#include "paroxysm.rh" /* */ // called by worldspawn - POX - added lots'o'junk here... void() W_Precache = { precache_model ("progs/plasma.mdl"); precache_model ("progs/laser.mdl"); precache_sound ("weapons/r_exp3.wav"); // new rocket explosion precache_sound ("weapons/rocket1i.wav"); // spike gun precache_sound ("weapons/sgun1.wav"); 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/hog.wav"); // new nailgun sound precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code) precache_sound ("weapons/tink2.wav"); precache_sound ("weapons/gren.wav"); // grenade launcher precache_sound ("weapons/gren2.wav"); // second trigger grenades precache_sound ("weapons/bounce.wav"); // grenade bounce precache_sound ("weapons/bounce2.wav"); // grenade bounce alt precache_sound ("weapons/shotgn2.wav"); // super shotgun precache_sound ("weapons/mfire1.wav"); // misfire precache_sound ("weapons/mfire2.wav"); // megaplasma burst misfire precache_sound ("weapons/plasma.wav"); // plasmagun fire precache_sound ("weapons/mplasma.wav"); // megaplasmagun fire precache_sound ("weapons/mplasex.wav"); // megaplasmagun explosion precache_sound ("weapons/gren.wav"); // super shotgun grenade fire precache_sound ("weapons/armed.wav"); // mine armed sound precache_sound ("weapons/minedet.wav"); //mine detonate click precache_sound ("weapons/rhino.wav"); //rhino firing sound precache_sound ("weapons/rhinore.wav"); //rhino reload sound precache_sound ("weapons/error.wav"); //weapon error sound precache_sound ("weapons/tsload.wav"); //t-shot load precache_sound ("weapons/tsfire.wav"); //t-shot single fire precache_sound ("weapons/ts3fire.wav"); //t-shot triple fire precache_sound ("weapons/shrapdet.wav"); //ShrapnelBomb detonation-confirmation beep /* Precached models */ precache_model ("progs/mwrub1.mdl"); //Shrapnel Model /* // VisWeap - Player precache_model ("progs/bsaw_p.mdl"); precache_model ("progs/tshot_p.mdl"); precache_model ("progs/combo_p.mdl"); precache_model ("progs/plasma_p.mdl"); precache_model ("progs/nail_p.mdl"); precache_model ("progs/gren_p.mdl"); precache_model ("progs/rhino_p.mdl"); // VisWeap - Weapon drop precache_model ("progs/d_bsaw.mdl"); precache_model ("progs/d_tshot.mdl"); precache_model ("progs/d_combo.mdl"); precache_model ("progs/d_plasma.mdl"); precache_model ("progs/d_nail.mdl"); precache_model ("progs/d_gren.mdl"); precache_model ("progs/d_rhino.mdl"); // No weapon Death Model (weapons are dropped) precache_model ("progs/death_p.mdl"); */ }; /* ================ W_FireAxe ================ */ void() W_FireAxe = { local vector source; local vector org; 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, 20); //if (deathmatch > 3) // T_Damage (trace_ent, @self, @self, 75); //else T_Damage (trace_ent, @self, @self, 20); } else { // hit wall sound (@self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM); WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_GUNSHOT); WriteByte (MSG_MULTICAST, 3); WriteCoord (MSG_MULTICAST, org_x); WriteCoord (MSG_MULTICAST, org_y); WriteCoord (MSG_MULTICAST, org_z); multicast (org, MULTICAST_PVS); } }; //============================================================================ /* ================ SpawnMeatSpray ================ */ 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; missile.think = SUB_Remove; setmodel (missile, "progs/zom_gib.mdl"); setsize (missile, '0 0 0', '0 0 0'); setorigin (missile, org); }; /* ================ SpawnBlood ================ */ void(vector org, float damage) SpawnBlood = { WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); if (trace_ent.nobleed) { WriteByte (MSG_MULTICAST, TE_GUNSHOT); WriteByte (MSG_MULTICAST, 5); } else { WriteByte (MSG_MULTICAST, TE_BLOOD); WriteByte (MSG_MULTICAST, 1); } WriteCoord (MSG_MULTICAST, org_x); WriteCoord (MSG_MULTICAST, org_y); WriteCoord (MSG_MULTICAST, org_z); multicast (org, MULTICAST_PVS); }; /* ================ spawn_touchblood ================ */ void(float damage) spawn_touchblood = { local vector vel; vel = wall_velocity () * 0.2; SpawnBlood (@self.origin + vel*0.01, damage); }; /* ============================================================================== MULTI-DAMAGE Collects multiple small damages into a single damage ============================================================================== */ entity multi_ent; float multi_damage; vector blood_org; float blood_count; vector puff_org; float puff_count; void() ClearMultiDamage = { multi_ent = world; multi_damage = 0; blood_count = 0; puff_count = 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; }; void() Multi_Finish = { if (puff_count) { WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_GUNSHOT); WriteByte (MSG_MULTICAST, puff_count); WriteCoord (MSG_MULTICAST, puff_org_x); WriteCoord (MSG_MULTICAST, puff_org_y); WriteCoord (MSG_MULTICAST, puff_org_z); multicast (puff_org, MULTICAST_PVS); } if (blood_count) { WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_BLOOD); WriteByte (MSG_MULTICAST, blood_count); WriteCoord (MSG_MULTICAST, blood_org_x); WriteCoord (MSG_MULTICAST, blood_org_y); WriteCoord (MSG_MULTICAST, blood_org_z); multicast (puff_org, MULTICAST_PVS); } }; /* ============================================================================== BULLETS ============================================================================== */ /* ================ TraceAttack ================ */ 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; // + POX - added nobleed check if (trace_ent.takedamage && !trace_ent.nobleed) { blood_count = blood_count + 1; blood_org = org; AddMultiDamage (trace_ent, damage); } else if (trace_ent.takedamage && trace_ent.nobleed) { puff_count = puff_count + 1; puff_org = org; AddMultiDamage (trace_ent, damage); } // - POX else { puff_count = puff_count + 1; } }; /* POX - for the tShot second trigger, half the bullets twice the damage ================ FireBullets2 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) FireBullets2 = { local vector direction; local vector src; makevectors(@self.v_angle); src = @self.origin + v_forward*10; src_z = @self.absmin_z + @self.size_z * 0.7; ClearMultiDamage (); traceline (src, src + dir*2048, FALSE, @self); puff_org = trace_endpos - dir*4; 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 (8, direction); //POX 4*2 shotcount = shotcount - 1; } ApplyMultiDamage (); Multi_Finish (); }; /* ================ 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; local vector src; makevectors(@self.v_angle); src = @self.origin + v_forward*10; src_z = @self.absmin_z + @self.size_z * 0.7; ClearMultiDamage (); traceline (src, src + dir*2048, FALSE, @self); puff_org = trace_endpos - dir*4; 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 = shotcount - 1; } ApplyMultiDamage (); Multi_Finish (); }; /* ================ W_FireShotgun ================ */ void() W_FireShotgun = { local vector dir; sound (@self, CHAN_WEAPON, "weapons/tsfire.wav", 1, ATTN_NORM); msg_entity = @self; WriteByte (MSG_ONE, SVC_SMALLKICK); //POX - May not need this (SVC_SMALLKICK?) if (@self.flags & FL_ONGROUND) @self.velocity = @self.velocity + v_forward* -35; @self.currentammo = @self.ammo_shells = @self.ammo_shells - 1; dir = aim (@self, 100000); FireBullets (6, dir, '0.04 0.04 0'); }; /* ================ W_FireSuperShotgun ================ */ void() W_FireSuperShotgun = { local vector dir; local float bullets, used; bullets = 14; used = 2; //POX v1.1 don't plat tShot sound... if (@self.currentammo == 1) { bullets = 6; used = 1; } sound (@self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM); msg_entity = @self; WriteByte (MSG_ONE, SVC_BIGKICK); if (@self.flags & FL_ONGROUND) @self.velocity = @self.velocity + v_forward* -60; //if (deathmatch != 4) @self.currentammo = @self.ammo_shells = @self.ammo_shells - used; dir = aim (@self, 100000); FireBullets (14, dir, '0.14 0.08 0'); }; /* ============================================================================== ROCKETS ============================================================================== */ void() T_MissileTouch = { local float damg; if (other == @self.owner) return; // don't explode on owner if (@self.voided) { return; } @self.voided = 1; if (pointcontents(@self.origin) == CONTENT_SKY) { remove(@self); return; } damg = 20 + random()*10; if (other.health) { other.deathtype = "rocket"; 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, 90, other, "rocket"); // sound (@self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM); @self.origin = @self.origin - 8 * normalize(@self.velocity); WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_EXPLOSION); WriteCoord (MSG_MULTICAST, @self.origin_x); WriteCoord (MSG_MULTICAST, @self.origin_y); WriteCoord (MSG_MULTICAST, @self.origin_z); multicast (@self.origin, MULTICAST_PHS); remove(@self); }; /* ================ W_FireRocket ================ */ void(vector barrel) W_FireRocket = { @self.currentammo = @self.ammo_rockets = @self.ammo_rockets - 0.5; //if player fired last rocket reset the reload bit if (@self.ammo_rockets == 0) @self.reload_rocket = 0; else //player has rockets left so ad 1 to reload count @self.reload_rocket = @self.reload_rocket + 1; newmis = spawn (); newmis.owner = @self; newmis.movetype = MOVETYPE_TOSS; newmis.solid = SOLID_BBOX; // set newmis speed makevectors (@self.v_angle); newmis.velocity = v_forward*1100 + v_up * 220 + v_right* -22; newmis.angles = vectoangles(newmis.velocity); newmis.touch = T_MissileTouch; newmis.voided = 0; // set newmis duration newmis.nextthink = time + 5; newmis.think = SUB_Remove; newmis.classname = "rocket"; setmodel (newmis, "progs/grenade.mdl"); setsize (newmis, '0 0 0', '0 0 0'); setorigin (newmis, @self.origin + v_forward* 8 + v_right* 12 + barrel); }; //============================================================================= void() GrenadeExplode = { if (@self.voided) { return; } @self.voided = 1; T_RadiusDamage (@self, @self.owner, 120, world, "grenade"); WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_EXPLOSION); WriteCoord (MSG_MULTICAST, @self.origin_x); WriteCoord (MSG_MULTICAST, @self.origin_y); WriteCoord (MSG_MULTICAST, @self.origin_z); multicast (@self.origin, MULTICAST_PHS); remove (@self); }; void() GrenadeTouch = { local float r; r=random(); if (other == @self.owner) return; // don't explode on owner if (other.takedamage == DAMAGE_AIM) { GrenadeExplode(); return; } //pick a bounce sound if (r < 0.75) sound (@self, CHAN_VOICE, "weapons/bounce.wav", 1, ATTN_NORM); else sound (@self, CHAN_VOICE, "weapons/bounce2.wav", 1, ATTN_NORM); if (@self.velocity == '0 0 0') @self.avelocity = '0 0 0'; }; /* ================ W_FireGrenade ================ */ void() W_FireGrenade = { @self.currentammo = @self.ammo_rockets = @self.ammo_rockets - 1; sound (@self, CHAN_WEAPON, "weapons/gren.wav", 1, ATTN_NORM); msg_entity = @self; WriteByte (MSG_ONE, SVC_SMALLKICK); if (@self.flags & FL_ONGROUND) @self.velocity = @self.velocity + v_forward* -75; newmis = spawn (); newmis.voided=0; newmis.owner = @self; newmis.movetype = MOVETYPE_BOUNCE; newmis.solid = SOLID_BBOX; newmis.classname = "grenade"; // set newmis speed makevectors (@self.v_angle); if (@self.v_angle_x) newmis.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10; else { newmis.velocity = aim(@self, 10000); newmis.velocity = newmis.velocity * 600; newmis.velocity_z = 200; } newmis.avelocity = '300 300 300'; newmis.angles = vectoangles(newmis.velocity); newmis.touch = GrenadeTouch; newmis.nextthink = time + 2.5; newmis.think = GrenadeExplode; setmodel (newmis, "progs/grenade.mdl"); setsize (newmis, '0 0 0', '0 0 0'); setorigin (newmis, @self.origin); }; //============================================================================= // + POX - Plasma void() plasma_touch = { if (other == @self.owner) return; if (@self.voided) { return; } @self.voided = 1; 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 (7); other.deathtype = "plasma"; T_Damage (other, @self, @self.owner, 7); } else { WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_SPIKE); WriteCoord (MSG_MULTICAST, @self.origin_x); WriteCoord (MSG_MULTICAST, @self.origin_y); WriteCoord (MSG_MULTICAST, @self.origin_z); multicast (@self.origin, MULTICAST_PHS); } remove(@self); }; void(vector org, vector dir) launch_plasma = { newmis = spawn (); newmis.voided=0; newmis.owner = @self; newmis.movetype = MOVETYPE_FLYMISSILE; newmis.solid = SOLID_BBOX; newmis.angles = vectoangles(dir); newmis.touch = plasma_touch; newmis.classname = "plasma"; newmis.think = SUB_Remove; newmis.nextthink = time + 5; setmodel (newmis, "progs/laser.mdl"); setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); setorigin (newmis, org); newmis.velocity = dir * 1400; }; void(float ox) W_FirePlasma = { local vector dir; makevectors (@self.v_angle); sound (@self, CHAN_WEAPON, "weapons/plasma.wav", 1, ATTN_NORM); @self.currentammo = @self.ammo_cells = @self.ammo_cells - 1; dir = aim (@self, 1000); launch_plasma (@self.origin + v_forward*12 + '0 0 12' + v_right*ox, dir); msg_entity = @self; WriteByte (MSG_ONE, SVC_SMALLKICK); }; // - POX - Plasma //=========================================================================== void() spike_touch = { if (@self.voided) { return; } @self.voided = 1; 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); other.deathtype = "nail"; T_Damage (other, @self, @self.owner, 9); } else { WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_SPIKE); WriteCoord (MSG_MULTICAST, @self.origin_x); WriteCoord (MSG_MULTICAST, @self.origin_y); WriteCoord (MSG_MULTICAST, @self.origin_z); multicast (@self.origin, MULTICAST_PHS); } remove (@self); }; void() superspike_touch = { if (@self.voided) { return; } @self.voided = 1; 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); other.deathtype = "supernail"; T_Damage (other, @self, @self.owner, 18); } else { WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_SUPERSPIKE); WriteCoord (MSG_MULTICAST, @self.origin_x); WriteCoord (MSG_MULTICAST, @self.origin_y); WriteCoord (MSG_MULTICAST, @self.origin_z); multicast (@self.origin, MULTICAST_PHS); } remove (@self); }; /* =============== launch_spike Used for both the player and the ogre =============== */ void(vector org, vector dir) launch_spike = { newmis = spawn (); newmis.voided=0; 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(float ox) W_FireNails = { local vector dir; makevectors (@self.v_angle); @self.weaponmodel = "progs/v_nailgl.mdl"; // light up nailgun barrels sound (@self, CHAN_WEAPON, "weapons/hog.wav", 0.8, ATTN_NORM); @self.currentammo = @self.ammo_nails = @self.ammo_nails - 1; dir = aim (@self, 1000); launch_spike (@self.origin + '0 0 16' + v_right*ox, dir); msg_entity = @self; WriteByte (MSG_ONE, SVC_SMALLKICK); }; // POX - not used by players...but maybe traps (?) void() W_FireSuperSpikes = { local vector dir; sound (@self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM); @self.attack_finished = time + 0.2; //if (deathmatch != 4) @self.currentammo = @self.ammo_nails = @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); msg_entity = @self; WriteByte (MSG_ONE, SVC_SMALLKICK); }; 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); msg_entity = @self; WriteByte (MSG_ONE, SVC_SMALLKICK); }; // - POX ? //.float hit_z; /* =============================================================================== PLAYER WEAPON USE =============================================================================== */ // + POX - changed weapon models, added ammo check for ComboGun void() W_SetCurrentAmmo = { player_run (); // get out of any weapon firing states @self.items &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS); @self.weaponframe = 0; switch (@self.weapon) { case IT_AXE: @self.weaponmodel = "progs/v_axe.mdl"; @self.currentammo = 0; break; case IT_TSHOT: @self.weaponmodel = "progs/v_tshot.mdl"; @self.currentammo = @self.ammo_shells; @self.items |= IT_SHELLS; break; case IT_COMBOGUN: @self.weaponmodel = "progs/v_combo.mdl"; // ammo depends on last active trigger if (@self.which_ammo == 1 && @self.ammo_rockets > 0) { @self.currentammo = @self.ammo_rockets; @self.items |= IT_ROCKETS; } else { @self.which_ammo = 0; @self.currentammo = @self.ammo_shells; @self.items |= IT_SHELLS; } break; case IT_PLASMAGUN: @self.weaponmodel = "progs/v_plasma.mdl"; @self.currentammo = @self.ammo_cells; @self.items |= IT_CELLS; break; case IT_SUPER_NAILGUN: @self.weaponmodel = "progs/v_nailg.mdl"; @self.currentammo = @self.ammo_nails; @self.items |= IT_NAILS; break; case IT_GRENADE_LAUNCHER: @self.weaponmodel = "progs/v_gren.mdl"; @self.currentammo = @self.ammo_rockets; @self.items |= IT_ROCKETS; break; case IT_ROCKET_LAUNCHER: @self.weaponmodel = "progs/v_rhino.mdl"; @self.currentammo = @self.ammo_rockets; @self.items |= IT_ROCKETS; break; default: @self.weaponmodel = ""; @self.currentammo = 0; } }; float() W_BestWeapon = { local float it = @self.items; // A hacky way to keep Super Shotgun active when out of rockets if ((@self.weapon == IT_COMBOGUN) && (@self.ammo_shells >= 2 && (@self.ammo_rockets < 1))) return IT_COMBOGUN; if (@self.ammo_rockets > 0 && (it & IT_ROCKET_LAUNCHER)) return IT_ROCKET_LAUNCHER; if (@self.ammo_cells > 0 && (it & IT_PLASMAGUN)) return IT_PLASMAGUN; if (@self.ammo_nails > 0 && (it & IT_SUPER_NAILGUN)) return IT_SUPER_NAILGUN; if (@self.ammo_shells > 1 && (it & IT_COMBOGUN)) return IT_COMBOGUN; if (@self.ammo_shells > 0 && (it & IT_TSHOT)) return IT_TSHOT; 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; }; /* POX - in sync with Paroxysm v1.1 ============ W_Attack An attack impulse can be triggered now ============ */ void() W_Attack = { local float r; if (intermission_running) return; if (deathmatch & DM_AUTOSWITCH) { 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: @self.attack_finished = time + 0.5; 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 (); return; case IT_TSHOT: if (@self.ammo_shells < 1) { sound (@self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM); @self.attack_finished = time + 0.5; return; } if (@self.st_tshotload > time) // T-Shot still priming return; if ((@self.prime_tshot) && (@self.ammo_shells > 2)) { // OK for triple player_tshot1 (); W_FireTShot (); @self.attack_finished = time + 0.7; } else { // Normal shot player_shot1 (); W_FireShotgun (); @self.attack_finished = time + 0.5; } // reset prime @self.prime_tshot = FALSE; return; case IT_COMBOGUN: if (@self.st_sshotgun > time) return; @self.items &= ~IT_ROCKETS; @self.items |= IT_SHELLS; @self.currentammo = @self.ammo_shells; @self.which_ammo = 0; if (@self.ammo_shells < 1) { // misfire sound (@self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM); @self.st_sshotgun = time + 0.7; return; } player_shot1 (); W_FireSuperShotgun (); @self.st_sshotgun = time + 0.7; return; case IT_PLASMAGUN: if ((@self.st_plasma > time) || (@self.st_mplasma > time)) return; if (@self.ammo_cells < 1) { sound (@self, CHAN_AUTO, "weapons/mfire2.wav", 1, ATTN_NORM); return; } if (!@self.LorR) // which barrel is supposed to fire? player_plasma1 (); else player_plasma2 (); return; case IT_SUPER_NAILGUN: if (@self.st_nailgun > time) return; if (@self.ammo_nails < 1) { sound (@self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM); return; } player_nail1 (); return; case IT_GRENADE_LAUNCHER: if (@self.st_grenade > time) return; if (@self.ammo_rockets < 1) { sound (@self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM); @self.st_grenade = time + 0.6; return; } player_grenade1 (); W_FireGrenade (); @self.st_grenade = time + 0.6; return; case IT_ROCKET_LAUNCHER: if (@self.st_rocketload > time) // still reloading return; if (@self.ammo_rockets < 1) { // no ammo sound (@self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM); @self.attack_finished = time + 0.4; return; } if (@self.reload_rocket > 6) { sound (@self, CHAN_AUTO, "weapons/error.wav", 1, ATTN_NORM); @self.attack_finished = time + 0.42; return; } player_rocket1 (); @self.attack_finished = time + 0.4; return; } }; /* POX - in sync with Paroxysm v1.1 ============ W_ChangeWeapon ============ */ void() W_ChangeWeapon = { local float no_ammo = 0; local float selected = NIL; @self.which_ammo = 0; // Default ammo to shells for SuperShotgun switch (@self.impulse) { case 1: selected = IT_AXE; break; case 2: selected = IT_TSHOT; if (@self.ammo_shells < 1) no_ammo = 1; break; case 3: selected = IT_COMBOGUN; if (@self.ammo_shells < 2) { no_ammo = 1; // allow player to still select SuperShotgun if he has rockets if (@self.ammo_rockets > 0 && (!(deathmatch & DM_AUTOSWITCH))) { @self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets, not shells no_ammo = 0; } } break; case 4: selected = IT_PLASMAGUN; if (@self.ammo_cells < 1) no_ammo = 1; break; case 5: selected = IT_SUPER_NAILGUN; if (@self.ammo_nails < 2) no_ammo = 1; break; case 6: selected = IT_GRENADE_LAUNCHER; if (@self.ammo_rockets < 1) no_ammo = 1; break; case 7: selected = IT_ROCKET_LAUNCHER; if (@self.ammo_rockets < 1) no_ammo = 1; break; } @self.impulse = 0; if (!(@self.items & selected)) { // don't have the weapon or the ammo sprint (@self, PRINT_HIGH, "no weapon.\n"); return; } if (no_ammo) { // don't have the ammo sprint (@self, PRINT_HIGH, "not enough ammo.\n"); return; } // // set weapon, set ammo // @self.weapon = selected; W_SetCurrentAmmo (); }; /* ============ CheatCommand ============ */ void() CheatCommand = { // if (deathmatch || coop) return; }; /* + POX - in sync with Paroxysm v1.1 - changed BONESAW back to AXE ============ CycleWeaponCommand Go to the next weapon with ammo ============ */ void () CycleWeaponCommand = { local float am; @self.impulse = 0; while (1) { am = 0; @self.which_ammo = 0; // Default ammo to shells for SuperShotgun switch (@self.weapon) { case IT_ROCKET_LAUNCHER: @self.weapon = IT_AXE; break; case IT_AXE: @self.weapon = IT_TSHOT; if (@self.ammo_shells < 1) am = 1; break; case IT_TSHOT: @self.weapon = IT_COMBOGUN; if (@self.ammo_shells < 2) { am = 1; // allow player to select SuperShotgun if he has rockets if (@self.ammo_rockets > 0 && (!(deathmatch & DM_AUTOSWITCH))) { @self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets, not shells am = 0; } } break; case IT_COMBOGUN: @self.weapon = IT_PLASMAGUN; if (@self.ammo_cells < 1) am = 1; break; case IT_PLASMAGUN: @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; } if ((@self.items & @self.weapon) && am == 0) { W_SetCurrentAmmo (); return; } } }; /* + POX - in sync with Paroxysm v1.1 - *went back to AXE for QW ============ CycleWeaponReverseCommand Go to the prev weapon with ammo ============ */ void() CycleWeaponReverseCommand = { local float am; @self.impulse = 0; while (1) { am = 0; @self.which_ammo = 0; // Default ammo to shells for SuperShotgun if (@self.weapon == IT_ROCKET_LAUNCHER) { @self.weapon = IT_GRENADE_LAUNCHER; if (@self.ammo_rockets < 1) am = 1; } else if (@self.weapon == IT_GRENADE_LAUNCHER) { @self.weapon = IT_SUPER_NAILGUN; if (@self.ammo_nails < 2) am = 1; } else if (@self.weapon == IT_SUPER_NAILGUN) { @self.weapon = IT_PLASMAGUN; if (@self.ammo_cells < 1) am = 1; } else if (@self.weapon == IT_PLASMAGUN) { @self.weapon = IT_COMBOGUN; // allow player to select ComboGun if he has rockets // BUT NOT IF DM_AUTOSWITCH!! if (@self.ammo_shells < 2) { am = 1; if (@self.ammo_rockets > 0 && !(deathmatch & DM_AUTOSWITCH)) { @self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets - not shells am = 0; } } } else if (@self.weapon == IT_COMBOGUN) { @self.weapon = IT_TSHOT; if (@self.ammo_shells < 1) am = 1; } else if (@self.weapon == IT_TSHOT) { @self.weapon = IT_AXE; } else if (@self.weapon == IT_AXE) { @self.weapon = IT_ROCKET_LAUNCHER; if (@self.ammo_rockets < 1) am = 1; } if ((@self.items & @self.weapon) && am == 0) { W_SetCurrentAmmo (); return; } } }; /* ============ ServerflagsCommand Just for development ============ */ void() ServerflagsCommand = { serverflags = serverflags * 2 + 1; }; // + POX - Displays the server rules void() DisplayRules = { sprint (@self, PRINT_HIGH, "\nÓåòöåò Òõìåó\n----------------------\n |\n"); if (deathmatch & DM_PREDATOR) sprint (@self, PRINT_HIGH, "on | Predator Mode\n"); else sprint (@self, PRINT_HIGH, "ÏÆÆ | Predator Mode\n"); if (deathmatch & DM_DARK) sprint (@self, PRINT_HIGH, "on | Dark Mode\n"); else sprint (@self, PRINT_HIGH, "ÏÆÆ | Dark Mode\n"); if (deathmatch & DM_LMS) sprint (@self, PRINT_HIGH, "on | Last Man Standing\n"); else sprint (@self, PRINT_HIGH, "ÏÆÆ | Last Man Standing\n"); if (deathmatch & DM_FFA) sprint (@self, PRINT_HIGH, "on | Free For All\n"); else sprint (@self, PRINT_HIGH, "ÏÆÆ | Free For All\n"); if (deathmatch & DM_GIB) sprint (@self, PRINT_HIGH, "on | Gib\n"); else sprint (@self, PRINT_HIGH, "ÏÆÆ | Gib\n"); if (deathmatch & DM_AUTOSWITCH) sprint (@self, PRINT_HIGH, "on | Weapon Autoswitch\n |\n----------------------\n\n"); else sprint (@self, PRINT_HIGH, "ÏÆÆ | Weapon Autoswitch\n |\n----------------------\n\n"); }; /* ============ ImpulseCommands ============ */ void() ImpulseCommands = { switch (@self.impulse) { case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: W_ChangeWeapon (); break; case 9: CheatCommand (); break; case 10: CycleWeaponCommand (); break; case 11: ServerflagsCommand (); break; case 12: CycleWeaponReverseCommand (); break; case 16: // target identifier @self.target_id_temp = TRUE; // Make it work across level change stuffcmd (@self, "play misc/talk.wav\n"); // audio confirmation if (@self.target_id_toggle) { @self.target_id_toggle = FALSE; // don't centerprint if a message is up if (@self.target_id_finished < time) centerprint (@self, "Target Identifier OFF\n"); else sprint (@self, PRINT_HIGH, "Target Identifier OFF\n"); } else { @self.target_id_toggle = TRUE; // don't centerprint if a message is up if (@self.target_id_finished < time) centerprint (@self, "Target Identifier ON\n"); else sprint (@self, PRINT_HIGH, "Target Identifier ON\n"); @self.target_id_finished = time + 3; } break; case 17: // FIXME - Toggle dlights vs lightglows if(@self.gl_fix) { stuffcmd (@self, "gl_flashblend 1\n"); @self.gl_fix = FALSE; } else { stuffcmd (@self, "gl_flashblend 0\n"); @self.gl_fix = TRUE; } break; case 253: // Display Server Game Modes DisplayRules (); 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; //POX - v1.1 target identifier if (@self.target_id_toggle && (time > @self.target_id_finished)) ID_CheckTarget (); //POX - Don't swap nailgun skins if player is invisible or chascam is active! if (@self.weapon == IT_SUPER_NAILGUN && @self.st_nailgun < time) @self.weaponmodel = "progs/v_nailg.mdl"; // cool off nailgun barrels // + POX - only check these if necessary (thanks to URQW patch) // 1998-08-14 Constantly checking all impulses fix by Perged if (@self.impulse == SECOND_TRIGGER) W_SecondTrigger (); else if (@self.impulse) ImpulseCommands (); // - POX // 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; };