mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-23 04:02:02 +00:00
1438 lines
32 KiB
C++
1438 lines
32 KiB
C++
/*
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server/entities/machines.qc
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perks, pap, power
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Copyright (C) 2021-2023 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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float backupWepSkin;
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float sound_perk_delay;
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void() W_PutOutHack;
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void(entity person) W_HideCrosshair;
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//
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// --------------------
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// Core Perk System
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// --------------------
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//
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// Light Color Spawnflags
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#define PERK_SPAWNFLAG_NOLIGHT 1
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#define PERK_SPAWNFLAG_REDLIGHT 2
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#define PERK_SPAWNFLAG_GREENLIGHT 4
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#define PERK_SPAWNFLAG_BLUELIGHT 8
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#define PERK_SPAWNFLAG_ORANGELIGHT 16
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#define PERK_SPAWNFLAG_PURPLELIGHT 32
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#define PERK_SPAWNFLAG_CYANLIGHT 64
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#define PERK_SPAWNFLAG_PINKLIGHT 128
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#define PERK_SPAWNFLAG_LIMELIGHT 256
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#define PERK_SPAWNFLAG_YELLOWLIGHT 512
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#define PERK_JUGGERNOG_HEALTH 160
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//
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// GivePerk(p)
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// Restores View Model and tells the Client to draw the Perk.
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//
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void GivePerk(optional float p) {
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float perk;
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// First of, check if our Client is holding anything, this holds
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// priority to prevent interruption.
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if (self.style != 0) {
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perk = self.style;
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self.style = 0;
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}
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// Next, check if a perk was explicitly set
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else if (p) {
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perk = p;
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}
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// Executed without context.. Nothing to do.
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else {
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return;
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}
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// No Perks? No Problem tracker
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self.ach_tracker_npnp++;
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switch(perk) {
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case P_REVIVE:
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self.perks = self.perks | 8;
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break;
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case P_FLOP:
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self.perks = self.perks | 16;
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break;
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case P_JUG:
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self.perks = self.perks | 1;
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// Instant re-gen, set health to Jugg health.
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self.health = self.max_health = PERK_JUGGERNOG_HEALTH;
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break;
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case P_STAMIN:
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self.perks = self.perks | 32;
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break;
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case P_SPEED:
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self.perks = self.perks | 4;
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break;
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case P_DOUBLE:
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self.perks = self.perks | 2;
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break;
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case P_DEAD:
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self.perks = self.perks | 64;
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break;
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case P_MULE:
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self.perks = self.perks | 128;
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break;
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default:
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break;
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}
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if (self.perks == 255)
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GiveAchievement(6, self);
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sound_perk_delay = time + 4.5;
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self.isBuying = false;
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self.weaponskin = backupWepSkin;
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self.perk_delay = self.fire_delay;
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Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, 0);
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SetPerk(self, self.perks);
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}
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//
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// DrinkPerk()
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// Gives Perk Bottle and jumps to GivePerk(p)
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//
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void DrinkPerk() {
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float perk = self.style;
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entity machine = self.usedent;
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// Set the Perk Skin based on the Perk sequence.
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// NOTE: If you add perks, you will either need to append
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// the MDL with a tool like QuArK or add an edge-case
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// after this instruction to have a valid skin.
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self.weaponskin = machine.sequence - 1;
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self.isBuying = true;
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if (self.sprinting) {
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self.sprinting = 0;
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self.zoom = 0;
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}
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self.maxspeed *= GetWeaponWalkSpeed(self.perks, self.weapon);
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self.knife_delay = self.reload_delay2 = self.fire_delay2 = self.fire_delay = self.reload_delay = 3 + time;
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W_HideCrosshair(self);
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Set_W_Frame (machine.weapon_animduration, machine.weapon2_animduration, 2.25, 0, PERK, GivePerk, machine.weapon2model, true, S_RIGHT);
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sound(self, CHAN_ITEM, machine.oldmodel, 1, ATTN_NORM);
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}
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//
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// SpawnSpark(where, time_alive)
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// Technically a utilty function, spawns a spark/elec effect
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// at the given origin and lasts until the time given is up.
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//
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void() SparkThink =
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{
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self.frame++;
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if (self.frame >= 3)
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self.frame = 0;
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// suicide timer!
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if(self.ltime < time) {
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remove(self);
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}
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self.nextthink = time + 0.05;
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}
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void(vector where, float time_alive) SpawnSpark =
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{
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entity spark = spawn();
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setmodel(spark, "models/sprites/lightning.spr");
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setorigin(spark, where);
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spark.think = SparkThink;
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spark.nextthink = time + 0.05;
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spark.ltime = time + time_alive;
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}
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//
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// ReviveGoAway()
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// Called when the max amount of solo revives have been used.
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// Does a little animation and then 'teleports' away.
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//
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void() StopReviveAnimation =
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{
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self.velocity = 0;
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setmodel(self, ""); // We don't want to remove Revive in the event of a Soft_Restart..
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SpawnSpark(self.origin, 0.65); // Spawn a Spark at the position
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self.origin = self.oldvelocity; // Restore old position
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Light_None(self); // Remove light effect
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sound(self,CHAN_ITEM,"sounds/pu/drop.wav",1,ATTN_NONE); // Play a fitting sound
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}
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void() ReviveAnimation =
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{
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if (self.score == 0)
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self.angles_z += 6;
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else
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self.angles_z -= 6;
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if (self.angles_z - self.movement_z >= 20)
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self.score = 1;
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else if (self.angles_z - self.movement_z <= -20)
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self.score = 0;
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if(self.ltime < time) {
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StopReviveAnimation();
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} else {
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self.nextthink = time + 0.05;
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}
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}
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void() ReviveGoAwayForReal =
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{
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makevectors(self.angles);
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self.movetype = MOVETYPE_NOCLIP;
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self.velocity = v_up * 7;
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sound(self, CHAN_ITEM, "sounds/pu/byebye.wav", 1, ATTN_NORM);
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// Do our silly little animation for 6 seconds
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self.ltime = time + 6;
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self.think = ReviveAnimation;
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self.nextthink = time + 0.05;
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}
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void() ReviveGoAway =
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{
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// First start a timer, we want to wait until the player finishes drinking
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// before starting the animation.
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self.think = ReviveGoAwayForReal;
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self.nextthink = time + 4;
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// Save our original position to restore on restart
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self.oldvelocity = self.origin;
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// Same with angle
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self.movement = self.angles;
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}
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//
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// touch_perk()
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// Executed on touch; prompt purchase and drink if requirements met.
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// -----
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// MotoLegacy (10-28-20) - Made modular using some existing entity fields we had,
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// as the memory is allocated to all entities on load anyway. This comment applies
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// to all other relevant jumps as well.
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//
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void() touch_perk =
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{
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if (other.classname != "player" || other.downed || other.isBuying == true || !PlayerIsLooking(other, self))
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return;
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// Do this after the perk change check
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if (other.stance == 0)
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return;
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// Power's off! Nothing to do here.
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if (self.requirespower == true && !isPowerOn) {
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useprint (other, 8, 0, 0);
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return;
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}
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// Back up weapon skin
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backupWepSkin = other.weaponskin;
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// Don't prompt if our hands or busy or we already have the perk
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if (!(other.perks & self.style) && other.fire_delay < time && self.revivesoda < 3) {
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float price;
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// Check if this is Quick Revive and we are playing in Co-Op,
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// adjust price if so.
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if (self.classname == "perk_revive" && player_count >= 1)
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price = self.cost2;
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// Nope, use normal cost.
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else
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price = self.cost;
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// sequence = perk ID in client
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useprint(other, 9, price, self.sequence);
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if (other.points >= price && other.button7 && !other.semiuse) {
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addmoney(other, -price, 0);
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// Play the sound of the bottle "vending"
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sound(self, CHAN_ITEM,"sounds/machines/vend.wav", 1, 1);
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// Play Perk Sting if we can and it exists
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if (self.aistatus && self.ltime < time) {
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sound(self, CHAN_AUTO, self.aistatus, 0.8, ATTN_IDLE);
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self.ltime = time + self.anim_weapon_time;
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}
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// Pass along the Perk information to the Player to avoid complications later on, then Drink!
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other.style = self.style;
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entity tempe = self; // Set machine to tempe
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self = other; // Set self to client
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self.usedent = tempe; // Set usedent to machine
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Weapon_PlayViewModelAnimation(ANIM_PUT_AWAY, DrinkPerk, getWeaponDelay(self.weapon, PUTOUT));
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other = self; // Set other to client
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self = tempe; // Set self to machine
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// Do Self-Revive checks
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if (self.classname == "perk_revive" && !coop && !deathmatch) {
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// Increment self-revive count
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self.revivesoda++;
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if (self.revivesoda >= 3) {
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ReviveGoAway();
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}
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}
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other.semiuse = true;
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} else if (other.button7 && !other.semiuse) {
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// We tried to use, but we don't have the cash..
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centerprint(other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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other.semiuse = true;
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}
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}
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}
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//
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// Turn_PerkLight_On(who)
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// Turns on the Perk Lights
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//
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void(entity who) Turn_PerkLight_On =
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{
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if (who.spawnflags & PERK_SPAWNFLAG_NOLIGHT) {
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Light_None(who);
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}
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if (who.spawnflags & PERK_SPAWNFLAG_REDLIGHT) {
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Light_Red(who, true);
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}
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if (who.spawnflags & PERK_SPAWNFLAG_GREENLIGHT) {
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Light_Green(who, true);
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}
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if (who.spawnflags & PERK_SPAWNFLAG_BLUELIGHT) {
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Light_Blue(who, true);
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}
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if (who.spawnflags & PERK_SPAWNFLAG_ORANGELIGHT) {
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Light_Orange(who, true);
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}
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if (who.spawnflags & PERK_SPAWNFLAG_PURPLELIGHT) {
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Light_Purple(who, true);
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}
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if (who.spawnflags & PERK_SPAWNFLAG_CYANLIGHT) {
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Light_Cyan(who, true);
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}
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if (who.spawnflags & PERK_SPAWNFLAG_PINKLIGHT) {
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Light_Pink(who, true);
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}
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if (who.spawnflags & PERK_SPAWNFLAG_LIMELIGHT) {
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Light_Lime(who, true);
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}
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if (who.spawnflags & PERK_SPAWNFLAG_YELLOWLIGHT) {
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Light_Yellow(who, true);
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}
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}
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//
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// Perk_Jingle()
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// The Think loop for Perk Jingles
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//
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void() Perk_Jingle =
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{
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// If Revive is gone, don't bother to check anymore
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if (self.revivesoda >= 3)
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return;
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local float jinglewaittime;
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jinglewaittime = rint((random() * 30)) + 30;
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// Just try again later if the Power isn't Activated
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if ((self.requirespower == true && !isPowerOn) || self.ltime > time) {
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self.nextthink = time + jinglewaittime;
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} else {
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// 15% Chance to Play Jingle
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local float chance = random();
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if (chance <= 0.15) {
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sound(self, CHAN_AUTO, self.powerup_vo, 0.8, ATTN_IDLE);
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self.ltime = time + self.anim_weapon2_time;
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jinglewaittime += self.anim_weapon2_time;
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}
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self.nextthink = time + jinglewaittime;
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}
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}
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//
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// setup_perk()
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// Readies up misc. Perk aesthetics
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//
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void() setup_perk =
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{
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local entity power = find(world, classname, "power_switch");
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// Check for Revive before Power
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if (self.classname == "perk_revive" && !coop && !deathmatch) {
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Turn_PerkLight_On(self);
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} else {
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// Check for Power
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if (power != world) {
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self.requirespower = true;
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} else {
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// There's no Power Switch, so turn the rest On.
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Turn_PerkLight_On(self);
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}
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}
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// Perk Jingle Timer
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if (self.powerup_vo) {
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self.think = Perk_Jingle;
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self.nextthink = time + rint((random() * 30)) + 30;
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}
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}
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//
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// --------------------
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// Perk Entity Spawn Functions
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// --------------------
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//
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// Quick Revive
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void() perk_revive =
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{
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precache_sound ("sounds/pu/byebye.wav");
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precache_model ("models/sprites/lightning.spr");
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//
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// Set Default Stats for Compatibility
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//
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// Model
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if (!self.model) {
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self.model = "models/machines/quake_scale/quick_revive.mdl";
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}
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// Perk Cost
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if (!self.cost) {
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self.cost = 500;
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self.cost2 = 1500;
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}
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// Player Trigger Sound
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if (!self.oldmodel) {
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self.oldmodel = "sounds/machines/perk_drink.wav";
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}
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// View Model
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if (!self.weapon2model) {
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self.weapon2model = "models/machines/v_perk.mdl";
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}
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// View Model Start Frame
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if (!self.weapon_animduration) {
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self.weapon_animduration = 0;
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}
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// View Model End Frame
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if (!self.weapon2_animduration) {
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self.weapon2_animduration = 31;
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}
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// Light Effect
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if (!self.spawnflags) {
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self.spawnflags = self.spawnflags | PERK_SPAWNFLAG_CYANLIGHT;
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}
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// Set up the Perk Entity
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self.solid = SOLID_TRIGGER;
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precache_model(self.model);
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precache_model(self.weapon2model);
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precache_sound(self.oldmodel);
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precache_sound("sounds/machines/vend.wav");
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if (self.aistatus) { precache_sound(self.aistatus); }
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if (self.powerup_vo) { precache_sound(self.powerup_vo); }
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precache_sound("sounds/weapons/papfire.wav");
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precache_extra(W_BIATCH);
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setorigin(self, self.origin);
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self.oldorigin = self.origin;
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self.finalangle = self.angles;
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self.door_model_name = self.model;
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setmodel(self, self.model);
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setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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self.classname = "perk_revive";
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self.touch = touch_perk;
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self.think = setup_perk;
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self.nextthink = time + 0.1;
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// Drink Information
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self.sequence = 1;
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self.style = P_REVIVE;
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};
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// PhD Flopper
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void() perk_flopper =
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{
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//
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// Set Default Stats for Compatibility
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//
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// Model
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if (!self.model) {
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self.model = "models/machines/quake_scale/flopper.mdl";
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}
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// Perk Cost
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if (!self.cost) {
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self.cost = 2000;
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}
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// Player Trigger Sound
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if (!self.oldmodel) {
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self.oldmodel = "sounds/machines/perk_drink.wav";
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}
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// View Model
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if (!self.weapon2model) {
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self.weapon2model = "models/machines/v_perk.mdl";
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}
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// View Model Start Frame
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if (!self.weapon_animduration) {
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self.weapon_animduration = 0;
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}
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// View Model End Frame
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if (!self.weapon2_animduration) {
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self.weapon2_animduration = 31;
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}
|
|
|
|
// 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);
|
|
precache_sound("sounds/machines/vend.wav");
|
|
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);
|
|
precache_sound("sounds/machines/vend.wav");
|
|
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);
|
|
precache_sound("sounds/machines/vend.wav");
|
|
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);
|
|
precache_sound("sounds/machines/vend.wav");
|
|
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);
|
|
precache_sound("sounds/machines/vend.wav");
|
|
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);
|
|
precache_sound("sounds/machines/vend.wav");
|
|
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);
|
|
precache_sound("sounds/machines/vend.wav");
|
|
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
|
|
// --------------------
|
|
//
|
|
// cypress 19 OCT 2023 -- Changed storage from .owner to .usedent,
|
|
// as .owner causes issues with entity relinking, subsequently breaking
|
|
// PlayerIsLooking().
|
|
//
|
|
|
|
void removeinpap() {
|
|
//remove(self);
|
|
};
|
|
|
|
//Self = floating gun
|
|
void velocity_reduce_output() {
|
|
makevectors(self.usedent.angles);
|
|
self.velocity = [0,0,0];
|
|
setorigin(self, self.usedent.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.usedent.origin);
|
|
}
|
|
|
|
void() reset_pap =
|
|
{
|
|
self.weapon = 0;
|
|
self.usedent = 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() W_PlayTakeOut;
|
|
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.usedent = pap;
|
|
floatmodelin.velocity = v_forward*-25;
|
|
|
|
floatmodelin.think = velocity_reduce_output_in;
|
|
floatmodelin.nextthink = time + 1;
|
|
|
|
//model goes velocity_reduce_output
|
|
pap.usedent = self;
|
|
pap.goaldummy = floatmodelin;
|
|
pap.think = PapSendOut;
|
|
pap.nextthink = time + 3.5;
|
|
|
|
|
|
////////////////////////////////////////
|
|
|
|
self.fire_delay = self.reload_delay = 2.0 + time;
|
|
sound(self,CHAN_WEAPON,"sounds/machines/papsound.wav",1,ATTN_NORM);
|
|
|
|
pap.weapon = self.weapon;
|
|
|
|
Weapon_RemoveWeapon(0);
|
|
W_HideCrosshair(self);
|
|
Set_W_Frame (0, 39, 2.0, 0, 0, W_PutOutHack, "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 || !PlayerIsLooking(other, self)) {
|
|
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) {
|
|
|
|
#ifndef FTE
|
|
|
|
other.Weapon_Name_Touch = GetWeaponName(EqualPapWeapon(self.weapon));
|
|
|
|
#endif // FTE
|
|
|
|
useprint (other, 7, 0, EqualPapWeapon(self.weapon));
|
|
|
|
if (other.button7) {
|
|
entity tempe = self;
|
|
self = other;
|
|
Weapon_GiveWeapon(EqualPapWeapon(tempe.weapon), 0, 0);
|
|
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;
|
|
}
|