/* Copyright (C) 1996-2022 id Software LLC This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ /* */ void (entity targ, entity inflictor, entity attacker, float damage) T_Damage; void () player_run; void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage; void(vector org, vector vel, float damage) SpawnBlood; void() SuperDamageSound; // 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 && trace_ent.classname != "monster_boss") // yoder mod, Jan 05 2021 { trace_ent.axhitme = 1; SpawnBlood (org, '0 0 0', 20); T_Damage (trace_ent, self, self, 20); } else { // hit wall sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_GUNSHOT); WriteCoord (MSG_BROADCAST, org_x); WriteCoord (MSG_BROADCAST, org_y); WriteCoord (MSG_BROADCAST, org_z); } }; //============================================================================ vector() wall_velocity = { local vector vel; vel = normalize (self.velocity); vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5)); vel = vel + 2*trace_plane_normal; vel = vel * 200; return vel; }; /* ================ SpawnMeatSpray ================ */ void(vector org, vector vel) SpawnMeatSpray = { local entity missile; missile = spawn (); missile.owner = self; missile.movetype = MOVETYPE_BOUNCE; missile.solid = SOLID_NOT; makevectors (self.angles); missile.velocity = vel; missile.velocity_z = missile.velocity_z + 250 + 50*random(); missile.avelocity = '3000 1000 2000'; // set missile duration missile.nextthink = time + 1; missile.think = SUB_Remove; setmodel (missile, "progs/zom_gib.mdl"); setsize (missile, '0 0 0', '0 0 0'); setorigin (missile, org); }; /* ================ SpawnBlood ================ */ void(vector org, vector vel, float damage) SpawnBlood = { particle (org, vel*0.1, 73, damage*2); }; /* ================ spawn_touchblood ================ */ void(float damage) spawn_touchblood = { local vector vel; vel = wall_velocity () * 0.2; SpawnBlood (self.origin + vel*0.01, vel, damage); }; /* ================ SpawnChunk ================ */ void(vector org, vector vel) SpawnChunk = { particle (org, vel*0.02, 0, 10); }; /* ============================================================================== MULTI-DAMAGE Collects multiple small damages into a single damage ============================================================================== */ entity multi_ent; float multi_damage; void() ClearMultiDamage = { multi_ent = world; multi_damage = 0; }; void() ApplyMultiDamage = { if (!multi_ent) return; T_Damage (multi_ent, self, self, multi_damage); }; void(entity hit, float damage) AddMultiDamage = { if (!hit) return; if (hit != multi_ent) { ApplyMultiDamage (); multi_damage = damage; multi_ent = hit; } else multi_damage = multi_damage + damage; }; /* ============================================================================== BULLETS ============================================================================== */ /* ================ TraceAttack ================ */ void(float damage, vector dir) TraceAttack = { local vector vel, org; vel = normalize(dir + v_up*crandom() + v_right*crandom()); vel = vel + 2*trace_plane_normal; vel = vel * 200; org = trace_endpos - dir*4; if (trace_ent.takedamage && trace_ent.classname != "monster_boss") // yoder mod, Jan 05 2021 { SpawnBlood (org, vel*0.2, damage); AddMultiDamage (trace_ent, damage); } else { WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_GUNSHOT); WriteCoord (MSG_BROADCAST, org_x); WriteCoord (MSG_BROADCAST, org_y); WriteCoord (MSG_BROADCAST, org_z); } }; /* ================ FireBullets Used by shotgun, super shotgun, and enemy soldier firing Go to the trouble of combining multiple pellets into a single damage call. ================ */ void(float shotcount, vector dir, vector spread) FireBullets = { local vector direction; local vector src; makevectors(self.v_angle); src = self.origin + v_forward*10; src_z = self.absmin_z + self.size_z * 0.7; ClearMultiDamage (); while (shotcount > 0) { direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up; traceline (src, src + direction*2048, FALSE, self); if (trace_fraction != 1.0) TraceAttack (4, direction); shotcount = shotcount - 1; } ApplyMultiDamage (); }; /* ================ W_FireShotgun ================ */ void() W_FireShotgun = { local vector dir; sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM); self.punchangle_x = -2; self.currentammo = self.ammo_shells = self.ammo_shells - 1; dir = aim (self, 100000); FireBullets (6, dir, '0.04 0.04 0'); }; /* ================ W_FireSuperShotgun ================ */ void() W_FireSuperShotgun = { local vector dir; if (self.currentammo == 1) { W_FireShotgun (); return; } sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM); self.punchangle_x = -4; self.currentammo = self.ammo_shells = self.ammo_shells - 2; dir = aim (self, 100000); FireBullets (14, dir, '0.14 0.08 0'); }; /* ============================================================================== ROCKETS ============================================================================== */ void() s_explode1 = [0, s_explode2] {}; void() s_explode2 = [1, s_explode3] {}; void() s_explode3 = [2, s_explode4] {}; void() s_explode4 = [3, s_explode5] {}; void() s_explode5 = [4, s_explode6] {}; void() s_explode6 = [5, SUB_Remove] {}; void() BecomeExplosion = { self.movetype = MOVETYPE_NONE; self.velocity = '0 0 0'; self.touch = SUB_Null; setmodel (self, "progs/s_explod.spr"); self.solid = SOLID_NOT; s_explode1 (); }; void() T_MissileTouch = { local float damg; if (other == self.owner) return; // don't explode on owner if (pointcontents(self.origin) == CONTENT_SKY) { remove(self); return; } damg = 100 + random()*20; if (other.health) { if (other.classname == "monster_shambler") damg = damg * 0.5; // mostly immune T_Damage (other, self, self.owner, damg ); } // don't do radius damage to the other, because all the damage // was done in the impact T_RadiusDamage (self, self.owner, 120, other); // sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM); self.origin = self.origin - 8*normalize(self.velocity); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_EXPLOSION); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); BecomeExplosion (); }; /* ================ W_FireRocket ================ */ void() W_FireRocket = { local entity missile; self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM); self.punchangle_x = -2; missile = spawn (); missile.owner = self; missile.movetype = MOVETYPE_FLYMISSILE; missile.solid = SOLID_BBOX; missile.classname = "missile"; // set missile speed makevectors (self.v_angle); missile.velocity = aim(self, 1000); missile.velocity = missile.velocity * 1000; missile.angles = vectoangles(missile.velocity); missile.touch = T_MissileTouch; // set missile duration missile.nextthink = time + 5; missile.think = SUB_Remove; setmodel (missile, "progs/missile.mdl"); setsize (missile, '0 0 0', '0 0 0'); setorigin (missile, self.origin + v_forward*8 + '0 0 16'); }; /* =============================================================================== LIGHTNING =============================================================================== */ /* ================= LightningDamage ================= */ void(vector p1, vector p2, entity from, float damage) LightningDamage = { local entity e1, e2; local vector f; f = p2 - p1; normalize (f); f_x = 0 - f_y; f_y = f_x; f_z = 0; f = f*16; e1 = e2 = world; traceline (p1, p2, FALSE, self); if (trace_ent.takedamage) { particle (trace_endpos, '0 0 100', 225, damage*4); T_Damage (trace_ent, from, from, damage); if (self.classname == "player") { if (other.classname == "player") trace_ent.velocity_z = trace_ent.velocity_z + 400; } } e1 = trace_ent; traceline (p1 + f, p2 + f, FALSE, self); if (trace_ent != e1 && trace_ent.takedamage) { particle (trace_endpos, '0 0 100', 225, damage*4); T_Damage (trace_ent, from, from, damage); } e2 = trace_ent; traceline (p1 - f, p2 - f, FALSE, self); if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage) { particle (trace_endpos, '0 0 100', 225, damage*4); T_Damage (trace_ent, from, from, damage); } }; void() W_FireLightning = { local vector org; local float cells; if (self.ammo_cells < 1) { self.weapon = W_BestWeapon (); W_SetCurrentAmmo (); return; } // explode if under water if (self.waterlevel > 1) { cells = self.ammo_cells; self.ammo_cells = 0; 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; } self.punchangle_x = -2; self.currentammo = self.ammo_cells = self.ammo_cells - 1; org = self.origin + '0 0 16'; traceline (org, org + v_forward*600, TRUE, self); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_LIGHTNING2); WriteEntity (MSG_BROADCAST, self); WriteCoord (MSG_BROADCAST, org_x); WriteCoord (MSG_BROADCAST, org_y); WriteCoord (MSG_BROADCAST, org_z); WriteCoord (MSG_BROADCAST, trace_endpos_x); WriteCoord (MSG_BROADCAST, trace_endpos_y); WriteCoord (MSG_BROADCAST, trace_endpos_z); LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30); }; //============================================================================= void() GrenadeExplode = { T_RadiusDamage (self, self.owner, self.dmg, world); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_EXPLOSION); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); BecomeExplosion (); }; void GrenadeThink() { self.cnt += 1; // Count to 50 at 20 ticks per second = 2.5 seconds until explosion if(self.cnt == 50) { GrenadeExplode(); return; } float oldVel = vlen(self.oldorigin); float vel = vlen(self.velocity); if(vel == 0) //Stuck on downward slope? { if(oldVel > 120 && self.oldorigin_z < 0) //Were we moving downwards at a decent speed last tick? { // Trace straight down and find the normal of the surface it bounced off traceline(self.origin + '0 0 4', self.origin - '0 0 8', TRUE, self); if(trace_fraction < 1.0) // Hit something... { // dprint("reflected grenade bounce\n"); // Reflect the previous velocity off that normal vector reflected = self.oldorigin - 2 * (self.oldorigin * trace_plane_normal) * trace_plane_normal; self.flags &~= FL_ONGROUND; //Remove FL_ONGROUND self.velocity = reflected * 0.6; // Scale it down a bit so it feels better self.avelocity = '400 400 400'; // Roll that sucker around } } } self.oldorigin = self.velocity; self.nextthink = time + 0.05; } void() GrenadeTouch = { if (other == self.owner) return; // don't explode on owner if (other.takedamage == DAMAGE_AIM) { GrenadeExplode(); return; } if(self.velocity == '0 0 0') { self.avelocity = '0 0 0'; } if(self.attack_finished < time) sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound self.attack_finished = time + 0.1; }; /* ================ W_FireGrenade ================ */ void W_FireGrenade(float damage, vector direction); void W_FireGrenadeLauncher() { float damage = 120; makevectors (self.v_angle); vector velocity; if (self.v_angle_x) velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10; else { velocity = aim(self, 10000); velocity = velocity * 600; velocity_z = 200; } W_FireGrenade(damage, velocity) ; } void W_FireGrenade(float damage, vector direction) { local entity missile; self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM); self.punchangle_x = -2; missile = spawn (); missile.owner = self; missile.movetype = MOVETYPE_BOUNCE; missile.solid = SOLID_BBOX; missile.classname = "grenade"; missile.dmg = damage; // set missile speed missile.velocity = direction; missile.oldorigin = direction; missile.avelocity = '300 300 300'; missile.angles = vectoangles(missile.velocity); missile.touch = GrenadeTouch; #ifdef GRENADE_BOUNCE_FIX // set missile duration missile.nextthink = time + 0.05; missile.think = GrenadeThink; #else // Uncomment this to go back to old grenade behaviour with no slope bounce fix. missile.nextthink = time + 2.5; missile.think = GrenadeExplode; #endif //GRENADE_BOUNCE_FIX setmodel (missile, "progs/grenade.mdl"); setsize (missile, '0 0 0', '0 0 0'); setorigin (missile, self.origin); }; //============================================================================= void() spike_touch; void() superspike_touch; /* =============== launch_spike Used for both the player and the ogre =============== */ void(vector org, vector dir) launch_spike = { newmis = spawn (); newmis.owner = self; newmis.movetype = MOVETYPE_FLYMISSILE; newmis.solid = SOLID_BBOX; newmis.angles = vectoangles(dir); newmis.touch = spike_touch; newmis.classname = "spike"; newmis.think = SUB_Remove; newmis.nextthink = time + 6; setmodel (newmis, "progs/spike.mdl"); setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); setorigin (newmis, org); newmis.velocity = dir * 1000; }; void() W_FireSuperSpikes = { local vector dir; sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM); self.attack_finished = time + 0.2; self.currentammo = self.ammo_nails = self.ammo_nails - 2; dir = aim (self, 1000); launch_spike (self.origin + '0 0 16', dir); newmis.touch = superspike_touch; setmodel (newmis, "progs/s_spike.mdl"); setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); self.punchangle_x = -2; }; void(float ox) W_FireSpikes = { local vector dir; makevectors (self.v_angle); if (self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN) { W_FireSuperSpikes (); return; } if (self.ammo_nails < 1) { self.weapon = W_BestWeapon (); W_SetCurrentAmmo (); return; } sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM); self.attack_finished = time + 0.2; self.currentammo = self.ammo_nails = self.ammo_nails - 1; dir = aim (self, 1000); launch_spike (self.origin + '0 0 16' + v_right*ox, dir); self.punchangle_x = -2; }; .float hit_z; void() spike_touch = { if (other == self.owner) return; if (other.solid == SOLID_TRIGGER) return; // trigger field, do nothing if (pointcontents(self.origin) == CONTENT_SKY) { remove(self); return; } // hit something that bleeds if (other.takedamage && other.classname != "monster_boss") // yoder mod, jan 05 2021 { spawn_touchblood (9); T_Damage (other, self, self.owner, 9); } else { WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); if (self.classname == "wizspike") WriteByte (MSG_BROADCAST, TE_WIZSPIKE); else if (self.classname == "knightspike") WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE); else WriteByte (MSG_BROADCAST, TE_SPIKE); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); } remove(self); }; void() superspike_touch = { if (other == self.owner) return; if (other.solid == SOLID_TRIGGER) return; // trigger field, do nothing if (pointcontents(self.origin) == CONTENT_SKY) { remove(self); return; } // hit something that bleeds if (other.takedamage && other.classname != "monster_boss") // yoder mod, Jan 05 2021 { spawn_touchblood (18); T_Damage (other, self, self.owner, 18); } else { WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_SUPERSPIKE); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); } remove(self); }; /* =============================================================================== PLAYER WEAPON USE =============================================================================== */ void() W_SetCurrentAmmo = { player_run (); // get out of any weapon firing states self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) ); if (self.weapon == IT_AXE) { self.currentammo = 0; self.weaponmodel = "progs/v_axe.mdl"; self.weaponframe = 0; } else if (self.weapon == IT_SHOTGUN) { self.currentammo = self.ammo_shells; self.weaponmodel = "progs/v_shot.mdl"; self.weaponframe = 0; self.items = self.items | IT_SHELLS; } else if (self.weapon == IT_SUPER_SHOTGUN) { self.currentammo = self.ammo_shells; self.weaponmodel = "progs/v_shot2.mdl"; self.weaponframe = 0; self.items = self.items | IT_SHELLS; } else if (self.weapon == IT_NAILGUN) { self.currentammo = self.ammo_nails; self.weaponmodel = "progs/v_nail.mdl"; self.weaponframe = 0; self.items = self.items | IT_NAILS; } else if (self.weapon == IT_SUPER_NAILGUN) { self.currentammo = self.ammo_nails; self.weaponmodel = "progs/v_nail2.mdl"; self.weaponframe = 0; self.items = self.items | IT_NAILS; } else if (self.weapon == IT_GRENADE_LAUNCHER) { self.currentammo = self.ammo_rockets; self.weaponmodel = "progs/v_rock.mdl"; self.weaponframe = 0; self.items = self.items | IT_ROCKETS; } else if (self.weapon == IT_ROCKET_LAUNCHER) { self.currentammo = self.ammo_rockets; self.weaponmodel = "progs/v_rock2.mdl"; self.weaponframe = 0; self.items = self.items | IT_ROCKETS; } else if (self.weapon == IT_LIGHTNING) { self.currentammo = self.ammo_cells; self.weaponmodel = "progs/v_light.mdl"; self.weaponframe = 0; self.items = self.items | IT_CELLS; } else { self.currentammo = 0; self.weaponmodel = string_null; self.weaponframe = 0; } }; float() W_BestWeapon = { local float it; it = self.items; if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING) ) return IT_LIGHTNING; if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) ) return IT_SUPER_NAILGUN; if(self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN) ) return IT_SUPER_SHOTGUN; if(self.ammo_nails >= 1 && (it & IT_NAILGUN) ) return IT_NAILGUN; if(self.ammo_shells >= 1 && (it & IT_SHOTGUN) ) return IT_SHOTGUN; if(it & IT_AXE) return IT_AXE; //No weapon return 0; }; float(entity playerEnt, float old, float new) W_WantsToChangeWeapon = { float playerFlags = CheckPlayerEXFlags(playerEnt); if((playerFlags & PEF_CHANGENEVER) != 0) { return 0; } if(((playerFlags & PEF_CHANGEONLYNEW) != 0) && old == new) { return 0; } return 1; }; 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_light1; void() player_rocket1; void() W_Attack = { local float r; if (!self.weapon) return; if (!W_CheckNoAmmo ()) return; makevectors (self.v_angle); // calculate forward angle for velocity self.show_hostile = time + 1; // wake monsters up if (self.weapon == IT_AXE) { sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM); r = random(); if(cvar("horde") && (serverflags & SIGIL_E3)) // horde rune behavior { if ((self.axe_hit_chain >= 2) && (time < self.axe_hit_chain_time)) { dprint("vertical chop: "); // vertical CHOP if (r < 0.5) { dprint(" axe1\n"); player_axe1 (); } else { dprint(" axec1\n"); player_axec1 (); } self.attack_finished = time + 0.8; // long recover } else { dprint("diagonal sweep:"); // diagonal SWEEP if (r < 0.5) { dprint(" axeb1\n"); player_axeb1 (); } else { dprint(" axed1\n"); player_axed1 (); } if (self.axe_hit_chain > 1) self.attack_finished = time + 0.6; else self.attack_finished = time + 0.4; } } else // normal behavior { r = random(); if (r < 0.25) { dprint("axe1\n"); player_axe1 (); } else if (r<0.5) { dprint("axeb1\n"); player_axeb1 (); } else if (r<0.75) { dprint("axec1\n"); player_axec1 (); } else { dprint("axed1\n"); player_axed1 (); } self.attack_finished = time + 0.5; } } else if (self.weapon == IT_SHOTGUN) { player_shot1 (); W_FireShotgun (); self.attack_finished = time + 0.5; } else if (self.weapon == IT_SUPER_SHOTGUN) { player_shot1 (); W_FireSuperShotgun (); self.attack_finished = time + 0.7; } else if (self.weapon == IT_NAILGUN) { player_nail1 (); } else if (self.weapon == IT_SUPER_NAILGUN) { player_nail1 (); } else if (self.weapon == IT_GRENADE_LAUNCHER) { player_rocket1(); W_FireGrenadeLauncher(); self.attack_finished = time + 0.6; } else if (self.weapon == IT_ROCKET_LAUNCHER) { player_rocket1(); W_FireRocket(); self.attack_finished = time + 0.8; } else if (self.weapon == IT_LIGHTNING) { player_light1(); self.attack_finished = time + 0.1; sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM); } }; /* ============ W_ChangeWeapon ============ */ void() W_ChangeWeapon = { local float it, am, fl; it = self.items; am = 0; if (self.impulse == 1) { fl = IT_AXE; } else if (self.impulse == 2) { fl = IT_SHOTGUN; if (self.ammo_shells < 1) am = 1; } else if (self.impulse == 3) { fl = IT_SUPER_SHOTGUN; if (self.ammo_shells < 2) am = 1; } else if (self.impulse == 4) { fl = IT_NAILGUN; if (self.ammo_nails < 1) am = 1; } else if (self.impulse == 5) { fl = IT_SUPER_NAILGUN; if (self.ammo_nails < 2) am = 1; } else if (self.impulse == 6) { fl = IT_GRENADE_LAUNCHER; if (self.ammo_rockets < 1) am = 1; } else if (self.impulse == 7) { fl = IT_ROCKET_LAUNCHER; if (self.ammo_rockets < 1) am = 1; } else if (self.impulse == 8) { fl = IT_LIGHTNING; if (self.ammo_cells < 1) am = 1; } self.impulse = 0; if (!(self.items & fl)) { // don't have the weapon or the ammo sprint (self, "$qc_no_weapon"); return; } if (am) { // don't have the ammo sprint (self, "$qc_not_enough_ammo"); return; } // // set weapon, set ammo // self.weapon = fl; W_SetCurrentAmmo (); }; /* ============ CheatCommand ============ */ void(float NoKeys = FALSE) CheatCommand = { if ( ( deathmatch || coop ) && cheats_allowed == 0 ) { // mal: allow impulse 9 IF cheats allowed return; } self.ammo_rockets = 100; self.ammo_nails = 200; self.ammo_shells = 100; if(NoKeys) { self.items = self.items | IT_AXE | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN | IT_SUPER_NAILGUN | IT_GRENADE_LAUNCHER | IT_ROCKET_LAUNCHER; } else { self.items = self.items | IT_AXE | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN | IT_SUPER_NAILGUN | IT_GRENADE_LAUNCHER | IT_ROCKET_LAUNCHER | IT_KEY1 | IT_KEY2; } self.ammo_cells = 200; self.items = self.items | IT_LIGHTNING; self.weapon = IT_ROCKET_LAUNCHER; self.impulse = 0; W_SetCurrentAmmo (); }; /* ============ CycleWeaponCommand Go to the next weapon with ammo ============ */ void() CycleWeaponCommand = { local float it, am, wep; it = self.items; wep = self.weapon; self.impulse = 0; float cnt = 10; while (cnt) { am = 0; if(!wep) { wep = IT_AXE; } else if (wep == IT_LIGHTNING) { wep = IT_AXE; } else if (wep == IT_AXE) { wep = IT_SHOTGUN; if (self.ammo_shells < 1) am = 1; } else if (wep == IT_SHOTGUN) { wep = IT_SUPER_SHOTGUN; if (self.ammo_shells < 2) am = 1; } else if (wep == IT_SUPER_SHOTGUN) { wep = IT_NAILGUN; if (self.ammo_nails < 1) am = 1; } else if (wep == IT_NAILGUN) { wep = IT_SUPER_NAILGUN; if (self.ammo_nails < 2) am = 1; } else if (wep == IT_SUPER_NAILGUN) { wep = IT_GRENADE_LAUNCHER; if (self.ammo_rockets < 1) am = 1; } else if (wep == IT_GRENADE_LAUNCHER) { wep = IT_ROCKET_LAUNCHER; if (self.ammo_rockets < 1) am = 1; } else if (wep == IT_ROCKET_LAUNCHER) { wep = IT_LIGHTNING; if (self.ammo_cells < 1) am = 1; } if ( (it & wep) && am == 0) { self.weapon = wep; W_SetCurrentAmmo (); return; } cnt--; } }; /* ============ CycleWeaponReverseCommand Go to the prev weapon with ammo ============ */ void() CycleWeaponReverseCommand = { local float it, am, wep; it = self.items; wep = self.weapon; self.impulse = 0; float cnt = 10; while (cnt) { am = 0; if(!wep) { wep = IT_LIGHTNING; } else if (wep == IT_LIGHTNING) { wep = IT_ROCKET_LAUNCHER; if (self.ammo_rockets < 1) am = 1; } else if (wep == IT_ROCKET_LAUNCHER) { wep = IT_GRENADE_LAUNCHER; if (self.ammo_rockets < 1) am = 1; } else if (wep == IT_GRENADE_LAUNCHER) { wep = IT_SUPER_NAILGUN; if (self.ammo_nails < 2) am = 1; } else if (wep == IT_SUPER_NAILGUN) { wep = IT_NAILGUN; if (self.ammo_nails < 1) am = 1; } else if (wep == IT_NAILGUN) { wep = IT_SUPER_SHOTGUN; if (self.ammo_shells < 2) am = 1; } else if (wep == IT_SUPER_SHOTGUN) { wep = IT_SHOTGUN; if (self.ammo_shells < 1) am = 1; } else if (wep == IT_SHOTGUN) { wep = IT_AXE; } else if (wep == IT_AXE) { wep = IT_LIGHTNING; if (self.ammo_cells < 1) am = 1; } if ( (it & wep) && am == 0) { self.weapon = wep; W_SetCurrentAmmo (); return; } cnt--; } }; /* ============ ServerflagsCommand Just for development ============ */ void() ServerflagsCommand = { serverflags = serverflags * 2 + 1; }; void() QuadCheat = { if (deathmatch || coop) return; self.super_time = 1; self.super_damage_finished = time + 30; self.items = self.items | IT_QUAD; dprint ("quad cheat\n"); }; void() Omnicide = { entity oself = self; self = nextent(world); while(self) { if(self.flags & (FL_MONSTER | FL_FUTUREMONSTER)) { if(self.target || self.killtarget) { SUB_UseTargets(); } SUB_Remove(); } self = nextent(self); } self = oself; killed_monsters = total_monsters; WriteByte (MSG_ALL, SVC_UPDATESTAT); WriteByte(MSG_ALL, 14); // 14 = STAT_MONSTERS WriteLong(MSG_ALL, total_monsters); } /* ============ ImpulseCommands ============ */ void() ImpulseCommands = { if (self.impulse >= 1 && self.impulse <= 8) W_ChangeWeapon (); else if (self.impulse == 9) CheatCommand (); else if (self.impulse == 99) CheatCommand (TRUE); else if (self.impulse == 10) CycleWeaponCommand (); else if (self.impulse == 11) ServerflagsCommand (); else if (self.impulse == 12) CycleWeaponReverseCommand (); else if (self.impulse == 255) QuadCheat (); else if (self.impulse == 219) Omnicide (); 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; };