/* Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Mr. Hyde and Mad Dog This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "g_local.h" 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 Weapon_Blaster (edict_t *ent); void Weapon_Shotgun (edict_t *ent); void Weapon_SuperShotgun (edict_t *ent); void Weapon_Machinegun (edict_t *ent); void Weapon_Chaingun (edict_t *ent); void Weapon_HyperBlaster (edict_t *ent); void Weapon_RocketLauncher (edict_t *ent); void Weapon_Grenade (edict_t *ent); void Weapon_GrenadeLauncher (edict_t *ent); void Weapon_Railgun (edict_t *ent); void Weapon_BFG (edict_t *ent); void Weapon_HomingMissileLauncher (edict_t *ent); void Weapon_Null(edict_t *ent); 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 noweapon_index; int jacket_armor_index; int combat_armor_index; int body_armor_index; int power_screen_index; int power_shield_index; int shells_index; int bullets_index; int grenades_index; int rockets_index; int cells_index; int slugs_index; int fuel_index; int homing_index; int rl_index; int hml_index; #define HEALTH_IGNORE_MAX 1 #define HEALTH_TIMED 2 #define NO_STUPID_SPINNING 4 #define NO_DROPTOFLOOR 8 #define SHOOTABLE 16 void Use_Quad (edict_t *ent, gitem_t *item); void Use_Stasis (edict_t *ent, gitem_t *item); static int quad_drop_timeout_hack; //====================================================================== // Lazarus: damageable pickups void item_die(edict_t *self,edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { //ZOID //flags are important if (strcmp(self->classname, "item_flag_team1") == 0) { CTFResetFlag(CTF_TEAM1); // this will free self! safe_bprintf(PRINT_HIGH, "The %s flag has returned!\n", CTFTeamName(CTF_TEAM1)); return; } if (strcmp(self->classname, "item_flag_team2") == 0) { CTFResetFlag(CTF_TEAM2); // this will free self! safe_bprintf(PRINT_HIGH, "The %s flag has returned!\n", CTFTeamName(CTF_TEAM1)); return; } // techs are important too if (self->item && (self->item->flags & IT_TECH)) { CTFRespawnTech(self); // this frees self! return; } //ZOID gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (self->s.origin); gi.multicast (self->s.origin, MULTICAST_PVS); if (level.num_reflectors) ReflectExplosion (TE_EXPLOSION1, self->s.origin); if (!(self->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn (self, 30); else G_FreeEdict (self); } /* =============== GetItemByIndex =============== */ gitem_t *GetItemByIndex (int index) { if (index == 0 || index >= game.num_items) return NULL; return &itemlist[index]; } /* =============== 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 == 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 == fuel_index) value = client->pers.max_fuel; else if (item_index == homing_index) value = client->pers.max_homing_rockets; else value = 0; return value; } /* =============== GetMaxArmorByIndex =============== */ int GetMaxArmorByIndex (int item_index) { int value; if (item_index == jacket_armor_index) value = sk_max_armor_jacket->value; else if (item_index == combat_armor_index) value = sk_max_armor_combat->value; else if (item_index == body_armor_index) value = sk_max_armor_body->value; else value = 0; return value; } /* =============== FindItemByClassname =============== */ gitem_t *FindItemByClassname (char *classname) { int i; gitem_t *it; it = itemlist; for (i=0 ; iclassname) continue; if (!Q_stricmp(it->classname, classname)) return it; } return NULL; } /* =============== FindItem =============== */ gitem_t *FindItem (char *pickup_name) { int i; gitem_t *it; it = itemlist; for (i=0 ; ipickup_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 we are weapons stay, only the master of a team of weapons //is spawned if (ctf->value && ((int)dmflags->value & DF_WEAPONS_STAY) && master->item && (master->item->flags & IT_WEAPON)) ent = master; else { //ZOID for (count = 0, ent = master; ent; ent = ent->chain, count++) ; // choice = rand() % count; choice = count ? rand() % count : 0; for (count = 0, ent = master; count < choice; ent = ent->chain, count++) ; } } ent->svflags &= ~SVF_NOCLIENT; if(ent->spawnflags & SHOOTABLE) { ent->solid = SOLID_BBOX; ent->clipmask |= MASK_MONSTERSOLID; if(!ent->health) ent->health = 20; ent->takedamage = DAMAGE_YES; ent->die = item_die; } else ent->solid = SOLID_TRIGGER; gi.linkentity (ent); // send an effect ent->s.event = EV_ITEM_RESPAWN; } void SetRespawn (edict_t *ent, float delay) { 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) { int quantity; quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)]; if ((skill->value == 1 && quantity >= sk_powerup_max->value) || (skill->value >= 2 && quantity >= (sk_powerup_max->value - 1))) return false; if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0)) return false; // Lazarus: Don't allow more than one of some items #ifdef FLASHLIGHT_MOD if( !Q_stricmp(ent->classname,"item_flashlight") && quantity >= 1 ) return false; #endif #ifdef JETPACK_MOD if( !Q_stricmp(ent->classname,"item_jetpack") ) { gitem_t *fuel; if( quantity >= 1 ) return false; fuel = FindItem("fuel"); if(ent->count < 0) { other->client->jetpack_infinite = true; Add_Ammo(other,fuel,10000); } else { other->client->jetpack_infinite = false; Add_Ammo(other,fuel,ent->count); } } #endif other->client->pers.inventory[ITEM_INDEX(ent->item)]++; #ifdef FLASHLIGHT_MOD // DON'T Instant-use flashlight if (ent->item->use == Use_Flashlight) return true; #endif if (deathmatch->value) { if (!(ent->spawnflags & DROPPED_ITEM) ) SetRespawn (ent, ent->item->quantity); #ifdef JETPACK_MOD // DON'T Instant-use Jetpack if(ent->item->use == Use_Jet) return true; #endif if (((int)dmflags->value & DF_INSTANT_ITEMS) || ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM)) || other->is_bot) // Knightmare- bots always instant-use items { if ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM)) quad_drop_timeout_hack = (ent->nextthink - level.time) / FRAMETIME; 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); } #ifdef JETPACK_MOD void Drop_Jetpack (edict_t *ent, gitem_t *item) { if(ent->client->jetpack) safe_cprintf(ent,PRINT_HIGH,"Cannot drop jetpack in use\n"); else { edict_t *dropped; dropped = Drop_Item (ent, item); if(ent->client->jetpack_infinite) { dropped->count = -1; ent->client->pers.inventory[fuel_index] = 0; ent->client->jetpack_infinite = false; } else { dropped->count = ent->client->pers.inventory[fuel_index]; if(dropped->count > 500) dropped->count = 500; ent->client->pers.inventory[fuel_index] -= dropped->count; } ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); } } #endif //====================================================================== qboolean Pickup_Adrenaline (edict_t *ent, edict_t *other) { if (!deathmatch->value) other->max_health += 1; if (other->health < other->max_health) other->health = other->max_health; if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn (ent, ent->item->quantity); return true; } qboolean Pickup_AncientHead (edict_t *ent, edict_t *other) { other->max_health += 2; if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn (ent, ent->item->quantity); return true; } qboolean Pickup_Bandolier (edict_t *ent, edict_t *other) { gitem_t *item; //Knightmare- override ammo pickup values with cvars SetAmmoPickupValues (); if (other->client->pers.max_bullets < sk_bando_bullets->value) other->client->pers.max_bullets = sk_bando_bullets->value; if (other->client->pers.max_shells < sk_bando_shells->value) other->client->pers.max_shells = sk_bando_shells->value; if (other->client->pers.max_cells < sk_bando_cells->value) other->client->pers.max_cells = sk_bando_cells->value; if (other->client->pers.max_slugs < sk_bando_slugs->value) other->client->pers.max_slugs = sk_bando_slugs->value; if (other->client->pers.max_fuel < sk_bando_fuel->value) other->client->pers.max_fuel = sk_bando_fuel->value; item = FindItem("Bullets"); if (item) Add_Ammo (other, item, item->quantity); item = FindItem("Shells"); if (item) Add_Ammo (other, item, item->quantity); if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn (ent, ent->item->quantity); return true; } qboolean Pickup_Pack (edict_t *ent, edict_t *other) { gitem_t *item; //Knightmare- override ammo pickup values with cvars SetAmmoPickupValues (); if (other->client->pers.max_bullets < sk_pack_bullets->value) other->client->pers.max_bullets = sk_pack_bullets->value; if (other->client->pers.max_shells < sk_pack_shells->value) other->client->pers.max_shells = sk_pack_shells->value; if (other->client->pers.max_rockets < sk_pack_rockets->value) other->client->pers.max_rockets = sk_pack_rockets->value; if (other->client->pers.max_grenades < sk_pack_grenades->value) other->client->pers.max_grenades = sk_pack_grenades->value; if (other->client->pers.max_cells < sk_pack_cells->value) other->client->pers.max_cells = sk_pack_cells->value; if (other->client->pers.max_slugs < sk_pack_slugs->value) other->client->pers.max_slugs = sk_pack_slugs->value; if (other->client->pers.max_homing_rockets < sk_pack_rockets->value) other->client->pers.max_homing_rockets = sk_pack_rockets->value; if (other->client->pers.max_fuel < sk_pack_fuel->value) other->client->pers.max_fuel = sk_pack_fuel->value; item = FindItem("Bullets"); if (item) Add_Ammo (other, item, item->quantity); item = FindItem("Shells"); if (item) Add_Ammo (other, item, item->quantity); item = FindItem("Cells"); if (item) Add_Ammo (other, item, item->quantity); item = FindItem("Grenades"); if (item) Add_Ammo (other, item, item->quantity); item = FindItem("Rockets"); if (item) Add_Ammo (other, item, item->quantity); item = FindItem("Slugs"); if (item) Add_Ammo (other, item, item->quantity); if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn (ent, ent->item->quantity); return true; } // Knightmare added- Ammogen tech-spawned backpack qboolean Pickup_AmmogenPack (edict_t *ent, edict_t *other) { gitem_t *item; if (!ent || !other) return false; //Knightmare- override ammo pickup values with cvars SetAmmoPickupValues (); item = FindItem("Bullets"); if (item && other->client->pers.inventory[ITEM_INDEX(item)]) Add_Ammo (other, item, item->quantity); item = FindItem("Shells"); if (item && other->client->pers.inventory[ITEM_INDEX(item)]) Add_Ammo (other, item, item->quantity); item = FindItem("Cells"); if (item && other->client->pers.inventory[ITEM_INDEX(item)]) Add_Ammo (other, item, item->quantity); item = FindItem("Grenades"); if (item && other->client->pers.inventory[ITEM_INDEX(item)]) Add_Ammo (other, item, item->quantity); item = FindItem("Rockets"); if (item && other->client->pers.inventory[ITEM_INDEX(item)]) Add_Ammo (other, item, item->quantity); item = FindItem("Slugs"); if (item && other->client->pers.inventory[ITEM_INDEX(item)]) Add_Ammo (other, item, item->quantity); item = FindItem("Homing Rockets"); if (item && other->client->pers.inventory[ITEM_INDEX(item)]) Add_Ammo (other, item, item->quantity); item = FindItem("fuel"); if (item && other->client->pers.inventory[ITEM_INDEX(item)]) Add_Ammo (other, item, item->quantity); return true; } //====================================================================== void Use_Quad (edict_t *ent, gitem_t *item) { int timeout; 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 = (sk_quad_time->value * 10); } 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 += (sk_breather_time->value * 10); else ent->client->breather_framenum = level.framenum + (sk_breather_time->value * 10); // gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0); } //====================================================================== 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 += (sk_enviro_time->value * 10); else ent->client->enviro_framenum = level.framenum + (sk_enviro_time->value * 10); // gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0); } //====================================================================== 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 += (sk_inv_time->value * 10); else ent->client->invincible_framenum = level.framenum + (sk_inv_time->value * 10); gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect.wav"), 1, ATTN_NORM, 0); } //====================================================================== void Use_Silencer (edict_t *ent, gitem_t *item) { ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); ent->client->silencer_shots += sk_silencer_shots->value; // gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0); } //====================================================================== qboolean Pickup_Key (edict_t *ent, edict_t *other) { if (coop->value) { if (strcmp(ent->classname, "key_power_cube") == 0) { if (other->client->pers.power_cubes & ((ent->spawnflags & 0x0000ff00)>> 8)) return false; other->client->pers.inventory[ITEM_INDEX(ent->item)]++; other->client->pers.power_cubes |= ((ent->spawnflags & 0x0000ff00) >> 8); } else { if (other->client->pers.inventory[ITEM_INDEX(ent->item)]) return false; other->client->pers.inventory[ITEM_INDEX(ent->item)] = 1; } return true; } other->client->pers.inventory[ITEM_INDEX(ent->item)]++; 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_GRENADES) max = ent->client->pers.max_grenades; else if (item->tag == AMMO_CELLS) max = ent->client->pers.max_cells; else if (item->tag == AMMO_SLUGS) max = ent->client->pers.max_slugs; else if (item->tag == AMMO_HOMING_ROCKETS) max = ent->client->pers.max_homing_rockets; else if (item->tag == AMMO_FUEL) max = ent->client->pers.max_fuel; else return false; index = ITEM_INDEX(item); if (ent->client->pers.inventory[index] >= max) return false; ent->client->pers.inventory[index] += count; if (ent->client->pers.inventory[index] > max) ent->client->pers.inventory[index] = max; return true; } //Knightmare- this function overrides ammo pickup values with cvars void SetAmmoPickupValues (void) { gitem_t *item; item = FindItem("Shells"); if (item) item->quantity = sk_box_shells->value; item = FindItem("Bullets"); if (item) item->quantity = sk_box_bullets->value; item = FindItem("Grenades"); if (item) item->quantity = sk_box_grenades->value; item = FindItem("Rockets"); if (item) item->quantity = sk_box_rockets->value; item = FindItem("Homing Rockets"); if (item) item->quantity = sk_box_rockets->value; item = FindItem("Cells"); if (item) item->quantity = sk_box_cells->value; item = FindItem("Slugs"); if (item) item->quantity = sk_box_slugs->value; item = FindItem("Fuel"); if (item) item->quantity = sk_box_fuel->value; item = FindItemByClassname("item_health_small"); if (item) item->quantity = sk_health_bonus_value->value; } qboolean Pickup_Ammo (edict_t *ent, edict_t *other) { int oldcount; int count; qboolean weapon; //Knightmare- override ammo pickup values with cvars SetAmmoPickupValues (); 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; oldcount = other->client->pers.inventory[ITEM_INDEX(ent->item)]; if (!Add_Ammo (other, ent->item, count)) return false; if (weapon && !oldcount) { if (other->client->pers.weapon != ent->item && ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") || other->client->pers.weapon == FindItem("No weapon") ) ) other->client->newweapon = ent->item; } if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)) && (deathmatch->value)) 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]; if (ent->client->pers.weapon && ent->client->pers.weapon->tag == AMMO_GRENADES && item->tag == AMMO_GRENADES && ent->client->pers.inventory[index] - dropped->count <= 0) { safe_cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n"); G_FreeEdict(dropped); return; } ent->client->pers.inventory[index] -= dropped->count; ValidateSelectedItem (ent); } //====================================================================== void MegaHealth_think (edict_t *self) { if (self->owner->health > self->owner->max_health //ZOID && !CTFHasRegeneration(self->owner)) //ZOID { self->nextthink = level.time + 1; self->owner->health -= 1; return; } if (!(self->spawnflags & DROPPED_ITEM) && (deathmatch->value)) 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 (ctf->value && other->health >= 250 && ent->count > 25) return false; //ZOID other->health += ent->count; //ZOID if (ctf->value && other->health > 250 && ent->count > 25) other->health = 250; //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 { ent->think = MegaHealth_think; ent->nextthink = level.time + 5; ent->owner = other; ent->flags |= FL_RESPAWN; ent->svflags |= SVF_NOCLIENT; ent->solid = SOLID_NOT; } else { if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) 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) { int old_armor_index; gitem_armor_t *oldinfo; gitem_armor_t *newinfo; int newcount; float salvage; int salvagecount; int armor_maximum; // set armor cap if (ent->item->tag == ARMOR_JACKET) armor_maximum = sk_max_armor_jacket->value; else if (ent->item->tag == ARMOR_COMBAT) armor_maximum = sk_max_armor_combat->value; else // ARMOR_BODY armor_maximum = sk_max_armor_body->value; // get info on new armor newinfo = (gitem_armor_t *)ent->item->info; old_armor_index = ArmorIndex (other); // handle armor shards specially if (ent->item->tag == ARMOR_SHARD) { if (!old_armor_index) other->client->pers.inventory[jacket_armor_index] = sk_armor_bonus_value->value; else other->client->pers.inventory[old_armor_index] += sk_armor_bonus_value->value; } // 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 > armor_maximum) newcount = armor_maximum; // 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; } 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 > armor_maximum) newcount = armor_maximum; // 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; } } if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn (ent, 20); return true; } //====================================================================== // Knightmare- rewrote this so it's handled properly int PowerArmorType (edict_t *ent) { if (!ent->client) return POWER_ARMOR_NONE; // if (!(ent->flags & FL_POWER_ARMOR)) // 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; } //Knightmare- rewrote this to differentiate between power shield and power screen 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]) { safe_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]) { safe_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]) { safe_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); } //if they have an active power shield, deactivate it 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 //activate power shield { index = ITEM_INDEX(FindItem("cells")); if (!ent->client->pers.inventory[index]) { safe_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)]++; if (deathmatch->value) { if (!(ent->spawnflags & DROPPED_ITEM) ) SetRespawn (ent, ent->item->quantity); // auto-use for DM only if we didn't already have one if (!quantity //Knightmare- don't switch to power screen if we already have a power shield active && !(ent->item == FindItemByClassname("item_power_screen") && (other->flags & FL_POWER_SHIELD))) ent->item->use (other, ent->item); } return true; } // Knightmare- rewrote this so it's handled properly 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? 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); if (ent->item->pickup == Pickup_Health) { if (ent->count == sk_health_bonus_value->value) 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 // (ent->count == 100) gi.sound(other, CHAN_ITEM, gi.soundindex("items/m_health.wav"), 1, ATTN_NORM, 0); } else if (ent->item->pickup_sound) { gi.sound(other, CHAN_ITEM, gi.soundindex(ent->item->pickup_sound), 1, ATTN_NORM, 0); } } if (!(ent->spawnflags & ITEM_TARGETS_USED)) { G_UseTargets (ent, other); ent->spawnflags |= ITEM_TARGETS_USED; } if (!taken) return; DeleteReflection(ent,-1); if (!((coop->value) && (ent->item->flags & IT_STAY_COOP)) || (ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM))) { 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; if (deathmatch->value) { ent->nextthink = level.time + 29; ent->think = G_FreeEdict; } } edict_t *Drop_Item (edict_t *ent, gitem_t *item) { edict_t *dropped; vec3_t forward, right; vec3_t offset; dropped = G_Spawn(); dropped->classname = item->classname; dropped->item = item; dropped->spawnflags = DROPPED_ITEM; dropped->s.skinnum = item->world_model_skinnum; // Knightmare- skinnum specified in item table dropped->s.effects = item->world_model_flags; dropped->s.renderfx = RF_GLOW | RF_IR_VISIBLE; dropped->s.angles[1] = ent->s.angles[1]; // Knightmare- preserve yaw from dropping entity // mxd- Actually randomize it a bit (and not in 0 .. 32767 range like rand() does) /*if (rand() > 0.5) // randomize it a bit dropped->s.angles[1] += rand()*45; else dropped->s.angles[1] -= rand()*45;*/ dropped->s.angles[1] += crandom() * 45; // VectorSet (dropped->mins, -15, -15, -15); // VectorSet (dropped->maxs, 15, 15, 15); VectorSet (dropped->mins, -16, -16, -16); VectorSet (dropped->maxs, 16, 16, 16); gi.setmodel (dropped, dropped->item->world_model); dropped->solid = SOLID_TRIGGER; dropped->movetype = MOVETYPE_TOSS; dropped->touch = drop_temp_touch; dropped->owner = ent; // Lazarus: for monster-dropped health if (item->pickup == Pickup_Health) { dropped->count = item->quantity; if (item->quantity == sk_health_bonus_value->value) dropped->style |= HEALTH_IGNORE_MAX; if (item->quantity == 100) dropped->style |= HEALTH_IGNORE_MAX | HEALTH_TIMED; } if (ent->client) { trace_t trace; AngleVectors (ent->client->v_angle, forward, right, NULL); VectorSet(offset, 24, 0, -16); 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 { // Lazarus: throw the dropped item a bit farther than the default trace_t trace; AngleVectors (ent->s.angles, forward, right, NULL); // VectorCopy (ent->s.origin, dropped->s.origin); VectorSet(offset, 24, 0, -16); 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); } VectorScale (forward, 100, dropped->velocity); dropped->velocity[2] = 300; dropped->think = drop_make_touchable; dropped->nextthink = level.time + 1; 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 { // Lazarus: if(ent->spawnflags & SHOOTABLE) { ent->solid = SOLID_BBOX; ent->clipmask |= MASK_MONSTERSOLID; if(!ent->health) ent->health = 20; ent->takedamage = DAMAGE_YES; ent->die = item_die; } 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,-15,-15); VectorCopy (v, ent->mins); v = tv(15,15,15); VectorCopy (v, ent->maxs); if (ent->model) gi.setmodel (ent, ent->model); else gi.setmodel (ent, ent->item->world_model); // Lazarus: // origin_offset is wrong - absmin and absmax weren't set soon enough. // Fortunately we KNOW what the "offset" is - nada. VectorClear(ent->origin_offset); if(ent->spawnflags & SHOOTABLE) { ent->solid = SOLID_BBOX; ent->clipmask |= MASK_MONSTERSOLID; if(!ent->health) ent->health = 20; ent->takedamage = DAMAGE_YES; ent->die = item_die; } else ent->solid = SOLID_TRIGGER; // Lazarus: if(ent->movewith) ent->movetype = MOVETYPE_PUSH; else if(ent->spawnflags & NO_DROPTOFLOOR) ent->movetype = MOVETYPE_NONE; else ent->movetype = MOVETYPE_TOSS; ent->touch = Touch_Item; // Lazarus: if(!(ent->spawnflags & NO_DROPTOFLOOR)) { v = tv(0,0,-128); VectorAdd (ent->s.origin, v, dest); tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, dest, ent, MASK_SOLID); if (tr.startsolid) { gi.dprintf ("droptofloor: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin)); G_FreeEdict (ent); return; } tr.endpos[2] += 1; ent->mins[2] -= 1; 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) { char *s, *start; char data[MAX_QPATH]; int len; gitem_t *ammo; 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")) gi.imageindex (data); } } /* ============ 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) { PrecacheItem (item); // Lazarus: added several spawnflags, plus gave ALL keys trigger_spawn and no_touch // capabilities if ( ( (item->flags & IT_KEY) && (ent->spawnflags & ~31) ) || (!(item->flags & IT_KEY) && (ent->spawnflags & ~28) ) ) // if (ent->spawnflags) { // if (strcmp(ent->classname, "key_power_cube") != 0) { gi.dprintf("%s at %s has invalid spawnflags set (%d)\n", ent->classname, vtos(ent->s.origin), ent->spawnflags); if (item->flags & IT_KEY) ent->spawnflags &= 31; else ent->spawnflags &= 28; } } // some items will be prevented in deathmatch if (deathmatch->value) { 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; } } if ( (int)dmflags->value & DF_INFINITE_AMMO ) { if ( (item->flags == IT_AMMO) || (strcmp(ent->classname, "weapon_bfg") == 0) ) { G_FreeEdict (ent); return; } } } if (coop->value && (strcmp(ent->classname, "key_power_cube") == 0)) { ent->spawnflags |= (1 << (8 + level.power_cubes)); level.power_cubes++; } // don't let them drop items that stay in a coop game if ((coop->value) && (item->flags & IT_STAY_COOP)) { item->drop = NULL; } // Lazarus: flashlight - get level-wide cost for use if(strcmp(ent->classname, "item_flashlight") == 0) level.flashlight_cost = ent->count; //ZOID //Don't spawn the flags unless enabled if (!ctf->value && (strcmp(ent->classname, "item_flag_team1") == 0 || strcmp(ent->classname, "item_flag_team2") == 0)) { G_FreeEdict(ent); return; } ent->item = item; ent->nextthink = level.time + 2 * FRAMETIME; // items start after other solids ent->think = droptofloor; ent->s.skinnum = item->world_model_skinnum; //Knightmare- skinnum specified in item table ent->s.effects = item->world_model_flags; ent->s.renderfx = RF_GLOW; // Lazarus: if (item->pickup == Pickup_Health) { if (strcmp(ent->classname, "item_health_small") == 0) ent->count = sk_health_bonus_value->value; else ent->count = item->quantity; ent->style = item->tag; } if (ent->spawnflags & NO_STUPID_SPINNING) { ent->s.effects &= ~EF_ROTATE; ent->s.renderfx &= ~RF_GLOW; } if (ent->model) gi.modelindex (ent->model); //ZOID //flags are server animated and have special handling if (strcmp(ent->classname, "item_flag_team1") == 0 || strcmp(ent->classname, "item_flag_team2") == 0 || strcmp(ent->classname, "item_flag_team3") == 0) // Knightmare added ent->think = CTFFlagSetup; //ZOID } //====================================================================== gitem_t itemlist[] = { { NULL }, // leave index 0 alone // // 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", 0, EF_ROTATE, NULL, /* icon */ "i_bodyarmor", /* pickup */ "Body Armor", /* width */ 3, 0, NULL, IT_ARMOR, 0, &bodyarmor_info, ARMOR_BODY, /* precache */ "" }, /*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", 0, EF_ROTATE, NULL, /* icon */ "i_combatarmor", /* pickup */ "Combat Armor", /* width */ 3, 0, NULL, IT_ARMOR, 0, &combatarmor_info, ARMOR_COMBAT, /* precache */ "" }, /*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", 0, EF_ROTATE, NULL, /* icon */ "i_jacketarmor", /* pickup */ "Jacket Armor", /* width */ 3, 0, NULL, IT_ARMOR, 0, &jacketarmor_info, ARMOR_JACKET, /* precache */ "" }, /*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", 0, EF_ROTATE, NULL, #ifdef KMQUAKE2_ENGINE_MOD "i_shard", //icon #else "i_jacketarmor", //icon #endif /* pickup */ "Armor Shard", /* width */ 3, 0, NULL, IT_ARMOR, 0, NULL, ARMOR_SHARD, /* precache */ "" }, //Knightmare- armor shard that lies flat on the ground //5 /*QUAKED item_armor_shard_flat (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_armor_shard_flat", Pickup_Armor, NULL, NULL, NULL, "misc/ar2_pkup.wav", "models/items/armor/shard/flat/tris.md2", 0, 0, NULL, #ifdef KMQUAKE2_ENGINE_MOD "i_shard", //icon #else "i_jacketarmor", //icon #endif "Armor Shard", //pickup 3, //width 0, NULL, IT_ARMOR, 0, NULL, ARMOR_SHARD, "" //precache }, /*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", 0, EF_ROTATE, NULL, /* icon */ "i_powerscreen", /* pickup */ "Power Screen", /* width */ 0, 60, NULL, IT_ARMOR, 0, NULL, 0, /* precache */ "" }, /*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", 0, EF_ROTATE, NULL, /* icon */ "i_powershield", /* pickup */ "Power Shield", /* width */ 0, 60, NULL, IT_ARMOR, 0, NULL, 0, /* precache */ "misc/power2.wav misc/power1.wav" }, // // WEAPONS // /* 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, 0, "models/weapons/grapple/tris.md2", /* icon */ "w_grapple", /* pickup */ "Grapple", 0, 0, NULL, IT_WEAPON, WEAP_GRAPPLE, NULL, 0, /* precache */ "weapons/grapple/grfire.wav weapons/grapple/grpull.wav weapons/grapple/grhang.wav weapons/grapple/grreset.wav weapons/grapple/grhit.wav" }, /* weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16) always owned, never in the world */ /* { "weapon_blaster", NULL, Use_Weapon, NULL, Weapon_Blaster, "misc/w_pkup.wav", NULL, 0, 0, "models/weapons/v_blast/tris.md2", "w_blaster", "Blaster", 0, 0, NULL, IT_WEAPON|IT_STAY_COOP, WEAP_BLASTER, NULL, 0, "weapons/blastf1a.wav misc/lasfly.wav" }, */ // DWH /*QUAKED weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_blaster", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_Blaster, "misc/w_pkup.wav", "models/weapons/g_blast/tris.md2", 0, EF_ROTATE, "models/weapons/v_blast/tris.md2", "w_blaster", "Blaster", 0, 0, NULL, IT_WEAPON|IT_STAY_COOP, WEAP_BLASTER, NULL, 0, "weapons/blastf1a.wav misc/lasfly.wav" }, /*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_shotgun", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_Shotgun, "misc/w_pkup.wav", "models/weapons/g_shotg/tris.md2", 0, EF_ROTATE, "models/weapons/v_shotg/tris.md2", /* icon */ "w_shotgun", /* pickup */ "Shotgun", 0, 1, "Shells", IT_WEAPON|IT_STAY_COOP, WEAP_SHOTGUN, NULL, 0, /* precache */ "weapons/shotgf1b.wav weapons/shotgr1b.wav" }, /*QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_supershotgun", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_SuperShotgun, "misc/w_pkup.wav", "models/weapons/g_shotg2/tris.md2", 0, EF_ROTATE, "models/weapons/v_shotg2/tris.md2", /* icon */ "w_sshotgun", /* pickup */ "Super Shotgun", 0, 2, "Shells", IT_WEAPON|IT_STAY_COOP, WEAP_SUPERSHOTGUN, NULL, 0, /* precache */ "weapons/sshotf1b.wav" }, /*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_machinegun", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_Machinegun, "misc/w_pkup.wav", "models/weapons/g_machn/tris.md2", 0, EF_ROTATE, "models/weapons/v_machn/tris.md2", /* icon */ "w_machinegun", /* pickup */ "Machinegun", 0, 1, "Bullets", IT_WEAPON|IT_STAY_COOP, WEAP_MACHINEGUN, NULL, 0, /* precache */ "weapons/machgf1b.wav weapons/machgf2b.wav weapons/machgf3b.wav weapons/machgf4b.wav weapons/machgf5b.wav" }, /*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_chaingun", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_Chaingun, "misc/w_pkup.wav", "models/weapons/g_chain/tris.md2", 0, EF_ROTATE, "models/weapons/v_chain/tris.md2", /* icon */ "w_chaingun", /* pickup */ "Chaingun", 0, 1, "Bullets", IT_WEAPON|IT_STAY_COOP, WEAP_CHAINGUN, NULL, 0, /* precache */ "weapons/chngnu1a.wav weapons/chngnl1a.wav weapons/machgf3b.wav` weapons/chngnd1a.wav" }, /*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "ammo_grenades", Pickup_Ammo, Use_Weapon, Drop_Ammo, Weapon_Grenade, "misc/am_pkup.wav", "models/items/ammo/grenades/medium/tris.md2", 0, 0, "models/weapons/v_handgr/tris.md2", /* icon */ "a_grenades", /* pickup */ "Grenades", /* width */ 3, 5, "grenades", IT_AMMO|IT_WEAPON, WEAP_GRENADES, NULL, AMMO_GRENADES, /* precache */ "weapons/hgrent1a.wav weapons/hgrena1b.wav weapons/hgrenc1b.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav " }, /*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_grenadelauncher", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_GrenadeLauncher, "misc/w_pkup.wav", "models/weapons/g_launch/tris.md2", 0, EF_ROTATE, "models/weapons/v_launch/tris.md2", /* icon */ "w_glauncher", /* pickup */ "Grenade Launcher", 0, 1, "Grenades", IT_WEAPON|IT_STAY_COOP, WEAP_GRENADELAUNCHER, NULL, 0, /* precache */ "models/objects/grenade/tris.md2 weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav" }, /*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", 0, EF_ROTATE, "models/weapons/v_rocket/tris.md2", /* icon */ "w_rlauncher", /* pickup */ "Rocket Launcher", 0, 1, "Rockets", IT_WEAPON|IT_STAY_COOP, WEAP_ROCKETLAUNCHER, NULL, 0, /* precache */ "models/objects/rocket/tris.md2 weapons/rockfly.wav weapons/rocklf1a.wav weapons/rocklr1b.wav models/objects/debris2/tris.md2" }, /*QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_hyperblaster", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_HyperBlaster, "misc/w_pkup.wav", "models/weapons/g_hyperb/tris.md2", 0, EF_ROTATE, "models/weapons/v_hyperb/tris.md2", /* icon */ "w_hyperblaster", /* pickup */ "HyperBlaster", 0, 1, "Cells", IT_WEAPON|IT_STAY_COOP, WEAP_HYPERBLASTER, NULL, 0, /* precache */ "weapons/hyprbu1a.wav weapons/hyprbl1a.wav weapons/hyprbf1a.wav weapons/hyprbd1a.wav misc/lasfly.wav" }, /*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", 0, EF_ROTATE, "models/weapons/v_rail/tris.md2", /* icon */ "w_railgun", /* pickup */ "Railgun", 0, 1, "Slugs", IT_WEAPON|IT_STAY_COOP, WEAP_RAILGUN, NULL, 0, /* precache */ "weapons/rg_hum.wav" }, /*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_bfg", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_BFG, "misc/w_pkup.wav", "models/weapons/g_bfg/tris.md2", 0, EF_ROTATE, "models/weapons/v_bfg/tris.md2", /* icon */ "w_bfg", /* pickup */ "BFG10K", 0, 50, "Cells", IT_WEAPON|IT_STAY_COOP, WEAP_BFG, NULL, 0, /* precache */ "sprites/s_bfg1.sp2 sprites/s_bfg2.sp2 sprites/s_bfg3.sp2 weapons/bfg__f1y.wav weapons/bfg__l1a.wav weapons/bfg__x1b.wav weapons/bfg_hum.wav" }, /*QUAKED weapon_hml (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_hml", NULL, Use_Weapon, NULL, Weapon_HomingMissileLauncher, NULL, NULL, 0, EF_ROTATE, "models/weapons/v_homing/tris.md2", /* icon */ NULL, /* pickup */ "Homing Rocket Launcher", 0, 1, "homing rockets", IT_WEAPON|IT_STAY_COOP, WEAP_ROCKETLAUNCHER, NULL, 0, /* precache */ "models/objects/rocket/tris.md2 weapons/rockfly.wav weapons/rocklf1a.wav weapons/rocklr1b.wav models/objects/debris2/tris.md2" }, // Lazarus: No weapon - we HAVE to have a weapon { "weapon_null", NULL, Use_Weapon, NULL, Weapon_Null, "misc/w_pkup.wav", NULL, 0, 0, NULL, NULL, "No Weapon", 0, 0, NULL, IT_WEAPON|IT_STAY_COOP, WEAP_NONE, NULL, 0, "" }, // // 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, 0, NULL, /* icon */ "a_shells", /* pickup */ "Shells", /* width */ 3, 10, NULL, IT_AMMO, 0, NULL, AMMO_SHELLS, /* precache */ "" }, /*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, 0, NULL, /* icon */ "a_bullets", /* pickup */ "Bullets", /* width */ 3, 50, NULL, IT_AMMO, 0, NULL, AMMO_BULLETS, /* precache */ "" }, /*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, 0, NULL, /* icon */ "a_cells", /* pickup */ "Cells", /* width */ 3, 50, NULL, IT_AMMO, 0, NULL, AMMO_CELLS, /* precache */ "" }, /*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, 0, NULL, /* icon */ "a_rockets", /* pickup */ "Rockets", /* width */ 3, 5, NULL, IT_AMMO, 0, NULL, AMMO_ROCKETS, /* precache */ "" }, /*QUAKED ammo_homing_missiles (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "ammo_homing_missiles", Pickup_Ammo, NULL, Drop_Ammo, NULL, "misc/am_pkup.wav", "models/items/ammo/homing/medium/tris.md2", 0, 0, NULL, /* icon */ "a_homing", /* pickup */ "Homing Rockets", /* width */ 3, 5, NULL, IT_AMMO, 0, NULL, AMMO_HOMING_ROCKETS, /* precache */ "" }, /*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, 0, NULL, /* icon */ "a_slugs", /* pickup */ "Slugs", /* width */ 3, 10, NULL, IT_AMMO, 0, NULL, AMMO_SLUGS, /* precache */ "" }, /*QUAKED ammo_fuel (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "ammo_fuel", Pickup_Ammo, NULL, Drop_Ammo, NULL, "misc/am_pkup.wav", "models/items/ammo/fuel/medium/tris.md2", 0, 0, NULL, /* icon */ "a_fuel", /* pickup */ "fuel", /* width */ 4, 500, NULL, IT_AMMO, 0, NULL, AMMO_FUEL, /* precache */ "" }, // // POWERUP ITEMS // /*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_quad", Pickup_Powerup, Use_Quad, Drop_General, NULL, "items/pkup.wav", "models/items/quaddama/tris.md2", 0, EF_ROTATE, NULL, /* icon */ "p_quad", /* pickup */ "Quad Damage", /* width */ 2, 60, NULL, IT_POWERUP, 0, NULL, 0, /* precache */ "items/damage.wav items/damage2.wav items/damage3.wav" }, /*QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_invulnerability", Pickup_Powerup, Use_Invulnerability, Drop_General, NULL, "items/pkup.wav", "models/items/invulner/tris.md2", 0, EF_ROTATE, NULL, /* icon */ "p_invulnerability", /* pickup */ "Invulnerability", /* width */ 2, 300, NULL, IT_POWERUP, 0, NULL, 0, /* precache */ "items/protect.wav items/protect2.wav items/protect4.wav" }, /*QUAKED item_silencer (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_silencer", Pickup_Powerup, Use_Silencer, Drop_General, NULL, "items/pkup.wav", "models/items/silencer/tris.md2", 0, EF_ROTATE, NULL, /* icon */ "p_silencer", /* pickup */ "Silencer", /* width */ 2, 60, NULL, IT_POWERUP, 0, NULL, 0, /* precache */ "" }, /*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", 0, EF_ROTATE, NULL, /* icon */ "p_rebreather", /* pickup */ "Rebreather", /* width */ 2, 60, NULL, IT_STAY_COOP|IT_POWERUP, 0, NULL, 0, /* precache */ "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", 0, EF_ROTATE, NULL, /* icon */ "p_envirosuit", /* pickup */ "Environment Suit", /* width */ 2, 60, NULL, IT_STAY_COOP|IT_POWERUP, 0, NULL, 0, /* precache */ "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", 0, EF_ROTATE, NULL, /* icon */ "i_fixme", /* pickup */ "Ancient Head", /* width */ 2, 60, NULL, 0, 0, NULL, 0, /* precache */ "" }, /*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", 0, EF_ROTATE, NULL, /* icon */ "p_adrenaline", /* pickup */ "Adrenaline", /* width */ 2, 60, NULL, 0, 0, NULL, 0, /* precache */ "" }, /*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", 0, EF_ROTATE, NULL, /* icon */ "p_bandolier", /* pickup */ "Bandolier", /* width */ 2, 60, NULL, 0, 0, NULL, 0, /* precache */ "" }, /*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", 0, EF_ROTATE, NULL, /* icon */ "i_pack", /* pickup */ "Ammo Pack", /* width */ 2, 180, NULL, 0, 0, NULL, 0, /* precache */ "" }, #ifdef FLASHLIGHT_MOD #if FLASHLIGHT_USE != POWERUP_USE_ITEM { "item_flashlight", Pickup_Powerup, Use_Flashlight, Drop_General, NULL, "items/pkup.wav", "models/items/f_light/tris.md2", 0, EF_ROTATE, NULL, "p_flash", "Flashlight", 2, 60, NULL, IT_POWERUP, 0, NULL, 0, "" }, #endif #endif #ifdef JETPACK_MOD { "item_jetpack", Pickup_Powerup, Use_Jet, Drop_Jetpack, NULL, "items/pkup.wav", "models/items/jet/tris.md2", 0, EF_ROTATE, NULL, "p_jet", "Jetpack", 2, 600, "fuel", IT_POWERUP, 0, NULL, 0, "jetpack/activate.wav jetpack/rev1.wav jetpack/revrun.wav jetpack/running.wav jetpack/shutdown.wav jetpack/stutter.wav" }, #endif { "item_freeze", Pickup_Powerup, Use_Stasis, Drop_General, NULL, "items/pkup.wav", "models/items/stasis/tris.md2", 0, EF_ROTATE, NULL, "p_freeze", "Stasis Generator", 2, 30, NULL, IT_POWERUP, 0, NULL, 0, "items/stasis_start.wav items/stasis.wav items/stasis_stop.wav" }, // // 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", 0, EF_ROTATE, NULL, "k_datacd", "Data CD", 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*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", 0, EF_ROTATE, NULL, "k_powercube", "Power Cube", 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*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", 0, EF_ROTATE, NULL, "k_pyramid", "Pyramid Key", 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*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", 0, EF_ROTATE, NULL, "k_dataspin", "Data Spinner", 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*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", 0, EF_ROTATE, NULL, "k_security", "Security Pass", 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*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", 0, EF_ROTATE, NULL, "k_bluekey", "Blue Key", 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*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", 0, EF_ROTATE, NULL, "k_redkey", "Red Key", 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*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", 0, EF_GIB, NULL, /* icon */ "k_comhead", /* pickup */ "Commander's Head", /* width */ 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*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", 0, EF_ROTATE, NULL, /* icon */ "i_airstrike", /* pickup */ "Airstrike Marker", /* width */ 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /* { NULL, Pickup_Health, NULL, NULL, NULL, "items/pkup.wav", NULL, 0, 0, NULL, "i_health", "Health", 3, 0, NULL, 0, 0, NULL, 0, "items/s_health.wav items/n_health.wav items/l_health.wav items/m_health.wav" }, */ // Lazarus: Dunno what adding actual health models might end up fouling up, but // we'll give it a try for now. This will allow monsters to give up health. { "item_health_small", Pickup_Health, NULL, NULL, NULL, "items/s_health.wav", "models/items/healing/stimpack/tris.md2", 0, 0, NULL, "i_health", "Health", 3, 2, NULL, 0, 0, NULL, HEALTH_IGNORE_MAX, "items/s_health.wav" }, { "item_health", Pickup_Health, NULL, NULL, NULL, "items/n_health.wav", "models/items/healing/medium/tris.md2", 0, 0, NULL, "i_health", "Health", 3, 10, NULL, 0, 0, NULL, 0, "items/n_health.wav" }, { "item_health_large", Pickup_Health, NULL, NULL, NULL, "items/l_health.wav", "models/items/healing/large/tris.md2", 0, 0, NULL, "i_health", "Health", 3, 25, NULL, 0, 0, NULL, 0, "items/l_health.wav" }, { "item_health_mega", Pickup_Health, NULL, NULL, NULL, "items/m_health.wav", "models/items/mega_h/tris.md2", 0, 0, NULL, "i_health", "Health", 3, 100, NULL, 0, 0, NULL, HEALTH_IGNORE_MAX | HEALTH_TIMED, "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, //Should this be null if we don't want players to drop it manually? NULL, "ctf/flagtk.wav", "players/male/flag1.md2", 0, EF_FLAG1, NULL, /* icon */ "i_ctf1", /* pickup */ "Red Flag", /* width */ 2, 0, NULL, 0, 0, NULL, 0, /* precache */ "ctf/flagcap.wav ctf/flagret.wav" }, /*QUAKED item_flag_team2 (1 0.2 0) (-16 -16 -24) (16 16 32) */ { "item_flag_team2", CTFPickup_Flag, NULL, CTFDrop_Flag, //Should this be null if we don't want players to drop it manually? NULL, "ctf/flagtk.wav", "players/male/flag2.md2", 0, EF_FLAG2, NULL, /* icon */ "i_ctf2", /* pickup */ "Blue Flag", /* width */ 2, 0, NULL, 0, 0, NULL, 0, /* precache */ "ctf/flagcap.wav ctf/flagret.wav" }, /*QUAKED item_flag_team3 (1 0.2 0) (-16 -16 -24) (16 16 32) */ { "item_flag_team3", CTFPickup_Flag, NULL, CTFDrop_Flag, //Should this be null if we don't want players to drop it manually? NULL, "ctf/flagtk.wav", #ifdef KMQUAKE2_ENGINE_MOD "models/ctf/flags/flag3.md2", 0, EF_FLAG1|EF_FLAG2, #else "models/ctf/flags/flag3.md2", 0, EF_FLAG2, #endif NULL, /* icon */ "3tctfg", /* pickup */ "Green Flag", /* width */ 2, 0, NULL, 0, 0, NULL, 0, /* precache */ "ctf/flagcap.wav ctf/flagret.wav" }, /* Resistance Tech */ { "item_tech1", CTFPickup_Tech, NULL, CTFDrop_Tech, //Should this be null if we don't want players to drop it manually? NULL, "items/pkup.wav", "models/ctf/resistance/tris.md2", 0, EF_ROTATE, NULL, /* icon */ "tech1", /* pickup */ "Disruptor Shield", /* width */ 2, 0, NULL, IT_TECH, 0, NULL, 0, /* precache */ "ctf/tech1.wav" }, /* Strength Tech */ { "item_tech2", CTFPickup_Tech, NULL, CTFDrop_Tech, //Should this be null if we don't want players to drop it manually? NULL, "items/pkup.wav", "models/ctf/strength/tris.md2", 0, EF_ROTATE, NULL, /* icon */ "tech2", /* pickup */ "Power Amplifier", /* width */ 2, 0, NULL, IT_TECH, 0, NULL, 0, /* precache */ "ctf/tech2.wav ctf/tech2x.wav" }, /* Haste Tech */ { "item_tech3", CTFPickup_Tech, NULL, CTFDrop_Tech, //Should this be null if we don't want players to drop it manually? NULL, "items/pkup.wav", "models/ctf/haste/tris.md2", 0, EF_ROTATE, NULL, /* icon */ "tech3", /* pickup */ "Time Accel", /* width */ 2, 0, NULL, IT_TECH, 0, NULL, 0, /* precache */ "ctf/tech3.wav" }, /* Regeneration Tech */ { "item_tech4", CTFPickup_Tech, NULL, CTFDrop_Tech, //Should this be null if we don't want players to drop it manually? NULL, "items/pkup.wav", "models/ctf/regeneration/tris.md2", 0, EF_ROTATE, NULL, /* icon */ "tech4", /* pickup */ "AutoDoc", /* width */ 2, 0, NULL, IT_TECH, 0, NULL, 0, /* precache */ "ctf/tech4.wav" }, /* Vampire Tech */ { "item_tech5", CTFPickup_Tech, NULL, CTFDrop_Tech, //Should this be null if we don't want players to drop it manually? NULL, "items/pkup.wav", "models/ctf/vampire/tris.md2", 0, EF_ROTATE, NULL, /* icon */ "tech5", /* pickup */ "Vampire", /* width */ 2, 0, NULL, IT_TECH, 0, NULL, 0, /* precache */ "ctf/tech5.wav" }, /* Ammogen Tech */ { "item_tech6", CTFPickup_Tech, NULL, CTFDrop_Tech, //Should this be null if we don't want players to drop it manually? NULL, "items/pkup.wav", "models/ctf/ammogen/tris.md2", 0, EF_ROTATE, NULL, /* icon */ "tech6", /* pickup */ "Ammogen", /* width */ 2, 0, NULL, IT_TECH, 0, NULL, 0, /* precache */ "ctf/tech6.wav" }, /* Ammogen-spawned Backpack*/ { "item_ammogen_pack", Pickup_AmmogenPack, NULL, NULL, NULL, "items/pkup.wav", "models/items/pack/tris.md2", 0, EF_ROTATE, NULL, /* icon */ "i_pack", /* pickup */ "Backpack", /* width */ 2, 0, NULL, 0, 0, NULL, 0, /* precache */ "" }, //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 ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) ) { G_FreeEdict (self); return; } self->model = "models/items/healing/medium/tris.md2"; self->count = 10; // SpawnItem (self, FindItem ("Health")); SpawnItem (self, FindItemByClassname ("item_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 ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) ) { G_FreeEdict (self); return; } //gi.dprintf("HEY - SP_item_health_small\n"); self->model = "models/items/healing/stimpack/tris.md2"; self->count = sk_health_bonus_value->value; // SpawnItem (self, FindItem ("Health")); SpawnItem (self, FindItemByClassname ("item_health_small")); self->style = HEALTH_IGNORE_MAX; gi.soundindex ("items/s_health.wav"); } // QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) void SP_item_health_large (edict_t *self) { if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) ) { G_FreeEdict (self); return; } self->model = "models/items/healing/large/tris.md2"; self->count = 25; // SpawnItem (self, FindItem ("Health")); SpawnItem (self, FindItemByClassname ("item_health_large")); 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 ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) ) { G_FreeEdict (self); return; } self->model = "models/items/mega_h/tris.md2"; self->count = 100; // SpawnItem (self, FindItem ("Health")); SpawnItem (self, FindItemByClassname ("item_health_mega")); gi.soundindex ("items/m_health.wav"); self->style = HEALTH_IGNORE_MAX|HEALTH_TIMED; } void InitItems (void) { game.num_items = sizeof(itemlist)/sizeof(itemlist[0]) - 1; } /* =============== SetItemNames Called by worldspawn =============== */ void SetItemNames (void) { int i; gitem_t *it; for (i=0 ; ipickup_name); } noweapon_index = ITEM_INDEX(FindItem("No Weapon")); 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")); shells_index = ITEM_INDEX(FindItem("shells")); bullets_index = ITEM_INDEX(FindItem("bullets")); grenades_index = ITEM_INDEX(FindItem("Grenades")); rockets_index = ITEM_INDEX(FindItem("rockets")); cells_index = ITEM_INDEX(FindItem("cells")); slugs_index = ITEM_INDEX(FindItem("slugs")); fuel_index = ITEM_INDEX(FindItem("fuel")); homing_index = ITEM_INDEX(FindItem("homing rockets")); rl_index = ITEM_INDEX(FindItem("rocket launcher")); hml_index = ITEM_INDEX(FindItem("Homing Rocket Launcher")); } /* ================== Use_Flashlight ================== */ void Use_Flashlight ( edict_t *ent, gitem_t *item ) { if(!ent->client->flashlight) { if(ent->client->pers.inventory[ITEM_INDEX(FindItem(FLASHLIGHT_ITEM))] < level.flashlight_cost) { safe_cprintf(ent,PRINT_HIGH,"Flashlight requires %s\n",FLASHLIGHT_ITEM); return; } #if FLASHLIGHT_USE != POWERUP_USE_ITEM /* Lazarus: We never "use up" the flashlight ent->client->pers.inventory[ITEM_INDEX(item)]--; */ ValidateSelectedItem (ent); #endif } if(ent->client->flashlight ^= 1) ent->client->flashlight_time = level.time + FLASHLIGHT_DRAIN; } #ifdef JETPACK_MOD //============================================================================== void Use_Jet ( edict_t *ent, gitem_t *item ) { if(ent->client->jetpack) { // Currently on... turn it off and store remaining time ent->client->jetpack = false; ent->client->jetpack_framenum = 0; // Force frame. While using the jetpack ClientThink forces the frame to // stand20 when it really SHOULD be jump2. This is fine, but if we leave // it at that then the player cycles through the wrong frames to complete // his "jump" when the jetpack is turned off. The same thing is done in // ClientThink when jetpack timer expires. ent->s.frame = 67; gi.sound(ent,CHAN_GIZMO,gi.soundindex("jetpack/shutdown.wav"), 1, ATTN_NORM, 0); } else { // Knightmare- don't allow activating during stasis- or player can't descend if (level.freeze) { gi.dprintf("Cannot use jetpack while using stasis generator\n"); return; } // Currently off. Turn it on, and add time, if any, remaining // from last jetpack. if( ent->client->pers.inventory[ITEM_INDEX(item)] ) { ent->client->jetpack = true; // Lazarus: Never remove jetpack from inventory (unless dropped) // ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); ent->client->jetpack_framenum = level.framenum; ent->client->jetpack_activation = level.framenum; } else if(ent->client->pers.inventory[fuel_index] > 0) { ent->client->jetpack = true; ent->client->jetpack_framenum = level.framenum; ent->client->jetpack_activation = level.framenum; } else return; // Shouldn't have been able to get here, but I'm a pessimist gi.sound( ent, CHAN_GIZMO, gi.soundindex("jetpack/activate.wav"), 1, ATTN_NORM, 0); } } #endif // Lazarus: Stasis field generator void Use_Stasis ( edict_t *ent, gitem_t *item ) { if(ent->client->jetpack) { gi.dprintf("Cannot use stasis generator while using jetpack\n"); return; } ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); level.freeze = true; level.freezeframes = 0; gi.sound(ent, CHAN_ITEM, gi.soundindex("items/stasis_start.wav"), 1, ATTN_NORM, 0); }