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lockdown.qc
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224 lines (180 loc) · 6.67 KB
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/*
server/gamemodes/lockdown.qc
Core Logic for Lockdown.
Copyright (C) 2021-2026 NZ:P Team
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
float lock_ran_post_init_logic;
float lock_ran_endgame;
float lock_last_perk_shuffle_round;
entity lock_perks[32];
vector lock_positions[32];
vector lock_angs[32];
float(float count, string cvar) Gamemode_Lockdown_CollectPerks =
{
entity e;
e = find(world, classname, cvar);
while (e != world) {
lock_perks[count] = e;
lock_positions[count] = e.origin;
lock_angs[count] = e.angles;
count = count + 1;
e = find(e, classname, cvar);
}
return count;
};
void() Gamemode_Lockdown_RandomizePerkLocations =
{
float count;
count = 0;
entity e;
// Collect all perk machines
count = Gamemode_Lockdown_CollectPerks(count, "perk_revive");
count = Gamemode_Lockdown_CollectPerks(count, "perk_juggernog");
count = Gamemode_Lockdown_CollectPerks(count, "perk_speed");
count = Gamemode_Lockdown_CollectPerks(count, "perk_double");
count = Gamemode_Lockdown_CollectPerks(count, "perk_flopper");
count = Gamemode_Lockdown_CollectPerks(count, "perk_staminup");
count = Gamemode_Lockdown_CollectPerks(count, "perk_deadshot");
count = Gamemode_Lockdown_CollectPerks(count, "perk_mule");
count = Gamemode_Lockdown_CollectPerks(count, "perk_pap");
// Shuffle positions of all perks
float i;
for (i = count - 1; i > 0; i = i - 1) {
float j;
j = floor(random() * (i + 1));
vector tmp_v;
tmp_v = lock_positions[i];
lock_positions[i] = lock_positions[j];
lock_positions[j] = tmp_v;
tmp_v = lock_angs[i];
lock_angs[i] = lock_angs[j];
lock_angs[j] = tmp_v;
}
// Apply shuffled positions
for (i = 0; i < count; i = i + 1) {
entity p;
p = lock_perks[i];
setorigin(p, lock_positions[i]);
p.angles = lock_angs[i];
p.oldorigin = p.origin;
// Fix Pack-a-Punch attachments or they'll
// float in their old locations (which is obviously incorrect!)
if (p.classname == "perk_pap") {
makevectors(p.angles);
vector newpos;
// Move roller
if (p.active_door) {
entity roller;
roller = p.active_door;
newpos = p.origin;
newpos = newpos + v_right * p.box1_y;
newpos = newpos + v_forward * p.box1_x;
newpos = newpos + v_up * p.box1_z;
setorigin(roller, newpos);
roller.angles = p.angles;
}
// Move flag
if (p.boxweapon) {
entity flag;
flag = p.boxweapon;
newpos = p.origin;
newpos = newpos + v_right * p.box3_y;
newpos = newpos + v_forward * p.box3_x;
newpos = newpos + v_up * p.box3_z;
setorigin(flag, newpos);
flag.angles = p.angles;
}
// Recalculate spark offset
vector tempv;
tempv = p.origin;
tempv = tempv + v_right * p.box2_y;
tempv = tempv + v_forward * p.box2_x;
tempv = tempv + v_up * p.box2_z;
p.box2 = tempv;
}
setorigin(lock_perks[i], lock_positions[i]);
lock_perks[i].angles = lock_angs[i];
lock_perks[i].oldorigin = lock_perks[i].origin;
}
}
void() Gamemode_Lockdown_Init =
{
// enable the free perk and weapon upgrade drops
game_modifier_powerup_free_perk = true;
game_modifier_powerup_weapon_upgrade = true;
game_modifier_powerup_random_weapon = true;
// precache audio
precache_sound("sounds/modes/lockdown/intro.wav");
precache_sound("sounds/modes/lockdown/carpenter.wav");
precache_sound("sounds/modes/lockdown/double_points.wav");
precache_sound("sounds/modes/lockdown/free_perk.wav");
precache_sound("sounds/modes/lockdown/insta_kill.wav");
precache_sound("sounds/modes/lockdown/kaboom.wav");
precache_sound("sounds/modes/lockdown/maxammo.wav");
precache_sound("sounds/modes/lockdown/random_weapon.wav");
precache_sound("sounds/modes/lockdown/upgrade.wav");
precache_sound("sounds/modes/lockdown/lose.wav");
};
void() Gamemode_Lockdown_Frame =
{
// Intro voiceline
if (lock_ran_post_init_logic == false) {
// Play intro voiceline
Sound_PlaySound(world, "sounds/modes/lockdown/intro.wav", SOUND_TYPE_ENV_VOICE, SOUND_PRIORITY_PLAYALWAYS);
// Randomize perk locations
Gamemode_Lockdown_RandomizePerkLocations();
lock_ran_post_init_logic = true;
}
// Every 5 rounds, reroll the perks to help the player
// progress in the game
if (floor(rounds / 5) * 5 == rounds) {
// Prevents the perks from shuffling all round
if (rounds != lock_last_perk_shuffle_round) {
lock_last_perk_shuffle_round = rounds;
// Avoid running on round 0 & round 1 since we run on
// game start anyways
if (rounds > 0 && rounds != 1) {
Gamemode_Lockdown_RandomizePerkLocations();
}
}
}
// Disable Doors
entity doors = find(world, classname, "door_nzp");
while(doors != world) {
doors.use = SUB_Null;
doors.touch = SUB_Null;
if (doors.trigger_field != world)
remove(doors.trigger_field);
doors = find(doors, classname, "door_nzp");
}
doors = find(world, classname, "door_nzp_cost");
while(doors != world) {
doors.use = SUB_Null;
doors.touch = SUB_Null;
if (doors.trigger_field != world)
remove(doors.trigger_field);
doors = find(doors, classname, "door_nzp_cost");
}
// Losing voiceline
if ((find(world, classname, "gameover_watcher")) && lock_ran_endgame == false) {
lock_ran_endgame = true;
Sound_PlaySound(world, "sounds/modes/lockdown/lose.wav", SOUND_TYPE_ENV_VOICE, SOUND_PRIORITY_PLAYALWAYS);
}
};
void() Gamemode_Lockdown_PlayerSpawn =
{
return;
};