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 // 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
86 void (entity tempent) dremove =
\r
88 if ((tempent == world))
\r
90 dprint ("***BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG***\n");
\r
91 dprint ("WORLD has nearly been removed. Don't worry\n");
\r
92 dprint ("***BUG BUG BUG BUG BUG BUG BUG BUG BUG BUG***\n");
\r
95 if ((tempent.is_removed == 1.000000))
\r
99 tempent.is_removed = 1.000000;
\r
103 entity (float gno) Findgoal =
\r
108 tg = find (world, classname, "info_tfgoal");
\r
111 if ((tg.goal_no == gno))
\r
115 tg = find (tg, classname, "info_tfgoal");
\r
117 dprint ("Could not find a goal with a goal_no of ");
\r
124 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 /* (p.leg_damage) // No leg damage if no snipers, eh?
\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
653 if ((civilianteams & 1))
\r
662 if ((civilianteams & 2))
\r
671 if ((civilianteams & 4))
\r
678 if ((civilianteams & 8))
\r
689 // You use a different method of handling this tho Wazat?
\r
690 void () TeamFortress_ChangeClass;
\r
691 /*void () TeamFortress_ChangeClass =
\r
698 if ((self.playerclass != 0))
\r
700 if (((deathmatch != 3) && (cb_prematch_time < time)))
\r
704 if (TeamFortress_TeamIsCivilian (self.team_no))
\r
706 sprint (self, "You cannot change class.\n");
\r
709 if (!IsLegalClass ((self.impulse - 100)))
\r
711 sprint (self, "Your team cannot play that class.\n");
\r
712 TeamFortress_DisplayLegalClasses ();
\r
715 if (((spy_off == 1) && ((self.impulse - 100) == 8)))
\r
717 sprint (self, "The spy class has been disabled on the server by the administrator.\n");
\r
720 self.nextpc = (self.impulse - 100);
\r
721 sprint (self, "After dying, you will return as a ");
\r
722 TeamFortress_PrintClassName (self, self.nextpc, (self.tfstate & 8));
\r
723 self.immune_to_check = (time + 10);
\r
726 if ((teamplay && (self.team_no == 0)))
\r
728 if ((toggleflags & 64))
\r
730 if ((TeamFortress_TeamPutPlayerInTeam () == 0))
\r
737 sprint (self, "You must join a team first. \n");
\r
738 sprint (self, "use imin1, imin2, imin3, or imin4\n");
\r
742 if ((self.lives == 0))
\r
744 sprint (self, "You have no lives left.\n");
\r
747 if ((!IsLegalClass ((self.impulse - 100)) && (self.impulse != 1)))
\r
749 sprint (self, "You cannot play that playerclass on this map. \n");
\r
750 TeamFortress_DisplayLegalClasses ();
\r
753 if (((spy_off == 1) && ((self.impulse - 100) == 8)))
\r
755 sprint (self, "The spy class has been disabled on the server by the administrator.\n");
\r
758 if ((self.impulse != 1))
\r
760 self.playerclass = (self.impulse - 100);
\r
764 self.playerclass = 11;
\r
767 self.takedamage = 2;
\r
769 self.flags = (8 | 512);
\r
770 self.waterlevel = 0;
\r
771 self.air_finished = (time + 12);
\r
773 self.pausetime = 0;
\r
774 spot = SelectSpawnPoint ();
\r
775 self.origin = (spot.origin + '0 0 1');
\r
776 self.angles = spot.angles;
\r
778 setmodel (self, string_null);
\r
779 modelindex_null = self.modelindex;
\r
780 setmodel (self, "progs/eyes.mdl");
\r
781 modelindex_eyes = self.modelindex;
\r
782 setmodel (self, "progs/player.mdl");
\r
783 modelindex_player = self.modelindex;
\r
784 setsize (self, '-16 -16 -24', '16 16 32');
\r
785 self.view_ofs = '0 0 22';
\r
787 if ((deathmatch || coop))
\r
789 makevectors (self.angles);
\r
790 spawn_tfog ((self.origin + (v_forward * 20)));
\r
792 if ((self.playerclass == 10))
\r
794 sprint (self, "Random Playerclass.\n");
\r
795 self.tfstate = (self.tfstate | 8);
\r
796 self.playerclass = (1 + floor ((random () * (10 - 1))));
\r
798 if (((spot.classname == "info_player_teamspawn") && (cb_prematch_time < time)))
\r
800 if ((spot.items != 0))
\r
802 te = Finditem (spot.items);
\r
805 tfgoalitem_GiveToPlayer (te, self, self);
\r
807 if (!(spot.goal_activation & 1))
\r
814 CenterPrint (self, spot.message);
\r
815 if (!(spot.goal_activation & 2))
\r
817 spot.message = string_null;
\r
820 if ((spot.activate_goal_no != 0))
\r
822 te = Findgoal (spot.activate_goal_no);
\r
825 AttemptToActivate (te, self, spot);
\r
828 if ((spot.goal_effects == 1))
\r
830 spot.classname = "deadpoint";
\r
831 spot.team_str_home = string_null;
\r
832 spot.nextthink = (time + 1);
\r
833 spot.think = SUB_Remove;
\r
836 spot = find (world, classname, "player");
\r
839 if (((spot.team_no == self.team_no) && (spot != self)))
\r
841 sprint (spot, 2, self.netname);
\r
842 sprint (spot, 2, " is playing as a ");
\r
843 TeamFortress_PrintClassName (spot, self.playerclass, (self.tfstate & 8));
\r
845 spot = find (spot, classname, "player");
\r
847 TeamFortress_PrintClassName (self, self.playerclass, (self.tfstate & 8));
\r
848 TeamFortress_SetEquipment ();
\r
849 TeamFortress_SetHealth ();
\r
850 TeamFortress_SetSpeed (self);
\r
851 TeamFortress_SetSkin (self);
\r
854 sprint (self, "\n\nCEASE FIRE MODE\n");
\r
855 self.immune_to_check = (time + 10);
\r
856 self.tfstate = (self.tfstate | 65536);
\r
857 TeamFortress_SetSpeed (self);
\r
861 // Show what class each member of the team is -- NEEDS AN IMPULSE CALL FUNCTION
\r
862 void (entity Player) TeamFortress_TeamShowMemberClasses =
\r
868 e = find (world, classname, "player");
\r
871 if ((((e.team_no == Player.team_no) || (e.team_no == 0)) && (e != Player)))
\r
873 if ((e.model != string_null))
\r
878 sprint (self, "The other members of your team are:\n");
\r
880 sprint (Player, e.netname);
\r
881 sprint (Player, " : ");
\r
882 // TeamFortress_PrintClassName (Player, e.playerclass, (e.tfstate & 8));
\r
883 TeamFortress_PrintClassName (Player, e.class, (e.tfstate & 8));
\r
886 e = find (e, classname, "player");
\r
890 sprint (Player, "There are no other players on your team.\n");
\r
894 // Returns class name value
\r
895 string (float pc) TeamFortress_GetClassName =
\r
897 if ((pc == 1)) // Scout is class 1 (normal)
\r
905 return ("Sniper"); // Player Class 2 is Spy in NexTF -- no Snipers
\r
909 if ((pc == 4)) // Player Class 4 is soldier in NexTF
\r
911 return ("Soldier");
\r
915 if ((pc == 4.1)) // No DemoMan in NexTF
\r
917 return ("Demolitions Man");
\r
923 return ("Combat Medic"); // Medic is Class 16 in NexTF
\r
929 return ("Heavy Weapons Guy"); // No HWGuy in NexTF
\r
935 return ("Pyro"); // Pyro is class 8 in NexTF
\r
941 return ("Spy"); // Spy is class 2 in NexTF
\r
947 return ("Engineer"); // Engineer is class 32 in nextf
\r
951 if ((pc == 11)) // Wazat- we need to make civ class
\r
953 return ("Civilian");
\r
959 return ("Observer");
\r
963 if ((pc == 10)) // Wazat- we need to add "random class" feature
\r
965 return ("Random Playerclass");
\r
980 // Prints the classname using TeamFortress_GetClassName function
\r
981 void (entity Viewer, float pc, float rpc) TeamFortress_PrintClassName =
\r
985 st = TeamFortress_GetClassName (pc);
\r
986 sprint (Viewer, st);
\r
989 sprint (Viewer, " (Random)");
\r
991 sprint (Viewer, "\n");
\r
994 // Returns Team Color Value
\r
995 // note: this value is actually incorrect, the actual color values are the ones listed here
\r
997 float (float tno) TeamFortress_TeamGetColor =
\r
1018 // Returns Team Score Value
\r
1019 float (float tno) TeamFortress_TeamGetScore =
\r
1023 return (team1score);
\r
1027 return (team2score);
\r
1031 return (team3score);
\r
1035 return (team4score);
\r
1041 float (float tno) TeamFortress_TeamGetLives =
\r
1045 return (team1lives);
\r
1049 return (team2lives);
\r
1053 return (team3lives);
\r
1057 return (team4lives);
\r
1062 // Show Team Scores
\r
1063 void (float all) TeamFortress_TeamShowScores =
\r
1072 while ((i <= number_of_teams))
\r
1074 if ((TeamFortress_TeamGetColor (i) > 0))
\r
1076 j = TeamFortress_TeamGetScore (i);
\r
1077 st = TeamFortress_TeamGetColorString (i);
\r
1094 while ((i <= number_of_teams))
\r
1096 if ((TeamFortress_TeamGetColor (i) > 0))
\r
1104 sprint (self, "Team ");
\r
1113 sprint (self, st);
\r
1121 sprint (self, " (");
\r
1123 st = TeamFortress_TeamGetColorString (i);
\r
1130 sprint (self, st);
\r
1138 sprint (self, ") : ");
\r
1140 j = TeamFortress_TeamGetScore (i);
\r
1148 sprint (self, st);
\r
1156 sprint (self, "\n");
\r
1163 // Get Number Of Players On Team
\r
1164 float (float tno) TeamFortress_TeamGetNoPlayers =
\r
1166 local float size_team;
\r
1167 local entity search;
\r
1169 search = find (world, classname, "player");
\r
1170 while ((search != world))
\r
1172 if ((search.team_no == tno))
\r
1174 size_team = (size_team + 1);
\r
1176 search = find (search, classname, "player");
\r
1178 return (size_team);
\r
1181 // Get general number of players
\r
1182 float () TeamFortress_GetNoPlayers =
\r
1185 local entity search;
\r
1187 search = find (world, classname, "player");
\r
1188 while ((search != world))
\r
1190 if ((search.netname != string_null))
\r
1192 nump = (nump + 1);
\r
1194 search = find (search, classname, "player");
\r
1199 // Get max players for a team
\r
1200 float (float tno) TeamFortress_TeamGetMaxPlayers =
\r
1204 return (team1maxplayers);
\r
1208 return (team2maxplayers);
\r
1212 return (team3maxplayers);
\r
1216 return (team4maxplayers);
\r
1221 // Set The Team Color
\r
1222 void (float tno) TeamFortress_TeamSetColor =
\r
1246 // Set The Team Number
\r
1247 float (float tno) TeamFortress_TeamSet =
\r
1252 if ((teamplay < 1))
\r
1254 sprint (self, "Teamplay is not On, so FortressTeams are inactive.\n");
\r
1257 if (((tno > number_of_teams) && (number_of_teams != 0)))
\r
1259 sprint (self, "There can be only ");
\r
1260 st = ftos (number_of_teams);
\r
1261 sprint (self, st);
\r
1262 sprint (self, " teams on this map.\nTry again\n");
\r
1265 if ((self.team_no > 0))
\r
1267 sprint (self, "You're already in Team No ");
\r
1268 st = ftos (self.team_no);
\r
1269 sprint (self, st);
\r
1270 sprint (self, ".\n");
\r
1273 tc = TeamFortress_TeamGetNoPlayers (tno);
\r
1274 if ((tc >= TeamFortress_TeamGetMaxPlayers (tno)))
\r
1276 sprint (self, "That team is full. Pick another.\n");
\r
1279 if ((TeamFortress_TeamGetColor (tno) == 0))
\r
1281 TeamFortress_TeamSetColor (tno);
\r
1282 if ((TeamFortress_TeamGetColor (tno) == 0))
\r
1284 sprint (self, "You can't start a new team with your color, since another ");
\r
1285 sprint (self, "already using that color. Change your pants color, then try again.\n");
\r
1288 bprint (self.netname);
\r
1289 bprint (" has started Team No ");
\r
1293 self.immune_to_check = (time + 10);
\r
1294 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
1296 self.frags = TeamFortress_TeamGetScore (tno);
\r
1298 stuffcmd (self, "color ");
\r
1299 tc = (TeamFortress_TeamGetColor (tno) - 1);
\r
1301 stuffcmd (self, st);
\r
1302 stuffcmd (self, "\n");
\r
1303 self.team_no = tno;
\r
1304 self.lives = TeamFortress_TeamGetLives (tno);
\r
1305 //if ((self.playerclass == 0))
\r
1306 if ((self.class == 0))
\r
1308 if (TeamFortress_TeamIsCivilian (self.team_no))
\r
1311 TeamFortress_ChangeClass ();
\r
1316 bprint (self.netname);
\r
1317 bprint (" has joined Team No ");
\r
1321 stuffcmd (self, "color ");
\r
1322 tc = (TeamFortress_TeamGetColor (tno) - 1);
\r
1324 stuffcmd (self, st);
\r
1325 stuffcmd (self, "\n");
\r
1326 self.team_no = tno;
\r
1327 self.immune_to_check = (time + 10);
\r
1328 self.lives = TeamFortress_TeamGetLives (tno);
\r
1329 if (((toggleflags & 128) || (toggleflags & 2048)))
\r
1331 self.frags = TeamFortress_TeamGetScore (tno);
\r
1333 TeamFortress_TeamShowMemberClasses (self);
\r
1334 //if ((self.playerclass == 0))
\r
1335 if ((self.class == 0))
\r
1337 if (TeamFortress_TeamIsCivilian (self.team_no))
\r
1340 TeamFortress_ChangeClass ();
\r
1346 // Get team score (used in conjunction with autoteam..)
\r
1347 float (float tno) TeamFortress_GetRealScore =
\r
1350 local float total;
\r
1352 te = find (world, classname, "player");
\r
1355 if (te.team_no == tno)
\r
1357 total = total + te.real_frags;
\r
1359 te = find (te, classname, "player");
\r
1364 // Find best team for player (autoteam?)
\r
1365 float() TeamFortress_TeamPutPlayerInTeam =
\r
1369 local float score1;
\r
1370 local float score2;
\r
1372 local float lowest;
\r
1373 local float likely_team;
\r
1376 likely_team = random() * number_of_teams;
\r
1377 likely_team = ceil(likely_team);
\r
1378 if (likely_team == 0)
\r
1380 likely_team = number_of_teams;
\r
1384 while (i < number_of_teams + 1)
\r
1386 j = TeamFortress_TeamGetNoPlayers(i);
\r
1390 if (TeamFortress_TeamGetMaxPlayers(i) > j)
\r
1396 // pablo. fancier autoteam for even teams.
\r
1397 else if (j == lowest)
\r
1400 if (TeamFortress_TeamGetMaxPlayers(i) > j)
\r
1402 score1 = TeamFortress_GetRealScore(i);
\r
1403 score2 = TeamFortress_GetRealScore(likely_team);
\r
1405 if ( score1 < score2 )
\r
1409 else if (score1 == score2)
\r
1411 if (random() > 0.5)
\r
1421 return TeamFortress_TeamSet(likely_team);
\r
1424 // Remove item_tfgoal timers
\r
1425 void() TeamFortress_RemoveTimers =
\r
1428 // self.leg_damage = 0; // No Snipers
\r
1429 // self.is_undercover = 0; // I think this function is called in PlayerKill
\r
1430 // self.is_building = 0; // To Be Added ?
\r
1431 // self.building = world; // To Be Added ?
\r
1432 if (self.tfstate & 2048)
\r
1434 self.tfstate = self.tfstate - 2048;
\r
1435 TeamFortress_SetSpeed(self);
\r
1438 te = find(world, classname, "timer");
\r
1439 while (te != world)
\r
1441 if (te.owner == self)
\r
1444 te = find(world, classname, "timer");
\r
1448 te = find(te, classname, "timer");
\r
1451 te = find(world, classname, "item_tfgoal");
\r
1454 if (te.owner == self)
\r
1456 if (!(te.goal_activation & 256))
\r
1458 tfgoalitem_RemoveFromPlayer(te, self, 0);
\r
1460 if (CTF_Map == 1 && te.goal_no == 1)
\r
1462 bprint(self.netname);
\r
1463 bprint(" ÌÏÓÔ the ÂÌÕÅ flag!\n");
\r
1467 if (CTF_Map == 1 && te.goal_no == 2)
\r
1469 bprint(self.netname);
\r
1470 bprint(" ÌÏÓÔ the ÒÅÄ flag!\n");
\r
1474 te = find(te, classname, "item_tfgoal");
\r
1476 te = find(world, classname, "detpack");
\r
1479 if (te.weaponmode == 1 && te.enemy == self)
\r
1481 te.weaponmode = 0;
\r
1483 te = find(te, classname, "detpack");
\r
1485 // TeamFortress_DetonatePipebombs(); gold. this is the old code for removing pipebombs on quitting. new one written by pablo is below.
\r
1486 // NO PIPEBOMBS IN NEXTF
\r
1487 /* te = find(world, classname, "pipebomb");
\r
1488 while (te != world)
\r
1490 if(te.owner == self)
\r
1492 decrement_team_pipebombs(self.team_no);
\r
1493 deathmsg = te.weapon;
\r
1495 T_RadiusDamage(te, self, 120, world);
\r
1498 WriteCoord(4, te.origin_x);
\r
1499 WriteCoord(4, te.origin_y);
\r
1500 WriteCoord(4, te.origin_z);
\r
1501 multicast(te.origin, TF_FLARE_OFF);
\r
1504 te = find(te, classname, "pipebomb");
\r
1506 // stuffcmd(self, "v_idlescale 0\n");
\r
1507 // stuffcmd(self, "v_cshift 0 0 0 0\n");
\r
1508 // self.item_list = 0; // To Be Added?
\r
1509 // self.FlashTime = 0;
\r
1510 CenterPrint(self, "\n");
\r
1511 self.menu_count = 25; // Menu Stuff - important
\r
1512 self.current_menu = 1; ////
\r
1516 // TF's Become Explosion
\r
1517 void() BecomeExplosion =
\r
1523 void(string halias, float himpulse1, float himpulse2) TeamFortress_Alias =
\r
1526 stuffcmd(self, "alias ");
\r
1527 stuffcmd(self, halias);
\r
1528 stuffcmd(self, " \"impulse ");
\r
1529 imp = ftos(himpulse1);
\r
1530 stuffcmd(self, imp);
\r
1531 if (himpulse2 != 0)
\r
1533 stuffcmd(self, ";wait; impulse ");
\r
1534 imp = ftos(himpulse2);
\r
1535 stuffcmd(self, imp);
\r
1537 stuffcmd(self, "\"\n");
\r
1540 float (float tno) TeamFortress_TeamGetIllegalClasses =
\r
1544 return (illegalclasses1);
\r
1548 return (illegalclasses2);
\r
1552 return (illegalclasses3);
\r
1556 return (illegalclasses4);
\r
1561 // Check if legal class
\r
1562 float (float pc) IsLegalClass =
\r
1566 /* if (((spy_off == 1) && (pc == 8)))
\r
1637 if (((illegalclasses & bit) || (TeamFortress_TeamGetIllegalClasses (self.team_no) & bit)))
\r
1644 // Display legal classes for map
\r
1645 void () TeamFortress_DisplayLegalClasses =
\r
1647 local float gotone;
\r
1650 sprint (self, "Legal Classes for your team are:\n");
\r
1652 ill = TeamFortress_TeamGetIllegalClasses (self.team_no);
\r
1653 if ((!(illegalclasses & 1) && !(ill & 1)))
\r
1657 sprint (self, ", ");
\r
1660 sprint (self, "Scout");
\r
1662 if ((!(illegalclasses & 2) && !(ill & 2)))
\r
1666 sprint (self, ", ");
\r
1669 sprint (self, "Sniper");
\r
1671 if ((!(illegalclasses & 4) && !(ill & 4)))
\r
1675 sprint (self, ", ");
\r
1678 sprint (self, "Soldier");
\r
1680 if ((!(illegalclasses & 8) && !(ill & 8)))
\r
1684 sprint (self, ", ");
\r
1687 sprint (self, "Demolitions Man");
\r
1689 if ((!(illegalclasses & 16) && !(ill & 16)))
\r
1693 sprint (self, ", ");
\r
1696 sprint (self, "Combat Medic");
\r
1698 if ((!(illegalclasses & 32) && !(ill & 32)))
\r
1702 sprint (self, ", ");
\r
1705 sprint (self, "Heavy Weapons Guy");
\r
1707 if ((!(illegalclasses & 64) && !(ill & 64)))
\r
1711 sprint (self, ", ");
\r
1714 sprint (self, "Pyro");
\r
1716 if ((!(illegalclasses & 256) && !(ill & 256)))
\r
1720 sprint (self, ", ");
\r
1723 sprint (self, "Spy");
\r
1725 if ((!(illegalclasses & 512) && !(ill & 512)))
\r
1729 sprint (self, ", ");
\r
1732 sprint (self, "Engineer");
\r
1734 if ((!(illegalclasses & 128) && !(ill & 128)))
\r
1738 sprint (self, ", ");
\r
1741 sprint (self, "RandomPC");
\r
1743 sprint (self, "\n");
\r
1746 // TF class change/select function
\r
1747 void() TeamFortress_ChangeClass =
\r
1749 local entity spot;
\r
1754 self.impulse += 100; //temp
\r
1756 if (self.playerclass != 0)
\r
1758 // if (deathmatch != 3)
\r
1762 if (TeamFortress_TeamIsCivilian(self.team_no))
\r
1764 sprint(self, "You cannot change class.\n");
\r
1767 if (!IsLegalClass(self.impulse - 100))
\r
1769 sprint(self, "Your team cannot play that class.\n");
\r
1770 TeamFortress_DisplayLegalClasses();
\r
1773 /* tc = IsRestrictedClass(self.impulse - 100); // TBA ADD THIS FUNCTION
\r
1778 sprint(self, "That class is restricted to ");
\r
1781 sprint(self, " per team.\n");
\r
1785 sprint(self, "That class is disabled.\n");
\r
1789 self.nextpc = self.impulse - 100;
\r
1790 sprint(self, "After dying, you will return as a ");
\r
1791 TeamFortress_PrintClassName(self, self.nextpc, self.tfstate & 8);
\r
1792 self.immune_to_check = time + 10;
\r
1795 /*if (teamplay && self.team_no == 0) //handled in cmd function
\r
1797 if (toggleflags & 64)
\r
1799 if (TeamFortress_TeamPutPlayerInTeam() == 0)
\r
1806 sprint(self, "You must join a team first. \n");
\r
1807 sprint(self, "use imin1, imin2, imin3, or imin4\n");
\r
1811 if (self.lives == 0)
\r
1813 sprint(self, "You have no lives left.\n");
\r
1816 if (!IsLegalClass(self.impulse - 100) && self.impulse != 1)
\r
1818 sprint(self, "You cannot play that playerclass on this map. \n");
\r
1819 TeamFortress_DisplayLegalClasses();
\r
1823 /* tc = IsRestrictedClass(self.impulse - 100); // TBA
\r
1828 sprint(self, "That class is restricted to ");
\r
1831 sprint(self, " per team.\n");
\r
1835 sprint(self, "That class is disabled.\n");
\r
1839 if (self.impulse != 1)
\r
1841 self.playerclass = self.impulse - 100;
\r
1845 self.playerclass = 11;
\r
1847 if (self.playerclass == 10)
\r
1849 sprint(self, "Random Playerclass.\n");
\r
1850 self.tfstate = self.tfstate | 8;
\r
1851 /* tc = 1 + floor(random() * (10 - 1));
\r
1852 while (IsRestrictedClass(tc) != 0)
\r
1854 tc = 1 + floor(random() * (10 - 1));
\r
1856 // self.playerclass = tc;
\r
1857 self.playerclass = 10;
\r
1858 ChooseRandomClass();
\r
1860 //ftos(TeamFortress_TeamGetIllegalClasses (self.team_no) & bit)
\r
1862 PutClientInServer (); //temp
\r
1865 // XavioR's new TF reload function
\r
1866 void (float o, float m, void () g) weapon_thinkf;
\r
1867 void () Reload_Restore_Weapon =
\r
1869 if (self.owner.weaponentity.pos1 != '0 0 0')
\r
1871 self.owner.weaponentity.pos1 = '0 0 0';
\r
1872 self.owner.weaponentity.lip = PLAYER_WEAPONSELECTION_SPEED;
\r
1876 void (float rweapon, float amount) DoReload =
\r
1878 local float rtime;
\r
1880 if (self.reload_time > time)
\r
1885 weapon_action(self.weapon, WR_UPDATECOUNTS); // update ammo now
\r
1887 sprint(self, "Reloading...\n");
\r
1889 if (rweapon == 2) // CryLink (flak cannon)
\r
1891 rtime = (amount * .80);
\r
1892 self.clip_crylink = CLIP_MAX_CRYLINK;
\r
1894 if (rweapon == 3) // Rocket launcher
\r
1896 rtime = (amount * 1.30);
\r
1897 self.clip_rockets = 4;
\r
1899 if (rweapon == 4) // Pipe Grenade Launcher
\r
1901 rtime = (amount * 1.05);
\r
1902 self.clip_pipegrenades = 6;
\r
1904 if (rweapon == 5) // Building something... (senrtry gun, tesla, etc.)
\r
1909 self.weaponentity.pos1 = PLAYER_WEAPONSELECTION_RANGE;
\r
1910 self.weaponentity.lip = PLAYER_WEAPONSELECTION_SPEED;
\r
1912 newmis.owner = self;
\r
1913 newmis.think = Reload_Restore_Weapon;
\r
1914 newmis.nextthink = time + rtime;
\r
1916 self.reload_time = time + rtime;
\r
1919 // Xavior's self.playerclass to self.class conversion
\r
1920 string(string s1, ...) strcat;
\r
1921 void () Do_TFClass_Conversion =
\r
1926 if (self.respawn_as_new_class > 0)
\r
1928 self.playerclass = self.respawn_as_new_class;
\r
1929 self.respawn_as_new_class = 0;
\r
1933 if (self.playerclass == TF_CLASS_SCOUT) {
\r
1934 self.class = CLASS_SCOUT;
\r
1936 if (self.playerclass == TF_CLASS_SOLDIER) {
\r
1937 self.class = CLASS_SOLDIER;
\r
1938 cst = "soldier"; }
\r
1939 if (self.playerclass == TF_CLASS_MEDIC) {
\r
1940 self.class = CLASS_MEDIC;
\r
1942 if (self.playerclass == TF_CLASS_PYRO) {
\r
1943 self.class = CLASS_PYRO;
\r
1945 if (self.playerclass == TF_CLASS_SPY) {
\r
1946 self.class = CLASS_SPY;
\r
1948 if (self.playerclass == TF_CLASS_ENGINEER) {
\r
1949 self.class = CLASS_ENGINEER;
\r
1950 cst = "engineer"; }
\r
1951 if (self.playerclass == TF_CLASS_RANDOM || self.tfstate == self.tfstate | 8) {
\r
1952 cst = ChooseRandomClass(); }
\r
1953 // Note to self: add Random and Civilian
\r
1955 cl = GetPlayerClass();
\r
1957 if (!self.class == cl)
\r
1959 if (cst == "engineer")
\r
1961 self.playermodel = strcat("models/class/",cst,"_other.zym");
\r
1965 self.playermodel = strcat("models/class/",cst,"_mechanical.zym");
\r
1968 SetPlayerSpeed(self);
\r
1971 // XavioR's Random Class select
\r
1972 string () ChooseRandomClass =
\r
1974 local float choose;
\r
1979 choose = (1 + floor ((random () * (10 - 1))));
\r
1980 if (IsLegalClass(choose) && choose != TF_CLASS_SNIPER && choose != TF_CLASS_DEMOMAN && choose != TF_CLASS_HWGUY)
\r
1983 // sprint (self, ftos(choose));
\r
1984 // sprint (self, "\n");
\r
1985 if (choose == TF_CLASS_SCOUT) {
\r
1986 self.class = CLASS_SCOUT;
\r
1987 return ("scout"); }
\r
1988 if (choose == TF_CLASS_SOLDIER) {
\r
1989 self.class = CLASS_SOLDIER;
\r
1990 return ("soldier"); }
\r
1991 if (choose == TF_CLASS_PYRO) {
\r
1992 self.class = CLASS_PYRO;
\r
1993 return ("pyro"); }
\r
1994 if (choose == TF_CLASS_ENGINEER) {
\r
1995 self.class = CLASS_ENGINEER;
\r
1996 return ("engineer"); }
\r
1997 if (choose == TF_CLASS_MEDIC) {
\r
1998 self.class = CLASS_MEDIC;
\r
1999 return ("medic"); }
\r
2000 if (choose == TF_CLASS_SPY) {
\r
2001 self.class = CLASS_SPY;
\r
2007 // Nail projectile and blood
\r
2008 float current_yaw;
\r
2009 float (float fl) anglemod =
\r
2022 vector () wall_velocity =
\r
2026 vel = normalize (self.velocity);
\r
2027 vel = normalize (((vel + (v_up * (random () - 0.5))) + (v_right * (random () - 0.5))));
\r
2028 vel = (vel + (2 * trace_plane_normal));
\r
2029 vel = (vel * 200);
\r
2033 void (vector org, float damage) SpawnBlood =
\r
2035 particle (org, '0 0 0', 73, (damage * 2));
\r
2038 void (float damage) spawn_touchblood =
\r
2042 vel = (wall_velocity () * 0.2);
\r
2043 SpawnBlood ((self.origin + (vel * 0.01)), damage);
\r
2046 void () superspike_touch =
\r
2050 /* if (self.voided) // temp?
\r
2054 self.voided = 1;*/
\r
2055 if (other == self.owner)
\r
2059 if (other.solid == 1)
\r
2063 if (pointcontents (self.origin) == -6)
\r
2068 if (other.takedamage)
\r
2070 spawn_touchblood (18);
\r
2071 deathmsg = self.weapon;
\r
2072 if ((deathmsg == 9))
\r
2080 if (self.owner.classname == "grenade")
\r
2082 TF_T_Damage (other, self, self.owner.owner, ndmg, 2, 2);
\r
2086 TF_T_Damage (other, self, self.owner, ndmg, 2, 2);
\r
2091 WriteByte (0, 23);
\r
2093 WriteCoord (0, self.origin_x);
\r
2094 WriteCoord (0, self.origin_y);
\r
2095 WriteCoord (0, self.origin_z);
\r
2100 void () spike_touch =
\r
2104 if (other.solid == 1)
\r
2108 if (pointcontents (self.origin) == -6)
\r
2113 if (other.takedamage)
\r
2115 spawn_touchblood (9);
\r
2116 deathmsg = self.weapon;
\r
2117 if (self.owner.classname == "grenade")
\r
2119 TF_T_Damage (other, self, self.owner.owner, 9, 2, 2);
\r
2123 TF_T_Damage (other, self, self.owner, 9, 2, 2);
\r
2128 WriteByte (4, 23);
\r
2129 if ((self.classname == "wizspike"))
\r
2135 if ((self.classname == "knightspike"))
\r
2144 WriteCoord (4, self.origin_x);
\r
2145 WriteCoord (4, self.origin_y);
\r
2146 WriteCoord (4, self.origin_z);
\r
2151 void(vector org) te_gunshot;
\r
2152 float EF_ADDITIVE/* = 32*/;
\r
2153 void () ChangeModelTime =
\r
2156 setmodel (self.owner, self.classname);
\r
2160 void (entity ent, string st, float wait_time) soonmodel =
\r
2166 x.nextthink = time + wait_time;
\r
2167 x.think = ChangeModelTime;
\r
2172 void (vector vect_a, vector vect_b) launch_spike =
\r
2174 local entity e; // bullet trail
\r
2176 newmis = spawn ();
\r
2177 newmis.owner = self;
\r
2178 newmis.movetype = 9;
\r
2180 newmis.angles = vectoangles (vect_b);
\r
2181 newmis.touch = spike_touch;
\r
2182 newmis.weapon = 3;
\r
2183 newmis.classname = "spike";
\r
2184 newmis.think = SUB_Remove;
\r
2185 newmis.nextthink = (time + 3);
\r
2186 if (deathmsg != 9)
\r
2188 setmodel (newmis, "models/plasmatrail.mdl");
\r
2190 setsize (newmis, '0 0 0', '0 0 0');
\r
2191 setorigin (newmis, vect_a);
\r
2192 newmis.velocity = (vect_b * 2000);
\r
2196 e.movetype = MOVETYPE_FLY;
\r
2197 e.solid = SOLID_NOT;
\r
2198 e.think = SUB_Remove;
\r
2199 e.nextthink = time + vlen(trace_endpos - self.origin) / 6000;
\r
2200 e.velocity = vect_b * 4000;
\r
2201 e.angles = vectoangles (vect_b);
\r
2203 // soonmodel (e, "models/tracer.mdl", .1);
\r
2204 setmodel (e, "models/tracer.mdl");
\r
2205 setsize (e, '0 0 0', '0 0 0');
\r
2206 setorigin (e, vect_a);
\r
2207 e.effects = e.effects | EF_ADDITIVE;
\r
2210 // TF's Ammo-Updater
\r
2211 void () W_SetCurrentAmmo =
\r
2213 weapon_action(self.weapon, WR_UPDATECOUNTS);
\r
2217 void (float tno, entity ignore, string st) teamsprint =
\r
2225 te = find (world, classname, "player");
\r
2228 if (((te.team_no == tno) && (te != ignore)))
\r
2232 te = find (te, classname, "player");
\r
2237 void (entity pl, string s1, string s2) CenterPrint2 =
\r
2239 centerprint (pl, s1, s2);
\r
2240 pl.StatusRefreshTime = (time + 1.5);
\r
2243 // another ammo check caleld by the menu system. I dont know exactly what function this is for. - XavioR
\r
2244 void(entity p) bound_other_ammo =
\r
2246 if (p.ammo_shells > TeamFortress_GetMaxAmmo(p, 256))
\r
2248 p.ammo_shells = TeamFortress_GetMaxAmmo(p, 256);
\r
2250 if (p.ammo_nails > TeamFortress_GetMaxAmmo(p, 512))
\r
2252 p.ammo_nails = TeamFortress_GetMaxAmmo(p, 512);
\r
2254 if (p.ammo_rockets > TeamFortress_GetMaxAmmo(p, 1024))
\r
2256 p.ammo_rockets = TeamFortress_GetMaxAmmo(p, 1024);
\r
2258 if (p.ammo_cells > TeamFortress_GetMaxAmmo(p, 2048))
\r
2260 p.ammo_cells = TeamFortress_GetMaxAmmo(p, 2048);
\r
2262 /* if (p.ammo_medikit > p.maxammo_medikit) // addme
\r
2264 p.ammo_medikit = p.maxammo_medikit;
\r
2266 if (p.armorvalue > p.maxarmor)
\r
2268 p.armorvalue = p.max_armor;
\r
2270 if (p.no_grenades_1 > 4)
\r
2272 p.no_grenades_1 = 4;
\r
2274 if (p.no_grenades_2 > 4)
\r
2276 p.no_grenades_2 = 4;
\r