script GRAPPLE_GETUNUSEDTID (int mode, int fromItem) { int newTID = TIDSTART; switch (mode) { case 0: while (ThingCount(0, newTID) > 0) { newTID++; } if (fromItem) { GiveInventory("ItemGrappleTID", newTID); } else { GiveInventory("GrappleTIDIndicator", newTID); } Thing_ChangeTID(0, newTID); break; case 1: if (fromItem) { SetResultValue(CheckInventory("ItemGrappleTID")); } else { SetResultValue(CheckInventory("GrappleTIDIndicator")); } break; case 2: while (ThingCount(0, newTID) > 0) { newTID++; } if (fromItem) { GiveInventory("ItemGrappleTID", newTID); } else { GiveInventory("GrappleTIDIndicator", newTID); } Thing_ChangeTID(0, newTID); SetResultValue(newTID); break; } }
// Keeps current level and XP updated void CheckLevel() { if (Player.Level < MAX_LEVEL) Player.XPNext = XPTable[Player.Level]; if (Player.Level >= MAX_LEVEL) { Player.XP = XPTable[MAX_LEVEL - 1]; Player.XPNext = XPTable[MAX_LEVEL - 1]; } // Now check for a level up if (Player.XP >= XPTable[Player.Level] && Player.Level < MAX_LEVEL) { int Modules = (int)((((fixed)Player.Level + 1) * 100.0) * GetCVarFixed("drpg_module_levelfactor")); // Level Up Player.Level++; Player.Payout.Levels++; GiveInventory("DRPGModule", Modules); if (GetCVar("drpg_levelup_heal")) { HealThing(SHIELD_HEALTH); if (Player.EP < 0) Player.EP = 0; else Player.EP = Player.EPMax; } FadeRange(255, 255, 255, 0.5, 255, 255, 255, 0, 2.0); PrintMessage(StrParam("You have reached level %d", Player.Level), LEVELUP_ID, -32); ActivatorSound("misc/levelup", 96); SpawnForced("DRPGLevelUpArrow", GetActorX(0), GetActorY(0), GetActorZ(0) + GetActorPropertyFixed(Player.TID, APROP_Height), 0, 0); } }
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; }