prozac-qfcc/army.qc

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#include "defs.qh"
#include "menu.qh"
#include "monsters.qh"
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/*=======================================================//
// ARMY.QC - CustomTF 3.2.OfN - 30/1/2001 - //
// by Sergio Fuma<6D>a Grunwaldt - OfteN aka superCOCK2000 //
=========================================================//
Army job stuff
=========================================================*/
float(entity obj, entity builder) CheckArea;
void(entity player) PrintArmyTime;
void(entity sld, entity player, string msg) PrintFromSoldier;
entity(entity player) GetArmyTimer;
string(entity thething) GetEnemyName;
float() TeleSoldier;
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame stand10 stand11 stand12 stand13
void() JobArmy =
{
if (self.current_menu == MENU_ARMY && self.job & JOB_DEMON_OUT)
{
if (self.demon_one.is_haxxxoring == 0)
self.demon_one.is_haxxxoring = 1;
else
self.demon_one.is_haxxxoring = 0;
}
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self.current_menu = MENU_ARMY;
self.menu_count = MENU_REFRESH_RATE;
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};
void() Menu_Army1;
void() Menu_Army2;
void() Menu_Army =
{
if (self.job & JOB_DEMON_OUT)
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{
if (self.demon_one.is_haxxxoring == 1) Menu_Army2();
else Menu_Army1();
}
else Menu_Army1();
};
void() Menu_Army1 =
{
local string st;
st = "";
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if (self.job & JOB_DEMON_OUT)
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{
custom_demon_name(self.demon_one);
st += self.demon_one.undercover_name; // FIXME: blah, name includes the space
st += self.demon_one.netname;
st += "\n\n";
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if (self.army_ready)
st += " \<Action\>: \^(soldier waiting\^)\n\n";
else
st = " \<Action\>: \n\n";
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if (self.demon_one.martyr_enemy)
if (visible2 (self.demon_one, self.demon_one.martyr_enemy))
st += "\x8b ";
else
st += "\x0b ";
else
st += " ";
st += "\x93.. Set primary \<waypoint\> \n";
if (self.demon_one.demon_two)
if (visible2 (self.demon_one, self.demon_one.demon_two))
st += "\x8b ";
else
st += "\x0b ";
else
st += " ";
st += "\x94.. Set secondary \<waypoint\> \n";
st += self.demon_one.penance_time == 1 ? "* " : " ";
st += "\x95.. Follow me! \n";
st += self.demon_one.penance_time == 2 ? "* " : " ";
st += "\x96.. Stay there! \n";
st += self.demon_one.penance_time == 3 ? "* " : " ";
st += "\x97.. Use your waypoints! \n\n";
st += "\x9a\<..\> Detonate soldier brain\n";
st += "\x9b.. Main Soldier Menu \n";
st += "\x92.. \<Nothing\> \n";
CenterPrint (self, st);
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return;
}
else
{
if (self.army_ready==TRUE)
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{
st += " \<Action\>: \n\n";
st += "<EFBFBD>.. Teleport soldier \n\n";
st += "<EFBFBD>.. \<Nothing\> \n\n\n";
st += "Ready for teleporting!";
CenterPrint (self, st);
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}
else
{
st += " \<Action\>: \n\n\n\n";
st += "<EFBFBD>.. \<Nothing\> \n\n\n";
st += "Preparing teleporting...\n\n";
st += "\<Time\> \<left\>: ";
local float readytime = fabs (floor (GetArmyTimer(self).nextthink - time));
local float minutes = floor (readytime / 60);
local float seconds = readytime % 60;
if (minutes)
st += ftos(minutes) + " minute" + (minutes == 1 ? ", " : "s, ");
st += ftos(seconds) + " second" + (seconds == 1 ? ".\n" : "s.\n");
CenterPrint (self, st);
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}
}
};
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/*
ideas:
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((centered soldier status
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// \n attacking)) ((xxxx)) - seeking xxxx - standing - on patrol|walking - following you - following u (forced)//1 prt (2 vars, one for displaying and keep preference and the other for ai)
//((1.. tactic mode: normal - agressive - static // 1 prt))
// 2.. ignore enemy: on - off
// normal - tries to return to waypoints when enemy not visible (like in the aussie version)
// agressive - he tries to reach enemy when not visible (like before when no tactic stuff)
// patrol - forces grunty to use waypoints - and reports when he cant
// static - soldier dont move when attacking if no waypoints, if there r he moves on the line between them
// passive - makes soldier to ignore enemy completely
//NO! AI improvement - 0 none 1 desires to be close to enemy 2 desires to be farther
//((3.. obstacle: sort - stop // 1 prt
//4.. talk mode: on - off))
//((5.. reports: all - most - some - off // 1 prt
//st=
//6.. show soldier's inventory
//
// health:)) ((500)) ((hp // 1 prt
// 0.. NOTHING)) // 1 prt
//FULL
// (when in patrol or others) hmmm... forgot my xxxx waypoint, sorry!
// when forced "follow me", random time until "lemme kill them!" and restore status
// when forced "follow me" super_time controls time between the "i can see the enemy from here"
// inv in new menu, so spacing nicer
// "use ur waypoints!" in first menu
// follow me, stay there and use ur waypoints defined in a variable to restore last intention when enemy becomes not visible
//self.demon_one = AssignEasyWaypoint
// scan for other targets when aggressive and enemy not visible
// when aggressive augmnet probability of direct walk to last seen mark
// * primary
//in waypoint donothing, if soldier already have assinged the corresponding waypoint to another entity dremove(self);
*/
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void() Menu_Army2 =
{
local string st;
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st = "";
st += "\x9d\x9f \<Soldier Status\> \x9d\x9f\n\n";
if (self.demon_one.enemy && visible2 (self.demon_one, self.demon_one.enemy))
st += "Attacking " + GetEnemyName (self.demon_one.enemy) + "\n\n";
else if (self.demon_one.enemy)
st += "Seeking " + GetEnemyName (self.demon_one.enemy) + "\n\n";
else if (self.demon_one.goalentity == self)
st += "Following You\n\n";
else if (!self.demon_one.goalentity)
st += "Standing\n\n";
else if (self.demon_one.goalentity)
st += "On Patrol\n\n";
st += "\x93.. Tactic Mode: ";
if (self.demon_one.is_malfunctioning == 0)
st += "\<normal\>\n";
else if (self.demon_one.is_malfunctioning == 1)
st += "\<seek \>\n";
else if (self.demon_one.is_malfunctioning == 2)
st += "\<static\>\n";
st += "\x94.. Engage Enemy: ";
if (self.demon_one.is_detpacking)
st += "\<yes \>\n";
else
st += "\<no \>\n";
st += "\x95.. On Obstacle: ";
if (self.demon_one.is_toffingadet) // FIXME: Eww, what a horrible variable name
st += "\<stop \>\n";
else
st += "\<jump \>\n";
if (self.demon_one.is_malfunctioning == 2) {
st += "\x96.. Static Range: ";
if (self.demon_one.army_ready == 0)
st += "\<none \>\n";
else if (self.demon_one.army_ready == 1)
st += "\<short \>\n";
else if (self.demon_one.army_ready == 2)
st += "\<medium\>\n";
else if (self.demon_one.army_ready == 3)
st += "\<long \>\n";
}
st += "\x98.. Reports: ";
if (self.demon_one.num_mines==0)
st += "\<all \>\n";
else if (self.demon_one.num_mines==1)
st += "\<most \>\n";
else if (self.demon_one.num_mines==2)
st += "\<some \>\n";
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else if (self.demon_one.num_mines==3)
st += "\<none \>\n";
st += "\x99.. Inventory \n\n";
st += "\x9b.. Main Soldier Menu \n";
st += "\x92.. \<Nothing\> \n\n";
st += "\<Max HP\>: ";
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// "<22>.. Soldier inventory... "
st += ftos (floor (self.demon_one.max_health));
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CenterPrint (self, st);
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};
void(float inp) Menu_Army_Input1;
void(float inp) Menu_Army_Input2;
void(float inp) Menu_Army_Input =
{
if (self.job & JOB_DEMON_OUT)
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{
if (self.demon_one.is_haxxxoring == 1)
Menu_Army_Input2(inp);
else
Menu_Army_Input1(inp);
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}
else
Menu_Army_Input1(inp);
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};
void(float inp) Menu_Army_Input2 =
{
if (inp == 10 || !self.demon_one) // NOTHING
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{
ResetMenu();
self.impulse = 0;
self.demon_one.is_haxxxoring = 0; // go back to first menu
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return;
}
if (inp == 1)
{
self.impulse = 0;
self.demon_one.is_malfunctioning=self.demon_one.is_malfunctioning+1;
if (self.demon_one.is_malfunctioning > 2)
self.demon_one.is_malfunctioning=0;
return;
}
if (inp == 2) // engage enemy??
{
self.impulse = 0;
if (self.demon_one.is_detpacking == 0)
{
self.demon_one.is_detpacking=1;
PrintFromSoldier(self.demon_one,self,"i'm gonna kill them all!\n");
}
else
{
self.demon_one.is_detpacking=0;
self.demon_one.has_teleporter = 0;
self.demon_one.effects = self.demon_one.effects - (self.demon_one.effects & EF_DIMLIGHT);
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if (self.demon_one.enemy)//self.demon_one.goalentity)
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{
self.demon_one.enemy=NIL;
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self.demon_one.goalentity = ReturnEasyWaypoint(self.demon_one,self.demon_one);
}
PrintFromSoldier(self.demon_one,self,"Ignoring enemy!\n");
}
}
if (inp == 3) // jump or stop??
{
self.impulse = 0;
if (self.demon_one.is_toffingadet == 0)
self.demon_one.is_toffingadet = 1;
else
self.demon_one.is_toffingadet = 0;
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}
if (inp == 4 && self.demon_one.is_malfunctioning == 2) // static range, small mdeium or large
{
self.impulse = 0;
self.demon_one.army_ready += 1;
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if (self.demon_one.army_ready > 3)
self.demon_one.army_ready = 0;
return;
}
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if (inp == 6)
{
self.impulse = 0;
self.demon_one.num_mines = self.demon_one.num_mines + 1;
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if (self.demon_one.num_mines > 3)
self.demon_one.num_mines = 0;
self.demon_one.is_haxxxoring = 0;
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return;
}
else if (inp == 7) // Army info
{
local entity oself;
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ResetMenu();
oself = self;
self = self.demon_one;
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Grunty_StateInv();
self = oself;
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self.impulse = 0;
return;
}
if (inp == 9) {
self.current_menu = MENU_ARMY;
self.menu_count = MENU_REFRESH_RATE;
self.impulse = 0;
self.demon_one.is_haxxxoring = 0;
return;
}
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};
void(float inp) Menu_Army_Input1 =
{
//self.demon_choice = 0; // reset demon choice var
if (inp == 10) // NOTHING
{
ResetMenu();
self.impulse = 0;
if (self.army_ready == FALSE && !(self.job & JOB_DEMON_OUT))
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{
sprint(self,PRINT_HIGH,"Still ");
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PrintArmyTime(self);
sprint(self,PRINT_HIGH," time left until next teleporting\n");
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self.job_finished=time+0.5;
}
return;
}
else if (inp == 1 && !self.demon_one) // Teleport it!
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{
if (self.army_ready == TRUE && !self.demon_one && !(self.job & JOB_DEMON_OUT))
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{
ResetMenu();
//StartTeleArmy();
if (TeleSoldier())
{
self.army_ready=FALSE; // needed for setarmytimer
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SetArmyTimer(); // prepare reserve soldier
self.job = self.job | JOB_DEMON_OUT;
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}
self.impulse = 0;
}
return;
}
else if (inp == 8) // Kill it!
{
if (self.demon_one)
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{
ResetMenu();
sprint(self,PRINT_HIGH,"You detonate the micro-explosive implanted in his brain!\n");
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//PrintFromSoldier(self.demon_one,self,"(head): aw! what happens?!\n");
kill_my_demon();
teamprefixsprint(self.team_no, self);
teamsprint(self.team_no,self, self.netname);
teamsprint(self.team_no,self, " detonates his soldier\n");
self.impulse = 0;
}
// sprint(self,PRINT_HIGH,"You do not have a soldier in-battle currently\n");
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return;
}
else if (inp == 1 && self.demon_one) // primary waypoint
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{
if (self.demon_one.martyr_enemy)
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RemoveWaypoint(self.demon_one.martyr_enemy,self.demon_one);
if (self.demon_one.demon_two)
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RemoveWaypoint(self.demon_one.demon_two,self.demon_one);
//dremove(self.demon_one.martyr_enemy);
/*if (self.demon_one.demon_two)
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dremove(self.demon_one.demon_two);*/ // OfN - prova
self.demon_one.martyr_enemy = CreateWaypoint(self.origin, WAYPOINT_LIFE, WAYPOINT_TYPE_PRIMARY);
self.demon_one.martyr_enemy.goalentity = NIL;
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self.demon_one.penance_time=3;
if (visible2(self.demon_one,self.demon_one.martyr_enemy)) self.demon_one.goalentity = self.demon_one.martyr_enemy;
ResetMenu(); // reset menu?
self.impulse = 0;
PrintFromSoldier(self.demon_one,self,"yes sir!\n");
return;
}
else if (inp == 2 && self.demon_one) // secondary waypoint
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{
if (self.demon_one.demon_two)
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RemoveWaypoint(self.demon_one.demon_two,self.demon_one);
if (!self.demon_one.martyr_enemy)
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{
self.impulse=0;
PrintFromSoldier(self.demon_one,self,"you must set my primary waypoint first!\n");
ResetMenu(); // reset menu?
return;
}
//dremove(self.demon_one.demon_two);
self.demon_one.demon_two = CreateWaypoint(self.origin, WAYPOINT_LIFE, WAYPOINT_TYPE_SECONDARY);
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self.demon_one.demon_two.goalentity = self.demon_one.martyr_enemy;
//self.demon_one.goalentity = self.demon_one.demon_two;
self.demon_one.job = 2;
self.demon_one.penance_time=3;
self.demon_one.goalentity = ReturnEasyWaypoint(self.demon_one,self.demon_one);
if (self.demon_one.martyr_enemy) self.demon_one.martyr_enemy.goalentity = self.demon_one.demon_two;
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ResetMenu(); // reset menu?
self.impulse = 0;
PrintFromSoldier(self.demon_one,self,"Ok\n");
return;
}
else if (inp == 3 && self.demon_one) // FOLLOW ME, GRUNTY!
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{
if (self.demon_one.enemy)
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{
if (visible2(self.demon_one,self.demon_one.enemy))
{
PrintFromSoldier(self.demon_one,self,"i'm fighting the enemy!\n");
ResetMenu();
self.impulse=0;
self.demon_one.penance_time = 1;
return;
}
}
self.demon_one.has_teleporter = 0;
self.demon_one.effects = self.demon_one.effects - (self.demon_one.effects & EF_DIMLIGHT);
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self.demon_one.penance_time = 1;
if (self.demon_one.goalentity != self)
{
self.demon_one.goalentity = self;
PrintFromSoldier(self.demon_one,self,"Ok!\n");
}
else
{
PrintFromSoldier(self.demon_one,self,"Already following you!\n");
}
ResetMenu();
self.impulse = 0;
return;
}
else if (inp == 4 && self.demon_one) // Stay there!
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{
if (self.demon_one.enemy)
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{
if (visible2(self.demon_one,self.demon_one.enemy))
{
PrintFromSoldier(self.demon_one,self,"i'm fighting the enemy!\n");
ResetMenu();
self.impulse=0;
self.demon_one.penance_time = 2;
return;
}
self.demon_one.has_teleporter = 0;
self.demon_one.effects = self.demon_one.effects - (self.demon_one.effects & EF_DIMLIGHT);
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}
self.demon_one.goalentity = NIL;
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PrintFromSoldier(self.demon_one,self,"Holding position...\n");
self.demon_one.penance_time = 2;
ResetMenu();
self.impulse = 0;
return;
}
else if (inp == 5 && self.demon_one) // Use your waypoints!
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{
if (self.demon_one.enemy)
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{
if (visible2(self.demon_one,self.demon_one.enemy))
{
PrintFromSoldier(self.demon_one,self,"i'm fighting the enemy!\n");
ResetMenu();
self.impulse=0;
self.demon_one.penance_time = 3;
return;
}
self.demon_one.has_teleporter = 0;
self.demon_one.effects = self.demon_one.effects - (self.demon_one.effects & EF_DIMLIGHT);
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}
self.demon_one.penance_time = 3;
self.demon_one.goalentity = ReturnEasyWaypoint(self.demon_one,self.demon_one);
if (self.demon_one.goalentity)
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{
PrintFromSoldier(self.demon_one,self,"Moving on!\n");
}
/*else
{
PrintFromSoldier(self.demon_one,self,"Where are my waypoints?\n");
}*/
self.demon_one.has_teleporter = 0;
self.demon_one.effects = self.demon_one.effects - (self.demon_one.effects & EF_DIMLIGHT);
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ResetMenu();
self.impulse = 0;
return;
}
if (inp == 9 && self.demon_one) {
self.current_menu = MENU_ARMY;
self.menu_count = MENU_REFRESH_RATE;
self.impulse = 0;
self.demon_one.is_haxxxoring = 1;
return;
}
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};
float() TeleSoldier =
{
makevectors (self.v_angle);
v_forward_z = 0;
v_forward = normalize(v_forward) * 64;
newmis = spawn();
newmis.owner = newmis; //WK Self
newmis.real_owner = self;
newmis.classname = "monster_army";
setmodel (newmis, "progs/grunty.mdl");
newmis.origin = self.origin + v_forward;
newmis.has_camera = 4;
custom_demon_name(newmis);
if (!CheckArea(newmis,self)) { //No room for el diablo
sprint(self,PRINT_HIGH,"Not enough room to teleport soldier!\n");
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newmis.think = SUB_Remove;
newmis.nextthink = time + 0.1;
return FALSE;
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}
spawn_tfog(newmis.origin);
setmodel (newmis, "progs/grunty.mdl");
setsize (newmis, '-16 -16 -24', '16 16 32');
newmis.skin = self.team_no - 1;
//
//newmis.colormap=self.colormap;
//newmis.skin=self.skin;
//newmis.team=self.team;
teamprefixsprint(self.team_no,self);
teamsprint(self.team_no,self,self.netname);
teamsprint(self.team_no,self," teleported Private Class III ");
//teamsprint(self.team_no,self, "");
teamsprint(self.team_no,self,newmis.netname);
teamsprint(self.team_no,self,"\n");
self.job_finished = time + 1; //Don't let em kill demon for 15 secs.
// SB 15 is tight; 10
// 10 is tight; 5
// OfN 5 is tight; 3 ;)
//newmis.velocity = v_forward * 10 + '0 0 250';
newmis.velocity = v_forward * 10;
newmis.angles = vectoangles(newmis.velocity);
if (newmis.flags & FL_ONGROUND)
newmis.flags = newmis.flags - FL_ONGROUND;
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newmis.movetype = MOVETYPE_TOSS;
newmis.solid = SOLID_SLIDEBOX;
newmis.takedamage = DAMAGE_AIM;
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newmis.health = GRUNTY_HP;
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newmis.has_tesla = 1; // SB level multiplier
newmis.has_sensor = 1; // SB level
newmis.has_sentry = 2; // SB frags to level
newmis.frame = $stand13;
newmis.th_stand = grunty_stand;
newmis.th_run = grunty_run;
newmis.th_missile = GruntyCheckFire;
newmis.th_pain = grunty_pain;
newmis.custom_speed = 10; // 10
newmis.yaw_speed = 55;
#ifdef GRUNTY_EXTRA_WEAPONS
newmis.weapons_carried = WEAP_AXE | WEAP_SHOTGUN | WEAP_NAILGUN | GRUNTY_EXTRA_WEAPONS;
#else
newmis.weapons_carried = WEAP_AXE | WEAP_SHOTGUN | WEAP_NAILGUN;
#endif
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newmis.tf_items = 0;
newmis.view_ofs = '0 0 22';
newmis.money = 100;
newmis.respawn_time = time + 20;
newmis.suicide_time = time + 20;
newmis.ammo_shells = 25;
newmis.ammo_nails = 50;
newmis.ammo_rockets = 8; //was 4
newmis.ammo_cells = 10;
newmis.maxammo_shells = 50; // was 75;
newmis.maxammo_nails = 200;//was 200;
newmis.maxammo_rockets = 20;
newmis.maxammo_cells = 100;
newmis.current_weapon = WEAP_SHOTGUN;
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newmis.th_die = custom_grunt_die;
newmis.think = walkmonster_start;
newmis.nextthink = time + 1;
newmis.armorclass = 0; //- OfN none // AT_SAVESHOT; // kevlar
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newmis.last_saveme_sound = 0; // ? oh that
//newmis.touch = NIL;
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newmis.touch = grunty_touch; //-OfN-
newmis.has_holo = time+2; // touch messages delay
newmis.is_detpacking=1; //resets engage enemy to "yes"
newmis.real_owner.demon_one = newmis; // DEMON ONE
newmis.max_health = newmis.health;
newmis.ltime=time; // trhown or felt on water?
newmis.martyr_enemy=NIL;
newmis.demon_one=NIL;
newmis.demon_two=NIL;
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sprint(self,PRINT_HIGH,"You teleport your soldier.\n");
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//PrintFromSoldier(self.demon_one,self,"Your orders?\n");
newmis.message = "XX"; // flag to identify monsters/army for sentry targetting
newmis.team_no = self.team_no;
GetRank(newmis); // needed for army menu first update
return TRUE;
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};
//==============================================================//
void() ArmyTimerThink;
void() SetArmyTimer =
{
if (self.army_ready!=FALSE || self.job & JOB_DEMON_OUT) return;
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if (GetArmyTimer(self)) return;
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newmis = spawn();
newmis.classname="army_timer";
newmis.owner=self;
newmis.think = ArmyTimerThink;
newmis.nextthink = time + (60*army_delay)+60-(120*random()); // +/- 1 random minute
#ifdef ARMY_TEST
newmis.nextthink = time + 5;
#endif
self.army_ready=FALSE;
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};
void() ArmyTimerThink =
{
//if (self.classname!="army_timer") return; not needed
//FIXME: This shouldnt be needed
if (self.owner.has_disconnected || !(self.owner.job & JOB_ARMY))
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{
dremove(self);
return;
}
if (self.owner.demon_one)
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{
sprint(self.owner,PRINT_HIGH,"You have another soldier waiting!\n");
self.owner.army_ready = TRUE;
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dremove(self);
}
else
{
sprint(self.owner,PRINT_HIGH,"Soldier is ready for teleporting!\n");
self.owner.army_ready = TRUE;
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dremove(self);
// self.nextthink = time + (60*army_delay)+60-(120*random());
#ifdef ARMY_TEST
// self.nextthink = time + 5;
#endif
}
};
entity(entity player) GetArmyTimer =
{
local entity te;
te = find(NIL, classname, "army_timer");
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while (te)
{
if (te.owner == player)
return te;
te = find(te, classname, "army_timer");
}
return NIL;
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};
void() RemoveArmyTimer =
{
local entity te;
te=GetArmyTimer(self);
if (te)
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dremove(te);
};
string (float num) Digitize;
void(entity player) PrintArmyTime =
{
if (player.army_ready==TRUE || player.classname!="player") return;
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local string st;
local float fl,fl2,fl3;
local entity ArmyTimer;
ArmyTimer=GetArmyTimer(player);
if (!ArmyTimer) return;
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fl=fabs(floor(ArmyTimer.nextthink - time));
fl3=floor(fl/60);
st=ftos(fl3);
sprint(player,PRINT_HIGH,st);
sprint(player,PRINT_HIGH,":");
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fl2=fabs(fl-fl3*60);
st=Digitize(fl2);
sprint(player,PRINT_HIGH,st);
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};
string (float num) Digitize =
{
if (num>9)
return ftos(num);
else
{
if (num==0)
return "00";
else if (num==1)
return "01";
else if (num==2)
return "02";
else if (num==3)
return "03";
else if (num==4)
return "04";
else if (num==5)
return "05";
else if (num==6)
return "06";
else if (num==7)
return "07";
else if (num==8)
return "08";
else if (num==9)
return "09";
}
};
//=======================================================//
void(entity sld, entity player, string msg) PrintFromSoldier =
{
if (sld.classname!="monster_army" || player.classname!="player") return;
custom_demon_name(sld);
sprint(player,PRINT_HIGH,sld.netname);
sprint(player,PRINT_HIGH,"<EFBFBD> ");
sprint(player,PRINT_HIGH,msg);
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};
string(entity sld) GetOwnerMessage =
{
local float rnum;
rnum=random();
if (sld.goalentity!=sld.real_owner)
{
if (rnum < 0.2 && sld.health < 200)
return "tell my wife I love her!\n";
else if (rnum < 0.2)
return "remember I can't swim! heh\n";
else if (rnum < 0.4)
return "ready to kill!\n";
else if (rnum < 0.6)
return "i'm looking for the enemy\n";
else if (rnum < 0.8)
return "i'm prepared!\n";
else return "awaiting your orders!\n";
}
else
{
if (rnum < 0.5)
return "i'm following you!\n";
else return "where do you want to go?\n";
}
};
string(entity sld) GetFriendlyMessage =
{
local float rnum;
rnum=random();
if (rnum < 0.5)
return "try to not shoot me when fighting enemy! heh\n";
else
return "lets destroy the enemy!\n";
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//else return "Hope I don't crash the server\n";
};