prozac-qfcc/often.qc

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33 KiB
C++
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#include "defs.qh"
/*=======================================================//
// OfteN.QC - CustomTF 3.2.OfN - 30/1/2001 - //
// by Sergio Fumaña Grunwaldt - OfteN aka superCOCK2000 //
=========================================================//
Additional stuff
=========================================================*/
//= HOLOGRAPH SETTINGS ==========//
#define HOLO_POWER_COST 10 //
#define HOLO_CYCLE_COST 2 //
#define HOLO_CYCLE_TIME 1.5 //
//===============================//
//= FLARE GREN SETTINGS =========//
#define FLARE_DURATION 60 //
//===============================//
void() HoloThink;
void(entity player) RemoveHolo;
//====================================================================//
// Initialize stuff, localinfos etc... //
// This is called on worldspawn and with the IMPULSE_UPDATEINFO (194) //
//====================================================================//
void () UpdateInfos =
{
local string st;
st = infokey(NIL, "allow_debug"); //
if (st == "1" || st =="on")
allow_debug = 1;
else
{
debug_target=NIL;
allow_debug = 0;
}
/*st = infokey(NIL, "cool_gibs"); //
if (st == "1" || st =="on")
cool_gibs = 1;
else
cool_gibs = 0;*/
st = infokey(NIL, "pay_msgs"); //
if (st == "1" || st =="on")
pay_msgs = 1;
else
pay_msgs = 0;
st = infokey(NIL, "team_prefix"); //
if (st == "1" || st =="on")
team_prefix = 1;
else
team_prefix = 0;
/*st = infokey(NIL, "allow_mauser"); //
if (st == "1" || st =="on")
allow_mauser = 1;
else
allow_mauser = 0;*/
st = infokey(NIL, "headless"); //
if (st == "1" || st =="on" )
headless = 1;
else
headless = 0;
st = infokey(NIL, "no_grapple"); //
if (st == "1" || st =="on" )
no_grapple = 1;
else
no_grapple = 0;
st = infokey(NIL, "no_army"); //
if (st == "1" || st =="on" )
no_army = 1;
else
no_army = 0;
st = infokey(NIL, "nicecolors"); //
if (st == "1" || st =="on" )
nicecolors = 1;
else
nicecolors = 0;
st = infokey(NIL, "relax_cheatcheck"); //
if (st == "1" || st =="on" )
relax_cheatcheck = 1;
else
relax_cheatcheck = 0;
/*st = infokey(NIL, "allow_antigrav"); //
if (st == "1" || st =="on" )
allow_antigrav = 1;
else
allow_antigrav = 0;*/
st = infokey(NIL, "no_clusters"); //
if (st == "1" || st =="on" )
no_clusters = 1;
else
no_clusters = 0;
st = infokey(NIL, "no_c4"); //
if (st == "1" || st =="on" )
no_c4 = 1;
else
no_c4 = 0;
st = infokey(NIL, "no_otr"); //
if (st == "1" || st =="on" )
no_otr = 1;
else
no_otr = 0;
st = infokey(NIL, "no_laser"); //
if (st == "1" || st =="on" )
no_laser = 1;
else
no_laser = 0;
st = infokey(NIL, "no_detpush"); //
if (st == "0" || st =="off" )
no_detpush = 0;
else
no_detpush = 1;
st = infokey(NIL, "no_monstercolors"); //
if (st == "1" || st =="on" )
no_monstercolors = 1;
else
no_monstercolors = 0;
st = infokey(NIL, "no_chaplan"); //
if (st == "1" || st =="on" )
no_chaplan = 1;
else
no_chaplan = 0;
st = infokey(NIL, "max_mines"); //
if (!st) st="4"; //sets default, 4 max mines
max_mines = stof(st);
if (max_mines < 2 ) max_mines = 2; // the allowed minimum are 2 mines
else if (max_mines > 8) max_mines = 8; //the allowed maximum is 8 mines
st = infokey(NIL, "custom_mode"); //
if (!st) st="0"; //sets default
custom_mode = stof(st);
if (custom_mode < 0 ) custom_mode = 0; // the allowed minimum
else if (custom_mode > 2) custom_mode = 2; //the allowed maximum
st = infokey(NIL, "stock_mode"); //
if (!st) st="0"; //sets default
stock_mode = stof(st);
if (stock_mode < 0 ) stock_mode = 0; // the allowed minimum
else if (stock_mode > 2) stock_mode = 2; //the allowed maximum
if (stock_mode == 2 && custom_mode == 2) custom_mode = 0;
st = infokey(NIL, "army_delay"); //
if (!st) st="5"; //sets default
army_delay = stof(st);
if (army_delay < 2 ) army_delay = 2; // the allowed minimum
else if (army_delay > 60) army_delay = 60; //the allowed maximum
st = infokey(NIL, "allow_watermonsters"); //
if (st == "0" || st =="off" )
allow_watermonsters = 0;
else
allow_watermonsters = 1;
};
//====================================================================//
// Sprints to all the members on one team except one the Team> Prefix //
// It should be used prior any teamsprint (look at tforttm.qc) //
//====================================================================//
void(float tno, entity ignore) teamprefixsprint =
{
if ( team_prefix != 1 )
return;
local entity te;
// Don't do teamprints in DM
if (tno == 0)
return;
te = find(NIL, classname, "player");
while (te)
{
if (Teammate(te.team_no,tno) && te != ignore)
{
sprint(te, PRINT_HIGH, "Team<EFBFBD> ");
}
te = find(te, classname, "player");
}
};
//==========================================================
// same shit but ignores 2 players
void(float tno, entity ignore, entity ignore2) teamprefixsprintbi =
{
if ( team_prefix != 1 )
return;
local entity te;
// Don't do teamprints in DM
if (tno == 0)
return;
te = find(NIL, classname, "player");
while (te)
{
if (Teammate(te.team_no,tno) && te != ignore && te != ignore2)
{
sprint(te, PRINT_HIGH, "Team<EFBFBD> ");
}
te = find(te, classname, "player");
}
};
//- For better performance i added this: --//
void(entity ignore, string st, string st2, string st3, string st4, string st5, string st6) teamsprint6 =
{
local entity te;
te = find(NIL, classname, "player");
while (te)
{
if (Teammate(te.team_no,ignore.team_no) && te != ignore)
{
sprint(te, PRINT_HIGH, st);
sprint(te, PRINT_HIGH, st2);
sprint(te, PRINT_HIGH, st3);
sprint(te, PRINT_HIGH, st4);
sprint(te, PRINT_HIGH, st5);
sprint(te, PRINT_HIGH, st6);
}
te = find(te, classname, "player");
}
};
//==========================================================
// same shit but ignores 2 players
void(entity ignore, entity ignore2, string st, string st2, string st3, string st4, string st5, string st6) teamsprintbi =
{
local entity te;
te = find(NIL, classname, "player");
while (te)
{
if (Teammate(te.team_no,ignore.team_no) && te != ignore && te != ignore2)
{
sprint(te, PRINT_HIGH, st);
sprint(te, PRINT_HIGH, st2);
sprint(te, PRINT_HIGH, st3);
sprint(te, PRINT_HIGH, st4);
sprint(te, PRINT_HIGH, st5);
sprint(te, PRINT_HIGH, st6);
}
te = find(te, classname, "player");
}
};
//================================================//
// Kicks any player with no TF skin on tforttm.qc //
//================================================//
float (string skin_str) Is_TF_Skin =
{
// if relax_cheatcheck is "on" return its a valid skin
if (relax_cheatcheck==1) return TRUE;
if ( skin_str != "tf_scout"
&& skin_str != "tf_snipe"
&& skin_str != "tf_sold"
&& skin_str != "tf_demo"
&& skin_str != "tf_medic"
&& skin_str != "tf_hwguy"
&& skin_str != "tf_pyro"
&& skin_str != "tf_spy"
&& skin_str != "tf_eng")
return FALSE;
else
return TRUE;
};
//============================================================================//
// Return the new "NICE" color for the team corresponding to the no passed in //
//============================================================================//
/*string (float tno) TeamGetNiceColor =
{
if (tno == 1)
return "2 13";
if (tno == 2)
return "9 4";
if (tno == 3)
return "5 12";
if (tno == 4)
return "3 11";
return "";
};
*/
float (float tno) TeamGetNiceColor =
{
if (nicecolors == 1)
{
if (tno == 1)
return 2;
if (tno == 2)
return 9;
if (tno == 3)
return 5;
if (tno == 4)
return 3;
}
else
{
if (tno == 1)
return 13;
if (tno == 2)
return 4;
if (tno == 3)
return 12;
if (tno == 4)
return 11;
}
return 0;
};
float (float tno, float theColor ) IsValidTopColor =
{
theColor = floor(theColor);
// if relax_cheatcheck is "on" return its a valid color value
if (relax_cheatcheck==1)
{
if (theColor > 13 || theColor < 0)
return FALSE;
if (tno == 1)
{
if (theColor == 4)
return FALSE;
if (number_of_teams > 2 && theColor == 12)
return FALSE;
if (number_of_teams > 3 && theColor == 11)
return FALSE;
}
if (tno == 2)
{
if (theColor == 13)
return FALSE;
if (number_of_teams > 2 && theColor == 12)
return FALSE;
if (number_of_teams > 3 && theColor == 11)
return FALSE;
}
if (tno == 3)
{
if (theColor==4||theColor==13)
return FALSE;
if (number_of_teams > 3 && theColor == 11)
return FALSE;
}
if (tno == 4 && (theColor==4||theColor==13||theColor==12))
return FALSE;
return TRUE;
}
if (tno == 1 && (theColor==2||theColor==13))
return TRUE;
if (tno == 2 && (theColor==9||theColor==4))
return TRUE;
if (tno == 3 && (theColor==12||theColor==5))
return TRUE;
if (tno == 4 && (theColor==11||theColor==3))
return TRUE;
return FALSE;
};
//==========================//
// The new holograph device //
//==========================//
void(entity player) UpdateCells =
{
if (player.current_weapon == WEAP_SPANNER
|| player.current_weapon == WEAP_LIGHTNING
|| player.current_weapon == WEAP_FLAMETHROWER
|| player.current_weapon == WEAP_DAEDALUS
|| player.current_weapon == WEAP_LASERCANNON)
{
player.currentammo = player.ammo_cells;
player.items = player.items | IT_CELLS;
}
};
void(entity player) ActivateHolo =
{
if (!(player.cutf_items & CUTF_HOLO))
{
//sprint(player, PRINT_MEDIUM, "You do not have the holograph!\n");
return;
}
if (player.has_holo == 2) return; // avoids overflow, turns to 1 after first think
if (player.ammo_cells < 10 && player.has_holo == 0)
{
local string st;
sprint(player, PRINT_HIGH, "Your holograph needs ");
st=ftos(HOLO_POWER_COST);
sprint(player, PRINT_HIGH, st);
sprint(player, PRINT_HIGH," cells at least!\n");
return;
}
if (player.has_holo == 1)
{
sprint(player, PRINT_HIGH, "You turn off the holograph device\n");
RemoveHolo(player);
return;
}
newmis = spawn();
newmis.solid = SOLID_NOT;
newmis.movetype = MOVETYPE_NONE;
newmis.origin = player.origin;
newmis.angles = player.angles;
newmis.colormap = player.colormap;
newmis.skin = player.skin;
setmodel (newmis, "progs/player.mdl");
newmis.classname = "holo";
newmis.owner=player;
newmis.frame=player.frame;
newmis.nextthink = time + HOLO_CYCLE_TIME;
newmis.think = HoloThink;
newmis.effects = EF_DIMLIGHT;
player.ammo_cells = player.ammo_cells - HOLO_POWER_COST;
UpdateCells(player);
stuffcmd (player, "bf\nbf\n");
sprint(player,PRINT_HIGH,"you turn on your holograph...\n");
sound (newmis, CHAN_MISC, "effects/bodyhit2.wav", 0.5, ATTN_NORM);
player.has_holo = 2; // 2 makes it wait until first think for turning off the holo
};
void() HoloThink =
{
//local entity oldself;
if (self.owner.ammo_cells < 1)
{
sprint(self.owner, PRINT_MEDIUM, "your hologram runs out of energy\n");
sound (self, CHAN_MISC, "effects/bodyhit1.wav", 0.6, ATTN_NORM);
spawnFOG(self.origin);
self.owner.has_holo = 0;
dremove(self);
return;
}
self.owner.ammo_cells = self.owner.ammo_cells - HOLO_CYCLE_COST;
/*oldself = self;
self = self.owner;
W_SetCurrentAmmo();
self = oldself;*/
UpdateCells(self.owner);
self.nextthink = time + HOLO_CYCLE_TIME;
self.owner.has_holo = 1; // ready to be turned off
};
void (entity player) RemoveHolo =
{
local entity te;
te = find(NIL, classname, "holo");
while (te)
{
if (te.owner == player) {
te.owner.has_holo = 0;
sound (te, CHAN_MISC, "effects/bodyhit1.wav", 0.6, ATTN_NORM);
spawnFOG(te.origin);
dremove(te);
return;
}
te = find(te, classname, "holo");
}
};
vector (vector pos, vector dir) NudgeOnePosition =
{
local float a, b;
a = pointcontents (pos + dir);
b = pointcontents (pos - dir);
if (a != CONTENTS_SOLID && b == CONTENTS_SOLID)
return dir;
else if (a == CONTENTS_SOLID && b != CONTENTS_SOLID)
return -dir;
else
return '0 0 0';
};
vector (vector pos) NudgePosition =
{
pos += NudgeOnePosition (pos, '1 0 0');
pos += NudgeOnePosition (pos, '0 1 0');
pos += NudgeOnePosition (pos, '0 0 1');
return pos;
};
//===========================//
// THE FLARES ARE BACK! hehe //
//===========================//
void() FlareBounce;
//---------------------------//
// Flare touch function. //
void() FlareGrenadeTouch =
{
if (other == self.owner)
return; // don't bounce on owner
if (pointcontents(self.origin) == CONTENTS_SKY || pointcontents(self.origin) == CONTENTS_SOLID) // if in wall or sky
{
dremove(self);
return;
}
if (self.has_holo==0)
{
self.skin=1;
//setmodel (self, "progs/flare.mdl");
}
if (!other && self.movetype != MOVETYPE_BOUNCE)
{
self.velocity = '0 0 0';
if (random()<0.6)
{
sound (self, CHAN_MISC, "effects/bodyhit2.wav", 0.7, ATTN_NORM); // bounce sound
}
else
{
sound (self, CHAN_MISC, "effects/bodyhit1.wav", 0.6, ATTN_NORM); // bounce sound
}
// the networking imprecision causes them to be through the
// wall on clients, and in QF this stops the light from
// working properly. So I try to nudge them away from the
// wall
setorigin (self, NudgePosition (self.origin));
}
else
{
self.movetype = MOVETYPE_BOUNCE;
self.avelocity = '1000 200 850';
self.touch = FlareBounce;
}
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
void() FlareBounce =
{
if (other == self.owner)
return; // don't bounce on owner
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
//---------------------------//
// Flare grenade explosion. //
void() FlareGrenadeExplode =
{
sound (self, CHAN_MISC, "items/flare1.wav", 1, ATTN_NORM);
//setmodel (self, "progs/flare.mdl");
self.skin=0;
self.has_holo=1;
local vector org;
org=self.origin;
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);
self.effects = self.effects | EF_DIMLIGHT;
self.think = SUB_Remove;
self.nextthink = time + FLARE_DURATION;
};
//========================================================//
// My stupid contributions to optimize something! //
//========================================================//
float(entity thing) IsMonster =
{
if (thing.classname=="monster_shambler")
return TRUE;
if (thing.classname=="monster_demon1")
return TRUE;
if (thing.classname=="monster_wizard")
return TRUE;
if (thing.classname=="monster_army")
return TRUE;
if (thing.classname=="monster_knight")
return TRUE;
if (thing.classname=="monster_hknight")
return TRUE;
return FALSE;
};
float(entity thing) IsMonsterNonArmy =
{
if (thing.classname=="monster_shambler")
return TRUE;
if (thing.classname=="monster_demon1")
return TRUE;
if (thing.classname=="monster_wizard")
return TRUE;
if (thing.classname=="monster_knight")
return TRUE;
if (thing.classname=="monster_hknight")
return TRUE;
return FALSE;
};
float(entity player) HasMonster =
{
if ((player.job & JOB_WARLOCK && player.job & JOB_DEMON_OUT)
||(player.job & JOB_ARMY && player.job & JOB_DEMON_OUT))
return TRUE;
return FALSE;
};
string(entity themonster) GetMonsterName =
{
if (themonster.classname == "monster_wizard")
return "scrag";
if (themonster.classname == "monster_shambler")
{
if (themonster.has_tesla > 6)
return "shambler king";
if (themonster.has_tesla == 6)
return "battle shambler";
else
return "shambler";
}
if (themonster.classname == "monster_demon1")
return "fiend";
if (themonster.classname == "monster_army")
return "army soldier";
if (themonster.classname == "monster_knight")
return "knight";
if (themonster.classname == "monster_hknight")
return "hell knight";
return "unknown monster";
};
void(entity themonster) KillTheMonster =
{
local entity oself;
oself=self;
self=themonster;
if (themonster.classname == "monster_wizard")
wiz_die();
else if (themonster.classname == "monster_shambler")
custom_shambler_die();
else if (themonster.classname == "monster_demon1")
custom_demon_die();
else if (themonster.classname == "monster_army")
custom_grunt_die();
#if 0 // no knights right now
else if (themonster.classname == "monster_knight")
knight_die();
else if (themonster.classname == "monster_hknight")
hknight_die();
#endif
self=oself;
};
string(entity thebuilding) GetBuildingName =
{
if (thebuilding.classname == "building_dispenser")
return "dispenser";
else if (thebuilding.classname == "building_sentrygun")
return "sentry gun";
else if (thebuilding.classname == "building_tesla")
return "tesla sentry";
else if (thebuilding.classname == "building_sensor")
return "motion sensor";
else if (thebuilding.classname == "building_camera")
return "security camera";
else if (thebuilding.classname == "building_teleporter")
return "teleporter pad";
else if (thebuilding.classname == "building_fieldgen")
return "field generator";
else
return "unknown building (BUG)";
};
// soldiers don't target unoffensive buildings, or cloaked teslas!
float(entity thebuilding) IsOffenseBuilding =
{
if (!IsBuilding(thebuilding))
return FALSE;
if (thebuilding.classname == "building_sentrygun")
return TRUE;
if (thebuilding.classname == "building_tesla")
{
if (thebuilding.tf_items & NIT_TESLA_CLOAKING)
{
if (thebuilding.job == 2)
return TRUE; // tesla is uncloaked, so soldier can see it
}
else
{
return TRUE;
}
}
return FALSE;
};
string(entity thething) GetEnemyName =
{
if (thething.classname == "player")
return thething.netname;
if (IsMonster(thething))
return GetMonsterName(thething);
if (IsBuilding(thething))
return GetBuildingName(thething);
if (thething.classname == "grenade" && thething.netname == "land_mine")
return "land mine";
if (thething.classname != "")
return thething.classname;
return "unknown stuff";
};
//======================================================//
void() ExpBodyThink;
void(entity body) ExpBody =
{
newmis=spawn();
newmis.owner=body;
newmis.think=ExpBodyThink;
newmis.nextthink=time;
newmis.origin=body.origin;
};
void() ExpBodyThink =
{
//deathmsg = DMSG_EXPBODY;
TF_T_Damage(self.owner, self.owner, self.owner.martyr_enemy, self.owner.health + 60, TF_TD_IGNOREARMOUR, TF_TD_OTHER);// TF_TD_OTHER);
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);
deathmsg = DMSG_EXPBODY;
T_RadiusDamage (self.owner, self.owner, EXPBODY_DMG, self.owner);
// self.owner.is_abouttodie = TRUE;
dremove(self);
};
//===========================================//
void(vector where) spawnFOG =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_TELEPORT);
WriteCoord (MSG_MULTICAST, where_x);
WriteCoord (MSG_MULTICAST, where_y);
WriteCoord (MSG_MULTICAST, where_z);
multicast (where, MULTICAST_PHS);
};
//=========================================================//
// called on any try to dismantle something from menu.qc
// returns true if the thing should be dismantled
float() CheckEnemyDismantle =
{
if (Teammate(self.building.real_owner.team_no,self.team_no)) return TRUE;
local string st;
st=GetBuildingName(self.building);
if (GetICELevel(self.building) == 1 && random() > 0.5)
{
sprint(self, PRINT_HIGH, "This ");
sprint(self, PRINT_HIGH, st);
sprint(self, PRINT_HIGH, " isn't easy to dismantle, it has a level 1 ICE!\n");
sprint(self.building.real_owner, PRINT_HIGH, "Somebody is trying to dismantle your ");
sprint(self.building.real_owner, PRINT_HIGH,st);
sprint(self.building.real_owner, PRINT_HIGH, "!\n");
return FALSE;
}
else if (GetICELevel(self.building) == 2)
{
sprint(self, PRINT_HIGH, "You can't dismantle this ");
sprint(self, PRINT_HIGH, st);
sprint(self, PRINT_HIGH, ", it's protected with a level 2 ICE!\n");
sprint(self.building.real_owner, PRINT_HIGH, "Somebody tried to dismantle your ");
sprint(self.building.real_owner, PRINT_HIGH,st);
sprint(self.building.real_owner, PRINT_HIGH, "!\n");
return FALSE;
}
else if (GetICELevel(self.building) == 3)
{
sprint(self, PRINT_HIGH, "This ");
sprint(self, PRINT_HIGH, st);
sprint(self, PRINT_HIGH, " is protected with a level 3 ICE!\n");
deathmsg=DMSG_ANTIDISM;
TF_T_Damage(self, self, self.building, self.health + 50, TF_TD_IGNOREARMOUR, TF_TD_OTHER);
sound (self, CHAN_MISC, "effects/crunch.wav", 1, ATTN_NONE);
return FALSE;
}
bprint(PRINT_MEDIUM, self.building.real_owner.netname);
bprint(PRINT_MEDIUM, "'s ");
bprint(PRINT_MEDIUM, st);
bprint(PRINT_MEDIUM, " has been dismantled by ");
bprint(PRINT_MEDIUM, self.netname);
bprint(PRINT_MEDIUM, "\n");
sprint(self.building.real_owner, PRINT_HIGH, "The enemy has dismantled your ");
sprint(self.building.real_owner, PRINT_HIGH, st);
sprint(self.building.real_owner, PRINT_HIGH, "!\n");
logfrag(self, self.building.real_owner);
self.real_frags = self.real_frags + 1;
if (!(toggleflags & TFLAG_TEAMFRAGS))
self.frags = self.real_frags;
return TRUE;
};
//- OfN - Checks spots are visible between them
float (vector spot1, vector spot2) vis2orig =
{
traceline (spot1, spot2, TRUE, NIL); // see through other monsters
if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents
if (trace_fraction == 1 && trace_endpos == spot2) //CH just extra check
return TRUE;
return FALSE;
};
//=========================================================================
// Return the number of players in game
float() GetNoPlayers =
{
local float num_players = 0;
local entity search;
search = find (NIL, classname, "player");
while (search)
{
num_players = num_players + 1;
search = find (search, classname, "player");
}
return num_players;
};
//==================================================================
// prints the overall resutls, best player etc.. on intermission
entity() GetBestPlayer =
{
local float bestscore;
local entity theplayer, search;
theplayer = NIL;
search = NIL;
bestscore = 0;
search = find (NIL, classname, "player");
while (search)
{
if (search.frags > bestscore)
{
bestscore = search.frags;
theplayer = search;
}
search = find (search, classname, "player");
}
return theplayer;
};
entity() GetBestKiller =
{
local float bestscore;
local entity theplayer, search;
theplayer = NIL;
search = NIL;
bestscore = 0;
search = find (NIL, classname, "player");
while (search)
{
if (search.frags - TeamFortress_TeamGetScore(search.team_no) > bestscore && search.team_no > 0)
{
bestscore = search.frags - TeamFortress_TeamGetScore(search.team_no);
theplayer = search;
}
search = find (search, classname, "player");
}
return theplayer;
};
void() bprintline =
{
bprint(PRINT_HIGH,"\n<EFBFBD>žžžžžžžžžžžžžžžžžžžžžžžžžžžžžžžžžžŸ\n\n");
};
void() PrintResults =
{
local string winteam;
local entity theplayer;
bprintline();
if (time >= timelimit)
{
bprint(PRINT_HIGH,"Time limit reached!\n");
}
bprint(PRINT_HIGH,"Map ");
bprint(PRINT_HIGH,mapname);
bprint(PRINT_HIGH," was played for ");
bprint(PRINT_HIGH,ftos(floor(time/60)));
bprint(PRINT_HIGH," minutes.\n");
bprint(PRINT_HIGH,"\n<EFBFBD>žžžžžžžžžžŸ Òåóõìôó: <20>žžžžžžžžžžžžŸ\n\n");
winteam = GetTrueTeamName(TeamFortress_TeamGetWinner());
if (winteam != "ERROR")
{
bprint(PRINT_HIGH,winteam);
bprint(PRINT_HIGH," team ×ÉÎÓ the game!!\n\n");
}
bprint(PRINT_HIGH,"Âåóô Ðìáùåò: ");
theplayer = GetBestPlayer();
if (theplayer)
{
bprint(PRINT_HIGH,theplayer.netname);
bprint(PRINT_HIGH," (");
bprint(PRINT_HIGH,GetTrueTeamName(theplayer.team_no));
bprint(PRINT_HIGH,") with ");
bprint(PRINT_HIGH,ftos(floor(theplayer.frags)));
bprint(PRINT_HIGH," frags.");
}
else
bprint(PRINT_HIGH,"None.");
bprint(PRINT_HIGH,"\nËéììéîç Íáãèéîå: ");
theplayer = GetBestKiller();
if (theplayer)
{
bprint(PRINT_HIGH,theplayer.netname);
bprint(PRINT_HIGH," (");
bprint(PRINT_HIGH,GetTrueTeamName(theplayer.team_no));
bprint(PRINT_HIGH,") with ");
bprint(PRINT_HIGH,ftos(floor(theplayer.frags - TeamFortress_TeamGetScore(theplayer.team_no))));
bprint(PRINT_HIGH," kills.");
}
else
bprint(PRINT_HIGH,"None.");
bprint(PRINT_HIGH,"\n");
bprintline();
};
//======================================================================================
// called on clientobituary to check if warlock knife kills should be increased
void(entity attacker) MonsterKill =
{
if (attacker.job & JOB_WARLOCK)
if (deathmsg == DMSG_AXE || deathmsg == DMSG_BACKSTAB)
if (attacker.demon_blood < MAX_KNIFE_BLOOD)
attacker.demon_blood = attacker.demon_blood + 1;
};
//===============================================================================
// this function returns the max amount of grens a player can carry
float(entity theplayer, float grenslot) GetMaxGrens =
{
if (theplayer.tf_items & NIT_AMMO_BANDOLIER) // player can carry more grens cause he got bandolier
{
if (grenslot == 2) //2nd slot
{
if (theplayer.tp_grenades_2 == 0)
return 0;
if (theplayer.tp_grenades_2 == GR_TYPE_NAIL)
return 3;// was 1
if (theplayer.tp_grenades_2 == GR_TYPE_FRAG)
return 3;// was 1
if (theplayer.tp_grenades_2 == GR_TYPE_CALTROP)
return 4;// was 1
if (theplayer.tp_grenades_2 == GR_TYPE_MIRV)
return 2;// was 1
if (theplayer.tp_grenades_2 == GR_TYPE_FLARE)
return 8;
if (theplayer.tp_grenades_2 == GR_TYPE_EMP)
return 4;// was 5
return 5;
}
else // first slot, or bug :)
{
if (theplayer.tp_grenades_1 == 0)
return 0;
if (theplayer.tp_grenades_1 == GR_TYPE_NAIL)
return 3;// was 1
if (theplayer.tp_grenades_1 == GR_TYPE_FRAG)
return 3;// was 1
if (theplayer.tp_grenades_1 == GR_TYPE_CALTROP)
return 4;// was 1
if (theplayer.tp_grenades_1 == GR_TYPE_MIRV)
return 2;// was 1
if (theplayer.tp_grenades_1 == GR_TYPE_FLARE)
return 8;
if (theplayer.tp_grenades_1 == GR_TYPE_EMP)
return 4;// was 5
return 5;
}
}
if (grenslot == 2) //2nd slot
{
if (theplayer.tp_grenades_2 == 0)
return 0;
if (theplayer.tp_grenades_2 == GR_TYPE_NAIL)
return 2;// was 1
if (theplayer.tp_grenades_2 == GR_TYPE_FRAG)
return 2;// was 1
if (theplayer.tp_grenades_2 == GR_TYPE_CALTROP)
return 3;// was 1
if (theplayer.tp_grenades_2 == GR_TYPE_MIRV)
return 1;// was 1
if (theplayer.tp_grenades_2 == GR_TYPE_FLARE)
return 6;
if (theplayer.tp_grenades_2 == GR_TYPE_EMP)
return 3;
return 4;
}
else // first slot, or bug :)
{
if (theplayer.tp_grenades_1 == 0)
return 0;
if (theplayer.tp_grenades_1 == GR_TYPE_NAIL)
return 2;// was 1
if (theplayer.tp_grenades_1 == GR_TYPE_FRAG)
return 2;// was 1
if (theplayer.tp_grenades_2 == GR_TYPE_CALTROP)
return 3;// was 1
if (theplayer.tp_grenades_1 == GR_TYPE_MIRV)
return 1;// was 1
if (theplayer.tp_grenades_1 == GR_TYPE_FLARE)
return 6;
if (theplayer.tp_grenades_1 == GR_TYPE_EMP)
return 3;
return 4;
}
return 0; // shouldnt happen ever.
};
//=====================================================//
/*void(entity attacker) Check_PainInflictor =
{
if (self.health <= 0)
return;
local entity real_attacker;
real_attacker = attacker;
if (!IsMonster(attacker) && attacker.classname!="player")
{
if (!IsMonster(atta
}
if (self.enemy!=self && self.enemy && self.enemy!=attacker && self.enemy!=attacker.owner)
{
if (!visible(self.enemy))
{
}
}
};*/
/*
void(entity player) SwitchToCamera =
{
if (player.classname!="player")
{
RPrint("OFTEN BUG REPORT: Object '");
RPrint(player.classname);
RPrint("' in SwitchToCamera()\n");
return;
}
local entity camera;
local float done;
if (!player.has_camera)
return;
if (player.is_cameraviewing)
return;
// FIXME: no inair, no water, no moving, no haxxxoring, no building, no detpacking, no throwing a det,
// no feinginG? (special)
camera = find(NIL, classname, "building_camera");
if (camera.real_owner == player)
done = TRUE;
while (!done)
{
camera = find(camera, classname, "building_camera");
if (camera.real_owner == player)
done = TRUE;
if (!camera)
done = TRUE;
}
if (!camera)
return;
/*
msg_entity = player;
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);
*/
/*
//- OfN create the "fake" player image
newmis=spawn();
newmis.solid = SOLID_BBOX; //SOLID_BSP
newmis.movetype = MOVETYPE_NONE;
newmis.takedamage = DAMAGE_AIM;
newmis.origin = player.origin;
newmis.angles = player.angles;
newmis.colormap = player.colormap;
newmis.skin = player.skin;
setmodel (newmis, "progs/player.mdl");
//setsize (newmis,????); // NEEDED?
//setorigin (newmis, newmis.origin); // NEEDED?
newmis.classname = "fake_player";
newmis.owner=player;
newmis.frame=player.frame;
newmis.th_pain = FakePain;
newmis.th_die = FakeDie;
newmis.max_health = 9999;
newmis.health = 9999;
//newmis.nextthink = time + HOLO_CYCLE_TIME;
//newmis.think = HoloThink;
//newmis.effects = EF_DIMLIGHT;
//player.ammo_cells = player.ammo_cells - HOLO_POWER_COST;
player.fixangle = TRUE;
player.is_cameraviewing = TRUE;
player.t_s_h = player.weaponmodel; // FIXME: reloading¿?
player.weaponmodel= ""; // FIXME: reloading¿?
player.view_ofs = '0 0 0';
setorigin (player, camera.origin);
sprint(player, PRINT_HIGH, "Camera view activated.\n");
};
void(entity player) SwitchFromCamera =
{
if (player.classname!="player")
{
RPrint("OFTEN BUG REPORT: Object '");
RPrint(player.classname);
RPrint("' in SwitchFromCamera()\n");
return;
}
if (!player.has_camera)
return;
if (!player.is_cameraviewing)
return;
/*
msg_entity = player;
WriteByte(MSG_ONE, SVC_SETVIEWPORT);
WriteEntity(MSG_ONE, player);
WriteByte(MSG_ONE, SVC_SETANGLES);
WriteAngle(MSG_ONE, player.angles_x);
WriteAngle(MSG_ONE, player.angles_y);
WriteAngle(MSG_ONE, player.angles_z);
*/
/*
player.fixangle = FALSE;
player.weaponmodel = player.t_s_h; // FIXME: reloading¿?
player.view_ofs = '0 0 22';
player.is_cameraviewing = FALSE;
};
*/
// hola