3 .void (entity enty) th_use;
\r
4 void () MagnetMineTouch;
\r
6 void () RemoveMagnetMine;
\r
11 void () Tesla_Touch;
\r
13 void () Extractor_Idle;
\r
14 void (entity enty) Engineer_UseExtractor;
\r
16 void() SUB_NULL = {};
\r
19 void (entity bld) CheckBelowBuilding;
\r
20 void (entity gunhead) CheckSentry;
\r
21 void () Sentry_Rotate;
\r
22 float () Sentry_FindTarget;
\r
23 void () Sentry_FoundTarget;
\r
24 void () Sentry_HuntTarget;
\r
25 void () Sentry_Pain;
\r
28 void EngineerSpecial()
\r
30 self.current_menu = MENU_ENGINEER_BUILD;
\r
31 // sprint(self, "Not done yet\n");
\r
32 // this is gonna contain build menu eventually
\r
35 /*==========================
\r
36 TF Engineer Build Function
\r
37 =========================*/
\r
38 void(entity gunhead) CheckSentry =
\r
41 local entity gunbase;
\r
42 gunbase = gunhead.trigger_field;
\r
43 dist = gunbase.origin - gunhead.origin;
\r
44 if (vlen(dist) > 15)
\r
46 bprint(self.real_owner.netname);
\r
47 bprint("'s sentry gun malfunctioned\n");
\r
52 void () TeamFortress_EngineerBuild =
\r
56 if ((self.is_building == 0))
\r
58 // if ((((self.ammo_cells < 100) && (self.has_dispenser == 0)) && (self.has_sentry == 0)))
\r
60 // CenterPrint (self, "You don't have enough metal to \nbuild anything.\n\n");
\r
63 self.current_menu = 15;
\r
64 self.menu_count = 25;
\r
68 if ((self.is_building == 1))
\r
70 sprint (self, "You stop building.\n");
\r
72 if (self.weaponentity.pos1 != '0 0 0')
\r
74 self.reload_time = time;
\r
75 self.weaponentity.pos1 = '0 0 0';
\r
76 self.weaponentity.lip = PLAYER_WEAPONSELECTION_SPEED;
\r
80 self.tfstate = (self.tfstate - (self.tfstate & 65536));
\r
81 TeamFortress_SetSpeed (self);
\r
82 te = find (world, netname, "build_timer");
\r
85 if ((te.owner == self))
\r
92 te = find (te, netname, "build_timer");
\r
95 self.is_building = 0;
\r
96 // self.current_weapon = self.weapon; // add function to make weapon disappear?
\r
97 W_SetCurrentAmmo ();
\r
102 float(entity obj, entity builder) CheckArea =
\r
107 pos = pointcontents(obj.origin);
\r
108 if (pos == -2 || pos == -6)
\r
112 src_x = obj.origin_x + obj.maxs_x + 16;
\r
113 src_y = obj.origin_y + obj.maxs_y + 16;
\r
114 src_z = obj.origin_z + obj.maxs_z + 16;
\r
115 pos = pointcontents(src);
\r
116 if (pos == -2 || pos == -6)
\r
120 end_x = obj.origin_x + obj.mins_x - 16;
\r
121 end_y = obj.origin_y + obj.mins_y - 16;
\r
122 end_z = obj.origin_z + obj.mins_z - 16;
\r
123 traceline(src, end, 1, obj);
\r
124 if (trace_fraction != 1)
\r
128 pos = pointcontents(end);
\r
129 if (pos == -2 || pos == -6)
\r
133 src_x = obj.origin_x + obj.mins_x - 16;
\r
134 src_y = obj.origin_y + obj.maxs_y + 16;
\r
135 src_z = obj.origin_z + obj.maxs_z + 16;
\r
136 pos = pointcontents(src);
\r
137 if (pos == -2 || pos == -6)
\r
141 end_x = obj.origin_x + obj.maxs_x + 16;
\r
142 end_y = obj.origin_y + obj.mins_y - 16;
\r
143 end_z = obj.origin_z + obj.mins_z - 16;
\r
144 traceline(src, end, 1, obj);
\r
145 if (trace_fraction != 1)
\r
149 pos = pointcontents(end);
\r
150 if (pos == -2 || pos == -6)
\r
154 traceline(builder.origin, obj.origin, 1, builder);
\r
155 if (trace_fraction != 1)
\r
162 void(float objtobuild) TeamFortress_Build =
\r
164 if (self.is_building == 1) { // double-checks incase someone uses code with TeamFortress_EngineerBuild(number)
\r
165 TeamFortress_EngineerBuild();
\r
168 if ((self.reload_time + .25) > time) {
\r
169 sprint(self, "You cant build while reloading.\n");
\r
177 makevectors(self.v_angle);
\r
179 v_forward = normalize(v_forward) * 64;
\r
180 newmis.origin = self.origin + v_forward;
\r
181 if (objtobuild == 1)
\r
183 if (self.has_dispenser)
\r
185 sprint(self, "You can only have one dispenser.\nTry dismantling your old one.\n");
\r
188 tmp1 = '-16 -16 0';
\r
190 newmis.mdl = "progs/dispencr.mdl";
\r
191 newmis.netname = "dispenser";
\r
196 if (objtobuild == 2)
\r
198 if (self.has_sentry)
\r
200 sprint(self, "You can only have one sentry gun.\nTry dismantling your old one.\n");
\r
203 tmp1 = '-16 -16 0';
\r
205 // newmis.mdl = "progs/turrbase.mdl";
\r
206 newmis.mdl = "models/sentry/turr1_base.md3";
\r
207 // newmis.scale = .75;
\r
208 newmis.netname = "sentrygun";
\r
209 // btime = time + 5;
\r
212 if ((objtobuild == 3))
\r
214 if (self.has_tesla)
\r
216 sprint (self, "You can only have one tesla gun\n");
\r
219 tmp1 = '-16 -16 0';
\r
221 newmis.mdl = "models/engineer/tesla/tesla.md3";
\r
222 newmis.scale = .70; //temp -- morphed's models too freaking huge :x
\r
224 newmis.netname = "tesla";
\r
225 btime = (time + 6);
\r
228 if (objtobuild == 5)
\r
230 if (self.has_teleporter >= 2)
\r
232 sprint(self, "You can only have 2 teleporters.\nTry dismantling an old one.\n");
\r
236 tmp1 = '-16 -16 0';
\r
238 newmis.mdl = "progs/telepad.mdl";
\r
239 newmis.netname = "teleporter";
\r
243 if (objtobuild == 6)
\r
245 if (self.has_extractor >= 3)
\r
247 sprint(self, "You can only have 3 metal extractors.\nTry dismantling an old one.\n");
\r
251 tmp1 = '-16 -16 0';
\r
253 newmis.mdl = "models/engineer/metal_extractor/power.md3";
\r
254 //newmis.mdl = "progs/extractor.md3";
\r
255 newmis.netname = "extractor";
\r
261 if (CheckArea(newmis, self) == 0)
\r
263 sprint(self, "Not enough room to build here\n");
\r
267 self.is_building = 1;
\r
268 self.immune_to_check = time + 10;
\r
269 // self.maxspeed = 0; // make sure player cant move
\r
270 self.tfstate = self.tfstate | 65536;
\r
271 /* self.weapon = self.current_weapon; // get rid of player's weapon model
\r
272 self.current_weapon = 0;
\r
273 self.weaponmodel = "";
\r
274 self.weaponframe = 0;*/
\r
275 // TeamFortress_SetSpeed(self); // hmm? player cant move?
\r
276 newmis.owner = self;
\r
277 newmis.classname = "timer";
\r
278 newmis.netname = "build_timer";
\r
279 newmis.nextthink = btime;
\r
280 newmis.think = TeamFortress_FinishedBuilding;
\r
281 newmis.colormap = self.colormap;
\r
282 newmis.weapon = objtobuild;
\r
283 newmis.angles_y = anglemod(self.angles_y + 180);
\r
284 newmis.velocity = '0 0 8';
\r
285 newmis.movetype = 6;
\r
287 newmis.alpha = .5; // slightly invisible
\r
288 self.effects = self.effects | EF_ADDITIVE;
\r
289 setmodel(newmis, newmis.mdl);
\r
290 setsize(newmis, tmp1, tmp2);
\r
291 setorigin(newmis, newmis.origin);
\r
292 newmis.flags = newmis.flags - (newmis.flags & 512);
\r
294 self.velocity = '0 0 0'; // stop player movement
\r
295 DoReload (5, (btime - time)); // Engineer build function shared with reload one
\r
296 // 5 is for building, btime minus time is for build time
\r
299 void(entity bld) CheckBelowBuilding =
\r
301 local vector below;
\r
302 below = bld.origin;
\r
303 if (bld.classname == "detpack")
\r
305 below_z = below_z - 8;
\r
309 below_z = below_z - 24;
\r
311 traceline(bld.origin, below, 1, bld);
\r
312 if (trace_fraction == 1)
\r
315 bld.flags = bld.flags - (bld.flags & 512);
\r
319 void () Tesla_Animate;
\r
320 void() TeamFortress_FinishedBuilding =
\r
322 local entity oldself;
\r
324 if (self.owner.is_building != 1)
\r
330 oldself.owner = world;
\r
331 oldself.real_owner = self;
\r
332 self.is_building = 0;
\r
333 self.tfstate = self.tfstate - (self.tfstate & 65536);
\r
334 self.current_weapon = self.weapon;
\r
335 self.StatusRefreshTime = time + 0.1;
\r
336 TeamFortress_SetSpeed(self);
\r
337 oldself.alpha = 1; // un-do see-through effect
\r
338 /* if (oldself.weapon == 1)
\r
340 self.has_dispenser = 1;
\r
341 sprint(self, "You finish building the dispenser.\n");
\r
342 teamsprint(self.team_no, self, self.netname);
\r
343 teamsprint(self.team_no, self, " has built a Dispenser.\n");
\r
344 self.ammo_cells = self.ammo_cells - 100;
\r
345 oldself.classname = "building_dispenser";
\r
346 oldself.netname = "dispenser";
\r
347 oldself.blocked = T_Dispenser;
\r
348 oldself.touch = T_Dispenser;
\r
349 oldself.max_health = 150;
\r
350 oldself.health = 150;
\r
351 oldself.think = DispenserThink;
\r
352 oldself.nextthink = time + 5;
\r
353 oldself.th_die = Dispenser_Die;
\r
354 oldself.mdl = "progs/dispencr.mdl";
\r
355 oldself.team_no = self.team_no;
\r
356 oldself.real_owner = self;
\r
357 oldself.colormap = self.colormap;
\r
358 oldself.takedamage = 2;
\r
359 oldself.owner = world;
\r
360 oldself.movetype = 6;
\r
361 oldself.velocity = '0 0 8';
\r
362 oldself.flags = oldself.flags - (oldself.flags & 512);
\r
363 oldself.ammo_shells = ceil(self.ammo_shells * 0.25);
\r
364 oldself.ammo_nails = ceil(self.ammo_nails * 0.25);
\r
365 oldself.ammo_rockets = ceil(self.ammo_rockets * 0.25);
\r
366 oldself.ammo_cells = ceil(self.ammo_cells * 0.25);
\r
367 oldself.armorvalue = ceil(self.armorvalue * 0.25);
\r
368 self.ammo_shells = ceil(self.ammo_shells * 0.75);
\r
369 self.ammo_nails = ceil(self.ammo_nails * 0.75);
\r
370 self.ammo_rockets = ceil(self.ammo_rockets * 0.75);
\r
371 self.ammo_cells = ceil(self.ammo_cells * 0.75);
\r
372 self.armorvalue = ceil(self.armorvalue * 0.75);
\r
374 setmodel(oldself, oldself.mdl);
\r
375 //setsize(oldself, '-8 -8 0', '8 8 24');gold. commented out.. plexi's idea :j
\r
376 setorigin(oldself, oldself.origin);
\r
380 if (oldself.weapon == 2)
\r
382 local entity barrel;
\r
384 // barrel.mdl = "models/sentry/turr1_base.md3";
\r
385 // barrel.mdl = "models/sentry/turr1_barrel.md3";
\r
386 // barrel.scale = .75;
\r
387 //barrel.solid = 2;
\r
389 // barrel.angles_x = barrel.angles_x - 70;
\r
391 // barrel.angles_z = barrel.angles_z - 90;
\r
392 /* barrel.angles_x = 0;
\r
393 barrel.angles_y = oldself.angles_y;
\r
394 barrel.angles_z = 0;*/
\r
395 // barrel.movetype = 4;
\r
396 // barrel.movetype = MOVETYPE_FOLL`OW;
\r
397 barrel.yaw_speed = 10;
\r
398 // barrel.angles_z = barrel.angles_z - 45;
\r
399 setmodel(barrel, "models/sentry/turr1_barrel.md3");
\r
400 // setsize(barrel, '-16 -16 0', '16 16 48'); // temp //'d
\r
401 // setorigin(barrel, oldself.origin + '0 0 8');
\r
402 setorigin(barrel, '0 0 0');
\r
405 self.has_sentry = 1;
\r
406 sprint(self, "You finish building the sentry gun.\n");
\r
407 teamsprint(self.team_no, self, self.netname);
\r
408 teamsprint(self.team_no, self, " has built a Sentry Gun.\n");
\r
409 oldself.classname = "building_sentrygun_base";
\r
410 oldself.netname = "sentry gun";
\r
411 oldself.takedamage = 0;
\r
412 oldself.th_die = Sentry_Die;
\r
413 self.ammo_cells = self.ammo_cells - 130;
\r
414 setsize(oldself, '-16 -16 0', '16 16 4');
\r
416 newmis.classname = "building_sentrygun";
\r
417 newmis.health = 150;
\r
418 newmis.max_health = newmis.health;
\r
420 newmis.th_die = Sentry_Die;
\r
421 newmis.th_pain = Sentry_Pain;
\r
422 // newmis.mdl = "progs/turrgun.mdl";
\r
423 newmis.mdl = "models/sentry/turr1_body.md3";
\r
424 // newmis.scale = .75;
\r
425 sound(oldself, 3, "weapons/tnkatck4.wav", 1, 1);
\r
427 setmodel(newmis, newmis.mdl);
\r
428 setsize(newmis, '-16 -16 0', '16 16 48');
\r
429 setorigin(newmis, oldself.origin + '0 0 8');
\r
430 newmis.real_owner = oldself.real_owner;
\r
431 newmis.trigger_field = oldself;
\r
432 oldself.oldenemy = newmis;
\r
433 newmis.movetype = 4;
\r
434 oldself.colormap = self.colormap;
\r
435 newmis.colormap = self.colormap;
\r
436 newmis.takedamage = 2;
\r
437 newmis.velocity = '0 0 -8';
\r
438 newmis.flags = newmis.flags - (newmis.flags & 512);
\r
439 oldself.flags = oldself.flags - (oldself.flags & 512);
\r
440 newmis.team_no = self.team_no;
\r
441 newmis.think = lvl1_sentry_stand;
\r
442 newmis.nextthink = time + 0.5;
\r
443 newmis.yaw_speed = 10;
\r
445 newmis.angles_x = 0;
\r
446 // newmis.angles_y = oldself.angles_y;
\r
447 newmis.angles_y = oldself.angles_y;
\r
448 newmis.angles_z = 0;
\r
449 newmis.waitmin = anglemod(newmis.angles_y - 50);
\r
450 newmis.waitmax = anglemod(newmis.angles_y + 50);
\r
451 if (newmis.waitmin > newmis.waitmax)
\r
453 newmis.waitmin = newmis.waitmax;
\r
454 newmis.waitmax = anglemod(newmis.angles_y - 50);
\r
456 newmis.ammo_shells = 25;
\r
457 newmis.maxammo_shells = 100;
\r
458 newmis.maxammo_rockets = 20;
\r
460 newmis.barrel_ent = barrel;
\r
462 // setattachment(newmis, oldself, "tag_base_body");
\r
463 setattachment(barrel, newmis, "tag_body_barrel");
\r
470 if ((oldself.weapon == 3))
\r
472 self.has_tesla = 1;
\r
473 sprint (self, "You finish building the tesla coil.\n");
\r
474 oldself.real_owner = self;
\r
475 teamsprint (self.team_no, self, self.netname);
\r
476 teamsprint (self.team_no, self, " has built a tesla.\n");
\r
477 sound (oldself, 3, "weapons/guerilla_set.wav", 1, 1);
\r
478 oldself.classname = "building_tesla";
\r
479 oldself.netname = "tesla";
\r
480 oldself.takedamage = 2;
\r
482 oldself.th_die = Tesla_Die;
\r
483 oldself.th_pain = Tesla_Pain;
\r
484 self.ammo_cells = (self.ammo_cells - 150);
\r
485 oldself.health = 200;
\r
486 oldself.movetype = 6;
\r
487 oldself.colormap = self.colormap;
\r
488 oldself.velocity = '0 0 -8';
\r
489 oldself.avelocity = '0 0 0';
\r
490 oldself.flags = (oldself.flags - (oldself.flags & 512));
\r
491 oldself.team_no = self.team_no;
\r
492 oldself.think = Tesla_Idle;
\r
493 oldself.nextthink = (time + 2);
\r
494 oldself.touch = Tesla_Touch;
\r
495 oldself.enemy = world;
\r
496 oldself.maxammo_shells = 0;
\r
497 oldself.maxammo_nails = 0;
\r
498 oldself.maxammo_rockets = 0;
\r
499 oldself.max_health = 100;
\r
500 oldself.ammo_cells = 50;
\r
501 oldself.tf_items = 0;
\r
502 /*if (!(self.weapons_carried & 8))
\r
504 oldself.ammo_shells = 2;
\r
505 oldself.ammo_nails = 2;
\r
506 oldself.ammo_rockets = 1;
\r
507 oldself.currentammo = 5;
\r
508 oldself.max_health = 200;
\r
509 oldself.ammo_cells = 120;
\r
511 oldself.currentammo = 0; // 6 Upgrades. (6 minus this number is pgrade count)
\r
512 oldself.health = oldself.max_health;
\r
513 oldself.waitmin = ((oldself.ammo_shells + 2) * (oldself.ammo_nails + 2));
\r
514 oldself.waitmax = 0;
\r
516 // The tesla animator -- till I learn to be a better coder ;)
\r
517 local entity tesanim;
\r
519 tesanim.owner = oldself;
\r
520 tesanim.think = Tesla_Animate;
\r
521 tesanim.nextthink = time;
\r
523 // TELEPAD 2 BEGIN*/
\r
524 /*if (oldself.weapon == 5)
\r
526 self.has_teleporter = (self.has_teleporter + 1);
\r
527 sprint (self, "You finish building the Teleporter Pad.\n");
\r
529 // teamprefixsprint(self.team_no,self); //- OfN
\r
531 teamsprint(self.team_no, self, self.netname);
\r
532 teamsprint(self.team_no, self, " has built a Teleporter Pad.\n");
\r
533 sound (oldself, 3, "weapons/guerset.wav", 1, 1);
\r
535 self.ammo_cells = self.ammo_cells - 90;
\r
537 // Create the teleporter
\r
538 oldself.classname = "building_teleporter";
\r
539 oldself.netname = "teleporter";
\r
540 // oldself.blocked = Teleporter_touch; // Actual touch function
\r
541 oldself.touch = Teleporter_touch;
\r
542 oldself.max_health = 300;
\r
543 oldself.health = 300;
\r
544 oldself.th_die = Teleporter_Die; // Death function
\r
545 oldself.mdl = "progs/telepad.mdl"; // Actual mdl
\r
546 oldself.team_no = self.team_no;
\r
547 oldself.maxammo_cells = 200; //CH Max of 20 teleports
\r
548 oldself.ammo_cells = 100; //CH start not at full
\r
550 oldself.real_owner = self; // The Engineer owns this item
\r
551 oldself.colormap = self.colormap; // Set the Color
\r
552 oldself.takedamage = 2;
\r
553 oldself.owner = world;
\r
554 oldself.movetype = 6;
\r
555 oldself.velocity = '0 0 8';
\r
556 oldself.flags = oldself.flags - (oldself.flags & 512);
\r
559 setmodel(oldself, oldself.mdl);
\r
560 setsize (oldself, '-16 -16 0', '16 16 4');
\r
561 setorigin(oldself, oldself.origin + '0 0 8'); //CH does jump
\r
563 oldself.heat = 4; //dont come on for 4 seconds
\r
564 oldself.think = Teleporter_heat_think;
\r
565 oldself.nextthink = time + 1;
\r
566 oldself.spawnflags = 4; //CH cause extensive checks for height
\r
568 oldself.is_malfunctioning = 0;
\r
569 oldself.all_active=0; // OfN - reset HACKER improvements
\r
573 if (oldself.weapon == 6) // metal extractor
\r
575 self.has_extractor = self.has_extractor + 1;
\r
576 sprint (self, "You finish building the metal extractor.\n");
\r
577 oldself.real_owner = self;
\r
578 teamsprint (self.team_no, self, self.netname);
\r
579 teamsprint (self.team_no, self, " has built a metal extractor.\n");
\r
580 sound (oldself, 3, "weapons/guerilla_set.wav", 1, 1);
\r
581 oldself.classname = "building_extractor";
\r
582 oldself.netname = "extractor";
\r
583 oldself.takedamage = 2;
\r
585 // oldself.th_die = Extractor_Die;
\r
586 // oldself.th_pain = Extractor_Pain;
\r
587 self.ammo_cells = (self.ammo_cells - BUILDING_EXTRACTOR_NEEDCELLS);
\r
588 oldself.health = 200;
\r
589 oldself.movetype = 6;
\r
590 oldself.colormap = self.colormap;
\r
591 oldself.velocity = '0 0 -8';
\r
592 oldself.avelocity = '0 0 0';
\r
593 oldself.flags = (oldself.flags - (oldself.flags & 512));
\r
594 oldself.team_no = self.team_no;
\r
595 oldself.think = Extractor_Idle;
\r
596 oldself.nextthink = (time + 1);
\r
597 // oldself.touch = Extractor_Touch;
\r
598 oldself.enemy = world;
\r
599 oldself.max_health = 100;
\r
600 oldself.ammo_metal = 10;
\r
601 oldself.th_use = Engineer_UseExtractor;
\r
603 oldself.currentammo = 0; // 6 Upgrades. (6 minus this number is pgrade count)
\r
604 oldself.health = oldself.max_health;
\r
605 oldself.waitmin = ((oldself.ammo_shells + 2) * (oldself.ammo_nails + 2));
\r
606 oldself.waitmax = 0;
\r
608 // The metal extractor animator(?)
\r
609 // local entity tesanim;
\r
610 // tesanim = spawn();
\r
611 // tesanim.owner = oldself;
\r
612 // tesanim.think = Extractor_Animate;
\r
613 // tesanim.nextthink = time;
\r
616 W_SetCurrentAmmo();
\r
623 void () Drop_Magnetic_Mine =
\r
625 if (self.has_mine == 1)
\r
627 sprint (self, "Hey, one mine at a time!\n");
\r
634 item.team_no = self.team_no;
\r
636 item.classname = "drop1";
\r
637 item.origin = (self.origin - '0 0 -10');
\r
639 // item.angles_x = 360;
\r
641 item.angles_y = 45;
\r
644 item.solid = SOLID_TRIGGER;
\r
647 item.velocity = '0 0 1';
\r
648 setsize (item, '-1 -1 0', '1 1 6');
\r
650 item.nextthink = (time + 180);
\r
652 item.touch = MagnetMineTouch;
\r
653 setmodel (item, "models/magmine/magnetmine.md3");
\r
656 item.think = RemoveMagnetMine;
\r
658 item.pausetime = time + 2;
\r
660 sprint(self, "You set a Mag Mine!\n");
\r
663 void EngineerGrenade(float req)
\r
665 if(req == WR_GRENADE1)
\r
667 if(W_ThrowGrenade(W_ArmorGrenade))
\r
668 self.grenade_time = time + cvar("g_balance_grenade_armor_refire");
\r
670 else if(req == WR_GRENADE2)
\r
672 Drop_Magnetic_Mine();
\r
673 self.grenade_time = time + 2;
\r
677 void EngineerPreThink()
\r
681 void EngineerPostThink()
\r
685 void BecomeEngineer(float portion)
\r
687 self.max_health = cvar("g_balance_class_engineer_health") * portion;
\r
689 self.max_armor = cvar("g_balance_class_engineer_armor") * portion;
\r
691 self.mass = cvar("g_balance_class_engineer_mass");
\r
693 SetPlayerSpeed(self);
\r
695 self.items = IT_WEP1 | IT_WEP2 | IT_WEP3 | IT_WEP4;
\r
696 self.switchweapon = WEP2;
\r
697 self.ammo_shells = floor(20 * portion);
\r
698 self.ammo_nails = floor(20 * portion);
\r
699 self.ammo_rockets = floor(1 * portion);
\r
700 self.ammo_cells = floor(0 * portion);
\r
701 self.playerclass = TF_CLASS_ENGINEER; // TF P.C.
\r
702 SetMaxAmmoFor (32);
\r
706 void () RemoveMagnetMine =
\r
708 sprint (self.owner, "Your Mag Mine is gone...\n");
\r
709 self.owner.has_mine = 0;
\r
716 local entity theowner;
\r
719 theowner = self.owner;
\r
720 theowner.option5 = (theowner.option5 - .5);
\r
721 st = ftos (theowner.option5);
\r
722 // sound (theowner, 0, "ambient/100hzhum.wav", 1, 1); // find new wav! :o
\r
723 theowner.origin = self.origin;
\r
724 CenterPrint2 (theowner, "You are stuck on a mag mine!\n", st);
\r
725 if ((theowner.option5 < 2))
\r
727 theowner.option5 = 0;
\r
728 sprint (theowner.enemy, "Your Mag Mine died...\n");
\r
729 theowner.enemy.has_mine = 0;
\r
733 self.nextthink = (time + .5);
\r
736 void () MagMineActivate =
\r
738 if ((other.option == 0))
\r
740 self.owner.has_mine = 1;
\r
742 newmis.classname = "timer";
\r
743 newmis.netname = " FlashTimer";
\r
744 newmis.team_no = self.owner.team_no;
\r
745 newmis.owner = other;
\r
746 other.enemy = self.owner;
\r
747 newmis.think = MagTimer;
\r
748 newmis.nextthink = (time + 1);
\r
749 newmis.origin = other.origin;
\r
751 other.option5 = (floor ((other.armorvalue * .25)) + 3);
\r
752 if ((other.option5 > 15))
\r
754 other.option5 = 15;
\r
758 void () RemoveDudMine =
\r
763 void () MagnetMineTouch =
\r
765 local float isgood;
\r
766 local entity isnearplayer;
\r
768 isnearplayer = findradius (self.origin, 10);
\r
769 while (isnearplayer)
\r
771 if ((isnearplayer.classname == "player"))
\r
774 // bprint (isnearplayer.classname);
\r
778 isnearplayer = isnearplayer.chain;
\r
783 if ((self.pausetime > time))
\r
787 if ((other.classname != "player"))
\r
791 if ((other.health <= 0))
\r
795 // if ((other.is_undercover == 1)) //temp - add function!!
\r
799 if ((other.team_no == self.owner.team_no))
\r
803 if ((other.classname == "player"))
\r
805 MagMineActivate ();
\r
806 sprint (other, "You stepped on a Magnetic Mine! :(\n");
\r
807 sprint (self.owner, "Your Magnet Mine worked!\n");
\r
808 self.pausetime = (time + 5);
\r
810 self.touch = SUB_NULL;
\r
811 self.effects = EF_BRIGHTFIELD | EF_ADDITIVE;
\r
812 self.think = RemoveDudMine;
\r
813 self.nextthink = (time + 15);
\r
817 // Checks the distance between the player and the object
\r
818 void () CheckDistance =
\r
822 if (!(self.owner.building.classname == "building_tesla" && self.enemy.classname == "building_dispenser")) {
\r
823 if (self.owner.building != self.enemy)
\r
828 dist = self.enemy.origin - self.owner.origin;
\r
829 // if (vlen (dist) > 64)
\r
830 if (vlen (dist) > 84)
\r
832 CenterPrint (self.owner, "\n");
\r
833 self.owner.menu_count = 25;
\r
834 self.owner.current_menu = 1;
\r
835 self.owner.building = world;
\r
839 self.nextthink = (time + 0.3);
\r
843 void (entity gun) Engineer_UseTesla =
\r
845 local entity dist_checker;
\r
848 if ((gun.ammo_rockets == TF_FLARE_LIT))
\r
850 gun.maxammo_cells = 120;
\r
854 if ((gun.ammo_rockets == TF_FLARE_OFF))
\r
856 gun.maxammo_cells = 120;
\r
860 if ((gun.ammo_rockets == 2))
\r
862 gun.maxammo_cells = 200;
\r
866 if ((gun.ammo_rockets == 3))
\r
868 gun.maxammo_cells = 300;
\r
874 sprint(self, "Èåáìôè:");
\r
875 st = ftos(gun.health);
\r
878 st = ftos(gun.max_health);
\r
880 sprint(self, " Ãåììó:");
\r
881 st = ftos(gun.ammo_cells);
\r
884 st = ftos(gun.maxammo_cells);
\r
886 st = ftos ((6 - gun.currentammo));
\r
887 sprint(self, " Õðçòáäåó Ìåæô:");
\r
889 st = ftos ((6 - gun.currentammo));
\r
890 sprint (self, "\n");
\r
891 sprint(self, "Öïìôáçå:");
\r
892 st = ftos(gun.ammo_shells);
\r
894 sprint(self, " Áíðåòáçå:");
\r
895 st = ftos(gun.ammo_nails);
\r
897 sprint(self, " Ðï÷åò Óõððìù:");
\r
898 st = ftos(gun.ammo_rockets);
\r
900 sprint(self, "\n");
\r
903 if ((gun.tf_items & 2))
\r
905 sprint (self, "TeslaTurret(tm) ");
\r
907 if ((gun.tf_items & TF_FLARE_OFF))
\r
909 sprint (self, "Improved Targeter ");
\r
911 if ((gun.tf_items & 1024))
\r
913 sprint (self, "Spy Detector");
\r
915 sprint (self, "\n");
\r
917 self.current_menu = 18;
\r
918 self.menu_count = 25;
\r
919 self.building = gun;
\r
920 dist_checker = spawn ();
\r
921 dist_checker.classname = "timer";
\r
922 dist_checker.owner = self;
\r
923 dist_checker.enemy = gun;
\r
924 dist_checker.think = CheckDistance;
\r
925 dist_checker.nextthink = (time + 0.3);
\r
928 void () button_fire;
\r
929 // Engineer and Medic "USE" function -- called when user presses a key bound to +use
\r
930 // replaces using wrench on sentry gun and buiaxe to heal.
\r
931 void () Use_Function =
\r
933 if (self.impulse_wait > time) // So when the player holds down the use button it doesnt spam sprints
\r
935 self.impulse_wait = time + .5; // shared with gui menu .impulse_wait
\r
937 local vector source;
\r
941 makevectors (self.v_angle);
\r
942 source = (self.origin + '0 0 16');
\r
943 traceline (source, (source + (v_forward * 64)), 0, self);
\r
944 if ((trace_fraction == 1))
\r
948 org = (trace_endpos - (v_forward * 4));
\r
949 if ((trace_ent.goal_activation & 8))
\r
951 if (Activated (trace_ent, self))
\r
953 DoResults (trace_ent, self, 1);
\r
954 if ((trace_ent.classname == "func_button"))
\r
956 trace_ent.enemy = self;
\r
959 self.dont_do_triggerwork = 1;
\r
966 if ((trace_ent.else_goal != 0))
\r
968 te = Findgoal (trace_ent.else_goal);
\r
971 DoResults (te, self, (trace_ent.goal_result & 2));
\r
976 sound (self, 1, "player/axhit2.wav", 1, 1);
\r
980 WriteCoord (4, org_x);
\r
981 WriteCoord (4, org_y);
\r
982 WriteCoord (4, org_z);
\r
987 // if (trace_ent.takedamage)
\r
988 if (trace_ent.th_use)
\r
990 trace_ent.th_use(trace_ent);
\r
994 if (trace_ent.classname != "player")
\r
996 if ((trace_ent.classname == "building_dispenser"))
\r
998 //Engineer_UseDispenser (trace_ent);
\r
1003 if ((trace_ent.classname == "building_sentrygun"))
\r
1005 //Engineer_UseSentryGun (trace_ent);
\r
1010 if ((trace_ent.classname == "building_sentrygun_base"))
\r
1012 if (trace_ent.oldenemy)
\r
1014 //Engineer_UseSentryGun (trace_ent.oldenemy);
\r
1020 if ((trace_ent.classname == "building_tesla"))
\r
1022 Engineer_UseTesla (trace_ent);
\r