mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-26 05:40:59 +00:00
1461 lines
30 KiB
C++
1461 lines
30 KiB
C++
/*
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weapons.qc
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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void () player_chain1; // prototype from player.qc
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void () player_chain3; // prototype from player.qc
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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, float damage) SpawnBlood;
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void () SuperDamageSound;
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void () HasteSound;
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void () PreviousWeaponCommand;
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// called by worldspawn
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void()
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W_Precache =
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{
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precache_sound ("hknight/hit.wav"); // flamethrower
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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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// grapple sounds (wedge)
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precache_sound ("weapons/chain1.wav");
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precache_sound ("weapons/chain2.wav");
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precache_sound ("weapons/chain3.wav");
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precache_sound ("weapons/bounce2.wav");
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precache_sound ("blob/land1.wav");
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// ZOID:
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// normally the weapon models are precached in the individual item
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// creation routines. But since we've added impulse 21 we can drop
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// weapons at any time. Must precache all weapon models.
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precache_model ("progs/g_shot.mdl");
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precache_model ("progs/g_nail.mdl");
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precache_model ("progs/g_nail2.mdl");
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precache_model ("progs/g_rock.mdl");
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precache_model ("progs/g_rock2.mdl");
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precache_model ("progs/g_light.mdl");
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};
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float ()
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crandom =
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{
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return 2 * (random () - 0.5);
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};
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void()
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W_FireAxe =
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{
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local vector org, source;
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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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trace_ent.axhitme = 1;
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SpawnBlood (org, 20);
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T_Damage (trace_ent, self, self, 20);
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} else { // hit wall
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sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_GUNSHOT, 3.0);
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WriteCoordV (MSG_MULTICAST, org);
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multicast (org, MULTICAST_PVS);
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}
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};
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//============================================================================
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vector()
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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) +
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v_right * (random () - 0.5));
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vel += 2 * trace_plane_normal;
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vel *= 200;
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return vel;
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};
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void (vector org, vector vel)
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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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void (vector org, float damage)
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SpawnBlood =
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{
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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_BLOOD, 1.0);
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WriteCoordV (MSG_MULTICAST, org);
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multicast (org, MULTICAST_PVS);
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};
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void (float damage)
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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, damage);
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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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vector blood_org;
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float blood_count;
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vector puff_org;
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float puff_count;
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void ()
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ClearMultiDamage =
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{
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multi_ent = world;
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multi_damage = 0;
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blood_count = 0;
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puff_count = 0;
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};
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void ()
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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)
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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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ApplyMultiDamage ();
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multi_damage = damage;
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multi_ent = hit;
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} else
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multi_damage = multi_damage + damage;
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};
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void ()
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Multi_Finish =
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{
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if (puff_count) {
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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_GUNSHOT, puff_count);
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WriteCoordV (MSG_MULTICAST, puff_org);
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multicast (puff_org, MULTICAST_PVS);
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}
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if (blood_count) {
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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_BLOOD, blood_count);
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WriteCoordV (MSG_MULTICAST, blood_org);
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multicast (puff_org, MULTICAST_PVS);
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}
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};
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// BULLETS ====================================================================
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void (float damage, vector dir)
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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 += 2 * trace_plane_normal;
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vel *= 200;
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org = trace_endpos - dir * 4;
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if (trace_ent.takedamage) {
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blood_count++;
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blood_org = org;
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AddMultiDamage (trace_ent, damage);
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} else {
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puff_count++;
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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)
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FireBullets =
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{
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local vector direction, 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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traceline (src, src + dir * 2048, FALSE, self);
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puff_org = trace_endpos - dir * 4;
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while (shotcount > 0) {
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direction = dir + crandom () * spread_x * v_right +
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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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Multi_Finish ();
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};
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void ()
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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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msg_entity = self;
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WriteByte (MSG_ONE, SVC_SMALLKICK);
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self.currentammo = --self.ammo_shells;
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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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void ()
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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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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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msg_entity = self;
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WriteByte (MSG_ONE, SVC_BIGKICK);
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self.currentammo = 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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// ROCKETS ====================================================================
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void ()
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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 (self.cnt)
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return;
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self.cnt = 1;
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if (pointcontents (self.origin) == CONTENT_SKY) {
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remove (self);
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return;
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}
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damg = 100 + 20 * random ();
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if (other.health) {
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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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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
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WriteCoordV (MSG_MULTICAST, self.origin);
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multicast (self.origin, MULTICAST_PHS);
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remove (self);
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};
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void ()
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W_FireRocket =
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{
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self.currentammo = --self.ammo_rockets;
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sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
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msg_entity = self;
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WriteByte (MSG_ONE, SVC_SMALLKICK);
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newmis = spawn ();
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newmis.owner = self;
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newmis.movetype = MOVETYPE_FLYMISSILE;
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newmis.solid = SOLID_BBOX;
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newmis.classname = "missile";
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newmis.cnt = 0;
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// set newmis speed
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makevectors (self.v_angle);
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newmis.velocity = aim (self, 1000);
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newmis.velocity *= 1000;
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newmis.angles = vectoangles (newmis.velocity);
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newmis.touch = T_MissileTouch;
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// set newmis duration
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newmis.nextthink = time + 5;
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newmis.think = SUB_Remove;
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setmodel (newmis, "progs/missile.mdl");
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setsize (newmis, '0 0 0', '0 0 0');
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setorigin (newmis, self.origin + v_forward * 8 + '0 0 16');
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};
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// LIGHTNING ==================================================================
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void (entity from, float damage)
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LightningHit =
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{
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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_LIGHTNINGBLOOD);
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WriteCoordV (MSG_MULTICAST, trace_endpos);
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multicast (trace_endpos, MULTICAST_PVS);
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T_Damage (trace_ent, from, from, damage);
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};
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void (vector p1, vector p2, entity from, float damage)
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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 *= 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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LightningHit (from, damage);
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if (self.classname == "player") {
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if (other.classname == "player")
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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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LightningHit (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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LightningHit (from, damage);
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}
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};
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void ()
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W_FireLightning =
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{
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local float cells;
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local vector org;
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if (self.ammo_cells < 1) {
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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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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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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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msg_entity = self;
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WriteByte (MSG_ONE, SVC_SMALLKICK);
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self.currentammo = --self.ammo_cells;
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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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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_LIGHTNING2);
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WriteEntity (MSG_MULTICAST, self);
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WriteCoordV (MSG_MULTICAST, org);
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WriteCoordV (MSG_MULTICAST, trace_endpos);
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multicast (org, MULTICAST_PHS);
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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 ()
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GrenadeExplode =
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{
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T_RadiusDamage (self, self.owner, 120, world);
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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
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WriteCoordV (MSG_MULTICAST, self.origin);
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multicast (self.origin, MULTICAST_PHS);
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remove (self);
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};
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void ()
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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 (self.cnt)
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return;
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if (other.takedamage == DAMAGE_AIM) {
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self.cnt = 1;
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GrenadeExplode ();
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return;
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}
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// bounce sound
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sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);
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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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void ()
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W_FireGrenade =
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{
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self.currentammo = --self.ammo_rockets;
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sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
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msg_entity = self;
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WriteByte (MSG_ONE, SVC_SMALLKICK);
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newmis = spawn ();
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newmis.owner = self;
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newmis.movetype = MOVETYPE_BOUNCE;
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newmis.solid = SOLID_BBOX;
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newmis.classname = "grenade";
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newmis.cnt = 0;
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// set newmis speed
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makevectors (self.v_angle);
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if (self.v_angle_x)
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newmis.velocity = v_forward * 600 + v_up * 200 + 10 *
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(v_right * crandom () + v_up * crandom ());
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else {
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newmis.velocity = aim (self, 10000);
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newmis.velocity *= 600;
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newmis.velocity_z = 200;
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}
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newmis.avelocity = '300 300 300';
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newmis.angles = vectoangles (newmis.velocity);
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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);
|
|
};
|
|
|
|
//=============================================================================
|
|
|
|
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.cnt = 0;
|
|
|
|
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;
|
|
newmis.classname = "spike";
|
|
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);
|
|
};
|
|
|
|
.float hit_z;
|
|
void() spike_touch =
|
|
{
|
|
if (other == self.owner)
|
|
return;
|
|
if (self.cnt)
|
|
return;
|
|
if (other.solid == SOLID_TRIGGER)
|
|
return; // trigger field, do nothing
|
|
|
|
self.cnt = 1;
|
|
|
|
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 {
|
|
local float foo = TE_SPIKE;
|
|
|
|
switch (self.classname) {
|
|
case "wizspike":
|
|
foo = TE_WIZSPIKE;
|
|
break;
|
|
case "knightspike":
|
|
foo = TE_KNIGHTSPIKE;
|
|
break;
|
|
default:
|
|
// foo = TE_SPIKE;
|
|
break;
|
|
}
|
|
|
|
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, foo);
|
|
WriteCoordV (MSG_MULTICAST, self.origin);
|
|
multicast (self.origin, MULTICAST_PHS);
|
|
}
|
|
|
|
remove (self);
|
|
};
|
|
|
|
void ()
|
|
superspike_touch =
|
|
{
|
|
if (other == self.owner)
|
|
return;
|
|
if (self.cnt)
|
|
return;
|
|
if (other.solid == SOLID_TRIGGER)
|
|
return; // trigger field, do nothing
|
|
|
|
self.cnt = 1;
|
|
|
|
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 {
|
|
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_SUPERSPIKE);
|
|
WriteCoordV (MSG_MULTICAST, self.origin);
|
|
multicast (self.origin, MULTICAST_PHS);
|
|
}
|
|
|
|
remove (self);
|
|
};
|
|
|
|
// PLAYER WEAPON USE ==========================================================
|
|
|
|
void ()
|
|
W_SetCurrentAmmo =
|
|
{
|
|
player_run (); // get out of any weapon firing states
|
|
|
|
self.items &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS);
|
|
|
|
switch (self.weapon) {
|
|
case IT_AXE:
|
|
self.currentammo = 0;
|
|
self.weaponmodel = "progs/v_axe.mdl";
|
|
self.weaponframe = 0;
|
|
break;
|
|
case IT_GRAPPLE:
|
|
self.currentammo = 0;
|
|
self.weaponmodel = "progs/v_star.mdl";
|
|
self.weaponframe = 0;
|
|
break;
|
|
case IT_SHOTGUN:
|
|
self.currentammo = self.ammo_shells;
|
|
self.weaponmodel = "progs/v_shot.mdl";
|
|
self.weaponframe = 0;
|
|
self.items |= IT_SHELLS;
|
|
break;
|
|
case IT_SUPER_SHOTGUN:
|
|
self.currentammo = self.ammo_shells;
|
|
self.weaponmodel = "progs/v_shot2.mdl";
|
|
self.weaponframe = 0;
|
|
self.items |= IT_SHELLS;
|
|
break;
|
|
case IT_NAILGUN:
|
|
self.currentammo = self.ammo_nails;
|
|
self.weaponmodel = "progs/v_nail.mdl";
|
|
self.weaponframe = 0;
|
|
self.items |= IT_NAILS;
|
|
break;
|
|
case IT_SUPER_NAILGUN:
|
|
self.currentammo = self.ammo_nails;
|
|
self.weaponmodel = "progs/v_nail2.mdl";
|
|
self.weaponframe = 0;
|
|
self.items |= IT_NAILS;
|
|
break;
|
|
case IT_GRENADE_LAUNCHER:
|
|
self.currentammo = self.ammo_rockets;
|
|
self.weaponmodel = "progs/v_rock.mdl";
|
|
self.weaponframe = 0;
|
|
self.items |= IT_ROCKETS;
|
|
break;
|
|
case IT_ROCKET_LAUNCHER:
|
|
self.currentammo = self.ammo_rockets;
|
|
self.weaponmodel = "progs/v_rock2.mdl";
|
|
self.weaponframe = 0;
|
|
self.items |= IT_ROCKETS;
|
|
break;
|
|
case IT_LIGHTNING:
|
|
self.currentammo = self.ammo_cells;
|
|
self.weaponmodel = "progs/v_light.mdl";
|
|
self.weaponframe = 0;
|
|
self.items |= IT_CELLS;
|
|
break;
|
|
default:
|
|
self.currentammo = 0;
|
|
self.weaponmodel = "";
|
|
self.weaponframe = 0;
|
|
break;
|
|
}
|
|
};
|
|
|
|
float ()
|
|
W_BestWeapon =
|
|
{
|
|
local float it;
|
|
|
|
it = self.items;
|
|
|
|
if ((self.waterlevel <= 1) && (self.ammo_cells >= 1)
|
|
&& (it & IT_LIGHTNING))
|
|
return IT_LIGHTNING;
|
|
else if ((self.ammo_nails >= 2) && (it & IT_SUPER_NAILGUN))
|
|
return IT_SUPER_NAILGUN;
|
|
else if ((self.ammo_shells >= 2) && (it & IT_SUPER_SHOTGUN))
|
|
return IT_SUPER_SHOTGUN;
|
|
else if ((self.ammo_nails >= 1) && (it & IT_NAILGUN))
|
|
return IT_NAILGUN;
|
|
else if ((self.ammo_shells >= 1) && (it & IT_SHOTGUN))
|
|
return IT_SHOTGUN;
|
|
/*
|
|
if ((self.ammo_rockets >= 1) && (it & IT_ROCKET_LAUNCHER))
|
|
return IT_ROCKET_LAUNCHER;
|
|
else if ((self.ammo_rockets >= 1) && (it & IT_GRENADE_LAUNCHER))
|
|
return IT_GRENADE_LAUNCHER;
|
|
*/
|
|
return IT_AXE;
|
|
};
|
|
|
|
float() W_CheckNoAmmo =
|
|
{
|
|
if (self.currentammo > 0)
|
|
return TRUE;
|
|
if (self.weapon == IT_AXE)
|
|
return TRUE;
|
|
if (self.weapon == IT_GRAPPLE)
|
|
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
|
|
|
|
switch (self.weapon) {
|
|
case IT_GRAPPLE:
|
|
if (self.hook_out)
|
|
player_chain3 ();
|
|
else
|
|
player_chain1 ();
|
|
self.attack_finished = time + 0.1;
|
|
break;
|
|
case 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 ();
|
|
// RUNE: rune of hell magic
|
|
if (self.player_flag & ITEM_RUNE3_FLAG) {
|
|
self.attack_finished = time + 0.3;
|
|
HasteSound ();
|
|
} else
|
|
self.attack_finished = time + 0.5;
|
|
break;
|
|
case IT_SHOTGUN:
|
|
player_shot1 ();
|
|
W_FireShotgun ();
|
|
// RUNE: rune of hell magic
|
|
if (self.player_flag & ITEM_RUNE3_FLAG) {
|
|
self.attack_finished = time + 0.3;
|
|
HasteSound ();
|
|
} else
|
|
self.attack_finished = time + 0.5;
|
|
break;
|
|
case IT_SUPER_SHOTGUN:
|
|
player_shot1 ();
|
|
W_FireSuperShotgun ();
|
|
// RUNE: rune of hell magic
|
|
if (self.player_flag & ITEM_RUNE3_FLAG) {
|
|
self.attack_finished = time + 0.4;
|
|
HasteSound ();
|
|
} else
|
|
self.attack_finished = time + 0.7;
|
|
break;
|
|
case IT_NAILGUN:
|
|
player_nail1 ();
|
|
break;
|
|
case IT_SUPER_NAILGUN:
|
|
player_nail1 ();
|
|
break;
|
|
case IT_GRENADE_LAUNCHER:
|
|
player_rocket1 ();
|
|
W_FireGrenade ();
|
|
// RUNE: rune of hell magic
|
|
if (self.player_flag & ITEM_RUNE3_FLAG) {
|
|
self.attack_finished = time + 0.3;
|
|
HasteSound ();
|
|
} else
|
|
self.attack_finished = time + 0.6;
|
|
break;
|
|
case IT_ROCKET_LAUNCHER:
|
|
player_rocket1();
|
|
W_FireRocket();
|
|
// RUNE: rune of hell magic
|
|
if (self.player_flag & ITEM_RUNE3_FLAG) {
|
|
self.attack_finished = time + 0.4;
|
|
HasteSound ();
|
|
} else
|
|
self.attack_finished = time + 0.8;
|
|
break;
|
|
case IT_LIGHTNING:
|
|
self.attack_finished = time + 0.1;
|
|
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
|
|
player_light1 ();
|
|
default:
|
|
break;
|
|
}
|
|
};
|
|
|
|
void ()
|
|
W_ChangeWeapon =
|
|
{
|
|
};
|
|
|
|
void ()
|
|
CheatCommand =
|
|
{
|
|
/*
|
|
if (deathmatch || coop)
|
|
return;
|
|
|
|
self.ammo_shells = 100;
|
|
self.ammo_nails = 200;
|
|
self.ammo_rockets = 100;
|
|
self.ammo_cells = 200;
|
|
self.items |= (IT_AXE | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN |
|
|
IT_SUPER_NAILGUN | IT_GRENADE_LAUNCHER |
|
|
IT_ROCKET_LAUNCHER | IT_LIGHTNING | IT_KEY1 | IT_KEY2);
|
|
|
|
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;
|
|
|
|
//McBain: save current weapon
|
|
self.previous_weapon = self.weapon;
|
|
|
|
while (1) {
|
|
am = 0;
|
|
|
|
switch (self.weapon) {
|
|
case IT_LIGHTNING:
|
|
self.weapon = IT_GRAPPLE;
|
|
break;
|
|
case IT_GRAPPLE:
|
|
self.weapon = IT_AXE;
|
|
break;
|
|
case IT_AXE:
|
|
self.weapon = IT_SHOTGUN;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
break;
|
|
case IT_SHOTGUN:
|
|
self.weapon = IT_SUPER_SHOTGUN;
|
|
if (self.ammo_shells < 2)
|
|
am = 1;
|
|
break;
|
|
case IT_SUPER_SHOTGUN:
|
|
self.weapon = IT_NAILGUN;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
break;
|
|
case IT_NAILGUN:
|
|
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;
|
|
case IT_ROCKET_LAUNCHER:
|
|
self.weapon = IT_LIGHTNING;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
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;
|
|
|
|
//McBain: save current weapon
|
|
self.previous_weapon = self.weapon;
|
|
|
|
while (1) {
|
|
am = 0;
|
|
|
|
switch (self.weapon) {
|
|
case IT_LIGHTNING:
|
|
self.weapon = IT_ROCKET_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
break;
|
|
case IT_ROCKET_LAUNCHER:
|
|
self.weapon = IT_GRENADE_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
break;
|
|
case IT_GRENADE_LAUNCHER:
|
|
self.weapon = IT_SUPER_NAILGUN;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
break;
|
|
case IT_SUPER_NAILGUN:
|
|
self.weapon = IT_NAILGUN;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
break;
|
|
case IT_NAILGUN:
|
|
self.weapon = IT_SUPER_SHOTGUN;
|
|
if (self.ammo_shells < 2)
|
|
am = 1;
|
|
break;
|
|
case IT_SUPER_SHOTGUN:
|
|
self.weapon = IT_SHOTGUN;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
break;
|
|
case IT_SHOTGUN:
|
|
self.weapon = IT_AXE;
|
|
break;
|
|
case IT_AXE:
|
|
self.weapon = IT_GRAPPLE;
|
|
break;
|
|
case IT_GRAPPLE:
|
|
self.weapon = IT_LIGHTNING;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if ((it & self.weapon) && am == 0) {
|
|
W_SetCurrentAmmo ();
|
|
return;
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
ServerflagsCommand
|
|
|
|
Just for development
|
|
============
|
|
*/
|
|
void ()
|
|
ServerflagsCommand =
|
|
{
|
|
serverflags = serverflags * 2 + 1;
|
|
// ZOID: Bug fix
|
|
serverflags &= 15;
|
|
};
|
|
|
|
//ZOID: Uhm, where am I?
|
|
void ()
|
|
PrintLocation =
|
|
{
|
|
local string p;
|
|
|
|
p = vtos (self.origin);
|
|
|
|
sprint (self, PRINT_HIGH, "You are at ");
|
|
sprint (self, PRINT_HIGH, p);
|
|
sprint (self, PRINT_HIGH, "\n");
|
|
};
|
|
|
|
//ZOID: Note, changed it all to an if/else construct. No need to check
|
|
//remaining impulses if we have one already. Much cleaner and a tad
|
|
//more efficient. Using a non-existant impulse is still the worst case. :(
|
|
void ()
|
|
ImpulseCommands =
|
|
{
|
|
local float it, am = 0, fl = 0;
|
|
|
|
it = self.items;
|
|
|
|
switch (self.impulse) {
|
|
case 1:
|
|
if (self.weapon == IT_AXE) {
|
|
fl = IT_GRAPPLE;
|
|
if (self.hook_out)
|
|
Reset_Grapple (self.hook);
|
|
} else if (self.weapon)
|
|
fl = IT_AXE;
|
|
break;
|
|
case 22:
|
|
fl = IT_GRAPPLE;
|
|
if (self.weapon != IT_GRAPPLE) {
|
|
sprint (self, PRINT_HIGH , "Grappling Hook Selected\n");
|
|
if (self.hook_out)
|
|
sound (self, CHAN_WEAPON, "weapons/bounce2.wav", 1, ATTN_NORM);
|
|
|
|
self.hook_out = FALSE;
|
|
self.on_hook = FALSE;
|
|
}
|
|
break;
|
|
case 31:
|
|
fl = IT_AXE;
|
|
break;
|
|
case 2:
|
|
case 32:
|
|
fl = IT_SHOTGUN;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
break;
|
|
case 3:
|
|
case 33:
|
|
fl = IT_SUPER_SHOTGUN;
|
|
if (self.ammo_shells < 2)
|
|
am = 1;
|
|
break;
|
|
case 4:
|
|
case 34:
|
|
fl = IT_NAILGUN;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
break;
|
|
case 5:
|
|
case 35:
|
|
fl = IT_SUPER_NAILGUN;
|
|
if (self.ammo_nails < 2)
|
|
am = 1;
|
|
break;
|
|
case 6:
|
|
case 36:
|
|
fl = IT_GRENADE_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
break;
|
|
case 7:
|
|
case 37:
|
|
fl = IT_ROCKET_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
break;
|
|
case 8:
|
|
case 38:
|
|
fl = IT_LIGHTNING;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
break;
|
|
case 9:
|
|
CheatCommand ();
|
|
break;
|
|
case 10:
|
|
CycleWeaponCommand ();
|
|
break;
|
|
case 11:
|
|
ServerflagsCommand ();
|
|
break;
|
|
case 12:
|
|
CycleWeaponReverseCommand ();
|
|
break;
|
|
// McBain: I picked 69 -- seems appropriate! I hope 69 hasn't been used in
|
|
// other add-ons. This is my first attempt at Quake C, and I hope I
|
|
// haven't violated any Quake C ettiquette. :(
|
|
case 69:
|
|
PreviousWeaponCommand ();
|
|
break;
|
|
case 99:
|
|
PrintLocation();
|
|
break;
|
|
case 20:
|
|
if (teamplay & TEAM_DROP_ITEMS)
|
|
TossBackpack ();
|
|
break;
|
|
case 21:
|
|
if (teamplay & TEAM_DROP_ITEMS)
|
|
TossWeapon ();
|
|
break;
|
|
// Impulse 25 prints info about the current teamplay settings.
|
|
case 25:
|
|
TeamPrintSettings ();
|
|
break;
|
|
// *Capture The Flag - Status report by Wonko
|
|
// Impulse 23 prints the current status of your flag and the
|
|
// enemy flag (summarizes the endless messages)
|
|
case 23:
|
|
TeamFlagStatusReport ();
|
|
break;
|
|
case 141:
|
|
identify_player (1);
|
|
break;
|
|
case 70:
|
|
if (self.statstate < 0) {
|
|
self.statstate = 0;
|
|
sprint (self, PRINT_HIGH, "Status bar on (impulse 71 to 81 to "
|
|
"set size)\n");
|
|
} else {
|
|
self.statstate = -1;
|
|
sprint (self, PRINT_HIGH, "Status bar off.\n");
|
|
}
|
|
break;
|
|
case 71:
|
|
case 81:
|
|
self.statstate = self.impulse - 71;
|
|
sprint (self, PRINT_HIGH, "Status bar set\n");
|
|
default:
|
|
break;
|
|
}
|
|
self.impulse = 0;
|
|
|
|
if (fl) {
|
|
if (!(self.items & fl)) { // don't have the weapon or the ammo
|
|
sprint (self, PRINT_HIGH, "no weapon.\n");
|
|
return;
|
|
}
|
|
|
|
if (am) { // don't have the ammo
|
|
sprint (self, PRINT_HIGH, "not enough ammo.\n");
|
|
return;
|
|
}
|
|
|
|
// set weapon, set ammo
|
|
self.previous_weapon = self.weapon;
|
|
self.weapon = fl;
|
|
W_SetCurrentAmmo ();
|
|
}
|
|
};
|
|
|
|
//McBain: Here's the beef...
|
|
void ()
|
|
PreviousWeaponCommand =
|
|
{
|
|
local float fl, am;
|
|
|
|
self.impulse = 0;
|
|
am = 0;
|
|
|
|
if (!(self.items & self.previous_weapon)) { // don't have the weapon or the ammo
|
|
sprint (self, PRINT_HIGH, "no weapon.\n");
|
|
return;
|
|
}
|
|
|
|
fl = self.weapon;
|
|
self.weapon = self.previous_weapon;
|
|
self.previous_weapon = fl;
|
|
|
|
// this might not be the best method, but I'll be able to play sooner
|
|
switch (self.weapon) {
|
|
case IT_SHOTGUN:
|
|
case IT_SUPER_SHOTGUN:
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
break;
|
|
case IT_NAILGUN:
|
|
case IT_SUPER_NAILGUN:
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
break;
|
|
case IT_GRENADE_LAUNCHER:
|
|
case IT_ROCKET_LAUNCHER:
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
break;
|
|
case IT_LIGHTNING:
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
default:
|
|
break;
|
|
}
|
|
// ignore AXE -- no ammo needed
|
|
|
|
if (am)
|
|
self.weapon = W_BestWeapon ();
|
|
|
|
W_SetCurrentAmmo ();
|
|
};
|
|
|
|
/*
|
|
============
|
|
W_WeaponFrame
|
|
|
|
Called every frame so impulse events can be handled as well as possible
|
|
============
|
|
*/
|
|
void ()
|
|
W_WeaponFrame =
|
|
{
|
|
if (time < self.attack_finished)
|
|
return;
|
|
|
|
// ZOID: Only call ImpulseCommands() if needed! This saves a good chunk
|
|
// of cpu. 'profile' in console listed ImpulseCommands() as #1 user of
|
|
// cpu (instructions), adding this one line caused it to not even be in
|
|
// the top ten.
|
|
if (self.impulse)
|
|
ImpulseCommands ();
|
|
|
|
// check for attack
|
|
if (self.button0) {
|
|
SuperDamageSound ();
|
|
W_Attack ();
|
|
}
|
|
};
|
|
|
|
/*
|
|
========
|
|
Resistancesound
|
|
|
|
Plays sound if needed
|
|
========
|
|
*/
|
|
void (entity who)
|
|
ResistanceSound =
|
|
{
|
|
// RUNE play resistance sound if player has Earth Magic
|
|
if (who.player_flag & ITEM_RUNE1_FLAG) {
|
|
if (who.invincible_sound < time) {
|
|
who.invincible_sound = time + 1;
|
|
sound (who, CHAN_BODY, "rune/rune1.wav", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
|
========
|
|
SuperDamageSound
|
|
|
|
Plays sound if needed
|
|
========
|
|
*/
|
|
void ()
|
|
SuperDamageSound =
|
|
{
|
|
// RUNE play super damage sound if player has Black Magic, too
|
|
if ((self.player_flag & ITEM_RUNE2_FLAG) &&
|
|
(self.super_damage_finished > time)) {
|
|
if (self.super_sound < time) {
|
|
self.super_sound = time + 1;
|
|
sound (self, CHAN_BODY, "rune/rune22.wav", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
if (self.player_flag & ITEM_RUNE2_FLAG) {
|
|
if (self.super_sound < time) {
|
|
self.super_sound = time + 1;
|
|
sound (self, CHAN_BODY, "rune/rune2.wav", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
|
========
|
|
RegenerationSound
|
|
|
|
Plays sound if needed
|
|
========
|
|
*/
|
|
void ()
|
|
RegenerationSound =
|
|
{
|
|
// RUNE play healing sound if player has Elder Magic
|
|
if (self.player_flag & ITEM_RUNE4_FLAG) {
|
|
if (self.regeneration_sound < time) {
|
|
self.regeneration_sound = time + 1;
|
|
sound(self, CHAN_BODY, "rune/rune4.wav", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
|
========
|
|
HasteSound
|
|
|
|
Plays sound if needed
|
|
========
|
|
*/
|
|
void ()
|
|
HasteSound =
|
|
{
|
|
// RUNE play haste (Chthon's roar) sound if player has Hell Magic
|
|
if (self.player_flag & ITEM_RUNE3_FLAG) {
|
|
if (self.haste_sound < time) {
|
|
self.haste_sound = time + 1;
|
|
sound(self, CHAN_BODY, "rune/rune3.wav", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
};
|