prozac-qfcc/sbitems.qc

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/* SB Items. New items for use with Custom TF 3.2 (or something) */
#include "defs.qh"
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// Internal prototypes
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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integer(entity e) entpointcontents;
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void() AntiGravGrenadeExplode; // antigrav goes boom
void() AntiGravGrenadeTimer; // controls antigrav decay or whatever you call it
void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusAntiGrav; // bang
void() MotionSensorIdle; // motion sensor sitting
float() MotionSensorFindTarget; // sensor scans for target
void() MotionSensorDie; // I wonder what this does
void() MotionSensorSpawn; // let's make a sensor
void() SensorBeAlarmed; // very alarming
void() TeamFortress_C4DetpackTouch;
void() ThrowC4Det;
//void() SBInitiateInterface;
float(entity hacked, float r) ReturnHackDelay;
void() SBHackDotTimerThink;
/*void() SwitchToCamera;
void() SwitchFromCamera;
void() CameraSwitchView;*/
// External functions
void() ConcussionGrenadeTouch;
void(entity attacker, float damage) Security_Camera_Pain;
void(float tno, entity ignore, string st) teamsprint;
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void() TeamFortress_DetpackTouch;
void() TeamFortress_DetpackCountDown;
void() TeamFortress_DetpackExplode;
void() TeamFortress_DetpackDisarm;
void() SBFireInterface;
// -- OfN --
void(float tno, entity ignore) teamprefixsprint;
//--------------------------------------------------------------
/*
void() CameraSwitchView =
{
if (!self.has_camera)
return;
if (self.is_cameraviewing)
SwitchFromCamera();
else
SwitchToCamera();
};
void() SwitchToCamera =
{
local entity camera;
local float done;
if (!self.has_camera)
return;
if (self.is_cameraviewing)
return;
camera = find(NIL, classname, "building_camera");
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if (camera.real_owner == self)
done = TRUE;
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while (!done)
{
camera = find(camera, classname, "building_camera");
if (camera.real_owner == self)
done = TRUE;
if (!camera)
done = TRUE;
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}
if (!camera)
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return;
msg_entity = self;
WriteByte(MSG_ONE, SVC_SETVIEWPORT);
WriteEntity(MSG_ONE, camera);
WriteByte(MSG_ONE, SVC_SETANGLES);
WriteAngle(MSG_ONE, camera.angles_x);
WriteAngle(MSG_ONE, camera.angles_y);
WriteAngle(MSG_ONE, camera.angles_z);
self.fixangle = TRUE;
self.is_cameraviewing = TRUE;
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self.t_s_h = self.weaponmodel;
self.weaponmodel= "";
self.view_ofs = '0 0 0';
sprint(self, PRINT_HIGH, "Camera view activated.\n");
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};
void() SwitchFromCamera =
{
if (!self.has_camera)
return;
if (!self.is_cameraviewing)
return;
msg_entity = self;
WriteByte(MSG_ONE, SVC_SETVIEWPORT);
WriteEntity(MSG_ONE, self);
WriteByte(MSG_ONE, SVC_SETANGLES);
WriteAngle(MSG_ONE, self.angles_x);
WriteAngle(MSG_ONE, self.angles_y);
WriteAngle(MSG_ONE, self.angles_z);
self.fixangle = FALSE;
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self.weaponmodel = self.t_s_h;
self.view_ofs = '0 0 22';
self.is_cameraviewing = FALSE;
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};
*/
// SB Tossable Detpack!
// A 10 second detpack that can be thrown around corners
void() PrimeC4Det =
{
local entity te;
if (infokey (NIL, "no_spam") == "on")
{
sprint(self,PRINT_HIGH,"The admin has disabled spam devices on this map.\n");
return;
}
if (!(self.cutf_items & CUTF_TOSSABLEDET))
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{
sprint (self, PRINT_HIGH, "You do not have the C4 tossable detpack.\n");
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return;
}
if (self.ammo_c4det < 1)
{
sprint (self, PRINT_HIGH, "Looks like you're out of C4.\n");
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return;
}
if (self.is_detpacking || self.is_toffingadet)
{
sprint (self, PRINT_HIGH, "You can only set one detpack at once, throwable or otherwise!\n");
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return;
}
if (self.is_haxxxoring)
{
sprint (self, PRINT_HIGH, "You can't set a detpack while hacking.\n");
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return;
}
te = spawn();
te.owner = self;
te.nextthink = time + WEAP_DETPACK_SETTIME;
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te.think = ThrowC4Det;
te.classname = "timer";
te.netname = "C4detpack_timer";
self.is_toffingadet = 1;
self.tfstate = self.tfstate | TFSTATE_C4THROW;
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TeamFortress_SetSpeed(self);
sprint(self, PRINT_HIGH, "Arming detpack...\n");
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};
void() TeamFortress_C4DetpackTouch =
{
local entity disarm;
if (other.classname != "player")
return;
//WK if (other.playerclass != PC_SCOUT)
if (!(other.tf_items & NIT_SCANNER))
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return;
if (self.weaponmode == 1)
return;
if (Teammate(self.owner.team_no,other.team_no))
return;
makeImmune(other,time + 2);
//other.immune_to_check = time + 2;
other.tfstate = other.tfstate | TFSTATE_CANT_MOVE;
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sprint(other, PRINT_HIGH, "Disarming detpack...\n");
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TeamFortress_SetSpeed(other);
// Spawn disarming entity
disarm = spawn();
disarm.movetype = MOVETYPE_NONE; //WK M3 Bug Hunt
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disarm.owner = other; // the scout
disarm.enemy = self; // the detpack
disarm.classname = "timer";
disarm.nextthink = time + WEAP_DETPACK_DISARMTIME;
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disarm.think = TeamFortress_DetpackDisarm;
self.weaponmode = 1; // indicates disarming
self.enemy = other; // points to scout
self.observer_list = disarm;
};
void(entity ignore, string st, string st2, string st3, string st4, string st5, string st6) teamsprint6;
void() ThrowC4Det =
{
local entity user;
self.owner.is_toffingadet = 0;
self.owner.ammo_c4det = self.owner.ammo_c4det - 1;
user = self.owner;
sound (user, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
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KickPlayer(-1, user);
newmis = spawn ();
newmis.owner = user;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_BBOX;
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newmis.classname = "detpack";
// for identify it on airfist pushable? routine
//newmis.netname = "C4";
// set grenade speed
makevectors (user.v_angle);
if (user.deadflag)
{
// if user is dead, throw grenade directly up
newmis.velocity = '0 0 200';
}
else
{
if (user.v_angle_x)
{
newmis.velocity = v_forward*600 + v_up * 200 + random()*v_right*10 + random()*v_up*10;
}
else
{
newmis.velocity = aim(user, 10000);
newmis.velocity = newmis.velocity * 600;
newmis.velocity_z = 200;
}
}
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = TeamFortress_C4DetpackTouch;
newmis.think = TeamFortress_DetpackExplode;
newmis.nextthink = time + 10;
newmis.avelocity = '300 300 300';
setmodel (newmis, "progs/detpack.mdl");
setsize (newmis, '-16 -16 -8', '16 16 8');
setorigin (newmis, user.origin);
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dremove (self);
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self = user;
#ifdef DEMO_STUFF
if (live_camera)
CamProjectileLockOn();
#endif
local entity countd;
newmis.weaponmode = 0; // Detpack weaponmode = 1 when disarming
sound (newmis, CHAN_WEAPON, "doors/medtry.wav", 1, ATTN_NORM); //CH play set detpack sound
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// Create the CountDown entity
countd = spawn();
newmis.linked_list = countd; // attach count to its detpack
countd.think = TeamFortress_DetpackCountDown;
countd.health = 9;
countd.nextthink = time + 1;
countd.owner = newmis.owner;
countd.movetype = MOVETYPE_BOUNCE;
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countd.classname = "countdown_timer"; // Don't call it timer, because we
// don't want it removed if player dies
countd.enemy = newmis;
newmis.oldenemy = countd;
sprint(self, PRINT_HIGH, "Detpack armed!\n");
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teamprefixsprint(self.team_no,self);
teamsprint6(self,self.netname," throws a C4!\n","","","","");
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_C4THROW);
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TeamFortress_SetSpeed(self); // let's roll
};
// SB Motion Sensor
// Sits in shadows and lights up and makes noise when player goes near
void() SBBuildSensor =
{
if (self.ammo_cells >= BUILD_COST_SENSOR && self.has_sensor == 0)
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{
self.ammo_cells = self.ammo_cells - BUILD_COST_SENSOR;
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MotionSensorSpawn();
self.has_sensor = 1;
sprint(self, PRINT_HIGH, "You place the motion sensor.\n");
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self.option = time + 2;
}
else if (self.ammo_cells < BUILD_COST_SENSOR && self.has_sensor == 0)
sprint(self, PRINT_HIGH, "You do not have enough metal to build a motion sensor.\n");
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else
{
if (self.option < time) // avoids ppl overflowing by destroying/building it repeatedly
{
Find_And_Dmg("building_sensor", self, 1);
sprint(self, PRINT_HIGH, "You detonate your motion sensor.\n");
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self.has_sensor = 0;
}
}
};
void() MotionSensorTossTouch =
{
if (other || other == self.real_owner)
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return;
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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local integer pc = entpointcontents(self);
if (pc == CONTENTS_SOLID || pc == CONTENTS_SKY)
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{
MotionSensorDie();
return;
}
teamprefixsprint(self.real_owner.team_no,self.real_owner); //- OfN
teamsprint(self.real_owner.team_no, self.real_owner, self.real_owner.netname);
teamsprint(self.real_owner.team_no, self.real_owner, " has built a Motion Sensor.\n");
self.movetype = MOVETYPE_NONE;
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setsize (self, '-16 -16 -6', '16 16 10');
self.solid = SOLID_BBOX;
self.takedamage = DAMAGE_AIM;
sound (self, CHAN_WEAPON, "weapons/guerilla_set.wav", 1, ATTN_NORM);
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self.think = MotionSensorIdle;
self.nextthink = time + 1;
};
void() MotionSensorIdle =
{
if (MotionSensorFindTarget())
self.nextthink = time + 2.4; //if found wait 2.5 sec before do another check
else
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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self.nextthink = time + 0.2; // lots per sec GR No, too hard to get past
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self.think = MotionSensorIdle;
};
float() MotionSensorFindTarget =
{
local entity client = NIL;
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local float r, gotone, loopc;
// Try a few checks to make it react faster
r = 0;
loopc = 0;
gotone = FALSE;
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if (self.is_malfunctioning & SCREWUP_THREE)
return FALSE;
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local float trange; //- OfN - Hack
trange=300; // was 250
if (self.num_mines & IMPROVED_ONE)
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trange=500; // was 400
//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;
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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else if (!Pharse_Client(client, self, 1, trange, 2, 1))
gotone = FALSE;
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loopc = loopc + 1;
if (gotone) loopc = 1000;
}
if (!gotone)
{
self.effects = 0;
self.skin=1;
return FALSE;
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}
// Found a Target
self.enemy = client;
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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if (self.enemy.cutf_items & CUTF_JAMMER) // jammer makes it hard
{
}
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/*if (self.enemy.classname != "player") // OfN - wtf does this?
{
self.enemy = self.enemy.enemy;
if (self.enemy.classname != "player")
{
self.enemy = NIL;
return FALSE;
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}
}*/ // OfN - wtf does this?
// SPIES, only returned by pharseclient if sensor is able to uncover them -changed
if (Teammate(self.enemy.undercover_team,self.team_no) && self.num_mines & IMPROVED_FOUR)
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{
/*if (!(self.enemy.cutf_items & CUTF_JAMMER)) // if they dont have a scanner jammer remove their disguise
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{*/
Spy_RemoveDisguise(self.enemy);
sprint(self.real_owner, PRINT_HIGH, "Your motion sensor detects a spy!\n");
sprint(self.enemy, PRINT_HIGH, "That motion sensor knows you are a spy!\n");
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//}
//else
// return FALSE; // removed cause sensors alarm is activated anyway, even if they will not uncover them
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}
// THIEVES, ALWAYS DETECTED BUT SENSOR ONLY UNCOVERS THEM IF HACKED TO DO- changed
if (self.enemy.classname=="player")
{
if (self.enemy.job & JOB_THIEF && (self.enemy.job & JOB_ACTIVE || self.enemy.job & JOB_FULL_HIDE))
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{
if (self.num_mines & IMPROVED_SEVEN)
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{
sprint(self.real_owner, PRINT_HIGH, "Your motion sensor detects a thief!\n");
sprint(self.enemy, PRINT_HIGH, "That motion sensor can see you!\n");
RevealThief(self.enemy,TRUE);
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}
}
}
if (!(self.is_malfunctioning & SCREWUP_ONE))
sound(self, CHAN_WEAPON, "misc/enemy.wav", 1, ATTN_NORM);
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if (!(self.is_malfunctioning & SCREWUP_TWO))
{ self.effects = EF_BRIGHTLIGHT; self.skin=0;}
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sprint(self.real_owner,PRINT_HIGH,"Your motion sensor reports enemy presence!\n");
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self.think = SensorBeAlarmed;
return TRUE;
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};
void() SensorBeAlarmed =
{
if (MotionSensorFindTarget())
{
if (!(self.is_malfunctioning & SCREWUP_ONE))
sound(self, CHAN_WEAPON, "misc/enemy.wav", 1, ATTN_NORM);
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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.
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self.nextthink = time + 2.4;
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}
else
{
self.think = MotionSensorIdle;
self.effects = 0;
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
self.nextthink = time + 0.5;
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///
self.skin=1;
}
};
void() MotionSensorSpawn =
{
self.has_sensor = TRUE;
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newmis = spawn();
newmis.movetype = MOVETYPE_BOUNCE;
<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
setsize (newmis, '-16 -16 -6', '16 16 10');
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// setsize (newmis, '-8 -8 -8', '8 8 8');
newmis.solid = SOLID_BBOX;
newmis.takedamage = DAMAGE_AIM;
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newmis.classname = "building_sensor";
newmis.netname = "motion_sensor";
<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;
newmis.owner = NIL;
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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
newmis.origin += normalize(newmis.velocity) * 20;
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 = MotionSensorDie; // Death function
newmis.th_pain = Security_Camera_Pain; // may as well use this eh
//newmis.mdl = "progs/s_light.spr"; //CH temp model
newmis.mdl = "progs/sencer.mdl";
newmis.skin=1;
setmodel (newmis, newmis.mdl);
newmis.team_no = self.team_no;
newmis.colormap = self.colormap;
newmis.heat = 0; //Beeps
newmis.health = newmis.max_health = BUILD_HEALTH_SENSOR;
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newmis.touch = MotionSensorTossTouch;
newmis.num_mines=0; // OfN - reset HACKER improvements
W_SetCurrentAmmo();
};
void() MotionSensorDie =
{
sprint(self.real_owner, PRINT_HIGH, "Your motion sensor was destroyed.\n");
self.real_owner.has_sensor = FALSE;
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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);
};
// SB AntiGrav Grenade(tm)
// Screws over a player's gravity for a short time
//
// Uses the conc gren's touch function - why repeat it with an identical one?
void() AntiGravGrenadeExplode =
{
T_RadiusAntiGrav (self, self.owner, 100, NIL);
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#ifdef DEMO_STUFF
// Remove any camera's locks on this missile
if (self.enemy)
CamProjectileLockOff();
#endif
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);
};
// Bounces the enemy a bit and screws over their gravity :)
void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusAntiGrav =
{
local float points;
local entity head, te;
local vector org;
head = findradius(inflictor.origin, bounce+40);
while (head)
{
if (head != ignore)
{
if (head.takedamage)
{
org = head.origin + (head.mins + head.maxs)*0.5;
points = 0.5*vlen (org - inflictor.origin);
if (points < 0)
points = 0;
points = bounce - points;
if (self.cutf_items & CUTF_GYMNAST)
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points = points * 2;
if (!IsBuilding(head) && points > 0)
{
// Bounce!!
head.velocity = org - inflictor.origin;
head.velocity = head.velocity * (points / 20);
if (head.classname != "player")
{
if(head.flags & FL_ONGROUND)
head.flags = head.flags - FL_ONGROUND;
2001-07-17 05:58:10 +00:00
}
else
{
//WK Add cheat immunity since they fly
makeImmune(head,time+3);
// Turn on antigrav
// If it's already on, restore it to full time
// Try to find a concusstimer entity for this player
te = find(NIL, classname, "timer");
while (((te.owner != head) || (te.think != AntiGravGrenadeTimer)) && (te))
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te = find(te, classname, "timer");
if (te)
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{
head.gravity = 0.3 * random();
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te.health += GR_ANTIGRAV_AMOUNT;
te.nextthink = time + GR_ANTIGRAV_TIME;
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}
else
{
head.gravity = 0.3 * random();
stuffcmd(head,"bf\n");
// Create a timer entity
te = spawn();
te.nextthink = time + GR_CONCUSS_TIME;
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te.think = AntiGravGrenadeTimer;
te.team_no = attacker.team_no;
te.classname = "timer";
te.owner = head;
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te.health = GR_ANTIGRAV_AMOUNT;
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}
}
}
}
}
head = head.chain;
}
};
// Timer used to control antigrav effects
void() AntiGravGrenadeTimer =
{
if (self.owner.invincible_finished > time)
{
self.owner.gravity = 1;
dremove(self);
return;
}
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self.health = self.health - GR_ANTIGRAV_DEC * 2;
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// hwguy recovers twice as fast - heh heh
if (self.owner.cutf_items & CUTF_HWGUY)
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self.health = self.health - GR_ANTIGRAV_DEC * 2;
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if (self.health < 0)
self.health = 0;
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self.nextthink = time + GR_ANTIGRAV_TIME;
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if (self.health == 0)
{
self.owner.gravity = 1;
sprint(self.owner, PRINT_HIGH, "Your weight feels normal again.\n");
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dremove(self);
}
};