prozac-qfcc/weapons.qc

5272 lines
133 KiB
C++

/*======================================================
WEAPONS.QC Custom TeamFortress v3.1
(c) TeamFortress Software Pty Ltd 29/2/97
(c) William Kerney 5/21/00
========================================================
All the functions for firing all the weapons, holds
all new precache() functions, finding best weapons,
choosing next weapon, and all impulse commands.
======================================================*/
void() SniperSight_Update2; //CH for RL
void() I_DID_CHEAT_ONE; //CH for speed.qc
void() I_DID_CHEAT_TWO;
void() I_DID_CHEAT_THREE;
void(string gibname, float dm) ThrowGib;
void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
void (entity targ, entity inflictor, entity attacker, float damage, float T_flags, float T_AttackType) TF_T_Damage;
void () player_run;
void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
void() TeamFortress_DisplayDetectionItems;
float(vector veca, vector vecb) crossproduct;
void(vector org, float damage) SpawnBlood;
void(entity rhook) Reset_Grapple;
void() SuperDamageSound;
float() W_BestWeapon;
void() ConcussionGrenadeTimer;
void() W_PrintWeaponMessage;
void() button_touch;
void() button_fire;
void() MauserRecoilThink;
float() ReturnWeaponVelocity;
vector() Grunty_LeadShot;
// TeamFortress Impulse Commands
void() TeamFortress_ChangeClass;
void() TeamFortress_DisplayLegalClasses;
void() TeamFortress_Inventory;
void() TeamFortress_SaveMe;
void(float inAuto) TeamFortress_ID;
void() TeamFortress_ShowTF;
void() TeamFortress_SniperWeapon;
void() TeamFortress_AssaultWeapon;
void() TeamFortress_IncendiaryCannon;
void() TeamFortress_FlameThrower;
void() TeamFortress_PrimeGrenade;
void() TeamFortress_ThrowGrenade;
void() TeamFortress_Discard;
void(entity p) TeamFortress_SetSpeed;
void() TeamFortress_DetonatePipebombs;
void() PipebombTouch;
void(float foo) TeamFortress_DetpackStop;
void(float type) SniperSight_Create;
void(float zoom_level) TF_zoom;
void() TeamFortress_ReloadCurrentWeapon;
void() TeamFortress_AutoZoomToggle;
void() TeamFortress_StatusQuery;
void() TeamFortress_SpyGoUndercover;
void(float type) TeamFortress_SpyFeignDeath;
void() TeamFortress_EngineerBuild;
void() DropKey;
void() UseSpecialSkill;
void() UseJobSkill; //WK Function for handling professions
void (entity targ, float pain) RevealThief;
void(vector startpos) GuerillaMineSweep;
void(entity foo,float bar) makeImmune;
float() CheckForReload;
void() SBBuildSensor;
void() SBFireInterface;
//void() SBInitiateInterface;
void() W_FireMauser;
void() W_FireDaedalus;
// TeamFortress Pre-Impulse Commands
void(float scanrange,float inAuto) TeamFortress_Scan;
void(float timer) TeamFortress_SetDetpack;
// Team Functions
float(float tno) TeamFortress_TeamSet;
void(float tno) TeamFortress_TeamShowScores;
void(entity Player) TeamFortress_TeamShowMemberClasses;
#ifdef DEMO_STUFF
// Camera Functions
void() CamLock;
void() CamDistLock;
void() CamVecLock;
void() CamAngleLock;
void() CamRevAngleLock;
void() CamProjectileLock;
void() CamProjectileZoom;
void() CamProjectileLockOn;
void() CamProjectileLockOff;
void() CamOffset;
void() CamDrop;
void() fadetoblack;
void() fadefromblack;
void() fadetowhite;
void() fadefromwhite;
#endif
// Engineer Functions
void(entity disp) Engineer_UseDispenser;
void(entity cam) Engineer_UseSensor;
void(entity gun) Engineer_UseSentryGun;
void(entity gun) Engineer_UseTesla;
void(entity cam) Engineer_UseCamera;
void(entity tele) Engineer_UseTeleporter;
void(entity field) Engineer_UseFieldGen;
void(entity spy) Spy_RemoveDisguise;
// Help functions
void() TeamFortress_MOTD;
void() TeamFortress_HelpMap;
void(float res) StatusRes;
// BioInfection functions
void() BioInfection_Decay;
void() BioInfection_MonsterDecay;
// Attacking functions
void() W_FireFlame;
void() W_FireIncendiaryCannon;
void() W_FireTranq;
void() W_FireLaser;
// Timer Functions
void() HallucinationTimer;
void() TranquiliserTimer;
// CTF Support functions
void() TeamFortress_CTF_FlagInfo;
// #PC_UNDEFINED viewing functions
void() TF_MovePlayer;
//WK CustomTF Functions
void() custom_demon_precache;
void() custom_lay;
//void() CameraSwitchView;
//CH dropitems
void() TeamFortress_DropItems;
//- OfN -
void(entity player) ActivateHolo;
void(entity who) MakeMeDebug;
void(vector org, vector dir) grunty_spike;
void () UpdateInfos;
void() launch_horn;
void() player_laser1;
void(entity field) PutFieldWork;
void(entity tfield, vector where, entity thing) FieldExplosion;
// called by worldspawn
void() W_Precache =
{
precache_sound ("weapons/r_exp3.wav"); // new rocket explosion
precache_sound ("weapons/rocket1i.wav"); // spike gun
precache_sound ("weapons/sgun1.wav");
precache_sound ("weapons/guncock.wav"); // player shotgun
precache_sound ("weapons/ric1.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric2.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric3.wav"); // ricochet (used in c code)
precache_sound ("weapons/spike2.wav"); // super spikes
precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
precache_sound ("weapons/grenade.wav"); // grenade launcher
precache_sound ("weapons/bounce.wav"); // grenade bounce
precache_sound ("weapons/shotgn2.wav"); // super shotgun
precache_sound ("wizard/wattack.wav"); // sniper rifle
precache_sound ("items/r_item1.wav"); // Medikit
precache_sound ("items/r_item2.wav"); // Medikit
precache_model ("progs/flame2.mdl"); // Flamethrower
precache_sound ("ambience/fire1.wav");
precache_sound2("blob/land1.wav"); // Hook
precache_model2("progs/v_spike.mdl"); // Hook
precache_sound ("hknight/hit.wav"); // Hook
// NEW FILES
precache_sound ("weapons/turrset.wav"); // Sentry Gun Setup
precache_sound ("weapons/turrspot.wav"); // Sentry Gun Spot
precache_sound ("weapons/turridle.wav"); // Sentry Gun Idle
precache_sound ("weapons/sniper.wav"); // sniper rifle
precache_sound ("weapons/flmfire2.wav"); // flamethrower
precache_sound ("weapons/flmgrexp.wav"); // flamethrower
precache_sound ("misc/vapeur2.wav"); // flamethrower
precache_sound ("weapons/asscan1.wav"); // Assault Cannon Powerup
precache_sound ("weapons/asscan2.wav"); // Assault Cannon Churning
precache_sound ("weapons/asscan3.wav"); // Assault Cannon Powerdown
precache_sound ("weapons/railgun.wav"); // Railgun
precache_sound ("weapons/dartgun.wav"); // Spy's dart gun
precache_sound ("ambience/thunder1.wav"); // Connect sound
//WK
//precache_model ("progs/v_merc.mdl"); //Carbine Model
//precache_sound ("weapons/carbfire.wav"); // Carbine shooting
//precache_sound ("weapons/carbreld.wav"); // Carbine shooting
//precache_sound ("weapons/carbrock.wav"); // Carbine shooting
//precache_sound ("weapons/nishi.wav"); // Nishi shooting
precache_model ("progs/telepad.mdl"); //Teleporter pad
precache_model ("progs/camera.mdl"); // Security Camera
precache_sound ("ambience/orff.wav"); // Chaplan sound
precache_sound ("weapons/guerilla_blip.wav"); // Landmine beep
precache_sound ("weapons/guerilla_set.wav"); // Landmine set
precache_sound ("weapons/camera_beep.wav"); // CH camera beep
precache_sound ("misc/enemy.wav"); // sensor alert
precache_sound ("weapons/fith.wav"); // WK Fire in the hole
//precache_model2("progs/guerilla_mine.mdl"); // The Landmine
//precache_model ("progs/tesla.mdl"); // The Tesla (by --Warrior--)
precache_model ("progs/minimissile.mdl"); // Swarm missile (BLOG)
//precache_model ("progs/newtesla.mdl"); // The Tesla (by --Warrior-- & BLOG)
precache_model ("progs/coil.mdl"); // The Tesla (by --Warrior-- & BLOG)
//precache_model ("progs/tscloak.mdl");
precache_model ("progs/tesgib1.mdl"); // Tesla Gib
precache_model ("progs/tesgib2.mdl"); // Tesla Gib
precache_model ("progs/tesgib3.mdl"); // Tesla Gib
precache_sound ("doors/medtry.wav"); //CH Dropping detpack sound
precache_sound ("doors/baseuse.wav"); //CH Detpack warning sound
precache_sound ("enforcer/sight1.wav"); // WK Taunt
precache_sound ("enforcer/sight2.wav"); // WK Taunt
precache_sound ("enforcer/sight3.wav"); // WK Taunt
precache_sound ("enforcer/sight4.wav"); // WK Taunt
custom_demon_precache();
};
float() crandom =
{
return 2*(random() - 0.5);
};
//======================================================================
// Calculate the attack_finished time
void(float att_delay) Attack_Finished =
{
if (self.tfstate & #TFSTATE_TRANQUILISED)
self.attack_finished = time + (att_delay * 1.5);
else if (self.aura == #AURA_HASTE)
self.attack_finished = time + (att_delay * 0.75);
else
self.attack_finished = time + att_delay;
};
/*
================
W_FireAxe
================
*/
void() W_FireAxe =
{
local vector source;
local vector org, def;
local vector dir;
if (self.classname == "player")
makevectors(self.v_angle);
else
dir = normalize (self.enemy.origin - self.origin);
source = self.origin + '0 0 16';
if (self.classname == "player")
{
if (!(self.cutf_items & #CUTF_CLOSECOMBAT))
traceline (source, source + v_forward*64, #FALSE, self);
else
traceline (source, source + v_forward*96, #FALSE, self);
}
else
traceline (source, source + dir*64, #FALSE, self);
if (trace_fraction == 1.0)
return;
org = trace_endpos - v_forward*4;
if (trace_ent.classname == "force_field")
{
FieldExplosion(trace_ent,trace_endpos,trace_ent);
PutFieldWork(trace_ent);
return;
}
if (trace_ent.takedamage)
{
trace_ent.axhitme = 1;
SpawnBlood (org, 20);
if (!(self.cutf_items & #CUTF_KNIFE) || trace_ent.classname != "player")
{
deathmsg = #DMSG_AXE;
if (!(self.cutf_items & #CUTF_CLOSECOMBAT))
TF_T_Damage (trace_ent, self, self, 30, #TF_TD_NOTTEAM, #TF_TD_OTHER);
else
TF_T_Damage (trace_ent, self, self, 60, #TF_TD_NOTTEAM, #TF_TD_OTHER);
}
else // spy can try for the backstab!
{
//WK Only give blood if you hit an enemy when being a warlock
if ((!Teammate(trace_ent.team_no, self.team_no) || !(self.job & #JOB_WARLOCK)) && prematch < time)
{
self.job = self.job | #JOB_BLOODY_KNIFE;
self.weaponmode = 1; // Put blood on the knife
self.weaponmodel = "progs/v_knife2.mdl";
}
else if (self.job & #JOB_WARLOCK)
{
sprint(self,#PRINT_HIGH,"You may only draw blood from enemies\n");
}
// Check direction of Attack
makevectors(trace_ent.v_angle);
def = v_right;
if (self.classname == "player")
makevectors(self.v_angle);
else
makevectors(self.angles);
// Backstab
if (crossproduct(def,v_forward) > 0)
{
deathmsg = #DMSG_BACKSTAB;
ThrowGib("progs/gib1.mdl", -50);
ThrowGib("progs/gib2.mdl", 10);
ThrowGib("progs/gib3.mdl", 50);
ThrowGib ("progs/gib2.mdl", 25); //-added
//WK 120 & no IGNOREARMOR
if (!(self.cutf_items & #CUTF_CLOSECOMBAT))
TF_T_Damage (trace_ent, self, self, 100, #TF_TD_IGNOREARMOUR | #TF_TD_NOTTEAM, #TF_TD_OTHER);
else
TF_T_Damage (trace_ent, self, self, 200, #TF_TD_IGNOREARMOUR | #TF_TD_NOTTEAM, #TF_TD_OTHER);
}
else
{
deathmsg = #DMSG_AXE;
//WK 40
if (!(self.cutf_items & #CUTF_CLOSECOMBAT))
TF_T_Damage (trace_ent, self, self, 50, #TF_TD_NOTTEAM, #TF_TD_OTHER);
else
TF_T_Damage (trace_ent, self, self, 100, #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_FireSpanner
================
*/
void() W_FireSpanner =
{
local vector source;
local vector org, def;
local float healam;
local entity te;
makevectors(self.v_angle);
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.classname == "force_field")
{
FieldExplosion(trace_ent,trace_endpos,trace_ent);
PutFieldWork(trace_ent);
deathmsg = #DMSG_SPANNERFIELD;
TF_T_Damage(self, self, self, self.health + 50, #TF_TD_IGNOREARMOUR, #TF_TD_OTHER);
sound (self, #CHAN_MISC, "effects/crunch.wav", 1, #ATTN_NONE);
return;
}
// It may be a trigger that can be activated by the engineer's spanner
if (trace_ent.goal_activation & #TFGA_SPANNER)
{
// Does the AP match the AP Criteria?
if (Activated(trace_ent,self))
{
DoResults(trace_ent, self, #TRUE);
if (trace_ent.classname == "func_button")
{
trace_ent.enemy = self;
other = self;
self = trace_ent;
self.dont_do_triggerwork = #TRUE; // Already done in DoResults
button_fire();
self = other;
}
}
else
{
// If an else goal should be activated, activate it
if (trace_ent.else_goal != 0)
{
te = Findgoal(trace_ent.else_goal);
if (te)
DoResults(te, self, (trace_ent.goal_result & #TFGR_ADD_BONUSES));
}
else
{
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
}
}
return;
}
if (trace_ent.takedamage)
{
// Engineer can repair/use his buildings
if (trace_ent.classname == "building_dispenser")
{
Engineer_UseDispenser(trace_ent);
return;
}
else if (trace_ent.classname == "building_sentrygun")
{
Engineer_UseSentryGun(trace_ent);
return;
}
else if (trace_ent.classname == "building_sentrygun_base")
{
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;
};