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
87 void (entity tempent) dremove =
\r
89 if ((tempent == world))
\r
91 dprint ("***BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG***\n");
\r
92 dprint ("WORLD has nearly been removed. Don't worry\n");
\r
93 dprint ("***BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG***\n");
\r
96 if ((tempent.is_removed == 1.000000))
\r
100 tempent.is_removed = 1.000000;
\r
104 entity (float gno) Findgoal =
\r
109 tg = find (world, classname, "info_tfgoal");
\r
112 if ((tg.goal_no == gno))
\r
116 tg = find (tg, classname, "info_tfgoal");
\r
118 dprint ("Could not find a goal with a goal_no of ");
\r
125 void(entity Goal, entity AP, entity ActivatingGoal) AttemptToActivate =
\r
128 if (Activated(Goal, AP))
\r
130 if (ActivatingGoal == Goal)
\r
132 DoResults(Goal, AP, TF_FLARE_OFF);
\r
136 if (ActivatingGoal != world)
\r
138 DoResults(Goal, AP, ActivatingGoal.goal_result & 2);
\r
142 DoResults(Goal, AP, TF_FLARE_LIT);
\r
148 if (Goal.else_goal != TF_FLARE_LIT)
\r
150 te = Findgoal(Goal.else_goal);
\r
153 AttemptToActivate(te, AP, ActivatingGoal);
\r
159 void (entity p) TeamFortress_SetSpeed =
\r
165 stuffcmd (p, "cl_movespeedkey 1\n");
\r
166 if ((p.tfstate & 65536))
\r
170 stuffcmd (p, "m_forward 0\n");
\r
171 stuffcmd (p, "m_side 0\n");
\r
173 p.velocity = '0 0 0';
\r
174 stuffcmd (p, "cl_backspeed 0\n");
\r
175 stuffcmd (p, "cl_forwardspeed 0\n");
\r
176 stuffcmd (p, "cl_sidespeed 0\n");
\r
183 stuffcmd (p, "m_forward 1\n");
\r
184 stuffcmd (p, "m_side 0.8\n");
\r
187 if ((p.class == 1)) //scout speed
\r
189 p.maxfbspeed = 450;
\r
190 p.maxstrafespeed = 450;
\r
194 if ((p.class == 2.1)) // No sniper in nextf
\r
196 p.maxfbspeed = 300;
\r
197 p.maxstrafespeed = 300;
\r
201 if ((p.class == 4)) //soldier speed
\r
203 p.maxfbspeed = 240;
\r
204 p.maxstrafespeed = 240;
\r
208 if ((p.class == 4.1)) // No demoman in nextf
\r
210 p.maxfbspeed = 280;
\r
211 p.maxstrafespeed = 280;
\r
215 if ((p.class == 16)) // Medic Speed
\r
217 p.maxfbspeed = 320;
\r
218 p.maxstrafespeed = 320;
\r
222 if ((p.class == 6.1)) // No HWGuy in nextf
\r
224 p.maxfbspeed = 230;
\r
225 p.maxstrafespeed = 230;
\r
229 if ((p.class == 8)) // Pyro Speed
\r
231 p.maxfbspeed = 300;
\r
232 p.maxstrafespeed = 300;
\r
236 if ((p.class == 11)) // Wazat -- We need a Civ class
\r
238 p.maxfbspeed = 240;
\r
239 p.maxstrafespeed = 240;
\r
243 if ((p.class == 2)) // Spy Speed
\r
245 p.maxfbspeed = 300;
\r
246 p.maxstrafespeed = 300;
\r
250 if ((p.class == 32)) // Engineer Speed
\r
252 p.maxfbspeed = 300;
\r
253 p.maxstrafespeed = 300;
\r
257 if ((p.class == 0)) // No class
\r
259 p.maxfbspeed = 320;
\r
260 p.maxstrafespeed = 320;
\r
274 te = find (world, classname, "item_tfgoal");
\r
275 while (((te != world) && (tf == 0)))
\r
277 if ((te.owner == p))
\r
279 if ((te.goal_activation & 2))
\r
282 p.maxfbspeed = (p.maxfbspeed / 2);
\r
283 p.maxstrafespeed = (p.maxstrafespeed / 2);
\r
286 te = find (te, classname, "item_tfgoal");
\r
288 if ((p.tfstate & 32768))
\r
290 p.maxfbspeed = (p.maxfbspeed / 2);
\r
291 p.maxstrafespeed = (p.maxstrafespeed / 2);
\r
293 /* if (p.leg_damage) // Railgun does leg damage :D -- check cl_physics.c
\r
295 if ((p.leg_damage > 6))
\r
299 p.maxfbspeed = (p.maxfbspeed * ((10 - p.leg_damage) / 10));
\r
300 p.maxstrafespeed = ((p.maxstrafespeed * (10 - p.leg_damage)) / 10);
\r
302 if ((p.tfstate & 2048))
\r
304 if ((p.maxfbspeed > 80))
\r
308 if ((p.maxstrafespeed > 80))
\r
310 p.maxstrafespeed = 80;
\r
313 sp = ftos (p.maxfbspeed);
\r
314 stuffcmd (p, "cl_backspeed ");
\r
316 stuffcmd (p, "\n");
\r
317 stuffcmd (p, "cl_forwardspeed ");
\r
319 stuffcmd (p, "\n");
\r
320 sp = ftos (p.maxstrafespeed);
\r
321 stuffcmd (p, "cl_sidespeed ");
\r
323 stuffcmd (p, "\n");
\r
326 float (entity Retriever, float AmmoType) TeamFortress_GetMaxAmmo =
\r
328 if ((AmmoType == 256))
\r
330 return (Retriever.maxammo_shells);
\r
334 if ((AmmoType == 512))
\r
336 return (Retriever.maxammo_nails);
\r
340 if ((AmmoType == 2048))
\r
342 return (Retriever.maxammo_cells);
\r
346 if ((AmmoType == 1024))
\r
348 return (Retriever.maxammo_rockets);
\r
352 if ((AmmoType == 4))
\r
354 return (Retriever.maxammo_medikit);
\r
358 if ((AmmoType == 131072))
\r
360 return (Retriever.maxammo_detpack);
\r
367 dprint ("Error in TeamFortress_GetMaxAmmo()\n");
\r
368 dprint ("Invalid ammo type passed.\n");
\r
372 void () TeamFortress_CheckClassStats =
\r
374 // Wazat - Implement your armor system here, eh?
\r
375 /* if ((self.armortype > self.armor_allowed))
\r
377 self.armortype = self.armor_allowed;
\r
379 if ((self.armorvalue > self.max_armor))
\r
381 self.armorvalue = self.max_armor;
\r
383 if ((self.armortype < 0))
\r
385 self.armortype = 0;
\r
387 if ((self.armorvalue < 0))
\r
389 self.armorvalue = 0;
\r
391 if ((self.ammo_shells > TeamFortress_GetMaxAmmo (self, 256)))
\r
393 self.ammo_shells = TeamFortress_GetMaxAmmo (self, 256);
\r
395 if ((self.ammo_shells < 0))
\r
397 self.ammo_shells = 0;
\r
399 if ((self.ammo_nails > TeamFortress_GetMaxAmmo (self, 512)))
\r
401 self.ammo_nails = TeamFortress_GetMaxAmmo (self, 512);
\r
403 if ((self.ammo_nails < 0))
\r
405 self.ammo_nails = 0;
\r
407 if ((self.ammo_rockets > (TeamFortress_GetMaxAmmo (self, 1024) * 3)))
\r
409 self.ammo_rockets = (TeamFortress_GetMaxAmmo (self, 1024) * 3);
\r
411 if ((self.ammo_rockets < 0))
\r
413 self.ammo_rockets = 0;
\r
415 if ((self.ammo_cells > TeamFortress_GetMaxAmmo (self, 2048)))
\r
417 self.ammo_cells = TeamFortress_GetMaxAmmo (self, 2048);
\r
419 if ((self.ammo_cells < 0))
\r
421 self.ammo_cells = 0;
\r
423 if ((self.ammo_medikit > TeamFortress_GetMaxAmmo (self, 4)))
\r
425 self.ammo_medikit = TeamFortress_GetMaxAmmo (self, 4);
\r
427 if ((self.ammo_medikit < 0))
\r
429 self.ammo_medikit = 0;
\r
431 if ((self.ammo_detpack > TeamFortress_GetMaxAmmo (self, 131072)))
\r
433 self.ammo_detpack = TeamFortress_GetMaxAmmo (self, 131072);
\r
435 if ((self.ammo_detpack < 0))
\r
437 self.ammo_detpack = 0;
\r
439 if ((self.no_grenades_1 < 0))
\r
441 self.no_grenades_1 = 0;
\r
443 if ((self.no_grenades_2 < 0))
\r
445 self.no_grenades_2 = 0;
\r
447 // NexTF uses auto-rot, so there's no need for this function.
\r
448 // if (((self.health > self.max_health) && !(self.items & 65536)))
\r
450 // TF_T_Damage (self, world, world, (self.max_health - self.health), 0, 256);
\r
452 if ((self.health < 0))
\r
454 T_Heal (self, (self.health - self.health), 0);
\r
456 self.items = (self.items - (self.items & ((8192 | 16384) | 32768)));
\r
457 if ((self.armortype >= 0.8))
\r
459 self.items = (self.items | 32768);
\r
463 if ((self.armortype >= 0.6))
\r
465 self.items = (self.items | 16384);
\r
469 if ((self.armortype >= 0.3))
\r
471 self.items = (self.items | 8192);
\r
475 weapon_action(self.weapon, WR_UPDATECOUNTS); // update ammo now
\r
478 // TF Get Score Frags
\r
479 float (float tno) TeamFortress_TeamGetScoreFrags =
\r
481 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
485 return (team1score);
\r
489 return (team2score);
\r
493 return (team3score);
\r
497 return (team4score);
\r
504 return (team1frags);
\r
508 return (team2frags);
\r
512 return (team3frags);
\r
516 return (team4frags);
\r
522 // TF Get Team Winner
\r
523 float () TeamFortress_TeamGetWinner =
\r
527 local float highest;
\r
528 local float highestteam;
\r
533 while ((i < (number_of_teams + 1)))
\r
535 j = TeamFortress_TeamGetScoreFrags (i);
\r
543 return (highestteam);
\r
546 // TF Score Increaser
\r
547 void (float tno, float scoretoadd) TeamFortress_TeamIncreaseScore =
\r
551 if (((tno == 0) || (scoretoadd == 0)))
\r
557 team1score = (team1score + scoretoadd);
\r
561 team2score = (team2score + scoretoadd);
\r
565 team3score = (team3score + scoretoadd);
\r
569 team4score = (team4score + scoretoadd);
\r
571 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
573 e = find (world, classname, "player");
\r
576 if ((e.team_no == tno))
\r
578 e.frags = TeamFortress_TeamGetScore (tno);
\r
580 e = find (e, classname, "player");
\r
585 // Returns Team Color Name (String)
\r
586 string (float tno) TeamFortress_TeamGetColorString =
\r
590 col = TeamFortress_TeamGetColor (tno);
\r
629 return ("DarkPurple");
\r
637 return ("DarkGreen");
\r
643 return ("DarkBlue");
\r
647 float (float tno) TeamFortress_TeamIsCivilian =
\r
651 if ((civilianteams & 1))
\r
660 if ((civilianteams & 2))
\r
669 if ((civilianteams & 4))
\r
676 if ((civilianteams & 8))
\r
687 // You use a different method of handling this tho Wazat?
\r
688 void () TeamFortress_ChangeClass;
\r
689 /*void () TeamFortress_ChangeClass =
\r
696 if ((self.playerclass != 0))
\r
698 if (((deathmatch != 3) && (cb_prematch_time < time)))
\r
702 if (TeamFortress_TeamIsCivilian (self.team_no))
\r
704 sprint (self, "You cannot change class.\n");
\r
707 if (!IsLegalClass ((self.impulse - 100)))
\r
709 sprint (self, "Your team cannot play that class.\n");
\r
710 TeamFortress_DisplayLegalClasses ();
\r
713 if (((spy_off == 1) && ((self.impulse - 100) == 8)))
\r
715 sprint (self, "The spy class has been disabled on the server by the administrator.\n");
\r
718 self.nextpc = (self.impulse - 100);
\r
719 sprint (self, "After dying, you will return as a ");
\r
720 TeamFortress_PrintClassName (self, self.nextpc, (self.tfstate & 8));
\r
721 self.immune_to_check = (time + 10);
\r
724 if ((teamplay && (self.team_no == 0)))
\r
726 if ((toggleflags & 64))
\r
728 if ((TeamFortress_TeamPutPlayerInTeam () == 0))
\r
735 sprint (self, "You must join a team first. \n");
\r
736 sprint (self, "use imin1, imin2, imin3, or imin4\n");
\r
740 if ((self.lives == 0))
\r
742 sprint (self, "You have no lives left.\n");
\r
745 if ((!IsLegalClass ((self.impulse - 100)) && (self.impulse != 1)))
\r
747 sprint (self, "You cannot play that playerclass on this map. \n");
\r
748 TeamFortress_DisplayLegalClasses ();
\r
751 if (((spy_off == 1) && ((self.impulse - 100) == 8)))
\r
753 sprint (self, "The spy class has been disabled on the server by the administrator.\n");
\r
756 if ((self.impulse != 1))
\r
758 self.playerclass = (self.impulse - 100);
\r
762 self.playerclass = 11;
\r
765 self.takedamage = 2;
\r
767 self.flags = (8 | 512);
\r
768 self.waterlevel = 0;
\r
769 self.air_finished = (time + 12);
\r
771 self.pausetime = 0;
\r
772 spot = SelectSpawnPoint ();
\r
773 self.origin = (spot.origin + '0 0 1');
\r
774 self.angles = spot.angles;
\r
776 setmodel (self, string_null);
\r
777 modelindex_null = self.modelindex;
\r
778 setmodel (self, "progs/eyes.mdl");
\r
779 modelindex_eyes = self.modelindex;
\r
780 setmodel (self, "progs/player.mdl");
\r
781 modelindex_player = self.modelindex;
\r
782 setsize (self, '-16 -16 -24', '16 16 32');
\r
783 self.view_ofs = '0 0 22';
\r
785 if ((deathmatch || coop))
\r
787 makevectors (self.angles);
\r
788 spawn_tfog ((self.origin + (v_forward * 20)));
\r
790 if ((self.playerclass == 10))
\r
792 sprint (self, "Random Playerclass.\n");
\r
793 self.tfstate = (self.tfstate | 8);
\r
794 self.playerclass = (1 + floor ((random () * (10 - 1))));
\r
796 if (((spot.classname == "info_player_teamspawn") && (cb_prematch_time < time)))
\r
798 if ((spot.items != 0))
\r
800 te = Finditem (spot.items);
\r
803 tfgoalitem_GiveToPlayer (te, self, self);
\r
805 if (!(spot.goal_activation & 1))
\r
812 CenterPrint (self, spot.message);
\r
813 if (!(spot.goal_activation & 2))
\r
815 spot.message = string_null;
\r
818 if ((spot.activate_goal_no != 0))
\r
820 te = Findgoal (spot.activate_goal_no);
\r
823 AttemptToActivate (te, self, spot);
\r
826 if ((spot.goal_effects == 1))
\r
828 spot.classname = "deadpoint";
\r
829 spot.team_str_home = string_null;
\r
830 spot.nextthink = (time + 1);
\r
831 spot.think = SUB_Remove;
\r
834 spot = find (world, classname, "player");
\r
837 if (((spot.team_no == self.team_no) && (spot != self)))
\r
839 sprint (spot, 2, self.netname);
\r
840 sprint (spot, 2, " is playing as a ");
\r
841 TeamFortress_PrintClassName (spot, self.playerclass, (self.tfstate & 8));
\r
843 spot = find (spot, classname, "player");
\r
845 TeamFortress_PrintClassName (self, self.playerclass, (self.tfstate & 8));
\r
846 TeamFortress_SetEquipment ();
\r
847 TeamFortress_SetHealth ();
\r
848 TeamFortress_SetSpeed (self);
\r
849 TeamFortress_SetSkin (self);
\r
852 sprint (self, "\n\nCEASE FIRE MODE\n");
\r
853 self.immune_to_check = (time + 10);
\r
854 self.tfstate = (self.tfstate | 65536);
\r
855 TeamFortress_SetSpeed (self);
\r
859 // Show what class each member of the team is -- NEEDS AN IMPULSE CALL FUNCTION
\r
860 void (entity Player) TeamFortress_TeamShowMemberClasses =
\r
866 e = find (world, classname, "player");
\r
869 if ((((e.team_no == Player.team_no) || (e.team_no == 0)) && (e != Player)))
\r
871 if ((e.model != string_null))
\r
876 sprint (self, "The other members of your team are:\n");
\r
878 sprint (Player, e.netname);
\r
879 sprint (Player, " : ");
\r
880 // TeamFortress_PrintClassName (Player, e.playerclass, (e.tfstate & 8));
\r
881 TeamFortress_PrintClassName (Player, e.class, (e.tfstate & 8));
\r
884 e = find (e, classname, "player");
\r
888 sprint (Player, "There are no other players on your team.\n");
\r
892 // Returns class name value
\r
893 string (float pc) TeamFortress_GetClassName =
\r
895 if ((pc == 1)) // Scout is class 1 (normal)
\r
903 return ("Sniper"); // Player Class 2 is Spy in NexTF -- no Snipers
\r
907 if ((pc == 4)) // Player Class 4 is soldier in NexTF
\r
909 return ("Soldier");
\r
913 if ((pc == 4.1)) // No DemoMan in NexTF
\r
915 return ("Demolitions Man");
\r
921 return ("Combat Medic"); // Medic is Class 16 in NexTF
\r
927 return ("Heavy Weapons Guy"); // No HWGuy in NexTF
\r
933 return ("Pyro"); // Pyro is class 8 in NexTF
\r
939 return ("Spy"); // Spy is class 2 in NexTF
\r
945 return ("Engineer"); // Engineer is class 32 in nextf
\r
949 if ((pc == 11)) // Wazat- we need to make civ class
\r
951 return ("Civilian");
\r
957 return ("Observer");
\r
961 if ((pc == 10)) // Wazat- we need to add "random class" feature
\r
963 return ("Random Playerclass");
\r
978 // Prints the classname using TeamFortress_GetClassName function
\r
979 void (entity Viewer, float pc, float rpc) TeamFortress_PrintClassName =
\r
983 st = TeamFortress_GetClassName (pc);
\r
984 sprint (Viewer, st);
\r
987 sprint (Viewer, " (Random)");
\r
989 sprint (Viewer, "\n");
\r
992 // Returns Team Color Value
\r
993 // note: this value is actually incorrect, the actual color values are the ones listed here
\r
995 float (float tno) TeamFortress_TeamGetColor =
\r
1016 // Returns Team Score Value
\r
1017 float (float tno) TeamFortress_TeamGetScore =
\r
1021 return (team1score);
\r
1025 return (team2score);
\r
1029 return (team3score);
\r
1033 return (team4score);
\r
1039 float (float tno) TeamFortress_TeamGetLives =
\r
1043 return (team1lives);
\r
1047 return (team2lives);
\r
1051 return (team3lives);
\r
1055 return (team4lives);
\r
1060 // Show Team Scores
\r
1061 void (float all) TeamFortress_TeamShowScores =
\r
1070 while ((i <= number_of_teams))
\r
1072 if ((TeamFortress_TeamGetColor (i) > 0))
\r
1074 j = TeamFortress_TeamGetScore (i);
\r
1075 st = TeamFortress_TeamGetColorString (i);
\r
1092 while ((i <= number_of_teams))
\r
1094 if ((TeamFortress_TeamGetColor (i) > 0))
\r
1102 sprint (self, "Team ");
\r
1111 sprint (self, st);
\r
1119 sprint (self, " (");
\r
1121 st = TeamFortress_TeamGetColorString (i);
\r
1128 sprint (self, st);
\r
1136 sprint (self, ") : ");
\r
1138 j = TeamFortress_TeamGetScore (i);
\r
1146 sprint (self, st);
\r
1154 sprint (self, "\n");
\r
1161 // Get Number Of Players On Team
\r
1162 float (float tno) TeamFortress_TeamGetNoPlayers =
\r
1164 local float size_team;
\r
1165 local entity search;
\r
1167 search = find (world, classname, "player");
\r
1168 while ((search != world))
\r
1170 if ((search.team_no == tno))
\r
1172 size_team = (size_team + 1);
\r
1174 search = find (search, classname, "player");
\r
1176 return (size_team);
\r
1179 // Get general number of players
\r
1180 float () TeamFortress_GetNoPlayers =
\r
1183 local entity search;
\r
1185 search = find (world, classname, "player");
\r
1186 while ((search != world))
\r
1188 if ((search.netname != string_null))
\r
1190 nump = (nump + 1);
\r
1192 search = find (search, classname, "player");
\r
1197 // Get max players for a team
\r
1198 float (float tno) TeamFortress_TeamGetMaxPlayers =
\r
1202 return (team1maxplayers);
\r
1206 return (team2maxplayers);
\r
1210 return (team3maxplayers);
\r
1214 return (team4maxplayers);
\r
1219 // Set The Team Color
\r
1220 void (float tno) TeamFortress_TeamSetColor =
\r
1244 // Set The Team Number
\r
1245 float (float tno) TeamFortress_TeamSet =
\r
1250 if ((teamplay < 1))
\r
1252 sprint (self, "Teamplay is not On, so FortressTeams are inactive.\n");
\r
1255 if (((tno > number_of_teams) && (number_of_teams != 0)))
\r
1257 sprint (self, "There can be only ");
\r
1258 st = ftos (number_of_teams);
\r
1259 sprint (self, st);
\r
1260 sprint (self, " teams on this map.\nTry again\n");
\r
1263 if ((self.team_no > 0))
\r
1265 sprint (self, "You're already in Team No ");
\r
1266 st = ftos (self.team_no);
\r
1267 sprint (self, st);
\r
1268 sprint (self, ".\n");
\r
1271 tc = TeamFortress_TeamGetNoPlayers (tno);
\r
1272 if ((tc >= TeamFortress_TeamGetMaxPlayers (tno)))
\r
1274 sprint (self, "That team is full. Pick another.\n");
\r
1277 if ((TeamFortress_TeamGetColor (tno) == 0))
\r
1279 TeamFortress_TeamSetColor (tno);
\r
1280 if ((TeamFortress_TeamGetColor (tno) == 0))
\r
1282 sprint (self, "You can't start a new team with your color, since another ");
\r
1283 sprint (self, "already using that color. Change your pants color, then try again.\n");
\r
1286 bprint (self.netname);
\r
1287 bprint (" has started Team No ");
\r
1291 self.immune_to_check = (time + 10);
\r
1292 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
1294 self.frags = TeamFortress_TeamGetScore (tno);
\r
1296 stuffcmd (self, "color ");
\r
1297 tc = (TeamFortress_TeamGetColor (tno) - 1);
\r
1299 stuffcmd (self, st);
\r
1300 stuffcmd (self, "\n");
\r
1301 self.team_no = tno;
\r
1302 self.lives = TeamFortress_TeamGetLives (tno);
\r
1303 //if ((self.playerclass == 0))
\r
1304 if ((self.class == 0))
\r
1306 if (TeamFortress_TeamIsCivilian (self.team_no))
\r
1309 TeamFortress_ChangeClass ();
\r
1314 bprint (self.netname);
\r
1315 bprint (" has joined Team No ");
\r
1319 stuffcmd (self, "color ");
\r
1320 tc = (TeamFortress_TeamGetColor (tno) - 1);
\r
1322 stuffcmd (self, st);
\r
1323 stuffcmd (self, "\n");
\r
1324 self.team_no = tno;
\r
1325 self.immune_to_check = (time + 10);
\r
1326 self.lives = TeamFortress_TeamGetLives (tno);
\r
1327 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
1329 self.frags = TeamFortress_TeamGetScore (tno);
\r
1331 TeamFortress_TeamShowMemberClasses (self);
\r
1332 //if ((self.playerclass == 0))
\r
1333 if ((self.class == 0))
\r
1335 if (TeamFortress_TeamIsCivilian (self.team_no))
\r
1338 TeamFortress_ChangeClass ();
\r
1344 // Get team score (used in conjunction with autoteam..)
\r
1345 float (float tno) TeamFortress_GetRealScore =
\r
1348 local float total;
\r
1350 te = find (world, classname, "player");
\r
1353 if (te.team_no == tno)
\r
1355 total = total + te.real_frags;
\r
1357 te = find (te, classname, "player");
\r
1362 // Find best team for player (autoteam?)
\r
1363 float() TeamFortress_TeamPutPlayerInTeam =
\r
1367 local float score1;
\r
1368 local float score2;
\r
1370 local float lowest;
\r
1371 local float likely_team;
\r
1374 likely_team = random() * number_of_teams;
\r
1375 likely_team = ceil(likely_team);
\r
1376 if (likely_team == 0)
\r
1378 likely_team = number_of_teams;
\r
1382 while (i < number_of_teams + 1)
\r
1384 j = TeamFortress_TeamGetNoPlayers(i);
\r
1388 if (TeamFortress_TeamGetMaxPlayers(i) > j)
\r
1394 // pablo. fancier autoteam for even teams.
\r
1395 else if (j == lowest)
\r
1398 if (TeamFortress_TeamGetMaxPlayers(i) > j)
\r
1400 score1 = TeamFortress_GetRealScore(i);
\r
1401 score2 = TeamFortress_GetRealScore(likely_team);
\r
1403 if ( score1 < score2 )
\r
1407 else if (score1 == score2)
\r
1409 if (random() > 0.5)
\r
1419 return TeamFortress_TeamSet(likely_team);
\r
1422 // Remove item_tfgoal timers
\r
1423 void() TeamFortress_RemoveTimers =
\r
1426 // self.leg_damage = 0; // No Snipers
\r
1427 // self.is_undercover = 0; // I think this function is called in PlayerKill
\r
1428 // self.is_building = 0; // To Be Added ?
\r
1429 // self.building = world; // To Be Added ?
\r
1430 if (self.tfstate & 2048)
\r
1432 self.tfstate = self.tfstate - 2048;
\r
1433 TeamFortress_SetSpeed(self);
\r
1436 te = find(world, classname, "timer");
\r
1437 while (te != world)
\r
1439 if (te.owner == self)
\r
1442 te = find(world, classname, "timer");
\r
1446 te = find(te, classname, "timer");
\r
1449 te = find(world, classname, "item_tfgoal");
\r
1452 if (te.owner == self)
\r
1454 if (!(te.goal_activation & 256))
\r
1456 tfgoalitem_RemoveFromPlayer(te, self, 0);
\r
1458 if (CTF_Map == 1 && te.goal_no == 1)
\r
1460 bprint(self.netname);
\r
1461 bprint(" ÌÏÓÔ the ÂÌÕÅ flag!\n");
\r
1465 if (CTF_Map == 1 && te.goal_no == 2)
\r
1467 bprint(self.netname);
\r
1468 bprint(" ÌÏÓÔ the ÒÅÄ flag!\n");
\r
1472 te = find(te, classname, "item_tfgoal");
\r
1474 te = find(world, classname, "detpack");
\r
1477 if (te.weaponmode == 1 && te.enemy == self)
\r
1479 te.weaponmode = 0;
\r
1481 te = find(te, classname, "detpack");
\r
1483 // TeamFortress_DetonatePipebombs(); gold. this is the old code for removing pipebombs on quitting. new one written by pablo is below.
\r
1484 // NO PIPEBOMBS IN NEXTF
\r
1485 /* te = find(world, classname, "pipebomb");
\r
1486 while (te != world)
\r
1488 if(te.owner == self)
\r
1490 decrement_team_pipebombs(self.team_no);
\r
1491 deathmsg = te.weapon;
\r
1493 T_RadiusDamage(te, self, 120, world);
\r
1496 WriteCoord(4, te.origin_x);
\r
1497 WriteCoord(4, te.origin_y);
\r
1498 WriteCoord(4, te.origin_z);
\r
1499 multicast(te.origin, TF_FLARE_OFF);
\r
1502 te = find(te, classname, "pipebomb");
\r
1504 // stuffcmd(self, "v_idlescale 0\n");
\r
1505 // stuffcmd(self, "v_cshift 0 0 0 0\n");
\r
1506 // self.item_list = 0; // To Be Added?
\r
1507 // self.FlashTime = 0;
\r
1508 CenterPrint(self, "\n");
\r
1509 self.menu_count = 25; // Menu Stuff - important
\r
1510 self.current_menu = 1; ////
\r
1514 // TF's Become Explosion
\r
1515 void() BecomeExplosion =
\r
1521 void(string halias, float himpulse1, float himpulse2) TeamFortress_Alias =
\r
1524 stuffcmd(self, "alias ");
\r
1525 stuffcmd(self, halias);
\r
1526 stuffcmd(self, " \"impulse ");
\r
1527 imp = ftos(himpulse1);
\r
1528 stuffcmd(self, imp);
\r
1529 if (himpulse2 != 0)
\r
1531 stuffcmd(self, ";wait; impulse ");
\r
1532 imp = ftos(himpulse2);
\r
1533 stuffcmd(self, imp);
\r
1535 stuffcmd(self, "\"\n");
\r
1538 float (float tno) TeamFortress_TeamGetIllegalClasses =
\r
1542 return (illegalclasses1);
\r
1546 return (illegalclasses2);
\r
1550 return (illegalclasses3);
\r
1554 return (illegalclasses4);
\r
1559 // Check if legal class
\r
1560 float (float pc) IsLegalClass =
\r
1564 /* if (((spy_off == 1) && (pc == 8)))
\r
1635 if (((illegalclasses & bit) || (TeamFortress_TeamGetIllegalClasses (self.team_no) & bit)))
\r
1642 // Display legal classes for map
\r
1643 void () TeamFortress_DisplayLegalClasses =
\r
1645 local float gotone;
\r
1648 sprint (self, "Legal Classes for your team are:\n");
\r
1650 ill = TeamFortress_TeamGetIllegalClasses (self.team_no);
\r
1651 if ((!(illegalclasses & 1) && !(ill & 1)))
\r
1655 sprint (self, ", ");
\r
1658 sprint (self, "Scout");
\r
1660 if ((!(illegalclasses & 2) && !(ill & 2)))
\r
1664 sprint (self, ", ");
\r
1667 sprint (self, "Sniper");
\r
1669 if ((!(illegalclasses & 4) && !(ill & 4)))
\r
1673 sprint (self, ", ");
\r
1676 sprint (self, "Soldier");
\r
1678 if ((!(illegalclasses & 8) && !(ill & 8)))
\r
1682 sprint (self, ", ");
\r
1685 sprint (self, "Demolitions Man");
\r
1687 if ((!(illegalclasses & 16) && !(ill & 16)))
\r
1691 sprint (self, ", ");
\r
1694 sprint (self, "Combat Medic");
\r
1696 if ((!(illegalclasses & 32) && !(ill & 32)))
\r
1700 sprint (self, ", ");
\r
1703 sprint (self, "Heavy Weapons Guy");
\r
1705 if ((!(illegalclasses & 64) && !(ill & 64)))
\r
1709 sprint (self, ", ");
\r
1712 sprint (self, "Pyro");
\r
1714 if ((!(illegalclasses & 256) && !(ill & 256)))
\r
1718 sprint (self, ", ");
\r
1721 sprint (self, "Spy");
\r
1723 if ((!(illegalclasses & 512) && !(ill & 512)))
\r
1727 sprint (self, ", ");
\r
1730 sprint (self, "Engineer");
\r
1732 if ((!(illegalclasses & 128) && !(ill & 128)))
\r
1736 sprint (self, ", ");
\r
1739 sprint (self, "RandomPC");
\r
1741 sprint (self, "\n");
\r
1744 // TF class change/select function
\r
1745 void() TeamFortress_ChangeClass =
\r
1747 // local float tc;
\r
1748 // local string st;
\r
1750 self.impulse += 100; //temp
\r
1752 if (self.playerclass != 0)
\r
1754 // if (deathmatch != 3)
\r
1758 if (TeamFortress_TeamIsCivilian(self.team_no))
\r
1760 sprint(self, "You cannot change class.\n");
\r
1763 if (!IsLegalClass(self.impulse - 100))
\r
1765 sprint(self, "Your team cannot play that class.\n");
\r
1766 TeamFortress_DisplayLegalClasses();
\r
1769 /* tc = IsRestrictedClass(self.impulse - 100); // TBA ADD THIS FUNCTION
\r
1770 if (tc != 0) // it's actually a megatf fucntion
\r
1771 { // -- gonna need cvars for it
\r
1774 sprint(self, "That class is restricted to ");
\r
1777 sprint(self, " per team.\n");
\r
1781 sprint(self, "That class is disabled.\n");
\r
1785 self.nextpc = self.impulse - 100;
\r
1786 sprint(self, "After dying, you will return as a ");
\r
1787 TeamFortress_PrintClassName(self, self.nextpc, self.tfstate & 8);
\r
1788 self.immune_to_check = time + 10;
\r
1791 /*if (teamplay && self.team_no == 0) //handled in cmd function
\r
1793 if (toggleflags & 64)
\r
1795 if (TeamFortress_TeamPutPlayerInTeam() == 0)
\r
1802 sprint(self, "You must join a team first. \n");
\r
1803 sprint(self, "use imin1, imin2, imin3, or imin4\n");
\r
1807 if (self.lives == 0)
\r
1809 sprint(self, "You have no lives left.\n");
\r
1812 if (!IsLegalClass(self.impulse - 100) && self.impulse != 1)
\r
1814 sprint(self, "You cannot play that playerclass on this map. \n");
\r
1815 TeamFortress_DisplayLegalClasses();
\r
1819 /* tc = IsRestrictedClass(self.impulse - 100); // TBA
\r
1824 sprint(self, "That class is restricted to ");
\r
1827 sprint(self, " per team.\n");
\r
1831 sprint(self, "That class is disabled.\n");
\r
1835 if (self.impulse != 1)
\r
1837 self.playerclass = self.impulse - 100;
\r
1841 self.playerclass = 11;
\r
1843 if (self.playerclass == 10)
\r
1845 sprint(self, "Random Playerclass.\n");
\r
1846 self.tfstate = self.tfstate | 8;
\r
1847 /* tc = 1 + floor(random() * (10 - 1));
\r
1848 while (IsRestrictedClass(tc) != 0)
\r
1850 tc = 1 + floor(random() * (10 - 1));
\r
1852 // self.playerclass = tc;
\r
1853 self.playerclass = 10;
\r
1854 ChooseRandomClass();
\r
1856 //ftos(TeamFortress_TeamGetIllegalClasses (self.team_no) & bit)
\r
1858 PutClientInServer (); //temp
\r
1861 // XavioR's new TF reload function
\r
1862 void (float o, float m, void () g) weapon_thinkf;
\r
1863 void () Reload_Restore_Weapon =
\r
1865 if (self.owner.weaponentity.pos1 != '0 0 0')
\r
1867 self.owner.weaponentity.pos1 = '0 0 0';
\r
1868 self.owner.weaponentity.lip = PLAYER_WEAPONSELECTION_SPEED;
\r
1872 void (float rweapon, float amount) DoReload =
\r
1874 local float rtime;
\r
1876 if (self.reload_time > time)
\r
1881 weapon_action(self.weapon, WR_UPDATECOUNTS); // update ammo now
\r
1883 sprint(self, "Reloading...\n");
\r
1885 if (rweapon == 2) // CryLink (flak cannon)
\r
1887 rtime = (amount * .80);
\r
1888 self.clip_crylink = CLIP_MAX_CRYLINK;
\r
1890 if (rweapon == 3) // Rocket launcher
\r
1892 rtime = (amount * 1.30);
\r
1893 self.clip_rockets = 4;
\r
1895 if (rweapon == 4) // Pipe Grenade Launcher
\r
1897 rtime = (amount * 1.05);
\r
1898 self.clip_pipegrenades = 6;
\r
1900 if (rweapon == 5) // Building something... (senrtry gun, tesla, etc.)
\r
1905 self.weaponentity.pos1 = PLAYER_WEAPONSELECTION_RANGE;
\r
1906 self.weaponentity.lip = PLAYER_WEAPONSELECTION_SPEED;
\r
1908 newmis.owner = self;
\r
1909 newmis.think = Reload_Restore_Weapon;
\r
1910 newmis.nextthink = time + rtime;
\r
1912 self.reload_time = time + rtime;
\r
1915 // Xavior's self.playerclass to self.class conversion
\r
1916 string(string s1, ...) strcat;
\r
1917 void () Do_TFClass_Conversion =
\r
1922 if (self.respawn_as_new_class > 0)
\r
1924 self.playerclass = self.respawn_as_new_class;
\r
1925 self.respawn_as_new_class = 0;
\r
1929 if (self.playerclass == TF_CLASS_SCOUT) {
\r
1930 self.class = CLASS_SCOUT;
\r
1932 if (self.playerclass == TF_CLASS_SOLDIER) {
\r
1933 self.class = CLASS_SOLDIER;
\r
1934 cst = "soldier"; }
\r
1935 if (self.playerclass == TF_CLASS_MEDIC) {
\r
1936 self.class = CLASS_MEDIC;
\r
1938 if (self.playerclass == TF_CLASS_PYRO) {
\r
1939 self.class = CLASS_PYRO;
\r
1941 if (self.playerclass == TF_CLASS_SPY) {
\r
1942 self.class = CLASS_SPY;
\r
1944 if (self.playerclass == TF_CLASS_ENGINEER) {
\r
1945 self.class = CLASS_ENGINEER;
\r
1946 cst = "engineer"; }
\r
1947 if (self.playerclass == TF_CLASS_RANDOM || self.tfstate == self.tfstate | 8) {
\r
1948 cst = ChooseRandomClass(); }
\r
1949 // Note to self: add Random and Civilian
\r
1951 cl = GetPlayerClass();
\r
1953 if (!self.class == cl)
\r
1955 if (cst == "engineer")
\r
1957 self.playermodel = strcat("models/class/",cst,"_other.zym");
\r
1961 self.playermodel = strcat("models/class/",cst,"_mechanical.zym");
\r
1964 SetPlayerSpeed(self);
\r
1967 // XavioR's Random Class select
\r
1968 string () ChooseRandomClass =
\r
1970 local float choose;
\r
1975 choose = (1 + floor ((random () * (10 - 1))));
\r
1976 if (IsLegalClass(choose) && choose != TF_CLASS_SNIPER && choose != TF_CLASS_DEMOMAN && choose != TF_CLASS_HWGUY)
\r
1979 // sprint (self, ftos(choose));
\r
1980 // sprint (self, "\n");
\r
1981 if (choose == TF_CLASS_SCOUT) {
\r
1982 self.class = CLASS_SCOUT;
\r
1983 return ("scout"); }
\r
1984 if (choose == TF_CLASS_SOLDIER) {
\r
1985 self.class = CLASS_SOLDIER;
\r
1986 return ("soldier"); }
\r
1987 if (choose == TF_CLASS_PYRO) {
\r
1988 self.class = CLASS_PYRO;
\r
1989 return ("pyro"); }
\r
1990 if (choose == TF_CLASS_ENGINEER) {
\r
1991 self.class = CLASS_ENGINEER;
\r
1992 return ("engineer"); }
\r
1993 if (choose == TF_CLASS_MEDIC) {
\r
1994 self.class = CLASS_MEDIC;
\r
1995 return ("medic"); }
\r
1996 if (choose == TF_CLASS_SPY) {
\r
1997 self.class = CLASS_SPY;
\r
2003 // Nail projectile and blood
\r
2004 float current_yaw;
\r
2005 float (float fl) anglemod =
\r
2018 vector () wall_velocity =
\r
2022 vel = normalize (self.velocity);
\r
2023 vel = normalize (((vel + (v_up * (random () - 0.5))) + (v_right * (random () - 0.5))));
\r
2024 vel = (vel + (2 * trace_plane_normal));
\r
2025 vel = (vel * 200);
\r
2029 void (vector org, float damage) SpawnBlood =
\r
2031 particle (org, '0 0 0', 73, (damage * 2));
\r
2034 void (float damage) spawn_touchblood =
\r
2038 vel = (wall_velocity () * 0.2);
\r
2039 SpawnBlood ((self.origin + (vel * 0.01)), damage);
\r
2042 void () superspike_touch =
\r
2046 /* if (self.voided) // temp?
\r
2050 self.voided = 1;*/
\r
2051 if (other == self.owner)
\r
2055 if (other.solid == 1)
\r
2059 if (pointcontents (self.origin) == -6)
\r
2064 if (other.takedamage)
\r
2066 spawn_touchblood (18);
\r
2067 deathmsg = self.weapon;
\r
2068 if ((deathmsg == 9))
\r
2076 if (self.owner.classname == "grenade")
\r
2078 TF_T_Damage (other, self, self.owner.owner, ndmg, 2, 2);
\r
2082 TF_T_Damage (other, self, self.owner, ndmg, 2, 2);
\r
2087 WriteByte (0, 23);
\r
2089 WriteCoord (0, self.origin_x);
\r
2090 WriteCoord (0, self.origin_y);
\r
2091 WriteCoord (0, self.origin_z);
\r
2096 void () spike_touch =
\r
2098 if (other.solid == 1)
\r
2102 if (pointcontents (self.origin) == -6)
\r
2107 if (other.takedamage)
\r
2109 spawn_touchblood (9);
\r
2110 deathmsg = self.weapon;
\r
2111 if (self.owner.classname == "grenade")
\r
2113 TF_T_Damage (other, self, self.owner.owner, 9, 2, 2);
\r
2117 TF_T_Damage (other, self, self.owner, 9, 2, 2);
\r
2122 WriteByte (4, 23);
\r
2123 if ((self.classname == "wizspike"))
\r
2129 if ((self.classname == "knightspike"))
\r
2138 WriteCoord (4, self.origin_x);
\r
2139 WriteCoord (4, self.origin_y);
\r
2140 WriteCoord (4, self.origin_z);
\r
2145 void(vector org) te_gunshot;
\r
2146 float EF_ADDITIVE/* = 32*/;
\r
2147 void () ChangeModelTime =
\r
2150 setmodel (self.owner, self.classname);
\r
2154 void (entity ent, string st, float wait_time) soonmodel =
\r
2160 x.nextthink = time + wait_time;
\r
2161 x.think = ChangeModelTime;
\r
2166 void (vector vect_a, vector vect_b) launch_spike =
\r
2168 local entity e; // bullet trail
\r
2170 newmis = spawn ();
\r
2171 newmis.owner = self;
\r
2172 newmis.movetype = 9;
\r
2174 newmis.angles = vectoangles (vect_b);
\r
2175 newmis.touch = spike_touch;
\r
2176 newmis.weapon = 3;
\r
2177 newmis.classname = "spike";
\r
2178 newmis.think = SUB_Remove;
\r
2179 newmis.nextthink = (time + 3);
\r
2180 if (deathmsg != 9)
\r
2182 setmodel (newmis, "models/plasmatrail.mdl");
\r
2184 setsize (newmis, '0 0 0', '0 0 0');
\r
2185 setorigin (newmis, vect_a);
\r
2186 newmis.velocity = (vect_b * 2000);
\r
2190 e.movetype = MOVETYPE_FLY;
\r
2191 e.solid = SOLID_NOT;
\r
2192 e.think = SUB_Remove;
\r
2193 e.nextthink = time + vlen(trace_endpos - self.origin) / 6000;
\r
2194 e.velocity = vect_b * 4000;
\r
2195 e.angles = vectoangles (vect_b);
\r
2197 // soonmodel (e, "models/tracer.mdl", .1);
\r
2198 setmodel (e, "models/tracer.mdl");
\r
2199 setsize (e, '0 0 0', '0 0 0');
\r
2200 setorigin (e, vect_a);
\r
2201 e.effects = e.effects | EF_ADDITIVE;
\r
2204 // TF's Ammo-Updater
\r
2205 void () W_SetCurrentAmmo =
\r
2207 weapon_action(self.weapon, WR_UPDATECOUNTS);
\r
2211 void (float tno, entity ignore, string st) teamsprint =
\r
2219 te = find (world, classname, "player");
\r
2222 if (((te.team_no == tno) && (te != ignore)))
\r
2226 te = find (te, classname, "player");
\r
2231 void (entity pl, string s1, string s2) CenterPrint2 =
\r
2233 centerprint (pl, s1, s2);
\r
2234 pl.StatusRefreshTime = (time + 1.5);
\r
2237 // another ammo check caleld by the menu system. I dont know exactly what function this is for. - XavioR
\r
2238 void(entity p) bound_other_ammo =
\r
2240 if (p.ammo_shells > TeamFortress_GetMaxAmmo(p, 256))
\r
2242 p.ammo_shells = TeamFortress_GetMaxAmmo(p, 256);
\r
2244 if (p.ammo_nails > TeamFortress_GetMaxAmmo(p, 512))
\r
2246 p.ammo_nails = TeamFortress_GetMaxAmmo(p, 512);
\r
2248 if (p.ammo_rockets > TeamFortress_GetMaxAmmo(p, 1024))
\r
2250 p.ammo_rockets = TeamFortress_GetMaxAmmo(p, 1024);
\r
2252 if (p.ammo_cells > TeamFortress_GetMaxAmmo(p, 2048))
\r
2254 p.ammo_cells = TeamFortress_GetMaxAmmo(p, 2048);
\r
2256 /* if (p.ammo_medikit > p.maxammo_medikit) // addme
\r
2258 p.ammo_medikit = p.maxammo_medikit;
\r
2260 if (p.armorvalue > p.maxarmor)
\r
2262 p.armorvalue = p.max_armor;
\r
2264 if (p.no_grenades_1 > 4)
\r
2266 p.no_grenades_1 = 4;
\r
2268 if (p.no_grenades_2 > 4)
\r
2270 p.no_grenades_2 = 4;
\r
2274 // TF Drop Flag Function
\r
2275 void () tfgoalitem_dropthink;
\r
2276 void () item_tfgoal_touch;
\r
2277 void () DropFlag =
\r
2279 local entity Item;
\r
2284 te = find (world, classname, "item_tfgoal");
\r
2287 if (te.owner == self)
\r
2291 te = find (te, classname, "item_tfgoal");
\r
2294 if (Item == world)
\r
2296 sprint (self, "You don't have the flag.\n");
\r
2301 if (self.DropFlagDelay > time)
\r
2303 sprint (self, "Can't drop again for another ");
\r
2304 f = ceil(self.DropFlagDelay - time);
\r
2306 sprint (self, st);
\r
2307 sprint (self, " seconds.\n");
\r
2310 self.DropFlagDelay = time + 10;
\r
2313 // Flash of particles
\r
2316 WriteCoord(4, self.origin_x);
\r
2317 WriteCoord(4, self.origin_y);
\r
2318 WriteCoord(4, self.origin_z);
\r
2320 tfgoalitem_RemoveFromPlayer(Item, self, 2);
\r
2322 setorigin (Item, self.origin - '0 0 -24'); // - vf*(16));// - '0 0 15'); //Item.origin = self.origin + v_forward*56 + '0 0 8';
\r
2323 Item.velocity = '0 0 1'; //((vf * 150) + '0 0 150';
\r
2324 //gold. i didn't even have to change the origin, just the velocity. used to be '0 0 150'
\r
2325 Item.goal_state = 2;
\r
2326 Item.movetype = 6;
\r
2327 Item.solid = TF_FLARE_OFF;
\r
2328 setsize(Item, '-16 -16 0', '16 16 56');
\r
2329 if (Item.mdl != string_null)
\r
2331 setmodel(Item, Item.mdl);
\r
2333 Item.option5 = time + 2;
\r
2336 Item.nextthink = time + 5;
\r
2337 Item.think = tfgoalitem_dropthink;
\r
2338 Item.touch = item_tfgoal_touch;
\r