2 .float goal_no; // goal number - pair with defs file
\r
3 .float goal_result; // pair with defs
\r
4 .float else_goal; // not sure
\r
6 .float is_removed; // entity is removed?
\r
7 float (entity _p_10934, entity _p_10935) Activated;
\r
8 float (float tno) TeamFortress_TeamGetScore;
\r
9 float (float tno) TeamFortress_TeamGetColor;
\r
10 void (entity _p_10980, entity _p_10981, float _p_10982) DoResults; //< - score increase thing
\r
11 void (entity Item, entity AP, float method) tfgoalitem_RemoveFromPlayer;
\r
12 void(entity client, string s) CenterPrint = #73;
\r
14 // misc stuff (move to TFDefs file)
\r
15 entity newmis; // This is what tf uses for spawning entities
\r
16 .float has_disconnected; //has the player disconnected?
\r
17 .float no_grenades_1;
\r
18 .float no_grenades_2;
\r
19 .float no_grenades_3;
\r
20 .float pausetime; // not sure
\r
25 float team1maxplayers;
\r
26 float team2maxplayers;
\r
27 float team3maxplayers;
\r
28 float team4maxplayers;
\r
29 float team1advantage;
\r
30 float team2advantage;
\r
31 float team3advantage;
\r
32 float team4advantage;
\r
34 // stuff that still needs a function
\r
35 float number_of_teams; // Number of teams == IMPORTANT
\r
37 // Color/Teamchange cheat detection (using DP functions instead of tf)
\r
38 void (entity ent, float colors) setcolor;
\r
40 void SV_ChangeTeam(float color)
\r
42 // if (self.playerclass == 8) // Spies can change team color right?
\r
44 if (self.team_no == 1 && color != 13)
\r
46 setcolor(self, 13,13);
\r
48 if (self.team_no == 2 && color != 4)
\r
50 setcolor(self, 4,4);
\r
52 if (self.team_no == 3 && color != 12)
\r
54 setcolor(self, 12,12);
\r
56 if (self.team_no == 4 && color != 11)
\r
58 setcolor(self, 11,11);
\r
63 void(entity targ, entity attacker) ClientObituary =
\r
65 ClientObituary(targ,attacker); // TEMP -- SOON I WILL ADD REAL DEATH MESSAGES
\r
68 void () DoTFAliases =
\r
70 TeamFortress_Alias("primeone", 150, TF_FLARE_LIT);
\r
71 TeamFortress_Alias("primetwo", 151, TF_FLARE_LIT);
\r
72 TeamFortress_Alias("throwgren", 152, TF_FLARE_LIT);
\r
73 TeamFortress_Alias("+gren1", 150, TF_FLARE_LIT);
\r
74 TeamFortress_Alias("+gren2", 151, TF_FLARE_LIT);
\r
75 TeamFortress_Alias("-gren1", 152, TF_FLARE_LIT);
\r
76 TeamFortress_Alias("-gren2", 152, TF_FLARE_LIT);
\r
79 void (entity tempent) dremove =
\r
81 if ((tempent == world))
\r
83 dprint ("***BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG***\n");
\r
84 dprint ("WORLD has nearly been removed. Don't worry\n");
\r
85 dprint ("***BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG***\n");
\r
88 if ((tempent.is_removed == 1.000000))
\r
92 tempent.is_removed = 1.000000;
\r
96 entity (float gno) Findgoal =
\r
101 tg = find (world, classname, "info_tfgoal");
\r
104 if ((tg.goal_no == gno))
\r
108 tg = find (tg, classname, "info_tfgoal");
\r
110 dprint ("Could not find a goal with a goal_no of ");
\r
117 void(entity Goal, entity AP, entity ActivatingGoal) AttemptToActivate =
\r
121 if (Activated(Goal, AP))
\r
123 if (ActivatingGoal == Goal)
\r
125 DoResults(Goal, AP, TF_FLARE_OFF);
\r
129 if (ActivatingGoal != world)
\r
131 DoResults(Goal, AP, ActivatingGoal.goal_result & 2);
\r
135 DoResults(Goal, AP, TF_FLARE_LIT);
\r
141 if (Goal.else_goal != TF_FLARE_LIT)
\r
143 te = Findgoal(Goal.else_goal);
\r
146 AttemptToActivate(te, AP, ActivatingGoal);
\r
152 void (entity p) TeamFortress_SetSpeed =
\r
158 stuffcmd (p, "cl_movespeedkey 1\n");
\r
159 if ((p.tfstate & 65536))
\r
163 stuffcmd (p, "m_forward 0\n");
\r
164 stuffcmd (p, "m_side 0\n");
\r
166 p.velocity = '0 0 0';
\r
167 stuffcmd (p, "cl_backspeed 0\n");
\r
168 stuffcmd (p, "cl_forwardspeed 0\n");
\r
169 stuffcmd (p, "cl_sidespeed 0\n");
\r
176 stuffcmd (p, "m_forward 1\n");
\r
177 stuffcmd (p, "m_side 0.8\n");
\r
180 if ((p.class == 1)) //scout speed
\r
182 p.maxfbspeed = 450;
\r
183 p.maxstrafespeed = 450;
\r
187 if ((p.class == 2.1)) // No sniper in nextf
\r
189 p.maxfbspeed = 300;
\r
190 p.maxstrafespeed = 300;
\r
194 if ((p.class == 4)) //soldier speed
\r
196 p.maxfbspeed = 240;
\r
197 p.maxstrafespeed = 240;
\r
201 if ((p.class == 4.1)) // No demoman in nextf
\r
203 p.maxfbspeed = 280;
\r
204 p.maxstrafespeed = 280;
\r
208 if ((p.class == 16)) // Medic Speed
\r
210 p.maxfbspeed = 320;
\r
211 p.maxstrafespeed = 320;
\r
215 if ((p.class == 6.1)) // No HWGuy in nextf
\r
217 p.maxfbspeed = 230;
\r
218 p.maxstrafespeed = 230;
\r
222 if ((p.class == 8)) // Pyro Speed
\r
224 p.maxfbspeed = 300;
\r
225 p.maxstrafespeed = 300;
\r
229 if ((p.class == 11)) // Wazat -- We need a Civ class
\r
231 p.maxfbspeed = 240;
\r
232 p.maxstrafespeed = 240;
\r
236 if ((p.class == 2)) // Spy Speed
\r
238 p.maxfbspeed = 300;
\r
239 p.maxstrafespeed = 300;
\r
243 if ((p.class == 32)) // Engineer Speed
\r
245 p.maxfbspeed = 300;
\r
246 p.maxstrafespeed = 300;
\r
250 if ((p.class == 0)) // No class
\r
252 p.maxfbspeed = 320;
\r
253 p.maxstrafespeed = 320;
\r
267 te = find (world, classname, "item_tfgoal");
\r
268 while (((te != world) && (tf == 0)))
\r
270 if ((te.owner == p))
\r
272 if ((te.goal_activation & 2))
\r
275 p.maxfbspeed = (p.maxfbspeed / 2);
\r
276 p.maxstrafespeed = (p.maxstrafespeed / 2);
\r
279 te = find (te, classname, "item_tfgoal");
\r
281 if ((p.tfstate & 32768))
\r
283 p.maxfbspeed = (p.maxfbspeed / 2);
\r
284 p.maxstrafespeed = (p.maxstrafespeed / 2);
\r
286 /* (p.leg_damage) // No leg damage if no snipers, eh?
\r
288 if ((p.leg_damage > 6))
\r
292 p.maxfbspeed = (p.maxfbspeed * ((10 - p.leg_damage) / 10));
\r
293 p.maxstrafespeed = ((p.maxstrafespeed * (10 - p.leg_damage)) / 10);
\r
295 if ((p.tfstate & 2048))
\r
297 if ((p.maxfbspeed > 80))
\r
301 if ((p.maxstrafespeed > 80))
\r
303 p.maxstrafespeed = 80;
\r
306 sp = ftos (p.maxfbspeed);
\r
307 stuffcmd (p, "cl_backspeed ");
\r
309 stuffcmd (p, "\n");
\r
310 stuffcmd (p, "cl_forwardspeed ");
\r
312 stuffcmd (p, "\n");
\r
313 sp = ftos (p.maxstrafespeed);
\r
314 stuffcmd (p, "cl_sidespeed ");
\r
316 stuffcmd (p, "\n");
\r
319 float (entity Retriever, float AmmoType) TeamFortress_GetMaxAmmo =
\r
321 if ((AmmoType == 256))
\r
323 return (Retriever.maxammo_shells);
\r
327 if ((AmmoType == 512))
\r
329 return (Retriever.maxammo_nails);
\r
333 if ((AmmoType == 2048))
\r
335 return (Retriever.maxammo_cells);
\r
339 if ((AmmoType == 1024))
\r
341 return (Retriever.maxammo_rockets);
\r
345 if ((AmmoType == 4))
\r
347 return (Retriever.maxammo_medikit);
\r
351 if ((AmmoType == 131072))
\r
353 return (Retriever.maxammo_detpack);
\r
360 dprint ("Error in TeamFortress_GetMaxAmmo()\n");
\r
361 dprint ("Invalid ammo type passed.\n");
\r
365 void () TeamFortress_CheckClassStats =
\r
367 // Wazat - Implement your armor system here, eh?
\r
368 /* if ((self.armortype > self.armor_allowed))
\r
370 self.armortype = self.armor_allowed;
\r
372 if ((self.armorvalue > self.max_armor))
\r
374 self.armorvalue = self.max_armor;
\r
376 if ((self.armortype < 0))
\r
378 self.armortype = 0;
\r
380 if ((self.armorvalue < 0))
\r
382 self.armorvalue = 0;
\r
384 if ((self.ammo_shells > TeamFortress_GetMaxAmmo (self, 256)))
\r
386 self.ammo_shells = TeamFortress_GetMaxAmmo (self, 256);
\r
388 if ((self.ammo_shells < 0))
\r
390 self.ammo_shells = 0;
\r
392 if ((self.ammo_nails > TeamFortress_GetMaxAmmo (self, 512)))
\r
394 self.ammo_nails = TeamFortress_GetMaxAmmo (self, 512);
\r
396 if ((self.ammo_nails < 0))
\r
398 self.ammo_nails = 0;
\r
400 if ((self.ammo_rockets > (TeamFortress_GetMaxAmmo (self, 1024) * 3)))
\r
402 self.ammo_rockets = (TeamFortress_GetMaxAmmo (self, 1024) * 3);
\r
404 if ((self.ammo_rockets < 0))
\r
406 self.ammo_rockets = 0;
\r
408 if ((self.ammo_cells > TeamFortress_GetMaxAmmo (self, 2048)))
\r
410 self.ammo_cells = TeamFortress_GetMaxAmmo (self, 2048);
\r
412 if ((self.ammo_cells < 0))
\r
414 self.ammo_cells = 0;
\r
416 if ((self.ammo_medikit > TeamFortress_GetMaxAmmo (self, 4)))
\r
418 self.ammo_medikit = TeamFortress_GetMaxAmmo (self, 4);
\r
420 if ((self.ammo_medikit < 0))
\r
422 self.ammo_medikit = 0;
\r
424 if ((self.ammo_detpack > TeamFortress_GetMaxAmmo (self, 131072)))
\r
426 self.ammo_detpack = TeamFortress_GetMaxAmmo (self, 131072);
\r
428 if ((self.ammo_detpack < 0))
\r
430 self.ammo_detpack = 0;
\r
432 if ((self.no_grenades_1 < 0))
\r
434 self.no_grenades_1 = 0;
\r
436 if ((self.no_grenades_2 < 0))
\r
438 self.no_grenades_2 = 0;
\r
440 // NexTF uses auto-rot, so there's no need for this function.
\r
441 // if (((self.health > self.max_health) && !(self.items & 65536)))
\r
443 // TF_T_Damage (self, world, world, (self.max_health - self.health), 0, 256);
\r
445 if ((self.health < 0))
\r
447 T_Heal (self, (self.health - self.health), 0);
\r
449 self.items = (self.items - (self.items & ((8192 | 16384) | 32768)));
\r
450 if ((self.armortype >= 0.8))
\r
452 self.items = (self.items | 32768);
\r
456 if ((self.armortype >= 0.6))
\r
458 self.items = (self.items | 16384);
\r
462 if ((self.armortype >= 0.3))
\r
464 self.items = (self.items | 8192);
\r
468 weapon_action(self.weapon, WR_UPDATECOUNTS); // update ammo now
\r
471 // TF Get Score Frags
\r
472 float (float tno) TeamFortress_TeamGetScoreFrags =
\r
474 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
478 return (team1score);
\r
482 return (team2score);
\r
486 return (team3score);
\r
490 return (team4score);
\r
497 return (team1frags);
\r
501 return (team2frags);
\r
505 return (team3frags);
\r
509 return (team4frags);
\r
515 // TF Get Team Winner
\r
516 float () TeamFortress_TeamGetWinner =
\r
520 local float highest;
\r
521 local float highestteam;
\r
526 while ((i < (number_of_teams + 1)))
\r
528 j = TeamFortress_TeamGetScoreFrags (i);
\r
536 return (highestteam);
\r
539 // TF Score Increaser
\r
540 void (float tno, float scoretoadd) TeamFortress_TeamIncreaseScore =
\r
544 if (((tno == 0) || (scoretoadd == 0)))
\r
550 team1score = (team1score + scoretoadd);
\r
554 team2score = (team2score + scoretoadd);
\r
558 team3score = (team3score + scoretoadd);
\r
562 team4score = (team4score + scoretoadd);
\r
564 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
566 e = find (world, classname, "player");
\r
569 if ((e.team_no == tno))
\r
571 e.frags = TeamFortress_TeamGetScore (tno);
\r
573 e = find (e, classname, "player");
\r
578 // Returns Team Color Name (String)
\r
579 string (float tno) TeamFortress_TeamGetColorString =
\r
583 col = TeamFortress_TeamGetColor (tno);
\r
622 return ("DarkPurple");
\r
630 return ("DarkGreen");
\r
636 return ("DarkBlue");
\r
640 float (float tno) TeamFortress_TeamIsCivilian =
\r
646 if ((civilianteams & 1))
\r
655 if ((civilianteams & 2))
\r
664 if ((civilianteams & 4))
\r
671 if ((civilianteams & 8))
\r
682 // You use a different method of handling this tho Wazat?
\r
683 void () TeamFortress_ChangeClass;
\r
684 /*void () TeamFortress_ChangeClass =
\r
691 if ((self.playerclass != 0))
\r
693 if (((deathmatch != 3) && (cb_prematch_time < time)))
\r
697 if (TeamFortress_TeamIsCivilian (self.team_no))
\r
699 sprint (self, "You cannot change class.\n");
\r
702 if (!IsLegalClass ((self.impulse - 100)))
\r
704 sprint (self, "Your team cannot play that class.\n");
\r
705 TeamFortress_DisplayLegalClasses ();
\r
708 if (((spy_off == 1) && ((self.impulse - 100) == 8)))
\r
710 sprint (self, "The spy class has been disabled on the server by the administrator.\n");
\r
713 self.nextpc = (self.impulse - 100);
\r
714 sprint (self, "After dying, you will return as a ");
\r
715 TeamFortress_PrintClassName (self, self.nextpc, (self.tfstate & 8));
\r
716 self.immune_to_check = (time + 10);
\r
719 if ((teamplay && (self.team_no == 0)))
\r
721 if ((toggleflags & 64))
\r
723 if ((TeamFortress_TeamPutPlayerInTeam () == 0))
\r
730 sprint (self, "You must join a team first. \n");
\r
731 sprint (self, "use imin1, imin2, imin3, or imin4\n");
\r
735 if ((self.lives == 0))
\r
737 sprint (self, "You have no lives left.\n");
\r
740 if ((!IsLegalClass ((self.impulse - 100)) && (self.impulse != 1)))
\r
742 sprint (self, "You cannot play that playerclass on this map. \n");
\r
743 TeamFortress_DisplayLegalClasses ();
\r
746 if (((spy_off == 1) && ((self.impulse - 100) == 8)))
\r
748 sprint (self, "The spy class has been disabled on the server by the administrator.\n");
\r
751 if ((self.impulse != 1))
\r
753 self.playerclass = (self.impulse - 100);
\r
757 self.playerclass = 11;
\r
760 self.takedamage = 2;
\r
762 self.flags = (8 | 512);
\r
763 self.waterlevel = 0;
\r
764 self.air_finished = (time + 12);
\r
766 self.pausetime = 0;
\r
767 spot = SelectSpawnPoint ();
\r
768 self.origin = (spot.origin + '0 0 1');
\r
769 self.angles = spot.angles;
\r
771 setmodel (self, string_null);
\r
772 modelindex_null = self.modelindex;
\r
773 setmodel (self, "progs/eyes.mdl");
\r
774 modelindex_eyes = self.modelindex;
\r
775 setmodel (self, "progs/player.mdl");
\r
776 modelindex_player = self.modelindex;
\r
777 setsize (self, '-16 -16 -24', '16 16 32');
\r
778 self.view_ofs = '0 0 22';
\r
780 if ((deathmatch || coop))
\r
782 makevectors (self.angles);
\r
783 spawn_tfog ((self.origin + (v_forward * 20)));
\r
785 if ((self.playerclass == 10))
\r
787 sprint (self, "Random Playerclass.\n");
\r
788 self.tfstate = (self.tfstate | 8);
\r
789 self.playerclass = (1 + floor ((random () * (10 - 1))));
\r
791 if (((spot.classname == "info_player_teamspawn") && (cb_prematch_time < time)))
\r
793 if ((spot.items != 0))
\r
795 te = Finditem (spot.items);
\r
798 tfgoalitem_GiveToPlayer (te, self, self);
\r
800 if (!(spot.goal_activation & 1))
\r
807 CenterPrint (self, spot.message);
\r
808 if (!(spot.goal_activation & 2))
\r
810 spot.message = string_null;
\r
813 if ((spot.activate_goal_no != 0))
\r
815 te = Findgoal (spot.activate_goal_no);
\r
818 AttemptToActivate (te, self, spot);
\r
821 if ((spot.goal_effects == 1))
\r
823 spot.classname = "deadpoint";
\r
824 spot.team_str_home = string_null;
\r
825 spot.nextthink = (time + 1);
\r
826 spot.think = SUB_Remove;
\r
829 spot = find (world, classname, "player");
\r
832 if (((spot.team_no == self.team_no) && (spot != self)))
\r
834 sprint (spot, 2, self.netname);
\r
835 sprint (spot, 2, " is playing as a ");
\r
836 TeamFortress_PrintClassName (spot, self.playerclass, (self.tfstate & 8));
\r
838 spot = find (spot, classname, "player");
\r
840 TeamFortress_PrintClassName (self, self.playerclass, (self.tfstate & 8));
\r
841 TeamFortress_SetEquipment ();
\r
842 TeamFortress_SetHealth ();
\r
843 TeamFortress_SetSpeed (self);
\r
844 TeamFortress_SetSkin (self);
\r
847 sprint (self, "\n\nCEASE FIRE MODE\n");
\r
848 self.immune_to_check = (time + 10);
\r
849 self.tfstate = (self.tfstate | 65536);
\r
850 TeamFortress_SetSpeed (self);
\r
854 // Show what class each member of the team is -- NEEDS AN IMPULSE CALL FUNCTION
\r
855 void (entity Player) TeamFortress_TeamShowMemberClasses =
\r
861 e = find (world, classname, "player");
\r
864 if ((((e.team_no == Player.team_no) || (e.team_no == 0)) && (e != Player)))
\r
866 if ((e.model != string_null))
\r
871 sprint (self, "The other members of your team are:\n");
\r
873 sprint (Player, e.netname);
\r
874 sprint (Player, " : ");
\r
875 // TeamFortress_PrintClassName (Player, e.playerclass, (e.tfstate & 8));
\r
876 TeamFortress_PrintClassName (Player, e.class, (e.tfstate & 8));
\r
879 e = find (e, classname, "player");
\r
883 sprint (Player, "There are no other players on your team.\n");
\r
887 // Returns class name value
\r
888 string (float pc) TeamFortress_GetClassName =
\r
890 if ((pc == 1)) // Scout is class 1 (normal)
\r
898 return ("Sniper"); // Player Class 2 is Spy in NexTF -- no Snipers
\r
902 if ((pc == 4)) // Player Class 4 is soldier in NexTF
\r
904 return ("Soldier");
\r
908 if ((pc == 4.1)) // No DemoMan in NexTF
\r
910 return ("Demolitions Man");
\r
916 return ("Combat Medic"); // Medic is Class 16 in NexTF
\r
922 return ("Heavy Weapons Guy"); // No HWGuy in NexTF
\r
928 return ("Pyro"); // Pyro is class 8 in NexTF
\r
934 return ("Spy"); // Spy is class 2 in NexTF
\r
940 return ("Engineer"); // Engineer is class 32 in nextf
\r
944 if ((pc == 11)) // Wazat- we need to make civ class
\r
946 return ("Civilian");
\r
952 return ("Observer");
\r
956 if ((pc == 10)) // Wazat- we need to add "random class" feature
\r
958 return ("Random Playerclass");
\r
973 // Prints the classname using TeamFortress_GetClassName function
\r
974 void (entity Viewer, float pc, float rpc) TeamFortress_PrintClassName =
\r
978 st = TeamFortress_GetClassName (pc);
\r
979 sprint (Viewer, st);
\r
982 sprint (Viewer, " (Random)");
\r
984 sprint (Viewer, "\n");
\r
987 // Returns Team Color Value
\r
988 // This is causing crashes in bringit -- I will attempt to fix
\r
989 float (float tno) TeamFortress_TeamGetColor =
\r
1010 // Returns Team Score Value
\r
1011 float (float tno) TeamFortress_TeamGetScore =
\r
1015 return (team1score);
\r
1019 return (team2score);
\r
1023 return (team3score);
\r
1027 return (team4score);
\r
1033 float (float tno) TeamFortress_TeamGetLives =
\r
1037 return (team1lives);
\r
1041 return (team2lives);
\r
1045 return (team3lives);
\r
1049 return (team4lives);
\r
1054 // Show Team Scores
\r
1055 void (float all) TeamFortress_TeamShowScores =
\r
1064 while ((i <= number_of_teams))
\r
1066 if ((TeamFortress_TeamGetColor (i) > 0))
\r
1068 j = TeamFortress_TeamGetScore (i);
\r
1069 st = TeamFortress_TeamGetColorString (i);
\r
1086 while ((i <= number_of_teams))
\r
1088 if ((TeamFortress_TeamGetColor (i) > 0))
\r
1096 sprint (self, "Team ");
\r
1105 sprint (self, st);
\r
1113 sprint (self, " (");
\r
1115 st = TeamFortress_TeamGetColorString (i);
\r
1122 sprint (self, st);
\r
1130 sprint (self, ") : ");
\r
1132 j = TeamFortress_TeamGetScore (i);
\r
1140 sprint (self, st);
\r
1148 sprint (self, "\n");
\r
1155 // Get Number Of Players On Team
\r
1156 float (float tno) TeamFortress_TeamGetNoPlayers =
\r
1158 local float size_team;
\r
1159 local entity search;
\r
1161 search = find (world, classname, "player");
\r
1162 while ((search != world))
\r
1164 if ((search.team_no == tno))
\r
1166 size_team = (size_team + 1);
\r
1168 search = find (search, classname, "player");
\r
1170 return (size_team);
\r
1173 // Get general number of players
\r
1174 float () TeamFortress_GetNoPlayers =
\r
1177 local entity search;
\r
1179 search = find (world, classname, "player");
\r
1180 while ((search != world))
\r
1182 if ((search.netname != string_null))
\r
1184 nump = (nump + 1);
\r
1186 search = find (search, classname, "player");
\r
1191 // Get max players for a team
\r
1192 float (float tno) TeamFortress_TeamGetMaxPlayers =
\r
1196 return (team1maxplayers);
\r
1200 return (team2maxplayers);
\r
1204 return (team3maxplayers);
\r
1208 return (team4maxplayers);
\r
1213 // Set The Team Color
\r
1214 void (float tno) TeamFortress_TeamSetColor =
\r
1238 // Set The Team Number
\r
1239 float (float tno) TeamFortress_TeamSet =
\r
1244 if ((teamplay < 1))
\r
1246 sprint (self, "Teamplay is not On, so FortressTeams are inactive.\n");
\r
1249 if (((tno > number_of_teams) && (number_of_teams != 0)))
\r
1251 sprint (self, "There can be only ");
\r
1252 st = ftos (number_of_teams);
\r
1253 sprint (self, st);
\r
1254 sprint (self, " teams on this map.\nTry again\n");
\r
1257 if ((self.team_no > 0))
\r
1259 sprint (self, "You're already in Team No ");
\r
1260 st = ftos (self.team_no);
\r
1261 sprint (self, st);
\r
1262 sprint (self, ".\n");
\r
1265 tc = TeamFortress_TeamGetNoPlayers (tno);
\r
1266 if ((tc >= TeamFortress_TeamGetMaxPlayers (tno)))
\r
1268 sprint (self, "That team is full. Pick another.\n");
\r
1271 if ((TeamFortress_TeamGetColor (tno) == 0))
\r
1273 TeamFortress_TeamSetColor (tno);
\r
1274 if ((TeamFortress_TeamGetColor (tno) == 0))
\r
1276 sprint (self, "You can't start a new team with your color, since another ");
\r
1277 sprint (self, "already using that color. Change your pants color, then try again.\n");
\r
1280 bprint (self.netname);
\r
1281 bprint (" has started Team No ");
\r
1285 self.immune_to_check = (time + 10);
\r
1286 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
1288 self.frags = TeamFortress_TeamGetScore (tno);
\r
1290 stuffcmd (self, "color ");
\r
1291 tc = (TeamFortress_TeamGetColor (tno) - 1);
\r
1293 stuffcmd (self, st);
\r
1294 stuffcmd (self, "\n");
\r
1295 self.team_no = tno;
\r
1296 self.lives = TeamFortress_TeamGetLives (tno);
\r
1297 //if ((self.playerclass == 0))
\r
1298 if ((self.class == 0))
\r
1300 if (TeamFortress_TeamIsCivilian (self.team_no))
\r
1303 TeamFortress_ChangeClass ();
\r
1308 bprint (self.netname);
\r
1309 bprint (" has joined Team No ");
\r
1313 stuffcmd (self, "color ");
\r
1314 tc = (TeamFortress_TeamGetColor (tno) - 1);
\r
1316 stuffcmd (self, st);
\r
1317 stuffcmd (self, "\n");
\r
1318 self.team_no = tno;
\r
1319 self.immune_to_check = (time + 10);
\r
1320 self.lives = TeamFortress_TeamGetLives (tno);
\r
1321 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
1323 self.frags = TeamFortress_TeamGetScore (tno);
\r
1325 TeamFortress_TeamShowMemberClasses (self);
\r
1326 //if ((self.playerclass == 0))
\r
1327 if ((self.class == 0))
\r
1329 if (TeamFortress_TeamIsCivilian (self.team_no))
\r
1332 TeamFortress_ChangeClass ();
\r
1338 // Get team score (used in conjunction with autoteam..)
\r
1339 float (float tno) TeamFortress_GetRealScore =
\r
1342 local float total;
\r
1344 te = find (world, classname, "player");
\r
1347 if (te.team_no == tno)
\r
1349 total = total + te.real_frags;
\r
1351 te = find (te, classname, "player");
\r
1356 // Find best team for player (autoteam?)
\r
1357 float() TeamFortress_TeamPutPlayerInTeam =
\r
1361 local float score1;
\r
1362 local float score2;
\r
1364 local float lowest;
\r
1365 local float likely_team;
\r
1368 likely_team = random() * number_of_teams;
\r
1369 likely_team = ceil(likely_team);
\r
1370 if (likely_team == 0)
\r
1372 likely_team = number_of_teams;
\r
1376 while (i < number_of_teams + 1)
\r
1378 j = TeamFortress_TeamGetNoPlayers(i);
\r
1382 if (TeamFortress_TeamGetMaxPlayers(i) > j)
\r
1388 // pablo. fancier autoteam for even teams.
\r
1389 else if (j == lowest)
\r
1392 if (TeamFortress_TeamGetMaxPlayers(i) > j)
\r
1394 score1 = TeamFortress_GetRealScore(i);
\r
1395 score2 = TeamFortress_GetRealScore(likely_team);
\r
1397 if ( score1 < score2 )
\r
1401 else if (score1 == score2)
\r
1403 if (random() > 0.5)
\r
1413 return TeamFortress_TeamSet(likely_team);
\r
1416 // Remove item_tfgoal timers
\r
1417 void() TeamFortress_RemoveTimers =
\r
1420 // self.leg_damage = 0; // No Snipers
\r
1421 // self.is_undercover = 0; // I think this function is called in PlayerKill
\r
1422 // self.is_building = 0; // To Be Added ?
\r
1423 // self.building = world; // To Be Added ?
\r
1424 if (self.tfstate & 2048)
\r
1426 self.tfstate = self.tfstate - 2048;
\r
1427 TeamFortress_SetSpeed(self);
\r
1430 te = find(world, classname, "timer");
\r
1431 while (te != world)
\r
1433 if (te.owner == self)
\r
1436 te = find(world, classname, "timer");
\r
1440 te = find(te, classname, "timer");
\r
1443 te = find(world, classname, "item_tfgoal");
\r
1446 if (te.owner == self)
\r
1448 if (!(te.goal_activation & 256))
\r
1450 tfgoalitem_RemoveFromPlayer(te, self, 0);
\r
1452 if (CTF_Map == 1 && te.goal_no == 1)
\r
1454 bprint(self.netname);
\r
1455 bprint(" ÌÏÓÔ the ÂÌÕÅ flag!\n");
\r
1459 if (CTF_Map == 1 && te.goal_no == 2)
\r
1461 bprint(self.netname);
\r
1462 bprint(" ÌÏÓÔ the ÒÅÄ flag!\n");
\r
1466 te = find(te, classname, "item_tfgoal");
\r
1468 te = find(world, classname, "detpack");
\r
1471 if (te.weaponmode == 1 && te.enemy == self)
\r
1473 te.weaponmode = 0;
\r
1475 te = find(te, classname, "detpack");
\r
1477 // TeamFortress_DetonatePipebombs(); gold. this is the old code for removing pipebombs on quitting. new one written by pablo is below.
\r
1478 // NO PIPEBOMBS IN NEXTF
\r
1479 /* te = find(world, classname, "pipebomb");
\r
1480 while (te != world)
\r
1482 if(te.owner == self)
\r
1484 decrement_team_pipebombs(self.team_no);
\r
1485 deathmsg = te.weapon;
\r
1487 T_RadiusDamage(te, self, 120, world);
\r
1490 WriteCoord(4, te.origin_x);
\r
1491 WriteCoord(4, te.origin_y);
\r
1492 WriteCoord(4, te.origin_z);
\r
1493 multicast(te.origin, TF_FLARE_OFF);
\r
1496 te = find(te, classname, "pipebomb");
\r
1498 // stuffcmd(self, "v_idlescale 0\n");
\r
1499 // stuffcmd(self, "v_cshift 0 0 0 0\n");
\r
1500 // self.item_list = 0; // To Be Added?
\r
1501 // self.FlashTime = 0;
\r
1502 CenterPrint(self, "\n");
\r
1503 self.menu_count = 25; // Menu Stuff - important
\r
1504 self.current_menu = 1; ////
\r
1508 // TF's Become Explosion
\r
1509 void() BecomeExplosion =
\r
1515 void(string halias, float himpulse1, float himpulse2) TeamFortress_Alias =
\r
1518 stuffcmd(self, "alias ");
\r
1519 stuffcmd(self, halias);
\r
1520 stuffcmd(self, " \"impulse ");
\r
1521 imp = ftos(himpulse1);
\r
1522 stuffcmd(self, imp);
\r
1523 if (himpulse2 != 0)
\r
1525 stuffcmd(self, ";wait; impulse ");
\r
1526 imp = ftos(himpulse2);
\r
1527 stuffcmd(self, imp);
\r
1529 stuffcmd(self, "\"\n");
\r
1532 float (float tno) TeamFortress_TeamGetIllegalClasses =
\r
1536 return (illegalclasses1);
\r
1540 return (illegalclasses2);
\r
1544 return (illegalclasses3);
\r
1548 return (illegalclasses4);
\r
1553 // Check if legal class
\r
1554 float (float pc) IsLegalClass =
\r
1558 /* if (((spy_off == 1) && (pc == 8)))
\r
1629 if (((illegalclasses & bit) || (TeamFortress_TeamGetIllegalClasses (self.team_no) & bit)))
\r
1636 // Display legal classes for map
\r
1637 void () TeamFortress_DisplayLegalClasses =
\r
1639 local float gotone;
\r
1642 sprint (self, "Legal Classes for your team are:\n");
\r
1644 ill = TeamFortress_TeamGetIllegalClasses (self.team_no);
\r
1645 if ((!(illegalclasses & 1) && !(ill & 1)))
\r
1649 sprint (self, ", ");
\r
1652 sprint (self, "Scout");
\r
1654 if ((!(illegalclasses & 2) && !(ill & 2)))
\r
1658 sprint (self, ", ");
\r
1661 sprint (self, "Sniper");
\r
1663 if ((!(illegalclasses & 4) && !(ill & 4)))
\r
1667 sprint (self, ", ");
\r
1670 sprint (self, "Soldier");
\r
1672 if ((!(illegalclasses & 8) && !(ill & 8)))
\r
1676 sprint (self, ", ");
\r
1679 sprint (self, "Demolitions Man");
\r
1681 if ((!(illegalclasses & 16) && !(ill & 16)))
\r
1685 sprint (self, ", ");
\r
1688 sprint (self, "Combat Medic");
\r
1690 if ((!(illegalclasses & 32) && !(ill & 32)))
\r
1694 sprint (self, ", ");
\r
1697 sprint (self, "Heavy Weapons Guy");
\r
1699 if ((!(illegalclasses & 64) && !(ill & 64)))
\r
1703 sprint (self, ", ");
\r
1706 sprint (self, "Pyro");
\r
1708 if ((!(illegalclasses & 256) && !(ill & 256)))
\r
1712 sprint (self, ", ");
\r
1715 sprint (self, "Spy");
\r
1717 if ((!(illegalclasses & 512) && !(ill & 512)))
\r
1721 sprint (self, ", ");
\r
1724 sprint (self, "Engineer");
\r
1726 if ((!(illegalclasses & 128) && !(ill & 128)))
\r
1730 sprint (self, ", ");
\r
1733 sprint (self, "RandomPC");
\r
1735 sprint (self, "\n");
\r
1738 // TF class change/select function
\r
1739 void() TeamFortress_ChangeClass =
\r
1741 local entity spot;
\r
1746 self.impulse += 100; //temp
\r
1748 if (self.playerclass != 0)
\r
1750 // if (deathmatch != 3)
\r
1754 if (TeamFortress_TeamIsCivilian(self.team_no))
\r
1756 sprint(self, "You cannot change class.\n");
\r
1759 if (!IsLegalClass(self.impulse - 100))
\r
1761 sprint(self, "Your team cannot play that class.\n");
\r
1762 TeamFortress_DisplayLegalClasses();
\r
1765 /* tc = IsRestrictedClass(self.impulse - 100); // TBA ADD THIS FUNCTION
\r
1770 sprint(self, "That class is restricted to ");
\r
1773 sprint(self, " per team.\n");
\r
1777 sprint(self, "That class is disabled.\n");
\r
1781 self.nextpc = self.impulse - 100;
\r
1782 sprint(self, "After dying, you will return as a ");
\r
1783 TeamFortress_PrintClassName(self, self.nextpc, self.tfstate & 8);
\r
1784 self.immune_to_check = time + 10;
\r
1787 /*if (teamplay && self.team_no == 0) //handled in cmd function
\r
1789 if (toggleflags & 64)
\r
1791 if (TeamFortress_TeamPutPlayerInTeam() == 0)
\r
1798 sprint(self, "You must join a team first. \n");
\r
1799 sprint(self, "use imin1, imin2, imin3, or imin4\n");
\r
1803 if (self.lives == 0)
\r
1805 sprint(self, "You have no lives left.\n");
\r
1808 if (!IsLegalClass(self.impulse - 100) && self.impulse != 1)
\r
1810 sprint(self, "You cannot play that playerclass on this map. \n");
\r
1811 TeamFortress_DisplayLegalClasses();
\r
1815 /* tc = IsRestrictedClass(self.impulse - 100); // TBA
\r
1820 sprint(self, "That class is restricted to ");
\r
1823 sprint(self, " per team.\n");
\r
1827 sprint(self, "That class is disabled.\n");
\r
1831 if (self.impulse != 1)
\r
1833 self.playerclass = self.impulse - 100;
\r
1837 self.playerclass = 11;
\r
1839 if (self.playerclass == 10)
\r
1841 sprint(self, "Random Playerclass.\n");
\r
1842 self.tfstate = self.tfstate | 8;
\r
1843 /* tc = 1 + floor(random() * (10 - 1));
\r
1844 while (IsRestrictedClass(tc) != 0)
\r
1846 tc = 1 + floor(random() * (10 - 1));
\r
1848 // self.playerclass = tc;
\r
1849 self.playerclass = 10;
\r
1850 ChooseRandomClass();
\r
1852 //ftos(TeamFortress_TeamGetIllegalClasses (self.team_no) & bit)
\r
1854 PutClientInServer (); //temp
\r
1857 // XavioR's new TF reload function
\r
1858 void (float o, float m, void () g) weapon_thinkf;
\r
1859 void () Reload_Restore_Weapon =
\r
1861 if (self.owner.weaponentity.pos1 != '0 0 0')
\r
1863 self.owner.weaponentity.pos1 = '0 0 0';
\r
1864 self.owner.weaponentity.lip = PLAYER_WEAPONSELECTION_SPEED;
\r
1868 void (float rweapon, float amount) DoReload =
\r
1870 local float rtime;
\r
1872 if (self.reload_time > time)
\r
1877 weapon_action(self.weapon, WR_UPDATECOUNTS); // update ammo now
\r
1879 sprint(self, "Reloading...\n");
\r
1881 if (rweapon == 2) // CryLink (flak cannon)
\r
1883 rtime = (amount * .80);
\r
1884 self.clip_crylink = CLIP_MAX_CRYLINK;
\r
1886 if (rweapon == 3) // Rocket launcher
\r
1888 rtime = (amount * 1.30);
\r
1889 self.clip_rockets = 4;
\r
1891 if (rweapon == 4) // Pipe Grenade Launcher
\r
1893 rtime = (amount * 1.05);
\r
1894 self.clip_pipegrenades = 6;
\r
1896 if (rweapon == 5) // Building something... (senrtry gun, tesla, etc.)
\r
1901 self.weaponentity.pos1 = PLAYER_WEAPONSELECTION_RANGE;
\r
1902 self.weaponentity.lip = PLAYER_WEAPONSELECTION_SPEED;
\r
1904 newmis.owner = self;
\r
1905 newmis.think = Reload_Restore_Weapon;
\r
1906 newmis.nextthink = time + rtime;
\r
1908 self.reload_time = time + rtime;
\r
1911 // Xavior's self.playerclass to self.class conversion
\r
1912 string(string s1, ...) strcat;
\r
1913 void () Do_TFClass_Conversion =
\r
1918 if (self.respawn_as_new_class > 0)
\r
1920 self.playerclass = self.respawn_as_new_class;
\r
1921 self.respawn_as_new_class = 0;
\r
1925 if (self.playerclass == TF_CLASS_SCOUT) {
\r
1926 self.class = CLASS_SCOUT;
\r
1928 if (self.playerclass == TF_CLASS_SOLDIER) {
\r
1929 self.class = CLASS_SOLDIER;
\r
1930 cst = "soldier"; }
\r
1931 if (self.playerclass == TF_CLASS_MEDIC) {
\r
1932 self.class = CLASS_MEDIC;
\r
1934 if (self.playerclass == TF_CLASS_PYRO) {
\r
1935 self.class = CLASS_PYRO;
\r
1937 if (self.playerclass == TF_CLASS_SPY) {
\r
1938 self.class = CLASS_SPY;
\r
1940 if (self.playerclass == TF_CLASS_ENGINEER) {
\r
1941 self.class = CLASS_ENGINEER;
\r
1942 cst = "engineer"; }
\r
1943 if (self.playerclass == TF_CLASS_RANDOM || self.tfstate == self.tfstate | 8) {
\r
1944 cst = ChooseRandomClass(); }
\r
1945 // Note to self: add Random and Civilian
\r
1947 cl = GetPlayerClass();
\r
1949 if (!self.class == cl)
\r
1951 if (cst == "engineer")
\r
1953 self.playermodel = strcat("models/class/",cst,"_other.zym");
\r
1957 self.playermodel = strcat("models/class/",cst,"_mechanical.zym");
\r
1960 SetPlayerSpeed(self);
\r
1963 // XavioR's Random Class select
\r
1964 string () ChooseRandomClass =
\r
1966 local float choose;
\r
1971 choose = (1 + floor ((random () * (10 - 1))));
\r
1972 if (IsLegalClass(choose) && choose != TF_CLASS_SNIPER && choose != TF_CLASS_DEMOMAN && choose != TF_CLASS_HWGUY)
\r
1975 // sprint (self, ftos(choose));
\r
1976 // sprint (self, "\n");
\r
1977 if (choose == TF_CLASS_SCOUT) {
\r
1978 self.class = CLASS_SCOUT;
\r
1979 return ("scout"); }
\r
1980 if (choose == TF_CLASS_SOLDIER) {
\r
1981 self.class = CLASS_SOLDIER;
\r
1982 return ("soldier"); }
\r
1983 if (choose == TF_CLASS_PYRO) {
\r
1984 self.class = CLASS_PYRO;
\r
1985 return ("pyro"); }
\r
1986 if (choose == TF_CLASS_ENGINEER) {
\r
1987 self.class = CLASS_ENGINEER;
\r
1988 return ("engineer"); }
\r
1989 if (choose == TF_CLASS_MEDIC) {
\r
1990 self.class = CLASS_MEDIC;
\r
1991 return ("medic"); }
\r
1992 if (choose == TF_CLASS_SPY) {
\r
1993 self.class = CLASS_SPY;
\r
1999 // Nail projectile and blood
\r
2000 float current_yaw;
\r
2001 float (float fl) anglemod =
\r
2014 vector () wall_velocity =
\r
2018 vel = normalize (self.velocity);
\r
2019 vel = normalize (((vel + (v_up * (random () - 0.5))) + (v_right * (random () - 0.5))));
\r
2020 vel = (vel + (2 * trace_plane_normal));
\r
2021 vel = (vel * 200);
\r
2025 void (vector org, float damage) SpawnBlood =
\r
2027 particle (org, '0 0 0', 73, (damage * 2));
\r
2030 void (float damage) spawn_touchblood =
\r
2034 vel = (wall_velocity () * 0.2);
\r
2035 SpawnBlood ((self.origin + (vel * 0.01)), damage);
\r
2038 void () superspike_touch =
\r
2042 /* if (self.voided) // temp?
\r
2046 self.voided = 1;*/
\r
2047 if (other == self.owner)
\r
2051 if (other.solid == 1)
\r
2055 if (pointcontents (self.origin) == -6)
\r
2060 if (other.takedamage)
\r
2062 spawn_touchblood (18);
\r
2063 deathmsg = self.weapon;
\r
2064 if ((deathmsg == 9))
\r
2072 if (self.owner.classname == "grenade")
\r
2074 TF_T_Damage (other, self, self.owner.owner, ndmg, 2, 2);
\r
2078 TF_T_Damage (other, self, self.owner, ndmg, 2, 2);
\r
2083 WriteByte (0, 23);
\r
2085 WriteCoord (0, self.origin_x);
\r
2086 WriteCoord (0, self.origin_y);
\r
2087 WriteCoord (0, self.origin_z);
\r
2092 void () spike_touch =
\r
2096 if (other.solid == 1)
\r
2100 if (pointcontents (self.origin) == -6)
\r
2105 if (other.takedamage)
\r
2107 spawn_touchblood (9);
\r
2108 deathmsg = self.weapon;
\r
2109 if (self.owner.classname == "grenade")
\r
2111 TF_T_Damage (other, self, self.owner.owner, 9, 2, 2);
\r
2115 TF_T_Damage (other, self, self.owner, 9, 2, 2);
\r
2120 WriteByte (4, 23);
\r
2121 if ((self.classname == "wizspike"))
\r
2127 if ((self.classname == "knightspike"))
\r
2136 WriteCoord (4, self.origin_x);
\r
2137 WriteCoord (4, self.origin_y);
\r
2138 WriteCoord (4, self.origin_z);
\r
2143 void(vector org) te_gunshot;
\r
2144 float EF_ADDITIVE/* = 32*/;
\r
2145 void () ChangeModelTime =
\r
2148 setmodel (self.owner, self.classname);
\r
2152 void (entity ent, string st, float wait_time) soonmodel =
\r
2158 x.nextthink = time + wait_time;
\r
2159 x.think = ChangeModelTime;
\r
2164 void (vector vect_a, vector vect_b) launch_spike =
\r
2166 local entity e; // bullet trail
\r
2168 newmis = spawn ();
\r
2169 newmis.owner = self;
\r
2170 newmis.movetype = 9;
\r
2172 newmis.angles = vectoangles (vect_b);
\r
2173 newmis.touch = spike_touch;
\r
2174 newmis.weapon = 3;
\r
2175 newmis.classname = "spike";
\r
2176 newmis.think = SUB_Remove;
\r
2177 newmis.nextthink = (time + 3);
\r
2178 if (deathmsg != 9)
\r
2180 setmodel (newmis, "models/plasmatrail.mdl");
\r
2182 setsize (newmis, '0 0 0', '0 0 0');
\r
2183 setorigin (newmis, vect_a);
\r
2184 newmis.velocity = (vect_b * 2000);
\r
2188 e.movetype = MOVETYPE_FLY;
\r
2189 e.solid = SOLID_NOT;
\r
2190 e.think = SUB_Remove;
\r
2191 e.nextthink = time + vlen(trace_endpos - self.origin) / 6000;
\r
2192 e.velocity = vect_b * 4000;
\r
2193 e.angles = vectoangles (vect_b);
\r
2195 // soonmodel (e, "models/tracer.mdl", .1);
\r
2196 setmodel (e, "models/tracer.mdl");
\r
2197 setsize (e, '0 0 0', '0 0 0');
\r
2198 setorigin (e, vect_a);
\r
2199 e.effects = e.effects | EF_ADDITIVE;
\r
2202 // TF's Ammo-Updater
\r
2203 void () W_SetCurrentAmmo =
\r
2205 weapon_action(self.weapon, WR_UPDATECOUNTS);
\r
2209 void (float tno, entity ignore, string st) teamsprint =
\r
2217 te = find (world, classname, "player");
\r
2220 if (((te.team_no == tno) && (te != ignore)))
\r
2224 te = find (te, classname, "player");
\r
2229 void (entity pl, string s1, string s2) CenterPrint2 =
\r
2231 centerprint (pl, s1, s2);
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2232 pl.StatusRefreshTime = (time + 1.5);
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2235 // another ammo check caleld by the menu system. I dont know exactly what function this is for. - XavioR
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2236 void(entity p) bound_other_ammo =
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2238 if (p.ammo_shells > TeamFortress_GetMaxAmmo(p, 256))
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2240 p.ammo_shells = TeamFortress_GetMaxAmmo(p, 256);
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2242 if (p.ammo_nails > TeamFortress_GetMaxAmmo(p, 512))
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2244 p.ammo_nails = TeamFortress_GetMaxAmmo(p, 512);
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2246 if (p.ammo_rockets > TeamFortress_GetMaxAmmo(p, 1024))
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2248 p.ammo_rockets = TeamFortress_GetMaxAmmo(p, 1024);
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2250 if (p.ammo_cells > TeamFortress_GetMaxAmmo(p, 2048))
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2252 p.ammo_cells = TeamFortress_GetMaxAmmo(p, 2048);
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2254 /* if (p.ammo_medikit > p.maxammo_medikit) // addme
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2256 p.ammo_medikit = p.maxammo_medikit;
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2258 if (p.armorvalue > p.maxarmor)
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2260 p.armorvalue = p.max_armor;
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2262 if (p.no_grenades_1 > 4)
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2264 p.no_grenades_1 = 4;
\r
2266 if (p.no_grenades_2 > 4)
\r
2268 p.no_grenades_2 = 4;
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