quakec/source/server/entities/perk_a_cola.qc

739 lines
20 KiB
C++

/*
server/entities/perk_a_cola.qc
Perks-A-Cola Entity Logic
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_SPAWNFLAG_ALLOWPRONE 2048
#define PERK_SPAWNFLAG_SILENTLEAVE 4096
#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++;
self.perks = self.perks | perk;
// Instant re-gen, set health to Jugg health.
if (perk & P_JUG)
self.health = self.max_health = PERK_JUGGERNOG_HEALTH;
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, true);
Sound_PlaySound(self, machine.oldmodel, SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
// 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.effects = EF_FULLBRIGHT;
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;
self.think = SUB_Null;
self.nextthink = 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_PlaySound(self, "sounds/pu/drop.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS); // 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_PlaySound(world, "sounds/pu/byebye.wav", SOUND_TYPE_ENV_VOICE, SOUND_PRIORITY_PLAYALWAYS);
// 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;
// Skip the animation if silent leave is on
if (self.spawnflags & PERK_SPAWNFLAG_SILENTLEAVE)
Perk_StopLeaveAnimation();
}
//
// 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;
// Typically not allowed to purchase Perk-A-Colas while prone.
if (other.stance == PLAYER_STANCE_PRONE && !(self.spawnflags & PERK_SPAWNFLAG_ALLOWPRONE))
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)) {
Player_RemoveScore(other, price);
// Play the sound of the bottle "vending"
Sound_PlaySound(self, "sounds/machines/vend.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
// Play Perk Sting if we can and it exists
if (self.aistatus && self.ltime < time) {
Sound_PlaySound(self, self.aistatus, SOUND_TYPE_ENV_MUSIC, SOUND_PRIORITY_PLAYALWAYS);
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
// If the player is Prone, for them to Crouch
if (other.stance == PLAYER_STANCE_PRONE)
Player_SetStance(other, PLAYER_STANCE_CROUCH, true);
// 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_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
other.semi_actions |= SEMIACTION_USE;
}
}
}
//
// Turn_PerkLight_On(who)
// Turns on the Perk Lights
//
void(entity who) Turn_PerkLight_On =
{
if (who.classname == "perk_pap")
return;
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
float chance = random();
if (chance <= 0.15) {
Sound_PlaySound(self, self.powerup_vo, SOUND_TYPE_ENV_MUSIC, SOUND_PRIORITY_PLAYALWAYS);
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_mule", PERK_MULEKICK_DEFAULT_MODEL, 4000, 4000,
PERK_SPAWNFLAG_LIMELIGHT, 1000, 1000, true, true, 8, P_MULE);
}
//
// 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;
};