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; //player has no gren3? Thought we should use this for the impulse 30/31 class specials
\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; // might implement this later -- this is used in the function that
\r
30 float team2advantage; //// displays messages like: "Team blah has an advantage of X players"
\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 // The following controls the team color of the player in-game, since DP can control color change
\r
41 // Note: If anyone ever wants to add a spy color disguise fucntion, here's the places
\r
42 void SV_ChangeTeam(float color)
\r
44 local float team_color;
\r
46 if (self.team_no == 1 && color != 13)
\r
48 // setcolor(self, 13); // used to use this for teams, ignore.
\r
49 team_color = TeamFortress_TeamGetColor(1) - 1;
\r
51 if (self.team_no == 2 && color != 4)
\r
53 // setcolor(self, 4,4);
\r
54 team_color = TeamFortress_TeamGetColor(2) - 1;
\r
56 if (self.team_no == 3 && color != 12)
\r
58 // setcolor(self, 12,12);
\r
59 team_color = TeamFortress_TeamGetColor(3) - 1;
\r
61 if (self.team_no == 4 && color != 11)
\r
63 // setcolor(self, 11,11);
\r
64 team_color = TeamFortress_TeamGetColor(4) - 1;
\r
66 setcolor(self, 16*team_color + team_color);
\r
70 void(entity targ, entity attacker) ClientObituary =
\r
72 ClientObituary(targ,attacker); // TEMP -- SOON I WILL ADD REAL DEATH MESSAGES
\r
75 void () DoTFAliases =
\r
77 TeamFortress_Alias("primeone", 150, TF_FLARE_LIT);
\r
78 TeamFortress_Alias("primetwo", 151, TF_FLARE_LIT);
\r
79 TeamFortress_Alias("throwgren", 152, TF_FLARE_LIT);
\r
80 TeamFortress_Alias("+gren1", 150, TF_FLARE_LIT);
\r
81 TeamFortress_Alias("+gren2", 151, TF_FLARE_LIT);
\r
82 TeamFortress_Alias("-gren1", 152, TF_FLARE_LIT);
\r
83 TeamFortress_Alias("-gren2", 152, TF_FLARE_LIT);
\r
84 TeamFortress_Alias("dropflag", DROP_FLAG_IMPULSE, TF_FLARE_LIT);
\r
85 TeamFortress_Alias("reload", RELOAD_IMPULSE, TF_FLARE_LIT);
\r
88 void (entity tempent) dremove =
\r
90 if ((tempent == world))
\r
92 dprint ("***BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG***\n");
\r
93 dprint ("WORLD has nearly been removed. Don't worry\n");
\r
94 dprint ("***BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG***\n");
\r
97 if ((tempent.is_removed == 1.000000))
\r
101 tempent.is_removed = 1.000000;
\r
105 entity (float gno) Findgoal =
\r
110 tg = find (world, classname, "info_tfgoal");
\r
113 if ((tg.goal_no == gno))
\r
117 tg = find (tg, classname, "info_tfgoal");
\r
119 dprint ("Could not find a goal with a goal_no of ");
\r
126 void(entity Goal, entity AP, entity ActivatingGoal) AttemptToActivate =
\r
129 if (Activated(Goal, AP))
\r
131 if (ActivatingGoal == Goal)
\r
133 DoResults(Goal, AP, TF_FLARE_OFF);
\r
137 if (ActivatingGoal != world)
\r
139 DoResults(Goal, AP, ActivatingGoal.goal_result & 2);
\r
143 DoResults(Goal, AP, TF_FLARE_LIT);
\r
149 if (Goal.else_goal != TF_FLARE_LIT)
\r
151 te = Findgoal(Goal.else_goal);
\r
154 AttemptToActivate(te, AP, ActivatingGoal);
\r
160 void (entity p) TeamFortress_SetSpeed =
\r
166 stuffcmd (p, "cl_movespeedkey 1\n");
\r
167 if ((p.tfstate & 65536))
\r
171 stuffcmd (p, "m_forward 0\n");
\r
172 stuffcmd (p, "m_side 0\n");
\r
174 p.velocity = '0 0 0';
\r
175 stuffcmd (p, "cl_backspeed 0\n");
\r
176 stuffcmd (p, "cl_forwardspeed 0\n");
\r
177 stuffcmd (p, "cl_sidespeed 0\n");
\r
184 stuffcmd (p, "m_forward 1\n");
\r
185 stuffcmd (p, "m_side 0.8\n");
\r
188 if ((p.class == 1)) //scout speed
\r
190 p.maxfbspeed = 450;
\r
191 p.maxstrafespeed = 450;
\r
195 if ((p.class == 2.1)) // No sniper in nextf
\r
197 p.maxfbspeed = 300;
\r
198 p.maxstrafespeed = 300;
\r
202 if ((p.class == 4)) //soldier speed
\r
204 p.maxfbspeed = 240;
\r
205 p.maxstrafespeed = 240;
\r
209 if ((p.class == 4.1)) // No demoman in nextf
\r
211 p.maxfbspeed = 280;
\r
212 p.maxstrafespeed = 280;
\r
216 if ((p.class == 16)) // Medic Speed
\r
218 p.maxfbspeed = 320;
\r
219 p.maxstrafespeed = 320;
\r
223 if ((p.class == 6.1)) // No HWGuy in nextf
\r
225 p.maxfbspeed = 230;
\r
226 p.maxstrafespeed = 230;
\r
230 if ((p.class == 8)) // Pyro Speed
\r
232 p.maxfbspeed = 300;
\r
233 p.maxstrafespeed = 300;
\r
237 if ((p.class == 11)) // Wazat -- We need a Civ class
\r
239 p.maxfbspeed = 240;
\r
240 p.maxstrafespeed = 240;
\r
244 if ((p.class == 2)) // Spy Speed
\r
246 p.maxfbspeed = 300;
\r
247 p.maxstrafespeed = 300;
\r
251 if ((p.class == 32)) // Engineer Speed
\r
253 p.maxfbspeed = 300;
\r
254 p.maxstrafespeed = 300;
\r
258 if ((p.class == 0)) // No class
\r
260 p.maxfbspeed = 320;
\r
261 p.maxstrafespeed = 320;
\r
275 te = find (world, classname, "item_tfgoal");
\r
276 while (((te != world) && (tf == 0)))
\r
278 if ((te.owner == p))
\r
280 if ((te.goal_activation & 2))
\r
283 p.maxfbspeed = (p.maxfbspeed / 2);
\r
284 p.maxstrafespeed = (p.maxstrafespeed / 2);
\r
287 te = find (te, classname, "item_tfgoal");
\r
289 if ((p.tfstate & 32768))
\r
291 p.maxfbspeed = (p.maxfbspeed / 2);
\r
292 p.maxstrafespeed = (p.maxstrafespeed / 2);
\r
294 /* if (p.leg_damage) // Railgun does leg damage :D -- check cl_physics.c
\r
296 if ((p.leg_damage > 6))
\r
300 p.maxfbspeed = (p.maxfbspeed * ((10 - p.leg_damage) / 10));
\r
301 p.maxstrafespeed = ((p.maxstrafespeed * (10 - p.leg_damage)) / 10);
\r
303 if ((p.tfstate & 2048))
\r
305 if ((p.maxfbspeed > 80))
\r
309 if ((p.maxstrafespeed > 80))
\r
311 p.maxstrafespeed = 80;
\r
314 sp = ftos (p.maxfbspeed);
\r
315 stuffcmd (p, "cl_backspeed ");
\r
317 stuffcmd (p, "\n");
\r
318 stuffcmd (p, "cl_forwardspeed ");
\r
320 stuffcmd (p, "\n");
\r
321 sp = ftos (p.maxstrafespeed);
\r
322 stuffcmd (p, "cl_sidespeed ");
\r
324 stuffcmd (p, "\n");
\r
327 float (entity Retriever, float AmmoType) TeamFortress_GetMaxAmmo =
\r
329 if ((AmmoType == 256))
\r
331 return (Retriever.maxammo_shells);
\r
335 if ((AmmoType == 512))
\r
337 return (Retriever.maxammo_nails);
\r
341 if ((AmmoType == 2048))
\r
343 return (Retriever.maxammo_cells);
\r
347 if ((AmmoType == 1024))
\r
349 return (Retriever.maxammo_rockets);
\r
353 if ((AmmoType == 4))
\r
355 return (Retriever.maxammo_medikit);
\r
359 if ((AmmoType == 131072))
\r
361 return (Retriever.maxammo_detpack);
\r
368 dprint ("Error in TeamFortress_GetMaxAmmo()\n");
\r
369 dprint ("Invalid ammo type passed.\n");
\r
373 void () TeamFortress_CheckClassStats =
\r
375 // Wazat - Implement your armor system here, eh?
\r
376 /* if ((self.armortype > self.armor_allowed))
\r
378 self.armortype = self.armor_allowed;
\r
380 if ((self.armorvalue > self.max_armor))
\r
382 self.armorvalue = self.max_armor;
\r
384 if ((self.armortype < 0))
\r
386 self.armortype = 0;
\r
388 if ((self.armorvalue < 0))
\r
390 self.armorvalue = 0;
\r
392 if ((self.ammo_shells > TeamFortress_GetMaxAmmo (self, 256)))
\r
394 self.ammo_shells = TeamFortress_GetMaxAmmo (self, 256);
\r
396 if ((self.ammo_shells < 0))
\r
398 self.ammo_shells = 0;
\r
400 if ((self.ammo_nails > TeamFortress_GetMaxAmmo (self, 512)))
\r
402 self.ammo_nails = TeamFortress_GetMaxAmmo (self, 512);
\r
404 if ((self.ammo_nails < 0))
\r
406 self.ammo_nails = 0;
\r
408 if ((self.ammo_rockets > (TeamFortress_GetMaxAmmo (self, 1024) * 3)))
\r
410 self.ammo_rockets = (TeamFortress_GetMaxAmmo (self, 1024) * 3);
\r
412 if ((self.ammo_rockets < 0))
\r
414 self.ammo_rockets = 0;
\r
416 if ((self.ammo_cells > TeamFortress_GetMaxAmmo (self, 2048)))
\r
418 self.ammo_cells = TeamFortress_GetMaxAmmo (self, 2048);
\r
420 if ((self.ammo_cells < 0))
\r
422 self.ammo_cells = 0;
\r
424 if ((self.ammo_medikit > TeamFortress_GetMaxAmmo (self, 4)))
\r
426 self.ammo_medikit = TeamFortress_GetMaxAmmo (self, 4);
\r
428 if ((self.ammo_medikit < 0))
\r
430 self.ammo_medikit = 0;
\r
432 if ((self.ammo_detpack > TeamFortress_GetMaxAmmo (self, 131072)))
\r
434 self.ammo_detpack = TeamFortress_GetMaxAmmo (self, 131072);
\r
436 if ((self.ammo_detpack < 0))
\r
438 self.ammo_detpack = 0;
\r
440 if ((self.no_grenades_1 < 0))
\r
442 self.no_grenades_1 = 0;
\r
444 if ((self.no_grenades_2 < 0))
\r
446 self.no_grenades_2 = 0;
\r
448 // NexTF uses auto-rot, so there's no need for this function.
\r
449 // if (((self.health > self.max_health) && !(self.items & 65536)))
\r
451 // TF_T_Damage (self, world, world, (self.max_health - self.health), 0, 256);
\r
453 if ((self.health < 0))
\r
455 T_Heal (self, (self.health - self.health), 0);
\r
457 self.items = (self.items - (self.items & ((8192 | 16384) | 32768)));
\r
458 if ((self.armortype >= 0.8))
\r
460 self.items = (self.items | 32768);
\r
464 if ((self.armortype >= 0.6))
\r
466 self.items = (self.items | 16384);
\r
470 if ((self.armortype >= 0.3))
\r
472 self.items = (self.items | 8192);
\r
476 weapon_action(self.weapon, WR_UPDATECOUNTS); // update ammo now
\r
479 // TF Get Score Frags
\r
480 float (float tno) TeamFortress_TeamGetScoreFrags =
\r
482 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
486 return (team1score);
\r
490 return (team2score);
\r
494 return (team3score);
\r
498 return (team4score);
\r
505 return (team1frags);
\r
509 return (team2frags);
\r
513 return (team3frags);
\r
517 return (team4frags);
\r
523 // TF Get Team Winner
\r
524 float () TeamFortress_TeamGetWinner =
\r
528 local float highest;
\r
529 local float highestteam;
\r
534 while ((i < (number_of_teams + 1)))
\r
536 j = TeamFortress_TeamGetScoreFrags (i);
\r
544 return (highestteam);
\r
547 // TF Score Increaser
\r
548 void (float tno, float scoretoadd) TeamFortress_TeamIncreaseScore =
\r
552 if (((tno == 0) || (scoretoadd == 0)))
\r
558 team1score = (team1score + scoretoadd);
\r
562 team2score = (team2score + scoretoadd);
\r
566 team3score = (team3score + scoretoadd);
\r
570 team4score = (team4score + scoretoadd);
\r
572 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
574 e = find (world, classname, "player");
\r
577 if ((e.team_no == tno))
\r
579 e.frags = TeamFortress_TeamGetScore (tno);
\r
581 e = find (e, classname, "player");
\r
586 // Returns Team Color Name (String)
\r
587 string (float tno) TeamFortress_TeamGetColorString =
\r
591 col = TeamFortress_TeamGetColor (tno);
\r
630 return ("DarkPurple");
\r
638 return ("DarkGreen");
\r
644 return ("DarkBlue");
\r
648 float (float tno) TeamFortress_TeamIsCivilian =
\r
652 if ((civilianteams & 1))
\r
661 if ((civilianteams & 2))
\r
670 if ((civilianteams & 4))
\r
677 if ((civilianteams & 8))
\r
688 // You use a different method of handling this tho Wazat?
\r
689 void () TeamFortress_ChangeClass;
\r
690 /*void () TeamFortress_ChangeClass =
\r
697 if ((self.playerclass != 0))
\r
699 if (((deathmatch != 3) && (cb_prematch_time < time)))
\r
703 if (TeamFortress_TeamIsCivilian (self.team_no))
\r
705 sprint (self, "You cannot change class.\n");
\r
708 if (!IsLegalClass ((self.impulse - 100)))
\r
710 sprint (self, "Your team cannot play that class.\n");
\r
711 TeamFortress_DisplayLegalClasses ();
\r
714 if (((spy_off == 1) && ((self.impulse - 100) == 8)))
\r
716 sprint (self, "The spy class has been disabled on the server by the administrator.\n");
\r
719 self.nextpc = (self.impulse - 100);
\r
720 sprint (self, "After dying, you will return as a ");
\r
721 TeamFortress_PrintClassName (self, self.nextpc, (self.tfstate & 8));
\r
722 self.immune_to_check = (time + 10);
\r
725 if ((teamplay && (self.team_no == 0)))
\r
727 if ((toggleflags & 64))
\r
729 if ((TeamFortress_TeamPutPlayerInTeam () == 0))
\r
736 sprint (self, "You must join a team first. \n");
\r
737 sprint (self, "use imin1, imin2, imin3, or imin4\n");
\r
741 if ((self.lives == 0))
\r
743 sprint (self, "You have no lives left.\n");
\r
746 if ((!IsLegalClass ((self.impulse - 100)) && (self.impulse != 1)))
\r
748 sprint (self, "You cannot play that playerclass on this map. \n");
\r
749 TeamFortress_DisplayLegalClasses ();
\r
752 if (((spy_off == 1) && ((self.impulse - 100) == 8)))
\r
754 sprint (self, "The spy class has been disabled on the server by the administrator.\n");
\r
757 if ((self.impulse != 1))
\r
759 self.playerclass = (self.impulse - 100);
\r
763 self.playerclass = 11;
\r
766 self.takedamage = 2;
\r
768 self.flags = (8 | 512);
\r
769 self.waterlevel = 0;
\r
770 self.air_finished = (time + 12);
\r
772 self.pausetime = 0;
\r
773 spot = SelectSpawnPoint ();
\r
774 self.origin = (spot.origin + '0 0 1');
\r
775 self.angles = spot.angles;
\r
777 setmodel (self, string_null);
\r
778 modelindex_null = self.modelindex;
\r
779 setmodel (self, "progs/eyes.mdl");
\r
780 modelindex_eyes = self.modelindex;
\r
781 setmodel (self, "progs/player.mdl");
\r
782 modelindex_player = self.modelindex;
\r
783 setsize (self, '-16 -16 -24', '16 16 32');
\r
784 self.view_ofs = '0 0 22';
\r
786 if ((deathmatch || coop))
\r
788 makevectors (self.angles);
\r
789 spawn_tfog ((self.origin + (v_forward * 20)));
\r
791 if ((self.playerclass == 10))
\r
793 sprint (self, "Random Playerclass.\n");
\r
794 self.tfstate = (self.tfstate | 8);
\r
795 self.playerclass = (1 + floor ((random () * (10 - 1))));
\r
797 if (((spot.classname == "info_player_teamspawn") && (cb_prematch_time < time)))
\r
799 if ((spot.items != 0))
\r
801 te = Finditem (spot.items);
\r
804 tfgoalitem_GiveToPlayer (te, self, self);
\r
806 if (!(spot.goal_activation & 1))
\r
813 CenterPrint (self, spot.message);
\r
814 if (!(spot.goal_activation & 2))
\r
816 spot.message = string_null;
\r
819 if ((spot.activate_goal_no != 0))
\r
821 te = Findgoal (spot.activate_goal_no);
\r
824 AttemptToActivate (te, self, spot);
\r
827 if ((spot.goal_effects == 1))
\r
829 spot.classname = "deadpoint";
\r
830 spot.team_str_home = string_null;
\r
831 spot.nextthink = (time + 1);
\r
832 spot.think = SUB_Remove;
\r
835 spot = find (world, classname, "player");
\r
838 if (((spot.team_no == self.team_no) && (spot != self)))
\r
840 sprint (spot, 2, self.netname);
\r
841 sprint (spot, 2, " is playing as a ");
\r
842 TeamFortress_PrintClassName (spot, self.playerclass, (self.tfstate & 8));
\r
844 spot = find (spot, classname, "player");
\r
846 TeamFortress_PrintClassName (self, self.playerclass, (self.tfstate & 8));
\r
847 TeamFortress_SetEquipment ();
\r
848 TeamFortress_SetHealth ();
\r
849 TeamFortress_SetSpeed (self);
\r
850 TeamFortress_SetSkin (self);
\r
853 sprint (self, "\n\nCEASE FIRE MODE\n");
\r
854 self.immune_to_check = (time + 10);
\r
855 self.tfstate = (self.tfstate | 65536);
\r
856 TeamFortress_SetSpeed (self);
\r
860 // Show what class each member of the team is -- NEEDS AN IMPULSE CALL FUNCTION
\r
861 void (entity Player) TeamFortress_TeamShowMemberClasses =
\r
867 e = find (world, classname, "player");
\r
870 if ((((e.team_no == Player.team_no) || (e.team_no == 0)) && (e != Player)))
\r
872 if ((e.model != string_null))
\r
877 sprint (self, "The other members of your team are:\n");
\r
879 sprint (Player, e.netname);
\r
880 sprint (Player, " : ");
\r
881 // TeamFortress_PrintClassName (Player, e.playerclass, (e.tfstate & 8));
\r
882 TeamFortress_PrintClassName (Player, e.class, (e.tfstate & 8));
\r
885 e = find (e, classname, "player");
\r
889 sprint (Player, "There are no other players on your team.\n");
\r
893 // Returns class name value
\r
894 string (float pc) TeamFortress_GetClassName =
\r
896 if ((pc == 1)) // Scout is class 1 (normal)
\r
904 return ("Sniper"); // Player Class 2 is Spy in NexTF -- no Snipers
\r
908 if ((pc == 4)) // Player Class 4 is soldier in NexTF
\r
910 return ("Soldier");
\r
914 if ((pc == 4.1)) // No DemoMan in NexTF
\r
916 return ("Demolitions Man");
\r
922 return ("Combat Medic"); // Medic is Class 16 in NexTF
\r
928 return ("Heavy Weapons Guy"); // No HWGuy in NexTF
\r
934 return ("Pyro"); // Pyro is class 8 in NexTF
\r
940 return ("Spy"); // Spy is class 2 in NexTF
\r
946 return ("Engineer"); // Engineer is class 32 in nextf
\r
950 if ((pc == 11)) // Wazat- we need to make civ class
\r
952 return ("Civilian");
\r
958 return ("Observer");
\r
962 if ((pc == 10)) // Wazat- we need to add "random class" feature
\r
964 return ("Random Playerclass");
\r
979 // Prints the classname using TeamFortress_GetClassName function
\r
980 void (entity Viewer, float pc, float rpc) TeamFortress_PrintClassName =
\r
984 st = TeamFortress_GetClassName (pc);
\r
985 sprint (Viewer, st);
\r
988 sprint (Viewer, " (Random)");
\r
990 sprint (Viewer, "\n");
\r
993 // Returns Team Color Value
\r
994 // note: this value is actually incorrect, the actual color values are the ones listed here
\r
996 float (float tno) TeamFortress_TeamGetColor =
\r
1017 // Returns Team Score Value
\r
1018 float (float tno) TeamFortress_TeamGetScore =
\r
1022 return (team1score);
\r
1026 return (team2score);
\r
1030 return (team3score);
\r
1034 return (team4score);
\r
1040 float (float tno) TeamFortress_TeamGetLives =
\r
1044 return (team1lives);
\r
1048 return (team2lives);
\r
1052 return (team3lives);
\r
1056 return (team4lives);
\r
1061 // Show Team Scores
\r
1062 void (float all) TeamFortress_TeamShowScores =
\r
1071 while ((i <= number_of_teams))
\r
1073 if ((TeamFortress_TeamGetColor (i) > 0))
\r
1075 j = TeamFortress_TeamGetScore (i);
\r
1076 st = TeamFortress_TeamGetColorString (i);
\r
1093 while ((i <= number_of_teams))
\r
1095 if ((TeamFortress_TeamGetColor (i) > 0))
\r
1103 sprint (self, "Team ");
\r
1112 sprint (self, st);
\r
1120 sprint (self, " (");
\r
1122 st = TeamFortress_TeamGetColorString (i);
\r
1129 sprint (self, st);
\r
1137 sprint (self, ") : ");
\r
1139 j = TeamFortress_TeamGetScore (i);
\r
1147 sprint (self, st);
\r
1155 sprint (self, "\n");
\r
1162 // Get Number Of Players On Team
\r
1163 float (float tno) TeamFortress_TeamGetNoPlayers =
\r
1165 local float size_team;
\r
1166 local entity search;
\r
1168 search = find (world, classname, "player");
\r
1169 while ((search != world))
\r
1171 if ((search.team_no == tno))
\r
1173 size_team = (size_team + 1);
\r
1175 search = find (search, classname, "player");
\r
1177 return (size_team);
\r
1180 // Get general number of players
\r
1181 float () TeamFortress_GetNoPlayers =
\r
1184 local entity search;
\r
1186 search = find (world, classname, "player");
\r
1187 while ((search != world))
\r
1189 if ((search.netname != string_null))
\r
1191 nump = (nump + 1);
\r
1193 search = find (search, classname, "player");
\r
1198 // Get max players for a team
\r
1199 float (float tno) TeamFortress_TeamGetMaxPlayers =
\r
1203 return (team1maxplayers);
\r
1207 return (team2maxplayers);
\r
1211 return (team3maxplayers);
\r
1215 return (team4maxplayers);
\r
1220 // Set The Team Color
\r
1221 void (float tno) TeamFortress_TeamSetColor =
\r
1245 // Set The Team Number
\r
1246 float (float tno) TeamFortress_TeamSet =
\r
1251 if ((teamplay < 1))
\r
1253 sprint (self, "Teamplay is not On, so FortressTeams are inactive.\n");
\r
1256 if (((tno > number_of_teams) && (number_of_teams != 0)))
\r
1258 sprint (self, "There can be only ");
\r
1259 st = ftos (number_of_teams);
\r
1260 sprint (self, st);
\r
1261 sprint (self, " teams on this map.\nTry again\n");
\r
1264 if ((self.team_no > 0))
\r
1266 sprint (self, "You're already in Team No ");
\r
1267 st = ftos (self.team_no);
\r
1268 sprint (self, st);
\r
1269 sprint (self, ".\n");
\r
1272 tc = TeamFortress_TeamGetNoPlayers (tno);
\r
1273 if ((tc >= TeamFortress_TeamGetMaxPlayers (tno)))
\r
1275 sprint (self, "That team is full. Pick another.\n");
\r
1278 if ((TeamFortress_TeamGetColor (tno) == 0))
\r
1280 TeamFortress_TeamSetColor (tno);
\r
1281 if ((TeamFortress_TeamGetColor (tno) == 0))
\r
1283 sprint (self, "You can't start a new team with your color, since another ");
\r
1284 sprint (self, "already using that color. Change your pants color, then try again.\n");
\r
1287 bprint (self.netname);
\r
1288 bprint (" has started Team No ");
\r
1292 self.immune_to_check = (time + 10);
\r
1293 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
1295 self.frags = TeamFortress_TeamGetScore (tno);
\r
1297 stuffcmd (self, "color ");
\r
1298 tc = (TeamFortress_TeamGetColor (tno) - 1);
\r
1300 stuffcmd (self, st);
\r
1301 stuffcmd (self, "\n");
\r
1302 self.team_no = tno;
\r
1303 self.lives = TeamFortress_TeamGetLives (tno);
\r
1304 //if ((self.class == 0))
\r
1305 if (self.playerclass == 0)
\r
1307 if (TeamFortress_TeamIsCivilian (self.team_no))
\r
1310 TeamFortress_ChangeClass ();
\r
1315 bprint (self.netname);
\r
1316 bprint (" has joined Team No ");
\r
1320 stuffcmd (self, "color ");
\r
1321 tc = (TeamFortress_TeamGetColor (tno) - 1);
\r
1323 stuffcmd (self, st);
\r
1324 stuffcmd (self, "\n");
\r
1325 self.team_no = tno;
\r
1326 self.immune_to_check = (time + 10);
\r
1327 self.lives = TeamFortress_TeamGetLives (tno);
\r
1328 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
1330 self.frags = TeamFortress_TeamGetScore (tno);
\r
1332 TeamFortress_TeamShowMemberClasses (self);
\r
1333 //if ((self.playerclass == 0))
\r
1334 if ((self.class == 0))
\r
1336 if (TeamFortress_TeamIsCivilian (self.team_no))
\r
1339 TeamFortress_ChangeClass ();
\r
1345 // Get team score (used in conjunction with autoteam..)
\r
1346 float (float tno) TeamFortress_GetRealScore =
\r
1349 local float total;
\r
1351 te = find (world, classname, "player");
\r
1354 if (te.team_no == tno)
\r
1356 total = total + te.real_frags;
\r
1358 te = find (te, classname, "player");
\r
1363 // Find best team for player (autoteam?)
\r
1364 float() TeamFortress_TeamPutPlayerInTeam =
\r
1368 local float score1;
\r
1369 local float score2;
\r
1371 local float lowest;
\r
1372 local float likely_team;
\r
1375 likely_team = random() * number_of_teams;
\r
1376 likely_team = ceil(likely_team);
\r
1377 if (likely_team == 0)
\r
1379 likely_team = number_of_teams;
\r
1383 while (i < number_of_teams + 1)
\r
1385 j = TeamFortress_TeamGetNoPlayers(i);
\r
1389 if (TeamFortress_TeamGetMaxPlayers(i) > j)
\r
1395 // pablo. fancier autoteam for even teams.
\r
1396 else if (j == lowest)
\r
1399 if (TeamFortress_TeamGetMaxPlayers(i) > j)
\r
1401 score1 = TeamFortress_GetRealScore(i);
\r
1402 score2 = TeamFortress_GetRealScore(likely_team);
\r
1404 if ( score1 < score2 )
\r
1408 else if (score1 == score2)
\r
1410 if (random() > 0.5)
\r
1420 return TeamFortress_TeamSet(likely_team);
\r
1423 // Remove item_tfgoal timers
\r
1424 void() TeamFortress_RemoveTimers =
\r
1427 // self.leg_damage = 0; // No Snipers
\r
1428 // self.is_undercover = 0; // I think this function is called in PlayerKill
\r
1429 // self.is_building = 0; // To Be Added ?
\r
1430 // self.building = world; // To Be Added ?
\r
1431 if (self.tfstate & 2048)
\r
1433 self.tfstate = self.tfstate - 2048;
\r
1434 TeamFortress_SetSpeed(self);
\r
1437 te = find(world, classname, "timer");
\r
1438 while (te != world)
\r
1440 if (te.owner == self)
\r
1443 te = find(world, classname, "timer");
\r
1447 te = find(te, classname, "timer");
\r
1450 te = find(world, classname, "item_tfgoal");
\r
1453 if (te.owner == self)
\r
1455 if (!(te.goal_activation & 256))
\r
1457 tfgoalitem_RemoveFromPlayer(te, self, 0);
\r
1459 if (CTF_Map == 1 && te.goal_no == 1)
\r
1461 bprint(self.netname);
\r
1462 bprint(" ÌÏÓÔ the ÂÌÕÅ flag!\n");
\r
1466 if (CTF_Map == 1 && te.goal_no == 2)
\r
1468 bprint(self.netname);
\r
1469 bprint(" ÌÏÓÔ the ÒÅÄ flag!\n");
\r
1473 te = find(te, classname, "item_tfgoal");
\r
1475 te = find(world, classname, "detpack");
\r
1478 if (te.weaponmode == 1 && te.enemy == self)
\r
1480 te.weaponmode = 0;
\r
1482 te = find(te, classname, "detpack");
\r
1484 // TeamFortress_DetonatePipebombs(); gold. this is the old code for removing pipebombs on quitting. new one written by pablo is below.
\r
1485 // NO PIPEBOMBS IN NEXTF
\r
1486 /* te = find(world, classname, "pipebomb");
\r
1487 while (te != world)
\r
1489 if(te.owner == self)
\r
1491 decrement_team_pipebombs(self.team_no);
\r
1492 deathmsg = te.weapon;
\r
1494 T_RadiusDamage(te, self, 120, world);
\r
1497 WriteCoord(4, te.origin_x);
\r
1498 WriteCoord(4, te.origin_y);
\r
1499 WriteCoord(4, te.origin_z);
\r
1500 multicast(te.origin, TF_FLARE_OFF);
\r
1503 te = find(te, classname, "pipebomb");
\r
1505 // stuffcmd(self, "v_idlescale 0\n");
\r
1506 // stuffcmd(self, "v_cshift 0 0 0 0\n");
\r
1507 // self.item_list = 0; // To Be Added?
\r
1508 // self.FlashTime = 0;
\r
1509 CenterPrint(self, "\n");
\r
1510 self.menu_count = 25; // Menu Stuff - important
\r
1511 self.current_menu = 1; ////
\r
1515 // TF's Become Explosion
\r
1516 void() BecomeExplosion =
\r
1522 void(string halias, float himpulse1, float himpulse2) TeamFortress_Alias =
\r
1525 stuffcmd(self, "alias ");
\r
1526 stuffcmd(self, halias);
\r
1527 stuffcmd(self, " \"impulse ");
\r
1528 imp = ftos(himpulse1);
\r
1529 stuffcmd(self, imp);
\r
1530 if (himpulse2 != 0)
\r
1532 stuffcmd(self, ";wait; impulse ");
\r
1533 imp = ftos(himpulse2);
\r
1534 stuffcmd(self, imp);
\r
1536 stuffcmd(self, "\"\n");
\r
1539 float (float tno) TeamFortress_TeamGetIllegalClasses =
\r
1543 return (illegalclasses1);
\r
1547 return (illegalclasses2);
\r
1551 return (illegalclasses3);
\r
1555 return (illegalclasses4);
\r
1560 // Check if legal class
\r
1561 float (float pc, float tno, entity chkr) Check_Class_Scout =
\r
1569 float (float pc, float tno, entity chkr) Check_Class_Soldier =
\r
1573 float (float pc) IsLegalClass =
\r
1577 // Team:Nexuiz class check
\r
1578 local entity findme;
\r
1579 local float yesorno;
\r
1581 findme = find (world,classname,"class_restrictions");
\r
1582 if (pc == TF_CLASS_SCOUT)
\r
1583 yesorno = Check_Class_Scout(pc, self.team_no, findme);
\r
1584 else if (pc == TF_CLASS_SOLDIER)
\r
1585 yesorno = Check_Class_Soldier(pc, self.team_no, findme);
\r
1588 /* if (((spy_off == 1) && (pc == 8)))
\r
1659 if (((illegalclasses & bit) || (TeamFortress_TeamGetIllegalClasses (self.team_no) & bit)))
\r
1666 // Display legal classes for map
\r
1667 void () TeamFortress_DisplayLegalClasses =
\r
1669 local float gotone;
\r
1672 sprint (self, "Legal Classes for your team are:\n");
\r
1674 ill = TeamFortress_TeamGetIllegalClasses (self.team_no);
\r
1675 if ((!(illegalclasses & 1) && !(ill & 1)))
\r
1679 sprint (self, ", ");
\r
1682 sprint (self, "Scout");
\r
1684 if ((!(illegalclasses & 2) && !(ill & 2)))
\r
1688 sprint (self, ", ");
\r
1691 sprint (self, "Sniper");
\r
1693 if ((!(illegalclasses & 4) && !(ill & 4)))
\r
1697 sprint (self, ", ");
\r
1700 sprint (self, "Soldier");
\r
1702 if ((!(illegalclasses & 8) && !(ill & 8)))
\r
1706 sprint (self, ", ");
\r
1709 sprint (self, "Demolitions Man");
\r
1711 if ((!(illegalclasses & 16) && !(ill & 16)))
\r
1715 sprint (self, ", ");
\r
1718 sprint (self, "Combat Medic");
\r
1720 if ((!(illegalclasses & 32) && !(ill & 32)))
\r
1724 sprint (self, ", ");
\r
1727 sprint (self, "Heavy Weapons Guy");
\r
1729 if ((!(illegalclasses & 64) && !(ill & 64)))
\r
1733 sprint (self, ", ");
\r
1736 sprint (self, "Pyro");
\r
1738 if ((!(illegalclasses & 256) && !(ill & 256)))
\r
1742 sprint (self, ", ");
\r
1745 sprint (self, "Spy");
\r
1747 if ((!(illegalclasses & 512) && !(ill & 512)))
\r
1751 sprint (self, ", ");
\r
1754 sprint (self, "Engineer");
\r
1756 if ((!(illegalclasses & 128) && !(ill & 128)))
\r
1760 sprint (self, ", ");
\r
1763 sprint (self, "RandomPC");
\r
1765 sprint (self, "\n");
\r
1768 // TF class change/select function
\r
1769 void() TeamFortress_ChangeClass =
\r
1771 // local float tc;
\r
1772 // local string st;
\r
1774 self.impulse += 100; //temp
\r
1776 if (self.playerclass != 0)
\r
1778 // if (deathmatch != 3)
\r
1782 if (TeamFortress_TeamIsCivilian(self.team_no))
\r
1784 sprint(self, "You cannot change class.\n");
\r
1787 if (!IsLegalClass(self.impulse - 100))
\r
1789 sprint(self, "Your team cannot play that class.\n");
\r
1790 TeamFortress_DisplayLegalClasses();
\r
1793 /* tc = IsRestrictedClass(self.impulse - 100); // TBA ADD THIS FUNCTION
\r
1794 if (tc != 0) // it's actually a megatf function
\r
1795 { // -- gonna need cvars for it
\r
1798 sprint(self, "That class is restricted to ");
\r
1801 sprint(self, " per team.\n");
\r
1805 sprint(self, "That class is disabled.\n");
\r
1809 self.nextpc = self.impulse - 100;
\r
1810 sprint(self, "After dying, you will return as a ");
\r
1811 TeamFortress_PrintClassName(self, self.nextpc, self.tfstate & 8);
\r
1812 self.immune_to_check = time + 10;
\r
1815 /*if (teamplay && self.team_no == 0) //handled in cmd function
\r
1817 if (toggleflags & 64)
\r
1819 if (TeamFortress_TeamPutPlayerInTeam() == 0)
\r
1826 sprint(self, "You must join a team first. \n");
\r
1827 sprint(self, "use imin1, imin2, imin3, or imin4\n");
\r
1831 if (self.lives == 0)
\r
1833 sprint(self, "You have no lives left.\n");
\r
1836 if (!IsLegalClass(self.impulse - 100) && self.impulse != 1)
\r
1838 sprint(self, "You cannot play that playerclass on this map. \n");
\r
1839 TeamFortress_DisplayLegalClasses();
\r
1843 /* tc = IsRestrictedClass(self.impulse - 100); // TBA
\r
1848 sprint(self, "That class is restricted to ");
\r
1851 sprint(self, " per team.\n");
\r
1855 sprint(self, "That class is disabled.\n");
\r
1859 if (self.impulse != 1 && !TeamFortress_TeamIsCivilian(self.team_no))
\r
1861 self.playerclass = self.impulse - 100;
\r
1865 self.playerclass = TF_CLASS_CIVILIAN;
\r
1867 if (self.playerclass == TF_CLASS_RANDOM)
\r
1869 sprint(self, "Random Playerclass.\n");
\r
1870 self.tfstate = self.tfstate | 8;
\r
1871 /* tc = 1 + floor(random() * (10 - 1));
\r
1872 while (IsRestrictedClass(tc) != 0)
\r
1874 tc = 1 + floor(random() * (10 - 1));
\r
1876 // self.playerclass = tc;
\r
1877 self.playerclass = 10;
\r
1878 ChooseRandomClass();
\r
1880 //ftos(TeamFortress_TeamGetIllegalClasses (self.team_no) & bit)
\r
1882 PutClientInServer (); //temp
\r
1885 // XavioR's new TF reload function
\r
1886 void (float o, float m, void () g) weapon_thinkf;
\r
1887 void () Reload_Restore_Weapon =
\r
1889 if (self.owner.weaponentity.pos1 != '0 0 0')
\r
1891 self.owner.weaponentity.pos1 = '0 0 0';
\r
1892 self.owner.weaponentity.lip = PLAYER_WEAPONSELECTION_SPEED;
\r
1896 void (float rweapon, float amount) DoReload =
\r
1898 local float rtime;
\r
1900 if (self.reload_time > time)
\r
1905 weapon_action(self.weapon, WR_UPDATECOUNTS); // update ammo now
\r
1907 sprint(self, "Reloading...\n");
\r
1909 if (rweapon == 1) // Pistol
\r
1911 rtime = (amount * .35);
\r
1912 self.clip_pistol = CLIP_MAX_PISTOL;
\r
1914 if (rweapon == 2) // CryLink (flak cannon)
\r
1916 rtime = (amount * .80);
\r
1917 self.clip_crylink = CLIP_MAX_CRYLINK;
\r
1919 if (rweapon == 3) // Rocket launcher
\r
1921 rtime = (amount * 1.30);
\r
1922 self.clip_rockets = 4;
\r
1924 if (rweapon == 4) // Pipe Grenade Launcher
\r
1926 rtime = (amount * 1.05);
\r
1927 self.clip_pipegrenades = 6;
\r
1929 if (rweapon == 5) // Building something... (senrtry gun, tesla, etc.)
\r
1934 self.weaponentity.pos1 = PLAYER_WEAPONSELECTION_RANGE;
\r
1935 self.weaponentity.lip = PLAYER_WEAPONSELECTION_SPEED;
\r
1937 newmis.owner = self;
\r
1938 newmis.think = Reload_Restore_Weapon;
\r
1939 newmis.nextthink = time + rtime;
\r
1941 self.reload_time = time + rtime;
\r
1944 // Xavior's self.playerclass to self.class conversion
\r
1945 string(string s1, ...) strcat;
\r
1946 void () Do_TFClass_Conversion =
\r
1951 if (self.respawn_as_new_class > 0)
\r
1953 self.playerclass = self.respawn_as_new_class;
\r
1954 self.respawn_as_new_class = 0;
\r
1958 if (self.playerclass == TF_CLASS_CIVILIAN) {
\r
1959 self.class = CLASS_CIVILIAN;
\r
1960 cst = "civilian"; }
\r
1961 if (self.playerclass == TF_CLASS_SCOUT) {
\r
1962 self.class = CLASS_SCOUT;
\r
1964 if (self.playerclass == TF_CLASS_SOLDIER) {
\r
1965 self.class = CLASS_SOLDIER;
\r
1966 cst = "soldier"; }
\r
1967 if (self.playerclass == TF_CLASS_MEDIC) {
\r
1968 self.class = CLASS_MEDIC;
\r
1970 if (self.playerclass == TF_CLASS_PYRO) {
\r
1971 self.class = CLASS_PYRO;
\r
1973 if (self.playerclass == TF_CLASS_SPY) {
\r
1974 self.class = CLASS_SPY;
\r
1976 if (self.playerclass == TF_CLASS_ENGINEER) {
\r
1977 self.class = CLASS_ENGINEER;
\r
1978 cst = "engineer"; }
\r
1979 if (self.playerclass == TF_CLASS_RANDOM || self.tfstate == self.tfstate | 8) {
\r
1980 cst = ChooseRandomClass(); }
\r
1981 // Note to self: add Random and Civilian
\r
1983 cl = GetPlayerClass();
\r
1985 if (!self.class == cl)
\r
1987 if (cst == "civilian")
\r
1989 self.playermodel = strcat("models/class/",cst,".zym");
\r
1991 else if (cst == "engineer")
\r
1993 self.playermodel = strcat("models/class/",cst,"_other.zym");
\r
1997 self.playermodel = strcat("models/class/",cst,"_mechanical.zym");
\r
2000 SetPlayerSpeed(self);
\r
2003 // XavioR's Random Class select
\r
2004 string () ChooseRandomClass =
\r
2006 local float choose;
\r
2011 choose = (1 + floor ((random () * (10 - 1))));
\r
2012 if (IsLegalClass(choose) && choose != TF_CLASS_SNIPER && choose != TF_CLASS_DEMOMAN && choose != TF_CLASS_HWGUY)
\r
2015 // sprint (self, ftos(choose));
\r
2016 // sprint (self, "\n");
\r
2017 if (choose == TF_CLASS_SCOUT) {
\r
2018 self.class = CLASS_SCOUT;
\r
2019 return ("scout"); }
\r
2020 if (choose == TF_CLASS_SOLDIER) {
\r
2021 self.class = CLASS_SOLDIER;
\r
2022 return ("soldier"); }
\r
2023 if (choose == TF_CLASS_PYRO) {
\r
2024 self.class = CLASS_PYRO;
\r
2025 return ("pyro"); }
\r
2026 if (choose == TF_CLASS_ENGINEER) {
\r
2027 self.class = CLASS_ENGINEER;
\r
2028 return ("engineer"); }
\r
2029 if (choose == TF_CLASS_MEDIC) {
\r
2030 self.class = CLASS_MEDIC;
\r
2031 return ("medic"); }
\r
2032 if (choose == TF_CLASS_SPY) {
\r
2033 self.class = CLASS_SPY;
\r
2039 // Nail projectile and blood
\r
2040 float current_yaw;
\r
2041 float (float fl) anglemod =
\r
2054 vector () wall_velocity =
\r
2058 vel = normalize (self.velocity);
\r
2059 vel = normalize (((vel + (v_up * (random () - 0.5))) + (v_right * (random () - 0.5))));
\r
2060 vel = (vel + (2 * trace_plane_normal));
\r
2061 vel = (vel * 200);
\r
2065 void (vector org, float damage) SpawnBlood =
\r
2067 particle (org, '0 0 0', 73, (damage * 2));
\r
2070 void (float damage) spawn_touchblood =
\r
2074 vel = (wall_velocity () * 0.2);
\r
2075 SpawnBlood ((self.origin + (vel * 0.01)), damage);
\r
2078 void () superspike_touch =
\r
2082 /* if (self.voided) // temp?
\r
2086 self.voided = 1;*/
\r
2087 if (other == self.owner)
\r
2091 if (other.solid == 1)
\r
2095 if (pointcontents (self.origin) == -6)
\r
2100 if (other.takedamage)
\r
2102 spawn_touchblood (18);
\r
2103 deathmsg = self.weapon;
\r
2104 if ((deathmsg == 9))
\r
2112 if (self.owner.classname == "grenade")
\r
2114 TF_T_Damage (other, self, self.owner.owner, ndmg, 2, 2);
\r
2118 TF_T_Damage (other, self, self.owner, ndmg, 2, 2);
\r
2123 WriteByte (0, 23);
\r
2125 WriteCoord (0, self.origin_x);
\r
2126 WriteCoord (0, self.origin_y);
\r
2127 WriteCoord (0, self.origin_z);
\r
2132 void () spike_touch =
\r
2134 if (other.solid == 1)
\r
2138 if (pointcontents (self.origin) == -6)
\r
2143 if (other.takedamage)
\r
2145 spawn_touchblood (9);
\r
2146 deathmsg = self.weapon;
\r
2147 if (self.owner.classname == "grenade")
\r
2149 TF_T_Damage (other, self, self.owner.owner, 9, 2, 2);
\r
2153 TF_T_Damage (other, self, self.owner, 9, 2, 2);
\r
2158 WriteByte (4, 23);
\r
2159 if ((self.classname == "wizspike"))
\r
2165 if ((self.classname == "knightspike"))
\r
2174 WriteCoord (4, self.origin_x);
\r
2175 WriteCoord (4, self.origin_y);
\r
2176 WriteCoord (4, self.origin_z);
\r
2181 void(vector org) te_gunshot;
\r
2182 float EF_ADDITIVE/* = 32*/;
\r
2183 void () ChangeModelTime =
\r
2186 setmodel (self.owner, self.classname);
\r
2190 void (entity ent, string st, float wait_time) soonmodel =
\r
2196 x.nextthink = time + wait_time;
\r
2197 x.think = ChangeModelTime;
\r
2202 void (vector vect_a, vector vect_b) launch_spike =
\r
2204 local entity e; // bullet trail
\r
2206 newmis = spawn ();
\r
2207 newmis.owner = self;
\r
2208 newmis.movetype = 9;
\r
2210 newmis.angles = vectoangles (vect_b);
\r
2211 newmis.touch = spike_touch;
\r
2212 newmis.weapon = 3;
\r
2213 newmis.classname = "spike";
\r
2214 newmis.think = SUB_Remove;
\r
2215 newmis.nextthink = (time + 3);
\r
2216 if (deathmsg != 9)
\r
2218 setmodel (newmis, "models/plasmatrail.mdl");
\r
2220 setsize (newmis, '0 0 0', '0 0 0');
\r
2221 setorigin (newmis, vect_a);
\r
2222 newmis.velocity = (vect_b * 2000);
\r
2226 e.movetype = MOVETYPE_FLY;
\r
2227 e.solid = SOLID_NOT;
\r
2228 e.think = SUB_Remove;
\r
2229 e.nextthink = time + vlen(trace_endpos - self.origin) / 6000;
\r
2230 e.velocity = vect_b * 4000;
\r
2231 e.angles = vectoangles (vect_b);
\r
2233 // soonmodel (e, "models/tracer.mdl", .1);
\r
2234 setmodel (e, "models/tracer.mdl");
\r
2235 setsize (e, '0 0 0', '0 0 0');
\r
2236 setorigin (e, vect_a);
\r
2237 e.effects = e.effects | EF_ADDITIVE;
\r
2240 // TF's Ammo-Updater
\r
2241 void () W_SetCurrentAmmo =
\r
2243 weapon_action(self.weapon, WR_UPDATECOUNTS);
\r
2247 void (float tno, entity ignore, string st) teamsprint =
\r
2255 te = find (world, classname, "player");
\r
2258 if (((te.team_no == tno) && (te != ignore)))
\r
2262 te = find (te, classname, "player");
\r
2267 void (entity pl, string s1, string s2) CenterPrint2 =
\r
2269 centerprint (pl, s1, s2);
\r
2270 pl.StatusRefreshTime = (time + 1.5);
\r
2273 // another ammo check caleld by the menu system. I dont know exactly what function this is for. - XavioR
\r
2274 void(entity p) bound_other_ammo =
\r
2276 if (p.ammo_shells > TeamFortress_GetMaxAmmo(p, 256))
\r
2278 p.ammo_shells = TeamFortress_GetMaxAmmo(p, 256);
\r
2280 if (p.ammo_nails > TeamFortress_GetMaxAmmo(p, 512))
\r
2282 p.ammo_nails = TeamFortress_GetMaxAmmo(p, 512);
\r
2284 if (p.ammo_rockets > TeamFortress_GetMaxAmmo(p, 1024))
\r
2286 p.ammo_rockets = TeamFortress_GetMaxAmmo(p, 1024);
\r
2288 if (p.ammo_cells > TeamFortress_GetMaxAmmo(p, 2048))
\r
2290 p.ammo_cells = TeamFortress_GetMaxAmmo(p, 2048);
\r
2292 /* if (p.ammo_medikit > p.maxammo_medikit) // addme
\r
2294 p.ammo_medikit = p.maxammo_medikit;
\r
2296 if (p.armorvalue > p.maxarmor)
\r
2298 p.armorvalue = p.max_armor;
\r
2300 if (p.no_grenades_1 > 4)
\r
2302 p.no_grenades_1 = 4;
\r
2304 if (p.no_grenades_2 > 4)
\r
2306 p.no_grenades_2 = 4;
\r
2310 // TF Drop Flag Function
\r
2311 void () tfgoalitem_dropthink;
\r
2312 void () item_tfgoal_touch;
\r
2313 void () DropFlag =
\r
2315 local entity Item;
\r
2320 te = find (world, classname, "item_tfgoal");
\r
2323 if (te.owner == self)
\r
2327 te = find (te, classname, "item_tfgoal");
\r
2330 if (Item == world)
\r
2332 sprint (self, "You don't have the flag.\n");
\r
2337 if (self.DropFlagDelay > time)
\r
2339 sprint (self, "Can't drop again for another ");
\r
2340 f = ceil(self.DropFlagDelay - time);
\r
2342 sprint (self, st);
\r
2343 sprint (self, " seconds.\n");
\r
2346 self.DropFlagDelay = time + 10;
\r
2349 // Flash of particles
\r
2352 WriteCoord(4, self.origin_x);
\r
2353 WriteCoord(4, self.origin_y);
\r
2354 WriteCoord(4, self.origin_z);
\r
2356 tfgoalitem_RemoveFromPlayer(Item, self, 2);
\r
2358 setorigin (Item, self.origin - '0 0 -24'); // - vf*(16));// - '0 0 15'); //Item.origin = self.origin + v_forward*56 + '0 0 8';
\r
2359 Item.velocity = '0 0 1'; //((vf * 150) + '0 0 150';
\r
2360 //gold. i didn't even have to change the origin, just the velocity. used to be '0 0 150'
\r
2361 Item.goal_state = 2;
\r
2362 Item.movetype = 6;
\r
2363 Item.solid = TF_FLARE_OFF;
\r
2364 setsize(Item, '-16 -16 0', '16 16 56');
\r
2365 if (Item.mdl != string_null)
\r
2367 setmodel(Item, Item.mdl);
\r
2369 Item.option5 = time + 2;
\r
2372 Item.nextthink = time + 5;
\r
2373 Item.think = tfgoalitem_dropthink;
\r
2374 Item.touch = item_tfgoal_touch;
\r
2377 void () TeamNexuiz_GunDown = //brings first-person gun model down
\r
2379 self.weaponentity.pos1 = PLAYER_WEAPONSELECTION_RANGE;
\r
2380 self.weaponentity.lip = PLAYER_WEAPONSELECTION_SPEED;
\r
2382 void () TeamNexuiz_GunUp = //brings first-person gun model up
\r
2384 if (self.weaponentity.pos1 != '0 0 0')
\r
2386 self.weaponentity.pos1 = '0 0 0';
\r
2387 self.weaponentity.lip = PLAYER_WEAPONSELECTION_SPEED;
\r
2391 void centerprint_multi_9 (entity print_to, string str1, string str2, string str3, string str4, string str5, string str6, string str7, string str8, string str9)
\r
2393 local string tmsg;
\r
2395 tmsg = strcat(str1, str2);
\r
2396 tmsg = strcat(tmsg, str3);
\r
2397 tmsg = strcat(tmsg, str4);
\r
2398 tmsg = strcat(tmsg, str5);
\r
2399 tmsg = strcat(tmsg, str6);
\r
2400 tmsg = strcat(tmsg, str7);
\r
2401 tmsg = strcat(tmsg, str8);
\r
2402 tmsg = strcat(tmsg, str9);
\r
2403 CenterPrint(print_to, tmsg);
\r