fteqw/quakec/basemod/weapons.qc

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/*
*/
void (entity targ, entity inflictor, entity attacker, float damage, INTEGER mod) T_Damage;
void () player_run;
void(entity inflictor, entity attacker, float damage, float radius, entity ignore, INTEGER mod) T_RadiusDamage;
void(vector org, float damage) SpawnBlood;
void() SuperDamageSound;
// 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
};
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)
{
SpawnBlood (org, 20);
if (deathmatch > 3)
T_Damage (trace_ent, self, self, 75, MOD_AXE);
else
T_Damage (trace_ent, self, self, 20, MOD_AXE);
}
else
{ // hit wall
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
TE_gunshot(org);
}
};
//============================================================================
/*
================
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);
};
/*
==============================================================================
MULTI-DAMAGE
Collects multiple small damages into a single damage
==============================================================================
*/
entity multi_ent;
float multi_damage;
INTEGER multi_mod;
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;
multi_mod = MOD_NONE;
};
void() ApplyMultiDamage =
{
if (!multi_ent)
return;
T_Damage (multi_ent, self, self, multi_damage, multi_mod);
};
void(entity hit, float damage, INTEGER mod) AddMultiDamage =
{
if (!hit)
return;
if (hit != multi_ent || mod != multi_mod)
{
ApplyMultiDamage ();
multi_damage = damage;
multi_ent = hit;
}
else
multi_damage = multi_damage + damage;
};
void() Multi_Finish =
{
if (puff_count)
TE_gunshot(puff_org);
if (blood_count)
SpawnBlood(blood_org, blood_count);
};
/*
==============================================================================
BULLETS
==============================================================================
*/
/*
================
TraceAttack
================
*/
void(float damage, vector dir, INTEGER mod) 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, mod);
}
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.
================
*/
void(float shotcount, vector dir, vector spread, INTEGER mod) FireBullets =
{
local vector direction;
local vector src;
makevectors(self.v_angle);
src = self.origin + v_forward*10;
src_z = self.absmin_z + self.size_z * 0.7;
ClearMultiDamage ();
traceline (src, src + dir*2048, FALSE, self);
puff_org = trace_endpos - dir*4;
while (shotcount > 0)
{
direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up;
traceline (src, src + direction*2048, FALSE, self);
if (trace_fraction != 1.0)
TraceAttack (4, direction, mod);
shotcount = shotcount - 1;
}
ApplyMultiDamage ();
Multi_Finish ();
};
/*
================
W_FireShotgun
================
*/
void() W_FireShotgun =
{
local vector dir;
sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM);
VK_smallkick(self);
if (deathmatch != 4 )
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
dir = aim (self, 100000);
FireBullets (6, dir, '0.04 0.04 0', MOD_SHOTGUN);
};
/*
================
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);
VK_bigkick(self);
if (deathmatch != 4)
self.currentammo = self.ammo_shells = self.ammo_shells - 2;
dir = aim (self, 100000);
FireBullets (14, dir, '0.14 0.08 0', MOD_SUPERSHOTGUN);
};
/*
==============================================================================
ROCKETS
==============================================================================
*/
/*
================
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);
VK_smallkick(self);
PRJ_FireProjectile(self,
"progs/missile.mdl",
self.origin + v_forward*8 + '0 0 16',
aim(self, 1000) * 1000,
PE_EXPLOSION,
100+random()*20,
MOD_ROCKET,
5);
PRJ_SetRadiusDamage(120, 160, MOD_ROCKETRADIUS);
};
/*
===============================================================================
LIGHTNING
===============================================================================
*/
void(entity from, float damage) LightningHit =
{
TE_lightningblood(trace_endpos);
T_Damage (trace_ent, from, from, damage, MOD_SHAFT);
};
/*
=================
LightningDamage
=================
*/
void(vector p1, vector p2, entity from, float damage) LightningDamage =
{
local entity e1, e2;
local vector f;
f = p2 - p1;
f = 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);
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;
local INTEGER expmod;
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)
{
T_Damage (self, self, self.owner, 4000, MOD_SELFWATER);
return;
}
}
cells = self.ammo_cells;
self.ammo_cells = 0;
W_SetCurrentAmmo ();
expmod = MOD_SHAFTWATER;
if (self.watertype == CONTENT_SLIME)
expmod = MOD_SHAFTSLIME;
else if (self.watertype == CONTENT_LAVA)
expmod = MOD_SHAFTLAVA;
T_RadiusDamage (self, self, 35*cells, 40+35*cells, world, expmod);
return;
}
if (self.lightning_sound < time)
{
sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
self.lightning_sound = time + 0.6;
}
VK_smallkick(self);
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);
TE_lightning2(self, org, trace_endpos);
LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
};
/*
================
W_FireGrenade
================
*/
void() W_FireGrenade =
{
local vector vel;
if (deathmatch != 4)
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
if (self.v_angle_x)
vel = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
else
{
vel = aim(self, 10000) * 600;
vel_z = 200;
}
VK_smallkick(self);
PRJ_FireProjectile(self, "progs/grenade.mdl", self.origin, vel, PE_EXPLOSIONGROUND, 0, 0, 2.5);
PRJ_SetRadiusDamage(120, 160, MOD_GRENADE);
PRJ_SetBouncyProjectile();
if (deathmatch == 4)
{
self.attack_finished = time + 1.1;
T_Damage (self, self, self.owner, 10, MOD_GRENADE);
}
};
//=============================================================================
void(float ox) W_FireSpikes =
{
if (self.ammo_nails < 1)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
if (deathmatch != 4)
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
VK_smallkick(self);
PRJ_FireProjectile(self,
"progs/spike.mdl",
self.origin + '0 0 16' + v_right*ox,
aim(self, 1000) * 1000,
PE_SPIKE,
9,
MOD_SPIKE,
6);
};
void() W_FireSuperSpikes =
{
if (self.ammo_nails < 2)
{
W_FireSpikes(0);
return;
}
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
if (deathmatch != 4)
self.currentammo = self.ammo_nails = self.ammo_nails - 2;
VK_smallkick(self);
PRJ_FireProjectile(self,
"progs/s_spike.mdl",
self.origin + '0 0 16',
aim(self, 1000) * 1000,
PE_SUPERSPIKE,
18,
MOD_SUPERSPIKE,
6);
};
/*
===============================================================================
PLAYER WEAPON USE
===============================================================================
*/
// different from W_CheckNoAmmo due to SSG/SNG being able to fire 1 shot instead of 2...
float(float wep) W_HasAmmo =
{
switch (wep)
{
case IT_SHOTGUN:
return self.ammo_shells >= 1;
case IT_SUPER_SHOTGUN:
return self.ammo_shells >= 2;
case IT_NAILGUN:
return self.ammo_nails >= 1;
case IT_SUPER_NAILGUN:
return self.ammo_nails >= 2;
case IT_GRENADE_LAUNCHER:
case IT_ROCKET_LAUNCHER:
return self.ammo_rockets >= 1;
case IT_LIGHTNING:
return self.ammo_cells >= 1;
}
return TRUE;
};
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) );
switch (self.weapon)
{
case IT_AXE:
self.currentammo = 0;
self.weaponmodel = "progs/v_axe.mdl";
self.weaponframe = 0;
break;
case IT_SHOTGUN:
self.currentammo = self.ammo_shells;
self.weaponmodel = "progs/v_shot.mdl";
self.weaponframe = 0;
self.items = self.items | IT_SHELLS;
break;
case IT_SUPER_SHOTGUN:
self.currentammo = self.ammo_shells;
self.weaponmodel = "progs/v_shot2.mdl";
self.weaponframe = 0;
self.items = self.items | IT_SHELLS;
break;
case IT_NAILGUN:
self.currentammo = self.ammo_nails;
self.weaponmodel = "progs/v_nail.mdl";
self.weaponframe = 0;
self.items = self.items | IT_NAILS;
break;
case IT_SUPER_NAILGUN:
self.currentammo = self.ammo_nails;
self.weaponmodel = "progs/v_nail2.mdl";
self.weaponframe = 0;
self.items = self.items | IT_NAILS;
break;
case IT_GRENADE_LAUNCHER:
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rock.mdl";
self.weaponframe = 0;
self.items = self.items | IT_ROCKETS;
break;
case IT_ROCKET_LAUNCHER:
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rock2.mdl";
self.weaponframe = 0;
self.items = self.items | IT_ROCKETS;
break;
case IT_LIGHTNING:
self.currentammo = self.ammo_cells;
self.weaponmodel = "progs/v_light.mdl";
self.weaponframe = 0;
self.items = self.items | IT_CELLS;
break;
default:
self.currentammo = 0;
self.weaponmodel = "";
self.weaponframe = 0;
}
};
float() W_BestWeapon =
{
float fl;
if (self.waterlevel <= 1)
fl = IT_LIGHTNING;
else
fl = IT_SUPER_NAILGUN;
while (1)
{
if ( (self.items & fl) && W_HasAmmo(fl) )
return fl;
// best weapon order
switch (fl)
{
case IT_LIGHTNING:
fl = IT_SUPER_NAILGUN;
break;
case IT_SUPER_NAILGUN:
fl = IT_SUPER_SHOTGUN;
break;
case IT_SUPER_SHOTGUN:
fl = IT_NAILGUN;
break;
case IT_NAILGUN:
fl = IT_SHOTGUN;
break;
case IT_SHOTGUN:
default:
return IT_AXE; // so we don't get an infinite loop with certain engines
}
}
};
float() W_CheckNoAmmo =
{
if (self.currentammo > 0)
return TRUE;
if (self.weapon == IT_AXE)
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_nail2;
void() player_light1;
void() player_light2;
void() player_rocket1;
void() muzzleflash;
void() W_Attack =
{
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.weaponstate == WS_IDLE) // start delay
self.delay = time + 0.1;
// animations are dealt with here
switch (self.weapon)
{
case IT_AXE:
r = random();
if (r < 0.25)
{
self.weaponframe = 1;
player_axe1 ();
}
else if (r < 0.5)
{
self.weaponframe = 5;
player_axeb1 ();
}
else if (r < 0.75)
{
self.weaponframe = 1;
player_axec1 ();
}
else
{
self.weaponframe = 5;
player_axed1 ();
}
break;
case IT_NAILGUN:
case IT_SUPER_NAILGUN:
muzzleflash();
if (self.weaponframe == 0)
self.weaponframe = 1;
if (self.weaponframe & 1)
player_nail1();
else
player_nail2();
break;
case IT_GRENADE_LAUNCHER:
case IT_ROCKET_LAUNCHER:
self.weaponframe = 1;
muzzleflash();
player_rocket1();
break;
case IT_LIGHTNING:
muzzleflash();
if (self.weaponframe == 0)
{
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
self.weaponframe = 1;
}
if (self.weaponframe & 1)
player_light1();
else
player_light2();
break;
default:
muzzleflash();
self.weaponframe = 1;
player_shot1();
}
SuperDamageSound();
// firing is done here (r is used for round time instead of a temp here)
switch (self.weapon)
{
case IT_AXE:
// frame handles most of this so skip most of it
sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
r = 0.5;
break;
case IT_SHOTGUN:
W_FireShotgun ();
r = 0.5;
break;
case IT_SUPER_SHOTGUN:
W_FireSuperShotgun ();
r = 0.7;
break;
case IT_NAILGUN:
if (self.weaponstate == WS_FIRING1)
{
W_FireSpikes(-4);
self.weaponstate = WS_FIRING2;
}
else
{
W_FireSpikes(4);
self.weaponstate = WS_FIRING1;
}
r = 0.1;
break;
case IT_SUPER_NAILGUN:
W_FireSuperSpikes();
r = 0.1;
break;
case IT_GRENADE_LAUNCHER:
W_FireGrenade();
r = 0.6;
break;
case IT_ROCKET_LAUNCHER:
W_FireRocket();
r = 0.8;
break;
case IT_LIGHTNING:
W_FireLightning();
r = 0.1;
break;
}
if (self.weaponstate == WS_IDLE)
self.weaponstate = WS_FIRING1;
// advance attack time
if (self.attack_finished <= time)
self.attack_finished = self.attack_finished + r;
};
/*
============
W_ChangeWeapon
============
*/
void() W_ChangeWeapon =
{
local float fl;
switch (self.impulse)
{
case 1:
fl = IT_AXE;
break;
case 2:
fl = IT_SHOTGUN;
break;
case 3:
fl = IT_SUPER_SHOTGUN;
break;
case 4:
fl = IT_NAILGUN;
break;
case 5:
fl = IT_SUPER_NAILGUN;
break;
case 6:
fl = IT_GRENADE_LAUNCHER;
break;
case 7:
fl = IT_ROCKET_LAUNCHER;
break;
case 8:
fl = IT_LIGHTNING;
break;
}
if (!(self.items & fl))
{ // don't have the weapon or the ammo
sprint1 (self, PRINT_HIGH, "no weapon.\n");
return;
}
if (!W_HasAmmo(fl))
{ // don't have the ammo
sprint1 (self, PRINT_HIGH, "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.ammo_cells = 100;
self.items |= IT_AXE |
IT_SHOTGUN |
IT_SUPER_SHOTGUN |
IT_NAILGUN |
IT_SUPER_NAILGUN |
IT_GRENADE_LAUNCHER |
IT_ROCKET_LAUNCHER |
IT_LIGHTNING |
IT_KEY1 | IT_KEY2;
self.weapon = IT_ROCKET_LAUNCHER;
W_SetCurrentAmmo ();
};
/*
============
CycleWeaponCommand
Go to the next weapon with ammo
============
*/
void() CycleWeaponCommand =
{
local float w;
w = self.weapon;
while (1)
{
switch (w)
{
case IT_LIGHTNING:
w = IT_AXE;
break;
case IT_AXE:
w = IT_SHOTGUN;
break;
case IT_SHOTGUN:
w = IT_SUPER_SHOTGUN;
break;
case IT_SUPER_SHOTGUN:
w = IT_NAILGUN;
break;
case IT_NAILGUN:
w = IT_SUPER_NAILGUN;
break;
case IT_SUPER_NAILGUN:
w = IT_GRENADE_LAUNCHER;
break;
case IT_GRENADE_LAUNCHER:
w = IT_ROCKET_LAUNCHER;
break;
case IT_ROCKET_LAUNCHER:
w = IT_LIGHTNING;
break;
}
if ( (self.items & w) && W_HasAmmo(w) )
{
self.weapon = w;
W_SetCurrentAmmo ();
return;
}
}
};
/*
============
CycleWeaponReverseCommand
Go to the prev weapon with ammo
============
*/
void() CycleWeaponReverseCommand =
{
local float w;
w = self.weapon;
while (1)
{
switch (w)
{
case IT_LIGHTNING:
w = IT_ROCKET_LAUNCHER;
break;
case IT_ROCKET_LAUNCHER:
w = IT_GRENADE_LAUNCHER;
break;
case IT_GRENADE_LAUNCHER:
w = IT_SUPER_NAILGUN;
break;
case IT_SUPER_NAILGUN:
w = IT_NAILGUN;
break;
case IT_NAILGUN:
w = IT_SUPER_SHOTGUN;
break;
case IT_SUPER_SHOTGUN:
w = IT_SHOTGUN;
break;
case IT_SHOTGUN:
w = IT_AXE;
break;
case IT_AXE:
w = IT_LIGHTNING;
break;
}
if ( (self.items & w) && W_HasAmmo(w) )
{
self.weapon = w;
W_SetCurrentAmmo ();
return;
}
}
};
/*
============
ServerflagsCommand
Just for development
============
*/
void() ServerflagsCommand =
{
if (deathmatch || coop)
return;
serverflags = serverflags * 2 + 1;
};
/*
============
ImpulseCommands
============
*/
void() ImpulseCommands =
{
switch (self.impulse) {
case 1 .. 8:
W_ChangeWeapon ();
break;
case 9:
CheatCommand ();
break;
case 10:
CycleWeaponCommand ();
break;
case 11:
ServerflagsCommand ();
break;
case 12:
CycleWeaponReverseCommand ();
break;
}
self.impulse = 0;
};
/*
============
W_HandlePlayerFrame
Handle player weapon model
============
*/
void() W_HandlePlayerFrame =
{
if (!self.weaponframe)
return;
if (self.weaponframe_time >= time)
return;
switch (self.weapon)
{
case IT_AXE:
// axe frames can start at 1 or 5
self.weaponframe_time = time + 0.1;
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 5)
self.weaponframe = 0;
else if (self.weaponframe > 8)
self.weaponframe = 0;
return;
case IT_NAILGUN:
case IT_SUPER_NAILGUN:
// cycle until fire button is released
if (self.weaponstate != WS_IDLE)
{
self.weaponframe_time = time + 0.1;
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe > 8)
self.weaponframe = 1;
}
else
self.weaponframe = 0;
return;
case IT_LIGHTNING:
// cycle until fire button is released
if (self.weaponstate != WS_IDLE)
{
self.weaponframe_time = time + 0.1;
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe > 4)
self.weaponframe = 1;
}
else
self.weaponframe = 0;
return;
default:
self.weaponframe = self.weaponframe + 1;
self.weaponframe_time = time + 0.1;
if (self.weaponframe > 6)
self.weaponframe = 0;
}
};
/*
============
W_WeaponFrame
Called every frame so impulse events can be handled as well as possible
============
*/
void() W_WeaponFrame =
{
local float scount;
W_HandlePlayerFrame();
if (time < self.attack_finished)
return;
if (self.impulse)
ImpulseCommands ();
// check for attack
if (self.button0)
{
scount = 0;
// play catchup but don't allow more than 4 shots per frame
while (self.attack_finished <= time)
{
if (scount >= 4)
{
self.attack_finished = time;
break;
}
W_Attack();
scount++;
}
}
else
{
self.attack_finished = time;
self.weaponstate = WS_IDLE;
}
};
/*
========
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;
};