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/*======================================================
MENU . QC Custom TeamFortress v2 .3
( c ) TeamFortress Software Pty Ltd 29 / 2 / 97
( c ) William Kerney 4 / 4 / 00
( c ) Craig Hauser 19 / 3 / 00
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
This file handles all menu functions and displays .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = */
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# include "defs.qh"
# include "messages.qh"
# include "menu.qh"
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void ( vector where ) spawnFOG ;
void ( entity pl , string s1 , string s2 , string s3 , string s4 ) CenterPrint4 ;
void ( entity pl , string s1 , string s2 , string s3 , string s4 , string s5 , string s6 , string s7 ) CenterPrint7 ;
void ( entity targ , entity inflictor , entity attacker , float damage , float T_flags , float T_AttackType ) TF_T_Damage ;
void ( ) W_SetCurrentAmmo ;
void ( entity p ) bound_other_ammo ;
float ( float tno ) TeamFortress_TeamSet ;
void ( entity p ) TeamFortress_SetSkin ;
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float ( float tno ) TeamGetColor ;
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void ( ) TeamFortress_ChangeClass ;
void ( float type ) TeamFortress_DropAmmo ;
float ( ) TeamFortress_TeamPutPlayerInTeam ;
float ( float tno ) TeamFortress_TeamIsCivilian ;
void ( float class ) TeamFortress_SpyChangeSkin ;
void ( float teamno ) TeamFortress_SpyChangeColor ;
void ( float building ) TeamFortress_Build ;
void ( float type ) TeamFortress_SpyFeignDeath ;
void ( entity spy ) Spy_RemoveDisguise ;
void ( ) lvl1_sentry_stand ;
void ( ) lvl2_sentry_stand ;
void ( ) lvl3_sentry_stand ;
float ( float tno ) TeamFortress_TeamGetNoPlayers ;
float ( float myteam ) HasFlag ;
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void ( ) PrintMOTD ;
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/* WK void(float menu_no) DisplayMenu; */
// Assorted menus
void ( ) Menu_Team ;
void ( ) Menu_Class ;
void ( ) Menu_Drop ;
void ( ) Menu_Intro ;
void ( ) PlayerObserverMode ;
// Classhelp
void ( ) Menu_ClassHelp ;
void ( ) Menu_ClassHelp2 ;
void ( ) Menu_StuffClassHelp ;
void ( float inp ) Menu_ClassHelp_Input ;
// Bindings
void ( ) Menu_DoBindings ;
void ( ) Menu_ShowBindings1 ;
void ( ) Menu_ShowBindings2 ;
void ( ) Menu_RepeatHelp ;
// Spy
void ( ) Menu_Spy ;
void ( ) Menu_Spy_Skin ;
void ( ) Menu_Spy_Color ;
void ( float inp ) Menu_Spy_Input ;
void ( float inp ) Menu_Spy_Skin_Input ;
void ( float inp ) Menu_Spy_Color_Input ;
// Engineer
void ( ) Menu_Engineer ;
void ( ) Menu_EngineerFix_Dispenser ;
void ( ) Menu_EngineerFix_SentryGun ;
void ( ) Menu_EngineerFix_Tesla ;
void ( ) Menu_EngineerFix_Tesla2 ;
void ( ) Menu_EngineerFix_Camera ;
void ( ) Menu_EngineerFix_Sensor ;
void ( ) Menu_EngineerFix_Teleporter ;
void ( ) Menu_EngineerFix_FieldGen ;
void ( float inp ) Menu_Engineer_Input ;
void ( float inp ) Menu_EngineerFix_Dispenser_Input ;
void ( float inp ) Menu_EngineerFix_SentryGun_Input ;
void ( float inp ) Menu_EngineerFix_Tesla_Input ;
void ( float inp ) Menu_EngineerFix_Tesla_Input2 ;
void ( float inp ) Menu_EngineerFix_Camera_Input ;
void ( float inp ) Menu_EngineerFix_Sensor_Input ;
void ( float inp ) Menu_EngineerFix_Teleporter_Input ;
void ( float inp ) Menu_EngineerFix_FieldGen_Input ;
// Demons
void ( ) Menu_Demon ;
void ( float inp ) Menu_Demon_Input ;
void ( ) kill_my_demon ;
// Buildings
void ( ) Menu_Dispenser ;
void ( float inp ) Menu_Dispenser_Input ;
void ( entity pl , string s1 ) CenterPrint ;
void ( entity pl , string s1 , string s2 ) CenterPrint2 ;
float ( entity obj , entity builder ) CheckArea ;
// WK - Custom Class
void ( ) DropFromCustomClassGen ; //Extern
void ( ) PrintMoney ;
void ( float cost , float type ) BuyWeapon ;
void ( float cost , float type ) BuyCuTF ;
void ( float cost , float type ) BuyItem ;
void ( float cost , float type ) BuyJob ;
/*void(float cost,float type) BuyGren1;
void ( float cost , float type ) BuyGren2 ; */
void ( float in ) PrintRefund ;
void ( float in ) PrintNotEnoughMoney ;
void ( ) Menu_PrimaryWeapon ;
void ( float inp ) Menu_PrimaryWeapon_Input ;
void ( ) Menu_SecondaryWeapon ;
void ( float inp ) Menu_SecondaryWeapon_Input ;
//- Ofn -
void ( ) Menu_MiscWeapon ;
void ( float inp ) Menu_MiscWeapon_Input ;
void ( ) Menu_Crusader ;
void ( float inp ) Menu_Crusader_Input ;
void ( ) Menu_Legs ;
void ( float inp ) Menu_Legs_Input ;
void ( ) Menu_Health ;
void ( float inp ) Menu_Health_Input ;
void ( ) Menu_Armor ;
void ( float inp ) Menu_Armor_Input ;
void ( ) Menu_Special ;
void ( float inp ) Menu_Special_Input ;
void ( ) Menu_Special2 ;
void ( float inp ) Menu_Special2_Input ;
void ( ) Menu_Gren1 ;
void ( float inp ) Menu_Gren1_Input ;
void ( ) Menu_Gren2 ;
void ( float inp ) Menu_Gren2_Input ;
void ( ) Menu_Engineering ;
void ( float inp ) Menu_Engineering_Input ;
void ( ) Menu_Profession ;
void ( float inp ) Menu_Profession_Input ;
void ( ) Menu_Profession2 ;
void ( float inp ) Menu_Profession2_Input ;
void ( ) Menu_Proficiency ;
void ( float inp ) Menu_Proficiency_Input ;
void ( ) Menu_Option ;
void ( float inp ) Menu_Option_Input ;
//WK Needed for rotate
float ( float v ) anglemod ;
//WK Needed to det sentries et al.
void ( entity inflictor , entity attacker , float damage , entity ignore ) T_RadiusDamage ;
//WK Needed to make a bastard
void ( entity bastard , float threshold ) createBastard ;
//CY Tinker
void ( ) DoTinker ;
//WW Needed for the Dismantling
void ( entity targ , entity attacker ) ClientObituary ;
// WK --------------
//- OfN - Warlock menu (now in warlock.qc) --//
void ( float inp ) Menu_Demon_Input ; //
void ( ) Menu_Demon ; //
//-------------------------------------------//
//- OfN - Army menu (now in army.qc) --------//
void ( float inp ) Menu_Army_Input ; //
void ( ) Menu_Army ; //
//-------------------------------------------//
//- OfN - Hack menu (now in haxxx.qc) -------//
void ( float inp ) Menu_EnemyHax_Inp ; //
void ( ) Menu_Enemy_Hax ; //
void ( float inp ) Menu_FriendHax_Inp ; //
void ( ) Menu_Friend_Hax ; //
//-------------------------------------------//
float ( ) CheckEnemyDismantle ;
void ( ) SBBuildSensor ;
void ( ) Tesla_Lose_Glow ;
entity ( entity OldTesla ) TeslaClone ;
float ( entity theplayer , float grenslot ) GetMaxGrens ;
void ( float cost , float type ) BuyGren ;
# ifdef FIELD_FORCEMODE
void ( float value ) SetFieldForcedStatus ; // player function (self = player) cuts disabled time also
float ( ) GetFieldForcedStatus ; // player
# endif
//------------------------------------------//
void ( ) ResetMenu =
{
if ( self . StatusBarSize = = 0 )
CenterPrint ( self , " \n " ) ;
else
self . StatusRefreshTime = time + 0.1 ;
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self . menu_count = MENU_REFRESH_RATE ;
self . current_menu = MENU_DEFAULT ;
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} ;
void ( ) Player_Menu =
{
// loop function
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if ( self . menu_count > MENU_REFRESH_RATE )
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{
self . menu_count = 0 ;
}
else
{
self . menu_count = self . menu_count + 1 ;
return ;
}
// determine which menu to display
// WK - Check to see if the custom class menu is overriding us
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if ( ( self . done_custom & CUSTOM_BUILDING ) & & ! ( self . done_custom & CUSTOM_OVERRIDE ) & & self . playerclass = = PC_CUSTOM ) {
self . current_menu = MENU_PRIMARY_WEAPON ;
self . done_custom = self . done_custom | CUSTOM_OVERRIDE ;
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}
//Don't flash status bars
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if ( self . current_menu > = MENU_PRIMARY_WEAPON & & self . current_menu < = MENU_OPTION )
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self . StatusRefreshTime = time + 1.5 ;
//- OfN - Checks for destroyed buildings - NEEDED?
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/*if (self.current_menu >= MENU_ENGINEER_FIX_DISPENSER && self.current_menu <= MENU_ENGINEER_FIX_FIELDGEN && self.building == world)
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{
ResetMenu ( ) ;
return ;
} */
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if ( self . current_menu = = MENU_INTRO )
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{
Menu_Intro ( ) ;
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self . current_menu = MENU_DEFAULT ;
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}
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else if ( self . current_menu = = MENU_CLASSHELP )
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{
Menu_ClassHelp ( ) ;
if ( self . menu_displaytime > 8 )
{
Menu_StuffClassHelp ( ) ;
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self . current_menu = MENU_DEFAULT ;
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}
else
self . menu_displaytime = self . menu_displaytime + 1 ;
}
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else if ( self . current_menu = = MENU_CLASSHELP2 )
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{
Menu_ClassHelp2 ( ) ;
if ( self . menu_displaytime > 5 )
{
Menu_StuffClassHelp ( ) ;
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self . current_menu = MENU_DEFAULT ;
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}
else
self . menu_displaytime = self . menu_displaytime + 1 ;
}
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else if ( self . current_menu = = MENU_SHOWBINDS1 )
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{
Menu_ShowBindings1 ( ) ;
if ( self . menu_displaytime > 8 )
{
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self . current_menu = MENU_DEFAULT ;
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}
else
self . menu_displaytime = self . menu_displaytime + 1 ;
}
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else if ( self . current_menu = = MENU_SHOWBINDS2 )
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{
Menu_ShowBindings2 ( ) ;
if ( self . menu_displaytime > 8 )
{
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self . current_menu = MENU_DEFAULT ;
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}
else
self . menu_displaytime = self . menu_displaytime + 1 ;
}
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else if ( self . current_menu = = MENU_DROP )
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{
Menu_Drop ( ) ;
}
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else if ( self . current_menu = = MENU_SPY )
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{
Menu_Spy ( ) ;
}
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else if ( self . current_menu = = MENU_SPY_SKIN )
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{
Menu_Spy_Skin ( ) ;
}
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else if ( self . current_menu = = MENU_SPY_COLOR )
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{
Menu_Spy_Color ( ) ;
}
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else if ( self . current_menu = = MENU_ENGINEER )
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{
Menu_Engineer ( ) ;
}
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else if ( self . current_menu = = MENU_ENGINEER_FIX_DISPENSER )
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{
Menu_EngineerFix_Dispenser ( ) ;
}
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else if ( self . current_menu = = MENU_ENGINEER_FIX_SENTRYGUN )
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{
Menu_EngineerFix_SentryGun ( ) ;
}
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else if ( self . current_menu = = MENU_ENGINEER_FIX_TESLA )
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{
Menu_EngineerFix_Tesla ( ) ;
}
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else if ( self . current_menu = = MENU_ENGINEER_FIX_TESLA2 )
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{
Menu_EngineerFix_Tesla2 ( ) ;
}
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else if ( self . current_menu = = MENU_ENGINEER_FIX_CAMERA )
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{
Menu_EngineerFix_Camera ( ) ;
}
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else if ( self . current_menu = = MENU_ENGINEER_FIX_SENSOR )
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{
Menu_EngineerFix_Sensor ( ) ;
}
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else if ( self . current_menu = = MENU_ENGINEER_FIX_TELEPORTER )
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{
Menu_EngineerFix_Teleporter ( ) ;
}
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else if ( self . current_menu = = MENU_ENGINEER_FIX_FIELDGEN )
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{
Menu_EngineerFix_FieldGen ( ) ;
}
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else if ( self . current_menu = = MENU_DISPENSER )
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{
Menu_Dispenser ( ) ;
}
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else if ( self . current_menu = = MENU_REPEATHELP )
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{
Menu_RepeatHelp ( ) ;
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self . current_menu = MENU_DEFAULT ;
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}
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else if ( self . current_menu = = MENU_PICKBINDS )
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{
Menu_DoBindings ( ) ;
}
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else if ( self . current_menu = = MENU_DEMON )
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{
Menu_Demon ( ) ;
}
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else if ( self . current_menu = = MENU_ARMY ) //- OfN
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{
Menu_Army ( ) ;
}
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else if ( self . current_menu = = MENU_E_HACK ) //- OfN
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{
Menu_Enemy_Hax ( ) ;
}
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else if ( self . current_menu = = MENU_F_HACK ) //- OfN
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{
Menu_Friend_Hax ( ) ;
}
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else if ( self . current_menu = = MENU_CRUSADER )
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{
Menu_Crusader ( ) ;
}
//WK ------------------
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else if ( self . current_menu = = MENU_PRIMARY_WEAPON )
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{
Menu_PrimaryWeapon ( ) ;
}
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else if ( self . current_menu = = MENU_SECONDARY_WEAPON )
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{
Menu_SecondaryWeapon ( ) ;
}
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else if ( self . current_menu = = MENU_MISC_WEAPON )
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{
Menu_MiscWeapon ( ) ;
}
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else if ( self . current_menu = = MENU_LEGS )
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{
Menu_Legs ( ) ;
}
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else if ( self . current_menu = = MENU_HEALTH )
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{
Menu_Health ( ) ;
}
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else if ( self . current_menu = = MENU_ARMOR )
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{
Menu_Armor ( ) ;
}
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else if ( self . current_menu = = MENU_SPECIAL )
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{
Menu_Special ( ) ;
}
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else if ( self . current_menu = = MENU_SPECIAL2 )
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{
Menu_Special2 ( ) ;
}
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else if ( self . current_menu = = MENU_GREN1 )
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{
Menu_Gren1 ( ) ;
}
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else if ( self . current_menu = = MENU_GREN2 )
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{
Menu_Gren2 ( ) ;
}
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else if ( self . current_menu = = MENU_ENGINEERING )
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{
Menu_Engineering ( ) ;
}
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else if ( self . current_menu = = MENU_PROFESSION )
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{
Menu_Profession ( ) ;
}
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else if ( self . current_menu = = MENU_PROFESSION2 )
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{
Menu_Profession2 ( ) ;
}
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else if ( self . current_menu = = MENU_PROFICIENCY )
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{
Menu_Proficiency ( ) ;
}
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else if ( self . current_menu = = MENU_OPTION )
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{
Menu_Option ( ) ;
}
//WK ----------------
else if ( self . team_no = = 0 & & teamplay & & ( self . lives ! = 0 ) )
{
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if ( self . motd > = MOTD_FINISHED ) {
self . current_menu = MENU_TEAM ;
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Menu_Team ( ) ;
}
}
//WK Default to custom class gen - OfN - nope!
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else if ( self . playerclass = = PC_UNDEFINED & & ( self . lives ! = 0 ) )
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{
//- OfN - stock_mode applies
if ( stock_mode < 2 ) {
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self . current_menu = MENU_CLASS ; //-was commented
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Menu_Class ( ) ; //-was commented
}
else
{
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self . impulse = PC_CUSTOM + TF_CHANGEPC ; //-wasnt commented
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TeamFortress_ChangeClass ( ) ; //-wasnt commented
}
}
else
self . current_menu = 0 ;
} ;
//WK What the hell is this for?
/*
void ( float menu_no ) DisplayMenu =
{
self . current_menu = menu_no ;
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if ( menu_no = = MENU_TEAM )
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{
Menu_Team ( ) ;
}
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else if ( menu_no = = MENU_CLASS )
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{
Menu_Class ( ) ;
}
} ;
*/
void ( float inp ) Menu_Team_Input ;
void ( ) Menu_Team =
{
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if ( ( toggleflags & TFLAG_AUTOTEAM ) & & teamplay )
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{
// assign player a team
if ( TeamFortress_TeamPutPlayerInTeam ( ) )
return ;
}
// The Detection entity may have specified a Team Menu String
if ( team_menu_string ! = string_null )
{
CenterPrint ( self , team_menu_string ) ;
return ;
}
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if ( CTF_Map = = TRUE )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> \n \n <EFBFBD> .. Blue Team \n <EFBFBD> .. Red Team \n \n \n \n <EFBFBD> .. Bind my keys for me!\n \n For full details on this patch: \n http://www.telefragged.com/teamfortress/ \n " ) ;
else if ( number_of_teams = = 1 )
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> \n \n <EFBFBD> .. Team One \n " ) ;
else if ( number_of_teams = = 2 )
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> \n \n <EFBFBD> .. Team One \n <EFBFBD> .. Team Two \n \n \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> \n " ) ;
else if ( number_of_teams = = 3 )
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> \n \n <EFBFBD> .. Team One \n <EFBFBD> .. Team Two \n <EFBFBD> .. Team Three\n \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> \n " ) ;
else // if (number_of_teams == 4)
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> \n \n <EFBFBD> .. Team One \n <EFBFBD> .. Team Two \n <EFBFBD> .. Team Three\n <EFBFBD> .. Team Four \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> \n " ) ;
} ;
void ( float inp ) Menu_Team_Input =
{
//WK Remove starting observer gravity. It might come right back.
self . gravity = 1 ;
if ( inp = = 5 ) // auto team
TeamFortress_TeamPutPlayerInTeam ( ) ;
else if ( inp < = number_of_teams & & inp > 0 )
TeamFortress_TeamSet ( inp ) ;
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else if ( number_of_teams = = 0 & & inp < = TM_MAX_NO )
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TeamFortress_TeamSet ( inp ) ;
else //- OfN
{
//ResetMenu();
self . impulse = 0 ;
return ;
}
/*else if (inp == 7)
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self . current_menu = MENU_PICKBINDS ;
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else if ( inp = = 8 )
PlayerObserverMode ( ) ; */
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if ( custom_mode ! = 2 ) sprint ( self , PRINT_MEDIUM , " Press <20> for a custom player class \n " ) ;
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ResetMenu ( ) ;
self . impulse = 0 ;
} ;
void ( ) Menu_Class =
{
local entity AD ;
AD = find ( world , classname , " info_tfdetect " ) ;
if ( AD )
{
if ( self . team_no = = 1 )
{
if ( AD . noise1 ! = string_null )
{
CenterPrint ( self , AD . noise1 ) ;
return ;
}
}
else if ( self . team_no = = 2 )
{
if ( AD . noise2 ! = string_null )
{
CenterPrint ( self , AD . noise2 ) ;
return ;
}
}
else if ( self . team_no = = 3 )
{
if ( AD . noise3 ! = string_null )
{
CenterPrint ( self , AD . noise3 ) ;
return ;
}
}
else if ( self . team_no = = 4 )
{
if ( AD . noise4 ! = string_null )
{
CenterPrint ( self , AD . noise4 ) ;
return ;
}
}
}
if ( custom_mode ! = 2 )
{
if ( TeamFortress_TeamIsCivilian ( self . team_no ) )
CenterPrint ( self , " Your team can only be Civilians. \n " ) ;
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else if ( spy_off = = TRUE )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> \n \n <EFBFBD> .. Scout \n <EFBFBD> .. Sniper \n <EFBFBD> .. Soldier \n <EFBFBD> .. Demoman \n <EFBFBD> .. Medic \n <EFBFBD> .. Hvwep \n <EFBFBD> .. Pyro \n <EFBFBD> .. Engineer\n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ! \n " ) ;
else
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> \n \n <EFBFBD> .. Scout \n <EFBFBD> .. Sniper \n <EFBFBD> .. Soldier \n <EFBFBD> .. Demoman \n <EFBFBD> .. Medic \n <EFBFBD> .. Hvwep \n <EFBFBD> .. Pyro \n <EFBFBD> .. Spy \n <EFBFBD> .. Engineer\n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ! \n " ) ;
}
else
{
if ( TeamFortress_TeamIsCivilian ( self . team_no ) )
CenterPrint ( self , " Your team can only be Civilians. \n " ) ;
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else if ( spy_off = = TRUE )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> \n \n <EFBFBD> .. Scout \n <EFBFBD> .. Sniper \n <EFBFBD> .. Soldier \n <EFBFBD> .. Demoman \n <EFBFBD> .. Medic \n <EFBFBD> .. Hvwep \n <EFBFBD> .. Pyro \n <EFBFBD> .. Engineer\n " ) ;
else
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> \n \n <EFBFBD> .. Scout \n <EFBFBD> .. Sniper \n <EFBFBD> .. Soldier \n <EFBFBD> .. Demoman \n <EFBFBD> .. Medic \n <EFBFBD> .. Hvwep \n <EFBFBD> .. Pyro \n <EFBFBD> .. Spy \n <EFBFBD> .. Engineer\n " ) ;
}
} ;
void ( float inp ) Menu_Class_Input =
{
if ( inp > 10 | | inp < 1 )
return ;
if ( inp = = 10 & & custom_mode = = 2 )
{
self . impulse = 0 ;
return ;
}
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self . impulse = inp + TF_CHANGEPC ;
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if ( inp = = 10 ) //We picked custom, chnage it from random
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self . impulse = PC_CUSTOM + TF_CHANGEPC ;
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//WK Default to Custom class. TODO: Make this a serverside option - OfN - done!
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// self.impulse = PC_CUSTOM + TF_CHANGEPC;
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TeamFortress_ChangeClass ( ) ;
ResetMenu ( ) ;
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if ( DISPLAY_CLASS_HELP )
self . current_menu = MENU_CLASSHELP ;
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else
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self . current_menu = MENU_DEFAULT ;
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self . menu_displaytime = 0 ;
self . impulse = 0 ;
} ;
void ( ) Menu_Drop =
{
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if ( self . weapons_carried & WEAP_SPANNER )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <20> <> <EFBFBD> <EFBFBD> : \n \n <EFBFBD> .. Shells \n <EFBFBD> .. Nails \n <EFBFBD> .. Rockets \n <EFBFBD> .. Cells \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n " ) ;
else
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n <EFBFBD> .. Shells \n <EFBFBD> .. Nails \n <EFBFBD> .. Rockets \n <EFBFBD> .. Cells \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n " ) ;
} ;
void ( ) Menu_RepeatHelp =
{
CenterPrint ( self , " Press <20> to see this help again \n " ) ;
} ;
void ( float inp ) Menu_Drop_Input =
{
if ( ( inp > 0 ) & & ( inp < 5 ) )
{
TeamFortress_DropAmmo ( inp ) ;
}
if ( ( inp > 0 ) & & ( inp < 6 ) )
ResetMenu ( ) ;
self . impulse = 0 ;
} ;
void ( float inp ) Menu_DoBindings_Input =
{ /*- unusefull
local string st ;
if ( inp < 4 )
{
self . impulse = 0 ;
if ( inp = = 1 )
{
// Flag info
stuffcmd ( self , " bind q \" impulse 23 \" \n " ) ;
// Hook
stuffcmd ( self , " bind e \" impulse 22 \" \n " ) ;
// Grenade 1
stuffcmd ( self , " bind r \" +gren1 \" \n " ) ;
// Grenade 2
stuffcmd ( self , " bind f \" +gren2 \" \n " ) ;
// Detonate Pipebombs
stuffcmd ( self , " bind v \" detpipe \" \n " ) ;
// Drop ammo
stuffcmd ( self , " bind c \" dropammo \" \n " ) ;
// Scan
stuffcmd ( self , " bind x \" scan50 \" \n " ) ;
// Showclasses
stuffcmd ( self , " bind g \" showclasses \" \n " ) ;
// Inventory
stuffcmd ( self , " bind z \" inv \" \n " ) ;
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self . menu_count = MENU_REFRESH_RATE ;
self . current_menu = MENU_SHOWBINDS1 ;
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self . menu_displaytime = 0 ;
return ;
}
else if ( inp = = 2 )
{
// Flag info
stuffcmd ( self , " bind s \" impulse 23 \" \n " ) ;
// Hook
stuffcmd ( self , " bind x \" impulse 22 \" \n " ) ;
// Grenade 1
stuffcmd ( self , " bind d \" +gren1 \" \n " ) ;
// Grenade 2
stuffcmd ( self , " bind c \" +gren2 \" \n " ) ;
// Detonate Pipebombs
stuffcmd ( self , " bind f \" detpipe \" \n " ) ;
// Drop ammo
stuffcmd ( self , " bind v \" dropammo \" \n " ) ;
// Scan
stuffcmd ( self , " bind b \" scan50 \" \n " ) ;
// Showclasses
stuffcmd ( self , " bind g \" showclasses \" \n " ) ;
// Inventory
stuffcmd ( self , " bind n \" inv \" \n " ) ;
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self . menu_count = MENU_REFRESH_RATE ;
self . current_menu = MENU_SHOWBINDS2 ;
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self . menu_displaytime = 0 ;
return ;
}
ResetMenu ( ) ;
} */ //- save space
} ;
void ( float inp ) Menu_Input =
{
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if ( self . current_menu = = MENU_TEAM )
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Menu_Team_Input ( inp ) ;
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else if ( self . current_menu = = MENU_CLASS )
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Menu_Class_Input ( inp ) ;
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else if ( self . current_menu = = MENU_DROP )
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Menu_Drop_Input ( inp ) ;
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else if ( self . current_menu = = MENU_SPY )
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Menu_Spy_Input ( inp ) ;
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else if ( self . current_menu = = MENU_SPY_SKIN )
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Menu_Spy_Skin_Input ( inp ) ;
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else if ( self . current_menu = = MENU_SPY_COLOR )
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Menu_Spy_Color_Input ( inp ) ;
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else if ( self . current_menu = = MENU_ENGINEER )
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Menu_Engineer_Input ( inp ) ;
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else if ( self . current_menu = = MENU_ENGINEER_FIX_DISPENSER )
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Menu_EngineerFix_Dispenser_Input ( inp ) ;
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else if ( self . current_menu = = MENU_ENGINEER_FIX_TESLA )
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Menu_EngineerFix_Tesla_Input ( inp ) ;
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else if ( self . current_menu = = MENU_ENGINEER_FIX_TESLA2 )
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Menu_EngineerFix_Tesla_Input2 ( inp ) ;
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else if ( self . current_menu = = MENU_ENGINEER_FIX_SENTRYGUN )
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Menu_EngineerFix_SentryGun_Input ( inp ) ;
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else if ( self . current_menu = = MENU_ENGINEER_FIX_CAMERA )
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Menu_EngineerFix_Camera_Input ( inp ) ;
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else if ( self . current_menu = = MENU_ENGINEER_FIX_SENSOR )
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Menu_EngineerFix_Sensor_Input ( inp ) ;
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else if ( self . current_menu = = MENU_ENGINEER_FIX_TELEPORTER )
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Menu_EngineerFix_Teleporter_Input ( inp ) ;
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else if ( self . current_menu = = MENU_ENGINEER_FIX_FIELDGEN )
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Menu_EngineerFix_FieldGen_Input ( inp ) ;
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else if ( self . current_menu = = MENU_DISPENSER )
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Menu_Dispenser_Input ( inp ) ;
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else if ( self . current_menu = = MENU_CLASSHELP )
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Menu_ClassHelp_Input ( inp ) ;
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else if ( self . current_menu = = MENU_PICKBINDS )
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Menu_DoBindings_Input ( inp ) ;
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else if ( self . current_menu = = MENU_DEMON )
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Menu_Demon_Input ( inp ) ;
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else if ( self . current_menu = = MENU_ARMY )
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Menu_Army_Input ( inp ) ;
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else if ( self . current_menu = = MENU_E_HACK )
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Menu_EnemyHax_Inp ( inp ) ;
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else if ( self . current_menu = = MENU_F_HACK )
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Menu_FriendHax_Inp ( inp ) ;
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else if ( self . current_menu = = MENU_CRUSADER )
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Menu_Crusader_Input ( inp ) ;
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else if ( self . current_menu = = MENU_PRIMARY_WEAPON ) //WK --
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Menu_PrimaryWeapon_Input ( inp ) ;
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else if ( self . current_menu = = MENU_SECONDARY_WEAPON )
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Menu_SecondaryWeapon_Input ( inp ) ;
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else if ( self . current_menu = = MENU_MISC_WEAPON )
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Menu_MiscWeapon_Input ( inp ) ;
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else if ( self . current_menu = = MENU_LEGS )
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Menu_Legs_Input ( inp ) ;
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else if ( self . current_menu = = MENU_HEALTH )
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Menu_Health_Input ( inp ) ;
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else if ( self . current_menu = = MENU_ARMOR )
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Menu_Armor_Input ( inp ) ;
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else if ( self . current_menu = = MENU_SPECIAL )
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Menu_Special_Input ( inp ) ;
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else if ( self . current_menu = = MENU_SPECIAL2 )
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Menu_Special2_Input ( inp ) ;
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else if ( self . current_menu = = MENU_GREN1 )
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Menu_Gren1_Input ( inp ) ;
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else if ( self . current_menu = = MENU_GREN2 )
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Menu_Gren2_Input ( inp ) ;
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else if ( self . current_menu = = MENU_ENGINEERING )
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Menu_Engineering_Input ( inp ) ;
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else if ( self . current_menu = = MENU_PROFESSION )
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Menu_Profession_Input ( inp ) ;
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else if ( self . current_menu = = MENU_PROFESSION2 )
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Menu_Profession2_Input ( inp ) ;
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else if ( self . current_menu = = MENU_PROFICIENCY )
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Menu_Proficiency_Input ( inp ) ;
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else if ( self . current_menu = = MENU_OPTION )
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Menu_Option_Input ( inp ) ; //WK --
} ;
void ( ) Menu_Intro =
{
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PrintMOTD ( ) ;
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} ;
void ( ) Menu_ClassHelp =
{
if ( self . menu_displaytime < 5 )
{
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if ( self . playerclass = = PC_SCOUT )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Details: \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n 2.. Shotgun \n 4.. Nailgun \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_SNIPER )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Details: \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n 2.. Sniper Rifle/Auto Rifle \n 4.. Nailgun \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_SOLDIER )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Details: \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n 2.. Shotgun \n 3.. Super Shotgun \n 7.. Rocket Launcher \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_DEMOMAN )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> Details: \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n 2.. Shotgun \n 6.. Grenade/Pipebomb Launcher \n \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_MEDIC )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Details: \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n 1.. Medikit/BioWeapon \n 2.. Shotgun \n 3.. Super Shotgun \n 5.. Super Nailgun \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_HVYWEAP )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> Details: \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n 2.. Shotgun \n 3.. Super Shotgun \n 7.. Assault Cannon \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_PYRO )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Details: \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n 2.. Shotgun \n 6.. Flamethrower \n 7.. Incendiary Cannon \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_SPY )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> Details: \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n 2.. Tranquiliser Gun \n 3.. Super Shotgun \n 4.. Nailgun \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_ENGINEER )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Details: \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n 1.. Spanner \n 2.. RailGun \n 3.. Super Shotgun \n \n Press <20> for alias help \n " ) ;
}
else
{
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if ( self . playerclass = = PC_SCOUT )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n Flash Grenade \n Concussion Grenade \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n Scanner: scan10,scan50,scan250 \n Holograph: holo \n \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_SNIPER )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n Hand Grenade \n Flare \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n autozoom : Toggle Rifle Autozooming \n \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_SOLDIER )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n Hand Grenade \n Nail Grenade \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n None \n \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_DEMOMAN )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n Hand Grenade \n Mirv Grenade \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n The Detpack : det5,det20,det50 \n Detonate Pipebombs : detpipe \n \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_MEDIC )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n Hand Grenade \n Concussion Grenade \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n None \n \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_HVYWEAP )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n Hand Grenade \n Mirv Grenade \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n None \n \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_PYRO )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n Hand Grenade \n Napalm Grenade \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n None \n \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_SPY )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n Hand Grenade \n Hallucinogen Grenade \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n Go Undercover : disguise \n Start feigning: feign \n \n \n Press <20> for alias help \n " ) ;
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else if ( self . playerclass = = PC_ENGINEER )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n Hand Grenade \n EMP Grenade \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n Start Building : build \n \n \n Press <20> for alias help \n " ) ;
/* WK Stop GRENADES - Build your own class from appearing
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else if ( self . playerclass = = PC_CUSTOM )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n Build your own class! \n \n " ) ;
*/
}
} ;
void ( ) Menu_StuffClassHelp =
{
/*
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if ( self . playerclass = = PC_SCOUT )
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{
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sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Details:\n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n 2.. Shotgun \n 4.. Nailgun \n " ) ;
sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n Concussion Grenade \n Flare \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n " ) ;
sprint ( self , PRINT_HIGH , " Scanner: scan10,scan30,scan100 \n Holograph: holo \n \n \n " ) ;
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}
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else if ( self . playerclass = = PC_SNIPER )
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{
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sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Details:\n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n 2.. Sniper Rifle/Auto Rifle \n " ) ;
sprint ( self , PRINT_HIGH , " 4.. Nailgun \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n Hand Grenade \n \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n " ) ;
sprint ( self , PRINT_HIGH , " autozoom : Toggle Rifle Autozooming \n \n \n " ) ;
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}
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else if ( self . playerclass = = PC_SOLDIER )
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{
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sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Details:\n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n 2.. Shotgun \n 3.. Super Shotgun \n " ) ;
sprint ( self , PRINT_HIGH , " 7.. Rocket Launcher \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n Hand Grenade \n Nail Grenade \n " ) ;
sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n None \n \n \n " ) ;
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}
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else if ( self . playerclass = = PC_DEMOMAN )
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{
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sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> Details:\n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n 2.. Shotgun \n 6.. Grenade/Pipebomb Launcher \n " ) ;
sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n Hand Grenade \n Mirv Grenade \n " ) ;
sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n The Detpack : det5,det20,det50 \n Detonate Pipebombs : detpipe \n \n \n " ) ;
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}
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else if ( self . playerclass = = PC_MEDIC )
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{
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sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Details:\n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n 1.. Medikit/BioWeapon \n 2.. Shotgun \n 3.. Super Shotgun \n " ) ;
sprint ( self , PRINT_HIGH , " 5.. Super Nailgun \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n Hand Grenade \n Concussion Grenade \n " ) ;
sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n None \n \n \n " ) ;
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}
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else if ( self . playerclass = = PC_HVYWEAP )
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{
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sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> Details:\n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n 2.. Shotgun \n 3.. Super Shotgun \n " ) ;
sprint ( self , PRINT_HIGH , " 7.. Assault Cannon \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n Hand Grenade \n " ) ;
sprint ( self , PRINT_HIGH , " Mirv Grenade \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n None \n \n \n " ) ;
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}
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else if ( self . playerclass = = PC_PYRO )
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{
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sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Details:\n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n 2.. Shotgun \n 6.. Flamethrower \n 7.. Incendiary Cannon \n " ) ;
sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n Hand Grenade \n Napalm Grenade \n " ) ;
sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n None \n \n \n " ) ;
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}
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else if ( self . playerclass = = PC_SPY )
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{
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sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> Details:\n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n 2.. Tranquiliser Gun \n 3.. Super Shotgun \n 4.. Nailgun \n " ) ;
sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n Hand Grenade \n Hallucinogenic Grenade \n " ) ;
sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n Go Undercover : disguise \n Start feigning: feign \n \n \n " ) ;
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}
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else if ( self . playerclass = = PC_ENGINEER )
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{
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sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Details:\n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n 1.. Spanner \n 2.. RailGun \n 3.. Super Shotgun \n " ) ;
sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n Hand Grenade \n EMP Grenade \n " ) ;
sprint ( self , PRINT_HIGH , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> :\n Start Building : build \n \n \n " ) ;
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}
*/
} ;
void ( ) Menu_ClassHelp2 =
{
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n inv : Show inventory \n +gren1 : Throw grenade 1 \n +gren2 : Throw Grenade 2 \n reload : Force a reload \n dropammo : drop some ammo \n skill : use job ability \n taunt1 : taunts(also 2,3,4) \n " ) ;
} ; // \nskill : use job ability
void ( float inp ) Menu_ClassHelp_Input =
{
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if ( self . playerclass = = PC_UNDEFINED ) return ;
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//CH changed inp from 8 to 9, lgun uses 8
if ( inp = = 9 )
{
Menu_ClassHelp2 ( ) ;
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self . menu_count = MENU_REFRESH_RATE ;
self . current_menu = MENU_CLASSHELP2 ;
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self . menu_displaytime = 0 ;
self . impulse = 0 ;
}
// Otherwise, the impulse is passed on
} ;
void ( ) Menu_DoBindings =
{
//CenterPrint(self, "<22> .. Use keys: E R F V C Q X G Z\n<> .. Use keys: S X D C F V B G N\n<> .. Don't make bindings \n");
} ;
void ( ) Menu_ShowBindings1 =
{
//CenterPrint(self, "<22> .. Flaginfo \n<> .. Hook \n<> .. Throw Gren 1 \n<> .. Throw Gren 2 \n<> .. Det. Pipebombs\n<> .. Drop ammo \n<> .. Use Scanner \n<> .. Showclasses \n<> .. inventory \n");
} ;
void ( ) Menu_ShowBindings2 =
{
//CenterPrint(self, "<22> .. Flaginfo \n<> .. Hook \n<> .. Throw Gren 1 \n<> .. Throw Gren 2 \n<> .. Det. Pipebombs\n<> .. Drop ammo \n<> .. Use Scanner \n<> .. Showclasses \n<> .. inventory \n");
} ;
//============================================================================
// SPY menus for the Skin and Color changing ability
void ( ) Menu_Spy =
{
if ( self . is_feigning )
{
if ( self . undercover_team ! = 0 & & self . undercover_skin ! = 0 )
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n <EFBFBD> .. Change Skin \n <EFBFBD> .. Change Color \n <EFBFBD> .. Stop Feigning \n <EFBFBD> .. Reset Skin and Color \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n " ) ;
else if ( self . undercover_team ! = 0 )
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n <EFBFBD> .. Change Skin \n <EFBFBD> .. Change Color \n <EFBFBD> .. Stop Feigning \n <EFBFBD> .. Reset Color \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n " ) ;
else if ( self . undercover_skin ! = 0 )
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n <EFBFBD> .. Change Skin \n <EFBFBD> .. Change Color \n <EFBFBD> .. Stop Feigning \n <EFBFBD> .. Reset Skin \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n " ) ;
else
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n <EFBFBD> .. Change Skin \n <EFBFBD> .. Change Color \n <EFBFBD> .. Stop Feigning \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n " ) ;
}
else
{
if ( self . undercover_team ! = 0 & & self . undercover_skin ! = 0 )
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n <EFBFBD> .. Change Skin \n <EFBFBD> .. Change Color \n <EFBFBD> .. Start Feigning \n <EFBFBD> .. Reset Skin and Color \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n " ) ;
else if ( self . undercover_team ! = 0 )
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n <EFBFBD> .. Change Skin \n <EFBFBD> .. Change Color \n <EFBFBD> .. Start Feigning \n <EFBFBD> .. Reset Color \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n " ) ;
else if ( self . undercover_skin ! = 0 )
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n <EFBFBD> .. Change Skin \n <EFBFBD> .. Change Color \n <EFBFBD> .. Start Feigning \n <EFBFBD> .. Reset Skin \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n " ) ;
else
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n <EFBFBD> .. Change Skin \n <EFBFBD> .. Change Color \n <EFBFBD> .. Start Feigning \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n " ) ;
}
} ;
void ( float inp ) Menu_Spy_Input =
{
local float tc ;
local string st ;
if ( inp = = 1 | | inp = = 2 )
{
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if ( self . effects & ( EF_DIMLIGHT | EF_BRIGHTLIGHT ) )
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{
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sprint ( self , PRINT_HIGH , " You can't go undercover while glowing. \n " ) ;
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ResetMenu ( ) ;
self . impulse = 0 ;
return ;
}
if ( self . is_unabletospy = = 1 )
{
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sprint ( self , PRINT_HIGH , " You can't go undercover right now. \n " ) ;
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ResetMenu ( ) ;
self . impulse = 0 ;
return ;
}
}
if ( inp = = 1 )
{
Menu_Spy_Skin ( ) ;
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self . menu_count = MENU_REFRESH_RATE ;
self . current_menu = MENU_SPY_SKIN ;
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self . menu_displaytime = 0 ;
self . impulse = 0 ;
}
else if ( inp = = 2 )
{
Menu_Spy_Color ( ) ;
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self . menu_count = MENU_REFRESH_RATE ;
self . current_menu = MENU_SPY_COLOR ;
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self . menu_displaytime = 0 ;
self . impulse = 0 ;
}
else if ( inp = = 3 )
{
TeamFortress_SpyFeignDeath ( 1 ) ; //CH Normal feign
ResetMenu ( ) ;
self . impulse = 0 ;
}
else if ( inp = = 4 )
{
Spy_RemoveDisguise ( self ) ;
ResetMenu ( ) ;
self . impulse = 0 ;
}
else if ( inp = = 5 & & ( self . undercover_team ! = 0 | | self . undercover_skin ! = 0 ) )
{
ResetMenu ( ) ;
self . impulse = 0 ;
}
// Otherwise, the impulse is passed on
} ;
void ( ) Menu_Spy_Skin =
{
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> :\n \n <EFBFBD> .. Scout \n <EFBFBD> .. Sniper \n <EFBFBD> .. Soldier \n <EFBFBD> .. Demoman \n <EFBFBD> .. Medic \n <EFBFBD> .. Hvwep \n <EFBFBD> .. Pyro \n <EFBFBD> .. Spy \n <EFBFBD> .. Engineer\n \n " ) ;
} ;
void ( float inp ) Menu_Spy_Skin_Input =
{
if ( inp < 10 & & inp > 0 )
{
TeamFortress_SpyChangeSkin ( inp ) ;
ResetMenu ( ) ;
self . impulse = 0 ;
}
// Otherwise, the impulse is passed on
} ;
void ( ) Menu_Spy_Color =
{
if ( number_of_teams = = 0 )
{
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sprint ( self , PRINT_HIGH , " No Color changing allowed in deathmatch. \n " ) ;
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ResetMenu ( ) ;
self . impulse = 0 ;
return ;
}
if ( number_of_teams = = 1 )
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> :\n \n <EFBFBD> .. Team One \n \n " ) ;
else if ( number_of_teams = = 2 )
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> :\n \n <EFBFBD> .. Team One \n <EFBFBD> .. Team Two \n \n " ) ;
else if ( number_of_teams = = 3 )
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> :\n \n <EFBFBD> .. Team One \n <EFBFBD> .. Team Two \n <EFBFBD> .. Team Three\n \n " ) ;
else // if (number_of_teams == 4)
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> :\n \n <EFBFBD> .. Team One \n <EFBFBD> .. Team Two \n <EFBFBD> .. Team Three\n <EFBFBD> .. Team Four \n \n " ) ;
} ;
void ( float inp ) Menu_Spy_Color_Input =
{
if ( inp > = 1 & & inp < = number_of_teams )
{
TeamFortress_SpyChangeColor ( inp ) ;
ResetMenu ( ) ;
self . impulse = 0 ;
}
// Otherwise, the impulse is passed on
} ;
//============================================================================
// ENGINEER menus for the building ability
//WK Rewritten for better extensibility and less lines of code
void ( ) Menu_Engineer =
{
//Set up empty menu
local string line1 ;
local string line2 ;
local string line3 ;
local string line4 ;
local string line5 ;
local string line6 ;
local string line7 ;
//Check line for Dispenser
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if ( self . has_dispenser = = TRUE )
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line1 = " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n <EFBFBD> <EFBFBD> <EFBFBD> Destroy Dispenser \n " ;
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else if ( self . ammo_cells > = BUILD_COST_DISPENSER & & ( self . cutf_items & CUTF_DISPENSER ) ) //SB
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line1 = " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n <EFBFBD> .. Build Dispenser \n " ;
else
line1 = " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n \n " ;
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if ( self . has_sentry = = TRUE )
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line2 = " <EFBFBD> <EFBFBD> <EFBFBD> Destroy Sentry Gun \n " ;
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else if ( self . ammo_cells > = BUILD_COST_SENTRYGUN & & self . cutf_items & CUTF_SENTRYGUN )
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line2 = " <EFBFBD> .. Build Sentry Gun \n " ;
else
line2 = " \n " ;
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if ( self . has_tesla = = TRUE )
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line3 = " <EFBFBD> <EFBFBD> <EFBFBD> Destroy Tesla Sentry \n " ;
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else if ( self . ammo_cells > = BUILD_COST_TESLA & & self . tf_items & NIT_TESLA )
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line3 = " <EFBFBD> .. Build Tesla Sentry \n " ;
else
line3 = " \n " ;
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if ( self . has_camera = = TRUE )
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line4 = " <16> <> Destroy Security Camera \n " ; //CH impulse 4 for both
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else if ( self . ammo_cells > = BUILD_COST_CAMERA & & self . tf_items & NIT_SECURITY_CAMERA )
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line4 = " .. Launch Security Camera \n " ;
else
line4 = " \n " ;
if ( self . has_teleporter ! = 0 ) //CH messy, yes
{
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if ( self . has_teleporter = = 1 & & self . ammo_cells > = BUILD_COST_TELEPORTER )
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line5 = " .. Build a Teleporter Pad \n <18> <> Destroy a Teleporter Pad \n " ; //ofn the number is 5
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else if ( self . has_teleporter = = 1 & & self . ammo_cells < BUILD_COST_TELEPORTER )
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line5 = " <18> <> Destroy a Teleporter Pad \n " ; // 6
if ( self . has_teleporter = = 2 )
line5 = " <18> <> Destroy Both Teleporter Pads \n " ; // 6
}
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else if ( self . ammo_cells > = BUILD_COST_TELEPORTER & & self . tf_items & NIT_TELEPORTER )
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line5 = " .. Build a Teleporter Pad \n " ;
else
line5 = " \n " ;
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if ( self . has_sensor = = TRUE )
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{
line6 = " <EFBFBD> <EFBFBD> <EFBFBD> Destroy Motion Sensor \n " ;
}
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else if ( self . ammo_cells > = BUILD_COST_SENSOR & & self . cutf_items & CUTF_SENSOR )
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{
line6 = " <EFBFBD> .. Deploy Motion Sensor \n " ;
}
else
{
line6 = " \n " ;
}
if ( self . has_fieldgen ! = 0 ) //CH messy, yes
{
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if ( self . has_fieldgen = = 1 & & self . ammo_cells > = BUILD_COST_FIELDGEN )
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line7 = " <EFBFBD> .. Build a Field Generator \n <EFBFBD> <EFBFBD> <EFBFBD> Destroy a Field Generator \n \n .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n " ; //ofn the number is 5
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else if ( self . has_fieldgen = = 1 & & self . ammo_cells < BUILD_COST_FIELDGEN )
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line7 = " <EFBFBD> <EFBFBD> <EFBFBD> Destroy a Field Generator \n \n .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n " ; // 6
# ifdef FIELD_FORCEMODE
if ( self . has_fieldgen > = 2 )
{
if ( GetFieldForcedStatus ( ) )
line7 = " <EFBFBD> .. Force field: <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> <EFBFBD> <EFBFBD> Destroy Both Field Generators \n \n .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n " ;
else
line7 = " <EFBFBD> .. Force field: <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> <EFBFBD> <EFBFBD> Destroy Both Field Generators \n \n .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n " ;
}
# else
if ( self . has_fieldgen > = 2 )
line7 = " <EFBFBD> <EFBFBD> <EFBFBD> Destroy Both Field Generators \n \n .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n " ; // 6
# endif
}
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else if ( self . ammo_cells > = BUILD_COST_FIELDGEN & & self . cutf_items & CUTF_FIELDGEN )
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line7 = " <EFBFBD> .. Build a Field Generator \n \n .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n " ;
else
line7 = " \n .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n " ;
//Finally, we output the menu...
CenterPrint7 ( self , line1 , line2 , line3 , line4 , line5 , line6 , line7 ) ;
} ;
void ( float inp ) Menu_Engineer_Input =
{
local entity te ;
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if ( inp = = 1 & & self . ammo_cells > = BUILD_COST_DISPENSER & & self . has_dispenser = = FALSE )
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{
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if ( ! self . has_dispenser ) TeamFortress_Build ( BUILD_DISPENSER ) ;
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ResetMenu ( ) ;
self . impulse = 0 ;
}
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else if ( inp = = 2 & & self . ammo_cells > = BUILD_COST_SENTRYGUN & & self . has_sentry = = FALSE )
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{
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if ( HasFlag ( self . team_no ) = = FALSE ) {
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CenterPrint ( self , " No building until your team has the flag! \n " ) ;
return ;
}
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TeamFortress_Build ( BUILD_SENTRYGUN ) ;
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ResetMenu ( ) ;
self . impulse = 0 ;
}
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else if ( inp = = 3 & & self . ammo_cells > = BUILD_COST_TESLA & & self . has_tesla = = FALSE )
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{
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if ( HasFlag ( self . team_no ) = = FALSE ) {
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CenterPrint ( self , " No building until your team has the flag! \n " ) ;
return ;
}
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TeamFortress_Build ( BUILD_TESLA ) ;
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ResetMenu ( ) ;
self . impulse = 0 ;
}
else if ( inp = = 4 )
{
if ( ! self . has_camera )
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TeamFortress_Build ( BUILD_SECURITY_CAMERA ) ;
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else
{
if ( self . option < time )
Find_And_Dmg ( " building_camera " , self , 1 ) ;
else
{
self . impulse = 0 ;
return ;
}
}
ResetMenu ( ) ;
self . impulse = 0 ;
}
//CH uses 5 and 6
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else if ( inp = = 5 & & ( self . has_teleporter = = 0 | | self . has_teleporter = = 1 ) & & self . ammo_cells > = BUILD_COST_TELEPORTER ) //ch if have one out, can build
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{
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if ( HasFlag ( self . team_no ) = = FALSE ) {
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CenterPrint ( self , " No building until your team has the flag! \n " ) ;
return ;
}
if ( self . has_teleporter = = 1 )
{
local float r ;
te = find ( world , classname , " building_teleporter " ) ;
while ( te )
{
if ( te . real_owner = = self )
{
r = vlen ( te . origin - self . origin ) ;
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if ( r > TELEPORTER_RANGE & & ! ( te . num_mines & IMPROVED_FOUR ) )
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{
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sprint ( self , PRINT_HIGH , " Other Teleporter is too far away \n " ) ;
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}
else
{
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TeamFortress_Build ( BUILD_TELEPORTER ) ;
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ResetMenu ( ) ;
self . impulse = 0 ;
}
}
te = find ( te , classname , " building_teleporter " ) ;
}
}
else
{
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TeamFortress_Build ( BUILD_TELEPORTER ) ;
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ResetMenu ( ) ;
self . impulse = 0 ;
}
}
else if ( inp = = 6 & & ( self . has_teleporter = = 1 | | self . has_teleporter = = 2 ) ) //ch if have one out. can destroy
{
Find_And_Dmg ( " building_teleporter " , self , 1 ) ;
ResetMenu ( ) ;
self . impulse = 0 ;
}
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else if ( inp = = 7 & & ( self . ammo_cells > = BUILD_COST_SENSOR | | self . has_sensor ) & & self . cutf_items & CUTF_SENSOR )
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{
SBBuildSensor ( ) ;
ResetMenu ( ) ;
self . impulse = 0 ;
}
//CH uses 5 and 6
else if ( inp = = 8 ) //ch if have one out, can build
{
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if ( ( self . has_fieldgen = = 0 | | self . has_fieldgen = = 1 ) & & self . ammo_cells > = BUILD_COST_FIELDGEN )
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{
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if ( HasFlag ( self . team_no ) = = FALSE ) {
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CenterPrint ( self , " No building until your team has the flag! \n " ) ;
return ;
}
// find if there are other generators too close, if this is our first generator only - nope
if ( infokey ( world , " fieldtest " ) ! = " 1 " )
{
local float r , mindist ;
mindist = 3000 ;
te = find ( world , classname , " building_fieldgen " ) ;
while ( te )
{
if ( te . real_owner ! = self )
{
r = vlen ( te . origin - self . origin ) ;
if ( r < mindist )
mindist = r ;
}
te = find ( te , classname , " building_fieldgen " ) ;
}
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if ( mindist < FIELDGEN_HACKEDRANGE ) // * 2
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{
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sprint ( self , PRINT_HIGH , " There are interferences with other field generators here! \n " ) ;
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}
else
{
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TeamFortress_Build ( BUILD_FIELDGEN ) ;
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ResetMenu ( ) ;
self . impulse = 0 ;
}
}
else
{
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TeamFortress_Build ( BUILD_FIELDGEN ) ;
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ResetMenu ( ) ;
self . impulse = 0 ;
}
}
# ifdef FIELD_FORCEMODE
else if ( self . has_fieldgen > 1 )
{
if ( GetFieldForcedStatus ( ) )
{
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SetFieldForcedStatus ( FALSE ) ;
sprint ( self , PRINT_HIGH , " You set the force field to Intelligent Mode \n " ) ;
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}
else
{
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SetFieldForcedStatus ( TRUE ) ;
sprint ( self , PRINT_HIGH , " You set the force field to Closed Mode \n " ) ;
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}
ResetMenu ( ) ;
self . impulse = 0 ;
}
# endif
}
else if ( inp = = 9 & & ( self . has_fieldgen > = 1 ) ) //ch if have one out. can destroy
{
Find_And_Dmg ( " building_fieldgen " , self , 1 ) ;
self . has_fieldgen = 0 ; // FIXME: shouldnt be needed
ResetMenu ( ) ;
self . impulse = 0 ;
}
//-----------------------------------------------------------------//
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else if ( inp = = 1 & & self . has_dispenser = = TRUE )
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{
Find_And_Dmg ( " building_dispenser " , self , 1 ) ;
ResetMenu ( ) ;
self . impulse = 0 ;
}
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else if ( inp = = 2 & & self . has_sentry = = TRUE )
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{
Find_And_Dmg ( " building_sentrygun " , self , 1 ) ;
ResetMenu ( ) ;
self . impulse = 0 ;
}
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else if ( inp = = 3 & & self . has_tesla = = TRUE )
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{
te = find ( world , classname , " building_tesla " ) ;
while ( te )
{
if ( te . real_owner = = self )
{
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if ( te . tf_items & NIT_SECURITY_CAMERA ) {
sprint ( self , PRINT_HIGH , " Can't detonate a rogue tesla. Sorry, it's not that easy. \n " ) ;
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ResetMenu ( ) ;
self . impulse = 0 ;
return ;
}
}
te = find ( te , classname , " building_tesla " ) ;
}
Find_And_Dmg ( " building_tesla " , self , 1 ) ;
ResetMenu ( ) ;
self . impulse = 0 ;
}
else if ( inp = = 10 ) //CH was 4
{
ResetMenu ( ) ;
self . impulse = 0 ;
}
// Otherwise, the impulse is passed on
} ;
//CH to reduce code.
void ( entity person , string build ) Add_Building_Teamkill =
{
local string st ;
local float threshold ;
threshold = 0 ;
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bprint ( PRINT_HIGH , person . netname ) ;
bprint ( PRINT_HIGH , " has dismantled a friendly " ) ;
bprint ( PRINT_HIGH , build ) ;
bprint ( PRINT_HIGH , " ! \n " ) ;
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st = infokey ( world , " curse " ) ;
if ( st ! = string_null )
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threshold = stof ( st ) ;
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person . ff_count = person . ff_count + 2 ; //Increase their bastard rating
//Increase the engineers bastard rating so they
//can't block everyone.
person . building . real_owner . ff_count = person . building . real_owner . ff_count + 0.5 ;
if ( threshold > = 1 )
{
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if ( person . ff_count > = threshold )
createBastard ( person , threshold ) ;
if ( person . building . real_owner . ff_count > = threshold )
createBastard ( person . building . real_owner , threshold ) ;
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if ( ( person . ff_count = = threshold - 2 ) | | ( person . ff_count = = threshold - 1.5 ) | | ( person . ff_count = = threshold - 1 ) | | ( person . ff_count = = threshold - 0.5 ) )
{
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sprint ( person , PRINT_MEDIUM , " One more dismantling and you will be cursed. \n " ) ;
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}
}
} ;
//============================================================================
// ENGINEER menus for fixing buildings
void ( ) Menu_EngineerFix_Dispenser =
{
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n <EFBFBD> .. Put Ammo into Dispenser \n <EFBFBD> .. Put Armor into Dispenser \n <EFBFBD> .. Repair Dispenser \n <EFBFBD> .. Dismantle Dispenser \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n " ) ;
} ;
void ( float inp ) Menu_EngineerFix_Dispenser_Input =
{
local float metalcost ;
local float am ;
if ( self . classname ! = " player " | | self . building = = world )
return ;
local float iI ; // is Improved?
iI = 1 ;
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if ( self . building . num_mines & IMPROVED_ONE )
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iI = 2 ;
if ( inp = = 1 )
{
// shells
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am = ( DROP_SHELLS * 2 ) ;
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if ( am > self . ammo_shells )
am = self . ammo_shells ;
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if ( am > ( BUILD_DISPENSER_MAX_SHELLS * iI - self . building . ammo_shells ) )
am = BUILD_DISPENSER_MAX_SHELLS * iI - self . building . ammo_shells ;
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self . ammo_shells = self . ammo_shells - am ;
self . building . ammo_shells = self . building . ammo_shells + am ;
// nails
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am = ( DROP_NAILS * 2 ) ;
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if ( am > self . ammo_nails )
am = self . ammo_nails ;
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if ( am > ( BUILD_DISPENSER_MAX_NAILS * iI - self . building . ammo_nails ) )
am = BUILD_DISPENSER_MAX_NAILS * iI - self . building . ammo_nails ;
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self . ammo_nails = self . ammo_nails - am ;
self . building . ammo_nails = self . building . ammo_nails + am ;
// rockets
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am = ( DROP_ROCKETS * 2 ) ;
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if ( am > self . ammo_rockets )
am = self . ammo_rockets ;
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if ( am > ( BUILD_DISPENSER_MAX_ROCKETS * iI - self . building . ammo_rockets ) )
am = BUILD_DISPENSER_MAX_ROCKETS * iI - self . building . ammo_rockets ;
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self . ammo_rockets = self . ammo_rockets - am ;
self . building . ammo_rockets = self . building . ammo_rockets + am ;
// cells
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am = ( DROP_CELLS * 2 ) ;
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if ( am > self . ammo_cells )
am = self . ammo_cells ;
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if ( am > ( BUILD_DISPENSER_MAX_CELLS * iI - self . building . ammo_cells ) )
am = BUILD_DISPENSER_MAX_CELLS * iI - self . building . ammo_cells ;
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self . ammo_cells = self . ammo_cells - am ;
self . building . ammo_cells = self . building . ammo_cells + am ;
}
else if ( inp = = 2 )
{
// armor
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am = ( DROP_ARMOR * 2 ) ;
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if ( am > self . armorvalue )
am = self . armorvalue ;
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if ( am > ( BUILD_DISPENSER_MAX_ARMOR * iI - self . building . armorvalue ) )
am = BUILD_DISPENSER_MAX_ARMOR * iI - self . building . armorvalue ;
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self . armorvalue = self . armorvalue - am ;
self . building . armorvalue = self . building . armorvalue + am ;
}
else if ( inp = = 3 )
{
local string f1 ;
metalcost = ( self . building . max_health - self . building . health ) / 5 ;
if ( metalcost > self . ammo_cells )
metalcost = self . ammo_cells ;
self . ammo_cells = self . ammo_cells - metalcost ;
self . building . health = self . building . health + ( metalcost * 5 ) ;
}
else if ( inp = = 4 )
{
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if ( CheckEnemyDismantle ( ) = = FALSE ) { ResetMenu ( ) ; self . impulse = 0 ; return ; }
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sprint ( self , PRINT_HIGH , " You dismantle the Dispenser. \n " ) ;
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self . ammo_cells = self . ammo_cells + ( BUILD_COST_DISPENSER / 2.0 ) ;
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///////////////////////////
if ( Teammate ( self . building . real_owner . team_no , self . team_no ) & & teamplay ! = 0 & & self . building . real_owner ! = self ) { //Boot em if they dismantle too many
Add_Building_Teamkill ( self , " dispenser " ) ;
}
self . building . health = 0 ; // - OfN aborts hacks on it
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self . building . real_owner . has_dispenser = FALSE ;
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dremove ( self . building ) ;
}
if ( inp > = 1 & & inp < = 5 )
{
ResetMenu ( ) ;
self . impulse = 0 ;
self . building = world ;
bound_other_ammo ( self ) ;
if ( self . armorvalue = = 0 )
{
self . armortype = 0 ; // lost all armor
self . armorclass = 0 ; // lost special armor
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self . items = self . items - ( self . items & ( IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3 ) ) ;
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}
W_SetCurrentAmmo ( ) ;
}
// Otherwise, the impulse is passed on
} ;
void ( ) Menu_EngineerFix_SentryGun =
{
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if ( self . building . weapon < 3 & & self . ammo_cells > = BUILD_COST_SENTRYGUN )
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{
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if ( ! ( self . tf_items & NIT_TURRET ) ) // TODO: Action --> OfteN's sentry gun
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n .. Put Ammo into Sentry Gun \n .. Upgrade Sentry Gun \n <EFBFBD> .. Repair Sentry Gun \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n <EFBFBD> .. Dismantle Sentry Gun \n <EFBFBD> .. Rotate Clockwise \n <EFBFBD> .. Rotate Counter-Clockwise \n " ) ;
else
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n .. Put Ammo into Sentry Gun \n .. Upgrade Sentry Gun \n <EFBFBD> .. Repair Sentry Gun \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n <EFBFBD> .. Dismantle Sentry Gun \n <EFBFBD> .. Rotate Clockwise \n <EFBFBD> .. Rotate Counter-Clockwise \n <EFBFBD> .. Create Turret \n " ) ;
}
else
{
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if ( ! ( self . tf_items & NIT_TURRET ) )
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CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n .. Put Ammo into Sentry Gun \n <EFBFBD> .. Repair Sentry Gun \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n <EFBFBD> .. Dismantle Sentry Gun \n <EFBFBD> .. Rotate Clockwise \n <EFBFBD> .. Rotate Counter-Clockwise \n " ) ;
else
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n .. Put Ammo into Sentry Gun \n <EFBFBD> .. Repair Sentry Gun \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n <EFBFBD> .. Dismantle Sentry Gun \n <EFBFBD> .. Rotate Clockwise \n <EFBFBD> .. Rotate Counter-Clockwise \n <EFBFBD> .. Create Turret \n " ) ;
}
} ;
void ( float inp ) Menu_EngineerFix_SentryGun_Input =
{
local float am , metalcost ;
local string st ;
if ( self . classname ! = " player " | | self . building = = world )
return ;
if ( inp = = 1 )
{
// shells
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am = ( DROP_SHELLS * 2 ) ;
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if ( am > self . ammo_shells )
am = self . ammo_shells ;
if ( am > ( self . building . maxammo_shells - self . building . ammo_shells ) )
am = ( self . building . maxammo_shells - self . building . ammo_shells ) ;
self . ammo_shells = self . ammo_shells - am ;
self . building . ammo_shells = self . building . ammo_shells + am ;
// If it's level 3, put some rockets in too
if ( self . building . weapon = = 3 )
{
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am = ( DROP_ROCKETS * 2 ) ;
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if ( am > self . ammo_rockets )
am = self . ammo_rockets ;
if ( am > ( self . building . maxammo_rockets - self . building . ammo_rockets ) )
am = ( self . building . maxammo_rockets - self . building . ammo_rockets ) ;
self . ammo_rockets = self . ammo_rockets - am ;
self . building . ammo_rockets = self . building . ammo_rockets + am ;
}
}
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else if ( self . building . weapon < 3 & & inp = = 2 & & self . ammo_cells > = BUILD_COST_SENTRYGUN )
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{
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self . ammo_cells = self . ammo_cells - BUILD_COST_SENTRYGUN ;
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self . building . weapon = self . building . weapon + 1 ;
local float HPfactor , AMMOfactor ;
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if ( self . building . num_mines & IMPROVED_THREE )
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HPfactor = 2 ;
else
HPfactor = 1 ;
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if ( self . building . num_mines & IMPROVED_ONE )
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AMMOfactor = 2 ;
else
AMMOfactor = 1 ;
// more health
//self.building.max_health = self.building.max_health * 1.2;
//self.building.health = self.building.max_health;
// more ammo capability
//self.building.maxammo_shells = self.building.maxammo_shells * 1.2;
// Change the skin and frames
if ( self . building . weapon = = 2 )
{
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sound ( self . building , CHAN_ITEM , " weapons/turrset.wav " , 1 , ATTN_NORM ) ;
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self . building . think = lvl2_sentry_stand ;
//self.building.skin = 1;
self . building . max_health = 180 * HPfactor ;
self . building . maxammo_shells = 120 * AMMOfactor ;
}
else // if (self.building.weapon == 3)
{
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sound ( self . building , CHAN_ITEM , " weapons/turrset.wav " , 1 , ATTN_NORM ) ;
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self . building . think = lvl3_sentry_stand ;
//self.building.skin = 2;
self . building . max_health = 220 * HPfactor ;
self . building . maxammo_shells = 144 * AMMOfactor ;
}
self . building . health = self . building . max_health ;
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sprint ( self , PRINT_HIGH , " You upgrade the Sentry Gun to level " ) ;
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st = ftos ( self . building . weapon ) ;
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sprint ( self , PRINT_HIGH , st ) ;
sprint ( self , PRINT_HIGH , " \n " ) ;
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}
else if ( inp = = 3 )
{
metalcost = ( self . building . max_health - self . building . health ) / 5 ;
if ( metalcost > self . ammo_cells )
metalcost = self . ammo_cells ;
self . ammo_cells = self . ammo_cells - metalcost ;
self . building . health = self . building . health + ( metalcost * 5 ) ;
}
else if ( inp = = 5 )
{
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if ( CheckEnemyDismantle ( ) = = FALSE ) return ;
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sprint ( self , PRINT_HIGH , " You dismantle the Sentry Gun. \n " ) ;
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//CH give .5 of build cost====give 25*level
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self . ammo_cells = self . ammo_cells + ( BUILD_COST_SENTRYGUN / 2.0 ) + ( self . building . weapon * 25 ) ;
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if ( Teammate ( self . building . real_owner . team_no , self . team_no ) & & teamplay ! = 0 & & self . building . real_owner ! = self ) { //Boot em if they dismantle too many
Add_Building_Teamkill ( self , " sentry gun " ) ;
}
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self . building . real_owner . has_sentry = FALSE ;
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dremove ( self . building . trigger_field ) ;
self . building . health = 0 ; // - OfN aborts hacks on it
dremove ( self . building ) ;
}
else if ( inp = = 6 ) //WK
{
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sprint ( self , PRINT_HIGH , " You rotate it clockwise 45 degrees \n " ) ;
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self . building . angles_y = anglemod ( self . building . angles_y - 45 ) ;
self . building . angles_y = ( ( ceil ( self . building . angles_y / 10 ) ) * 10 ) ; //CH set last int to 0
self . building . waitmin = anglemod ( self . building . angles_y - 50 ) ;
self . building . waitmax = anglemod ( self . building . angles_y + 50 ) ;
self . building . heat = 0 ;
}
else if ( inp = = 7 ) //WK
{
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sprint ( self , PRINT_HIGH , " You rotate it counter-clockwise 45 degrees \n " ) ;
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self . building . angles_y = anglemod ( self . building . angles_y + 45 ) ;
self . building . angles_y = ( ( ceil ( self . building . angles_y / 10 ) ) * 10 ) ; //CH set last int to 0
self . building . waitmin = anglemod ( self . building . angles_y - 50 ) ;
self . building . waitmax = anglemod ( self . building . angles_y + 50 ) ;
self . building . heat = 1 ;
}
//Detachable sentry!
else if ( inp = = 8 )
{
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if ( self . building . tf_items & NIT_TURRET ) {
sprint ( self , PRINT_HIGH , " Gun is already deployed \n " ) ;
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}
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else if ( ! ( self . tf_items & NIT_TURRET ) ) {
sprint ( self , PRINT_HIGH , " You need to purchase the turret upgrade \n " ) ;
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}
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else if ( self . ammo_cells < BUILD_COST_TURRET )
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{
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sprint ( self , PRINT_HIGH , " Creating a turret costs BUILD_COST_TURRET metal \n " ) ;
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}
else {
self . building . origin_z = self . building . origin_z + 15 ; //Elevate for the check
//Make sure the launch area is clear
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if ( CheckArea ( self . building , self ) = = FALSE ) {
sprint ( self , PRINT_HIGH , " You need a clear area to launch \n " ) ;
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self . building . origin_z = self . building . origin_z - 15 ; //Set back down
}
else {
self . building . origin_z = self . building . origin_z + 25 ; //Finish liftoff
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sprint ( self , PRINT_HIGH , " You launch the sentrygun \n " ) ;
self . ammo_cells = self . ammo_cells - BUILD_COST_TURRET ;
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self . building . angles_z = 180 ;
setmodel ( self . building . trigger_field , string_null ) ;
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self . building . trigger_field . solid = SOLID_NOT ;
self . building . flags = self . building . flags - ( self . building . flags & FL_ONGROUND ) ;
self . building . movetype = MOVETYPE_FLY ;
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self . building . velocity_z = 200 ;
setsize ( self . building , ' - 16 - 16 - 40 ' , ' 16 16 - 10 ' ) ; //WK -40, -10
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self . building . tf_items = self . building . tf_items | NIT_TURRET ;
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}
}
}
if ( inp > = 1 & & inp < = 8 )
{
ResetMenu ( ) ;
self . impulse = 0 ;
bound_other_ammo ( self ) ;
if ( self . armorvalue = = 0 )
{
self . armortype = 0 ; // lost all armor
self . armorclass = 0 ; // lost special armor
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self . items = self . items - ( self . items & ( IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3 ) ) ;
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}
W_SetCurrentAmmo ( ) ;
}
} ;
void ( ) Menu_EngineerFix_Sensor =
{
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n .. Repair Sensor \n \n .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n .. Dismantle \n " ) ;
} ;
void ( float inp ) Menu_EngineerFix_Sensor_Input =
{
//*ch
local float am , metalcost ;
local string st ;
if ( self . classname ! = " player " | | self . building = = world )
return ;
if ( inp = = 1 )
{
metalcost = ( self . building . max_health - self . building . health ) / 10 ;
if ( metalcost > self . ammo_cells )
metalcost = self . ammo_cells ;
self . ammo_cells = self . ammo_cells - metalcost ;
self . building . health = self . building . health + ( metalcost * 10 ) ;
}
else if ( inp = = 3 )
{
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if ( CheckEnemyDismantle ( ) = = FALSE ) return ; //- OfN - ICE avoids enemy dismantle (see often.qc)
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sprint ( self , PRINT_HIGH , " You dismantle the Motion Sensor. \n " ) ;
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//CH will give you half of cost + max of 20
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self . ammo_cells = self . ammo_cells + ( BUILD_COST_SENSOR * 0.5 ) + floor ( self . building . health / 40 ) ;
self . building . real_owner . has_sensor = FALSE ;
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if ( Teammate ( self . building . real_owner . team_no , self . team_no ) & & teamplay ! = 0 & & self . building . real_owner ! = self ) { //Boot em if they dismantle too many
Add_Building_Teamkill ( self , " motion sensor " ) ;
}
self . building . health = 0 ; // - OfN aborts hacks on it
dremove ( self . building ) ;
}
if ( inp > = 1 & & inp < = 3 )
{
ResetMenu ( ) ;
self . impulse = 0 ;
bound_other_ammo ( self ) ;
if ( self . armorvalue = = 0 )
{
self . armortype = 0 ; // lost all armor
self . armorclass = 0 ; // lost special armor
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self . items = self . items - ( self . items & ( IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3 ) ) ;
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}
W_SetCurrentAmmo ( ) ;
}
} ;
void ( ) Menu_EngineerFix_Camera =
{
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n .. Repair Camera \n \n .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n .. Dismantle \n " ) ;
} ;
void ( float inp ) Menu_EngineerFix_Camera_Input =
{
//*ch
local float am , metalcost ;
local string st ;
if ( self . classname ! = " player " | | self . building = = world )
return ;
if ( inp = = 1 )
{
metalcost = ( self . building . max_health - self . building . health ) / 10 ;
if ( metalcost > self . ammo_cells )
metalcost = self . ammo_cells ;
self . ammo_cells = self . ammo_cells - metalcost ;
self . building . health = self . building . health + ( metalcost * 10 ) ;
}
else if ( inp = = 3 )
{
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if ( CheckEnemyDismantle ( ) = = FALSE ) return ; //- OfN - ICE avoids enemy dismantle (see often.qc)
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sprint ( self , PRINT_HIGH , " You dismantle the Security Camera. \n " ) ;
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//CH will give you half of cost + max of 20
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self . ammo_cells = self . ammo_cells + ( BUILD_COST_CAMERA * 0.5 ) + floor ( self . building . health / 40 ) ;
self . building . real_owner . has_camera = FALSE ;
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if ( Teammate ( self . building . real_owner . team_no , self . team_no ) & & teamplay ! = 0 & & self . building . real_owner ! = self ) { //Boot em if they dismantle too many
Add_Building_Teamkill ( self , " security camera " ) ;
}
self . building . health = 0 ; // - OfN aborts hacks on it
dremove ( self . building ) ;
}
if ( inp > = 1 & & inp < = 3 )
{
ResetMenu ( ) ;
self . impulse = 0 ;
bound_other_ammo ( self ) ;
if ( self . armorvalue = = 0 )
{
self . armortype = 0 ; // lost all armor
self . armorclass = 0 ; // lost special armor
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self . items = self . items - ( self . items & ( IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3 ) ) ;
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}
W_SetCurrentAmmo ( ) ;
}
} ;
void ( ) Menu_EngineerFix_Teleporter =
{
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n .. Repair Teleporter \n .. Recharge Teleporter\n \n .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n .. Dismantle \n " ) ;
} ;
void ( float inp ) Menu_EngineerFix_Teleporter_Input =
{
//*ch
local float am , metalcost ;
local string st ;
if ( self . classname ! = " player " | | self . building = = world )
return ;
if ( inp = = 1 )
{
metalcost = ( self . building . max_health - self . building . health ) / 5 ;
if ( metalcost > self . ammo_cells )
metalcost = ceil ( self . ammo_cells ) ;
self . ammo_cells = self . ammo_cells - metalcost ;
self . building . health = self . building . health + ( metalcost * 5 ) ;
}
else if ( inp = = 2 )
{
metalcost = ( self . building . maxammo_cells - self . building . ammo_cells ) ;
if ( metalcost > self . ammo_cells )
metalcost = ceil ( self . ammo_cells ) ;
self . ammo_cells = self . ammo_cells - metalcost ;
self . building . ammo_cells = self . building . ammo_cells + metalcost ;
if ( self . building . ammo_cells > self . building . maxammo_cells )
self . building . ammo_cells = self . building . maxammo_cells ;
}
else if ( inp = = 4 )
{
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if ( CheckEnemyDismantle ( ) = = FALSE ) return ; //- OfN - ICE avoids enemy dismantle (see often.qc)
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sprint ( self , PRINT_HIGH , " You dismantle the Teleporter Pad. \n " ) ;
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//CH will give you half of cost + max of 20
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self . ammo_cells = self . ammo_cells + ( BUILD_COST_TELEPORTER * 0.5 ) + floor ( self . building . health / 15 ) ;
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self . building . real_owner . has_teleporter = ( self . building . real_owner . has_teleporter - 1 ) ;
if ( Teammate ( self . building . real_owner . team_no , self . team_no ) & & teamplay ! = 0 & & self . building . real_owner ! = self ) { //Boot em if they dismantle too many
Add_Building_Teamkill ( self , " teleporter " ) ;
}
self . building . health = 0 ; // - OfN aborts hacks on it
dremove ( self . building ) ;
}
if ( inp > = 1 & & inp < = 4 )
{
ResetMenu ( ) ;
self . impulse = 0 ;
bound_other_ammo ( self ) ;
if ( self . armorvalue = = 0 )
{
self . armortype = 0 ; // lost all armor
self . armorclass = 0 ; // lost special armor
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self . items = self . items - ( self . items & ( IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3 ) ) ;
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}
W_SetCurrentAmmo ( ) ;
}
} ;
//=========================================================================
// field generator
void ( ) Menu_EngineerFix_FieldGen =
{
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n .. Repair Field Generator \n .. Recharge Field Generator\n \n .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n .. Dismantle \n " ) ;
} ;
void ( float inp ) Menu_EngineerFix_FieldGen_Input =
{
local float am , metalcost ;
local string st ;
if ( self . classname ! = " player " | | self . building = = world )
return ;
if ( inp = = 1 )
{
metalcost = ( self . building . max_health - self . building . health ) / 5 ;
if ( metalcost > self . ammo_cells )
metalcost = ceil ( self . ammo_cells ) ;
self . ammo_cells = self . ammo_cells - metalcost ;
self . building . health = self . building . health + ( metalcost * 5 ) ;
}
else if ( inp = = 2 )
{
metalcost = ( self . building . maxammo_cells - self . building . ammo_cells ) ;
if ( metalcost > self . ammo_cells )
metalcost = ceil ( self . ammo_cells ) ;
self . ammo_cells = self . ammo_cells - metalcost ;
self . building . ammo_cells = self . building . ammo_cells + metalcost ;
if ( self . building . ammo_cells > self . building . maxammo_cells )
self . building . ammo_cells = self . building . maxammo_cells ;
}
else if ( inp = = 4 )
{
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if ( CheckEnemyDismantle ( ) = = FALSE ) return ; //- OfN - ICE avoids enemy dismantle (see often.qc)
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sprint ( self , PRINT_HIGH , " You dismantle the Field Generator. \n " ) ;
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//CH will give you half of cost + max of 20
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self . ammo_cells = self . ammo_cells + ( BUILD_COST_FIELDGEN * 0.5 ) + floor ( self . building . health / 15 ) ;
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self . building . real_owner . has_fieldgen = ( self . building . real_owner . has_fieldgen - 1 ) ;
if ( Teammate ( self . building . real_owner . team_no , self . team_no ) & & teamplay ! = 0 & & self . building . real_owner ! = self ) { //Boot em if they dismantle too many
Add_Building_Teamkill ( self , " field generator " ) ;
}
self . building . health = 0 ; // - OfN aborts hacks on it
dremove ( self . building ) ;
}
if ( inp > = 1 & & inp < = 4 )
{
ResetMenu ( ) ;
self . impulse = 0 ;
bound_other_ammo ( self ) ;
if ( self . armorvalue = = 0 )
{
self . armortype = 0 ; // lost all armor
self . armorclass = 0 ; // lost special armor
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self . items = self . items - ( self . items & ( IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3 ) ) ;
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}
W_SetCurrentAmmo ( ) ;
}
} ;
//CH
string ( float num ) Return_Colored_Num =
{
if ( num = = 0 )
return " <EFBFBD> " ;
else if ( num = = 1 )
return " <EFBFBD> " ;
else if ( num = = 2 )
return " <EFBFBD> " ;
else if ( num = = 3 )
return " <EFBFBD> " ;
else if ( num = = 4 )
return " <EFBFBD> " ;
else if ( num = = 5 )
return " <EFBFBD> " ;
else if ( num = = 6 )
return " <EFBFBD> " ;
else if ( num = = 7 )
return " <EFBFBD> " ;
else if ( num = = 8 )
return " <EFBFBD> " ;
else if ( num = = 9 )
return " <EFBFBD> " ;
else
return " <EFBFBD> " ; //Should never happen // OfN - It does when a tesla is in upgrade for frags
} ;
//Upgrades tesla, type 1=volt 2=amps 3=health 4=spy 5=kevlar 6=blast 7=turret 8=improve 9=cloak
//menu 0=normal 1=misc
float ( float ups , entity person , entity sent , float type , float menu ) Check_Tesla_Ups =
{
local float upgrades ;
if ( menu = = 1 )
upgrades = sent . has_tesla ; //misc
else
upgrades = sent . has_sentry ; //normal
if ( ups > upgrades ) { //not enough upgrades
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sprint ( person , PRINT_HIGH , " You do not have enough upgrades to improve the tesla \n " ) ;
return FALSE ;
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}
if ( type = = 4 | | type = = 5 ) { //Spy detector and frag to upgrade
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if ( person . ammo_cells < ( ups / 2 ) * UPGRADE ) { //not enough cells
sprint ( person , PRINT_HIGH , " You need more cells to upgrade the tesla \n " ) ;
return FALSE ;
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}
}
else
{
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if ( person . ammo_cells < ups * UPGRADE ) { //not enough cells
sprint ( person , PRINT_HIGH , " You need more cells to upgrade the tesla \n " ) ;
return FALSE ;
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}
}
if ( type = = 1 )
{
if ( sent . ammo_shells > = 3 ) {
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sprint ( self , PRINT_HIGH , " You can only upgrade voltage 3 times \n " ) ;
return FALSE ;
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}
else {
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self . ammo_cells = self . ammo_cells - ( ups * UPGRADE ) ;
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sent . has_sentry = sent . has_sentry - ups ;
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return TRUE ;
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}
}
if ( type = = 2 )
{
if ( sent . ammo_nails > = 3 ) {
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sprint ( person , PRINT_HIGH , " You can only upgrade amperage 3 times \n " ) ;
return FALSE ;
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}
else {
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self . ammo_cells = self . ammo_cells - ( ups * UPGRADE ) ;
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sent . has_sentry = sent . has_sentry - ups ;
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return TRUE ;
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}
}
if ( type = = 3 )
{
if ( sent . ammo_rockets > = 3 ) {
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sprint ( person , PRINT_HIGH , " You can only upgrade the capacitor 3 times \n " ) ;
return FALSE ;
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}
else {
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self . ammo_cells = self . ammo_cells - ( ups * UPGRADE ) ;
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sent . has_sentry = sent . has_sentry - ups ;
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return TRUE ;
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}
}
if ( type = = 4 )
{
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if ( sent . tf_items & NIT_AUTOID ) {
sprint ( person , PRINT_HIGH , " You already built a spy detector \n " ) ;
return FALSE ;
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}
else {
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self . ammo_cells = self . ammo_cells - ( ups * UPGRADE ) ;
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sent . has_sentry = sent . has_sentry - ups ;
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return TRUE ;
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}
}
if ( type = = 5 )
{
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if ( sent . tf_items & NIT_TELEPORTER ) {
sprint ( person , PRINT_HIGH , " You already have the upgrade \n " ) ;
return FALSE ;
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}
else {
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self . ammo_cells = self . ammo_cells - ( ups * UPGRADE ) ;
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sent . has_sentry = sent . has_sentry - ups ;
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return TRUE ;
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}
}
if ( type = = 6 )
{
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if ( sent . tf_items & NIT_KEVLAR ) {
sprint ( person , PRINT_HIGH , " The Tesla already has Kevlar Armor \n " ) ;
return FALSE ;
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}
else {
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self . ammo_cells = self . ammo_cells - ( ups * UPGRADE ) ;
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sent . has_tesla = sent . has_tesla - ups ;
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return TRUE ;
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}
}
if ( type = = 7 )
{
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if ( sent . tf_items & NIT_BLAST ) {
sprint ( person , PRINT_HIGH , " The Tesla already has Blast Armor \n " ) ;
return FALSE ;
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}
else {
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self . ammo_cells = self . ammo_cells - ( ups * UPGRADE ) ;
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sent . has_tesla = sent . has_tesla - ups ;
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return TRUE ;
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}
}
if ( type = = 8 )
{
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if ( sent . tf_items & NIT_ASBESTOS ) {
sprint ( person , PRINT_HIGH , " The Tesla already has Asbestos Armor \n " ) ;
return FALSE ;
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}
else {
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self . ammo_cells = self . ammo_cells - ( ups * UPGRADE ) ;
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sent . has_tesla = sent . has_tesla - ups ;
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return TRUE ;
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}
}
if ( type = = 9 )
{
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if ( sent . tf_items & NIT_TURRET ) {
sprint ( person , PRINT_HIGH , " The Tesla is already a turret! \n " ) ;
return FALSE ;
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}
else {
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self . ammo_cells = self . ammo_cells - ( ups * UPGRADE ) ;
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sent . has_tesla = sent . has_tesla - ups ;
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return TRUE ;
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}
}
if ( type = = 10 )
{
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if ( sent . tf_items & NIT_SCANNER ) {
sprint ( person , PRINT_HIGH , " The Tesla already has an improved targeter \n " ) ;
return FALSE ;
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}
else {
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self . ammo_cells = self . ammo_cells - ( ups * UPGRADE ) ;
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sent . has_tesla = sent . has_tesla - ups ;
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return TRUE ;
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}
}
if ( type = = 11 )
{
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//sprint(person,PRINT_HIGH,"Not implemented yet!\n");
// return FALSE;
if ( sent . tf_items & NIT_TESLA_CLOAKING ) {
sprint ( person , PRINT_HIGH , " The Tesla already has a cloaking device \n " ) ;
return FALSE ;
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}
else {
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self . ammo_cells = self . ammo_cells - ( ups * UPGRADE ) ;
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sent . has_tesla = sent . has_tesla - ups ;
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return TRUE ;
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}
}
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return FALSE ; //Should not happen
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} ;
//Cause its used 2x
void ( ) Menu_EngineerRepair_Tesla =
{
local float cost ;
local float maxcells ;
if ( self . building . health < self . building . max_health ) //CH allow repair with limited cells
{
cost = ( self . building . max_health - self . building . health ) / 2 ;
if ( cost > self . ammo_cells )
cost = self . ammo_cells ;
self . ammo_cells = self . ammo_cells - cost ;
self . building . health = self . building . health + ( cost * 2 ) ;
if ( self . building . health > = self . building . max_health )
self . building . health = self . building . max_health ;
}
maxcells = self . building . maxammo_cells ;
cost = maxcells - self . building . ammo_cells ;
if ( cost > self . ammo_cells ) cost = self . ammo_cells ;
self . ammo_cells = self . ammo_cells - cost ;
self . building . ammo_cells = self . building . ammo_cells + cost ;
if ( self . building . ammo_cells > = maxcells )
self . building . ammo_cells = maxcells ;
} ;
void ( ) Menu_EngineerDismantle_Tesla =
{
if ( ! self . building )
return ;
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if ( self . building . tf_items & NIT_SECURITY_CAMERA ) {
sprint ( self , PRINT_HIGH , " You can't dismantle it. It's not that easy! \n " ) ;
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return ;
}
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if ( CheckEnemyDismantle ( ) = = FALSE ) return ;
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sprint ( self , PRINT_HIGH , " You dismantle the Tesla Gun. \n " ) ;
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//CH give .5 of ammount of build====give 25*health level (0-3)====give .5 of cells
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self . ammo_cells = self . ammo_cells + ( BUILD_COST_TESLA / 2.0 ) + ( self . building . ammo_rockets * 25 ) + ( self . building . ammo_cells / 2 ) ;
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self . building . real_owner . has_tesla = FALSE ;
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if ( Teammate ( self . building . real_owner . team_no , self . team_no ) & & teamplay ! = 0 & & self . building . real_owner ! = self ) { //Boot em if they dismantle too many
Add_Building_Teamkill ( self , " tesla " ) ;
}
dremove ( self . building ) ;
} ;
//CH does random and picks what upgrade to give
void ( entity sent , entity who ) Tesla_Add_Rand_Upgrade =
{
local float num ;
num = random ( ) ;
if ( num < = 0.8 ) //give them a normal upgrade
{
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sprint ( who , PRINT_HIGH , " The tesla got a normal upgrade! \n " ) ;
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sent . has_sentry = sent . has_sentry + 1 ;
}
else
{
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sprint ( who , PRINT_HIGH , " The tesla got a misc upgrade! \n " ) ;
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sent . has_tesla = sent . has_tesla + 1 ;
}
} ;
void ( ) Menu_EngineerFix_Tesla =
{
local string l1 , l2 ;
l1 = Return_Colored_Num ( self . building . has_sentry ) ;
l2 = " <EFBFBD> .. Upgrade Voltage <20> 1u\n <EFBFBD> .. Upgrade Amperage <20> 1u\n <EFBFBD> .. Upgrade Power Supply <20> 1u\n <EFBFBD> .. Add Spy Detector <20> 4u\n <EFBFBD> .. Upgrades from frags <20> 3u\n <EFBFBD> .. Tinker \n <EFBFBD> .. Repair and Recharge \n <EFBFBD> .. Dismantle \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n <EFBFBD> .. Misc Upgrades \n " ;
CenterPrint4 ( self , " Tesla <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> : " , l1 , " Upgrades Left \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Normal Tesla Upgrades <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n " , l2 ) ;
} ;
void ( float inp ) Menu_EngineerFix_Tesla_Input =
{
local string temp ;
local float cost = 0 ;
local float maxcells ;
if ( self . classname ! = " player " | | self . building = = world )
return ;
if ( inp < = 10 & & inp > = 1 )
{
if ( self . building . real_owner ! = self & & ( inp < 7 | | inp = = 10 ) ) {
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sprint ( self , PRINT_HIGH , " Sorry, only the owner can do that \n " ) ;
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return ;
}
if ( inp = = 1 ) { //Upgrade volt
if ( Check_Tesla_Ups ( 1 , self , self . building , 1 , 0 ) )
{
self . building . ammo_shells = self . building . ammo_shells + 1 ;
self . building . waitmin = ( self . building . ammo_shells + 2 ) * ( self . building . ammo_nails + 2 ) ; //Ammo consumption
}
}
if ( inp = = 2 ) { //Upgrade amperage
if ( Check_Tesla_Ups ( 1 , self , self . building , 2 , 0 ) )
{
self . building . ammo_nails = self . building . ammo_nails + 1 ;
self . building . waitmin = ( self . building . ammo_shells + 2 ) * ( self . building . ammo_nails + 2 ) ; //Ammo consumption
}
}
if ( inp = = 3 ) { //Upgrade power supply
if ( Check_Tesla_Ups ( 1 , self , self . building , 3 , 0 ) )
{
local float HPfactor , num , AMMOfactor ;
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if ( self . building . num_mines & IMPROVED_THREE )
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HPfactor = 2 ;
else
HPfactor = 1 ;
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if ( self . building . num_mines & IMPROVED_ONE )
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AMMOfactor = 2 ;
else
AMMOfactor = 1 ;
num = self . building . health / self . building . max_health ;
self . building . ammo_rockets = self . building . ammo_rockets + 1 ;
//Upgrade them //- OfN - teslas start with 150 hp
if ( self . building . ammo_rockets = = 1 ) {
//self.building.max_health = self.building.max_health + 75; // 225
self . building . max_health = 225 * HPfactor ;
//self.building.health = self.building.health + 75;
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self . building . maxammo_cells = ( MAXCELLS0 + ADDCELLS1 ) * AMMOfactor ;
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self . building . ammo_cells = self . building . maxammo_cells ;
}
else if ( self . building . ammo_rockets = = 2 ) {
//self.building.max_health = self.building.max_health + 100;// 325
self . building . max_health = 325 * HPfactor ; // 325
//self.building.health = self.building.health + 100;
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//self.building.maxammo_cells = self.building.maxammo_cells + ADDCELLS2; //Add
self . building . maxammo_cells = ( MAXCELLS0 + ADDCELLS1 + ADDCELLS2 ) * AMMOfactor ;
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self . building . ammo_cells = self . building . maxammo_cells ;
}
else if ( self . building . ammo_rockets = = 3 ) {
//self.building.max_health = self.building.max_health + 75; // 400
self . building . max_health = 400 * HPfactor ; // 400
//self.building.health = self.building.health + 75;
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self . building . maxammo_cells = ( MAXCELLS0 + ADDCELLS1 + ADDCELLS2 + ADDCELLS3 ) * AMMOfactor ; //Add
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self . building . ammo_cells = self . building . maxammo_cells ;
}
self . building . health = self . building . max_health * num ;
}
}
if ( inp = = 4 ) { //Spy Detector
if ( Check_Tesla_Ups ( 4 , self , self . building , 4 , 0 ) )
{
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self . building . tf_items = self . building . tf_items | NIT_AUTOID ;
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}
}
if ( inp = = 5 ) { //CH Get frags for upgrades
if ( Check_Tesla_Ups ( 3 , self , self . building , 5 , 0 ) )
{
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self . building . tf_items = self . building . tf_items | NIT_TELEPORTER ;
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}
}
if ( inp = = 6 ) { // Tinker by Cyt0 Remade by CH to fit with new code
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if ( self . building . tf_items & NIT_TELEPORTER ) //- ofn - workaround to solve the HP/cells increase by tinker combined with the hack
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{
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sprint ( self , PRINT_HIGH , " You can't tinker a tesla in upgrade from frags mode! \n " ) ;
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}
else
{
DoTinker ( ) ;
}
}
if ( inp = = 7 ) { //Repair and Rearm
Menu_EngineerRepair_Tesla ( ) ;
}
if ( inp = = 8 ) {
Menu_EngineerDismantle_Tesla ( ) ;
}
// if (inp == 9) {
// }
if ( inp = = 10 ) {
self . impulse = 0 ;
Menu_EngineerFix_Tesla2 ( ) ;
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self . current_menu = MENU_ENGINEER_FIX_TESLA2 ;
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}
if ( inp > = 1 & & inp < = 9 )
{
ResetMenu ( ) ;
self . impulse = 0 ;
if ( self . ammo_cells < 0 ) self . ammo_cells = 0 ;
bound_other_ammo ( self ) ;
if ( self . armorvalue = = 0 )
{
self . armortype = 0 ; // lost all armor
self . armorclass = 0 ; // lost special armor
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self . items = self . items - ( self . items & ( IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3 ) ) ;
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}
W_SetCurrentAmmo ( ) ;
}
}
} ;
void ( ) Menu_EngineerFix_Tesla2 =
{
local string l1 , l2 ;
l1 = Return_Colored_Num ( self . building . has_tesla ) ;
//l2 = "<22> .. Cloaking Tesla <20> 2u";
l2 = " <EFBFBD> .. Kevlar Armor <20> 1u\n <EFBFBD> .. Blast Armor <20> 1u\n <EFBFBD> .. Asbestos Armor <20> 1u\n <EFBFBD> .. Make TeslaTurret(tm) <20> 1u\n <EFBFBD> .. Improved Targeting System <20> 1u\n <EFBFBD> .. Cloaking Device <20> 1u\n <EFBFBD> .. Repair and Recharge \n <EFBFBD> .. Dismantle \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n <EFBFBD> .. Normal Upgrades\n " ;
//l2 = "<22> .. Kevlar Armor <20> 1u\n<> .. Blast Armor <20> 1u\n<> .. Asbestos Armor <20> 1u\n<> .. Make TeslaTurret(tm) <20> 1u\n<> .. Improved Targeting System <20> 1u\n\n<> .. Repair and Recharge \n<> .. Dismantle \n<> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n\n<> .. Normal Upgrades\n";
CenterPrint4 ( self , " Tesla <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> : " , l1 , " Upgrades Left \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Misc Tesla Upgrades <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n " , l2 ) ;
} ;
void ( float inp ) Menu_EngineerFix_Tesla_Input2 =
{
local string temp ;
local float cost = 0 ;
local float maxcells ;
if ( self . classname ! = " player " | | self . building = = world )
return ;
if ( inp < = 10 & & inp > = 1 )
{
if ( inp = = 1 ) { //Kevlar
if ( Check_Tesla_Ups ( 1 , self , self . building , 6 , 1 ) )
{
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self . building . tf_items = self . building . tf_items | NIT_KEVLAR ;
self . building . armorclass = self . building . armorclass | AT_SAVESHOT ;
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}
}
if ( inp = = 2 ) { //Blast
if ( Check_Tesla_Ups ( 1 , self , self . building , 7 , 1 ) )
{
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self . building . tf_items = self . building . tf_items | NIT_BLAST ;
self . building . armorclass = self . building . armorclass | AT_SAVEEXPLOSION ;
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}
}
if ( inp = = 3 ) { //Blast
if ( Check_Tesla_Ups ( 1 , self , self . building , 8 , 1 ) )
{
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self . building . tf_items = self . building . tf_items | NIT_ASBESTOS ;
self . building . armorclass = self . building . armorclass | AT_SAVEFIRE ;
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}
}
if ( inp = = 4 ) { //Tesla Turret(tm)
if ( Check_Tesla_Ups ( 1 , self , self . building , 9 , 1 ) )
{
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if ( self . building . tf_items & NIT_TURRET ) {
sprint ( self , PRINT_HIGH , " Gun is already deployed \n " ) ;
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}
else {
self . building . origin_z = self . building . origin_z + 15 ; // +15//Elevate for the check
//Make sure the launch area is clear
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if ( FALSE ) {
//if (CheckArea(self.building,self) == FALSE) {
sprint ( self , PRINT_HIGH , " You need a clear area to launch \n " ) ;
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self . building . origin_z = self . building . origin_z - 15 ; //-15//Set back down
}
else {
//self.building.origin_z = self.building.origin_z + 25; //+ 25 //Finish liftoff
self . building . origin_z = self . building . origin_z - 25 ; //often fixes tesla not touchin ceiling//+ 25 //Finish liftoff
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sprint ( self , PRINT_HIGH , " You turretize the tesla \n " ) ;
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if ( self . building . job = = 1 & & self . building . tf_items & NIT_TESLA_CLOAKING )
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{
local entity TSelf , OSelfB ;
OSelfB = self . building ;
TSelf = TeslaClone ( OSelfB ) ;
dremove ( OSelfB ) ;
self . building = TSelf ; // NEEDED? teslaclone should have updated this pointer anyway..
spawnFOG ( self . building . origin ) ;
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sound ( self . building , CHAN_MISC , " misc/r_tele4.wav " , 1 , ATTN_NORM ) ;
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}
self . building . angles_z = 180 ;
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self . building . flags = self . building . flags - ( self . building . flags & FL_ONGROUND ) ;
self . building . movetype = MOVETYPE_FLY ;
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self . building . velocity_z = 200 ;
setsize ( self . building , ' - 16 - 16 10 ' , ' 16 16 40 ' ) ; //35');//'-16 -16 -40', '16 16 -10'); //WK -40, -10
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self . building . tf_items = self . building . tf_items | NIT_TURRET ;
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self . building . is_haxxxoring = 1 ; //flag determines if flying and it's used for cloaking teslas, set to 0 when landed
}
}
}
}
if ( inp = = 5 ) { //Improved Targeter
if ( Check_Tesla_Ups ( 1 , self , self . building , 10 , 1 ) )
{
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self . building . tf_items = self . building . tf_items | NIT_SCANNER ;
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}
}
//CH its commented out here and in the centerprint - OfN nomore!
if ( inp = = 6 ) { //Cloaking tesla
if ( Check_Tesla_Ups ( 1 , self , self . building , 11 , 1 ) )
{
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self . building . tf_items = self . building . tf_items | NIT_TESLA_CLOAKING ;
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if ( self . building . job = = 1 )
{
local entity oself ;
oself = self ;
self = self . building ;
self . job = 3 ; //- OfN - this flag indicates it must skip condition on lose_glow
Tesla_Lose_Glow ( ) ;
self = oself ;
}
}
}
if ( inp = = 7 ) { //Repair and Rearm
Menu_EngineerRepair_Tesla ( ) ;
}
if ( inp = = 8 ) {
Menu_EngineerDismantle_Tesla ( ) ;
}
// if (inp == 9) {
// }
if ( inp = = 10 ) {
self . impulse = 0 ;
Menu_EngineerFix_Tesla ( ) ;
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self . current_menu = MENU_ENGINEER_FIX_TESLA ;
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}
if ( inp > = 1 & & inp < = 9 )
{
ResetMenu ( ) ;
self . impulse = 0 ;
if ( self . ammo_cells < 0 ) self . ammo_cells = 0 ;
bound_other_ammo ( self ) ;
if ( self . armorvalue = = 0 )
{
self . armortype = 0 ; // lost all armor
self . armorclass = 0 ; // lost special armor
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self . items = self . items - ( self . items & ( IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3 ) ) ;
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}
W_SetCurrentAmmo ( ) ;
}
}
} ;
//============================================================================
// Menu for using buildings
void ( ) Menu_Dispenser =
{
CenterPrint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n <EFBFBD> .. Withdraw some ammo \n <EFBFBD> .. Withdraw some Armor \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> \n \n " ) ;
} ;
void ( float inp ) Menu_Dispenser_Input =
{
if ( self . classname ! = " player " | | self . building = = world )
return ;
local float am , empty ;
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empty = FALSE ;
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if ( inp = = 1 )
{
if ( self . building . ammo_shells = = 0 & & self . building . ammo_nails = = 0 & &
self . building . ammo_rockets = = 0 & & self . building . ammo_cells = = 0 )
{
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empty = TRUE ;
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}
else
{
// shells
am = self . maxammo_shells - self . ammo_shells ;
if ( am > self . building . ammo_shells )
am = self . building . ammo_shells ;
self . building . ammo_shells = self . building . ammo_shells - am ;
self . ammo_shells = self . ammo_shells + am ;
// nails
am = self . maxammo_nails - self . ammo_nails ;
if ( am > self . building . ammo_nails )
am = self . building . ammo_nails ;
self . building . ammo_nails = self . building . ammo_nails - am ;
self . ammo_nails = self . ammo_nails + am ;
// rockets
am = self . maxammo_rockets - self . ammo_rockets ;
if ( am > self . building . ammo_rockets )
am = self . building . ammo_rockets ;
self . building . ammo_rockets = self . building . ammo_rockets - am ;
self . ammo_rockets = self . ammo_rockets + am ;
// cells
am = self . maxammo_cells - self . ammo_cells ;
if ( am > self . building . ammo_cells )
am = self . building . ammo_cells ;
self . building . ammo_cells = self . building . ammo_cells - am ;
self . ammo_cells = self . ammo_cells + am ;
// SB gren1s
local float grenammo ;
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/*if (self.tf_items & NIT_AMMO_BANDOLIER)
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grenammo = 5 ;
else
grenammo = 4 ; */
grenammo = GetMaxGrens ( self , 1 ) ;
am = grenammo - self . no_grenades_1 ;
if ( am * 15 > self . building . ammo_rockets )
am = floor ( self . building . ammo_rockets / 15 ) ;
self . building . ammo_rockets = self . building . ammo_rockets - am * 15 ;
self . no_grenades_1 = self . no_grenades_1 + am ;
// SB gren2s
grenammo = GetMaxGrens ( self , 2 ) ;
am = grenammo - self . no_grenades_2 ;
if ( am * 15 > self . ammo_rockets )
am = floor ( self . ammo_rockets / 15 ) ;
self . building . ammo_rockets = self . building . ammo_rockets - am * 15 ;
self . no_grenades_2 = self . no_grenades_2 + am ;
}
}
else if ( inp = = 2 )
{
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if ( self . building . is_malfunctioning & SCREWUP_FOUR )
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{
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sprint ( self , PRINT_HIGH , " Trapped dispenser, have a nice day! \n " ) ;
TF_T_Damage ( self . building , self . building , self . building , 500 , 0 , TF_TD_OTHER ) ;
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return ;
}
if ( self . building . armorvalue = = 0 )
{
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empty = TRUE ;
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}
else
{
// armor
am = self . maxarmor - self . armorvalue ;
if ( am > self . building . armorvalue )
am = self . building . armorvalue ;
if ( self . armortype = = 0 )
{
self . armortype = self . armor_allowed ;
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//self.items = self.items | IT_ARMOR1;
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W_SetCurrentAmmo ( ) ;
}
self . building . armorvalue = self . building . armorvalue - am ;
self . armorvalue = self . armorvalue + am ;
}
}
if ( inp > = 1 & & inp < = 3 )
{
if ( empty )
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sprint ( self , PRINT_HIGH , " The dispenser is empty. \n " ) ;
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ResetMenu ( ) ;
self . impulse = 0 ;
self . building = world ;
self . building_wait = time + 0.5 ;
bound_other_ammo ( self ) ;
if ( self . armorvalue = = 0 )
{
self . armortype = 0 ; // lost all armor
self . armorclass = 0 ; // lost special armor
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self . items = self . items - ( self . items & ( IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3 ) ) ;
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}
W_SetCurrentAmmo ( ) ;
}
// Otherwise, the impulse is passed on
} ;
//----------------------------------------------------------------------
// Rod May kk@rod.net
// mstr and mstr2 and eqstr only exist to cut down on a crap load of code.
//
string ( float v , float m1 , float m2 , string s1 , string s2 , string s3 , string s4 ) mstr =
{
// return string for matching masks (m1 and m2) on value v.
// neither match: s1, first only: s2, second only: s3, both: s4
if ( ( v & m1 ) & & ( v & m2 ) ) return s4 ;
if ( v & m1 ) return s2 ;
if ( v & m2 ) return s3 ;
return s1 ;
} ;
string ( float v1 , float v2 , float m1 , float m2 , string s1 , string s2 , string s3 , string s4 ) mstr2 =
{
// same func as above but with a value for each mask.
// return string for matching mask m1 on value v1, and m2 on v2.
if ( ( v1 & m1 ) & & ( v2 & m2 ) ) return s4 ;
if ( v1 & m1 ) return s2 ;
if ( v2 & m2 ) return s3 ;
return s1 ;
} ;
string ( float v , float v1 , float v2 , string s1 , string s2 , string s3 ) eqstr =
{
// return string based on v equals values v1 OR v2
// neither equal: s1, first only: s2, second only: s3
if ( v = = v1 ) return s2 ;
if ( v = = v2 ) return s3 ;
return s1 ;
} ;
//----------------------------------------------------------------------
//----------------------------------------------------------------------
//----------------------------------------------------------------------
//----------------------------------------------------------------------
//----------------------------------------------------------------------
//----------------------------------------------------------------------
//WK =====================================================================
// Prints Menu of Primary Weapons Available
// =====================================================================
void ( ) Menu_PrimaryWeapon =
{
local string temp ;
temp = ftos ( self . money ) ;
local string msg_custom ;
local string msg_upgrade ;
local string l1 , l2 , l3 , l4 ;
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l1 = mstr ( self . weapons_carried , WEAP_SNIPER_RIFLE , WEAP_ASSAULT_CANNON ,
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" .. Sniper Rifle <20> 4000 \n .. Assault Cannon <20> 3000 \n " ,
" * .. Sniper Rifle <20> 4000 \n .. Assault Cannon <20> 3000 \n " ,
" .. Sniper Rifle <20> 4000 \n * .. Assault Cannon <20> 3000 \n " ,
" * .. Sniper Rifle <20> 4000 \n * .. Assault Cannon <20> 3000 \n " ) ;
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l2 = mstr ( self . weapons_carried , WEAP_ROCKET_LAUNCHER , WEAP_INCENDIARY ,
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" <20> .. Rocket Launcher <20> 3000 \n <20> .. Pyro Toys <20> 3000 \n " ,
" * <20> .. Rocket Launcher <20> 3000 \n <20> .. Pyro Toys <20> 3000 \n " ,
" <20> .. Rocket Launcher <20> 3000 \n * <20> .. Pyro Toys <20> 3000 \n " ,
" * <20> .. Rocket Launcher <20> 3000 \n * <20> .. Pyro Toys <20> 3000 \n " ) ;
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l3 = mstr ( self . weapons_carried , WEAP_GRENADE_LAUNCHER , WEAP_LIGHTNING ,
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" <20> .. Grenade Set <20> 2200 \n <20> .. Lightning Gun <20> 2200 \n " ,
" * <20> .. Grenade Set <20> 2200 \n <20> .. Lightning Gun <20> 2200 \n " ,
" <20> .. Grenade Set <20> 2200 \n * <20> .. Lightning Gun <20> 2200 \n " ,
" * <20> .. Grenade Set <20> 2200 \n * <20> .. Lightning Gun <20> 2200 \n " ) ;
l4 = " <20> .. Light Assault <20> 1800 \n <EFBFBD> .. \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
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if ( self . weapons_carried & WEAP_LIGHT_ASSAULT )
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l4 = " * <20> .. Light Assault <20> 1800 \n <EFBFBD> .. \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
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if ( self . done_custom & CUSTOM_SELLING )
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msg_custom = " dollars left \n \n *CURRENTLY SELLING FRAGS* \n Typing <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> again will waste your cash \n " ;
else
msg_custom = " dollars left \n \n Use the <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> command to start over \n Use the <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> command to sell frags \n " ;
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> Primary Weapons <11> <> \n \n " , l1 , l2 , l3 , l4 , temp , msg_custom ) ;
} ; //<2F> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
void ( float inp ) Menu_PrimaryWeapon_Input =
{
local string st ;
st = infokey ( world , " no_spam " ) ;
if ( inp < = 10 & & inp > = 1 )
{
//Snipe
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# undef PRICE
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# define PRICE 4000
if ( inp = = 1 )
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if ( self . weapons_carried & WEAP_SNIPER_RIFLE ) //Already have it
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{
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PrintRefund ( PRICE ) ;
self . weapons_carried = self . weapons_carried - WEAP_SNIPER_RIFLE ;
self . weapons_carried = self . weapons_carried - WEAP_AUTO_RIFLE ;
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self . maxammo_shells = self . maxammo_shells - 75 ;
}
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else if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
self . weapons_carried = self . weapons_carried | WEAP_SNIPER_RIFLE | WEAP_AUTO_RIFLE ;
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self . maxammo_shells = self . maxammo_shells + 75 ;
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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if ( inp = = 2 )
{
if ( st = = " on " ) //If admin disable it
{
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sprint ( self , PRINT_HIGH , " The admin has disabled spam devices on this map. \n " ) ;
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return ;
}
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BuyWeapon ( 3000 , WEAP_ASSAULT_CANNON ) ;
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}
if ( inp = = 3 )
{
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BuyWeapon ( 3000 , WEAP_ROCKET_LAUNCHER ) ;
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}
//IC
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# undef PRICE
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# define PRICE 3000
if ( inp = = 4 )
{
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if ( self . weapons_carried & WEAP_INCENDIARY ) //Already have it
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{
//Clean up asbestos armor
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if ( ! ( self . tf_items & NIT_ASBESTOS ) )
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self . money = self . money - 750 ; //Sync this with asbestos
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self . tf_items = self . tf_items - ( self . tf_items & NIT_ASBESTOS ) ;
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PrintRefund ( PRICE ) ;
self . weapons_carried = self . weapons_carried - WEAP_INCENDIARY ;
self . weapons_carried = self . weapons_carried - WEAP_FLAMETHROWER ;
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self . maxammo_cells = self . maxammo_cells - 200 ;
self . maxammo_rockets = self . maxammo_rockets - 60 ;
}
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else if ( self . money > = PRICE )
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{
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self . money = self . money - PRICE ;
self . weapons_carried = self . weapons_carried | WEAP_INCENDIARY | WEAP_FLAMETHROWER ;
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//Give em asbestos armor, and a refund if they have it
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if ( self . tf_items & NIT_ASBESTOS )
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self . money = self . money + 750 ; //Sync this with asbestos price
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self . tf_items = self . tf_items | NIT_ASBESTOS ;
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self . maxammo_cells = self . maxammo_cells + 200 ;
self . maxammo_rockets = self . maxammo_rockets + 60 ;
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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//}
}
if ( inp = = 5 )
{
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BuyWeapon ( 2200 , WEAP_GRENADE_LAUNCHER ) ;
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}
if ( inp = = 6 )
{
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BuyWeapon ( 2200 , WEAP_LIGHTNING ) ;
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}
if ( inp = = 7 )
{
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BuyWeapon ( 1800 , WEAP_LIGHT_ASSAULT ) ;
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}
// if (inp == 8) {
// centerprint(self, "No previous menu\n");
// }
if ( inp = = 9 )
{
Menu_SecondaryWeapon ( ) ;
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self . current_menu = MENU_SECONDARY_WEAPON ;
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}
if ( inp = = 10 )
{
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
}
// Otherwise, the impulse is passed on
// SB to where, nobody knows
} ;
// ====================================================================
// Prints Menu of Secondary Weapons Available
// ====================================================================
void ( ) Menu_SecondaryWeapon =
{
local string temp ;
temp = ftos ( self . money ) ;
local string l1 , l2 , l3 , l4 ;
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/*l1 = mstr2(self.weapons_carried,self.cutf_items, WEAP_DAEDALUS, CUTF_KNIFE,
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" .. Impulse Rifle <20> 1400 \n .. Knife <20> 650 \n " ,
" * .. Impulse Rifle <20> 1400 \n .. Knife <20> 650 \n " ,
" .. Impulse Rifle <20> 1400 \n * .. Knife <20> 650 \n " ,
" * .. Impulse Rifle <20> 1400 \n * .. Knife <20> 650 \n " ) ; */
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l1 = mstr2 ( self . weapons_carried , self . cutf_items , WEAP_SNG , CUTF_KNIFE ,
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" .. Super Nailgun <20> 800 \n .. Knife <20> 650 \n " ,
" * .. Super Nailgun <20> 800 \n .. Knife <20> 650 \n " ,
" .. Super Nailgun <20> 800 \n * .. Knife <20> 650 \n " ,
" * .. Super Nailgun <20> 800 \n * .. Knife <20> 650 \n " ) ;
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l2 = mstr ( self . weapons_carried , WEAP_SUPER_SHOTGUN , WEAP_LASER ,
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" <20> .. Double Barrel <20> 575 \n <20> .. Rail Gun <20> 500 \n " ,
" * <20> .. Double Barrel <20> 575 \n <20> .. Rail Gun <20> 500 \n " ,
" <20> .. Double Barrel <20> 575 \n * <20> .. Rail Gun <20> 500 \n " ,
" * <20> .. Double Barrel <20> 575 \n * <20> .. Rail Gun <20> 500 \n " ) ;
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l3 = mstr ( self . weapons_carried , WEAP_NAILGUN , WEAP_TRANQ ,
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" <20> .. Nail Gun <20> 400 \n <20> .. Tranquilizer <20> 300 \n " ,
" * <20> .. Nail Gun <20> 400 \n <20> .. Tranquilizer <20> 300 \n " ,
" <20> .. Nail Gun <20> 400 \n * <20> .. Tranquilizer <20> 300 \n " ,
" * <20> .. Nail Gun <20> 400 \n * <20> .. Tranquilizer <20> 300 \n " ) ;
l4 = " <20> .. Single Barrel <20> 50 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
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if ( self . weapons_carried & WEAP_SHOTGUN )
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l4 = " * <20> .. Single Barrel <20> 50 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> <EFBFBD> Secondary Weapons <11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n " ) ;
} ; //<2F> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
void ( float inp ) Menu_SecondaryWeapon_Input =
{
if ( inp < = 10 & & inp > = 1 )
{
if ( inp = = 1 ) {
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//BuyWeapon(1400, WEAP_DAEDALUS);
BuyWeapon ( 800 , WEAP_SNG ) ;
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//self.maxammo_
}
//Knife
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# undef PRICE
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# define PRICE 650
if ( inp = = 2 ) {
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if ( self . cutf_items & CUTF_KNIFE ) //Already have it
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{
//Clean up knife-less warlocks (sync this with Custom.qc)
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if ( self . job & JOB_WARLOCK ) { // OfN Fix getting extra money with demon lore
sprint ( self , PRINT_HIGH , " You will need this knife being a warlock! \n " ) ;
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self . impulse = 0 ;
return ;
}
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PrintRefund ( PRICE ) ;
self . cutf_items = self . cutf_items - CUTF_KNIFE ;
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}
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else if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
self . cutf_items = self . cutf_items | CUTF_KNIFE ;
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PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
if ( inp = = 3 ) {
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BuyWeapon ( 575 , WEAP_SUPER_SHOTGUN ) ;
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}
if ( inp = = 4 ) {
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BuyWeapon ( 500 , WEAP_LASER ) ;
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}
if ( inp = = 5 ) {
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BuyWeapon ( 400 , WEAP_NAILGUN ) ;
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}
if ( inp = = 6 ) {
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BuyWeapon ( 300 , WEAP_TRANQ ) ;
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}
if ( inp = = 7 ) {
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BuyWeapon ( 50 , WEAP_SHOTGUN ) ;
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}
if ( inp = = 8 ) {
Menu_PrimaryWeapon ( ) ;
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self . current_menu = MENU_PRIMARY_WEAPON ;
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}
if ( inp = = 9 )
{
Menu_MiscWeapon ( ) ;
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self . current_menu = MENU_MISC_WEAPON ;
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}
if ( inp = = 10 )
{
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
}
} ;
// ====================================================================
// Prints Menu of Secondary Weapons Available
// ====================================================================
void ( ) Menu_MiscWeapon =
{
local string temp ;
temp = ftos ( self . money ) ;
local string l1 , l2 , l3 , l4 ;
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l1 = mstr ( self . weapons_carried , WEAP_MAUSER , WEAP_AIRF ,
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" .. Mauser <20> 2400 \n .. Air-Fist <20> 1600 \n " ,
" * .. Mauser <20> 2400 \n .. Air-Fist <20> 1600 \n " ,
" .. Mauser <20> 2400 \n * .. Air-Fist <20> 1600 \n " ,
" * .. Mauser <20> 2400 \n * .. Air-Fist <20> 1600 \n " ) ;
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l2 = mstr2 ( self . weapons_carried , self . weapons_carried , WEAP_DAEDALUS , WEAP_LASERCANNON ,
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" <20> .. Impulse Rifle <20> 1500 \n <20> .. Laser Cannon <20> 1200 \n " ,
" * <20> .. Impulse Rifle <20> 1500 \n <20> .. Laser Cannon <20> 1200 \n " ,
" <20> .. Impulse Rifle <20> 1500 \n * <20> .. Laser Cannon <20> 1200 \n " ,
" * <20> .. Impulse Rifle <20> 1500 \n * <20> .. Laser Cannon <20> 1200 \n " ) ;
l3 = " \n \n " ; l4 = " \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
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/*l3 = mstr(self.weapons_carried, WEAP_LASER, WEAP_NAILGUN,
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" <20> .. Railgun <20> 500 \n <20> .. Nailgun <20> 800 \n " ,
" * <20> .. Railgun <20> 500 \n <20> .. Nailgun <20> 800 \n " ,
" <20> .. Railgun <20> 500 \n * <20> .. Nailgun <20> 800 \n " ,
" * <20> .. Railgun <20> 500 \n * <20> .. Nailgun <20> 800 \n " ) ;
l2 = " <20> .. Impulse Rifle <20> 1500 \n \n \n \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
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if ( self . weapons_carried & WEAP_DAEDALUS )
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l2 = " * <20> .. Impulse Rifle <20> 1500 \n \n \n \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ; */
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> <EFBFBD> Misc<73> Extra Weapons <11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n " ) ;
} ; //<2F> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
void ( float inp ) Menu_MiscWeapon_Input =
{
if ( inp < = 10 & & inp > = 1 )
{
if ( inp = = 1 ) {
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BuyWeapon ( 2400 , WEAP_MAUSER ) ;
//sprint(self, PRINT_HIGH, "Unfortunately all stocks of this item have been requisitioned to increase the glory of the Queen. God save the Queen!\n");
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}
if ( inp = = 2 ) {
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BuyWeapon ( 1600 , WEAP_AIRF ) ;
//sprint(self, PRINT_HIGH, "Unfortunately all stocks of this item have been requisitioned to increase the glory of the Queen. God save the Queen!\n");
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}
if ( inp = = 3 ) {
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BuyWeapon ( 1500 , WEAP_DAEDALUS ) ;
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}
if ( inp = = 4 ) {
if ( no_laser )
{
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sprint ( self , PRINT_HIGH , " Laser cannon is disabled, sorry. \n " ) ;
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self . impulse = 0 ;
return ;
}
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BuyWeapon ( 1200 , WEAP_LASERCANNON ) ;
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} /*
if ( inp = = 5 ) {
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BuyWeapon ( 500 , WEAP_LASER ) ;
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}
if ( inp = = 6 ) {
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BuyWeapon ( 800 , WEAP_NAILGUN ) ;
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}
if ( inp = = 7 ) {
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BuyWeapon ( 300 , WEAP_TRANQ ) ;
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} */
if ( inp = = 8 ) {
Menu_SecondaryWeapon ( ) ;
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self . current_menu = MENU_SECONDARY_WEAPON ;
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}
if ( inp = = 9 )
{
Menu_Legs ( ) ;
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self . current_menu = MENU_LEGS ;
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}
if ( inp = = 10 )
{
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
}
} ;
// =============================
// Prints Menu of Legs for Sale
// =============================
void ( ) Menu_Legs =
{
local string temp ;
temp = ftos ( self . money ) ;
local string l1 , l2 , l3 , l4 ;
l1 = " .. Cheetah <20> 9000 \n .. Cougar <20> 6000 \n " ;
l2 = " <20> .. White Rhino <20> 3250 \n <20> .. Scrub Jay <20> 2500 \n " ;
l3 = " <20> .. KGB Officer <20> 1250 \n <20> .. Black Mamba <20> 500 \n " ;
l4 = " <20> .. ImperialPenguin <20> 0 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
/*
650 9000
420 6000
330 3250
310 2500
290 1250
270 500
250 0
*/
if ( self . custom_speed = = 650 )
l1 = " * .. Cheetah <20> 9000 \n .. Cougar <20> 6000 \n " ;
else if ( self . custom_speed = = 420 )
l1 = " .. Cheetah <20> 9000 \n * .. Cougar <20> 6000 \n " ;
else if ( self . custom_speed = = 330 )
l2 = " * <20> .. White Rhino <20> 3250 \n <20> .. Scrub Jay <20> 2500 \n " ;
else if ( self . custom_speed = = 310 )
l2 = " <20> .. White Rhino <20> 3250 \n * <20> .. Scrub Jay <20> 2500 \n " ;
else if ( self . custom_speed = = 290 )
l3 = " * <20> .. KGB Officer <20> 1250 \n <20> .. Black Mamba <20> 500 \n " ;
else if ( self . custom_speed = = 270 )
l3 = " <20> .. KGB Officer <20> 1250 \n * <20> .. Black Mamba <20> 500 \n " ;
else
l4 = " * <20> .. ImperialPenguin <20> 0 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> <EFBFBD> Leg Enhancements <11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n " ) ;
} ; //<2F> <> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
void ( float inp ) Menu_Legs_Input =
{
//First, prevent them from getting high speed while upgraded
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if ( inp < 3 & & self . done_custom & CUSTOM_SELLING )
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{
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sprint ( self , PRINT_HIGH , " The upgraded CustomTF soldier is a fighting machine. He doesn't have access to fast legs \n " ) ;
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self . impulse = 0 ;
return ;
}
//Second, sell off our current legs
if ( inp < 8 ) {
if ( self . custom_speed = = 650 ) {
PrintRefund ( 9000 ) ;
self . custom_speed = 250 ;
if ( self . impulse = = 1 ) { self . impulse = 0 ; return ; }
}
else if ( self . custom_speed = = 420 ) {
PrintRefund ( 6000 ) ;
self . custom_speed = 250 ;
if ( self . impulse = = 2 ) { self . impulse = 0 ; return ; }
}
else if ( self . custom_speed = = 330 ) {
PrintRefund ( 3250 ) ;
self . custom_speed = 250 ;
if ( self . impulse = = 3 ) { self . impulse = 0 ; return ; }
}
else if ( self . custom_speed = = 310 ) {
PrintRefund ( 2500 ) ;
self . custom_speed = 250 ;
if ( self . impulse = = 4 ) { self . impulse = 0 ; return ; }
}
else if ( self . custom_speed = = 290 ) {
PrintRefund ( 1250 ) ;
self . custom_speed = 250 ;
if ( self . impulse = = 5 ) { self . impulse = 0 ; return ; }
}
else if ( self . custom_speed = = 270 ) {
PrintRefund ( 500 ) ;
self . custom_speed = 250 ;
if ( self . impulse = = 6 ) { self . impulse = 0 ; return ; }
}
}
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# undef PRICE
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# define PRICE 9000
if ( inp = = 1 ) {
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if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
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self . custom_speed = 650 ;
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
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# undef PRICE
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# define PRICE 6000
if ( inp = = 2 ) {
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if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
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self . custom_speed = 420 ;
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
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# undef PRICE
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# define PRICE 3250
if ( inp = = 3 ) {
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if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
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self . custom_speed = 330 ;
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
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# undef PRICE
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# define PRICE 2500
if ( inp = = 4 ) {
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if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
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self . custom_speed = 310 ;
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
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# undef PRICE
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# define PRICE 1250
if ( inp = = 5 ) {
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if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
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self . custom_speed = 290 ;
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
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# undef PRICE
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# define PRICE 500
if ( inp = = 6 ) {
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if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
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self . custom_speed = 270 ;
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
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# undef PRICE
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# define PRICE 0
if ( inp = = 7 ) {
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if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
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self . custom_speed = 250 ;
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
if ( inp = = 8 ) {
Menu_MiscWeapon ( ) ;
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self . current_menu = MENU_MISC_WEAPON ;
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}
if ( inp = = 9 )
{
Menu_Health ( ) ;
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self . current_menu = MENU_HEALTH ;
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}
if ( inp = = 10 ) {
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
} ;
// ==========================================
// Prints Menu of Armor and Health Available
// ==========================================
void ( ) Menu_Health =
{
local string temp ;
temp = ftos ( self . money ) ;
local string l1 , l2 , l3 , l4 ;
l1 = eqstr ( self . maxarmor , 75 , 100 ,
" .. 75 Green armor <20> 200 \n .. 100 Yellow <20> 700 \n " ,
" * .. 75 Green armor <20> 200 \n .. 100 Yellow <20> 700 \n " ,
" .. 75 Green armor <20> 200 \n * .. 100 Yellow <20> 700 \n " ) ;
l2 = eqstr ( self . maxarmor , 150 , 200 ,
" <20> .. 150 Red <20> 1400 \n <20> .. 200 Red <20> 2200 \n " ,
" * <20> .. 150 Red <20> 1400 \n <20> .. 200 Red <20> 2200 \n " ,
" <20> .. 150 Red <20> 1400 \n * <20> .. 200 Red <20> 2200 \n " ) ;
l3 = " <20> .. 300 Red <20> 3600 \n " ;
if ( self . maxarmor = = 300 )
l3 = " * <20> .. 300 Red <20> 3600 \n " ;
l4 = " <20> .. +50 Health <20> 1000 \n <20> .. +5 Health <20> 100 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> Armor and Health <11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n " ) ;
} ;
void ( float inp ) Menu_Health_Input =
{
//Fix multiple armor buy bug
//WW: Modded to allow to sell armor back
if ( inp > = 1 & & inp < = 5 & & self . maxarmor > 0 ) {
if ( self . maxarmor = = 75 )
{
if ( inp = = 1 ) {
inp = 0 ;
PrintRefund ( 200 ) ;
}
else
self . money = self . money + 200 ;
}
else if ( self . maxarmor = = 100 )
{
if ( inp = = 2 ) {
inp = 0 ;
PrintRefund ( 700 ) ;
}
else
self . money = self . money + 700 ;
}
else if ( self . maxarmor = = 150 )
{
if ( inp = = 3 ) {
inp = 0 ;
PrintRefund ( 1400 ) ;
}
else
self . money = self . money + 1400 ;
}
else if ( self . maxarmor = = 200 )
{
if ( inp = = 4 ) {
inp = 0 ;
PrintRefund ( 2200 ) ;
}
else
self . money = self . money + 2200 ;
}
else if ( self . maxarmor = = 300 )
{
if ( inp = = 5 ) {
inp = 0 ;
PrintRefund ( 3600 ) ;
}
else
self . money = self . money + 3600 ;
}
self . armor_allowed = self . armorvalue = self . maxarmor = 0 ;
}
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# undef PRICE
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# define PRICE 200
if ( inp = = 1 ) {
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if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
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self . maxarmor = 75 ;
self . armorvalue = self . maxarmor ;
self . armortype = 0.3 ; // Green
self . armor_allowed = 0.3 ; //Green max
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
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# undef PRICE
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# define PRICE 700
if ( inp = = 2 ) {
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if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
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self . maxarmor = 100 ;
self . armorvalue = self . maxarmor ;
self . armortype = 0.6 ; // Yellow
self . armor_allowed = 0.6 ; //Yellow max
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
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# undef PRICE
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# define PRICE 1400
if ( inp = = 3 ) {
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if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
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self . maxarmor = 150 ;
self . armorvalue = self . maxarmor ;
self . armortype = 0.8 ; //Red armor
self . armor_allowed = 0.8 ; //Max
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
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# undef PRICE
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# define PRICE 2200
if ( inp = = 4 ) {
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if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
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self . maxarmor = 200 ;
self . armorvalue = self . maxarmor ;
self . armortype = 0.8 ; //Red armor
self . armor_allowed = 0.8 ; //Red max
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
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# undef PRICE
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# define PRICE 3600
if ( inp = = 5 ) {
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if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
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self . maxarmor = 300 ;
self . armorvalue = self . maxarmor ;
self . armortype = 0.8 ; //Red armor (used to be 0.9)
self . armor_allowed = 0.8 ; //Red max
PrintMoney ( ) ;
W_SetCurrentAmmo ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
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# undef PRICE
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# define PRICE 1000
if ( inp = = 6 ) {
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if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
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self . max_health = self . max_health + 50 ;
self . health = self . max_health ;
PrintMoney ( ) ;
}
else
{
// WW: Modded to allow to sell health back
// Buying #6 with <#7 money resets hp
if ( self . money < 100 )
{
self . money = self . money + ( ( self . max_health - 50 ) / 5 ) * 100 ;
self . max_health = 50 ;
self . health = self . max_health ;
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
}
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# undef PRICE
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# define PRICE 100
if ( inp = = 7 ) {
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if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
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self . max_health = self . max_health + 5 ;
self . health = self . max_health ;
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
if ( inp = = 8 )
{
Menu_Legs ( ) ;
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self . current_menu = MENU_LEGS ;
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}
if ( inp = = 9 ) {
Menu_Armor ( ) ;
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self . current_menu = MENU_ARMOR ;
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}
if ( inp = = 10 ) {
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
} ;
// ==========================================
// Prints Menu of Special Armor and Ammo
// ==========================================
void ( ) Menu_Armor =
{
local string temp ;
temp = ftos ( self . money ) ;
local string l1 , l2 , l3 , l4 ;
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l1 = mstr ( self . tf_items , NIT_CERAMIC , NIT_GEL ,
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" .. Ceramic Armor <20> 575 \n .. Impact Armor <20> 625 \n " ,
" * .. Ceramic Armor <20> 575 \n .. Impact Armor <20> 625 \n " ,
" .. Ceramic Armor <20> 575 \n * .. Impact Armor <20> 625 \n " ,
" * .. Ceramic Armor <20> 575 \n * .. Impact Armor <20> 625 \n " ) ;
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l2 = mstr ( self . tf_items , NIT_ASBESTOS , NIT_KEVLAR ,
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" <20> .. Asbestos Armor <20> 750 \n <20> .. Kevlar Armor <20> 1200 \n " ,
" * <20> .. Asbestos Armor <20> 750 \n <20> .. Kevlar Armor <20> 1200 \n " ,
" <20> .. Asbestos Armor <20> 750 \n * <20> .. Kevlar Armor <20> 1200 \n " ,
" * <20> .. Asbestos Armor <20> 750 \n * <20> .. Kevlar Armor <20> 1200 \n " ) ;
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l3 = mstr ( self . tf_items , NIT_BLAST , NIT_AMMO_BACKPACK ,
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" <20> .. Blast Armor <20> 1500 \n <20> .. Ammo Backpack <20> 300 \n " ,
" * <20> .. Blast Armor <20> 1500 \n <20> .. Ammo Backpack <20> 300 \n " ,
" <20> .. Blast Armor <20> 1500 \n * <20> .. Ammo Backpack <20> 300 \n " ,
" * <20> .. Blast Armor <20> 1500 \n * <20> .. Ammo Backpack <20> 300 \n " ) ;
l4 = " <20> .. Ammo Bandolier <20> 200 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
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if ( self . tf_items & NIT_AMMO_BANDOLIER )
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l4 = " * <20> .. Ammo Bandolier <20> 200 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> Special Armor<6F> Ammo <11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n " ) ;
} ;
void ( float inp ) Menu_Armor_Input =
{
if ( inp = = 1 ) {
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BuyItem ( 575 , NIT_CERAMIC ) ;
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}
if ( inp = = 2 ) {
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BuyItem ( 625 , NIT_GEL ) ;
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}
if ( inp = = 3 ) {
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BuyItem ( 750 , NIT_ASBESTOS ) ;
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}
if ( inp = = 4 ) {
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BuyItem ( 1200 , NIT_KEVLAR ) ;
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}
if ( inp = = 5 ) {
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BuyItem ( 1500 , NIT_BLAST ) ;
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}
if ( inp = = 6 ) {
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BuyItem ( 300 , NIT_AMMO_BACKPACK ) ;
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}
if ( inp = = 7 ) {
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BuyItem ( 200 , NIT_AMMO_BANDOLIER ) ;
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}
if ( inp = = 8 )
{
Menu_Health ( ) ;
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self . current_menu = MENU_HEALTH ;
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}
if ( inp = = 9 ) {
Menu_Special ( ) ;
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self . current_menu = MENU_SPECIAL ;
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}
if ( inp = = 10 ) {
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
} ;
// ==================================
// Prints Menu of Specials Available
// ==================================
void ( ) Menu_Special =
{
local string temp ;
temp = ftos ( self . money ) ;
local string l1 , l2 , l3 , l4 ;
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l1 = mstr ( self . tf_items , NIT_SCANNER , NIT_AUTOSCANNER ,
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" .. Scanner <20> 650 \n .. Auto-Scanner <20> 250 \n " ,
" * .. Scanner <20> 650 \n .. Auto-Scanner <20> 250 \n " ,
" .. Scanner <20> 650 \n * .. Auto-Scanner <20> 250 \n " ,
" * .. Scanner <20> 650 \n * .. Auto-Scanner <20> 250 \n " ) ;
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l2 = mstr2 ( self . cutf_items , self . weapons_carried , CUTF_DETPACK , WEAP_MEDIKIT ,
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" <20> .. Detpack <20> 800 \n <20> .. Medikit <20> 1550 \n " ,
" * <20> .. Detpack <20> 800 \n <20> .. Medikit <20> 1550 \n " ,
" <20> .. Detpack <20> 800 \n * <20> .. Medikit <20> 1550 \n " ,
" * <20> .. Detpack <20> 800 \n * <20> .. Medikit <20> 1550 \n " ) ;
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l3 = mstr2 ( self . cutf_items , self . tf_items , CUTF_SPY_KIT , NIT_SCUBA ,
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" <20> .. Spy Kit <20> 2000 \n <20> .. Scuba Gear <20> 1000 \n " ,
" * <20> .. Spy Kit <20> 2000 \n <20> .. Scuba Gear <20> 1000 \n " ,
" <20> .. Spy Kit <20> 2000 \n * <20> .. Scuba Gear <20> 1000 \n " ,
" * <20> .. Spy Kit <20> 2000 \n * <20> .. Scuba Gear <20> 1000 \n " ) ;
l4 = " <20> .. Grapple <20> 3000 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
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if ( self . weapons_carried & WEAP_HOOK )
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l4 = " * <20> .. Grapple <20> 3000 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> Special Items <11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n " ) ;
} ;
void ( float inp ) Menu_Special_Input =
{
local string st2 ;
//Scanner
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# undef PRICE
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# define PRICE 650
//st = infokey(world, "no_grapple");
st2 = infokey ( world , " no_spam " ) ;
if ( inp = = 1 ) {
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if ( self . tf_items & NIT_SCANNER )
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{
//Clean up auto-medic (sync this with Custom.qc)
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if ( self . tf_items & NIT_AUTOSCANNER )
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self . money = self . money + 250 ; //Sync this with price below
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self . tf_items = self . tf_items - ( self . tf_items & NIT_AUTOSCANNER ) ;
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PrintRefund ( PRICE ) ;
self . tf_items = self . tf_items - NIT_SCANNER ;
self . tf_items_flags = self . tf_items_flags - ( self . tf_items & NIT_SCANNER_ENEMY ) ;
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}
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else if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
self . tf_items = self . tf_items | NIT_SCANNER ;
self . tf_items_flags = self . tf_items_flags | NIT_SCANNER_ENEMY ;
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PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
if ( inp = = 2 ) { //Sync this with scanner above
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BuyItem ( 250 , NIT_AUTOSCANNER ) ;
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}
//Detpack
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# undef PRICE
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# define PRICE 800
if ( inp = = 3 ) {
if ( st2 = = " on " ) { //If admin disable it
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sprint ( self , PRINT_HIGH , " The admin has disabled spam devices on this map. \n " ) ;
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// self.impulse=0;
return ;
}
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if ( self . cutf_items & CUTF_DETPACK ) //Already have it
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{
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PrintRefund ( PRICE ) ;
self . cutf_items = self . cutf_items - CUTF_DETPACK ;
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self . maxammo_detpack = self . maxammo_detpack - 1 ;
}
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else if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
self . cutf_items = self . cutf_items | CUTF_DETPACK ;
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self . maxammo_detpack = self . maxammo_detpack + 1 ;
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
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# undef PRICE
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# define PRICE 1550
if ( inp = = 4 ) {
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if ( self . weapons_carried & WEAP_MEDIKIT )
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{
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PrintRefund ( PRICE ) ;
self . weapons_carried = self . weapons_carried - WEAP_MEDIKIT ;
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self . maxammo_medikit = self . maxammo_medikit - 80 ;
}
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else if ( self . money > = PRICE ) {
self . money = self . money - PRICE ;
self . weapons_carried = self . weapons_carried | WEAP_MEDIKIT ;
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self . maxammo_medikit = self . maxammo_medikit + 80 ;
PrintMoney ( ) ;
}
else
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PrintNotEnoughMoney ( PRICE ) ;
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}
if ( inp = = 5 ) {
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BuyCuTF ( 2000 , CUTF_SPY_KIT ) ;
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}
//Self-Contained Underwater Breathing Apparatus
if ( inp = = 6 ) {
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BuyItem ( 1000 , NIT_SCUBA ) ;
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}
if ( inp = = 7 ) {
if ( no_grapple = = 1 ) //If admin disable it
{
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sprint ( self , PRINT_HIGH , " The admin has disabled the grapple on this map. \n " ) ;
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self . impulse = 0 ;
return ;
}
else if ( allow_hook ) //If map allows it...
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sprint ( self , PRINT_HIGH , " You can't sell your grapple on this map! \n " ) ;
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else
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BuyWeapon ( 3000 , WEAP_HOOK ) ;
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}
if ( inp = = 8 ) {
Menu_Armor ( ) ;
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self . current_menu = MENU_ARMOR ;
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}
if ( inp = = 9 ) {
Menu_Special2 ( ) ;
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self . current_menu = MENU_SPECIAL2 ;
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}
if ( inp = = 10 ) {
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
} ;
// ============================================//
// Prints Menu of Specials Available //
// ============================================//
void ( ) Menu_Special2 =
{
local string temp ;
temp = ftos ( self . money ) ;
local string l1 , l2 , l3 , l4 ;
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l1 = mstr ( self . cutf_items , CUTF_JAMMER , CUTF_CYBERAUG ,
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" .. Scanner Jammer <20> 1000 \n .. CyberAug Unit <20> 800 \n " ,
" * .. Scanner Jammer <20> 1000 \n .. CyberAug Unit <20> 800 \n " ,
" .. Scanner Jammer <20> 1000 \n * .. CyberAug Unit <20> 800 \n " ,
" * .. Scanner Jammer <20> 1000 \n * .. CyberAug Unit <20> 800 \n " ) ;
/*
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l2 = mstr ( self . cutf_items , CUTF_SENSOR , CUTF_HOLO ,
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" <20> .. Motion sensor <20> 450 \n <20> .. Holo device <20> 600 \n " ,
" * <20> .. Motion sensor <20> 450 \n <20> .. Holo device <20> 600 \n " ,
" <20> .. Motion sensor <20> 450 \n * <20> .. Holo device <20> 600 \n " ,
" * <20> .. Motion sensor <20> 450 \n * <20> .. Holo device <20> 600 \n " ) ;
*/
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l2 = mstr ( self . cutf_items , CUTF_SENSOR , CUTF_FIELDGEN ,
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" <20> .. Motion Sensor <20> 450 \n <20> .. Field Generator <20> 1600 \n " ,
" * <20> .. Motion Sensor <20> 450 \n <20> .. Field Generator <20> 1600 \n " ,
" <20> .. Motion Sensor <20> 450 \n * <20> .. Field Generator <20> 1600 \n " ,
" * <20> .. Motion Sensor <20> 450 \n * <20> .. Field Generator <20> 1600 \n " ) ;
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l3 = mstr ( self . cutf_items , CUTF_FULLARMOUR , CUTF_TOSSABLEDET ,
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" <20> .. Full Armour <20> 250 \n <20> .. C4 Tossable Det <20> 1200 \n " ,
" * <20> .. Full Armour <20> 250 \n <20> .. C4 Tossable Det <20> 1200 \n " ,
" <20> .. Full Armour <20> 250 \n * <20> .. C4 Tossable Det <20> 1200 \n " ,
" * <20> .. Full Armour <20> 250 \n * <20> .. C4 Tossable Det <20> 1200 \n " ) ;
l4 = " <20> .. Dispenser <20> 600 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
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if ( self . cutf_items & CUTF_DISPENSER )
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l4 = " * <20> .. Dispenser <20> 600 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> More Special Items <11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n " ) ;
} ;
void ( float inp ) Menu_Special2_Input =
{
local string st ;
st = infokey ( world , " no_spam " ) ;
if ( inp = = 1 ) //SB Jammer
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BuyCuTF ( 1000 , CUTF_JAMMER ) ;
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else if ( inp = = 2 ) //SB cybernetic augmentation
{
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if ( self . cutf_items & CUTF_CYBERAUG )
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{
self . maxammo_medikit = self . maxammo_medikit - 80 ;
self . maxammo_cells = self . maxammo_cells - 80 ;
}
else
{
self . maxammo_medikit = self . maxammo_medikit + 80 ;
self . maxammo_cells = self . maxammo_cells + 80 ;
}
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BuyCuTF ( 800 , CUTF_CYBERAUG ) ;
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}
else if ( inp = = 3 ) //SB motion sensor
{
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BuyCuTF ( 450 , CUTF_SENSOR ) ;
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}
else if ( inp = = 4 ) //SB hax0r tool
{
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BuyCuTF ( 1600 , CUTF_FIELDGEN ) ;
//BuyCuTF(600,CUTF_HOLO);
//sprint(self, PRINT_HIGH, "Activate the holograph with the 'holo' command.\n");
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}
else if ( inp = = 5 ) //SB full armour
{
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BuyCuTF ( 250 , CUTF_FULLARMOUR ) ;
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}
else if ( inp = = 6 ) //SB C4 tossable detpack
{
if ( no_c4 = = 1 )
{
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sprint ( self , PRINT_HIGH , " The C4 is disabled, sorry \n " ) ;
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self . impulse = 0 ;
return ;
}
else
{
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BuyCuTF ( 1200 , CUTF_TOSSABLEDET ) ;
sprint ( self , PRINT_HIGH , " Type 'throwdet' to throw the detpack. \n " ) ;
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}
}
else if ( inp = = 7 )
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BuyCuTF ( 600 , CUTF_DISPENSER ) ;
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else if ( inp = = 8 ) {
Menu_Special ( ) ;
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self . current_menu = MENU_SPECIAL ;
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}
else if ( inp = = 9 ) {
Menu_Gren1 ( ) ;
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self . current_menu = MENU_GREN1 ;
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}
else if ( inp = = 10 ) {
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
} ;
////////////////////////////////////////////////////////////////////////
string ( float v1 , float v2 , string s1 , string s2 , string s3 , string s4 , string s5 , string s6 ) grenstr =
{
// Return string based on how values compare to gren1 and gren2
if ( ( self . tp_grenades_1 ! = v1 & & self . tp_grenades_2 ! = v1 ) & & ( self . tp_grenades_1 ! = v2 & & self . tp_grenades_2 ! = v2 ) ) return s1 ;
// If we have one gren1 and no gren2s, return s2
if ( ( self . tp_grenades_1 = = v1 | | self . tp_grenades_2 = = v1 ) & & ( self . tp_grenades_1 ! = v2 & & self . tp_grenades_2 ! = v2 ) & & self . tp_grenades_1 ! = self . tp_grenades_2 ) return s2 ;
// If no gren1 and one gren2, return s3
if ( ( self . tp_grenades_1 ! = v1 & & self . tp_grenades_2 ! = v1 ) & & ( self . tp_grenades_1 = = v2 | | self . tp_grenades_2 = = v2 ) & & self . tp_grenades_1 ! = self . tp_grenades_2 ) return s3 ;
// If one of both, return s4...
if ( ( self . tp_grenades_1 = = v1 | | self . tp_grenades_2 = = v1 ) & & ( self . tp_grenades_1 = = v2 | | self . tp_grenades_2 = = v2 ) ) return s4 ;
// If two gren1s, return s5
if ( self . tp_grenades_1 = = v1 & & self . tp_grenades_2 = = v1 ) return s5 ;
// If two gren2s, return s6
if ( self . tp_grenades_1 = = v2 & & self . tp_grenades_2 = = v2 ) return s6 ;
return " BUG on grenstr() \n " ;
} ;
/*
0 0
1 0
0 1
1 1
2 0
0 2
*/
// ====================================
// Prints Menu of Grenade-1s Available
// ====================================
void ( ) Menu_Gren1 =
{
local string temp ;
temp = ftos ( self . money ) ;
local string l1 , l2 , l3 , l4 ;
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l1 = grenstr ( GR_TYPE_NORMAL , GR_TYPE_FLAME ,
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" .. Normal <20> 500 \n .. Flame <20> 750 \n " ,
" 1 .. Normal <20> 500 \n .. Flame <20> 750 \n " ,
" .. Normal <20> 500 \n 1 .. Flame <20> 750 \n " ,
" 1 .. Normal <20> 500 \n 1 .. Flame <20> 750 \n " ,
" 2 .. Normal <20> 500 \n .. Flame <20> 750 \n " ,
" .. Normal <20> 500 \n 2 .. Flame <20> 750 \n " ) ;
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l2 = grenstr ( GR_TYPE_GAS , GR_TYPE_EMP ,
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" <20> .. Gas <20> 1200 \n <20> .. EMP <20> 1200 \n " ,
" 1 <20> .. Gas <20> 1200 \n <20> .. EMP <20> 1200 \n " ,
" <20> .. Gas <20> 1200 \n 1 <20> .. EMP <20> 1200 \n " ,
" 1 <20> .. Gas <20> 1200 \n 1 <20> .. EMP <20> 1200 \n " ,
" 2 <20> .. Gas <20> 1200 \n <20> .. EMP <20> 1200 \n " ,
" <20> .. Gas <20> 1200 \n 2 <20> .. EMP <20> 1200 \n " ) ;
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l3 = grenstr ( GR_TYPE_FRAG , GR_TYPE_NAIL ,
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" <20> .. Frag <20> 1300 \n <20> .. Nail <20> 1400 \n " ,
" 1 <20> .. Frag <20> 1300 \n <20> .. Nail <20> 1400 \n " ,
" <20> .. Frag <20> 1300 \n 1 <20> .. Nail <20> 1400 \n " ,
" 1 <20> .. Frag <20> 1300 \n 1 <20> .. Nail <20> 1400 \n " ,
" 2 <20> .. Frag <20> 1300 \n <20> .. Nail <20> 1400 \n " ,
" <20> .. Frag <20> 1300 \n 2 <20> .. Nail <20> 1400 \n " ) ;
l4 = " <20> .. MIRV <20> 1500 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
2001-07-23 20:52:47 +00:00
if ( self . tp_grenades_1 = = GR_TYPE_MIRV & & self . tp_grenades_2 = = GR_TYPE_MIRV )
2001-07-17 05:58:10 +00:00
l4 = " 2 <20> .. MIRV <20> 1500 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
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else if ( self . tp_grenades_2 = = GR_TYPE_MIRV | | self . tp_grenades_1 = = GR_TYPE_MIRV )
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l4 = " 1 <20> .. MIRV <20> 1500 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
//l4 = "\n<> .. <20> <> <EFBFBD> <EFBFBD> \n<> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n";
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> Grenades <20> Combat <11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n " ) ;
} ;
void ( float inp ) Menu_Gren1_Input =
{
local string st , st2 ;
st = infokey ( world , " no_gasgren " ) ;
st2 = infokey ( world , " no_spam " ) ;
if ( inp = = 1 )
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BuyGren ( 500 , GR_TYPE_NORMAL ) ;
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else if ( inp = = 2 )
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BuyGren ( 750 , GR_TYPE_FLAME ) ;
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else if ( inp = = 3 )
{
if ( st = = " on " )
{
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sprint ( self , PRINT_HIGH , " The admin has disabled gas grens on this map. \n " ) ;
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return ;
}
if ( st2 = = " on " ) //If admin disable it
{
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sprint ( self , PRINT_HIGH , " The admin has disabled spam devices on this map. \n " ) ;
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return ;
}
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BuyGren ( 1200 , GR_TYPE_GAS ) ;
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}
else if ( inp = = 4 )
{
if ( st2 = = " on " ) //If admin disable it
{
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sprint ( self , PRINT_HIGH , " The admin has disabled spam devices on this map. \n " ) ;
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return ;
}
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BuyGren ( 1200 , GR_TYPE_EMP ) ;
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}
else if ( inp = = 5 )
{
if ( st2 = = " on " ) //If admin disable it
{
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sprint ( self , PRINT_HIGH , " The admin has disabled spam devices on this map. \n " ) ;
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return ;
}
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BuyGren ( 1300 , GR_TYPE_FRAG ) ;
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}
else if ( inp = = 6 )
{
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BuyGren ( 1400 , GR_TYPE_NAIL ) ;
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}
if ( inp = = 7 )
{
if ( st2 = = " on " ) //If admin disable it
{
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sprint ( self , PRINT_HIGH , " The admin has disabled spam devices on this map. \n " ) ;
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return ;
}
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BuyGren ( 1500 , GR_TYPE_MIRV ) ;
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}
if ( inp = = 8 )
{
Menu_Special2 ( ) ;
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self . current_menu = MENU_SPECIAL2 ;
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}
if ( inp = = 9 )
{
Menu_Gren2 ( ) ;
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self . current_menu = MENU_GREN2 ;
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}
else if ( inp = = 10 )
DropFromCustomClassGen ( ) ;
self . impulse = 0 ;
} ;
// ====================================
// Prints Menu of Grenade-2s Available
// ====================================
void ( ) Menu_Gren2 =
{
local string temp ;
temp = ftos ( self . money ) ;
local string l1 , l2 , l3 , l4 ;
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l1 = grenstr ( GR_TYPE_FLARE , GR_TYPE_CALTROP ,
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" .. Flare <20> 300 \n .. Caltrop <20> 500 \n " ,
" 1 .. Flare <20> 300 \n .. Caltrop <20> 500 \n " ,
" .. Flare <20> 300 \n 1 .. Caltrop <20> 500 \n " ,
" 1 .. Flare <20> 300 \n 1 .. Caltrop <20> 500 \n " ,
" 2 .. Flare <20> 300 \n .. Caltrop <20> 500 \n " ,
" .. Flare <20> 300 \n 2 .. Caltrop <20> 500 \n " ) ;
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l2 = grenstr ( GR_TYPE_CONCUSSION , GR_TYPE_FLASH ,
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" <20> .. Concussion <20> 1000 \n <20> .. Flash <20> 1000 \n " ,
" 1 <20> .. Concussion <20> 1000 \n <20> .. Flash <20> 1000 \n " ,
" <20> .. Concussion <20> 1000 \n 1 <20> .. Flash <20> 1000 \n " ,
" 1 <20> .. Concussion <20> 1000 \n 1 <20> .. Flash <20> 1000 \n " ,
" 2 <20> .. Concussion <20> 1000 \n <20> .. Flash <20> 1000 \n " ,
" <20> .. Concussion <20> 1000 \n 2 <20> .. Flash <20> 1000 \n " ) ;
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l3 = grenstr ( GR_TYPE_ANTIGRAV , GR_TYPE_BIO ,
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" <20> .. AntiGrav <20> 1000 \n <20> .. Bio-Infection <20> 1450 \n " ,
" 1 <20> .. AntiGrav <20> 1000 \n <20> .. Bio-Infection <20> 1450 \n " ,
" <20> .. AntiGrav <20> 1000 \n 1 <20> .. Bio-Infection <20> 1450 \n " ,
" 1 <20> .. AntiGrav <20> 1000 \n 1 <20> .. Bio-Infection <20> 1450 \n " ,
" 2 <20> .. AntiGrav <20> 1000 \n <20> .. Bio-Infection <20> 1450 \n " ,
" <20> .. AntiGrav <20> 1000 \n 2 <20> .. Bio-Infection <20> 1450 \n " ) ;
//.. Flash <20> 1000
//.. Krac <20> 1500
l4 = " <20> .. Krac <20> 1500 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
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if ( self . tp_grenades_1 = = GR_TYPE_KRAC & & self . tp_grenades_2 = = GR_TYPE_KRAC )
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l4 = " 2 <20> .. Krac <20> 1500 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
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else if ( self . tp_grenades_1 = = GR_TYPE_KRAC | | self . tp_grenades_2 = = GR_TYPE_KRAC )
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l4 = " 1 <20> .. Krac <20> 1500 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
//l4 = "\n<> .. <20> <> <EFBFBD> <EFBFBD> \n<> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n";
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> Grenades <20> Utility <11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n " ) ;
} ;
void ( float inp ) Menu_Gren2_Input =
{
local string st , st2 ;
st = infokey ( world , " no_antigrav " ) ;
st2 = infokey ( world , " no_spam " ) ;
//WK I should have done all the buy menus like this
//SB I reckon - this one actually looks nice and makes sense
if ( inp = = 1 )
{
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BuyGren ( 300 , GR_TYPE_FLARE ) ;
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}
if ( inp = = 2 )
{
if ( st2 = = " on " )
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sprint ( self , PRINT_HIGH , " The admin has disabled spam devices on this map. \n " ) ;
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else
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BuyGren ( 500 , GR_TYPE_CALTROP ) ;
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}
if ( inp = = 3 )
{
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BuyGren ( 1000 , GR_TYPE_CONCUSSION ) ;
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}
if ( inp = = 4 )
{
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BuyGren ( 1000 , GR_TYPE_FLASH ) ;
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}
if ( inp = = 5 )
{
if ( st = = " on " )
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sprint ( self , PRINT_HIGH , " The admin has disabled anti-grav grens on this map. \n " ) ;
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else
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BuyGren ( 1000 , GR_TYPE_ANTIGRAV ) ;
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}
if ( inp = = 6 )
{
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BuyGren ( 1450 , GR_TYPE_BIO ) ;
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}
if ( inp = = 7 )
{
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BuyGren ( 1500 , GR_TYPE_KRAC ) ;
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}
else if ( inp = = 8 )
{
Menu_Gren1 ( ) ;
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self . current_menu = MENU_GREN1 ;
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}
else if ( inp = = 9 )
{
Menu_Engineering ( ) ;
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self . current_menu = MENU_ENGINEERING ;
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}
if ( inp = = 10 )
{
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
} ;
//////////////////////////////////////////////////////////////////////////////
// ====================================
// Prints Menu of Grenade-1s Available
// ====================================
/*void() Menu_Gren1 =
{
local string temp ;
temp = ftos ( self . money ) ;
local string l1 , l2 , l3 , l4 ;
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l1 = eqstr ( self . tp_grenades_1 , GR_TYPE_NORMAL , GR_TYPE_FLASH ,
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" .. Normal <20> 500 \n .. Flash <20> 1000 \n " ,
" * .. Normal <20> 500 \n .. Flash <20> 1000 \n " ,
" .. Normal <20> 500 \n * .. Flash <20> 1000 \n " ) ;
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l2 = eqstr ( self . tp_grenades_1 , GR_TYPE_ANTIGRAV , GR_TYPE_EMP ,
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" <20> .. AntiGrav <20> 1200 \n <20> .. EMP <20> 1200 \n " ,
" * <20> .. AntiGrav <20> 1200 \n <20> .. EMP <20> 1200 \n " ,
" <20> .. AntiGrav <20> 1200 \n * <20> .. EMP <20> 1200 \n " ) ;
if ( allow_antigrav = = 0 ) {
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l2 = eqstr ( self . tp_grenades_1 , GR_TYPE_CONCUSSION , GR_TYPE_EMP ,
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" <20> .. Concussion <20> 1000 \n <20> .. EMP <20> 1200 \n " ,
" * <20> .. Concussion <20> 1000 \n <20> .. EMP <20> 1200 \n " ,
" <20> .. Concussion <20> 1000 \n * <20> .. EMP <20> 1200 \n " ) ;
}
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l3 = eqstr ( self . tp_grenades_1 , GR_TYPE_FRAG , GR_TYPE_FLAME ,
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" <20> .. Frag <20> 1425 \n <20> .. Flame <20> 1425 \n " ,
" * <20> .. Frag <20> 1425 \n <20> .. Flame <20> 1425 \n " ,
" <20> .. Frag <20> 1425 \n * <20> .. Flame <20> 1425 \n " ) ;
l4 = " <20> .. Krac <20> 1500 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
2001-07-23 20:52:47 +00:00
if ( self . tp_grenades_1 = = GR_TYPE_KRAC )
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l4 = " * <20> .. Krac <20> 1500 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> Grenades - 1st Slot<11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n " ) ;
} ;
void ( float inp ) Menu_Gren1_Input =
{
local string st2 , st3 ;
st2 = infokey ( world , " no_spam " ) ;
if ( inp < = 10 & & inp > = 1 )
{
//WK I should have done all the buy menus like this
//SB I reckon - this one actually looks nice and makes sense
if ( inp = = 1 ) {
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BuyGren1 ( 500 , GR_TYPE_NORMAL ) ;
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}
if ( inp = = 2 ) {
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BuyGren1 ( 1000 , GR_TYPE_FLASH ) ;
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}
if ( inp = = 3 ) {
if ( allow_antigrav = = 0 )
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//sprint(self,PRINT_HIGH,"The admin has disabled anti-grav grens on this map.\n");
BuyGren1 ( 1000 , GR_TYPE_CONCUSSION ) ;
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else
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BuyGren1 ( 1200 , GR_TYPE_ANTIGRAV ) ;
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}
if ( inp = = 4 ) {
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BuyGren1 ( 1200 , GR_TYPE_EMP ) ;
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}
if ( inp = = 5 ) {
if ( st2 = = " on " ) { //If admin disable it
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sprint ( self , PRINT_HIGH , " The admin has disabled spam devices on this map. \n " ) ;
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return ;
}
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BuyGren1 ( 1425 , GR_TYPE_FRAG ) ;
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}
if ( inp = = 6 ) {
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BuyGren1 ( 1425 , GR_TYPE_FLAME ) ;
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}
if ( inp = = 7 ) {
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BuyGren1 ( 1500 , GR_TYPE_KRAC ) ;
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}
if ( inp = = 8 ) {
Menu_Special2 ( ) ;
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self . current_menu = MENU_SPECIAL2 ;
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}
if ( inp = = 9 ) {
Menu_Gren2 ( ) ;
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self . current_menu = MENU_GREN2 ;
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}
if ( inp = = 10 ) {
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
}
} ;
// ====================================
// Prints Menu of Grenade-2s Available
// ====================================
void ( ) Menu_Gren2 =
{
local string temp , st ;
temp = ftos ( self . money ) ;
st = infokey ( world , " no_flare " ) ;
local string l1 , l2 , l3 , l4 ;
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l1 = eqstr ( self . tp_grenades_2 , GR_TYPE_FLARE , GR_TYPE_CONCUSSION ,
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" .. Flare <20> 400 \n .. Concussion <20> 1000 \n " ,
" * .. Flare <20> 400 \n .. Concussion <20> 1000 \n " ,
" .. Flare <20> 400 \n * .. Concussion <20> 1000 \n " ) ;
if ( st = = " on " | | st = = " 1 " ) {
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l1 = eqstr ( self . tp_grenades_2 , GR_TYPE_NORMAL , GR_TYPE_CONCUSSION ,
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" .. Normal <20> 500 \n .. Concussion <20> 1000 \n " ,
" * .. Normal <20> 500 \n .. Concussion <20> 1000 \n " ,
" .. Normal <20> 500 \n * .. Concussion <20> 1000 \n " ) ;
}
2001-07-23 20:52:47 +00:00
l2 = eqstr ( self . tp_grenades_2 , GR_TYPE_GAS , GR_TYPE_EMP ,
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" <20> .. Gas <20> 1200 \n <20> .. EMP <20> 1200 \n " ,
" * <20> .. Gas <20> 1200 \n <20> .. EMP <20> 1200 \n " ,
" <20> .. Gas <20> 1200 \n * <20> .. EMP <20> 1200 \n " ) ;
2001-07-23 20:52:47 +00:00
l3 = eqstr ( self . tp_grenades_2 , GR_TYPE_MIRV , GR_TYPE_FLAME ,
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" <20> .. MIRV <20> 1200 \n <20> .. Flame <20> 1425 \n " ,
" * <20> .. MIRV <20> 1200 \n <20> .. Flame <20> 1425 \n " ,
" <20> .. MIRV <20> 1200 \n * <20> .. Flame <20> 1425 \n " ) ;
l4 = " <20> .. Nail <20> 2000 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
2001-07-23 20:52:47 +00:00
if ( self . tp_grenades_2 = = GR_TYPE_NAIL )
2001-07-17 05:58:10 +00:00
l4 = " * <20> .. Nail <20> 2000 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> Grenades - 2nd Slot<11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n " ) ;
} ;
void ( float inp ) Menu_Gren2_Input =
{
local string st , st2 , st3 ;
st = infokey ( world , " no_gasgren " ) ;
st2 = infokey ( world , " no_spam " ) ;
st3 = infokey ( world , " no_flare " ) ;
if ( inp < = 10 & & inp > = 1 )
{
if ( inp = = 1 ) {
if ( st3 = = " on " | | st3 = = " 1 " )
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BuyGren2 ( 500 , GR_TYPE_NORMAL ) ;
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else
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BuyGren2 ( 400 , GR_TYPE_FLARE ) ;
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}
if ( inp = = 2 ) {
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BuyGren2 ( 1000 , GR_TYPE_CONCUSSION ) ;
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}
if ( inp = = 3 ) {
if ( st = = " on " ) {
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sprint ( self , PRINT_HIGH , " The admin has disabled gas grens on this map. \n " ) ;
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return ;
}
if ( st2 = = " on " ) { //If admin disable it
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sprint ( self , PRINT_HIGH , " The admin has disabled spam devices on this map. \n " ) ;
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return ;
}
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BuyGren2 ( 1200 , GR_TYPE_GAS ) ;
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}
if ( inp = = 4 ) {
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BuyGren2 ( 1200 , GR_TYPE_EMP ) ;
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}
if ( inp = = 5 ) {
if ( st2 = = " on " ) { //If admin disable it
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sprint ( self , PRINT_HIGH , " The admin has disabled spam devices on this map. \n " ) ;
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return ;
}
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BuyGren2 ( 1200 , GR_TYPE_MIRV ) ;
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}
if ( inp = = 6 ) {
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BuyGren2 ( 1425 , GR_TYPE_FLAME ) ;
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}
if ( inp = = 7 ) {
if ( st2 = = " on " ) { //If admin disable it
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sprint ( self , PRINT_HIGH , " The admin has disabled spam devices on this map. \n " ) ;
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return ;
}
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BuyGren2 ( 2000 , GR_TYPE_NAIL ) ;
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}
if ( inp = = 8 ) {
Menu_Gren1 ( ) ;
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self . current_menu = MENU_GREN1 ;
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}
if ( inp = = 9 ) {
Menu_Engineering ( ) ;
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self . current_menu = MENU_ENGINEERING ;
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}
if ( inp = = 10 ) {
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
}
} ; */
// ====================================
// Prints Menu of Optional Items Here
// ====================================
void ( ) Menu_Engineering =
{
local string temp ;
temp = ftos ( self . money ) ;
local string l1 , l2 , l3 , l4 ;
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l1 = mstr2 ( self . weapons_carried , self . cutf_items , WEAP_SPANNER , CUTF_SENTRYGUN ,
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" .. Spanner <20> 1200 \n .. Build Sentrygun <20> 1500 \n " ,
" * .. Spanner <20> 1200 \n .. Build Sentrygun <20> 1500 \n " ,
" .. Spanner <20> 1200 \n * .. Build Sentrygun <20> 1500 \n " ,
" * .. Spanner <20> 1200 \n * .. Build Sentrygun <20> 1500 \n " ) ;
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l2 = mstr ( self . tf_items , NIT_TURRET , NIT_TESLA ,
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" <20> .. Turret Upgrade <20> 700 \n <20> .. Build Tesla <20> 1350 \n " ,
" * <20> .. Turret Upgrade <20> 700 \n <20> .. Build Tesla <20> 1350 \n " ,
" <20> .. Turret Upgrade <20> 700 \n * <20> .. Build Tesla <20> 1350 \n " ,
" * <20> .. Turret Upgrade <20> 700 \n * <20> .. Build Tesla <20> 1350 \n " ) ;
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l3 = mstr ( self . tf_items , NIT_TESLA_UPGRADE , NIT_SECURITY_CAMERA ,
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" <20> .. Tesla Upgrade <20> 1650 \n <20> .. Build Camera <20> 350 \n " ,
" * <20> .. Tesla Upgrade <20> 1650 \n <20> .. Build Camera <20> 350 \n " ,
" <20> .. Tesla Upgrade <20> 1650 \n * <20> .. Build Camera <20> 350 \n " ,
" * <20> .. Tesla Upgrade <20> 1650 \n * <20> .. Build Camera <20> 350 \n " ) ;
l4 = " <20> .. BuildTeleporter <20> 1100 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
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if ( self . tf_items & NIT_TELEPORTER )
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l4 = " * <20> .. BuildTeleporter <20> 1100 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> Engineering Items <11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n " ) ;
} ;
void ( float inp ) Menu_Engineering_Input =
{
if ( inp = = 1 ) {
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BuyWeapon ( 1200 , WEAP_SPANNER ) ;
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}
if ( inp = = 2 ) {
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BuyCuTF ( 1500 , CUTF_SENTRYGUN ) ;
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}
if ( inp = = 3 ) {
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BuyItem ( 700 , NIT_TURRET ) ;
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}
if ( inp = = 4 ) {
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BuyItem ( 1350 , NIT_TESLA ) ;
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}
if ( inp = = 5 ) {
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BuyItem ( 1650 , NIT_TESLA_UPGRADE ) ;
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}
if ( inp = = 6 ) {
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BuyItem ( 350 , NIT_SECURITY_CAMERA ) ;
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}
if ( inp = = 7 ) {
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BuyItem ( 1100 , NIT_TELEPORTER ) ;
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}
if ( inp = = 8 ) {
Menu_Gren2 ( ) ;
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self . current_menu = MENU_GREN2 ;
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}
if ( inp = = 9 ) {
if ( custom_mode ! = 1 )
{
Menu_Profession ( ) ;
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self . current_menu = MENU_PROFESSION ;
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}
else
{
Menu_Proficiency ( ) ;
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self . current_menu = MENU_PROFICIENCY ;
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}
}
if ( inp = = 10 ) {
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
} ;
// =====================================
// Prints Menu of Professions Available
// =====================================
void ( ) Menu_Profession =
{
local string temp ;
temp = ftos ( self . money ) ;
local string l1 , l2 , l3 , l4 ;
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l1 = eqstr ( self . job , JOB_THIEF , JOB_RUNNER ,
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" .. Thief <20> Hide<64> <65> 950 \n .. Runner <20> Sprint<6E> <74> 400 \n " ,
" * .. Thief <20> Hide<64> <65> 950 \n .. Runner <20> Sprint<6E> <74> 400 \n " ,
" .. Thief <20> Hide<64> <65> 950 \n * .. Runner <20> Sprint<6E> <74> 400 \n " ) ;
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l2 = eqstr ( self . job , JOB_WARLOCK , JOB_CHAPLAN ,
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" <20> .. Warlock <20> Summon<6F> <6E> 1350 \n <20> .. Chaplan<61> Inspire<72> <65> 1200 \n " ,
" * <20> .. Warlock <20> Summon<6F> <6E> 1350 \n <20> .. Chaplan<61> Inspire<72> <65> 1200 \n " ,
" <20> .. Warlock <20> Summon<6F> <6E> 1350 \n * <20> .. Chaplan<61> Inspire<72> <65> 1200 \n " ) ;
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l3 = eqstr ( self . job , JOB_BERSERKER , JOB_GUERILLA ,
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" <20> .. Berserker <20> Fury<72> <79> 1200 \n <20> .. Guerilla <20> Mines<65> <73> 1500 \n " ,
" * <20> .. Berserker <20> Fury<72> <79> 1200 \n <20> .. Guerilla <20> Mines<65> <73> 1500 \n " ,
" <20> .. Berserker <20> Fury<72> <79> 1200 \n * <20> .. Guerilla <20> Mines<65> <73> 1500 \n " ) ;
l4 = " <20> .. Judoka <20> Disarm<72> <6D> 700 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
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if ( self . job = = JOB_JUDOKA )
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l4 = " * <20> .. Judoka <20> Disarm<72> <6D> 700 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> Skilled Profession <11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n \n Use <20> <> <EFBFBD> <EFBFBD> <EFBFBD> to trigger ability \n " ) ;
} ;
void ( float inp ) Menu_Profession_Input =
{
if ( inp = = 1 ) {
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BuyJob ( 950 , JOB_THIEF ) ;
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}
if ( inp = = 2 ) {
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BuyJob ( 400 , JOB_RUNNER ) ;
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}
if ( inp = = 3 ) { //Sync this with price in knife
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BuyJob ( 1350 , JOB_WARLOCK ) ;
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}
if ( inp = = 4 ) {
if ( no_chaplan )
{
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sprint ( self , PRINT_HIGH , " Chaplan is disabled, sorry. \n " ) ;
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self . impulse = 0 ;
return ;
}
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BuyJob ( 1200 , JOB_CHAPLAN ) ;
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}
if ( inp = = 5 ) {
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BuyJob ( 1200 , JOB_BERSERKER ) ;
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}
if ( inp = = 6 ) {
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BuyJob ( 1500 , JOB_GUERILLA ) ;
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}
if ( inp = = 7 ) {
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BuyJob ( 700 , JOB_JUDOKA ) ;
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}
if ( inp = = 8 ) {
Menu_Engineering ( ) ;
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self . current_menu = MENU_ENGINEERING ;
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}
if ( inp = = 9 ) {
Menu_Profession2 ( ) ;
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self . current_menu = MENU_PROFESSION2 ;
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}
if ( inp = = 10 ) {
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
} ;
// ==================================
// Prints Second page of Professions
// ==================================
void ( ) Menu_Profession2 =
{
local string temp ;
temp = ftos ( self . money ) ;
local string l1 , l2 , l3 , l4 ;
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l1 = eqstr ( self . job , JOB_ARMY , JOB_HACKER ,
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" .. Army <20> Soldier<65> <72> 1250 \n .. CyberNet <20> Hack<63> <6B> 1200 \n " ,
" * .. Army <20> Soldier<65> <72> 1250 \n .. CyberNet <20> Hack<63> <6B> 1200 \n " ,
" .. Army <20> Soldier<65> <72> 1250 \n * .. CyberNet <20> Hack<63> <6B> 1200 \n " ) ;
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l2 = eqstr ( self . job , JOB_MARTYR , JOB_CRUSADER ,
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" <20> .. Martyr <20> Suicide<64> <65> 1000 \n <20> .. Crusader <20> Auras<61> <73> 1600 \n " ,
" * <20> .. Martyr <20> Suicide<64> <65> 1000 \n <20> .. Crusader <20> Auras<61> <73> 1600 \n " ,
" <20> .. Martyr <20> Suicide<64> <65> 1000 \n * <20> .. Crusader <20> Auras<61> <73> 1600 \n " ) ;
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/*l2 = eqstr(self.job, JOB_MARTYR, JOB_MYSTIC,
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" <20> .. Martyr <20> Suicide<64> <65> 1000 \n <20> .. Mystic <20> Regen<65> <6E> 1000 \n " ,
" * <20> .. Martyr <20> Suicide<64> <65> 1000 \n <20> .. Mystic <20> Regen<65> <6E> 1000 \n " ,
" <20> .. Martyr <20> Suicide<64> <65> 1000 \n * <20> .. Mystic <20> Regen<65> <6E> 1000 \n " ) ; */
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/*l3 = eqstr(self.job, JOB_BERSERKER, JOB_GUERILLA,
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" -.. Berserker <20> Fury<72> - 1200 \n <20> .. Guerilla <20> Mines<65> - 1500 \n " ,
" * -.. Berserker <20> Fury<72> - 1200 \n <20> .. Guerilla <20> Mines<65> - 1500 \n " ,
" -.. Berserker <20> Fury<72> - 1200 \n * <20> .. Guerilla <20> Mines<65> - 1500 \n " ) ; */
l4 = " \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
//l3 = "\n\n";
l3 = " \n \n " ;
/*l2 = " <20> .. Martyr <20> Suicide<64> <65> 1000";
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if ( self . job = = JOB_MARTYR )
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l2 = " * <20> .. Martyr <20> Suicide<64> <65> 1000 " ; */
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> More Professions <11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n \n Use <20> <> <EFBFBD> <EFBFBD> <EFBFBD> to trigger ability \n " ) ;
} ;
void ( float inp ) Menu_Profession2_Input =
{
if ( inp = = 1 ) {
if ( no_army = = 1 )
{
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sprint ( self , PRINT_HIGH , " Army job is disabled \n " ) ;
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self . impulse = 0 ;
return ;
}
else
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BuyJob ( 1250 , JOB_ARMY ) ;
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}
if ( inp = = 2 ) {
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BuyJob ( 1200 , JOB_HACKER ) ;
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}
if ( inp = = 3 ) {
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BuyJob ( 1000 , JOB_MARTYR ) ;
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}
if ( inp = = 4 ) {
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BuyJob ( 1600 , JOB_CRUSADER ) ;
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}
/*
if ( inp = = 5 ) {
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BuyJob ( 1200 , JOB_BERSERKER ) ;
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}
if ( inp = = 6 ) {
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BuyJob ( 1500 , JOB_GUERILLA ) ;
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}
if ( inp = = 7 ) {
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BuyJob ( 700 , JOB_JUDOKA ) ;
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} */
if ( inp = = 8 ) {
Menu_Profession ( ) ;
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self . current_menu = MENU_PROFESSION ;
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}
if ( inp = = 9 ) {
Menu_Proficiency ( ) ;
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self . current_menu = MENU_PROFICIENCY ;
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}
if ( inp = = 10 ) {
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
} ;
// =====================================
// Prints Menu of Proficiencies Available
// =====================================
void ( ) Menu_Proficiency =
{
local string temp ;
temp = ftos ( self . money ) ;
local string l1 , l2 , l3 , l4 ;
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l1 = mstr ( self . cutf_items , CUTF_STEALTH , CUTF_HIGHJUMP ,
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" .. Stealth <20> 400 \n .. Highjump <20> 200 \n " ,
" * .. Stealth <20> 400 \n .. Highjump <20> 200 \n " ,
" .. Stealth <20> 400 \n * .. Highjump <20> 200 \n " ,
" * .. Stealth <20> 400 \n * .. Highjump <20> 200 \n " ) ;
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l2 = mstr ( self . cutf_items , CUTF_HWGUY , CUTF_EXPBODY ,
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" <20> .. Aspect of HWGuy <20> 450 \n <20> .. Exp. Body <20> 1200 \n " ,
" * <20> .. Aspect of HWGuy <20> 450 \n <20> .. Exp. Body <20> 1200 \n " ,
" <20> .. Aspect of HWGuy <20> 450 \n * <20> .. Exp. Body <20> 1200 \n " ,
" * <20> .. Aspect of HWGuy <20> 450 \n * <20> .. Exp. Body <20> 1200 \n " ) ;
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l3 = mstr ( self . cutf_items , CUTF_GYMNAST , CUTF_DEMONLORE ,
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" <20> .. Gymnast <20> 450 \n <20> .. Demon Lore <20> 300 \n " ,
" * <20> .. Gymnast <20> 450 \n <20> .. Demon Lore <20> 300 \n " ,
" <20> .. Gymnast <20> 450 \n * <20> .. Demon Lore <20> 300 \n " ,
" * <20> .. Gymnast <20> 450 \n * <20> .. Demon Lore <20> 300 \n " ) ;
l4 = " <20> .. Close Combat <20> 600 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
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if ( self . cutf_items & CUTF_CLOSECOMBAT )
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l4 = " * <20> .. Close Combat <20> 600 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> Proficiency <11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n " ) ;
} ;
void ( float inp ) Menu_Proficiency_Input =
{
if ( inp = = 1 ) {
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BuyCuTF ( 400 , CUTF_STEALTH ) ;
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}
if ( inp = = 2 ) {
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BuyCuTF ( 200 , CUTF_HIGHJUMP ) ;
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}
if ( inp = = 3 ) {
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if ( self . cutf_items & CUTF_GYMNAST )
sprint ( self , PRINT_HIGH , " Having Gymnast and Aspect of HWGuy proficiencies is illogical. \n " ) ;
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else
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BuyCuTF ( 450 , CUTF_HWGUY ) ;
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}
if ( inp = = 4 ) {
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BuyCuTF ( 1200 , CUTF_EXPBODY ) ;
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}
if ( inp = = 5 ) {
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if ( self . cutf_items & CUTF_HWGUY )
sprint ( self , PRINT_HIGH , " Trust me, you don't want Aspect of HWGuy AND Gymnast. \n " ) ;
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else
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BuyCuTF ( 450 , CUTF_GYMNAST ) ;
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}
if ( inp = = 6 ) {
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BuyCuTF ( 300 , CUTF_DEMONLORE ) ;
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}
if ( inp = = 7 ) {
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BuyCuTF ( 600 , CUTF_CLOSECOMBAT ) ;
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}
if ( inp = = 8 ) {
if ( custom_mode ! = 1 )
{
Menu_Profession2 ( ) ;
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self . current_menu = MENU_PROFESSION2 ;
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}
else
{
Menu_Engineering ( ) ;
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self . current_menu = MENU_ENGINEERING ;
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}
}
if ( inp = = 9 ) {
Menu_Option ( ) ;
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self . current_menu = MENU_OPTION ;
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}
if ( inp = = 10 ) {
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
} ;
// ====================================
// Prints Menu of Optional Items Here
// ====================================
void ( ) Menu_Option =
{
local string temp ;
temp = ftos ( self . money ) ;
local string l1 , l2 , l3 , l4 ;
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l1 = mstr ( self . tf_items , NIT_AUTOID , NIT_RESPAWN_GUARD ,
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" .. Auto-ID <20> 25 \n .. Respawn Guard <20> 25 \n " ,
" * .. Auto-ID <20> 25 \n .. Respawn Guard <20> 25 \n " ,
" .. Auto-ID <20> 25 \n * .. Respawn Guard <20> 25 \n " ,
" * .. Auto-ID <20> 25 \n * .. Respawn Guard <20> 25 \n " ) ;
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//l2 = mstr2(self.cutf_items,self.tf_items,CUTF_OTR,NIT_HOVER_BOOTS,
l2 = mstr ( self . tf_items , NIT_HOVER_BOOTS , NIT_HOVER_BOOTS_UPGRADE ,
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" <20> .. Hover Boots <20> 850 \n <20> .. Boot Upgrade <20> 350 \n " ,
" * <20> .. Hover Boots <20> 850 \n <20> .. Boot Upgrade <20> 350 \n " ,
" <20> .. Hover Boots <20> 850 \n * <20> .. Boot Upgrade <20> 350 \n " ,
" * <20> .. Hover Boots <20> 850 \n * <20> .. Boot Upgrade <20> 350 \n " ) ;
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l3 = mstr2 ( self . tf_items , self . cutf_items , NIT_RL_LASER_SIGHT , CUTF_OTR ,
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" <20> .. Laser Guided RL <20> 1000 \n <20> .. OTR Bullets <20> 1850 \n " ,
" * <20> .. Laser Guided RL <20> 1000 \n <20> .. OTR Bullets <20> 1850 \n " , //.. Boot Upgrade <20> 350
" <20> .. Laser Guided RL <20> 1000 \n * <20> .. OTR Bullets <20> 1850 \n " ,
" * <20> .. Laser Guided RL <20> 1000 \n * <20> .. OTR Bullets <20> 1850 \n " ) ;
l4 = " <20> .. Cluster Rockets <20> 3250 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
2001-07-23 20:52:47 +00:00
if ( self . tf_items & NIT_CLUSTER_ROCKETS )
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l4 = " * <20> .. Cluster Rockets <20> 3250 \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> \n <EFBFBD> .. \n .. <20> <> <EFBFBD> <EFBFBD> ! \n " ;
centerprint ( self , " <EFBFBD> <EFBFBD> <EFBFBD> C<> s<EFBFBD> o<EFBFBD> i<EFBFBD> e <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <11> <> \n <EFBFBD> <EFBFBD> Optional Equipment <11> <> \n \n " , l1 , l2 , l3 , l4 , temp , " dollars left \n " ) ;
} ;
void ( float inp ) Menu_Option_Input =
{
if ( inp = = 1 ) {
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BuyItem ( 25 , NIT_AUTOID ) ;
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}
if ( inp = = 2 ) {
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BuyItem ( 25 , NIT_RESPAWN_GUARD ) ;
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}
if ( inp = = 6 ) {
if ( no_otr = = 1 )
{
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sprint ( self , PRINT_HIGH , " OTR bullets are disabled \n " ) ;
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self . impulse = 0 ;
return ;
}
else
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BuyCuTF ( 1850 , CUTF_OTR ) ;
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}
if ( inp = = 3 ) {
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BuyItem ( 850 , NIT_HOVER_BOOTS ) ;
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}
if ( inp = = 4 ) {
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BuyItem ( 350 , NIT_HOVER_BOOTS_UPGRADE ) ; //sync price with buyitem
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}
if ( inp = = 5 ) {
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BuyItem ( 1000 , NIT_RL_LASER_SIGHT ) ; //sync with RL
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}
if ( inp = = 7 ) {
if ( no_clusters = = 1 )
{
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sprint ( self , PRINT_HIGH , " Cluster rockets are disabled \n " ) ;
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self . impulse = 0 ;
return ;
}
else
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BuyItem ( 3250 , NIT_CLUSTER_ROCKETS ) ; //sync with RL
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}
if ( inp = = 8 ) {
Menu_Proficiency ( ) ;
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self . current_menu = MENU_PROFICIENCY ;
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}
// if (inp == 9) {
// centerprint(self, "No next menu\n");
// }
if ( inp = = 10 ) {
DropFromCustomClassGen ( ) ;
}
self . impulse = 0 ;
} ;
// SB - crusader ability menu
void ( entity pl , string s1 , string s2 , string s3 ) CenterPrint3 ;
/*
# define AURA_POWER 1
# define AURA_RESISTANCE 2
# define AURA_HASTE 3
# define AURA_INVIS 4
*/
void ( float aur ) AddAura ;
void ( ) CrusaderAddInvisibility ;
void ( ) CrusaderMassHeal ;
void ( ) CrusaderMassCure ;
void ( ) CrusaderDispel ;
void ( ) Menu_Crusader =
{
local string str1 ;
local float amount ;
amount = time - self . job_finished ;
if ( amount > 60 )
amount = 60 ;
str1 = ftos ( floor ( amount ) ) ;
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if ( self . weapons_carried & WEAP_MEDIKIT )
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CenterPrint3 ( self , " <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n .. Aura of Power <20> 15 mana<6E> \n .. Aura of Resistance <20> 15 mana<6E> \n <EFBFBD> .. Aura of Haste <20> 15 mana<6E> \n <EFBFBD> .. Aura of Invisibility <20> 45 mana<6E> \n <EFBFBD> .. Dispel Evil <20> 30 mana<6E> \n <EFBFBD> .. Mass healing <20> 20 mana<6E> \n <EFBFBD> .. Mass cure <20> 20 mana<6E> \n <EFBFBD> .. Sing <20> 0 mana<6E> \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> : " , str1 , " \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> " ) ;
else
CenterPrint3 ( self , " <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : \n \n .. Aura of Power <20> 15 mana<6E> \n .. Aura of Resistance <20> 15 mana<6E> \n <EFBFBD> .. Aura of Haste <20> 15 mana<6E> \n <EFBFBD> .. Aura of Invisibility <20> 45 mana<6E> \n <EFBFBD> .. Dispel Evil <20> 30 mana<6E> \n <EFBFBD> .. Sing <20> 0 mana<6E> \n \n <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> : " , str1 , " \n \n <EFBFBD> .. <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> " ) ;
self . StatusRefreshTime = time + 1 ;
} ;
void ( float inp ) Menu_Crusader_Input =
{
// If you read this, this is how you should be doing menus. HEAR ME?? No? Well I assume you
// are reading it so that'll have to do.
if ( inp = = 1 )
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AddAura ( AURA_POWER ) ;
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else if ( inp = = 2 )
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AddAura ( AURA_RESISTANCE ) ;
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else if ( inp = = 3 )
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AddAura ( AURA_HASTE ) ;
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else if ( inp = = 4 )
CrusaderAddInvisibility ( ) ;
else if ( inp = = 5 )
CrusaderDispel ( ) ;
else if ( inp = = 6 )
CrusaderMassHeal ( ) ;
else if ( inp = = 7 )
CrusaderMassCure ( ) ;
else if ( inp = = 8 )
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sound ( self , CHAN_MUSIC , " ambience/orff.wav " , 1 , ATTN_NORM ) ;
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else if ( inp = = 10 )
inp = 0 ;
else
return ;
self . impulse = 0 ;
ResetMenu ( ) ;
} ;