prozac-qfcc/sbitems.qc

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2001-07-17 05:58:10 +00:00
/* SB Items. New items for use with Custom TF 3.2 (or something) */
// Internal prototypes
void() AntiGravGrenadeExplode; // antigrav goes boom
void() AntiGravGrenadeTimer; // controls antigrav decay or whatever you call it
void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusAntiGrav; // bang
void() MotionSensorIdle; // motion sensor sitting
float() MotionSensorFindTarget; // sensor scans for target
void() MotionSensorDie; // I wonder what this does
void() MotionSensorSpawn; // let's make a sensor
void() SensorBeAlarmed; // very alarming
void() TeamFortress_C4DetpackTouch;
void() ThrowC4Det;
//void() SBInitiateInterface;
float(entity hacked, float r) ReturnHackDelay;
void() SBHackDotTimerThink;
/*void() SwitchToCamera;
void() SwitchFromCamera;
void() CameraSwitchView;*/
// External functions
void() ConcussionGrenadeTouch;
void() Security_Camera_Pain;
float(float tno, entity ignore, string st) teamsprint;
void() TeamFortress_DetpackTouch;
void() TeamFortress_DetpackCountDown;
void() TeamFortress_DetpackExplode;
void() TeamFortress_DetpackDisarm;
void() SBFireInterface;
// -- OfN --
void(float tno, entity ignore) teamprefixsprint;
//--------------------------------------------------------------
/*
void() CameraSwitchView =
{
if (!self.has_camera)
return;
if (self.is_cameraviewing)
SwitchFromCamera();
else
SwitchToCamera();
};
void() SwitchToCamera =
{
local entity camera;
local float done;
if (!self.has_camera)
return;
if (self.is_cameraviewing)
return;
camera = find(world, classname, "building_camera");
if (camera.real_owner == self)
done = #TRUE;
while (!done)
{
camera = find(camera, classname, "building_camera");
if (camera.real_owner == self)
done = #TRUE;
if (camera == world)
done = #TRUE;
}
if (camera == world)
return;
msg_entity = self;
WriteByte(#MSG_ONE, #SVC_SETVIEWPORT);
WriteEntity(#MSG_ONE, camera);
WriteByte(#MSG_ONE, #SVC_SETANGLES);
WriteAngle(#MSG_ONE, camera.angles_x);
WriteAngle(#MSG_ONE, camera.angles_y);
WriteAngle(#MSG_ONE, camera.angles_z);
self.fixangle = #TRUE;
self.is_cameraviewing = #TRUE;
self.t_s_h = self.weaponmodel;
self.weaponmodel= "";
self.view_ofs = '0 0 0';
sprint(self, #PRINT_HIGH, "Camera view activated.\n");
};
void() SwitchFromCamera =
{
if (!self.has_camera)
return;
if (!self.is_cameraviewing)
return;
msg_entity = self;
WriteByte(#MSG_ONE, #SVC_SETVIEWPORT);
WriteEntity(#MSG_ONE, self);
WriteByte(#MSG_ONE, #SVC_SETANGLES);
WriteAngle(#MSG_ONE, self.angles_x);
WriteAngle(#MSG_ONE, self.angles_y);
WriteAngle(#MSG_ONE, self.angles_z);
self.fixangle = #FALSE;
self.weaponmodel = self.t_s_h;
self.view_ofs = '0 0 22';
self.is_cameraviewing = #FALSE;
};
*/
// SB Tossable Detpack!
// A 10 second detpack that can be thrown around corners
void() PrimeC4Det =
{
local entity te;
if (!(self.cutf_items & #CUTF_TOSSABLEDET))
{
sprint (self, #PRINT_HIGH, "You do not have the C4 tossable detpack.\n");
return;
}
if (self.ammo_c4det < 1)
{
sprint (self, #PRINT_HIGH, "Looks like you're out of C4.\n");
return;
}
if (self.is_detpacking || self.is_toffingadet)
{
sprint (self, #PRINT_HIGH, "You can only set one detpack at once, throwable or otherwise!\n");
return;
}
if (self.is_haxxxoring)
{
sprint (self, #PRINT_HIGH, "You can't set a detpack while hacking.\n");
return;
}
te = spawn();
te.owner = self;
te.nextthink = time + #WEAP_DETPACK_SETTIME;
te.think = ThrowC4Det;
te.classname = "timer";
te.netname = "C4detpack_timer";
self.is_toffingadet = 1;
self.tfstate = self.tfstate | #TFSTATE_C4THROW;
TeamFortress_SetSpeed(self);
sprint(self, #PRINT_HIGH, "Arming detpack...\n");
};
void() TeamFortress_C4DetpackTouch =
{
local entity disarm;
if (other.classname != "player")
return;
//WK if (other.playerclass != #PC_SCOUT)
if (!(other.tf_items & #NIT_SCANNER))
return;
if (self.weaponmode == 1)
return;
if (Teammate(self.owner.team_no,other.team_no))
return;
makeImmune(other,time + 2);
//other.immune_to_check = time + 2;
other.tfstate = other.tfstate | #TFSTATE_CANT_MOVE;
sprint(other, #PRINT_HIGH, "Disarming detpack...\n");
#ifdef QUAKE_WORLD
TeamFortress_SetSpeed(other);
#else
other.pausetime = time + #WEAP_DETPACK_DISARMTIME;
#endif
// Spawn disarming entity
disarm = spawn();
disarm.movetype = #MOVETYPE_NONE; //WK M3 Bug Hunt
disarm.owner = other; // the scout
disarm.enemy = self; // the detpack
disarm.classname = "timer";
disarm.nextthink = time + #WEAP_DETPACK_DISARMTIME;
disarm.think = TeamFortress_DetpackDisarm;
self.weaponmode = 1; // indicates disarming
self.enemy = other; // points to scout
self.observer_list = disarm;
};
void(entity ignore, string st, string st2, string st3, string st4, string st5, string st6) teamsprint6;
void() ThrowC4Det =
{
local entity user;
local entity oldself;
self.owner.is_toffingadet = 0;
self.owner.ammo_c4det = self.owner.ammo_c4det - 1;
user = self.owner;
sound (user, #CHAN_WEAPON, "weapons/grenade.wav", 1, #ATTN_NORM);
KickPlayer(-1, user);
newmis = spawn ();
newmis.owner = user;
newmis.movetype = #MOVETYPE_BOUNCE;
newmis.solid = #SOLID_BBOX;
newmis.solid = #SOLID_TRIGGER;
newmis.classname = "detpack";
// for identify it on airfist pushable? routine
//newmis.netname = "C4";
// set grenade speed
makevectors (user.v_angle);
if (user.deadflag)
{
// if user is dead, throw grenade directly up
newmis.velocity = '0 0 200';
}
else
{
if (user.v_angle_x)
{
newmis.velocity = v_forward*600 + v_up * 200 + random()*v_right*10 + random()*v_up*10;
}
else
{
newmis.velocity = aim(user, 10000);
newmis.velocity = newmis.velocity * 600;
newmis.velocity_z = 200;
}
}
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = TeamFortress_C4DetpackTouch;
newmis.think = TeamFortress_DetpackExplode;
newmis.nextthink = time + 10;
newmis.avelocity = '300 300 300';
setmodel (newmis, "progs/detpack.mdl");
setsize (newmis, '-16 -16 -8', '16 16 8');
setorigin (newmis, user.origin);
oldself = self;
self = user;
#ifdef DEMO_STUFF
if (live_camera)
CamProjectileLockOn();
#endif
local entity countd;
newmis.weaponmode = 0; // Detpack weaponmode = 1 when disarming
sound (newmis, #CHAN_WEAPON, "doors/medtry.wav", 1, #ATTN_NORM); //CH play set detpack sound
// Create the CountDown entity
countd = spawn();
newmis.linked_list = countd; // attach count to its detpack
countd.think = TeamFortress_DetpackCountDown;
countd.health = 9;
countd.nextthink = time + 1;
countd.owner = newmis.owner;
countd.movetype = #MOVETYPE_BOUNCE;
countd.classname = "countdown_timer"; // Don't call it timer, because we
// don't want it removed if player dies
countd.enemy = newmis;
newmis.oldenemy = countd;
sprint(self, #PRINT_HIGH, "Detpack armed!\n");
teamprefixsprint(self.team_no,self);
teamsprint6(self,self.netname," throws a C4!\n","","","","");
self.tfstate = self.tfstate - (self.tfstate & #TFSTATE_C4THROW);
TeamFortress_SetSpeed(self); // let's roll
};
// SB Motion Sensor
// Sits in shadows and lights up and makes noise when player goes near
void() SBBuildSensor =
{
if (self.ammo_cells >= #BUILD_COST_SENSOR && self.has_sensor == 0)
{
self.ammo_cells = self.ammo_cells - #BUILD_COST_SENSOR;
MotionSensorSpawn();
self.has_sensor = 1;
sprint(self, #PRINT_HIGH, "You place the motion sensor.\n");
self.option = time + 2;
}
else if (self.ammo_cells < #BUILD_COST_SENSOR && self.has_sensor == 0)
sprint(self, #PRINT_HIGH, "You do not have enough metal to build a motion sensor.\n");
else
{
if (self.option < time) // avoids ppl overflowing by destroying/building it repeatedly
{
Find_And_Dmg("building_sensor", self, 1);
sprint(self, #PRINT_HIGH, "You detonate your motion sensor.\n");
self.has_sensor = 0;
}
}
};
void() MotionSensorTossTouch =
{
if (other != world || other == self.real_owner)
return;
if (pointcontents(self.origin) == #CONTENT_SKY || pointcontents(self.origin + '0 0 2') == #CONTENT_SKY || pointcontents(self.origin) == #CONTENT_SOLID)
{
MotionSensorDie();
return;
}
//CH sees where landed and adjusts to proper things
if (pointcontents(self.origin + '0 0 1') == #CONTENT_SOLID)
self.origin = self.origin - '0 0 12';
if (pointcontents(self.origin - '0 0 1') == #CONTENT_SOLID)
self.origin = self.origin + '0 0 4';
if (pointcontents(self.origin + '0 1 0') == #CONTENT_SOLID)
self.origin = self.origin - '0 16 0';
if (pointcontents(self.origin - '0 1 0') == #CONTENT_SOLID)
self.origin = self.origin + '0 16 0';
if (pointcontents(self.origin + '1 0 0') == #CONTENT_SOLID)
self.origin = self.origin - '16 0 0';
if (pointcontents(self.origin + '1 0 0') == #CONTENT_SOLID)
self.origin = self.origin + '16 0 0';
setorigin (self, self.origin);
if (pointcontents(self.origin) == #CONTENT_SKY || pointcontents(self.origin + '0 0 2') == #CONTENT_SKY || pointcontents(self.origin) == #CONTENT_SOLID)
{
MotionSensorDie();
return;
}
teamprefixsprint(self.real_owner.team_no,self.real_owner); //- OfN
teamsprint(self.real_owner.team_no, self.real_owner, self.real_owner.netname);
teamsprint(self.real_owner.team_no, self.real_owner, " has built a Motion Sensor.\n");
self.movetype = #MOVETYPE_NONE;
setsize (self, '-16 -16 -6', '16 16 10');
self.solid = #SOLID_BBOX;
self.takedamage = #DAMAGE_AIM;
sound (self, #CHAN_WEAPON, "weapons/guerilla_set.wav", 1, #ATTN_NORM);
self.think = MotionSensorIdle;
self.nextthink = time + 1;
};
void() MotionSensorIdle =
{
if (MotionSensorFindTarget())
self.nextthink = time + 2.4; //if found wait 2.5 sec before do another check
else
self.nextthink = time + 0.05; // lots per sec
self.think = MotionSensorIdle;
};
float() MotionSensorFindTarget =
{
local entity client;
local float r, gotone, loopc;
// Try a few checks to make it react faster
r = 0;
loopc = 0;
gotone = #FALSE;
if (self.is_malfunctioning & #SCREWUP_THREE)
return #FALSE;
local float trange; //- OfN - Hack
trange=300; // was 250
if (self.num_mines & #IMPROVED_ONE)
trange=500; // was 400
//CH Theortetically this will check every client on the server now
while (loopc < 32 && gotone == #FALSE)
{
client = checkclient();
gotone = #TRUE;
if (!client)
gotone = #FALSE;
else if (!Pharse_Client(client, self, 1, trange, 0, 1))
gotone = #FALSE;
loopc = loopc + 1;
if (gotone) loopc = 1000;
}
if (!gotone)
{
self.effects = 0;
self.skin=1;
return #FALSE;
}
// Found a Target
self.enemy = client;
/*if (self.enemy.classname != "player") // OfN - wtf does this?
{
self.enemy = self.enemy.enemy;
if (self.enemy.classname != "player")
{
self.enemy = world;
return #FALSE;
}
}*/ // OfN - wtf does this?
// SPIES, only returned by pharseclient if sensor is able to uncover them -changed
if (Teammate(self.enemy.undercover_team,self.team_no) && self.num_mines & #IMPROVED_FOUR)
{
/*if (!(self.enemy.cutf_items & #CUTF_JAMMER)) // if they dont have a scanner jammer remove their disguise
{*/
Spy_RemoveDisguise(self.enemy);
sprint(self.real_owner, #PRINT_HIGH, "Your motion sensor detects a spy!\n");
sprint(self.enemy, #PRINT_HIGH, "That motion sensor knows you are a spy!\n");
//}
//else
// return #FALSE; // removed cause sensors alarm is activated anyway, even if they will not uncover them
}
// THIEVES, ALWAYS DETECTED BUT SENSOR ONLY UNCOVERS THEM IF HACKED TO DO- changed
if (self.enemy.classname=="player")
{
if (self.enemy.job & #JOB_THIEF && (self.enemy.job & #JOB_ACTIVE || self.enemy.job & #JOB_FULL_HIDE))
{
if (self.num_mines & #IMPROVED_SEVEN)
{
sprint(self.real_owner, #PRINT_HIGH, "Your motion sensor detects a thief!\n");
sprint(self.enemy, #PRINT_HIGH, "That motion sensor can see you!\n");
RevealThief(self.enemy,#TRUE);
}
}
}
if (!(self.is_malfunctioning & #SCREWUP_ONE))
sound(self, #CHAN_WEAPON, "misc/enemy.wav", 1, #ATTN_NORM);
if (!(self.is_malfunctioning & #SCREWUP_TWO))
{ self.effects = #EF_BRIGHTLIGHT; self.skin=0;}
sprint(self.real_owner,#PRINT_HIGH,"Your motion sensor reports enemy presence!\n");
self.think = SensorBeAlarmed;
return #TRUE;
};
void() SensorBeAlarmed =
{
if (MotionSensorFindTarget())
{
if (!(self.is_malfunctioning & #SCREWUP_ONE))
sound(self, #CHAN_WEAPON, "misc/enemy.wav", 1, #ATTN_NORM);
self.nextthink = 2.4;
}
else
{
self.think = MotionSensorIdle;
self.effects = 0;
self.nextthink = 1;
///
self.skin=1;
}
};
void() MotionSensorSpawn =
{
self.has_sensor = #TRUE;
newmis = spawn();
newmis.movetype = #MOVETYPE_BOUNCE;
setsize (newmis, '0 0 0', '0 0 0');
// setsize (newmis, '-8 -8 -8', '8 8 8');
newmis.solid = #SOLID_BBOX;
newmis.takedamage = #DAMAGE_AIM;
newmis.classname = "building_sensor";
newmis.netname = "motion_sensor";
setorigin (newmis, self.origin);
newmis.owner = world;
newmis.real_owner = self;
makevectors (self.v_angle);
newmis.avelocity = '0 0 0';
newmis.velocity = v_forward*800 + v_up * 200 + v_right*10 + v_up*10;
newmis.angles = '0 0 0';
newmis.angles_y = anglemod(self.angles_y + 180);
// newmis.skin = 1;
newmis.th_die = MotionSensorDie; // Death function
newmis.th_pain = Security_Camera_Pain; // may as well use this eh
//newmis.mdl = "progs/s_light.spr"; //CH temp model
newmis.mdl = "progs/sencer.mdl";
newmis.skin=1;
setmodel (newmis, newmis.mdl);
newmis.team_no = self.team_no;
newmis.colormap = self.colormap;
newmis.heat = 0; //Beeps
newmis.health = newmis.max_health = #BUILD_HEALTH_SENSOR;
newmis.touch = MotionSensorTossTouch;
newmis.num_mines=0; // OfN - reset HACKER improvements
W_SetCurrentAmmo();
};
void() MotionSensorDie =
{
sprint(self.real_owner, #PRINT_HIGH, "Your motion sensor was destroyed.\n");
self.real_owner.has_sensor = #FALSE;
// ThrowGib("progs/tgib1.mdl", -70);
// ThrowGib("progs/tgib2.mdl", -70);
// ThrowGib("progs/tgib3.mdl", -70);
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
WriteByte (#MSG_BROADCAST, #TE_EXPLOSION);
WriteCoord (#MSG_BROADCAST, self.origin_x);
WriteCoord (#MSG_BROADCAST, self.origin_y);
WriteCoord (#MSG_BROADCAST, self.origin_z);
#ifdef QUAKE_WORLD
multicast (self.origin, #MULTICAST_PHS);
dremove(self);
#else
BecomeExplosion ();
#endif
};
// SB AntiGrav Grenade(tm)
// Screws over a player's gravity for a short time
//
// Uses the conc gren's touch function - why repeat it with an identical one?
void() AntiGravGrenadeExplode =
{
T_RadiusAntiGrav (self, self.owner, 100, world);
#ifdef DEMO_STUFF
// Remove any camera's locks on this missile
if (self.enemy)
CamProjectileLockOff();
#endif
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
WriteByte (#MSG_BROADCAST, #TE_EXPLOSION);
WriteCoord (#MSG_BROADCAST, self.origin_x);
WriteCoord (#MSG_BROADCAST, self.origin_y);
WriteCoord (#MSG_BROADCAST, self.origin_z);
#ifdef QUAKE_WORLD
multicast (self.origin, #MULTICAST_PHS);
dremove(self);
#else
BecomeExplosion ();
#endif
};
// Bounces the enemy a bit and screws over their gravity :)
void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusAntiGrav =
{
local float points;
local entity head, te;
local vector org;
local string st;
head = findradius(inflictor.origin, bounce+40);
while (head)
{
if (head != ignore)
{
if (head.takedamage)
{
org = head.origin + (head.mins + head.maxs)*0.5;
points = 0.5*vlen (org - inflictor.origin);
if (points < 0)
points = 0;
points = bounce - points;
if (self.cutf_items & #CUTF_GYMNAST)
points = points * 2;
if (!IsBuilding(head) && points > 0)
{
// Bounce!!
head.velocity = org - inflictor.origin;
head.velocity = head.velocity * (points / 20);
if (head.classname != "player")
{
if(head.flags & #FL_ONGROUND)
head.flags = head.flags - #FL_ONGROUND;
}
else
{
//WK Add cheat immunity since they fly
makeImmune(head,time+3);
// Turn on antigrav
// If it's already on, restore it to full time
// Try to find a concusstimer entity for this player
te = find(world, classname, "timer");
while (((te.owner != head) || (te.think != AntiGravGrenadeTimer)) && (te != world))
te = find(te, classname, "timer");
if (te != world)
{
head.gravity = 0.3 * random();
te.health = 100;
te.nextthink = time + #GR_CONCUSS_TIME;
}
else
{
head.gravity = 0.3 * random();
stuffcmd(head,"bf\n");
// Create a timer entity
te = spawn();
te.nextthink = time + #GR_CONCUSS_TIME;
te.think = AntiGravGrenadeTimer;
te.team_no = attacker.team_no;
te.classname = "timer";
te.owner = head;
te.health = 100;
}
}
}
}
}
head = head.chain;
}
};
// Timer used to control antigrav effects
void() AntiGravGrenadeTimer =
{
local string st;
if (self.owner.invincible_finished > time)
{
self.owner.gravity = 1;
dremove(self);
return;
}
self.health = self.health - #GR_CONCUSS_DEC * 2;
// hwguy recovers twice as fast - heh heh
if (self.owner.cutf_items & #CUTF_HWGUY)
self.health = self.health - #GR_CONCUSS_DEC * 2;
if (self.health < 0)
self.health = 0;
self.nextthink = time + #GR_CONCUSS_TIME;
if (self.health == 0)
{
self.owner.gravity = 1;
sprint(self.owner, #PRINT_HIGH, "Your weight feels normal again.\n");
dremove(self);
}
};