game-source/quake/weapons.qc

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void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
void () player_run;
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void (entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
void (vector org, vector vel, float damage) SpawnBlood;
void () SuperDamageSound;
// called by worldspawn
void() W_Precache =
{
precache_sound ("weapons/r_exp3.wav"); // new rocket explosion
precache_sound ("weapons/rocket1i.wav"); // spike gun
precache_sound ("weapons/sgun1.wav");
precache_sound ("weapons/guncock.wav"); // player shotgun
precache_sound ("weapons/ric1.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric2.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric3.wav"); // ricochet (used in c code)
precache_sound ("weapons/spike2.wav"); // super spikes
precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
precache_sound ("weapons/grenade.wav"); // grenade launcher
precache_sound ("weapons/bounce.wav"); // grenade bounce
precache_sound ("weapons/shotgn2.wav"); // super shotgun
};
float() crandom =
{
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return 2 * (random () - 0.5);
};
/*
================
W_FireAxe
================
*/
void() W_FireAxe =
{
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local vector org, source;
makevectors (self.v_angle);
source = self.origin + '0 0 16';
traceline (source, source + v_forward * 64, FALSE, self);
if (trace_fraction == 1.0)
return;
org = trace_endpos - v_forward * 4;
if (trace_ent.takedamage) {
trace_ent.axhitme = 1;
SpawnBlood (org, '0 0 0', 20);
T_Damage (trace_ent, self, self, 20);
} else { // hit wall
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteBytes (MSG_BROADCAST, SVC_TEMPENTITY, TE_GUNSHOT);
WriteCoordV (MSG_BROADCAST, org);
}
};
//============================================================================
vector() wall_velocity =
{
local vector vel;
vel = normalize (self.velocity);
vel = normalize (vel + v_up * (random () - 0.5)
+ v_right * (random () - 0.5));
vel = vel + 2 * trace_plane_normal;
vel = vel * 200;
return vel;
};
void(vector org, vector vel) SpawnMeatSpray =
{
local entity missile;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_NOT;
makevectors (self.angles);
missile.velocity = vel;
missile.velocity_z = missile.velocity_z + 250 + 50 * random ();
missile.avelocity = '3000 1000 2000';
// set missile duration
missile.nextthink = time + 1.0;
missile.think = SUB_Remove;
setmodel (missile, "progs/zom_gib.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, org);
};
void(vector org, vector vel, float damage) SpawnBlood =
{
particle (org, vel * 0.1, 73, damage * 2);
};
void(float damage) spawn_touchblood =
{
local vector vel;
vel = wall_velocity () * 0.2;
SpawnBlood (self.origin + vel * 0.01, vel, damage);
};
void(vector org, vector vel) SpawnChunk =
{
particle (org, vel * 0.02, 0, 10);
};
/*
==============================================================================
MULTI-DAMAGE
Collects multiple small damages into a single damage
==============================================================================
*/
entity multi_ent;
float multi_damage;
void() ClearMultiDamage =
{
multi_ent = world;
multi_damage = 0;
};
void() ApplyMultiDamage =
{
if (!multi_ent)
return;
T_Damage (multi_ent, self, self, multi_damage);
};
void(entity hit, float damage) AddMultiDamage =
{
if (!hit)
return;
if (hit != multi_ent) {
ApplyMultiDamage ();
multi_damage = damage;
multi_ent = hit;
} else {
multi_damage = multi_damage + damage;
}
};
/*
==============================================================================
BULLETS
==============================================================================
*/
void(float damage, vector dir) TraceAttack =
{
local vector vel, org;
vel = normalize (dir + v_up * crandom () + v_right * crandom ());
vel = vel + 2 * trace_plane_normal;
vel = vel * 200;
org = trace_endpos - dir * 4;
if (trace_ent.takedamage) {
SpawnBlood (org, vel * 0.2, damage);
AddMultiDamage (trace_ent, damage);
} else {
WriteBytes (MSG_BROADCAST, SVC_TEMPENTITY, TE_GUNSHOT);
WriteCoordV (MSG_BROADCAST, org);
}
};
/*
================
FireBullets
Used by shotgun, super shotgun, and enemy soldier firing
Go to the trouble of combining multiple pellets into a single damage call.
================
*/
void(float shotcount, vector dir, vector spread) FireBullets =
{
local vector direction, src;
makevectors (self.v_angle);
src = self.origin + v_forward*10;
src_z = self.absmin_z + self.size_z * 0.7;
ClearMultiDamage ();
while (shotcount > 0) {
direction = dir + crandom () * spread_x * v_right
+ crandom () * spread_y * v_up;
traceline (src, src + direction * 2048, FALSE, self);
if (trace_fraction != 1.0)
TraceAttack (4, direction);
shotcount--;
}
ApplyMultiDamage ();
};
void() W_FireShotgun =
{
local vector dir;
sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM);
self.punchangle_x = -2;
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self.currentammo = --self.ammo_shells;
dir = aim (self, 100000);
FireBullets (6, dir, '0.04 0.04 0');
};
void() W_FireSuperShotgun =
{
local vector dir;
if (self.currentammo == 1) {
W_FireShotgun ();
return;
}
sound (self, CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
self.punchangle_x = -4;
self.currentammo = self.ammo_shells -= 2;
dir = aim (self, 100000);
FireBullets (14, dir, '0.14 0.08 0');
};
/*
==============================================================================
ROCKETS
==============================================================================
*/
void() s_explode1 = [0, s_explode2] {};
void() s_explode2 = [1, s_explode3] {};
void() s_explode3 = [2, s_explode4] {};
void() s_explode4 = [3, s_explode5] {};
void() s_explode5 = [4, s_explode6] {};
void() s_explode6 = [5, SUB_Remove] {};
void() BecomeExplosion =
{
self.movetype = MOVETYPE_NONE;
self.velocity = '0 0 0';
self.touch = SUB_Null;
setmodel (self, "progs/s_explod.spr");
self.solid = SOLID_NOT;
s_explode1 ();
};
void() T_MissileTouch =
{
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local float damg;
if (other == self.owner)
return; // don't explode on owner
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if (pointcontents (self.origin) == CONTENT_SKY) {
remove (self);
return;
}
damg = 100 + random () * 20;
if (other.health) {
if (other.classname == "monster_shambler")
damg = damg * 0.5; // mostly immune
T_Damage (other, self, self.owner, damg );
}
// don't do radius damage to the other, because all the damage
// was done in the impact
T_RadiusDamage (self, self.owner, 120, other);
// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);
WriteBytes (MSG_BROADCAST, SVC_TEMPENTITY, TE_EXPLOSION);
WriteCoordV (MSG_BROADCAST, self.origin);
BecomeExplosion ();
};
void() W_FireRocket =
{
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local entity missile;
self.currentammo = self.ammo_rockets--;
sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
self.punchangle_x = -2;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.solid = SOLID_BBOX;
missile.classname = "missile";
// set missile speed
makevectors (self.v_angle);
missile.velocity = aim (self, 1000);
missile.velocity = missile.velocity * 1000;
missile.angles = vectoangles (missile.velocity);
missile.touch = T_MissileTouch;
// set missile duration
missile.nextthink = time + 5.0;
missile.think = SUB_Remove;
setmodel (missile, "progs/missile.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin + v_forward * 8 + '0 0 16');
};
/*
===============================================================================
LIGHTNING
===============================================================================
*/
void(vector p1, vector p2, entity from, float damage) LightningDamage =
{
local entity e1, e2;
local vector f;
f = p2 - p1;
normalize (f);
f_x = 0 - f_y;
f_y = f_x;
f_z = 0;
f = f * 16;
e1 = e2 = world;
traceline (p1, p2, FALSE, self);
if (trace_ent.takedamage) {
particle (trace_endpos, '0 0 100', 225, damage * 4);
T_Damage (trace_ent, from, from, damage);
if (self.classname == "player") {
if (other.classname == "player")
trace_ent.velocity_z = trace_ent.velocity_z + 400;
}
}
e1 = trace_ent;
traceline (p1 + f, p2 + f, FALSE, self);
if (trace_ent != e1 && trace_ent.takedamage) {
particle (trace_endpos, '0 0 100', 225, damage * 4);
T_Damage (trace_ent, from, from, damage);
}
e2 = trace_ent;
traceline (p1 - f, p2 - f, FALSE, self);
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage) {
particle (trace_endpos, '0 0 100', 225, damage * 4);
T_Damage (trace_ent, from, from, damage);
}
};
void() W_FireLightning =
{
local float cells;
local vector org;
if (self.ammo_cells < 1) {
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
// explode if under water
if (self.waterlevel > 1) {
cells = self.ammo_cells;
self.ammo_cells = 0;
W_SetCurrentAmmo ();
T_RadiusDamage (self, self, 35 * cells, world);
return;
}
if (self.t_width < time) {
sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
self.t_width = time + 0.6;
}
self.punchangle_x = -2;
self.currentammo = self.ammo_cells--;
org = self.origin + '0 0 16';
traceline (org, org + v_forward*600, TRUE, self);
WriteBytes (MSG_BROADCAST, SVC_TEMPENTITY, TE_LIGHTNING2);
WriteEntity (MSG_BROADCAST, self);
WriteCoordV (MSG_BROADCAST, org);
WriteCoordV (MSG_BROADCAST, trace_endpos);
LightningDamage (self.origin, trace_endpos + v_forward * 4, self, 30);
};
//=============================================================================
void() GrenadeExplode =
{
T_RadiusDamage (self, self.owner, 120, world);
WriteBytes (MSG_BROADCAST, SVC_TEMPENTITY, TE_EXPLOSION);
WriteCoordV (MSG_BROADCAST, self.origin);
BecomeExplosion ();
};
void() GrenadeTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (other.takedamage == DAMAGE_AIM) {
GrenadeExplode ();
return;
}
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
void() W_FireGrenade =
{
local entity missile;
self.currentammo = self.ammo_rockets--;
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
self.punchangle_x = -2;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_BBOX;
missile.classname = "grenade";
// set missile speed
makevectors (self.v_angle);
if (self.v_angle_x) {
missile.velocity = (v_forward * 600 + v_up * 200
+ crandom () * v_right * 10
+ crandom () * v_up * 10);
} else {
missile.velocity = aim (self, 10000);
missile.velocity = missile.velocity * 600;
missile.velocity_z = 200;
}
missile.avelocity = '300 300 300';
missile.angles = vectoangles (missile.velocity);
missile.touch = GrenadeTouch;
// set missile duration
missile.nextthink = time + 2.5;
missile.think = GrenadeExplode;
setmodel (missile, "progs/grenade.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin);
};
//=============================================================================
void() spike_touch;
void() superspike_touch;
/*
===============
launch_spike
Used for both the player and the ogre
===============
*/
void(vector org, vector dir) launch_spike =
{
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.angles = vectoangles (dir);
newmis.touch = spike_touch;
newmis.classname = "spike";
newmis.think = SUB_Remove;
newmis.nextthink = time + 6;
setmodel (newmis, "progs/spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, org);
newmis.velocity = dir * 1000;
};
void() W_FireSuperSpikes =
{
local vector dir;
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
self.currentammo = self.ammo_nails -= 2;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16', dir);
newmis.touch = superspike_touch;
setmodel (newmis, "progs/s_spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
self.punchangle_x = -2;
};
void(float ox) W_FireSpikes =
{
local vector dir;
makevectors (self.v_angle);
if (self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN) {
W_FireSuperSpikes ();
return;
}
if (self.ammo_nails < 1) {
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
self.currentammo = self.ammo_nails--;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16' + v_right * ox, dir);
self.punchangle_x = -2;
};
.float hit_z;
void() spike_touch =
{
if (other == self.owner)
return;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents (self.origin) == CONTENT_SKY) {
remove (self);
return;
}
// hit something that bleeds
if (other.takedamage) {
spawn_touchblood (9);
T_Damage (other, self, self.owner, 9);
} else {
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local float spike = TE_SPIKE;
switch (self.classname) {
case "wizspike":
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spike = TE_WIZSPIKE;
break;
case "knightspike":
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spike = TE_KNIGHTSPIKE;
break;
default:
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// Already set in declaration
break;
}
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WriteBytes (MSG_BROADCAST, SVC_TEMPENTITY, spike);
WriteCoordV (MSG_BROADCAST, self.origin);
}
remove (self);
};
void() superspike_touch =
{
if (other == self.owner)
return;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents (self.origin) == CONTENT_SKY) {
remove (self);
return;
}
// hit something that bleeds
if (other.takedamage) {
spawn_touchblood (18);
T_Damage (other, self, self.owner, 18);
} else {
WriteBytes (MSG_BROADCAST, SVC_TEMPENTITY, TE_SUPERSPIKE);
WriteCoordV (MSG_BROADCAST, self.origin);
}
remove (self);
};
/*
===============================================================================
PLAYER WEAPON USE
===============================================================================
*/
void() W_SetCurrentAmmo =
{
player_run (); // get out of any weapon firing states
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self.items &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS);
switch (self.weapon) {
case IT_AXE:
self.currentammo = 0;
self.weaponmodel = "progs/v_axe.mdl";
self.weaponframe = 0;
break;
case IT_SHOTGUN:
self.currentammo = self.ammo_shells;
self.weaponmodel = "progs/v_shot.mdl";
self.weaponframe = 0;
self.items |= IT_SHELLS;
break;
case IT_SUPER_SHOTGUN:
self.currentammo = self.ammo_shells;
self.weaponmodel = "progs/v_shot2.mdl";
self.weaponframe = 0;
self.items |= IT_SHELLS;
break;
case IT_NAILGUN:
self.currentammo = self.ammo_nails;
self.weaponmodel = "progs/v_nail.mdl";
self.weaponframe = 0;
self.items |= IT_NAILS;
break;
case IT_SUPER_NAILGUN:
self.currentammo = self.ammo_nails;
self.weaponmodel = "progs/v_nail2.mdl";
self.weaponframe = 0;
self.items = self.items | IT_NAILS;
break;
case IT_GRENADE_LAUNCHER:
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rock.mdl";
self.weaponframe = 0;
self.items |= IT_ROCKETS;
break;
case IT_ROCKET_LAUNCHER:
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rock2.mdl";
self.weaponframe = 0;
self.items |= IT_ROCKETS;
break;
case IT_LIGHTNING:
self.currentammo = self.ammo_cells;
self.weaponmodel = "progs/v_light.mdl";
self.weaponframe = 0;
self.items |= IT_CELLS;
break;
default:
self.currentammo = 0;
self.weaponmodel = "";
self.weaponframe = 0;
break;
}
};
float() W_BestWeapon =
{
local float it;
it = self.items;
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if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING))
return IT_LIGHTNING;
if (self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN))
return IT_SUPER_NAILGUN;
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if (self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN))
return IT_SUPER_SHOTGUN;
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if (self.ammo_nails >= 1 && (it & IT_NAILGUN))
return IT_NAILGUN;
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if (self.ammo_shells >= 1 && (it & IT_SHOTGUN))
return IT_SHOTGUN;
return IT_AXE;
};
float() W_CheckNoAmmo =
{
if (self.currentammo > 0)
return TRUE;
if (self.weapon == IT_AXE)
return TRUE;
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
// drop the weapon down
return FALSE;
};
/*
============
W_Attack
An attack impulse can be triggered now
============
*/
void() player_axe1;
void() player_axeb1;
void() player_axec1;
void() player_axed1;
void() player_shot1;
void() player_nail1;
void() player_light1;
void() player_rocket1;
void() W_Attack =
{
local float r;
if (!W_CheckNoAmmo ())
return;
makevectors (self.v_angle); // calculate forward angle for velocity
self.show_hostile = time + 1; // wake monsters up
switch (self.weapon) {
case IT_AXE:
sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
r = random ();
if (r < 0.25)
player_axe1 ();
else if (r < 0.5)
player_axeb1 ();
else if (r < 0.75)
player_axec1 ();
else
player_axed1 ();
self.attack_finished = time + 0.5;
break;
case IT_SHOTGUN:
player_shot1 ();
W_FireShotgun ();
self.attack_finished = time + 0.5;
break;
case IT_SUPER_SHOTGUN:
player_shot1 ();
W_FireSuperShotgun ();
self.attack_finished = time + 0.7;
break;
case IT_NAILGUN:
player_nail1 ();
break;
case IT_SUPER_NAILGUN:
player_nail1 ();
break;
case IT_GRENADE_LAUNCHER:
player_rocket1();
W_FireGrenade();
self.attack_finished = time + 0.6;
break;
case IT_ROCKET_LAUNCHER:
player_rocket1();
W_FireRocket();
self.attack_finished = time + 0.8;
break;
case IT_LIGHTNING:
player_light1();
self.attack_finished = time + 0.1;
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
break;
}
};
void() W_ChangeWeapon =
{
local float it, am;
local float fl = 0;
it = self.items;
am = 0;
switch (self.impulse) {
case 1:
fl = IT_AXE;
break;
case 2:
fl = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
break;
case 3:
fl = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
break;
case 4:
fl = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
break;
case 5:
fl = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
break;
case 6:
fl = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
break;
case 7:
fl = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
break;
case 8:
fl = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
break;
}
self.impulse = 0;
if (!(self.items & fl)) { // don't have the weapon or the ammo
sprint (self, "no weapon.\n");
return;
}
if (am) { // don't have the ammo
sprint (self, "not enough ammo.\n");
return;
}
// set weapon, set ammo
self.weapon = fl;
W_SetCurrentAmmo ();
};
void() CheatCommand =
{
if (deathmatch || coop)
return;
self.ammo_rockets = 100;
self.ammo_nails = 200;
self.ammo_shells = 100;
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self.items |= (IT_AXE | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN
| IT_SUPER_NAILGUN | IT_GRENADE_LAUNCHER
| IT_ROCKET_LAUNCHER | IT_KEY1 | IT_KEY2);
self.ammo_cells = 200;
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self.items |= IT_LIGHTNING;
self.weapon = IT_ROCKET_LAUNCHER;
self.impulse = 0;
W_SetCurrentAmmo ();
};
/*
============
CycleWeaponCommand
Go to the next weapon with ammo
============
*/
void() CycleWeaponCommand =
{
local float it, am;
it = self.items;
self.impulse = 0;
while (1) {
am = 0;
switch (self.weapon) {
case IT_AXE:
self.weapon = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
break;
case IT_SHOTGUN:
self.weapon = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
break;
case IT_SUPER_SHOTGUN:
self.weapon = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
break;
case IT_NAILGUN:
self.weapon = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
break;
case IT_SUPER_NAILGUN:
self.weapon = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
break;
case IT_GRENADE_LAUNCHER:
self.weapon = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
break;
case IT_ROCKET_LAUNCHER:
self.weapon = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
break;
default:
case IT_LIGHTNING:
self.weapon = IT_AXE;
break;
}
if ((it & self.weapon) && am == 0) {
W_SetCurrentAmmo ();
return;
}
}
};
/*
============
CycleWeaponReverseCommand
Go to the prev weapon with ammo
============
*/
void() CycleWeaponReverseCommand =
{
local float it, am;
it = self.items;
self.impulse = 0;
while (1) {
am = 0;
switch (self.weapon) {
case IT_AXE:
self.weapon = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
break;
case IT_LIGHTNING:
self.weapon = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
break;
case IT_ROCKET_LAUNCHER:
self.weapon = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
break;
case IT_GRENADE_LAUNCHER:
self.weapon = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
break;
case IT_SUPER_NAILGUN:
self.weapon = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
break;
case IT_NAILGUN:
self.weapon = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
break;
case IT_SUPER_SHOTGUN:
self.weapon = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
break;
default:
case IT_SHOTGUN:
self.weapon = IT_AXE;
break;
}
if ((it & self.weapon) && am == 0) {
W_SetCurrentAmmo ();
return;
}
}
};
/*
============
ServerflagsCommand
Just for development
============
*/
void() ServerflagsCommand =
{
serverflags = serverflags * 2 + 1;
};
void() QuadCheat =
{
if (deathmatch || coop)
return;
self.super_time = 1;
self.super_damage_finished = time + 30;
2004-02-08 04:37:28 +00:00
self.items |= IT_QUAD;
dprint ("quad cheat\n");
};
void() ImpulseCommands =
{
if (self.impulse >= 1 && self.impulse <= 8)
W_ChangeWeapon ();
switch (self.impulse) {
case 9:
CheatCommand ();
break;
case 10:
CycleWeaponCommand ();
break;
case 11:
ServerflagsCommand ();
break;
case 12:
CycleWeaponReverseCommand ();
break;
case 255:
QuadCheat ();
break;
default:
break;
}
self.impulse = 0;
};
/*
============
W_WeaponFrame
Called every frame so impulse events can be handled as well as possible
============
*/
void() W_WeaponFrame =
{
if (time < self.attack_finished)
return;
ImpulseCommands ();
// check for attack
if (self.button0) {
SuperDamageSound ();
W_Attack ();
}
};
/*
========
SuperDamageSound
Plays sound if needed
========
*/
void() SuperDamageSound =
{
if (self.super_damage_finished > time) {
if (self.super_sound < time) {
self.super_sound = time + 1;
sound (self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM);
}
}
return;
};