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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DEMOMAN.QC
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TeamFortress v2.5 29/2/97
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========================================================
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Functions for the DEMOMAN class and associated weaponry
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========================================================*/
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// Functions outside this file
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void() NormalGrenadeTouch;
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void() NormalGrenadeExplode;
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// Functions in this file
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// Pipebomb Functions
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void() TeamFortress_DetonatePipebombs;
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void() PipebombTouch;
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// Mirv Grenade Functions
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void() MirvGrenadeTouch;
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void() MirvGrenadeExplode;
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void (vector org, entity shooter) MirvGrenadeLaunch;
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// Detpack Functions
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void(float timer) TeamFortress_SetDetpack;
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void() TeamFortress_DetpackSet;
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void(float krac) TeamFortress_DetpackStop;
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void() TeamFortress_DetpackExplode;
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void() TeamFortress_DetpackTouch;
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void() TeamFortress_DetpackDisarm;
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void() TeamFortress_DetpackCountDown;
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//=========================================================================
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// Detonate all thrown pipebombs
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void() TeamFortress_DetonatePipebombs =
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{
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local entity e;
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// Find all this players pipebombs
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2001-11-02 17:00:52 +00:00
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e = find(NIL, classname, "pipebomb");
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while (e)
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2001-07-17 05:58:10 +00:00
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{
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if(e.owner == self)
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e.nextthink = time;
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e = find(e, classname, "pipebomb");
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}
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};
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//=========================================================================
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// Pipebomb touch function
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void() PipebombTouch =
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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/bounce.wav", 1, ATTN_NORM); // bounce sound
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2001-07-17 05:58:10 +00:00
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if (self.velocity == '0 0 0')
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self.avelocity = '0 0 0';
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};
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//=========================================================================
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// Touch Function for Mirv Grenade
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// Mirv Grenade heavily influenced by the Firewall Grenade by Steve Bond (wedge@nuc.net)
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void() MirvGrenadeTouch =
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{
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// If the Mirv Grenade hits a player, it just bounces off
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2001-07-23 20:52:47 +00:00
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sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);
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2001-07-17 05:58:10 +00:00
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if (self.velocity == '0 0 0')
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self.avelocity = '0 0 0';
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};
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//=========================================================================
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// Mirv Grenade explode function, for when the PRIMETIME runs out
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void() MirvGrenadeExplode =
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{
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local float i;
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2001-07-23 20:52:47 +00:00
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deathmsg = DMSG_GREN_MIRV;
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2001-11-02 17:00:52 +00:00
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T_RadiusDamage (self, self.owner, 100, NIL);
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2001-07-17 05:58:10 +00:00
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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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2001-07-23 20:52:47 +00:00
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self.solid = SOLID_NOT;
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2001-07-17 05:58:10 +00:00
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// Launch mirvs
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i = 0;
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2001-07-23 20:52:47 +00:00
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while (i < GR_TYPE_MIRV_NO)
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2001-07-17 05:58:10 +00:00
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{
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MirvGrenadeLaunch (self.origin + '0 0 -1',self.owner);
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i = i + 1;
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}
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#ifdef DEMO_STUFF
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// Remove any camera's locks on this missile
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if (self.enemy)
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CamProjectileLockOff();
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#endif
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BecomeExplosion();
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};
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//=========================================================================
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// Launch a Mirv
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void (vector org, entity shooter) MirvGrenadeLaunch =
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{
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local float xdir,ydir,zdir;
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xdir = 150 * random() - 75;
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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
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ydir = 2 * (100 - fabs(xdir)) * random() - (75 - fabs(xdir));
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zdir = 170 - (fabs(xdir) + fabs(ydir));
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2001-07-17 05:58:10 +00:00
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newmis = spawn ();
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newmis.owner = shooter;
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2001-07-23 20:52:47 +00:00
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newmis.movetype = MOVETYPE_BOUNCE;
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newmis.solid = SOLID_BBOX;
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2001-07-17 05:58:10 +00:00
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newmis.classname = "grenade";
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2001-07-23 20:52:47 +00:00
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newmis.weapon = DMSG_GREN_MIRV;
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2001-07-17 05:58:10 +00:00
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#ifdef NET_SERVER
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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
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newmis.touch = GrenadeTouch;
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newmis.think = GrenadeExplode;
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2001-07-17 05:58:10 +00:00
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#else
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newmis.touch = GrenadeTouch;
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newmis.think = GrenadeExplode;
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#endif
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//WK 2 + random
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newmis.nextthink = time + 0.75 + random();
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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
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newmis.velocity_x = xdir * 3;
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newmis.velocity_y = ydir * 3;
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newmis.velocity_z = zdir * 5;
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2001-07-17 05:58:10 +00:00
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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
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newmis.avelocity='100 100 500';
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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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newmis.AIRG_Flags = self.AIRG_Flags; //for tk stuff
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newmis.AIRG_FlyTracker = self.AIRG_FlyTracker;
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2001-07-17 05:58:10 +00:00
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setmodel (newmis, "progs/grenade2.mdl");
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2001-07-23 20:52:47 +00:00
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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2001-07-17 05:58:10 +00:00
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setorigin (newmis, org);
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};
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//=========================================================================
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// Handles the Setting of Detpacks
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void(float timer) TeamFortress_SetDetpack =
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{
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local string stimer;
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// prevent detpack impulse from triggering anything else
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self.impulse = 0;
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self.last_impulse = 0;
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2001-07-23 20:52:47 +00:00
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if (!(self.cutf_items & CUTF_DETPACK))
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2001-07-17 05:58:10 +00:00
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return;
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if (self.ammo_detpack <= 0)
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return;
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2001-11-02 17:00:52 +00:00
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if (infokey (NIL, "no_spam") == "on")
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2001-07-25 17:03:53 +00:00
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{
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sprint(self,PRINT_HIGH,"The admin has disabled spam devices on this map.\n");
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return;
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}
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2001-07-17 05:58:10 +00:00
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// Cant set detpack if you're in the air
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2001-07-23 20:52:47 +00:00
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if (!(self.flags & FL_ONGROUND))
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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, "You can't set detpacks in the air!\n");
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2001-07-17 05:58:10 +00:00
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return;
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}
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//WK Prevents spy sliding bug
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if (self.is_feigning)
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{
|
2001-07-23 20:52:47 +00:00
|
|
|
sprint (self, PRINT_HIGH, "You can't set detpacks while playing dead!\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (self.is_haxxxoring)
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
sprint (self, PRINT_HIGH, "You can't set a detpack while you're hacking something.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (timer < 5)
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
sprint (self, PRINT_HIGH, "You can't set detpacks for less that 5 seconds.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (self.is_detpacking || self.is_toffingadet)
|
|
|
|
return;
|
|
|
|
|
|
|
|
self.is_detpacking = 1;
|
|
|
|
self.ammo_detpack = self.ammo_detpack - 1;
|
|
|
|
|
|
|
|
makeImmune(self,time + 2);
|
|
|
|
//self.immune_to_check = time + 2;
|
2001-07-23 20:52:47 +00:00
|
|
|
self.tfstate = self.tfstate | TFSTATE_CANT_MOVE;
|
2001-07-17 05:58:10 +00:00
|
|
|
// Save the current weapon and remove it
|
|
|
|
self.weapon = self.current_weapon;
|
|
|
|
self.current_weapon = 0;
|
|
|
|
self.weaponmodel = "";
|
|
|
|
self.weaponframe = 0;
|
|
|
|
|
|
|
|
TeamFortress_SetSpeed(self);
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
self.pausetime = time + WEAP_DETPACK_SETTIME;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
stimer = ftos(timer);
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
sprint(self, PRINT_HIGH, "Setting detpack for ");
|
|
|
|
sprint(self, PRINT_HIGH, stimer);
|
|
|
|
sprint(self, PRINT_HIGH, " seconds...\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
newmis = spawn();
|
|
|
|
newmis.owner = self;
|
|
|
|
newmis.classname = "timer";
|
|
|
|
newmis.netname = "detpack_timer";
|
2001-07-23 20:52:47 +00:00
|
|
|
newmis.movetype = MOVETYPE_NONE; //WK M3 Bug Hunt
|
|
|
|
newmis.nextthink = time + WEAP_DETPACK_SETTIME;
|
2001-07-17 05:58:10 +00:00
|
|
|
newmis.think = TeamFortress_DetpackSet;
|
|
|
|
newmis.health = timer;
|
|
|
|
|
|
|
|
//CH because its on the sbar :)
|
|
|
|
self.StatusRefreshTime = time + 0.2;
|
|
|
|
self.StatusBarScreen = 3;
|
|
|
|
};
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
// Stops the setting of the detpack
|
|
|
|
void(float krac) TeamFortress_DetpackStop =
|
|
|
|
{
|
|
|
|
local entity detpack_timer;
|
|
|
|
|
2001-11-02 17:00:52 +00:00
|
|
|
detpack_timer = find(NIL, netname, "detpack_timer");
|
|
|
|
while ((detpack_timer.owner != self) && (detpack_timer))
|
2001-07-17 05:58:10 +00:00
|
|
|
detpack_timer = find(detpack_timer, netname, "detpack_timer");
|
|
|
|
|
2001-11-02 17:00:52 +00:00
|
|
|
if (!detpack_timer)
|
2001-07-17 05:58:10 +00:00
|
|
|
return;
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
if (krac == TRUE) {
|
|
|
|
sprint(self, PRINT_HIGH, "Your detpack got Kraced!\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
} else {
|
2001-07-23 20:52:47 +00:00
|
|
|
sprint(self, PRINT_HIGH, "Detpack retrieved.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
self.ammo_detpack = self.ammo_detpack + 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
dremove(detpack_timer);
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_CANT_MOVE);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
self.is_detpacking = 0;
|
|
|
|
self.current_weapon = self.weapon;
|
|
|
|
W_SetCurrentAmmo();
|
|
|
|
|
|
|
|
TeamFortress_SetSpeed(self);
|
|
|
|
|
|
|
|
self.pausetime = time;
|
|
|
|
};
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
// The detpack is set, let the player go and start timer
|
|
|
|
void() TeamFortress_DetpackSet =
|
|
|
|
{
|
|
|
|
local entity countd, oldself;
|
|
|
|
|
|
|
|
self.is_detpacking = 0;
|
2001-07-23 20:52:47 +00:00
|
|
|
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_CANT_MOVE);
|
2001-07-17 05:58:10 +00:00
|
|
|
self.owner.is_detpacking = 0;
|
|
|
|
|
|
|
|
TeamFortress_SetSpeed(self.owner);
|
|
|
|
|
|
|
|
#ifdef SPEECH
|
|
|
|
stuffcmd(self.owner, "play speech/demo_dp.wav\n");
|
|
|
|
#endif
|
|
|
|
|
|
|
|
oldself = self;
|
|
|
|
self = self.owner;
|
|
|
|
//self.is_detpacking = 0;
|
|
|
|
self.current_weapon = self.weapon;
|
|
|
|
W_SetCurrentAmmo();
|
|
|
|
self = oldself;
|
|
|
|
|
|
|
|
newmis = spawn ();
|
|
|
|
newmis.owner = self.owner;
|
|
|
|
newmis.origin = self.owner.origin - '0 0 23';
|
2001-07-23 20:52:47 +00:00
|
|
|
newmis.movetype = MOVETYPE_BOUNCE;
|
|
|
|
newmis.solid = SOLID_BBOX;
|
2001-07-17 05:58:10 +00:00
|
|
|
newmis.classname = "detpack";
|
2001-07-23 20:52:47 +00:00
|
|
|
newmis.flags = FL_ITEM;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
newmis.angles = '90 0 0';
|
|
|
|
newmis.angles_y = self.owner.angles_y;
|
|
|
|
newmis.velocity = '0 0 0';
|
|
|
|
newmis.avelocity = '0 0 0';
|
|
|
|
|
|
|
|
newmis.weaponmode = 0; // Detpack weaponmode = 1 when disarming
|
|
|
|
newmis.touch = TeamFortress_DetpackTouch;
|
|
|
|
|
|
|
|
setmodel (newmis, "progs/detpack.mdl");
|
|
|
|
setsize (newmis, '-16 -16 0', '16 16 8');
|
|
|
|
setorigin (newmis, self.owner.origin);
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
sound (newmis, CHAN_WEAPON, "doors/medtry.wav", 1, ATTN_NORM); //CH play set detpack sound
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
|
|
|
|
// Create the CountDown entity
|
|
|
|
countd = spawn();
|
|
|
|
newmis.linked_list = countd; // attach count to its detpack
|
|
|
|
countd.think = TeamFortress_DetpackCountDown;
|
|
|
|
countd.health = self.health - 1;
|
|
|
|
countd.owner = self.owner;
|
2001-07-23 20:52:47 +00:00
|
|
|
countd.movetype = MOVETYPE_NONE; //WK M3 Bug Hunt
|
2001-07-17 05:58:10 +00:00
|
|
|
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;
|
|
|
|
if (self.health <= 10)
|
|
|
|
countd.nextthink = time + 1;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
countd.nextthink = time + self.health - 10;
|
|
|
|
countd.health = 9;
|
|
|
|
}
|
|
|
|
newmis.nextthink = time + self.health;
|
|
|
|
newmis.think = TeamFortress_DetpackExplode;
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
sprint(self.owner, PRINT_HIGH, "Detpack set!\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
teamprefixsprint(self.team_no,self);
|
|
|
|
teamsprint6(self,self.netname," sets a detpack!\n","","","","");
|
|
|
|
|
|
|
|
dremove(self);
|
|
|
|
};
|
|
|
|
|
|
|
|
//- OfN - Used for extra det explosions
|
|
|
|
float (vector targ, vector check) vis2orig;
|
|
|
|
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
// The detpack goes BOOM!
|
|
|
|
void() TeamFortress_DetpackExplode =
|
|
|
|
{
|
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 pos;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
bprint(PRINT_MEDIUM, "FIRE IN THE HOLE!\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
// Check the pointcontents to prevent detpack outside the world
|
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
|
|
|
pos = entpointcontents(self);
|
2001-07-31 17:08:59 +00:00
|
|
|
if (pos != CONTENTS_SOLID && pos != CONTENTS_SKY)
|
2001-07-17 05:58:10 +00:00
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
deathmsg = DMSG_DETPACK;
|
2001-11-02 17:00:52 +00:00
|
|
|
T_RadiusDamage (self, self.owner, WEAP_DETPACK_SIZE, NIL);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
sound(self, CHAN_MISC, "weapons/detpack.wav", 1, ATTN_NONE);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
2001-10-13 23:02:22 +00:00
|
|
|
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);
|
2001-07-23 20:52:47 +00:00
|
|
|
multicast (self.origin, MULTICAST_PHS);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
2001-10-13 23:02:22 +00:00
|
|
|
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
|
|
|
WriteByte (MSG_MULTICAST, TE_LAVASPLASH);
|
|
|
|
WriteCoord (MSG_MULTICAST, self.origin_x);
|
|
|
|
WriteCoord (MSG_MULTICAST, self.origin_y);
|
|
|
|
WriteCoord (MSG_MULTICAST, self.origin_z);
|
2001-07-23 20:52:47 +00:00
|
|
|
multicast (self.origin, MULTICAST_PHS);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
//- OfN - Should a detpack make the same explosion a gren does? dont think so...
|
|
|
|
#ifdef extra_detpack_explosions
|
|
|
|
|
|
|
|
local float loopc;
|
|
|
|
local vector rexp;
|
|
|
|
|
|
|
|
loopc = 0;
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
while (loopc < EXTRA_DETEXPOSIONS)
|
2001-07-17 05:58:10 +00:00
|
|
|
{
|
|
|
|
rexp_x = self.origin_x + random()*400 - 200;
|
|
|
|
rexp_y = self.origin_y + random()*400 - 200;
|
|
|
|
rexp_z = self.origin_z + random()*100;
|
|
|
|
|
|
|
|
if (vis2orig(self.origin,rexp))
|
|
|
|
{
|
2001-10-13 23:02:22 +00:00
|
|
|
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
|
|
|
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
|
|
|
|
WriteCoord (MSG_MULTICAST, rexp_x);
|
|
|
|
WriteCoord (MSG_MULTICAST, rexp_y);
|
|
|
|
WriteCoord (MSG_MULTICAST, rexp_z);
|
2001-07-23 20:52:47 +00:00
|
|
|
multicast (rexp, MULTICAST_PHS);
|
2001-07-17 05:58:10 +00:00
|
|
|
}
|
|
|
|
loopc = loopc + 1;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
//- OfN - Moves a bit the players that are near the exploding detpack
|
|
|
|
#ifdef detpack_earthquake
|
|
|
|
|
|
|
|
local entity head;
|
|
|
|
|
|
|
|
local vector v;
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
head = findradius(self.origin, DETPACK_EARTHQUAKE_RANGE);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
while (head)
|
|
|
|
{
|
|
|
|
if (head.classname == "player")
|
|
|
|
if (head.health > 0)
|
|
|
|
if (!head.has_disconnected)
|
2001-07-23 20:52:47 +00:00
|
|
|
if (head.playerclass != PC_UNDEFINED)
|
|
|
|
if (head.flags & FL_ONGROUND || head.waterlevel)
|
2001-07-17 05:58:10 +00:00
|
|
|
{
|
|
|
|
v_x = 100 * crandom();
|
|
|
|
v_y = 100 * crandom();
|
|
|
|
v_z = 150 + 200 * random();
|
|
|
|
head.velocity = head.velocity + v;
|
|
|
|
}
|
|
|
|
|
|
|
|
head = head.chain;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2001-07-23 20:52:47 +00:00
|
|
|
// bprint(PRINT_HIGH, "Your detpack fizzled out.\n");
|
|
|
|
sprint(self.owner, PRINT_HIGH, "Your detpack fizzled out.\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// This code handles a disarming scout with protection
|
|
|
|
if (self.weaponmode == 1) // Detpack was being disarmed
|
|
|
|
{
|
|
|
|
TeamFortress_SetSpeed(self.enemy);
|
|
|
|
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|
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|
dremove(self.oldenemy); // CountDown
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|
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|
dremove(self.observer_list); // Disarm timer
|
|
|
|
}
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|
|
|
|
|
|
|
BecomeExplosion ();
|
|
|
|
};
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
// The detpack touch function. Scouts can disarm it.
|
|
|
|
void() TeamFortress_DetpackTouch =
|
|
|
|
{
|
|
|
|
local entity disarm;
|
|
|
|
|
|
|
|
if (other.classname != "player")
|
|
|
|
return;
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
//WK if (other.playerclass != PC_SCOUT)
|
|
|
|
if (!(other.tf_items & NIT_SCANNER))
|
2001-07-17 05:58:10 +00:00
|
|
|
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;
|
2001-07-23 20:52:47 +00:00
|
|
|
other.tfstate = other.tfstate | TFSTATE_CANT_MOVE;
|
2001-07-17 05:58:10 +00:00
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
sprint(other, PRINT_HIGH, "Disarming detpack...\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
TeamFortress_SetSpeed(other);
|
|
|
|
|
|
|
|
// Spawn disarming entity
|
|
|
|
disarm = spawn();
|
2001-07-23 20:52:47 +00:00
|
|
|
disarm.movetype = MOVETYPE_NONE; //WK M3 Bug Hunt
|
2001-07-17 05:58:10 +00:00
|
|
|
disarm.owner = other; // the scout
|
|
|
|
disarm.enemy = self; // the detpack
|
|
|
|
disarm.classname = "timer";
|
2001-07-23 20:52:47 +00:00
|
|
|
disarm.nextthink = time + WEAP_DETPACK_DISARMTIME;
|
2001-07-17 05:58:10 +00:00
|
|
|
disarm.think = TeamFortress_DetpackDisarm;
|
|
|
|
|
|
|
|
self.weaponmode = 1; // indicates disarming
|
|
|
|
self.enemy = other; // points to scout
|
|
|
|
self.observer_list = disarm;
|
|
|
|
};
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
// The detpack disarm function. Scout has finished disarming it
|
|
|
|
// .enemy is the detpack
|
|
|
|
// .owner is the scout
|
|
|
|
void() TeamFortress_DetpackDisarm =
|
|
|
|
{
|
|
|
|
if (self.owner.health <= 0) {
|
|
|
|
dremove(self);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
bprint (PRINT_MEDIUM, self.enemy.owner.netname);
|
|
|
|
bprint (PRINT_MEDIUM, "'s detpack was defused by ");
|
|
|
|
bprint (PRINT_MEDIUM, self.owner.netname);
|
|
|
|
bprint (PRINT_MEDIUM, "\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
//if (!(self.owner.is_feigning))
|
|
|
|
//- OfN already checked on TeamFortress_SetSpeed()
|
|
|
|
//{
|
2001-07-23 20:52:47 +00:00
|
|
|
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_CANT_MOVE);
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
// Reset speeds of scout
|
2001-07-25 21:10:26 +00:00
|
|
|
TeamFortress_SetSpeed(self.owner);
|
2001-07-17 05:58:10 +00:00
|
|
|
//}
|
|
|
|
|
|
|
|
dremove(self.enemy.oldenemy); // remove count down
|
|
|
|
dremove(self.enemy); // remove detpack
|
|
|
|
dremove(self); // remove this timer
|
|
|
|
};
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
// The Detpack CountDown function. Displays the seconds left before the
|
|
|
|
// detpack detonates to the owner of the detpack, if <10
|
|
|
|
void() TeamFortress_DetpackCountDown =
|
|
|
|
{
|
|
|
|
local string cd;
|
|
|
|
|
|
|
|
cd = ftos(self.health);
|
|
|
|
|
2001-07-23 20:52:47 +00:00
|
|
|
sprint(self.owner, PRINT_HIGH, cd);
|
|
|
|
sprint(self.owner, PRINT_HIGH, "...\n");
|
2001-07-17 05:58:10 +00:00
|
|
|
|
|
|
|
self.nextthink = time + 1;
|
|
|
|
self.health = self.health - 1;
|
|
|
|
|
|
|
|
// Flash the red light
|
|
|
|
if (self.health <= 4)
|
|
|
|
self.enemy.skin = 1;
|
|
|
|
|
|
|
|
if (self.health <= 3 && self.health > 2) { //WK Detpack alerts
|
2001-07-23 20:52:47 +00:00
|
|
|
sound (self.owner, CHAN_VOICE, "weapons/fith.wav", 1, ATTN_NORM);
|
|
|
|
sound (self.enemy, CHAN_WEAPON, "doors/baseuse.wav", 1, ATTN_NORM); //CH play set detpack sound
|
2001-07-17 05:58:10 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (self.health == 0)
|
|
|
|
dremove(self);
|
|
|
|
};
|
|
|
|
|