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https://git.code.sf.net/p/quake/prozac-qfcc
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8c2d5fdd12
should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
293 lines
7.4 KiB
C++
293 lines
7.4 KiB
C++
#include "defs.qh"
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/*======================================================
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SECURITY.QC Custom TeamFortress v3.1
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(c) Craig Hauser 26/3/00
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========================================================
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Functions for the security camera
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======================================================*/
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void() Security_Camera_Idle;
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float() Security_Camera_FindTarget;
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void(entity attacker, float damage) Security_Camera_Pain;
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void() Security_Camera_Die;
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void() Security_Camera_PrintTarget;
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void() Security_Camera_Spawn;
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float() Security_Camera_FindFakeTarget;
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void() SecurityCameraTossTouch;
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//used for print
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string(float tno) GetTrueTeamName;
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string(float pc) TeamFortress_GetClassName;
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string(float pc) TeamFortress_GetJobName;
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//===================================================================
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void() Security_Camera_Idle =
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{
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if (Security_Camera_FindTarget())
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self.nextthink = time + 2; //CH if found wait 2 sec before do another check
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else
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self.nextthink = time + 0.5; //CH else 2 checks per sec
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self.think = Security_Camera_Idle;
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};
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//========
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float() Security_Camera_FindTarget =
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{
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local entity client = NIL;
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local float r, gotone, loopc;
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if (self.is_malfunctioning & SCREWUP_TWO) // SB how tragic, camera can't see
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return FALSE;
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if (self.is_malfunctioning & SCREWUP_THREE) // oh no, we're reading incorrect signals
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{
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if (Security_Camera_FindFakeTarget())
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return TRUE;
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else
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return FALSE;
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}
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// Try a few checks to make it react faster
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r = 0;
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loopc = 0;
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gotone = FALSE;
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local float trange; //- OfN - Hack
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trange=1000;
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if (self.num_mines & IMPROVED_ONE)
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trange=1250;
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//CH Theortetically this will check every client on the server now
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while (loopc < 32 && gotone == FALSE)
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{
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client = checkclient();
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gotone = TRUE;
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if (!client)
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gotone = FALSE;
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if (!Pharse_Client(client, self, 1, trange, 0, 1))
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gotone = FALSE;
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loopc = loopc + 1;
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if (gotone) loopc = 1000;
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}
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if (!gotone)
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return FALSE;
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// Found a Target
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self.enemy = client;
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if (self.enemy.classname != "player")
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{
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self.enemy = self.enemy.enemy;
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if (self.enemy.classname != "player")
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{
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self.enemy = NIL;
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return FALSE;
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}
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}
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// Spotted sound
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if (self.heat == 3) { //CH so it does not beep all the time.
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sound (self, CHAN_WEAPON, "weapons/camera_beep.wav", 1, ATTN_NORM);
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self.heat = 0;
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}
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else
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self.heat = self.heat + 1;
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Security_Camera_PrintTarget ();
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return TRUE;
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};
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float() Security_Camera_FindFakeTarget =
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{
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local entity client = NIL;
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local float r, gotone, loopc;
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if (self.is_malfunctioning & SCREWUP_THREE) // SB how tragic, camera can't see
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return FALSE;
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// Try a few checks to make it react faster
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r = 0;
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loopc = 0;
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gotone = FALSE;
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// Pick a random client
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while (loopc < 32 && gotone == FALSE)
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{
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client = checkclient();
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gotone = TRUE;
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if (!client)
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gotone = FALSE;
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if (random() < 0.05)
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gotone = FALSE;
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if (client.playerclass == PC_UNDEFINED) {
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return FALSE;
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}
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if (client.done_custom & CUSTOM_BUILDING) {
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return FALSE;
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}
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if (client.health <= 0) {
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return FALSE;
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}
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if (client.has_disconnected) {
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return FALSE;
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}
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loopc = loopc + 1;
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if (gotone) loopc = 1000;
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}
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if (!gotone)
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return FALSE;
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// Found a Target
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self.enemy = client;
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if (self.enemy.classname != "player")
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{
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self.enemy = self.enemy.enemy;
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if (self.enemy.classname != "player")
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{
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self.enemy = NIL;
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return FALSE;
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}
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}
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// Spotted sound
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if (self.heat == 3) { //CH so it does not beep all the time.
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sound (self, CHAN_WEAPON, "weapons/camera_beep.wav", 1, ATTN_NORM);
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self.heat = 0;
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}
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else
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self.heat = self.heat + 1;
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if (!(self.is_malfunctioning & SCREWUP_ONE))
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Security_Camera_PrintTarget ();
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return TRUE;
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};
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//========
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void(entity attacker, float damage) Security_Camera_Pain =
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{
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sound (self, CHAN_WEAPON, "weapons/camera_beep.wav", 1, ATTN_NORM);
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};
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//======
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void() Security_Camera_Die =
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{
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sprint(self.real_owner, PRINT_HIGH, "Your security camera was destroyed.\n");
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self.real_owner.has_camera = FALSE;
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// ThrowGib("progs/tgib1.mdl", -70);
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// ThrowGib("progs/tgib2.mdl", -70);
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// ThrowGib("progs/tgib3.mdl", -70);
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_EXPLOSION);
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WriteCoord (MSG_MULTICAST, self.origin_x);
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WriteCoord (MSG_MULTICAST, self.origin_y);
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WriteCoord (MSG_MULTICAST, self.origin_z);
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multicast (self.origin, MULTICAST_PHS);
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dremove(self);
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//SwitchFromCamera();
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};
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//==========
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//Prints the person to owner/team
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//Outputs: "<>SECURITY CAMERA<> Team_color class/job (netname)\n"
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void() Security_Camera_PrintTarget =
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{
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local string st;
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sprint(self.real_owner, PRINT_HIGH, "<1F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> "); //<>Security camera<>
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st = GetTrueTeamName(self.enemy.team_no);
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sprint(self.real_owner, PRINT_HIGH, st);
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sprint(self.real_owner, PRINT_HIGH, " ");
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if (self.enemy.playerclass != PC_CUSTOM)
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st = TeamFortress_GetClassName(self.enemy.playerclass);
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else
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st = TeamFortress_GetJobName(self.enemy.job);
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sprint(self.real_owner, PRINT_HIGH, st);
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sprint(self.real_owner, PRINT_HIGH, " (");
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sprint(self.real_owner, PRINT_HIGH, self.enemy.netname);
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sprint(self.real_owner, PRINT_HIGH, ")\n");
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};
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//==========
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void() Security_Camera_Spawn =
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{
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if (self.ammo_cells < BUILD_COST_CAMERA)
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{
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sprint(self,PRINT_HIGH,"Not enough cells to build a Security Camera\n");
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}
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else
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{
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self.ammo_cells = self.ammo_cells - BUILD_COST_CAMERA;
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self.has_camera = TRUE;
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newmis = spawn();
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newmis.movetype = MOVETYPE_BOUNCE;
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setsize (newmis, '-16 -16 -3', '16 16 5');
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// setsize (newmis, '-8 -8 -8', '8 8 8');
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newmis.solid = SOLID_BBOX;
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newmis.takedamage = DAMAGE_AIM;
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newmis.classname = "building_camera";
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newmis.netname = "security_camera";
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newmis.origin = self.origin;
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newmis.owner = NIL;
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newmis.real_owner = self;
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makevectors (self.v_angle);
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newmis.avelocity = '0 0 0';
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newmis.velocity = v_forward*800 + v_up * 200 + v_right*10 + v_up*10;
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newmis.origin += (normalize(newmis.velocity) * 20);
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setorigin(newmis, newmis.origin);
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newmis.angles = '0 0 0';
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newmis.angles_y = anglemod(self.angles_y + 180);
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// newmis.skin = 1;
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newmis.th_die = Security_Camera_Die; // Death function
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newmis.th_pain = Security_Camera_Pain;
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newmis.mdl = "progs/camera.mdl"; //CH temp model
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setmodel (newmis, newmis.mdl);
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newmis.team_no = self.team_no;
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newmis.colormap = self.colormap;
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newmis.heat = 0; //Beeps
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newmis.think = Security_Camera_Die;
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newmis.nextthink = time + 5;
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newmis.health = newmis.max_health = BUILD_HEALTH_CAMERA;
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newmis.touch = SecurityCameraTossTouch;
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newmis.num_mines=0; // OfN - reset HACKER improvements
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W_SetCurrentAmmo();
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}
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};
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//========
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void() SecurityCameraTossTouch =
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{
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if (other || other == self.real_owner)
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return;
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local integer pc = entpointcontents(self);
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if (pc == CONTENTS_SOLID || pc == CONTENTS_SKY)
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{
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Security_Camera_Die();
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return;
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}
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sprint (self.real_owner, PRINT_HIGH, "You finish building the Security Camera.\n");
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teamprefixsprint(self.real_owner.team_no,self.real_owner); //- OfN
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teamsprint(self.real_owner.team_no, self.real_owner, self.real_owner.netname);
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teamsprint(self.real_owner.team_no, self.real_owner, " has built a Security Camera.\n");
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self.real_owner.option = time + 2; // so ppl cant destroy it for 2 seconds
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self.movetype = MOVETYPE_NONE;
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setsize (self, '-16 -16 -6', '16 16 10');
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self.solid = SOLID_BBOX;
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self.takedamage = DAMAGE_AIM;
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sound (self, CHAN_WEAPON, "weapons/guerilla_set.wav", 1, ATTN_NORM);
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self.think = Security_Camera_Idle;
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self.nextthink = time + 1;
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};
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