mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-23 12:42:39 +00:00
a365e00b22
sensing <Grievre> give mirvs the right death message, make them a little weaker and more spread out <Grievre> increased damage done by exp body... fixes not being able to use airfist if you have daedalus or lg with no cells <Grievre> made it so missing judo = you can't fire for 1.5 seconds, also judo doesn't always work, less chance of it working a) if they're facing you b) if they have knife, judo, or close combat <Grievre> you lose speed the more armor you have (so upgraded people can buy cougar and cheetah now) <Grievre> attempted to fix the respawn guard not telefragging bug (if it was still there) <Grievre> made it so you can tell a shambler to come, stop, or patrol even if it is fighting someone, doesn't really work most of the time but can "wake up" your shambler if it's being screwy <Grievre> (works for all demons) <Grievre> made it so a monster goes back to what it was doing before (following you, patrolling etc) once it's done with its enemy <Grievre> made the sniper rifle less cheap (or tried to), charging now = more accuracy, rather than more damage. OTR now does slightly less damage than regular, but isn't blocked by armor as much. <Grievre> autorifle now has half the rate of fire but does same damage as sniper rifle, but less accurate <Grievre> headshots always ignore armor if target has green armor, legshots always ignore armor except for red <Grievre> added bshams and shambler kings (can be disabled with infokeys) <Grievre> increased max knife blood to 32 <Grievre> made it so airfist bounces gymnasts twice as much, and bounces everyone a little more (I think), may cause stuck bugs but I think it won't. airfist does half damage to gymnasts and slightly more to hwguys <Grievre> made shamblers a little smarter and more powerful in general <Grievre> they now attack buildings (only bshams/kings) if they are attacked by them first <Grievre> bsham/king fireball now sets things on fire <Grievre> shamblers will generally attack the person who last hit them <Grievre> shortened judoka range (they have the old range if they get close combat <Grievre> shamblers will cycle the left-right slash or fireball longer than they did (but they won't keep doing it if their enemy is not visible) <Grievre> fixed shambler fireball so it doesn't miss and hurt itself so much <Grievre> #define OLD_AUTORIFLE <Grievre> will go to the old behavior of the auto rifle <Grievre> I think that's it <Grievre> oh, I changed the intro message and version string a little, you might want to change that
292 lines
7.4 KiB
C++
292 lines
7.4 KiB
C++
#include "defs.qh"
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/*======================================================
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SECURITY.QC Custom TeamFortress v3.1
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(c) Craig Hauser 26/3/00
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========================================================
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Functions for the security camera
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======================================================*/
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void() Security_Camera_Idle;
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float() Security_Camera_FindTarget;
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void(entity attacker, float damage) Security_Camera_Pain;
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void() Security_Camera_Die;
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void() Security_Camera_PrintTarget;
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void() Security_Camera_Spawn;
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float() Security_Camera_FindFakeTarget;
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void() SecurityCameraTossTouch;
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//used for print
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string(float tno) GetTrueTeamName;
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string(float pc) TeamFortress_GetClassName;
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string(float pc) TeamFortress_GetJobName;
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//===================================================================
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void() Security_Camera_Idle =
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{
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if (Security_Camera_FindTarget())
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self.nextthink = time + 2; //CH if found wait 2 sec before do another check
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else
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self.nextthink = time + 0.5; //CH else 2 checks per sec
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self.think = Security_Camera_Idle;
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};
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//========
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float() Security_Camera_FindTarget =
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{
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local entity client = NIL;
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local float r, gotone, loopc;
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if (self.is_malfunctioning & SCREWUP_TWO) // SB how tragic, camera can't see
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return FALSE;
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if (self.is_malfunctioning & SCREWUP_THREE) // oh no, we're reading incorrect signals
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{
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if (Security_Camera_FindFakeTarget())
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return TRUE;
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else
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return FALSE;
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}
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// Try a few checks to make it react faster
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r = 0;
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loopc = 0;
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gotone = FALSE;
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local float trange; //- OfN - Hack
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trange=1000;
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if (self.num_mines & IMPROVED_ONE)
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trange=1250;
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//CH Theortetically this will check every client on the server now
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while (loopc < 32 && gotone == FALSE)
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{
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client = checkclient();
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gotone = TRUE;
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if (!client)
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gotone = FALSE;
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if (!Pharse_Client(client, self, 1, trange, 0, 1))
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gotone = FALSE;
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loopc = loopc + 1;
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if (gotone) loopc = 1000;
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}
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if (!gotone)
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return FALSE;
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// Found a Target
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self.enemy = client;
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if (self.enemy.classname != "player")
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{
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self.enemy = self.enemy.enemy;
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if (self.enemy.classname != "player")
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{
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self.enemy = NIL;
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return FALSE;
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}
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}
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// Spotted sound
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if (self.heat == 3) { //CH so it does not beep all the time.
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sound (self, CHAN_WEAPON, "weapons/camera_beep.wav", 1, ATTN_NORM);
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self.heat = 0;
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}
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else
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self.heat = self.heat + 1;
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Security_Camera_PrintTarget ();
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return TRUE;
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};
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float() Security_Camera_FindFakeTarget =
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{
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local entity client = NIL;
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local float r, gotone, loopc;
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if (self.is_malfunctioning & SCREWUP_THREE) // SB how tragic, camera can't see
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return FALSE;
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// Try a few checks to make it react faster
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r = 0;
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loopc = 0;
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gotone = FALSE;
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// Pick a random client
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while (loopc < 32 && gotone == FALSE)
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{
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client = checkclient();
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gotone = TRUE;
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if (!client)
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gotone = FALSE;
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if (random() < 0.05)
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gotone = FALSE;
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if (client.playerclass == PC_UNDEFINED) {
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return FALSE;
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}
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if (client.done_custom & CUSTOM_BUILDING) {
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return FALSE;
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}
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if (client.health <= 0) {
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return FALSE;
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}
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if (client.has_disconnected) {
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return FALSE;
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}
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loopc = loopc + 1;
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if (gotone) loopc = 1000;
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}
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if (!gotone)
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return FALSE;
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// Found a Target
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self.enemy = client;
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if (self.enemy.classname != "player")
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{
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self.enemy = self.enemy.enemy;
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if (self.enemy.classname != "player")
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{
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self.enemy = NIL;
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return FALSE;
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}
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}
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// Spotted sound
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if (self.heat == 3) { //CH so it does not beep all the time.
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sound (self, CHAN_WEAPON, "weapons/camera_beep.wav", 1, ATTN_NORM);
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self.heat = 0;
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}
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else
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self.heat = self.heat + 1;
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if (!(self.is_malfunctioning & SCREWUP_ONE))
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Security_Camera_PrintTarget ();
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return TRUE;
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};
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//========
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void(entity attacker, float damage) Security_Camera_Pain =
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{
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sound (self, CHAN_WEAPON, "weapons/camera_beep.wav", 1, ATTN_NORM);
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};
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//======
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void() Security_Camera_Die =
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{
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sprint(self.real_owner, PRINT_HIGH, "Your security camera was destroyed.\n");
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self.real_owner.has_camera = FALSE;
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// ThrowGib("progs/tgib1.mdl", -70);
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// ThrowGib("progs/tgib2.mdl", -70);
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// ThrowGib("progs/tgib3.mdl", -70);
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_EXPLOSION);
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WriteCoord (MSG_MULTICAST, self.origin_x);
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WriteCoord (MSG_MULTICAST, self.origin_y);
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WriteCoord (MSG_MULTICAST, self.origin_z);
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multicast (self.origin, MULTICAST_PHS);
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dremove(self);
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//SwitchFromCamera();
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};
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//==========
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//Prints the person to owner/team
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//Outputs: "<>SECURITY CAMERA<> Team_color class/job (netname)\n"
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void() Security_Camera_PrintTarget =
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{
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local string st;
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sprint(self.real_owner, PRINT_HIGH, "<1F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> "); //<>Security camera<>
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st = GetTrueTeamName(self.enemy.team_no);
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sprint(self.real_owner, PRINT_HIGH, st);
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sprint(self.real_owner, PRINT_HIGH, " ");
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if (self.enemy.playerclass != PC_CUSTOM)
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st = TeamFortress_GetClassName(self.enemy.playerclass);
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else
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st = TeamFortress_GetJobName(self.enemy.job);
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sprint(self.real_owner, PRINT_HIGH, st);
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sprint(self.real_owner, PRINT_HIGH, " (");
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sprint(self.real_owner, PRINT_HIGH, self.enemy.netname);
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sprint(self.real_owner, PRINT_HIGH, ")\n");
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};
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//==========
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void() Security_Camera_Spawn =
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{
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if (self.ammo_cells < BUILD_COST_CAMERA)
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{
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sprint(self,PRINT_HIGH,"Not enough cells to build a Security Camera\n");
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}
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else
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{
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self.ammo_cells = self.ammo_cells - BUILD_COST_CAMERA;
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self.has_camera = TRUE;
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newmis = spawn();
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newmis.movetype = MOVETYPE_BOUNCE;
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setsize (newmis, '-16 -16 -6', '16 16 10');
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// setsize (newmis, '-8 -8 -8', '8 8 8');
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newmis.solid = SOLID_BBOX;
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newmis.takedamage = DAMAGE_AIM;
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newmis.classname = "building_camera";
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newmis.netname = "security_camera";
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newmis.origin = self.origin;
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newmis.owner = NIL;
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newmis.real_owner = self;
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makevectors (self.v_angle);
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newmis.avelocity = '0 0 0';
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newmis.velocity = v_forward*800 + v_up * 200 + v_right*10 + v_up*10;
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newmis.origin += (normalize(newmis.velocity) * 20);
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setorigin(newmis, newmis.origin);
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newmis.angles = '0 0 0';
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newmis.angles_y = anglemod(self.angles_y + 180);
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// newmis.skin = 1;
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newmis.th_die = Security_Camera_Die; // Death function
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newmis.th_pain = Security_Camera_Pain;
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newmis.mdl = "progs/camera.mdl"; //CH temp model
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setmodel (newmis, newmis.mdl);
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newmis.team_no = self.team_no;
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newmis.colormap = self.colormap;
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newmis.heat = 0; //Beeps
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newmis.think = Security_Camera_Die;
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newmis.nextthink = time + 5;
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newmis.health = newmis.max_health = BUILD_HEALTH_CAMERA;
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newmis.touch = SecurityCameraTossTouch;
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newmis.num_mines=0; // OfN - reset HACKER improvements
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W_SetCurrentAmmo();
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}
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};
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//========
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void() SecurityCameraTossTouch =
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{
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if (other || other == self.real_owner)
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return;
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if (pointcontents(self.origin) == CONTENTS_SKY || pointcontents(self.origin + '0 0 12') == CONTENTS_SKY || pointcontents(self.origin) == CONTENTS_SOLID)
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{
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Security_Camera_Die();
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return;
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}
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sprint (self.real_owner, PRINT_HIGH, "You finish building the Security Camera.\n");
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teamprefixsprint(self.real_owner.team_no,self.real_owner); //- OfN
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teamsprint(self.real_owner.team_no, self.real_owner, self.real_owner.netname);
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teamsprint(self.real_owner.team_no, self.real_owner, " has built a Security Camera.\n");
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self.real_owner.option = time + 2; // so ppl cant destroy it for 2 seconds
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self.movetype = MOVETYPE_NONE;
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setsize (self, '-16 -16 -6', '16 16 10');
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self.solid = SOLID_BBOX;
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self.takedamage = DAMAGE_AIM;
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sound (self, CHAN_WEAPON, "weapons/guerilla_set.wav", 1, ATTN_NORM);
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self.think = Security_Camera_Idle;
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self.nextthink = time + 1;
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};
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