void ShopLoop() { ItemInfoPtr ItemPtr = &ItemData[Player.ShopPage][Player.ShopIndex]; int Cost = ItemPtr->Price - ItemPtr->Price * Player.ShopDiscount / 100; int Rank = ItemPtr->Rank; int SellPrice; int Color; // Freeze the Player SetPlayerProperty(0, 1, PROP_TOTALLYFROZEN); // Get the sell price SellPrice = GetSellPrice(NULL, 1); // Set the HUD Size SetHudSize(GetActivatorCVar("drpg_menu_width"), GetActivatorCVar("drpg_menu_height"), true); // Draw Border // These are pushed back a bit so the border doesn't overlap anything if (GetActivatorCVar("drpg_menu_background_border")) DrawBorder("Bor", -1, 8, -5.0, 0.0, 470, 470); // Force Locker mode if the Shop Anywhere CVAR is off if (!GetCVar("drpg_shoptype") && !CurrentLevel->UACBase) Player.LockerMode = true; // Setup dynamic Medikit refill pricing ItemData[2][0].Price = Player.MedkitMax * 3; SetFont("BIGFONT"); if (Player.LockerMode) { // Title and Page HudMessage("\ChLocker \C-- %S\C- \Cd(%d/%d)", ItemCategoryNames[Player.ShopPage], Player.ShopPage + 1, ItemCategories); EndHudMessage(HUDMSG_PLAIN, 0, "White", 24.1, 24.0, 0.05); // EP Cost/Inventory Count if (GetCVar("drpg_inv_capacity")) { HudMessage("%S%d EP \C-(Inventory: %d/%d)", (CurrentLevel->UACBase ? "\Cc" : "\Cn"), LOCKER_EPRATE, Player.InvItems, CheckInventoryMax()); EndHudMessage(HUDMSG_PLAIN, 0, "White", 24.1, 38.0, 0.05); }
script SAMSARA_DECORATE (int choice, int arg1, int arg2) { int clipcount; int result; int i, j, k; int x, y, z; int armorIndex, armorToSet; int pln = PlayerNumber(); switch (choice) { case 1: result = GetActorProperty(0, APROP_Dropped); break; case 2: if (CheckInventory("WolfenMovement") == 1) { SetActorState(0, "Spawn"); } break; case 3: result = !(GetCVar("sv_itemrespawn") || GetCVar("sv_weaponstay")); break; case 4: result = isInvasion() || !(isCoop() || isSinglePlayer()); break; case 5: SetActivatorToTarget(0); result = CheckInventory("Cell"); if (arg1) { TakeInventory("Cell", result); } break; case 6: result = GetCVar("skulltag"); break; case 7: if (arg2 != 1) { GiveQuad(arg1); } else { if (isLMS()) { if (GetCvar("samsara_permaquad") == 1) { GiveInventory("QuadDamageItem", 1); } break; } GiveQuad(arg1); if (GetCvar("samsara_permaquad") == 1)//if (isCoop() || isSinglePlayer()) { GiveInventory("QuadDamageItem", 1); } } break; case 8: result = defaultCVar("samsara_cl_expparticles", 0); if (!result) { result = 100; } result = max(0, result); result *= max(arg1, 1); result /= max(arg2, 1); GiveInventory("QuakeExplosionCounter", result); break; case 9: clipcount = CheckInventory("Clip"); if (clipcount < 50) { GiveInventory("Clip", 50 - clipcount); TakeInventory("Clip", CheckInventory("Clip") - 50); result = 1; } break; case 10: TakeInventory("QuakeExplosionCounter", arg1); result = CheckInventory("QuakeExplosionCounter"); break; case 15: SetActorProperty(0, APROP_Speed, percFloat(arg1, arg2)); break; case 16: if (GameType () != GAME_SINGLE_PLAYER) { SetHudSize(400, 300, 0); Hudmessage(s:"Press any button to respawn."; HUDMSG_PLAIN,1,CR_LIGHTBLUE,200.4,9.1,1.75); delay(15); if (!CheckInventory("DukeBallgag")) { LocalAmbientSound("duke/mpdeath",127); GiveInventory("DukeTauntCooldown",5); ACS_ExecuteAlways(205,0,0); } } break; case 17: if (arg1) { result = GetCVar("samsara_permault"); } else { result = GetCVar("sv_weaponstay"); } break; case 18: if (MapArmors[0] == -1) { CheckMapArmors(); } SetArmorMode(); i = Timer() != 0; if (MapArmors[ARMOR_YELLOW] == 1) { i += 2; } SetActorState(0, ArmorModeStates[ArmorMode][i]); break; case 19: result = isLMS(); break; case 20: SetArmorMode(); armorIndex = -1; armorToSet = arg1; for (i = 0; i < ARMORCOUNT; i++) { if (GetArmorType(ArmorItems[ArmorMode][i][0], pln)) { armorIndex = i; break; } } arg1 = middle(0, arg1, ARMORCOUNT-1); i = CheckInventory("Armor"); j = ArmorItems[ArmorMode][arg1][1]; if (j == 0) { result = 0; break; } /* If we're adding armor, always follow through Else, if the ending armor count is lower than the current armor count and we're not upgrading our armor, give up now */ if (arg2 > 0) { if (arg1 <= armorIndex) { armorToSet = armorIndex; } } else if (((arg2 == 0 && i > j) || (arg2 < 0 && i > -arg2)) && (arg1 <= armorIndex)) { result = 0; break; } if (arg2 <= 0) { TakeInventory("BasicArmor", i); GiveInventory(ArmorItems[ArmorMode][armorToSet][0], 1); k = CheckInventory("Armor"); if (arg2 == 0) { break; } TakeInventory("BasicArmor", k-1); GiveInventory("InfiniteArmorBonus", -arg2 - 1); } else { TakeInventory("BasicArmor", i); GiveInventory(ArmorItems[ArmorMode][armorToSet][0], 1); k = CheckInventory("Armor"); TakeInventory("BasicArmor", k-1); GiveInventory("InfiniteArmorBonus", (i + arg2) - 1); } result = 1; break; case 21: i = CheckInventory("Armor"); if (i < arg1) { result = 0; break; } TakeInventory("BasicArmor", i-arg1); result = 1; break; case 22: result = GetCVar("samsara_nohealthcap"); break; case 23: GiveInventory("TimeBombPause", 1); Delay(arg1); TakeInventory("TimeBombPause", 1); break; case 24: result = GetCVar("samsara_noult"); break; case 25: if (GameType() == GAME_NET_COOPERATIVE) { AmbientSound("quake/invisannouncer",127); } else { LocalAmbientSound("quake/invisannouncer",127); } break; case 26: if (CheckInventory("PowerInvisibility") == 0) { GiveInventory("PowerInvisibility",1); } else { TakeInventory("PowerInvisibility",1); delay(1); GiveInventory("PowerShadow",1); delay(1); GiveInventory("PowerShadow",1); } break; case 27: result = GetCVar("samsara_nounique"); break; case 28: result = GetCVar("samsara_noinvuln"); break; case 29: result = GetCVar("instagib"); break; case 30: result = GetCVar("samsara_cl_bloodyhell"); break; case 31: result = GetCVar("samsara_cl_bloodypersistent"); break; case 32: result = GetCVar("samsara_nohealth"); break; case 33: result = GetCVar("samsara_vanillaquake"); break; }
// Arena Script NamedScript MapSpecial void ArenaLoop() { int BonusRandomizer, Buttons, OldButtons; bool Ready; ArenaSetEnvironment(AEVENT_NONE); // Arena Loop while (true) { // Stop the script if the Arena is stopped or the Arena activator dies if (!ArenaActive || ClassifyActor(Players(ArenaPlayerNumber).TID) & ACTOR_DEAD) { ArenaStop(); return; } // Arena HUD ArenaDrawHUD(); // Arena Status Handling if (ArenaState == ARENA_INTERMISSION) { BonusRandomizer = Random(-10, ABONUS_MAX - 1); ArenaMod = -1; ArenaGetBonus(BonusRandomizer); ArenaSetEnvironment(AEVENT_NONE); ArenaState = ARENA_WAITING; } else if (ArenaState == ARENA_WAITING) { Buttons = GetPlayerInput(ArenaPlayerNumber, INPUT_BUTTONS); OldButtons = GetPlayerInput(ArenaPlayerNumber, INPUT_OLDBUTTONS); Ready = true; SetHudSize(0, 0, false); SetFont("BIGFONT"); if (ArenaPlayerNumber == PlayerNumber()) { if (!Player.InMenu && !Player.InShop && !Player.OutpostMenu) { HudMessage("Press \Cd%jS\C- to start the next wave\nPress \Cd%jS\C- to exit the Arena", "+use" , "+speed"); EndHudMessage(HUDMSG_PLAIN, 0, "White", 1.5, 0.75, 0.05); } if (Buttons & BT_USE && (!Player.InMenu && !Player.InShop && !Player.OutpostMenu && !Player.CrateOpen) && !Player.MenuBlock) { // Check to see if others are still in the menu for (int i = 0; i < MAX_PLAYERS; i++) if (Players(i).InMenu || Players(i).InShop) Ready = false; if (Ready) { ArenaKeyTimer++; ArenaKeyTimerType = AKTIMER_CONTINUE; if (ArenaKeyTimer > ARENA_HOLDTIME) { // Multiplayer Countdown if (InMultiplayer) { SetFont("BIGFONT"); for (int i = 3; i > 0; i--) { HudMessage("%d", i); EndHudMessageBold(HUDMSG_FADEOUT, 0, "Green", 0.5, 0.5, 0.25, 0.75); Delay(35); } } ArenaWave++; ArenaState = ARENA_READY; } } else { PrintError("Someone is currently in a menu"); ActivatorSound("menu/error", 127); } } else if (Buttons & BT_SPEED && (!Player.InMenu && !Player.InShop && !Player.OutpostMenu && !Player.CrateOpen)) { ArenaKeyTimer++; ArenaKeyTimerType = AKTIMER_STOP; if (ArenaKeyTimer > ARENA_HOLDTIME) { ArenaStop(); return; } } else ArenaKeyTimer = 0; // Reset menu block if (Buttons == 0 && OldButtons == 0) Player.MenuBlock = false; } }