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Text File | 1996-08-01 | 53.9 KB | 1,880 lines |
- //==========================================================================
- // GRENADE FRENZY Bill Lefler
- // blefler@digital.net
- //
- // I threw together my favorite weapons patches. Thanks to the original
- // authors for their pioneering efforts!
- //
- //==========================================================================
- //==========================================================================
- // Modified weapons.qc - "Blaster" patch by Michael Dewberry.
- // Created 7.26.96.
- // - replaces single shotgun with laser
- //==========================================================================
- // Bouncing Fragmentation Grenade! 7/28/96 by Steve Bond
- // Email: wedge@nuc.net WWW: http://www.nuc.net/quake
- //
- // modified by Bill Lefler 7/31/96
- // - only take 2 grenades - 25 pieces of shrapnel.
- // "IMPULSE 20" - fire frag grenade
- //==========================================================================
- // * Cluster-Bouncy-Proximity Grenades -- Grenades are now bouncy
- // proximity mines. A grenade will lay on the floor and hop at
- // intervals. If a target is detected within range, the grenade will
- // hop towards the target and explode. Grenades won't detect targets
- // while they're in the air. When the grenade launcher is fired, if you
- // have less than five ammo you will fire a single grenade which
- // will behave as described above. If you have 5 or more ammo, you'll
- // fire a cluster bomb which will explode and release five proximity
- // grenades.
- //
- // Mods by
- // John Spickes jspickes@eng.umd.edu {JDS}
- // Josh Spickes spickesj@wam.umd.edu
- // Allen Seger
- // Bill Lefler 8/1/96 ----> "IMPULSE 21" - fire proximity grenade
- //==========================================================================
- // PipeBombs
- //
- // Modifications by AsmodeusB (28/07/96)
- //
- // Bill Lefler 8/1/96 - changed keys to:
- // "IMPULSE 22" - fire pipe bomb
- // "IMPULSE 23" - detonate pipe bomps
- //==========================================================================
-
- 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 (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;
-
- void(vector org, vector vec) LaunchLaser;
-
- // 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
- precache_model2 ("progs/laser.mdl");
- precache_sound2 ("enforcer/enfire.wav"); // super shotgun
- precache_sound2 ("enforcer/enfstop.wav"); // super shotgun
- };
-
- float() crandom =
- {
- return 2*(random() - 0.5);
- };
-
- /*
- ================
- W_FireAxe
- ================
- */
- void() W_FireAxe =
- {
- local vector source;
- local vector org;
-
- source = self.origin + '0 0 16';
- traceline (source, source + v_forward*64, FALSE, self);
- if (trace_fraction == 1.0)
- return;
-
- org = trace_endpos - v_forward*4;
-
- if (trace_ent.takedamage)
- {
- trace_ent.axhitme = 1;
- SpawnBlood (org, '0 0 0', 20);
- T_Damage (trace_ent, self, self, 20);
- }
- else
- { // hit wall
- sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
- WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte (MSG_BROADCAST, TE_GUNSHOT);
- WriteCoord (MSG_BROADCAST, org_x);
- WriteCoord (MSG_BROADCAST, org_y);
- WriteCoord (MSG_BROADCAST, org_z);
- }
- };
-
-
- //============================================================================
-
-
- vector() wall_velocity =
- {
- local vector vel;
-
- vel = normalize (self.velocity);
- vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
- vel = vel + 2*trace_plane_normal;
- vel = vel * 200;
-
- return vel;
- };
-
-
- /*
- ================
- SpawnMeatSpray
- ================
- */
- void(vector org, vector vel) SpawnMeatSpray =
- {
- local entity missile, mpuff;
- local vector org;
-
- missile = spawn ();
- missile.owner = self;
- missile.movetype = MOVETYPE_BOUNCE;
- missile.solid = SOLID_NOT;
-
- makevectors (self.angles);
-
- missile.velocity = vel;
- missile.velocity_z = missile.velocity_z + 250 + 50*random();
-
- missile.avelocity = '3000 1000 2000';
-
- // set missile duration
- missile.nextthink = time + 1;
- missile.think = SUB_Remove;
-
- setmodel (missile, "progs/zom_gib.mdl");
- setsize (missile, '0 0 0', '0 0 0');
- setorigin (missile, org);
- };
-
- /*
- ================
- SpawnBlood
- ================
- */
- void(vector org, vector vel, float damage) SpawnBlood =
- {
- particle (org, vel*0.1, 73, damage*2);
- };
-
- /*
- ================
- spawn_touchblood
- ================
- */
- void(float damage) spawn_touchblood =
- {
- local vector vel;
-
- vel = wall_velocity () * 0.2;
- SpawnBlood (self.origin + vel*0.01, vel, damage);
- };
-
-
- /*
- ================
- SpawnChunk
- ================
- */
- void(vector org, vector vel) SpawnChunk =
- {
- particle (org, vel*0.02, 0, 10);
- };
-
- /*
- ==============================================================================
-
- MULTI-DAMAGE
-
- Collects multiple small damages into a single damage
-
- ==============================================================================
- */
-
- entity multi_ent;
- float multi_damage;
-
- void() ClearMultiDamage =
- {
- multi_ent = world;
- multi_damage = 0;
- };
-
- void() ApplyMultiDamage =
- {
- if (!multi_ent)
- return;
- T_Damage (multi_ent, self, self, multi_damage);
- };
-
- void(entity hit, float damage) AddMultiDamage =
- {
- if (!hit)
- return;
-
- if (hit != multi_ent)
- {
- ApplyMultiDamage ();
- multi_damage = damage;
- multi_ent = hit;
- }
- else
- multi_damage = multi_damage + damage;
- };
-
- /*
- ==============================================================================
-
- BULLETS
-
- ==============================================================================
- */
-
- /*
- ================
- TraceAttack
- ================
- */
- void(float damage, vector dir) TraceAttack =
- {
- local vector vel, org;
-
- vel = normalize(dir + v_up*crandom() + v_right*crandom());
- vel = vel + 2*trace_plane_normal;
- vel = vel * 200;
-
- org = trace_endpos - dir*4;
-
- if (trace_ent.takedamage)
- {
- SpawnBlood (org, vel*0.2, damage);
- AddMultiDamage (trace_ent, damage);
- }
- else
- {
- WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte (MSG_BROADCAST, TE_GUNSHOT);
- WriteCoord (MSG_BROADCAST, org_x);
- WriteCoord (MSG_BROADCAST, org_y);
- WriteCoord (MSG_BROADCAST, org_z);
- }
- };
-
- /*
- ================
- FireBullets
-
- Used by shotgun, super shotgun, and enemy soldier firing
- Go to the trouble of combining multiple pellets into a single damage call.
- ================
- */
- void(float shotcount, vector dir, vector spread) FireBullets =
- {
- local vector direction;
- local vector src;
-
- makevectors(self.v_angle);
-
- src = self.origin + v_forward*10;
- src_z = self.absmin_z + self.size_z * 0.7;
-
- ClearMultiDamage ();
- while (shotcount > 0)
- {
- direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up;
-
- traceline (src, src + direction*2048, FALSE, self);
- if (trace_fraction != 1.0)
- TraceAttack (4, direction);
-
- shotcount = shotcount - 1;
- }
- ApplyMultiDamage ();
- };
-
- /*
- ================
- W_FireShotgun
-
- Procedures added and modified by Michael Dewberry - "Blaster" patch
- ================
- */
-
- void( vector org, vector dir ) FireShot_Laser =
- {
- local vector spread, direction;
- spread = '0.04 0.04 0.04';
-
- // On quad damage, make a monster spread triple blast. :)
- if (self.super_damage_finished > time)
- {
- // For some reason, direction = dir + crandom*spread_x + // crandom*spread_y ... etc. didn't work.
- // It works in other places in the code though.. weird.
-
- direction_x = dir_x + crandom()*spread_x;
- direction_y = dir_y + crandom()*spread_y;
- direction_z = dir_z + crandom()*spread_z;
- LaunchLaser( org, direction );
-
- direction_x = dir_x + crandom()*spread_x;
- direction_y = dir_y + crandom()*spread_y;
- direction_z = dir_z + crandom()*spread_z;
- LaunchLaser( org, direction );
-
- direction_x = dir_x + crandom()*spread_x;
- direction_y = dir_y + crandom()*spread_y;
- direction_z = dir_z + crandom()*spread_z;
- LaunchLaser( org, direction );
- }
- else
- LaunchLaser( org, dir );
- };
-
- // Third and final shot.
- void() W_FireShotgun3 =
- {
- local vector dir, org;
-
- player_shot1 ();
- self.punchangle_x = -2;
- if (self.ammo_shells > 0)
- {
- self.currentammo = self.ammo_shells = self.ammo_shells - 1;
-
- org = self.origin + v_forward*8 + '0 0 16';
- dir = aim (self, 100000);
- FireShot_Laser(org, dir);
- }
- };
-
- // Second shot.
- void() W_FireShotgun2 =
- {
- local vector dir, org;
-
- player_shot1 ();
- self.punchangle_x = -2;
- if (self.ammo_shells > 0)
- {
- self.currentammo = self.ammo_shells = self.ammo_shells - 1;
-
- org = self.origin + v_forward*8 + '0 0 16';
- dir = aim (self, 100000);
- FireShot_Laser(org, dir);
- }
- self.think = W_FireShotgun3;
- self.nextthink = 1;
-
- };
-
- // First shot. Only called if there's shotgun ammo, so no need to check for
- // enough ammo here.
- void() W_FireShotgun =
- {
- local vector dir, org;
-
- org = self.origin + v_forward*8 + '0 0 16';
-
- self.punchangle_x = -2;
-
- self.currentammo = self.ammo_shells = self.ammo_shells - 1;
- dir = aim (self, 100000);
- FireShot_Laser(org, dir);
- self.think = W_FireShotgun2;
- self.nextthink = 1;
-
- };
-
-
- /*
- ================
- W_FireSuperShotgun
- ================
- */
- void() W_FireSuperShotgun =
- {
- local vector dir;
-
- if (self.currentammo == 1)
- {
- W_FireShotgun ();
- return;
- }
-
- sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
-
- self.punchangle_x = -4;
-
- self.currentammo = self.ammo_shells = self.ammo_shells - 2;
- dir = aim (self, 100000);
- FireBullets (14, dir, '0.14 0.08 0');
- };
-
-
- /*
- ==============================================================================
-
- ROCKETS
-
- ==============================================================================
- */
-
- void() s_explode1 = [0, s_explode2] {};
- void() s_explode2 = [1, s_explode3] {};
- void() s_explode3 = [2, s_explode4] {};
- void() s_explode4 = [3, s_explode5] {};
- void() s_explode5 = [4, s_explode6] {};
- void() s_explode6 = [5, SUB_Remove] {};
-
- void() BecomeExplosion =
- {
- self.movetype = MOVETYPE_NONE;
- self.velocity = '0 0 0';
- self.touch = SUB_Null;
- setmodel (self, "progs/s_explod.spr");
- self.solid = SOLID_NOT;
- s_explode1 ();
- };
-
- void() T_MissileTouch =
- {
- local float damg;
-
- if (other == self.owner)
- return; // don't explode on owner
-
- if (pointcontents(self.origin) == CONTENT_SKY)
- {
- remove(self);
- return;
- }
-
- damg = 100 + random()*20;
-
- if (other.health)
- {
- if (other.classname == "monster_shambler")
- damg = damg * 0.5; // mostly immune
- T_Damage (other, self, self.owner, damg );
- }
-
- // don't do radius damage to the other, because all the damage
- // was done in the impact
- T_RadiusDamage (self, self.owner, 120, other);
-
- // sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
- self.origin = self.origin - 8*normalize(self.velocity);
-
- WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte (MSG_BROADCAST, TE_EXPLOSION);
- WriteCoord (MSG_BROADCAST, self.origin_x);
- WriteCoord (MSG_BROADCAST, self.origin_y);
- WriteCoord (MSG_BROADCAST, self.origin_z);
-
- BecomeExplosion ();
- };
-
-
-
- /*
- ================
- W_FireRocket
- ================
- */
- void() W_FireRocket =
- {
- local entity missile, mpuff;
-
- self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
-
- sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
-
- self.punchangle_x = -2;
-
- missile = spawn ();
- missile.owner = self;
- missile.movetype = MOVETYPE_FLYMISSILE;
- missile.solid = SOLID_BBOX;
-
- // 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;
-
- if (self.ammo_cells < 1)
- {
- self.weapon = W_BestWeapon ();
- W_SetCurrentAmmo ();
- return;
- }
-
- // explode if under water
- if (self.waterlevel > 1)
- {
- T_RadiusDamage (self, self, 35*self.ammo_cells, world);
- self.ammo_cells = 0;
- W_SetCurrentAmmo ();
- return;
- }
-
- if (self.t_width < time)
- {
- sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
- self.t_width = time + 0.6;
- }
- self.punchangle_x = -2;
-
- self.currentammo = self.ammo_cells = self.ammo_cells - 1;
-
- org = self.origin + '0 0 16';
-
- traceline (org, org + v_forward*600, TRUE, self);
-
- WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
- WriteEntity (MSG_BROADCAST, self);
- WriteCoord (MSG_BROADCAST, org_x);
- WriteCoord (MSG_BROADCAST, org_y);
- WriteCoord (MSG_BROADCAST, org_z);
- WriteCoord (MSG_BROADCAST, trace_endpos_x);
- WriteCoord (MSG_BROADCAST, trace_endpos_y);
- WriteCoord (MSG_BROADCAST, trace_endpos_z);
-
- LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
- };
-
-
- //=============================================================================
-
-
- void() GrenadeExplode =
- {
- T_RadiusDamage (self, self.owner, 120, world);
-
- WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte (MSG_BROADCAST, TE_EXPLOSION);
- WriteCoord (MSG_BROADCAST, self.origin_x);
- WriteCoord (MSG_BROADCAST, self.origin_y);
- WriteCoord (MSG_BROADCAST, self.origin_z);
-
- BecomeExplosion ();
- };
-
- void() GrenadeTouch =
- {
- if (other == self.owner)
- return; // don't explode on owner
- if (other.takedamage == DAMAGE_AIM)
- {
- GrenadeExplode();
- return;
- }
- sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
- if (self.velocity == '0 0 0')
- self.avelocity = '0 0 0';
- };
-
- /*
- ================
- W_FireGrenade
- ================
- */
- void() W_FireGrenade =
- {
- local entity missile, mpuff;
-
- self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
-
- sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
-
- self.punchangle_x = -2;
-
- missile = spawn ();
- missile.owner = self;
- missile.movetype = MOVETYPE_BOUNCE;
- missile.solid = SOLID_BBOX;
- missile.classname = "grenade";
-
- // set missile speed
-
- makevectors (self.v_angle);
-
- if (self.v_angle_x)
- missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
- else
- {
- missile.velocity = aim(self, 10000);
- missile.velocity = missile.velocity * 600;
- missile.velocity_z = 200;
- }
-
- missile.avelocity = '300 300 300';
-
- missile.angles = vectoangles(missile.velocity);
-
- missile.touch = GrenadeTouch;
-
- // set missile duration
- missile.nextthink = time + 2.5;
- missile.think = GrenadeExplode;
-
- setmodel (missile, "progs/grenade.mdl");
- setsize (missile, '0 0 0', '0 0 0');
- setorigin (missile, self.origin);
- };
-
-
- //=============================================================================
- void() ProxGrenadeThink;
- void() ProxGrenadeTouch;
- void() ProxGrenadeDeploy;
- void() ProxW_FireGrenade;
-
- /*
- =============
- ProxGrenadeThink
-
- {JDS}
- For Proximity grenades, look for nearby targets and hop around.
- =============
- */
-
- void() ProxGrenadeThink =
- {
- local entity head;
- local vector dir;
- if(self.flags & FL_ONGROUND) {
- // Don't detect targets if I'm not on the ground
- head = findradius(self.origin, 200);
- while(head) {
- if (head.takedamage) {
- if (self.avelocity == '0 0 0')
- self.avelocity = '300 300 300';
- self.origin_z = self.origin_z + 1;
- dir = normalize(head.origin - self.origin);
- self.velocity = dir*200 + '0 0 500';
- if (self.flags & FL_ONGROUND)
- self.flags = self.flags - FL_ONGROUND;
-
- self.nextthink = time + random()*1.5;
- self.think = GrenadeExplode;
- return;
- }
- head = head.chain;
- }
- }
- self.nextthink = time + 0.5;
- self.think = ProxGrenadeThink;
- if(self.wait < time)
- {
- // Time to jump.
- self.wait = time + 15 + 15*random();
- if (self.avelocity == '0 0 0')
- self.avelocity = '300 300 300';
- self.origin_z = self.origin_z + 1;
- self.velocity_x=(random()*400 - 200);
- self.velocity_y=(random()*400 - 200);
- self.velocity_z = 500;
- if (self.flags & FL_ONGROUND)
- self.flags = self.flags - FL_ONGROUND;
-
- }
- };
-
- void() ProxGrenadeTouch =
- {
- if (other == self.owner)
- return; // don't explode on owner
- if (other.takedamage == DAMAGE_AIM)
- {
- // {JDS} Don't explode on contect with enemies.
- return;
- }
- sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
- if (self.velocity == '0 0 0')
- self.avelocity = '0 0 0';
- };
-
- /*
- ================
- ProxGrenadeDeploy
-
- {JDS}
- Explode and spray out five new proximity grenades.
- ================
- */
- void() ProxGrenadeDeploy =
- {
- local float gnum = 0;
- local entity missile;
-
- while(gnum < 5) {
- missile = spawn ();
- missile.owner = self.owner;
- missile.movetype = MOVETYPE_BOUNCE;
- missile.solid = SOLID_BBOX;
- missile.classname = "grenade";
- missile.wait = time + 15 + 15*random();
- missile.think = ProxGrenadeThink;
- missile.nextthink = time + 0.5;
- missile.velocity_z = 500;
- missile.velocity_x = 400*random() - 200;
- missile.velocity_y = 400*random() - 200;
- gnum = gnum + 1;
- missile.avelocity = '300 300 300';
- missile.angles = vectoangles(missile.velocity);
- missile.touch = ProxGrenadeTouch;
- setmodel (missile, "progs/grenade.mdl");
- setsize (missile, '0 0 0', '0 0 0');
- setorigin (missile, self.origin);
- }
- self.think = GrenadeExplode;
- self.nextthink = time + 0.1;
- };
-
- /*
- ================
- ProxW_FireGrenade
- ================
- */
- void() ProxW_FireGrenade =
- {
- local entity missile, mpuff;
-
-
- 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.wait = time + 15 + 15*random();
-
- // set missile speed
-
- makevectors (self.v_angle);
-
- if (self.v_angle_x)
- missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
- else
- {
- missile.velocity = aim(self, 10000);
- missile.velocity = missile.velocity * 600;
- missile.velocity_z = 200;
- }
-
- missile.avelocity = '300 300 300';
-
- missile.angles = vectoangles(missile.velocity);
-
- missile.touch = ProxGrenadeTouch;
-
- // If we have enough for a cluster, fire a cluster, otherwise
- // fire a bouncer.
- if (self.ammo_rockets > 4) {
- self.currentammo = self.ammo_rockets = self.ammo_rockets - 5;
- missile.nextthink = time + 2+(random()*3);
- missile.think = ProxGrenadeDeploy;
- }
- else {
- self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
- missile.nextthink = time + 2+(random()*2);
- missile.think = ProxGrenadeThink;
- }
-
- 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;
- local entity old;
-
- sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
- self.attack_finished = time + 0.2;
- self.currentammo = self.ammo_nails = self.ammo_nails - 2;
- dir = aim (self, 1000);
- launch_spike (self.origin + '0 0 16', dir);
- newmis.touch = superspike_touch;
- setmodel (newmis, "progs/s_spike.mdl");
- setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
- self.punchangle_x = -2;
- };
-
- void(float ox) W_FireSpikes =
- {
- local vector dir;
- local entity old;
-
- makevectors (self.v_angle);
-
- if (self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN)
- {
- W_FireSuperSpikes ();
- return;
- }
-
- if (self.ammo_nails < 1)
- {
- self.weapon = W_BestWeapon ();
- W_SetCurrentAmmo ();
- return;
- }
-
- sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
- self.attack_finished = time + 0.2;
- self.currentammo = self.ammo_nails = self.ammo_nails - 1;
- dir = aim (self, 1000);
- launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
-
- self.punchangle_x = -2;
- };
-
-
-
- .float hit_z;
- void() spike_touch =
- {
- local float rand;
- if (other == self.owner)
- return;
-
- if (other.solid == SOLID_TRIGGER)
- return; // trigger field, do nothing
-
- if (pointcontents(self.origin) == CONTENT_SKY)
- {
- remove(self);
- return;
- }
-
- // hit something that bleeds
- if (other.takedamage)
- {
- spawn_touchblood (9);
- T_Damage (other, self, self.owner, 9);
- }
- else
- {
- WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
-
- if (self.classname == "wizspike")
- WriteByte (MSG_BROADCAST, TE_WIZSPIKE);
- else if (self.classname == "knightspike")
- WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE);
- else
- WriteByte (MSG_BROADCAST, TE_SPIKE);
- WriteCoord (MSG_BROADCAST, self.origin_x);
- WriteCoord (MSG_BROADCAST, self.origin_y);
- WriteCoord (MSG_BROADCAST, self.origin_z);
- }
-
- remove(self);
-
- };
-
- void() superspike_touch =
- {
- local float rand;
- if (other == self.owner)
- return;
-
- if (other.solid == SOLID_TRIGGER)
- return; // trigger field, do nothing
-
- if (pointcontents(self.origin) == CONTENT_SKY)
- {
- remove(self);
- return;
- }
-
- // hit something that bleeds
- if (other.takedamage)
- {
- spawn_touchblood (18);
- T_Damage (other, self, self.owner, 18);
- }
- else
- {
- WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte (MSG_BROADCAST, TE_SUPERSPIKE);
- WriteCoord (MSG_BROADCAST, self.origin_x);
- WriteCoord (MSG_BROADCAST, self.origin_y);
- WriteCoord (MSG_BROADCAST, self.origin_z);
- }
-
- remove(self);
-
- };
-
- /*========================================================================
- BOUNCING FRAGMENTATION GRENADE - Version .9
- 7/28/96 - Steve Bond email:wedge@nuc.net
- http://www.nuc.net/quake
- =======================================================================*/
-
- //This code segment handles the impact of shrapnel
- //this is merely id's superspike_touch code, reworked
- void() shrapnel_touch =
- {
- local float rand;
- // has the shrapnel hit a switch?
- if (other.solid == SOLID_TRIGGER)
- return; // trigger field, do nothing
-
- // has the shrapnel hit the sky?
- if (pointcontents(self.origin) == CONTENT_SKY)
- {
- remove(self);
- return;
- }
-
- // has the shrapnel hit a living thing?
- if (other.takedamage)
- {
- spawn_touchblood (33);
- T_Damage (other, self, self.owner, 33);
- }
- 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);
- };
-
- /*
- Code to spawn ONE randomly directed piece of shrapnel
- this is id's launch_spike code, reworked
- Pass a vector to this function to determine the shrap's origin
- */
- void (vector org, float spin) launch_shrapnel=
- {
- local float xdir,ydir,zdir;
-
- //Assign a random direction for the shrapnel to fly in
- xdir = 110 * random() - 55;
- ydir = 110 * random() - 55;
- zdir = 50 * random() - 25;
-
- newmis = spawn ();
- newmis.owner = self;
- newmis.movetype = MOVETYPE_BOUNCE;
- self.touch = SUB_Null;
- newmis.solid = SOLID_BBOX;
-
- newmis.touch = shrapnel_touch;
- newmis.classname = "spike";
- newmis.think = SUB_Remove;
-
- // this is how many seconds(?) the nails can exist.
- newmis.nextthink = time + 6;
-
- // speed at which to move the shrapnel
- newmis.velocity_x = xdir * 5;
- newmis.velocity_y = ydir * 5;
- newmis.velocity_z = zdir * 4;
-
- /*
- as best I can figure, AVELOCITY means "attitude velocity"
- or something thereabouts. Anyway, it makes shit spin on
- the x,y,z axes by the given velocity for each axis. In this
- case, it makes the shrapnel spin in flight. Good stuff.
- this segment assigns one of five preset attitudes for
- each piece of shrapnel, based on the number passed to the
- function.
- */
- if (spin == 0)
- newmis.avelocity='250 300 400';
- if (spin == 1)
- newmis.avelocity='400 250 300';
- if (spin == 2)
- newmis.avelocity='300 400 250';
- if (spin == 3)
- newmis.avelocity='300 300 300';
- if (spin == 4)
- newmis.avelocity='400 250 400';
-
- setmodel (newmis, "progs/s_spike.mdl");
- setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
- setorigin (newmis, org);
- };
-
- // This code segment detonates the 'second stage' of the grenade
- // (After it has popped up)
- void() BouncerExplode =
- {
-
- // Do the damage
- T_RadiusDamage (self, self.owner, 120, world);
- // Tell the network
- 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);
-
- // Let Quake handle the explosion and deallocation of the grenade
- self.solid=SOLID_NOT;
- BecomeExplosion ();
-
- // Launch a hail (20 pieces) of shrapnel
- launch_shrapnel (self.origin + '0 0 -1',0);
- launch_shrapnel (self.origin + '0 0 -1',1);
- launch_shrapnel (self.origin + '0 0 -1',2);
- launch_shrapnel (self.origin + '0 0 -1',3);
- launch_shrapnel (self.origin + '0 0 -1',4);
- launch_shrapnel (self.origin + '0 0 -1',0);
- launch_shrapnel (self.origin + '0 0 -1',1);
- launch_shrapnel (self.origin + '0 0 -1',2);
- launch_shrapnel (self.origin + '0 0 -1',3);
- launch_shrapnel (self.origin + '0 0 -1',4);
- launch_shrapnel (self.origin + '0 0 -1',0);
- launch_shrapnel (self.origin + '0 0 -1',1);
- launch_shrapnel (self.origin + '0 0 -1',2);
- launch_shrapnel (self.origin + '0 0 -1',3);
- launch_shrapnel (self.origin + '0 0 -1',4);
- launch_shrapnel (self.origin + '0 0 -1',0);
- launch_shrapnel (self.origin + '0 0 -1',1);
- launch_shrapnel (self.origin + '0 0 -1',2);
- launch_shrapnel (self.origin + '0 0 -1',3);
- launch_shrapnel (self.origin + '0 0 -1',4);
- launch_shrapnel (self.origin + '0 0 -1',0);
- launch_shrapnel (self.origin + '0 0 -1',1);
- launch_shrapnel (self.origin + '0 0 -1',2);
- launch_shrapnel (self.origin + '0 0 -1',3);
- launch_shrapnel (self.origin + '0 0 -1',4);
- };
-
- /*
- This code segment makes the 'first stage' of the bouncer pop upward
- after it's time has expired.
- */
- void() BouncerPopUp=
- {
- local entity missile, mpuff;
-
- // Make the grenade stop
- self.movetype=MOVETYPE_NONE;
- self.velocity='0 0 0';
- // Draw a tiny explosion (no particles)
- setmodel (self, "progs/s_explod.spr");
- s_explode1 ();
- // Make the :FOOMP: grenade launcher sound
- sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
- // Spawn and animate the 'second stage'
- missile = spawn ();
- missile.owner = self;
- missile.movetype = MOVETYPE_BOUNCE;
- missile.solid = SOLID_BBOX;
- missile.classname = "grenade";
- // Set speed
- missile.velocity = '0 0 650';
- missile.angles = vectoangles(missile.velocity);
- missile.touch = BouncerExplode;
- // Set Duration
- missile.nextthink = time + 1;
- missile.think = BouncerExplode;
-
- setmodel (missile, "progs/missile.mdl");
- setsize (missile, '0 0 0', '0 0 0');
- setorigin (missile, self.origin);
- };
-
- // This code segment handles collisions for the 'first stage'
- // Of the grenade (after launch and before popup)
-
- void() BouncerTouch =
- {
- //Did the grenade hit a 'living' thing?
- if (other.takedamage)
- {
- // yes, so play the bounce sound
- sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);
- // now, exit the function without cause damage to the thing
- return;
- }
-
- // This controls what happens when the grenade hits walls, etz
- // It just plays the sound and bounces on
- sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);
- if (self.velocity == '0 0 0')
- self.avelocity = '0 0 0';
- };
-
- /*
- This code segment handles the launching of the Bouncing Fragmentation Grenade
- this is a reworked copy of id's W_launchgrenade code
- */
- void() W_LaunchBouncer =
- {
- // If player doesn't have 3 or more rockets, don't launch
- if (self.ammo_rockets < 2)
- {
- return;
- }
-
- local entity missile, mpuff;
-
- // Take 2 rockets from the player
- self.currentammo = self.ammo_rockets = self.ammo_rockets - 2;
-
- //sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
- /*
- self.punchangle_x (x, y, or z) defines how hard the weapon
- recoils (or 'punches' the player, making the screen shake)
- */
- self.punchangle_x = -2;
-
- // This spawns the grenade - it is all id's standard grenade code
- missile = spawn ();
- missile.owner = self;
- missile.movetype = MOVETYPE_BOUNCE;
- missile.solid = SOLID_BBOX;
- missile.classname = "grenade";
-
- // set missile speed
-
- makevectors (self.v_angle);
-
- if (self.v_angle_x)
- missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
- else
- {
- missile.velocity = aim(self, 10000);
- missile.velocity = missile.velocity * 600;
- missile.velocity_z = 200;
- }
-
- missile.avelocity = '300 300 300';
-
- missile.angles = vectoangles(missile.velocity);
-
- // if the grenade touches anything, BouncerTouch() is called
- missile.touch = BouncerTouch;
-
- // Grenade has a maximum lifespan of 1.5 (seconds?)
- // set missile duration
- missile.nextthink = time + 1.5;
-
- // when the grenade's lifespan has expired, BouncerPopUp() is called
- missile.think = BouncerPopUp;
-
- setmodel (missile, "progs/grenade.mdl");
- setsize (missile, '0 0 0', '0 0 0');
- setorigin (missile, self.origin);
- };
- /*
- ===============================================================================
- End of Bouncing Fragmentation Grenade code.
- ===============================================================================
- */
-
- // ------------------------------------------
- // Pipe Bombs
- // ------------------------------------------
-
- //===========================================================================
- // Blow up the toys. There is a range of 1000 units (pixels?), so you can't
- // go wandering off.
- //===========================================================================
- void() DetPipeBombs =
- {
- local entity head;
-
- head = findradius (self.origin, 1000);
- while(head)
- {
- if((head.classname == "pipebomb") && (head.owner == self))
- head.nextthink = time;
- head = head.chain;
- }
- };
-
- //===========================================================================
- // What happens if it touches something
- //===========================================================================
-
- void() PipeBombTouch =
- {
- if (other == self.owner)
- return; // don't explode on owner
- sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
- if (self.velocity == '0 0 0')
- self.avelocity = '0 0 0';
- };
-
- //===========================================================================
- // Fires a pipe bomb. Can be detonated at any time. Doesn't need a special
- // weapon selected.
- //===========================================================================
-
- void() W_FirePipeBomb =
- {
- local entity missile, mpuff;
-
- if(self.ammo_rockets < 1) // have to have ammo
- return;
- 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 = "pipebomb";
-
- // set missile speed
-
- makevectors (self.v_angle);
-
- if (self.v_angle_x)
- missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
- else
- {
- missile.velocity = aim(self, 10000);
- missile.velocity = missile.velocity * 600;
- missile.velocity_z = 200;
- }
-
- missile.avelocity = '300 300 300';
-
- missile.angles = vectoangles(missile.velocity);
-
- missile.touch = PipeBombTouch;
- missile.think = GrenadeExplode;
-
- setmodel (missile, "progs/grenade.mdl");
- setsize (missile, '0 0 0', '0 0 0');
- setorigin (missile, self.origin);
- };
-
- /*
- ===============================================================================
-
- 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 = "";
- self.weaponframe = 0;
- }
- };
-
- float() W_BestWeapon =
- {
- local float it;
-
- it = self.items;
-
- if(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;
- };
-
- 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 (!W_CheckNoAmmo ())
- return;
-
- makevectors (self.v_angle); // calculate forward angle for velocity
- self.show_hostile = time + 1; // wake monsters up
-
- if (self.weapon == IT_AXE)
- {
- sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
- r = random();
- if (r < 0.25)
- player_axe1 ();
- else if (r<0.5)
- player_axeb1 ();
- else if (r<0.75)
- player_axec1 ();
- else
- player_axed1 ();
- self.attack_finished = time + 0.5;
- }
- else if (self.weapon == IT_SHOTGUN)
- {
- player_shot1 ();
- W_FireShotgun ();
- self.attack_finished = time + 0.75;
- }
- else if (self.weapon == IT_SUPER_SHOTGUN)
- {
- player_shot1 ();
- W_FireSuperShotgun ();
- self.attack_finished = time + 0.7;
- }
- else if (self.weapon == IT_NAILGUN)
- {
- player_nail1 ();
- }
- else if (self.weapon == IT_SUPER_NAILGUN)
- {
- player_nail1 ();
- }
- else if (self.weapon == IT_GRENADE_LAUNCHER)
- {
- player_rocket1();
- W_FireGrenade();
- self.attack_finished = time + 0.6;
- }
- else if (self.weapon == IT_ROCKET_LAUNCHER)
- {
- player_rocket1();
- W_FireRocket();
- self.attack_finished = time + 0.8;
- }
- else if (self.weapon == IT_LIGHTNING)
- {
- player_light1();
- self.attack_finished = time + 0.1;
- sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
- }
- };
-
- /*
- ============
- 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, "no weapon.\n");
- return;
- }
-
- if (am)
- { // don't have the ammo
- sprint (self, "not enough ammo.\n");
- return;
- }
-
- //
- // set weapon, set ammo
- //
- self.weapon = fl;
- W_SetCurrentAmmo ();
- };
-
- /*
- ============
- CheatCommand
- ============
- */
- void() CheatCommand =
- {
- if (deathmatch || coop)
- return;
-
- self.ammo_rockets = 100;
- self.ammo_nails = 200;
- self.ammo_shells = 100;
- self.items = self.items |
- IT_AXE |
- IT_SHOTGUN |
- IT_SUPER_SHOTGUN |
- IT_NAILGUN |
- IT_SUPER_NAILGUN |
- IT_GRENADE_LAUNCHER |
- IT_ROCKET_LAUNCHER |
- IT_KEY1 | IT_KEY2;
-
- self.ammo_cells = 200;
- self.items = self.items | IT_LIGHTNING;
-
- self.weapon = IT_ROCKET_LAUNCHER;
- self.impulse = 0;
- W_SetCurrentAmmo ();
- };
-
- /*
- ============
- CycleWeaponCommand
-
- Go to the next weapon with ammo
- ============
- */
- void() CycleWeaponCommand =
- {
- local float it, am;
-
- it = self.items;
- self.impulse = 0;
-
- while (1)
- {
- am = 0;
-
- if (self.weapon == IT_LIGHTNING)
- {
- self.weapon = IT_AXE;
- }
- else if (self.weapon == IT_AXE)
- {
- 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;
- }
- }
-
- };
-
- /*
- ============
- ServerflagsCommand
-
- Just for development
- ============
- */
- void() ServerflagsCommand =
- {
- serverflags = serverflags * 2 + 1;
- };
-
- void() QuadCheat =
- {
- if (deathmatch || coop)
- return;
- self.super_time = 1;
- self.super_damage_finished = time + 30;
- self.items = self.items | IT_QUAD;
- dprint ("quad cheat\n");
- };
-
- /*
- ============
- ImpulseCommands
-
- ============
- */
- void() ImpulseCommands =
- {
- if (self.impulse >= 1 && self.impulse <= 8)
- W_ChangeWeapon ();
-
- if (self.impulse == 9)
- CheatCommand ();
- if (self.impulse == 10)
- CycleWeaponCommand ();
- if (self.impulse == 11)
- ServerflagsCommand ();
-
- if (self.impulse == 20 ) // Frag Grenade ===
- W_LaunchBouncer();
-
- if (self.impulse == 21 ) // Proximity Grenade ===
- ProxW_FireGrenade();
-
- if(self.impulse == 22) // Pipe Bombs ===
- W_FirePipeBomb();
- if(self.impulse == 23)
- DetPipeBombs();
-
- if (self.impulse == 255)
- QuadCheat ();
-
- self.impulse = 0;
- };
-
- /*
- ============
- W_WeaponFrame
-
- Called every frame so impulse events can be handled as well as possible
- ============
- */
- void() W_WeaponFrame =
- {
- if (time < self.attack_finished)
- return;
-
- ImpulseCommands ();
-
- // check for attack
- if (self.button0)
- {
- SuperDamageSound ();
- W_Attack ();
- }
- };
-
- /*
- ========
- SuperDamageSound
-
- Plays sound if needed
- ========
- */
- void() SuperDamageSound =
- {
- if (self.super_damage_finished > time)
- {
- if (self.super_sound < time)
- {
- self.super_sound = time + 1;
- sound (self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM);
- }
- }
- return;
- };
-
-