/* server/entities/machines.qc perks, pap, power Copyright (C) 2021-2023 NZ:P Team 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 */ float backupWepSkin; float sound_perk_delay; void() W_PutOutHack; void(entity person) W_HideCrosshair; // // -------------------- // Core Perk System // -------------------- // // Light Color Spawnflags #define PERK_SPAWNFLAG_NOLIGHT 1 #define PERK_SPAWNFLAG_REDLIGHT 2 #define PERK_SPAWNFLAG_GREENLIGHT 4 #define PERK_SPAWNFLAG_BLUELIGHT 8 #define PERK_SPAWNFLAG_ORANGELIGHT 16 #define PERK_SPAWNFLAG_PURPLELIGHT 32 #define PERK_SPAWNFLAG_CYANLIGHT 64 #define PERK_SPAWNFLAG_PINKLIGHT 128 #define PERK_SPAWNFLAG_LIMELIGHT 256 #define PERK_SPAWNFLAG_YELLOWLIGHT 512 #define PERK_JUGGERNOG_HEALTH 160 // // GivePerk(p) // Restores View Model and tells the Client to draw the Perk. // void GivePerk(optional float p) { float perk; // First of, check if our Client is holding anything, this holds // priority to prevent interruption. if (self.style != 0) { perk = self.style; self.style = 0; } // Next, check if a perk was explicitly set else if (p) { perk = p; } // Executed without context.. Nothing to do. else { return; } // No Perks? No Problem tracker self.ach_tracker_npnp++; switch(perk) { case P_REVIVE: self.perks = self.perks | 8; break; case P_FLOP: self.perks = self.perks | 16; break; case P_JUG: self.perks = self.perks | 1; // Instant re-gen, set health to Jugg health. self.health = self.max_health = PERK_JUGGERNOG_HEALTH; break; case P_STAMIN: self.perks = self.perks | 32; break; case P_SPEED: self.perks = self.perks | 4; break; case P_DOUBLE: self.perks = self.perks | 2; break; case P_DEAD: self.perks = self.perks | 64; break; case P_MULE: self.perks = self.perks | 128; break; default: break; } if (self.perks == 255) GiveAchievement(6, self); sound_perk_delay = time + 4.5; self.isBuying = false; self.weaponskin = backupWepSkin; self.perk_delay = self.fire_delay; Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, 0); SetPerk(self, self.perks); } // // DrinkPerk() // Gives Perk Bottle and jumps to GivePerk(p) // void DrinkPerk() { float perk = self.style; entity machine = self.usedent; // Set the Perk Skin based on the Perk sequence. // NOTE: If you add perks, you will either need to append // the MDL with a tool like QuArK or add an edge-case // after this instruction to have a valid skin. self.weaponskin = machine.sequence - 1; self.isBuying = true; if (self.sprinting) { self.sprinting = 0; self.zoom = 0; } self.maxspeed *= GetWeaponWalkSpeed(self.perks, self.weapon); self.knife_delay = self.reload_delay2 = self.fire_delay2 = self.fire_delay = self.reload_delay = 3 + time; W_HideCrosshair(self); Set_W_Frame (machine.weapon_animduration, machine.weapon2_animduration, 2.25, 0, PERK, GivePerk, machine.weapon2model, true, S_RIGHT); sound(self, CHAN_ITEM, machine.oldmodel, 1, ATTN_NORM); } // // SpawnSpark(where, time_alive) // Technically a utilty function, spawns a spark/elec effect // at the given origin and lasts until the time given is up. // void() SparkThink = { self.frame++; if (self.frame >= 3) self.frame = 0; // suicide timer! if(self.ltime < time) { remove(self); } self.nextthink = time + 0.05; } void(vector where, float time_alive) SpawnSpark = { entity spark = spawn(); setmodel(spark, "models/sprites/lightning.spr"); setorigin(spark, where); spark.think = SparkThink; spark.nextthink = time + 0.05; spark.ltime = time + time_alive; } // // ReviveGoAway() // Called when the max amount of solo revives have been used. // Does a little animation and then 'teleports' away. // void() StopReviveAnimation = { self.velocity = 0; setmodel(self, ""); // We don't want to remove Revive in the event of a Soft_Restart.. SpawnSpark(self.origin, 0.65); // Spawn a Spark at the position self.origin = self.oldvelocity; // Restore old position Light_None(self); // Remove light effect sound(self,CHAN_ITEM,"sounds/pu/drop.wav",1,ATTN_NONE); // Play a fitting sound } void() ReviveAnimation = { if (self.score == 0) self.angles_z += 6; else self.angles_z -= 6; if (self.angles_z - self.movement_z >= 20) self.score = 1; else if (self.angles_z - self.movement_z <= -20) self.score = 0; if(self.ltime < time) { StopReviveAnimation(); } else { self.nextthink = time + 0.05; } } void() ReviveGoAwayForReal = { makevectors(self.angles); self.movetype = MOVETYPE_NOCLIP; self.velocity = v_up * 7; sound(self, CHAN_ITEM, "sounds/pu/byebye.wav", 1, ATTN_NORM); // Do our silly little animation for 6 seconds self.ltime = time + 6; self.think = ReviveAnimation; self.nextthink = time + 0.05; } void() ReviveGoAway = { // First start a timer, we want to wait until the player finishes drinking // before starting the animation. self.think = ReviveGoAwayForReal; self.nextthink = time + 4; // Save our original position to restore on restart self.oldvelocity = self.origin; // Same with angle self.movement = self.angles; } // // touch_perk() // Executed on touch; prompt purchase and drink if requirements met. // ----- // MotoLegacy (10-28-20) - Made modular using some existing entity fields we had, // as the memory is allocated to all entities on load anyway. This comment applies // to all other relevant jumps as well. // void() touch_perk = { if (other.classname != "player" || other.downed || other.isBuying == true || !PlayerIsLooking(other, self)) return; // Do this after the perk change check if (other.stance == 0) return; // Power's off! Nothing to do here. if (self.requirespower == true && !isPowerOn) { useprint (other, 8, 0, 0); return; } // Back up weapon skin backupWepSkin = other.weaponskin; // Don't prompt if our hands or busy or we already have the perk if (!(other.perks & self.style) && other.fire_delay < time && self.revivesoda < 3) { float price; // Check if this is Quick Revive and we are playing in Co-Op, // adjust price if so. if (self.classname == "perk_revive" && player_count >= 1) price = self.cost2; // Nope, use normal cost. else price = self.cost; // sequence = perk ID in client useprint(other, 9, price, self.sequence); if (other.points >= price && other.button7 && !other.semiuse) { addmoney(other, -price, 0); // Play the sound of the bottle "vending" sound(self, CHAN_ITEM,"sounds/machines/vend.wav", 1, 1); // Play Perk Sting if we can and it exists if (self.aistatus && self.ltime < time) { sound(self, CHAN_AUTO, self.aistatus, 0.8, ATTN_IDLE); self.ltime = time + self.anim_weapon_time; } // Pass along the Perk information to the Player to avoid complications later on, then Drink! other.style = self.style; entity tempe = self; // Set machine to tempe self = other; // Set self to client self.usedent = tempe; // Set usedent to machine Weapon_PlayViewModelAnimation(ANIM_PUT_AWAY, DrinkPerk, getWeaponDelay(self.weapon, PUTOUT)); other = self; // Set other to client self = tempe; // Set self to machine // Do Self-Revive checks if (self.classname == "perk_revive" && !player_count) { // Increment self-revive count self.revivesoda++; if (self.revivesoda >= 3) { ReviveGoAway(); } } other.semiuse = true; } else if (other.button7 && !other.semiuse) { // We tried to use, but we don't have the cash.. centerprint(other, STR_NOTENOUGHPOINTS); sound(other, 0, "sounds/misc/denybuy.wav", 1, 1); other.semiuse = true; } } } // // Turn_PerkLight_On(who) // Turns on the Perk Lights // void(entity who) Turn_PerkLight_On = { if (who.spawnflags & PERK_SPAWNFLAG_NOLIGHT) { Light_None(who); } if (who.spawnflags & PERK_SPAWNFLAG_REDLIGHT) { Light_Red(who, true); } if (who.spawnflags & PERK_SPAWNFLAG_GREENLIGHT) { Light_Green(who, true); } if (who.spawnflags & PERK_SPAWNFLAG_BLUELIGHT) { Light_Blue(who, true); } if (who.spawnflags & PERK_SPAWNFLAG_ORANGELIGHT) { Light_Orange(who, true); } if (who.spawnflags & PERK_SPAWNFLAG_PURPLELIGHT) { Light_Purple(who, true); } if (who.spawnflags & PERK_SPAWNFLAG_CYANLIGHT) { Light_Cyan(who, true); } if (who.spawnflags & PERK_SPAWNFLAG_PINKLIGHT) { Light_Pink(who, true); } if (who.spawnflags & PERK_SPAWNFLAG_LIMELIGHT) { Light_Lime(who, true); } if (who.spawnflags & PERK_SPAWNFLAG_YELLOWLIGHT) { Light_Yellow(who, true); } } // // Perk_Jingle() // The Think loop for Perk Jingles // void() Perk_Jingle = { // If Revive is gone, don't bother to check anymore if (self.revivesoda >= 3) return; local float jinglewaittime; jinglewaittime = rint((random() * 30)) + 30; // Just try again later if the Power isn't Activated if ((self.requirespower == true && !isPowerOn) || self.ltime > time) { self.nextthink = time + jinglewaittime; } else { // 15% Chance to Play Jingle local float chance = random(); if (chance <= 0.15) { sound(self, CHAN_AUTO, self.powerup_vo, 0.8, ATTN_IDLE); self.ltime = time + self.anim_weapon2_time; jinglewaittime += self.anim_weapon2_time; } self.nextthink = time + jinglewaittime; } } // // setup_perk() // Readies up misc. Perk aesthetics // void() setup_perk = { entity power = find(world, classname, "power_switch"); // Check for Revive before Power if (self.classname == "perk_revive" && !player_count) { Turn_PerkLight_On(self); self.requirespower = false; } else { // Check for Power if (power != world && !isPowerOn) { self.requirespower = true; } else { // There's no Power Switch, so turn the rest On. Turn_PerkLight_On(self); } } // Perk Jingle Timer if (self.powerup_vo) { self.think = Perk_Jingle; self.nextthink = time + rint((random() * 30)) + 30; } } // // Perk_UpdateQuickRevive() // Tallies whether to make Quick Revive // solo or co-op accessible. // void() Perk_UpdateQuickRevive = { entity revives = find(world, classname, "perk_revive"); while(revives != world) { Light_None(revives); revives.think = setup_perk; revives.nextthink = time + 0.1; revives = find(revives, classname, "perk_revive"); } } // // -------------------- // Perk Entity Spawn Functions // -------------------- // // Quick Revive void() perk_revive = { precache_sound ("sounds/pu/byebye.wav"); precache_model ("models/sprites/lightning.spr"); // // Set Default Stats for Compatibility // // Model if (!self.model) { self.model = "models/machines/quake_scale/quick_revive.mdl"; } // Perk Cost if (!self.cost) { self.cost = 500; self.cost2 = 1500; } // Player Trigger Sound if (!self.oldmodel) { self.oldmodel = "sounds/machines/perk_drink.wav"; } // View Model if (!self.weapon2model) { self.weapon2model = "models/machines/v_perk.mdl"; } // View Model Start Frame if (!self.weapon_animduration) { self.weapon_animduration = 0; } // View Model End Frame if (!self.weapon2_animduration) { self.weapon2_animduration = 31; } // Light Effect if (!self.spawnflags) { self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_CYANLIGHT; } // Set up the Perk Entity self.solid = SOLID_TRIGGER; precache_model(self.model); precache_model(self.weapon2model); precache_sound(self.oldmodel); precache_sound("sounds/machines/vend.wav"); if (self.aistatus) { precache_sound(self.aistatus); } if (self.powerup_vo) { precache_sound(self.powerup_vo); } precache_sound("sounds/weapons/papfire.wav"); precache_extra(W_BIATCH); setorigin(self, self.origin); self.oldorigin = self.origin; self.finalangle = self.angles; self.door_model_name = self.model; setmodel(self, self.model); setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.classname = "perk_revive"; self.touch = touch_perk; self.think = setup_perk; self.nextthink = time + 0.1; // Drink Information self.sequence = 1; self.style = P_REVIVE; }; // PhD Flopper void() perk_flopper = { // // Set Default Stats for Compatibility // // Model if (!self.model) { self.model = "models/machines/quake_scale/flopper.mdl"; } // Perk Cost if (!self.cost) { self.cost = 2000; } // Player Trigger Sound if (!self.oldmodel) { self.oldmodel = "sounds/machines/perk_drink.wav"; } // View Model if (!self.weapon2model) { self.weapon2model = "models/machines/v_perk.mdl"; } // View Model Start Frame if (!self.weapon_animduration) { self.weapon_animduration = 0; } // View Model End Frame if (!self.weapon2_animduration) { self.weapon2_animduration = 31; } // Light Effect if (!self.spawnflags) { self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_YELLOWLIGHT; } // Set up the Perk Entity self.solid = SOLID_TRIGGER; precache_model(self.model); precache_model(self.weapon2model); precache_sound(self.oldmodel); precache_sound("sounds/machines/vend.wav"); if (self.aistatus) { precache_sound(self.aistatus); } if (self.powerup_vo) { precache_sound(self.powerup_vo); } setorigin(self, self.origin); self.oldorigin = self.origin; self.finalangle = self.angles; self.door_model_name = self.model; setmodel(self, self.model); setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.classname = "perk_flopper"; self.touch = touch_perk; self.think = setup_perk; self.nextthink = time + 0.1; // Drink Information self.sequence = 6; self.style = P_FLOP; }; // Jugger-Nog void() perk_juggernog = { // // Set Default Stats for Compatibility // // Model if (!self.model) { self.model = "models/machines/quake_scale/juggernog.mdl"; } // Perk Cost if (!self.cost) { self.cost = 2500; } // Player Trigger Sound if (!self.oldmodel) { self.oldmodel = "sounds/machines/perk_drink.wav"; } // View Model if (!self.weapon2model) { self.weapon2model = "models/machines/v_perk.mdl"; } // View Model Start Frame if (!self.weapon_animduration) { self.weapon_animduration = 0; } // View Model End Frame if (!self.weapon2_animduration) { self.weapon2_animduration = 31; } // Light Effect if (!self.spawnflags) { self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_PINKLIGHT; } // Set up the Perk Entity self.solid = SOLID_TRIGGER; precache_model(self.model); precache_model(self.weapon2model); precache_sound(self.oldmodel); precache_sound("sounds/machines/vend.wav"); if (self.aistatus) { precache_sound(self.aistatus); } if (self.powerup_vo) { precache_sound(self.powerup_vo); } setorigin(self, self.origin); self.oldorigin = self.origin; self.finalangle = self.angles; self.door_model_name = self.model; setmodel(self, self.model); setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.classname = "perk_juggernog"; self.touch = touch_perk; self.think = setup_perk; self.nextthink = time + 0.1; // Drink Information self.sequence = 2; self.style = P_JUG; }; // Stamin-Up void() perk_staminup = { // // Set Default Stats for Compatibility // // Model if (!self.model) { self.model = "models/machines/quake_scale/staminup.mdl"; } // Perk Cost if (!self.cost) { self.cost = 2000; } // Player Trigger Sound if (!self.oldmodel) { self.oldmodel = "sounds/machines/perk_drink.wav"; } // View Model if (!self.weapon2model) { self.weapon2model = "models/machines/v_perk.mdl"; } // View Model Start Frame if (!self.weapon_animduration) { self.weapon_animduration = 0; } // View Model End Frame if (!self.weapon2_animduration) { self.weapon2_animduration = 31; } // Light Effect if (!self.spawnflags) { self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_YELLOWLIGHT; } // Set up the Perk Entity self.solid = SOLID_TRIGGER; precache_model(self.model); precache_model(self.weapon2model); precache_sound(self.oldmodel); precache_sound("sounds/machines/vend.wav"); if (self.aistatus) { precache_sound(self.aistatus); } if (self.powerup_vo) { precache_sound(self.powerup_vo); } setorigin(self, self.origin); self.oldorigin = self.origin; self.finalangle = self.angles; self.door_model_name = self.model; setmodel(self, self.model); setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.classname = "perk_staminup"; self.touch = touch_perk; self.think = setup_perk; self.nextthink = time + 0.1; // Drink Information self.sequence = 5; self.style = P_STAMIN; }; // Speed Cola void() perk_speed = { // // Set Default Stats for Compatibility // // Model if (!self.model) { self.model = "models/machines/quake_scale/speed_cola.mdl"; } // Perk Cost if (!self.cost) { self.cost = 3000; } // Player Trigger Sound if (!self.oldmodel) { self.oldmodel = "sounds/machines/perk_drink.wav"; } // View Model if (!self.weapon2model) { self.weapon2model = "models/machines/v_perk.mdl"; } // View Model Start Frame if (!self.weapon_animduration) { self.weapon_animduration = 0; } // View Model End Frame if (!self.weapon2_animduration) { self.weapon2_animduration = 31; } // Light Effect if (!self.spawnflags) { self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_LIMELIGHT; } // Set up the Perk Entity self.solid = SOLID_TRIGGER; precache_model(self.model); precache_model(self.weapon2model); precache_sound(self.oldmodel); precache_sound("sounds/machines/vend.wav"); if (self.aistatus) { precache_sound(self.aistatus); } if (self.powerup_vo) { precache_sound(self.powerup_vo); } setorigin(self, self.origin); self.oldorigin = self.origin; self.finalangle = self.angles; self.door_model_name = self.model; setmodel(self, self.model); setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.classname = "perk_speed"; self.touch = touch_perk; self.think = setup_perk; self.nextthink = time + 0.1; // Drink Information self.sequence = 3; self.style = P_SPEED; }; // Double Tap Door Beer void() perk_double = { // // Set Default Stats for Compatibility // // Model if (!self.model) { self.model = "models/machines/quake_scale/double_tap.mdl"; } // Perk Cost if (!self.cost) { self.cost = 2000; } // Player Trigger Sound if (!self.oldmodel) { self.oldmodel = "sounds/machines/perk_drink.wav"; } // View Model if (!self.weapon2model) { self.weapon2model = "models/machines/v_perk.mdl"; } // View Model Start Frame if (!self.weapon_animduration) { self.weapon_animduration = 0; } // View Model End Frame if (!self.weapon2_animduration) { self.weapon2_animduration = 31; } // Light Effect if (!self.spawnflags) { self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_YELLOWLIGHT; } // Set up the Perk Entity self.solid = SOLID_TRIGGER; precache_model(self.model); precache_model(self.weapon2model); precache_sound(self.oldmodel); precache_sound("sounds/machines/vend.wav"); if (self.aistatus) { precache_sound(self.aistatus); } if (self.powerup_vo) { precache_sound(self.powerup_vo); } setorigin(self, self.origin); self.oldorigin = self.origin; self.finalangle = self.angles; self.door_model_name = self.model; setmodel(self, self.model); setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.classname = "perk_double"; self.touch = touch_perk; self.think = setup_perk; self.nextthink = time + 0.1; // Drink Information self.sequence = 4; self.style = P_DOUBLE; }; // Deadshot Daiquiri void() perk_deadshot = { // // Set Default Stats for Compatibility // // Model if (!self.model) { self.model = "models/machines/quake_scale/deadshot.mdl"; } // Perk Cost if (!self.cost) { self.cost = 1500; self.cost2 = 1000; } // Player Trigger Sound if (!self.oldmodel) { self.oldmodel = "sounds/machines/perk_drink.wav"; } // View Model if (!self.weapon2model) { self.weapon2model = "models/machines/v_perk.mdl"; } // View Model Start Frame if (!self.weapon_animduration) { self.weapon_animduration = 0; } // View Model End Frame if (!self.weapon2_animduration) { self.weapon2_animduration = 31; } // Light Effect if (!self.spawnflags) { self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_YELLOWLIGHT; } // Set up the Perk Entity self.solid = SOLID_TRIGGER; precache_model(self.model); precache_model(self.weapon2model); precache_sound(self.oldmodel); precache_sound("sounds/machines/vend.wav"); setorigin(self, self.origin); self.oldorigin = self.origin; self.finalangle = self.angles; self.door_model_name = self.model; if (self.aistatus) { precache_sound(self.aistatus); } if (self.powerup_vo) { precache_sound(self.powerup_vo); } setmodel(self, self.model); setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.classname = "perk_deadshot"; self.touch = touch_perk; self.think = setup_perk; self.nextthink = time + 0.1; // Drink Information self.sequence = 7; self.style = P_DEAD; }; // naievil -- older maps compatability void() perk_dead = { perk_deadshot();} // Mule Kick void() perk_mule = { // // Set Default Stats for Compatibility // // Model if (!self.model) { self.model = "models/machines/quake_scale/mulekick.mdl"; } // Perk Cost if (!self.cost) { self.cost = 4000; } // Player Trigger Sound if (!self.oldmodel) { self.oldmodel = "sounds/machines/perk_drink.wav"; } // View Model if (!self.weapon2model) { self.weapon2model = "models/machines/v_perk.mdl"; } // View Model Start Frame if (!self.weapon_animduration) { self.weapon_animduration = 0; } // View Model End Frame if (!self.weapon2_animduration) { self.weapon2_animduration = 31; } // Light Effect if (!self.spawnflags) { self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_LIMELIGHT; } // Set up the Perk Entity self.solid = SOLID_TRIGGER; precache_model(self.model); precache_model(self.weapon2model); precache_sound(self.oldmodel); precache_sound("sounds/machines/vend.wav"); if (self.aistatus) { precache_sound(self.aistatus); } if (self.powerup_vo) { precache_sound(self.powerup_vo); } setorigin(self, self.origin); self.oldorigin = self.origin; self.finalangle = self.angles; self.door_model_name = self.model; setmodel(self, self.model); setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.classname = "perk_mule"; self.touch = touch_perk; self.think = setup_perk; self.nextthink = time + 0.1; // Drink Information self.sequence = 8; self.style = P_MULE; } // // -------------------- // Power Switch // -------------------- // void() turnpower1 =[ 1, turnpower2 ] {self.frame = 1;}; void() turnpower2 =[ 2, turnpower3 ] {self.frame = 2;}; void() turnpower3 =[ 3, turnpower4 ] {self.frame = 3;}; void() turnpower4 =[ 4, SUB_Null ] {self.frame = 4;}; // // Turn_Lights() // Activates Perk Light Effects and LightStyles // void() Turn_Lights = { // Perk Lights entity tempe = findfloat(world, requirespower, 1); while (tempe) { Turn_PerkLight_On(tempe); tempe = findfloat (tempe, requirespower, 1); } // Light Styles tempe = find(world, classname, "light"); while(tempe) { if (tempe.spawnflags & LIGHT_SPAWNFLAG_STARTOFF) { tempe.style = tempe.score; LS_Setup(); }/* else if (tempe.spawnflags & LIGHT_SPAWNFLAG_STARTON) { tempe.style = 64; lightstyle(tempe.style, "a"); }*/ tempe = find(tempe, classname, "light"); } } // // touch_power_Switch() // Power Switch touch function; play Animation and do Power things.. // void() touch_power_Switch = { if (other.classname != "player" || other.downed) return; if (isPowerOn == true) return; local entity tempe; local entity old_self; useprint (other, 10, 0, 0); if (other.button7 && !isPowerOn) { turnpower1(); isPowerOn = true; sound(self, CHAN_ITEM, self.oldmodel, 1, ATTN_NONE); // Print message if (self.message) { entity players = find(world, classname, "player"); while (players != world) { centerprint(players, strcat(self.message, "\n")); players = find(players, classname, "player"); } } tempe = find (world, classname, "door_nzp");// trigger all paired doors while (tempe) { local entity starte; if (!tempe.targetname) { if (!tempe.cost) { old_self = self; self = tempe; starte = self; door_go_up (); tempe.classname = "door_open"; tempe = find (tempe, classname, "door_nzp");// trigger all paired doors self = old_self; } } if (tempe.targetname) { old_self = self; self = tempe; remove(self); self = old_self; tempe = find (tempe, classname, "door_nzp");// trigger all paired doors } } Turn_Lights(); SUB_UseTargets(); } } void() power_switch = { // // Set Default Stats for Compatibility // // Model if (!self.model) self.model = "models/machines/quake_scale/power_switch.mdl"; // Sound if (!self.oldmodel) self.oldmodel = "sounds/machines/power.wav"; // Skin if (!self.skin) self.skin = 0; self.solid = SOLID_TRIGGER; Precache_Set(self.model); precache_sound(self.oldmodel); setorigin (self, self.origin); setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.classname = "power_switch"; self.touch = touch_power_Switch; isPowerOn = false; } // // -------------------- // Pack-a-Punch // -------------------- // // cypress 19 OCT 2023 -- Changed storage from .owner to .usedent, // as .owner causes issues with entity relinking, subsequently breaking // PlayerIsLooking(). // void removeinpap() { //remove(self); }; //Self = floating gun void velocity_reduce_output() { makevectors(self.usedent.angles); self.velocity = [0,0,0]; setorigin(self, self.usedent.origin + v_forward*25); //start floating back into pap self.velocity = v_forward*-1.5; } //Self = floating gun void velocity_reduce_output_in() { self.velocity = [0,0,0]; setorigin(self, self.usedent.origin); } void() reset_pap = { self.weapon = 0; self.usedent = 0; if (self.goaldummy) { remove(self.goaldummy); self.goaldummy = 0; } self.papState = 0; } //Self = pap void PapSendOut() { makevectors(self.angles); setorigin(self.goaldummy, self.origin); self.goaldummy.velocity = v_forward*25; self.goaldummy.think = velocity_reduce_output; self.goaldummy.nextthink = time + 1; self.papState = 2; self.nextthink = time + 15; self.think = reset_pap; } void() W_PlayTakeOut; void PapUpgrade(entity pap, entity buyer) { entity tempe; string modelname; tempe = self; self = buyer; addmoney (self, -5000, 0); //////////WepModel IN Floating test//////// entity floatmodelin; modelname = GetWeaponModel(self.weapon, 1); floatmodelin = spawn (); //model goes in makevectors(pap.angles); setorigin (floatmodelin, pap.origin + v_forward*25); setmodel (floatmodelin, modelname); setsize (floatmodelin, '0 0 0', '0 0 0'); floatmodelin.angles = pap.angles; floatmodelin.angles_y = 90 + pap.angles_y; floatmodelin.movetype = MOVETYPE_NOCLIP; floatmodelin.solid = SOLID_NOT; floatmodelin.usedent = pap; floatmodelin.velocity = v_forward*-25; floatmodelin.think = velocity_reduce_output_in; floatmodelin.nextthink = time + 1; //model goes velocity_reduce_output pap.usedent = self; pap.goaldummy = floatmodelin; pap.think = PapSendOut; pap.nextthink = time + 3.5; //////////////////////////////////////// self.fire_delay = self.reload_delay = 2.0 + time; sound(self,CHAN_WEAPON,"sounds/machines/papsound.wav",1,ATTN_NORM); pap.weapon = self.weapon; Weapon_RemoveWeapon(0); W_HideCrosshair(self); Set_W_Frame (0, 39, 2.0, 0, 0, W_PutOutHack, "models/machines/v_pap.mdl", true, S_BOTH); self.weapon2model = ""; UpdateV2model(self.weapon2model, 0); #ifndef FTE self.Weapon_Name = ""; #endif // FTE self = tempe; self.papState = 1; } void touch_pap() { if (other.classname != "player" || other.downed || !PlayerIsLooking(other, self)) { return; } if (other.reload_delay > time || other.reload_delay2 > time || other.fire_delay > time || other.fire_delay2 > time) return; if (self.requirespower == true && !isPowerOn) { useprint (other, 8, 0, 0); return; } if (!self.papState) { if (IsPapWeapon(other.weapon) == 1) { return; } useprint (other, 12, 5000, 5); if (other.points >= 5000 && other.button7 && other.weapon) { PapUpgrade(self, other); } else if (other.button7 && other.weapon && !other.semiuse) { other.semiuse = true; centerprint (other, STR_NOTENOUGHPOINTS); sound(other, 0, "sounds/misc/denybuy.wav", 1, 1); } } else if (self.papState == 2) { #ifndef FTE other.Weapon_Name_Touch = GetWeaponName(EqualPapWeapon(self.weapon)); #endif // FTE useprint (other, 7, 0, EqualPapWeapon(self.weapon)); if (other.button7) { entity tempe = self; self = other; Weapon_GiveWeapon(EqualPapWeapon(tempe.weapon), 0, 0); self = tempe; // because PaP broke itself self.think = reset_pap; self.nextthink = time + 0.1; } } } void() perk_pap = { entity tempe; tempe = find (world, classname, "power_switch");// trigger all paired doors self.solid = SOLID_TRIGGER; if (tempe) { self.requirespower = true; } else { self.requirespower = false; } // Only cache the dual wield pap weapons if we have pap.. precache_extra(W_BIATCH); precache_extra(W_SNUFF); precache_model ("models/machines/quake_scale/pap.mdl"); precache_model ("models/machines/v_pap.mdl"); precache_sound ("sounds/machines/papsound.wav"); precache_sound("sounds/weapons/papfire.wav"); setorigin(self, self.origin); setmodel (self, "models/machines/quake_scale/pap.mdl"); setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.classname = "perk_pap"; self.touch = touch_pap; } // Sorta ugly function but whatever void() perk_random = { float i; float foundperk; // remove perks from our selection if they already exist // ugly ugly if ((find(world,classname,"perk_revive") && (self.spawnflags & 1))) { self.spawnflags -= self.spawnflags & 1; } if ((find(world,classname,"perk_juggernog") && (self.spawnflags & 2))) { self.spawnflags -= self.spawnflags & 2; } if ((find(world,classname,"perk_speed") && (self.spawnflags & 4))) { self.spawnflags -= self.spawnflags & 4; } if ((find(world,classname,"perk_double") && (self.spawnflags & 8))) { self.spawnflags -= self.spawnflags & 8; } if ((find(world,classname,"perk_flopper") && (self.spawnflags & 16))) { self.spawnflags -= self.spawnflags & 16; } if ((find(world,classname,"perk_staminup") && (self.spawnflags & 32))) { self.spawnflags -= self.spawnflags & 32; } if ((find(world,classname,"perk_deadshot") && (self.spawnflags & 64))) { self.spawnflags -= self.spawnflags & 64; } if ((find(world,classname,"perk_mule") && (self.spawnflags & 128))) { self.spawnflags -= self.spawnflags & 128; } // obj error because there are no possible perks for us to obtain if (self.spawnflags == 0) { objerror("No available Perks to choose from!"); } foundperk = false; while (foundperk == false) { i = random(); // Quick Revive if (i < (1/8) && (self.spawnflags & 1)) { if !(find(world, classname, "perk_revive")) { self.spawnflags = 8; perk_revive(); foundperk = true; } } // Jugger-Nog else if (i < (2/8) && (self.spawnflags & 2)) { if !(find(world, classname, "perk_juggernog")) { self.spawnflags = 2; perk_juggernog(); foundperk = true; } } // Speed Cola else if (i < (3/8) && (self.spawnflags & 4)) { if !(find(world, classname, "perk_speed")) { self.spawnflags = 4; perk_speed(); foundperk = true; } } // Double Tap else if (i < (4/8) && (self.spawnflags & 8)) { if !(find(world, classname, "perk_double")) { self.spawnflags = 16; perk_double(); foundperk = true; } } // PhD Flopper else if (i < (5/8) && (self.spawnflags & 16)) { if !(find(world, classname, "perk_flopper")) { self.spawnflags = 16; perk_flopper(); foundperk = true; } } // Stamin-Up else if (i < (6/8) && (self.spawnflags & 32)) { if !(find(world, classname, "perk_staminup")) { self.spawnflags = 16; perk_staminup(); foundperk = true; } } // Deadshot Daiquiri else if (i < (7/8) && (self.spawnflags & 64)) { if (!find(world, classname, "perk_deadshot")) { self.spawnflags = 16; perk_deadshot(); foundperk = true; } } // Mule Kick else if (i < 1 && (self.spawnflags & 128)) { if (!find(world, classname, "perk_mule")) { self.spawnflags = 4; perk_mule(); foundperk = true; } } } } void() item_revive = { perk_revive(); self.origin_z += 8; } void() item_juggernog = { perk_juggernog(); self.origin_z += 8; } void() item_speed = { perk_speed(); self.origin_z += 8; } void() item_douple = { perk_double(); self.origin_z += 8; } void() item_flopper = { perk_flopper(); self.origin_z += 8; }