prozac-qfcc/security.qc

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#include "defs.qh"
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/*======================================================
SECURITY.QC Custom TeamFortress v3.1
(c) Craig Hauser 26/3/00
========================================================
Functions for the security camera
======================================================*/
void() Security_Camera_Idle;
float() Security_Camera_FindTarget;
void(entity attacker, float damage) Security_Camera_Pain;
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void() Security_Camera_Die;
void() Security_Camera_PrintTarget;
void() Security_Camera_Spawn;
float() Security_Camera_FindFakeTarget;
void() SecurityCameraTossTouch;
//used for print
string(float tno) GetTrueTeamName;
string(float pc) TeamFortress_GetClassName;
string(float pc) TeamFortress_GetJobName;
//===================================================================
void() Security_Camera_Idle =
{
if (Security_Camera_FindTarget())
self.nextthink = time + 2; //CH if found wait 2 sec before do another check
else
self.nextthink = time + 0.5; //CH else 2 checks per sec
self.think = Security_Camera_Idle;
};
//========
float() Security_Camera_FindTarget =
{
local entity client = NIL;
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local float r, gotone, loopc;
if (self.is_malfunctioning & SCREWUP_TWO) // SB how tragic, camera can't see
return FALSE;
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if (self.is_malfunctioning & SCREWUP_THREE) // oh no, we're reading incorrect signals
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{
if (Security_Camera_FindFakeTarget())
return TRUE;
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else
return FALSE;
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}
// Try a few checks to make it react faster
r = 0;
loopc = 0;
gotone = FALSE;
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local float trange; //- OfN - Hack
trange=1000;
if (self.num_mines & IMPROVED_ONE)
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trange=1250;
//CH Theortetically this will check every client on the server now
while (loopc < 32 && gotone == FALSE)
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{
client = checkclient();
gotone = TRUE;
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if (!client)
gotone = FALSE;
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if (!Pharse_Client(client, self, 1, trange, 0, 1))
gotone = FALSE;
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loopc = loopc + 1;
if (gotone) loopc = 1000;
}
if (!gotone)
return FALSE;
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// Found a Target
self.enemy = client;
if (self.enemy.classname != "player")
{
self.enemy = self.enemy.enemy;
if (self.enemy.classname != "player")
{
self.enemy = NIL;
return FALSE;
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}
}
// Spotted sound
if (self.heat == 3) { //CH so it does not beep all the time.
sound (self, CHAN_WEAPON, "weapons/camera_beep.wav", 1, ATTN_NORM);
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self.heat = 0;
}
else
self.heat = self.heat + 1;
Security_Camera_PrintTarget ();
return TRUE;
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};
float() Security_Camera_FindFakeTarget =
{
local entity client = NIL;
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local float r, gotone, loopc;
if (self.is_malfunctioning & SCREWUP_THREE) // SB how tragic, camera can't see
return FALSE;
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// Try a few checks to make it react faster
r = 0;
loopc = 0;
gotone = FALSE;
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// Pick a random client
while (loopc < 32 && gotone == FALSE)
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{
client = checkclient();
gotone = TRUE;
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if (!client)
gotone = FALSE;
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if (random() < 0.05)
gotone = FALSE;
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if (client.playerclass == PC_UNDEFINED) {
return FALSE;
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}
if (client.done_custom & CUSTOM_BUILDING) {
return FALSE;
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}
if (client.health <= 0) {
return FALSE;
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}
if (client.has_disconnected) {
return FALSE;
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}
loopc = loopc + 1;
if (gotone) loopc = 1000;
}
if (!gotone)
return FALSE;
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// Found a Target
self.enemy = client;
if (self.enemy.classname != "player")
{
self.enemy = self.enemy.enemy;
if (self.enemy.classname != "player")
{
self.enemy = NIL;
return FALSE;
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}
}
// Spotted sound
if (self.heat == 3) { //CH so it does not beep all the time.
sound (self, CHAN_WEAPON, "weapons/camera_beep.wav", 1, ATTN_NORM);
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self.heat = 0;
}
else
self.heat = self.heat + 1;
if (!(self.is_malfunctioning & SCREWUP_ONE))
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Security_Camera_PrintTarget ();
return TRUE;
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};
//========
void(entity attacker, float damage) Security_Camera_Pain =
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{
sound (self, CHAN_WEAPON, "weapons/camera_beep.wav", 1, ATTN_NORM);
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};
//======
void() Security_Camera_Die =
{
sprint(self.real_owner, PRINT_HIGH, "Your security camera was destroyed.\n");
self.real_owner.has_camera = FALSE;
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// ThrowGib("progs/tgib1.mdl", -70);
// ThrowGib("progs/tgib2.mdl", -70);
// ThrowGib("progs/tgib3.mdl", -70);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
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dremove(self);
//SwitchFromCamera();
};
//==========
//Prints the person to owner/team
//Outputs: "<>SECURITY CAMERA<> Team_color class/job (netname)\n"
void() Security_Camera_PrintTarget =
{
local string st;
sprint(self.real_owner, PRINT_HIGH, "<1F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> "); //<>Security camera<>
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st = GetTrueTeamName(self.enemy.team_no);
sprint(self.real_owner, PRINT_HIGH, st);
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sprint(self.real_owner, PRINT_HIGH, " ");
if (self.enemy.playerclass != PC_CUSTOM)
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st = TeamFortress_GetClassName(self.enemy.playerclass);
else
st = TeamFortress_GetJobName(self.enemy.job);
sprint(self.real_owner, PRINT_HIGH, st);
sprint(self.real_owner, PRINT_HIGH, " (");
sprint(self.real_owner, PRINT_HIGH, self.enemy.netname);
sprint(self.real_owner, PRINT_HIGH, ")\n");
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};
//==========
void() Security_Camera_Spawn =
{
if (self.ammo_cells < BUILD_COST_CAMERA)
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{
sprint(self,PRINT_HIGH,"Not enough cells to build a Security Camera\n");
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}
else
{
self.ammo_cells = self.ammo_cells - BUILD_COST_CAMERA;
self.has_camera = TRUE;
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newmis = spawn();
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_BBOX;
1) Attempted to give players positive frags whenever possible. You now should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
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setsize (newmis, '-16 -16 -3', '16 16 5');
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// setsize (newmis, '-8 -8 -8', '8 8 8');
newmis.takedamage = DAMAGE_AIM;
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newmis.classname = "building_camera";
newmis.netname = "security_camera";
<Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and sensing <Grievre> give mirvs the right death message, make them a little weaker and more spread out <Grievre> increased damage done by exp body... fixes not being able to use airfist if you have daedalus or lg with no cells <Grievre> made it so missing judo = you can't fire for 1.5 seconds, also judo doesn't always work, less chance of it working a) if they're facing you b) if they have knife, judo, or close combat <Grievre> you lose speed the more armor you have (so upgraded people can buy cougar and cheetah now) <Grievre> attempted to fix the respawn guard not telefragging bug (if it was still there) <Grievre> made it so you can tell a shambler to come, stop, or patrol even if it is fighting someone, doesn't really work most of the time but can "wake up" your shambler if it's being screwy <Grievre> (works for all demons) <Grievre> made it so a monster goes back to what it was doing before (following you, patrolling etc) once it's done with its enemy <Grievre> made the sniper rifle less cheap (or tried to), charging now = more accuracy, rather than more damage. OTR now does slightly less damage than regular, but isn't blocked by armor as much. <Grievre> autorifle now has half the rate of fire but does same damage as sniper rifle, but less accurate <Grievre> headshots always ignore armor if target has green armor, legshots always ignore armor except for red <Grievre> added bshams and shambler kings (can be disabled with infokeys) <Grievre> increased max knife blood to 32 <Grievre> made it so airfist bounces gymnasts twice as much, and bounces everyone a little more (I think), may cause stuck bugs but I think it won't. airfist does half damage to gymnasts and slightly more to hwguys <Grievre> made shamblers a little smarter and more powerful in general <Grievre> they now attack buildings (only bshams/kings) if they are attacked by them first <Grievre> bsham/king fireball now sets things on fire <Grievre> shamblers will generally attack the person who last hit them <Grievre> shortened judoka range (they have the old range if they get close combat <Grievre> shamblers will cycle the left-right slash or fireball longer than they did (but they won't keep doing it if their enemy is not visible) <Grievre> fixed shambler fireball so it doesn't miss and hurt itself so much <Grievre> #define OLD_AUTORIFLE <Grievre> will go to the old behavior of the auto rifle <Grievre> I think that's it <Grievre> oh, I changed the intro message and version string a little, you might want to change that
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newmis.origin = self.origin;
newmis.owner = self;
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newmis.real_owner = self;
makevectors (self.v_angle);
newmis.avelocity = '0 0 0';
newmis.velocity = v_forward*800 + v_up * 200 + v_right*10 + v_up*10;
<Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and sensing <Grievre> give mirvs the right death message, make them a little weaker and more spread out <Grievre> increased damage done by exp body... fixes not being able to use airfist if you have daedalus or lg with no cells <Grievre> made it so missing judo = you can't fire for 1.5 seconds, also judo doesn't always work, less chance of it working a) if they're facing you b) if they have knife, judo, or close combat <Grievre> you lose speed the more armor you have (so upgraded people can buy cougar and cheetah now) <Grievre> attempted to fix the respawn guard not telefragging bug (if it was still there) <Grievre> made it so you can tell a shambler to come, stop, or patrol even if it is fighting someone, doesn't really work most of the time but can "wake up" your shambler if it's being screwy <Grievre> (works for all demons) <Grievre> made it so a monster goes back to what it was doing before (following you, patrolling etc) once it's done with its enemy <Grievre> made the sniper rifle less cheap (or tried to), charging now = more accuracy, rather than more damage. OTR now does slightly less damage than regular, but isn't blocked by armor as much. <Grievre> autorifle now has half the rate of fire but does same damage as sniper rifle, but less accurate <Grievre> headshots always ignore armor if target has green armor, legshots always ignore armor except for red <Grievre> added bshams and shambler kings (can be disabled with infokeys) <Grievre> increased max knife blood to 32 <Grievre> made it so airfist bounces gymnasts twice as much, and bounces everyone a little more (I think), may cause stuck bugs but I think it won't. airfist does half damage to gymnasts and slightly more to hwguys <Grievre> made shamblers a little smarter and more powerful in general <Grievre> they now attack buildings (only bshams/kings) if they are attacked by them first <Grievre> bsham/king fireball now sets things on fire <Grievre> shamblers will generally attack the person who last hit them <Grievre> shortened judoka range (they have the old range if they get close combat <Grievre> shamblers will cycle the left-right slash or fireball longer than they did (but they won't keep doing it if their enemy is not visible) <Grievre> fixed shambler fireball so it doesn't miss and hurt itself so much <Grievre> #define OLD_AUTORIFLE <Grievre> will go to the old behavior of the auto rifle <Grievre> I think that's it <Grievre> oh, I changed the intro message and version string a little, you might want to change that
2003-11-12 04:58:19 +00:00
setorigin(newmis, newmis.origin);
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newmis.angles = '0 0 0';
newmis.angles_y = anglemod(self.angles_y + 180);
// newmis.skin = 1;
newmis.th_die = Security_Camera_Die; // Death function
newmis.th_pain = Security_Camera_Pain;
newmis.mdl = "progs/camera.mdl"; //CH temp model
setmodel (newmis, newmis.mdl);
newmis.team_no = self.team_no;
newmis.colormap = self.colormap;
newmis.heat = 0; //Beeps
<Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and sensing <Grievre> give mirvs the right death message, make them a little weaker and more spread out <Grievre> increased damage done by exp body... fixes not being able to use airfist if you have daedalus or lg with no cells <Grievre> made it so missing judo = you can't fire for 1.5 seconds, also judo doesn't always work, less chance of it working a) if they're facing you b) if they have knife, judo, or close combat <Grievre> you lose speed the more armor you have (so upgraded people can buy cougar and cheetah now) <Grievre> attempted to fix the respawn guard not telefragging bug (if it was still there) <Grievre> made it so you can tell a shambler to come, stop, or patrol even if it is fighting someone, doesn't really work most of the time but can "wake up" your shambler if it's being screwy <Grievre> (works for all demons) <Grievre> made it so a monster goes back to what it was doing before (following you, patrolling etc) once it's done with its enemy <Grievre> made the sniper rifle less cheap (or tried to), charging now = more accuracy, rather than more damage. OTR now does slightly less damage than regular, but isn't blocked by armor as much. <Grievre> autorifle now has half the rate of fire but does same damage as sniper rifle, but less accurate <Grievre> headshots always ignore armor if target has green armor, legshots always ignore armor except for red <Grievre> added bshams and shambler kings (can be disabled with infokeys) <Grievre> increased max knife blood to 32 <Grievre> made it so airfist bounces gymnasts twice as much, and bounces everyone a little more (I think), may cause stuck bugs but I think it won't. airfist does half damage to gymnasts and slightly more to hwguys <Grievre> made shamblers a little smarter and more powerful in general <Grievre> they now attack buildings (only bshams/kings) if they are attacked by them first <Grievre> bsham/king fireball now sets things on fire <Grievre> shamblers will generally attack the person who last hit them <Grievre> shortened judoka range (they have the old range if they get close combat <Grievre> shamblers will cycle the left-right slash or fireball longer than they did (but they won't keep doing it if their enemy is not visible) <Grievre> fixed shambler fireball so it doesn't miss and hurt itself so much <Grievre> #define OLD_AUTORIFLE <Grievre> will go to the old behavior of the auto rifle <Grievre> I think that's it <Grievre> oh, I changed the intro message and version string a little, you might want to change that
2003-11-12 04:58:19 +00:00
newmis.think = Security_Camera_Die;
newmis.nextthink = time + 5;
newmis.health = newmis.max_health = BUILD_HEALTH_CAMERA;
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newmis.touch = SecurityCameraTossTouch;
newmis.num_mines=0; // OfN - reset HACKER improvements
W_SetCurrentAmmo();
}
};
//========
void() SecurityCameraTossTouch =
{
if (other || other == self.real_owner)
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return;
2004-03-17 15:10:29 +00:00
self.owner = NIL;
1) Attempted to give players positive frags whenever possible. You now should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
local integer pc = entpointcontents(self);
if (pc == CONTENTS_SOLID || pc == CONTENTS_SKY)
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{
Security_Camera_Die();
return;
}
<Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and sensing <Grievre> give mirvs the right death message, make them a little weaker and more spread out <Grievre> increased damage done by exp body... fixes not being able to use airfist if you have daedalus or lg with no cells <Grievre> made it so missing judo = you can't fire for 1.5 seconds, also judo doesn't always work, less chance of it working a) if they're facing you b) if they have knife, judo, or close combat <Grievre> you lose speed the more armor you have (so upgraded people can buy cougar and cheetah now) <Grievre> attempted to fix the respawn guard not telefragging bug (if it was still there) <Grievre> made it so you can tell a shambler to come, stop, or patrol even if it is fighting someone, doesn't really work most of the time but can "wake up" your shambler if it's being screwy <Grievre> (works for all demons) <Grievre> made it so a monster goes back to what it was doing before (following you, patrolling etc) once it's done with its enemy <Grievre> made the sniper rifle less cheap (or tried to), charging now = more accuracy, rather than more damage. OTR now does slightly less damage than regular, but isn't blocked by armor as much. <Grievre> autorifle now has half the rate of fire but does same damage as sniper rifle, but less accurate <Grievre> headshots always ignore armor if target has green armor, legshots always ignore armor except for red <Grievre> added bshams and shambler kings (can be disabled with infokeys) <Grievre> increased max knife blood to 32 <Grievre> made it so airfist bounces gymnasts twice as much, and bounces everyone a little more (I think), may cause stuck bugs but I think it won't. airfist does half damage to gymnasts and slightly more to hwguys <Grievre> made shamblers a little smarter and more powerful in general <Grievre> they now attack buildings (only bshams/kings) if they are attacked by them first <Grievre> bsham/king fireball now sets things on fire <Grievre> shamblers will generally attack the person who last hit them <Grievre> shortened judoka range (they have the old range if they get close combat <Grievre> shamblers will cycle the left-right slash or fireball longer than they did (but they won't keep doing it if their enemy is not visible) <Grievre> fixed shambler fireball so it doesn't miss and hurt itself so much <Grievre> #define OLD_AUTORIFLE <Grievre> will go to the old behavior of the auto rifle <Grievre> I think that's it <Grievre> oh, I changed the intro message and version string a little, you might want to change that
2003-11-12 04:58:19 +00:00
sprint (self.real_owner, PRINT_HIGH, "You finish building the Security Camera.\n");
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teamprefixsprint(self.real_owner.team_no,self.real_owner); //- OfN
teamsprint(self.real_owner.team_no, self.real_owner, self.real_owner.netname);
teamsprint(self.real_owner.team_no, self.real_owner, " has built a Security Camera.\n");
self.real_owner.option = time + 2; // so ppl cant destroy it for 2 seconds
self.movetype = MOVETYPE_NONE;
setsize (self, self.mins, self.maxs);
self.takedamage = DAMAGE_AIM;
sound (self, CHAN_WEAPON, "weapons/guerilla_set.wav", 1, ATTN_NORM);
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self.think = Security_Camera_Idle;
self.nextthink = time + 1;
};