mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 20:11:49 +00:00
210 lines
4.4 KiB
C++
210 lines
4.4 KiB
C++
/*
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================
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BotCheckPowerups
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Modified Player CheckPowerup for use with POXbots.
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This just checks if powerups are active - see botgrab.qc for the actuall pickup routines
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================
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*/
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.float bot_health_rot; //POX - Seperate time out for Bot's Mega Health rot since bot think times vary
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.float skinsave; //POX - Saves skin value when playing predator mode (for head gibs)
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.float armor_rot; //POX - Holds the armor rot time out (also used for real clients)
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void(entity bot) BotCheckPowerups =
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{
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if (bot.health <= 0)
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return;
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//POX - 1.01b
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//================
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// Armour Rot
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//================
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if (bot.armorvalue > 150 && bot.armor_rot < time)
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{
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bot.armorvalue = bot.armorvalue - 1;
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bot.armor_rot = time + 1;
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//POX v1.1 - change armour to Yellow
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if (bot.armorvalue == 150)
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bot.items = bot.items - (bot.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR2;
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}
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//================
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// Megahealth Rot
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//================
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if (bot.health > bot.max_health && bot.bot_health_rot < time)
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{
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bot.health = bot.health - 1;
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bot.bot_health_rot = time + 1;
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}
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//================
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// invisibility
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//================
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// invisibility
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if (bot.invisible_finished)
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{
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// sound and screen flash when items starts to run out
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if (bot.invisible_sound < time)
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{
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sound (bot, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
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bot.invisible_sound = time + ((random() * 3) + 1);
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}
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if (bot.invisible_finished < time + 3)
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{
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if (bot.invisible_time == 1)
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{
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sound (bot, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM);
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bot.invisible_time = time + 1;
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}
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if (bot.invisible_time < time)
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bot.invisible_time = time + 1;
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}
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if (bot.invisible_finished < time)
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{ // just stopped
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bot.items = bot.items - IT_INVISIBILITY;
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bot.invisible_finished = 0;
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bot.invisible_time = 0;
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}
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// use the eyes
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bot.frame = 0;
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bot.modelindex = modelindex_eyes;
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bot.skin = 0; // for proper eye skin
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}
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else
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{
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getmodel(bot.weapon, bot);
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bot.skin = bot.skinsave;
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}
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//================
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// invincibility
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//================
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if (bot.invincible_finished)
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{
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// sound and screen flash when items starts to run out
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if (bot.invincible_finished < time + 3)
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{
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if (bot.invincible_time == 1)
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{
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//sprint (bot, "Protection is almost burned out\n");
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//stuffcmd (bot, "bf\n");
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sound (bot, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
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bot.invincible_time = time + 1;
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}
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if (bot.invincible_time < time)
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{
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bot.invincible_time = time + 1;
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//stuffcmd (bot, "bf\n");
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}
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}
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if (bot.invincible_finished < time)
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{ // just stopped
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bot.items = bot.items - IT_INVULNERABILITY;
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bot.invincible_time = 0;
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bot.invincible_finished = 0;
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}
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if (!(deathmatch & DM_DARK))
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{
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if (bot.invincible_finished > time)
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bot.effects = bot.effects | EF_DIMLIGHT;
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else
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bot.effects = bot.effects - (bot.effects & EF_DIMLIGHT);
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}
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}
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//================
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// super damage
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//================
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if (bot.super_damage_finished)
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{
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// sound and screen flash when items starts to run out
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if (bot.super_damage_finished < time + 3)
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{
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if (bot.super_time == 1)
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{
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//sprint (bot, "Quad Damage is wearing off\n");
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//stuffcmd (bot, "bf\n");
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sound (bot, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM);
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bot.super_time = time + 1;
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}
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if (bot.super_time < time)
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{
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bot.super_time = time + 1;
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//stuffcmd (bot, "bf\n");
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}
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}
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if (bot.super_damage_finished < time)
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{ // just stopped
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bot.items = bot.items - IT_QUAD;
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bot.super_damage_finished = 0;
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bot.super_time = 0;
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}
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if (!(deathmatch & DM_DARK))
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{
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if (bot.super_damage_finished > time)
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bot.effects = bot.effects | EF_DIMLIGHT;
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else
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bot.effects = bot.effects - (bot.effects & EF_DIMLIGHT);
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}
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}
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//================
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// suit
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//================
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if (bot.radsuit_finished)
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{
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bot.air_finished = time + 12; // don't drown
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// sound and screen flash when items starts to run out
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if (bot.radsuit_finished < time + 3)
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{
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if (bot.rad_time == 1)
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{
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//sprint (bot, "Air supply in Biosuit expiring\n");
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//stuffcmd (bot, "bf\n");
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sound (bot, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
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bot.rad_time = time + 1;
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}
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if (bot.rad_time < time)
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{
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bot.rad_time = time + 1;
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//stuffcmd (bot, "bf\n");
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}
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}
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if (bot.radsuit_finished < time)
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{ // just stopped
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bot.items = bot.items - IT_SUIT;
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bot.rad_time = 0;
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bot.radsuit_finished = 0;
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}
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}
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};
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