示例#1
0
script GETFIRERPLN (void)
{
    int switchWorked = SetActivatorToTarget(0);

    if (switchWorked)
    {
        SetResultValue( PlayerNumber() );
    }
    else
    {
        SetResultValue(-1);
    }
}
示例#2
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;
    }
示例#3
0
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);
}