game-source/paroxysm/quake/botpup.qc

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/*
================
BotCheckPowerups
Modified Player CheckPowerup for use with POXbots.
This just checks if powerups are active - see botgrab.qc for the actuall pickup routines
================
*/
.float bot_health_rot; //POX - Seperate time out for Bot's Mega Health rot since bot think times vary
.float skinsave; //POX - Saves skin value when playing predator mode (for head gibs)
.float armor_rot; //POX - Holds the armor rot time out (also used for real clients)
void(entity bot) BotCheckPowerups =
{
if (bot.health <= 0)
return;
//POX - 1.01b
//================
// Armour Rot
//================
if (bot.armorvalue > 150 && bot.armor_rot < time)
{
bot.armorvalue = bot.armorvalue - 1;
bot.armor_rot = time + 1;
//POX v1.1 - change armour to Yellow
if (bot.armorvalue == 150)
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bot.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
bot.items |= IT_ARMOR2;
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}
//================
// Megahealth Rot
//================
if (bot.health > bot.max_health && bot.bot_health_rot < time)
{
bot.health = bot.health - 1;
bot.bot_health_rot = time + 1;
}
//================
// invisibility
//================
// invisibility
if (bot.invisible_finished)
{
// sound and screen flash when items starts to run out
if (bot.invisible_sound < time)
{
sound (bot, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
bot.invisible_sound = time + ((random() * 3) + 1);
}
if (bot.invisible_finished < time + 3)
{
if (bot.invisible_time == 1)
{
sound (bot, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM);
bot.invisible_time = time + 1;
}
if (bot.invisible_time < time)
bot.invisible_time = time + 1;
}
if (bot.invisible_finished < time)
{ // just stopped
bot.items = bot.items - IT_INVISIBILITY;
bot.invisible_finished = 0;
bot.invisible_time = 0;
}
// use the eyes
bot.frame = 0;
bot.modelindex = modelindex_eyes;
bot.skin = 0; // for proper eye skin
}
else
{
getmodel(bot.weapon, bot);
bot.skin = bot.skinsave;
}
//================
// invincibility
//================
if (bot.invincible_finished)
{
// sound and screen flash when items starts to run out
if (bot.invincible_finished < time + 3)
{
if (bot.invincible_time == 1)
{
//sprint (bot, "Protection is almost burned out\n");
//stuffcmd (bot, "bf\n");
sound (bot, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
bot.invincible_time = time + 1;
}
if (bot.invincible_time < time)
{
bot.invincible_time = time + 1;
//stuffcmd (bot, "bf\n");
}
}
if (bot.invincible_finished < time)
{ // just stopped
bot.items = bot.items - IT_INVULNERABILITY;
bot.invincible_time = 0;
bot.invincible_finished = 0;
}
if (!(deathmatch & DM_DARK))
{
if (bot.invincible_finished > time)
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bot.effects |= EF_DIMLIGHT;
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else
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bot.effects &= ~EF_DIMLIGHT;
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}
}
//================
// super damage
//================
if (bot.super_damage_finished)
{
// sound and screen flash when items starts to run out
if (bot.super_damage_finished < time + 3)
{
if (bot.super_time == 1)
{
//sprint (bot, "Quad Damage is wearing off\n");
//stuffcmd (bot, "bf\n");
sound (bot, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM);
bot.super_time = time + 1;
}
if (bot.super_time < time)
{
bot.super_time = time + 1;
//stuffcmd (bot, "bf\n");
}
}
if (bot.super_damage_finished < time)
{ // just stopped
bot.items = bot.items - IT_QUAD;
bot.super_damage_finished = 0;
bot.super_time = 0;
}
if (!(deathmatch & DM_DARK))
{
if (bot.super_damage_finished > time)
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bot.effects |= EF_DIMLIGHT;
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else
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bot.effects &= ~EF_DIMLIGHT;
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}
}
//================
// suit
//================
if (bot.radsuit_finished)
{
bot.air_finished = time + 12; // don't drown
// sound and screen flash when items starts to run out
if (bot.radsuit_finished < time + 3)
{
if (bot.rad_time == 1)
{
//sprint (bot, "Air supply in Biosuit expiring\n");
//stuffcmd (bot, "bf\n");
sound (bot, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
bot.rad_time = time + 1;
}
if (bot.rad_time < time)
{
bot.rad_time = time + 1;
//stuffcmd (bot, "bf\n");
}
}
if (bot.radsuit_finished < time)
{ // just stopped
bot.items = bot.items - IT_SUIT;
bot.rad_time = 0;
bot.radsuit_finished = 0;
}
}
};