#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 0.3 #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 != -1) { te.FlashTime = 0; stuffcmd(te, "v_cshift 0 0 0 0\n"); return; } local string st; // Sequential III math proved useful! GR st = ftos(-0.1 * (te.FlashTime - 5) * (te.FlashTime - 115)); stuffcmd(te, "v_cshift 0 0 0 " + st + "\n"); self.nextthink = time + SMOOTH_FLASH; }; //========================================================================= // Flash Grenade explode function, for when the PRIMETIME runs out void() FlashGrenadeExplode = { local entity te; local float loopc = 0; self.effects = self.effects | EF_BRIGHTLIGHT; sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM); // Find all people in area while (loopc < 32) { te = checkclient(); // Player? if (te && te.classname == "player") { makevectors(te.v_angle); // Damage player and explode // no, don't damage if (te.health > 0 && (normalize(self.origin - te.origin) * v_forward > -0.5) && visible(te)) { local float ft = 60 - (vlen(self.origin - te.origin) * 6 / 50); 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 + 0.1; newmis.heat = 1; } if (ft > 0) te.FlashTime = ft; stuffcmd (te, "v_cshift 255 255 255 245; bf\n"); // big white flash } } loopc++; } #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, NIL); #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 = { if (self.owner.invincible_finished > time) { sprint(self.owner, PRINT_HIGH, "The power heals your concussion\n"); stuffcmd(self.owner, "v_idlescale 0\n"); self.owner.mangle = '0 0 0'; self.owner.tfstate &= ~TFSTATE_CONCUSSIONED; dremove(self); return; } #ifdef GR_CONCUSS_BUBBLETIME if (self.has_tesla < time) { 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.has_tesla += GR_CONCUSS_BUBBLETIME; } #endif 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; if (self.health == 0) { sprint (self.owner, PRINT_HIGH, "Your head better now\n"); #ifdef OLD_CONC_GRENADE stuffcmd (self.owner, "v_idlescale 0\n"); #endif self.owner.mangle = '0 0 0'; self.owner.tfstate &= ~TFSTATE_CONCUSSIONED; dremove(self); return; } self.nextthink = time + GR_CONCUSS_TIME; #ifdef OLD_CONC_GRENADE stuffcmd(self.owner, "v_idlescale " + ftos (self.health * GR_CONCUSS_IDLE) + "\n"); #else if (self.has_camera < time) { self.owner.mangle = '0 0 0'; #ifdef GR_CONCUSS_SETANGLE msg_entity = self.owner; WriteByte (MSG_ONE, SVC_SETANGLE); WriteAngleV (MSG_ONE, self.owner.v_angle); #endif self.has_camera = time + GR_CONCUSS_FIXTIME; } local float r = random(); local float amount = self.health; if (amount > GR_CONCUSS_MAX) amount = GR_CONCUSS_MAX; amount *= (0.8 + random() * 0.2); local float x = random() * amount; local float y = amount - x; if (random() < 0.5) self.owner.mangle_x += x * GR_CONCUSS_X; else self.owner.mangle_x -= x * GR_CONCUSS_X; if (random() < 0.5) self.owner.mangle_y += y * GR_CONCUSS_Y; else self.owner.mangle_y -= y * GR_CONCUSS_Y; if (self.owner.mangle_x < -60) self.owner.mangle_x = -60; if (self.owner.mangle_x > 60) self.owner.mangle_x = 60; if (self.owner.mangle_y > 120) self.owner.mangle_y = 120; if (self.owner.mangle_y < -120) self.owner.mangle_y = -120; if (self.owner.waterlevel || (self.owner.flags & FL_ONGROUND)) { local float vel = vlen (self.owner.velocity); x = random() * amount; y = amount - x; if (random() < 0.5) self.owner.velocity_x += x * GR_CONCUSS_KICK * vel; else self.owner.velocity_x -= x * GR_CONCUSS_KICK * vel; if (random() < 0.5) self.owner.velocity_y += y * GR_CONCUSS_KICK * vel; else self.owner.velocity_y -= y * GR_CONCUSS_KICK * vel; } //sprint (self.owner, PRINT_HIGH, "mangle: " + vtos (self.owner.mangle) + "\n"); #endif }; //========================================================================= // Handles the scanner function for Scouts void(float scanrange,float inAuto) TeamFortress_Scan = { local string power; local entity list = NIL; 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!! #ifdef NEW_CONCUSS_BOUNCE head.velocity += normalize (org - inflictor.origin) * points * 8; #else head.velocity = org - inflictor.origin; head.velocity *= points / 20; #endif 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 head.tfstate |= TFSTATE_CONCUSSIONED; te = find(NIL, classname, "timer"); while (((te.owner != head) || (te.think != ConcussionGrenadeTimer)) && (te)) te = find(te, classname, "timer"); if (te) { te.health += GR_CONCUSS_AMOUNT; #ifdef OLD_CONC_GRENADE stuffcmd(head, "v_idlescale " + ftos (te.health * GR_CONCUSS_IDLE) + "\n"); #endif te.nextthink = time + GR_CONCUSS_TIME; } else { #ifdef OLD_CONC_GRENADE stuffcmd(head,"v_idlescale " + ftos (GR_CONCUSS_AMOUNT * GR_CONCUSS_IDLE)+ "\n"); #endif 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 += GR_CONCUSS_AMOUNT; te.has_tesla = time + 0.1; } } } } } 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 = NIL; list = NIL; 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, NIL); 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); } };