2001-07-23 20:52:47 +00:00
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#include "defs.qh"
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2001-07-17 05:58:10 +00:00
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/*======================================================
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SECURITY.QC Custom TeamFortress v3.1
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(c) Craig Hauser 26/3/00
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========================================================
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Functions for the security camera
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======================================================*/
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void() Security_Camera_Idle;
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float() Security_Camera_FindTarget;
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2001-10-17 07:48:11 +00:00
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void(entity attacker, float damage) Security_Camera_Pain;
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2001-07-17 05:58:10 +00:00
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void() Security_Camera_Die;
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void() Security_Camera_PrintTarget;
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void() Security_Camera_Spawn;
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float() Security_Camera_FindFakeTarget;
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void() SecurityCameraTossTouch;
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//used for print
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string(float tno) GetTrueTeamName;
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string(float pc) TeamFortress_GetClassName;
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string(float pc) TeamFortress_GetJobName;
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//===================================================================
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void() Security_Camera_Idle =
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{
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if (Security_Camera_FindTarget())
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self.nextthink = time + 2; //CH if found wait 2 sec before do another check
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else
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self.nextthink = time + 0.5; //CH else 2 checks per sec
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self.think = Security_Camera_Idle;
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};
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//========
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float() Security_Camera_FindTarget =
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{
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2001-11-02 17:00:52 +00:00
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local entity client = NIL;
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2001-07-17 05:58:10 +00:00
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local float r, gotone, loopc;
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2001-07-23 20:52:47 +00:00
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if (self.is_malfunctioning & SCREWUP_TWO) // SB how tragic, camera can't see
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return FALSE;
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2001-07-17 05:58:10 +00:00
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2001-07-23 20:52:47 +00:00
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if (self.is_malfunctioning & SCREWUP_THREE) // oh no, we're reading incorrect signals
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2001-07-17 05:58:10 +00:00
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{
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if (Security_Camera_FindFakeTarget())
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2001-07-23 20:52:47 +00:00
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return TRUE;
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2001-07-17 05:58:10 +00:00
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else
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2001-07-23 20:52:47 +00:00
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return FALSE;
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2001-07-17 05:58:10 +00:00
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}
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// Try a few checks to make it react faster
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r = 0;
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loopc = 0;
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2001-07-23 20:52:47 +00:00
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gotone = FALSE;
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2001-07-17 05:58:10 +00:00
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local float trange; //- OfN - Hack
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trange=1000;
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2001-07-23 20:52:47 +00:00
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if (self.num_mines & IMPROVED_ONE)
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2001-07-17 05:58:10 +00:00
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trange=1250;
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//CH Theortetically this will check every client on the server now
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2001-07-23 20:52:47 +00:00
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while (loopc < 32 && gotone == FALSE)
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2001-07-17 05:58:10 +00:00
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{
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client = checkclient();
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2001-07-23 20:52:47 +00:00
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gotone = TRUE;
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2001-07-17 05:58:10 +00:00
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if (!client)
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2001-07-23 20:52:47 +00:00
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gotone = FALSE;
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2001-07-17 05:58:10 +00:00
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if (!Pharse_Client(client, self, 1, trange, 0, 1))
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2001-07-23 20:52:47 +00:00
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gotone = FALSE;
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2001-07-17 05:58:10 +00:00
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loopc = loopc + 1;
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if (gotone) loopc = 1000;
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}
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if (!gotone)
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2001-07-23 20:52:47 +00:00
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return FALSE;
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2001-07-17 05:58:10 +00:00
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// Found a Target
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self.enemy = client;
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if (self.enemy.classname != "player")
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{
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self.enemy = self.enemy.enemy;
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if (self.enemy.classname != "player")
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{
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2001-11-02 17:00:52 +00:00
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self.enemy = NIL;
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2001-07-23 20:52:47 +00:00
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return FALSE;
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2001-07-17 05:58:10 +00:00
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}
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}
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// Spotted sound
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if (self.heat == 3) { //CH so it does not beep all the time.
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2001-07-23 20:52:47 +00:00
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sound (self, CHAN_WEAPON, "weapons/camera_beep.wav", 1, ATTN_NORM);
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2001-07-17 05:58:10 +00:00
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self.heat = 0;
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}
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else
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self.heat = self.heat + 1;
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Security_Camera_PrintTarget ();
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2001-07-23 20:52:47 +00:00
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return TRUE;
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2001-07-17 05:58:10 +00:00
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};
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float() Security_Camera_FindFakeTarget =
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{
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2001-11-02 17:00:52 +00:00
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local entity client = NIL;
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2001-07-17 05:58:10 +00:00
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local float r, gotone, loopc;
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2001-07-23 20:52:47 +00:00
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if (self.is_malfunctioning & SCREWUP_THREE) // SB how tragic, camera can't see
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return FALSE;
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2001-07-17 05:58:10 +00:00
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// Try a few checks to make it react faster
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r = 0;
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loopc = 0;
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2001-07-23 20:52:47 +00:00
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gotone = FALSE;
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2001-07-17 05:58:10 +00:00
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// Pick a random client
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2001-07-23 20:52:47 +00:00
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while (loopc < 32 && gotone == FALSE)
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2001-07-17 05:58:10 +00:00
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{
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client = checkclient();
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2001-07-23 20:52:47 +00:00
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gotone = TRUE;
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2001-07-17 05:58:10 +00:00
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if (!client)
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2001-07-23 20:52:47 +00:00
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gotone = FALSE;
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2001-07-17 05:58:10 +00:00
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if (random() < 0.05)
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2001-07-23 20:52:47 +00:00
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gotone = FALSE;
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2001-07-17 05:58:10 +00:00
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2001-07-23 20:52:47 +00:00
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if (client.playerclass == PC_UNDEFINED) {
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return FALSE;
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2001-07-17 05:58:10 +00:00
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}
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2001-07-23 20:52:47 +00:00
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if (client.done_custom & CUSTOM_BUILDING) {
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return FALSE;
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2001-07-17 05:58:10 +00:00
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}
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if (client.health <= 0) {
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2001-07-23 20:52:47 +00:00
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return FALSE;
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2001-07-17 05:58:10 +00:00
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}
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if (client.has_disconnected) {
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2001-07-23 20:52:47 +00:00
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return FALSE;
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2001-07-17 05:58:10 +00:00
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}
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loopc = loopc + 1;
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if (gotone) loopc = 1000;
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}
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if (!gotone)
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2001-07-23 20:52:47 +00:00
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return FALSE;
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2001-07-17 05:58:10 +00:00
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// Found a Target
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self.enemy = client;
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if (self.enemy.classname != "player")
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{
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self.enemy = self.enemy.enemy;
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if (self.enemy.classname != "player")
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{
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2001-11-02 17:00:52 +00:00
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self.enemy = NIL;
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2001-07-23 20:52:47 +00:00
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return FALSE;
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2001-07-17 05:58:10 +00:00
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}
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}
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// Spotted sound
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if (self.heat == 3) { //CH so it does not beep all the time.
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2001-07-23 20:52:47 +00:00
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sound (self, CHAN_WEAPON, "weapons/camera_beep.wav", 1, ATTN_NORM);
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2001-07-17 05:58:10 +00:00
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self.heat = 0;
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}
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else
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self.heat = self.heat + 1;
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2001-07-23 20:52:47 +00:00
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if (!(self.is_malfunctioning & SCREWUP_ONE))
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2001-07-17 05:58:10 +00:00
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Security_Camera_PrintTarget ();
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2001-07-23 20:52:47 +00:00
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return TRUE;
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2001-07-17 05:58:10 +00:00
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};
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//========
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2001-10-17 07:48:11 +00:00
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void(entity attacker, float damage) Security_Camera_Pain =
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2001-07-17 05:58:10 +00:00
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{
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2001-07-23 20:52:47 +00:00
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sound (self, CHAN_WEAPON, "weapons/camera_beep.wav", 1, ATTN_NORM);
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2001-07-17 05:58:10 +00:00
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};
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//======
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void() Security_Camera_Die =
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{
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2001-07-23 20:52:47 +00:00
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sprint(self.real_owner, PRINT_HIGH, "Your security camera was destroyed.\n");
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self.real_owner.has_camera = FALSE;
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2001-07-17 05:58:10 +00:00
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// ThrowGib("progs/tgib1.mdl", -70);
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// ThrowGib("progs/tgib2.mdl", -70);
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// ThrowGib("progs/tgib3.mdl", -70);
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2001-10-13 23:02:22 +00:00
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_EXPLOSION);
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WriteCoord (MSG_MULTICAST, self.origin_x);
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WriteCoord (MSG_MULTICAST, self.origin_y);
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WriteCoord (MSG_MULTICAST, self.origin_z);
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2001-07-23 20:52:47 +00:00
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multicast (self.origin, MULTICAST_PHS);
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2001-07-17 05:58:10 +00:00
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dremove(self);
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//SwitchFromCamera();
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};
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//==========
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//Prints the person to owner/team
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//Outputs: "<>SECURITY CAMERA<> Team_color class/job (netname)\n"
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void() Security_Camera_PrintTarget =
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{
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local string st;
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2001-07-23 20:52:47 +00:00
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sprint(self.real_owner, PRINT_HIGH, "<1F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> "); //<>Security camera<>
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2001-07-17 05:58:10 +00:00
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st = GetTrueTeamName(self.enemy.team_no);
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2001-07-23 20:52:47 +00:00
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sprint(self.real_owner, PRINT_HIGH, st);
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2001-07-17 05:58:10 +00:00
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2001-07-23 20:52:47 +00:00
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sprint(self.real_owner, PRINT_HIGH, " ");
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if (self.enemy.playerclass != PC_CUSTOM)
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2001-07-17 05:58:10 +00:00
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st = TeamFortress_GetClassName(self.enemy.playerclass);
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else
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st = TeamFortress_GetJobName(self.enemy.job);
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2001-07-23 20:52:47 +00:00
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sprint(self.real_owner, PRINT_HIGH, st);
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sprint(self.real_owner, PRINT_HIGH, " (");
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sprint(self.real_owner, PRINT_HIGH, self.enemy.netname);
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sprint(self.real_owner, PRINT_HIGH, ")\n");
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2001-07-17 05:58:10 +00:00
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};
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//==========
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void() Security_Camera_Spawn =
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{
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2001-07-23 20:52:47 +00:00
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if (self.ammo_cells < BUILD_COST_CAMERA)
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2001-07-17 05:58:10 +00:00
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{
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2001-07-23 20:52:47 +00:00
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sprint(self,PRINT_HIGH,"Not enough cells to build a Security Camera\n");
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2001-07-17 05:58:10 +00:00
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}
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else
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{
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2001-07-23 20:52:47 +00:00
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self.ammo_cells = self.ammo_cells - BUILD_COST_CAMERA;
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self.has_camera = TRUE;
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2001-07-17 05:58:10 +00:00
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newmis = spawn();
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2001-07-23 20:52:47 +00:00
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newmis.movetype = MOVETYPE_BOUNCE;
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2004-04-05 08:11:46 +00:00
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newmis.solid = SOLID_BBOX;
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1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.
2) Redid Give_Frags_Out
3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy
4) You can grapple builds again. This caused really odd bugs.
5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.
6) Teslas are now entirely inside their bounding box
7) Now check every frame for players startsolid and for outside of the map cube.
8) #define WALL_HURT to make it hurt when you hit a wall
9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying
10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
gets extra grenade.
11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
Doesn't directly damage sentries anymore, but does significant damage to dispensers.
EMP someone who's setting a det and it blows up in their face.
12) Players now do radius damage from getting EMPed (again)
13) EMPs now go through walls (again)
14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100
15) You can only have 2 frag grens, 3 with bandolier now.
16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
where their charge wasn't restored when you die is fixed now.
17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
more time the closer it is to the EMP.
18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
attacker loses 3 seconds of attack.
19) Judo missing now makes them unable to fire.
20) Shortened judo range (back to normal if w/ close combat)
21) Attempted to rework the railgun. Seems to be okay now.
Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
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setsize (newmis, '-16 -16 -3', '16 16 5');
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2001-07-17 05:58:10 +00:00
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// setsize (newmis, '-8 -8 -8', '8 8 8');
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2001-07-23 20:52:47 +00:00
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newmis.takedamage = DAMAGE_AIM;
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2001-07-17 05:58:10 +00:00
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newmis.classname = "building_camera";
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newmis.netname = "security_camera";
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<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.origin = self.origin;
|
2004-02-18 11:00:45 +00:00
|
|
|
|
newmis.owner = self;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
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);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
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;
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
newmis.health = newmis.max_health = BUILD_HEALTH_CAMERA;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
newmis.touch = SecurityCameraTossTouch;
|
|
|
|
|
|
|
|
|
|
newmis.num_mines=0; // OfN - reset HACKER improvements
|
|
|
|
|
|
|
|
|
|
W_SetCurrentAmmo();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
//========
|
|
|
|
|
void() SecurityCameraTossTouch =
|
|
|
|
|
{
|
2001-11-02 17:00:52 +00:00
|
|
|
|
if (other || other == self.real_owner)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
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)
|
2001-07-17 05:58:10 +00:00
|
|
|
|
{
|
|
|
|
|
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
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
sprint (self.real_owner, PRINT_HIGH, "You finish building the Security Camera.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.movetype = MOVETYPE_NONE;
|
2004-04-05 08:11:46 +00:00
|
|
|
|
setsize (self, self.mins, self.maxs);
|
2001-07-23 20:52:47 +00:00
|
|
|
|
self.takedamage = DAMAGE_AIM;
|
|
|
|
|
sound (self, CHAN_WEAPON, "weapons/guerilla_set.wav", 1, ATTN_NORM);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
self.think = Security_Camera_Idle;
|
|
|
|
|
self.nextthink = time + 1;
|
|
|
|
|
};
|