prozac-qfcc/actions.qc
2001-07-17 05:58:10 +00:00

725 lines
25 KiB
C++
Raw Blame History

/*======================================================
ACTIONS.QC Custom TeamFortress v3.2
(c) TeamFortress Software Pty Ltd 13/5/97
(c) William Kerney 2/9/00
(c) Craig Hauser 19/3/00
========================================================
Non Class-Specific Impulse Commands
=======================================================*/
// Prototypes
void() TeamFortress_Discard;
void() TeamFortress_SaveMe;
void(float inAuto) TeamFortress_ID;
void() TeamFortress_ReloadCurrentWeapon;
//CH dropitems
void() TeamFortress_DropItems;
void(entity Item, entity AP, float method) tfgoalitem_RemoveFromPlayer;
//=========================================================================
// Discard Command. Drops all ammo useless to the player's class.
void() TeamFortress_Discard =
{
// Create a backpack
newmis = spawn();
//CH to save space. Dont do class specific checks
//
//CH new setup, checks if you have weapon that uses that ammo
//and if you dont, throws it away
if (self.playerclass != #PC_UNDEFINED)
{
if (!(self.weapons_carried & #WEAP_SNIPER_RIFLE || self.weapons_carried & #WEAP_AUTO_RIFLE || self.weapons_carried & #WEAP_SHOTGUN || self.weapons_carried & #WEAP_SUPER_SHOTGUN || self.weapons_carried & #WEAP_ASSAULT_CANNON || (self.cutf_items & #CUTF_SENTRYGUN && self.weapons_carried & #WEAP_SPANNER)))
newmis.ammo_shells = self.ammo_shells;
if (!(self.weapons_carried & #WEAP_NAILGUN || self.weapons_carried & #WEAP_SNG || self.weapons_carried & #WEAP_LIGHT_ASSAULT || self.weapons_carried & #WEAP_LASER || self.weapons_carried & #WEAP_TRANQ || self.weapons_carried & #WEAP_MAUSER)) //CH is it just me or are there not many nail weapons? //WK It's just you
newmis.ammo_nails = self.ammo_nails;
if (!(self.weapons_carried & #WEAP_ROCKET_LAUNCHER || self.weapons_carried & #WEAP_INCENDIARY || self.weapons_carried & #WEAP_GRENADE_LAUNCHER || (self.cutf_items & #CUTF_SENTRYGUN && self.weapons_carried & #WEAP_SPANNER) || self.job & #JOB_GUERILLA))
newmis.ammo_rockets = self.ammo_rockets;
if (!(self.cutf_items & #CUTF_CYBERAUG || self.cutf_items & #CUTF_HOLO || self.weapons_carried & #WEAP_LASERCANNON || self.weapons_carried & #WEAP_INCENDIARY || self.weapons_carried & #WEAP_LIGHTNING || self.weapons_carried & #WEAP_SUPER_SHOTGUN || self.weapons_carried & #WEAP_ASSAULT_CANNON || self.weapons_carried & #WEAP_DAEDALUS || (self.cutf_items & #CUTF_SENTRYGUN && self.weapons_carried & #WEAP_SPANNER) || (self.weapons_carried & #WEAP_SPANNER && self.tf_items & #NIT_TESLA) || (self.weapons_carried & #WEAP_SPANNER && self.tf_items & #NIT_SECURITY_CAMERA) || (self.weapons_carried & #WEAP_SPANNER && self.tf_items & #NIT_TELEPORTER)))
newmis.ammo_cells = self.ammo_cells;
}
// If there's nothing in the backpack, remove it and return
if (!(newmis.ammo_shells + newmis.ammo_nails + newmis.ammo_rockets + newmis.ammo_cells))
{
dremove(newmis);
return;
}
// Remove the ammo from the player
if (newmis.ammo_shells)
self.ammo_shells = 0;
if (newmis.ammo_nails)
self.ammo_nails = 0;
if (newmis.ammo_rockets)
self.ammo_rockets = 0;
if (newmis.ammo_cells)
self.ammo_cells = 0;
W_SetCurrentAmmo();
sound(self, #CHAN_ITEM, "weapons/lock4.wav", 1, #ATTN_NORM);
// The backpack is treated as an ammobox, so people can't crash svrs
// by making too many of them.
if (self.team_no != 0)
{
increment_team_ammoboxes(self.team_no);
if (num_team_ammoboxes(self.team_no) > (#MAX_WORLD_AMMOBOXES / number_of_teams))
RemoveOldAmmobox(self.team_no);
}
else
{
num_world_ammoboxes = num_world_ammoboxes + 1;
if (num_world_ammoboxes > #MAX_WORLD_AMMOBOXES)
RemoveOldAmmobox(0);
}
// Throw the backpack
newmis.enemy = self;
newmis.health = time;
newmis.weapon = 0;
newmis.movetype = #MOVETYPE_TOSS;
newmis.solid = #SOLID_TRIGGER;
newmis.classname = "ammobox";
newmis.team_no = self.team_no;
makevectors (self.v_angle);
if (self.v_angle_x)
{
newmis.velocity = v_forward*400 + v_up * 200;
}
else
{
newmis.velocity = aim(self, 10000);
newmis.velocity = newmis.velocity * 400;
newmis.velocity_z = 200;
}
newmis.avelocity = '0 300 0';
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin);
newmis.nextthink = time + 30; // remove after 30 seconds
newmis.think = SUB_Remove;
newmis.touch = TeamFortress_AmmoboxTouch;
setmodel (newmis, "progs/backpack.mdl");
};
//=========================================================================
// Shows any medics/engineers on your team that you need help.
// Spies see all requests.
void() TeamFortress_SaveMe =
{
local entity te, tl;
if (self.last_saveme_sound < time)
{
if (random() < 0.8)
sound(self, #CHAN_WEAPON, "speech/saveme1.wav", 1, #ATTN_NORM); // MEDIC!
else
sound(self, #CHAN_WEAPON, "speech/saveme2.wav", 1, #ATTN_NORM); // Excuse me...
self.last_saveme_sound = time + 4;
}
te = find(world, classname, "player");
while (te)
{
if (self.weapons_carried & #WEAP_MEDIKIT)
if (self == te || te.weapons_carried & #WEAP_MEDIKIT || te.weapons_carried & #WEAP_SPANNER || te.cutf_items & #CUTF_SPY_KIT) //WK Custom class friendly
{
if (Teammate(self.team_no, te.team_no) || (te.cutf_items & #CUTF_SPY_KIT))
{
// If the other teammate is visible, show them I need help
if (visible(te))
{
msg_entity = te;
tl = spawn();
tl.origin = self.origin;
tl.origin_z = tl.origin_z + 32;
WriteByte (#MSG_ONE, #SVC_TEMPENTITY);
WriteByte (#MSG_ONE, #TE_LIGHTNING3);
WriteEntity (#MSG_ONE, tl);
WriteCoord (#MSG_ONE, tl.origin_x);
WriteCoord (#MSG_ONE, tl.origin_y);
WriteCoord (#MSG_ONE, tl.origin_z + 24);
WriteCoord (#MSG_ONE, self.origin_x);
WriteCoord (#MSG_ONE, self.origin_y);
WriteCoord (#MSG_ONE, self.origin_z);
dremove(tl);
}
}
}
te = find(te, classname, "player");
}
};
//=========================================================================
// ID's the player in your sights, and if you're a medic or engineer,
// reports their health and armor.
void(float inAuto) TeamFortress_ID =
{
// OfN Returns if any menu is being displayed
//if (self.current_menu != #MENU_DEFAULT)
// return; DON'T WORK
//WK All the inAuto and spacer stuff I added
local vector src;
local string st, cls;
local string spacer;
src = self.origin + v_forward*10;
src_z = self.absmin_z + self.size_z * 0.7;
if (!inAuto) //WK I.e. just someone is doing it normally
traceline (src, src + v_forward*2048, #FALSE, self);
else //WK I.e. it is an autoscan
traceline (src, src + v_forward*1024, #FALSE, self);
if (inAuto)
{
if (trace_ent.classname == "player" && trace_ent.job & (#JOB_THIEF + #JOB_ACTIVE))
return;
//- ofn - auto id doesnt pertubate menus
//if (self.current_menu != #MENU_DEFAULT)
// return; DOESNT WORK?
}
//if (!inAuto)
//spacer = "\n\n\n\n\n";
spacer = "\n";
//else
// spacer = "\n\n\n\n\n\n\n";
if (trace_ent != world && trace_ent.origin != world.origin )
{
if (trace_ent.classname == "player" && trace_ent.health > 0)
{
self.StatusRefreshTime = time + 1.5;
if (Teammate(trace_ent.team_no,self.team_no))
{
if (trace_ent.playerclass == #PC_CUSTOM)
cls = TeamFortress_GetJobName(trace_ent.job);
else
cls = TeamFortress_GetClassName(trace_ent.playerclass);
if (self.weapons_carried & #WEAP_MEDIKIT) //WK
{
st = ftos(trace_ent.health);
centerprint(self, spacer, trace_ent.netname, "\n\nFriendly ", cls, "\n\n", st, " health\n");
//centerprint(self, "\n\n\n\n", trace_ent.netname, "\nFriendly ", cls, "\n", st, //" health\n");
return;
}
else if (self.weapons_carried & #WEAP_SPANNER) //WK
{
st = ftos(trace_ent.armorvalue);
centerprint(self, spacer, trace_ent.netname, "\n\nFriendly ", cls, "\n\n", st, " armor\n");
return;
}
else
centerprint(self, spacer, trace_ent.netname, "\n\nFriendly ", cls,"\n");
return;
}
if (trace_ent.is_feigning) //WK Can't id enemy spies feigning
return;
if (trace_ent.cutf_items & #CUTF_SPY_KIT)
{
cls = TeamFortress_GetClassName(trace_ent.undercover_skin);
// Report a false name
if (self.team_no != 0 && (self.team_no == trace_ent.undercover_team))
{
if (self.weapons_carried & #WEAP_MEDIKIT)
{
st = ftos(trace_ent.health);
if (trace_ent.undercover_skin != 0)
centerprint(self, spacer, trace_ent.undercover_name, "\n\nFriendly ", cls, "\n\n", st, " health\n");
else
centerprint(self, spacer, trace_ent.undercover_name, "\n\nFriendly Spy\n\n", st, " health\n");
return;
}
else if (self.weapons_carried & #WEAP_SPANNER)
{
st = ftos(trace_ent.armorvalue);
if (trace_ent.undercover_skin != 0)
centerprint(self, spacer, trace_ent.undercover_name, "\n\nFriendly ", cls, "\n\n", st, " armor\n");
else
centerprint(self, spacer, trace_ent.undercover_name, "\n\nFriendly Spy\n\n", st, " armor\n");
return;
}
else
{
st = ftos(trace_ent.armorvalue);
if (trace_ent.undercover_skin != 0)
centerprint(self, spacer, trace_ent.undercover_name, "\n\nFriendly ", cls, "\n");
else
centerprint(self, spacer, trace_ent.undercover_name, "\n\nFriendly Spy\n");
return;
}
}
if (trace_ent.undercover_name != string_null)
{
if (trace_ent.undercover_skin != 0)
centerprint(self, spacer, trace_ent.undercover_name, "\n\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ", cls, "\n");
else
centerprint(self, spacer, trace_ent.undercover_name, "\n\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Spy");
}
else
{
if (trace_ent.undercover_skin != 0)
centerprint(self, spacer, trace_ent.netname, "\n\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ", cls, "\n");
else
centerprint(self, spacer, trace_ent.netname, "\n\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Spy");
}
}
else
{
if (trace_ent.playerclass == #PC_CUSTOM) {
cls = TeamFortress_GetJobName(trace_ent.job);
centerprint(self, spacer, trace_ent.netname, "\n\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ", cls, "\n");
}
else {
cls = TeamFortress_GetClassName(trace_ent.playerclass);
centerprint(self, spacer, trace_ent.netname, "\n\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ", cls, "\n");
}
}
}
else if (trace_ent.classname == "building_dispenser")
{
self.StatusRefreshTime = time + 1.5;
if (self == trace_ent.real_owner)
centerprint(self, spacer,"Your Dispenser\n");
else if (!teamplay)
centerprint(self, spacer,"Dispenser made by\n\n", trace_ent.real_owner.netname);
else if (Teammate(trace_ent.team_no,self.team_no))
centerprint(self, spacer,"Friendly Dispenser made by\n\n", trace_ent.real_owner.netname, "\n");
else
centerprint(self, spacer,"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Dispenser made by\n\n", trace_ent.real_owner.netname, "\n");
}
else if (trace_ent.classname == "building_fieldgen")
{
self.StatusRefreshTime = time + 1.5;
if (self == trace_ent.real_owner)
centerprint(self, spacer,"Your Field Generator.\n");
else if (!teamplay)
centerprint(self, spacer,"Field Generator made by\n\n", trace_ent.real_owner.netname);
else if (Teammate(trace_ent.team_no,self.team_no))
centerprint(self, spacer,"Friendly Field Generator made by\n\n", trace_ent.real_owner.netname, "\n");
else
centerprint(self, spacer,"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Field Generator made by\n\n", trace_ent.real_owner.netname, "\n");
}
else if (trace_ent.classname == "building_sentrygun" || trace_ent.classname == "building_sentrygun_base")
{
self.StatusRefreshTime = time + 1.5;
if (self == trace_ent.real_owner)
centerprint(self, spacer,"Your SentryGun\n");
else if (!teamplay)
centerprint(self, spacer,"Sentrygun made by\n\n", trace_ent.real_owner.netname,"\n");
else if (Teammate(trace_ent.team_no, self.team_no))
centerprint(self, spacer,"Friendly Sentrygun made by\n\n", trace_ent.real_owner.netname,"\n");
else
centerprint(self, spacer,"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Sentrygun made by\n\n", trace_ent.real_owner.netname,"\n");
}
else if (trace_ent.classname == "building_tesla")
{
self.StatusRefreshTime = time + 1.5;
if (self == trace_ent.real_owner)
centerprint(self, spacer,"Your favorite Tesla Sentry\n");
else if (!teamplay)
centerprint(self, spacer,"Tesla Sentry made by\n\n", trace_ent.real_owner.netname,"\n");
else if (Teammate(trace_ent.team_no, self.team_no))
centerprint(self, spacer,"Friendly Tesla made by\n\n", trace_ent.real_owner.netname,"\n");
else
centerprint(self, spacer,"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Tesla made by\n\n", trace_ent.real_owner.netname,"\n");
}
else if (trace_ent.classname == "building_camera")
{
self.StatusRefreshTime = time + 1.5;
if (self == trace_ent.real_owner)
centerprint(self, spacer,"Your favorite Security Camera\n");
else if (!teamplay)
centerprint(self, spacer,"Security Camera made by\n\n", trace_ent.real_owner.netname,"\n");
else if (Teammate(trace_ent.team_no, self.team_no))
centerprint(self, spacer,"Friendly Security Camera made by\n\n", trace_ent.real_owner.netname,"\n");
else
centerprint(self, spacer,"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Security Camera made by\n\n", trace_ent.real_owner.netname,"\n");
}
else if (trace_ent.classname == "building_sensor")
{
self.StatusRefreshTime = time + 1.5;
if (self == trace_ent.real_owner)
centerprint(self, spacer,"Your favorite Motion Sensor\n");
else if (!teamplay)
centerprint(self, spacer,"Motion Sensor made by\n\n", trace_ent.real_owner.netname,"\n");
else if (Teammate(trace_ent.team_no, self.team_no))
centerprint(self, spacer,"Friendly Motion Sensor made by\n\n", trace_ent.real_owner.netname,"\n");
else
centerprint(self, spacer,"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Motion Sensor made by\n\n", trace_ent.real_owner.netname,"\n");
}
else if (trace_ent.classname == "building_teleporter")
{
self.StatusRefreshTime = time + 1.5;
if (self == trace_ent.real_owner)
centerprint(self, spacer,"One of your favorite Teleporter Pads\n"); //CH b/c you have 2
else if (!teamplay)
centerprint(self, spacer,"Teleporter Pad made by\n\n", trace_ent.real_owner.netname,"\n");
else if (Teammate(trace_ent.team_no, self.team_no))
centerprint(self, spacer,"Friendly Teleporter Pad made by\n\n", trace_ent.real_owner.netname,"\n");
else
centerprint(self, spacer,"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Teleporter Pad made by\n\n", trace_ent.real_owner.netname,"\n");
}
else if (trace_ent.classname == "monster_demon1")
{
custom_demon_name(trace_ent); //CH
self.StatusRefreshTime = time + 1.5;
st = ftos(trace_ent.health);
if (self == trace_ent.real_owner)
centerprint(self, spacer,"Your Pet Demon ",trace_ent.netname, "\n\n", st, " health");
else if (!teamplay)
centerprint(self, spacer,"Demon summoned by\n\n", trace_ent.real_owner.netname);
else if (Teammate(trace_ent.real_owner.team_no, self.team_no))
{
if (self.cutf_items & #CUTF_DEMONLORE)
centerprint(self, spacer,trace_ent.netname,"\n\nfriendly demon summoned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health");
else
centerprint(self, spacer,trace_ent.netname,"\n\nfriendly demon summoned by\n\n", trace_ent.real_owner.netname);
}
else
{
if (self.cutf_items & #CUTF_DEMONLORE)
centerprint(self, spacer,trace_ent.netname,"\n\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> demon summoned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health");
else
centerprint(self, spacer,trace_ent.netname,"\n\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> demon summoned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health");
}
}
else if (trace_ent.classname == "monster_army")
{
custom_demon_name(trace_ent); //CH
self.StatusRefreshTime = time + 1.5;
st = ftos(trace_ent.health);
if (self == trace_ent.real_owner)
centerprint(self, spacer,"Your mercenary soldier ",trace_ent.netname, "\n\n", st, " health");
else if (!teamplay)
centerprint(self, spacer,"Soldier in the pay of\n\n", trace_ent.real_owner.netname);
else if (Teammate(trace_ent.real_owner.team_no, self.team_no))
{
if (self.cutf_items & #CUTF_DEMONLORE)
centerprint(self, spacer,trace_ent.netname,"\n\nfriendly soldier owned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health");
else
centerprint(self, spacer,trace_ent.netname,"\n\nfriendly soldier owned by\n\n", trace_ent.real_owner.netname);
}
else
{
if (self.cutf_items & #CUTF_DEMONLORE)
centerprint(self, spacer,trace_ent.netname,"\n\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> soldier owned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health");
else
centerprint(self, spacer,trace_ent.netname,"\n\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> soldier owned by\n\n", trace_ent.real_owner.netname);
}
}
else if (trace_ent.classname == "monster_shambler")
{
custom_demon_name(trace_ent); //CH
self.StatusRefreshTime = time + 1.5;
st = ftos(trace_ent.health);
if (self == trace_ent.real_owner)
centerprint(self, spacer,"Your Pet Shambler ",trace_ent.netname, "\n\n", st, " health");
else if (!teamplay)
centerprint(self, spacer,"Shambler under control of\n\n", trace_ent.real_owner.netname);
else if (Teammate(trace_ent.real_owner.team_no, self.team_no))
{
if (self.cutf_items & #CUTF_DEMONLORE)
centerprint(self, spacer,trace_ent.netname,"\n\nfriendly shambler summoned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health");
else
centerprint(self, spacer,trace_ent.netname,"\n\nfriendly shambler summoned by\n\n", trace_ent.real_owner.netname);
}
else
{
if (self.cutf_items & #CUTF_DEMONLORE)
centerprint(self, spacer,trace_ent.netname,"\n\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> shambler summoned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health");
else
centerprint(self, spacer,trace_ent.netname,"\n\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> shambler summoned by\n\n ", trace_ent.real_owner.netname);
}
}
else if (trace_ent.classname == "monster_wizard") //- OfN
{
custom_demon_name(trace_ent);
self.StatusRefreshTime = time + 1.5;
st = ftos(trace_ent.health);
if (self == trace_ent.real_owner)
centerprint(self, spacer,"Your flying Scrag ",trace_ent.netname, "\n\n", st, " health");
else if (!teamplay)
centerprint(self, spacer,"Scrag under control of\n\n", trace_ent.real_owner.netname);
else if (Teammate(trace_ent.real_owner.team_no, self.team_no))
{
if (self.cutf_items & #CUTF_DEMONLORE)
centerprint(self, spacer,trace_ent.netname,"\n\nfriendly Scrag summoned by\n\n", trace_ent.real_owner.netname, "\n\n", st, " health");
else
centerprint(self, spacer,trace_ent.netname,"\n\nfriendly Scrag summoned by\n\n", trace_ent.real_owner.netname);
}
else
{
if (self.cutf_items & #CUTF_DEMONLORE)
centerprint(self, spacer,trace_ent.netname,"\n\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Scrag summoned by\n\n ", trace_ent.real_owner.netname, "\n\n", st, " health");
else
centerprint(self, spacer,trace_ent.netname,"\n\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Scrag summoned by\n\n", trace_ent.real_owner.netname);
}
}
}
};
//=========================================================================
// Reloads the current weapon
void() TeamFortress_ReloadCurrentWeapon =
{
local float rt;
local entity tWeapon;
if (self.current_weapon == #WEAP_SHOTGUN)
{
if (self.reload_shotgun == 0)
{
sprint(self, #PRINT_HIGH, "Clip full.\n");
return;
}
if ( self.reload_shotgun < self.ammo_shells)
{
Attack_Finished(0.4);
// Calculate the reload time needed
rt = (#RE_SHOTGUN - self.reload_shotgun) / #RE_SHOTGUN;
rt = #RE_SHOTGUN_TIME - (#RE_SHOTGUN_TIME * rt);
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.netname = "reloadtimer"; //WK For Judoka code
tWeapon.owner = self;
tWeapon.classname = "timer";
tWeapon.nextthink = time + rt;
tWeapon.think = W_Reload_shotgun;
self.weaponmodel = "";
self.weaponframe = 0;
}
else
{
sprint(self, #PRINT_HIGH, "not enough ammo to reload\n");
}
}
else if (self.current_weapon == #WEAP_SUPER_SHOTGUN)
{
if (self.reload_super_shotgun == 0)
{
sprint (self, #PRINT_HIGH, "Clip full.\n");
return;
}
if ( self.reload_super_shotgun < self.ammo_shells)
{
Attack_Finished(0.7);
// Calculate the reload time needed
rt = (#RE_SUPER_SHOTGUN - self.reload_super_shotgun) / #RE_SUPER_SHOTGUN;
rt = #RE_SUPER_SHOTGUN_TIME - (#RE_SUPER_SHOTGUN_TIME * rt);
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.netname = "reloadtimer"; //WK For Judoka code
tWeapon.owner = self;
tWeapon.classname = "timer";
tWeapon.nextthink = time + rt;
tWeapon.think = W_Reload_super_shotgun;
self.weaponmodel = "";
self.weaponframe = 0;
}
else
{
sprint (self, #PRINT_HIGH, "not enough ammo to reload\n");
}
}
else if (self.current_weapon == #WEAP_LASERCANNON)
{
if (self.reload_laser_cannon == 0)
{
sprint (self, #PRINT_HIGH, "Cannon already in full charge.\n");
return;
}
if ( self.reload_laser_cannon < self.ammo_cells)
{
Attack_Finished(2);
// Calculate the reload time needed
rt = (#RE_LASER_CANNON - self.reload_laser_cannon) / #RE_LASER_CANNON;
rt = #RE_LASER_CANNON_TIME - (#RE_LASER_CANNON_TIME * rt);
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.netname = "reloadtimer"; //WK For Judoka code
tWeapon.owner = self;
tWeapon.classname = "timer";
tWeapon.nextthink = time + rt;
tWeapon.think = W_Reload_laser_cannon;
self.weaponmodel = "";
self.weaponframe = 0;
}
else
{
sprint (self, #PRINT_HIGH, "not enough ammo to reload\n");
}
}
else if (self.current_weapon == #WEAP_LIGHT_ASSAULT)
{
if (self.reload_light_assault == 0)
{
sprint (self, #PRINT_HIGH, "Clip full.\n");
return;
}
if ( self.reload_light_assault < self.ammo_nails)
{
Attack_Finished(2);
// Calculate the reload time needed
rt = (#RE_LIGHT_ASSAULT - self.reload_light_assault) / #RE_LIGHT_ASSAULT;
rt = #RE_LIGHT_ASSAULT_TIME - (#RE_LIGHT_ASSAULT_TIME * rt);
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.netname = "reloadtimer"; //WK For Judoka code
tWeapon.owner = self;
tWeapon.classname = "timer";
tWeapon.nextthink = time + rt;
tWeapon.think = W_Reload_light_assault;
self.weaponmodel = "";
self.weaponframe = 0;
}
else
{
sprint (self, #PRINT_HIGH, "not enough ammo to reload\n");
}
}
else if (self.current_weapon == #WEAP_GRENADE_LAUNCHER)
{
if (self.reload_grenade_launcher == 0)
{
sprint (self, #PRINT_HIGH, "Clip full.\n");
return;
}
if (self.reload_grenade_launcher < self.ammo_rockets)
{
Attack_Finished(0.6);
// Calculate the reload time needed
rt = (#RE_GRENADE_LAUNCHER - self.reload_grenade_launcher) / #RE_GRENADE_LAUNCHER;
rt = #RE_GRENADE_LAUNCHER_TIME - (#RE_GRENADE_LAUNCHER_TIME * rt);
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.netname = "reloadtimer"; //WK For Judoka code
tWeapon.owner = self;
tWeapon.classname = "timer";
tWeapon.nextthink = time + rt;
tWeapon.think = W_Reload_grenade_launcher;
self.weaponmodel = "";
self.weaponframe = 0;
}
else {
sprint (self, #PRINT_HIGH, "not enough ammo to reload\n");
}
}
else if (self.current_weapon == #WEAP_ROCKET_LAUNCHER)
{
if (self.reload_rocket_launcher == 0)
{
sprint (self, #PRINT_HIGH, "Clip full.\n");
return;
}
if (self.reload_rocket_launcher < self.ammo_rockets)
{
Attack_Finished(0.8);
// Calculate the reload time needed
rt = (#RE_ROCKET_LAUNCHER - self.reload_rocket_launcher) / #RE_ROCKET_LAUNCHER;
rt = #RE_ROCKET_LAUNCHER_TIME - (#RE_ROCKET_LAUNCHER_TIME * rt);
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.netname = "reloadtimer"; //WK For Judoka code
tWeapon.owner = self;
tWeapon.classname = "timer";
tWeapon.nextthink = time + rt;
tWeapon.think = W_Reload_rocket_launcher;
self.weaponmodel = "";
self.weaponframe = 0;
}
}
};
//CH drops an item TF goal if the bits are set to allow it.
void() TeamFortress_DropItems =
{
local entity tg;
local string temp;
tg = find (world, classname, "item_tfgoal");
while (tg)
{
if (tg.owner == self && tg != world && tg.classname == "item_tfgoal")
{
if (tg.goal_result & #TFGR_DROPITEMS)
{
sprint (self, #PRINT_HIGH, "Dropping item: ");
sprint (self, #PRINT_HIGH, tg.netname);
sprint (self, #PRINT_HIGH, "\n");
tfgoalitem_RemoveFromPlayer(tg, self, 0);
//CH it treats it as though you died. And if bits are set, you throw it, or it gets removed etc.
}
}
tg = find(tg, classname, "item_tfgoal");
}
};