prozac-qfcc/weapons.qc
2004-02-04 03:01:51 +00:00

4587 lines
126 KiB
C++

/*======================================================
WEAPONS.QC Custom TeamFortress v3.1
(c) TeamFortress Software Pty Ltd 29/2/97
(c) William Kerney 5/21/00
========================================================
All the functions for firing all the weapons, holds
all new precache() functions, finding best weapons,
choosing next weapon, and all impulse commands.
======================================================*/
#include "defs.qh"
#include "menu.qh"
void() SniperSight_Update2; //CH for RL
void() I_DID_CHEAT_ONE; //CH for speed.qc
void() I_DID_CHEAT_TWO;
void() I_DID_CHEAT_THREE;
void(string gibname, float dm) ThrowGib;
void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
void (entity targ, entity inflictor, entity attacker, float damage, float T_flags, float T_AttackType) TF_T_Damage;
void () player_run;
void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
void() TeamFortress_DisplayDetectionItems;
vector(vector veca, vector vecb) crossproduct;
void(vector org, float damage) SpawnBlood;
void(entity rhook) Reset_Grapple;
void() SuperDamageSound;
float() W_BestWeapon;
void() ConcussionGrenadeTimer;
void() W_PrintWeaponMessage;
void() button_touch;
void() button_fire;
void() MauserRecoilThink;
float() ReturnWeaponVelocity;
vector() Grunty_LeadShot;
// TeamFortress Impulse Commands
void() TeamFortress_ChangeClass;
void() TeamFortress_DisplayLegalClasses;
void() TeamFortress_Inventory;
void() TeamFortress_SaveMe;
void(float inAuto) TeamFortress_ID;
void() TeamFortress_ShowTF;
void() TeamFortress_SniperWeapon;
void() TeamFortress_AssaultWeapon;
void() TeamFortress_IncendiaryCannon;
void() TeamFortress_FlameThrower;
void() TeamFortress_PrimeGrenade;
void() TeamFortress_ThrowGrenade;
void() TeamFortress_Discard;
void(entity p) TeamFortress_SetSpeed;
void() TeamFortress_DetonatePipebombs;
void() PipebombTouch;
void(float foo) TeamFortress_DetpackStop;
void(float type) SniperSight_Create;
void(float zoom_level) TF_zoom;
void() TeamFortress_ReloadCurrentWeapon;
void() TeamFortress_AutoZoomToggle;
void() TeamFortress_StatusQuery;
void() TeamFortress_SpyGoUndercover;
void(float type) TeamFortress_SpyFeignDeath;
void() TeamFortress_EngineerBuild;
void() DropKey;
void() UseSpecialSkill;
void() UseJobSkill; //WK Function for handling professions
void (entity targ, float pain) RevealThief;
void(vector startpos) GuerillaMineSweep;
void(entity foo,float bar) makeImmune;
float() CheckForReload;
void() SBBuildSensor;
void() SBFireInterface;
//void() SBInitiateInterface;
void() W_FireMauser;
void() W_FireDaedalus;
// TeamFortress Pre-Impulse Commands
void(float scanrange,float inAuto) TeamFortress_Scan;
void(float timer) TeamFortress_SetDetpack;
// Team Functions
float(float tno) TeamFortress_TeamSet;
void(float tno) TeamFortress_TeamShowScores;
void(entity Player) TeamFortress_TeamShowMemberClasses;
#ifdef DEMO_STUFF
// Camera Functions
void() CamLock;
void() CamDistLock;
void() CamVecLock;
void() CamAngleLock;
void() CamRevAngleLock;
void() CamProjectileLock;
void() CamProjectileZoom;
void() CamProjectileLockOn;
void() CamProjectileLockOff;
void() CamOffset;
void() CamDrop;
void() fadetoblack;
void() fadefromblack;
void() fadetowhite;
void() fadefromwhite;
#endif
// Engineer Functions
void(entity disp) Engineer_UseDispenser;
void(entity cam) Engineer_UseSensor;
void(entity gun) Engineer_UseSentryGun;
void(entity gun) Engineer_UseTesla;
void(entity cam) Engineer_UseCamera;
void(entity tele) Engineer_UseTeleporter;
void(entity field) Engineer_UseFieldGen;
void() Engineer_AutoUse;
void(entity spy) Spy_RemoveDisguise;
// Help functions
void() TeamFortress_MOTD;
void() TeamFortress_HelpMap;
void(float res) StatusRes;
// BioInfection functions
void() BioInfection_Decay;
void() BioInfection_MonsterDecay;
// Attacking functions
void() W_FireFlame;
void() W_FireIncendiaryCannon;
void() W_FireTranq;
void() W_FireLaser;
// Timer Functions
void() HallucinationTimer;
void() TranquiliserTimer;
// CTF Support functions
void() TeamFortress_CTF_FlagInfo;
// PC_UNDEFINED viewing functions
void() TF_MovePlayer;
//WK CustomTF Functions
void() custom_demon_precache;
void() custom_lay;
//void() CameraSwitchView;
//CH dropitems
void() TeamFortress_DropItems;
//- OfN -
void(entity player) ActivateHolo;
void(vector org, vector dir) grunty_spike;
void () UpdateInfos;
void() launch_horn;
void() player_laser1;
void(entity field) PutFieldWork;
void(entity tfield, vector where, entity thing) FieldExplosion;
// called by worldspawn
void() W_Precache =
{
precache_sound ("weapons/r_exp3.wav"); // new rocket explosion
precache_sound ("weapons/rocket1i.wav"); // spike gun
precache_sound ("weapons/sgun1.wav");
precache_sound ("weapons/guncock.wav"); // player shotgun
precache_sound ("weapons/ric1.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric2.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric3.wav"); // ricochet (used in c code)
precache_sound ("weapons/spike2.wav"); // super spikes
precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
precache_sound ("weapons/grenade.wav"); // grenade launcher
precache_sound ("weapons/bounce.wav"); // grenade bounce
precache_sound ("weapons/shotgn2.wav"); // super shotgun
precache_sound ("wizard/wattack.wav"); // sniper rifle
precache_sound ("items/r_item1.wav"); // Medikit
precache_sound ("items/r_item2.wav"); // Medikit
precache_model ("progs/flame2.mdl"); // Flamethrower
precache_sound ("ambience/fire1.wav");
precache_sound2("blob/land1.wav"); // Hook
precache_model2("progs/v_spike.mdl"); // Hook
precache_sound ("hknight/hit.wav"); // Hook
// NEW FILES
precache_sound ("weapons/turrset.wav"); // Sentry Gun Setup
precache_sound ("weapons/turrspot.wav"); // Sentry Gun Spot
precache_sound ("weapons/turridle.wav"); // Sentry Gun Idle
precache_sound ("weapons/sniper.wav"); // sniper rifle
precache_sound ("weapons/flmfire2.wav"); // flamethrower
precache_sound ("weapons/flmgrexp.wav"); // flamethrower
precache_sound ("misc/vapeur2.wav"); // flamethrower
precache_sound ("weapons/asscan1.wav"); // Assault Cannon Powerup
precache_sound ("weapons/asscan2.wav"); // Assault Cannon Churning
precache_sound ("weapons/asscan3.wav"); // Assault Cannon Powerdown
precache_sound ("weapons/railgun.wav"); // Railgun
precache_sound ("weapons/dartgun.wav"); // Spy's dart gun
precache_sound ("ambience/thunder1.wav"); // Connect sound
//WK
// precache_model ("progs/v_merc.mdl"); //Carbine Model
// precache_sound ("weapons/carbfire.wav"); // Carbine shooting
// precache_sound ("weapons/carbreld.wav"); // Carbine shooting
// precache_sound ("weapons/carbrock.wav"); // Carbine shooting
// precache_sound ("weapons/nishi.wav"); // Nishi shooting
precache_model ("progs/telepad.mdl"); //Teleporter pad
precache_model ("progs/camera.mdl"); // Security Camera
precache_sound ("ambience/orff.wav"); // Chaplan sound
precache_sound ("weapons/guerilla_blip.wav"); // Landmine beep
precache_sound ("weapons/guerilla_set.wav"); // Landmine set
precache_sound ("weapons/camera_beep.wav"); // CH camera beep
precache_sound ("misc/enemy.wav"); // sensor alert
precache_sound ("weapons/fith.wav"); // WK Fire in the hole
// precache_model2("progs/guerilla_mine.mdl"); // The Landmine
// precache_model ("progs/tesla.mdl"); // The Tesla (by --Warrior--)
precache_model ("progs/minimissile.mdl"); // Swarm missile (BLOG)
// precache_model ("progs/newtesla.mdl"); // The Tesla (by --Warrior-- & BLOG)
precache_model ("progs/coil.mdl"); // The Tesla (by --Warrior-- & BLOG)
// precache_model ("progs/tscloak.mdl");
precache_model ("progs/tesgib1.mdl"); // Tesla Gib
precache_model ("progs/tesgib2.mdl"); // Tesla Gib
precache_model ("progs/tesgib3.mdl"); // Tesla Gib
precache_sound ("doors/medtry.wav"); //CH Dropping detpack sound
precache_sound ("doors/baseuse.wav"); //CH Detpack warning sound
precache_sound ("enforcer/sight1.wav"); // WK Taunt
precache_sound ("enforcer/sight2.wav"); // WK Taunt
precache_sound ("enforcer/sight3.wav"); // WK Taunt
precache_sound ("enforcer/sight4.wav"); // WK Taunt
custom_demon_precache();
};
float() crandom =
{
return 2*(random() - 0.5);
};
//======================================================================
// Calculate the attack_finished time
void(float att_delay) Attack_Finished =
{
if (self.tfstate & TFSTATE_TRANQUILISED)
self.attack_finished = time + (att_delay * 1.5);
else if (self.aura == AURA_HASTE)
self.attack_finished = time + (att_delay * 0.75);
else
self.attack_finished = time + att_delay;
};
/*
================
W_FireAxe
================
*/
void() W_FireAxe =
{
local vector source;
local vector org, def;
local vector dir = NIL; //XXX false +ve on uninit
if (self.classname == "player")
makevectors(self.v_angle);
else
dir = normalize (self.enemy.origin - self.origin);
source = self.origin + '0 0 16';
if (self.classname == "player") {
if (!(self.cutf_items & CUTF_CLOSECOMBAT))
traceline (source, source + v_forward*64, FALSE, self);
else
traceline (source, source + v_forward*96, FALSE, self);
}
else
traceline (source, source + dir*64, FALSE, self);
if (trace_fraction == 1.0)
return;
org = trace_endpos - v_forward*4;
if (trace_ent.classname == "force_field") {
FieldExplosion(trace_ent,trace_endpos,trace_ent);
PutFieldWork(trace_ent);
return;
}
if (trace_ent.takedamage) {
trace_ent.axhitme = 1;
SpawnBlood (org, 20);
if (!(self.cutf_items & CUTF_KNIFE) || trace_ent.classname != "player") {
deathmsg = DMSG_AXE;
if (!(self.cutf_items & CUTF_CLOSECOMBAT))
TF_T_Damage (trace_ent, self, self, 30, TF_TD_NOTTEAM, TF_TD_OTHER);
else
TF_T_Damage (trace_ent, self, self, 60, TF_TD_NOTTEAM, TF_TD_OTHER);
} else { // spy can try for the backstab!
//WK Only give blood if you hit an enemy when being a warlock
if ((!Teammate(trace_ent.team_no, self.team_no) || !(self.job & JOB_WARLOCK)) && prematch < time) {
self.job = self.job | JOB_BLOODY_KNIFE;
self.weaponmode = 1; // Put blood on the knife
self.weaponmodel = "progs/v_knife2.mdl";
} else if (self.job & JOB_WARLOCK) {
sprint(self,PRINT_HIGH,"You may only draw blood from enemies\n");
}
// Check direction of Attack
makevectors(trace_ent.v_angle);
def = v_right;
if (self.classname == "player")
makevectors(self.v_angle);
else
makevectors(self.angles);
// Backstab
if ((crossproduct(def,v_forward) * '0 0 1') > 0) {
deathmsg = DMSG_BACKSTAB;
ThrowGib("progs/gib1.mdl", -50);
ThrowGib("progs/gib2.mdl", 10);
ThrowGib("progs/gib3.mdl", 50);
ThrowGib ("progs/gib2.mdl", 25); //-added
//WK 120 & no IGNOREARMOR
if (!(self.cutf_items & CUTF_CLOSECOMBAT))
TF_T_Damage (trace_ent, self, self, 100, TF_TD_IGNOREARMOUR | TF_TD_NOTTEAM, TF_TD_OTHER);
else
TF_T_Damage (trace_ent, self, self, 200, TF_TD_IGNOREARMOUR | TF_TD_NOTTEAM, TF_TD_OTHER);
} else {
deathmsg = DMSG_AXE;
//WK 40
if (!(self.cutf_items & CUTF_CLOSECOMBAT))
TF_T_Damage (trace_ent, self, self, 50, TF_TD_NOTTEAM, TF_TD_OTHER);
else
TF_T_Damage (trace_ent, self, self, 100, TF_TD_NOTTEAM, TF_TD_OTHER);
}
}
} else { // hit wall
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 3);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
}
};
/*
================
W_FireSpanner
================
*/
void() W_FireSpanner =
{
local vector source;
local vector org;
local float healam;
local entity te;
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)
return;
org = trace_endpos - v_forward*4;
if (trace_ent.classname == "force_field") {
FieldExplosion(trace_ent,trace_endpos,trace_ent);
PutFieldWork(trace_ent);
deathmsg = DMSG_SPANNERFIELD;
TF_T_Damage(self, self, self, self.health + 50, TF_TD_IGNOREARMOUR, TF_TD_OTHER);
sound (self, CHAN_MISC, "effects/crunch.wav", 1, ATTN_NONE);
return;
}
// It may be a trigger that can be activated by the engineer's spanner
if (trace_ent.goal_activation & TFGA_SPANNER) {
// Does the AP match the AP Criteria?
if (Activated(trace_ent,self)) {
DoResults(trace_ent, self, TRUE);
if (trace_ent.classname == "func_button") {
trace_ent.enemy = self;
other = self;
self = trace_ent;
self.dont_do_triggerwork = TRUE; // Already done in DoResults
button_fire();
self = other;
}
} else {
// If an else goal should be activated, activate it
if (trace_ent.else_goal != 0) {
te = Findgoal(trace_ent.else_goal);
if (te)
DoResults(te, self, (trace_ent.goal_result & TFGR_ADD_BONUSES));
} else {
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 3);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
}
}
return;
}
if (trace_ent.takedamage) {
// auto-repair/dismantle if hit twice
if (trace_ent == self.building) {
Engineer_AutoUse();
return;
} else if (trace_ent.classname == "building_dispenser") {
Engineer_UseDispenser(trace_ent);
return;
} else if (trace_ent.classname == "building_sentrygun") {
Engineer_UseSentryGun(trace_ent);
return;
} else if (trace_ent.classname == "building_sentrygun_base") {
if (trace_ent.oldenemy)
Engineer_UseSentryGun(trace_ent.oldenemy);
return;
} else if (trace_ent.classname == "building_tesla") {
Engineer_UseTesla(trace_ent);
return;
} else if (trace_ent.classname == "building_camera") {
Engineer_UseCamera(trace_ent);
return;
} else if (trace_ent.classname == "building_sensor") {
Engineer_UseSensor(trace_ent);
return;
} else if (trace_ent.classname == "building_teleporter") {
Engineer_UseTeleporter(trace_ent);
return;
} else if (trace_ent.classname == "building_fieldgen") {
Engineer_UseFieldGen(trace_ent);
return;
} else {
if (trace_ent.classname == "player") {
if (Teammate(trace_ent.team_no, self.team_no) && (teamplay) || (coop)) {
healam = WEAP_SPANNER_REPAIR;
if (self.ammo_cells < healam)
healam = self.ammo_cells;
// Only fix armor if they've got some
if (trace_ent.armor_allowed == 0) //WK
return;
if (trace_ent.armorvalue <= 0) // SB
return;
if (trace_ent.maxarmor - trace_ent.armorvalue < (healam * 4))
healam = ceil((trace_ent.maxarmor - trace_ent.armorvalue) / 4);
if (healam > 0) {
trace_ent.armorvalue = trace_ent.armorvalue + (healam * 4);
if (trace_ent.armorvalue > trace_ent.maxarmor)
trace_ent.armorvalue = trace_ent.maxarmor;
//WK Give them full armor color
trace_ent.armortype = trace_ent.armor_allowed;
self.ammo_cells = self.ammo_cells - healam;
sound(trace_ent, CHAN_WEAPON, "items/r_item1.wav", 1, ATTN_NORM);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 3);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
W_SetCurrentAmmo ();
}
return;
}
}
trace_ent.axhitme = 1;
SpawnBlood (org, 20);
deathmsg = DMSG_SPANNER;
//WK 20
if (!(self.cutf_items & CUTF_CLOSECOMBAT))
TF_T_Damage (trace_ent, self, self, 20, TF_TD_NOTTEAM, TF_TD_OTHER);
else
TF_T_Damage (trace_ent, self, self, 40, TF_TD_NOTTEAM, TF_TD_OTHER);
}
} else { // hit wall
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 3);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
}
};
/*
================
W_FireMedikit
================
*/
void(entity ignore, entity ignore2, string st, string st2, string st3, string st4, string st5, string st6) teamsprintbi;
void(float tno, entity ignore, entity ignore2) teamprefixsprintbi;
void(float inAuto) W_FireMedikit =
{
local vector source;
local vector org;
local float healam;
local entity te, BioInfection;
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)
return;
org = trace_endpos - v_forward*4;
if (trace_ent.takedamage) {
if (trace_ent.classname == "player") {
if (Teammate(trace_ent.team_no, self.team_no) || (coop)) {
healam = WEAP_MEDIKIT_HEAL;
// remove concussion from player
// Try to find a concusstimer entity for this player
te = find(NIL, classname, "timer");
while (((te.owner != trace_ent) || (te.think != ConcussionGrenadeTimer)) && (te)) {
te = find(te, classname, "timer");
}
if (te) {
stuffcmd(trace_ent ,"v_idlescale 0\n");
trace_ent.mangle = '0 0 0';
SpawnBlood(org, 20);
sprint(trace_ent, PRINT_HIGH, "you have been healed of your concussion\n");
trace_ent.tfstate &= ~TFSTATE_CONCUSSIONED;
// Give the medic a frag for doing it, only if it was caused by an enemy
if (!Teammate(self.team_no,te.team_no)) {
self.real_frags = self.real_frags + 1;
if (!(toggleflags & TFLAG_TEAMFRAGS))
self.frags = self.real_frags;
}
dremove(te);
}
// remove hallucination from player
// Try to find a hallucination timer entity for this player
if (trace_ent.tfstate & TFSTATE_HALLUCINATING) {
te = find(NIL, classname, "timer");
while (((te.owner != trace_ent)
|| (te.think != HallucinationTimer)) && (te)) {
te = find(te, classname, "timer");
}
if (te) {
trace_ent.tfstate = trace_ent.tfstate - (trace_ent.tfstate & TFSTATE_HALLUCINATING);
SpawnBlood(org, 20);
sprint(trace_ent, PRINT_HIGH, "you have been healed of your hallucinations\n");
// Give the medic a frag for doing it, only if it was caused by an enemy
if (!Teammate(self.team_no,te.team_no)) {
self.real_frags = self.real_frags + 1;
if (!(toggleflags & TFLAG_TEAMFRAGS))
self.frags = self.real_frags;
}
dremove(te);
} else {
RPrint("Warning: Error in Hallucination Timer logic.\n");
}
}
// remove tranquilisation from player
// Try to find a tranquilisation timer entity for this player
if (trace_ent.tfstate & TFSTATE_TRANQUILISED) {
te = find(NIL, classname, "timer");
while (((te.owner != trace_ent) || (te.think != TranquiliserTimer)) && (te)) {
te = find(te, classname, "timer");
}
if (te) {
trace_ent.tfstate = trace_ent.tfstate - (trace_ent.tfstate & TFSTATE_TRANQUILISED);
TeamFortress_SetSpeed(trace_ent);
SpawnBlood(org, 20);
sprint(trace_ent, PRINT_HIGH, "you have been healed of your tranquilisation\n");
// Give the medic a frag for doing it, only if it was caused by an enemy
if (!Teammate(self.team_no,te.team_no)) {
self.real_frags = self.real_frags + 1;
if (!(toggleflags & TFLAG_TEAMFRAGS))
self.frags = self.real_frags;
}
dremove(te);
} else {
RPrint("Warning: Error in Tranquilisation Timer logic.\n");
}
}
// check if the healed player is blinded
if (trace_ent.FlashTime > 0) {
te = find(NIL, netname, "flashtimer");
while ((te.owner != trace_ent || te.classname != "timer") && (te))
te = find(te, netname, "flashtimer");
if (te) {
trace_ent.FlashTime = 0;
SpawnBlood(org, 20);
// Give the medic a frag for doing it, only if it was caused by an enemy
stuffcmd(trace_ent, "v_cshift 0\n"); //WK -- /CH te -> trace_ent
stuffcmd(trace_ent, "r_norefresh 0;wait;echo;wait;echo;wait;echo;wait;echo\n"); //WK -- /CH te -> trace_ent
if (!Teammate(self.team_no,te.team_no)) {
self.real_frags = self.real_frags + 1;
if (!(toggleflags & TFLAG_TEAMFRAGS))
self.frags = self.real_frags;
}
dremove(te);
} else {
RPrint("Warning: Error in Flash Timer logic.\n");
trace_ent.FlashTime = 0;
}
}
// check if the healed player is infected
if (trace_ent.tfstate & TFSTATE_INFECTED) {
healam = rint(trace_ent.health / 2);
// remove the infection
trace_ent.tfstate = trace_ent.tfstate - (trace_ent.tfstate & TFSTATE_INFECTED);
// some damage is caused (because of the use of leeches!)
// remove half their remaining health
deathmsg = DMSG_MEDIKIT;
T_Damage(trace_ent, self, self, healam);
SpawnBlood(org, 30);
sprint(trace_ent, PRINT_HIGH,self.netname);
sprint(trace_ent, PRINT_HIGH, " cures your infection!\n");
if (self.classname == "player") {
sprint(self, PRINT_HIGH, "You have healed ");
sprint(self, PRINT_HIGH, trace_ent.netname);
sprint(self, PRINT_HIGH, " of the infection.\n");
teamprefixsprintbi(self.team_no, self, trace_ent);
teamsprintbi(self, trace_ent, trace_ent.netname,
" infection has been cured by ",
self.netname, "\n", "", "");
// Give the medic a frag for doing it, only if it was caused by an enemy
if (!Teammate(trace_ent.infection_team_no, self.team_no)) {
self.real_frags = self.real_frags + 1;
if (!(toggleflags & TFLAG_TEAMFRAGS))
self.frags = self.real_frags;
}
}
return;
}
// put out the fire if they are burning
if (trace_ent.numflames > 0) {
sound(trace_ent, CHAN_WEAPON, "items/r_item1.wav", 1, ATTN_NORM);
trace_ent.numflames = 0;
sprint(trace_ent, PRINT_HIGH, "The flames have been doused!\n");
if (self.classname == "player") {
sprint(self, PRINT_MEDIUM, "You have put out ");
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, "'s fire.\n");
}
return;
}
if (healam > 0 && trace_ent.health < trace_ent.max_health) {
sound(trace_ent, CHAN_WEAPON, "items/r_item1.wav", 1, ATTN_NORM);
trace_ent.axhitme = 1;
SpawnBlood (org, 20);
T_Heal(trace_ent, healam, 0);
} else if (trace_ent.health >= trace_ent.max_health && trace_ent.health < (trace_ent.max_health + WEAP_MEDIKIT_OVERHEAL)) {
healam = 10;
if (healam > (self.ammo_medikit * 10))
healam = (self.ammo_medikit * 10);
if (healam > 0) {
sound(trace_ent, CHAN_ITEM, "items/r_item2.wav", 1, ATTN_NORM);
T_Heal(trace_ent, healam, 1);
self.ammo_medikit = self.ammo_medikit - rint(healam / 10);
if (!(trace_ent.items & IT_SUPERHEALTH)) {
trace_ent.items = trace_ent.items | IT_SUPERHEALTH;
newmis = spawn();
newmis.classname = "medikit_rot";
newmis.nextthink = time + 20;
newmis.think = item_megahealth_rot;
newmis.owner = trace_ent;
}
}
}
}
#ifdef MEDIKIT_IS_BIOWEAPON
//WK Don't infect if they're invincible or observing
else if (!(trace_ent.invincible_finished) && !(trace_ent.playerclass == PC_UNDEFINED)) {
if (inAuto)
return;
trace_ent.axhitme = 1;
SpawnBlood (org, 20);
deathmsg = DMSG_BIOWEAPON_ATT;
if (!(self.cutf_items & CUTF_CLOSECOMBAT))
T_Damage (trace_ent, self, self, 10);
else
T_Damage (trace_ent, self, self, 20);
if (trace_ent.weapons_carried & WEAP_MEDIKIT) //WK
return;
//Melee armor stops infection 75% of the time
if (trace_ent.tf_items & NIT_GEL && random() < 0.75)
return;
trace_ent.tfstate = trace_ent.tfstate | TFSTATE_INFECTED;
BioInfection = spawn ();
BioInfection.classname = "timer";
BioInfection.netname = "biotimer";
BioInfection.owner = trace_ent;
BioInfection.nextthink = time + 2;
BioInfection.think = BioInfection_Decay;
BioInfection.enemy = self;
trace_ent.infection_team_no = self.team_no;
}
#endif
} else if (IsMonster(trace_ent)) { //- OfN - //|| trace_ent.classname == "monster_fish")
if (Teammate(trace_ent.real_owner.team_no, self.team_no)) {
if (trace_ent.health < trace_ent.max_health) {
if (trace_ent.max_health - trace_ent.health < 50)
healam = trace_ent.max_health - trace_ent.health;
else
healam = 50;
if (healam > self.ammo_medikit)
healam = self.ammo_medikit;
if (healam == 0)
return;
sound(trace_ent, CHAN_WEAPON, "items/r_item1.wav", 1, ATTN_NORM);
trace_ent.axhitme = 1;
SpawnBlood (org, 20);
T_Heal(trace_ent, healam, 0);
self.ammo_medikit = self.ammo_medikit - healam;
if (trace_ent.health > trace_ent.max_health)
trace_ent.health = trace_ent.max_health;
}
}
} else {
trace_ent.axhitme = 1;
SpawnBlood (org, 30);
T_Damage (trace_ent, self, self, 10);
}
} else {
if (inAuto) return; //Don't click for automedic
// hit wall
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 3);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
}
};
/*
================
W_FireBioweapon
================
*/
void() W_FireBioweapon =
{
local vector source;
local vector org;
local entity BioInfection;
source = self.origin + '0 0 16';
traceline (source, source + v_forward*64, FALSE, self);
if (trace_fraction == 1.0)
return;
org = trace_endpos - v_forward*4;
if (trace_ent.takedamage) {
if (trace_ent.classname == "player") {
if ((!Teammate(trace_ent.team_no, self.team_no) && teamplay) || teamplay == 0) {
trace_ent.axhitme = 1;
SpawnBlood (org, 20);
deathmsg = DMSG_BIOWEAPON_ATT;
if (!(self.cutf_items & CUTF_CLOSECOMBAT))
T_Damage (trace_ent, self, self, 10);
else
T_Damage (trace_ent, self, self, 20);
if (trace_ent.weapons_carried & WEAP_MEDIKIT) //WK
return;
trace_ent.tfstate = trace_ent.tfstate | TFSTATE_INFECTED;
BioInfection = spawn ();
BioInfection.classname = "timer";
BioInfection.netname = "biotimer";
BioInfection.owner = trace_ent;
BioInfection.nextthink = time + 2;
BioInfection.think = BioInfection_Decay;
BioInfection.enemy = self;
trace_ent.infection_team_no = self.team_no;
}
} else if (trace_ent.flags & FL_MONSTER) {
if (trace_ent.classname == "monster_zombie") {
// zombie slayer!
T_Damage (trace_ent, self, self, 200);
}
trace_ent.axhitme = 1;
SpawnBlood(org, 20);
if (!(self.cutf_items & CUTF_CLOSECOMBAT))
T_Damage (trace_ent, self, self, 10);
else
T_Damage (trace_ent, self, self, 20);
BioInfection = spawn ();
BioInfection.classname = "timer";
BioInfection.classname = "biotimer";
BioInfection.nextthink = time + 2;
BioInfection.think = BioInfection_MonsterDecay;
BioInfection.owner = self;
BioInfection.enemy = trace_ent;
} else { // must be a switch
trace_ent.axhitme = 1;
SpawnBlood (org, 30);
T_Damage(trace_ent, self, self, 40);
}
} else { // hit wall
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 3);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
}
};
//============================================================================
vector() wall_velocity =
{
local vector vel;
vel = normalize (self.velocity);
vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
vel = vel + 2*trace_plane_normal;
vel = vel * 200;
return vel;
};
/*
================
SpawnMeatSpray
================
*/
void(vector org, vector vel) SpawnMeatSpray =
{
local entity missile;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_NOT;
makevectors (self.angles);
missile.velocity = vel;
missile.velocity_z = missile.velocity_z + 250 + 50*random();
missile.avelocity = '3000 1000 2000';
// set missile duration
missile.nextthink = time + 1;
missile.think = SUB_Remove;
setmodel (missile, "progs/zom_gib.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, org);
};
/*
================
SpawnBlood
================
*/
void(vector org, float damage) SpawnBlood =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_BLOOD);
WriteByte (MSG_MULTICAST, 1);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
};
/*
================
spawn_touchblood
================
*/
void(float damage) spawn_touchblood =
{
local vector vel;
vel = wall_velocity () * 0.2;
SpawnBlood (self.origin + vel*0.01, damage);
};
/*
================
SpawnChunk
================
*/
void(vector org, vector vel) SpawnChunk =
{
// particle (org, vel*0.02, 0, 10);
};
/*
==============================================================================
MULTI-DAMAGE
Collects multiple small damages into a single damage
==============================================================================
*/
entity multi_ent;
float multi_damage;
vector blood_org;
float blood_count;
vector puff_org;
float puff_count;
void() ClearMultiDamage =
{
multi_ent = NIL;
multi_damage = 0;
blood_count = 0;
puff_count = 0;
};
void() ApplyMultiDamage =
{
if (!multi_ent)
return;
// don't set deathmsg here, since it'll be set by the weapon that fired
if (self.current_weapon & WEAP_LIGHT_ASSAULT)
TF_T_Damage (multi_ent, self, self, multi_damage, TF_TD_NOTTEAM, TF_TD_NAIL);
else
TF_T_Damage (multi_ent, self, self, multi_damage, TF_TD_NOTTEAM, TF_TD_SHOT);
};
void(entity hit, float damage) AddMultiDamage =
{
if (!hit)
return;
if (hit != multi_ent) {
ApplyMultiDamage ();
multi_damage = damage;
multi_ent = hit;
} else
multi_damage = multi_damage + damage;
};
void (integer big) Multi_Finish =
{
if (puff_count) {
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, big ? puff_count * 2 : puff_count);
WriteCoord (MSG_MULTICAST, puff_org_x);
WriteCoord (MSG_MULTICAST, puff_org_y);
WriteCoord (MSG_MULTICAST, puff_org_z);
multicast (puff_org, MULTICAST_PVS);
}
if (blood_count) {
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_BLOOD);
WriteByte (MSG_MULTICAST, big ? blood_count * 2 : puff_count);
WriteCoord (MSG_MULTICAST, blood_org_x);
WriteCoord (MSG_MULTICAST, blood_org_y);
WriteCoord (MSG_MULTICAST, blood_org_z);
multicast (puff_org, MULTICAST_PVS);
}
};
/*
==============================================================================
BULLETS
==============================================================================
*/
/*
================
TraceAttack
================
*/
void (float damage, vector dir) TraceAttack =
{
local vector vel, org;
vel = normalize (dir + v_up * crandom() + v_right * crandom());
vel = vel + 2 * trace_plane_normal;
vel = vel * 200;
org = trace_endpos - v_forward * 4;
//WK Sweep mines at the end of the attack
GuerillaMineSweep (trace_endpos);
if (damage && trace_ent.takedamage) {
blood_org = org;
blood_count++;
AddMultiDamage (trace_ent, damage);
} else {
puff_org = org;
puff_count++;
msg_entity = self;
WriteByte (MSG_ONE, SVC_TEMPENTITY);
WriteByte (MSG_ONE, TE_GUNSHOT);
WriteByte (MSG_ONE, 1.0);
WriteCoord (MSG_ONE, trace_endpos_x);
WriteCoord (MSG_ONE, trace_endpos_y);
WriteCoord (MSG_ONE, trace_endpos_z);
if (trace_ent.classname == "force_field") { //- OfN - Makes field explosion b4 removing it
FieldExplosion(trace_ent,trace_endpos,trace_ent);
PutFieldWork(trace_ent);
}
}
};
/*
================
FireBullets
Used by shotgun, super shotgun, assault cannon, and enemy soldier firing
Go to the trouble of combining multiple pellets into a single damage call.
================
*/
void(float shotcount, vector dir, vector spread) FireBullets =
{
local vector direction;
local vector src;
makevectors (self.v_angle);
src = self.origin + v_forward * 10;
src_z = self.absmin_z + self.size_z * 0.7;
ClearMultiDamage ();
while (shotcount > 0) {
direction = dir + crandom() * spread_x * v_right + crandom() * spread_y * v_up;
traceline (src, src + direction * 4096, FALSE, self);
if (trace_fraction == 1.0)
TraceAttack (0, direction);
else
TraceAttack (6, direction); //WK 4
shotcount--;
}
ApplyMultiDamage ();
Multi_Finish (TRUE);
};
/*
================
W_FireShotgun
================
*/
void() W_FireShotgun =
{
local vector dir;
sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM);
if (self.classname == "player")
KickPlayer(-2, self);
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
if (self.classname == "player")
dir = aim (self, 100000);
else {
dir = self.enemy.origin - self.enemy.velocity * (0.08 / self.has_sensor);
dir = normalize (dir - self.origin);
}
deathmsg = DMSG_SHOTGUN;
FireBullets (6, dir, '0.03 0.03 0');
};
/*
================
W_FireSuperShotgun
================
*/
void() W_FireSuperShotgun =
{
local vector dir;
if (self.currentammo == 1) {
W_FireShotgun ();
return;
}
sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
if (self.classname == "player")
KickPlayer(-4, self);
self.currentammo = self.ammo_shells = self.ammo_shells - 2;
if (self.classname == "player")
dir = aim (self, 100000);
else {
dir = self.enemy.origin - self.enemy.velocity * (0.08 / self.has_sensor);
dir = normalize (dir - self.origin);
}
deathmsg = DMSG_SSHOTGUN;
FireBullets (6, dir, '0.11 0.06 0'); //WK 14, 0.14, 0.08
FireBullets (6, dir, '0.11 0.06 0');
};
/*
================
FireSniperBullet
Used by sniper rifle firing (W_FireSniperRifle)
================
*/
void(vector direction, float damage) FireSniperBullet =
{
local vector src;
makevectors (self.v_angle);
src = self.origin + v_forward * 10;
src_z = self.absmin_z + self.size_z * 0.7;
ClearMultiDamage ();
traceline (src, src + direction * 4096, FALSE, self);
if (trace_fraction == 1.0)
TraceAttack (0, direction);
else
TraceAttack (damage, direction);
ApplyMultiDamage ();
Multi_Finish (FALSE);
};
/*
=================================
TeamFortress : W_FireSniperRifle
=================================
*/
void() W_FireSniperRifle =
{
local vector dir, src;
local float dam_mult, zdif, use_this, ign_mult = 0;
local vector angle;
sound (self ,CHAN_WEAPON, "weapons/sniper.wav", 1, ATTN_NORM);
KickPlayer(-2, self);
// self.currentammo = self.ammo_shells = self.ammo_shells - 1; // ofn moved!
angle = self.v_angle;
if (self.heat < vlen(self.velocity) * 0.1)
self.heat = vlen(self.velocity) * 0.1;
if (!(self.flags & FL_ONGROUND) && self.heat < 100)
self.heat = 100;
if (self.heat > 0) {
angle_x += (random() * 0.08 * self.heat) - (0.04 * self.heat);
angle_y += (random() * 0.08 * self.heat) - (0.04 * self.heat);
}
makevectors(angle);
src = self.origin + v_forward * 10;
src_z = self.absmin_z + self.size_z * 0.7;
dir = v_forward; //XXX is this correct?
use_this = FALSE;
traceline (src, src + dir*8092, FALSE, self);
if (trace_fraction != 1.0) {
if (trace_ent) {
if (trace_ent.classname == "player") {
use_this = TRUE;
}
}
}
KickPlayer(-4, self);
if (!use_this) {
// aim, 'cause no entity in sights
dir = aim (self, 10000); // this corrects the aiming slightly, for bad players
traceline (src, src + dir*3072, FALSE, self);
}
deathmsg = DMSG_SNIPERRIFLE;
dam_mult = 0;
local string st = infokey (NIL, "sniper_dmg");
if (st)
dam_mult = stof (st);
if (!dam_mult)
dam_mult = SNIPER_DMG;
if (self.cutf_items & CUTF_OTR)
{
ign_mult=dam_mult*OTR_IGNFACTOR;
dam_mult=dam_mult*OTR_DMGFACTOR;
}
self.ammo_shells -= 5;
W_SetCurrentAmmo();
if (trace_ent) {
if (trace_ent.classname == "player") {
local float x;
local vector f, g, h;
f = trace_endpos - src;
g_x = trace_endpos_x;
g_y = trace_endpos_y;
g_z = 0;
h_x = trace_ent.origin_x;
h_y = trace_ent.origin_y;
h_z = 0;
x = vlen(g - h);
f = (normalize(f) * x) + trace_endpos;
zdif = f_z - trace_ent.origin_z;
deathmsg = DMSG_SNIPERRIFLE;
trace_ent.head_shot_vector = '0 0 0';
if (zdif < 0) {
// leg shot doesn't hurt very much
dam_mult *= 0.40;
ign_mult *= 0.40;
if ((dam_mult + ign_mult) > SNIPER_MAXLEG)
{
dam_mult *= (dam_mult + ign_mult) / SNIPER_MAXLEG;
ign_mult *= (dam_mult + ign_mult) / SNIPER_MAXLEG;
}
if (trace_ent.armorvalue < 0.8)
trace_ent.leg_damage++;
//- OfN - OTR bullets do twice damage ----------//
if (self.cutf_items & CUTF_OTR) {
trace_ent.leg_damage++;
}
TeamFortress_SetSpeed(trace_ent);
deathmsg = DMSG_SNIPERLEGSHOT;
//WK Kevlar ignored for snipers again.
//GR red armor has leg protection
if (trace_ent.armortype >= 0.7 && trace_ent.armorvalue > 0) {
TF_T_Damage (trace_ent, self, self, ign_mult, TF_TD_IGNOREARMOUR, TF_TD_SHOT);
TF_T_Damage (trace_ent, self, self, dam_mult, 0, TF_TD_SHOT);
} else {
TF_T_Damage (trace_ent, self, self, dam_mult + ign_mult, TF_TD_IGNOREARMOUR,0);
}
if (trace_ent.health > 0) {
if (self.cutf_items & CUTF_OTR) {
sprint(trace_ent, PRINT_MEDIUM, "Leg injury! That was OTR stuff!\n");
sprint(self, PRINT_MEDIUM, "OTR Leg shot - that'll slow him down!\n");
} else { //- not OTR..
sprint(trace_ent, PRINT_MEDIUM, "Leg injury!\n");
sprint(self, PRINT_MEDIUM, "Leg shot - that'll slow him down!\n");
}
}
return;
} else if (zdif > 20) {
// head shot
dam_mult *= 2;
ign_mult *= 2;
stuffcmd(trace_ent, "bf\n");
trace_ent.head_shot_vector = trace_ent.origin - self.origin;
deathmsg = DMSG_SNIPERHEADSHOT;
if (trace_ent.armortype > 0.5 && trace_ent.armorvalue > 0)
{
TF_T_Damage (trace_ent, self, self, ign_mult, TF_TD_IGNOREARMOUR, TF_TD_SHOT);
TF_T_Damage (trace_ent, self, self, dam_mult, 0, TF_TD_SHOT);
} else {
TF_T_Damage (trace_ent, self, self, dam_mult + ign_mult, TF_TD_IGNOREARMOUR, 0);
}
if (trace_ent.health > 0) {
if (self.cutf_items & CUTF_OTR) {
sprint(trace_ent, PRINT_MEDIUM, "Head injury! That was OTR stuff!\n");
sprint(self, PRINT_MEDIUM, "OTR Head shot - that's gotta hurt!\n");
} else {
sprint(trace_ent, PRINT_MEDIUM, "Head injury!\n");
sprint(self, PRINT_MEDIUM, "Head shot - that's gotta hurt!\n");
}
}
return;
} else
deathmsg = DMSG_SNIPERRIFLE;
TF_T_Damage (trace_ent, self, self, ign_mult, TF_TD_IGNOREARMOUR, TF_TD_SHOT);
}
}
ClearMultiDamage ();
if (trace_fraction == 1.0)
TraceAttack (0, dir);
else // if it hit something
TraceAttack (SNIPER_DMG * dam_mult, dir);
ApplyMultiDamage ();
Multi_Finish (FALSE);
};
#ifndef NO_AUTORIFLE
/*
===================================
TeamFortress : W_FireAutoRifle
===================================
*/
// same as sniper rifle
void() W_FireAutoRifle =
{
local vector dir;
sound (self ,CHAN_WEAPON, "weapons/sniper.wav", 1, ATTN_NORM);
KickPlayer(-1, self);
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
makevectors(self.v_angle);
dir = v_forward;
deathmsg = DMSG_AUTORIFLE;
FireSniperBullet (dir, 8);
};
#endif
/*
================
TeamFortress : W_FireAssaultCannon
================
*/
void() W_FireAssaultCannon =
{
local vector dir;
KickPlayer(-4, self);
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
dir = aim (self, 100000);
deathmsg = DMSG_ASSAULTCANNON;
FireBullets (7, dir, '0.08 0.05 0');
};
/*
=========================================
Custom TeamFortress : W_FireLightAssault
=========================================
*/
void() W_FireLightAssault =
{
local vector dir;
if (self.ammo_nails < 1) {
self.current_weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
W_PrintWeaponMessage();
return;
}
sound (self, CHAN_WEAPON, "weapons/guncock.wav", 0.6, ATTN_NORM);
KickPlayer(-4, self);
makevectors(self.v_angle);
dir = v_forward;
deathmsg = DMSG_LIGHT_ASSAULT;
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
self.reload_light_assault = self.reload_light_assault + 1;
if (CheckForReload() == TRUE)
return;
FireBullets (7, dir, '0.15 0.15 0');
Attack_Finished(0.2);
};
/*
==============================================================================
ROCKETS
==============================================================================
*/
void() s_explode1 = [0, s_explode2] {};
void() s_explode2 = [1, s_explode3] {};
void() s_explode3 = [2, s_explode4] {};
void() s_explode4 = [3, s_explode5] {};
void() s_explode5 = [4, s_explode6] {};
void() s_explode6 = [5, SUB_Remove] {};
void() BecomeExplosion =
{
dremove(self);
};
void() T_MissileTouch =
{
local float damg;
local float bonus;
if (other.classname == "player" && other.playerclass == PC_UNDEFINED)
return;
if (pointcontents(self.origin) == CONTENTS_SKY) {
dremove(self);
return;
}
// Lowered from 120
damg = 100;
if (self.owner.classname == "trap_shooter" || self.owner.classname == "trap_spikeshooter" || self.owner.classname == "trap_tf_spikeshooter" || self.owner.classname == "trap_tf_shooter")
if (self.owner.dmg != 0)
damg = self.owner.dmg;
if (self.has_tesla) //Cluster rockets do less
damg = damg - 25;
deathmsg = self.weapon;
if (other.health) {
bonus = 10 + random()*20;
if (self.has_tesla)
bonus = 0;
TF_T_Damage (other, self, self.owner, damg+bonus, 0, TF_TD_EXPLOSION);
}
// don't do radius damage to the other, because all the damage
// was done in the impact
// Lowered from 120
T_RadiusDamage (self, self.owner, damg, other);
self.origin = self.origin - 8*normalize(self.velocity);
#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);
if (other.classname == "force_field") //- OfN - Makes field explosion b4 removing it
FieldExplosion(other,self.origin,self);
dremove(self);
};
//CH rocket tracker (taken from shalrath.qc)
void() Rocket_Track_Dot =
{
if (time > self.has_sentry) {
self.think = SUB_Remove;
} else {
local vector dir, vtemp;
local entity tg, sight;
sight = NIL;
tg = find (NIL, classname, "timer");
while (tg) {
if (tg.owner == self.owner && tg.think == SniperSight_Update2)
sight = tg;
tg = find(tg, classname, "timer");
}
if (sight) { //Found a sight
vtemp = sight.origin;
dir = normalize(vtemp - self.origin);
// if (self.owner.cluster_mode && !(self.has_tesla)) //Slow down main rocket
// self.velocity = dir * 500;
// else
if (self.owner.cluster_mode)
self.velocity = dir * 600;
else
self.velocity = dir * 900;
self.angles = vectoangles(self.velocity);
self.think = Rocket_Track_Dot;
//WK Add in cluster munitions support
if (self.has_tesla) { //We're a cluster, so act crazy
makevectors(self.angles);
self.v_angle = sight.origin; //Save last direction for losing sight
self.velocity = self.velocity + 300 * v_right * (random() - 0.5);
self.velocity = self.velocity + 300 * v_up * (random() - 0.5);
}
} else { //Lost sight of sight
if (self.has_tesla && self.v_angle != '0 0 0') {
vtemp = self.v_angle;
dir = normalize(vtemp - self.origin);
if (self.owner.cluster_mode && !(self.has_tesla)) //Slow down main rocket
self.velocity = dir * 900;
else
self.velocity = dir * 1000;
self.angles = vectoangles(self.velocity);
self.think = Rocket_Track_Dot;
makevectors(self.angles);
self.velocity = self.velocity + 300 * v_right * (random() - 0.5);
self.velocity = self.velocity + 300 * v_up * (random() - 0.5);
}
// self.velocity = 1000 * normalize(self.v_angle);
}
}
self.nextthink = time + 0.25;
};
/*
================
W_FireRocket
================
*/
void() W_FireRocket =
{
local float loops;
local vector olorigin, dir = NIL; //XXX false +ve for dir
loops = 0;
if (self.tf_items & NIT_CLUSTER_ROCKETS && self.cluster_mode == TRUE)
loops = 5;
while (loops >= 0) {
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
if (self.ammo_rockets < 0) {
self.currentammo = self.ammo_rockets = 0;
return;
}
if (loops == 0) {
sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
if (self.classname == "player")
KickPlayer(-2, self);
}
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.classname = "rocket"; //- OfN - Checked on airfist
// set newmis speed
if (self.classname == "player") {
makevectors (self.v_angle);
dir = v_forward;
} else if (self.classname == "monster_army")
dir = Grunty_LeadShot();
newmis.velocity = dir;
if (!loops) { //WK Not a cluster Rocket
if (self.tf_items & NIT_CLUSTER_ROCKETS && self.cluster_mode == TRUE)
{ //Make lead rocket start slower too
if (self.tf_items & NIT_RL_LASER_SIGHT) //Cluster and sight to start
newmis.velocity = newmis.velocity * 400;
else
newmis.velocity = newmis.velocity * 600; //Cluster and no sight
} else
newmis.velocity = newmis.velocity * 900;
} else if (self.tf_items & NIT_RL_LASER_SIGHT) //Cluster and sight to start
newmis.velocity = newmis.velocity * 400;
else
newmis.velocity = newmis.velocity * 600; //Cluster and no sight
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = T_MissileTouch;
// set newmis duration
if (self.tf_items & NIT_RL_LASER_SIGHT) {
newmis.nextthink = time + 0.1; //Because tracks a sight
if (loops)
newmis.nextthink = time + 0.5; //Delay one second to spread out
newmis.think = Rocket_Track_Dot;
newmis.has_sentry = time + 6;
} else {
newmis.nextthink = time + 4;
newmis.think = SUB_Remove;
}
newmis.weapon = DMSG_ROCKETL;
if (!loops)
setmodel (newmis, "progs/missile.mdl");
else
setmodel (newmis, "progs/minimissile.mdl"); //Diff model for swarm rockets
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin + dir*8 + '0 0 16');
if (loops) { //WK Vary the starting point of the cluster
traceline (self.origin, self.origin + v_forward*9192, FALSE, self); //Make this TRUE
newmis.v_angle = trace_endpos;
newmis.has_tesla = loops; //Tell the rocket it is a cluster
newmis.weapon = DMSG_CLUSTER_ROCKET;
olorigin = newmis.origin;
newmis.origin = newmis.origin + v_right * (random() * 120 - 60);
newmis.origin = newmis.origin + v_forward * (random() * 40);
newmis.origin = newmis.origin + v_up * (random() * 50 - 20);
olorigin = olorigin - newmis.origin; //Get vector to new point
olorigin = 200 * normalize(olorigin);
if (self.tf_items & NIT_RL_LASER_SIGHT) //Dont spread without sight
newmis.velocity = newmis.velocity + olorigin;
}
loops = loops - 1;
} //End while loops
#ifdef DEMO_STUFF
// Have we got a live camera in projectile mode?
if (live_camera)
CamProjectileLockOn();
#endif
};
/*
===============================================================================
LIGHTNING
===============================================================================
*/
void(entity from, float damage) LightningHit =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNINGBLOOD);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (trace_endpos, MULTICAST_PVS);
TF_T_Damage (trace_ent, from, from, damage, TF_TD_NOTTEAM, TF_TD_ELECTRICITY);
};
/*
=================
LightningDamage
=================
*/
void(vector p1, vector p2, entity from, float damage) LightningDamage =
{
local entity e1, e2;
local vector f;
f = p2 - p1;
normalize (f);
f_x = 0 - f_y;
f_y = f_x;
f_z = 0;
f = f*16;
e1 = e2 = NIL;
traceline (p1, p2, FALSE, self);
//WK Sweep mines at point of impact
GuerillaMineSweep(trace_endpos);
deathmsg = DMSG_LIGHTNING;
if (trace_ent.takedamage)
LightningHit (from, damage);
e1 = trace_ent;
traceline (p1 + f, p2 + f, FALSE, self);
if (trace_ent != e1 && trace_ent.takedamage)
LightningHit (from, damage);
e2 = trace_ent;
traceline (p1 - f, p2 - f, FALSE, self);
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
LightningHit (from, damage);
};
void() W_FireLightning =
{
local vector org;
local float cells, damage;
if (self.ammo_cells < 1) {
self.current_weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
W_PrintWeaponMessage();
return;
}
makevectors (self.v_angle);
// explode if under water
if (self.waterlevel > 1) {
cells = self.ammo_cells;
if (cells > 10)
cells = 10; //WK Don't allow detpacks on the fly!
self.ammo_cells = self.ammo_cells - cells;
W_SetCurrentAmmo ();
deathmsg = DMSG_LIGHTNING;
//WK T_RadiusDamage (self, self, 35*cells, NIL);
T_RadiusDamage (self, self, 20*cells, NIL);
Attack_Finished(5);
return;
}
if (self.t_width < time) {
sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
self.t_width = time + 0.6;
}
KickPlayer(-2, self);
if (self.ammo_cells > 300) {
damage = 25;
self.ammo_cells -= 15;
} else if (self.ammo_cells > 200) {
damage = 20;
self.ammo_cells -= 10;
} else if (self.ammo_cells > 100) {
damage = 17;
self.ammo_cells -= 4;
} else {
damage = 12;
self.ammo_cells -= 1.2;
}
self.currentammo = self.ammo_cells;
org = self.origin + '0 0 16';
// OfN - Check for force field
traceline (org, org + v_forward*600, FALSE, self);
if (trace_ent.classname == "force_field") {
FieldExplosion(trace_ent,trace_endpos,trace_ent);
PutFieldWork(trace_ent);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNING2);
WriteEntity (MSG_MULTICAST, self);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (org, MULTICAST_PHS);
return;
}
//_------------------------------------_//
traceline (org, org + v_forward*600, TRUE, self);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNING2);
WriteEntity (MSG_MULTICAST, self);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (org, MULTICAST_PHS);
LightningDamage (self.origin, trace_endpos + v_forward*4, self, damage);
};
//=============================================================================
float (float tno) num_team_pipebombs =
{
if (tno == 1)
return num_team_pipebombs_1;
if (tno == 2)
return num_team_pipebombs_2;
if (tno == 3)
return num_team_pipebombs_3;
if (tno == 4)
return num_team_pipebombs_4;
return 0;
};
void(float tno) ExplodeOldPipebomb =
{
local entity old;
local float index;
if (tno != 0) {
index = num_team_pipebombs(tno);
index = index - (MAX_WORLD_PIPEBOMBS / number_of_teams);
} else {
index = num_world_pipebombs - MAX_WORLD_PIPEBOMBS;
}
old = find(NIL, classname, "pipebomb");
while (index > 0) {
if (!old) {
RPrint("*** ERROR: ExplodeOldPipebomb. ***\n");
RPrint("*** Please report this. ***\n");
num_world_pipebombs = 0;
num_team_pipebombs_1 = 0;
num_team_pipebombs_2 = 0;
num_team_pipebombs_3 = 0;
num_team_pipebombs_4 = 0;
return;
}
if (old.owner.team_no == tno || tno == 0) {
old.nextthink = time + 0.5;
index = index - 1;
}
old = find(old, classname, "pipebomb");
}
};
void(float tno) increment_team_pipebombs =
{
if (tno == 1)
num_team_pipebombs_1 = num_team_pipebombs_1 + 1;
else if (tno == 2)
num_team_pipebombs_2 = num_team_pipebombs_2 + 1;
else if (tno == 3)
num_team_pipebombs_3 = num_team_pipebombs_3 + 1;
else if (tno == 4)
num_team_pipebombs_4 = num_team_pipebombs_4 + 1;
};
void(float tno) decrement_team_pipebombs =
{
if (tno == 1)
num_team_pipebombs_1 = num_team_pipebombs_1 - 1;
else if (tno == 2)
num_team_pipebombs_2 = num_team_pipebombs_2 - 1;
else if (tno == 3)
num_team_pipebombs_3 = num_team_pipebombs_3 - 1;
else if (tno == 4)
num_team_pipebombs_4 = num_team_pipebombs_4 - 1;
};
//=============================================================================
void() GrenadeExplode =
{
if (self.classname == "pipebomb") {
num_world_pipebombs = num_world_pipebombs - 1;
decrement_team_pipebombs(self.owner.team_no);
}
deathmsg = self.weapon;
T_RadiusDamage (self, self.owner, 120, 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);
};
void() GrenadeTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (other.takedamage == DAMAGE_AIM) {
GrenadeExplode();
return;
}
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
/*
================
W_FireGrenade
================
*/
void() W_FireGrenade =
{
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
KickPlayer(-2, self);
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_BBOX;
// Set grenade type based on firing mode
if (self.weaponmode == GL_NORMAL) {
newmis.weapon = DMSG_GRENADEL;
newmis.classname = "grenade";
newmis.skin = 1;
newmis.touch = GrenadeTouch;
newmis.nextthink = time + 2.5;
} else { // if (self.weaponmode == GL_PIPEBOMB)
if (self.team_no != 0) {
increment_team_pipebombs(self.team_no);
if (num_team_pipebombs(self.team_no) > (MAX_WORLD_PIPEBOMBS / number_of_teams))
ExplodeOldPipebomb(self.team_no);
} else {
num_world_pipebombs = num_world_pipebombs + 1;
if (num_world_pipebombs > MAX_WORLD_PIPEBOMBS)
ExplodeOldPipebomb(0);
}
newmis.classname = "pipebomb";
newmis.skin = 2;
newmis.touch = PipebombTouch;
newmis.nextthink = time + 120; // Remove pipebombs older than 2 minutes
newmis.weapon = DMSG_GREN_PIPE;
}
// set newmis speed
makevectors (self.v_angle);
if (self.v_angle_x)
newmis.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
else {
newmis.velocity = aim(self, 10000);
newmis.velocity = newmis.velocity * 600;
newmis.velocity_z = 200;
}
newmis.avelocity = '300 300 300';
newmis.angles = vectoangles(newmis.velocity);
newmis.think = GrenadeExplode;
setmodel (newmis, "progs/grenade2.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin);
#ifdef DEMO_STUFF
// Have we got a live camera in projectile mode?
if (live_camera)
CamProjectileLockOn();
#endif
};
//=============================================================================
void() spike_touch;
/*
===============
launch_spike
Used for both the player and the ogre
===============
*/
void(vector org, vector dir) launch_spike =
{
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.angles = vectoangles(dir);
newmis.touch = spike_touch;
newmis.weapon = DMSG_NAILGUN;
newmis.classname = "spike";
newmis.think = SUB_Remove;
newmis.nextthink = time + 6;
setmodel (newmis, "progs/spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, org);
newmis.velocity = dir * 1600; // was 1000
#ifdef DEMO_STUFF
// Have we got a live camera in projectile mode?
if (live_camera)
CamProjectileLockOn();
#endif
};
void() superspike_touch =
{
local float ndmg;
if (other == self.owner)
return;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(self.origin) == CONTENTS_SKY)
{
dremove(self);
return;
}
// hit something that bleeds
if (other.takedamage) {
spawn_touchblood (18);
deathmsg = self.weapon;
/*
// In QW, nail grens only launch 1 nail, and it does more damage.
if (deathmsg == DMSG_GREN_NAIL)
ndmg = 40;
else
*/
ndmg = 13;
if (self.owner.classname == "grenade")
TF_T_Damage (other, self, self.owner.owner, ndmg, TF_TD_NOTTEAM, TF_TD_NAIL);
else
TF_T_Damage (other, self, self.owner, ndmg, TF_TD_NOTTEAM, TF_TD_NAIL);
} else {
if (other.classname == "force_field") //- OfN - Makes field explosion b4 removing it
FieldExplosion(other,self.origin,self);
else {
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SUPERSPIKE);
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);
};
void() W_FireSuperSpikes =
{
local vector dir;
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
Attack_Finished(0.2);
self.currentammo = self.ammo_nails = self.ammo_nails - 2;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16', dir);
newmis.touch = superspike_touch;
newmis.weapon = DMSG_SNG;
setmodel (newmis, "progs/s_spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
KickPlayer(-2, self);
};
void(float ox) W_FireSpikes =
{
if (self.ammo_nails >= 2 && self.current_weapon == WEAP_SNG) {
W_FireSuperSpikes ();
return;
}
local vector dir;
if (self.classname == "player")
makevectors (self.v_angle);
else
makevectors (self.angles);
if (self.ammo_nails < 1)
if (self.classname == "player") {
self.current_weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
W_PrintWeaponMessage();
return;
}
sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
Attack_Finished(0.2);
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
if (self.classname == "player") {
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
KickPlayer(-2, self);
} else if (self.classname == "monster_army") { //- OfN -
dir = Grunty_LeadShot();
grunty_spike(self.origin + '0 0 16' + v_right*ox, dir);
}
};
//.float hit_z;
void() spike_touch =
{
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(self.origin) == CONTENTS_SKY) {
dremove(self);
return;
}
//WK Sweep mines at point of impact
GuerillaMineSweep(self.origin);
// hit something that bleeds
if (other.takedamage) {
spawn_touchblood (9);
deathmsg = self.weapon;
//- OfN - Wizard projectiles do SCRAG_DMG damage
if (self.classname == "wizspike") {
local float wizdmg;
wizdmg = SCRAG_DMG;
if (other.classname == "player") {
if (other.cutf_items & CUTF_DEMONLORE) // if we have demon lore, it does less damage to us
wizdmg = wizdmg * 0.8;
}
TF_T_Damage (other, self, self.owner, wizdmg, TF_TD_NOTTEAM, 0);
sound (self, CHAN_MISC, "effects/crunch.wav", 0.4, ATTN_NORM); // any better sound?
} else if (self.owner.classname == "grenade") // - OfN -
TF_T_Damage (other, self, self.owner.owner, 12, TF_TD_NOTTEAM, TF_TD_NAIL);
else
TF_T_Damage (other, self, self.owner, 12, TF_TD_NOTTEAM, TF_TD_NAIL);
} else {
if (other.classname == "force_field") //- OfN - Makes field explosion b4 removing it
FieldExplosion(other,self.origin,self);
else {
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
if (self.classname == "wizspike")
WriteByte (MSG_MULTICAST, TE_WIZSPIKE);
else if (self.classname == "knightspike")
WriteByte (MSG_MULTICAST, TE_KNIGHTSPIKE);
else
WriteByte (MSG_MULTICAST, TE_SPIKE);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
}
}
#ifdef DEMO_STUFF
// Remove any camera's locks on this missile
if (self.enemy)
CamProjectileLockOff();
#endif
dremove(self);
};
/*
===============================================================================
PLAYER WEAPON USE
===============================================================================
*/
void() W_SetCurrentAmmo =
{
if (self.health <= 0 || self.current_weapon == 0)
return; // get out of any weapon firing states
player_run();
self.items = self.items & ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS);
self.weapon = 0;
//WK Set armor here... update armor picture
self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
if (self.armortype >= 0.8)
self.items = self.items | IT_ARMOR3;
else if (self.armortype >= 0.6)
self.items = self.items | IT_ARMOR2;
else if (self.armortype >= 0.3)
self.items = self.items | IT_ARMOR1;
//WK Show nothing for custom playerclass while building
if ( self.playerclass == PC_CUSTOM
&& (self.done_custom & CUSTOM_BUILDING)) {
//We are building a class
self.currentammo = 0;
self.weaponmodel = "";
return;
}
if (self.current_weapon == WEAP_AXE) {
self.currentammo = 0;
if (self.cutf_items & CUTF_KNIFE) { //WK
if (self.job & JOB_BLOODY_KNIFE)
self.weaponmode = 1;
else
self.weaponmode = 0; //CH maybe fix bug that knife is bloody when not?
if (self.weaponmode == 0)
self.weaponmodel = "progs/v_knife.mdl"; //Nonbloody
else
self.weaponmodel = "progs/v_knife2.mdl"; //Bloody
} else
self.weaponmodel = "progs/v_axe.mdl";
self.weaponframe = 0;
} else if (self.current_weapon == WEAP_HOOK) {
self.currentammo = 0;
self.weaponmodel = "progs/v_grap.mdl";
self.weaponframe = 0;
} else if (self.current_weapon == WEAP_SPANNER) {
self.currentammo = self.ammo_cells;
self.weaponmodel = "progs/v_span.mdl";
self.weaponframe = 0;
} else if (self.current_weapon == WEAP_SHOTGUN) {
self.currentammo = self.ammo_shells;
self.items = self.items | IT_CELLS;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_shot.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_SHELLS;
self.weapon = IT_SHOTGUN;
} else if (self.current_weapon == WEAP_SUPER_SHOTGUN) {
self.currentammo = self.ammo_shells;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_shot2.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_SHELLS;
self.weapon = IT_SUPER_SHOTGUN;
} else if (self.current_weapon == WEAP_NAILGUN) {
self.currentammo = self.ammo_nails;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_nail.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_NAILS;
self.weapon = IT_NAILGUN;
} else if (self.current_weapon == WEAP_LIGHT_ASSAULT) {
self.currentammo = self.ammo_nails;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_nail2.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_NAILS;
self.weapon = IT_LIGHT_ASSAULT;
} else if (self.current_weapon == WEAP_GRENADE_LAUNCHER) {
self.currentammo = self.ammo_rockets;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_rock.mdl";
self.weaponframe = 0;
}
self.weapon = IT_GRENADE_LAUNCHER;
self.items = self.items | IT_ROCKETS;
} else if (self.current_weapon == WEAP_ROCKET_LAUNCHER) {
self.currentammo = self.ammo_rockets;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_rock2.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_ROCKETS;
self.weapon = IT_ROCKET_LAUNCHER;
} else if (self.current_weapon == WEAP_LIGHTNING) {
self.currentammo = self.ammo_cells;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_light.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_CELLS;
self.weapon = IT_LIGHTNING;
} else if (self.current_weapon == WEAP_SNIPER_RIFLE) {
self.currentammo = self.ammo_shells;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_srifle.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_SHELLS;
self.weapon = IT_SHOTGUN;
#ifndef NO_AUTORIFLE
} else if (self.current_weapon == WEAP_AUTO_RIFLE) {
self.currentammo = self.ammo_shells;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_srifle.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_SHELLS;
self.weapon = IT_SUPER_SHOTGUN;
#endif
} else if (self.current_weapon == WEAP_ASSAULT_CANNON) {
self.currentammo = self.ammo_shells;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_asscan.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_SHELLS;
self.weapon = IT_ROCKET_LAUNCHER;
} else if (self.current_weapon == WEAP_FLAMETHROWER) {
self.currentammo = self.ammo_cells;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_rock.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_CELLS;
self.weapon = IT_GRENADE_LAUNCHER;
} else if (self.current_weapon == WEAP_INCENDIARY) {
self.currentammo = self.ammo_rockets;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_rock2.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_ROCKETS;
self.weapon = IT_ROCKET_LAUNCHER;
} else if (self.current_weapon == WEAP_MEDIKIT) {
self.currentammo = 0;
self.weaponmodel = "progs/v_medi.mdl";
self.weaponframe = 0;
} else if (self.current_weapon == WEAP_TRANQ) {
self.currentammo = self.ammo_nails;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_shot.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_NAILS;
self.weapon = IT_SHOTGUN;
} else if (self.current_weapon == WEAP_LASER) {
self.currentammo = self.ammo_nails;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_rail.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_NAILS;
self.weapon = IT_SHOTGUN;
} else if (self.current_weapon == WEAP_DAEDALUS) {
self.currentammo = self.ammo_cells;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_rock.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_CELLS;
self.weapon = IT_LIGHTNING;
} else if (self.current_weapon == WEAP_MAUSER) {
self.currentammo = self.ammo_nails;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_rail.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_NAILS;
self.weapon = IT_LIGHT_ASSAULT;
} else if (self.current_weapon == WEAP_AIRF) {
self.currentammo = 0;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_airgun.mdl";
self.weaponframe = 0;
}
} else if (self.current_weapon == WEAP_SNG) {
self.currentammo = self.ammo_nails;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_nail2.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_NAILS;
self.weapon = IT_LIGHT_ASSAULT;//IT_SUPER_NAILGUN;
} else if (self.current_weapon == WEAP_LASERCANNON) {
self.currentammo = self.ammo_cells;
if (!(self.tfstate & TFSTATE_RELOADING)) {
self.weaponmodel = "progs/v_laserg.mdl";
self.weaponframe = 0;
}
self.items = self.items | IT_CELLS;
self.weapon = WEAP_LASERCANNON;
} else {
self.currentammo = 0;
self.weaponmodel = "";
self.weaponframe = 0;
}
};
float() W_BestWeapon =
{
local float it;
it = self.weapons_carried;
if (self.ammo_cells >= 1 && (it & WEAP_LIGHTNING) && self.waterlevel <= 1)
return WEAP_LIGHTNING;
if(self.ammo_shells >= 1 && (it & WEAP_SNIPER_RIFLE) )
return WEAP_SNIPER_RIFLE;
if(self.ammo_rockets >= 1 && (it & WEAP_ROCKET_LAUNCHER) )
return WEAP_ROCKET_LAUNCHER;
if (self.ammo_cells >= 5 && (it & WEAP_DAEDALUS) )
return WEAP_DAEDALUS;
if (self.ammo_cells >= 6 && (self.ammo_shells >= 1) && (it & WEAP_ASSAULT_CANNON))
return WEAP_ASSAULT_CANNON;
if(self.ammo_nails >= 10 && (it & WEAP_LIGHT_ASSAULT) )
return WEAP_LIGHT_ASSAULT;
if(self.ammo_rockets >= 3 && (it & WEAP_INCENDIARY) )
return WEAP_INCENDIARY;
if(self.ammo_rockets >= 1 && (it & WEAP_GRENADE_LAUNCHER) )
return WEAP_GRENADE_LAUNCHER;
if (self.ammo_cells >= 1 && (it & WEAP_LASERCANNON))
return WEAP_LASERCANNON;
if(self.ammo_nails >= 2 && (it & WEAP_SNG))
return WEAP_SNG;
if (self.ammo_cells >= 1 && (it & WEAP_FLAMETHROWER))
return WEAP_FLAMETHROWER;
if(self.ammo_shells >= 2 && (it & WEAP_SUPER_SHOTGUN) )
return WEAP_SUPER_SHOTGUN;
if (self.ammo_nails >= 1 && (it & WEAP_LASER) )
return WEAP_LASER;
if(self.ammo_nails >= 1 && (it & WEAP_NAILGUN) )
return WEAP_NAILGUN;
if(self.ammo_shells >= 1 && (it & WEAP_SHOTGUN) )
return WEAP_SHOTGUN;
if (self.ammo_nails >= 1 && (it & WEAP_MAUSER) )
return WEAP_MAUSER;
if (self.ammo_nails >= 1 && (it & WEAP_TRANQ) )
return WEAP_TRANQ;
if (it & WEAP_MEDIKIT)
return WEAP_MEDIKIT;
if (it & WEAP_AIRF)
return WEAP_AIRF;
if (it & WEAP_SPANNER)
return WEAP_SPANNER;
if (it & WEAP_AXE)
return WEAP_AXE;
return 0;
};
float() W_CheckNoAmmo =
{
if (self.current_weapon == WEAP_MEDIKIT)
return TRUE;
if (self.current_weapon == WEAP_AIRF)
return TRUE;
if (self.current_weapon == WEAP_AXE || self.current_weapon == WEAP_HOOK || self.current_weapon == WEAP_SPANNER)
return TRUE;
if (self.current_weapon == WEAP_INCENDIARY) {
if (self.currentammo >= 3)
return TRUE;
} else if (self.current_weapon == WEAP_DAEDALUS) {
if (self.currentammo >= 5)
return TRUE;
} else if (self.current_weapon == WEAP_SNIPER_RIFLE) {
if (self.currentammo >= 5)
return TRUE;
} else if (self.currentammo > 0)
return TRUE;
self.current_weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
W_PrintWeaponMessage();
// drop the weapon down
return FALSE;
};
/*====================
W_Reload
Is called when weapon has finished reloading
====================*/
void() W_Reload_shotgun =
{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_RELOADING);
self.owner.weaponmodel = "progs/v_shot.mdl";
sprint(self.owner, PRINT_LOW, "finished reloading\n");
self.owner.StatusRefreshTime = time + 0.1;
dremove(self);
};
void() W_Reload_light_assault =
{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_RELOADING);
self.owner.weaponmodel = "progs/v_nail2.mdl";
sprint(self.owner, PRINT_LOW, "finished reloading\n");
self.owner.StatusRefreshTime = time + 0.1;
dremove(self);
};
void() W_Reload_super_shotgun =
{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_RELOADING);
self.owner.weaponmodel = "progs/v_shot2.mdl";
sprint(self.owner, PRINT_LOW, "finished reloading\n");
self.owner.StatusRefreshTime = time + 0.1;
dremove(self);
};
void() W_Reload_grenade_launcher =
{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_RELOADING);
self.owner.weaponmodel = "progs/v_rock.mdl";
sprint(self.owner, PRINT_LOW, "finished reloading\n");
self.owner.StatusRefreshTime = time + 0.1;
dremove(self);
};
void() W_Reload_rocket_launcher =
{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_RELOADING);
self.owner.weaponmodel = "progs/v_rock2.mdl";
sprint(self.owner, PRINT_LOW, "finished reloading\n");
self.owner.StatusRefreshTime = time + 0.1;
dremove(self);
};
void() W_Reload_laser_cannon =
{
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_RELOADING);
self.owner.weaponmodel = "progs/v_laserg.mdl";
sprint(self.owner, PRINT_LOW, "Laser Cannon charged\n");
self.owner.StatusRefreshTime = time + 0.1;
dremove(self);
};
float() CheckForReload =
{
local entity tWeapon;
if (self.current_weapon == WEAP_SHOTGUN) {
if (self.reload_shotgun >= RE_SHOTGUN && self.ammo_shells > 0) {
self.reload_shotgun = 0;
if (self.ammo_shells < RE_SHOTGUN)
self.reload_shotgun = RE_SHOTGUN - self.ammo_shells;
sprint (self, PRINT_HIGH, "reloading...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
tWeapon = spawn();
tWeapon.owner = self;
tWeapon.classname = "timer";
tWeapon.nextthink = time + RE_SHOTGUN_TIME;
tWeapon.think = W_Reload_shotgun;
self.weaponmodel = "";
self.weaponframe = 0;
return TRUE;
}
} else if (self.current_weapon == WEAP_SUPER_SHOTGUN) {
if (self.reload_super_shotgun > RE_SUPER_SHOTGUN)
self.reload_super_shotgun = RE_SUPER_SHOTGUN;
if ( self.reload_super_shotgun >= RE_SUPER_SHOTGUN
&& self.ammo_shells > 0) {
self.reload_super_shotgun = 0;
if (self.ammo_shells < RE_SUPER_SHOTGUN)
self.reload_super_shotgun =
RE_SUPER_SHOTGUN - self.ammo_shells;
sprint (self, PRINT_HIGH, "reloading...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
tWeapon = spawn();
tWeapon.owner = self;
tWeapon.classname = "timer";
tWeapon.nextthink = time + RE_SUPER_SHOTGUN_TIME;
tWeapon.think = W_Reload_super_shotgun;
self.weaponmodel = "";
self.weaponframe = 0;
return TRUE;
}
} else if (self.current_weapon == WEAP_LIGHT_ASSAULT) {
if ( self.reload_light_assault >= RE_LIGHT_ASSAULT
&& self.ammo_nails > 0) {
self.reload_light_assault = 0;
if (self.ammo_nails < RE_LIGHT_ASSAULT)
self.reload_light_assault = RE_LIGHT_ASSAULT - self.ammo_nails;
sprint (self, PRINT_HIGH, "reloading...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
tWeapon = spawn();
tWeapon.owner = self;
tWeapon.classname = "timer";
tWeapon.nextthink = time + RE_LIGHT_ASSAULT_TIME;
tWeapon.think = W_Reload_light_assault;
self.weaponmodel = "";
self.weaponframe = 0;
return TRUE;
}
} else if (self.current_weapon == WEAP_LASERCANNON) {
if ( self.reload_laser_cannon >= RE_LASER_CANNON
&& self.ammo_cells > 0) {
self.reload_laser_cannon = 0;
if (self.ammo_cells < RE_LASER_CANNON)
self.reload_laser_cannon = RE_LASER_CANNON - self.ammo_cells;
sprint (self, PRINT_HIGH, "Charging cannon...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
tWeapon = spawn();
tWeapon.owner = self;
tWeapon.classname = "timer";
tWeapon.nextthink = time + RE_LASER_CANNON_TIME;
tWeapon.think = W_Reload_laser_cannon;
self.weaponmodel = "";
self.weaponframe = 0;
return TRUE;
}
} else if (self.current_weapon == WEAP_GRENADE_LAUNCHER) {
if ( self.reload_grenade_launcher >= RE_GRENADE_LAUNCHER
&& self.ammo_rockets > 0) {
self.reload_grenade_launcher = 0;
if (self.ammo_rockets < RE_GRENADE_LAUNCHER)
self.reload_grenade_launcher =
RE_GRENADE_LAUNCHER - self.ammo_rockets;
sprint (self, PRINT_HIGH, "reloading...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
tWeapon = spawn();
tWeapon.owner = self;
tWeapon.classname = "timer";
tWeapon.nextthink = time + RE_GRENADE_LAUNCHER_TIME;
tWeapon.think = W_Reload_grenade_launcher;
self.weaponmodel = "";
self.weaponframe = 0;
return TRUE;
}
} else if (self.current_weapon == WEAP_ROCKET_LAUNCHER) {
if ( self.reload_rocket_launcher >= RE_ROCKET_LAUNCHER
&& self.ammo_rockets > 0) {
self.reload_rocket_launcher = 0;
if (self.ammo_rockets < RE_ROCKET_LAUNCHER)
self.reload_rocket_launcher = RE_ROCKET_LAUNCHER
- self.ammo_rockets;
sprint (self, PRINT_HIGH, "reloading...\n");
self.tfstate = (self.tfstate | TFSTATE_RELOADING);
tWeapon = spawn();
tWeapon.owner = self;
tWeapon.classname = "timer";
if (self.tf_items & NIT_CLUSTER_ROCKETS)
tWeapon.nextthink = time + RE_ROCKET_LAUNCHER_TIME - 1;
else
tWeapon.nextthink = time + RE_ROCKET_LAUNCHER_TIME;
tWeapon.think = W_Reload_rocket_launcher;
self.weaponmodel = "";
self.weaponframe = 0;
return TRUE;
}
}
return FALSE;
};
/*
============
W_Attack
An attack impulse can be triggered now
============
*/
void() player_axe1;
void() player_axeb1;
void() player_axec1;
void() player_axed1;
void() player_shot1;
void() player_nail1;
void() player_snail1; // ofn SNG
void() player_light1;
void() player_light_assault1;
void() player_rocket1;
#ifndef NO_AUTORIFLE
void() player_autorifle1;
#endif
void() player_assaultcannon1;
void() player_assaultcannonup1;
void() player_assaultcannondown1;
void() player_medikit1;
void() player_medikitb1;
void() player_medikitc1;
void() player_medikitd1;
void() player_bioweapon1;
void() player_bioweaponb1;
void() player_bioweaponc1;
void() player_bioweapond1;
void() player_chain1;
void() player_chain2;
void() player_chain3;
void() player_chain4;
void() player_chain5;
void() W_Attack =
{
local float r;
if (!W_CheckNoAmmo ())
return;
if (self.playerclass == PC_CUSTOM && (self.done_custom & CUSTOM_BUILDING))
return;
if (self.tfstate & TFSTATE_RELOADING)
return;
if (self.penance_time > time)
return;
//WK Tranq does not remove disguise
//GR Spy can fire and keep their skin if not color-disguised.
if (self.is_undercover && (self.current_weapon != WEAP_TRANQ && self.current_weapon != WEAP_MAUSER)
&& (self.undercover_team != self.team_no))
Spy_RemoveDisguise(self);
if (self.job & JOB_THIEF && (self.job & JOB_ACTIVE || self.job & JOB_FULL_HIDE))
RevealThief(self,FALSE);
//WK When conced you randomly don't fire
if (self.tfstate & TFSTATE_CONCUSSIONED)
if (random() <= 0.3)
return;
makevectors (self.v_angle); // calculate forward angle for velocity
self.show_hostile = time + 1; // wake monsters up
if (self.current_weapon == WEAP_AXE) {
//if (self.cutf_items & CUTF_KNIFE) //WK Go berserk with the knife
// Attack_Finished(0.5); // no, don't (0.35)
//else
Attack_Finished(0.5);
sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
r = random();
if (r < 0.25)
player_axe1 ();
else if (r<0.5)
player_axeb1 ();
else if (r<0.75)
player_axec1 ();
else
player_axed1 ();
} else if (self.current_weapon == WEAP_SPANNER) {
Attack_Finished(0.35); //WK Berserk with spanner
sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
player_axe1 ();
} else if (self.current_weapon == WEAP_HOOK) {
if (!self.hook_out)
player_chain1 ();
Attack_Finished(1); //WK
} else if (self.current_weapon == WEAP_SHOTGUN) {
if (CheckForReload() == TRUE)
return;
player_shot1 ();
W_FireShotgun ();
self.reload_shotgun = self.reload_shotgun + 1;
self.StatusRefreshTime = time + 0.1;
CheckForReload();
Attack_Finished(0.5);
} else if (self.current_weapon == WEAP_SUPER_SHOTGUN) {
if (CheckForReload() == TRUE)
return;
player_shot1 ();
W_FireSuperShotgun ();
self.reload_super_shotgun = self.reload_super_shotgun + 2;
self.StatusRefreshTime = time + 0.1;
CheckForReload();
Attack_Finished(0.7);
} else if (self.current_weapon == WEAP_SNG) {
player_snail1 ();
} else if (self.current_weapon == WEAP_NAILGUN) {
player_nail1 ();
} else if (self.current_weapon == WEAP_LIGHT_ASSAULT) {
if (CheckForReload() == TRUE)
return;
player_light_assault1();
CheckForReload();
} else if (self.current_weapon == WEAP_GRENADE_LAUNCHER) {
if (CheckForReload() == TRUE)
return;
player_rocket1();
W_FireGrenade();
self.reload_grenade_launcher = self.reload_grenade_launcher + 1;
self.StatusRefreshTime = time + 0.1;
CheckForReload();
Attack_Finished(0.6);
} else if (self.current_weapon == WEAP_ROCKET_LAUNCHER) {
if (CheckForReload() == TRUE)
return;
player_rocket1();
W_FireRocket();
if (self.tf_items & NIT_CLUSTER_ROCKETS && self.cluster_mode == TRUE) //WK Clusters are multiple shots
self.reload_rocket_launcher = self.reload_rocket_launcher + 8;
else
self.reload_rocket_launcher = self.reload_rocket_launcher + 1;
self.StatusRefreshTime = time + 0.1;
CheckForReload();
//CH so that the dot can be removed quicker (reset after dot gone)
if (self.tf_items & NIT_RL_LASER_SIGHT)
Attack_Finished(0.1);
else
Attack_Finished(0.8);
} else if (self.current_weapon == WEAP_LIGHTNING) {
player_light1();
Attack_Finished(0.1);
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
} else if (self.current_weapon == WEAP_DAEDALUS) { //CHANGEME
player_rocket1();
W_FireDaedalus();
Attack_Finished(0.8);
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
} else if (self.current_weapon == WEAP_SNIPER_RIFLE) {
// Can't fire while jumping
// WK You can if you are a scuba commando!
if ( (self.flags & FL_ONGROUND) || (self.hook_out)
|| ((self.tf_items & NIT_SCUBA) && self.waterlevel) ) {
player_shot1();
W_FireSniperRifle();
Attack_Finished(SNIPER_RIFLE_RELOAD_TIME);
}
#ifndef NO_AUTORIFLE
} else if (self.current_weapon == WEAP_AUTO_RIFLE) {
player_autorifle1();
W_FireAutoRifle();
Attack_Finished(0.1);
#endif
} else if (self.current_weapon == WEAP_ASSAULT_CANNON) {
// Need 4 cells to power up the Assault Cannon
if (self.ammo_cells < 4) {
sprint (self, PRINT_MEDIUM, "Insufficient cells to power up the Assault Cannon.\n");
stuffcmd (self, "-attack;\n"); // to avoid flooding
} else {
self.ammo_cells = self.ammo_cells - 4;
// Can't move while firing the Assault Cannon :)
self.heat = 1;
makeImmune(self,time+2);
// self.immune_to_check = time + 2;
self.tfstate = self.tfstate | TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self);
player_assaultcannonup1();
}
} else if (self.current_weapon == WEAP_FLAMETHROWER) {
player_shot1();
W_FireFlame();
if (self.waterlevel > 2)
Attack_Finished(1);
else
Attack_Finished(0.15);
} else if (self.current_weapon == WEAP_INCENDIARY) {
player_rocket1();
W_FireIncendiaryCannon();
Attack_Finished(1.2);
} else if (self.current_weapon == WEAP_MEDIKIT) {
sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
r = random();
if (r < 0.25)
player_medikit1 ();
else if (r < 0.5)
player_medikitb1 ();
else if (r < 0.75)
player_medikitc1 ();
else
player_medikitd1 ();
Attack_Finished(0.5);
} else if (self.current_weapon == WEAP_TRANQ) {
sound (self, CHAN_WEAPON, "weapons/dartgun.wav", 1, ATTN_NORM);
player_shot1 ();
W_FireTranq ();
Attack_Finished(1.5);
} else if (self.current_weapon == WEAP_LASER) {
sound (self, CHAN_WEAPON, "weapons/railgun.wav", 1, ATTN_NORM);
player_shot1();
W_FireLaser();
Attack_Finished(0.4);
} else if (self.current_weapon == WEAP_MAUSER) {
sound (self, CHAN_WEAPON, "weapons/dartgun.wav", 1, ATTN_NORM);
// player_shot1();
W_FireMauser();
Attack_Finished(2.0);
} else if (self.current_weapon == WEAP_AIRF) {
launch_horn();
}
if (self.current_weapon == WEAP_LASERCANNON) {
if (CheckForReload() == TRUE)
return;
player_laser1();
CheckForReload();
}
};
/*=========================
W_PrintWeaponMessage
Prints a message indicating
the current selected weapon,
if needed.
=========================*/
void() W_PrintWeaponMessage =
{
//WK Custom class friendly
if (self.current_weapon == WEAP_AXE) { // && (self.weapons_carried & WEAP_HOOK))
if (!(self.cutf_items & CUTF_KNIFE))
sprint(self, PRINT_MEDIUM, "Axe selected\n");
else {
if (self.weaponmode == 0)
sprint(self, PRINT_MEDIUM, "Knife selected\n"); //Nonbloody
else
sprint(self, PRINT_MEDIUM, "Bloody Knife selected\n"); //Bloody
}
} else if (self.current_weapon == WEAP_HOOK)
sprint(self, PRINT_MEDIUM, "Grappling Hook selected\n");
//CH because they use the same mdl, say what they are.
else if (self.current_weapon == WEAP_FLAMETHROWER)
sprint(self, PRINT_MEDIUM, "Flamethrower selected\n");
else if (self.current_weapon == WEAP_ROCKET_LAUNCHER) {
sprint(self, PRINT_MEDIUM, "Rocket Launcher selected");
if (self.cluster_mode == TRUE && self.tf_items & NIT_CLUSTER_ROCKETS) //set to fire cluster rockets
sprint(self, PRINT_MEDIUM, " Cluster Mode");
else if (self.tf_items & NIT_CLUSTER_ROCKETS)
sprint(self, PRINT_MEDIUM, " Normal Mode");
sprint(self, PRINT_MEDIUM, "\n");
} else if (self.current_weapon == WEAP_INCENDIARY)
sprint(self, PRINT_MEDIUM, "Incendiary cannon selected\n");
else if (self.current_weapon == WEAP_LIGHTNING)
sprint(self, PRINT_MEDIUM, "Lightning Gun selected\n");
else if (self.current_weapon == WEAP_SPANNER)
sprint(self, PRINT_MEDIUM, "Spanner readied\n");
else if (self.current_weapon == WEAP_GRENADE_LAUNCHER) {
if (self.weaponmode == GL_NORMAL)
sprint(self, PRINT_MEDIUM, "Normal grenade mode\n");
else if (self.weaponmode == GL_PIPEBOMB)
sprint(self, PRINT_MEDIUM, "Pipebomb mode\n");
} else if (self.current_weapon == WEAP_SNIPER_RIFLE)
sprint(self, PRINT_MEDIUM, "Sniper Rifle ready\n");
#ifndef NO_AUTORIFLE
else if (self.current_weapon == WEAP_AUTO_RIFLE)
sprint(self, PRINT_MEDIUM, "Rifle on fully auto\n");
#endif
else if (self.current_weapon == WEAP_TRANQ)
sprint(self, PRINT_MEDIUM, "Tranquiliser gun selected\n");
else if (self.current_weapon == WEAP_MEDIKIT)
sprint(self, PRINT_MEDIUM, "Medikit/Bioweapon readied\n");
else if (self.current_weapon == WEAP_MAUSER)
sprint(self, PRINT_MEDIUM, "Mauser WK-77 Assassin's Gun readied\n");
else if (self.current_weapon == WEAP_DAEDALUS)
sprint(self, PRINT_MEDIUM, "Daedalus Impulse Rifle readied\n");
else if (self.current_weapon == WEAP_LIGHTNING)
sprint(self, PRINT_MEDIUM, "Lighting gun selected\n");
else if (self.current_weapon == WEAP_AIRF)
sprint(self, PRINT_MEDIUM, "Airfist prepared\n");
else if (self.current_weapon == WEAP_LASERCANNON)
sprint(self, PRINT_MEDIUM, "Laser Cannon selected\n");
else if (self.current_weapon == WEAP_SNG)
sprint(self, PRINT_MEDIUM, "Super Nailgun selected\n");
else if (self.current_weapon == WEAP_NAILGUN)
sprint(self, PRINT_MEDIUM, "Nailgun selected\n");
else if (self.current_weapon == WEAP_LIGHT_ASSAULT)
sprint(self, PRINT_MEDIUM, "Light Assualt cannon selected\n");
};
/*
============
W_ChangeWeapon
============
*/
void() W_ChangeWeapon =
{
local float it, am, fl, loopck;
local float have_weapon, usable;
if (self.tfstate & TFSTATE_RELOADING)
return;
if (self.tfstate & TFSTATE_CANT_MOVE)
return;
it = self.weapons_carried;
fl = self.current_weapon;
am = 0;
usable = 0;
have_weapon = TRUE;
if (self.impulse == 1) {
if (!(it & (WEAP_HOOK | WEAP_MEDIKIT | WEAP_AXE | WEAP_SPANNER)))
have_weapon = FALSE;
while (!usable && have_weapon) {
if (fl == WEAP_SPANNER) {
fl = WEAP_MEDIKIT;
if (it & WEAP_MEDIKIT)
usable = 1;
} else if (fl == WEAP_MEDIKIT) {
fl = WEAP_HOOK;
if ((self.weapons_carried & WEAP_HOOK) && (fl & WEAP_HOOK))
usable = 1;
if (self.hook_out)
Reset_Grapple(self.hook);
} else if (fl == WEAP_HOOK) {
fl = WEAP_AXE;
if (it & WEAP_AXE)
usable = 1;
} else {
fl = WEAP_SPANNER;
if (it & WEAP_SPANNER)
usable = 1;
}
}
} else if ((self.weapons_carried & WEAP_HOOK) && (self.impulse == HOOK_IMP1 || self.impulse == HOOK_IMP2)) {
fl = WEAP_HOOK;
} else if (self.impulse == AXE_IMP) {
if (!(it & (WEAP_MEDIKIT | WEAP_AXE | WEAP_SPANNER)))
have_weapon = FALSE;
while (!usable && have_weapon) {
if (fl == WEAP_SPANNER) {
fl = WEAP_MEDIKIT;
if (it & WEAP_MEDIKIT)
usable = 1;
} else if (fl == WEAP_MEDIKIT) {
fl = WEAP_AXE;
if (it & WEAP_AXE)
usable = 1;
} else {
fl = WEAP_SPANNER;
if (it & WEAP_SPANNER)
usable = 1;
}
}
} else if (self.impulse == 2) {
if (!(((it & WEAP_SNIPER_RIFLE || it & WEAP_SHOTGUN || it & WEAP_TRANQ) && self.ammo_shells > 0) || (it & WEAP_LASER && self.ammo_nails > 0)|| (it & WEAP_DAEDALUS && self.ammo_cells > 0)))
have_weapon = FALSE;
loopck = 0;
while (!usable && have_weapon) {
loopck = (loopck + 1);
if (loopck >= 10)
have_weapon = FALSE;
if (fl == WEAP_SNIPER_RIFLE) {
fl = WEAP_SHOTGUN;
if (it & WEAP_SHOTGUN && self.ammo_shells > 0)
usable = 1;
} else if (fl == WEAP_SHOTGUN) {
fl = WEAP_TRANQ;
if (it & WEAP_TRANQ && self.ammo_nails > 0)
usable = 1;
} else if (fl == WEAP_TRANQ) {
fl = WEAP_LASER;
if (it & WEAP_LASER && self.ammo_nails > 0)
usable = 1;
} else {
fl = WEAP_SNIPER_RIFLE;
if (it & WEAP_SNIPER_RIFLE && self.ammo_shells > 0)
usable = 1;
}
}
if (fl == WEAP_LASER) {
if (self.ammo_nails < 1)
am = 1;
} else {
if (self.ammo_shells < 1)
am = 1;
}
} else if (self.impulse == 3) {
if (!(
#ifndef NO_AUTORIFLE
(it & WEAP_AUTO_RIFLE && self.ammo_shells > 0) ||
#endif
(it & WEAP_SUPER_SHOTGUN && self.ammo_shells >1)))
have_weapon = FALSE;
loopck = 0;
while (!usable && have_weapon) {
loopck = (loopck + 1);
if (loopck >= 10)
have_weapon = FALSE;
#ifndef NO_AUTORIFLE
if (fl == WEAP_AUTO_RIFLE) {
fl = WEAP_SUPER_SHOTGUN;
if (it & WEAP_SUPER_SHOTGUN && self.ammo_shells > 1)
usable = 1;
} else {
fl = WEAP_AUTO_RIFLE;
if (it & WEAP_AUTO_RIFLE && self.ammo_shells > 0)
usable = 1;
}
#else
fl = WEAP_SUPER_SHOTGUN;
if (it & WEAP_SUPER_SHOTGUN && self.ammo_cells > 1)
usable = 1;
else
have_weapon = FALSE;
#endif
}
if (fl == WEAP_SUPER_SHOTGUN) {
if (self.ammo_shells < 2)
am = 1;
} else {
if (self.ammo_shells < 1)
am = 1;
}
} else if (self.impulse == 4) {
/*
fl = WEAP_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
*/
if (!(it & WEAP_LASERCANNON || it & WEAP_NAILGUN))
have_weapon = FALSE;
loopck = 0;
while (!usable && have_weapon) {
loopck = (loopck + 1);
if (loopck >= 10)
have_weapon = FALSE;
if (fl == WEAP_LASERCANNON) {
fl = WEAP_NAILGUN;
if (it & WEAP_NAILGUN)
usable = 1;
} else {
fl = WEAP_LASERCANNON;
if (it & WEAP_LASERCANNON)
usable = 1;
}
}
if (fl == WEAP_NAILGUN) {
if (self.ammo_nails < 1)
am = 1;
} else if (fl == WEAP_LASERCANNON) {
if (self.ammo_cells < 1)
am = 1;
}
} else if (self.impulse == 5) {
if (!(it & WEAP_LIGHT_ASSAULT || it & WEAP_MAUSER || it & WEAP_SNG))
have_weapon = FALSE;
loopck = 0;
while (!usable && have_weapon) {
loopck = (loopck + 1);
if (loopck >= 10)
have_weapon = FALSE;
if (fl == WEAP_LIGHT_ASSAULT) {
fl = WEAP_MAUSER;
if (it & WEAP_MAUSER)
usable = 1;
//-
} else if (fl == WEAP_MAUSER) {
fl = WEAP_SNG;
if (it & WEAP_SNG)
usable = 1;
//-
} else {
fl = WEAP_LIGHT_ASSAULT;
if (it & WEAP_LIGHT_ASSAULT)
usable = 1;
}
}
if (fl == WEAP_MAUSER) {
if (self.ammo_nails < 1)
am = 1;
} else if (fl == WEAP_LIGHT_ASSAULT) {
if (self.ammo_nails < 1)
am = 1;
} else if (fl == WEAP_SNG) {
if (self.ammo_nails < 2)
am = 1;
}
} else if (self.impulse == 6) {
if (!((it & WEAP_FLAMETHROWER && self.ammo_cells > 0) || (it & WEAP_GRENADE_LAUNCHER && self.ammo_rockets > 0)))
have_weapon = FALSE;
loopck = 0;
while (!usable && have_weapon) {
loopck = (loopck + 1);
if (loopck >= 10)
have_weapon = FALSE;
if (fl == WEAP_FLAMETHROWER) {
fl = WEAP_GRENADE_LAUNCHER;
self.weaponmode = GL_NORMAL;
if (it & WEAP_GRENADE_LAUNCHER && self.ammo_rockets > 0)
usable = 1;
} else {
fl = WEAP_FLAMETHROWER;
if (it & WEAP_FLAMETHROWER && self.ammo_cells > 0)
usable = 1;
}
}
if (fl == WEAP_FLAMETHROWER) {
if (self.ammo_cells < 1)
am = 1;
} else {
if (self.ammo_rockets < 1)
am = 1;
}
} else if (self.impulse == 7) {
if (!((it & WEAP_INCENDIARY && self.ammo_rockets > 2) || ((it & WEAP_ROCKET_LAUNCHER || it & WEAP_GRENADE_LAUNCHER) && self.ammo_rockets > 0) || (it & WEAP_ASSAULT_CANNON && self.ammo_shells > 0 && self.ammo_cells > 3)))
have_weapon = FALSE;
loopck = 0;
while (!usable && have_weapon) {
loopck = (loopck + 1);
if (loopck >= 10)
have_weapon = FALSE;
if (fl == WEAP_INCENDIARY) {
fl = WEAP_ROCKET_LAUNCHER;
if (it & WEAP_ROCKET_LAUNCHER && self.ammo_rockets > 0)
usable = 1;
} else if (fl == WEAP_ROCKET_LAUNCHER) {
if (self.tf_items & NIT_CLUSTER_ROCKETS) {
if (self.cluster_mode == TRUE) {
// bprint(PRINT_HIGH, "cluster mode FALSE\n");
self.cluster_mode = FALSE;
fl = WEAP_ASSAULT_CANNON;
if ( it & WEAP_ASSAULT_CANNON && self.ammo_shells > 0
&& self.ammo_cells > 3)
usable = 1;
} else {
// bprint(PRINT_HIGH, "cluster mode TRUE\n");
self.cluster_mode = TRUE;
fl = WEAP_ROCKET_LAUNCHER;
if (it & WEAP_ROCKET_LAUNCHER && self.ammo_rockets > 0)
usable = 1;
}
} else {
fl = WEAP_ASSAULT_CANNON;
if ( it & WEAP_ASSAULT_CANNON && self.ammo_shells > 0
&& self.ammo_cells > 3)
usable = 1;
}
} else if (fl == WEAP_ASSAULT_CANNON) {
fl = WEAP_GRENADE_LAUNCHER;
self.weaponmode = GL_PIPEBOMB;
if (it & WEAP_GRENADE_LAUNCHER && self.ammo_rockets > 0)
usable = 1;
} else {
fl = WEAP_INCENDIARY;
if (it & WEAP_INCENDIARY && self.ammo_rockets > 2)
usable = 1;
}
}
if (fl == WEAP_ASSAULT_CANNON) {
if (self.ammo_cells < 4 || self.ammo_shells < 1)
am = 1;
} else if (fl == WEAP_INCENDIARY) {
if (self.ammo_rockets < 3)
am = 1;
} else {
if (self.ammo_rockets < 1)
am = 1;
}
} else if (self.impulse == 8) {
if (!(it & WEAP_LIGHTNING || it & WEAP_DAEDALUS || it & WEAP_AIRF))
have_weapon = FALSE;
loopck = 0;
while (!usable && have_weapon) {
loopck = (loopck + 1);
if (loopck >= 10)
have_weapon = FALSE;
if (fl == WEAP_DAEDALUS) {
fl = WEAP_LIGHTNING;
if (it & WEAP_LIGHTNING) //WEAP_DAEDALUS
usable = 1;
} else if (fl == WEAP_LIGHTNING) {
fl = WEAP_AIRF;
if (it & WEAP_AIRF) //WEAP_DAEDALUS
usable = 1;
} else {
fl = WEAP_DAEDALUS;
if (it & WEAP_DAEDALUS)
usable = 1;
}
} if (fl == WEAP_DAEDALUS) {
if (self.ammo_cells < 5)
{
if (it & WEAP_LIGHTNING)
fl = WEAP_LIGHTNING;
else am = 1;
}
} if (fl == WEAP_LIGHTNING) {
if (self.ammo_cells < 1)
am = 1;
} if (it & WEAP_AIRF && am) {
fl = WEAP_AIRF;
am = 0;
}
} else if (self.impulse == TF_MEDIKIT) {
fl = WEAP_MEDIKIT;
if (it & WEAP_MEDIKIT)
usable = 1;
}
self.impulse = 0;
// don't have the weapon
if (!have_weapon || (!(it & fl))) {
sprint (self, PRINT_HIGH, "no weapon.\n");
return;
}
// don't have the ammo
if (am == 1) {
sprint(self, PRINT_HIGH, "not enough ammo.\n");
return;
}
// don't have the cells for the cannon
if (am == 2) {
sprint(self, PRINT_HIGH, "not enough cells to power assault cannon.\n");
return;
}
// set weapon, set ammo
self.current_weapon = fl;
W_SetCurrentAmmo ();
W_PrintWeaponMessage();
self.StatusRefreshTime = time + 0.1;
};
/*
============
CycleWeaponCommand
Go to the next weapon with ammo
============
*/
void() CycleWeaponCommand =
{
//CH reorder so that they please me
local float it, am, cont, loopcount;
// Some safety code
if (!self.weaponmodel || self.current_weapon == 0)
return;
if (self.tfstate & TFSTATE_RELOADING)
return;
if (self.tfstate & TFSTATE_CANT_MOVE)
return;
it = self.weapons_carried;
self.impulse = 0;
loopcount = 0;
while (1) {
am = 0;
cont = FALSE;
if (self.current_weapon == WEAP_AXE) {
self.current_weapon = WEAP_SPANNER;
} else if (self.current_weapon == WEAP_SPANNER) {
self.current_weapon = WEAP_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
} else if (self.current_weapon == WEAP_SHOTGUN) {
self.current_weapon = WEAP_LASER;
if (self.ammo_nails < 1)
am = 1;
} else if (self.current_weapon == WEAP_LASER) {
self.current_weapon = WEAP_TRANQ;
if (self.ammo_nails < 1)
am = 1;
} else if (self.current_weapon == WEAP_TRANQ) {
self.current_weapon = WEAP_SNIPER_RIFLE;
if (self.ammo_shells < 5)
am = 1;
} else if (self.current_weapon == WEAP_SNIPER_RIFLE) {
#ifndef NO_AUTORIFLE
self.current_weapon = WEAP_AUTO_RIFLE;
if (self.ammo_shells < 1)
am = 1;
} else if (self.current_weapon == WEAP_AUTO_RIFLE) {
#endif
self.current_weapon = WEAP_MAUSER;
if (self.ammo_nails < 1)
am = 1;
} else if (self.current_weapon == WEAP_MAUSER) {
self.current_weapon = WEAP_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
} else if (self.current_weapon == WEAP_SUPER_SHOTGUN) {
self.current_weapon = WEAP_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
//-
} else if (self.current_weapon == WEAP_NAILGUN) {
self.current_weapon = WEAP_SNG;
if (self.ammo_nails < 2)
am = 1;
//-
} else if (self.current_weapon == WEAP_SNG) {
self.current_weapon = WEAP_LASERCANNON;
if (self.ammo_cells < 1)
am = 1;
//-
} else if (self.current_weapon == WEAP_LASERCANNON) { // was WEAP_NAILGUN
self.current_weapon = WEAP_LIGHT_ASSAULT;
if (self.ammo_nails < 2)
am = 1;
} else if (self.current_weapon == WEAP_LIGHT_ASSAULT) {
self.current_weapon = WEAP_FLAMETHROWER;
if (self.ammo_cells < 1)
am = 1;
} else if (self.current_weapon == WEAP_FLAMETHROWER) {
self.current_weapon = WEAP_GRENADE_LAUNCHER;
self.weaponmode = GL_NORMAL;
if (self.ammo_rockets < 1)
am = 1;
} else if (self.current_weapon == WEAP_GRENADE_LAUNCHER && self.weaponmode == GL_NORMAL) {
self.current_weapon = WEAP_GRENADE_LAUNCHER;
self.weaponmode = GL_PIPEBOMB;
if (self.ammo_rockets < 1)
am = 1;
} else if (self.current_weapon == WEAP_GRENADE_LAUNCHER && self.weaponmode == GL_PIPEBOMB) {
self.current_weapon = WEAP_INCENDIARY;
if (self.ammo_rockets < 3)
am = 1;
} else if (self.current_weapon == WEAP_INCENDIARY) {
self.current_weapon = WEAP_DAEDALUS;
if (self.ammo_cells < 1)
am = 1;
} else if (self.current_weapon == WEAP_DAEDALUS) {
self.current_weapon = WEAP_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
} else if (self.current_weapon == WEAP_ROCKET_LAUNCHER) {
if (self.tf_items & NIT_CLUSTER_ROCKETS) {
if (self.cluster_mode == TRUE) {
// bprint(PRINT_HIGH, "cluster mode FALSE\n");
self.cluster_mode = FALSE;
self.current_weapon = WEAP_ASSAULT_CANNON;
if (self.ammo_cells < 4)
am = 1;
if (self.ammo_shells < 1)
am = 1;
} else {
// bprint(PRINT_HIGH, "cluster mode TRUE\n");
self.cluster_mode = TRUE;
self.current_weapon = WEAP_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
} else {
self.current_weapon = WEAP_ASSAULT_CANNON;
if (self.ammo_cells < 4)
am = 1;
if (self.ammo_shells < 1)
am = 1;
}
} else if (self.current_weapon == WEAP_ASSAULT_CANNON) {
self.current_weapon = WEAP_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
} else if (self.current_weapon == WEAP_LIGHTNING) {
self.current_weapon = WEAP_AIRF;
if (!(self.weapons_carried & WEAP_AIRF))
am = 1;
} else if (self.current_weapon == WEAP_AIRF) {
self.current_weapon = WEAP_HOOK;
if (!(self.weapons_carried & WEAP_HOOK))
am = 1;
} else if (self.current_weapon == WEAP_HOOK) {
self.current_weapon = WEAP_MEDIKIT;
} else if (self.current_weapon == WEAP_MEDIKIT) {
self.current_weapon = WEAP_AXE;
}
// Safety precaution
if (loopcount > 30)
return;
loopcount = loopcount + 1;
// check if player actually has the weapon
// if not, loop again
if ((self.weapons_carried & self.current_weapon) && (am == 0)) {
if (self.current_weapon != WEAP_GRENADE_LAUNCHER)
self.weaponmode = GL_NORMAL; // reset the pipebombs
W_SetCurrentAmmo ();
W_PrintWeaponMessage();
self.StatusRefreshTime = time + 0.1;
return;
}
}
};
/*
============
ImpulseCommands
============
*/
void() DeadImpulses;
float(float inp) BuildingImpulses =
{
if (inp < 10) return TRUE;
if (inp > TF_CHANGEPC && inp <= TF_CHANGEPC + PC_LASTCLASS) return TRUE;
if (inp == TF_CHANGECLASS) return TRUE;
if (inp == TF_HELP_MAP) return TRUE;
if (inp == TF_SHOWTF) return TRUE;
if (inp == TF_TEAM_CLASSES) return TRUE;
if (inp == TF_TEAM_SCORES) return TRUE;
if (inp == TF_TEAM_LIST) return TRUE;
if (inp == TF_TEAM_ENUM) return TRUE;
if (inp == TF_ID) return TRUE;
if (inp == TF_SELL) return TRUE;
if (inp == I_CHEAT_ONE) return TRUE;
if (inp == I_CHEAT_TWO) return TRUE;
if (inp == I_CHEAT_THREE) return TRUE;
return FALSE;
};
void() Alias_BitImpulse;
void() ImpulseCommands =
{
if (self.impulse >= TF_BITSTART && self.impulse <= TF_BITNONE) {
Alias_BitImpulse ();
self.impulse = 0;
return;
}
if (self.impulse == TF_ALIASNEXT) {
self.impulse = 0;
self.got_aliases_time = time;
return;
}
if ((self.impulse== TF_CHANGEPC + PC_CUSTOM || self.impulse==TF_SELL) && custom_mode==2) {
self.impulse=0;
sprint(self,PRINT_MEDIUM,"Custom player classes are disabled\n");
return;
}
if (self.impulse <= TF_CHANGEPC + PC_RANDOM && self.impulse >= TF_CHANGEPC + PC_SCOUT && stock_mode==2) {
self.impulse=0;
sprint(self,PRINT_MEDIUM,"Stock player classes are disabled\n");
return;
}
// local entity te; //- OfN - Unused!
//WK Don't allow any commands except menu ones when building a class
if ( self.playerclass == PC_CUSTOM
&& (self.done_custom & CUSTOM_BUILDING)) {
if (!BuildingImpulses(self.impulse)) {
self.impulse = 0;
return;
}
}
//WK Don't allow bastards to do any commands
if (self.penance_time > time)
return;
if (prematch >= time)
if (self.impulse > 10 || self.impulse < 1) {
self.impulse = 0;
return;
}
/*=====================
These Impulse commands rely on the use of self.last_impulse. Since they use
self.impulse for their own purposes, they _must_ be placed before the other
self.impulse tests, and they _must_ set self.impulse = 0 when they're done.
=====================*/
// TeamFortress Detpack
if (self.last_impulse == TF_DETPACK && self.impulse)
TeamFortress_SetDetpack(self.impulse);
// TeamFortress Scan
else if (self.last_impulse == TF_SCAN && self.impulse)
TeamFortress_Scan(self.impulse,FALSE);
/*=====================
The rest of these Impulse Commands don't use self.last_impulse. They _must_
be placed _after_ the Impulse Commands that do require self.last_impulse
=====================*/
// Catch the 8 key to reprint the classhelp.
// Remove this when we return the lightning gun
//CH was on impulse 8, but thats lgun
if (self.impulse == 9 && self.current_menu != MENU_CLASSHELP && (self.playerclass > 0 && self.playerclass < 11)) {
self.current_menu = MENU_CLASSHELP;
self.menu_count = MENU_REFRESH_RATE;
self.menu_displaytime = 0;
}
// uses the special skill of the player's class
if (self.impulse == TF_SPECIAL_SKILL)
UseSpecialSkill();
// uses the special skill of the player's class
if (self.impulse == TF_SKILL)
UseJobSkill();
// No weapon related impulses can be done when setting detpacks or building WK or chaplaning
if (!self.is_building && !self.is_detpacking && !self.is_feigning && !(self.job & JOB_CHAPLAN && self.job & JOB_ACTIVE)) {
if ((self.impulse >= 1 && self.impulse < 9) || (self.impulse == TF_MEDIKIT))
W_ChangeWeapon ();
// Grappling Hook
else if ((self.weapons_carried & WEAP_HOOK) && (self.impulse == HOOK_IMP1 || self.impulse == HOOK_IMP2))
W_ChangeWeapon ();
// Axe
else if (self.impulse == AXE_IMP)
W_ChangeWeapon ();
// cycle weapon reverse and cycle weapon do the same thing
// TBD: make CycleWeaponReverseCommand()
else if (self.impulse == 10 || self.impulse == 12)
CycleWeaponCommand ();
// TeamFortress Reload current weapon
else if (self.impulse == TF_RELOAD)
TeamFortress_ReloadCurrentWeapon();
// Scanning impulses
else if (self.impulse == TF_SCAN_10)
TeamFortress_Scan(10,FALSE);
else if (self.impulse == TF_SCAN_30)
TeamFortress_Scan(30,FALSE);
else if (self.impulse == TF_SCAN_100)
TeamFortress_Scan(100,FALSE);
else if (self.impulse == TF_SCAN_ENEMY) //CH
TeamFortress_Scan(TF_SCAN_ENEMY,FALSE);
else if (self.impulse == TF_SCAN_FRIENDLY)
TeamFortress_Scan(TF_SCAN_FRIENDLY,FALSE);
// TeamFortress Set Detpack Impulses
else if (self.impulse == TF_DETPACK_5)
TeamFortress_SetDetpack(5);
else if (self.impulse == TF_DETPACK_20)
TeamFortress_SetDetpack(20);
else if (self.impulse == TF_DETPACK_50)
TeamFortress_SetDetpack(50);
else if (self.impulse == TF_DROP_AMMO) {
self.current_menu = MENU_DROP;
self.menu_count = MENU_REFRESH_RATE - 5;
} else if (self.impulse == TF_DISCARD)
TeamFortress_Discard();
//CH
else if (self.impulse == TF_DROPITEMS)
TeamFortress_DropItems();
#ifdef COOP_MODE
else if (self.impulse == TF_DROPKEY && coop)
DropKey();
#endif
}
//WK We can toss grens while chaplaining. Readme says so. :p
if (!self.is_building && !self.is_detpacking && !self.is_feigning) {
// TeamFortress Prime Grenade Type 1
if (self.impulse == TF_GRENADE_1)
TeamFortress_PrimeGrenade();
// TeamFortress Prime Grenade Type 2
else if (self.impulse == TF_GRENADE_2)
TeamFortress_PrimeGrenade();
}
// TeamFortress Inventory
if (self.impulse == TF_INVENTORY)
TeamFortress_Inventory();
else if (self.impulse == TF_MEDIC_HELPME)
TeamFortress_SaveMe();
else if (self.impulse == TF_TAUNT) {
if (self.last_saveme_sound < time) {
sound(self, CHAN_WEAPON, "enforcer/sight1.wav", 1, ATTN_NORM);
self.last_saveme_sound = time + 4;
}
} else if (self.impulse == TF_TAUNT2) {
if (self.last_saveme_sound < time) {
sound(self, CHAN_WEAPON, "enforcer/sight2.wav", 1, ATTN_NORM);
self.last_saveme_sound = time + 4;
}
} else if (self.impulse == TF_TAUNT3) {
if (self.last_saveme_sound < time) {
sound(self, CHAN_WEAPON, "enforcer/sight3.wav", 1, ATTN_NORM);
self.last_saveme_sound = time + 4;
}
} else if (self.impulse == TF_TAUNT4) {
if (self.last_saveme_sound < time) {
sound(self, CHAN_WEAPON, "enforcer/sight4.wav", 1, ATTN_NORM);
self.last_saveme_sound = time + 4;
}
} else if (self.impulse == TF_TAUNT5) {
if (self.last_saveme_sound < time) {
sound(self, CHAN_WEAPON, "weapons/fith.wav", 1, ATTN_NORM);
self.last_saveme_sound = time + 4;
}
}
// TeamFortress Throw Grenade
else if (self.impulse == TF_GRENADE_T)
TeamFortress_ThrowGrenade();
//else if (self.impulse == BUILD_SENSOR && self.cutf_items & CUTF_SENSOR) // SB build sensor (not enough room on menu...)
// SBBuildSensor();
else if (self.impulse == THROW_DETPACK)
PrimeC4Det();
/*else if (self.impulse == IMPULSE_INTERFACE)
SBInitiateInterface();*/
else if (self.impulse == IMPULSE_HOLO)
ActivateHolo(self);
else if (self.impulse == TF_ID)
TeamFortress_ID(FALSE);
// TeamFortress Detonate Pipebombs (yep, can be done while setting a detpack :)
else if (self.impulse == TF_PB_DETONATE)
TeamFortress_DetonatePipebombs();
// TeamFortress Stop Setting Detpack
else if (self.impulse == TF_DETPACK_STOP)
TeamFortress_DetpackStop(FALSE);
// TeamFortress Class Impulses
//WK - Custom class friendly
else if (self.impulse == TF_SPY_SPY && (self.cutf_items & CUTF_SPY_KIT))
TeamFortress_SpyGoUndercover();
else if (self.impulse == TF_SPY_DIE && (self.cutf_items & CUTF_SPY_KIT))
TeamFortress_SpyFeignDeath(1); //CH normal feign
else if (self.impulse == TF_SPY_DIE2 && (self.cutf_items & CUTF_SPY_KIT))
TeamFortress_SpyFeignDeath(2); //CH special sfeign
else if (self.impulse == TF_ENGINEER_BUILD &&
((self.cutf_items & CUTF_SENSOR) || (self.cutf_items & CUTF_SENTRYGUN) || self.tf_items & NIT_TESLA || self.tf_items & NIT_SECURITY_CAMERA || self.tf_items & NIT_TELEPORTER || self.cutf_items & CUTF_FIELDGEN || self.cutf_items & CUTF_DISPENSER))
TeamFortress_EngineerBuild();
// CTF Support Impulses
else if (self.impulse == FLAG_INFO) {
if (CTF_Map == TRUE)
TeamFortress_CTF_FlagInfo();
else
TeamFortress_DisplayDetectionItems();
}
#ifdef DEMO_STUFF
// Camera Impulses
else if (self.playerclass == PC_UNDEFINED && self.impulse == TF_CAM_TARGET)
CamLock();
else if (self.playerclass == PC_UNDEFINED && self.impulse == TF_CAM_ZOOM)
CamDistLock();
else if (self.playerclass == PC_UNDEFINED && self.impulse == TF_CAM_VEC)
CamVecLock();
else if (self.playerclass == PC_UNDEFINED && self.impulse == TF_CAM_ANGLE)
CamAngleLock();
else if (self.playerclass == PC_UNDEFINED && self.impulse == TF_CAM_REVANGLE)
CamRevAngleLock();
else if (self.playerclass == PC_UNDEFINED && self.impulse == TF_CAM_PROJECTILE)
CamProjectileLock();
else if (self.playerclass == PC_UNDEFINED && self.impulse == TF_CAM_PROJECTILE_Z)
CamProjectileZoom();
else if (self.playerclass == PC_UNDEFINED && self.impulse == TF_CAM_OFFSET)
CamOffset();
else if (self.playerclass == PC_UNDEFINED && self.impulse == TF_CAM_DROP)
CamDrop();
else if (self.playerclass == PC_UNDEFINED && self.impulse == TF_CAM_FADETOBLACK)
fadetoblack();
else if (self.playerclass == PC_UNDEFINED && self.impulse == TF_CAM_FADEFROMBLACK)
fadefromblack();
else if (self.playerclass == PC_UNDEFINED && self.impulse == TF_CAM_FADETOWHITE)
fadetowhite();
else if (self.playerclass == PC_UNDEFINED && self.impulse == TF_CAM_FADEFROMWHITE)
fadefromwhite();
#endif
else
DeadImpulses();
/*=====================
TeamFortress Pre-Impulse Commands
=====================*/
if (self.impulse == TF_DETPACK)
self.last_impulse = self.impulse;
if (self.impulse == TF_SCAN)
self.last_impulse = self.impulse;
self.impulse = 0;
};
/*====================
DeadImpulses
Impulse commands that
are allowable if the
player is dead
====================*/
void() DeadImpulses =
{
if ((self.impulse== TF_CHANGEPC + PC_CUSTOM || self.impulse==TF_SELL) && custom_mode==2) {
self.impulse=0;
sprint(self,PRINT_MEDIUM,"Custom player classes are disabled\n");
return;
}
if (self.impulse <= TF_CHANGEPC + PC_RANDOM && self.impulse >= TF_CHANGEPC + PC_SCOUT && stock_mode==2) {
self.impulse=0;
sprint(self,PRINT_MEDIUM,"Stock player classes are disabled\n");
return;
}
#ifdef DEBUG
if (self.impulse == 69 && infokey(NIL, "allow_debug") == "yes")
{
self.demon_blood = MAX_KNIFE_BLOOD;
self.job = self.job | JOB_BLOODY_KNIFE;
self.impulse=0;
return;
}
if (self.impulse == 18 && infokey(NIL, "allow_debug") == "yes")
{
sprint(self, PRINT_HIGH, "Your origin is: '", ftos(self.origin_x), " ", ftos(self.origin_y));
sprint(self, PRINT_HIGH, " ", ftos(self.origin_z), "'\n");
self.impulse=0;
return;
}
if (self.impulse == 195 && !debug_target && infokey(NIL, "allow_debug") == "yes")
debug_target = self;
#endif
//<CH>
if (self.impulse == I_CHEAT_ONE) {
I_DID_CHEAT_ONE();
}
if (self.impulse == I_CHEAT_TWO) {
I_DID_CHEAT_TWO();
}
if (self.impulse == I_CHEAT_THREE) {
I_DID_CHEAT_THREE();
}
//</CH>
//WK - Add in TF2.6 support for changeclass
if (self.impulse == TF_CHANGECLASS) {
self.current_menu = MENU_CLASS;
Menu_Class();
}
//WK Have a normal "custom" command reset the "sell" flag
//Have to do this here, since "upgrade" corrupts self.impulse
if (self.impulse == TF_CHANGEPC + PC_CUSTOM) //
self.done_custom = self.done_custom - (self.done_custom & CUSTOM_SELLING);
//WK - CustomTF1.6 ability to sell frags
//Sets a flag saying that we wish to sell
//And then issues a command to rebuild our class.
if (self.impulse == TF_SELL) {
if (bounty) {
self.done_custom = self.done_custom | CUSTOM_SELLING;
self.impulse = TF_CHANGEPC + PC_CUSTOM;
} else {
sprint (self, PRINT_HIGH, "Sorry, the admin has bounty disabled\n");
self.impulse = 0;
return;
}
}
// TeamFortress Show Toggleflag State
if (self.impulse == TF_SHOWTF)
TeamFortress_ShowTF();
// TeamFortress Show Legal PlayerClasses
// Toggle autozoom on/off
else if (self.impulse == TF_AUTOZOOM)
TeamFortress_AutoZoomToggle();
else if (self.impulse == TF_SHOWLEGALCLASSES)
TeamFortress_DisplayLegalClasses();
// TeamFortress Change PlayerClass
else if (self.impulse > TF_CHANGEPC && self.impulse <= (TF_CHANGEPC + PC_CUSTOM) ) {
//WK Hackish bug-fix for "Custom Custom" teleporting
if (self.impulse == TF_CHANGEPC + PC_CUSTOM) {
if ((self.done_custom & (CUSTOM_FINISHED | CUSTOM_BUILDING) && !(self.done_custom & CUSTOM_ON_SPAWN)) || self.playerclass != PC_CUSTOM)
TeamFortress_ChangeClass();
} else
TeamFortress_ChangeClass();
} else if (self.impulse == TF_UNCUSTOM && self.done_custom & CUSTOM_ON_SPAWN) {
self.done_custom = self.done_custom - (self.done_custom & CUSTOM_ON_SPAWN);
sprint(self, PRINT_HIGH, "You will no longer spawn as a new playerclass.\n");
}
// TeamFortress Help Impulses
else if (self.impulse == TF_LAY)
custom_lay();
else if (self.impulse == TF_HELP_MAP)
TeamFortress_HelpMap();
else if (self.impulse == TF_STATUS_QUERY)
TeamFortress_StatusQuery();
// TeamFortress Team Impulse
else if (self.impulse == TF_TEAM_1)
TeamFortress_TeamSet(1);
else if (self.impulse == TF_TEAM_2)
TeamFortress_TeamSet(2);
else if (self.impulse == TF_TEAM_3)
TeamFortress_TeamSet(3);
else if (self.impulse == TF_TEAM_4)
TeamFortress_TeamSet(4);
else if (self.impulse == TF_TEAM_SCORES)
TeamFortress_TeamShowScores(0);
else if (self.impulse == TF_TEAM_CLASSES)
TeamFortress_TeamShowMemberClasses(self);
else if (self.impulse == TF_STATUSBAR_ON) {
self.StatusRefreshTime = time + 0.2;
self.StatusBarSize = self.StatusBarSize + 1;
if (self.StatusBarSize > 2)
self.StatusBarSize = 1;
} else if (self.impulse == TF_STATUSBAR_OFF) {
self.StatusRefreshTime = time + 60;
self.StatusBarSize = 0;
} else if (self.impulse >= TF_STATUSBAR_RES_START && self.impulse <= TF_STATUSBAR_RES_END) {
StatusRes(self.impulse - 71);
}
// TeamFortress Alias checking
else if (self.impulse == TF_ALIAS_CHECK) {
sprint (self, PRINT_HIGH, "Aliases checked.\n");
self.got_aliases = TRUE;
self.impulse = 0;
}
};
/*
============
W_WeaponFrame
Called every frame so impulse events can be handled as well as possible
============
*/
void() W_WeaponFrame =
{
local vector tv;
if (!(self.tfstate & TFSTATE_AIMING)) {
if (self.height > 29 && self.height < 90) {
self.height = self.height + 80 * frametime;
if (self.height > 90)
self.height = 90;
TF_zoom(self.height);
}
}
if (self.current_menu > 0) {
Player_Menu();
if (self.impulse > 0 && self.impulse < 11) {
Menu_Input(self.impulse);
if (self.impulse != 0) {
if (self.team_no == 0 && teamplay && (self.lives != 0)) {
Menu_Team_Input(self.impulse);
}
/* WK Disable picking normal class menu
else if (self.playerclass == PC_UNDEFINED && (self.lives != 0))
{
Menu_Class_Input(self.impulse);
}
*/
}
}
}
if (time < self.attack_finished)
return;
// Stop calling this function so much
if (self.impulse != 0)
ImpulseCommands ();
// Can't fire while setting a detpack or building something
if ((self.is_building != 0) || (self.is_detpacking != 0) || (self.is_feigning != 0) || (self.is_haxxxoring != 0) || (self.is_toffingadet != 0))
return;
//WK ...or Chaplaning
if (self.job & JOB_CHAPLAN && self.job & JOB_ACTIVE)
return;
// Check for release
if (!self.button0 && self.fire_held_down && self.current_weapon == WEAP_ASSAULT_CANNON) {
self.fire_held_down = FALSE;
// Let him/her walk again
self.tfstate &= ~TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self);
player_run ();
}
// check for attack
if (self.button0 && !(self.fire_held_down)) {
if ((self.current_menu == MENU_CLASSHELP) || (self.current_menu == MENU_CLASSHELP2)) {
self.current_menu = MENU_REPEATHELP;
self.menu_count = MENU_REFRESH_RATE;
Attack_Finished(0.2);
} else if (self.current_weapon == WEAP_SNIPER_RIFLE) {
if (self.tfstate & TFSTATE_AIMING) {
if (!W_CheckNoAmmo())
self.tfstate &= ~TFSTATE_AIMING;
else if (self.height > 30) {
self.height = self.height - 5;
TF_zoom(self.height);
}
} else {
tv = self.velocity;
tv_z = 0;
if (vlen(tv) <= WEAP_SNIPER_RIFLE_MAX_MOVE && W_CheckNoAmmo()) {
// create the laser sight
SniperSight_Create(0);
self.heat = 30; // damage done
// GR no, charging sniper rifle makes no sense, idiot
#ifdef WEINER_SNIPER
self.heat = 80;
#endif
self.height = 90;
self.tfstate = self.tfstate | TFSTATE_AIMING;
TeamFortress_SetSpeed(self);
}
}
} else if (self.current_weapon == WEAP_ROCKET_LAUNCHER && self.tf_items & NIT_RL_LASER_SIGHT) {
if (!(self.tfstate & TFSTATE_RL_LASER)) {
// create the laser sight
SniperSight_Create(1);
self.tfstate = self.tfstate | TFSTATE_RL_LASER;
SuperDamageSound ();
W_Attack ();
TeamFortress_SetSpeed(self);
}
} else if (self.current_weapon == WEAP_ASSAULT_CANNON) {
// Only fire the Assault Cannon if the player is on the ground
// WK Or if you are a Scuba Commando Underwater!
if (self.flags & FL_ONGROUND || ((self.tf_items & NIT_SCUBA) && self.waterlevel)) {
SuperDamageSound ();
W_Attack ();
} else {
sprint(self, PRINT_MEDIUM, "You cannot fire the assault cannon without\nyour feet on the ground...\n");
stuffcmd (self, "-attack;\n"); // so that they don't get flooded
}
} else {
SuperDamageSound ();
W_Attack ();
}
} else if (self.playerclass == PC_UNDEFINED) {
self.weaponmode = 0;
} else if (self.tfstate & TFSTATE_AIMING) {
W_Attack();
self.tfstate = self.tfstate - TFSTATE_AIMING;
TeamFortress_SetSpeed(self);
self.heat = 0;
} else if (self.tfstate & TFSTATE_RL_LASER) {
//CH the dot should remove itself
Attack_Finished(0.5); //Finish it up
self.tfstate = self.tfstate - TFSTATE_RL_LASER;
TeamFortress_SetSpeed(self);
player_run ();
}
};
/*
================
T_DaedalusTouch
Combination conc, krac and RL
================
*/
#define BOUNCE 120
void() T_DaedalusTouch =
{
local float points = 0; //XXX false +ve
local vector org;
local entity head;
head = findradius(self.origin, BOUNCE);
while (head) {
//Conc
if (head.takedamage && !IsBuilding(head)) {
org = head.origin + (head.mins + head.maxs)*0.5;
points = 0.5*vlen (org - self.origin);
if (points < 0) points = 0;
points = BOUNCE - points;
if (points > 0) {
head.velocity = org - self.origin;
head.velocity = head.velocity * (points / 20);
if (head.cutf_items & CUTF_GYMNAST)
head.velocity = head.velocity * (points / 20);
if (head.classname != "player" && head.flags & FL_ONGROUND)
head.flags = head.flags - FL_ONGROUND;
}
}
if (head.takedamage) {
//Krac
if (IsBuilding(head))
TF_T_Damage (head, self, self.owner, 100, TF_TD_NOTTEAM, TF_TD_FIRE);
//Rocket Launcher (w/ armor stripping)
else {
if (head.armorvalue > 35) head.armorvalue = head.armorvalue - 35;
else head.armorvalue = 0;
deathmsg = DMSG_DAEDALUS;
TF_T_Damage (head, self, self.owner, points / 8, TF_TD_NOTTEAM, TF_TD_FIRE);
}
}
head = head.chain;
}
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);
if (other.classname == "force_field") //- OfN - Makes field explosion b4 removing it
FieldExplosion(other,self.origin,self);
dremove(self);
};
/*
================
W_FireDaedalus (WK)
================
*/
void() W_FireDaedalus =
{
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
KickPlayer(-2, self);
self.currentammo = self.ammo_cells = self.ammo_cells - 5;
if (self.ammo_cells < 0) {
self.ammo_cells = 0;
return;
}
SuperDamageSound();
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.classname = "rocket"; // OfN - for airfist pushing
newmis.solid = SOLID_BBOX;
makevectors (self.v_angle);
newmis.velocity = v_forward;
newmis.velocity = newmis.velocity * 500;
newmis.avelocity = '600 600 0';
newmis.angles = vectoangles(newmis.velocity);
newmis.skin = 1;
//CHANGEME Replace this with s_explode sprite. :)
setmodel (newmis, "progs/flare.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin + v_forward*8 + '0 0 16');
newmis.touch = T_DaedalusTouch;
newmis.nextthink = time + 4;
newmis.think = SUB_Remove;
};
/* Sponsored by SB-1 Tech
**
** W_FireMauser!
** Fires the mauser spy thing which is likely to have a name change
** so nyeh
*/
void() W_FireMauser =
{
local vector org;
local vector source;
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
if (self.ammo_nails < 0) {
self.ammo_nails = 0;
return;
}
KickPlayer(-2, self);
makevectors(self.v_angle);
source = self.origin + '0 0 16';
traceline (source, source + v_forward*100, FALSE, self);
if (trace_fraction == 1.0)
return;
org = trace_endpos - v_forward*4;
if (trace_ent.takedamage) {
trace_ent.axhitme = 1;
SpawnBlood (org, 20);
deathmsg = DMSG_MAUSER;
SuperDamageSound();
TF_T_Damage(trace_ent, self, self, 20, TF_TD_NOTTEAM, TF_TD_SHOT);
if (trace_ent.classname == "player")
{
TF_T_Damage(trace_ent, self, self, 50+200*random(), TF_TD_NOTTEAM + TF_TD_IGNOREARMOUR, TF_TD_OTHER);
sprint(trace_ent, PRINT_HIGH, "Your nerves scream as poison floods your veins...\n");
}
} else {
if (trace_ent.classname == "force_field") { //- OfN - Makes field explosion
FieldExplosion(trace_ent,trace_endpos,trace_ent);
PutFieldWork(trace_ent);
}
}
newmis = spawn();
newmis.owner = self;
newmis.heat = 0;
newmis.think = MauserRecoilThink;
newmis.nextthink = time + 0.1;
};
void () MauserRecoilThink =
{
self.owner.weaponframe = self.heat = self.heat + 1;
if (self.heat >= 6) {
self.owner.weaponframe = 0;
dremove(self);
return;
}
self.nextthink = time + 0.1;
};
/*
========
SuperDamageSound
Plays sound if needed
========
*/
void() SuperDamageSound =
{
if (self.super_damage_finished > time) {
if (self.super_sound < time) {
self.super_sound = time + 1;
sound (self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM);
}
} else if (self.aura == AURA_POWER) {
if (self.super_sound < time)
{
self.super_sound = time + 1;
sound (self, CHAN_BODY, "auras/aura2.wav", 1, ATTN_NORM);
}
} else if (self.aura == AURA_HASTE) {
if (self.super_sound < time) {
self.super_sound = time + 1;
sound (self, CHAN_BODY, "auras/aura4.wav", 1, ATTN_NORM);
}
}
return;
};
/*===========================================================
// laser cannon stuff (from hipnotic)
//==========================================================
*/
void() HIP_LaserTouch =
{
local vector org;
local vector spot1,spot2;
local vector oldvel;
// local float r;
self.owner = NIL;
self.cnt = self.cnt + 1;
if (pointcontents(self.origin) == CONTENTS_SKY) {
remove(self);
return;
}
oldvel = normalize(self.neworigin);
spot1 = self.origin - (16*oldvel);
spot2 = self.origin + (16*oldvel);
traceline (spot1, spot2, FALSE, self); // see through other monsters
self.origin = trace_endpos;
org = self.origin;
if (other.health) {
// other.deathtype = "hiplaser";
if (self.owner == other)
self.dmg = self.dmg / 2;
spawn_touchblood (self.dmg);
//- OfN laser hurts monsters a lot
if (IsMonsterNonArmy(other))
self.dmg = self.dmg * 2;
//- scrags get rapped by the laser
if (other.classname == "monster_wizard")
self.dmg = self.dmg * 2; // this is *4
deathmsg = DMSG_LASERCANNON;
TF_T_Damage (other, self, self.demon_one, self.dmg, TF_TD_NOTTEAM, TF_TD_ELECTRICITY);
} else if ((self.cnt >= 3) || (random() < 0.15)) {
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 3);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PHS);
} else {
// self.dmg = 0.66 * self.dmg;
self.dmg = 0.9 * self.dmg;
// self.speed = 0.95 * self.speed;
self.velocity = oldvel+(2*trace_plane_normal);
self.velocity = normalize(self.velocity);
self.velocity = self.speed * self.velocity;
self.neworigin = self.velocity;
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
// r = random();
// self.attack_finished = time + 7; //ofn - restart its life of 7 seconds
if (other.classname == "force_field") //- OfN - Makes field explosion
FieldExplosion(other,self.origin,self);
sound (self, CHAN_WEAPON, "weapons/laserric.wav", 1, ATTN_STATIC);
return;
}
if (other.classname == "force_field") //- OfN - Makes field explosion b4 removing it
FieldExplosion(other,self.origin,self);
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC);
dremove(self);
};
void() HIP_LaserThink =
{
// local float delta; //unused?
if (time>self.attack_finished) {
remove(self);
return;
}
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
self.velocity = self.neworigin;
self.angles = vectoangles(self.velocity);
self.nextthink = time+0.15;
};
void(vector org, vector vec, float light) HIP_LaunchLaser =
{
// sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
sound (self ,CHAN_WEAPON, "weapons/laserg.wav", 1, ATTN_NORM);
vec = normalize(vec);
newmis = spawn();
newmis.owner = self;
newmis.classname = "hiplaser";
newmis.demon_one = self; // was "lastvictim" field of hipnotic // OfN needed because .owner is removed later
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
// if (light)
// newmis.effects = EF_DIMLIGHT;
setmodel (newmis, "progs/lasrspik.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, org);
newmis.speed = 1000;
newmis.dmg = LASER_CANNON_DMG;
newmis.velocity = vec * newmis.speed;
newmis.neworigin = newmis.velocity; // was last_velocity field on hypnotic source code
newmis.angles = vectoangles(newmis.velocity);
newmis.avelocity = '0 0 400';
newmis.nextthink = time;
newmis.attack_finished = time + 3.5; //was 3.5//OfN- they last for 7 seconds now
newmis.think = HIP_LaserThink;
newmis.touch = HIP_LaserTouch;
newmis.count = 0;
};
/*
=================
HIP_FireLaser
=================
*/
void(float stat) HIP_FireLaser =
{
local vector org;
local vector dir;
local vector out;
local float ofs;
local float aofs;
if (!self.button0) {
player_run ();
return;
}
if (self.ammo_cells < 1) {
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
SuperDamageSound();
muzzleflash();
makevectors (self.v_angle);
ofs = 6;
out = v_forward;
out_z = 0;
out = normalize(out);
org = self.origin + ((12-ofs) * v_up) + (12*out);
// org = self.origin + (1*v_forward);
dir = aim (self, 1000);
aofs = ofs * 0.707;
if (stat == 0) {
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
// org = org + (aofs*v_right);
org = org - (aofs*v_up);
HIP_LaunchLaser(org, dir, 0);
// org = org - (2*aofs*v_right);
// HIP_LaunchLaser(org, dir, 0);
} else if (stat == 1) {
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
org = org + (ofs*v_up);
// if (random()<0.1) {
// HIP_LaunchLaser(org, dir, 1);
// newmis.dmg = 25;
// } else
HIP_LaunchLaser(org, dir, 0);
}
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
self.reload_laser_cannon = self.reload_laser_cannon + 1;
if (CheckForReload() == TRUE)
return;
};