/* */ void (entity targ, entity inflictor, entity attacker, float damage, INTEGER mod) T_Damage; void () player_run; void(entity inflictor, entity attacker, float damage, float radius, entity ignore, INTEGER mod) T_RadiusDamage; void(vector org, 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; makevectors (self.v_angle); 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) { SpawnBlood (org, 20); if (deathmatch > 3) T_Damage (trace_ent, self, self, 75, MOD_AXE); else T_Damage (trace_ent, self, self, 20, MOD_AXE); } else { // hit wall sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM); TE_gunshot(org); } }; //============================================================================ /* ================ SpawnMeatSpray ================ */ void(vector org, vector vel) SpawnMeatSpray = { local entity missile; 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); }; /* ============================================================================== MULTI-DAMAGE Collects multiple small damages into a single damage ============================================================================== */ entity multi_ent; float multi_damage; INTEGER multi_mod; vector blood_org; float blood_count; vector puff_org; float puff_count; void() ClearMultiDamage = { multi_ent = world; multi_damage = 0; blood_count = 0; puff_count = 0; multi_mod = MOD_NONE; }; void() ApplyMultiDamage = { if (!multi_ent) return; T_Damage (multi_ent, self, self, multi_damage, multi_mod); }; void(entity hit, float damage, INTEGER mod) AddMultiDamage = { if (!hit) return; if (hit != multi_ent || mod != multi_mod) { ApplyMultiDamage (); multi_damage = damage; multi_ent = hit; } else multi_damage = multi_damage + damage; }; void() Multi_Finish = { if (puff_count) TE_gunshot(puff_org); if (blood_count) SpawnBlood(blood_org, blood_count); }; /* ============================================================================== BULLETS ============================================================================== */ /* ================ TraceAttack ================ */ void(float damage, vector dir, INTEGER mod) 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) { blood_count = blood_count + 1; blood_org = org; AddMultiDamage (trace_ent, damage, mod); } else { puff_count = puff_count + 1; } }; /* ================ 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, INTEGER mod) 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 (); traceline (src, src + dir*2048, FALSE, self); puff_org = trace_endpos - dir*4; 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, mod); shotcount = shotcount - 1; } ApplyMultiDamage (); Multi_Finish (); }; /* ================ W_FireShotgun ================ */ void() W_FireShotgun = { local vector dir; sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM); VK_smallkick(self); if (deathmatch != 4 ) self.currentammo = self.ammo_shells = self.ammo_shells - 1; dir = aim (self, 100000); FireBullets (6, dir, '0.04 0.04 0', MOD_SHOTGUN); }; /* ================ 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); VK_bigkick(self); if (deathmatch != 4) self.currentammo = self.ammo_shells = self.ammo_shells - 2; dir = aim (self, 100000); FireBullets (14, dir, '0.14 0.08 0', MOD_SUPERSHOTGUN); }; /* ============================================================================== ROCKETS ============================================================================== */ /* ================ W_FireRocket ================ */ void() W_FireRocket = { if (deathmatch != 4) self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM); VK_smallkick(self); PRJ_FireProjectile(self, "progs/missile.mdl", self.origin + v_forward*8 + '0 0 16', aim(self, 1000) * 1000, PE_EXPLOSION, 100+random()*20, MOD_ROCKET, 5); PRJ_SetRadiusDamage(120, 160, MOD_ROCKETRADIUS); }; /* =============================================================================== LIGHTNING =============================================================================== */ void(entity from, float damage) LightningHit = { TE_lightningblood(trace_endpos); T_Damage (trace_ent, from, from, damage, MOD_SHAFT); }; /* ================= LightningDamage ================= */ void(vector p1, vector p2, entity from, float damage) LightningDamage = { local entity e1, e2; local vector f; f = p2 - p1; f = 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) LightningHit (from, damage); e1 = trace_ent; traceline (p1 + f, p2 + f, FALSE, self); if (trace_ent != e1 && trace_ent.takedamage) LightningHit (from, damage); e2 = trace_ent; traceline (p1 - f, p2 - f, FALSE, self); if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage) LightningHit (from, damage); }; void() W_FireLightning = { local vector org; local float cells; local INTEGER expmod; if (self.ammo_cells < 1) { self.weapon = W_BestWeapon (); W_SetCurrentAmmo (); return; } // explode if under water if (self.waterlevel > 1) { if (deathmatch > 3) { if (random() <= 0.5) { T_Damage (self, self, self.owner, 4000, MOD_SELFWATER); return; } } cells = self.ammo_cells; self.ammo_cells = 0; W_SetCurrentAmmo (); expmod = MOD_SHAFTWATER; if (self.watertype == CONTENT_SLIME) expmod = MOD_SHAFTSLIME; else if (self.watertype == CONTENT_LAVA) expmod = MOD_SHAFTLAVA; T_RadiusDamage (self, self, 35*cells, 40+35*cells, world, expmod); return; } if (self.lightning_sound < time) { sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM); self.lightning_sound = time + 0.6; } VK_smallkick(self); if (deathmatch != 4) self.currentammo = self.ammo_cells = self.ammo_cells - 1; org = self.origin + '0 0 16'; traceline (org, org + v_forward*600, TRUE, self); TE_lightning2(self, org, trace_endpos); LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30); }; /* ================ W_FireGrenade ================ */ void() W_FireGrenade = { local vector vel; if (deathmatch != 4) self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM); if (self.v_angle_x) vel = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10; else { vel = aim(self, 10000) * 600; vel_z = 200; } VK_smallkick(self); PRJ_FireProjectile(self, "progs/grenade.mdl", self.origin, vel, PE_EXPLOSIONGROUND, 0, 0, 2.5); PRJ_SetRadiusDamage(120, 160, MOD_GRENADE); PRJ_SetBouncyProjectile(); if (deathmatch == 4) { self.attack_finished = time + 1.1; T_Damage (self, self, self.owner, 10, MOD_GRENADE); } }; //============================================================================= void(float ox) W_FireSpikes = { if (self.ammo_nails < 1) { self.weapon = W_BestWeapon (); W_SetCurrentAmmo (); return; } sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM); if (deathmatch != 4) self.currentammo = self.ammo_nails = self.ammo_nails - 1; VK_smallkick(self); PRJ_FireProjectile(self, "progs/spike.mdl", self.origin + '0 0 16' + v_right*ox, aim(self, 1000) * 1000, PE_SPIKE, 9, MOD_SPIKE, 6); }; void() W_FireSuperSpikes = { if (self.ammo_nails < 2) { W_FireSpikes(0); return; } sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM); if (deathmatch != 4) self.currentammo = self.ammo_nails = self.ammo_nails - 2; VK_smallkick(self); PRJ_FireProjectile(self, "progs/s_spike.mdl", self.origin + '0 0 16', aim(self, 1000) * 1000, PE_SUPERSPIKE, 18, MOD_SUPERSPIKE, 6); }; /* =============================================================================== PLAYER WEAPON USE =============================================================================== */ // different from W_CheckNoAmmo due to SSG/SNG being able to fire 1 shot instead of 2... float(float wep) W_HasAmmo = { switch (wep) { case IT_SHOTGUN: return self.ammo_shells >= 1; case IT_SUPER_SHOTGUN: return self.ammo_shells >= 2; case IT_NAILGUN: return self.ammo_nails >= 1; case IT_SUPER_NAILGUN: return self.ammo_nails >= 2; case IT_GRENADE_LAUNCHER: case IT_ROCKET_LAUNCHER: return self.ammo_rockets >= 1; case IT_LIGHTNING: return self.ammo_cells >= 1; } return TRUE; }; 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) ); 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 = 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 = self.items | IT_SHELLS; break; case IT_NAILGUN: self.currentammo = self.ammo_nails; self.weaponmodel = "progs/v_nail.mdl"; self.weaponframe = 0; self.items = 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 = 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 = 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 = self.items | IT_ROCKETS; break; case IT_LIGHTNING: self.currentammo = self.ammo_cells; self.weaponmodel = "progs/v_light.mdl"; self.weaponframe = 0; self.items = self.items | IT_CELLS; break; default: self.currentammo = 0; self.weaponmodel = ""; self.weaponframe = 0; } }; float() W_BestWeapon = { float fl; if (self.waterlevel <= 1) fl = IT_LIGHTNING; else fl = IT_SUPER_NAILGUN; while (1) { if ( (self.items & fl) && W_HasAmmo(fl) ) return fl; // best weapon order switch (fl) { case IT_LIGHTNING: fl = IT_SUPER_NAILGUN; break; case IT_SUPER_NAILGUN: fl = IT_SUPER_SHOTGUN; break; case IT_SUPER_SHOTGUN: fl = IT_NAILGUN; break; case IT_NAILGUN: fl = IT_SHOTGUN; break; case IT_SHOTGUN: default: return IT_AXE; // so we don't get an infinite loop with certain engines } } }; 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_nail2; void() player_light1; void() player_light2; void() player_rocket1; void() muzzleflash; void() W_Attack = { 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.weaponstate == WS_IDLE) // start delay self.delay = time + 0.1; // animations are dealt with here switch (self.weapon) { case IT_AXE: r = random(); if (r < 0.25) { self.weaponframe = 1; player_axe1 (); } else if (r < 0.5) { self.weaponframe = 5; player_axeb1 (); } else if (r < 0.75) { self.weaponframe = 1; player_axec1 (); } else { self.weaponframe = 5; player_axed1 (); } break; case IT_NAILGUN: case IT_SUPER_NAILGUN: muzzleflash(); if (self.weaponframe == 0) self.weaponframe = 1; if (self.weaponframe & 1) player_nail1(); else player_nail2(); break; case IT_GRENADE_LAUNCHER: case IT_ROCKET_LAUNCHER: self.weaponframe = 1; muzzleflash(); player_rocket1(); break; case IT_LIGHTNING: muzzleflash(); if (self.weaponframe == 0) { sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM); self.weaponframe = 1; } if (self.weaponframe & 1) player_light1(); else player_light2(); break; default: muzzleflash(); self.weaponframe = 1; player_shot1(); } SuperDamageSound(); // firing is done here (r is used for round time instead of a temp here) switch (self.weapon) { case IT_AXE: // frame handles most of this so skip most of it sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM); r = 0.5; break; case IT_SHOTGUN: W_FireShotgun (); r = 0.5; break; case IT_SUPER_SHOTGUN: W_FireSuperShotgun (); r = 0.7; break; case IT_NAILGUN: if (self.weaponstate == WS_FIRING1) { W_FireSpikes(-4); self.weaponstate = WS_FIRING2; } else { W_FireSpikes(4); self.weaponstate = WS_FIRING1; } r = 0.1; break; case IT_SUPER_NAILGUN: W_FireSuperSpikes(); r = 0.1; break; case IT_GRENADE_LAUNCHER: W_FireGrenade(); r = 0.6; break; case IT_ROCKET_LAUNCHER: W_FireRocket(); r = 0.8; break; case IT_LIGHTNING: W_FireLightning(); r = 0.1; break; } if (self.weaponstate == WS_IDLE) self.weaponstate = WS_FIRING1; // advance attack time if (self.attack_finished <= time) self.attack_finished = self.attack_finished + r; }; /* ============ W_ChangeWeapon ============ */ void() W_ChangeWeapon = { local float fl; switch (self.impulse) { case 1: fl = IT_AXE; break; case 2: fl = IT_SHOTGUN; break; case 3: fl = IT_SUPER_SHOTGUN; break; case 4: fl = IT_NAILGUN; break; case 5: fl = IT_SUPER_NAILGUN; break; case 6: fl = IT_GRENADE_LAUNCHER; break; case 7: fl = IT_ROCKET_LAUNCHER; break; case 8: fl = IT_LIGHTNING; break; } if (!(self.items & fl)) { // don't have the weapon or the ammo sprint1 (self, PRINT_HIGH, "no weapon.\n"); return; } if (!W_HasAmmo(fl)) { // don't have the ammo sprint1 (self, PRINT_HIGH, "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.ammo_cells = 100; 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_SetCurrentAmmo (); }; /* ============ CycleWeaponCommand Go to the next weapon with ammo ============ */ void() CycleWeaponCommand = { local float w; w = self.weapon; while (1) { switch (w) { case IT_LIGHTNING: w = IT_AXE; break; case IT_AXE: w = IT_SHOTGUN; break; case IT_SHOTGUN: w = IT_SUPER_SHOTGUN; break; case IT_SUPER_SHOTGUN: w = IT_NAILGUN; break; case IT_NAILGUN: w = IT_SUPER_NAILGUN; break; case IT_SUPER_NAILGUN: w = IT_GRENADE_LAUNCHER; break; case IT_GRENADE_LAUNCHER: w = IT_ROCKET_LAUNCHER; break; case IT_ROCKET_LAUNCHER: w = IT_LIGHTNING; break; } if ( (self.items & w) && W_HasAmmo(w) ) { self.weapon = w; W_SetCurrentAmmo (); return; } } }; /* ============ CycleWeaponReverseCommand Go to the prev weapon with ammo ============ */ void() CycleWeaponReverseCommand = { local float w; w = self.weapon; while (1) { switch (w) { case IT_LIGHTNING: w = IT_ROCKET_LAUNCHER; break; case IT_ROCKET_LAUNCHER: w = IT_GRENADE_LAUNCHER; break; case IT_GRENADE_LAUNCHER: w = IT_SUPER_NAILGUN; break; case IT_SUPER_NAILGUN: w = IT_NAILGUN; break; case IT_NAILGUN: w = IT_SUPER_SHOTGUN; break; case IT_SUPER_SHOTGUN: w = IT_SHOTGUN; break; case IT_SHOTGUN: w = IT_AXE; break; case IT_AXE: w = IT_LIGHTNING; break; } if ( (self.items & w) && W_HasAmmo(w) ) { self.weapon = w; W_SetCurrentAmmo (); return; } } }; /* ============ ServerflagsCommand Just for development ============ */ void() ServerflagsCommand = { if (deathmatch || coop) return; serverflags = serverflags * 2 + 1; }; /* ============ ImpulseCommands ============ */ void() ImpulseCommands = { switch (self.impulse) { case 1 .. 8: W_ChangeWeapon (); break; case 9: CheatCommand (); break; case 10: CycleWeaponCommand (); break; case 11: ServerflagsCommand (); break; case 12: CycleWeaponReverseCommand (); break; } self.impulse = 0; }; /* ============ W_HandlePlayerFrame Handle player weapon model ============ */ void() W_HandlePlayerFrame = { if (!self.weaponframe) return; if (self.weaponframe_time >= time) return; switch (self.weapon) { case IT_AXE: // axe frames can start at 1 or 5 self.weaponframe_time = time + 0.1; self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 5) self.weaponframe = 0; else if (self.weaponframe > 8) self.weaponframe = 0; return; case IT_NAILGUN: case IT_SUPER_NAILGUN: // cycle until fire button is released if (self.weaponstate != WS_IDLE) { self.weaponframe_time = time + 0.1; self.weaponframe = self.weaponframe + 1; if (self.weaponframe > 8) self.weaponframe = 1; } else self.weaponframe = 0; return; case IT_LIGHTNING: // cycle until fire button is released if (self.weaponstate != WS_IDLE) { self.weaponframe_time = time + 0.1; self.weaponframe = self.weaponframe + 1; if (self.weaponframe > 4) self.weaponframe = 1; } else self.weaponframe = 0; return; default: self.weaponframe = self.weaponframe + 1; self.weaponframe_time = time + 0.1; if (self.weaponframe > 6) self.weaponframe = 0; } }; /* ============ W_WeaponFrame Called every frame so impulse events can be handled as well as possible ============ */ void() W_WeaponFrame = { local float scount; W_HandlePlayerFrame(); if (time < self.attack_finished) return; if (self.impulse) ImpulseCommands (); // check for attack if (self.button0) { scount = 0; // play catchup but don't allow more than 4 shots per frame while (self.attack_finished <= time) { if (scount >= 4) { self.attack_finished = time; break; } W_Attack(); scount++; } } else { self.attack_finished = time; self.weaponstate = WS_IDLE; } }; /* ======== 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; };