mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-22 11:51:11 +00:00
874 lines
23 KiB
C++
874 lines
23 KiB
C++
/*
|
|
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_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(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;
|
|
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(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;
|
|
|
|
// 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(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
|
|
|
|
// 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(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_mule", 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;
|
|
};
|