prozac-qfcc/sentry.qc

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#include "defs.qh"
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/*======================================================
SENTRY.QC Custom TeamFortress v2.1
(c) TeamFortress Software Pty Ltd 29/2/97
(c) William Kerney 21/10/99
(c) Craig Hauser 19/3/00
========================================================
Weapons and functions for the Sentry Guns
======================================================*/
// This is a temporary hack... they'll be replaced with real bots when
// the bot code is in (should that be if? :)
// WK If is right. :)
// SentryGun AI Functions
void() Sentry_Rotate;
float() Sentry_FindTarget;
void() Sentry_FoundTarget;
void() Sentry_HuntTarget;
void(entity attacker, float damage) Sentry_Pain;
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void() Sentry_Die;
float() Sentry_Fire;
//WK - Will kill enemies on touch, and adds support for flying.
void() Sentry_Touch;
/* WK==============================================
#ifndef COOP_MODE
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void() ai_face =
{
local vector temp_vect,temp_ang;
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
self.ideal_yaw = anglemod(self.ideal_yaw);
//WK Turrets swivel instanter
if (self.tf_items & NIT_TURRET) { //Auto-swivel
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self.angles_y = self.ideal_yaw;
}
else
ChangeYaw ();
};
#endif
*/
//==============================================
$cd /quake/fortress/progs/turrgun
$origin 0 -6 24
$base base
$skin skin
$frame lvl1_stand1
$frame lvl1_shoot1 lvl1_shoot2
$frame lvl2_stand1
$frame lvl2_shoot1 lvl2_shoot2
$frame lvl3_stand1
$frame lvl3_shoot1 lvl3_shoot2
/* WK -- This is how you unhack the turret's position :<3A>
if (self.tf_items & NIT_TURRET) self.origin_z = self.origin_z + 40;
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*/
void() RemoveGlow = {
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
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};
//===========================
// Level 1 Sentry Gun Frames
void() lvl1_sentry_atk3;
void() lvl1_sentry_stand =[ $lvl1_stand1, lvl1_sentry_stand ] {RemoveGlow(); Sentry_Rotate();};
void() lvl1_sentry_atk1 =[ $lvl1_shoot1, lvl1_sentry_atk3 ]
{
ai_face();
if (!self.enemy || self.enemy.health <= 0 || /* !visible(self.enemy) || */ self.enemy.has_disconnected == TRUE) //CH
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lvl1_sentry_stand();
else if (self.ammo_shells <= 0)
lvl1_sentry_stand();
else if (Sentry_Fire() == FALSE)
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//WK lvl1_sentry_atk3();
lvl1_sentry_stand();
};
void() lvl1_sentry_atk2 =[ $lvl1_shoot2, lvl1_sentry_atk3 ]
{
ai_face();
Sentry_Fire();
};
void() lvl1_sentry_atk3 =[ $lvl1_stand1, lvl1_sentry_atk1 ] {ai_face();};
//===========================
// Level 2 Sentry Gun Frames
void() lvl2_sentry_atk3;
void() lvl2_sentry_stand= [ $lvl2_stand1, lvl2_sentry_stand ] {RemoveGlow(); Sentry_Rotate();};
void() lvl2_sentry_atk1 = [ $lvl2_shoot1, lvl2_sentry_atk2 ]
{
ai_face();
if (!self.enemy || self.enemy.health <= 0 || /* !visible(self.enemy) || */ self.enemy.has_disconnected == TRUE) //CH
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lvl2_sentry_stand();
else if (self.ammo_shells <= 0)
lvl2_sentry_stand();
else if (Sentry_Fire() == FALSE)
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//WK lvl2_sentry_atk3();
lvl2_sentry_stand();
};
void() lvl2_sentry_atk2 =[ $lvl2_shoot2, lvl2_sentry_atk3 ]
{
ai_face();
Sentry_Fire();
};
void() lvl2_sentry_atk3 =[ $lvl2_stand1, lvl2_sentry_atk1 ]
{
ai_face();
Sentry_Fire();
};
//===========================
// Level 3 Sentry Gun Frames
void() lvl3_sentry_atk3;
void() lvl3_sentry_atk4;
void() lvl3_sentry_stand= [ $lvl3_stand1, lvl3_sentry_stand ] {RemoveGlow(); Sentry_Rotate();};
void() lvl3_sentry_atk1 = [ $lvl3_shoot1, lvl3_sentry_atk2 ]
{
ai_face();
if (!self.enemy || self.enemy.health <= 0 || /* !visible(self.enemy) || */ self.enemy.has_disconnected == TRUE) //CH
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lvl3_sentry_stand();
else if (self.ammo_shells <= 0 && self.ammo_rockets <= 0)
lvl3_sentry_stand();
else if (self.ammo_shells <= 0 && self.ammo_rockets > 0) //CH rocket check
{
RemoveGlow();
lvl3_sentry_atk4();
}
else if (Sentry_Fire() == FALSE)
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//WK lvl3_sentry_atk3();
lvl3_sentry_stand();
};
void() lvl3_sentry_atk2 =[ $lvl3_shoot2, lvl3_sentry_atk3 ]
{
ai_face();
Sentry_Fire();
};
void() lvl3_sentry_atk3 =[ $lvl3_stand1, lvl3_sentry_atk1 ]
{
ai_face();
Sentry_Fire();
};
void() lvl3_sentry_atk4 = [ $lvl3_stand1, lvl3_sentry_atk5 ]
{
ai_face();
if (!self.enemy || self.enemy.health <= 0 || /* !visible(self.enemy) || */ self.enemy.has_disconnected == TRUE) //CH
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lvl3_sentry_stand();
else if (self.ammo_shells <= 0 && self.ammo_rockets <= 0)
lvl3_sentry_stand();
else if (Sentry_Fire() == FALSE)
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//WK lvl3_sentry_atk3();
lvl3_sentry_stand();
};
void() lvl3_sentry_atk5 =[ $lvl3_stand1, lvl3_sentry_atk4 ]
{
ai_face();
Sentry_Fire();
};
//=============
void() Sentry_Rotate =
{
if (self.is_malfunctioning & SCREWUP_ONE)
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{
self.ideal_yaw = self.ideal_yaw + 10;
ChangeYaw();
return;
}
if (Sentry_FindTarget())
return;
//- OfN this does the sentry to not return to rotate status after enemy becomes not visible or died
// it doesn't alter the real behaviour only the look
if (self.attack_finished > time)
{
self.has_holo=1;
return;
}
if (self.has_holo==1)
{
self.has_holo=0;
sound (self, CHAN_ITEM, "weapons/trr2lost.wav", 0.25, ATTN_NORM);
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}
if (self.heat == 0)
{
self.ideal_yaw = anglemod(self.waitmin);
ChangeYaw();
// 15 // 16 or 14
//was if ((anglemod(self.angles_y) <= (self.waitmin + 1)) && (anglemod(self.angles_y) >= (self.waitmin - 2))) //CH after the && fixed spaz sent!!
if ((anglemod(self.angles_y) <= (self.waitmin + 1)) && (anglemod(self.angles_y) >= (self.waitmin - 2))) //CH after the && fixed spaz sent!!
{
self.heat = 1;
if (random() < 0.1)
sound (self, CHAN_ITEM, "weapons/turridle.wav", 1, ATTN_NORM);
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}
}
else
{
self.ideal_yaw = anglemod(self.waitmax);
ChangeYaw();
//was if ((anglemod(self.angles_y) >= (self.waitmax - 1 )) && (anglemod(self.angles_y) <= (self.waitmax + 2))) //CH after the && fixed spaz sent!!
if ((anglemod(self.angles_y) >= (self.waitmax - 1 )) && (anglemod(self.angles_y) <= (self.waitmax + 2))) //CH after the && fixed spaz sent!!
self.heat = 0;
}
};
//================================================0
// new RANGE_VERYFAR hacked sentries can shot at it
float(entity targ) rangesentry =
{
local vector spot1, spot2;
local float r;
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
r = vlen (spot1 - spot2);
if (r < 120)
return RANGE_MELEE;
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if (r < 500)
return RANGE_NEAR;
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if (r < 1000)
return RANGE_MID;
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if (r < 2000)
return RANGE_FAR;
return RANGE_VERYFAR;
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};
float() Sentry_FindTarget =
{
self.enemy = NIL; //CH for sbar
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if (infokey(NIL,"ceasefire")=="on")
return FALSE;
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local entity client = NIL;
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local float r, gotone, loopc;
//WK Hack to get floating sentry working
if (self.tf_items & NIT_TURRET) {
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self.origin_z = self.origin_z - 40;
}
// Try a few checks to make it react faster
r = 0;
loopc = 0;
gotone = FALSE;
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//WK Theortetically this will check every client on the server now
while (loopc < 32 && gotone == FALSE) //WK 3
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{
client = checkclient();
gotone = TRUE;
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if (!client)
gotone = FALSE;
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if (!Pharse_Client(client, self, 1, 0, 0, 1))
gotone = FALSE;
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r = rangesentry (client);
//- ofn
//if (r == RANGE_FAR)
// gotone = FALSE;
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//WK Hack, turret should be able to see in all directions...
if (!(self.tf_items & NIT_TURRET)) {
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if (r == RANGE_NEAR)
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{
if (client.show_hostile < time && !infront (client))
gotone = FALSE;
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}
else if (r == RANGE_MID)
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{
if (!infront (client))
gotone = FALSE;
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}
else if (r == RANGE_FAR) //- OfN - Sentries with enhanced circuits can shot at far range
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{
if (!(self.num_mines & IMPROVED_FOUR) || !infront (client))
gotone = FALSE;
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}
}
else //- OfN - a turretized sentry gun...
{
if (r == RANGE_FAR && !(self.num_mines & IMPROVED_FOUR))
gotone = FALSE;
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}
//- OfN ----------------//
if (r == RANGE_VERYFAR)
gotone = FALSE;
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//----------------------//
loopc = loopc + 1;
//WK Solve a bug in sentry targetting?
if (gotone) loopc = 1000;
}
if (!gotone) //if no player target found lets scan for monsters and army..
{
local entity te;
te = find(NIL, message,"XX");
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while (te && gotone == FALSE)
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{
gotone = TRUE;
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if (Teammate(self.real_owner.team_no,te.real_owner.team_no))
gotone = FALSE;
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else if (!IsMonster(te))
gotone = FALSE;
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else if (te.health <= 0)
gotone = FALSE;
else if ( (!(self.tf_items & NIT_TURRET) && !visible2x(self,te)) || ((self.tf_items & NIT_TURRET) && !visible2(self,te)))
gotone = FALSE;
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else
{
r = rangesentry(te);
//WK Hack, turret should be able to see in all directions...
if (!(self.tf_items & NIT_TURRET)) {
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if (r == RANGE_NEAR)
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{
if (!infront (te))
gotone = FALSE;
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}
else if (r == RANGE_MID)
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{
if (!infront (te))
gotone = FALSE;
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}
else if (r == RANGE_FAR) //- OfN - Sentries with enhanced circuits can shot at far range
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{
if (!(self.num_mines & IMPROVED_FOUR) || !infront (te))
gotone = FALSE;
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}
}
else //- OfN - a turretized sentry gun...
{
if (r == RANGE_FAR && !(self.num_mines & IMPROVED_FOUR))
gotone = FALSE;
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}
//- OfN ----------------//
if (r == RANGE_VERYFAR)
gotone = FALSE;
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//----------------------//
} // this is the ELSE of !isMonster()
if (gotone)
client=te;
te = find(te, message, "XX");
} // while
} //monster scanning
//WK Unhack our hack
if (self.tf_items & NIT_TURRET) {
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self.origin_z = self.origin_z + 40;
}
if (!gotone)
return FALSE;
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// Found a Target
self.enemy = client;
//- OfN - what was this for??
/*if (self.enemy.classname != "player")
{
self.enemy = self.enemy.enemy;
if (self.enemy.classname != "player")
{
self.enemy = NIL;
return FALSE;
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}
}*/
Sentry_FoundTarget ();
return TRUE;
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};
void() Sentry_FoundTarget =
{
// Cannon Powerup Sound?
if (self.ammo_shells > 0 || (self.ammo_rockets > 0 && self.weapon == 3))
{
if (self.attack_finished < time) //- OfN -
sound (self, CHAN_VOICE, "weapons/turrspot.wav", 1, ATTN_NORM);
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}
Sentry_HuntTarget ();
if (self.super_damage_finished < time)
{
self.super_damage_finished = time + 1.0; //WK Was at .5, which was too fast
if (self.num_mines & IMPROVED_FOUR)
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self.super_damage_finished = time + 0.65; //- OfN - improved circuits! heh
}
};
void() Sentry_HuntTarget =
{
self.goalentity = self.enemy;
if (self.weapon == 1)
self.think = lvl1_sentry_atk1;
else if (self.weapon == 2)
self.think = lvl2_sentry_atk1;
else // if (self.weapon == 3)
{
if (self.ammo_shells <= 0 && self.ammo_rockets > 0) //CH has rockets but no shells
self.think = lvl3_sentry_atk4;
else
self.think = lvl3_sentry_atk1;
}
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
self.nextthink = time + 0.1;
//SUB_AttackFinished (0.5); // WK Does this do anything?
// - OfN - Nope lol it didnt
local float tfactor;
tfactor=1;
//- OfN - Does this sentry has enhanced circuits? if so.. cut down lock time
if (self.num_mines & IMPROVED_FOUR) tfactor=0.5;
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//WK --- Invisible people take longer for sentries to lock onto
// because they have to use their heat sensors
if (self.enemy.modelindex == modelindex_null)
self.nextthink = time + (2*tfactor); // Must acquire a heat signal
else if (self.enemy.modelindex == modelindex_eyes)
self.nextthink = time + (1.5*tfactor); // Some visual, so its a little easier
else
self.nextthink = time + (0.5*tfactor); // Some visual, so its a little easier
};
void(entity attacker, float damage) Sentry_Pain =
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{
// Update the owner's status bar
self.real_owner.StatusRefreshTime = time + 0.2;
//CH special sbar for eng.
self.real_owner.StatusBarScreen = 1;
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 (self.attack_finished < time)
{
self.enemy = attacker;
Sentry_FoundTarget();
}
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};
void() Sentry_Die =
{
sprint(self.real_owner, PRINT_HIGH, "Your sentry gun was destroyed.\n");
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self.real_owner.has_sentry = self.real_owner.has_sentry - 1;
if (self.real_owner.has_sentry < 0)
self.real_owner.has_sentry = 0;
ThrowGib("progs/t2gib1.mdl", -70);
ThrowGib("progs/t2gib2.mdl", -70);
ThrowGib("progs/t2gib3.mdl", -70);
ThrowGib("progs/t2gib4.mdl", self.skin);
if (self.classname == "building_sentrygun_base")
{
if (self.oldenemy)
dremove(self.oldenemy);
}
else
{
if (self.trigger_field)
dremove(self.trigger_field);
}
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);
multicast (self.origin, MULTICAST_PHS);
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dremove(self);
};
float() Sentry_Fire =
{
local vector dir;
local vector miss_factor;
//- OfN -
local vector soffset;
soffset = '0 0 0';
if (!(self.tf_items & NIT_TURRET))
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soffset = '0 0 20';
// this on the end..
//self.attack_finished = time + SENTRY_UNLOCKTIME; // don't rotate immediately after target invisible or dead
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if (infokey(NIL,"ceasefire")=="on") //Cyto
return FALSE;
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//WK Stop gun from shooting at dead spies
if (self.enemy.is_feigning)
return FALSE;
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//WK Hack to get floating sentry working - reset before all the returns
if (self.tf_items & NIT_TURRET) self.origin_z = self.origin_z - 40;
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// Only fire if they're within sight
dir = self.enemy.origin - self.origin;
if (vlen(dir) > 2048) //WK Don't fire if they're too far away
{
if (self.tf_items & NIT_TURRET) self.origin_z = self.origin_z + 40;
return FALSE;
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}
dir = normalize(dir);
//WK Turret can shoot in any direction
if (!(self.tf_items & NIT_TURRET)) {
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if ((self.ideal_yaw - anglemod(self.angles_y)) < -10 || (self.ideal_yaw - anglemod(self.angles_y)) > 10) {
return FALSE;
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}
}
if (self.ammo_shells >= 1)
self.ammo_shells = self.ammo_shells - 1;
if (self.ammo_shells < 1) //WK Disallow half-shells
self.ammo_shells = 0;
if ((self.ammo_shells <= 0 && self.weapon != 3) || (self.ammo_shells <= 0 && self.ammo_rockets <= 0 && self.weapon == 3)) //CH stay on target if have rockets
{
if (self.tf_items & NIT_TURRET) self.origin_z = self.origin_z + 40;
return FALSE;
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}
//CH this further checks while firing
traceline (self.origin + soffset, self.enemy.origin, TRUE, self);
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if (trace_fraction != 1 || trace_endpos != self.enemy.origin)
{
if (self.tf_items & NIT_TURRET) self.origin_z = self.origin_z + 40;
return FALSE;
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}
if (self.ammo_shells > 0)
{
//WK muzzleflash();
self.effects = self.effects | EF_DIMLIGHT;
/* if (self.tf_items & NIT_TURRET)
sound (self ,CHAN_WEAPON, "weapons/asscan2.wav", 1, ATTN_NORM);
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else */
//sound (self ,CHAN_WEAPON, "weapons/sniper.wav", 1, ATTN_NORM);
sound (self ,CHAN_WEAPON, "weapons/sntr666.wav", 1, ATTN_NORM);
deathmsg = DMSG_SENTRYGUN_BULLET;
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}
////////////
//WK Our hacked attempt to make sentries shoot right
//Make base not shootable //CH if its not floating it needs this
if (!(self.tf_items & NIT_TURRET))
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{
if (self.trigger_field) self.trigger_field.solid = SOLID_NOT;
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//soffset = '0 0 20'; // non-turretized sentries correction
}
if (self.is_malfunctioning & SCREWUP_TWO)
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{
miss_factor_z = random() * 200 - 100;
miss_factor_y = random() * 200 - 100;
miss_factor_x = random() * 200 - 100;
traceline (self.origin + soffset, self.enemy.origin + miss_factor, FALSE, self);
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}
else
traceline (self.origin + soffset, self.enemy.origin, FALSE, self);
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if (trace_fraction != 1.0 && trace_ent.takedamage && self.ammo_shells > 0) //Hit something and has shells
{
SpawnBlood (trace_endpos, 50);
local float thedmg;
local float therange;
therange = rangesentry(trace_ent);
thedmg = 6;
// OfN - damage now depends on distance to target
if (therange == RANGE_MELEE)
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thedmg = 12;
else if (therange == RANGE_NEAR)
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thedmg = 6;
else if (therange == RANGE_MID)
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thedmg = 4;
else if (therange == RANGE_FAR) // only circuit hacked sentries shot at this range
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thedmg = 3;
else thedmg = 2; // this shouldnt happen ever (RANGE_VERYFAR)
// OfN - hacked sentries do more damage (improved circuits)
if (self.num_mines & IMPROVED_FOUR)
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thedmg = thedmg * 1.25; // 1.25 too high?
TF_T_Damage (trace_ent, self, self, thedmg, TF_TD_NOTTEAM, TF_TD_SHOT);
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}
else if (trace_fraction != 1.0 && trace_ent.classname == "force_field")
{
FieldExplosion(trace_ent,trace_endpos,trace_ent);
PutFieldWork(trace_ent);
}
//FireBullets (1, dir, '0.1 0.1 0');
//CH if its not floating it needs this
if (!(self.tf_items & NIT_TURRET))
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{
if (self.trigger_field) self.trigger_field.solid = SOLID_BBOX;
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}
/////////////
// Level 3 Turrets fire rockets every 3 seconds
if (self.weapon == 3 && self.ammo_rockets > 0 && self.super_damage_finished < time)
{
//sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM); UGLY AND STOPS COOL SOUND
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// wtf happens here, why is this the supernailgun sound?
if (self.is_malfunctioning & SCREWUP_THREE)
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{
local float damg;
damg = random() * 50 + 120;
T_RadiusDamage(self, self, damg, NIL);
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);
if (self.tf_items & NIT_TURRET)
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self.origin_z = self.origin_z + 40;
return FALSE;
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}
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
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// set newmis speed
if (self.is_malfunctioning & SCREWUP_TWO) // SB - oh no we've been hax0red
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{
miss_factor_z = random() * 200 - 100;
miss_factor_y = random() * 200 - 100;
miss_factor_x = random() * 200 - 100;
}
else
{
miss_factor_z = 0;
miss_factor_y = 0;
miss_factor_x = 0;
}
if (self.tf_items & NIT_TURRET)
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newmis.velocity = normalize(self.enemy.origin + miss_factor - (self.origin - '0 0 16')) * 800;
else
newmis.velocity = normalize(self.enemy.origin + miss_factor - (self.origin + '0 0 16')) * 800;
newmis.angles = vectoangles(newmis.velocity);
newmis.weapon = DMSG_SENTRYGUN_ROCKET;
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newmis.touch = T_MissileTouch;
// set newmis duration
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
setmodel (newmis, "progs/missile.mdl");
setsize (newmis, '0 0 0', '0 0 0');
if (self.tf_items & NIT_TURRET) //Determines if rocket should spawn above or below sent
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setorigin (newmis, self.origin + v_forward*8 - '0 0 16'); //CH make rocket 16 below
else
setorigin (newmis, self.origin + v_forward*8 + '0 0 16'); //CH make rocket 16 above
self.super_damage_finished = time + 3;
// - OfN - if this sentry has enhanced circuits then delay between rockets firing is cut half
if (self.num_mines & IMPROVED_FOUR) self.super_damage_finished = time + 1.5;
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self.ammo_rockets = self.ammo_rockets - 1;
if (self.ammo_rockets == 5) //CH 10 was too high
sprint(self.real_owner, PRINT_HIGH, "Sentry Gun is low on rockets.\n");
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}
// Warn owner that it's low on ammo
//WK if (self.ammo_shells == 0 && (random() < 0.1))
if ((self.ammo_shells == 0 && self.weapon != 3) || (self.ammo_shells == 0 && self.weapon == 3 && self.ammo_rockets > 0 && (random() < 0.05))) //CH .05 seems to be good.
sprint(self.real_owner, PRINT_HIGH, "Sentry Gun is out of shells.\n");
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else if (self.ammo_shells == 20)
sprint(self.real_owner, PRINT_HIGH, "Sentry Gun is low on shells.\n");
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//WK < 0.1
if (self.ammo_rockets == 0 && self.weapon == 3 && (random() <= 0.1))
sprint(self.real_owner, PRINT_HIGH, "Sentry Gun is out of rockets.\n");
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if (self.tf_items & NIT_TURRET) self.origin_z = self.origin_z + 40;
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self.attack_finished = time + SENTRY_UNLOCKTIME + 2 * random() - 1; // don't rotate immediately after target invisible or dead
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return TRUE;
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};
//WK Returns TRUE if the vector is not a spot a turret can attach to
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float(vector vec) BadSpot =
{
/*
if (pointcontents(vec) == CONTENTS_SOLID)
sprint(self.real_owner,PRINT_HIGH,"SOLID Point\n");
else if (pointcontents(vec) == CONTENTS_EMPTY)
sprint(self.real_owner,PRINT_HIGH,"EMPTY Point\n");
else if (pointcontents(vec) == CONTENTS_SKY)
sprint(self.real_owner,PRINT_HIGH,"SKY Point\n");
else if (pointcontents(vec) == CONTENTS_WATER)
sprint(self.real_owner,PRINT_HIGH,"WATER Point\n");
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else
sprint(self.real_owner,PRINT_HIGH,"BUG: Other Point\n");
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*/
if (pointcontents(vec) == CONTENTS_SKY)
return TRUE;
return FALSE;
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};
//WK Sentry Touch function
//Will kill bad guy
void() Sentry_Touch =
{
//WK Check for blockage
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 (entpointcontents(self) == CONTENTS_SKY)
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{
sprint(self.real_owner, PRINT_HIGH, "Your sentry gun flew away.\n");
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Sentry_Die();
return;
}
if (other.takedamage && !(self.tf_items & NIT_TURRET)) // OfN - fixme: doesn't check for enemy disguised spies
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{
deathmsg = DMSG_BUG_ZAPPER;
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if (IsMonster(other))
{
if (!Teammate(other.real_owner.team_no, self.real_owner.team_no))
{
TF_T_Damage (other, self, self, 400, TF_TD_NOTTEAM, TF_TD_ELECTRICITY);
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return;
}
return;
}
if (!Teammate(other.team_no,self.real_owner.team_no) && (other.is_undercover != 1)) // <== FIXME
//TF_T_Damage (other, self, self.real_owner, 400, TF_TD_NOTTEAM, TF_TD_ELECTRICITY);
TF_T_Damage (other, self, self, 400, TF_TD_NOTTEAM, TF_TD_ELECTRICITY);
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return;
}
//I'm in midflight and hit something
if (self.tf_items & NIT_TURRET && self.movetype == MOVETYPE_FLY)
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{
//WK Check to see if we are blocked
//WK These numbers seem to be about right
if ( BadSpot(self.origin + '0 0 20') || BadSpot(self.origin + '0 0 22'))
{
sprint(self.real_owner, PRINT_HIGH, "Your sentry gun flew away.\n");
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Sentry_Die();
return;
}
if (!other) { //The eagle has landed!
// sprint(self.real_owner, PRINT_HIGH, "The eagle has landed!\n");
self.flags = self.flags | FL_ONGROUND;
self.movetype = MOVETYPE_STEP;
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self.origin_z = self.origin_z + 32;//32; // was 40, old custom bug? fixed
return;
}
else if (other.classname == "player")
{
deathmsg = DMSG_BUG_ZAPPER;
//TF_T_Damage (other, self, self.real_owner, 400, TF_TD_NOTTEAM, TF_TD_ELECTRICITY);
TF_T_Damage (other, self, self, 400, TF_TD_NOTTEAM, TF_TD_ELECTRICITY);
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self.velocity_z = 200; //- OfN reset velocity, not stop
}
else
{
deathmsg = DMSG_BUG_ZAPPER;
//TF_T_Damage (other, self, self.real_owner, 400, TF_TD_NOTTEAM, TF_TD_ELECTRICITY);
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if (!Teammate(other.real_owner.team_no,self.real_owner.team_no))
TF_T_Damage (other, self, self, 400, TF_TD_NOTTEAM, TF_TD_ELECTRICITY);
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Sentry_Die();
}
//sprint(self.real_owner, PRINT_HIGH, "The eagle has died.\n");
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}
};