game-source/nqw/weapons.qc
2004-02-08 05:02:20 +00:00

1151 lines
24 KiB
C++

void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
void () player_run;
void (entity bomb, entity attacker, float rad, entity ignore, string dtype)
T_RadiusDamage;
void (vector org, float damage) SpawnBlood;
void () SuperDamageSound;
// called by worldspawn
void() W_Precache =
{
precache_sound ("weapons/r_exp3.wav"); // new rocket explosion
precache_sound ("weapons/rocket1i.wav"); // spike gun
precache_sound ("weapons/sgun1.wav");
precache_sound ("weapons/guncock.wav"); // player shotgun
precache_sound ("weapons/ric1.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric2.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric3.wav"); // ricochet (used in c code)
precache_sound ("weapons/spike2.wav"); // super spikes
precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
precache_sound ("weapons/grenade.wav"); // grenade launcher
precache_sound ("weapons/bounce.wav"); // grenade bounce
precache_sound ("weapons/shotgn2.wav"); // super shotgun
};
void() W_FireAxe =
{
local vector org, source;
makevectors (self.v_angle);
source = self.origin + '0 0 16';
traceline (source, source + v_forward * 64, FALSE, self);
if (trace_fraction == 1.0)
return;
org = trace_endpos - v_forward*4;
if (trace_ent.takedamage) {
trace_ent.axhitme = 1;
SpawnBlood (org, 20);
if (deathmatch > 3)
T_Damage (trace_ent, self, self, 75);
else
T_Damage (trace_ent, self, self, 20);
} else { // hit wall
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_GUNSHOT, 3.0);
WriteCoordV (MSG_MULTICAST, org);
multicast (org, MULTICAST_PVS);
}
};
//============================================================================
vector() wall_velocity =
{
local vector vel;
vel = normalize (self.velocity);
vel = normalize (vel + v_up * (random () - 0.5) + v_right
* (random () - 0.5));
vel = (vel + 2 * trace_plane_normal) * 200;
return vel;
};
void(vector org, vector vel) SpawnMeatSpray =
{
local entity missile;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_NOT;
makevectors (self.angles);
missile.velocity = vel;
missile.velocity_z = missile.velocity_z + 250 + 50 * random ();
missile.avelocity = '3000 1000 2000';
// set missile duration
missile.nextthink = time + 1;
missile.think = SUB_Remove;
setmodel (missile, "progs/zom_gib.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, org);
};
/*
================
SpawnBlood
================
*/
void(vector org, float damage) SpawnBlood =
{
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_BLOOD, 1.0);
WriteCoordV (MSG_MULTICAST, org);
multicast (org, MULTICAST_PVS);
};
/*
================
spawn_touchblood
================
*/
void(float damage) spawn_touchblood =
{
local vector vel;
vel = wall_velocity () * 0.2;
SpawnBlood (self.origin + vel * 0.01, damage);
};
/*
==============================================================================
MULTI-DAMAGE
Collects multiple small damages into a single damage
==============================================================================
*/
entity multi_ent;
float multi_damage;
vector blood_org;
float blood_count;
vector puff_org;
float puff_count;
void() ClearMultiDamage =
{
multi_ent = world;
multi_damage = 0;
blood_count = 0;
puff_count = 0;
};
void() ApplyMultiDamage =
{
if (!multi_ent)
return;
T_Damage (multi_ent, self, self, multi_damage);
};
void(entity hit, float damage) AddMultiDamage =
{
if (!hit)
return;
if (hit != multi_ent) {
ApplyMultiDamage ();
multi_damage = damage;
multi_ent = hit;
} else
multi_damage = multi_damage + damage;
};
void() Multi_Finish =
{
if (puff_count) {
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_GUNSHOT, puff_count);
WriteCoordV (MSG_MULTICAST, puff_org);
multicast (puff_org, MULTICAST_PVS);
}
if (blood_count) {
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_BLOOD, blood_count);
WriteCoordV (MSG_MULTICAST, blood_org);
multicast (puff_org, MULTICAST_PVS);
}
};
// BULLETS ====================================================================
void(float damage, vector dir) TraceAttack =
{
local vector org, vel;
vel = normalize (dir + 2 * (v_up * (random () - 0.5)
+ v_right * (random () - 0.5)));
vel = (vel + 2 * trace_plane_normal) * 200;
org = trace_endpos - dir*4;
if (trace_ent.takedamage) {
blood_count = blood_count + 1;
blood_org = org;
AddMultiDamage (trace_ent, damage);
} else {
puff_count = puff_count + 1;
}
};
/*
================
FireBullets
Used by shotgun, super shotgun, and enemy soldier firing
Go to the trouble of combining multiple pellets into a single damage call.
================
*/
void(float shotcount, vector dir, vector spread) FireBullets =
{
local vector direction, src;
makevectors (self.v_angle);
src = self.origin + v_forward * 10;
src_z = self.absmin_z + self.size_z * 0.7;
ClearMultiDamage ();
traceline (src, src + dir * 2048, FALSE, self);
puff_org = trace_endpos - dir * 4;
while (shotcount > 0) {
direction = dir + 2 * (spread_x * v_right * (random () - 0.5)
+ spread_y * v_up * (random () - 0.5));
traceline (src, src + direction * 2048, FALSE, self);
if (trace_fraction != 1.0)
TraceAttack (4, direction);
shotcount = shotcount - 1;
}
ApplyMultiDamage ();
Multi_Finish ();
};
/*
================
W_FireShotgun
================
*/
void() W_FireShotgun =
{
local vector dir;
sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
if (deathmatch != 4 )
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
dir = aim (self, 100000);
FireBullets (6, dir, '0.04 0.04 0');
};
/*
================
W_FireSuperShotgun
================
*/
void() W_FireSuperShotgun =
{
local vector dir;
if (self.currentammo == 1) {
W_FireShotgun ();
return;
}
sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_BIGKICK);
if (deathmatch != 4)
self.currentammo = self.ammo_shells = self.ammo_shells - 2;
dir = aim (self, 100000);
FireBullets (14, dir, '0.14 0.08 0');
};
// ROCKETS ====================================================================
void() T_MissileTouch =
{
local float damg;
// if (deathmatch == 4) {
// if ( ((other.weapon == 32) || (other.weapon == 16))) {
// if (random () < 0.1) {
// if (other != world) {
// bprint (PRINT_HIGH, "Got here\n");
// other.deathtype = "blaze";
// T_Damage (other, self, self.owner, 1000 );
// T_RadiusDamage (self, self.owner, 1000, other);
// }
// }
// }
// }
if (other == self.owner)
return; // don't explode on owner
if (self.voided)
return;
self.voided = 1;
if (pointcontents (self.origin) == CONTENT_SKY) {
remove (self);
return;
}
damg = 100 + random () * 20;
if (other.health) {
other.deathtype = "rocket";
T_Damage (other, self, self.owner, damg);
}
// don't do radius damage to the other, because all the damage
// was done in the impact
T_RadiusDamage (self, self.owner, 120, other, "rocket");
// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
self.origin = self.origin - 8 * normalize(self.velocity);
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
WriteCoordV (MSG_MULTICAST, self.origin);
multicast (self.origin, MULTICAST_PHS);
remove(self);
};
void() W_FireRocket =
{
if (deathmatch != 4)
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
// set newmis speed
makevectors (self.v_angle);
newmis.velocity = aim (self, 1000);
newmis.velocity = newmis.velocity * 1000;
newmis.angles = vectoangles (newmis.velocity);
newmis.touch = T_MissileTouch;
newmis.voided = 0;
// set newmis duration
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.classname = "rocket";
setmodel (newmis, "progs/missile.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin + v_forward*8 + '0 0 16');
};
// LIGHTNING ==================================================================
void(entity from, float damage) LightningHit =
{
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_LIGHTNINGBLOOD);
WriteCoordV (MSG_MULTICAST, trace_endpos);
multicast (trace_endpos, MULTICAST_PVS);
T_Damage (trace_ent, from, from, damage);
};
void(vector p1, vector p2, entity from, float damage) LightningDamage =
{
local entity e1, e2;
local vector f;
f = p2 - p1;
normalize (f);
f_x = 0 - f_y;
f_y = f_x;
f_z = 0;
f = f * 16;
e1 = e2 = world;
traceline (p1, p2, FALSE, self);
if (trace_ent.takedamage) {
LightningHit (from, damage);
if (self.classname == "player") {
if (other.classname == "player")
trace_ent.velocity_z = trace_ent.velocity_z + 400;
}
}
e1 = trace_ent;
traceline (p1 + f, p2 + f, FALSE, self);
if (trace_ent != e1 && trace_ent.takedamage)
LightningHit (from, damage);
e2 = trace_ent;
traceline (p1 - f, p2 - f, FALSE, self);
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
LightningHit (from, damage);
};
void() W_FireLightning =
{
local vector org;
local float cells;
if (self.ammo_cells < 1) {
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
// explode if under water
if (self.waterlevel > 1) {
if (deathmatch > 3) {
if (random () <= 0.5) {
self.deathtype = "selfwater";
T_Damage (self, self, self.owner, 4000);
} else {
cells = self.ammo_cells;
self.ammo_cells = 0;
W_SetCurrentAmmo ();
T_RadiusDamage (self, self, 35 * cells, world, "");
return;
}
} else {
cells = self.ammo_cells;
self.ammo_cells = 0;
W_SetCurrentAmmo ();
T_RadiusDamage (self, self, 35 * cells, world, "");
return;
}
}
if (self.t_width < time) {
sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
self.t_width = time + 0.6;
}
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
if (deathmatch != 4)
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
org = self.origin + '0 0 16';
traceline (org, org + v_forward * 600, TRUE, self);
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_LIGHTNING2);
WriteEntity (MSG_MULTICAST, self);
WriteCoordV (MSG_MULTICAST, org);
WriteCoordV (MSG_MULTICAST, trace_endpos);
multicast (org, MULTICAST_PHS);
LightningDamage (self.origin, trace_endpos + v_forward * 4, self, 30);
};
//=============================================================================
void() GrenadeExplode =
{
if (self.voided)
return;
self.voided = 1;
T_RadiusDamage (self, self.owner, 120, world, "grenade");
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
WriteCoordV (MSG_MULTICAST, self.origin);
multicast (self.origin, MULTICAST_PHS);
remove (self);
};
void() GrenadeTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (other.takedamage == DAMAGE_AIM) {
GrenadeExplode();
return;
}
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
void() W_FireGrenade =
{
if (deathmatch != 4)
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
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
+ 20 * (v_right * (random () - 0.5) + v_up * (random () - 0.5));
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
if (deathmatch == 4) {
newmis.nextthink = time + 2.5;
self.attack_finished = time + 1.1;
T_Damage (self, self, self.owner, 10);
} else
newmis.nextthink = time + 2.5;
newmis.think = GrenadeExplode;
setmodel (newmis, "progs/grenade.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin);
};
//=============================================================================
void() spike_touch;
void() superspike_touch;
/*
===============
launch_spike
Used for both the player and the ogre
===============
*/
void(vector org, vector dir) launch_spike =
{
newmis = spawn ();
newmis.voided=0;
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.angles = vectoangles(dir);
newmis.touch = spike_touch;
newmis.classname = "spike";
newmis.think = SUB_Remove;
newmis.nextthink = time + 6;
setmodel (newmis, "progs/spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, org);
newmis.velocity = dir * 1000;
};
void() W_FireSuperSpikes =
{
local vector dir;
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
if (deathmatch != 4)
self.currentammo = self.ammo_nails = self.ammo_nails - 2;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16', dir);
newmis.touch = superspike_touch;
setmodel (newmis, "progs/s_spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
};
void(float ox) W_FireSpikes =
{
local vector dir;
makevectors (self.v_angle);
if (self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN) {
W_FireSuperSpikes ();
return;
}
if (self.ammo_nails < 1) {
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
if (deathmatch != 4)
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16' + v_right * ox, dir);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
};
.float hit_z;
void() spike_touch =
{
if (other == self.owner)
return;
if (self.voided)
return;
self.voided = 1;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(self.origin) == CONTENT_SKY) {
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage) {
spawn_touchblood (9);
other.deathtype = "nail";
T_Damage (other, self, self.owner, 9);
} else {
local float foo = TE_SPIKE;
switch (self.classname) {
case "wizspike":
foo = TE_WIZSPIKE;
break;
case "knightspike":
foo = TE_KNIGHTSPIKE;
break;
default:
// foo = TE_SPIKE;
break;
}
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, foo);
WriteCoordV (MSG_MULTICAST, self.origin);
multicast (self.origin, MULTICAST_PHS);
}
remove (self);
};
void() superspike_touch =
{
if (other == self.owner)
return;
if (self.voided)
return;
self.voided = 1;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents (self.origin) == CONTENT_SKY) {
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage) {
spawn_touchblood (18);
other.deathtype = "supernail";
T_Damage (other, self, self.owner, 18);
} else {
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_SUPERSPIKE);
WriteCoordV (MSG_MULTICAST, self.origin);
multicast (self.origin, MULTICAST_PHS);
}
remove (self);
};
// PLAYER WEAPON USE ==========================================================
void() W_SetCurrentAmmo =
{
player_run (); // get out of any weapon firing states
self.items &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS);
switch (self.weapon) {
case IT_AXE:
self.currentammo = 0;
self.weaponmodel = "progs/v_axe.mdl";
self.weaponframe = 0;
break;
case IT_SHOTGUN:
self.currentammo = self.ammo_shells;
self.weaponmodel = "progs/v_shot.mdl";
self.weaponframe = 0;
self.items |= IT_SHELLS;
break;
case IT_SUPER_SHOTGUN:
self.currentammo = self.ammo_shells;
self.weaponmodel = "progs/v_shot2.mdl";
self.weaponframe = 0;
self.items |= IT_SHELLS;
break;
case IT_NAILGUN:
self.currentammo = self.ammo_nails;
self.weaponmodel = "progs/v_nail.mdl";
self.weaponframe = 0;
self.items |= IT_NAILS;
break;
case IT_SUPER_NAILGUN:
self.currentammo = self.ammo_nails;
self.weaponmodel = "progs/v_nail2.mdl";
self.weaponframe = 0;
self.items |= IT_NAILS;
break;
case IT_GRENADE_LAUNCHER:
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rock.mdl";
self.weaponframe = 0;
self.items |= IT_ROCKETS;
break;
case IT_ROCKET_LAUNCHER:
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rock2.mdl";
self.weaponframe = 0;
self.items |= IT_ROCKETS;
break;
case IT_LIGHTNING:
self.currentammo = self.ammo_cells;
self.weaponmodel = "progs/v_light.mdl";
self.weaponframe = 0;
self.items |= IT_CELLS;
break;
default:
self.currentammo = 0;
self.weaponmodel = "";
self.weaponframe = 0;
break;
}
};
float() W_BestWeapon =
{
local float it;
it = self.items;
if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING))
return IT_LIGHTNING;
else if (self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN))
return IT_SUPER_NAILGUN;
else if (self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN))
return IT_SUPER_SHOTGUN;
else if (self.ammo_nails >= 1 && (it & IT_NAILGUN))
return IT_NAILGUN;
else if (self.ammo_shells >= 1 && (it & IT_SHOTGUN))
return IT_SHOTGUN;
/*
if (self.ammo_rockets >= 1 && (it & IT_ROCKET_LAUNCHER))
return IT_ROCKET_LAUNCHER;
else if (self.ammo_rockets >= 1 && (it & IT_GRENADE_LAUNCHER))
return IT_GRENADE_LAUNCHER;
*/
return IT_AXE;
};
float() W_CheckNoAmmo =
{
if (self.currentammo > 0)
return TRUE;
if (self.weapon == IT_AXE)
return TRUE;
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
// drop the weapon down
return FALSE;
};
/*
============
W_Attack
An attack impulse can be triggered now
============
*/
void() player_axe1;
void() player_axeb1;
void() player_axec1;
void() player_axed1;
void() player_shot1;
void() player_nail1;
void() player_light1;
void() player_rocket1;
void() W_Attack =
{
local float r;
if (!W_CheckNoAmmo ())
return;
makevectors (self.v_angle); // calculate forward angle for velocity
self.show_hostile = time + 1; // wake monsters up
switch (self.weapon) {
case IT_AXE:
self.attack_finished = time + 0.5;
sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
r = random ();
if (r < 0.25)
player_axe1 ();
else if (r < 0.5)
player_axeb1 ();
else if (r < 0.75)
player_axec1 ();
else
player_axed1 ();
break;
case IT_SHOTGUN:
player_shot1 ();
self.attack_finished = time + 0.5;
W_FireShotgun ();
break;
case IT_SUPER_SHOTGUN:
player_shot1 ();
self.attack_finished = time + 0.7;
W_FireSuperShotgun ();
break;
case IT_NAILGUN:
player_nail1 ();
break;
case IT_SUPER_NAILGUN:
player_nail1 ();
break;
case IT_GRENADE_LAUNCHER:
player_rocket1 ();
self.attack_finished = time + 0.6;
W_FireGrenade ();
break;
case IT_ROCKET_LAUNCHER:
player_rocket1 ();
self.attack_finished = time + 0.8;
W_FireRocket ();
break;
case IT_LIGHTNING:
self.attack_finished = time + 0.1;
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
player_light1 ();
break;
}
};
void() CheatCommand =
{
if (deathmatch || coop)
return;
self.ammo_cells = 200;
self.ammo_rockets = 100;
self.ammo_nails = 200;
self.ammo_shells = 100;
self.items |= (IT_AXE | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN
| IT_SUPER_NAILGUN | IT_GRENADE_LAUNCHER
| IT_ROCKET_LAUNCHER | IT_LIGHTNING | IT_KEY1 | IT_KEY2);
self.weapon = IT_ROCKET_LAUNCHER;
self.impulse = 0;
W_SetCurrentAmmo ();
};
/*
============
CycleWeaponCommand
Go to the next weapon with ammo
============
*/
void() CycleWeaponCommand =
{
local float it, am;
it = self.items;
self.impulse = 0;
while (1) {
am = 0;
switch (self.weapon) {
case IT_LIGHTNING:
self.weapon = IT_AXE;
break;
case IT_AXE:
self.weapon = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
break;
case IT_SHOTGUN:
self.weapon = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
break;
case IT_SUPER_SHOTGUN:
self.weapon = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
break;
case IT_NAILGUN:
self.weapon = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
break;
case IT_SUPER_NAILGUN:
self.weapon = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
break;
case IT_GRENADE_LAUNCHER:
self.weapon = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
break;
case IT_ROCKET_LAUNCHER:
self.weapon = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
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;
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;
};