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fteqw/quakec/fallout2/items.qc

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46 KiB
C++

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;
};