some cleanups

This commit is contained in:
Bill Currie 2002-09-08 01:44:11 +00:00
parent b3ba69216f
commit 4e75f3c83e
4 changed files with 573 additions and 901 deletions

38
jobs.qc
View file

@ -528,7 +528,7 @@ void() JudokaRearm =
oself = self; oself = self;
self = self.enemy; self = self.enemy;
stuffcmd(self, "v_idlescale 0\n"); stuffcmd(self, "v_idlescale 0\n");
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_ASSAULTCANNON); self.tfstate &= ~TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self); TeamFortress_SetSpeed(self);
self.weaponframe = 0; self.weaponframe = 0;
self.count = 1; self.count = 1;
@ -661,7 +661,7 @@ void() JobJudoka =
oself = self; oself = self;
self = trace_ent; self = trace_ent;
stuffcmd(self, "-attack;v_idlescale 0\n"); stuffcmd(self, "-attack;v_idlescale 0\n");
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_ASSAULTCANNON); self.tfstate &= ~TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self); TeamFortress_SetSpeed(self);
self.weaponframe = 0; self.weaponframe = 0;
self.count = 1; self.count = 1;
@ -864,8 +864,7 @@ void() GuerillaTossTouch =
return; return;
} }
if (pointcontents(self.origin) == CONTENTS_SKY || pointcontents(self.origin) == CONTENTS_SOLID) //CH if in wall or sky if (pointcontents(self.origin) == CONTENTS_SKY || pointcontents(self.origin) == CONTENTS_SOLID) { //CH if in wall or sky
{
self.health = 0; //CH needed for tesla self.health = 0; //CH needed for tesla
// OfN CAUSES ANY PROBLEM? Is this needed? // OfN CAUSES ANY PROBLEM? Is this needed?
@ -888,7 +887,7 @@ void() GuerillaTossTouch =
void() JobGuerilla = void() JobGuerilla =
{ {
if (self.ammo_rockets < MINE_COST) { if (self.ammo_rockets < MINE_COST) {
sprint(self,PRINT_HIGH,"every mine needs 4 rockets to work!\n"); sprint(self, PRINT_HIGH, "every mine needs 4 rockets to work!\n");
self.job_finished = time + 1; self.job_finished = time + 1;
return; return;
} }
@ -896,9 +895,9 @@ void() JobGuerilla =
if (self.num_mines >= max_mines) { if (self.num_mines >= max_mines) {
local string st; local string st;
st = ftos(max_mines); st = ftos(max_mines);
sprint(self,PRINT_HIGH,"you can set upto "); sprint(self, PRINT_HIGH, "you can set upto ");
sprint(self,PRINT_HIGH,st); sprint(self, PRINT_HIGH, st);
sprint(self,PRINT_HIGH," mines!\n"); sprint(self, PRINT_HIGH, " mines!\n");
self.job_finished = time + 1; self.job_finished = time + 1;
return; return;
} }
@ -923,16 +922,16 @@ void() JobGuerilla =
newmis.classname = "grenade"; newmis.classname = "grenade";
newmis.netname = "land_mine"; newmis.netname = "land_mine";
setsize (newmis, '0 0 0', '0 0 0'); setsize (newmis, '0 0 0', '0 0 0');
//setsize (newmis, '-0.5 -0.5 -0.5', '1 1 1'); // setsize (newmis, '-0.5 -0.5 -0.5', '1 1 1');
setorigin (newmis, self.origin); setorigin (newmis, self.origin);
newmis.owner = self; newmis.owner = self;
makevectors (self.v_angle); makevectors (self.v_angle);
newmis.avelocity = '300 300 300'; newmis.avelocity = '300 300 300';
newmis.velocity = v_forward*600 + v_up * 200 + v_right*10 + v_up*10; newmis.velocity = v_forward*600 + v_up * 200 + v_right*10 + v_up*10;
newmis.angles = vectoangles(newmis.velocity); newmis.angles = vectoangles(newmis.velocity);
//newmis.skin = self.team_no - 1; // newmis.skin = self.team_no - 1;
newmis.skin = 1; newmis.skin = 1;
//setmodel (newmis, "progs/lndmine.mdl"); // setmodel (newmis, "progs/lndmine.mdl");
setmodel (newmis, "progs/biggren.mdl"); setmodel (newmis, "progs/biggren.mdl");
newmis.heat = time; //Controls when mine can first go off newmis.heat = time; //Controls when mine can first go off
@ -942,7 +941,6 @@ void() JobGuerilla =
newmis.touch = GuerillaTossTouch; newmis.touch = GuerillaTossTouch;
newmis.think = GuerillaThink; newmis.think = GuerillaThink;
newmis.nextthink = time + ACTIVATE_TIME; newmis.nextthink = time + ACTIVATE_TIME;
}; };
void() JobCrusader; void() JobCrusader;
@ -960,16 +958,13 @@ void() UseJobSkill =
JobThief(); JobThief();
else if (myjob & JOB_RUNNER) else if (myjob & JOB_RUNNER)
JobRunner(); JobRunner();
else if (myjob & JOB_WARLOCK) else if (myjob & JOB_WARLOCK) {
{ if (HasFlag(self.team_no) == FALSE) {
if (HasFlag(self.team_no) == FALSE)
{
CenterPrint(self, "No demons until your team has the flag!\n"); CenterPrint(self, "No demons until your team has the flag!\n");
return; return;
} }
JobWarlock(); JobWarlock();
} } else if (myjob & JOB_CHAPLAN)
else if (myjob & JOB_CHAPLAN)
JobChaplan(); JobChaplan();
else if (myjob & JOB_BERSERKER) else if (myjob & JOB_BERSERKER)
JobBerserker(); JobBerserker();
@ -995,7 +990,8 @@ void() UseJobSkill =
#define EXPOSURE_NOHIDE_TIME 20 #define EXPOSURE_NOHIDE_TIME 20
#define EXPOSURE_NORELOAD_TIME 7 #define EXPOSURE_NORELOAD_TIME 7
#define FULLH_NORELOAD_TIME 1.5 #define FULLH_NORELOAD_TIME 1.5
void (entity targ, float pain) RevealThief = { void (entity targ, float pain) RevealThief =
{
if (targ.classname != "player") if (targ.classname != "player")
return; return;
@ -1010,8 +1006,7 @@ void (entity targ, float pain) RevealThief = {
sprint(targ,PRINT_HIGH,"You have been uncovered!\n"); sprint(targ,PRINT_HIGH,"You have been uncovered!\n");
targ.attack_finished = time + EXPOSURE_NORELOAD_TIME; targ.attack_finished = time + EXPOSURE_NORELOAD_TIME;
targ.job_finished = time + EXPOSURE_NOHIDE_TIME; targ.job_finished = time + EXPOSURE_NOHIDE_TIME;
} } else {
else {
if (targ.invisible_time) if (targ.invisible_time)
sprint (targ, PRINT_HIGH, "Leaving shadows... just as soon as this ring wears off...\n"); sprint (targ, PRINT_HIGH, "Leaving shadows... just as soon as this ring wears off...\n");
else else
@ -1024,4 +1019,3 @@ void (entity targ, float pain) RevealThief = {
targ.job = targ.job - (targ.job & JOB_ACTIVE); targ.job = targ.job - (targ.job & JOB_ACTIVE);
TeamFortress_SetSpeed(targ); TeamFortress_SetSpeed(targ);
}; };

194
player.qc
View file

@ -571,11 +571,10 @@ void() player_assaultcannonup1 =[$nailatt1, player_assaultcannonup2 ]
if ((!self.button0) || (self.ammo_shells < 1) || intermission_running) if ((!self.button0) || (self.ammo_shells < 1) || intermission_running)
{ {
// Let him/her walk again // Let him/her walk again
//if (!self.is_haxxxoring) //- OfN already checked on TeamFortress_SetSpeed() // if (!self.is_haxxxoring) //- OfN already checked on TeamFortress_SetSpeed() {
//{ self.tfstate &= ~TFSTATE_ASSAULTCANNON;
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_ASSAULTCANNON);
TeamFortress_SetSpeed(self); TeamFortress_SetSpeed(self);
//} // }
self.count = 1; self.count = 1;
self.heat = 0; self.heat = 0;
@ -613,11 +612,10 @@ void() player_assaultcannonup2 =[$nailatt1, player_assaultcannonup1 ]
if ((!self.button0) || (self.ammo_shells < 1) || intermission_running) if ((!self.button0) || (self.ammo_shells < 1) || intermission_running)
{ {
// Let him/her walk again // Let him/her walk again
//if (!self.is_haxxxoring) //- OfN already checked on TeamFortress_SetSpeed() // if (!self.is_haxxxoring) //- OfN already checked on TeamFortress_SetSpeed() {
//{ self.tfstate &= ~TFSTATE_ASSAULTCANNON;
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_ASSAULTCANNON);
TeamFortress_SetSpeed(self); TeamFortress_SetSpeed(self);
//} // }
self.count = 1; self.count = 1;
self.heat = 0; self.heat = 0;
@ -659,7 +657,7 @@ void() player_assaultcannon1 =[$nailatt1, player_assaultcannon2 ]
{ {
stuffcmd(self, "v_idlescale 0\n"); stuffcmd(self, "v_idlescale 0\n");
// Let him/her walk again // Let him/her walk again
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_ASSAULTCANNON); self.tfstate &= ~TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self); TeamFortress_SetSpeed(self);
self.weaponframe = 0; self.weaponframe = 0;
@ -689,11 +687,10 @@ void() player_assaultcannon1 =[$nailatt1, player_assaultcannon2 ]
// Cannon Firing 2 // Cannon Firing 2
void() player_assaultcannon2 =[$nailatt2, player_assaultcannon1 ] void() player_assaultcannon2 =[$nailatt2, player_assaultcannon1 ]
{ {
if ((!self.button0) || (self.ammo_shells < 1) || intermission_running) if ((!self.button0) || (self.ammo_shells < 1) || intermission_running) {
{
stuffcmd(self, "v_idlescale 0\n"); stuffcmd(self, "v_idlescale 0\n");
// Let him/her walk again // Let him/her walk again
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_ASSAULTCANNON); self.tfstate &= ~TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self); TeamFortress_SetSpeed(self);
self.weaponframe = 0; self.weaponframe = 0;
@ -724,17 +721,15 @@ void() player_assaultcannondown1 =[$nailatt1, player_assaultcannondown1 ]
if (self.count == 1) if (self.count == 1)
sound (self, CHAN_WEAPON, "weapons/asscan3.wav", 1, ATTN_NORM); sound (self, CHAN_WEAPON, "weapons/asscan3.wav", 1, ATTN_NORM);
if (self.count >= 15) if (self.count >= 15) {
{
self.heat = 0; self.heat = 0;
self.fire_held_down = FALSE; self.fire_held_down = FALSE;
// Let him/her walk again // Let him/her walk again
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_ASSAULTCANNON); self.tfstate &= ~TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self); TeamFortress_SetSpeed(self);
if (self.ammo_shells < 1 || self.ammo_cells < 6) if (self.ammo_shells < 1 || self.ammo_cells < 6) {
{
self.current_weapon = W_BestWeapon(); self.current_weapon = W_BestWeapon();
W_SetCurrentAmmo(); W_SetCurrentAmmo();
W_PrintWeaponMessage(); W_PrintWeaponMessage();
@ -745,8 +740,7 @@ void() player_assaultcannondown1 =[$nailatt1, player_assaultcannondown1 ]
return; return;
} }
if (self.count != 8 && self.count != 10 && self.count != 12 && self.count != 14) if (self.count != 8 && self.count != 10 && self.count != 12 && self.count != 14) {
{
if (self.weaponframe == 3) if (self.weaponframe == 3)
self.weaponframe = 0; self.weaponframe = 0;
else else
@ -763,8 +757,10 @@ void() player_light1 =[$light1, player_light2 ]
{ {
muzzleflash(); muzzleflash();
if (!self.button0 || intermission_running) if (!self.button0 || intermission_running) {
{player_run ();return;} player_run ();
return;
}
self.weaponframe = self.weaponframe + 1; self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 5) if (self.weaponframe == 5)
self.weaponframe = 1; self.weaponframe = 1;
@ -772,10 +768,13 @@ void() player_light1 =[$light1, player_light2 ]
W_FireLightning(); W_FireLightning();
Attack_Finished(0.2); Attack_Finished(0.2);
}; };
void() player_light2 =[$light2, player_light1 ] void() player_light2 =[$light2, player_light1 ]
{ {
if (!self.button0 || intermission_running) if (!self.button0 || intermission_running) {
{player_run ();return;} player_run ();
return;
}
self.weaponframe = self.weaponframe + 1; self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 5) if (self.weaponframe == 5)
self.weaponframe = 1; self.weaponframe = 1;
@ -790,10 +789,12 @@ void() player_light2 =[$light2, player_light1 ]
void() player_light_assault1 =[$light1, player_light_assault2 ] void() player_light_assault1 =[$light1, player_light_assault2 ]
{ {
//muzzleflash(); // muzzleflash();
if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) {
{player_run ();return;} player_run ();
return;
}
muzzleflash(); //- oFn moved muzzleflash(); //- oFn moved
@ -804,10 +805,13 @@ void() player_light_assault1 =[$light1, player_light_assault2 ]
W_FireLightAssault(); W_FireLightAssault();
Attack_Finished(0.2); Attack_Finished(0.2);
}; };
void() player_light_assault2 =[$light2, player_light_assault1 ] void() player_light_assault2 =[$light2, player_light_assault1 ]
{ {
if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) {
{player_run ();return;} player_run ();
return;
}
self.weaponframe = self.weaponframe + 1; self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 5) if (self.weaponframe == 5)
self.weaponframe = 1; self.weaponframe = 1;
@ -817,10 +821,8 @@ void() player_light_assault2 =[$light2, player_light_assault1 ]
}; };
//End WK //End WK
//============================================================================ //============================================================================
void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1; muzzleflash();}; void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1; muzzleflash();};
void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;}; void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;};
void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;}; void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;};
@ -1086,8 +1088,7 @@ void(string gibname, float dm) ThrowGib =
newmis.frame = 0; newmis.frame = 0;
newmis.flags = 0; newmis.flags = 0;
if (gibname=="progs/tesgib4.mdl" || gibname=="progs/t2gib4.mdl") if (gibname=="progs/tesgib4.mdl" || gibname=="progs/t2gib4.mdl") {
{
newmis.skin=dm; newmis.skin=dm;
newmis.velocity = VelocityForDamage (-70); newmis.velocity = VelocityForDamage (-70);
} }
@ -1109,24 +1110,18 @@ void(string gibname, float dm) ThrowHead =
self.flags = self.flags - (self.flags & FL_ONGROUND); self.flags = self.flags - (self.flags & FL_ONGROUND);
self.avelocity = crandom() * '0 600 0'; self.avelocity = crandom() * '0 600 0';
/* /*
if (self.classname == "player") if (self.classname == "player") {
{
self.classname = "player_head"; self.classname = "player_head";
self.think = SUB_Remove; self.think = SUB_Remove;
self.nextthink = time + 20 + 20 * random(); self.nextthink = time + 20 + 20 * random();
} } else {
else
{
self.classname = "monster_head"; self.classname = "monster_head";
self.think = SUB_Remove; self.think = SUB_Remove;
self.nextthink = time + 20 + 20 * random(); self.nextthink = time + 20 + 20 * random();
} }
*/
*/
//-OfN //-OfN
}; };
void(string gibname) HeadShotThrowHead = void(string gibname) HeadShotThrowHead =
@ -1154,28 +1149,26 @@ void() KillPlayer =
void() GibPlayer = void() GibPlayer =
{ {
//- OfN now this can be turned on/off with the headless localinfo -// //- OfN now this can be turned on/off with the headless localinfo -//
// Decapitation ------------------------------------------------------// // Decapitation ------------------------------------------------------
if (headless == 1) if (headless == 1) {
{ if (deathmsg == DMSG_SNIPERHEADSHOT) {
if (deathmsg == DMSG_SNIPERHEADSHOT) //- Ofn - I don't like this: || deathmsg == DMSG_BACKSTAB) //- Ofn - I don't like this: || deathmsg == DMSG_BACKSTAB) {
{ // if (deathmsg == DMSG_SNIPERHEADSHOT)
//if (deathmsg == DMSG_SNIPERHEADSHOT)
HeadShotThrowHead("progs/h_player.mdl"); HeadShotThrowHead("progs/h_player.mdl");
//else // else
// ThrowHead("progs/h_player.mdl", -60); // ThrowHead("progs/h_player.mdl", -60);
newmis = spawn(); newmis = spawn();
newmis.solid = SOLID_NOT; newmis.solid = SOLID_NOT;
newmis.movetype = MOVETYPE_STEP; newmis.movetype = MOVETYPE_STEP;
newmis.angles = self.angles; newmis.angles = self.angles;
setsize(newmis, '0 0 0', '0 0 0'); setsize(newmis, '0 0 0', '0 0 0');
setorigin(newmis, self.origin); setorigin(newmis, self.origin);
newmis.colormap = self.colormap; newmis.colormap = self.colormap;
// newmis.color=self.color // newmis.color = self.color
//newmis.skin = self.skin; // newmis.skin = self.skin;
setmodel(newmis, "progs/headless.mdl"); setmodel(newmis, "progs/headless.mdl");
@ -1187,45 +1180,36 @@ void() GibPlayer =
newmis.frame = 8; newmis.frame = 8;
ThrowGib ("progs/zom_gib.mdl", self.health); //- lol, looks cool ThrowGib ("progs/zom_gib.mdl", self.health); //- lol, looks cool
} } else {
else
{
ThrowHead ("progs/h_player.mdl", self.health); ThrowHead ("progs/h_player.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health); ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health); ThrowGib ("progs/gib3.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health); //-added ThrowGib ("progs/gib3.mdl", self.health); //-added
//ThrowGib ("progs/zom_gib.mdl", self.health); //-added // ThrowGib ("progs/zom_gib.mdl", self.health); //-added
} }
} } else {
else
{
ThrowHead ("progs/h_player.mdl", self.health); ThrowHead ("progs/h_player.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health); ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health); ThrowGib ("progs/gib3.mdl", self.health);
//ThrowGib ("progs/gib3.mdl", self.health); //-added // ThrowGib ("progs/gib3.mdl", self.health); //-added
} }
// Why do we need this? What are we doing that's clobbering _something_ // Why do we need this? What are we doing that's clobbering _something_
// within a second after a trigger_hurt kills the player? // within a second after a trigger_hurt kills the player?
if (deathmsg == DMSG_TRIGGER) if (deathmsg == DMSG_TRIGGER) {
{
newmis = spawn(); newmis = spawn();
newmis.owner = self; newmis.owner = self;
newmis.think = KillPlayer; newmis.think = KillPlayer;
newmis.nextthink = time + 1; newmis.nextthink = time + 1;
} } else {
else
{
self.deadflag = DEAD_DEAD; self.deadflag = DEAD_DEAD;
} }
TeamFortress_SetupRespawn(FALSE); TeamFortress_SetupRespawn(FALSE);
if (damage_attacker.classname == "teledeath") if (damage_attacker.classname == "teledeath") {
{
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE); sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
// if telefragged, extend respawn delay to prevent chaining telefrags // if telefragged, extend respawn delay to prevent chaining telefrags
@ -1234,8 +1218,7 @@ void() GibPlayer =
return; return;
} }
if (damage_attacker.classname == "teledeath2") if (damage_attacker.classname == "teledeath2") {
{
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE); sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
// if telefragged, extend respawn delay to prevent chaining telefrags // if telefragged, extend respawn delay to prevent chaining telefrags
@ -1257,16 +1240,16 @@ void() PlayerDie =
//WK Stop orff //WK Stop orff
sound (self, CHAN_MUSIC, "items/r_item1.wav", 0.1, ATTN_NORM); sound (self, CHAN_MUSIC, "items/r_item1.wav", 0.1, ATTN_NORM);
//WK Stop glows! //WK Stop glows!
self.flags = self.flags - (self.flags & (EF_BRIGHTLIGHT | EF_DIMLIGHT)); self.flags &= ~(EF_BRIGHTLIGHT | EF_DIMLIGHT);
self.effects = 0; self.effects = 0;
// make dead guy release hook (wedge) // make dead guy release hook (wedge)
if (self.hook_out) if (self.hook_out) {
{
Reset_Grapple (self.hook); Reset_Grapple (self.hook);
Attack_Finished(0.75); Attack_Finished(0.75);
// self.hook_out = TRUE; // PutClientInServer will reset this // self.hook_out = TRUE; // PutClientInServer will reset this
} }
self.items = self.items & ~(IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD);
self.items &= ~(IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD);
self.invisible_finished = 0; // don't die as eyes self.invisible_finished = 0; // don't die as eyes
self.invincible_finished = 0; self.invincible_finished = 0;
self.super_damage_finished = 0; self.super_damage_finished = 0;
@ -1274,13 +1257,10 @@ void() PlayerDie =
self.modelindex = modelindex_player; // don't use eyes self.modelindex = modelindex_player; // don't use eyes
// If infected, give the medic a frag // If infected, give the medic a frag
finished = TRUE; finished = TRUE;
if (self.tfstate & TFSTATE_INFECTED && self == self.enemy) if (self.tfstate & TFSTATE_INFECTED && self == self.enemy) {
{
te = find(NIL, classname, "timer"); te = find(NIL, classname, "timer");
while (te) while (te) {
{ if (te.owner == self && te.think == BioInfection_Decay) {
if (te.owner == self && te.think == BioInfection_Decay)
{
logfrag(te.enemy, self); logfrag(te.enemy, self);
te.enemy.real_frags = te.enemy.real_frags + 1; te.enemy.real_frags = te.enemy.real_frags + 1;
if (!(toggleflags & TFLAG_TEAMFRAGS)) if (!(toggleflags & TFLAG_TEAMFRAGS))
@ -1298,18 +1278,16 @@ void() PlayerDie =
// Restore player's speed // Restore player's speed
#ifdef RESTORE_DEAD_SPEEDS #ifdef RESTORE_DEAD_SPEEDS
stuffcmd(self,"cl_backspeed 1000\n"); stuffcmd(self,"cl_backspeed 1000\n");
stuffcmd(self,"cl_forwardspeed 1000\n"); stuffcmd(self,"cl_forwardspeed 1000\n");
stuffcmd(self,"cl_sidespeed 1000\n"); stuffcmd(self,"cl_sidespeed 1000\n");
stuffcmd(self,"cl_movespeedkey 2\n"); stuffcmd(self,"cl_movespeedkey 2\n");
#endif #endif
if (deathmatch || coop) if (deathmatch || coop)
DropBackpack(); DropBackpack();
self.weaponmodel=""; self.weaponmodel = "";
self.view_ofs = '0 0 -8'; self.view_ofs = '0 0 -8';
self.deadflag = DEAD_DYING; self.deadflag = DEAD_DYING;
self.solid = SOLID_NOT; self.solid = SOLID_NOT;
@ -1318,8 +1296,7 @@ void() PlayerDie =
if (self.velocity_z < 10) if (self.velocity_z < 10)
self.velocity_z = self.velocity_z + random()*300; self.velocity_z = self.velocity_z + random()*300;
if (self.health < -40) if (self.health < -40) {
{
GibPlayer (); GibPlayer ();
return; return;
} }
@ -1329,14 +1306,13 @@ void() PlayerDie =
self.angles_x = 0; self.angles_x = 0;
self.angles_z = 0; self.angles_z = 0;
if (self.current_weapon <= WEAP_AXE) if (self.current_weapon <= WEAP_AXE) {
{
player_die_ax1 (); player_die_ax1 ();
TeamFortress_SetupRespawn(FALSE); TeamFortress_SetupRespawn(FALSE);
return; return;
} }
i = 1 + floor(random()*6); i = 1 + floor(random() * 6);
if (i == 1) if (i == 1)
player_diea1(); player_diea1();
@ -1442,8 +1418,7 @@ void() Headless_Think =
{ {
self.frame = self.frame + 1; self.frame = self.frame + 1;
if (self.frame == 7 || self.frame == 18) if (self.frame == 7 || self.frame == 18) {
{
self.nextthink = time + 30 + random()*10; self.nextthink = time + 30 + random()*10;
self.think = SUB_Remove; self.think = SUB_Remove;
return; return;
@ -1452,8 +1427,7 @@ void() Headless_Think =
self.nextthink = time + 0.1; self.nextthink = time + 0.1;
}; };
//=========================================================== // Airgun player stuff ========================================================
// Airgun player stuff
void() player_airgun1 =[$rockatt1, player_airgun2 ] {self.weaponframe=1;}; void() player_airgun1 =[$rockatt1, player_airgun2 ] {self.weaponframe=1;};
void() player_airgun2 =[$rockatt2, player_airgun3 ] {self.weaponframe=2;}; void() player_airgun2 =[$rockatt2, player_airgun3 ] {self.weaponframe=2;};
@ -1467,40 +1441,46 @@ void() player_failedairgun1 =[$nailatt1, player_failedairgun2 ] {self.weaponf
void() player_failedairgun2 =[$nailatt2, player_failedairgun3 ] {self.weaponframe=7;}; void() player_failedairgun2 =[$nailatt2, player_failedairgun3 ] {self.weaponframe=7;};
void() player_failedairgun3 =[$nailatt2, player_run ] {self.weaponframe=0;}; void() player_failedairgun3 =[$nailatt2, player_run ] {self.weaponframe=0;};
//================================================================0 // Laser cannon player stuff ==================================================
// Laser cannon player stuff
void() player_laser1 =[$nailatt1, player_laser2 ] void() player_laser1 =[$nailatt1, player_laser2 ]
{ {
if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) {
{player_run ();return;} player_run ();
return;
}
self.attack_finished = time + 0.2; self.attack_finished = time + 0.2;
self.weaponframe=1; self.weaponframe=1;
HIP_FireLaser(0); HIP_FireLaser(0);
}; };
void() player_laser2 =[$nailatt2, player_laser3 ] void() player_laser2 =[$nailatt2, player_laser3 ]
{ {
if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) {
{player_run ();return;} player_run ();
return;
}
self.weaponframe=2; self.weaponframe=2;
}; };
void() player_laser3 =[$nailatt2, player_laser4 ] void() player_laser3 =[$nailatt2, player_laser4 ]
{ {
if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) {
{player_run ();return;} player_run ();
return;
}
self.attack_finished = time + 0.2; self.attack_finished = time + 0.2;
self.weaponframe=4; self.weaponframe=4;
HIP_FireLaser(1); HIP_FireLaser(1);
}; };
void() player_laser4 =[$nailatt1, player_laser1 ] void() player_laser4 =[$nailatt1, player_laser1 ]
{ {
if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) {
{player_run ();return;} player_run ();
return;
}
self.weaponframe=5; self.weaponframe=5;
}; };
//____________________________________________________//

982
tfort.qc

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@ -4629,7 +4629,7 @@ void() W_WeaponFrame =
self.fire_held_down = FALSE; self.fire_held_down = FALSE;
// Let him/her walk again // Let him/her walk again
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_ASSAULTCANNON); self.tfstate &= ~TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self); TeamFortress_SetSpeed(self);
player_run (); player_run ();