thirtyflightsofloving/game/g_items.c
Knightmare66 94e238a893 Renamed cl_screen.c->SCR_AdjustFrom640() to SCR_ScaleCoords().
Added support for laser model with multiple skins to client entity code.
Enabled old blaster/flechette puff model when particles are disabled.
Added player muzzleflashes for LMCTF plasma rifle in cl_ents.c->CL_ParseMuzzleFlash().
Added support for extended w/ short index monster muzzleflashes using short enumerator to cl_lights.c->CL_ParseMuzzleFlash2().
Added contact parameter to g_monster.c->monster_fire_grenade() in missionpack DLL.
Added changeable blaster flash colors to cl_lights.c->CL_ParseMuzzleFlash2().
Added muzzleflashes for ionripper and plasma rifle soldier in cl_lights.c->CL_ParseMuzzleFlash2().
Removed unused removed weapons/hyprbu1a.wav from plasma rifle precache in default Lazarus, missionpack, and Zaero DLLs.
Added support for extended monster muzzleflashes to monster weapon code in default Lazarus and missionpack DLLs.
Changed fire_blaster() to use different skins in the same model instead of separate models for blaster bolts.
Tweaked default gib_health values in default Lazarus DLL.
Removed Lazarus grenade avoidance code from missionpack DLL.
Renamed monster_gunner_commander to monster_gunner_tactician in Lazarus DLL.
Adjusted damage for Tactician Gunner prox mines.
Changed order of glow pass in shared model rendering to be after envmap and celshading.
2021-07-09 19:54:05 -04:00

3373 lines
73 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
This file is part of Lazarus Quake 2 Mod source code.
Lazarus Quake 2 Mod source code 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.
Lazarus Quake 2 Mod source code 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 Lazarus Quake 2 Mod source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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 HEALTH_SMALL 4
#define HEALTH_LARGE 8
#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 ; 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)
{
int i;
gitem_t *it;
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 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;
// Knightmare- copy max health to client_persistant_t
// Fixes health reverting to prev max_health value on
// map change when game is not saved first
if (other->client)
other->client->pers.max_health = other->max_health;
}
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;
// Knightmare- copy max health to client_persistant_t
// Fixes health reverting to prev max_health value on
// map change when game is not saved first
if (other->client)
other->client->pers.max_health = other->max_health;
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->style == (HEALTH_IGNORE_MAX|HEALTH_TIMED)) // if (ent->count == 100)
gi.sound(other, CHAN_ITEM, gi.soundindex("items/m_health.wav"), 1, ATTN_NORM, 0);
else if (ent->style & HEALTH_SMALL) // 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->style & HEALTH_LARGE) // if (ent->count == 25)
gi.sound(other, CHAN_ITEM, gi.soundindex("items/l_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->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;
if (ent->skinnum) // Knightmare- use mapper-specified skinnum
ent->s.skinnum = ent->skinnum;
else
// if (!ent->s.skinnum) // Knightmare- allow mapper-specified skinnum
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,
/* precache */ "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 */ "models/objects/grenade2/tris.md2 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/hyprbl1a.wav weapons/hyprbf1a.wav weapons/hyprbd1a.wav misc/lasfly.wav" // removed weapons/hyprbu1a.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|HEALTH_SMALL,
"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,
HEALTH_LARGE,
"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->class_id = ENTITY_ITEM_HEALTH;
if (!self->model) // Knightmare- allow mapper-spcified model
self->model = "models/items/healing/medium/tris.md2";
if (!self->count) // Knightmare- allow mapper-spcified count
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;
}
self->class_id = ENTITY_ITEM_HEALTH_SMALL;
if (!self->model) // Knightmare- allow mapper-spcified model
self->model = "models/items/healing/stimpack/tris.md2";
if (!self->count) // Knightmare- allow mapper-spcified count
self->count = sk_health_bonus_value->value;
// SpawnItem (self, FindItem ("Health"));
SpawnItem (self, FindItemByClassname ("item_health_small"));
self->style = HEALTH_IGNORE_MAX|HEALTH_SMALL;
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->class_id = ENTITY_ITEM_HEALTH_LARGE;
if (!self->model) // Knightmare- allow mapper-spcified model
self->model = "models/items/healing/large/tris.md2";
if (!self->count) // Knightmare- allow mapper-spcified count
self->count = 25;
// SpawnItem (self, FindItem ("Health"));
SpawnItem (self, FindItemByClassname ("item_health_large"));
self->style = 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->class_id = ENTITY_ITEM_HEALTH_MEGA;
if (!self->model) // Knightmare- allow mapper-spcified model
self->model = "models/items/mega_h/tris.md2";
if (!self->count) // Knightmare- allow mapper-spcified count
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 ; i<game.num_items ; i++)
{
it = &itemlist[i];
gi.configstring (CS_ITEMS+i, it->pickup_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);
}