void (entity targ, entity inflictor, entity attacker, float damage) T_Damage; void () player_run; 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 = { return 2 * (random () - 0.5); }; /* ================ W_FireAxe ================ */ void() W_FireAxe = { 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; 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 = { local float damg; if (other == self.owner) return; // don't explode on owner 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 = { 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 { local float spike = TE_SPIKE; switch (self.classname) { case "wizspike": spike = TE_WIZSPIKE; break; case "knightspike": spike = TE_KNIGHTSPIKE; break; default: // Already set in declaration break; } 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 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; 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; if (self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN)) return IT_SUPER_SHOTGUN; if (self.ammo_nails >= 1 && (it & IT_NAILGUN)) return IT_NAILGUN; 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; 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; 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; 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; };