Digs - Персональная территория

Авторский проект Артема Глазкова
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weapons.qc

/*
*/

void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
void () player_run;
void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
void(vector org, vector vel, float damage) SpawnBlood;
void() SuperDamageSound;


// called by worldspawn
void() W_Precache =
{
precache_sound ("weapons/r_exp3.wav"); // new rocket explosion
precache_sound ("weapons/rocket1i.wav"); // spike gun
precache_sound ("weapons/sgun1.wav");
precache_sound ("weapons/guncock.wav"); // player shotgun
precache_sound ("weapons/ric1.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric2.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric3.wav"); // ricochet (used in c code)
precache_sound ("weapons/spike2.wav"); // super spikes
precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
precache_sound ("weapons/grenade.wav"); // grenade launcher
precache_sound ("weapons/bounce.wav"); // grenade bounce
precache_sound ("weapons/shotgn2.wav"); // super shotgun
};

float() crandom =
{
return 2*(random() - 0.5);
};

/*
================
W_FireAxe
================
*/

void() W_FireAxe =
{
local vector source;
local vector org;

source = self.origin + '0 0 16';
traceline (source, source + v_forward*64, FALSE, self);
if (trace_fraction == 1.0)
return;

org = trace_endpos - v_forward*4;

if (trace_ent.takedamage)
{
trace_ent.axhitme = 1;
SpawnBlood (org, '0 0 0', 20);
T_Damage (trace_ent, self, self, 20);
}
else
{ // hit wall
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
}
};


//============================================================================


vector() wall_velocity =
{
local vector vel;

vel = normalize (self.velocity);
vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
vel = vel + 2*trace_plane_normal;
vel = vel * 200;

return vel;
};


/*
================
SpawnMeatSpray
================
*/

void(vector org, vector vel) SpawnMeatSpray =
{
local entity missile, mpuff;
local vector org;

missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_NOT;

makevectors (self.angles);

missile.velocity = vel;
missile.velocity_z = missile.velocity_z + 250 + 50*random();

missile.avelocity = '3000 1000 2000';

// set missile duration
missile.nextthink = time + 1;
missile.think = SUB_Remove;

setmodel (missile, "progs/zom_gib.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, org);
};

/*
================
SpawnBlood
================
*/

void(vector org, vector vel, float damage) SpawnBlood =
{
particle (org, vel*0.1, 73, damage*2);
};

/*
================
spawn_touchblood
================
*/

void(float damage) spawn_touchblood =
{
local vector vel;

vel = wall_velocity () * 0.2;
SpawnBlood (self.origin + vel*0.01, vel, damage);
};


/*
================
SpawnChunk
================
*/

void(vector org, vector vel) SpawnChunk =
{
particle (org, vel*0.02, 0, 10);
};

/*
==============================================================================

MULTI-DAMAGE

Collects multiple small damages into a single damage

==============================================================================
*/


entity multi_ent;
float multi_damage;

void() ClearMultiDamage =
{
multi_ent = world;
multi_damage = 0;
};

void() ApplyMultiDamage =
{
if (!multi_ent)
return;
T_Damage (multi_ent, self, self, multi_damage);
};

void(entity hit, float damage) AddMultiDamage =
{
if (!hit)
return;

if (hit != multi_ent)
{
ApplyMultiDamage ();
multi_damage = damage;
multi_ent = hit;
}
else
multi_damage = multi_damage + damage;
};

/*
==============================================================================

BULLETS

==============================================================================
*/


/*
================
TraceAttack
================
*/

void(float damage, vector dir) TraceAttack =
{
local vector vel, org;

vel = normalize(dir + v_up*crandom() + v_right*crandom());
vel = vel + 2*trace_plane_normal;
vel = vel * 200;

org = trace_endpos - dir*4;

if (trace_ent.takedamage)
{
SpawnBlood (org, vel*0.2, damage);
AddMultiDamage (trace_ent, damage);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
}
};

/*
================
FireBullets

Used by shotgun, super shotgun, and enemy soldier firing
Go to the trouble of combining multiple pellets into a single damage call.
================
*/

void(float shotcount, vector dir, vector spread) FireBullets =
{
local vector direction;
local vector src;

makevectors(self.v_angle);

src = self.origin + v_forward*10;
src_z = self.absmin_z + self.size_z * 0.7;

ClearMultiDamage ();
while (shotcount > 0)
{
direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up;

traceline (src, src + direction*2048, FALSE, self);
if (trace_fraction != 1.0)
TraceAttack (4, direction);

shotcount = shotcount - 1;
}
ApplyMultiDamage ();
};

/*
================
W_FireShotgun
================
*/

void() W_FireShotgun =
{
local vector dir;

sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM);

self.punchangle_x = -2;

self.currentammo = self.ammo_shells = self.ammo_shells - 1;
dir = aim (self, 100000);
FireBullets (6, dir, '0.04 0.04 0');
};


/*
================
W_FireSuperShotgun
================
*/

void() W_FireSuperShotgun =
{
local vector dir;

if (self.currentammo == 1)
{
W_FireShotgun ();
return;
}

sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);

self.punchangle_x = -4;

self.currentammo = self.ammo_shells = self.ammo_shells - 2;
dir = aim (self, 100000);
FireBullets (14, dir, '0.14 0.08 0');
};


/*
==============================================================================

ROCKETS

==============================================================================
*/


void() s_explode1 = [0, s_explode2] {};
void() s_explode2 = [1, s_explode3] {};
void() s_explode3 = [2, s_explode4] {};
void() s_explode4 = [3, s_explode5] {};
void() s_explode5 = [4, s_explode6] {};
void() s_explode6 = [5, SUB_Remove] {};

void() BecomeExplosion =
{
self.movetype = MOVETYPE_NONE;
self.velocity = '0 0 0';
self.touch = SUB_Null;
setmodel (self, "progs/s_explod.spr");
self.solid = SOLID_NOT;
s_explode1 ();
};

void() T_MissileTouch =
{
local float damg;

if (other == self.owner)
return; // don't explode on owner

if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}

damg = 100 + random()*20;

if (other.health)
{
if (other.classname == "monster_shambler")
damg = damg * 0.5; // mostly immune
T_Damage (other, self, self.owner, damg );
}

// don't do radius damage to the other, because all the damage
// was done in the impact
T_RadiusDamage (self, self.owner, 120, other);

// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);

WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);

BecomeExplosion ();
};



/*
================
W_FireRocket
================
*/

void() W_FireRocket =
{
local entity missile, mpuff;

self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;

sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);

self.punchangle_x = -2;

missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.solid = SOLID_BBOX;

// set missile speed

makevectors (self.v_angle);
missile.velocity = aim(self, 1000);
missile.velocity = missile.velocity * 1000;
missile.angles = vectoangles(missile.velocity);

missile.touch = T_MissileTouch;

// set missile duration
missile.nextthink = time + 5;
missile.think = SUB_Remove;

setmodel (missile, "progs/missile.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin + v_forward*8 + '0 0 16');
};

/*
===============================================================================

LIGHTNING

===============================================================================
*/


/*
=================
LightningDamage
=================
*/

void(vector p1, vector p2, entity from, float damage) LightningDamage =
{
local entity e1, e2;
local vector f;

f = p2 - p1;
normalize (f);
f_x = 0 - f_y;
f_y = f_x;
f_z = 0;
f = f*16;

e1 = e2 = world;

traceline (p1, p2, FALSE, self);
if (trace_ent.takedamage)
{
particle (trace_endpos, '0 0 100', 225, damage*4);
T_Damage (trace_ent, from, from, damage);
if (self.classname == "player")
{
if (other.classname == "player")
trace_ent.velocity_z = trace_ent.velocity_z + 400;
}
}
e1 = trace_ent;

traceline (p1 + f, p2 + f, FALSE, self);
if (trace_ent != e1 && trace_ent.takedamage)
{
particle (trace_endpos, '0 0 100', 225, damage*4);
T_Damage (trace_ent, from, from, damage);
}
e2 = trace_ent;

traceline (p1 - f, p2 - f, FALSE, self);
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
{
particle (trace_endpos, '0 0 100', 225, damage*4);
T_Damage (trace_ent, from, from, damage);
}
};


void() W_FireLightning =
{
local vector org;

if (self.ammo_cells < 1)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}

// explode if under water
if (self.waterlevel > 1)
{
T_RadiusDamage (self, self, 35*self.ammo_cells, world);
self.ammo_cells = 0;
W_SetCurrentAmmo ();
return;
}

if (self.t_width < time)
{
sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
self.t_width = time + 0.6;
}
self.punchangle_x = -2;

self.currentammo = self.ammo_cells = self.ammo_cells - 1;

org = self.origin + '0 0 16';

traceline (org, org + v_forward*600, TRUE, self);

WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
WriteEntity (MSG_BROADCAST, self);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
WriteCoord (MSG_BROADCAST, trace_endpos_x);
WriteCoord (MSG_BROADCAST, trace_endpos_y);
WriteCoord (MSG_BROADCAST, trace_endpos_z);

LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
};


//=============================================================================


void() GrenadeExplode =
{
T_RadiusDamage (self, self.owner, 120, world);

WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);

BecomeExplosion ();
};

void() GrenadeTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (other.takedamage == DAMAGE_AIM)
{
GrenadeExplode();
return;
}
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};

/*
================
W_FireGrenade
================
*/

void() W_FireGrenade =
{
local entity missile, mpuff;

self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;

sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);

self.punchangle_x = -2;

missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_BBOX;
missile.classname = "grenade";

// set missile speed

makevectors (self.v_angle);

if (self.v_angle_x)
missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
else
{
missile.velocity = aim(self, 10000);
missile.velocity = missile.velocity * 600;
missile.velocity_z = 200;
}

missile.avelocity = '300 300 300';

missile.angles = vectoangles(missile.velocity);

missile.touch = GrenadeTouch;

// set missile duration
missile.nextthink = time + 2.5;
missile.think = GrenadeExplode;

setmodel (missile, "progs/grenade.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin);
};


//=============================================================================

void() spike_touch;
void() superspike_touch;


/*
===============
launch_spike

Used for both the player and the ogre
===============
*/

void(vector org, vector dir) launch_spike =
{
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;

newmis.angles = vectoangles(dir);

newmis.touch = spike_touch;
newmis.classname = "spike";
newmis.think = SUB_Remove;
newmis.nextthink = time + 6;
setmodel (newmis, "progs/spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, org);

newmis.velocity = dir * 1000;
};

void() W_FireSuperSpikes =
{
local vector dir;
local entity old;

sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
self.currentammo = self.ammo_nails = self.ammo_nails - 2;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16', dir);
newmis.touch = superspike_touch;
setmodel (newmis, "progs/s_spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
self.punchangle_x = -2;
};

void(float ox) W_FireSpikes =
{
local vector dir;
local entity old;

makevectors (self.v_angle);

if (self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN)
{
W_FireSuperSpikes ();
return;
}

if (self.ammo_nails < 1)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}

sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16' + v_right*ox, dir);

self.punchangle_x = -2;
};



.float hit_z;
void() spike_touch =
{
local float rand;
if (other == self.owner)
return;

if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing

if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}

// hit something that bleeds
if (other.takedamage)
{
spawn_touchblood (9);
T_Damage (other, self, self.owner, 9);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);

if (self.classname == "wizspike")
WriteByte (MSG_BROADCAST, TE_WIZSPIKE);
else if (self.classname == "knightspike")
WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE);
else
WriteByte (MSG_BROADCAST, TE_SPIKE);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
}

remove(self);

};

void() superspike_touch =
{
local float rand;
if (other == self.owner)
return;

if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing

if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}

// hit something that bleeds
if (other.takedamage)
{
spawn_touchblood (18);
T_Damage (other, self, self.owner, 18);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_SUPERSPIKE);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
}

remove(self);

};


/*
===============================================================================

PLAYER WEAPON USE

===============================================================================
*/


void() W_SetCurrentAmmo =
{
player_run (); // get out of any weapon firing states

self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );

if (self.weapon == IT_AXE)
{
self.currentammo = 0;
self.weaponmodel = "progs/v_axe.mdl";
self.weaponframe = 0;
}
else if (self.weapon == IT_SHOTGUN)
{
self.currentammo = self.ammo_shells;
self.weaponmodel = "progs/v_shot.mdl";
self.weaponframe = 0;
self.items = self.items | IT_SHELLS;
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
self.currentammo = self.ammo_shells;
self.weaponmodel = "progs/v_shot2.mdl";
self.weaponframe = 0;
self.items = self.items | IT_SHELLS;
}
else if (self.weapon == IT_NAILGUN)
{
self.currentammo = self.ammo_nails;
self.weaponmodel = "progs/v_nail.mdl";
self.weaponframe = 0;
self.items = self.items | IT_NAILS;
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
self.currentammo = self.ammo_nails;
self.weaponmodel = "progs/v_nail2.mdl";
self.weaponframe = 0;
self.items = self.items | IT_NAILS;
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rock.mdl";
self.weaponframe = 0;
self.items = self.items | IT_ROCKETS;
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rock2.mdl";
self.weaponframe = 0;
self.items = self.items | IT_ROCKETS;
}
else if (self.weapon == IT_LIGHTNING)
{
self.currentammo = self.ammo_cells;
self.weaponmodel = "progs/v_light.mdl";
self.weaponframe = 0;
self.items = self.items | IT_CELLS;
}
else
{
self.currentammo = 0;
self.weaponmodel = "";
self.weaponframe = 0;
}
};

float() W_BestWeapon =
{
local float it;

it = self.items;

if(self.ammo_cells >= 1 && (it & IT_LIGHTNING) )
return IT_LIGHTNING;
else if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) )
return IT_SUPER_NAILGUN;
else if(self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN) )
return IT_SUPER_SHOTGUN;
else if(self.ammo_nails >= 1 && (it & IT_NAILGUN) )
return IT_NAILGUN;
else if(self.ammo_shells >= 1 && (it & IT_SHOTGUN) )
return IT_SHOTGUN;

/*
if(self.ammo_rockets >= 1 && (it & IT_ROCKET_LAUNCHER) )
return IT_ROCKET_LAUNCHER;
else if(self.ammo_rockets >= 1 && (it & IT_GRENADE_LAUNCHER) )
return IT_GRENADE_LAUNCHER;

*/


return IT_AXE;
};

float() W_CheckNoAmmo =
{
if (self.currentammo > 0)
return TRUE;

if (self.weapon == IT_AXE)
return TRUE;

self.weapon = W_BestWeapon ();

W_SetCurrentAmmo ();

// drop the weapon down
return FALSE;
};

/*
============
W_Attack

An attack impulse can be triggered now
============
*/

void() player_axe1;
void() player_axeb1;
void() player_axec1;
void() player_axed1;
void() player_shot1;
void() player_nail1;
void() player_light1;
void() player_rocket1;

void() W_Attack =
{
local float r;

if (!W_CheckNoAmmo ())
return;

makevectors (self.v_angle); // calculate forward angle for velocity
self.show_hostile = time + 1; // wake monsters up

if (self.weapon == IT_AXE)
{
sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
r = random();
if (r < 0.25)
player_axe1 ();
else if (r<0.5)
player_axeb1 ();
else if (r<0.75)
player_axec1 ();
else
player_axed1 ();
self.attack_finished = time + 0.5;
}
else if (self.weapon == IT_SHOTGUN)
{
player_shot1 ();
W_FireShotgun ();
self.attack_finished = time + 0.5;
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
player_shot1 ();
W_FireSuperShotgun ();
self.attack_finished = time + 0.7;
}
else if (self.weapon == IT_NAILGUN)
{
player_nail1 ();
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
player_nail1 ();
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
player_rocket1();
W_FireGrenade();
self.attack_finished = time + 0.6;
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
player_rocket1();
W_FireRocket();
self.attack_finished = time + 0.8;
}
else if (self.weapon == IT_LIGHTNING)
{
player_light1();
self.attack_finished = time + 0.1;
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
}
};

/*
============
W_ChangeWeapon

============
*/

void() W_ChangeWeapon =
{
local float it, am, fl;

it = self.items;
am = 0;

if (self.impulse == 1)
{
fl = IT_AXE;
}
else if (self.impulse == 2)
{
fl = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
}
else if (self.impulse == 3)
{
fl = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
}
else if (self.impulse == 4)
{
fl = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
}
else if (self.impulse == 5)
{
fl = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
}
else if (self.impulse == 6)
{
fl = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.impulse == 7)
{
fl = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.impulse == 8)
{
fl = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
}

self.impulse = 0;

if (!(self.items & fl))
{ // don't have the weapon or the ammo
sprint (self, "no weapon.\n");
return;
}

if (am)
{ // don't have the ammo
sprint (self, "not enough ammo.\n");
return;
}

//
// set weapon, set ammo
//
self.weapon = fl;
W_SetCurrentAmmo ();
};

/*
============
CheatCommand
============
*/

void() CheatCommand =
{
if (deathmatch || coop)
return;

self.ammo_rockets = 100;
self.ammo_nails = 200;
self.ammo_shells = 100;
self.items = self.items |
IT_AXE |
IT_SHOTGUN |
IT_SUPER_SHOTGUN |
IT_NAILGUN |
IT_SUPER_NAILGUN |
IT_GRENADE_LAUNCHER |
IT_ROCKET_LAUNCHER |
IT_KEY1 | IT_KEY2;

self.ammo_cells = 200;
self.items = self.items | IT_LIGHTNING;

self.weapon = IT_ROCKET_LAUNCHER;
self.impulse = 0;
W_SetCurrentAmmo ();
};

/*
============
CycleWeaponCommand

Go to the next weapon with ammo
============
*/

void() CycleWeaponCommand =
{
local float it, am;

it = self.items;
self.impulse = 0;

while (1)
{
am = 0;

if (self.weapon == IT_LIGHTNING)
{
self.weapon = IT_AXE;
}
else if (self.weapon == IT_AXE)
{
self.weapon = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
}
else if (self.weapon == IT_SHOTGUN)
{
self.weapon = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
self.weapon = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
}
else if (self.weapon == IT_NAILGUN)
{
self.weapon = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
self.weapon = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
self.weapon = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
self.weapon = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
}

if ( (self.items & self.weapon) && am == 0)
{
W_SetCurrentAmmo ();
return;
}
}

};

/*
============
ServerflagsCommand

Just for development
============
*/

void() ServerflagsCommand =
{
serverflags = serverflags * 2 + 1;
};

void() QuadCheat =
{
if (deathmatch || coop)
return;
self.super_time = 1;
self.super_damage_finished = time + 30;
self.items = self.items | IT_QUAD;
dprint ("quad cheat\n");
};

/*
============
ImpulseCommands

============
*/

void() ImpulseCommands =
{
if (self.impulse >= 1 && self.impulse <= 8)
W_ChangeWeapon ();

if (self.impulse == 9)
CheatCommand ();
if (self.impulse == 10)
CycleWeaponCommand ();
if (self.impulse == 11)
ServerflagsCommand ();

if (self.impulse == 255)
QuadCheat ();

self.impulse = 0;
};

/*
============
W_WeaponFrame

Called every frame so impulse events can be handled as well as possible
============
*/

void() W_WeaponFrame =
{
if (time < self.attack_finished)
return;

ImpulseCommands ();

// check for attack
if (self.button0)
{
SuperDamageSound ();
W_Attack ();
}
};

/*
========
SuperDamageSound

Plays sound if needed
========
*/

void() SuperDamageSound =
{
if (self.super_damage_finished > time)
{
if (self.super_sound < time)
{
self.super_sound = time + 1;
sound (self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM);
}
}
return;
};



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