prozac-qfcc/sbitems.qc

655 lines
16 KiB
C++

/* SB Items. New items for use with Custom TF 3.2 (or something) */
#include "defs.qh"
// Internal prototypes
integer(entity e) entpointcontents;
void() AntiGravGrenadeExplode; // antigrav goes boom
void() AntiGravGrenadeTimer; // controls antigrav decay or whatever you call it
void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusAntiGrav; // bang
void() MotionSensorIdle; // motion sensor sitting
float() MotionSensorFindTarget; // sensor scans for target
void() MotionSensorDie; // I wonder what this does
void() MotionSensorSpawn; // let's make a sensor
void() SensorBeAlarmed; // very alarming
void() TeamFortress_C4DetpackTouch;
void() ThrowC4Det;
//void() SBInitiateInterface;
float(entity hacked, float r) ReturnHackDelay;
void() SBHackDotTimerThink;
/*void() SwitchToCamera;
void() SwitchFromCamera;
void() CameraSwitchView;*/
// External functions
void() ConcussionGrenadeTouch;
void(entity attacker, float damage) Security_Camera_Pain;
void(float tno, entity ignore, string st) teamsprint;
void() TeamFortress_DetpackTouch;
void() TeamFortress_DetpackCountDown;
void() TeamFortress_DetpackExplode;
void() TeamFortress_DetpackDisarm;
void() SBFireInterface;
// -- OfN --
void(float tno, entity ignore) teamprefixsprint;
//--------------------------------------------------------------
/*
void() CameraSwitchView =
{
if (!self.has_camera)
return;
if (self.is_cameraviewing)
SwitchFromCamera();
else
SwitchToCamera();
};
void() SwitchToCamera =
{
local entity camera;
local float done;
if (!self.has_camera)
return;
if (self.is_cameraviewing)
return;
camera = find(NIL, classname, "building_camera");
if (camera.real_owner == self)
done = TRUE;
while (!done)
{
camera = find(camera, classname, "building_camera");
if (camera.real_owner == self)
done = TRUE;
if (!camera)
done = TRUE;
}
if (!camera)
return;
msg_entity = self;
WriteByte(MSG_ONE, SVC_SETVIEWPORT);
WriteEntity(MSG_ONE, camera);
WriteByte(MSG_ONE, SVC_SETANGLES);
WriteAngle(MSG_ONE, camera.angles_x);
WriteAngle(MSG_ONE, camera.angles_y);
WriteAngle(MSG_ONE, camera.angles_z);
self.fixangle = TRUE;
self.is_cameraviewing = TRUE;
self.t_s_h = self.weaponmodel;
self.weaponmodel= "";
self.view_ofs = '0 0 0';
sprint(self, PRINT_HIGH, "Camera view activated.\n");
};
void() SwitchFromCamera =
{
if (!self.has_camera)
return;
if (!self.is_cameraviewing)
return;
msg_entity = self;
WriteByte(MSG_ONE, SVC_SETVIEWPORT);
WriteEntity(MSG_ONE, self);
WriteByte(MSG_ONE, SVC_SETANGLES);
WriteAngle(MSG_ONE, self.angles_x);
WriteAngle(MSG_ONE, self.angles_y);
WriteAngle(MSG_ONE, self.angles_z);
self.fixangle = FALSE;
self.weaponmodel = self.t_s_h;
self.view_ofs = '0 0 22';
self.is_cameraviewing = FALSE;
};
*/
// SB Tossable Detpack!
// A 10 second detpack that can be thrown around corners
void() PrimeC4Det =
{
local entity te;
if (infokey (NIL, "no_spam") == "on")
{
sprint(self,PRINT_HIGH,"The admin has disabled spam devices on this map.\n");
return;
}
if (!(self.cutf_items & CUTF_TOSSABLEDET))
{
sprint (self, PRINT_HIGH, "You do not have the C4 tossable detpack.\n");
return;
}
if (self.ammo_c4det < 1)
{
sprint (self, PRINT_HIGH, "Looks like you're out of C4.\n");
return;
}
if (self.is_detpacking || self.is_toffingadet)
{
sprint (self, PRINT_HIGH, "You can only set one detpack at once, throwable or otherwise!\n");
return;
}
if (self.is_haxxxoring)
{
sprint (self, PRINT_HIGH, "You can't set a detpack while hacking.\n");
return;
}
te = spawn();
te.owner = self;
te.nextthink = time + WEAP_DETPACK_SETTIME;
te.think = ThrowC4Det;
te.classname = "timer";
te.netname = "C4detpack_timer";
self.is_toffingadet = 1;
self.tfstate = self.tfstate | TFSTATE_C4THROW;
TeamFortress_SetSpeed(self);
sprint(self, PRINT_HIGH, "Arming detpack...\n");
};
void() TeamFortress_C4DetpackTouch =
{
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");
TeamFortress_SetSpeed(other);
// 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;
};
void(entity ignore, string st, string st2, string st3, string st4, string st5, string st6) teamsprint6;
void() ThrowC4Det =
{
local entity user;
self.owner.is_toffingadet = 0;
self.owner.ammo_c4det = self.owner.ammo_c4det - 1;
user = self.owner;
sound (user, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
KickPlayer(-1, user);
newmis = spawn ();
newmis.owner = user;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_BBOX;
newmis.classname = "detpack";
// for identify it on airfist pushable? routine
//newmis.netname = "C4";
// set grenade speed
makevectors (user.v_angle);
if (user.deadflag)
{
// if user is dead, throw grenade directly up
newmis.velocity = '0 0 200';
}
else
{
if (user.v_angle_x)
{
newmis.velocity = v_forward*600 + v_up * 200 + random()*v_right*10 + random()*v_up*10;
}
else
{
newmis.velocity = aim(user, 10000);
newmis.velocity = newmis.velocity * 600;
newmis.velocity_z = 200;
}
}
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = TeamFortress_C4DetpackTouch;
newmis.think = TeamFortress_DetpackExplode;
newmis.nextthink = time + 10;
newmis.avelocity = '300 300 300';
setmodel (newmis, "progs/detpack.mdl");
setsize (newmis, '-16 -16 -8', '16 16 8');
setorigin (newmis, user.origin);
dremove (self);
self = user;
#ifdef DEMO_STUFF
if (live_camera)
CamProjectileLockOn();
#endif
local entity countd;
newmis.weaponmode = 0; // Detpack weaponmode = 1 when disarming
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 = 9;
countd.nextthink = time + 1;
countd.owner = newmis.owner;
countd.movetype = MOVETYPE_BOUNCE;
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;
sprint(self, PRINT_HIGH, "Detpack armed!\n");
teamprefixsprint(self.team_no,self);
teamsprint6(self,self.netname," throws a C4!\n","","","","");
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_C4THROW);
TeamFortress_SetSpeed(self); // let's roll
};
// SB Motion Sensor
// Sits in shadows and lights up and makes noise when player goes near
void() SBBuildSensor =
{
if (self.ammo_cells >= BUILD_COST_SENSOR && self.has_sensor == 0)
{
self.ammo_cells = self.ammo_cells - BUILD_COST_SENSOR;
MotionSensorSpawn();
self.has_sensor = 1;
sprint(self, PRINT_HIGH, "You place the motion sensor.\n");
self.option = time + 2;
}
else if (self.ammo_cells < BUILD_COST_SENSOR && self.has_sensor == 0)
sprint(self, PRINT_HIGH, "You do not have enough metal to build a motion sensor.\n");
else
{
if (self.option < time) // avoids ppl overflowing by destroying/building it repeatedly
{
Find_And_Dmg("building_sensor", self, 1);
sprint(self, PRINT_HIGH, "You detonate your motion sensor.\n");
self.has_sensor = 0;
}
}
};
void() MotionSensorTossTouch =
{
if (other || other == self.real_owner)
return;
local integer pc = entpointcontents(self);
if (pc == CONTENTS_SOLID || pc == CONTENTS_SKY)
{
MotionSensorDie();
return;
}
teamprefixsprint(self.real_owner.team_no,self.real_owner); //- OfN
teamsprint(self.real_owner.team_no, self.real_owner, self.real_owner.netname);
teamsprint(self.real_owner.team_no, self.real_owner, " has built a Motion Sensor.\n");
self.movetype = MOVETYPE_NONE;
self.owner = NIL;
setsize (self, self.mins, self.maxs);
self.solid = SOLID_BBOX;
self.takedamage = DAMAGE_AIM;
sound (self, CHAN_WEAPON, "weapons/guerilla_set.wav", 1, ATTN_NORM);
self.think = MotionSensorIdle;
self.nextthink = time + 1;
};
void() MotionSensorIdle =
{
if (MotionSensorFindTarget())
self.nextthink = time + 2.4; //if found wait 2.5 sec before do another check
else
self.nextthink = time + 0.2; // lots per sec GR No, too hard to get past
self.think = MotionSensorIdle;
};
float() MotionSensorFindTarget =
{
local entity client = NIL;
local float r, gotone, loopc;
// Try a few checks to make it react faster
r = 0;
loopc = 0;
gotone = FALSE;
if (self.is_malfunctioning & SCREWUP_THREE)
return FALSE;
local float trange; //- OfN - Hack
trange=300; // was 250
if (self.num_mines & IMPROVED_ONE)
trange=500; // was 400
//CH Theortetically this will check every client on the server now
while (loopc < 32 && gotone == FALSE)
{
client = checkclient();
gotone = TRUE;
if (!client)
gotone = FALSE;
else if (!Pharse_Client(client, self, 1, trange, 2, 1))
gotone = FALSE;
loopc = loopc + 1;
if (gotone) loopc = 1000;
}
if (!gotone)
{
self.effects = 0;
self.skin=1;
return FALSE;
}
// Found a Target
self.enemy = client;
if (self.enemy.cutf_items & CUTF_JAMMER) // jammer makes it hard
{
}
/*if (self.enemy.classname != "player") // OfN - wtf does this?
{
self.enemy = self.enemy.enemy;
if (self.enemy.classname != "player")
{
self.enemy = NIL;
return FALSE;
}
}*/ // OfN - wtf does this?
// SPIES, only returned by pharseclient if sensor is able to uncover them -changed
if (Teammate(self.enemy.undercover_team,self.team_no) && self.num_mines & IMPROVED_FOUR)
{
/*if (!(self.enemy.cutf_items & CUTF_JAMMER)) // if they dont have a scanner jammer remove their disguise
{*/
Spy_RemoveDisguise(self.enemy);
sprint(self.real_owner, PRINT_HIGH, "Your motion sensor detects a spy!\n");
sprint(self.enemy, PRINT_HIGH, "That motion sensor knows you are a spy!\n");
//}
//else
// return FALSE; // removed cause sensors alarm is activated anyway, even if they will not uncover them
}
// THIEVES, ALWAYS DETECTED BUT SENSOR ONLY UNCOVERS THEM IF HACKED TO DO- changed
if (self.enemy.classname=="player")
{
if (self.enemy.job & JOB_THIEF && (self.enemy.job & JOB_ACTIVE || self.enemy.job & JOB_FULL_HIDE))
{
if (self.num_mines & IMPROVED_SEVEN)
{
sprint(self.real_owner, PRINT_HIGH, "Your motion sensor detects a thief!\n");
sprint(self.enemy, PRINT_HIGH, "That motion sensor can see you!\n");
RevealThief(self.enemy,TRUE);
}
}
}
if (!(self.is_malfunctioning & SCREWUP_ONE))
sound(self, CHAN_WEAPON, "misc/enemy.wav", 1, ATTN_NORM);
if (!(self.is_malfunctioning & SCREWUP_TWO))
{ self.effects = EF_BRIGHTLIGHT; self.skin=0;}
sprint(self.real_owner,PRINT_HIGH,"Your motion sensor reports enemy presence!\n");
self.think = SensorBeAlarmed;
return TRUE;
};
void() SensorBeAlarmed =
{
if (MotionSensorFindTarget())
{
if (!(self.is_malfunctioning & SCREWUP_ONE))
sound(self, CHAN_WEAPON, "misc/enemy.wav", 1, ATTN_NORM);
self.nextthink = time + 2.4;
}
else
{
self.think = MotionSensorIdle;
self.effects = 0;
self.nextthink = time + 0.5;
///
self.skin=1;
}
};
void() MotionSensorSpawn =
{
self.has_sensor = TRUE;
newmis = spawn();
newmis.movetype = MOVETYPE_BOUNCE;
setsize (newmis, '-16 -16 -6', '16 16 10');
// setsize (newmis, '-8 -8 -8', '8 8 8');
newmis.solid = SOLID_BBOX;
newmis.takedamage = DAMAGE_AIM;
newmis.classname = "building_sensor";
newmis.netname = "motion_sensor";
newmis.origin = self.origin;
newmis.owner = self;
newmis.real_owner = self;
makevectors (self.v_angle);
newmis.avelocity = '0 0 0';
newmis.velocity = v_forward*800 + v_up * 200 + v_right*10 + v_up*10;
setorigin(newmis, newmis.origin);
newmis.angles = '0 0 0';
newmis.angles_y = anglemod(self.angles_y + 180);
// newmis.skin = 1;
newmis.th_die = MotionSensorDie; // Death function
newmis.th_pain = Security_Camera_Pain; // may as well use this eh
//newmis.mdl = "progs/s_light.spr"; //CH temp model
newmis.mdl = "progs/sencer.mdl";
newmis.skin=1;
setmodel (newmis, newmis.mdl);
newmis.team_no = self.team_no;
newmis.colormap = self.colormap;
newmis.heat = 0; //Beeps
newmis.health = newmis.max_health = BUILD_HEALTH_SENSOR;
newmis.touch = MotionSensorTossTouch;
newmis.num_mines=0; // OfN - reset HACKER improvements
W_SetCurrentAmmo();
};
void() MotionSensorDie =
{
sprint(self.real_owner, PRINT_HIGH, "Your motion sensor was destroyed.\n");
self.real_owner.has_sensor = FALSE;
// ThrowGib("progs/tgib1.mdl", -70);
// ThrowGib("progs/tgib2.mdl", -70);
// ThrowGib("progs/tgib3.mdl", -70);
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);
};
// SB AntiGrav Grenade(tm)
// Screws over a player's gravity for a short time
//
// Uses the conc gren's touch function - why repeat it with an identical one?
void() AntiGravGrenadeExplode =
{
T_RadiusAntiGrav (self, self.owner, 100, 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);
};
// Bounces the enemy a bit and screws over their gravity :)
void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusAntiGrav =
{
local float points;
local entity head, te;
local vector org;
head = findradius(inflictor.origin, bounce+40);
while (head)
{
if (head != ignore)
{
if (head.takedamage)
{
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 (self.cutf_items & CUTF_GYMNAST)
points = points * 2;
if (!IsBuilding(head) && points > 0)
{
// Bounce!!
head.velocity = org - inflictor.origin;
head.velocity = head.velocity * (points / 20);
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);
// Turn on antigrav
// If it's already on, restore it to full time
// Try to find a concusstimer entity for this player
te = find(NIL, classname, "timer");
while (((te.owner != head) || (te.think != AntiGravGrenadeTimer)) && (te))
te = find(te, classname, "timer");
if (te)
{
head.gravity = 0.3 * random();
te.health += GR_ANTIGRAV_AMOUNT;
te.nextthink = time + GR_ANTIGRAV_TIME;
}
else
{
head.gravity = 0.3 * random();
stuffcmd(head,"bf\n");
// Create a timer entity
te = spawn();
te.nextthink = time + GR_CONCUSS_TIME;
te.think = AntiGravGrenadeTimer;
te.team_no = attacker.team_no;
te.classname = "timer";
te.owner = head;
te.health = GR_ANTIGRAV_AMOUNT;
}
}
}
}
}
head = head.chain;
}
};
// Timer used to control antigrav effects
void() AntiGravGrenadeTimer =
{
if (self.owner.invincible_finished > time)
{
self.owner.gravity = 1;
dremove(self);
return;
}
self.health = self.health - GR_ANTIGRAV_DEC * 2;
// hwguy recovers twice as fast - heh heh
if (self.owner.cutf_items & CUTF_HWGUY)
self.health = self.health - GR_ANTIGRAV_DEC * 2;
if (self.health < 0)
self.health = 0;
self.nextthink = time + GR_ANTIGRAV_TIME;
if (self.health == 0)
{
self.owner.gravity = 1;
sprint(self.owner, PRINT_HIGH, "Your weight feels normal again.\n");
dremove(self);
}
};