mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-10 07:11:51 +00:00
8c2d5fdd12
should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
654 lines
16 KiB
C++
654 lines
16 KiB
C++
/* SB Items. New items for use with Custom TF 3.2 (or something) */
|
|
|
|
#include "defs.qh"
|
|
|
|
// Internal prototypes
|
|
integer(entity e) entpointcontents;
|
|
void() AntiGravGrenadeExplode; // antigrav goes boom
|
|
void() AntiGravGrenadeTimer; // controls antigrav decay or whatever you call it
|
|
void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusAntiGrav; // bang
|
|
|
|
void() MotionSensorIdle; // motion sensor sitting
|
|
float() MotionSensorFindTarget; // sensor scans for target
|
|
void() MotionSensorDie; // I wonder what this does
|
|
void() MotionSensorSpawn; // let's make a sensor
|
|
void() SensorBeAlarmed; // very alarming
|
|
void() TeamFortress_C4DetpackTouch;
|
|
void() ThrowC4Det;
|
|
//void() SBInitiateInterface;
|
|
float(entity hacked, float r) ReturnHackDelay;
|
|
void() SBHackDotTimerThink;
|
|
/*void() SwitchToCamera;
|
|
void() SwitchFromCamera;
|
|
void() CameraSwitchView;*/
|
|
// External functions
|
|
|
|
void() ConcussionGrenadeTouch;
|
|
void(entity attacker, float damage) Security_Camera_Pain;
|
|
void(float tno, entity ignore, string st) teamsprint;
|
|
void() TeamFortress_DetpackTouch;
|
|
void() TeamFortress_DetpackCountDown;
|
|
void() TeamFortress_DetpackExplode;
|
|
void() TeamFortress_DetpackDisarm;
|
|
void() SBFireInterface;
|
|
|
|
// -- OfN --
|
|
void(float tno, entity ignore) teamprefixsprint;
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
/*
|
|
void() CameraSwitchView =
|
|
{
|
|
if (!self.has_camera)
|
|
return;
|
|
|
|
if (self.is_cameraviewing)
|
|
SwitchFromCamera();
|
|
else
|
|
SwitchToCamera();
|
|
};
|
|
|
|
void() SwitchToCamera =
|
|
{
|
|
local entity camera;
|
|
local float done;
|
|
|
|
if (!self.has_camera)
|
|
return;
|
|
if (self.is_cameraviewing)
|
|
return;
|
|
|
|
camera = find(NIL, classname, "building_camera");
|
|
if (camera.real_owner == self)
|
|
done = TRUE;
|
|
while (!done)
|
|
{
|
|
camera = find(camera, classname, "building_camera");
|
|
if (camera.real_owner == self)
|
|
done = TRUE;
|
|
if (!camera)
|
|
done = TRUE;
|
|
}
|
|
|
|
if (!camera)
|
|
return;
|
|
|
|
msg_entity = self;
|
|
WriteByte(MSG_ONE, SVC_SETVIEWPORT);
|
|
WriteEntity(MSG_ONE, camera);
|
|
WriteByte(MSG_ONE, SVC_SETANGLES);
|
|
WriteAngle(MSG_ONE, camera.angles_x);
|
|
WriteAngle(MSG_ONE, camera.angles_y);
|
|
WriteAngle(MSG_ONE, camera.angles_z);
|
|
self.fixangle = TRUE;
|
|
self.is_cameraviewing = TRUE;
|
|
self.t_s_h = self.weaponmodel;
|
|
self.weaponmodel= "";
|
|
self.view_ofs = '0 0 0';
|
|
sprint(self, PRINT_HIGH, "Camera view activated.\n");
|
|
};
|
|
|
|
void() SwitchFromCamera =
|
|
{
|
|
if (!self.has_camera)
|
|
return;
|
|
if (!self.is_cameraviewing)
|
|
return;
|
|
msg_entity = self;
|
|
WriteByte(MSG_ONE, SVC_SETVIEWPORT);
|
|
WriteEntity(MSG_ONE, self);
|
|
WriteByte(MSG_ONE, SVC_SETANGLES);
|
|
WriteAngle(MSG_ONE, self.angles_x);
|
|
WriteAngle(MSG_ONE, self.angles_y);
|
|
WriteAngle(MSG_ONE, self.angles_z);
|
|
self.fixangle = FALSE;
|
|
self.weaponmodel = self.t_s_h;
|
|
self.view_ofs = '0 0 22';
|
|
|
|
self.is_cameraviewing = FALSE;
|
|
};
|
|
*/
|
|
|
|
|
|
// SB Tossable Detpack!
|
|
// A 10 second detpack that can be thrown around corners
|
|
|
|
void() PrimeC4Det =
|
|
{
|
|
local entity te;
|
|
|
|
if (infokey (NIL, "no_spam") == "on")
|
|
{
|
|
sprint(self,PRINT_HIGH,"The admin has disabled spam devices on this map.\n");
|
|
return;
|
|
}
|
|
if (!(self.cutf_items & CUTF_TOSSABLEDET))
|
|
{
|
|
sprint (self, PRINT_HIGH, "You do not have the C4 tossable detpack.\n");
|
|
return;
|
|
}
|
|
if (self.ammo_c4det < 1)
|
|
{
|
|
sprint (self, PRINT_HIGH, "Looks like you're out of C4.\n");
|
|
return;
|
|
}
|
|
if (self.is_detpacking || self.is_toffingadet)
|
|
{
|
|
sprint (self, PRINT_HIGH, "You can only set one detpack at once, throwable or otherwise!\n");
|
|
return;
|
|
}
|
|
if (self.is_haxxxoring)
|
|
{
|
|
sprint (self, PRINT_HIGH, "You can't set a detpack while hacking.\n");
|
|
return;
|
|
}
|
|
|
|
te = spawn();
|
|
te.owner = self;
|
|
te.nextthink = time + WEAP_DETPACK_SETTIME;
|
|
te.think = ThrowC4Det;
|
|
te.classname = "timer";
|
|
te.netname = "C4detpack_timer";
|
|
self.is_toffingadet = 1;
|
|
self.tfstate = self.tfstate | TFSTATE_C4THROW;
|
|
TeamFortress_SetSpeed(self);
|
|
sprint(self, PRINT_HIGH, "Arming detpack...\n");
|
|
};
|
|
|
|
void() TeamFortress_C4DetpackTouch =
|
|
{
|
|
local entity disarm;
|
|
|
|
if (other.classname != "player")
|
|
return;
|
|
|
|
//WK if (other.playerclass != PC_SCOUT)
|
|
if (!(other.tf_items & NIT_SCANNER))
|
|
return;
|
|
|
|
if (self.weaponmode == 1)
|
|
return;
|
|
|
|
if (Teammate(self.owner.team_no,other.team_no))
|
|
return;
|
|
|
|
makeImmune(other,time + 2);
|
|
//other.immune_to_check = time + 2;
|
|
other.tfstate = other.tfstate | TFSTATE_CANT_MOVE;
|
|
|
|
sprint(other, PRINT_HIGH, "Disarming detpack...\n");
|
|
TeamFortress_SetSpeed(other);
|
|
|
|
// Spawn disarming entity
|
|
disarm = spawn();
|
|
disarm.movetype = MOVETYPE_NONE; //WK M3 Bug Hunt
|
|
disarm.owner = other; // the scout
|
|
disarm.enemy = self; // the detpack
|
|
disarm.classname = "timer";
|
|
disarm.nextthink = time + WEAP_DETPACK_DISARMTIME;
|
|
disarm.think = TeamFortress_DetpackDisarm;
|
|
|
|
self.weaponmode = 1; // indicates disarming
|
|
self.enemy = other; // points to scout
|
|
self.observer_list = disarm;
|
|
};
|
|
|
|
void(entity ignore, string st, string st2, string st3, string st4, string st5, string st6) teamsprint6;
|
|
|
|
void() ThrowC4Det =
|
|
{
|
|
local entity user;
|
|
|
|
self.owner.is_toffingadet = 0;
|
|
|
|
self.owner.ammo_c4det = self.owner.ammo_c4det - 1;
|
|
|
|
user = self.owner;
|
|
|
|
sound (user, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
|
|
KickPlayer(-1, user);
|
|
|
|
newmis = spawn ();
|
|
newmis.owner = user;
|
|
newmis.movetype = MOVETYPE_BOUNCE;
|
|
newmis.solid = SOLID_BBOX;
|
|
newmis.classname = "detpack";
|
|
|
|
// for identify it on airfist pushable? routine
|
|
//newmis.netname = "C4";
|
|
|
|
// set grenade speed
|
|
makevectors (user.v_angle);
|
|
|
|
if (user.deadflag)
|
|
{
|
|
// if user is dead, throw grenade directly up
|
|
newmis.velocity = '0 0 200';
|
|
}
|
|
else
|
|
{
|
|
if (user.v_angle_x)
|
|
{
|
|
newmis.velocity = v_forward*600 + v_up * 200 + random()*v_right*10 + random()*v_up*10;
|
|
}
|
|
else
|
|
{
|
|
newmis.velocity = aim(user, 10000);
|
|
newmis.velocity = newmis.velocity * 600;
|
|
newmis.velocity_z = 200;
|
|
}
|
|
}
|
|
|
|
newmis.angles = vectoangles(newmis.velocity);
|
|
|
|
newmis.touch = TeamFortress_C4DetpackTouch;
|
|
newmis.think = TeamFortress_DetpackExplode;
|
|
newmis.nextthink = time + 10;
|
|
|
|
newmis.avelocity = '300 300 300';
|
|
setmodel (newmis, "progs/detpack.mdl");
|
|
|
|
setsize (newmis, '-16 -16 -8', '16 16 8');
|
|
setorigin (newmis, user.origin);
|
|
|
|
dremove (self);
|
|
self = user;
|
|
|
|
#ifdef DEMO_STUFF
|
|
if (live_camera)
|
|
CamProjectileLockOn();
|
|
#endif
|
|
local entity countd;
|
|
|
|
newmis.weaponmode = 0; // Detpack weaponmode = 1 when disarming
|
|
|
|
sound (newmis, CHAN_WEAPON, "doors/medtry.wav", 1, ATTN_NORM); //CH play set detpack sound
|
|
|
|
|
|
// Create the CountDown entity
|
|
countd = spawn();
|
|
newmis.linked_list = countd; // attach count to its detpack
|
|
countd.think = TeamFortress_DetpackCountDown;
|
|
countd.health = 9;
|
|
countd.nextthink = time + 1;
|
|
countd.owner = newmis.owner;
|
|
countd.movetype = MOVETYPE_BOUNCE;
|
|
countd.classname = "countdown_timer"; // Don't call it timer, because we
|
|
// don't want it removed if player dies
|
|
countd.enemy = newmis;
|
|
newmis.oldenemy = countd;
|
|
|
|
sprint(self, PRINT_HIGH, "Detpack armed!\n");
|
|
|
|
teamprefixsprint(self.team_no,self);
|
|
teamsprint6(self,self.netname," throws a C4!\n","","","","");
|
|
|
|
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_C4THROW);
|
|
TeamFortress_SetSpeed(self); // let's roll
|
|
|
|
};
|
|
|
|
|
|
// SB Motion Sensor
|
|
// Sits in shadows and lights up and makes noise when player goes near
|
|
|
|
void() SBBuildSensor =
|
|
{
|
|
if (self.ammo_cells >= BUILD_COST_SENSOR && self.has_sensor == 0)
|
|
{
|
|
self.ammo_cells = self.ammo_cells - BUILD_COST_SENSOR;
|
|
MotionSensorSpawn();
|
|
self.has_sensor = 1;
|
|
sprint(self, PRINT_HIGH, "You place the motion sensor.\n");
|
|
self.option = time + 2;
|
|
}
|
|
else if (self.ammo_cells < BUILD_COST_SENSOR && self.has_sensor == 0)
|
|
sprint(self, PRINT_HIGH, "You do not have enough metal to build a motion sensor.\n");
|
|
else
|
|
{
|
|
if (self.option < time) // avoids ppl overflowing by destroying/building it repeatedly
|
|
{
|
|
Find_And_Dmg("building_sensor", self, 1);
|
|
sprint(self, PRINT_HIGH, "You detonate your motion sensor.\n");
|
|
self.has_sensor = 0;
|
|
}
|
|
}
|
|
};
|
|
|
|
void() MotionSensorTossTouch =
|
|
{
|
|
if (other || other == self.real_owner)
|
|
return;
|
|
local integer pc = entpointcontents(self);
|
|
if (pc == CONTENTS_SOLID || pc == CONTENTS_SKY)
|
|
{
|
|
MotionSensorDie();
|
|
return;
|
|
}
|
|
|
|
teamprefixsprint(self.real_owner.team_no,self.real_owner); //- OfN
|
|
teamsprint(self.real_owner.team_no, self.real_owner, self.real_owner.netname);
|
|
teamsprint(self.real_owner.team_no, self.real_owner, " has built a Motion Sensor.\n");
|
|
|
|
self.movetype = MOVETYPE_NONE;
|
|
setsize (self, '-16 -16 -6', '16 16 10');
|
|
self.solid = SOLID_BBOX;
|
|
self.takedamage = DAMAGE_AIM;
|
|
sound (self, CHAN_WEAPON, "weapons/guerilla_set.wav", 1, ATTN_NORM);
|
|
self.think = MotionSensorIdle;
|
|
self.nextthink = time + 1;
|
|
};
|
|
|
|
void() MotionSensorIdle =
|
|
{
|
|
if (MotionSensorFindTarget())
|
|
self.nextthink = time + 2.4; //if found wait 2.5 sec before do another check
|
|
else
|
|
self.nextthink = time + 0.2; // lots per sec GR No, too hard to get past
|
|
self.think = MotionSensorIdle;
|
|
};
|
|
|
|
float() MotionSensorFindTarget =
|
|
{
|
|
local entity client = NIL;
|
|
local float r, gotone, loopc;
|
|
|
|
// Try a few checks to make it react faster
|
|
r = 0;
|
|
loopc = 0;
|
|
gotone = FALSE;
|
|
|
|
if (self.is_malfunctioning & SCREWUP_THREE)
|
|
return FALSE;
|
|
|
|
local float trange; //- OfN - Hack
|
|
trange=300; // was 250
|
|
|
|
if (self.num_mines & IMPROVED_ONE)
|
|
trange=500; // was 400
|
|
|
|
//CH Theortetically this will check every client on the server now
|
|
while (loopc < 32 && gotone == FALSE)
|
|
{
|
|
client = checkclient();
|
|
gotone = TRUE;
|
|
|
|
if (!client)
|
|
gotone = FALSE;
|
|
else if (!Pharse_Client(client, self, 1, trange, 2, 1))
|
|
gotone = FALSE;
|
|
|
|
loopc = loopc + 1;
|
|
if (gotone) loopc = 1000;
|
|
}
|
|
|
|
if (!gotone)
|
|
{
|
|
self.effects = 0;
|
|
self.skin=1;
|
|
return FALSE;
|
|
}
|
|
|
|
// Found a Target
|
|
self.enemy = client;
|
|
|
|
if (self.enemy.cutf_items & CUTF_JAMMER) // jammer makes it hard
|
|
{
|
|
}
|
|
|
|
/*if (self.enemy.classname != "player") // OfN - wtf does this?
|
|
{
|
|
self.enemy = self.enemy.enemy;
|
|
if (self.enemy.classname != "player")
|
|
{
|
|
self.enemy = NIL;
|
|
return FALSE;
|
|
}
|
|
}*/ // OfN - wtf does this?
|
|
|
|
// SPIES, only returned by pharseclient if sensor is able to uncover them -changed
|
|
if (Teammate(self.enemy.undercover_team,self.team_no) && self.num_mines & IMPROVED_FOUR)
|
|
{
|
|
/*if (!(self.enemy.cutf_items & CUTF_JAMMER)) // if they dont have a scanner jammer remove their disguise
|
|
{*/
|
|
Spy_RemoveDisguise(self.enemy);
|
|
sprint(self.real_owner, PRINT_HIGH, "Your motion sensor detects a spy!\n");
|
|
sprint(self.enemy, PRINT_HIGH, "That motion sensor knows you are a spy!\n");
|
|
//}
|
|
//else
|
|
// return FALSE; // removed cause sensors alarm is activated anyway, even if they will not uncover them
|
|
}
|
|
|
|
// THIEVES, ALWAYS DETECTED BUT SENSOR ONLY UNCOVERS THEM IF HACKED TO DO- changed
|
|
if (self.enemy.classname=="player")
|
|
{
|
|
if (self.enemy.job & JOB_THIEF && (self.enemy.job & JOB_ACTIVE || self.enemy.job & JOB_FULL_HIDE))
|
|
{
|
|
if (self.num_mines & IMPROVED_SEVEN)
|
|
{
|
|
sprint(self.real_owner, PRINT_HIGH, "Your motion sensor detects a thief!\n");
|
|
sprint(self.enemy, PRINT_HIGH, "That motion sensor can see you!\n");
|
|
RevealThief(self.enemy,TRUE);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!(self.is_malfunctioning & SCREWUP_ONE))
|
|
sound(self, CHAN_WEAPON, "misc/enemy.wav", 1, ATTN_NORM);
|
|
|
|
if (!(self.is_malfunctioning & SCREWUP_TWO))
|
|
{ self.effects = EF_BRIGHTLIGHT; self.skin=0;}
|
|
|
|
|
|
sprint(self.real_owner,PRINT_HIGH,"Your motion sensor reports enemy presence!\n");
|
|
|
|
self.think = SensorBeAlarmed;
|
|
return TRUE;
|
|
};
|
|
|
|
void() SensorBeAlarmed =
|
|
{
|
|
if (MotionSensorFindTarget())
|
|
{
|
|
if (!(self.is_malfunctioning & SCREWUP_ONE))
|
|
sound(self, CHAN_WEAPON, "misc/enemy.wav", 1, ATTN_NORM);
|
|
|
|
self.nextthink = time + 2.4;
|
|
}
|
|
else
|
|
{
|
|
self.think = MotionSensorIdle;
|
|
self.effects = 0;
|
|
self.nextthink = time + 0.5;
|
|
///
|
|
self.skin=1;
|
|
}
|
|
};
|
|
|
|
void() MotionSensorSpawn =
|
|
{
|
|
self.has_sensor = TRUE;
|
|
newmis = spawn();
|
|
newmis.movetype = MOVETYPE_BOUNCE;
|
|
setsize (newmis, '-16 -16 -6', '16 16 10');
|
|
// setsize (newmis, '-8 -8 -8', '8 8 8');
|
|
newmis.solid = SOLID_BBOX;
|
|
newmis.takedamage = DAMAGE_AIM;
|
|
newmis.classname = "building_sensor";
|
|
newmis.netname = "motion_sensor";
|
|
newmis.origin = self.origin;
|
|
newmis.owner = NIL;
|
|
newmis.real_owner = self;
|
|
makevectors (self.v_angle);
|
|
newmis.avelocity = '0 0 0';
|
|
newmis.velocity = v_forward*800 + v_up * 200 + v_right*10 + v_up*10;
|
|
newmis.origin += normalize(newmis.velocity) * 20;
|
|
setorigin(newmis, newmis.origin);
|
|
newmis.angles = '0 0 0';
|
|
newmis.angles_y = anglemod(self.angles_y + 180);
|
|
// newmis.skin = 1;
|
|
newmis.th_die = MotionSensorDie; // Death function
|
|
newmis.th_pain = Security_Camera_Pain; // may as well use this eh
|
|
//newmis.mdl = "progs/s_light.spr"; //CH temp model
|
|
|
|
newmis.mdl = "progs/sencer.mdl";
|
|
newmis.skin=1;
|
|
|
|
setmodel (newmis, newmis.mdl);
|
|
newmis.team_no = self.team_no;
|
|
newmis.colormap = self.colormap;
|
|
newmis.heat = 0; //Beeps
|
|
|
|
newmis.health = newmis.max_health = BUILD_HEALTH_SENSOR;
|
|
newmis.touch = MotionSensorTossTouch;
|
|
|
|
newmis.num_mines=0; // OfN - reset HACKER improvements
|
|
|
|
W_SetCurrentAmmo();
|
|
};
|
|
|
|
void() MotionSensorDie =
|
|
{
|
|
sprint(self.real_owner, PRINT_HIGH, "Your motion sensor was destroyed.\n");
|
|
self.real_owner.has_sensor = FALSE;
|
|
|
|
// ThrowGib("progs/tgib1.mdl", -70);
|
|
// ThrowGib("progs/tgib2.mdl", -70);
|
|
// ThrowGib("progs/tgib3.mdl", -70);
|
|
|
|
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
|
|
WriteCoord (MSG_MULTICAST, self.origin_x);
|
|
WriteCoord (MSG_MULTICAST, self.origin_y);
|
|
WriteCoord (MSG_MULTICAST, self.origin_z);
|
|
multicast (self.origin, MULTICAST_PHS);
|
|
dremove(self);
|
|
};
|
|
|
|
|
|
// SB AntiGrav Grenade(tm)
|
|
// Screws over a player's gravity for a short time
|
|
//
|
|
// Uses the conc gren's touch function - why repeat it with an identical one?
|
|
|
|
void() AntiGravGrenadeExplode =
|
|
{
|
|
T_RadiusAntiGrav (self, self.owner, 100, NIL);
|
|
|
|
#ifdef DEMO_STUFF
|
|
// Remove any camera's locks on this missile
|
|
if (self.enemy)
|
|
CamProjectileLockOff();
|
|
#endif
|
|
|
|
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
|
|
WriteCoord (MSG_MULTICAST, self.origin_x);
|
|
WriteCoord (MSG_MULTICAST, self.origin_y);
|
|
WriteCoord (MSG_MULTICAST, self.origin_z);
|
|
multicast (self.origin, MULTICAST_PHS);
|
|
dremove(self);
|
|
};
|
|
|
|
// Bounces the enemy a bit and screws over their gravity :)
|
|
|
|
void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusAntiGrav =
|
|
{
|
|
local float points;
|
|
local entity head, te;
|
|
local vector org;
|
|
|
|
head = findradius(inflictor.origin, bounce+40);
|
|
|
|
while (head)
|
|
{
|
|
if (head != ignore)
|
|
{
|
|
if (head.takedamage)
|
|
{
|
|
org = head.origin + (head.mins + head.maxs)*0.5;
|
|
points = 0.5*vlen (org - inflictor.origin);
|
|
if (points < 0)
|
|
points = 0;
|
|
points = bounce - points;
|
|
if (self.cutf_items & CUTF_GYMNAST)
|
|
points = points * 2;
|
|
|
|
if (!IsBuilding(head) && points > 0)
|
|
{
|
|
// Bounce!!
|
|
head.velocity = org - inflictor.origin;
|
|
head.velocity = head.velocity * (points / 20);
|
|
|
|
if (head.classname != "player")
|
|
{
|
|
if(head.flags & FL_ONGROUND)
|
|
head.flags = head.flags - FL_ONGROUND;
|
|
}
|
|
else
|
|
{
|
|
//WK Add cheat immunity since they fly
|
|
makeImmune(head,time+3);
|
|
|
|
// Turn on antigrav
|
|
// If it's already on, restore it to full time
|
|
// Try to find a concusstimer entity for this player
|
|
te = find(NIL, classname, "timer");
|
|
while (((te.owner != head) || (te.think != AntiGravGrenadeTimer)) && (te))
|
|
te = find(te, classname, "timer");
|
|
if (te)
|
|
{
|
|
head.gravity = 0.3 * random();
|
|
te.health = 100;
|
|
te.nextthink = time + GR_CONCUSS_TIME;
|
|
}
|
|
else
|
|
{
|
|
head.gravity = 0.3 * random();
|
|
stuffcmd(head,"bf\n");
|
|
// Create a timer entity
|
|
te = spawn();
|
|
te.nextthink = time + GR_CONCUSS_TIME;
|
|
te.think = AntiGravGrenadeTimer;
|
|
te.team_no = attacker.team_no;
|
|
te.classname = "timer";
|
|
te.owner = head;
|
|
te.health = 100;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
head = head.chain;
|
|
}
|
|
};
|
|
|
|
// Timer used to control antigrav effects
|
|
|
|
void() AntiGravGrenadeTimer =
|
|
{
|
|
if (self.owner.invincible_finished > time)
|
|
{
|
|
self.owner.gravity = 1;
|
|
dremove(self);
|
|
return;
|
|
}
|
|
|
|
self.health = self.health - GR_CONCUSS_DEC * 2;
|
|
|
|
// hwguy recovers twice as fast - heh heh
|
|
if (self.owner.cutf_items & CUTF_HWGUY)
|
|
self.health = self.health - GR_CONCUSS_DEC * 2;
|
|
|
|
if (self.health < 0)
|
|
self.health = 0;
|
|
self.nextthink = time + GR_CONCUSS_TIME;
|
|
|
|
if (self.health == 0)
|
|
{
|
|
self.owner.gravity = 1;
|
|
sprint(self.owner, PRINT_HIGH, "Your weight feels normal again.\n");
|
|
dremove(self);
|
|
}
|
|
};
|