/*=======================================================// // field.QC - CustomTF 3.2.OfN - 30/1/2001 - // // by Sergio Fumaña Grunwaldt - OfteN aka superCOCK2000 // =========================================================// Field generator stuff - Written all by myself! :) I took the model and some sounds from deadlode mod One sound is from megaTF =========================================================*/ // field generator flags, DO NOT MODIFY #define FIELDGEN_ISOFF 0 // no field, not linked, and its not trying to link (several possible reasons) #define FIELDGEN_ISIDLE 1 // no field, not linked, trying to link with other generator #define FIELDGEN_ISDISABLED 2 // no field, linked, its disabled temporary (teammate passing thru field) #define FIELDGEN_ISENABLED 3 // field, linked, and cells enough, waiting for shock, only hum sound #define FIELDGEN_ISWORKING 4 // field, linked, glowing and all the field visual/sound effects are on // field generator settings #define FIELDGEN_SHOCKTIME 4 // seconds the generators remains glowing and doing lightning after a shock #define FIELDGEN_LINKTIME 3.5 // seconds between tries to link with other generator #define FIELDGEN_TIMEDISABLED 1 // was 3 // then 2 #define FIELDGEN_CELLSCOST 2 // cells cost for each "FIELDGEN_ISWORKING" pass #define FIELDGEN_DMG 80 // normal damag when touching #define FIELDGEN_DMGINSIDE 120 // damage when trapped inside field /*=============================================================================================== EXPLANATION OF HOW THE ENTITY FIELDS ARE USED ( thnx? np.. =) ) --------------------------------------------- For field generator entity: --------------------------- .has_holo - Holds current status of every field generator, FIELDGEN_XXXX determines .has_sensor - Boolean value, determines if field generator is currently supporting a force field .fieldgen_field - This points to the force field, if none its always 'world' .no_grenades_1 - Controls delay between tries to link (only affects sound currently, it tries to link every frame) .no_grenades_1 - Controls delay for field to go up again after beeing disabled .type_grenades_1 - Controls delay of the WORKING status .has_teleporter - Used to flash generators when field is activated .has_camera - Controls delay between cells take .has_tesla - Boolean, forced status. For force field entity: ----------------------- .demon_one - Points to the first field generator .demon_two - Points to the 2nd generator .has_holo - Hum sound running, boolean .has_sensor - Shield sound running, boolean .has_tesla - Controls delay between hums .has_sentry - Controls delay between shield sounds .cnt - Orientation of field (x or y) .dmg - Next damage the field will do .has_camera - Used to control the rate at which the field touch sound/visual effects are done (4hz) ================================================================================================*/ void() CheckDistance; entity(entity fieldgen) Find_OtherGen; float(entity fieldgen1, entity fieldgen2) FieldGens_CanLink; float(entity fieldgen) FieldGen_CanIdle; float(entity field) IsValidFieldGen; float (vector targ, vector check) vis2orig; float(entity field) IsValidField; void(entity tfield, entity gen1) Field_UpdateSounds; void(entity tfield) Field_MakeVisual; float(entity tfield) FieldIsImproved; float(entity tfield) FieldIsMalfunctioning; void() Field_touch; void() Field_touch_SUB; float(entity e1, entity e2) EntsTouching2; void(entity tfield, vector where, entity thing) FieldExplosion; float(entity tfield, entity who) Field_ItCanPass; float(entity tfield, entity who) Field_ShouldDamage; #ifdef FIELD_FORCEMODE entity(entity myself) GetMyFieldGen; float(entity tfield) Field_GetForcedStatus; void(float value) SetFieldForcedStatus; // player function (self = player) cuts disabled time also float() GetFieldForcedStatus; // player #endif //========================================================================================= // field generator model and sounds void() Field_Precache = { precache_sound ("misc/null.wav"); precache_sound2("misc/ffhum.wav"); precache_sound2("misc/ffbeep.wav"); precache_sound2("misc/ffield.wav"); precache_sound2("misc/ffact.wav"); precache_sound2("misc/fffail.wav"); precache_model2("progs/ffgen2.mdl"); }; //================================================================================================ // checks for field generators and removes itself if needed, checks for stuck entities on field void() Field_think = { if (self.classname != "force_field") { RPrint("BUG: Not a force field entity was in 'FieldThink()'!\n"); return; } self.has_camera = #FALSE; // checks for removal... if (!IsValidFieldGen(self.demon_one) || !IsValidFieldGen(self.demon_two)) { if (IsValidFieldGen(self.demon_one)) { self.demon_one.has_sensor = #FALSE; self.demon_one.fieldgen_field = world; } if (IsValidFieldGen(self.demon_two)) { self.demon_two.has_sensor = #FALSE; self.demon_two.fieldgen_field = world; } self.demon_one = world; self.demon_two = world; dremove(self); RPrint("Debug: Field entity removed in Field_think()\n"); //shouldnt happen } else self.nextthink = time + 0.25; // 4hz check if (IsValidFieldGen(self.demon_one)) if (self.demon_one.has_holo == #FIELDGEN_ISWORKING) Field_MakeVisual(self); // checks for anything stuck in field :) local entity te; local float frange; frange = #FIELDGEN_RANGE; if (FieldIsImproved(self) & #IMPROVED_FOUR) frange = #FIELDGEN_HACKEDRANGE; te = findradius(self.origin,frange); while (te) { if (te != self) if (te != self.demon_one) if (te != self.demon_two) if (te.velocity == '0 0 0') if (te.classname != "force_field") if (EntsTouching2(te,self)) { other = te; deathmsg = #DMSG_STUCK_FORCEFIELD; self.dmg = #FIELDGEN_DMGINSIDE; // this gonna hurt Field_touch_SUB(); } te = te.chain; } }; //============================================================================================= // is one entity actually inside the other one? (this avoids using a stupid trigger) float(entity e1, entity e2) EntsTouching2 = { if (e1.absmin_x > e2.absmax_x) return #FALSE; if (e1.absmin_y > e2.absmax_y) return #FALSE; if (e1.absmin_z > e2.absmax_z) return #FALSE; if (e1.absmax_x < e2.absmin_x) return #FALSE; if (e1.absmax_y < e2.absmin_y) return #FALSE; if (e1.absmax_z < e2.absmin_z) return #FALSE; return #TRUE; }; //================================================================================= // these 2 functions return the current hacks that should apply to the field float(entity tfield) FieldIsImproved = { if (IsValidFieldGen(tfield.demon_one) && IsValidFieldGen(tfield.demon_two)) return tfield.demon_one.num_mines | tfield.demon_two.num_mines; if (IsValidFieldGen(tfield.demon_one)) return tfield.demon_one.num_mines; if (IsValidFieldGen(tfield.demon_two)) return tfield.demon_two.num_mines; return 0; }; float(entity tfield) FieldIsMalfunctioning = { if (IsValidFieldGen(tfield.demon_one) && IsValidFieldGen(tfield.demon_two)) return tfield.demon_one.is_malfunctioning | tfield.demon_two.is_malfunctioning; if (IsValidFieldGen(tfield.demon_one)) return tfield.demon_one.is_malfunctioning; if (IsValidFieldGen(tfield.demon_two)) return tfield.demon_two.is_malfunctioning; return 0; }; //================================================================= // self is the field, disables it void() DisableField = { if (IsValidFieldGen(self.demon_one)) { self.demon_one.has_holo = #FIELDGEN_ISDISABLED; self.demon_one.no_grenades_2 = time + #FIELDGEN_TIMEDISABLED; } if (IsValidFieldGen(self.demon_two)) { self.demon_two.has_holo = #FIELDGEN_ISDISABLED; self.demon_two.no_grenades_2 = time + #FIELDGEN_TIMEDISABLED; } sound (self, #CHAN_VOICE, "misc/ffbeep.wav", 0.4, #ATTN_IDLE); }; //========================================================================================= // applies damage and makes the sound and visual effect for the forcefield shock void() Field_touch_SUB = { local float doFX; doFX = #TRUE; if (FieldIsMalfunctioning(self) & #SCREWUP_THREE) // reduce output self.dmg = 1; if (other.classname == "player") // PLAYERS { if (other.playerclass == #PC_UNDEFINED) // Observers return; if (Field_ItCanPass(self, other)) { DisableField(); return; } else { self.velocity = self.velocity - (self.velocity*4) + '0 0 1'; if (Field_ShouldDamage(self,other)) TF_T_Damage (other, self, self.real_owner, self.dmg, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY); } } else // non player entities { if (IsMonster(other)) { if (Field_ItCanPass(self, other)) { DisableField(); return; } else if (Field_ShouldDamage(self,other)) TF_T_Damage (other, self, self.real_owner, self.dmg, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY); } // excludes entities that shouldnt be moved, doors plats etc.. if(other.movetype == #MOVETYPE_NONE || other.movetype == #MOVETYPE_PUSH) //|| other.movetype == #MOVETYPE_NOCLIP return; other.velocity_z = other.velocity_z + 100; if (other.origin_x < self.origin_x) other.velocity_x = other.velocity_x - 200 * random(); else other.velocity_x = other.velocity_x + 200 * random(); if (other.origin_y < self.origin_y) other.velocity_y = other.velocity_y - 200 * random(); else other.velocity_y = other.velocity_y + 200 * random(); } FieldExplosion(self,other.origin,other); PutFieldWork(self); }; #ifdef FIELD_FORCEMODE //========================================================================== // gets one of our field generators entity(entity myself) GetMyFieldGen = { local entity te; local float foundit; te = world; foundit = #FALSE; te = find(world, classname, "building_fieldgen"); while (te != world && foundit == #FALSE) { if (te.real_owner == myself) // is it ours? foundit = #TRUE; // yeah, found it if (foundit == #FALSE) // our search must continue... te = find(te, classname, "building_fieldgen"); } return te; }; //========================================================================= // these functions retrieve and set the current 'forced status' on a field float(entity tfield) Field_GetForcedStatus = { if (IsValidFieldGen(tfield.demon_one) && IsValidFieldGen(tfield.demon_two)) { if (tfield.demon_two.has_tesla || tfield.demon_one.has_tesla) return #TRUE; } else if (IsValidFieldGen(tfield.demon_one)) { if (tfield.demon_one.has_tesla) return #TRUE; } else if (IsValidFieldGen(tfield.demon_two)) { if (tfield.demon_two.has_tesla) return #TRUE; } return #FALSE; }; //============================================================================== // player functions called on menu.qc to disable/enable forced status on field void(float value) SetFieldForcedStatus = { local entity gen1, gen2; gen1 = GetMyFieldGen(self); gen2 = Find_OtherGen(gen1); if (IsValidFieldGen(gen1)) { gen1.has_tesla = value; if (value) gen1.no_grenades_2 = time; } if (IsValidFieldGen(gen2)) { gen2.has_tesla = value; if (value) gen2.no_grenades_2 = time; } }; float() GetFieldForcedStatus = { local entity gen1, gen2; gen1 = GetMyFieldGen(self); gen2 = Find_OtherGen(gen1); if (IsValidFieldGen(gen1) && IsValidFieldGen(gen2)) { if (gen1.has_tesla || gen2.has_tesla) return #TRUE; } else if (IsValidFieldGen(gen1)) return gen1.has_tesla; else if (IsValidFieldGen(gen2)) return gen2.has_tesla; return #FALSE; }; #endif //========================================================================= // returns TRUE if 'who' entity should be able to pass thru the field float(entity tfield, entity who) Field_ItCanPass = { if (FieldIsMalfunctioning(tfield) & #SCREWUP_ONE) return #FALSE; if (who == tfield.real_owner) // field owner - always pass return #TRUE; /* if (Field_GetForcedStatus(tfield)) return #FALSE; */ if (who.classname == "player") // PLAYERS { if (Teammate(who.team_no, tfield.real_owner.team_no)) // teammate return #TRUE; if (Teammate(who.undercover_team, tfield.real_owner.team_no)) // spies disguised as our team return #TRUE; } else if (IsMonster(who)) // MONSTERS/ARMY { if (Teammate(who.real_owner.team_no, tfield.real_owner.team_no)) // team monster return #TRUE; } return #FALSE; }; //========================================================================= // returns TRUE if 'who' entity should be damaged by the field float(entity tfield, entity who) Field_ShouldDamage = { if (FieldIsMalfunctioning(tfield) & #SCREWUP_ONE) return #TRUE; if (who.classname == "player") // PLAYERS { if (who == tfield.real_owner) // field owner return #FALSE; if (Teammate(who.team_no, tfield.real_owner.team_no)) // teammate return #FALSE; if (Teammate(who.undercover_team, tfield.real_owner.team_no)) // spies disguised as our team return #FALSE; } else if (IsMonster(who)) // MONSTERS/ARMY { if (Teammate(who.real_owner.team_no, tfield.real_owner.team_no)) // team monster return #FALSE; } return #TRUE; }; //============================================================================= // applies the particle effect and electric sound (at max 4hz rate) void(entity tfield, vector where, entity thing) FieldExplosion = { if (!tfield.has_camera) { if (thing == world || thing.is_removed) return; local vector whereFX; whereFX = where; whereFX_z = tfield.origin_z; spawnFOG(whereFX); sound(tfield,#CHAN_BODY,"effects/crunch.wav",0.5,#ATTN_NORM); tfield.has_camera = #TRUE; // cya soon } }; void(entity field) PutFieldWork = { if (IsValidFieldGen(field.demon_one)) field.demon_one.tp_grenades_1 = time + #FIELDGEN_SHOCKTIME; if (IsValidFieldGen(field.demon_two)) field.demon_two.tp_grenades_1 = time + #FIELDGEN_SHOCKTIME; }; void() Field_touch = { if (other.classname == "force_field") return; //avoid weird loops with other fields self.dmg = #FIELDGEN_DMG; deathmsg = #DMSG_FORCEFIELD; Field_touch_SUB(); }; //=================================================================================== // creates the force field between the 2 generators (only if none currently on) void(entity gen1, entity gen2) Create_Field = { if (gen1.has_sensor || gen2.has_sensor) return; /* dprint("gen1:\n"); eprint(gen1.fieldgen_field); dprint("gen2:\n"); eprint(gen2.fieldgen_field); dprint("done\n"); */ if (gen1.fieldgen_field != world || gen2.fieldgen_field != world) // CHECK return; // already checked b4 on CanLink -> CanIdle /*if (!IsValidFieldGen(gen1) || !IsValidFieldGen(gen2)) return;*/ gen1.has_holo = #FIELDGEN_ISENABLED; gen2.has_holo = #FIELDGEN_ISENABLED; gen1.has_sensor = #TRUE; gen2.has_sensor = #TRUE; local entity tfield; // generate field tfield = spawn(); tfield.classname = "force_field"; tfield.owner = world; tfield.real_owner = gen1.real_owner; // --> player tfield.think = Field_think; tfield.touch = Field_touch; tfield.nextthink = time + 0.25; // set pos and size tfield.origin = gen1.origin + '0 0 32'; tfield.absmin_z = gen1.origin_z - 32; tfield.absmax_z = gen1.origin_z + 32; tfield.mins_z = 0 - 32; tfield.maxs_z = 32; tfield.size_z = 64; local float diff; if (gen1.origin_x == gen2.origin_x) { tfield.cnt = 0; tfield.origin_x = gen1.origin_x; tfield.absmin_x = gen1.origin_x - 2; tfield.absmax_x = gen1.origin_x + 2; tfield.maxs_x = 2; tfield.mins_x = 0 - 2; tfield.size_x = 4; if (gen1.origin_y > gen2.origin_y) { diff = (gen1.origin_y - gen2.origin_y)/2; tfield.origin_y = gen1.origin_y - diff; tfield.absmin_y = gen2.origin_y; tfield.absmax_y = gen1.origin_y; tfield.maxs_y = diff; tfield.mins_y = 0 - diff; tfield.size_y = diff * 2; } else { diff = (gen2.origin_y - gen1.origin_y)/2; tfield.origin_y = gen2.origin_y - diff; tfield.absmin_y = gen1.origin_y; tfield.absmax_y = gen2.origin_y; tfield.maxs_y = diff; tfield.mins_y = 0 - diff; tfield.size_y = diff * 2; } } else { tfield.cnt = 1; tfield.origin_y = gen1.origin_y; tfield.absmin_y = gen1.origin_y - 2; tfield.absmax_y = gen1.origin_y + 2; tfield.maxs_y = 2; tfield.mins_y = 0 - 2; tfield.size_y = 4; if (gen1.origin_x > gen2.origin_x) { diff = (gen1.origin_x - gen2.origin_x)/2; tfield.origin_x = gen1.origin_x - diff; tfield.absmin_x = gen2.origin_x; tfield.absmax_x = gen1.origin_x; tfield.maxs_x = diff; tfield.mins_x = 0 - diff; tfield.size_x = diff * 2; } else { diff = (gen2.origin_x - gen1.origin_x)/2; tfield.origin_x = gen2.origin_x - diff; tfield.absmin_x = gen1.origin_x; tfield.absmax_x = gen2.origin_x; tfield.maxs_x = diff; tfield.mins_x = 0 - diff; tfield.size_x = diff * 2; } } // apply stuff tfield.movetype = #MOVETYPE_NONE; tfield.solid = #SOLID_BBOX; setsize(tfield, tfield.mins, tfield.maxs); setorigin(tfield, tfield.origin); // assign the pointers on the field generators gen1.fieldgen_field = tfield; gen2.fieldgen_field = tfield; // assign the pointers to generators on ourselves tfield.demon_one = gen1; tfield.demon_two = gen2; //make activating sound sound (tfield, #CHAN_VOICE, "misc/ffact.wav", 0.2, #ATTN_NORM); // flash generators gen1.effects = #EF_DIMLIGHT; gen1.has_teleporter = #TRUE; gen1.skin = 2; gen2.effects = #EF_DIMLIGHT; gen2.has_teleporter = #TRUE; gen2.skin = 2; }; //=================================================================0 // removes the force field (if any) void(entity gen1, entity gen2) Remove_Field = { if (IsValidFieldGen(gen1)) { if (IsValidField(gen1.fieldgen_field)) { dremove(gen1.fieldgen_field); } gen1.has_sensor = #FALSE; gen1.fieldgen_field = world; if (IsValidFieldGen(gen2)) { gen2.has_sensor = #FALSE; gen2.fieldgen_field = world; } } else if (IsValidFieldGen(gen2)) { if (IsValidField(gen2.fieldgen_field)) { dremove(gen2.fieldgen_field); } gen2.has_sensor = #FALSE; gen2.fieldgen_field = world; } }; float(entity field) IsValidField = { if (field == world) return #FALSE; if (field.classname != "force_field") return #FALSE; return #TRUE; }; float(entity field) IsValidFieldGen = { if (field == world) return #FALSE; if (field.classname != "building_fieldgen") return #FALSE; return #TRUE; }; //======================================================== // starts or removes sounds on the field void(entity tfield, entity gen1) Field_UpdateSounds = { //has_holo : hum //has_sensor : shield if (IsValidField(tfield)) // only if there is a field currently { local float playhum, playshield; playhum = #FALSE; playshield = #FALSE; /*if (gen1.has_holo == #FIELDGEN_ISOFF) // for some reason we r not working { playhum = #FALSE; playshield = #FALSE; } else if (gen1.has_holo == #FIELDGEN_ISIDLE) // awaiting for link { playhum = #FALSE; playshield = #FALSE; } else if (gen1.has_holo == #FIELDGEN_ISDISABLED) // teammate passing thru the field? { playhum = #FALSE; playshield = #FALSE; } else*/ if (gen1.has_holo == #FIELDGEN_ISENABLED) { playhum = #TRUE; playshield = #FALSE; } else if (gen1.has_holo == #FIELDGEN_ISWORKING) { playhum = #TRUE; playshield = #TRUE; } // MAKE THE SHIT SOUND ! if (!playhum) { if (tfield.has_holo) { sound(tfield,#CHAN_MISC,"misc/null.wav",0.5,#ATTN_NORM); tfield.has_holo = #FALSE; } } else { if (!tfield.has_holo || tfield.has_tesla < time) { sound(tfield,#CHAN_MISC,"misc/ffhum.wav",0.3,#ATTN_NORM); tfield.has_tesla = time + 1; tfield.has_holo = #TRUE; } } if(!playshield) { if (tfield.has_sensor) { sound(tfield,#CHAN_ITEM,"misc/null.wav",0.2,#ATTN_NORM); tfield.has_sensor = #FALSE; } } else { if (!tfield.has_sensor || tfield.has_sentry < time) { //TODO?: lower volume as (FIELDGEN_SHOCKTIME - time) decreases sound(tfield,#CHAN_ITEM,"misc/ffield.wav",0.4,#ATTN_NORM); tfield.has_sentry = time + 1; tfield.has_sensor = #TRUE; } } } }; //==================================================================== // do the lightning stuff while field is FIELDGEN_ISWORKING void(entity tfield) Field_MakeVisual = { if (IsValidField(tfield)) { local float fx, fy; if (tfield.cnt) { fy = tfield.origin_y; fx = tfield.origin_x + (tfield.size_x/2 - tfield.size_x * random()); } else { fx = tfield.origin_x; fy = tfield.origin_y + (tfield.size_y/2 - tfield.size_y * random()); } WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY); if (random() > 0.5) WriteByte (#MSG_BROADCAST, #TE_LIGHTNING2); else WriteByte (#MSG_BROADCAST, #TE_LIGHTNING1); WriteEntity (#MSG_BROADCAST, tfield); WriteCoord (#MSG_BROADCAST, fx); WriteCoord (#MSG_BROADCAST, fy); WriteCoord (#MSG_BROADCAST, tfield.origin_z - 12); WriteCoord (#MSG_BROADCAST, fx); WriteCoord (#MSG_BROADCAST, fy); WriteCoord (#MSG_BROADCAST, tfield.origin_z + 12); } }; //================================================== // called every frame by the field generators void() FieldGen_think = { local entity othergen; othergen = Find_OtherGen(self); // get our brother if (FieldGens_CanLink(self,othergen)) Create_Field(self,othergen); // checks redundancy itself else Remove_Field(self,othergen); // checks redundancy itself // field main loop (ai? heh.. my cat is smarter than these force fields) if (self.has_holo == #FIELDGEN_ISOFF) // for some reason we r not working { self.effects = 0; self.skin = 0; if (FieldGen_CanIdle(self)) // can we go idle? self.has_holo = #FIELDGEN_ISIDLE; } else if (self.has_holo == #FIELDGEN_ISIDLE) // awaiting for link { self.effects = 0; self.skin = 0; if (self.no_grenades_1 < time) // trying to link sound/flash time { sound (self, #CHAN_WEAPON, "misc/fffail.wav", 0.5, #ATTN_IDLE); self.skin = 1; self.effects = #EF_DIMLIGHT; self.no_grenades_1 = time + #FIELDGEN_LINKTIME; } } else if (self.has_holo == #FIELDGEN_ISDISABLED) // teammate passing thru the field? { self.effects = 0; self.skin = 0; // time check if (self.no_grenades_2 < time) // can we go idle? { self.has_holo = #FIELDGEN_ISIDLE; self.tp_grenades_1 = 0; } } else if (self.has_holo == #FIELDGEN_ISENABLED) { if (!self.has_teleporter) { self.effects = 0; self.skin = 1; } if (self.has_sensor == #FALSE) self.has_holo = #FIELDGEN_ISIDLE; if (self.tp_grenades_1 >= time) self.has_holo = #FIELDGEN_ISWORKING; } else if (self.has_holo == #FIELDGEN_ISWORKING) { self.effects = #EF_DIMLIGHT; self.skin = 2; if (self.has_camera <= time) { self.ammo_cells = self.ammo_cells - #FIELDGEN_CELLSCOST; self.has_camera = time + 1; } if (self.has_sensor == #FALSE) self.has_holo = #FIELDGEN_ISIDLE; else if (self.tp_grenades_1 <= time) self.has_holo = #FIELDGEN_ISENABLED; } Field_UpdateSounds(self.fieldgen_field, self); // update force field sounds if (!FieldGen_CanIdle(self)) // turn us off if needed self.has_holo = #FIELDGEN_ISOFF; self.has_teleporter = #FALSE; // resets 'flash' status bypass self.nextthink = time + 0.1; }; //======================================================================= // returns TRUE if the generator could currently go to idle status float(entity fieldgen) FieldGen_CanIdle = { if (!(IsValidFieldGen(fieldgen))) return #FALSE; if (fieldgen.ammo_cells >= #FIELDGEN_CELLSCOST && !(fieldgen.is_malfunctioning & #SCREWUP_FOUR) && fieldgen.health > 0) return #TRUE; return #FALSE; }; //======================================================================= // returns TRUE if both generators could currently generate the field float(entity fieldgen1, entity fieldgen2) FieldGens_CanLink = { if (!(IsValidFieldGen(fieldgen1)) || !(IsValidFieldGen(fieldgen2))) return #FALSE; if (!visible2(fieldgen1,fieldgen2)) return #FALSE; local float r; r = vlen(fieldgen1.origin - fieldgen2.origin); // get distance between generators // if ((fieldgen1.num_mines & #IMPROVED_FOUR && fieldgen2.num_mines & #IMPROVED_FOUR) && r > #FIELDGEN_HACKEDRANGE2) // return #FALSE; /*if (fieldgen1.num_mines & #IMPROVED_FOUR || fieldgen2.num_mines & #IMPROVED_FOUR) { if ((fieldgen1.num_mines & #IMPROVED_FOUR && fieldgen2.num_mines & #IMPROVED_FOUR) && r > #FIELDGEN_HACKEDRANGE2) return #FALSE; else if ((fieldgen1.num_mines & #IMPROVED_FOUR || fieldgen2.num_mines & #IMPROVED_FOUR) && r > #FIELDGEN_HACKEDRANGE) return #FALSE; }*/ if ((fieldgen1.num_mines & #IMPROVED_FOUR || fieldgen2.num_mines & #IMPROVED_FOUR) && r > #FIELDGEN_HACKEDRANGE) return #FALSE; if (r > #FIELDGEN_RANGE && !(fieldgen1.num_mines & #IMPROVED_FOUR || fieldgen2.num_mines & #IMPROVED_FOUR)) return #FALSE; if (fieldgen1.origin_z != fieldgen2.origin_z) return #FALSE; if (fieldgen1.origin_x != fieldgen2.origin_x && fieldgen1.origin_y != fieldgen2.origin_y) return #FALSE; if (fieldgen1.has_holo == #FIELDGEN_ISDISABLED || fieldgen2.has_holo == #FIELDGEN_ISDISABLED) return #FALSE; if (fieldgen1.has_holo == #FIELDGEN_ISOFF || fieldgen2.has_holo == #FIELDGEN_ISOFF) return #FALSE; if (FieldGen_CanIdle(fieldgen1) && FieldGen_CanIdle(fieldgen2)) return #TRUE; return #FALSE; }; //============================================================================================= // initialize field generator stuff just after beeing built, called on engineer.qc void(entity field) Field_Built = { field.touch = SUB_Null; field.think = FieldGen_think; field.nextthink = time + 0.1; field.has_holo = #FIELDGEN_ISIDLE; // we start on IDLE status (searching for other gen to link) field.has_sensor = #FALSE; field.no_grenades_1 = time + 3; field.fieldgen_field = world; }; //============================================================== // returns our other generator (if any) entity(entity fieldgen) Find_OtherGen = { local entity te; local float foundit; te = world; foundit = #FALSE; te = find(world, classname, "building_fieldgen"); while (te != world && foundit == #FALSE) { if (te.real_owner == fieldgen.real_owner) // is it ours? if (te != fieldgen) // and not the same generator.. foundit = #TRUE; // yeah, found it if (foundit == #FALSE) // our search must continue... te = find(te, classname, "building_fieldgen"); } return te; }; //========================================================================================= // returns the place where field gen could be built related to player current pos and yaw // called on engineer.qc, place is the origin passed where other kind of buildings are built vector(vector place) WhereGen = { // if we have no field generator currently, it can be placed anywhere if (self.has_fieldgen == 0) return place; local vector retval; local float r, distx, disty, foundit; local entity te; foundit = #FALSE; // find the other generator te = find(world, classname, "building_fieldgen"); while (te != world && foundit == #FALSE) { if (te.real_owner == self) // is it ours? foundit = #TRUE; // yeah, found it if (foundit == #FALSE) // our search must continue... te = find(te, classname, "building_fieldgen"); } // check for error getting the other gen if (te == world || te.classname != "building_fieldgen" || foundit == #FALSE) { RPrint("BUG: Error on field generator placement routine. 'WhereGen()'\n"); return place; } // calculate the new generator pos distx = fabs(place_x - te.origin_x); disty = fabs(place_y - te.origin_y); retval = place; if (distx < disty) { retval_x = te.origin_x; // adjust it in line r = vlen(self.origin - retval); // get distance from us (player) if (r > 200) // we r too far away? retval = place; // then bypass the calc } else { retval_y = te.origin_y; // adjust line up r = vlen(self.origin - retval); // get distance from us (player) if (r > 200) // we r too far away? retval = place; // then bypass the calc } // print message if they wont link if (!vis2orig(te.origin,retval)) sprint(self, #PRINT_HIGH, "Your field generators won't link, there are obstacles between them!\n"); r = vlen(te.origin - retval); // get distance between generators if (te.num_mines & #IMPROVED_FOUR && r > #FIELDGEN_HACKEDRANGE) sprint(self, #PRINT_HIGH, "Your field generators are too far away to link, even hacked\n"); if (r > #FIELDGEN_RANGE && !(te.num_mines & #IMPROVED_FOUR)) sprint(self, #PRINT_HIGH, "Your field generators are too far away to link\n"); /*else if (retval_z != te.origin_z) sprint(self, #PRINT_HIGH, "Your field generators are at different heights, they won't link\n");*/ if (retval_x != te.origin_x && retval_y != te.origin_y) sprint(self, #PRINT_HIGH, "Your field generators are not lined up, they won't link\n"); // return the final building place return retval; }; //====================================================================== // damn! our field generator was destroyed. Force field must go down.. void() FieldGen_Die = { self.real_owner.has_fieldgen = self.real_owner.has_fieldgen - 1; if (self.real_owner.has_fieldgen < 0) self.real_owner.has_fieldgen = 0; WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY); WriteByte (#MSG_BROADCAST, #TE_EXPLOSION); WriteCoord (#MSG_BROADCAST, self.origin_x); WriteCoord (#MSG_BROADCAST, self.origin_y); WriteCoord (#MSG_BROADCAST, self.origin_z); #ifdef QUAKE_WORLD multicast (self.origin, #MULTICAST_PHS); #endif // check if field should be removed.. local entity othergen; othergen = Find_OtherGen(self); if (IsValidFieldGen(othergen)) { Remove_Field(self, othergen); } else { Remove_Field(self, world); // extra removal, not needed i think... } sprint(self.real_owner, #PRINT_HIGH, "Your field generator was destroyed.\n"); //TODO: gibs, one of the tesla, one custom dremove(self); }; //========================================================================= // Engineer has used a Spanner on the field generator void(entity field) Engineer_UseFieldGen = { self.building = field; if (Teammate(self.building.real_owner.team_no,self.team_no) && self.building.is_malfunctioning & #SCREWUP_THREE) { //if (self.building.is_malfunctioning & #SCREWUP_FOUR) //{ sprint(self,#PRINT_HIGH,"Trapped field generator, have a nice day!\n"); deathmsg = #DMSG_FGTRAP; T_RadiusDamage (self.building, self.building, #FGTRAP_DMG, world); // TF_T_Damage(self.building, self.building, self.building, 2000, 0, #TF_TD_OTHER); return; //} } local entity dist_checker; local string st; sprint(self, #PRINT_HIGH, "Field Generator has "); st = ftos(field.health); sprint(self, #PRINT_HIGH, st); sprint(self, #PRINT_HIGH, "¯"); st = ftos(field.max_health); sprint(self, #PRINT_HIGH, st); sprint(self, #PRINT_HIGH, " èåáìôè, "); st = ftos(field.ammo_cells); sprint(self, #PRINT_HIGH, st); sprint(self, #PRINT_HIGH, "¯"); st = ftos(field.maxammo_cells); sprint(self, #PRINT_HIGH, st); sprint(self, #PRINT_HIGH, " ãåììó\n"); // Pop up the menu self.current_menu = #MENU_ENGINEER_FIX_FIELDGEN; self.menu_count = #MENU_REFRESH_RATE; //dodgy if (teamplay != 0 && !Teammate(self.building.real_owner.team_no,self.team_no)) { Menu_EngineerFix_FieldGen_Input(4); return; } // Start a Distance checker, which removes the menu if the player // gets too far away from the sentry. dist_checker = spawn(); dist_checker.classname = "timer"; dist_checker.owner = self; dist_checker.enemy = field; dist_checker.think = CheckDistance; dist_checker.nextthink = time + 0.3; };