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
51 // stuffcmd(self, "color 4\n");
\r
56 void(entity targ, entity attacker) ClientObituary =
\r
58 ClientObituary(targ,attacker); // TEMP -- SOON I WILL ADD REAL DEATH MESSAGES
\r
61 void () DoTFAliases =
\r
63 TeamFortress_Alias("primeone", 150, TF_FLARE_LIT);
\r
64 TeamFortress_Alias("primetwo", 151, TF_FLARE_LIT);
\r
65 TeamFortress_Alias("throwgren", 152, TF_FLARE_LIT);
\r
66 TeamFortress_Alias("+gren1", 150, TF_FLARE_LIT);
\r
67 TeamFortress_Alias("+gren2", 151, TF_FLARE_LIT);
\r
68 TeamFortress_Alias("-gren1", 152, TF_FLARE_LIT);
\r
69 TeamFortress_Alias("-gren2", 152, TF_FLARE_LIT);
\r
72 void (entity tempent) dremove =
\r
74 if ((tempent == world))
\r
76 dprint ("***BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG***\n");
\r
77 dprint ("WORLD has nearly been removed. Don't worry\n");
\r
78 dprint ("***BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG***\n");
\r
81 if ((tempent.is_removed == 1.000000))
\r
85 tempent.is_removed = 1.000000;
\r
89 entity (float gno) Findgoal =
\r
94 tg = find (world, classname, "info_tfgoal");
\r
97 if ((tg.goal_no == gno))
\r
101 tg = find (tg, classname, "info_tfgoal");
\r
103 dprint ("Could not find a goal with a goal_no of ");
\r
110 void(entity Goal, entity AP, entity ActivatingGoal) AttemptToActivate =
\r
114 if (Activated(Goal, AP))
\r
116 if (ActivatingGoal == Goal)
\r
118 DoResults(Goal, AP, TF_FLARE_OFF);
\r
122 if (ActivatingGoal != world)
\r
124 DoResults(Goal, AP, ActivatingGoal.goal_result & 2);
\r
128 DoResults(Goal, AP, TF_FLARE_LIT);
\r
134 if (Goal.else_goal != TF_FLARE_LIT)
\r
136 te = Findgoal(Goal.else_goal);
\r
139 AttemptToActivate(te, AP, ActivatingGoal);
\r
145 void (entity p) TeamFortress_SetSpeed =
\r
151 stuffcmd (p, "cl_movespeedkey 1\n");
\r
152 if ((p.tfstate & 65536))
\r
156 stuffcmd (p, "m_forward 0\n");
\r
157 stuffcmd (p, "m_side 0\n");
\r
159 p.velocity = '0 0 0';
\r
160 stuffcmd (p, "cl_backspeed 0\n");
\r
161 stuffcmd (p, "cl_forwardspeed 0\n");
\r
162 stuffcmd (p, "cl_sidespeed 0\n");
\r
169 stuffcmd (p, "m_forward 1\n");
\r
170 stuffcmd (p, "m_side 0.8\n");
\r
173 if ((p.class == 1)) //scout speed
\r
175 p.maxfbspeed = 450;
\r
176 p.maxstrafespeed = 450;
\r
180 if ((p.class == 2.1)) // No sniper in nextf
\r
182 p.maxfbspeed = 300;
\r
183 p.maxstrafespeed = 300;
\r
187 if ((p.class == 4)) //soldier speed
\r
189 p.maxfbspeed = 240;
\r
190 p.maxstrafespeed = 240;
\r
194 if ((p.class == 4.1)) // No demoman in nextf
\r
196 p.maxfbspeed = 280;
\r
197 p.maxstrafespeed = 280;
\r
201 if ((p.class == 16)) // Medic Speed
\r
203 p.maxfbspeed = 320;
\r
204 p.maxstrafespeed = 320;
\r
208 if ((p.class == 6.1)) // No HWGuy in nextf
\r
210 p.maxfbspeed = 230;
\r
211 p.maxstrafespeed = 230;
\r
215 if ((p.class == 8)) // Pyro Speed
\r
217 p.maxfbspeed = 300;
\r
218 p.maxstrafespeed = 300;
\r
222 if ((p.class == 11)) // Wazat -- We need a Civ class
\r
224 p.maxfbspeed = 240;
\r
225 p.maxstrafespeed = 240;
\r
229 if ((p.class == 2)) // Spy Speed
\r
231 p.maxfbspeed = 300;
\r
232 p.maxstrafespeed = 300;
\r
236 if ((p.class == 32)) // Engineer Speed
\r
238 p.maxfbspeed = 300;
\r
239 p.maxstrafespeed = 300;
\r
243 if ((p.class == 0)) // No class
\r
245 p.maxfbspeed = 320;
\r
246 p.maxstrafespeed = 320;
\r
260 te = find (world, classname, "item_tfgoal");
\r
261 while (((te != world) && (tf == 0)))
\r
263 if ((te.owner == p))
\r
265 if ((te.goal_activation & 2))
\r
268 p.maxfbspeed = (p.maxfbspeed / 2);
\r
269 p.maxstrafespeed = (p.maxstrafespeed / 2);
\r
272 te = find (te, classname, "item_tfgoal");
\r
274 if ((p.tfstate & 32768))
\r
276 p.maxfbspeed = (p.maxfbspeed / 2);
\r
277 p.maxstrafespeed = (p.maxstrafespeed / 2);
\r
279 /* (p.leg_damage) // No leg damage if no snipers, eh?
\r
281 if ((p.leg_damage > 6))
\r
285 p.maxfbspeed = (p.maxfbspeed * ((10 - p.leg_damage) / 10));
\r
286 p.maxstrafespeed = ((p.maxstrafespeed * (10 - p.leg_damage)) / 10);
\r
288 if ((p.tfstate & 2048))
\r
290 if ((p.maxfbspeed > 80))
\r
294 if ((p.maxstrafespeed > 80))
\r
296 p.maxstrafespeed = 80;
\r
299 sp = ftos (p.maxfbspeed);
\r
300 stuffcmd (p, "cl_backspeed ");
\r
302 stuffcmd (p, "\n");
\r
303 stuffcmd (p, "cl_forwardspeed ");
\r
305 stuffcmd (p, "\n");
\r
306 sp = ftos (p.maxstrafespeed);
\r
307 stuffcmd (p, "cl_sidespeed ");
\r
309 stuffcmd (p, "\n");
\r
312 float (entity Retriever, float AmmoType) TeamFortress_GetMaxAmmo =
\r
314 if ((AmmoType == 256))
\r
316 return (Retriever.maxammo_shells);
\r
320 if ((AmmoType == 512))
\r
322 return (Retriever.maxammo_nails);
\r
326 if ((AmmoType == 2048))
\r
328 return (Retriever.maxammo_cells);
\r
332 if ((AmmoType == 1024))
\r
334 return (Retriever.maxammo_rockets);
\r
338 if ((AmmoType == 4))
\r
340 return (Retriever.maxammo_medikit);
\r
344 if ((AmmoType == 131072))
\r
346 return (Retriever.maxammo_detpack);
\r
353 dprint ("Error in TeamFortress_GetMaxAmmo()\n");
\r
354 dprint ("Invalid ammo type passed.\n");
\r
358 void () TeamFortress_CheckClassStats =
\r
360 // Wazat - Implement your armor system here, eh?
\r
361 /* if ((self.armortype > self.armor_allowed))
\r
363 self.armortype = self.armor_allowed;
\r
365 if ((self.armorvalue > self.max_armor))
\r
367 self.armorvalue = self.max_armor;
\r
369 if ((self.armortype < 0))
\r
371 self.armortype = 0;
\r
373 if ((self.armorvalue < 0))
\r
375 self.armorvalue = 0;
\r
377 if ((self.ammo_shells > TeamFortress_GetMaxAmmo (self, 256)))
\r
379 self.ammo_shells = TeamFortress_GetMaxAmmo (self, 256);
\r
381 if ((self.ammo_shells < 0))
\r
383 self.ammo_shells = 0;
\r
385 if ((self.ammo_nails > TeamFortress_GetMaxAmmo (self, 512)))
\r
387 self.ammo_nails = TeamFortress_GetMaxAmmo (self, 512);
\r
389 if ((self.ammo_nails < 0))
\r
391 self.ammo_nails = 0;
\r
393 if ((self.ammo_rockets > (TeamFortress_GetMaxAmmo (self, 1024) * 3)))
\r
395 self.ammo_rockets = (TeamFortress_GetMaxAmmo (self, 1024) * 3);
\r
397 if ((self.ammo_rockets < 0))
\r
399 self.ammo_rockets = 0;
\r
401 if ((self.ammo_cells > TeamFortress_GetMaxAmmo (self, 2048)))
\r
403 self.ammo_cells = TeamFortress_GetMaxAmmo (self, 2048);
\r
405 if ((self.ammo_cells < 0))
\r
407 self.ammo_cells = 0;
\r
409 if ((self.ammo_medikit > TeamFortress_GetMaxAmmo (self, 4)))
\r
411 self.ammo_medikit = TeamFortress_GetMaxAmmo (self, 4);
\r
413 if ((self.ammo_medikit < 0))
\r
415 self.ammo_medikit = 0;
\r
417 if ((self.ammo_detpack > TeamFortress_GetMaxAmmo (self, 131072)))
\r
419 self.ammo_detpack = TeamFortress_GetMaxAmmo (self, 131072);
\r
421 if ((self.ammo_detpack < 0))
\r
423 self.ammo_detpack = 0;
\r
425 if ((self.no_grenades_1 < 0))
\r
427 self.no_grenades_1 = 0;
\r
429 if ((self.no_grenades_2 < 0))
\r
431 self.no_grenades_2 = 0;
\r
433 // NexTF uses auto-rot, so there's no need for this function.
\r
434 // if (((self.health > self.max_health) && !(self.items & 65536)))
\r
436 // TF_T_Damage (self, world, world, (self.max_health - self.health), 0, 256);
\r
438 if ((self.health < 0))
\r
440 T_Heal (self, (self.health - self.health), 0);
\r
442 self.items = (self.items - (self.items & ((8192 | 16384) | 32768)));
\r
443 if ((self.armortype >= 0.8))
\r
445 self.items = (self.items | 32768);
\r
449 if ((self.armortype >= 0.6))
\r
451 self.items = (self.items | 16384);
\r
455 if ((self.armortype >= 0.3))
\r
457 self.items = (self.items | 8192);
\r
461 weapon_action(self.weapon, WR_UPDATECOUNTS); // update ammo now
\r
464 // TF Get Score Frags
\r
465 float (float tno) TeamFortress_TeamGetScoreFrags =
\r
467 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
471 return (team1score);
\r
475 return (team2score);
\r
479 return (team3score);
\r
483 return (team4score);
\r
490 return (team1frags);
\r
494 return (team2frags);
\r
498 return (team3frags);
\r
502 return (team4frags);
\r
508 // TF Get Team Winner
\r
509 float () TeamFortress_TeamGetWinner =
\r
513 local float highest;
\r
514 local float highestteam;
\r
519 while ((i < (number_of_teams + 1)))
\r
521 j = TeamFortress_TeamGetScoreFrags (i);
\r
529 return (highestteam);
\r
532 // TF Score Increaser
\r
533 void (float tno, float scoretoadd) TeamFortress_TeamIncreaseScore =
\r
537 if (((tno == 0) || (scoretoadd == 0)))
\r
543 team1score = (team1score + scoretoadd);
\r
547 team2score = (team2score + scoretoadd);
\r
551 team3score = (team3score + scoretoadd);
\r
555 team4score = (team4score + scoretoadd);
\r
557 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
559 e = find (world, classname, "player");
\r
562 if ((e.team_no == tno))
\r
564 e.frags = TeamFortress_TeamGetScore (tno);
\r
566 e = find (e, classname, "player");
\r
571 // Returns Team Color Name (String)
\r
572 string (float tno) TeamFortress_TeamGetColorString =
\r
576 col = TeamFortress_TeamGetColor (tno);
\r
615 return ("DarkPurple");
\r
623 return ("DarkGreen");
\r
629 return ("DarkBlue");
\r
633 float (float tno) TeamFortress_TeamIsCivilian =
\r
639 if ((civilianteams & 1))
\r
648 if ((civilianteams & 2))
\r
657 if ((civilianteams & 4))
\r
664 if ((civilianteams & 8))
\r
675 // You use a different method of handling this tho Wazat?
\r
676 void () TeamFortress_ChangeClass;
\r
677 /*void () TeamFortress_ChangeClass =
\r
684 if ((self.playerclass != 0))
\r
686 if (((deathmatch != 3) && (cb_prematch_time < time)))
\r
690 if (TeamFortress_TeamIsCivilian (self.team_no))
\r
692 sprint (self, "You cannot change class.\n");
\r
695 if (!IsLegalClass ((self.impulse - 100)))
\r
697 sprint (self, "Your team cannot play that class.\n");
\r
698 TeamFortress_DisplayLegalClasses ();
\r
701 if (((spy_off == 1) && ((self.impulse - 100) == 8)))
\r
703 sprint (self, "The spy class has been disabled on the server by the administrator.\n");
\r
706 self.nextpc = (self.impulse - 100);
\r
707 sprint (self, "After dying, you will return as a ");
\r
708 TeamFortress_PrintClassName (self, self.nextpc, (self.tfstate & 8));
\r
709 self.immune_to_check = (time + 10);
\r
712 if ((teamplay && (self.team_no == 0)))
\r
714 if ((toggleflags & 64))
\r
716 if ((TeamFortress_TeamPutPlayerInTeam () == 0))
\r
723 sprint (self, "You must join a team first. \n");
\r
724 sprint (self, "use imin1, imin2, imin3, or imin4\n");
\r
728 if ((self.lives == 0))
\r
730 sprint (self, "You have no lives left.\n");
\r
733 if ((!IsLegalClass ((self.impulse - 100)) && (self.impulse != 1)))
\r
735 sprint (self, "You cannot play that playerclass on this map. \n");
\r
736 TeamFortress_DisplayLegalClasses ();
\r
739 if (((spy_off == 1) && ((self.impulse - 100) == 8)))
\r
741 sprint (self, "The spy class has been disabled on the server by the administrator.\n");
\r
744 if ((self.impulse != 1))
\r
746 self.playerclass = (self.impulse - 100);
\r
750 self.playerclass = 11;
\r
753 self.takedamage = 2;
\r
755 self.flags = (8 | 512);
\r
756 self.waterlevel = 0;
\r
757 self.air_finished = (time + 12);
\r
759 self.pausetime = 0;
\r
760 spot = SelectSpawnPoint ();
\r
761 self.origin = (spot.origin + '0 0 1');
\r
762 self.angles = spot.angles;
\r
764 setmodel (self, string_null);
\r
765 modelindex_null = self.modelindex;
\r
766 setmodel (self, "progs/eyes.mdl");
\r
767 modelindex_eyes = self.modelindex;
\r
768 setmodel (self, "progs/player.mdl");
\r
769 modelindex_player = self.modelindex;
\r
770 setsize (self, '-16 -16 -24', '16 16 32');
\r
771 self.view_ofs = '0 0 22';
\r
773 if ((deathmatch || coop))
\r
775 makevectors (self.angles);
\r
776 spawn_tfog ((self.origin + (v_forward * 20)));
\r
778 if ((self.playerclass == 10))
\r
780 sprint (self, "Random Playerclass.\n");
\r
781 self.tfstate = (self.tfstate | 8);
\r
782 self.playerclass = (1 + floor ((random () * (10 - 1))));
\r
784 if (((spot.classname == "info_player_teamspawn") && (cb_prematch_time < time)))
\r
786 if ((spot.items != 0))
\r
788 te = Finditem (spot.items);
\r
791 tfgoalitem_GiveToPlayer (te, self, self);
\r
793 if (!(spot.goal_activation & 1))
\r
800 CenterPrint (self, spot.message);
\r
801 if (!(spot.goal_activation & 2))
\r
803 spot.message = string_null;
\r
806 if ((spot.activate_goal_no != 0))
\r
808 te = Findgoal (spot.activate_goal_no);
\r
811 AttemptToActivate (te, self, spot);
\r
814 if ((spot.goal_effects == 1))
\r
816 spot.classname = "deadpoint";
\r
817 spot.team_str_home = string_null;
\r
818 spot.nextthink = (time + 1);
\r
819 spot.think = SUB_Remove;
\r
822 spot = find (world, classname, "player");
\r
825 if (((spot.team_no == self.team_no) && (spot != self)))
\r
827 sprint (spot, 2, self.netname);
\r
828 sprint (spot, 2, " is playing as a ");
\r
829 TeamFortress_PrintClassName (spot, self.playerclass, (self.tfstate & 8));
\r
831 spot = find (spot, classname, "player");
\r
833 TeamFortress_PrintClassName (self, self.playerclass, (self.tfstate & 8));
\r
834 TeamFortress_SetEquipment ();
\r
835 TeamFortress_SetHealth ();
\r
836 TeamFortress_SetSpeed (self);
\r
837 TeamFortress_SetSkin (self);
\r
840 sprint (self, "\n\nCEASE FIRE MODE\n");
\r
841 self.immune_to_check = (time + 10);
\r
842 self.tfstate = (self.tfstate | 65536);
\r
843 TeamFortress_SetSpeed (self);
\r
847 // Show what class each member of the team is -- NEEDS AN IMPULSE CALL FUNCTION
\r
848 void (entity Player) TeamFortress_TeamShowMemberClasses =
\r
854 e = find (world, classname, "player");
\r
857 if ((((e.team_no == Player.team_no) || (e.team_no == 0)) && (e != Player)))
\r
859 if ((e.model != string_null))
\r
864 sprint (self, "The other members of your team are:\n");
\r
866 sprint (Player, e.netname);
\r
867 sprint (Player, " : ");
\r
868 // TeamFortress_PrintClassName (Player, e.playerclass, (e.tfstate & 8));
\r
869 TeamFortress_PrintClassName (Player, e.class, (e.tfstate & 8));
\r
872 e = find (e, classname, "player");
\r
876 sprint (Player, "There are no other players on your team.\n");
\r
880 // Returns class name value
\r
881 string (float pc) TeamFortress_GetClassName =
\r
883 if ((pc == 1)) // Scout is class 1 (normal)
\r
891 return ("Sniper"); // Player Class 2 is Spy in NexTF -- no Snipers
\r
895 if ((pc == 4)) // Player Class 4 is soldier in NexTF
\r
897 return ("Soldier");
\r
901 if ((pc == 4.1)) // No DemoMan in NexTF
\r
903 return ("Demolitions Man");
\r
909 return ("Combat Medic"); // Medic is Class 16 in NexTF
\r
915 return ("Heavy Weapons Guy"); // No HWGuy in NexTF
\r
921 return ("Pyro"); // Pyro is class 8 in NexTF
\r
927 return ("Spy"); // Spy is class 2 in NexTF
\r
933 return ("Engineer"); // Engineer is class 32 in nextf
\r
937 if ((pc == 11)) // Wazat- we need to make civ class
\r
939 return ("Civilian");
\r
945 return ("Observer");
\r
949 if ((pc == 10)) // Wazat- we need to add "random class" feature
\r
951 return ("Random Playerclass");
\r
966 // Prints the classname using TeamFortress_GetClassName function
\r
967 void (entity Viewer, float pc, float rpc) TeamFortress_PrintClassName =
\r
971 st = TeamFortress_GetClassName (pc);
\r
972 sprint (Viewer, st);
\r
975 sprint (Viewer, " (Random)");
\r
977 sprint (Viewer, "\n");
\r
980 // Returns Team Color Value
\r
981 // This is causing crashes in bringit -- I will attempt to fix
\r
982 float (float tno) TeamFortress_TeamGetColor =
\r
1003 // Returns Team Score Value
\r
1004 float (float tno) TeamFortress_TeamGetScore =
\r
1008 return (team1score);
\r
1012 return (team2score);
\r
1016 return (team3score);
\r
1020 return (team4score);
\r
1026 float (float tno) TeamFortress_TeamGetLives =
\r
1030 return (team1lives);
\r
1034 return (team2lives);
\r
1038 return (team3lives);
\r
1042 return (team4lives);
\r
1047 // Show Team Scores
\r
1048 void (float all) TeamFortress_TeamShowScores =
\r
1057 while ((i <= number_of_teams))
\r
1059 if ((TeamFortress_TeamGetColor (i) > 0))
\r
1061 j = TeamFortress_TeamGetScore (i);
\r
1062 st = TeamFortress_TeamGetColorString (i);
\r
1079 while ((i <= number_of_teams))
\r
1081 if ((TeamFortress_TeamGetColor (i) > 0))
\r
1089 sprint (self, "Team ");
\r
1098 sprint (self, st);
\r
1106 sprint (self, " (");
\r
1108 st = TeamFortress_TeamGetColorString (i);
\r
1115 sprint (self, st);
\r
1123 sprint (self, ") : ");
\r
1125 j = TeamFortress_TeamGetScore (i);
\r
1133 sprint (self, st);
\r
1141 sprint (self, "\n");
\r
1148 // Get Number Of Players On Team
\r
1149 float (float tno) TeamFortress_TeamGetNoPlayers =
\r
1151 local float size_team;
\r
1152 local entity search;
\r
1154 search = find (world, classname, "player");
\r
1155 while ((search != world))
\r
1157 if ((search.team_no == tno))
\r
1159 size_team = (size_team + 1);
\r
1161 search = find (search, classname, "player");
\r
1163 return (size_team);
\r
1166 // Get general number of players
\r
1167 float () TeamFortress_GetNoPlayers =
\r
1170 local entity search;
\r
1172 search = find (world, classname, "player");
\r
1173 while ((search != world))
\r
1175 if ((search.netname != string_null))
\r
1177 nump = (nump + 1);
\r
1179 search = find (search, classname, "player");
\r
1184 // Get max players for a team
\r
1185 float (float tno) TeamFortress_TeamGetMaxPlayers =
\r
1189 return (team1maxplayers);
\r
1193 return (team2maxplayers);
\r
1197 return (team3maxplayers);
\r
1201 return (team4maxplayers);
\r
1206 // Set The Team Color
\r
1207 void (float tno) TeamFortress_TeamSetColor =
\r
1231 // Set The Team Number
\r
1232 float (float tno) TeamFortress_TeamSet =
\r
1237 if ((teamplay < 1))
\r
1239 sprint (self, "Teamplay is not On, so FortressTeams are inactive.\n");
\r
1242 if (((tno > number_of_teams) && (number_of_teams != 0)))
\r
1244 sprint (self, "There can be only ");
\r
1245 st = ftos (number_of_teams);
\r
1246 sprint (self, st);
\r
1247 sprint (self, " teams on this map.\nTry again\n");
\r
1250 if ((self.team_no > 0))
\r
1252 sprint (self, "You're already in Team No ");
\r
1253 st = ftos (self.team_no);
\r
1254 sprint (self, st);
\r
1255 sprint (self, ".\n");
\r
1258 tc = TeamFortress_TeamGetNoPlayers (tno);
\r
1259 if ((tc >= TeamFortress_TeamGetMaxPlayers (tno)))
\r
1261 sprint (self, "That team is full. Pick another.\n");
\r
1264 if ((TeamFortress_TeamGetColor (tno) == 0))
\r
1266 TeamFortress_TeamSetColor (tno);
\r
1267 if ((TeamFortress_TeamGetColor (tno) == 0))
\r
1269 sprint (self, "You can't start a new team with your color, since another ");
\r
1270 sprint (self, "already using that color. Change your pants color, then try again.\n");
\r
1273 bprint (self.netname);
\r
1274 bprint (" has started Team No ");
\r
1278 self.immune_to_check = (time + 10);
\r
1279 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
1281 self.frags = TeamFortress_TeamGetScore (tno);
\r
1283 stuffcmd (self, "color ");
\r
1284 tc = (TeamFortress_TeamGetColor (tno) - 1);
\r
1286 stuffcmd (self, st);
\r
1287 stuffcmd (self, "\n");
\r
1288 self.team_no = tno;
\r
1289 self.lives = TeamFortress_TeamGetLives (tno);
\r
1290 //if ((self.playerclass == 0))
\r
1291 if ((self.class == 0))
\r
1293 if (TeamFortress_TeamIsCivilian (self.team_no))
\r
1296 TeamFortress_ChangeClass ();
\r
1301 bprint (self.netname);
\r
1302 bprint (" has joined Team No ");
\r
1306 stuffcmd (self, "color ");
\r
1307 tc = (TeamFortress_TeamGetColor (tno) - 1);
\r
1309 stuffcmd (self, st);
\r
1310 stuffcmd (self, "\n");
\r
1311 self.team_no = tno;
\r
1312 self.immune_to_check = (time + 10);
\r
1313 self.lives = TeamFortress_TeamGetLives (tno);
\r
1314 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
1316 self.frags = TeamFortress_TeamGetScore (tno);
\r
1318 TeamFortress_TeamShowMemberClasses (self);
\r
1319 //if ((self.playerclass == 0))
\r
1320 if ((self.class == 0))
\r
1322 if (TeamFortress_TeamIsCivilian (self.team_no))
\r
1325 TeamFortress_ChangeClass ();
\r
1331 // Get team score (used in conjunction with autoteam..)
\r
1332 float (float tno) TeamFortress_GetRealScore =
\r
1335 local float total;
\r
1337 te = find (world, classname, "player");
\r
1340 if (te.team_no == tno)
\r
1342 total = total + te.real_frags;
\r
1344 te = find (te, classname, "player");
\r
1349 // Find best team for player (autoteam?)
\r
1350 float() TeamFortress_TeamPutPlayerInTeam =
\r
1354 local float score1;
\r
1355 local float score2;
\r
1357 local float lowest;
\r
1358 local float likely_team;
\r
1361 likely_team = random() * number_of_teams;
\r
1362 likely_team = ceil(likely_team);
\r
1363 if (likely_team == 0)
\r
1365 likely_team = number_of_teams;
\r
1369 while (i < number_of_teams + 1)
\r
1371 j = TeamFortress_TeamGetNoPlayers(i);
\r
1375 if (TeamFortress_TeamGetMaxPlayers(i) > j)
\r
1381 // pablo. fancier autoteam for even teams.
\r
1382 else if (j == lowest)
\r
1385 if (TeamFortress_TeamGetMaxPlayers(i) > j)
\r
1387 score1 = TeamFortress_GetRealScore(i);
\r
1388 score2 = TeamFortress_GetRealScore(likely_team);
\r
1390 if ( score1 < score2 )
\r
1394 else if (score1 == score2)
\r
1396 if (random() > 0.5)
\r
1406 return TeamFortress_TeamSet(likely_team);
\r
1409 // Remove item_tfgoal timers
\r
1410 void() TeamFortress_RemoveTimers =
\r
1413 // self.leg_damage = 0; // No Snipers
\r
1414 // self.is_undercover = 0; // I think this function is called in PlayerKill
\r
1415 // self.is_building = 0; // To Be Added ?
\r
1416 // self.building = world; // To Be Added ?
\r
1417 if (self.tfstate & 2048)
\r
1419 self.tfstate = self.tfstate - 2048;
\r
1420 TeamFortress_SetSpeed(self);
\r
1423 te = find(world, classname, "timer");
\r
1424 while (te != world)
\r
1426 if (te.owner == self)
\r
1429 te = find(world, classname, "timer");
\r
1433 te = find(te, classname, "timer");
\r
1436 te = find(world, classname, "item_tfgoal");
\r
1439 if (te.owner == self)
\r
1441 if (!(te.goal_activation & 256))
\r
1443 tfgoalitem_RemoveFromPlayer(te, self, 0);
\r
1445 if (CTF_Map == 1 && te.goal_no == 1)
\r
1447 bprint(self.netname);
\r
1448 bprint(" ÌÏÓÔ the ÂÌÕÅ flag!\n");
\r
1452 if (CTF_Map == 1 && te.goal_no == 2)
\r
1454 bprint(self.netname);
\r
1455 bprint(" ÌÏÓÔ the ÒÅÄ flag!\n");
\r
1459 te = find(te, classname, "item_tfgoal");
\r
1461 te = find(world, classname, "detpack");
\r
1464 if (te.weaponmode == 1 && te.enemy == self)
\r
1466 te.weaponmode = 0;
\r
1468 te = find(te, classname, "detpack");
\r
1470 // TeamFortress_DetonatePipebombs(); gold. this is the old code for removing pipebombs on quitting. new one written by pablo is below.
\r
1471 // NO PIPEBOMBS IN NEXTF
\r
1472 /* te = find(world, classname, "pipebomb");
\r
1473 while (te != world)
\r
1475 if(te.owner == self)
\r
1477 decrement_team_pipebombs(self.team_no);
\r
1478 deathmsg = te.weapon;
\r
1480 T_RadiusDamage(te, self, 120, world);
\r
1483 WriteCoord(4, te.origin_x);
\r
1484 WriteCoord(4, te.origin_y);
\r
1485 WriteCoord(4, te.origin_z);
\r
1486 multicast(te.origin, TF_FLARE_OFF);
\r
1489 te = find(te, classname, "pipebomb");
\r
1491 // stuffcmd(self, "v_idlescale 0\n");
\r
1492 // stuffcmd(self, "v_cshift 0 0 0 0\n");
\r
1493 // self.item_list = 0; // To Be Added?
\r
1494 // self.FlashTime = 0;
\r
1495 CenterPrint(self, "\n");
\r
1496 self.menu_count = 25; // Menu Stuff - important
\r
1497 self.current_menu = 1; ////
\r
1501 // TF's Become Explosion
\r
1502 void() BecomeExplosion =
\r
1508 void(string halias, float himpulse1, float himpulse2) TeamFortress_Alias =
\r
1511 stuffcmd(self, "alias ");
\r
1512 stuffcmd(self, halias);
\r
1513 stuffcmd(self, " \"impulse ");
\r
1514 imp = ftos(himpulse1);
\r
1515 stuffcmd(self, imp);
\r
1516 if (himpulse2 != 0)
\r
1518 stuffcmd(self, ";wait; impulse ");
\r
1519 imp = ftos(himpulse2);
\r
1520 stuffcmd(self, imp);
\r
1522 stuffcmd(self, "\"\n");
\r
1525 float (float tno) TeamFortress_TeamGetIllegalClasses =
\r
1529 return (illegalclasses1);
\r
1533 return (illegalclasses2);
\r
1537 return (illegalclasses3);
\r
1541 return (illegalclasses4);
\r
1546 // Check if legal class
\r
1547 float (float pc) IsLegalClass =
\r
1551 /* if (((spy_off == 1) && (pc == 8)))
\r
1622 if (((illegalclasses & bit) || (TeamFortress_TeamGetIllegalClasses (self.team_no) & bit)))
\r
1629 // Display legal classes for map
\r
1630 void () TeamFortress_DisplayLegalClasses =
\r
1632 local float gotone;
\r
1635 sprint (self, "Legal Classes for your team are:\n");
\r
1637 ill = TeamFortress_TeamGetIllegalClasses (self.team_no);
\r
1638 if ((!(illegalclasses & 1) && !(ill & 1)))
\r
1642 sprint (self, ", ");
\r
1645 sprint (self, "Scout");
\r
1647 if ((!(illegalclasses & 2) && !(ill & 2)))
\r
1651 sprint (self, ", ");
\r
1654 sprint (self, "Sniper");
\r
1656 if ((!(illegalclasses & 4) && !(ill & 4)))
\r
1660 sprint (self, ", ");
\r
1663 sprint (self, "Soldier");
\r
1665 if ((!(illegalclasses & 8) && !(ill & 8)))
\r
1669 sprint (self, ", ");
\r
1672 sprint (self, "Demolitions Man");
\r
1674 if ((!(illegalclasses & 16) && !(ill & 16)))
\r
1678 sprint (self, ", ");
\r
1681 sprint (self, "Combat Medic");
\r
1683 if ((!(illegalclasses & 32) && !(ill & 32)))
\r
1687 sprint (self, ", ");
\r
1690 sprint (self, "Heavy Weapons Guy");
\r
1692 if ((!(illegalclasses & 64) && !(ill & 64)))
\r
1696 sprint (self, ", ");
\r
1699 sprint (self, "Pyro");
\r
1701 if ((!(illegalclasses & 256) && !(ill & 256)))
\r
1705 sprint (self, ", ");
\r
1708 sprint (self, "Spy");
\r
1710 if ((!(illegalclasses & 512) && !(ill & 512)))
\r
1714 sprint (self, ", ");
\r
1717 sprint (self, "Engineer");
\r
1719 if ((!(illegalclasses & 128) && !(ill & 128)))
\r
1723 sprint (self, ", ");
\r
1726 sprint (self, "RandomPC");
\r
1728 sprint (self, "\n");
\r
1731 // TF class change/select function
\r
1732 void() TeamFortress_ChangeClass =
\r
1734 local entity spot;
\r
1739 self.impulse += 100; //temp
\r
1741 if (self.playerclass != 0)
\r
1743 // if (deathmatch != 3)
\r
1747 if (TeamFortress_TeamIsCivilian(self.team_no))
\r
1749 sprint(self, "You cannot change class.\n");
\r
1752 if (!IsLegalClass(self.impulse - 100))
\r
1754 sprint(self, "Your team cannot play that class.\n");
\r
1755 TeamFortress_DisplayLegalClasses();
\r
1758 /* tc = IsRestrictedClass(self.impulse - 100); // TBA ADD THIS FUNCTION
\r
1763 sprint(self, "That class is restricted to ");
\r
1766 sprint(self, " per team.\n");
\r
1770 sprint(self, "That class is disabled.\n");
\r
1774 self.nextpc = self.impulse - 100;
\r
1775 sprint(self, "After dying, you will return as a ");
\r
1776 TeamFortress_PrintClassName(self, self.nextpc, self.tfstate & 8);
\r
1777 self.immune_to_check = time + 10;
\r
1780 /*if (teamplay && self.team_no == 0) //handled in cmd function
\r
1782 if (toggleflags & 64)
\r
1784 if (TeamFortress_TeamPutPlayerInTeam() == 0)
\r
1791 sprint(self, "You must join a team first. \n");
\r
1792 sprint(self, "use imin1, imin2, imin3, or imin4\n");
\r
1796 if (self.lives == 0)
\r
1798 sprint(self, "You have no lives left.\n");
\r
1801 if (!IsLegalClass(self.impulse - 100) && self.impulse != 1)
\r
1803 sprint(self, "You cannot play that playerclass on this map. \n");
\r
1804 TeamFortress_DisplayLegalClasses();
\r
1808 /* tc = IsRestrictedClass(self.impulse - 100); // TBA
\r
1813 sprint(self, "That class is restricted to ");
\r
1816 sprint(self, " per team.\n");
\r
1820 sprint(self, "That class is disabled.\n");
\r
1824 if (self.impulse != 1)
\r
1826 self.playerclass = self.impulse - 100;
\r
1830 self.playerclass = 11;
\r
1832 if (self.playerclass == 10)
\r
1834 sprint(self, "Random Playerclass.\n");
\r
1835 self.tfstate = self.tfstate | 8;
\r
1836 /* tc = 1 + floor(random() * (10 - 1));
\r
1837 while (IsRestrictedClass(tc) != 0)
\r
1839 tc = 1 + floor(random() * (10 - 1));
\r
1841 // self.playerclass = tc;
\r
1842 self.playerclass = 10;
\r
1843 ChooseRandomClass();
\r
1845 //ftos(TeamFortress_TeamGetIllegalClasses (self.team_no) & bit)
\r
1847 PutClientInServer (); //temp
\r
1850 // XavioR's new TF reload function
\r
1851 void (float o, float m, void () g) weapon_thinkf;
\r
1852 void () Reload_Restore_Weapon =
\r
1854 self.owner.weaponentity.pos1 = '0 0 0';
\r
1855 self.owner.weaponentity.lip = PLAYER_WEAPONSELECTION_SPEED;
\r
1859 void (float rweapon, float amount) DoReload =
\r
1861 local float rtime;
\r
1863 if (self.reload_time > time)
\r
1868 weapon_action(self.weapon, WR_UPDATECOUNTS); // update ammo now
\r
1870 sprint(self, "Reloading...\n");
\r
1872 if (rweapon == 2) // CryLink (flak cannon)
\r
1874 rtime = (amount * .80);
\r
1875 self.clip_crylink = CLIP_MAX_CRYLINK;
\r
1877 if (rweapon == 3) // Rocket launcher
\r
1879 rtime = (amount * 1.30);
\r
1880 self.clip_rockets = 4;
\r
1882 if (rweapon == 4) // Pipe Grenade Launcher
\r
1884 rtime = (amount * 1.05);
\r
1885 self.clip_pipegrenades = 6;
\r
1887 if (rweapon == 5) // Building something... (senrtry gun, tesla, etc.)
\r
1892 self.weaponentity.pos1 = PLAYER_WEAPONSELECTION_RANGE;
\r
1893 self.weaponentity.lip = PLAYER_WEAPONSELECTION_SPEED;
\r
1895 newmis.owner = self;
\r
1896 newmis.think = Reload_Restore_Weapon;
\r
1897 newmis.nextthink = time + rtime;
\r
1898 self.reload_time = time + rtime;
\r
1901 // Xavior's self.playerclass to self.class conversion
\r
1902 string(string s1, ...) strcat;
\r
1903 void () Do_TFClass_Conversion =
\r
1908 if (self.respawn_as_new_class > 0)
\r
1910 self.playerclass = self.respawn_as_new_class;
\r
1911 self.respawn_as_new_class = 0;
\r
1915 if (self.playerclass == TF_CLASS_SCOUT) {
\r
1916 self.class = CLASS_SCOUT;
\r
1918 if (self.playerclass == TF_CLASS_SOLDIER) {
\r
1919 self.class = CLASS_SOLDIER;
\r
1920 cst = "soldier"; }
\r
1921 if (self.playerclass == TF_CLASS_MEDIC) {
\r
1922 self.class = CLASS_MEDIC;
\r
1924 if (self.playerclass == TF_CLASS_PYRO) {
\r
1925 self.class = CLASS_PYRO;
\r
1927 if (self.playerclass == TF_CLASS_SPY) {
\r
1928 self.class = CLASS_SPY;
\r
1930 if (self.playerclass == TF_CLASS_ENGINEER) {
\r
1931 self.class = CLASS_ENGINEER;
\r
1932 cst = "engineer"; }
\r
1933 if (self.playerclass == TF_CLASS_RANDOM || self.tfstate == self.tfstate | 8) {
\r
1934 cst = ChooseRandomClass(); }
\r
1935 // Note to self: add Random and Civilian
\r
1937 cl = GetPlayerClass();
\r
1939 if (!self.class == cl)
\r
1941 if (cst == "engineer")
\r
1943 self.playermodel = strcat("models/class/",cst,"_other.zym");
\r
1947 self.playermodel = strcat("models/class/",cst,"_mechanical.zym");
\r
1950 SetPlayerSpeed(self);
\r
1953 // XavioR's Random Class select
\r
1954 string () ChooseRandomClass =
\r
1956 local float choose;
\r
1961 choose = (1 + floor ((random () * (10 - 1))));
\r
1962 if (IsLegalClass(choose) && choose != TF_CLASS_SNIPER && choose != TF_CLASS_DEMOMAN && choose != TF_CLASS_HWGUY)
\r
1965 // sprint (self, ftos(choose));
\r
1966 // sprint (self, "\n");
\r
1967 if (choose == TF_CLASS_SCOUT) {
\r
1968 self.class = CLASS_SCOUT;
\r
1969 return ("scout"); }
\r
1970 if (choose == TF_CLASS_SOLDIER) {
\r
1971 self.class = CLASS_SOLDIER;
\r
1972 return ("soldier"); }
\r
1973 if (choose == TF_CLASS_PYRO) {
\r
1974 self.class = CLASS_PYRO;
\r
1975 return ("pyro"); }
\r
1976 if (choose == TF_CLASS_ENGINEER) {
\r
1977 self.class = CLASS_ENGINEER;
\r
1978 return ("engineer"); }
\r
1979 if (choose == TF_CLASS_MEDIC) {
\r
1980 self.class = CLASS_MEDIC;
\r
1981 return ("medic"); }
\r
1982 if (choose == TF_CLASS_SPY) {
\r
1983 self.class = CLASS_SPY;
\r
1989 // Nail projectile and blood
\r
1990 float current_yaw;
\r
1991 float (float fl) anglemod =
\r
2004 vector () wall_velocity =
\r
2008 vel = normalize (self.velocity);
\r
2009 vel = normalize (((vel + (v_up * (random () - 0.5))) + (v_right * (random () - 0.5))));
\r
2010 vel = (vel + (2 * trace_plane_normal));
\r
2011 vel = (vel * 200);
\r
2015 void (vector org, float damage) SpawnBlood =
\r
2017 particle (org, '0 0 0', 73, (damage * 2));
\r
2020 void (float damage) spawn_touchblood =
\r
2024 vel = (wall_velocity () * 0.2);
\r
2025 SpawnBlood ((self.origin + (vel * 0.01)), damage);
\r
2028 void () superspike_touch =
\r
2032 /* if (self.voided) // temp?
\r
2036 self.voided = 1;*/
\r
2037 if (other == self.owner)
\r
2041 if (other.solid == 1)
\r
2045 if (pointcontents (self.origin) == -6)
\r
2050 if (other.takedamage)
\r
2052 spawn_touchblood (18);
\r
2053 deathmsg = self.weapon;
\r
2054 if ((deathmsg == 9))
\r
2062 if (self.owner.classname == "grenade")
\r
2064 TF_T_Damage (other, self, self.owner.owner, ndmg, 2, 2);
\r
2068 TF_T_Damage (other, self, self.owner, ndmg, 2, 2);
\r
2073 WriteByte (0, 23);
\r
2075 WriteCoord (0, self.origin_x);
\r
2076 WriteCoord (0, self.origin_y);
\r
2077 WriteCoord (0, self.origin_z);
\r
2082 void () spike_touch =
\r
2086 if (other.solid == 1)
\r
2090 if (pointcontents (self.origin) == -6)
\r
2095 if (other.takedamage)
\r
2097 spawn_touchblood (9);
\r
2098 deathmsg = self.weapon;
\r
2099 if (self.owner.classname == "grenade")
\r
2101 TF_T_Damage (other, self, self.owner.owner, 9, 2, 2);
\r
2105 TF_T_Damage (other, self, self.owner, 9, 2, 2);
\r
2110 WriteByte (4, 23);
\r
2111 if ((self.classname == "wizspike"))
\r
2117 if ((self.classname == "knightspike"))
\r
2126 WriteCoord (4, self.origin_x);
\r
2127 WriteCoord (4, self.origin_y);
\r
2128 WriteCoord (4, self.origin_z);
\r
2133 void(vector org) te_gunshot;
\r
2134 float EF_ADDITIVE/* = 32*/;
\r
2135 void () ChangeModelTime =
\r
2138 setmodel (self.owner, self.classname);
\r
2142 void (entity ent, string st, float wait_time) soonmodel =
\r
2148 x.nextthink = time + wait_time;
\r
2149 x.think = ChangeModelTime;
\r
2154 void (vector vect_a, vector vect_b) launch_spike =
\r
2156 local entity e; // bullet trail
\r
2158 newmis = spawn ();
\r
2159 newmis.owner = self;
\r
2160 newmis.movetype = 9;
\r
2162 newmis.angles = vectoangles (vect_b);
\r
2163 newmis.touch = spike_touch;
\r
2164 newmis.weapon = 3;
\r
2165 newmis.classname = "spike";
\r
2166 newmis.think = SUB_Remove;
\r
2167 newmis.nextthink = (time + 3);
\r
2168 if (deathmsg != 9)
\r
2170 setmodel (newmis, "progs/syringe.mdl");
\r
2172 setsize (newmis, '0 0 0', '0 0 0');
\r
2173 setorigin (newmis, vect_a);
\r
2174 newmis.velocity = (vect_b * 2000);
\r
2178 e.movetype = MOVETYPE_FLY;
\r
2179 e.solid = SOLID_NOT;
\r
2180 e.think = SUB_Remove;
\r
2181 e.nextthink = time + vlen(trace_endpos - self.origin) / 6000;
\r
2182 e.velocity = vect_b * 4000;
\r
2183 e.angles = vectoangles (vect_b);
\r
2185 // soonmodel (e, "models/tracer.mdl", .1);
\r
2186 setmodel (e, "models/tracer.mdl");
\r
2187 setsize (e, '0 0 0', '0 0 0');
\r
2188 setorigin (e, vect_a);
\r
2189 e.effects = e.effects | EF_ADDITIVE;
\r
2192 // TF's Ammo-Updater
\r
2193 void () W_SetCurrentAmmo =
\r
2195 weapon_action(self.weapon, WR_UPDATECOUNTS);
\r
2199 void (float tno, entity ignore, string st) teamsprint =
\r
2207 te = find (world, classname, "player");
\r
2210 if (((te.team_no == tno) && (te != ignore)))
\r
2214 te = find (te, classname, "player");
\r
2219 void (entity pl, string s1, string s2) CenterPrint2 =
\r
2221 centerprint (pl, s1, s2);
\r
2222 pl.StatusRefreshTime = (time + 1.5);
\r