830 lines
17 KiB
Plaintext
830 lines
17 KiB
Plaintext
/*==========
|
|
W_RankForWeapon
|
|
|
|
used by W_DeathmatchWeapon, returns a rank for a weapon
|
|
==========*/
|
|
float(entity player, float w) W_RankForWeapon =
|
|
{
|
|
if (w == IT_LIGHTNING && player.ammo_cells)
|
|
return 1;
|
|
if (w == IT_ROCKET_LAUNCHER && player.ammo_rockets)
|
|
return 2;
|
|
if (w == IT_SUPER_NAILGUN && player.ammo_nails > 1)
|
|
return 3;
|
|
if (w == IT_GRENADE_LAUNCHER && player.ammo_rockets)
|
|
return 4;
|
|
if (w == IT_SUPER_SHOTGUN && player.ammo_shells > 1)
|
|
return 5;
|
|
if (w == IT_NAILGUN && player.ammo_nails)
|
|
return 6;
|
|
if (w == IT_SHOTGUN && player.ammo_shells)
|
|
return 7;
|
|
return 8;
|
|
};
|
|
|
|
/*==========
|
|
W_DeathmatchWeapon
|
|
|
|
compares two weapons and returns the best one
|
|
only used in deathmatch
|
|
==========*/
|
|
float(entity player, float old, float new) W_DeathmatchWeapon =
|
|
{
|
|
float or = W_RankForWeapon(player, old);
|
|
float nr = W_RankForWeapon(player, new);
|
|
if (nr < or)
|
|
return new;
|
|
else
|
|
return old;
|
|
};
|
|
|
|
/*==========
|
|
W_BoundAmmo
|
|
|
|
caps player ammo at the max allowed
|
|
==========*/
|
|
void(entity player) W_BoundAmmo =
|
|
{
|
|
if (player.ammo_shells > 100)
|
|
player.ammo_shells = 100;
|
|
if (player.ammo_nails > 200)
|
|
player.ammo_nails = 200;
|
|
if (player.ammo_rockets > 100)
|
|
player.ammo_rockets = 100;
|
|
if (player.ammo_cells > 100)
|
|
player.ammo_cells = 100;
|
|
};
|
|
|
|
/*==========
|
|
W_BestWeapon
|
|
|
|
returns the players best weapon
|
|
to avoid self damage:
|
|
does not auto-switch to GL or RL
|
|
does not auto-switch to Thunderbolt if underwater
|
|
==========*/
|
|
float(entity player) W_BestWeapon =
|
|
{
|
|
if ((player.waterlevel < 2) && (player.ammo_cells > 0) && (player.items & IT_LIGHTNING))
|
|
return IT_LIGHTNING;
|
|
if ((player.ammo_nails > 1) && (player.items & IT_SUPER_NAILGUN))
|
|
return IT_SUPER_NAILGUN;
|
|
if ((player.ammo_shells > 1) && (player.items & IT_SUPER_SHOTGUN))
|
|
return IT_SUPER_SHOTGUN;
|
|
if ((player.ammo_nails > 1) && (player.items & IT_NAILGUN))
|
|
return IT_NAILGUN;
|
|
if ((player.ammo_shells > 0) && (player.items & IT_SHOTGUN))
|
|
return IT_SHOTGUN;
|
|
return IT_AXE;
|
|
};
|
|
|
|
/*==========
|
|
W_SetCurrentAmmo
|
|
|
|
update the hud with the correct ammo icon and count
|
|
updates .currentammo and .items
|
|
==========*/
|
|
void(entity player) W_SetCurrentAmmo =
|
|
{
|
|
player.currentammo = 0;
|
|
player.items = player.items - (player.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS));
|
|
if (player.weapon == IT_SHOTGUN || player.weapon == IT_SUPER_SHOTGUN)
|
|
{
|
|
player.currentammo = player.ammo_shells;
|
|
player.items = player.items | IT_SHELLS;
|
|
}
|
|
else if (player.weapon == IT_NAILGUN || player.weapon == IT_SUPER_NAILGUN)
|
|
{
|
|
player.currentammo = player.ammo_nails;
|
|
player.items = player.items | IT_NAILS;
|
|
}
|
|
else if (player.weapon == IT_GRENADE_LAUNCHER || player.weapon == IT_ROCKET_LAUNCHER)
|
|
{
|
|
player.currentammo = player.ammo_rockets;
|
|
player.items = player.items | IT_ROCKETS;
|
|
}
|
|
else if (player.weapon == IT_LIGHTNING)
|
|
{
|
|
player.currentammo = player.ammo_cells;
|
|
player.items = player.items | IT_CELLS;
|
|
}
|
|
};
|
|
|
|
/*==========
|
|
W_UpdateWeapon
|
|
|
|
updates the weapon view model
|
|
==========*/
|
|
void() player_stand;
|
|
|
|
void(entity player) W_UpdateWeapon =
|
|
{
|
|
if (player.weapon == IT_AXE)
|
|
player.weaponmodel = "progs/v_axe.mdl";
|
|
else if (player.weapon == IT_SHOTGUN)
|
|
player.weaponmodel = "progs/v_shot.mdl";
|
|
else if (player.weapon == IT_SUPER_SHOTGUN)
|
|
player.weaponmodel = "progs/v_shot2.mdl";
|
|
else if (player.weapon == IT_NAILGUN)
|
|
player.weaponmodel = "progs/v_nail.mdl";
|
|
else if (player.weapon == IT_SUPER_NAILGUN)
|
|
player.weaponmodel = "progs/v_nail2.mdl";
|
|
else if (player.weapon == IT_GRENADE_LAUNCHER)
|
|
player.weaponmodel = "progs/v_rock.mdl";
|
|
else if (player.weapon == IT_ROCKET_LAUNCHER)
|
|
player.weaponmodel = "progs/v_rock2.mdl";
|
|
else if (player.weapon == IT_LIGHTNING)
|
|
player.weaponmodel = "progs/v_light.mdl";
|
|
else
|
|
player.weaponmodel = "";
|
|
W_SetCurrentAmmo(player);
|
|
|
|
entity oself = self;
|
|
self = player;
|
|
player_stand();
|
|
self = oself;
|
|
};
|
|
|
|
/*==========
|
|
W_CheckNoAmmo
|
|
|
|
returns TRUE if the player has enough ammo for their current gun
|
|
==========*/
|
|
float(entity player) W_CheckNoAmmo =
|
|
{
|
|
if (!player.weapon)
|
|
return TRUE;
|
|
if (player.weapon == IT_AXE)
|
|
return TRUE;
|
|
if (player.weapon == IT_SUPER_SHOTGUN || player.weapon == IT_SUPER_NAILGUN)
|
|
{
|
|
if (player.currentammo > 1)
|
|
return TRUE;
|
|
else
|
|
return FALSE;
|
|
}
|
|
if (player.currentammo > 0)
|
|
return TRUE;
|
|
return FALSE;
|
|
};
|
|
|
|
/*==========
|
|
W_FireAxe
|
|
==========*/
|
|
void() W_FireAxe =
|
|
{
|
|
makevectors (self.v_angle);
|
|
vector source = self.origin + '0 0 16';
|
|
traceline (source, source + v_forward*64, FALSE, self);
|
|
if (trace_fraction == 1.0)
|
|
return;
|
|
|
|
vector org = trace_endpos - v_forward * 4;
|
|
if (trace_ent.takedamage)
|
|
{
|
|
//trace_ent.axhitme = 1;
|
|
|
|
vector vel = crandom() * v_right + crandom() * v_up;
|
|
vel = vel * random() * 4;
|
|
|
|
if (trace_ent.classname == "func_breakable")
|
|
particle(org, vel, trace_ent.colour, 40);
|
|
else
|
|
SpawnBlood (org, vel, 40);
|
|
Damage (trace_ent, self, self, 20);
|
|
}
|
|
else
|
|
{
|
|
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);
|
|
}
|
|
};
|
|
|
|
|
|
|
|
|
|
void() T_MissileTouch =
|
|
{
|
|
if (pointcontents(self.origin) == CONTENT_SKY)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
|
|
float damg = 100 + random() * 20;
|
|
if (other.takedamage)
|
|
{
|
|
if (other.classname == "monster_shambler")
|
|
damg = damg * 0.5;
|
|
Damage (other, self, self.owner, damg);
|
|
}
|
|
RadiusDamage(self, self.owner, 120, other);
|
|
|
|
self.origin = self.origin - 8*normalize(self.velocity);
|
|
te_explosion(self.origin);
|
|
BecomeExplosion();
|
|
};
|
|
|
|
void() W_FireRocket =
|
|
{
|
|
local entity missile;
|
|
|
|
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
|
|
|
|
sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
|
|
|
|
self.punchangle_x = -2;
|
|
|
|
missile = spawn ();
|
|
missile.owner = self;
|
|
missile.movetype = MOVETYPE_FLYMISSILE;
|
|
missile.solid = SOLID_BBOX;
|
|
missile.classname = "missile";
|
|
|
|
// set missile speed
|
|
|
|
makevectors (self.v_angle);
|
|
//missile.velocity = aim(self, 1000);
|
|
missile.velocity = v_forward * 1000;
|
|
missile.angles = vectoangles(missile.velocity);
|
|
missile.avelocity = [0, 0, 300];
|
|
|
|
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 * 12 + self.view_ofs - v_up * 12);
|
|
};
|
|
|
|
void(vector p1, vector p2, entity from, float damage) LightningDamage =
|
|
{
|
|
traceline (p1, p2, FALSE, self);
|
|
if (trace_ent.takedamage)
|
|
{
|
|
particle (trace_endpos, '0 0 100', 225, damage*4);
|
|
Damage (trace_ent, from, from, damage);
|
|
}
|
|
};
|
|
|
|
void() W_FireLightning =
|
|
{
|
|
if (self.ammo_cells < 1)
|
|
{
|
|
self.weapon = W_BestWeapon(self);
|
|
W_UpdateWeapon(self);
|
|
return;
|
|
}
|
|
|
|
// explode if under water
|
|
if (self.waterlevel > 1)
|
|
{
|
|
float cells = self.ammo_cells;
|
|
self.ammo_cells = 0;
|
|
self.weapon = W_BestWeapon(self);
|
|
W_UpdateWeapon (self);
|
|
RadiusDamage (self, self, 35*cells, world);
|
|
return;
|
|
}
|
|
|
|
if (self.t_width < time)
|
|
{
|
|
sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
|
|
self.t_width = time + 0.6;
|
|
}
|
|
self.punchangle_x = -2;
|
|
|
|
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
|
|
|
|
makevectors(self.v_angle);
|
|
traceline (self.origin, self.origin + v_forward * 600, TRUE, self);
|
|
|
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
|
|
WriteEntity (MSG_BROADCAST, self);
|
|
WriteCoord (MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (MSG_BROADCAST, self.origin_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 =
|
|
{
|
|
RadiusDamage (self, self.owner, 120, world);
|
|
te_explosion(self.origin);
|
|
BecomeExplosion ();
|
|
};
|
|
|
|
void() GrenadeTouch =
|
|
{
|
|
if (pointcontents(self.origin) == CONTENT_SKY)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
if (other.takedamage == DAMAGE_AIM)
|
|
{
|
|
GrenadeExplode();
|
|
return;
|
|
}
|
|
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);
|
|
};
|
|
|
|
void() W_FireGrenade =
|
|
{
|
|
local entity missile;
|
|
|
|
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
|
|
|
|
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
|
|
|
|
self.punchangle_x = -2;
|
|
|
|
missile = spawn ();
|
|
missile.owner = self;
|
|
missile.movetype = MOVETYPE_BOUNCE;
|
|
missile.solid = SOLID_BBOX;
|
|
missile.classname = "grenade";
|
|
|
|
// set missile speed
|
|
|
|
makevectors (self.v_angle);
|
|
missile.velocity = v_forward * 600 + crandom()*v_right*10 + crandom()*v_up*10 + '0 0 200';
|
|
|
|
|
|
//if (self.v_angle_x)
|
|
//missile.velocity = v_forward*600 + v_up*200 + crandom()*v_right*10 + crandom()*v_up*10;
|
|
/*else
|
|
{
|
|
dprint("v_angle_x == 0\n");
|
|
missile.velocity = v_forward * 600;
|
|
missile.velocity_z = 200;
|
|
}*/
|
|
|
|
missile.avelocity = '300 300 300';
|
|
|
|
missile.angles = vectoangles(missile.velocity);
|
|
|
|
missile.touch = GrenadeTouch;
|
|
|
|
// set missile duration
|
|
missile.think = GrenadeExplode;
|
|
missile.nextthink = time + 2.5;
|
|
|
|
setmodel (missile, "progs/grenade.mdl");
|
|
setsize (missile, '0 0 0', '0 0 0');
|
|
setorigin (missile, self.origin + v_forward*12 + self.view_ofs - v_up*12);
|
|
};
|
|
|
|
void() spike_touch;
|
|
void() superspike_touch;
|
|
|
|
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, [0,0,0], [0,0,0]);
|
|
setorigin (newmis, org);
|
|
|
|
newmis.velocity = dir * 1000;
|
|
};
|
|
|
|
void() W_FireSuperSpikes =
|
|
{
|
|
local vector dir;
|
|
|
|
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
|
|
self.attack_finished = time + 0.2;
|
|
self.currentammo = self.ammo_nails = self.ammo_nails - 2;
|
|
//dir = aim (self, 1000);
|
|
//launch_spike (self.origin + '0 0 16', dir);
|
|
|
|
dir = v_forward;
|
|
launch_spike (self.origin + v_forward * 12 + self.view_ofs - v_up * 12, dir);
|
|
|
|
newmis.touch = superspike_touch;
|
|
setmodel (newmis, "progs/s_spike.mdl");
|
|
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
|
|
self.punchangle_x = -2;
|
|
};
|
|
|
|
void(float ox) W_FireSpikes =
|
|
{
|
|
local vector dir;
|
|
|
|
makevectors (self.v_angle);
|
|
|
|
if (self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN)
|
|
{
|
|
W_FireSuperSpikes ();
|
|
return;
|
|
}
|
|
|
|
if (self.ammo_nails < 1)
|
|
{
|
|
self.weapon = W_BestWeapon (self);
|
|
W_UpdateWeapon (self);
|
|
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);
|
|
|
|
dir = v_forward;
|
|
launch_spike (self.origin + v_forward * 8 + self.view_ofs - v_up * 12 + v_right * ox, dir);
|
|
|
|
|
|
self.punchangle_x = -2;
|
|
};
|
|
|
|
|
|
|
|
void() spike_touch =
|
|
{
|
|
|
|
if (pointcontents(self.origin) == CONTENT_SKY)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
|
|
// hit something that bleeds
|
|
if (other.takedamage)
|
|
{
|
|
if (other.solid == SOLID_BSP)
|
|
SpawnTouchParticles(9, other.colour);
|
|
else
|
|
SpawnTouchblood (9);
|
|
Damage (other, self, self.owner, 9);
|
|
}
|
|
else
|
|
{
|
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
|
|
|
if (self.classname == "wizspike")
|
|
WriteByte (MSG_BROADCAST, TE_WIZSPIKE);
|
|
else if (self.classname == "knightspike")
|
|
WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE);
|
|
else
|
|
WriteByte (MSG_BROADCAST, TE_SPIKE);
|
|
WriteCoord (MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (MSG_BROADCAST, self.origin_z);
|
|
}
|
|
|
|
remove(self);
|
|
|
|
};
|
|
|
|
void() superspike_touch =
|
|
{
|
|
if (pointcontents(self.origin) == CONTENT_SKY)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
|
|
// hit something that bleeds
|
|
if (other.takedamage)
|
|
{
|
|
if (other.solid == SOLID_BSP)
|
|
SpawnTouchParticles(18, other.colour);
|
|
else
|
|
SpawnTouchblood (18);
|
|
|
|
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);
|
|
|
|
};
|
|
|
|
/*==========
|
|
W_Attack
|
|
==========*/
|
|
void() player_axe1;
|
|
void() player_axeb1;
|
|
void() player_axec1;
|
|
void() player_axed1;
|
|
void() player_shot1;
|
|
void() player_nail;
|
|
void() player_lightning;
|
|
void() player_rocket1;
|
|
void() W_Attack =
|
|
{
|
|
if (time < self.attack_finished)
|
|
return;
|
|
if (!self.weapon)
|
|
return;
|
|
if (!W_CheckNoAmmo(self))
|
|
{
|
|
self.weapon = W_BestWeapon(self);
|
|
W_UpdateWeapon(self);
|
|
return;
|
|
}
|
|
|
|
makevectors (self.v_angle);
|
|
self.show_hostile = time + 1;
|
|
|
|
if (self.weapon == IT_AXE)
|
|
{
|
|
sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
|
|
float 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 + 0.5;
|
|
}
|
|
else if (self.weapon == IT_SUPER_SHOTGUN)
|
|
{
|
|
player_shot1 ();
|
|
W_FireSuperShotgun ();
|
|
self.attack_finished = time + 0.7;
|
|
}
|
|
else if (self.weapon == IT_NAILGUN)
|
|
{
|
|
player_nail ();
|
|
}
|
|
else if (self.weapon == IT_SUPER_NAILGUN)
|
|
{
|
|
player_nail ();
|
|
}
|
|
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)
|
|
{
|
|
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
|
|
player_lightning();
|
|
}
|
|
};
|
|
|
|
/*==========
|
|
W_ChangeWeapon
|
|
==========*/
|
|
void(float wep) W_ChangeWeapon =
|
|
{
|
|
float am = 0;
|
|
float it = 0;
|
|
if (wep == 1)
|
|
{
|
|
it = IT_AXE;
|
|
}
|
|
else if (wep == 2)
|
|
{
|
|
it = IT_SHOTGUN;
|
|
if (self.ammo_shells < 1)
|
|
am = 1;
|
|
}
|
|
else if (wep == 3)
|
|
{
|
|
it = IT_SUPER_SHOTGUN;
|
|
if (self.ammo_shells < 2)
|
|
am = 1;
|
|
}
|
|
else if (wep == 4)
|
|
{
|
|
it = IT_NAILGUN;
|
|
if (self.ammo_nails < 1)
|
|
am = 1;
|
|
}
|
|
else if (wep == 5)
|
|
{
|
|
it = IT_SUPER_NAILGUN;
|
|
if (self.ammo_nails < 2)
|
|
am = 1;
|
|
}
|
|
else if (wep == 6)
|
|
{
|
|
it = IT_GRENADE_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
else if (wep == 7)
|
|
{
|
|
it = IT_ROCKET_LAUNCHER;
|
|
if (self.ammo_rockets < 1)
|
|
am = 1;
|
|
}
|
|
else if (wep == 8)
|
|
{
|
|
it = IT_LIGHTNING;
|
|
if (self.ammo_cells < 1)
|
|
am = 1;
|
|
}
|
|
|
|
if (!(self.items & it))
|
|
{
|
|
sprint (self, "no weapon.\n");
|
|
return;
|
|
}
|
|
if (am)
|
|
{
|
|
sprint (self, "not enough ammo.\n");
|
|
return;
|
|
}
|
|
|
|
self.weapon = it;
|
|
W_UpdateWeapon(self);
|
|
};
|
|
|
|
/*==========
|
|
W_Cheat
|
|
==========*/
|
|
void() W_Cheat =
|
|
{
|
|
self.ammo_rockets = 100;
|
|
self.ammo_nails = 200;
|
|
self.ammo_shells = 100;
|
|
self.ammo_cells = 200;
|
|
self.items = self.items |
|
|
IT_AXE |
|
|
IT_SHOTGUN |
|
|
IT_SUPER_SHOTGUN |
|
|
IT_NAILGUN |
|
|
IT_SUPER_NAILGUN |
|
|
IT_GRENADE_LAUNCHER |
|
|
IT_ROCKET_LAUNCHER |
|
|
IT_LIGHTNING |
|
|
IT_KEY1 | IT_KEY2;
|
|
|
|
self.weapon = IT_ROCKET_LAUNCHER;
|
|
W_UpdateWeapon(self);
|
|
};
|
|
|
|
/*==========
|
|
W_RuneCheat
|
|
==========*/
|
|
void() W_RuneCheat =
|
|
{
|
|
if (!(serverflags & 1))
|
|
serverflags = serverflags + 1;
|
|
else if (!(serverflags & 2))
|
|
serverflags = serverflags + 2;
|
|
else if (!(serverflags & 4))
|
|
serverflags = serverflags + 4;
|
|
else if (!(serverflags & 8))
|
|
serverflags = serverflags + 8;
|
|
};
|
|
|
|
/*==========
|
|
QuadCheat
|
|
==========*/
|
|
void() W_QuadCheat =
|
|
{
|
|
self.super_time = 1;
|
|
self.super_damage_finished = time + 30;
|
|
self.items = self.items | IT_QUAD;
|
|
sprint(self, "You got the Quad Damage\n");
|
|
sound(self, CHAN_VOICE, "items/damage.wav", 1.0, ATTN_NORM);
|
|
stuffcmd(self, "bf\n");
|
|
};
|
|
|
|
/*==========
|
|
PentCheat
|
|
==========*/
|
|
void() W_PentCheat =
|
|
{
|
|
self.invincible_time = 1;
|
|
self.invincible_finished = time + 30;
|
|
self.items = self.items | IT_INVULNERABILITY;
|
|
sprint(self, "You got the Pentagram of Protection!\n");
|
|
sound(self, CHAN_VOICE, "items/protect.wav", 1.0, ATTN_NORM);
|
|
stuffcmd(self, "bf\n");
|
|
};
|
|
|
|
/*==========
|
|
RingCheat
|
|
==========*/
|
|
void() W_RingCheat =
|
|
{
|
|
self.invisible_time = 1;
|
|
self.invisible_finished = time + 30;
|
|
self.items = self.items | IT_INVISIBILITY;
|
|
sprint(self, "You got the Ring of Shadows\n");
|
|
sound(self, CHAN_VOICE, "items/inv1.wav", 1.0, ATTN_NORM);
|
|
stuffcmd(self, "bf\n");
|
|
};
|
|
|
|
/*==========
|
|
SuitCheat
|
|
==========*/
|
|
void() W_SuitCheat =
|
|
{
|
|
self.rad_time = 1;
|
|
self.radsuit_finished = time + 30;
|
|
self.items = self.items | IT_SUIT;
|
|
sprint(self, "You got the Biosuit\n");
|
|
sound(self, CHAN_VOICE, "items/suit.wav", 1.0, ATTN_NORM);
|
|
stuffcmd(self, "bf\n");
|
|
};
|
|
|
|
/*==========
|
|
W_ImpulseCommands
|
|
==========*/
|
|
void() W_ImpulseCommands =
|
|
{
|
|
if (!(deathmatch || coop))
|
|
{
|
|
if (self.impulse == 9)
|
|
W_Cheat();
|
|
if (self.impulse == 11)
|
|
W_RuneCheat();
|
|
if (self.impulse == 255)
|
|
W_QuadCheat();
|
|
if (self.impulse == 254)
|
|
W_PentCheat();
|
|
if (self.impulse == 253)
|
|
W_RingCheat();
|
|
if (self.impulse == 252)
|
|
W_SuitCheat();
|
|
}
|
|
|
|
if (time < self.attack_finished)
|
|
return;
|
|
if (self.impulse >= 1 && self.impulse <= 8)
|
|
W_ChangeWeapon(self.impulse);
|
|
self.impulse = 0;
|
|
};
|
|
|
|
/*==========
|
|
W_QuadDamageSound
|
|
==========*/
|
|
void() W_QuadDamageSound =
|
|
{
|
|
if (self.items & IT_QUAD)
|
|
{
|
|
if (self.super_sound < time)
|
|
{
|
|
self.super_sound = time + 1;
|
|
sound (self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
};
|
|
|
|
/*==========
|
|
W_WeaponFrame
|
|
==========*/
|
|
void() W_WeaponFrame =
|
|
{
|
|
W_ImpulseCommands();
|
|
|
|
if (self.button0)
|
|
{
|
|
W_QuadDamageSound();
|
|
W_Attack();
|
|
}
|
|
};
|