game-source/ParoxysmII/source/weapons.r

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#include "paroxysm.rh"
/*
*/
// called by worldspawn - POX - added lots'o'junk here...
void() W_Precache =
{
precache_model ("progs/plasma.mdl");
precache_model ("progs/laser.mdl");
precache_sound ("weapons/r_exp3.wav"); // new rocket explosion
precache_sound ("weapons/rocket1i.wav"); // spike gun
precache_sound ("weapons/sgun1.wav");
precache_sound ("weapons/ric1.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric2.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric3.wav"); // ricochet (used in c code)
precache_sound ("weapons/spike2.wav"); // super spikes
precache_sound ("weapons/hog.wav"); // new nailgun sound
precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
precache_sound ("weapons/tink2.wav");
precache_sound ("weapons/gren.wav"); // grenade launcher
precache_sound ("weapons/gren2.wav"); // second trigger grenades
precache_sound ("weapons/bounce.wav"); // grenade bounce
precache_sound ("weapons/bounce2.wav"); // grenade bounce alt
precache_sound ("weapons/shotgn2.wav"); // super shotgun
precache_sound ("weapons/mfire1.wav"); // misfire
precache_sound ("weapons/mfire2.wav"); // megaplasma burst misfire
precache_sound ("weapons/plasma.wav"); // plasmagun fire
precache_sound ("weapons/mplasma.wav"); // megaplasmagun fire
precache_sound ("weapons/mplasex.wav"); // megaplasmagun explosion
precache_sound ("weapons/gren.wav"); // super shotgun grenade fire
precache_sound ("weapons/armed.wav"); // mine armed sound
precache_sound ("weapons/minedet.wav"); //mine detonate click
precache_sound ("weapons/rhino.wav"); //rhino firing sound
precache_sound ("weapons/rhinore.wav"); //rhino reload sound
precache_sound ("weapons/error.wav"); //weapon error sound
precache_sound ("weapons/tsload.wav"); //t-shot load
precache_sound ("weapons/tsfire.wav"); //t-shot single fire
precache_sound ("weapons/ts3fire.wav"); //t-shot triple fire
precache_sound ("weapons/shrapdet.wav"); //ShrapnelBomb detonation-confirmation beep
/*
Precached models
*/
precache_model ("progs/mwrub1.mdl"); //Shrapnel Model
/*
// VisWeap - Player
precache_model ("progs/bsaw_p.mdl");
precache_model ("progs/tshot_p.mdl");
precache_model ("progs/combo_p.mdl");
precache_model ("progs/plasma_p.mdl");
precache_model ("progs/nail_p.mdl");
precache_model ("progs/gren_p.mdl");
precache_model ("progs/rhino_p.mdl");
// VisWeap - Weapon drop
precache_model ("progs/d_bsaw.mdl");
precache_model ("progs/d_tshot.mdl");
precache_model ("progs/d_combo.mdl");
precache_model ("progs/d_plasma.mdl");
precache_model ("progs/d_nail.mdl");
precache_model ("progs/d_gren.mdl");
precache_model ("progs/d_rhino.mdl");
// No weapon Death Model (weapons are dropped)
precache_model ("progs/death_p.mdl");
*/
};
/*
================
W_FireAxe
================
*/
void() W_FireAxe =
{
local vector org, source;
makevectors (@self.v_angle);
source = @self.origin + '0 0 16';
traceline (source, source + v_forward * 64, FALSE, @self);
if (trace_fraction == 1.0)
return;
org = trace_endpos - v_forward * 4;
if (trace_ent.takedamage) {
trace_ent.axhitme = 1;
SpawnBlood (org, 20);
// if (deathmatch > 3)
// T_Damage (trace_ent, @self, @self, 75);
// else
T_Damage (trace_ent, @self, @self, 20);
} else { // hit wall
sound (@self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_GUNSHOT, 3.0);
WriteCoordV (MSG_MULTICAST, org);
multicast (org, MULTICAST_PVS);
}
};
//============================================================================
/*
================
SpawnMeatSpray
================
*/
void(vector org, vector vel) SpawnMeatSpray =
{
local entity missile;
missile = spawn ();
missile.owner = @self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_NOT;
makevectors (@self.angles);
missile.velocity = vel;
missile.velocity_z = missile.velocity_z + 250 + 50 * random();
missile.avelocity = '3000 1000 2000';
// set missile duration
missile.nextthink = time + 1;
missile.think = SUB_Remove;
setmodel (missile, "progs/zom_gib.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, org);
};
/*
================
SpawnBlood
================
*/
void(vector org, float damage) SpawnBlood =
{
local float type, count;
if (trace_ent.nobleed) {
type = TE_GUNSHOT;
count = 5.0;
} else {
type = TE_BLOOD;
count = 1.0;
}
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, type, count);
WriteCoordV (MSG_MULTICAST, org);
multicast (org, MULTICAST_PVS);
};
/*
================
spawn_touchblood
================
*/
void(float damage) spawn_touchblood =
{
local vector vel;
vel = wall_velocity () * 0.2;
SpawnBlood (@self.origin + vel * 0.01, damage);
};
/*
==============================================================================
MULTI-DAMAGE
Collects multiple small damages into a single damage
==============================================================================
*/
entity multi_ent;
float multi_damage;
vector blood_org;
float blood_count;
vector puff_org;
float puff_count;
void() ClearMultiDamage =
{
multi_ent = world;
multi_damage = 0;
blood_count = 0;
puff_count = 0;
};
void() ApplyMultiDamage =
{
if (!multi_ent)
return;
T_Damage (multi_ent, @self, @self, multi_damage);
};
void(entity hit, float damage) AddMultiDamage =
{
if (!hit)
return;
if (hit != multi_ent) {
ApplyMultiDamage ();
multi_damage = damage;
multi_ent = hit;
} else
multi_damage += damage;
};
void() Multi_Finish =
{
if (puff_count) {
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_GUNSHOT, puff_count);
WriteCoordV (MSG_MULTICAST, puff_org);
}
if (blood_count) {
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_BLOOD, blood_count);
WriteCoordV (MSG_MULTICAST, blood_org);
}
multicast (puff_org, MULTICAST_PVS);
};
/*
==============================================================================
BULLETS
==============================================================================
*/
/*
================
TraceAttack
================
*/
void(float damage, vector dir) TraceAttack =
{
local vector org, vel;
vel = normalize (dir + v_up * crandom () + v_right * crandom ());
vel += 2 * trace_plane_normal;
vel *= 200;
org = trace_endpos - dir * 4;
// + POX - added nobleed check
if (trace_ent.takedamage && !trace_ent.nobleed) {
blood_count++;
blood_org = org;
AddMultiDamage (trace_ent, damage);
} else if (trace_ent.takedamage && trace_ent.nobleed) {
puff_count++;
puff_org = org;
AddMultiDamage (trace_ent, damage);
} else { // - POX
puff_count++;
}
};
/* POX - for the tShot second trigger, half the bullets twice the damage
================
FireBullets2
Used by shotgun, super shotgun, and enemy soldier firing
Go to the trouble of combining multiple pellets into a single damage call.
================
*/
void(float shotcount, vector dir, vector spread) FireBullets2 =
{
local vector direction, src;
makevectors (@self.v_angle);
src = @self.origin + v_forward * 10;
src_z = @self.absmin_z + @self.size_z * 0.7;
ClearMultiDamage ();
traceline (src, src + dir * 2048, FALSE, @self);
puff_org = trace_endpos - dir * 4;
while (shotcount > 0) {
direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
traceline (src, src + direction * 2048, FALSE, @self);
if (trace_fraction != 1.0)
TraceAttack (8, direction); //POX 4*2
shotcount--;
}
ApplyMultiDamage ();
Multi_Finish ();
};
/*
================
FireBullets
Used by shotgun, super shotgun, and enemy soldier firing
Go to the trouble of combining multiple pellets into a single damage call.
================
*/
void(float shotcount, vector dir, vector spread) FireBullets =
{
local vector direction, src;
makevectors (@self.v_angle);
src = @self.origin + v_forward*10;
src_z = @self.absmin_z + @self.size_z * 0.7;
ClearMultiDamage ();
traceline (src, src + dir * 2048, FALSE, @self);
puff_org = trace_endpos - dir * 4;
while (shotcount > 0) {
direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
traceline (src, src + direction * 2048, FALSE, @self);
if (trace_fraction != 1.0)
TraceAttack (4, direction);
shotcount--;
}
ApplyMultiDamage ();
Multi_Finish ();
};
/*
================
W_FireShotgun
================
*/
void() W_FireShotgun =
{
local vector dir;
sound (@self, CHAN_WEAPON, "weapons/tsfire.wav", 1, ATTN_NORM);
msg_entity = @self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
//POX - May not need this (SVC_SMALLKICK?)
if (@self.flags & FL_ONGROUND)
@self.velocity = @self.velocity + v_forward * -35;
@self.currentammo = @self.ammo_shells -= 1;
dir = aim (@self, 100000);
FireBullets (6, dir, '0.04 0.04 0');
};
/*
================
W_FireSuperShotgun
================
*/
void() W_FireSuperShotgun =
{
local float bullets, used;
local vector dir;
bullets = 14;
used = 2;
//POX v1.1 don't plat tShot sound...
if (@self.currentammo == 1) {
bullets = 6;
used = 1;
}
sound (@self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
msg_entity = @self;
WriteByte (MSG_ONE, SVC_BIGKICK);
if (@self.flags & FL_ONGROUND)
@self.velocity = @self.velocity + v_forward* -60;
//if (deathmatch != 4)
@self.currentammo = @self.ammo_shells -= used;
dir = aim (@self, 100000);
FireBullets (14, dir, '0.14 0.08 0');
};
/*
==============================================================================
ROCKETS
==============================================================================
*/
void() T_MissileTouch =
{
local float damg;
if (other == @self.owner)
return; // don't explode on owner
if (@self.voided) {
return;
}
@self.voided = 1;
if (pointcontents(@self.origin) == CONTENT_SKY) {
remove (@self);
return;
}
damg = 20 + random() * 10;
if (other.health) {
other.deathtype = "rocket";
T_Damage (other, @self, @self.owner, damg );
}
// don't do radius damage to the other, because all the damage
// was done in the impact
T_RadiusDamage (@self, @self.owner, 90, other, "rocket");
// sound (@self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
@self.origin = @self.origin - 8 * normalize (@self.velocity);
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
WriteCoordV (MSG_MULTICAST, @self.origin);
multicast (@self.origin, MULTICAST_PHS);
remove (@self);
};
/*
================
W_FireRocket
================
*/
void(vector barrel) W_FireRocket =
{
@self.currentammo = @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 add 1 to reload count
@self.reload_rocket += 1;
newmis = spawn ();
newmis.owner = @self;
newmis.movetype = MOVETYPE_TOSS;
newmis.solid = SOLID_BBOX;
// set newmis speed
makevectors (@self.v_angle);
newmis.velocity = v_forward * 1100 + v_up * 220 + v_right * -22;
newmis.angles = vectoangles (newmis.velocity);
newmis.touch = T_MissileTouch;
newmis.voided = 0;
// set newmis duration
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.classname = "rocket";
setmodel (newmis, "progs/grenade.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, @self.origin + v_forward * 8 + v_right * 12 + barrel);
};
//=============================================================================
void() GrenadeExplode =
{
if (@self.voided) {
return;
}
@self.voided = 1;
T_RadiusDamage (@self, @self.owner, 120, world, "grenade");
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
WriteCoordV (MSG_MULTICAST, @self.origin);
multicast (@self.origin, MULTICAST_PHS);
remove (@self);
};
void() GrenadeTouch =
{
local float r;
r = random ();
if (other == @self.owner)
return; // don't explode on owner
if (other.takedamage == DAMAGE_AIM) {
GrenadeExplode ();
return;
}
//pick a bounce sound
if (r < 0.75)
sound (@self, CHAN_VOICE, "weapons/bounce.wav", 1, ATTN_NORM);
else
sound (@self, CHAN_VOICE, "weapons/bounce2.wav", 1, ATTN_NORM);
if (@self.velocity == '0 0 0')
@self.avelocity = '0 0 0';
};
/*
================
W_FireGrenade
================
*/
void() W_FireGrenade =
{
@self.currentammo = @self.ammo_rockets = @self.ammo_rockets - 1;
sound (@self, CHAN_WEAPON, "weapons/gren.wav", 1, ATTN_NORM);
msg_entity = @self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
if (@self.flags & FL_ONGROUND)
@self.velocity += 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 *= 600;
newmis.velocity_z = 200;
}
newmis.avelocity = '300 300 300';
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = GrenadeTouch;
newmis.nextthink = time + 2.5;
newmis.think = GrenadeExplode;
setmodel (newmis, "progs/grenade.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, @self.origin);
};
//=============================================================================
// + POX - Plasma
void() plasma_touch =
{
if (other == @self.owner)
return;
if (@self.voided) {
return;
}
@self.voided = 1;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(@self.origin) == CONTENT_SKY) {
remove (@self);
return;
}
// hit something that bleeds
if (other.takedamage) {
spawn_touchblood (7);
other.deathtype = "plasma";
T_Damage (other, @self, @self.owner, 7);
} else {
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_SPIKE);
WriteCoordV (MSG_MULTICAST, @self.origin);
multicast (@self.origin, MULTICAST_PHS);
}
remove (@self);
};
void(vector org, vector dir) launch_plasma =
{
newmis = spawn ();
newmis.voided=0;
newmis.owner = @self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.angles = vectoangles(dir);
newmis.touch = plasma_touch;
newmis.classname = "plasma";
newmis.think = SUB_Remove;
newmis.nextthink = time + 5;
setmodel (newmis, "progs/laser.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, org);
newmis.velocity = dir * 1400;
};
void(float ox) W_FirePlasma =
{
local vector dir;
makevectors (@self.v_angle);
sound (@self, CHAN_WEAPON, "weapons/plasma.wav", 1, ATTN_NORM);
@self.currentammo = @self.ammo_cells = @self.ammo_cells - 1;
dir = aim (@self, 1000);
launch_plasma (@self.origin + v_forward * 12 + '0 0 12' + v_right * ox, dir);
msg_entity = @self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
};
// - POX - Plasma
//===========================================================================
void() spike_touch =
{
if (@self.voided) {
return;
}
@self.voided = 1;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents (@self.origin) == CONTENT_SKY) {
remove (@self);
return;
}
// hit something that bleeds
if (other.takedamage) {
spawn_touchblood (9);
other.deathtype = "nail";
T_Damage (other, @self, @self.owner, 9);
} else {
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_SPIKE);
WriteCoordV (MSG_MULTICAST, @self.origin);
multicast (@self.origin, MULTICAST_PHS);
}
remove (@self);
};
void() superspike_touch =
{
if (@self.voided) {
return;
}
@self.voided = 1;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents (@self.origin) == CONTENT_SKY) {
remove (@self);
return;
}
// hit something that bleeds
if (other.takedamage) {
spawn_touchblood (18);
other.deathtype = "supernail";
T_Damage (other, @self, @self.owner, 18);
} else {
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_SUPERSPIKE);
WriteCoordV (MSG_MULTICAST, @self.origin);
multicast (@self.origin, MULTICAST_PHS);
}
remove (@self);
};
/*
===============
launch_spike
Used for both the player and the ogre
===============
*/
void(vector org, vector dir) launch_spike =
{
newmis = spawn ();
newmis.voided=0;
newmis.owner = @self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.angles = vectoangles(dir);
newmis.touch = spike_touch;
newmis.classname = "spike";
newmis.think = SUB_Remove;
newmis.nextthink = time + 6;
setmodel (newmis, "progs/spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, org);
newmis.velocity = dir * 1000;
};
void(float ox) W_FireNails =
{
local vector dir;
makevectors (@self.v_angle);
@self.weaponmodel = "progs/v_nailgl.mdl"; // light up nailgun barrels
sound (@self, CHAN_WEAPON, "weapons/hog.wav", 0.8, ATTN_NORM);
@self.currentammo = @self.ammo_nails -= 1;
dir = aim (@self, 1000);
launch_spike (@self.origin + '0 0 16' + v_right*ox, dir);
msg_entity = @self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
};
// POX - not used by players...but maybe traps (?)
void() W_FireSuperSpikes =
{
local vector dir;
sound (@self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
@self.attack_finished = time + 0.2;
//if (deathmatch != 4)
@self.currentammo = @self.ammo_nails = @self.ammo_nails - 2;
dir = aim (@self, 1000);
launch_spike (@self.origin + '0 0 16', dir);
newmis.touch = superspike_touch;
setmodel (newmis, "progs/s_spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
msg_entity = @self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
};
void(float ox) W_FireSpikes =
{
local vector dir;
makevectors (@self.v_angle);
if (@self.ammo_nails >= 2 && @self.weapon == IT_SUPER_NAILGUN) {
W_FireSuperSpikes ();
return;
}
if (@self.ammo_nails < 1) {
@self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
sound (@self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
@self.attack_finished = time + 0.2;
@self.currentammo = --@self.ammo_nails;
dir = aim (@self, 1000);
launch_spike (@self.origin + '0 0 16' + v_right * ox, dir);
msg_entity = @self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
};
// - POX ?
//.float hit_z;
/*
===============================================================================
PLAYER WEAPON USE
===============================================================================
*/
// + POX - changed weapon models, added ammo check for ComboGun
void() W_SetCurrentAmmo =
{
player_run (); // get out of any weapon firing states
@self.items &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS);
@self.weaponframe = 0;
switch (@self.weapon) {
case IT_AXE:
@self.weaponmodel = "progs/v_axe.mdl";
@self.currentammo = 0;
break;
case IT_TSHOT:
@self.weaponmodel = "progs/v_tshot.mdl";
@self.currentammo = @self.ammo_shells;
@self.items |= IT_SHELLS;
break;
case IT_COMBOGUN:
@self.weaponmodel = "progs/v_combo.mdl";
// ammo depends on last active trigger
if (@self.which_ammo == 1 && @self.ammo_rockets > 0) {
@self.currentammo = @self.ammo_rockets;
@self.items |= IT_ROCKETS;
} else {
@self.which_ammo = 0;
@self.currentammo = @self.ammo_shells;
@self.items |= IT_SHELLS;
}
break;
case IT_PLASMAGUN:
@self.weaponmodel = "progs/v_plasma.mdl";
@self.currentammo = @self.ammo_cells;
@self.items |= IT_CELLS;
break;
case IT_SUPER_NAILGUN:
@self.weaponmodel = "progs/v_nailg.mdl";
@self.currentammo = @self.ammo_nails;
@self.items |= IT_NAILS;
break;
case IT_GRENADE_LAUNCHER:
@self.weaponmodel = "progs/v_gren.mdl";
@self.currentammo = @self.ammo_rockets;
@self.items |= IT_ROCKETS;
break;
case IT_ROCKET_LAUNCHER:
@self.weaponmodel = "progs/v_rhino.mdl";
@self.currentammo = @self.ammo_rockets;
@self.items |= IT_ROCKETS;
break;
default:
@self.weaponmodel = "";
@self.currentammo = 0;
break;
}
};
float() W_BestWeapon =
{
local float it = @self.items;
// A hacky way to keep Super Shotgun active when out of rockets
if ((@self.weapon == IT_COMBOGUN) && (@self.ammo_shells >= 2 && (@self.ammo_rockets < 1)))
return IT_COMBOGUN;
if (@self.ammo_rockets > 0 && (it & IT_ROCKET_LAUNCHER))
return IT_ROCKET_LAUNCHER;
if (@self.ammo_cells > 0 && (it & IT_PLASMAGUN))
return IT_PLASMAGUN;
if (@self.ammo_nails > 0 && (it & IT_SUPER_NAILGUN))
return IT_SUPER_NAILGUN;
if (@self.ammo_shells > 1 && (it & IT_COMBOGUN))
return IT_COMBOGUN;
if (@self.ammo_shells > 0 && (it & IT_TSHOT))
return IT_TSHOT;
return IT_AXE;
};
float() W_CheckNoAmmo =
{
if (@self.currentammo > 0)
return TRUE;
if (@self.weapon == IT_AXE)
return TRUE;
@self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
// drop the weapon down
return FALSE;
};
/* POX - in sync with Paroxysm v1.1
============
W_Attack
An attack impulse can be triggered now
============
*/
void() W_Attack =
{
local float r;
if (intermission_running)
return;
if (deathmatch & DM_AUTOSWITCH) {
if (!W_CheckNoAmmo ())
return;
}
makevectors (@self.v_angle); // calculate forward angle for velocity
@self.show_hostile = time + 1; // wake monsters up
switch (@self.weapon) {
case IT_AXE:
@self.attack_finished = time + 0.5;
sound (@self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
r = random ();
if (r < 0.25)
player_axe1 ();
else if (r < 0.5)
player_axeb1 ();
else if (r < 0.75)
player_axec1 ();
else
player_axed1 ();
return;
case IT_TSHOT:
if (@self.ammo_shells < 1) {
sound (@self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
@self.attack_finished = time + 0.5;
return;
}
if (@self.st_tshotload > time) // T-Shot still priming
return;
if ((@self.prime_tshot) && (@self.ammo_shells > 2)) { // OK for triple
player_tshot1 ();
W_FireTShot ();
@self.attack_finished = time + 0.7;
} else { // Normal shot
player_shot1 ();
W_FireShotgun ();
@self.attack_finished = time + 0.5;
}
// reset prime
@self.prime_tshot = FALSE;
return;
case IT_COMBOGUN:
if (@self.st_sshotgun > time)
return;
@self.items &= ~IT_ROCKETS;
@self.items |= IT_SHELLS;
@self.currentammo = @self.ammo_shells;
@self.which_ammo = 0;
if (@self.ammo_shells < 1) { // misfire
sound (@self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
@self.st_sshotgun = time + 0.7;
return;
}
player_shot1 ();
W_FireSuperShotgun ();
@self.st_sshotgun = time + 0.7;
return;
case IT_PLASMAGUN:
if ((@self.st_plasma > time) || (@self.st_mplasma > time))
return;
if (@self.ammo_cells < 1) {
sound (@self, CHAN_AUTO, "weapons/mfire2.wav", 1, ATTN_NORM);
return;
}
if (!@self.LorR) // which barrel is supposed to fire?
player_plasma1 ();
else
player_plasma2 ();
return;
case IT_SUPER_NAILGUN:
if (@self.st_nailgun > time)
return;
if (@self.ammo_nails < 1) {
sound (@self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
return;
}
player_nail1 ();
return;
case IT_GRENADE_LAUNCHER:
if (@self.st_grenade > time)
return;
if (@self.ammo_rockets < 1) {
sound (@self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
@self.st_grenade = time + 0.6;
return;
}
player_grenade1 ();
W_FireGrenade ();
@self.st_grenade = time + 0.6;
return;
case IT_ROCKET_LAUNCHER:
if (@self.st_rocketload > time) // still reloading
return;
if (@self.ammo_rockets < 1) { // no ammo
sound (@self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
@self.attack_finished = time + 0.4;
return;
}
if (@self.reload_rocket > 6) {
sound (@self, CHAN_AUTO, "weapons/error.wav", 1, ATTN_NORM);
@self.attack_finished = time + 0.42;
return;
}
player_rocket1 ();
@self.attack_finished = time + 0.4;
return;
}
};
/* POX - in sync with Paroxysm v1.1
============
W_ChangeWeapon
============
*/
void() W_ChangeWeapon =
{
local float no_ammo = 0;
local float selected = NIL;
@self.which_ammo = 0; // Default ammo to shells for SuperShotgun
switch (@self.impulse) {
case 1:
selected = IT_AXE;
break;
case 2:
selected = IT_TSHOT;
if (@self.ammo_shells < 1)
no_ammo = 1;
break;
case 3:
selected = IT_COMBOGUN;
if (@self.ammo_shells < 2) {
no_ammo = 1;
// allow player to still select SuperShotgun if he has rockets
if (@self.ammo_rockets > 0 && (!(deathmatch & DM_AUTOSWITCH))) {
@self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets, not shells
no_ammo = 0;
}
}
break;
case 4:
selected = IT_PLASMAGUN;
if (@self.ammo_cells < 1)
no_ammo = 1;
break;
case 5:
selected = IT_SUPER_NAILGUN;
if (@self.ammo_nails < 2)
no_ammo = 1;
break;
case 6:
selected = IT_GRENADE_LAUNCHER;
if (@self.ammo_rockets < 1)
no_ammo = 1;
break;
case 7:
selected = IT_ROCKET_LAUNCHER;
if (@self.ammo_rockets < 1)
no_ammo = 1;
break;
}
@self.impulse = 0;
if (!(@self.items & selected)) { // don't have the weapon or the ammo
sprint (@self, PRINT_HIGH, "no weapon.\n");
return;
}
if (no_ammo) { // don't have the ammo
sprint (@self, PRINT_HIGH, "not enough ammo.\n");
return;
}
//
// set weapon, set ammo
//
@self.weapon = selected;
W_SetCurrentAmmo ();
};
/*
============
CheatCommand
============
*/
void() CheatCommand =
{
// if (deathmatch || coop)
return;
};
/* + POX - in sync with Paroxysm v1.1 - changed BONESAW back to AXE
============
CycleWeaponCommand
Go to the next weapon with ammo
============
*/
void () CycleWeaponCommand =
{
local float am;
@self.impulse = 0;
while (1) {
am = 0;
@self.which_ammo = 0; // Default ammo to shells for SuperShotgun
switch (@self.weapon) {
case IT_ROCKET_LAUNCHER:
@self.weapon = IT_AXE;
break;
case IT_AXE:
@self.weapon = IT_TSHOT;
if (@self.ammo_shells < 1)
am = 1;
break;
case IT_TSHOT:
@self.weapon = IT_COMBOGUN;
if (@self.ammo_shells < 2) {
am = 1;
// allow player to select SuperShotgun if he has rockets
if (@self.ammo_rockets > 0 && (!(deathmatch & DM_AUTOSWITCH))) {
@self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets, not shells
am = 0;
}
}
break;
case IT_COMBOGUN:
@self.weapon = IT_PLASMAGUN;
if (@self.ammo_cells < 1)
am = 1;
break;
case IT_PLASMAGUN:
@self.weapon = IT_SUPER_NAILGUN;
if (@self.ammo_nails < 2)
am = 1;
break;
case IT_SUPER_NAILGUN:
@self.weapon = IT_GRENADE_LAUNCHER;
if (@self.ammo_rockets < 1)
am = 1;
break;
case IT_GRENADE_LAUNCHER:
@self.weapon = IT_ROCKET_LAUNCHER;
if (@self.ammo_rockets < 1)
am = 1;
break;
}
if ((@self.items & @self.weapon) && am == 0) {
W_SetCurrentAmmo ();
return;
}
}
};
/* + POX - in sync with Paroxysm v1.1 - *went back to AXE for QW
============
CycleWeaponReverseCommand
Go to the prev weapon with ammo
============
*/
void() CycleWeaponReverseCommand =
{
local float am;
@self.impulse = 0;
while (1) {
am = 0;
@self.which_ammo = 0; // Default ammo to shells for SuperShotgun
if (@self.weapon == IT_ROCKET_LAUNCHER) {
@self.weapon = IT_GRENADE_LAUNCHER;
if (@self.ammo_rockets < 1)
am = 1;
} else if (@self.weapon == IT_GRENADE_LAUNCHER) {
@self.weapon = IT_SUPER_NAILGUN;
if (@self.ammo_nails < 2)
am = 1;
} else if (@self.weapon == IT_SUPER_NAILGUN) {
@self.weapon = IT_PLASMAGUN;
if (@self.ammo_cells < 1)
am = 1;
} else if (@self.weapon == IT_PLASMAGUN) {
@self.weapon = IT_COMBOGUN;
// allow player to select ComboGun if he has rockets
// BUT NOT IF DM_AUTOSWITCH!!
if (@self.ammo_shells < 2) {
am = 1;
if (@self.ammo_rockets > 0 && !(deathmatch & DM_AUTOSWITCH)) {
@self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets - not shells
am = 0;
}
}
} else if (@self.weapon == IT_COMBOGUN) {
@self.weapon = IT_TSHOT;
if (@self.ammo_shells < 1)
am = 1;
} else if (@self.weapon == IT_TSHOT) {
@self.weapon = IT_AXE;
} else if (@self.weapon == IT_AXE) {
@self.weapon = IT_ROCKET_LAUNCHER;
if (@self.ammo_rockets < 1)
am = 1;
}
if ((@self.items & @self.weapon) && am == 0) {
W_SetCurrentAmmo ();
return;
}
}
};
/*
============
ServerflagsCommand
Just for development
============
*/
void() ServerflagsCommand =
{
serverflags = serverflags * 2 + 1;
};
// + POX - Displays the server rules
void() DisplayRules =
{
sprint (@self, PRINT_HIGH, "\n<><6E><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>\n----------------------\n |\n");
if (deathmatch & DM_PREDATOR)
sprint (@self, PRINT_HIGH, "on | Predator Mode\n");
else
sprint (@self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD> | Predator Mode\n");
if (deathmatch & DM_DARK)
sprint (@self, PRINT_HIGH, "on | Dark Mode\n");
else
sprint (@self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD> | Dark Mode\n");
if (deathmatch & DM_LMS)
sprint (@self, PRINT_HIGH, "on | Last Man Standing\n");
else
sprint (@self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD> | Last Man Standing\n");
if (deathmatch & DM_FFA)
sprint (@self, PRINT_HIGH, "on | Free For All\n");
else
sprint (@self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD> | Free For All\n");
if (deathmatch & DM_GIB)
sprint (@self, PRINT_HIGH, "on | Gib\n");
else
sprint (@self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD> | Gib\n");
if (deathmatch & DM_AUTOSWITCH)
sprint (@self, PRINT_HIGH, "on | Weapon Autoswitch\n |\n----------------------\n\n");
else
sprint (@self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD> | Weapon Autoswitch\n |\n----------------------\n\n");
};
/*
============
ImpulseCommands
============
*/
void() ImpulseCommands =
{
switch (@self.impulse) {
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
W_ChangeWeapon ();
break;
case 9:
CheatCommand ();
break;
case 10:
CycleWeaponCommand ();
break;
case 11:
ServerflagsCommand ();
break;
case 12:
CycleWeaponReverseCommand ();
break;
case 16: // target identifier
@self.target_id_temp = TRUE; // Make it work across level change
stuffcmd (@self, "play misc/talk.wav\n"); // audio confirmation
if (@self.target_id_toggle) {
@self.target_id_toggle = FALSE;
// don't centerprint if a message is up
if (@self.target_id_finished < time)
centerprint (@self, "Target Identifier OFF\n");
else
sprint (@self, PRINT_HIGH, "Target Identifier OFF\n");
} else {
@self.target_id_toggle = TRUE;
// don't centerprint if a message is up
if (@self.target_id_finished < time)
centerprint (@self, "Target Identifier ON\n");
else
sprint (@self, PRINT_HIGH, "Target Identifier ON\n");
@self.target_id_finished = time + 3;
}
break;
case 17: // FIXME - Toggle dlights vs lightglows
if(@self.gl_fix) {
stuffcmd (@self, "gl_flashblend 1\n");
@self.gl_fix = FALSE;
} else {
stuffcmd (@self, "gl_flashblend 0\n");
@self.gl_fix = TRUE;
}
break;
case 253: // Display Server Game Modes
DisplayRules ();
break;
}
@self.impulse = 0;
};
/*
============
W_WeaponFrame
Called every frame so impulse events can be handled as well as possible
============
*/
void() W_WeaponFrame =
{
if (time < @self.attack_finished)
return;
//POX - v1.1 target identifier
if (@self.target_id_toggle && (time > @self.target_id_finished))
ID_CheckTarget ();
//POX - Don't swap nailgun skins if player is invisible or chascam is active!
if (@self.weapon == IT_SUPER_NAILGUN && @self.st_nailgun < time)
@self.weaponmodel = "progs/v_nailg.mdl"; // cool off nailgun barrels
// + POX - only check these if necessary (thanks to URQW patch)
// 1998-08-14 Constantly checking all impulses fix by Perged
if (@self.impulse == SECOND_TRIGGER)
W_SecondTrigger ();
else if (@self.impulse)
ImpulseCommands ();
// - POX
// check for attack
if (@self.button0)
{
SuperDamageSound ();
W_Attack ();
}
};
/*
========
SuperDamageSound
Plays sound if needed
========
*/
void() SuperDamageSound =
{
if (@self.super_damage_finished > time)
{
if (@self.super_sound < time)
{
@self.super_sound = time + 1;
sound (@self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM);
}
}
return;
};