 1;};
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void() A_ElecSwitchOff3 = [ 3, SUB_Null ] {self.frame = 0;};
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//
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// zapper_do_damage
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// Called when entities touch the Electric barrier.
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//
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void() zapper_do_damage
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{
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entity tempe;
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// Player Logic:
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// - Trap instantly kills player on contact without Jugg,
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// having Jugg/Toughness reduces damage to only 50.
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// - 1.25s delay before damage can be dealt again.
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// - Player is slowed down by 50% for 2.5 seconds. (Stop sprinting)
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if (other.classname == "player")
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{
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// Inflict Damage
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if (other.damage_timer < time) {
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if (other.perks & P_JUG)
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DamageHandler(other, self, 50, S_ZAPPER);
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else
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DamageHandler(other, self, other.health, S_ZAPPER);
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other.damage_timer = time + 1.25;
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}
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// Inflict Speed Penalty
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if (other.speed_penalty_time < time) {
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other.speed_penalty = 0.5;
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other.speed_penalty_time = time + 2.5;
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// Make sure we can't sprint
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if (other.sprinting) {
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tempe = self;
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self = other;
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W_SprintStop();
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self = tempe;
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}
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}
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}
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// Zombie Logic:
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// - Zombie can take up to 1.25 seconds to die after contact,
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// cannot damage in this state.
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// - Has a chance to gib.
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// - No normal death sound, play elec sound on contact, then
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// again on death.
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if (other.classname == "ai_zombie" && !other.electro_targeted) {
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tempe = self;
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self = other;
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Z_ElectroShock();
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self = tempe;
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}
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// Dog Logic:
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// - Dogs should always explode on contact, instantly.
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// - Trap plays Electro-Shock sound, dog plays explosion.
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else if (other.classname == "ai_dog") {
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sound(self, CHAN_WEAPON, "sounds/machines/elec_shock.wav", 1, ATTN_NORM);
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tempe = self;
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self = other;
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self.electro_targeted = true;
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self.th_die();
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self = tempe;
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}
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}
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void zapper_play () {
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entity zents = find(world, targetname, self.target);
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local vector org = self.origin;
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local vector targetorg = zents.origin;
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if (zents) {
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#ifdef PC
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te_lightning2(self, self.origin, zents.origin);
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#endif
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#ifdef PSP
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
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WriteEntity (MSG_BROADCAST, self);
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WriteCoord (MSG_BROADCAST, org_x);
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WriteCoord (MSG_BROADCAST, org_y);
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WriteCoord (MSG_BROADCAST, org_z);
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WriteCoord (MSG_BROADCAST, targetorg_x);
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WriteCoord (MSG_BROADCAST, targetorg_y);
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WriteCoord (MSG_BROADCAST, targetorg_z);
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#endif
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}
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zents.touch = zapper_do_damage;
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self.think = zapper_play;
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self.nextthink = time + (0.5*random());
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}
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void() zapper_touch;
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void() zapper_cooldown =
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{
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A_ElecSwitchOff1();
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self.touch = zapper_touch;
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}
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void zapper_stop() {
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entity zents;
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entity tempe;
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zents = find(world, zappername, self.zappername);
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while (zents)
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{
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if (zents.classname == "zapper_light") {
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zents.skin = 0;
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} else if (zents.classname == "zapper_switch") {
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tempe = self;
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self = zents;
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self.state = 0;
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if (self.mode == ELECTRICTRAP_MODE_TIMER) {
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self.think = zapper_cooldown;
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self.nextthink = time + self.cooldown;
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}
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self = tempe;
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} else if (zents.classname == "zapper_node" && zents.target) {
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zents.think = SUB_Null;
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zents.nextthink = 0;
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}
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zents.touch = SUB_Null;
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zents = find(zents, zappername, self.zappername);
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}
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remove(self);
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}
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void zapper_start(string zapper) {
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entity zents;
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entity tempe;
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zents = find(world, zappername, zapper);
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while (zents)
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{
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if (zents.classname == "zapper_light") {
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zents.skin = 1;
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} else if (zents.classname == "zapper_switch") {
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tempe = self;
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self = zents;
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self.state = 1;
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A_ElecSwitchOn1();
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self = tempe;
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} else if (zents.classname == "zapper_node" && zents.target) {
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zents.think = zapper_play;
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zents.nextthink = time + 0.1;
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}
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zents = find(zents, zappername, zapper);
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}
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tempe = spawn();
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tempe.think = zapper_stop;
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tempe.nextthink = time + self.calc_time;
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tempe.zappername = zapper;
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}
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void zapper_touch () {
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if (other.classname != "player") {
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return;
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}
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if (self.requirespower == true && !isPowerOn) {
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useprint (other, 8, 0, 0);
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return;
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}
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if (self.state == 0) {
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useprint (other, 11, self.cost, self.weapon);
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if (!other.button7) {
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return;
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}
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if (other.points < self.cost) {
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centerprint(other, STR_NOTENOUGHPOINTS);
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return;
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}
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zapper_start(self.zappername);
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addmoney(other, -1*self.cost, false);
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}
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}
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void() zapper_switch =
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{
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//
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// Set Default Stats for Compatibility
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//
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// Model
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if (!self.model)
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self.model = "models/machines/zapper/z_switch.mdl";
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// Cost
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if (!self.cost)
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self.cost = 1000;
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// Cooldown Time
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if (!self.cooldown)
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self.cooldown = 30;
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// Lasting Time
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if (!self.calc_time)
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self.calc_time = 60;
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self.solid = SOLID_TRIGGER;
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precache_model(self.model);
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precache_sound("sounds/machines/elec_shock.wav");
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setorigin(self, self.origin);
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setmodel(self, self.model);
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setsize(self, '-4 -4 -4', '4 4 4');
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self.state = 0;
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self.touch = zapper_touch;
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self.movetype = MOVETYPE_NONE;
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self.classname = "zapper_switch";
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};
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void() zapper_node =
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{
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//
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// Set Default Stats for Compatibility
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//
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// Model
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if (!self.model)
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self.model = "models/machines/zapper/z_zap.mdl";
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self.solid = SOLID_TRIGGER;
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precache_model(self.model);
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setorigin(self, self.origin);
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setmodel(self, self.model);
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setsize (self, '-4 -4 -4', '4 4 4');
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self.movetype = MOVETYPE_NONE;
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self.classname = "zapper_node";
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};
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void() zapper_light =
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{
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//
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// Set Default Stats for Compatibility
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//
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// Model
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if (!self.model)
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self.model = "models/machines/zapper/z_light.mdl";
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self.solid = SOLID_TRIGGER;
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precache_model(self.model);
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setorigin(self, self.origin);
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setmodel(self, self.model);
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setsize(self, '-4 -4 -4', '4 4 4');
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self.movetype = MOVETYPE_NONE;
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self.classname = "zapper_light";
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};
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void() trigger_electro =
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{
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self.classname = "zapper_field";
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InitTrigger ();
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self.solid = SOLID_TRIGGER;
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};
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