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menu.qc
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//======================================================
// This file handles all menu functions and displays.
//======================================================
void (entity pe_player, float pf_class) CF_Spy_ChangeSkin;
void (entity pe_player, float pf_team_no) CF_Spy_ChangeColor;
void (float issilent) CF_Spy_FeignDeath;
void () CF_Spy_Invisible;
void () CF_Spy_DisguiseStop;
float (float pf_team_no, float pf_class) CF_GetClassRestriction;
float (float pf_team_no, float pf_class) CF_GetClassPlayers;
float (float pf_team_no, float pf_class) CF_ClassIsRestricted;
void (entity spy) Spy_RemoveDisguise;
void (entity eng, string bld) DestroyBuilding;
void (float objtobuild) TeamFortress_Build;
void () lvl1_sentry_stand;
void () lvl2_sentry_stand;
void () lvl3_sentry_stand;
float (float tno) TeamFortress_TeamSet;
float (float tno) TeamFortress_TeamGetColor;
float () TeamFortress_TeamPutPlayerInTeam;
float (float tno) TeamFortress_TeamIsCivilian;
float (float tno) TeamFortress_TeamGetNoPlayers;
float () TeamFortress_GetNoPlayers;
float (float pc) IsLegalClass;
void (float inp) TeamFortress_ChangeClass;
void (entity p) TeamFortress_SetSkin;
void (float timer) TeamFortress_SetDetpack;
void () TeamFortress_DetpackStop;
void (float type) TeamFortress_DropAmmo;
void (entity disp) Engineer_Dispenser_InsertAmmo;
void (entity disp) Engineer_Dispenser_InsertArmor;
void (entity disp) Engineer_Dispenser_Repair;
void (entity disp) Engineer_SentryGun_InsertAmmo;
void (entity disp) Engineer_SentryGun_Upgrade;
void (entity disp) Engineer_SentryGun_Repair;
void () Menu_Engineer_Cancel;
void () TeamFortress_EngineerBuildStop;
void (entity targ, entity inflictor, entity attacker, float damage,
float T_flags, float T_AttackType) TF_T_Damage;
void (entity pl) W_SetCurrentAmmo;
void (entity p) bound_other_ammo;
float (float v) anglemod;
void (float tno, entity ignore, string st) teamsprint;
void (float update) Menu_Team;
void (float update) Menu_Class;
string (float pc, float tno) TeamFortress_ClassGetNoPlayersString;
void () Menu_Drop;
void () PlayerObserverMode;
void () Menu_Scout;
void (entity pe_player) Menu_Spy;
void () Menu_Spy_Skin;
void () Menu_Spy_Color;
void (float inp) Menu_Scout_Input;
void (float inp) Menu_Spy_Input;
void (float inp) Menu_Spy_Skin_Input;
void (float inp) Menu_Spy_Color_Input;
void () CF_Spy_DisguiseLast;
void () Menu_Demoman;
void () Menu_Demoman_Cancel;
void (float inp) Menu_Demoman_Input;
void (float inp) Menu_Demoman_Cancel_Input;
void (entity player) Menu_Engineer;
void () Menu_Engineer_Update;
void () Menu_EngineerFix_Dispenser;
void () Menu_EngineerFix_SentryGun;
void (float inp) Menu_Engineer_Input;
void (float inp) Menu_EngineerFix_Dispenser_Input;
void (float inp) Menu_EngineerFix_SentryGun_Input;
void () Menu_Dispenser;
void (float inp) Menu_Dispenser_Input;
void (entity pl) Menu_Close =
{
pl.menu_input = nil;
Status_Print(pl, "");
};
void (float inp) Menu_Input =
{
local f_void_float tmp = self.menu_input;
self.menu_input = nil;
self.impulse = 0;
tmp(inp);
Status_Print(self, "");
};
void (float inp) Menu_Team_Input = {
if (self.classname == "observer")
return;
if (inp == 0) {
return;
}
if (inp == 5) {
TeamFortress_TeamPutPlayerInTeam();
} else if ((inp <= number_of_teams) && (inp > 0)) {
TeamFortress_TeamSet(inp);
} else if ((number_of_teams == 0) && (inp <= 4)) {
TeamFortress_TeamSet(inp);
} else {
Menu_Team(0);
return;
}
if ((self.playerclass == 0) && (self.lives != 0)) {
Menu_Class(0);
}
};
void () Menu_Team_Update = {
if (self.owner.menu_input == Menu_Team_Input) {
self.nextthink = time + 0.5;
self = self.owner;
Menu_Team(1);
} else {
self.owner.has_menutimer = 0;
dremove(self);
}
};
string (float pf_team_no, string ps_team) Menu_Team_TeamString = {
local string s_string = "";
local float f_gap = 2;
local float f_players = TeamFortress_TeamGetNoPlayers(pf_team_no);
if (number_of_teams >= pf_team_no) {
s_string = strpadl(ftos(f_players), f_gap);
if (f_players < 10) {
s_string = strpadl(s_string, (1 + f_gap));
if (f_players == 1)
s_string = strcat(s_string, " player \n");
else
s_string = strcat(s_string, " players\n");
} else
s_string = strcat(s_string, " players\n");
s_string = strcat(ps_team, s_string);
}
return strzone(s_string);
};
void (float update) Menu_Team = {
local entity timer;
if (self.classname == "observer")
Status_Menu(self, Menu_Team_Input, "");
// allow toggling team menu using any method to show it
if (!update && self.menu_input == Menu_Team_Input) {
Menu_Input(0);
return;
}
if ((toggleflags & TFLAG_AUTOTEAM) && teamplay) {
if (TeamFortress_TeamPutPlayerInTeam())
return;
}
// prepare team strings
local string s_select = "Select team:\n\n";
local string s_blue = "“‘ Blue team ";
local string s_red = "”‘ Red team ";
local string s_yellow = "•‘ Yellow team";
local string s_green = "–‘ Green team ";
local string s_auto = "—‘ Auto-assign team";
// put together team strings
s_blue = Menu_Team_TeamString(1, s_blue);
s_red = Menu_Team_TeamString(2, s_red);
s_yellow = Menu_Team_TeamString(3, s_yellow);
s_green = Menu_Team_TeamString(4, s_green);
s_auto = strpadr(s_auto, (strlen(s_blue) - 1));
// don't show auto team if already assigned a team
if (self.team_no)
s_auto = "";
// update menu every 0.5 seconds
if (!self.has_menutimer) {
self.has_menutimer = 1;
timer = spawn();
timer.classname = "menu_timer";
timer.owner = self;
timer.think = Menu_Team_Update;
timer.nextthink = time + 0.5;
}
Status_Menu(self, Menu_Team_Input, s_select, s_blue, s_red, s_yellow, s_green, "\n", s_auto);
strunzone(s_blue); strunzone(s_red); strunzone(s_yellow); strunzone(s_green);
};
void (float inp) Menu_Class_Input = {
if (!inp)
return;
// keep showing menu if class is invalid
if (inp > 10 || !IsLegalClass(inp) || CF_ClassIsRestricted(self.team_no, inp))
Menu_Class(0);
// don't try to change class if class is forbidden
if (!IsLegalClass(inp) || CF_GetClassRestriction(self.team_no, inp) == -1)
return;
// close menu if selected class is current class
if (self.playerclass == inp || (inp == 10 && (self.tfstate & TFSTATE_RANDOMPC)))
Menu_Close(self);
TeamFortress_ChangeClass(inp);
};
void () Menu_Class_Update = {
if (self.owner.menu_input == Menu_Class_Input) {
self.nextthink = time + 0.5;
self = self.owner;
Menu_Class(1);
} else {
self.owner.has_menutimer = 0;
dremove(self);
}
};
string (float pf_class, string ps_class) Menu_Class_ClassString = {
local string s_string;
local float f_gap = 5;
local float f_max = CF_GetClassRestriction(self.team_no, pf_class);
local float f_players = CF_GetClassPlayers(self.team_no, pf_class);
if (IsLegalClass(pf_class) && f_max >= 0) {
if (f_players < 10)
s_string = strpadl(ftos(f_players), (1 + f_gap));
else
s_string = strpadl(ftos(f_players), f_gap);
s_string = strcat(s_string, " / ");
if (f_max < 10 && TeamFortress_TeamGetNoPlayers(self.team_no) >= 10)
s_string = strpadr(s_string, (5 + f_gap));
s_string = strcat(s_string, ftos(f_max));
s_string = strcat(s_string, "\n");
s_string = strcat(ps_class, s_string);
} else {
if (TeamFortress_TeamGetNoPlayers(self.team_no) >= 10)
s_string = strpadr(ps_class, (12 + f_gap - 3));
else
s_string = strpadr(ps_class, (12 + f_gap - 3));
s_string = strcat(s_string, "disabled\n");
}
return strzone(s_string);
};
void (float update) Menu_Class = {
local entity timer;
// allow toggling team menu using any method to show it
if (!update && self.menu_input == Menu_Class_Input) {
Menu_Input(0);
return;
}
// print map specific class menu
local entity e_info = find(world, classname, "info_tfdetect");
if (e_info) {
if (self.team_no == 1) {
if (e_info.noise1 != string_null) {
Status_Menu(self, Menu_Class_Input, e_info.noise1);
return;
}
} else if (self.team_no == 2) {
if (e_info.noise2 != string_null) {
Status_Menu(self, Menu_Class_Input, e_info.noise2);
return;
}
} else if (self.team_no == 3) {
if (e_info.noise3 != string_null) {
Status_Menu(self, Menu_Class_Input, e_info.noise3);
return;
}
} else if (self.team_no == 4) {
if (e_info.noise4 != string_null) {
Status_Menu(self, Menu_Class_Input, e_info.noise4);
return;
}
}
}
// prepare class strings
local string s_select = "Select class:\n\n";
local string s_scout = "“‘ Scout ";
local string s_sniper = "”‘ Sniper ";
local string s_soldier = "•‘ Soldier ";
local string s_demoman = "–‘ Demoman ";
local string s_medic = "—‘ Medic ";
local string s_hwguy = "˜‘ HWGuy ";
local string s_pyro = "™‘ Pyro ";
local string s_spy = "š‘ Spy ";
local string s_engineer = "›‘ Engineer";
local string s_randompc = "’‘ RandomPC";
// put together class strings - all strings are strzoned
s_scout = Menu_Class_ClassString(PC_SCOUT, s_scout);
s_sniper = Menu_Class_ClassString(PC_SNIPER, s_sniper);
s_soldier = Menu_Class_ClassString(PC_SOLDIER, s_soldier);
s_demoman = Menu_Class_ClassString(PC_DEMOMAN, s_demoman);
s_medic = Menu_Class_ClassString(PC_MEDIC, s_medic);
s_hwguy = Menu_Class_ClassString(PC_HVYWEAP, s_hwguy);
s_pyro = Menu_Class_ClassString(PC_PYRO, s_pyro);
s_spy = Menu_Class_ClassString(PC_SPY, s_spy);
s_engineer = Menu_Class_ClassString(PC_ENGINEER, s_engineer);
s_randompc = Menu_Class_ClassString(PC_RANDOM, s_randompc);
// update menu every 0.5 seconds
if (!self.has_menutimer) {
self.has_menutimer = 1;
timer = spawn();
timer.classname = "menu_timer";
timer.owner = self;
timer.think = Menu_Class_Update;
timer.nextthink = time + 0.5;
}
// print out class menu
self.menu_input = nil;
if (TeamFortress_TeamIsCivilian(self.team_no))
Status_Print(self, "Your team can only be civilians\n");
else
Status_Menu(self, Menu_Class_Input, s_select, s_scout, s_sniper, s_soldier, s_demoman, s_medic, s_hwguy, s_pyro, s_spy, s_engineer, s_randompc);
strunzone(s_scout); strunzone(s_sniper); strunzone(s_soldier); strunzone(s_demoman); strunzone(s_medic);
strunzone(s_hwguy); strunzone(s_pyro); strunzone(s_spy); strunzone(s_engineer); strunzone(s_randompc);
};
void (float inp) Menu_Drop_Input = {
if ((inp > 0) && (inp < 5)) {
TeamFortress_DropAmmo(inp);
Menu_Drop();
}
};
void () Menu_Drop = {
local string s_drop;
local string s_shells = "“‘ Shells \n";
local string s_nails = "”‘ Nails \n";
local string s_rockets = "•‘ Rockets \n";
local string s_cells = "–‘ Cells \n";
local string s_nothing = "\n—‘ Nothing ";
if (!(self.ammo_shells + self.ammo_nails + self.ammo_rockets + self.ammo_cells)) {
sprint(self, PRINT_HIGH, "Not enough ammo\n");
return;
}
if (self.ammo_shells < DROP_SHELLS)
s_shells = "\n";
if (self.ammo_nails < DROP_NAILS)
s_nails = "\n";
if (self.ammo_rockets < DROP_ROCKETS)
s_rockets = "\n";
if (self.ammo_cells < DROP_CELLS)
s_cells = "\n";
if (self.playerclass == PC_ENGINEER) {
if ((self.ammo_shells < DROP_SHELLS) && ((self.ammo_cells / AMMO_COST_SHELLS) > (DROP_SHELLS - self.ammo_shells)))
s_shells = "“‘ Shells (make) \n";
if ((self.ammo_nails < DROP_NAILS) && ((self.ammo_cells / AMMO_COST_NAILS) > (DROP_NAILS - self.ammo_nails)))
s_nails = "”‘ Nails (make) \n";
if ((self.ammo_rockets < DROP_ROCKETS) && ((self.ammo_cells / AMMO_COST_ROCKETS) > (DROP_ROCKETS - self.ammo_rockets)))
s_rockets = "•‘ Rockets (make)\n";
if (self.ammo_cells < DROP_CELLS)
s_cells = "\n";
}
if (s_shells == "\n" && s_nails == "\n" && s_rockets == "\n" && s_cells == "\n")
return;
self.menu_input = nil;
if (self.playerclass == PC_ENGINEER)
s_drop = "Drop or make:\n\n";
else
s_drop = "Drop:\n\n";
Status_Menu(self, Menu_Drop_Input, s_drop, s_shells, s_nails, s_rockets, s_cells, s_nothing);
};
void (float inp) Menu_Scout_Input = {
if (inp == 1)
self.impulse = TF_SCAN;
else if (inp == 2)
self.impulse = TF_SCAN_ENEMY;
else if (inp == 3)
self.impulse = TF_SCAN_FRIENDLY;
else if (inp == 4)
self.impulse = TF_SCAN_SOUND;
else
self.impulse = 0;
};
void () Menu_Scout = {
local string s_action = "Scanner settings:\n\n";
local string s_scan, s_scane, s_scanf, s_scansound;
local string s_nothing = "\n—‘ Nothing \n\n";
if (!self.ScannerOn)
s_scan = "“‘ Turn Scanner on \n";
else
s_scan = "“‘ Turn Scanner off \n";
if (self.tf_items_flags & NIT_SCANNER_ENEMY)
s_scane = "”‘ Do not scan for enemies \n";
else
s_scane = "”‘ Scan for enemies \n";
if (self.tf_items_flags & NIT_SCANNER_FRIENDLY)
s_scanf = "•‘ Do not scan for friendlies\n";
else
s_scanf = "•‘ Scan for friendlies \n";
if (self.tf_items_flags & 4)
s_scansound = "–‘ Turn off scan sound \n";
else
s_scansound = "–‘ Turn on scan sound \n";
Status_Menu(self, Menu_Scout_Input, s_action, s_scan, s_scane, s_scanf, s_scansound, s_nothing);
};
void (float inp) Menu_Spy_Input = {
if ((inp == 1) || (inp == 2)) {
if (self.effects & (EF_DIMLIGHT | EF_BRIGHTLIGHT)) {
sprint(self, PRINT_HIGH, "You cannot go undercover while glowing\n");
return;
}
if (self.is_unabletospy) {
sprint(self, PRINT_HIGH, "You cannot go undercover right now\n");
return;
}
}
if (inp == 1) {
if (invis_only)
CF_Spy_Invisible();
else if (self.is_undercover == 2)
CF_Spy_DisguiseStop();
else
Menu_Spy_Skin();
} else if (inp == 2 && !invis_only) {
CF_Spy_DisguiseLast();
} else if (inp == 3) {
CF_Spy_FeignDeath(1);
if (self.is_feigning) {
Menu_Spy(self);
}
} else if (inp == 4) {
Spy_RemoveDisguise(self);
}
};
void (entity pe_player) Menu_Spy = {
local string s_action = "Action:\n\n";
local string s_skin = "“‘ Disguise \n";
local string s_last = "”‘ Last disguise \n";
local string s_feign, s_reset;
local string s_nothing = "\n—‘ Nothing ";
if (pe_player.effects & (EF_DIMLIGHT | EF_BRIGHTLIGHT) || pe_player.is_unabletospy == 1) {
return;
}
if (invis_only) {
if (pe_player.is_undercover == 1)
s_skin = "“‘ Become visible \n";
else if (pe_player.is_undercover == 2)
s_skin = "“‘ Stop going invisible \n";
else
s_skin = "“‘ Go invisible \n";
} else if (pe_player.is_undercover == 2)
s_skin = "“‘ Stop disguising \n";
if ((!pe_player.last_skin && !pe_player.last_team) || invis_only)
s_last = "\n";
if (pe_player.is_feigning)
s_feign = "•‘ Stop feigning \n";
else
s_feign = "•‘ Start feigning (silent)\n";
if (pe_player.undercover_team && pe_player.undercover_skin)
s_reset = "–‘ Reset disguise \n";
else if (pe_player.undercover_team)
s_reset = "–‘ Reset color \n";
else if (pe_player.undercover_skin)
s_reset = "–‘ Reset skin \n";
else
s_reset = "\n";
Status_Menu(pe_player, Menu_Spy_Input, s_action, s_skin, s_last, s_feign, s_reset, s_nothing);
};
void (float inp) Menu_Spy_Skin_Input = {
if (inp == 10)
return;
if (self.effects & (EF_DIMLIGHT | EF_BRIGHTLIGHT)) {
sprint(self, PRINT_MEDIUM, "You cannot disguise while glowing\n");
return;
}
if (self.is_unabletospy) {
sprint(self, PRINT_HIGH, "You cannot go undercover right now\n");
return;
}
if (self.skin != inp)
CF_Spy_ChangeSkin(self, inp);
if (number_of_teams > 2)
Menu_Spy_Color();
else if (self.team_no == 1)
CF_Spy_ChangeColor(self, 2);
else
CF_Spy_ChangeColor(self, 1);
};
void () Menu_Spy_Skin = {
if (self.is_unabletospy == 1)
return;
local string s_disguise = "Disguise as enemy:\n\n";
local string s_scout = "“‘ Scout \n";
local string s_sniper = "”‘ Sniper \n";
local string s_soldier = "•‘ Soldier \n";
local string s_demoman = "–‘ Demoman \n";
local string s_medic = "—‘ Medic \n";
local string s_hwguy = "˜‘ HWGuy \n";
local string s_pyro = "™‘ Pyro \n";
local string s_spy = "š‘ Spy \n";
local string s_engineer = "›‘ Engineer \n";
local string s_nothing = "\n’‘ Nothing \n";
Status_Menu(self, Menu_Spy_Skin_Input, s_disguise, s_scout, s_sniper, s_soldier, s_demoman, s_medic, s_hwguy, s_pyro, s_spy, s_engineer, s_nothing);
};
void (float inp) Menu_Spy_Color_Input = {
local float color = stof(infokey(self, "bottomcolor"));
if (inp == 1 && color == 13)
Menu_Spy_Color();
else if (inp == 2 && color == 4)
Menu_Spy_Color();
else if (inp == 3 && color == 12)
Menu_Spy_Color();
else if (inp == 4 && color == 11)
Menu_Spy_Color();
else if (inp > 0 && inp <= number_of_teams)
CF_Spy_ChangeColor(self, inp);
};
void () Menu_Spy_Color = {
local float color = stof(infokey(self, "bottomcolor"));
local string s_disguise = "Disguise as:\n\n";
local string s_blue = "“‘ Blue team \n";
local string s_red = "”‘ Red team \n";
local string s_yellow = "•‘ Yellow team\n";
local string s_green = "–‘ Green team \n";
local string s_nothing = "\n—‘ Nothing ";
if (number_of_teams == 0) {
sprint(self, PRINT_HIGH, "No color changing allowed in deathmatch\n");
return;
}
// don't display your own team
if (color == 13)
s_blue = "\n";
else if (color == 4)
s_red = "\n";
else if (color == 12)
s_yellow = "\n";
else if (color == 11)
s_green = "\n";
self.menu_input = nil;
if (number_of_teams == 1)
sprint(self, PRINT_HIGH, "There is no other team\n");
else if (number_of_teams == 2)
Status_Menu(self, Menu_Spy_Color_Input, s_disguise, s_blue, s_red, s_nothing, "\n\n");
else if (number_of_teams == 3)
Status_Menu(self, Menu_Spy_Color_Input, s_disguise, s_blue, s_red, s_yellow, s_nothing, "\n");
else
Status_Menu(self, Menu_Spy_Color_Input, s_disguise, s_blue, s_red, s_yellow, s_green, s_nothing);
};
void (float inp) Menu_Demoman_Input = {
if (inp == 1)
TeamFortress_SetDetpack(5);
else if (inp == 2)
TeamFortress_SetDetpack(20);
else if (inp == 3)
TeamFortress_SetDetpack(50);
else if (inp == 4)
TeamFortress_SetDetpack(255);
};
void () Menu_Demoman = {
local string s_detpack = "Set detpack for:\n\n";
local string s_5 = "“‘ 5 seconds \n";
local string s_20 = "”‘ 20 seconds \n";
local string s_50 = "•‘ 50 seconds \n";
local string s_255 = "–‘ 255 seconds\n";
local string s_nothing = "\n—‘ Nothing ";
Status_Menu(self, Menu_Demoman_Input, s_detpack, s_5, s_20, s_50, s_255, s_nothing);
}
void (float inp) Menu_Demoman_Cancel_Input = {
if (inp == 1)
TeamFortress_DetpackStop();
else
Menu_Demoman_Cancel();
}
void () Menu_Demoman_Cancel = {
local string s_detpack = "Setting detpack...\n\n";
local string s_cancel = "“‘ Cancel!\n\n\n\n\n";
Status_Menu(self, Menu_Demoman_Cancel_Input, s_detpack, s_cancel);
}
void (float inp) Menu_Engineer_Input = {
local float dismantle_sentrygun;
local float dismantle_dispenser;
local entity te;
if (inp == 5)
return;
if (self.is_building) {
Menu_Engineer(self);
return;
}
dismantle_sentrygun = 0;
dismantle_dispenser = 0;
if (inp == 1 && !self.has_sentry && self.ammo_cells >= 130)
TeamFortress_Build(2);
if (inp == 2 && !self.has_dispenser && self.ammo_cells >= 100)
TeamFortress_Build(1);
if (inp == 3 && self.has_sentry) {
te = findradius(self.origin, 100);
while (te) {
if (te.classname == "building_sentrygun") {
if (te.real_owner == self){
sprint (self, PRINT_HIGH, "You dismantled the sentry gun and got 65 cells\n");
self.ammo_cells = self.ammo_cells + 65;
dremove (te.trigger_field);
dremove (te);
self.has_sentry = 0;
dismantle_sentrygun = 1;
}
}
te = te.chain;
}
if (dismantle_sentrygun == 0)
DestroyBuilding(self, "building_sentrygun");
}
if (inp == 4 && self.has_dispenser) {
te = findradius(self.origin, 100);
while (te) {
if (te.classname == "building_dispenser") {
if (te.real_owner == self) {
sprint (self, PRINT_HIGH, "You dismantled the dispenser and got 50 cells\n");
self.ammo_cells = self.ammo_cells + 50;
dremove (te);
self.has_dispenser = 0;
dismantle_dispenser = 1;
}
}
te = te.chain;
}
if (dismantle_dispenser == 0)
DestroyBuilding(self, "building_dispenser");
}
};
void (entity player) Menu_Engineer = {
local entity te, dist_checker;
local string s_action = "Action:\n\n";
local string s_sentry = "\n";
local string s_disp = "\n";
local string s_dsentry = "\n";
local string s_ddisp = "\n";
local string s_nothing = "\n—‘ Nothing ";
if (player.has_sentry) {
s_sentry = "\n";
s_dsentry = "•‘ Destroy sentry gun \n";
te = findradius(player.origin, 100);
while (te) {
if (te.classname == "building_sentrygun") {
if (te.real_owner == player)
s_dsentry = "•‘ Dismantle sentry gun\n";
}
te = te.chain;
}
} else if (player.ammo_cells >= 130) {
s_sentry = "“‘ Build sentry gun \n";
}
if (player.has_dispenser) {
s_ddisp = "–‘ Destroy dispenser \n";
te = findradius(player.origin, 100);
while (te) {
if (te.classname == "building_dispenser") {
if (te.real_owner == player)
s_ddisp = "–‘ Dismantle dispenser \n";
}
te = te.chain;
}
} else if (player.ammo_cells >= 100) {
s_disp = "”‘ Build dispenser \n";
}
if ((player.has_dispenser || player.has_sentry) && !player.has_menutimer) {
player.has_menutimer = 1;
dist_checker = spawn();
dist_checker.classname = "menu_timer";
dist_checker.owner = player;
dist_checker.think = Menu_Engineer_Update;
dist_checker.nextthink = time + 0.3;
}
Status_Menu(player, Menu_Engineer_Input, s_action, s_sentry, s_disp, s_dsentry, s_ddisp, s_nothing);
};
void () Menu_Engineer_Update = {
if (self.owner.menu_input == Menu_Engineer_Input) {
Menu_Engineer(self.owner);
self.nextthink = time + 0.3;
} else {
self.owner.has_menutimer = 0;
dremove(self);
}
};
void (float inp) Menu_EngineerFix_Dispenser_Input = {
if (self.classname != "player" || self.building == world)
return;
if (inp == 1) {
Engineer_Dispenser_InsertAmmo(self.building);
} else if (inp == 2) {
Engineer_Dispenser_InsertArmor(self.building);
} else if (inp == 3 && old_spanner) {
Engineer_Dispenser_Repair(self.building);
}
self.building = world;
};
void () Menu_EngineerFix_Dispenser = {
local string s_action = "Dispenser maintenance:\n\n";
local string s_ammo, s_armor, s_repair;
local string s_nothing = "\n—‘ Nothing \n\n";
if ((self.ammo_shells > 0 && self.building.ammo_shells < 400)
|| (self.ammo_nails > 0 && self.building.ammo_nails < 600)
|| (self.ammo_rockets > 0 && self.building.ammo_rockets < 300)
|| (self.ammo_cells > 0 && self.building.ammo_cells < 400))
s_ammo = "“‘ Insert ammo \n";
else
s_ammo = "\n";
if (self.armorvalue > 0 && self.building.armorvalue < 500)
s_armor = "”‘ Insert armor\n";
else
s_armor = "\n";
if (old_spanner && self.building.health < self.building.max_health)
s_repair = "•‘ Repair \n";
else
s_repair = "\n";
Status_Menu(self, Menu_EngineerFix_Dispenser_Input, s_action, s_ammo, s_armor, s_repair, s_nothing);
};
void (float inp) Menu_EngineerFix_SentryGun_Rotate_Input = {
if (inp == 1) {
sprint(self, PRINT_HIGH, "Rotating 45 degrees to the left...\n");
self.building.waitmin = anglemod(self.building.waitmin + 45);
self.building.waitmax = anglemod(self.building.waitmax + 45);
} else if (inp == 2) {
sprint(self, PRINT_HIGH, "Rotating 180 degrees...\n");
self.building.waitmin = anglemod(self.building.waitmin + 180);
self.building.waitmax = anglemod(self.building.waitmax + 180);
} else if (inp == 3) {
sprint(self, PRINT_HIGH, "Rotating 45 degrees to the right...\n");
self.building.waitmin = anglemod(self.building.waitmin - 45);
self.building.waitmax = anglemod(self.building.waitmax - 45);
}
};
void () Menu_EngineerFix_SentryGun_Rotate = {
local string action = "Rotate sentry gun:\n\n";
local string rotl = "“‘ 45 degrees left \n";
local string rot180 = "”‘ 180 degrees \n";
local string rotr = "•‘ 45 degrees right\n";
local string nothing = "\n—‘ Nothing \n";
if (!self.building.real_owner.has_sentry || self.building.real_owner != self
|| self.classname != "player" || self.building == world)
return;
Status_Menu(self, Menu_EngineerFix_SentryGun_Rotate_Input, action, rotl, rot180, rotr, nothing);
};
void (float inp) Menu_EngineerFix_SentryGun_Input = {
if (!self.building.real_owner.has_sentry || self.building.real_owner != self
|| self.classname != "player" || self.building == world)
return;
if (inp == 1) {
Engineer_SentryGun_InsertAmmo(self.building);
} else if (inp == 2 && self.building.weapon < 3 && self.ammo_cells >= 130) {
Engineer_SentryGun_Upgrade(self.building);
} else if (inp == 3) {
Engineer_SentryGun_Repair(self.building);
} else if (inp == 4) {
Menu_EngineerFix_SentryGun_Rotate();
}
};
void () Menu_EngineerFix_SentryGun = {
// only show this menu if old_spanner setting is enabled, otherwise show rotate menu
if (!old_spanner) {
Menu_EngineerFix_SentryGun_Rotate();
return;
}
local string action = "Sentry gun maintenance:\n\n";
local string putammo, upgrade, repair, rotate;
local string nothing = "\n—‘ Nothing ";
if ((self.ammo_shells > 0 && self.building.ammo_shells < self.building.maxammo_shells)
|| (self.ammo_rockets > 0 && self.building.weapon == 3 && self.building.ammo_rockets < self.building.maxammo_rockets))
putammo = "“‘ Insert ammo\n";
else
putammo = "\n";
if (self.building.weapon < 3 && self.ammo_cells >= 130)
upgrade = "”‘ Upgrade \n";
else
upgrade = "\n";
if (self.building.health < self.building.max_health)
repair = "•‘ Repair \n";
else
repair = "\n";
if (self.building.real_owner == self)
rotate = "–‘ Rotate \n";
else
rotate = "\n";
Status_Menu(self, Menu_EngineerFix_SentryGun_Input, action, putammo, upgrade, repair, rotate, nothing);
};
void (float inp) Menu_Dispenser_Input = {
local float am;
local float empty;
empty = FALSE;
if (inp == 1) {
if ((self.building.ammo_shells == 0)
&& (self.building.ammo_nails == 0)
&& (self.building.ammo_rockets == 0)
&& (self.building.ammo_cells == 0)) {
empty = TRUE;
} else {
am = self.maxammo_shells - self.ammo_shells;
if (am > self.building.ammo_shells)
am = self.building.ammo_shells;
self.building.ammo_shells = self.building.ammo_shells - am;
self.ammo_shells = self.ammo_shells + am;
am = self.maxammo_nails - self.ammo_nails;
if (am > self.building.ammo_nails)
am = self.building.ammo_nails;
self.building.ammo_nails = self.building.ammo_nails - am;
self.ammo_nails = self.ammo_nails + am;
am = self.maxammo_rockets - self.ammo_rockets;
if (am > self.building.ammo_rockets)
am = self.building.ammo_rockets;
self.building.ammo_rockets = self.building.ammo_rockets - am;
self.ammo_rockets = self.ammo_rockets + am;
am = self.maxammo_cells - self.ammo_cells;
if (am > self.building.ammo_cells)
am = self.building.ammo_cells;
self.building.ammo_cells = self.building.ammo_cells - am;
self.ammo_cells = self.ammo_cells + am;
}
} else if (inp == 2) {
if (self.building.armorvalue == 0) {
empty = TRUE;
} else {
am = self.maxarmor - self.armorvalue;
if (am > self.building.armorvalue)
am = self.building.armorvalue;
if (self.armortype == 0) {
self.armortype = 0.3;
self.items = self.items | IT_ARMOR1;
}
self.building.armorvalue = self.building.armorvalue - am;
self.armorvalue = self.armorvalue + am;
}
}
if ((inp >= 1) && (inp <= 3)) {
if (empty)
sprint(self, PRINT_HIGH, "The dispenser is empty\n");
self.building = world;
self.building_wait = time + 0.5;
bound_other_ammo(self);
if (self.armorvalue == 0) {
self.armortype = 0;
self.armorclass = 0;
self.items =
self.items -
(self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
}
W_SetCurrentAmmo(self);
}
};
void () Menu_Dispenser = {
local string s_action = "Use dispenser:\n\n";
local string s_ammo, s_armor;
local string s_nothing = "\n—‘ Nothing \n\n";
if ((self.building.ammo_shells > 0 && self.ammo_shells < self.maxammo_shells)
|| (self.building.ammo_nails > 0 && self.ammo_nails < self.maxammo_nails)
|| (self.building.ammo_rockets > 0 && self.ammo_rockets < self.maxammo_rockets)
|| (self.building.ammo_cells > 0 && self.ammo_cells < self.maxammo_cells))
s_ammo = "“‘ Withdraw some ammo \n";
else
s_ammo = "\n";
if (self.building.armorvalue > 0 && self.armorvalue < self.maxarmor)
s_armor = "”‘ Withdraw some armor\n";
else
s_armor = "\n";
Status_Menu(self, Menu_Dispenser_Input, s_action, s_ammo, s_armor, s_nothing);
};
void (float inp) Menu_Engineer_Cancel_Input = {
if (inp == 1)
TeamFortress_EngineerBuildStop();
else
Menu_Engineer_Cancel();
}
void () Menu_Engineer_Cancel = {
local string s_build = "Building...\n\n";
local string s_cancel = "“‘ Cancel!\n\n\n\n\n";
Status_Menu(self, Menu_Engineer_Cancel_Input, s_build, s_cancel);
}