mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 12:01:26 +00:00
1287 lines
24 KiB
C++
1287 lines
24 KiB
C++
/*
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*/
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void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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void () player_run;
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void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
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void(vector org, vector vel, float damage) SpawnBlood;
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void() SuperDamageSound;
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// called by worldspawn
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void() W_Precache =
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{
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precache_sound ("weapons/r_exp3.wav"); // new rocket explosion
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precache_sound ("weapons/rocket1i.wav"); // spike gun
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precache_sound ("weapons/sgun1.wav");
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precache_sound ("weapons/guncock.wav"); // player shotgun
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precache_sound ("weapons/ric1.wav"); // ricochet (used in c code)
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precache_sound ("weapons/ric2.wav"); // ricochet (used in c code)
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precache_sound ("weapons/ric3.wav"); // ricochet (used in c code)
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precache_sound ("weapons/spike2.wav"); // super spikes
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precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
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precache_sound ("weapons/grenade.wav"); // grenade launcher
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precache_sound ("weapons/bounce.wav"); // grenade bounce
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precache_sound ("weapons/shotgn2.wav"); // super shotgun
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};
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float() crandom =
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{
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return 2*(random() - 0.5);
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};
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/*
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================
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W_FireAxe
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================
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*/
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void() W_FireAxe =
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{
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local vector source;
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local vector org;
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makevectors (self.v_angle);
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source = self.origin + '0 0 16';
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traceline (source, source + v_forward*64, FALSE, self);
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if (trace_fraction == 1.0)
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return;
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org = trace_endpos - v_forward*4;
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if (trace_ent.takedamage)
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{
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trace_ent.axhitme = 1;
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SpawnBlood (org, '0 0 0', 20);
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T_Damage (trace_ent, self, self, 20);
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}
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else
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{ // hit wall
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sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_GUNSHOT);
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WriteCoord (MSG_BROADCAST, org_x);
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WriteCoord (MSG_BROADCAST, org_y);
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WriteCoord (MSG_BROADCAST, org_z);
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}
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};
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//============================================================================
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vector() wall_velocity =
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{
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local vector vel;
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vel = normalize (self.velocity);
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vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
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vel = vel + 2*trace_plane_normal;
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vel = vel * 200;
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return vel;
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};
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/*
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================
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SpawnMeatSpray
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================
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*/
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void(vector org, vector vel) SpawnMeatSpray =
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{
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local entity missile;
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missile = spawn ();
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missile.owner = self;
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missile.movetype = MOVETYPE_BOUNCE;
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missile.solid = SOLID_NOT;
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makevectors (self.angles);
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missile.velocity = vel;
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missile.velocity_z = missile.velocity_z + 250 + 50*random();
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missile.avelocity = '3000 1000 2000';
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// set missile duration
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missile.nextthink = time + 1;
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missile.think = SUB_Remove;
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setmodel (missile, "progs/zom_gib.mdl");
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setsize (missile, '0 0 0', '0 0 0');
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setorigin (missile, org);
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};
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/*
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================
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SpawnBlood
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================
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*/
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void(vector org, vector vel, float damage) SpawnBlood =
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{
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particle (org, vel*0.1, 73, damage*2);
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};
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/*
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================
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spawn_touchblood
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================
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*/
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void(float damage) spawn_touchblood =
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{
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local vector vel;
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vel = wall_velocity () * 0.2;
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SpawnBlood (self.origin + vel*0.01, vel, damage);
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};
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/*
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================
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SpawnChunk
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================
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*/
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void(vector org, vector vel) SpawnChunk =
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{
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particle (org, vel*0.02, 0, 10);
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};
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/*
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==============================================================================
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MULTI-DAMAGE
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Collects multiple small damages into a single damage
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==============================================================================
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*/
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entity multi_ent;
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float multi_damage;
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void() ClearMultiDamage =
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{
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multi_ent = world;
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multi_damage = 0;
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};
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void() ApplyMultiDamage =
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{
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if (!multi_ent)
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return;
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T_Damage (multi_ent, self, self, multi_damage);
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};
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void(entity hit, float damage) AddMultiDamage =
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{
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if (!hit)
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return;
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if (hit != multi_ent)
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{
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ApplyMultiDamage ();
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multi_damage = damage;
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multi_ent = hit;
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}
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else
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multi_damage = multi_damage + damage;
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};
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/*
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==============================================================================
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BULLETS
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==============================================================================
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*/
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/*
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================
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TraceAttack
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================
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*/
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void(float damage, vector dir) TraceAttack =
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{
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local vector vel, org;
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vel = normalize(dir + v_up*crandom() + v_right*crandom());
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vel = vel + 2*trace_plane_normal;
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vel = vel * 200;
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org = trace_endpos - dir*4;
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if (trace_ent.takedamage)
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{
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SpawnBlood (org, vel*0.2, damage);
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AddMultiDamage (trace_ent, damage);
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}
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else
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{
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_GUNSHOT);
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WriteCoord (MSG_BROADCAST, org_x);
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WriteCoord (MSG_BROADCAST, org_y);
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WriteCoord (MSG_BROADCAST, org_z);
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}
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};
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/*
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================
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FireBullets
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Used by shotgun, super shotgun, and enemy soldier firing
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Go to the trouble of combining multiple pellets into a single damage call.
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================
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*/
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void(float shotcount, vector dir, vector spread) FireBullets =
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{
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local vector direction;
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local vector src;
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makevectors(self.v_angle);
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src = self.origin + v_forward*10;
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src_z = self.absmin_z + self.size_z * 0.7;
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ClearMultiDamage ();
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while (shotcount > 0)
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{
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direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up;
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traceline (src, src + direction*2048, FALSE, self);
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if (trace_fraction != 1.0)
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TraceAttack (4, direction);
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shotcount = shotcount - 1;
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}
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ApplyMultiDamage ();
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};
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/*
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================
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W_FireShotgun
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================
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*/
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void() W_FireShotgun =
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{
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local vector dir;
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sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM);
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self.punchangle_x = -2;
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self.currentammo = self.ammo_shells = self.ammo_shells - 1;
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dir = aim (self, 100000);
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FireBullets (6, dir, '0.04 0.04 0');
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};
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/*
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================
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W_FireSuperShotgun
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================
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*/
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void() W_FireSuperShotgun =
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{
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local vector dir;
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if (self.currentammo == 1)
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{
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W_FireShotgun ();
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return;
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}
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sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
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self.punchangle_x = -4;
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self.currentammo = self.ammo_shells = self.ammo_shells - 2;
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dir = aim (self, 100000);
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FireBullets (14, dir, '0.14 0.08 0');
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};
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/*
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==============================================================================
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ROCKETS
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==============================================================================
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*/
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void() s_explode1 = [0, s_explode2] {};
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void() s_explode2 = [1, s_explode3] {};
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void() s_explode3 = [2, s_explode4] {};
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void() s_explode4 = [3, s_explode5] {};
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void() s_explode5 = [4, s_explode6] {};
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void() s_explode6 = [5, SUB_Remove] {};
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void() BecomeExplosion =
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{
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self.movetype = MOVETYPE_NONE;
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self.velocity = '0 0 0';
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self.touch = SUB_Null;
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setmodel (self, "progs/s_explod.spr");
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self.solid = SOLID_NOT;
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s_explode1 ();
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};
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void() T_MissileTouch =
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{
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local float damg;
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if (other == self.owner)
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return; // don't explode on owner
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if (pointcontents(self.origin) == CONTENT_SKY)
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{
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remove(self);
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return;
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}
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damg = 100 + random()*20;
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if (other.health)
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{
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if (other.classname == "monster_shambler")
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damg = damg * 0.5; // mostly immune
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T_Damage (other, self, self.owner, damg );
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}
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// don't do radius damage to the other, because all the damage
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// was done in the impact
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T_RadiusDamage (self, self.owner, 120, other);
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// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
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self.origin = self.origin - 8*normalize(self.velocity);
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_EXPLOSION);
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WriteCoord (MSG_BROADCAST, self.origin_x);
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WriteCoord (MSG_BROADCAST, self.origin_y);
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WriteCoord (MSG_BROADCAST, self.origin_z);
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BecomeExplosion ();
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};
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/*
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================
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W_FireRocket
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================
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*/
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void() W_FireRocket =
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{
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local entity missile;
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self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
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sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
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self.punchangle_x = -2;
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missile = spawn ();
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missile.owner = self;
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missile.movetype = MOVETYPE_FLYMISSILE;
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missile.solid = SOLID_BBOX;
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missile.classname = "missile";
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// set missile speed
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makevectors (self.v_angle);
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missile.velocity = aim(self, 1000);
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missile.velocity = missile.velocity * 1000;
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missile.angles = vectoangles(missile.velocity);
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missile.touch = T_MissileTouch;
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// set missile duration
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missile.nextthink = time + 5;
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missile.think = SUB_Remove;
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setmodel (missile, "progs/missile.mdl");
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setsize (missile, '0 0 0', '0 0 0');
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setorigin (missile, self.origin + v_forward*8 + '0 0 16');
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};
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/*
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===============================================================================
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LIGHTNING
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===============================================================================
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*/
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/*
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=================
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LightningDamage
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=================
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*/
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void(vector p1, vector p2, entity from, float damage) LightningDamage =
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{
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local entity e1, e2;
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local vector f;
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f = p2 - p1;
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normalize (f);
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f_x = 0 - f_y;
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f_y = f_x;
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f_z = 0;
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f = f*16;
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e1 = e2 = world;
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traceline (p1, p2, FALSE, self);
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if (trace_ent.takedamage)
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{
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particle (trace_endpos, '0 0 100', 225, damage*4);
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T_Damage (trace_ent, from, from, damage);
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if (self.classname == "player")
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{
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if (other.classname == "player")
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trace_ent.velocity_z = trace_ent.velocity_z + 400;
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}
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}
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e1 = trace_ent;
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traceline (p1 + f, p2 + f, FALSE, self);
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if (trace_ent != e1 && trace_ent.takedamage)
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{
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particle (trace_endpos, '0 0 100', 225, damage*4);
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T_Damage (trace_ent, from, from, damage);
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}
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e2 = trace_ent;
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traceline (p1 - f, p2 - f, FALSE, self);
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if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
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{
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particle (trace_endpos, '0 0 100', 225, damage*4);
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T_Damage (trace_ent, from, from, damage);
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}
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};
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void() W_FireLightning =
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{
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local vector org;
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local float cells;
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if (self.ammo_cells < 1)
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{
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self.weapon = W_BestWeapon ();
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W_SetCurrentAmmo ();
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return;
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}
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// explode if under water
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if (self.waterlevel > 1)
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{
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cells = self.ammo_cells;
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self.ammo_cells = 0;
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W_SetCurrentAmmo ();
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T_RadiusDamage (self, self, 35*cells, world);
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return;
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}
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if (self.t_width < time)
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{
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sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
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self.t_width = time + 0.6;
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}
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self.punchangle_x = -2;
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self.currentammo = self.ammo_cells = self.ammo_cells - 1;
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org = self.origin + '0 0 16';
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traceline (org, org + v_forward*600, TRUE, self);
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
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WriteEntity (MSG_BROADCAST, self);
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WriteCoord (MSG_BROADCAST, org_x);
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WriteCoord (MSG_BROADCAST, org_y);
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WriteCoord (MSG_BROADCAST, org_z);
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WriteCoord (MSG_BROADCAST, trace_endpos_x);
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WriteCoord (MSG_BROADCAST, trace_endpos_y);
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WriteCoord (MSG_BROADCAST, trace_endpos_z);
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LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
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};
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//=============================================================================
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void() GrenadeExplode =
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{
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T_RadiusDamage (self, self.owner, 120, world);
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_EXPLOSION);
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WriteCoord (MSG_BROADCAST, self.origin_x);
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WriteCoord (MSG_BROADCAST, self.origin_y);
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WriteCoord (MSG_BROADCAST, self.origin_z);
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BecomeExplosion ();
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};
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void() GrenadeTouch =
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{
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if (other == self.owner)
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return; // don't explode on owner
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if (other.takedamage == DAMAGE_AIM)
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{
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GrenadeExplode();
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return;
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}
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sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
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if (self.velocity == '0 0 0')
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self.avelocity = '0 0 0';
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};
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/*
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================
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W_FireGrenade
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================
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*/
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void() W_FireGrenade =
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{
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local entity missile;
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self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
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sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
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self.punchangle_x = -2;
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missile = spawn ();
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missile.owner = self;
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missile.movetype = MOVETYPE_BOUNCE;
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missile.solid = SOLID_BBOX;
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missile.classname = "grenade";
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// set missile speed
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makevectors (self.v_angle);
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if (self.v_angle_x)
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missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
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else
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{
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missile.velocity = aim(self, 10000);
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missile.velocity = missile.velocity * 600;
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missile.velocity_z = 200;
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}
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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 = 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 = self.ammo_nails - 1;
|
|
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
|
|
{
|
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
|
|
|
if (self.classname == "wizspike")
|
|
WriteByte (MSG_BROADCAST, TE_WIZSPIKE);
|
|
else if (self.classname == "knightspike")
|
|
WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE);
|
|
else
|
|
WriteByte (MSG_BROADCAST, TE_SPIKE);
|
|
WriteCoord (MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (MSG_BROADCAST, self.origin_z);
|
|
}
|
|
|
|
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
|
|
{
|
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_BROADCAST, TE_SUPERSPIKE);
|
|
WriteCoord (MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (MSG_BROADCAST, self.origin_z);
|
|
}
|
|
|
|
remove(self);
|
|
|
|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
PLAYER WEAPON USE
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
void() W_SetCurrentAmmo =
|
|
{
|
|
player_run (); // get out of any weapon firing states
|
|
|
|
self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
|
|
|
|
if (self.weapon == IT_AXE)
|
|
{
|
|
self.currentammo = 0;
|
|
self.weaponmodel = "progs/v_axe.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
else if (self.weapon == IT_SHOTGUN)
|
|
{
|
|
self.currentammo = self.ammo_shells;
|
|
self.weaponmodel = "progs/v_shot.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | IT_SHELLS;
|
|
}
|
|
else if (self.weapon == IT_SUPER_SHOTGUN)
|
|
{
|
|
self.currentammo = self.ammo_shells;
|
|
self.weaponmodel = "progs/v_shot2.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | IT_SHELLS;
|
|
}
|
|
else if (self.weapon == IT_NAILGUN)
|
|
{
|
|
self.currentammo = self.ammo_nails;
|
|
self.weaponmodel = "progs/v_nail.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | IT_NAILS;
|
|
}
|
|
else if (self.weapon == IT_SUPER_NAILGUN)
|
|
{
|
|
self.currentammo = self.ammo_nails;
|
|
self.weaponmodel = "progs/v_nail2.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | IT_NAILS;
|
|
}
|
|
else if (self.weapon == IT_GRENADE_LAUNCHER)
|
|
{
|
|
self.currentammo = self.ammo_rockets;
|
|
self.weaponmodel = "progs/v_rock.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | IT_ROCKETS;
|
|
}
|
|
else if (self.weapon == IT_ROCKET_LAUNCHER)
|
|
{
|
|
self.currentammo = self.ammo_rockets;
|
|
self.weaponmodel = "progs/v_rock2.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | IT_ROCKETS;
|
|
}
|
|
else if (self.weapon == IT_LIGHTNING)
|
|
{
|
|
self.currentammo = self.ammo_cells;
|
|
self.weaponmodel = "progs/v_light.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | IT_CELLS;
|
|
}
|
|
else
|
|
{
|
|
self.currentammo = 0;
|
|
self.weaponmodel = "";
|
|
self.weaponframe = 0;
|
|
}
|
|
};
|
|
|
|
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
|
|
|
|
if (self.weapon == 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;
|
|
}
|
|
else if (self.weapon == IT_SHOTGUN)
|
|
{
|
|
player_shot1 ();
|
|
W_FireShotgun ();
|
|
self.attack_finished = time + 0.5;
|
|
}
|
|
else if (self.weapon == IT_SUPER_SHOTGUN)
|
|
{
|
|
player_shot1 ();
|
|
W_FireSuperShotgun ();
|
|
self.attack_finished = time + 0.7;
|
|
}
|
|
else if (self.weapon == IT_NAILGUN)
|
|
{
|
|
player_nail1 ();
|
|
}
|
|
else if (self.weapon == IT_SUPER_NAILGUN)
|
|
{
|
|
player_nail1 ();
|
|
}
|
|
else if (self.weapon == IT_GRENADE_LAUNCHER)
|
|
{
|
|
player_rocket1();
|
|
W_FireGrenade();
|
|
self.attack_finished = time + 0.6;
|
|
}
|
|
else if (self.weapon == IT_ROCKET_LAUNCHER)
|
|
{
|
|
player_rocket1();
|
|
W_FireRocket();
|
|
self.attack_finished = time + 0.8;
|
|
}
|
|
else if (self.weapon == IT_LIGHTNING)
|
|
{
|
|
player_light1();
|
|
self.attack_finished = time + 0.1;
|
|
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
W_ChangeWeapon
|
|
|
|
============
|
|
*/
|
|
void() W_ChangeWeapon =
|
|
{
|
|
local float it, am, fl = 0;
|
|
|
|
it = self.items;
|
|
am = 0;
|
|
|
|
if (self.impulse == 1)
|
|
{
|
|
fl = IT_AXE;
|
|
}
|
|
else if (self.impulse == 2)
|
|
{
|
|
fl = IT_SHOTGUN;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.impulse == 3)
|
|
{
|
|
fl = IT_SUPER_SHOTGUN;
|
|
if (self.ammo_shells < 2)
|
|
am = 1;
|
|
}
|
|
else if (self.impulse == 4)
|
|
{
|
|
fl = IT_NAILGUN;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.impulse == 5)
|
|
{
|
|
fl = IT_SUPER_NAILGUN;
|
|
if (self.ammo_nails < 2)
|
|
am = 1;
|
|
}
|
|
else if (self.impulse == 6)
|
|
{
|
|
fl = IT_GRENADE_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.impulse == 7)
|
|
{
|
|
fl = IT_ROCKET_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.impulse == 8)
|
|
{
|
|
fl = IT_LIGHTNING;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
|
|
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 ();
|
|
};
|
|
|
|
/*
|
|
============
|
|
CheatCommand
|
|
============
|
|
*/
|
|
void() CheatCommand =
|
|
{
|
|
if (deathmatch || coop)
|
|
return;
|
|
|
|
self.ammo_rockets = 100;
|
|
self.ammo_nails = 200;
|
|
self.ammo_shells = 100;
|
|
self.items = 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 = 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;
|
|
|
|
if (self.weapon == IT_LIGHTNING)
|
|
{
|
|
self.weapon = IT_AXE;
|
|
}
|
|
else if (self.weapon == IT_AXE)
|
|
{
|
|
self.weapon = IT_SHOTGUN;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == IT_SHOTGUN)
|
|
{
|
|
self.weapon = IT_SUPER_SHOTGUN;
|
|
if (self.ammo_shells < 2)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == IT_SUPER_SHOTGUN)
|
|
{
|
|
self.weapon = IT_NAILGUN;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == IT_NAILGUN)
|
|
{
|
|
self.weapon = IT_SUPER_NAILGUN;
|
|
if (self.ammo_nails < 2)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == IT_SUPER_NAILGUN)
|
|
{
|
|
self.weapon = IT_GRENADE_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == IT_GRENADE_LAUNCHER)
|
|
{
|
|
self.weapon = IT_ROCKET_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == IT_ROCKET_LAUNCHER)
|
|
{
|
|
self.weapon = IT_LIGHTNING;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
|
|
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;
|
|
|
|
if (self.weapon == IT_LIGHTNING)
|
|
{
|
|
self.weapon = IT_ROCKET_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
else 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_NAILGUN;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == IT_NAILGUN)
|
|
{
|
|
self.weapon = IT_SUPER_SHOTGUN;
|
|
if (self.ammo_shells < 2)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == IT_SUPER_SHOTGUN)
|
|
{
|
|
self.weapon = IT_SHOTGUN;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == IT_SHOTGUN)
|
|
{
|
|
self.weapon = IT_AXE;
|
|
}
|
|
else if (self.weapon == IT_AXE)
|
|
{
|
|
self.weapon = IT_LIGHTNING;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
|
|
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 = self.items | IT_QUAD;
|
|
dprint ("quad cheat\n");
|
|
};
|
|
|
|
/*
|
|
============
|
|
ImpulseCommands
|
|
|
|
============
|
|
*/
|
|
void() ImpulseCommands =
|
|
{
|
|
if (self.impulse >= 1 && self.impulse <= 8)
|
|
W_ChangeWeapon ();
|
|
|
|
if (self.impulse == 9)
|
|
CheatCommand ();
|
|
if (self.impulse == 10)
|
|
CycleWeaponCommand ();
|
|
if (self.impulse == 11)
|
|
ServerflagsCommand ();
|
|
if (self.impulse == 12)
|
|
CycleWeaponReverseCommand ();
|
|
|
|
if (self.impulse == 255)
|
|
QuadCheat ();
|
|
|
|
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;
|
|
};
|
|
|
|
|