fteqw/quakec/fallout2/weapons.qc

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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, string dtype) T_RadiusDamage;
void(vector org, float damage) SpawnBlood;
void() SuperDamageSound;
void (float rec, float number, float dam, float var, float ran, float auto) W_FireShotgun;
void (float dam, float rec, string snd, float rng, float rate) FireAssaultRifle;
void (float dam, float rec, string snd, float rng, float rate) FirePistol;
void (float dam, float rec, string snd, float rng, float rate) FireSMG;
void () W_PlayerMenu;
void () UseChem;
void () Special;
void () BuyMenu;
void() Sneak;
void() Bandage;
void() Shield;
void () player_throw1;
void() player_knife1;
void() player_knifea;
void() ExitScreen;
void() CharacterSheet;
void() UseEquipment;
void (float slot, float snd, float drop) DropFromSlot;
void() PositionControl;
#define weightx() (self.weight)
// 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/ric4.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric5.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_model ("progs/v_handgren.mdl");
};
float() crandom =
{
return 2*(random() - 0.5);
};
/*
================
W_FireMelee
================
*/
void(float damage, float dist, float rate) FireMelee =
{
local vector source;
local vector org;
makevectors (self.v_angle);
source = self.origin + '0 0 16';
traceline (source, source + v_forward*dist, FALSE, self);
if (trace_fraction == 1.0)
return;
org = trace_endpos - v_forward*4;
if (trace_ent.takedamage)
{
trace_ent.axhitme = 1;
SpawnBlood (org, 20);
T_Damage (trace_ent, self, self, damage+random()*damage);
}
else
{ // hit wall
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SPIKE);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (self.origin, MULTICAST_PHS);
}
};
//============================================================================
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;
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, float damage) SpawnBlood =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_BLOOD);
WriteByte (MSG_MULTICAST, 1);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
};
/*
================
spawn_touchblood
================
*/
void(float damage) spawn_touchblood =
{
local vector vel;
vel = wall_velocity () * 0.2;
SpawnBlood (self.origin + vel*0.01, damage);
};
/*
==============================================================================
MULTI-DAMAGE
Collects multiple small damages into a single damage
==============================================================================
*/
entity multi_ent;
float multi_damage;
vector blood_org;
float blood_count;
vector puff_org;
float puff_count;
void() ClearMultiDamage =
{
multi_ent = world;
multi_damage = 0;
blood_count = 0;
puff_count = 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;
};
void() Multi_Finish =
{
if (puff_count)
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, puff_count);
WriteCoord (MSG_MULTICAST, puff_org_x);
WriteCoord (MSG_MULTICAST, puff_org_y);
WriteCoord (MSG_MULTICAST, puff_org_z);
multicast (puff_org, MULTICAST_PVS);
}
if (blood_count)
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_BLOOD);
WriteByte (MSG_MULTICAST, blood_count);
WriteCoord (MSG_MULTICAST, blood_org_x);
WriteCoord (MSG_MULTICAST, blood_org_y);
WriteCoord (MSG_MULTICAST, blood_org_z);
multicast (puff_org, MULTICAST_PVS);
}
};
/*
==============================================================================
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)
{
blood_count = blood_count + 1;
blood_org = org;
AddMultiDamage (trace_ent, damage);
}
else
{
puff_count = puff_count + 1;
}
};
/*
================
FireBullets
Used by shotgun, super shotgun, and enemy soldier firing
Go to the trouble of combining multiple pellets into a single damage call.
================
*/
/*
==============================================================================
ROCKETS
==============================================================================
*/
void() T_MissileTouch =
{
local float damg;
// if (deathmatch == 4)
// {
// if ( ((other.weapon == 32) || (other.weapon == 16)))
// {
// if (random() < 0.1)
// {
// if (other != world)
// {
// // bprint (PRINT_HIGH, "Got here\n");
// other.deathtype = "blaze";
// T_Damage (other, self, self.owner, 1000 );
// T_RadiusDamage (self, self.owner, 1000, other);
// }
// }
// }
// }
if (other == self.owner)
return; // don't explode on owner
if (self.voided) {
return;
}
self.voided = 1;
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
damg = 100 + random()*20;
if (other.health)
{
other.deathtype = "rocket";
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, "rocket");
// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
self.origin = self.origin - 8 * normalize(self.velocity);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
remove(self);
};
/*
================
W_FireRocket
================
*/
void() W_FireRocket =
{
if (deathmatch != 4)
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
// set newmis speed
makevectors (self.v_angle);
newmis.velocity = aim(self, 1000);
newmis.velocity = newmis.velocity * 1000;
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = T_MissileTouch;
newmis.voided = 0;
// set newmis duration
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.classname = "rocket";
setmodel (newmis, "progs/missile.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin + v_forward*8 + '0 0 16');
};
/*
===============================================================================
LIGHTNING
===============================================================================
*/
void(entity from, float damage) LightningHit =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNINGBLOOD);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (trace_endpos, MULTICAST_PVS);
T_Damage (trace_ent, from, from, damage);
};
/*
=================
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)
{
LightningHit (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)
{
LightningHit (from, damage);
}
e2 = trace_ent;
traceline (p1 - f, p2 - f, FALSE, self);
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
{
LightningHit (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)
{
if (deathmatch > 3)
{
if (random() <= 0.5)
{
self.deathtype = "selfwater";
T_Damage (self, self, self.owner, 4000 );
}
else
{
cells = self.ammo_cells;
self.ammo_cells = 0;
W_SetCurrentAmmo ();
T_RadiusDamage (self, self, 35*cells, world, "");
return;
}
}
else
{
cells = self.ammo_cells;
self.ammo_cells = 0;
W_SetCurrentAmmo ();
T_RadiusDamage (self, self, 35*cells, world,"");
return;
}
}
if (self.t_width < time)
{
sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
self.t_width = time + 0.6;
}
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
if (deathmatch != 4)
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_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNING2);
WriteEntity (MSG_MULTICAST, self);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (org, MULTICAST_PHS);
LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
};
//=============================================================================
void() GrenadeExplode =
{
if (self.voided) {
return;
}
self.voided = 1;
T_RadiusDamage (self, self.owner, 120, world, "grenade");
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
remove (self);
};
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 =
{
if (deathmatch != 4)
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
newmis = spawn ();
newmis.voided=0;
newmis.owner = self;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_BBOX;
newmis.classname = "grenade";
// set newmis speed
makevectors (self.v_angle);
if (self.v_angle_x)
newmis.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
else
{
newmis.velocity = aim(self, 10000);
newmis.velocity = newmis.velocity * 600;
newmis.velocity_z = 200;
}
newmis.avelocity = '300 300 300';
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = GrenadeTouch;
// set newmis duration
if (deathmatch == 4)
{
newmis.nextthink = time + 2.5;
self.attack_finished = time + 1.1;
// self.health = self.health - 1;
T_Damage (self, self, self.owner, 10 );
}
else
newmis.nextthink = time + 2.5;
newmis.think = GrenadeExplode;
setmodel (newmis, "progs/grenade.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin);
};
//=============================================================================
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.voided=0;
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;
if (deathmatch != 4)
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);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
};
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;
if (deathmatch != 4)
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
};
.float hit_z;
void() spike_touch =
{
local float rand;
if (other == self.owner)
return;
if (self.voided) {
return;
}
self.voided = 1;
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);
other.deathtype = "nail";
T_Damage (other, self, self.owner, 9);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
if (self.classname == "wizspike")
WriteByte (MSG_MULTICAST, TE_WIZSPIKE);
else if (self.classname == "knightspike")
WriteByte (MSG_MULTICAST, TE_KNIGHTSPIKE);
else
WriteByte (MSG_MULTICAST, TE_SPIKE);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
}
remove(self);
};
void() superspike_touch =
{
local float rand;
if (other == self.owner)
return;
if (self.voided) {
return;
}
self.voided = 1;
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);
other.deathtype = "supernail";
T_Damage (other, self, self.owner, 18);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SUPERSPIKE);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
}
remove(self);
};
/*
===============================================================================
PLAYER WEAPON USE
===============================================================================
*/
void() SetWeaponModel =
{
self.weaponmodel = GetItemVModel(ToIID(ItemInSlot(self, self.current_slot)));
/*
if (temp_weapon == 0)
self.weaponmodel = "progs/v_fist.mdl";
else if (temp_weapon == 1)
self.weaponmodel = "progs/v_knife.mdl";
else if (temp_weapon == 2)
self.weaponmodel = "progs/v_axe.mdl";
else if (temp_weapon == 3)
self.weaponmodel = "progs/v_knife.mdl";
else if (temp_weapon == 4)
self.weaponmodel = "progs/v_axe.mdl";
else if (temp_weapon == 5)
self.weaponmodel = "progs/v_1911.mdl";
else if (temp_weapon == 6)
self.weaponmodel = "progs/v_deagle.mdl";
else if (temp_weapon == 7)
self.weaponmodel = "progs/v_1911.mdl";
else if (temp_weapon == 8)
self.weaponmodel = "progs/v_alien.mdl";
else if (temp_weapon == 9)
self.weaponmodel = "progs/v_piperifle.mdl";
else if (temp_weapon == 10)
self.weaponmodel = "progs/v_double.mdl";
else if (temp_weapon == 11)
self.weaponmodel = "progs/v_shotgun.mdl";
else if (temp_weapon == 12)
self.weaponmodel = "progs/v_jackhammer.mdl";
else if (temp_weapon == 13)
self.weaponmodel = "progs/v_mp9.mdl";
else if (temp_weapon == 14)
self.weaponmodel = "progs/v_mp5.mdl";
else if (temp_weapon == 15)
self.weaponmodel = "progs/v_rangem.mdl";
else if (temp_weapon == 16)
self.weaponmodel = "progs/v_ak47.mdl";
else if (temp_weapon == 17)
self.weaponmodel = "progs/v_ak47.mdl";
else if (temp_weapon == 18)
self.weaponmodel = "progs/v_srifle.mdl";
else if (temp_weapon == 19)
self.weaponmodel = "progs/v_night.mdl";
else if (temp_weapon == 99)
self.weaponmodel = "progs/v_handgren.mdl";
*/
};
void() W_SetCurrentAmmo =
{
local float temp_weapon;
local string x;
player_run (); // get out of any weapon firing states
self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
/*SPIKEREMOVED
if (self.current_slot == 1)
self.currentammo = ToStatus(self.islot1);
else if (self.current_slot == 2)
self.currentammo = ToStatus(self.islot2);
else if (self.current_slot == 3 && self.handgrenade > 0)
self.currentammo = self.handgrenade;
else if (self.current_slot == 4)
{
if (self.team == 1)
{
sound (self, CHAN_WEAPON, "misc/tools.wav", 1, ATTN_NORM);
self.items = (self.items | IT_LIGHTNING);
self.currentammo = 0;
self.weaponmodel = "";
}
else
sound (self, CHAN_WEAPON, "misc/menu3.wav", 1, ATTN_NORM);
}
*/
// else
sound (self, CHAN_WEAPON, "misc/menu3.wav", 1, ATTN_NORM);
if (self.current_slot == 1)
x = GetItemName(ToIID(self.islot1));
if (self.current_slot == 2)
x = GetItemName(ToIID(self.islot2));
/*SPIKEREMOVED
if (self.current_slot == 3)
x = "grenade";
if (self.current_slot == 4)
x = "tools";
*/
sprint(self, 2, x);
sprint (self, PRINT_HIGH, " selected.\n");
sound (self, CHAN_WEAPON, "misc/weapon.wav", 1, ATTN_NORM);
SetWeaponModel();
self.currentammo = ToStatus(ItemInSlot(self, self.current_slot));
};
float() W_BestWeapon =
{
local float it;
it = self.items;
if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING) )
return IT_LIGHTNING;
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;
/*
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;
};
void (float slotno) ReloadWeapon =
{
local float at;
local float as;
local float asv;
local float ac;
local float x;
local float wid;
local .float wslot;
if (self.rtime > time || self.attack_finished > time)
return;
wslot = SlotField(slotno);
if (self.wslot == 0)
return; //already empty..
wid = ToIID(self.wslot);
at = WeaponAmmoType(wid);
as = SlotOfItem(self, at);
if (as == 0)
{
sprint(self, 2, "no suitable ammo\n");
return;
}
asv = ItemInSlot(self, as);
ac = ToStatus(asv);
x = WeaponMagQuant(wid); //get the max ammo capacity
x = x - ToStatus(self.wslot); //take away the ammo currently in the weapon
if (x > ac) //make sure there's enough ammo
x = ac;
ac -= x;
if (ac)
asv = SlotVal(at, ac);
else
asv = 0; //totally used up.
SetItemSlot(self, as, asv);
self.wslot = SlotVal(wid, x + ToStatus(self.wslot));
if (wid == IID_WP_PIPERIFLE || wid == IID_WP_WINCHESTER || wid == IID_WP_MOSSBERG)
sound (self, CHAN_WEAPON, "weapons/shell.wav", TRUE, ATTN_NORM);
else
sound (self, CHAN_WEAPON, "weapons/reload.wav", TRUE, ATTN_NORM);
sprint(self, 2, "reloading...\n");
if (self.perk == 3)
{
self.attack_finished = time + 1;
self.rtime = time + 1;
}
else
{
self.attack_finished = time + 2;
self.rtime = time + 2;
}
if (self.current_slot == slotno)
self.currentammo = ToStatus(ItemInSlot(self, slotno));
player_run();
};
float() W_CheckNoAmmo =
{
local float at;
local .float slotfield;
slotfield = SlotField(self.current_slot);
if (ToIID(self.slotfield) == IID_NONE)
return FALSE;
if (ToStatus(self.slotfield) < 1)
{
at = WeaponAmmoType(ToIID(self.slotfield));
if (at == 0)
return FALSE;
at = SlotOfItem(self, at);
if (at == 0)
{
self.attack_finished = (time + 0.2);
stuffcmd (self, "-attack\n");
sound (self, CHAN_WEAPON, "weapons/click.wav", TRUE, ATTN_NORM);
return TRUE;
}
else
{
stuffcmd (self, "-attack\n");
ReloadWeapon (self.current_slot);
return TRUE;
}
}
return FALSE;
};
/*
============
W_Attack
An attack impulse can be triggered now
============
*/
void() W_Attack =
{
local float weap, r;
makevectors (self.v_angle); // calculate forward angle for velocity
self.show_hostile = time + 1; // wake monsters up
if (self.rtime > time)
return;
if (W_CheckNoAmmo())
return;
weap = ToIID(self.(SlotField(self.current_slot)));
if (weap == IID_NONE ||
weap == IID_WP_KNIFE ||
weap == IID_WP_AXE ||
weap == IID_WP_VIBROBLADE ||
weap == IID_WP_POWERAXE)
{
self.attack_finished = time + 0.25;
player_knife1 ();
}
else if (weap == IID_WP_USP)
FirePistol(10, 2, "weapons/1911.wav", 2000, 0.25);
else if (weap == IID_WP_DEAGLE)
FirePistol(10, 2, "weapons/deagle.wav", 2000, 0.25);
else if (weap == IID_WP_NEEDLER)
FirePistol(10, 2, "weapons/needler.wav", 2000, 0.25);
//if (weap == IID_WP_ALIENBLASTER)
// FireAlienBlaster();
else if (weap == IID_WP_PIPERIFLE)
FireAssaultRifle(18, 2, "weapons/rangem.wav", 3000, 0.1);
else if (weap == IID_WP_WINCHESTER)
W_FireShotgun (1, 5, 6, 160, 3000, 0);
else if (weap == IID_WP_MOSSBERG)
W_FireShotgun (1, 5, 6, 160, 3000, 0);
else if (weap == IID_WP_JACKHAMMER)
W_FireShotgun (1, 5, 6, 160, 3000, 1);
else if (weap == IID_WP_MP9)
FireSMG(12, 2, "weapons/mp9.wav", 2000, 0.1);
else if (weap == IID_WP_MP7)
FireSMG(12, 2, "weapons/mp7.wav", 2000, 0.1);
else if (weap == IID_WP_RANGERMASTER)
FireAssaultRifle(14, 2, "weapons/rangem.wav", 4000, 0.5);
else if (weap == IID_WP_AK112)
FireAssaultRifle(14, 2, "weapons/rangem.wav", 4000, 0.1);
else if (weap == IID_WP_AK74)
FireAssaultRifle(18, 2, "weapons/ak47.wav", 6000, 0.1);
else if (weap == IID_WP_DKS1)
FireAssaultRifle(30, 2, "weapons/dks-1.wav", 8000, 0.5);
else if (weap == IID_WP_MOONLIGHT)
FireAssaultRifle(16, 2, "weapons/m4a1.wav", 4000, 0.1);
else if (weap == IID_GREN_FRAG)
player_throw1();
else if (weap == IID_GREN_EMP)
player_throw1();
else if (weap == IID_GREN_SMOKE)
player_throw1();
else if (weap == IID_GREN_FLASH)
player_throw1();
//float IID_WP_SA80 = 420;
//float IID_WP_GAUSERIFLE = 421;
//float IID_WP_PULSERIFLE = 422;
else
centerprint(self, "Not implemented (", ftos(weap), ")");
};
/*
============
W_ChangeWeapon
============
*/
void() W_ChangeWeapon =
{
local float it, am, fl, r;
it = self.items;
am = 0;
if (self.impulse == 1)
{
fl = IT_NAILGUN;
self.current_slot = 1;
}
if (self.impulse == 2)
{
fl = IT_SUPER_NAILGUN;
self.current_slot = 2;
}
if (self.impulse == 3)
{
if (self.handgrenade == 0)
{
sprint (self, PRINT_HIGH, "no grenade.\n");
sound (self, CHAN_AUTO, "misc/noweapon.wav", 1, ATTN_STATIC);
return;
}
else
self.current_slot = 3;
}
self.weapon = fl;
W_SetCurrentAmmo ();
};
/*
============
CheatCommand
============
*/
void() CheatCommand =
{
};
/*
============
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)
{
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_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)
{
W_SetCurrentAmmo ();
return;
}
}
};
void () ProneOff =
{
sprint (self, 2, "position: stand.\n");
self.position = 0;
PositionControl();
player_run ();
};
void () ProneOn =
{
local string x;
if (self.velocity_z != 0)
return;
if (self.position == 2)
{
ProneOff();
return;
}
self.maxspeed = (self.maxspeed * 0.25);
self.position = 2;
self.view_ofs = '0 0 -10';
sprint (self, 2, "position: prone.\n");
PositionControl();
};
void () DuckOff =
{
sprint (self, 2, "position: stand.\n");
self.position = 0;
PositionControl();
player_run ();
};
void () DuckOn =
{
if (self.velocity_z != 0)
return;
if (self.position == 1)
{
DuckOff();
return;
}
self.maxspeed = (self.maxspeed * 0.50);
self.position = 1;
sprint (self, 2, "position: duck.\n");
PositionControl();
};
/*
============
CycleWeaponReverseCommand
Go to the prev weapon with ammo
============
*/
void() CycleWeaponReverseCommand =
{
local float it, am;
it = self.items;
self.impulse = 0;
while (1)
{
am = 0;
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_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
self.weapon = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
self.weapon = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
}
else if (self.weapon == IT_NAILGUN)
{
self.weapon = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
self.weapon = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
}
else if (self.weapon == IT_SHOTGUN)
{
self.weapon = IT_AXE;
}
else if (self.weapon == IT_AXE)
{
self.weapon = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
}
if ( (it & self.weapon) && am == 0)
{
W_SetCurrentAmmo ();
return;
}
}
};
/*
============
ServerflagsCommand
Just for development
============
*/
void() ServerflagsCommand =
{
serverflags = serverflags * 2 + 1;
};
/*
============
ImpulseCommands
============
*/
void() ImpulseCommands =
{
if (self.impulse >= 1 && self.impulse <= 4 && self.currentmenu == "none")
W_ChangeWeapon ();
if (self.impulse >= 1 && self.impulse <= 10 && self.currentmenu != "none")
W_PlayerMenu ();
if (self.impulse == 11)
ServerflagsCommand ();
if (self.impulse == 12)
CycleWeaponReverseCommand ();
if (self.impulse == 200)
DuckOn ();
if (self.impulse == 201)
ProneOn ();
if (self.impulse == 50)
ReloadWeapon (self.current_slot);
// if (self.impulse == 51)
// UseChem ();
if (self.impulse == 52)
BuyMenu ();
if (self.impulse == 53)
Special ();
if (self.impulse == 54)
ExitScreen ();
if (self.impulse == 55)
DropFromSlot (self.current_slot, 1, 0);
if (self.impulse == 56)
CharacterSheet ();
if (self.impulse == 57)
UseEquipment ();
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;
};
void () DropAmmo =
{
local .float wslot;
wslot = SlotField(self.current_slot);
self.wslot = SlotVal(ToIID(self.wslot), ToStatus(self.wslot)-1);
self.currentammo = ToStatus(self.wslot);
};
void() muzzleflash =
{
WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH);
WriteEntity (MSG_MULTICAST, self);
multicast (self.origin, MULTICAST_PVS);
};
void () autofire =
{
if (self.frame == 88)
self.frame = 89;
else
self.frame = 88;
if (self.weaponframe == 1)
self.weaponframe = 2;
else if (self.weaponframe == 2)
self.weaponframe = 1;
muzzleflash ();
};
void () autofire_s =
{
if (self.frame == 88)
self.frame = 89;
else
self.frame = 88;
if (self.weaponframe == 1)
self.weaponframe = 2;
else if (self.weaponframe == 2)
self.weaponframe = 1;
muzzleflash ();
};
void () player_single1 = [ 88, player_single2 ]
{
self.weaponframe = 1;
muzzleflash ();
};
void () player_single2 = [ 89, player_run ]
{
self.weaponframe = 2;
};
void () player_single1_s = [ 183, player_single2_s ]
{
self.weaponframe = 1;
muzzleflash ();
};
void () player_single2_s = [ 184, player_run ]
{
self.weaponframe = 2;
};
void (vector org) bullet_hole =
{
local float r;
local entity ric;
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SPIKE);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (self.origin, MULTICAST_PHS);
r = random();
ric = spawn();
setorigin(ric, org);
if (r <= 0.20)
sound (ric, CHAN_WEAPON, "weapons/ric1.wav", TRUE, ATTN_NORM);
else if (r <= 0.40)
sound (ric, CHAN_WEAPON, "weapons/ric2.wav", TRUE, ATTN_NORM);
else if (r <= 0.60)
sound (ric, CHAN_WEAPON, "weapons/ric3.wav", TRUE, ATTN_NORM);
else if (r <= 0.80)
sound (ric, CHAN_WEAPON, "weapons/ric4.wav", TRUE, ATTN_NORM);
else
sound (ric, CHAN_WEAPON, "weapons/ric5.wav", TRUE, ATTN_NORM);
remove(ric);
};
void (vector test, float length, float dam) penetrate =
{
local vector org;
local vector org2;
local vector start;
local vector end;
local vector end2;
local float zdif;
local float ydif;
local float xdif;
local float go;
local float tl;
go = 0;
tl = 8;
length = 32 + dam;
while (tl < length)
{
makevectors (self.v_angle);
start = (test + v_forward*tl);
if (pointcontents (start) != CONTENT_SOLID && go == 0) //object penetrated
{
makevectors (self.v_angle);
end = (test + (v_forward * 8 * length));
traceline (start, end, FALSE, self);
if (trace_fraction == 1) //nothing behind object
return;
if (trace_fraction > 0)
{
go = 1;
if (trace_ent.takedamage)
{
if (trace_ent.solid != SOLID_BSP)
SpawnBlood (org, 1);
T_Damage (trace_ent, self, self, dam);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SPIKE);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (trace_endpos, MULTICAST_PHS);
}
}
}
tl = tl + 4;
}
};
void (entity temp, vector org, float damage) SpawnWood =
{
if (random()*6 <= 3)
sound (temp, CHAN_WEAPON, "misc/woodhit.wav", TRUE, ATTN_NORM);
else
sound (temp, CHAN_WEAPON, "misc/woodhit2.wav", TRUE, ATTN_NORM);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SUPERSPIKE);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (self.origin, MULTICAST_PHS);
};
void () EMPExplode =
{
local entity te;
self.velocity = VEC_ORIGIN;
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_TAREXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
sound (self, CHAN_BODY, "misc/flash.wav", 1, ATTN_NORM);
sound (self, CHAN_BODY, "misc/flash.wav", 0.2, ATTN_NONE);
te = findradius (self.origin, 300);
while (te)
{
if ((((te.classname == "camera") || (te.classname == "alarm")) && (te.owner.pcamera == 0)))
{
te.owner.pcamera = 0;
te.owner.pcamera2 = 0;
te.owner.equipment_state = 0;
sprint (self.owner, 2, te.owner.netname);
sprint (self.owner, 2, "'s ");
sprint (self.owner, 2, te.classname);
sprint (self.owner, 2, " was wiped out!\n");
remove (te);
}
te = te.chain;
}
T_RadiusDamage (self, self.owner, 45+random()*45, other, "");
remove (self);
};
void (vector org) CreateSmoke =
{
newmis = spawn ();
setmodel (newmis, "progs/smoke.mdl");
setorigin (newmis, org);
newmis.movetype = MOVETYPE_NONE;
newmis.solid = SOLID_NOT;
newmis.velocity = VEC_ORIGIN;
newmis.nextthink = (time + SVC_BIGKICK);
newmis.think = SUB_Remove;
newmis.touch = SUB_Null;
newmis.classname = "smoke";
newmis.frame = 0;
newmis.cnt = 0;
newmis.avelocity_x = (random () * 100);
newmis.avelocity_y = (random () * 100);
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
};
void () SmokeThink =
{
local entity te;
local float ct;
self.cnt = (self.cnt + 1);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 2);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PVS);
self.nextthink = (time + 0.33);
if (self.cnt >= 90)
remove (self);
};
void () FragExplode =
{
local float r;
sound (self, CHAN_VOICE, "ambience/gunfire7.wav", 1, ATTN_NONE);
self.origin = (self.origin + '0 0 16');
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);
r = random ();
if ((r < 0.3))
{
sound (self, CHAN_BODY, "misc/exp1.wav", 1, ATTN_NORM);
}
if ((r < 0.65))
{
sound (self, CHAN_BODY, "misc/exp2.wav", 1, ATTN_NORM);
}
else
{
sound (self, CHAN_BODY, "misc/exp3.wav", 1, ATTN_NORM);
}
T_RadiusDamage (self, self.owner, 50+random()*50, other, "");
remove (self);
};
void () PlasmaExplode =
{
local float r;
sound (self, CHAN_VOICE, "ambience/gunfire7.wav", 1, ATTN_NONE);
self.origin = (self.origin + '0 0 16');
self.velocity = VEC_ORIGIN;
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_TAREXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
sound (self, CHAN_BODY, "misc/flash.wav", 1, ATTN_NORM);
T_RadiusDamage (self, self.owner, 80+random()*80, other, "");
remove (self);
};
void () FlashExplode =
{
local entity te;
local float dot;
local float dot2;
local vector vec;
self.velocity = VEC_ORIGIN;
setmodel (self, "progs/blast.mdl");
WriteByte (0, SVC_TEMPENTITY);
WriteByte (0, WEAPON_SPIKES);
WriteCoord (0, self.origin_x);
WriteCoord (0, self.origin_y);
WriteCoord (0, self.origin_z);
sound (self, CHAN_BODY, "misc/flash.wav", 1, ATTN_NORM);
te = findradius (self.origin, 1200);
while (te)
{
if (te.classname == "raider")
te.attack_finished = time + 6;
if (te.classname == "radwolf")
te.attack_finished = time + 6;
if ((te.classname == "player"))
{
makevectors (te.angles);
vec = normalize ((self.origin - te.origin));
dot = (vec * v_forward);
if ((((dot > 0.3) && CanDamage (self, te)) && (dot2 == 0)))
{
stuffcmd (te, "v_cshift 255 255 255 255\n");
stuffcmd (te, "v_idlescale 10\n");
te.flash = 6;
}
}
te = te.chain;
}
remove (self);
};
/*
void () HandGrenExplode =
{
if ((self.cnt == 0))
{
FragExplode ();
}
else
{
if ((self.cnt == 1))
{
EMPExplode ();
}
else
{
if ((self.cnt == 2))
{
self.nextthink = (time + 0.5);
self.think = SmokeThink;
}
else
{
if ((self.cnt == AS_MELEE))
{
FlashExplode ();
}
else
{
if ((self.cnt == WEAPON_SPIKES))
{
PlasmaExplode ();
}
}
}
}
}
};
*/
void () HandGrenBounce =
{
local float r;
r = (random () * TE_LIGHTNING3);
self.velocity = self.velocity * 0.75;
if ((r < AS_MELEE))
{
sound (self, CHAN_VOICE, "misc/bounce_1.wav", 0.9, ATTN_NORM);
}
else
{
if ((r < TE_LIGHTNING2))
{
sound (self, CHAN_VOICE, "misc/bounce_2.wav", 0.9, ATTN_NORM);
}
else
{
sound (self, CHAN_VOICE, "misc/bounce_3.wav", 0.9, ATTN_NORM);
}
}
};
void () FireHandGrenade =
{
local float item, iid;
local float count;
item = ItemInSlot(self, self.current_slot);
iid = ToIID(item);
count = ToStatus(item);
if (iid == 0)
return;
self.currentammo = count-1;
if (count <= 1)
SetItemSlot(self, self.current_slot, 0);
else
SetItemSlot(self, self.current_slot, SlotVal(iid, self.currentammo));
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_BBOX;
newmis.classname = "grenade";
newmis.skin = 0;
makevectors (self.v_angle);
newmis.velocity = aim (self, 800);
newmis.velocity = (newmis.velocity * 800);
newmis.velocity_z = (newmis.velocity_z + 200);
newmis.angles = vectoangles (newmis.velocity);
newmis.avelocity_x = (random () * 300);
newmis.avelocity_y = (random () * 300);
newmis.avelocity_z = (random () * 300);
newmis.touch = HandGrenBounce;
newmis.nextthink = (time + 2.5);
if (iid == IID_GREN_FRAG)
newmis.think = FragExplode;
else if (iid == IID_GREN_EMP)
newmis.think = EMPExplode;
else if (iid == IID_GREN_SMOKE)
newmis.think = SmokeThink;
else //if (iid == IID_GREN_FLASH)
newmis.think = FlashExplode;
newmis.frame = 1;
setmodel (newmis, "progs/handgren.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, ((self.origin + (v_right * TE_BLOOD)) + (v_up * TE_BLOOD)));
};
void(float slot, float magazine) GiveAmmo =
{
local float wi;
local float wt;
local float at;
local float as;
//give ammo to the weapon in a slot
wi = ItemInSlot(self, slot);
wt = ToIID(wi);
SetItemSlot(self, slot, SlotVal(wt, magazine));
at = WeaponAmmoType(wt);
//make sure we have enough ammo
as = SlotOfItem(self, at);
if (as == 0)
as = SlotOfItem(self, IID_NONE);
if (as == 0)
return; //no free slots, so we can't give them ammo
if (ToStatus(ItemInSlot(self, as)) < magazine*4)
SetItemSlot(self, as, SlotVal(at, magazine*4));
};
void (float dam, float rec, string snd, float rng, float rate) FirePistol =
{
local float tmp, var1, var2, zdif, xdif, ydif, tru;
local vector dir, source, targ, org, org2, adjust;
local string x;
stuffcmd(self, "-attack\n");
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
self.attack_finished = (time + rate);
if (self.attack == 0 && self.position == POS_STAND)
player_single1 ();
if (self.attack == 0 && self.position >= POS_DUCK)
player_single1_s ();
if (self.position == 0)
adjust = '0 0 0';
if (self.position == 1)
adjust = '0 0 -16';
if (self.position == 2)
adjust = '0 0 -32';
DropAmmo ();
makevectors (self.v_angle);
if (self.recoil >= 15)
self.recoil = 15;
if (self.attack >= 1)
{
if (self.position == 0)
player_single1 ();
if (self.position == 1)
player_single1_s ();
if (self.position == 2)
player_single1 ();
}
if (self.attack >= 1)
{
if (self.position == 0)
autofire ();
if (self.position == 1)
autofire_s ();
if (self.position == 2)
player_single1 ();
}
tmp = 50;
if (self.velocity != '0 0 0')
tmp = 400;
tmp = tmp + (40 * self.recoil);
if (self.attack <= 3 && self.position == 1 && self.velocity_z == 0)
tmp = (tmp * 0.75);
if (self.attack <= 3 && self.position == 2 && self.velocity_z == 0)
tmp = (tmp * 0.5);
self.attack = self.attack + 1;
self.recoil = self.recoil + 4;
source = self.origin + '0 0 22';
targ = self.origin + '0 0 22' + v_right*crandom()* tmp + v_up*crandom()*tmp;
traceline (source+adjust, targ+adjust+v_forward*4000, FALSE, self);
if (trace_fraction == 1)
return;
org = trace_endpos - v_forward * 1;
org2 = trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2)));
if (trace_ent.takedamage)
{
org2 = (trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2))));
zdif = org_z - trace_ent.origin_z;
ydif = org2_y - trace_ent.origin_y;
xdif = org2_x - trace_ent.origin_x;
tru = 0;
if (((ydif >= CONTENT_SKY) && (ydif <= TE_LIGHTNING2)))
tru = 1;
if (((xdif >= CONTENT_SKY) && (xdif <= TE_LIGHTNING2)))
tru = 1;
if (self.attack <= 5 && tru == 1 && zdif >= (trace_ent.size_z / 2 * 0.8))
self.critical = 3;
dam = (dam * (1 - trace_fraction));
if (trace_ent.solid != SOLID_BSP)
SpawnBlood (org, 1);
if (trace_ent.solid == SOLID_BSP)
SpawnWood (trace_ent, org, 1);
T_Damage (trace_ent, self, self, dam);
if (trace_ent.solid == SOLID_BSP)
penetrate (org, (dam / 2), (dam / 2));
}
else
{
bullet_hole (org);
dir = vectoangles (source - targ);
penetrate (org, (dam / 2), (dam / 2));
return;
}
};
void (float dam, float rec, string snd, float rng, float rate) FireSMG =
{
local float tmp, var1, var2, zdif, xdif, ydif, tru;
local vector dir, source, targ, org, org2, adjust;
local string x;
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
self.attack_finished = (time + rate);
if (self.attack == 0 && self.position == POS_STAND)
player_single1 ();
if (self.attack == 0 && self.position >= POS_DUCK)
player_single1_s ();
if (self.position == 0)
adjust = '0 0 0';
if (self.position == 1)
adjust = '0 0 -16';
if (self.position == 2)
adjust = '0 0 -32';
DropAmmo ();
makevectors (self.v_angle);
if (self.recoil >= 15)
self.recoil = 15;
if (self.attack >= 1)
{
if (self.position == 0)
player_single1 ();
if (self.position == 1)
player_single1_s ();
if (self.position == 2)
player_single1 ();
}
if (self.attack >= 1)
{
if (self.position == 0)
autofire ();
if (self.position == 1)
autofire_s ();
if (self.position == 2)
player_single1 ();
}
tmp = 200;
if (self.velocity != '0 0 0')
tmp = 200;
tmp = tmp + (40 * self.recoil);
if (self.attack <= 3 && self.position == 1 && self.velocity_z == 0)
tmp = (tmp * 0.75);
if (self.attack <= 3 && self.position == 2 && self.velocity_z == 0)
tmp = (tmp * 0.5);
self.attack = self.attack + 1;
self.recoil = self.recoil + 3;
source = self.origin + '0 0 22';
targ = self.origin + '0 0 22' + v_right*crandom()* tmp + v_up*crandom()*tmp;
traceline (source+adjust, targ+adjust+v_forward*4000, FALSE, self);
if (trace_fraction == 1)
return;
org = trace_endpos - v_forward * 2;
org2 = trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2)));
if (trace_ent.takedamage)
{
org2 = (trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2))));
zdif = org_z - trace_ent.origin_z;
ydif = org2_y - trace_ent.origin_y;
xdif = org2_x - trace_ent.origin_x;
tru = 0;
if (((ydif >= CONTENT_SKY) && (ydif <= TE_LIGHTNING2)))
tru = 1;
if (((xdif >= CONTENT_SKY) && (xdif <= TE_LIGHTNING2)))
tru = 1;
if (self.attack <= 5 && tru == 1 && zdif >= (trace_ent.size_z / 2 * 0.8))
self.critical = 3;
dam = (dam * (1 - trace_fraction));
if (trace_ent.solid != SOLID_BSP)
SpawnBlood (org, 1);
if (trace_ent.solid == SOLID_BSP)
SpawnWood (trace_ent, org, 1);
T_Damage (trace_ent, self, self, dam);
if (trace_ent.solid == SOLID_BSP)
penetrate (org, (dam / 2), (dam / 2));
}
else
{
bullet_hole (org);
dir = vectoangles (source - targ);
penetrate (org, (dam / 2), (dam / 2));
return;
}
};
void (float dam, float rec, string snd, float rng, float rate) FireAssaultRifle =
{
local float tmp, var1, var2, zdif, xdif, ydif, tru, z;
local vector dir, source, targ, org, org2, adjust;
local string x;
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
self.attack_finished = (time + rate);
if (self.attack == 0 && self.position == POS_STAND)
player_single1 ();
if (self.attack == 0 && self.position >= POS_DUCK)
player_single1_s ();
if (self.attack >= 1 && self.position == POS_STAND)
autofire ();
if (self.attack >= 1 && self.position >= POS_DUCK)
autofire_s ();
if (self.position == 0)
adjust = '0 0 0';
if (self.position == 1)
adjust = '0 0 -16';
if (self.position == 2)
adjust = '0 0 -32';
DropAmmo ();
makevectors (self.v_angle);
if (self.recoil >= 15)
self.recoil = 15;
if (self.attack >= 1)
{
if (self.position == 0)
player_single1 ();
if (self.position == 1)
player_single1_s ();
if (self.position == 2)
player_single1 ();
}
if (self.attack >= 1)
{
if (self.position == 0)
autofire ();
if (self.position == 1)
autofire_s ();
if (self.position == 2)
player_single1 ();
}
tmp = 50;
if (self.velocity_y < 0)
z = z + (self.velocity_y*-1);
else if (self.velocity_y > 0)
z = z + (self.velocity_y);
if (self.velocity_x < 0)
z = z + (self.velocity_x*-1);
else if (self.velocity_x > 0)
z = z + (self.velocity_x);
tmp = tmp + z;
tmp = tmp + (40 * self.recoil);
if (self.attack <= 3 && self.position == 1 && self.velocity_z == 0)
tmp = (tmp * 0.75);
if (self.attack <= 3 && self.position == 2 && self.velocity_z == 0)
tmp = (tmp * 0.5);
self.attack = self.attack + 1;
self.recoil = self.recoil + 5;
source = self.origin + '0 0 22';
targ = self.origin + '0 0 22' + v_right*crandom()* tmp + v_up*crandom()*tmp;
traceline (source+adjust, targ+adjust+v_forward*4000, FALSE, self);
if (trace_fraction == 1)
return;
org = trace_endpos - v_forward * 2;
org2 = trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2)));
if (trace_ent.takedamage)
{
org2 = (trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2))));
zdif = org_z - trace_ent.origin_z;
ydif = org2_y - trace_ent.origin_y;
xdif = org2_x - trace_ent.origin_x;
tru = 0;
if (ydif >= -6 && ydif <= 6)
tru = 1;
if (xdif >= -6 && xdif <= 6)
tru = 1;
if (self.attack <= 5 && tru == 1 && zdif >= (trace_ent.size_z / 2 * 0.8))
self.critical = 3;
dam = (dam * (1 - trace_fraction));
if (trace_ent.solid != SOLID_BSP && self.critical == 3)
SpawnBlood (org, 1);
else
SpawnBlood (org, 0.5);
if (trace_ent.solid == SOLID_BSP)
SpawnWood (trace_ent, org, 1);
T_Damage (trace_ent, self, self, dam);
if (trace_ent.solid == SOLID_BSP)
penetrate (org, (dam / 2), (dam / 2));
}
else
{
bullet_hole (org);
dir = vectoangles (source - targ);
penetrate (org, (dam / 2), (dam / 2));
return;
}
};
void () Screenshake =
{
local entity te;
te = findradius (self.origin, 700);
while (te)
{
if (((te.classname == "player") && (te.ghost == 0)))
{
stuffcmd (te, "v_iyaw_level 2\n");
stuffcmd (te, "v_iyaw_cycle 32\n");
stuffcmd (te, "v_ipitch_level 2\n");
stuffcmd (te, "v_ipitch_cycle 32\n");
stuffcmd (te, "v_iroll_level 2\n");
stuffcmd (te, "v_iroll_cycle 32\n");
stuffcmd (te, "v_idlescale 1\n");
}
te = te.chain;
}
};
void () ScreenshakeSingle =
{
stuffcmd (self, "v_iyaw_level 2\n");
stuffcmd (self, "v_iyaw_cycle 32\n");
stuffcmd (self, "v_ipitch_level 2\n");
stuffcmd (self, "v_ipitch_cycle 32\n");
stuffcmd (self, "v_iroll_level 2\n");
stuffcmd (self, "v_iroll_cycle 32\n");
stuffcmd (self, "v_idlescale 1\n");
};
void () ExplosionFrames =
{
self.avelocity = '300 300 250';
self.nextthink = (time + 0.02);
self.frame = (self.frame + 1);
if (self.frame == 16)
remove (self);
};
void (float input) Explosion =
{
local float r;
self.effects = EF_DIMLIGHT;
self.touch = SUB_Null;
setmodel (self, "progs/blast.mdl");
r = random ();
if ((r < 0.3))
sound (self, CHAN_BODY, "misc/exp1.wav", 1, ATTN_NORM);
if ((r < 0.65))
sound (self, CHAN_BODY, "misc/exp2.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "misc/exp3.wav", 1, ATTN_NORM);
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);
Screenshake ();
self.frame = AS_MELEE;
self.velocity = VEC_ORIGIN;
self.avelocity = '300 300 250';
self.think = ExplosionFrames;
self.nextthink = (time + 0.02);
};
void () WeaponTouch =
{
if (other.classname != "player")
return;
if (other.ghost != 0)
return;
if (other.current_slot == WEAPON_SPIKES)
{
return;
}
if (other.current_slot == AS_MELEE)
return;
if (self.handgrenade == 1)
{
if (other.handgrenade > 0)
{
sprint(other, 2, "already have a grenade.\n");
return;
}
sound (other, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
other.handgrenade = self.handgrenade;
other.grenadetype = self.grenadetype;
sprint(other, 2, "picked up a grenade.\n");
remove(self);
return;
}
if (ItemInSlot(other, other.current_slot) != 0)
return;
sound (other, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
SetItemSlot(other, other.current_slot, self.islot1);
remove (self);
self = other;
SetWeaponModel ();
if ((other.current_slot == 1))
stuffcmd (self, "impulse 1\n");
if ((other.current_slot == 2))
stuffcmd (self, "impulse 2\n");
};
void (float slotnum, float snd, float force) DropFromSlot =
{
local float weap;
local string mdel;
if (self.attack_finished > time && !force)
return;
if (slotnum == 0)
return;
weap = ItemInSlot(self, slotnum);
if (snd == 1)
sound (self, CHAN_WEAPON, "weapons/lock4.wav", 1, ATTN_NORM);
makevectors (self.v_angle);
newmis = spawn ();
newmis.owner = self;
newmis.classname = "dropped_weapon";
newmis.movetype = MOVETYPE_TOSS;
newmis.solid = SOLID_TRIGGER;
newmis.velocity = aim (self, 500);
newmis.velocity = (newmis.velocity * 500);
newmis.angles_y = (random () * 360);
mdel = "progs/w_1911.mdl";
if (weap == 1)
mdel = "progs/w_knife.mdl";
if (weap == 2)
mdel = "progs/w_knife.mdl";
if (weap == 3)
mdel = "progs/w_axe.mdl";
if (weap == 4)
mdel = "progs/w_axe.mdl";
if (weap == 5)
mdel = "progs/w_1911.mdl";
if (weap == 6)
mdel = "progs/w_deagle.mdl";
if (weap == 7)
mdel = "progs/w_1911.mdl";
if (weap == 8)
mdel = "progs/w_alien.mdl";
if (weap == 9)
mdel = "progs/w_pipe.mdl";
if (weap == 10)
mdel = "progs/w_shotgun.mdl";
if (weap == 11)
mdel = "progs/w_pipe.mdl";
if (weap == 12)
mdel = "progs/w_jackhammer.mdl";
if (weap == 13)
mdel = "progs/w_mp9.mdl";
if (weap == 14)
mdel = "progs/w_mp7.mdl";
if (weap == 15)
mdel = "progs/w_rangem.mdl";
if (weap == 16)
mdel = "progs/w_ak47.mdl";
if (weap == 17)
mdel = "progs/w_ak47.mdl";
if (weap == 18)
mdel = "progs/w_srifle.mdl";
if (weap == 19)
mdel = "progs/w_night.mdl";
if (weap == 20)
mdel = "progs/w_sa80.mdl";
if (weap == 21)
mdel = "progs/w_gauss.mdl";
if (weap == 22)
mdel = "progs/w_carbine.mdl";
if (self.current_slot == 3)
mdel = "progs/grenade2.mdl";
setmodel (newmis, mdel);
setsize (newmis, '-2 -2 0', '2 2 1');
makevectors (self.v_angle);
traceline (self.origin, ((self.origin + (v_forward * IT_LIGHTNING)) + '0 0 32'), FALSE, self);
trace_endpos = (trace_endpos - (v_forward * WEAPON_SPIKES));
setorigin (newmis, trace_endpos);
newmis.origin_z = self.origin_z;
newmis.nextthink = (time + 180);
newmis.think = SUB_Remove;
newmis.touch = WeaponTouch;
newmis.islot1 = weap;
SetItemSlot(self, slotnum, 0);
if (self.attack_finished < time+0.6)
self.attack_finished = time+0.6;
if (self.current_slot == slotnum)
SetWeaponModel ();
};
void (float slot) WeaponAmmo =
{
local float weap, amount;
weap = ToIID(ItemInSlot(self, slot));
amount = WeaponMagQuant(weap);
GiveAmmo (slot, amount);
};
void() Crosshair =
{
local float r;
local string new;
r = 32 + (self.recoil*8);
if (r > 256)
r = 256;
if (r < 0)
r = 0;
new = ftos(r);
stuffcmd(self, "crosshairsize ");
stuffcmd(self, new);
stuffcmd(self, "\n");
r = 0.75 - (self.recoil*0.03);
if (r <= 0.25)
r = 0.25;
new = ftos(r);
stuffcmd(self, "crosshairalpha ");
stuffcmd(self, new);
stuffcmd(self, "\n");
};
void (entity healer, entity saved) RevivePlayer =
{
local entity oself;
saved.deadflag = DEAD_NO;
saved.takedamage = DAMAGE_AIM;
saved.movetype = MOVETYPE_WALK;
saved.solid = SOLID_SLIDEBOX;
saved.ghost = 0;
saved.health = 2;
saved.air_finished = time + 10;
saved.view_ofs = '0 0 22';
oself = self;
self = saved;
player_run();
self = oself;
stuffcmd(saved, "impulse 1\n");
sprint (healer, PRINT_HIGH, "you revive ");
sprint (healer, PRINT_HIGH, trace_ent.netname);
sprint (healer, PRINT_HIGH, ".\n ");
sprint (saved, PRINT_HIGH, healer.netname);
sprint (saved, PRINT_HIGH, " saves you from death.\n");
saved.view2 = world;
};
float(float iid) UseBoostingChem =
{
local vector source;
local vector org;
local string x;
local float duration;
if (self.attack_finished > time)
return false;
x = GetItemName (iid);
if (iid == IID_CHEM_ADRENALINE)
duration = 30+random()*30;
else if (iid == IID_CHEM_PSYCHO)
duration = 30+random()*30;
else if (iid == IID_CHEM_BESERK)
duration = 30+random()*30;
else
{
sprint (self, PRINT_HIGH, "Not a boosting chem\n");
return false;
}
self.attack_finished = time + 1;
makevectors (self.v_angle);
source = self.origin + '0 0 0';
traceline (source, source + v_forward*64, FALSE, self);
if (trace_ent.classname == "player" && trace_ent.team == self.team)
{
if (trace_ent.health <= 0)
return false;
if (trace_ent.rage >= 1)
{
sprint (self, 2, trace_ent.netname);
sprint (self, PRINT_HIGH, " is already affected.\n");
return false;
}
sprint (trace_ent, 2, self.netname);
sprint (trace_ent, PRINT_HIGH, " used a ");
sprint (trace_ent, PRINT_HIGH, x);
sprint (trace_ent, PRINT_HIGH, " on you.\n");
sound (trace_ent, CHAN_BODY, "player/berserk.wav", 1, ATTN_NORM);
trace_ent.rage = iid;
trace_ent.ragetime = duration;
return true;
}
if (trace_fraction == 1.0)
{
if (self.health < self.max_health && self.rage == 0)
{
sound (self, CHAN_BODY, "player/berserk.wav", 1, ATTN_NORM);
self.rage = iid;
self.ragetime = duration;
return true;
}
}
return false;
};
float(float iid) UseHealingChem =
{
local vector source;
local vector org;
local float heal;
local string x;
if (self.attack_finished > time)
return false;
x = GetItemName (iid);
if (iid == IID_CHEM_STIMPACK)
heal = 2*5;
else if (iid == IID_CHEM_MEDICALBAG)
{
heal = 3*5;
x = "bandage";
}
else if (iid == IID_CHEM_SUPERSTIM)
heal = 4*5;
else
{
sprint (self, PRINT_HIGH, "Not a healing chem\n");
return false;
}
self.attack_finished = time + 1;
makevectors (self.v_angle);
source = self.origin + '0 0 0';
traceline (source, source + v_forward*64, FALSE, self);
if (trace_ent.classname == "player" && trace_ent.team == self.team)
{
if (trace_ent.health <= 0 && coop == 1)
{
RevivePlayer(self, trace_ent);
return false;
}
if (trace_ent.health <= 0 && coop == 0)
return false;
if (trace_ent.regen >= 1)
{
sprint (self, PRINT_HIGH, trace_ent.netname);
sprint (self, PRINT_HIGH, " is already healing.\n");
return false;
}
if (trace_ent.health >= trace_ent.max_health)
{
sprint(self, PRINT_HIGH, trace_ent.netname);
sprint(self, PRINT_HIGH, " isn't injured.\n");
return false;
}
sprint (trace_ent, PRINT_HIGH, self.netname);
sprint (trace_ent, PRINT_HIGH, " used a ");
sprint (trace_ent, PRINT_HIGH, x);
sprint (trace_ent, PRINT_HIGH, " to heal you.\n");
trace_ent.regen = heal;
trace_ent.health = trace_ent.health + heal;
stuffcmd (trace_ent, "v_cshift 0 0 0 0\n");
sound (self, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
return true;
}
if (trace_fraction == 1.0)
{
if (self.health < self.max_health && self.regen == 0)
{
sound (self, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
self.health = self.health + heal;
self.regen = heal;
return true;
}
}
return false;
};
void () DisplayMenu =
{
local entity spot;
local string menu;
local entity te;
local string qq;
if (self.currentmenu == "none")
return;
if (self.currentmenu == "shop_list")
{
menu = ShopString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_trait")
{
menu = TraitString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_perks")
{
menu = PerkString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_armor")
{
menu = ArmorString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_protect")
{
menu = ProtectString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_melee")
{
menu = MeleeString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_thrown")
{
menu = ThrownString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_pistols")
{
menu = PistolString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_shotguns")
{
menu = ShotgunString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_rifles")
{
menu = RifleString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_chems")
{
menu = ChemString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_other")
{
menu = OtherString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_equipment")
{
menu = EquipmentString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_weapons")
{
menu = WeaponString ();
centerprint (self, menu);
}
if (((self.currentmenu == "select_skill") && (self.team == 1)))
{
centerprint (self, "<22>CHOOSE SKILL SET<45>\n\n<>1<EFBFBD> Medic \n<>2<EFBFBD> Assassin \n<>3<EFBFBD> Soldier \n<>4<EFBFBD> Scientist\n");
}
if (((self.currentmenu == "select_skill") && (self.team == 2)))
{
centerprint (self, "<22>CHOOSE SKILL SET<45>\n\n<>1<EFBFBD> Medic \n<>2<EFBFBD> Assassin \n<>3<EFBFBD> Soldier \n<>4<EFBFBD> Scientist\n");
}
if ((self.currentmenu == "select_team"))
{
if (self.class == 0)
centerprint (self, "<22>CHOOSE YOUR TEAM<41>\n\n<>1<EFBFBD> Rangers (good)\n<>2<EFBFBD> Raiders (evil)\n<>3<EFBFBD> Auto-Assign \n");
if (self.class >= 0 && self.oldteam == 0)
centerprint (self, "<22>CHOOSE YOUR TEAM<41>\n\n<>1<EFBFBD> Rangers (good)\n<>2<EFBFBD> Raiders (evil)\n<>3<EFBFBD> Auto-Assign \n");
if (self.class > 0 && self.oldteam > 0)
centerprint (self, "<22>CHOOSE YOUR TEAM<41>\n\n<>1<EFBFBD> Rangers (good)\n<>2<EFBFBD> Raiders (evil)\n<>3<EFBFBD> Auto-Assign \n<>4<EFBFBD> Keep Previous \n");
}
if (self.currentmenu == "confirm_team")
{
sound (self, CHAN_BODY, "player/yourturn.wav", 1, ATTN_NORM);
if (self.team == 1)
centerprint (self, "<22>you will respawn as<61>\n\nRanger - OK?\n<>1<EFBFBD> Yes \n<>2<EFBFBD> No \n");
if (self.team == 2)
centerprint (self, "<22>you will respawn as<61>\n\nRaider - OK?\n<>1<EFBFBD> Yes \n<>2<EFBFBD> No \n");
}
if (self.currentmenu == "confirm_skill")
{
sound (self, CHAN_BODY, "player/yourturn.wav", 1, ATTN_NORM);
if (self.class == 1)
centerprint (self, "<22>your class will be<62>\n\nMedic - OK?\n<>1<EFBFBD> Yes \n<>2<EFBFBD> No \n");
if (self.class == 2)
centerprint (self, "<22>your class will be<62>\n\nAssassin - OK?\n<>1<EFBFBD> Yes \n<>2<EFBFBD> No \n");
if (self.class == 3)
centerprint (self, "<22>your class will be<62>\n\nSoldiier - OK?\n<>1<EFBFBD> Yes \n<>2<EFBFBD> No \n");
if (self.class == 4)
centerprint (self, "<22>your class will be<62>\n\nScientist - OK?\n<>1<EFBFBD> Yes \n<>2<EFBFBD> No \n");
}
if (self.currentmenu == "menu_build")
{
menu = BuildString ();
centerprint (self, menu);
}
};
void () Special =
{
#if 0
<<<< <<< weapons.qc
/*
==== ===
if (self.class == 1)
Bandage ();
>>>> >>> 1.2
if (self.class == 2)
<<< <<<< weapons.qc
Cmd_InvUse(GetItemName(IID_CHEM_MEDICALBAG));
if (self.class == 3)
Cmd_InvUse("sneak-boy");
if (self.class == 4)
Cmd_InvUse(GetItemName(IID_GREN_FRAG));
if (self.class == 6)
Cmd_InvUse("shield");
*/
===== ==
Sneak ();
if (self.class == 4)
self.currentmenu = "menu_build";
>>>> >>> 1.2
#endif
};
void () hos_run1;
void () hos_stand1;
float (float iid) spawn_station;
void () ExitScreen =
{
local float car;
local float q;
local entity te;
local string x;
if (self.class == 0)
return;
if (self.ghost == 1)
return;
if (self.team == 0)
return;
if (self.attack_finished > time)
return;
if (trace_ent.classname == "hostage" && trace_ent.health > 0 && trace_fraction < 1)
{
if (self.team != 1)
return;
if (self.currentmenu == "menu_build")
return;
if (trace_ent.cnt == 0)
{
sprint (self, 2, "hostage is now following you.\n");
trace_ent.nextthink = (time + 0.1);
trace_ent.think = hos_run1;
trace_ent.cnt = 1;
trace_ent.friend = self;
return;
}
else
{
if (trace_ent.cnt == 1)
{
sprint (self, 2, "hostage stopped following you.\n");
trace_ent.nextthink = (time + 0.1);
trace_ent.think = hos_stand1;
trace_ent.cnt = 0;
trace_ent.friend = trace_ent;
return;
}
}
return;
}
if ((self.currentmenu != "none"))
{
centerprint (self, "\n");
self.currentmenu = "none";
}
};
void () Sneak =
{
local float w;
w = weightx();
if (self.sneak >= 1)
{
sound (self, CHAN_BODY, "items/inv1.wav", 1, ATTN_NORM);
centerprint (self, "<22> Uncloaked <20>\n");
setmodel (self, "progs/guy.mdl");
self.sneak = 0;
return;
}
if (self.ammo_cells < 20)
{
sprint (self, PRINT_HIGH, "wait for stealth-boy to recharge.\n");
return;
}
if (self.sneak == 0 && self.class == 2)
{
sound (self, CHAN_BODY, "items/inv1.wav", 1, ATTN_NORM);
centerprint (self, "<22> cloaked and sneaking <20>\n(1% detection chance)");
self.sneak = 1;
return;
}
else if (self.sneak == 0 && self.class != 2)
{
sound (self, CHAN_BODY, "items/inv1.wav", 1, ATTN_NORM);
centerprint (self, "<22> cloaked <20>\n(15% detection chance)");
self.sneak = 3;
return;
}
else if (self.sneak == 0 && w > 20)
{
sound (self, CHAN_BODY, "items/inv1.wav", 1, ATTN_NORM);
centerprint (self, "<22> too much gear <20>\n");
setmodel (self, "progs/guy.mdl");
self.sneak = 0;
return;
}
};
void () Shield =
{
if (self.class != 6)
{
centerprint (self, "You can't shield yourself!\n");
return;
}
if (self.sneak == 2)
{
centerprint (self, "<22><><EFBFBD> Unshielded <20><><EFBFBD>\n");
self.sneak = 0;
sound (self, CHAN_BODY, "items/protect2.wav", 1, ATTN_NORM);
return;
}
if (self.ammo_cells < 10)
{
centerprint (self, "wait for your shield to recharge.\n");
return;
}
if (self.sneak == 0)
{
centerprint (self, "<22><><EFBFBD> Energy Shield <20><><EFBFBD>\n");
self.sneak = 2;
sound (self, CHAN_BODY, "items/protect.wav", 1, ATTN_NORM);
return;
}
};
void () station_die =
{
if ((self.buildtype == IID_BUILD_MRAMMO))
{
if ((self.team == 1))
{
blue_weapon = 0;
}
else
{
if ((self.team == 2))
{
red_weapon = 0;
}
}
}
if ((self.buildtype == IID_BUILD_SHIELDGEN))
{
if ((self.team == 1))
{
blue_armor = 0;
}
else
{
if ((self.team == 2))
{
red_armor = 0;
}
}
}
if ((self.buildtype == IID_BUILD_AUTODOC))
{
if ((self.team == 1))
{
blue_gadget = 0;
}
else
{
if ((self.team == 2))
{
red_gadget = 0;
}
}
}
Explosion (2);
};
void () station_think =
{
#define chemcount attack_finished
local entity dog;
local entity te;
local string qq;
local float zz, x;
self.nextthink = time + 2;
self.frame = self.buildtype;
if (self.track.team != self.team)
{
station_die ();
return;
}
if (self.chemcount <= 0)
{
station_die ();
return;
}
if (self.buildtype == IID_BUILD_SHIELDGEN)//barricade
{
sound (self, CHAN_BODY, "items/protect2.wav", 1, ATTN_NORM);
te = findradius (self.origin, 256);
while (te)
{
if (te.classname == "player" && te.team == self.team)
{
if (self.chemcount <= 0)
{
sound (self, CHAN_BODY, "misc/menu2.wav", TRUE, ATTN_NORM);
sprint (te, 2, "the shield generator is out of power.\n");
return;
}
if (te.classname == "player")
{
te.protect = 3;
self.chemcount = self.chemcount - 1;
stuffcmd(te, "v_cshift 0 100 100 100\n");
}
}
te = te.chain;
}
}
if (self.buildtype == IID_BUILD_AUTODOC)//autodoc
{
te = findradius (self.origin, 70);
while (te)
{
if (te.classname == "player" && te.team == self.team)
{
if (self.chemcount <= 0)
{
sound (self, CHAN_BODY, "misc/item1.wav", TRUE, ATTN_NORM);
sprint (te, 2, "the autodoc is out of medical supplies.\n");
return;
}
if (te.health < te.max_health)
{
sound (self, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
sprint (te, 2, "the auto-doc heals you for 3 health.\n");
te.health = te.health + 3;
self.chemcount = self.chemcount - 1;
if (te.health > te.max_health)
te.health = te.max_health;
}
}
te = te.chain;
}
}
if (self.buildtype == IID_BUILD_MRAMMO)//mr. ammo
{
te = findradius (self.origin, 60);
while (te)
{
if (te.classname == "player" && te.team == self.team)
{
if (self.chemcount <= 0)
{
sound (self, CHAN_BODY, "misc/item1.wav", TRUE, ATTN_NORM);
sprint (te, 2, "this mr.ammo is out of ammunition.\n");
return;
}
sprint (te, 2, "mr.ammo incorporated would like to appologise for any inconvienience caused by this unit being offline.\nOur engineers have diagnosed the fault and will remove the stub whenever they can be arsed.\n");
/*
x = 300;
if (te.current_slot == 1 && te.ammo2 < x)
{
sound (self, CHAN_BODY, "misc/item1.wav", TRUE, ATTN_NORM);
zz = (te.maxmag1 / 2);
zz = ceil (zz);
qq = ftos (zz);
sprint (te, 2, qq);
sprint (te, 2, " ammo was received from the mr.ammo.\n");
te.ammo1 = te.ammo1 + zz;
te.ammo1 = ceil (te.ammo1);
self.chemcount = self.chemcount - 1;
}
else
{
if (te.current_slot == 2 && te.ammo2 < x)
{
sound (self, CHAN_BODY, "misc/item1.wav", TRUE, ATTN_NORM);
zz = (te.maxmag2 / 2);
zz = ceil (zz);
qq = ftos (zz);
sprint (te, 2, qq);
sprint (te, 2, " ammo was received from the mr.ammo.\n");
te.ammo2 = te.ammo2 + zz;
te.ammo2 = ceil (te.ammo2);
self.chemcount = self.chemcount - 1;
}
}
*/
}
te = te.chain;
}
}
};
void () Bar_Think =
{
local float dot1;
if ((self.owner.health < WEAPON_SHOTGUN))
{
remove (self);
return;
}
if ((self.owner.health >= self.owner.max_health))
{
remove (self);
return;
}
self.flags = self.flags;
if ((self.owner.position == WEAPON_SHOTGUN))
{
dot1 = WEAPON_SHOTGUN;
}
if ((dot1 == WEAPON_SHOTGUN))
{
self.frame = MULTICAST_ALL;
setmodel (self, "");
self.nextthink = (time + 0.01);
return;
}
if (((self.owner.health >= WEAPON_SHOTGUN) && (dot1 == MULTICAST_ALL)))
{
self.frame = floor (((self.owner.health / self.owner.max_health) * TE_WIZSPIKE));
setorigin (self, (self.owner.origin + '0 0 48'));
self.nextthink = (time + 0.01);
setmodel (self, "progs/hbar.spr");
}
};
void (entity guy) spawn_dot =
{
local entity hologram;
hologram = spawn ();
hologram.movetype = MOVETYPE_NONE;
hologram.solid = SOLID_NOT;
hologram.owner = self;
setmodel (hologram, "progs/hbar.spr");
hologram.skin = self.skin;
setorigin (hologram, self.origin);
setsize (hologram, VEC_ORIGIN, VEC_ORIGIN);
hologram.angles = self.angles;
hologram.colormap = self.colormap;
hologram.cnt = MULTICAST_ALL;
hologram.think = Bar_Think;
hologram.nextthink = (time + 0.01);
};
float (float iid) spawn_station =
{
local entity oself;
local entity te;
local vector org;
if (iid == IID_BUILD_ROBOFANG)
{
te = find (world, classname, "robofang");
while (te)
{
if (te.track == self && te.buildtype == IID_BUILD_ROBOFANG)
{
makevectors (self.v_angle);
setorigin(te, self.origin + v_forward*32);
return false;
}
te = find (te, classname, "robofang");
}
}
te = find (world, classname, "station");
while (te)
{
if (te.track == self && te.buildtype == iid)
{
sprint (self, 2, "already have one.\n");
return false;
}
te = find (te, classname, "station");
}
if (iid == IID_BUILD_ROBOFANG)
{
te = findradius (self.origin, 128);
while (te)
{
if (te != self && te.classname == "player" && te.health > 0)
{
sprint(self, PRINT_HIGH, "not with other players nearby.\n");
return false;
}
te = te.chain;
}
}
makevectors (self.v_angle);
org = ((self.origin + (v_forward * IT_LIGHTNING)) + (v_up * EF_FLAG2));
if ((pointcontents ((org + '0 20 0')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
if ((pointcontents ((org + '0 -20 0')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
if ((pointcontents ((org + '20 0 0')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
if ((pointcontents ((org + '-20 0 0')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
if ((pointcontents ((org + '0 0 50')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
if ((pointcontents ((org + '0 0 -10')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
self.impulse = 0;
te = findradius (org, 40);
while (te)
{
if (te.classname == "spawn1")
{
sprint (self, 2, "can't build at spawn.\n");
return false;
}
if (te.classname == "spawn2")
{
sprint (self, 2, "can't build at spawn.\n");
return false;
}
if (te.classname == "ghoul")
{
sprint (self, 2, "somethings in the way.\n");
return false;
}
if (((te.classname == "player") && (te.health > 0)))
{
sprint (self, 2, "can't build on players.\n");
return false;
}
if (((te.classname == "station") && (te.health > 0)))
{
sprint (self, 2, "can't build on other stations.\n");
return false;
}
te = te.chain;
}
oself = self;
self = spawn ();
self.team = oself.team;
self.track = oself;
spawn_dot (self);
self.origin = org;
self.takedamage = DAMAGE_YES;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_TOSS;
setsize (self, '-16 -16 0', '16 16 40');
self.health = 30;
self.max_health = 300;
self.th_die = station_die;
setmodel (self, "progs/station.mdl");
self.classname = "station";
self.think = station_think;
self.helmet = 2;
self.buildtype = iid;
if (self.buildtype == IID_BUILD_MRAMMO)
self.netname = "mr. ammo";
if (self.buildtype == IID_BUILD_SHIELDGEN)
self.netname = "shield generator";
if (self.buildtype == IID_BUILD_AUTODOC)
self.netname = "autodoc";
if (self.buildtype == IID_BUILD_ROBOFANG)
{
setsize(self, '-24 -24 -24', '24 24 24');
self.netname = "robofang";
setmodel (self, "progs/dog.mdl");
}
self.frame = 4;
self = oself;
return true;
};
void () BuyMenu =
{
local float is_shop;
local entity te;
local entity shop;
local entity spot;
local entity oldself;
local vector spot1;
local vector spot2;
local float r;
local float cyc;
local string menu;
if (self.currentmenu == "777")
return;
is_shop = 0;
if (coop == 0)
{
te = findradius (self.origin, 250);
while (te)
{
if (te.classname == "buyzone1" && self.team == 1)
is_shop = 1;
if (te.classname == "buyzone2" && self.team == 2)
is_shop = 1;
te = te.chain;
}
}
if (coop == 1)
{
te = findradius (self.origin, 80);
while (te)
{
if (te.classname == "buyzone")
is_shop = 1;
if (te.classname == "merchant")
is_shop = 1;
te = te.chain;
}
}
if ((is_shop == 0))
{
centerprint (self, "nothing but the afterglow, here.\n(find a trader)");
return;
}
if ((is_shop == 1))
{
menu = ShopString ();
centerprint (self, menu);
self.currentmenu = "shop_list";
if (self.current_slot != 0 && self.current_slot != 2)
self.current_slot = 1;
return;
}
};
void () CharacterSheet =
{
local string x;
local float qq;
local float ratio;
local float r1;
local float r2;
stuffcmd (self, "toggleconsole\n");
sprint (self, PRINT_HIGH, "\n\n\n\n ** INFO ** \n");
sprint (self, PRINT_HIGH, "<22>Class <20> ");
if (self.class == 1)
sprint (self, 2, "Medic");
if (self.class == 2)
sprint (self, 2, "Assassin");
if (self.class == 3)
sprint (self, 2, "Soldier");
if (self.class == 4)
sprint (self, 2, "Scientist");
sprint (self, PRINT_HIGH, "\n<>Team <20> ");
if (self.team == 1)
sprint (self, 2, "Rangers\n");
if (self.team == 2)
sprint (self, 2, "Raiders\n");
sprint (self, PRINT_HIGH, "<22>Score <20> ");
r1 = (self.dead);
r2 = (self.kills);
if (r1 == 0)
r1 = 1;
ratio = (r2 / r1);
x = ftos (ratio);
sprint (self, 2, x);
sprint (self, 2, " (");
x = ftos (self.kills);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "/");
x = ftos (self.dead);
sprint (self, 2, x);
sprint (self, 2, ") ");
sprint (self, PRINT_HIGH, "\n<>Speed <20> ");
x = ftos (self.maxspeed);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "/300\n");
sprint (self, PRINT_HIGH, "<22>Money <20> ");
x = ftos (self.ammo_shells);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "$\n");
if (self.class == 2)
{
sprint (self, PRINT_HIGH, "<22>Bandages <20> ");
x = ftos (self.bandages);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "\n");
}
if (self.class == 6)
{
sprint (self, PRINT_HIGH, "<22>Scraps <20> ");
x = ftos (self.scraps);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "\n");
}
/*
sprint (self, PRINT_HIGH, "\n<>Armor <20> ");
x = GetArmorName();
sprint (self, 2, x);
sprint (self, 2, " (");
x = ftos (self.armor_weight);
sprint (self, 2, x);
sprint (self, 2, ")\n");
*/
sprint (self, PRINT_HIGH, "<22>Protective<76> ");
x = GetProtectName();
sprint (self, 2, x);
sprint (self, 2, "\n");
/*
sprint (self, PRINT_HIGH, "<22>Chem <20> ");
x = GetChemName();
sprint (self, 2, x);
x = ftos (self.chemcount);
sprint (self, 2, "[");
sprint (self, 2, x);
sprint (self, 2, "]");
sprint (self, 2, "\n");
*/
sprint (self, PRINT_HIGH, "<22>Gadget <20> ");
x = GetEquipmentName();
sprint (self, 2, x);
sprint (self, 2, "\n");
sprint (self, PRINT_HIGH, "<22>Perk <20> ");
x = GetPerkName();
sprint (self, 2, x);
sprint (self, 2, "\n");
sprint (self, PRINT_HIGH, "<22>Trait <20> ");
x = GetTraitName();
sprint (self, 2, x);
sprint (self, 2, "\n");
/*
sprint (self, PRINT_HIGH, "<22>Weapon 1 <20> ");
x = GetWeaponName (self, self.slot1);
sprint (self, 2, x);
sprint (self, 2, " (");
x = ftos (self.slot1_weight);
sprint (self, 2, x);
sprint (self, 2, ") (");
sprint (self, 2, self.ammotype1);
sprint (self, 2, ")\n");
sprint (self, PRINT_HIGH, "<22>Weapon 2 <20> ");
x = GetWeaponName (self, self.slot2);
sprint (self, 2, x);
sprint (self, 2, " (");
x = ftos (self.slot2_weight);
sprint (self, 2, x);
sprint (self, 2, ") (");
sprint (self, 2, self.ammotype2);
sprint (self, 2, ")\n\n");
*/
qq = weightx ();
sprint (self, PRINT_HIGH, "<22>Weight <20> ");
x = ftos (qq);
sprint (self, 2, x);
qq = self.max_weight;
sprint (self, PRINT_HIGH, "/");
x = ftos (qq);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "\n");
return;
};
void () UseEquipment =
{
if (self.equipment == 0)
{
centerprint(self, "<22><> no extra equipment <20><>\n");
return;
}
if (self.equipment == 1)
{
centerprint(self, "<22><> medic's bag <20><>\nlets you carry more stimpacks\n");
return;
}
if (self.equipment == 4)
{
centerprint(self, "<22><> belt pouch <20><>\ngives you room for two extra grenades\n");
return;
}
if (self.equipment == 5)
{
centerprint(self, "<22><> backpack <20><>\nlets you carry more ammunition\n");
return;
}
if (self.equipment == 6)
{
centerprint(self, "<22><> toolkit mark ii <20><>\nbuild, defuse and open doors faster\n");
return;
}
if (self.equipment == 7 && self.equipment_state == 0)
{
sprint (self, PRINT_HIGH, "climbing gear in place.\n");
sound (self, CHAN_BODY, "misc/item2.wav", 1, ATTN_NORM);
self.maxspeed = 100;
self.velocity_z = 0;
self.equipment_state = 1;
}
if (self.equipment == 7 && self.equipment_state == 1)
{
sprint (self, PRINT_HIGH, "climbing gear retrieved.\n");
sound (self, CHAN_BODY, "misc/item2.wav", 1, ATTN_NORM);
self.grab = 0;
self.equipment_state = 0;
return;
}
if (self.equipment == 8)
{
centerprint(self, "<22><> enhanced battery <20><>\nallows longer cloaking\n");
return;
}
if (self.equipment == 9)
{
Sneak();
return;
}
};
void (vector s_aim, float dam, float tmp, float ran) W_FireBuckshotSpread1 =
{
local vector source;
local vector targ;
local vector org;
local float r;
local float srange;
local float zdif;
local vector src;
local vector pos;
local float ydif;
local float xdif;
local float tru;
makevectors (self.v_angle);
if (self.position == 0)
source = (self.origin + '0 0 20');
if (self.position == 1)
source = (self.origin + '0 0 4');
if (self.position == 2)
source = (self.origin + '0 0 -12');
targ = ((((((s_aim + ((v_right * random ()) * tmp)) - ((v_right * random ()) * tmp)) + ((v_up * random ()) * tmp)) - ((v_up * random ()) * tmp)) + (((v_up * random ()) * tmp) * 0.5)) + (v_forward * ran));
traceline (source, targ, FALSE, self);
if ((trace_fraction == 1))
{
return;
}
org = (trace_endpos - (v_forward * 2));
if (trace_ent.takedamage)
{
dam = ((random () * dam) + dam);
dam = (dam * (1 - trace_fraction));
if (trace_ent.solid != SOLID_BSP)
SpawnBlood (org, 1);
if (trace_ent.solid == SOLID_BSP)
SpawnWood (trace_ent, org, 1);
zdif = (org_z - trace_ent.origin_z);
ydif = (org_y - trace_ent.origin_y);
xdif = (org_x - trace_ent.origin_x);
tru = 0;
if (((ydif >= CONTENT_SLIME) && (ydif <= WEAPON_SPIKES)))
{
tru = 1;
}
if (((xdif >= CONTENT_SLIME) && (xdif <= WEAPON_SPIKES)))
{
tru = 1;
}
if (((tru == 1) && (zdif >= ((trace_ent.size_z / 2) * 0.8))))
{
if (self.attack > 2)
dam = (dam * 0.4);
self.critical = 3;
}
T_Damage (trace_ent, self, self, dam);
}
else
{
bullet_hole (org);
}
};
void (float rec, float number, float dam, float spread, float ran, float auto) W_FireShotgun =
{
local vector dir;
local vector p_aim;
local float var1;
local float var2;
local float var3;
local float var4;
local vector adjust;
if (self.velocity != '0 0 0')
{
var1 = ((random () * 48) * (6 + self.recoil * 1.5));
var2 = ((random () * 48) * (6 + self.recoil * 1.5));
var3 = ((random () * 48) * (6 + self.recoil * 1.5));
var4 = ((random () * 48) * (6 + self.recoil * 1.5));
}
if (self.position == 2)
{
var1 = ((random () * 12) * (6 + self.recoil * 1.5));
var2 = ((random () * 12) * (6 + self.recoil * 1.5));
var3 = ((random () * 12) * (6 + self.recoil * 1.5));
var4 = ((random () * 12) * (6 + self.recoil * 1.5));
}
if (self.position == 1)
{
var1 = ((random () * IDLE3A) * (6 + self.recoil * 1.5));
var2 = ((random () * IDLE3A) * (6 + self.recoil * 1.5));
var3 = ((random () * IDLE3A) * (6 + self.recoil * 1.5));
var4 = ((random () * IDLE3A) * (6 + self.recoil * 1.5));
}
if (self.position == 0)
{
var1 = ((random () * IDLE10A) * (6 + (self.recoil * 3)));
var2 = ((random () * IDLE10A) * (6 + (self.recoil * 3)));
var3 = ((random () * IDLE10A) * (6 + (self.recoil * 3)));
var4 = ((random () * IDLE10A) * (6 + (self.recoil * 3)));
}
if (self.position == 0)
player_single1 ();
if (self.position == 2)
player_single1 ();
if (self.position == 1)
player_single1_s ();
stuffcmd (self, "+lookup\n");
stuffcmd (self, "wait\n");
stuffcmd (self, "-lookup\n");
sound (self, CHAN_WEAPON, "weapons/shotgun1.wav", 1.5, ATTN_NORM);
p_aim = (((((self.origin + '0 0 20') + (v_right * var1)) - (v_right * var2)) + (v_up * var3)) - (v_up * var4));
msg_entity = self;
WriteByte (MSG_ONE, SVC_BIGKICK);
DropAmmo ();
self.attack = (self.attack + 1);
self.recoil = (self.recoil + 8);
Crosshair();
if (self.recoil >= 30)
self.recoil = 30;
if (auto == 0)
self.attack_finished = (time + 0.5);
if (auto == 1)
self.attack_finished = (time + 0.2);
dir = aim (self, 10000);
spread = 30;
if ((number == MULTICAST_PVS_R))
{
W_FireBuckshotSpread1 (p_aim, dam, spread, ran);
W_FireBuckshotSpread1 ((p_aim + (v_right * 80)), dam, spread, ran);
W_FireBuckshotSpread1 ((p_aim - (v_right * 80)), dam, spread, ran);
W_FireBuckshotSpread1 ((p_aim + (v_up * 80)), dam, spread, ran);
W_FireBuckshotSpread1 ((p_aim - (v_up * 80)), dam, spread, ran);
}
else
{
if ((number == AS_MELEE))
{
W_FireBuckshotSpread1 (p_aim, dam, spread, ran);
W_FireBuckshotSpread1 (p_aim, dam, spread, ran);
W_FireBuckshotSpread1 (p_aim, dam, spread, ran);
}
}
};