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impulse.qc
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impulse.qc
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/*
==============================================================================
IMPULSES
==============================================================================
*/
// --------------------------------
// Cheat_Keys
// --------------------------------
void() Cheat_Keys =
{
if(deathmatch || coop)
return;
key_give_silver(self);
key_give_gold(self);
stuffcmd(self,"bf\n");
}
// --------------------------------
// Cheat_Items
// --------------------------------
void() Cheat_Items =
{
if(deathmatch || coop)
return;
self.ammo_shells = MAX_AMMO_SHELLS;
self.ammo_nails = MAX_AMMO_NAILS;
self.ammo_rockets = MAX_AMMO_ROCKETS;
self.ammo_cells = MAX_AMMO_CELLS;
self.items = self.items |
// IT_KEY1 | IT_KEY2 |
IT_AXE |
IT_SHOTGUN |
IT_SUPER_SHOTGUN |
IT_NAILGUN |
IT_SUPER_NAILGUN |
IT_GRENADE_LAUNCHER |
IT_ROCKET_LAUNCHER;
self.items = self.items | IT_LIGHTNING;
W_Select(IT_ROCKET_LAUNCHER);
stuffcmd(self,"bf\n");
}
// --------------------------------
// Cheat_Genocide
// --------------------------------
void() Cheat_Genocide =
{
entity t;
t = nextent(world);
while(t != world)
{
// these monsters haven't spawned yet, turn them into relays so their
// deathtargets fire as soon as they're triggered and their absence doesn't
// break the level
if(t.customflags & CFL_SPAWNER || t.spawnflags & SPAWN_TRIGGERED)
{
t.classname = "trigger_relay";
t.count = 0;
t.use = trigger_relay_use;
t.spawnflags = 0;
}
t = nextent(t);
}
// kill existing monsters second, so that any monsters triggered by other monsters
// are already de-monsterized
t = nextent(world);
while(t != world)
{
if(t.flags & FL_MONSTER)
{
// don't forget monsters on the verge of spawning
if (t.think == mon_spawner_tryspawn || t.modelindex == 0 || t.classname == string_null )
remove(t);
else
T_Damage(t, self, self, t.health, DMGTYPE_SCRIPT); // waurgh
}
t = nextent(t);
}
}
// --------------------------------
// Cheat_Undying
// --------------------------------
void() Cheat_Undying =
{
if(deathmatch || coop)
return;
if(self.customflags & CFL_UNDYING)
{
sprint(self, "Undying mode disabled\n");
self.customflags = not(self.customflags, CFL_UNDYING);
return;
}
sprint(self, "Undying mode enabled\n");
self.customflags |= CFL_UNDYING;
}
// --------------------------------
// Cheat_Quad
// --------------------------------
void() Cheat_Quad =
{
if(deathmatch || coop)
return;
stuffcmd(self, "bf\n");
self.items = self.items | IT_QUAD;
powerup_super_damage(self, 30);
}
// --------------------------------
// Cheat_Pent
// --------------------------------
void() Cheat_Pent =
{
if(deathmatch || coop)
return;
stuffcmd(self, "bf\n");
self.items = self.items | IT_INVULNERABILITY;
powerup_invulnerability(self, 30);
}
// --------------------------------
// Cheat_Ring
// --------------------------------
void() Cheat_Ring =
{
if(deathmatch || coop)
return;
stuffcmd(self, "bf\n");
self.items = self.items | IT_INVISIBILITY;
powerup_invisibility(self, 30);
}
// --------------------------------
// Cheat_Suit
// --------------------------------
void() Cheat_Suit =
{
if(deathmatch || coop)
return;
stuffcmd(self, "bf\n");
self.items = self.items | IT_SUIT;
powerup_envirosuit(self, 30);
}
// --------------------------------
// ServerflagsCommand
// --------------------------------
void() ServerflagsCommand =
{
serverflags = serverflags * 2 + 1;
dev_serverflags();
};
// --------------------------------
// ImpulseCommands
// --------------------------------
void() ImpulseCommands =
{
if (!self.impulse) return;
if (self.impulse < 9)
{
W_ChangeWeapon();
}
else if (self.impulse >= 20 && self.impulse <= 39)
{
dev_impulse(self.impulse);
}
else switch(self.impulse)
{
case 10:
CycleWeaponCommand();
break;
case 12:
CycleWeaponReverseCommand();
break;
case 11:
ServerflagsCommand();
break;
case 13:
W_SelectBestShotgun();
break;
case 14:
W_SelectBestNailgun();
break;
case 15:
W_SelectBestWeapon();
break;
case 40:
dev_impulse_list();
break;
case 64:
dev_i_cant_see();
break;
case 72:
dev_test();
break;
case 80:
dev_add_meatball();
break;
case 81:
dev_remove_meatball();
break;
case 100:
dev_invoke();
break;
case 101:
dev_reveal();
break;
case 102:
dev_trigger();
break;
case 103:
dev_hitpoints();
break;
case 104:
dev_serverflags();
break;
case 105:
dev_warp();
break;
case 106:
dev_whatami();
break;
case 108:
dev_tracetest();
break;
case 127:
case 129:
coredump();
break;
case 140:
sound(self, CHAN_VOICE, "player/tornoff2.wav", 1, ATTN_STATIC);
centerprint(self, version_s);
break;
case 9:
Cheat_Items();
break;
case 99:
Cheat_Keys();
break;
// how about, execute order six?
// nah. makes it sound like there aren't that many orders
case 66:
case 205:
if(!deathmatch && !coop)
Cheat_Genocide();
break;
case 200:
dev_remaining_monsters();
break;
case 210:
toggle_autosave();
break;
case 215:
Cheat_Undying();
break;
case 225:
Cheat_Suit();
break;
case 235:
Cheat_Pent();
break;
case 245:
Cheat_Ring();
break;
case 255:
Cheat_Quad();
break;
default:
return;
}
self.impulse = 0;
}