merge print calls, start on pronoun code
This commit is contained in:
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fa8592e377
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5b34a34292
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@ -259,8 +259,7 @@ void() changelevel_touch = {
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}
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if(coop || deathmatch) {
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bprint(other.netname);
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bprint(" exited the level\n");
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bprint(other.netname, " exited the level\n");
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}
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nextmap = self.map;
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@ -331,8 +330,7 @@ Player entered the suicide command
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============
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*/
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void() ClientKill = {
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bprint(self.netname);
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bprint(" suicides\n");
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bprint(self.netname, " suicides\n");
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set_suicide_frame();
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self.modelindex = modelindex_player;
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self.frags = self.frags - 2; // extra penalty
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@ -1021,8 +1019,7 @@ called when a player connects to a server
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============
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*/
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void() ClientConnect = {
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bprint(self.netname);
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bprint(" entered the game\n");
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bprint(self.netname, " entered the game\n");
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// a client connecting during an intermission can cause problems
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if(intermission_running) {
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@ -1045,19 +1042,72 @@ void() ClientDisconnect = {
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// since they aren't *really* leaving
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// let everyone else know
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bprint(self.netname);
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bprint(" left the game with ");
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bprint(ftos(self.frags));
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bprint(" frags\n");
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bprint(self.netname, " left the game with ", ftos(self.frags), " frags\n");
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sound(self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
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set_suicide_frame();
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};
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void() cheat = {
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if(deathmatch || coop) {
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return;
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}
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self.ammo_rockets = 100;
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self.ammo_nails = 200;
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self.ammo_shells = 100;
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self.ammo_cells = 200;
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self.items |= IT_AXE |
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IT_SHOTGUN |
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IT_SUPER_SHOTGUN |
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IT_NAILGUN |
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IT_SUPER_NAILGUN |
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IT_GRENADE_LAUNCHER |
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IT_ROCKET_LAUNCHER |
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IT_LIGHTNING |
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IT_KEY1 | IT_KEY2;
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self.weapon = IT_ROCKET_LAUNCHER;
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W_SetCurrentAmmo();
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};
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void() cheat_quad = {
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if(deathmatch || coop) {
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return;
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}
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self.super_time = 1;
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self.super_damage_finished = time + 30;
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self.items = self.items | IT_QUAD;
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};
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void(float pronoun) change_pronoun = {
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pronoun = minmax(pronoun, PRO_NONE, PRO_MAX - 1);
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dprint("pronoun set to ", ftos(pronoun), "\n");
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};
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void() ImpulseCommands = {
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if(self.impulse >= 1 && self.impulse <= 8) {
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W_ChangeWeapon(self.impulse);
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} else if(self.impulse >= 4000 && self.impulse < 5000) {
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change_pronoun(self.impulse - 4000);
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} else {
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switch(self.impulse) {
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case 9: cheat(); break;
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case 10: W_CycleWeapon(); break;
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case 12: W_CycleWeaponReverse(); break;
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case 255: cheat_quad(); break;
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}
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}
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self.impulse = 0;
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};
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float(entity targ, entity attacker) obit_teledeath = {
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attacker.owner.frags = attacker.owner.frags + 1;
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bprint(" was telefragged by ");
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bprint(attacker.owner.netname);
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bprint("\n");
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bprint(" was telefragged by ", attacker.owner.netname, "\n");
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return TRUE;
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};
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@ -1155,10 +1205,7 @@ float(entity targ, entity attacker) obit_pkill = {
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break;
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}
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bprint(targ.netname);
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bprint(deathstring);
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bprint(attacker.netname);
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bprint(deathstring2);
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bprint(targ.netname, deathstring, attacker.netname, deathstring2);
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return TRUE;
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};
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@ -4,17 +4,24 @@ float() crandom = {
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return 2 * (random() - 0.5);
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};
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/*
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=============
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range
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float(float x, float y) max = {
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return x < y ? y : x;
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};
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returns the range catagorization of an entity reletive to self
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0 melee range, will become hostile even if back is turned
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1 visibility and infront, or visibility and show hostile
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2 infront and show hostile
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3 only triggered by damage
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=============
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*/
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float(float x, float y) min = {
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return x < y ? x : y;
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};
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float(float x, float mi, float ma) minmax = {
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return min(max(x, mi), ma);
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};
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/* returns the range catagorization of an entity reletive to self
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* 0 melee range, will become hostile even if back is turned
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* 1 visibility and infront, or visibility and show hostile
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* 2 infront and show hostile
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* 3 only triggered by damage
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*/
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float(entity targ) range = {
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vector spot1, spot2;
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float r;
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@ -34,13 +41,7 @@ float(entity targ) range = {
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return RANGE_FAR;
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};
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/*
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=============
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visible
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returns 1 if the entity is visible to self, even if not infront()
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=============
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*/
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// returns 1 if the entity is visible to self, even if not infront()
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float(entity targ) visible = {
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vector spot1, spot2;
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@ -58,13 +59,7 @@ float(entity targ) visible = {
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return FALSE;
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};
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/*
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=============
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infront
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returns 1 if the entity is in front(in sight) of self
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=============
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*/
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// returns 1 if the entity is in front(in sight) of self
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float(entity targ) infront = {
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vector vec;
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float dot;
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@ -218,7 +218,7 @@ void(entity client, string s) stuffcmd = #21;
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entity(vector org, float rad) findradius = #22;
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void(string... s) bprint = #23;
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void(entity client, string... s) sprint = #24;
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void(string s) dprint = #25;
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void(string... s) dprint = #25;
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string(float f) ftos = #26;
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string(vector v) vtos = #27;
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void() coredump = #28; // prints all edicts
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@ -473,6 +473,22 @@ enum {
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WORLD_METAL,
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WORLD_BASE,
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};
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enum {
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PRO_NONE,
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// alphabetically sorted, based on pronoun.is and what i've seen used
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PRO_FAE,
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PRO_HE,
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PRO_IT,
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PRO_SHE,
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PRO_THEY,
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PRO_XEY,
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PRO_ZE_H,
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PRO_ZE_Z,
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PRO_MAX,
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};
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#pragma noref 0
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// globals -------------------------------------------------------------------|
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@ -632,6 +648,9 @@ float sight_entity_time;
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.float healamount, healtype;
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// super co-op additions
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.float pronoun;
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// functions -----------------------------------------------------------------|
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// subs.qc
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@ -656,6 +675,9 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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// weapons.qc
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void(float wep) W_ChangeWeapon;
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void() W_CycleWeaponReverse;
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void() W_CycleWeapon;
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void() W_FireAxe;
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void() W_FireShotgun;
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void() W_FireSuperShotgun;
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@ -668,6 +690,10 @@ float() W_BestWeapon;
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void() W_SetCurrentAmmo;
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void() W_WeaponFrame;
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// items.qc
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string() Key1Name;
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string() Key2Name;
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void() army_fire;
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float() DemonCheckAttack;
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@ -52,9 +52,7 @@ void() SUB_regen = {
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prints a warning message when spawned
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*/
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void() noclass = {
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dprint("noclass spawned at");
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dprint(vtos(self.origin));
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dprint("\n");
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dprint("noclass spawned at", vtos(self.origin), "\n");
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remove(self);
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};
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@ -78,9 +76,7 @@ void() PlaceItem = {
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self.origin_z = self.origin_z + 6;
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oldz = self.origin_z;
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if(!droptofloor()) {
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dprint("Bonus item fell out of level at ");
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dprint(vtos(self.origin));
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dprint("\n");
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dprint("Bonus item fell out of level at ", vtos(self.origin), "\n");
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remove(self);
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return;
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}
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@ -174,7 +170,6 @@ void() item_health = {
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void() health_touch = {
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float amount;
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string s;
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if(other.classname != "player") {
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return;
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@ -193,10 +188,7 @@ void() health_touch = {
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}
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}
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sprint(other, "You receive ");
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s = ftos(self.healamount);
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sprint(other, s);
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sprint(other, " health\n");
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sprint(other, "You receive ", ftos(self.healamount), " health\n");
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// health touch sound
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sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
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@ -474,9 +466,7 @@ void() weapon_touch = {
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objerror("weapon_touch: unknown classname");
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}
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sprint(other, "You got the ");
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sprint(other, self.netname);
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sprint(other, "\n");
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sprint(other, "You got the ", self.netname, "\n");
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// weapon touch sound
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sound(other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
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stuffcmd(other, "bf\n");
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@ -657,9 +647,7 @@ void() ammo_touch = {
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bound_other_ammo();
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sprint(other, "You got the ");
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sprint(other, self.netname);
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sprint(other, "\n");
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sprint(other, "You got the ", self.netname, "\n");
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// ammo touch sound
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sound(other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
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stuffcmd(other, "bf\n");
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@ -867,9 +855,7 @@ void() key_touch = {
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return;
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}
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sprint(other, "You got the ");
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sprint(other, self.netname);
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sprint(other, "\n");
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sprint(other, "You got the ", self.netname, "\n");
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sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
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stuffcmd(other, "bf\n");
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@ -1058,9 +1044,7 @@ void() powerup_touch = {
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return;
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}
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sprint(other, "You got the ");
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sprint(other, self.netname);
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sprint(other, "\n");
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sprint(other, "You got the ", self.netname, "\n");
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if(deathmatch) {
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self.mdl = self.model;
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@ -1190,7 +1174,6 @@ PLAYER BACKPACKS
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*/
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void() BackpackTouch = {
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string s;
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float best, old, new;
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entity stemp;
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float acount;
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@ -1204,8 +1187,7 @@ void() BackpackTouch = {
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if(self.weapon && (other.items & self.weapon) == 0) {
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acount = 1;
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sprint(other, "the ");
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sprint(other, self.netname);
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sprint(other, "the ", self.netname);
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}
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// if the player was using their best weapon, change up to the new one if better
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@ -1234,36 +1216,28 @@ void() BackpackTouch = {
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sprint(other, ", ");
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}
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acount = 1;
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s = ftos(self.ammo_shells);
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sprint(other, s);
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sprint(other, " shells");
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sprint(other, ftos(self.ammo_shells), " shells");
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}
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if(self.ammo_nails) {
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if(acount) {
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sprint(other, ", ");
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}
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acount = 1;
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s = ftos(self.ammo_nails);
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sprint(other, s);
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sprint(other, " nails");
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sprint(other, ftos(self.ammo_nails), " nails");
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}
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if(self.ammo_rockets) {
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if(acount) {
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sprint(other, ", ");
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}
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acount = 1;
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s = ftos(self.ammo_rockets);
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sprint(other, s);
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sprint(other, " rockets");
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sprint(other, ftos(self.ammo_rockets), " rockets");
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}
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if(self.ammo_cells) {
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if(acount) {
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sprint(other, ", ");
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}
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acount = 1;
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s = ftos(self.ammo_cells);
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sprint(other, s);
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sprint(other, " cells");
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sprint(other, ftos(self.ammo_cells), " cells");
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}
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if(self.items & IT_KEY1) {
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if(acount) {
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@ -226,9 +226,7 @@ void() misc_explobox = {
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oldz = self.origin_z;
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droptofloor();
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if(oldz - self.origin_z > 250) {
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dprint("item fell out of level at ");
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dprint(vtos(self.origin));
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dprint("\n");
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dprint("item fell out of level at ", vtos(self.origin), "\n");
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remove(self);
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}
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};
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@ -255,9 +253,7 @@ void() misc_explobox2 = {
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oldz = self.origin_z;
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droptofloor();
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if(oldz - self.origin_z > 250) {
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dprint("item fell out of level at ");
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dprint(vtos(self.origin));
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dprint("\n");
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dprint("item fell out of level at ", vtos(self.origin), "\n");
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remove(self);
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}
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};
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@ -80,9 +80,7 @@ void() walkmonster_start_go = {
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droptofloor();
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if(!walkmove(0, 0)) {
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dprint("walkmonster in wall at: ");
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dprint(vtos(self.origin));
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dprint("\n");
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dprint("walkmonster in wall at: ", vtos(self.origin), "\n");
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}
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self.takedamage = DAMAGE_AIM;
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@ -100,9 +98,7 @@ void() walkmonster_start_go = {
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self.goalentity = self.movetarget = find(world, targetname, self.target);
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self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
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if(!self.movetarget) {
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dprint("Monster can't find target at ");
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dprint(vtos(self.origin));
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dprint("\n");
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dprint("Monster can't find target at ", vtos(self.origin), "\n");
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}
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// this used to be an objerror
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if(self.movetarget.classname == "path_corner") {
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@ -143,17 +139,13 @@ void() flymonster_start_go = {
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self.flags = self.flags | FL_MONSTER;
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if(!walkmove(0, 0)) {
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dprint("flymonster in wall at: ");
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dprint(vtos(self.origin));
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dprint("\n");
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dprint("flymonster in wall at: ", vtos(self.origin), "\n");
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}
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if(self.target) {
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self.goalentity = self.movetarget = find(world, targetname, self.target);
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if(!self.movetarget) {
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dprint("Monster can't find target at ");
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dprint(vtos(self.origin));
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dprint("\n");
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dprint("Monster can't find target at ", vtos(self.origin), "\n");
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}
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// this used to be an objerror
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if(self.movetarget.classname == "path_corner") {
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@ -197,9 +189,7 @@ void() swimmonster_start_go = {
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if(self.target) {
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self.goalentity = self.movetarget = find(world, targetname, self.target);
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if(!self.movetarget) {
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dprint("Monster can't find target at ");
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dprint(vtos(self.origin));
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dprint("\n");
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dprint("Monster can't find target at ", vtos(self.origin), "\n");
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}
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// this used to be an objerror
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self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
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@ -830,53 +830,60 @@ W_ChangeWeapon
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============
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*/
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void() W_ChangeWeapon = {
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void(float wep) W_ChangeWeapon = {
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float it, am, fl;
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it = self.items;
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am = 0;
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||||
|
||||
if(self.impulse == 1) {
|
||||
switch(wep) {
|
||||
case 1:
|
||||
fl = IT_AXE;
|
||||
} else if(self.impulse == 2) {
|
||||
break;
|
||||
case 2:
|
||||
fl = IT_SHOTGUN;
|
||||
if(self.ammo_shells < 1) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.impulse == 3) {
|
||||
break;
|
||||
case 3:
|
||||
fl = IT_SUPER_SHOTGUN;
|
||||
if(self.ammo_shells < 2) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.impulse == 4) {
|
||||
break;
|
||||
case 4:
|
||||
fl = IT_NAILGUN;
|
||||
if(self.ammo_nails < 1) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.impulse == 5) {
|
||||
break;
|
||||
case 5:
|
||||
fl = IT_SUPER_NAILGUN;
|
||||
if(self.ammo_nails < 2) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.impulse == 6) {
|
||||
break;
|
||||
case 6:
|
||||
fl = IT_GRENADE_LAUNCHER;
|
||||
if(self.ammo_rockets < 1) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.impulse == 7) {
|
||||
break;
|
||||
case 7:
|
||||
fl = IT_ROCKET_LAUNCHER;
|
||||
if(self.ammo_rockets < 1) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.impulse == 8) {
|
||||
break;
|
||||
case 8:
|
||||
fl = IT_LIGHTNING;
|
||||
if(self.ammo_cells < 1) {
|
||||
am = 1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
self.impulse = 0;
|
||||
|
||||
if(!(self.items & fl)) {
|
||||
// don't have the weapon or the ammo
|
||||
sprint(self, "no weapon.\n");
|
||||
|
@ -889,96 +896,71 @@ void() W_ChangeWeapon = {
|
|||
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
|
||||
W_CycleWeapon
|
||||
|
||||
Go to the next weapon with ammo
|
||||
============
|
||||
*/
|
||||
void() CycleWeaponCommand = {
|
||||
void() W_CycleWeapon = {
|
||||
float it, am;
|
||||
|
||||
it = self.items;
|
||||
self.impulse = 0;
|
||||
|
||||
for(;;) {
|
||||
am = 0;
|
||||
if(self.weapon == IT_LIGHTNING) {
|
||||
switch(self.weapon) {
|
||||
case IT_LIGHTNING:
|
||||
self.weapon = IT_AXE;
|
||||
} else if(self.weapon == IT_AXE) {
|
||||
break;
|
||||
case IT_AXE:
|
||||
self.weapon = IT_SHOTGUN;
|
||||
if(self.ammo_shells < 1) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.weapon == IT_SHOTGUN) {
|
||||
break;
|
||||
case IT_SHOTGUN:
|
||||
self.weapon = IT_SUPER_SHOTGUN;
|
||||
if(self.ammo_shells < 2) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.weapon == IT_SUPER_SHOTGUN) {
|
||||
break;
|
||||
case IT_SUPER_SHOTGUN:
|
||||
self.weapon = IT_NAILGUN;
|
||||
if(self.ammo_nails < 1) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.weapon == IT_NAILGUN) {
|
||||
break;
|
||||
case IT_NAILGUN:
|
||||
self.weapon = IT_SUPER_NAILGUN;
|
||||
if(self.ammo_nails < 2) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.weapon == IT_SUPER_NAILGUN) {
|
||||
break;
|
||||
case IT_SUPER_NAILGUN:
|
||||
self.weapon = IT_GRENADE_LAUNCHER;
|
||||
if(self.ammo_rockets < 1) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.weapon == IT_GRENADE_LAUNCHER) {
|
||||
break;
|
||||
case IT_GRENADE_LAUNCHER:
|
||||
self.weapon = IT_ROCKET_LAUNCHER;
|
||||
if(self.ammo_rockets < 1) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.weapon == IT_ROCKET_LAUNCHER) {
|
||||
break;
|
||||
case IT_ROCKET_LAUNCHER:
|
||||
self.weapon = IT_LIGHTNING;
|
||||
if(self.ammo_cells < 1) {
|
||||
am = 1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
if((it & self.weapon) && am == 0) {
|
||||
W_SetCurrentAmmo();
|
||||
|
@ -990,56 +972,64 @@ void() CycleWeaponCommand = {
|
|||
|
||||
/*
|
||||
============
|
||||
CycleWeaponReverseCommand
|
||||
W_CycleWeaponReverse
|
||||
|
||||
Go to the prev weapon with ammo
|
||||
============
|
||||
*/
|
||||
void() CycleWeaponReverseCommand = {
|
||||
void() W_CycleWeaponReverse = {
|
||||
float it, am;
|
||||
|
||||
it = self.items;
|
||||
self.impulse = 0;
|
||||
|
||||
while(1) {
|
||||
for(;;) {
|
||||
am = 0;
|
||||
if(self.weapon == IT_LIGHTNING) {
|
||||
switch(self.weapon) {
|
||||
case IT_LIGHTNING:
|
||||
self.weapon = IT_ROCKET_LAUNCHER;
|
||||
if(self.ammo_rockets < 1) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.weapon == IT_ROCKET_LAUNCHER) {
|
||||
break;
|
||||
case IT_ROCKET_LAUNCHER:
|
||||
self.weapon = IT_GRENADE_LAUNCHER;
|
||||
if(self.ammo_rockets < 1) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.weapon == IT_GRENADE_LAUNCHER) {
|
||||
break;
|
||||
case IT_GRENADE_LAUNCHER:
|
||||
self.weapon = IT_SUPER_NAILGUN;
|
||||
if(self.ammo_nails < 2) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.weapon == IT_SUPER_NAILGUN) {
|
||||
break;
|
||||
case IT_SUPER_NAILGUN:
|
||||
self.weapon = IT_NAILGUN;
|
||||
if(self.ammo_nails < 1) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.weapon == IT_NAILGUN) {
|
||||
break;
|
||||
case IT_NAILGUN:
|
||||
self.weapon = IT_SUPER_SHOTGUN;
|
||||
if(self.ammo_shells < 2) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.weapon == IT_SUPER_SHOTGUN) {
|
||||
break;
|
||||
case IT_SUPER_SHOTGUN:
|
||||
self.weapon = IT_SHOTGUN;
|
||||
if(self.ammo_shells < 1) {
|
||||
am = 1;
|
||||
}
|
||||
} else if(self.weapon == IT_SHOTGUN) {
|
||||
break;
|
||||
case IT_SHOTGUN:
|
||||
self.weapon = IT_AXE;
|
||||
} else if(self.weapon == IT_AXE) {
|
||||
break;
|
||||
case IT_AXE:
|
||||
self.weapon = IT_LIGHTNING;
|
||||
if(self.ammo_cells < 1) {
|
||||
am = 1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
if((it & self.weapon) && am == 0) {
|
||||
W_SetCurrentAmmo();
|
||||
|
@ -1049,49 +1039,6 @@ void() CycleWeaponReverseCommand = {
|
|||
|
||||
};
|
||||
|
||||
/*
|
||||
============
|
||||
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();
|
||||
}
|
||||
|
||||
switch(self.impulse) {
|
||||
case 9: CheatCommand(); break;
|
||||
case 10: CycleWeaponCommand(); break;
|
||||
case 11: ServerflagsCommand(); break;
|
||||
case 12: CycleWeaponReverseCommand(); break;
|
||||
case 255: QuadCheat(); break;
|
||||
}
|
||||
|
||||
self.impulse = 0;
|
||||
};
|
||||
|
||||
/*
|
||||
============
|
||||
W_WeaponFrame
|
||||
|
|
Loading…
Reference in New Issue
Block a user