Implement item_health, adjust the sounds played by the various item_armor pickups and add an alias for item_armorInv

This commit is contained in:
Marco Cawthorne 2023-04-15 13:49:28 -07:00
parent 6074c787b5
commit eed46f362e
Signed by: eukara
GPG key ID: CE2032F0A2882A22
9 changed files with 170 additions and 15 deletions

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@ -1,5 +1,5 @@
/* /*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org> * Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
* *
* Permission to use, copy, modify, and distribute this software for any * Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above * purpose with or without fee is hereby granted, provided that the above

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@ -1,5 +1,5 @@
/* /*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org> * Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
* *
* Permission to use, copy, modify, and distribute this software for any * Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above * purpose with or without fee is hereby granted, provided that the above

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@ -1,5 +1,5 @@
/* /*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org> * Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
* *
* Permission to use, copy, modify, and distribute this software for any * Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above * purpose with or without fee is hereby granted, provided that the above

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@ -1,5 +1,5 @@
/* /*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org> * Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
* *
* Permission to use, copy, modify, and distribute this software for any * Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above * purpose with or without fee is hereby granted, provided that the above
@ -31,7 +31,7 @@ item_armor::Touch(entity eToucher)
} }
player pl = (player)eToucher; player pl = (player)eToucher;
Sound_Play(eToucher, CHAN_ITEM, "armor.pickup"); Sound_Play(eToucher, CHAN_ITEM, strcat(noise, ".pickup"));
Weapons_RefreshAmmo(pl); Weapons_RefreshAmmo(pl);
Logging_Pickup(eToucher, this, __NULL__); Logging_Pickup(eToucher, this, __NULL__);
@ -55,7 +55,7 @@ item_armor::Respawn(void)
ReleaseThink(); ReleaseThink();
if (real_owner && time > 30.0f) if (real_owner && time > 30.0f)
Sound_Play(this, CHAN_ITEM, "armor.respawn"); Sound_Play(this, CHAN_ITEM, "dmc_item.respawn");
droptofloor(); droptofloor();
} }
@ -65,8 +65,8 @@ item_armor::Spawned(void)
{ {
super::Spawned(); super::Spawned();
Sound_Precache("armor.pickup"); Sound_Precache(strcat(noise, ".pickup"));
Sound_Precache("armor.respawn"); Sound_Precache("dmc_item.respawn");
precache_model(model); precache_model(model);
} }
@ -98,6 +98,7 @@ void
item_armor1::item_armor1(void) item_armor1::item_armor1(void)
{ {
model = "models/armour_g.mdl"; model = "models/armour_g.mdl";
noise = "armor_green";
} }
void void
@ -138,6 +139,7 @@ void
item_armor2::item_armor2(void) item_armor2::item_armor2(void)
{ {
model = "models/armour_y.mdl"; model = "models/armour_y.mdl";
noise = "armor_yellow";
} }
void void
@ -178,6 +180,7 @@ void
item_armor3::item_armor3(void) item_armor3::item_armor3(void)
{ {
model = "models/armour_r.mdl"; model = "models/armour_r.mdl";
noise = "armor_red";
} }
void void
@ -193,4 +196,5 @@ item_armor3::Touch(entity eToucher)
item_armor::Touch(eToucher); item_armor::Touch(eToucher);
} }
} }
} }
CLASSEXPORT(item_armorInv, item_armor3)

124
src/server/item_health.qc Normal file
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@ -0,0 +1,124 @@
/*
* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
enumflags
{
IT_HEALTH_SMALL,
IT_HEALTH_LARGE
};
/*QUAKED item_health (0 0 0.8) (-16 -16 0) (16 16 32) SMALL LARGE
DEATHMATCH CLASSIC (1999) ENTITY
Armor item that gives you health.
It heals you 25 health points by default.
If spawnflags bit 1 (SMALL) is set, it'll heal 15.
If spawnflags bit 2 (LARGE) is set, it'll heal 100.
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/armour_r.mdl"
*/
class item_health:NSRenderableEntity
{
void(void) item_health;
virtual void(void) Spawned;
virtual void(void) Respawn;
virtual void(entity) Touch;
};
void
item_health::Touch(entity eToucher)
{
if not (eToucher.flags & FL_CLIENT) {
return;
}
player pl = (player)eToucher;
if (HasSpawnFlags(IT_HEALTH_SMALL)) {
if (pl.health >= 100)
return;
Sound_Play(eToucher, CHAN_ITEM, "item_health_rotten.pickup");
pl.health = bound(0, pl.health + 15, 100);
} else if (HasSpawnFlags(IT_HEALTH_LARGE)) {
if (pl.health >= 200)
return;
Sound_Play(eToucher, CHAN_ITEM, "item_health_mega.pickup");
pl.health = bound(0, pl.health + 100, 200);
} else {
if (pl.health >= 100)
return;
Sound_Play(eToucher, CHAN_ITEM, "item_health.pickup");
pl.health = bound(0, pl.health + 15, 100);
}
Logging_Pickup(eToucher, this, __NULL__);
if (real_owner || cvar("sv_playerslots") == 1) {
Destroy();
} else {
Disappear();
ScheduleThink(Respawn, 20.0f);
}
}
void
item_health::Respawn(void)
{
SetSolid(SOLID_TRIGGER);
SetMovetype(MOVETYPE_TOSS);
SetOrigin(GetSpawnOrigin());
SetModel(GetSpawnModel());
SetSize([-16,-16,0],[16,16,16]);
ReleaseThink();
if (real_owner && time > 30.0f)
Sound_Play(this, CHAN_ITEM, "dmc_item.respawn");
droptofloor();
}
void
item_health::Spawned(void)
{
super::Spawned();
if (HasSpawnFlags(IT_HEALTH_SMALL)) {
Sound_Precache("item_health_rotten.pickup");
m_oldModel = model = "models/w_medkits.mdl";
} else if (HasSpawnFlags(IT_HEALTH_LARGE)) {
Sound_Precache("item_health_mega.pickup");
m_oldModel = model = "models/w_medkitl.mdl";
} else {
Sound_Precache("item_health.pickup");
m_oldModel = model = "models/w_medkit.mdl";
}
Sound_Precache("dmc_item.respawn");
precache_model(model);
}
void
item_health::item_health(void)
{
m_oldModel = model;
}

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@ -1,5 +1,5 @@
/* /*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org> * Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
* *
* Permission to use, copy, modify, and distribute this software for any * Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above * purpose with or without fee is hereby granted, provided that the above

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@ -69,6 +69,7 @@ item_weaponbox.qc
../../../valve/src/server/xen_plantlight.qc ../../../valve/src/server/xen_plantlight.qc
ammo.qc ammo.qc
item_armor.qc item_armor.qc
item_health.qc
../../../src/botlib/include.src ../../../src/botlib/include.src

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@ -1,5 +1,5 @@
/* /*
* Copyright (c) 2016-2022 Marco Cawthorne <marco@icculus.org> * Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
* *
* Permission to use, copy, modify, and distribute this software for any * Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above * purpose with or without fee is hereby granted, provided that the above

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@ -1,11 +1,17 @@
armor.pickup armor_green.pickup
{ {
sample items/armor1.wav
} }
armor.respawn armor_yellow.pickup
{ {
sample items/armor1.wav
}
armor_red.pickup
{
sample items/armor1.wav
} }
ammo.pickup ammo.pickup
@ -16,4 +22,24 @@ ammo.pickup
ammo.respawn ammo.respawn
{ {
}
item_health_rotten.pickup
{
sample items/r_item1.wav
}
item_health_mega.pickup
{
sample items/r_item2.wav
}
item_health.pickup
{
sample items/health1.wav
}
dmc_item.respawn
{
sample items/itembk2.wav
} }