/*====================================================== DEMOMAN.QC TeamFortress v2.5 29/2/97 ======================================================== Functions for the DEMOMAN class and associated weaponry ========================================================*/ // Functions outside this file void() NormalGrenadeTouch; void() NormalGrenadeExplode; // Functions in this file // Pipebomb Functions void() TeamFortress_DetonatePipebombs; void() PipebombTouch; // Mirv Grenade Functions void() MirvGrenadeTouch; void() MirvGrenadeExplode; void (vector org, entity shooter) MirvGrenadeLaunch; // Detpack Functions void(float timer) TeamFortress_SetDetpack; void() TeamFortress_DetpackSet; void(float krac) TeamFortress_DetpackStop; void() TeamFortress_DetpackExplode; void() TeamFortress_DetpackTouch; void() TeamFortress_DetpackDisarm; void() TeamFortress_DetpackCountDown; //========================================================================= // Detonate all thrown pipebombs void() TeamFortress_DetonatePipebombs = { local entity e; // Find all this players pipebombs e = find(world, classname, "pipebomb"); while (e != world) { if(e.owner == self) e.nextthink = time; e = find(e, classname, "pipebomb"); } }; //========================================================================= // Pipebomb touch function void() PipebombTouch = { sound (self, #CHAN_WEAPON, "weapons/bounce.wav", 1, #ATTN_NORM); // bounce sound if (self.velocity == '0 0 0') self.avelocity = '0 0 0'; }; //========================================================================= // Touch Function for Mirv Grenade // Mirv Grenade heavily influenced by the Firewall Grenade by Steve Bond (wedge@nuc.net) void() MirvGrenadeTouch = { // If the Mirv 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'; }; //========================================================================= // Mirv Grenade explode function, for when the PRIMETIME runs out void() MirvGrenadeExplode = { local float i; deathmsg = #DMSG_GREN_MIRV; T_RadiusDamage (self, self.owner, 100, world); 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 self.solid = #SOLID_NOT; // Launch mirvs i = 0; while (i < #GR_TYPE_MIRV_NO) { MirvGrenadeLaunch (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(); }; //========================================================================= // Launch a Mirv void (vector org, entity shooter) MirvGrenadeLaunch = { local float xdir,ydir,zdir; xdir = 150 * random() - 75; ydir = 150 * random() - 75; zdir = 40 * random(); newmis = spawn (); newmis.owner = shooter; newmis.movetype = #MOVETYPE_BOUNCE; newmis.solid = #SOLID_BBOX; newmis.classname = "grenade"; newmis.weapon = #DMSG_GREN_MIRV; #ifdef NET_SERVER newmis.touch = NormalGrenadeTouch; newmis.think = NormalGrenadeExplode; #else newmis.touch = GrenadeTouch; newmis.think = GrenadeExplode; #endif //WK 2 + random newmis.nextthink = time + 0.75 + random(); newmis.velocity_x = xdir * 2; newmis.velocity_y = ydir * 2; newmis.velocity_z = zdir * 15; newmis.avelocity='100 100 400'; setmodel (newmis, "progs/grenade2.mdl"); setsize (newmis, #VEC_ORIGIN, #VEC_ORIGIN); setorigin (newmis, org); }; //========================================================================= // Handles the Setting of Detpacks void(float timer) TeamFortress_SetDetpack = { local string stimer; // prevent detpack impulse from triggering anything else self.impulse = 0; self.last_impulse = 0; if (!(self.cutf_items & #CUTF_DETPACK)) return; if (self.ammo_detpack <= 0) return; // Cant set detpack if you're in the air if (!(self.flags & #FL_ONGROUND)) { sprint (self, #PRINT_HIGH, "You can't set detpacks in the air!\n"); return; } //WK Prevents spy sliding bug if (self.is_feigning) { sprint (self, #PRINT_HIGH, "You can't set detpacks while playing dead!\n"); return; } if (self.is_haxxxoring) { sprint (self, #PRINT_HIGH, "You can't set a detpack while you're hacking something.\n"); return; } if (timer < 5) { sprint (self, #PRINT_HIGH, "You can't set detpacks for less that 5 seconds.\n"); return; } if (self.is_detpacking || self.is_toffingadet) return; self.is_detpacking = 1; self.ammo_detpack = self.ammo_detpack - 1; makeImmune(self,time + 2); //self.immune_to_check = time + 2; self.tfstate = self.tfstate | #TFSTATE_CANT_MOVE; // Save the current weapon and remove it self.weapon = self.current_weapon; self.current_weapon = 0; self.weaponmodel = ""; self.weaponframe = 0; #ifdef QUAKE_WORLD TeamFortress_SetSpeed(self); #endif self.pausetime = time + #WEAP_DETPACK_SETTIME; stimer = ftos(timer); sprint(self, #PRINT_HIGH, "Setting detpack for "); sprint(self, #PRINT_HIGH, stimer); sprint(self, #PRINT_HIGH, " seconds...\n"); newmis = spawn(); newmis.owner = self; newmis.classname = "timer"; newmis.netname = "detpack_timer"; newmis.movetype = #MOVETYPE_NONE; //WK M3 Bug Hunt newmis.nextthink = time + #WEAP_DETPACK_SETTIME; newmis.think = TeamFortress_DetpackSet; newmis.health = timer; //CH because its on the sbar :) self.StatusRefreshTime = time + 0.2; self.StatusBarScreen = 3; }; //========================================================================= // Stops the setting of the detpack void(float krac) TeamFortress_DetpackStop = { local entity detpack_timer; detpack_timer = find(world, netname, "detpack_timer"); while ((detpack_timer.owner != self) && (detpack_timer != world)) detpack_timer = find(detpack_timer, netname, "detpack_timer"); if (detpack_timer == world) return; if (krac == #TRUE) { sprint(self, #PRINT_HIGH, "Your detpack got Kraced!\n"); } else { sprint(self, #PRINT_HIGH, "Detpack retrieved.\n"); self.ammo_detpack = self.ammo_detpack + 1; } dremove(detpack_timer); self.tfstate = self.tfstate - (self.tfstate & #TFSTATE_CANT_MOVE); self.is_detpacking = 0; self.current_weapon = self.weapon; W_SetCurrentAmmo(); #ifdef QUAKE_WORLD TeamFortress_SetSpeed(self); #endif self.pausetime = time; }; //========================================================================= // The detpack is set, let the player go and start timer void() TeamFortress_DetpackSet = { local entity countd, oldself; self.is_detpacking = 0; self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & #TFSTATE_CANT_MOVE); self.owner.is_detpacking = 0; #ifdef QUAKE_WORLD TeamFortress_SetSpeed(self.owner); #endif #ifdef SPEECH stuffcmd(self.owner, "play speech/demo_dp.wav\n"); #endif oldself = self; self = self.owner; //self.is_detpacking = 0; self.current_weapon = self.weapon; W_SetCurrentAmmo(); self = oldself; newmis = spawn (); newmis.owner = self.owner; newmis.origin = self.owner.origin - '0 0 23'; newmis.movetype = #MOVETYPE_BOUNCE; #ifdef QUAKE_WORLD newmis.solid = #SOLID_BBOX; #else newmis.solid = #SOLID_TRIGGER; #endif newmis.classname = "detpack"; newmis.flags = #FL_ITEM; newmis.angles = '90 0 0'; newmis.angles_y = self.owner.angles_y; newmis.velocity = '0 0 0'; newmis.avelocity = '0 0 0'; newmis.weaponmode = 0; // Detpack weaponmode = 1 when disarming newmis.touch = TeamFortress_DetpackTouch; setmodel (newmis, "progs/detpack.mdl"); setsize (newmis, '-16 -16 0', '16 16 8'); setorigin (newmis, self.owner.origin); sound (newmis, #CHAN_WEAPON, "doors/medtry.wav", 1, #ATTN_NORM); //CH play set detpack sound // Create the CountDown entity countd = spawn(); newmis.linked_list = countd; // attach count to its detpack countd.think = TeamFortress_DetpackCountDown; countd.health = self.health - 1; countd.owner = self.owner; countd.movetype = #MOVETYPE_NONE; //WK M3 Bug Hunt countd.classname = "countdown_timer"; // Don't call it timer, because we // don't want it removed if player dies countd.enemy = newmis; newmis.oldenemy = countd; if (self.health <= 10) countd.nextthink = time + 1; else { countd.nextthink = time + self.health - 10; countd.health = 9; } newmis.nextthink = time + self.health; newmis.think = TeamFortress_DetpackExplode; sprint(self.owner, #PRINT_HIGH, "Detpack set!\n"); teamprefixsprint(self.team_no,self); teamsprint6(self,self.netname," sets a detpack!\n","","","",""); dremove(self); }; //- OfN - Used for extra det explosions float (vector targ, vector check) vis2orig; //========================================================================= // The detpack goes BOOM! void() TeamFortress_DetpackExplode = { local float pos; bprint(#PRINT_MEDIUM, "FIRE IN THE HOLE!\n"); // Check the pointcontents to prevent detpack outside the world pos = pointcontents(self.origin); if (pos != #CONTENT_SOLID && pos != #CONTENT_SKY) { deathmsg = #DMSG_DETPACK; T_RadiusDamage (self, self.owner, #WEAP_DETPACK_SIZE, world); sound(self, #CHAN_MISC, "weapons/detpack.wav", 1, #ATTN_NONE); 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 WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY); WriteByte (#MSG_BROADCAST, #TE_LAVASPLASH); 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 //- OfN - Should a detpack make the same explosion a gren does? dont think so... #ifdef extra_detpack_explosions local float loopc; local vector rexp; loopc = 0; while (loopc < #EXTRA_DETEXPOSIONS) { rexp_x = self.origin_x + random()*400 - 200; rexp_y = self.origin_y + random()*400 - 200; rexp_z = self.origin_z + random()*100; if (vis2orig(self.origin,rexp)) { WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY); WriteByte (#MSG_BROADCAST, #TE_EXPLOSION); WriteCoord (#MSG_BROADCAST, rexp_x); WriteCoord (#MSG_BROADCAST, rexp_y); WriteCoord (#MSG_BROADCAST, rexp_z); #ifdef QUAKE_WORLD multicast (rexp, #MULTICAST_PHS); #endif } loopc = loopc + 1; } #endif //- OfN - Moves a bit the players that are near the exploding detpack #ifdef detpack_earthquake local entity head; local vector v; head = findradius(self.origin, #DETPACK_EARTHQUAKE_RANGE); while (head) { if (head.classname == "player") if (head.health > 0) if (!head.has_disconnected) if (head.playerclass != #PC_UNDEFINED) if (head.flags & #FL_ONGROUND || head.waterlevel) { v_x = 100 * crandom(); v_y = 100 * crandom(); v_z = 150 + 200 * random(); head.velocity = head.velocity + v; } head = head.chain; } #endif } else { // bprint(#PRINT_HIGH, "Your detpack fizzled out.\n"); sprint(self.owner, #PRINT_HIGH, "Your detpack fizzled out.\n"); } // This code handles a disarming scout with protection if (self.weaponmode == 1) // Detpack was being disarmed { #ifdef QUAKE_WORLD TeamFortress_SetSpeed(self.enemy); #else self.enemy.pausetime = time; #endif dremove(self.oldenemy); // CountDown dremove(self.observer_list); // Disarm timer } BecomeExplosion (); }; //========================================================================= // The detpack touch function. Scouts can disarm it. void() TeamFortress_DetpackTouch = { local entity disarm; if (other.classname != "player") return; //WK if (other.playerclass != #PC_SCOUT) if (!(other.tf_items & #NIT_SCANNER)) return; if (self.weaponmode == 1) return; if (Teammate(self.owner.team_no,other.team_no)) return; makeImmune(other,time + 2); //other.immune_to_check = time + 2; other.tfstate = other.tfstate | #TFSTATE_CANT_MOVE; sprint(other, #PRINT_HIGH, "Disarming detpack...\n"); #ifdef QUAKE_WORLD TeamFortress_SetSpeed(other); #else other.pausetime = time + #WEAP_DETPACK_DISARMTIME; #endif // Spawn disarming entity disarm = spawn(); disarm.movetype = #MOVETYPE_NONE; //WK M3 Bug Hunt disarm.owner = other; // the scout disarm.enemy = self; // the detpack disarm.classname = "timer"; disarm.nextthink = time + #WEAP_DETPACK_DISARMTIME; disarm.think = TeamFortress_DetpackDisarm; self.weaponmode = 1; // indicates disarming self.enemy = other; // points to scout self.observer_list = disarm; }; //========================================================================= // The detpack disarm function. Scout has finished disarming it // .enemy is the detpack // .owner is the scout void() TeamFortress_DetpackDisarm = { if (self.owner.health <= 0) { dremove(self); return; } bprint (#PRINT_MEDIUM, self.enemy.owner.netname); bprint (#PRINT_MEDIUM, "'s detpack was defused by "); bprint (#PRINT_MEDIUM, self.owner.netname); bprint (#PRINT_MEDIUM, "\n"); //if (!(self.owner.is_feigning)) //- OfN already checked on TeamFortress_SetSpeed() //{ self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & #TFSTATE_CANT_MOVE); // Reset speeds of scout #ifdef QUAKE_WORLD TeamFortress_SetSpeed(self.owner); #else self.owner.pausetime = time; #endif //} dremove(self.enemy.oldenemy); // remove count down dremove(self.enemy); // remove detpack dremove(self); // remove this timer }; //========================================================================= // The Detpack CountDown function. Displays the seconds left before the // detpack detonates to the owner of the detpack, if <10 void() TeamFortress_DetpackCountDown = { local string cd; cd = ftos(self.health); sprint(self.owner, #PRINT_HIGH, cd); sprint(self.owner, #PRINT_HIGH, "...\n"); self.nextthink = time + 1; self.health = self.health - 1; // Flash the red light if (self.health <= 4) self.enemy.skin = 1; if (self.health <= 3 && self.health > 2) { //WK Detpack alerts sound (self.owner, #CHAN_VOICE, "weapons/fith.wav", 1, #ATTN_NORM); sound (self.enemy, #CHAN_WEAPON, "doors/baseuse.wav", 1, #ATTN_NORM); //CH play set detpack sound } if (self.health == 0) dremove(self); };