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

327 lines
No EOL
8.9 KiB
C++

/*======================================================
MEDIC.QC
SB-1 Tech 15/12/2000
========================================================
Functions for the MEDIC class and associated weaponry
========================================================*/
// Functions within this file:
float (entity targ, entity attacker, float prob) BioInfect;
void () BioGrenadeTouch;
void () BioGrenadeExplode;
// Functions referenced from this file:
void() BioInfection_Decay;
void(entity p) TeamFortress_SetSpeed;
//=========================================================================
// Attacker attempts to infect targ.
float (entity targ, entity attacker, float prob) BioInfect =
{
local entity BioInfection;
local float r;
// If they have medikit, don't infect them.
if (targ.weapons_carried & #WEAP_MEDIKIT)
return #FALSE;
// Only allow one infection at once.
if (targ.tfstate & #TFSTATE_INFECTED)
return #FALSE;
if (Teammate(targ.team_no, attacker.team_no) && targ != attacker)
return #FALSE;
if (targ.invincible_finished > time)
return #FALSE;
r = random();
if (prob < r)
return #FALSE;
r = random();
//Melee armour stops infection 75% of the time
if (targ.tf_items & #NIT_GEL && r < 0.75)
return #FALSE;
if (attacker == targ) // we infected ourselves! lol
{
sprint(attacker,#PRINT_HIGH,"You infect yourself!\n");
/*bprint(#PRINT_HIGH,attacker.netname);
bprint(#PRINT_HIGH," infects himself!\n");*/
}
else
{
sprint(attacker,#PRINT_HIGH,"Your grenade infects ");
sprint(attacker,#PRINT_HIGH,targ.netname);
sprint(attacker,#PRINT_HIGH,"!\n");
}
targ.tfstate = targ.tfstate | #TFSTATE_INFECTED;
BioInfection = spawn ();
BioInfection.classname = "timer";
BioInfection.netname = "biotimer";
BioInfection.owner = targ;
BioInfection.nextthink = time + 2;
BioInfection.think = BioInfection_Decay;
BioInfection.enemy = attacker;
targ.infection_team_no = attacker.team_no;
return #TRUE;
};
//=========================================================================
// Touch function for the bioinfection grenade.
void() BioGrenadeTouch =
{
if (other == self.owner)
return; // don't explode on owner
// Thrown grenades don't detonate when hitting an enemy
sound (self, #CHAN_WEAPON, "weapons/bounce.wav", 1, #ATTN_NORM); // bounce sound
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
//=========================================================================
// Biogrenade explosion. Does no damage...but infects...
void() BioGrenadeExplode =
{
local entity dier; // He's the dier and he's dying
dier = findradius(self.origin, #BIO_GREN_RADIUS);
while (dier)
{
if (dier.classname == "player")
if (visible(dier))
if (dier.takedamage)
{
BioInfect(dier, self.owner, 1); // was 0.7
}
dier = dier.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);
dremove(self);
#else
BecomeExplosion ();
#endif
};
float(entity doc, entity patient, vector org) CureAdverseEffects =
{
local entity te;
// remove concussion from player
// Try to find a concusstimer entity for this player
te = find(world, classname, "timer");
while (((te.owner != patient) || (te.think != ConcussionGrenadeTimer)) && (te != world))
{
te = find(te, classname, "timer");
}
if (te != world)
{
SpawnBlood(org, 20);
patient.tfstate = patient.tfstate - (patient.tfstate & #TFSTATE_CONCUSSIONED);
if (doc == patient)
sprint(doc, #PRINT_HIGH, "The ground is behaving itself now.\n");
else
{
sprint(patient, #PRINT_HIGH, doc.netname, " heals you of your concussion\n");
sprint(doc, #PRINT_HIGH, "You heal ", patient.netname, "'s concussion\n");
}
// Give the medic a frag for doing it, only if it was caused by an enemy
if (!Teammate(doc.team_no,te.team_no))
{
doc.real_frags = doc.real_frags + 1;
if (!(toggleflags & #TFLAG_TEAMFRAGS))
doc.frags = doc.real_frags;
}
TeamFortress_SetSpeed(patient);
dremove(te);
return #TRUE;
}
// remove hallucination from player
// Try to find a hallucination timer entity for this player
if (patient.tfstate & #TFSTATE_HALLUCINATING)
{
te = find(world, classname, "timer");
while (((te.owner != patient) || (te.think != HallucinationTimer)) && (te != world))
{
te = find(te, classname, "timer");
}
if (te != world)
{
patient.tfstate = patient.tfstate - (patient.tfstate & #TFSTATE_HALLUCINATING);
SpawnBlood(org, 20);
if (patient == doc)
sprint(doc, #PRINT_HIGH, "The visions have stopped.\n");
else
{
sprint(patient, #PRINT_HIGH, doc.netname, " heals you of your hallucinations\n");
sprint(doc, #PRINT_HIGH, "You halt ", patient.netname, "'s hallucinations\n");
}
// Give the medic a frag for doing it, only if it was caused by an enemy
if (!Teammate(doc.team_no,te.team_no))
{
doc.real_frags = doc.real_frags + 1;
if (!(toggleflags & #TFLAG_TEAMFRAGS))
doc.frags = doc.real_frags;
}
dremove(te);
return #TRUE;
}
else
{
dprint("Warning: Error in Hallucination Timer logic.\n");
}
}
// remove tranquilisation from player
// Try to find a tranquilisation timer entity for this player
if (patient.tfstate & #TFSTATE_TRANQUILISED)
{
te = find(world, classname, "timer");
while (((te.owner != patient) || (te.think != TranquiliserTimer)) && (te != world))
{
te = find(te, classname, "timer");
}
if (te != world)
{
patient.tfstate = patient.tfstate - (patient.tfstate & #TFSTATE_TRANQUILISED);
TeamFortress_SetSpeed(patient);
SpawnBlood(org, 20);
if (doc == patient)
sprint(doc, #PRINT_HIGH, "You feel more alert now.\n");
else
{
sprint(patient, #PRINT_HIGH, doc.netname, " heals you of your tranquilisation!\n");
sprint(doc, #PRINT_HIGH, "You heal ", patient.netname, "'s tranquilisation\n");
}
// Give the medic a frag for doing it, only if it was caused by an enemy
if (!Teammate(doc.team_no,te.team_no))
{
doc.real_frags = doc.real_frags + 1;
if (!(toggleflags & #TFLAG_TEAMFRAGS))
doc.frags = doc.real_frags;
}
dremove(te);
return #TRUE;
}
else
{
dprint("Warning: Error in Tranquilisation Timer logic.\n");
}
}
// check if the healed player is blinded
/*if (patient.tfstate & TFSTATE_STASIS)
{
patient.tfstate = patient.tfstate - (patient.tfstate & TFSTATE_STASIS);
TeamFortress_SetSpeed(patient);
if (doc == patient)
sprint(doc, #PRINT_HIGH, "You can move freely again!\n");
else
{
sprint(patient, #PRINT_HIGH, doc.netname, " removes the effect of stasis on you!\n");
sprint(doc, #PRINT_HIGH, "You halt the effects of stasis on ", patient.netname, "!\n");
}
// patient.movetype = patient.stasismovetype;
patient.gravity = patient.stasisGravity;
patient.effects = patient.effects - (patient.effects & #EF_BRIGHTFIELD);
return 1;
}*/
// check if the healed player is infected
if (patient.tfstate & #TFSTATE_INFECTED)
{
local float healam;
local entity te;
healam = rint(patient.health / 2);
// remove the infection
patient.tfstate = patient.tfstate - (patient.tfstate & #TFSTATE_INFECTED);
te = find(world, netname, "biotimer");
while (te != world)
{
if (te.classname == "timer")
if (te.owner == patient)
dremove(te);
te = find(te, netname, "biotimer");
}
// some damage is caused (because of the use of leeches!)
// remove half their remaining health
deathmsg = #DMSG_MEDIKIT;
TF_T_Damage(patient, doc, doc, healam, 0, #TF_TD_OTHER);
SpawnBlood(org, 30);
if (doc == patient)
sprint(doc, #PRINT_HIGH, "Your sores disappear.\n");
else
{
sprint(patient, #PRINT_HIGH, doc.netname, " cures your infection!\n");
if (doc.classname == "player")
{
sprint(doc, #PRINT_HIGH, "You have healed ");
sprint(doc, #PRINT_HIGH, patient.netname);
sprint(doc, #PRINT_HIGH, " of the infection.\n");
// Give the medic a frag for doing it, only if it was caused by an enemy
if (!Teammate(patient.infection_team_no, doc.team_no))
{
doc.real_frags = doc.real_frags + 1;
if (!(toggleflags & #TFLAG_TEAMFRAGS))
doc.frags = doc.real_frags;
}
}
}
return #TRUE;
}
// put out the fire if they are burning
if (patient.numflames > 0)
{
sound(patient, #CHAN_WEAPON, "items/r_item1.wav", 1, #ATTN_NORM);
patient.numflames = 0;
if (doc == patient)
sprint (doc, #PRINT_HIGH, "Your flames are extinguished!\n");
else
{
sprint(patient, #PRINT_HIGH, doc.netname, " stops you burning!\n");
if (doc.classname == "player")
{
sprint(doc, #PRINT_MEDIUM, "You have put out ");
sprint(doc, #PRINT_MEDIUM, patient.netname);
sprint(doc, #PRINT_MEDIUM, "'s fire.\n");
}
}
return #TRUE;
}
};