/*====================================================== SNIPER.QC TeamFortress v2.5 29/2/97 ======================================================== Functions for the SNIPER class and associated weaponry ========================================================*/ // Functions outside this file // Functions inside this file void() TeamFortress_SniperWeapon; // Autozoom functions void(float zoom_level) TF_zoom; void() SniperSight_Update; void() SniperSight_Update2; void(float type) SniperSight_Create; //========================================================================= // Sniper/Auto Rifle selection function void() TeamFortress_SniperWeapon = { local float it; self.impulse = 0; if (self.tfstate & #TFSTATE_RELOADING) return; if (!((self.weapons_carried & #WEAP_SNIPER_RIFLE) && (self.weapons_carried & #WEAP_AUTO_RIFLE))) return; if (self.ammo_shells < 1) { // don't have the ammo sprint (self, #PRINT_HIGH, "not enough ammo.\n"); return; } if (self.current_weapon == #WEAP_SNIPER_RIFLE) { self.current_weapon = #WEAP_AUTO_RIFLE; } else { self.current_weapon = #WEAP_SNIPER_RIFLE; } W_SetCurrentAmmo (); }; //========================================================================= // Do the autozoom of the sniper rifle void(float zoom_level) TF_zoom = { local string zl; if (self.tfstate & #TFSTATE_ZOOMOFF) return; zl = ftos(zoom_level); stuffcmd(self, "fov "); stuffcmd(self, zl); stuffcmd(self, "\n"); }; //========================================================================= // Move the sight to the point the rifle's aiming at void() SniperSight_Update = { local vector org; if (!(self.owner.tfstate & #TFSTATE_AIMING) || (self.owner.current_weapon != #WEAP_SNIPER_RIFLE)) { self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & #TFSTATE_AIMING); TeamFortress_SetSpeed(self.owner); self.owner.heat = 0; dremove(self); return; } makevectors(self.owner.v_angle); org = self.owner.origin + v_forward*10; org_z = self.owner.absmin_z + self.owner.size_z * 0.7; traceline (org, org + v_forward*9192, #FALSE, self); if (trace_fraction == 1.0) { setorigin(self, self.owner.origin ); return; } self.angles = vectoangles(v_forward); setorigin(self, trace_endpos); self.nextthink = time + 0.1; }; //CH used for the rl void() SniperSight_Update2 = { //bprint(#PRINT_HIGH, "Sight Think..\n"); local vector org; if (!(self.owner.tfstate & #TFSTATE_RL_LASER) || (self.owner.current_weapon != #WEAP_ROCKET_LAUNCHER)) { self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & #TFSTATE_RL_LASER); TeamFortress_SetSpeed(self.owner); self.owner.heat = 0; dremove(self); return; } makevectors(self.owner.v_angle); org = self.owner.origin + v_forward*10; org_z = self.owner.absmin_z + self.owner.size_z * 0.7; traceline (org, org + v_forward*9192, #FALSE, self); if (trace_fraction == 1.0) { setorigin(self, self.owner.origin ); return; } self.angles = vectoangles(v_forward); setorigin(self, trace_endpos); self.nextthink = time + 0.1; }; //========================================================================= // Create the sight //CH type 1 = rl void(float type) SniperSight_Create = { local entity sight; if (type == 1) self.tfstate = self.tfstate | #TFSTATE_RL_LASER; else self.tfstate = self.tfstate | #TFSTATE_AIMING; sight = spawn (); sight.owner = self; sight.movetype = #MOVETYPE_NOCLIP; sight.solid = #SOLID_NOT; setmodel (sight, "progs/sight.spr"); sight.classname = "timer"; setorigin(sight, self.origin); if (type == 1) sight.think = SniperSight_Update2; else sight.think = SniperSight_Update; sight.nextthink = time + 0.05; }; // this toggles the snipers autozoom on/off void() TeamFortress_AutoZoomToggle = { if (self.tfstate & #TFSTATE_ZOOMOFF) { self.tfstate = self.tfstate - #TFSTATE_ZOOMOFF; sprint(self, #PRINT_HIGH, "autozoom ON\n"); } else { self.tfstate = self.tfstate | #TFSTATE_ZOOMOFF; sprint(self, #PRINT_HIGH, "autozoom OFF\n"); } }; //=========================================================================