prozac-qfcc/world.qc

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//================================================================//
//- CustomTF Worldspawn and related stuff OfteN //
//- 30-01-2001----------------------------------------------------//
#include "defs.qh"
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//-- OFTEN --//
void() Wiz_Precache;
void() Field_Precache;
void () UpdateInfos;
//==============//
void() InitBodyQue;
void() AddCommands;
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void() main =
{
dprint ("main function\n");
// these are just commands the the prog compiler to copy these files
precache_file ("progs.dat");
precache_file ("gfx.wad");
precache_file ("quake.rc");
precache_file ("default.cfg");
precache_file ("end1.bin");
precache_file2 ("end2.bin");
precache_file ("demo1.dem");
precache_file ("demo2.dem");
precache_file ("demo3.dem");
//
// these are all of the lumps from the cached.ls files
//
precache_file ("gfx/palette.lmp");
precache_file ("gfx/colormap.lmp");
precache_file2 ("gfx/pop.lmp");
precache_file ("gfx/complete.lmp");
precache_file ("gfx/inter.lmp");
precache_file ("gfx/ranking.lmp");
precache_file ("gfx/vidmodes.lmp");
precache_file ("gfx/finale.lmp");
precache_file ("gfx/conback.lmp");
precache_file ("gfx/qplaque.lmp");
precache_file ("gfx/menudot1.lmp");
precache_file ("gfx/menudot2.lmp");
precache_file ("gfx/menudot3.lmp");
precache_file ("gfx/menudot4.lmp");
precache_file ("gfx/menudot5.lmp");
precache_file ("gfx/menudot6.lmp");
precache_file ("gfx/menuplyr.lmp");
precache_file ("gfx/bigbox.lmp");
precache_file ("gfx/dim_modm.lmp");
precache_file ("gfx/dim_drct.lmp");
precache_file ("gfx/dim_ipx.lmp");
precache_file ("gfx/dim_tcp.lmp");
precache_file ("gfx/dim_mult.lmp");
precache_file ("gfx/mainmenu.lmp");
precache_file ("gfx/box_tl.lmp");
precache_file ("gfx/box_tm.lmp");
precache_file ("gfx/box_tr.lmp");
precache_file ("gfx/box_ml.lmp");
precache_file ("gfx/box_mm.lmp");
precache_file ("gfx/box_mm2.lmp");
precache_file ("gfx/box_mr.lmp");
precache_file ("gfx/box_bl.lmp");
precache_file ("gfx/box_bm.lmp");
precache_file ("gfx/box_br.lmp");
precache_file ("gfx/sp_menu.lmp");
precache_file ("gfx/ttl_sgl.lmp");
precache_file ("gfx/ttl_main.lmp");
precache_file ("gfx/ttl_cstm.lmp");
precache_file ("gfx/mp_menu.lmp");
precache_file ("gfx/netmen1.lmp");
precache_file ("gfx/netmen2.lmp");
precache_file ("gfx/netmen3.lmp");
precache_file ("gfx/netmen4.lmp");
precache_file ("gfx/netmen5.lmp");
precache_file ("gfx/sell.lmp");
precache_file ("gfx/help0.lmp");
precache_file ("gfx/help1.lmp");
precache_file ("gfx/help2.lmp");
precache_file ("gfx/help3.lmp");
precache_file ("gfx/help4.lmp");
precache_file ("gfx/help5.lmp");
precache_file ("gfx/pause.lmp");
precache_file ("gfx/loading.lmp");
precache_file ("gfx/p_option.lmp");
precache_file ("gfx/p_load.lmp");
precache_file ("gfx/p_save.lmp");
precache_file ("gfx/p_multi.lmp");
// sounds loaded by C code
precache_sound ("misc/menu1.wav");
precache_sound ("misc/menu2.wav");
precache_sound ("misc/menu3.wav");
precache_sound ("ambience/water1.wav");
precache_sound ("ambience/wind2.wav");
// shareware
precache_file ("maps/start.bsp");
precache_file ("maps/e1m1.bsp");
precache_file ("maps/e1m2.bsp");
precache_file ("maps/e1m3.bsp");
precache_file ("maps/e1m4.bsp");
precache_file ("maps/e1m5.bsp");
precache_file ("maps/e1m6.bsp");
precache_file ("maps/e1m7.bsp");
precache_file ("maps/e1m8.bsp");
// registered
precache_file2 ("gfx/pop.lmp");
precache_file2 ("maps/e2m1.bsp");
precache_file2 ("maps/e2m2.bsp");
precache_file2 ("maps/e2m3.bsp");
precache_file2 ("maps/e2m4.bsp");
precache_file2 ("maps/e2m5.bsp");
precache_file2 ("maps/e2m6.bsp");
precache_file2 ("maps/e2m7.bsp");
precache_file2 ("maps/e3m1.bsp");
precache_file2 ("maps/e3m2.bsp");
precache_file2 ("maps/e3m3.bsp");
precache_file2 ("maps/e3m4.bsp");
precache_file2 ("maps/e3m5.bsp");
precache_file2 ("maps/e3m6.bsp");
precache_file2 ("maps/e3m7.bsp");
precache_file2 ("maps/e4m1.bsp");
precache_file2 ("maps/e4m2.bsp");
precache_file2 ("maps/e4m3.bsp");
precache_file2 ("maps/e4m4.bsp");
precache_file2 ("maps/e4m5.bsp");
precache_file2 ("maps/e4m6.bsp");
precache_file2 ("maps/e4m7.bsp");
precache_file2 ("maps/e4m8.bsp");
precache_file2 ("maps/end.bsp");
precache_file2 ("maps/dm1.bsp");
precache_file2 ("maps/dm2.bsp");
precache_file2 ("maps/dm3.bsp");
precache_file2 ("maps/dm4.bsp");
precache_file2 ("maps/dm5.bsp");
precache_file2 ("maps/dm6.bsp");
};
void () edictticker_think =
{
localcmd ("edictcount\n");
self.nextthink = time + self.num_mines;
};
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entity lastspawn;
//=======================
/*QUAKED worldspawn (0 0 0) ?
Only used for the world entity.
Set message to the level name.
Set sounds to the cd track to play.
World Types:
0: medieval
1: metal
2: base
*/
//=======================
void() worldspawn =
{
local string st; //WK
local entity ticker;
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lastspawn = world = self;
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InitBodyQue ();
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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last_team_no = 5;
st = infokey(NIL, "mapcfg");
if (!(st == "0" || st == "off" || st == ""))
{
if (st == "1" || st == "on")
st = "mapcfg";
localcmd("exec mapcfg.cfg\n"); // generic stuff
localcmd("exec \"");
localcmd(st);
localcmd("/");
localcmd(infokey(NIL, "map"));
localcmd(".cfg\"\n");
}
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// custom map attributes
st = infokey(NIL, "*gamedir");
if (st != "fortress")
{
if (st == "")
localcmd("sv_gamedir fortress\n");
else
objerror("QW TF must be run with a gamedir of \"fortress\", not \""
+ st + "\".\n");
}
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//- OfteN globals -//
UpdateInfos();
debug_target=NIL;
already_chosen_map = FALSE;
triggered_cycle = FALSE;
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////////////////////
if (stof(infokey (NIL, "edictticker")))
{
ticker = spawn();
ticker.classname = "edictcount";
ticker.nextthink = time + 5;
ticker.think = edictticker_think;
ticker.num_mines = stof(infokey (NIL, "edictticker")); // I hate overloading, but I don't want to use a full thing just for this one stupid little hack.
}
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// We set up Chris' Teamplay Plus Mode here cos that's fun
/*st = infokey(NIL, "chris");
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if (st == "on")
chris = TRUE;
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else
chris = stof(st);
st = infokey(NIL, "roundtime");
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roundtime = stof(st);
if (!roundtime)
roundtime = 300;
roundstowin = 5;*/
////////////////////////////////
team_with_flag = 0; //KK initial global sets
// We load the masks from the map, overriding it with infokeys if
// they exist
st = infokey (NIL, "friends1_mask");
friends1_mask = stof (st ? st : self.noise1);
st = infokey (NIL, "friends2_mask");
friends2_mask = stof (st ? st : self.noise2);
st = infokey (NIL, "friends3_mask");
friends3_mask = stof (st ? st : self.noise3);
st = infokey (NIL, "friends4_mask");
friends4_mask = stof (st ? st : self.noise4);
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// the area based ambient sounds MUST be the first precache_sounds
// player precaches
W_Precache (); // get weapon precaches
// sounds used from C physics code
precache_sound ("demon/dland2.wav"); // landing thud
precache_sound ("misc/h2ohit1.wav"); // landing splash
// setup precaches allways needed
precache_sound ("items/itembk2.wav"); // item respawn sound
precache_sound ("player/plyrjmp8.wav"); // player jump
precache_sound ("player/land.wav"); // player landing
precache_sound ("player/land2.wav"); // player hurt landing
precache_sound ("player/drown1.wav"); // drowning pain
precache_sound ("player/drown2.wav"); // drowning pain
precache_sound ("player/gasp1.wav"); // gasping for air
precache_sound ("player/gasp2.wav"); // taking breath
precache_sound ("player/h2odeath.wav"); // drowning death
precache_sound ("misc/talk.wav"); // talk
precache_sound ("player/teledth1.wav"); // telefrag
precache_sound ("misc/r_tele1.wav"); // teleport sounds
precache_sound ("misc/r_tele2.wav");
precache_sound ("misc/r_tele3.wav");
precache_sound ("misc/r_tele4.wav");
precache_sound ("misc/r_tele5.wav");
precache_sound ("weapons/lock4.wav"); // ammo pick up
precache_sound ("weapons/pkup.wav"); // weapon up
precache_sound ("items/armor1.wav"); // armor up
precache_sound ("weapons/lhit.wav"); //lightning
precache_sound ("weapons/lstart.wav"); //lightning start
precache_sound ("items/damage3.wav");
precache_sound ("zombie/z_shot1.wav"); // For grenade
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precache_sound ("items/protect.wav");
precache_sound ("items/protect2.wav");
precache_sound ("items/protect3.wav");
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precache_sound ("misc/power.wav"); //lightning for boss
// player gib sounds
precache_sound ("player/gib.wav"); // player gib sound
precache_sound ("player/udeath.wav"); // player gib sound
precache_sound ("player/tornoff2.wav"); // gib sound
// player pain sounds
precache_sound ("player/pain1.wav");
precache_sound ("player/pain2.wav");
precache_sound ("player/pain3.wav");
precache_sound ("player/pain4.wav");
precache_sound ("player/pain5.wav");
precache_sound ("player/pain6.wav");
// player death sounds
precache_sound ("player/death1.wav");
precache_sound ("player/death2.wav");
precache_sound ("player/death3.wav");
precache_sound ("player/death4.wav");
precache_sound ("player/death5.wav");
// ax sounds
precache_sound ("weapons/ax1.wav"); // ax swoosh
precache_sound ("player/axhit1.wav"); // ax hit meat
precache_sound ("player/axhit2.wav"); // ax hit world
precache_sound ("player/h2ojump.wav"); // player jumping into water
precache_sound ("player/slimbrn2.wav"); // player enter slime
precache_sound ("player/inh2o.wav"); // player enter water
precache_sound ("player/inlava.wav"); // player enter lava
precache_sound ("misc/outwater.wav"); // leaving water sound
precache_sound ("player/lburn1.wav"); // lava burn
precache_sound ("player/lburn2.wav"); // lava burn
precache_sound ("misc/water1.wav"); // swimming
precache_sound ("misc/water2.wav"); // swimming
precache_model ("progs/player.mdl");
precache_model ("progs/eyes.mdl");
precache_model ("progs/h_player.mdl");
precache_model ("progs/gib1.mdl");
precache_model ("progs/gib2.mdl");
precache_model ("progs/gib3.mdl");
precache_model ("progs/s_bubble.spr"); // drowning bubbles
precache_model ("progs/s_explod.spr"); // sprite explosion
precache_model ("progs/s_light.spr");
precache_model ("progs/v_axe.mdl");
precache_model ("progs/v_shot.mdl");
precache_model ("progs/v_nail.mdl");
precache_model ("progs/v_rock.mdl");
precache_model ("progs/v_shot2.mdl");
precache_model ("progs/v_nail2.mdl");
precache_model ("progs/v_rock2.mdl");
precache_model ("progs/grenade.mdl");
precache_model ("progs/bolt.mdl"); // for lightning gun
precache_model ("progs/bolt2.mdl"); // for lightning gun
precache_model ("progs/bolt3.mdl"); // for boss shock
precache_model ("progs/lavaball.mdl"); // for testing
precache_model ("progs/missile.mdl");
precache_model ("progs/spike.mdl");
precache_model ("progs/s_spike.mdl");
precache_model ("progs/backpack.mdl");
precache_model ("progs/zom_gib.mdl");
precache_model ("progs/v_light.mdl");
precache_model2 ("progs/laser.mdl");
precache_sound2 ("enforcer/enfire.wav");
precache_sound2 ("enforcer/enfstop.wav");
precache_sound2 ("hknight/attack1.wav");
//- OfN - Flare exp sound
precache_sound2 ("items/flare1.wav");
// Team Fortress Weapon MDLs
precache_model2("progs/sight.spr");
// precache_model2("progs/cross1.mdl");
precache_model2("progs/v_medi.mdl");
precache_model2("progs/v_bio.mdl");
precache_model2("progs/hgren2.mdl");
precache_model2("progs/biggren.mdl");
//precache_model2("progs/lndmine.mdl");
precache_model2("progs/flare.mdl");
precache_model2("progs/v_srifle.mdl");
precache_model2("progs/v_asscan.mdl");
precache_model2("progs/detpack.mdl");
precache_model2("progs/ammobox.mdl");
precache_model2("progs/v_knife.mdl"); // Spy's Knife
precache_model2("progs/v_knife2.mdl"); // Spy's Knife with Blood on it
precache_model2("progs/v_span.mdl"); // Engineer's Spanner
precache_model2("progs/e_spike1.mdl"); // Engineer's RailGun
precache_model2("progs/e_spike2.mdl"); // Engineer's RailGun
precache_model2("progs/v_rail.mdl"); // Engineer's RailGun
//precache_model2("progs/turrgun.mdl"); // Sentry Gun
//////////////////////////////////////////////////////
precache_model2("progs/trrgn2.mdl");
precache_sound2 ("weapons/sntr666.wav");
precache_sound2 ("weapons/trr2lost.wav");
//precache_model2("progs/turrbase.mdl"); // Sentry Gun
precache_model2("progs/trrbs2.mdl"); // Sentry Gun
//air-fist models and sounds--------//
precache_model2("progs/v_airgun.mdl");
precache_sound2("weapons/agfail.wav");
precache_sound2("weapons/agwfail.wav");
precache_sound2("weapons/agwater.wav");
precache_sound2("weapons/agfire.wav");
precache_model2("progs/s_ablast.spr");
//----------------------------------//
//laser cannon models and sounds---//
precache_model2("progs/v_laserg.mdl");
precache_model2("progs/lasrspik.mdl");
precache_sound2("weapons/laserric.wav");
precache_sound2("weapons/laserg.wav");
//-----------------------------------//
//field gen precaches-------------//
Field_Precache();
//---------------------------------//
//- OfN -
precache_model2("progs/flarefly.mdl");
precache_model2("progs/tesgib4.mdl");
precache_model ("progs/caltrop.mdl"); // A big, bad, caltrop
precache_sound2("weapons/gren_emp.wav");
precache_model2("progs/t2gib1.mdl"); // Sentry Gun Gib
precache_model2("progs/t2gib2.mdl"); // Sentry Gun Gib
precache_model2("progs/t2gib3.mdl"); // Sentry Gun Gib
//- extra gib
precache_model2("progs/t2gib4.mdl"); // Sentry Gun Gib
///////////////////////////////////////
#ifdef no_new_dispenser
precache_model2("progs/disp.mdl"); // Tmp dispenser mdl
precache_model2("progs/dgib1.mdl"); // Dispenser Gib
precache_model2("progs/dgib2.mdl"); // Dispenser Gib
precache_model2("progs/dgib3.mdl"); // Dispenser Gib
#else
precache_model2("progs/disp2.mdl"); // Tmp dispenser mdl
precache_model2("progs/d2gib1.mdl"); // Dispenser Gib
precache_model2("progs/d2gib2.mdl"); // Dispenser Gib
precache_model2("progs/d2gib3.mdl"); // Dispenser Gib
#endif
precache_model2("progs/grenade2.mdl"); // New grenade
precache_model2("progs/v_grap.mdl"); // Grapple gun
precache_model2("progs/hook.mdl"); // Grapple hook
if (headless==1)
precache_model2("progs/headless.mdl"); // Player with no head
precache_model2("progs/sencer.mdl");
precache_model2("progs/grunty.mdl");
precache_model2("progs/tf_flag.mdl");
precache_model2("progs/tf_stan.mdl");
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//- OfN
Wiz_Precache();
precache_sound2("weapons/detpack.wav");
precache_sound2("speech/saveme1.wav"); // Saveme Sound
precache_sound2("speech/saveme2.wav"); // Saveme Sound
//- OfN sounds for flares and holo
precache_sound2("effects/bodyhit1.wav");
precache_sound2("effects/bodyhit2.wav");
//- OfN - Aura sounds
precache_sound2("auras/aura1.wav");
precache_sound2("auras/aura2.wav");
precache_sound2("auras/aura3.wav");
precache_sound2("auras/aura4.wav");
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//precache_sound2("weapons/pinpull.wav");
//precache_sound2("weapons/throw.wav");
#ifdef SPEECH
precache_sound2("speech/scout.wav");
precache_sound2("speech/sniper.wav");
precache_sound2("speech/soldier.wav");
precache_sound2("speech/demoman.wav");
precache_sound2("speech/medic.wav");
precache_sound2("speech/hvyweap.wav");
precache_sound2("speech/pyro.wav");
precache_sound2("speech/spy.wav");
precache_sound2("speech/engineer.wav");
precache_sound2("speech/demo_dp.wav");
#endif
//
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
//
// 0 normal
lightstyle(0, "m");
// 1 FLICKER (first variety)
lightstyle(1, "mmnmmommommnonmmonqnmmo");
// 2 SLOW STRONG PULSE
lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
// 3 CANDLE (first variety)
lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
// 4 FAST STROBE
lightstyle(4, "mamamamamama");
// 5 GENTLE PULSE 1
lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
// 6 FLICKER (second variety)
lightstyle(6, "nmonqnmomnmomomno");
// 7 CANDLE (second variety)
lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
// 8 CANDLE (third variety)
lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
// 9 SLOW STROBE (fourth variety)
lightstyle(9, "aaaaaaaazzzzzzzz");
// 10 FLUORESCENT FLICKER
lightstyle(10, "mmamammmmammamamaaamammma");
// 11 SLOW PULSE NOT FADE TO BLACK
lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
// styles 32-62 are assigned by the light program for switchable lights
// 63 testing
lightstyle(63, "a");
AddCommands();
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};
void() StartFrame =
{
teamplay = cvar("teamplay");
timelimit = cvar("timelimit") * 60;
fraglimit = cvar("fraglimit");
deathmatch = cvar("deathmatch");
no_pogo_stick = cvar ("no_pogo_stick");
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framecount = framecount + 1;
local string timeleft;
timeleft = timelimit ? sprintf ("%.0f", (timelimit - time) / 60) : "";
if (timeleft != infokey (NIL, "timeleft"))
localcmd ("serverinfo timeleft " + timeleft + "\n");
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};
/*
==============================================================================
BODY QUE
==============================================================================
*/
entity bodyque_head;
void() bodyque =
{ // just here so spawn functions don't complain after the world
// creates bodyques
};
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void() InitBodyQue =
{
bodyque_head = spawn();
bodyque_head.classname = "bodyque";
bodyque_head.owner = spawn();
bodyque_head.owner.classname = "bodyque";
bodyque_head.owner.owner = spawn();
bodyque_head.owner.owner.classname = "bodyque";
bodyque_head.owner.owner.owner = spawn();
bodyque_head.owner.owner.owner.classname = "bodyque";
bodyque_head.owner.owner.owner.owner = bodyque_head;
};
// make a body que entry for the given ent so the ent can be
// respawned elsewhere
void(entity ent) CopyToBodyQue =
{
bodyque_head.angles = ent.angles;
bodyque_head.model = ent.model;
bodyque_head.skin = ent.skin;
bodyque_head.modelindex = ent.modelindex;
bodyque_head.frame = ent.frame;
bodyque_head.colormap = ent.colormap;
bodyque_head.movetype = ent.movetype;
bodyque_head.velocity = ent.velocity;
bodyque_head.flags = 0;
setorigin (bodyque_head, ent.origin);
setsize (bodyque_head, ent.mins, ent.maxs);
bodyque_head = bodyque_head.owner;
};
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
integer(entity e) entpointcontents = {
return hullpointcontents(world, e.mins, e.maxs, e.origin);
};