1084 lines
22 KiB
Plaintext
1084 lines
22 KiB
Plaintext
// weapons.qc: weapon functions
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// called by worldspawn
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void() W_Precache = {
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precache_sound("weapons/r_exp3.wav"); // new rocket explosion
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precache_sound("weapons/rocket1i.wav"); // spike gun
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precache_sound("weapons/sgun1.wav");
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precache_sound("weapons/guncock.wav"); // player shotgun
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precache_sound("weapons/ric1.wav"); // ricochet(used in c code)
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precache_sound("weapons/ric2.wav"); // ricochet(used in c code)
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precache_sound("weapons/ric3.wav"); // ricochet(used in c code)
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precache_sound("weapons/spike2.wav"); // super spikes
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precache_sound("weapons/tink1.wav"); // spikes tink(used in c code)
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precache_sound("weapons/grenade.wav"); // grenade launcher
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precache_sound("weapons/bounce.wav"); // grenade bounce
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precache_sound("weapons/shotgn2.wav"); // super shotgun
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};
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/*
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================
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W_FireAxe
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================
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*/
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void() W_FireAxe = {
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vector source;
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vector org;
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makevectors(self.v_angle);
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source = self.origin + '0 0 16';
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traceline(source, source + v_forward * 64, FALSE, self);
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if(trace_fraction == 1.0) {
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return;
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}
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org = trace_endpos - v_forward * 4;
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if(trace_ent.takedamage) {
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trace_ent.axhitme = 1;
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SpawnBlood(org, VEC_ORIGIN, 20);
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T_Damage(trace_ent, self, self, 20);
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} else {
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// hit wall
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sound(self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
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WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte(MSG_BROADCAST, TE_GUNSHOT);
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WriteCoord(MSG_BROADCAST, org_x);
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WriteCoord(MSG_BROADCAST, org_y);
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WriteCoord(MSG_BROADCAST, org_z);
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}
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};
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//============================================================================
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vector() wall_velocity = {
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vector vel;
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vel = normalize(self.velocity);
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vel = normalize(vel + v_up * (random() - 0.5) + v_right * (random() - 0.5));
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vel = vel + 2 * trace_plane_normal;
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vel = vel * 200;
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return vel;
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};
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/*
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================
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SpawnMeatSpray
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================
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*/
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void(vector org, vector vel) SpawnMeatSpray = {
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entity missile, mpuff;
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vector org;
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missile = spawn();
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missile.owner = self;
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missile.movetype = MOVETYPE_BOUNCE;
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missile.solid = SOLID_NOT;
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makevectors(self.angles);
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missile.velocity = vel;
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missile.velocity_z = missile.velocity_z + 250 + 50 * random();
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missile.avelocity = '3000 1000 2000';
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// set missile duration
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missile.nextthink = time + 1;
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missile.think = SUB_Remove;
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setmodel(missile, "progs/zom_gib.mdl");
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setsize(missile, VEC_ORIGIN, VEC_ORIGIN);
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setorigin(missile, org);
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};
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/*
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================
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SpawnBlood
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================
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*/
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void(vector org, vector vel, float damage) SpawnBlood = {
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particle(org, vel * 0.1, 73, damage * 2);
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};
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/*
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================
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spawn_touchblood
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================
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*/
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void(float damage) spawn_touchblood = {
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vector vel;
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vel = wall_velocity() * 0.2;
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SpawnBlood(self.origin + vel * 0.01, vel, damage);
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};
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/*
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================
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SpawnChunk
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================
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*/
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void(vector org, vector vel) SpawnChunk = {
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particle(org, vel * 0.02, 0, 10);
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};
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/*
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==============================================================================
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MULTI-DAMAGE
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Collects multiple small damages into a single damage
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==============================================================================
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*/
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void() ClearMultiDamage = {
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multi_ent = world;
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multi_damage = 0;
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};
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void() ApplyMultiDamage = {
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if(!multi_ent) {
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return;
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}
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T_Damage(multi_ent, self, self, multi_damage);
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};
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void(entity hit, float damage) AddMultiDamage = {
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if(!hit) {
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return;
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}
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if(hit != multi_ent) {
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ApplyMultiDamage();
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multi_damage = damage;
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multi_ent = hit;
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} else {
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multi_damage = multi_damage + damage;
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}
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};
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/*
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==============================================================================
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BULLETS
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==============================================================================
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*/
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/*
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================
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TraceAttack
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================
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*/
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void(float damage, vector dir) TraceAttack = {
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vector vel, org;
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vel = normalize(dir + v_up * crandom() + v_right * crandom());
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vel = vel + 2 * trace_plane_normal;
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vel = vel * 200;
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org = trace_endpos - dir * 4;
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if(trace_ent.takedamage) {
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SpawnBlood(org, vel * 0.2, damage);
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AddMultiDamage(trace_ent, damage);
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} else {
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WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte(MSG_BROADCAST, TE_GUNSHOT);
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WriteCoord(MSG_BROADCAST, org_x);
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WriteCoord(MSG_BROADCAST, org_y);
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WriteCoord(MSG_BROADCAST, org_z);
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}
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};
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/*
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================
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FireBullets
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Used by shotgun, super shotgun, and enemy soldier firing
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Go to the trouble of combining multiple pellets into a single damage call.
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================
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*/
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void(float shotcount, vector dir, vector spread) FireBullets = {
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vector direction;
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vector src;
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makevectors(self.v_angle);
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src = self.origin + v_forward * 10;
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src_z = self.absmin_z + self.size_z * 0.7;
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ClearMultiDamage();
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while(shotcount > 0) {
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direction = dir + crandom() * spread_x * v_right + crandom() * spread_y * v_up;
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traceline(src, src + direction * 2048, FALSE, self);
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if(trace_fraction != 1.0) {
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TraceAttack(4, direction);
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}
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shotcount = shotcount - 1;
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}
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ApplyMultiDamage();
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};
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/*
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================
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W_FireShotgun
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================
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*/
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void() W_FireShotgun = {
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vector dir;
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sound(self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM);
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self.punchangle_x = -2;
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self.currentammo = self.ammo_shells = self.ammo_shells - 1;
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dir = aim(self, 100000);
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FireBullets(6, dir, '0.04 0.04 0');
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};
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/*
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================
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W_FireSuperShotgun
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================
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*/
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void() W_FireSuperShotgun = {
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vector dir;
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if(self.currentammo == 1) {
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W_FireShotgun();
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return;
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}
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sound(self, CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
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self.punchangle_x = -4;
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self.currentammo = self.ammo_shells = self.ammo_shells - 2;
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dir = aim(self, 100000);
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FireBullets(14, dir, '0.14 0.08 0');
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};
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/*
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==============================================================================
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ROCKETS
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==============================================================================
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*/
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void() s_explode1 = [0, s_explode2] {};
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void() s_explode2 = [1, s_explode3] {};
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void() s_explode3 = [2, s_explode4] {};
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void() s_explode4 = [3, s_explode5] {};
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void() s_explode5 = [4, s_explode6] {};
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void() s_explode6 = [5, SUB_Remove] {};
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void() BecomeExplosion = {
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self.movetype = MOVETYPE_NONE;
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self.velocity = VEC_ORIGIN;
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self.touch = SUB_Null;
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setmodel(self, "progs/s_explod.spr");
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self.solid = SOLID_NOT;
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s_explode1();
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};
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void() T_MissileTouch = {
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float damg;
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if(other == self.owner) {
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return; // don't explode on owner
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}
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if(pointcontents(self.origin) == CONTENT_SKY) {
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remove(self);
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return;
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}
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damg = 100 + random() * 20;
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if(other.health) {
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if(other.classname == "monster_shambler") {
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damg = damg * 0.5; // mostly immune
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}
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T_Damage(other, self, self.owner, damg);
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}
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// don't do radius damage to the other, because all the damage
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// was done in the impact
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T_RadiusDamage(self, self.owner, 120, other);
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// sound(self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
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self.origin = self.origin - 8 * normalize(self.velocity);
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WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte(MSG_BROADCAST, TE_EXPLOSION);
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WriteCoord(MSG_BROADCAST, self.origin_x);
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WriteCoord(MSG_BROADCAST, self.origin_y);
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WriteCoord(MSG_BROADCAST, self.origin_z);
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BecomeExplosion();
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};
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/*
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================
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W_FireRocket
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================
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*/
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void() W_FireRocket = {
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entity missile, mpuff;
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self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
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sound(self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
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self.punchangle_x = -2;
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missile = spawn();
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missile.owner = self;
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missile.movetype = MOVETYPE_FLYMISSILE;
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missile.solid = SOLID_BBOX;
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missile.classname = "missile";
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// set missile speed
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makevectors(self.v_angle);
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missile.velocity = aim(self, 1000);
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missile.velocity = missile.velocity * 1000;
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missile.angles = vectoangles(missile.velocity);
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missile.touch = T_MissileTouch;
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// set missile duration
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missile.nextthink = time + 5;
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missile.think = SUB_Remove;
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setmodel(missile, "progs/missile.mdl");
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setsize(missile, VEC_ORIGIN, VEC_ORIGIN);
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setorigin(missile, self.origin + v_forward * 8 + '0 0 16');
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};
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/*
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===============================================================================
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LIGHTNING
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===============================================================================
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*/
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/*
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=================
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LightningDamage
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=================
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*/
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void(vector p1, vector p2, entity from, float damage) LightningDamage = {
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entity e1, e2;
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vector f;
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f = p2 - p1;
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normalize(f);
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f_x = 0 - f_y;
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f_y = f_x;
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f_z = 0;
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f = f * 16;
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e1 = e2 = world;
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traceline(p1, p2, FALSE, self);
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if(trace_ent.takedamage) {
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particle(trace_endpos, '0 0 100', 225, damage * 4);
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T_Damage(trace_ent, from, from, damage);
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if(self.classname == "player") {
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if(other.classname == "player") {
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trace_ent.velocity_z = trace_ent.velocity_z + 400;
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}
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}
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}
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e1 = trace_ent;
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traceline(p1 + f, p2 + f, FALSE, self);
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if(trace_ent != e1 && trace_ent.takedamage) {
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particle(trace_endpos, '0 0 100', 225, damage * 4);
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T_Damage(trace_ent, from, from, damage);
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}
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e2 = trace_ent;
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traceline(p1 - f, p2 - f, FALSE, self);
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if(trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage) {
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particle(trace_endpos, '0 0 100', 225, damage * 4);
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T_Damage(trace_ent, from, from, damage);
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}
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};
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void() W_FireLightning = {
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vector org;
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float cells;
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if(self.ammo_cells < 1) {
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self.weapon = W_BestWeapon();
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W_SetCurrentAmmo();
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return;
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}
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// explode if under water
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if(self.waterlevel > 1) {
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cells = self.ammo_cells;
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self.ammo_cells = 0;
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W_SetCurrentAmmo();
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T_RadiusDamage(self, self, 35 * cells, world);
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return;
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}
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if(self.t_width < time) {
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sound(self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
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self.t_width = time + 0.6;
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}
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self.punchangle_x = -2;
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self.currentammo = self.ammo_cells = self.ammo_cells - 1;
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org = self.origin + '0 0 16';
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traceline(org, org + v_forward * 600, TRUE, self);
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WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte(MSG_BROADCAST, TE_LIGHTNING2);
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WriteEntity(MSG_BROADCAST, self);
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WriteCoord(MSG_BROADCAST, org_x);
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WriteCoord(MSG_BROADCAST, org_y);
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WriteCoord(MSG_BROADCAST, org_z);
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WriteCoord(MSG_BROADCAST, trace_endpos_x);
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WriteCoord(MSG_BROADCAST, trace_endpos_y);
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WriteCoord(MSG_BROADCAST, trace_endpos_z);
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LightningDamage(self.origin, trace_endpos + v_forward * 4, self, 30);
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};
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//=============================================================================
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void() GrenadeExplode = {
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T_RadiusDamage(self, self.owner, 120, world);
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WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte(MSG_BROADCAST, TE_EXPLOSION);
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WriteCoord(MSG_BROADCAST, self.origin_x);
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WriteCoord(MSG_BROADCAST, self.origin_y);
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WriteCoord(MSG_BROADCAST, self.origin_z);
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BecomeExplosion();
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};
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void() GrenadeTouch = {
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if(other == self.owner) {
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return; // don't explode on owner
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}
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if(other.takedamage == DAMAGE_AIM) {
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GrenadeExplode();
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return;
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}
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sound(self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
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if(self.velocity == VEC_ORIGIN) {
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self.avelocity = VEC_ORIGIN;
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}
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};
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/*
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================
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W_FireGrenade
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================
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*/
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void() W_FireGrenade = {
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entity missile, mpuff;
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self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
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sound(self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
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self.punchangle_x = -2;
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missile = spawn();
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missile.owner = self;
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missile.movetype = MOVETYPE_BOUNCE;
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missile.solid = SOLID_BBOX;
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missile.classname = "grenade";
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// set missile speed
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makevectors(self.v_angle);
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if(self.v_angle_x) {
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missile.velocity = v_forward * 600 + v_up * 200 + crandom() * v_right * 10 + crandom() * v_up * 10;
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} else {
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missile.velocity = aim(self, 10000);
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missile.velocity = missile.velocity * 600;
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missile.velocity_z = 200;
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}
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missile.avelocity = '300 300 300';
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missile.angles = vectoangles(missile.velocity);
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missile.touch = GrenadeTouch;
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// set missile duration
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missile.nextthink = time + 2.5;
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missile.think = GrenadeExplode;
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setmodel(missile, "progs/grenade.mdl");
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setsize(missile, VEC_ORIGIN, VEC_ORIGIN);
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setorigin(missile, self.origin);
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};
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//=============================================================================
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/*
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===============
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launch_spike
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Used for both the player and the ogre
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===============
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*/
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void(vector org, vector dir) launch_spike = {
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newmis = spawn();
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newmis.owner = self;
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newmis.movetype = MOVETYPE_FLYMISSILE;
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newmis.solid = SOLID_BBOX;
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newmis.angles = vectoangles(dir);
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newmis.touch = spike_touch;
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newmis.classname = "spike";
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newmis.think = SUB_Remove;
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newmis.nextthink = time + 6;
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setmodel(newmis, "progs/spike.mdl");
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setsize(newmis, VEC_ORIGIN, VEC_ORIGIN);
|
|
setorigin(newmis, org);
|
|
|
|
newmis.velocity = dir * 1000;
|
|
};
|
|
|
|
void() W_FireSuperSpikes = {
|
|
vector dir;
|
|
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 = {
|
|
vector dir;
|
|
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;
|
|
};
|
|
|
|
void() spike_touch = {
|
|
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 = {
|
|
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);
|
|
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
PLAYER WEAPON USE
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
void() W_SetCurrentAmmo = {
|
|
player_run(); // get out of any weapon firing states
|
|
|
|
self.items &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS);
|
|
|
|
switch(self.weapon) {
|
|
case IT_AXE:
|
|
self.currentammo = 0;
|
|
self.weaponmodel = "progs/v_axe.mdl";
|
|
self.weaponframe = 0;
|
|
break;
|
|
case IT_SHOTGUN:
|
|
self.currentammo = self.ammo_shells;
|
|
self.weaponmodel = "progs/v_shot.mdl";
|
|
self.weaponframe = 0;
|
|
self.items |= IT_SHELLS;
|
|
break;
|
|
case IT_SUPER_SHOTGUN:
|
|
self.currentammo = self.ammo_shells;
|
|
self.weaponmodel = "progs/v_shot2.mdl";
|
|
self.weaponframe = 0;
|
|
self.items |= IT_SHELLS;
|
|
break;
|
|
case IT_NAILGUN:
|
|
self.currentammo = self.ammo_nails;
|
|
self.weaponmodel = "progs/v_nail.mdl";
|
|
self.weaponframe = 0;
|
|
self.items |= IT_NAILS;
|
|
break;
|
|
case IT_SUPER_NAILGUN:
|
|
self.currentammo = self.ammo_nails;
|
|
self.weaponmodel = "progs/v_nail2.mdl";
|
|
self.weaponframe = 0;
|
|
self.items |= IT_NAILS;
|
|
break;
|
|
case IT_GRENADE_LAUNCHER:
|
|
self.currentammo = self.ammo_rockets;
|
|
self.weaponmodel = "progs/v_rock.mdl";
|
|
self.weaponframe = 0;
|
|
self.items |= IT_ROCKETS;
|
|
break;
|
|
case IT_ROCKET_LAUNCHER:
|
|
self.currentammo = self.ammo_rockets;
|
|
self.weaponmodel = "progs/v_rock2.mdl";
|
|
self.weaponframe = 0;
|
|
self.items |= IT_ROCKETS;
|
|
break;
|
|
case IT_LIGHTNING:
|
|
self.currentammo = self.ammo_cells;
|
|
self.weaponmodel = "progs/v_light.mdl";
|
|
self.weaponframe = 0;
|
|
self.items |= IT_CELLS;
|
|
break;
|
|
default:
|
|
self.currentammo = 0;
|
|
self.weaponmodel = string_null;
|
|
self.weaponframe = 0;
|
|
break;
|
|
}
|
|
};
|
|
|
|
float() W_BestWeapon = {
|
|
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;
|
|
}
|
|
return IT_AXE;
|
|
};
|
|
|
|
/*
|
|
============
|
|
W_Attack
|
|
|
|
An attack impulse can be triggered now
|
|
============
|
|
*/
|
|
void() W_Attack = {
|
|
float r;
|
|
|
|
if(self.currentammo <= 0 && self.weapon != IT_AXE) {
|
|
self.weapon = W_BestWeapon();
|
|
W_SetCurrentAmmo();
|
|
return;
|
|
}
|
|
|
|
makevectors(self.v_angle); // calculate forward angle for velocity
|
|
self.show_hostile = time + 1; // wake monsters up
|
|
|
|
switch(self.weapon) {
|
|
case 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;
|
|
break;
|
|
case IT_SHOTGUN:
|
|
player_shot1();
|
|
W_FireShotgun();
|
|
self.attack_finished = time + 0.5;
|
|
break;
|
|
case IT_SUPER_SHOTGUN:
|
|
player_shot1();
|
|
W_FireSuperShotgun();
|
|
self.attack_finished = time + 0.7;
|
|
break;
|
|
case IT_NAILGUN:
|
|
case IT_SUPER_NAILGUN:
|
|
player_nail1();
|
|
break;
|
|
case IT_GRENADE_LAUNCHER:
|
|
player_rocket1();
|
|
W_FireGrenade();
|
|
self.attack_finished = time + 0.6;
|
|
break;
|
|
case IT_ROCKET_LAUNCHER:
|
|
player_rocket1();
|
|
W_FireRocket();
|
|
self.attack_finished = time + 0.8;
|
|
break;
|
|
case IT_LIGHTNING:
|
|
player_light1();
|
|
self.attack_finished = time + 0.1;
|
|
sound(self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
|
|
break;
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
W_ChangeWeapon
|
|
|
|
============
|
|
*/
|
|
void(float wep) W_ChangeWeapon = {
|
|
float it, am, fl;
|
|
|
|
it = self.items;
|
|
am = 0;
|
|
|
|
switch(wep) {
|
|
case 1:
|
|
fl = IT_AXE;
|
|
break;
|
|
case 2:
|
|
fl = IT_SHOTGUN;
|
|
if(self.ammo_shells < 1) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case 3:
|
|
fl = IT_SUPER_SHOTGUN;
|
|
if(self.ammo_shells < 2) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case 4:
|
|
fl = IT_NAILGUN;
|
|
if(self.ammo_nails < 1) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case 5:
|
|
fl = IT_SUPER_NAILGUN;
|
|
if(self.ammo_nails < 2) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case 6:
|
|
fl = IT_GRENADE_LAUNCHER;
|
|
if(self.ammo_rockets < 1) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case 7:
|
|
fl = IT_ROCKET_LAUNCHER;
|
|
if(self.ammo_rockets < 1) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case 8:
|
|
fl = IT_LIGHTNING;
|
|
if(self.ammo_cells < 1) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
}
|
|
|
|
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();
|
|
};
|
|
|
|
/*
|
|
============
|
|
W_CycleWeapon
|
|
|
|
Go to the next weapon with ammo
|
|
============
|
|
*/
|
|
void() W_CycleWeapon = {
|
|
float it, am;
|
|
|
|
it = self.items;
|
|
|
|
for(;;) {
|
|
am = 0;
|
|
switch(self.weapon) {
|
|
case IT_LIGHTNING:
|
|
self.weapon = IT_AXE;
|
|
break;
|
|
case IT_AXE:
|
|
self.weapon = IT_SHOTGUN;
|
|
if(self.ammo_shells < 1) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case IT_SHOTGUN:
|
|
self.weapon = IT_SUPER_SHOTGUN;
|
|
if(self.ammo_shells < 2) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case IT_SUPER_SHOTGUN:
|
|
self.weapon = IT_NAILGUN;
|
|
if(self.ammo_nails < 1) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case IT_NAILGUN:
|
|
self.weapon = IT_SUPER_NAILGUN;
|
|
if(self.ammo_nails < 2) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case IT_SUPER_NAILGUN:
|
|
self.weapon = IT_GRENADE_LAUNCHER;
|
|
if(self.ammo_rockets < 1) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case IT_GRENADE_LAUNCHER:
|
|
self.weapon = IT_ROCKET_LAUNCHER;
|
|
if(self.ammo_rockets < 1) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case IT_ROCKET_LAUNCHER:
|
|
self.weapon = IT_LIGHTNING;
|
|
if(self.ammo_cells < 1) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
if((it & self.weapon) && am == 0) {
|
|
W_SetCurrentAmmo();
|
|
return;
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
W_CycleWeaponReverse
|
|
|
|
Go to the prev weapon with ammo
|
|
============
|
|
*/
|
|
void() W_CycleWeaponReverse = {
|
|
float it, am;
|
|
|
|
it = self.items;
|
|
|
|
for(;;) {
|
|
am = 0;
|
|
switch(self.weapon) {
|
|
case IT_LIGHTNING:
|
|
self.weapon = IT_ROCKET_LAUNCHER;
|
|
if(self.ammo_rockets < 1) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case IT_ROCKET_LAUNCHER:
|
|
self.weapon = IT_GRENADE_LAUNCHER;
|
|
if(self.ammo_rockets < 1) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case IT_GRENADE_LAUNCHER:
|
|
self.weapon = IT_SUPER_NAILGUN;
|
|
if(self.ammo_nails < 2) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case IT_SUPER_NAILGUN:
|
|
self.weapon = IT_NAILGUN;
|
|
if(self.ammo_nails < 1) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case IT_NAILGUN:
|
|
self.weapon = IT_SUPER_SHOTGUN;
|
|
if(self.ammo_shells < 2) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case IT_SUPER_SHOTGUN:
|
|
self.weapon = IT_SHOTGUN;
|
|
if(self.ammo_shells < 1) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
case IT_SHOTGUN:
|
|
self.weapon = IT_AXE;
|
|
break;
|
|
case IT_AXE:
|
|
self.weapon = IT_LIGHTNING;
|
|
if(self.ammo_cells < 1) {
|
|
am = 1;
|
|
}
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
if((it & self.weapon) && am == 0) {
|
|
W_SetCurrentAmmo();
|
|
return;
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
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;
|
|
};
|
|
|