quakec/source/server/entities/machines.qc

1458 lines
32 KiB
C++

/*
server/entities/machines.qc
perks, pap, power
Copyright (C) 2021-2023 NZ:P Team
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
float backupWepSkin;
float sound_perk_delay;
void() W_Switch;
void() W_TakeOut;
//
// --------------------
// Core Perk System
// --------------------
//
// Light Color Spawnflags
#define PERK_SPAWNFLAG_NOLIGHT 1
#define PERK_SPAWNFLAG_REDLIGHT 2
#define PERK_SPAWNFLAG_GREENLIGHT 4
#define PERK_SPAWNFLAG_BLUELIGHT 8
#define PERK_SPAWNFLAG_ORANGELIGHT 16
#define PERK_SPAWNFLAG_PURPLELIGHT 32
#define PERK_SPAWNFLAG_CYANLIGHT 64
#define PERK_SPAWNFLAG_PINKLIGHT 128
#define PERK_SPAWNFLAG_LIMELIGHT 256
#define PERK_SPAWNFLAG_YELLOWLIGHT 512
#define PERK_JUGGERNOG_HEALTH 160
//
// GivePerk(p)
// Restores View Model and tells the Client to draw the Perk.
//
void GivePerk(optional float p) {
float perk;
// First of, check if our Client is holding anything, this holds
// priority to prevent interruption.
if (self.style != 0) {
perk = self.style;
self.style = 0;
}
// Next, check if a perk was explicitly set
else if (p) {
perk = p;
}
// Executed without context.. Nothing to do.
else {
return;
}
// No Perks? No Problem tracker
self.ach_tracker_npnp++;
switch(perk) {
case P_REVIVE:
self.perks = self.perks | 8;
break;
case P_FLOP:
self.perks = self.perks | 16;
break;
case P_JUG:
self.perks = self.perks | 1;
// Instant re-gen, set health to Jugg health.
self.health = self.max_health = PERK_JUGGERNOG_HEALTH;
break;
case P_STAMIN:
self.perks = self.perks | 32;
break;
case P_SPEED:
self.perks = self.perks | 4;
break;
case P_DOUBLE:
self.perks = self.perks | 2;
break;
case P_DEAD:
self.perks = self.perks | 64;
break;
case P_MULE:
self.perks = self.perks | 128;
break;
default:
break;
}
if (self.perks == 255)
GiveAchievement(6, self);
sound_perk_delay = time + 4.5;
self.isBuying = false;
self.weaponskin = backupWepSkin;
self.perk_delay = self.fire_delay;
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, SUB_Null, 0);
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.zoom = 0;
}
self.maxspeed *= GetWeaponWalkSpeed(self.perks, self.weapon);
self.knife_delay = self.reload_delay2 = self.fire_delay2 = self.fire_delay = self.reload_delay = 3 + time;
Set_W_Frame (tempe.weapon_animduration, tempe.weapon2_animduration, 2.25, 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, 0.5, 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 && !other.semiuse) {
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();
}
}
other.semiuse = true;
} else if (other.button7 && !other.semiuse) {
// We tried to use, but we don't have the cash..
centerprint(other, STR_NOTENOUGHPOINTS);
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
other.semiuse = true;
}
}
}
//
// Turn_PerkLight_On(who)
// Turns on the Perk Lights
//
void(entity who) Turn_PerkLight_On =
{
if (who.spawnflags & PERK_SPAWNFLAG_NOLIGHT) {
Light_None(who);
}
if (who.spawnflags & PERK_SPAWNFLAG_REDLIGHT) {
Light_Red(who);
}
if (who.spawnflags & PERK_SPAWNFLAG_GREENLIGHT) {
Light_Green(who);
}
if (who.spawnflags & PERK_SPAWNFLAG_BLUELIGHT) {
Light_Blue(who);
}
if (who.spawnflags & PERK_SPAWNFLAG_ORANGELIGHT) {
Light_Orange(who);
}
if (who.spawnflags & PERK_SPAWNFLAG_PURPLELIGHT) {
Light_Purple(who);
}
if (who.spawnflags & PERK_SPAWNFLAG_CYANLIGHT) {
Light_Cyan(who);
}
if (who.spawnflags & PERK_SPAWNFLAG_PINKLIGHT) {
Light_Pink(who);
}
if (who.spawnflags & PERK_SPAWNFLAG_LIMELIGHT) {
Light_Lime(who);
}
if (who.spawnflags & PERK_SPAWNFLAG_YELLOWLIGHT) {
Light_Yellow(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, 0.5, 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 =
{
precache_sound ("sounds/pu/byebye.wav");
precache_model ("models/sprites/lightning.spr");
//
// Set Default Stats for Compatibility
//
// Model
if (!self.model) {
self.model = "models/machines/quake_scale/quick_revive.mdl";
}
// Perk Cost
if (!self.cost) {
self.cost = 500;
self.cost2 = 1500;
}
// Player Trigger Sound
if (!self.oldmodel) {
self.oldmodel = "sounds/machines/perk_drink.wav";
}
// View Model
if (!self.weapon2model) {
self.weapon2model = "models/machines/v_perk.mdl";
}
// View Model Start Frame
if (!self.weapon_animduration) {
self.weapon_animduration = 0;
}
// View Model End Frame
if (!self.weapon2_animduration) {
self.weapon2_animduration = 31;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_CYANLIGHT;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
if (self.aistatus) { precache_sound(self.aistatus); }
if (self.powerup_vo) { precache_sound(self.powerup_vo); }
precache_sound("sounds/weapons/papfire.wav");
precache_extra(W_BIATCH);
setorigin(self, self.origin);
self.oldorigin = self.origin;
self.finalangle = self.angles;
self.door_model_name = self.model;
setmodel(self, self.model);
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.classname = "perk_revive";
self.touch = touch_perk;
self.think = setup_perk;
self.nextthink = time + 0.1;
// Drink Information
self.sequence = 1;
self.style = P_REVIVE;
};
// PhD Flopper
void() perk_flopper =
{
//
// Set Default Stats for Compatibility
//
// Model
if (!self.model) {
self.model = "models/machines/quake_scale/flopper.mdl";
}
// Perk Cost
if (!self.cost) {
self.cost = 2000;
}
// Player Trigger Sound
if (!self.oldmodel) {
self.oldmodel = "sounds/machines/perk_drink.wav";
}
// View Model
if (!self.weapon2model) {
self.weapon2model = "models/machines/v_perk.mdl";
}
// View Model Start Frame
if (!self.weapon_animduration) {
self.weapon_animduration = 0;
}
// View Model End Frame
if (!self.weapon2_animduration) {
self.weapon2_animduration = 31;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_YELLOWLIGHT;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
if (self.aistatus) { precache_sound(self.aistatus); }
if (self.powerup_vo) { precache_sound(self.powerup_vo); }
setorigin(self, self.origin);
self.oldorigin = self.origin;
self.finalangle = self.angles;
self.door_model_name = self.model;
setmodel(self, self.model);
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.classname = "perk_flopper";
self.touch = touch_perk;
self.think = setup_perk;
self.nextthink = time + 0.1;
// Drink Information
self.sequence = 6;
self.style = P_FLOP;
};
// Jugger-Nog
void() perk_juggernog =
{
//
// Set Default Stats for Compatibility
//
// Model
if (!self.model) {
self.model = "models/machines/quake_scale/juggernog.mdl";
}
// Perk Cost
if (!self.cost) {
self.cost = 2500;
}
// Player Trigger Sound
if (!self.oldmodel) {
self.oldmodel = "sounds/machines/perk_drink.wav";
}
// View Model
if (!self.weapon2model) {
self.weapon2model = "models/machines/v_perk.mdl";
}
// View Model Start Frame
if (!self.weapon_animduration) {
self.weapon_animduration = 0;
}
// View Model End Frame
if (!self.weapon2_animduration) {
self.weapon2_animduration = 31;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_PINKLIGHT;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
if (self.aistatus) { precache_sound(self.aistatus); }
if (self.powerup_vo) { precache_sound(self.powerup_vo); }
setorigin(self, self.origin);
self.oldorigin = self.origin;
self.finalangle = self.angles;
self.door_model_name = self.model;
setmodel(self, self.model);
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.classname = "perk_juggernog";
self.touch = touch_perk;
self.think = setup_perk;
self.nextthink = time + 0.1;
// Drink Information
self.sequence = 2;
self.style = P_JUG;
};
// Stamin-Up
void() perk_staminup =
{
//
// Set Default Stats for Compatibility
//
// Model
if (!self.model) {
self.model = "models/machines/quake_scale/staminup.mdl";
}
// Perk Cost
if (!self.cost) {
self.cost = 2000;
}
// Player Trigger Sound
if (!self.oldmodel) {
self.oldmodel = "sounds/machines/perk_drink.wav";
}
// View Model
if (!self.weapon2model) {
self.weapon2model = "models/machines/v_perk.mdl";
}
// View Model Start Frame
if (!self.weapon_animduration) {
self.weapon_animduration = 0;
}
// View Model End Frame
if (!self.weapon2_animduration) {
self.weapon2_animduration = 31;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_YELLOWLIGHT;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
if (self.aistatus) { precache_sound(self.aistatus); }
if (self.powerup_vo) { precache_sound(self.powerup_vo); }
setorigin(self, self.origin);
self.oldorigin = self.origin;
self.finalangle = self.angles;
self.door_model_name = self.model;
setmodel(self, self.model);
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.classname = "perk_staminup";
self.touch = touch_perk;
self.think = setup_perk;
self.nextthink = time + 0.1;
// Drink Information
self.sequence = 5;
self.style = P_STAMIN;
};
// Speed Cola
void() perk_speed =
{
//
// Set Default Stats for Compatibility
//
// Model
if (!self.model) {
self.model = "models/machines/quake_scale/speed_cola.mdl";
}
// Perk Cost
if (!self.cost) {
self.cost = 3000;
}
// Player Trigger Sound
if (!self.oldmodel) {
self.oldmodel = "sounds/machines/perk_drink.wav";
}
// View Model
if (!self.weapon2model) {
self.weapon2model = "models/machines/v_perk.mdl";
}
// View Model Start Frame
if (!self.weapon_animduration) {
self.weapon_animduration = 0;
}
// View Model End Frame
if (!self.weapon2_animduration) {
self.weapon2_animduration = 31;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_LIMELIGHT;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
if (self.aistatus) { precache_sound(self.aistatus); }
if (self.powerup_vo) { precache_sound(self.powerup_vo); }
setorigin(self, self.origin);
self.oldorigin = self.origin;
self.finalangle = self.angles;
self.door_model_name = self.model;
setmodel(self, self.model);
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.classname = "perk_speed";
self.touch = touch_perk;
self.think = setup_perk;
self.nextthink = time + 0.1;
// Drink Information
self.sequence = 3;
self.style = P_SPEED;
};
// Double Tap Door Beer
void() perk_double =
{
//
// Set Default Stats for Compatibility
//
// Model
if (!self.model) {
self.model = "models/machines/quake_scale/double_tap.mdl";
}
// Perk Cost
if (!self.cost) {
self.cost = 2000;
}
// Player Trigger Sound
if (!self.oldmodel) {
self.oldmodel = "sounds/machines/perk_drink.wav";
}
// View Model
if (!self.weapon2model) {
self.weapon2model = "models/machines/v_perk.mdl";
}
// View Model Start Frame
if (!self.weapon_animduration) {
self.weapon_animduration = 0;
}
// View Model End Frame
if (!self.weapon2_animduration) {
self.weapon2_animduration = 31;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_YELLOWLIGHT;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
if (self.aistatus) { precache_sound(self.aistatus); }
if (self.powerup_vo) { precache_sound(self.powerup_vo); }
setorigin(self, self.origin);
self.oldorigin = self.origin;
self.finalangle = self.angles;
self.door_model_name = self.model;
setmodel(self, self.model);
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.classname = "perk_double";
self.touch = touch_perk;
self.think = setup_perk;
self.nextthink = time + 0.1;
// Drink Information
self.sequence = 4;
self.style = P_DOUBLE;
};
// Deadshot Daiquiri
void() perk_deadshot =
{
//
// Set Default Stats for Compatibility
//
// Model
if (!self.model) {
self.model = "models/machines/quake_scale/deadshot.mdl";
}
// Perk Cost
if (!self.cost) {
self.cost = 1500;
self.cost2 = 1000;
}
// Player Trigger Sound
if (!self.oldmodel) {
self.oldmodel = "sounds/machines/perk_drink.wav";
}
// View Model
if (!self.weapon2model) {
self.weapon2model = "models/machines/v_perk.mdl";
}
// View Model Start Frame
if (!self.weapon_animduration) {
self.weapon_animduration = 0;
}
// View Model End Frame
if (!self.weapon2_animduration) {
self.weapon2_animduration = 31;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_YELLOWLIGHT;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
setorigin(self, self.origin);
self.oldorigin = self.origin;
self.finalangle = self.angles;
self.door_model_name = self.model;
if (self.aistatus) { precache_sound(self.aistatus); }
if (self.powerup_vo) { precache_sound(self.powerup_vo); }
setmodel(self, self.model);
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.classname = "perk_deadshot";
self.touch = touch_perk;
self.think = setup_perk;
self.nextthink = time + 0.1;
// Drink Information
self.sequence = 7;
self.style = P_DEAD;
};
// naievil -- older maps compatability
void() perk_dead = { perk_deadshot();}
// Mule Kick
void() perk_mule =
{
//
// Set Default Stats for Compatibility
//
// Model
if (!self.model) {
self.model = "models/machines/quake_scale/mulekick.mdl";
}
// Perk Cost
if (!self.cost) {
self.cost = 4000;
}
// Player Trigger Sound
if (!self.oldmodel) {
self.oldmodel = "sounds/machines/perk_drink.wav";
}
// View Model
if (!self.weapon2model) {
self.weapon2model = "models/machines/v_perk.mdl";
}
// View Model Start Frame
if (!self.weapon_animduration) {
self.weapon_animduration = 0;
}
// View Model End Frame
if (!self.weapon2_animduration) {
self.weapon2_animduration = 31;
}
// Light Effect
if (!self.spawnflags) {
self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_LIMELIGHT;
}
// Set up the Perk Entity
self.solid = SOLID_TRIGGER;
precache_model(self.model);
precache_model(self.weapon2model);
precache_sound(self.oldmodel);
if (self.aistatus) { precache_sound(self.aistatus); }
if (self.powerup_vo) { precache_sound(self.powerup_vo); }
setorigin(self, self.origin);
self.oldorigin = self.origin;
self.finalangle = self.angles;
self.door_model_name = self.model;
setmodel(self, self.model);
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.classname = "perk_mule";
self.touch = touch_perk;
self.think = setup_perk;
self.nextthink = time + 0.1;
// Drink Information
self.sequence = 8;
self.style = P_MULE;
}
//
// --------------------
// Power Switch
// --------------------
//
void() turnpower1 =[ 1, turnpower2 ] {self.frame = 1;};
void() turnpower2 =[ 2, turnpower3 ] {self.frame = 2;};
void() turnpower3 =[ 3, turnpower4 ] {self.frame = 3;};
void() turnpower4 =[ 4, SUB_Null ] {self.frame = 4;};
//
// Turn_Lights()
// Activates Perk Light Effects and LightStyles
//
void() Turn_Lights =
{
// Perk Lights
entity tempe = findfloat(world, requirespower, 1);
while (tempe)
{
Turn_PerkLight_On(tempe);
tempe = findfloat (tempe, requirespower, 1);
}
// Light Styles
tempe = find(world, classname, "light");
while(tempe)
{
if (tempe.spawnflags & LIGHT_SPAWNFLAG_STARTOFF) {
tempe.style = tempe.score;
LS_Setup();
}/* else if (tempe.spawnflags & LIGHT_SPAWNFLAG_STARTON) {
tempe.style = 64;
lightstyle(tempe.style, "a");
}*/
tempe = find(tempe, classname, "light");
}
}
//
// touch_power_Switch()
// Power Switch touch function; play Animation and do Power things..
//
void() touch_power_Switch =
{
if (other.classname != "player" || other.downed)
return;
if (isPowerOn == true)
return;
local entity tempe;
local entity old_self;
useprint (other, 10, 0, 0);
if (other.button7 && !isPowerOn) {
turnpower1();
isPowerOn = true;
sound(self, CHAN_ITEM, self.oldmodel, 1, ATTN_NONE);
// Print message
if (self.message) {
entity players = find(world, classname, "player");
while (players != world) {
centerprint(players, strcat(self.message, "\n"));
players = find(players, classname, "player");
}
}
tempe = find (world, classname, "door_nzp");// trigger all paired doors
while (tempe) {
local entity starte;
if (!tempe.targetname) {
if (!tempe.cost) {
old_self = self;
self = tempe;
starte = self;
door_go_up ();
tempe.classname = "door_open";
tempe = find (tempe, classname, "door_nzp");// trigger all paired doors
self = old_self;
}
}
if (tempe.targetname) {
old_self = self;
self = tempe;
remove(self);
self = old_self;
tempe = find (tempe, classname, "door_nzp");// trigger all paired doors
}
}
Turn_Lights();
SUB_UseTargets();
}
}
void() power_switch =
{
//
// Set Default Stats for Compatibility
//
// Model
if (!self.model)
self.model = "models/machines/quake_scale/power_switch.mdl";
// Sound
if (!self.oldmodel)
self.oldmodel = "sounds/machines/power.wav";
// Skin
if (!self.skin)
self.skin = 0;
self.solid = SOLID_TRIGGER;
Precache_Set(self.model);
precache_sound(self.oldmodel);
setorigin (self, self.origin);
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.classname = "power_switch";
self.touch = touch_power_Switch;
isPowerOn = false;
}
//
// --------------------
// Pack-a-Punch
// --------------------
//
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 && !other.semiuse) {
other.semiuse = true;
centerprint (other, STR_NOTENOUGHPOINTS);
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
}
} else if (self.papState == 2) {
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;
self = other;
SwitchWeapon(self.weapon);
if (GetFrame(self.weapon, FIRST_TAKE_START) != 0)
Weapon_PlayViewModelAnimation(ANIM_FIRST_TAKE, SUB_Null, 0);
else
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, SUB_Null, 0);
#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;
}
// Only cache the dual wield pap weapons if we have pap..
precache_extra(W_BIATCH);
precache_extra(W_SNUFF);
precache_model ("models/machines/quake_scale/pap.mdl");
precache_model ("models/machines/v_pap.mdl");
precache_sound ("sounds/machines/papsound.wav");
precache_sound("sounds/weapons/papfire.wav");
setorigin(self, self.origin);
setmodel (self, "models/machines/quake_scale/pap.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.classname = "perk_pap";
self.touch = touch_pap;
}
// Sorta ugly function but whatever
void() perk_random =
{
float i;
float foundperk;
// remove perks from our selection if they already exist
// ugly ugly
if ((find(world,classname,"perk_revive") && (self.spawnflags & 1))) {
self.spawnflags -= self.spawnflags & 1;
}
if ((find(world,classname,"perk_juggernog") && (self.spawnflags & 2))) {
self.spawnflags -= self.spawnflags & 2;
}
if ((find(world,classname,"perk_speed") && (self.spawnflags & 4))) {
self.spawnflags -= self.spawnflags & 4;
}
if ((find(world,classname,"perk_double") && (self.spawnflags & 8))) {
self.spawnflags -= self.spawnflags & 8;
}
if ((find(world,classname,"perk_flopper") && (self.spawnflags & 16))) {
self.spawnflags -= self.spawnflags & 16;
}
if ((find(world,classname,"perk_staminup") && (self.spawnflags & 32))) {
self.spawnflags -= self.spawnflags & 32;
}
if ((find(world,classname,"perk_deadshot") && (self.spawnflags & 64))) {
self.spawnflags -= self.spawnflags & 64;
}
if ((find(world,classname,"perk_mule") && (self.spawnflags & 128))) {
self.spawnflags -= self.spawnflags & 128;
}
// obj error because there are no possible perks for us to obtain
if (self.spawnflags == 0) {
objerror("No available Perks to choose from!");
}
foundperk = false;
while (foundperk == false) {
i = random();
// Quick Revive
if (i < (1/8) && (self.spawnflags & 1)) {
if !(find(world, classname, "perk_revive")) {
self.spawnflags = 8;
perk_revive();
foundperk = true;
}
}
// Jugger-Nog
else if (i < (2/8) && (self.spawnflags & 2)) {
if !(find(world, classname, "perk_juggernog")) {
self.spawnflags = 2;
perk_juggernog();
foundperk = true;
}
}
// Speed Cola
else if (i < (3/8) && (self.spawnflags & 4)) {
if !(find(world, classname, "perk_speed")) {
self.spawnflags = 4;
perk_speed();
foundperk = true;
}
}
// Double Tap
else if (i < (4/8) && (self.spawnflags & 8)) {
if !(find(world, classname, "perk_double")) {
self.spawnflags = 16;
perk_double();
foundperk = true;
}
}
// PhD Flopper
else if (i < (5/8) && (self.spawnflags & 16)) {
if !(find(world, classname, "perk_flopper")) {
self.spawnflags = 16;
perk_flopper();
foundperk = true;
}
}
// Stamin-Up
else if (i < (6/8) && (self.spawnflags & 32)) {
if !(find(world, classname, "perk_staminup")) {
self.spawnflags = 16;
perk_staminup();
foundperk = true;
}
}
// Deadshot Daiquiri
else if (i < (7/8) && (self.spawnflags & 64)) {
if (!find(world, classname, "perk_deadshot")) {
self.spawnflags = 16;
perk_deadshot();
foundperk = true;
}
}
// Mule Kick
else if (i < 1 && (self.spawnflags & 128)) {
if (!find(world, classname, "perk_mule")) {
self.spawnflags = 4;
perk_mule();
foundperk = true;
}
}
}
}
void() item_revive =
{
perk_revive();
self.origin_z += 8;
}
void() item_juggernog =
{
perk_juggernog();
self.origin_z += 8;
}
void() item_speed =
{
perk_speed();
self.origin_z += 8;
}
void() item_douple =
{
perk_double();
self.origin_z += 8;
}
void() item_flopper =
{
perk_flopper();
self.origin_z += 8;
}