mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-27 22:42:07 +00:00
670 lines
17 KiB
C++
670 lines
17 KiB
C++
/* SB Items. New items for use with Custom TF 3.2 (or something) */
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#include "defs.qh"
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// Internal prototypes
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void() AntiGravGrenadeExplode; // antigrav goes boom
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void() AntiGravGrenadeTimer; // controls antigrav decay or whatever you call it
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void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusAntiGrav; // bang
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void() MotionSensorIdle; // motion sensor sitting
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float() MotionSensorFindTarget; // sensor scans for target
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void() MotionSensorDie; // I wonder what this does
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void() MotionSensorSpawn; // let's make a sensor
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void() SensorBeAlarmed; // very alarming
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void() TeamFortress_C4DetpackTouch;
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void() ThrowC4Det;
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//void() SBInitiateInterface;
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float(entity hacked, float r) ReturnHackDelay;
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void() SBHackDotTimerThink;
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/*void() SwitchToCamera;
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void() SwitchFromCamera;
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void() CameraSwitchView;*/
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// External functions
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void() ConcussionGrenadeTouch;
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void() Security_Camera_Pain;
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void(float tno, entity ignore, string st) teamsprint;
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void() TeamFortress_DetpackTouch;
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void() TeamFortress_DetpackCountDown;
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void() TeamFortress_DetpackExplode;
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void() TeamFortress_DetpackDisarm;
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void() SBFireInterface;
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// -- OfN --
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void(float tno, entity ignore) teamprefixsprint;
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//--------------------------------------------------------------
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/*
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void() CameraSwitchView =
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{
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if (!self.has_camera)
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return;
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if (self.is_cameraviewing)
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SwitchFromCamera();
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else
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SwitchToCamera();
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};
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void() SwitchToCamera =
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{
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local entity camera;
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local float done;
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if (!self.has_camera)
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return;
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if (self.is_cameraviewing)
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return;
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camera = find(world, classname, "building_camera");
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if (camera.real_owner == self)
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done = TRUE;
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while (!done)
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{
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camera = find(camera, classname, "building_camera");
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if (camera.real_owner == self)
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done = TRUE;
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if (camera == world)
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done = TRUE;
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}
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if (camera == world)
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return;
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msg_entity = self;
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WriteByte(MSG_ONE, SVC_SETVIEWPORT);
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WriteEntity(MSG_ONE, camera);
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WriteByte(MSG_ONE, SVC_SETANGLES);
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WriteAngle(MSG_ONE, camera.angles_x);
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WriteAngle(MSG_ONE, camera.angles_y);
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WriteAngle(MSG_ONE, camera.angles_z);
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self.fixangle = TRUE;
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self.is_cameraviewing = TRUE;
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self.t_s_h = self.weaponmodel;
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self.weaponmodel= "";
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self.view_ofs = '0 0 0';
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sprint(self, PRINT_HIGH, "Camera view activated.\n");
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};
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void() SwitchFromCamera =
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{
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if (!self.has_camera)
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return;
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if (!self.is_cameraviewing)
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return;
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msg_entity = self;
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WriteByte(MSG_ONE, SVC_SETVIEWPORT);
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WriteEntity(MSG_ONE, self);
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WriteByte(MSG_ONE, SVC_SETANGLES);
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WriteAngle(MSG_ONE, self.angles_x);
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WriteAngle(MSG_ONE, self.angles_y);
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WriteAngle(MSG_ONE, self.angles_z);
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self.fixangle = FALSE;
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self.weaponmodel = self.t_s_h;
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self.view_ofs = '0 0 22';
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self.is_cameraviewing = FALSE;
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};
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*/
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// SB Tossable Detpack!
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// A 10 second detpack that can be thrown around corners
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void() PrimeC4Det =
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{
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local entity te;
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if (infokey (world, "no_spam") == "on")
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{
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sprint(self,PRINT_HIGH,"The admin has disabled spam devices on this map.\n");
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return;
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}
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if (!(self.cutf_items & CUTF_TOSSABLEDET))
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{
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sprint (self, PRINT_HIGH, "You do not have the C4 tossable detpack.\n");
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return;
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}
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if (self.ammo_c4det < 1)
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{
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sprint (self, PRINT_HIGH, "Looks like you're out of C4.\n");
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return;
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}
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if (self.is_detpacking || self.is_toffingadet)
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{
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sprint (self, PRINT_HIGH, "You can only set one detpack at once, throwable or otherwise!\n");
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return;
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}
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if (self.is_haxxxoring)
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{
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sprint (self, PRINT_HIGH, "You can't set a detpack while hacking.\n");
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return;
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}
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te = spawn();
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te.owner = self;
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te.nextthink = time + WEAP_DETPACK_SETTIME;
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te.think = ThrowC4Det;
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te.classname = "timer";
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te.netname = "C4detpack_timer";
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self.is_toffingadet = 1;
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self.tfstate = self.tfstate | TFSTATE_C4THROW;
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TeamFortress_SetSpeed(self);
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sprint(self, PRINT_HIGH, "Arming detpack...\n");
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};
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void() TeamFortress_C4DetpackTouch =
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{
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local entity disarm;
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if (other.classname != "player")
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return;
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//WK if (other.playerclass != PC_SCOUT)
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if (!(other.tf_items & NIT_SCANNER))
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return;
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if (self.weaponmode == 1)
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return;
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if (Teammate(self.owner.team_no,other.team_no))
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return;
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makeImmune(other,time + 2);
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//other.immune_to_check = time + 2;
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other.tfstate = other.tfstate | TFSTATE_CANT_MOVE;
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sprint(other, PRINT_HIGH, "Disarming detpack...\n");
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TeamFortress_SetSpeed(other);
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// Spawn disarming entity
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disarm = spawn();
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disarm.movetype = MOVETYPE_NONE; //WK M3 Bug Hunt
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disarm.owner = other; // the scout
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disarm.enemy = self; // the detpack
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disarm.classname = "timer";
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disarm.nextthink = time + WEAP_DETPACK_DISARMTIME;
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disarm.think = TeamFortress_DetpackDisarm;
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self.weaponmode = 1; // indicates disarming
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self.enemy = other; // points to scout
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self.observer_list = disarm;
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};
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void(entity ignore, string st, string st2, string st3, string st4, string st5, string st6) teamsprint6;
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void() ThrowC4Det =
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{
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local entity user;
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local entity oldself;
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self.owner.is_toffingadet = 0;
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self.owner.ammo_c4det = self.owner.ammo_c4det - 1;
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user = self.owner;
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sound (user, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
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KickPlayer(-1, user);
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newmis = spawn ();
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newmis.owner = user;
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newmis.movetype = MOVETYPE_BOUNCE;
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newmis.solid = SOLID_BBOX;
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newmis.solid = SOLID_TRIGGER;
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newmis.classname = "detpack";
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// for identify it on airfist pushable? routine
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//newmis.netname = "C4";
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// set grenade speed
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makevectors (user.v_angle);
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if (user.deadflag)
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{
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// if user is dead, throw grenade directly up
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newmis.velocity = '0 0 200';
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}
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else
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{
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if (user.v_angle_x)
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{
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newmis.velocity = v_forward*600 + v_up * 200 + random()*v_right*10 + random()*v_up*10;
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}
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else
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{
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newmis.velocity = aim(user, 10000);
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newmis.velocity = newmis.velocity * 600;
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newmis.velocity_z = 200;
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}
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}
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newmis.angles = vectoangles(newmis.velocity);
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newmis.touch = TeamFortress_C4DetpackTouch;
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newmis.think = TeamFortress_DetpackExplode;
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newmis.nextthink = time + 10;
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newmis.avelocity = '300 300 300';
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setmodel (newmis, "progs/detpack.mdl");
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setsize (newmis, '-16 -16 -8', '16 16 8');
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setorigin (newmis, user.origin);
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oldself = self;
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self = user;
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#ifdef DEMO_STUFF
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if (live_camera)
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CamProjectileLockOn();
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#endif
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local entity countd;
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newmis.weaponmode = 0; // Detpack weaponmode = 1 when disarming
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sound (newmis, CHAN_WEAPON, "doors/medtry.wav", 1, ATTN_NORM); //CH play set detpack sound
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// Create the CountDown entity
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countd = spawn();
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newmis.linked_list = countd; // attach count to its detpack
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countd.think = TeamFortress_DetpackCountDown;
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countd.health = 9;
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countd.nextthink = time + 1;
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countd.owner = newmis.owner;
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countd.movetype = MOVETYPE_BOUNCE;
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countd.classname = "countdown_timer"; // Don't call it timer, because we
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// don't want it removed if player dies
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countd.enemy = newmis;
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newmis.oldenemy = countd;
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sprint(self, PRINT_HIGH, "Detpack armed!\n");
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teamprefixsprint(self.team_no,self);
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teamsprint6(self,self.netname," throws a C4!\n","","","","");
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self.tfstate = self.tfstate - (self.tfstate & TFSTATE_C4THROW);
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TeamFortress_SetSpeed(self); // let's roll
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};
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// SB Motion Sensor
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// Sits in shadows and lights up and makes noise when player goes near
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void() SBBuildSensor =
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{
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if (self.ammo_cells >= BUILD_COST_SENSOR && self.has_sensor == 0)
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{
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self.ammo_cells = self.ammo_cells - BUILD_COST_SENSOR;
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MotionSensorSpawn();
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self.has_sensor = 1;
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sprint(self, PRINT_HIGH, "You place the motion sensor.\n");
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self.option = time + 2;
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}
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else if (self.ammo_cells < BUILD_COST_SENSOR && self.has_sensor == 0)
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sprint(self, PRINT_HIGH, "You do not have enough metal to build a motion sensor.\n");
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else
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{
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if (self.option < time) // avoids ppl overflowing by destroying/building it repeatedly
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{
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Find_And_Dmg("building_sensor", self, 1);
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sprint(self, PRINT_HIGH, "You detonate your motion sensor.\n");
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self.has_sensor = 0;
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}
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}
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};
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void() MotionSensorTossTouch =
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{
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if (other != world || other == self.real_owner)
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return;
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if (pointcontents(self.origin) == CONTENT_SKY || pointcontents(self.origin + '0 0 2') == CONTENT_SKY || pointcontents(self.origin) == CONTENT_SOLID)
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{
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MotionSensorDie();
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return;
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}
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//CH sees where landed and adjusts to proper things
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if (pointcontents(self.origin + '0 0 1') == CONTENT_SOLID)
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self.origin = self.origin - '0 0 12';
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if (pointcontents(self.origin - '0 0 1') == CONTENT_SOLID)
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self.origin = self.origin + '0 0 4';
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if (pointcontents(self.origin + '0 1 0') == CONTENT_SOLID)
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self.origin = self.origin - '0 16 0';
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if (pointcontents(self.origin - '0 1 0') == CONTENT_SOLID)
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self.origin = self.origin + '0 16 0';
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if (pointcontents(self.origin + '1 0 0') == CONTENT_SOLID)
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self.origin = self.origin - '16 0 0';
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if (pointcontents(self.origin + '1 0 0') == CONTENT_SOLID)
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self.origin = self.origin + '16 0 0';
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setorigin (self, self.origin);
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if (pointcontents(self.origin) == CONTENT_SKY || pointcontents(self.origin + '0 0 2') == CONTENT_SKY || pointcontents(self.origin) == CONTENT_SOLID)
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{
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MotionSensorDie();
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return;
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}
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teamprefixsprint(self.real_owner.team_no,self.real_owner); //- OfN
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teamsprint(self.real_owner.team_no, self.real_owner, self.real_owner.netname);
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teamsprint(self.real_owner.team_no, self.real_owner, " has built a Motion Sensor.\n");
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self.movetype = MOVETYPE_NONE;
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setsize (self, '-16 -16 -6', '16 16 10');
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self.solid = SOLID_BBOX;
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self.takedamage = DAMAGE_AIM;
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sound (self, CHAN_WEAPON, "weapons/guerilla_set.wav", 1, ATTN_NORM);
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self.think = MotionSensorIdle;
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self.nextthink = time + 1;
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};
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void() MotionSensorIdle =
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{
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if (MotionSensorFindTarget())
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self.nextthink = time + 2.4; //if found wait 2.5 sec before do another check
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else
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self.nextthink = time + 0.05; // lots per sec
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self.think = MotionSensorIdle;
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};
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float() MotionSensorFindTarget =
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{
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local entity client;
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local float r, gotone, loopc;
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// Try a few checks to make it react faster
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r = 0;
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loopc = 0;
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gotone = FALSE;
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if (self.is_malfunctioning & SCREWUP_THREE)
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return FALSE;
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local float trange; //- OfN - Hack
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trange=300; // was 250
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if (self.num_mines & IMPROVED_ONE)
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trange=500; // was 400
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//CH Theortetically this will check every client on the server now
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while (loopc < 32 && gotone == FALSE)
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{
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client = checkclient();
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gotone = TRUE;
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if (!client)
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gotone = FALSE;
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else if (!Pharse_Client(client, self, 1, trange, 0, 1))
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gotone = FALSE;
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loopc = loopc + 1;
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if (gotone) loopc = 1000;
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}
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if (!gotone)
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{
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self.effects = 0;
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self.skin=1;
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return FALSE;
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}
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// Found a Target
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self.enemy = client;
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/*if (self.enemy.classname != "player") // OfN - wtf does this?
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{
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self.enemy = self.enemy.enemy;
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if (self.enemy.classname != "player")
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{
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self.enemy = world;
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return FALSE;
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}
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}*/ // OfN - wtf does this?
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// SPIES, only returned by pharseclient if sensor is able to uncover them -changed
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if (Teammate(self.enemy.undercover_team,self.team_no) && self.num_mines & IMPROVED_FOUR)
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{
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/*if (!(self.enemy.cutf_items & CUTF_JAMMER)) // if they dont have a scanner jammer remove their disguise
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{*/
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Spy_RemoveDisguise(self.enemy);
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sprint(self.real_owner, PRINT_HIGH, "Your motion sensor detects a spy!\n");
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sprint(self.enemy, PRINT_HIGH, "That motion sensor knows you are a spy!\n");
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//}
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//else
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// return FALSE; // removed cause sensors alarm is activated anyway, even if they will not uncover them
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}
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// THIEVES, ALWAYS DETECTED BUT SENSOR ONLY UNCOVERS THEM IF HACKED TO DO- changed
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if (self.enemy.classname=="player")
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{
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if (self.enemy.job & JOB_THIEF && (self.enemy.job & JOB_ACTIVE || self.enemy.job & JOB_FULL_HIDE))
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{
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if (self.num_mines & IMPROVED_SEVEN)
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{
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sprint(self.real_owner, PRINT_HIGH, "Your motion sensor detects a thief!\n");
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sprint(self.enemy, PRINT_HIGH, "That motion sensor can see you!\n");
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RevealThief(self.enemy,TRUE);
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}
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}
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}
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if (!(self.is_malfunctioning & SCREWUP_ONE))
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sound(self, CHAN_WEAPON, "misc/enemy.wav", 1, ATTN_NORM);
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if (!(self.is_malfunctioning & SCREWUP_TWO))
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{ self.effects = EF_BRIGHTLIGHT; self.skin=0;}
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sprint(self.real_owner,PRINT_HIGH,"Your motion sensor reports enemy presence!\n");
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self.think = SensorBeAlarmed;
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return TRUE;
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};
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void() SensorBeAlarmed =
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{
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if (MotionSensorFindTarget())
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{
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if (!(self.is_malfunctioning & SCREWUP_ONE))
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sound(self, CHAN_WEAPON, "misc/enemy.wav", 1, ATTN_NORM);
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self.nextthink = 2.4;
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}
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else
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{
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self.think = MotionSensorIdle;
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self.effects = 0;
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self.nextthink = 1;
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///
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self.skin=1;
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}
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};
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void() MotionSensorSpawn =
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{
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self.has_sensor = TRUE;
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newmis = spawn();
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newmis.movetype = MOVETYPE_BOUNCE;
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setsize (newmis, '0 0 0', '0 0 0');
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// setsize (newmis, '-8 -8 -8', '8 8 8');
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newmis.solid = SOLID_BBOX;
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newmis.takedamage = DAMAGE_AIM;
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newmis.classname = "building_sensor";
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newmis.netname = "motion_sensor";
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setorigin (newmis, self.origin);
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newmis.owner = world;
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newmis.real_owner = self;
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makevectors (self.v_angle);
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newmis.avelocity = '0 0 0';
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newmis.velocity = v_forward*800 + v_up * 200 + v_right*10 + v_up*10;
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newmis.angles = '0 0 0';
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newmis.angles_y = anglemod(self.angles_y + 180);
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// newmis.skin = 1;
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newmis.th_die = MotionSensorDie; // Death function
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newmis.th_pain = Security_Camera_Pain; // may as well use this eh
|
|
//newmis.mdl = "progs/s_light.spr"; //CH temp model
|
|
|
|
newmis.mdl = "progs/sencer.mdl";
|
|
newmis.skin=1;
|
|
|
|
setmodel (newmis, newmis.mdl);
|
|
newmis.team_no = self.team_no;
|
|
newmis.colormap = self.colormap;
|
|
newmis.heat = 0; //Beeps
|
|
|
|
newmis.health = newmis.max_health = BUILD_HEALTH_SENSOR;
|
|
newmis.touch = MotionSensorTossTouch;
|
|
|
|
newmis.num_mines=0; // OfN - reset HACKER improvements
|
|
|
|
W_SetCurrentAmmo();
|
|
};
|
|
|
|
void() MotionSensorDie =
|
|
{
|
|
sprint(self.real_owner, PRINT_HIGH, "Your motion sensor was destroyed.\n");
|
|
self.real_owner.has_sensor = FALSE;
|
|
|
|
// ThrowGib("progs/tgib1.mdl", -70);
|
|
// ThrowGib("progs/tgib2.mdl", -70);
|
|
// ThrowGib("progs/tgib3.mdl", -70);
|
|
|
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
|
|
WriteCoord (MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (MSG_BROADCAST, self.origin_z);
|
|
multicast (self.origin, MULTICAST_PHS);
|
|
dremove(self);
|
|
};
|
|
|
|
|
|
// SB AntiGrav Grenade(tm)
|
|
// Screws over a player's gravity for a short time
|
|
//
|
|
// Uses the conc gren's touch function - why repeat it with an identical one?
|
|
|
|
void() AntiGravGrenadeExplode =
|
|
{
|
|
T_RadiusAntiGrav (self, self.owner, 100, world);
|
|
|
|
#ifdef DEMO_STUFF
|
|
// Remove any camera's locks on this missile
|
|
if (self.enemy)
|
|
CamProjectileLockOff();
|
|
#endif
|
|
|
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
|
|
WriteCoord (MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (MSG_BROADCAST, self.origin_z);
|
|
multicast (self.origin, MULTICAST_PHS);
|
|
dremove(self);
|
|
};
|
|
|
|
// Bounces the enemy a bit and screws over their gravity :)
|
|
|
|
void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusAntiGrav =
|
|
{
|
|
local float points;
|
|
local entity head, te;
|
|
local vector org;
|
|
local string st;
|
|
|
|
head = findradius(inflictor.origin, bounce+40);
|
|
|
|
while (head)
|
|
{
|
|
if (head != ignore)
|
|
{
|
|
if (head.takedamage)
|
|
{
|
|
org = head.origin + (head.mins + head.maxs)*0.5;
|
|
points = 0.5*vlen (org - inflictor.origin);
|
|
if (points < 0)
|
|
points = 0;
|
|
points = bounce - points;
|
|
if (self.cutf_items & CUTF_GYMNAST)
|
|
points = points * 2;
|
|
|
|
if (!IsBuilding(head) && points > 0)
|
|
{
|
|
// Bounce!!
|
|
head.velocity = org - inflictor.origin;
|
|
head.velocity = head.velocity * (points / 20);
|
|
|
|
if (head.classname != "player")
|
|
{
|
|
if(head.flags & FL_ONGROUND)
|
|
head.flags = head.flags - FL_ONGROUND;
|
|
}
|
|
else
|
|
{
|
|
//WK Add cheat immunity since they fly
|
|
makeImmune(head,time+3);
|
|
|
|
// Turn on antigrav
|
|
// If it's already on, restore it to full time
|
|
// Try to find a concusstimer entity for this player
|
|
te = find(world, classname, "timer");
|
|
while (((te.owner != head) || (te.think != AntiGravGrenadeTimer)) && (te != world))
|
|
te = find(te, classname, "timer");
|
|
if (te != world)
|
|
{
|
|
head.gravity = 0.3 * random();
|
|
te.health = 100;
|
|
te.nextthink = time + GR_CONCUSS_TIME;
|
|
}
|
|
else
|
|
{
|
|
head.gravity = 0.3 * random();
|
|
stuffcmd(head,"bf\n");
|
|
// Create a timer entity
|
|
te = spawn();
|
|
te.nextthink = time + GR_CONCUSS_TIME;
|
|
te.think = AntiGravGrenadeTimer;
|
|
te.team_no = attacker.team_no;
|
|
te.classname = "timer";
|
|
te.owner = head;
|
|
te.health = 100;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
head = head.chain;
|
|
}
|
|
};
|
|
|
|
// Timer used to control antigrav effects
|
|
|
|
void() AntiGravGrenadeTimer =
|
|
{
|
|
local string st;
|
|
|
|
if (self.owner.invincible_finished > time)
|
|
{
|
|
self.owner.gravity = 1;
|
|
dremove(self);
|
|
return;
|
|
}
|
|
|
|
self.health = self.health - GR_CONCUSS_DEC * 2;
|
|
|
|
// hwguy recovers twice as fast - heh heh
|
|
if (self.owner.cutf_items & CUTF_HWGUY)
|
|
self.health = self.health - GR_CONCUSS_DEC * 2;
|
|
|
|
if (self.health < 0)
|
|
self.health = 0;
|
|
self.nextthink = time + GR_CONCUSS_TIME;
|
|
|
|
if (self.health == 0)
|
|
{
|
|
self.owner.gravity = 1;
|
|
sprint(self.owner, PRINT_HIGH, "Your weight feels normal again.\n");
|
|
dremove(self);
|
|
}
|
|
};
|