void() W_SetCurrentAmmo; /* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD BE .8 .3 .4 IN COLOR */ void(entity to, float iid, float count) AddStackable; void (entity jeb, float time) spawn_excla; void() AmmoTouch; void() shop_face; void() SUB_regen = { self.model = self.mdl; // restore original model self.solid = SOLID_TRIGGER; // allow it to be touched again sound (self, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM); // play respawn sound setorigin (self, self.origin); }; float() crandom; void () Levelshake = { local entity te; te = findradius (self.origin, 1400); while (te) { if (te.classname == "player") stuffcmd (te, "v_idlescale 4\n"); if (te.classname == "monster") te.alert = 120; te = te.chain; } }; void(vector pos) throw_debris = { local entity tank, oself; local float oldz; oself = self; tank = spawn(); self = tank; self.origin = pos; self.solid = SOLID_NOT; self.movetype = MOVETYPE_BOUNCE; self.takedamage = DAMAGE_NO; if (random()<0.5) setmodel (self, "progs/junk1.mdl"); else setmodel (self, "progs/junk2.mdl"); setsize (self, '0 0 0', '0 0 0'); self.velocity_y = random()*900 - random()*900; self.velocity_x = random()*900 - random()*900; self.velocity_z = 400 + random()*400; self.avelocity_x = random()*600; self.avelocity_y = random()*600; self.avelocity_z = random()*600; self.think = SUB_Remove; self.nextthink = time + 2+random()*2; self = oself; }; void() fueltank_explode = { throw_debris(self.origin); throw_debris(self.origin); throw_debris(self.origin); throw_debris(self.origin); throw_debris(self.origin); bprint(2, "an enemy fuel tank has been destroyed!\n"); self.takedamage = DAMAGE_NO; self.classname = "explo_box"; Levelshake(); T_RadiusDamage2 (self, self.owner, 50+random()*100, other, 200); WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_EXPLOSION); WriteCoord (MSG_MULTICAST, self.origin_x); WriteCoord (MSG_MULTICAST, self.origin_y); WriteCoord (MSG_MULTICAST, self.origin_z+32); multicast (self.origin, MULTICAST_PHS); supplies = supplies - 1; remove (self); }; void(vector pos) FuelTankSmall = { local entity item, oself; precache_model ("maps/b_exbox2.bsp"); item = spawn(); oself = self; self = item; setorigin (self, pos); setmodel (self, "maps/b_exbox2.bsp"); supplies += 1; self.rtime = 1; self.solid = SOLID_SLIDEBOX; setsize (self, '-16 -16 -16', '16 16 24'); self.health = 50; self.th_die = fueltank_explode; self.takedamage = DAMAGE_AIM; self.classname = "fueltank"; self.netname = "fuel tank"; self.movetype = MOVETYPE_STEP; self = oself; }; void() FuelTankLarge = { local entity item, oself; precache_model ("maps/b_explob.bsp"); item = spawn(); oself = self; self = item; setmodel (self, "maps/b_explob.bsp"); supplies += 1; self.rtime = 1; self.solid = SOLID_SLIDEBOX; setsize (self, '-16 -16 -16', '16 16 48'); self.health = 50; self.th_die = fueltank_explode; self.takedamage = DAMAGE_AIM; self.classname = "fueltank"; self.netname = "fuel tank"; self.movetype = MOVETYPE_STEP; self = oself; }; void(vector pos) obj_fueltank = { FuelTankLarge(); if (random()<0.25) FuelTankSmall(pos + '0 64 0'); if (random()<0.25) FuelTankSmall(pos + '0 -64 0'); if (random()<0.25) FuelTankSmall(pos + '64 0 0'); if (random()<0.25) FuelTankSmall(pos + '-64 0 0'); }; void () food_touch = { if (other.classname != "player") return; if (self.rtime > 0) { self.rtime = 0; bprint(2, "food crate has been secured.\n"); other.score = other.score + 10; if (random()<0.25) sound (self, CHAN_BODY, "effects/radio1.wav", 1, ATTN_NONE); else if (random()<0.25) sound (self, CHAN_BODY, "effects/radio2.wav", 1, ATTN_NONE); else if (random()<0.25) sound (self, CHAN_BODY, "effects/radio3.wav", 1, ATTN_NONE); else sound (self, CHAN_BODY, "effects/radio4.wav", 1, ATTN_NONE); supplies = supplies - 1; spawn_excla(self, 3000); } }; void() FoodCrate = { setmodel (self, "maps/crate.bsp"); self.touch = food_touch; supplies += 1; self.rtime = 1; self.solid = SOLID_SLIDEBOX; setsize (self, '-16 -16 0', '16 16 16'); self.takedamage = DAMAGE_NO; self.touch = food_touch; self.movetype = MOVETYPE_STEP; self.classname = "foodcrate"; }; void() treasure_touch = { if (other.classname != "player") return; if (self.picking > 0) return; if (self.attack_finished < time) { sound (self, CHAN_BODY, "items/locked.wav", 1, ATTN_NORM); sprint(other, 2, "this metal box is locked.\n"); if (other.skill_sneak >= 1) { sprint(other, 2, "you may attempt to pick this\n"); sprint(other, 2, "by pressing your 'action' key\n"); } } self.attack_finished = time + 2; return; }; void() bomb_touch = { if (other.classname != "player") return; if (self.picking > 0) return; if (self.attack_finished < time) { sound (self, CHAN_BODY, "items/locked.wav", 1, ATTN_NORM); sprint(other, 2, "this is a high-tech bomb.\n"); if (other.class == 4) { sprint(other, 2, "you may attempt to deactivate this\n"); sprint(other, 2, "bomb by pressing your 'action' key\n"); } } self.attack_finished = time + 2; return; }; void() Explosive = { if (random()*100<=25) { remove(self); return; } setmodel (self, "progs/bomb.mdl"); self.touch = bomb_touch; self.solid = SOLID_SLIDEBOX; setsize (self, '-16 -16 0', '16 16 16'); self.takedamage = DAMAGE_NO; self.movetype = MOVETYPE_STEP; self.classname = "bomb"; droptofloor(); }; float (entity to, float iid, float quant) TryGiveStackable; void() junk_touch = { local float junktype; if (other.skill_science <= 0) return; if (other.classname != "player") return; if (other.health <= 0) return; if (!TryGiveStackable(other, ToIID(self.islot1), self.flash)) { sprint(other, PRINT_MEDIUM, "inventory full.\n"); return; } sound (other, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM); sprint(other, PRINT_MEDIUM, "found "); sprint(other, PRINT_MEDIUM, GetItemName(ToIID(self.islot1))); sprint(other, PRINT_MEDIUM, ".\n"); remove (self); }; void() SpawnJunk = { setorigin(self, self.origin + '0 0 32'); self.movetype = MOVETYPE_BOUNCE; self.velocity_x = crandom()*600; self.velocity_y = crandom()*600; self.velocity_z = -100; self.avelocity_y = crandom()*300; if (random()*100 < 50) setmodel (self, "progs/junk1.mdl"); else setmodel (self, "progs/junk2.mdl"); self.touch = junk_touch; self.solid = SOLID_TRIGGER; setsize (self, '-12 -12 0', '12 12 12'); self.takedamage = DAMAGE_NO; self.classname = "random_junk"; if (random()*100 <= 10) self.islot1 = SlotVal(IID_MISC_JUNK, 1); else if (random()*100 <= 10) self.islot1 = SlotVal(IID_MISC_NUKACOLA, 1); else if (random()*100 <= 10) self.islot1 = SlotVal(IID_MISC_CHEMICALS, 1); else if (random()*100 <= 10) self.islot1 = SlotVal(IID_MISC_AEROSOL, 1); else if (random()*100 <= 10) self.islot1 = SlotVal(IID_MISC_RDXCRYSTAL, 1); else if (random()*100 <= 10) self.islot1 = SlotVal(IID_MISC_STEELPIPE, 1); else if (random()*100 <= 10) self.islot1 = SlotVal(IID_MISC_DUCKTAPE, 1); else if (random()*100 <= 10) self.islot1 = SlotVal(IID_MISC_LCD, 1); else if (random()*100 <= 10) self.islot1 = SlotVal(IID_MISC_CIRCUITBOARD, 1); else if (random()*100 <= 10) self.islot1 = SlotVal(IID_MISC_COPPERWIRE, 1); else if (random()*100 <= 10) self.islot1 = SlotVal(IID_MISC_HMXCOMPOUND, 1); else if (random()*100 <= 10) self.islot1 = SlotVal(IID_MISC_GUM, 1); else self.islot1 = SlotVal(IID_MISC_JUNK, 1); if (random()*100 <= 10) self.flash = 2; else self.flash = 1; }; void() TreasureChest = { setorigin(self, self.origin + '0 0 64'); self.movetype = MOVETYPE_BOUNCE; self.velocity_x = crandom()*200; self.velocity_y = crandom()*200; self.velocity_z = -200; self.avelocity_y = crandom()*200; setmodel (self, "progs/ammobox2.mdl"); self.touch = treasure_touch; self.solid = SOLID_BBOX; setsize (self, '-12 -12 0', '12 12 12'); self.takedamage = DAMAGE_NO; self.classname = "treasure_chest"; }; void() car_rock = { self.frame = self.frame + 1; if (self.frame >= 11) self.frame = 0; self.nextthink = time + 0.1 + (self.cnt*0.025); self.think = car_rock; self.cnt = self.cnt + 1; }; void() car_rock2 = { if (random()<0.5) sound (self, CHAN_BODY, "effects/metal-1.wav", 1, ATTN_NORM); else sound (self, CHAN_BODY, "effects/metal-2.wav", 1, ATTN_NORM); }; void() car_touch = { if (other.classname != "player") return; if (self.attack_finished < time) { self.think = car_rock; self.nextthink = time + 0.1; self.cnt = 1; } self.attack_finished = time + 4; return; }; void() BlownUpCar = { setmodel (self, "progs/BlownUp.mdl"); self.origin = self.origin + '0 0 32'; self.touch = car_touch; self.solid = SOLID_SLIDEBOX; self.helmet = 2; setsize (self, '-32 -32 0', '32 32 32'); self.islot3 = SlotVal(IID_ARM_METAL, 1); self.takedamage = DAMAGE_AIM; self.health = 90000; self.th_pain = car_rock2; self.movetype = MOVETYPE_BOUNCE; self.classname = "car"; }; /*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8) prints a warning message when spawned 376 5857 354 8501 */ void() noclass = { dprint ("noclass spawned at"); dprint (vtos(self.origin)); dprint ("\n"); remove (self); }; void() q_touch; void() q_touch = { local string s; if (other.classname != "player") return; if (other.health <= 0) return; self.mdl = self.model; sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); self.solid = SOLID_NOT; other.items = other.items | IT_QUAD; self.model = string_null; if (deathmatch == 4) { other.armortype = 0; other.armorvalue = 0 * 0.01; other.ammo_cells = 0; } // do the apropriate action other.super_time = 1; other.super_damage_finished = self.cnt; s=ftos(rint(other.super_damage_finished - time)); bprint (PRINT_LOW, other.netname); if (deathmatch == 4) bprint (PRINT_LOW, " recovered an OctaPower with "); else bprint (PRINT_LOW, " recovered a Quad with "); bprint (PRINT_LOW, s); bprint (PRINT_LOW, " seconds remaining!\n"); activator = other; SUB_UseTargets(); // fire all targets / killtargets }; void(float timeleft) DropQuad = { local entity item; item = spawn(); item.origin = self.origin; item.velocity_z = 300; item.velocity_x = -100 + (random() * 200); item.velocity_y = -100 + (random() * 200); item.flags = FL_ITEM; item.solid = SOLID_TRIGGER; item.movetype = MOVETYPE_TOSS; item.noise = "items/damage.wav"; setmodel (item, "progs/quaddama.mdl"); setsize (item, '-16 -16 -24', '16 16 32'); item.cnt = time + timeleft; item.touch = q_touch; item.nextthink = time + timeleft; // remove it with the time left on it item.think = SUB_Remove; }; void() r_touch; void () BombBeep = { local float r; r = range (self.enemy); if (r != RANGE_MELEE || self.enemy.health <= 0) { self.owner.picking = 0; self.enemy.picking = 0; self.enemy.currentmenu = "none"; remove(self.tumbler1); remove(self.tumbler2); remove(self); return; } self.inplace = 0; self.tumbler1.inplace = 0; self.tumbler2.inplace = 0; self.model = ""; self.tumbler1.model = ""; self.tumbler2.model = ""; if (random() < 0.75) { self.inplace = 1; self.model = "progs/radio.spr"; } if (random() < 0.75) { self.tumbler1.inplace = 1; self.tumbler1.model = "progs/radio.spr"; } if (random() < 0.75) { self.tumbler2.inplace = 1; self.tumbler2.model = "progs/radio.spr"; } self.think = BombBeep; self.nextthink = time + 0.3+random()*0.6; self.enemy.chest = self; self.enemy.currentmenu = "menu_defuse"; if (random() < 0.5) sound (self, CHAN_BODY, "items/lockpick1.wav", 1, ATTN_NORM); else sound (self, CHAN_BODY, "items/lockpick2.wav", 1, ATTN_NORM); }; void (entity portal, entity toucher) SpawnBomb = { local entity open, t1, t2; makevectors (toucher.v_angle); open = spawn(); setmodel(open, "progs/radio.spr"); setorigin (open, toucher.origin + '0 0 48' + v_forward*64); setsize (open, VEC_ORIGIN, VEC_ORIGIN); open.think = BombBeep; open.nextthink = time + random()*0.2; open.enemy = toucher; open.owner = portal; open.owner.rtime = 3; t1 = spawn(); setmodel(t1, "progs/radio.spr"); setorigin (t1, toucher.origin + '0 0 48' + v_forward*64 + v_right*32); setsize (t1, VEC_ORIGIN, VEC_ORIGIN); t1.enemy = toucher; t1.owner = portal; t2 = spawn(); setmodel(t2, "progs/radio.spr"); setorigin (t2, toucher.origin + '0 0 48' + v_forward*64 - v_right*32); setsize (t2, VEC_ORIGIN, VEC_ORIGIN); t2.enemy = toucher; t2.owner = portal; open.tumbler1 = t1; open.tumbler2 = t2; }; void () OpenChestBeep = { local float r; r = range (self.enemy); if (r != RANGE_MELEE || self.enemy.health <= 0) { self.owner.picking = 0; self.enemy.picking = 0; self.enemy.currentmenu = "none"; remove(self.tumbler1); remove(self.tumbler2); remove(self); return; } self.inplace = 0; self.tumbler1.inplace = 0; self.tumbler2.inplace = 0; self.model = ""; self.tumbler1.model = ""; self.tumbler2.model = ""; if (random() < 0.5) { self.inplace = 1; self.model = "progs/radio.spr"; } if (random() < 0.5) { self.tumbler1.inplace = 1; self.tumbler1.model = "progs/radio.spr"; } if (random() < 0.5) { self.tumbler2.inplace = 1; self.tumbler2.model = "progs/radio.spr"; } self.think = OpenChestBeep; self.nextthink = time + 0.1+random()*0.4 + (0.02*self.enemy.skill_sneak); self.enemy.chest = self; self.enemy.currentmenu = "menu_lockpick"; if (random() < 0.5) sound (self, CHAN_BODY, "items/lockpick1.wav", 1, ATTN_NORM); else sound (self, CHAN_BODY, "items/lockpick2.wav", 1, ATTN_NORM); }; void (entity portal, entity toucher) SpawnOpenChest = { local entity open, t1, t2; makevectors (toucher.v_angle); open = spawn(); setmodel(open, "progs/radio.spr"); setorigin (open, toucher.origin + '0 0 48' + v_forward*64); setsize (open, VEC_ORIGIN, VEC_ORIGIN); open.think = OpenChestBeep; open.nextthink = time + random()*0.2; open.enemy = toucher; open.owner = portal; t1 = spawn(); setmodel(t1, "progs/radio.spr"); setorigin (t1, toucher.origin + '0 0 48' + v_forward*64 + v_right*32); setsize (t1, VEC_ORIGIN, VEC_ORIGIN); t1.enemy = toucher; t1.owner = portal; t2 = spawn(); setmodel(t2, "progs/radio.spr"); setorigin (t2, toucher.origin + '0 0 48' + v_forward*64 - v_right*32); setsize (t2, VEC_ORIGIN, VEC_ORIGIN); t2.enemy = toucher; t2.owner = portal; open.tumbler1 = t1; open.tumbler2 = t2; }; void() r_touch = { local string s; if (other.classname != "player") return; if (other.health <= 0) return; self.mdl = self.model; sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); self.solid = SOLID_NOT; other.items = other.items | IT_INVISIBILITY; self.model = string_null; // do the apropriate action other.invisible_time = 1; other.invisible_finished = self.cnt; s=ftos(rint(other.invisible_finished - time)); bprint (PRINT_LOW, other.netname); bprint (PRINT_LOW, " recovered a Ring with "); bprint (PRINT_LOW, s); bprint (PRINT_LOW, " seconds remaining!\n"); activator = other; SUB_UseTargets(); // fire all targets / killtargets }; void(float timeleft) DropRing = { local entity item; item = spawn(); item.origin = self.origin; item.velocity_z = 300; item.velocity_x = -100 + (random() * 200); item.velocity_y = -100 + (random() * 200); item.flags = FL_ITEM; item.solid = SOLID_TRIGGER; item.movetype = MOVETYPE_TOSS; item.noise = "items/inv1.wav"; setmodel (item, "progs/invisibl.mdl"); setsize (item, '-16 -16 -24', '16 16 32'); item.cnt = time + timeleft; item.touch = r_touch; item.nextthink = time + timeleft; // remove after 30 seconds item.think = SUB_Remove; }; /* ============ PlaceItem plants the object on the floor ============ */ void() PlaceItem = { local float oldz; self.mdl = self.model; // so it can be restored on respawn self.flags = FL_ITEM; // make extra wide self.solid = SOLID_TRIGGER; self.movetype = MOVETYPE_TOSS; self.velocity = '0 0 0'; self.origin_z = self.origin_z + 6; oldz = self.origin_z; if (!droptofloor()) { dprint ("Bonus item fell out of level at "); dprint (vtos(self.origin)); dprint ("\n"); remove(self); return; } }; /* ============ StartItem Sets the clipping size and plants the object on the floor ============ */ void() StartItem = { self.nextthink = time + 0.2; // items start after other solids self.think = PlaceItem; }; /* ========================================================================= HEALTH BOX ========================================================================= */ // // T_Heal: add health to an entity, limiting health to max_health // "ignore" will ignore max_health limit // float (entity e, float healamount, float ignore) T_Heal = { if (e.health <= 0) return 0; if ((!ignore) && (e.health >= other.max_health)) return 0; healamount = ceil(healamount); e.health = e.health + healamount; if ((!ignore) && (e.health >= other.max_health)) e.health = other.max_health; if (e.health > 250) e.health = 250; return 1; }; /*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) rotten megahealth Health box. Normally gives 25 points. Rotten box heals 5-10 points, megahealth will add 100 health, then rot you down to your maximum health limit, one point per second. */ float H_ROTTEN = 1; float H_MEGA = 2; .float healamount, healtype; void() health_touch; void() item_megahealth_rot; void() item_health = { if (self.spawnflags & H_MEGA) TreasureChest(); else { if (random()*100<=75) { remove(self); return; } self.touch = health_touch; precache_model("maps/b_bh25.bsp"); precache_sound("items/health1.wav"); setmodel(self, "maps/b_bh25.bsp"); self.noise = "items/health1.wav"; self.healamount = 25; self.healtype = 1; setsize (self, '0 0 0', '32 32 56'); StartItem (); } }; float (entity to, float iid, float quant) TryGiveStackable = { local float slot; local float item; local float x; x = 300; if (ToIID(self.islot4) == IID_EQUIP_BACKPACK) x = 600; slot = SlotOfItem(to, iid); if (slot > 4) { item = ItemInSlot(to, slot); if (ToStatus(item) + quant > x) //300 is our maxstack value here { quant = quant + ToStatus(item) - x; SetItemSlot(to, slot, SlotVal(iid, x)); slot = 0; return false; } else quant = quant + ToStatus(item); } if (quant == 0) return true; if (slot == 0) { slot = FindSuitableEmptySlot(to, iid); if (slot == 0) return false; } SetItemSlot(to, slot, SlotVal(iid, quant)); return true; }; void () health_touch = { if (!triggercantouch(self, other)) return; if (other.classname != "player" || other.ghost != 0) return; if (other.classname == "player") { if (self.healtype == H_MEGA) return; if (other.ghost != 0) return; if (!TryGiveStackable(other, IID_CHEM_STIMPACK, 1)) return; sprint (other, PRINT_HIGH, "picked up a stimpack.\n"); if (random()*4 <= 2) sound (other, CHAN_ITEM, "misc/item1.wav", 1, ATTN_NORM); else sound (other, CHAN_ITEM, "misc/item2.wav", 1, ATTN_NORM); self.model = string_null; self.solid = SOLID_NOT; return; } activator = other; SUB_UseTargets (); }; void() item_megahealth_rot = { other = self.owner; if (other.health > other.max_health) { other.health = other.health - 1; self.nextthink = time + 1; return; } // it is possible for a player to die and respawn between rots, so don't // just blindly subtract the flag off other.items = other.items - (other.items & IT_SUPERHEALTH); if (deathmatch != 2) // deathmatch 2 is silly old rules { self.nextthink = time + 20; self.think = SUB_regen; } }; /* =============================================================================== ARMOR =============================================================================== */ void() armor_touch; void() armor_touch = { local float type, value, bit; if (!triggercantouch(self, other)) return; if (other.health <= 0) return; if (other.classname != "player") return; if (deathmatch == 4) if (other.invincible_time > 0) return; if (self.classname == "item_armor1") { type = 0.3; value = 100; bit = IT_ARMOR1; } if (self.classname == "item_armor2") { type = 0.6; value = 150; bit = IT_ARMOR2; } if (self.classname == "item_armorInv") { type = 0.8; value = 200; bit = IT_ARMOR3; } if (other.armortype*other.armorvalue >= type*value) return; other.armortype = type; other.armorvalue = value; other.items = other.items - (other.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + bit; self.solid = SOLID_NOT; self.model = string_null; if (deathmatch != 2) self.nextthink = time + 20; self.think = SUB_regen; sprint(other, PRINT_LOW, "You got armor\n"); // armor touch sound sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); activator = other; SUB_UseTargets(); // fire all targets / killtargets }; /*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32) */ void() buyzone1 = { SUB_UseTargets (); self.touch = SUB_Null; self.solid = SOLID_BBOX; self.movetype = MOVETYPE_STEP; setmodel (self, "progs/enforcer.mdl"); self.skin = 0; setsize (self, '-16 -16 -24', '16 16 32'); setorigin(self, self.origin + '0 0 24'); self.classname = "merchant"; }; void() buyzone2 = { SUB_UseTargets (); self.touch = SUB_Null; self.solid = SOLID_BBOX; setmodel (self, "progs/enforcer.mdl"); self.skin = 0; setsize (self, '-16 -16 -24', '16 16 32'); setorigin(self, self.origin + '0 0 24'); self.classname = "merchant"; }; void() item_armor1_finish = { SUB_UseTargets (); self.touch = SUB_Null; self.solid = SOLID_BBOX; self.movetype = MOVETYPE_STEP; setmodel (self, "progs/enforcer.mdl"); self.skin = 0; setsize (self, '-16 -16 -24', '16 16 32'); setorigin(self, self.origin + '0 0 24'); self.classname = "merchant"; self.think = shop_face; self.nextthink = time + 0.5; }; void() item_armor1 = { if (random()<0.50) { precache_model ("progs/enforcer.mdl"); self.think = item_armor1_finish; self.nextthink = time + 0.1; } }; /*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32) */ void() item_armor2 = { if (random()<0.50) { precache_model ("progs/enforcer.mdl"); self.touch = SUB_Null; self.solid = SOLID_BBOX; setmodel (self, "progs/enforcer.mdl"); self.skin = 0; setsize (self, '-16 -16 -24', '16 16 32'); setorigin(self, self.origin + '0 0 24'); self.classname = "merchant"; self.think = shop_face; self.nextthink = time + 0.5; } }; /*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32) */ void() item_armorInv = { if (random()<0.50) { precache_model ("progs/enforcer.mdl"); self.touch = SUB_Null; self.solid = SOLID_BBOX; setmodel (self, "progs/enforcer.mdl"); self.skin = 0; setsize (self, '-16 -16 -24', '16 16 32'); setorigin(self, self.origin + '0 0 24'); self.classname = "merchant"; self.think = shop_face; self.nextthink = time + 0.5; } }; /* =============================================================================== WEAPONS =============================================================================== */ void() bound_other_ammo = { }; float(float w) RankForWeapon = { if (w == IT_LIGHTNING) return 1; if (w == IT_ROCKET_LAUNCHER) return 2; if (w == IT_SUPER_NAILGUN) return 3; if (w == IT_GRENADE_LAUNCHER) return 4; if (w == IT_SUPER_SHOTGUN) return 5; if (w == IT_NAILGUN) return 6; return 7; }; float (float w) WeaponCode = { if (w == IT_SUPER_SHOTGUN) return 3; if (w == IT_NAILGUN) return 4; if (w == IT_SUPER_NAILGUN) return 5; if (w == IT_GRENADE_LAUNCHER) return 6; if (w == IT_ROCKET_LAUNCHER) return 7; if (w == IT_LIGHTNING) return 8; return 1; }; /* ============= Deathmatch_Weapon Deathmatch weapon change rules for picking up a weapon .float ammo_shells, ammo_nails, ammo_rockets, ammo_cells; ============= */ void(float old, float new) Deathmatch_Weapon = { local float or, nr; // change self.weapon if desired or = RankForWeapon (self.weapon); nr = RankForWeapon (new); if ( nr < or ) self.weapon = new; }; /* ============= weapon_touch ============= */ float() W_BestWeapon; void() weapon_touch = { local float hadammo, best, new, old; local entity stemp; local float leave; // For client weapon_switch local float w_switch; if (!triggercantouch(self, other)) return; if (!(other.flags & FL_CLIENT)) return; if ((stof(infokey(other,"w_switch"))) == 0) w_switch = 8; else w_switch = stof(infokey(other,"w_switch")); // if the player was using his best weapon, change up to the new one if better stemp = self; self = other; best = W_BestWeapon(); self = stemp; if (deathmatch == 2 || deathmatch == 3 || deathmatch == 5) leave = 1; else leave = 0; if (self.classname == "weapon_nailgun") { if (leave && (other.items & IT_NAILGUN) ) return; hadammo = other.ammo_nails; new = IT_NAILGUN; other.ammo_nails = other.ammo_nails + 30; } else if (self.classname == "weapon_supernailgun") { if (leave && (other.items & IT_SUPER_NAILGUN) ) return; hadammo = other.ammo_rockets; new = IT_SUPER_NAILGUN; other.ammo_nails = other.ammo_nails + 30; } else if (self.classname == "weapon_supershotgun") { if (leave && (other.items & IT_SUPER_SHOTGUN) ) return; hadammo = other.ammo_rockets; new = IT_SUPER_SHOTGUN; other.ammo_shells = other.ammo_shells + 5; } else if (self.classname == "weapon_rocketlauncher") { if (leave && (other.items & IT_ROCKET_LAUNCHER) ) return; hadammo = other.ammo_rockets; new = IT_ROCKET_LAUNCHER; other.ammo_rockets = other.ammo_rockets + 5; } else if (self.classname == "weapon_grenadelauncher") { if (leave && (other.items & IT_GRENADE_LAUNCHER) ) return; hadammo = other.ammo_rockets; new = IT_GRENADE_LAUNCHER; other.ammo_rockets = other.ammo_rockets + 5; } else if (self.classname == "weapon_lightning") { if (leave && (other.items & IT_LIGHTNING)) return; hadammo = other.ammo_rockets; new = IT_LIGHTNING; other.ammo_cells = other.ammo_cells + 15; } else objerror ("weapon_touch: unknown classname"); sprint (other, PRINT_LOW, "You got the "); sprint (other, PRINT_LOW, self.netname); sprint (other, PRINT_LOW, "\n"); // weapon touch sound sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); bound_other_ammo (); // change to the weapon old = other.items; other.items = other.items | new; stemp = self; self = other; if ( WeaponCode(new) <= w_switch ) { if (self.flags & FL_INWATER) { if (new != IT_LIGHTNING) { Deathmatch_Weapon (old, new); } } else { Deathmatch_Weapon (old, new); } } W_SetCurrentAmmo(); self = stemp; if (leave) return; if (deathmatch!=3 || deathmatch !=5) { // remove it in single player, or setup for respawning in deathmatch self.model = string_null; self.solid = SOLID_NOT; if (deathmatch != 2) self.nextthink = time + 30; self.think = SUB_regen; } activator = other; SUB_UseTargets(); // fire all targets / killtargets }; void(vector place) hostage_new; /*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_supershotgun = { //weapon spawns are now either treasure chests //or hostages that need to be rescued if (random()<0.25) TreasureChest(); SpawnJunk(); SpawnJunk(); }; /*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_nailgun = { if (world.map_obj == 2) FoodCrate(); else if (world.map_obj == 5) obj_fueltank(self.origin); else if (world.map_obj == 6) Explosive(); else TreasureChest(); SpawnJunk(); SpawnJunk(); }; /*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_supernailgun = { if (world.map_obj == 2) FoodCrate(); else if (world.map_obj == 5) obj_fueltank(self.origin); else if (world.map_obj == 6) Explosive(); else if (random()*100 <= 40) TreasureChest(); SpawnJunk(); SpawnJunk(); SpawnJunk(); }; /*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_grenadelauncher = { if (world.map_obj == 2) FoodCrate(); else if (world.map_obj == 5) obj_fueltank(self.origin); else if (world.map_obj == 6) Explosive(); else if (random()*100 <= 40) TreasureChest(); SpawnJunk(); }; /*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_rocketlauncher = { if (world.map_obj == 2) FoodCrate(); else if (world.map_obj == 5) obj_fueltank(self.origin); else if (world.map_obj == 6) Explosive(); else if (random()*100 <= 40) TreasureChest(); SpawnJunk(); }; /*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_lightning = { if (world.map_obj == 2) FoodCrate(); else if (world.map_obj == 5) obj_fueltank(self.origin); else if (world.map_obj == 6) Explosive(); else if (random()*100 <= 40) TreasureChest(); SpawnJunk(); }; /* =============================================================================== AMMO =============================================================================== */ float() GetRandomAmmo = { local float r; r = random()*42; if (r <= 5) return IID_AM_10MM; else if (r <= 10) return IID_AM_45ACP; else if (r <= 15) return IID_AM_12GAUGESHELLS; else if (r <= 20) return IID_AM_44MAGNUM; else if (r <= 24) return IID_AM_556MM; else if (r <= 28) return IID_AM_5MMHIGHVEL; else if (r <= 32) return IID_AM_762MM; else if (r <= 36) return IID_AM_NEEDLER; else if (r <= 38) return IID_AM_ENERGYCELL; else if (r <= 40) return IID_AM_2MMEC; else return IID_AM_CASELESS; }; float(float ammotype) GetAmmoCount = { local float ammocount; if (ammotype == IID_AM_NEEDLER) ammocount = 2 + random()*7; if (ammotype == IID_AM_10MM) ammocount = 5 + random()*5; if (ammotype == IID_AM_556MM) ammocount = 3 + random()*8; if (ammotype == IID_AM_5MMHIGHVEL) ammocount = 5 + random()*8; if (ammotype == IID_AM_12GAUGESHELLS) ammocount = 2 + random()*6; if (ammotype == IID_AM_ENERGYCELL) ammocount = 2 + random()*6; if (ammotype == IID_AM_2MMEC) ammocount = 1 + random()*2; if (ammotype == IID_AM_762MM) ammocount = 2 + random()*4; if (ammotype == IID_AM_44MAGNUM) ammocount = 2 + random()*4; if (ammotype == IID_AM_45ACP) ammocount = 5 + random()*10; return ammocount; }; void() ammo_touch = { local entity stemp; local string ammoname, ammocountftos; local float best, ammotype, ammocount; if (!triggercantouch(self, other)) return; if (other.classname != "player") return; if (other.health <= 0) return; // if the player was using his best weapon, change up to the new one if better stemp = self; self = other; best = W_BestWeapon(); self = stemp; sprint (other, 2, "a pre-war military ammo cache.\n"); sprint (other, 2, "found "); ammotype = GetRandomAmmo(); ammocount = GetAmmoCount(ammotype); ammocount = ceil(ammocount); if (coop == 1 && total_players == 1) ammocount = ammocount * 2; ammoname = GetItemName(ammotype); ammocountftos = ftos(ammocount); if (random()*4 <= 2) sound (other, CHAN_ITEM, "misc/item1.wav", 1, ATTN_NORM); else sound (other, CHAN_ITEM, "misc/item2.wav", 1, ATTN_NORM); // shotgun if (self.weapon == 1) { sprint (other, 2, ammoname); sprint (other, 2, "("); sprint (other, 2, ammocountftos); sprint (other, 2, ") "); TryGiveStackable(other, ammotype, ammocount); if (random()*20 <= 10) { other.ammo_shells = other.ammo_shells + ceil(10+random()*10); sprint (other, 2, "& money.\n"); } else sprint (other, 2, "\n"); } // spikes if (self.weapon == 2) { sprint (other, 2, ammoname); sprint (other, 2, "("); sprint (other, 2, ammocountftos); sprint (other, 2, ") "); TryGiveStackable(other, ammotype, ammocount); if (random()*20 <= 10) { other.ammo_shells = other.ammo_shells + ceil(10+random()*10); sprint (other, 2, " & money.\n"); } else sprint (other, 2, "\n"); } // rockets if (self.weapon == 3) { sprint (other, 2, ammoname); sprint (other, 2, "("); sprint (other, 2, ammocountftos); sprint (other, 2, ") "); TryGiveStackable(other, ammotype, ammocount); if (random()*20 <= 10) { other.ammo_shells = other.ammo_shells + ceil(5+random()*25); sprint (other, 2, " & money.\n"); } else sprint (other, 2, "\n"); } // cells if (self.weapon == 4) { sprint (other, 2, ammoname); sprint (other, 2, "("); sprint (other, 2, ammocountftos); sprint (other, 2, ") "); TryGiveStackable(other, ammotype, ammocount); if (random()*20 <= 10) { other.ammo_shells = other.ammo_shells + ceil(5+random()*25); sprint (other, 2, " & money.\n"); } else sprint (other, 2, "\n"); } bound_other_ammo (); // change to a better weapon if appropriate /* if ( other.weapon == best ) { stemp = self; self = other; self.weapon = W_BestWeapon(); W_SetCurrentAmmo (); self = stemp; }*/ // if changed current ammo, update it stemp = self; self = other; self = stemp; // remove it in single player, or setup for respawning in deathmatch self.model = string_null; self.solid = SOLID_NOT; if (coop != 1) self.nextthink = time + 30; // Xian -- If playing in DM 3.0 mode, halve the time ammo respawns self.think = SUB_regen; activator = other; SUB_UseTargets(); // fire all targets / killtargets }; float WEAPON_BIG2 = 1; /*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) big */ void() item_shells = { if (deathmatch == 4) return; if (coop == 1 && random()*4 <= 2) return; self.islot1 = GetRandomAmmo(); self.islot1 = self.islot1 * 512; self.flash = ceil(random()*30); self.touch = AmmoTouch; if (random()<0.5) self.islot2 = ceil(random()*20); if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_shell1.bsp"); setmodel (self, "maps/b_shell1.bsp"); self.aflag = 40; } else { precache_model ("maps/b_shell0.bsp"); setmodel (self, "maps/b_shell0.bsp"); self.aflag = 20; } self.weapon = 1; self.netname = "shells"; setsize (self, '0 0 0', '32 32 56'); StartItem (); }; /*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) big */ void() item_spikes = { if (deathmatch == 4) return; if (coop == 1 && random()*4 <= 1) return; self.islot1 = GetRandomAmmo(); self.islot1 = self.islot1 * 512; self.flash = ceil(random()*30); self.touch = AmmoTouch; if (random()<0.5) self.islot2 = ceil(random()*20); if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_nail1.bsp"); setmodel (self, "maps/b_nail1.bsp"); self.aflag = 50; } else { precache_model ("maps/b_nail0.bsp"); setmodel (self, "maps/b_nail0.bsp"); self.aflag = 25; } self.weapon = 2; self.netname = "nails"; setsize (self, '0 0 0', '32 32 56'); StartItem (); }; /*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) big */ void() item_rockets = { if (deathmatch == 4) return; if (coop == 1 && random()*4 <= 3) return; self.islot1 = GetRandomAmmo(); self.islot1 = self.islot1 * 512; self.flash = ceil(random()*30); self.touch = AmmoTouch; if (random()<0.5) self.islot2 = ceil(random()*20); if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_rock1.bsp"); setmodel (self, "maps/b_rock1.bsp"); self.aflag = 10; } else { precache_model ("maps/b_rock0.bsp"); setmodel (self, "maps/b_rock0.bsp"); self.aflag = 5; } self.weapon = 3; self.netname = "rockets"; setsize (self, '0 0 0', '32 32 56'); StartItem (); }; /*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) big */ void() item_cells = { if (deathmatch == 4) return; if (coop == 1 && random()*4 <= 2) return; self.islot1 = GetRandomAmmo(); self.islot1 = self.islot1 * 512; self.flash = ceil(random()*30); self.touch = AmmoTouch; if (random()<0.5) self.islot2 = ceil(random()*20); if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_batt1.bsp"); setmodel (self, "maps/b_batt1.bsp"); self.aflag = 12; } else { precache_model ("maps/b_batt0.bsp"); setmodel (self, "maps/b_batt0.bsp"); self.aflag = 6; } self.weapon = 4; self.netname = "cells"; setsize (self, '0 0 0', '32 32 56'); StartItem (); }; /*QUAKED item_weapon (0 .5 .8) (0 0 0) (32 32 32) shotgun rocket spikes big DO NOT USE THIS!!!! IT WILL BE REMOVED! */ float WEAPON_SHOTGUN = 1; float WEAPON_ROCKET = 2; float WEAPON_SPIKES = 4; float WEAPON_BIG = 8; void() item_weapon = { if (coop == 1 && random()*4 <= 3) return; self.islot1 = GetRandomAmmo(); self.islot1 = self.islot1 * 512; self.flash = ceil(random()*30); self.touch = AmmoTouch; if (random()<0.5) self.islot2 = ceil(random()*20); precache_model ("progs/ammobox.mdl"); setmodel (self, "progs/ammobox.mdl"); self.skin = 2; setsize (self, '0 0 0', '32 32 56'); StartItem (); }; /* =============================================================================== KEYS =============================================================================== */ void() key_touch = { if (!triggercantouch(self, other)) return; if (other.classname != "player") return; if (other.health <= 0) return; if (other.items & self.items) return; sprint (other, PRINT_LOW, "You got the "); sprint (other, PRINT_LOW, self.netname); sprint (other,PRINT_LOW, "\n"); sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); other.items = other.items | self.items; self.solid = SOLID_NOT; self.model = string_null; activator = other; SUB_UseTargets(); // fire all targets / killtargets }; void() key_setsounds = { if (world.worldtype == 0) { precache_sound ("misc/medkey.wav"); self.noise = "misc/medkey.wav"; } if (world.worldtype == 1) { precache_sound ("misc/runekey.wav"); self.noise = "misc/runekey.wav"; } if (world.worldtype == 2) { precache_sound2 ("misc/basekey.wav"); self.noise = "misc/basekey.wav"; } }; /*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32) SILVER key In order for keys to work you MUST set your maps worldtype to one of the following: 0: medieval 1: metal 2: base */ void() item_key1 = { if (world.worldtype == 0) { precache_model ("progs/w_s_key.mdl"); setmodel (self, "progs/w_s_key.mdl"); self.netname = "silver key"; } else if (world.worldtype == 1) { precache_model ("progs/m_s_key.mdl"); setmodel (self, "progs/m_s_key.mdl"); self.netname = "silver runekey"; } else if (world.worldtype == 2) { precache_model2 ("progs/b_s_key.mdl"); setmodel (self, "progs/b_s_key.mdl"); self.netname = "silver keycard"; } key_setsounds(); self.touch = key_touch; self.items = IT_KEY1; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); }; /*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32) GOLD key In order for keys to work you MUST set your maps worldtype to one of the following: 0: medieval 1: metal 2: base */ void() item_key2 = { if (world.worldtype == 0) { precache_model ("progs/w_g_key.mdl"); setmodel (self, "progs/w_g_key.mdl"); self.netname = "gold key"; } if (world.worldtype == 1) { precache_model ("progs/m_g_key.mdl"); setmodel (self, "progs/m_g_key.mdl"); self.netname = "gold runekey"; } if (world.worldtype == 2) { precache_model2 ("progs/b_g_key.mdl"); setmodel (self, "progs/b_g_key.mdl"); self.netname = "gold keycard"; } key_setsounds(); self.touch = key_touch; self.items = IT_KEY2; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); }; /* =============================================================================== END OF LEVEL RUNES =============================================================================== */ void() sigil_touch = { if (!triggercantouch(self, other)) return; if (other.classname != "player") return; if (other.health <= 0) return; centerprint (other, "You got the rune!"); sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); self.solid = SOLID_NOT; self.model = string_null; serverflags = serverflags | (self.spawnflags & 15); self.classname = ""; // so rune doors won't find it activator = other; SUB_UseTargets(); // fire all targets / killtargets }; /*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4 End of level sigil, pick up to end episode and return to jrstart. */ void() item_sigil = { if (!self.spawnflags) objerror ("no spawnflags"); precache_sound ("misc/runekey.wav"); self.noise = "misc/runekey.wav"; if (self.spawnflags & 1) { precache_model ("progs/end1.mdl"); setmodel (self, "progs/end1.mdl"); } if (self.spawnflags & 2) { precache_model2 ("progs/end2.mdl"); setmodel (self, "progs/end2.mdl"); } if (self.spawnflags & 4) { precache_model2 ("progs/end3.mdl"); setmodel (self, "progs/end3.mdl"); } if (self.spawnflags & 8) { precache_model2 ("progs/end4.mdl"); setmodel (self, "progs/end4.mdl"); } self.touch = sigil_touch; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); }; /* =============================================================================== POWERUPS =============================================================================== */ void() powerup_touch; void() powerup_touch = { if (!triggercantouch(self, other)) return; if (other.classname != "player") return; if (other.health <= 0) return; sprint (other, PRINT_LOW, "You got the "); sprint (other,PRINT_LOW, self.netname); sprint (other,PRINT_LOW, "\n"); self.mdl = self.model; if ((self.classname == "item_artifact_invulnerability") || (self.classname == "item_artifact_invisibility")) self.nextthink = time + 60*5; else self.nextthink = time + 60; self.think = SUB_regen; sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); self.solid = SOLID_NOT; other.items = other.items | self.items; self.model = string_null; // do the apropriate action if (self.classname == "item_artifact_envirosuit") { other.rad_time = 1; other.radsuit_finished = time + 30; } if (self.classname == "item_artifact_invulnerability") { other.invincible_time = 1; other.invincible_finished = time + 30; } if (self.classname == "item_artifact_invisibility") { other.invisible_time = 1; other.invisible_finished = time + 30; } if (self.classname == "item_artifact_super_damage") { if (deathmatch == 4) { other.armortype = 0; other.armorvalue = 0 * 0.01; other.ammo_cells = 0; } other.super_time = 1; other.super_damage_finished = time + 30; } activator = other; SUB_UseTargets(); // fire all targets / killtargets }; /*QUAKED item_artifact_invulnerability (0 .5 .8) (-16 -16 -24) (16 16 32) Player is invulnerable for 30 seconds */ void() item_artifact_invulnerability = { self.touch = powerup_touch; precache_model ("progs/invulner.mdl"); precache_sound ("items/protect.wav"); precache_sound ("items/protect2.wav"); precache_sound ("items/protect3.wav"); self.noise = "items/protect.wav"; setmodel (self, "progs/invulner.mdl"); self.netname = "Pentagram of Protection"; self.effects = self.effects | EF_RED; self.items = IT_INVULNERABILITY; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); }; /*QUAKED item_artifact_envirosuit (0 .5 .8) (-16 -16 -24) (16 16 32) Player takes no damage from water or slime for 30 seconds */ void() item_artifact_envirosuit = { remove(self); return; }; /*QUAKED item_artifact_invisibility (0 .5 .8) (-16 -16 -24) (16 16 32) Player is invisible for 30 seconds */ void() item_artifact_invisibility = { remove(self); return; }; /*QUAKED item_artifact_super_damage (0 .5 .8) (-16 -16 -24) (16 16 32) The next attack from the player will do 4x damage */ void() item_artifact_super_damage = { remove(self); }; /* =============================================================================== PLAYER BACKPACKS =============================================================================== */ void() BackpackTouch = { local float ammotype, ammocount; local string ammoname; if (other.classname != "player") return; sprint(other, 2, "loot: found"); if (self.weapon == 1) { TryGiveStackable(other, IID_AM_10MM, floor(9+random()*20)); sprint(other, 2, " 10mm ammo"); } else if (self.weapon == 2) { TryGiveStackable(other, IID_AM_556MM, floor(5+random()*15)); sprint(other, 2, " 5mm ammo"); } else if (self.weapon == 3) { TryGiveStackable(other, IID_AM_12GAUGESHELLS, floor(3+random()*6)); sprint(other, 2, " 12 gauge ammo"); } else if (self.weapon == 4) { TryGiveStackable(other, IID_AM_10MM, floor(9+random()*20)); sprint(other, 2, " 10mm ammo"); } else { ammotype = GetRandomAmmo(); ammocount = GetAmmoCount(ammotype); ammoname = GetItemName(ammotype); sprint(other, 2, " "); sprint(other, 2, ammoname); TryGiveStackable(other, ammotype, ammocount); } if (random()*4 <= 2) { other.ammo_shells = other.ammo_shells + ceil(5+random()*20); sprint(other, 2, " & money.\n"); } else sprint(other, 2, ".\n"); remove(self); return; }; /* =============== DropMoney =============== */ void() MoneyTouch = { if (other.classname != "player") return; if (other.health <= 0) return; sound (self, CHAN_VOICE, "items/item1.wav", 1, ATTN_IDLE); sprint(other, 2, "a small amount of wasteland currency.\n"); other.ammo_shells += self.islot1; remove(self); }; void() DropMoney = { local entity item; item = spawn(); item.origin = self.origin - '0 0 24'; item.weapon = self.weapon; item.velocity_z = 300; item.velocity_x = -100 + (random() * 200); item.velocity_y = -100 + (random() * 200); item.flags = FL_ITEM; item.solid = SOLID_TRIGGER; item.movetype = MOVETYPE_TOSS; setmodel (item, "progs/money.mdl"); setsize (item, '-16 -16 0', '16 16 56'); item.islot1 = 2 + random()*5; item.skin = ToIID(item.islot1) - 506; item.touch = MoneyTouch; item.nextthink = time + 120; // remove after 2 minutes item.think = SUB_Remove; }; /* =============== DropBackpack =============== */ void() DropBackpack = { local entity item; item = spawn(); item.origin = self.origin - '0 0 24'; item.weapon = self.weapon; item.velocity_z = 300; item.velocity_x = -100 + (random() * 200); item.velocity_y = -100 + (random() * 200); item.flags = FL_ITEM; item.solid = SOLID_TRIGGER; item.movetype = MOVETYPE_TOSS; setmodel (item, "progs/ammobox.mdl"); setsize (item, '-16 -16 0', '16 16 56'); item.islot1 = GetRandomAmmo(); item.islot1 = item.islot1 * 512; item.skin = ToIID(item.islot1) - 506; item.flash = ceil(random()*30); item.touch = AmmoTouch; item.nextthink = time + 120; // remove after 2 minutes item.think = SUB_Remove; };