mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-10 15:21:51 +00:00
55500b87d6
what quakeworld uses anyway - when changing a player's team with the admin commands, change the player's color, not the admin's color :)
540 lines
14 KiB
C++
540 lines
14 KiB
C++
#include "defs.qh"
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/*======================================================
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DEMOMAN.QC
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TeamFortress v2.5 29/2/97
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========================================================
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Functions for the DEMOMAN class and associated weaponry
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========================================================*/
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// Functions outside this file
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void() NormalGrenadeTouch;
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void() NormalGrenadeExplode;
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// Functions in this file
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// Pipebomb Functions
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void() TeamFortress_DetonatePipebombs;
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void() PipebombTouch;
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// Mirv Grenade Functions
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void() MirvGrenadeTouch;
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void() MirvGrenadeExplode;
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void (vector org, entity shooter) MirvGrenadeLaunch;
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// Detpack Functions
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void(float timer) TeamFortress_SetDetpack;
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void() TeamFortress_DetpackSet;
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void(float krac) TeamFortress_DetpackStop;
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void() TeamFortress_DetpackExplode;
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void() TeamFortress_DetpackTouch;
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void() TeamFortress_DetpackDisarm;
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void() TeamFortress_DetpackCountDown;
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//=========================================================================
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// Detonate all thrown pipebombs
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void() TeamFortress_DetonatePipebombs =
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{
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local entity e;
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// Find all this players pipebombs
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e = find(world, classname, "pipebomb");
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while (e != world)
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{
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if(e.owner == self)
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e.nextthink = time;
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e = find(e, classname, "pipebomb");
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}
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};
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//=========================================================================
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// Pipebomb touch function
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void() PipebombTouch =
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{
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sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
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if (self.velocity == '0 0 0')
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self.avelocity = '0 0 0';
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};
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//=========================================================================
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// Touch Function for Mirv Grenade
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// Mirv Grenade heavily influenced by the Firewall Grenade by Steve Bond (wedge@nuc.net)
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void() MirvGrenadeTouch =
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{
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// If the Mirv Grenade hits a player, it just bounces off
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sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);
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if (self.velocity == '0 0 0')
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self.avelocity = '0 0 0';
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};
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//=========================================================================
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// Mirv Grenade explode function, for when the PRIMETIME runs out
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void() MirvGrenadeExplode =
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{
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local float i;
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deathmsg = DMSG_GREN_MIRV;
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T_RadiusDamage (self, self.owner, 100, world);
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_EXPLOSION);
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WriteCoord (MSG_MULTICAST, self.origin_x);
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WriteCoord (MSG_MULTICAST, self.origin_y);
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WriteCoord (MSG_MULTICAST, self.origin_z);
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multicast (self.origin, MULTICAST_PHS);
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self.solid = SOLID_NOT;
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// Launch mirvs
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i = 0;
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while (i < GR_TYPE_MIRV_NO)
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{
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MirvGrenadeLaunch (self.origin + '0 0 -1',self.owner);
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i = i + 1;
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}
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#ifdef DEMO_STUFF
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// Remove any camera's locks on this missile
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if (self.enemy)
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CamProjectileLockOff();
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#endif
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BecomeExplosion();
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};
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//=========================================================================
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// Launch a Mirv
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void (vector org, entity shooter) MirvGrenadeLaunch =
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{
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local float xdir,ydir,zdir;
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xdir = 150 * random() - 75;
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ydir = 150 * random() - 75;
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zdir = 40 * random();
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newmis = spawn ();
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newmis.owner = shooter;
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newmis.movetype = MOVETYPE_BOUNCE;
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newmis.solid = SOLID_BBOX;
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newmis.classname = "grenade";
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newmis.weapon = DMSG_GREN_MIRV;
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#ifdef NET_SERVER
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newmis.touch = NormalGrenadeTouch;
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newmis.think = NormalGrenadeExplode;
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#else
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newmis.touch = GrenadeTouch;
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newmis.think = GrenadeExplode;
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#endif
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//WK 2 + random
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newmis.nextthink = time + 0.75 + random();
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newmis.velocity_x = xdir * 2;
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newmis.velocity_y = ydir * 2;
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newmis.velocity_z = zdir * 15;
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newmis.avelocity='100 100 400';
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setmodel (newmis, "progs/grenade2.mdl");
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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setorigin (newmis, org);
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};
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//=========================================================================
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// Handles the Setting of Detpacks
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void(float timer) TeamFortress_SetDetpack =
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{
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local string stimer;
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// prevent detpack impulse from triggering anything else
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self.impulse = 0;
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self.last_impulse = 0;
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if (!(self.cutf_items & CUTF_DETPACK))
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return;
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if (self.ammo_detpack <= 0)
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return;
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if (infokey (world, "no_spam") == "on")
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{
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sprint(self,PRINT_HIGH,"The admin has disabled spam devices on this map.\n");
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return;
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}
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// Cant set detpack if you're in the air
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if (!(self.flags & FL_ONGROUND))
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{
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sprint (self, PRINT_HIGH, "You can't set detpacks in the air!\n");
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return;
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}
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//WK Prevents spy sliding bug
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if (self.is_feigning)
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{
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sprint (self, PRINT_HIGH, "You can't set detpacks while playing dead!\n");
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return;
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}
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if (self.is_haxxxoring)
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{
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sprint (self, PRINT_HIGH, "You can't set a detpack while you're hacking something.\n");
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return;
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}
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if (timer < 5)
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{
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sprint (self, PRINT_HIGH, "You can't set detpacks for less that 5 seconds.\n");
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return;
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}
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if (self.is_detpacking || self.is_toffingadet)
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return;
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self.is_detpacking = 1;
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self.ammo_detpack = self.ammo_detpack - 1;
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makeImmune(self,time + 2);
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//self.immune_to_check = time + 2;
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self.tfstate = self.tfstate | TFSTATE_CANT_MOVE;
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// Save the current weapon and remove it
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self.weapon = self.current_weapon;
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self.current_weapon = 0;
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self.weaponmodel = "";
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self.weaponframe = 0;
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TeamFortress_SetSpeed(self);
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self.pausetime = time + WEAP_DETPACK_SETTIME;
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stimer = ftos(timer);
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sprint(self, PRINT_HIGH, "Setting detpack for ");
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sprint(self, PRINT_HIGH, stimer);
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sprint(self, PRINT_HIGH, " seconds...\n");
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newmis = spawn();
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newmis.owner = self;
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newmis.classname = "timer";
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newmis.netname = "detpack_timer";
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newmis.movetype = MOVETYPE_NONE; //WK M3 Bug Hunt
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newmis.nextthink = time + WEAP_DETPACK_SETTIME;
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newmis.think = TeamFortress_DetpackSet;
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newmis.health = timer;
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//CH because its on the sbar :)
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self.StatusRefreshTime = time + 0.2;
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self.StatusBarScreen = 3;
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};
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//=========================================================================
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// Stops the setting of the detpack
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void(float krac) TeamFortress_DetpackStop =
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{
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local entity detpack_timer;
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detpack_timer = find(world, netname, "detpack_timer");
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while ((detpack_timer.owner != self) && (detpack_timer != world))
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detpack_timer = find(detpack_timer, netname, "detpack_timer");
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if (detpack_timer == world)
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return;
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if (krac == TRUE) {
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sprint(self, PRINT_HIGH, "Your detpack got Kraced!\n");
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} else {
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sprint(self, PRINT_HIGH, "Detpack retrieved.\n");
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self.ammo_detpack = self.ammo_detpack + 1;
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}
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dremove(detpack_timer);
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self.tfstate = self.tfstate - (self.tfstate & TFSTATE_CANT_MOVE);
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self.is_detpacking = 0;
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self.current_weapon = self.weapon;
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W_SetCurrentAmmo();
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TeamFortress_SetSpeed(self);
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self.pausetime = time;
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};
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//=========================================================================
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// The detpack is set, let the player go and start timer
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void() TeamFortress_DetpackSet =
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{
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local entity countd, oldself;
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self.is_detpacking = 0;
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self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_CANT_MOVE);
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self.owner.is_detpacking = 0;
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TeamFortress_SetSpeed(self.owner);
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#ifdef SPEECH
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stuffcmd(self.owner, "play speech/demo_dp.wav\n");
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#endif
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oldself = self;
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self = self.owner;
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//self.is_detpacking = 0;
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self.current_weapon = self.weapon;
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W_SetCurrentAmmo();
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self = oldself;
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newmis = spawn ();
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newmis.owner = self.owner;
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newmis.origin = self.owner.origin - '0 0 23';
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newmis.movetype = MOVETYPE_BOUNCE;
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newmis.solid = SOLID_BBOX;
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newmis.classname = "detpack";
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newmis.flags = FL_ITEM;
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newmis.angles = '90 0 0';
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newmis.angles_y = self.owner.angles_y;
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newmis.velocity = '0 0 0';
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newmis.avelocity = '0 0 0';
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newmis.weaponmode = 0; // Detpack weaponmode = 1 when disarming
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newmis.touch = TeamFortress_DetpackTouch;
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setmodel (newmis, "progs/detpack.mdl");
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setsize (newmis, '-16 -16 0', '16 16 8');
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setorigin (newmis, self.owner.origin);
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sound (newmis, CHAN_WEAPON, "doors/medtry.wav", 1, ATTN_NORM); //CH play set detpack sound
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// Create the CountDown entity
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countd = spawn();
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newmis.linked_list = countd; // attach count to its detpack
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countd.think = TeamFortress_DetpackCountDown;
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countd.health = self.health - 1;
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countd.owner = self.owner;
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countd.movetype = MOVETYPE_NONE; //WK M3 Bug Hunt
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countd.classname = "countdown_timer"; // Don't call it timer, because we
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// don't want it removed if player dies
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countd.enemy = newmis;
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newmis.oldenemy = countd;
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if (self.health <= 10)
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countd.nextthink = time + 1;
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else
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{
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countd.nextthink = time + self.health - 10;
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countd.health = 9;
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}
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newmis.nextthink = time + self.health;
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newmis.think = TeamFortress_DetpackExplode;
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sprint(self.owner, PRINT_HIGH, "Detpack set!\n");
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teamprefixsprint(self.team_no,self);
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teamsprint6(self,self.netname," sets a detpack!\n","","","","");
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dremove(self);
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};
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//- OfN - Used for extra det explosions
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float (vector targ, vector check) vis2orig;
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//=========================================================================
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// The detpack goes BOOM!
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void() TeamFortress_DetpackExplode =
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{
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local float pos;
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bprint(PRINT_MEDIUM, "FIRE IN THE HOLE!\n");
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// Check the pointcontents to prevent detpack outside the world
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pos = pointcontents(self.origin);
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if (pos != CONTENTS_SOLID && pos != CONTENTS_SKY)
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{
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deathmsg = DMSG_DETPACK;
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T_RadiusDamage (self, self.owner, WEAP_DETPACK_SIZE, world);
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sound(self, CHAN_MISC, "weapons/detpack.wav", 1, ATTN_NONE);
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_EXPLOSION);
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WriteCoord (MSG_MULTICAST, self.origin_x);
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WriteCoord (MSG_MULTICAST, self.origin_y);
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WriteCoord (MSG_MULTICAST, self.origin_z);
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multicast (self.origin, MULTICAST_PHS);
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_LAVASPLASH);
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WriteCoord (MSG_MULTICAST, self.origin_x);
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WriteCoord (MSG_MULTICAST, self.origin_y);
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WriteCoord (MSG_MULTICAST, self.origin_z);
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multicast (self.origin, MULTICAST_PHS);
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//- OfN - Should a detpack make the same explosion a gren does? dont think so...
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#ifdef extra_detpack_explosions
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local float loopc;
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local vector rexp;
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loopc = 0;
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while (loopc < EXTRA_DETEXPOSIONS)
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{
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rexp_x = self.origin_x + random()*400 - 200;
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rexp_y = self.origin_y + random()*400 - 200;
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rexp_z = self.origin_z + random()*100;
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if (vis2orig(self.origin,rexp))
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{
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_EXPLOSION);
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WriteCoord (MSG_MULTICAST, rexp_x);
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WriteCoord (MSG_MULTICAST, rexp_y);
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WriteCoord (MSG_MULTICAST, rexp_z);
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multicast (rexp, MULTICAST_PHS);
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}
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loopc = loopc + 1;
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}
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#endif
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//- OfN - Moves a bit the players that are near the exploding detpack
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#ifdef detpack_earthquake
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local entity head;
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local vector v;
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head = findradius(self.origin, DETPACK_EARTHQUAKE_RANGE);
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while (head)
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{
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if (head.classname == "player")
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if (head.health > 0)
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if (!head.has_disconnected)
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if (head.playerclass != PC_UNDEFINED)
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if (head.flags & FL_ONGROUND || head.waterlevel)
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{
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v_x = 100 * crandom();
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v_y = 100 * crandom();
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v_z = 150 + 200 * random();
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head.velocity = head.velocity + v;
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}
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head = head.chain;
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}
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#endif
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}
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else
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{
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// bprint(PRINT_HIGH, "Your detpack fizzled out.\n");
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sprint(self.owner, PRINT_HIGH, "Your detpack fizzled out.\n");
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}
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// This code handles a disarming scout with protection
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if (self.weaponmode == 1) // Detpack was being disarmed
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{
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TeamFortress_SetSpeed(self.enemy);
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dremove(self.oldenemy); // CountDown
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dremove(self.observer_list); // Disarm timer
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}
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BecomeExplosion ();
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};
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//=========================================================================
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// The detpack touch function. Scouts can disarm it.
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void() TeamFortress_DetpackTouch =
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{
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local entity disarm;
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if (other.classname != "player")
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return;
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//WK if (other.playerclass != PC_SCOUT)
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if (!(other.tf_items & NIT_SCANNER))
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return;
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if (self.weaponmode == 1)
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return;
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if (Teammate(self.owner.team_no,other.team_no))
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return;
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makeImmune(other,time + 2);
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//other.immune_to_check = time + 2;
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other.tfstate = other.tfstate | TFSTATE_CANT_MOVE;
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sprint(other, PRINT_HIGH, "Disarming detpack...\n");
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TeamFortress_SetSpeed(other);
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// Spawn disarming entity
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disarm = spawn();
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disarm.movetype = MOVETYPE_NONE; //WK M3 Bug Hunt
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disarm.owner = other; // the scout
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disarm.enemy = self; // the detpack
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disarm.classname = "timer";
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disarm.nextthink = time + WEAP_DETPACK_DISARMTIME;
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disarm.think = TeamFortress_DetpackDisarm;
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self.weaponmode = 1; // indicates disarming
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self.enemy = other; // points to scout
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self.observer_list = disarm;
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};
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//=========================================================================
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// The detpack disarm function. Scout has finished disarming it
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// .enemy is the detpack
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// .owner is the scout
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void() TeamFortress_DetpackDisarm =
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{
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if (self.owner.health <= 0) {
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dremove(self);
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return;
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}
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bprint (PRINT_MEDIUM, self.enemy.owner.netname);
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bprint (PRINT_MEDIUM, "'s detpack was defused by ");
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bprint (PRINT_MEDIUM, self.owner.netname);
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bprint (PRINT_MEDIUM, "\n");
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//if (!(self.owner.is_feigning))
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//- OfN already checked on TeamFortress_SetSpeed()
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//{
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self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_CANT_MOVE);
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// Reset speeds of scout
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TeamFortress_SetSpeed(self.owner);
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//}
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dremove(self.enemy.oldenemy); // remove count down
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dremove(self.enemy); // remove detpack
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dremove(self); // remove this timer
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};
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//=========================================================================
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// The Detpack CountDown function. Displays the seconds left before the
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// detpack detonates to the owner of the detpack, if <10
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void() TeamFortress_DetpackCountDown =
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{
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local string cd;
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cd = ftos(self.health);
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sprint(self.owner, PRINT_HIGH, cd);
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sprint(self.owner, PRINT_HIGH, "...\n");
|
|
|
|
self.nextthink = time + 1;
|
|
self.health = self.health - 1;
|
|
|
|
// Flash the red light
|
|
if (self.health <= 4)
|
|
self.enemy.skin = 1;
|
|
|
|
if (self.health <= 3 && self.health > 2) { //WK Detpack alerts
|
|
sound (self.owner, CHAN_VOICE, "weapons/fith.wav", 1, ATTN_NORM);
|
|
sound (self.enemy, CHAN_WEAPON, "doors/baseuse.wav", 1, ATTN_NORM); //CH play set detpack sound
|
|
}
|
|
|
|
if (self.health == 0)
|
|
dremove(self);
|
|
};
|
|
|