/*====================================================== ACTIONS.QC Custom TeamFortress v3.2 (c) TeamFortress Software Pty Ltd 13/5/97 (c) William Kerney 2/9/00 (c) Craig Hauser 19/3/00 ======================================================== Non Class-Specific Impulse Commands =======================================================*/ // Prototypes void() TeamFortress_Discard; void() TeamFortress_SaveMe; void(float inAuto) TeamFortress_ID; void() TeamFortress_ReloadCurrentWeapon; //CH dropitems void() TeamFortress_DropItems; void(entity Item, entity AP, float method) tfgoalitem_RemoveFromPlayer; //========================================================================= // Discard Command. Drops all ammo useless to the player's class. void() TeamFortress_Discard = { // Create a backpack newmis = spawn(); //CH to save space. Dont do class specific checks // //CH new setup, checks if you have weapon that uses that ammo //and if you dont, throws it away if (self.playerclass != #PC_UNDEFINED) { if (!(self.weapons_carried & #WEAP_SNIPER_RIFLE || self.weapons_carried & #WEAP_AUTO_RIFLE || self.weapons_carried & #WEAP_SHOTGUN || self.weapons_carried & #WEAP_SUPER_SHOTGUN || self.weapons_carried & #WEAP_ASSAULT_CANNON || (self.cutf_items & #CUTF_SENTRYGUN && self.weapons_carried & #WEAP_SPANNER))) newmis.ammo_shells = self.ammo_shells; if (!(self.weapons_carried & #WEAP_NAILGUN || self.weapons_carried & #WEAP_SNG || self.weapons_carried & #WEAP_LIGHT_ASSAULT || self.weapons_carried & #WEAP_LASER || self.weapons_carried & #WEAP_TRANQ || self.weapons_carried & #WEAP_MAUSER)) //CH is it just me or are there not many nail weapons? //WK It's just you newmis.ammo_nails = self.ammo_nails; if (!(self.weapons_carried & #WEAP_ROCKET_LAUNCHER || self.weapons_carried & #WEAP_INCENDIARY || self.weapons_carried & #WEAP_GRENADE_LAUNCHER || (self.cutf_items & #CUTF_SENTRYGUN && self.weapons_carried & #WEAP_SPANNER) || self.job & #JOB_GUERILLA)) newmis.ammo_rockets = self.ammo_rockets; if (!(self.cutf_items & #CUTF_CYBERAUG || self.cutf_items & #CUTF_HOLO || self.weapons_carried & #WEAP_LASERCANNON || self.weapons_carried & #WEAP_INCENDIARY || self.weapons_carried & #WEAP_LIGHTNING || self.weapons_carried & #WEAP_SUPER_SHOTGUN || self.weapons_carried & #WEAP_ASSAULT_CANNON || self.weapons_carried & #WEAP_DAEDALUS || (self.cutf_items & #CUTF_SENTRYGUN && self.weapons_carried & #WEAP_SPANNER) || (self.weapons_carried & #WEAP_SPANNER && self.tf_items & #NIT_TESLA) || (self.weapons_carried & #WEAP_SPANNER && self.tf_items & #NIT_SECURITY_CAMERA) || (self.weapons_carried & #WEAP_SPANNER && self.tf_items & #NIT_TELEPORTER))) newmis.ammo_cells = self.ammo_cells; } // If there's nothing in the backpack, remove it and return if (!(newmis.ammo_shells + newmis.ammo_nails + newmis.ammo_rockets + newmis.ammo_cells)) { dremove(newmis); return; } // Remove the ammo from the player if (newmis.ammo_shells) self.ammo_shells = 0; if (newmis.ammo_nails) self.ammo_nails = 0; if (newmis.ammo_rockets) self.ammo_rockets = 0; if (newmis.ammo_cells) self.ammo_cells = 0; W_SetCurrentAmmo(); sound(self, #CHAN_ITEM, "weapons/lock4.wav", 1, #ATTN_NORM); // The backpack is treated as an ammobox, so people can't crash svrs // by making too many of them. if (self.team_no != 0) { increment_team_ammoboxes(self.team_no); if (num_team_ammoboxes(self.team_no) > (#MAX_WORLD_AMMOBOXES / number_of_teams)) RemoveOldAmmobox(self.team_no); } else { num_world_ammoboxes = num_world_ammoboxes + 1; if (num_world_ammoboxes > #MAX_WORLD_AMMOBOXES) RemoveOldAmmobox(0); } // Throw the backpack newmis.enemy = self; newmis.health = time; newmis.weapon = 0; newmis.movetype = #MOVETYPE_TOSS; newmis.solid = #SOLID_TRIGGER; newmis.classname = "ammobox"; newmis.team_no = self.team_no; makevectors (self.v_angle); if (self.v_angle_x) { newmis.velocity = v_forward*400 + v_up * 200; } else { newmis.velocity = aim(self, 10000); newmis.velocity = newmis.velocity * 400; newmis.velocity_z = 200; } newmis.avelocity = '0 300 0'; setsize (newmis, '0 0 0', '0 0 0'); setorigin (newmis, self.origin); newmis.nextthink = time + 30; // remove after 30 seconds newmis.think = SUB_Remove; newmis.touch = TeamFortress_AmmoboxTouch; setmodel (newmis, "progs/backpack.mdl"); }; //========================================================================= // Shows any medics/engineers on your team that you need help. // Spies see all requests. void() TeamFortress_SaveMe = { local entity te, tl; if (self.last_saveme_sound < time) { if (random() < 0.8) sound(self, #CHAN_WEAPON, "speech/saveme1.wav", 1, #ATTN_NORM); // MEDIC! else sound(self, #CHAN_WEAPON, "speech/saveme2.wav", 1, #ATTN_NORM); // Excuse me... self.last_saveme_sound = time + 4; } te = find(world, classname, "player"); while (te) { if (self.weapons_carried & #WEAP_MEDIKIT) if (self == te || te.weapons_carried & #WEAP_MEDIKIT || te.weapons_carried & #WEAP_SPANNER || te.cutf_items & #CUTF_SPY_KIT) //WK Custom class friendly { if (Teammate(self.team_no, te.team_no) || (te.cutf_items & #CUTF_SPY_KIT)) { // If the other teammate is visible, show them I need help if (visible(te)) { msg_entity = te; tl = spawn(); tl.origin = self.origin; tl.origin_z = tl.origin_z + 32; WriteByte (#MSG_ONE, #SVC_TEMPENTITY); WriteByte (#MSG_ONE, #TE_LIGHTNING3); WriteEntity (#MSG_ONE, tl); WriteCoord (#MSG_ONE, tl.origin_x); WriteCoord (#MSG_ONE, tl.origin_y); WriteCoord (#MSG_ONE, tl.origin_z + 24); WriteCoord (#MSG_ONE, self.origin_x); WriteCoord (#MSG_ONE, self.origin_y); WriteCoord (#MSG_ONE, self.origin_z); dremove(tl); } } } te = find(te, classname, "player"); } }; //========================================================================= // ID's the player in your sights, and if you're a medic or engineer, // reports their health and armor. void(float inAuto) TeamFortress_ID = { // OfN Returns if any menu is being displayed //if (self.current_menu != #MENU_DEFAULT) // return; DON'T WORK //WK All the inAuto and spacer stuff I added local vector src; local string st, cls; local string spacer; src = self.origin + v_forward*10; src_z = self.absmin_z + self.size_z * 0.7; if (!inAuto) //WK I.e. just someone is doing it normally traceline (src, src + v_forward*2048, #FALSE, self); else //WK I.e. it is an autoscan traceline (src, src + v_forward*1024, #FALSE, self); if (inAuto) { if (trace_ent.classname == "player" && trace_ent.job & (#JOB_THIEF + #JOB_ACTIVE)) return; //- ofn - auto id doesnt pertubate menus //if (self.current_menu != #MENU_DEFAULT) // return; DOESNT WORK? } //if (!inAuto) //spacer = "\n\n\n\n\n"; spacer = "\n"; //else // spacer = "\n\n\n\n\n\n\n"; if (trace_ent != world && trace_ent.origin != world.origin ) { if (trace_ent.classname == "player" && trace_ent.health > 0) { self.StatusRefreshTime = time + 1.5; if (Teammate(trace_ent.team_no,self.team_no)) { if (trace_ent.playerclass == #PC_CUSTOM) cls = TeamFortress_GetJobName(trace_ent.job); else cls = TeamFortress_GetClassName(trace_ent.playerclass); if (self.weapons_carried & #WEAP_MEDIKIT) //WK { st = ftos(trace_ent.health); centerprint(self, spacer, trace_ent.netname, "\n\nFriendly ", cls, "\n\n", st, " health\n"); //centerprint(self, "\n\n\n\n", trace_ent.netname, "\nFriendly ", cls, "\n", st, //" health\n"); return; } else if (self.weapons_carried & #WEAP_SPANNER) //WK { st = ftos(trace_ent.armorvalue); centerprint(self, spacer, trace_ent.netname, "\n\nFriendly ", cls, "\n\n", st, " armor\n"); return; } else centerprint(self, spacer, trace_ent.netname, "\n\nFriendly ", cls,"\n"); return; } if (trace_ent.is_feigning) //WK Can't id enemy spies feigning return; if (trace_ent.cutf_items & #CUTF_SPY_KIT) { cls = TeamFortress_GetClassName(trace_ent.undercover_skin); // Report a false name if (self.team_no != 0 && (self.team_no == trace_ent.undercover_team)) { if (self.weapons_carried & #WEAP_MEDIKIT) { st = ftos(trace_ent.health); if (trace_ent.undercover_skin != 0) centerprint(self, spacer, trace_ent.undercover_name, "\n\nFriendly ", cls, "\n\n", st, " health\n"); else centerprint(self, spacer, trace_ent.undercover_name, "\n\nFriendly Spy\n\n", st, " health\n"); return; } else if (self.weapons_carried & #WEAP_SPANNER) { st = ftos(trace_ent.armorvalue); if (trace_ent.undercover_skin != 0) centerprint(self, spacer, trace_ent.undercover_name, "\n\nFriendly ", cls, "\n\n", st, " armor\n"); else centerprint(self, spacer, trace_ent.undercover_name, "\n\nFriendly Spy\n\n", st, " armor\n"); return; } else { st = ftos(trace_ent.armorvalue); if (trace_ent.undercover_skin != 0) centerprint(self, spacer, trace_ent.undercover_name, "\n\nFriendly ", cls, "\n"); else centerprint(self, spacer, trace_ent.undercover_name, "\n\nFriendly Spy\n"); return; } } if (trace_ent.undercover_name != string_null) { if (trace_ent.undercover_skin != 0) centerprint(self, spacer, trace_ent.undercover_name, "\n\nΕξενω ", cls, "\n"); else centerprint(self, spacer, trace_ent.undercover_name, "\n\nΕξενω Spy"); } else { if (trace_ent.undercover_skin != 0) centerprint(self, spacer, trace_ent.netname, "\n\nΕξενω ", cls, "\n"); else centerprint(self, spacer, trace_ent.netname, "\n\nΕξενω Spy"); } } else { if (trace_ent.playerclass == #PC_CUSTOM) { cls = TeamFortress_GetJobName(trace_ent.job); centerprint(self, spacer, trace_ent.netname, "\n\nΕξενω ", cls, "\n"); } else { cls = TeamFortress_GetClassName(trace_ent.playerclass); centerprint(self, spacer, trace_ent.netname, "\n\nΕξενω ", cls, "\n"); } } } else if (trace_ent.classname == "building_dispenser") { self.StatusRefreshTime = time + 1.5; if (self == trace_ent.real_owner) centerprint(self, spacer,"Your Dispenser\n"); else if (!teamplay) centerprint(self, spacer,"Dispenser made by\n\n", trace_ent.real_owner.netname); else if (Teammate(trace_ent.team_no,self.team_no)) centerprint(self, spacer,"Friendly Dispenser made by\n\n", trace_ent.real_owner.netname, "\n"); else centerprint(self, spacer,"Εξενω Dispenser made by\n\n", trace_ent.real_owner.netname, "\n"); } else if (trace_ent.classname == "building_fieldgen") { self.StatusRefreshTime = time + 1.5; if (self == trace_ent.real_owner) centerprint(self, spacer,"Your Field Generator.\n"); else if (!teamplay) centerprint(self, spacer,"Field Generator made by\n\n", trace_ent.real_owner.netname); else if (Teammate(trace_ent.team_no,self.team_no)) centerprint(self, spacer,"Friendly Field Generator made by\n\n", trace_ent.real_owner.netname, "\n"); else centerprint(self, spacer,"Εξενω Field Generator made by\n\n", trace_ent.real_owner.netname, "\n"); } else if (trace_ent.classname == "building_sentrygun" || trace_ent.classname == "building_sentrygun_base") { self.StatusRefreshTime = time + 1.5; if (self == trace_ent.real_owner) centerprint(self, spacer,"Your SentryGun\n"); else if (!teamplay) centerprint(self, spacer,"Sentrygun made by\n\n", trace_ent.real_owner.netname,"\n"); else if (Teammate(trace_ent.team_no, self.team_no)) centerprint(self, spacer,"Friendly Sentrygun made by\n\n", trace_ent.real_owner.netname,"\n"); else centerprint(self, spacer,"Εξενω Sentrygun made by\n\n", trace_ent.real_owner.netname,"\n"); } else if (trace_ent.classname == "building_tesla") { self.StatusRefreshTime = time + 1.5; if (self == trace_ent.real_owner) centerprint(self, spacer,"Your favorite Tesla Sentry\n"); else if (!teamplay) centerprint(self, spacer,"Tesla Sentry made by\n\n", trace_ent.real_owner.netname,"\n"); else if (Teammate(trace_ent.team_no, self.team_no)) centerprint(self, spacer,"Friendly Tesla made by\n\n", trace_ent.real_owner.netname,"\n"); else centerprint(self, spacer,"Εξενω Tesla made by\n\n", trace_ent.real_owner.netname,"\n"); } else if (trace_ent.classname == "building_camera") { self.StatusRefreshTime = time + 1.5; if (self == trace_ent.real_owner) centerprint(self, spacer,"Your favorite Security Camera\n"); else if (!teamplay) centerprint(self, spacer,"Security Camera made by\n\n", trace_ent.real_owner.netname,"\n"); else if (Teammate(trace_ent.team_no, self.team_no)) centerprint(self, spacer,"Friendly Security Camera made by\n\n", trace_ent.real_owner.netname,"\n"); else centerprint(self, spacer,"Εξενω Security Camera made by\n\n", trace_ent.real_owner.netname,"\n"); } else if (trace_ent.classname == "building_sensor") { self.StatusRefreshTime = time + 1.5; if (self == trace_ent.real_owner) centerprint(self, spacer,"Your favorite Motion Sensor\n"); else if (!teamplay) centerprint(self, spacer,"Motion Sensor made by\n\n", trace_ent.real_owner.netname,"\n"); else if (Teammate(trace_ent.team_no, self.team_no)) centerprint(self, spacer,"Friendly Motion Sensor made by\n\n", trace_ent.real_owner.netname,"\n"); else centerprint(self, spacer,"Εξενω Motion Sensor made by\n\n", trace_ent.real_owner.netname,"\n"); } else if (trace_ent.classname == "building_teleporter") { self.StatusRefreshTime = time + 1.5; if (self == trace_ent.real_owner) centerprint(self, spacer,"One of your favorite Teleporter Pads\n"); //CH b/c you have 2 else if (!teamplay) centerprint(self, spacer,"Teleporter Pad made by\n\n", trace_ent.real_owner.netname,"\n"); else if (Teammate(trace_ent.team_no, self.team_no)) centerprint(self, spacer,"Friendly Teleporter Pad made by\n\n", trace_ent.real_owner.netname,"\n"); else centerprint(self, spacer,"Εξενω Teleporter Pad made by\n\n", trace_ent.real_owner.netname,"\n"); } else if (trace_ent.classname == "monster_demon1") { custom_demon_name(trace_ent); //CH self.StatusRefreshTime = time + 1.5; st = ftos(trace_ent.health); if (self == trace_ent.real_owner) centerprint(self, spacer,"Your Pet Demon ",trace_ent.netname, "\n\n", st, " health"); else if (!teamplay) centerprint(self, spacer,"Demon summoned by\n\n", trace_ent.real_owner.netname); else if (Teammate(trace_ent.real_owner.team_no, self.team_no)) { if (self.cutf_items & #CUTF_DEMONLORE) centerprint(self, spacer,trace_ent.netname,"\n\nfriendly demon summoned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health"); else centerprint(self, spacer,trace_ent.netname,"\n\nfriendly demon summoned by\n\n", trace_ent.real_owner.netname); } else { if (self.cutf_items & #CUTF_DEMONLORE) centerprint(self, spacer,trace_ent.netname,"\n\nεξενω demon summoned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health"); else centerprint(self, spacer,trace_ent.netname,"\n\nεξενω demon summoned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health"); } } else if (trace_ent.classname == "monster_army") { custom_demon_name(trace_ent); //CH self.StatusRefreshTime = time + 1.5; st = ftos(trace_ent.health); if (self == trace_ent.real_owner) centerprint(self, spacer,"Your mercenary soldier ",trace_ent.netname, "\n\n", st, " health"); else if (!teamplay) centerprint(self, spacer,"Soldier in the pay of\n\n", trace_ent.real_owner.netname); else if (Teammate(trace_ent.real_owner.team_no, self.team_no)) { if (self.cutf_items & #CUTF_DEMONLORE) centerprint(self, spacer,trace_ent.netname,"\n\nfriendly soldier owned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health"); else centerprint(self, spacer,trace_ent.netname,"\n\nfriendly soldier owned by\n\n", trace_ent.real_owner.netname); } else { if (self.cutf_items & #CUTF_DEMONLORE) centerprint(self, spacer,trace_ent.netname,"\n\nεξενω soldier owned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health"); else centerprint(self, spacer,trace_ent.netname,"\n\nεξενω soldier owned by\n\n", trace_ent.real_owner.netname); } } else if (trace_ent.classname == "monster_shambler") { custom_demon_name(trace_ent); //CH self.StatusRefreshTime = time + 1.5; st = ftos(trace_ent.health); if (self == trace_ent.real_owner) centerprint(self, spacer,"Your Pet Shambler ",trace_ent.netname, "\n\n", st, " health"); else if (!teamplay) centerprint(self, spacer,"Shambler under control of\n\n", trace_ent.real_owner.netname); else if (Teammate(trace_ent.real_owner.team_no, self.team_no)) { if (self.cutf_items & #CUTF_DEMONLORE) centerprint(self, spacer,trace_ent.netname,"\n\nfriendly shambler summoned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health"); else centerprint(self, spacer,trace_ent.netname,"\n\nfriendly shambler summoned by\n\n", trace_ent.real_owner.netname); } else { if (self.cutf_items & #CUTF_DEMONLORE) centerprint(self, spacer,trace_ent.netname,"\n\nεξενω shambler summoned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health"); else centerprint(self, spacer,trace_ent.netname,"\n\nεξενω shambler summoned by\n\n ", trace_ent.real_owner.netname); } } else if (trace_ent.classname == "monster_wizard") //- OfN { custom_demon_name(trace_ent); self.StatusRefreshTime = time + 1.5; st = ftos(trace_ent.health); if (self == trace_ent.real_owner) centerprint(self, spacer,"Your flying Scrag ",trace_ent.netname, "\n\n", st, " health"); else if (!teamplay) centerprint(self, spacer,"Scrag under control of\n\n", trace_ent.real_owner.netname); else if (Teammate(trace_ent.real_owner.team_no, self.team_no)) { if (self.cutf_items & #CUTF_DEMONLORE) centerprint(self, spacer,trace_ent.netname,"\n\nfriendly Scrag summoned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health"); else centerprint(self, spacer,trace_ent.netname,"\n\nfriendly Scrag summoned by\n\n", trace_ent.real_owner.netname); } else { if (self.cutf_items & #CUTF_DEMONLORE) centerprint(self, spacer,trace_ent.netname,"\n\nεξενω Scrag summoned by\n\n ", trace_ent.real_owner.netname, "\n\n", st, " health"); else centerprint(self, spacer,trace_ent.netname,"\n\nεξενω Scrag summoned by\n\n", trace_ent.real_owner.netname); } } } }; //========================================================================= // Reloads the current weapon void() TeamFortress_ReloadCurrentWeapon = { local float rt; local entity tWeapon; if (self.current_weapon == #WEAP_SHOTGUN) { if (self.reload_shotgun == 0) { sprint(self, #PRINT_HIGH, "Clip full.\n"); return; } if ( self.reload_shotgun < self.ammo_shells) { Attack_Finished(0.4); // Calculate the reload time needed rt = (#RE_SHOTGUN - self.reload_shotgun) / #RE_SHOTGUN; rt = #RE_SHOTGUN_TIME - (#RE_SHOTGUN_TIME * rt); self.reload_shotgun = 0; if (self.ammo_shells < #RE_SHOTGUN) self.reload_shotgun = #RE_SHOTGUN - self.ammo_shells; sprint(self, #PRINT_HIGH, "reloading...\n"); self.tfstate = (self.tfstate | #TFSTATE_RELOADING); tWeapon = spawn(); tWeapon.netname = "reloadtimer"; //WK For Judoka code tWeapon.owner = self; tWeapon.classname = "timer"; tWeapon.nextthink = time + rt; tWeapon.think = W_Reload_shotgun; self.weaponmodel = ""; self.weaponframe = 0; } else { sprint(self, #PRINT_HIGH, "not enough ammo to reload\n"); } } else if (self.current_weapon == #WEAP_SUPER_SHOTGUN) { if (self.reload_super_shotgun == 0) { sprint (self, #PRINT_HIGH, "Clip full.\n"); return; } if ( self.reload_super_shotgun < self.ammo_shells) { Attack_Finished(0.7); // Calculate the reload time needed rt = (#RE_SUPER_SHOTGUN - self.reload_super_shotgun) / #RE_SUPER_SHOTGUN; rt = #RE_SUPER_SHOTGUN_TIME - (#RE_SUPER_SHOTGUN_TIME * rt); self.reload_super_shotgun = 0; if (self.ammo_shells < #RE_SUPER_SHOTGUN) self.reload_super_shotgun = #RE_SUPER_SHOTGUN - self.ammo_shells; sprint (self, #PRINT_HIGH, "reloading...\n"); self.tfstate = (self.tfstate | #TFSTATE_RELOADING); tWeapon = spawn(); tWeapon.netname = "reloadtimer"; //WK For Judoka code tWeapon.owner = self; tWeapon.classname = "timer"; tWeapon.nextthink = time + rt; tWeapon.think = W_Reload_super_shotgun; self.weaponmodel = ""; self.weaponframe = 0; } else { sprint (self, #PRINT_HIGH, "not enough ammo to reload\n"); } } else if (self.current_weapon == #WEAP_LASERCANNON) { if (self.reload_laser_cannon == 0) { sprint (self, #PRINT_HIGH, "Cannon already in full charge.\n"); return; } if ( self.reload_laser_cannon < self.ammo_cells) { Attack_Finished(2); // Calculate the reload time needed rt = (#RE_LASER_CANNON - self.reload_laser_cannon) / #RE_LASER_CANNON; rt = #RE_LASER_CANNON_TIME - (#RE_LASER_CANNON_TIME * rt); self.reload_laser_cannon = 0; if (self.ammo_cells < #RE_LASER_CANNON) self.reload_laser_cannon = #RE_LASER_CANNON - self.ammo_cells; sprint (self, #PRINT_HIGH, "Charging cannon...\n"); self.tfstate = (self.tfstate | #TFSTATE_RELOADING); tWeapon = spawn(); tWeapon.netname = "reloadtimer"; //WK For Judoka code tWeapon.owner = self; tWeapon.classname = "timer"; tWeapon.nextthink = time + rt; tWeapon.think = W_Reload_laser_cannon; self.weaponmodel = ""; self.weaponframe = 0; } else { sprint (self, #PRINT_HIGH, "not enough ammo to reload\n"); } } else if (self.current_weapon == #WEAP_LIGHT_ASSAULT) { if (self.reload_light_assault == 0) { sprint (self, #PRINT_HIGH, "Clip full.\n"); return; } if ( self.reload_light_assault < self.ammo_nails) { Attack_Finished(2); // Calculate the reload time needed rt = (#RE_LIGHT_ASSAULT - self.reload_light_assault) / #RE_LIGHT_ASSAULT; rt = #RE_LIGHT_ASSAULT_TIME - (#RE_LIGHT_ASSAULT_TIME * rt); self.reload_light_assault = 0; if (self.ammo_nails < #RE_LIGHT_ASSAULT) self.reload_light_assault = #RE_LIGHT_ASSAULT - self.ammo_nails; sprint (self, #PRINT_HIGH, "reloading...\n"); self.tfstate = (self.tfstate | #TFSTATE_RELOADING); tWeapon = spawn(); tWeapon.netname = "reloadtimer"; //WK For Judoka code tWeapon.owner = self; tWeapon.classname = "timer"; tWeapon.nextthink = time + rt; tWeapon.think = W_Reload_light_assault; self.weaponmodel = ""; self.weaponframe = 0; } else { sprint (self, #PRINT_HIGH, "not enough ammo to reload\n"); } } else if (self.current_weapon == #WEAP_GRENADE_LAUNCHER) { if (self.reload_grenade_launcher == 0) { sprint (self, #PRINT_HIGH, "Clip full.\n"); return; } if (self.reload_grenade_launcher < self.ammo_rockets) { Attack_Finished(0.6); // Calculate the reload time needed rt = (#RE_GRENADE_LAUNCHER - self.reload_grenade_launcher) / #RE_GRENADE_LAUNCHER; rt = #RE_GRENADE_LAUNCHER_TIME - (#RE_GRENADE_LAUNCHER_TIME * rt); self.reload_grenade_launcher = 0; if (self.ammo_rockets < #RE_GRENADE_LAUNCHER) self.reload_grenade_launcher = #RE_GRENADE_LAUNCHER - self.ammo_rockets; sprint (self, #PRINT_HIGH, "reloading...\n"); self.tfstate = (self.tfstate | #TFSTATE_RELOADING); tWeapon = spawn(); tWeapon.netname = "reloadtimer"; //WK For Judoka code tWeapon.owner = self; tWeapon.classname = "timer"; tWeapon.nextthink = time + rt; tWeapon.think = W_Reload_grenade_launcher; self.weaponmodel = ""; self.weaponframe = 0; } else { sprint (self, #PRINT_HIGH, "not enough ammo to reload\n"); } } else if (self.current_weapon == #WEAP_ROCKET_LAUNCHER) { if (self.reload_rocket_launcher == 0) { sprint (self, #PRINT_HIGH, "Clip full.\n"); return; } if (self.reload_rocket_launcher < self.ammo_rockets) { Attack_Finished(0.8); // Calculate the reload time needed rt = (#RE_ROCKET_LAUNCHER - self.reload_rocket_launcher) / #RE_ROCKET_LAUNCHER; rt = #RE_ROCKET_LAUNCHER_TIME - (#RE_ROCKET_LAUNCHER_TIME * rt); self.reload_rocket_launcher = 0; if (self.ammo_rockets < #RE_ROCKET_LAUNCHER) self.reload_rocket_launcher = #RE_ROCKET_LAUNCHER - self.ammo_rockets; sprint (self, #PRINT_HIGH, "reloading...\n"); self.tfstate = (self.tfstate | #TFSTATE_RELOADING); tWeapon = spawn(); tWeapon.netname = "reloadtimer"; //WK For Judoka code tWeapon.owner = self; tWeapon.classname = "timer"; tWeapon.nextthink = time + rt; tWeapon.think = W_Reload_rocket_launcher; self.weaponmodel = ""; self.weaponframe = 0; } } }; //CH drops an item TF goal if the bits are set to allow it. void() TeamFortress_DropItems = { local entity tg; local string temp; tg = find (world, classname, "item_tfgoal"); while (tg) { if (tg.owner == self && tg != world && tg.classname == "item_tfgoal") { if (tg.goal_result & #TFGR_DROPITEMS) { sprint (self, #PRINT_HIGH, "Dropping item: "); sprint (self, #PRINT_HIGH, tg.netname); sprint (self, #PRINT_HIGH, "\n"); tfgoalitem_RemoveFromPlayer(tg, self, 0); //CH it treats it as though you died. And if bits are set, you throw it, or it gets removed etc. } } tg = find(tg, classname, "item_tfgoal"); } };