game-source/paroxysm/quake/weapons.qc
Bill Currie 7f3ef60d60 compiles with qfcc (this was probably a pointless exercise due to Deek's
work, but it's nice having a compilable base paroxysm).
2002-02-21 20:36:23 +00:00

1827 lines
38 KiB
C++
Raw Blame History

/*
A note from POX (pox@planetquake.com):
This file has been hacked to death.
Large portions of code have been altered / deleted or commented out,
many of the new weapons are tied into big changes in client.qc and player.qc.
When I first started, I was just hacking around so a lot of code went uncommented, and
unchecked. I cleaned it up as much as possible but it still sucks hard in some places
There is alot of code commented out - stuff like the old Paroxysm PulseGun routines
have been left in 'casue they offer some unique hacks that may be of interest.
You'll see FlameThrower stuff all over the place, it was removed from the mod but it
was easier to just leave it in some functions. (I may enable it some day...)
You've been warned...
BTW - 'Rhino' was the original name for the Anihilator...
*/
//POX v1.1 moved prototypes to sectrig.qc
// called by worldspawn
// POX - LOADS of new mdls and sounds to precache...
void() W_Precache =
{
precache_model ("progs/plasma.mdl");
precache_model ("progs/laser.mdl");
precache_model ("progs/spark.spr");
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/nailgun.wav"); // new nailgun sound
precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
precache_sound ("weapons/tink2.wav");
precache_sound ("weapons/grenade.wav"); // grenade launcher
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"); // missfire
precache_sound ("weapons/mfire2.wav"); // megaplasma burst missfire
precache_sound ("weapons/plasma.wav"); // plasmagun fire
precache_sound ("weapons/mplasma.wav"); // megaplasmagun fire
precache_sound ("weapons/mplasex.wav"); // megaplasmagun explosion
precache_sound ("weapons/ssgrnde.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
//BoneSaw sounds
precache_sound ("weapons/sawon.wav");
precache_sound ("weapons/sawoff.wav");
precache_sound ("misc/null.wav"); //Used to silence the saw at weapon switch
precache_sound ("weapons/sawguts.wav");
precache_sound ("weapons/sawhit.wav");
precache_sound ("weapons/sawatck.wav");
precache_sound ("weapons/sawidle.wav");
precache_sound ("weapons/shrapdet.wav"); //ShrapnelBomb detonation-confirmation beep
//Shrapnel Model
precache_model("progs/mwrub1.mdl");
// 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");
};
/*
================
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);
};
/* POX - 1.01b2 - made this a little neater
================
SpawnBlood
================
*/
void(vector org, vector vel, float damage) SpawnBlood =
{
local float blood;
//check for a bleeder
if (!trace_ent.nobleed)
blood = 73;
else
blood = 6;
particle (org, vel*0.4, blood, damage*3);
};
/* POX - 1.01b2 - made this a little neater
================
spawn_touchblood
================
*/
void(entity who,float damage) spawn_touchblood =
{
local vector vel;
local float blood;
//check for a bleeder
if (!other.nobleed)
blood = 73;
else
blood = 6;
vel = wall_velocity () * 0.2;
particle (self.origin, vel*0.4, blood, damage*2);
};
/*
================
SpawnChunk
================
*/
void(vector org, vector vel) SpawnChunk =
{
particle (org, vel*0.02, 0, 10);
};
/*
POX - The BoneSaw replaces the Pulsegun from versions .4b2 and below
This code is based on the chainsaw code from Zerstyer, with a re-write
of the sound and animation code to accomodate the new model (see player.qc)
================
W_FireSaw
================
*/
void() W_FireSaw =
{
local vector source;
local vector org;
makevectors (self.v_angle);
//POX - v1.02b - increased range
source = self.origin + '0 0 24';
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 = 2;
//POX v1.1 - nobleed fix
if (trace_ent.nobleed)
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
}
else
{
SpawnBlood(trace_endpos, '0 0 5', 20);
SpawnMeatSpray (self.origin + v_forward*16, ((random()*300) - 150) * v_right + (100 * v_forward));
}
T_Damage (trace_ent, self, self, 17); //POX 1.01b - reduced damage - POX 1.1 increased damage :)
trace_ent.velocity = trace_ent.velocity * 0.5;
sound (self, CHAN_WEAPON, "weapons/sawguts.wav", 1, ATTN_NORM);
self.punchangle_x = -8;
}
else
{ // hit wall
sound (self, CHAN_WEAPON, "weapons/sawhit.wav", 1, ATTN_NORM);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
}
};
//============================================================================
/*
==============================================================================
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
==============================================================================
*/
/*
================
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 - v1.1 - Fixed nobleed not working with shotguns
if (trace_ent.takedamage && !trace_ent.nobleed)
{
SpawnBlood (org, vel*0.2, damage);
AddMultiDamage (trace_ent, damage);
}
else if (trace_ent.takedamage && trace_ent.nobleed)
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
AddMultiDamage (trace_ent, damage);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
}
};
/* POX - v1.1
================
FireBullets2
Made a seperate function for the tShot second trigger
- more damage with less bullets
================
*/
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 ();
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);
shotcount = shotcount - 1;
}
ApplyMultiDamage ();
};
/*
================
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 ();
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 ();
};
/* POX v1.11 - a cool effect but originally for single player...
================
spawn_spark creates a spark (used by plasma weapons)
================
void() spark_touch =
{
if (random() < 0.2)
remove(self);
};
void(float ox) spawn_spark =
{
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_NOT;
newmis.classname = "spark";
makevectors (self.v_angle);
newmis.velocity = v_forward*60 + v_up * 260 + crandom()*v_right*200 + crandom()*v_up*20;
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = spark_touch;
newmis.nextthink = time + random()*2;
newmis.think = SUB_Remove;
setmodel (newmis, "progs/spark.spr");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, self.origin + v_forward*36 + v_right*ox);
};
*/
/*
================
W_FireShotgun
================
*/
void() W_FireShotgun =
{
local vector dir;
sound (self, CHAN_WEAPON, "weapons/tsfire.wav", 1, ATTN_NORM);
self.punchangle_x = -2;
//Added weapon kickback (as long as you're not in mid air)
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);
self.punchangle_x = -4;
//Added weapon kickback (as long as you're not in mid air)
if (self.flags & FL_ONGROUND)
self.velocity = self.velocity + v_forward* -60;
self.currentammo = self.ammo_shells = self.ammo_shells - used;
dir = aim (self, 100000);
FireBullets (bullets, dir, '0.14 0.08 0');
};
/*
==============================================================================
ROCKETS
==============================================================================
*/
void() T_MissileTouch =
{
local float damg;
if (other == self.owner)
return; // don't explode on owner
//POX v1.11
if (self.voided)
return;
self.voided = 1;
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
damg = 20 + random()*10;
if (other.health)
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);
// For some reason, ID called explosions sounds from all over the place
// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
BecomeExplosion ();
};
/*
================
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.voided = 0;
newmis.owner = self;
newmis.movetype = MOVETYPE_TOSS;
newmis.solid = SOLID_BBOX;
newmis.classname = "rocket";
// 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;
// set newmis duration
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
setmodel (newmis, "progs/grenade.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin + v_forward* 8 + v_right* 12 + barrel);
};
//=============================================================================
//
// Grenade
//
//=============================================================================
void() GrenadeExplode =
{
//POX v1.11
if (self.voided)
return;
self.voided = 1;
T_RadiusDamage (self, self.owner, 120, world);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
BecomeExplosion ();
};
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/grenade.wav", 1, ATTN_NORM);
self.punchangle_x = -4;
//Added weapon kickback (as long as you're not in mid air)
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;
// set newmis duration
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);
};
/*
=================================================================================
Start Plasma Gun Fire
=================================================================================
*/
void() plasma_touch =
{
if (other == self.owner)
return;
//POX v1.11
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 (other, 7);
T_Damage (other, self, self.owner, 7);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
}
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";
/*POX v1.11
if (self.classname == "bot")
{
newmis.nextthink = time + 0.05;
newmis.think = bot_missile_think;
}
else
{*/
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;
self.punchangle_x = -1;
dir = aim (self, 1000);
launch_plasma (self.origin + v_forward*12 + '0 0 12' + v_right*ox, dir);
//POX v1.11
//spawn_spark(ox);
};
/*
=================================================================================
Start nailgun fire
=================================================================================
*/
void() spike_touch =
{
if (other == self.owner)
return;
//POX v1.11
if (self.voided)
return;
self.voided = 1;
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage)
{
spawn_touchblood (other, 9);
T_Damage (other, self, self.owner, 9);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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;
//POX v1.11
if (self.voided)
return;
self.voided = 1;
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage)
{
spawn_touchblood (other, 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);
};
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";
/*POX v1.11
if (self.classname == "bot")
{
newmis.nextthink = time + 0.05;
newmis.think = bot_missile_think;
}
else
{*/
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;
};
// New Nailgun fire
void(float ox) W_FireNails =
{
local vector dir;
self.weaponmodel = "progs/v_nailgl.mdl"; // light up nailgun barrels
if (!self.aflag) //don't swap models if chasecam is on
sound (self, CHAN_WEAPON, "weapons/nailgun.wav", 1, ATTN_NORM); // new nailgun sound
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
newmis.touch = spike_touch;
setmodel (newmis, "progs/spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
self.punchangle_x = -2;
};
// Left for spike trap use
void() W_FireSuperSpikes =
{
local vector dir;
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
//self.attack_finished = time + 0.15;
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
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);
};
// Obselete?
void(float ox) W_FireSpikes =
{
local vector dir;
makevectors (self.v_angle);
/*
if (self.weapon == IT_SUPER_NAILGUN)
{
W_FireNails (ox); // Go to the New Nail attack
return;
}
else
{*/
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;
//}
};
/*
===============================================================================
PLAYER WEAPON USE
===============================================================================
*/
void() W_SetCurrentAmmo =
{
//POX - saw_on is a hack to keep the BoneSaw's animation playing correctly
if (!self.saw_on)
player_run (); // get out of any weapon firing states
self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
self.weaponmodel = ""; //Hack for ChaseCam
if (self.weapon == IT_BONESAW)
{
self.currentammo = 0;
if (self.aflag != TRUE)
self.weaponmodel = "progs/v_bsaw.mdl";
}
else if (self.weapon == IT_TSHOT)
{
self.currentammo = self.ammo_shells;
if (self.aflag != TRUE)
self.weaponmodel = "progs/v_tshot.mdl";
self.weaponframe = 0;
self.items = self.items | IT_SHELLS;
}
else if (self.weapon == IT_COMBOGUN)
{
if (self.aflag != TRUE)
self.weaponmodel = "progs/v_combo.mdl";
self.weaponframe = 0;
//POX - ammo depends on last active trigger
if (self.which_ammo == 1)
{
self.currentammo = self.ammo_rockets;
self.items = self.items | IT_ROCKETS;
}
else
{
self.currentammo = self.ammo_shells;
self.items = self.items | IT_SHELLS;
}
}
else if (self.weapon == IT_PLASMAGUN)
{
self.currentammo = self.ammo_cells;
if (self.aflag != TRUE)
self.weaponmodel = "progs/v_plasma.mdl";
self.weaponframe = 0;
self.items = self.items | IT_CELLS;
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
self.currentammo = self.ammo_nails;
if (self.aflag != TRUE)
self.weaponmodel = "progs/v_nailg.mdl";
self.weaponframe = 0;
self.items = self.items | IT_NAILS;
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
self.currentammo = self.ammo_rockets;
if (self.aflag != TRUE)
self.weaponmodel = "progs/v_gren.mdl";
self.weaponframe = 0;
self.items = self.items | IT_ROCKETS;
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
self.currentammo = self.ammo_rockets;
if (self.aflag != TRUE)
self.weaponmodel = "progs/v_rhino.mdl";
self.weaponframe = 0;
self.items = self.items | IT_ROCKETS;
}
else
{
self.currentammo = 0;
self.weaponmodel = "";
self.weaponframe = 0;
}
//Silence the BoneSaw and flag it off
if (self.weapon != IT_BONESAW)
{
sound (self, CHAN_WEAPON, "misc/null.wav", 1, ATTN_NORM);
self.saw_on = FALSE;
}
getmodel(self.weapon, self); // VisWeap MOD: updates the model to take new weapon into account.
};
/* BEST WEAPON MARKER */
float() W_BestWeapon =
{
local float it;
it = self.items;
// A hacky way to keep SuperShot Gun Active when out of rockets
if ((self.weapon == IT_COMBOGUN) && ( self.ammo_shells >= 2 && (self.ammo_rockets < 1)))
return IT_COMBOGUN;
//if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_FLAMETHROWER) )
// return IT_FLAMETHROWER;
if(self.ammo_cells >= 1 && (it & IT_PLASMAGUN) )
return IT_PLASMAGUN;
if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) )
return IT_SUPER_NAILGUN;
if(self.ammo_shells >= 2 && (it & IT_COMBOGUN) )
return IT_COMBOGUN;
if(self.ammo_shells >= 1 && (it & IT_TSHOT) )
return IT_TSHOT;
return IT_BONESAW;
};
float() W_CheckNoAmmo =
{
if (self.currentammo > 0)
return TRUE;
if (self.weapon == IT_BONESAW)
return TRUE;
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
// drop the weapon down
return FALSE;
};
/* BEST WEAPON MARKER */
/*
============
W_Attack
An attack impulse can be triggered now
============
*/
//POX v1.1 moved protypes to sectrig.qc added intermission check
float intermission_running;
void() W_Attack =
{
// + POX - from URQW patch...
// 1999-07-05 Firing during intermission fix by numb - start
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
if (self.weapon == IT_BONESAW)
{
if (!self.saw_on)
player_bonesaw1();
else
player_bonesaw3();
self.attack_finished = time + 0.55;
}
else if (self.weapon == IT_TSHOT)
{
if (self.ammo_shells < 1)
{
sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.5;
}
else if (self.st_tshotload < time) //prime done so shoot
{
//t-shot is primed so do a triple shot
//have to double check ammo since switch to ComboGun can mess it up
if ((self.prime_tshot == TRUE) && (self.ammo_shells > 2))
{
player_tshot1 ();
W_FireTShot ();
self.attack_finished = time + 0.7;
self.prime_tshot = FALSE;
}
else //normal shot
{
player_shot1 ();
W_FireShotgun ();
self.attack_finished = time + 0.5;
//reset prime since switching to ComboGun can use up shells
self.prime_tshot = FALSE;
}
}
}
else if ((self.weapon == IT_COMBOGUN) && (self.st_sshotgun < time))
{
if (self.ammo_shells < 1)
{
self.currentammo = self.ammo_shells;
self.items = self.items - ( self.items & (IT_ROCKETS) );
self.items = self.items | IT_SHELLS;
self.which_ammo = 0;
sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
self.st_sshotgun = time + 0.7;
}
else
{
self.currentammo = self.ammo_shells;
self.items = self.items - ( self.items & (IT_ROCKETS) );
self.items = self.items | IT_SHELLS;
self.which_ammo = 0;
player_shot1 ();
W_FireSuperShotgun ();
self.st_sshotgun = time + 0.7;
}
}
else if ((self.weapon == IT_PLASMAGUN) && (self.st_plasma < time) && (self.st_mplasma < time))
{
if (self.ammo_cells < 1)
{
sound (self, CHAN_AUTO, "weapons/mfire2.wav", 1, ATTN_NORM);
}
else if (!self.LorR) // check which barrel fired last
player_plasma1 ();
else
player_plasma2 ();
}
else if ((self.weapon == IT_SUPER_NAILGUN) && (self.st_nailgun < time))
{
if (self.ammo_nails < 1)
sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
else
player_nail1 ();
}
else if ((self.weapon == IT_GRENADE_LAUNCHER) && (self.st_grenade < time))
{
if (self.ammo_rockets < 1)
{
sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
self.st_grenade = time + 0.6;
}
else
{
player_grenade1();
W_FireGrenade();
self.st_grenade = time + 0.6;
}
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
if (self.ammo_rockets < 1) //no rockets so missfire
{
sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.4;
}
else if (self.reload_rocket > 6) //have to reload so missfire
{
sound (self, CHAN_AUTO, "weapons/error.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.42;
}
else if (self.st_rocketload > time) // still reloading so do nothing
{
SUB_Null ();
}
else
{
player_rocket1();
self.attack_finished = time + 0.4;
}
}
};
/*
============
W_ChangeWeapon
============
*/
void() W_ChangeWeapon =
{
local float it, am, fl = 0;
it = self.items;
am = 0;
self.which_ammo = 0; // Default ammo to shells for SuperShotgun
if (self.impulse == 1)
{
fl = IT_BONESAW;
//self.p_flex = time + 8;
}
else if (self.impulse == 2)
{
fl = IT_TSHOT;
if (self.ammo_shells < 1)
am = 1;
}
else if (self.impulse == 3)
{
fl = IT_COMBOGUN;
if (self.ammo_shells < 2)
{
am = 1;
//POX v1.1 - fix for dm_autoswitch
if (self.ammo_rockets > 0 && !(deathmatch & DM_AUTOSWITCH)) // allow player to select SuperShotgun if he has rockets
{
self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets - not shells
am = 0;
}
}
}
else if (self.impulse == 4)
{
fl = IT_PLASMAGUN;
if (self.ammo_cells < 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;
}
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.ammo_cells = 200;
self.items = self.items |
IT_BONESAW |
IT_TSHOT |
IT_COMBOGUN |
IT_PLASMAGUN |
IT_SUPER_NAILGUN |
IT_GRENADE_LAUNCHER |
IT_ROCKET_LAUNCHER;
self.weapon = IT_COMBOGUN;
self.impulse = 0;
W_SetCurrentAmmo ();
};
/* POX v1.1 - got rid of non-existent flamethrower checks
============
CycleWeaponCommand
Go to the next weapon with ammo
============
*/
void() CycleWeaponCommand =
{
local float it, am;
it = self.items;
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_BONESAW;
}
else if (self.weapon == IT_BONESAW)
{
self.weapon = IT_TSHOT;
if (self.ammo_shells < 1)
am = 1;
}
else if (self.weapon == IT_TSHOT)
{
self.weapon = IT_COMBOGUN;
if (self.ammo_shells < 2)
{
am = 1;
//POX v1.1 - fix for dm_autoswitch
if (self.ammo_rockets > 0 && !(deathmatch & DM_AUTOSWITCH)) // allow player to select SuperShotgun if he has rockets
{
self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets - not shells
am = 0;
}
}
}
else if (self.weapon == IT_COMBOGUN)
{
self.weapon = IT_PLASMAGUN;
if (self.ammo_cells < 1)
am = 1;
}
else if (self.weapon == IT_PLASMAGUN)
{
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;
}
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;
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_BONESAW;
//self.p_flex = time + 8;
}
else if (self.weapon == IT_BONESAW)
{
self.weapon = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 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
============
*/
//POX - put this in a sperate routine so the same impulse can be used in autocam/setup mode
void() DisplayRules =
{
sprint (self, "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>\n----------------------\n |\n");
if (deathmatch & DM_PREDATOR)
sprint (self, "on | Predator Mode\n");
else
sprint (self, "<EFBFBD><EFBFBD><EFBFBD> | Predator Mode\n");
if (deathmatch & DM_DARK)
sprint (self, "on | Dark Mode\n");
else
sprint (self, "<EFBFBD><EFBFBD><EFBFBD> | Dark Mode\n");
if (deathmatch & DM_LMS)
sprint (self, "on | Last Man Standing\n");
else
sprint (self, "<EFBFBD><EFBFBD><EFBFBD> | Last Man Standing\n");
if (deathmatch & DM_FFA)
sprint (self, "on | Free For All\n");
else
sprint (self, "<EFBFBD><EFBFBD><EFBFBD> | Free For All\n");
if (deathmatch & DM_GIB)
sprint (self, "on | Gib\n");
else
sprint (self, "<EFBFBD><EFBFBD><EFBFBD> | Gib\n");
if (deathmatch & DM_AUTOSWITCH)
sprint (self, "on | Weapon Autoswitch\n");
else
sprint (self, "<EFBFBD><EFBFBD><EFBFBD> | Weapon Autoswitch\n");
if (deathmatch & DM_NOBOTS)
sprint (self, "<EFBFBD><EFBFBD><EFBFBD> | Bots\n");
else
sprint (self, "on | Bots\n |\n----------------------\n\n");
};
.float target_id_temp;//POX 1.2
//POX - stuff added here, bot & camera impulses
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 ();
//POX - v1.1 target identifier toggle
if (self.impulse == 16)
{
self.target_id_temp = TRUE;//POX v1.2 - hack to get targid to work accross level changes
stuffcmd (self, "play misc/talk.wav\n"); //POX v1.2 audio confirmation
if (self.target_id_toggle)
{
self.target_id_toggle = FALSE;
//POX v1.12 - don't centerprint if a message is up
if (self.target_id_finished < time)
centerprint (self, "Target Identifier OFF\n");
else
sprint (self, "Target Identifier OFF\n");
}
else
{
self.target_id_toggle = TRUE;
//POX v1.12 - don't centerprint if a message is up
if (self.target_id_finished < time)
centerprint (self, "Target Identifier ON\n");
else
sprint (self, "Target Identifier ON\n");
self.target_id_finished = time + 3;
}
}
//POX - v1.11 GL FlashBlend (hacky fix) - Toggles dynamiclights vs lightglows
if (self.impulse == 17)
{
if(!self.gl_fix)
{
stuffcmd (self, "gl_flashblend 0\n");
self.gl_fix = TRUE;
}
else
{
stuffcmd (self, "gl_flashblend 1\n");
self.gl_fix = FALSE;
}
}
// KasCam ->
if (self.impulse == 250)
{
//If client hit observer in LMS mode, drop the player count
if ((deathmatch & DM_LMS) && self.frags > 0)
{
lms_plrcount = lms_plrcount - 1;
self.LMS_registered = FALSE; //Don't display LMS dead message
self.frags = 0;
CamClientInit ();
}
else
{
self.frags = 0;
CamClientInit ();
}
}
// <- KasCam
//ChaseCam
if (self.impulse == 254)
CCam ();
if (self.impulse == 150)
CCamUp (2);
if (self.impulse == 151)
CCamRight (2);
if (self.impulse == 152)
CCamForward (2);
if (self.impulse == 153)
CCamUp (-2);
if (self.impulse == 154)
CCamRight (-2);
if (self.impulse == 155)
CCamForward (-2);
//ChaseCam
//Bot impulses - no coop/single player
//Create Enemy bot (FF or Team)
if (self.impulse == 251 && deathmatch)
create_bot(1);
//Create TeamBot
if (self.impulse == 252 && deathmatch && teamplay)
create_bot(2);
//Display Server Rules Impulse
if (self.impulse == 253)
DisplayRules();
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 chascam is active!
if ((self.weapon == IT_SUPER_NAILGUN) && (self.st_nailgun < time) && (!self.aflag))
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_AUTO, "items/damage3.wav", 1, ATTN_NORM);
}
}
return;
};