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WEAPONS.QC
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1997-04-09
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/*
*/
//JIM
void( vector pos ) placebullethole;
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;
//MED 10/18/96
void(float damage) spawn_touchblood;
/*
================
HIPNOTIC WEAPONS
================
*/
void() HIP_LaserTouch =
{
local vector org;
local vector spot1,spot2;
local vector oldvel;
local float mag;
local float r;
self.owner = world;
self.cnt = self.cnt + 1;
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
oldvel = normalize(self.old_velocity);
spot1 = self.origin - (16*oldvel);
spot2 = self.origin + (16*oldvel);
traceline (spot1, spot2, FALSE, self); // see through other monsters
self.origin = trace_endpos;
org = self.origin;
if (other.health)
{
if (self.lastvictim == other)
{
self.dmg = self.dmg / 2;
}
spawn_touchblood (self.dmg);
T_Damage (other, self, self.lastvictim, self.dmg);
}
else if ((self.cnt == 3) || (random()<0.15))
{
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);
}
else
{
// self.dmg = 0.66 * self.dmg;
self.dmg = 0.9 * self.dmg;
// self.speed = 0.95 * self.speed;
self.velocity = oldvel+(2*trace_plane_normal);
self.velocity = normalize(self.velocity);
self.velocity = self.speed * self.velocity;
self.old_velocity = self.velocity;
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
r = random();
sound (self, CHAN_WEAPON, "hipweap/laserric.wav", 1, ATTN_STATIC);
/*
if (r<0.33)
sound (self, CHAN_WEAPON, "weapons/ric1.wav", 1, ATTN_STATIC);
else if (r<0.66)
sound (self, CHAN_WEAPON, "weapons/ric2.wav", 1, ATTN_STATIC);
else
sound (self, CHAN_WEAPON, "weapons/ric3.wav", 1, ATTN_STATIC);
*/
return;
}
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC);
remove(self);
};
void() HIP_LaserThink =
{
local float delta;
if (time>self.attack_finished)
{
remove(self);
return;
}
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
self.velocity = self.old_velocity;
self.angles = vectoangles(self.velocity);
self.nextthink = time+0.1;
};
void(vector org, vector vec, float light) HIP_LaunchLaser =
{
// sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
sound (self ,CHAN_WEAPON, "hipweap/laserg.wav", 1, ATTN_NORM);
vec = normalize(vec);
newmis = spawn();
newmis.owner = self;
newmis.classname = "hiplaser";
newmis.lastvictim = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
if (light)
newmis.effects = EF_DIMLIGHT;
setmodel (newmis, "progs/lasrspik.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, org);
newmis.speed = 1000;
newmis.dmg = 18;
newmis.velocity = vec * newmis.speed;
newmis.old_velocity = newmis.velocity;
newmis.angles = vectoangles(newmis.velocity);
newmis.avelocity = '0 0 400';
newmis.nextthink = time;
newmis.attack_finished = time + 5;
newmis.think = HIP_LaserThink;
newmis.touch = HIP_LaserTouch;
newmis.count = 0;
};
/*
=================
HIP_FireLaser
=================
*/
void(float stat) HIP_FireLaser =
{
local vector org;
local vector dir;
local vector out;
local float ofs;
local float aofs;
if (!self.button0)
{
player_run ();
return;
}
if (self.ammo_cells < 1)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
SuperDamageSound();
self.effects = self.effects | EF_MUZZLEFLASH;
makevectors (self.v_angle);
ofs = 6;
out = v_forward;
out_z = 0;
out = normalize(out);
org = self.origin + ((12-ofs) * v_up) + (12*out);
// org = self.origin + (1*v_forward);
dir = aim (self, 1000);
aofs = ofs * 0.707;
if (stat == 0)
{
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
org = org + (aofs*v_right);
org = org - (aofs*v_up);
HIP_LaunchLaser(org, dir, 0);
org = org - (2*aofs*v_right);
HIP_LaunchLaser(org, dir, 0);
}
else if (stat == 1)
{
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
org = org + (ofs*v_up);
if (random()<0.1)
{
HIP_LaunchLaser(org, dir, 1);
newmis.dmg = 25;
}
else
HIP_LaunchLaser(org, dir, 0);
}
self.punchangle_x = -1;
};
/*
=================
HIP_HammerDamage
=================
*/
void(vector p1, vector p2, entity from, float damage) HIP_HammerDamage =
{
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() HIP_DiversionLightningThink =
{
local vector org,end;
if (time > self.delay)
{
remove(self);
return;
}
makevectors(self.v_angle);
org = self.origin;
end = org + v_forward*200;
// end = end + (((200*random()) - 100) * v_up);
end = end + (((400*random()) - 200) * v_right);
traceline (org, end, 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);
self.nextthink = time + 0.1;
};
*/
//void(entity prev, entity owner, float dst) HIP_SpawnMjolnirLightning;
void() HIP_LightningThink =
{
local vector org;
local vector dst;
local entity head;
local entity selected;
local float cur_dist;
local float head_dist;
local vector vec;
local float dot;
local float oldstate;
local float dam;
if (time > self.delay)
{
if (self.enemy != world)
self.enemy.struck_by_mjolnir = 0;
remove(self);
return;
}
oldstate = self.state;
if (self.state==0)
{
// look in our immediate vicinity
self.enemy = world;
selected = world;
cur_dist = self.distance;
head = findradius(self.owner.origin, self.distance);
while(head)
{
if(!(head.flags & FL_NOTARGET) && ((head.flags & FL_MONSTER) || (head.flags & FL_CLIENT)))
{
// if (visible(head) && (head!=self.owner.owner) && (head.health>0))
if ((visible(head)) && (head!=self.owner.owner) && (head.health>0))
{
head_dist = vlen(head.origin - self.lastvictim.origin);
if ((head_dist<cur_dist) && (head.struck_by_mjolnir==0))
{
selected = head;
cur_dist = head_dist;
}
}
}
head = head.chain;
}
if (selected != world)
{
self.state = 1;
self.enemy = selected;
self.enemy.struck_by_mjolnir = 1;
}
else
{
local vector org,end;
makevectors(self.v_angle);
org = self.owner.origin;
end = org + v_forward*200;
end = end + (((400*random()) - 200) * v_right);
traceline (org, end, 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);
self.nextthink = time + 0.1;
// self.think = HIP_DiversionLightningThink;
// self.nextthink = time;
// self.delay = time + 0.30;
// self.origin = self.owner.origin;
// self.think();
return;
}
}
org = self.lastvictim.origin;
dst = self.enemy.absmin + 0.25*(self.enemy.absmax-self.enemy.absmin);
dst = dst + (random()*0.5*(self.enemy.absmax-self.enemy.absmin));
traceline (org, dst, TRUE, self.owner.owner);
if (trace_fraction != 1.0 || self.enemy.health<=0)
{
self.enemy.struck_by_mjolnir = 0;
self.state = 0;
self.nextthink = time + 0.1;
return;
}
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);
vec = normalize(self.enemy.origin - self.owner.origin);
dot = vec * self.owner.movedir;
head = self;
self = self.owner.owner;
if (oldstate==0)
dam = 80;
else
dam = 30;
if (dot>0.3)
HIP_HammerDamage (org, trace_endpos, self, dam);
else
HIP_HammerDamage (org, trace_endpos, self, dam*0.5);
self = head;
self.nextthink = time + 0.2;
};
void(entity prev, entity own, float dst) HIP_SpawnMjolnirLightning =
{
local entity light;
// spawn actual lightning
light = spawn();
light.delay = time + 0.8;
light.state = 0;
light.lastvictim = prev;
light.distance = dst;
light.owner = own;
light.v_angle = self.angles;
light.v_angle_x = 0;
light.v_angle_z = 0;
light.origin = own.origin;
light.think = HIP_LightningThink;
light.nextthink = time;
};
void() HIP_SpawnMjolnirBase =
{
local entity light;
// spawn lightning base
light = spawn();
// light.origin = self.origin - '0 0 24' + (32*v_forward);
light.origin = trace_endpos;
light.flags = 0;
light.owner = self;
light.struck_by_mjolnir = 1;
light.think = SUB_Remove;
light.nextthink = time + 1;
sound (light, CHAN_AUTO, "hipweap/mjolslap.wav", 1, ATTN_NORM);
sound (light, CHAN_WEAPON, "hipweap/mjolhit.wav", 1, ATTN_NORM);
makevectors(self.v_angle);
light.movedir = v_forward;
HIP_SpawnMjolnirLightning( light, light, 350 );
HIP_SpawnMjolnirLightning( light, light, 350 );
HIP_SpawnMjolnirLightning( light, light, 350 );
HIP_SpawnMjolnirLightning( light, light, 350 );
};
void() HIP_FireMjolnirLightning =
{
local vector org;
local float cells;
// explode if under water
if (self.waterlevel > 1)
{
cells = self.ammo_cells;
self.ammo_cells = 0;
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 = 12;
self.currentammo = self.ammo_cells = self.ammo_cells - 15;
HIP_SpawnMjolnirBase();
};
void() HIP_FireMjolnir =
{
local vector org;
local float cells;
local float damage;
local vector source;
local vector ang;
self.attack_finished = time + 0.4;
source = self.origin + '0 0 16';
// ang = self.angles;
// ang_x = 0;
// ang_y = 0;
makevectors(self.v_angle);
traceline (source, source + v_forward*32, FALSE, self);
if (trace_fraction == 1.0 && (self.ammo_cells >= 15))
{
source = source + v_forward*32;
traceline (source , source - v_up*50, FALSE, self);
// dprint("fraction = ");
// dprint(ftos(trace_fraction));
// dprint("\n");
if (trace_fraction > 0.3 && trace_fraction< 1.0)
{
HIP_FireMjolnirLightning();
self.attack_finished = time + 1.5;
return;
}
}
org = trace_endpos - v_forward*4;
if (trace_ent.takedamage)
{
damage = 50;
if (trace_ent.classname == "monster_zombie")
damage = 70;
trace_ent.axhitme = 1;
SpawnBlood (org, v_forward, damage);
T_Damage (trace_ent, self, self, damage);
}
else
{ // hit wall
if (trace_fraction != 1.0)
{
// sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
sound (self, CHAN_WEAPON, "hipweap/mjoltink.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);
}
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
// Grapple: Precache grapple sounds too!
precache_sound2 ("blob/land1.wav"); // chain go splorch!
precache_sound ("items/protect3.wav"); // Heheh... fix for cheats
precache_sound ("items/damage3.wav"); // This too
precache_sound ("weapons/chain1.wav"); // chain cranking out
precache_sound ("weapons/chain2.wav"); // chain cranking in
precache_sound ("weapons/chain3.wav"); // chain swaying in breeze
precache_sound ("weapons/gotcha.wav"); // a lame programmer trying
// to cop a 'tude
precache_sound ("weapons/thankyou.wav"); // Thank you for playing!
// See you in hell!
precache_sound ("weapons/bounce2.wav"); // chain release
//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;
}
// Grapple: Gotta fit this thing in somewhere...
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;
}
//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;
// Grapple: No ammo for grapple, either.
if (self.weapon == IT_AXE || self.weapon == IT_MORNINGSTAR)
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;
// Grapple: Declare chain functions, too!
void() player_chain1;
void() player_chain3;
//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);
}
// Grapple: Handle grapple attack.
else if (self.weapon == IT_MORNINGSTAR)
{
if (!self.hook_out)
{
player_chain1();
}
else {player_chain3();}
self.attack_finished = time + 0.5;
}
//===============================================
//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;
// Grapple: Allow llamas who don't know how to bind impulses to use the grapple.
if (self.impulse == 1)
{
if (self.weapon == IT_AXE) fl = IT_MORNINGSTAR;
else fl = IT_AXE;
}
//===============================================
//MED
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;
}
// Grapple: ... And an impulse for the Quakers.
else if (self.impulse == 21)
fl = IT_MORNINGSTAR;
//===============================================
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)
// Grapple: Install the grappling hook in the switch command.
{
self.weapon = IT_MORNINGSTAR;
}
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;
}
//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)
// Grapple: Here, too.
{
self.weapon = IT_MORNINGSTAR;
}
else if (self.weapon == IT_MORNINGSTAR)
//===============================================
{
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 ();
// Grapple: Switch to the hook on impulse
if (self.impulse == 21)
W_ChangeWeapon();
if (self.impulse == 112)
{
sprint (self,"Program by Tatter_D!\n");
sound (self, CHAN_AUTO, "weapons/thankyou.wav", 1,
ATTN_STATIC);
sprint (self,"Grafted for SOA by Kiwi\n");
}
//===============================================
//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;
};