Added ammo purchases and caliber infotypes Started working on the Escape gamemode Crouching is now implemented
185 lines
4.9 KiB
C
185 lines
4.9 KiB
C
/*
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OpenCS Project
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Copyright (C) 2015 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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.entity eUser;
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.entity eTargetPoint;
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.entity eLastCreated;
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enum {
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HOSTAGE_IDLE,
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HOSTAGE_WALK,
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HOSTAGE_RUN
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};
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// To make sure they are following us right
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entity hostage_waypoint( void ) {
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entity ePoint = spawn();
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setorigin( ePoint, self.eUser.origin );
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//setmodel( ePoint, "models/chick.mdl" ); // Visual feedback...
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return ePoint;
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}
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// Called whenver a hostage is shot
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void hostage_pain( void ) {
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self.frame = 13 - ceil( random() * 5);
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}
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// hosdown.wav
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void hostage_die( void ) {
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sound( world, CHAN_VOICE, "radio/hosdown.wav", 1.0, ATTN_NONE );
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self.frame = 30 + ceil( random() * 5);
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self.solid = SOLID_NOT;
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self.takedamage = DAMAGE_NO;
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if ( other.eTargetPoint != other.eUser ) {
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remove( other.eTargetPoint );
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}
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}
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// Happens upon calling 'use'
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void hostage_use( void ) {
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if ( eActivator.team == TEAM_CT ) {
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if ( ( self.eUser == world ) ) {
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sound( self, CHAN_VOICE, sprintf( "hostage/hos%d.wav", ceil( random() * 5 ) ), 1.0, ATTN_IDLE );
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self.eUser = eActivator;
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self.eTargetPoint = self.eUser;
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} else {
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self.eUser = world;
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}
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}
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}
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// Run every frame
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void hostage_physics( void ) {
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input_movevalues = '0 0 0';
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input_impulse = 0;
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input_buttons = 0;
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input_angles = self.angles;
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// Are we meant to follow someone and AREN'T dead?
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if ( ( self.eUser != world ) && ( self.health > 0 ) ) {
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// Which direction we have to face
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vector vEndAngle = vectoangles( self.eTargetPoint.origin - self.origin );
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// Slowly turn towards target
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float fTurn = Math_LerpAngle( self.angles_y, vEndAngle_y, 0.2 );
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self.angles_y += fTurn;
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// Is the waypoint close? if so, remove and go set the next one!
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float fDist1 = vlen( self.eTargetPoint.origin - self.origin );
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if ( fDist1 < 100 && self.eTargetPoint != self.eUser ) {
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entity eTemp = self.eTargetPoint;
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if ( self.eTargetPoint.eTargetPoint ) {
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self.eTargetPoint = self.eTargetPoint.eTargetPoint;
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} else {
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self.eTargetPoint = self.eUser;
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}
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remove( eTemp ); // Delete the old waypoint
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}
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// Don't switch states so often
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if( self.fAttackFinished < time ) {
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// Here we check the distance of us and the player, then choosing if we should walk/run etc.
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float fDist = vlen( self.eUser.origin - self.origin );
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if ( fDist < 130 ) {
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self.style = HOSTAGE_IDLE;
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self.fAttackFinished = time + 0.1;
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} else if ( fDist < 200 ) {
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self.style = HOSTAGE_WALK;
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self.fAttackFinished = time + 0.4;
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} else {
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self.style = HOSTAGE_RUN;
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self.fAttackFinished = time + 0.1;
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// We only ever need to create waypoints when we run
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if ( self.fStepTime < time ) {
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if ( self.eTargetPoint == self.eUser ) {
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// Create the first waypoint
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self.eTargetPoint = hostage_waypoint();
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self.eLastCreated = self.eTargetPoint;
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} else {
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// Create the next one and link
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self.eLastCreated.eTargetPoint = hostage_waypoint();
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self.eLastCreated = self.eLastCreated.eTargetPoint;
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}
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self.fStepTime = time + 0.2;
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}
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}
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}
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// Decide speed and stuff
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if ( self.style == HOSTAGE_WALK ) {
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self.frame = 0;
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input_movevalues = '110 0 0';
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} else if ( self.style == HOSTAGE_RUN ) {
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input_movevalues = '220 0 0';
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self.frame = 2;
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} else {
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input_movevalues = '0 0 0';
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if ( fTurn > 0 ) {
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self.frame = 5;
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} else if ( fTurn < 0 ){
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self.frame = 6;
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} else {
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self.frame = 13;
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}
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}
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}
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// Calculate physstuff
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runstandardplayerphysics( self );
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}
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/*
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=================
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SPAWN: hostage_entity
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Entry function for the hostages.
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=================
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*/
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void hostage_entity( void ) {
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precache_model( self.model );
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setorigin( self, self.origin );
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_WALK;
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setmodel( self, self.model );
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setsize( self, VEC_HULL_MIN + '0 0 36', VEC_HULL_MAX + '0 0 36' );
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self.customphysics = hostage_physics;
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self.eUser = world;
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self.eTargetPoint = world;
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self.iUsable = TRUE;
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self.iBleeds = TRUE;
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self.takedamage = DAMAGE_YES;
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self.vUse = hostage_use;
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self.vPain = hostage_pain;
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self.vDeath = hostage_die;
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self.style = HOSTAGE_IDLE;
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self.frame = 13; // Idle frame
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self.health = 100;
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iHostagesMax = iHostagesMax + 1; // Increase the global count of hostages
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}
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