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The Arsenal Files 8
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The Arsenal Files Collection #8 (Arsenal Computer) (1996).ISO
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g_quake
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dropde-2.zip
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WEAPONS.QC
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1996-09-27
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/*
*/
void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
void () player_run;
void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
void(vector org, vector vel, float damage) SpawnBlood;
void() SuperDamageSound;
//Flamethrower
void () W_FireFlame;
// DD functions & code.
float actual_team1 = 5;
float actual_team2 = 13;
float actual_team3 = 1;
float actual_team4 = 4;
float IT_time;
float tag_wait_time;
float assigned_team;
string color_team;
string team_name;
float skin_team;
string skin_name;
void (float actual_team) TeamName =
{
if (actual_team == actual_team1)
team_name = "RED";
else if (actual_team == actual_team2)
team_name = "YELLOW";
else if (actual_team == actual_team3)
team_name = "WHITE";
else
team_name = "GREEN";
};
void (float skin_number) SkinName =
{
if (skin_number == 0)
skin_name = "Default Quake";
else if (skin_number == 1)
skin_name = "Duke Nukem 3d";
else if (skin_number == 2)
skin_name = "Toad";
else if (skin_number == 3)
skin_name = "Stormtrooper";
else if (skin_number == 4)
skin_name = "Max";
else if (skin_number == 5)
skin_name = "Terminator";
else if (skin_number == 6)
skin_name = "Judge Dredd";
else if (skin_number == 7)
skin_name = "Camouflaged Soldier";
else if (skin_number == 8)
skin_name = "Captain Picard";
else if (skin_number == 9)
skin_name = "Wizard";
else if (skin_number == 10)
skin_name = "Predator";
else if (skin_number == 11)
skin_name = "Skeleton";
else if (skin_number == 12)
skin_name = "Wan-Fu";
else if (skin_number == 13)
skin_name = "Henry Rollins";
else if (skin_number == 14)
skin_name = "He-Man";
else if (skin_number == 15)
skin_name = "Boba";
else if (skin_number == 16)
skin_name = "Superman";
else if (skin_number == 17)
skin_name = "Cop";
else if (skin_number == 18)
skin_name = "The Flash";
else
skin_name = "Unknown";
};
void (float team_number, float actual_team) ConfigTeam =
{
if (team_number == 1 || actual_team == actual_team1)
{
assigned_team = actual_team1;
color_team = "color 4 4\n";
skin_team = 0;
}
else if (team_number == 2 || actual_team == actual_team2)
{
assigned_team = actual_team2;
color_team = "color 12 12\n";
skin_team = 1;
}
else if (team_number == 3 || actual_team == actual_team3)
{
assigned_team = actual_team3;
color_team = "color 0 0\n";
skin_team = 3;
}
else
{
assigned_team = actual_team4;
color_team = "color 3 3\n";
skin_team = 2;
}
TeamName(assigned_team);
SkinName(skin_team);
};
void (float team_number, float actual_team) SetTeam =
{
ConfigTeam(team_number, actual_team);
sprint(self, "You have been assigned to the ");
sprint(self, team_name);
sprint(self, " team (");
sprint(self, skin_name);
sprint(self, " Skin).\n");
stuffcmd(self, color_team);
self.start_team = assigned_team;
parm11 = assigned_team;
self.team = assigned_team;
self.skin = skin_team;
parm10 = skin_team;
};
void (float team_number, float actual_team) ResetTeam =
{
ConfigTeam(team_number, actual_team);
sprint(self, "You are a member of the ");
sprint(self, team_name);
sprint(self, " team (");
sprint(self, skin_name);
sprint(self, " Skin).\n");
stuffcmd(self, color_team);
self.start_team = assigned_team;
parm11 = assigned_team;
self.team = assigned_team;
self.skin = skin_team;
parm10 = skin_team;
};
// called by worldspawn
void() W_Precache =
{
precache_sound ("hknight/hit.wav"); // flamethrower
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
precache_sound2 ("blob/land1.wav"); // chain go splorch!
precache_sound ("plats/medplat1.wav"); // chain cranking out
precache_sound ("doors/ddoor1.wav"); // chain cranking in
precache_sound ("items/protect3.wav");
precache_sound ("items/damage3.wav");
};
float() crandom =
{
return 2*(random() - 0.5);
};
/*
================
W_FireAxe
================
*/
void() W_FireAxe =
{
local vector source;
local vector org;
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)
{
sound (self, CHAN_WEAPON, "zombie/z_hit.wav", 1, ATTN_NORM);
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;
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)
TraceAttack (4, direction);
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() MissileExplode =
{
if (other.health)
{
local float dam;
dam = 100 + random() * 20;
if (other.classname == "monster_shambler")
dam = dam * 0.5; // mostly immune
T_Damage (other, self, self.owner, dam);
}
// 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 ();
};
void() T_MissileTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
MissileExplode();
};
/*
================
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;
// 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 = MissileExplode;
setmodel (missile, "progs/missile.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin + v_forward*8 + '0 0 16');
};
/*
===============================================================================
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);
if (trace_ent.takedamage)
{
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);
if (trace_ent != e1 && trace_ent.takedamage)
{
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);
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
{
particle (trace_endpos, '0 0 100', 225, damage*4);
T_Damage (trace_ent, from, from, damage);
}
};
void() W_FireLightning =
{
local vector org;
if (self.ammo_cells < 1)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
// explode if under water
if (self.waterlevel > 1)
{
// T_RadiusDamage (self, self, 35*self.ammo_cells, world);
// Only players near and in water will be harmed by discharges.
T_WaterRadiusDamage (self, self, 5 * self.ammo_cells
, 250, world);
self.ammo_cells = 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);
// If shooting into water, all players in that water will take damage.
if (trace_inwater || trace_ent.waterlevel)
{
local vector save_org;
save_org = self.origin;
self.origin = trace_endpos;
T_WaterRadiusDamage (self, self, 2, 250, self);
self.origin = save_org;
}
else
LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
};
//=============================================================================
void() GrenadeExplode =
{
T_RadiusDamage (self, self.owner, 120, self);
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() spike_touch;
void() superspike_touch;
/*
===============
launch_spike
Generic spike launch.
===============
*/
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 + 5;
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, 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 + v_right * ox, dir);
self.punchangle_x = -2;
};
void(vector org) spawn_tfog;
void(vector org, entity death_owner) spawn_tdeath;
void() spike_touch =
{
// if (other == self.owner)
// return;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(self.origin) != CONTENT_SKY)
{
// hit something that bleeds
if (other.takedamage)
{
local float dam;
if (self.classname == "spike" && self.movetype == MOVETYPE_BOUNCE)
dam = ((fabs(self.velocity_x) + fabs(self.velocity_y)
+ fabs(self.velocity_z)) * 0.006) + random();
else
dam = 9;
spawn_touchblood (dam);
T_Damage (other, self, self.owner, dam);
}
else
{
local float spike;
if (self.classname == "wizspike")
spike = TE_WIZSPIKE;
else if (self.classname == "knightspike")
spike = TE_KNIGHTSPIKE;
else
spike = TE_SPIKE;
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, spike);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
if (ricochet && spike == TE_SPIKE)
{
if (self.movetype == MOVETYPE_FLYMISSILE)
{
// Back up spike and change it to a bounce move type.
traceline(self.origin - (v_forward * 8)
, self.origin + (v_forward * 16), TRUE, self);
setorigin(self, trace_endpos - (v_forward * 2));
self.movetype = MOVETYPE_BOUNCE;
self.avelocity = '300 300 300';
self.owner = world; // Now allow spike owner to be hit.
}
return;
}
}
}
remove(self);
};
void() superspike_touch =
{
// if (other == self.owner)
// return;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(self.origin) != CONTENT_SKY)
{
// hit something that bleeds
if (other.takedamage)
{
local float dam;
if (self.movetype == MOVETYPE_BOUNCE)
dam = ((fabs(self.velocity_x) + fabs(self.velocity_y)
+ fabs(self.velocity_z)) * 0.01) + random();
else
dam = 18;
spawn_touchblood (dam);
T_Damage (other, self, self.owner, dam);
}
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);
if (ricochet && self.movetype == MOVETYPE_FLYMISSILE)
{
// Back up spike and change it to a bounce move type.
traceline(self.origin - (v_forward * 8)
, self.origin + (v_forward * 16), TRUE, self);
setorigin(self, trace_endpos - (v_forward * 2));
self.movetype = MOVETYPE_BOUNCE;
self.avelocity = '300 300 300';
self.owner = world; // Now allow spike owner to be hit.
}
return;
}
}
remove(self);
};
/*
===============================================================================
PLAYER WEAPON USE
===============================================================================
*/
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_MORNINGSTAR)
{
self.currentammo = 0;
self.weaponmodel = "progs/v_star.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;
}
else if (self.weapon == IT_GRENADE_LAUNCHER
|| self.weapon == IT_FLAMETHROWER)
{
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;
}
else
{
self.currentammo = 0;
self.weaponmodel = "";
self.weaponframe = 0;
}
};
float() W_BestWeapon =
{
local float it;
it = self.items;
if (self.ammo_cells >= 1 && (it & IT_LIGHTNING) && self.waterlevel <= 1 )
return IT_LIGHTNING;
else if (self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) )
return IT_SUPER_NAILGUN;
else if (self.ammo_rockets >= 1 && (it & IT_FLAMETHROWER)
&& self.waterlevel <= 2 )
return IT_FLAMETHROWER;
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;
/*
else 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 >= 1) // DD change.
return TRUE;
if (self.weapon == IT_AXE || self.weapon == IT_MORNINGSTAR)
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;
void() player_chain1;
void() player_chain3;
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;
}
// Flamethrower
else if (self.weapon == IT_FLAMETHROWER)
{
player_shot1();
W_FireFlame();
if (self.waterlevel > 2)
self.attack_finished = time + 1;
else
self.attack_finished = time + 0.1;
}
else if (self.weapon == IT_LIGHTNING)
{
player_light1();
self.attack_finished = time + 0.1;
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
}
else if (self.weapon == IT_MORNINGSTAR)
{
if (self.hook == world)
player_chain1();
else
player_chain3();
self.attack_finished = time + 0.5;
}
};
/*
============
W_ChangeWeapon
============
*/
void() W_ChangeWeapon =
{
local float it, am, fl;
it = self.items;
am = 0;
if (self.impulse == 1)
{
if (morningstar && self.weapon == IT_AXE)
fl = IT_MORNINGSTAR;
else
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;
}
else if (self.impulse == 5)
{
fl = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
}
else if (self.impulse == 6)
{
if (self.weapon != IT_GRENADE_LAUNCHER)
fl = IT_GRENADE_LAUNCHER;
else
fl = IT_FLAMETHROWER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.impulse == 7)
{
fl = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.impulse == 8)
{
fl = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
}
else if (self.impulse == 50)
{
fl = IT_FLAMETHROWER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.impulse == 51)
{
if (!morningstar)
{
self.impulse = 0;
return;
}
fl = IT_MORNINGSTAR;
}
self.impulse = 0;
if (!(self.items & fl))
{ // don't have the weapon
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;
if (fl == IT_FLAMETHROWER)
sprint (self, "Flamethrower\n");
else if (fl == IT_GRENADE_LAUNCHER)
sprint (self, "Grenade Launcher\n");
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_FLAMETHROWER |
IT_ROCKET_LAUNCHER |
IT_KEY1 | IT_KEY2;
self.ammo_cells = 200;
self.items = self.items | IT_LIGHTNING;
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;
if (self.weapon == IT_LIGHTNING)
{
self.weapon = IT_AXE;
}
else if (self.weapon == IT_AXE)
{
if (morningstar)
self.weapon = IT_MORNINGSTAR;
else
{
self.weapon = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
}
}
else if (self.weapon == IT_MORNINGSTAR)
{
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;
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
self.weapon = IT_FLAMETHROWER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.weapon == IT_FLAMETHROWER)
{
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;
}
if ( (self.items & self.weapon) && am == 0)
{
if (self.weapon == IT_FLAMETHROWER)
sprint(self,"Flamethrower\n");
else if (self.weapon == IT_GRENADE_LAUNCHER)
sprint(self,"Grenade Launcher\n");
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;
dprint ("quad cheat\n");
};
/*
============
ImpulseCommands
============
*/
void() ImpulseCommands =
{
if ( (self.impulse >= 1 && self.impulse <= 8)
|| (self.impulse >= 50 && self.impulse <= 51) )
W_ChangeWeapon ();
else if (self.impulse == 9)
CheatCommand ();
else if (self.impulse == 10)
CycleWeaponCommand ();
else if (self.impulse == 11)
ServerflagsCommand ();
// DD code.
else if (self.impulse >= 150 && self.impulse <= 168)
{
if (!teamplay && deathmatch)
{
self.skin = self.impulse - 150;
SkinName(self.skin);
bprint(self.netname);
bprint(" now has the ");
bprint(skin_name);
bprint(" Skin.\n");
}
}
else if (self.impulse == 200)
{
if (!teamplay && deathmatch)
{
self.skin = self.skin + 1;
if (self.skin > 18)
self.skin = 0;
SkinName(self.skin);
bprint(self.netname);
bprint(" now has the ");
bprint(skin_name);
bprint(" Skin.\n");
}
}
else if (self.impulse == 201)
{
if (!teamplay && deathmatch)
{
self.skin = self.skin - 1;
if (self.skin < 0)
self.skin = 18;
SkinName(self.skin);
bprint(self.netname);
bprint(" now has the ");
bprint(skin_name);
bprint(" Skin.\n");
}
}
else if (self.impulse == 202)
{
local float team1;
local float team2;
local float team3;
local float team4;
if (self.start_team == 0)
{
// Get player count for each team.
team1 = team2 = team3 = team4 = 0;
other = find (world, classname, "player");
while (other != world)
{
if (other.start_team == actual_team1)
team1 = team1 + 1;
else if (other.start_team == actual_team2)
team2 = team2 + 1;
else if (other.start_team == actual_team3)
team3 = team3 + 1;
else if (other.start_team == actual_team4)
team4 = team4 + 1;
other = find (other, classname, "player");
}
if (teamplay < 0) // Game of tag?
{
sprint(self, "How about a game of tag?\n");
if (team1 && !team2)
{
ConfigTeam(2, 0);
sprint(self, "Tag! You're IT!\n");
sprint(self, "Earn a bonus frag for each minute you survive.\n");
stuffcmd(self, color_team);
self.start_team = assigned_team;
parm11 = assigned_team;
self.team = assigned_team;
self.skin = skin_team;
parm10 = skin_team;
IT_time = time;
}
else
{
ConfigTeam(2, 0);
sprint(self, "Kill the IT player (");
sprint(self, team_name);
sprint(self, " with ");
sprint(self, skin_name);
sprint(self, " Skin) and earn 3 frags!\n");
ConfigTeam(1, 0);
stuffcmd(self, color_team);
self.start_team = assigned_team;
parm11 = assigned_team;
self.team = assigned_team;
self.skin = skin_team;
parm10 = skin_team;
}
}
else if (teamplay == 2)
{
sprint(self, "This is a two team server.\n");
if (team1 <= team2)
SetTeam(1, 0);
else
SetTeam(2, 0);
}
else if (teamplay == 3)
{
sprint(self, "This is a three team server.\n");
if (team1 <= team2 && team1 <= team3)
SetTeam(1, 0);
else if (team2 <= team3)
SetTeam(2, 0);
else
SetTeam(3, 0);
}
else // 4 teams
{
sprint(self, "This is a four team server.\n");
if (team1 <= team2 && team1 <= team3 && team1 <= team4)
SetTeam(1, 0);
else if (team2 <= team3 && team2 <= team4)
SetTeam(2, 0);
else if (team3 <= team4)
SetTeam(3, 0);
else
SetTeam(4, 0);
}
}
else // Attempt to switch sides.
{
if (teamplay < 0)
{
if (self.start_team == actual_team2)
{
if (self.team == -1) // Was a tag made?
{
bprint("Tag! ");
bprint(self.netname);
bprint(" is now IT!\n");
IT_time = time;
}
else
sprint(self, "There's no avoiding it - You're IT!\n");
}
ConfigTeam(0, self.start_team);
stuffcmd(self, color_team);
self.start_team = assigned_team;
parm11 = assigned_team;
self.team = assigned_team;
self.skin = skin_team;
parm10 = skin_team;
}
else if (self.team != self.start_team)
ResetTeam(0, self.start_team);
}
}
else if (self.impulse == 255)
QuadCheat ();
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;
};