prozac-qfcc/player.qc
2004-03-20 00:09:41 +00:00

1582 lines
42 KiB
C++

/*======================================================
PLAYER.QC Custom TeamFortress v3.1
(c) TeamFortress Software Pty Ltd 29/2/97
(c) William Kerney 5/21/00
(c) Craig Hauser 19/3/00
========================================================
Handles all player animations, death and etc. Most weapon
firings get shunted through here.
======================================================*/
#include "defs.qh"
/*
Heavily Modified for TeamFortress V1.21
TeamFortress Software
Robin Walker, John Cook, Ian Caughley
*/
// Prototypes
void() bubble_bob;
void(float num) W_FireAssaultCannon;
void() W_FireLightAssault;
void() Throw_Grapple;
// TeamFortress Prototypes
void() BioInfection_Decay;
void() TeamFortress_RemoveTimers;
void() T_Dispenser;
void() Headless_Think;
/*
==============================================================================
PLAYER
==============================================================================
*/
$cd /raid/quake/id1/models/player_4
$origin 0 -6 24
$base base
$skin skin
//
// running
//
$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
//
// standing
//
$frame stand1 stand2 stand3 stand4 stand5
$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
//
// pain
//
$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
$frame pain1 pain2 pain3 pain4 pain5 pain6
//
// death
//
$frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
$frame axdeth7 axdeth8 axdeth9
$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
$frame deatha9 deatha10 deatha11
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9
$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
$frame deathd8 deathd9
$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
$frame deathe8 deathe9
//
// attacks
//
$frame nailatt1 nailatt2
$frame light1 light2
$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
/*
==============================================================================
PLAYER
==============================================================================
*/
void() player_touch =
{
local entity Bio;
// are we stuck inside another object?
if (other.solid != SOLID_BSP && hullpointcontents(other, self.mins, self.maxs, self.origin) == CONTENTS_SOLID)
{
deathmsg = DMSG_PHYSICS;
if (other.takedamage) // kill it! aaah!
TF_T_Damage(other, NIL, NIL, other.health + 100, TF_TD_IGNOREARMOUR, TF_TD_OTHER);
else
TF_T_Damage(self, NIL, NIL, other.health + 100, TF_TD_IGNOREARMOUR, TF_TD_OTHER);
return;
}
// Spies and Scouts can uncloak enemy spies
// WK Or those with Spy kits & Scanners
if (invis_only == FALSE && (self.cutf_items & CUTF_SPY_KIT || other.cutf_items & CUTF_SPY_KIT))
{
if (other.classname == "player")
{
if (self.undercover_team != 0 || self.undercover_skin != 0)
{
if ((other.cutf_items & CUTF_SPY_KIT || other.tf_items & NIT_SCANNER) && !Teammate(self.team_no,other.team_no))
{
sprint(other, PRINT_HIGH, "Wait a minute... he's a Spy!\n");
sprint(self, PRINT_HIGH, "The enemy sees through your disguise!\n");
Spy_RemoveDisguise(self);
}
}
if (other.undercover_team != 0 || other.undercover_skin != 0)
{
if ((self.cutf_items & CUTF_SPY_KIT || self.tf_items & NIT_SCANNER) && !Teammate(other.team_no,self.team_no))
{
sprint(self, PRINT_HIGH, "Wait a minute... he's a Spy!\n");
sprint(other, PRINT_HIGH, "The enemy sees through your disguise!\n");
Spy_RemoveDisguise(other);
}
}
}
}
// Pass on infections
if (self.tfstate & TFSTATE_INFECTED)
{
//WK Melee armor stops infections from spreading
if (other.classname == "player" && !(other.invincible_finished) && !(other.armorclass & AT_SAVEMELEE))
{
// may sure other player is not already infected
if (!(other.tfstate & TFSTATE_INFECTED))
{
// can't infect the medic
if (!(other.weapons_carried & WEAP_MEDIKIT)) //WK
{
// infect 'em
Bio = spawn ();
Bio.nextthink = 2;
Bio.think = BioInfection_Decay;
/* WK Why doesn't this work??? Causes occasional program crashes...
//WK The owner is the original medic if spreading to friend
if (self.team_no == other.team_no) {
te = find(NIL, netname, "biotimer");
while ((te.owner != self) && (te))
te = find(te, netname, "biotimer");
if (te)
Bio.enemy = te.enemy; //Person infecting
else
RPrint("CustomTF: Odd Behavior in infection spreading");
}
else */
Bio.enemy = self; //Person causing infection
Bio.owner = other; //Person getting hurt
Bio.classname = "timer";
Bio.netname = "biotimer";
other.tfstate = other.tfstate | TFSTATE_INFECTED;
other.infection_team_no = self.infection_team_no;
sprint(other, PRINT_MEDIUM, "You have been infected by ");
sprint(other, PRINT_MEDIUM, self.netname);
sprint(other, PRINT_MEDIUM, "!\n");
sprint(self, PRINT_MEDIUM, "You have infected ");
sprint(self, PRINT_MEDIUM, other.netname);
sprint(self, PRINT_MEDIUM, "!\n");
//-OfN
teamprefixsprint(other.team_no,other);
teamsprint(other.team_no,other, other.netname);
teamsprint(other.team_no,other, " has been infected!\n");
}
}
}
}
#ifdef PLAYER_PUSHING
if (other.classname == "player")
{
if (Teammate(self.team_no, other.team_no))
{
v1 = vlen(other.velocity);
if (v1 < 50)
{
v2 = vlen(self.velocity);
if (v2 > 55 || (self.items & (IT_KEY1 | IT_KEY2)))
{
makevectors(self.angles);
traceline (self.origin, self.origin + v_forward*32, FALSE, self);
if (trace_ent == other)
{
if (self.items & (IT_KEY1 | IT_KEY2))
other.velocity = other.velocity + (normalize(self.velocity) * 120);
else if (!(other.items & (IT_KEY1 | IT_KEY2)))
other.velocity = other.velocity + (normalize(self.velocity) * 30);
}
}
}
}
}
#endif
};
void() player_run;
void() player_stand1 =[ $axstnd1, player_stand1 ]
{
self.weaponframe=0;
if (self.velocity_x || self.velocity_y)
{
self.walkframe=0;
player_run();
return;
}
if (self.current_weapon <= WEAP_AXE)
{
if (self.walkframe >= 12)
self.walkframe = 0;
self.frame = $axstnd1 + self.walkframe;
}
else
{
if (self.walkframe >= 5)
self.walkframe = 0;
self.frame = $stand1 + self.walkframe;
}
self.walkframe = self.walkframe + 1;
};
void() player_run =[ $rockrun1, player_run ]
{
self.weaponframe=0;
if (!self.velocity_x && !self.velocity_y)
{
self.walkframe=0;
player_stand1();
return;
}
if (self.current_weapon <= WEAP_AXE)
{
if (self.walkframe >= 6)
self.walkframe = 0;
self.frame = $axrun1 + self.walkframe;
}
else
{
if (self.walkframe >= 6)
self.walkframe = 0;
self.frame = self.frame + self.walkframe;
}
self.walkframe = self.walkframe + 1;
};
void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;muzzleflash();};
void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;};
void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;};
void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;};
void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;};
void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe=6;};
#ifndef NO_AUTORIFLE
void() player_autorifle1 = [$shotatt1, player_autorifle2 ] {self.weaponframe=1; muzzleflash(); };
void() player_autorifle2 = [$shotatt2, player_autorifle3 ] {self.weaponframe=2;};
void() player_autorifle3 = [$shotatt6, player_run ] {self.weaponframe=6;};
#endif
void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;};
void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;};
void() player_axe3 = [$axatt3, player_axe4 ]
{
self.weaponframe=3;
if (self.current_weapon == WEAP_AXE)
W_FireAxe();
else // if (self.current_weapon == WEAP_SPANNER)
W_FireSpanner();
};
void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;};
void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;};
void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;};
void() player_axeb3 = [$axattb3, player_axeb4 ]
{
self.weaponframe=7;
if (self.current_weapon == WEAP_AXE)
W_FireAxe();
else // if (self.current_weapon == WEAP_SPANNER)
W_FireSpanner();
};
void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;};
void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;};
void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;};
void() player_axec3 = [$axattc3, player_axec4 ]
{
self.weaponframe=3;
if (self.current_weapon == WEAP_AXE)
W_FireAxe();
else // if (self.current_weapon == WEAP_SPANNER)
W_FireSpanner();
};
void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;};
void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;};
void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;};
void() player_axed3 = [$axattd3, player_axed4 ]
{
self.weaponframe=7;
if (self.current_weapon == WEAP_AXE)
W_FireAxe();
else // if (self.current_weapon == WEAP_SPANNER)
W_FireSpanner();
};
void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;};
//=========================
// QW Grappling hook frames
void() player_chain1= [$axattd1, player_chain1a] {self.weaponframe=1;Throw_Grapple();};
void() player_chain1a= [$axattd1, player_chain2 ] {self.weaponframe=2;};
void() player_chain2= [$axattd2, player_chain2a] {self.weaponframe=3;};
void() player_chain2a= [$axattd2, player_chain3 ] {self.weaponframe=4;};
void() player_chain3= [$axattd3, player_chain3 ]
{
self.weaponframe=6;
if (!self.hook_out)
{
player_chain5();
return;
}
if (vlen(self.velocity) >= 750)
{
player_chain4();
return;
}
};
void() player_chain4= [$deathc4, player_chain4 ]
{
self.weaponframe=6;
if (!self.hook_out)
{
player_chain5();
return;
}
if (vlen(self.velocity) < 750)
{
player_chain3();
return;
}
};
void() player_chain5= [$axattd4, player_run ] {self.weaponframe=0;};
// newstuff
void() player_medikit1 = [$axatt1, player_medikit2 ] {self.weaponframe=1;};
void() player_medikit2 = [$axatt2, player_medikit3 ] {self.weaponframe=2;};
void() player_medikit3 = [$axatt3, player_medikit4 ] {self.weaponframe=3;W_FireMedikit(FALSE);};
void() player_medikit4 = [$axatt4, player_run ] {self.weaponframe=4;};
void() player_medikitb1 = [$axattb1, player_medikitb2 ] {self.weaponframe=5;};
void() player_medikitb2 = [$axattb2, player_medikitb3 ] {self.weaponframe=6;};
void() player_medikitb3 = [$axattb3, player_medikitb4 ] {self.weaponframe=7;W_FireMedikit(FALSE);};
void() player_medikitb4 = [$axattb4, player_run ] {self.weaponframe=8;};
void() player_medikitc1 = [$axattc1, player_medikitc2 ] {self.weaponframe=1;};
void() player_medikitc2 = [$axattc2, player_medikitc3 ] {self.weaponframe=2;};
void() player_medikitc3 = [$axattc3, player_medikitc4 ] {self.weaponframe=3;W_FireMedikit(FALSE);};
void() player_medikitc4 = [$axattc4, player_run ] {self.weaponframe=4;};
void() player_medikitd1 = [$axattd1, player_medikitd2 ] {self.weaponframe=5;};
void() player_medikitd2 = [$axattd2, player_medikitd3 ] {self.weaponframe=6;};
void() player_medikitd3 = [$axattd3, player_medikitd4 ] {self.weaponframe=7;W_FireMedikit(FALSE);};
void() player_medikitd4 = [$axattd4, player_run ] {self.weaponframe=8;};
void() player_bioweapon1 = [$axatt1, player_bioweapon2 ] {self.weaponframe=1;};
void() player_bioweapon2 = [$axatt2, player_bioweapon3 ] {self.weaponframe=2;};
void() player_bioweapon3 = [$axatt3, player_bioweapon4 ] {self.weaponframe=3;W_FireBioweapon();};
void() player_bioweapon4 = [$axatt4, player_run ] {self.weaponframe=4;};
void() player_bioweaponb1 = [$axattb1, player_bioweaponb2 ] {self.weaponframe=5;};
void() player_bioweaponb2 = [$axattb2, player_bioweaponb3 ] {self.weaponframe=6;};
void() player_bioweaponb3 = [$axattb3, player_bioweaponb4 ] {self.weaponframe=7;W_FireBioweapon();};
void() player_bioweaponb4 = [$axattb4, player_run ] {self.weaponframe=8;};
void() player_bioweaponc1 = [$axattc1, player_bioweaponc2 ] {self.weaponframe=1;};
void() player_bioweaponc2 = [$axattc2, player_bioweaponc3 ] {self.weaponframe=2;};
void() player_bioweaponc3 = [$axattc3, player_bioweaponc4 ] {self.weaponframe=3;W_FireBioweapon();};
void() player_bioweaponc4 = [$axattc4, player_run ] {self.weaponframe=4;};
void() player_bioweapond1 = [$axattd1, player_bioweapond2 ] {self.weaponframe=5;};
void() player_bioweapond2 = [$axattd2, player_bioweapond3 ] {self.weaponframe=6;};
void() player_bioweapond3 = [$axattd3, player_bioweapond4 ] {self.weaponframe=7;W_FireBioweapon();};
void() player_bioweapond4 = [$axattd4, player_run ] {self.weaponframe=8;};
//============================================================================
void() player_snail1 =[ $nailatt1, player_snail2 ]
{
if (!self.button0 || intermission_running)
{player_run ();return;}
//WK
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;
if (self.attack_finished > time)
return;
muzzleflash();
/*self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;*/
SuperDamageSound();
W_FireSpikes (4);
//Attack_Finished(0.1);
Attack_Finished(0.2);
};
//- OfN -
void() player_snail2 =[ $nailatt2, player_snail1 ]
{
/*if (!self.button0 || intermission_running)
{player_run ();return;}*/
//WK
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;
/*if (self.attack_finished > time)
return;*/
/*self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;*/
//SuperDamageSound();
// if (random() < 0.5) W_FireSpikes (4);
//Attack_Finished(0.2);
//Attack_Finished(0.1);
};
void() player_nail1 =[ $nailatt1, player_nail2 ]
{
if (!self.button0 || intermission_running)
{player_run ();return;}
//WK
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;
if (self.attack_finished > time)
return;
muzzleflash();
/*self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;*/
SuperDamageSound();
W_FireSpikes (4);
//Attack_Finished(0.1);
Attack_Finished(0.2);
};
//- OfN -
void() player_nail2 =[ $nailatt2, player_nail3 ]
{
/*if (!self.button0 || intermission_running)
{player_run ();return;}*/
//WK
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;
/*if (self.attack_finished > time)
return;*/
/*self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;*/
//SuperDamageSound();
// if (random() < 0.5) W_FireSpikes (4);
//Attack_Finished(0.2);
//Attack_Finished(0.1);
};
void() player_nail3 =[ $nailatt1, player_nail4 ]
{
if (!self.button0 || intermission_running)
{player_run ();return;}
//WK
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;
if (self.attack_finished > time)
return;
/*self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;*/
muzzleflash();
SuperDamageSound();
W_FireSpikes (-4);
//Attack_Finished(0.2);
Attack_Finished(0.2);
};
void() player_nail4 =[ $nailatt2, player_nail1 ]
{
/*if (!self.button0 || intermission_running)
{player_run ();return;}*/
//WK
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;
/*if (self.attack_finished > time)
return;*/
/*self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;*/
//SuperDamageSound();
// if (random() < 0.5) W_FireSpikes (-4);
//Attack_Finished(0.2);
//Attack_Finished(0.1);
};
//============================================================================
// ASSAULT CANNON FRAMES
// Cannon powering up
void() player_assaultcannonup1 =[$nailatt1, player_assaultcannonup2 ]
{
if ((!self.button0) || (self.ammo_shells < 1) || intermission_running)
{
// Let him/her walk again
// if (!self.is_haxxxoring) //- OfN already checked on TeamFortress_SetSpeed() {
self.tfstate &= ~TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self);
// }
self.count = 1;
self.heat = 0;
player_assaultcannondown1();
return;
}
self.fire_held_down = TRUE;
if (self.heat == 1)
sound (self, CHAN_WEAPON, "weapons/asscan1.wav", 1, ATTN_NORM);
SuperDamageSound();
if (self.heat > 3) {
W_FireAssaultCannon (self.heat);
sound (self, CHAN_WEAPON, "weapons/asscan2.wav", 1, ATTN_NORM);
}
Attack_Finished(0.1);
if (self.heat != 2 && self.heat != 4)
{
if (self.weaponframe >= 3)
self.weaponframe = 0;
else
self.weaponframe = self.weaponframe + 1;
}
self.heat = self.heat + 1;
if (self.heat >= 7)
{
self.heat = 0;
player_assaultcannon1();
}
};
// Cannon powering up 2
void() player_assaultcannonup2 =[$nailatt1, player_assaultcannonup1 ]
{
if ((!self.button0) || (self.ammo_shells < 1) || intermission_running)
{
// Let him/her walk again
// if (!self.is_haxxxoring) //- OfN already checked on TeamFortress_SetSpeed() {
self.tfstate &= ~TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self);
// }
self.count = 1;
self.heat = 0;
player_assaultcannondown1();
return;
}
SuperDamageSound();
if (self.heat > 5) {
sound (self, CHAN_WEAPON, "weapons/asscan2.wav", 1, ATTN_NORM);
W_FireAssaultCannon (self.heat);
}
Attack_Finished(0.1);
if (self.heat != 2 && self.heat != 4 && self.heat != 7)
{
if (self.weaponframe == 2 && self.heat >= 9)
self.weaponframe = 0;
else if (self.weaponframe >= 3)
self.weaponframe = 0;
else
self.weaponframe = self.weaponframe + 1;
}
self.heat = self.heat + 1;
if (self.heat >= 7)
{
self.heat = 0;
player_assaultcannon1();
}
};
// Cannon Firing
void() player_assaultcannon1 =[$nailatt1, player_assaultcannon2 ]
{
// local string st;
muzzleflash();
sound (self, CHAN_WEAPON, "weapons/asscan2.wav", 1, ATTN_NORM);
if ((!self.button0) || (self.ammo_shells < 1) || intermission_running)
{
// stuffcmd(self, "v_idlescale 0\n"); // GR NO
// Let him/her walk again
self.tfstate &= ~TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self);
self.weaponframe = 0;
self.count = 1;
player_assaultcannondown1();
return;
}
if (self.weaponframe == 2)
self.weaponframe = 4;
else
self.weaponframe = 2;
SuperDamageSound();
W_FireAssaultCannon(7);
// Shake the screen
// Not with idlescale -GR
#if 0
stuffcmd(self, "v_idlescale ");
if (self.heat < 5)
st = ftos(self.heat * 4);
else
st = "20";
stuffcmd(self, st);
stuffcmd(self, "\n");
#else
self.v_angle_x -= (random () + 0.5);
self.v_angle_y -= ((random () * 0.6) - 0.3);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SETANGLE);
WriteAngleV (MSG_ONE, self.v_angle);
#endif
Attack_Finished(0.1);
};
// Cannon Firing 2
void() player_assaultcannon2 =[$nailatt2, player_assaultcannon1 ]
{
if ((!self.button0) || (self.ammo_shells < 1) || intermission_running) {
stuffcmd(self, "v_idlescale 0\n");
// Let him/her walk again
self.tfstate &= ~TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self);
self.weaponframe = 0;
self.count = 1;
player_assaultcannondown1();
return;
}
self.weaponframe++;
if (self.weaponframe == 4)
self.weaponframe = 2;
else
self.weaponframe = 4;
SuperDamageSound();
W_FireAssaultCannon(7);
// increase the heat of the cannon
self.heat = self.heat + 0.1;
// Shake the screen
// Not with idlescale
#if 0
stuffcmd(self, "v_idlescale 0\n");
#endif
stuffcmd (self, "bf\n");
Attack_Finished(0.1);
};
// Cannon powering down
void() player_assaultcannondown1 =[$nailatt1, player_assaultcannondown1 ]
{
if (self.count == 1)
sound (self, CHAN_WEAPON, "weapons/asscan3.wav", 1, ATTN_NORM);
if (self.count >= 15) {
self.heat = 0;
self.fire_held_down = FALSE;
// Let him/her walk again
self.tfstate &= ~TFSTATE_ASSAULTCANNON;
TeamFortress_SetSpeed(self);
if (self.ammo_shells < 1 || self.ammo_cells < 6) {
self.current_weapon = W_BestWeapon();
W_SetCurrentAmmo();
W_PrintWeaponMessage();
return;
}
player_run ();
return;
}
if (self.count != 8 && self.count != 10 && self.count != 12 && self.count != 14) {
if (self.weaponframe == 3)
self.weaponframe = 0;
else
self.weaponframe = self.weaponframe + 1;
}
self.count = self.count + 1;
Attack_Finished(0.1);
};
//============================================================================
void() player_light1 =[$light1, player_light2 ]
{
muzzleflash();
if (!self.button0 || intermission_running) {
player_run ();
return;
}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 5)
self.weaponframe = 1;
SuperDamageSound();
W_FireLightning();
Attack_Finished(0.2);
};
void() player_light2 =[$light2, player_light1 ]
{
if (!self.button0 || intermission_running) {
player_run ();
return;
}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 5)
self.weaponframe = 1;
SuperDamageSound();
W_FireLightning();
Attack_Finished(0.2);
};
//============================================================================
//WK Frames for the new light assault gun
//(Using the frames for the lightning gun)
void() player_light_assault1 =[$light1, player_light_assault2 ]
{
// muzzleflash();
if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) {
player_run ();
return;
}
muzzleflash(); //- oFn moved
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 5)
self.weaponframe = 1;
SuperDamageSound();
W_FireLightAssault();
Attack_Finished(0.2);
};
void() player_light_assault2 =[$light2, player_light_assault1 ]
{
if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) {
player_run ();
return;
}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 5)
self.weaponframe = 1;
SuperDamageSound();
W_FireLightAssault();
Attack_Finished(0.2);
};
//End WK
//============================================================================
void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1; muzzleflash();};
void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;};
void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;};
void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;};
void() player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;};
void() player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;};
void(float num_bubbles) DeathBubbles;
void() PainSound =
{
local float rs;
if (self.health < 0)
return;
if (damage_attacker.classname == "teledeath")
{
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
}
// water pain sounds
if (self.watertype == CONTENTS_WATER && self.waterlevel == 3)
{
DeathBubbles(1);
if (random() > 0.5)
sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
return;
}
// slime pain sounds
if (self.watertype == CONTENTS_SLIME)
{
// FIX ME put in some steam here
if (random() > 0.5)
sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
return;
}
if (self.watertype == CONTENTS_LAVA)
{
if (random() > 0.5)
sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
return;
}
if (self.pain_finished > time)
{
self.axhitme = 0;
return;
}
self.pain_finished = time + 0.5;
// don't make multiple pain sounds right after each other
// ax pain sound
if (self.axhitme == 1)
{
self.axhitme = 0;
sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
return;
}
rs = rint((random() * 5) + 1);
self.noise = "";
if (rs == 1)
self.noise = "player/pain1.wav";
else if (rs == 2)
self.noise = "player/pain2.wav";
else if (rs == 3)
self.noise = "player/pain3.wav";
else if (rs == 4)
self.noise = "player/pain4.wav";
else if (rs == 5)
self.noise = "player/pain5.wav";
else
self.noise = "player/pain6.wav";
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
return;
};
void() player_pain1 = [ $pain1, player_pain2 ] {PainSound();self.weaponframe=0;};
void() player_pain2 = [ $pain2, player_pain3 ] {};
void() player_pain3 = [ $pain3, player_pain4 ] {};
void() player_pain4 = [ $pain4, player_pain5 ] {};
void() player_pain5 = [ $pain5, player_pain6 ] {};
void() player_pain6 = [ $pain6, player_run ] {};
void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound();self.weaponframe=0;};
void() player_axpain2 = [ $axpain2, player_axpain3 ] {};
void() player_axpain3 = [ $axpain3, player_axpain4 ] {};
void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
void() player_axpain6 = [ $axpain6, player_run ] {};
void(entity attacker, float damage) player_pain =
{
if (self.weaponframe)
return;
// eyes don't have pain frames
if (self.invisible_finished > time)
return;
// feigning players don't have pain frames
if (self.is_feigning)
{
PainSound();
return;
}
// HvyWeap Guys firing assault cannon don't have pain frames
if (self.button0 && self.current_weapon == WEAP_ASSAULT_CANNON)
return;
if (self.current_weapon <= WEAP_AXE)
player_axpain1 ();
else
player_pain1 ();
};
void() player_diea1;
void() player_dieb1;
void() player_diec1;
void() player_died1;
void() player_diee1;
void() player_die_ax1;
void() DeathBubblesSpawn =
{
if (self.owner.waterlevel != 3 && self.has_holo == 0) {
dremove(self);
return;
}
newmis = spawn();
setmodel (newmis, "progs/s_bubble.spr");
setorigin (newmis, self.owner.origin + '0 0 24');
newmis.movetype = MOVETYPE_NOCLIP;
newmis.solid = SOLID_NOT;
newmis.velocity = '0 0 15';
newmis.nextthink = time + 0.5;
newmis.think = bubble_bob;
newmis.classname = "bubble";
newmis.frame = 0;
newmis.cnt = 0;
setsize (newmis, '-8 -8 -8', '8 8 8');
self.nextthink = time + 0.1;
self.think = DeathBubblesSpawn;
self.air_finished = self.air_finished + 1;
if (self.air_finished >= self.bubble_count)
dremove(self);
};
void(float num_bubbles) DeathBubbles =
{
local entity bubble_spawner;
bubble_spawner = spawn();
setorigin (bubble_spawner, self.origin);
bubble_spawner.movetype = MOVETYPE_NONE;
bubble_spawner.solid = SOLID_NOT;
bubble_spawner.nextthink = time + 0.1;
bubble_spawner.think = DeathBubblesSpawn;
bubble_spawner.air_finished = 0;
bubble_spawner.owner = self;
bubble_spawner.bubble_count = num_bubbles;
if (self.classname=="monster_army")
bubble_spawner.has_holo = 1; // its a soldier;
else
bubble_spawner.has_holo = 0; // not a soldier;
return;
};
void() DeathSound =
{
local float rs;
// water death sounds
if (self.waterlevel == 3)
{
if (self.is_feigning)
DeathBubbles(2);
else
DeathBubbles(10);
sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
return;
}
rs = rint ((random() * 4) + 1);
if (rs == 1)
self.noise = "player/death1.wav";
if (rs == 2)
self.noise = "player/death2.wav";
if (rs == 3)
self.noise = "player/death3.wav";
if (rs == 4)
self.noise = "player/death4.wav";
if (rs == 5)
self.noise = "player/death5.wav";
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
return;
};
void() PlayerDead =
{
self.nextthink = -1;
// allow respawn after a certain time
self.deadflag = DEAD_DEAD;
};
vector(float dm) VelocityForDamage =
{
local vector v;
v_x = 100 * crandom();
v_y = 100 * crandom();
v_z = 200 + 100 * random();
if (dm > -50)
{
// RPrint ("level 1\n");
v = v * 0.7;
}
else if (dm > -200)
{
// RPrint ("level 3\n");
v = v * 2;
}
else
v = v * 10;
return v;
};
void(string gibname, float dm) ThrowGib =
{
newmis = spawn();
newmis.origin = self.origin;
setmodel (newmis, gibname);
setsize (newmis, '0 0 0', '0 0 0');
newmis.velocity = VelocityForDamage (dm);
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_NOT;
newmis.avelocity_x = random()*600;
newmis.avelocity_y = random()*600;
newmis.avelocity_z = random()*600;
newmis.think = SUB_Remove;
newmis.ltime = time;
newmis.nextthink = time + 10 + random()*10;
newmis.frame = 0;
newmis.flags = 0;
if (gibname=="progs/tesgib4.mdl" || gibname=="progs/t2gib4.mdl") {
newmis.skin=dm;
newmis.velocity = VelocityForDamage (-70);
}
};
void(string gibname, float dm) ThrowHead =
{
setmodel (self, gibname);
self.skin = 0;
self.frame = 0;
self.nextthink = -1;
self.movetype = MOVETYPE_BOUNCE;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
self.view_ofs = '0 0 8';
setsize (self, '-16 -16 0', '16 16 56');
self.velocity = VelocityForDamage (dm);
self.origin_z = self.origin_z - 24;
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.avelocity = crandom() * '0 600 0';
/*
if (self.classname == "player") {
self.classname = "player_head";
self.think = SUB_Remove;
self.nextthink = time + 20 + 20 * random();
} else {
self.classname = "monster_head";
self.think = SUB_Remove;
self.nextthink = time + 20 + 20 * random();
}
*/
//-OfN
};
void(string gibname) HeadShotThrowHead =
{
setmodel (self, gibname);
self.frame = 0;
self.nextthink = -1;
self.movetype = MOVETYPE_BOUNCE;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
self.view_ofs = '0 0 8';
setsize (self, '-16 -16 0', '16 16 56');
self.velocity = normalize(self.head_shot_vector) * 600;
self.origin_z = self.origin_z + 24;
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.avelocity = '0 0 0';
};
void() KillPlayer =
{
self.owner.deadflag = DEAD_DEAD;
dremove(self);
};
void() GibPlayer =
{
//- OfN now this can be turned on/off with the headless localinfo -//
// Decapitation ------------------------------------------------------
if (headless == 1) {
if (deathmsg == DMSG_SNIPERHEADSHOT) {
//- Ofn - I don't like this: || deathmsg == DMSG_BACKSTAB) {
// if (deathmsg == DMSG_SNIPERHEADSHOT)
HeadShotThrowHead("progs/h_player.mdl");
// else
// ThrowHead("progs/h_player.mdl", -60);
newmis = spawn();
newmis.solid = SOLID_NOT;
newmis.movetype = MOVETYPE_STEP;
newmis.angles = self.angles;
setsize(newmis, '0 0 0', '0 0 0');
setorigin(newmis, self.origin);
newmis.colormap = self.colormap;
// newmis.color = self.color
// newmis.skin = self.skin;
setmodel(newmis, "progs/headless.mdl");
newmis.think = Headless_Think;
newmis.nextthink = time + 0.1;
if (self.current_weapon <= WEAP_AXE)
newmis.frame = 0;
else
newmis.frame = 8;
ThrowGib ("progs/zom_gib.mdl", self.health); //- lol, looks cool
} else {
ThrowHead ("progs/h_player.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health); //-added
// ThrowGib ("progs/zom_gib.mdl", self.health); //-added
}
} else {
ThrowHead ("progs/h_player.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
// ThrowGib ("progs/gib3.mdl", self.health); //-added
}
// Why do we need this? What are we doing that's clobbering _something_
// within a second after a trigger_hurt kills the player?
if (deathmsg == DMSG_TRIGGER) {
newmis = spawn();
newmis.owner = self;
newmis.think = KillPlayer;
newmis.nextthink = time + 1;
} else {
self.deadflag = DEAD_DEAD;
}
TeamFortress_SetupRespawn(FALSE);
if (damage_attacker.classname == "teledeath") {
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
// if telefragged, extend respawn delay to prevent chaining telefrags
self.respawn_time = self.respawn_time + 2;
return;
}
if (damage_attacker.classname == "teledeath2") {
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
// if telefragged, extend respawn delay to prevent chaining telefrags
self.respawn_time = self.respawn_time + 2;
return;
}
if (random() < 0.5)
sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
else
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
};
void() PlayerDie =
{
local float i,finished;
local entity te;
//WK Stop orff
sound (self, CHAN_MUSIC, "items/r_item1.wav", 0.1, ATTN_NORM);
//WK Stop glows!
self.effects = 0;
// make dead guy release hook (wedge)
if (self.hook_out) {
Reset_Grapple (self.hook);
Attack_Finished(0.75);
// self.hook_out = TRUE; // PutClientInServer will reset this
}
self.items &= ~(IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD);
self.invisible_finished = 0; // don't die as eyes
self.invincible_finished = 0;
self.super_damage_finished = 0;
self.radsuit_finished = 0;
self.modelindex = modelindex_player; // don't use eyes
// If infected, give the medic a frag
finished = TRUE;
if (self.tfstate & TFSTATE_INFECTED && self == self.enemy) {
te = find(NIL, classname, "timer");
while (te) {
if (te.owner == self && te.think == BioInfection_Decay) {
logfrag(te.enemy, self);
te.enemy.real_frags = te.enemy.real_frags + 1;
if (!(toggleflags & TFLAG_TEAMFRAGS))
te.enemy.frags = te.enemy.real_frags;
finished = TRUE;
}
te = find(te, classname, "timer");
if (finished) te = NIL;
}
}
// Remove all the timer entities for this player
TeamFortress_RemoveTimers();
// Restore player's speed
#ifdef RESTORE_DEAD_SPEEDS
stuffcmd(self,"cl_backspeed 1000\n");
stuffcmd(self,"cl_forwardspeed 1000\n");
stuffcmd(self,"cl_sidespeed 1000\n");
stuffcmd(self,"cl_movespeedkey 2\n");
#endif
if (deathmatch || coop)
DropBackpack();
self.weaponmodel = "";
self.view_ofs = '0 0 -8';
self.deadflag = DEAD_DYING;
self.solid = SOLID_NOT;
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.movetype = MOVETYPE_TOSS;
if (self.velocity_z < 10)
self.velocity_z = self.velocity_z + random()*300;
if (self.health < -40) {
GibPlayer ();
return;
}
DeathSound();
self.angles_x = 0;
self.angles_z = 0;
if (self.current_weapon <= WEAP_AXE) {
player_die_ax1 ();
TeamFortress_SetupRespawn(FALSE);
return;
}
i = 1 + floor(random() * 6);
if (i == 1)
player_diea1();
else if (i == 2)
player_dieb1();
else if (i == 3)
player_diec1();
else if (i == 4)
player_died1();
else
player_diee1();
// get ready to spawn!
TeamFortress_SetupRespawn(FALSE);
};
void() set_suicide_frame =
{ // used by kill command and diconnect command
if (self.model != "progs/player.mdl")
return; // allready gibbed
/*
self.frame = $deatha11;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_TOSS;
self.deadflag = DEAD_DEAD;
self.nextthink = -1;
*/
setmodel(self, "");
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
};
void() player_diea1 = [ $deatha1, player_diea2 ] {};
void() player_diea2 = [ $deatha2, player_diea3 ] {};
void() player_diea3 = [ $deatha3, player_diea4 ] {};
void() player_diea4 = [ $deatha4, player_diea5 ] {};
void() player_diea5 = [ $deatha5, player_diea6 ] {};
void() player_diea6 = [ $deatha6, player_diea7 ] {};
void() player_diea7 = [ $deatha7, player_diea8 ] {};
void() player_diea8 = [ $deatha8, player_diea9 ] {};
void() player_diea9 = [ $deatha9, player_diea10 ] {};
void() player_diea10 = [ $deatha10, player_diea11 ] {};
void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();};
void() player_dieb1 = [ $deathb1, player_dieb2 ] {};
void() player_dieb2 = [ $deathb2, player_dieb3 ] {};
void() player_dieb3 = [ $deathb3, player_dieb4 ] {};
void() player_dieb4 = [ $deathb4, player_dieb5 ] {};
void() player_dieb5 = [ $deathb5, player_dieb6 ] {};
void() player_dieb6 = [ $deathb6, player_dieb7 ] {};
void() player_dieb7 = [ $deathb7, player_dieb8 ] {};
void() player_dieb8 = [ $deathb8, player_dieb9 ] {};
void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();};
void() player_diec1 = [ $deathc1, player_diec2 ] {};
void() player_diec2 = [ $deathc2, player_diec3 ] {};
void() player_diec3 = [ $deathc3, player_diec4 ] {};
void() player_diec4 = [ $deathc4, player_diec5 ] {};
void() player_diec5 = [ $deathc5, player_diec6 ] {};
void() player_diec6 = [ $deathc6, player_diec7 ] {};
void() player_diec7 = [ $deathc7, player_diec8 ] {};
void() player_diec8 = [ $deathc8, player_diec9 ] {};
void() player_diec9 = [ $deathc9, player_diec10 ] {};
void() player_diec10 = [ $deathc10, player_diec11 ] {};
void() player_diec11 = [ $deathc11, player_diec12 ] {};
void() player_diec12 = [ $deathc12, player_diec13 ] {};
void() player_diec13 = [ $deathc13, player_diec14 ] {};
void() player_diec14 = [ $deathc14, player_diec15 ] {};
void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();};
void() player_died1 = [ $deathd1, player_died2 ] {};
void() player_died2 = [ $deathd2, player_died3 ] {};
void() player_died3 = [ $deathd3, player_died4 ] {};
void() player_died4 = [ $deathd4, player_died5 ] {};
void() player_died5 = [ $deathd5, player_died6 ] {};
void() player_died6 = [ $deathd6, player_died7 ] {};
void() player_died7 = [ $deathd7, player_died8 ] {};
void() player_died8 = [ $deathd8, player_died9 ] {};
void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();};
void() player_diee1 = [ $deathe1, player_diee2 ] {};
void() player_diee2 = [ $deathe2, player_diee3 ] {};
void() player_diee3 = [ $deathe3, player_diee4 ] {};
void() player_diee4 = [ $deathe4, player_diee5 ] {};
void() player_diee5 = [ $deathe5, player_diee6 ] {};
void() player_diee6 = [ $deathe6, player_diee7 ] {};
void() player_diee7 = [ $deathe7, player_diee8 ] {};
void() player_diee8 = [ $deathe8, player_diee9 ] {};
void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();};
void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {};
void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {};
void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {};
void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {};
void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {};
void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {};
void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {};
void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {};
void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();};
void() Headless_Think =
{
self.frame = self.frame + 1;
if (self.frame == 7 || self.frame == 18) {
self.nextthink = time + 30 + random()*10;
self.think = SUB_Remove;
return;
}
self.nextthink = time + 0.1;
};
// Airgun player stuff ========================================================
void() player_airgun1 =[$rockatt1, player_airgun2 ] {self.weaponframe=1;};
void() player_airgun2 =[$rockatt2, player_airgun3 ] {self.weaponframe=2;};
void() player_airgun3 =[$rockatt3, player_airgun4 ] {self.weaponframe=3;};
void() player_airgun4 =[$rockatt3, player_airgun5 ] {self.weaponframe=4;};
void() player_airgun5 =[$rockatt4, player_airgun6 ] {self.weaponframe=5;};
void() player_airgun6 =[$rockatt4, player_airgun7 ] {self.weaponframe=6;};
void() player_airgun7 =[$rockatt5, player_airgun8 ] {self.weaponframe=7;};
void() player_airgun8 =[$rockatt6, player_run ] {self.weaponframe = 0;};
void() player_failedairgun1 =[$nailatt1, player_failedairgun2 ] {self.weaponframe=6;};
void() player_failedairgun2 =[$nailatt2, player_failedairgun3 ] {self.weaponframe=7;};
void() player_failedairgun3 =[$nailatt2, player_run ] {self.weaponframe=0;};
// Laser cannon player stuff ==================================================
void() player_laser1 =[$nailatt1, player_laser2 ]
{
if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) {
player_run ();
return;
}
self.attack_finished = time + 0.2;
self.weaponframe=1;
HIP_FireLaser(0);
};
void() player_laser2 =[$nailatt2, player_laser3 ]
{
if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) {
player_run ();
return;
}
self.weaponframe=2;
};
void() player_laser3 =[$nailatt2, player_laser4 ]
{
if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) {
player_run ();
return;
}
self.attack_finished = time + 0.2;
self.weaponframe=4;
HIP_FireLaser(1);
};
void() player_laser4 =[$nailatt1, player_laser1 ]
{
if (!self.button0 || intermission_running || self.tfstate & TFSTATE_RELOADING) {
player_run ();
return;
}
self.weaponframe=5;
};
float(entity e) EF_GlowColor =
{
local float ret = 0;
if (e.classname == "player")
{
local entity te = NIL;
te = find(NIL, classname, "item_tfgoal");
while (te)
{
if (te.owner == e && (te.goal_activation & TFGI_GLOW))
{
local float teamno = 0;
if (te.owned_by == 1)
ret |= EF_BLUE;
else if (te.owned_by == 2)
ret |= EF_RED;
else if (!ret)
ret = EF_DIMLIGHT;
}
te = find(te, classname, "item_tfgoal");
}
if (e.super_damage_finished)
ret |= EF_BLUE;
if (e.invincible_finished)
ret |= EF_RED;
if ((e.job & (JOB_CHAPLAN | JOB_ACTIVE)) == (JOB_CHAPLAN | JOB_ACTIVE))
ret |= EF_BLUE | EF_BRIGHTLIGHT;
if (ret & (EF_BLUE | EF_RED))
ret &= ~EF_DIMLIGHT;
return ret;
}
else if (e.classname == "item_tfgoal")
{
if (e.owned_by)
{
if (e.owned_by == 1)
return EF_BLUE;
else if (e.owned_by == 2)
return EF_RED;
}
else if (e.team)
{
if (e.team_no == 1)
return EF_BLUE;
else if (e.team_no == 2)
return EF_RED;
}
return EF_DIMLIGHT;
}
};