thirtyflightsofloving/missionpack/g_items.c
2021-09-30 20:09:36 -04:00

5267 lines
120 KiB
C

#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);
// RAFAEL
void Weapon_Ionripper (edict_t *ent);
void Weapon_Phalanx (edict_t *ent);
void Weapon_Trap (edict_t *ent);
//=========
//Rogue Weapons
void Weapon_ChainFist (edict_t *ent);
void Weapon_Disintegrator (edict_t *ent);
void Weapon_ETF_Rifle (edict_t *ent);
void Weapon_Heatbeam (edict_t *ent);
void Weapon_Prox (edict_t *ent);
void Weapon_Tesla (edict_t *ent);
void Weapon_ProxLauncher (edict_t *ent);
//void Weapon_Nuke (edict_t *ent);
//Rogue Weapons
//=========
void Weapon_Shockwave (edict_t *ent);
void Weapon_Plasma_Rifle (edict_t *ent); // SKWiD MOD
void Weapon_HomingMissileLauncher (edict_t *ent);
void Weapon_Null(edict_t *ent);
// *** Zaero prototypes ***
void Weapon_FlareGun (edict_t *ent);
//void Weapon_SniperRifle(edict_t *ent);
void Weapon_LaserTripBomb(edict_t *ent);
//void Weapon_SonicCannon (edict_t *ent);
void Weapon_EMPNuke (edict_t *ent);
//void Weapon_A2k (edict_t *ent);
void Use_Visor (edict_t *ent, gitem_t *item);
//void Action_Push(edict_t *ent);
void Use_PlasmaShield (edict_t *ent, gitem_t *item);
gitem_armor_t jacketarmor_info = { 25, 100, .30, .00, ARMOR_JACKET};
gitem_armor_t combatarmor_info = { 50, 200, .60, .30, ARMOR_COMBAT};
gitem_armor_t bodyarmor_info = {100, 10000, .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 blaster_index;
int rl_index;
int hml_index;
int pl_index;
int pr_index; // SKWiD MOD
int magslug_index;
int flechettes_index;
int prox_index;
int disruptors_index;
int tesla_index;
int trap_index;
int shocksphere_index;
int flares_index;
int tbombs_index;
int empnuke_index;
int plasmashield_index;
// added for convenience with triger_key sound hack
int key_q1_med_silver_index;
int key_q1_med_gold_index;
int key_q1_rune_silver_index;
int key_q1_rune_gold_index;
int key_q1_base_silver_index;
int key_q1_base_gold_index;
#define HEALTH_IGNORE_MAX 1
#define HEALTH_TIMED 2
#define HEALTH_FOODCUBE 4
#define HEALTH_SMALL 8
#define HEALTH_LARGE 16
void Use_Quad (edict_t *ent, gitem_t *item);
void Use_Double (edict_t *ent, gitem_t *item);
// RAFAEL
void Use_QuadFire (edict_t *ent, gitem_t *item);
// added stasis generator support
void Use_Stasis (edict_t *ent, gitem_t *item);
static int quad_drop_timeout_hack;
static int double_drop_timeout_hack;
// RAFAEL
static int quad_fire_drop_timeout_hack;
//======================================================================
/*
===============
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 if (item_index == magslug_index)
value = client->pers.max_magslug;
else if (item_index == flechettes_index)
value = client->pers.max_flechettes;
else if (item_index == prox_index)
value = client->pers.max_prox;
else if (item_index == disruptors_index)
value = client->pers.max_disruptors;
else if (item_index == tesla_index)
value = client->pers.max_tesla;
else if (item_index == trap_index)
value = client->pers.max_trap;
else if (item_index == shocksphere_index)
value = client->pers.max_shockspheres;
else if (item_index == flares_index)
value = client->pers.max_flares;
else if (item_index == tbombs_index)
value = client->pers.max_tbombs;
else if (item_index == empnuke_index)
value = client->pers.max_empnuke;
else if (item_index == plasmashield_index)
value = client->pers.max_plasmashield;
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;
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++)
;
}
//=====
//ROGUE
if (randomrespawn && randomrespawn->value)
{
edict_t *newEnt;
newEnt = DoRandomRespawn (ent);
// if we've changed entities, then do some sleight of hand.
// otherwise, the old entity will respawn
if (newEnt)
{
G_FreeEdict (ent);
ent = newEnt;
}
}
//ROGUE
//=====
ent->svflags &= ~SVF_NOCLIENT;
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;
// Can only pickup one flashlight
if (!strcmp(ent->classname, "item_flashlight") && quantity >= 1)
return false;
#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,100000);
}
else
{
other->client->jetpack_infinite = false;
Add_Ammo(other,fuel,ent->count);
}
}
#endif
other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
// Knightmare- set cell usage for flashlight
if (!strcmp(ent->classname, "item_flashlight"))
{
if (ent->count)
other->client->flashlight_cell_usage = ent->count;
else
other->client->flashlight_cell_usage = 0;
}
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->item->use == Use_Double || ent->item->use == Use_QuadFire)
&& (ent->spawnflags & DROPPED_PLAYER_ITEM)) )
{
if ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM))
quad_drop_timeout_hack = (ent->nextthink - level.time) / FRAMETIME;
if ((ent->item->use == Use_Double) && (ent->spawnflags & DROPPED_PLAYER_ITEM))
double_drop_timeout_hack = (ent->nextthink - level.time) / FRAMETIME;
if ((ent->item->use == Use_QuadFire) && (ent->spawnflags & DROPPED_PLAYER_ITEM))
quad_fire_drop_timeout_hack = (ent->nextthink - level.time) / FRAMETIME;
ent->item->use (other, ent->item);
}
//PGM
/* if (ent->item->use)
ent->item->use (other, ent->item);
else
gi.dprintf("Powerup has no use function!\n");*/
//PGM
}
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)
gi.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;
int index;
// 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;
// RAFAEL
if (other->client->pers.max_magslug < sk_bando_magslugs->value)
other->client->pers.max_magslug = sk_bando_magslugs->value;
// PMM
if (other->client->pers.max_flechettes < sk_bando_flechettes->value)
other->client->pers.max_flechettes = sk_bando_flechettes->value;
if (other->client->pers.max_disruptors < sk_bando_rounds->value)
other->client->pers.max_disruptors = sk_bando_rounds->value;
// pmm
if (other->client->pers.max_fuel < sk_bando_fuel->value)
other->client->pers.max_fuel = sk_bando_fuel->value;
// Zaero
if (other->client->pers.max_flares < sk_bando_flares->value)
other->client->pers.max_flares = sk_bando_flares->value;
// end Zaero
item = FindItem("Bullets");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_bullets)
other->client->pers.inventory[index] = other->client->pers.max_bullets;
}
item = FindItem("Shells");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_shells)
other->client->pers.inventory[index] = other->client->pers.max_shells;
}
if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
SetRespawn (ent, ent->item->quantity);
return true;
}
qboolean Pickup_Pack (edict_t *ent, edict_t *other)
{
gitem_t *item;
int index;
// 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_magslug < sk_pack_magslugs->value)
other->client->pers.max_magslug = sk_pack_magslugs->value;
if (other->client->pers.max_trap < sk_pack_traps->value)
other->client->pers.max_trap = sk_pack_traps->value;
// PMM
if (other->client->pers.max_flechettes < sk_pack_flechettes->value)
other->client->pers.max_flechettes = sk_pack_flechettes->value;
if (other->client->pers.max_prox < sk_pack_prox->value)
other->client->pers.max_prox = sk_pack_prox->value;
if (other->client->pers.max_tesla < sk_pack_tesla->value)
other->client->pers.max_tesla = sk_pack_tesla->value;
if (other->client->pers.max_disruptors < sk_pack_rounds->value)
other->client->pers.max_disruptors = sk_pack_rounds->value;
if (other->client->pers.max_shockspheres < sk_pack_shocksphere->value)
other->client->pers.max_shockspheres = sk_pack_shocksphere->value;
if (other->client->pers.max_homing_rockets < sk_pack_rockets->value)
other->client->pers.max_homing_rockets = sk_pack_rockets->value;
// pmm
if (other->client->pers.max_fuel < sk_pack_fuel->value)
other->client->pers.max_fuel = sk_pack_fuel->value;
// Zaero
if (other->client->pers.max_flares < sk_pack_flares->value)
other->client->pers.max_flares = sk_pack_flares->value;
if (other->client->pers.max_tbombs < sk_pack_tbombs->value)
other->client->pers.max_tbombs = sk_pack_tbombs->value;
/* if (other->client->pers.max_a2k < sk_pack_a2k->value)
other->client->pers.max_a2k = sk_pack_a2k->value;*/
if (other->client->pers.max_empnuke < sk_pack_empnuke->value)
other->client->pers.max_empnuke = sk_pack_empnuke->value;
if (other->client->pers.max_plasmashield < sk_pack_plasmashield->value)
other->client->pers.max_plasmashield = sk_pack_plasmashield->value;
// end Zaero
item = FindItem("Bullets");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_bullets)
other->client->pers.inventory[index] = other->client->pers.max_bullets;
}
item = FindItem("Shells");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_shells)
other->client->pers.inventory[index] = other->client->pers.max_shells;
}
item = FindItem("Cells");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_cells)
other->client->pers.inventory[index] = other->client->pers.max_cells;
}
item = FindItem("Grenades");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_grenades)
other->client->pers.inventory[index] = other->client->pers.max_grenades;
}
item = FindItem("Rockets");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_rockets)
other->client->pers.inventory[index] = other->client->pers.max_rockets;
}
item = FindItem("Slugs");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_slugs)
other->client->pers.inventory[index] = other->client->pers.max_slugs;
}
item = FindItem("Magslug");
if (item && sk_pack_give_xatrix_ammo->value)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_magslug)
other->client->pers.inventory[index] = other->client->pers.max_magslug;
}
// PMM
item = FindItem("Flechettes");
if (item && sk_pack_give_rogue_ammo->value)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_flechettes)
other->client->pers.inventory[index] = other->client->pers.max_flechettes;
}
item = FindItem("Disruptors");
if (item && sk_pack_give_rogue_ammo->value)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_disruptors)
other->client->pers.inventory[index] = other->client->pers.max_disruptors;
}
// pmm
// Zaero
item = FindItem("Flares");
if (item && sk_pack_give_zaero_ammo->value)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_empnuke)
other->client->pers.inventory[index] = other->client->pers.max_empnuke;
}
item = FindItem("IRED");
if (item && sk_pack_give_zaero_ammo->value)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_tbombs)
other->client->pers.inventory[index] = other->client->pers.max_tbombs;
}
/*
item = FindItem("A2k");
if (item && sk_pack_give_zaero_ammo->value)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_a2k)
other->client->pers.inventory[index] = other->client->pers.max_a2k;
}
*/
item = FindItem("EMPNuke");
if (item && sk_pack_give_zaero_ammo->value)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_empnuke)
other->client->pers.inventory[index] = other->client->pers.max_empnuke;
}
item = FindItem("Plasma Shield");
if (item && sk_pack_give_zaero_ammo->value)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_plasmashield)
other->client->pers.inventory[index] = other->client->pers.max_plasmashield;
}
// end Zaero
if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
SetRespawn (ent, ent->item->quantity);
return true;
}
// ================
// PMM
qboolean Pickup_Nuke (edict_t *ent, edict_t *other)
{
int quantity;
// if (!deathmatch->value)
// return;
quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
if (quantity >= sk_nuke_max->value)
return false;
/*if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0))
return false;*/
other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
if (deathmatch->value)
{
if (!(ent->spawnflags & DROPPED_ITEM) )
SetRespawn (ent, 300);
}
return true;
}
qboolean Pickup_Nbomb (edict_t *ent, edict_t *other)
{
int quantity;
quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
if (quantity >= sk_nbomb_max->value)
return false;
/*if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0))
return false;*/
other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
if (deathmatch->value)
{
if (!(ent->spawnflags & DROPPED_ITEM) )
SetRespawn (ent, 300);
}
return true;
}
// ================
// PGM
void Use_IR (edict_t *ent, gitem_t *item)
{
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
if (ent->client->ir_framenum > level.framenum)
ent->client->ir_framenum += (sk_ir_time->value * 10);
else
ent->client->ir_framenum = level.framenum + (sk_ir_time->value * 10);
gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ir_start.wav"), 1, ATTN_NORM, 0);
}
void Use_Double (edict_t *ent, gitem_t *item)
{
int timeout;
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
if (double_drop_timeout_hack)
{
timeout = double_drop_timeout_hack;
double_drop_timeout_hack = 0;
}
else
{
timeout = (sk_double_time->value * 10);
}
if (ent->client->double_framenum > level.framenum)
ent->client->double_framenum += (sk_double_time->value * 10);
else
ent->client->double_framenum = level.framenum + (sk_double_time->value * 10);
gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ddamage1.wav"), 1, ATTN_NORM, 0);
}
/*
void Use_Torch (edict_t *ent, gitem_t *item)
{
ent->client->torch_framenum = level.framenum + 6000;
}
*/
// Knightmare
void Use_Flashlight (edict_t *ent, gitem_t *item)
{
if (ent->client->flashlight_active)
{
ent->client->flashlight_active = false;
ent->client->flashlight_framenum = 0;
}
else
{ //can't use flashlight if we don't have the cells
if ((ent->client->flashlight_cell_usage > 0)
&& (ent->client->pers.inventory[ITEM_INDEX(FindItem("Cells"))] < ent->client->flashlight_cell_usage))
return;
ent->client->flashlight_active = true;
//Think every 60 seconds
ent->client->flashlight_framenum = level.time + 60;
}
}
void Use_Compass (edict_t *ent, gitem_t *item)
{
int ang;
ang = (int)(ent->client->v_angle[1]);
if (ang<0)
ang += 360;
gi.cprintf(ent, PRINT_HIGH, "Origin: %0.0f,%0.0f,%0.0f Dir: %d\n", ent->s.origin[0], ent->s.origin[1],
ent->s.origin[2], ang);
}
void Use_Nuke (edict_t *ent, gitem_t *item)
{
vec3_t forward, right, start;
float speed;
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorCopy (ent->s.origin, start);
speed = 100;
fire_nuke (ent, start, forward, speed);
}
void Use_Nbomb (edict_t *ent, gitem_t *item)
{
vec3_t forward, right, start;
float speed;
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorCopy (ent->s.origin, start);
speed = 100;
fire_nbomb (ent, start, forward, speed);
}
void Use_Doppleganger (edict_t *ent, gitem_t *item)
{
vec3_t forward, right;
vec3_t createPt, spawnPt;
vec3_t ang;
VectorClear(ang);
ang[YAW] = ent->client->v_angle[YAW];
AngleVectors (ang, forward, right, NULL);
VectorMA(ent->s.origin, 48, forward, createPt);
if (!FindSpawnPoint(createPt, ent->mins, ent->maxs, spawnPt, 32))
return;
if (!CheckGroundSpawnPoint(spawnPt, ent->mins, ent->maxs, 64, -1))
return;
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
SpawnGrow_Spawn (spawnPt, 0);
fire_doppleganger (ent, spawnPt, forward);
}
qboolean Pickup_Doppleganger (edict_t *ent, edict_t *other)
{
int quantity;
//if (!(deathmatch->value)) // item is DM only
//return false;
quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
if (quantity >= sk_doppleganger_max->value) // FIXME - apply max to dopplegangers
return false;
other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
if (!(ent->spawnflags & DROPPED_ITEM) )
SetRespawn (ent, ent->item->quantity);
return true;
}
qboolean Pickup_Sphere (edict_t *ent, edict_t *other)
{
int quantity;
if (other->client && other->client->owned_sphere)
{
// gi.cprintf(other, PRINT_HIGH, "Only one sphere to a customer!\n");
// return false;
}
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;
other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
if (deathmatch->value)
{
if (!(ent->spawnflags & DROPPED_ITEM) )
SetRespawn (ent, ent->item->quantity);
if (((int)dmflags->value & DF_INSTANT_ITEMS))
{
//PGM
if (ent->item->use)
ent->item->use (other, ent->item);
else
gi.dprintf("Powerup has no use function!\n");
//PGM
}
}
return true;
}
void Use_Defender (edict_t *ent, gitem_t *item)
{
if (ent->client && ent->client->owned_sphere)
{
gi.cprintf(ent, PRINT_HIGH, "Only one sphere at a time!\n");
return;
}
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
Defender_Launch (ent);
}
void Use_Hunter (edict_t *ent, gitem_t *item)
{
if (ent->client && ent->client->owned_sphere)
{
gi.cprintf(ent, PRINT_HIGH, "Only one sphere at a time!\n");
return;
}
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
Hunter_Launch (ent);
}
void Use_Vengeance (edict_t *ent, gitem_t *item)
{
if (ent->client && ent->client->owned_sphere)
{
gi.cprintf(ent, PRINT_HIGH, "Only one sphere at a time!\n");
return;
}
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
Vengeance_Launch (ent);
}
// PGM
// ================
//======================================================================
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);
}
//======================================================================
// RAFAEL
void Use_QuadFire (edict_t *ent, gitem_t *item)
{
int timeout;
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
if (quad_fire_drop_timeout_hack)
{
timeout = quad_fire_drop_timeout_hack;
quad_fire_drop_timeout_hack = 0;
}
else
{
timeout = (sk_quad_fire_time->value * 10);
}
if (ent->client->quadfire_framenum > level.framenum)
ent->client->quadfire_framenum += timeout;
else
ent->client->quadfire_framenum = level.framenum + timeout;
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/quadfire1.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_MAGSLUG)
max = ent->client->pers.max_magslug;
else if (item->tag == AMMO_TRAP)
max = ent->client->pers.max_trap;
else if (item->tag == AMMO_FLECHETTES)
max = ent->client->pers.max_flechettes;
else if (item->tag == AMMO_PROX)
max = ent->client->pers.max_prox;
else if (item->tag == AMMO_TESLA)
max = ent->client->pers.max_tesla;
else if (item->tag == AMMO_DISRUPTOR)
max = ent->client->pers.max_disruptors;
else if (item->tag == AMMO_SHOCKSPHERE)
max = ent->client->pers.max_shockspheres;
else if (item->tag == AMMO_FUEL)
max = ent->client->pers.max_fuel;
else if (item->tag == AMMO_HOMING_ROCKETS)
max = ent->client->pers.max_homing_rockets;
else if (item->tag == AMMO_LASERTRIPBOMB)
max = ent->client->pers.max_tbombs;
else if (item->tag == AMMO_FLARES)
max = ent->client->pers.max_flares;
else if (item->tag == AMMO_EMPNUKE)
max = ent->client->pers.max_empnuke;
else if (item->tag == AMMO_PLASMASHIELD)
max = ent->client->pers.max_plasmashield;
// ROGUE
else
{
gi.dprintf("undefined ammo type\n");
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("Magslug");
if (item)
item->quantity = sk_box_magslugs->value;
item = FindItem("Trap");
if (item)
item->quantity = sk_box_trap->value;
item = FindItem("Flechettes");
if (item)
item->quantity = sk_box_flechettes->value;
item = FindItem("Prox");
if (item)
item->quantity = sk_box_prox->value;
item = FindItem("Tesla");
if (item)
item->quantity = sk_box_tesla->value;
item = FindItem("Disruptors");
if (item)
item->quantity = sk_box_disruptors->value;
item = FindItem("Shocksphere");
if (item)
item->quantity = sk_box_shocksphere->value;
item = FindItem("Fuel");
if (item)
item->quantity = sk_box_fuel->value;
item = FindItem("Flares");
if (item)
item->quantity = sk_box_flares->value;
item = FindItem("IRED");
if (item)
item->quantity = sk_box_tbombs->value;
item = FindItem("EMPNuke");
if (item)
item->quantity = sk_box_empnuke->value;
item = FindItem("Plasma Shield");
if (item)
item->quantity = sk_box_plasmashield->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)
{
// don't switch to tesla
if (other->client->pers.weapon != ent->item
&& ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster"))
&& (strcmp(ent->classname, "ammo_tesla")) )
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) {
gi.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) //&& self->owner->health > self->owner->base_health)
{
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;
// Knightmare- cap foodcube
if ((ent->style & HEALTH_FOODCUBE) && other->health >= other->client->pers.max_fc_health)
return false;
// backup current health upon getting megahealth
/* if (ent->style & HEALTH_TIMED)
{
if (other->base_health && other->health > other->base_health)
{
gi.dprintf("Player already has megahealth active, not saving current health\n");
}
else if (other->health >= other->max_health)
{
other->base_health = other->health;
gi.dprintf("Current health saved as base_health\n");
}
else
{
other->base_health = other->max_health;
gi.dprintf("Current max_health saved as base_health\n");
}
}*/
other->health += ent->count;
// stimpacks shouldn't rot away
/* if (ent->style & HEALTH_IGNORE_MAX
&& other->base_health >= other->max_health && other->health >= other->base_health)
other->base_health += ent->count;
*/
// PMM - health sound fix
/*
if (ent->count == 2)
ent->item->pickup_sound = "items/s_health.wav";
else if (ent->count == 10)
ent->item->pickup_sound = "items/n_health.wav";
else if (ent->count == 25)
ent->item->pickup_sound = "items/l_health.wav";
else // (ent->count == 100)
ent->item->pickup_sound = "items/m_health.wav";
*/
// Knightmare- cap foodcube
if (ent->style & HEALTH_FOODCUBE)
{
if (other->health > other->client->pers.max_fc_health)
other->health = other->client->pers.max_fc_health;
}
else if (!(ent->style & HEALTH_IGNORE_MAX))
{
if (other->health > other->max_health)
other->health = other->max_health;
}
if (ent->style & HEALTH_TIMED)
{
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 stroner than current armor (always pick up)
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_SHIELD) && !(ent->flags & FL_POWER_SCREEN))
// return POWER_ARMOR_NONE;
// if (ent->client->pers.inventory[power_shield_index] > 0)
if (ent->flags & FL_POWER_SHIELD)
return POWER_ARMOR_SHIELD;
// if (ent->client->pers.inventory[power_screen_index] > 0)
if (ent->flags & FL_POWER_SCREEN)
return POWER_ARMOR_SCREEN;
return POWER_ARMOR_NONE;
}
// 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])
{
gi.cprintf (ent, PRINT_HIGH, "No cells for power screen.\n");
return;
}
ent->flags &= ~FL_POWER_SHIELD;
ent->flags |= FL_POWER_SCREEN;
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0);
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0);
}
//if they have an active power screen, deactivate that
else if (ent->flags & FL_POWER_SCREEN)
{
ent->flags &= ~FL_POWER_SCREEN;
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0);
}
else //activate power screen
{
index = ITEM_INDEX(FindItem("cells"));
if (!ent->client->pers.inventory[index])
{
gi.cprintf (ent, PRINT_HIGH, "No cells for power screen.\n");
return;
}
ent->flags |= FL_POWER_SCREEN;
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0);
}
}
else if (item == FindItemByClassname("item_power_shield"))
{ //if player has an active power screen, deacivate that and activate power shield
if (ent->flags & FL_POWER_SCREEN)
{
index = ITEM_INDEX(FindItem("cells"));
if (!ent->client->pers.inventory[index])
{
gi.cprintf (ent, PRINT_HIGH, "No cells for power shield.\n");
return;
}
ent->flags &= ~FL_POWER_SCREEN;
ent->flags |= FL_POWER_SHIELD;
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0);
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0);
}
//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])
{
gi.cprintf (ent, PRINT_HIGH, "No cells for power shield.\n");
return;
}
ent->flags |= FL_POWER_SHIELD;
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0);
}
}
}
qboolean Pickup_PowerArmor (edict_t *ent, edict_t *other)
{
int quantity;
quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
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);
}
//======================================================================
// Zaero
qboolean Pickup_PlasmaShield(edict_t *ent, edict_t *other)
{
if (other->client->pers.inventory[ITEM_INDEX(ent->item)] > ent->client->pers.max_plasmashield)
{
return false;
}
other->client->pers.inventory[ITEM_INDEX(ent->item)]++;// = 1;
if (deathmatch->value)
{
if (!(ent->spawnflags & DROPPED_ITEM) )
SetRespawn (ent, ent->item->quantity);
}
return true;
}
qboolean Pickup_Visor (edict_t *ent, edict_t *other)
{
int frames_per_visor = (max(sk_visor_time->value, 2) * 10); // was 300
// do we already have a visor?
if (other->client->pers.inventory[ITEM_INDEX(ent->item)] >= sk_powerup_max->value)
// && other->client->pers.visorFrames == frames_per_visor)
{
return false;
}
other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
if (ent->spawnflags & DROPPED_ITEM)
other->client->pers.visorFrames = (int)(other->client->pers.visorFrames + ent->visorFrames)
% frames_per_visor;
else
other->client->pers.visorFrames = (int)(other->client->pers.visorFrames + frames_per_visor)
% frames_per_visor;
if (deathmatch->value)
{
if (!(ent->spawnflags & DROPPED_ITEM) )
SetRespawn (ent, 30);
}
return true;
}
void Drop_Visor (edict_t *ent, gitem_t *item)
{
int frames_per_visor = (max(sk_visor_time->value, 2) * 10);
edict_t *visor = Drop_Item (ent, item);
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
visor->visorFrames = (ent->client->pers.visorFrames > 0) ? ent->client->pers.visorFrames : frames_per_visor;
ent->client->pers.visorFrames = 0;
// if (ent->client->pers.inventory[ITEM_INDEX(item)] == 0)
// ent->client->pers.visorFrames = 0;
}
// end Zaero
//======================================================================
/*
===============
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);
// PMM - health sound fix
if (ent->item->pickup == Pickup_Health)
{
if (ent->style & HEALTH_FOODCUBE)
gi.sound(other, CHAN_ITEM, gi.soundindex("items/m_health.wav"), 1, ATTN_NORM, 0);
else 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 < 10) // Knightmare
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) // PGM - paranoia
{
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;
// Lazarus reflections
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);
}
}
// Knightmare added
/*
===============
Touch_Q1Backpack
===============
*/
void Touch_Q1Backpack (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
qboolean taken;
// if (other == ent->owner) // can't be touched by the entity that dropped us
// return;
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;
// gi.sound(other, CHAN_ITEM, gi.soundindex("q1weapons/lock4.wav"), 1, ATTN_NORM, 0);
/* if (ent->noise_index != 0) {
gi.sound(other, CHAN_ITEM, ent->noise_index, 1, ATTN_NORM, 0);
}*/
}
if (!taken)
return;
// Lazarus reflections
DeleteReflection (ent, -1);
// just delete it, no respawning
G_FreeEdict (ent);
}
// end Knightmare
//======================================================================
/*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;
}
}
void Item_Die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
// BecomeExplosion1 (self);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION1);
gi.WritePosition (self->s.origin);
gi.multicast (self->s.origin, MULTICAST_PVS);
// Lazarus reflections
if (level.num_reflectors)
ReflectExplosion (TE_EXPLOSION1, self->s.origin);
if (!(self->spawnflags & DROPPED_ITEM) && (deathmatch->value))
SetRespawn (self, 30);
else
G_FreeEdict (self);
}
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; // PGM
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, -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;
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
{
AngleVectors (ent->s.angles, forward, right, NULL);
VectorCopy (ent->s.origin, dropped->s.origin);
}
/* if (ent->solid == SOLID_BSP) //Knightmare- hack for items dropped by shootable boxes
{
VectorCopy (ent->velocity, dropped->velocity); //if it's moving on a conveyor
}
else*/
if (ent->solid != SOLID_BSP) // Knightmare- hack for items dropped by shootable boxes
VectorScale (forward, 100, dropped->velocity);
if (!strcmp(ent->classname, "func_pushable")) // Make items dropped by movable crates destroyable
{
dropped->spawnflags |= ITEM_SHOOTABLE;
dropped->solid = SOLID_BBOX;
dropped->health = 20;
dropped->takedamage = DAMAGE_YES;
// dropped->die = BecomeExplosion1;
// Knightmare- this compiles cleaner
dropped->die = Item_Die;
}
dropped->velocity[2] += 300;
dropped->think = drop_make_touchable;
dropped->nextthink = level.time + 1;
gi.linkentity (dropped);
return dropped;
}
// Knightmare added
/*
============
Drop_Q1Backpack
Spawns backpack dropped by Q1 monsters.
Similar to Drop_Item, but the backpack is not an item in the item table.
It contains an item instead.
============
*/
edict_t *Drop_Q1Backpack (edict_t *ent, gitem_t *item, int count)
{
edict_t *backpack;
vec3_t forward, right;
vec3_t offset;
if (!ent)
return NULL;
if (!item) {
gi.dprintf ("Drop_Q1Backpack: invalid item\n");
return NULL;
}
backpack = G_Spawn();
backpack->classname = "misc_q1_backpack";
backpack->item = item;
backpack->count = count;
backpack->touch = Touch_Q1Backpack;
backpack->spawnflags = DROPPED_ITEM;
backpack->s.skinnum = 0;
backpack->s.effects = EF_ROTATE;
backpack->s.renderfx = RF_GLOW | RF_IR_VISIBLE;
backpack->s.angles[1] = ent->s.angles[1]; // Knightmare- preserve yaw from dropping entity
backpack->s.angles[1] += crandom() * 45;
// backpack->noise_index = gi.soundindex("q1weapons/lock4.wav");
VectorSet (backpack->mins, -16, -16, -16);
VectorSet (backpack->maxs, 16, 16, 16);
gi.setmodel (backpack, "models/items/q1backpack/tris.md2");
backpack->solid = SOLID_TRIGGER;
backpack->movetype = MOVETYPE_TOSS;
backpack->touch = drop_temp_touch;
backpack->owner = ent;
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, backpack->s.origin);
trace = gi.trace (ent->s.origin, backpack->mins, backpack->maxs,
backpack->s.origin, ent, CONTENTS_SOLID);
VectorCopy (trace.endpos, backpack->s.origin);
}
else
{
AngleVectors (ent->s.angles, forward, right, NULL);
VectorCopy (ent->s.origin, backpack->s.origin);
}
VectorScale (forward, 100, backpack->velocity);
backpack->velocity[2] += 300;
backpack->think = G_FreeEdict;
backpack->nextthink = level.time + 1800;
gi.linkentity (backpack);
return backpack;
}
// end Knightmare
void Use_Item (edict_t *ent, edict_t *other, edict_t *activator)
{
ent->svflags &= ~SVF_NOCLIENT;
ent->use = NULL;
if (ent->spawnflags & ITEM_NO_TOUCH)
{
ent->solid = SOLID_BBOX;
ent->touch = NULL;
}
else
{
ent->solid = SOLID_TRIGGER;
ent->touch = Touch_Item;
}
gi.linkentity (ent);
}
//======================================================================
/*
================
droptofloor
================
*/
void droptofloor (edict_t *ent)
{
trace_t tr;
vec3_t dest;
float *v;
v = tv(-15,-15,-15);
VectorCopy (v, ent->mins);
v = tv(15,15,15);
VectorCopy (v, ent->maxs);
if (ent->model)
gi.setmodel (ent, ent->model);
else if (ent->item->world_model) // PGM we shouldn't need this check, but paranoia...
gi.setmodel (ent, ent->item->world_model);
ent->solid = SOLID_TRIGGER;
if (ent->spawnflags & ITEM_NO_DROPTOFLOOR)
ent->movetype = MOVETYPE_NONE;
else
ent->movetype = MOVETYPE_TOSS;
ent->touch = Touch_Item;
if (!(ent->spawnflags & ITEM_NO_DROPTOFLOOR)) // Knightmare- allow marked items to spawn in solids
{
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;
}
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;
}
if (ent->spawnflags & ITEM_NO_ROTATE)
ent->s.effects &= ~EF_ROTATE;
if (ent->spawnflags & ITEM_SHOOTABLE)
{
ent->solid = SOLID_BBOX;
if (!ent->health)
ent->health = 20;
ent->takedamage = DAMAGE_YES;
//ent->die = BecomeExplosion1;
//Knightmare- this compiles cleaner
ent->die = Item_Die;
}
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);
}
}
//=================
// Item_TriggeredSpawn - create the item marked for spawn creation
//=================
void Item_TriggeredSpawn (edict_t *self, edict_t *other, edict_t *activator)
{
// self->nextthink = level.time + 2 * FRAMETIME; // items start after other solids
// self->think = droptofloor;
self->svflags &= ~SVF_NOCLIENT;
self->use = NULL;
if (strcmp(self->classname, "key_power_cube")) // leave them be on key_power_cube..
self->spawnflags = 0;
droptofloor (self);
}
//=================
// SetTriggeredSpawn - set up an item to spawn in later.
//=================
void SetTriggeredSpawn (edict_t *ent)
{
// don't do anything on key_power_cubes.
if (!strcmp(ent->classname, "key_power_cube"))
return;
ent->think = NULL;
ent->nextthink = 0;
ent->use = Item_TriggeredSpawn;
ent->svflags |= SVF_NOCLIENT;
ent->solid = SOLID_NOT;
}
/*
============
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)
{
// PGM - since the item may be freed by the following rules, go ahead
// and move the precache until AFTER the following rules have been checked.
// keep an eye on this.
// PrecacheItem (item);
/* if (ent->spawnflags > 1) // PGM
{
if (strcmp(ent->classname, "key_power_cube") != 0)
{
ent->spawnflags = 0;
gi.dprintf("%s at %s has invalid spawnflags set\n", ent->classname, vtos(ent->s.origin));
}
}*/
// 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;
}
//=====
//ROGUE
if (item->pickup == Pickup_Sphere)
{
G_FreeEdict (ent);
return;
}
if (item->pickup == Pickup_Doppleganger)
{
G_FreeEdict (ent);
return;
}
//ROGUE
//=====
}
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;
}
}
//==========
//ROGUE
if ( (int)dmflags->value & DF_NO_MINES )
{
if ( !strcmp(ent->classname, "ammo_prox") ||
!strcmp(ent->classname, "ammo_tesla") )
{
G_FreeEdict (ent);
return;
}
}
if ( (int)dmflags->value & DF_NO_NUKES )
{
if ( !strcmp(ent->classname, "ammo_nuke") )
{
G_FreeEdict (ent);
return;
}
}
if ( (int)dmflags->value & DF_NO_SPHERES )
{
if (item->pickup == Pickup_Sphere)
{
G_FreeEdict (ent);
return;
}
}
//ROGUE
//==========
}
//==========
//ROGUE
// DM only items
if (!deathmatch->value)
{
if (item->pickup == Pickup_Doppleganger || item->pickup == Pickup_Nuke)
{
G_FreeEdict (ent);
return;
}
if ((item->use == Use_Vengeance) || (item->use == Use_Hunter))
{
G_FreeEdict (ent);
return;
}
}
//ROGUE
//==========
//PGM
PrecacheItem (item);
//PGM
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;
}
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
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;
if (ent->model)
gi.modelindex (ent->model);
// Knightmare added- all items are IR visible
ent->s.renderfx |= RF_IR_VISIBLE;
if (ent->spawnflags & 1)
SetTriggeredSpawn (ent);
}
//======================================================================
gitem_t itemlist[] =
{
{NULL}, // leave index 0 alone
//
// ARMOR
//
// 1
/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_armor_body",
Pickup_Armor,
NULL,
NULL,
NULL,
"misc/ar1_pkup.wav",
"models/items/armor/body/tris.md2", 0, EF_ROTATE,
NULL,
"i_bodyarmor", // icon
"Body Armor", // pickup
3, // width
0,
NULL,
IT_ARMOR,
0,
&bodyarmor_info,
ARMOR_BODY,
"" // precache
},
// 2
/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_armor_combat",
Pickup_Armor,
NULL,
NULL,
NULL,
"misc/ar1_pkup.wav",
"models/items/armor/combat/tris.md2", 0, EF_ROTATE,
NULL,
"i_combatarmor", // icon
"Combat Armor", // pickup
3, // width
0,
NULL,
IT_ARMOR,
0,
&combatarmor_info,
ARMOR_COMBAT,
"" // precache
},
// 3
/*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_armor_jacket",
Pickup_Armor,
NULL,
NULL,
NULL,
"misc/ar1_pkup.wav",
"models/items/armor/jacket/tris.md2", 0, EF_ROTATE,
NULL,
"i_jacketarmor", // icon
"Jacket Armor", // pickup
3, // width
0,
NULL,
IT_ARMOR,
0,
&jacketarmor_info,
ARMOR_JACKET,
"" // precache
},
// 4
/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"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
"Armor Shard", // pickup
3, // width
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
},
// 6
/*QUAKED item_power_screen (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_power_screen",
Pickup_PowerArmor,
Use_PowerArmor,
Drop_PowerArmor,
NULL,
"misc/ar3_pkup.wav",
"models/items/armor/screen/tris.md2", 0, EF_ROTATE,
NULL,
"i_powerscreen", // icon
"Power Screen", // pickup
0, // width
60,
NULL,
IT_ARMOR,
0,
NULL,
0,
"misc/power2.wav misc/power1.wav" // precache
},
// 7
/*QUAKED item_power_shield (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_power_shield",
Pickup_PowerArmor,
Use_PowerArmor,
Drop_PowerArmor,
NULL,
"misc/ar3_pkup.wav",
"models/items/armor/shield/tris.md2", 0, EF_ROTATE,
NULL,
"i_powershield", // icon
"Power Shield", // pickup
0, // width
60,
NULL,
IT_ARMOR,
0,
NULL,
0,
"misc/power2.wav misc/power1.wav" // precache
},
//
// WEAPONS
//
// 8
/*QUAKED weapon_flaregun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_flaregun",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_FlareGun,
"misc/w_pkup.wav",
"models/weapons/g_flare/tris.md2", 0, EF_ROTATE,
"models/weapons/v_flare/tris.md2",
"w_flare", // icon
"Flare Gun", // pickup
0,
1,
"Flares",
IT_WEAPON|IT_STAY_COOP|IT_ZAERO,
WEAP_BLASTER,
NULL,
0,
"models/objects/flare/tris.md2 weapons/flare/shoot.wav weapons/flare/flarehis.wav" // precache
},
// 9
/* weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_blaster",
Pickup_Weapon, //was NULL
Use_Weapon,
Drop_Weapon, //was NULL
Weapon_Blaster,
"misc/w_pkup.wav",
"models/weapons/g_blast/tris.md2", 0, EF_ROTATE, //was NULL, 0
"models/weapons/v_blast/tris.md2",
"w_blaster", // icon
"Blaster", // pickup
0,
0,
NULL,
IT_WEAPON|IT_STAY_COOP,
WEAP_BLASTER,
NULL,
0,
"weapons/blastf1a.wav misc/lasfly.wav" // precache
},
// 10
/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"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",
"w_shotgun", // icon
"Shotgun", // pickup
0,
1,
"Shells",
IT_WEAPON|IT_STAY_COOP,
WEAP_SHOTGUN,
NULL,
0,
"weapons/shotgf1b.wav weapons/shotgr1b.wav" // precache
},
// 11
/*QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"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",
"w_sshotgun", // icon
"Super Shotgun", // pickup
0,
2,
"Shells",
IT_WEAPON|IT_STAY_COOP,
WEAP_SUPERSHOTGUN,
NULL,
0,
"weapons/sshotf1b.wav" // precache
},
// 12
/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"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",
"w_machinegun", // icon
"Machinegun", // pickup
0,
1,
"Bullets",
IT_WEAPON|IT_STAY_COOP,
WEAP_MACHINEGUN,
NULL,
0,
"weapons/machgf1b.wav weapons/machgf2b.wav weapons/machgf3b.wav weapons/machgf4b.wav weapons/machgf5b.wav" // precache
},
// 13
/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"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",
"w_chaingun", // icon
"Chaingun", // pickup
0,
1,
"Bullets",
IT_WEAPON|IT_STAY_COOP,
WEAP_CHAINGUN,
NULL,
0,
"weapons/chngnu1a.wav weapons/chngnl1a.wav weapons/machgf3b.wav weapons/chngnd1a.wav" // precache
},
// 14
// ROGUE
/*QUAKED weapon_etf_rifle (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"weapon_etf_rifle", // classname
Pickup_Weapon, // pickup function
Use_Weapon, // use function
Drop_Weapon, // drop function
Weapon_ETF_Rifle, // weapon think function
"misc/w_pkup.wav", // pick up sound
"models/weapons/g_etf_rifle/tris.md2", 0, EF_ROTATE,// world model, skinnum, world model flags
"models/weapons/v_etf_rifle/tris.md2", // view model
"w_etf_rifle", // icon
"ETF Rifle", // name printed when picked up
0, // number of digits for statusbar
1, // amount used / contained
"Flechettes", // ammo type used
IT_WEAPON|IT_STAY_COOP|IT_ROGUE, // inventory flags
WEAP_ETFRIFLE, // visible weapon
NULL, // info (void *)
0, // tag
"weapons/nail1.wav models/proj/flechette/tris.md2", // precaches
},
// rogue
// 15
/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"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",
"a_grenades", // icon
"Grenades", // pickup
3, // width
5,
"grenades",
IT_AMMO|IT_WEAPON,
WEAP_GRENADES,
NULL,
AMMO_GRENADES,
"models/objects/grenade2/tris.md2 weapons/hgrent1a.wav weapons/hgrena1b.wav weapons/hgrenc1b.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav" // precache
},
// 16
/*QUAKED ammo_ired (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_ired",
Pickup_Ammo,
Use_Weapon,
Drop_Ammo,
Weapon_LaserTripBomb,
"misc/am_pkup.wav",
"models/items/ammo/ireds/tris.md2", 0, 0,
"models/weapons/v_ired/tris.md2",
"w_ired", // icon
"IRED", // pickup
3, // width
3,
"IRED",
IT_AMMO|IT_WEAPON|IT_ZAERO,
WEAP_GRENADES,
NULL,
AMMO_LASERTRIPBOMB,
"models/weapons/v_ired/hand.md2 models/objects/ired/tris.md2 modes/objects models/objects/shrapnel/tris.md2 weapons/ired/las_set.wav weapons/ired/las_arm.wav " // precache
/*"weapons/ired/las_tink.wav "weapons/ired/las_trig.wav "*/
/*"weapons/ired/las_glow.wav"*/,
},
// 17
/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"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",
"w_glauncher", // icon
"Grenade Launcher", // pickup
0,
1,
"Grenades",
IT_WEAPON|IT_STAY_COOP,
WEAP_GRENADELAUNCHER,
NULL,
0,
"models/objects/grenade/tris.md2 weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav" // precache
},
// 18
// ROGUE
/*QUAKED weapon_proxlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"weapon_proxlauncher", // classname
Pickup_Weapon, // pickup
Use_Weapon, // use
Drop_Weapon, // drop
Weapon_ProxLauncher, // weapon think
"misc/w_pkup.wav", // pick up sound
"models/weapons/g_plaunch/tris.md2", 0, EF_ROTATE, // world model, skinnum, world model flags
"models/weapons/v_plaunch/tris.md2", // view model
"w_proxlaunch", // icon
"Prox Launcher", // name printed when picked up
0, // number of digits for statusbar
1, // amount used
"Prox", // ammo type used
IT_WEAPON|IT_STAY_COOP|IT_ROGUE, // inventory flags
WEAP_PROXLAUNCH, // visible weapon
NULL, // info (void *)
AMMO_PROX, // tag
"weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav weapons/proxwarn.wav weapons/proxopen.wav",
},
// rogue
// 19
/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"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",
"w_rlauncher", // icon
"Rocket Launcher", // pickup
0,
1,
"Rockets",
IT_WEAPON|IT_STAY_COOP,
WEAP_ROCKETLAUNCHER,
NULL,
0,
"models/objects/rocket/tris.md2 weapons/rockfly.wav weapons/rocklf1a.wav weapons/rocklr1b.wav models/objects/debris2/tris.md2" // precache
},
// 20
/*QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"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",
"w_hyperblaster", // icon
"HyperBlaster", // pickup
0,
1,
"Cells",
IT_WEAPON|IT_STAY_COOP,
WEAP_HYPERBLASTER,
NULL,
0,
"weapons/hyprbl1a.wav weapons/hyprbf1a.wav weapons/hyprbd1a.wav misc/lasfly.wav" // removed weapons/hyprbu1a.wav
},
// 21
// ROGUE
/*QUAKED weapon_plasmabeam (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"weapon_plasmabeam", // classname
Pickup_Weapon, // pickup function
Use_Weapon, // use function
Drop_Weapon, // drop function
Weapon_Heatbeam, // weapon think function
"misc/w_pkup.wav", // pick up sound
"models/weapons/g_beamer/tris.md2", 0, EF_ROTATE, // world model, skinnum, world model flags
"models/weapons/v_beamer/tris.md2", // view model
"w_heatbeam", // icon
"Plasma Beam", // name printed when picked up
0, // number of digits for statusbar
2, // amount used / contained- if this changes, change it in NoAmmoWeaponChange as well
"Cells", // ammo type used
IT_WEAPON|IT_STAY_COOP|IT_ROGUE, // inventory flags
WEAP_PLASMA, // visible weapon
NULL, // info (void *)
0, // tag
"models/weapons/v_beamer2/tris.md2 weapons/bfg__l1a.wav", // precache
},
// ROGUE
// 22
/*QUAKED weapon_boomer (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_boomer",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_Ionripper,
"misc/w_pkup.wav",
"models/weapons/g_boom/tris.md2", 0, EF_ROTATE,
"models/weapons/v_boomer/tris.md2",
"w_ripper", // icon
"ION Ripper", /// pickup
0,
2,
"Cells",
IT_WEAPON|IT_STAY_COOP|IT_XATRIX,
WEAP_BOOMER,
NULL,
0,
#ifdef KMQUAKE2_ENGINE_MOD
"weapons/ionactive.wav weapons/ion_hum.wav weapons/ionaway.wav weapons/rippfire.wav misc/lasfly.wav weapons/ionhit1.wav weapons/ionhit2.wav weapons/ionhit3.wav weapons/ionexp.wav models/objects/boomrang/tris.md2" // precache
#else
"weapons/rippfire.wav misc/lasfly.wav models/objects/boomrang/tris.md2" // precache
#endif
},
// 23
/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"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",
"w_railgun", // icon
"Railgun", // pickup
0,
1,
"Slugs",
IT_WEAPON|IT_STAY_COOP,
WEAP_RAILGUN,
NULL,
0,
"weapons/rg_hum.wav weapons/railgf1a.wav" // precache
},
// 24
/*QUAKED weapon_phalanx (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_phalanx",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_Phalanx,
"misc/w_pkup.wav",
"models/weapons/g_shotx/tris.md2", 0, EF_ROTATE,
"models/weapons/v_shotx/tris.md2",
"w_phallanx", // icon
"Phalanx", // pickup
0,
1,
"Magslug",
IT_WEAPON|IT_STAY_COOP|IT_XATRIX,
WEAP_PHALANX,
NULL,
0,
#ifdef KMQUAKE2_ENGINE_MOD
"sprites/s_photon.sp2 eapons/plasshot.wav weapons/phaloop.wav" // precache
#else
"sprites/s_photon.sp2 weapons/plasshot.wav" // precache
#endif
},
// 25
/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"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",
"w_bfg", // icon
"BFG10K", // pickup
0,
50,
"Cells",
IT_WEAPON|IT_STAY_COOP,
WEAP_BFG,
NULL,
0,
#ifdef KMQUAKE2_ENGINE_MOD
"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" // precache
#else
"sprites/s_bfg1.sp2 sprites/s_bfg2.sp2 sprites/s_bfg3.sp2 weapons/bfg__f1y.wav weapons/bfg__l1a.wav weapons/bfg__x1b.wav" // precache
#endif
},
// 26
/*QUAKED weapon_disintegrator (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"weapon_disintegrator", // classname
Pickup_Weapon, // pickup function
Use_Weapon, // use function
Drop_Weapon, // drop function
Weapon_Disintegrator, // weapon think function
"misc/w_pkup.wav", // pick up sound
"models/weapons/g_dist/tris.md2", 0, EF_ROTATE, // world model, skinnum, world model flags
"models/weapons/v_dist/tris.md2", // view model
"w_disintegrator", // icon
"Disintegrator", // name printed when picked up
0, // number of digits for statusbar
1, // amount used / contained
"Disruptors", // ammo type used
IT_WEAPON|IT_STAY_COOP|IT_ROGUE, // inventory flags
WEAP_DISRUPTOR, // visible weapon
NULL, // info (void *)
1, // tag
"models/items/spawngro/tris.md2 models/proj/disintegrator/tris.md2 weapons/disrupt.wav weapons/disint2.wav weapons/disrupthit.wav", // precaches
},
// 27
/*QUAKED weapon_chainfist (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"weapon_chainfist", // classname
Pickup_Weapon, // pickup function
Use_Weapon, // use function
Drop_Weapon, // drop function
Weapon_ChainFist, // weapon think function
"misc/w_pkup.wav", // pick up sound
"models/weapons/g_chainf/tris.md2", 0, EF_ROTATE, // world model, world model flags
"models/weapons/v_chainf/tris.md2", // view model
"w_chainfist", // icon
"Chainfist", // name printed when picked up
0, // number of digits for statusbar
0, // amount used / contained
NULL, // ammo type used
IT_WEAPON|IT_STAY_COOP|IT_MELEE|IT_ROGUE, // inventory flags
WEAP_CHAINFIST, // visible weapon
NULL, // info (void *)
1, // tag
"weapons/sawidle.wav weapons/sawhit.wav", // precaches
},
// 28
/*QUAKED weapon_shockwave (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"weapon_shockwave",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_Shockwave,
"misc/w_pkup.wav",
"models/weapons/g_chain/tris.md2", 0, EF_ROTATE,
"models/weapons/v_chain/tris.md2",
"w_chaingun", // icon
"Shockwave", // pickup
0,
1,
"Shocksphere",
IT_WEAPON|IT_STAY_COOP,
WEAP_SHOCKWAVE, // visible weapon
NULL,
0,
"weapons/shockactive.wav weapons/shock_hum.wav weapons/shockfire.wav weapons/shockaway.wav weapons/shockhit.wav weapons/shockexp.wav models/objects/shocksphere/tris.md2 models/objects/shockfield/tris.md2 sprites/s_trap.sp2"
},
// 29 SKWiD MOD
/*QUAKED weapon_plasma (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"weapon_plasma",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_Plasma_Rifle,
"misc/w_pkup.wav",
PLASMA_MODEL_WORLD, 0, EF_ROTATE,
PLASMA_MODEL_VIEW,
"w_plasma", // icon
PLASMA_PICKUP_NAME, // pickup
0,
PLASMA_CELLS_PER_SHOT, // bat - was 1
"Cells",
IT_WEAPON|IT_STAY_COOP|IT_LM,
WEAP_PLASMARIFLE,
NULL,
0,
"PLASMA_PRECACHE"
},
// 30
/*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",
NULL, // icon
"Homing Rocket Launcher", // pickup
0,
1,
"Homing Rockets",
IT_WEAPON|IT_STAY_COOP,
WEAP_ROCKETLAUNCHER,
NULL,
0,
"models/objects/rocket/tris.md2 weapons/rockfly.wav weapons/rocklf1a.wav weapons/rocklr1b.wav models/objects/debris2/tris.md2"
},
// 31
// 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
//
// 32
/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"ammo_shells",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/shells/medium/tris.md2", 0, 0,
NULL,
"a_shells", // icon
"Shells", // pickup
3, // width
10,
NULL,
IT_AMMO,
0,
NULL,
AMMO_SHELLS,
"" // precache
},
// 33
/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"ammo_bullets",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/bullets/medium/tris.md2", 0, 0,
NULL,
"a_bullets", // icon
"Bullets", // pickup
3, // width
50,
NULL,
IT_AMMO,
0,
NULL,
AMMO_BULLETS,
"" // precache
},
// 34
/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"ammo_cells",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/cells/medium/tris.md2", 0, 0,
NULL,
"a_cells", // icon
"Cells", // pickup
3, // width
50,
NULL,
IT_AMMO,
0,
NULL,
AMMO_CELLS,
"" // precache
},
// 35
/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"ammo_rockets",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/rockets/medium/tris.md2", 0, 0,
NULL,
"a_rockets", // icon
"Rockets", // pickup
3, // width
5,
NULL,
IT_AMMO,
0,
NULL,
AMMO_ROCKETS,
"" // precache
},
// 36
/*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,
"a_homing", // icon
"Homing Rockets", // pickup
3, // width
5,
NULL,
IT_AMMO|IT_LAZARUS,
0,
NULL,
AMMO_HOMING_ROCKETS,
"" // precache
},
// 37
/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"ammo_slugs",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/slugs/medium/tris.md2", 0, 0,
NULL,
"a_slugs", // icon
"Slugs", // pickup
3, // width
10,
NULL,
IT_AMMO,
0,
NULL,
AMMO_SLUGS,
"" // precache
},
// 38
/*QUAKED ammo_magslug (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_magslug",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/objects/ammo/tris.md2", 0, 0,
NULL,
"a_mslugs", // icon
"Magslug", // pickup
3, // width
10,
NULL,
IT_AMMO|IT_XATRIX,
0,
NULL,
AMMO_MAGSLUG,
/* precache */ "" // precache
},
// 39
/*QUAKED ammo_flechettes (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"ammo_flechettes",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/ammo/am_flechette/tris.md2", 0, 0,
NULL,
"a_flechettes",
"Flechettes",
3,
50,
NULL,
IT_AMMO|IT_ROGUE,
0,
NULL,
AMMO_FLECHETTES,
},
// 40
/*QUAKED ammo_disruptor (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"ammo_disruptor", // Classname
Pickup_Ammo, // pickup function
NULL, // use function
Drop_Ammo, // drop function
NULL, // weapon think function
"misc/am_pkup.wav", // pickup sound
"models/ammo/am_disr/tris.md2", 0, 0, // world model, world model flags
NULL, // view model
"a_disruptor", // icon
"Disruptors", // pickup
3, // number of digits for status bar
15, // amount contained
NULL, // ammo type used
IT_AMMO|IT_ROGUE, // inventory flags
0, // vwep index
NULL, // info (void *)
AMMO_DISRUPTOR, // tag
},
// 41
/*QUAKED ammo_prox (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"ammo_prox", // Classname
Pickup_Ammo, // pickup function
NULL, // use function
Drop_Ammo, // drop function
NULL, // weapon think function
"misc/am_pkup.wav", // pickup sound
"models/ammo/am_prox/tris.md2", 0, 0, // world model, world model flags
NULL, // view model
"a_prox", // icon
"Prox", // Name printed when picked up
3, // number of digits for status bar
5, // amount contained
NULL, // ammo type used
IT_AMMO|IT_ROGUE, // inventory flags
0, // vwep index
NULL, // info (void *)
AMMO_PROX, // tag
"models/weapons/g_prox/tris.md2 weapons/proxwarn.wav" // precaches
},
// 42
/*QUAKED ammo_shocksphere (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"ammo_shocksphere", // Classname
Pickup_Ammo, // pickup function
NULL, // use function
Drop_Ammo, // drop function
NULL, // weapon think function
"misc/am_pkup.wav", // pickup sound
"models/items/tagtoken/tris.md2", 0, 0, // world model, world model flags
NULL, // view model
"i_tagtoken", // icon
"Shocksphere", // Name printed when picked up
3, // number of digits for status bar
1, // amount contained
NULL, // ammo type used
IT_AMMO, // inventory flags
0, // vwep index
NULL, // info (void *)
AMMO_SHOCKSPHERE, // tag
"" // precache
},
// 43
/*QUAKED ammo_flares (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_flares",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/flares/tris.md2", 0, 0,
NULL,
"a_flares", // icon
"Flares", // pickup
3, // width
3,
NULL,
IT_AMMO|IT_ZAERO,
0,
NULL,
AMMO_FLARES,
"" // precache
},
// 44
/*QUAKED ammo_tesla (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"ammo_tesla",
Pickup_Ammo,
Use_Weapon, // PGM
Drop_Ammo,
Weapon_Tesla, // PGM
"misc/am_pkup.wav",
// "models/weapons/g_tesla/tris.md2", 0,
"models/ammo/am_tesl/tris.md2", 0, 0,
"models/weapons/v_tesla/tris.md2",
"a_tesla",
"Tesla",
3,
5,
"Tesla", // PGM
IT_AMMO|IT_WEAPON|IT_ROGUE, // inventory flags
WEAP_GRENADES,
NULL, // info (void *)
AMMO_TESLA, // tag
"models/weapons/v_tesla2/tris.md2 weapons/teslaopen.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav models/weapons/g_tesla/tris.md2" // precache
},
// 45
/*QUAKED ammo_trap (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_trap",
Pickup_Ammo,
Use_Weapon,
Drop_Ammo,
Weapon_Trap,
"misc/am_pkup.wav",
"models/weapons/g_trap/tris.md2", 0, EF_ROTATE,
"models/weapons/v_trap/tris.md2",
"a_trap", // icon
"Trap", // pickup
3, // width
1,
"trap",
IT_AMMO|IT_WEAPON|IT_XATRIX,
WEAP_GRENADES, //WEAP_TRAP
NULL,
AMMO_TRAP,
"weapons/trapcock.wav weapons/traploop.wav weapons/trapsuck.wav weapons/trapdown.wav" // precache
},
// 46
/*QUAKED ammo_nuke (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"ammo_nuke",
Pickup_Nuke,
Use_Nuke, // PMM
Drop_Ammo,
NULL, // PMM
"misc/am_pkup.wav",
"models/weapons/g_nuke/tris.md2", 0, EF_ROTATE,
NULL,
"p_nuke", // icon
"A-M Bomb", // pickup
3, // width
1, // quantity
"A-M Bomb",
IT_POWERUP|IT_ROGUE,
0,
NULL,
0,
"weapons/nukewarn2.wav world/rumble.wav"
},
// 47
/*QUAKED ammo_nbomb (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"ammo_nbomb",
Pickup_Nbomb,
Use_Nbomb, // PMM
Drop_Ammo,
NULL, // PMM
"misc/am_pkup.wav",
"models/items/ammo/nbomb/tris.md2", 0, 0,
NULL,
"w_nbomb", // icon
#ifdef CITADELMOD_FEATURES
"CBU-71", // pickup
#else
"BLU-86", // pickup
#endif
3, // width
1, // quantity
"BLU-86",
IT_POWERUP,
0,
NULL,
0,
"weapons/nukewarn2.wav world/rumble.wav" // precache
},
// 48
/*QUAKED ammo_empnuke (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_empnuke",
Pickup_Ammo,
Use_Weapon,
Drop_Ammo,
Weapon_EMPNuke,
"misc/am_pkup.wav",
"models/weapons/g_enuke/tris.md2", 0, EF_ROTATE,
"models/weapons/v_enuke/tris.md2",
"w_enuke", // icon
"EMPNuke", // pickup
3, // width
1,
"EMPNuke",
IT_AMMO|IT_ZAERO,
0,
NULL,
AMMO_EMPNUKE,
"items/empnuke/emp_trg.wav" //items/empnuke/emp_act.wav items/empnuke/emp_spin.wav items/empnuke/emp_idle.wav // precache
},
// 49
/*QUAKED ammo_fuel (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/items/ammo/fuel/medium/"
*/
{
"ammo_fuel",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/fuel/medium/tris.md2", 0, 0,
NULL,
"a_fuel", // icon
"Fuel", // pickup
4, // width
500, // quantity
NULL,
IT_AMMO|IT_LAZARUS,
0,
NULL,
AMMO_FUEL,
"" // precache
},
//
// POWERUP ITEMS
//
// 50
/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_quad",
Pickup_Powerup,
Use_Quad,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/quaddama/tris.md2", 0, EF_ROTATE,
NULL,
"p_quad", // icon
"Quad Damage", // pickup
2, // width
60,
NULL,
IT_POWERUP,
0,
NULL,
0,
"items/damage.wav items/damage2.wav items/damage3.wav" // precache
},
// 51
/*QUAKED item_double (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_double",
Pickup_Powerup,
Use_Double,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/ddamage/tris.md2", 0, EF_ROTATE,
NULL,
"p_double", // icon
"Double Damage", // pickup
2, // width
60,
NULL,
IT_POWERUP|IT_ROGUE,
0,
NULL,
0,
"misc/ddamage1.wav misc/ddamage2.wav misc/ddamage3.wav" // precache
},
// 52
/*QUAKED item_quadfire (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_quadfire",
Pickup_Powerup,
Use_QuadFire,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/quadfire/tris.md2", 0, EF_ROTATE,
NULL,
"p_quadfire", // icon
"DualFire Damage", // pickup
2, // width
60,
NULL,
IT_POWERUP|IT_XATRIX,
0,
NULL,
0,
"items/quadfire1.wav items/quadfire2.wav items/quadfire3.wav" // precache
},
// 53
/*QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_invulnerability",
Pickup_Powerup,
Use_Invulnerability,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/invulner/tris.md2", 0, EF_ROTATE,
NULL,
"p_invulnerability", // icon
"Invulnerability", // pickup
2, // width
300,
NULL,
IT_POWERUP,
0,
NULL,
0,
/* precache */ "items/protect.wav items/protect2.wav items/protect4.wav" // precache
},
// 54
/*QUAKED item_silencer (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_silencer",
Pickup_Powerup,
Use_Silencer,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/silencer/tris.md2", 0, EF_ROTATE,
NULL,
"p_silencer", // icon
"Silencer", // pickup
2, // width
60,
NULL,
IT_POWERUP,
0,
NULL,
0,
"" // precache
},
// 55
/*QUAKED item_breather (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_breather",
Pickup_Powerup,
Use_Breather,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/breather/tris.md2", 0, EF_ROTATE,
NULL,
"p_rebreather", // icon
"Rebreather", // pickup
2, // width
60,
NULL,
IT_STAY_COOP|IT_POWERUP,
0,
NULL,
0,
"player/u_breath1.wav player/u_breath2.wav items/airout.wav" // precache
},
// 56
/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_enviro",
Pickup_Powerup,
Use_Envirosuit,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/enviro/tris.md2", 0, EF_ROTATE,
NULL,
"p_envirosuit", // icon
"Environment Suit", // pickup
2, // width
60,
NULL,
IT_STAY_COOP|IT_POWERUP,
0,
NULL,
0,
"player/u_breath1.wav player/u_breath2.wav items/airout.wav" // precache
},
// 57
/*QUAKED item_ir_goggles (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
gives +1 to maximum health
*/
{
"item_ir_goggles",
Pickup_Powerup,
Use_IR,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/goggles/tris.md2", 0, EF_ROTATE,
NULL,
"p_ir", // icon
"IR Goggles", // pickup
2, // width
60,
NULL,
IT_POWERUP|IT_ROGUE,
0,
NULL,
0,
"misc/ir_start.wav" // precache
},
// 58
/*QUAKED item_visor (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_visor",
Pickup_Visor,
Use_Visor,
Drop_Visor,
NULL,
"items/pkup.wav",
"models/items/visor/tris.md2", 0, EF_ROTATE,
NULL,
"i_visor", // icon
"Visor", // pickup
1, // width
30,
"Cells",
IT_STAY_COOP|IT_POWERUP|IT_ZAERO,
0,
NULL,
0,
"items/visor/act.wav items/visor/deact.wav" // items/visor/next.wav" // precache
},
// 59
/*QUAKED ammo_plasmashield (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_plasmashield",
Pickup_Ammo,
Use_PlasmaShield,
Drop_Ammo,
NULL,
"misc/ar3_pkup.wav",
"models/items/plasma/tris.md2", 0, EF_ROTATE,
NULL,
"i_plasma", // icon
"Plasma Shield", // pickup
1, // width
5,
"",
IT_AMMO|IT_ZAERO,
0,
NULL,
AMMO_PLASMASHIELD,
"items/plasmashield/psactive.wav sprites/plasmashield.sp2" // precache
// "items/plasmashield/psfire.wav items/plasmashield/psactive.wav items/plasmashield/psdie.wav sprites/plasmashield.sp2"
},
// 60
/*QUAKED item_ancient_head (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
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,
"i_fixme", // icon
"Ancient Head", // pickup
2, // width
60,
NULL,
0,
0,
NULL,
0,
"" // precache
},
// New item (sorta) for Citadel pack by Andrea Rosa
#ifdef CITADELMOD_FEATURES
// 61
/*QUAKED item_steroid_pack (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
Special item that gives +2 to maximum health
*/
{
"item_steroid_pack",
Pickup_AncientHead,
NULL,
NULL,
NULL,
"items/pkup.wav",
"models/items/steroid/tris.md2", 0, EF_ROTATE,
NULL,
"i_stero", // icon
"Steroids", // pickup
2, // width
60,
NULL,
0,
0,
NULL,
0,
"" // precache
},
#endif
// 61
/*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
gives +1 to maximum health
*/
{
"item_adrenaline",
Pickup_Adrenaline,
NULL,
NULL,
NULL,
"items/pkup.wav",
"models/items/adrenal/tris.md2", 0, EF_ROTATE,
NULL,
"p_adrenaline", // icon
"Adrenaline", // pickup
2, // width
60,
NULL,
0,
0,
NULL,
0,
"" // precache
},
// 62
/*QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_bandolier",
Pickup_Bandolier,
NULL,
NULL,
NULL,
"items/pkup.wav",
"models/items/band/tris.md2", 0, EF_ROTATE,
NULL,
"p_bandolier", // icon
"Bandolier", // pickup
2, // width
60,
NULL,
0,
0,
NULL,
0,
"" // precache
},
// 63
/*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_pack",
Pickup_Pack,
NULL,
NULL,
NULL,
"items/pkup.wav",
"models/items/pack/tris.md2", 0, EF_ROTATE,
NULL,
"i_pack", // icon
"Ammo Pack", // pickup
2, // width
180,
NULL,
0,
0,
NULL,
0,
"" // precache
},
#ifdef JETPACK_MOD
// 64
/*QUAKED item_jetpack (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
model="models/items/jet/"
*/
{
"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|IT_LAZARUS,
0,
NULL,
0,
"jetpack/activate.wav jetpack/rev1.wav jetpack/revrun.wav jetpack/running.wav jetpack/shutdown.wav jetpack/stutter.wav"
},
#endif
// ======================================
// PGM
/*QUAKED item_torch (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
/*
{
"item_torch",
Pickup_Powerup,
Use_Torch,
Drop_General,
NULL,
"items/pkup.wav",
"models/objects/fire/tris.md2", 0, EF_ROTATE,
NULL,
"p_torch",
"torch",
2,
60,
NULL,
IT_POWERUP|IT_ROGUE,
0,
NULL,
0,
"" // precache
},*/
// 65
/*QUAKED item_flashlight (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"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|IT_LAZARUS,
0,
NULL,
0,
"" // precache
},
// 66
/*QUAKED item_compass (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_compass",
Pickup_Powerup,
Use_Compass,
NULL,
NULL,
"items/pkup.wav",
"models/objects/fire/tris.md2", 0, EF_ROTATE,
NULL,
"p_compass", // icon
"Compass", // pickup
2, // width
60,
NULL,
IT_POWERUP|IT_ROGUE,
0,
NULL,
0,
"" // precache
},
// 67
/*QUAKED item_sphere_vengeance (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_sphere_vengeance",
Pickup_Sphere,
Use_Vengeance,
NULL,
NULL,
"items/pkup.wav",
"models/items/vengnce/tris.md2", 0, EF_ROTATE,
NULL,
"p_vengeance", // icon
"Vengeance Sphere", // pickup
2, // width
60,
NULL,
IT_POWERUP|IT_ROGUE,
0,
NULL,
0,
"spheres/v_idle.wav" // precache
},
// 68
/*QUAKED item_sphere_hunter (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_sphere_hunter",
Pickup_Sphere,
Use_Hunter,
NULL,
NULL,
"items/pkup.wav",
"models/items/hunter/tris.md2", 0, EF_ROTATE,
NULL,
"p_hunter", // icon
"Hunter Sphere", // pickup
2, // width
120,
NULL,
IT_POWERUP|IT_ROGUE,
0,
NULL,
0,
"spheres/h_idle.wav spheres/h_active.wav spheres/h_lurk.wav" // precache
},
// 69
/*QUAKED item_sphere_defender (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_sphere_defender",
Pickup_Sphere,
Use_Defender,
NULL,
NULL,
"items/pkup.wav",
"models/items/defender/tris.md2", 0, EF_ROTATE,
NULL,
"p_defender", // icon
"Defender Sphere", // pickup
2, // width
60, // respawn time
NULL, // ammo type used
IT_POWERUP|IT_ROGUE, // inventory flags
0,
NULL, // info (void *)
0, // tag
"models/proj/laser2/tris.md2 models/items/shell/tris.md2 spheres/d_idle.wav" // precache
},
// 70
/*QUAKED item_doppleganger (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"item_doppleganger", // classname
Pickup_Doppleganger, // pickup function
Use_Doppleganger, // use function
Drop_General, // drop function
NULL, // weapon think function
"items/pkup.wav", // pick up sound
"models/items/dopple/tris.md2", 0, EF_ROTATE, // world model, skinnum, world model flags
NULL, // view model
"p_doppleganger", // icon
"Doppleganger", // name printed when picked up
0, // number of digits for statusbar
90, // respawn time
NULL, // ammo type used
IT_POWERUP|IT_ROGUE, // inventory flags
0,
NULL, // info (void *)
0, // tag
"models/objects/dopplebase/tris.md2 models/items/spawngro2/tris.md2 models/items/hunter/tris.md2 models/items/vengnce/tris.md2", // precaches
},
// 71
/*QUAKED item_freeze (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"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|IT_LAZARUS,
0,
NULL,
0,
"items/stasis_start.wav items/stasis.wav items/stasis_stop.wav"
},
// 72
{
"dm_tag_token", // classname
// NULL, // classname
Tag_PickupToken, // pickup function
NULL, // use function
NULL, // drop function
NULL, // weapon think function
"items/pkup.wav", // pick up sound
"models/items/tagtoken/tris.md2", 0, EF_ROTATE | EF_TAGTRAIL, // world model, skinnum, world model flags
NULL, // view model
"i_tagtoken", // icon
"Tag Token", // name printed when picked up
0, // number of digits for statusbar
0, // amount used / contained
NULL, // ammo type used
IT_POWERUP|IT_NOT_GIVEABLE|IT_ROGUE, // inventory flags
0,
NULL, // info (void *)
1, // tag
NULL, // precaches
},
// PGM
// ======================================
//
// KEYS
//
// 73
/*QUAKED key_data_cd (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
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
},
// 74
/*QUAKED key_dstarchart (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
starchart in Makron's tomb
*/
{
"key_dstarchart",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/data_cd/tris.md2", 1, EF_ROTATE,
NULL,
"k_dstarchart",
"Digital Starchart",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
"" // precache
},
// 75
/*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
},
// 76
/*QUAKED key_pyramid (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
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
},
// 77
/*QUAKED key_data_spinner (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
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
},
// 78
/*QUAKED key_pass (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
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
},
// 79
/*QUAKED key_blue_key (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
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
},
// 80
/*QUAKED key_red_key (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
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
},
// 81
// RAFAEL
/*QUAKED key_green_key (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
normal door key - green
*/
{
"key_green_key",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/green_key/tris.md2", 0, EF_ROTATE,
NULL,
"k_green",
"Green Key",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY|IT_XATRIX,
0,
NULL,
0,
"" // precache
},
// 82
/*QUAKED key_commander_head (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
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,
"k_comhead", // icon
"Commander's Head", // pickup
2, // width
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
"" // precache
},
// 83
/*QUAKED key_airstrike_target (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
marker for airstrike
*/
{
"key_airstrike_target",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/target/tris.md2", 0, EF_ROTATE,
NULL,
"i_airstrike", // icon
"Airstrike Marker", // pickup
2, // width
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
"" // precache
},
// ======================================
// PGM
// 84
/*QUAKED key_nuke_container (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"key_nuke_container", // classname
Pickup_Key, // pickup function
NULL, // use function
Drop_General, // drop function
NULL, // weapon think function
"items/pkup.wav", // pick up sound
"models/weapons/g_nuke/tris.md2", 0, EF_ROTATE, // world model, skinnum, world model flags
NULL, // view model
"i_contain", // icon
"Antimatter Pod", // name printed when picked up
2, // number of digits for statusbar
0, // respawn time
NULL, // ammo type used
IT_STAY_COOP|IT_KEY|IT_ROGUE, // inventory flags
0,
NULL, // info (void *)
0, // tag
"" // precache
},
// 85
/*QUAKED key_nuke (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
{
"key_nuke", // classname
Pickup_Key, // pickup function
NULL, // use function
Drop_General, // drop function
NULL, // weapon think function
"items/pkup.wav", // pick up sound
"models/weapons/g_nuke/tris.md2", 0, EF_ROTATE, // world model, skinnum, world model flags
NULL, // view model
"i_nuke", // icon
"Antimatter Bomb", // name printed when picked up
2, // number of digits for statusbar
0, // respawn time
NULL, // ammo type used
IT_STAY_COOP|IT_KEY|IT_ROGUE, // inventory flags
0,
NULL, // info (void *)
0, // tag
"" // precache
},
// PGM
// ======================================
// 86
// New item (sorta) for Citadel pack by Andrea Rosa
/*QUAKED key_mystery (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
key for Citadel Pack 3.0
*/
{
"key_mystery",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/mystery/tris.md2", 0, EF_ROTATE,
NULL,
"k_mystery",
"Mystery Key",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
"" // precache
},
// Zaero keys
// 87
/*QUAKED key_landing_arena (0 .5 .8) (-16 -16 -16) (16 16 16)
landing arena key - blue
*/
{
"key_landing_area",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/key/tris.md2", 0, EF_ROTATE,
NULL,
"k_bluekey",
"Airfield Pass",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
/* precache */ ""
},
// 88
/*QUAKED key_lab (0 .5 .8) (-16 -16 -16) (16 16 16)
security pass for the laboratory
*/
{
"key_lab",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/pass/tris.md2", 0, EF_ROTATE,
NULL,
"k_security",
"Laboratory Key",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
/* precache */ ""
},
// 89
/*QUAKED key_clearancepass (0 .5 .8) (-16 -16 -16) (16 16 16)
*/
{
"key_clearancepass",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/pass/tris.md2", 0, EF_ROTATE,
NULL,
"k_security",
"Clearance Pass",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
/* precache */ ""
},
// 90
/*QUAKED key_energy (0 .5 .8) (-16 -16 -16) (16 16 16)
*/
{
"key_energy",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/energy/tris.md2", 0, EF_ROTATE,
NULL,
"k_energy",
"Energy Key",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
/* precache */ ""
},
// 91
/*QUAKED key_lava (0 .5 .8) (-16 -16 -16) (16 16 16)
*/
{
"key_lava",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/lava/tris.md2", 0, EF_ROTATE,
NULL,
"k_lava",
"Lava Key",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
/* precache */ ""
},
// 92
/*QUAKED key_slime (0 .5 .8) (-16 -16 -16) (16 16 16)
*/
{
"key_slime",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/slime/tris.md2", 0, EF_ROTATE,
NULL,
"k_slime",
"Slime Key",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
/* precache */ ""
},
// 93
/*QUAKED key_q1_gold (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
medevial door key - gold
model="models/items/q1keys/gold/tris.md2"
*/
{
"key_q1_gold",
Pickup_Key,
NULL,
Drop_General,
NULL,
"q1misc/medkey.wav",
"models/items/q1keys/gold/tris.md2", 0, EF_ROTATE,
NULL,
"k_med_gold",
"Gold Key",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY|IT_Q1,
0,
NULL,
0,
/* precache */ ""
},
// 94
/*QUAKED key_q1_silver (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
medevial door key - silver
model="models/items/q1keys/silver/tris.md2"
*/
{
"key_q1_silver",
Pickup_Key,
NULL,
Drop_General,
NULL,
"q1misc/medkey.wav",
"models/items/q1keys/silver/tris.md2", 0, EF_ROTATE,
NULL,
"k_med_silver",
"Silver Key",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY|IT_Q1,
0,
NULL,
0,
/* precache */ ""
},
// 95
/*QUAKED runekey_q1_gold (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
runic door key - gold
model="models/items/q1keys/gold/rune/tris.md2"
*/
{
"runekey_q1_gold",
Pickup_Key,
NULL,
Drop_General,
NULL,
"q1misc/runekey.wav",
"models/items/q1keys/gold/rune/tris.md2", 0, EF_ROTATE,
NULL,
"k_rune_gold",
"Gold Rune Key",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY|IT_Q1,
0,
NULL,
0,
/* precache */ ""
},
// 96
/*QUAKED runekey_q1_silver (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
runic door key - silver
model="models/items/q1keys/silver/rune/tris.md2"
*/
{
"runekey_q1_silver",
Pickup_Key,
NULL,
Drop_General,
NULL,
"q1misc/runekey.wav",
"models/items/q1keys/silver/rune/tris.md2", 0, EF_ROTATE,
NULL,
"k_rune_silver",
"Silver Rune Key",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY|IT_Q1,
0,
NULL,
0,
/* precache */ ""
},
// 97
/*QUAKED basekey_q1_gold (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
base door key - gold
model="models/items/q1keys/gold/base/tris.md2"
*/
{
"basekey_q1_gold",
Pickup_Key,
NULL,
Drop_General,
NULL,
"q1misc/basekey.wav",
"models/items/q1keys/gold/base/tris.md2", 0, EF_ROTATE,
NULL,
"k_base_gold",
"Gold Keycard",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY|IT_Q1,
0,
NULL,
0,
/* precache */ ""
},
// 98
/*QUAKED basekey_q1_silver (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
base door key - silver
model="models/items/q1keys/silver/base/tris.md2"
*/
{
"basekey_q1_silver",
Pickup_Key,
NULL,
Drop_General,
NULL,
"q1misc/basekey.wav",
"models/items/q1keys/silver/base/tris.md2", 0, EF_ROTATE,
NULL,
"k_base_silver",
"Silver Keycard",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY|IT_Q1,
0,
NULL,
0,
/* precache */ ""
},
/*
Insert new key items here
Key item template fields:
classname
pickup sound
model
skinnum
effects?
icon name
full (pickup) name
*/
// 99
{
NULL,
Pickup_Health,
NULL,
NULL,
NULL,
"items/pkup.wav",
NULL, 0, 0,
NULL,
"i_health", // icon
"Health", // pickup
3, // width
0,
NULL,
0,
0,
NULL,
0,
"items/s_health.wav items/n_health.wav items/l_health.wav items/m_health.wav" // precache PMM - health sound fix
},
// end of list marker
{NULL}
};
/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
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"));
gi.soundindex ("items/n_health.wav");
}
/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
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; // Knightmare- made this cvar
SpawnItem (self, FindItem ("Health"));
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) TRIGGER_SPAWN
*/
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"));
self->style = HEALTH_LARGE;
gi.soundindex ("items/l_health.wav");
}
/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
*/
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"));
gi.soundindex ("items/m_health.wav");
self->style = HEALTH_IGNORE_MAX|HEALTH_TIMED;
}
// RAFAEL
void SP_item_foodcube (edict_t *self)
{
if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
{
G_FreeEdict (self);
return;
}
self->class_id = ENTITY_ITEM_FOODCUBE;
self->model = "models/objects/trapfx/tris.md2";
SpawnItem (self, FindItem ("Health"));
self->spawnflags |= DROPPED_ITEM;
self->style = HEALTH_IGNORE_MAX|HEALTH_FOODCUBE;
//gi.soundindex ("items/s_health.wav");
gi.soundindex ("items/m_health.wav");
self->classname = "foodcube";
}
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"));
blaster_index = ITEM_INDEX(FindItem("Blaster"));
rl_index = ITEM_INDEX(FindItem("Rocket Launcher"));
pr_index = ITEM_INDEX(FindItem(PLASMA_PICKUP_NAME)); // SKWiD MOD
hml_index = ITEM_INDEX(FindItem("Homing Rocket Launcher"));
pl_index = ITEM_INDEX(FindItem("prox launcher"));
magslug_index = ITEM_INDEX(FindItem("Magslug"));
flechettes_index = ITEM_INDEX(FindItem("Flechettes"));
prox_index = ITEM_INDEX(FindItem("Prox"));
disruptors_index = ITEM_INDEX(FindItem("Disruptors"));
tesla_index = ITEM_INDEX(FindItem("Tesla"));
trap_index = ITEM_INDEX(FindItem("Trap"));
shocksphere_index = ITEM_INDEX(FindItem("Shocksphere"));
flares_index = ITEM_INDEX(FindItem("Flares"));
tbombs_index = ITEM_INDEX(FindItem("IRED"));
empnuke_index = ITEM_INDEX(FindItem("EMPNuke"));
plasmashield_index = ITEM_INDEX(FindItem("Plasma Shield"));
// added for convenience with triger_key sound hack
key_q1_med_silver_index = ITEM_INDEX(FindItem("Silver Key"));
key_q1_med_gold_index = ITEM_INDEX(FindItem("Gold Key"));
key_q1_rune_silver_index = ITEM_INDEX(FindItem("Silver Rune Key"));
key_q1_rune_gold_index = ITEM_INDEX(FindItem("Gold Rune Key"));
key_q1_base_silver_index = ITEM_INDEX(FindItem("Silver Keycard"));
key_q1_base_gold_index = ITEM_INDEX(FindItem("Gold Keycard"));
}
#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
// added stasis generator support
// 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);
}
//===============
//ROGUE
void SP_xatrix_item (edict_t *self)
{
gitem_t *item;
int i;
char *spawnClass;
if (!self->classname)
return;
if (!strcmp(self->classname, "ammo_magslug"))
spawnClass = "ammo_flechettes";
else if (!strcmp(self->classname, "ammo_trap"))
spawnClass = "weapon_proxlauncher";
else if (!strcmp(self->classname, "item_quadfire"))
{
float chance;
chance = random();
if (chance < 0.2)
spawnClass = "item_sphere_hunter";
else if (chance < 0.6)
spawnClass = "item_sphere_vengeance";
else
spawnClass = "item_sphere_defender";
}
else if (!strcmp(self->classname, "weapon_boomer"))
spawnClass = "weapon_etf_rifle";
else if (!strcmp(self->classname, "weapon_phalanx"))
spawnClass = "weapon_plasmabeam";
// check item spawn functions
for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
{
if (!item->classname)
continue;
if (!strcmp(item->classname, spawnClass))
{ // found it
SpawnItem (self, item);
return;
}
}
}
//ROGUE
//===============