def execute_changelevel(*qwp_extra): global intermission_running global intermission_exittime pos = engine.world intermission_running = 1 # enforce a wait time before allowing changelevel intermission_exittime = qc.time + 5 pos = FindIntermission() # play intermission music qc.WriteByte(defs.MSG_ALL, defs.SVC_CDTRACK) qc.WriteByte(defs.MSG_ALL, 3) qc.WriteByte(defs.MSG_ALL, defs.SVC_INTERMISSION) qc.WriteCoord(defs.MSG_ALL, pos.origin.x) qc.WriteCoord(defs.MSG_ALL, pos.origin.y) qc.WriteCoord(defs.MSG_ALL, pos.origin.z) qc.WriteAngle(defs.MSG_ALL, pos.mangle.x) qc.WriteAngle(defs.MSG_ALL, pos.mangle.y) qc.WriteAngle(defs.MSG_ALL, pos.mangle.z) qc.other = qc.find(qc.world, 'classname', 'player') while qc.other != qc.world: qc.other.takedamage = defs.DAMAGE_NO qc.other.solid = defs.SOLID_NOT qc.other.movetype = defs.MOVETYPE_NONE qc.other.modelindex = 0 qc.other = qc.find(qc.other, 'classname', 'player')
def superspike_touch(*qwp_extra): if qc.other == qc.self.owner: return if qc.self.cnt: return if qc.other.solid == defs.SOLID_TRIGGER: return # trigger field, do nothing qc.self.cnt = 1 if engine.pointcontents(qc.self.origin) == defs.CONTENT_SKY: qc.self.remove() return # hit something that bleeds if qc.other.takedamage: spawn_touchblood(18) combat.T_Damage(qc.other, qc.self, qc.self.owner, 18) else: qc.WriteByte(defs.MSG_MULTICAST, defs.SVC_TEMPENTITY) qc.WriteByte(defs.MSG_MULTICAST, defs.TE_SUPERSPIKE) qc.WriteCoord(defs.MSG_MULTICAST, qc.self.origin.x) qc.WriteCoord(defs.MSG_MULTICAST, qc.self.origin.y) qc.WriteCoord(defs.MSG_MULTICAST, qc.self.origin.z) engine.multicast(qc.self.origin, defs.MULTICAST_PHS) qc.self.remove()
def T_MissileTouch(*qwp_extra): if qc.other == qc.self.owner: return # don't explode on owner if qc.self.cnt: return qc.self.cnt = 1 if engine.pointcontents(qc.self.origin) == defs.CONTENT_SKY: qc.self.remove() return damg = 100 + random.random() * 20 if qc.other.health: combat.T_Damage(qc.other, qc.self, qc.self.owner, damg) # don't do radius damage to the other, because all the damage # was done in the impact combat.T_RadiusDamage(qc.self, qc.self.owner, 120, qc.other) # sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM); qc.self.origin -= 8 * qc.self.velocity.normalize() qc.WriteByte(defs.MSG_MULTICAST, defs.SVC_TEMPENTITY) qc.WriteByte(defs.MSG_MULTICAST, defs.TE_EXPLOSION) qc.WriteCoord(defs.MSG_MULTICAST, qc.self.origin.x) qc.WriteCoord(defs.MSG_MULTICAST, qc.self.origin.y) qc.WriteCoord(defs.MSG_MULTICAST, qc.self.origin.z) engine.multicast(qc.self.origin, defs.MULTICAST_PHS) qc.self.remove()
def Laser_Touch(*qwp_extra): org = Vector(0, 0, 0) if qc.other == qc.self.owner: return # don't explode on owner if engine.pointcontents(qc.self.origin) == defs.CONTENT_SKY: qc.self.remove() return qc.self.sound(defs.CHAN_WEAPON, 'enforcer/enfstop.wav', 1, defs.ATTN_STATIC) org = qc.self.origin - 8 * qc.self.velocity.normalize() if qc.other.health: weapons.SpawnBlood(org, 15) qc.other.deathtype = 'laser' combat.T_Damage(qc.other, qc.self, qc.self.owner, 15) else: qc.WriteByte(defs.MSG_MULTICAST, defs.SVC_TEMPENTITY) qc.WriteByte(defs.MSG_MULTICAST, defs.TE_GUNSHOT) qc.WriteByte(defs.MSG_MULTICAST, 5) qc.WriteCoord(defs.MSG_MULTICAST, org.x) qc.WriteCoord(defs.MSG_MULTICAST, org.y) qc.WriteCoord(defs.MSG_MULTICAST, org.z) engine.multicast(org, defs.MULTICAST_PVS) qc.self.remove()
def LightningHit(from0, damage, *qwp_extra): qc.WriteByte(defs.MSG_MULTICAST, defs.SVC_TEMPENTITY) qc.WriteByte(defs.MSG_MULTICAST, defs.TE_LIGHTNINGBLOOD) qc.WriteCoord(defs.MSG_MULTICAST, qc.trace_endpos.x) qc.WriteCoord(defs.MSG_MULTICAST, qc.trace_endpos.y) qc.WriteCoord(defs.MSG_MULTICAST, qc.trace_endpos.z) engine.multicast(qc.trace_endpos, defs.MULTICAST_PVS) combat.T_Damage(qc.trace_ent, from0, from0, damage)
def SpawnBlood(org, damage, *qwp_extra): qc.WriteByte(defs.MSG_MULTICAST, defs.SVC_TEMPENTITY) qc.WriteByte(defs.MSG_MULTICAST, defs.TE_BLOOD) qc.WriteByte(defs.MSG_MULTICAST, 1) qc.WriteCoord(defs.MSG_MULTICAST, org.x) qc.WriteCoord(defs.MSG_MULTICAST, org.y) qc.WriteCoord(defs.MSG_MULTICAST, org.z) engine.multicast(org, defs.MULTICAST_PVS)
def GrenadeExplode(*qwp_extra): combat.T_RadiusDamage(qc.self, qc.self.owner, 120, qc.world) qc.WriteByte(defs.MSG_MULTICAST, defs.SVC_TEMPENTITY) qc.WriteByte(defs.MSG_MULTICAST, defs.TE_EXPLOSION) qc.WriteCoord(defs.MSG_MULTICAST, qc.self.origin.x) qc.WriteCoord(defs.MSG_MULTICAST, qc.self.origin.y) qc.WriteCoord(defs.MSG_MULTICAST, qc.self.origin.z) engine.multicast(qc.self.origin, defs.MULTICAST_PHS) qc.self.remove()
def barrel_explode(*qwp_extra): qc.self.takedamage = defs.DAMAGE_NO qc.self.classname = 'explo_box' # did say self.owner combat.T_RadiusDamage(qc.self, qc.self, 160, qc.world) qc.WriteByte(defs.MSG_BROADCAST, defs.SVC_TEMPENTITY) qc.WriteByte(defs.MSG_BROADCAST, defs.TE_EXPLOSION) qc.WriteCoord(defs.MSG_BROADCAST, qc.self.origin.x) qc.WriteCoord(defs.MSG_BROADCAST, qc.self.origin.y) qc.WriteCoord(defs.MSG_BROADCAST, qc.self.origin.z + 32) qc.self.remove()
def spawn_tfog(org, *qwp_extra): global s s = qc.spawn() s.origin = org s.nextthink = qc.time + 0.2 s.think = play_teleport qc.WriteByte(defs.MSG_MULTICAST, defs.SVC_TEMPENTITY) qc.WriteByte(defs.MSG_MULTICAST, defs.TE_TELEPORT) qc.WriteCoord(defs.MSG_MULTICAST, org.x) qc.WriteCoord(defs.MSG_MULTICAST, org.y) qc.WriteCoord(defs.MSG_MULTICAST, org.z) engine.multicast(org, defs.MULTICAST_PHS)
def W_FireAxe(*qwp_extra): qc.makevectors(qc.self.v_angle) source = qc.self.origin + Vector(0, 0, 16) qc.traceline(source, source + qc.v_forward * 64, defs.FALSE, qc.self) if qc.trace_fraction == 1.0: return org = qc.trace_endpos - qc.v_forward * 4 if qc.trace_ent.takedamage: qc.trace_ent.axhitme = 1 SpawnBlood(org, 20) combat.T_Damage(qc.trace_ent, qc.self, qc.self, 20) else: # hit wall qc.self.sound(defs.CHAN_WEAPON, 'player/axhit2.wav', 1, defs.ATTN_NORM) qc.WriteByte(defs.MSG_MULTICAST, defs.SVC_TEMPENTITY) qc.WriteByte(defs.MSG_MULTICAST, defs.TE_GUNSHOT) qc.WriteByte(defs.MSG_MULTICAST, 3) qc.WriteCoord(defs.MSG_MULTICAST, org.x) qc.WriteCoord(defs.MSG_MULTICAST, org.y) qc.WriteCoord(defs.MSG_MULTICAST, org.z) engine.multicast(org, defs.MULTICAST_PVS)
def W_FireLightning(*qwp_extra): if qc.self.ammo_cells < 1: qc.self.weapon = W_BestWeapon() W_SetCurrentAmmo() return # explode if under water if qc.self.waterlevel > 1: cells = qc.self.ammo_cells qc.self.ammo_cells = 0 W_SetCurrentAmmo() combat.T_RadiusDamage(qc.self, qc.self, 35 * cells, qc.world) return if qc.self.t_width < qc.time: qc.self.sound(defs.CHAN_WEAPON, 'weapons/lhit.wav', 1, defs.ATTN_NORM) qc.self.t_width = qc.time + 0.6 qc.msg_entity = qc.self qc.WriteByte(defs.MSG_ONE, defs.SVC_SMALLKICK) qc.self.currentammo = qc.self.ammo_cells = qc.self.ammo_cells - 1 org = qc.self.origin + Vector(0, 0, 16) qc.traceline(org, org + qc.v_forward * 600, defs.TRUE, qc.self) qc.WriteByte(defs.MSG_MULTICAST, defs.SVC_TEMPENTITY) qc.WriteByte(defs.MSG_MULTICAST, defs.TE_LIGHTNING2) qc.WriteEntity(defs.MSG_MULTICAST, qc.self) qc.WriteCoord(defs.MSG_MULTICAST, org.x) qc.WriteCoord(defs.MSG_MULTICAST, org.y) qc.WriteCoord(defs.MSG_MULTICAST, org.z) qc.WriteCoord(defs.MSG_MULTICAST, qc.trace_endpos.x) qc.WriteCoord(defs.MSG_MULTICAST, qc.trace_endpos.y) qc.WriteCoord(defs.MSG_MULTICAST, qc.trace_endpos.z) engine.multicast(org, defs.MULTICAST_PHS) LightningDamage(qc.self.origin, qc.trace_endpos + qc.v_forward * 4, qc.self, 30)
def Multi_Finish(*qwp_extra): if puff_count: qc.WriteByte(defs.MSG_MULTICAST, defs.SVC_TEMPENTITY) qc.WriteByte(defs.MSG_MULTICAST, defs.TE_GUNSHOT) qc.WriteByte(defs.MSG_MULTICAST, puff_count) qc.WriteCoord(defs.MSG_MULTICAST, puff_org.x) qc.WriteCoord(defs.MSG_MULTICAST, puff_org.y) qc.WriteCoord(defs.MSG_MULTICAST, puff_org.z) engine.multicast(puff_org, defs.MULTICAST_PVS) if blood_count: qc.WriteByte(defs.MSG_MULTICAST, defs.SVC_TEMPENTITY) qc.WriteByte(defs.MSG_MULTICAST, defs.TE_BLOOD) qc.WriteByte(defs.MSG_MULTICAST, blood_count) qc.WriteCoord(defs.MSG_MULTICAST, blood_org.x) qc.WriteCoord(defs.MSG_MULTICAST, blood_org.y) qc.WriteCoord(defs.MSG_MULTICAST, blood_org.z) engine.multicast(puff_org, defs.MULTICAST_PVS)