quakec/source/server/entities/machines.qc

2156 lines
46 KiB
C++

/*
server/entities/machines.qc
mbox, perks, pap
Copyright (C) 2021-2022 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_Switch;
void() W_TakeOut;
void() mystery_touch;
//
// --------------------
// Lights
// --------------------
//
//
// Light_Red(e)
// RGB: 255, 56, 56
//
void(entity e) Light_Red =
{
e.effects = e.effects | EF_FULLBRIGHT;
#ifndef FTE
e.effects = e.effects | EF_RED;
#else
{
e.pflags = PFLAGS_FULLDYNAMIC;
e.light_lev = 100;
e.color_x = 2;
e.color_y = 0.25;
e.color_z = 0.25;
}
#endif // FTE
}
//
// Light_Green(e)
// RGB: 56, 255, 56
//
void(entity e) Light_Green =
{
e.effects = e.effects | EF_FULLBRIGHT;
#ifndef FTE
e.effects = e.effects | EF_GREEN;
#else
{
e.pflags = PFLAGS_FULLDYNAMIC;
e.light_lev = 100;
e.color_x = 0.25;
e.color_y = 2;
e.color_z = 0.25;
}
#endif // FTE
}
//
// Light_Blue(e)
// RGB: 56, 56, 255
//
void(entity e) Light_Blue =
{
e.effects = e.effects | EF_FULLBRIGHT;
#ifndef FTE
e.effects = e.effects | EF_BLUE;
#else
{
e.pflags = PFLAGS_FULLDYNAMIC;
e.light_lev = 100;
e.color_x = 0.25;
e.color_y = 0.25;
e.color_z = 2;
}
#endif // FTE
}
//
// Light_Orange(e)
// RGB: 255, 128, 0
//
void(entity e) Light_Orange =
{
e.effects = e.effects | EF_FULLBRIGHT;
#ifndef FTE
e.effects = e.effects | EF_ORANGELIGHT;
#else
{
e.pflags = PFLAGS_FULLDYNAMIC;
e.light_lev = 100;
e.color_x = 2;
e.color_y = 1;
e.color_z = 0;
}
#endif // FTE
}
//
// Light_Purple(e)
// RGB: 255, 28, 255
//
void(entity e) Light_Purple =
{
e.effects = e.effects | EF_FULLBRIGHT;
#ifndef FTE
e.effects = e.effects | EF_PURPLELIGHT;
#else
{
e.pflags = PFLAGS_FULLDYNAMIC;
e.light_lev = 100;
e.color_x = 2;
e.color_y = 0.25;
e.color_z = 2;
}
#endif // FTE
}
//
// Light_None(e)
// Resets all Perk Light Effects.
//
void(entity e) Light_None =
{
e.effects = 0;
#ifdef FTE
{
e.pflags = 0;
e.light_lev = 0;
e.color_x = 0;
e.color_y = 0;
e.color_z = 0;
}
#endif // FTE
}
//
// --------------------
// Core Perk System
// --------------------
//
//
// GivePerk(p)
// Restores View Model and tells the Client to draw the Perk.
//
void GivePerk(optional float p) {
local 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;
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;
string modelname = GetWeaponModel(self.weapon, 0);
local float startframe = GetFrame(self.weapon,TAKE_OUT_START);
local float endframe = GetFrame(self.weapon,TAKE_OUT_END);
self.weaponskin = backupWepSkin;
self.perk_delay = self.fire_delay;
Set_W_Frame (startframe, endframe, 0, 0, 0, SUB_Null, modelname, false, S_BOTH);
SetPerk(self, self.perks);
}
//
// DrinkPerk(perk)
// Gives Perk Bottle and jumps to GivePerk(p)
//
void DrinkPerk(float perk) {
// 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.
other.weaponskin = self.sequence - 1;
other.isBuying = true;
entity tempe = self;
self = other;
if (self.sprinting)
self.sprinting = 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;
Set_W_Frame (tempe.weapon_animduration, tempe.weapon2_animduration, 0, 0, PERK, GivePerk, tempe.weapon2model, true, S_RIGHT);
self = tempe;
sound(other, CHAN_ITEM, self.oldmodel, 1, ATTN_NORM);
// Play Perk Sting if we can and it exists
if (self.aistatus && self.ltime < time) {
sound(self, CHAN_AUTO, self.aistatus, 0.25, ATTN_IDLE);
self.ltime = time + self.anim_weapon_time;
}
}
//
// 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)
return;
// If we're proned and the map permits, collect some spare change
if (other.stance == 0 && self.collected == false && G_PRONEPOINTS != 0) {
self.collected = true;
addmoney(other, G_PRONEPOINTS, 0);
sound(self, 0,"sounds/misc/ching.wav", 1, 1);
}
// 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) {
addmoney(other, -price, 0);
// Pass along the Perk information to the Player to avoid complications later on, then Drink!
other.style = self.style;
DrinkPerk(self.style);
// Do Self-Revive checks
if (self.classname == "perk_revive" && !coop && !deathmatch) {
// Increment self-revive count
self.revivesoda++;
if (self.revivesoda >= 3) {
ReviveGoAway();
}
}
} else if (other.button7) {
// We tried to use, but we don't have the cash..
centerprint(other, STR_NOTENOUGHPOINTS);
}
}
}
//
// Turn_PerkLight_On(who)
// Turns on the Perk Lights
//
void(entity who) Turn_PerkLight_On =
{
if (who.spawnflags & 1) {
Light_None(who);
}
if (who.spawnflags & 2) {
Light_Red(who);
}
if (who.spawnflags & 4) {
Light_Green(who);
}
if (who.spawnflags & 8) {
Light_Blue(who);
}
if (who.spawnflags & 16) {
Light_Orange(who);
}
if (who.spawnflags & 32) {
Light_Purple(who);
}
}
//
// 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, 0.25, 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 =
{
local entity power = find(world, classname, "power_switch");
// Check for Revive before Power
if (self.classname == "perk_revive" && !coop && !deathmatch) {
Turn_PerkLight_On(self);
} else {
// Check for Power
if (power != world) {
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 Entity Spawn Functions
// --------------------
//
// Quick Revive
void() perk_revive =
{
//
// 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 = 22;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | 8;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
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);
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 = 22;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | 16;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
if (self.aistatus) { precache_sound(self.aistatus); }
if (self.powerup_vo) { precache_sound(self.powerup_vo); }
setorigin(self, self.origin);
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 = 22;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | 2;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
if (self.aistatus) { precache_sound(self.aistatus); }
if (self.powerup_vo) { precache_sound(self.powerup_vo); }
setorigin(self, self.origin);
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 = 22;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | 16;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
if (self.aistatus) { precache_sound(self.aistatus); }
if (self.powerup_vo) { precache_sound(self.powerup_vo); }
setorigin(self, self.origin);
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 = 22;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | 4;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
if (self.aistatus) { precache_sound(self.aistatus); }
if (self.powerup_vo) { precache_sound(self.powerup_vo); }
setorigin(self, self.origin);
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 = 22;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | 16;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
if (self.aistatus) { precache_sound(self.aistatus); }
if (self.powerup_vo) { precache_sound(self.powerup_vo); }
setorigin(self, self.origin);
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 = 22;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | 16;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
setorigin(self, self.origin);
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 = 22;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | 4;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
if (self.aistatus) { precache_sound(self.aistatus); }
if (self.powerup_vo) { precache_sound(self.powerup_vo); }
setorigin(self, self.origin);
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;
}
//
// --------------------
// Mystery Box
// --------------------
//
void() updateBoxGlow
{
if(self.goaldummy)
{
self.goaldummy.frame = self.frame;
}
};
void() box_open1 =[ 1, box_open2 ] { self.frame = 1;updateBoxGlow(); Light_Orange(self);};
void() box_open2 =[ 2, box_open3 ] { self.frame = 2;updateBoxGlow();};
void() box_open3 =[ 3, box_open4 ] { self.frame = 3;updateBoxGlow();};
void() box_open4 =[ 4, box_open5 ] { self.frame = 4;updateBoxGlow();};
void() box_open5 =[ 5, box_open6 ] { self.frame = 5;updateBoxGlow();};
void() box_open6 =[ 6, box_open7 ] { self.frame = 6;updateBoxGlow();};
void() box_open7 =[ 7, box_open8 ] { self.frame = 7;updateBoxGlow();};
void() box_open8 =[ 8, SUB_Null ] { self.frame = 8;updateBoxGlow();};
void() resetbox =
{
self.frame = 0;
self.boxstatus = 0;
};
void() box_close1 =[ 9, box_close2 ] { self.frame = 9;updateBoxGlow();sound (self, CHAN_ITEM, "sounds/machines/mbox_close.wav", 1, ATTN_NORM); Light_None(self);};
void() box_close2 =[ 10, box_close3 ] { self.frame = 10;updateBoxGlow();};
void() box_close3 =[ 11, box_close4 ] { self.frame = 11;updateBoxGlow();};
void() box_close4 =[ 12, resetbox ] { self.frame = 12;updateBoxGlow();};
//
// Getweaponid()
// Returns weapon ID from Mbox ID, as they are slightly different
// because.. reasons..
//
float(float r) Getweaponid =
{
switch(r) {
case 0:
return W_COLT;
break;
case 1:
return W_KAR;
break;
case 2:
return W_DB;
break;
case 3:
return W_MG;
break;
case 4:
return W_RAY;
break;
case 5:
return W_THOMPSON;
break;
case 6:
return W_M2;
break;
case 7:
return W_PPSH;
break;
case 8:
return W_SAWNOFF;
break;
case 9:
return W_TESLA;
break;
case 10:
return W_M1A1;
break;
case 11:
return W_GEWEHR;
break;
case 12:
return W_FG;
break;
case 13:
return W_BROWNING;
break;
case 14:
return W_KAR_SCOPE;
break;
case 15:
return W_357;
break;
case 16:
return W_STG;
break;
case 17:
return W_PANZER;
break;
case 18:
return W_BK;
break;
case 19:
return W_PTRS;
break;
case 20:
return W_MP40;
break;
case 21:
return W_TRENCH;
break;
case 22:
return W_BAR;
break;
case 23:
return W_M1;
break;
case 24:
return W_TYPE;
break;
}
return r;
}
//
// randomweapon()
// Returns a Weapon if permitted by the map's MBOX data file.
//
float() randomweapon =
{
local float r;
r = rint((random() * 24));
// If this weapon is in our Box Array, we can return it.
if (BoxWeapons[r] == 1) {
return r;
} else { // It's not in the Array, try again until we find one.
return randomweapon();
}
};
//
// CheckWeapon(w, user)
// Checks all 3 weapon slots to see if the Player is holding specified
// Weapon, ensures we do not give Duplicates.
//
float CheckWeapon (float w, entity user) =
{
// Non-PaP Weapons
if (user.weapon == w || user.secondaryweapon == w || user.thirdweapon == w)
return 0;
// PaP Weapons
if (EqualNonPapWeapon(user.weapon) == w || EqualNonPapWeapon(user.secondaryweapon) == w || EqualNonPapWeapon(user.thirdweapon) == w)
return 0;
// We passed both, this weapon is okay
return 1;
};
//
// Reset_MBox()
// Resets the Mystery Box to it's inital State.
//
void() Reset_MBox =
{
entity tempe;
self.velocity = '0 0 0';
tempe = self;
self = self.owner;
box_close1();
self = tempe;
self.owner.owner = world;
self.owner.boxstatus = 0;
remove (self);
}
//
// Float_Decreate()
// Make the Gun in the Box slowly descend, eventually
// resetting the Box.
//
void() Float_Decrease =
{
makevectors(self.angles);
self.velocity = v_up*-5;
self.nextthink = time + 7;
self.think = Reset_MBox;
}
//
// findboxspot()
// Locate a new MBox spot and turn this spot into
// a tp_spot.
//
void() findboxspot =
{
local entity newspot;
local float box = rint(random(boxCount));
newspot = boxLocations[box];
// Ensure the spot we choose is valid.
while(newspot == world || newspot == self.owner) {
box = rint(random(boxCount));
newspot = boxLocations[box];
}
// Make our current spot a tp_spot
self.owner.model = "models/props/teddy.mdl";
self.owner.frame = 2;
setmodel(self.owner, self.owner.model);
self.owner.classname = "mystery_box_tp_spot";
self.owner.touch = SUB_Null;
self.owner.angles_y -= 90;
Light_None(self.owner);
newspot.angles_y += 90;
// Spawn the Box Glow if permitted
if (!(self.owner.spawnflags & 2))
{
local entity g;
g = spawn();
newspot.goaldummy = g;
setmodel(g,"models/machines/mglow$.mdl");
setorigin(g,newspot.origin);
g.angles = newspot.angles;
}
// Remove teddy
remove(self);
// Set some values and change the found Spot to an MBox
newspot.spins = 0;
newspot.boxstatus = 0;
newspot.touch = mystery_touch;
newspot.solid=SOLID_TRIGGER;
newspot.classname = "mystery";
setorigin(newspot, newspot.origin);
setmodel (newspot, "models/machines/mystery.mdl");
newspot.frame = 0;
setsize (newspot, VEC_HULL2_MIN, VEC_HULL2_MAX);
}
void() remove_box =
{
//setmodel(self.owner.goaldummy, "");
self.owner.frame = 0; // set box frame
makevectors(self.angles);
self.velocity = v_up*100;
self.think = findboxspot;
self.nextthink = time + 2;
}
void() Float_Change =
{
entity tpspot;
float r, tempf, teddygen;
string temps;
tempf = randomweapon();
r = Getweaponid(tempf);
while (!CheckWeapon (r, self.owner.owner))
{
tempf = randomweapon();
r = Getweaponid(tempf);
}
temps = GetWeaponModel(r, 1);
setmodel (self, temps);
self.boxstatus = self.boxstatus + 0.01;
if (self.wait <= time)
{
tpspot = find(world, classname, "mystery_box_tp_spot");
if (tpspot != world && self.owner.spins > 3) {
teddygen = random();
//bprint(PRINT_HIGH, "found tp spot\n");
} else {
teddygen = 0;
//bprint(PRINT_HIGH, "no tp spot or spins < 3\n");
}
self.velocity = '0 0 0';
if (!teddygen || teddygen < 0.7) { //teddy gen threshold, high means less chance
self.owner.boxstatus = 2;
self.weapon = r;
self.nextthink = time + 5;
self.think = Float_Decrease;
//bprint(PRINT_HIGH, "spot not found, or teddygun is > 0.7\n");
return;
}
else {
addmoney(self.owner.owner, 950, 0);
self.model = "models/props/teddy.mdl";
setmodel(self, self.model);
self.angles_y = self.angles_y - 90;
self.nextthink = time + 5;
self.think = remove_box;
sound (self, CHAN_ITEM, "sounds/pu/byebye.wav", 1, ATTN_NORM);
ach_tracker_luck++;
if (ach_tracker_luck >= 10)
GiveAchievement(11);
return;
}
}
if (self.ltime <= time)
{
self.velocity_z = self.velocity_z*0.5;
self.ltime = 0.5;
}
self.nextthink = time + self.boxstatus;
self.think = Float_Change;
}
void() Create_Floating_Weapon =
{
entity gun;
float r, tempf;
string temps;
tempf = randomweapon();
r = Getweaponid(tempf);
while (!CheckWeapon (r, self.owner.owner))
{
tempf = randomweapon();
r = Getweaponid(tempf);
}
temps = GetWeaponModel(r, 1);
gun = spawn();
setorigin (gun, self.origin);
setmodel (gun, temps);
setsize (gun, '0 0 0', '0 0 0');
gun.angles = self.angles;
gun.effects = EF_FULLBRIGHT;
gun.movetype = MOVETYPE_NOCLIP;
gun.solid = SOLID_NOT;
makevectors(self.angles);
gun.velocity = v_up*15;
gun.owner = self;
self.boxweapon = gun;
gun.ltime = time+2;
gun.boxstatus = 0.01;
gun.wait = time + 5;
gun.nextthink = time + 0.01;
gun.think = Float_Change;
}
void() mystery_box_tp_spot =
{
precache_model ("models/props/teddy.mdl");
self.solid=SOLID_TRIGGER;
self.classname = "mystery_box_tp_spot";
setorigin(self, self.origin);
setmodel (self, "models/props/teddy.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
if (self.model == "models/props/teddy.mdl") {
self.frame = 2;
self.angles_y -= 90;
}
boxLocations[boxCount] = self;
boxCount++;
};
void() mystery_touch =
{
entity tempe;
float startframe, endframe;
string modelname;
if (other.classname != "player" || other.downed)
return;
if (!self.boxstatus) {
useprint (other, 6, 950, 0);
}
if (self.boxstatus == 2 && self.owner == other) {
useprint (other, 7, 0, 0);
}
if (other.button7 && !other.semiuse)
{
if (!self.boxstatus)
{
if (other.points >= 950)
{
sound (self, CHAN_ITEM, "sounds/machines/mbox_open.wav", 1, ATTN_NORM);
addmoney(other, -950, FALSE);
self.boxstatus = 1;
self.owner = other;
box_open1 ();
Create_Floating_Weapon();
self.spins++;
}
else {
centerprint (other, STR_NOTENOUGHPOINTS);
}
}
if (self.boxstatus == 2)
{
other.semiuse = 1;
if (self.owner == other)
{
other.reload_delay = 0;
self.boxstatus = 0;
self.owner = world;
if (other.weapon != self.boxweapon.weapon && other.secondaryweapon != self.boxweapon.weapon && other.secondaryweapon && other.thirdweapon != self.boxweapon.weapon)
{
if ((other.perks & P_MULE) && !other.thirdweapon) {
// store secondary weapon
local float tempf = other.secondaryweapon;
local float tempf1 = other.secondarymag;
local float tempf2 = other.secondaryammo;
local float tempf3 = other.secondarymag2;
// move primary to secondary
other.secondaryweapon = other.weapon;
other.secondarymag = other.currentmag;
other.secondarymag2 = other.currentmag2;
other.secondaryammo = other.currentammo;
// move secondary to tertiary
other.thirdweapon = tempf;
other.thirdmag = tempf1;
other.thirdammo = tempf2;
other.thirdmag2 = tempf3;
}
// give boxweapon
other.weapon = self.boxweapon.weapon;
other.currentammo = getWeaponAmmo(self.boxweapon.weapon);
other.currentmag = getWeaponMag(self.boxweapon.weapon);
other.weaponskin = 0;
if (other.weapon != W_KAR_SCOPE && other.weapon != W_HEADCRACKER && !IsDualWeapon(other.weapon)) {
other.weapon2model = "";
}
#ifndef FTE
other.Flash_Offset = GetWeaponFlash_Offset(self.boxweapon.weapon);
other.Flash_Size = GetWeaponFlash_Size(self.boxweapon.weapon);
other.Weapon_Name = GetWeaponName(self.boxweapon.weapon);
#endif // FTE
}
else if (other.weapon == self.boxweapon.weapon)
{
other.currentammo = getWeaponAmmo(self.boxweapon.weapon);
other.currentmag = getWeaponMag(self.boxweapon.weapon);
}
else if (other.secondaryweapon == self.boxweapon.weapon)
{
other.secondaryammo = getWeaponAmmo(self.boxweapon.weapon);
other.secondarymag = getWeaponMag(self.boxweapon.weapon);
}
else if (other.thirdweapon == self.boxweapon.weapon)
{
other.thirdammo = getWeaponAmmo(self.boxweapon.weapon);
other.thirdmag = getWeaponMag(self.boxweapon.weapon);
}
else if (!other.secondaryweapon)
{
WeaponSwitch(other);
other.weapon = self.boxweapon.weapon;
other.currentammo = getWeaponAmmo(self.boxweapon.weapon);
other.currentmag = getWeaponMag(self.boxweapon.weapon);
other.weaponskin = GetWepSkin(self.boxweapon.weapon);
#ifndef FTE
other.Flash_Offset = GetWeaponFlash_Offset(self.boxweapon.weapon);
other.Flash_Size = GetWeaponFlash_Size(self.boxweapon.weapon);
other.Weapon_Name = GetWeaponName(self.boxweapon.weapon);
#endif // FTE
}
else if (!other.thirdweapon && (other.perks & P_MULE))
{
}
sound(self, 0,"sounds/misc/ching.wav", 1, 1);
tempe = self;
self = other;
startframe = GetFrame(self.weapon,TAKE_OUT_START);
endframe = GetFrame(self.weapon,TAKE_OUT_END);
modelname = GetWeaponModel(self.weapon, 0);
Set_W_Frame (startframe, endframe, 0, 0, 0, SUB_Null, modelname, false, S_BOTH);//FIXME
SwitchWeapon(self.weapon);
self = tempe;
remove (self.boxweapon);
box_close1();
}
}
}
}
//
// Load_Mbox_Data()
// Opens the map's MBOX Data File and adds parsed data
// into the Box's weapon Array.
// ----------
// TODO: Possibly investigate making this a little better and more modular
// so adding MBOX Weapons can be easier?
//
void() Load_Mbox_Data =
{
local float file;
local string h;
local int weapons_all_disabled = 1;
// Attempt to Open the File
h = strcat(mapname, ".mbox");
h = strcat("maps/", h);
file = fopen (h, FILE_READ);
// There was no MBOX Data, enable all Weapons!
// R.I.P. PSP Memory 90% of the time in this case..
if (file == -1) {
for (float i = 0; i < 25; i++) {
BoxWeapons[i] = 1;
}
fclose(file);
} else {
// Parse each Line and write the Data into our Array.
for (float i = 0; i < 25; i++) {
h = strtrim((fgets(file)));
BoxWeapons[i] = stof(h);
if (stof(h) == 1)
weapons_all_disabled = 0;
}
}
if (weapons_all_disabled) {
for (float i = 0; i < 25; i++) {
BoxWeapons[i] = 1;
}
}
for(float i = 0; i < 25; i++) {
// Precache Weapon Data if enabled
if (BoxWeapons[i]) {
precache_model(GetWeaponModel(Getweaponid(i), 0));
precache_model(GetWeaponModel(Getweaponid(i), 1));
precache_extra(Getweaponid(i));
}
}
fclose(file);
}
void() mystery_box =
{
Load_Mbox_Data();
precache_model ("models/machines/mystery.mdl");
precache_model ("models/machines/mglow$.mdl");
precache_model ("models/props/teddy.mdl");
precache_sound ("sounds/machines/mbox_open.wav");
precache_sound ("sounds/machines/mbox_close.wav");
self.solid = SOLID_TRIGGER;
self.classname = "mystery";
setorigin(self, self.origin);
setmodel (self, "models/machines/mystery.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
if (!(self.spawnflags & 2))
{
local entity g;
g = spawn();
self.goaldummy = g;
setmodel(g,"models/machines/mglow$.mdl");
setorigin(g,self.origin);
g.angles = self.angles;
}
self.touch = mystery_touch;
boxOrigin = self.origin;
boxLocations[boxCount] = self;
boxCount++;
}
//
// --------------------
// Pack-a-Punch
// --------------------
//
void removeinpap() {
//remove(self);
};
//Self = floating gun
void velocity_reduce_output() {
makevectors(self.owner.angles);
self.velocity = [0,0,0];
setorigin(self, self.owner.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.owner.origin);
}
void() reset_pap =
{
self.weapon = 0;
self.owner = 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 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.owner = pap;
floatmodelin.velocity = v_forward*-25;
floatmodelin.think = velocity_reduce_output_in;
floatmodelin.nextthink = time + 1;
//model goes velocity_reduce_output
pap.owner = self;
pap.goaldummy = floatmodelin;
pap.think = PapSendOut;
pap.nextthink = time + 3.5;
////////////////////////////////////////
self.fire_delay = self.reload_delay = 4.5 + time;
sound(self,CHAN_WEAPON,"sounds/machines/papsound.wav",1,ATTN_NORM);
pap.weapon = self.weapon;
self.weapon = self.secondaryweapon;
self.currentammo = self.secondaryammo;
self.currentmag = self.secondarymag;
self.currentmag2 = self.secondarymag2;
self.secondaryweapon = 0;
self.secondaryammo = 0;
self.secondarymag = 0;
self.secondarymag2 = 0;
self.isBuying = true;
Set_W_Frame (0, 39, 0, 0, 0, W_TakeOut, "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) {
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) {
centerprint (other, STR_NOTENOUGHPOINTS);
}
} else if (self.papState == 2) {
float startframe;
float endframe;
string modelname;
useprint (other, 7, 0, 0);
if (other.button7) {
// Back-up current weapon into second slot, it's getting replaced.
if (!other.secondaryweapon && other.weapon != EqualPapWeapon(self.weapon)) {
other.secondaryweapon = other.weapon;
other.secondarymag = other.currentmag;
other.secondarymag2 = other.currentmag2;
other.secondaryammo = other.currentammo;
}
other.weapon = EqualPapWeapon(self.weapon);
other.currentammo = getWeaponAmmo(other.weapon);
other.currentmag = getWeaponMag(other.weapon);
if (IsDualWeapon(other.weapon)) {
other.currentmag2 = other.currentmag;
}
entity tempe = self;
startframe = GetFrame(other.weapon,TAKE_OUT_START);
endframe = GetFrame(other.weapon,TAKE_OUT_END);
modelname = GetWeaponModel(other.weapon, 0);
other.weaponmodel = GetWeaponModel(other.weapon, 0);// Give weapon model
// Kar Scope
if (other.weapon == W_HEADCRACKER)
other.weapon2model = "models/weapons/kar/v_karscope.mdl";
self = other;
SwitchWeapon(self.weapon);
UpdateV2model(other.weapon2model, 0);
Set_W_Frame (startframe, endframe, 0, 0, 0, SUB_Null, modelname, true, S_BOTH);//FIXME
#ifndef FTE
self.Flash_Offset = GetWeaponFlash_Offset(self.weapon);
self.Flash_Size = GetWeaponFlash_Size(self.weapon);
self.Weapon_Name = GetWeaponName(self.weapon);
self.weaponskin = GetWepSkin(self.weapon);
#endif // FTE
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;
}
precache_model ("models/machines/quake_scale/pap.mdl");
precache_model ("models/machines/v_pap.mdl");
precache_sound ("sounds/machines/papsound.wav");
precache_sound ("sounds/machines/papsound.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;
}