2001-07-17 05:58:10 +00:00
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/*======================================================
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ENGINEER.QC Custom TeamFortress v3.1
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(c) TeamFortress Software Pty Ltd 2/3/97
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(c) William Kerney 4/14/00
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(c) Craig Hauser 4/14/00
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========================================================
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Weapons and functions for the ENGINEER class and associated weaponry
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=======================================================*/
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2001-07-25 17:44:20 +00:00
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#include "defs.qh"
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#include "menu.qh"
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2001-07-17 05:58:10 +00:00
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float modelindex_tesla; //CH
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// Weapon Functions
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void() LaserBolt_Touch;
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void() LaserBolt_Think;
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void() W_FireLaser;
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// EMP Grenade Functions
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void() EMPExplode;
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void() EMPGrenadeTouch;
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void() EMPGrenadeExplode;
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// Building Functions
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void() TeamFortress_EngineerBuild;
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void(float objtobuild) TeamFortress_Build;
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void() TeamFortress_FinishedBuilding;
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void() T_Dispenser;
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1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
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void(entity atk, float dmg) Dispenser_Pain;
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2001-07-17 05:58:10 +00:00
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void() Dispenser_Die;
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void(entity disp) Engineer_UseDispenser;
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void(entity gun) Engineer_UseSentryGun;
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void(entity cam) Engineer_UseCamera;
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void() CheckDistance;
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//WK
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void() Sentry_Touch;
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float(float myteam) HasFlag;
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//- OfN
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void(entity field) Field_Built;
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//=========================================================================
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// Laserbolt think function
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2004-02-03 23:42:42 +00:00
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// Previously on crack
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// No longer used
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#if 0
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2001-07-17 05:58:10 +00:00
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void() LaserBolt_Think =
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{
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if (time > self.heat) {
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1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
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if (self.demon_one)
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dremove(self.demon_one);
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2001-07-17 05:58:10 +00:00
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dremove(self);
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return;
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}
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1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
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2004-02-03 23:42:42 +00:00
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self.velocity = self.mangle;
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setorigin (self, self.oldorigin + normalize (self.mangle));
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1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
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2004-02-03 23:42:42 +00:00
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self.nextthink = self.heat;
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self.think = SUB_Remove;
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2001-07-17 05:58:10 +00:00
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};
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2004-02-03 23:42:42 +00:00
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#endif
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2004-04-11 10:34:15 +00:00
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// New railgun think function, needed to work right :/
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void() LaserBolt_Think =
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{
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if (time > self.heat) {
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dremove (self);
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return;
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}
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setorigin (self, self.oldorigin);
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setmodel (self, self.mdl);
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self.velocity = self.mangle;
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};
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2001-07-17 05:58:10 +00:00
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//=========================================================================
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// Laserbolt touch function. Just moves through the player and comes out
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// the other side.
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void() LaserBolt_Touch =
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{
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local vector org;
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if (time > self.heat) {
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2004-04-11 10:34:15 +00:00
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dremove (self);
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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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2004-04-11 10:34:15 +00:00
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if (pointcontents(self.origin) == CONTENTS_SKY) {
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dremove (self);
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1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
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return;
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}
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2001-07-17 05:58:10 +00:00
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2004-04-11 10:34:15 +00:00
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if (other == self.real_owner)
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2004-02-03 23:42:42 +00:00
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return;
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1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
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if (other.classname == "force_field") { // ff can block rails, but not easily, loses cells
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2004-04-12 07:49:28 +00:00
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if (self.owner == other)
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return;
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self.owner = other;
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2004-02-03 23:42:42 +00:00
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other.demon_one.ammo_cells -= 5;
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other.demon_two.ammo_cells -= 5;
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1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
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if (other.demon_one.ammo_cells < 0)
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other.demon_one.ammo_cells = 0;
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if (other.demon_two.ammo_cells < 0)
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other.demon_two.ammo_cells = 0;
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2004-04-11 10:34:15 +00:00
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FieldExplosion (other, self.origin, self);
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PutFieldWork (other);
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dremove (self);
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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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//WK Sweep mines at point of impact
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GuerillaMineSweep(self.origin);
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org = self.origin - 8*normalize(self.velocity);
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2004-04-12 07:49:28 +00:00
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if (other && other != self.owner && other.takedamage)
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2001-07-17 05:58:10 +00:00
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{
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2004-02-16 03:27:04 +00:00
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local float armorsave = other.armortype;
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2001-07-17 05:58:10 +00:00
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|
|
|
SpawnBlood (org, 15);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
deathmsg = DMSG_LASERBOLT;
|
2004-02-16 03:27:04 +00:00
|
|
|
|
other.armortype *= 0.33;
|
|
|
|
|
TF_T_Damage (other, self, self.real_owner, 50, 0, TF_TD_NAIL); // was electricity... WTF?
|
|
|
|
|
if (other.armortype)
|
|
|
|
|
other.armortype = armorsave;
|
2004-04-11 10:34:15 +00:00
|
|
|
|
self.mdl = "progs/e_spike2.mdl";
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
2004-02-03 23:42:42 +00:00
|
|
|
|
|
2004-04-12 07:49:28 +00:00
|
|
|
|
self.owner = other; // I understand this now
|
|
|
|
|
|
2004-04-11 10:34:15 +00:00
|
|
|
|
self.think = LaserBolt_Think;
|
|
|
|
|
self.nextthink = time + 0.1;
|
|
|
|
|
self.oldorigin = self.origin + normalize (self.velocity);
|
|
|
|
|
|
|
|
|
|
setmodel (self, "");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
|
// Fire a laserbolt
|
|
|
|
|
void() W_FireLaser =
|
|
|
|
|
{
|
|
|
|
|
local vector vec, org;
|
|
|
|
|
|
|
|
|
|
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
|
|
|
|
|
|
|
|
|
|
makevectors(self.v_angle);
|
|
|
|
|
org = self.origin + (v_forward * 8);
|
|
|
|
|
vec = aim(self, 10000);
|
|
|
|
|
vec = normalize(vec);
|
|
|
|
|
|
|
|
|
|
newmis = spawn();
|
|
|
|
|
newmis.owner = self;
|
2004-02-03 23:42:42 +00:00
|
|
|
|
newmis.real_owner = self;
|
|
|
|
|
newmis.movetype = MOVETYPE_FLYMISSILE;
|
2001-07-23 20:52:47 +00:00
|
|
|
|
newmis.solid = SOLID_TRIGGER;
|
2004-04-11 10:34:15 +00:00
|
|
|
|
newmis.mdl = "progs/e_spike1.mdl";
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2004-04-11 10:34:15 +00:00
|
|
|
|
setmodel (newmis, newmis.mdl);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
setsize (newmis, '0 0 0', '0 0 0');
|
|
|
|
|
|
|
|
|
|
setorigin (newmis, org + '0 0 16');
|
|
|
|
|
|
2004-04-12 07:49:28 +00:00
|
|
|
|
newmis.mangle = vec*1500;
|
2004-02-03 23:42:42 +00:00
|
|
|
|
newmis.velocity = newmis.mangle;
|
|
|
|
|
newmis.angles = vectoangles(newmis.velocity);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
newmis.heat = time + 5;
|
2004-02-03 23:42:42 +00:00
|
|
|
|
newmis.nextthink = time + 5;
|
|
|
|
|
newmis.think = SUB_Remove;
|
|
|
|
|
|
|
|
|
|
newmis.touch = LaserBolt_Touch;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
|
// Ammo/Weapon exploded by the EMP grenade
|
|
|
|
|
void() EMPExplode =
|
|
|
|
|
{
|
|
|
|
|
local float expsize;
|
|
|
|
|
|
|
|
|
|
expsize = 10;
|
|
|
|
|
// Weapon?
|
2004-01-06 02:47:24 +00:00
|
|
|
|
|
2001-07-17 05:58:10 +00:00
|
|
|
|
if (self.touch == weapon_touch)
|
|
|
|
|
expsize = 60;
|
|
|
|
|
else if (self.classname == "item_shells")
|
|
|
|
|
expsize = 50 + self.aflag;
|
|
|
|
|
else if (self.classname == "item_spikes")
|
|
|
|
|
expsize = 40;
|
|
|
|
|
else if (self.classname == "item_rockets")
|
|
|
|
|
expsize = 100 + (self.aflag * 4);
|
|
|
|
|
else if (self.classname == "item_cells")
|
|
|
|
|
expsize = 100 + (self.aflag * 3);
|
|
|
|
|
else if (self.classname == "item_weapon")
|
|
|
|
|
expsize = 60;
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
RPrint("EMPExplode: Attempting to explode a ");
|
|
|
|
|
RPrint(self.classname);
|
|
|
|
|
RPrint("\n");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
deathmsg = DMSG_GREN_EMP_AMMO;
|
2001-11-02 17:00:52 +00:00
|
|
|
|
T_RadiusDamage (self, self.enemy, expsize, NIL);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-10-13 23:02:22 +00:00
|
|
|
|
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
|
|
|
|
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, self.origin_x);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, self.origin_y);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, self.origin_z);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
multicast (self.origin, MULTICAST_PHS);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// Respawn
|
|
|
|
|
Respawn_Item(self, self.enemy);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
|
// Touch Function for EMP Grenade
|
|
|
|
|
void() EMPGrenadeTouch =
|
|
|
|
|
{
|
|
|
|
|
// If the EMP Grenade hits a player, it just bounces off
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
if (self.velocity == '0 0 0')
|
|
|
|
|
self.avelocity = '0 0 0';
|
|
|
|
|
};
|
|
|
|
|
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
//=========================================================================
|
|
|
|
|
// EMP Scrambling effect (on players and buildings
|
|
|
|
|
void() EMPScramble =
|
|
|
|
|
{
|
|
|
|
|
#if 0
|
|
|
|
|
te = findradius(self.origin, 500);
|
|
|
|
|
|
|
|
|
|
while (te)
|
|
|
|
|
{
|
|
|
|
|
local float dist = vlen(te.origin - self.origin);
|
|
|
|
|
local float mult = 0.25 + (0.65 * dist / 500) + 0.15 * random();
|
|
|
|
|
|
|
|
|
|
te = te.chain;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
dremove(self);
|
|
|
|
|
};
|
|
|
|
|
|
2001-07-17 05:58:10 +00:00
|
|
|
|
//=========================================================================
|
|
|
|
|
// EMP Grenade explode function, for when the PRIMETIME runs out
|
|
|
|
|
void() EMPGrenadeExplode =
|
|
|
|
|
{
|
|
|
|
|
local float expsize;
|
|
|
|
|
local entity te, oldself;
|
|
|
|
|
local float total_exp;
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
local float dist, mult;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
//CH Slice gave idea of an emp gren getting rated based on blast so i added..
|
|
|
|
|
total_exp = 0;
|
2003-12-01 03:23:40 +00:00
|
|
|
|
local float range = 300;
|
2004-04-12 07:49:28 +00:00
|
|
|
|
local float dmg = 1.0;
|
2004-01-06 02:47:24 +00:00
|
|
|
|
|
|
|
|
|
local float numcells = 0;
|
|
|
|
|
local float numrockets = 0;
|
2004-02-01 04:03:38 +00:00
|
|
|
|
local float numshells = 0;
|
2004-01-06 02:47:24 +00:00
|
|
|
|
local float numgren1 = 0;
|
|
|
|
|
local float numgren2 = 0;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-10-13 23:02:22 +00:00
|
|
|
|
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
|
|
|
|
WriteByte (MSG_MULTICAST, TE_TAREXPLOSION);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, self.origin_x);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, self.origin_y);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, self.origin_z);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
multicast (self.origin, MULTICAST_PHS);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// Find all ammo in the area
|
2003-12-01 03:23:40 +00:00
|
|
|
|
te = findradius(self.origin, range); // was 240
|
|
|
|
|
|
2004-01-06 02:47:24 +00:00
|
|
|
|
local entity head = te;
|
|
|
|
|
|
|
|
|
|
while (te)
|
|
|
|
|
{
|
|
|
|
|
te.chain2 = te.chain;
|
|
|
|
|
te = te.chain2;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
te.chain2 = NIL;
|
|
|
|
|
te = head;
|
|
|
|
|
|
2001-07-17 05:58:10 +00:00
|
|
|
|
while (te)
|
|
|
|
|
{
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
dist = vlen(self.origin - te.origin);
|
2004-02-04 01:04:43 +00:00
|
|
|
|
mult = 0.90 - (0.75 * dist / range) + (0.10 * random());
|
2003-12-01 03:23:40 +00:00
|
|
|
|
mult *= dmg;
|
2004-02-17 00:14:14 +00:00
|
|
|
|
numshells = numcells = numrockets = numgren1 = numgren2 = expsize = 0;
|
2003-12-01 03:23:40 +00:00
|
|
|
|
|
|
|
|
|
if (IsBuilding(te))
|
|
|
|
|
{
|
|
|
|
|
if (te.num_mines & IMPROVED_THREE)
|
|
|
|
|
mult *= 0.5;
|
|
|
|
|
else
|
|
|
|
|
mult *= 0.8;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (mult > 1) mult = 1;
|
|
|
|
|
else if (mult < 0) mult = 0;
|
|
|
|
|
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
|
|
|
|
|
if (te.touch == ammo_touch || te.touch == weapon_touch) // Ammo/Weapon?
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
|
|
|
|
// Make sure it isn't picked up in the next second
|
2001-07-23 20:52:47 +00:00
|
|
|
|
te.solid = SOLID_NOT;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
te.enemy = self.owner;
|
|
|
|
|
te.nextthink = time + 1 + (random() * 2);
|
|
|
|
|
te.think = EMPExplode;
|
|
|
|
|
}
|
|
|
|
|
// Detpack?
|
|
|
|
|
else if (te.think == TeamFortress_DetpackExplode)
|
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
//te.solid = SOLID_NOT;
|
2003-12-01 03:23:40 +00:00
|
|
|
|
te.nextthink = time + 1 + 120 * mult*mult; //chance of either exploding or lengthening timer
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
|
2001-07-17 05:58:10 +00:00
|
|
|
|
dremove(te.oldenemy); // Countdown ent
|
|
|
|
|
}
|
|
|
|
|
// Pipebomb?
|
|
|
|
|
else if (te.classname == "pipebomb")
|
|
|
|
|
{
|
|
|
|
|
te.nextthink = time + 0.1 + random();
|
|
|
|
|
}
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
// Mine/grenade?
|
|
|
|
|
else if (te.classname == "grenade")
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
if (te.netname == "land_mine")
|
|
|
|
|
te.think = GuerillaExplode;
|
|
|
|
|
te.nextthink = time + 0.1 + random();
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
|
|
|
|
// Ammobox?
|
|
|
|
|
else if (te.classname == "ammobox")
|
|
|
|
|
{
|
|
|
|
|
expsize = 0;
|
2004-02-17 00:14:14 +00:00
|
|
|
|
expsize = expsize + (te.ammo_rockets * 3);
|
|
|
|
|
expsize = expsize + (te.ammo_cells * 1.5);
|
|
|
|
|
expsize += expsize * te.ammo_shells / 500;
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
|
2001-07-17 05:58:10 +00:00
|
|
|
|
if (expsize > 0)
|
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
te.solid = SOLID_NOT;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// Damage player and explode
|
2001-07-23 20:52:47 +00:00
|
|
|
|
deathmsg = DMSG_GREN_EMP;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
total_exp = total_exp + expsize;
|
2004-02-17 00:14:14 +00:00
|
|
|
|
if (expsize > 500)
|
|
|
|
|
expsize = 500;
|
2004-01-06 02:47:24 +00:00
|
|
|
|
|
|
|
|
|
T_RadiusDamage(te, self.owner, expsize, te);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
te.think = SUB_Remove;
|
|
|
|
|
te.nextthink = time + 0.1;
|
|
|
|
|
|
2001-10-13 23:02:22 +00:00
|
|
|
|
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
|
|
|
|
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, te.origin_x);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, te.origin_y);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, te.origin_z);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
multicast (te.origin, MULTICAST_PHS);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
2003-12-01 03:23:40 +00:00
|
|
|
|
// Backpack/Player/Building?
|
|
|
|
|
else if ((te.classname == "player") || (te.classname=="monster_army") || (te.touch == BackpackTouch)
|
|
|
|
|
|| IsBuilding(te))
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
2004-01-06 02:47:24 +00:00
|
|
|
|
|
|
|
|
|
if (te.touch == BackpackTouch)
|
|
|
|
|
{
|
|
|
|
|
numcells = te.ammo_cells;
|
|
|
|
|
numrockets = te.ammo_rockets;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
numcells = te.maxammo_cells * mult;
|
|
|
|
|
numrockets = te.maxammo_rockets * mult;
|
|
|
|
|
|
|
|
|
|
if (numcells > te.ammo_cells)
|
|
|
|
|
numcells = te.ammo_cells;
|
|
|
|
|
if (numrockets > te.ammo_rockets)
|
|
|
|
|
numrockets = te.ammo_rockets;
|
|
|
|
|
|
|
|
|
|
if (te.weapons_carried & WEAP_SPANNER && te.classname == "player")
|
2004-02-17 00:14:14 +00:00
|
|
|
|
numcells = 0;
|
2004-01-06 02:47:24 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
numcells = floor(numcells);
|
|
|
|
|
numrockets = floor(numrockets);
|
|
|
|
|
|
2001-07-17 05:58:10 +00:00
|
|
|
|
expsize = 0;
|
|
|
|
|
// calculate explosion size
|
2004-04-12 07:49:28 +00:00
|
|
|
|
expsize = numcells * 3 + numrockets * 5; // ouch, this hurts
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
|
|
|
|
|
if (te.classname == "player")
|
|
|
|
|
{
|
2004-01-06 02:47:24 +00:00
|
|
|
|
numgren1 = numgren2 = floor(3 * mult);
|
|
|
|
|
|
|
|
|
|
if (numgren1 > te.no_grenades_1)
|
|
|
|
|
numgren1 = te.no_grenades_1;
|
|
|
|
|
if (numgren2 > te.no_grenades_2)
|
|
|
|
|
numgren2 = te.no_grenades_2;
|
|
|
|
|
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
if (te.tp_grenades_1 == GR_TYPE_MIRV)
|
2004-02-01 04:03:38 +00:00
|
|
|
|
expsize += numgren1 * 50; // arggh, lots of damage
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
if (te.tp_grenades_2 == GR_TYPE_MIRV)
|
2004-02-01 04:03:38 +00:00
|
|
|
|
expsize += numgren2 * 50; // gotta get hwguys somehow
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
}
|
|
|
|
|
|
2003-12-01 03:23:40 +00:00
|
|
|
|
if (te.classname == "player" && (te.is_detpacking || te.is_toffingadet))
|
|
|
|
|
expsize += 500;
|
2004-02-01 04:03:38 +00:00
|
|
|
|
|
|
|
|
|
if (expsize < 500 && te.touch != BackpackTouch)
|
|
|
|
|
numshells = te.ammo_shells * expsize / 500;
|
|
|
|
|
else
|
|
|
|
|
numshells = te.ammo_shells;
|
|
|
|
|
|
|
|
|
|
numshells = floor(numshells);
|
|
|
|
|
|
|
|
|
|
expsize += numshells * 1.5;
|
2003-12-01 03:23:40 +00:00
|
|
|
|
|
2001-07-17 05:58:10 +00:00
|
|
|
|
if (expsize > 0)
|
|
|
|
|
{
|
|
|
|
|
// Damage player and explode
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
deathmsg = DMSG_GREN_EMP_RADIUS;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
total_exp = total_exp + expsize;
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
//WK Make players not explode radially! GR why not?
|
2001-07-17 05:58:10 +00:00
|
|
|
|
if (te.touch != BackpackTouch)
|
|
|
|
|
{
|
2004-02-17 00:14:14 +00:00
|
|
|
|
T_RadiusDamage(te, self.owner, expsize / 2, te);
|
2004-01-06 02:47:24 +00:00
|
|
|
|
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
deathmsg = DMSG_GREN_EMP;
|
2004-02-17 00:14:14 +00:00
|
|
|
|
TF_T_Damage (te, te, self.owner, expsize, 0, TF_TD_EXPLOSION);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
// Remove ammo
|
2004-01-06 02:47:24 +00:00
|
|
|
|
te.ammo_cells -= numcells;
|
|
|
|
|
te.ammo_rockets -= numrockets;
|
2004-02-17 00:14:14 +00:00
|
|
|
|
te.ammo_shells -= numshells;
|
2003-12-01 03:23:40 +00:00
|
|
|
|
|
|
|
|
|
if (te.classname == "player")
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
{
|
2003-12-01 03:23:40 +00:00
|
|
|
|
if (te.tp_grenades_1 == GR_TYPE_MIRV)
|
2004-02-17 00:14:14 +00:00
|
|
|
|
te.no_grenades_1 -= numgren1;
|
2003-12-01 03:23:40 +00:00
|
|
|
|
if (te.tp_grenades_2 == GR_TYPE_MIRV)
|
2004-02-17 00:14:14 +00:00
|
|
|
|
te.no_grenades_2 -= numgren2;
|
2003-12-01 03:23:40 +00:00
|
|
|
|
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
// Update console
|
2003-12-01 03:23:40 +00:00
|
|
|
|
oldself = self;
|
|
|
|
|
self = te;
|
|
|
|
|
W_SetCurrentAmmo();
|
|
|
|
|
self = oldself;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
|
|
|
|
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, te.origin_x);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, te.origin_y);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, te.origin_z);
|
|
|
|
|
multicast (te.origin, MULTICAST_PHS);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2004-01-06 02:47:24 +00:00
|
|
|
|
T_RadiusDamage(te, self.owner, expsize, te);
|
|
|
|
|
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
if (te.classname != "player")
|
|
|
|
|
{
|
|
|
|
|
te.think = SUB_Remove;
|
|
|
|
|
te.nextthink = time + 0.1;
|
|
|
|
|
}
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
|
|
|
|
|
2001-10-13 23:02:22 +00:00
|
|
|
|
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
|
|
|
|
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, te.origin_x);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, te.origin_y);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, te.origin_z);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
multicast (te.origin, MULTICAST_PHS);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2004-01-06 02:47:24 +00:00
|
|
|
|
te = te.chain2;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sound (self, CHAN_WEAPON, "weapons/gren_emp.wav", 1, ATTN_NORM); //- OfN - cool sound! :)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
if (total_exp > 0) {//CH Thanks Slice for the idea :)
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self.owner,PRINT_HIGH, "Your EMP grenade inflicted ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
local string st;
|
|
|
|
|
st = ftos(total_exp);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self.owner,PRINT_HIGH, st);
|
|
|
|
|
sprint(self.owner,PRINT_HIGH, " damage\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef DEMO_STUFF
|
|
|
|
|
// Remove any camera's locks on this missile
|
|
|
|
|
if (self.enemy)
|
|
|
|
|
CamProjectileLockOff();
|
|
|
|
|
#endif
|
|
|
|
|
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
self.nextthink = time + 0.5;
|
|
|
|
|
self.think = EMPScramble;
|
|
|
|
|
|
|
|
|
|
self.movetype = MOVETYPE_NONE;
|
|
|
|
|
self.solid = SOLID_NOT;
|
|
|
|
|
setmodel(self, "");
|
|
|
|
|
setorigin(self, self.origin);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
|
// Tests whether a team is allowed to build or not
|
|
|
|
|
|
|
|
|
|
float(float myteam) HasFlag =
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
if ( mapname != "steal4d" )
|
2001-07-23 20:52:47 +00:00
|
|
|
|
return TRUE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
if (myteam == team_with_flag){
|
2001-07-23 20:52:47 +00:00
|
|
|
|
return TRUE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
return FALSE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
|
// Function handling the Engineer's build impulse
|
|
|
|
|
void() TeamFortress_EngineerBuild =
|
|
|
|
|
{
|
|
|
|
|
local entity te;
|
|
|
|
|
|
|
|
|
|
// Can't build in the air
|
|
|
|
|
// WK Yes you can, why not? You can do it by pulling up this menu anyway
|
|
|
|
|
/*
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (!(self.flags & FL_ONGROUND))
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
|
|
|
|
CenterPrint(self, "You can't build in the air!\n\n");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (self.is_detpacking == 1) {
|
|
|
|
|
CenterPrint(self, "You can't build while detpacking\n");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (self.is_feigning == 1) {
|
|
|
|
|
CenterPrint(self, "You can't build while feigning\n");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Pop up the menu
|
|
|
|
|
if (self.is_building == 0)
|
|
|
|
|
{
|
|
|
|
|
// Check to see if they've got enuf metal to build anything
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (self.ammo_cells < BUILD_COST_CAMERA && self.has_dispenser == FALSE && self.has_sentry == FALSE && self.has_tesla == FALSE && self.has_camera == FALSE && self.has_teleporter == FALSE && self.has_sensor == FALSE && self.has_fieldgen == FALSE)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
|
|
|
|
CenterPrint(self, "You don't have enough metal to \nbuild anything.\n\n");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.current_menu = MENU_ENGINEER;
|
|
|
|
|
self.menu_count = MENU_REFRESH_RATE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
|
|
|
|
else if (self.is_building == 1)
|
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "You stop building.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
self.is_building = 0;
|
2004-04-12 05:37:50 +00:00
|
|
|
|
self.tfstate &= ~TFSTATE_CANT_MOVE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
TeamFortress_SetSpeed(self);
|
|
|
|
|
|
|
|
|
|
// Remove the timer
|
2001-11-02 17:00:52 +00:00
|
|
|
|
te = find(NIL, netname, "build_timer");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
while (te)
|
|
|
|
|
{
|
|
|
|
|
if (te.owner == self)
|
|
|
|
|
{
|
|
|
|
|
dremove(te);
|
2001-11-02 17:00:52 +00:00
|
|
|
|
te = NIL;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
te = find(te, netname, "build_timer");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
self.current_weapon = self.weapon;
|
|
|
|
|
W_SetCurrentAmmo();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
float(entity obj, entity builder) CheckArea =
|
|
|
|
|
{
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
local integer pos;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
// Check the hull
|
|
|
|
|
pos = entpointcontents(obj);
|
2001-07-31 17:08:59 +00:00
|
|
|
|
if (pos == CONTENTS_SOLID || pos == CONTENTS_SKY)
|
2001-07-23 20:52:47 +00:00
|
|
|
|
return FALSE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// Trace a line from the player to the object too
|
2001-07-23 20:52:47 +00:00
|
|
|
|
traceline(builder.origin, obj.origin, TRUE, builder);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
if (trace_fraction != 1)
|
2001-07-23 20:52:47 +00:00
|
|
|
|
return FALSE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// may add in more checks later
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
return TRUE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
|
// rehashed version of TF_Build
|
|
|
|
|
void(float objtobuild) TeamFortress_Build =
|
|
|
|
|
{
|
2001-10-19 03:31:30 +00:00
|
|
|
|
local float btime = time - 0.1;
|
2001-07-25 22:15:15 +00:00
|
|
|
|
local entity obj;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-07-25 22:15:15 +00:00
|
|
|
|
obj = spawn();
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// get an origin
|
|
|
|
|
makevectors(self.v_angle);
|
|
|
|
|
v_forward_z = 0;
|
2003-11-27 07:07:26 +00:00
|
|
|
|
v_forward = normalize(v_forward);
|
|
|
|
|
|
|
|
|
|
obj.origin = self.origin + v_forward * 35;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
//WK Cheat Fix
|
|
|
|
|
if (self.is_feigning) {
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "Try standing up first.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//OfN - Cheat Fix, heh
|
|
|
|
|
if (self.is_haxxxoring) {
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "You can't build while hacking.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (objtobuild == BUILD_DISPENSER)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
|
|
|
|
if (self.has_dispenser)
|
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "You can only have one dispenser.\nTry dismantling your old one.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (!(self.cutf_items & CUTF_DISPENSER))
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "You must buy the dispenser before you can build it.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
2004-04-05 09:57:55 +00:00
|
|
|
|
if (self.ammo_cells < BUILD_COST_DISPENSER) {
|
|
|
|
|
sprint (self, PRINT_HIGH, "Not enough cells.\n");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2001-10-12 06:10:59 +00:00
|
|
|
|
obj.mins = '-8 -8 0';
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
obj.maxs = '8 8 40';
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
#ifdef no_new_dispenser
|
2001-07-25 22:15:15 +00:00
|
|
|
|
obj.mdl = "progs/disp.mdl";
|
2001-07-17 05:58:10 +00:00
|
|
|
|
#else
|
2001-07-25 22:15:15 +00:00
|
|
|
|
obj.mdl = "progs/disp2.mdl";
|
2001-07-17 05:58:10 +00:00
|
|
|
|
#endif
|
|
|
|
|
|
2001-07-25 22:15:15 +00:00
|
|
|
|
obj.netname = "dispenser";
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
btime = time + BUILD_TIME_DISPENSER;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
else if (objtobuild == BUILD_SENTRYGUN)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
|
|
|
|
if (self.has_sentry)
|
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "You can only have one sentry gun.\nTry dismantling your old one.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (!(self.cutf_items & CUTF_SENTRYGUN))
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "You must buy a sentrygun before you can build one.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
2004-04-05 09:57:55 +00:00
|
|
|
|
if (self.ammo_cells < BUILD_COST_SENTRYGUN) {
|
|
|
|
|
sprint (self, PRINT_HIGH, "Not enough cells.\n");
|
|
|
|
|
return;
|
|
|
|
|
}
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-10-12 06:10:59 +00:00
|
|
|
|
obj.mins = '-16 -16 0';
|
|
|
|
|
obj.maxs = '16 16 48';
|
2001-07-25 22:15:15 +00:00
|
|
|
|
//obj.mdl = "progs/turrbase.mdl";
|
|
|
|
|
obj.mdl = "progs/trrbs2.mdl";
|
|
|
|
|
obj.netname = "sentrygun";
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
btime = time + BUILD_TIME_SENTRYGUN;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
else if (objtobuild == BUILD_TESLA)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
|
|
|
|
if (self.has_tesla)
|
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "You can only have one tesla gun.\nTry dismantling your old one.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (!(self.tf_items & NIT_TESLA))
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "You must buy a tesla sentry before you can build one.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
2004-04-05 09:57:55 +00:00
|
|
|
|
if (self.ammo_cells < BUILD_COST_TESLA) {
|
|
|
|
|
sprint (self, PRINT_HIGH, "Not enough cells.\n");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-10-12 06:10:59 +00:00
|
|
|
|
// obj.mins = '-16 -16 0'; //- OfN commented by
|
|
|
|
|
obj.mins = '-16 -16 -25';
|
|
|
|
|
// obj.maxs = '16 16 48'; //WK 62 is better, but crashes?
|
2004-03-20 00:09:41 +00:00
|
|
|
|
obj.maxs = '16 16 48';
|
2001-07-25 22:15:15 +00:00
|
|
|
|
//obj.mdl = "progs/newtesla.mdl";
|
|
|
|
|
obj.mdl = "progs/coil.mdl";
|
|
|
|
|
obj.netname = "tesla";
|
|
|
|
|
// obj.origin = obj.origin + '0 0 25';
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
btime = time + BUILD_TIME_TESLA;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
else if (objtobuild == BUILD_SECURITY_CAMERA)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
|
|
|
|
if (self.has_camera)
|
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "You can only have one security camera.\nTry dismantling your old one.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (!(self.tf_items & NIT_SECURITY_CAMERA))
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "You must buy a security camera before you can build one.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
Security_Camera_Spawn();
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
else if (objtobuild == BUILD_TELEPORTER)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
|
|
|
|
if (self.has_teleporter >= 2)
|
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "You can only have 2 teleporters.\nTry dismantling an old one.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (!(self.tf_items & NIT_TELEPORTER))
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "You must buy a teleporter before you can build one.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
2004-04-05 09:57:55 +00:00
|
|
|
|
if (self.ammo_cells < BUILD_COST_TELEPORTER) {
|
|
|
|
|
sprint (self, PRINT_HIGH, "Not enough cells.\n");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-10-12 06:10:59 +00:00
|
|
|
|
obj.mins = '-16 -16 0';
|
|
|
|
|
obj.maxs = '16 16 4';
|
2001-07-25 22:15:15 +00:00
|
|
|
|
obj.mdl = "progs/telepad.mdl";
|
|
|
|
|
obj.netname = "teleporter";
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
btime = time + BUILD_TIME_TELEPORTER;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
else if (objtobuild == BUILD_FIELDGEN)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
|
|
|
|
if (self.has_fieldgen >= 2)
|
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "You already have 2 field generators.\nTry dismantling an old one.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (!(self.cutf_items & CUTF_FIELDGEN))
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "You must buy a field generator before you can build one.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
2004-04-05 09:57:55 +00:00
|
|
|
|
if (self.ammo_cells < BUILD_COST_FIELDGEN) {
|
|
|
|
|
sprint (self, PRINT_HIGH, "Not enough cells.\n");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-10-12 06:10:59 +00:00
|
|
|
|
obj.mins = '-6 -6 0';
|
|
|
|
|
obj.maxs = '6 6 54';
|
2001-07-25 22:15:15 +00:00
|
|
|
|
obj.mdl = "progs/ffgen2.mdl";
|
|
|
|
|
obj.netname = "field generator";
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
btime = time + BUILD_TIME_FIELDGEN;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
|
|
|
|
|
2003-11-27 07:07:26 +00:00
|
|
|
|
if (objtobuild == BUILD_SECURITY_CAMERA)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
local vector startpos, endpos;
|
|
|
|
|
|
|
|
|
|
startpos = obj.origin;
|
|
|
|
|
startpos_z = self.absmin_z - obj.mins_z + 60;
|
|
|
|
|
|
|
|
|
|
// build right up against the wall if there's a wall there
|
|
|
|
|
checkmove(startpos, obj.mins, obj.maxs, startpos + v_forward*30, MOVE_NORMAL, obj);
|
|
|
|
|
|
|
|
|
|
RPrint ("Builder origin: " + vtos(self.origin) + "\n");
|
|
|
|
|
RPrint ("First checkmove: ");
|
|
|
|
|
printtrace( 1 );
|
|
|
|
|
RPrint ("Distance from builder: ");
|
|
|
|
|
RPrint (ftos(vlen(trace_endpos - self.origin)));
|
|
|
|
|
RPrint ("\n");
|
|
|
|
|
|
|
|
|
|
startpos = trace_endpos;
|
|
|
|
|
|
|
|
|
|
endpos = obj.origin;
|
|
|
|
|
endpos_z = self.absmin_z - obj.mins_z - 40;
|
|
|
|
|
|
|
|
|
|
checkmove(startpos, obj.mins, obj.maxs, endpos, MOVE_NORMAL, obj);
|
|
|
|
|
|
|
|
|
|
RPrint("Second checkmove: ");
|
|
|
|
|
printtrace( 1 );
|
|
|
|
|
RPrint("Distance from builder: ");
|
|
|
|
|
RPrint(ftos(vlen(trace_endpos - self.origin)));
|
|
|
|
|
RPrint("\n");
|
|
|
|
|
|
|
|
|
|
if (trace_fraction == 1 && !trace_allsolid) {
|
|
|
|
|
sprint (self, PRINT_HIGH, "No buildable surfaces\n");
|
|
|
|
|
dremove (obj);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (trace_allsolid || trace_fraction == 0) {
|
|
|
|
|
sprint (self, PRINT_HIGH, "Not enough room to build\n");
|
|
|
|
|
dremove (obj);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (trace_ent.classname == "force_field") // make it collide with ff
|
|
|
|
|
trace_endpos_z--;
|
|
|
|
|
|
|
|
|
|
obj.origin = trace_endpos;
|
2004-04-12 05:37:50 +00:00
|
|
|
|
obj.flags |= FL_ONGROUND;
|
2003-11-27 07:07:26 +00:00
|
|
|
|
obj.movetype = MOVETYPE_TOSS;
|
|
|
|
|
|
|
|
|
|
#ifdef DISALLOW_BLOCKED_TELE
|
|
|
|
|
if (objtobuild == BUILD_TELEPORTER) {
|
|
|
|
|
checkmove (obj.origin + '0 0 32', '-16 -16 -24', '16 16 32',
|
|
|
|
|
obj.origin + '0 0 30', MOVE_NOMONSTERS, self);
|
|
|
|
|
if (trace_startsolid || trace_fraction != 1) {
|
|
|
|
|
sprint (self, PRINT_HIGH, "Not enough room for teleportation\n");
|
2001-10-12 23:28:18 +00:00
|
|
|
|
dremove (obj);
|
|
|
|
|
return;
|
2001-08-13 13:02:54 +00:00
|
|
|
|
}
|
2003-11-27 07:07:26 +00:00
|
|
|
|
}
|
|
|
|
|
#endif
|
2001-07-25 22:15:15 +00:00
|
|
|
|
|
|
|
|
|
obj.owner = self;
|
|
|
|
|
obj.classname = "timer";
|
|
|
|
|
obj.netname = "build_timer";
|
|
|
|
|
obj.nextthink = btime;
|
|
|
|
|
obj.think = TeamFortress_FinishedBuilding;
|
|
|
|
|
obj.colormap = self.colormap;
|
|
|
|
|
obj.weapon = objtobuild;
|
|
|
|
|
obj.angles_y = anglemod(self.angles_y + 180);
|
|
|
|
|
|
|
|
|
|
obj.solid = SOLID_BBOX;
|
|
|
|
|
setmodel (obj, obj.mdl);
|
2001-10-12 06:10:59 +00:00
|
|
|
|
setsize (obj, obj.mins, obj.maxs);
|
2001-07-25 22:15:15 +00:00
|
|
|
|
setorigin (obj, obj.origin);
|
|
|
|
|
|
2003-11-27 07:07:26 +00:00
|
|
|
|
#ifdef DISALLOW_BLOCKED_TELE
|
|
|
|
|
if (objtobuild == BUILD_TELEPORTER)
|
|
|
|
|
if (Teleporter_CheckBlocked (obj)) {
|
|
|
|
|
sprint (self, PRINT_HIGH, "Not enough room for teleportation.\n");
|
|
|
|
|
dremove (obj);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
2001-08-13 13:02:54 +00:00
|
|
|
|
|
2001-07-25 22:15:15 +00:00
|
|
|
|
if (objtobuild==BUILD_TESLA)
|
|
|
|
|
{
|
|
|
|
|
obj.skin = self.team_no;
|
|
|
|
|
if (self.team_no==3) obj.skin=0;
|
|
|
|
|
else if (self.team_no==4) obj.skin=3;
|
|
|
|
|
}
|
2001-07-25 17:44:20 +00:00
|
|
|
|
|
|
|
|
|
self.is_building = 1;
|
|
|
|
|
makeImmune(self,time + 2);
|
|
|
|
|
//self.immune_to_check = time + 2;
|
2004-04-12 05:37:50 +00:00
|
|
|
|
self.tfstate |= TFSTATE_CANT_MOVE;
|
2001-07-25 17:44:20 +00:00
|
|
|
|
|
|
|
|
|
// Save the current weapon and remove it
|
|
|
|
|
self.weapon = self.current_weapon;
|
|
|
|
|
self.current_weapon = 0;
|
|
|
|
|
self.weaponmodel = "";
|
|
|
|
|
self.weaponframe = 0;
|
|
|
|
|
|
|
|
|
|
TeamFortress_SetSpeed(self);
|
2001-08-12 12:40:29 +00:00
|
|
|
|
|
|
|
|
|
if (objtobuild == BUILD_FIELDGEN)
|
|
|
|
|
WhereGen(obj.origin);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
void() DispenserThink =
|
|
|
|
|
{
|
|
|
|
|
local float iI; // is Improved?
|
|
|
|
|
|
|
|
|
|
iI=1;
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (self.num_mines & IMPROVED_ONE)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
iI=2;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// dispenser refilling itself 5%
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (!(self.is_malfunctioning & SCREWUP_THREE)) // SB
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.ammo_shells = self.ammo_shells + rint((BUILD_DISPENSER_MAX_SHELLS*iI) / 10);
|
|
|
|
|
self.ammo_cells = self.ammo_cells + rint((BUILD_DISPENSER_MAX_CELLS*iI) / 10);
|
|
|
|
|
self.ammo_nails = self.ammo_nails + rint((BUILD_DISPENSER_MAX_NAILS*iI) / 10);
|
|
|
|
|
self.ammo_rockets = self.ammo_rockets + rint((BUILD_DISPENSER_MAX_ROCKETS*iI) / 10);
|
|
|
|
|
self.armorvalue = self.armorvalue + rint((BUILD_DISPENSER_MAX_ARMOR*iI) / 10);
|
|
|
|
|
|
|
|
|
|
if (self.ammo_shells > BUILD_DISPENSER_MAX_SHELLS*iI)
|
|
|
|
|
self.ammo_shells = BUILD_DISPENSER_MAX_SHELLS*iI;
|
|
|
|
|
if (self.ammo_nails > BUILD_DISPENSER_MAX_NAILS*iI)
|
|
|
|
|
self.ammo_nails = BUILD_DISPENSER_MAX_NAILS*iI;
|
|
|
|
|
if (self.ammo_rockets > BUILD_DISPENSER_MAX_ROCKETS*iI)
|
|
|
|
|
self.ammo_rockets = BUILD_DISPENSER_MAX_ROCKETS*iI;
|
|
|
|
|
if (self.ammo_cells > BUILD_DISPENSER_MAX_CELLS*iI)
|
|
|
|
|
self.ammo_cells = BUILD_DISPENSER_MAX_CELLS*iI;
|
|
|
|
|
if (self.armorvalue > BUILD_DISPENSER_MAX_ARMOR*iI)
|
|
|
|
|
self.armorvalue = BUILD_DISPENSER_MAX_ARMOR*iI;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
|
|
|
|
self.nextthink = time + 10;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
void() TeamFortress_FinishedBuilding =
|
|
|
|
|
{
|
|
|
|
|
local entity oldself;
|
|
|
|
|
|
|
|
|
|
if (self.owner.is_building != 1)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
oldself = self;
|
|
|
|
|
self = self.owner;
|
2001-11-02 17:00:52 +00:00
|
|
|
|
oldself.owner = NIL;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
oldself.real_owner = self;
|
|
|
|
|
|
|
|
|
|
self.is_building = 0;
|
2004-04-12 05:37:50 +00:00
|
|
|
|
self.tfstate &= ~TFSTATE_CANT_MOVE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
self.current_weapon = self.weapon;
|
|
|
|
|
self.StatusRefreshTime = time + 0.1;
|
|
|
|
|
|
|
|
|
|
TeamFortress_SetSpeed(self);
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (oldself.weapon == BUILD_DISPENSER)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.has_dispenser = TRUE;
|
|
|
|
|
sprint (self, PRINT_HIGH, "You finish building the dispenser.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
teamprefixsprint(self.team_no,self); //- OfN
|
|
|
|
|
|
|
|
|
|
teamsprint(self.team_no, self, self.netname);
|
|
|
|
|
teamsprint(self.team_no, self, " has built a Dispenser.\n");
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.ammo_cells = self.ammo_cells - BUILD_COST_DISPENSER;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// Create the dispenser
|
|
|
|
|
oldself.classname = "building_dispenser";
|
|
|
|
|
oldself.netname = "dispenser";
|
|
|
|
|
oldself.blocked = T_Dispenser; // Actual touch function
|
|
|
|
|
oldself.touch = T_Dispenser;
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.max_health = BUILD_HEALTH_DISPENSER;
|
|
|
|
|
oldself.health = BUILD_HEALTH_DISPENSER;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
oldself.think = DispenserThink;
|
|
|
|
|
oldself.nextthink = time + 5;
|
|
|
|
|
oldself.th_die = Dispenser_Die; // Death function
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
oldself.th_pain = Dispenser_Pain;
|
|
|
|
|
|
2001-07-17 05:58:10 +00:00
|
|
|
|
#ifdef no_new_dispenser
|
|
|
|
|
oldself.mdl = "progs/disp.mdl"; // Actual mdl
|
|
|
|
|
#else
|
|
|
|
|
oldself.mdl = "progs/disp2.mdl"; // Actual mdl
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
oldself.team_no = self.team_no;
|
|
|
|
|
|
|
|
|
|
oldself.num_mines=0; // OfN - reset HACKER improvements
|
|
|
|
|
|
|
|
|
|
oldself.real_owner = self; // The Engineer owns this item
|
|
|
|
|
oldself.colormap = self.colormap; // Set the Color
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.takedamage = DAMAGE_AIM;
|
2001-11-02 17:00:52 +00:00
|
|
|
|
oldself.owner = NIL;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// Put some ammo in the Dispenser
|
|
|
|
|
oldself.ammo_shells = ceil(self.ammo_shells * 0.25);
|
|
|
|
|
oldself.ammo_nails = ceil(self.ammo_nails * 0.25);
|
|
|
|
|
oldself.ammo_rockets = ceil(self.ammo_rockets * 0.25);
|
|
|
|
|
oldself.ammo_cells = ceil(self.ammo_cells * 0.25);
|
|
|
|
|
oldself.armorvalue = ceil(self.armorvalue * 0.25);
|
|
|
|
|
|
|
|
|
|
// Remove ours
|
|
|
|
|
self.ammo_shells = ceil(self.ammo_shells * 0.75);
|
|
|
|
|
self.ammo_nails = ceil(self.ammo_nails * 0.75);
|
|
|
|
|
self.ammo_rockets = ceil(self.ammo_rockets * 0.75);
|
|
|
|
|
self.ammo_cells = ceil(self.ammo_cells * 0.75);
|
|
|
|
|
self.armorvalue = ceil(self.armorvalue * 0.75);
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.solid = SOLID_BBOX;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
setmodel(oldself, oldself.mdl);
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
else if (oldself.weapon == BUILD_SENTRYGUN)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
|
|
|
|
//CH special sbar for eng.
|
|
|
|
|
self.StatusBarScreen = 1;
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.has_sentry = TRUE;
|
|
|
|
|
sprint (self, PRINT_HIGH, "You finish building the sentry gun.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
teamprefixsprint(self.team_no,self); //- OfN
|
|
|
|
|
|
|
|
|
|
teamsprint(self.team_no, self, self.netname);
|
|
|
|
|
teamsprint(self.team_no, self, " has built a Sentry Gun.\n");
|
|
|
|
|
|
|
|
|
|
oldself.classname = "building_sentrygun_base";
|
|
|
|
|
oldself.netname = "sentry gun";
|
|
|
|
|
oldself.takedamage = 0;
|
|
|
|
|
oldself.th_die = Sentry_Die; // Death function
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.ammo_cells = self.ammo_cells - BUILD_COST_SENTRYGUN;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
setsize (oldself, '-16 -16 0', '16 16 4'); // '-16 -16 0' '16 16 4'
|
|
|
|
|
newmis = spawn();
|
|
|
|
|
newmis.classname = "building_sentrygun";
|
2001-07-23 20:52:47 +00:00
|
|
|
|
newmis.health = BUILD_HEALTH_SENTRYGUN;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
newmis.max_health = newmis.health;
|
2001-07-23 20:52:47 +00:00
|
|
|
|
newmis.tf_items = NIT_KEVLAR; //Start with kevlar armor
|
|
|
|
|
newmis.armorclass = AT_SAVESHOT; //kevlar armor
|
2001-07-17 05:58:10 +00:00
|
|
|
|
newmis.weapon = 1; // Level 1 Turret
|
|
|
|
|
newmis.th_die = Sentry_Die; // Death function
|
|
|
|
|
newmis.th_pain = Sentry_Pain;
|
|
|
|
|
//newmis.mdl = "progs/turrgun.mdl";
|
|
|
|
|
newmis.mdl = "progs/trrgn2.mdl";
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sound (oldself, CHAN_ITEM, "weapons/turrset.wav", 1, ATTN_NORM);
|
|
|
|
|
newmis.solid = SOLID_BBOX;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
setmodel(newmis, newmis.mdl);
|
2003-11-27 07:07:26 +00:00
|
|
|
|
setsize (newmis, '-16 -16 4', '16 16 48'); //don't make it encompass the base
|
2001-07-17 05:58:10 +00:00
|
|
|
|
setorigin(newmis, oldself.origin + '0 0 8');
|
|
|
|
|
newmis.real_owner = oldself.real_owner; // The Engineer owns this item
|
|
|
|
|
newmis.trigger_field = oldself;
|
|
|
|
|
oldself.oldenemy = newmis;
|
2001-07-23 20:52:47 +00:00
|
|
|
|
newmis.movetype = MOVETYPE_STEP;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
oldself.colormap = self.colormap; // Set the Base Color
|
|
|
|
|
newmis.colormap = self.colormap; // Set the Color
|
|
|
|
|
|
|
|
|
|
newmis.skin = self.team_no - 1;
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
newmis.takedamage = DAMAGE_AIM;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
newmis.velocity = '0 0 -8';
|
|
|
|
|
|
|
|
|
|
newmis.frags = 0; //CH how many people has your sent killed?
|
|
|
|
|
|
|
|
|
|
newmis.team_no = self.team_no;
|
|
|
|
|
newmis.think = lvl1_sentry_stand;
|
|
|
|
|
newmis.nextthink = time + 0.5;
|
|
|
|
|
newmis.touch = Sentry_Touch;
|
|
|
|
|
// Rotate Details
|
|
|
|
|
newmis.yaw_speed = 10; //Turn rate
|
|
|
|
|
newmis.heat = 0; // Turn Right
|
|
|
|
|
newmis.angles_x = 0;
|
|
|
|
|
newmis.angles_y = ceil(oldself.angles_y); //CH remove decimal
|
|
|
|
|
newmis.angles_z = 0;
|
|
|
|
|
|
|
|
|
|
newmis.angles_y = ((ceil(newmis.angles_y / 10)) * 10); //CH set last int to 0
|
|
|
|
|
newmis.waitmin = anglemod(newmis.angles_y - 50);
|
|
|
|
|
newmis.waitmax = anglemod(newmis.angles_y + 50);
|
|
|
|
|
|
|
|
|
|
// Give the Gun some ammo
|
|
|
|
|
newmis.ammo_shells = 75; //WK
|
|
|
|
|
newmis.maxammo_shells = 100;
|
|
|
|
|
newmis.maxammo_rockets = 20;
|
|
|
|
|
|
|
|
|
|
newmis.num_mines=0; // OfN - reset HACKER improvements
|
|
|
|
|
newmis.attack_finished=time; //- controls time after loosing track of enemy to not be rotating
|
|
|
|
|
newmis.has_holo=0;
|
|
|
|
|
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
else if (oldself.weapon == BUILD_TESLA)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
|
|
|
|
//CH special sbar for eng.
|
|
|
|
|
self.StatusBarScreen = 4;
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.has_tesla = TRUE;
|
|
|
|
|
sprint (self, PRINT_HIGH, "You finish building the tesla.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
teamprefixsprint(self.team_no,self); //- OfN
|
|
|
|
|
|
|
|
|
|
teamsprint(self.team_no, self, self.netname);
|
|
|
|
|
teamsprint(self.team_no, self, " has built a tesla.\n");
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sound (oldself, CHAN_ITEM, "weapons/guerilla_set.wav", 1, ATTN_NORM);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
oldself.classname = "building_tesla";
|
|
|
|
|
oldself.netname = "tesla";
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.takedamage = DAMAGE_AIM;
|
|
|
|
|
oldself.solid = SOLID_BBOX;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
oldself.th_die = Tesla_Die; // Death function
|
|
|
|
|
oldself.th_pain = Tesla_Pain;
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.ammo_cells = self.ammo_cells - BUILD_COST_TESLA;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.health = BUILD_HEALTH_TESLA;
|
|
|
|
|
oldself.movetype = MOVETYPE_TOSS;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
oldself.colormap = self.colormap; // Set the Base Color
|
|
|
|
|
oldself.team_no = self.team_no;
|
|
|
|
|
|
|
|
|
|
//- OfN -
|
|
|
|
|
//oldself.think = Tesla_Idle;
|
|
|
|
|
oldself.think = tsla_on1;
|
|
|
|
|
//oldself.nextthink = time + 2;
|
|
|
|
|
oldself.nextthink = time + 0.1;
|
|
|
|
|
oldself.has_holo = time + 2; // next Tesla_Idle run
|
|
|
|
|
oldself.job = 0; // this flag will determine which frame animation is currently on
|
|
|
|
|
//oldself.job_finished = time; // change for frame animation purposes, instead of increasing its nextthing during charging
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.no_grenades_1 = FALSE; // first think reset
|
2001-07-17 05:58:10 +00:00
|
|
|
|
oldself.no_grenades_2 = 0; // cloak touch delay reset
|
|
|
|
|
|
|
|
|
|
oldself.touch = Tesla_Touch;
|
2001-11-02 17:00:52 +00:00
|
|
|
|
oldself.enemy = NIL;
|
|
|
|
|
oldself.oldenemy = NIL; //CH for sbar
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
//Set all initial tesla values here
|
|
|
|
|
oldself.maxammo_shells = 0; //Voltage == 0
|
|
|
|
|
oldself.maxammo_nails = 0; //Amps == 0
|
|
|
|
|
oldself.maxammo_rockets = 0; //Battery == 0
|
|
|
|
|
oldself.max_health = 150;
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.ammo_cells = MAXCELLS0; //Initial ammo allocation
|
|
|
|
|
oldself.maxammo_cells = MAXCELLS0; //Initial maxammo
|
|
|
|
|
oldself.tf_items = NIT_CERAMIC; //Start with shock armor
|
|
|
|
|
oldself.armorclass = AT_SAVEELECTRICITY; //Shock armor
|
|
|
|
|
if (self.tf_items & NIT_TESLA_UPGRADE) {
|
2001-07-17 05:58:10 +00:00
|
|
|
|
oldself.has_sentry = 6; //Normal Upgrades
|
|
|
|
|
oldself.has_tesla = 2; //Misc Upgrade
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
oldself.has_sentry = 4; //Normal Upgrades
|
|
|
|
|
oldself.has_tesla = 1; //Misc Upgrade
|
|
|
|
|
}
|
|
|
|
|
oldself.has_teleporter = 0; //CH for frag related upgrades
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (!(self.weapons_carried & WEAP_SPANNER)) { //No spanner
|
2001-07-17 05:58:10 +00:00
|
|
|
|
oldself.ammo_shells = 1;
|
|
|
|
|
oldself.ammo_nails = 2;
|
|
|
|
|
oldself.ammo_rockets = 1;
|
|
|
|
|
oldself.has_sentry = oldself.has_sentry - 4; //Take away 3
|
|
|
|
|
oldself.max_health = 225;
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.ammo_cells = MAXCELLS1; //Initial ammo allocation
|
|
|
|
|
oldself.maxammo_cells = MAXCELLS1;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
|
|
|
|
oldself.health = oldself.max_health;
|
|
|
|
|
oldself.waitmin = (oldself.ammo_shells + 2) * (oldself.ammo_nails + 2);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.waitmax = FALSE; //No target yet
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
oldself.frags = 0; //CH how many people has your sent killed?
|
|
|
|
|
oldself.lip = 0; //WK How many tinkers have been done
|
|
|
|
|
modelindex_tesla = oldself.modelindex; //CH
|
|
|
|
|
|
|
|
|
|
oldself.num_mines=0; // OfN - reset HACKER improvements
|
|
|
|
|
oldself.is_haxxxoring=0; // isnt flying
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
else if (oldself.weapon == BUILD_TELEPORTER)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
|
|
|
|
self.has_teleporter = (self.has_teleporter + 1);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint (self, PRINT_HIGH, "You finish building the Teleporter Pad.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
teamprefixsprint(self.team_no,self); //- OfN
|
|
|
|
|
|
|
|
|
|
teamsprint(self.team_no, self, self.netname);
|
|
|
|
|
teamsprint(self.team_no, self, " has built a Teleporter Pad.\n");
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sound (oldself, CHAN_ITEM, "weapons/guerilla_set.wav", 1, ATTN_NORM);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.ammo_cells = self.ammo_cells - BUILD_COST_TELEPORTER;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// Create the teleporter
|
|
|
|
|
oldself.classname = "building_teleporter";
|
|
|
|
|
oldself.netname = "teleporter";
|
|
|
|
|
// oldself.blocked = Teleporter_touch; // Actual touch function
|
|
|
|
|
oldself.touch = Teleporter_touch;
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.max_health = BUILD_HEALTH_TELEPORTER;
|
|
|
|
|
oldself.health = BUILD_HEALTH_TELEPORTER;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
oldself.th_die = Teleporter_Die; // Death function
|
|
|
|
|
oldself.mdl = "progs/telepad.mdl"; // Actual mdl
|
|
|
|
|
oldself.team_no = self.team_no;
|
|
|
|
|
oldself.maxammo_cells = 200; //CH Max of 20 teleports
|
|
|
|
|
oldself.ammo_cells = 100; //CH start not at full
|
|
|
|
|
|
|
|
|
|
oldself.real_owner = self; // The Engineer owns this item
|
|
|
|
|
oldself.colormap = self.colormap; // Set the Color
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.takedamage = DAMAGE_AIM;
|
2001-11-02 17:00:52 +00:00
|
|
|
|
oldself.owner = NIL;
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.movetype = MOVETYPE_TOSS;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.solid = SOLID_BBOX;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
setmodel(oldself, oldself.mdl);
|
|
|
|
|
setsize (oldself, '-16 -16 0', '16 16 4');
|
2001-07-25 17:44:20 +00:00
|
|
|
|
setorigin(oldself, oldself.origin); //CH does jump
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
oldself.heat = 4; //dont come on for 4 seconds
|
|
|
|
|
oldself.think = Teleporter_heat_think;
|
|
|
|
|
oldself.nextthink = time + 1;
|
|
|
|
|
oldself.spawnflags = 4; //CH cause extensive checks for height
|
|
|
|
|
|
|
|
|
|
oldself.num_mines=0; // OfN - reset HACKER improvements
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
else if (oldself.weapon == BUILD_FIELDGEN)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
|
|
|
|
self.has_fieldgen = (self.has_fieldgen + 1);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint (self, PRINT_HIGH, "You finish building the Field Generator.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
teamprefixsprint(self.team_no,self); //- OfN
|
|
|
|
|
|
|
|
|
|
teamsprint(self.team_no, self, self.netname);
|
|
|
|
|
teamsprint(self.team_no, self, " has built a Field Generator.\n");
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sound (oldself, CHAN_ITEM, "weapons/guerilla_set.wav", 1, ATTN_NORM);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.ammo_cells = self.ammo_cells - BUILD_COST_FIELDGEN;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// Create the teleporter
|
|
|
|
|
oldself.classname = "building_fieldgen";
|
|
|
|
|
oldself.netname = "field generator";
|
|
|
|
|
// oldself.blocked = Teleporter_touch; // Actual touch function
|
|
|
|
|
//oldself.touch = Teleporter_touch;
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.max_health = BUILD_HEALTH_FIELDGEN;
|
|
|
|
|
oldself.health = BUILD_HEALTH_FIELDGEN;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
oldself.th_die = FieldGen_Die; // Death function
|
|
|
|
|
oldself.mdl = "progs/ffgen2.mdl"; // Actual mdl
|
|
|
|
|
oldself.team_no = self.team_no;
|
|
|
|
|
|
|
|
|
|
oldself.maxammo_cells = 100; //CH Max of 20 field recharges
|
|
|
|
|
oldself.ammo_cells = 75; //CH start not at full*/
|
|
|
|
|
|
|
|
|
|
oldself.real_owner = self; // The Engineer owns this item
|
|
|
|
|
oldself.colormap = self.colormap; // Set the Color
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.takedamage = DAMAGE_AIM;
|
2001-11-02 17:00:52 +00:00
|
|
|
|
oldself.owner = NIL;
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.movetype = MOVETYPE_TOSS;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
oldself.solid = SOLID_BBOX;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
setmodel(oldself, oldself.mdl);
|
|
|
|
|
|
|
|
|
|
oldself.spawnflags = 4; //CH cause extensive checks for height
|
|
|
|
|
|
|
|
|
|
oldself.is_malfunctioning = 0;
|
|
|
|
|
oldself.num_mines=0; // OfN - reset HACKER improvements
|
|
|
|
|
|
|
|
|
|
Field_Built(oldself);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
W_SetCurrentAmmo();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
|
// Dispenser Touch function. Allows players to get stuff from the Dispenser.
|
|
|
|
|
|
|
|
|
|
void() T_Dispenser =
|
|
|
|
|
{
|
|
|
|
|
local entity dist_checker;
|
|
|
|
|
|
|
|
|
|
if (other.classname != "player")
|
|
|
|
|
return;
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (self.is_malfunctioning & SCREWUP_ONE)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
return;
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (self.is_malfunctioning & SCREWUP_TWO)
|
|
|
|
|
TF_T_Damage(self, self, self, 200, 0, TF_TD_OTHER);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// Ignore any engineer working on this dispenser
|
2001-11-02 17:00:52 +00:00
|
|
|
|
if (!other.building && other.building_wait < time)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
|
|
|
|
// Pop up the menu
|
2001-07-23 20:52:47 +00:00
|
|
|
|
other.current_menu = MENU_DISPENSER;
|
|
|
|
|
other.menu_count = MENU_REFRESH_RATE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
other.building = self;
|
|
|
|
|
|
|
|
|
|
// Start a Distance checker, which removes the menu if the player
|
|
|
|
|
// gets too far away from the Dispenser.
|
|
|
|
|
dist_checker = spawn();
|
|
|
|
|
dist_checker.classname = "timer";
|
|
|
|
|
dist_checker.owner = other;
|
|
|
|
|
dist_checker.enemy = self;
|
|
|
|
|
dist_checker.think = CheckDistance;
|
|
|
|
|
dist_checker.nextthink = time + 0.3;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//============================================================
|
|
|
|
|
// this is needed to avoid stack overflow
|
|
|
|
|
|
|
|
|
|
void() Dispenser_Explode =
|
|
|
|
|
{
|
2001-11-02 17:00:52 +00:00
|
|
|
|
T_RadiusDamage(self.demon_one, self.demon_one, self.has_holo, NIL);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-10-13 23:02:22 +00:00
|
|
|
|
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
|
|
|
|
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, self.demon_one.origin_x);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, self.demon_one.origin_y);
|
|
|
|
|
WriteCoord (MSG_MULTICAST, self.demon_one.origin_z);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
multicast (self.demon_one.origin, MULTICAST_PHS);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
dremove(self.demon_one);
|
|
|
|
|
|
|
|
|
|
dremove(self); // remove explosion timer for this dispenser
|
|
|
|
|
};
|
|
|
|
|
|
1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
|
|
|
|
void(entity atk, float dmg) Dispenser_Pain =
|
|
|
|
|
{
|
|
|
|
|
if (self.health < 0)
|
|
|
|
|
{
|
|
|
|
|
// give credit to the guy blowing up the disp
|
|
|
|
|
self.martyr_enemy = atk;
|
|
|
|
|
self.is_malfunctioning = 0;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
2001-07-17 05:58:10 +00:00
|
|
|
|
void() Dispenser_Die =
|
|
|
|
|
{
|
|
|
|
|
local float damg;
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.real_owner.has_dispenser = FALSE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
damg = self.ammo_cells * 0.25;
|
|
|
|
|
damg = damg + self.ammo_nails * 0.1;
|
|
|
|
|
damg = damg + self.ammo_shells * 0.2;
|
|
|
|
|
damg = damg + self.ammo_rockets / 2;
|
|
|
|
|
|
|
|
|
|
//- OfN causes overflow so we need a timer for dispenser explosion
|
|
|
|
|
newmis = spawn();
|
|
|
|
|
newmis.has_holo = damg;
|
|
|
|
|
newmis.demon_one = self;
|
|
|
|
|
newmis.nextthink = time + 0.1;
|
|
|
|
|
newmis.think = Dispenser_Explode;
|
2001-11-02 17:00:52 +00:00
|
|
|
|
/*T_RadiusDamage(self, self, damg, NIL); // OfN - Fixme, stack overflow??*/
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self.real_owner, PRINT_HIGH, "Your dispenser was destroyed.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
#ifdef no_new_dispenser
|
|
|
|
|
ThrowGib("progs/dgib1.mdl", -30);
|
|
|
|
|
ThrowGib("progs/dgib2.mdl", -50);
|
|
|
|
|
ThrowGib("progs/dgib3.mdl", -50);
|
|
|
|
|
#else
|
|
|
|
|
ThrowGib("progs/d2gib1.mdl", -30);
|
|
|
|
|
ThrowGib("progs/d2gib2.mdl", -50);
|
|
|
|
|
ThrowGib("progs/d2gib3.mdl", -50);
|
|
|
|
|
#endif
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
|
// Engineer has used a Spanner on the Dispenser
|
|
|
|
|
void(entity disp) Engineer_UseDispenser =
|
|
|
|
|
{
|
|
|
|
|
local entity dist_checker;
|
|
|
|
|
local string st;
|
|
|
|
|
|
|
|
|
|
// Print the dispenser's details
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint (self, PRINT_HIGH, "Dispenser has ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(disp.health);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, "<EFBFBD>");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(disp.max_health);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint (self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(disp.ammo_shells);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint (self, PRINT_HIGH, st);
|
|
|
|
|
sprint (self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(disp.ammo_nails);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint (self, PRINT_HIGH, st);
|
|
|
|
|
sprint (self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD>, ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(disp.ammo_rockets);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint (self, PRINT_HIGH, st);
|
|
|
|
|
sprint (self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(disp.ammo_cells);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint (self, PRINT_HIGH, st);
|
|
|
|
|
sprint (self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD>, and ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(disp.armorvalue);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint (self, PRINT_HIGH, st);
|
|
|
|
|
sprint (self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD>\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// Pop up the menu
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.current_menu = MENU_ENGINEER_FIX_DISPENSER;
|
|
|
|
|
self.menu_count = MENU_REFRESH_RATE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
self.building = disp;
|
|
|
|
|
|
|
|
|
|
// Start a Distance checker, which removes the menu if the player
|
|
|
|
|
// gets too far away from the Dispenser.
|
|
|
|
|
dist_checker = spawn();
|
|
|
|
|
dist_checker.classname = "timer";
|
|
|
|
|
dist_checker.owner = self;
|
|
|
|
|
dist_checker.enemy = disp;
|
|
|
|
|
dist_checker.think = CheckDistance;
|
|
|
|
|
dist_checker.nextthink = time + 0.3;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
|
// Engineer has used a Spanner on the SentryGun
|
|
|
|
|
void(entity gun) Engineer_UseSentryGun =
|
|
|
|
|
{
|
|
|
|
|
local entity dist_checker;
|
|
|
|
|
local string st;
|
|
|
|
|
|
|
|
|
|
// Print the gun's details
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = Return_Colored_Num(gun.weapon);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, " Sentry Gun has ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(gun.health);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, "<EFBFBD>");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(gun.max_health);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(gun.ammo_shells);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
if (gun.weapon == 3)
|
|
|
|
|
{
|
|
|
|
|
st = ftos(gun.ammo_rockets);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, ", ");
|
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "Sentry Gun <20><><EFBFBD><EFBFBD><EFBFBD>: "); //CH Displays kills of sent
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(gun.frags);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, "\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// Pop up the menu
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.current_menu = MENU_ENGINEER_FIX_SENTRYGUN;
|
|
|
|
|
self.menu_count = MENU_REFRESH_RATE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
self.building = gun;
|
|
|
|
|
|
|
|
|
|
//dodgy
|
|
|
|
|
|
|
|
|
|
// Start a Distance checker, which removes the menu if the player
|
|
|
|
|
// gets too far away from the sentry.
|
|
|
|
|
dist_checker = spawn();
|
|
|
|
|
dist_checker.classname = "timer";
|
|
|
|
|
dist_checker.owner = self;
|
|
|
|
|
dist_checker.enemy = gun;
|
|
|
|
|
dist_checker.think = CheckDistance;
|
|
|
|
|
dist_checker.nextthink = time + 0.3;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////
|
|
|
|
|
// Engineer has used a Spanner on the Tesla
|
|
|
|
|
void(entity gun) Engineer_UseTesla =
|
|
|
|
|
{
|
|
|
|
|
local entity dist_checker;
|
|
|
|
|
local string st;
|
|
|
|
|
|
|
|
|
|
// Print the gun's details
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(gun.health);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, "<EFBFBD>");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(gun.max_health);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD>:");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(gun.ammo_cells);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, "<EFBFBD>");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(gun.maxammo_cells);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(gun.has_sentry);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ups Left:");
|
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(gun.has_tesla);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD> Ups Left:");
|
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, "\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(gun.ammo_shells);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(gun.ammo_nails);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(gun.ammo_rockets);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, "\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
if (gun.tf_items) {
|
|
|
|
|
local float num;
|
|
|
|
|
num = 0;
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (gun.tf_items & NIT_TURRET) {
|
|
|
|
|
sprint(self, PRINT_HIGH, "TeslaTurret(tm). ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
num = num + 1;
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (gun.tf_items & NIT_SCANNER) {
|
|
|
|
|
sprint(self, PRINT_HIGH, "Improved Targeter. ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
num = num + 1;
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (gun.tf_items & NIT_AUTOID) {
|
|
|
|
|
sprint(self, PRINT_HIGH, "Spy Detector. ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
num = num + 1;
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (gun.tf_items & NIT_KEVLAR) {
|
|
|
|
|
sprint(self, PRINT_HIGH, "Kevlar Armor. ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
num = num + 1;
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (gun.tf_items & NIT_BLAST) {
|
|
|
|
|
sprint(self, PRINT_HIGH, "Blast Armor. ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
num = num + 1;
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (gun.tf_items & NIT_ASBESTOS) {
|
|
|
|
|
sprint(self, PRINT_HIGH, "Asbestos Armor. ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
num = num + 1;
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (gun.tf_items & NIT_TELEPORTER) {
|
|
|
|
|
sprint(self, PRINT_HIGH, "Upgrades from frags. ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
num = num + 1;
|
|
|
|
|
}
|
2001-07-23 20:52:47 +00:00
|
|
|
|
if (gun.tf_items & NIT_TESLA_CLOAKING) {
|
|
|
|
|
sprint(self, PRINT_HIGH, "Cloaking Device. ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
num = num + 1;
|
|
|
|
|
}
|
|
|
|
|
if (num != 0)
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
}
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "Tesla Sentry <20><><EFBFBD><EFBFBD><EFBFBD>: "); //CH Displays kills of tesla
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(gun.frags);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, "\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// Pop up the menu
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.current_menu = MENU_ENGINEER_FIX_TESLA;
|
|
|
|
|
self.menu_count = MENU_REFRESH_RATE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
self.building = gun;
|
|
|
|
|
|
|
|
|
|
// Start a Distance checker, which removes the menu if the player
|
|
|
|
|
// gets too far away from the tesla.
|
|
|
|
|
dist_checker = spawn();
|
|
|
|
|
dist_checker.classname = "timer";
|
|
|
|
|
dist_checker.owner = self;
|
|
|
|
|
dist_checker.enemy = gun;
|
|
|
|
|
dist_checker.think = CheckDistance;
|
|
|
|
|
dist_checker.nextthink = time + 0.3;
|
|
|
|
|
};
|
|
|
|
|
//=================
|
|
|
|
|
void(entity cam) Engineer_UseSensor =
|
|
|
|
|
{
|
|
|
|
|
local entity dist_checker;
|
|
|
|
|
local string st;
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "Motion Sensor has ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(cam.health);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, "<EFBFBD>");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(ceil(cam.max_health));
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// Pop up the menu
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.current_menu = MENU_ENGINEER_FIX_SENSOR;
|
|
|
|
|
self.menu_count = MENU_REFRESH_RATE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
self.building = cam;
|
|
|
|
|
|
|
|
|
|
// Start a Distance checker, which removes the menu if the player
|
|
|
|
|
// gets too far away from the camera.
|
|
|
|
|
dist_checker = spawn();
|
|
|
|
|
dist_checker.classname = "timer";
|
|
|
|
|
dist_checker.owner = self;
|
|
|
|
|
dist_checker.enemy = cam;
|
|
|
|
|
dist_checker.think = CheckDistance;
|
|
|
|
|
dist_checker.nextthink = time + 0.3;
|
|
|
|
|
|
|
|
|
|
};
|
|
|
|
|
//=================
|
|
|
|
|
void(entity cam) Engineer_UseCamera =
|
|
|
|
|
{
|
|
|
|
|
local entity dist_checker;
|
|
|
|
|
local string st;
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "Security Camera has ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(cam.health);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, "<EFBFBD>");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(ceil(cam.max_health));
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
// Pop up the menu
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.current_menu = MENU_ENGINEER_FIX_CAMERA;
|
|
|
|
|
self.menu_count = MENU_REFRESH_RATE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
self.building = cam;
|
|
|
|
|
|
|
|
|
|
// Start a Distance checker, which removes the menu if the player
|
|
|
|
|
// gets too far away from the camera.
|
|
|
|
|
dist_checker = spawn();
|
|
|
|
|
dist_checker.classname = "timer";
|
|
|
|
|
dist_checker.owner = self;
|
|
|
|
|
dist_checker.enemy = cam;
|
|
|
|
|
dist_checker.think = CheckDistance;
|
|
|
|
|
dist_checker.nextthink = time + 0.3;
|
|
|
|
|
|
|
|
|
|
};
|
|
|
|
|
//=================
|
|
|
|
|
void(entity tele) Engineer_UseTeleporter =
|
|
|
|
|
{
|
|
|
|
|
local entity dist_checker;
|
|
|
|
|
local string st;
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "Teleporter Pad has ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(tele.health);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, "<EFBFBD>");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(ceil(tele.max_health));
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(tele.ammo_cells);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, "<EFBFBD>");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
st = ftos(ceil(tele.maxammo_cells));
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, st);
|
|
|
|
|
sprint(self, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD>\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Pop up the menu
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.current_menu = MENU_ENGINEER_FIX_TELEPORTER;
|
|
|
|
|
self.menu_count = MENU_REFRESH_RATE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
self.building = tele;
|
|
|
|
|
|
|
|
|
|
if (teamplay != 0 && !Teammate(self.building.real_owner.team_no,self.team_no)) {
|
|
|
|
|
Menu_EngineerFix_Teleporter_Input(4);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Start a Distance checker, which removes the menu if the player
|
|
|
|
|
// gets too far away from the teleporter.
|
|
|
|
|
dist_checker = spawn();
|
|
|
|
|
dist_checker.classname = "timer";
|
|
|
|
|
dist_checker.owner = self;
|
|
|
|
|
dist_checker.enemy = tele;
|
|
|
|
|
dist_checker.think = CheckDistance;
|
|
|
|
|
dist_checker.nextthink = time + 0.3;
|
|
|
|
|
|
|
|
|
|
};
|
|
|
|
|
//=========================================================================
|
|
|
|
|
// Think function for the timer which checks the distance between the
|
|
|
|
|
// Engineer and the building he's using
|
|
|
|
|
void() CheckDistance =
|
|
|
|
|
{
|
|
|
|
|
local vector dist;
|
|
|
|
|
|
|
|
|
|
// Check to see if the Engineer's spanner'ed a different building
|
|
|
|
|
// without leaving the area of this one.
|
|
|
|
|
if (self.owner.building != self.enemy)
|
|
|
|
|
{
|
|
|
|
|
dremove(self);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
dist = self.enemy.origin - self.owner.origin;
|
|
|
|
|
//WK if (vlen(dist) > 64)
|
|
|
|
|
if (vlen(dist) > 98)
|
|
|
|
|
{
|
|
|
|
|
CenterPrint(self.owner, "\n");
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.owner.menu_count = MENU_REFRESH_RATE;
|
|
|
|
|
self.owner.current_menu = MENU_DEFAULT;
|
2001-11-02 17:00:52 +00:00
|
|
|
|
self.owner.building = NIL;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
dremove(self);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
self.nextthink = time + 0.3;
|
|
|
|
|
};
|
2003-11-27 12:11:55 +00:00
|
|
|
|
|
|
|
|
|
void() Engineer_AutoUse =
|
|
|
|
|
{
|
|
|
|
|
local float repair_amt = 0;
|
|
|
|
|
local entity targ = self.building;
|
|
|
|
|
|
|
|
|
|
if (self.building.real_owner != self && !Teammate(self.team_no,self.building.real_owner.team_no))
|
|
|
|
|
{
|
|
|
|
|
// Auto Dismantle
|
|
|
|
|
if (CheckEnemyDismantle() == FALSE)
|
|
|
|
|
return;
|
|
|
|
|
else if (self.building.classname == "building_dispenser")
|
|
|
|
|
Menu_EngineerFix_Dispenser_Input(4);
|
|
|
|
|
else if (self.building.classname == "building_sentrygun")
|
|
|
|
|
Menu_EngineerFix_SentryGun_Input(5);
|
|
|
|
|
else if (self.building.classname == "building_tesla")
|
|
|
|
|
Menu_EngineerDismantle_Tesla();
|
|
|
|
|
else if (self.building.classname == "building_camera")
|
|
|
|
|
Menu_EngineerFix_Camera_Input(3);
|
|
|
|
|
else if (self.building.classname == "building_sensor")
|
|
|
|
|
Menu_EngineerFix_Sensor_Input(3);
|
|
|
|
|
else if (self.building.classname == "building_fieldgen")
|
|
|
|
|
Menu_EngineerFix_FieldGen_Input(4);
|
|
|
|
|
else if (self.building.classname == "building_teleporter")
|
|
|
|
|
Menu_EngineerFix_Teleporter_Input(4);
|
|
|
|
|
} else if (self.building.health < self.building.max_health) {
|
|
|
|
|
|
|
|
|
|
// Auto Repair
|
|
|
|
|
if (self.building.classname == "building_dispenser")
|
|
|
|
|
repair_amt = BUILD_DISPENSER_REPAIR;
|
|
|
|
|
else if (self.building.classname == "building_sentrygun")
|
|
|
|
|
repair_amt = BUILD_SENTRYGUN_REPAIR;
|
|
|
|
|
else if (self.building.classname == "building_tesla")
|
|
|
|
|
repair_amt = BUILD_TESLA_REPAIR;
|
|
|
|
|
else if (self.building.classname == "building_teleporter")
|
|
|
|
|
repair_amt = BUILD_TELEPORT_REPAIR;
|
|
|
|
|
else if (self.building.classname == "building_camera")
|
|
|
|
|
repair_amt = BUILD_CAMERA_REPAIR;
|
|
|
|
|
else if (self.building.classname == "building_sensor")
|
|
|
|
|
repair_amt = BUILD_SENSOR_REPAIR;
|
|
|
|
|
else if (self.building.classname == "building_fieldgen")
|
|
|
|
|
repair_amt = BUILD_FIELDGEN_REPAIR;
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
RPrint ("BUG BUG BUG! Engineer_AutoUse called on unknown building!");
|
|
|
|
|
repair_amt = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (repair_amt*5 > (self.building.max_health - self.building.health))
|
|
|
|
|
repair_amt = ceil((self.building.max_health - self.building.health) / 5);
|
|
|
|
|
if (repair_amt > self.ammo_cells)
|
|
|
|
|
repair_amt = self.ammo_cells;
|
|
|
|
|
|
|
|
|
|
self.building.health += repair_amt * 5;
|
|
|
|
|
if (self.building.health > self.building.max_health)
|
|
|
|
|
self.building.health = self.building.max_health;
|
|
|
|
|
self.ammo_cells -= repair_amt;
|
|
|
|
|
sprint(self, PRINT_HIGH, ftos(self.building.health) + "/" + ftos(self.building.max_health) + " health\n");
|
|
|
|
|
|
|
|
|
|
W_SetCurrentAmmo();
|
|
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
|
|
// Auto Recharge / refill
|
|
|
|
|
if (self.building.classname == "building_tesla")
|
|
|
|
|
repair_amt = BUILD_TESLA_RECHARGE;
|
|
|
|
|
else if (self.building.classname == "building_teleporter")
|
|
|
|
|
repair_amt = BUILD_TELEPORT_RECHARGE;
|
|
|
|
|
else if (self.building.classname == "building_fieldgen")
|
|
|
|
|
repair_amt = BUILD_FIELDGEN_RECHARGE;
|
|
|
|
|
|
|
|
|
|
if (repair_amt) {
|
|
|
|
|
if (repair_amt > self.building.maxammo_cells - self.building.ammo_cells)
|
|
|
|
|
repair_amt = self.building.maxammo_cells - self.building.ammo_cells;
|
|
|
|
|
if (repair_amt > self.ammo_cells)
|
|
|
|
|
repair_amt = self.ammo_cells;
|
|
|
|
|
|
|
|
|
|
self.building.ammo_cells += repair_amt;
|
|
|
|
|
self.ammo_cells -= repair_amt;
|
|
|
|
|
|
|
|
|
|
sprint(self, PRINT_HIGH, ftos(self.building.ammo_cells) + "/"
|
|
|
|
|
+ftos(self.building.maxammo_cells) + " cells\n");
|
|
|
|
|
|
|
|
|
|
W_SetCurrentAmmo();
|
|
|
|
|
|
|
|
|
|
} else if (self.building.classname == "building_dispenser") {
|
|
|
|
|
sprint(self, PRINT_HIGH, "Filling armor...");
|
|
|
|
|
local float oldarmor = self.armorvalue;
|
|
|
|
|
Menu_EngineerFix_Dispenser_Input(2);
|
2003-12-14 13:04:59 +00:00
|
|
|
|
|
2003-11-27 12:11:55 +00:00
|
|
|
|
self.building = targ;
|
2003-12-14 13:04:59 +00:00
|
|
|
|
|
2003-11-27 12:11:55 +00:00
|
|
|
|
if (self.armorvalue == oldarmor)
|
|
|
|
|
{
|
|
|
|
|
sprint(self, PRINT_HIGH, "full. Filling ammo...\n");
|
|
|
|
|
Menu_EngineerFix_Dispenser_Input(1);
|
|
|
|
|
self.building = targ;
|
2003-12-14 13:04:59 +00:00
|
|
|
|
}
|
|
|
|
|
else
|
2003-11-27 12:11:55 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, "\n");
|
2003-12-14 13:04:59 +00:00
|
|
|
|
|
2004-01-05 22:07:24 +00:00
|
|
|
|
self.current_menu = MENU_ENGINEER_FIX_DISPENSER;
|
2003-12-14 13:04:59 +00:00
|
|
|
|
self.menu_count = MENU_REFRESH_RATE;
|
2003-11-27 12:11:55 +00:00
|
|
|
|
} else if (self.building.classname == "building_sentrygun") {
|
|
|
|
|
Menu_EngineerFix_SentryGun_Input(1);
|
2003-12-14 13:04:59 +00:00
|
|
|
|
|
2004-01-05 22:07:24 +00:00
|
|
|
|
self.current_menu = MENU_ENGINEER_FIX_SENTRYGUN;
|
2003-12-14 13:04:59 +00:00
|
|
|
|
self.menu_count = MENU_REFRESH_RATE;
|
2003-11-27 12:11:55 +00:00
|
|
|
|
self.building = targ;
|
2003-12-14 13:04:59 +00:00
|
|
|
|
|
2003-11-27 12:11:55 +00:00
|
|
|
|
sprint(self, PRINT_HIGH, ftos(self.building.ammo_shells) + "/"
|
|
|
|
|
+ftos(self.building.maxammo_shells) + " shells ");
|
|
|
|
|
if (self.building.weapon >= 3)
|
|
|
|
|
sprint(self, PRINT_HIGH, ftos(self.building.ammo_rockets) + "/"
|
|
|
|
|
+ftos(self.building.maxammo_rockets) + " rockets");
|
|
|
|
|
|
|
|
|
|
sprint(self, PRINT_HIGH, "\n");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|