#include "defs.qh" /*==================================================== SCOUT.QC TeamFortress v2.5 29/2/97 Craig Hauser 26/3/00 ====================================================== Functions for the SCOUT class and associated weaponry ======================================================*/ // Functions outside this file // Functions inside this file // Concussion Grenade Functions void() ConcussionGrenadeTouch; void() ConcussionGrenadeExplode; void() ConcussionGrenadeTimer; // Scanner Functions void(float scanrange,float inAuto) TeamFortress_Scan; void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusBounce; entity(entity scanner, float scanrange, float enemies, float friends) T_RadiusScan; //void(entity pl, string s1) CenterPrint; void(entity pl, float fTime, string s1) StatusPrint; //========================================================================= // Touch Function for Flash Grenade void() FlashGrenadeTouch = { // If the Flash Grenade hits a player, it just bounces off sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); if (self.velocity == '0 0 0') self.avelocity = '0 0 0'; }; #ifdef NET_SERVER #define SMOOTH_FLASH 1 #else #define SMOOTH_FLASH 0.1 #endif void() FlashTimer = { local entity te; te = self.owner; if (te.has_disconnected) //WK Safety, now that we call this to clean up after death return; te.FlashTime = te.FlashTime - SMOOTH_FLASH; if (te.FlashTime < 4) { te.FlashTime = 0; stuffcmd(te, "v_cshift 0\n"); stuffcmd(te, "r_norefresh 0;wait;echo;wait;echo;wait;echo;wait;echo\n"); //WK // OfN- now we use the centerprint replacement //centerprint(te,"Your eyes finally clear\n"); StatusPrint(te,2,"Your eyes finally clear\n"); return; } local string st; st = ftos(te.FlashTime * 15); //WK Multiplier 10 stuffcmd(te, "v_cshift "); stuffcmd(te, st); stuffcmd(te, " "); stuffcmd(te, st); stuffcmd(te, " "); stuffcmd(te, st); stuffcmd(te, " "); stuffcmd(te, st); stuffcmd(te, "\n"); if (te.FlashTime > 15 || (te.FlashTime < 12 && te.FlashTime > 11) || (te.FlashTime < 9 && te.FlashTime > 7) || te.FlashTime < 5) if (self.heat != 1) { StatusPrint(te,2,"Your eyes burn\n with the pain\n of \n glowing phosphor\n \n \n"); stuffcmd(te, "r_norefresh 1;wait;echo;wait;echo;wait;echo;wait;echo\n"); self.heat = 1; } else if (self.heat != 0) { StatusPrint(te,2,"Your eyes water\n and momentarily lessen\n the \n Indescribable Pain\n \n \n"); stuffcmd(te, "r_norefresh 0;wait;echo;wait;echo;wait;echo;wait;echo\n"); self.heat = 0; } self.nextthink = time + SMOOTH_FLASH; }; //========================================================================= // Flash Grenade explode function, for when the PRIMETIME runs out void() FlashGrenadeExplode = { local entity te; self.effects = self.effects | EF_BRIGHTLIGHT; WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_TAREXPLOSION); WriteCoord (MSG_MULTICAST, self.origin_x); WriteCoord (MSG_MULTICAST, self.origin_y); WriteCoord (MSG_MULTICAST, self.origin_z); multicast (self.origin, MULTICAST_PHS); // Find all people in area te = findradius(self.origin, 200); while (te) { // Player? if (te.classname == "player") { // Damage player and explode deathmsg = DMSG_GREN_FLASH; TF_T_Damage(te, self, self.owner, 60, 0, TF_TD_FIRE); if (te.health > 0) { if (te.FlashTime == 0) { // create flash timer newmis = spawn(); newmis.classname = "timer"; newmis.netname = "flashtimer"; newmis.team_no = self.owner.team_no; newmis.owner = te; newmis.think = FlashTimer; newmis.nextthink = time + 1; newmis.heat = 1; } te.FlashTime = 16; //WK 24 for non-owners local string st; st = ftos(te.FlashTime * 15); stuffcmd(te, "v_cshift "); stuffcmd(te, st); stuffcmd(te, " "); stuffcmd(te, st); stuffcmd(te, " "); stuffcmd(te, st); stuffcmd(te, " "); stuffcmd(te, st); stuffcmd(te, "\n"); stuffcmd(te, "r_norefresh 1;wait;echo;wait;echo;wait;echo;wait;echo\n"); //WK StatusPrint(te,2,"Your eyes burn\n with the pain\n of \n glowing phosphor\n \n \n"); } } te = te.chain; } #ifdef DEMO_STUFF // Remove any camera's locks on this missile if (self.enemy) CamProjectileLockOff(); #endif dremove(self); }; //========================================================================= // Touch function for a concussion grenade void() ConcussionGrenadeTouch = { // concussion grenades bounce off other players now sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound if (self.velocity == '0 0 0') self.avelocity = '0 0 0'; }; //========================================================================= // Concussion grenade explosion function void() ConcussionGrenadeExplode = { T_RadiusBounce (self, self.owner, 240, world); #ifdef DEMO_STUFF // Remove any camera's locks on this missile if (self.enemy) CamProjectileLockOff(); #endif WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_EXPLOSION); WriteCoord (MSG_MULTICAST, self.origin_x); WriteCoord (MSG_MULTICAST, self.origin_y); WriteCoord (MSG_MULTICAST, self.origin_z); multicast (self.origin, MULTICAST_PHS); dremove(self); }; //========================================================================= // Concussion grenade timer to remove idlescale void() ConcussionGrenadeTimer = { local string st; if (self.owner.invincible_finished > time) { stuffcmd(self.owner, "v_idlescale 0\n"); dremove(self); return; } // Bubble newmis = spawn(); setmodel (newmis, "progs/s_bubble.spr"); setorigin (newmis, self.owner.origin); newmis.movetype = MOVETYPE_NOCLIP; newmis.solid = SOLID_NOT; newmis.velocity = '0 0 15'; newmis.nextthink = time + 0.5; newmis.think = bubble_bob; newmis.touch = bubble_remove; newmis.classname = "bubble"; newmis.frame = 0; newmis.cnt = 0; setsize(newmis, '-8 -8 -8', '8 8 8'); self.health = self.health - GR_CONCUSS_DEC; // medic recovers twice as fast if (self.owner.weapons_carried & WEAP_MEDIKIT) //WK self.health = self.health - GR_CONCUSS_DEC; if (self.owner.cutf_items & CUTF_STEALTH) self.health = self.health - GR_CONCUSS_DEC; if (self.owner.cutf_items & CUTF_GYMNAST) self.health = self.health - GR_CONCUSS_DEC; if (self.health < 0) self.health = 0; self.nextthink = time + GR_CONCUSS_TIME; st = ftos(self.health); stuffcmd(self.owner, "v_idlescale "); stuffcmd(self.owner, st); stuffcmd(self.owner, "\n"); if (self.health == 0) dremove(self); }; //========================================================================= // Handles the scanner function for Scouts void(float scanrange,float inAuto) TeamFortress_Scan = { local string power; local entity list; local float scen, scfr; local vector lightningvec; // added in for the direction scanner code local float enemy_detected; local float any_detected; // prevent scan impulse from triggering anything else self.impulse = 0; self.last_impulse = 0; if (self.classname == "player") { if (!(self.tf_items & NIT_SCANNER)) return; // If Impulse is TF_SCAN_ENEMY, toggle Scanning for Enemies if (scanrange == TF_SCAN_ENEMY) { if (self.tf_items_flags & NIT_SCANNER_ENEMY) { sprint (self, PRINT_HIGH, "Enemy Scanning disabled.\n"); self.tf_items_flags = self.tf_items_flags & ~NIT_SCANNER_ENEMY; return; } sprint (self, PRINT_HIGH, "Enemy Scanning enabled.\n"); self.tf_items_flags = self.tf_items_flags | NIT_SCANNER_ENEMY; return; } // If Impulse is TF_SCAN_FRIENDLY, toggle Scanning for Friendlies if (scanrange == TF_SCAN_FRIENDLY) { if (self.tf_items_flags & NIT_SCANNER_FRIENDLY) { sprint (self, PRINT_HIGH, "Friendly Scanning disabled.\n"); self.tf_items_flags = self.tf_items_flags & ~NIT_SCANNER_FRIENDLY; return; } sprint (self, PRINT_HIGH, "Friendly Scanning enabled.\n"); self.tf_items_flags = self.tf_items_flags | NIT_SCANNER_FRIENDLY; return; } // If the user doesn't have as many cells as he/she specified, just // use as many as they've got. /* local float scancost; scancost = ceil(scanrange / 20); if (scancost > self.ammo_cells) { scanrange = self.ammo_cells * 20; scancost = self.ammo_cells; } if (scanrange <= 0) { sprint(self, PRINT_HIGH, "No cells.\n"); return; } */ if (scanrange > NIT_SCANNER_MAXCELL) scanrange = NIT_SCANNER_MAXCELL; scen = 0; scfr = 0; // Set the Scanner flags if (self.tf_items_flags & NIT_SCANNER_ENEMY) scen = 1; if (self.tf_items_flags & NIT_SCANNER_FRIENDLY) scfr = 1; // If no entity type is enabled, don't scan if ((scen == 0) && (scfr == 0)) { sprint(self, PRINT_HIGH, "All scanner functions are disabled.\nEnable with 'scane' or 'scanf'.\n"); return; } // Use up cells to power the scanner // additions: // altered this so scanner could be more easily tested //WK self.ammo_cells = self.ammo_cells - scancost; scanrange = scanrange * NIT_SCANNER_POWER; if (!inAuto) { //WK Only sprint() if not autoscanner sprint (self, PRINT_HIGH, "Range: "); power = ftos(ceil(scanrange)); sprint (self, PRINT_HIGH, power); sprint (self, PRINT_HIGH, ". Scanning...\n"); } // Get the list of entities the scanner finds list = T_RadiusScan(self, scanrange, scen, scfr); } // Base Defence scanning code here // Reset the entity counts scen = 0; scfr = 0; // the vectors v_forward and v_right are required to // 'triangulate' the enemies position makevectors(self.v_angle); // Walk the list // For now, just count the entities. // In the future, we'll display bearings :) // additions: the future is now! while (list) { if (list != self) { // sets the enemy_detected flag to TRUE if not on your team, FALSE if so any_detected = TRUE; // this flag is set to false if bogie is moving // too slow to be detected (and velocity checking is on) if (vlen(list.origin - self.origin) <= scanrange) //CH Secondary check NEEDED!!! { // If this scanner is a motion detector, don't record // object that don't have the required velocity to be detected. if (self.tf_items_flags & NIT_SCANNER_MOVEMENT) { if (vlen(list.velocity) > NIT_SCANNER_MIN_MOVEMENT) { if (list.classname == "monster_demon1" && list.health > 0) //Because they dont have teams { if (Teammate(list.real_owner.team_no,self.team_no)) { scfr = scfr + 1; enemy_detected = FALSE; } else { scen = scen + 1; enemy_detected = TRUE; } } else if (list.classname == "monster_army" && list.health > 0) //Because they dont have teams { if (Teammate(list.real_owner.team_no,self.team_no)) { scfr = scfr + 1; enemy_detected = FALSE; } else { scen = scen + 1; enemy_detected = TRUE; } } else if (list.classname == "monster_shambler" && list.health > 0) //Because they dont have teams { if (Teammate(list.real_owner.team_no,self.team_no)) { scfr = scfr + 1; enemy_detected = FALSE; } else { scen = scen + 1; enemy_detected = TRUE; } } //- OfN - else if (list.classname == "monster_wizard" && list.health > 0) //Because they dont have teams { if (Teammate(list.real_owner.team_no,self.team_no)) { scfr = scfr + 1; enemy_detected = FALSE; } else { scen = scen + 1; enemy_detected = TRUE; } } else if (list.classname == "item_tfgoal" && list.owned_by > 0 && list.team_no > 0 && self.team_no > 0) //Because they use owned_by { if (list.owned_by == self.team_no && list.team_no != self.team_no) { scfr = scfr + 1; enemy_detected = FALSE; } else if (list.owned_by == self.team_no && list.team_no == self.team_no) { scfr = scfr + 1; enemy_detected = FALSE; } else if (list.owned_by != self.team_no && list.team_no == self.team_no) { scen = scen + 1; enemy_detected = TRUE; } else any_detected = FALSE; } else if ((list.classname == "player" || list.classname == "building_sentrygun" || list.classname == "building_tesla" || list.classname == "building_teleporter") && list.health > 0 && !(list.cutf_items & CUTF_JAMMER)) { if (Teammate(list.team_no, self.team_no)) { scfr = scfr + 1; enemy_detected = FALSE; } else { scen = scen + 1; enemy_detected = TRUE; } } else { any_detected = FALSE; } } else { any_detected = FALSE; } } else { if (list.classname == "monster_demon1" && list.health > 0) //Because they dont have teams { if (Teammate(list.real_owner.team_no,self.team_no)) { scfr = scfr + 1; enemy_detected = FALSE; } else { scen = scen + 1; enemy_detected = TRUE; } } if (list.classname == "monster_army" && list.health > 0) //Because they dont have teams { if (Teammate(list.real_owner.team_no, self.team_no)) { scfr = scfr + 1; enemy_detected = FALSE; } else { scen = scen + 1; enemy_detected = TRUE; } } if (list.classname == "monster_shambler" && list.health > 0) //Because they dont have teams { if (Teammate(list.real_owner.team_no, self.team_no)) { scfr = scfr + 1; enemy_detected = FALSE; } else { scen = scen + 1; enemy_detected = TRUE; } } //- OfN - if (list.classname == "monster_wizard" && list.health > 0) //Because they dont have teams { if (Teammate(list.real_owner.team_no, self.team_no)) { scfr = scfr + 1; enemy_detected = FALSE; } else { scen = scen + 1; enemy_detected = TRUE; } } else if (list.classname == "item_tfgoal" && list.owned_by > 0 && list.team_no > 0 && self.team_no > 0) //Because they use owned_by { if (list.owned_by == self.team_no && list.team_no != self.team_no) { scfr = scfr + 1; enemy_detected = FALSE; } else if (list.owned_by == self.team_no && list.team_no == self.team_no) { scfr = scfr + 1; enemy_detected = FALSE; } else if (list.owned_by != self.team_no && list.team_no == self.team_no) { scen = scen + 1; enemy_detected = TRUE; } else any_detected = FALSE; } else if ((list.classname == "player" || list.classname == "building_sentrygun" || list.classname == "building_tesla" || list.classname == "building_teleporter") && list.health > 0 && !(list.cutf_items & CUTF_JAMMER)) { if (Teammate(list.team_no, self.team_no)) { scfr = scfr + 1; enemy_detected = FALSE; } else { scen = scen + 1; enemy_detected = TRUE; } } else { any_detected = FALSE; } } } else { any_detected = FALSE; } // this displays the direction of the detected player // using the cosine rule to find the angle // cos theta = A.B divided by |A||B| // it should return a value between 1 and -1 if (any_detected) { // Get the unit vector lightningvec = normalize(list.origin - self.origin); lightningvec = lightningvec * (vlen(list.origin - self.origin) / 5); lightningvec = lightningvec + self.origin; // Create the Lightning msg_entity = self; WriteByte (MSG_ONE, SVC_TEMPENTITY); WriteByte (MSG_ONE, TE_LIGHTNING1); WriteEntity (MSG_ONE, self); WriteCoord (MSG_ONE, self.origin_x); WriteCoord (MSG_ONE, self.origin_y); WriteCoord (MSG_ONE, self.origin_z + 8); WriteCoord (MSG_ONE, lightningvec_x); WriteCoord (MSG_ONE, lightningvec_y); WriteCoord (MSG_ONE, lightningvec_z + 8); self.scaned = list; //CH for the sbar if (!inAuto) { self.StatusRefreshTime = time + 0.2; self.StatusBarScreen = 5; } } // end if(any_detected) } list = list.linked_list; } // Display the counts // For Base Defences, it will display the counts to all team members if ((scen == 0) && (scfr == 0) && (!inAuto)) { sprint (self, PRINT_HIGH, "No blips.\n"); return; } // Update ammo levels //W_SetCurrentAmmo (); return; }; //========================================================================= // Acts just like T_RadiusDamage, but doesn't damage things, just pushes them away // from the explosion at a speed relative to the distance from the explosion's origin. void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusBounce = { local float points; local entity head, te; local vector org; head = findradius(inflictor.origin, bounce+40); while (head) { if (head != ignore) { if (head.takedamage && head.classname != "monster_shambler") { org = head.origin + (head.mins + head.maxs)*0.5; points = 0.5*vlen (org - inflictor.origin); if (points < 0) points = 0; points = bounce - points; if (head.cutf_items & CUTF_GYMNAST) points = points * 2; if (!IsBuilding(head) && points > 0) { // Bounce!! head.velocity = org - inflictor.origin; head.velocity = head.velocity * (points / 20); if (head.classname != "player") { if(head.flags & FL_ONGROUND) head.flags = head.flags - FL_ONGROUND; } else { //WK Add cheat immunity since they fly makeImmune(head,time+3); // Concuss 'em!! // If they are already concussed, set the concussion back up // Try to find a concusstimer entity for this player te = find(world, classname, "timer"); while (((te.owner != head) || (te.think != ConcussionGrenadeTimer)) && (te != world)) te = find(te, classname, "timer"); if (te != world) { stuffcmd(head,"v_idlescale 100\n"); te.health = 100; te.nextthink = time + GR_CONCUSS_TIME; } else { stuffcmd(head,"v_idlescale 100\n"); stuffcmd(head,"bf\n"); // Create a timer entity te = spawn(); te.nextthink = time + GR_CONCUSS_TIME; te.think = ConcussionGrenadeTimer; te.team_no = attacker.team_no; te.classname = "timer"; te.owner = head; te.health = 100; } } } } } head = head.chain; } }; //CH checks a player and returns True of False float(entity scan, entity targ, float enemies, float friends) Scanner_Check_Player = { if (targ.playerclass == PC_UNDEFINED) { return FALSE; } else if (targ.done_custom & CUSTOM_BUILDING) { return FALSE; } else if (targ.health <= 0) { return FALSE; } else if (targ.has_disconnected) { return FALSE; } else if (targ == scan) { return FALSE; } else if (targ.flags & FL_NOTARGET) { return FALSE; } else if (targ.cutf_items & CUTF_JAMMER) return FALSE; //CH ALL NEW CHECKS ABOVE THIS LINE if (teamplay) { if ( friends && Teammate(targ.team_no,scan.team_no) ) return TRUE; if ( enemies && !Teammate(targ.team_no,scan.team_no) ) return TRUE; } else return TRUE; return FALSE; }; //========================================================================= // Returns a list of players within a radius around the origin, like findradius, // except that some parsing of the list can be done based on the parameters passed in. // Make sure you check that the return value is not NULL b4 using it. entity(entity scanner, float scanrange, float enemies, float friends) T_RadiusScan = { local entity head; local entity list_head; local entity list; local float gotatarget; list_head = world; list = world; head = findradius(scanner.origin, scanrange+40); while (head) { gotatarget = 0; if (head != scanner && (friends || enemies)) // Don't pick up the entity that's scanning { if (head.takedamage) //item_tfgoal does not take dammage { if (head.classname == "player") { gotatarget = Scanner_Check_Player(scanner, head, enemies, friends); } else if ((head.classname == "building_tesla" || head.classname == "building_sentrygun" || head.classname == "building_teleporter") && (head.health > 0)) //CH uses team_no :) { if (teamplay) { if ( friends && Teammate(head.team_no, scanner.team_no) ) gotatarget = 1; if ( enemies && !Teammate(head.team_no, scanner.team_no) ) gotatarget = 1; } else gotatarget = 1; } else if ((head.classname == "monster_demon1") && head.health > 0) //CH demons trace back to real_owner { if (teamplay) { if ( friends && Teammate(head.real_owner.team_no, scanner.team_no) ) gotatarget = 1; if ( enemies && !Teammate(head.real_owner.team_no, scanner.team_no) ) gotatarget = 1; } else gotatarget = 1; } else if ((head.classname == "monster_army") && head.health > 0) //CH demons trace back to real_owner { if (teamplay) { if ( friends && Teammate(head.real_owner.team_no, scanner.team_no) ) gotatarget = 1; if ( enemies && !Teammate(head.real_owner.team_no, scanner.team_no) ) gotatarget = 1; } else gotatarget = 1; } else if ((head.classname == "monster_shambler") && head.health > 0) //CH demons trace back to real_owner { if (teamplay) { if ( friends && Teammate(head.real_owner.team_no, scanner.team_no) ) gotatarget = 1; if ( enemies && !Teammate(head.real_owner.team_no, scanner.team_no) ) gotatarget = 1; } else gotatarget = 1; } //- OfN - else if ((head.classname == "monster_wizard") && head.health > 0) //CH demons trace back to real_owner { if (teamplay) { if ( friends && Teammate(head.real_owner.team_no, scanner.team_no) ) gotatarget = 1; if ( enemies && !Teammate(head.real_owner.team_no, scanner.team_no) ) gotatarget = 1; } else gotatarget = 1; } } else if (head.classname == "item_tfgoal") //CH flags used owned_by for what team it is { if (teamplay) { if ( friends && (head.team_no > 0) && (head.owned_by > 0) && (scanner.team_no > 0) && (head.team_no == scanner.team_no) && (head.owned_by == scanner.team_no) ) gotatarget = 1; if ( friends && (head.team_no > 0) && (head.owned_by > 0) && (scanner.team_no > 0) && (head.team_no != scanner.team_no) && (head.owned_by == scanner.team_no) ) gotatarget = 1; if ( enemies && (head.team_no > 0) && (head.owned_by > 0) && (scanner.team_no > 0) && (head.team_no == scanner.team_no) && (head.owned_by != scanner.team_no) ) gotatarget = 1; } else gotatarget = 1; } } // Add this entity to the linked list if it matches the target criteria if (gotatarget) { if (list) { list.linked_list = head; list = list.linked_list; } else { list_head = head; list = head; } } head = head.chain; } return list_head; }; //========================================================================= // Caltrop Grenade explosion #define GR_TYPE_CALTROP_NO 5 void (vector org, entity shooter) CreateCaltrop; void() CaltropTouch; void() CaltropGrenadeExplode = { local float i; /* deathmsg = DMSG_GREN_CALTROP; T_RadiusDamage (self, self.owner, 50, world); WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_EXPLOSION); WriteCoord (MSG_MULTICAST, self.origin_x); WriteCoord (MSG_MULTICAST, self.origin_y); WriteCoord (MSG_MULTICAST, self.origin_z); multicast (self.origin, MULTICAST_PHS); self.solid = SOLID_NOT; */ // Very well admiral. Engage the rebels. i = 0; while (i < GR_TYPE_CALTROP_NO) { CreateCaltrop(self.origin + '0 0 -1',self.owner); i = i + 1; } #ifdef DEMO_STUFF // Remove any camera's locks on this missile if (self.enemy) CamProjectileLockOff(); #endif //BecomeExplosion(); dremove(self); }; void (vector org, entity shooter) CreateCaltrop = { local float xdir,ydir,zdir; xdir = 80 * random() - 40; ydir = 80 * random() - 40; zdir = 15 + 15 * random(); newmis = spawn (); newmis.owner = shooter; newmis.movetype = MOVETYPE_BOUNCE; newmis.solid = SOLID_TRIGGER; //newmis.solid = SOLID_BBOX; newmis.classname = "caltrop"; newmis.weapon = DMSG_CALTROP; newmis.touch = CaltropTouch; newmis.think = SUB_Remove; newmis.nextthink = time + 14 + random()*6; // was 7+random() newmis.heat = time + 2; // The caltrop doesn't activate for 2 seconds newmis.velocity_x = xdir * 2; newmis.velocity_y = ydir * 2; newmis.velocity_z = zdir * 15; newmis.avelocity = '500 500 500'; setmodel (newmis, "progs/caltrop.mdl"); setsize (newmis, '-10 -10 -9', '0 0 0'); //setsize (newmis, '-5 -5 -4', '5 5 5'); setorigin (newmis, org); }; void() CaltropTouch = { if (self.velocity == '0 0 0') { self.avelocity = '0 0 0'; self.angles = '0 0 0'; } if (self.heat > time) return; if (other.takedamage && other.classname == "player") { if (Teammate(self.owner.team_no, other.team_no) && other != self.owner) return; //if (other.classname == "player") if (self.velocity == '0 0 0') // supposedly on the ground.. { sprint(other, PRINT_HIGH, "Ouch! Ouch! Caltrops!\n"); other.leg_damage = other.leg_damage + 2; TeamFortress_SetSpeed(other); deathmsg = DMSG_CALTROP; TF_T_Damage(other, self, self.owner, 16, 0, TF_TD_OTHER); } else // if its moving... { sprint(other, PRINT_HIGH, "Woah! Caltrops!\n"); deathmsg = DMSG_FLYCALTROP; TF_T_Damage(other, self, self.owner, 20 + random() * 9, 0, TF_TD_OTHER); } dremove(self); } };