mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-10 15:21:51 +00:00
3689 lines
111 KiB
C++
3689 lines
111 KiB
C++
#include "defs.qh"
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#include "menu.qh"
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#include "skins.qh"
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/*======================================================
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TFORT.QC Custom TeamFortress v3.2
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(c) TeamFortress Software Pty Ltd 29/2/97
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(c) William Kerney 9/16/00
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(c) Craig Hauser 19/3/00
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========================================================
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Class handling and other utility functions
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======================================================*/
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// Function Prototypes
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//void() RemoveFlare;
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void() GrenadeExplode;
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void() spike_touch;
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void(entity p) bound_other_ammo;
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void(entity Goal, entity Player, entity Item) DisplayItemStatus;
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void(entity targ, entity inflictor, entity attacker, float damage,
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float T_flags, float T_AttackType) TF_T_Damage;
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// Map Function Prototypes
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void(entity Item, entity AP, float method) tfgoalitem_RemoveFromPlayer;
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// Help Functions
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void() TeamFortress_MOTD;
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// Team Functions
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float(float tno) TeamGetColor;
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void(float tno) TeamFortress_TeamSetColor;
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float() TeamFortress_TeamPutPlayerInTeam;
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float(float tno) TeamFortress_TeamGetScore;
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float(float tno) TeamFortress_TeamGetIllegalClasses;
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//WK
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void() DropToCustomClassGen; //In custom.qc
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float() W_BestWeapon; //In weapons.qc
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void() FragGrenadeTouch; //In custom.qc
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void() FragGrenadeExplode;
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void() KracGrenadeTouch;
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void() KracGrenadeExplode;
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void() AntiGravGrenadeExplode;
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void() Autoitem_think;
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void() DetonateAllGuns;
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// Impulse Functions
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void() TeamFortress_ChangeClass;
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void() TeamFortress_DisplayLegalClasses;
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void() TeamFortress_Inventory;
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void() Grunty_StateInv;
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void() TeamFortress_ShowTF;
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void() TeamFortress_PrimeGrenade;
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void() TeamFortress_ThrowGrenade;
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void() TeamFortress_DisplayDetectionItems;
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// Player Class Handling Functions
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float(float pc) IsLegalClass;
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//void() TeamFortress_SetAlias; //WK
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void() TeamFortress_SetHealth;
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void() TeamFortress_SetEquipment;
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void(entity p) TeamFortress_SetSpeed;
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void(entity p) TeamFortress_SetSkin;
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void(entity Viewer, float pc, float rpc) TeamFortress_PrintClassName;
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void() TeamFortress_RemoveTimers;
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void(float Suicided) TeamFortress_SetupRespawn;
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void() TeamFortress_CheckClassStats;
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float(entity Retriever, float AmmoType) TeamFortress_GetMaxAmmo;
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float(entity Retriever, float WeaponType) TeamFortress_CanGetWeapon;
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float(entity Retriever, entity Items) TeamFortress_AddBackpackItems;
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float(entity Player, float Armorclass) TeamFortress_DescribeArmor;
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#ifdef SPEECH
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void(entity player) TeamFortress_SayClassName;
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#endif
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// AmmoBox Handling Functions
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void () TeamFortress_AmmoboxTouch;
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float (float tno) num_team_ammoboxes;
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void(float tno) RemoveOldAmmobox;
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void(float tno) increment_team_ammoboxes;
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void(float tno) decrement_team_ammoboxes;
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// Weapon Handling Functions
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void() TeamFortress_ExplodePerson;
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void() NormalGrenadeTouch;
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void() NormalGrenadeExplode;
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void() PlayerObserverMode;
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// Utility Functions
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void(string halias, float himpulse1, float himpulse2) TeamFortress_Alias;
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// Cyclic Event Functions
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void() TeamFortress_Regenerate;
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void() TeamFortress_RegenerateCyber;
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void() TeamFortress_RegenerateCells;
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//CH
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float(entity p) Return_Custom_Skins;
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//- OfN
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void() FlareGrenadeTouch;
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void() FlareGrenadeExplode;
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void() FlareBounce;
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void(entity sld) grunty_boundammo;
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void(entity player) UpdateCells;
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void () BioGrenadeTouch;
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void () BioGrenadeExplode;
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float(entity theplayer, float grenslot) GetMaxGrens;
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//=========================================================================
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// IMPULSE FUNCTIONS
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//=========================================================================
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// Uses a class dependant special skill
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void() UseSpecialSkill =
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{
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self.impulse = 0;
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if (self.cutf_items & CUTF_SENTRYGUN
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|| self.tf_items & NIT_TESLA
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|| self.tf_items & NIT_SECURITY_CAMERA
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|| self.tf_items & NIT_TELEPORTER
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|| self.cutf_items & CUTF_DISPENSER
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|| self.cutf_items & CUTF_FIELDGEN)
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self.impulse = TF_ENGINEER_BUILD;
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else if (self.cutf_items & CUTF_SPY_KIT)
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self.impulse = TF_SPY_SPY;
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else if (self.weapons_carried & WEAP_GRENADE_LAUNCHER)
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self.impulse = TF_PB_DETONATE;
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else if (self.tf_items & NIT_SCANNER)
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self.impulse = TF_SCAN_30;
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else if (self.weapons_carried & WEAP_SNIPER_RIFLE)
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self.impulse = TF_AUTOZOOM;
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else
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self.impulse = TF_RELOAD;
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//WK Since most people don't know "disguise" or "build"
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// we'll allow them to toggle between the two with special.
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// This wipes out .money, so watch out for side effects.
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if (!(self.done_custom & CUSTOM_BUILDING) && (self.impulse == TF_ENGINEER_BUILD) && (self.cutf_items & CUTF_SPY_KIT)) {
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if (self.money)
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self.money = 0;
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else
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self.money = 1;
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if (self.money)
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self.impulse = TF_ENGINEER_BUILD;
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else {
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if (self.effects & (EF_DIMLIGHT | EF_BRIGHTLIGHT)) //CH why not have the check here too, saves a keypress
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self.impulse = TF_ENGINEER_BUILD;
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else
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self.impulse = TF_SPY_SPY;
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}
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}
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};
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//=========================================================================
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// Player change class function
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// If self.impulse == 1, change to Civilian class
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void() TeamFortress_ChangeClass =
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{
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//WK - Handle Custom Class Restarting
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if (self.playerclass == PC_CUSTOM
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&& (self.done_custom & CUSTOM_BUILDING)) {
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DropToCustomClassGen(); //Comatose state
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return;
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}
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if (self.playerclass != PC_UNDEFINED) {
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// In Deathmatch 3, you can change class after you die
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if (deathmatch != 3)
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return;
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// Civilian Teams can never change class
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if (TeamFortress_TeamIsCivilian(self.team_no)) {
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sprint(self, PRINT_HIGH, "You're a civilian. Learn to live with it.\n");
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return;
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}
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if (!IsLegalClass(self.impulse - TF_CHANGEPC)) {
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sprint(self, PRINT_HIGH, "Your team cannot play that class.\n");
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TeamFortress_DisplayLegalClasses();
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return;
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}
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self.nextpc = self.impulse - TF_CHANGEPC;
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//WK - Handle Custom Class
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if (self.nextpc == PC_CUSTOM) {
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self.done_custom = self.done_custom | CUSTOM_ON_SPAWN; //Generate a new custom class when we respawn
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}
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sprint(self, PRINT_HIGH, "After dying, you will return as a new class\n");
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return;
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}
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// players must join a team, if teamplay is on
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if (teamplay && self.team_no == 0) {
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sprint(self, PRINT_HIGH, "You must join a team first. \n");
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return;
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}
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// Only change if you've got any lives left
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if (self.lives == 0) {
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sprint(self, PRINT_HIGH, "You have no lives left.\n");
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return;
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}
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if (!IsLegalClass(self.impulse - TF_CHANGEPC) && (self.impulse != 1)) {
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sprint(self, PRINT_HIGH, "You cannot play that playerclass on this map. \n");
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TeamFortress_DisplayLegalClasses();
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return;
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}
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// Spy may be disabled
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if ((spy_off == TRUE) && ((self.impulse - TF_CHANGEPC) == PC_SPY)) {
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sprint(self, PRINT_HIGH, "The spy class has been disabled on the server by the administrator.\n");
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return;
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}
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if (self.impulse != 1)
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self.playerclass = self.impulse - TF_CHANGEPC;
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else
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self.playerclass = PC_CIVILIAN;
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self.nextpc = 0;
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#if 1
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// Duplicated code again!
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if (coop)
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setspawnparms(self);
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else
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SetNewParms();
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PutClientInServer();
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TeamFortress_SetSpeed(self);
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ResetMenu();
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self.impulse = 0;
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#else
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local entity spot, te;
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// Turn off PC_UNDEFINED's nomove and invincibility
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self.takedamage = DAMAGE_AIM;
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//WK Prevent bad movetype errors, or something
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if (self.classname != "player") {
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RPrint("BUG BUG BUG BUG BUG BUG BUG BUG BUG\n");
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RPrint("Non-player was in tfort.qc::changeclass()!\n");
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return;
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}
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self.movetype = MOVETYPE_WALK;
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self.flags = FL_CLIENT | FL_ONGROUND;
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self.waterlevel = 0;
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self.air_finished = time + 12;
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// give them a model, and a new spawn point
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self.solid = SOLID_SLIDEBOX;
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// pausetime is set by teleporters to keep the player from moving a while
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self.pausetime = 0;
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spot = SelectSpawnPoint ();
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#ifdef MAP_DEBUG
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RPrint(self.netname);
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RPrint(" spawned at a ");
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RPrint(spot.netname);
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if (spot.team_no != 0) {
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RPrint(", team_no of ");
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st = ftos(spot.team_no);
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RPrint(st);
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}
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RPrint("\n");
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#endif
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self.origin = spot.origin + '0 0 1';
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self.angles = spot.angles;
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self.fixangle = TRUE; // turn this way immediately
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setmodel (self, "");
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modelindex_null = self.modelindex;
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setmodel (self, "progs/eyes.mdl");
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modelindex_eyes = self.modelindex;
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setmodel (self, "progs/player.mdl");
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modelindex_player = self.modelindex;
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setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
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self.view_ofs = '0 0 22';
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player_stand1 ();
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/*
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if (deathmatch || coop) {
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makevectors(self.angles);
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spawn_tfog (self.origin + v_forward*20);
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}
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*/
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makevectors (self.angles);
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spawn_tfog (self.origin + v_forward * 20);
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spawn_tdeath (self.origin, self);
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// Display chosen class
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if ( self.playerclass == PC_RANDOM ) {
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sprint(self, PRINT_HIGH, "Random Playerclass.\n");
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self.tfstate = (self.tfstate | TFSTATE_RANDOMPC);
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self.playerclass = 1 + floor(random() * (PC_RANDOM - 1));
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}
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// If this is a TeamSpawnpoint, check to see if it
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// gives out a GoalItem, or displays a message
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if (spot.classname == "info_player_teamspawn") {
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if (spot.items != 0) {
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te = Finditem(spot.items);
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if (te)
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tfgoalitem_GiveToPlayer(te, self, self);
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if (!(spot.goal_activation & TFSP_MULTIPLEITEMS))
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spot.items = 0;
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}
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if (spot.message) {
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CenterPrint(self, spot.message);
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if (!(spot.goal_activation & TFSP_MULTIPLEMSGS))
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spot.message = "";
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}
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// TeamSpawn points can remove themselves after being spawned on
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if (spot.goal_effects == TFSP_REMOVESELF) {
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spot.classname = "deadpoint";
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spot.team_str_home = "";
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spot.nextthink = time + 1;
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spot.think = SUB_Remove;
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}
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}
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//WK - Handle Custom Class
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if (self.playerclass == PC_CUSTOM)
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DropToCustomClassGen(); //Comatose state
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ResetMenu();
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TeamFortress_PrintClassName(self,self.playerclass, (self.tfstate & TFSTATE_RANDOMPC));
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#ifdef SPEECH
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TeamFortress_SayClassName(self);
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#endif
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TeamFortress_SetEquipment();
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TeamFortress_SetHealth();
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TeamFortress_SetSpeed(self);
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TeamFortress_SetSkin(self);
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//WK Give them invincibility if they are a normal class or bought it
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if (self.playerclass >= PC_SCOUT && self.playerclass <= PC_RANDOM) {
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self.items = self.items & IT_INVULNERABILITY;
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self.invincible_time = 1;
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self.invincible_finished = time + RESPAWN_GUARD_TIME;
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}
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#endif
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};
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//=========================================================================
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// Display a list of all the legal classes for this map
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void() TeamFortress_DisplayLegalClasses =
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{
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local float gotone, ill;
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sprint(self, PRINT_HIGH, "Legal Classes for your team are:\n");
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gotone = FALSE;
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ill = TeamFortress_TeamGetIllegalClasses(self.team_no);
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if (!(illegalclasses & TF_ILL_SCOUT) && !(ill & TF_ILL_SCOUT)) {
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if (gotone)
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sprint(self, PRINT_HIGH, ", ");
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gotone = TRUE;
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sprint(self, PRINT_HIGH, "Scout");
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}
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if (!(illegalclasses & TF_ILL_SNIPER) && !(ill & TF_ILL_SNIPER)) {
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if (gotone)
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sprint(self, PRINT_HIGH, ", ");
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gotone = TRUE;
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sprint(self, PRINT_HIGH, "Sniper");
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}
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if (!(illegalclasses & TF_ILL_SOLDIER) && !(ill & TF_ILL_SOLDIER)) {
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if (gotone)
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sprint(self, PRINT_HIGH, ", ");
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gotone = TRUE;
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sprint(self, PRINT_HIGH, "Soldier");
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}
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if (!(illegalclasses & TF_ILL_DEMOMAN) && !(ill & TF_ILL_DEMOMAN)) {
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if (gotone)
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sprint(self, PRINT_HIGH, ", ");
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gotone = TRUE;
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sprint(self, PRINT_HIGH, "Demolitions Man");
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}
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if (!(illegalclasses & TF_ILL_MEDIC) && !(ill & TF_ILL_MEDIC)) {
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if (gotone)
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sprint(self, PRINT_HIGH, ", ");
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gotone = TRUE;
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sprint(self, PRINT_HIGH, "Combat Medic");
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}
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if (!(illegalclasses & TF_ILL_HVYWEP) && !(ill & TF_ILL_HVYWEP)) {
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if (gotone)
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sprint(self, PRINT_HIGH, ", ");
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gotone = TRUE;
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sprint(self, PRINT_HIGH, "Heavy Weapons Guy");
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}
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if (!(illegalclasses & TF_ILL_PYRO) && !(ill & TF_ILL_PYRO)) {
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if (gotone)
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sprint(self, PRINT_HIGH, ", ");
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gotone = TRUE;
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sprint(self, PRINT_HIGH, "Pyro");
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}
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if (!(illegalclasses & TF_ILL_SPY) && !(ill & TF_ILL_SPY)) {
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if (gotone)
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sprint(self, PRINT_HIGH, ", ");
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gotone = TRUE;
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sprint(self, PRINT_HIGH, "Spy");
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}
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if (!(illegalclasses & TF_ILL_ENGINEER) && !(ill & TF_ILL_ENGINEER)) {
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if (gotone)
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sprint(self, PRINT_HIGH, ", ");
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gotone = TRUE;
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sprint(self, PRINT_HIGH, "Engineer");
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}
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if (!(illegalclasses & TF_ILL_RANDOMPC) && !(ill & TF_ILL_RANDOMPC)) {
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if (gotone)
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sprint(self, PRINT_HIGH, ", ");
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gotone = TRUE;
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sprint(self, PRINT_HIGH, "RandomPC");
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}
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sprint(self, PRINT_HIGH, "\n");
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};
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//=========================================================================
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// Displays the player's inventory
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void() TeamFortress_Inventory =
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{
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local entity tg;
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local string ac;
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local float col;
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local float special; //CH used to determine if a \n is needed for a line
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special = 0;
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if (self.demon_one.classname == "monster_army") {
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local entity oself;
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oself = self;
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self = self.demon_one;
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Grunty_StateInv();
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self = oself;
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}
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// Display Team
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col = TeamGetColor(self.team_no);
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sprint(self, PRINT_HIGH, "You're in team ");
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ac = ftos(self.team_no);
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sprint(self, PRINT_HIGH, ac);
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sprint(self, PRINT_HIGH, ", color ");
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ac = ftos(col);
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sprint(self, PRINT_HIGH, ac);
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sprint(self, PRINT_HIGH, ".\n");
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// Display Lives, if applicable
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if (self.lives != -1) {
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ac = ftos(self.lives);
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||
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sprint(self, PRINT_HIGH, "You've got ");
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sprint(self, PRINT_HIGH, ac);
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if (self.lives == 1)
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sprint(self, PRINT_HIGH, " life.\n");
|
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else
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||
sprint(self, PRINT_HIGH, " lives.\n");
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||
|
||
}
|
||
|
||
// Display Number of Grenades of each type
|
||
//WK Fix BUG grenades
|
||
if (self.tp_grenades_1 == 0)
|
||
self.no_grenades_1 = 0;
|
||
if (self.tp_grenades_2 == 0)
|
||
self.no_grenades_2 = 0;
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||
|
||
if (self.no_grenades_1 > 0) {
|
||
sprint(self, PRINT_HIGH, "Gren.Type 1: ");
|
||
if (self.tp_grenades_1 == GR_TYPE_NORMAL)
|
||
sprint(self, PRINT_HIGH, "Normal(");
|
||
else if (self.tp_grenades_1 == GR_TYPE_CONCUSSION)
|
||
sprint(self, PRINT_HIGH, "Concussion(");
|
||
else if (self.tp_grenades_1 == GR_TYPE_ANTIGRAV)
|
||
sprint(self, PRINT_HIGH, "AntiGrav(");
|
||
else if (self.tp_grenades_1 == GR_TYPE_NAIL)
|
||
sprint(self, PRINT_HIGH, "Nail(");
|
||
else if (self.tp_grenades_1 == GR_TYPE_MIRV)
|
||
sprint(self, PRINT_HIGH, "Mirv(");
|
||
else if (self.tp_grenades_1 == GR_TYPE_NAPALM)
|
||
sprint(self, PRINT_HIGH, "Napalm(");
|
||
else if (self.tp_grenades_1 == GR_TYPE_FLARE)
|
||
sprint(self, PRINT_HIGH, "Flare(");
|
||
else if (self.tp_grenades_1 == GR_TYPE_GAS)
|
||
sprint(self, PRINT_HIGH, "Hallucinogenic(");
|
||
else if (self.tp_grenades_1 == GR_TYPE_EMP)
|
||
sprint(self, PRINT_HIGH, "EMP(");
|
||
else if (self.tp_grenades_1 == GR_TYPE_FLASH)
|
||
sprint(self, PRINT_HIGH, "Flash(");
|
||
else if (self.tp_grenades_1 == GR_TYPE_FRAG)
|
||
sprint(self, PRINT_HIGH, "Frag(");
|
||
else if (self.tp_grenades_1 == GR_TYPE_KRAC)
|
||
sprint(self, PRINT_HIGH, "Krac(");
|
||
else if (self.tp_grenades_1 == GR_TYPE_CALTROP)
|
||
sprint(self, PRINT_HIGH, "Caltrop(");
|
||
else if (self.tp_grenades_1 == GR_TYPE_BIO)
|
||
sprint(self, PRINT_HIGH, "Biological(");
|
||
else
|
||
sprint(self, PRINT_HIGH, "BUG(");
|
||
|
||
ac = ftos(self.no_grenades_1);
|
||
sprint(self, PRINT_HIGH, ac);
|
||
sprint(self, PRINT_HIGH, ")\n");
|
||
}
|
||
|
||
if (self.no_grenades_2 > 0) {
|
||
sprint(self, PRINT_HIGH, "Gren.Type 2: ");
|
||
if (self.tp_grenades_2 == GR_TYPE_NORMAL)
|
||
sprint(self, PRINT_HIGH, "Normal(");
|
||
else if (self.tp_grenades_2 == GR_TYPE_CONCUSSION)
|
||
sprint(self, PRINT_HIGH, "Concussion(");
|
||
else if (self.tp_grenades_2 == GR_TYPE_NAIL)
|
||
sprint(self, PRINT_HIGH, "Nail(");
|
||
else if (self.tp_grenades_2 == GR_TYPE_ANTIGRAV)
|
||
sprint(self, PRINT_HIGH, "AntiGrav(");
|
||
else if (self.tp_grenades_2 == GR_TYPE_CALTROP)
|
||
sprint(self, PRINT_HIGH, "Caltrop(");
|
||
else if (self.tp_grenades_2 == GR_TYPE_MIRV)
|
||
sprint(self, PRINT_HIGH, "Mirv(");
|
||
else if (self.tp_grenades_2 == GR_TYPE_BIO)
|
||
sprint(self, PRINT_HIGH, "Biological(");
|
||
else if (self.tp_grenades_2 == GR_TYPE_NAPALM)
|
||
sprint(self, PRINT_HIGH, "Napalm(");
|
||
else if (self.tp_grenades_2 == GR_TYPE_FLARE)
|
||
sprint(self, PRINT_HIGH, "Flare(");
|
||
else if (self.tp_grenades_2 == GR_TYPE_GAS)
|
||
sprint(self, PRINT_HIGH, "Hallucinogenic(");
|
||
else if (self.tp_grenades_2 == GR_TYPE_EMP)
|
||
sprint(self, PRINT_HIGH, "EMP(");
|
||
else if (self.tp_grenades_2 == GR_TYPE_FLASH)
|
||
sprint(self, PRINT_HIGH, "Flash(");
|
||
else if (self.tp_grenades_2 == GR_TYPE_FRAG)
|
||
sprint(self, PRINT_HIGH, "Frag(");
|
||
else if (self.tp_grenades_2 == GR_TYPE_KRAC)
|
||
sprint(self, PRINT_HIGH, "Krac(");
|
||
else
|
||
sprint(self, PRINT_HIGH, "BUG(");
|
||
|
||
ac = ftos(self.no_grenades_2);
|
||
sprint(self, PRINT_HIGH, ac);
|
||
sprint(self, PRINT_HIGH, ")\n");
|
||
}
|
||
|
||
// Scanner
|
||
if (self.tf_items & NIT_SCANNER) {
|
||
sprint(self, PRINT_HIGH, "Scanner. ");
|
||
special = special + 1; //CH determines \n
|
||
}
|
||
if (self.cutf_items & CUTF_JAMMER) {
|
||
sprint(self, PRINT_HIGH, "Jammer. ");
|
||
special = special + 1; //CH determines \n
|
||
}
|
||
|
||
if (self.cutf_items & CUTF_CYBERAUG && !(self.weapons_carried & WEAP_MEDIKIT)) {
|
||
sprint(self, PRINT_HIGH, "CyberAug (");
|
||
ac = ftos(self.ammo_medikit);
|
||
sprint(self, PRINT_HIGH, ac);
|
||
sprint(self, PRINT_HIGH, "). ");
|
||
special = special + 1; //CH determines \n
|
||
} else if (self.cutf_items & CUTF_CYBERAUG && self.weapons_carried & WEAP_MEDIKIT)
|
||
sprint(self, PRINT_HIGH, "CyberAug/");
|
||
|
||
// Medikit and ammo
|
||
if (self.weapons_carried & WEAP_MEDIKIT) {
|
||
sprint(self, PRINT_HIGH, "Medikit (");
|
||
ac = ftos(self.ammo_medikit);
|
||
sprint(self, PRINT_HIGH, ac);
|
||
sprint(self, PRINT_HIGH, "). ");
|
||
special = special + 1; //CH determines \n
|
||
}
|
||
|
||
// if (self.cutf_items & CUTF_INTERFACE) //- OfN -
|
||
// sprint(self, PRINT_HIGH, "Cyber Interface. ");
|
||
|
||
|
||
// Detpack
|
||
if (self.cutf_items & CUTF_DETPACK) {
|
||
if (self.ammo_detpack > 0) {
|
||
ac = ftos(self.ammo_detpack);
|
||
|
||
sprint(self, PRINT_HIGH, ac);
|
||
sprint(self, PRINT_HIGH, " Detpack");
|
||
if (self.ammo_detpack > 1)
|
||
sprint(self, PRINT_HIGH, "s");
|
||
sprint(self, PRINT_HIGH, ". ");
|
||
special = special + 1; //CH determines \n
|
||
}
|
||
}
|
||
|
||
if (self.cutf_items & CUTF_TOSSABLEDET) {
|
||
if (self.ammo_c4det > 0) {
|
||
ac = ftos(self.ammo_c4det);
|
||
|
||
sprint(self, PRINT_HIGH, ac);
|
||
sprint(self, PRINT_HIGH, " Tossable Detpack");
|
||
if (self.ammo_c4det > 1)
|
||
sprint(self, PRINT_HIGH, "s");
|
||
sprint(self, PRINT_HIGH, ". ");
|
||
special = special + 1; //CH determines \n
|
||
}
|
||
}
|
||
|
||
// GoalItems
|
||
tg = find (NIL, classname, "item_tfgoal");
|
||
while (tg) {
|
||
if (tg.owner == self) {
|
||
sprint(self, PRINT_HIGH, tg.netname);
|
||
sprint(self, PRINT_HIGH, ". ");
|
||
special = special + 1; //CH determines \n
|
||
}
|
||
|
||
tg = find(tg, classname, "item_tfgoal");
|
||
}
|
||
|
||
// Armor
|
||
if (self.armorvalue > 0)
|
||
special = special + TeamFortress_DescribeArmor(self, self.armorclass);
|
||
|
||
if (special > 0)
|
||
sprint(self, PRINT_HIGH, "\n");
|
||
|
||
if (!invis_only) {
|
||
// Spy gets told what skin and color he/she is wearing
|
||
if ((self.cutf_items & CUTF_SPY_KIT) && invis_only == FALSE) {
|
||
sprint (self, PRINT_HIGH, "Skin : ");
|
||
if (self.undercover_skin != 0)
|
||
TeamFortress_PrintClassName(self,self.undercover_skin,0);
|
||
else
|
||
TeamFortress_PrintClassName(self,self.skin,0);
|
||
|
||
sprint (self, PRINT_HIGH, "Colors : Team ");
|
||
if (self.undercover_team != 0)
|
||
ac = ftos(self.undercover_team);
|
||
else
|
||
ac = ftos(self.team_no);
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint(self, PRINT_HIGH, "\n");
|
||
}
|
||
}
|
||
|
||
//WK Let us know if we have a guy summoned
|
||
if (self.job & JOB_DEMON_OUT) {
|
||
if (self.job & JOB_ARMY)
|
||
ac="soldier";
|
||
else if (self.job & JOB_WARLOCK)
|
||
ac=GetMonsterName(self.demon_two);
|
||
|
||
sprint (self, PRINT_HIGH, "Your ");
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint(self, PRINT_HIGH," has ");
|
||
|
||
ac = ftos(ceil(self.demon_one.health));
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>");
|
||
ac = ftos(ceil(self.demon_one.max_health));
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, " HP\n");
|
||
}
|
||
|
||
if (self.has_sentry) {
|
||
tg = find(NIL, classname, "building_sentrygun");
|
||
while (tg) {
|
||
if (tg.real_owner == self) {
|
||
ac = ftos(ceil(tg.health));
|
||
sprint (self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ");
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>");
|
||
ac = ftos(ceil(tg.max_health));
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, " <20><>\n");
|
||
}
|
||
tg = find(tg, classname, "building_sentrygun");
|
||
}
|
||
}
|
||
|
||
if (self.has_tesla) {
|
||
tg = find(NIL, classname, "building_tesla");
|
||
while (tg) {
|
||
if (tg.real_owner == self) {
|
||
ac = ftos(ceil(tg.health));
|
||
sprint (self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ");
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>");
|
||
ac = ftos(ceil(tg.max_health));
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, " <20><>\n");
|
||
}
|
||
tg = find(tg, classname, "building_tesla");
|
||
}
|
||
}
|
||
|
||
if (self.has_dispenser) {
|
||
tg = find(NIL, classname, "building_dispenser");
|
||
while (tg) {
|
||
if (tg.real_owner == self) {
|
||
ac = ftos(ceil(tg.health));
|
||
sprint (self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ");
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>");
|
||
ac = ftos(ceil(tg.max_health));
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, " <20><>\n");
|
||
|
||
}
|
||
tg = find(tg, classname, "building_dispenser");
|
||
}
|
||
}
|
||
|
||
if (self.has_sensor) {
|
||
tg = find(NIL, classname, "building_sensor");
|
||
while (tg) {
|
||
if (tg.real_owner == self) {
|
||
ac = ftos(ceil(tg.health));
|
||
sprint (self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ");
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>");
|
||
ac = ftos(ceil(tg.max_health));
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, " <20><>\n");
|
||
}
|
||
tg = find(tg, classname, "building_sensor");
|
||
}
|
||
}
|
||
|
||
if (self.has_camera) {
|
||
tg = find(NIL, classname, "building_camera");
|
||
while (tg) {
|
||
if (tg.real_owner == self) {
|
||
ac = ftos(ceil(tg.health));
|
||
sprint (self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ");
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>");
|
||
ac = ftos(ceil(tg.max_health));
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, " <20><>\n");
|
||
}
|
||
tg = find(tg, classname, "building_camera");
|
||
}
|
||
}
|
||
|
||
if (self.has_teleporter > 0) {
|
||
tg = find(NIL, classname, "building_teleporter");
|
||
while (tg) {
|
||
if (tg.real_owner == self) {
|
||
ac = ftos(ceil(tg.health));
|
||
sprint (self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ");
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>");
|
||
ac = ftos(ceil(tg.max_health));
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, " <20><>\n");
|
||
}
|
||
tg = find(tg, classname, "building_teleporter");
|
||
}
|
||
}
|
||
|
||
if (self.has_fieldgen > 0) {
|
||
tg = find(NIL, classname, "building_fieldgen");
|
||
while (tg) {
|
||
if (tg.real_owner == self) {
|
||
ac = ftos(ceil(tg.health));
|
||
sprint (self, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ");
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>");
|
||
ac = ftos(ceil(tg.max_health));
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, " <20><>\n");
|
||
}
|
||
tg = find(tg, classname, "building_fieldgen");
|
||
}
|
||
}
|
||
|
||
/*
|
||
if (self.job & JOB_WARLOCK && self.job & JOB_DEMON_OUT) {
|
||
sprint (self, PRINT_HIGH, "You have a ");
|
||
ac=GetMonsterName(self.demon_two);
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, " summoned: ");
|
||
|
||
tg = find(NIL, classname, "monster_demon1");
|
||
while (tg) {
|
||
if (tg.real_owner == self) {
|
||
ac = ftos(ceil(tg.health));
|
||
//sprint (self, PRINT_HIGH, " (");
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, " HP ");
|
||
}
|
||
tg = find(tg, classname, "monster_demon1");
|
||
}
|
||
|
||
tg = find(NIL, classname, "monster_army");
|
||
while (tg) {
|
||
if (tg.real_owner == self) {
|
||
ac = ftos(ceil(tg.health));
|
||
sprint (self, PRINT_HIGH, " (");
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, ") ");
|
||
}
|
||
tg = find(tg, classname, "monster_army");
|
||
}
|
||
|
||
tg = find(NIL, classname, "monster_shambler");
|
||
while (tg) {
|
||
if (tg.real_owner == self) {
|
||
ac = ftos(ceil(tg.health));
|
||
//sprint (self, PRINT_HIGH, " (");
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, " HP ");
|
||
}
|
||
tg = find(tg, classname, "monster_shambler");
|
||
}
|
||
|
||
tg = find(NIL, classname, "monster_wizard");
|
||
while (tg) {
|
||
if (tg.real_owner == self) {
|
||
ac = ftos(ceil(tg.health));
|
||
//sprint (self, PRINT_HIGH, " (");
|
||
sprint (self, PRINT_HIGH, ac);
|
||
ac = ftos(ceil(tg.max_health));
|
||
sprint (self, PRINT_HIGH, "<22>");
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, " HP ");
|
||
}
|
||
tg = find(tg, classname, "monster_wizard");
|
||
}
|
||
|
||
// sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, "\n");
|
||
}
|
||
*/
|
||
|
||
/*
|
||
if (self.job & JOB_WARLOCK) { // they can see that on warlock menu
|
||
ac = ftos (self.demon_blood);
|
||
sprint (self, PRINT_HIGH, "Knife kills: ", ac, "\n"); // knife kills
|
||
}
|
||
*/
|
||
|
||
//CH if you have boots, state percent of fuel
|
||
if (self.tf_items & NIT_HOVER_BOOTS) {
|
||
if (self.hover_time <= 0)
|
||
ac = "0";
|
||
else
|
||
ac = ftos(floor(100 * (self.hover_time / MAX_HOVER_FUEL)));
|
||
sprint (self, PRINT_HIGH, "Boot Charge: ");
|
||
sprint (self, PRINT_HIGH, ac);
|
||
sprint (self, PRINT_HIGH, "% ");
|
||
}
|
||
//CH if you have a job. tell when can work
|
||
if (self.job & JOB_ALL) {
|
||
if ((self.job_finished - time) <= 0)
|
||
sprint (self,PRINT_HIGH, "Skill Time: ");
|
||
else {
|
||
ac = ftos(ceil(self.job_finished - time));
|
||
sprint (self,PRINT_HIGH, "Skill Time:");
|
||
sprint (self, PRINT_HIGH, ac);
|
||
if (ceil(self.job_finished - time) == 1)
|
||
sprint (self, PRINT_HIGH, " second");
|
||
else
|
||
sprint (self, PRINT_HIGH, " seconds");
|
||
}
|
||
}
|
||
|
||
if (self.aura) { //- OfN - If we have an aura it should tell
|
||
if (self.crusader_inspirator && !(self.crusader_inspirator.has_disconnected) && self.crusader_inspirator.classname == "player") {
|
||
sprint(self,PRINT_HIGH,"\n");
|
||
sprint(self,PRINT_HIGH,self.crusader_inspirator.netname);
|
||
sprint(self,PRINT_HIGH," grants you the AURA of ");
|
||
} else
|
||
sprint(self,PRINT_HIGH,"\nYou enjoy the AURA of ");
|
||
|
||
if (self.aura == AURA_POWER)
|
||
sprint(self,PRINT_HIGH," <20><><EFBFBD><EFBFBD><EFBFBD>.");
|
||
else if (self.aura == AURA_RESISTANCE)
|
||
sprint(self,PRINT_HIGH," <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.");
|
||
else if (self.aura == AURA_HASTE)
|
||
sprint(self,PRINT_HIGH," <20><><EFBFBD><EFBFBD><EFBFBD>.");
|
||
else if (self.aura == AURA_INVIS)
|
||
sprint(self,PRINT_HIGH," <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.");
|
||
}
|
||
|
||
sprint (self, PRINT_HIGH, "\n");
|
||
};
|
||
|
||
//=========================================================================
|
||
// Displays the state of the ToggleFlags
|
||
void() TeamFortress_ShowTF =
|
||
{
|
||
local string st;
|
||
|
||
// Class Persistence between lvls On/Off
|
||
if (toggleflags & TFLAG_CLASS_PERSIST)
|
||
sprint (self, PRINT_HIGH, "Class Persistence On.\n");
|
||
else
|
||
sprint (self, PRINT_HIGH, "Class Persistence Off.\n");
|
||
|
||
// Cheat Checking On/Off
|
||
if (toggleflags & TFLAG_CHEATCHECK)
|
||
sprint (self, PRINT_HIGH, "Cheat Checking On.\n");
|
||
else
|
||
sprint (self, PRINT_HIGH, "Cheat Checking Off.\n");
|
||
|
||
// AutoTeam On/Off
|
||
if (toggleflags & TFLAG_AUTOTEAM)
|
||
sprint (self, PRINT_HIGH, "AutoTeam On.\n");
|
||
else
|
||
sprint (self, PRINT_HIGH, "AutoTeam Off.\n");
|
||
|
||
// RespawnDelay
|
||
if (toggleflags & TFLAG_RESPAWNDELAY)
|
||
st = ftos(respawn_delay_time);
|
||
else
|
||
st = "No";
|
||
sprint (self, PRINT_HIGH, st);
|
||
if (st != "No")
|
||
sprint (self, PRINT_HIGH, " second");
|
||
sprint (self, PRINT_HIGH, " Respawn Delay.\n");
|
||
|
||
// TeamFrags On/Off
|
||
if (toggleflags & TFLAG_TEAMFRAGS)
|
||
sprint (self, PRINT_HIGH, "TeamFrags On.\n");
|
||
else
|
||
sprint (self, PRINT_HIGH, "TeamFrags Off.\n");
|
||
|
||
// Grapple hook
|
||
if (allow_hook)
|
||
sprint (self, PRINT_HIGH, "Grapple On.\n");
|
||
else
|
||
sprint (self, PRINT_HIGH, "Grapple Off.\n");
|
||
};
|
||
|
||
void() TeamFortress_GrenadePrimed;
|
||
|
||
//=========================================================================
|
||
// Primes a grenade of the type corresponding to the player's impulse
|
||
void() TeamFortress_PrimeGrenade =
|
||
{
|
||
local float gtype = GR_TYPE_NONE;
|
||
local string gs, ptime;
|
||
local entity tGrenade;
|
||
|
||
/*
|
||
if (self.job & JOB_THIEF && self.job & JOB_FULL_HIDE) {
|
||
sprint(self,PRINT_HIGH,"You can't throw grens while invisible\n");
|
||
return;
|
||
}
|
||
*/
|
||
|
||
// If you've already primed a grenade, return
|
||
if ((self.tfstate & TFSTATE_GRENPRIMED) || (self.tfstate & TFSTATE_GRENTHROWING))
|
||
return;
|
||
|
||
if (self.impulse == TF_GRENADE_1) {
|
||
#define SPAM_TIME 7
|
||
//WK Stop frag spammming // enabled again
|
||
if (self.tp_grenades_1 == GR_TYPE_FRAG && self.no_grenades_1 > 0) {
|
||
if ((self.team_no == 1 && team1nextspam >= time) ||
|
||
(self.team_no == 2 && team2nextspam >= time) ||
|
||
(self.team_no == 3 && team3nextspam >= time) ||
|
||
(self.team_no == 4 && team4nextspam >= time)) {
|
||
sprint(self,PRINT_HIGH,"Your team already has a spam grenade in the world.\n");
|
||
return;
|
||
}
|
||
if (self.team_no == 1) team1nextspam = time + SPAM_TIME;
|
||
if (self.team_no == 2) team2nextspam = time + SPAM_TIME;
|
||
if (self.team_no == 3) team3nextspam = time + SPAM_TIME;
|
||
if (self.team_no == 4) team4nextspam = time + SPAM_TIME;
|
||
|
||
} // OfN Removed spam control // enabled again
|
||
gtype = self.tp_grenades_1;
|
||
if (gtype == GR_TYPE_CONCUSSION)
|
||
gs = "Concussion grenade";
|
||
else if (gtype == GR_TYPE_ANTIGRAV)
|
||
gs = "AntiGrav grenade";
|
||
else if (gtype == GR_TYPE_BIO)
|
||
gs = "BioInfection grenade";
|
||
else if (gtype == GR_TYPE_CALTROP)
|
||
gs = "Caltrop grenade";
|
||
else if (gtype == GR_TYPE_NAIL)
|
||
gs = "Nail grenade";
|
||
else if (gtype == GR_TYPE_MIRV)
|
||
gs = "Mirv grenade";
|
||
else if (gtype == GR_TYPE_NAPALM)
|
||
gs = "Napalm grenade";
|
||
else if (gtype == GR_TYPE_FLARE)
|
||
gs = "Flare";
|
||
else if (gtype == GR_TYPE_GAS)
|
||
gs = "Gas grenade";
|
||
else if (gtype == GR_TYPE_EMP)
|
||
gs = "EMP grenade";
|
||
else if (gtype == GR_TYPE_FLASH)
|
||
gs = "Flash grenade";
|
||
else if (gtype == GR_TYPE_FRAG)
|
||
gs = "Fragmentation grenade";
|
||
else if (gtype == GR_TYPE_KRAC)
|
||
gs = "Krac grenade";
|
||
else
|
||
gs = "Grenade";
|
||
|
||
if (self.no_grenades_1 >= 1) {
|
||
ptime = ftos( GR_PRIMETIME );
|
||
|
||
sprint(self, PRINT_HIGH, gs);
|
||
sprint(self, PRINT_HIGH, " primed, ");
|
||
sprint(self, PRINT_HIGH, ptime);
|
||
sprint(self, PRINT_HIGH, " seconds...\n");
|
||
|
||
/*
|
||
if ((self.tp_grenades_1 == GR_TYPE_NAIL || self.tp_grenades_1 == GR_TYPE_FRAG) && self.no_grenades_1 > 2)
|
||
self.no_grenades_1 = 2;
|
||
*/
|
||
|
||
if (self.no_grenades_1 > GetMaxGrens(self,1))
|
||
self.no_grenades_1 = GetMaxGrens(self,1);
|
||
|
||
|
||
self.no_grenades_1 = self.no_grenades_1 - 1;
|
||
|
||
// OfN
|
||
// sound(self, CHAN_MISC, "weapons/pinpull.wav", 1, ATTN_IDLE);
|
||
} else {
|
||
sprint(self, PRINT_HIGH, "No ");
|
||
sprint(self, PRINT_HIGH, gs);
|
||
sprint(self, PRINT_HIGH, "s left.\n");
|
||
return;
|
||
}
|
||
} if (self.impulse == TF_GRENADE_2) {
|
||
if (self.tp_grenades_2 == GR_TYPE_FRAG && self.no_grenades_2 > 0) {
|
||
if ((self.team_no == 1 && team1nextspam >= time) ||
|
||
(self.team_no == 2 && team2nextspam >= time) ||
|
||
(self.team_no == 3 && team3nextspam >= time) ||
|
||
(self.team_no == 4 && team4nextspam >= time)) {
|
||
sprint(self,PRINT_HIGH,"Your team already has a spam grenade in the world.\n");
|
||
return;
|
||
}
|
||
if (self.team_no == 1) team1nextspam = time + SPAM_TIME + 1;
|
||
if (self.team_no == 2) team2nextspam = time + SPAM_TIME + 1;
|
||
if (self.team_no == 3) team3nextspam = time + SPAM_TIME + 1;
|
||
if (self.team_no == 4) team4nextspam = time + SPAM_TIME + 1;
|
||
|
||
} // OfN Removed spam control
|
||
gtype = self.tp_grenades_2;
|
||
if (gtype == GR_TYPE_CONCUSSION)
|
||
gs = "Concussion grenade";
|
||
else if (gtype == GR_TYPE_ANTIGRAV)
|
||
gs = "AntiGrav grenade";
|
||
else if (gtype == GR_TYPE_BIO)
|
||
gs = "BioInfection grenade";
|
||
else if (gtype == GR_TYPE_CALTROP)
|
||
gs = "Caltrop grenade";
|
||
else if (gtype == GR_TYPE_NAIL)
|
||
gs = "Nail grenade";
|
||
else if (gtype == GR_TYPE_MIRV)
|
||
gs = "Mirv grenade";
|
||
else if (gtype == GR_TYPE_NAPALM)
|
||
gs = "Napalm grenade";
|
||
else if (gtype == GR_TYPE_FLARE)
|
||
gs = "Flare";
|
||
else if (gtype == GR_TYPE_GAS)
|
||
gs = "Gas grenade";
|
||
else if (gtype == GR_TYPE_EMP)
|
||
gs = "EMP grenade";
|
||
else if (gtype == GR_TYPE_FLASH)
|
||
gs = "Flash grenade";
|
||
else if (gtype == GR_TYPE_FRAG)
|
||
gs = "Fragmentation grenade";
|
||
else if (gtype == GR_TYPE_KRAC)
|
||
gs = "Krac grenade";
|
||
else
|
||
gs = "Grenade";
|
||
|
||
/*
|
||
if (gtype == GR_TYPE_CONCUSSION)
|
||
gs = "Concussion grenade";
|
||
else if (gtype == GR_TYPE_NAIL)
|
||
gs = "Nail grenade";
|
||
else if (gtype == GR_TYPE_MIRV)
|
||
gs = "Mirv grenade";
|
||
else if (gtype == GR_TYPE_NAPALM)
|
||
gs = "Napalm grenade";
|
||
else if (gtype == GR_TYPE_FLARE)
|
||
gs = "Flare";
|
||
else if (gtype == GR_TYPE_GAS)
|
||
gs = "Gas grenade";
|
||
else if (gtype == GR_TYPE_EMP)
|
||
gs = "EMP grenade";
|
||
else if (gtype == GR_TYPE_FLASH)
|
||
gs = "Flash grenade";
|
||
else if (gtype == GR_TYPE_FRAG)
|
||
gs = "Fragmentation grenade";
|
||
else if (gtype == GR_TYPE_BIO)
|
||
gs = "BioInfection grenade";
|
||
else if (gtype == GR_TYPE_CALTROP)
|
||
gs = "Caltrop grenade";
|
||
|
||
else if (gtype == GR_TYPE_KRAC)
|
||
gs = "Krac grenade";
|
||
else
|
||
gs = "Grenade";
|
||
*/
|
||
|
||
if (self.no_grenades_2 >= 1) {
|
||
ptime = ftos( GR_PRIMETIME );
|
||
|
||
sprint(self, PRINT_HIGH, gs);
|
||
sprint(self, PRINT_HIGH, " primed, ");
|
||
sprint(self, PRINT_HIGH, ptime);
|
||
sprint(self, PRINT_HIGH, " seconds...\n");
|
||
|
||
//WK Limit Nail grenades to 2 - ofn and frag
|
||
if (self.no_grenades_2 > GetMaxGrens(self,2))
|
||
self.no_grenades_2 = GetMaxGrens(self,2);
|
||
/*
|
||
if ((self.tp_grenades_2 == GR_TYPE_NAIL || self.tp_grenades_2 == GR_TYPE_FRAG) && self.no_grenades_2 > 2)
|
||
self.no_grenades_2 = 2;
|
||
*/
|
||
|
||
self.no_grenades_2 = self.no_grenades_2 - 1;
|
||
// sound(self, CHAN_MISC, "weapons/pinpull.wav", 1, ATTN_IDLE);
|
||
} else {
|
||
sprint(self, PRINT_HIGH, "No ");
|
||
sprint(self, PRINT_HIGH, gs);
|
||
sprint(self, PRINT_HIGH, "s left.\n");
|
||
return;
|
||
}
|
||
}
|
||
|
||
self.tfstate = (self.tfstate | TFSTATE_GRENPRIMED);
|
||
tGrenade = spawn();
|
||
tGrenade.owner = self;
|
||
tGrenade.weapon = gtype;
|
||
// tGrenade.classname = "timer"; //Ofn was comented, bug? - IT SHOULD BE COMMENTED :)
|
||
tGrenade.nextthink = time + 0.8;
|
||
tGrenade.heat = time + GR_PRIMETIME + 0.8;
|
||
tGrenade.think = TeamFortress_GrenadePrimed;
|
||
if (gtype == GR_TYPE_CALTROP)
|
||
tGrenade.heat = tGrenade.heat - GR_PRIMETIME;
|
||
};
|
||
|
||
void() TeamFortress_GrenadePrimed =
|
||
{
|
||
local entity user;
|
||
local entity oldself;
|
||
|
||
user = self.owner;
|
||
|
||
local float isdrop = FALSE;
|
||
|
||
if (((user.tfstate & TFSTATE_DISARMED) && user.attack_finished > time) || user.deadflag)
|
||
isdrop = TRUE;
|
||
|
||
local float isthrowing = FALSE;
|
||
|
||
if (isdrop || (user.tfstate & TFSTATE_GRENTHROWING))
|
||
isthrowing = TRUE;
|
||
|
||
if (!isthrowing) {
|
||
self.nextthink = time + 0.1;
|
||
|
||
if (!self.think)
|
||
dremove(self);
|
||
|
||
if (time > self.heat)
|
||
TeamFortress_ExplodePerson();
|
||
|
||
return;
|
||
}
|
||
|
||
if (!(user.tfstate & TFSTATE_GRENPRIMED))
|
||
RPrint("GrenadePrimed logic error\n");
|
||
|
||
user.tfstate = user.tfstate - (user.tfstate & TFSTATE_GRENPRIMED);
|
||
user.tfstate = user.tfstate - (user.tfstate & TFSTATE_GRENTHROWING);
|
||
|
||
// ofn
|
||
if (self.weapon == GR_TYPE_FLARE)
|
||
sound (user, CHAN_WEAPON, "weapons/flmfire2.wav", 1, ATTN_NORM);
|
||
else
|
||
sound (user, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
|
||
// sound (user, CHAN_WEAPON, "weapons/throw.wav", 1, ATTN_NORM);
|
||
|
||
KickPlayer(-1, user);
|
||
newmis = spawn ();
|
||
newmis.owner = user;
|
||
newmis.movetype = MOVETYPE_BOUNCE;
|
||
newmis.solid = SOLID_BBOX;
|
||
newmis.classname = "grenade";
|
||
|
||
// set grenade speed
|
||
makevectors (user.v_angle);
|
||
|
||
if (isdrop) {
|
||
// 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 + crandom()*v_right*10 + crandom()*v_up*10;
|
||
} else {
|
||
newmis.velocity = aim(user, 10000);
|
||
newmis.velocity = newmis.velocity * 600;
|
||
newmis.velocity_z = 200;
|
||
}
|
||
}
|
||
|
||
newmis.angles = vectoangles(newmis.velocity);
|
||
|
||
// set the grenade's thinktime to when the PRIMETIME runs out
|
||
newmis.think = dont_think;
|
||
newmis.nextthink = self.heat;
|
||
|
||
// set the think and touches to the appropriate grenade type
|
||
if (self.weapon == GR_TYPE_NORMAL) {
|
||
newmis.touch = NormalGrenadeTouch;
|
||
newmis.think = NormalGrenadeExplode;
|
||
newmis.skin = 0;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/hgren2.mdl");
|
||
} else if (self.weapon == GR_TYPE_CONCUSSION) {
|
||
newmis.touch = ConcussionGrenadeTouch;
|
||
newmis.think = ConcussionGrenadeExplode;
|
||
newmis.skin = 1;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/hgren2.mdl");
|
||
} else if (self.weapon == GR_TYPE_BIO) {
|
||
newmis.touch = BioGrenadeTouch;
|
||
newmis.think = BioGrenadeExplode;
|
||
newmis.skin = 0;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/hgren2.mdl");
|
||
} else if (self.weapon == GR_TYPE_CALTROP) {
|
||
newmis.touch = NIL;
|
||
newmis.think = CaltropGrenadeExplode;
|
||
newmis.skin = 0;
|
||
newmis.avelocity = '0 0 0';
|
||
newmis.velocity = '0 0 0';
|
||
setmodel (newmis, "");
|
||
} else if (self.weapon == GR_TYPE_ANTIGRAV) {
|
||
newmis.touch = ConcussionGrenadeTouch;
|
||
newmis.think = AntiGravGrenadeExplode;
|
||
newmis.skin = 1;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/hgren2.mdl");
|
||
} else if (self.weapon == GR_TYPE_NAIL) {
|
||
newmis.touch = NailGrenadeTouch;
|
||
newmis.think = NailGrenadeExplode;
|
||
newmis.skin = 1;
|
||
newmis.avelocity = '0 300 0';
|
||
setmodel (newmis, "progs/biggren.mdl");
|
||
} else if (self.weapon == GR_TYPE_MIRV) {
|
||
newmis.touch = MirvGrenadeTouch;
|
||
newmis.think = MirvGrenadeExplode;
|
||
newmis.skin = 0;
|
||
newmis.avelocity = '0 300 0';
|
||
setmodel (newmis, "progs/biggren.mdl");
|
||
} else if (self.weapon == GR_TYPE_NAPALM) {
|
||
newmis.touch = NapalmGrenadeTouch;
|
||
newmis.think = NapalmGrenadeExplode;
|
||
newmis.skin = 2;
|
||
newmis.avelocity = '100 300 100';
|
||
setmodel (newmis, "progs/biggren.mdl");
|
||
//CH flares no longer used
|
||
} else if (self.weapon == GR_TYPE_FLARE) {
|
||
newmis.movetype = MOVETYPE_FLY;
|
||
newmis.touch = FlareGrenadeTouch;
|
||
newmis.think = FlareGrenadeExplode;
|
||
// newmis.skin = 0; //TF_FLARE_OFF;
|
||
newmis.avelocity = '0 0 0';
|
||
|
||
|
||
makevectors (user.v_angle);
|
||
newmis.velocity = v_forward;
|
||
// newmis.velocity = aim(user, 10000);
|
||
newmis.velocity = newmis.velocity * 2000;
|
||
|
||
// newmis.velocity = newmis.velocity * 4;
|
||
// newmis.velocity_z = 0;
|
||
setmodel (newmis, "progs/flarefly.mdl");
|
||
newmis.skin=0;
|
||
newmis.has_holo=0; //flag turned on when explodes
|
||
} else if (self.weapon == GR_TYPE_GAS) {
|
||
newmis.touch = GasGrenadeTouch;
|
||
newmis.think = GasGrenadeExplode;
|
||
newmis.skin = 3;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/grenade2.mdl");
|
||
} else if (self.weapon == GR_TYPE_EMP) {
|
||
newmis.touch = EMPGrenadeTouch;
|
||
newmis.think = EMPGrenadeExplode;
|
||
newmis.skin = 4;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/grenade2.mdl");
|
||
} else if (self.weapon == GR_TYPE_FLASH) {
|
||
newmis.touch = FlashGrenadeTouch;
|
||
newmis.think = FlashGrenadeExplode;
|
||
newmis.skin = 2;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/hgren2.mdl");
|
||
//WK New Grenades
|
||
} else if (self.weapon == GR_TYPE_FRAG) {
|
||
newmis.touch = FragGrenadeTouch;
|
||
newmis.think = FragGrenadeExplode;
|
||
newmis.skin = 0; //WK Green Skin
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/hgren2.mdl");
|
||
} else if (self.weapon == GR_TYPE_KRAC) {
|
||
newmis.touch = KracGrenadeTouch;
|
||
newmis.think = KracGrenadeExplode;
|
||
newmis.skin = 1; //WK Conc skin
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/hgren2.mdl");
|
||
}
|
||
|
||
setsize (newmis, '0 0 0', '0 0 0');
|
||
setorigin (newmis, user.origin);
|
||
|
||
// OfN
|
||
if (self.weapon == GR_TYPE_FLARE)
|
||
setorigin (newmis, user.origin + '0 0 16');
|
||
|
||
oldself = self;
|
||
self = self.owner;
|
||
|
||
#ifdef DEMO_STUFF
|
||
if (live_camera)
|
||
CamProjectileLockOn();
|
||
#endif
|
||
|
||
self = oldself;
|
||
|
||
// Remove primed grenade object
|
||
dremove(self);
|
||
};
|
||
|
||
//=========================================================================
|
||
// Throws a currently primed grenade
|
||
void() TeamFortress_ThrowGrenade =
|
||
{
|
||
// If no grenade is primed, return
|
||
if (!(self.tfstate & TFSTATE_GRENPRIMED))
|
||
return;
|
||
|
||
//WK Tossing a gren reveals yourself (so people don't spam)
|
||
//if (self.job & JOB_THIEF && (self.job & JOB_ACTIVE || self.job & JOB_FULL_HIDE))
|
||
if (self.job & JOB_THIEF && self.job & JOB_FULL_HIDE)
|
||
RevealThief(self,FALSE);
|
||
|
||
self.tfstate = self.tfstate | TFSTATE_GRENTHROWING;
|
||
};
|
||
|
||
//=========================================================================
|
||
// PLAYER CLASS HANDLING FUNCTIONS
|
||
//=========================================================================
|
||
// Return TRUE is this class is allowed on this map
|
||
float(float pc) IsLegalClass =
|
||
{
|
||
local float bit = 0;
|
||
|
||
// Spy may be turned off
|
||
if (spy_off == TRUE && pc == PC_SPY)
|
||
return FALSE;
|
||
|
||
if (pc == PC_SCOUT)
|
||
bit = TF_ILL_SCOUT;
|
||
else if (pc == PC_SNIPER)
|
||
bit = TF_ILL_SNIPER;
|
||
else if (pc == PC_SOLDIER)
|
||
bit = TF_ILL_SOLDIER;
|
||
else if (pc == PC_DEMOMAN)
|
||
bit = TF_ILL_DEMOMAN;
|
||
else if (pc == PC_MEDIC)
|
||
bit = TF_ILL_MEDIC;
|
||
else if (pc == PC_HVYWEAP)
|
||
bit = TF_ILL_HVYWEP;
|
||
else if (pc == PC_PYRO)
|
||
bit = TF_ILL_PYRO;
|
||
else if (pc == PC_SPY)
|
||
bit = TF_ILL_SPY;
|
||
else if (pc == PC_ENGINEER)
|
||
bit = TF_ILL_ENGINEER;
|
||
else if (pc == PC_RANDOM)
|
||
//WK else if (pc == PC_RANDOM || pc == PC_CUSTOM) //WK Disabling randompc disables //WK customclass
|
||
bit = TF_ILL_RANDOMPC;
|
||
|
||
if ((illegalclasses & bit) || (TeamFortress_TeamGetIllegalClasses(self.team_no) & bit))
|
||
return FALSE;
|
||
|
||
return TRUE;
|
||
};
|
||
|
||
//=========================================================================
|
||
// Alter the player's Movement based on class
|
||
void(entity p) TeamFortress_SetSpeed =
|
||
{
|
||
local float tf;
|
||
local entity te;
|
||
local float ms = p.maxspeed;
|
||
|
||
// stuffcmd(p,"cl_movespeedkey 1\n");
|
||
|
||
makeImmune(self,time + 1.1); //WK Don't boot someone decelerating
|
||
|
||
// - OfN -//
|
||
//-----------------------------------------------------------------------//
|
||
// STOP THAT SILLY DAMN BUGS, SPY SLIDING ETC.. !!!!!!!!!!!!!!!!!!!!!!! -//
|
||
if (p.is_feigning || p.is_haxxxoring || p.is_detpacking || p.is_building)
|
||
p.tfstate = p.tfstate | TFSTATE_CANT_MOVE;
|
||
//-----------------------------------------------------------------------//
|
||
|
||
// Check for any reason why they can't move at all
|
||
if (p.tfstate & TFSTATE_CANT_MOVE) {
|
||
if (STOP_MOUSE_MOVEMENT == ON) {
|
||
stuffcmd(p,"m_forward 0\n");
|
||
stuffcmd(p,"m_side 0\n");
|
||
}
|
||
|
||
p.velocity = '0 0 0';
|
||
stuffcmd(p,"cl_backspeed 0\n");
|
||
stuffcmd(p,"cl_forwardspeed 0\n");
|
||
stuffcmd(p,"cl_sidespeed 0\n");
|
||
p.maxspeed = 0;
|
||
return;
|
||
} else {
|
||
if (STOP_MOUSE_MOVEMENT == ON) {
|
||
stuffcmd(p,"m_forward 1\n");
|
||
stuffcmd(p,"m_side 0.8\n");
|
||
}
|
||
}
|
||
|
||
// First, get their max class speed
|
||
// WK We don't use this block much any more
|
||
if ( p.playerclass == PC_SCOUT)
|
||
p.maxspeed = PC_SCOUT_MAXSPEED;
|
||
else if ( p.playerclass == PC_SNIPER)
|
||
p.maxspeed = PC_SNIPER_MAXSPEED;
|
||
else if ( p.playerclass == PC_SOLDIER)
|
||
p.maxspeed = PC_SOLDIER_MAXSPEED;
|
||
else if ( p.playerclass == PC_DEMOMAN)
|
||
p.maxspeed = PC_DEMOMAN_MAXSPEED;
|
||
else if ( p.playerclass == PC_MEDIC)
|
||
p.maxspeed = PC_MEDIC_MAXSPEED;
|
||
else if ( p.playerclass == PC_HVYWEAP)
|
||
p.maxspeed = PC_HVYWEAP_MAXSPEED;
|
||
else if ( p.playerclass == PC_PYRO)
|
||
p.maxspeed = PC_PYRO_MAXSPEED;
|
||
else if ( p.playerclass == PC_CIVILIAN)
|
||
p.maxspeed = PC_CIVILIAN_MAXSPEED;
|
||
else if ( p.playerclass == PC_SPY)
|
||
p.maxspeed = PC_SPY_MAXSPEED;
|
||
else if ( p.playerclass == PC_ENGINEER)
|
||
p.maxspeed = PC_ENGINEER_MAXSPEED;
|
||
else if ( p.playerclass == PC_UNDEFINED)
|
||
p.maxspeed = 320;
|
||
else if ( p.playerclass == PC_CUSTOM) {
|
||
p.maxspeed = p.custom_speed;
|
||
if (p.done_custom & CUSTOM_BUILDING) //We are building a class
|
||
p.maxspeed = 0;
|
||
}
|
||
|
||
if (p.playerclass != PC_UNDEFINED) {
|
||
//before anything, speed reductions from armor (no speedy tanks)
|
||
if (p.armorvalue > 0)
|
||
p.maxspeed *= (0.8 + (0.2 - p.armortype / 5));
|
||
|
||
if (p.armorvalue > 100 && p.maxspeed > 250) // really tanked? cap speed a little
|
||
p.maxspeed -= (p.maxspeed - 250) * (p.armorvalue - 100) / 200;
|
||
|
||
//1st if we have scuba gear ...
|
||
if (p.tf_items & NIT_SCUBA) {
|
||
if (p.flags & FL_INWATER) // and are underwater, increase speed
|
||
p.maxspeed = p.maxspeed + 200;
|
||
else //Fins slow us down out of water
|
||
p.maxspeed = p.maxspeed - 20;
|
||
}
|
||
|
||
// 2nd, see if any GoalItems are slowing them down
|
||
tf = 0;
|
||
te = find (NIL, classname, "item_tfgoal");
|
||
while ((te) && (tf == 0)) {
|
||
if (te.owner == p) {
|
||
if (te.goal_activation & TFGI_SLOW) {
|
||
tf = 1;
|
||
p.maxspeed = p.maxspeed / 2;
|
||
}
|
||
}
|
||
te = find(te, classname, "item_tfgoal");
|
||
}
|
||
|
||
// 3rd, See if they're tranquilised
|
||
if (p.tfstate & TFSTATE_TRANQUILISED) {
|
||
//WK p.maxspeed = (p.maxspeed / 3) * 2;
|
||
if (p.maxspeed > 170)
|
||
p.maxspeed = 170;
|
||
}
|
||
|
||
if (p.tfstate & TFSTATE_C4THROW)
|
||
p.maxspeed = p.maxspeed / 3;
|
||
|
||
// 4th, check for leg wounds
|
||
if (p.leg_damage) {
|
||
if (p.leg_damage > 9)
|
||
p.leg_damage = 9;
|
||
|
||
// reduce speed by 10% per leg wound
|
||
p.maxspeed = (p.maxspeed * ((10 - p.leg_damage) / 10));
|
||
}
|
||
|
||
// 5th, if they're a sniper, and they're aiming, halve their speed
|
||
// again, but not to less than 60
|
||
if (p.tfstate & TFSTATE_AIMING) {
|
||
if (p.maxspeed > 120)
|
||
p.maxspeed = p.maxspeed / 2;
|
||
else if (p.maxspeed > 60)
|
||
p.maxspeed = 60;
|
||
}
|
||
|
||
// WK 6th, See if they're partially hidden
|
||
if (p.job & JOB_THIEF) {
|
||
if (p.job & JOB_ACTIVE)
|
||
p.maxspeed = (p.maxspeed * 3) / 4;
|
||
else if (p.job & JOB_FULL_HIDE)
|
||
if (p.maxspeed > 130)
|
||
p.maxspeed = 130;
|
||
}
|
||
|
||
//WK 7th, Check to see if they are sprinting or recovering
|
||
//Note that tired is both ACTIVE and TIRED
|
||
if (p.job & JOB_RUNNER) {
|
||
if (p.job & JOB_TIRED)
|
||
p.maxspeed = 2 * p.maxspeed / 3;
|
||
else if (p.job & JOB_ACTIVE)
|
||
p.maxspeed = p.maxspeed + 200;
|
||
}
|
||
|
||
// 8th, check if they're firing an Assault Cannon
|
||
if (p.tfstate & TFSTATE_ASSAULTCANNON)
|
||
p.maxspeed /= 4;
|
||
}
|
||
|
||
local string speed = ftos (p.maxspeed);
|
||
stuffcmd(p,"cl_backspeed " + speed + "\n");
|
||
stuffcmd(p,"cl_forwardspeed " + speed + "\n");
|
||
stuffcmd(p,"cl_sidespeed " + speed + "\n");
|
||
};
|
||
|
||
//=========================================================================
|
||
// Set the max_health of a player based on his/her class
|
||
void() TeamFortress_SetHealth =
|
||
{
|
||
if ( self.playerclass == PC_SCOUT )
|
||
self.max_health = PC_SCOUT_MAXHEALTH;
|
||
else if ( self.playerclass == PC_SNIPER )
|
||
self.max_health = PC_SNIPER_MAXHEALTH;
|
||
else if ( self.playerclass == PC_SOLDIER )
|
||
self.max_health = PC_SOLDIER_MAXHEALTH;
|
||
else if ( self.playerclass == PC_DEMOMAN )
|
||
self.max_health = PC_DEMOMAN_MAXHEALTH;
|
||
else if ( self.playerclass == PC_MEDIC )
|
||
self.max_health = PC_MEDIC_MAXHEALTH;
|
||
else if ( self.playerclass == PC_HVYWEAP )
|
||
self.max_health = PC_HVYWEAP_MAXHEALTH;
|
||
else if ( self.playerclass == PC_PYRO )
|
||
self.max_health = PC_PYRO_MAXHEALTH;
|
||
else if ( self.playerclass == PC_CIVILIAN )
|
||
self.max_health = PC_CIVILIAN_MAXHEALTH;
|
||
else if ( self.playerclass == PC_SPY )
|
||
self.max_health = PC_SPY_MAXHEALTH;
|
||
else if ( self.playerclass == PC_ENGINEER )
|
||
self.max_health = PC_ENGINEER_MAXHEALTH;
|
||
else if ( self.playerclass == PC_UNDEFINED ) {
|
||
self.max_health = 1;
|
||
self.takedamage = 0; // Prevent damage to PC_UNDEFINED players
|
||
}
|
||
|
||
self.health = self.max_health;
|
||
};
|
||
|
||
//==================================================
|
||
//CH returns value for skin. used here and tfortmap.qc
|
||
float(entity p) Return_Custom_Skins =
|
||
{
|
||
if (p.cutf_items & CUTF_SPY_KIT) // want spy to always be spy
|
||
return PC_SPY;
|
||
if (p.cutf_items & (CUTF_DETPACK | CUTF_TOSSABLEDET))
|
||
return PC_DEMOMAN;
|
||
if (p.weapons_carried & WEAP_SNIPER_RIFLE)
|
||
return PC_SNIPER;
|
||
if (p.weapons_carried & WEAP_ASSAULT_CANNON)
|
||
return PC_HVYWEAP;
|
||
if (p.weapons_carried & WEAP_ROCKET_LAUNCHER)
|
||
return PC_SOLDIER;
|
||
if (p.weapons_carried & WEAP_FLAMETHROWER)
|
||
return PC_PYRO;
|
||
if (p.weapons_carried & WEAP_GRENADE_LAUNCHER)
|
||
return PC_DEMOMAN;
|
||
if (p.weapons_carried & WEAP_MEDIKIT)
|
||
return PC_MEDIC;
|
||
if (p.weapons_carried & WEAP_SPANNER)
|
||
return PC_ENGINEER;
|
||
if (p.weapons_carried & WEAP_NAILGUN || p.weapons_carried & WEAP_AIRF || p.tf_items & NIT_HOVER_BOOTS)
|
||
return PC_SCOUT;
|
||
if (p.job & JOB_GUERILLA)
|
||
return PC_DEMOMAN;
|
||
if (p.job & JOB_HACKER)
|
||
return PC_ENGINEER;
|
||
if (p.job & JOB_THIEF)
|
||
return PC_SPY;
|
||
if (p.custom_speed > 320 || p.job & JOB_RUNNER)
|
||
return PC_SCOUT;
|
||
if (p.cutf_items & CUTF_SENTRYGUN || p.tf_items & NIT_TESLA)
|
||
return PC_ENGINEER;
|
||
|
||
return PC_SOLDIER;
|
||
};
|
||
|
||
//=========================================================================
|
||
// Set the skin of a player based on his/her class, if Classkin is on
|
||
void(entity p) TeamFortress_SetSkin =
|
||
{
|
||
local string st;
|
||
|
||
makeImmune(self,time + 4);
|
||
//self.immune_to_check = time + 4;
|
||
|
||
|
||
if ((p.cutf_items & CUTF_SPY_KIT) && p.undercover_skin != 0)
|
||
p.skin = p.undercover_skin;
|
||
else
|
||
p.skin = p.playerclass;
|
||
|
||
st = "base"; // just in case
|
||
|
||
if (p.skin != PC_UNDEFINED) {
|
||
//WK Figure out what Mr.Custom Should look like
|
||
if (p.playerclass == PC_CUSTOM && p.undercover_skin == 0)
|
||
p.skin = Return_Custom_Skins(p); //CH
|
||
|
||
if ( p.team_no == 4) {
|
||
if ( p.skin == PC_SCOUT )
|
||
st = TEAM4_SCOUT_SKIN;
|
||
else if ( p.skin == PC_SNIPER )
|
||
st = TEAM4_SNIPER_SKIN;
|
||
else if ( p.skin == PC_SOLDIER )
|
||
st = TEAM4_SOLDIER_SKIN;
|
||
else if ( p.skin == PC_DEMOMAN )
|
||
st = TEAM4_DEMOMAN_SKIN;
|
||
else if ( p.skin == PC_MEDIC )
|
||
st = TEAM4_MEDIC_SKIN;
|
||
else if ( p.skin == PC_HVYWEAP )
|
||
st = TEAM4_HVYWEAP_SKIN;
|
||
else if ( p.skin == PC_PYRO )
|
||
st = TEAM4_PYRO_SKIN;
|
||
else if ( p.skin == PC_SPY )
|
||
st = TEAM4_SPY_SKIN;
|
||
else if ( p.skin == PC_ENGINEER )
|
||
st = TEAM4_ENGINEER_SKIN;
|
||
} else if ( p.team_no == 3) {
|
||
if ( p.skin == PC_SCOUT )
|
||
st = TEAM3_SCOUT_SKIN;
|
||
else if ( p.skin == PC_SNIPER )
|
||
st = TEAM3_SNIPER_SKIN;
|
||
else if ( p.skin == PC_SOLDIER )
|
||
st = TEAM3_SOLDIER_SKIN;
|
||
else if ( p.skin == PC_DEMOMAN )
|
||
st = TEAM3_DEMOMAN_SKIN;
|
||
else if ( p.skin == PC_MEDIC )
|
||
st = TEAM3_MEDIC_SKIN;
|
||
else if ( p.skin == PC_HVYWEAP )
|
||
st = TEAM3_HVYWEAP_SKIN;
|
||
else if ( p.skin == PC_PYRO )
|
||
st = TEAM3_PYRO_SKIN;
|
||
else if ( p.skin == PC_SPY )
|
||
st = TEAM3_SPY_SKIN;
|
||
else if ( p.skin == PC_ENGINEER )
|
||
st = TEAM3_ENGINEER_SKIN;
|
||
} else if ( p.team_no == 2) {
|
||
if ( p.skin == PC_SCOUT )
|
||
st = TEAM2_SCOUT_SKIN;
|
||
else if ( p.skin == PC_SNIPER )
|
||
st = TEAM2_SNIPER_SKIN;
|
||
else if ( p.skin == PC_SOLDIER )
|
||
st = TEAM2_SOLDIER_SKIN;
|
||
else if ( p.skin == PC_DEMOMAN )
|
||
st = TEAM2_DEMOMAN_SKIN;
|
||
else if ( p.skin == PC_MEDIC )
|
||
st = TEAM2_MEDIC_SKIN;
|
||
else if ( p.skin == PC_HVYWEAP )
|
||
st = TEAM2_HVYWEAP_SKIN;
|
||
else if ( p.skin == PC_PYRO )
|
||
st = TEAM2_PYRO_SKIN;
|
||
else if ( p.skin == PC_SPY )
|
||
st = TEAM2_SPY_SKIN;
|
||
else if ( p.skin == PC_ENGINEER )
|
||
st = TEAM2_ENGINEER_SKIN;
|
||
} else { // if ( p.team_no == 1)
|
||
if ( p.skin == PC_SCOUT )
|
||
st = TEAM1_SCOUT_SKIN;
|
||
else if ( p.skin == PC_SNIPER )
|
||
st = TEAM1_SNIPER_SKIN;
|
||
else if ( p.skin == PC_SOLDIER )
|
||
st = TEAM1_SOLDIER_SKIN;
|
||
else if ( p.skin == PC_DEMOMAN )
|
||
st = TEAM1_DEMOMAN_SKIN;
|
||
else if ( p.skin == PC_MEDIC )
|
||
st = TEAM1_MEDIC_SKIN;
|
||
else if ( p.skin == PC_HVYWEAP )
|
||
st = TEAM1_HVYWEAP_SKIN;
|
||
else if ( p.skin == PC_PYRO )
|
||
st = TEAM1_PYRO_SKIN;
|
||
else if ( p.skin == PC_SPY )
|
||
st = TEAM1_SPY_SKIN;
|
||
else if ( p.skin == PC_ENGINEER )
|
||
st = TEAM1_ENGINEER_SKIN;
|
||
}
|
||
|
||
if ( p.skin == PC_CIVILIAN )
|
||
st = "base"; // Need a civilian skin
|
||
}
|
||
stuffcmd(p, "skin ");
|
||
stuffcmd(p, st);
|
||
stuffcmd(p, "\n");
|
||
setinfokey(p, "skin", st);
|
||
};
|
||
|
||
//=========================================================================
|
||
// Set the details of a player based on his/her class
|
||
void() TeamFortress_SetEquipment =
|
||
{
|
||
local entity te;
|
||
local entity automan;
|
||
local float kept_items;
|
||
local float tc, tc2;
|
||
|
||
if (self.classname != "player")
|
||
return;
|
||
|
||
//- OfN Hack to solve monster cleanup when soldier is choosen
|
||
if (self.playerclass == PC_SOLDIER) {
|
||
if (!(self.job & JOB_ARMY))
|
||
kill_my_demon();
|
||
}
|
||
|
||
kept_items = self.tf_items & (IT_KEY1 | IT_KEY2);
|
||
|
||
if (self.playerclass != PC_CUSTOM) { //WK -----v
|
||
self.items = 0;
|
||
self.current_weapon = 0;
|
||
self.weapons_carried = 0;
|
||
|
||
self.armorclass = 0;
|
||
|
||
self.ammo_medikit = 0;
|
||
self.maxammo_medikit = 0;
|
||
self.ammo_detpack = 0;
|
||
self.ammo_c4det = 0;
|
||
self.maxammo_detpack = 0;
|
||
self.items_allowed = 0;
|
||
self.armor_allowed = 0;
|
||
self.gravity = 1;
|
||
self.maxarmor = 0;
|
||
self.weaponmode = 0;
|
||
self.tf_items = 0;
|
||
self.tf_items_flags = 0;
|
||
self.cutf_items = 0;
|
||
self.done_custom = 0;
|
||
|
||
//Clear job without losing track of demons, etc.
|
||
self.job = self.job - (self.job & JOB_ALL);
|
||
}
|
||
//WK ------^
|
||
|
||
self.hover_time = 0;
|
||
if (self.tf_items & NIT_HOVER_BOOTS)
|
||
self.hover_time = MAX_HOVER_FUEL; //10 secs of hovering or so
|
||
self.respawn_time = 0;
|
||
self.heat = 0;
|
||
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_RELOADING);
|
||
if (self.tf_items & NIT_SCUBA) { //WK We're a scuba commando!
|
||
self.items = self.items | IT_SUIT;
|
||
self.rad_time = 1;
|
||
self.tfstate = self.tfstate | TFSTATE_RADSUIT;
|
||
self.radsuit_finished = time + 666;
|
||
} else {
|
||
self.tfstate = self.tfstate - (self.tfstate & TFSTATE_RADSUIT);
|
||
self.items = 0;
|
||
self.rad_time = 0;
|
||
self.radsuit_finished = 0;
|
||
}
|
||
self.undercover_skin = 0;
|
||
if (self.undercover_team != 0) {
|
||
makeImmune(self,time + 4);
|
||
//self.immune_to_check = time + 4;
|
||
|
||
self.undercover_team = 0;
|
||
// Set their color
|
||
tc = TeamGetColor (self.team_no) - 1;
|
||
tc2 = TeamGetNiceColor (self.team_no);
|
||
SetPlayerColor (self, tc, tc);
|
||
}
|
||
|
||
self.is_building = 0;
|
||
self.is_toffingadet = 0;
|
||
self.is_haxxxoring = 0;
|
||
self.is_detpacking = 0;
|
||
self.is_undercover = 0;
|
||
self.is_feigning = 0;
|
||
self.is_unabletospy = 0;
|
||
self.is_malfunctioning = 0;
|
||
self.is_abouttodie = 0; // reset preventing automartyr flag
|
||
|
||
self.martyr_enemy = self; // reset martyr enemy
|
||
self.stored_deathmsg = 0; // reset stored death message - OfN UNUSED?
|
||
|
||
self.impulse = 0;
|
||
|
||
if (self.team_no == 0)
|
||
self.lives = -1;
|
||
|
||
self.items = self.items | kept_items;
|
||
|
||
// Start the Cheat-Checking Cyclic Event if CheatChecking Toggleflag is on
|
||
if (!stof(infokey(NIL,"nospeed")) && (toggleflags&TFLAG_CHEATCHECK)) {
|
||
te = spawn(); //Cyto
|
||
te.nextthink = time + 2;
|
||
te.think = TeamFortress_CheckForSpeed;
|
||
te.owner = self;
|
||
te.classname = "timer";
|
||
}
|
||
|
||
//WK -- Remove flags for job state
|
||
self.job = self.job - (self.job & JOB_ACTIVE);
|
||
self.job = self.job - (self.job & JOB_FULL_HIDE);
|
||
self.job = self.job - (self.job & JOB_TIRED);
|
||
// self.job = self.job - (self.job & JOB_MARTYR_ENEMY);
|
||
self.job_finished = time;
|
||
|
||
if ( self.playerclass == PC_CUSTOM ) { //WK - Reset the custom class
|
||
self.no_grenades_1 = GetMaxGrens(self,1);
|
||
self.no_grenades_2 = GetMaxGrens(self,2);
|
||
|
||
/*
|
||
if (self.tp_grenades_1 > 0)
|
||
self.no_grenades_1 = 4;//was 4 //- OfN - returned to 4, it was 5
|
||
if (self.tp_grenades_2 > 0)
|
||
self.no_grenades_2 = 4;// was 4 //- OfN - returned to 4, it was 5
|
||
|
||
if (self.tp_grenades_2 == GR_TYPE_NAIL)
|
||
self.no_grenades_2 = 2;// was 1
|
||
if (self.tp_grenades_2 == GR_TYPE_FRAG)
|
||
self.no_grenades_2 = 3;// was 1
|
||
if (self.tp_grenades_2 == GR_TYPE_MIRV)
|
||
self.no_grenades_2 = 2;// was 1
|
||
if (self.tp_grenades_2 == GR_TYPE_FLARE)
|
||
self.no_grenades_2 = 6;
|
||
|
||
// Ofn
|
||
if (self.tp_grenades_1 == GR_TYPE_NAIL)
|
||
self.no_grenades_1 = 2;// was 1
|
||
if (self.tp_grenades_1 == GR_TYPE_FRAG)
|
||
self.no_grenades_1 = 3;// was 1
|
||
if (self.tp_grenades_1 == GR_TYPE_MIRV)
|
||
self.no_grenades_1 = 2;// was 1
|
||
if (self.tp_grenades_1 == GR_TYPE_FLARE)
|
||
self.no_grenades_1 = 6;
|
||
*/
|
||
|
||
if (self.tf_items & NIT_AMMO_BANDOLIER) {
|
||
self.ammo_rockets = self.maxammo_rockets / 2;
|
||
self.ammo_nails = (3 * self.maxammo_nails) / 4;
|
||
self.ammo_shells = (3 * self.maxammo_shells) / 4;
|
||
self.ammo_cells = (2 * self.maxammo_cells) / 3;
|
||
/*
|
||
if (self.tp_grenades_1 > 0) //Grant an extra grenade for bandolierians
|
||
self.no_grenades_1 = 5;
|
||
if (self.tp_grenades_2 > 0)
|
||
self.no_grenades_2 = 5;
|
||
|
||
if (self.tp_grenades_2 == GR_TYPE_NAIL)
|
||
self.no_grenades_2 = 3;
|
||
if (self.tp_grenades_2 == GR_TYPE_FRAG)
|
||
self.no_grenades_2 = 4;
|
||
if (self.tp_grenades_2 == GR_TYPE_MIRV)
|
||
self.no_grenades_2 = 3;// was 1
|
||
if (self.tp_grenades_2 == GR_TYPE_FLARE)
|
||
self.no_grenades_2 = 8;
|
||
|
||
if (self.tp_grenades_1 == GR_TYPE_NAIL)
|
||
self.no_grenades_1 = 3;
|
||
if (self.tp_grenades_1 == GR_TYPE_FRAG)
|
||
self.no_grenades_1 = 4;
|
||
if (self.tp_grenades_1 == GR_TYPE_MIRV)
|
||
self.no_grenades_1 = 3;// was 1
|
||
if (self.tp_grenades_1 == GR_TYPE_FLARE)
|
||
self.no_grenades_1 = 8;
|
||
*/
|
||
} else {
|
||
self.ammo_rockets = self.maxammo_rockets / 4;
|
||
self.ammo_nails = self.maxammo_nails / 2;
|
||
self.ammo_shells = self.maxammo_shells / 2;
|
||
self.ammo_cells = self.maxammo_cells / 2;
|
||
}
|
||
self.ammo_detpack = self.maxammo_detpack;
|
||
self.ammo_c4det = self.maxammo_detpack;
|
||
self.ammo_medikit = self.maxammo_medikit;
|
||
if (self.ammo_medikit > 0 && self.weapons_carried & WEAP_MEDIKIT) {
|
||
te = spawn();
|
||
te.nextthink = time + PC_MEDIC_REGEN_TIME;
|
||
te.think = TeamFortress_Regenerate;
|
||
te.owner = self;
|
||
te.classname = "timer";
|
||
}
|
||
if (self.cutf_items & CUTF_CYBERAUG) {
|
||
te = spawn();
|
||
te.nextthink = time + PC_MEDIC_REGEN_TIME;
|
||
te.think = TeamFortress_RegenerateCyber;
|
||
te.owner = self;
|
||
te.classname = "timer";
|
||
}
|
||
// SB only need to activate this with skill
|
||
/*
|
||
if (self.job & JOB_THIEF) {
|
||
te = spawn();
|
||
te.nextthink = time + PC_SPY_CELL_REGEN_TIME;
|
||
te.think = TeamFortress_RegenerateCells;
|
||
te.owner = self;
|
||
te.classname = "timer";
|
||
}
|
||
*/
|
||
|
||
if (self.cutf_items & CUTF_FULLARMOUR)
|
||
self.armorvalue = self.maxarmor;
|
||
else
|
||
self.armorvalue = self.maxarmor / 2;
|
||
self.armortype = self.armor_allowed; //Start with red if red's allowed
|
||
self.armorclass = 0; //Default to no special armor type
|
||
if (self.tf_items & NIT_KEVLAR)
|
||
self.armorclass = self.armorclass | AT_SAVESHOT;
|
||
if (self.tf_items & NIT_GEL)
|
||
self.armorclass = self.armorclass | AT_SAVEMELEE;
|
||
if (self.tf_items & NIT_BLAST)
|
||
self.armorclass = self.armorclass | AT_SAVEEXPLOSION;
|
||
if (self.tf_items & NIT_CERAMIC)
|
||
self.armorclass = self.armorclass | AT_SAVEELECTRICITY;
|
||
if (self.tf_items & NIT_ASBESTOS) //Buying flamer gives this
|
||
self.armorclass = self.armorclass | AT_SAVEFIRE;
|
||
|
||
//Support for the "Auto" class itemry
|
||
if (self.tf_items & NIT_AUTOSCANNER || self.weapons_carried & WEAP_MEDIKIT || self.tf_items & NIT_AUTOID) {
|
||
automan = spawn ();
|
||
automan.classname = "timer";
|
||
automan.nextthink = time + 2;
|
||
automan.think = Autoitem_think;
|
||
automan.owner = self;
|
||
automan.enemy = self;
|
||
}
|
||
|
||
self.current_weapon = W_BestWeapon ();
|
||
} else if ( self.playerclass == PC_SCOUT ) {
|
||
self.weapons_carried = self.weapons_carried | PC_SCOUT_WEAPONS;
|
||
self.ammo_rockets = PC_SCOUT_INITAMMO_ROCKET;
|
||
self.ammo_nails = PC_SCOUT_INITAMMO_NAIL;
|
||
self.ammo_shells = PC_SCOUT_INITAMMO_SHOT;
|
||
self.ammo_cells = PC_SCOUT_INITAMMO_CELL;
|
||
self.maxammo_rockets = PC_SCOUT_MAXAMMO_ROCKET;
|
||
self.maxammo_nails = PC_SCOUT_MAXAMMO_NAIL;
|
||
self.maxammo_shells = PC_SCOUT_MAXAMMO_SHOT;
|
||
self.maxammo_cells = PC_SCOUT_MAXAMMO_CELL;
|
||
|
||
self.no_grenades_1 = PC_SCOUT_GRENADE_INIT_1;
|
||
self.no_grenades_2 = PC_SCOUT_GRENADE_INIT_2;
|
||
self.tp_grenades_1 = PC_SCOUT_GRENADE_TYPE_1;
|
||
self.tp_grenades_2 = PC_SCOUT_GRENADE_TYPE_2;
|
||
self.tf_items = PC_SCOUT_TF_ITEMS;
|
||
self.cutf_items = PC_SCOUT_CUTFITEMS;
|
||
self.job = self.job | PC_SCOUT_JOB;
|
||
|
||
// the scanner defaults to enemy scanning ON, friendly scanning OFF
|
||
// and movement scanner only OFF
|
||
self.tf_items_flags = self.tf_items_flags | NIT_SCANNER_ENEMY;
|
||
|
||
self.armorclass = self.armorclass | PC_SCOUT_INITARMORCLASS;
|
||
self.armortype = PC_SCOUT_INITARMORTYPE;
|
||
self.armorvalue = PC_SCOUT_INITARMOR;
|
||
self.armor_allowed = PC_SCOUT_MAXARMORTYPE;
|
||
self.maxarmor = PC_SCOUT_MAXARMOR;
|
||
self.current_weapon = WEAP_NAILGUN;
|
||
|
||
self.items_allowed = PC_SCOUT_WEAPONS;
|
||
kill_my_demon();
|
||
|
||
// set the weapon icons on the status bar
|
||
self.items = self.items | IT_SHOTGUN | IT_NAILGUN;
|
||
} else if ( self.playerclass == PC_SNIPER ) {
|
||
self.weapons_carried = self.weapons_carried | PC_SNIPER_WEAPONS;
|
||
self.ammo_rockets = PC_SNIPER_INITAMMO_ROCKET;
|
||
self.ammo_nails = PC_SNIPER_INITAMMO_NAIL;
|
||
self.ammo_shells = PC_SNIPER_INITAMMO_SHOT;
|
||
self.ammo_cells = PC_SNIPER_INITAMMO_CELL;
|
||
self.maxammo_rockets = PC_SNIPER_MAXAMMO_ROCKET;
|
||
self.maxammo_nails = PC_SNIPER_MAXAMMO_NAIL;
|
||
self.maxammo_shells = PC_SNIPER_MAXAMMO_SHOT;
|
||
self.maxammo_cells = PC_SNIPER_MAXAMMO_CELL;
|
||
|
||
self.no_grenades_1 = PC_SNIPER_GRENADE_INIT_1;
|
||
self.no_grenades_2 = PC_SNIPER_GRENADE_INIT_2;
|
||
self.tp_grenades_1 = PC_SNIPER_GRENADE_TYPE_1;
|
||
self.tp_grenades_2 = PC_SNIPER_GRENADE_TYPE_2;
|
||
self.tf_items = PC_SNIPER_TF_ITEMS;
|
||
self.job = self.job | PC_SNIPER_JOB;
|
||
|
||
self.armorclass = self.armorclass | PC_SNIPER_INITARMORCLASS;
|
||
self.armortype = PC_SNIPER_INITARMORTYPE;
|
||
self.armorvalue = PC_SNIPER_INITARMOR;
|
||
self.armor_allowed = PC_SNIPER_MAXARMORTYPE;
|
||
self.maxarmor = PC_SNIPER_MAXARMOR;
|
||
self.current_weapon = WEAP_SNIPER_RIFLE;
|
||
|
||
self.items_allowed = PC_SNIPER_WEAPONS;
|
||
self.cutf_items = PC_SNIPER_CUTF_ITEMS; // OFN -OTR
|
||
|
||
// set the weapon icons on the status bar
|
||
self.items = self.items | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN;
|
||
kill_my_demon();
|
||
} else if ( self.playerclass == PC_SOLDIER ) {
|
||
self.weapons_carried = self.weapons_carried | PC_SOLDIER_WEAPONS;
|
||
self.ammo_rockets = PC_SOLDIER_INITAMMO_ROCKET;
|
||
self.ammo_nails = PC_SOLDIER_INITAMMO_NAIL;
|
||
self.ammo_shells = PC_SOLDIER_INITAMMO_SHOT;
|
||
self.ammo_cells = PC_SOLDIER_INITAMMO_CELL;
|
||
self.maxammo_rockets = PC_SOLDIER_MAXAMMO_ROCKET;
|
||
self.maxammo_nails = PC_SOLDIER_MAXAMMO_NAIL;
|
||
self.maxammo_shells = PC_SOLDIER_MAXAMMO_SHOT;
|
||
self.maxammo_cells = PC_SOLDIER_MAXAMMO_CELL;
|
||
|
||
self.no_grenades_1 = PC_SOLDIER_GRENADE_INIT_1;
|
||
self.no_grenades_2 = PC_SOLDIER_GRENADE_INIT_2;
|
||
self.tp_grenades_1 = PC_SOLDIER_GRENADE_TYPE_1;
|
||
self.tp_grenades_2 = PC_SOLDIER_GRENADE_TYPE_2;
|
||
self.tf_items = PC_SOLDIER_TF_ITEMS;
|
||
self.job = self.job | PC_SOLDIER_JOB;
|
||
|
||
self.armorclass = self.armorclass | PC_SOLDIER_INITARMORCLASS;
|
||
self.armortype = PC_SOLDIER_INITARMORTYPE;
|
||
self.armorvalue = PC_SOLDIER_INITARMOR;
|
||
self.armor_allowed = PC_SOLDIER_MAXARMORTYPE;
|
||
self.maxarmor = PC_SOLDIER_MAXARMOR;
|
||
self.current_weapon = WEAP_ROCKET_LAUNCHER;
|
||
|
||
self.items_allowed = PC_SOLDIER_WEAPONS;
|
||
|
||
// set the weapon icons on the status bar
|
||
self.items = self.items | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_ROCKET_LAUNCHER;
|
||
// kill_my_demon();
|
||
} else if ( self.playerclass == PC_DEMOMAN ) {
|
||
self.weapons_carried = self.weapons_carried | PC_DEMOMAN_WEAPONS;
|
||
self.ammo_rockets = PC_DEMOMAN_INITAMMO_ROCKET;
|
||
self.ammo_nails = PC_DEMOMAN_INITAMMO_NAIL;
|
||
self.ammo_shells = PC_DEMOMAN_INITAMMO_SHOT;
|
||
self.ammo_cells = PC_DEMOMAN_INITAMMO_CELL;
|
||
self.maxammo_rockets = PC_DEMOMAN_MAXAMMO_ROCKET;
|
||
self.maxammo_nails = PC_DEMOMAN_MAXAMMO_NAIL;
|
||
self.maxammo_shells = PC_DEMOMAN_MAXAMMO_SHOT;
|
||
self.maxammo_cells = PC_DEMOMAN_MAXAMMO_CELL;
|
||
|
||
self.no_grenades_1 = PC_DEMOMAN_GRENADE_INIT_1;
|
||
self.no_grenades_2 = PC_DEMOMAN_GRENADE_INIT_2;
|
||
self.tp_grenades_1 = PC_DEMOMAN_GRENADE_TYPE_1;
|
||
self.tp_grenades_2 = PC_DEMOMAN_GRENADE_TYPE_2;
|
||
self.tf_items = PC_DEMOMAN_TF_ITEMS;
|
||
self.job = self.job | PC_DEMOMAN_JOB;
|
||
self.cutf_items = PC_DEMOMAN_CUTFITEMS;
|
||
|
||
// Detpacks
|
||
self.ammo_detpack = PC_DEMOMAN_INITAMMO_DETPACK;
|
||
self.maxammo_detpack = PC_DEMOMAN_MAXAMMO_DETPACK;
|
||
|
||
self.armorclass = self.armorclass | PC_DEMOMAN_INITARMORCLASS;
|
||
self.armortype = PC_DEMOMAN_INITARMORTYPE;
|
||
self.armorvalue = PC_DEMOMAN_INITARMOR;
|
||
self.armor_allowed = PC_DEMOMAN_MAXARMORTYPE;
|
||
self.maxarmor = PC_DEMOMAN_MAXARMOR;
|
||
self.current_weapon = WEAP_GRENADE_LAUNCHER;
|
||
kill_my_demon();
|
||
|
||
self.ammo_c4det = 1; // - OfN
|
||
|
||
self.items_allowed = PC_DEMOMAN_WEAPONS;
|
||
|
||
// set the weapon icons on the status bar
|
||
self.items = self.items | IT_SHOTGUN | IT_GRENADE_LAUNCHER;
|
||
} else if ( self.playerclass == PC_MEDIC ) {
|
||
self.weapons_carried = self.weapons_carried | PC_MEDIC_WEAPONS;
|
||
self.ammo_rockets = PC_MEDIC_INITAMMO_ROCKET;
|
||
self.ammo_nails = PC_MEDIC_INITAMMO_NAIL;
|
||
self.ammo_shells = PC_MEDIC_INITAMMO_SHOT;
|
||
self.ammo_cells = PC_MEDIC_INITAMMO_CELL;
|
||
self.maxammo_rockets = PC_MEDIC_MAXAMMO_ROCKET;
|
||
self.maxammo_nails = PC_MEDIC_MAXAMMO_NAIL;
|
||
self.maxammo_shells = PC_MEDIC_MAXAMMO_SHOT;
|
||
self.maxammo_cells = PC_MEDIC_MAXAMMO_CELL;
|
||
|
||
self.no_grenades_1 = PC_MEDIC_GRENADE_INIT_1;
|
||
self.no_grenades_2 = PC_MEDIC_GRENADE_INIT_2;
|
||
self.tp_grenades_1 = PC_MEDIC_GRENADE_TYPE_1;
|
||
self.tp_grenades_2 = PC_MEDIC_GRENADE_TYPE_2;
|
||
self.tf_items = PC_MEDIC_TF_ITEMS;
|
||
self.job = self.job | PC_MEDIC_JOB;
|
||
|
||
self.armorclass = self.armorclass | PC_MEDIC_INITARMORCLASS;
|
||
self.armortype = PC_MEDIC_INITARMORTYPE;
|
||
self.armorvalue = PC_MEDIC_INITARMOR;
|
||
self.armor_allowed = PC_MEDIC_MAXARMORTYPE;
|
||
self.maxarmor = PC_MEDIC_MAXARMOR;
|
||
self.current_weapon = WEAP_LIGHT_ASSAULT;
|
||
|
||
self.ammo_medikit = PC_MEDIC_INITAMMO_MEDIKIT;
|
||
self.maxammo_medikit = PC_MEDIC_MAXAMMO_MEDIKIT;
|
||
|
||
// Start the Regeneration Cyclic Event
|
||
te = spawn();
|
||
te.nextthink = time + PC_MEDIC_REGEN_TIME;
|
||
te.think = TeamFortress_Regenerate;
|
||
te.owner = self;
|
||
te.classname = "timer";
|
||
|
||
self.items_allowed = PC_MEDIC_WEAPONS;
|
||
|
||
// set the weapon icons on the status bar
|
||
self.items = self.items | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_LIGHT_ASSAULT;
|
||
kill_my_demon();
|
||
} else if ( self.playerclass == PC_HVYWEAP ) {
|
||
self.weapons_carried = self.weapons_carried | PC_HVYWEAP_WEAPONS;
|
||
self.ammo_rockets = PC_HVYWEAP_INITAMMO_ROCKET;
|
||
self.ammo_nails = PC_HVYWEAP_INITAMMO_NAIL;
|
||
self.ammo_shells = PC_HVYWEAP_INITAMMO_SHOT;
|
||
self.ammo_cells = PC_HVYWEAP_INITAMMO_CELL;
|
||
self.maxammo_rockets = PC_HVYWEAP_MAXAMMO_ROCKET;
|
||
self.maxammo_nails = PC_HVYWEAP_MAXAMMO_NAIL;
|
||
self.maxammo_shells = PC_HVYWEAP_MAXAMMO_SHOT;
|
||
self.maxammo_cells = PC_HVYWEAP_MAXAMMO_CELL;
|
||
|
||
self.no_grenades_1 = PC_HVYWEAP_GRENADE_INIT_1;
|
||
self.no_grenades_2 = PC_HVYWEAP_GRENADE_INIT_2;
|
||
self.tp_grenades_1 = PC_HVYWEAP_GRENADE_TYPE_1;
|
||
self.tp_grenades_2 = PC_HVYWEAP_GRENADE_TYPE_2;
|
||
self.tf_items = PC_HVYWEAP_TF_ITEMS;
|
||
self.job = self.job | PC_HVYWEAP_JOB;
|
||
|
||
self.armorclass = self.armorclass | PC_HVYWEAP_INITARMORCLASS;
|
||
self.armortype = PC_HVYWEAP_INITARMORTYPE;
|
||
self.armorvalue = PC_HVYWEAP_INITARMOR;
|
||
self.armor_allowed = PC_HVYWEAP_MAXARMORTYPE;
|
||
self.maxarmor = PC_HVYWEAP_MAXARMOR;
|
||
self.current_weapon = WEAP_SUPER_SHOTGUN;
|
||
self.cutf_items = CUTF_HWGUY;
|
||
|
||
self.items_allowed = PC_HVYWEAP_WEAPONS;
|
||
|
||
// set the weapon icons on the status bar
|
||
self.items = self.items | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_ROCKET_LAUNCHER;
|
||
kill_my_demon();
|
||
} else if ( self.playerclass == PC_PYRO ) {
|
||
self.weapons_carried = self.weapons_carried | PC_PYRO_WEAPONS;
|
||
self.ammo_rockets = PC_PYRO_INITAMMO_ROCKET;
|
||
self.ammo_nails = PC_PYRO_INITAMMO_NAIL;
|
||
self.ammo_shells = PC_PYRO_INITAMMO_SHOT;
|
||
self.ammo_cells = PC_PYRO_INITAMMO_CELL;
|
||
self.maxammo_rockets = PC_PYRO_MAXAMMO_ROCKET;
|
||
self.maxammo_nails = PC_PYRO_MAXAMMO_NAIL;
|
||
self.maxammo_shells = PC_PYRO_MAXAMMO_SHOT;
|
||
self.maxammo_cells = PC_PYRO_MAXAMMO_CELL;
|
||
|
||
self.no_grenades_1 = PC_PYRO_GRENADE_INIT_1;
|
||
self.no_grenades_2 = PC_PYRO_GRENADE_INIT_2;
|
||
self.tp_grenades_1 = PC_PYRO_GRENADE_TYPE_1;
|
||
self.tp_grenades_2 = PC_PYRO_GRENADE_TYPE_2;
|
||
self.tf_items = PC_PYRO_TF_ITEMS;
|
||
self.job = self.job | PC_PYRO_JOB;
|
||
|
||
self.armorclass = self.armorclass | PC_PYRO_INITARMORCLASS;
|
||
self.armortype = PC_PYRO_INITARMORTYPE;
|
||
self.armorvalue = PC_PYRO_INITARMOR;
|
||
self.armor_allowed = PC_PYRO_MAXARMORTYPE;
|
||
self.maxarmor = PC_PYRO_MAXARMOR;
|
||
self.current_weapon = WEAP_FLAMETHROWER;
|
||
self.items_allowed = PC_PYRO_WEAPONS;
|
||
kill_my_demon();
|
||
|
||
// set the weapon icons on the status bar
|
||
self.items = self.items | IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ROCKET_LAUNCHER;
|
||
} else if ( self.playerclass == PC_CIVILIAN ) {
|
||
self.weapons_carried = self.weapons_carried | PC_CIVILIAN_WEAPONS;
|
||
self.ammo_rockets = PC_CIVILIAN_INITAMMO_ROCKET;
|
||
self.ammo_nails = PC_CIVILIAN_INITAMMO_NAIL;
|
||
self.ammo_shells = PC_CIVILIAN_INITAMMO_SHOT;
|
||
self.ammo_cells = PC_CIVILIAN_INITAMMO_CELL;
|
||
self.maxammo_rockets = PC_CIVILIAN_MAXAMMO_ROCKET;
|
||
self.maxammo_nails = PC_CIVILIAN_MAXAMMO_NAIL;
|
||
self.maxammo_shells = PC_CIVILIAN_MAXAMMO_SHOT;
|
||
self.maxammo_cells = PC_CIVILIAN_MAXAMMO_CELL;
|
||
|
||
self.no_grenades_1 = PC_CIVILIAN_GRENADE_INIT_1;
|
||
self.no_grenades_2 = PC_CIVILIAN_GRENADE_INIT_2;
|
||
self.tp_grenades_1 = PC_CIVILIAN_GRENADE_TYPE_1;
|
||
self.tp_grenades_2 = PC_CIVILIAN_GRENADE_TYPE_2;
|
||
self.tf_items = PC_CIVILIAN_TF_ITEMS;
|
||
self.job = self.job | PC_CIVILIAN_JOB;
|
||
|
||
self.armorclass = self.armorclass | PC_CIVILIAN_INITARMORCLASS;
|
||
self.armortype = PC_CIVILIAN_INITARMORTYPE;
|
||
self.armorvalue = PC_CIVILIAN_INITARMOR;
|
||
self.armor_allowed = PC_CIVILIAN_MAXARMORTYPE;
|
||
self.maxarmor = PC_CIVILIAN_MAXARMOR;
|
||
self.current_weapon = WEAP_AXE;
|
||
self.items_allowed = PC_CIVILIAN_WEAPONS;
|
||
self.cutf_items = PC_CIVILIAN_CUTFITEMS;
|
||
|
||
// set the weapon icons on the status bar
|
||
self.items = 0;
|
||
kill_my_demon();
|
||
} else if ( self.playerclass == PC_SPY ) {
|
||
self.weapons_carried = self.weapons_carried | PC_SPY_WEAPONS;
|
||
self.ammo_rockets = PC_SPY_INITAMMO_ROCKET;
|
||
self.ammo_nails = PC_SPY_INITAMMO_NAIL;
|
||
self.ammo_shells = PC_SPY_INITAMMO_SHOT;
|
||
self.ammo_cells = PC_SPY_INITAMMO_CELL;
|
||
self.maxammo_rockets = PC_SPY_MAXAMMO_ROCKET;
|
||
self.maxammo_nails = PC_SPY_MAXAMMO_NAIL;
|
||
self.maxammo_shells = PC_SPY_MAXAMMO_SHOT;
|
||
self.maxammo_cells = PC_SPY_MAXAMMO_CELL;
|
||
|
||
self.no_grenades_1 = PC_SPY_GRENADE_INIT_1;
|
||
self.no_grenades_2 = PC_SPY_GRENADE_INIT_2;
|
||
self.tp_grenades_1 = PC_SPY_GRENADE_TYPE_1;
|
||
self.tp_grenades_2 = PC_SPY_GRENADE_TYPE_2;
|
||
self.tf_items = PC_SPY_TF_ITEMS;
|
||
self.job = self.job | PC_SPY_JOB;
|
||
|
||
self.armorclass = self.armorclass | PC_SPY_INITARMORCLASS;
|
||
self.armortype = PC_SPY_INITARMORTYPE;
|
||
self.armorvalue = PC_SPY_INITARMOR;
|
||
self.armor_allowed = PC_SPY_MAXARMORTYPE;
|
||
self.maxarmor = PC_SPY_MAXARMOR;
|
||
self.current_weapon = WEAP_TRANQ;
|
||
self.items_allowed = PC_SPY_WEAPONS;
|
||
self.cutf_items = PC_SPY_CUTFITEMS;
|
||
|
||
// set the weapon icons on the status bar
|
||
self.items = self.items | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN;
|
||
|
||
// If the Spy only has invis, start the Spy's cell regen timer
|
||
if (invis_only == TRUE) {
|
||
te = spawn();
|
||
te.nextthink = time + PC_SPY_CELL_REGEN_TIME;
|
||
te.think = TeamFortress_RegenerateCells;
|
||
te.owner = self;
|
||
te.classname = "timer";
|
||
}
|
||
} else if ( self.playerclass == PC_ENGINEER ) {
|
||
self.weapons_carried = self.weapons_carried | PC_ENGINEER_WEAPONS;
|
||
self.ammo_rockets = PC_ENGINEER_INITAMMO_ROCKET;
|
||
self.ammo_nails = PC_ENGINEER_INITAMMO_NAIL;
|
||
self.ammo_shells = PC_ENGINEER_INITAMMO_SHOT;
|
||
self.ammo_cells = PC_ENGINEER_INITAMMO_CELL;
|
||
self.maxammo_rockets = PC_ENGINEER_MAXAMMO_ROCKET;
|
||
self.maxammo_nails = PC_ENGINEER_MAXAMMO_NAIL;
|
||
self.maxammo_shells = PC_ENGINEER_MAXAMMO_SHOT;
|
||
self.maxammo_cells = PC_ENGINEER_MAXAMMO_CELL;
|
||
|
||
self.no_grenades_1 = PC_ENGINEER_GRENADE_INIT_1;
|
||
self.no_grenades_2 = PC_ENGINEER_GRENADE_INIT_2;
|
||
self.tp_grenades_1 = PC_ENGINEER_GRENADE_TYPE_1;
|
||
self.tp_grenades_2 = PC_ENGINEER_GRENADE_TYPE_2;
|
||
self.tf_items = PC_ENGINEER_TF_ITEMS;
|
||
self.job = self.job | PC_ENGINEER_JOB;
|
||
|
||
self.armorclass = self.armorclass | PC_ENGINEER_INITARMORCLASS;
|
||
self.armortype = PC_ENGINEER_INITARMORTYPE;
|
||
self.armorvalue = PC_ENGINEER_INITARMOR;
|
||
self.armor_allowed = PC_ENGINEER_MAXARMORTYPE;
|
||
self.maxarmor = PC_ENGINEER_MAXARMOR;
|
||
self.current_weapon = WEAP_LASER;
|
||
self.items_allowed = PC_ENGINEER_WEAPONS;
|
||
self.cutf_items = PC_ENGINEER_CUTFITEMS;
|
||
|
||
// set the weapon icons on the status bar
|
||
self.items = self.items | IT_SHOTGUN | IT_SUPER_SHOTGUN;
|
||
kill_my_demon();
|
||
} else if ( self.playerclass == PC_UNDEFINED ) {
|
||
self.items = 0;
|
||
self.ammo_rockets = 0;
|
||
self.ammo_nails = 0;
|
||
self.ammo_shells = 0;
|
||
self.ammo_cells = 0;
|
||
|
||
self.no_grenades_1 = 0;
|
||
self.no_grenades_2 = 0;
|
||
self.tp_grenades_1 = 0;
|
||
self.tp_grenades_2 = 0;
|
||
|
||
self.armorclass = 0;
|
||
self.armortype = 0;
|
||
self.armorvalue = 0;
|
||
self.weapon = 0;
|
||
self.current_weapon = 0;
|
||
self.weapons_carried = 0;
|
||
|
||
self.flags = FL_CLIENT | FL_NOTARGET; // | FL_ONGROUND;
|
||
self.waterlevel = 3;
|
||
self.takedamage = DAMAGE_NO;
|
||
self.solid = SOLID_NOT;
|
||
self.movetype = MOVETYPE_NOCLIP;
|
||
|
||
self.model = "";
|
||
self.mdl = "";
|
||
self.modelindex = 0;
|
||
self.weaponmodel = "";
|
||
modelindex_player = 0;
|
||
self.tfstate = self.tfstate | TFSTATE_RELOADING;
|
||
|
||
setmodel(self, "");
|
||
}
|
||
|
||
|
||
if (stock_mode==1) //- OfN - Stock classes don't get a job when stock_mode is 1
|
||
self.job=0;
|
||
|
||
//- OfN - Set initial grens number
|
||
self.no_grenades_1 = GetMaxGrens(self,1);
|
||
self.no_grenades_2 = GetMaxGrens(self,2);
|
||
|
||
//- OfN - Set army timer //
|
||
if (self.job & JOB_ARMY)
|
||
SetArmyTimer();
|
||
|
||
if (no_otr) // if its disabled get it off
|
||
self.cutf_items = self.cutf_items - (self.cutf_items & CUTF_OTR);
|
||
if (no_chaplan)
|
||
self.job = self.job - (self.job & JOB_CHAPLAN);
|
||
|
||
// Give normal classes the hook
|
||
// Custom classes get it in 'drop into custom class gen'
|
||
if (allow_hook && self.playerclass != PC_UNDEFINED && self.playerclass != PC_CUSTOM)
|
||
self.weapons_carried = self.weapons_carried | WEAP_HOOK;
|
||
|
||
W_SetCurrentAmmo ();
|
||
};
|
||
|
||
//=========================================================================
|
||
// Return the max amount of ammo the Retriever can carry, based on his class
|
||
float(entity Retriever, float AmmoType) TeamFortress_GetMaxAmmo =
|
||
{
|
||
if (AmmoType == IT_SHELLS)
|
||
return Retriever.maxammo_shells;
|
||
else if (AmmoType == IT_NAILS)
|
||
return Retriever.maxammo_nails;
|
||
else if (AmmoType == IT_CELLS)
|
||
return Retriever.maxammo_cells;
|
||
else if (AmmoType == IT_ROCKETS)
|
||
return Retriever.maxammo_rockets;
|
||
else if (AmmoType == WEAP_MEDIKIT)
|
||
return Retriever.maxammo_medikit;
|
||
else if (AmmoType == 131072) //WK Used to be WEAP_DETPACK
|
||
return Retriever.maxammo_detpack;
|
||
|
||
RPrint("Error in TeamFortress_GetMaxAmmo()\n");
|
||
RPrint("Invalid ammo type passed.\n");
|
||
return 0;
|
||
};
|
||
|
||
//=========================================================================
|
||
// Return 1 if the Retriever is allowed to pick up the Weapon
|
||
float(entity Retriever, float WeaponType) TeamFortress_CanGetWeapon =
|
||
{
|
||
if ( Retriever.items_allowed & WeaponType )
|
||
return TRUE;
|
||
|
||
return FALSE;
|
||
};
|
||
|
||
//=========================================================================
|
||
// Print a string to Player, describing this type of armor
|
||
//CH returns number effected
|
||
float(entity Player, float Armorclass) TeamFortress_DescribeArmor =
|
||
{
|
||
local float num;
|
||
num = 0;
|
||
if (Armorclass == 0)
|
||
return num;
|
||
|
||
if (Armorclass & AT_SAVEFIRE) {
|
||
sprint (Player, PRINT_HIGH, "Asbestos ");
|
||
num = num + 1;
|
||
}
|
||
if (Armorclass & AT_SAVEEXPLOSION) {
|
||
sprint (Player, PRINT_HIGH, "Blast ");
|
||
num = num + 1;
|
||
}
|
||
if (Armorclass & AT_SAVEELECTRICITY) {
|
||
sprint (Player, PRINT_HIGH, "Ceramic ");
|
||
num = num + 1;
|
||
}
|
||
if (Armorclass & AT_SAVEMELEE) {
|
||
sprint (Player, PRINT_HIGH, "Gel ");
|
||
num = num + 1;
|
||
}
|
||
if (Armorclass & AT_SAVESHOT) {
|
||
sprint (Player, PRINT_HIGH, "Kevlar ");
|
||
num = num + 1;
|
||
}
|
||
|
||
sprint (Player, PRINT_HIGH, "armor");
|
||
return num;
|
||
};
|
||
|
||
//=========================================================================
|
||
// Controls the equipment a class receives from backpacks
|
||
float(entity Retriever, entity Items) TeamFortress_AddBackpackItems =
|
||
{
|
||
// If you want the classes to _not_ start off with all their legal
|
||
// weapons, then you may want them to be able to pick up weapons
|
||
// from backpacks. If so, this is where to do it.
|
||
// For now, return.
|
||
return 0;
|
||
};
|
||
|
||
//=========================================================================
|
||
// Return a string containing the class name for pc
|
||
string(float pc) TeamFortress_GetClassName =
|
||
{
|
||
if ( pc == PC_SCOUT )
|
||
return "Scout";
|
||
else if ( pc == PC_SNIPER )
|
||
return "Sniper";
|
||
else if ( pc == PC_SOLDIER )
|
||
return "Soldier";
|
||
else if ( pc == PC_DEMOMAN )
|
||
return "Demolitions Man";
|
||
else if ( pc == PC_MEDIC )
|
||
return "Combat Medic";
|
||
else if ( pc == PC_HVYWEAP )
|
||
return "Heavy Weapons Guy";
|
||
else if ( pc == PC_PYRO )
|
||
return "Pyro";
|
||
else if ( pc == PC_SPY )
|
||
return "Spy";
|
||
else if ( pc == PC_ENGINEER )
|
||
return "Engineer";
|
||
else if ( pc == PC_CIVILIAN )
|
||
return "Civilian";
|
||
else if ( pc == PC_UNDEFINED )
|
||
return "Observer";
|
||
else if ( pc == PC_RANDOM )
|
||
return "Random Playerclass";
|
||
else if ( pc == PC_CUSTOM )
|
||
return "Custom Playerclass";
|
||
};
|
||
|
||
//=========================================================================
|
||
// Return a string containing the class name for pc
|
||
string(float pc) TeamFortress_GetJobName =
|
||
{
|
||
if ( pc & JOB_THIEF )
|
||
return "Thief";
|
||
else if ( pc & JOB_RUNNER )
|
||
return "Runner";
|
||
else if ( pc & JOB_WARLOCK )
|
||
return "Warlock";
|
||
else if ( pc & JOB_CHAPLAN )
|
||
return "Combat Chaplan";
|
||
else if ( pc & JOB_BERSERKER )
|
||
return "Nordish Berserker";
|
||
else if ( pc & JOB_GUERILLA )
|
||
return "Communist Rebel";
|
||
else if ( pc & JOB_JUDOKA )
|
||
return "Judo Black Belt";
|
||
else if ( pc & JOB_ARMY )
|
||
return "Army Member";
|
||
else if ( pc & JOB_HACKER )
|
||
return "Hacker";
|
||
else if ( pc & JOB_MARTYR )
|
||
return "Martyr";
|
||
else if ( pc & JOB_CRUSADER )
|
||
return "Crusader";
|
||
else
|
||
return "Custom Playerclass";
|
||
};
|
||
|
||
//=========================================================================
|
||
// Display the class of Player to Viewer
|
||
void(entity Viewer, float pc, float rpc) TeamFortress_PrintClassName =
|
||
{
|
||
local string st;
|
||
st = TeamFortress_GetClassName(pc);
|
||
sprint (Viewer, PRINT_HIGH, st);
|
||
|
||
if (rpc != 0)
|
||
sprint (Viewer, PRINT_HIGH, " (Random)");
|
||
sprint (Viewer, PRINT_HIGH, "\n");
|
||
};
|
||
|
||
//=========================================================================
|
||
// Display the job of a custom class to Viewer
|
||
void(entity Viewer, float pc) TeamFortress_PrintJobName =
|
||
{
|
||
local string st;
|
||
st = TeamFortress_GetJobName(pc);
|
||
sprint (Viewer, PRINT_HIGH, st);
|
||
sprint (Viewer, PRINT_HIGH, "\n");
|
||
};
|
||
|
||
//=========================================================================
|
||
// Say the class of Player to him/her
|
||
#ifdef SPEECH
|
||
void(entity player) TeamFortress_SayClassName =
|
||
{
|
||
if ( player.playerclass == PC_SCOUT )
|
||
stuffcmd(player, "play speech/scout.wav\n");
|
||
else if ( player.playerclass == PC_SNIPER )
|
||
stuffcmd(player, "play speech/sniper.wav\n");
|
||
else if ( player.playerclass == PC_SOLDIER )
|
||
stuffcmd(player, "play speech/soldier.wav\n");
|
||
else if ( player.playerclass == PC_DEMOMAN )
|
||
stuffcmd(player, "play speech/demoman.wav\n");
|
||
else if ( player.playerclass == PC_MEDIC )
|
||
stuffcmd(player, "play speech/medic.wav\n");
|
||
else if ( player.playerclass == PC_HVYWEAP )
|
||
stuffcmd(player, "play speech/hvyweap.wav\n");
|
||
else if ( player.playerclass == PC_PYRO )
|
||
stuffcmd(player, "play speech/pyro.wav\n");
|
||
else if ( player.playerclass == PC_SPY )
|
||
stuffcmd(player, "play speech/spy.wav\n");
|
||
else if ( player.playerclass == PC_ENGINEER )
|
||
stuffcmd(player, "play speech/engineer.wav\n");
|
||
else if ( player.playerclass == PC_CIVILIAN )
|
||
stuffcmd(player, "play speech/civilian.wav\n");
|
||
};
|
||
#endif
|
||
|
||
//=========================================================================
|
||
// Remove all the timers for this player
|
||
// This function is _always_ called when a player dies.
|
||
void() TeamFortress_RemoveTimers =
|
||
{
|
||
local entity te;
|
||
local entity oself;
|
||
|
||
self.leg_damage = 0;
|
||
self.is_undercover = 0;
|
||
self.is_building = 0;
|
||
self.building = NIL;
|
||
|
||
//CH
|
||
stuffcmd (self, "throwgren\n"); //Throw any grenades
|
||
stuffcmd (self, "impulse 169\n"); //Stop laying dets
|
||
|
||
// Clear the sniper's aiming
|
||
if (self.tfstate & TFSTATE_AIMING) {
|
||
self.tfstate = self.tfstate - TFSTATE_AIMING;
|
||
TeamFortress_SetSpeed(self);
|
||
self.heat = 0;
|
||
}
|
||
|
||
// Remove all the timer entities for this player
|
||
te = find(NIL, classname, "timer");
|
||
while (te) {
|
||
//WK Judokatimer is a little weird
|
||
if (te.netname == "judokatimer" && te.think == JudokaRearm) {
|
||
if (te.owner == self || te.enemy == self) {
|
||
oself = self;
|
||
self = te;
|
||
self.think();
|
||
self = oself;
|
||
te.think = SUB_Remove;
|
||
te.nextthink = time + 0.1;
|
||
}
|
||
te = find(te, classname, "timer");
|
||
} else if (te.owner == self) {
|
||
//WK Fix our new little flash timer
|
||
if (te.netname == "flashtimer") {
|
||
self.FlashTime = 0;
|
||
stuffcmd(self, "v_cshift 0\n");
|
||
stuffcmd(self, "r_norefresh 0;wait;echo;wait;echo;wait;echo;wait;echo\n");
|
||
dremove(te);
|
||
te = find(NIL, classname, "timer");
|
||
//WK Support for the curse timer
|
||
} else if (te.netname == "bastardtimer") {
|
||
if (self.has_disconnected == TRUE) {
|
||
dremove(te);
|
||
te = find(NIL, classname, "timer");
|
||
} else
|
||
te = find(te, classname, "timer");
|
||
} else {
|
||
dremove(te);
|
||
te = find(NIL, classname, "timer");
|
||
}
|
||
} else
|
||
te = find(te, classname, "timer");
|
||
}
|
||
|
||
// Drop any GoalItems
|
||
te = find (NIL, classname, "item_tfgoal");
|
||
while (te) {
|
||
if (te.owner == self) {
|
||
// Remove it from the player, if it is supposed to be
|
||
if (!(te.goal_activation & TFGI_KEEP)) {
|
||
tfgoalitem_RemoveFromPlayer(te, self, 0);
|
||
}
|
||
|
||
// CTF support
|
||
if (CTF_Map == TRUE && te.goal_no == CTF_FLAG1) {
|
||
bprint(PRINT_HIGH, self.netname);
|
||
bprint(PRINT_HIGH, " <20><><EFBFBD><EFBFBD> the <20><><EFBFBD><EFBFBD> flag!\n");
|
||
} else if (CTF_Map == TRUE && te.goal_no == CTF_FLAG2) {
|
||
bprint(PRINT_HIGH, self.netname);
|
||
bprint(PRINT_HIGH, " <20><><EFBFBD><EFBFBD> the <20><><EFBFBD> flag!\n");
|
||
}
|
||
}
|
||
te = find(te, classname, "item_tfgoal");
|
||
}
|
||
|
||
// Reset detpacks being disarmed to not being disarmed
|
||
te = find (NIL, classname, "detpack");
|
||
while (te) {
|
||
if ((te.weaponmode == 1) && (te.enemy == self))
|
||
te.weaponmode = 0;
|
||
te = find(te, classname, "detpack");
|
||
}
|
||
|
||
// detonate all of the players pipebombs
|
||
TeamFortress_DetonatePipebombs();
|
||
|
||
// OfN Remove holo if player dies!
|
||
if (self.has_holo > 0)
|
||
RemoveHolo(self);
|
||
|
||
stuffcmd(self, "v_idlescale 0\n");
|
||
stuffcmd(self, "v_cshift 0 0 0 0\n");
|
||
self.item_list = 0;
|
||
self.FlashTime = 0;
|
||
|
||
// Remove Menu
|
||
CenterPrint(self, "\n");
|
||
self.menu_count = MENU_REFRESH_RATE;
|
||
self.current_menu = MENU_DEFAULT;
|
||
self.impulse = 0;
|
||
};
|
||
|
||
//=========================================================================
|
||
// Setup the Respawn delays for this player
|
||
void(float Suicided) TeamFortress_SetupRespawn =
|
||
{
|
||
local float restime;
|
||
local string db;
|
||
|
||
if (self.respawn_time > time)
|
||
return; // already respawning
|
||
|
||
// Setup Respawn Delay
|
||
if (toggleflags & TFLAG_RESPAWNDELAY)
|
||
restime = respawn_delay_time;
|
||
else
|
||
restime = 0;
|
||
|
||
// Suiciders can't respawn immediately
|
||
if (Suicided)
|
||
restime = restime + 5;
|
||
|
||
// Remove a life
|
||
if (self.lives > 0 && prematch < time) {
|
||
self.lives = self.lives - 1;
|
||
/* if (self.team_no == 1) team1total = team1total - 1;
|
||
else if (self.team_no == 2) team1total = team2total - 1;
|
||
else if (self.team_no == 3) team1total = team3total - 1;
|
||
else if (self.team_no == 4) team1total = team4total - 1;
|
||
*///- ???
|
||
|
||
}
|
||
|
||
if (self.lives != -1) {
|
||
if (self.lives == 0) {
|
||
// Move to Observer mode when you die
|
||
PlayerObserverMode();
|
||
//if (livesperguy > 1)
|
||
//{
|
||
sprint (self, PRINT_HIGH, "NO lives left, returning to Observer mode.\n");
|
||
bprint (PRINT_MEDIUM, self.netname);
|
||
bprint (PRINT_MEDIUM, " ran out of lives!\n");
|
||
//}
|
||
return;
|
||
}
|
||
|
||
if (self.lives == 1)
|
||
sprint (self, PRINT_HIGH, "LAST life.\n");
|
||
else {
|
||
db = ftos(self.lives);
|
||
sprint(self, PRINT_HIGH, db);
|
||
sprint (self, PRINT_HIGH, " lives left.\n");
|
||
}
|
||
}//*/// ???
|
||
|
||
// Do this after life calculation, so people without any
|
||
// lives left can respawn back to Observer mode without a delay.
|
||
self.respawn_time = time + restime;
|
||
|
||
if (restime > 3) {
|
||
db = ftos(restime);
|
||
|
||
sprint(self, PRINT_HIGH, db);
|
||
sprint(self, PRINT_HIGH, " seconds till respawn.\n");
|
||
}
|
||
};
|
||
|
||
//=========================================================================
|
||
// Check all stats to make sure they're good for this class
|
||
void() TeamFortress_CheckClassStats =
|
||
{
|
||
// Check armor
|
||
if (self.armortype > self.armor_allowed)
|
||
self.armortype = self.armor_allowed;
|
||
if (self.armorvalue > self.maxarmor)
|
||
self.armorvalue = self.maxarmor;
|
||
if (self.armortype < 0)
|
||
self.armortype = 0;
|
||
if (self.armorvalue < 0)
|
||
self.armorvalue = 0;
|
||
// Check ammo
|
||
if (self.ammo_shells > TeamFortress_GetMaxAmmo(self,IT_SHELLS))
|
||
self.ammo_shells = TeamFortress_GetMaxAmmo(self,IT_SHELLS);
|
||
if (self.ammo_shells < 0)
|
||
self.ammo_shells = 0;
|
||
if (self.ammo_nails > TeamFortress_GetMaxAmmo(self,IT_NAILS))
|
||
self.ammo_nails = TeamFortress_GetMaxAmmo(self,IT_NAILS);
|
||
if (self.ammo_nails < 0)
|
||
self.ammo_nails = 0;
|
||
if (self.ammo_rockets > TeamFortress_GetMaxAmmo(self,IT_ROCKETS))
|
||
self.ammo_rockets = TeamFortress_GetMaxAmmo(self,IT_ROCKETS);
|
||
if (self.ammo_rockets < 0)
|
||
self.ammo_rockets = 0;
|
||
if (self.ammo_cells > TeamFortress_GetMaxAmmo(self,IT_CELLS))
|
||
self.ammo_cells = TeamFortress_GetMaxAmmo(self,IT_CELLS);
|
||
if (self.ammo_cells < 0)
|
||
self.ammo_cells = 0;
|
||
if (self.ammo_medikit > TeamFortress_GetMaxAmmo(self,WEAP_MEDIKIT))
|
||
self.ammo_medikit = TeamFortress_GetMaxAmmo(self,WEAP_MEDIKIT);
|
||
if (self.ammo_medikit < 0)
|
||
self.ammo_medikit = 0;
|
||
if (self.ammo_detpack > TeamFortress_GetMaxAmmo(self,131072))
|
||
self.ammo_detpack = TeamFortress_GetMaxAmmo(self,131072);
|
||
if (self.ammo_detpack < 0)
|
||
self.ammo_detpack = 0;
|
||
// Check Grenades
|
||
if (self.no_grenades_1 < 0)
|
||
self.no_grenades_1 = 0;
|
||
if (self.no_grenades_2 < 0)
|
||
self.no_grenades_2 = 0;
|
||
// Check health
|
||
if (self.health > self.max_health && !(self.items & IT_SUPERHEALTH))
|
||
TF_T_Damage (self, NIL, NIL, (self.max_health - self.health), 0, TF_TD_NOSOUND);
|
||
if (self.health < 0)
|
||
T_Heal(self, (self.health - self.health), 0);
|
||
|
||
// Update armor picture
|
||
self.items = self.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
|
||
if (self.armortype >= 0.8)
|
||
self.items = self.items | IT_ARMOR3;
|
||
else if (self.armortype >= 0.6)
|
||
self.items = self.items | IT_ARMOR2;
|
||
else if (self.armortype >= 0.3)
|
||
self.items = self.items | IT_ARMOR1;
|
||
};
|
||
|
||
//=========================================================================
|
||
// AMMOBOX Handling
|
||
//=========================================================================
|
||
// Throw an ammo box with 10 shells, 10 nails, 5 cells or 5 rockets
|
||
void (float type) TeamFortress_DropAmmo =
|
||
{
|
||
local float ammo = 0;
|
||
|
||
if (type == 1) {
|
||
ammo = DROP_SHELLS;
|
||
if (self.ammo_shells < ammo) {
|
||
/*CH who cares, we need space
|
||
// ENGINEER can make ammo
|
||
if (self.playerclass == PC_ENGINEER) {
|
||
if ((self.ammo_cells / AMMO_COST_SHELLS) > (ammo - self.ammo_shells)) {
|
||
sprint (self, PRINT_HIGH, "you make some shells.\n");
|
||
self.ammo_cells = self.ammo_cells - ((ammo - self.ammo_shells) * AMMO_COST_SHELLS);
|
||
self.ammo_shells = ammo;
|
||
}
|
||
}
|
||
|
||
if (self.ammo_shells < ammo)
|
||
*/ return;
|
||
}
|
||
|
||
self.ammo_shells = self.ammo_shells - ammo;
|
||
} else if (type == 2) {
|
||
ammo = DROP_NAILS;
|
||
if (self.ammo_nails < ammo) {
|
||
/*CH who cares, we need space
|
||
// ENGINEER can make ammo
|
||
if (self.playerclass == PC_ENGINEER) {
|
||
if ((self.ammo_cells / AMMO_COST_NAILS) > (ammo - self.ammo_nails)) {
|
||
sprint (self, PRINT_HIGH, "you make some nails.\n");
|
||
self.ammo_cells = self.ammo_cells - ((ammo - self.ammo_nails) * AMMO_COST_NAILS);
|
||
self.ammo_nails = ammo;
|
||
}
|
||
}
|
||
|
||
if (self.ammo_nails < ammo)
|
||
*/ return;
|
||
}
|
||
|
||
self.ammo_nails = self.ammo_nails - ammo;
|
||
} else if (type == 3) {
|
||
ammo = DROP_ROCKETS;
|
||
if (self.ammo_rockets < ammo) {
|
||
/*CH who cares, we need space
|
||
// ENGINEER can make ammo
|
||
if (self.playerclass == PC_ENGINEER) {
|
||
if ((self.ammo_cells / AMMO_COST_ROCKETS) > (ammo - self.ammo_rockets)) {
|
||
sprint (self, PRINT_HIGH, "you make some rockets.\n");
|
||
self.ammo_cells = self.ammo_cells - ((ammo - self.ammo_rockets) * AMMO_COST_ROCKETS);
|
||
self.ammo_rockets = ammo;
|
||
}
|
||
}
|
||
|
||
if (self.ammo_rockets < ammo)
|
||
*/ return;
|
||
}
|
||
|
||
self.ammo_rockets = self.ammo_rockets - ammo;
|
||
} else if (type == 4) {
|
||
ammo = DROP_CELLS;
|
||
if (self.ammo_cells < ammo) {
|
||
/*CH who cares, we need space
|
||
// ENGINEER can make ammo
|
||
if (self.playerclass == PC_ENGINEER) {
|
||
if ((self.ammo_cells / AMMO_COST_CELLS) > (ammo - self.ammo_cells)) {
|
||
sprint (self, PRINT_HIGH, "you make some cells.\n");
|
||
self.ammo_cells = self.ammo_cells - ((ammo - self.ammo_cells) * AMMO_COST_CELLS);
|
||
self.ammo_cells = ammo;
|
||
}
|
||
}
|
||
|
||
if (self.ammo_cells < ammo)
|
||
*/ return;
|
||
}
|
||
|
||
self.ammo_cells = self.ammo_cells - ammo;
|
||
}
|
||
W_SetCurrentAmmo();
|
||
|
||
if (self.team_no != 0) {
|
||
increment_team_ammoboxes(self.team_no);
|
||
if (num_team_ammoboxes(self.team_no) > (MAX_WORLD_AMMOBOXES / number_of_teams))
|
||
RemoveOldAmmobox(self.team_no);
|
||
} else {
|
||
num_world_ammoboxes = num_world_ammoboxes + 1;
|
||
if (num_world_ammoboxes > MAX_WORLD_AMMOBOXES)
|
||
RemoveOldAmmobox(0);
|
||
}
|
||
|
||
newmis = spawn();
|
||
newmis.aflag = ammo;
|
||
newmis.weapon = type;
|
||
if (newmis.weapon == 1)
|
||
newmis.ammo_shells = ammo;
|
||
else if (newmis.weapon == 2)
|
||
newmis.ammo_nails = ammo;
|
||
else if (newmis.weapon == 3)
|
||
newmis.ammo_rockets = ammo;
|
||
else if (newmis.weapon == 4)
|
||
newmis.ammo_cells = ammo;
|
||
newmis.enemy = self;
|
||
newmis.health = time;
|
||
newmis.movetype = MOVETYPE_TOSS;
|
||
newmis.solid = SOLID_TRIGGER;
|
||
newmis.classname = "ammobox";
|
||
newmis.team_no = self.team_no;
|
||
|
||
makevectors (self.v_angle);
|
||
|
||
if (self.v_angle_x)
|
||
newmis.velocity = v_forward*400 + v_up * 200;
|
||
else {
|
||
newmis.velocity = aim(self, 10000);
|
||
newmis.velocity = newmis.velocity * 400;
|
||
newmis.velocity_z = 200;
|
||
}
|
||
|
||
newmis.avelocity = '0 300 0';
|
||
setsize (newmis, '0 0 0', '0 0 0');
|
||
setorigin (newmis, self.origin);
|
||
newmis.nextthink = time + 30; // remove after 30 seconds
|
||
newmis.think = SUB_Remove;
|
||
newmis.touch = TeamFortress_AmmoboxTouch;
|
||
newmis.skin = type - 1;
|
||
setmodel (newmis, "progs/ammobox.mdl");
|
||
};
|
||
|
||
void () TeamFortress_AmmoboxTouch =
|
||
{
|
||
local float took;
|
||
local string quantity;
|
||
|
||
took = 0;
|
||
|
||
// Cant touch own ammobox for 2 seconds after throwing
|
||
if ((other == self.enemy) && (time < self.health + 2))
|
||
return;
|
||
|
||
if (other.health <= 0)
|
||
return;
|
||
|
||
|
||
// Return if other is not a player
|
||
if (other.classname != "player") { //- OfN - Now grunt can take em
|
||
if (other.classname != "monster_army")
|
||
return;
|
||
|
||
num_world_ammoboxes = num_world_ammoboxes - 1;
|
||
decrement_team_ammoboxes(self.team_no);
|
||
|
||
other.ammo_shells = other.ammo_shells + self.ammo_shells;
|
||
other.ammo_nails = other.ammo_nails + self.ammo_nails;
|
||
other.ammo_rockets = other.ammo_rockets + self.ammo_rockets;
|
||
other.ammo_cells = other.ammo_cells + self.ammo_cells;
|
||
|
||
grunty_boundammo(other);
|
||
|
||
PrintFromSoldier(other,other.real_owner,"i picked up some ammo.\n");
|
||
|
||
sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
|
||
|
||
dremove(self);
|
||
self = other;
|
||
|
||
return;
|
||
}
|
||
|
||
num_world_ammoboxes = num_world_ammoboxes - 1;
|
||
decrement_team_ammoboxes(self.team_no);
|
||
|
||
// discard backpack
|
||
if (self.weapon == 0) {
|
||
sprint(other, PRINT_LOW, "You got ");
|
||
if (self.ammo_shells > 0) {
|
||
other.ammo_shells = other.ammo_shells + self.ammo_shells;
|
||
quantity = ftos(self.ammo_shells);
|
||
sprint(other, PRINT_LOW, quantity, " shells ");
|
||
}
|
||
if (self.ammo_nails > 0) {
|
||
other.ammo_nails = other.ammo_nails + self.ammo_nails;
|
||
quantity = ftos(self.ammo_nails);
|
||
sprint(other, PRINT_LOW, quantity, " nails ");
|
||
}
|
||
if (self.ammo_rockets > 0) {
|
||
other.ammo_rockets = other.ammo_rockets + self.ammo_rockets;
|
||
quantity = ftos(self.ammo_rockets);
|
||
sprint(other, PRINT_LOW, quantity, " rockets ");
|
||
}
|
||
if (self.ammo_cells > 0) {
|
||
other.ammo_cells = other.ammo_cells + self.ammo_cells;
|
||
quantity = ftos(self.ammo_cells);
|
||
sprint(other, PRINT_LOW, quantity, " cells ");
|
||
}
|
||
sprint(other, PRINT_LOW, "\n");
|
||
} else if (self.weapon == 1) { // shotgun
|
||
if (other.ammo_shells >= TeamFortress_GetMaxAmmo(other,IT_SHELLS))
|
||
return;
|
||
other.ammo_shells = other.ammo_shells + self.aflag;
|
||
self.netname = "shells";
|
||
} else if (self.weapon == 2) { // spikes
|
||
if (other.ammo_nails >= TeamFortress_GetMaxAmmo(other,IT_NAILS))
|
||
return;
|
||
other.ammo_nails = other.ammo_nails + self.aflag;
|
||
self.netname = "nails";
|
||
} else if (self.weapon == 3) { // rockets
|
||
if (other.ammo_rockets >= TeamFortress_GetMaxAmmo(other,IT_ROCKETS))
|
||
return;
|
||
other.ammo_rockets = other.ammo_rockets + self.aflag;
|
||
self.netname = "rockets";
|
||
} else if (self.weapon == 4) { // cells
|
||
if (other.ammo_cells >= TeamFortress_GetMaxAmmo(other,IT_CELLS))
|
||
return;
|
||
other.ammo_cells = other.ammo_cells + self.aflag;
|
||
self.netname = "cells";
|
||
}
|
||
|
||
bound_other_ammo (other);
|
||
|
||
// Discard backpacks do their own printing
|
||
if (self.weapon > 0) {
|
||
quantity = ftos(self.aflag);
|
||
sprint(other, PRINT_LOW, "You picked up ", quantity, " ", self.netname, "\n");
|
||
}
|
||
|
||
sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
|
||
stuffcmd (other, "bf\n");
|
||
|
||
dremove(self);
|
||
self = other;
|
||
W_SetCurrentAmmo();
|
||
};
|
||
|
||
// Return the number of pipebombs in existence for a particular team
|
||
float (float tno) num_team_ammoboxes =
|
||
{
|
||
if (tno == 1)
|
||
return num_team_ammoboxes_1;
|
||
else if (tno == 2)
|
||
return num_team_ammoboxes_2;
|
||
else if (tno == 3)
|
||
return num_team_ammoboxes_3;
|
||
else if (tno == 4)
|
||
return num_team_ammoboxes_4;
|
||
|
||
return 0;
|
||
};
|
||
|
||
// Remove enough old ammoboxes to bring the count down to the max level
|
||
void(float tno) RemoveOldAmmobox =
|
||
{
|
||
local entity old;
|
||
local float index;
|
||
|
||
if (tno != 0) {
|
||
index = num_team_ammoboxes(tno);
|
||
index = index - (MAX_WORLD_AMMOBOXES / number_of_teams);
|
||
} else {
|
||
index = num_world_ammoboxes - MAX_WORLD_AMMOBOXES;
|
||
}
|
||
|
||
old = find(NIL, classname, "ammobox");
|
||
while (index > 0) {
|
||
if (!old) {
|
||
// RPrint("*** ERROR: RemoveOldAmmobox. ***\n");
|
||
// RPrint("*** Shaka thought he fixed this ***\n");
|
||
num_world_ammoboxes = num_world_ammoboxes - 1;
|
||
decrement_team_ammoboxes(old.team_no);
|
||
return;
|
||
}
|
||
|
||
if (old.team_no == tno || tno == 0) {
|
||
old.think = SUB_Remove;
|
||
old.nextthink = time + 0.1;
|
||
index = index - 1;
|
||
|
||
num_world_ammoboxes = num_world_ammoboxes - 1;
|
||
decrement_team_ammoboxes(old.team_no);
|
||
}
|
||
|
||
old = find(old, classname, "ammobox");
|
||
}
|
||
};
|
||
|
||
void(float tno) increment_team_ammoboxes =
|
||
{
|
||
if (tno == 1)
|
||
num_team_ammoboxes_1 = num_team_ammoboxes_1 + 1;
|
||
else if (tno == 2)
|
||
num_team_ammoboxes_2 = num_team_ammoboxes_2 + 1;
|
||
else if (tno == 3)
|
||
num_team_ammoboxes_3 = num_team_ammoboxes_3 + 1;
|
||
else if (tno == 4)
|
||
num_team_ammoboxes_4 = num_team_ammoboxes_4 + 1;
|
||
};
|
||
|
||
void(float tno) decrement_team_ammoboxes =
|
||
{
|
||
if (tno == 1)
|
||
num_team_ammoboxes_1 = num_team_ammoboxes_1 - 1;
|
||
else if (tno == 2)
|
||
num_team_ammoboxes_2 = num_team_ammoboxes_2 - 1;
|
||
else if (tno == 3)
|
||
num_team_ammoboxes_3 = num_team_ammoboxes_3 - 1;
|
||
else if (tno == 4)
|
||
num_team_ammoboxes_4 = num_team_ammoboxes_4 - 1;
|
||
};
|
||
|
||
//=========================================================================
|
||
// WEAPON HANDLING FUNCTIONS
|
||
//=========================================================================
|
||
//=========================================================================
|
||
// Assault Cannon selection function
|
||
void() TeamFortress_AssaultWeapon =
|
||
{
|
||
self.impulse = 0;
|
||
|
||
if (self.tfstate & TFSTATE_RELOADING)
|
||
return;
|
||
|
||
if (!(self.weapons_carried & WEAP_ASSAULT_CANNON))
|
||
return;
|
||
|
||
if (self.heat > 0) {
|
||
sprint (self, PRINT_HIGH, "the assault cannon is still overheated.\n");
|
||
return;
|
||
}
|
||
|
||
if (self.ammo_shells < 1) { // don't have the ammo
|
||
sprint (self, PRINT_HIGH, "not enough ammo.\n");
|
||
return;
|
||
}
|
||
// The cannon also needs 6 cells to power up
|
||
if (self.ammo_cells < 6) {
|
||
sprint (self, PRINT_HIGH, "not enough cells to power the assault cannon.\n");
|
||
return;
|
||
}
|
||
|
||
self.current_weapon = WEAP_ASSAULT_CANNON;
|
||
|
||
W_SetCurrentAmmo ();
|
||
};
|
||
|
||
//=========================================================================
|
||
// If this gets called, the players holding onto an exploding grenade :)
|
||
void() TeamFortress_ExplodePerson =
|
||
{
|
||
// Removes the owners grenade
|
||
self.owner.tfstate &= ~TFSTATE_GRENPRIMED;
|
||
|
||
KickPlayer(-2, self.owner);
|
||
|
||
newmis = spawn ();
|
||
newmis.movetype = MOVETYPE_BOUNCE;
|
||
newmis.solid = SOLID_BBOX;
|
||
newmis.classname = "grenade";
|
||
newmis.team_no = self.owner.team_no;
|
||
newmis.owner = self.owner;
|
||
|
||
// Don't bother calculating a velocity
|
||
newmis.velocity = '0 0 0';
|
||
newmis.angles = vectoangles(newmis.velocity);
|
||
|
||
// set the grenades thinktime to now
|
||
newmis.think = dont_think;
|
||
newmis.nextthink = time + 0.1;
|
||
|
||
// set the think and touches to the appropriate grenade type
|
||
if (self.weapon == GR_TYPE_NORMAL) {
|
||
newmis.touch = NormalGrenadeTouch;
|
||
newmis.think = NormalGrenadeExplode;
|
||
newmis.skin = 0;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/hgren2.mdl");
|
||
} else if (self.weapon == GR_TYPE_CONCUSSION) {
|
||
newmis.touch = ConcussionGrenadeTouch;
|
||
newmis.think = ConcussionGrenadeExplode;
|
||
newmis.skin = 1;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/hgren2.mdl");
|
||
} else if (self.weapon == GR_TYPE_BIO) {
|
||
newmis.touch = BioGrenadeTouch;
|
||
newmis.think = BioGrenadeExplode;
|
||
newmis.skin = 0;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/hgren2.mdl");
|
||
} else if (self.weapon == GR_TYPE_ANTIGRAV) {
|
||
newmis.touch = ConcussionGrenadeTouch;
|
||
newmis.think = AntiGravGrenadeExplode;
|
||
newmis.skin = 1;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/hgren2.mdl");
|
||
} else if (self.weapon == GR_TYPE_NAIL) {
|
||
newmis.touch = NailGrenadeTouch;
|
||
newmis.think = NailGrenadeExplode;
|
||
newmis.skin = 1;
|
||
newmis.avelocity = '0 300 0';
|
||
setmodel (newmis, "progs/biggren.mdl");
|
||
} else if (self.weapon == GR_TYPE_CALTROP) {
|
||
newmis.touch = NormalGrenadeTouch;
|
||
newmis.think = CaltropGrenadeExplode;
|
||
newmis.skin = 0;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/hgren2.mdl");
|
||
} else if (self.weapon == GR_TYPE_MIRV) {
|
||
newmis.touch = MirvGrenadeTouch;
|
||
newmis.think = MirvGrenadeExplode;
|
||
newmis.skin = 0;
|
||
newmis.avelocity = '0 300 0';
|
||
setmodel (newmis, "progs/biggren.mdl");
|
||
} else if (self.weapon == GR_TYPE_NAPALM) {
|
||
newmis.touch = NapalmGrenadeTouch;
|
||
newmis.think = NapalmGrenadeExplode;
|
||
newmis.skin = 2;
|
||
newmis.avelocity = '0 300 0';
|
||
setmodel (newmis, "progs/biggren.mdl");
|
||
} else if (self.weapon == GR_TYPE_FLARE) { //CH no flare //OfN why??
|
||
// sprint(self.owner, PRINT_HIGH, "Flare lit.\n");
|
||
sprint(self.owner, PRINT_HIGH, "The flare burns on your hand!\n");
|
||
T_Damage(self.owner, self.owner, self.owner,12);
|
||
stuffcmd(self.owner, "bf\nbf\n");
|
||
|
||
newmis.touch = FlareBounce;
|
||
newmis.think = FlareGrenadeExplode;
|
||
newmis.skin = 0;
|
||
newmis.has_holo=1;
|
||
newmis.avelocity = '0 0 0';
|
||
setmodel (newmis, "progs/flarefly.mdl");
|
||
/*
|
||
te = spawn();
|
||
te.touch = NIL;
|
||
te.think = SUB_Remove;//FlareGrenadeExplode;//RemoveFlare;
|
||
te.nextthink = time + 25;
|
||
te.owner = self.owner;
|
||
te.solid = SOLID_NOT;
|
||
self.owner.effects = self.owner.effects | EF_BRIGHTLIGHT;
|
||
*/
|
||
setsize (newmis, '0 0 0', '0 0 0');
|
||
setorigin (newmis, self.owner.origin);
|
||
|
||
dremove(self);
|
||
//dremove(newmis);
|
||
return;
|
||
} else if (self.weapon == GR_TYPE_GAS) {
|
||
newmis.touch = GasGrenadeTouch;
|
||
newmis.think = GasGrenadeExplode;
|
||
newmis.skin = 2;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/grenade2.mdl");
|
||
} else if (self.weapon == GR_TYPE_EMP) {
|
||
newmis.touch = EMPGrenadeTouch;
|
||
newmis.think = EMPGrenadeExplode;
|
||
newmis.skin = 4;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/grenade2.mdl");
|
||
} else if (self.weapon == GR_TYPE_FLASH) {
|
||
newmis.touch = FlashGrenadeTouch;
|
||
newmis.think = FlashGrenadeExplode;
|
||
newmis.skin = 1;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/grenade2.mdl");
|
||
} else if (self.weapon == GR_TYPE_FRAG) {
|
||
newmis.touch = FragGrenadeTouch;
|
||
newmis.think = FragGrenadeExplode;
|
||
newmis.skin = 1;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/grenade2.mdl");
|
||
} else if (self.weapon == GR_TYPE_KRAC) {
|
||
newmis.touch = KracGrenadeTouch;
|
||
newmis.think = KracGrenadeExplode;
|
||
newmis.skin = 1;
|
||
newmis.avelocity = '300 300 300';
|
||
setmodel (newmis, "progs/grenade2.mdl");
|
||
}
|
||
|
||
setsize (newmis, '0 0 0', '0 0 0');
|
||
setorigin (newmis, self.owner.origin);
|
||
|
||
//bprint(PRINT_MEDIUM, "No ");
|
||
//bprint(PRINT_MEDIUM, self.owner.netname);
|
||
//bprint(PRINT_MEDIUM, ", throw the grenade, not the pin!\n");
|
||
|
||
bprint(PRINT_MEDIUM, "No ");
|
||
bprint(PRINT_MEDIUM, self.owner.netname);
|
||
bprint(PRINT_MEDIUM, ", you are supposed to THROW the grenade!\n");
|
||
|
||
//no xxx, your grenade is your friend for another reason!
|
||
//no
|
||
|
||
// Remove primed grenade object
|
||
dremove(self);
|
||
};
|
||
|
||
//=========================================================================
|
||
// Thrown Grenade touch function.
|
||
void() NormalGrenadeTouch =
|
||
{
|
||
if (other == self.owner)
|
||
return; // don't explode on owner
|
||
|
||
// Thrown grenades don't detonate when hitting an enemy
|
||
|
||
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
|
||
if (self.velocity == '0 0 0')
|
||
self.avelocity = '0 0 0';
|
||
};
|
||
|
||
//=========================================================================
|
||
// Thrown grenade explosion. 50% more powerful as grenade launcher grenades.
|
||
void() NormalGrenadeExplode =
|
||
{
|
||
deathmsg = DMSG_GREN_HAND;
|
||
T_RadiusDamage (self, self.owner, 180, 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);
|
||
};
|
||
|
||
//=========================================================================
|
||
// Displays the state of the items in the Detection Entity
|
||
void() TeamFortress_DisplayDetectionItems =
|
||
{
|
||
local entity Goal, te;
|
||
|
||
Goal = find(NIL, classname, "info_tfdetect");
|
||
if (!Goal)
|
||
return;
|
||
|
||
// Check to make sure they've got some strings
|
||
if (!Goal.team_str_home)
|
||
return;
|
||
|
||
if (Goal.display_item_status1 != 0) {
|
||
te = Finditem(Goal.display_item_status1);
|
||
if (te)
|
||
DisplayItemStatus(Goal, self, te);
|
||
else
|
||
sprint (self, PRINT_HIGH, "Item is missing.\n");
|
||
} else
|
||
return;
|
||
|
||
if (Goal.display_item_status2 != 0) {
|
||
te = Finditem(Goal.display_item_status2);
|
||
if (te)
|
||
DisplayItemStatus(Goal, self, te);
|
||
else
|
||
sprint (self, PRINT_HIGH, "Item is missing.\n");
|
||
} else
|
||
return;
|
||
|
||
if (Goal.display_item_status3 != 0) {
|
||
te = Finditem(Goal.display_item_status3);
|
||
if (te)
|
||
DisplayItemStatus(Goal, self, te);
|
||
else
|
||
sprint (self, PRINT_HIGH, "Item is missing.\n");
|
||
} else
|
||
return;
|
||
|
||
if (Goal.display_item_status4 != 0) {
|
||
te = Finditem(Goal.display_item_status4);
|
||
if (te)
|
||
DisplayItemStatus(Goal, self, te);
|
||
else
|
||
sprint (self, PRINT_HIGH, "Item is missing.\n");
|
||
}
|
||
};
|
||
|
||
//=========================================================================
|
||
// ITEM HANDLING FUNCTIONS
|
||
//=========================================================================
|
||
// Function for handling the BioInfection Decay of players
|
||
void() BioInfection_Decay =
|
||
{
|
||
// Remove infections which can't hurt the owner
|
||
if ((teamplay & TEAMPLAY_NOEXPLOSIVE) && Teammate(self.owner.team_no,self.enemy.team_no)) {
|
||
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_INFECTED);
|
||
dremove(self);
|
||
return;
|
||
}
|
||
|
||
if (self.invincible_finished > time) {
|
||
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_INFECTED);
|
||
dremove(self);
|
||
return;
|
||
}
|
||
|
||
if (self.owner.current_weapon == WEAP_MEDIKIT) {
|
||
sprint(self.owner,PRINT_HIGH,"You heal yourself of your infection.\n");
|
||
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_INFECTED);
|
||
dremove(self);
|
||
return;
|
||
}
|
||
self.nextthink = time + 2;
|
||
|
||
deathmsg = DMSG_BIOWEAPON;
|
||
TF_T_Damage(self.owner, self, self.enemy, 5, TF_TD_IGNOREARMOUR, TF_TD_OTHER);
|
||
|
||
SpawnBlood(self.owner.origin, 30);
|
||
|
||
// remove this entity if the infection is gone
|
||
if ( !(self.owner.tfstate & TFSTATE_INFECTED) )
|
||
dremove(self);
|
||
};
|
||
|
||
//========================================================================
|
||
// Function for handling the BioInfection Decay of monsters
|
||
void() BioInfection_MonsterDecay =
|
||
{
|
||
local float drmg;
|
||
|
||
if (!(self.enemy.tfstate & TFSTATE_INFECTED)) {
|
||
dremove(self);
|
||
return;
|
||
}
|
||
|
||
drmg = 200 * random();
|
||
drmg = drmg * random();
|
||
|
||
self.nextthink = time + 2;
|
||
|
||
T_Damage(self.enemy, self, self.owner, drmg);
|
||
SpawnBlood(self.enemy.origin, drmg+10);
|
||
|
||
if (self.enemy.health < 1)
|
||
dremove(self);
|
||
|
||
};
|
||
|
||
//=========================================================================
|
||
// UTILITY FUNCTIONS
|
||
//=========================================================================
|
||
// Stuff an alias. This is a little messy since we insisted
|
||
// on maintaining the ability to alter the impulse numbers in the defs.qc
|
||
// and not have to change any code.
|
||
void(string halias, float himpulse1, float himpulse2) TeamFortress_Alias =
|
||
{
|
||
local string imp;
|
||
|
||
stuffcmd(self, "alias ");
|
||
stuffcmd(self, halias);
|
||
stuffcmd(self, " \"impulse ");
|
||
imp = ftos(himpulse1);
|
||
stuffcmd(self, imp);
|
||
|
||
// if himpulse2 is not zero, assume that himpulse1 is a preimpulse
|
||
// and complete the alias
|
||
if (himpulse2 != 0) {
|
||
stuffcmd(self, ";wait; impulse ");
|
||
imp = ftos(himpulse2);
|
||
stuffcmd(self, imp);
|
||
}
|
||
stuffcmd(self, "\"\n");
|
||
};
|
||
|
||
//=========================================================================
|
||
// CYCLIC EVENT FUNCTIONS
|
||
//=========================================================================
|
||
//=========================================================================
|
||
// Regenerates the entity which owns this cyclictimer
|
||
void() TeamFortress_Regenerate =
|
||
{
|
||
//WK if (self.owner.playerclass == PC_MEDIC)
|
||
if (self.is_abouttodie)
|
||
return;
|
||
if (self.owner.weapons_carried & WEAP_MEDIKIT) { //WK Custom class friendly
|
||
self.nextthink = time + PC_MEDIC_REGEN_TIME;
|
||
|
||
if (self.owner.health >= self.owner.max_health)
|
||
return;
|
||
|
||
if (self.owner.ammo_medikit == 0)
|
||
return;
|
||
|
||
if (self.owner.ammo_medikit < PC_MEDIC_REGEN_AMOUNT) {
|
||
self.owner.health = self.owner.health + self.owner.ammo_medikit;
|
||
self.owner.ammo_medikit = 0;
|
||
} else {
|
||
self.owner.health = self.owner.health + PC_MEDIC_REGEN_AMOUNT;
|
||
self.owner.ammo_medikit = self.owner.ammo_medikit - PC_MEDIC_REGEN_AMOUNT;
|
||
}
|
||
|
||
if (self.owner.health > self.owner.max_health)
|
||
self.owner.health = self.owner.max_health;
|
||
}
|
||
};
|
||
|
||
void() CyberAugSleep =
|
||
{
|
||
if (self.owner.velocity_z == 0 && self.owner.velocity_y == 0 && self.owner.velocity_x == 0)
|
||
self.think = TeamFortress_RegenerateCyber;
|
||
|
||
self.nextthink = time + 2;
|
||
};
|
||
|
||
void() TeamFortress_RegenerateCyber =
|
||
{
|
||
if (self.is_abouttodie)
|
||
return;
|
||
|
||
//WK if (self.owner.playerclass == PC_MEDIC)
|
||
if (self.owner.velocity_z > 0 || self.owner.velocity_y > 0 || self.owner.velocity_x > 0) {
|
||
self.nextthink = time + 2;
|
||
self.think = CyberAugSleep;
|
||
return;
|
||
}
|
||
|
||
if (self.owner.cutf_items & CUTF_CYBERAUG && !(self.owner.is_malfunctioning)) { //WK Custom class friendly
|
||
self.owner.armortype = self.owner.armor_allowed;
|
||
W_SetCurrentAmmo();
|
||
if (self.owner.health < self.owner.max_health) {
|
||
if (self.owner.ammo_medikit == 0)
|
||
self.owner.health = self.owner.health + 1;
|
||
else if (self.owner.ammo_medikit < PC_MEDIC_REGEN_AMOUNT / 2.0) {
|
||
self.owner.health = self.owner.health + self.owner.ammo_medikit * 2;
|
||
self.owner.ammo_medikit = 0;
|
||
} else {
|
||
self.owner.health = self.owner.health + PC_MEDIC_REGEN_AMOUNT;
|
||
self.owner.ammo_medikit = self.owner.ammo_medikit - PC_MEDIC_REGEN_AMOUNT / 2.0;
|
||
}
|
||
}
|
||
|
||
if (self.owner.armorvalue < self.owner.maxarmor) {
|
||
if (self.owner.ammo_cells == 0)
|
||
self.owner.armorvalue = self.owner.armorvalue + 2;
|
||
else if (self.owner.ammo_cells < PC_MEDIC_REGEN_AMOUNT) {
|
||
self.owner.armorvalue = self.owner.armorvalue + self.owner.ammo_cells * 2;
|
||
self.owner.ammo_cells = 0;
|
||
} else {
|
||
self.owner.armorvalue = self.owner.armorvalue + PC_MEDIC_REGEN_AMOUNT * 2;
|
||
self.owner.ammo_cells = self.owner.ammo_cells - PC_MEDIC_REGEN_AMOUNT;
|
||
}
|
||
}
|
||
|
||
UpdateCells(self.owner);
|
||
|
||
if (self.owner.armorvalue > self.owner.maxarmor)
|
||
self.owner.armorvalue = self.owner.maxarmor;
|
||
if (self.owner.health > self.owner.max_health)
|
||
self.owner.health = self.owner.max_health;
|
||
} else if (self.owner.cutf_items & CUTF_CYBERAUG && self.owner.is_malfunctioning == 1) {
|
||
if (self.owner.health > 3)
|
||
TF_T_Damage(self.owner, self.owner, self.owner, 3, TF_TD_IGNOREARMOUR, TF_TD_OTHER);
|
||
else if (self.owner.health < 3 && self.owner.health > 1)
|
||
self.owner.health = 1;
|
||
if (self.owner.armorvalue > 3)
|
||
self.owner.armorvalue = self.owner.armorvalue - 3;
|
||
else if (self.owner.armorvalue < 3)
|
||
self.owner.armorvalue = 0;
|
||
}
|
||
|
||
self.nextthink = time + PC_MEDIC_REGEN_TIME;
|
||
};
|
||
|
||
//=========================================================================
|
||
// Activates when we go hidden
|
||
// If we're moving, make us not invis
|
||
void() TeamFortress_RegenerateCells =
|
||
{
|
||
//WK Borrow this code from TF, since there's no reason to
|
||
// duplicate it.
|
||
if (!(self.owner.job & JOB_THIEF))
|
||
dremove(self);
|
||
if (!(self.owner.job & JOB_ACTIVE))
|
||
dremove(self);
|
||
if (self.owner.health <= 0)
|
||
dremove(self);
|
||
self.nextthink = time + PC_SPY_CELL_REGEN_TIME;
|
||
if (self.owner.job & JOB_ACTIVE)
|
||
{
|
||
/*if (self.owner.ammo_cells == 0)
|
||
{
|
||
RevealThief(self.owner,FALSE);
|
||
}
|
||
else */
|
||
//if (self.owner.ammo_cells > 100) self.owner.ammo_cells = 100;
|
||
if ((self.owner.velocity_z > 0 || self.owner.velocity_y > 0 || self.owner.velocity_x > 0) && self.owner.job & JOB_FULL_HIDE)
|
||
{
|
||
self.owner.frame = 0;
|
||
self.owner.weaponframe = 0;
|
||
self.owner.modelindex = modelindex_eyes;
|
||
self.owner.job = self.owner.job - (self.owner.job & JOB_FULL_HIDE);
|
||
TeamFortress_SetSpeed(self.owner);
|
||
/*self.owner.ammo_cells = self.owner.ammo_cells - PC_SPY_CELL_USAGE;
|
||
if (self.owner.ammo_cells <= 0) {
|
||
self.owner.ammo_cells = 0;
|
||
RevealThief(self.owner,FALSE);
|
||
}*/
|
||
}
|
||
else if ((self.owner.velocity_z == 0 && self.owner.velocity_y == 0 && self.owner.velocity_x == 0)
|
||
&& !(self.owner.job & JOB_FULL_HIDE)
|
||
&& !(self.effects & (EF_DIMLIGHT | EF_BRIGHTLIGHT)))
|
||
{
|
||
self.owner.frame = 0;
|
||
self.owner.weaponframe = 0;
|
||
self.owner.modelindex = modelindex_null;
|
||
self.owner.job = self.owner.job | JOB_FULL_HIDE;
|
||
}
|
||
}
|
||
/*
|
||
else { // Increase cell ammo
|
||
if (self.owner.ammo_cells >= self.owner.maxammo_cells)
|
||
return;
|
||
|
||
self.owner.ammo_cells = self.owner.ammo_cells + PC_SPY_CELL_REGEN_AMOUNT;
|
||
|
||
if (self.owner.ammo_cells > self.owner.maxammo_cells)
|
||
self.owner.ammo_cells = self.owner.maxammo_cells;
|
||
}
|
||
*/
|
||
// return;
|
||
|
||
/*
|
||
if (self.owner.playerclass == PC_SPY) {
|
||
self.nextthink = time + PC_SPY_CELL_REGEN_TIME;
|
||
|
||
// If the spy is undercover, decrease the number of cells
|
||
if (self.owner.is_undercover == 1) {
|
||
// If the spy has no cells left, he becomes visible again
|
||
if (self.owner.ammo_cells == 0) {
|
||
self.owner.is_undercover = 0;
|
||
self.owner.modelindex = modelindex_player; // return to normal
|
||
self.owner.items = self.owner.items & ~IT_INVISIBILITY;
|
||
} else { // Decrease cells
|
||
self.owner.ammo_cells = self.owner.ammo_cells - PC_SPY_CELL_USAGE;
|
||
if (self.owner.ammo_cells < 0)
|
||
self.owner.ammo_cells = 0;
|
||
}
|
||
} else { // Increase cell ammo
|
||
if (self.owner.ammo_cells >= self.owner.maxammo_cells)
|
||
return;
|
||
|
||
self.owner.ammo_cells = self.owner.ammo_cells + PC_SPY_CELL_REGEN_AMOUNT;
|
||
|
||
if (self.owner.ammo_cells > self.owner.maxammo_cells)
|
||
self.owner.ammo_cells = self.owner.maxammo_cells;
|
||
}
|
||
|
||
return;
|
||
}
|
||
*/
|
||
};
|
||
|
||
//============================================================================
|
||
// sends a player to observer mode
|
||
void() PlayerObserverMode =
|
||
{
|
||
DetonateAllGuns();
|
||
kill_my_demon();
|
||
self.current_menu = MENU_DEFAULT;
|
||
self.impulse = 0;
|
||
self.playerclass = PC_UNDEFINED;
|
||
self.lives = 0;
|
||
self.health = 1;
|
||
self.gravity = 0; //WK Make em float so prediction doesn't get all annoying-like
|
||
if (self.team_no > 0) self.old_team_no = self.team_no; //WK Save old team for scoreboard
|
||
self.team_no = -1;
|
||
|
||
self.flags = FL_CLIENT | FL_NOTARGET | FL_ONGROUND;
|
||
self.waterlevel = 3;
|
||
self.takedamage = DAMAGE_NO;
|
||
self.solid = SOLID_NOT;
|
||
// self.movetype = MOVETYPE_NOCLIP;
|
||
self.movetype = MOVETYPE_FLY;
|
||
|
||
self.model = "";
|
||
self.mdl = "";
|
||
setmodel(self, "");
|
||
|
||
self.velocity = '0 0 0';
|
||
self.avelocity = '0 0 0';
|
||
|
||
sprint (self, PRINT_HIGH, "Observer mode\n");
|
||
CenterPrint(self, "\n");
|
||
SetPlayerColor (self, 0, 0);
|
||
stuffcmd(self, "cl_rollangle 0\n"); // FIXME: does this need a wait?
|
||
};
|
||
|
||
//============================================================================
|
||
// Return the crossproduct of 2 vectors
|
||
vector(vector veca, vector vecb) crossproduct =
|
||
{
|
||
local vector result;
|
||
|
||
result_x = (veca_y * vecb_z) - (vecb_y * veca_z);
|
||
result_y = (veca_z * vecb_x) - (vecb_z * veca_x);
|
||
result_z = (veca_x * vecb_y) - (vecb_x * veca_y);
|
||
return result;
|
||
};
|