mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-10 07:11:51 +00:00
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.
542 lines
14 KiB
C++
542 lines
14 KiB
C++
#include "defs.qh"
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/*======================================================
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DEMOMAN.QC
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TeamFortress v2.5 29/2/97
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========================================================
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Functions for the DEMOMAN class and associated weaponry
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========================================================*/
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// Functions outside this file
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void() NormalGrenadeTouch;
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void() NormalGrenadeExplode;
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// Functions in this file
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// Pipebomb Functions
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void() TeamFortress_DetonatePipebombs;
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void() PipebombTouch;
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// Mirv Grenade Functions
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void() MirvGrenadeTouch;
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void() MirvGrenadeExplode;
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void (vector org, entity shooter) MirvGrenadeLaunch;
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// Detpack Functions
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void(float timer) TeamFortress_SetDetpack;
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void() TeamFortress_DetpackSet;
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void(float krac) TeamFortress_DetpackStop;
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void() TeamFortress_DetpackExplode;
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void() TeamFortress_DetpackTouch;
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void() TeamFortress_DetpackDisarm;
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void() TeamFortress_DetpackCountDown;
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//=========================================================================
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// Detonate all thrown pipebombs
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void() TeamFortress_DetonatePipebombs =
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{
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local entity e;
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// Find all this players pipebombs
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e = find(NIL, classname, "pipebomb");
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while (e)
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{
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if(e.owner == self)
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e.nextthink = time;
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e = find(e, classname, "pipebomb");
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}
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};
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//=========================================================================
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// Pipebomb touch function
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void() PipebombTouch =
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{
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sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
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if (self.velocity == '0 0 0')
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self.avelocity = '0 0 0';
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};
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//=========================================================================
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// Touch Function for Mirv Grenade
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// Mirv Grenade heavily influenced by the Firewall Grenade by Steve Bond (wedge@nuc.net)
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void() MirvGrenadeTouch =
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{
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// If the Mirv Grenade hits a player, it just bounces off
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sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);
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if (self.velocity == '0 0 0')
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self.avelocity = '0 0 0';
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};
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//=========================================================================
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// Mirv Grenade explode function, for when the PRIMETIME runs out
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void() MirvGrenadeExplode =
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{
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local float i;
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deathmsg = DMSG_GREN_MIRV;
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T_RadiusDamage (self, self.owner, 100, NIL);
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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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self.solid = SOLID_NOT;
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// Launch mirvs
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i = 0;
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while (i < GR_TYPE_MIRV_NO)
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{
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MirvGrenadeLaunch (self.origin + '0 0 -1',self.owner);
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i = i + 1;
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}
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#ifdef DEMO_STUFF
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// Remove any camera's locks on this missile
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if (self.enemy)
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CamProjectileLockOff();
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#endif
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BecomeExplosion();
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};
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//=========================================================================
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// Launch a Mirv
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void (vector org, entity shooter) MirvGrenadeLaunch =
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{
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local float xdir,ydir,zdir;
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xdir = 150 * random() - 75;
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ydir = 2 * (100 - fabs(xdir)) * random() - (75 - fabs(xdir));
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zdir = 170 - (fabs(xdir) + fabs(ydir));
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newmis = spawn ();
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newmis.owner = shooter;
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newmis.movetype = MOVETYPE_BOUNCE;
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newmis.solid = SOLID_BBOX;
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newmis.classname = "grenade";
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newmis.weapon = DMSG_GREN_MIRV;
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#ifdef NET_SERVER
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newmis.touch = GrenadeTouch;
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newmis.think = GrenadeExplode;
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#else
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newmis.touch = GrenadeTouch;
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newmis.think = GrenadeExplode;
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#endif
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//WK 2 + random
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newmis.nextthink = time + 0.75 + random();
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newmis.velocity_x = xdir * 3;
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newmis.velocity_y = ydir * 3;
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newmis.velocity_z = zdir * 5;
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newmis.avelocity='100 100 500';
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newmis.AIRG_Flags = self.AIRG_Flags; //for tk stuff
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newmis.AIRG_FlyTracker = self.AIRG_FlyTracker;
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setmodel (newmis, "progs/grenade2.mdl");
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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setorigin (newmis, org);
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};
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//=========================================================================
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// Handles the Setting of Detpacks
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void(float timer) TeamFortress_SetDetpack =
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{
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local string stimer;
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// prevent detpack impulse from triggering anything else
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self.impulse = 0;
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self.last_impulse = 0;
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if (!(self.cutf_items & CUTF_DETPACK))
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return;
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if (self.ammo_detpack <= 0)
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return;
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if (infokey (NIL, "no_spam") == "on")
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{
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sprint(self,PRINT_HIGH,"The admin has disabled spam devices on this map.\n");
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return;
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}
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// Cant set detpack if you're in the air
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if (!(self.flags & FL_ONGROUND))
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{
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sprint (self, PRINT_HIGH, "You can't set detpacks in the air!\n");
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return;
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}
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//WK Prevents spy sliding bug
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if (self.is_feigning)
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{
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sprint (self, PRINT_HIGH, "You can't set detpacks while playing dead!\n");
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return;
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}
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if (self.is_haxxxoring)
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{
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sprint (self, PRINT_HIGH, "You can't set a detpack while you're hacking something.\n");
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return;
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}
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if (timer < 5)
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{
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sprint (self, PRINT_HIGH, "You can't set detpacks for less that 5 seconds.\n");
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return;
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}
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if (self.is_detpacking || self.is_toffingadet)
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return;
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self.is_detpacking = 1;
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self.ammo_detpack = self.ammo_detpack - 1;
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makeImmune(self,time + 2);
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//self.immune_to_check = time + 2;
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self.tfstate = self.tfstate | TFSTATE_CANT_MOVE;
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// Save the current weapon and remove it
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self.weapon = self.current_weapon;
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self.current_weapon = 0;
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self.weaponmodel = "";
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self.weaponframe = 0;
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TeamFortress_SetSpeed(self);
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self.pausetime = time + WEAP_DETPACK_SETTIME;
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stimer = ftos(timer);
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sprint(self, PRINT_HIGH, "Setting detpack for ");
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sprint(self, PRINT_HIGH, stimer);
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sprint(self, PRINT_HIGH, " seconds...\n");
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newmis = spawn();
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newmis.owner = self;
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newmis.classname = "timer";
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newmis.netname = "detpack_timer";
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newmis.movetype = MOVETYPE_NONE; //WK M3 Bug Hunt
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newmis.nextthink = time + WEAP_DETPACK_SETTIME;
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newmis.think = TeamFortress_DetpackSet;
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newmis.health = timer;
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//CH because its on the sbar :)
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self.StatusRefreshTime = time + 0.2;
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self.StatusBarScreen = 3;
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};
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//=========================================================================
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// Stops the setting of the detpack
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void(float krac) TeamFortress_DetpackStop =
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{
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local entity detpack_timer;
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detpack_timer = find(NIL, netname, "detpack_timer");
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while ((detpack_timer.owner != self) && (detpack_timer))
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detpack_timer = find(detpack_timer, netname, "detpack_timer");
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if (!detpack_timer)
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return;
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if (krac == TRUE) {
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sprint(self, PRINT_HIGH, "Your detpack got Kraced!\n");
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} else {
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sprint(self, PRINT_HIGH, "Detpack retrieved.\n");
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self.ammo_detpack = self.ammo_detpack + 1;
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}
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dremove(detpack_timer);
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self.tfstate = self.tfstate - (self.tfstate & TFSTATE_CANT_MOVE);
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self.is_detpacking = 0;
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self.current_weapon = self.weapon;
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W_SetCurrentAmmo();
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TeamFortress_SetSpeed(self);
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self.pausetime = time;
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};
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//=========================================================================
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// The detpack is set, let the player go and start timer
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void() TeamFortress_DetpackSet =
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{
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local entity countd, oldself;
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self.is_detpacking = 0;
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self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_CANT_MOVE);
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self.owner.is_detpacking = 0;
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TeamFortress_SetSpeed(self.owner);
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#ifdef SPEECH
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stuffcmd(self.owner, "play speech/demo_dp.wav\n");
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#endif
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oldself = self;
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self = self.owner;
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//self.is_detpacking = 0;
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self.current_weapon = self.weapon;
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W_SetCurrentAmmo();
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self = oldself;
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newmis = spawn ();
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newmis.owner = self.owner;
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newmis.origin = self.owner.origin - '0 0 23';
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newmis.movetype = MOVETYPE_BOUNCE;
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newmis.solid = SOLID_BBOX;
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newmis.classname = "detpack";
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newmis.flags = FL_ITEM;
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newmis.angles = '90 0 0';
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newmis.angles_y = self.owner.angles_y;
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newmis.velocity = '0 0 0';
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newmis.avelocity = '0 0 0';
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newmis.weaponmode = 0; // Detpack weaponmode = 1 when disarming
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newmis.touch = TeamFortress_DetpackTouch;
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setmodel (newmis, "progs/detpack.mdl");
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setsize (newmis, '-16 -16 0', '16 16 8');
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setorigin (newmis, self.owner.origin);
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sound (newmis, CHAN_WEAPON, "doors/medtry.wav", 1, ATTN_NORM); //CH play set detpack sound
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// Create the CountDown entity
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countd = spawn();
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newmis.linked_list = countd; // attach count to its detpack
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countd.think = TeamFortress_DetpackCountDown;
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countd.health = self.health - 1;
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countd.owner = self.owner;
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countd.movetype = MOVETYPE_NONE; //WK M3 Bug Hunt
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countd.classname = "countdown_timer"; // Don't call it timer, because we
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// don't want it removed if player dies
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countd.enemy = newmis;
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newmis.oldenemy = countd;
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if (self.health <= 10)
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countd.nextthink = time + 1;
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else
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{
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countd.nextthink = time + self.health - 10;
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countd.health = 9;
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}
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newmis.nextthink = time + self.health;
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newmis.think = TeamFortress_DetpackExplode;
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sprint(self.owner, PRINT_HIGH, "Detpack set!\n");
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teamprefixsprint(self.team_no,self);
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teamsprint6(self,self.netname," sets a detpack!\n","","","","");
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dremove(self);
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};
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//- OfN - Used for extra det explosions
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float (vector targ, vector check) vis2orig;
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//=========================================================================
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// The detpack goes BOOM!
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void() TeamFortress_DetpackExplode =
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{
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local integer pos;
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bprint(PRINT_MEDIUM, "FIRE IN THE HOLE!\n");
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// Check the pointcontents to prevent detpack outside the world
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pos = entpointcontents(self);
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if (pos != CONTENTS_SOLID && pos != CONTENTS_SKY)
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{
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deathmsg = DMSG_DETPACK;
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T_RadiusDamage (self, self.owner, WEAP_DETPACK_SIZE, NIL);
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sound(self, CHAN_MISC, "weapons/detpack.wav", 1, ATTN_NONE);
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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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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_LAVASPLASH);
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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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//- OfN - Should a detpack make the same explosion a gren does? dont think so...
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#ifdef extra_detpack_explosions
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local float loopc;
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local vector rexp;
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loopc = 0;
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while (loopc < EXTRA_DETEXPOSIONS)
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{
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rexp_x = self.origin_x + random()*400 - 200;
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rexp_y = self.origin_y + random()*400 - 200;
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rexp_z = self.origin_z + random()*100;
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if (vis2orig(self.origin,rexp))
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{
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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, rexp_x);
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WriteCoord (MSG_MULTICAST, rexp_y);
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WriteCoord (MSG_MULTICAST, rexp_z);
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multicast (rexp, MULTICAST_PHS);
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}
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loopc = loopc + 1;
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}
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#endif
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//- OfN - Moves a bit the players that are near the exploding detpack
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#ifdef detpack_earthquake
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local entity head;
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local vector v;
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head = findradius(self.origin, DETPACK_EARTHQUAKE_RANGE);
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while (head)
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{
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if (head.classname == "player")
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if (head.health > 0)
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if (!head.has_disconnected)
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if (head.playerclass != PC_UNDEFINED)
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if (head.flags & FL_ONGROUND || head.waterlevel)
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{
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v_x = 100 * crandom();
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v_y = 100 * crandom();
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v_z = 150 + 200 * random();
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head.velocity = head.velocity + v;
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}
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head = head.chain;
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}
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#endif
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}
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else
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{
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// bprint(PRINT_HIGH, "Your detpack fizzled out.\n");
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sprint(self.owner, PRINT_HIGH, "Your detpack fizzled out.\n");
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}
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// This code handles a disarming scout with protection
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if (self.weaponmode == 1) // Detpack was being disarmed
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{
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TeamFortress_SetSpeed(self.enemy);
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dremove(self.oldenemy); // CountDown
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dremove(self.observer_list); // Disarm timer
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}
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BecomeExplosion ();
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};
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//=========================================================================
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// The detpack touch function. Scouts can disarm it.
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void() TeamFortress_DetpackTouch =
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{
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local entity disarm;
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if (other.classname != "player")
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return;
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//WK if (other.playerclass != PC_SCOUT)
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if (!(other.tf_items & NIT_SCANNER))
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return;
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if (self.weaponmode == 1)
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return;
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if (Teammate(self.owner.team_no,other.team_no))
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return;
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makeImmune(other,time + 2);
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//other.immune_to_check = time + 2;
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other.tfstate = other.tfstate | TFSTATE_CANT_MOVE;
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sprint(other, PRINT_HIGH, "Disarming detpack...\n");
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TeamFortress_SetSpeed(other);
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// Spawn disarming entity
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disarm = spawn();
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disarm.movetype = MOVETYPE_NONE; //WK M3 Bug Hunt
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disarm.owner = other; // the scout
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disarm.enemy = self; // the detpack
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disarm.classname = "timer";
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disarm.nextthink = time + WEAP_DETPACK_DISARMTIME;
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disarm.think = TeamFortress_DetpackDisarm;
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self.weaponmode = 1; // indicates disarming
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self.enemy = other; // points to scout
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self.observer_list = disarm;
|
|
};
|
|
|
|
//=========================================================================
|
|
// The detpack disarm function. Scout has finished disarming it
|
|
// .enemy is the detpack
|
|
// .owner is the scout
|
|
void() TeamFortress_DetpackDisarm =
|
|
{
|
|
if (self.owner.health <= 0) {
|
|
dremove(self);
|
|
return;
|
|
}
|
|
|
|
bprint (PRINT_MEDIUM, self.enemy.owner.netname);
|
|
bprint (PRINT_MEDIUM, "'s detpack was defused by ");
|
|
bprint (PRINT_MEDIUM, self.owner.netname);
|
|
bprint (PRINT_MEDIUM, "\n");
|
|
|
|
//if (!(self.owner.is_feigning))
|
|
//- OfN already checked on TeamFortress_SetSpeed()
|
|
//{
|
|
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_CANT_MOVE);
|
|
|
|
// Reset speeds of scout
|
|
TeamFortress_SetSpeed(self.owner);
|
|
//}
|
|
|
|
dremove(self.enemy.oldenemy); // remove count down
|
|
dremove(self.enemy); // remove detpack
|
|
dremove(self); // remove this timer
|
|
};
|
|
|
|
//=========================================================================
|
|
// The Detpack CountDown function. Displays the seconds left before the
|
|
// detpack detonates to the owner of the detpack, if <10
|
|
void() TeamFortress_DetpackCountDown =
|
|
{
|
|
local string cd;
|
|
|
|
cd = ftos(self.health);
|
|
|
|
sprint(self.owner, PRINT_HIGH, cd);
|
|
sprint(self.owner, PRINT_HIGH, "...\n");
|
|
|
|
self.nextthink = time + 1;
|
|
self.health = self.health - 1;
|
|
|
|
// Flash the red light
|
|
if (self.health <= 4)
|
|
self.enemy.skin = 1;
|
|
|
|
if (self.health <= 3 && self.health > 2) { //WK Detpack alerts
|
|
sound (self.owner, CHAN_VOICE, "weapons/fith.wav", 1, ATTN_NORM);
|
|
sound (self.enemy, CHAN_WEAPON, "doors/baseuse.wav", 1, ATTN_NORM); //CH play set detpack sound
|
|
}
|
|
|
|
if (self.health == 0)
|
|
dremove(self);
|
|
};
|
|
|