prozac-qfcc/jobs.qc
Finny Merrill 841a2e09b3 Various glow stuff: People should now glow coloredly:
a) If they're holding an item belonging to a team, they get that team's glowcolor
b) If they're quad they get blue
c) If they're pent they get red.

Yellow and Green are both just DIMLIGHT for now, but I'll see if I can't
use QSG glow_color/glow_size
2003-12-03 02:43:02 +00:00

1080 lines
33 KiB
C++

/*======================================================
JOBS.QC Custom TeamFortress v3.2SB1
(c) William Kerney 2/9/00
(c) SB-1 Tech 25/10/00
========================================================
Functions for handling the custom class professions
======================================================*/
#include "defs.qh"
#include "menu.qh"
#include "jobs.qh"
//WK - all of this
void(float delay) Attack_Finished;
void() DropToCustomClassGen; //Called when starting class generation
void() DropFromCustomClassGen; //Called when finished class generation
void() PrintMoney;
void(float in) PrintRefund;
void(float in) PrintNotEnoughMoney;
void(float cost, float type) BuyItem;
void(float cost, float type) BuyJob;
/*void(float cost, float type) BuyGren1;
void(float cost, float type) BuyGren2;*/
void() FragGrenadeTouch;
void() FragGrenadeExplode;
void() KracGrenadeTouch;
void() KracGrenadeExplode;
void(entity bastard,float threshold) createBastard;
void() UseJobSkill; //Function for handling professions
void (entity targ,float pain) RevealThief;
//Extern
void (vector org, entity death_owner) spawn_tdeath;
void (string gib, float health) ThrowGib;
float() W_BestWeapon;
void() W_SetCurrentAmmo;
void(entity p) TeamFortress_SetSpeed;
void(entity p) TeamFortress_SetSkin;
void () BecomeExplosion;
void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
void() SUB_regen;
float modelindex_eyes, modelindex_player, modelindex_null;
void(float inAuto) W_FireMedikit;
void(float inAuto) TeamFortress_ID;
void(float range,float inAuto) TeamFortress_Scan;
void(float points) custom_demon_create;
void() kill_my_demon;
void() player_assaultcannondown1;
void (entity rhook) Reset_Grapple;
void (string temp) DebugSprint;
void (float temp) DebugSprintFloat;
void() TeamFortress_RegenerateCells; // for thief
//- OfN Cyber Interface is now a job itself
//---- OfN
void(entity mine_owner) DetonateMines;
float(entity thing) IsMonsterNonArmy;
float(entity thing) IsMonster; // for mines
void() JobArmy;
void() JobHacker;
//
// Functions for handling our "professions"
// which add some class-like behavior to this
// unclassy version of TF
//
/*
** Thief Profession -
** Hides in shadows, can become fully hidden, leaves shadows if attacks or attacked
*/
void() JobThief =
{
local entity te;
//local string st;
if (self.job & JOB_ACTIVE) { //We are hiding
//If we hit "skill" again and we are moving, we leave shadows
//vel = vlen(self.velocity);
/*if (vel > 100) { //Leave shadows
// sprint(self,PRINT_HIGH,"Leaving shadows...\n");
//}
else { //Become fully hidden
//RJM - Can't hide while carrying flags.
if (self.effects & EF_ANYGLOW) {
sprint(self,PRINT_HIGH,"Not while glowing, idiot.\n");
return;
}
sprint(self,PRINT_HIGH,"You are fully hidden\n");
self.frame = 0;
self.weaponframe = 0;
self.modelindex = modelindex_null;
self.job = self.job | JOB_FULL_HIDE;
} */
if (self.invisible_time)
sprint (self, PRINT_HIGH, "Leaving shadows... just as soon as this ring wears off...\n");
else {
sprint (self, PRINT_HIGH, "Leaving shadows...\n");
self.items = self.items & ~IT_INVISIBILITY;
self.modelindex = modelindex_player;
}
self.job = self.job - JOB_ACTIVE;
self.job = self.job - (self.job & JOB_FULL_HIDE);
self.job_finished = time + 2;
TeamFortress_SetSpeed(self);
}
/*else if (self.job & JOB_FULL_HIDE) {
RevealThief(self,FALSE);
} */
else { //Start hiding
//RJM - Can't hide while carrying flags.
//WK - Allow them to go eyes invisible but not full hide
/*
if (self.effects & EF_ANYGLOW) {
sprint(self, PRINT_HIGH, "Not while glowing, gimp.\n");
return;
}
*/
if (self.invisible_time)
sprint (self, PRINT_HIGH, "Entering shadows... well not really...\n");
else
sprint (self, PRINT_HIGH, "Entering shadows...\n");
self.frame = 0;
self.weaponframe = 0;
self.modelindex = modelindex_eyes;
self.job = self.job | JOB_ACTIVE;
self.job_finished = time + 2;
TeamFortress_SetSpeed(self);
self.items = self.items | IT_INVISIBILITY;
te = spawn();
te.nextthink = time + PC_SPY_CELL_REGEN_TIME;
te.think = TeamFortress_RegenerateCells;
te.owner = self;
te.classname = "timer";
}
};
/*
** Runner Profession -
** Sprints at +200 speed for a while, then has to rest (half speed)
*/
#define PHASE1 5
#define PHASE2 5
#define PHASE3 5
void() RunnerThink =
{
self.heat = self.heat + 1;
if (self.heat == 1) { //Initial Phase
sprint(self.owner,PRINT_HIGH,"Sprinting...\n");
TeamFortress_SetSpeed(self.owner);
self.nextthink = time + PHASE1;
}
else if (self.heat == 2) {
sprint(self.owner,PRINT_HIGH,"Recovering...\n");
self.owner.job = self.owner.job | JOB_TIRED;
TeamFortress_SetSpeed(self.owner);
self.nextthink = time + PHASE2;
}
else if (self.heat == 3) {
self.owner.job = self.owner.job - (self.owner.job & JOB_ACTIVE);
self.owner.job = self.owner.job - (self.owner.job & JOB_TIRED);
TeamFortress_SetSpeed(self.owner);
self.nextthink = time + PHASE3;
}
else {
dremove(self);
}
};
void() JobRunner =
{
local entity RunnerTimer;
self.job = self.job | JOB_ACTIVE; //Timer will remove this
RunnerTimer = spawn ();
RunnerTimer.classname = "timer";
RunnerTimer.owner = self;
RunnerTimer.nextthink = time + 0.5; //Small delays are cool
RunnerTimer.think = RunnerThink;
RunnerTimer.heat = 0;
self.job_finished = time + PHASE1 + PHASE2 + PHASE3 + 0.6;
};
void() JobWarlock =
{
//local float r;
//local entity SummonTimer;
if (self.attack_finished > time)
{
sprint(self,PRINT_HIGH,"You can't shoot and summon at the same time\n");
self.job_finished = time + 2;
return;
}
self.current_menu = MENU_DEMON;
self.menu_count = MENU_REFRESH_RATE;
};
/*
** Chaplan Profession -
** Dispels demons, inspires teammates to do x2 damage, but can't attack himself
** Timer triggers every so often, checking to see if you want to resume inspire
*/
#define GUIDE_TIME 1 //Period of how often lightning guides are shown. Must be less than...
#define CHAPLAN_TIME 1 //Period of seconds how often it fires
#define INSPIRE_TIME 6 //How long someone stays inspired
#define CHAPLAN_RADIUS 320 //About the radius of brightglow
#define CHAPLAN_HEAL 50 //If you have a medikit you'll heal friends this much
#define CHAPLAN_HEAL_DELAY 3 //You can't have been shot in last three seconds to be healed
//Hunt for all friendlies and power them up
//Take special care to coexist with Quad damage
void() ChaplanInspire = {
local entity head;
local float take;
head = findradius(self.origin, CHAPLAN_RADIUS);
while (head)
{
//Dispel enemy demons
//- OfN - if (head.classname == "monster_demon1" || head.classname == "monster_shambler")
if (IsMonsterNonArmy(head))
{ //No short circuit evaluation, so...
if (!Teammate(head.real_owner.team_no,self.team_no))
{ //...to avoid a crash from deref
if ((head.health <= 200 && head.classname == "monster_demon1") || head.health < 500 && head.classname == "monster_shambler") {
sprint(self,PRINT_HIGH,"You dispel a demon\n");
self.real_frags = self.real_frags + 1;
if (!(toggleflags & TFLAG_TEAMFRAGS))
self.frags = self.real_frags;
}
if (head.classname == "monster_shambler")
TF_T_Damage(head, self, self, 500, 0, 0);
else if (head.classname == "monster_demon1")
TF_T_Damage(head, self, self, 200, 0, 0);
}
}
else if (head.classname == "player" && //Person who is...
Teammate(head.team_no,self.team_no) && //Same Team
head != self && //Not me
!(head.is_undercover) && //Not a spy
!(head.job & JOB_CHAPLAN) && //Not a chaplan
head.playerclass != PC_CIVILIAN && //KK
//... and not Quadded
!(head.items & IT_QUAD && !(head.tfstate & TFSTATE_INSPIRED))
)
{
head.items = head.items | IT_QUAD;
head.inspirator = self; //We are their designated preacherman
head.super_time = 1;
if (head.super_damage_finished < time + INSPIRE_TIME)
head.super_damage_finished = time + INSPIRE_TIME;
head.tfstate = head.tfstate | TFSTATE_INSPIRED;
//Heal them if we have automedic too
//SB amended to medikit since there is no automedic now
if ((self.weapons_carried & WEAP_MEDIKIT) && (self.last_attacked_time < time + CHAPLAN_HEAL_DELAY)) {
take = head.max_health - head.health;
if (take > CHAPLAN_HEAL) take = CHAPLAN_HEAL;
if (take < 0) take = 0;
head.health = head.health + take;
}
}
head = head.chain;
}
};
//Draws lightning bolts towards all the friendlies we're inspiring
//entity(entity start, .string fld, string match) find = #18;
void() ChaplanGuides = {
local entity head;
head = find(NIL,classname,"player");
while (head) {
if (head.inspirator == self) {
// 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, head.origin_x);
WriteCoord (MSG_ONE, head.origin_y);
WriteCoord (MSG_ONE, head.origin_z + 8);
head = NIL;
}
else //We can only draw one lightning. :p
head = find(head,classname,"player");
}
};
void() ChaplanThink = {
local entity oself;
oself = self;
self = self.owner;
ChaplanGuides();
oself.nextthink = time + GUIDE_TIME;
oself.frags = oself.frags + GUIDE_TIME;
if (oself.frags >= CHAPLAN_TIME) { //Do the full thing every second
oself.frags = 0;
if (self.heat == TRUE) { //Inspire everyone again
//sprint(self,PRINT_HIGH,"Chaplan: Still Preaching\n");
ChaplanInspire();
}
else { //We stopped preaching
sprint(self,PRINT_HIGH,"You finish your sermon\n");
//Sync CHAN_MUSIC with disconnect and sound below
self.job = self.job - (self.job & JOB_ACTIVE);
sound (self, CHAN_MUSIC, "items/r_item1.wav", 0.1, ATTN_NORM);
self.effects &= ~EF_ANYGLOW;
//self.tfstate = self.tfstate - (self.tfstate & TFSTATE_RELOADING);
self.current_weapon = self.weapon;
W_SetCurrentAmmo();
oself.nextthink = time + 0.1;
oself.think = SUB_Remove;
}
}
self = oself;
};
void() JobChaplan =
{
local entity tWeapon;
if (self.job & JOB_ACTIVE) {
//self.job = self.job - JOB_ACTIVE;
if (self.heat == TRUE) //Only print this once
sprint(self,PRINT_HIGH,"You gradually stop preaching...\n");
self.heat = FALSE; //Bad to turn off active, since technically job is still on.
self.job_finished = time + 0.7; //Don't allow them to trigger too often
return;
}
if (self.tfstate & TFSTATE_RELOADING || self.is_feigning || self.heat) {
sprint(self,PRINT_HIGH,"You can't preach while doing other stuff\n");
self.job_finished = time + 0.5; //Don't allow them to trigger too often
return;
}
sprint(self,PRINT_HIGH,"You begin preaching. Hit skill again to stop.\n");
tWeapon = spawn();
tWeapon.frags = 0; //Clear guides counter
tWeapon.owner = self;
tWeapon.classname = "timer";
tWeapon.nextthink = time + GUIDE_TIME;
tWeapon.think = ChaplanThink;
self.job = self.job | JOB_ACTIVE;
self.job_finished = time + 0.3; //Don't allow them to trigger too often
//Hide our weapon. Can't shoot while preaching.
self.weapon = self.current_weapon;
self.current_weapon = 0;
self.weaponmodel = "";
self.weaponframe = 0;
self.heat = TRUE; //We're actively preaching.
//self.tfstate = self.tfstate | TFSTATE_RELOADING;
//Start playing preacher music, glow and inspire!
//sound (self, CHAN_VOICE, "ambience/orff.wav", 0.75, ATTN_NORM);
sound (self, CHAN_MUSIC, "ambience/orff.wav", 0.75, ATTN_NORM);
self.effects |= EF_BRIGHTLIGHT | EF_GlowColor(self);
ChaplanInspire();
};
/*
** Martyr Proficiency -
** Becomes invincible, but dies after a few seconds
*/
#define MARTYR_TIME 3.5
void() MartyrThink =
{
//Self.owner is the guy who became a martyr
//Clean these up so we can kill him
self.job = self.job - (self.job & JOB_ACTIVE); //why not?
self.owner.items = self.items & ~IT_INVULNERABILITY;
self.owner.invincible_time = 0;
self.owner.invincible_finished = 0;
self.owner.effects = self.owner.effects - (self.owner.effects & EF_DIMLIGHT);
//if (self.owner.martyr_enemy == self.owner)
deathmsg = DMSG_MARTYR;
//else
// deathmsg = self.owner.stored_deathmsg;
//- OfN was 20
TF_T_Damage(self.owner, self.owner.martyr_enemy, self.owner.martyr_enemy, self.owner.health + 20, TF_TD_IGNOREARMOUR, TF_TD_OTHER);
self.think = SUB_Remove;
self.nextthink = time + 0.1;
};
// SB I'll leave this here since it's still close to a job
void() JobMartyr =
{
local entity tWeapon;
local float martyr_time;
if (self.is_abouttodie)
return;
martyr_time = MARTYR_TIME; // don't need FORCED stuff since it's always automatic
sprint(self,PRINT_HIGH,"Beginning your suicide run...\n");
self.items = self.items | IT_INVULNERABILITY;
self.invincible_time = 1;
self.invincible_finished = time + martyr_time + 1; //Overlap so we can't die till end
self.job = self.job | JOB_ACTIVE; //why not?
tWeapon = spawn();
tWeapon.owner = self;
tWeapon.classname = "timer";
tWeapon.nextthink = time + martyr_time;
tWeapon.think = MartyrThink;
};
/* Berserker Profession -
** A simple soul that just likes killing things
** Takes 50 self inflicted damage and gets Quad for 5 seconds
** If he can't pay up with the 50 health he gets reduced to 1 and dies after his 5 seconds
*/
// now takes BERSERKER_HP_COST hp
#define BERSERK_TIME 4
void() BerserkerKillTimer =
{
if (!(self.tfstate & TFSTATE_CONCUSSIONED))
stuffcmd(self.owner, "v_idlescale 0\n");
if (self.has_sensor)
{
deathmsg = DMSG_BERSERK;
TF_T_Damage(self.owner, self.owner, self.owner, self.owner.health, TF_TD_IGNOREARMOUR, TF_TD_OTHER);
}
self.owner.job &= ~JOB_ACTIVE; //- OfN is a tard, should be self.owner idiot -Griev
dremove(self);
};
void() JobBerserker =
{
if (self.super_damage_finished > 0)
return;
newmis = spawn();
newmis.classname = "berserker_timer";
newmis.nextthink = time + BERSERK_TIME + 1;
newmis.think = BerserkerKillTimer;
newmis.owner = self;
if (self.health > BERSERKER_HP_COST)
self.health -= BERSERKER_HP_COST;
else
{
self.health = 1;
newmis.has_sensor = 1;
}
self.super_time = 1;
self.super_damage_finished = time + BERSERK_TIME + 1;
self.items = self.items | IT_QUAD;
self.job = self.job | JOB_ACTIVE; //- OfN
self.job_finished = time + BERSERK_TIME * 2; // GR was * 3
stuffcmd(self, "v_idlescale 30\n");
};
/*
** Judoka Profession -
** Disarms opponents so they cannot attack
*/
//This is guaranteed to be removed if either target or owner dies or disconnects
//So we don't have to do error checking on those situations
//Four special cases, Rifle, Medikit, AC and Grapple, have side effects
// when you remove them. Need special cases to handle their theft
void() JudokaRearm =
{
//Self.owner is the guy who had his weapon taken away
//Self.enemy is the guy who took it away
local entity oself,te;
self.enemy.job = self.enemy.job - (self.enemy.job & JOB_ACTIVE);
if (self.heat == 1) { //We have their weapon
////Fix feign while stolen
self.enemy.weapon = 0;
////Fix reloading
te = find(NIL, netname, "reloadtimer");
while (te)
{
if (te.classname == "timer" && te.owner == self.enemy) {
oself = self;
self = te;
self.think();
self = oself;
te.think = SUB_Remove;
te.nextthink = time + 0.1;
}
te = find(te, netname, "reloadtimer");
}
////Fix double weapons
#ifndef NO_AUTORIFLE
if (self.current_weapon == WEAP_SNIPER_RIFLE) {
self.owner.weapons_carried = self.owner.weapons_carried | WEAP_AUTO_RIFLE;
self.enemy.weapons_carried = self.enemy.weapons_carried - (self.enemy.weapons_carried & WEAP_AUTO_RIFLE);
}
#endif
////Fix weird weapons
if (self.current_weapon == WEAP_ASSAULT_CANNON && self.enemy.current_weapon == WEAP_ASSAULT_CANNON) {
oself = self;
self = self.enemy;
stuffcmd(self, "v_idlescale 0\n");
self.tfstate &= ~TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self);
self.weaponframe = 0;
self.count = 1;
self.heat = 0;
self.button0 = 0;
self.fire_held_down = FALSE;
player_assaultcannondown1();
self = oself;
}
if (self.current_weapon == WEAP_HOOK && self.enemy.hook_out) {
oself = self;
self = self.enemy;
Reset_Grapple (self.hook);
self.weaponframe = 0;
self = oself;
}
sprint(self.owner,PRINT_HIGH,"You get your weapon back\n");
self.owner.weapons_carried = self.owner.weapons_carried | self.current_weapon;
sprint(self.enemy,PRINT_HIGH,"You lose your stolen weapon\n");
self.enemy.weapons_carried = self.enemy.weapons_carried - (self.enemy.weapons_carried & self.current_weapon);
//Fix for a bug that would let someone keep their weapon if they switched to autorifle before
//the weapon returned.
if (self.enemy.current_weapon == self.current_weapon || self.current_weapon == WEAP_SNIPER_RIFLE || self.current_weapon == WEAP_MEDIKIT) {
oself = self;
self = self.enemy;
self.weaponframe = 0;
self.current_weapon = W_BestWeapon ();
W_SetCurrentAmmo();
self = oself;
}
//TODO: Is this really a Fix for diving?
//Should we even do this? Might cause firing skip. Evaluate
self.enemy.weaponframe = 0;
}
self.owner.tfstate &= ~TFSTATE_DISARMED;
self.think = SUB_Remove;
self.nextthink = time + 0.1;
};
void() JobJudoka =
{
//Take the weapon of any person in front of you and force a reload
self.job_finished = time + MISS_DELAY; //Delay if we don't hit
local vector source;
local vector dir;
local float chance;
local entity tWeapon,oself;
local entity te;
if (self.attack_finished > time)
return;
makevectors(self.v_angle);
source = self.origin + '0 0 16';
if (self.cutf_items & CUTF_CLOSECOMBAT)
traceline(source, source + v_forward*96, FALSE, self);
else
traceline(source, source + v_forward*64, FALSE, self);
if (trace_fraction != 1.0 && trace_ent.classname == "player" && !Teammate(trace_ent.team_no, self.team_no) && trace_ent.playerclass != PC_UNDEFINED)
{
if (self.is_undercover) //Taking someone's weapon should give you away
Spy_RemoveDisguise(self);
// Let's not make it work all the time
dir = normalize (trace_ent.origin - self.origin);
makevectors(trace_ent.v_angle);
chance = dir * normalize(v_forward);
chance *= 0.35;
if (chance > 0.25)
chance = 0.25;
if (trace_ent.job & JOB_JUDOKA)
chance += 0.2;
if (trace_ent.cutf_items & CUTF_CLOSECOMBAT)
chance += 0.25;
if (trace_ent.current_weapon == WEAP_AXE && trace_ent.cutf_items & CUTF_KNIFE)
chance += 0.1;
if (self.cutf_items & CUTF_CLOSECOMBAT)
chance -= 0.25;
if (random() > chance || trace_ent.invincible_finished > time)
{
sprint (self, PRINT_HIGH, "Your strike is parried!\n");
Attack_Finished(3);
return;
}
sprint (trace_ent, PRINT_HIGH, "You have been disarmed by ");
sprint (trace_ent, PRINT_HIGH, self.netname);
sprint (trace_ent, PRINT_HIGH, "\n");
self.job = self.job | JOB_ACTIVE;
//Simplify the dual-weapon problem
#ifndef NO_AUTORIFLE
if (trace_ent.current_weapon == WEAP_AUTO_RIFLE)
trace_ent.current_weapon = WEAP_SNIPER_RIFLE;
#endif
trace_ent.tfstate &= ~(TFSTATE_AIMING | TFSTATE_RL_LASER);
trace_ent.tfstate |= TFSTATE_DISARMED;
//If already reloading, remove that timer
te = find(NIL, netname, "reloadtimer");
while (te)
{
if (te.classname == "timer" && te.owner == trace_ent) {
oself = self;
self = te;
self.think();
self = oself;
te.think = SUB_Remove;
te.nextthink = time + 0.1;
}
te = find(te, netname, "reloadtimer");
}
tWeapon = spawn();
tWeapon.owner = trace_ent;
tWeapon.enemy = self;
tWeapon.current_weapon = trace_ent.current_weapon;
tWeapon.classname = "timer";
tWeapon.netname = "judokatimer";
tWeapon.nextthink = time + DISARM_TIME;
tWeapon.think = JudokaRearm;
//Remove the weapon
trace_ent.attack_finished = time + CANT_ATTACK_TIME;
trace_ent.weaponmodel = "";
trace_ent.weaponframe = 0;
trace_ent.currentammo = 0;
if ((trace_ent.job & JOB_JUDOKA && trace_ent.job_finished > time) || trace_ent.current_weapon == 0) {
//Hit fellow judoka or chaplan
sprint (self, PRINT_HIGH, "You throw him with a mighty Seoi Otoshi\n");
deathmsg = DMSG_JUDOKA;
TF_T_Damage (trace_ent, self, self, 150, TF_TD_NOTTEAM, TF_TD_OTHER);
}
else if (self.weapons_carried & trace_ent.current_weapon) {
sprint (self, PRINT_HIGH, "You knock his weapon out of his hands\n");
tWeapon.heat = 0; //I.e., we didn't take a weapon
trace_ent.attack_finished = time + DISARM_TIME;
deathmsg = DMSG_JUDOKA;
TF_T_Damage (trace_ent, self, self, 100, TF_TD_NOTTEAM, TF_TD_OTHER);
}
else if (trace_ent.current_weapon != 0 && trace_ent.current_weapon != WEAP_AXE){
//Steal their weapon if they have one
sprint (self, PRINT_HIGH, "You rip his weapon from his hands!\n");
tWeapon.heat = 1;
//Fix double weapons
#ifndef NO_AUTORIFLE
if (trace_ent.current_weapon == WEAP_SNIPER_RIFLE) {
self.weapons_carried = self.weapons_carried | WEAP_AUTO_RIFLE;
trace_ent.weapons_carried = trace_ent.weapons_carried - (trace_ent.weapons_carried & WEAP_AUTO_RIFLE);
}
#endif
if (trace_ent.current_weapon == WEAP_MEDIKIT) {
self.health = self.max_health; //You heal yourself. :)
}
////Fix weird weapons
if (trace_ent.current_weapon == WEAP_ASSAULT_CANNON) {
oself = self;
self = trace_ent;
stuffcmd(self, "-attack;v_idlescale 0\n");
self.tfstate &= ~TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self);
self.weaponframe = 0;
self.count = 1;
self.heat = 0;
self.button0 = 0;
self.fire_held_down = FALSE;
player_assaultcannondown1();
self = oself;
}
if (trace_ent.current_weapon == WEAP_HOOK && trace_ent.hook_out) {
oself = self;
self = trace_ent;
Reset_Grapple (self.hook);
self = oself;
}
self.weapons_carried = self.weapons_carried | trace_ent.current_weapon;
self.current_weapon = trace_ent.current_weapon;
W_SetCurrentAmmo();
trace_ent.weapons_carried = trace_ent.weapons_carried - (trace_ent.weapons_carried & trace_ent.current_weapon);
trace_ent.current_weapon = 0;
deathmsg = DMSG_JUDOKA;
TF_T_Damage (trace_ent, self, self, 65, TF_TD_NOTTEAM, TF_TD_OTHER);
}
self.job_finished = time + HIT_DELAY;
Attack_Finished(0.5);
}
else
{
sprint (self, PRINT_HIGH, "You miss.\n");
Attack_Finished(1.5);
}
};
/*
** Guerilla Profession -
** Can set self-detonating land mines
*/
#define ACTIVATE_TIME 8 //Time until it turns on //- it was 3? prolly 10
#define BEEP_RATE 4 //Delay between beeps //- it was 3
#define MINE_DURATION 360 //Time it lasts after being activated //- it was 60 ofn
#define JOB_DELAY 4 //Time between mine placements //- it was 10
#define GUERILLA_RADIUS 135 //-it was 150 without define
#define MINE_COST 4 // OfN number of rockets a mine needs
//#define MAX_MINES 4 // OfN Maximum number of mines for player NOW A LOCALINFO
//Blow up a mine
void() GuerillaExplode =
{
self.health = 0; //CH would cause tesla to act weird without
deathmsg = DMSG_LAND_MINE;
if (self.has_tesla == 2) // set by GuerillaSwep for trace weapons
sprint(self.owner,PRINT_HIGH,"your mine is destroyed\n");
if (self.has_tesla == 0) // default
sprint(self.owner,PRINT_HIGH,"your mine explodes\n");
// if has_tesla is 1 print nothing, as this is set by DetonateMines() and GuerillaThink
if (time < self.heat + ACTIVATE_TIME) //If not charged, do less damage when blowing up
T_RadiusDamage (self, self.martyr_enemy, MINE_DMG * 0.5, NIL); //- damage was 80
else
T_RadiusDamage (self, self.martyr_enemy, MINE_DMG, NIL); //- damage was 160
// num_mines is the number of mines the player has
self.owner.num_mines = self.owner.num_mines - 1;
if (self.owner.num_mines < 0)
self.owner.num_mines = 0;
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);
};
//=========================================================================
// Detonate all mines the mine_owner player entity has
void(entity mine_owner) DetonateMines =
{
local entity e;
// Find any mine
e = find(NIL, netname, "land_mine");
while (e)
{
if(e.owner == mine_owner) {
e.heat = time;
e.has_tesla = 1; //- display no message on GuerillaExplode
e.think = GuerillaExplode;
e.nextthink = time;
}
e = find(e, netname, "land_mine");
}
mine_owner.num_mines = 0;
};
//====================================================
//Code to detonate the guerilla mines on traceattack weapons.
//Has small radius, just large enough to hit what was aimed at
void(vector startpos) GuerillaMineSweep =
{
local entity head;
local entity inf = self;
local float loopc = 0;
head = findradius(startpos, 30);
while (loopc < 5 && inf.classname != "player")
{
inf = inf.real_owner;
loopc++;
if (loopc >= 5)
inf = NIL;
}
while (head)
{
if (head.classname == "grenade" && head.netname == "land_mine") {
head.has_tesla = 2; // "mine is destroyed" message on guerillaexplode()
head.think = GuerillaExplode;
head.nextthink = time + 0.1;
head.martyr_enemy = inf;
}
head = head.chain;
}
};
void() GuerillaThink = //Every second see if we have enemy nearby
{
local entity head;
local float finished; //Only blow up once
finished = 0;
self.nextthink = time + MINE_SCANRATE;
self.martyr_enemy = NIL;
if (time < self.heat + ACTIVATE_TIME)
return;
if (time > self.last_attacked_time) {
sound (self, CHAN_WEAPON, "weapons/guerilla_blip.wav", 1, ATTN_IDLE);
self.last_attacked_time = time + BEEP_RATE;
}
self.health = self.health - 1;
if (self.health <= 0) { //Detonate mine cause we ran out of time
self.heat = time; //Make it a smaller explosion
sprint(self.owner,PRINT_HIGH,"Mine runs out of energy, ");
if (self.owner.num_mines > 1) {
local string st;
st = ftos (self.owner.num_mines - 1);
sprint(self.owner,PRINT_HIGH,"you still have ");
sprint(self.owner,PRINT_HIGH,st);
sprint(self.owner,PRINT_HIGH,"/");
st = ftos (max_mines);
sprint(self.owner,PRINT_HIGH,st);
sprint(self.owner,PRINT_HIGH," mines up\n");
}
else
sprint(self.owner,PRINT_HIGH,"you currently have no mines active\n");
self.has_tesla = 1; //- display no message on GuerillaExplode
GuerillaExplode();
return;
}
head = findradius(self.origin,GUERILLA_RADIUS);//OfN it was 150
while (head && !finished) {
if (head.classname == "player") {
//Mines detonate on either enemies or yourself
if (CanDamage(head,self)) {
if (!Teammate(head.team_no,self.owner.team_no) && head.undercover_team == 0)
{ //Uncouvered ENEMY
sprint(self.owner,PRINT_HIGH,"your mine explodes on ");
sprint(self.owner,PRINT_HIGH,head.netname);
sprint(self.owner,PRINT_HIGH,"'s face!\n");
self.has_tesla = 1; //- display no message on GuerillaExplode
GuerillaExplode();
return;
} else if (head == self.owner) { // ourselves
self.has_tesla = 1; //- display no message on GuerillaExplode
GuerillaExplode();
return;
}
}
}
else if (IsMonster(head) && !Teammate(head.real_owner.team_no,self.owner.team_no)) { //- OfN - monsters and grunt are affected
T_Damage(head,self,self.owner,MINE_DMG); //Demons are vulnerable
self.has_tesla = 1; //- display no message on GuerillaExplode
GuerillaExplode();
return;
}
head = head.chain;
}
};
void(entity inflictor, float amt) GuerillaPain = //What happens when someone hurts it
{
if (time < self.heat + ACTIVATE_TIME)
return;
self.martyr_enemy = inflictor;
GuerillaExplode();
};
void() GuerillaTouch = // what happens when someone runs it over
{
GuerillaPain(other, 100);
};
void() GuerillaTossTouch =
{
self.solid = SOLID_BBOX;
setsize(self, self.mins, self.maxs);
if (other && other != self.owner) {
GuerillaPain(other, 100);
return;
}
if (entpointcontents(self) == CONTENTS_SKY || entpointcontents(self) == CONTENTS_SOLID) {
self.health = 0; //CH needed for tesla
// OfN CAUSES ANY PROBLEM? Is this needed?
self.owner.num_mines = self.owner.num_mines - 1;
if (self.owner.num_mines < 0)
self.owner.num_mines = 0;
dremove(self);
return;
}
self.angles = self.velocity = self.avelocity = '0 0 0';
self.movetype = MOVETYPE_NONE;
sound (self, CHAN_WEAPON, "weapons/guerilla_set.wav", 1, ATTN_NORM);
self.touch = GuerillaTouch;
self.think = GuerillaThink;
self.takedamage = DAMAGE_AIM;
self.th_pain = GuerillaPain;
self.nextthink = time + 1;
};
void() JobGuerilla =
{
if (self.ammo_rockets < MINE_COST) {
sprint(self, PRINT_HIGH, "every mine needs 4 rockets to work!\n");
self.job_finished = time + 1;
return;
}
if (self.num_mines >= max_mines) {
local string st;
st = ftos(max_mines);
sprint(self, PRINT_HIGH, "you can set upto ");
sprint(self, PRINT_HIGH, st);
sprint(self, PRINT_HIGH, " mines!\n");
self.job_finished = time + 1;
return;
}
self.ammo_rockets = self.ammo_rockets - MINE_COST;
self.job_finished = time + JOB_DELAY;
// OfN - I created the field num_mines to store the number of mines the player has
self.num_mines = self.num_mines + 1;
sprint(self,PRINT_HIGH,"you place a mine...\n");
teamprefixsprint(self.team_no,self);
teamsprint(self.team_no,self,self.netname);
teamsprint(self.team_no,self," places a mine\n");
//Set all the critical crap on the mine
newmis = spawn();
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_TRIGGER;
newmis.takedamage = DAMAGE_AIM;
newmis.classname = "grenade";
newmis.netname = "land_mine";
setsize (newmis, '-0.5 -0.5 -0.5', '1 1 1');
newmis.owner = self;
makevectors (self.v_angle);
newmis.avelocity = '300 300 300';
newmis.velocity = v_forward*600 + v_up * 200 + v_right*10 + v_up*10;
setorigin (newmis, self.origin + (normalize(newmis.velocity) * 5));
newmis.angles = vectoangles(newmis.velocity);
// newmis.skin = self.team_no - 1;
newmis.skin = 1;
// setmodel (newmis, "progs/lndmine.mdl");
setmodel (newmis, "progs/biggren.mdl");
newmis.heat = time; //Controls when mine can first go off
newmis.has_tesla = 0; // OfN flag to Control what to sprint to owner of the mine when it exlodes
newmis.last_attacked_time = time; //Time that you were last shot at
newmis.health = MINE_DURATION; //Max time for mine to live
newmis.touch = GuerillaTossTouch;
newmis.think = GuerillaThink;
newmis.nextthink = time + ACTIVATE_TIME;
};
void() JobCrusader;
void() UseJobSkill =
{
local float myjob;
//Make sure they can do it
if (self.done_custom & CUSTOM_BUILDING) return;
if (self.job_finished > time) return;
myjob = self.job;
if (myjob & JOB_THIEF)
JobThief();
else if (myjob & JOB_RUNNER)
JobRunner();
else if (myjob & JOB_WARLOCK) {
if (HasFlag(self.team_no) == FALSE) {
CenterPrint(self, "No demons until your team has the flag!\n");
return;
}
JobWarlock();
} else if (myjob & JOB_CHAPLAN)
JobChaplan();
else if (myjob & JOB_BERSERKER)
JobBerserker();
else if (myjob & JOB_GUERILLA)
JobGuerilla();
else if (myjob & JOB_JUDOKA)
JobJudoka();
else if (myjob & JOB_HACKER)
JobHacker();
else if (myjob & JOB_MARTYR)
JobMartyr();
else if (myjob & JOB_ARMY)
JobArmy();
else if (myjob & JOB_CRUSADER)
JobCrusader();
else {
sprint(self,PRINT_HIGH,"You don't have a job. Go get employed.\n");
self.job_finished = time + 5; //Don't let them print this message that often
}
};
#define NOHIDE_TIME 8
#define EXPOSURE_NOHIDE_TIME 20
#define EXPOSURE_NORELOAD_TIME 7
#define FULLH_NORELOAD_TIME 1.5
void (entity targ, float pain) RevealThief =
{
if (targ.classname != "player")
return;
if (!targ.invisible_time) {
targ.modelindex = modelindex_player;
targ.items = targ.items & ~IT_INVISIBILITY;
}
if (pain) {
if (targ.invisible_time)
sprint (targ, PRINT_HIGH, "You have been uncovered, or would have if you didn't have that ring.\n");
else
sprint(targ,PRINT_HIGH,"You have been uncovered!\n");
targ.attack_finished = time + EXPOSURE_NORELOAD_TIME;
targ.job_finished = time + EXPOSURE_NOHIDE_TIME;
} else {
if (targ.invisible_time)
sprint (targ, PRINT_HIGH, "Leaving shadows... just as soon as this ring wears off...\n");
else
sprint (targ, PRINT_HIGH, "Leaving shadows...\n");
targ.job_finished = time + NOHIDE_TIME;
if (targ.job & JOB_FULL_HIDE)
targ.attack_finished = time + FULLH_NORELOAD_TIME;
}
targ.job = targ.job - (targ.job & JOB_FULL_HIDE);
targ.job = targ.job - (targ.job & JOB_ACTIVE);
TeamFortress_SetSpeed(targ);
};