mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-27 14:32:03 +00:00
5272 lines
133 KiB
C++
5272 lines
133 KiB
C++
/*======================================================
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WEAPONS.QC Custom TeamFortress v3.1
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(c) TeamFortress Software Pty Ltd 29/2/97
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(c) William Kerney 5/21/00
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========================================================
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All the functions for firing all the weapons, holds
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all new precache() functions, finding best weapons,
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choosing next weapon, and all impulse commands.
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======================================================*/
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void() SniperSight_Update2; //CH for RL
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void() I_DID_CHEAT_ONE; //CH for speed.qc
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void() I_DID_CHEAT_TWO;
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void() I_DID_CHEAT_THREE;
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void(string gibname, float dm) ThrowGib;
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void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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void (entity targ, entity inflictor, entity attacker, float damage, float T_flags, float T_AttackType) TF_T_Damage;
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void () player_run;
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void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
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void() TeamFortress_DisplayDetectionItems;
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float(vector veca, vector vecb) crossproduct;
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void(vector org, float damage) SpawnBlood;
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void(entity rhook) Reset_Grapple;
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void() SuperDamageSound;
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float() W_BestWeapon;
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void() ConcussionGrenadeTimer;
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void() W_PrintWeaponMessage;
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void() button_touch;
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void() button_fire;
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void() MauserRecoilThink;
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float() ReturnWeaponVelocity;
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vector() Grunty_LeadShot;
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// TeamFortress Impulse Commands
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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() TeamFortress_SaveMe;
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void(float inAuto) TeamFortress_ID;
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void() TeamFortress_ShowTF;
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void() TeamFortress_SniperWeapon;
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void() TeamFortress_AssaultWeapon;
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void() TeamFortress_IncendiaryCannon;
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void() TeamFortress_FlameThrower;
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void() TeamFortress_PrimeGrenade;
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void() TeamFortress_ThrowGrenade;
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void() TeamFortress_Discard;
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void(entity p) TeamFortress_SetSpeed;
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void() TeamFortress_DetonatePipebombs;
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void() PipebombTouch;
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void(float foo) TeamFortress_DetpackStop;
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void(float type) SniperSight_Create;
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void(float zoom_level) TF_zoom;
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void() TeamFortress_ReloadCurrentWeapon;
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void() TeamFortress_AutoZoomToggle;
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void() TeamFortress_StatusQuery;
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void() TeamFortress_SpyGoUndercover;
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void(float type) TeamFortress_SpyFeignDeath;
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void() TeamFortress_EngineerBuild;
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void() DropKey;
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void() UseSpecialSkill;
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void() UseJobSkill; //WK Function for handling professions
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void (entity targ, float pain) RevealThief;
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void(vector startpos) GuerillaMineSweep;
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void(entity foo,float bar) makeImmune;
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float() CheckForReload;
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void() SBBuildSensor;
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void() SBFireInterface;
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//void() SBInitiateInterface;
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void() W_FireMauser;
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void() W_FireDaedalus;
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// TeamFortress Pre-Impulse Commands
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void(float scanrange,float inAuto) TeamFortress_Scan;
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void(float timer) TeamFortress_SetDetpack;
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// Team Functions
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float(float tno) TeamFortress_TeamSet;
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void(float tno) TeamFortress_TeamShowScores;
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void(entity Player) TeamFortress_TeamShowMemberClasses;
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#ifdef DEMO_STUFF
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// Camera Functions
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void() CamLock;
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void() CamDistLock;
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void() CamVecLock;
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void() CamAngleLock;
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void() CamRevAngleLock;
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void() CamProjectileLock;
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void() CamProjectileZoom;
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void() CamProjectileLockOn;
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void() CamProjectileLockOff;
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void() CamOffset;
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void() CamDrop;
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void() fadetoblack;
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void() fadefromblack;
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void() fadetowhite;
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void() fadefromwhite;
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#endif
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// Engineer Functions
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void(entity disp) Engineer_UseDispenser;
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void(entity cam) Engineer_UseSensor;
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void(entity gun) Engineer_UseSentryGun;
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void(entity gun) Engineer_UseTesla;
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void(entity cam) Engineer_UseCamera;
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void(entity tele) Engineer_UseTeleporter;
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void(entity field) Engineer_UseFieldGen;
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void(entity spy) Spy_RemoveDisguise;
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// Help functions
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void() TeamFortress_MOTD;
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void() TeamFortress_HelpMap;
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void(float res) StatusRes;
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// BioInfection functions
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void() BioInfection_Decay;
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void() BioInfection_MonsterDecay;
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// Attacking functions
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void() W_FireFlame;
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void() W_FireIncendiaryCannon;
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void() W_FireTranq;
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void() W_FireLaser;
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// Timer Functions
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void() HallucinationTimer;
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void() TranquiliserTimer;
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// CTF Support functions
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void() TeamFortress_CTF_FlagInfo;
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// #PC_UNDEFINED viewing functions
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void() TF_MovePlayer;
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//WK CustomTF Functions
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void() custom_demon_precache;
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void() custom_lay;
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//void() CameraSwitchView;
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//CH dropitems
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void() TeamFortress_DropItems;
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//- OfN -
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void(entity player) ActivateHolo;
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void(entity who) MakeMeDebug;
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void(vector org, vector dir) grunty_spike;
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void () UpdateInfos;
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void() launch_horn;
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void() player_laser1;
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void(entity field) PutFieldWork;
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void(entity tfield, vector where, entity thing) FieldExplosion;
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// called by worldspawn
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void() W_Precache =
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{
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precache_sound ("weapons/r_exp3.wav"); // new rocket explosion
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precache_sound ("weapons/rocket1i.wav"); // spike gun
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precache_sound ("weapons/sgun1.wav");
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precache_sound ("weapons/guncock.wav"); // player shotgun
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precache_sound ("weapons/ric1.wav"); // ricochet (used in c code)
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precache_sound ("weapons/ric2.wav"); // ricochet (used in c code)
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precache_sound ("weapons/ric3.wav"); // ricochet (used in c code)
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precache_sound ("weapons/spike2.wav"); // super spikes
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precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
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precache_sound ("weapons/grenade.wav"); // grenade launcher
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precache_sound ("weapons/bounce.wav"); // grenade bounce
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precache_sound ("weapons/shotgn2.wav"); // super shotgun
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precache_sound ("wizard/wattack.wav"); // sniper rifle
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precache_sound ("items/r_item1.wav"); // Medikit
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precache_sound ("items/r_item2.wav"); // Medikit
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precache_model ("progs/flame2.mdl"); // Flamethrower
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precache_sound ("ambience/fire1.wav");
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precache_sound2("blob/land1.wav"); // Hook
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precache_model2("progs/v_spike.mdl"); // Hook
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precache_sound ("hknight/hit.wav"); // Hook
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// NEW FILES
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precache_sound ("weapons/turrset.wav"); // Sentry Gun Setup
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precache_sound ("weapons/turrspot.wav"); // Sentry Gun Spot
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precache_sound ("weapons/turridle.wav"); // Sentry Gun Idle
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precache_sound ("weapons/sniper.wav"); // sniper rifle
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precache_sound ("weapons/flmfire2.wav"); // flamethrower
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precache_sound ("weapons/flmgrexp.wav"); // flamethrower
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precache_sound ("misc/vapeur2.wav"); // flamethrower
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precache_sound ("weapons/asscan1.wav"); // Assault Cannon Powerup
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precache_sound ("weapons/asscan2.wav"); // Assault Cannon Churning
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precache_sound ("weapons/asscan3.wav"); // Assault Cannon Powerdown
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precache_sound ("weapons/railgun.wav"); // Railgun
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precache_sound ("weapons/dartgun.wav"); // Spy's dart gun
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precache_sound ("ambience/thunder1.wav"); // Connect sound
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//WK
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//precache_model ("progs/v_merc.mdl"); //Carbine Model
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//precache_sound ("weapons/carbfire.wav"); // Carbine shooting
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//precache_sound ("weapons/carbreld.wav"); // Carbine shooting
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//precache_sound ("weapons/carbrock.wav"); // Carbine shooting
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//precache_sound ("weapons/nishi.wav"); // Nishi shooting
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precache_model ("progs/telepad.mdl"); //Teleporter pad
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precache_model ("progs/camera.mdl"); // Security Camera
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precache_sound ("ambience/orff.wav"); // Chaplan sound
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precache_sound ("weapons/guerilla_blip.wav"); // Landmine beep
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precache_sound ("weapons/guerilla_set.wav"); // Landmine set
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precache_sound ("weapons/camera_beep.wav"); // CH camera beep
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precache_sound ("misc/enemy.wav"); // sensor alert
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precache_sound ("weapons/fith.wav"); // WK Fire in the hole
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//precache_model2("progs/guerilla_mine.mdl"); // The Landmine
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//precache_model ("progs/tesla.mdl"); // The Tesla (by --Warrior--)
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precache_model ("progs/minimissile.mdl"); // Swarm missile (BLOG)
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//precache_model ("progs/newtesla.mdl"); // The Tesla (by --Warrior-- & BLOG)
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precache_model ("progs/coil.mdl"); // The Tesla (by --Warrior-- & BLOG)
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//precache_model ("progs/tscloak.mdl");
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precache_model ("progs/tesgib1.mdl"); // Tesla Gib
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precache_model ("progs/tesgib2.mdl"); // Tesla Gib
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precache_model ("progs/tesgib3.mdl"); // Tesla Gib
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precache_sound ("doors/medtry.wav"); //CH Dropping detpack sound
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precache_sound ("doors/baseuse.wav"); //CH Detpack warning sound
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precache_sound ("enforcer/sight1.wav"); // WK Taunt
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precache_sound ("enforcer/sight2.wav"); // WK Taunt
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precache_sound ("enforcer/sight3.wav"); // WK Taunt
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precache_sound ("enforcer/sight4.wav"); // WK Taunt
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custom_demon_precache();
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};
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float() crandom =
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{
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return 2*(random() - 0.5);
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};
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//======================================================================
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// Calculate the attack_finished time
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void(float att_delay) Attack_Finished =
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{
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if (self.tfstate & #TFSTATE_TRANQUILISED)
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self.attack_finished = time + (att_delay * 1.5);
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else if (self.aura == #AURA_HASTE)
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self.attack_finished = time + (att_delay * 0.75);
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else
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self.attack_finished = time + att_delay;
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};
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/*
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================
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W_FireAxe
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================
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*/
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void() W_FireAxe =
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{
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local vector source;
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local vector org, def;
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local vector dir;
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if (self.classname == "player")
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makevectors(self.v_angle);
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else
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dir = normalize (self.enemy.origin - self.origin);
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source = self.origin + '0 0 16';
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if (self.classname == "player")
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{
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if (!(self.cutf_items & #CUTF_CLOSECOMBAT))
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traceline (source, source + v_forward*64, #FALSE, self);
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else
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traceline (source, source + v_forward*96, #FALSE, self);
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}
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else
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traceline (source, source + dir*64, #FALSE, self);
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if (trace_fraction == 1.0)
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return;
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org = trace_endpos - v_forward*4;
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if (trace_ent.classname == "force_field")
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{
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FieldExplosion(trace_ent,trace_endpos,trace_ent);
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PutFieldWork(trace_ent);
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return;
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}
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if (trace_ent.takedamage)
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{
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trace_ent.axhitme = 1;
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SpawnBlood (org, 20);
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if (!(self.cutf_items & #CUTF_KNIFE) || trace_ent.classname != "player")
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{
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deathmsg = #DMSG_AXE;
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if (!(self.cutf_items & #CUTF_CLOSECOMBAT))
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TF_T_Damage (trace_ent, self, self, 30, #TF_TD_NOTTEAM, #TF_TD_OTHER);
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else
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TF_T_Damage (trace_ent, self, self, 60, #TF_TD_NOTTEAM, #TF_TD_OTHER);
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}
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else // spy can try for the backstab!
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{
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//WK Only give blood if you hit an enemy when being a warlock
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if ((!Teammate(trace_ent.team_no, self.team_no) || !(self.job & #JOB_WARLOCK)) && prematch < time)
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{
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self.job = self.job | #JOB_BLOODY_KNIFE;
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self.weaponmode = 1; // Put blood on the knife
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self.weaponmodel = "progs/v_knife2.mdl";
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}
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else if (self.job & #JOB_WARLOCK)
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{
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sprint(self,#PRINT_HIGH,"You may only draw blood from enemies\n");
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}
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// Check direction of Attack
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makevectors(trace_ent.v_angle);
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def = v_right;
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if (self.classname == "player")
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makevectors(self.v_angle);
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else
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makevectors(self.angles);
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// Backstab
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if (crossproduct(def,v_forward) > 0)
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{
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deathmsg = #DMSG_BACKSTAB;
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ThrowGib("progs/gib1.mdl", -50);
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ThrowGib("progs/gib2.mdl", 10);
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ThrowGib("progs/gib3.mdl", 50);
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ThrowGib ("progs/gib2.mdl", 25); //-added
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//WK 120 & no IGNOREARMOR
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if (!(self.cutf_items & #CUTF_CLOSECOMBAT))
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TF_T_Damage (trace_ent, self, self, 100, #TF_TD_IGNOREARMOUR | #TF_TD_NOTTEAM, #TF_TD_OTHER);
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else
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TF_T_Damage (trace_ent, self, self, 200, #TF_TD_IGNOREARMOUR | #TF_TD_NOTTEAM, #TF_TD_OTHER);
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}
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else
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{
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deathmsg = #DMSG_AXE;
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//WK 40
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if (!(self.cutf_items & #CUTF_CLOSECOMBAT))
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TF_T_Damage (trace_ent, self, self, 50, #TF_TD_NOTTEAM, #TF_TD_OTHER);
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else
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TF_T_Damage (trace_ent, self, self, 100, #TF_TD_NOTTEAM, #TF_TD_OTHER);
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}
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}
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}
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else
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{ // hit wall
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sound (self, #CHAN_WEAPON, "player/axhit2.wav", 1, #ATTN_NORM);
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WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
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WriteByte (#MSG_BROADCAST, #TE_GUNSHOT);
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#ifdef QUAKE_WORLD
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WriteByte (#MSG_MULTICAST, 3);
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#endif
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WriteCoord (#MSG_BROADCAST, org_x);
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WriteCoord (#MSG_BROADCAST, org_y);
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WriteCoord (#MSG_BROADCAST, org_z);
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#ifdef QUAKE_WORLD
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multicast (org, #MULTICAST_PVS);
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#endif
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}
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};
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/*
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================
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W_FireSpanner
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================
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*/
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void() W_FireSpanner =
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{
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local vector source;
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local vector org, def;
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local float healam;
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local entity te;
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makevectors(self.v_angle);
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source = self.origin + '0 0 16';
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if (self.cutf_items & #CUTF_CLOSECOMBAT)
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traceline (source, source + v_forward*96, #FALSE, self);
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else
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traceline (source, source + v_forward*64, #FALSE, self);
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if (trace_fraction == 1.0)
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return;
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org = trace_endpos - v_forward*4;
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if (trace_ent.classname == "force_field")
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{
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FieldExplosion(trace_ent,trace_endpos,trace_ent);
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PutFieldWork(trace_ent);
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deathmsg = #DMSG_SPANNERFIELD;
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TF_T_Damage(self, self, self, self.health + 50, #TF_TD_IGNOREARMOUR, #TF_TD_OTHER);
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sound (self, #CHAN_MISC, "effects/crunch.wav", 1, #ATTN_NONE);
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return;
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}
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// It may be a trigger that can be activated by the engineer's spanner
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if (trace_ent.goal_activation & #TFGA_SPANNER)
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{
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// Does the AP match the AP Criteria?
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if (Activated(trace_ent,self))
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{
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DoResults(trace_ent, self, #TRUE);
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if (trace_ent.classname == "func_button")
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{
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trace_ent.enemy = self;
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other = self;
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self = trace_ent;
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self.dont_do_triggerwork = #TRUE; // Already done in DoResults
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button_fire();
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self = other;
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}
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}
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else
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{
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// If an else goal should be activated, activate it
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if (trace_ent.else_goal != 0)
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{
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te = Findgoal(trace_ent.else_goal);
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if (te)
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DoResults(te, self, (trace_ent.goal_result & #TFGR_ADD_BONUSES));
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}
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else
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{
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sound (self, #CHAN_WEAPON, "player/axhit2.wav", 1, #ATTN_NORM);
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WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
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WriteByte (#MSG_BROADCAST, #TE_GUNSHOT);
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#ifdef QUAKE_WORLD
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WriteByte (#MSG_MULTICAST, 3);
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#endif
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WriteCoord (#MSG_BROADCAST, org_x);
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WriteCoord (#MSG_BROADCAST, org_y);
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WriteCoord (#MSG_BROADCAST, org_z);
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#ifdef QUAKE_WORLD
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multicast (org, #MULTICAST_PVS);
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#endif
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}
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}
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return;
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}
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if (trace_ent.takedamage)
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{
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// Engineer can repair/use his buildings
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if (trace_ent.classname == "building_dispenser")
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{
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Engineer_UseDispenser(trace_ent);
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return;
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}
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else if (trace_ent.classname == "building_sentrygun")
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{
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Engineer_UseSentryGun(trace_ent);
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return;
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}
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else if (trace_ent.classname == "building_sentrygun_base")
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{
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if (trace_ent.oldenemy)
|
|
Engineer_UseSentryGun(trace_ent.oldenemy);
|
|
return;
|
|
}
|
|
else if (trace_ent.classname == "building_tesla")
|
|
{
|
|
Engineer_UseTesla(trace_ent);
|
|
return;
|
|
}
|
|
else if (trace_ent.classname == "building_camera")
|
|
{
|
|
Engineer_UseCamera(trace_ent);
|
|
return;
|
|
}
|
|
else if (trace_ent.classname == "building_sensor")
|
|
{
|
|
Engineer_UseSensor(trace_ent);
|
|
return;
|
|
}
|
|
else if (trace_ent.classname == "building_teleporter")
|
|
{
|
|
Engineer_UseTeleporter(trace_ent);
|
|
return;
|
|
}
|
|
else if (trace_ent.classname == "building_fieldgen")
|
|
{
|
|
Engineer_UseFieldGen(trace_ent);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (trace_ent.classname == "player")
|
|
{
|
|
if (Teammate(trace_ent.team_no, self.team_no) && (teamplay) || (coop))
|
|
{
|
|
healam = #WEAP_SPANNER_REPAIR;
|
|
if (self.ammo_cells < healam)
|
|
healam = self.ammo_cells;
|
|
|
|
// Only fix armor if they've got some
|
|
if (trace_ent.armor_allowed == 0) //WK
|
|
return;
|
|
|
|
if (trace_ent.armorvalue <= 0) // SB
|
|
return;
|
|
|
|
if (trace_ent.maxarmor - trace_ent.armorvalue < (healam * 4))
|
|
healam = ceil((trace_ent.maxarmor - trace_ent.armorvalue) / 4);
|
|
|
|
if (healam > 0)
|
|
{
|
|
trace_ent.armorvalue = trace_ent.armorvalue + (healam * 4);
|
|
if (trace_ent.armorvalue > trace_ent.maxarmor)
|
|
trace_ent.armorvalue = trace_ent.maxarmor;
|
|
|
|
//WK Give them full armor color
|
|
trace_ent.armortype = trace_ent.armor_allowed;
|
|
|
|
self.ammo_cells = self.ammo_cells - healam;
|
|
|
|
sound(trace_ent, #CHAN_WEAPON, "items/r_item1.wav", 1, #ATTN_NORM);
|
|
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_BROADCAST, #TE_GUNSHOT);
|
|
#ifdef QUAKE_WORLD
|
|
WriteByte (#MSG_MULTICAST, 3);
|
|
#endif
|
|
WriteCoord (#MSG_BROADCAST, org_x);
|
|
WriteCoord (#MSG_BROADCAST, org_y);
|
|
WriteCoord (#MSG_BROADCAST, org_z);
|
|
#ifdef QUAKE_WORLD
|
|
multicast (org, #MULTICAST_PVS);
|
|
#endif
|
|
|
|
W_SetCurrentAmmo ();
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
trace_ent.axhitme = 1;
|
|
SpawnBlood (org, 20);
|
|
|
|
deathmsg = #DMSG_SPANNER;
|
|
//WK 20
|
|
if (!(self.cutf_items & #CUTF_CLOSECOMBAT))
|
|
TF_T_Damage (trace_ent, self, self, 20, #TF_TD_NOTTEAM, #TF_TD_OTHER);
|
|
else
|
|
TF_T_Damage (trace_ent, self, self, 40, #TF_TD_NOTTEAM, #TF_TD_OTHER);
|
|
}
|
|
}
|
|
else // hit wall
|
|
{
|
|
sound (self, #CHAN_WEAPON, "player/axhit2.wav", 1, #ATTN_NORM);
|
|
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_BROADCAST, #TE_GUNSHOT);
|
|
#ifdef QUAKE_WORLD
|
|
WriteByte (#MSG_MULTICAST, 3);
|
|
#endif
|
|
WriteCoord (#MSG_BROADCAST, org_x);
|
|
WriteCoord (#MSG_BROADCAST, org_y);
|
|
WriteCoord (#MSG_BROADCAST, org_z);
|
|
#ifdef QUAKE_WORLD
|
|
multicast (org, #MULTICAST_PVS);
|
|
#endif
|
|
}
|
|
};
|
|
|
|
/*
|
|
================
|
|
W_FireMedikit
|
|
================
|
|
*/
|
|
|
|
void(entity ignore, entity ignore2, string st, string st2, string st3, string st4, string st5, string st6) teamsprintbi;
|
|
void(float tno, entity ignore, entity ignore2) teamprefixsprintbi;
|
|
|
|
void(float inAuto) W_FireMedikit =
|
|
{
|
|
local vector source;
|
|
local vector org;
|
|
local float healam;
|
|
local entity te, BioInfection;
|
|
|
|
source = self.origin + '0 0 16';
|
|
if (self.cutf_items & #CUTF_CLOSECOMBAT)
|
|
traceline (source, source + v_forward*96, #FALSE, self);
|
|
else
|
|
traceline (source, source + v_forward*64, #FALSE, self);
|
|
|
|
if (trace_fraction == 1.0)
|
|
return;
|
|
|
|
org = trace_endpos - v_forward*4;
|
|
|
|
if (trace_ent.takedamage)
|
|
{
|
|
if (trace_ent.classname == "player")
|
|
{
|
|
if (Teammate(trace_ent.team_no, self.team_no) || (coop))
|
|
{
|
|
healam = #WEAP_MEDIKIT_HEAL;
|
|
|
|
// remove concussion from player
|
|
// Try to find a concusstimer entity for this player
|
|
te = find(world, classname, "timer");
|
|
while (((te.owner != trace_ent) || (te.think != ConcussionGrenadeTimer)) && (te != world))
|
|
{
|
|
te = find(te, classname, "timer");
|
|
}
|
|
|
|
if (te != world)
|
|
{
|
|
stuffcmd(trace_ent ,"v_idlescale 0\n");
|
|
SpawnBlood(org, 20);
|
|
sprint(trace_ent, #PRINT_HIGH, "you have been healed of your concussion\n");
|
|
|
|
// Give the medic a frag for doing it, only if it was caused by an enemy
|
|
if (!Teammate(self.team_no,te.team_no))
|
|
{
|
|
self.real_frags = self.real_frags + 1;
|
|
if (!(toggleflags & #TFLAG_TEAMFRAGS))
|
|
self.frags = self.real_frags;
|
|
}
|
|
|
|
dremove(te);
|
|
}
|
|
|
|
// remove hallucination from player
|
|
// Try to find a hallucination timer entity for this player
|
|
if (trace_ent.tfstate & #TFSTATE_HALLUCINATING)
|
|
{
|
|
te = find(world, classname, "timer");
|
|
while (((te.owner != trace_ent) || (te.think != HallucinationTimer)) && (te != world))
|
|
{
|
|
te = find(te, classname, "timer");
|
|
}
|
|
|
|
if (te != world)
|
|
{
|
|
trace_ent.tfstate = trace_ent.tfstate - (trace_ent.tfstate & #TFSTATE_HALLUCINATING);
|
|
|
|
SpawnBlood(org, 20);
|
|
sprint(trace_ent, #PRINT_HIGH, "you have been healed of your hallucinations\n");
|
|
|
|
// Give the medic a frag for doing it, only if it was caused by an enemy
|
|
if (!Teammate(self.team_no,te.team_no))
|
|
{
|
|
self.real_frags = self.real_frags + 1;
|
|
if (!(toggleflags & #TFLAG_TEAMFRAGS))
|
|
self.frags = self.real_frags;
|
|
}
|
|
|
|
dremove(te);
|
|
}
|
|
else
|
|
{
|
|
RPrint("Warning: Error in Hallucination Timer logic.\n");
|
|
}
|
|
}
|
|
|
|
// remove tranquilisation from player
|
|
// Try to find a tranquilisation timer entity for this player
|
|
if (trace_ent.tfstate & #TFSTATE_TRANQUILISED)
|
|
{
|
|
te = find(world, classname, "timer");
|
|
while (((te.owner != trace_ent) || (te.think != TranquiliserTimer)) && (te != world))
|
|
{
|
|
te = find(te, classname, "timer");
|
|
}
|
|
|
|
if (te != world)
|
|
{
|
|
trace_ent.tfstate = trace_ent.tfstate - (trace_ent.tfstate & #TFSTATE_TRANQUILISED);
|
|
TeamFortress_SetSpeed(trace_ent);
|
|
|
|
SpawnBlood(org, 20);
|
|
sprint(trace_ent, #PRINT_HIGH, "you have been healed of your tranquilisation\n");
|
|
|
|
// Give the medic a frag for doing it, only if it was caused by an enemy
|
|
if (!Teammate(self.team_no,te.team_no))
|
|
{
|
|
self.real_frags = self.real_frags + 1;
|
|
if (!(toggleflags & #TFLAG_TEAMFRAGS))
|
|
self.frags = self.real_frags;
|
|
}
|
|
|
|
dremove(te);
|
|
}
|
|
else
|
|
{
|
|
RPrint("Warning: Error in Tranquilisation Timer logic.\n");
|
|
}
|
|
}
|
|
|
|
// check if the healed player is blinded
|
|
if (trace_ent.FlashTime > 0)
|
|
{
|
|
te = find(world, netname, "flashtimer");
|
|
while ((te.owner != trace_ent || te.classname != "timer") && (te != world))
|
|
te = find(te, netname, "flashtimer");
|
|
|
|
if (te != world)
|
|
{
|
|
trace_ent.FlashTime = 0;
|
|
SpawnBlood(org, 20);
|
|
|
|
// Give the medic a frag for doing it, only if it was caused by an enemy
|
|
stuffcmd(trace_ent, "v_cshift 0\n"); //WK -- /CH te -> trace_ent
|
|
stuffcmd(trace_ent, "r_norefresh 0;wait;echo;wait;echo;wait;echo;wait;echo\n"); //WK -- /CH te -> trace_ent
|
|
|
|
if (!Teammate(self.team_no,te.team_no))
|
|
{
|
|
self.real_frags = self.real_frags + 1;
|
|
if (!(toggleflags & #TFLAG_TEAMFRAGS))
|
|
self.frags = self.real_frags;
|
|
}
|
|
|
|
dremove(te);
|
|
}
|
|
else
|
|
{
|
|
RPrint("Warning: Error in Flash Timer logic.\n");
|
|
trace_ent.FlashTime = 0;
|
|
}
|
|
}
|
|
|
|
// check if the healed player is infected
|
|
if (trace_ent.tfstate & #TFSTATE_INFECTED)
|
|
{
|
|
healam = rint(trace_ent.health / 2);
|
|
|
|
// remove the infection
|
|
trace_ent.tfstate = trace_ent.tfstate - (trace_ent.tfstate & #TFSTATE_INFECTED);
|
|
|
|
// some damage is caused (because of the use of leeches!)
|
|
// remove half their remaining health
|
|
deathmsg = #DMSG_MEDIKIT;
|
|
T_Damage(trace_ent, self, self, healam);
|
|
|
|
SpawnBlood(org, 30);
|
|
sprint(trace_ent, #PRINT_HIGH,self.netname);
|
|
sprint(trace_ent, #PRINT_HIGH, " cures your infection!\n");
|
|
|
|
if (self.classname == "player")
|
|
{
|
|
sprint(self, #PRINT_HIGH, "You have healed ");
|
|
sprint(self, #PRINT_HIGH, trace_ent.netname);
|
|
sprint(self, #PRINT_HIGH, " of the infection.\n");
|
|
|
|
teamprefixsprintbi(self.team_no,self,trace_ent);
|
|
teamsprintbi(self,trace_ent,trace_ent.netname," infection has been cured by ",self.netname,"\n","","");
|
|
|
|
// Give the medic a frag for doing it, only if it was caused by an enemy
|
|
if (!Teammate(trace_ent.infection_team_no, self.team_no))
|
|
{
|
|
self.real_frags = self.real_frags + 1;
|
|
if (!(toggleflags & #TFLAG_TEAMFRAGS))
|
|
self.frags = self.real_frags;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// put out the fire if they are burning
|
|
if (trace_ent.numflames > 0)
|
|
{
|
|
sound(trace_ent, #CHAN_WEAPON, "items/r_item1.wav", 1, #ATTN_NORM);
|
|
|
|
trace_ent.numflames = 0;
|
|
|
|
sprint(trace_ent, #PRINT_HIGH, "The flames have been doused!\n");
|
|
|
|
if (self.classname == "player")
|
|
{
|
|
sprint(self, #PRINT_MEDIUM, "You have put out ");
|
|
sprint(self, #PRINT_MEDIUM, trace_ent.netname);
|
|
sprint(self, #PRINT_MEDIUM, "'s fire.\n");
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (healam > 0 && trace_ent.health < trace_ent.max_health)
|
|
{
|
|
sound(trace_ent, #CHAN_WEAPON, "items/r_item1.wav", 1, #ATTN_NORM);
|
|
trace_ent.axhitme = 1;
|
|
SpawnBlood (org, 20);
|
|
|
|
T_Heal(trace_ent, healam, 0);
|
|
}
|
|
else if (trace_ent.health >= trace_ent.max_health && trace_ent.health < (trace_ent.max_health + #WEAP_MEDIKIT_OVERHEAL))
|
|
{
|
|
healam = 10;
|
|
if (healam > (self.ammo_medikit * 10))
|
|
healam = (self.ammo_medikit * 10);
|
|
if (healam > 0)
|
|
{
|
|
sound(trace_ent, #CHAN_ITEM, "items/r_item2.wav", 1, #ATTN_NORM);
|
|
T_Heal(trace_ent, healam, 1);
|
|
self.ammo_medikit = self.ammo_medikit - rint(healam / 10);
|
|
if (!(trace_ent.items & #IT_SUPERHEALTH))
|
|
{
|
|
trace_ent.items = trace_ent.items | #IT_SUPERHEALTH;
|
|
newmis = spawn();
|
|
newmis.classname = "medikit_rot";
|
|
newmis.nextthink = time + 20;
|
|
newmis.think = item_megahealth_rot;
|
|
newmis.owner = trace_ent;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef MEDIKIT_IS_BIOWEAPON
|
|
//WK Don't infect if they're invincible or observing
|
|
else if (!(trace_ent.invincible_finished) && !(trace_ent.playerclass == #PC_UNDEFINED))
|
|
{
|
|
if (inAuto)
|
|
return;
|
|
trace_ent.axhitme = 1;
|
|
SpawnBlood (org, 20);
|
|
|
|
deathmsg = #DMSG_BIOWEAPON_ATT;
|
|
if (!(self.cutf_items & #CUTF_CLOSECOMBAT))
|
|
T_Damage (trace_ent, self, self, 10);
|
|
else
|
|
T_Damage (trace_ent, self, self, 20);
|
|
|
|
if (trace_ent.weapons_carried & #WEAP_MEDIKIT) //WK
|
|
return;
|
|
|
|
//Melee armor stops infection 75% of the time
|
|
if (trace_ent.tf_items & #NIT_GEL && random() < 0.75)
|
|
return;
|
|
|
|
trace_ent.tfstate = trace_ent.tfstate | #TFSTATE_INFECTED;
|
|
|
|
BioInfection = spawn ();
|
|
BioInfection.classname = "timer";
|
|
BioInfection.netname = "biotimer";
|
|
BioInfection.owner = trace_ent;
|
|
BioInfection.nextthink = time + 2;
|
|
BioInfection.think = BioInfection_Decay;
|
|
BioInfection.enemy = self;
|
|
|
|
trace_ent.infection_team_no = self.team_no;
|
|
}
|
|
#endif
|
|
|
|
}
|
|
else if (IsMonster(trace_ent))//- OfN - //|| trace_ent.classname == "monster_fish")
|
|
{
|
|
if (Teammate(trace_ent.real_owner.team_no, self.team_no))
|
|
{
|
|
if (trace_ent.health < trace_ent.max_health)
|
|
{
|
|
if (trace_ent.max_health - trace_ent.health < 50)
|
|
healam = trace_ent.max_health - trace_ent.health;
|
|
else
|
|
healam = 50;
|
|
if (healam > self.ammo_medikit)
|
|
healam = self.ammo_medikit;
|
|
|
|
if (healam == 0)
|
|
return;
|
|
sound(trace_ent, #CHAN_WEAPON, "items/r_item1.wav", 1, #ATTN_NORM);
|
|
trace_ent.axhitme = 1;
|
|
SpawnBlood (org, 20);
|
|
|
|
T_Heal(trace_ent, healam, 0);
|
|
self.ammo_medikit = self.ammo_medikit - healam;
|
|
if (trace_ent.health > trace_ent.max_health)
|
|
trace_ent.health = trace_ent.max_health;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (inAuto) return; //Don't click for automedic
|
|
// hit wall
|
|
sound (self, #CHAN_WEAPON, "player/axhit2.wav", 1, #ATTN_NORM);
|
|
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_BROADCAST, #TE_GUNSHOT);
|
|
#ifdef QUAKE_WORLD
|
|
WriteByte (#MSG_MULTICAST, 3);
|
|
#endif
|
|
WriteCoord (#MSG_BROADCAST, org_x);
|
|
WriteCoord (#MSG_BROADCAST, org_y);
|
|
WriteCoord (#MSG_BROADCAST, org_z);
|
|
#ifdef QUAKE_WORLD
|
|
multicast (org, #MULTICAST_PVS);
|
|
#endif
|
|
}
|
|
};
|
|
|
|
/*
|
|
================
|
|
W_FireBioweapon
|
|
================
|
|
*/
|
|
|
|
void() W_FireBioweapon =
|
|
{
|
|
local vector source;
|
|
local vector org;
|
|
local float healam;
|
|
|
|
local entity BioInfection;
|
|
|
|
source = self.origin + '0 0 16';
|
|
traceline (source, source + v_forward*64, #FALSE, self);
|
|
if (trace_fraction == 1.0)
|
|
return;
|
|
|
|
org = trace_endpos - v_forward*4;
|
|
|
|
if (trace_ent.takedamage)
|
|
{
|
|
if (trace_ent.classname == "player")
|
|
{
|
|
if ((!Teammate(trace_ent.team_no, self.team_no) && teamplay) || teamplay == 0)
|
|
{
|
|
trace_ent.axhitme = 1;
|
|
SpawnBlood (org, 20);
|
|
|
|
deathmsg = #DMSG_BIOWEAPON_ATT;
|
|
if (!(self.cutf_items & #CUTF_CLOSECOMBAT))
|
|
T_Damage (trace_ent, self, self, 10);
|
|
else
|
|
T_Damage (trace_ent, self, self, 20);
|
|
|
|
if (trace_ent.weapons_carried & #WEAP_MEDIKIT) //WK
|
|
return;
|
|
|
|
trace_ent.tfstate = trace_ent.tfstate | #TFSTATE_INFECTED;
|
|
|
|
BioInfection = spawn ();
|
|
BioInfection.classname = "timer";
|
|
BioInfection.netname = "biotimer";
|
|
BioInfection.owner = trace_ent;
|
|
BioInfection.nextthink = time + 2;
|
|
BioInfection.think = BioInfection_Decay;
|
|
BioInfection.enemy = self;
|
|
|
|
trace_ent.infection_team_no = self.team_no;
|
|
}
|
|
}
|
|
else if (trace_ent.flags & #FL_MONSTER)
|
|
{
|
|
if (trace_ent.classname == "monster_zombie")
|
|
{
|
|
// zombie slayer!
|
|
T_Damage (trace_ent, self, self, 200);
|
|
}
|
|
|
|
trace_ent.axhitme = 1;
|
|
SpawnBlood(org, 20);
|
|
if (!(self.cutf_items & #CUTF_CLOSECOMBAT))
|
|
T_Damage (trace_ent, self, self, 10);
|
|
else
|
|
T_Damage (trace_ent, self, self, 20);
|
|
|
|
BioInfection = spawn ();
|
|
BioInfection.classname = "timer";
|
|
BioInfection.classname = "biotimer";
|
|
BioInfection.nextthink = time + 2;
|
|
BioInfection.think = BioInfection_MonsterDecay;
|
|
BioInfection.owner = self;
|
|
BioInfection.enemy = trace_ent;
|
|
}
|
|
else // must be a switch
|
|
{
|
|
trace_ent.axhitme = 1;
|
|
SpawnBlood (org, 30);
|
|
|
|
T_Damage(trace_ent, self, self, 40);
|
|
}
|
|
}
|
|
else
|
|
{ // hit wall
|
|
sound (self, #CHAN_WEAPON, "player/axhit2.wav", 1, #ATTN_NORM);
|
|
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_BROADCAST, #TE_GUNSHOT);
|
|
#ifdef QUAKE_WORLD
|
|
WriteByte (#MSG_MULTICAST, 3);
|
|
#endif
|
|
WriteCoord (#MSG_BROADCAST, org_x);
|
|
WriteCoord (#MSG_BROADCAST, org_y);
|
|
WriteCoord (#MSG_BROADCAST, org_z);
|
|
#ifdef QUAKE_WORLD
|
|
multicast (org, #MULTICAST_PVS);
|
|
#endif
|
|
}
|
|
};
|
|
|
|
|
|
//============================================================================
|
|
|
|
|
|
vector() wall_velocity =
|
|
{
|
|
local vector vel;
|
|
|
|
vel = normalize (self.velocity);
|
|
vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
|
|
vel = vel + 2*trace_plane_normal;
|
|
vel = vel * 200;
|
|
|
|
return vel;
|
|
};
|
|
|
|
|
|
/*
|
|
================
|
|
SpawnMeatSpray
|
|
================
|
|
*/
|
|
void(vector org, vector vel) SpawnMeatSpray =
|
|
{
|
|
local entity missile;
|
|
local vector org;
|
|
|
|
missile = spawn ();
|
|
missile.owner = self;
|
|
missile.movetype = #MOVETYPE_BOUNCE;
|
|
missile.solid = #SOLID_NOT;
|
|
|
|
makevectors (self.angles);
|
|
|
|
missile.velocity = vel;
|
|
missile.velocity_z = missile.velocity_z + 250 + 50*random();
|
|
|
|
missile.avelocity = '3000 1000 2000';
|
|
|
|
// set missile duration
|
|
missile.nextthink = time + 1;
|
|
missile.think = SUB_Remove;
|
|
|
|
setmodel (missile, "progs/zom_gib.mdl");
|
|
setsize (missile, '0 0 0', '0 0 0');
|
|
setorigin (missile, org);
|
|
};
|
|
|
|
/*
|
|
================
|
|
SpawnBlood
|
|
================
|
|
*/
|
|
|
|
void(vector org, float damage) SpawnBlood =
|
|
{
|
|
#ifndef QUAKE_WORLD
|
|
particle (org, #VEC_ORIGIN, 73, damage*2);
|
|
#else
|
|
WriteByte (#MSG_MULTICAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_MULTICAST, #TE_BLOOD);
|
|
WriteByte (#MSG_MULTICAST, 1);
|
|
WriteCoord (#MSG_MULTICAST, org_x);
|
|
WriteCoord (#MSG_MULTICAST, org_y);
|
|
WriteCoord (#MSG_MULTICAST, org_z);
|
|
multicast (org, #MULTICAST_PVS);
|
|
#endif
|
|
};
|
|
|
|
|
|
|
|
/*
|
|
================
|
|
spawn_touchblood
|
|
================
|
|
*/
|
|
void(float damage) spawn_touchblood =
|
|
{
|
|
local vector vel;
|
|
|
|
vel = wall_velocity () * 0.2;
|
|
SpawnBlood (self.origin + vel*0.01, damage);
|
|
};
|
|
|
|
/*
|
|
================
|
|
SpawnChunk
|
|
================
|
|
*/
|
|
void(vector org, vector vel) SpawnChunk =
|
|
{
|
|
particle (org, vel*0.02, 0, 10);
|
|
};
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
MULTI-DAMAGE
|
|
|
|
Collects multiple small damages into a single damage
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
entity multi_ent;
|
|
float multi_damage;
|
|
|
|
#ifdef QUAKE_WORLD
|
|
vector blood_org;
|
|
float blood_count;
|
|
|
|
vector puff_org;
|
|
float puff_count;
|
|
#endif
|
|
|
|
void() ClearMultiDamage =
|
|
{
|
|
multi_ent = world;
|
|
multi_damage = 0;
|
|
#ifdef QUAKE_WORLD
|
|
blood_count = 0;
|
|
puff_count = 0;
|
|
#endif
|
|
};
|
|
|
|
void() ApplyMultiDamage =
|
|
{
|
|
if (!multi_ent)
|
|
return;
|
|
// don't set deathmsg here, since it'll be set by the weapon that fired
|
|
if (self.current_weapon & #WEAP_LIGHT_ASSAULT)
|
|
TF_T_Damage (multi_ent, self, self, multi_damage, #TF_TD_NOTTEAM, #TF_TD_NAIL);
|
|
else
|
|
TF_T_Damage (multi_ent, self, self, multi_damage, #TF_TD_NOTTEAM, #TF_TD_SHOT);
|
|
};
|
|
|
|
void(entity hit, float damage) AddMultiDamage =
|
|
{
|
|
if (!hit)
|
|
return;
|
|
|
|
if (hit != multi_ent)
|
|
{
|
|
ApplyMultiDamage ();
|
|
multi_damage = damage;
|
|
multi_ent = hit;
|
|
}
|
|
else
|
|
multi_damage = multi_damage + damage;
|
|
};
|
|
|
|
#ifdef QUAKE_WORLD
|
|
void() Multi_Finish =
|
|
{
|
|
/* WK Save spam SB ok, you save spam*/
|
|
if (puff_count)
|
|
{
|
|
WriteByte (#MSG_MULTICAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_MULTICAST, #TE_GUNSHOT);
|
|
WriteByte (#MSG_MULTICAST, puff_count);
|
|
WriteCoord (#MSG_MULTICAST, puff_org_x);
|
|
WriteCoord (#MSG_MULTICAST, puff_org_y);
|
|
WriteCoord (#MSG_MULTICAST, puff_org_z);
|
|
multicast (puff_org, #MULTICAST_PVS);
|
|
}
|
|
|
|
|
|
if (blood_count)
|
|
{
|
|
WriteByte (#MSG_MULTICAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_MULTICAST, #TE_BLOOD);
|
|
WriteByte (#MSG_MULTICAST, blood_count);
|
|
WriteCoord (#MSG_MULTICAST, blood_org_x);
|
|
WriteCoord (#MSG_MULTICAST, blood_org_y);
|
|
WriteCoord (#MSG_MULTICAST, blood_org_z);
|
|
multicast (puff_org, #MULTICAST_PVS);
|
|
}
|
|
};
|
|
#endif
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
BULLETS
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*
|
|
================
|
|
TraceAttack
|
|
================
|
|
*/
|
|
void(float damage, vector dir) TraceAttack =
|
|
{
|
|
local vector vel, org;
|
|
|
|
vel = normalize(dir + v_up*crandom() + v_right*crandom());
|
|
vel = vel + 2*trace_plane_normal;
|
|
vel = vel * 200;
|
|
|
|
org = trace_endpos - dir*4;
|
|
|
|
//WK Sweep mines at the end of the attack
|
|
GuerillaMineSweep(trace_endpos);
|
|
|
|
if (trace_ent.takedamage)
|
|
{
|
|
#ifndef QUAKE_WORLD
|
|
SpawnBlood (org, damage);
|
|
#else
|
|
blood_count = blood_count + 1;
|
|
blood_org = org;
|
|
#endif
|
|
|
|
AddMultiDamage (trace_ent, damage);
|
|
}
|
|
else
|
|
{
|
|
if (trace_ent.classname == "force_field") //- OfN - Makes field explosion b4 removing it
|
|
{
|
|
FieldExplosion(trace_ent,trace_endpos,trace_ent);
|
|
PutFieldWork(trace_ent);
|
|
}
|
|
else
|
|
{
|
|
#ifndef QUAKE_WORLD
|
|
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_BROADCAST, #TE_GUNSHOT);
|
|
WriteCoord (#MSG_BROADCAST, org_x);
|
|
WriteCoord (#MSG_BROADCAST, org_y);
|
|
WriteCoord (#MSG_BROADCAST, org_z);
|
|
#else
|
|
//multicast (trace_endpos, #MULTICAST_PVS);
|
|
puff_count = puff_count + 1;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
/*
|
|
================
|
|
FireBullets
|
|
|
|
Used by shotgun, super shotgun, assault cannon, and enemy soldier firing
|
|
Go to the trouble of combining multiple pellets into a single damage call.
|
|
================
|
|
*/
|
|
void(float shotcount, vector dir, vector spread) FireBullets =
|
|
{
|
|
local vector direction;
|
|
local vector src;
|
|
|
|
makevectors(self.v_angle);
|
|
|
|
src = self.origin + v_forward*10;
|
|
src_z = self.absmin_z + self.size_z * 0.7;
|
|
|
|
ClearMultiDamage ();
|
|
|
|
#ifdef QUAKE_WORLD
|
|
if (self.current_weapon & #WEAP_ASSAULT_CANNON)
|
|
{
|
|
direction = dir + crandom()*0.2*v_right + crandom()*0.1*v_up;
|
|
traceline (src, src + direction*2048, #FALSE, self); //WK 2048
|
|
}
|
|
else
|
|
traceline (src, src + dir*1024, #FALSE, self); //WK 2048
|
|
puff_org = trace_endpos - dir*4;
|
|
puff_count = shotcount;
|
|
#endif
|
|
|
|
while (shotcount > 0)
|
|
{
|
|
direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up;
|
|
if (self.current_weapon & #WEAP_ASSAULT_CANNON)
|
|
traceline (src, src + direction*2048, #FALSE, self); //WK 2048
|
|
else
|
|
traceline (src, src + direction*1024, #FALSE, self); //WK 2048
|
|
if (trace_fraction != 1.0)
|
|
{
|
|
if (self.current_weapon & #WEAP_ASSAULT_CANNON) //WK Sinth's bugfix
|
|
TraceAttack (5, direction); //WK(12) (6) Reversed from 2.5
|
|
else if (self.current_weapon & #WEAP_LIGHT_ASSAULT)
|
|
{
|
|
TraceAttack (4, direction);
|
|
}
|
|
else
|
|
TraceAttack (6, direction); //WK 4
|
|
}
|
|
|
|
shotcount = shotcount - 1;
|
|
}
|
|
ApplyMultiDamage ();
|
|
#ifdef QUAKE_WORLD
|
|
Multi_Finish ();
|
|
#endif
|
|
};
|
|
|
|
/*
|
|
================
|
|
W_FireShotgun
|
|
================
|
|
*/
|
|
void() W_FireShotgun =
|
|
{
|
|
local vector dir;
|
|
|
|
sound (self, #CHAN_WEAPON, "weapons/guncock.wav", 1, #ATTN_NORM);
|
|
|
|
if (self.classname == "player")
|
|
KickPlayer(-2, self);
|
|
|
|
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
|
|
if (self.classname == "player")
|
|
dir = aim (self, 100000);
|
|
else
|
|
{
|
|
dir = self.enemy.origin - self.enemy.velocity * (0.08 / self.has_sensor);
|
|
dir = normalize (dir - self.origin);
|
|
}
|
|
|
|
deathmsg = #DMSG_SHOTGUN;
|
|
FireBullets (6, dir, '0.04 0.04 0');
|
|
};
|
|
|
|
|
|
/*
|
|
================
|
|
W_FireSuperShotgun
|
|
================
|
|
*/
|
|
void() W_FireSuperShotgun =
|
|
{
|
|
local vector dir;
|
|
|
|
if (self.currentammo == 1)
|
|
{
|
|
W_FireShotgun ();
|
|
return;
|
|
}
|
|
|
|
sound (self ,#CHAN_WEAPON, "weapons/shotgn2.wav", 1, #ATTN_NORM);
|
|
|
|
if (self.classname == "player")
|
|
KickPlayer(-4, self);
|
|
|
|
self.currentammo = self.ammo_shells = self.ammo_shells - 2;
|
|
if (self.classname == "player")
|
|
dir = aim (self, 100000);
|
|
else
|
|
{
|
|
dir = self.enemy.origin - self.enemy.velocity * (0.08 / self.has_sensor);
|
|
dir = normalize (dir - self.origin);
|
|
}
|
|
deathmsg = #DMSG_SSHOTGUN;
|
|
FireBullets (12, dir, '0.19 0.10 0'); //WK 14, 0.14, 0.08
|
|
};
|
|
|
|
|
|
/*
|
|
================
|
|
FireSniperBullet
|
|
Used by sniper rifle firing (W_FireSniperRifle)
|
|
================
|
|
*/
|
|
void(vector direction, float damage) FireSniperBullet =
|
|
{
|
|
local vector src;
|
|
|
|
makevectors(self.v_angle);
|
|
|
|
src = self.origin + v_forward*10;
|
|
src_z = self.absmin_z + self.size_z * 0.7;
|
|
|
|
ClearMultiDamage ();
|
|
|
|
traceline (src, src + direction*4096, #FALSE, self);
|
|
|
|
if (trace_fraction != 1.0)
|
|
TraceAttack (damage, direction);
|
|
|
|
ApplyMultiDamage ();
|
|
};
|
|
|
|
|
|
/*
|
|
=================================
|
|
TeamFortress : W_FireSniperRifle
|
|
=================================
|
|
*/
|
|
void() W_FireSniperRifle =
|
|
{
|
|
local vector dir, src;
|
|
local float dam_mult, zdif, use_this;
|
|
|
|
sound (self ,#CHAN_WEAPON, "weapons/sniper.wav", 1, #ATTN_NORM);
|
|
KickPlayer(-2, self);
|
|
//self.currentammo = self.ammo_shells = self.ammo_shells - 1; // ofn moved!
|
|
|
|
makevectors(self.v_angle);
|
|
src = self.origin + v_forward * 10;
|
|
src_z = self.absmin_z + self.size_z * 0.7;
|
|
|
|
use_this = #FALSE;
|
|
traceline (src, src + dir*8092, #FALSE, self);
|
|
if (trace_fraction != 1.0)
|
|
{
|
|
if (trace_ent != world)
|
|
{
|
|
if (trace_ent.classname == "player")
|
|
{
|
|
use_this = #TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
KickPlayer(-4, self);
|
|
|
|
if (!use_this)
|
|
{
|
|
// aim, 'cause no entity in sights
|
|
dir = aim (self, 10000); // this corrects the aiming slightly, for bad players
|
|
traceline (src, src + dir*3072, #FALSE, self);
|
|
}
|
|
|
|
deathmsg = #DMSG_SNIPERRIFLE;
|
|
dam_mult = 1;
|
|
|
|
//- OfN - float factor to handle OTR bullets difference
|
|
local float is_OTR; // factor of dmg 1 no otr, >1 yes
|
|
is_OTR=1;
|
|
if (self.cutf_items & #CUTF_OTR && self.ammo_shells > 2)
|
|
{
|
|
is_OTR = #OTR_DMGFACTOR;
|
|
self.currentammo = self.ammo_shells = self.ammo_shells - 3;
|
|
}
|
|
else
|
|
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
|
|
|
|
dam_mult=dam_mult*is_OTR;
|
|
|
|
if (trace_ent)
|
|
{
|
|
if (trace_ent.classname == "player")
|
|
{
|
|
local float x;
|
|
local vector f, g, h;
|
|
|
|
f = trace_endpos - src;
|
|
|
|
g_x = trace_endpos_x;
|
|
g_y = trace_endpos_y;
|
|
g_z = 0;
|
|
|
|
h_x = trace_ent.origin_x;
|
|
h_y = trace_ent.origin_y;
|
|
h_z = 0;
|
|
|
|
x = vlen(g - h);
|
|
|
|
f = (normalize(f) * x) + trace_endpos;
|
|
|
|
zdif = f_z - trace_ent.origin_z;
|
|
deathmsg = #DMSG_SNIPERRIFLE;
|
|
|
|
trace_ent.head_shot_vector = '0 0 0';
|
|
if (zdif < 0)
|
|
{
|
|
// leg shot
|
|
dam_mult = 0.75;
|
|
|
|
trace_ent.leg_damage = trace_ent.leg_damage + 1;
|
|
|
|
//- OfN - OTR bullets do twice damage ----------//
|
|
if (self.cutf_items & #CUTF_OTR)
|
|
{
|
|
dam_mult=dam_mult*is_OTR;
|
|
trace_ent.leg_damage = trace_ent.leg_damage + 1;
|
|
}
|
|
|
|
TeamFortress_SetSpeed(trace_ent);
|
|
deathmsg = #DMSG_SNIPERLEGSHOT;
|
|
//WK Kevlar ignored for snipers again.
|
|
TF_T_Damage (trace_ent, self, self, self.heat * dam_mult, 0, 0);
|
|
|
|
|
|
if (trace_ent.health > 0)
|
|
{
|
|
if (is_OTR > 1) {
|
|
sprint(trace_ent, #PRINT_MEDIUM, "Leg injury! That was OTR stuff!\n");
|
|
sprint(self, #PRINT_MEDIUM, "OTR Leg shot - that'll slow him down!\n");
|
|
} else { //- not OTR..
|
|
sprint(trace_ent, #PRINT_MEDIUM, "Leg injury!\n");
|
|
sprint(self, #PRINT_MEDIUM, "Leg shot - that'll slow him down!\n");}
|
|
}
|
|
|
|
return;
|
|
}
|
|
else if (zdif > 20)
|
|
{
|
|
// head shot
|
|
dam_mult = 2;
|
|
|
|
//- OfN - OTR bullets do twice damage
|
|
dam_mult=dam_mult*is_OTR;
|
|
|
|
stuffcmd(trace_ent, "bf\n");
|
|
|
|
trace_ent.head_shot_vector = trace_ent.origin - self.origin;
|
|
deathmsg = #DMSG_SNIPERHEADSHOT;
|
|
TF_T_Damage (trace_ent, self, self, self.heat * dam_mult, 0, #TF_TD_SHOT);
|
|
|
|
if (trace_ent.health > 0)
|
|
{
|
|
if (is_OTR > 1) {
|
|
sprint(trace_ent, #PRINT_MEDIUM, "Head injury! That was OTR stuff!\n");
|
|
sprint(self, #PRINT_MEDIUM, "OTR Head shot - that's gotta hurt!\n");
|
|
} else {
|
|
sprint(trace_ent, #PRINT_MEDIUM, "Head injury!\n");
|
|
sprint(self, #PRINT_MEDIUM, "Head shot - that's gotta hurt!\n");}
|
|
}
|
|
|
|
return;
|
|
}
|
|
else
|
|
deathmsg = #DMSG_SNIPERRIFLE;
|
|
|
|
}
|
|
}
|
|
|
|
ClearMultiDamage ();
|
|
|
|
if (trace_fraction != 1.0) // if it hit something
|
|
TraceAttack (self.heat * dam_mult, dir);
|
|
|
|
ApplyMultiDamage ();
|
|
|
|
};
|
|
|
|
/*
|
|
===================================
|
|
TeamFortress : W_FireAutoRifle
|
|
===================================
|
|
*/
|
|
void() W_FireAutoRifle =
|
|
{
|
|
local vector dir;
|
|
|
|
sound (self ,#CHAN_WEAPON, "weapons/sniper.wav", 1, #ATTN_NORM);
|
|
|
|
KickPlayer(-1, self);
|
|
|
|
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
|
|
makevectors(self.v_angle);
|
|
dir = v_forward;
|
|
deathmsg = #DMSG_AUTORIFLE;
|
|
FireSniperBullet (dir, 8);
|
|
};
|
|
|
|
/*
|
|
================
|
|
TeamFortress : W_FireAssaultCannon
|
|
================
|
|
*/
|
|
void() W_FireAssaultCannon =
|
|
{
|
|
local vector dir;
|
|
|
|
KickPlayer(-4, self);
|
|
|
|
//WK Judoka's usually don't have enough ammo to shoot this thing...
|
|
if (!(self.job & #JOB_JUDOKA && self.job & #JOB_ACTIVE))
|
|
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
|
|
dir = aim (self, 100000);
|
|
deathmsg = #DMSG_ASSAULTCANNON;
|
|
//WK FireBullets (5, dir, '0.1 0.1 0');
|
|
//We want more of a cone of fire...
|
|
// FireBullets (5, dir, '0.2 0.1 0');
|
|
// FireBullets (5, dir, '0.4 0.1 0');
|
|
FireBullets (7, dir, '0.15 0.1 0');
|
|
FireBullets (3, dir, '0.3 0.1 0');
|
|
};
|
|
|
|
/*
|
|
=========================================
|
|
Custom TeamFortress : W_FireLightAssault
|
|
=========================================
|
|
*/
|
|
void() W_FireLightAssault =
|
|
{
|
|
local vector dir;
|
|
|
|
if (self.ammo_nails < 1)
|
|
{
|
|
self.current_weapon = W_BestWeapon ();
|
|
W_SetCurrentAmmo ();
|
|
W_PrintWeaponMessage();
|
|
return;
|
|
}
|
|
|
|
sound (self, #CHAN_WEAPON, "weapons/guncock.wav", 0.6, #ATTN_NORM);
|
|
|
|
KickPlayer(-4, self);
|
|
|
|
makevectors(self.v_angle);
|
|
|
|
dir = v_forward;
|
|
deathmsg = #DMSG_LIGHT_ASSAULT;
|
|
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
|
|
self.reload_light_assault = self.reload_light_assault + 1;
|
|
|
|
if (CheckForReload() == #TRUE) return;
|
|
FireBullets (5, dir, '0.2 0.1 0');
|
|
Attack_Finished(0.2);
|
|
};
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
ROCKETS
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
void() s_explode1 = [0, s_explode2] {};
|
|
void() s_explode2 = [1, s_explode3] {};
|
|
void() s_explode3 = [2, s_explode4] {};
|
|
void() s_explode4 = [3, s_explode5] {};
|
|
void() s_explode5 = [4, s_explode6] {};
|
|
void() s_explode6 = [5, SUB_Remove] {};
|
|
|
|
void() BecomeExplosion =
|
|
{
|
|
#ifndef QUAKE_WORLD
|
|
self.movetype = #MOVETYPE_NONE;
|
|
self.velocity = '0 0 0';
|
|
self.touch = SUB_Null;
|
|
setmodel (self, "progs/s_explod.spr");
|
|
self.solid = #SOLID_NOT;
|
|
s_explode1 ();
|
|
#else
|
|
dremove(self);
|
|
#endif
|
|
};
|
|
|
|
void() T_MissileTouch =
|
|
{
|
|
local float damg;
|
|
local float bonus;
|
|
|
|
if (pointcontents(self.origin) == #CONTENT_SKY)
|
|
{
|
|
dremove(self);
|
|
return;
|
|
}
|
|
|
|
// Lowered from 120
|
|
damg = 92;
|
|
|
|
if (self.owner.classname == "trap_shooter" || self.owner.classname == "trap_spikeshooter" || self.owner.classname == "trap_tf_spikeshooter" || self.owner.classname == "trap_tf_shooter")
|
|
if (self.owner.dmg != 0)
|
|
damg = self.owner.dmg;
|
|
|
|
/*
|
|
if (self.owner)
|
|
if (self.owner.tf_items & #NIT_RL_LASER_SIGHT) {
|
|
//RPrint("Laser rocket hit!\n");
|
|
damg = damg - 10;
|
|
}
|
|
*/
|
|
if (self.has_tesla) //Cluster rockets do less
|
|
damg = damg - 25;
|
|
|
|
deathmsg = self.weapon;
|
|
if (other.health)
|
|
{
|
|
bonus = 10 + random()*20;
|
|
if (self.has_tesla)
|
|
bonus = 0;
|
|
TF_T_Damage (other, self, self.owner, damg+bonus, 0, #TF_TD_EXPLOSION);
|
|
}
|
|
|
|
// don't do radius damage to the other, because all the damage
|
|
// was done in the impact
|
|
// Lowered from 120
|
|
T_RadiusDamage (self, self.owner, damg, other);
|
|
|
|
self.origin = self.origin - 8*normalize(self.velocity);
|
|
|
|
#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);
|
|
#ifdef QUAKE_WORLD
|
|
multicast (self.origin, #MULTICAST_PHS);
|
|
|
|
if (other.classname == "force_field") //- OfN - Makes field explosion b4 removing it
|
|
FieldExplosion(other,self.origin,self);
|
|
|
|
dremove(self);
|
|
#else
|
|
BecomeExplosion ();
|
|
#endif
|
|
};
|
|
|
|
//CH rocket tracker (taken from shalrath.qc)
|
|
void() Rocket_Track_Dot =
|
|
{
|
|
local vector olorigin;
|
|
|
|
if (time > self.has_sentry) {
|
|
self.think = SUB_Remove;
|
|
}
|
|
else
|
|
{
|
|
local vector dir, vtemp;
|
|
local entity tg, sight;
|
|
|
|
sight = world;
|
|
tg = find (world, classname, "timer");
|
|
while (tg)
|
|
{
|
|
if (tg.owner == self.owner && tg.think == SniperSight_Update2)
|
|
sight = tg;
|
|
tg = find(tg, classname, "timer");
|
|
}
|
|
if (sight != world) //Found a sight
|
|
{
|
|
vtemp = sight.origin;
|
|
dir = normalize(vtemp - self.origin);
|
|
//if (self.owner.cluster_mode && !(self.has_tesla)) //Slow down main rocket
|
|
// self.velocity = dir * 500;
|
|
//else
|
|
if (self.owner.cluster_mode)
|
|
self.velocity = dir * 600;
|
|
else
|
|
self.velocity = dir * 900;
|
|
self.angles = vectoangles(self.velocity);
|
|
self.think = Rocket_Track_Dot;
|
|
//WK Add in cluster munitions support
|
|
if (self.has_tesla) { //We're a cluster, so act crazy
|
|
makevectors(self.angles);
|
|
self.v_angle = sight.origin; //Save last direction for losing sight
|
|
self.velocity = self.velocity + 300 * v_right * (random() - 0.5);
|
|
self.velocity = self.velocity + 300 * v_up * (random() - 0.5);
|
|
}
|
|
}
|
|
else { //Lost sight of sight
|
|
if (self.has_tesla && self.v_angle != '0 0 0') {
|
|
vtemp = self.v_angle;
|
|
dir = normalize(vtemp - self.origin);
|
|
if (self.owner.cluster_mode && !(self.has_tesla)) //Slow down main rocket
|
|
self.velocity = dir * 900;
|
|
else
|
|
self.velocity = dir * 1000;
|
|
self.angles = vectoangles(self.velocity);
|
|
self.think = Rocket_Track_Dot;
|
|
makevectors(self.angles);
|
|
self.velocity = self.velocity + 300 * v_right * (random() - 0.5);
|
|
self.velocity = self.velocity + 300 * v_up * (random() - 0.5);
|
|
}
|
|
// self.velocity = 1000 * normalize(self.v_angle);
|
|
}
|
|
}
|
|
|
|
self.nextthink = time + 0.25;
|
|
};
|
|
/*
|
|
================
|
|
W_FireRocket
|
|
================
|
|
*/
|
|
void() W_FireRocket =
|
|
{
|
|
local float loops;
|
|
local vector olorigin, dir;
|
|
loops = 0;
|
|
if (self.tf_items & #NIT_CLUSTER_ROCKETS && self.cluster_mode == #TRUE)
|
|
loops = 5;
|
|
while (loops >= 0) {
|
|
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
|
|
if (self.ammo_rockets < 0) {
|
|
self.currentammo = self.ammo_rockets = 0;
|
|
return;
|
|
}
|
|
if (loops == 0)
|
|
{
|
|
sound (self, #CHAN_WEAPON, "weapons/sgun1.wav", 1, #ATTN_NORM);
|
|
if (self.classname == "player")
|
|
KickPlayer(-2, self);
|
|
}
|
|
newmis = spawn ();
|
|
newmis.owner = self;
|
|
newmis.movetype = #MOVETYPE_FLYMISSILE;
|
|
newmis.solid = #SOLID_BBOX;
|
|
|
|
newmis.classname = "rocket"; //- OfN - Checked on airfist
|
|
|
|
// set newmis speed
|
|
if (self.classname == "player")
|
|
{
|
|
makevectors (self.v_angle);
|
|
dir = v_forward;
|
|
}
|
|
else if (self.classname == "monster_army")
|
|
dir = Grunty_LeadShot();
|
|
|
|
newmis.velocity = dir;
|
|
if (!loops)
|
|
{ //WK Not a cluster Rocket
|
|
if (self.tf_items & #NIT_CLUSTER_ROCKETS && self.cluster_mode == #TRUE)
|
|
{ //Make lead rocket start slower too
|
|
if (self.tf_items & #NIT_RL_LASER_SIGHT) //Cluster and sight to start
|
|
newmis.velocity = newmis.velocity * 400;
|
|
else
|
|
newmis.velocity = newmis.velocity * 600; //Cluster and no sight
|
|
}
|
|
else
|
|
newmis.velocity = newmis.velocity * 900;
|
|
}
|
|
else if (self.tf_items & #NIT_RL_LASER_SIGHT) //Cluster and sight to start
|
|
newmis.velocity = newmis.velocity * 400;
|
|
else
|
|
newmis.velocity = newmis.velocity * 600; //Cluster and no sight
|
|
newmis.angles = vectoangles(newmis.velocity);
|
|
|
|
newmis.touch = T_MissileTouch;
|
|
|
|
// set newmis duration
|
|
if (self.tf_items & #NIT_RL_LASER_SIGHT) {
|
|
newmis.nextthink = time + 0.1; //Because tracks a sight
|
|
if (loops)
|
|
newmis.nextthink = time + 0.5; //Delay one second to spread out
|
|
newmis.think = Rocket_Track_Dot;
|
|
newmis.has_sentry = time + 6;
|
|
} else {
|
|
newmis.nextthink = time + 4;
|
|
newmis.think = SUB_Remove;
|
|
}
|
|
|
|
newmis.weapon = #DMSG_ROCKETL;
|
|
if (!loops)
|
|
setmodel (newmis, "progs/missile.mdl");
|
|
else
|
|
setmodel (newmis, "progs/minimissile.mdl"); //Diff model for swarm rockets
|
|
setsize (newmis, '0 0 0', '0 0 0');
|
|
setorigin (newmis, self.origin + dir*8 + '0 0 16');
|
|
if (loops) { //WK Vary the starting point of the cluster
|
|
traceline (self.origin, self.origin + v_forward*9192, #FALSE, self); //Make this TRUE
|
|
newmis.v_angle = trace_endpos;
|
|
newmis.has_tesla = loops; //Tell the rocket it is a cluster
|
|
newmis.weapon = #DMSG_CLUSTER_ROCKET;
|
|
olorigin = newmis.origin;
|
|
newmis.origin = newmis.origin + v_right * (random() * 120 - 60);
|
|
newmis.origin = newmis.origin + v_forward * (random() * 40);
|
|
newmis.origin = newmis.origin + v_up * (random() * 50 - 20);
|
|
olorigin = olorigin - newmis.origin; //Get vector to new point
|
|
olorigin = 200 * normalize(olorigin);
|
|
if (self.tf_items & #NIT_RL_LASER_SIGHT) //Dont spread without sight
|
|
newmis.velocity = newmis.velocity + olorigin;
|
|
}
|
|
loops = loops - 1;
|
|
} //End while loops
|
|
#ifdef DEMO_STUFF
|
|
// Have we got a live camera in projectile mode?
|
|
if (live_camera)
|
|
CamProjectileLockOn();
|
|
#endif
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
LIGHTNING
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
#ifdef QUAKE_WORLD
|
|
void(entity from, float damage) LightningHit =
|
|
{
|
|
WriteByte (#MSG_MULTICAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_MULTICAST, #TE_LIGHTNINGBLOOD);
|
|
WriteCoord (#MSG_MULTICAST, trace_endpos_x);
|
|
WriteCoord (#MSG_MULTICAST, trace_endpos_y);
|
|
WriteCoord (#MSG_MULTICAST, trace_endpos_z);
|
|
multicast (trace_endpos, #MULTICAST_PVS);
|
|
|
|
TF_T_Damage (trace_ent, from, from, damage, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY);
|
|
};
|
|
#endif
|
|
|
|
/*
|
|
=================
|
|
LightningDamage
|
|
=================
|
|
*/
|
|
void(vector p1, vector p2, entity from, float damage) LightningDamage =
|
|
{
|
|
local entity e1, e2;
|
|
local vector f;
|
|
|
|
f = p2 - p1;
|
|
normalize (f);
|
|
f_x = 0 - f_y;
|
|
f_y = f_x;
|
|
f_z = 0;
|
|
f = f*16;
|
|
|
|
e1 = e2 = world;
|
|
|
|
traceline (p1, p2, #FALSE, self);
|
|
|
|
//WK Sweep mines at point of impact
|
|
GuerillaMineSweep(trace_endpos);
|
|
|
|
deathmsg = #DMSG_LIGHTNING;
|
|
if (trace_ent.takedamage)
|
|
{
|
|
#ifdef QUAKE_WORLD
|
|
LightningHit (from, damage);
|
|
#else
|
|
particle (trace_endpos, '0 0 100', 225, damage*4);
|
|
TF_T_Damage (trace_ent, from, from, damage, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY);
|
|
#endif
|
|
if (self.classname == "player")
|
|
{
|
|
if (other.classname == "player")
|
|
trace_ent.velocity_z = trace_ent.velocity_z + 400;
|
|
}
|
|
}
|
|
e1 = trace_ent;
|
|
|
|
traceline (p1 + f, p2 + f, #FALSE, self);
|
|
if (trace_ent != e1 && trace_ent.takedamage)
|
|
{
|
|
#ifdef QUAKE_WORLD
|
|
LightningHit (from, damage);
|
|
#else
|
|
particle (trace_endpos, '0 0 100', 225, damage*4);
|
|
TF_T_Damage (trace_ent, from, from, damage, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY);
|
|
#endif
|
|
}
|
|
e2 = trace_ent;
|
|
|
|
traceline (p1 - f, p2 - f, #FALSE, self);
|
|
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
|
|
{
|
|
#ifdef QUAKE_WORLD
|
|
LightningHit (from, damage);
|
|
#else
|
|
particle (trace_endpos, '0 0 100', 225, damage*4);
|
|
TF_T_Damage (trace_ent, from, from, damage, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY);
|
|
#endif
|
|
}
|
|
};
|
|
|
|
|
|
void() W_FireLightning =
|
|
{
|
|
local vector org;
|
|
local float cells,excess;
|
|
|
|
if (self.ammo_cells < 1)
|
|
{
|
|
self.current_weapon = W_BestWeapon ();
|
|
W_SetCurrentAmmo ();
|
|
W_PrintWeaponMessage();
|
|
return;
|
|
}
|
|
|
|
// explode if under water
|
|
if (self.waterlevel > 1)
|
|
{
|
|
cells = self.ammo_cells;
|
|
if (cells > 10) cells = 10; //WK Don't allow detpacks on the fly!
|
|
self.ammo_cells = self.ammo_cells - cells;
|
|
W_SetCurrentAmmo ();
|
|
deathmsg = #DMSG_LIGHTNING;
|
|
//WK T_RadiusDamage (self, self, 35*cells, world);
|
|
T_RadiusDamage (self, self, 20*cells, world);
|
|
Attack_Finished(5);
|
|
return;
|
|
}
|
|
|
|
if (self.t_width < time)
|
|
{
|
|
sound (self, #CHAN_WEAPON, "weapons/lhit.wav", 1, #ATTN_NORM);
|
|
self.t_width = time + 0.6;
|
|
}
|
|
|
|
KickPlayer(-2, self);
|
|
|
|
//WK Allow 6 seconds MAX of firing the lightning gun
|
|
#define BIGLIGHT
|
|
#ifdef BIGLIGHT
|
|
//We do this by capping the maximum ammo at 100, and using all
|
|
//cells above that in one tremendous shot
|
|
if (self.ammo_cells > 100) {
|
|
excess = (self.ammo_cells - 100) * 2 / 3;
|
|
if (excess < 50) excess = 50;
|
|
self.ammo_cells = 100;
|
|
}
|
|
else {
|
|
excess = 0;
|
|
self.ammo_cells = self.ammo_cells - 0.75;
|
|
}
|
|
#else
|
|
//Or this method, which consumes cells at a rate to ensure we run out
|
|
//In a few seconds, no matter what. But resupplying is a bitch.
|
|
excess = 0;
|
|
self.ammo_cells = self.ammo_cells - ceil(self.maxammo_cells / 30);
|
|
if (self.ammo_cells < 0) self.ammo_cells = 0;
|
|
#endif
|
|
self.currentammo = self.ammo_cells;
|
|
|
|
|
|
org = self.origin + '0 0 16';
|
|
|
|
// OfN - Check for force field
|
|
traceline (org, org + v_forward*600, #FALSE, self);
|
|
|
|
if (trace_ent.classname == "force_field")
|
|
{
|
|
FieldExplosion(trace_ent,trace_endpos,trace_ent);
|
|
PutFieldWork(trace_ent);
|
|
|
|
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_BROADCAST, #TE_LIGHTNING2);
|
|
WriteEntity (#MSG_BROADCAST, self);
|
|
WriteCoord (#MSG_BROADCAST, org_x);
|
|
WriteCoord (#MSG_BROADCAST, org_y);
|
|
WriteCoord (#MSG_BROADCAST, org_z);
|
|
WriteCoord (#MSG_BROADCAST, trace_endpos_x);
|
|
WriteCoord (#MSG_BROADCAST, trace_endpos_y);
|
|
WriteCoord (#MSG_BROADCAST, trace_endpos_z);
|
|
#ifdef QUAKE_WORLD
|
|
multicast (org, #MULTICAST_PHS);
|
|
#endif
|
|
|
|
return;
|
|
}
|
|
//_------------------------------------_//
|
|
|
|
traceline (org, org + v_forward*600, #TRUE, self);
|
|
|
|
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_BROADCAST, #TE_LIGHTNING2);
|
|
WriteEntity (#MSG_BROADCAST, self);
|
|
WriteCoord (#MSG_BROADCAST, org_x);
|
|
WriteCoord (#MSG_BROADCAST, org_y);
|
|
WriteCoord (#MSG_BROADCAST, org_z);
|
|
WriteCoord (#MSG_BROADCAST, trace_endpos_x);
|
|
WriteCoord (#MSG_BROADCAST, trace_endpos_y);
|
|
WriteCoord (#MSG_BROADCAST, trace_endpos_z);
|
|
#ifdef QUAKE_WORLD
|
|
multicast (org, #MULTICAST_PHS);
|
|
#endif
|
|
|
|
//WK Either way of firing the gun, we handle it here
|
|
//WK2 - Tone it down a LOT
|
|
if (excess) {
|
|
sprint(self,#PRINT_HIGH,"You discharge your excess cells\n");
|
|
LightningDamage (self.origin, trace_endpos + v_forward*4, self, excess);
|
|
}
|
|
else
|
|
//WK 30. Lowered damage to make it a $2200 weapon
|
|
LightningDamage (self.origin, trace_endpos + v_forward*4, self, 12);
|
|
};
|
|
|
|
//=============================================================================
|
|
|
|
float (float tno) num_team_pipebombs =
|
|
{
|
|
if (tno == 1)
|
|
return num_team_pipebombs_1;
|
|
else if (tno == 2)
|
|
return num_team_pipebombs_2;
|
|
else if (tno == 3)
|
|
return num_team_pipebombs_3;
|
|
else if (tno == 4)
|
|
return num_team_pipebombs_4;
|
|
|
|
return 0;
|
|
};
|
|
|
|
void(float tno) ExplodeOldPipebomb =
|
|
{
|
|
local entity old;
|
|
local float index;
|
|
|
|
if (tno != 0)
|
|
{
|
|
index = num_team_pipebombs(tno);
|
|
index = index - (#MAX_WORLD_PIPEBOMBS / number_of_teams);
|
|
}
|
|
else
|
|
{
|
|
index = num_world_pipebombs - #MAX_WORLD_PIPEBOMBS;
|
|
}
|
|
|
|
old = find(world, classname, "pipebomb");
|
|
while (index > 0)
|
|
{
|
|
if (old == world)
|
|
{
|
|
RPrint("*** ERROR: ExplodeOldPipebomb. ***\n");
|
|
RPrint("*** Please report this. ***\n");
|
|
num_world_pipebombs = 0;
|
|
num_team_pipebombs_1 = 0;
|
|
num_team_pipebombs_2 = 0;
|
|
num_team_pipebombs_3 = 0;
|
|
num_team_pipebombs_4 = 0;
|
|
return;
|
|
}
|
|
|
|
if (old.owner.team_no == tno || tno == 0)
|
|
{
|
|
old.nextthink = time + 0.5;
|
|
index = index - 1;
|
|
}
|
|
|
|
old = find(old, classname, "pipebomb");
|
|
}
|
|
};
|
|
|
|
void(float tno) increment_team_pipebombs =
|
|
{
|
|
if (tno == 1)
|
|
num_team_pipebombs_1 = num_team_pipebombs_1 + 1;
|
|
else if (tno == 2)
|
|
num_team_pipebombs_2 = num_team_pipebombs_2 + 1;
|
|
else if (tno == 3)
|
|
num_team_pipebombs_3 = num_team_pipebombs_3 + 1;
|
|
else if (tno == 4)
|
|
num_team_pipebombs_4 = num_team_pipebombs_4 + 1;
|
|
};
|
|
|
|
void(float tno) decrement_team_pipebombs =
|
|
{
|
|
if (tno == 1)
|
|
num_team_pipebombs_1 = num_team_pipebombs_1 - 1;
|
|
else if (tno == 2)
|
|
num_team_pipebombs_2 = num_team_pipebombs_2 - 1;
|
|
else if (tno == 3)
|
|
num_team_pipebombs_3 = num_team_pipebombs_3 - 1;
|
|
else if (tno == 4)
|
|
num_team_pipebombs_4 = num_team_pipebombs_4 - 1;
|
|
};
|
|
|
|
//=============================================================================
|
|
|
|
|
|
void() GrenadeExplode =
|
|
{
|
|
if (self.classname == "pipebomb")
|
|
{
|
|
num_world_pipebombs = num_world_pipebombs - 1;
|
|
decrement_team_pipebombs(self.owner.team_no);
|
|
}
|
|
|
|
deathmsg = self.weapon;
|
|
T_RadiusDamage (self, self.owner, 120, 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);
|
|
#ifdef QUAKE_WORLD
|
|
multicast (self.origin, #MULTICAST_PHS);
|
|
dremove(self);
|
|
#else
|
|
BecomeExplosion ();
|
|
#endif
|
|
};
|
|
|
|
void() GrenadeTouch =
|
|
{
|
|
if (other == self.owner)
|
|
return; // don't explode on owner
|
|
if (other.takedamage == #DAMAGE_AIM)
|
|
{
|
|
GrenadeExplode();
|
|
return;
|
|
}
|
|
sound (self, #CHAN_WEAPON, "weapons/bounce.wav", 1, #ATTN_NORM); // bounce sound
|
|
if (self.velocity == '0 0 0')
|
|
self.avelocity = '0 0 0';
|
|
};
|
|
|
|
/*
|
|
================
|
|
W_FireGrenade
|
|
================
|
|
*/
|
|
void() W_FireGrenade =
|
|
{
|
|
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
|
|
sound (self, #CHAN_WEAPON, "weapons/grenade.wav", 1, #ATTN_NORM);
|
|
KickPlayer(-2, self);
|
|
newmis = spawn ();
|
|
newmis.owner = self;
|
|
newmis.movetype = #MOVETYPE_BOUNCE;
|
|
newmis.solid = #SOLID_BBOX;
|
|
|
|
// Set grenade type based on firing mode
|
|
if (self.weaponmode == #GL_NORMAL)
|
|
{
|
|
newmis.weapon = #DMSG_GRENADEL;
|
|
newmis.classname = "grenade";
|
|
newmis.skin = 1;
|
|
newmis.touch = GrenadeTouch;
|
|
newmis.nextthink = time + 2.5;
|
|
}
|
|
else // if (self.weaponmode == #GL_PIPEBOMB)
|
|
{
|
|
if (self.team_no != 0)
|
|
{
|
|
increment_team_pipebombs(self.team_no);
|
|
if (num_team_pipebombs(self.team_no) > (#MAX_WORLD_PIPEBOMBS / number_of_teams))
|
|
ExplodeOldPipebomb(self.team_no);
|
|
}
|
|
else
|
|
{
|
|
num_world_pipebombs = num_world_pipebombs + 1;
|
|
if (num_world_pipebombs > #MAX_WORLD_PIPEBOMBS)
|
|
ExplodeOldPipebomb(0);
|
|
}
|
|
|
|
newmis.classname = "pipebomb";
|
|
newmis.skin = 2;
|
|
newmis.touch = PipebombTouch;
|
|
newmis.nextthink = time + 120; // Remove pipebombs older than 2 minutes
|
|
newmis.weapon = #DMSG_GREN_PIPE;
|
|
}
|
|
|
|
// set newmis speed
|
|
makevectors (self.v_angle);
|
|
if (self.v_angle_x)
|
|
newmis.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
|
|
else
|
|
{
|
|
newmis.velocity = aim(self, 10000);
|
|
newmis.velocity = newmis.velocity * 600;
|
|
newmis.velocity_z = 200;
|
|
}
|
|
newmis.avelocity = '300 300 300';
|
|
newmis.angles = vectoangles(newmis.velocity);
|
|
|
|
newmis.think = GrenadeExplode;
|
|
setmodel (newmis, "progs/grenade2.mdl");
|
|
setsize (newmis, '0 0 0', '0 0 0');
|
|
setorigin (newmis, self.origin);
|
|
|
|
#ifdef DEMO_STUFF
|
|
// Have we got a live camera in projectile mode?
|
|
if (live_camera)
|
|
CamProjectileLockOn();
|
|
#endif
|
|
};
|
|
|
|
//=============================================================================
|
|
|
|
void() spike_touch;
|
|
|
|
|
|
/*
|
|
===============
|
|
launch_spike
|
|
|
|
Used for both the player and the ogre
|
|
===============
|
|
*/
|
|
void(vector org, vector dir) launch_spike =
|
|
{
|
|
newmis = spawn ();
|
|
newmis.owner = self;
|
|
newmis.movetype = #MOVETYPE_FLYMISSILE;
|
|
newmis.solid = #SOLID_BBOX;
|
|
|
|
newmis.angles = vectoangles(dir);
|
|
|
|
newmis.touch = spike_touch;
|
|
newmis.weapon = #DMSG_NAILGUN;
|
|
newmis.classname = "spike";
|
|
newmis.think = SUB_Remove;
|
|
newmis.nextthink = time + 6;
|
|
setmodel (newmis, "progs/spike.mdl");
|
|
setsize (newmis, #VEC_ORIGIN, #VEC_ORIGIN);
|
|
setorigin (newmis, org);
|
|
|
|
newmis.velocity = dir * 1600; // was 1000
|
|
|
|
#ifdef DEMO_STUFF
|
|
// Have we got a live camera in projectile mode?
|
|
if (live_camera)
|
|
CamProjectileLockOn();
|
|
#endif
|
|
};
|
|
|
|
void() superspike_touch =
|
|
{
|
|
local float ndmg;
|
|
|
|
if (other == self.owner)
|
|
return;
|
|
|
|
if (other.solid == #SOLID_TRIGGER)
|
|
return; // trigger field, do nothing
|
|
|
|
if (pointcontents(self.origin) == #CONTENT_SKY)
|
|
{
|
|
dremove(self);
|
|
return;
|
|
}
|
|
|
|
// hit something that bleeds
|
|
if (other.takedamage)
|
|
{
|
|
spawn_touchblood (18);
|
|
deathmsg = self.weapon;
|
|
|
|
/*
|
|
#ifdef QUAKE_WORLD
|
|
// In QW, nail grens only launch 1 nail, and it does more damage.
|
|
if (deathmsg == #DMSG_GREN_NAIL)
|
|
ndmg = 40;
|
|
else
|
|
#endif
|
|
*/
|
|
|
|
ndmg = 13;
|
|
|
|
if (self.owner.classname == "grenade")
|
|
TF_T_Damage (other, self, self.owner.owner, ndmg, #TF_TD_NOTTEAM, #TF_TD_NAIL);
|
|
else
|
|
TF_T_Damage (other, self, self.owner, ndmg, #TF_TD_NOTTEAM, #TF_TD_NAIL);
|
|
}
|
|
else
|
|
{
|
|
if (other.classname == "force_field") //- OfN - Makes field explosion b4 removing it
|
|
FieldExplosion(other,self.origin,self);
|
|
else
|
|
{
|
|
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_BROADCAST, #TE_SUPERSPIKE);
|
|
WriteCoord (#MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (#MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (#MSG_BROADCAST, self.origin_z);
|
|
#ifdef QUAKE_WORLD
|
|
multicast (self.origin, #MULTICAST_PHS);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
dremove(self);
|
|
};
|
|
|
|
|
|
void() W_FireSuperSpikes =
|
|
{
|
|
local vector dir;
|
|
local entity old;
|
|
|
|
sound (self, #CHAN_WEAPON, "weapons/spike2.wav", 1, #ATTN_NORM);
|
|
Attack_Finished(0.2);
|
|
self.currentammo = self.ammo_nails = self.ammo_nails - 2;
|
|
dir = aim (self, 1000);
|
|
launch_spike (self.origin + '0 0 16', dir);
|
|
newmis.touch = superspike_touch;
|
|
newmis.weapon = #DMSG_SNG;
|
|
setmodel (newmis, "progs/s_spike.mdl");
|
|
setsize (newmis, #VEC_ORIGIN, #VEC_ORIGIN);
|
|
|
|
KickPlayer(-2, self);
|
|
};
|
|
|
|
|
|
void(float ox) W_FireSpikes =
|
|
{
|
|
if (self.ammo_nails >= 2 && self.current_weapon == #WEAP_SNG)
|
|
{
|
|
W_FireSuperSpikes ();
|
|
return;
|
|
}
|
|
|
|
local vector dir;
|
|
local entity old;
|
|
|
|
if (self.classname == "player")
|
|
makevectors (self.v_angle);
|
|
else
|
|
makevectors (self.angles);
|
|
|
|
if (self.ammo_nails < 1)
|
|
if (self.classname == "player")
|
|
{
|
|
self.current_weapon = W_BestWeapon ();
|
|
W_SetCurrentAmmo ();
|
|
W_PrintWeaponMessage();
|
|
return;
|
|
}
|
|
|
|
sound (self, #CHAN_WEAPON, "weapons/rocket1i.wav", 1, #ATTN_NORM);
|
|
Attack_Finished(0.2);
|
|
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
|
|
if (self.classname == "player")
|
|
{
|
|
dir = aim (self, 1000);
|
|
launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
|
|
KickPlayer(-2, self);
|
|
}
|
|
else if (self.classname == "monster_army") //- OfN -
|
|
{
|
|
dir = Grunty_LeadShot();
|
|
grunty_spike(self.origin + '0 0 16' + v_right*ox, dir);
|
|
}
|
|
};
|
|
|
|
|
|
|
|
//.float hit_z;
|
|
void() spike_touch =
|
|
{
|
|
if (other.solid == #SOLID_TRIGGER)
|
|
return; // trigger field, do nothing
|
|
|
|
if (pointcontents(self.origin) == #CONTENT_SKY)
|
|
{
|
|
dremove(self);
|
|
return;
|
|
}
|
|
|
|
//WK Sweep mines at point of impact
|
|
GuerillaMineSweep(self.origin);
|
|
|
|
// hit something that bleeds
|
|
if (other.takedamage)
|
|
{
|
|
spawn_touchblood (9);
|
|
deathmsg = self.weapon;
|
|
|
|
//- OfN - Wizard projectiles do SCRAG_DMG damage
|
|
if (self.classname == "wizspike")
|
|
{
|
|
local float wizdmg;
|
|
wizdmg = #SCRAG_DMG;
|
|
|
|
if (other.classname == "player")
|
|
{
|
|
if (other.cutf_items & #CUTF_DEMONLORE) // if we have demon lore, it does less damage to us
|
|
wizdmg = wizdmg * 0.8;
|
|
}
|
|
|
|
TF_T_Damage (other, self, self.owner, wizdmg, #TF_TD_NOTTEAM, 0);
|
|
sound (self, #CHAN_MISC, "effects/crunch.wav", 0.4, #ATTN_NORM); // any better sound?
|
|
} // - OfN -
|
|
else
|
|
if (self.owner.classname == "grenade")
|
|
TF_T_Damage (other, self, self.owner.owner, 12, #TF_TD_NOTTEAM, #TF_TD_NAIL);
|
|
else
|
|
TF_T_Damage (other, self, self.owner, 12, #TF_TD_NOTTEAM, #TF_TD_NAIL);
|
|
}
|
|
else
|
|
{
|
|
if (other.classname == "force_field") //- OfN - Makes field explosion b4 removing it
|
|
FieldExplosion(other,self.origin,self);
|
|
else
|
|
{
|
|
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
|
|
if (self.classname == "wizspike")
|
|
WriteByte (#MSG_BROADCAST, #TE_WIZSPIKE);
|
|
else if (self.classname == "knightspike")
|
|
WriteByte (#MSG_BROADCAST, #TE_KNIGHTSPIKE);
|
|
else
|
|
WriteByte (#MSG_BROADCAST, #TE_SPIKE);
|
|
WriteCoord (#MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (#MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (#MSG_BROADCAST, self.origin_z);
|
|
#ifdef QUAKE_WORLD
|
|
multicast (self.origin, #MULTICAST_PHS);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#ifdef DEMO_STUFF
|
|
// Remove any camera's locks on this missile
|
|
if (self.enemy)
|
|
CamProjectileLockOff();
|
|
#endif
|
|
|
|
dremove(self);
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
PLAYER WEAPON USE
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
void() W_SetCurrentAmmo =
|
|
{
|
|
|
|
local string st;
|
|
|
|
if (self.health <= 0 || self.current_weapon == 0)
|
|
return; // get out of any weapon firing states
|
|
|
|
player_run();
|
|
|
|
self.items = self.items - ( self.items & (#IT_SHELLS | #IT_NAILS | #IT_ROCKETS | #IT_CELLS) );
|
|
self.weapon = 0;
|
|
|
|
//WK Set armor here... update armor picture
|
|
self.items = 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;
|
|
|
|
//WK Show nothing for custom playerclass while building
|
|
if (self.playerclass == #PC_CUSTOM && (self.done_custom & #CUSTOM_BUILDING)) //We are building a class
|
|
{
|
|
self.currentammo = 0;
|
|
self.weaponmodel = "";
|
|
return;
|
|
}
|
|
if (self.current_weapon == #WEAP_AXE)
|
|
{
|
|
self.currentammo = 0;
|
|
|
|
if (self.cutf_items & #CUTF_KNIFE) //WK
|
|
{
|
|
if (self.job & #JOB_BLOODY_KNIFE)
|
|
self.weaponmode = 1;
|
|
else
|
|
self.weaponmode = 0; //CH maybe fix bug that knife is bloody when not?
|
|
if (self.weaponmode == 0)
|
|
self.weaponmodel = "progs/v_knife.mdl"; //Nonbloody
|
|
else
|
|
self.weaponmodel = "progs/v_knife2.mdl"; //Bloody
|
|
}
|
|
else
|
|
self.weaponmodel = "progs/v_axe.mdl";
|
|
|
|
self.weaponframe = 0;
|
|
}
|
|
else if (self.current_weapon == #WEAP_HOOK)
|
|
{
|
|
self.currentammo = 0;
|
|
self.weaponmodel = "progs/v_grap.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
else if (self.current_weapon == #WEAP_SPANNER)
|
|
{
|
|
self.currentammo = self.ammo_cells;
|
|
self.weaponmodel = "progs/v_span.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
else if (self.current_weapon == #WEAP_SHOTGUN)
|
|
{
|
|
self.currentammo = self.ammo_shells;
|
|
self.items = self.items | #IT_CELLS;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_shot.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
self.items = self.items | #IT_SHELLS;
|
|
self.weapon = #IT_SHOTGUN;
|
|
}
|
|
else if (self.current_weapon == #WEAP_SUPER_SHOTGUN)
|
|
{
|
|
self.currentammo = self.ammo_shells;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_shot2.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
self.items = self.items | #IT_SHELLS;
|
|
self.weapon = #IT_SUPER_SHOTGUN;
|
|
}
|
|
else if (self.current_weapon == #WEAP_NAILGUN)
|
|
{
|
|
self.currentammo = self.ammo_nails;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_nail.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
|
|
self.items = self.items | #IT_NAILS;
|
|
self.weapon = #IT_NAILGUN;
|
|
}
|
|
else if (self.current_weapon == #WEAP_LIGHT_ASSAULT)
|
|
{
|
|
self.currentammo = self.ammo_nails;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_nail2.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
self.items = self.items | #IT_NAILS;
|
|
self.weapon = #IT_LIGHT_ASSAULT;
|
|
}
|
|
else if (self.current_weapon == #WEAP_GRENADE_LAUNCHER)
|
|
{
|
|
self.currentammo = self.ammo_rockets;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_rock.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
|
|
self.weapon = #IT_GRENADE_LAUNCHER;
|
|
self.items = self.items | #IT_ROCKETS;
|
|
}
|
|
else if (self.current_weapon == #WEAP_ROCKET_LAUNCHER)
|
|
{
|
|
self.currentammo = self.ammo_rockets;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_rock2.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
self.items = self.items | #IT_ROCKETS;
|
|
self.weapon = #IT_ROCKET_LAUNCHER;
|
|
}
|
|
else if (self.current_weapon == #WEAP_LIGHTNING)
|
|
{
|
|
self.currentammo = self.ammo_cells;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_light.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
self.items = self.items | #IT_CELLS;
|
|
self.weapon = #IT_LIGHTNING;
|
|
}
|
|
else if (self.current_weapon == #WEAP_SNIPER_RIFLE)
|
|
{
|
|
self.currentammo = self.ammo_shells;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_srifle.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
self.items = self.items | #IT_SHELLS;
|
|
self.weapon = #IT_SHOTGUN;
|
|
}
|
|
else if (self.current_weapon == #WEAP_AUTO_RIFLE)
|
|
{
|
|
self.currentammo = self.ammo_shells;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_srifle.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
self.items = self.items | #IT_SHELLS;
|
|
self.weapon = #IT_SUPER_SHOTGUN;
|
|
}
|
|
else if (self.current_weapon == #WEAP_ASSAULT_CANNON)
|
|
{
|
|
self.currentammo = self.ammo_shells;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_asscan.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
self.items = self.items | #IT_SHELLS;
|
|
self.weapon = #IT_ROCKET_LAUNCHER;
|
|
}
|
|
else if (self.current_weapon == #WEAP_FLAMETHROWER)
|
|
{
|
|
self.currentammo = self.ammo_cells;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_rock.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
self.items = self.items | #IT_CELLS;
|
|
self.weapon = #IT_GRENADE_LAUNCHER;
|
|
}
|
|
else if (self.current_weapon == #WEAP_INCENDIARY)
|
|
{
|
|
self.currentammo = self.ammo_rockets;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_rock2.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
self.items = self.items | #IT_ROCKETS;
|
|
self.weapon = #IT_ROCKET_LAUNCHER;
|
|
}
|
|
else if (self.current_weapon == #WEAP_MEDIKIT)
|
|
{
|
|
self.currentammo = 0;
|
|
self.weaponmodel = "progs/v_medi.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
else if (self.current_weapon == #WEAP_TRANQ)
|
|
{
|
|
self.currentammo = self.ammo_nails;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_shot.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
self.items = self.items | #IT_NAILS;
|
|
self.weapon = #IT_SHOTGUN;
|
|
}
|
|
else if (self.current_weapon == #WEAP_LASER)
|
|
{
|
|
self.currentammo = self.ammo_nails;
|
|
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_rail.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
|
|
self.items = self.items | #IT_NAILS;
|
|
self.weapon = #IT_SHOTGUN;
|
|
}
|
|
else if (self.current_weapon == #WEAP_DAEDALUS)
|
|
{
|
|
self.currentammo = self.ammo_cells;
|
|
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_rock.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
|
|
self.items = self.items | #IT_CELLS;
|
|
self.weapon = #IT_LIGHTNING;
|
|
}
|
|
else if (self.current_weapon == #WEAP_MAUSER)
|
|
{
|
|
self.currentammo = self.ammo_nails;
|
|
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_rail.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
|
|
self.items = self.items | #IT_NAILS;
|
|
self.weapon = #IT_LIGHT_ASSAULT;
|
|
}
|
|
else if (self.current_weapon == #WEAP_AIRF)
|
|
{
|
|
self.currentammo = 0;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_airgun.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
}
|
|
else if (self.current_weapon == #WEAP_SNG)
|
|
{
|
|
self.currentammo = self.ammo_nails;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_nail2.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
self.items = self.items | #IT_NAILS;
|
|
self.weapon = #IT_LIGHT_ASSAULT;//IT_SUPER_NAILGUN;
|
|
}
|
|
else if (self.current_weapon == #WEAP_LASERCANNON)
|
|
{
|
|
self.currentammo = self.ammo_cells;
|
|
if (!(self.tfstate & #TFSTATE_RELOADING))
|
|
{
|
|
self.weaponmodel = "progs/v_laserg.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
|
|
self.items = self.items | #IT_CELLS;
|
|
self.weapon = #WEAP_LASERCANNON;
|
|
}
|
|
else
|
|
{
|
|
self.currentammo = 0;
|
|
self.weaponmodel = "";
|
|
self.weaponframe = 0;
|
|
}
|
|
};
|
|
|
|
float() W_BestWeapon =
|
|
{
|
|
local float it;
|
|
|
|
it = self.weapons_carried;
|
|
|
|
if (self.ammo_cells >= 1 && (it & #WEAP_LIGHTNING) && self.waterlevel <= 1)
|
|
return #WEAP_LIGHTNING;
|
|
else if(self.ammo_shells >= 1 && (it & #WEAP_SNIPER_RIFLE) )
|
|
return #WEAP_SNIPER_RIFLE;
|
|
else if(self.ammo_rockets >= 1 && (it & #WEAP_ROCKET_LAUNCHER) )
|
|
return #WEAP_ROCKET_LAUNCHER;
|
|
else if (self.ammo_cells >= 5 && (it & #WEAP_DAEDALUS) )
|
|
return #WEAP_DAEDALUS;
|
|
else if (self.ammo_cells >= 6 && (self.ammo_shells >= 1) && (it & #WEAP_ASSAULT_CANNON))
|
|
return #WEAP_ASSAULT_CANNON;
|
|
else if(self.ammo_nails >= 10 && (it & #WEAP_LIGHT_ASSAULT) )
|
|
return #WEAP_LIGHT_ASSAULT;
|
|
else if(self.ammo_rockets >= 3 && (it & #WEAP_INCENDIARY) )
|
|
return #WEAP_INCENDIARY;
|
|
else if(self.ammo_rockets >= 1 && (it & #WEAP_GRENADE_LAUNCHER) )
|
|
return #WEAP_GRENADE_LAUNCHER;
|
|
else if (self.ammo_cells >= 1 && (it & #WEAP_LASERCANNON))
|
|
return #WEAP_LASERCANNON;
|
|
else if(self.ammo_nails >= 2 && (it & #WEAP_SNG))
|
|
return #WEAP_SNG;
|
|
else if (self.ammo_cells >= 1 && (it & #WEAP_FLAMETHROWER))
|
|
return #WEAP_FLAMETHROWER;
|
|
else if(self.ammo_shells >= 2 && (it & #WEAP_SUPER_SHOTGUN) )
|
|
return #WEAP_SUPER_SHOTGUN;
|
|
else if (self.ammo_nails >= 1 && (it & #WEAP_LASER) )
|
|
return #WEAP_LASER;
|
|
else if(self.ammo_nails >= 1 && (it & #WEAP_NAILGUN) )
|
|
return #WEAP_NAILGUN;
|
|
else if(self.ammo_shells >= 1 && (it & #WEAP_SHOTGUN) )
|
|
return #WEAP_SHOTGUN;
|
|
else if (self.ammo_nails >= 1 && (it & #WEAP_MAUSER) )
|
|
return #WEAP_MAUSER;
|
|
else if (self.ammo_nails >= 1 && (it & #WEAP_TRANQ) )
|
|
return #WEAP_TRANQ;
|
|
|
|
else if (it & #WEAP_MEDIKIT)
|
|
return #WEAP_MEDIKIT;
|
|
|
|
else if (it & #WEAP_AIRF)
|
|
return #WEAP_AIRF;
|
|
|
|
else if (it & #WEAP_SPANNER)
|
|
return #WEAP_SPANNER;
|
|
else if (it & #WEAP_AXE)
|
|
return #WEAP_AXE;
|
|
|
|
return 0;
|
|
};
|
|
|
|
float() W_CheckNoAmmo =
|
|
{
|
|
if (self.current_weapon == #WEAP_MEDIKIT)
|
|
return #TRUE;
|
|
if (self.current_weapon == #WEAP_AIRF)
|
|
return #TRUE;
|
|
else if (self.current_weapon == #WEAP_AXE || self.current_weapon == #WEAP_HOOK || self.current_weapon == #WEAP_SPANNER)
|
|
return #TRUE;
|
|
else if (self.current_weapon == #WEAP_INCENDIARY)
|
|
{
|
|
if (self.currentammo >= 3)
|
|
return #TRUE;
|
|
}
|
|
else if (self.current_weapon == #WEAP_DAEDALUS)
|
|
{
|
|
if (self.currentammo >= 5)
|
|
return #TRUE;
|
|
}
|
|
else if (self.currentammo > 0)
|
|
return #TRUE;
|
|
|
|
self.current_weapon = W_BestWeapon ();
|
|
W_SetCurrentAmmo ();
|
|
W_PrintWeaponMessage();
|
|
|
|
// drop the weapon down
|
|
return #FALSE;
|
|
};
|
|
|
|
/*====================
|
|
W_Reload
|
|
Is called when weapon has finished reloading
|
|
====================*/
|
|
void() W_Reload_shotgun =
|
|
{
|
|
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & #TFSTATE_RELOADING);
|
|
self.owner.weaponmodel = "progs/v_shot.mdl";
|
|
sprint(self.owner, #PRINT_LOW, "finished reloading\n");
|
|
self.owner.StatusRefreshTime = time + 0.1;
|
|
|
|
dremove(self);
|
|
};
|
|
|
|
void() W_Reload_light_assault =
|
|
{
|
|
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & #TFSTATE_RELOADING);
|
|
self.owner.weaponmodel = "progs/v_nail2.mdl";
|
|
sprint(self.owner, #PRINT_LOW, "finished reloading\n");
|
|
self.owner.StatusRefreshTime = time + 0.1;
|
|
|
|
dremove(self);
|
|
};
|
|
|
|
void() W_Reload_super_shotgun =
|
|
{
|
|
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & #TFSTATE_RELOADING);
|
|
self.owner.weaponmodel = "progs/v_shot2.mdl";
|
|
sprint(self.owner, #PRINT_LOW, "finished reloading\n");
|
|
self.owner.StatusRefreshTime = time + 0.1;
|
|
|
|
dremove(self);
|
|
};
|
|
|
|
void() W_Reload_grenade_launcher =
|
|
{
|
|
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & #TFSTATE_RELOADING);
|
|
self.owner.weaponmodel = "progs/v_rock.mdl";
|
|
sprint(self.owner, #PRINT_LOW, "finished reloading\n");
|
|
self.owner.StatusRefreshTime = time + 0.1;
|
|
|
|
dremove(self);
|
|
};
|
|
|
|
void() W_Reload_rocket_launcher =
|
|
{
|
|
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & #TFSTATE_RELOADING);
|
|
self.owner.weaponmodel = "progs/v_rock2.mdl";
|
|
sprint(self.owner, #PRINT_LOW, "finished reloading\n");
|
|
self.owner.StatusRefreshTime = time + 0.1;
|
|
|
|
dremove(self);
|
|
};
|
|
|
|
void() W_Reload_laser_cannon =
|
|
{
|
|
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & #TFSTATE_RELOADING);
|
|
self.owner.weaponmodel = "progs/v_laserg.mdl";
|
|
sprint(self.owner, #PRINT_LOW, "Laser Cannon charged\n");
|
|
self.owner.StatusRefreshTime = time + 0.1;
|
|
|
|
dremove(self);
|
|
};
|
|
|
|
float() CheckForReload =
|
|
{
|
|
local entity tWeapon;
|
|
|
|
if (self.current_weapon == #WEAP_SHOTGUN)
|
|
{
|
|
if (self.reload_shotgun >= #RE_SHOTGUN && self.ammo_shells > 0)
|
|
{
|
|
self.reload_shotgun = 0;
|
|
if (self.ammo_shells < #RE_SHOTGUN)
|
|
self.reload_shotgun = #RE_SHOTGUN - self.ammo_shells;
|
|
|
|
sprint (self, #PRINT_HIGH, "reloading...\n");
|
|
self.tfstate = (self.tfstate | #TFSTATE_RELOADING);
|
|
tWeapon = spawn();
|
|
tWeapon.owner = self;
|
|
tWeapon.classname = "timer";
|
|
tWeapon.nextthink = time + #RE_SHOTGUN_TIME;
|
|
tWeapon.think = W_Reload_shotgun;
|
|
|
|
self.weaponmodel = "";
|
|
self.weaponframe = 0;
|
|
|
|
return #TRUE;
|
|
}
|
|
}
|
|
else if (self.current_weapon == #WEAP_SUPER_SHOTGUN)
|
|
{
|
|
if (self.reload_super_shotgun > #RE_SUPER_SHOTGUN)
|
|
self.reload_super_shotgun = #RE_SUPER_SHOTGUN;
|
|
if (self.reload_super_shotgun >= #RE_SUPER_SHOTGUN && self.ammo_shells > 0)
|
|
{
|
|
self.reload_super_shotgun = 0;
|
|
if (self.ammo_shells < #RE_SUPER_SHOTGUN)
|
|
self.reload_super_shotgun = #RE_SUPER_SHOTGUN - self.ammo_shells;
|
|
|
|
sprint (self, #PRINT_HIGH, "reloading...\n");
|
|
self.tfstate = (self.tfstate | #TFSTATE_RELOADING);
|
|
tWeapon = spawn();
|
|
tWeapon.owner = self;
|
|
tWeapon.classname = "timer";
|
|
tWeapon.nextthink = time + #RE_SUPER_SHOTGUN_TIME;
|
|
tWeapon.think = W_Reload_super_shotgun;
|
|
|
|
self.weaponmodel = "";
|
|
self.weaponframe = 0;
|
|
|
|
return #TRUE;
|
|
}
|
|
}
|
|
else if (self.current_weapon == #WEAP_LIGHT_ASSAULT)
|
|
{
|
|
if (self.reload_light_assault >= #RE_LIGHT_ASSAULT && self.ammo_nails > 0)
|
|
{
|
|
self.reload_light_assault = 0;
|
|
if (self.ammo_nails < #RE_LIGHT_ASSAULT)
|
|
self.reload_light_assault = #RE_LIGHT_ASSAULT - self.ammo_nails;
|
|
|
|
sprint (self, #PRINT_HIGH, "reloading...\n");
|
|
self.tfstate = (self.tfstate | #TFSTATE_RELOADING);
|
|
tWeapon = spawn();
|
|
tWeapon.owner = self;
|
|
tWeapon.classname = "timer";
|
|
tWeapon.nextthink = time + #RE_LIGHT_ASSAULT_TIME;
|
|
tWeapon.think = W_Reload_light_assault;
|
|
|
|
self.weaponmodel = "";
|
|
self.weaponframe = 0;
|
|
|
|
return #TRUE;
|
|
}
|
|
}
|
|
else if (self.current_weapon == #WEAP_LASERCANNON)
|
|
{
|
|
if (self.reload_laser_cannon >= #RE_LASER_CANNON && self.ammo_cells > 0)
|
|
{
|
|
self.reload_laser_cannon = 0;
|
|
if (self.ammo_cells < #RE_LASER_CANNON)
|
|
self.reload_laser_cannon = #RE_LASER_CANNON - self.ammo_cells;
|
|
|
|
sprint (self, #PRINT_HIGH, "Charging cannon...\n");
|
|
self.tfstate = (self.tfstate | #TFSTATE_RELOADING);
|
|
tWeapon = spawn();
|
|
tWeapon.owner = self;
|
|
tWeapon.classname = "timer";
|
|
tWeapon.nextthink = time + #RE_LASER_CANNON_TIME;
|
|
tWeapon.think = W_Reload_laser_cannon;
|
|
|
|
self.weaponmodel = "";
|
|
self.weaponframe = 0;
|
|
|
|
return #TRUE;
|
|
}
|
|
}
|
|
else if (self.current_weapon == #WEAP_GRENADE_LAUNCHER)
|
|
{
|
|
if (self.reload_grenade_launcher >= #RE_GRENADE_LAUNCHER && self.ammo_rockets > 0)
|
|
{
|
|
self.reload_grenade_launcher = 0;
|
|
if (self.ammo_rockets < #RE_GRENADE_LAUNCHER)
|
|
self.reload_grenade_launcher = #RE_GRENADE_LAUNCHER - self.ammo_rockets;
|
|
|
|
sprint (self, #PRINT_HIGH, "reloading...\n");
|
|
self.tfstate = (self.tfstate | #TFSTATE_RELOADING);
|
|
tWeapon = spawn();
|
|
tWeapon.owner = self;
|
|
tWeapon.classname = "timer";
|
|
tWeapon.nextthink = time + #RE_GRENADE_LAUNCHER_TIME;
|
|
tWeapon.think = W_Reload_grenade_launcher;
|
|
|
|
self.weaponmodel = "";
|
|
self.weaponframe = 0;
|
|
|
|
return #TRUE;
|
|
}
|
|
}
|
|
else if (self.current_weapon == #WEAP_ROCKET_LAUNCHER)
|
|
{
|
|
if (self.reload_rocket_launcher >= #RE_ROCKET_LAUNCHER && self.ammo_rockets > 0)
|
|
{
|
|
self.reload_rocket_launcher = 0;
|
|
if (self.ammo_rockets < #RE_ROCKET_LAUNCHER)
|
|
self.reload_rocket_launcher = #RE_ROCKET_LAUNCHER - self.ammo_rockets;
|
|
|
|
sprint (self, #PRINT_HIGH, "reloading...\n");
|
|
self.tfstate = (self.tfstate | #TFSTATE_RELOADING);
|
|
tWeapon = spawn();
|
|
tWeapon.owner = self;
|
|
tWeapon.classname = "timer";
|
|
if(self.tf_items & #NIT_CLUSTER_ROCKETS)
|
|
tWeapon.nextthink = time + #RE_ROCKET_LAUNCHER_TIME - 1;
|
|
else
|
|
tWeapon.nextthink = time + #RE_ROCKET_LAUNCHER_TIME;
|
|
tWeapon.think = W_Reload_rocket_launcher;
|
|
|
|
self.weaponmodel = "";
|
|
self.weaponframe = 0;
|
|
|
|
return #TRUE;
|
|
}
|
|
}
|
|
|
|
return #FALSE;
|
|
};
|
|
|
|
/*
|
|
============
|
|
W_Attack
|
|
|
|
An attack impulse can be triggered now
|
|
============
|
|
*/
|
|
void() player_axe1;
|
|
void() player_axeb1;
|
|
void() player_axec1;
|
|
void() player_axed1;
|
|
void() player_shot1;
|
|
void() player_nail1;
|
|
|
|
void() player_snail1; // ofn SNG
|
|
|
|
void() player_light1;
|
|
void() player_light_assault1;
|
|
void() player_rocket1;
|
|
|
|
void() player_autorifle1;
|
|
void() player_assaultcannon1;
|
|
void() player_assaultcannonup1;
|
|
void() player_assaultcannondown1;
|
|
void() player_medikit1;
|
|
void() player_medikitb1;
|
|
void() player_medikitc1;
|
|
void() player_medikitd1;
|
|
void() player_bioweapon1;
|
|
void() player_bioweaponb1;
|
|
void() player_bioweaponc1;
|
|
void() player_bioweapond1;
|
|
void() player_chain1;
|
|
void() player_chain2;
|
|
void() player_chain3;
|
|
void() player_chain4;
|
|
void() player_chain5;
|
|
|
|
|
|
void() W_Attack =
|
|
{
|
|
local float r, tc;
|
|
local entity tcool;
|
|
local string st;
|
|
|
|
if (!W_CheckNoAmmo ())
|
|
return;
|
|
|
|
if (self.playerclass == #PC_CUSTOM && (self.done_custom & #CUSTOM_BUILDING))
|
|
return;
|
|
|
|
if (self.tfstate & #TFSTATE_RELOADING)
|
|
return;
|
|
|
|
if (self.penance_time > time)
|
|
return;
|
|
|
|
//WK Tranq does not remove disguise
|
|
if (self.is_undercover && (self.current_weapon != #WEAP_TRANQ && self.current_weapon != #WEAP_MAUSER))
|
|
Spy_RemoveDisguise(self);
|
|
|
|
if (self.job & #JOB_THIEF && (self.job & #JOB_ACTIVE || self.job & #JOB_FULL_HIDE))
|
|
RevealThief(self,#FALSE);
|
|
|
|
//WK When conced you randomly don't fire
|
|
if (self.tfstate & #TFSTATE_CONCUSSIONED)
|
|
if (random() <= 0.3)
|
|
return;
|
|
|
|
makevectors (self.v_angle); // calculate forward angle for velocity
|
|
self.show_hostile = time + 1; // wake monsters up
|
|
|
|
if (self.current_weapon == #WEAP_AXE)
|
|
{
|
|
//if (self.cutf_items & #CUTF_KNIFE) //WK Go berserk with the knife
|
|
// Attack_Finished(0.5); // no, don't (0.35)
|
|
//else
|
|
Attack_Finished(0.5);
|
|
|
|
sound (self, #CHAN_WEAPON, "weapons/ax1.wav", 1, #ATTN_NORM);
|
|
r = random();
|
|
if (r < 0.25)
|
|
player_axe1 ();
|
|
else if (r<0.5)
|
|
player_axeb1 ();
|
|
else if (r<0.75)
|
|
player_axec1 ();
|
|
else
|
|
player_axed1 ();
|
|
}
|
|
else if (self.current_weapon == #WEAP_SPANNER)
|
|
{
|
|
Attack_Finished(0.35); //WK Berserk with spanner
|
|
sound (self, #CHAN_WEAPON, "weapons/ax1.wav", 1, #ATTN_NORM);
|
|
player_axe1 ();
|
|
}
|
|
else if (self.current_weapon == #WEAP_HOOK)
|
|
{
|
|
if (!self.hook_out)
|
|
player_chain1 ();
|
|
|
|
Attack_Finished(1); //WK
|
|
}
|
|
else if (self.current_weapon == #WEAP_SHOTGUN)
|
|
{
|
|
if (CheckForReload() == #TRUE)
|
|
return;
|
|
|
|
player_shot1 ();
|
|
W_FireShotgun ();
|
|
|
|
self.reload_shotgun = self.reload_shotgun + 1;
|
|
self.StatusRefreshTime = time + 0.1;
|
|
|
|
CheckForReload();
|
|
Attack_Finished(0.5);
|
|
}
|
|
else if (self.current_weapon == #WEAP_SUPER_SHOTGUN)
|
|
{
|
|
if (CheckForReload() == #TRUE)
|
|
return;
|
|
|
|
player_shot1 ();
|
|
W_FireSuperShotgun ();
|
|
|
|
self.reload_super_shotgun = self.reload_super_shotgun + 2;
|
|
|
|
self.StatusRefreshTime = time + 0.1;
|
|
|
|
CheckForReload();
|
|
Attack_Finished(0.7);
|
|
}
|
|
else if (self.current_weapon == #WEAP_SNG)
|
|
{
|
|
player_snail1 ();
|
|
}
|
|
else if (self.current_weapon == #WEAP_NAILGUN)
|
|
{
|
|
player_nail1 ();
|
|
}
|
|
else if (self.current_weapon == #WEAP_LIGHT_ASSAULT)
|
|
{
|
|
if (CheckForReload() == #TRUE)
|
|
return;
|
|
|
|
player_light_assault1();
|
|
CheckForReload();
|
|
}
|
|
else if (self.current_weapon == #WEAP_GRENADE_LAUNCHER)
|
|
{
|
|
if (CheckForReload() == #TRUE)
|
|
return;
|
|
|
|
player_rocket1();
|
|
W_FireGrenade();
|
|
|
|
self.reload_grenade_launcher = self.reload_grenade_launcher + 1;
|
|
self.StatusRefreshTime = time + 0.1;
|
|
|
|
CheckForReload();
|
|
Attack_Finished(0.6);
|
|
}
|
|
else if (self.current_weapon == #WEAP_ROCKET_LAUNCHER)
|
|
{
|
|
if (CheckForReload() == #TRUE)
|
|
return;
|
|
|
|
player_rocket1();
|
|
W_FireRocket();
|
|
|
|
if (self.tf_items & #NIT_CLUSTER_ROCKETS && self.cluster_mode == #TRUE) //WK Clusters are multiple shots
|
|
self.reload_rocket_launcher = self.reload_rocket_launcher + 8;
|
|
else
|
|
self.reload_rocket_launcher = self.reload_rocket_launcher + 1;
|
|
self.StatusRefreshTime = time + 0.1;
|
|
|
|
CheckForReload();
|
|
//CH so that the dot can be removed quicker (reset after dot gone)
|
|
if (self.tf_items & #NIT_RL_LASER_SIGHT)
|
|
Attack_Finished(0.1);
|
|
else
|
|
Attack_Finished(0.8);
|
|
}
|
|
else if (self.current_weapon == #WEAP_LIGHTNING)
|
|
{
|
|
player_light1();
|
|
Attack_Finished(0.1);
|
|
sound (self, #CHAN_AUTO, "weapons/lstart.wav", 1, #ATTN_NORM);
|
|
}
|
|
else if (self.current_weapon == #WEAP_DAEDALUS) //CHANGEME
|
|
{
|
|
player_rocket1();
|
|
W_FireDaedalus();
|
|
Attack_Finished(0.8);
|
|
sound (self, #CHAN_AUTO, "weapons/lstart.wav", 1, #ATTN_NORM);
|
|
}
|
|
else if (self.current_weapon == #WEAP_SNIPER_RIFLE)
|
|
{
|
|
// Can't fire while jumping
|
|
// WK You can if you are a scuba commando!
|
|
if ((self.flags & #FL_ONGROUND) || (self.hook_out) || ((self.tf_items & #NIT_SCUBA) && self.waterlevel) )
|
|
{
|
|
player_shot1();
|
|
W_FireSniperRifle();
|
|
Attack_Finished(#SNIPER_RIFLE_RELOAD_TIME);
|
|
}
|
|
}
|
|
else if (self.current_weapon == #WEAP_AUTO_RIFLE)
|
|
{
|
|
player_autorifle1();
|
|
W_FireAutoRifle();
|
|
Attack_Finished(0.1);
|
|
}
|
|
else if (self.current_weapon == #WEAP_ASSAULT_CANNON)
|
|
{
|
|
// Need 4 cells to power up the Assault Cannon
|
|
if (self.ammo_cells < 4)
|
|
{
|
|
sprint (self, #PRINT_MEDIUM, "Insufficient cells to power up the Assault Cannon.\n");
|
|
}
|
|
else
|
|
{
|
|
self.ammo_cells = self.ammo_cells - 4;
|
|
|
|
// Can't move while firing the Assault Cannon :)
|
|
self.heat = 1;
|
|
makeImmune(self,time+2);
|
|
//self.immune_to_check = time + 2;
|
|
self.tfstate = self.tfstate | #TFSTATE_CANT_MOVE;
|
|
TeamFortress_SetSpeed(self);
|
|
player_assaultcannonup1();
|
|
}
|
|
}
|
|
else if (self.current_weapon == #WEAP_FLAMETHROWER)
|
|
{
|
|
player_shot1();
|
|
W_FireFlame();
|
|
if (self.waterlevel >2)
|
|
Attack_Finished(1);
|
|
else
|
|
Attack_Finished(0.15);
|
|
}
|
|
else if (self.current_weapon == #WEAP_INCENDIARY)
|
|
{
|
|
player_rocket1();
|
|
W_FireIncendiaryCannon();
|
|
Attack_Finished(1.2);
|
|
}
|
|
else if (self.current_weapon == #WEAP_MEDIKIT)
|
|
{
|
|
sound (self, #CHAN_WEAPON, "weapons/ax1.wav", 1, #ATTN_NORM);
|
|
r = random();
|
|
if (r < 0.25)
|
|
player_medikit1 ();
|
|
else if (r<0.5)
|
|
player_medikitb1 ();
|
|
else if (r<0.75)
|
|
player_medikitc1 ();
|
|
else
|
|
player_medikitd1 ();
|
|
Attack_Finished(0.5);
|
|
|
|
}
|
|
else if (self.current_weapon == #WEAP_TRANQ)
|
|
{
|
|
sound (self, #CHAN_WEAPON, "weapons/dartgun.wav", 1, #ATTN_NORM);
|
|
player_shot1 ();
|
|
W_FireTranq ();
|
|
Attack_Finished(1.5);
|
|
}
|
|
else if (self.current_weapon == #WEAP_LASER)
|
|
{
|
|
sound (self, #CHAN_WEAPON, "weapons/railgun.wav", 1, #ATTN_NORM);
|
|
player_shot1();
|
|
W_FireLaser();
|
|
Attack_Finished(0.4);
|
|
}
|
|
else if (self.current_weapon == #WEAP_MAUSER)
|
|
{
|
|
sound (self, #CHAN_WEAPON, "weapons/dartgun.wav", 1, #ATTN_NORM);
|
|
//player_shot1();
|
|
W_FireMauser();
|
|
Attack_Finished(2.0);
|
|
}
|
|
else if (self.current_weapon == #WEAP_AIRF)
|
|
{
|
|
launch_horn();
|
|
}
|
|
if (self.current_weapon == #WEAP_LASERCANNON)
|
|
{
|
|
if (CheckForReload() == #TRUE)
|
|
return;
|
|
|
|
player_laser1();
|
|
CheckForReload();
|
|
}
|
|
};
|
|
|
|
/*=========================
|
|
W_PrintWeaponMessage
|
|
|
|
Prints a message indicating
|
|
the current selected weapon,
|
|
if needed.
|
|
=========================*/
|
|
void() W_PrintWeaponMessage =
|
|
{
|
|
//WK Custom class friendly
|
|
if (self.current_weapon == #WEAP_AXE) // && (self.weapons_carried & #WEAP_HOOK))
|
|
{
|
|
if (!(self.cutf_items & #CUTF_KNIFE))
|
|
sprint(self, #PRINT_MEDIUM, "Axe selected\n");
|
|
else
|
|
{
|
|
if (self.weaponmode == 0)
|
|
sprint(self, #PRINT_MEDIUM, "Knife selected\n"); //Nonbloody
|
|
else
|
|
sprint(self, #PRINT_MEDIUM, "Bloody Knife selected\n"); //Bloody
|
|
}
|
|
}
|
|
else if (self.current_weapon == #WEAP_HOOK)
|
|
sprint(self, #PRINT_MEDIUM, "Grappling Hook selected\n");
|
|
//CH because they use the same mdl, say what they are.
|
|
else if (self.current_weapon == #WEAP_FLAMETHROWER)
|
|
sprint(self, #PRINT_MEDIUM, "Flamethrower selected\n");
|
|
else if (self.current_weapon == #WEAP_ROCKET_LAUNCHER) {
|
|
sprint(self, #PRINT_MEDIUM, "Rocket Launcher selected");
|
|
|
|
if (self.cluster_mode == #TRUE && self.tf_items & #NIT_CLUSTER_ROCKETS) //set to fire cluster rockets
|
|
sprint(self, #PRINT_MEDIUM, " Cluster Mode");
|
|
else if (self.tf_items & #NIT_CLUSTER_ROCKETS)
|
|
sprint(self, #PRINT_MEDIUM, " Normal Mode");
|
|
|
|
sprint(self, #PRINT_MEDIUM, "\n");
|
|
}
|
|
else if (self.current_weapon == #WEAP_INCENDIARY)
|
|
sprint(self, #PRINT_MEDIUM, "Incendiary cannon selected\n");
|
|
else if (self.current_weapon == #WEAP_LIGHTNING)
|
|
sprint(self, #PRINT_MEDIUM, "Lightning Gun selected\n");
|
|
else if (self.current_weapon == #WEAP_SPANNER)
|
|
sprint(self, #PRINT_MEDIUM, "Spanner readied\n");
|
|
|
|
else if (self.current_weapon == #WEAP_GRENADE_LAUNCHER)
|
|
{
|
|
if (self.weaponmode == #GL_NORMAL)
|
|
sprint(self, #PRINT_MEDIUM, "Normal grenade mode\n");
|
|
else if (self.weaponmode == #GL_PIPEBOMB)
|
|
sprint(self, #PRINT_MEDIUM, "Pipebomb mode\n");
|
|
}
|
|
else if (self.current_weapon == #WEAP_SNIPER_RIFLE)
|
|
sprint(self, #PRINT_MEDIUM, "Sniper Rifle ready\n");
|
|
else if (self.current_weapon == #WEAP_AUTO_RIFLE)
|
|
sprint(self, #PRINT_MEDIUM, "Rifle on fully auto\n");
|
|
else if (self.current_weapon == #WEAP_TRANQ)
|
|
sprint(self, #PRINT_MEDIUM, "Tranquiliser gun selected\n");
|
|
else if (self.current_weapon == #WEAP_MEDIKIT)
|
|
sprint(self, #PRINT_MEDIUM, "Medikit/Bioweapon readied\n");
|
|
else if (self.current_weapon == #WEAP_MAUSER)
|
|
sprint(self, #PRINT_MEDIUM, "Mauser WK-77 Assassin's Gun readied\n");
|
|
else if (self.current_weapon == #WEAP_DAEDALUS)
|
|
sprint(self, #PRINT_MEDIUM, "Daedalus Impulse Rifle readied\n");
|
|
else if (self.current_weapon == #WEAP_LIGHTNING)
|
|
sprint(self, #PRINT_MEDIUM, "Lighting gun selected\n");
|
|
else if (self.current_weapon == #WEAP_AIRF)
|
|
sprint(self, #PRINT_MEDIUM, "Airfist prepared\n");
|
|
else if (self.current_weapon == #WEAP_LASERCANNON)
|
|
sprint(self, #PRINT_MEDIUM, "Laser Cannon selected\n");
|
|
else if (self.current_weapon == #WEAP_SNG)
|
|
sprint(self, #PRINT_MEDIUM, "Super Nailgun selected\n");
|
|
else if (self.current_weapon == #WEAP_NAILGUN)
|
|
sprint(self, #PRINT_MEDIUM, "Nailgun selected\n");
|
|
else if (self.current_weapon == #WEAP_LIGHT_ASSAULT)
|
|
sprint(self, #PRINT_MEDIUM, "Light Assualt cannon selected\n");
|
|
|
|
|
|
};
|
|
|
|
|
|
/*
|
|
============
|
|
W_ChangeWeapon
|
|
|
|
============
|
|
*/
|
|
void() W_ChangeWeapon =
|
|
{
|
|
local float it, am, fl, loopck;
|
|
local float have_weapon, usable;
|
|
|
|
if (self.tfstate & #TFSTATE_RELOADING)
|
|
return;
|
|
|
|
if (self.tfstate & #TFSTATE_CANT_MOVE)
|
|
return;
|
|
|
|
it = self.weapons_carried;
|
|
fl = self.current_weapon;
|
|
am = 0;
|
|
usable = 0;
|
|
have_weapon = #TRUE;
|
|
|
|
if (self.impulse == 1)
|
|
{
|
|
if (!(it & (#WEAP_HOOK | #WEAP_MEDIKIT | #WEAP_AXE | #WEAP_SPANNER)))
|
|
have_weapon = #FALSE;
|
|
|
|
while (!usable && have_weapon)
|
|
{
|
|
if (fl == #WEAP_SPANNER)
|
|
{
|
|
fl = #WEAP_MEDIKIT;
|
|
|
|
if (it & #WEAP_MEDIKIT)
|
|
usable = 1;
|
|
}
|
|
else if (fl == #WEAP_MEDIKIT)
|
|
{
|
|
fl = #WEAP_HOOK;
|
|
|
|
if ((self.weapons_carried & #WEAP_HOOK) && (fl & #WEAP_HOOK))
|
|
usable = 1;
|
|
|
|
if (self.hook_out)
|
|
Reset_Grapple(self.hook);
|
|
}
|
|
else if (fl == #WEAP_HOOK)
|
|
{
|
|
fl = #WEAP_AXE;
|
|
|
|
if (it & #WEAP_AXE)
|
|
usable = 1;
|
|
}
|
|
else
|
|
{
|
|
fl = #WEAP_SPANNER;
|
|
|
|
if (it & #WEAP_SPANNER)
|
|
usable = 1;
|
|
}
|
|
}
|
|
}
|
|
else if ((self.weapons_carried & #WEAP_HOOK) && (self.impulse == #HOOK_IMP1 || self.impulse == #HOOK_IMP2))
|
|
{
|
|
fl = #WEAP_HOOK;
|
|
}
|
|
else if (self.impulse == #AXE_IMP)
|
|
{
|
|
if (!(it & (#WEAP_MEDIKIT | #WEAP_AXE | #WEAP_SPANNER)))
|
|
have_weapon = #FALSE;
|
|
|
|
while (!usable && have_weapon)
|
|
{
|
|
if (fl == #WEAP_SPANNER)
|
|
{
|
|
fl = #WEAP_MEDIKIT;
|
|
|
|
if (it & #WEAP_MEDIKIT)
|
|
usable = 1;
|
|
}
|
|
else if (fl == #WEAP_MEDIKIT)
|
|
{
|
|
fl = #WEAP_AXE;
|
|
|
|
if (it & #WEAP_AXE)
|
|
usable = 1;
|
|
}
|
|
else
|
|
{
|
|
fl = #WEAP_SPANNER;
|
|
|
|
if (it & #WEAP_SPANNER)
|
|
usable = 1;
|
|
}
|
|
}
|
|
}
|
|
else if (self.impulse == 2)
|
|
{
|
|
if (!(((it & #WEAP_SNIPER_RIFLE || it & #WEAP_SHOTGUN || it & #WEAP_TRANQ) && self.ammo_shells > 0) || (it & #WEAP_LASER && self.ammo_nails > 0)|| (it & #WEAP_DAEDALUS && self.ammo_cells > 0)))
|
|
have_weapon = #FALSE;
|
|
loopck = 0;
|
|
while (!usable && have_weapon)
|
|
{
|
|
loopck = (loopck + 1);
|
|
if (loopck >= 10)
|
|
have_weapon = #FALSE;
|
|
if (fl == #WEAP_SNIPER_RIFLE)
|
|
{
|
|
fl = #WEAP_SHOTGUN;
|
|
if (it & #WEAP_SHOTGUN && self.ammo_shells > 0)
|
|
usable = 1;
|
|
}
|
|
else if (fl == #WEAP_SHOTGUN)
|
|
{
|
|
fl = #WEAP_TRANQ;
|
|
if (it & #WEAP_TRANQ && self.ammo_nails > 0)
|
|
usable = 1;
|
|
}
|
|
else if (fl == #WEAP_TRANQ)
|
|
{
|
|
fl = #WEAP_LASER;
|
|
if (it & #WEAP_LASER && self.ammo_nails > 0)
|
|
usable = 1;
|
|
}
|
|
else
|
|
{
|
|
fl = #WEAP_SNIPER_RIFLE;
|
|
if (it & #WEAP_SNIPER_RIFLE && self.ammo_shells > 0)
|
|
usable = 1;
|
|
}
|
|
}
|
|
if (fl == #WEAP_LASER)
|
|
{
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
}
|
|
else
|
|
{
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
}
|
|
}
|
|
else if (self.impulse == 3)
|
|
{
|
|
if (!((it & #WEAP_AUTO_RIFLE && self.ammo_shells > 0) || (it & #WEAP_SUPER_SHOTGUN && self.ammo_shells >1)))
|
|
have_weapon = #FALSE;
|
|
loopck = 0;
|
|
while (!usable && have_weapon)
|
|
{
|
|
loopck = (loopck + 1);
|
|
if (loopck >= 10)
|
|
have_weapon = #FALSE;
|
|
if (fl == #WEAP_AUTO_RIFLE)
|
|
{
|
|
fl = #WEAP_SUPER_SHOTGUN;
|
|
if (it & #WEAP_SUPER_SHOTGUN && self.ammo_shells > 1)
|
|
usable = 1;
|
|
}
|
|
else
|
|
{
|
|
fl = #WEAP_AUTO_RIFLE;
|
|
if (it & #WEAP_AUTO_RIFLE && self.ammo_shells > 0)
|
|
usable = 1;
|
|
}
|
|
}
|
|
if (fl == #WEAP_SUPER_SHOTGUN)
|
|
{
|
|
if (self.ammo_shells < 2)
|
|
am = 1;
|
|
}
|
|
else
|
|
{
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
}
|
|
}
|
|
else if (self.impulse == 4)
|
|
{
|
|
/*fl = #WEAP_NAILGUN;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;*/
|
|
|
|
if (!(it & #WEAP_LASERCANNON || it & #WEAP_NAILGUN))
|
|
have_weapon = #FALSE;
|
|
loopck = 0;
|
|
while (!usable && have_weapon)
|
|
{
|
|
loopck = (loopck + 1);
|
|
if (loopck >= 10)
|
|
have_weapon = #FALSE;
|
|
if (fl == #WEAP_LASERCANNON)
|
|
{
|
|
fl = #WEAP_NAILGUN;
|
|
if (it & #WEAP_NAILGUN)
|
|
usable = 1;
|
|
}
|
|
else
|
|
{
|
|
fl = #WEAP_LASERCANNON;
|
|
if (it & #WEAP_LASERCANNON)
|
|
usable = 1;
|
|
}
|
|
}
|
|
if (fl == #WEAP_NAILGUN)
|
|
{
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
}
|
|
else if (fl == #WEAP_LASERCANNON)
|
|
{
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
}
|
|
else if (self.impulse == 5)
|
|
{
|
|
if (!(it & #WEAP_LIGHT_ASSAULT || it & #WEAP_MAUSER || it & #WEAP_SNG))
|
|
have_weapon = #FALSE;
|
|
loopck = 0;
|
|
while (!usable && have_weapon)
|
|
{
|
|
loopck = (loopck + 1);
|
|
if (loopck >= 10)
|
|
have_weapon = #FALSE;
|
|
if (fl == #WEAP_LIGHT_ASSAULT)
|
|
{
|
|
fl = #WEAP_MAUSER;
|
|
if (it & #WEAP_MAUSER)
|
|
usable = 1;
|
|
}
|
|
|
|
//-
|
|
else if (fl == #WEAP_MAUSER)
|
|
{
|
|
fl = #WEAP_SNG;
|
|
if (it & #WEAP_SNG)
|
|
usable = 1;
|
|
}
|
|
//-
|
|
|
|
else
|
|
{
|
|
fl = #WEAP_LIGHT_ASSAULT;
|
|
if (it & #WEAP_LIGHT_ASSAULT)
|
|
usable = 1;
|
|
}
|
|
}
|
|
if (fl == #WEAP_MAUSER)
|
|
{
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
}
|
|
else if (fl == #WEAP_LIGHT_ASSAULT)
|
|
{
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
}
|
|
//
|
|
else if (fl == #WEAP_SNG)
|
|
{
|
|
if (self.ammo_nails < 2)
|
|
am = 1;
|
|
}
|
|
}
|
|
else if (self.impulse == 6)
|
|
{
|
|
if (!((it & #WEAP_FLAMETHROWER && self.ammo_cells > 0) || (it & #WEAP_GRENADE_LAUNCHER && self.ammo_rockets > 0)))
|
|
have_weapon = #FALSE;
|
|
loopck = 0;
|
|
while (!usable && have_weapon)
|
|
{
|
|
loopck = (loopck + 1);
|
|
if (loopck >= 10)
|
|
have_weapon = #FALSE;
|
|
if (fl == #WEAP_FLAMETHROWER)
|
|
{
|
|
fl = #WEAP_GRENADE_LAUNCHER;
|
|
self.weaponmode = #GL_NORMAL;
|
|
if (it & #WEAP_GRENADE_LAUNCHER && self.ammo_rockets > 0)
|
|
usable = 1;
|
|
}
|
|
else
|
|
{
|
|
fl = #WEAP_FLAMETHROWER;
|
|
if (it & #WEAP_FLAMETHROWER && self.ammo_cells > 0)
|
|
usable = 1;
|
|
}
|
|
}
|
|
if (fl == #WEAP_FLAMETHROWER)
|
|
{
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
else
|
|
{
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
}
|
|
else if (self.impulse == 7)
|
|
{
|
|
if (!((it & #WEAP_INCENDIARY && self.ammo_rockets > 2) || ((it & #WEAP_ROCKET_LAUNCHER || it & #WEAP_GRENADE_LAUNCHER) && self.ammo_rockets > 0) || (it & #WEAP_ASSAULT_CANNON && self.ammo_shells > 0 && self.ammo_cells > 3)))
|
|
have_weapon = #FALSE;
|
|
loopck = 0;
|
|
while (!usable && have_weapon)
|
|
{
|
|
loopck = (loopck + 1);
|
|
if (loopck >= 10)
|
|
have_weapon = #FALSE;
|
|
if (fl == #WEAP_INCENDIARY)
|
|
{
|
|
fl = #WEAP_ROCKET_LAUNCHER;
|
|
if (it & #WEAP_ROCKET_LAUNCHER && self.ammo_rockets > 0)
|
|
usable = 1;
|
|
}
|
|
else if (fl == #WEAP_ROCKET_LAUNCHER)
|
|
{
|
|
if (self.tf_items & #NIT_CLUSTER_ROCKETS)
|
|
{
|
|
if (self.cluster_mode == #TRUE)
|
|
{
|
|
// bprint(#PRINT_HIGH, "cluster mode FALSE\n");
|
|
self.cluster_mode = #FALSE;
|
|
fl = #WEAP_ASSAULT_CANNON;
|
|
if (it & #WEAP_ASSAULT_CANNON && self.ammo_shells > 0 && self.ammo_cells > 3)
|
|
usable = 1;
|
|
}
|
|
else
|
|
{
|
|
// bprint(#PRINT_HIGH, "cluster mode TRUE\n");
|
|
self.cluster_mode = #TRUE;
|
|
fl = #WEAP_ROCKET_LAUNCHER;
|
|
if (it & #WEAP_ROCKET_LAUNCHER && self.ammo_rockets > 0)
|
|
usable = 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fl = #WEAP_ASSAULT_CANNON;
|
|
if (it & #WEAP_ASSAULT_CANNON && self.ammo_shells > 0 && self.ammo_cells > 3)
|
|
usable = 1;
|
|
}
|
|
}
|
|
else if (fl == #WEAP_ASSAULT_CANNON)
|
|
{
|
|
fl = #WEAP_GRENADE_LAUNCHER;
|
|
self.weaponmode = #GL_PIPEBOMB;
|
|
if (it & #WEAP_GRENADE_LAUNCHER && self.ammo_rockets > 0)
|
|
usable = 1;
|
|
}
|
|
else
|
|
{
|
|
fl = #WEAP_INCENDIARY;
|
|
if (it & #WEAP_INCENDIARY && self.ammo_rockets > 2)
|
|
usable = 1;
|
|
}
|
|
}
|
|
if (fl == #WEAP_ASSAULT_CANNON)
|
|
{
|
|
if (self.ammo_cells < 4 || self.ammo_shells < 1)
|
|
am = 1;
|
|
}
|
|
else if (fl == #WEAP_INCENDIARY)
|
|
{
|
|
if (self.ammo_rockets < 3)
|
|
am = 1;
|
|
}
|
|
else
|
|
{
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
}
|
|
else if (self.impulse == 8)
|
|
{
|
|
if (!(it & #WEAP_LIGHTNING || it & #WEAP_DAEDALUS || it & #WEAP_AIRF))
|
|
have_weapon = #FALSE;
|
|
loopck = 0;
|
|
while (!usable && have_weapon)
|
|
{
|
|
loopck = (loopck + 1);
|
|
if (loopck >= 10)
|
|
have_weapon = #FALSE;
|
|
if (fl == #WEAP_DAEDALUS)
|
|
{
|
|
fl = #WEAP_LIGHTNING;
|
|
if (it & #WEAP_LIGHTNING) //WEAP_DAEDALUS
|
|
usable = 1;
|
|
}
|
|
else if (fl == #WEAP_LIGHTNING)
|
|
{
|
|
fl = #WEAP_AIRF;
|
|
if (it & #WEAP_AIRF) //WEAP_DAEDALUS
|
|
usable = 1;
|
|
}
|
|
else
|
|
{
|
|
fl = #WEAP_DAEDALUS;
|
|
if (it & #WEAP_DAEDALUS)
|
|
usable = 1;
|
|
}
|
|
}
|
|
if (fl == #WEAP_DAEDALUS)
|
|
{
|
|
if (self.ammo_cells < 5)
|
|
am = 1;
|
|
}
|
|
else if (fl == #WEAP_LIGHTNING)
|
|
{
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
}
|
|
else if (self.impulse == #TF_MEDIKIT)
|
|
{
|
|
fl = #WEAP_MEDIKIT;
|
|
|
|
if (it & #WEAP_MEDIKIT)
|
|
usable = 1;
|
|
}
|
|
|
|
self.impulse = 0;
|
|
|
|
// don't have the weapon
|
|
if (!have_weapon || (!(it & fl)))
|
|
{
|
|
sprint (self, #PRINT_HIGH, "no weapon.\n");
|
|
return;
|
|
}
|
|
|
|
// don't have the ammo
|
|
if (am == 1)
|
|
{
|
|
sprint(self, #PRINT_HIGH, "not enough ammo.\n");
|
|
return;
|
|
}
|
|
|
|
// don't have the cells for the cannon
|
|
if (am == 2)
|
|
{
|
|
sprint(self, #PRINT_HIGH, "not enough cells to power assault cannon.\n");
|
|
return;
|
|
}
|
|
|
|
// set weapon, set ammo
|
|
self.current_weapon = fl;
|
|
W_SetCurrentAmmo ();
|
|
W_PrintWeaponMessage();
|
|
|
|
self.StatusRefreshTime = time + 0.1;
|
|
};
|
|
|
|
/*
|
|
============
|
|
CycleWeaponCommand
|
|
|
|
Go to the next weapon with ammo
|
|
============
|
|
*/
|
|
void() CycleWeaponCommand =
|
|
{
|
|
//CH reorder so that they please me
|
|
local float it, am, cont, loopcount;
|
|
|
|
// Some safety code
|
|
if (self.weaponmodel == string_null || self.current_weapon == 0)
|
|
return;
|
|
|
|
if (self.tfstate & #TFSTATE_RELOADING)
|
|
return;
|
|
|
|
if (self.tfstate & #TFSTATE_CANT_MOVE)
|
|
return;
|
|
|
|
it = self.weapons_carried;
|
|
self.impulse = 0;
|
|
loopcount = 0;
|
|
|
|
while (1)
|
|
{
|
|
am = 0;
|
|
cont = #FALSE;
|
|
|
|
if (self.current_weapon == #WEAP_AXE)
|
|
{
|
|
self.current_weapon = #WEAP_SPANNER;
|
|
}
|
|
else if (self.current_weapon == #WEAP_SPANNER)
|
|
{
|
|
self.current_weapon = #WEAP_SHOTGUN;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_SHOTGUN)
|
|
{
|
|
self.current_weapon = #WEAP_LASER;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_LASER)
|
|
{
|
|
self.current_weapon = #WEAP_TRANQ;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_TRANQ)
|
|
{
|
|
self.current_weapon = #WEAP_SNIPER_RIFLE;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_SNIPER_RIFLE)
|
|
{
|
|
self.current_weapon = #WEAP_AUTO_RIFLE;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_AUTO_RIFLE)
|
|
{
|
|
self.current_weapon = #WEAP_MAUSER;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_MAUSER)
|
|
{
|
|
self.current_weapon = #WEAP_SUPER_SHOTGUN;
|
|
if (self.ammo_shells < 2)
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_SUPER_SHOTGUN)
|
|
{
|
|
self.current_weapon = #WEAP_NAILGUN;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
}
|
|
|
|
//-
|
|
else if (self.current_weapon == #WEAP_NAILGUN)
|
|
{
|
|
self.current_weapon = #WEAP_SNG;
|
|
if (self.ammo_nails < 2)
|
|
am = 1;
|
|
}
|
|
//-
|
|
|
|
else if (self.current_weapon == #WEAP_SNG)
|
|
{
|
|
self.current_weapon = #WEAP_LASERCANNON;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
//-
|
|
|
|
else if (self.current_weapon == #WEAP_LASERCANNON) // was WEAP_NAILGUN
|
|
{
|
|
self.current_weapon = #WEAP_LIGHT_ASSAULT;
|
|
if (self.ammo_nails < 2)
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_LIGHT_ASSAULT)
|
|
{
|
|
self.current_weapon = #WEAP_FLAMETHROWER;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_FLAMETHROWER)
|
|
{
|
|
self.current_weapon = #WEAP_GRENADE_LAUNCHER;
|
|
self.weaponmode = #GL_NORMAL;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_GRENADE_LAUNCHER && self.weaponmode == #GL_NORMAL)
|
|
{
|
|
self.current_weapon = #WEAP_GRENADE_LAUNCHER;
|
|
self.weaponmode = #GL_PIPEBOMB;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_GRENADE_LAUNCHER && self.weaponmode == #GL_PIPEBOMB)
|
|
{
|
|
self.current_weapon = #WEAP_INCENDIARY;
|
|
if (self.ammo_rockets < 3)
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_INCENDIARY)
|
|
{
|
|
self.current_weapon = #WEAP_DAEDALUS;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_DAEDALUS)
|
|
{
|
|
self.current_weapon = #WEAP_ROCKET_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_ROCKET_LAUNCHER)
|
|
{
|
|
if (self.tf_items & #NIT_CLUSTER_ROCKETS)
|
|
{
|
|
if (self.cluster_mode == #TRUE)
|
|
{
|
|
// bprint(#PRINT_HIGH, "cluster mode FALSE\n");
|
|
self.cluster_mode = #FALSE;
|
|
self.current_weapon = #WEAP_ASSAULT_CANNON;
|
|
if (self.ammo_cells < 4)
|
|
am = 1;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
}
|
|
else
|
|
{
|
|
// bprint(#PRINT_HIGH, "cluster mode TRUE\n");
|
|
self.cluster_mode = #TRUE;
|
|
self.current_weapon = #WEAP_ROCKET_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self.current_weapon = #WEAP_ASSAULT_CANNON;
|
|
if (self.ammo_cells < 4)
|
|
am = 1;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
}
|
|
|
|
}
|
|
else if (self.current_weapon == #WEAP_ASSAULT_CANNON)
|
|
{
|
|
self.current_weapon = #WEAP_LIGHTNING;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_LIGHTNING)
|
|
{
|
|
self.current_weapon = #WEAP_AIRF;
|
|
|
|
if (!(self.weapons_carried & #WEAP_AIRF))
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_AIRF)
|
|
{
|
|
self.current_weapon = #WEAP_HOOK;
|
|
|
|
if (!(self.weapons_carried & #WEAP_HOOK))
|
|
am = 1;
|
|
}
|
|
else if (self.current_weapon == #WEAP_HOOK)
|
|
{
|
|
self.current_weapon = #WEAP_MEDIKIT;
|
|
}
|
|
else if (self.current_weapon == #WEAP_MEDIKIT)
|
|
{
|
|
self.current_weapon = #WEAP_AXE;
|
|
}
|
|
|
|
// Safety precaution
|
|
if (loopcount > 30)
|
|
return;
|
|
|
|
loopcount = loopcount + 1;
|
|
|
|
// check if player actually has the weapon
|
|
// if not, loop again
|
|
if ((self.weapons_carried & self.current_weapon) && (am == 0))
|
|
{
|
|
if (self.current_weapon != #WEAP_GRENADE_LAUNCHER)
|
|
self.weaponmode = #GL_NORMAL; // reset the pipebombs
|
|
|
|
W_SetCurrentAmmo ();
|
|
W_PrintWeaponMessage();
|
|
|
|
self.StatusRefreshTime = time + 0.1;
|
|
return;
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
|
|
#ifndef QUAKE_WORLD
|
|
void() QuadCheat =
|
|
{
|
|
if (deathmatch || coop)
|
|
return;
|
|
self.super_time = 1;
|
|
self.super_damage_finished = time + 30;
|
|
self.items = self.items | #IT_QUAD;
|
|
RPrint ("quad cheat\n");
|
|
};
|
|
#endif
|
|
|
|
/*
|
|
============
|
|
ImpulseCommands
|
|
|
|
============
|
|
*/
|
|
void() DeadImpulses;
|
|
|
|
float(float inp) BuildingImpulses =
|
|
{
|
|
if (inp < 10) return #TRUE;
|
|
if (inp > #TF_CHANGEPC && inp <= #TF_CHANGEPC + #PC_LASTCLASS) return #TRUE;
|
|
if (inp == #TF_CHANGECLASS) return #TRUE;
|
|
if (inp == #TF_HELP_MAP) return #TRUE;
|
|
if (inp == #TF_SHOWTF) return #TRUE;
|
|
if (inp == #TF_TEAM_CLASSES) return #TRUE;
|
|
if (inp == #TF_TEAM_SCORES) return #TRUE;
|
|
if (inp == #TF_TEAM_LIST) return #TRUE;
|
|
if (inp == #TF_TEAM_ENUM) return #TRUE;
|
|
if (inp == #TF_ID) return #TRUE;
|
|
if (inp == #TF_SELL) return #TRUE;
|
|
if (inp >= #TF_ADMIN_KICK_CYCLE && inp <= #TF_ADMIN_CEASEFIRE) return #TRUE;
|
|
if (inp == #I_CHEAT_ONE) return #TRUE;
|
|
if (inp == #I_CHEAT_TWO) return #TRUE;
|
|
if (inp == #I_CHEAT_THREE) return #TRUE;
|
|
if (inp == #IMPULSE_DEBUG) return #TRUE; //- OfN -
|
|
if (inp == #IMPULSE_UPDATEINFO) return #TRUE; //- OfN -
|
|
if (inp == #IMPULSE_CHECKADMIN) return #TRUE; //- OfN -
|
|
if (inp == #IMPULSE_STUFFCMD) return #TRUE; //- OfN -
|
|
return #FALSE;
|
|
};
|
|
|
|
void() ImpulseCommands =
|
|
{
|
|
if ((self.impulse== #TF_CHANGEPC + #PC_CUSTOM || self.impulse==#TF_SELL) && custom_mode==2)
|
|
{
|
|
self.impulse=0;
|
|
sprint(self,#PRINT_MEDIUM,"Custom player classes are disabled\n");
|
|
return;
|
|
}
|
|
|
|
if (self.impulse <= #TF_CHANGEPC + #PC_RANDOM && self.impulse >= #TF_CHANGEPC + #PC_SCOUT && stock_mode==2)
|
|
{
|
|
self.impulse=0;
|
|
sprint(self,#PRINT_MEDIUM,"Stock player classes are disabled\n");
|
|
return;
|
|
}
|
|
|
|
//local entity te; //- OfN - Unused!
|
|
|
|
//WK Don't allow any commands except menu ones when building a class
|
|
if (self.playerclass == #PC_CUSTOM && (self.done_custom & #CUSTOM_BUILDING))
|
|
{
|
|
if (!BuildingImpulses(self.impulse))
|
|
{
|
|
self.impulse = 0;
|
|
return;
|
|
}
|
|
}
|
|
|
|
//WK Don't allow bastards to do any commands
|
|
if (self.penance_time > time)
|
|
return;
|
|
|
|
if (prematch >= time)
|
|
if (self.impulse > 10 || self.impulse < 1)
|
|
{
|
|
self.impulse = 0;
|
|
return;
|
|
}
|
|
|
|
/*=====================
|
|
These Impulse commands rely on the use of self.last_impulse. Since they use
|
|
self.impulse for their own purposes, they _must_ be placed before the other
|
|
self.impulse tests, and they _must_ set self.impulse = 0 when they're done.
|
|
=====================*/
|
|
|
|
// TeamFortress Detpack
|
|
if (self.last_impulse == #TF_DETPACK && self.impulse)
|
|
TeamFortress_SetDetpack(self.impulse);
|
|
// TeamFortress Scan
|
|
else if (self.last_impulse == #TF_SCAN && self.impulse)
|
|
TeamFortress_Scan(self.impulse,#FALSE);
|
|
|
|
/*=====================
|
|
The rest of these Impulse Commands don't use self.last_impulse. They _must_
|
|
be placed _after_ the Impulse Commands that do require self.last_impulse
|
|
=====================*/
|
|
|
|
// Catch the 8 key to reprint the classhelp.
|
|
// Remove this when we return the lightning gun
|
|
//CH was on impulse 8, but thats lgun
|
|
if (self.impulse == 9 && self.current_menu != #MENU_CLASSHELP && (self.playerclass > 0 && self.playerclass < 11))
|
|
{
|
|
self.current_menu = #MENU_CLASSHELP;
|
|
self.menu_count = #MENU_REFRESH_RATE;
|
|
self.menu_displaytime = 0;
|
|
}
|
|
|
|
// uses the special skill of the player's class
|
|
if (self.impulse == #TF_SPECIAL_SKILL)
|
|
UseSpecialSkill();
|
|
|
|
// uses the special skill of the player's class
|
|
if (self.impulse == #TF_SKILL)
|
|
UseJobSkill();
|
|
|
|
// No weapon related impulses can be done when setting detpacks or building WK or chaplaning
|
|
if (!self.is_building && !self.is_detpacking && !self.is_feigning && !(self.job & #JOB_CHAPLAN && self.job & #JOB_ACTIVE))
|
|
{
|
|
if ((self.impulse >= 1 && self.impulse < 9) || (self.impulse == #TF_MEDIKIT))
|
|
W_ChangeWeapon ();
|
|
|
|
// Grappling Hook
|
|
else if ((self.weapons_carried & #WEAP_HOOK) && (self.impulse == #HOOK_IMP1 || self.impulse == #HOOK_IMP2))
|
|
W_ChangeWeapon ();
|
|
|
|
// Axe
|
|
else if (self.impulse == #AXE_IMP)
|
|
W_ChangeWeapon ();
|
|
|
|
// cycle weapon reverse and cycle weapon do the same thing
|
|
// TBD: make CycleWeaponReverseCommand()
|
|
else if (self.impulse == 10 || self.impulse == 12)
|
|
CycleWeaponCommand ();
|
|
|
|
// TeamFortress Reload current weapon
|
|
else if (self.impulse == #TF_RELOAD)
|
|
TeamFortress_ReloadCurrentWeapon();
|
|
|
|
// Scanning impulses
|
|
else if (self.impulse == #TF_SCAN_10)
|
|
TeamFortress_Scan(10,#FALSE);
|
|
else if (self.impulse == #TF_SCAN_30)
|
|
TeamFortress_Scan(30,#FALSE);
|
|
else if (self.impulse == #TF_SCAN_100)
|
|
TeamFortress_Scan(100,#FALSE);
|
|
else if (self.impulse == #TF_SCAN_ENEMY) //CH
|
|
TeamFortress_Scan(#TF_SCAN_ENEMY,#FALSE);
|
|
else if (self.impulse == #TF_SCAN_FRIENDLY)
|
|
TeamFortress_Scan(#TF_SCAN_FRIENDLY,#FALSE);
|
|
|
|
// TeamFortress Set Detpack Impulses
|
|
else if (self.impulse == #TF_DETPACK_5)
|
|
TeamFortress_SetDetpack(5);
|
|
else if (self.impulse == #TF_DETPACK_20)
|
|
TeamFortress_SetDetpack(20);
|
|
else if (self.impulse == #TF_DETPACK_50)
|
|
TeamFortress_SetDetpack(50);
|
|
else if (self.impulse == #TF_DROP_AMMO)
|
|
{
|
|
self.current_menu = #MENU_DROP;
|
|
self.menu_count = #MENU_REFRESH_RATE - 5;
|
|
}
|
|
else if (self.impulse == #TF_DISCARD)
|
|
TeamFortress_Discard();
|
|
//CH
|
|
else if (self.impulse == #TF_DROPITEMS)
|
|
TeamFortress_DropItems();
|
|
#ifdef COOP_MODE
|
|
else if (self.impulse == #TF_DROPKEY && coop)
|
|
DropKey();
|
|
#endif
|
|
}
|
|
//WK We can toss grens while chaplaining. Readme says so. :p
|
|
if (!self.is_building && !self.is_detpacking && !self.is_feigning)
|
|
{
|
|
// TeamFortress Prime Grenade Type 1
|
|
if (self.impulse == #TF_GRENADE_1)
|
|
TeamFortress_PrimeGrenade();
|
|
// TeamFortress Prime Grenade Type 2
|
|
else if (self.impulse == #TF_GRENADE_2)
|
|
TeamFortress_PrimeGrenade();
|
|
}
|
|
|
|
// TeamFortress Inventory
|
|
if (self.impulse == #TF_INVENTORY)
|
|
TeamFortress_Inventory();
|
|
|
|
else if (self.impulse == #TF_MEDIC_HELPME)
|
|
TeamFortress_SaveMe();
|
|
else if (self.impulse == #TF_TAUNT) {
|
|
if (self.last_saveme_sound < time) {
|
|
sound(self, #CHAN_WEAPON, "enforcer/sight1.wav", 1, #ATTN_NORM);
|
|
self.last_saveme_sound = time + 4;
|
|
}
|
|
}
|
|
else if (self.impulse == #TF_TAUNT2) {
|
|
if (self.last_saveme_sound < time) {
|
|
sound(self, #CHAN_WEAPON, "enforcer/sight2.wav", 1, #ATTN_NORM);
|
|
self.last_saveme_sound = time + 4;
|
|
}
|
|
}
|
|
else if (self.impulse == #TF_TAUNT3) {
|
|
if (self.last_saveme_sound < time) {
|
|
sound(self, #CHAN_WEAPON, "enforcer/sight3.wav", 1, #ATTN_NORM);
|
|
self.last_saveme_sound = time + 4;
|
|
}
|
|
}
|
|
else if (self.impulse == #TF_TAUNT4) {
|
|
if (self.last_saveme_sound < time) {
|
|
sound(self, #CHAN_WEAPON, "enforcer/sight4.wav", 1, #ATTN_NORM);
|
|
self.last_saveme_sound = time + 4;
|
|
}
|
|
}
|
|
else if (self.impulse == #TF_TAUNT5) {
|
|
if (self.last_saveme_sound < time) {
|
|
sound(self, #CHAN_WEAPON, "weapons/fith.wav", 1, #ATTN_NORM);
|
|
self.last_saveme_sound = time + 4;
|
|
}
|
|
}
|
|
|
|
// TeamFortress Throw Grenade
|
|
else if (self.impulse == #TF_GRENADE_T)
|
|
TeamFortress_ThrowGrenade();
|
|
|
|
//else if (self.impulse == #BUILD_SENSOR && self.cutf_items & #CUTF_SENSOR) // SB build sensor (not enough room on menu...)
|
|
// SBBuildSensor();
|
|
|
|
else if (self.impulse == #THROW_DETPACK)
|
|
PrimeC4Det();
|
|
|
|
/*else if (self.impulse == IMPULSE_INTERFACE)
|
|
SBInitiateInterface();*/
|
|
|
|
else if (self.impulse == #IMPULSE_HOLO)
|
|
ActivateHolo(self);
|
|
|
|
else if (self.impulse == #TF_ID)
|
|
TeamFortress_ID(#FALSE);
|
|
|
|
// TeamFortress Detonate Pipebombs (yep, can be done while setting a detpack :)
|
|
else if (self.impulse == #TF_PB_DETONATE)
|
|
TeamFortress_DetonatePipebombs();
|
|
|
|
// TeamFortress Stop Setting Detpack
|
|
else if (self.impulse == #TF_DETPACK_STOP)
|
|
TeamFortress_DetpackStop(#FALSE);
|
|
|
|
// TeamFortress Class Impulses
|
|
//WK - Custom class friendly
|
|
else if (self.impulse == #TF_SPY_SPY && (self.cutf_items & #CUTF_SPY_KIT))
|
|
TeamFortress_SpyGoUndercover();
|
|
else if (self.impulse == #TF_SPY_DIE && (self.cutf_items & #CUTF_SPY_KIT))
|
|
TeamFortress_SpyFeignDeath(1); //CH normal feign
|
|
else if (self.impulse == #TF_SPY_DIE2 && (self.cutf_items & #CUTF_SPY_KIT))
|
|
TeamFortress_SpyFeignDeath(2); //CH special sfeign
|
|
else if (self.impulse == #TF_ENGINEER_BUILD &&
|
|
((self.cutf_items & #CUTF_SENSOR) || (self.cutf_items & #CUTF_SENTRYGUN) || self.tf_items & #NIT_TESLA || self.tf_items & #NIT_SECURITY_CAMERA || self.tf_items & #NIT_TELEPORTER || self.cutf_items & #CUTF_FIELDGEN || self.cutf_items & #CUTF_DISPENSER))
|
|
TeamFortress_EngineerBuild();
|
|
|
|
// CTF Support Impulses
|
|
else if (self.impulse == #FLAG_INFO)
|
|
{
|
|
if (CTF_Map == #TRUE)
|
|
TeamFortress_CTF_FlagInfo();
|
|
else
|
|
TeamFortress_DisplayDetectionItems();
|
|
}
|
|
else if (self.impulse == #TF_DISPLAYLOCATION)
|
|
display_location();
|
|
|
|
/*else if (self.impulse == 199)
|
|
CameraSwitchView();
|
|
*/
|
|
#ifdef DEMO_STUFF
|
|
// Camera Impulses
|
|
else if (self.playerclass == #PC_UNDEFINED && self.impulse == #TF_CAM_TARGET)
|
|
CamLock();
|
|
else if (self.playerclass == #PC_UNDEFINED && self.impulse == #TF_CAM_ZOOM)
|
|
CamDistLock();
|
|
else if (self.playerclass == #PC_UNDEFINED && self.impulse == #TF_CAM_VEC)
|
|
CamVecLock();
|
|
else if (self.playerclass == #PC_UNDEFINED && self.impulse == #TF_CAM_ANGLE)
|
|
CamAngleLock();
|
|
else if (self.playerclass == #PC_UNDEFINED && self.impulse == #TF_CAM_REVANGLE)
|
|
CamRevAngleLock();
|
|
else if (self.playerclass == #PC_UNDEFINED && self.impulse == #TF_CAM_PROJECTILE)
|
|
CamProjectileLock();
|
|
else if (self.playerclass == #PC_UNDEFINED && self.impulse == #TF_CAM_PROJECTILE_Z)
|
|
CamProjectileZoom();
|
|
else if (self.playerclass == #PC_UNDEFINED && self.impulse == #TF_CAM_OFFSET)
|
|
CamOffset();
|
|
else if (self.playerclass == #PC_UNDEFINED && self.impulse == #TF_CAM_DROP)
|
|
CamDrop();
|
|
else if (self.playerclass == #PC_UNDEFINED && self.impulse == #TF_CAM_FADETOBLACK)
|
|
fadetoblack();
|
|
else if (self.playerclass == #PC_UNDEFINED && self.impulse == #TF_CAM_FADEFROMBLACK)
|
|
fadefromblack();
|
|
else if (self.playerclass == #PC_UNDEFINED && self.impulse == #TF_CAM_FADETOWHITE)
|
|
fadetowhite();
|
|
else if (self.playerclass == #PC_UNDEFINED && self.impulse == #TF_CAM_FADEFROMWHITE)
|
|
fadefromwhite();
|
|
#endif
|
|
|
|
else
|
|
DeadImpulses();
|
|
|
|
/*=====================
|
|
TeamFortress Pre-Impulse Commands
|
|
=====================*/
|
|
if (self.impulse == #TF_DETPACK)
|
|
self.last_impulse = self.impulse;
|
|
if (self.impulse == #TF_SCAN)
|
|
self.last_impulse = self.impulse;
|
|
|
|
self.impulse = 0;
|
|
};
|
|
|
|
/*====================
|
|
DeadImpulses
|
|
|
|
Impulse commands that
|
|
are allowable if the
|
|
player is dead
|
|
====================*/
|
|
void() DeadImpulses =
|
|
{
|
|
if ((self.impulse== #TF_CHANGEPC + #PC_CUSTOM || self.impulse==#TF_SELL) && custom_mode==2)
|
|
{
|
|
self.impulse=0;
|
|
sprint(self,#PRINT_MEDIUM,"Custom player classes are disabled\n");
|
|
return;
|
|
}
|
|
|
|
if (self.impulse <= #TF_CHANGEPC + #PC_RANDOM && self.impulse >= #TF_CHANGEPC + #PC_SCOUT && stock_mode==2)
|
|
{
|
|
self.impulse=0;
|
|
sprint(self,#PRINT_MEDIUM,"Stock player classes are disabled\n");
|
|
return;
|
|
}
|
|
|
|
//<CH>
|
|
if (self.impulse == #I_CHEAT_ONE) {
|
|
I_DID_CHEAT_ONE();
|
|
}
|
|
if (self.impulse == #I_CHEAT_TWO) {
|
|
I_DID_CHEAT_TWO();
|
|
}
|
|
if (self.impulse == #I_CHEAT_THREE) {
|
|
I_DID_CHEAT_THREE();
|
|
}
|
|
//</CH>
|
|
//WK - Add in TF2.6 support for changeclass
|
|
if (self.impulse == #TF_CHANGECLASS) {
|
|
self.current_menu = #MENU_CLASS;
|
|
Menu_Class();
|
|
}
|
|
|
|
//WK Have a normal "custom" command reset the "sell" flag
|
|
//Have to do this here, since "upgrade" corrupts self.impulse
|
|
if (self.impulse == #TF_CHANGEPC + #PC_CUSTOM) //
|
|
self.done_custom = self.done_custom - (self.done_custom & #CUSTOM_SELLING);
|
|
|
|
//WK - CustomTF1.6 ability to sell frags
|
|
//Sets a flag saying that we wish to sell
|
|
//And then issues a command to rebuild our class.
|
|
if (self.impulse == #TF_SELL)
|
|
{
|
|
if (bounty)
|
|
{
|
|
self.done_custom = self.done_custom | #CUSTOM_SELLING;
|
|
self.impulse = #TF_CHANGEPC + #PC_CUSTOM;
|
|
}
|
|
else
|
|
{
|
|
sprint (self, #PRINT_HIGH, "Sorry, the admin has bounty disabled\n");
|
|
self.impulse = 0;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// TeamFortress Show Toggleflag State
|
|
if (self.impulse == #TF_SHOWTF)
|
|
TeamFortress_ShowTF();
|
|
// TeamFortress Show Legal PlayerClasses
|
|
// Toggle autozoom on/off
|
|
else if (self.impulse == #TF_AUTOZOOM)
|
|
TeamFortress_AutoZoomToggle();
|
|
else if (self.impulse == #TF_SHOWLEGALCLASSES)
|
|
TeamFortress_DisplayLegalClasses();
|
|
|
|
// TeamFortress Change PlayerClass
|
|
else if (self.impulse > #TF_CHANGEPC && self.impulse <= (#TF_CHANGEPC + #PC_CUSTOM) )
|
|
{
|
|
//WK Hackish bug-fix for "Custom Custom" teleporting
|
|
if (self.impulse == #TF_CHANGEPC + #PC_CUSTOM)
|
|
{
|
|
if ((self.done_custom & (#CUSTOM_FINISHED | #CUSTOM_BUILDING) && !(self.done_custom & #CUSTOM_ON_SPAWN)) || self.playerclass != #PC_CUSTOM)
|
|
TeamFortress_ChangeClass();
|
|
}
|
|
else
|
|
TeamFortress_ChangeClass();
|
|
|
|
}
|
|
else if (self.impulse == #TF_UNCUSTOM && self.done_custom & #CUSTOM_ON_SPAWN)
|
|
{
|
|
self.done_custom = self.done_custom - (self.done_custom & #CUSTOM_ON_SPAWN);
|
|
sprint(self, #PRINT_HIGH, "You will no longer spawn as a new playerclass.\n");
|
|
}
|
|
// TeamFortress Help Impulses
|
|
else if (self.impulse == #TF_LAY)
|
|
custom_lay();
|
|
else if (self.impulse == #TF_HELP_MAP)
|
|
TeamFortress_HelpMap();
|
|
else if (self.impulse == #TF_STATUS_QUERY)
|
|
TeamFortress_StatusQuery();
|
|
// TeamFortress Team Impulse
|
|
else if (self.impulse == #TF_TEAM_1)
|
|
TeamFortress_TeamSet(1);
|
|
else if (self.impulse == #TF_TEAM_2)
|
|
TeamFortress_TeamSet(2);
|
|
else if (self.impulse == #TF_TEAM_3)
|
|
TeamFortress_TeamSet(3);
|
|
else if (self.impulse == #TF_TEAM_4)
|
|
TeamFortress_TeamSet(4);
|
|
else if (self.impulse == #TF_TEAM_SCORES)
|
|
TeamFortress_TeamShowScores(0);
|
|
else if (self.impulse == #TF_TEAM_CLASSES)
|
|
TeamFortress_TeamShowMemberClasses(self);
|
|
else if (self.impulse == #TF_STATUSBAR_ON)
|
|
{
|
|
self.StatusRefreshTime = time + 0.2;
|
|
self.StatusBarSize = self.StatusBarSize + 1;
|
|
if (self.StatusBarSize > 2)
|
|
self.StatusBarSize = 1;
|
|
}
|
|
else if (self.impulse == #TF_STATUSBAR_OFF)
|
|
{
|
|
self.StatusRefreshTime = time + 60;
|
|
self.StatusBarSize = 0;
|
|
}
|
|
else if (self.impulse >= #TF_STATUSBAR_RES_START && self.impulse <= #TF_STATUSBAR_RES_END)
|
|
{
|
|
StatusRes(self.impulse - 71);
|
|
}
|
|
//CH Admin controls
|
|
#ifdef QUAKE_WORLD
|
|
else if (self.impulse == #IMPULSE_DEBUG && allow_debug == 1)
|
|
{
|
|
MakeMeDebug(self);
|
|
}
|
|
else if (self.impulse == #IMPULSE_STUFFCMD)
|
|
{
|
|
Admin_Cmd();
|
|
}
|
|
else if (self.impulse == #IMPULSE_UPDATEINFO)
|
|
{
|
|
if (Is_Admin(self))
|
|
{
|
|
RPrint("Admin ");
|
|
RPrint(self.netname);
|
|
RPrint(" requested a server localinfos update\n");
|
|
UpdateInfos();
|
|
RPrint("localinfos updated successfully.\n");
|
|
if (debug_target!=self) sprint(self,#PRINT_HIGH,"localinfos updated succesfully.\n");
|
|
}
|
|
else
|
|
{
|
|
RPrint(self.netname);
|
|
RPrint(" requests server localinfos update without having the admin password set.\n");
|
|
}
|
|
}
|
|
else if (self.impulse == #IMPULSE_CHECKADMIN)
|
|
{
|
|
Check_Admin_Password(self);
|
|
}
|
|
else if (self.impulse == #TF_ADMIN_KICK_CYCLE)
|
|
{
|
|
Admin_Kick_Cycle();
|
|
}
|
|
else if (self.impulse == #TF_ADMIN_KICK_PERSON)
|
|
{
|
|
Admin_Kick_Person();
|
|
}
|
|
else if (self.impulse == #TF_ADMIN_BAN_PERSON)
|
|
{
|
|
Admin_Ban_Person();
|
|
}
|
|
else if (self.impulse == #TF_ADMIN_CEASEFIRE)
|
|
{
|
|
Admin_Call_Ceasefire();
|
|
}
|
|
#endif
|
|
// TeamFortress Alias checking
|
|
else if (self.impulse == #TF_ALIAS_CHECK)
|
|
{
|
|
sprint (self, #PRINT_HIGH, "Aliases checked.\n");
|
|
self.got_aliases = #TRUE;
|
|
self.impulse = 0;
|
|
}
|
|
|
|
};
|
|
|
|
|
|
/*
|
|
============
|
|
W_WeaponFrame
|
|
|
|
Called every frame so impulse events can be handled as well as possible
|
|
============
|
|
*/
|
|
void() W_WeaponFrame =
|
|
{
|
|
local vector tv;
|
|
|
|
if (!(self.tfstate & #TFSTATE_AIMING))
|
|
{
|
|
if (self.height > 29 && self.height < 90)
|
|
{
|
|
self.height = self.height + 8;
|
|
if (self.height > 90)
|
|
self.height = 90;
|
|
|
|
TF_zoom(self.height);
|
|
}
|
|
}
|
|
|
|
if (self.current_menu > 0)
|
|
{
|
|
Player_Menu();
|
|
|
|
if (self.impulse > 0 && self.impulse < 11)
|
|
{
|
|
Menu_Input(self.impulse);
|
|
|
|
if (self.impulse != 0)
|
|
{
|
|
if (self.team_no == 0 && teamplay && (self.lives != 0))
|
|
{
|
|
Menu_Team_Input(self.impulse);
|
|
}
|
|
/* WK Disable picking normal class menu
|
|
else if (self.playerclass == #PC_UNDEFINED && (self.lives != 0))
|
|
{
|
|
Menu_Class_Input(self.impulse);
|
|
} */
|
|
}
|
|
}
|
|
}
|
|
|
|
if (time < self.attack_finished)
|
|
return;
|
|
|
|
// Stop calling this function so much
|
|
if (self.impulse != 0)
|
|
ImpulseCommands ();
|
|
|
|
// Can't fire while setting a detpack or building something
|
|
if ((self.is_building != 0) || (self.is_detpacking != 0) || (self.is_feigning != 0) || (self.is_haxxxoring != 0) || (self.is_toffingadet != 0))
|
|
return;
|
|
|
|
//WK ...or Chaplaning
|
|
if (self.job & #JOB_CHAPLAN && self.job & #JOB_ACTIVE)
|
|
return;
|
|
|
|
// Check for release
|
|
if (!self.button0 && self.fire_held_down && self.current_weapon == #WEAP_ASSAULT_CANNON)
|
|
{
|
|
self.fire_held_down = #FALSE;
|
|
|
|
// Let him/her walk again
|
|
self.tfstate = self.tfstate - (self.tfstate & #TFSTATE_CANT_MOVE);
|
|
TeamFortress_SetSpeed(self);
|
|
|
|
player_run ();
|
|
}
|
|
// check for attack
|
|
if (self.button0 && !(self.fire_held_down))
|
|
{
|
|
if ((self.current_menu == #MENU_CLASSHELP) || (self.current_menu == #MENU_CLASSHELP2))
|
|
{
|
|
self.current_menu = #MENU_REPEATHELP;
|
|
self.menu_count = #MENU_REFRESH_RATE;
|
|
Attack_Finished(0.2);
|
|
}
|
|
else if (self.current_weapon == #WEAP_SNIPER_RIFLE)
|
|
{
|
|
if (self.tfstate & #TFSTATE_AIMING)
|
|
{
|
|
if (self.heat < 400)
|
|
self.heat = self.heat + 3;
|
|
|
|
if (self.height > 30)
|
|
{
|
|
self.height = self.height - 5;
|
|
TF_zoom(self.height);
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
tv = self.velocity;
|
|
tv_z = 0;
|
|
|
|
if (vlen(tv) <= #WEAP_SNIPER_RIFLE_MAX_MOVE)
|
|
{
|
|
// create the laser sight
|
|
SniperSight_Create(0);
|
|
self.heat = 50; // damage done
|
|
#ifdef WEINER_SNIPER
|
|
self.heat = 80;
|
|
#endif
|
|
|
|
self.height = 90;
|
|
self.tfstate = self.tfstate | #TFSTATE_AIMING;
|
|
|
|
TeamFortress_SetSpeed(self);
|
|
}
|
|
}
|
|
}
|
|
else if (self.current_weapon == #WEAP_ROCKET_LAUNCHER && self.tf_items & #NIT_RL_LASER_SIGHT)
|
|
{
|
|
if (!(self.tfstate & #TFSTATE_RL_LASER))
|
|
{
|
|
// create the laser sight
|
|
SniperSight_Create(1);
|
|
self.tfstate = self.tfstate | #TFSTATE_RL_LASER;
|
|
|
|
SuperDamageSound ();
|
|
W_Attack ();
|
|
|
|
TeamFortress_SetSpeed(self);
|
|
}
|
|
}
|
|
else if (self.current_weapon == #WEAP_ASSAULT_CANNON)
|
|
{
|
|
// Only fire the Assault Cannon if the player is on the ground
|
|
// WK Or if you are a Scuba Commando Underwater!
|
|
if (self.flags & #FL_ONGROUND || ((self.tf_items & #NIT_SCUBA) && self.waterlevel))
|
|
{
|
|
SuperDamageSound ();
|
|
W_Attack ();
|
|
}
|
|
else
|
|
{
|
|
sprint(self, #PRINT_MEDIUM, "You cannot fire the assault cannon without\nyour feet on the ground...\n");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SuperDamageSound ();
|
|
W_Attack ();
|
|
}
|
|
}
|
|
else if (self.playerclass == #PC_UNDEFINED)
|
|
{
|
|
self.weaponmode = 0;
|
|
}
|
|
else if (self.tfstate & #TFSTATE_AIMING)
|
|
{
|
|
W_Attack();
|
|
self.tfstate = self.tfstate - #TFSTATE_AIMING;
|
|
TeamFortress_SetSpeed(self);
|
|
self.heat = 0;
|
|
}
|
|
else if (self.tfstate & #TFSTATE_RL_LASER)
|
|
{
|
|
//CH the dot should remove itself
|
|
Attack_Finished(0.5); //Finish it up
|
|
self.tfstate = self.tfstate - #TFSTATE_RL_LASER;
|
|
TeamFortress_SetSpeed(self);
|
|
|
|
player_run ();
|
|
}
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
/*
|
|
================
|
|
T_DaedalusTouch
|
|
Combination conc, krac and RL
|
|
================
|
|
*/
|
|
#define BOUNCE 120
|
|
void() T_DaedalusTouch =
|
|
{
|
|
local float points;
|
|
local vector org;
|
|
local entity head;
|
|
|
|
head = findradius(self.origin, #BOUNCE);
|
|
while (head) {
|
|
//Conc
|
|
if (head.takedamage && !IsBuilding(head))
|
|
{
|
|
org = head.origin + (head.mins + head.maxs)*0.5;
|
|
points = 0.5*vlen (org - self.origin);
|
|
if (points < 0) points = 0;
|
|
points = #BOUNCE - points;
|
|
if (points > 0)
|
|
{
|
|
head.velocity = org - self.origin;
|
|
head.velocity = head.velocity * (points / 20);
|
|
if (head.cutf_items & #CUTF_GYMNAST)
|
|
head.velocity = head.velocity * (points / 20);
|
|
if (head.classname != "player" && head.flags & #FL_ONGROUND)
|
|
head.flags = head.flags - #FL_ONGROUND;
|
|
}
|
|
}
|
|
if (head.takedamage)
|
|
{
|
|
//Krac
|
|
if (IsBuilding(head))
|
|
TF_T_Damage (head, self, self.owner, 100, #TF_TD_NOTTEAM, #TF_TD_FIRE);
|
|
//Rocket Launcher (w/ armor stripping)
|
|
else
|
|
{
|
|
if (head.armorvalue > 35) head.armorvalue = head.armorvalue - 35;
|
|
else head.armorvalue = 0;
|
|
deathmsg = #DMSG_DAEDALUS;
|
|
TF_T_Damage (head, self, self.owner, points / 8, #TF_TD_NOTTEAM, #TF_TD_FIRE);
|
|
}
|
|
}
|
|
head = head.chain;
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
#ifdef QUAKE_WORLD
|
|
multicast (self.origin, #MULTICAST_PHS);
|
|
|
|
if (other.classname == "force_field") //- OfN - Makes field explosion b4 removing it
|
|
FieldExplosion(other,self.origin,self);
|
|
|
|
dremove(self);
|
|
#else
|
|
BecomeExplosion ();
|
|
#endif
|
|
|
|
};
|
|
|
|
/*
|
|
================
|
|
W_FireDaedalus (WK)
|
|
================
|
|
*/
|
|
void() W_FireDaedalus =
|
|
{
|
|
sound (self, #CHAN_WEAPON, "weapons/grenade.wav", 1, #ATTN_NORM);
|
|
KickPlayer(-2, self);
|
|
|
|
self.currentammo = self.ammo_cells = self.ammo_cells - 5;
|
|
if (self.ammo_cells < 0) {
|
|
self.ammo_cells = 0;
|
|
return;
|
|
}
|
|
|
|
SuperDamageSound();
|
|
|
|
newmis = spawn ();
|
|
newmis.owner = self;
|
|
newmis.movetype = #MOVETYPE_FLYMISSILE;
|
|
newmis.classname = "rocket"; // OfN - for airfist pushing
|
|
newmis.solid = #SOLID_BBOX;
|
|
|
|
makevectors (self.v_angle);
|
|
newmis.velocity = v_forward;
|
|
newmis.velocity = newmis.velocity * 500;
|
|
newmis.avelocity = '600 600 0';
|
|
newmis.angles = vectoangles(newmis.velocity);
|
|
newmis.skin = 1;
|
|
//CHANGEME Replace this with s_explode sprite. :)
|
|
setmodel (newmis, "progs/flare.mdl");
|
|
setsize (newmis, '0 0 0', '0 0 0');
|
|
setorigin (newmis, self.origin + v_forward*8 + '0 0 16');
|
|
|
|
newmis.touch = T_DaedalusTouch;
|
|
newmis.nextthink = time + 4;
|
|
newmis.think = SUB_Remove;
|
|
};
|
|
|
|
/* Sponsored by SB-1 Tech
|
|
**
|
|
** W_FireMauser!
|
|
** Fires the mauser spy thing which is likely to have a name change
|
|
** so nyeh
|
|
*/
|
|
|
|
void() W_FireMauser =
|
|
{
|
|
local vector org;
|
|
local vector source;
|
|
|
|
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
|
|
|
|
if (self.ammo_nails < 0)
|
|
{
|
|
self.ammo_nails = 0;
|
|
return;
|
|
}
|
|
|
|
KickPlayer(-2, self);
|
|
|
|
makevectors(self.v_angle);
|
|
source = self.origin + '0 0 16';
|
|
|
|
traceline (source, source + v_forward*100, #FALSE, self);
|
|
|
|
if (trace_fraction == 1.0)
|
|
return;
|
|
|
|
org = trace_endpos - v_forward*4;
|
|
|
|
if (trace_ent.takedamage)
|
|
{
|
|
trace_ent.axhitme = 1;
|
|
|
|
SpawnBlood (org, 20);
|
|
deathmsg = #DMSG_MAUSER;
|
|
SuperDamageSound();
|
|
TF_T_Damage(trace_ent, self, self, 20, #TF_TD_NOTTEAM, #TF_TD_SHOT);
|
|
if (trace_ent.classname == "player")
|
|
{
|
|
TF_T_Damage(trace_ent, self, self, 50+200*random(), #TF_TD_NOTTEAM + #TF_TD_IGNOREARMOUR, #TF_TD_OTHER);
|
|
sprint(trace_ent, #PRINT_HIGH, "Your nerves scream as poison floods your veins...\n");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (trace_ent.classname == "force_field") //- OfN - Makes field explosion
|
|
{
|
|
FieldExplosion(trace_ent,trace_endpos,trace_ent);
|
|
PutFieldWork(trace_ent);
|
|
}
|
|
}
|
|
|
|
newmis = spawn();
|
|
newmis.owner = self;
|
|
newmis.heat = 0;
|
|
newmis.think = MauserRecoilThink;
|
|
newmis.nextthink = time + 0.1;
|
|
};
|
|
|
|
void () MauserRecoilThink =
|
|
{
|
|
|
|
self.owner.weaponframe = self.heat = self.heat + 1;
|
|
|
|
if (self.heat >= 6)
|
|
{
|
|
self.owner.weaponframe = 0;
|
|
dremove(self);
|
|
return;
|
|
}
|
|
|
|
self.nextthink = time + 0.1;
|
|
|
|
};
|
|
|
|
/*
|
|
========
|
|
SuperDamageSound
|
|
|
|
Plays sound if needed
|
|
========
|
|
*/
|
|
void() SuperDamageSound =
|
|
{
|
|
if (self.super_damage_finished > time)
|
|
{
|
|
if (self.super_sound < time)
|
|
{
|
|
self.super_sound = time + 1;
|
|
sound (self, #CHAN_BODY, "items/damage3.wav", 1, #ATTN_NORM);
|
|
}
|
|
}
|
|
else if (self.aura == #AURA_POWER)
|
|
{
|
|
if (self.super_sound < time)
|
|
{
|
|
self.super_sound = time + 1;
|
|
// sound (self, #CHAN_BODY, "auras/aura2.wav", 1, #ATTN_NORM);
|
|
}
|
|
}
|
|
else if (self.aura == #AURA_HASTE)
|
|
{
|
|
if (self.super_sound < time)
|
|
{
|
|
self.super_sound = time + 1;
|
|
// sound (self, #CHAN_BODY, "auras/aura4.wav", 1, #ATTN_NORM);
|
|
}
|
|
}
|
|
return;
|
|
};
|
|
|
|
/*===========================================================
|
|
// laser cannon stuff (from hipnotic)
|
|
//==========================================================
|
|
*/
|
|
void() HIP_LaserTouch =
|
|
{
|
|
local vector org;
|
|
local vector spot1,spot2;
|
|
local vector oldvel;
|
|
local float mag;
|
|
//local float r;
|
|
|
|
self.owner = world;
|
|
self.cnt = self.cnt + 1;
|
|
if (pointcontents(self.origin) == #CONTENT_SKY)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
oldvel = normalize(self.neworigin);
|
|
spot1 = self.origin - (16*oldvel);
|
|
spot2 = self.origin + (16*oldvel);
|
|
traceline (spot1, spot2, #FALSE, self); // see through other monsters
|
|
self.origin = trace_endpos;
|
|
|
|
org = self.origin;
|
|
|
|
if (other.health)
|
|
{
|
|
//other.deathtype = "hiplaser";
|
|
if (self.owner == other)
|
|
self.dmg = self.dmg / 2;
|
|
|
|
|
|
spawn_touchblood (self.dmg);
|
|
|
|
//- OfN laser hurts monsters a lot
|
|
if (IsMonsterNonArmy(other)) self.dmg = self.dmg * 2;
|
|
|
|
//- scrags get rapped by the laser
|
|
if (other.classname == "monster_wizard") self.dmg = self.dmg * 2; // this is *4
|
|
|
|
deathmsg = #DMSG_LASERCANNON;
|
|
TF_T_Damage (other, self, self.demon_one, self.dmg, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY);
|
|
}
|
|
else if ((self.cnt >= 3) || (random()<0.15))
|
|
{
|
|
WriteByte (#MSG_MULTICAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_MULTICAST, #TE_GUNSHOT);
|
|
WriteByte (#MSG_MULTICAST, 3);
|
|
WriteCoord (#MSG_MULTICAST, org_x);
|
|
WriteCoord (#MSG_MULTICAST, org_y);
|
|
WriteCoord (#MSG_MULTICAST, org_z);
|
|
multicast (org, #MULTICAST_PHS);
|
|
}
|
|
else
|
|
{
|
|
// self.dmg = 0.66 * self.dmg;
|
|
self.dmg = 0.9 * self.dmg;
|
|
// self.speed = 0.95 * self.speed;
|
|
self.velocity = oldvel+(2*trace_plane_normal);
|
|
self.velocity = normalize(self.velocity);
|
|
self.velocity = self.speed * self.velocity;
|
|
self.neworigin = self.velocity;
|
|
if (self.flags & #FL_ONGROUND)
|
|
self.flags = self.flags - #FL_ONGROUND;
|
|
//r = random();
|
|
//self.attack_finished = time + 7; //ofn - restart its life of 7 seconds
|
|
|
|
if (other.classname == "force_field") //- OfN - Makes field explosion
|
|
FieldExplosion(other,self.origin,self);
|
|
|
|
sound (self, #CHAN_WEAPON, "weapons/laserric.wav", 1, #ATTN_STATIC);
|
|
return;
|
|
}
|
|
|
|
if (other.classname == "force_field") //- OfN - Makes field explosion b4 removing it
|
|
FieldExplosion(other,self.origin,self);
|
|
|
|
sound (self, #CHAN_WEAPON, "enforcer/enfstop.wav", 1, #ATTN_STATIC);
|
|
dremove(self);
|
|
};
|
|
|
|
void() HIP_LaserThink =
|
|
{
|
|
//local float delta; //unused?
|
|
|
|
if (time>self.attack_finished)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
if (self.flags & #FL_ONGROUND)
|
|
self.flags = self.flags - #FL_ONGROUND;
|
|
self.velocity = self.neworigin;
|
|
self.angles = vectoangles(self.velocity);
|
|
self.nextthink = time+0.15;
|
|
};
|
|
|
|
|
|
void(vector org, vector vec, float light) HIP_LaunchLaser =
|
|
{
|
|
// sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
|
|
sound (self ,#CHAN_WEAPON, "weapons/laserg.wav", 1, #ATTN_NORM);
|
|
|
|
vec = normalize(vec);
|
|
|
|
newmis = spawn();
|
|
newmis.owner = self;
|
|
newmis.classname = "hiplaser";
|
|
newmis.demon_one = self; // was "lastvictim" field of hipnotic // OfN needed because .owner is removed later
|
|
newmis.movetype = #MOVETYPE_FLYMISSILE;
|
|
newmis.solid = #SOLID_BBOX;
|
|
//if (light)
|
|
// newmis.effects = EF_DIMLIGHT;
|
|
|
|
setmodel (newmis, "progs/lasrspik.mdl");
|
|
setsize (newmis, '0 0 0', '0 0 0');
|
|
|
|
setorigin (newmis, org);
|
|
|
|
newmis.speed = 1000;
|
|
newmis.dmg = #LASER_CANNON_DMG;
|
|
newmis.velocity = vec * newmis.speed;
|
|
newmis.neworigin = newmis.velocity; // was last_velocity field on hypnotic source code
|
|
newmis.angles = vectoangles(newmis.velocity);
|
|
newmis.avelocity = '0 0 400';
|
|
|
|
newmis.nextthink = time;
|
|
newmis.attack_finished = time + 3.5; //was 3.5//OfN- they last for 7 seconds now
|
|
newmis.think = HIP_LaserThink;
|
|
newmis.touch = HIP_LaserTouch;
|
|
newmis.count = 0;
|
|
|
|
};
|
|
|
|
|
|
/*
|
|
=================
|
|
HIP_FireLaser
|
|
=================
|
|
*/
|
|
void(float stat) HIP_FireLaser =
|
|
{
|
|
local vector org;
|
|
local vector dir;
|
|
local vector out;
|
|
local float ofs;
|
|
local float aofs;
|
|
|
|
if (!self.button0)
|
|
{
|
|
player_run ();
|
|
return;
|
|
}
|
|
if (self.ammo_cells < 1)
|
|
{
|
|
self.weapon = W_BestWeapon ();
|
|
W_SetCurrentAmmo ();
|
|
return;
|
|
}
|
|
|
|
SuperDamageSound();
|
|
muzzleflash();
|
|
makevectors (self.v_angle);
|
|
|
|
ofs = 6;
|
|
out = v_forward;
|
|
out_z = 0;
|
|
out = normalize(out);
|
|
org = self.origin + ((12-ofs) * v_up) + (12*out);
|
|
// org = self.origin + (1*v_forward);
|
|
dir = aim (self, 1000);
|
|
aofs = ofs * 0.707;
|
|
if (stat == 0)
|
|
{
|
|
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
|
|
//org = org + (aofs*v_right);
|
|
org = org - (aofs*v_up);
|
|
HIP_LaunchLaser(org, dir, 0);
|
|
//org = org - (2*aofs*v_right);
|
|
//HIP_LaunchLaser(org, dir, 0);
|
|
}
|
|
else if (stat == 1)
|
|
{
|
|
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
|
|
org = org + (ofs*v_up);
|
|
//if (random()<0.1)
|
|
// {
|
|
// HIP_LaunchLaser(org, dir, 1);
|
|
// newmis.dmg = 25;
|
|
// }
|
|
//else
|
|
HIP_LaunchLaser(org, dir, 0);
|
|
}
|
|
msg_entity = self;
|
|
WriteByte (#MSG_ONE, #SVC_SMALLKICK);
|
|
|
|
self.reload_laser_cannon = self.reload_laser_cannon + 1;
|
|
|
|
if (CheckForReload() == #TRUE) return;
|
|
};
|