mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-29 07:02:29 +00:00
1151 lines
24 KiB
C++
1151 lines
24 KiB
C++
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, string dtype)
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T_RadiusDamage;
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void (vector org, float damage) SpawnBlood;
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void () SuperDamageSound;
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// called by worldspawn
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void() W_Precache =
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{
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precache_sound ("weapons/r_exp3.wav"); // new rocket explosion
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precache_sound ("weapons/rocket1i.wav"); // spike gun
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precache_sound ("weapons/sgun1.wav");
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precache_sound ("weapons/guncock.wav"); // player shotgun
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precache_sound ("weapons/ric1.wav"); // ricochet (used in c code)
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precache_sound ("weapons/ric2.wav"); // ricochet (used in c code)
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precache_sound ("weapons/ric3.wav"); // ricochet (used in c code)
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precache_sound ("weapons/spike2.wav"); // super spikes
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precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
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precache_sound ("weapons/grenade.wav"); // grenade launcher
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precache_sound ("weapons/bounce.wav"); // grenade bounce
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precache_sound ("weapons/shotgn2.wav"); // super shotgun
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};
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void() 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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if (deathmatch > 3)
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T_Damage (trace_ent, self, self, 75);
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else
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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() wall_velocity =
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{
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local vector vel;
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vel = normalize (self.velocity);
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vel = normalize (vel + v_up * (random () - 0.5) + v_right
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* (random () - 0.5));
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vel = (vel + 2 * trace_plane_normal) * 200;
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return vel;
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};
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void(vector org, vector vel) SpawnMeatSpray =
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{
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local entity missile;
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missile = spawn ();
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missile.owner = self;
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missile.movetype = MOVETYPE_BOUNCE;
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missile.solid = SOLID_NOT;
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makevectors (self.angles);
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missile.velocity = vel;
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missile.velocity_z = missile.velocity_z + 250 + 50 * random ();
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missile.avelocity = '3000 1000 2000';
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// set missile duration
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missile.nextthink = time + 1;
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missile.think = SUB_Remove;
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setmodel (missile, "progs/zom_gib.mdl");
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setsize (missile, '0 0 0', '0 0 0');
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setorigin (missile, org);
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};
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/*
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================
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SpawnBlood
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================
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*/
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void(vector org, float damage) 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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/*
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================
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spawn_touchblood
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================
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*/
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void(float damage) spawn_touchblood =
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{
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local vector vel;
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vel = wall_velocity () * 0.2;
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SpawnBlood (self.origin + vel * 0.01, 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() 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() ApplyMultiDamage =
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{
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if (!multi_ent)
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return;
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T_Damage (multi_ent, self, self, multi_damage);
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};
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void(entity hit, float damage) AddMultiDamage =
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{
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if (!hit)
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return;
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if (hit != multi_ent) {
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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() 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) TraceAttack =
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{
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local vector org, vel;
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vel = normalize (dir + 2 * (v_up * (random () - 0.5)
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+ v_right * (random () - 0.5)));
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vel = (vel + 2 * trace_plane_normal) * 200;
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org = trace_endpos - dir*4;
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if (trace_ent.takedamage) {
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blood_count = blood_count + 1;
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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 = puff_count + 1;
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}
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};
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/*
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================
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FireBullets
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Used by shotgun, super shotgun, and enemy soldier firing
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Go to the trouble of combining multiple pellets into a single damage call.
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================
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*/
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void(float shotcount, vector dir, vector spread) FireBullets =
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{
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local vector direction, 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 + 2 * (spread_x * v_right * (random () - 0.5)
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+ spread_y * v_up * (random () - 0.5));
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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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/*
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================
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W_FireShotgun
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================
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*/
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void() W_FireShotgun =
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{
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local vector dir;
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sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM);
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msg_entity = self;
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WriteByte (MSG_ONE, SVC_SMALLKICK);
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if (deathmatch != 4 )
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self.currentammo = self.ammo_shells = self.ammo_shells - 1;
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dir = aim (self, 100000);
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FireBullets (6, dir, '0.04 0.04 0');
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};
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/*
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================
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W_FireSuperShotgun
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================
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*/
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void() W_FireSuperShotgun =
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{
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local vector dir;
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if (self.currentammo == 1) {
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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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if (deathmatch != 4)
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self.currentammo = self.ammo_shells = self.ammo_shells - 2;
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dir = aim (self, 100000);
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FireBullets (14, dir, '0.14 0.08 0');
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};
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// ROCKETS ====================================================================
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void() T_MissileTouch =
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{
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local float damg;
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// if (deathmatch == 4) {
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// if ( ((other.weapon == 32) || (other.weapon == 16))) {
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// if (random () < 0.1) {
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// if (other != world) {
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// bprint (PRINT_HIGH, "Got here\n");
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// other.deathtype = "blaze";
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// T_Damage (other, self, self.owner, 1000 );
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// T_RadiusDamage (self, self.owner, 1000, other);
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// }
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// }
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// }
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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.voided)
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return;
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self.voided = 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 + random () * 20;
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if (other.health) {
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other.deathtype = "rocket";
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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, "rocket");
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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() W_FireRocket =
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{
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if (deathmatch != 4)
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self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
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sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
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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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// 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 = newmis.velocity * 1000;
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newmis.angles = vectoangles (newmis.velocity);
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newmis.touch = T_MissileTouch;
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newmis.voided = 0;
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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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newmis.classname = "rocket";
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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) 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) LightningDamage =
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{
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local entity e1, e2;
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local vector f;
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f = p2 - p1;
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normalize (f);
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f_x = 0 - f_y;
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f_y = f_x;
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f_z = 0;
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f = f * 16;
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e1 = e2 = world;
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traceline (p1, p2, FALSE, self);
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if (trace_ent.takedamage) {
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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 = 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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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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void() W_FireLightning =
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{
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local vector org;
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local float cells;
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if (self.ammo_cells < 1) {
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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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if (deathmatch > 3) {
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if (random () <= 0.5) {
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self.deathtype = "selfwater";
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T_Damage (self, self, self.owner, 4000);
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} else {
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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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} else {
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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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}
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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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if (deathmatch != 4)
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self.currentammo = self.ammo_cells = self.ammo_cells - 1;
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org = self.origin + '0 0 16';
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traceline (org, org + v_forward * 600, TRUE, self);
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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() GrenadeExplode =
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{
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if (self.voided)
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return;
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self.voided = 1;
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T_RadiusDamage (self, self.owner, 120, world, "grenade");
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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() GrenadeTouch =
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{
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if (other == self.owner)
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return; // don't explode on owner
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if (other.takedamage == DAMAGE_AIM) {
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GrenadeExplode();
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return;
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}
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sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
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if (self.velocity == '0 0 0')
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self.avelocity = '0 0 0';
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};
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void() W_FireGrenade =
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{
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if (deathmatch != 4)
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self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
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sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
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msg_entity = self;
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WriteByte (MSG_ONE, SVC_SMALLKICK);
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newmis = spawn ();
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newmis.voided = 0;
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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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// 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
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+ 20 * (v_right * (random () - 0.5) + v_up * (random () - 0.5));
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else {
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newmis.velocity = aim (self, 10000);
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newmis.velocity = 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;
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// set newmis duration
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if (deathmatch == 4) {
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newmis.nextthink = time + 2.5;
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self.attack_finished = time + 1.1;
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T_Damage (self, self, self.owner, 10);
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} else
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newmis.nextthink = time + 2.5;
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newmis.think = GrenadeExplode;
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setmodel (newmis, "progs/grenade.mdl");
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setsize (newmis, '0 0 0', '0 0 0');
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setorigin (newmis, self.origin);
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};
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//=============================================================================
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void() spike_touch;
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void() superspike_touch;
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/*
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===============
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launch_spike
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Used for both the player and the ogre
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===============
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*/
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void(vector org, vector dir) launch_spike =
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{
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newmis = spawn ();
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newmis.voided=0;
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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.angles = vectoangles(dir);
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newmis.touch = spike_touch;
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newmis.classname = "spike";
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newmis.think = SUB_Remove;
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newmis.nextthink = time + 6;
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setmodel (newmis, "progs/spike.mdl");
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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setorigin (newmis, org);
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newmis.velocity = dir * 1000;
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};
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void() W_FireSuperSpikes =
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{
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local vector dir;
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sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
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self.attack_finished = time + 0.2;
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if (deathmatch != 4)
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self.currentammo = self.ammo_nails = self.ammo_nails - 2;
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dir = aim (self, 1000);
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launch_spike (self.origin + '0 0 16', dir);
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newmis.touch = superspike_touch;
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setmodel (newmis, "progs/s_spike.mdl");
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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msg_entity = self;
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WriteByte (MSG_ONE, SVC_SMALLKICK);
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};
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void(float ox) W_FireSpikes =
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{
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local vector dir;
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makevectors (self.v_angle);
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if (self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN) {
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W_FireSuperSpikes ();
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return;
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}
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if (self.ammo_nails < 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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sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
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self.attack_finished = time + 0.2;
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if (deathmatch != 4)
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self.currentammo = self.ammo_nails = self.ammo_nails - 1;
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dir = aim (self, 1000);
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launch_spike (self.origin + '0 0 16' + v_right * ox, dir);
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msg_entity = self;
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WriteByte (MSG_ONE, SVC_SMALLKICK);
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};
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.float hit_z;
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void() spike_touch =
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{
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if (other == self.owner)
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return;
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if (self.voided)
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return;
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self.voided = 1;
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if (other.solid == SOLID_TRIGGER)
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return; // trigger field, do nothing
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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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// hit something that bleeds
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if (other.takedamage) {
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spawn_touchblood (9);
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other.deathtype = "nail";
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T_Damage (other, self, self.owner, 9);
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} else {
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local float foo = TE_SPIKE;
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switch (self.classname) {
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case "wizspike":
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foo = TE_WIZSPIKE;
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break;
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case "knightspike":
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foo = TE_KNIGHTSPIKE;
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break;
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default:
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// foo = TE_SPIKE;
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break;
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}
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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, foo);
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WriteCoordV (MSG_MULTICAST, self.origin);
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multicast (self.origin, MULTICAST_PHS);
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}
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remove (self);
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};
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void() superspike_touch =
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{
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if (other == self.owner)
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return;
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if (self.voided)
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return;
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self.voided = 1;
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if (other.solid == SOLID_TRIGGER)
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return; // trigger field, do nothing
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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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// hit something that bleeds
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if (other.takedamage) {
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spawn_touchblood (18);
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other.deathtype = "supernail";
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T_Damage (other, self, self.owner, 18);
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} else {
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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_SUPERSPIKE);
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WriteCoordV (MSG_MULTICAST, self.origin);
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multicast (self.origin, MULTICAST_PHS);
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}
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remove (self);
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};
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// PLAYER WEAPON USE ==========================================================
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void() W_SetCurrentAmmo =
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{
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player_run (); // get out of any weapon firing states
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self.items &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS);
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switch (self.weapon) {
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case IT_AXE:
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self.currentammo = 0;
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self.weaponmodel = "progs/v_axe.mdl";
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self.weaponframe = 0;
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break;
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case IT_SHOTGUN:
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self.currentammo = self.ammo_shells;
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self.weaponmodel = "progs/v_shot.mdl";
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self.weaponframe = 0;
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self.items |= IT_SHELLS;
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break;
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case IT_SUPER_SHOTGUN:
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self.currentammo = self.ammo_shells;
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self.weaponmodel = "progs/v_shot2.mdl";
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self.weaponframe = 0;
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self.items |= IT_SHELLS;
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break;
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case IT_NAILGUN:
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self.currentammo = self.ammo_nails;
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self.weaponmodel = "progs/v_nail.mdl";
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self.weaponframe = 0;
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self.items |= IT_NAILS;
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break;
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case IT_SUPER_NAILGUN:
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self.currentammo = self.ammo_nails;
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self.weaponmodel = "progs/v_nail2.mdl";
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self.weaponframe = 0;
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self.items |= IT_NAILS;
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break;
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case IT_GRENADE_LAUNCHER:
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self.currentammo = self.ammo_rockets;
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self.weaponmodel = "progs/v_rock.mdl";
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self.weaponframe = 0;
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self.items |= IT_ROCKETS;
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break;
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case IT_ROCKET_LAUNCHER:
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self.currentammo = self.ammo_rockets;
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self.weaponmodel = "progs/v_rock2.mdl";
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self.weaponframe = 0;
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self.items |= IT_ROCKETS;
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break;
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case IT_LIGHTNING:
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self.currentammo = self.ammo_cells;
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self.weaponmodel = "progs/v_light.mdl";
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self.weaponframe = 0;
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self.items |= IT_CELLS;
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break;
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default:
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self.currentammo = 0;
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self.weaponmodel = "";
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self.weaponframe = 0;
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break;
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}
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};
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float() W_BestWeapon =
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{
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local float it;
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it = self.items;
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if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING))
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return IT_LIGHTNING;
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else if (self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN))
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return IT_SUPER_NAILGUN;
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else if (self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN))
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return IT_SUPER_SHOTGUN;
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else if (self.ammo_nails >= 1 && (it & IT_NAILGUN))
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return IT_NAILGUN;
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else if (self.ammo_shells >= 1 && (it & IT_SHOTGUN))
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return IT_SHOTGUN;
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/*
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if (self.ammo_rockets >= 1 && (it & IT_ROCKET_LAUNCHER))
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return IT_ROCKET_LAUNCHER;
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else if (self.ammo_rockets >= 1 && (it & IT_GRENADE_LAUNCHER))
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return IT_GRENADE_LAUNCHER;
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*/
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return IT_AXE;
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};
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float() W_CheckNoAmmo =
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{
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if (self.currentammo > 0)
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return TRUE;
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if (self.weapon == IT_AXE)
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return TRUE;
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self.weapon = W_BestWeapon ();
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W_SetCurrentAmmo ();
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// drop the weapon down
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return FALSE;
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};
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/*
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============
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W_Attack
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An attack impulse can be triggered now
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============
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*/
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void() player_axe1;
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void() player_axeb1;
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void() player_axec1;
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void() player_axed1;
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void() player_shot1;
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void() player_nail1;
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void() player_light1;
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void() player_rocket1;
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void() W_Attack =
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{
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local float r;
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if (!W_CheckNoAmmo ())
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return;
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makevectors (self.v_angle); // calculate forward angle for velocity
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self.show_hostile = time + 1; // wake monsters up
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switch (self.weapon) {
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case IT_AXE:
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self.attack_finished = time + 0.5;
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sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
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r = random ();
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if (r < 0.25)
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player_axe1 ();
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else if (r < 0.5)
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player_axeb1 ();
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else if (r < 0.75)
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player_axec1 ();
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else
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player_axed1 ();
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break;
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case IT_SHOTGUN:
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player_shot1 ();
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self.attack_finished = time + 0.5;
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W_FireShotgun ();
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break;
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case IT_SUPER_SHOTGUN:
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player_shot1 ();
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self.attack_finished = time + 0.7;
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W_FireSuperShotgun ();
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break;
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case IT_NAILGUN:
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player_nail1 ();
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break;
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case IT_SUPER_NAILGUN:
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player_nail1 ();
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break;
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case IT_GRENADE_LAUNCHER:
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player_rocket1 ();
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self.attack_finished = time + 0.6;
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W_FireGrenade ();
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break;
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case IT_ROCKET_LAUNCHER:
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player_rocket1 ();
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self.attack_finished = time + 0.8;
|
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W_FireRocket ();
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break;
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case IT_LIGHTNING:
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self.attack_finished = time + 0.1;
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sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
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player_light1 ();
|
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break;
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}
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};
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|
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void() CheatCommand =
|
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{
|
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if (deathmatch || coop)
|
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return;
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|
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self.ammo_cells = 200;
|
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self.ammo_rockets = 100;
|
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self.ammo_nails = 200;
|
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self.ammo_shells = 100;
|
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self.items |= (IT_AXE | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN
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| IT_SUPER_NAILGUN | IT_GRENADE_LAUNCHER
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| IT_ROCKET_LAUNCHER | IT_LIGHTNING | IT_KEY1 | IT_KEY2);
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self.weapon = IT_ROCKET_LAUNCHER;
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self.impulse = 0;
|
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W_SetCurrentAmmo ();
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};
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|
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/*
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============
|
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CycleWeaponCommand
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|
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Go to the next weapon with ammo
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============
|
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*/
|
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void() CycleWeaponCommand =
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{
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local float it, am;
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|
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it = self.items;
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self.impulse = 0;
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while (1) {
|
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am = 0;
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|
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switch (self.weapon) {
|
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case IT_LIGHTNING:
|
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self.weapon = IT_AXE;
|
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break;
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|
case IT_AXE:
|
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self.weapon = IT_SHOTGUN;
|
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if (self.ammo_shells < 1)
|
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am = 1;
|
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break;
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case IT_SHOTGUN:
|
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self.weapon = IT_SUPER_SHOTGUN;
|
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if (self.ammo_shells < 2)
|
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am = 1;
|
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break;
|
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case IT_SUPER_SHOTGUN:
|
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self.weapon = IT_NAILGUN;
|
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if (self.ammo_nails < 1)
|
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am = 1;
|
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break;
|
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case IT_NAILGUN:
|
|
self.weapon = IT_SUPER_NAILGUN;
|
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if (self.ammo_nails < 2)
|
|
am = 1;
|
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break;
|
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case IT_SUPER_NAILGUN:
|
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self.weapon = IT_GRENADE_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
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am = 1;
|
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break;
|
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case IT_GRENADE_LAUNCHER:
|
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self.weapon = IT_ROCKET_LAUNCHER;
|
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if (self.ammo_rockets < 1)
|
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am = 1;
|
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break;
|
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case IT_ROCKET_LAUNCHER:
|
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self.weapon = IT_LIGHTNING;
|
|
if (self.ammo_cells < 1)
|
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am = 1;
|
|
break;
|
|
}
|
|
|
|
if ((self.items & self.weapon) && am == 0) {
|
|
W_SetCurrentAmmo ();
|
|
return;
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
CycleWeaponReverseCommand
|
|
|
|
Go to the prev weapon with ammo
|
|
============
|
|
*/
|
|
void() CycleWeaponReverseCommand =
|
|
{
|
|
local float it, am;
|
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|
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it = self.items;
|
|
self.impulse = 0;
|
|
|
|
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 < 2)
|
|
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_LIGHTNING;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
break;
|
|
}
|
|
|
|
if ((it & self.weapon) && am == 0) {
|
|
W_SetCurrentAmmo ();
|
|
return;
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
ServerflagsCommand
|
|
|
|
Just for development
|
|
============
|
|
*/
|
|
void() ServerflagsCommand =
|
|
{
|
|
serverflags = serverflags * 2 + 1;
|
|
};
|
|
|
|
void() ImpulseCommands =
|
|
{
|
|
local float it, am, fl = 0;
|
|
|
|
it = self.items;
|
|
am = 0;
|
|
|
|
switch (self.impulse) {
|
|
case 1:
|
|
fl = IT_AXE;
|
|
break;
|
|
case 2:
|
|
fl = IT_SHOTGUN;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
break;
|
|
case 3:
|
|
fl = IT_SUPER_SHOTGUN;
|
|
if (self.ammo_shells < 2)
|
|
am = 1;
|
|
break;
|
|
case 4:
|
|
fl = IT_NAILGUN;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
break;
|
|
case 5:
|
|
fl = IT_SUPER_NAILGUN;
|
|
if (self.ammo_nails < 2)
|
|
am = 1;
|
|
break;
|
|
case 6:
|
|
fl = IT_GRENADE_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
break;
|
|
case 7:
|
|
fl = IT_ROCKET_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
break;
|
|
case 8:
|
|
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;
|
|
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.weapon = fl;
|
|
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;
|
|
|
|
ImpulseCommands ();
|
|
|
|
// check for attack
|
|
if (self.button0) {
|
|
SuperDamageSound ();
|
|
W_Attack ();
|
|
}
|
|
};
|
|
|
|
/*
|
|
========
|
|
SuperDamageSound
|
|
|
|
Plays sound if needed
|
|
========
|
|
*/
|
|
void() SuperDamageSound =
|
|
{
|
|
if (self.super_damage_finished > time) {
|
|
if (self.super_sound < time) {
|
|
self.super_sound = time + 1;
|
|
sound (self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
return;
|
|
};
|