/* server/entities/machines.qc perks, power Copyright (C) 2021-2024 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(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 // Double-Tap Damage Boost #define PERK_SPAWNFLAG_DOUBLETAPV1 1024 #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); } // // 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.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); // Communicate to our engines that this client should display correct Double-Tap icon. if (self.style == P_DOUBLE) { nzp_setdoubletapver(self, self.has_doubletap_damage_buff); } } // // 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() Perk_StopLeaveAnimation = { 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 SUB_UseTargets(); sound(self,CHAN_ITEM,"sounds/pu/drop.wav",1,ATTN_NONE); // Play a fitting sound } void() Perk_MachineLeaveAnimation = { 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) { Perk_StopLeaveAnimation(); } else { self.nextthink = time + 0.05; } } void() Perk_MachineGoAwayForReal = { 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 = Perk_MachineLeaveAnimation; self.nextthink = time + 0.05; } void() Perk_MachineGoAway = { // First start a timer, we want to wait until the player finishes drinking // before starting the animation. self.think = Perk_MachineGoAwayForReal; 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; } float perk_purchase_limit; if (player_count >= 1) perk_purchase_limit = self.perk_purchase_limit_coop; else perk_purchase_limit = self.perk_purchase_limit_solo; // 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.perk_purchase_count < perk_purchase_limit) { float price; // Check if we're playing in Co-Op, adjust price if so. if (player_count >= 1) price = self.cost2; // Nope, use normal/solo cost. else price = self.cost; // sequence = perk ID in client useprint(other, 9, price, self.sequence); if (other.points >= price && other.button7 && !(other.semi_actions & SEMIACTION_USE)) { 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; // Double-Tap 2.0 flag set here if (self.classname == "perk_double") { other.has_doubletap_damage_buff = !(self.spawnflags & PERK_SPAWNFLAG_DOUBLETAPV1); } entity tempe = self; // Set machine to tempe self = other; // Set self to client self.usedent = tempe; // Set usedent to machine self.isBuying = true; // To avoid canceling the animation from triggering self.sprinting = false; self.zoom = 0; Weapon_PlayViewModelAnimation(ANIM_PUT_AWAY, DrinkPerk, getWeaponDelay(self.weapon, PUTOUT)); other = self; // Set other to client self = tempe; // Set self to machine // Increment usage count self.perk_purchase_count++; // Time to disappear! if (self.perk_purchase_count >= perk_purchase_limit) Perk_MachineGoAway(); other.semi_actions |= SEMIACTION_USE; } else if (other.button7 && !(other.semi_actions & SEMIACTION_USE)) { // 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.semi_actions |= SEMIACTION_USE; } } } // // 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 = { float perk_purchase_limit; if (player_count >= 1) perk_purchase_limit = self.perk_purchase_limit_coop; else perk_purchase_limit = self.perk_purchase_limit_solo; // If the Vending Machine is gone, don't bother to check anymore if (self.perk_purchase_count >= perk_purchase_limit) 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 Power if (power != world && !isPowerOn) { // Power Switch is present -- but does this machine have an override? if ((self.perk_requires_power_coop < 0 && player_count >= 1) || (self.perk_requires_power_solo < 0 && !player_count)) self.requirespower = false; else self.requirespower = true; } else { self.requirespower = false; } // Turn on the Lights! if (!self.requirespower) Turn_PerkLight_On(self); // Perk Jingle Timer if (self.powerup_vo) { self.think = Perk_Jingle; self.nextthink = time + rint((random() * 30)) + 30; } } // // -------------------- // Perk Entity Spawn Functions // -------------------- // // // Perk_InitMachine() // Wrapper to provide clean-up for // Perk-A-Cola Spawn functions. // void(string perk_classname, string default_model, float cost_solo, float cost_coop, float light_spawnflag, float purchase_limit_solo, float purchase_limit_coop, float require_power_solo, float require_power_coop, float drink_skin, float perk_id) Perk_InitMachine = { // // Set Default Stats for Compatibility // // Model if (!self.model) self.model = default_model; // Perk Cost (Solo) if (!self.cost) self.cost = cost_solo; // Perk Cost (Co-Op) if (!self.cost2) self.cost2 = cost_coop; // 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 | light_spawnflag; // Perk Purchase Limit (Solo) if (!self.perk_purchase_limit_solo) self.perk_purchase_limit_solo = purchase_limit_solo; // Perk Purchase Limit (Co-Op) if (!self.perk_purchase_limit_coop) self.perk_purchase_limit_coop = purchase_limit_coop; // Perk Requires Power (Solo) if (!self.perk_requires_power_solo) self.perk_requires_power_solo = require_power_solo; // Perk Requires Power (Co-Op) if (!self.perk_requires_power_coop) self.perk_requires_power_coop = require_power_coop; // Precache if spawned naturally by the world. if (time < 2) { 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); } } // General Machine Setup self.solid = SOLID_TRIGGER; setorigin(self, self.origin); setmodel(self, self.model); setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.oldorigin = self.origin; self.finalangle = self.angles; self.door_model_name = self.model; self.classname = perk_classname; self.touch = touch_perk; self.think = setup_perk; self.nextthink = time + 0.1; self.sequence = drink_skin; self.style = perk_id; }; // Quick Revive void() perk_revive = { Perk_InitMachine("perk_revive", PERK_QUICKREVIVE_DEFAULT_MODEL, 500, 1500, PERK_SPAWNFLAG_CYANLIGHT, 3, 1000, -1, true, 1, P_REVIVE); }; // PhD Flopper void() perk_flopper = { Perk_InitMachine("perk_flopper", PERK_PHDFLOPPER_DEFAULT_MODEL, 2000, 2000, PERK_SPAWNFLAG_YELLOWLIGHT, 1000, 1000, true, true, 6, P_FLOP); }; // Jugger-Nog void() perk_juggernog = { Perk_InitMachine("perk_juggernog", PERK_JUGGERNOG_DEFAULT_MODEL, 2500, 2500, PERK_SPAWNFLAG_PINKLIGHT, 1000, 1000, true, true, 2, P_JUG); }; // Stamin-Up void() perk_staminup = { Perk_InitMachine("perk_staminup", PERK_STAMINUP_DEFAULT_MODEL, 2000, 2000, PERK_SPAWNFLAG_YELLOWLIGHT, 1000, 1000, true, true, 5, P_STAMIN); }; // Speed Cola void() perk_speed = { Perk_InitMachine("perk_speed", PERK_SPEEDCOLA_DEFAULT_MODEL, 3000, 3000, PERK_SPAWNFLAG_LIMELIGHT, 1000, 1000, true, true, 3, P_SPEED); }; // Double Tap Door Beer void() perk_double = { Perk_InitMachine("perk_double", PERK_DOUBLETAP_DEFAULT_MODEL, 2000, 2000, PERK_SPAWNFLAG_YELLOWLIGHT, 1000, 1000, true, true, 4, P_DOUBLE); }; // Deadshot Daiquiri void() perk_deadshot = { Perk_InitMachine("perk_deadshot", PERK_DEADSHOT_DEFAULT_MODEL, 2000, 2000, PERK_SPAWNFLAG_YELLOWLIGHT, 1000, 1000, true, true, 7, P_DEAD); }; // naievil -- older maps compatability void() perk_dead = { perk_deadshot();} // Mule Kick void() perk_mule = { Perk_InitMachine("perk_deadshot", PERK_MULEKICK_DEFAULT_MODEL, 4000, 4000, PERK_SPAWNFLAG_LIMELIGHT, 1000, 1000, true, true, 8, 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) { if (tempe.classname != "perk_pap") 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 } } tempe = find(world, classname, "perk_pap"); while(tempe != world) { entity tempe2 = self; self = tempe; PAP_TurnOn(); self = tempe2; tempe = find(tempe, classname, "perk_pap"); } 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; } // // Random Perk-A-Cola // #define SPAWNFLAG_PERKRANDOM_QUICKREVIVE 1 #define SPAWNFLAG_PERKRANDOM_JUGGERNOG 2 #define SPAWNFLAG_PERKRANDOM_SPEEDCOLA 4 #define SPAWNFLAG_PERKRANDOM_DOUBLETAP 8 #define SPAWNFLAG_PERKRANDOM_PHDFLOPPER 16 #define SPAWNFLAG_PERKRANDOM_STAMINUP 32 #define SPAWNFLAG_PERKRANDOM_DEADSHOT 64 #define SPAWNFLAG_PERKRANDOM_MULEKICK 128 float perk_random_placed; // bitfield to track what perk_random ents have placed. // // Perk_RandomAssign(perk_classname, spawnfunc) // Transforms perk_random into the designated entity passed. // If the entity already exists in the world, it will // instead teleport it at the desired location. // void(string perk_classname, void() spawnfunc) Perk_RandomAssign = { entity machine = find(world, classname, perk_classname); // Machine does not already exist, so spawn a new one // with default parameters. if (!machine) { self.spawnflags = 0; // reset spawnflags, for default lights. spawnfunc(); } // The machine is in the world, so move it here instead. else { setorigin(machine, self.origin); machine.angles = self.angles; } } // // Perk_RandomDecide() // Called by perk_random, will conduct the process of // deciding what Perk-A-Cola machine it will become. // void() Perk_RandomDecide = { float i; // If a perk_random entity has already placed down a Perk-A-Cola // given it's respective spawnflag, remove it from the ent selection. for(i = 1; i < 256; i *= 2) { if ((perk_random_placed & i) && (self.spawnflags & i)) self.spawnflags -= self.spawnflags & i; } // Choose which of the eight machines we want to become, if permitted. while (true) { i = random(); // Quick Revive if (i < (1/8) && (self.spawnflags & SPAWNFLAG_PERKRANDOM_QUICKREVIVE)) { Perk_RandomAssign("perk_revive", perk_revive); perk_random_placed += SPAWNFLAG_PERKRANDOM_QUICKREVIVE; break; } // Jugger-Nog else if (i < (2/8) && (self.spawnflags & SPAWNFLAG_PERKRANDOM_JUGGERNOG)) { Perk_RandomAssign("perk_juggernog", perk_juggernog); perk_random_placed += SPAWNFLAG_PERKRANDOM_JUGGERNOG; break; } // Speed Cola else if (i < (3/8) && (self.spawnflags & SPAWNFLAG_PERKRANDOM_SPEEDCOLA)) { Perk_RandomAssign("perk_speed", perk_speed); perk_random_placed += SPAWNFLAG_PERKRANDOM_SPEEDCOLA; break; } // Double Tap else if (i < (4/8) && (self.spawnflags & SPAWNFLAG_PERKRANDOM_DOUBLETAP)) { Perk_RandomAssign("perk_double", perk_double); perk_random_placed += SPAWNFLAG_PERKRANDOM_DOUBLETAP; break; } // PhD Flopper else if (i < (5/8) && (self.spawnflags & SPAWNFLAG_PERKRANDOM_PHDFLOPPER)) { Perk_RandomAssign("perk_flopper", perk_flopper); perk_random_placed += SPAWNFLAG_PERKRANDOM_PHDFLOPPER; break; } // Stamin-Up else if (i < (6/8) && (self.spawnflags & SPAWNFLAG_PERKRANDOM_STAMINUP)) { Perk_RandomAssign("perk_staminup", perk_staminup); perk_random_placed += SPAWNFLAG_PERKRANDOM_STAMINUP; break; } // Deadshot Daiquiri else if (i < (7/8) && (self.spawnflags & SPAWNFLAG_PERKRANDOM_DEADSHOT)) { Perk_RandomAssign("perk_deadshot", perk_deadshot); perk_random_placed += SPAWNFLAG_PERKRANDOM_DEADSHOT; break; } // Mule Kick else if (i < 1 && (self.spawnflags & SPAWNFLAG_PERKRANDOM_MULEKICK)) { Perk_RandomAssign("perk_mule", perk_mule); perk_random_placed += SPAWNFLAG_PERKRANDOM_MULEKICK; break; } } }; void() Perk_RandomPrecaches = { if (self.spawnflags & SPAWNFLAG_PERKRANDOM_QUICKREVIVE) precache_model(PERK_QUICKREVIVE_DEFAULT_MODEL); if (self.spawnflags & SPAWNFLAG_PERKRANDOM_JUGGERNOG) precache_model(PERK_JUGGERNOG_DEFAULT_MODEL); if (self.spawnflags & SPAWNFLAG_PERKRANDOM_SPEEDCOLA) precache_model(PERK_SPEEDCOLA_DEFAULT_MODEL); if (self.spawnflags & SPAWNFLAG_PERKRANDOM_DOUBLETAP) precache_model(PERK_DOUBLETAP_DEFAULT_MODEL); if (self.spawnflags & SPAWNFLAG_PERKRANDOM_PHDFLOPPER) precache_model(PERK_PHDFLOPPER_DEFAULT_MODEL); if (self.spawnflags & SPAWNFLAG_PERKRANDOM_STAMINUP) precache_model(PERK_STAMINUP_DEFAULT_MODEL); if (self.spawnflags & SPAWNFLAG_PERKRANDOM_DEADSHOT) precache_model(PERK_DEADSHOT_DEFAULT_MODEL); if (self.spawnflags & SPAWNFLAG_PERKRANDOM_MULEKICK) precache_model(PERK_MULEKICK_DEFAULT_MODEL); }; void() perk_random = { // Quit out because there are no Perk-A-Cola machines for us to choose between. if (!self.spawnflags) { objerror("No available Perks to choose from!"); } // Perform default model precaches for // Perk-A-Colas in our spawnflags, in the event // they are not already in the world (legacy mode). Perk_RandomPrecaches(); // Link this entity so that moving existing Perk-A-Cola machines // receive a viable teleport location. setorigin(self, self.origin); // We can't transform right away, because we need to assert that // all other entities are loaded in the world. self.think = Perk_RandomDecide; self.nextthink = time + 3; };