mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-25 13:21:30 +00:00
7f3ef60d60
work, but it's nice having a compilable base paroxysm).
1827 lines
38 KiB
C++
1827 lines
38 KiB
C++
/*
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A note from POX (pox@planetquake.com):
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This file has been hacked to death.
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Large portions of code have been altered / deleted or commented out,
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many of the new weapons are tied into big changes in client.qc and player.qc.
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When I first started, I was just hacking around so a lot of code went uncommented, and
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unchecked. I cleaned it up as much as possible but it still sucks hard in some places
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There is alot of code commented out - stuff like the old Paroxysm PulseGun routines
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have been left in 'casue they offer some unique hacks that may be of interest.
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You'll see FlameThrower stuff all over the place, it was removed from the mod but it
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was easier to just leave it in some functions. (I may enable it some day...)
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You've been warned...
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BTW - 'Rhino' was the original name for the Anihilator...
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*/
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//POX v1.1 moved prototypes to sectrig.qc
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// called by worldspawn
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// POX - LOADS of new mdls and sounds to precache...
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void() W_Precache =
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{
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precache_model ("progs/plasma.mdl");
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precache_model ("progs/laser.mdl");
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precache_model ("progs/spark.spr");
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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/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/nailgun.wav"); // new nailgun sound
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precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
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precache_sound ("weapons/tink2.wav");
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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/bounce2.wav"); // grenade bounce alt
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precache_sound ("weapons/shotgn2.wav"); // super shotgun
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precache_sound ("weapons/mfire1.wav"); // missfire
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precache_sound ("weapons/mfire2.wav"); // megaplasma burst missfire
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precache_sound ("weapons/plasma.wav"); // plasmagun fire
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precache_sound ("weapons/mplasma.wav"); // megaplasmagun fire
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precache_sound ("weapons/mplasex.wav"); // megaplasmagun explosion
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precache_sound ("weapons/ssgrnde.wav"); // super shotgun grenade fire
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precache_sound ("weapons/armed.wav"); // mine armed sound
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precache_sound ("weapons/minedet.wav"); //mine detonate click
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precache_sound ("weapons/rhino.wav"); //rhino firing sound
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precache_sound ("weapons/rhinore.wav"); //rhino reload sound
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precache_sound ("weapons/error.wav"); //weapon error sound
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precache_sound ("weapons/tsload.wav"); //t-shot load
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precache_sound ("weapons/tsfire.wav"); //t-shot single fire
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precache_sound ("weapons/ts3fire.wav"); //t-shot triple fire
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//BoneSaw sounds
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precache_sound ("weapons/sawon.wav");
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precache_sound ("weapons/sawoff.wav");
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precache_sound ("misc/null.wav"); //Used to silence the saw at weapon switch
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precache_sound ("weapons/sawguts.wav");
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precache_sound ("weapons/sawhit.wav");
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precache_sound ("weapons/sawatck.wav");
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precache_sound ("weapons/sawidle.wav");
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precache_sound ("weapons/shrapdet.wav"); //ShrapnelBomb detonation-confirmation beep
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//Shrapnel Model
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precache_model("progs/mwrub1.mdl");
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// VisWeap - Player
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precache_model ("progs/bsaw_p.mdl");
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precache_model ("progs/tshot_p.mdl");
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precache_model ("progs/combo_p.mdl");
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precache_model ("progs/plasma_p.mdl");
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precache_model ("progs/nail_p.mdl");
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precache_model ("progs/gren_p.mdl");
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precache_model ("progs/rhino_p.mdl");
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// VisWeap - Weapon drop
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precache_model ("progs/d_bsaw.mdl");
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precache_model ("progs/d_tshot.mdl");
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precache_model ("progs/d_combo.mdl");
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precache_model ("progs/d_plasma.mdl");
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precache_model ("progs/d_nail.mdl");
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precache_model ("progs/d_gren.mdl");
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precache_model ("progs/d_rhino.mdl");
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//No weapon Death Model (weapons are dropped)
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precache_model ("progs/death_p.mdl");
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};
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/*
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================
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SpawnMeatSpray
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================
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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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/* POX - 1.01b2 - made this a little neater
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================
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SpawnBlood
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================
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*/
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void(vector org, vector vel, float damage) SpawnBlood =
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{
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local float blood;
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//check for a bleeder
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if (!trace_ent.nobleed)
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blood = 73;
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else
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blood = 6;
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particle (org, vel*0.4, blood, damage*3);
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};
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/* POX - 1.01b2 - made this a little neater
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================
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spawn_touchblood
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================
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*/
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void(entity who,float damage) spawn_touchblood =
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{
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local vector vel;
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local float blood;
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//check for a bleeder
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if (!other.nobleed)
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blood = 73;
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else
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blood = 6;
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vel = wall_velocity () * 0.2;
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particle (self.origin, vel*0.4, blood, damage*2);
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};
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/*
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================
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SpawnChunk
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================
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*/
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void(vector org, vector vel) SpawnChunk =
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{
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particle (org, vel*0.02, 0, 10);
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};
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/*
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POX - The BoneSaw replaces the Pulsegun from versions .4b2 and below
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This code is based on the chainsaw code from Zerstyer, with a re-write
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of the sound and animation code to accomodate the new model (see player.qc)
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================
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W_FireSaw
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================
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*/
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void() W_FireSaw =
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{
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local vector source;
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local vector org;
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makevectors (self.v_angle);
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//POX - v1.02b - increased range
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source = self.origin + '0 0 24';
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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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{
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trace_ent.axhitme = 2;
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//POX v1.1 - nobleed fix
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if (trace_ent.nobleed)
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{
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_GUNSHOT);
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WriteCoord (MSG_BROADCAST, org_x);
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WriteCoord (MSG_BROADCAST, org_y);
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WriteCoord (MSG_BROADCAST, org_z);
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}
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else
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{
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SpawnBlood(trace_endpos, '0 0 5', 20);
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SpawnMeatSpray (self.origin + v_forward*16, ((random()*300) - 150) * v_right + (100 * v_forward));
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}
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T_Damage (trace_ent, self, self, 17); //POX 1.01b - reduced damage - POX 1.1 increased damage :)
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trace_ent.velocity = trace_ent.velocity * 0.5;
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sound (self, CHAN_WEAPON, "weapons/sawguts.wav", 1, ATTN_NORM);
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self.punchangle_x = -8;
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}
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else
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{ // hit wall
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sound (self, CHAN_WEAPON, "weapons/sawhit.wav", 1, ATTN_NORM);
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_GUNSHOT);
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WriteCoord (MSG_BROADCAST, org_x);
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WriteCoord (MSG_BROADCAST, org_y);
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WriteCoord (MSG_BROADCAST, org_z);
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}
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};
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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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void() ClearMultiDamage =
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{
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multi_ent = world;
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multi_damage = 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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{
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ApplyMultiDamage ();
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multi_damage = damage;
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multi_ent = hit;
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}
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else
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multi_damage = multi_damage + damage;
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};
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/*
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==============================================================================
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BULLETS
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==============================================================================
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*/
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/*
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================
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TraceAttack
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================
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*/
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void(float damage, vector dir) 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 = vel + 2*trace_plane_normal;
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vel = vel * 200;
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org = trace_endpos - dir*4;
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//POX - v1.1 - Fixed nobleed not working with shotguns
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if (trace_ent.takedamage && !trace_ent.nobleed)
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{
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SpawnBlood (org, vel*0.2, damage);
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AddMultiDamage (trace_ent, damage);
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}
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else if (trace_ent.takedamage && trace_ent.nobleed)
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{
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_GUNSHOT);
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WriteCoord (MSG_BROADCAST, org_x);
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WriteCoord (MSG_BROADCAST, org_y);
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WriteCoord (MSG_BROADCAST, org_z);
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AddMultiDamage (trace_ent, damage);
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}
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else
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{
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_GUNSHOT);
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WriteCoord (MSG_BROADCAST, org_x);
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WriteCoord (MSG_BROADCAST, org_y);
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WriteCoord (MSG_BROADCAST, org_z);
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}
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};
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/* POX - v1.1
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================
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FireBullets2
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Made a seperate function for the tShot second trigger
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- more damage with less bullets
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================
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*/
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void(float shotcount, vector dir, vector spread) FireBullets2 =
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{
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local vector direction;
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local vector 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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while (shotcount > 0)
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{
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direction = dir + crandom()*spread_x*v_right + 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 (8, direction);
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shotcount = shotcount - 1;
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}
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ApplyMultiDamage ();
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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;
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local vector 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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while (shotcount > 0)
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{
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direction = dir + crandom()*spread_x*v_right + 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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};
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/* POX v1.11 - a cool effect but originally for single player...
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================
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spawn_spark creates a spark (used by plasma weapons)
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================
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void() spark_touch =
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{
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if (random() < 0.2)
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remove(self);
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};
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void(float ox) spawn_spark =
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{
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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_NOT;
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newmis.classname = "spark";
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makevectors (self.v_angle);
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newmis.velocity = v_forward*60 + v_up * 260 + crandom()*v_right*200 + crandom()*v_up*20;
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newmis.angles = vectoangles(newmis.velocity);
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newmis.touch = spark_touch;
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newmis.nextthink = time + random()*2;
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newmis.think = SUB_Remove;
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setmodel (newmis, "progs/spark.spr");
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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setorigin (newmis, self.origin + v_forward*36 + v_right*ox);
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};
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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/tsfire.wav", 1, ATTN_NORM);
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self.punchangle_x = -2;
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//Added weapon kickback (as long as you're not in mid air)
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if (self.flags & FL_ONGROUND)
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self.velocity = self.velocity + v_forward* -35;
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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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||
|
||
/*
|
||
================
|
||
W_FireSuperShotgun
|
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================
|
||
*/
|
||
void() W_FireSuperShotgun =
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{
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local vector dir;
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local float bullets, used;
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bullets = 14;
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used = 2;
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//POX v1.1 don't plat tShot sound...
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if (self.currentammo == 1)
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{
|
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bullets = 6;
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used = 1;
|
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}
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sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
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self.punchangle_x = -4;
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|
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//Added weapon kickback (as long as you're not in mid air)
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if (self.flags & FL_ONGROUND)
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self.velocity = self.velocity + v_forward* -60;
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self.currentammo = self.ammo_shells = self.ammo_shells - used;
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dir = aim (self, 100000);
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FireBullets (bullets, dir, '0.14 0.08 0');
|
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};
|
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|
||
|
||
|
||
|
||
/*
|
||
==============================================================================
|
||
|
||
ROCKETS
|
||
|
||
==============================================================================
|
||
*/
|
||
|
||
void() T_MissileTouch =
|
||
{
|
||
local float damg;
|
||
|
||
if (other == self.owner)
|
||
return; // don't explode on owner
|
||
|
||
//POX v1.11
|
||
if (self.voided)
|
||
return;
|
||
|
||
self.voided = 1;
|
||
|
||
if (pointcontents(self.origin) == CONTENT_SKY)
|
||
{
|
||
remove(self);
|
||
return;
|
||
}
|
||
|
||
damg = 20 + random()*10;
|
||
|
||
if (other.health)
|
||
T_Damage (other, self, self.owner, damg);
|
||
|
||
|
||
// don't do radius damage to the other, because all the damage
|
||
// was done in the impact
|
||
T_RadiusDamage (self, self.owner, 90, other);
|
||
|
||
// For some reason, ID called explosions sounds from all over the place
|
||
// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
|
||
self.origin = self.origin - 8*normalize(self.velocity);
|
||
|
||
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
||
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
|
||
WriteCoord (MSG_BROADCAST, self.origin_x);
|
||
WriteCoord (MSG_BROADCAST, self.origin_y);
|
||
WriteCoord (MSG_BROADCAST, self.origin_z);
|
||
|
||
BecomeExplosion ();
|
||
};
|
||
|
||
/*
|
||
================
|
||
W_FireRocket
|
||
================
|
||
*/
|
||
void(vector barrel) W_FireRocket =
|
||
{
|
||
self.currentammo = self.ammo_rockets = self.ammo_rockets - 0.5;
|
||
|
||
//if player fired last rocket reset the reload bit
|
||
if (self.ammo_rockets == 0)
|
||
self.reload_rocket = 0;
|
||
else //player has rockets left so ad 1 to reload count
|
||
self.reload_rocket = self.reload_rocket + 1;
|
||
|
||
newmis = spawn ();
|
||
newmis.voided = 0;
|
||
newmis.owner = self;
|
||
newmis.movetype = MOVETYPE_TOSS;
|
||
newmis.solid = SOLID_BBOX;
|
||
newmis.classname = "rocket";
|
||
|
||
// set newmis speed
|
||
|
||
makevectors (self.v_angle);
|
||
|
||
newmis.velocity = v_forward*1100 + v_up * 220 + v_right* -22;
|
||
|
||
newmis.angles = vectoangles(newmis.velocity);
|
||
|
||
newmis.touch = T_MissileTouch;
|
||
|
||
|
||
// set newmis duration
|
||
newmis.nextthink = time + 5;
|
||
newmis.think = SUB_Remove;
|
||
|
||
setmodel (newmis, "progs/grenade.mdl");
|
||
|
||
setsize (newmis, '0 0 0', '0 0 0');
|
||
setorigin (newmis, self.origin + v_forward* 8 + v_right* 12 + barrel);
|
||
|
||
};
|
||
|
||
//=============================================================================
|
||
//
|
||
// Grenade
|
||
//
|
||
//=============================================================================
|
||
|
||
void() GrenadeExplode =
|
||
{
|
||
//POX v1.11
|
||
if (self.voided)
|
||
return;
|
||
|
||
self.voided = 1;
|
||
|
||
T_RadiusDamage (self, self.owner, 120, world);
|
||
|
||
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
||
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
|
||
WriteCoord (MSG_BROADCAST, self.origin_x);
|
||
WriteCoord (MSG_BROADCAST, self.origin_y);
|
||
WriteCoord (MSG_BROADCAST, self.origin_z);
|
||
|
||
BecomeExplosion ();
|
||
};
|
||
|
||
void() GrenadeTouch =
|
||
{
|
||
local float r;
|
||
|
||
r=random();
|
||
|
||
if (other == self.owner)
|
||
return; // don't explode on owner
|
||
if (other.takedamage == DAMAGE_AIM)
|
||
{
|
||
GrenadeExplode();
|
||
return;
|
||
}
|
||
|
||
//pick a bounce sound
|
||
if (r < 0.75)
|
||
sound (self, CHAN_VOICE, "weapons/bounce.wav", 1, ATTN_NORM);
|
||
else
|
||
sound (self, CHAN_VOICE, "weapons/bounce2.wav", 1, ATTN_NORM);
|
||
|
||
if (self.velocity == '0 0 0')
|
||
self.avelocity = '0 0 0';
|
||
};
|
||
|
||
/*
|
||
================
|
||
W_FireGrenade
|
||
================
|
||
*/
|
||
void() W_FireGrenade =
|
||
{
|
||
|
||
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
|
||
|
||
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
|
||
|
||
self.punchangle_x = -4;
|
||
|
||
//Added weapon kickback (as long as you're not in mid air)
|
||
if (self.flags & FL_ONGROUND)
|
||
self.velocity = self.velocity + v_forward* -75;
|
||
|
||
newmis = spawn ();
|
||
newmis.voided = 0;
|
||
newmis.owner = self;
|
||
newmis.movetype = MOVETYPE_BOUNCE;
|
||
newmis.solid = SOLID_BBOX;
|
||
newmis.classname = "grenade";
|
||
|
||
// set newmis speed
|
||
|
||
makevectors (self.v_angle);
|
||
|
||
if (self.v_angle_x)
|
||
newmis.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
|
||
else
|
||
{
|
||
newmis.velocity = aim(self, 10000);
|
||
newmis.velocity = newmis.velocity * 600;
|
||
newmis.velocity_z = 200;
|
||
}
|
||
|
||
newmis.avelocity = '300 300 300';
|
||
|
||
newmis.angles = vectoangles(newmis.velocity);
|
||
|
||
newmis.touch = GrenadeTouch;
|
||
|
||
// set newmis duration
|
||
newmis.nextthink = time + 2.5;
|
||
newmis.think = GrenadeExplode;
|
||
|
||
setmodel (newmis, "progs/grenade.mdl");
|
||
setsize (newmis, '0 0 0', '0 0 0');
|
||
setorigin (newmis, self.origin);
|
||
};
|
||
|
||
|
||
/*
|
||
=================================================================================
|
||
Start Plasma Gun Fire
|
||
=================================================================================
|
||
*/
|
||
|
||
void() plasma_touch =
|
||
{
|
||
if (other == self.owner)
|
||
return;
|
||
|
||
//POX v1.11
|
||
if (self.voided)
|
||
return;
|
||
|
||
self.voided = 1;
|
||
|
||
//if (other.solid == SOLID_TRIGGER)
|
||
// return; // trigger field, do nothing
|
||
|
||
if (pointcontents(self.origin) == CONTENT_SKY)
|
||
{
|
||
remove(self);
|
||
return;
|
||
}
|
||
|
||
// hit something that bleeds
|
||
if (other.takedamage)
|
||
{
|
||
spawn_touchblood (other, 7);
|
||
|
||
|
||
T_Damage (other, self, self.owner, 7);
|
||
}
|
||
else
|
||
{
|
||
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
||
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
|
||
WriteCoord (MSG_BROADCAST, self.origin_x);
|
||
WriteCoord (MSG_BROADCAST, self.origin_y);
|
||
WriteCoord (MSG_BROADCAST, self.origin_z);
|
||
}
|
||
|
||
remove(self);
|
||
|
||
};
|
||
|
||
void(vector org, vector dir) launch_plasma =
|
||
{
|
||
newmis = spawn ();
|
||
newmis.voided = 0;
|
||
newmis.owner = self;
|
||
newmis.movetype = MOVETYPE_FLYMISSILE;
|
||
newmis.solid = SOLID_BBOX;
|
||
|
||
newmis.angles = vectoangles(dir);
|
||
|
||
newmis.touch = plasma_touch;
|
||
newmis.classname = "plasma";
|
||
|
||
/*POX v1.11
|
||
if (self.classname == "bot")
|
||
{
|
||
newmis.nextthink = time + 0.05;
|
||
newmis.think = bot_missile_think;
|
||
}
|
||
else
|
||
{*/
|
||
newmis.think = SUB_Remove;
|
||
newmis.nextthink = time + 5;
|
||
//}
|
||
|
||
setmodel (newmis, "progs/laser.mdl");
|
||
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
|
||
setorigin (newmis, org);
|
||
|
||
newmis.velocity = dir * 1400;
|
||
|
||
};
|
||
|
||
void(float ox) W_FirePlasma =
|
||
{
|
||
local vector dir;
|
||
|
||
makevectors (self.v_angle);
|
||
|
||
sound (self, CHAN_WEAPON, "weapons/plasma.wav", 1, ATTN_NORM);
|
||
|
||
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
|
||
|
||
self.punchangle_x = -1;
|
||
|
||
dir = aim (self, 1000);
|
||
|
||
launch_plasma (self.origin + v_forward*12 + '0 0 12' + v_right*ox, dir);
|
||
//POX v1.11
|
||
//spawn_spark(ox);
|
||
|
||
|
||
};
|
||
|
||
/*
|
||
=================================================================================
|
||
Start nailgun fire
|
||
=================================================================================
|
||
*/
|
||
void() spike_touch =
|
||
{
|
||
|
||
if (other == self.owner)
|
||
return;
|
||
|
||
//POX v1.11
|
||
if (self.voided)
|
||
return;
|
||
|
||
self.voided = 1;
|
||
|
||
if (pointcontents(self.origin) == CONTENT_SKY)
|
||
{
|
||
remove(self);
|
||
return;
|
||
}
|
||
|
||
// hit something that bleeds
|
||
if (other.takedamage)
|
||
{
|
||
spawn_touchblood (other, 9);
|
||
T_Damage (other, self, self.owner, 9);
|
||
}
|
||
else
|
||
{
|
||
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
||
WriteByte (MSG_BROADCAST, TE_SPIKE);
|
||
WriteCoord (MSG_BROADCAST, self.origin_x);
|
||
WriteCoord (MSG_BROADCAST, self.origin_y);
|
||
WriteCoord (MSG_BROADCAST, self.origin_z);
|
||
}
|
||
|
||
remove(self);
|
||
|
||
};
|
||
|
||
void() superspike_touch =
|
||
{
|
||
if (other == self.owner)
|
||
return;
|
||
|
||
//POX v1.11
|
||
if (self.voided)
|
||
return;
|
||
|
||
self.voided = 1;
|
||
|
||
if (pointcontents(self.origin) == CONTENT_SKY)
|
||
{
|
||
remove(self);
|
||
return;
|
||
}
|
||
|
||
// hit something that bleeds
|
||
if (other.takedamage)
|
||
{
|
||
spawn_touchblood (other, 18);
|
||
|
||
|
||
T_Damage (other, self, self.owner, 18);
|
||
}
|
||
else
|
||
{
|
||
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
||
WriteByte (MSG_BROADCAST, TE_SUPERSPIKE);
|
||
WriteCoord (MSG_BROADCAST, self.origin_x);
|
||
WriteCoord (MSG_BROADCAST, self.origin_y);
|
||
WriteCoord (MSG_BROADCAST, self.origin_z);
|
||
}
|
||
|
||
remove(self);
|
||
|
||
};
|
||
|
||
void(vector org, vector dir) launch_spike =
|
||
{
|
||
newmis = spawn ();
|
||
newmis.voided = 0;
|
||
newmis.owner = self;
|
||
newmis.movetype = MOVETYPE_FLYMISSILE;
|
||
newmis.solid = SOLID_BBOX;
|
||
|
||
newmis.angles = vectoangles(dir);
|
||
|
||
newmis.touch = spike_touch;
|
||
newmis.classname = "spike";
|
||
|
||
/*POX v1.11
|
||
if (self.classname == "bot")
|
||
{
|
||
newmis.nextthink = time + 0.05;
|
||
newmis.think = bot_missile_think;
|
||
}
|
||
else
|
||
{*/
|
||
newmis.think = SUB_Remove;
|
||
newmis.nextthink = time + 6;
|
||
//}
|
||
|
||
setmodel (newmis, "progs/spike.mdl");
|
||
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
|
||
setorigin (newmis, org);
|
||
|
||
newmis.velocity = dir * 1000;
|
||
|
||
};
|
||
|
||
// New Nailgun fire
|
||
void(float ox) W_FireNails =
|
||
{
|
||
local vector dir;
|
||
|
||
self.weaponmodel = "progs/v_nailgl.mdl"; // light up nailgun barrels
|
||
|
||
if (!self.aflag) //don't swap models if chasecam is on
|
||
sound (self, CHAN_WEAPON, "weapons/nailgun.wav", 1, ATTN_NORM); // new nailgun sound
|
||
|
||
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
|
||
dir = aim (self, 1000);
|
||
launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
|
||
newmis.touch = spike_touch;
|
||
setmodel (newmis, "progs/spike.mdl");
|
||
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
|
||
self.punchangle_x = -2;
|
||
|
||
};
|
||
|
||
// Left for spike trap use
|
||
void() W_FireSuperSpikes =
|
||
{
|
||
local vector dir;
|
||
|
||
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
|
||
//self.attack_finished = time + 0.15;
|
||
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
|
||
dir = aim (self, 1000);
|
||
launch_spike (self.origin + '0 0 16', dir);
|
||
newmis.touch = superspike_touch;
|
||
setmodel (newmis, "progs/s_spike.mdl");
|
||
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
|
||
|
||
};
|
||
|
||
// Obselete?
|
||
void(float ox) W_FireSpikes =
|
||
{
|
||
local vector dir;
|
||
|
||
makevectors (self.v_angle);
|
||
|
||
/*
|
||
if (self.weapon == IT_SUPER_NAILGUN)
|
||
{
|
||
W_FireNails (ox); // Go to the New Nail attack
|
||
return;
|
||
}
|
||
|
||
else
|
||
{*/
|
||
sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
|
||
//self.attack_finished = time + 0.2;
|
||
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
|
||
dir = aim (self, 1000);
|
||
launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
|
||
|
||
self.punchangle_x = -2;
|
||
//}
|
||
};
|
||
|
||
|
||
/*
|
||
===============================================================================
|
||
|
||
PLAYER WEAPON USE
|
||
|
||
===============================================================================
|
||
*/
|
||
|
||
void() W_SetCurrentAmmo =
|
||
{
|
||
//POX - saw_on is a hack to keep the BoneSaw's animation playing correctly
|
||
if (!self.saw_on)
|
||
player_run (); // get out of any weapon firing states
|
||
|
||
self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
|
||
|
||
self.weaponmodel = ""; //Hack for ChaseCam
|
||
|
||
if (self.weapon == IT_BONESAW)
|
||
{
|
||
|
||
self.currentammo = 0;
|
||
|
||
if (self.aflag != TRUE)
|
||
self.weaponmodel = "progs/v_bsaw.mdl";
|
||
|
||
}
|
||
else if (self.weapon == IT_TSHOT)
|
||
{
|
||
self.currentammo = self.ammo_shells;
|
||
|
||
if (self.aflag != TRUE)
|
||
self.weaponmodel = "progs/v_tshot.mdl";
|
||
|
||
self.weaponframe = 0;
|
||
|
||
self.items = self.items | IT_SHELLS;
|
||
}
|
||
else if (self.weapon == IT_COMBOGUN)
|
||
{
|
||
|
||
if (self.aflag != TRUE)
|
||
self.weaponmodel = "progs/v_combo.mdl";
|
||
|
||
self.weaponframe = 0;
|
||
|
||
//POX - ammo depends on last active trigger
|
||
if (self.which_ammo == 1)
|
||
{
|
||
self.currentammo = self.ammo_rockets;
|
||
self.items = self.items | IT_ROCKETS;
|
||
}
|
||
else
|
||
{
|
||
self.currentammo = self.ammo_shells;
|
||
self.items = self.items | IT_SHELLS;
|
||
}
|
||
}
|
||
else if (self.weapon == IT_PLASMAGUN)
|
||
{
|
||
self.currentammo = self.ammo_cells;
|
||
|
||
if (self.aflag != TRUE)
|
||
self.weaponmodel = "progs/v_plasma.mdl";
|
||
|
||
self.weaponframe = 0;
|
||
self.items = self.items | IT_CELLS;
|
||
}
|
||
else if (self.weapon == IT_SUPER_NAILGUN)
|
||
{
|
||
self.currentammo = self.ammo_nails;
|
||
|
||
if (self.aflag != TRUE)
|
||
self.weaponmodel = "progs/v_nailg.mdl";
|
||
|
||
self.weaponframe = 0;
|
||
self.items = self.items | IT_NAILS;
|
||
}
|
||
else if (self.weapon == IT_GRENADE_LAUNCHER)
|
||
{
|
||
self.currentammo = self.ammo_rockets;
|
||
|
||
if (self.aflag != TRUE)
|
||
self.weaponmodel = "progs/v_gren.mdl";
|
||
|
||
self.weaponframe = 0;
|
||
self.items = self.items | IT_ROCKETS;
|
||
}
|
||
else if (self.weapon == IT_ROCKET_LAUNCHER)
|
||
{
|
||
self.currentammo = self.ammo_rockets;
|
||
|
||
if (self.aflag != TRUE)
|
||
self.weaponmodel = "progs/v_rhino.mdl";
|
||
|
||
self.weaponframe = 0;
|
||
self.items = self.items | IT_ROCKETS;
|
||
}
|
||
else
|
||
{
|
||
self.currentammo = 0;
|
||
self.weaponmodel = "";
|
||
self.weaponframe = 0;
|
||
}
|
||
|
||
//Silence the BoneSaw and flag it off
|
||
if (self.weapon != IT_BONESAW)
|
||
{
|
||
sound (self, CHAN_WEAPON, "misc/null.wav", 1, ATTN_NORM);
|
||
self.saw_on = FALSE;
|
||
}
|
||
|
||
getmodel(self.weapon, self); // VisWeap MOD: updates the model to take new weapon into account.
|
||
|
||
};
|
||
|
||
/* BEST WEAPON MARKER */
|
||
float() W_BestWeapon =
|
||
{
|
||
local float it;
|
||
|
||
it = self.items;
|
||
|
||
// A hacky way to keep SuperShot Gun Active when out of rockets
|
||
if ((self.weapon == IT_COMBOGUN) && ( self.ammo_shells >= 2 && (self.ammo_rockets < 1)))
|
||
return IT_COMBOGUN;
|
||
|
||
//if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_FLAMETHROWER) )
|
||
// return IT_FLAMETHROWER;
|
||
if(self.ammo_cells >= 1 && (it & IT_PLASMAGUN) )
|
||
return IT_PLASMAGUN;
|
||
if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) )
|
||
return IT_SUPER_NAILGUN;
|
||
if(self.ammo_shells >= 2 && (it & IT_COMBOGUN) )
|
||
return IT_COMBOGUN;
|
||
if(self.ammo_shells >= 1 && (it & IT_TSHOT) )
|
||
return IT_TSHOT;
|
||
return IT_BONESAW;
|
||
};
|
||
|
||
float() W_CheckNoAmmo =
|
||
{
|
||
if (self.currentammo > 0)
|
||
return TRUE;
|
||
|
||
if (self.weapon == IT_BONESAW)
|
||
return TRUE;
|
||
|
||
self.weapon = W_BestWeapon ();
|
||
|
||
W_SetCurrentAmmo ();
|
||
|
||
// drop the weapon down
|
||
return FALSE;
|
||
};
|
||
/* BEST WEAPON MARKER */
|
||
|
||
/*
|
||
============
|
||
W_Attack
|
||
|
||
An attack impulse can be triggered now
|
||
============
|
||
*/
|
||
|
||
//POX v1.1 moved protypes to sectrig.qc added intermission check
|
||
float intermission_running;
|
||
|
||
void() W_Attack =
|
||
{
|
||
// + POX - from URQW patch...
|
||
// 1999-07-05 Firing during intermission fix by numb - start
|
||
if (intermission_running)
|
||
return;
|
||
|
||
if (deathmatch & DM_AUTOSWITCH)
|
||
{
|
||
if (!W_CheckNoAmmo ())
|
||
return;
|
||
}
|
||
|
||
makevectors (self.v_angle); // calculate forward angle for velocity
|
||
self.show_hostile = time + 1; // wake monsters up
|
||
|
||
|
||
if (self.weapon == IT_BONESAW)
|
||
|
||
{
|
||
|
||
if (!self.saw_on)
|
||
player_bonesaw1();
|
||
else
|
||
player_bonesaw3();
|
||
|
||
self.attack_finished = time + 0.55;
|
||
|
||
}
|
||
else if (self.weapon == IT_TSHOT)
|
||
{
|
||
if (self.ammo_shells < 1)
|
||
{
|
||
sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
|
||
self.attack_finished = time + 0.5;
|
||
}
|
||
else if (self.st_tshotload < time) //prime done so shoot
|
||
{
|
||
//t-shot is primed so do a triple shot
|
||
//have to double check ammo since switch to ComboGun can mess it up
|
||
if ((self.prime_tshot == TRUE) && (self.ammo_shells > 2))
|
||
{
|
||
player_tshot1 ();
|
||
W_FireTShot ();
|
||
self.attack_finished = time + 0.7;
|
||
self.prime_tshot = FALSE;
|
||
}
|
||
else //normal shot
|
||
{
|
||
player_shot1 ();
|
||
W_FireShotgun ();
|
||
self.attack_finished = time + 0.5;
|
||
//reset prime since switching to ComboGun can use up shells
|
||
self.prime_tshot = FALSE;
|
||
}
|
||
}
|
||
}
|
||
|
||
else if ((self.weapon == IT_COMBOGUN) && (self.st_sshotgun < time))
|
||
{
|
||
if (self.ammo_shells < 1)
|
||
{
|
||
self.currentammo = self.ammo_shells;
|
||
self.items = self.items - ( self.items & (IT_ROCKETS) );
|
||
self.items = self.items | IT_SHELLS;
|
||
self.which_ammo = 0;
|
||
sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
|
||
self.st_sshotgun = time + 0.7;
|
||
}
|
||
|
||
else
|
||
{
|
||
self.currentammo = self.ammo_shells;
|
||
self.items = self.items - ( self.items & (IT_ROCKETS) );
|
||
self.items = self.items | IT_SHELLS;
|
||
self.which_ammo = 0;
|
||
player_shot1 ();
|
||
W_FireSuperShotgun ();
|
||
self.st_sshotgun = time + 0.7;
|
||
}
|
||
}
|
||
else if ((self.weapon == IT_PLASMAGUN) && (self.st_plasma < time) && (self.st_mplasma < time))
|
||
{
|
||
if (self.ammo_cells < 1)
|
||
{
|
||
sound (self, CHAN_AUTO, "weapons/mfire2.wav", 1, ATTN_NORM);
|
||
}
|
||
else if (!self.LorR) // check which barrel fired last
|
||
player_plasma1 ();
|
||
else
|
||
player_plasma2 ();
|
||
}
|
||
|
||
else if ((self.weapon == IT_SUPER_NAILGUN) && (self.st_nailgun < time))
|
||
{
|
||
if (self.ammo_nails < 1)
|
||
sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
|
||
else
|
||
player_nail1 ();
|
||
}
|
||
else if ((self.weapon == IT_GRENADE_LAUNCHER) && (self.st_grenade < time))
|
||
{
|
||
if (self.ammo_rockets < 1)
|
||
{
|
||
sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
|
||
self.st_grenade = time + 0.6;
|
||
}
|
||
else
|
||
{
|
||
player_grenade1();
|
||
W_FireGrenade();
|
||
self.st_grenade = time + 0.6;
|
||
}
|
||
}
|
||
else if (self.weapon == IT_ROCKET_LAUNCHER)
|
||
{
|
||
if (self.ammo_rockets < 1) //no rockets so missfire
|
||
{
|
||
sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
|
||
self.attack_finished = time + 0.4;
|
||
}
|
||
else if (self.reload_rocket > 6) //have to reload so missfire
|
||
{
|
||
sound (self, CHAN_AUTO, "weapons/error.wav", 1, ATTN_NORM);
|
||
self.attack_finished = time + 0.42;
|
||
}
|
||
else if (self.st_rocketload > time) // still reloading so do nothing
|
||
{
|
||
SUB_Null ();
|
||
}
|
||
else
|
||
{
|
||
player_rocket1();
|
||
self.attack_finished = time + 0.4;
|
||
}
|
||
}
|
||
|
||
};
|
||
|
||
/*
|
||
============
|
||
W_ChangeWeapon
|
||
============
|
||
*/
|
||
void() W_ChangeWeapon =
|
||
{
|
||
local float it, am, fl = 0;
|
||
|
||
it = self.items;
|
||
am = 0;
|
||
self.which_ammo = 0; // Default ammo to shells for SuperShotgun
|
||
|
||
if (self.impulse == 1)
|
||
{
|
||
fl = IT_BONESAW;
|
||
//self.p_flex = time + 8;
|
||
}
|
||
else if (self.impulse == 2)
|
||
{
|
||
fl = IT_TSHOT;
|
||
if (self.ammo_shells < 1)
|
||
am = 1;
|
||
}
|
||
else if (self.impulse == 3)
|
||
{
|
||
fl = IT_COMBOGUN;
|
||
if (self.ammo_shells < 2)
|
||
{
|
||
am = 1;
|
||
//POX v1.1 - fix for dm_autoswitch
|
||
if (self.ammo_rockets > 0 && !(deathmatch & DM_AUTOSWITCH)) // allow player to select SuperShotgun if he has rockets
|
||
{
|
||
self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets - not shells
|
||
am = 0;
|
||
}
|
||
}
|
||
}
|
||
else if (self.impulse == 4)
|
||
{
|
||
fl = IT_PLASMAGUN;
|
||
if (self.ammo_cells < 1)
|
||
am = 1;
|
||
}
|
||
else if (self.impulse == 5)
|
||
{
|
||
fl = IT_SUPER_NAILGUN;
|
||
if (self.ammo_nails < 2)
|
||
am = 1;
|
||
}
|
||
else if (self.impulse == 6)
|
||
{
|
||
fl = IT_GRENADE_LAUNCHER;
|
||
if (self.ammo_rockets < 1)
|
||
am = 1;
|
||
}
|
||
else if (self.impulse == 7)
|
||
{
|
||
fl = IT_ROCKET_LAUNCHER;
|
||
if (self.ammo_rockets < 1)
|
||
am = 1;
|
||
}
|
||
|
||
self.impulse = 0;
|
||
|
||
if (!(self.items & fl))
|
||
{ // don't have the weapon or the ammo
|
||
sprint (self, "no weapon.\n");
|
||
return;
|
||
}
|
||
|
||
if (am)
|
||
{ // don't have the ammo
|
||
sprint (self, "not enough ammo.\n");
|
||
return;
|
||
}
|
||
|
||
//
|
||
// set weapon, set ammo
|
||
//
|
||
self.weapon = fl;
|
||
W_SetCurrentAmmo ();
|
||
};
|
||
|
||
/*
|
||
============
|
||
CheatCommand
|
||
============
|
||
*/
|
||
void() CheatCommand =
|
||
{
|
||
|
||
if (deathmatch || coop)
|
||
return;
|
||
|
||
self.ammo_rockets = 100;
|
||
self.ammo_nails = 200;
|
||
self.ammo_shells = 100;
|
||
self.ammo_cells = 200;
|
||
self.items = self.items |
|
||
IT_BONESAW |
|
||
IT_TSHOT |
|
||
IT_COMBOGUN |
|
||
IT_PLASMAGUN |
|
||
IT_SUPER_NAILGUN |
|
||
IT_GRENADE_LAUNCHER |
|
||
IT_ROCKET_LAUNCHER;
|
||
|
||
self.weapon = IT_COMBOGUN;
|
||
self.impulse = 0;
|
||
W_SetCurrentAmmo ();
|
||
};
|
||
|
||
/* POX v1.1 - got rid of non-existent flamethrower checks
|
||
============
|
||
CycleWeaponCommand
|
||
|
||
Go to the next weapon with ammo
|
||
============
|
||
*/
|
||
void() CycleWeaponCommand =
|
||
{
|
||
local float it, am;
|
||
|
||
it = self.items;
|
||
self.impulse = 0;
|
||
|
||
while (1)
|
||
{
|
||
am = 0;
|
||
self.which_ammo = 0; // Default ammo to shells for SuperShotgun
|
||
|
||
if (self.weapon == IT_ROCKET_LAUNCHER)
|
||
{
|
||
self.weapon = IT_BONESAW;
|
||
}
|
||
else if (self.weapon == IT_BONESAW)
|
||
{
|
||
self.weapon = IT_TSHOT;
|
||
if (self.ammo_shells < 1)
|
||
am = 1;
|
||
}
|
||
else if (self.weapon == IT_TSHOT)
|
||
{
|
||
self.weapon = IT_COMBOGUN;
|
||
if (self.ammo_shells < 2)
|
||
{
|
||
am = 1;
|
||
//POX v1.1 - fix for dm_autoswitch
|
||
if (self.ammo_rockets > 0 && !(deathmatch & DM_AUTOSWITCH)) // allow player to select SuperShotgun if he has rockets
|
||
{
|
||
self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets - not shells
|
||
am = 0;
|
||
}
|
||
}
|
||
}
|
||
else if (self.weapon == IT_COMBOGUN)
|
||
{
|
||
self.weapon = IT_PLASMAGUN;
|
||
if (self.ammo_cells < 1)
|
||
am = 1;
|
||
}
|
||
else if (self.weapon == IT_PLASMAGUN)
|
||
{
|
||
self.weapon = IT_SUPER_NAILGUN;
|
||
if (self.ammo_nails < 2)
|
||
am = 1;
|
||
}
|
||
else if (self.weapon == IT_SUPER_NAILGUN)
|
||
{
|
||
self.weapon = IT_GRENADE_LAUNCHER;
|
||
if (self.ammo_rockets < 1)
|
||
am = 1;
|
||
}
|
||
else if (self.weapon == IT_GRENADE_LAUNCHER)
|
||
{
|
||
self.weapon = IT_ROCKET_LAUNCHER;
|
||
if (self.ammo_rockets < 1)
|
||
am = 1;
|
||
}
|
||
|
||
if ( (it & self.weapon) && am == 0)
|
||
{
|
||
W_SetCurrentAmmo ();
|
||
return;
|
||
}
|
||
}
|
||
|
||
};
|
||
|
||
/*
|
||
============
|
||
CycleWeaponReverseCommand
|
||
|
||
Go to the prev weapon with ammo
|
||
============
|
||
*/
|
||
void() CycleWeaponReverseCommand =
|
||
{
|
||
local float it, am;
|
||
|
||
it = self.items;
|
||
self.impulse = 0;
|
||
|
||
while (1)
|
||
{
|
||
am = 0;
|
||
self.which_ammo = 0; // Default ammo to shells for SuperShotgun
|
||
|
||
if (self.weapon == IT_ROCKET_LAUNCHER)
|
||
{
|
||
self.weapon = IT_GRENADE_LAUNCHER;
|
||
if (self.ammo_rockets < 1)
|
||
am = 1;
|
||
}
|
||
else if (self.weapon == IT_GRENADE_LAUNCHER)
|
||
{
|
||
self.weapon = IT_SUPER_NAILGUN;
|
||
if (self.ammo_nails < 2)
|
||
am = 1;
|
||
}
|
||
else if (self.weapon == IT_SUPER_NAILGUN)
|
||
{
|
||
self.weapon = IT_PLASMAGUN;
|
||
if (self.ammo_cells < 1)
|
||
am = 1;
|
||
}
|
||
else if (self.weapon == IT_PLASMAGUN)
|
||
{
|
||
self.weapon = IT_COMBOGUN;
|
||
|
||
// allow player to select ComboGun if he has rockets
|
||
// BUT NOT IF DM_AUTOSWITCH!!
|
||
if (self.ammo_shells < 2)
|
||
{
|
||
am = 1;
|
||
if (self.ammo_rockets > 0 && !(deathmatch & DM_AUTOSWITCH))
|
||
{
|
||
self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets - not shells
|
||
am = 0;
|
||
}
|
||
}
|
||
}
|
||
else if (self.weapon == IT_COMBOGUN)
|
||
{
|
||
self.weapon = IT_TSHOT;
|
||
if (self.ammo_shells < 1)
|
||
am = 1;
|
||
}
|
||
else if (self.weapon == IT_TSHOT)
|
||
{
|
||
self.weapon = IT_BONESAW;
|
||
//self.p_flex = time + 8;
|
||
}
|
||
else if (self.weapon == IT_BONESAW)
|
||
{
|
||
self.weapon = IT_ROCKET_LAUNCHER;
|
||
if (self.ammo_rockets < 1)
|
||
am = 1;
|
||
}
|
||
|
||
if ( (it & self.weapon) && am == 0)
|
||
{
|
||
W_SetCurrentAmmo ();
|
||
return;
|
||
}
|
||
}
|
||
|
||
};
|
||
|
||
/*
|
||
============
|
||
ServerflagsCommand
|
||
|
||
Just for development
|
||
============
|
||
*/
|
||
void() ServerflagsCommand =
|
||
{
|
||
serverflags = serverflags * 2 + 1;
|
||
};
|
||
|
||
void() QuadCheat =
|
||
{
|
||
if (deathmatch || coop)
|
||
return;
|
||
self.super_time = 1;
|
||
self.super_damage_finished = time + 30;
|
||
self.items = self.items | IT_QUAD;
|
||
dprint ("quad cheat\n");
|
||
};
|
||
|
||
|
||
/*
|
||
============
|
||
ImpulseCommands
|
||
|
||
============
|
||
*/
|
||
//POX - put this in a sperate routine so the same impulse can be used in autocam/setup mode
|
||
void() DisplayRules =
|
||
{
|
||
sprint (self, "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>\n----------------------\n |\n");
|
||
|
||
if (deathmatch & DM_PREDATOR)
|
||
sprint (self, "on | Predator Mode\n");
|
||
else
|
||
sprint (self, "<EFBFBD><EFBFBD><EFBFBD> | Predator Mode\n");
|
||
|
||
if (deathmatch & DM_DARK)
|
||
sprint (self, "on | Dark Mode\n");
|
||
else
|
||
sprint (self, "<EFBFBD><EFBFBD><EFBFBD> | Dark Mode\n");
|
||
|
||
if (deathmatch & DM_LMS)
|
||
sprint (self, "on | Last Man Standing\n");
|
||
else
|
||
sprint (self, "<EFBFBD><EFBFBD><EFBFBD> | Last Man Standing\n");
|
||
|
||
if (deathmatch & DM_FFA)
|
||
sprint (self, "on | Free For All\n");
|
||
else
|
||
sprint (self, "<EFBFBD><EFBFBD><EFBFBD> | Free For All\n");
|
||
|
||
if (deathmatch & DM_GIB)
|
||
sprint (self, "on | Gib\n");
|
||
else
|
||
sprint (self, "<EFBFBD><EFBFBD><EFBFBD> | Gib\n");
|
||
|
||
if (deathmatch & DM_AUTOSWITCH)
|
||
sprint (self, "on | Weapon Autoswitch\n");
|
||
else
|
||
sprint (self, "<EFBFBD><EFBFBD><EFBFBD> | Weapon Autoswitch\n");
|
||
|
||
if (deathmatch & DM_NOBOTS)
|
||
sprint (self, "<EFBFBD><EFBFBD><EFBFBD> | Bots\n");
|
||
else
|
||
sprint (self, "on | Bots\n |\n----------------------\n\n");
|
||
|
||
};
|
||
|
||
.float target_id_temp;//POX 1.2
|
||
//POX - stuff added here, bot & camera impulses
|
||
void() ImpulseCommands =
|
||
{
|
||
if (self.impulse >= 1 && self.impulse <= 8)
|
||
W_ChangeWeapon ();
|
||
if (self.impulse == 9)
|
||
CheatCommand ();
|
||
if (self.impulse == 10)
|
||
CycleWeaponCommand ();
|
||
if (self.impulse == 11)
|
||
ServerflagsCommand ();
|
||
if (self.impulse == 12)
|
||
CycleWeaponReverseCommand ();
|
||
if (self.impulse == 255)
|
||
QuadCheat ();
|
||
|
||
//POX - v1.1 target identifier toggle
|
||
if (self.impulse == 16)
|
||
{
|
||
self.target_id_temp = TRUE;//POX v1.2 - hack to get targid to work accross level changes
|
||
stuffcmd (self, "play misc/talk.wav\n"); //POX v1.2 audio confirmation
|
||
|
||
if (self.target_id_toggle)
|
||
{
|
||
self.target_id_toggle = FALSE;
|
||
|
||
//POX v1.12 - don't centerprint if a message is up
|
||
if (self.target_id_finished < time)
|
||
centerprint (self, "Target Identifier OFF\n");
|
||
else
|
||
sprint (self, "Target Identifier OFF\n");
|
||
|
||
}
|
||
else
|
||
{
|
||
self.target_id_toggle = TRUE;
|
||
|
||
//POX v1.12 - don't centerprint if a message is up
|
||
if (self.target_id_finished < time)
|
||
centerprint (self, "Target Identifier ON\n");
|
||
else
|
||
sprint (self, "Target Identifier ON\n");
|
||
|
||
self.target_id_finished = time + 3;
|
||
}
|
||
}
|
||
|
||
//POX - v1.11 GL FlashBlend (hacky fix) - Toggles dynamiclights vs lightglows
|
||
|
||
if (self.impulse == 17)
|
||
{
|
||
if(!self.gl_fix)
|
||
{
|
||
stuffcmd (self, "gl_flashblend 0\n");
|
||
self.gl_fix = TRUE;
|
||
}
|
||
else
|
||
{
|
||
stuffcmd (self, "gl_flashblend 1\n");
|
||
self.gl_fix = FALSE;
|
||
}
|
||
}
|
||
|
||
// KasCam ->
|
||
if (self.impulse == 250)
|
||
{
|
||
//If client hit observer in LMS mode, drop the player count
|
||
if ((deathmatch & DM_LMS) && self.frags > 0)
|
||
{
|
||
lms_plrcount = lms_plrcount - 1;
|
||
self.LMS_registered = FALSE; //Don't display LMS dead message
|
||
self.frags = 0;
|
||
CamClientInit ();
|
||
}
|
||
else
|
||
{
|
||
self.frags = 0;
|
||
CamClientInit ();
|
||
}
|
||
}
|
||
// <- KasCam
|
||
|
||
//ChaseCam
|
||
if (self.impulse == 254)
|
||
CCam ();
|
||
|
||
if (self.impulse == 150)
|
||
CCamUp (2);
|
||
if (self.impulse == 151)
|
||
CCamRight (2);
|
||
if (self.impulse == 152)
|
||
CCamForward (2);
|
||
if (self.impulse == 153)
|
||
CCamUp (-2);
|
||
if (self.impulse == 154)
|
||
CCamRight (-2);
|
||
if (self.impulse == 155)
|
||
CCamForward (-2);
|
||
//ChaseCam
|
||
|
||
//Bot impulses - no coop/single player
|
||
|
||
//Create Enemy bot (FF or Team)
|
||
if (self.impulse == 251 && deathmatch)
|
||
create_bot(1);
|
||
|
||
//Create TeamBot
|
||
if (self.impulse == 252 && deathmatch && teamplay)
|
||
create_bot(2);
|
||
|
||
//Display Server Rules Impulse
|
||
if (self.impulse == 253)
|
||
DisplayRules();
|
||
|
||
self.impulse = 0;
|
||
};
|
||
|
||
/*
|
||
============
|
||
W_WeaponFrame
|
||
|
||
Called every frame so impulse events can be handled as well as possible
|
||
============
|
||
*/
|
||
|
||
void() W_WeaponFrame =
|
||
{
|
||
if (time < self.attack_finished)
|
||
return;
|
||
|
||
// POX - v1.1 target identifier
|
||
if (self.target_id_toggle && (time > self.target_id_finished))
|
||
ID_CheckTarget ();
|
||
|
||
//POX - Don't swap nailgun skins if player chascam is active!
|
||
if ((self.weapon == IT_SUPER_NAILGUN) && (self.st_nailgun < time) && (!self.aflag))
|
||
self.weaponmodel = "progs/v_nailg.mdl"; // cool off nailgun barrels
|
||
|
||
// + POX - only check these if necessary (thanks to URQW patch)
|
||
// 1998-08-14 Constantly checking all impulses fix by Perged
|
||
if (self.impulse == SECOND_TRIGGER)
|
||
W_SecondTrigger ();
|
||
else if (self.impulse)
|
||
ImpulseCommands ();
|
||
// - POX
|
||
|
||
// check for attack
|
||
if (self.button0)
|
||
{
|
||
SuperDamageSound ();
|
||
W_Attack ();
|
||
}
|
||
};
|
||
|
||
/*
|
||
========
|
||
SuperDamageSound
|
||
|
||
Plays sound if needed
|
||
========
|
||
*/
|
||
void() SuperDamageSound =
|
||
{
|
||
if (self.super_damage_finished > time)
|
||
{
|
||
if (self.super_sound < time)
|
||
{
|
||
self.super_sound = time + 1;
|
||
sound (self, CHAN_AUTO, "items/damage3.wav", 1, ATTN_NORM);
|
||
}
|
||
}
|
||
return;
|
||
};
|