Пример #1
0
def weapon_touch(*qwp_extra):
    hadammo = 0
    best = 0
    new = 0
    old = 0
    stemp = engine.world
    leave = 0
    #  For client weapon_switch
    w_switch = 0
    if not (qc.other.flags & defs.FL_CLIENT):
        return 
    if (qc.stof(qc.other.infokey('w_switch'))) == 0:
        w_switch = 8
    else:
        w_switch = qc.stof(qc.other.infokey('w_switch'))
    #  if the player was using his best weapon, change up to the new one if better          
    stemp = qc.self
    qc.self = qc.other
    best = weapons.W_BestWeapon()
    qc.self = stemp
    if defs.deathmatch == 2 or defs.deathmatch == 3 or defs.deathmatch == 5:
        leave = 1
    else:
        leave = 0
    if qc.self.classname == 'weapon_nailgun':
        if leave and (qc.other.items & defs.IT_NAILGUN):
            return 
        hadammo = qc.other.ammo_nails
        new = defs.IT_NAILGUN
        qc.other.ammo_nails += 30
        
    elif qc.self.classname == 'weapon_supernailgun':
        if leave and (qc.other.items & defs.IT_SUPER_NAILGUN):
            return 
        hadammo = qc.other.ammo_rockets
        new = defs.IT_SUPER_NAILGUN
        qc.other.ammo_nails += 30
        
    elif qc.self.classname == 'weapon_supershotgun':
        if leave and (qc.other.items & defs.IT_SUPER_SHOTGUN):
            return 
        hadammo = qc.other.ammo_rockets
        new = defs.IT_SUPER_SHOTGUN
        qc.other.ammo_shells += 5
        
    elif qc.self.classname == 'weapon_rocketlauncher':
        if leave and (qc.other.items & defs.IT_ROCKET_LAUNCHER):
            return 
        hadammo = qc.other.ammo_rockets
        new = defs.IT_ROCKET_LAUNCHER
        qc.other.ammo_rockets += 5
        
    elif qc.self.classname == 'weapon_grenadelauncher':
        if leave and (qc.other.items & defs.IT_GRENADE_LAUNCHER):
            return 
        hadammo = qc.other.ammo_rockets
        new = defs.IT_GRENADE_LAUNCHER
        qc.other.ammo_rockets += 5
        
    elif qc.self.classname == 'weapon_lightning':
        if leave and (qc.other.items & defs.IT_LIGHTNING):
            return 
        hadammo = qc.other.ammo_rockets
        new = defs.IT_LIGHTNING
        qc.other.ammo_cells += 15
        
    else:
        qc.objerror('weapon_touch: unknown classname')
    qc.other.sprint(defs.PRINT_LOW, 'You got the ')
    qc.other.sprint(defs.PRINT_LOW, qc.self.netname)
    qc.other.sprint(defs.PRINT_LOW, '\012')
    #  weapon touch sound
    qc.other.sound(defs.CHAN_ITEM, 'weapons/pkup.wav', 1, defs.ATTN_NORM)
    qc.other.stuffcmd('bf\012')
    bound_other_ammo()
    #  change to the weapon
    old = qc.other.items
    qc.other.items |= new
    stemp = qc.self
    qc.self = qc.other
    if WeaponCode(new) <= w_switch:
        if qc.self.flags & defs.FL_INWATER:
            if new != defs.IT_LIGHTNING:
                Deathmatch_Weapon(old, new)
                
            
        else:
            Deathmatch_Weapon(old, new)
            
        
    weapons.W_SetCurrentAmmo()
    qc.self = stemp
    if leave:
        return 
    if defs.deathmatch != 3 or defs.deathmatch != 5:
        #  remove it in single player, or setup for respawning in deathmatch
        qc.self.model = defs.string_null
        qc.self.solid = defs.SOLID_NOT
        if defs.deathmatch != 2:
            qc.self.nextthink = qc.time + 30
        qc.self.think = SUB_regen
        
    defs.activator = qc.other
    subs.SUB_UseTargets() #  fire all targets / killtargets
Пример #2
0
def PutClientInServer(*qwp_extra):
    global modelindex_eyes
    global modelindex_player
    spot = engine.world
    s = None
    qc.self.classname = 'player'
    qc.self.health = 100
    qc.self.takedamage = defs.DAMAGE_AIM
    qc.self.solid = defs.SOLID_SLIDEBOX
    qc.self.movetype = defs.MOVETYPE_WALK
    qc.self.show_hostile = 0
    qc.self.max_health = 100
    qc.self.flags = defs.FL_CLIENT
    qc.self.air_finished = qc.time + 12
    qc.self.dmg = 2 #  initial water damage
    qc.self.super_damage_finished = 0
    qc.self.radsuit_finished = 0
    qc.self.invisible_finished = 0
    qc.self.invincible_finished = 0
    qc.self.effects = 0
    qc.self.invincible_time = 0
    DecodeLevelParms()
    weapons.W_SetCurrentAmmo()
    qc.self.attack_finished = qc.time
    qc.self.th_pain = player.player_pain
    qc.self.th_die = player.PlayerDie
    qc.self.deadflag = defs.DEAD_NO
    #  paustime is set by teleporters to keep the player from moving a while
    qc.self.pausetime = 0
    spot = SelectSpawnPoint()
    qc.self.origin = spot.origin + Vector(0, 0, 1)
    qc.self.angles = spot.angles
    qc.self.fixangle = defs.TRUE #  turn this way immediately
    #  oh, this is a hack!
    qc.self.setmodel('progs/eyes.mdl')
    modelindex_eyes = qc.self.modelindex
    qc.self.setmodel('progs/player.mdl')
    modelindex_player = qc.self.modelindex
    qc.setsize(qc.self, defs.VEC_HULL_MIN, defs.VEC_HULL_MAX)
    qc.self.view_ofs = Vector(0, 0, 22)
    #  Mod - Xian (May.20.97)
    #  Bug where player would have velocity from their last kill
    qc.self.velocity = Vector(0, 0, 0)
    player.player_stand1()
    qc.makevectors(qc.self.angles)
    triggers.spawn_tfog(qc.self.origin + qc.v_forward * 20)
    triggers.spawn_tdeath(qc.self.origin, qc.self)
    #  Set Rocket Jump Modifiers
    if qc.stof(qc.world.infokey('rj')) != 0:
        defs.rj = qc.stof(qc.world.infokey('rj'))
        
    if defs.deathmatch == 4:
        qc.self.ammo_shells = 0
        if qc.stof(qc.world.infokey('axe')) == 0:
            qc.self.ammo_nails = 255
            qc.self.ammo_shells = 255
            qc.self.ammo_rockets = 255
            qc.self.ammo_cells = 255
            qc.self.items |= defs.IT_NAILGUN
            qc.self.items |= defs.IT_SUPER_NAILGUN
            qc.self.items |= defs.IT_SUPER_SHOTGUN
            qc.self.items |= defs.IT_ROCKET_LAUNCHER
            # 		self.items = self.items | IT_GRENADE_LAUNCHER;
            qc.self.items |= defs.IT_LIGHTNING
            
        qc.self.items = qc.self.items - (qc.self.items & (defs.IT_ARMOR1 | defs.IT_ARMOR2 | defs.IT_ARMOR3)) + defs.IT_ARMOR3
        qc.self.armorvalue = 200
        qc.self.armortype = 0.8
        qc.self.health = 250
        qc.self.items |= defs.IT_INVULNERABILITY
        qc.self.invincible_time = 1
        qc.self.invincible_finished = qc.time + 3
        
    if defs.deathmatch == 5:
        qc.self.ammo_nails = 80
        qc.self.ammo_shells = 30
        qc.self.ammo_rockets = 10
        qc.self.ammo_cells = 30
        qc.self.items |= defs.IT_NAILGUN
        qc.self.items |= defs.IT_SUPER_NAILGUN
        qc.self.items |= defs.IT_SUPER_SHOTGUN
        qc.self.items |= defs.IT_ROCKET_LAUNCHER
        qc.self.items |= defs.IT_GRENADE_LAUNCHER
        qc.self.items |= defs.IT_LIGHTNING
        qc.self.items = qc.self.items - (qc.self.items & (defs.IT_ARMOR1 | defs.IT_ARMOR2 | defs.IT_ARMOR3)) + defs.IT_ARMOR3
        qc.self.armorvalue = 200
        qc.self.armortype = 0.8
        qc.self.health = 200
        qc.self.items |= defs.IT_INVULNERABILITY
        qc.self.invincible_time = 1
        qc.self.invincible_finished = qc.time + 3
Пример #3
0
def BackpackTouch(*qwp_extra):
    s = None
    best = 0
    old = 0
    new = 0
    stemp = engine.world
    acount = 0
    b_switch = 0
    if defs.deathmatch == 4:
        if qc.other.invincible_time > 0:
            return 
    if (qc.stof(qc.other.infokey('b_switch'))) == 0:
        b_switch = 8
    else:
        b_switch = qc.stof(qc.other.infokey('b_switch'))
    if qc.other.classname != 'player':
        return 
    if qc.other.health <= 0:
        return 
    acount = 0
    qc.other.sprint(defs.PRINT_LOW, 'You get ')
    if defs.deathmatch == 4:
        qc.other.health += 10
        qc.other.sprint(defs.PRINT_LOW, '10 additional health\012')
        if (qc.other.health > 250) and (qc.other.health < 300):
            qc.other.sound(defs.CHAN_ITEM, 'items/protect3.wav', 1, defs.ATTN_NORM)
        else:
            qc.other.sound(defs.CHAN_ITEM, 'weapons/lock4.wav', 1, defs.ATTN_NORM)
        qc.other.stuffcmd('bf\012')
        qc.self.remove()
        if qc.other.health > 299:
            if qc.other.invincible_time != 1:
                qc.other.invincible_time = 1
                qc.other.invincible_finished = qc.time + 30
                qc.other.items |= defs.IT_INVULNERABILITY
                qc.other.super_time = 1
                qc.other.super_damage_finished = qc.time + 30
                qc.other.items |= defs.IT_QUAD
                qc.other.ammo_cells = 0
                qc.other.sound(defs.CHAN_VOICE, 'boss1/sight1.wav', 1, defs.ATTN_NORM)
                qc.other.stuffcmd('bf\012')
                engine.bprint(defs.PRINT_HIGH, qc.other.netname)
                engine.bprint(defs.PRINT_HIGH, ' attains bonus powers!!!\012')
                
            
        qc.self = qc.other
        return 
        
    if qc.self.items:
        if (qc.other.items & qc.self.items) == 0:
            acount = 1
            qc.other.sprint(defs.PRINT_LOW, 'the ')
            qc.other.sprint(defs.PRINT_LOW, qc.self.netname)
            
    #  if the player was using his best weapon, change up to the new one if better          
    stemp = qc.self
    qc.self = qc.other
    best = weapons.W_BestWeapon()
    qc.self = stemp
    #  change weapons
    qc.other.ammo_shells += qc.self.ammo_shells
    qc.other.ammo_nails += qc.self.ammo_nails
    qc.other.ammo_rockets += qc.self.ammo_rockets
    qc.other.ammo_cells += qc.self.ammo_cells
    new = qc.self.items
    if not new:
        new = qc.other.weapon
    old = qc.other.items
    qc.other.items |= qc.self.items
    bound_other_ammo()
    if qc.self.ammo_shells:
        if acount:
            qc.other.sprint(defs.PRINT_LOW, ', ')
        acount = 1
        s = str(qc.self.ammo_shells)
        qc.other.sprint(defs.PRINT_LOW, s)
        qc.other.sprint(defs.PRINT_LOW, ' shells')
        
    if qc.self.ammo_nails:
        if acount:
            qc.other.sprint(defs.PRINT_LOW, ', ')
        acount = 1
        s = str(qc.self.ammo_nails)
        qc.other.sprint(defs.PRINT_LOW, s)
        qc.other.sprint(defs.PRINT_LOW, ' nails')
        
    if qc.self.ammo_rockets:
        if acount:
            qc.other.sprint(defs.PRINT_LOW, ', ')
        acount = 1
        s = str(qc.self.ammo_rockets)
        qc.other.sprint(defs.PRINT_LOW, s)
        qc.other.sprint(defs.PRINT_LOW, ' rockets')
        
    if qc.self.ammo_cells:
        if acount:
            qc.other.sprint(defs.PRINT_LOW, ', ')
        acount = 1
        s = str(qc.self.ammo_cells)
        qc.other.sprint(defs.PRINT_LOW, s)
        qc.other.sprint(defs.PRINT_LOW, ' cells')
        
    if (defs.deathmatch == 3 or defs.deathmatch == 5) & ((WeaponCode(new) == 6) or (WeaponCode(new) == 7)) & (qc.other.ammo_rockets < 5):
        qc.other.ammo_rockets = 5
    qc.other.sprint(defs.PRINT_LOW, '\012')
    #  backpack touch sound
    qc.other.sound(defs.CHAN_ITEM, 'weapons/lock4.wav', 1, defs.ATTN_NORM)
    qc.other.stuffcmd('bf\012')
    qc.self.remove()
    qc.self = qc.other
    #  change to the weapon
    if WeaponCode(new) <= b_switch:
        if qc.self.flags & defs.FL_INWATER:
            if new != defs.IT_LIGHTNING:
                Deathmatch_Weapon(old, new)
                
            
        else:
            Deathmatch_Weapon(old, new)
            
        
    weapons.W_SetCurrentAmmo()
Пример #4
0
def PutClientInServer(*qwp_extra):
    global modelindex_eyes
    global modelindex_player
    spot = engine.world
    s = None
    qc.self.classname = 'player'
    qc.self.health = 100
    qc.self.takedamage = defs.DAMAGE_AIM
    qc.self.solid = defs.SOLID_SLIDEBOX
    qc.self.movetype = defs.MOVETYPE_WALK
    qc.self.show_hostile = 0
    qc.self.max_health = 100
    qc.self.flags = defs.FL_CLIENT
    qc.self.air_finished = qc.time + 12
    qc.self.dmg = 2  #  initial water damage
    qc.self.super_damage_finished = 0
    qc.self.radsuit_finished = 0
    qc.self.invisible_finished = 0
    qc.self.invincible_finished = 0
    qc.self.effects = 0
    qc.self.invincible_time = 0
    DecodeLevelParms()
    weapons.W_SetCurrentAmmo()
    qc.self.attack_finished = qc.time
    qc.self.th_pain = player.player_pain
    qc.self.th_die = player.PlayerDie
    qc.self.deadflag = defs.DEAD_NO
    #  paustime is set by teleporters to keep the player from moving a while
    qc.self.pausetime = 0
    spot = SelectSpawnPoint()
    qc.self.origin = spot.origin + Vector(0, 0, 1)
    qc.self.angles = spot.angles
    qc.self.fixangle = defs.TRUE  #  turn this way immediately
    #  oh, this is a hack!
    qc.self.setmodel('progs/eyes.mdl')
    modelindex_eyes = qc.self.modelindex
    qc.self.setmodel('progs/player.mdl')
    modelindex_player = qc.self.modelindex
    qc.setsize(qc.self, defs.VEC_HULL_MIN, defs.VEC_HULL_MAX)
    qc.self.view_ofs = Vector(0, 0, 22)
    #  Mod - Xian (May.20.97)
    #  Bug where player would have velocity from their last kill
    qc.self.velocity = Vector(0, 0, 0)
    player.player_stand1()
    qc.makevectors(qc.self.angles)
    triggers.spawn_tfog(qc.self.origin + qc.v_forward * 20)
    triggers.spawn_tdeath(qc.self.origin, qc.self)
    #  Set Rocket Jump Modifiers
    if qc.stof(qc.world.infokey('rj')) != 0:
        defs.rj = qc.stof(qc.world.infokey('rj'))

    if defs.deathmatch == 4:
        qc.self.ammo_shells = 0
        if qc.stof(qc.world.infokey('axe')) == 0:
            qc.self.ammo_nails = 255
            qc.self.ammo_shells = 255
            qc.self.ammo_rockets = 255
            qc.self.ammo_cells = 255
            qc.self.items |= defs.IT_NAILGUN
            qc.self.items |= defs.IT_SUPER_NAILGUN
            qc.self.items |= defs.IT_SUPER_SHOTGUN
            qc.self.items |= defs.IT_ROCKET_LAUNCHER
            # 		self.items = self.items | IT_GRENADE_LAUNCHER;
            qc.self.items |= defs.IT_LIGHTNING

        qc.self.items = qc.self.items - (qc.self.items &
                                         (defs.IT_ARMOR1 | defs.IT_ARMOR2
                                          | defs.IT_ARMOR3)) + defs.IT_ARMOR3
        qc.self.armorvalue = 200
        qc.self.armortype = 0.8
        qc.self.health = 250
        qc.self.items |= defs.IT_INVULNERABILITY
        qc.self.invincible_time = 1
        qc.self.invincible_finished = qc.time + 3

    if defs.deathmatch == 5:
        qc.self.ammo_nails = 80
        qc.self.ammo_shells = 30
        qc.self.ammo_rockets = 10
        qc.self.ammo_cells = 30
        qc.self.items |= defs.IT_NAILGUN
        qc.self.items |= defs.IT_SUPER_NAILGUN
        qc.self.items |= defs.IT_SUPER_SHOTGUN
        qc.self.items |= defs.IT_ROCKET_LAUNCHER
        qc.self.items |= defs.IT_GRENADE_LAUNCHER
        qc.self.items |= defs.IT_LIGHTNING
        qc.self.items = qc.self.items - (qc.self.items &
                                         (defs.IT_ARMOR1 | defs.IT_ARMOR2
                                          | defs.IT_ARMOR3)) + defs.IT_ARMOR3
        qc.self.armorvalue = 200
        qc.self.armortype = 0.8
        qc.self.health = 200
        qc.self.items |= defs.IT_INVULNERABILITY
        qc.self.invincible_time = 1
        qc.self.invincible_finished = qc.time + 3
Пример #5
0
def weapon_touch(*qwp_extra):
    #  For client weapon_switch
    w_switch = 0
    if not (qc.other.flags & defs.FL_CLIENT):
        return 
    if (qc.stof(qc.other.infokey('w_switch'))) == 0:
        w_switch = 8
    else:
        w_switch = qc.stof(qc.other.infokey('w_switch'))
        
    #  if the player was using his best weapon, change up to the new one if better		
    stemp = qc.self
    qc.self = qc.other
    best = weapons.W_BestWeapon()
    qc.self = stemp
    if defs.deathmatch == 2 or defs.deathmatch == 3:
        leave = 1
    else:
        leave = 0
        
    if qc.self.classname == 'weapon_nailgun':
        if leave and (qc.other.items & defs.IT_NAILGUN):
            return 
        hadammo = qc.other.ammo_nails
        new = defs.IT_NAILGUN
        #  *TEAMPLAY*
        qc.other.ammo_nails += 30        
    elif qc.self.classname == 'weapon_supernailgun':
        if leave and (qc.other.items & defs.IT_SUPER_NAILGUN):
            return 
        hadammo = qc.other.ammo_rockets
        new = defs.IT_SUPER_NAILGUN
        #  *TEAMPLAY*
        qc.other.ammo_nails += 30        
    elif qc.self.classname == 'weapon_supershotgun':
        if leave and (qc.other.items & defs.IT_SUPER_SHOTGUN):
            return 
        hadammo = qc.other.ammo_rockets
        new = defs.IT_SUPER_SHOTGUN
        #  *TEAMPLAY*
        qc.other.ammo_shells += 5        
    elif qc.self.classname == 'weapon_rocketlauncher':
        if leave and (qc.other.items & defs.IT_ROCKET_LAUNCHER):
            return 
        hadammo = qc.other.ammo_rockets
        new = defs.IT_ROCKET_LAUNCHER
        #  *TEAMPLAY*
        qc.other.ammo_rockets += 5        
    elif qc.self.classname == 'weapon_grenadelauncher':
        if leave and (qc.other.items & defs.IT_GRENADE_LAUNCHER):
            return 
        hadammo = qc.other.ammo_rockets
        new = defs.IT_GRENADE_LAUNCHER
        #  *TEAMPLAY*
        qc.other.ammo_rockets += 5        
    elif qc.self.classname == 'weapon_lightning':
        if leave and (qc.other.items & defs.IT_LIGHTNING):
            return 
        hadammo = qc.other.ammo_rockets
        new = defs.IT_LIGHTNING
        qc.other.ammo_cells += 15        
    else:
        qc.objerror('weapon_touch: unknown classname')
        
    qc.other.sprint(defs.PRINT_LOW, 'You got the ')
    qc.other.sprint(defs.PRINT_LOW, qc.self.netname)
    qc.other.sprint(defs.PRINT_LOW, '\012')
    #  weapon touch sound
    qc.other.sound(defs.CHAN_ITEM, 'weapons/pkup.wav', 1, defs.ATTN_NORM)
    qc.other.stuffcmd('bf\012')
    bound_other_ammo()
    #  change to the weapon
    old = qc.other.items
    qc.other.items |= new
    stemp = qc.self
    qc.self = qc.other
    prevweapon = qc.self.weapon
    if WeaponCode(new) <= w_switch:
        if qc.self.flags & defs.FL_INWATER:
            if new != defs.IT_LIGHTNING:
                Deathmatch_Weapon(old, new)            
        else:
            Deathmatch_Weapon(old, new)
        
    if qc.self.weapon != prevweapon:
        qc.self.previous_weapon = prevweapon
    weapons.W_SetCurrentAmmo()
    qc.self = stemp
    if leave:
        return 
    #  remove it in single player, or setup for respawning in deathmatch
    qc.self.model = defs.string_null
    qc.self.solid = defs.SOLID_NOT
    if defs.deathmatch == 1 or defs.deathmatch == 3:
        qc.self.nextthink = qc.time + 30
    qc.self.think = SUB_regen
    defs.activator = qc.other
    subs.SUB_UseTargets() #  fire all targets / killtargets
Пример #6
0
def TeamCheckLock(*qwp_extra):
    n = 0
    s = None
    t = None
    pteam = 0
    #  Don't do anything if teamplay is negative
    if defs.teamplay < 0:
        return
    if defs.gamestart:
        s = qc.self.infokey("bottomcolor")
        pteam = qc.stof(s)
        if pteam != 0:
            qc.self.stuffcmd("setinfo bottomcolor 0\012")
        qc.self.steam = -1
        return

    if qc.self.player_flag & defs.TEAM_STUFF_COLOR:
        qc.self.player_flag -= defs.TEAM_STUFF_COLOR
        s = str(qc.self.steam)
        qc.self.stuffcmd("setinfo bottomcolor ")
        qc.self.stuffcmd(s)
        qc.self.stuffcmd("\012")
        s = qc.self.infokey("topcolor")
        n = qc.stof(s)
        if CrossDressCheck(n, qc.self.steam):
            s = str(qc.self.steam)
            qc.self.stuffcmd("setinfo topcolor ")
            qc.self.stuffcmd(s)
            qc.self.stuffcmd("\012")

        s = GetShortTeamColor(qc.self.steam)
        qc.self.stuffcmd("setinfo team ")
        qc.self.stuffcmd(s)
        qc.self.stuffcmd("\012")
        if defs.teamplay & TEAM_CAPTURE_FLAG:
            qc.self.stuffcmd("setinfo skin ")
            qc.self.stuffcmd(qc.self.ctfskin)
            qc.self.stuffcmd("\012")

        qc.self.lastteamset = qc.time
        return

    s = qc.self.infokey("bottomcolor")
    pteam = qc.stof(s)
    #  Check to see if the player has changed skins
    if qc.self.steam > 0 and qc.time - qc.self.lastteamset > 2:
        if defs.teamplay & TEAM_CAPTURE_FLAG:
            if qc.self.infokey("skin") != qc.self.ctfskin:
                qc.self.stuffcmd("setinfo skin ")
                qc.self.stuffcmd(qc.self.ctfskin)
                qc.self.stuffcmd("\012")
                qc.self.lastteamset = qc.time

        s = GetShortTeamColor(qc.self.steam)
        if qc.self.infokey("team") != s:
            qc.self.stuffcmd("setinfo team ")
            qc.self.stuffcmd(s)
            qc.self.stuffcmd("\012")
            qc.self.lastteamset = qc.time

    #  check for crossdressing
    s = qc.self.infokey("topcolor")
    n = qc.stof(s)
    if CrossDressCheck(n, qc.self.steam):
        s = str(qc.self.steam)
        qc.self.stuffcmd("setinfo topcolor ")
        qc.self.stuffcmd(s)
        qc.self.stuffcmd("\012")
        return

    #  Check to see if the player has changed colors
    if qc.time - qc.self.lastteamset > 2 and pteam != qc.self.steam:
        #  Player has changed colors
        #  If teams are static and we've been on some team already,
        #  put us back on the team we were on.
        if (defs.teamplay & TEAM_STATIC_TEAMS) and (qc.self.steam >= 0):
            if TeamColorIsLegal(qc.self.steam):
                #  changing teams sucks, kill him
                #  if he has tried to change teams several
                #  times, kick him off the server.
                if qc.self.suicide_count > 3:
                    qc.self.sprint(
                        defs.PRINT_HIGH,
                        "You were told you can't change teams.\012Go play color games somewhere else.\012",
                    )
                    qc.self.stuffcmd("disconnect\012")
                    engine.bprint(defs.PRINT_MEDIUM, qc.self.netname)
                    engine.bprint(defs.PRINT_MEDIUM, " has bad color sense\012")

                #  case base respawn
                qc.self.killed = 99
                combat.T_Damage(qc.self, qc.self, qc.self, 1000)  #  Kill the player
                qc.self.killed = 2
                #  trying to change teams counts as a suicide
                qc.self.suicide_count += 1
                qc.self.logfrag(qc.self)  #  he pays for it
                qc.self.sprint(defs.PRINT_HIGH, "You cannot change teams.\012")
                qc.self.stuffcmd("setinfo bottomcolor ")
                s = str(qc.self.steam)
                qc.self.stuffcmd(s)
                qc.self.stuffcmd("\012")
                qc.self.lastteamset = qc.time
                return
            else:
                #  If we're on an illegal team, force a change.
                qc.self.steam = -1
        elif not (defs.teamplay & TEAM_LOCK_COLORS):
            return
        if qc.self.steam >= 0:
            #  case base respawn
            qc.self.killed = 99
            combat.T_Damage(qc.self, qc.self, qc.self, 1000)  #  Kill the player
            qc.self.killed = 0

        qc.self.steam = pteam
        qc.self.frags = 0  #  Zero out frags
        TeamAssign()
Пример #7
0
def PlayerDie(*qwp_extra):
    i = 0
    s = None
    qc.self.items -= qc.self.items & defs.IT_INVISIBILITY
    if (qc.stof(qc.world.infokey("dq"))) != 0:
        if qc.self.super_damage_finished > 0:
            items.DropQuad(qc.self.super_damage_finished - qc.time)
            engine.bprint(defs.PRINT_LOW, qc.self.netname)
            if defs.deathmatch == 4:
                engine.bprint(defs.PRINT_LOW, " lost an OctaPower with ")
            else:
                engine.bprint(defs.PRINT_LOW, " lost a quad with ")
            s = str(round(qc.self.super_damage_finished - qc.time))
            engine.bprint(defs.PRINT_LOW, s)
            engine.bprint(defs.PRINT_LOW, " seconds remaining\012")

    if (qc.stof(qc.world.infokey("dr"))) != 0:
        if qc.self.invisible_finished > 0:
            engine.bprint(defs.PRINT_LOW, qc.self.netname)
            engine.bprint(defs.PRINT_LOW, " lost a ring with ")
            s = str(round(qc.self.invisible_finished - qc.time))
            engine.bprint(defs.PRINT_LOW, s)
            engine.bprint(defs.PRINT_LOW, " seconds remaining\012")
            items.DropRing(qc.self.invisible_finished - qc.time)

    qc.self.invisible_finished = 0  #  don't die as eyes
    qc.self.invincible_finished = 0
    qc.self.super_damage_finished = 0
    qc.self.radsuit_finished = 0
    qc.self.modelindex = client.modelindex_player  #  don't use eyes
    items.DropBackpack()
    qc.self.weaponmodel = None
    qc.self.view_ofs = Vector(0, 0, -8)
    qc.self.deadflag = defs.DEAD_DYING
    qc.self.solid = defs.SOLID_NOT
    qc.self.flags -= qc.self.flags & defs.FL_ONGROUND
    qc.self.movetype = defs.MOVETYPE_TOSS
    if qc.self.velocity.z < 10:
        qc.self.velocity %= Vector(None, None, qc.self.velocity.z + random.random() * 300)
    if qc.self.health < -40:
        GibPlayer()
        return

    DeathSound()
    qc.self.angles %= Vector(0, None, None)
    qc.self.angles %= Vector(None, None, 0)
    if qc.self.weapon == defs.IT_AXE:
        player_die_ax1()
        return

    i = engine.cvar("temp1")
    if not i:
        i = 1 + math.floor(random.random() * 6)
    if i == 1:
        player_diea1()
    elif i == 2:
        player_dieb1()
    elif i == 3:
        player_diec1()
    elif i == 4:
        player_died1()
    else:
        player_diee1()
Пример #8
0
def BackpackTouch(*qwp_extra):
    s = None
    best = 0
    old = 0
    new = 0
    stemp = engine.world
    acount = 0
    b_switch = 0
    if defs.deathmatch == 4:
        if qc.other.invincible_time > 0:
            return
    if (qc.stof(qc.other.infokey('b_switch'))) == 0:
        b_switch = 8
    else:
        b_switch = qc.stof(qc.other.infokey('b_switch'))
    if qc.other.classname != 'player':
        return
    if qc.other.health <= 0:
        return
    acount = 0
    qc.other.sprint(defs.PRINT_LOW, 'You get ')
    if defs.deathmatch == 4:
        qc.other.health += 10
        qc.other.sprint(defs.PRINT_LOW, '10 additional health\012')
        if (qc.other.health > 250) and (qc.other.health < 300):
            qc.other.sound(defs.CHAN_ITEM, 'items/protect3.wav', 1,
                           defs.ATTN_NORM)
        else:
            qc.other.sound(defs.CHAN_ITEM, 'weapons/lock4.wav', 1,
                           defs.ATTN_NORM)
        qc.other.stuffcmd('bf\012')
        qc.self.remove()
        if qc.other.health > 299:
            if qc.other.invincible_time != 1:
                qc.other.invincible_time = 1
                qc.other.invincible_finished = qc.time + 30
                qc.other.items |= defs.IT_INVULNERABILITY
                qc.other.super_time = 1
                qc.other.super_damage_finished = qc.time + 30
                qc.other.items |= defs.IT_QUAD
                qc.other.ammo_cells = 0
                qc.other.sound(defs.CHAN_VOICE, 'boss1/sight1.wav', 1,
                               defs.ATTN_NORM)
                qc.other.stuffcmd('bf\012')
                engine.bprint(defs.PRINT_HIGH, qc.other.netname)
                engine.bprint(defs.PRINT_HIGH, ' attains bonus powers!!!\012')

        qc.self = qc.other
        return

    if qc.self.items:
        if (qc.other.items & qc.self.items) == 0:
            acount = 1
            qc.other.sprint(defs.PRINT_LOW, 'the ')
            qc.other.sprint(defs.PRINT_LOW, qc.self.netname)

    #  if the player was using his best weapon, change up to the new one if better
    stemp = qc.self
    qc.self = qc.other
    best = weapons.W_BestWeapon()
    qc.self = stemp
    #  change weapons
    qc.other.ammo_shells += qc.self.ammo_shells
    qc.other.ammo_nails += qc.self.ammo_nails
    qc.other.ammo_rockets += qc.self.ammo_rockets
    qc.other.ammo_cells += qc.self.ammo_cells
    new = qc.self.items
    if not new:
        new = qc.other.weapon
    old = qc.other.items
    qc.other.items |= qc.self.items
    bound_other_ammo()
    if qc.self.ammo_shells:
        if acount:
            qc.other.sprint(defs.PRINT_LOW, ', ')
        acount = 1
        s = str(qc.self.ammo_shells)
        qc.other.sprint(defs.PRINT_LOW, s)
        qc.other.sprint(defs.PRINT_LOW, ' shells')

    if qc.self.ammo_nails:
        if acount:
            qc.other.sprint(defs.PRINT_LOW, ', ')
        acount = 1
        s = str(qc.self.ammo_nails)
        qc.other.sprint(defs.PRINT_LOW, s)
        qc.other.sprint(defs.PRINT_LOW, ' nails')

    if qc.self.ammo_rockets:
        if acount:
            qc.other.sprint(defs.PRINT_LOW, ', ')
        acount = 1
        s = str(qc.self.ammo_rockets)
        qc.other.sprint(defs.PRINT_LOW, s)
        qc.other.sprint(defs.PRINT_LOW, ' rockets')

    if qc.self.ammo_cells:
        if acount:
            qc.other.sprint(defs.PRINT_LOW, ', ')
        acount = 1
        s = str(qc.self.ammo_cells)
        qc.other.sprint(defs.PRINT_LOW, s)
        qc.other.sprint(defs.PRINT_LOW, ' cells')

    if (defs.deathmatch == 3 or defs.deathmatch == 5) & (
        (WeaponCode(new) == 6) or
        (WeaponCode(new) == 7)) & (qc.other.ammo_rockets < 5):
        qc.other.ammo_rockets = 5
    qc.other.sprint(defs.PRINT_LOW, '\012')
    #  backpack touch sound
    qc.other.sound(defs.CHAN_ITEM, 'weapons/lock4.wav', 1, defs.ATTN_NORM)
    qc.other.stuffcmd('bf\012')
    qc.self.remove()
    qc.self = qc.other
    #  change to the weapon
    if WeaponCode(new) <= b_switch:
        if qc.self.flags & defs.FL_INWATER:
            if new != defs.IT_LIGHTNING:
                Deathmatch_Weapon(old, new)

        else:
            Deathmatch_Weapon(old, new)

    weapons.W_SetCurrentAmmo()
Пример #9
0
def TeamCheckLock(*qwp_extra):
    n = 0
    s = None
    t = None
    pteam = 0
    #  Don't do anything if teamplay is negative
    if defs.teamplay < 0:
        return
    if defs.gamestart:
        s = qc.self.infokey('bottomcolor')
        pteam = qc.stof(s)
        if pteam != 0:
            qc.self.stuffcmd('setinfo bottomcolor 0\012')
        qc.self.steam = -1
        return

    if qc.self.player_flag & defs.TEAM_STUFF_COLOR:
        qc.self.player_flag -= defs.TEAM_STUFF_COLOR
        s = str(qc.self.steam)
        qc.self.stuffcmd('setinfo bottomcolor ')
        qc.self.stuffcmd(s)
        qc.self.stuffcmd('\012')
        s = qc.self.infokey('topcolor')
        n = qc.stof(s)
        if CrossDressCheck(n, qc.self.steam):
            s = str(qc.self.steam)
            qc.self.stuffcmd('setinfo topcolor ')
            qc.self.stuffcmd(s)
            qc.self.stuffcmd('\012')

        s = GetShortTeamColor(qc.self.steam)
        qc.self.stuffcmd('setinfo team ')
        qc.self.stuffcmd(s)
        qc.self.stuffcmd('\012')
        if defs.teamplay & TEAM_CAPTURE_FLAG:
            qc.self.stuffcmd('setinfo skin ')
            qc.self.stuffcmd(qc.self.ctfskin)
            qc.self.stuffcmd('\012')

        qc.self.lastteamset = qc.time
        return

    s = qc.self.infokey('bottomcolor')
    pteam = qc.stof(s)
    #  Check to see if the player has changed skins
    if qc.self.steam > 0 and qc.time - qc.self.lastteamset > 2:
        if defs.teamplay & TEAM_CAPTURE_FLAG:
            if qc.self.infokey('skin') != qc.self.ctfskin:
                qc.self.stuffcmd('setinfo skin ')
                qc.self.stuffcmd(qc.self.ctfskin)
                qc.self.stuffcmd('\012')
                qc.self.lastteamset = qc.time

        s = GetShortTeamColor(qc.self.steam)
        if qc.self.infokey('team') != s:
            qc.self.stuffcmd('setinfo team ')
            qc.self.stuffcmd(s)
            qc.self.stuffcmd('\012')
            qc.self.lastteamset = qc.time

    #  check for crossdressing
    s = qc.self.infokey('topcolor')
    n = qc.stof(s)
    if CrossDressCheck(n, qc.self.steam):
        s = str(qc.self.steam)
        qc.self.stuffcmd('setinfo topcolor ')
        qc.self.stuffcmd(s)
        qc.self.stuffcmd('\012')
        return

    #  Check to see if the player has changed colors
    if qc.time - qc.self.lastteamset > 2 and pteam != qc.self.steam:
        #  Player has changed colors
        #  If teams are static and we've been on some team already,
        #  put us back on the team we were on.
        if (defs.teamplay & TEAM_STATIC_TEAMS) and (qc.self.steam >= 0):
            if TeamColorIsLegal(qc.self.steam):
                #  changing teams sucks, kill him
                #  if he has tried to change teams several
                #  times, kick him off the server.
                if qc.self.suicide_count > 3:
                    qc.self.sprint(
                        defs.PRINT_HIGH,
                        "You were told you can't change teams.\012Go play color games somewhere else.\012"
                    )
                    qc.self.stuffcmd('disconnect\012')
                    engine.bprint(defs.PRINT_MEDIUM, qc.self.netname)
                    engine.bprint(defs.PRINT_MEDIUM,
                                  ' has bad color sense\012')

                #  case base respawn
                qc.self.killed = 99
                combat.T_Damage(qc.self, qc.self, qc.self,
                                1000)  #  Kill the player
                qc.self.killed = 2
                #  trying to change teams counts as a suicide
                qc.self.suicide_count += 1
                qc.self.logfrag(qc.self)  #  he pays for it
                qc.self.sprint(defs.PRINT_HIGH, 'You cannot change teams.\012')
                qc.self.stuffcmd('setinfo bottomcolor ')
                s = str(qc.self.steam)
                qc.self.stuffcmd(s)
                qc.self.stuffcmd('\012')
                qc.self.lastteamset = qc.time
                return
            else:
                #  If we're on an illegal team, force a change.
                qc.self.steam = -1
        elif not (defs.teamplay & TEAM_LOCK_COLORS):
            return
        if qc.self.steam >= 0:
            #  case base respawn
            qc.self.killed = 99
            combat.T_Damage(qc.self, qc.self, qc.self,
                            1000)  #  Kill the player
            qc.self.killed = 0

        qc.self.steam = pteam
        qc.self.frags = 0  #  Zero out frags
        TeamAssign()
Пример #10
0
def PlayerDie(*qwp_extra):
    i = 0
    s = None
    qc.self.items -= qc.self.items & defs.IT_INVISIBILITY
    if (qc.stof(qc.world.infokey('dq'))) != 0:
        if qc.self.super_damage_finished > 0:
            items.DropQuad(qc.self.super_damage_finished - qc.time)
            engine.bprint(defs.PRINT_LOW, qc.self.netname)
            if defs.deathmatch == 4:
                engine.bprint(defs.PRINT_LOW, ' lost an OctaPower with ')
            else:
                engine.bprint(defs.PRINT_LOW, ' lost a quad with ')
            s = str(round(qc.self.super_damage_finished - qc.time))
            engine.bprint(defs.PRINT_LOW, s)
            engine.bprint(defs.PRINT_LOW, ' seconds remaining\012')
            
        
    if (qc.stof(qc.world.infokey('dr'))) != 0:
        if qc.self.invisible_finished > 0:
            engine.bprint(defs.PRINT_LOW, qc.self.netname)
            engine.bprint(defs.PRINT_LOW, ' lost a ring with ')
            s = str(round(qc.self.invisible_finished - qc.time))
            engine.bprint(defs.PRINT_LOW, s)
            engine.bprint(defs.PRINT_LOW, ' seconds remaining\012')
            items.DropRing(qc.self.invisible_finished - qc.time)
            
        
    qc.self.invisible_finished = 0 #  don't die as eyes
    qc.self.invincible_finished = 0
    qc.self.super_damage_finished = 0
    qc.self.radsuit_finished = 0
    qc.self.modelindex = client.modelindex_player #  don't use eyes
    items.DropBackpack()
    qc.self.weaponmodel = None
    qc.self.view_ofs = Vector(0, 0, -8)
    qc.self.deadflag = defs.DEAD_DYING
    qc.self.solid = defs.SOLID_NOT
    qc.self.flags -= qc.self.flags & defs.FL_ONGROUND
    qc.self.movetype = defs.MOVETYPE_TOSS
    if qc.self.velocity.z < 10:
        qc.self.velocity %= Vector(None, None, qc.self.velocity.z + random.random() * 300)
    if qc.self.health < -40:
        GibPlayer()
        return 
        
    DeathSound()
    qc.self.angles %= Vector(0, None, None)
    qc.self.angles %= Vector(None, None, 0)
    if qc.self.weapon == defs.IT_AXE:
        player_die_ax1()
        return 
        
    i = engine.cvar('temp1')
    if not i:
        i = 1 + math.floor(random.random() * 6)
    if i == 1:
        player_diea1()
    elif i == 2:
        player_dieb1()
    elif i == 3:
        player_diec1()
    elif i == 4:
        player_died1()
    else:
        player_diee1()