2001-07-23 20:52:47 +00:00
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#include "defs.qh"
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2001-07-17 05:58:10 +00:00
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/*======================================================
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SNIPER.QC
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TeamFortress v2.5 29/2/97
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========================================================
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Functions for the SNIPER class and associated weaponry
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========================================================*/
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// Functions outside this file
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// Functions inside this file
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void() TeamFortress_SniperWeapon;
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// Autozoom functions
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void(float zoom_level) TF_zoom;
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void() SniperSight_Update;
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void() SniperSight_Update2;
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void(float type) SniperSight_Create;
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//=========================================================================
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// Sniper/Auto Rifle selection function
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void() TeamFortress_SniperWeapon =
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{
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self.impulse = 0;
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2001-07-23 20:52:47 +00:00
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if (self.tfstate & TFSTATE_RELOADING)
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2001-07-17 05:58:10 +00:00
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return;
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2001-07-23 20:52:47 +00:00
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if (!((self.weapons_carried & WEAP_SNIPER_RIFLE) && (self.weapons_carried & WEAP_AUTO_RIFLE)))
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2001-07-17 05:58:10 +00:00
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return;
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2003-12-02 03:20:33 +00:00
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if (self.ammo_shells < 5)
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2001-07-17 05:58:10 +00:00
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{ // don't have the ammo
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2001-07-23 20:52:47 +00:00
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sprint (self, PRINT_HIGH, "not enough ammo.\n");
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2001-07-17 05:58:10 +00:00
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return;
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}
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2003-12-02 03:20:33 +00:00
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#ifndef NO_AUTORIFLE
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2001-07-23 20:52:47 +00:00
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if (self.current_weapon == WEAP_SNIPER_RIFLE)
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2001-07-17 05:58:10 +00:00
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{
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2001-07-23 20:52:47 +00:00
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self.current_weapon = WEAP_AUTO_RIFLE;
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2001-07-17 05:58:10 +00:00
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}
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else
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2003-12-02 03:20:33 +00:00
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#endif
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2001-07-17 05:58:10 +00:00
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{
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2001-07-23 20:52:47 +00:00
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self.current_weapon = WEAP_SNIPER_RIFLE;
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2001-07-17 05:58:10 +00:00
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}
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W_SetCurrentAmmo ();
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};
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//=========================================================================
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// Do the autozoom of the sniper rifle
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void(float zoom_level) TF_zoom =
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{
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local string zl;
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2001-07-23 20:52:47 +00:00
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if (self.tfstate & TFSTATE_ZOOMOFF)
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2001-07-17 05:58:10 +00:00
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return;
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zl = ftos(zoom_level);
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stuffcmd(self, "fov ");
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stuffcmd(self, zl);
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stuffcmd(self, "\n");
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};
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//=========================================================================
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// Move the sight to the point the rifle's aiming at
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void() SniperSight_Update =
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{
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local vector org;
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2001-07-23 20:52:47 +00:00
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if (!(self.owner.tfstate & TFSTATE_AIMING) || (self.owner.current_weapon != WEAP_SNIPER_RIFLE))
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2001-07-17 05:58:10 +00:00
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{
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2004-04-12 05:37:50 +00:00
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self.owner.tfstate &= ~TFSTATE_AIMING;
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2001-07-17 05:58:10 +00:00
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TeamFortress_SetSpeed(self.owner);
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self.owner.heat = 0;
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dremove(self);
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return;
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}
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makevectors(self.owner.v_angle);
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org = self.owner.origin + v_forward*10;
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2012-07-06 02:29:18 +00:00
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org.z = self.owner.absmin.z + self.owner.size.z * 0.7;
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2001-07-17 05:58:10 +00:00
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2001-07-23 20:52:47 +00:00
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traceline (org, org + v_forward*9192, FALSE, self);
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2001-07-17 05:58:10 +00:00
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if (trace_fraction == 1.0)
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{
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setorigin(self, self.owner.origin );
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return;
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}
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self.angles = vectoangles(v_forward);
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setorigin(self, trace_endpos);
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2012-07-06 02:29:18 +00:00
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self.v_angle.z = self.owner.v_angle.z;
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<Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and
sensing
<Grievre> give mirvs the right death message, make them a little weaker and
more spread out
<Grievre> increased damage done by exp body... fixes not being able to use
airfist if you have daedalus or lg with no cells
<Grievre> made it so missing judo = you can't fire for 1.5 seconds, also
judo doesn't always work, less chance of it working a) if they're facing
you b) if they have knife, judo, or close combat
<Grievre> you lose speed the more armor you have (so upgraded people can
buy cougar and cheetah now)
<Grievre> attempted to fix the respawn guard not telefragging bug (if it
was still there)
<Grievre> made it so you can tell a shambler to come, stop, or patrol even
if it is fighting someone, doesn't really work most of the time but can
"wake up" your shambler if it's being screwy
<Grievre> (works for all demons)
<Grievre> made it so a monster goes back to what it was doing before
(following you, patrolling etc) once it's done with its enemy
<Grievre> made the sniper rifle less cheap (or tried to), charging now =
more accuracy, rather than more damage. OTR now does slightly less damage
than regular, but isn't blocked by armor as much.
<Grievre> autorifle now has half the rate of fire but does same damage as
sniper rifle, but less accurate
<Grievre> headshots always ignore armor if target has green armor, legshots
always ignore armor except for red
<Grievre> added bshams and shambler kings (can be disabled with infokeys)
<Grievre> increased max knife blood to 32
<Grievre> made it so airfist bounces gymnasts twice as much, and bounces
everyone a little more (I think), may cause stuck bugs but I think it
won't. airfist does half damage to gymnasts and slightly more to hwguys
<Grievre> made shamblers a little smarter and more powerful in general
<Grievre> they now attack buildings (only bshams/kings) if they are
attacked by them first
<Grievre> bsham/king fireball now sets things on fire
<Grievre> shamblers will generally attack the person who last hit them
<Grievre> shortened judoka range (they have the old range if they get close
combat
<Grievre> shamblers will cycle the left-right slash or fireball longer than
they did (but they won't keep doing it if their enemy is not visible)
<Grievre> fixed shambler fireball so it doesn't miss and hurt itself so
much
<Grievre> #define OLD_AUTORIFLE
<Grievre> will go to the old behavior of the auto rifle
<Grievre> I think that's it
<Grievre> oh, I changed the intro message and version string a little, you
might want to change that
2003-11-12 04:58:19 +00:00
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2003-11-16 00:43:31 +00:00
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self.owner.heat *= 0.9;
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self.owner.heat--;
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<Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and
sensing
<Grievre> give mirvs the right death message, make them a little weaker and
more spread out
<Grievre> increased damage done by exp body... fixes not being able to use
airfist if you have daedalus or lg with no cells
<Grievre> made it so missing judo = you can't fire for 1.5 seconds, also
judo doesn't always work, less chance of it working a) if they're facing
you b) if they have knife, judo, or close combat
<Grievre> you lose speed the more armor you have (so upgraded people can
buy cougar and cheetah now)
<Grievre> attempted to fix the respawn guard not telefragging bug (if it
was still there)
<Grievre> made it so you can tell a shambler to come, stop, or patrol even
if it is fighting someone, doesn't really work most of the time but can
"wake up" your shambler if it's being screwy
<Grievre> (works for all demons)
<Grievre> made it so a monster goes back to what it was doing before
(following you, patrolling etc) once it's done with its enemy
<Grievre> made the sniper rifle less cheap (or tried to), charging now =
more accuracy, rather than more damage. OTR now does slightly less damage
than regular, but isn't blocked by armor as much.
<Grievre> autorifle now has half the rate of fire but does same damage as
sniper rifle, but less accurate
<Grievre> headshots always ignore armor if target has green armor, legshots
always ignore armor except for red
<Grievre> added bshams and shambler kings (can be disabled with infokeys)
<Grievre> increased max knife blood to 32
<Grievre> made it so airfist bounces gymnasts twice as much, and bounces
everyone a little more (I think), may cause stuck bugs but I think it
won't. airfist does half damage to gymnasts and slightly more to hwguys
<Grievre> made shamblers a little smarter and more powerful in general
<Grievre> they now attack buildings (only bshams/kings) if they are
attacked by them first
<Grievre> bsham/king fireball now sets things on fire
<Grievre> shamblers will generally attack the person who last hit them
<Grievre> shortened judoka range (they have the old range if they get close
combat
<Grievre> shamblers will cycle the left-right slash or fireball longer than
they did (but they won't keep doing it if their enemy is not visible)
<Grievre> fixed shambler fireball so it doesn't miss and hurt itself so
much
<Grievre> #define OLD_AUTORIFLE
<Grievre> will go to the old behavior of the auto rifle
<Grievre> I think that's it
<Grievre> oh, I changed the intro message and version string a little, you
might want to change that
2003-11-12 04:58:19 +00:00
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local float diff = vlen(self.owner.v_angle - self.v_angle);
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2003-11-16 00:43:31 +00:00
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if (diff > 10) diff = 10;
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<Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and
sensing
<Grievre> give mirvs the right death message, make them a little weaker and
more spread out
<Grievre> increased damage done by exp body... fixes not being able to use
airfist if you have daedalus or lg with no cells
<Grievre> made it so missing judo = you can't fire for 1.5 seconds, also
judo doesn't always work, less chance of it working a) if they're facing
you b) if they have knife, judo, or close combat
<Grievre> you lose speed the more armor you have (so upgraded people can
buy cougar and cheetah now)
<Grievre> attempted to fix the respawn guard not telefragging bug (if it
was still there)
<Grievre> made it so you can tell a shambler to come, stop, or patrol even
if it is fighting someone, doesn't really work most of the time but can
"wake up" your shambler if it's being screwy
<Grievre> (works for all demons)
<Grievre> made it so a monster goes back to what it was doing before
(following you, patrolling etc) once it's done with its enemy
<Grievre> made the sniper rifle less cheap (or tried to), charging now =
more accuracy, rather than more damage. OTR now does slightly less damage
than regular, but isn't blocked by armor as much.
<Grievre> autorifle now has half the rate of fire but does same damage as
sniper rifle, but less accurate
<Grievre> headshots always ignore armor if target has green armor, legshots
always ignore armor except for red
<Grievre> added bshams and shambler kings (can be disabled with infokeys)
<Grievre> increased max knife blood to 32
<Grievre> made it so airfist bounces gymnasts twice as much, and bounces
everyone a little more (I think), may cause stuck bugs but I think it
won't. airfist does half damage to gymnasts and slightly more to hwguys
<Grievre> made shamblers a little smarter and more powerful in general
<Grievre> they now attack buildings (only bshams/kings) if they are
attacked by them first
<Grievre> bsham/king fireball now sets things on fire
<Grievre> shamblers will generally attack the person who last hit them
<Grievre> shortened judoka range (they have the old range if they get close
combat
<Grievre> shamblers will cycle the left-right slash or fireball longer than
they did (but they won't keep doing it if their enemy is not visible)
<Grievre> fixed shambler fireball so it doesn't miss and hurt itself so
much
<Grievre> #define OLD_AUTORIFLE
<Grievre> will go to the old behavior of the auto rifle
<Grievre> I think that's it
<Grievre> oh, I changed the intro message and version string a little, you
might want to change that
2003-11-12 04:58:19 +00:00
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2003-11-16 00:43:31 +00:00
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local float heat = diff * 0.5 + vlen(self.owner.velocity) * 0.1;
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if (self.owner.heat < heat)
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self.owner.heat = heat;
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<Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and
sensing
<Grievre> give mirvs the right death message, make them a little weaker and
more spread out
<Grievre> increased damage done by exp body... fixes not being able to use
airfist if you have daedalus or lg with no cells
<Grievre> made it so missing judo = you can't fire for 1.5 seconds, also
judo doesn't always work, less chance of it working a) if they're facing
you b) if they have knife, judo, or close combat
<Grievre> you lose speed the more armor you have (so upgraded people can
buy cougar and cheetah now)
<Grievre> attempted to fix the respawn guard not telefragging bug (if it
was still there)
<Grievre> made it so you can tell a shambler to come, stop, or patrol even
if it is fighting someone, doesn't really work most of the time but can
"wake up" your shambler if it's being screwy
<Grievre> (works for all demons)
<Grievre> made it so a monster goes back to what it was doing before
(following you, patrolling etc) once it's done with its enemy
<Grievre> made the sniper rifle less cheap (or tried to), charging now =
more accuracy, rather than more damage. OTR now does slightly less damage
than regular, but isn't blocked by armor as much.
<Grievre> autorifle now has half the rate of fire but does same damage as
sniper rifle, but less accurate
<Grievre> headshots always ignore armor if target has green armor, legshots
always ignore armor except for red
<Grievre> added bshams and shambler kings (can be disabled with infokeys)
<Grievre> increased max knife blood to 32
<Grievre> made it so airfist bounces gymnasts twice as much, and bounces
everyone a little more (I think), may cause stuck bugs but I think it
won't. airfist does half damage to gymnasts and slightly more to hwguys
<Grievre> made shamblers a little smarter and more powerful in general
<Grievre> they now attack buildings (only bshams/kings) if they are
attacked by them first
<Grievre> bsham/king fireball now sets things on fire
<Grievre> shamblers will generally attack the person who last hit them
<Grievre> shortened judoka range (they have the old range if they get close
combat
<Grievre> shamblers will cycle the left-right slash or fireball longer than
they did (but they won't keep doing it if their enemy is not visible)
<Grievre> fixed shambler fireball so it doesn't miss and hurt itself so
much
<Grievre> #define OLD_AUTORIFLE
<Grievre> will go to the old behavior of the auto rifle
<Grievre> I think that's it
<Grievre> oh, I changed the intro message and version string a little, you
might want to change that
2003-11-12 04:58:19 +00:00
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self.v_angle = self.owner.v_angle;
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2001-07-17 05:58:10 +00:00
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self.nextthink = time + 0.1;
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};
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//CH used for the rl
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void() SniperSight_Update2 =
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{
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2001-07-23 20:52:47 +00:00
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//bprint(PRINT_HIGH, "Sight Think..\n");
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2001-07-17 05:58:10 +00:00
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local vector org;
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2001-07-23 20:52:47 +00:00
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if (!(self.owner.tfstate & TFSTATE_RL_LASER) || (self.owner.current_weapon != WEAP_ROCKET_LAUNCHER))
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2001-07-17 05:58:10 +00:00
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{
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2004-04-12 05:37:50 +00:00
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self.owner.tfstate &= ~TFSTATE_RL_LASER;
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2001-07-17 05:58:10 +00:00
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TeamFortress_SetSpeed(self.owner);
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self.owner.heat = 0;
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dremove(self);
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return;
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}
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makevectors(self.owner.v_angle);
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org = self.owner.origin + v_forward*10;
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2012-07-06 02:29:18 +00:00
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org.z = self.owner.absmin.z + self.owner.size.z * 0.7;
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2001-07-17 05:58:10 +00:00
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2001-07-23 20:52:47 +00:00
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traceline (org, org + v_forward*9192, FALSE, self);
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2001-07-17 05:58:10 +00:00
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if (trace_fraction == 1.0)
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{
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setorigin(self, self.owner.origin );
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return;
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}
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self.angles = vectoangles(v_forward);
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setorigin(self, trace_endpos);
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self.nextthink = time + 0.1;
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};
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//=========================================================================
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// Create the sight
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//CH type 1 = rl
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void(float type) SniperSight_Create =
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{
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local entity sight;
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if (type == 1)
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2004-04-12 05:37:50 +00:00
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self.tfstate |= TFSTATE_RL_LASER;
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2001-07-17 05:58:10 +00:00
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else
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2004-04-12 05:37:50 +00:00
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self.tfstate |= TFSTATE_AIMING;
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2001-07-17 05:58:10 +00:00
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sight = spawn ();
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sight.owner = self;
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2001-07-23 20:52:47 +00:00
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sight.movetype = MOVETYPE_NOCLIP;
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sight.solid = SOLID_NOT;
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<Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and
sensing
<Grievre> give mirvs the right death message, make them a little weaker and
more spread out
<Grievre> increased damage done by exp body... fixes not being able to use
airfist if you have daedalus or lg with no cells
<Grievre> made it so missing judo = you can't fire for 1.5 seconds, also
judo doesn't always work, less chance of it working a) if they're facing
you b) if they have knife, judo, or close combat
<Grievre> you lose speed the more armor you have (so upgraded people can
buy cougar and cheetah now)
<Grievre> attempted to fix the respawn guard not telefragging bug (if it
was still there)
<Grievre> made it so you can tell a shambler to come, stop, or patrol even
if it is fighting someone, doesn't really work most of the time but can
"wake up" your shambler if it's being screwy
<Grievre> (works for all demons)
<Grievre> made it so a monster goes back to what it was doing before
(following you, patrolling etc) once it's done with its enemy
<Grievre> made the sniper rifle less cheap (or tried to), charging now =
more accuracy, rather than more damage. OTR now does slightly less damage
than regular, but isn't blocked by armor as much.
<Grievre> autorifle now has half the rate of fire but does same damage as
sniper rifle, but less accurate
<Grievre> headshots always ignore armor if target has green armor, legshots
always ignore armor except for red
<Grievre> added bshams and shambler kings (can be disabled with infokeys)
<Grievre> increased max knife blood to 32
<Grievre> made it so airfist bounces gymnasts twice as much, and bounces
everyone a little more (I think), may cause stuck bugs but I think it
won't. airfist does half damage to gymnasts and slightly more to hwguys
<Grievre> made shamblers a little smarter and more powerful in general
<Grievre> they now attack buildings (only bshams/kings) if they are
attacked by them first
<Grievre> bsham/king fireball now sets things on fire
<Grievre> shamblers will generally attack the person who last hit them
<Grievre> shortened judoka range (they have the old range if they get close
combat
<Grievre> shamblers will cycle the left-right slash or fireball longer than
they did (but they won't keep doing it if their enemy is not visible)
<Grievre> fixed shambler fireball so it doesn't miss and hurt itself so
much
<Grievre> #define OLD_AUTORIFLE
<Grievre> will go to the old behavior of the auto rifle
<Grievre> I think that's it
<Grievre> oh, I changed the intro message and version string a little, you
might want to change that
2003-11-12 04:58:19 +00:00
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sight.v_angle = self.v_angle;
|
2001-07-17 05:58:10 +00:00
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setmodel (sight, "progs/sight.spr");
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sight.classname = "timer";
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setorigin(sight, self.origin);
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|
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if (type == 1)
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sight.think = SniperSight_Update2;
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|
else
|
|
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sight.think = SniperSight_Update;
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sight.nextthink = time + 0.05;
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|
};
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// this toggles the snipers autozoom on/off
|
|
|
|
void() TeamFortress_AutoZoomToggle =
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
if (self.tfstate & TFSTATE_ZOOMOFF)
|
2001-07-17 05:58:10 +00:00
|
|
|
{
|
2004-04-12 05:37:50 +00:00
|
|
|
self.tfstate &= ~TFSTATE_ZOOMOFF;
|
2001-07-23 20:52:47 +00:00
|
|
|
sprint(self, PRINT_HIGH, "autozoom ON\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2004-04-12 05:37:50 +00:00
|
|
|
self.tfstate |= TFSTATE_ZOOMOFF;
|
2001-07-23 20:52:47 +00:00
|
|
|
sprint(self, PRINT_HIGH, "autozoom OFF\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
};
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|
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|
//=========================================================================
|