2017-07-18 02:51:48 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
// Item Datablocks
|
|
|
|
|
// image = Name of mounted image datablock
|
|
|
|
|
// onUse(%this,%object)
|
|
|
|
|
|
|
|
|
|
// Item Image Datablocks
|
|
|
|
|
// item = Name of item inventory datablock
|
|
|
|
|
|
|
|
|
|
// ShapeBase Datablocks
|
|
|
|
|
// max[Item] = Maximum amount that can be caried
|
|
|
|
|
|
|
|
|
|
// ShapeBase Objects
|
|
|
|
|
// inv[Item] = Count of item in inventory
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
$TestCheats = 0;
|
|
|
|
|
|
|
|
|
|
function serverCmdUse(%client,%data)
|
|
|
|
|
{
|
|
|
|
|
// Item names from the client must converted
|
|
|
|
|
// into DataBlocks
|
|
|
|
|
// %data = ItemDataBlock[%item];
|
|
|
|
|
|
|
|
|
|
// else if(%data $= Mine)
|
|
|
|
|
// {
|
|
|
|
|
// for(%x = 0; $InvMine[%x] !$= ""; %x++)
|
|
|
|
|
// {
|
|
|
|
|
// echo("MINE INV: ",$NameToInv[$InvMine[%x]]);
|
|
|
|
|
// if(%client.player.inv[$NameToInv[$InvMine[%x]]])
|
|
|
|
|
// {
|
|
|
|
|
// echo("MINE INV FOUND: ",$NameToInv[$InvMine[%x]]);
|
|
|
|
|
// %data = $NameToInv[$InvMine[%x]];
|
|
|
|
|
// break;
|
|
|
|
|
// }
|
|
|
|
|
// }
|
|
|
|
|
// }
|
|
|
|
|
%client.getControlObject().use(%data);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function serverCmdThrow(%client,%data)
|
|
|
|
|
{
|
|
|
|
|
// Item names from the client must converted
|
|
|
|
|
// into DataBlocks
|
|
|
|
|
// %data = ItemDataBlock[%item];
|
|
|
|
|
%client.getControlObject().throw(%data);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function serverCmdThrowWeapon(%client,%data)
|
|
|
|
|
{
|
|
|
|
|
// Item names from the client must converted
|
|
|
|
|
// into DataBlocks
|
|
|
|
|
// %data = ItemDataBlock[%item];
|
|
|
|
|
%client.getControlObject().throwWeapon();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function serverCmdThrowPack(%client,%data)
|
|
|
|
|
{
|
|
|
|
|
%client.getControlObject().throwPack();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function serverCmdTogglePack(%client,%data)
|
|
|
|
|
{
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
// this function is apparently never called
|
|
|
|
|
%client.getControlObject().togglePack();
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function serverCmdThrowFlag(%client)
|
|
|
|
|
{
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
//Game.playerDroppedFlag(%client.player);
|
|
|
|
|
Game.dropFlag(%client.player);
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function serverCmdSelectWeaponSlot( %client, %data )
|
|
|
|
|
{
|
|
|
|
|
%client.getControlObject().selectWeaponSlot( %data );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function serverCmdCycleWeapon( %client, %data )
|
|
|
|
|
{
|
|
|
|
|
%client.getControlObject().cycleWeapon( %data );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function serverCmdStartThrowCount(%client, %data)
|
|
|
|
|
{
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
%client.player.throwStart = getSimTime();
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function serverCmdEndThrowCount(%client, %data)
|
|
|
|
|
{
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
if(%client.player.throwStart == 0)
|
|
|
|
|
return;
|
2017-07-18 02:51:48 +00:00
|
|
|
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
// throwStrength will be how many seconds the key was held
|
|
|
|
|
%throwStrength = (getSimTime() - %client.player.throwStart) / 300;
|
|
|
|
|
// trim the time to fit between 0.5 and 1.5
|
|
|
|
|
if(%throwStrength > 1.5)
|
|
|
|
|
%throwStrength = 1.5;
|
|
|
|
|
else if(%throwStrength < 0.5)
|
|
|
|
|
%throwStrength = 0.5;
|
2017-07-18 02:51:48 +00:00
|
|
|
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
%throwScale = %throwStrength / 2;
|
|
|
|
|
%client.player.throwStrength = %throwScale;
|
2017-07-18 02:51:48 +00:00
|
|
|
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
%client.player.throwStart = 0;
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
function ShapeBase::throwWeapon(%this)
|
|
|
|
|
{
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
if(Game.shapeThrowWeapon(%this)) {
|
|
|
|
|
%image = %this.getMountedImage($WeaponSlot);
|
|
|
|
|
%this.throw(%image.item);
|
|
|
|
|
%this.client.setWeaponsHudItem(%image.item, 0, 0);
|
|
|
|
|
}
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ShapeBase::throwPack(%this)
|
|
|
|
|
{
|
|
|
|
|
%image = %this.getMountedImage($BackpackSlot);
|
|
|
|
|
%this.throw(%image.item);
|
|
|
|
|
%this.client.setBackpackHudItem(%image.item, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ShapeBase::throw(%this,%data)
|
|
|
|
|
{
|
|
|
|
|
if (%this.inv[%data.getName()] > 0) {
|
|
|
|
|
// Throw item first...
|
|
|
|
|
%this.throwItem(%data);
|
2017-07-18 03:05:21 +00:00
|
|
|
if($AmmoIncrement[%data.getName()] !$= "")
|
|
|
|
|
%this.decInventory(%data,$AmmoIncrement[%data.getName()]);
|
|
|
|
|
else
|
|
|
|
|
%this.decInventory(%data,1);
|
2017-07-18 02:51:48 +00:00
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ShapeBase::use(%this, %data)
|
|
|
|
|
{
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
//if(%data.class $= "Weapon") {
|
|
|
|
|
// error("ShapeBase::use " @ %data);
|
|
|
|
|
//}
|
2017-07-18 02:51:48 +00:00
|
|
|
if(%data $= Grenade)
|
|
|
|
|
{
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
// figure out which grenade type you're using
|
2017-07-18 02:51:48 +00:00
|
|
|
for(%x = 0; $InvGrenade[%x] !$= ""; %x++) {
|
|
|
|
|
if(%this.inv[$NameToInv[$InvGrenade[%x]]] > 0)
|
|
|
|
|
{
|
|
|
|
|
%data = $NameToInv[$InvGrenade[%x]];
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
else if(%data $= "Backpack") {
|
|
|
|
|
%pack = %this.getMountedImage($BackpackSlot);
|
|
|
|
|
// if you don't have a pack but have placed a satchel charge, detonate it
|
|
|
|
|
if(!%pack && (%this.thrownChargeId > 0) && %this.thrownChargeId.armed )
|
2017-07-18 02:51:48 +00:00
|
|
|
{
|
|
|
|
|
%this.playAudio( 0, SatchelChargeExplosionSound );
|
|
|
|
|
schedule( 800, %this, "detonateSatchelCharge", %this );
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
else if(%data $= Beacon)
|
2017-07-18 02:51:48 +00:00
|
|
|
{
|
|
|
|
|
%data.onUse(%this);
|
|
|
|
|
if (%this.inv[%data.getName()] > 0)
|
|
|
|
|
return true;
|
|
|
|
|
}
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
|
|
|
|
|
// default case
|
2017-07-18 02:51:48 +00:00
|
|
|
if (%this.inv[%data.getName()] > 0) {
|
|
|
|
|
%data.onUse(%this);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ShapeBase::pickup(%this,%obj,%amount)
|
|
|
|
|
{
|
|
|
|
|
%data = %obj.getDatablock();
|
|
|
|
|
%delta = %this.incInventory(%data,%amount);
|
|
|
|
|
if (%delta)
|
|
|
|
|
%data.onPickup(%obj,%this,%delta);
|
|
|
|
|
return %delta;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ShapeBase::hasInventory(%this, %data)
|
|
|
|
|
{
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
// changed because it was preventing weapons cycling correctly (MES)
|
2017-07-18 02:51:48 +00:00
|
|
|
return (%this.inv[%data] > 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ShapeBase::maxInventory(%this,%data)
|
|
|
|
|
{
|
|
|
|
|
if($TestCheats)
|
|
|
|
|
return 999;
|
|
|
|
|
else
|
|
|
|
|
return %this.getDatablock().max[%data.getName()];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ShapeBase::incInventory(%this,%data,%amount)
|
|
|
|
|
{
|
|
|
|
|
%max = %this.maxInventory(%data);
|
|
|
|
|
%cv = %this.inv[%data.getName()];
|
|
|
|
|
if (%cv < %max) {
|
|
|
|
|
if (%cv + %amount > %max)
|
|
|
|
|
%amount = %max - %cv;
|
|
|
|
|
%this.setInventory(%data,%cv + %amount);
|
|
|
|
|
%data.incCatagory(%this); // Inc the players weapon count
|
|
|
|
|
return %amount;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ShapeBase::decInventory(%this,%data,%amount)
|
|
|
|
|
{
|
|
|
|
|
%name = %data.getName();
|
|
|
|
|
%cv = %this.inv[%name];
|
|
|
|
|
if (%cv > 0) {
|
|
|
|
|
if (%cv < %amount)
|
|
|
|
|
%amount = %cv;
|
|
|
|
|
%this.setInventory(%data,%cv - %amount, true);
|
|
|
|
|
%data.decCatagory(%this); // Dec the players weapon count
|
|
|
|
|
return %amount;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function SimObject::decCatagory(%this)
|
|
|
|
|
{
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
//function was added to reduce console err msg spam
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function SimObject::incCatagory(%this)
|
|
|
|
|
{
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
//function was added to reduce console err msg spam
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ShapeBase::setInventory(%this,%data,%value,%force)
|
|
|
|
|
{
|
|
|
|
|
%name = %data.getName();
|
|
|
|
|
if (%value < 0)
|
|
|
|
|
%value = 0;
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if (!%force)
|
|
|
|
|
{
|
|
|
|
|
// Impose inventory limits
|
|
|
|
|
%max = %this.maxInventory(%data);
|
|
|
|
|
if (%value > %max)
|
|
|
|
|
%value = %max;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (%this.inv[%name] != %value)
|
|
|
|
|
{
|
|
|
|
|
%this.inv[%name] = %value;
|
|
|
|
|
%data.onInventory(%this,%value);
|
|
|
|
|
|
|
|
|
|
if ( %data.className $= "Weapon" )
|
|
|
|
|
{
|
|
|
|
|
if ( %this.weaponSlotCount $= "" )
|
|
|
|
|
%this.weaponSlotCount = 0;
|
|
|
|
|
|
|
|
|
|
%cur = -1;
|
|
|
|
|
for ( %slot = 0; %slot < %this.weaponSlotCount; %slot++ )
|
|
|
|
|
{
|
|
|
|
|
if ( %this.weaponSlot[%slot] $= %name )
|
|
|
|
|
{
|
|
|
|
|
%cur = %slot;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( %cur == -1 )
|
|
|
|
|
{
|
|
|
|
|
// Put this weapon in the next weapon slot:
|
|
|
|
|
if ( %this.weaponSlot[%this.weaponSlotCount - 1] $= "TargetingLaser" )
|
|
|
|
|
{
|
|
|
|
|
%this.weaponSlot[%this.weaponSlotCount - 1] = %name;
|
|
|
|
|
%this.weaponSlot[%this.weaponSlotCount] = "TargetingLaser";
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
%this.weaponSlot[%this.weaponSlotCount] = %name;
|
|
|
|
|
%this.weaponSlotCount++;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// Remove the weapon from the weapon slot:
|
|
|
|
|
for ( %i = %cur; %i < %this.weaponSlotCount - 1; %i++ )
|
|
|
|
|
%this.weaponSlot[%i] = %this.weaponSlot[%i + 1];
|
|
|
|
|
%this.weaponSlot[%i] = "";
|
|
|
|
|
%this.weaponSlotCount--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%this.getDataBlock().onInventory(%data,%value);
|
|
|
|
|
}
|
|
|
|
|
return %value;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ShapeBase::getInventory(%this,%data)
|
|
|
|
|
{
|
|
|
|
|
return %this.inv[%data.getName()];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ShapeBase::hasAmmo( %this, %weapon )
|
|
|
|
|
{
|
|
|
|
|
switch$ ( %weapon )
|
|
|
|
|
{
|
|
|
|
|
case Blaster:
|
|
|
|
|
return( true );
|
|
|
|
|
case Plasma:
|
|
|
|
|
return( %this.getInventory( PlasmaAmmo ) > 0 );
|
|
|
|
|
case Chaingun:
|
|
|
|
|
return( %this.getInventory( ChaingunAmmo ) > 0 );
|
|
|
|
|
case Disc:
|
|
|
|
|
return( %this.getInventory( DiscAmmo ) > 0 );
|
|
|
|
|
case GrenadeLauncher:
|
|
|
|
|
return( %this.getInventory( GrenadeLauncherAmmo ) > 0 );
|
|
|
|
|
case SniperRifle:
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
return( %this.getInventory( EnergyPack ) );
|
2017-07-18 02:51:48 +00:00
|
|
|
case ELFGun:
|
|
|
|
|
return( true );
|
|
|
|
|
case Mortar:
|
|
|
|
|
return( %this.getInventory( MortarAmmo ) > 0 );
|
|
|
|
|
case MissileLauncher:
|
|
|
|
|
return( %this.getInventory( MissileLauncherAmmo ) > 0 );
|
|
|
|
|
case ShockLance:
|
|
|
|
|
return( true );
|
|
|
|
|
// This is our kinda hacky way to keep from cycling to the targeting laser:
|
|
|
|
|
case TargetingLaser:
|
|
|
|
|
return( false );
|
|
|
|
|
default:
|
|
|
|
|
warn( "\"" @ %weapon @ "\" is not recognized as a weapon!" );
|
|
|
|
|
return( false );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function SimObject::onInventory(%this, %obj)
|
|
|
|
|
{
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
//function was added to reduce console error msg spam
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ShapeBase::throwItem(%this,%data)
|
|
|
|
|
{
|
|
|
|
|
%item = new Item() {
|
|
|
|
|
dataBlock = %data;
|
|
|
|
|
rotation = "0 0 1 " @ (getRandom() * 360);
|
|
|
|
|
};
|
|
|
|
|
MissionCleanup.add(%item);
|
|
|
|
|
%this.throwObject(%item);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ShapeBase::throwObject(%this,%obj)
|
|
|
|
|
{
|
|
|
|
|
//if the object is being thrown by a corpse, use a random vector
|
|
|
|
|
if (%this.getState() $= "Dead")
|
|
|
|
|
{
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
%vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom();
|
2017-07-18 02:51:48 +00:00
|
|
|
%vec = vectorScale(%vec, 10);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// else Initial vel based on the dir the player is looking
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%eye = %this.getEyeVector();
|
|
|
|
|
%vec = vectorScale(%eye, 20);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Add a vertical component to give the item a better arc
|
|
|
|
|
%dot = vectorDot("0 0 1",%eye);
|
|
|
|
|
if (%dot < 0)
|
|
|
|
|
%dot = -%dot;
|
|
|
|
|
%vec = vectorAdd(%vec,vectorScale("0 0 8",1 - %dot));
|
|
|
|
|
|
|
|
|
|
// Add player's velocity
|
|
|
|
|
%vec = vectorAdd(%vec,%this.getVelocity());
|
|
|
|
|
%pos = getBoxCenter(%this.getWorldBox());
|
|
|
|
|
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
//since flags have a huge mass (so when you shoot them, they don't bounce too far)
|
|
|
|
|
//we need to up the %vec so that you can still throw them...
|
|
|
|
|
if (%obj.getDataBlock().getName() $= "Flag")
|
|
|
|
|
%vec = vectorScale(%vec, 40);
|
2017-07-18 02:51:48 +00:00
|
|
|
|
|
|
|
|
//
|
|
|
|
|
%obj.setTransform(%pos);
|
|
|
|
|
%obj.applyImpulse(%pos,%vec);
|
|
|
|
|
%obj.setCollisionTimeout(%this);
|
|
|
|
|
%data = %obj.getDatablock();
|
|
|
|
|
%data.onThrow(%obj,%this);
|
|
|
|
|
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
//call the AI hook
|
|
|
|
|
AIThrowObject(%obj);
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ShapeBase::clearInventory(%this)
|
|
|
|
|
{
|
|
|
|
|
%this.setInventory(RepairKit,0);
|
|
|
|
|
|
|
|
|
|
%this.setInventory(Mine,0);
|
|
|
|
|
//%this.setInventory(MineAir,0);
|
|
|
|
|
//%this.setInventory(MineLand,0);
|
|
|
|
|
//%this.setInventory(MineSticky,0);
|
|
|
|
|
|
|
|
|
|
%this.setInventory(Grenade,0);
|
|
|
|
|
%this.setInventory(FlashGrenade,0);
|
|
|
|
|
%this.setInventory(ConcussionGrenade,0);
|
|
|
|
|
%this.setInventory(FlareGrenade,0);
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
%this.setInventory(CameraGrenade, 0);
|
2017-07-18 02:51:48 +00:00
|
|
|
|
|
|
|
|
%this.setInventory(Blaster,0);
|
|
|
|
|
%this.setInventory(Plasma,0);
|
|
|
|
|
%this.setInventory(Disc,0);
|
|
|
|
|
%this.setInventory(Chaingun, 0);
|
|
|
|
|
%this.setInventory(Mortar, 0);
|
|
|
|
|
%this.setInventory(GrenadeLauncher, 0);
|
|
|
|
|
%this.setInventory(MissileLauncher, 0);
|
|
|
|
|
%this.setInventory(SniperRifle, 0);
|
|
|
|
|
%this.setInventory(TargetingLaser, 0);
|
|
|
|
|
%this.setInventory(ELFGun, 0);
|
|
|
|
|
%this.setInventory(ShockLance, 0);
|
|
|
|
|
|
|
|
|
|
%this.setInventory(PlasmaAmmo,0);
|
|
|
|
|
%this.setInventory(ChaingunAmmo, 0);
|
|
|
|
|
%this.setInventory(DiscAmmo, 0);
|
|
|
|
|
%this.setInventory(GrenadeLauncherAmmo, 0);
|
|
|
|
|
%this.setInventory(MissileLauncherAmmo, 0);
|
|
|
|
|
%this.setInventory(MortarAmmo, 0);
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
%this.setInventory(Beacon, 0);
|
2017-07-18 02:51:48 +00:00
|
|
|
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
// take away any pack the player has
|
|
|
|
|
%curPack = %this.getMountedImage($BackpackSlot);
|
|
|
|
|
if(%curPack > 0)
|
|
|
|
|
%this.setInventory(%curPack.item, 0);
|
2017-07-18 02:51:48 +00:00
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
function ShapeBase::cycleWeapon( %this, %data )
|
|
|
|
|
{
|
|
|
|
|
if ( %this.weaponSlotCount == 0 )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
%slot = -1;
|
|
|
|
|
if ( %this.getMountedImage($WeaponSlot) != 0 )
|
|
|
|
|
{
|
|
|
|
|
%curWeapon = %this.getMountedImage($WeaponSlot).item.getName();
|
|
|
|
|
for ( %i = 0; %i < %this.weaponSlotCount; %i++ )
|
|
|
|
|
{
|
|
|
|
|
//error("curWeaponName == " @ %curWeaponName);
|
|
|
|
|
if ( %curWeapon $= %this.weaponSlot[%i] )
|
|
|
|
|
{
|
|
|
|
|
%slot = %i;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( %data $= "prev" )
|
|
|
|
|
{
|
|
|
|
|
// Previous weapon...
|
|
|
|
|
if ( %slot == 0 || %slot == -1 )
|
|
|
|
|
{
|
|
|
|
|
%i = %this.weaponSlotCount - 1;
|
|
|
|
|
%slot = 0;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
%i = %slot - 1;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// Next weapon...
|
|
|
|
|
if ( %slot == ( %this.weaponSlotCount - 1 ) || %slot == -1 )
|
|
|
|
|
{
|
|
|
|
|
%i = 0;
|
|
|
|
|
%slot = ( %this.weaponSlotCount - 1 );
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
%i = %slot + 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%newSlot = -1;
|
|
|
|
|
while ( %i != %slot )
|
|
|
|
|
{
|
|
|
|
|
if ( %this.weaponSlot[%i] !$= ""
|
|
|
|
|
&& %this.hasInventory( %this.weaponSlot[%i] )
|
|
|
|
|
&& %this.hasAmmo( %this.weaponSlot[%i] ) )
|
|
|
|
|
{
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
// player has this weapon and it has ammo or doesn't need ammo
|
2017-07-18 02:51:48 +00:00
|
|
|
%newSlot = %i;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( %data $= "prev" )
|
|
|
|
|
{
|
|
|
|
|
if ( %i == 0 )
|
|
|
|
|
%i = %this.weaponSlotCount - 1;
|
|
|
|
|
else
|
|
|
|
|
%i--;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if ( %i == ( %this.weaponSlotCount - 1 ) )
|
|
|
|
|
%i = 0;
|
|
|
|
|
else
|
|
|
|
|
%i++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( %newSlot != -1 )
|
|
|
|
|
%this.use( %this.weaponSlot[%newSlot] );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
function ShapeBase::selectWeaponSlot( %this, %data )
|
|
|
|
|
{
|
|
|
|
|
if ( %data < 0 || %data > %this.weaponSlotCount
|
|
|
|
|
|| %this.weaponSlot[%data] $= "" || %this.weaponSlot[%data] $= "TargetingLaser" )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
%this.use( %this.weaponSlot[%data] );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
function serverCmdGiveAll(%client)
|
|
|
|
|
{
|
|
|
|
|
if($TestCheats)
|
|
|
|
|
{
|
|
|
|
|
%player = %client.player;
|
|
|
|
|
%player.setInventory(RepairKit,999);
|
|
|
|
|
%player.setInventory(Mine,999);
|
|
|
|
|
//%player.setInventory(MineAir,999);
|
|
|
|
|
//%player.setInventory(MineLand,999);
|
|
|
|
|
//%player.setInventory(MineSticky,999);
|
|
|
|
|
%player.setInventory(Grenade,999);
|
|
|
|
|
%player.setInventory(FlashGrenade,999);
|
|
|
|
|
%player.setInventory(FlareGrenade,999);
|
|
|
|
|
%player.setInventory(ConcussionGrenade,999);
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
%player.setInventory(CameraGrenade, 999);
|
2017-07-18 02:51:48 +00:00
|
|
|
%player.setInventory(Blaster,1);
|
|
|
|
|
%player.setInventory(Plasma,1);
|
|
|
|
|
%player.setInventory(Chaingun, 1);
|
|
|
|
|
%player.setInventory(Disc,1);
|
|
|
|
|
%player.setInventory(GrenadeLauncher, 1);
|
|
|
|
|
%player.setInventory(SniperRifle, 1);
|
|
|
|
|
%player.setInventory(ELFGun, 1);
|
|
|
|
|
%player.setInventory(Mortar, 1);
|
|
|
|
|
%player.setInventory(MissileLauncher, 1);
|
|
|
|
|
%player.setInventory(ShockLance, 1);
|
|
|
|
|
%player.setInventory(TargetingLaser, 1);
|
|
|
|
|
%player.setInventory(MissileLauncherAmmo, 999);
|
|
|
|
|
%player.setInventory(GrenadeLauncherAmmo, 999);
|
|
|
|
|
%player.setInventory(MortarAmmo, 999);
|
|
|
|
|
%player.setInventory(PlasmaAmmo,999);
|
|
|
|
|
%player.setInventory(ChaingunAmmo, 999);
|
|
|
|
|
%player.setInventory(DiscAmmo, 999);
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
%player.setInventory(Beacon, 999);
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
}
|