script GRAPPLE_REEL (int grappleTid, int strength, int firetype) { int nX; int nY; int nZ; int plX; int plY; int plZ; int vX; int vY; int vZ; int velX; int velY; int velZ; int breakLoop = false; int magnitude; int pln = PlayerNumber(); int playerTid = ActivatorTID(); if (playerTid == 0) // can we give him a TID without breaking anything? { playerTid = unusedTID(TIDSTART, -1); Thing_ChangeTID(0, playerTid); } // if not, then okay, just use the one he has already int grX = GetActorX(grappleTid); int grY = GetActorY(grappleTid); int grZ = GetActorZ(grappleTid); while (!breakLoop) { if (ThingCount(0, grappleTID) != 1) { break; } plX = GetActorX(0); plY = GetActorY(0); plZ = GetActorZ(0); vX = grX - plX; vY = grY - plY; vZ = grZ - plZ; // NOTE: I had to drop precision here in exchange for not overflowing magnitude = magnitudeThree(vX >> 16, vY >> 16, vZ >> 16); if (magnitude != 0) { nX = vX / magnitude; nY = vY / magnitude; nZ = vZ / magnitude; ACS_ExecuteAlways(GRAPPLE_DRAWLINE, 0, grappleTid, playerTid, 16); } else { nX = 0; nY = 0; nZ = 0; } SetActorVelocity(0, nX*strength, nY*strength, nZ*strength, true, true); if (CheckInventory("Grappling") == 0) { breakLoop = true; } Delay(1); } Thing_Remove(grappleTid); }
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; }
script GRAPPLE_HOOK (int strength, int firetype) { int playerInput; int myX; int myY; int myZ; int firerPln = ACS_ExecuteWithResult(GETFIRERPLN, 0,0,0); int projTid = PROJOFFSET+firerPln; while (ThingCount(0, projTid) > 0) { projTid++; } Thing_ChangeTID(0, projTid); SetActivatorToTarget(0); while (ThingCount(0, projTid) > 0) { myX = GetActorX(projTid); myY = GetActorY(projTid); myZ = GetActorZ(projTid); playerInput = GetPlayerInput(-1, MODINPUT_BUTTONS); switch (firetype) { case 0: if (!(GetPlayerInput(-1, MODINPUT_BUTTONS) & BT_ALTATTACK)) { Thing_Remove(projTid); Spawn("GuaranteedTeleportFog", myX, myY, myZ-20.0); terminate; } break; case 1: if (!(GetPlayerInput(-1, MODINPUT_BUTTONS) & BT_ATTACK)) { Thing_Remove(projTid); Spawn("GuaranteedTeleportFog", myX, myY, myZ-20.0); terminate; } break; case 2: if (CheckInventory("InventoryToggle")) { Thing_Remove(projTid); Spawn("GuaranteedTeleportFog", myX, myY, myZ-20.0); terminate; } break; } Delay(1); } Spawn("GrappleSpot", myX, myY, myZ, projTid); ACS_ExecuteAlways(GRAPPLE_REEL, 0, projTid, strength, firetype); }