2 // increments sprite frame, loops when end is hit.. simple
5 void (vector vec) WriteVec =
7 WriteCoord (MSG_BROADCAST, vec_x);
8 WriteCoord (MSG_BROADCAST, vec_y);
9 WriteCoord (MSG_BROADCAST, vec_z);
11 void (vector org, vector dir, float counts) W_Smoke =
13 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
14 WriteByte (MSG_BROADCAST, TE_SMOKE);
17 WriteByte (MSG_BROADCAST, counts);
20 // increments sprite frame, loops when end is hit.. simple
21 void animate_sprite (float startframe, float frame_count)
23 if ((self.frame - startframe) >= (frame_count - 1 ))
24 self.frame = startframe;
26 self.frame = self.frame + 1;
29 void W_UpdateAmmo (void)
32 self.items = self.items - (self.items & (IT_NAILS | IT_SHELLS | IT_ROCKETS | IT_CELLS));
34 if (self.weapon == IT_LASER)
36 else if (self.weapon == IT_SHOTGUN)
38 self.currentammo = self.ammo_shells;
39 self.items = self.items | IT_SHELLS;
41 else if (self.weapon == IT_UZI)
43 self.currentammo = self.ammo_nails;
44 self.items = self.items | IT_NAILS;
46 else if (self.weapon == IT_GRENADE_LAUNCHER || self.weapon == IT_HAGAR || self.weapon == IT_ROCKET_LAUNCHER)
48 self.currentammo = self.ammo_rockets;
49 self.items = self.items | IT_ROCKETS;
51 else if (self.weapon == IT_ELECTRO || self.weapon == IT_NEX || self.weapon == IT_CRYLINK)
53 self.currentammo = self.ammo_cells;
54 self.items = self.items | IT_CELLS;
59 void W_UpdateWeapon (void)
62 if (self.weapon == IT_LASER)
63 self.weaponmodel = "models/weapons/w_laser.zym";
64 else if (self.weapon == IT_SHOTGUN)
65 self.weaponmodel = "models/weapons/w_shotgun.zym";
66 else if (self.weapon == IT_UZI)
67 self.weaponmodel = "models/weapons/w_uzi.zym";
68 else if (self.weapon == IT_GRENADE_LAUNCHER)
69 self.weaponmodel = "models/weapons/w_gl.zym";
70 else if (self.weapon == IT_ELECTRO)
71 self.weaponmodel = "models/weapons/w_electro.zym";
72 else if (self.weapon == IT_CRYLINK)
73 self.weaponmodel = "models/weapons/w_crylink.zym";
74 else if (self.weapon == IT_NEX)
75 self.weaponmodel = "models/weapons/w_nex.zym";
76 else if (self.weapon == IT_HAGAR)
77 self.weaponmodel = "models/weapons/w_hagar.zym";
78 else if (self.weapon == IT_ROCKET_LAUNCHER)
79 self.weaponmodel = "models/weapons/w_rl.zym";
81 objerror ("Illegal weapon - please register your guns please!");
85 float W_GetBestWeapon (entity e)
88 if ((e.items & IT_ROCKET_LAUNCHER) && e.ammo_rockets)
89 return IT_ROCKET_LAUNCHER;
90 else if ((e.items & IT_NEX) && e.ammo_cells)
92 else if ((e.items & IT_HAGAR) && e.ammo_rockets)
94 else if ((e.items & IT_GRENADE_LAUNCHER) && e.ammo_rockets)
95 return IT_GRENADE_LAUNCHER;
96 else if ((e.items & IT_ELECTRO) && e.ammo_cells)
98 else if ((e.items & IT_CRYLINK) && e.ammo_cells)
100 else if ((e.items & IT_UZI) && e.ammo_nails)
102 else if ((e.items & IT_SHOTGUN) && e.ammo_shells)
110 void W_GiveWeapon (entity e, float wep, string name)
117 e.items = e.items | wep;
122 weapon_action(self.weapon, WR_UPDATECOUNTS);
124 if (other.classname == "player")
126 sprint (other, "You got the ^2");
127 sprint (other, name);
128 sprint (other, "\n");
139 void W_SwitchWeapon (float wep)
142 var float noammo = FALSE;
148 nextwep = IT_SHOTGUN;
149 if (!self.ammo_shells)
155 if (!self.ammo_nails)
160 nextwep = IT_CRYLINK;
161 if (!self.ammo_cells)
166 nextwep = IT_ELECTRO;
167 if (!self.ammo_cells)
172 nextwep = IT_GRENADE_LAUNCHER;
173 if (!self.ammo_rockets)
179 if (!self.ammo_rockets)
185 if (!self.ammo_cells)
190 nextwep = IT_ROCKET_LAUNCHER;
191 if (!self.ammo_rockets)
196 if (!(self.items & nextwep))
198 sprint (self, "You don't own that weapon\n");
203 sprint (self, "You don't have any ammo for that weapon\n");
207 self.weapon = nextwep;
210 self.attack_finished = time + 0.2;
211 if (self.viewzoom != 1)
215 void W_NextWeapon (void)
223 if (self.weapon == IT_ROCKET_LAUNCHER)
224 self.weapon = IT_LASER;
225 else if (self.weapon == IT_LASER)
227 self.weapon = IT_SHOTGUN;
228 if (!self.ammo_shells)
231 else if (self.weapon == IT_SHOTGUN)
233 self.weapon = IT_UZI;
234 if (!self.ammo_nails)
237 else if (self.weapon == IT_UZI)
239 self.weapon = IT_CRYLINK;
240 if (!self.ammo_cells)
243 else if (self.weapon == IT_CRYLINK)
245 self.weapon = IT_ELECTRO;
246 if (!self.ammo_cells)
249 else if (self.weapon == IT_ELECTRO)
251 self.weapon = IT_GRENADE_LAUNCHER;
252 if (!self.ammo_cells)
255 else if (self.weapon == IT_GRENADE_LAUNCHER)
257 self.weapon = IT_HAGAR;
258 if (!self.ammo_rockets)
261 else if (self.weapon == IT_HAGAR)
263 self.weapon = IT_NEX;
264 if (!self.ammo_rockets)
267 else if (self.weapon == IT_NEX)
269 self.weapon = IT_ROCKET_LAUNCHER;
270 if (!self.ammo_cells)
274 if ((self.items & self.weapon) && !noammo)
283 void W_PreviousWeapon (void)
291 if (self.weapon == IT_SHOTGUN)
292 self.weapon = IT_LASER;
293 else if (self.weapon == IT_UZI)
295 self.weapon = IT_SHOTGUN;
296 if (!self.ammo_shells)
299 else if (self.weapon == IT_CRYLINK)
301 self.weapon = IT_UZI;
302 if (!self.ammo_nails)
305 else if (self.weapon == IT_ELECTRO)
307 self.weapon = IT_CRYLINK;
308 if (!self.ammo_cells)
311 else if (self.weapon == IT_GRENADE_LAUNCHER)
313 self.weapon = IT_ELECTRO;
314 if (!self.ammo_cells)
317 else if (self.weapon == IT_HAGAR)
319 self.weapon = IT_GRENADE_LAUNCHER;
320 if (!self.ammo_rockets)
323 else if (self.weapon == IT_NEX)
325 self.weapon = IT_HAGAR;
326 if (!self.ammo_rockets)
329 else if (self.weapon == IT_ROCKET_LAUNCHER)
331 self.weapon = IT_NEX;
332 if (!self.ammo_cells)
335 else if (self.weapon == IT_LASER)
337 self.weapon = IT_ROCKET_LAUNCHER;
338 if (!self.ammo_rockets)
342 if ((self.items & self.weapon) && !noammo)
351 float W_CheckAmmo (void)
353 if ((cvar("g_instagib") == 1) | (cvar("g_rocketarena") == 1))
357 if (self.weapon == IT_LASER)
359 else if (self.currentammo)
362 self.weapon = W_GetBestWeapon (self);
369 void FireRailgunBullet (vector src, float bdamage, vector dir, float spread, float deathtype)
372 entity saveself, last;
374 org = self.origin + self.view_ofs;
383 traceline_hitcorpse (self, org, org + v_forward * 4096 + v_right * crandom () * spread + v_up * crandom () * spread, FALSE, self);
385 lastpos = trace_endpos;
386 if (trace_fraction != 1.0)
388 if (pointcontents(trace_endpos - dir*4) == CONTENT_SKY)
391 if (trace_ent.takedamage || trace_ent.classname == "case")
393 if (trace_ent.classname == "player" || trace_ent.classname == "corpse" || trace_ent.classname == "gib")
394 te_blood (trace_endpos, dir * bdamage * 16, bdamage);
395 Damage (trace_ent, self, self, bdamage, deathtype, trace_endpos, dir * bdamage);
398 if (last.solid == SOLID_BSP)
404 void FireRailgunBullet (vector start, vector end, float bdamage, float deathtype)
406 local vector hitloc, dir, force;
408 //local entity explosion;
410 force = normalize(end - start) * 800; //(bdamage * 10);
412 // find how far the beam can go until it hits a wall
413 traceline (start, end, TRUE, self);
414 // go a little bit into the wall because we need to hit this wall later
415 end = trace_endpos + normalize(end - start);
417 // flash and burn the wall
418 te_plasmaburn (trace_endpos);
421 // flame effect at impact
422 dir = trace_plane_normal * 100;
423 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
424 WriteByte (MSG_BROADCAST, TE_FLAMEJET);
425 WriteCoord (MSG_BROADCAST, trace_endpos_x);
426 WriteCoord (MSG_BROADCAST, trace_endpos_y);
427 WriteCoord (MSG_BROADCAST, trace_endpos_z);
428 WriteCoord (MSG_BROADCAST, dir_x);
429 WriteCoord (MSG_BROADCAST, dir_y);
430 WriteCoord (MSG_BROADCAST, dir_z);
431 WriteByte (MSG_BROADCAST, 255);
434 PointSound (trace_endpos, "weapons/neximpact.wav", 1, ATTN_NORM);
437 // trace multiple times until we hit a wall, each obstacle will be made
438 // non-solid so we can hit the next, while doing this we spawn effects and
439 // note down which entities were hit so we can damage them later
442 traceline_hitcorpse (self, start, end, FALSE, self);
444 // if it is world we can't hurt it so stop now
445 if (trace_ent == world || trace_fraction == 1)
448 // make the entity non-solid so we can hit the next one
449 trace_ent.railgunhit = TRUE;
450 trace_ent.railgunhitloc = trace_endpos;
451 trace_ent.railgunhitsolidbackup = trace_ent.solid;
453 // stop if this is a wall
454 if (trace_ent.solid == SOLID_BSP)
457 // make the entity non-solid
458 trace_ent.solid = SOLID_NOT;
461 // find all the entities the railgun hit and restore their solid state
462 ent = findfloat(world, railgunhit, TRUE);
465 // restore their solid type
466 ent.solid = ent.railgunhitsolidbackup;
467 ent = findfloat(ent, railgunhit, TRUE);
470 // spawn a temporary explosion entity for RadiusDamage calls
471 //explosion = spawn();
473 // find all the entities the railgun hit and hurt them
474 ent = findfloat(world, railgunhit, TRUE);
477 // get the details we need to call the damage function
478 hitloc = ent.railgunhitloc;
479 ent.railgunhitloc = '0 0 0';
480 ent.railgunhitsolidbackup = SOLID_NOT;
481 ent.railgunhit = FALSE;
484 if (ent.takedamage || ent.classname == "case")
485 Damage (ent, self, self, bdamage, deathtype, hitloc, force);
487 // create a small explosion to throw gibs around (if applicable)
488 //setorigin (explosion, hitloc);
489 //RadiusDamage (explosion, self, 10, 0, 50, world, 300, deathtype);
491 // advance to the next entity
492 ent = findfloat(ent, railgunhit, TRUE);
495 // we're done with the explosion entity, remove it
499 void fireBullet (vector start, vector dir, float spread, float damage, float dtype, float tracer)
505 // use traceline_hitcorpse to make sure it can hit gibs and corpses too
506 dir = dir + randomvec() * spread;
507 end = start + dir * 4096;
508 traceline_hitcorpse (self, start, end, FALSE, self);
514 e.movetype = MOVETYPE_FLY;
516 e.think = SUB_Remove;
517 e.nextthink = time + vlen(trace_endpos - start) / 6000;
518 e.velocity = dir * 6000;
519 e.angles = vectoangles(e.velocity);
520 setmodel (e, "models/tracer.mdl");
521 setsize (e, '0 0 0', '0 0 0');
522 setorigin (e, start);
523 e.effects = e.effects | EF_ADDITIVE;
526 // FIXME - causes excessive 'tinking'. Hopefully remove "tink1.wav" from the ricochets with csqc
527 if ((trace_fraction != 1.0) && (pointcontents (trace_endpos) != CONTENT_SKY))
529 if (trace_ent.solid == SOLID_BSP)
531 pointcontents (self.origin);
532 te_gunshot (trace_endpos);
535 sound (self, CHAN_IMPACT, "weapons/ric1.wav", 1, ATTN_NORM);
537 sound (self, CHAN_IMPACT, "weapons/ric2.wav", 1, ATTN_NORM);
539 sound (self, CHAN_IMPACT, "weapons/ric3.wav", 1, ATTN_NORM);
541 else if (trace_ent.classname == "player" || trace_ent.classname == "corpse" || trace_ent.classname == "gib")
542 sound (self, CHAN_BODY, "misc/hit.wav", 1, ATTN_NORM);
543 Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * damage * 5);
550 if (self.deadflag != DEAD_NO)
552 if (self.death_time < time)
561 makevectors (self.v_angle);
562 //if (self.weapon == IT_LASER)
563 // W_Laser_Attack ();
564 //if (self.weapon == IT_SHOTGUN)
565 //W_Shotgun_Attack ();
566 //else if (self.weapon == IT_UZI)
568 if (self.weapon == IT_CRYLINK)
570 else if (self.weapon == IT_ELECTRO)
572 W_Electro_Attack (self.electrocount);
573 self.electrocount = self.electrocount + 1;
574 if (self.electrocount == 3)
575 self.electrocount = 0;
577 else if (self.weapon == IT_GRENADE_LAUNCHER)
579 else if (self.weapon == IT_HAGAR)
581 else if (self.weapon == IT_NEX)
583 //else if (self.weapon == IT_ROCKET_LAUNCHER)
584 // W_Rocket_Attack ();
589 void W_SecondaryAttack (void)
591 if (self.deadflag != DEAD_NO)
593 if (self.death_time < time)
602 makevectors (self.v_angle);
603 //if (self.weapon == IT_LASER)
604 //W_Laser_Attack2 ();
605 //if (self.weapon == IT_SHOTGUN)
606 //W_Shotgun_Attack2 ();
607 //else if (self.weapon == IT_UZI)
609 else if (self.weapon == IT_CRYLINK)
610 W_Crylink_Attack2 ();
611 else if (self.weapon == IT_ELECTRO) {
612 W_Electro_Attack2 (self.electrocount);
613 self.electrocount = self.electrocount + 1;
614 if (self.electrocount == 3)
615 self.electrocount = 0;
617 else if (self.weapon == IT_GRENADE_LAUNCHER)
618 W_Grenade_Attack2 ();
619 else if (self.weapon == IT_HAGAR)
621 else if (self.weapon == IT_NEX)
623 //else if (self.weapon == IT_ROCKET_LAUNCHER)
624 //W_Rocket_Attack2 ();
629 void W_ThirdAttack (void)
631 if (self.deadflag != DEAD_NO)
633 if (self.death_time < time)
642 makevectors (self.v_angle);
643 //if (self.weapon == IT_LASER)
644 //W_Laser_Attack2 ();
645 //if (self.weapon == IT_SHOTGUN)
646 //W_Shotgun_Attack2 ();
647 //else if (self.weapon == IT_UZI)
649 else if (self.weapon == IT_CRYLINK)
650 W_Crylink_Attack2 ();
651 else if (self.weapon == IT_ELECTRO) {
652 W_Electro_Attack3 (self.electrocount);
653 self.electrocount = self.electrocount + 1;
654 if (self.electrocount == 3)
655 self.electrocount = 0;
657 else if (self.weapon == IT_GRENADE_LAUNCHER)
658 W_Grenade_Attack3 ();
659 else if (self.weapon == IT_HAGAR)
661 else if (self.weapon == IT_NEX)
663 //else if (self.weapon == IT_ROCKET_LAUNCHER)
664 //W_Rocket_Attack3 ();