thirtyflightsofloving/awaken2/g_items.c

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// g_items.c
#include "g_local.h"
#define HEALTH_IGNORE_MAX 1
#define HEALTH_TIMED 2
qboolean Pickup_Weapon(edict_t *ent, edict_t *other);
void Use_Weapon(edict_t *ent, gitem_t *inv);
void Drop_Weapon(edict_t *ent, gitem_t *inv);
void Use_Quad(edict_t *ent, gitem_t *item);
void Weapon_RocketLauncher(edict_t *ent);
void Weapon_Railgun(edict_t *ent);
//CW++
void Weapon_Chainsaw(edict_t *self);
void Weapon_DesertEagle(edict_t *self);
void Weapon_Jackhammer(edict_t *self);
void Weapon_Mac10(edict_t *self);
void Weapon_GaussPistol(edict_t *self);
void Weapon_Trap(edict_t *self);
void Weapon_C4(edict_t *self);
void Weapon_ESG(edict_t *self);
void Weapon_Flamethrower(edict_t *self);
void Weapon_ShockRifle(edict_t *self);
void Weapon_AGM(edict_t *self);
void Weapon_DiscLauncher(edict_t *self);
//CW--
gitem_armor_t jacketarmor_info = { 25, 50, .30, .00, ARMOR_JACKET};
gitem_armor_t combatarmor_info = { 50, 100, .60, .30, ARMOR_COMBAT};
gitem_armor_t bodyarmor_info = {100, 200, .80, .60, ARMOR_BODY};
int jacket_armor_index;
int combat_armor_index;
int body_armor_index;
int power_screen_index;
int power_shield_index;
// Knightmare added
int shells_index;
int bullets_index;
//int grenades_index;
int c4_index;
int rockets_index;
int cells_index;
int slugs_index;
int traps_index;
// end Knightmare
static int quad_drop_timeout_hack;
//======================================================================
/*
===============
GetItemByIndex
===============
*/
gitem_t *GetItemByIndex(int index)
{
if ((index == 0) || (index >= game.num_items))
return NULL;
return &itemlist[index];
}
// Knightmare added
/*
===============
GetMaxAmmoByIndex
===============
*/
int GetMaxAmmoByIndex (gclient_t *client, int item_index)
{
int value;
if (!client)
return 0;
if (item_index == shells_index)
value = client->pers.max_shells;
else if (item_index == bullets_index)
value = client->pers.max_bullets;
// else if (item_index == grenades_index)
// value = client->pers.max_grenades;
else if (item_index == c4_index)
value = client->pers.max_c4;
else if (item_index == rockets_index)
value = client->pers.max_rockets;
else if (item_index == cells_index)
value = client->pers.max_cells;
else if (item_index == slugs_index)
value = client->pers.max_slugs;
else if (item_index == traps_index)
value = client->pers.max_traps;
else
value = 0;
return value;
}
/*
===============
GetMaxArmorByIndex
===============
*/
int GetMaxArmorByIndex (int item_index)
{
int value;
if (item_index == jacket_armor_index)
value = jacketarmor_info.max_count;
else if (item_index == combat_armor_index)
value = combatarmor_info.max_count;
else if (item_index == body_armor_index)
value = bodyarmor_info.max_count;
else
value = 0;
return value;
}
// end Knightmare
/*
===============
FindItemByClassname
===============
*/
gitem_t *FindItemByClassname(char *classname)
{
gitem_t *it;
int i;
it = itemlist;
for (i = 0; i < game.num_items; i++, it++)
{
if (!it->classname)
continue;
if (!Q_stricmp(it->classname, classname))
return it;
}
return NULL;
}
/*
===============
FindItem
===============
*/
gitem_t *FindItem(char *pickup_name)
{
gitem_t *it;
int i;
it = itemlist;
for (i = 0; i < game.num_items; ++i, ++it)
{
if (!it->pickup_name)
continue;
if (!Q_stricmp(it->pickup_name, pickup_name))
return it;
}
return NULL;
}
//======================================================================
void DoRespawn(edict_t *ent)
{
if (ent->team)
{
edict_t *master;
int count;
int choice;
master = ent->teammaster;
//ZOID++
// In CTF, when weapons-stay is on, only the master of a team of weapons is spawned.
if (((int)sv_gametype->value > G_FFA) && ((int)dmflags->value & DF_WEAPONS_STAY) && master->item && (master->item->flags & IT_WEAPON)) //CW
ent = master;
else
{
//ZOID--
for (count = 0, ent = master; ent; ent = ent->chain, count++)
;
choice = rand() % count;
for (count = 0, ent = master; count < choice; ent = ent->chain, count++)
;
}
}
ent->svflags &= ~SVF_NOCLIENT;
ent->solid = SOLID_TRIGGER;
gi.linkentity(ent);
//Maj++
if (ent->classname[0] == 'R')
return;
//Maj--
// send an effect
ent->s.event = EV_ITEM_RESPAWN;
}
void SetRespawn(edict_t *ent, float delay)
{
//CW++
// Items (usually powerups) that have been spawned randomly are not to be respawned.
if (ent->rnd_spawn)
return;
//CW--
ent->flags |= FL_RESPAWN;
ent->svflags |= SVF_NOCLIENT;
ent->solid = SOLID_NOT;
ent->nextthink = level.time + delay;
ent->think = DoRespawn;
gi.linkentity(ent);
}
//======================================================================
qboolean Pickup_Powerup(edict_t *ent, edict_t *other)
{
other->client->pers.inventory[ITEM_INDEX(ent->item)]++; //CW
if (!(ent->spawnflags & DROPPED_ITEM))
{
//CW++
if (ent->delay)
SetRespawn(ent, ent->delay);
else
//CW--
SetRespawn(ent, ent->item->quantity);
}
if (((int)dmflags->value & DF_INSTANT_ITEMS) || ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM)))
{
if ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM))
quad_drop_timeout_hack = (ent->nextthink - level.time) / FRAMETIME;
//CW++
if (ent->item->use != Use_Teleporter)
//CW--
ent->item->use(other, ent->item);
}
return true;
}
void Drop_General(edict_t *ent, gitem_t *item)
{
Drop_Item(ent, item);
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem(ent);
}
//======================================================================
qboolean Pickup_Adrenaline(edict_t *ent, edict_t *other)
{
if (other->health < other->max_health)
other->health = other->max_health;
if (!(ent->spawnflags & DROPPED_ITEM)) //CW
{
//CW++
if (ent->delay)
SetRespawn(ent, ent->delay);
else
//CW--
SetRespawn(ent, ent->item->quantity);
}
//CW++
// Extinguish flame if on fire.
if (other->burning)
{
other->burning = false;
if (other->flame) // sanity check
{
other->flame->touch = NULL;
other->flame->think = Flame_Expire;
other->flame->nextthink = level.time + FRAMETIME;
}
}
//CW--
return true;
}
qboolean Pickup_AncientHead(edict_t *ent, edict_t *other)
{
other->max_health += 2;
if (!(ent->spawnflags & DROPPED_ITEM)) //CW
{
//CW++
if (ent->delay)
SetRespawn(ent, ent->delay);
else
//CW--
SetRespawn(ent, ent->item->quantity);
}
return true;
}
qboolean Pickup_Bandolier(edict_t *ent, edict_t *other)
{
gitem_t *item;
int index;
if (other->client->pers.max_bullets < (int)sv_max_band_bullets->value) //CW...
other->client->pers.max_bullets = (int)sv_max_band_bullets->value;
if (other->client->pers.max_shells < (int)sv_max_band_shells->value)
other->client->pers.max_shells = (int)sv_max_band_shells->value;
if (other->client->pers.max_cells < (int)sv_max_band_cells->value)
other->client->pers.max_cells = (int)sv_max_band_cells->value;
if (other->client->pers.max_slugs < (int)sv_max_band_slugs->value)
other->client->pers.max_slugs = (int)sv_max_band_slugs->value;
if ((int)sv_allow_bullets->value)
{
//CW--
item = FindItem("bullets");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_bullets)
other->client->pers.inventory[index] = other->client->pers.max_bullets;
}
}
//CW++
if ((int)sv_allow_shells->value)
{
//CW--
item = FindItem("shells");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_shells)
other->client->pers.inventory[index] = other->client->pers.max_shells;
}
}
if (!(ent->spawnflags & DROPPED_ITEM))
{
//CW++
if (ent->delay)
SetRespawn(ent, ent->delay);
else
//CW--
SetRespawn(ent, ent->item->quantity);
}
return true;
}
qboolean Pickup_Pack(edict_t *ent, edict_t *other)
{
gitem_t *item;
int index;
if (other->client->pers.max_bullets < (int)sv_max_pack_bullets->value) //CW...
other->client->pers.max_bullets = (int)sv_max_pack_bullets->value;
if (other->client->pers.max_shells < (int)sv_max_pack_shells->value)
other->client->pers.max_shells = (int)sv_max_pack_shells->value;
if (other->client->pers.max_rockets < (int)sv_max_pack_rockets->value)
other->client->pers.max_rockets = (int)sv_max_pack_rockets->value;
if (other->client->pers.max_cells < (int)sv_max_pack_cells->value)
other->client->pers.max_cells = (int)sv_max_pack_cells->value;
if (other->client->pers.max_slugs < (int)sv_max_pack_slugs->value)
other->client->pers.max_slugs = (int)sv_max_pack_slugs->value;
//CW++
if (other->client->pers.max_c4 < (int)sv_max_pack_c4->value)
other->client->pers.max_c4 = (int)sv_max_pack_c4->value;
if (other->client->pers.max_traps < (int)sv_max_pack_traps->value)
other->client->pers.max_traps = (int)sv_max_pack_traps->value;
if ((int)sv_allow_bullets->value)
{
//CW--
item = FindItem("bullets");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_bullets)
other->client->pers.inventory[index] = other->client->pers.max_bullets;
}
}
//CW++
if ((int)sv_allow_shells->value)
{
//CW--
item = FindItem("shells");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_shells)
other->client->pers.inventory[index] = other->client->pers.max_shells;
}
}
//CW++
if ((int)sv_allow_cells->value)
{
//CW--
item = FindItem("cells");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_cells)
other->client->pers.inventory[index] = other->client->pers.max_cells;
}
}
//CW++
if ((int)sv_allow_rockets->value)
{
//CW--
item = FindItem("rockets");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_rockets)
other->client->pers.inventory[index] = other->client->pers.max_rockets;
}
}
//CW++
if ((int)sv_allow_slugs->value)
{
//CW--
item = FindItem("slugs");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_slugs)
other->client->pers.inventory[index] = other->client->pers.max_slugs;
}
}
//CW++
if ((int)sv_allow_traps->value)
{
item = FindItem("traps");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_traps)
other->client->pers.inventory[index] = other->client->pers.max_traps;
}
}
if ((int)sv_allow_c4->value)
{
item = FindItem("c4");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_c4)
other->client->pers.inventory[index] = other->client->pers.max_c4;
}
}
//CW--
if (!(ent->spawnflags & DROPPED_ITEM)) //CW
{
//CW++
if (ent->delay)
SetRespawn(ent, ent->delay);
else
//CW--
SetRespawn(ent, ent->item->quantity);
}
return true;
}
//======================================================================
void Use_Quad(edict_t *ent, gitem_t *item)
{
int timeout;
//CW++
// Sanity check.
if (!ent->client)
{
gi.dprintf("BUG: Use_Quad() called for non-client entity.\nPlease contact musashi@planetquake.com\n");
return;
}
//CW--
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem(ent);
if (quad_drop_timeout_hack)
{
timeout = quad_drop_timeout_hack;
quad_drop_timeout_hack = 0;
}
else
timeout = QUAD_TIMEOUT_FRAMES; // was 300
if (ent->client->quad_framenum > level.framenum)
ent->client->quad_framenum += timeout;
else
ent->client->quad_framenum = level.framenum + timeout;
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
}
//======================================================================
void Use_Breather(edict_t *ent, gitem_t *item)
{
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
if (ent->client->breather_framenum > level.framenum)
ent->client->breather_framenum += BREATHER_TIMEOUT_FRAMES; // was 300
else
ent->client->breather_framenum = level.framenum + BREATHER_TIMEOUT_FRAMES; // was 300
}
//======================================================================
void Use_Envirosuit(edict_t *ent, gitem_t *item)
{
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
if (ent->client->enviro_framenum > level.framenum)
ent->client->enviro_framenum += ENVIROSUIT_TIMEOUT_FRAMES; // was 300
else
ent->client->enviro_framenum = level.framenum + ENVIROSUIT_TIMEOUT_FRAMES; // was 300
//CW++
// Extinguish flame if on fire.
if (ent->burning)
{
ent->burning = false;
if (ent->flame) // sanity check
{
ent->flame->touch = NULL;
ent->flame->think = Flame_Expire;
ent->flame->nextthink = level.time + FRAMETIME;
}
}
//CW--
}
//======================================================================
void Use_Invulnerability(edict_t *ent, gitem_t *item)
{
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
if (ent->client->invincible_framenum > level.framenum)
ent->client->invincible_framenum += INVINCIBLE_TIMEOUT_FRAMES; // was 300
else
ent->client->invincible_framenum = level.framenum + INVINCIBLE_TIMEOUT_FRAMES; // was 300
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect.wav"), 1, ATTN_NORM, 0);
//CW++
// Extinguish flame if on fire.
if (ent->burning)
{
ent->burning = false;
if (ent->flame) // sanity check
{
ent->flame->touch = NULL;
ent->flame->think = Flame_Expire;
ent->flame->nextthink = level.time + FRAMETIME;
}
}
//CW--
}
//======================================================================
void Use_Silencer(edict_t *ent, gitem_t *item)
{
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem(ent);
ent->client->silencer_shots += SILENCER_SHOTS; // was 30
}
//======================================================================
//CW++
void Use_Siphon(edict_t *ent, gitem_t *item)
{
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem(ent);
if (ent->client->siphon_framenum > level.framenum)
ent->client->siphon_framenum += SIPHON_TIMEOUT_FRAMES; // was 300
else
ent->client->siphon_framenum = level.framenum + SIPHON_TIMEOUT_FRAMES; // was 300
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/siphon.wav"), 1, ATTN_NORM, 0);
}
void Use_Needle(edict_t *ent, gitem_t *item)
{
int remaining;
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem(ent);
remaining = ent->client->needle_framenum - level.framenum;
if (remaining <= 0)
ent->client->needle_framenum = level.framenum + NEEDLE_TIMEOUT_FRAMES; // was 600
else if (remaining <= 600)
ent->client->needle_framenum = level.framenum + NEEDLE_TIMEOUT_FRAMES + (int)(remaining * 0.5); // was 600
else
T_Damage(ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, (int)(0.1 * remaining), 0, DAMAGE_NO_ARMOR, MOD_D89);
gi.sound(ent, CHAN_ITEM, gi.soundindex("parasite/paratck4.wav"), 1, ATTN_NORM, 0);
}
void Use_Haste(edict_t *ent, gitem_t *item)
{
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem(ent);
if (ent->client->haste_framenum > level.framenum)
ent->client->haste_framenum += HASTE_TIMEOUT_FRAMES; // was 300
else
ent->client->haste_framenum = level.framenum + HASTE_TIMEOUT_FRAMES; // was 300
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/haste.wav"), 1, ATTN_NORM, 0);
}
void Use_AntiBeam(edict_t *ent, gitem_t *item)
{
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem(ent);
if (ent->client->antibeam_framenum > level.framenum)
ent->client->antibeam_framenum += ANTIBEAM_TIMEOUT_FRAMES; // was 300
else
ent->client->antibeam_framenum = level.framenum + ANTIBEAM_TIMEOUT_FRAMES; // was 300
gi.sound(ent, CHAN_ITEM, gi.soundindex("ctf/tech1.wav"), 1, ATTN_NORM, 0);
}
void Use_Teleporter(edict_t *ent, gitem_t *item)
{
edict_t *spot = NULL;
edict_t *e_check;
edict_t *t_splash;
int i;
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem(ent);
// Find a suitable spawn point.
if (sv_gametype->value == G_CTF)
spot = SelectCTFSpawnPoint(ent, true);
else if (sv_gametype->value == G_ASLT)
spot = SelectASLTSpawnPoint(ent);
else
spot = SelectDeathmatchSpawnPoint();
if (spot == NULL)
{
spot = G_Find(spot, FOFS(classname), "info_player_start");
if (spot == NULL)
{
gi.dprintf("BUG: Couldn't find P/T spawn point for %s\n", ent->client->pers.netname);
T_Damage(ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_UNKNOWN);
return;
}
}
// Teleporting players in CTF games can't take the flag with them.
if (sv_gametype->value == G_CTF)
CTFDeadDropFlag(ent);
CTFPlayerResetGrapple(ent);
// Break Trap tractor beam(s) if the player is held (and flagged to do so).
if (ent->tractored && !((int)sv_trap_thru_tele->value))
{
ent->tractored = false;
for (i = 0; i < globals.num_edicts; ++i)
{
e_check = &g_edicts[i];
if (!e_check->inuse)
continue;
if (e_check->client)
continue;
if (e_check->wep_proj)
continue;
if ((e_check->die == Trap_DieFromDamage) && (e_check->enemy == ent))
{
e_check->think = Trap_Die;
e_check->nextthink = level.time + FRAMETIME;
}
}
}
// Break AGM stream if the player is being manipulated.
if (ent->client->agm_enemy != NULL)
{
ent->client->thrown_by_agm = false;
ent->client->flung_by_agm = false;
ent->client->held_by_agm = false;
ent->client->agm_enemy->client->agm_on = false;
ent->client->agm_enemy->client->agm_push = false;
ent->client->agm_enemy->client->agm_pull = false;
ent->client->agm_enemy->client->agm_charge = 0;
ent->client->agm_enemy->client->agm_target = NULL;
ent->client->agm_enemy = NULL;
}
// Snuff out the flame if the player is on fire (and flagged to do so).
if (ent->burning && !((int)sv_flame_thru_tele->value))
{
ent->burning = false;
if (ent->flame)
{
ent->flame->touch = NULL;
Flame_Expire(ent->flame);
}
}
// Spawn a temporary entitity to draw a teleport splash at the player's current position.
t_splash = G_Spawn();
VectorCopy(ent->s.origin, t_splash->s.origin);
t_splash->svflags &= ~SVF_NOCLIENT;
t_splash->think = G_FreeEdict;
t_splash->nextthink = level.time + 1.0;
gi.linkentity(t_splash);
t_splash->s.event = EV_PLAYER_TELEPORT;
gi.sound(t_splash, CHAN_ITEM, gi.soundindex("misc/tele_up.wav"), 1, ATTN_IDLE, 0);
// Unlink to make sure they can't possibly interfere with the KillBox, then move them
// to their new location.
gi.unlinkentity(ent);
VectorCopy(spot->s.origin, ent->s.origin);
VectorCopy(spot->s.origin, ent->s.old_origin);
ent->s.origin[2] += 10.0;
// Clear their velocity and hold them in place briefly. Draw a teleport splash on the
// player at their new location.
VectorClear(ent->velocity);
VectorClear(ent->client->oldvelocity);
ent->client->ps.pmove.pm_time = 160>>3;
ent->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT;
ent->s.event = EV_PLAYER_TELEPORT;
// Set angles.
for (i = 0; i < 3; i++)
ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(spot->s.angles[i] - ent->client->resp.cmd_angles[i]);
VectorClear(ent->s.angles);
VectorClear(ent->client->ps.viewangles);
VectorClear(ent->client->v_angle);
// Kill anything at the destination.
KillBox(ent);
gi.linkentity(ent);
}
#define M_INVULN 0
#define M_QUAD 1
#define M_D89 2
#define M_HASTE 3
#define M_SIPHON 4
#define M_BEAM 5
#define M_ENVIRO 6
#define M_TELE 7
#define M_NUMITEMS 8
qboolean Pickup_Mystery(edict_t *ent, edict_t *other)
{
gitem_t *surprise = NULL;
float r;
float p[M_NUMITEMS];
float p_r[M_NUMITEMS];
float p_total = 0;
int i;
if (!(ent->spawnflags & DROPPED_ITEM))
{
if (ent->delay)
SetRespawn(ent, ent->delay);
else
SetRespawn(ent, ent->item->quantity);
}
// Setup custom probabilities.
p[M_INVULN] = sv_mystery_invuln->value;
p[M_QUAD] = sv_mystery_quad->value;
p[M_D89] = sv_mystery_d89->value;
p[M_HASTE] = sv_mystery_haste->value;
p[M_SIPHON] = sv_mystery_siphon->value;
p[M_BEAM] = sv_mystery_antibeam->value;
p[M_ENVIRO] = sv_mystery_enviro->value;
p[M_TELE] = sv_mystery_tele->value;
for (i = 0; i < M_NUMITEMS; ++i)
p_total += p[i];
if (p_total == 0)
p_total = 1;
for (i = 0; i < M_NUMITEMS; i++)
p_r[i] = (p[i] / p_total) + ((i > 0)?p_r[i-1]:0.0);
// Randomly determine what the Mystery Box item is.
r = random();
if (r < p_r[M_INVULN])
surprise = FindItem("Invulnerability");
else if (r < p_r[M_QUAD])
surprise = FindItem("Quad Damage");
else if (r < p_r[M_D89])
surprise = FindItem("Awakening");
else if (r < p_r[M_HASTE])
surprise = FindItem("D89");
else if (r < p_r[M_SIPHON])
surprise = FindItem("Haste");
else if (r < p_r[M_BEAM])
surprise = FindItem("Beam Reflector");
else if (r < p_r[M_ENVIRO])
surprise = FindItem("Environment Suit");
else if (r < p_r[M_TELE])
surprise = FindItem("Teleporter");
if (surprise != NULL)
{
if (surprise->tag == POWERUP_INVULN)
surprise->classname = "item_invulnerability";
if (surprise->tag == POWERUP_QUAD)
surprise->classname = "item_quad";
gi_centerprintf(other, "Mystery Item: %s", surprise->pickup_name);
other->client->pers.inventory[ITEM_INDEX(surprise)]++;
if (surprise->use != Use_Teleporter)
surprise->use(other, surprise);
return true;
}
else
return false;
}
//======================================================================
//CW--
qboolean Pickup_Key(edict_t *ent, edict_t *other)
{
other->client->pers.inventory[ITEM_INDEX(ent->item)]++; //CW
return true;
}
//======================================================================
qboolean Add_Ammo(edict_t *ent, gitem_t *item, int count)
{
int index;
int max;
if (!ent->client)
return false;
if (item->tag == AMMO_BULLETS)
max = ent->client->pers.max_bullets;
else if (item->tag == AMMO_SHELLS)
max = ent->client->pers.max_shells;
else if (item->tag == AMMO_ROCKETS)
max = ent->client->pers.max_rockets;
else if (item->tag == AMMO_C4)
max = ent->client->pers.max_c4;
else if (item->tag == AMMO_CELLS)
max = ent->client->pers.max_cells;
else if (item->tag == AMMO_SLUGS)
max = ent->client->pers.max_slugs;
//CW++
else if (item->tag == AMMO_TRAPS)
max = ent->client->pers.max_traps;
//CW--
else
return false;
index = ITEM_INDEX(item);
if (ent->client->pers.inventory[index] == max)
return false;
ent->client->pers.inventory[index] += count;
//Pon++
if ((int)chedit->value && (ent == &g_edicts[1]))
ent->client->pers.inventory[index] = 0;
//Pon--
if (ent->client->pers.inventory[index] > max)
ent->client->pers.inventory[index] = max;
return true;
}
qboolean Pickup_Ammo(edict_t *ent, edict_t *other)
{
int count;
qboolean weapon;
weapon = (ent->item->flags & IT_WEAPON);
if (weapon && ((int)dmflags->value & DF_INFINITE_AMMO))
count = 1000;
else if (ent->count)
count = ent->count;
else
count = ent->item->quantity;
if (!Add_Ammo(other, ent->item, count))
return false;
if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM))) //CW
{
//CW++
if (ent->delay)
SetRespawn(ent, ent->delay);
else
//CW--
SetRespawn(ent, 30);
}
return true;
}
void Drop_Ammo(edict_t *ent, gitem_t *item)
{
edict_t *dropped;
int index;
index = ITEM_INDEX(item);
dropped = Drop_Item(ent, item);
if (ent->client->pers.inventory[index] >= item->quantity)
dropped->count = item->quantity;
else
dropped->count = ent->client->pers.inventory[index];
ent->client->pers.inventory[index] -= dropped->count;
ValidateSelectedItem(ent);
}
//======================================================================
void MegaHealth_think(edict_t *self)
{
if ((self->owner->health > self->owner->max_health) && !CTFHasRegeneration(self->owner)) //ZOID
{
self->nextthink = level.time + 1.0;
self->owner->health -= 1;
return;
}
if (!(self->spawnflags & DROPPED_ITEM)) //CW
{
//CW++
if (self->delay)
SetRespawn(self, self->delay);
else
//CW--
SetRespawn(self, 20);
}
else
G_FreeEdict(self);
}
qboolean Pickup_Health(edict_t *ent, edict_t *other)
{
if (!(ent->style & HEALTH_IGNORE_MAX))
{
if (other->health >= other->max_health)
return false;
}
//ZOID++
if ((other->health >= (int)sv_health_max_bonus->value) && (ent->count > 25)) //CW
return false;
//ZOID--
other->health += ent->count;
//CW++
// Extinguish flame if on fire, except if it's just a piddly little stimpack.
if (other->burning && (ent->count > 9))
{
other->burning = false;
if (other->flame)
{
other->flame->touch = NULL;
other->flame->think = Flame_Expire;
other->flame->nextthink = level.time + FRAMETIME;
}
}
//CW--
//ZOID++
if ((other->health > (int)sv_health_max_bonus->value) && (ent->count > 25)) //CW
other->health = (int)sv_health_max_bonus->value; //CW
//ZOID--
if (!(ent->style & HEALTH_IGNORE_MAX))
{
if (other->health > other->max_health)
other->health = other->max_health;
}
//ZOID++
if ((ent->style & HEALTH_TIMED) && !CTFHasRegeneration(other))
//ZOID--
{
//Maj++
CheckCampSite(ent, other);
//Maj--
ent->think = MegaHealth_think;
ent->nextthink = level.time + 5.0;
ent->owner = other;
ent->flags |= FL_RESPAWN;
ent->svflags |= SVF_NOCLIENT;
ent->solid = SOLID_NOT;
}
else
{
if (!(ent->spawnflags & DROPPED_ITEM)) //CW
{
//CW++
if (ent->delay)
SetRespawn(ent, ent->delay);
else
//CW--
SetRespawn(ent, 30);
}
}
return true;
}
//======================================================================
int ArmorIndex(edict_t *ent)
{
if (!ent->client)
return 0;
if (ent->client->pers.inventory[jacket_armor_index] > 0)
return jacket_armor_index;
if (ent->client->pers.inventory[combat_armor_index] > 0)
return combat_armor_index;
if (ent->client->pers.inventory[body_armor_index] > 0)
return body_armor_index;
return 0;
}
qboolean Pickup_Armor(edict_t *ent, edict_t *other)
{
gitem_armor_t *oldinfo;
gitem_armor_t *newinfo;
float salvage;
int salvagecount;
int old_armor_index;
int newcount;
// get info on new armor
newinfo = (gitem_armor_t *)ent->item->info;
old_armor_index = ArmorIndex(other);
//CW++
CheckCampSite(ent, other);
//CW--
// handle armor shards specially
if (ent->item->tag == ARMOR_SHARD)
{
if (!old_armor_index)
other->client->pers.inventory[jacket_armor_index] = 2;
else
other->client->pers.inventory[old_armor_index] += 2;
}
// if player has no armor, just use it
else if (!old_armor_index)
other->client->pers.inventory[ITEM_INDEX(ent->item)] = newinfo->base_count;
// use the better armor
else
{
// get info on old armor
if (old_armor_index == jacket_armor_index)
oldinfo = &jacketarmor_info;
else if (old_armor_index == combat_armor_index)
oldinfo = &combatarmor_info;
else // (old_armor_index == body_armor_index)
oldinfo = &bodyarmor_info;
if (newinfo->normal_protection > oldinfo->normal_protection)
{
// calc new armor values
salvage = oldinfo->normal_protection / newinfo->normal_protection;
salvagecount = salvage * other->client->pers.inventory[old_armor_index];
newcount = newinfo->base_count + salvagecount;
if (newcount > newinfo->max_count)
newcount = newinfo->max_count;
// zero count of old armor so it goes away
other->client->pers.inventory[old_armor_index] = 0;
// change armor to new item with computed value
other->client->pers.inventory[ITEM_INDEX(ent->item)] = newcount;
//Pon++
if ((int)chedit->value && (other == &g_edicts[1]))
other->client->pers.inventory[ITEM_INDEX(ent->item)] = 0;
//Pon--
}
else
{
// calc new armor values
salvage = newinfo->normal_protection / oldinfo->normal_protection;
salvagecount = salvage * newinfo->base_count;
newcount = other->client->pers.inventory[old_armor_index] + salvagecount;
if (newcount > oldinfo->max_count)
newcount = oldinfo->max_count;
// if we're already maxed out then we don't need the new armor
if (other->client->pers.inventory[old_armor_index] >= newcount)
return false;
// update current armor value
other->client->pers.inventory[old_armor_index] = newcount;
//Pon++
if ((int)chedit->value && (other == &g_edicts[1]))
other->client->pers.inventory[old_armor_index] = 0;
//Pon--
}
}
if (!(ent->spawnflags & DROPPED_ITEM)) //CW
{
//CW++
if (ent->delay)
SetRespawn(ent, ent->delay);
else
//CW--
SetRespawn(ent, 20);
}
return true;
}
//======================================================================
int PowerArmorType (edict_t *ent)
{
if (!ent->client)
return POWER_ARMOR_NONE;
// if (!(ent->flags & FL_POWER_SHIELD) && !(ent->flags & FL_POWER_SCREEN))
// return POWER_ARMOR_NONE;
// if (ent->client->pers.inventory[power_shield_index] > 0)
if (ent->flags & FL_POWER_SHIELD)
return POWER_ARMOR_SHIELD;
// if (ent->client->pers.inventory[power_screen_index] > 0)
if (ent->flags & FL_POWER_SCREEN)
return POWER_ARMOR_SCREEN;
return POWER_ARMOR_NONE;
}
void Use_PowerArmor (edict_t *ent, gitem_t *item)
{
int index;
if (item == FindItemByClassname("item_power_screen"))
{ //if player has an active power shield, deacivate that and activate power screen
if (ent->flags & FL_POWER_SHIELD)
{
index = ITEM_INDEX(FindItem("cells"));
if (!ent->client->pers.inventory[index])
{
gi.cprintf (ent, PRINT_HIGH, "No cells for power screen.\n");
return;
}
ent->flags &= ~FL_POWER_SHIELD;
ent->flags |= FL_POWER_SCREEN;
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0);
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0);
}
//if they have an active power screen, deactivate that
else if (ent->flags & FL_POWER_SCREEN)
{
ent->flags &= ~FL_POWER_SCREEN;
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0);
}
else //activate power screen
{
index = ITEM_INDEX(FindItem("cells"));
if (!ent->client->pers.inventory[index])
{
gi.cprintf (ent, PRINT_HIGH, "No cells for power screen.\n");
return;
}
ent->flags |= FL_POWER_SCREEN;
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0);
}
}
else if (item == FindItemByClassname("item_power_shield"))
{ //if player has an active power screen, deacivate that and activate power shield
if (ent->flags & FL_POWER_SCREEN)
{
index = ITEM_INDEX(FindItem("cells"));
if (!ent->client->pers.inventory[index])
{
gi.cprintf (ent, PRINT_HIGH, "No cells for power shield.\n");
return;
}
ent->flags &= ~FL_POWER_SCREEN;
ent->flags |= FL_POWER_SHIELD;
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0);
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0);
}
else if (ent->flags & FL_POWER_SHIELD)
{
ent->flags &= ~FL_POWER_SHIELD;
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0);
}
else
{
index = ITEM_INDEX(FindItem("cells"));
if (!ent->client->pers.inventory[index])
{
gi_cprintf(ent, PRINT_HIGH, "No cells for power shield.\n");
return;
}
ent->flags |= FL_POWER_SHIELD;
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0);
}
}
}
qboolean Pickup_PowerArmor(edict_t *ent, edict_t *other)
{
int quantity;
quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
//Pon++
if ((int)chedit->value && (other == &g_edicts[1]))
other->client->pers.inventory[ITEM_INDEX(ent->item)] = 0;
//Pon--
if (!(ent->spawnflags & DROPPED_ITEM))
{
//CW++
if (ent->delay)
SetRespawn(ent, ent->delay);
else
//CW--
SetRespawn(ent, ent->item->quantity);
}
// auto-use for DM only if we didn't already have one
if (!quantity)
ent->item->use(other, ent->item);
return true;
}
void Drop_PowerArmor(edict_t *ent, gitem_t *item)
{
if (item == FindItemByClassname("item_power_shield"))
{
if ((ent->flags & FL_POWER_SHIELD) && (ent->client->pers.inventory[ITEM_INDEX(item)] == 1))
Use_PowerArmor(ent, item);
}
else
if ((ent->flags & FL_POWER_SCREEN) && (ent->client->pers.inventory[ITEM_INDEX(item)] == 1))
Use_PowerArmor (ent, item);
Drop_General(ent, item);
}
//======================================================================
/*
===============
Touch_Item
===============
*/
void Touch_Item(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
qboolean taken;
if (!other->client)
return;
if (other->health < 1)
return; // dead people can't pickup
if (!ent->item->pickup)
return; // not a grabbable item?
if (CTFMatchSetup())
return; // can't pick stuff up right now
taken = ent->item->pickup(ent, other);
if (taken)
{
// flash the screen
other->client->bonus_alpha = 0.25;
// show icon and name on status bar
other->client->ps.stats[STAT_PICKUP_ICON] = gi.imageindex(ent->item->icon);
other->client->ps.stats[STAT_PICKUP_STRING] = CS_ITEMS+ITEM_INDEX(ent->item);
other->client->pickup_msg_time = level.time + 3.0;
// change selected item
if (ent->item->use)
other->client->pers.selected_item = other->client->ps.stats[STAT_SELECTED_ITEM] = ITEM_INDEX(ent->item);
//Maj++
CheckPrimaryWeapon(ent, other);
if (ent->classname[0] != 'R')
{
//Maj--
if (ent->item->pickup == Pickup_Health)
{
if (ent->count == 2)
gi.sound(other, CHAN_ITEM, gi.soundindex("items/s_health.wav"), 1, ATTN_NORM, 0);
else if (ent->count == 10)
gi.sound(other, CHAN_ITEM, gi.soundindex("items/n_health.wav"), 1, ATTN_NORM, 0);
else if (ent->count == 25)
gi.sound(other, CHAN_ITEM, gi.soundindex("items/l_health.wav"), 1, ATTN_NORM, 0);
else
gi.sound(other, CHAN_ITEM, gi.soundindex("items/m_health.wav"), 1, ATTN_NORM, 0);
PlayerNoise(other, other->s.origin, PNOISE_SELF); //CW++
}
else if (ent->item->pickup_sound)
{
gi.sound(other, CHAN_ITEM, gi.soundindex(ent->item->pickup_sound), 1, ATTN_NORM, 0);
PlayerNoise(other, other->s.origin, PNOISE_SELF); //CW++
}
}
}
else //CW
return;
if (!(ent->spawnflags & ITEM_TARGETS_USED))
{
G_UseTargets(ent, other);
ent->spawnflags |= ITEM_TARGETS_USED;
}
//Pon++
if ((int)chedit->value)
{
qboolean k = false;
if (ent->groundentity)
{
if (ent->groundentity->union_ent)
k = true; // flag set
}
// Route update.
if (!k && (CurrentIndex < MAXNODES) && (other == &g_edicts[1]))
{
if (((ent->classname[0] == 'w') ||
((ent->classname[0] == 'i') && ((ent->classname[5] == 'q') ||
(ent->classname[5] == 't') ||
(ent->classname[5] == 'f') ||
(ent->classname[5] == 'i') ||
(ent->classname[5] == 'p') ||
(ent->classname[5] == 's') ||
(ent->classname[5] == 'b') ||
(ent->classname[5] == 'e') ||
(ent->classname[5] == 'n') ||
(ent->classname[5] == 'b') ||
(ent->classname[5] == 'a'))) ||
((ent->classname[0] == 'i') && (ent->classname[5] == 'h') && ((ent->classname[6] == 'a') || (ent->classname[12] == 'm'))) ||
((ent->classname[0] == 'a'))) &&
!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM))) //CW
{
gi.bprintf(PRINT_HIGH, "Picked up: %s\n", ent->classname);
VectorCopy(ent->monsterinfo.last_sighting, Route[CurrentIndex].Pt);
Route[CurrentIndex].ent = ent;
Route[CurrentIndex].state = GRS_ITEMS;
if (++CurrentIndex < MAXNODES)
{
gi.bprintf(PRINT_HIGH, "Last %i pod(s).\n", MAXNODES - CurrentIndex);
memset(&Route[CurrentIndex], 0, sizeof(route_t));
Route[CurrentIndex].index = Route[CurrentIndex - 1].index + 1;
}
}
}
}
//Pon--
if (ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)) //CW
{
if (ent->flags & FL_RESPAWN)
ent->flags &= ~FL_RESPAWN;
else
G_FreeEdict(ent);
}
}
//======================================================================
static void drop_temp_touch(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == ent->owner)
return;
Touch_Item(ent, other, plane, surf);
}
static void drop_make_touchable(edict_t *ent)
{
ent->touch = Touch_Item;
ent->nextthink = level.time + 29.0;
ent->think = G_FreeEdict;
}
edict_t *Drop_Item(edict_t *ent, gitem_t *item)
{
edict_t *dropped;
vec3_t forward;
vec3_t right;
vec3_t offset;
//CW++
// Sanity checks.
if (item == NULL)
{
gi.dprintf("BUG: Drop_Item() called with null item.\nPlease contact musashi@planetquake.com\n");
return NULL;
}
if (ent == NULL)
{
gi.dprintf("BUG: Drop_Item() called with null ent.\nPlease contact musashi@planetquake.com\n");
return NULL;
}
//CW--
dropped = G_Spawn();
dropped->classname = item->classname;
dropped->item = item;
dropped->spawnflags = DROPPED_ITEM;
dropped->s.effects = item->world_model_flags;
dropped->s.renderfx = RF_GLOW;
VectorSet(dropped->mins, -15.0, -15.0, -15.0);
VectorSet(dropped->maxs, 15.0, 15.0, 15.0);
gi.setmodel(dropped, dropped->item->world_model);
dropped->solid = SOLID_TRIGGER;
dropped->movetype = MOVETYPE_TOSS;
dropped->touch = drop_temp_touch;
dropped->owner = ent;
if (ent->client)
{
trace_t trace;
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorSet(offset, 24.0, 0.0, -16.0);
G_ProjectSource (ent->s.origin, offset, forward, right, dropped->s.origin);
trace = gi.trace (ent->s.origin, dropped->mins, dropped->maxs, dropped->s.origin, ent, CONTENTS_SOLID);
VectorCopy (trace.endpos, dropped->s.origin);
}
else
{
AngleVectors (ent->s.angles, forward, right, NULL);
VectorCopy (ent->s.origin, dropped->s.origin);
}
VectorScale(forward, 100.0, dropped->velocity);
dropped->velocity[2] = 300.0;
dropped->think = drop_make_touchable;
dropped->nextthink = level.time + 1.0;
gi.linkentity(dropped);
return dropped;
}
void Use_Item(edict_t *ent, edict_t *other, edict_t *activator)
{
ent->svflags &= ~SVF_NOCLIENT;
ent->use = NULL;
if (ent->spawnflags & ITEM_NO_TOUCH)
{
ent->solid = SOLID_BBOX;
ent->touch = NULL;
}
else
{
ent->solid = SOLID_TRIGGER;
ent->touch = Touch_Item;
}
gi.linkentity(ent);
}
//======================================================================
/*
================
droptofloor
================
*/
void droptofloor(edict_t *ent)
{
trace_t tr;
vec3_t dest;
float *v;
v = tv(-15.0, -15.0, -15.0);
VectorCopy(v, ent->mins);
v = tv(15.0, 15.0, 15.0);
VectorCopy(v, ent->maxs);
if (ent->model)
gi.setmodel(ent, ent->model);
else
gi.setmodel(ent, ent->item->world_model);
ent->solid = SOLID_TRIGGER;
//CW++
if (ent->spawnflags & ITEM_FLOATING)
ent->movetype = MOVETYPE_NONE;
else
//CW--
ent->movetype = MOVETYPE_TOSS;
ent->touch = Touch_Item;
v = tv(0.0, 0.0, -128.0);
VectorAdd(ent->s.origin, v, dest);
tr = gi.trace(ent->s.origin, ent->mins, ent->maxs, dest, ent, MASK_SOLID);
if (tr.startsolid && !(int)chedit->value) //Pon
{
gi.dprintf("droptofloor: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
G_FreeEdict(ent);
return;
}
//CW++
if (!(ent->spawnflags & ITEM_FLOATING))
//CW--
VectorCopy(tr.endpos, ent->s.origin);
if (ent->team)
{
ent->flags &= ~FL_TEAMSLAVE;
ent->chain = ent->teamchain;
ent->teamchain = NULL;
ent->svflags |= SVF_NOCLIENT;
ent->solid = SOLID_NOT;
if (ent == ent->teammaster)
{
ent->nextthink = level.time + FRAMETIME;
ent->think = DoRespawn;
}
}
if (ent->spawnflags & ITEM_NO_TOUCH)
{
ent->solid = SOLID_BBOX;
ent->touch = NULL;
ent->s.effects &= ~EF_ROTATE;
ent->s.renderfx &= ~RF_GLOW;
}
if (ent->spawnflags & ITEM_TRIGGER_SPAWN)
{
ent->svflags |= SVF_NOCLIENT;
ent->solid = SOLID_NOT;
ent->use = Use_Item;
}
gi.linkentity(ent);
}
/*
===============
PrecacheItem
Precaches all data needed for a given item.
This will be called for each item spawned in a level,
and for each item in each client's inventory.
===============
*/
void PrecacheItem(gitem_t *it)
{
gitem_t *ammo;
char *s;
char *start;
char data[MAX_QPATH];
int len;
//CW++
char pcxdata[MAX_QPATH];
//CW--
if (!it)
return;
if (it->pickup_sound)
gi.soundindex(it->pickup_sound);
if (it->world_model)
gi.modelindex(it->world_model);
if (it->view_model)
gi.modelindex(it->view_model);
if (it->icon)
gi.imageindex(it->icon);
// parse everything for its ammo
if (it->ammo && it->ammo[0])
{
ammo = FindItem(it->ammo);
if (ammo != it)
PrecacheItem(ammo);
}
// parse the space seperated precache string for other items
s = it->precaches;
if (!s || !s[0])
return;
while (*s)
{
start = s;
while (*s && (*s != ' '))
s++;
len = s - start;
if ((len >= MAX_QPATH) || (len < 5))
gi.error("PrecacheItem: %s has bad precache string", it->classname);
memcpy(data, start, len);
data[len] = 0;
if (*s)
s++;
// determine type based on extension
if (!strcmp(data+len-3, "md2"))
gi.modelindex(data);
else if (!strcmp(data+len-3, "sp2"))
gi.modelindex(data);
else if (!strcmp(data+len-3, "wav"))
gi.soundindex(data);
if (!strcmp(data+len-3, "pcx"))
//CW++
{ //imageindex doesn't use the '.pcx' extension
strncpy(pcxdata, data, len-4);
memcpy(pcxdata+len-4, "\0", sizeof("\0"));
gi.imageindex(pcxdata);
}
//CW--
}
}
/*
============
SpawnItem
Sets the clipping size and plants the object on the floor.
Items can't be immediately dropped to floor, because they might
be on an entity that hasn't spawned yet.
============
*/
void SpawnItem(edict_t *ent, gitem_t *item)
{
//CW++
// Sanity checks.
if (item == NULL)
{
gi.dprintf("BUG: SpawnItem() called with null item.\nPlease contact musashi@planetquake.com\n");
return;
}
if (ent == NULL)
{
gi.dprintf("BUG: SpawnItem() called with null ent.\nPlease contact musashi@planetquake.com\n");
return;
}
// Remove disabled weapons.
if (item->weapmodel)
{
if (!(int)sv_allow_gausspistol->value && (item->weapmodel == WEAP_GAUSSPISTOL))
{
G_FreeEdict(ent);
return;
}
if (!(int)sv_allow_jackhammer->value && (item->weapmodel == WEAP_JACKHAMMER))
{
G_FreeEdict(ent);
return;
}
if (!(int)sv_allow_mac10->value && (item->weapmodel == WEAP_MAC10))
{
G_FreeEdict(ent);
return;
}
if (!(int)sv_allow_c4->value && (item->weapmodel == WEAP_C4))
{
G_FreeEdict(ent);
return;
}
if (!(int)sv_allow_traps->value && (item->weapmodel == WEAP_TRAP))
{
G_FreeEdict(ent);
return;
}
if (!(int)sv_allow_spikegun->value && (item->weapmodel == WEAP_ESG))
{
G_FreeEdict(ent);
return;
}
if (!(int)sv_allow_rocketlauncher->value && (item->weapmodel == WEAP_ROCKETLAUNCHER))
{
G_FreeEdict(ent);
return;
}
if (!(int)sv_allow_flamethrower->value && (item->weapmodel == WEAP_FLAMETHROWER))
{
G_FreeEdict(ent);
return;
}
if (!(int)sv_allow_railgun->value && (item->weapmodel == WEAP_RAILGUN))
{
G_FreeEdict(ent);
return;
}
if (!(int)sv_allow_shockrifle->value && (item->weapmodel == WEAP_SHOCKRIFLE))
{
G_FreeEdict(ent);
return;
}
if (!(int)sv_allow_agm->value && (item->weapmodel == WEAP_AGM))
{
G_FreeEdict(ent);
return;
}
if (!(int)sv_allow_disclauncher->value && (item->weapmodel == WEAP_DISCLAUNCHER))
{
G_FreeEdict(ent);
return;
}
}
// Removed disabled ammo entities.
if (item->tag && (item->flags & IT_AMMO))
{
if (!(int)sv_allow_bullets->value && (item->tag == AMMO_BULLETS))
{
G_FreeEdict(ent);
return;
}
if (!(int)sv_allow_shells->value && (item->tag == AMMO_SHELLS))
{
G_FreeEdict(ent);
return;
}
if (!(int)sv_allow_rockets->value && (item->tag == AMMO_ROCKETS))
{
G_FreeEdict(ent);
return;
}
if (!(int)sv_allow_cells->value && (item->tag == AMMO_CELLS))
{
G_FreeEdict(ent);
return;
}
if (!(int)sv_allow_slugs->value && (item->tag == AMMO_SLUGS))
{
G_FreeEdict(ent);
return;
}
}
//CW--
if (ent->spawnflags)
{
if (strcmp(ent->classname, "key_power_cube") != 0)
{
//CW++
if (!(ent->spawnflags & ITEM_FLOATING) && !(ent->spawnflags & ITEM_FULLBRIGHT))
{
//CW--
ent->spawnflags = 0;
gi.dprintf("%s at %s has invalid spawnflags set\n", ent->classname, vtos(ent->s.origin));
}
}
}
// Remove disabled items.
if ((int)dmflags->value & DF_NO_ARMOR)
{
if ((item->pickup == Pickup_Armor) || (item->pickup == Pickup_PowerArmor))
{
G_FreeEdict(ent);
return;
}
}
if ((int)dmflags->value & DF_NO_ITEMS)
{
if (item->pickup == Pickup_Powerup)
{
G_FreeEdict(ent);
return;
}
}
if ((int)dmflags->value & DF_NO_HEALTH)
{
if ((item->pickup == Pickup_Health) || (item->pickup == Pickup_Adrenaline) || (item->pickup == Pickup_AncientHead))
{
G_FreeEdict(ent);
return;
}
}
//ZOID++
// Don't spawn the flags unless enabled.
if ((sv_gametype->value != G_CTF) && (!strcmp(ent->classname, "item_flag_team1") || !strcmp(ent->classname, "item_flag_team2"))) //CW
{
G_FreeEdict(ent);
return;
}
//ZOID--
PrecacheItem(item); //CW
ent->item = item;
ent->nextthink = level.time + (2.0 * FRAMETIME); // items start after other solids
ent->think = droptofloor;
ent->s.effects = item->world_model_flags;
//CW++
if (ent->spawnflags & ITEM_FULLBRIGHT)
ent->s.renderfx |= RF_FULLBRIGHT;
//CW--
ent->s.renderfx |= RF_GLOW; //CW
if (ent->model)
gi.modelindex(ent->model);
//Pon++
VectorCopy(ent->s.origin, ent->monsterinfo.last_sighting);
//Pon--
//ZOID++
// Flags are server animated and have special handling.
if (ent->item && (ent->item->flags & IT_FLAG)) //CW
ent->think = CTFFlagSetup;
//ZOID--
}
//======================================================================
gitem_t itemlist[] =
{
{
NULL
}, // leave index 0 alone
//Maj++ ----------------------------------------
//
// NAVIGATION NODES
//
{
"R_navi1",
Pickup_Navi,
NULL,
NULL,
NULL,
NULL,
"models/items/keys/spinner/tris.md2", 0,
NULL,
"i_fixme", //CW
"Roam Navi1",
2,
10,
NULL,
IT_NODE,
0,
NULL,
0,
""
},
{
"R_navi2",
Pickup_Navi,
NULL,
NULL,
NULL,
NULL,
"models/items/keys/spinner/tris.md2", 0,
NULL,
"i_fixme", //CW
"Roam Navi2",
2,
30,
NULL,
IT_NODE,
0,
NULL,
0,
""
},
{
"R_navi3",
Pickup_Navi,
NULL,
NULL,
NULL,
"i_fixme", //CW
"models/items/keys/spinner/tris.md2", 0,
NULL,
NULL,
"Roam Navi3",
2,
20,
NULL,
IT_NODE,
0,
NULL,
0,
""
},
//Maj--
//
// ARMOR
//
/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_armor_body",
Pickup_Armor,
NULL,
NULL,
NULL,
"misc/ar1_pkup.wav",
"models/items/armor/body/tris.md2", EF_ROTATE,
NULL,
"i_bodyarmor",
"Body Armor",
3,
0,
NULL,
IT_ARMOR,
0,
&bodyarmor_info,
ARMOR_BODY,
""
},
/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_armor_combat",
Pickup_Armor,
NULL,
NULL,
NULL,
"misc/ar1_pkup.wav",
"models/items/armor/combat/tris.md2", EF_ROTATE,
NULL,
"i_combatarmor",
"Combat Armor",
3,
0,
NULL,
IT_ARMOR,
0,
&combatarmor_info,
ARMOR_COMBAT,
""
},
/*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_armor_jacket",
Pickup_Armor,
NULL,
NULL,
NULL,
"misc/ar1_pkup.wav",
"models/items/armor/jacket/tris.md2", EF_ROTATE,
NULL,
"i_jacketarmor",
"Jacket Armor",
3,
0,
NULL,
IT_ARMOR,
0,
&jacketarmor_info,
ARMOR_JACKET,
""
},
/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_armor_shard",
Pickup_Armor,
NULL,
NULL,
NULL,
"misc/ar2_pkup.wav",
"models/items/armor/shard/tris.md2", EF_ROTATE,
NULL,
#ifdef KMQUAKE2_ENGINE_MOD
"i_shard",
#else
"i_jacketarmor",
#endif
"Armor Shard",
3,
0,
NULL,
IT_ARMOR,
0,
NULL,
ARMOR_SHARD,
""
},
/*QUAKED item_power_screen (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_power_screen",
Pickup_PowerArmor,
Use_PowerArmor,
Drop_PowerArmor,
NULL,
"misc/ar3_pkup.wav",
"models/items/armor/screen/tris.md2", EF_ROTATE,
NULL,
"i_powerscreen",
"Power Screen",
0,
60,
NULL,
IT_ARMOR,
0,
NULL,
0,
""
},
/*QUAKED item_power_shield (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_power_shield",
Pickup_PowerArmor,
Use_PowerArmor,
Drop_PowerArmor,
NULL,
"misc/ar3_pkup.wav",
"models/items/armor/shield/tris.md2", EF_ROTATE,
NULL,
"i_powershield",
"Power Shield",
0,
60,
NULL,
IT_ARMOR,
0,
NULL,
0,
"misc/power2.wav misc/power1.wav"
},
//
// WEAPONS
//
//ZOID++
/* weapon_grapple (.3 .3 1) (-16 -16 -16) (16 16 16)
always owned, never in the world
*/
{
"weapon_grapple",
NULL,
Use_Weapon,
NULL,
CTFWeapon_Grapple,
"misc/w_pkup.wav",
NULL, 0,
"models/weapons/grapple/tris.md2",
"w_grapple",
"Grapple",
0,
0,
NULL,
IT_WEAPON,
WEAP_GRAPPLE,
NULL,
0,
"models/weapons/grapple/hook/tris.md2 weapons/grapple/grfire.wav weapons/grapple/grpull.wav weapons/grapple/grhang.wav weapons/grapple/grreset.wav weapons/grapple/grhit.wav" //CW
},
//ZOID--
//CW++
/* weapon_chainsaw
NB: always owned, never in the world
*/
{
"weapon_chainsaw",
NULL,
Use_Weapon,
NULL,
Weapon_Chainsaw,
"misc/w_pkup.wav",
NULL, 0,
"models/weapons/v_chainsaw/tris.md2",
"w_saw",
"Chainsaw",
0,
0,
NULL,
IT_WEAPON,
WEAP_CHAINSAW,
NULL,
0,
"weapons/chainsaw/done.wav weapons/chainsaw/fire.wav weapons/chainsaw/idle.wav weapons/chainsaw/use.wav"
},
/* weapon_deserteagle
NB: always owned, never in the world
*/
{
"weapon_deserteagle",
NULL,
Use_Weapon,
NULL,
Weapon_DesertEagle,
"misc/w_pkup.wav",
NULL, 0,
"models/weapons/v_de/tris.md2",
"w_de",
"Desert Eagle",
0,
1,
"Bullets",
IT_WEAPON,
WEAP_DESERTEAGLE,
NULL,
0,
"weapons/blastf1a.wav"
},
/*QUAKED weapon_gausspistol (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_gausspistol",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_GaussPistol,
"misc/w_pkup.wav",
"models/weapons/g_gauss/tris.md2", EF_ROTATE,
"models/weapons/v_gauss/tris.md2",
"w_gauss",
"Gauss Pistol",
0,
1,
"Cells",
IT_WEAPON,
WEAP_GAUSSPISTOL,
NULL,
0,
"weapons/shotgf1b.wav weapons/gauss/use.wav weapons/gauss/warn.wav a_blaster.pcx g_scan.pcx g_targ.pcx"
},
/*QUAKED weapon_jackhammer (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_jackhammer",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_Jackhammer,
"misc/w_pkup.wav",
"models/weapons/g_pancor/tris.md2", EF_ROTATE,
"models/weapons/v_pancor/tris.md2",
"w_pancor",
"Jackhammer",
0,
1,
"Shells",
IT_WEAPON,
WEAP_JACKHAMMER,
NULL,
0,
"weapons/sshotf1b.wav weapons/sshotr1b.wav"
},
/*QUAKED weapon_mac10 (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_mac10",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_Mac10,
"misc/w_pkup.wav",
"models/weapons/g_macten/tris.md2", EF_ROTATE,
"models/weapons/v_macten/tris.md2",
"w_macten",
"Mac-10",
0,
1,
"Bullets",
IT_WEAPON,
WEAP_MAC10,
NULL,
0,
"weapons/machgf1b.wav weapons/machgf2b.wav weapons/machgf3b.wav weapons/machgf4b.wav weapons/machgf5b.wav"
},
/*QUAKED weapon_esg (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_esg",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_ESG,
"misc/w_pkup.wav",
"models/weapons/g_esg/tris.md2", EF_ROTATE,
"models/weapons/v_esg/tris.md2",
"w_esg",
"E.S.G.",
0,
1,
"Rockets",
IT_WEAPON,
WEAP_ESG,
NULL,
0,
"models/objects/spike/tris.md2 weapons/esg/fire.wav weapons/esg/hit_body.wav weapons/esg/hit_wall.wav weapons/esg/reload.wav weapons/esg/use.wav"
},
//CW--
/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_rocketlauncher",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_RocketLauncher,
"misc/w_pkup.wav",
"models/weapons/g_rocket/tris.md2", EF_ROTATE,
"models/weapons/v_rocket/tris.md2",
"w_rlauncher",
"Rocket Launcher",
0,
1,
"Rockets",
IT_WEAPON,
WEAP_ROCKETLAUNCHER,
NULL,
0,
"models/objects/rocket/tris.md2 weapons/rockfly.wav weapons/rocklf1a.wav weapons/rocklr1b.wav models/objects/debris2/tris.md2"
},
//CW++
/*QUAKED weapon_flamethrower (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_flamethrower",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_Flamethrower,
"misc/w_pkup.wav",
"models/weapons/g_flame/tris.md2", EF_ROTATE,
"models/weapons/v_flame/tris.md2",
"w_flamer",
"Flamethrower",
0,
1,
"Cells",
IT_WEAPON,
WEAP_FLAMETHROWER,
NULL,
0,
"models/fire/tris.md2 models/objects/r_explode/tris.md2 models/objects/firebomb/tris.md2 weapons/hyprbf1a.wav weapons/flamer/use.wav weapons/flamer/fire1.wav weapons/rocklx1a.wav"
},
//CW--
/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_railgun",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_Railgun,
"misc/w_pkup.wav",
"models/weapons/g_rail/tris.md2", EF_ROTATE,
"models/weapons/v_rail/tris.md2",
"w_railgun",
"Railgun",
0,
1,
"Slugs",
IT_WEAPON,
WEAP_RAILGUN,
NULL,
0,
"weapons/rg_hum.wav"
},
//CW++
/*QUAKED weapon_shockrifle (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_shockrifle",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_ShockRifle,
"misc/w_pkup.wav",
"models/weapons/g_shock/tris.md2", EF_ROTATE,
"models/weapons/v_shock/tris.md2",
"w_shock",
"Shock Rifle",
0,
10,
"Cells",
IT_WEAPON,
WEAP_SHOCKRIFLE,
NULL,
0,
"models/objects/shock/tris.md2 weapons/bfg__f1y.wav weapons/shock/shockfly.wav weapons/shock/shockhit.wav"
},
/*QUAKED weapon_agm (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_agm",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_AGM,
"misc/w_pkup.wav",
"models/weapons/g_agm/tris.md2", EF_ROTATE,
"models/weapons/v_agm/tris.md2",
"w_agm",
"AG Manipulator",
0,
10,
"Cells",
IT_WEAPON,
WEAP_AGM,
NULL,
0,
"world/amb15.wav world/fusein.wav parasite/paratck3.wav medic/medatck1.wav weapons/agm/agm_cross.wav weapons/agm/agm_trip.wav a_agm.pcx a_refuse.pcx"
},
/*QUAKED weapon_disclauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_disclauncher",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_DiscLauncher,
"misc/w_pkup.wav",
"models/weapons/g_disc/tris.md2", EF_ROTATE,
"models/weapons/v_disc/tris.md2",
"w_disc",
"Disc Launcher",
0,
1,
"Rockets",
IT_WEAPON,
WEAP_DISCLAUNCHER,
NULL,
0,
"models/objects/disc/tris.md2 weapons/rippfire.wav weapons/disc/hit.wav weapons/disc/idle.wav weapons/disc/ric1.wav weapons/disc/ric2.wav weapons/disc/ric3.wav"
},
//CW--
//
// AMMO ITEMS
//
/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_shells",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/shells/medium/tris.md2", 0,
NULL,
"a_shells",
"Shells",
3,
10,
NULL,
IT_AMMO,
0,
NULL,
AMMO_SHELLS,
""
},
/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_bullets",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/bullets/medium/tris.md2", 0,
NULL,
"a_bullets",
"Bullets",
3,
50,
NULL,
IT_AMMO,
0,
NULL,
AMMO_BULLETS,
""
},
/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_cells",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/cells/medium/tris.md2", 0,
NULL,
"a_cells",
"Cells",
3,
50,
NULL,
IT_AMMO,
0,
NULL,
AMMO_CELLS,
""
},
/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_rockets",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/rockets/medium/tris.md2", 0,
NULL,
"a_rockets",
"Rockets",
3,
5,
NULL,
IT_AMMO,
0,
NULL,
AMMO_ROCKETS,
""
},
/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_slugs",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/slugs/medium/tris.md2", 0,
NULL,
"a_slugs",
"Slugs",
3,
10,
NULL,
IT_AMMO,
0,
NULL,
AMMO_SLUGS,
""
},
//CW++
/*QUAKED ammo_c4 (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_c4",
Pickup_Ammo,
Use_Weapon,
Drop_Ammo,
Weapon_C4,
"misc/am_pkup.wav",
"models/items/ammo/grenades/medium/tris.md2", 0,
"models/weapons/v_handgr/tris.md2",
"a_grenades",
"C4",
3,
5,
"C4",
IT_WEAPON|IT_AMMO,
WEAP_C4,
NULL,
AMMO_C4,
"models/objects/grenade/tris.md2 models/objects/debris2/tris.md2 weapons/grenlx1a.wav weapons/hgrenc1b.wav weapons/c4/arm.wav weapons/c4/bounce1.wav weapons/c4/bounce2.wav weapons/c4/timer.wav"
},
/*QUAKED ammo_traps (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_traps",
Pickup_Ammo,
Use_Weapon,
Drop_Ammo,
Weapon_Trap,
"misc/w_pkup.wav",
"models/weapons/g_tract/tris.md2", 0,
"models/weapons/v_tract/tris.md2",
"a_traps",
"Traps",
3,
5,
"Traps",
IT_WEAPON|IT_AMMO,
WEAP_TRAP,
NULL,
AMMO_TRAPS,
"models/objects/trap/tris.md2 models/objects/hook/tris.md2 models/objects/debris2/tris.md2 weapons/grenlx1a.wav weapons/hgrenc1b.wav weapons/trap/arm.wav weapons/trap/bounce1.wav weapons/trap/bounce2.wav weapons/trap/timer.wav weapons/hook/hit_body.wav weapons/hook/hit_wall.wav weapons/hook/rip.wav weapons/esg/fire.wav makron/blaster.wav"
},
//CW--
//
// POWERUP ITEMS
//
/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_quad", //CW
Pickup_Powerup,
Use_Quad,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/quaddama/tris.md2", EF_ROTATE,
NULL,
"p_quad",
"Quad Damage",
2,
60,
NULL,
IT_POWERUP,
0,
NULL,
POWERUP_QUAD, //CW
"items/damage.wav items/damage2.wav items/damage3.wav"
},
/*QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_invulnerability", //CW
Pickup_Powerup,
Use_Invulnerability,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/invulner/tris.md2", EF_ROTATE,
NULL,
"p_invulnerability",
"Invulnerability",
2,
300,
NULL,
IT_POWERUP,
0,
NULL,
POWERUP_INVULN, //CW
"items/protect.wav items/protect2.wav items/protect4.wav"
},
/*QUAKED item_silencer (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_silencer", //CW
Pickup_Powerup,
Use_Silencer,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/silencer/tris.md2", EF_ROTATE,
NULL,
"p_silencer",
"Silencer",
2,
60,
NULL,
IT_POWERUP,
0,
NULL,
POWERUP_SILENCER, //CW
""
},
/*QUAKED item_breather (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_breather",
Pickup_Powerup,
Use_Breather,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/breather/tris.md2", EF_ROTATE,
NULL,
"p_rebreather",
"Rebreather",
2,
60,
NULL,
IT_POWERUP, //CW
0,
NULL,
POWERUP_BREATHER, //CW
"items/airout.wav"
},
/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_enviro",
Pickup_Powerup,
Use_Envirosuit,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/enviro/tris.md2", EF_ROTATE,
NULL,
"p_envirosuit",
"Environment Suit",
2,
60,
NULL,
IT_POWERUP, //CW
0,
NULL,
POWERUP_ENVIRO, //CW
"items/airout.wav"
},
/*QUAKED item_ancient_head (.3 .3 1) (-16 -16 -16) (16 16 16)
Special item that gives +2 to maximum health
*/
{
"item_ancient_head",
Pickup_AncientHead,
NULL,
NULL,
NULL,
"items/pkup.wav",
"models/items/c_head/tris.md2", EF_ROTATE,
NULL,
"i_fixme",
"Ancient Head",
2,
60,
NULL,
0,
0,
NULL,
0,
""
},
/*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16)
gives +1 to maximum health
*/
{
"item_adrenaline",
Pickup_Adrenaline,
NULL,
NULL,
NULL,
"items/pkup.wav",
"models/items/adrenal/tris.md2", EF_ROTATE,
NULL,
"p_adrenaline",
"Adrenaline",
2,
60,
NULL,
IT_HEALTH, //Maj
0,
NULL,
0,
""
},
/*QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_bandolier",
Pickup_Bandolier,
NULL,
NULL,
NULL,
"items/pkup.wav",
"models/items/band/tris.md2", EF_ROTATE,
NULL,
"p_bandolier",
"Bandolier",
2,
60,
NULL,
IT_PACK, //Maj
0,
NULL,
0,
""
},
/*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_pack",
Pickup_Pack,
NULL,
NULL,
NULL,
"items/pkup.wav",
"models/items/pack/tris.md2", EF_ROTATE,
NULL,
"i_pack",
"Ammo Pack",
2,
180,
NULL,
IT_PACK, //Maj
0,
NULL,
0,
""
},
//CW++
/*QUAKED item_siphon (.3 .3 1) (-16 -16 -16) (16 16 16)
Awakening (Siphon) - substitute for item_quad
*/
{
"item_siphon",
Pickup_Powerup,
Use_Siphon,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/siphon/tris.md2", EF_ROTATE,
NULL,
"p_siphon",
"Awakening",
2,
60,
NULL,
IT_POWERUP,
0,
NULL,
POWERUP_SIPHON, //CW
"items/siphon.wav items/siphon2.wav items/siphon3.wav"
},
/*QUAKED item_needle (.3 .3 1) (-16 -16 -16) (16 16 16)
D89 (Needle) - substitute for item_invulnerability
*/
{
"item_needle",
Pickup_Powerup,
Use_Needle,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/needle/tris.md2", EF_ROTATE,
NULL,
"p_needle",
"D89",
2,
120,
NULL,
IT_POWERUP,
0,
NULL,
POWERUP_D89, //CW
"parasite/paratck4.wav"
},
/*QUAKED item_haste (.3 .3 1) (-16 -16 -16) (16 16 16)
Haste - substitute for item_silencer
*/
{
"item_haste",
Pickup_Powerup,
Use_Haste,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/haste/tris.md2", EF_ROTATE,
NULL,
"p_haste",
"Haste",
2,
60,
NULL,
IT_POWERUP,
0,
NULL,
POWERUP_HASTE, //CW
"items/haste.wav"
},
/*QUAKED item_antibeam (.3 .3 1) (-16 -16 -16) (16 16 16)
Gauss and AGM Beam Reflector
*/
{
"item_antibeam",
Pickup_Powerup,
Use_AntiBeam,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/data_cd/tris.md2", EF_ROTATE,
NULL,
"k_datacd",
"Beam Reflector",
2,
60,
NULL,
IT_POWERUP,
0,
NULL,
POWERUP_ANTIBEAM, //CW
"ctf/tech1.wav"
},
/*QUAKED item_teleporter (.3 .3 1) (-16 -16 -16) (16 16 16)
Personal Teleporter
*/
{
"item_teleporter",
Pickup_Powerup,
Use_Teleporter,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/power/tris.md2", EF_ROTATE,
NULL,
"k_powercube",
"Teleporter",
2,
30,
NULL,
IT_POWERUP,
0,
NULL,
POWERUP_TELE, //CW
"misc/tele_up.wav"
},
// Mystery Box
{
"item_mystery",
Pickup_Mystery,
NULL,
NULL,
NULL,
"items/pkup.wav",
"models/items/mystery/tris.md2", EF_ROTATE,
NULL,
"i_fixme",
"Mystery",
2,
60,
NULL,
IT_POWERUP,
0,
NULL,
POWERUP_MYSTERY, //CW
"p_quad.pcx models/items/quaddama/tris.md2 items/damage.wav items/damage2.wav items/damage3.wav p_invulnerability.pcx items/protect.wav items/protect2.wav items/protect4.wav items/airout.wav p_envirosuit.pcx p_siphon.pcx items/siphon.wav items/siphon2.wav items/siphon3.wav p_needle.pcx parasite/paratck4.wav p_haste.pcx items/haste.wav k_datacd.pcx ctf/tech1.wav k_powercube.pcx misc/tele_up.wav"
},
//CW--
//
// KEYS
//
/*QUAKED key_data_cd (0 .5 .8) (-16 -16 -16) (16 16 16)
key for computer centers
*/
{
"key_data_cd",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/data_cd/tris.md2", EF_ROTATE,
NULL,
"k_datacd",
"Data CD",
2,
0,
NULL,
IT_KEY, //CW
0,
NULL,
0,
""
},
/*QUAKED key_power_cube (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH
warehouse circuits
*/
{
"key_power_cube",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/power/tris.md2", EF_ROTATE,
NULL,
"k_powercube",
"Power Cube",
2,
0,
NULL,
IT_KEY, //CW
0,
NULL,
0,
""
},
/*QUAKED key_pyramid (0 .5 .8) (-16 -16 -16) (16 16 16)
key for the entrance of jail3
*/
{
"key_pyramid",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/pyramid/tris.md2", EF_ROTATE,
NULL,
"k_pyramid",
"Pyramid Key",
2,
0,
NULL,
IT_KEY, //CW
0,
NULL,
0,
""
},
/*QUAKED key_data_spinner (0 .5 .8) (-16 -16 -16) (16 16 16)
key for the city computer
*/
{
"key_data_spinner",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/spinner/tris.md2", EF_ROTATE,
NULL,
"k_dataspin",
"Data Spinner",
2,
0,
NULL,
IT_KEY, //CW
0,
NULL,
0,
""
},
/*QUAKED key_pass (0 .5 .8) (-16 -16 -16) (16 16 16)
security pass for the security level
*/
{
"key_pass",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/pass/tris.md2", EF_ROTATE,
NULL,
"k_security",
"Security Pass",
2,
0,
NULL,
IT_KEY, //CW
0,
NULL,
0,
""
},
/*QUAKED key_blue_key (0 .5 .8) (-16 -16 -16) (16 16 16)
normal door key - blue
*/
{
"key_blue_key",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/key/tris.md2", EF_ROTATE,
NULL,
"k_bluekey",
"Blue Key",
2,
0,
NULL,
IT_KEY, //CW
0,
NULL,
0,
""
},
/*QUAKED key_red_key (0 .5 .8) (-16 -16 -16) (16 16 16)
normal door key - red
*/
{
"key_red_key",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/red_key/tris.md2", EF_ROTATE,
NULL,
"k_redkey",
"Red Key",
2,
0,
NULL,
IT_KEY, //CW
0,
NULL,
0,
""
},
/*QUAKED key_commander_head (0 .5 .8) (-16 -16 -16) (16 16 16)
tank commander's head
*/
{
"key_commander_head",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/monsters/commandr/head/tris.md2", EF_GIB,
NULL,
"k_comhead",
"Commander's Head",
2,
0,
NULL,
IT_KEY, //CW
0,
NULL,
0,
""
},
/*QUAKED key_airstrike_target (0 .5 .8) (-16 -16 -16) (16 16 16)
tank commander's head
*/
{
"key_airstrike_target",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/target/tris.md2", EF_ROTATE,
NULL,
"i_airstrike",
"Airstrike Marker",
2,
0,
NULL,
IT_KEY, //CW
0,
NULL,
0,
""
},
{
NULL,
Pickup_Health,
NULL,
NULL,
NULL,
"items/pkup.wav",
NULL, 0,
NULL,
"i_health",
"Health",
3,
0,
NULL,
IT_HEALTH, //Maj
0,
NULL,
0,
"items/s_health.wav items/n_health.wav items/l_health.wav items/m_health.wav"
},
//ZOID++
/*QUAKED item_flag_team1 (1 0.2 0) (-16 -16 -24) (16 16 32)
*/
{
"item_flag_team1",
CTFPickup_Flag,
NULL,
CTFDrop_Flag,
NULL,
"ctf/flagtk.wav",
"players/male/flag1.md2", EF_FLAG1,
NULL,
"i_ctf1",
"Red Flag",
2,
0,
NULL,
IT_FLAG, //CW
0,
NULL,
0,
"ctf/flagcap.wav"
},
/*QUAKED item_flag_team2 (1 0.2 0) (-16 -16 -24) (16 16 32)
*/
{
"item_flag_team2",
CTFPickup_Flag,
NULL,
CTFDrop_Flag,
NULL,
"ctf/flagtk.wav",
"players/male/flag2.md2", EF_FLAG2,
NULL,
"i_ctf2",
"Blue Flag",
2,
0,
NULL,
IT_FLAG, //CW
0,
NULL,
0,
"ctf/flagcap.wav"
},
/* Resistance Tech */
{
"item_tech1",
CTFPickup_Tech,
NULL,
CTFDrop_Tech,
NULL,
"items/pkup.wav",
"models/ctf/resistance/tris.md2", EF_ROTATE,
NULL,
"tech1",
"Disruptor Shield",
2,
0,
NULL,
IT_TECH,
0,
NULL,
0,
"ctf/tech1.wav"
},
/* Strength Tech */
{
"item_tech2",
CTFPickup_Tech,
NULL,
CTFDrop_Tech,
NULL,
"items/pkup.wav",
"models/ctf/strength/tris.md2", EF_ROTATE,
NULL,
"tech2",
"Power Amplifier",
2,
0,
NULL,
IT_TECH,
0,
NULL,
0,
"ctf/tech2.wav ctf/tech2x.wav"
},
/* Haste Tech */
{
"item_tech3",
CTFPickup_Tech,
NULL,
CTFDrop_Tech,
NULL,
"items/pkup.wav",
"models/ctf/haste/tris.md2", EF_ROTATE,
NULL,
"tech3",
"Time Accel",
2,
0,
NULL,
IT_TECH,
0,
NULL,
0,
"ctf/tech3.wav"
},
/* Regeneration Tech */
{
"item_tech4",
CTFPickup_Tech,
NULL,
CTFDrop_Tech,
NULL,
"items/pkup.wav",
"models/ctf/regeneration/tris.md2", EF_ROTATE,
NULL,
"tech4",
"AutoDoc",
2,
0,
NULL,
IT_TECH,
0,
NULL,
0,
"ctf/tech4.wav"
},
//ZOID--
// end of list marker
{NULL}
};
/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
void SP_item_health(edict_t *self)
{
if ((int)dmflags->value & DF_NO_HEALTH) //CW
{
G_FreeEdict(self);
return;
}
self->model = "models/items/healing/medium/tris.md2";
self->count = 10;
SpawnItem(self, FindItem("Health"));
gi.soundindex("items/n_health.wav");
}
/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
void SP_item_health_small(edict_t *self)
{
if ((int)dmflags->value & DF_NO_HEALTH) //CW
{
G_FreeEdict(self);
return;
}
self->model = "models/items/healing/stimpack/tris.md2";
self->count = 2;
SpawnItem(self, FindItem("Health"));
gi.soundindex("items/s_health.wav");
self->style = HEALTH_IGNORE_MAX;
}
/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
void SP_item_health_large(edict_t *self)
{
if ((int)dmflags->value & DF_NO_HEALTH) //CW
{
G_FreeEdict(self);
return;
}
self->model = "models/items/healing/large/tris.md2";
self->count = 25;
SpawnItem(self, FindItem("Health"));
gi.soundindex("items/l_health.wav");
}
/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
void SP_item_health_mega(edict_t *self)
{
if ((int)dmflags->value & DF_NO_HEALTH) //CW
{
G_FreeEdict(self);
return;
}
self->model = "models/items/mega_h/tris.md2";
self->count = 100;
SpawnItem(self, FindItem("Health"));
gi.soundindex("items/m_health.wav");
self->style = HEALTH_IGNORE_MAX | HEALTH_TIMED;
}
//CW++
// Standard Q2 weapon substitutions.
void SP_weapon_shotgun(edict_t *self)
{
self->classname = "weapon_gausspistol";
SpawnItem(self, FindItem("Gauss Pistol"));
}
void SP_weapon_supershotgun(edict_t *self)
{
self->classname = "weapon_jackhammer";
SpawnItem(self, FindItem("Jackhammer"));
}
void SP_weapon_machinegun(edict_t *self)
{
self->classname = "weapon_mac10";
SpawnItem(self, FindItem("Mac-10"));
}
void SP_weapon_chaingun(edict_t *self)
{
self->classname = "weapon_esg";
SpawnItem(self, FindItem("E.S.G."));
}
void SP_weapon_grenadelauncher(edict_t *self)
{
self->classname = "ammo_traps";
SpawnItem(self, FindItem("Traps"));
}
void SP_weapon_hyperblaster(edict_t *self)
{
self->classname = "weapon_flamethrower";
SpawnItem(self, FindItem("Flamethrower"));
}
void SP_weapon_bfg(edict_t *self)
{
self->classname = "weapon_shockrifle";
SpawnItem(self, FindItem("Shock Rifle"));
}
void SP_ammo_grenades(edict_t *self)
{
self->classname = "ammo_c4";
SpawnItem(self, FindItem("C4"));
}
//CW--
void InitItems (void)
{
game.num_items = sizeof(itemlist) / sizeof(itemlist[0]) - 1;
}
/*
===============
SetItemNames
Called by worldspawn
===============
*/
void SetItemNames(void)
{
gitem_t *it;
int i;
for (i = 1; i < game.num_items; ++i) //CW
{
it = &itemlist[i];
gi.configstring(CS_ITEMS+i, it->pickup_name);
}
//Maj++
InitAllItems();
//Maj--
jacket_armor_index = ITEM_INDEX(FindItem("Jacket Armor"));
combat_armor_index = ITEM_INDEX(FindItem("Combat Armor"));
body_armor_index = ITEM_INDEX(FindItem("Body Armor"));
power_screen_index = ITEM_INDEX(FindItem("Power Screen"));
power_shield_index = ITEM_INDEX(FindItem("Power Shield"));
// Knightmare added
shells_index = ITEM_INDEX(FindItem("Shells"));
bullets_index = ITEM_INDEX(FindItem("Bullets"));
// grenades_index = ITEM_INDEX(FindItem("Grenades"));
c4_index = ITEM_INDEX(FindItem("C4"));
rockets_index = ITEM_INDEX(FindItem("Rockets"));
cells_index = ITEM_INDEX(FindItem("Cells"));
slugs_index = ITEM_INDEX(FindItem("Slugs"));
traps_index = ITEM_INDEX(FindItem("Traps"));
// end Knightmare
}