2283 lines
48 KiB
C++
2283 lines
48 KiB
C++
/*
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*/
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//jim
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void( vector pos ) placebullethole;
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void (entity targ, entity inflictor, entity attacker, float damage) t_damage;
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void () player_run;
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void(entity bomb, entity attacker, float rad, entity ignore) t_radiusdamage;
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void(vector org, vector vel, float damage) spawnblood;
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void() superdamagesound;
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//med 10/18/96
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void(float damage) spawn_touchblood;
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/*
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================
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hipnotic weapons
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================
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*/
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void() hip_lasertouch =
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{
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local vector org;
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local vector spot1,spot2;
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local vector oldvel;
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local float mag;
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local float r;
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self.owner = world;
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self.cnt = self.cnt + 1;
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if (pointcontents(self.origin) == content_sky)
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{
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remove(self);
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return;
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}
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oldvel = normalize(self.old_velocity);
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spot1 = self.origin - (16*oldvel);
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spot2 = self.origin + (16*oldvel);
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traceline (spot1, spot2, false, self); // see through other monsters
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self.origin = trace_endpos;
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org = self.origin;
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if (other.health)
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{
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if (self.lastvictim == other)
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{
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self.dmg = self.dmg / 2;
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}
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spawn_touchblood (self.dmg);
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t_damage (other, self, self.lastvictim, self.dmg);
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}
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else if ((self.cnt == 3) || (random()<0.15))
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{
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writebyte (msg_broadcast, svc_tempentity);
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writebyte (msg_broadcast, te_gunshot);
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writecoord (msg_broadcast, org_x);
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writecoord (msg_broadcast, org_y);
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writecoord (msg_broadcast, org_z);
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}
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else
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{
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// self.dmg = 0.66 * self.dmg;
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self.dmg = 0.9 * self.dmg;
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// self.speed = 0.95 * self.speed;
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self.velocity = oldvel+(2*trace_plane_normal);
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self.velocity = normalize(self.velocity);
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self.velocity = self.speed * self.velocity;
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self.old_velocity = self.velocity;
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if (self.flags & fl_onground)
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self.flags = self.flags - fl_onground;
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r = random();
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sound (self, chan_weapon, "hipweap/laserric.wav", 1, attn_static);
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/*
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if (r<0.33)
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sound (self, chan_weapon, "weapons/ric1.wav", 1, attn_static);
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else if (r<0.66)
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sound (self, chan_weapon, "weapons/ric2.wav", 1, attn_static);
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else
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sound (self, chan_weapon, "weapons/ric3.wav", 1, attn_static);
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*/
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return;
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}
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sound (self, chan_weapon, "enforcer/enfstop.wav", 1, attn_static);
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remove(self);
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};
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void() hip_laserthink =
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{
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local float delta;
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if (time>self.attack_finished)
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{
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remove(self);
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return;
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}
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if (self.flags & fl_onground)
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self.flags = self.flags - fl_onground;
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self.velocity = self.old_velocity;
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self.angles = vectoangles(self.velocity);
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self.nextthink = time+0.1;
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};
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void(vector org, vector vec, float light) hip_launchlaser =
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{
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// sound (self ,chan_weapon, "weapons/shotgn2.wav", 1, attn_norm);
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sound (self ,chan_weapon, "hipweap/laserg.wav", 1, attn_norm);
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vec = normalize(vec);
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newmis = spawn();
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newmis.owner = self;
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newmis.classname = "hiplaser";
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newmis.lastvictim = self;
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newmis.movetype = movetype_flymissile;
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newmis.solid = solid_bbox;
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if (light)
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newmis.effects = ef_dimlight;
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setmodel (newmis, "progs/lasrspik.mdl");
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setsize (newmis, '0 0 0', '0 0 0');
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setorigin (newmis, org);
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newmis.speed = 1000;
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newmis.dmg = 18;
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newmis.velocity = vec * newmis.speed;
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newmis.old_velocity = newmis.velocity;
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newmis.angles = vectoangles(newmis.velocity);
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newmis.avelocity = '0 0 400';
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newmis.nextthink = time;
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newmis.attack_finished = time + 5;
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newmis.think = hip_laserthink;
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newmis.touch = hip_lasertouch;
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newmis.count = 0;
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};
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/*
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=================
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hip_firelaser
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=================
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*/
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void(float stat) hip_firelaser =
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{
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local vector org;
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local vector dir;
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local vector out;
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local float ofs;
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local float aofs;
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if (!self.button0)
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{
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player_run ();
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return;
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}
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if (self.ammo_cells < 1)
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{
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self.weapon = w_bestweapon ();
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w_setcurrentammo ();
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return;
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}
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superdamagesound();
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self.effects = self.effects | ef_muzzleflash;
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makevectors (self.v_angle);
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ofs = 6;
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out = v_forward;
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out_z = 0;
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out = normalize(out);
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org = self.origin + ((12-ofs) * v_up) + (12*out);
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// org = self.origin + (1*v_forward);
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dir = aim (self, 1000);
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aofs = ofs * 0.707;
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if (stat == 0)
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{
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self.currentammo = self.ammo_cells = self.ammo_cells - 1;
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org = org + (aofs*v_right);
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org = org - (aofs*v_up);
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hip_launchlaser(org, dir, 0);
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org = org - (2*aofs*v_right);
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hip_launchlaser(org, dir, 0);
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}
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else if (stat == 1)
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{
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self.currentammo = self.ammo_cells = self.ammo_cells - 1;
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org = org + (ofs*v_up);
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if (random()<0.1)
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{
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hip_launchlaser(org, dir, 1);
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newmis.dmg = 25;
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}
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else
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hip_launchlaser(org, dir, 0);
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}
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self.punchangle_x = -1;
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};
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/*
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=================
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hip_hammerdamage
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=================
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*/
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void(vector p1, vector p2, entity from, float damage) hip_hammerdamage =
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{
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local entity e1, e2;
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local vector f;
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f = p2 - p1;
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normalize (f);
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f_x = 0 - f_y;
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f_y = f_x;
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f_z = 0;
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f = f*16;
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e1 = e2 = world;
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traceline (p1, p2, false, self);
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//jim
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if (trace_ent.takedamage && !trace_ent.wetsuit_finished )
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{
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particle (trace_endpos, '0 0 100', 225, damage*4);
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t_damage (trace_ent, from, from, damage);
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if (self.classname == "player")
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{
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if (other.classname == "player")
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trace_ent.velocity_z = trace_ent.velocity_z + 400;
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}
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}
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e1 = trace_ent;
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traceline (p1 + f, p2 + f, false, self);
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//jim
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if (trace_ent != e1 && trace_ent.takedamage &&
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!trace_ent.wetsuit_finished )
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{
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particle (trace_endpos, '0 0 100', 225, damage*4);
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t_damage (trace_ent, from, from, damage);
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}
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e2 = trace_ent;
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traceline (p1 - f, p2 - f, false, self);
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//jim
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if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage &&
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!trace_ent.wetsuit_finished )
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{
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particle (trace_endpos, '0 0 100', 225, damage*4);
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t_damage (trace_ent, from, from, damage);
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}
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};
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/*
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void() hip_diversionlightningthink =
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{
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local vector org,end;
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if (time > self.delay)
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{
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remove(self);
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return;
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}
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makevectors(self.v_angle);
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org = self.origin;
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end = org + v_forward*200;
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// end = end + (((200*random()) - 100) * v_up);
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end = end + (((400*random()) - 200) * v_right);
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traceline (org, end, true, self);
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writebyte (msg_broadcast, svc_tempentity);
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writebyte (msg_broadcast, te_lightning2);
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writeentity (msg_broadcast, self);
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writecoord (msg_broadcast, org_x);
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writecoord (msg_broadcast, org_y);
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writecoord (msg_broadcast, org_z);
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writecoord (msg_broadcast, trace_endpos_x);
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writecoord (msg_broadcast, trace_endpos_y);
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writecoord (msg_broadcast, trace_endpos_z);
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self.nextthink = time + 0.1;
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};
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*/
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//void(entity prev, entity owner, float dst) hip_spawnmjolnirlightning;
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void() hip_lightningthink =
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{
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local vector org;
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local vector dst;
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local entity head;
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local entity selected;
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local float cur_dist;
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local float head_dist;
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local vector vec;
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local float dot;
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local float oldstate;
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local float dam;
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if (time > self.delay)
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{
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if (self.enemy != world)
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self.enemy.struck_by_mjolnir = 0;
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remove(self);
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return;
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}
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oldstate = self.state;
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if (self.state==0)
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{
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// look in our immediate vicinity
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self.enemy = world;
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selected = world;
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cur_dist = self.distance;
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head = findradius(self.owner.origin, self.distance);
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while(head)
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{
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if(!(head.flags & fl_notarget) && ((head.flags & fl_monster) || (head.flags & fl_client)))
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{
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// if (visible(head) && (head!=self.owner.owner) && (head.health>0))
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if ((visible(head)) && (head!=self.owner.owner) && (head.health>0))
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{
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head_dist = vlen(head.origin - self.lastvictim.origin);
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if ((head_dist<cur_dist) && (head.struck_by_mjolnir==0))
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{
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selected = head;
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cur_dist = head_dist;
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}
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}
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}
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head = head.chain;
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}
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if (selected != world)
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{
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self.state = 1;
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self.enemy = selected;
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self.enemy.struck_by_mjolnir = 1;
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}
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else
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{
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local vector org,end;
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makevectors(self.v_angle);
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org = self.owner.origin;
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end = org + v_forward*200;
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end = end + (((400*random()) - 200) * v_right);
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traceline (org, end, true, self);
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writebyte (msg_broadcast, svc_tempentity);
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writebyte (msg_broadcast, te_lightning2);
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writeentity (msg_broadcast, self);
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writecoord (msg_broadcast, org_x);
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writecoord (msg_broadcast, org_y);
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writecoord (msg_broadcast, org_z);
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writecoord (msg_broadcast, trace_endpos_x);
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writecoord (msg_broadcast, trace_endpos_y);
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writecoord (msg_broadcast, trace_endpos_z);
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self.nextthink = time + 0.1;
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// self.think = hip_diversionlightningthink;
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// self.nextthink = time;
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// self.delay = time + 0.30;
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// self.origin = self.owner.origin;
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// self.think();
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return;
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}
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}
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org = self.lastvictim.origin;
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dst = self.enemy.absmin + 0.25*(self.enemy.absmax-self.enemy.absmin);
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dst = dst + (random()*0.5*(self.enemy.absmax-self.enemy.absmin));
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traceline (org, dst, true, self.owner.owner);
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if (trace_fraction != 1.0 || self.enemy.health<=0)
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{
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self.enemy.struck_by_mjolnir = 0;
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self.state = 0;
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self.nextthink = time + 0.1;
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return;
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}
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writebyte (msg_broadcast, svc_tempentity);
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writebyte (msg_broadcast, te_lightning2);
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writeentity (msg_broadcast, self);
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writecoord (msg_broadcast, org_x);
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writecoord (msg_broadcast, org_y);
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writecoord (msg_broadcast, org_z);
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writecoord (msg_broadcast, trace_endpos_x);
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writecoord (msg_broadcast, trace_endpos_y);
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writecoord (msg_broadcast, trace_endpos_z);
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vec = normalize(self.enemy.origin - self.owner.origin);
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dot = vec * self.owner.movedir;
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head = self;
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self = self.owner.owner;
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if (oldstate==0)
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dam = 80;
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else
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dam = 30;
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if (dot>0.3)
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hip_hammerdamage (org, trace_endpos, self, dam);
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else
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hip_hammerdamage (org, trace_endpos, self, dam*0.5);
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self = head;
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self.nextthink = time + 0.2;
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};
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void(entity prev, entity own, float dst) hip_spawnmjolnirlightning =
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{
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local entity light;
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// spawn actual lightning
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light = spawn();
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light.delay = time + 0.8;
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light.state = 0;
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light.lastvictim = prev;
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light.distance = dst;
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light.owner = own;
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light.v_angle = self.angles;
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light.v_angle_x = 0;
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light.v_angle_z = 0;
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light.origin = own.origin;
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light.think = hip_lightningthink;
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light.nextthink = time;
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};
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void() hip_spawnmjolnirbase =
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{
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local entity light;
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// spawn lightning base
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light = spawn();
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// light.origin = self.origin - '0 0 24' + (32*v_forward);
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light.origin = trace_endpos;
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light.flags = 0;
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light.owner = self;
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light.struck_by_mjolnir = 1;
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light.think = sub_remove;
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light.nextthink = time + 1;
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sound (light, chan_auto, "hipweap/mjolslap.wav", 1, attn_norm);
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sound (light, chan_weapon, "hipweap/mjolhit.wav", 1, attn_norm);
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makevectors(self.v_angle);
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light.movedir = v_forward;
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hip_spawnmjolnirlightning( light, light, 350 );
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hip_spawnmjolnirlightning( light, light, 350 );
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hip_spawnmjolnirlightning( light, light, 350 );
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hip_spawnmjolnirlightning( light, light, 350 );
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};
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void() hip_firemjolnirlightning =
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{
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local vector org;
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local float cells;
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// explode if under water
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if (self.waterlevel > 1)
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{
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cells = self.ammo_cells;
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self.ammo_cells = 0;
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discharged = 1;
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t_radiusdamage (self, self, 35*cells, world);
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discharged = 0;
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w_setcurrentammo ();
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return;
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}
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// if (self.t_width < time)
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// {
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// sound (self, chan_weapon, "weapons/lhit.wav", 1, attn_norm);
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// self.t_width = time + 0.6;
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// }
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// self.punchangle_x = 12;
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self.currentammo = self.ammo_cells = self.ammo_cells - 15;
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hip_spawnmjolnirbase();
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};
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void() hip_firemjolnir =
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{
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local vector org;
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local float cells;
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local float damage;
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local vector source;
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local vector ang;
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self.attack_finished = time + 0.4;
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source = self.origin + '0 0 16';
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// ang = self.angles;
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// ang_x = 0;
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// ang_y = 0;
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makevectors(self.v_angle);
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traceline (source, source + v_forward*32, false, self);
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if (trace_fraction == 1.0 && (self.ammo_cells >= 15))
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{
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source = source + v_forward*32;
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traceline (source , source - v_up*50, false, self);
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// dprint("fraction = ");
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// dprint(ftos(trace_fraction));
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// dprint("\n");
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if (trace_fraction > 0.3 && trace_fraction< 1.0)
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{
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hip_firemjolnirlightning();
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self.attack_finished = time + 1.5;
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return;
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}
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}
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org = trace_endpos - v_forward*4;
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if (trace_ent.takedamage)
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{
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damage = 50;
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if (trace_ent.classname == "monster_zombie")
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damage = 70;
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trace_ent.axhitme = 1;
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spawnblood (org, v_forward, damage);
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t_damage (trace_ent, self, self, damage);
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}
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else
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{ // hit wall
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if (trace_fraction != 1.0)
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{
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// sound (self, chan_weapon, "player/axhit2.wav", 1, attn_norm);
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sound (self, chan_weapon, "hipweap/mjoltink.wav", 1, attn_norm);
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writebyte (msg_broadcast, svc_tempentity);
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writebyte (msg_broadcast, te_gunshot);
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writecoord (msg_broadcast, org_x);
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writecoord (msg_broadcast, org_y);
|
|
writecoord (msg_broadcast, org_z);
|
|
}
|
|
else
|
|
{
|
|
sound (self, chan_weapon, "knight/sword1.wav", 1, attn_norm);
|
|
}
|
|
}
|
|
self.attack_finished = time + 0.4;
|
|
|
|
};
|
|
|
|
// 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
|
|
//med
|
|
precache_sound ("enforcer/enfstop.wav"); // laser cannon
|
|
//med 11/06/96
|
|
precache_sound ("knight/sword1.wav"); // laser cannon
|
|
precache_sound ("hipweap/laserg.wav"); // laser cannon
|
|
precache_sound ("hipweap/laserric.wav"); // laser cannon ricochet
|
|
precache_sound ("hipweap/proxwarn.wav"); // proximity bomb
|
|
precache_sound ("hipweap/proxbomb.wav"); // proximity bomb
|
|
//med 11/19/96
|
|
precache_sound ("hipweap/mjolhit.wav"); // mjolnir
|
|
precache_sound ("hipweap/mjolslap.wav"); // mjolnir
|
|
precache_sound ("hipweap/mjoltink.wav"); // mjolnir
|
|
};
|
|
|
|
float() crandom =
|
|
{
|
|
return 2*(random() - 0.5);
|
|
};
|
|
|
|
/*
|
|
================
|
|
w_fireaxe
|
|
================
|
|
*/
|
|
void() w_fireaxe =
|
|
{
|
|
local vector source;
|
|
local vector org;
|
|
|
|
makevectors (self.v_angle);
|
|
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)
|
|
{
|
|
trace_ent.axhitme = 1;
|
|
spawnblood (org, '0 0 0', 20);
|
|
t_damage (trace_ent, self, self, 20);
|
|
}
|
|
else
|
|
{ // hit wall
|
|
sound (self, chan_weapon, "player/axhit2.wav", 1, attn_norm);
|
|
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);
|
|
}
|
|
};
|
|
|
|
|
|
//============================================================================
|
|
|
|
|
|
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, mpuff;
|
|
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, vector vel, float damage) spawnblood =
|
|
{
|
|
particle (org, vel*0.1, 73, damage*2);
|
|
};
|
|
|
|
/*
|
|
================
|
|
spawn_touchblood
|
|
================
|
|
*/
|
|
void(float damage) spawn_touchblood =
|
|
{
|
|
local vector vel;
|
|
|
|
vel = wall_velocity () * 0.2;
|
|
spawnblood (self.origin + vel*0.01, vel, 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;
|
|
|
|
void() clearmultidamage =
|
|
{
|
|
multi_ent = world;
|
|
multi_damage = 0;
|
|
};
|
|
|
|
void() applymultidamage =
|
|
{
|
|
if (!multi_ent)
|
|
return;
|
|
t_damage (multi_ent, self, self, multi_damage);
|
|
};
|
|
|
|
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;
|
|
};
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
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;
|
|
|
|
if (trace_ent.takedamage)
|
|
{
|
|
spawnblood (org, vel*0.2, damage);
|
|
addmultidamage (trace_ent, damage);
|
|
}
|
|
else
|
|
{
|
|
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);
|
|
}
|
|
};
|
|
|
|
/*
|
|
================
|
|
firebullets
|
|
|
|
used by shotgun, super shotgun, 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;
|
|
//jim
|
|
local float bullet;
|
|
bullet = 0;
|
|
|
|
makevectors(self.v_angle);
|
|
|
|
src = self.origin + v_forward*10;
|
|
src_z = self.absmin_z + self.size_z * 0.7;
|
|
|
|
clearmultidamage ();
|
|
while (shotcount > 0)
|
|
{
|
|
direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up;
|
|
|
|
traceline (src, src + direction*2048, false, self);
|
|
if (trace_fraction != 1.0)
|
|
//jim
|
|
{
|
|
traceattack (4, direction);
|
|
if ( ( !bullet ) && ( trace_ent == world ) )
|
|
{
|
|
placebullethole( trace_endpos );
|
|
bullet = 1;
|
|
}
|
|
}
|
|
|
|
shotcount = shotcount - 1;
|
|
}
|
|
applymultidamage ();
|
|
};
|
|
|
|
/*
|
|
================
|
|
w_fireshotgun
|
|
================
|
|
*/
|
|
void() w_fireshotgun =
|
|
{
|
|
local vector dir;
|
|
|
|
sound (self, chan_weapon, "weapons/guncock.wav", 1, attn_norm);
|
|
|
|
self.punchangle_x = -2;
|
|
|
|
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
|
|
dir = aim (self, 100000);
|
|
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);
|
|
|
|
self.punchangle_x = -4;
|
|
|
|
self.currentammo = self.ammo_shells = self.ammo_shells - 2;
|
|
dir = aim (self, 100000);
|
|
firebullets (14, dir, '0.14 0.08 0');
|
|
};
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
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 =
|
|
{
|
|
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 ();
|
|
};
|
|
|
|
void() t_missiletouch =
|
|
{
|
|
local float damg;
|
|
|
|
if (other == self.owner)
|
|
return; // don't explode on owner
|
|
|
|
if (pointcontents(self.origin) == content_sky)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
|
|
damg = 100 + random()*20;
|
|
|
|
if (other.health)
|
|
{
|
|
if (other.classname == "monster_shambler")
|
|
damg = damg * 0.5; // mostly immune
|
|
t_damage (other, self, self.owner, damg );
|
|
}
|
|
|
|
// don't do radius damage to the other, because all the damage
|
|
// was done in the impact
|
|
t_radiusdamage (self, self.owner, 120, other);
|
|
|
|
// sound (self, chan_weapon, "weapons/r_exp3.wav", 1, attn_norm);
|
|
self.origin = self.origin - 8*normalize(self.velocity);
|
|
|
|
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);
|
|
|
|
becomeexplosion ();
|
|
};
|
|
|
|
|
|
|
|
/*
|
|
================
|
|
w_firerocket
|
|
================
|
|
*/
|
|
void() w_firerocket =
|
|
{
|
|
local entity missile, mpuff;
|
|
|
|
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
|
|
|
|
sound (self, chan_weapon, "weapons/sgun1.wav", 1, attn_norm);
|
|
|
|
self.punchangle_x = -2;
|
|
|
|
missile = spawn ();
|
|
missile.owner = self;
|
|
missile.movetype = movetype_flymissile;
|
|
missile.solid = solid_bbox;
|
|
missile.classname = "missile";
|
|
|
|
// set missile speed
|
|
|
|
makevectors (self.v_angle);
|
|
missile.velocity = aim(self, 1000);
|
|
missile.velocity = missile.velocity * 1000;
|
|
missile.angles = vectoangles(missile.velocity);
|
|
|
|
missile.touch = t_missiletouch;
|
|
|
|
// set missile duration
|
|
missile.nextthink = time + 5;
|
|
missile.think = sub_remove;
|
|
|
|
setmodel (missile, "progs/missile.mdl");
|
|
setsize (missile, '0 0 0', '0 0 0');
|
|
setorigin (missile, self.origin + v_forward*8 + '0 0 16');
|
|
//med 11/09/96
|
|
newmis = missile;
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
lightning
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
=================
|
|
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);
|
|
//jim
|
|
if (trace_ent.takedamage && !trace_ent.wetsuit_finished )
|
|
{
|
|
particle (trace_endpos, '0 0 100', 225, damage*4);
|
|
t_damage (trace_ent, from, from, damage);
|
|
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);
|
|
//jim
|
|
if (trace_ent != e1 && trace_ent.takedamage &&
|
|
!trace_ent.wetsuit_finished )
|
|
{
|
|
particle (trace_endpos, '0 0 100', 225, damage*4);
|
|
t_damage (trace_ent, from, from, damage);
|
|
}
|
|
e2 = trace_ent;
|
|
|
|
traceline (p1 - f, p2 - f, false, self);
|
|
//jim
|
|
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage &&
|
|
!trace_ent.wetsuit_finished )
|
|
{
|
|
particle (trace_endpos, '0 0 100', 225, damage*4);
|
|
t_damage (trace_ent, from, from, damage);
|
|
}
|
|
};
|
|
|
|
|
|
void() w_firelightning =
|
|
{
|
|
local vector org;
|
|
local float cells;
|
|
|
|
if (self.ammo_cells < 1)
|
|
{
|
|
self.weapon = w_bestweapon ();
|
|
w_setcurrentammo ();
|
|
return;
|
|
}
|
|
|
|
// explode if under water
|
|
if (self.waterlevel > 1)
|
|
{
|
|
cells = self.ammo_cells;
|
|
self.ammo_cells = 0;
|
|
//med 01/05/97 added discharge flag
|
|
discharged = 1;
|
|
t_radiusdamage (self, self, 35*cells, world);
|
|
discharged = 0;
|
|
w_setcurrentammo ();
|
|
return;
|
|
}
|
|
|
|
if (self.t_width < time)
|
|
{
|
|
sound (self, chan_weapon, "weapons/lhit.wav", 1, attn_norm);
|
|
self.t_width = time + 0.6;
|
|
}
|
|
self.punchangle_x = -2;
|
|
|
|
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
|
|
|
|
org = self.origin + '0 0 16';
|
|
|
|
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);
|
|
|
|
lightningdamage (self.origin, trace_endpos + v_forward*4, self, 30);
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
void() grenadeexplode =
|
|
{
|
|
t_radiusdamage (self, self.owner, 120, world);
|
|
|
|
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);
|
|
|
|
becomeexplosion ();
|
|
};
|
|
|
|
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 =
|
|
{
|
|
local entity missile, mpuff;
|
|
|
|
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
|
|
|
|
sound (self, chan_weapon, "weapons/grenade.wav", 1, attn_norm);
|
|
|
|
self.punchangle_x = -2;
|
|
|
|
missile = spawn ();
|
|
missile.owner = self;
|
|
missile.movetype = movetype_bounce;
|
|
missile.solid = solid_bbox;
|
|
missile.classname = "grenade";
|
|
|
|
// set missile speed
|
|
|
|
makevectors (self.v_angle);
|
|
|
|
if (self.v_angle_x)
|
|
missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
|
|
else
|
|
{
|
|
missile.velocity = aim(self, 10000);
|
|
missile.velocity = missile.velocity * 600;
|
|
missile.velocity_z = 200;
|
|
}
|
|
|
|
missile.avelocity = '300 300 300';
|
|
|
|
missile.angles = vectoangles(missile.velocity);
|
|
|
|
missile.touch = grenadetouch;
|
|
|
|
// set missile duration
|
|
missile.nextthink = time + 2.5;
|
|
missile.think = grenadeexplode;
|
|
|
|
setmodel (missile, "progs/grenade.mdl");
|
|
setsize (missile, '0 0 0', '0 0 0');
|
|
setorigin (missile, self.origin);
|
|
};
|
|
|
|
void() proximityexplode =
|
|
{
|
|
t_radiusdamage (self, self.owner, 95, world);
|
|
|
|
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);
|
|
|
|
becomeexplosion ();
|
|
};
|
|
|
|
//med 10/31/96
|
|
float numproximitygrenades;
|
|
/*
|
|
================
|
|
proximitygrenadeexplode
|
|
================
|
|
*/
|
|
void() proximitygrenadeexplode =
|
|
{
|
|
self.takedamage = damage_no;
|
|
numproximitygrenades = numproximitygrenades - 1;
|
|
self.deathtype = "exploding";
|
|
self.nextthink = time + 0.1;
|
|
self.owner = self.lastvictim;
|
|
self.think = proximityexplode;
|
|
};
|
|
|
|
/*
|
|
================
|
|
proximitygrenadetouch
|
|
================
|
|
*/
|
|
void() proximitygrenadetouch =
|
|
{
|
|
if (other == self)
|
|
return;
|
|
if (other.classname == self.classname)
|
|
return;
|
|
self.movetype = movetype_toss;
|
|
if (self.state == 1)
|
|
return;
|
|
if (vlen(other.velocity) > 0)
|
|
{
|
|
proximitygrenadeexplode();
|
|
self.think();
|
|
return;
|
|
}
|
|
if (other.takedamage == damage_aim)
|
|
{
|
|
proximitygrenadeexplode();
|
|
self.think();
|
|
return;
|
|
}
|
|
sound (self, chan_weapon, "weapons/bounce.wav", 1, attn_norm); // bounce sound
|
|
self.movetype = movetype_none;
|
|
setsize (self, '-8 -8 -8', '8 8 8');
|
|
self.state = 1;
|
|
self.spawnmaster = other;
|
|
};
|
|
|
|
/*
|
|
================
|
|
proximitybomb
|
|
================
|
|
*/
|
|
void() proximitybomb =
|
|
{
|
|
local entity head;
|
|
local float blowup;
|
|
|
|
if ((time > self.delay) || (numproximitygrenades > 15) || (vlen(self.spawnmaster.velocity)>0) )
|
|
{
|
|
proximitygrenadeexplode();
|
|
self.think();
|
|
return;
|
|
}
|
|
self.owner = world;
|
|
self.takedamage = damage_yes;
|
|
head = findradius(self.origin, 140);
|
|
blowup = 0;
|
|
|
|
while (head)
|
|
{
|
|
if ((head != self) && (head.health > 0) && (head.flags & (fl_client|fl_monster)) && (head.classname!=self.classname))
|
|
blowup = 1;
|
|
if ((head.classname == self.classname) && (head.state==0))
|
|
blowup = 1;
|
|
traceline(self.origin,head.origin,true,self);
|
|
if (trace_fraction != 1.0)
|
|
blowup = 0;
|
|
if (blowup==1)
|
|
{
|
|
sound (self, chan_weapon, "hipweap/proxwarn.wav", 1, attn_norm);
|
|
proximitygrenadeexplode();
|
|
self.nextthink = time + 0.5;
|
|
return;
|
|
}
|
|
head = head.chain;
|
|
}
|
|
self.nextthink = time + 0.25;
|
|
};
|
|
|
|
/*
|
|
================
|
|
w_fireproximitygrenade
|
|
================
|
|
*/
|
|
void() w_fireproximitygrenade =
|
|
{
|
|
local entity missile, mpuff;
|
|
|
|
numproximitygrenades = numproximitygrenades + 1;
|
|
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
|
|
|
|
sound (self, chan_weapon, "hipweap/proxbomb.wav", 1, attn_norm);
|
|
|
|
self.punchangle_x = -2;
|
|
|
|
missile = spawn ();
|
|
missile.owner = self;
|
|
missile.lastvictim = self;
|
|
missile.movetype = movetype_toss;
|
|
missile.solid = solid_bbox;
|
|
missile.classname = "proximity_grenade";
|
|
missile.takedamage = damage_no;
|
|
missile.health = 5;
|
|
missile.state = 0;
|
|
|
|
// set missile speed
|
|
|
|
makevectors (self.v_angle);
|
|
|
|
if (self.v_angle_x)
|
|
missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
|
|
else
|
|
{
|
|
missile.velocity = aim(self, 10000);
|
|
missile.velocity = missile.velocity * 600;
|
|
missile.velocity_z = 200;
|
|
}
|
|
|
|
missile.avelocity = '100 600 100';
|
|
|
|
missile.angles = vectoangles(missile.velocity);
|
|
|
|
missile.touch = proximitygrenadetouch;
|
|
|
|
// set missile duration
|
|
missile.nextthink = time + 2;
|
|
missile.delay = time + 15 + (10*random());
|
|
missile.think = proximitybomb;
|
|
missile.th_die = proximitygrenadeexplode;
|
|
|
|
setmodel (missile, "progs/proxbomb.mdl");
|
|
setorigin (missile, self.origin);
|
|
setsize (missile, '-1 -1 -1', '1 1 1');
|
|
};
|
|
|
|
//=============================================================================
|
|
|
|
void() spike_touch;
|
|
void() superspike_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.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 * 1000;
|
|
};
|
|
|
|
void() w_firesuperspikes =
|
|
{
|
|
local vector dir;
|
|
local entity old;
|
|
|
|
sound (self, chan_weapon, "weapons/spike2.wav", 1, attn_norm);
|
|
self.attack_finished = time + 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;
|
|
setmodel (newmis, "progs/s_spike.mdl");
|
|
setsize (newmis, vec_origin, vec_origin);
|
|
self.punchangle_x = -2;
|
|
};
|
|
|
|
void(float ox) w_firespikes =
|
|
{
|
|
local vector dir;
|
|
local entity old;
|
|
|
|
makevectors (self.v_angle);
|
|
|
|
if (self.ammo_nails >= 2 && self.weapon == it_super_nailgun)
|
|
{
|
|
w_firesuperspikes ();
|
|
return;
|
|
}
|
|
|
|
if (self.ammo_nails < 1)
|
|
{
|
|
self.weapon = w_bestweapon ();
|
|
w_setcurrentammo ();
|
|
return;
|
|
}
|
|
|
|
sound (self, chan_weapon, "weapons/rocket1i.wav", 1, attn_norm);
|
|
self.attack_finished = time + 0.2;
|
|
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
|
|
dir = aim (self, 1000);
|
|
launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
|
|
|
|
self.punchangle_x = -2;
|
|
};
|
|
|
|
|
|
|
|
.float hit_z;
|
|
void() spike_touch =
|
|
{
|
|
local float rand;
|
|
if (other == self.owner)
|
|
return;
|
|
|
|
if (other.solid == solid_trigger)
|
|
return; // trigger field, do nothing
|
|
|
|
if (pointcontents(self.origin) == content_sky)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
|
|
// hit something that bleeds
|
|
if (other.takedamage)
|
|
{
|
|
spawn_touchblood (9);
|
|
t_damage (other, self, self.owner, 9);
|
|
}
|
|
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);
|
|
}
|
|
|
|
remove(self);
|
|
|
|
};
|
|
|
|
void() superspike_touch =
|
|
{
|
|
local float rand;
|
|
if (other == self.owner)
|
|
return;
|
|
|
|
if (other.solid == solid_trigger)
|
|
return; // trigger field, do nothing
|
|
|
|
if (pointcontents(self.origin) == content_sky)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
|
|
// hit something that bleeds
|
|
if (other.takedamage)
|
|
{
|
|
spawn_touchblood (18);
|
|
t_damage (other, self, self.owner, 18);
|
|
}
|
|
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);
|
|
}
|
|
|
|
remove(self);
|
|
|
|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
player weapon use
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
//med 10/18/96 added hipweapons
|
|
void() w_setcurrentammo =
|
|
{
|
|
player_run (); // get out of any weapon firing states
|
|
|
|
self.items = self.items - ( self.items & (it_shells | it_nails | it_rockets | it_cells) );
|
|
|
|
if (self.weapon == it_axe)
|
|
{
|
|
self.currentammo = 0;
|
|
self.weaponmodel = "progs/v_axe.mdl";
|
|
self.weaponframe = 0;
|
|
}
|
|
else if (self.weapon == it_shotgun)
|
|
{
|
|
self.currentammo = self.ammo_shells;
|
|
self.weaponmodel = "progs/v_shot.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | it_shells;
|
|
}
|
|
else if (self.weapon == it_super_shotgun)
|
|
{
|
|
self.currentammo = self.ammo_shells;
|
|
self.weaponmodel = "progs/v_shot2.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | it_shells;
|
|
}
|
|
else if (self.weapon == it_nailgun)
|
|
{
|
|
self.currentammo = self.ammo_nails;
|
|
self.weaponmodel = "progs/v_nail.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | it_nails;
|
|
}
|
|
else if (self.weapon == it_super_nailgun)
|
|
{
|
|
self.currentammo = self.ammo_nails;
|
|
self.weaponmodel = "progs/v_nail2.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | it_nails;
|
|
}
|
|
//med
|
|
else if (self.weapon == it_laser_cannon)
|
|
{
|
|
self.currentammo = self.ammo_cells;
|
|
self.weaponmodel = "progs/v_laserg.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | it_cells;
|
|
}
|
|
else if (self.weapon == it_grenade_launcher)
|
|
{
|
|
self.currentammo = self.ammo_rockets;
|
|
self.weaponmodel = "progs/v_rock.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | it_rockets;
|
|
}
|
|
else if (self.weapon == it_rocket_launcher)
|
|
{
|
|
self.currentammo = self.ammo_rockets;
|
|
self.weaponmodel = "progs/v_rock2.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | it_rockets;
|
|
}
|
|
else if (self.weapon == it_lightning)
|
|
{
|
|
self.currentammo = self.ammo_cells;
|
|
self.weaponmodel = "progs/v_light.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | it_cells;
|
|
}
|
|
//med
|
|
else if (self.weapon == it_mjolnir)
|
|
{
|
|
self.currentammo = self.ammo_cells;
|
|
self.weaponmodel = "progs/v_hammer.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | it_cells;
|
|
}
|
|
//med
|
|
else if (self.weapon == it_proximity_gun)
|
|
{
|
|
self.currentammo = self.ammo_rockets;
|
|
self.weaponmodel = "progs/v_prox.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | it_rockets;
|
|
}
|
|
else
|
|
{
|
|
self.currentammo = 0;
|
|
self.weaponmodel = "";
|
|
self.weaponframe = 0;
|
|
}
|
|
};
|
|
|
|
float() w_bestweapon =
|
|
{
|
|
local float it;
|
|
|
|
it = self.items;
|
|
|
|
if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & it_lightning) )
|
|
return it_lightning;
|
|
//med
|
|
else if(self.ammo_cells >= 1 && (it & it_laser_cannon) )
|
|
return it_laser_cannon;
|
|
else if(self.ammo_nails >= 2 && (it & it_super_nailgun) )
|
|
return it_super_nailgun;
|
|
else if(self.ammo_shells >= 2 && (it & it_super_shotgun) )
|
|
return it_super_shotgun;
|
|
else if(self.ammo_nails >= 1 && (it & it_nailgun) )
|
|
return it_nailgun;
|
|
else if(self.ammo_shells >= 1 && (it & it_shotgun) )
|
|
return it_shotgun;
|
|
//med
|
|
else if( it & it_mjolnir )
|
|
return it_mjolnir;
|
|
|
|
/*
|
|
if(self.ammo_rockets >= 1 && (it & it_rocket_launcher) )
|
|
return it_rocket_launcher;
|
|
else if(self.ammo_rockets >= 1 && (it & it_grenade_launcher) )
|
|
return it_grenade_launcher;
|
|
|
|
*/
|
|
|
|
return it_axe;
|
|
};
|
|
|
|
float() w_checknoammo =
|
|
{
|
|
if (self.currentammo > 0)
|
|
return true;
|
|
|
|
if (self.weapon == it_axe)
|
|
return true;
|
|
|
|
//med
|
|
if (self.weapon == it_mjolnir)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
self.weapon = w_bestweapon ();
|
|
|
|
w_setcurrentammo ();
|
|
|
|
// drop the weapon down
|
|
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_light1;
|
|
void() player_rocket1;
|
|
//med
|
|
void() player_laser1;
|
|
void() player_hammer1;
|
|
void() player_mjolnir1;
|
|
|
|
|
|
void() w_attack =
|
|
{
|
|
local float r;
|
|
|
|
if (!w_checknoammo ())
|
|
return;
|
|
|
|
makevectors (self.v_angle); // calculate forward angle for velocity
|
|
self.show_hostile = time + 1; // wake monsters up
|
|
|
|
if (self.weapon == it_axe)
|
|
{
|
|
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 ();
|
|
self.attack_finished = time + 0.5;
|
|
}
|
|
else if (self.weapon == it_shotgun)
|
|
{
|
|
player_shot1 ();
|
|
w_fireshotgun ();
|
|
self.attack_finished = time + 0.5;
|
|
}
|
|
else if (self.weapon == it_super_shotgun)
|
|
{
|
|
player_shot1 ();
|
|
w_firesupershotgun ();
|
|
self.attack_finished = time + 0.7;
|
|
}
|
|
else if (self.weapon == it_nailgun)
|
|
{
|
|
player_nail1 ();
|
|
}
|
|
else if (self.weapon == it_super_nailgun)
|
|
{
|
|
player_nail1 ();
|
|
}
|
|
else if (self.weapon == it_grenade_launcher)
|
|
{
|
|
player_rocket1();
|
|
w_firegrenade();
|
|
self.attack_finished = time + 0.6;
|
|
}
|
|
else if (self.weapon == it_rocket_launcher)
|
|
{
|
|
player_rocket1();
|
|
w_firerocket();
|
|
self.attack_finished = time + 0.8;
|
|
}
|
|
else if (self.weapon == it_lightning)
|
|
{
|
|
player_light1();
|
|
self.attack_finished = time + 0.1;
|
|
sound (self, chan_auto, "weapons/lstart.wav", 1, attn_norm);
|
|
}
|
|
//med
|
|
else if (self.weapon == it_laser_cannon)
|
|
{
|
|
player_laser1();
|
|
}
|
|
//med
|
|
else if (self.weapon == it_mjolnir)
|
|
{
|
|
if (self.ammo_cells < 30)
|
|
player_hammer1();
|
|
else
|
|
player_mjolnir1();
|
|
self.attack_finished = time + 0.8;
|
|
}
|
|
//med
|
|
else if (self.weapon == it_proximity_gun)
|
|
{
|
|
player_rocket1();
|
|
w_fireproximitygrenade();
|
|
self.attack_finished = time + 0.6;
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
w_changeweapon
|
|
|
|
============
|
|
*/
|
|
//med 10/18/96 added hipweapons
|
|
void() w_changeweapon =
|
|
{
|
|
local float it, am, fl;
|
|
local float oldimpulse;
|
|
|
|
it = self.items;
|
|
am = 0;
|
|
|
|
//med
|
|
if (self.impulse == 1)
|
|
{
|
|
fl = it_axe;
|
|
}
|
|
else if (self.impulse == 2)
|
|
{
|
|
fl = it_shotgun;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.impulse == 3)
|
|
{
|
|
fl = it_super_shotgun;
|
|
if (self.ammo_shells < 2)
|
|
am = 1;
|
|
}
|
|
else if (self.impulse == 4)
|
|
{
|
|
fl = it_nailgun;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
}
|
|
//med
|
|
else if (self.impulse == 5)
|
|
{
|
|
fl = it_super_nailgun;
|
|
if (self.ammo_nails < 2)
|
|
am = 1;
|
|
|
|
}
|
|
//med
|
|
else if (self.impulse == 6)
|
|
{
|
|
if (self.weapon == it_grenade_launcher)
|
|
{
|
|
fl = it_proximity_gun;
|
|
}
|
|
else
|
|
{
|
|
fl = it_grenade_launcher;
|
|
}
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.impulse == 7)
|
|
{
|
|
fl = it_rocket_launcher;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
//med
|
|
else if (self.impulse == 8)
|
|
{
|
|
fl = it_lightning;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.impulse == 225)
|
|
{
|
|
fl = it_laser_cannon;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.impulse == 226)
|
|
{
|
|
fl = it_mjolnir;
|
|
}
|
|
|
|
//med
|
|
oldimpulse = self.impulse;
|
|
self.impulse = 0;
|
|
|
|
if (!(self.items & fl))
|
|
{
|
|
//med
|
|
if (fl == it_grenade_launcher)
|
|
{
|
|
fl = it_proximity_gun;
|
|
if (!(self.items & fl))
|
|
{
|
|
sprint (self, "no weapon.\n");
|
|
return;
|
|
}
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
else
|
|
am = 0;
|
|
}
|
|
else
|
|
{
|
|
sprint (self, "no weapon.\n");
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (am)
|
|
{ // don't have the ammo
|
|
sprint (self, "not enough ammo.\n");
|
|
return;
|
|
}
|
|
|
|
//
|
|
// set weapon, set ammo
|
|
//
|
|
self.weapon = fl;
|
|
w_setcurrentammo ();
|
|
};
|
|
|
|
/*
|
|
============
|
|
cheatcommand
|
|
============
|
|
*/
|
|
void() cheatcommand =
|
|
{
|
|
if (deathmatch || coop)
|
|
return;
|
|
|
|
self.ammo_rockets = 100;
|
|
self.ammo_nails = 200;
|
|
self.ammo_shells = 100;
|
|
self.items = self.items |
|
|
it_axe |
|
|
it_shotgun |
|
|
it_super_shotgun |
|
|
it_nailgun |
|
|
it_super_nailgun |
|
|
it_grenade_launcher |
|
|
it_rocket_launcher |
|
|
it_key1 | it_key2;
|
|
|
|
self.ammo_cells = 200;
|
|
self.items = self.items | it_lightning;
|
|
//med
|
|
self.items = self.items | it_laser_cannon;
|
|
self.items = self.items | it_mjolnir;
|
|
self.items = self.items | it_proximity_gun;
|
|
|
|
self.weapon = it_rocket_launcher;
|
|
self.impulse = 0;
|
|
w_setcurrentammo ();
|
|
};
|
|
|
|
/*
|
|
============
|
|
cycleweaponcommand
|
|
|
|
go to the next weapon with ammo
|
|
============
|
|
*/
|
|
void() cycleweaponcommand =
|
|
{
|
|
local float it, am;
|
|
|
|
it = self.items;
|
|
self.impulse = 0;
|
|
|
|
while (1)
|
|
{
|
|
am = 0;
|
|
|
|
//med
|
|
if (self.weapon == it_mjolnir)
|
|
{
|
|
self.weapon = it_axe;
|
|
}
|
|
else if (self.weapon == it_axe)
|
|
{
|
|
self.weapon = it_shotgun;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == it_shotgun)
|
|
{
|
|
self.weapon = it_super_shotgun;
|
|
if (self.ammo_shells < 2)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == it_super_shotgun)
|
|
{
|
|
self.weapon = it_nailgun;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == it_nailgun)
|
|
{
|
|
self.weapon = it_super_nailgun;
|
|
if (self.ammo_nails < 2)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == it_super_nailgun)
|
|
{
|
|
self.weapon = it_grenade_launcher;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
//med
|
|
else if (self.weapon == it_grenade_launcher)
|
|
{
|
|
self.weapon = it_proximity_gun;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
//med
|
|
else if (self.weapon == it_proximity_gun)
|
|
{
|
|
self.weapon = it_rocket_launcher;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == it_rocket_launcher)
|
|
{
|
|
self.weapon = it_lightning;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == it_lightning)
|
|
{
|
|
self.weapon = it_laser_cannon;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == it_laser_cannon)
|
|
{
|
|
self.weapon = it_mjolnir;
|
|
}
|
|
|
|
if ( (self.items & self.weapon) && am == 0)
|
|
{
|
|
w_setcurrentammo ();
|
|
return;
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
/*
|
|
============
|
|
cycleweaponreversecommand
|
|
|
|
go to the prev weapon with ammo
|
|
============
|
|
*/
|
|
void() cycleweaponreversecommand =
|
|
{
|
|
local float it, am;
|
|
|
|
it = self.items;
|
|
self.impulse = 0;
|
|
|
|
while (1)
|
|
{
|
|
am = 0;
|
|
|
|
//med
|
|
if (self.weapon == it_mjolnir)
|
|
{
|
|
self.weapon = it_laser_cannon;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
//med
|
|
else if (self.weapon == it_laser_cannon)
|
|
{
|
|
self.weapon = it_lightning;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == it_lightning)
|
|
{
|
|
self.weapon = it_rocket_launcher;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == it_rocket_launcher)
|
|
{
|
|
self.weapon = it_proximity_gun;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == it_proximity_gun)
|
|
{
|
|
self.weapon = it_grenade_launcher;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == it_grenade_launcher)
|
|
{
|
|
self.weapon = it_super_nailgun;
|
|
if (self.ammo_nails < 2)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == it_super_nailgun)
|
|
{
|
|
self.weapon = it_nailgun;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == it_nailgun)
|
|
{
|
|
self.weapon = it_super_shotgun;
|
|
if (self.ammo_shells < 2)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == it_super_shotgun)
|
|
{
|
|
self.weapon = it_shotgun;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
}
|
|
else if (self.weapon == it_shotgun)
|
|
{
|
|
self.weapon = it_axe;
|
|
}
|
|
else if (self.weapon == it_axe)
|
|
{
|
|
self.weapon = it_mjolnir;
|
|
}
|
|
|
|
if ( (it & self.weapon) && am == 0)
|
|
{
|
|
w_setcurrentammo ();
|
|
return;
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
/*
|
|
============
|
|
serverflagscommand
|
|
|
|
just for development
|
|
============
|
|
*/
|
|
void() serverflagscommand =
|
|
{
|
|
serverflags = serverflags * 2 + 1;
|
|
};
|
|
|
|
void() quadcheat =
|
|
{
|
|
if (deathmatch || coop)
|
|
return;
|
|
self.super_time = 1;
|
|
self.super_damage_finished = time + 30;
|
|
self.items = self.items | it_quad;
|
|
bprint ("quad cheat\n");
|
|
};
|
|
|
|
//med
|
|
void() wetsuitcheat =
|
|
{
|
|
if (deathmatch || coop)
|
|
return;
|
|
self.items2 = self.items2 | hip_it_wetsuit;
|
|
self.wetsuit_time = 1;
|
|
self.wetsuit_finished = time + 30;
|
|
bprint( "wetsuit cheat\n" );
|
|
};
|
|
|
|
//med
|
|
void() empathyshieldscheat =
|
|
{
|
|
if (deathmatch || coop)
|
|
return;
|
|
self.items2 = self.items2 | hip_it_empathy_shields;
|
|
self.empathy_time = 1;
|
|
self.empathy_finished = time + 30;
|
|
bprint( "empathy shields cheat\n" );
|
|
};
|
|
|
|
void() dumpentities =
|
|
{
|
|
local entity head;
|
|
local float i;
|
|
|
|
i = 1;
|
|
head = nextent(world);
|
|
while (head!=world)
|
|
{
|
|
dprint(ftos(i));
|
|
dprint(" ");
|
|
dprint(head.classname);
|
|
dprint("\n");
|
|
head = nextent(head);
|
|
i = i + 1;
|
|
}
|
|
};
|
|
|
|
void() dumpliveentities =
|
|
{
|
|
local entity head;
|
|
local float i;
|
|
|
|
i = 1;
|
|
head = nextent(world);
|
|
while (head!=world)
|
|
{
|
|
if (head.health > 0)
|
|
{
|
|
dprint(ftos(i));
|
|
dprint(" ");
|
|
dprint(head.classname);
|
|
dprint(" ");
|
|
dprint(vtos(head.origin));
|
|
dprint("\n");
|
|
dprint("--------------------\n");
|
|
}
|
|
head = nextent(head);
|
|
i = i + 1;
|
|
}
|
|
};
|
|
|
|
void() genocide =
|
|
{
|
|
local entity head;
|
|
|
|
if (deathmatch || coop)
|
|
return;
|
|
bprint("genocide!\n");
|
|
head = nextent(world);
|
|
while (head!=world)
|
|
{
|
|
if ((head.health > 0) && (head.flags & fl_monster))
|
|
{
|
|
t_damage(head,world,world,head.health+10);
|
|
}
|
|
head = nextent(head);
|
|
}
|
|
};
|
|
|
|
float dump_coord;
|
|
void () toggledump =
|
|
{
|
|
dump_coord = 1 - dump_coord;
|
|
if (dump_coord == 1)
|
|
bprint("dumping player location\n");
|
|
};
|
|
void () dumpcoordinates =
|
|
{
|
|
local entity pl;
|
|
pl = checkclient();
|
|
if (pl)
|
|
{
|
|
bprint("player: ");
|
|
bprint(vtos(pl.origin));
|
|
bprint("\n");
|
|
}
|
|
};
|
|
/*
|
|
============
|
|
impulsecommands
|
|
|
|
============
|
|
*/
|
|
void() impulsecommands =
|
|
{
|
|
if (self.impulse >= 1 && self.impulse <= 8)
|
|
w_changeweapon ();
|
|
|
|
if (self.impulse >= 225 && self.impulse <= 226)
|
|
w_changeweapon ();
|
|
|
|
if (self.impulse == 9)
|
|
cheatcommand ();
|
|
if (self.impulse == 10)
|
|
cycleweaponcommand ();
|
|
if (self.impulse == 11)
|
|
serverflagscommand ();
|
|
if (self.impulse == 12)
|
|
cycleweaponreversecommand ();
|
|
//jim
|
|
if ( self.impulse == 200 )
|
|
wetsuitcheat();
|
|
//med
|
|
if ( self.impulse == 201 )
|
|
empathyshieldscheat();
|
|
if ( self.impulse == 205 )
|
|
genocide();
|
|
if ( self.impulse == 206 )
|
|
toggledump();
|
|
if ( self.impulse == 202 )
|
|
dumpentities();
|
|
if ( self.impulse == 203 )
|
|
dumpliveentities();
|
|
if (self.impulse == 255)
|
|
quadcheat ();
|
|
if (dump_coord == 1)
|
|
dumpcoordinates();
|
|
|
|
self.impulse = 0;
|
|
};
|
|
|
|
/*
|
|
============
|
|
w_weaponframe
|
|
|
|
called every frame so impulse events can be handled as well as possible
|
|
============
|
|
*/
|
|
void() w_weaponframe =
|
|
{
|
|
if (time < self.attack_finished)
|
|
return;
|
|
|
|
impulsecommands ();
|
|
|
|
// check for attack
|
|
if (self.button0)
|
|
{
|
|
superdamagesound ();
|
|
w_attack ();
|
|
}
|
|
};
|
|
|
|
/*
|
|
========
|
|
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);
|
|
}
|
|
}
|
|
return;
|
|
};
|