0b792a6355
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3053 fc73d0e0-1445-4013-8a0c-d673dee63da5
1569 lines
No EOL
32 KiB
C++
1569 lines
No EOL
32 KiB
C++
/* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD
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BE .8 .3 .4 IN COLOR */
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void (float weap) W_WeaponSwitch;
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void (entity ent) W_UpdateAmmoCounts;
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void() SUB_regen =
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{
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self.model = self.mdl; // restore original model
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self.solid = SOLID_TRIGGER; // allow it to be touched again
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sound (self, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM); // play respawn sound
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setorigin (self, self.origin);
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};
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/*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8)
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prints a warning message when spawned
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*/
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void() noclass =
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{
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dprint ("noclass spawned at");
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dprint (vtos(self.origin));
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dprint ("\n");
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remove (self);
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};
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// names of weapons function
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string(float weap) I_WeaponName =
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{
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switch (weap)
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{
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case IT_AXE:
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return "Axe";
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case IT_SHOTGUN:
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return "Shotgun";
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case IT_SUPER_SHOTGUN:
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return "Double-barrelled Shotgun";
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case IT_NAILGUN:
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return "Nailgun";
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case IT_SUPER_NAILGUN:
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return "Super Nailgun";
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case IT_GRENADE_LAUNCHER:
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return "Grenade Launcher";
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case IT_ROCKET_LAUNCHER:
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return "Rocket Launcher";
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case IT_LIGHTNING:
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return "Thunderbolt";
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}
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return "";
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}
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void() q_touch;
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void() q_touch =
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{
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local string s, t;
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if (other.classname != "player")
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return;
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if (other.health <= 0)
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return;
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self.mdl = self.model;
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sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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stuffcmd (other, "bf\n");
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self.solid = SOLID_NOT;
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other.items = other.items | IT_QUAD;
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self.model = string_null;
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if (deathmatch == 4)
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{
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other.armortype = 0;
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other.armorvalue = 0;
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other.ammo_cells_real = 0;
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W_UpdateAmmoCounts(other);
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}
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// do the apropriate action
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other.super_time = 1;
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other.super_damage_finished = self.cnt;
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s=ftos(rint(other.super_damage_finished - time));
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t = " recovered a Quad with ";
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if (deathmatch == 4)
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t = " recovered an OctaPower with ";
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bprint4 (PRINT_LOW, other.netname, t, s, " seconds remaining!\n");
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activator = other;
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SUB_UseTargets(); // fire all targets / killtargets
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};
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void(float timeleft) DropQuad =
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{
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local entity item;
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item = spawn();
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item.origin = self.origin;
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item.velocity_z = 300;
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item.velocity_x = -100 + (random() * 200);
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item.velocity_y = -100 + (random() * 200);
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item.flags = FL_ITEM;
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item.solid = SOLID_TRIGGER;
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item.movetype = MOVETYPE_TOSS;
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item.noise = "items/damage.wav";
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setmodel (item, "progs/quaddama.mdl");
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setsize (item, '-16 -16 -24', '16 16 32');
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item.cnt = time + timeleft;
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item.touch = q_touch;
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item.nextthink = time + timeleft; // remove it with the time left on it
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item.think = SUB_Remove;
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};
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void() r_touch;
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void() r_touch =
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{
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local string s;
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if (other.classname != "player")
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return;
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if (other.health <= 0)
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return;
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self.mdl = self.model;
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sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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stuffcmd (other, "bf\n");
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self.solid = SOLID_NOT;
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other.items = other.items | IT_INVISIBILITY;
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self.model = string_null;
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// do the apropriate action
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other.invisible_time = 1;
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other.invisible_finished = self.cnt;
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s=ftos(rint(other.invisible_finished - time));
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bprint4 (PRINT_LOW, other.netname, " recovered a Ring with ", s, " seconds remaining!\n");
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activator = other;
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SUB_UseTargets(); // fire all targets / killtargets
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};
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void(float timeleft) DropRing =
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{
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local entity item;
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item = spawn();
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item.origin = self.origin;
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item.velocity_z = 300;
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item.velocity_x = -100 + (random() * 200);
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item.velocity_y = -100 + (random() * 200);
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item.flags = FL_ITEM;
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item.solid = SOLID_TRIGGER;
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item.movetype = MOVETYPE_TOSS;
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item.noise = "items/inv1.wav";
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setmodel (item, "progs/invisibl.mdl");
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setsize (item, '-16 -16 -24', '16 16 32');
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item.cnt = time + timeleft;
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item.touch = r_touch;
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item.nextthink = time + timeleft; // remove after 30 seconds
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item.think = SUB_Remove;
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};
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/*
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============
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PlaceItem
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plants the object on the floor
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============
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*/
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void() PlaceItem =
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{
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local float oldz;
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self.mdl = self.model; // so it can be restored on respawn
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self.flags = FL_ITEM; // make extra wide
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self.solid = SOLID_TRIGGER;
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self.movetype = MOVETYPE_TOSS;
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self.velocity = '0 0 0';
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self.origin_z = self.origin_z + 6;
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oldz = self.origin_z;
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if (!droptofloor())
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{
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dprint ("Bonus item fell out of level at ");
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dprint (vtos(self.origin));
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dprint ("\n");
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remove(self);
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return;
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}
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};
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/*
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============
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StartItem
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Sets the clipping size and plants the object on the floor
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============
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*/
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void() StartItem =
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{
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self.nextthink = time + 0.2; // items start after other solids
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self.think = PlaceItem;
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};
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/*
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=========================================================================
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HEALTH BOX
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=========================================================================
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*/
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//
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// T_Heal: add health to an entity, limiting health to max_health
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// "ignore" will ignore max_health limit
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//
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float (entity e, float hamount, float ignore) T_Heal =
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{
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if (e.health <= 0)
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return 0;
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if ((!ignore) && (e.health >= other.max_health))
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return 0;
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hamount = ceil(hamount);
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e.health = e.health + hamount;
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if ((!ignore) && (e.health >= other.max_health))
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e.health = other.max_health;
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if (e.health > e.max_health + 150)
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e.health = e.max_health + 150;
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e.healdecay = time + 5;
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return 1;
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};
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/*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) rotten megahealth
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Health box. Normally gives 25 points.
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Rotten box heals 5-10 points,
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megahealth will add 100 health, then
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rot you down to your maximum health limit,
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one point per second.
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*/
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void() health_touch;
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void() item_health =
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{
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self.touch = health_touch;
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if (self.spawnflags & H_ROTTEN)
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{
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precache_model("maps/b_bh10.bsp");
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precache_sound("items/r_item1.wav");
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setmodel(self, "maps/b_bh10.bsp");
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self.noise = "items/r_item1.wav";
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self.healamount = 15;
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self.healtype = 0;
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}
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else
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if (self.spawnflags & H_MEGA)
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{
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precache_model("maps/b_bh100.bsp");
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precache_sound("items/r_item2.wav");
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setmodel(self, "maps/b_bh100.bsp");
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self.noise = "items/r_item2.wav";
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self.healamount = 100;
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self.healtype = 2;
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}
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else
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{
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precache_model("maps/b_bh25.bsp");
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precache_sound("items/health1.wav");
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setmodel(self, "maps/b_bh25.bsp");
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self.noise = "items/health1.wav";
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self.healamount = 25;
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self.healtype = 1;
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}
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setsize (self, '0 0 0', '32 32 56');
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StartItem ();
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};
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void() health_touch =
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{
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local string s;
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if (deathmatch == 4)
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if (other.invincible_time > time)
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return;
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if (other.classname != "player")
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return;
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if (self.healtype == H_MEGA) // Megahealth? Ignore max_health...
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{
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if (other.health >= other.max_health + 150)
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return;
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if (!T_Heal(other, self.healamount, 1))
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return;
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}
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else
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{
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if (!T_Heal(other, self.healamount, 0))
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return;
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}
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s = ftos(self.healamount);
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sprint3(other, PRINT_LOW, "You receive ", s, " health\n");
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// health touch sound
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sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
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stuffcmd (other, "bf\n");
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self.model = string_null;
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self.solid = SOLID_NOT;
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// Megahealth = rot down the player's super health
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if (deathmatch) // TODO: are these rules right?
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{
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if (deathmatch != 2) // deathmatch 2 is the silly old rules
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{
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if (self.healtype == H_MEGA)
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self.nextthink = time + 45; // should I account for health healed instead?
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else
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self.nextthink = time + 20;
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self.think = SUB_regen;
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}
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}
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activator = other;
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SUB_UseTargets(); // fire all targets / killtargets
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};
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/*
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===============================================================================
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ARMOR
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===============================================================================
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*/
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void() armor_touch;
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void() armor_touch =
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{
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local float type, value, bit;
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if (other.health <= 0)
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return;
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if (other.classname != "player")
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return;
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if (deathmatch == 4)
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if (other.invincible_time > 0)
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return;
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switch (self.classname)
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{
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case "item_armor1":
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type = 0.3;
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value = 100;
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bit = IT_ARMOR1;
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break;
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case "item_armor2":
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type = 0.6;
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value = 150;
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bit = IT_ARMOR2;
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break;
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case "item_armorInv":
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type = 0.8;
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value = 200;
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bit = IT_ARMOR3;
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break;
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}
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if (other.armortype*other.armorvalue >= type*value)
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return;
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other.armortype = type;
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other.armorvalue = value;
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other.items = other.items - (other.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + bit;
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self.solid = SOLID_NOT;
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self.model = string_null;
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if (deathmatch && deathmatch != 2)
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{
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self.nextthink = time + 20;
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self.think = SUB_regen;
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}
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sprint1(other, PRINT_LOW, "You got armor\n");
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// armor touch sound
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sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM);
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stuffcmd (other, "bf\n");
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activator = other;
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SUB_UseTargets(); // fire all targets / killtargets
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};
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/*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32)
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*/
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void() item_armor1 =
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{
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self.touch = armor_touch;
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precache_model ("progs/armor.mdl");
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setmodel (self, "progs/armor.mdl");
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self.skin = 0;
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setsize (self, '-16 -16 0', '16 16 56');
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StartItem ();
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};
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/*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32)
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*/
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void() item_armor2 =
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{
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self.touch = armor_touch;
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precache_model ("progs/armor.mdl");
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setmodel (self, "progs/armor.mdl");
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self.skin = 1;
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setsize (self, '-16 -16 0', '16 16 56');
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StartItem ();
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};
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/*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32)
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*/
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void() item_armorInv =
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{
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self.touch = armor_touch;
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precache_model ("progs/armor.mdl");
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setmodel (self, "progs/armor.mdl");
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self.skin = 2;
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setsize (self, '-16 -16 0', '16 16 56');
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StartItem ();
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};
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/*
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===============================================================================
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WEAPONS
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===============================================================================
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*/
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void() bound_other_ammo =
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{
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if (other.ammo_shells_real > 100)
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other.ammo_shells_real = 100;
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if (other.ammo_nails_real > 200)
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other.ammo_nails_real = 200;
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if (other.ammo_rockets_real > 100)
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other.ammo_rockets_real = 100;
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if (other.ammo_cells_real > 100)
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other.ammo_cells_real = 100;
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};
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float(float w) RankForWeapon =
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{
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if (w == IT_LIGHTNING)
|
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return 1;
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if (w == IT_ROCKET_LAUNCHER)
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return 2;
|
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if (w == IT_SUPER_NAILGUN)
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return 3;
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if (w == IT_GRENADE_LAUNCHER)
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return 4;
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if (w == IT_SUPER_SHOTGUN)
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return 5;
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if (w == IT_NAILGUN)
|
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return 6;
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return 7;
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};
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|
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float (float w) WeaponCode =
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{
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if (w == IT_SUPER_SHOTGUN)
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return 3;
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if (w == IT_NAILGUN)
|
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return 4;
|
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if (w == IT_SUPER_NAILGUN)
|
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return 5;
|
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if (w == IT_GRENADE_LAUNCHER)
|
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return 6;
|
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if (w == IT_ROCKET_LAUNCHER)
|
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return 7;
|
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if (w == IT_LIGHTNING)
|
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return 8;
|
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return 1;
|
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};
|
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|
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/*
|
||
=============
|
||
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;
|
||
|
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// change self.weapon if desired
|
||
or = RankForWeapon (self.weapon);
|
||
nr = RankForWeapon (new);
|
||
|
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if ( nr == IT_LIGHTNING && self.waterlevel > 1 )
|
||
return;
|
||
|
||
if ( nr < or )
|
||
W_WeaponSwitch (new);
|
||
};
|
||
|
||
/*
|
||
=============
|
||
weapon_touch
|
||
=============
|
||
*/
|
||
float() W_BestWeapon;
|
||
|
||
void() weapon_touch =
|
||
{
|
||
local float new, old;
|
||
local float leave;
|
||
local entity stemp;
|
||
|
||
// For client weapon_switch
|
||
local float w_switch;
|
||
|
||
if (!(other.flags & FL_CLIENT))
|
||
return;
|
||
|
||
w_switch = numberclientinfokey(other,"w_switch");
|
||
if (w_switch == 0)
|
||
w_switch = 8;
|
||
|
||
if (deathmatch == 2 || deathmatch == 3 || deathmatch == 5)
|
||
leave = 1;
|
||
else
|
||
leave = 0;
|
||
|
||
// check if we have the weapon already
|
||
if (leave && (other.items & self.weapon))
|
||
return;
|
||
new = self.weapon;
|
||
|
||
// add ammo here
|
||
switch (new)
|
||
{
|
||
case IT_SUPER_SHOTGUN:
|
||
other.ammo_shells_real += 5;
|
||
break;
|
||
case IT_NAILGUN:
|
||
case IT_SUPER_NAILGUN:
|
||
other.ammo_nails_real += 30;
|
||
break;
|
||
case IT_GRENADE_LAUNCHER:
|
||
case IT_ROCKET_LAUNCHER:
|
||
other.ammo_rockets_real += 5;
|
||
break;
|
||
case IT_LIGHTNING:
|
||
other.ammo_cells_real += 15;
|
||
break;
|
||
}
|
||
|
||
sprint3 (other, PRINT_LOW, "You got the ", I_WeaponName(new), "\n");
|
||
// weapon touch sound
|
||
sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
|
||
stuffcmd (other, "bf\n");
|
||
|
||
bound_other_ammo ();
|
||
W_UpdateAmmoCounts(other);
|
||
|
||
// 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);
|
||
}
|
||
}
|
||
|
||
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 && deathmatch != 2)
|
||
{
|
||
self.nextthink = time + 30;
|
||
self.think = SUB_regen;
|
||
}
|
||
}
|
||
activator = other;
|
||
SUB_UseTargets(); // fire all targets / killtargets
|
||
};
|
||
|
||
|
||
/*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32)
|
||
*/
|
||
|
||
void() weapon_supershotgun =
|
||
{
|
||
if (deathmatch <= 3)
|
||
{
|
||
precache_model ("progs/g_shot.mdl");
|
||
setmodel (self, "progs/g_shot.mdl");
|
||
self.weapon = IT_SUPER_SHOTGUN;
|
||
self.touch = weapon_touch;
|
||
setsize (self, '-16 -16 0', '16 16 56');
|
||
StartItem ();
|
||
}
|
||
else
|
||
remove(self);
|
||
};
|
||
|
||
/*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32)
|
||
*/
|
||
|
||
void() weapon_nailgun =
|
||
{
|
||
if (deathmatch <= 3)
|
||
{
|
||
precache_model ("progs/g_nail.mdl");
|
||
setmodel (self, "progs/g_nail.mdl");
|
||
self.weapon = IT_NAILGUN;
|
||
self.touch = weapon_touch;
|
||
setsize (self, '-16 -16 0', '16 16 56');
|
||
StartItem ();
|
||
}
|
||
else
|
||
remove(self);
|
||
};
|
||
|
||
/*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32)
|
||
*/
|
||
|
||
void() weapon_supernailgun =
|
||
{
|
||
if (deathmatch <= 3)
|
||
{
|
||
precache_model ("progs/g_nail2.mdl");
|
||
setmodel (self, "progs/g_nail2.mdl");
|
||
self.weapon = IT_SUPER_NAILGUN;
|
||
self.touch = weapon_touch;
|
||
setsize (self, '-16 -16 0', '16 16 56');
|
||
StartItem ();
|
||
}
|
||
else
|
||
remove(self);
|
||
};
|
||
|
||
/*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32)
|
||
*/
|
||
|
||
void() weapon_grenadelauncher =
|
||
{
|
||
if (deathmatch <= 3)
|
||
{
|
||
precache_model ("progs/g_rock.mdl");
|
||
setmodel (self, "progs/g_rock.mdl");
|
||
self.weapon = IT_GRENADE_LAUNCHER;
|
||
self.touch = weapon_touch;
|
||
setsize (self, '-16 -16 0', '16 16 56');
|
||
StartItem ();
|
||
}
|
||
else
|
||
remove(self);
|
||
};
|
||
|
||
/*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32)
|
||
*/
|
||
|
||
void() weapon_rocketlauncher =
|
||
{
|
||
if (deathmatch <= 3)
|
||
{
|
||
precache_model ("progs/g_rock2.mdl");
|
||
setmodel (self, "progs/g_rock2.mdl");
|
||
self.weapon = IT_ROCKET_LAUNCHER;
|
||
self.touch = weapon_touch;
|
||
setsize (self, '-16 -16 0', '16 16 56');
|
||
StartItem ();
|
||
}
|
||
else
|
||
remove(self);
|
||
};
|
||
|
||
|
||
/*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32)
|
||
*/
|
||
|
||
void() weapon_lightning =
|
||
{
|
||
if (deathmatch <= 3)
|
||
{
|
||
precache_model ("progs/g_light.mdl");
|
||
setmodel (self, "progs/g_light.mdl");
|
||
self.weapon = IT_LIGHTNING;
|
||
self.touch = weapon_touch;
|
||
setsize (self, '-16 -16 0', '16 16 56');
|
||
StartItem ();
|
||
}
|
||
else
|
||
remove(self);
|
||
};
|
||
|
||
|
||
/*
|
||
===============================================================================
|
||
|
||
AMMO
|
||
|
||
===============================================================================
|
||
*/
|
||
|
||
void() ammo_touch =
|
||
{
|
||
local entity stemp;
|
||
local float best;
|
||
|
||
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;
|
||
|
||
|
||
switch (self.weapon)
|
||
{
|
||
case 1: // shotgun
|
||
if (other.ammo_shells_real >= 100)
|
||
return;
|
||
other.ammo_shells_real = other.ammo_shells_real + self.ammo_count;
|
||
break;
|
||
case 2: // spikes
|
||
if (other.ammo_nails_real >= 200)
|
||
return;
|
||
other.ammo_nails_real = other.ammo_nails_real + self.ammo_count;
|
||
break;
|
||
case 3: // rockets
|
||
if (other.ammo_rockets_real >= 100)
|
||
return;
|
||
other.ammo_rockets_real = other.ammo_rockets_real + self.ammo_count;
|
||
break;
|
||
case 4: // cells
|
||
if (other.ammo_cells_real >= 100)
|
||
return;
|
||
other.ammo_cells_real = other.ammo_cells_real + self.ammo_count;
|
||
break;
|
||
}
|
||
|
||
bound_other_ammo ();
|
||
|
||
sprint3 (other, PRINT_LOW, "You got the ", self.netname, "\n");
|
||
// ammo touch sound
|
||
sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
|
||
stuffcmd (other, "bf\n");
|
||
|
||
// change to a better weapon if appropriate
|
||
|
||
stemp = self;
|
||
self = other;
|
||
|
||
if ( self.weapon == best )
|
||
W_WeaponSwitch (W_BestWeapon ());
|
||
else
|
||
W_UpdateAmmoCounts (self);
|
||
|
||
self = stemp;
|
||
|
||
// remove it in single player, or setup for respawning in deathmatch
|
||
self.model = string_null;
|
||
self.solid = SOLID_NOT;
|
||
if (deathmatch)
|
||
{
|
||
if (deathmatch != 2)
|
||
self.nextthink = time + 30;
|
||
|
||
// Xian -- If playing in DM 3.0 mode, halve the time ammo respawns
|
||
if (deathmatch == 3 || deathmatch == 5)
|
||
self.nextthink = time + 15;
|
||
|
||
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)
|
||
{
|
||
remove(self);
|
||
return;
|
||
}
|
||
|
||
self.touch = ammo_touch;
|
||
|
||
if (self.spawnflags & WEAPON_BIG2)
|
||
{
|
||
precache_model ("maps/b_shell1.bsp");
|
||
setmodel (self, "maps/b_shell1.bsp");
|
||
self.ammo_count = 40;
|
||
}
|
||
else
|
||
{
|
||
precache_model ("maps/b_shell0.bsp");
|
||
setmodel (self, "maps/b_shell0.bsp");
|
||
self.ammo_count = 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)
|
||
{
|
||
remove(self);
|
||
return;
|
||
}
|
||
|
||
self.touch = ammo_touch;
|
||
|
||
if (self.spawnflags & WEAPON_BIG2)
|
||
{
|
||
precache_model ("maps/b_nail1.bsp");
|
||
setmodel (self, "maps/b_nail1.bsp");
|
||
self.ammo_count = 50;
|
||
}
|
||
else
|
||
{
|
||
precache_model ("maps/b_nail0.bsp");
|
||
setmodel (self, "maps/b_nail0.bsp");
|
||
self.ammo_count = 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)
|
||
{
|
||
remove(self);
|
||
return;
|
||
}
|
||
|
||
self.touch = ammo_touch;
|
||
|
||
if (self.spawnflags & WEAPON_BIG2)
|
||
{
|
||
precache_model ("maps/b_rock1.bsp");
|
||
setmodel (self, "maps/b_rock1.bsp");
|
||
self.ammo_count = 10;
|
||
}
|
||
else
|
||
{
|
||
precache_model ("maps/b_rock0.bsp");
|
||
setmodel (self, "maps/b_rock0.bsp");
|
||
self.ammo_count = 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)
|
||
{
|
||
remove(self);
|
||
return;
|
||
}
|
||
|
||
self.touch = ammo_touch;
|
||
|
||
if (self.spawnflags & WEAPON_BIG2)
|
||
{
|
||
precache_model ("maps/b_batt1.bsp");
|
||
setmodel (self, "maps/b_batt1.bsp");
|
||
self.ammo_count = 12;
|
||
}
|
||
else
|
||
{
|
||
precache_model ("maps/b_batt0.bsp");
|
||
setmodel (self, "maps/b_batt0.bsp");
|
||
self.ammo_count = 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_MASK = 7;
|
||
float WEAPON_BIG = 8;
|
||
void() item_weapon =
|
||
{
|
||
local float weap;
|
||
|
||
weap = self.spawnflags & WEAPON_MASK;
|
||
self.touch = ammo_touch;
|
||
|
||
self.spawnflags = 0;
|
||
if (self.spawnflags & WEAPON_BIG)
|
||
|
||
self.spawnflags |= WEAPON_BIG2;
|
||
|
||
switch (weap)
|
||
{
|
||
case WEAPON_SHOTGUN:
|
||
self.classname = "item_shells";
|
||
item_shells();
|
||
return;
|
||
case WEAPON_SPIKES:
|
||
self.classname = "item_spikes";
|
||
item_spikes();
|
||
return;
|
||
case WEAPON_ROCKET:
|
||
self.classname = "item_rockets";
|
||
item_rockets();
|
||
}
|
||
};
|
||
|
||
|
||
/*
|
||
===============================================================================
|
||
|
||
KEYS
|
||
|
||
===============================================================================
|
||
*/
|
||
|
||
void() key_touch =
|
||
{
|
||
if (other.classname != "player")
|
||
return;
|
||
if (other.health <= 0)
|
||
return;
|
||
if (other.items & self.items)
|
||
return;
|
||
|
||
sprint3 (other, PRINT_LOW, "You got the ", self.netname, "\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 =
|
||
{
|
||
switch (world.worldtype)
|
||
{
|
||
case WT_MEDIEVAL:
|
||
precache_sound ("misc/medkey.wav");
|
||
self.noise = "misc/medkey.wav";
|
||
break;
|
||
case WT_METAL:
|
||
precache_sound ("misc/runekey.wav");
|
||
self.noise = "misc/runekey.wav";
|
||
break;
|
||
case WT_BASE:
|
||
precache_sound2 ("misc/basekey.wav");
|
||
self.noise = "misc/basekey.wav";
|
||
break;
|
||
}
|
||
};
|
||
|
||
/*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 (deathmatch)
|
||
{
|
||
remove(self);
|
||
return;
|
||
}
|
||
|
||
switch (world.worldtype)
|
||
{
|
||
case WT_MEDIEVAL:
|
||
precache_model ("progs/w_s_key.mdl");
|
||
setmodel (self, "progs/w_s_key.mdl");
|
||
self.netname = "silver key";
|
||
break;
|
||
case WT_METAL:
|
||
precache_model ("progs/m_s_key.mdl");
|
||
setmodel (self, "progs/m_s_key.mdl");
|
||
self.netname = "silver runekey";
|
||
break;
|
||
case WT_BASE:
|
||
precache_model2 ("progs/b_s_key.mdl");
|
||
setmodel (self, "progs/b_s_key.mdl");
|
||
self.netname = "silver keycard";
|
||
break;
|
||
}
|
||
|
||
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 (deathmatch)
|
||
{
|
||
remove(self);
|
||
return;
|
||
}
|
||
|
||
switch (world.worldtype)
|
||
{
|
||
case WT_MEDIEVAL:
|
||
precache_model ("progs/w_g_key.mdl");
|
||
setmodel (self, "progs/w_g_key.mdl");
|
||
self.netname = "gold key";
|
||
break;
|
||
case WT_METAL:
|
||
precache_model ("progs/m_g_key.mdl");
|
||
setmodel (self, "progs/m_g_key.mdl");
|
||
self.netname = "gold runekey";
|
||
break;
|
||
case WT_BASE:
|
||
precache_model2 ("progs/b_g_key.mdl");
|
||
setmodel (self, "progs/b_g_key.mdl");
|
||
self.netname = "gold keycard";
|
||
break;
|
||
}
|
||
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 (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 (deathmatch)
|
||
{
|
||
remove(self);
|
||
return;
|
||
}
|
||
|
||
if (!self.spawnflags)
|
||
objerror ("no spawnflags");
|
||
|
||
precache_sound ("misc/runekey.wav");
|
||
self.noise = "misc/runekey.wav";
|
||
|
||
switch (self.spawnflags & 15)
|
||
{
|
||
case 1:
|
||
precache_model ("progs/end1.mdl");
|
||
setmodel (self, "progs/end1.mdl");
|
||
break;
|
||
case 2:
|
||
precache_model2 ("progs/end2.mdl");
|
||
setmodel (self, "progs/end2.mdl");
|
||
break;
|
||
case 4:
|
||
precache_model2 ("progs/end3.mdl");
|
||
setmodel (self, "progs/end3.mdl");
|
||
break;
|
||
case 8:
|
||
precache_model2 ("progs/end4.mdl");
|
||
setmodel (self, "progs/end4.mdl");
|
||
break;
|
||
}
|
||
|
||
self.touch = sigil_touch;
|
||
setsize (self, '-16 -16 -24', '16 16 32');
|
||
StartItem ();
|
||
};
|
||
|
||
/*
|
||
===============================================================================
|
||
|
||
POWERUPS
|
||
|
||
===============================================================================
|
||
*/
|
||
|
||
void() powerup_touch =
|
||
{
|
||
if (other.classname != "player")
|
||
return;
|
||
if (other.health <= 0)
|
||
return;
|
||
|
||
sprint3 (other, PRINT_LOW, "You got the ", self.netname, "\n");
|
||
|
||
self.mdl = self.model;
|
||
|
||
if (deathmatch)
|
||
{
|
||
if (self.items & (IT_INVULNERABILITY | IT_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
|
||
switch (self.items)
|
||
{
|
||
case IT_SUIT:
|
||
other.rad_time = 1;
|
||
other.radsuit_finished = time + 30;
|
||
break;
|
||
case IT_INVULNERABILITY:
|
||
other.invincible_time = 1;
|
||
other.invincible_finished = time + 30;
|
||
break;
|
||
case IT_INVISIBILITY:
|
||
other.invisible_time = 1;
|
||
other.invisible_finished = time + 30;
|
||
break;
|
||
case IT_QUAD:
|
||
if (deathmatch == 4)
|
||
{
|
||
other.armortype = 0;
|
||
other.armorvalue = 0;
|
||
other.ammo_cells_real = 0;
|
||
W_UpdateAmmoCounts(other);
|
||
}
|
||
other.super_time = 1;
|
||
other.super_damage_finished = time + 30;
|
||
break;
|
||
}
|
||
|
||
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 =
|
||
{
|
||
self.touch = powerup_touch;
|
||
|
||
precache_model ("progs/suit.mdl");
|
||
precache_sound ("items/suit.wav");
|
||
precache_sound ("items/suit2.wav");
|
||
self.noise = "items/suit.wav";
|
||
setmodel (self, "progs/suit.mdl");
|
||
self.netname = "Biosuit";
|
||
self.items = IT_SUIT;
|
||
setsize (self, '-16 -16 -24', '16 16 32');
|
||
StartItem ();
|
||
};
|
||
|
||
|
||
/*QUAKED item_artifact_invisibility (0 .5 .8) (-16 -16 -24) (16 16 32)
|
||
Player is invisible for 30 seconds
|
||
*/
|
||
void() item_artifact_invisibility =
|
||
{
|
||
self.touch = powerup_touch;
|
||
|
||
precache_model ("progs/invisibl.mdl");
|
||
precache_sound ("items/inv1.wav");
|
||
precache_sound ("items/inv2.wav");
|
||
precache_sound ("items/inv3.wav");
|
||
self.noise = "items/inv1.wav";
|
||
setmodel (self, "progs/invisibl.mdl");
|
||
self.netname = "Ring of Shadows";
|
||
self.items = IT_INVISIBILITY;
|
||
setsize (self, '-16 -16 -24', '16 16 32');
|
||
StartItem ();
|
||
};
|
||
|
||
|
||
/*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 =
|
||
{
|
||
self.touch = powerup_touch;
|
||
|
||
precache_model ("progs/quaddama.mdl");
|
||
precache_sound ("items/damage.wav");
|
||
precache_sound ("items/damage2.wav");
|
||
precache_sound ("items/damage3.wav");
|
||
self.noise = "items/damage.wav";
|
||
setmodel (self, "progs/quaddama.mdl");
|
||
if (deathmatch == 4)
|
||
self.netname = "OctaPower";
|
||
else
|
||
self.netname = "Quad Damage";
|
||
self.items = IT_QUAD;
|
||
self.effects = self.effects | ef_blue;
|
||
setsize (self, '-16 -16 -24', '16 16 32');
|
||
StartItem ();
|
||
};
|
||
|
||
|
||
|
||
/*
|
||
===============================================================================
|
||
|
||
PLAYER BACKPACKS
|
||
|
||
===============================================================================
|
||
*/
|
||
|
||
void() BackpackTouch =
|
||
{
|
||
local string s;
|
||
local float best, old, new;
|
||
local entity stemp;
|
||
local float acount;
|
||
local float b_switch;
|
||
|
||
if (deathmatch == 4)
|
||
if (other.invincible_time > 0)
|
||
return;
|
||
|
||
b_switch = numberclientinfokey(other,"b_switch");
|
||
if (b_switch == 0)
|
||
b_switch = 8;
|
||
|
||
if (other.classname != "player")
|
||
return;
|
||
if (other.health <= 0)
|
||
return;
|
||
|
||
acount = 0;
|
||
if (deathmatch == 4)
|
||
{
|
||
other.health = other.health + 10;
|
||
sprint1 (other, PRINT_LOW, "You get 10 additional health\n");
|
||
if ((other.health > 250) && (other.health < 300))
|
||
sound (other, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
|
||
else
|
||
sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
|
||
stuffcmd (other, "bf\n");
|
||
remove(self);
|
||
|
||
if (other.health >299)
|
||
{
|
||
if (other.invincible_time != 1)
|
||
{
|
||
other.invincible_time = 1;
|
||
other.invincible_finished = time + 30;
|
||
other.items = other.items | IT_INVULNERABILITY;
|
||
|
||
other.super_time = 1;
|
||
other.super_damage_finished = time + 30;
|
||
other.items = other.items | IT_QUAD;
|
||
|
||
other.ammo_cells_real = 0;
|
||
W_UpdateAmmoCounts(other);
|
||
|
||
sound (other, CHAN_VOICE, "boss1/sight1.wav", 1, ATTN_NORM);
|
||
stuffcmd (other, "bf\n");
|
||
bprint2 (PRINT_HIGH, other.netname, " attains bonus powers!!!\n");
|
||
}
|
||
}
|
||
self = other;
|
||
return;
|
||
}
|
||
|
||
sprint1 (other, PRINT_LOW, "You get ");
|
||
|
||
if ((other.items & self.items) == 0)
|
||
{
|
||
acount = 1;
|
||
sprint2 (other, PRINT_LOW, "the ", I_WeaponName(self.items));
|
||
}
|
||
|
||
// 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;
|
||
|
||
// change weapons
|
||
other.ammo_shells_real = other.ammo_shells_real + self.ammo_shells;
|
||
other.ammo_nails_real = other.ammo_nails_real + self.ammo_nails;
|
||
other.ammo_rockets_real = other.ammo_rockets_real + self.ammo_rockets;
|
||
other.ammo_cells_real = other.ammo_cells_real + self.ammo_cells;
|
||
|
||
new = self.items;
|
||
if (!new)
|
||
new = other.weapon;
|
||
old = other.items;
|
||
other.items = other.items | self.items;
|
||
|
||
bound_other_ammo ();
|
||
|
||
if (self.ammo_shells)
|
||
{
|
||
s = ftos(self.ammo_shells);
|
||
if (acount)
|
||
sprint3(other, PRINT_LOW, ". ", s, " shells");
|
||
else
|
||
sprint2(other, PRINT_LOW, s, " shells");
|
||
acount = 1;
|
||
}
|
||
if (self.ammo_nails)
|
||
{
|
||
s = ftos(self.ammo_nails);
|
||
if (acount)
|
||
sprint3(other, PRINT_LOW, ". ", s, " nails");
|
||
else
|
||
sprint2(other, PRINT_LOW, s, " nails");
|
||
acount = 1;
|
||
}
|
||
if (self.ammo_rockets)
|
||
{
|
||
s = ftos(self.ammo_rockets);
|
||
if (acount)
|
||
sprint3(other, PRINT_LOW, ". ", s, " rockets");
|
||
else
|
||
sprint2(other, PRINT_LOW, s, " rockets");
|
||
acount = 1;
|
||
}
|
||
if (self.ammo_cells)
|
||
{
|
||
s = ftos(self.ammo_cells);
|
||
if (acount)
|
||
sprint3(other, PRINT_LOW, ". ", s, " cells");
|
||
else
|
||
sprint2(other, PRINT_LOW, s, " cells");
|
||
acount = 1;
|
||
}
|
||
|
||
if ( (deathmatch==3 || deathmatch == 5) & ( (WeaponCode(new)==6) || (WeaponCode(new)==7) ) & (other.ammo_rockets_real < 5) )
|
||
other.ammo_rockets_real = 5;
|
||
|
||
sprint1 (other, PRINT_LOW, "\n");
|
||
// backpack touch sound
|
||
sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
|
||
stuffcmd (other, "bf\n");
|
||
|
||
W_UpdateAmmoCounts(other);
|
||
|
||
remove(self);
|
||
self = other;
|
||
|
||
// change to the weapon
|
||
|
||
if ( WeaponCode(new) <= b_switch )
|
||
{
|
||
if (self.flags & FL_INWATER)
|
||
{
|
||
if (new != IT_LIGHTNING)
|
||
{
|
||
Deathmatch_Weapon (old, new);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
Deathmatch_Weapon (old, new);
|
||
}
|
||
}
|
||
};
|
||
|
||
/*
|
||
===============
|
||
DropBackpack
|
||
===============
|
||
*/
|
||
void() DropBackpack =
|
||
{
|
||
local entity item;
|
||
|
||
if (!(self.ammo_shells_real + self.ammo_nails_real + self.ammo_rockets_real + self.ammo_cells_real))
|
||
return; // nothing in it
|
||
|
||
item = spawn();
|
||
item.origin = self.origin - '0 0 24';
|
||
|
||
item.items = self.weapon;
|
||
|
||
item.ammo_shells = self.ammo_shells_real;
|
||
item.ammo_nails = self.ammo_nails_real;
|
||
item.ammo_rockets = self.ammo_rockets_real;
|
||
item.ammo_cells = self.ammo_cells_real;
|
||
|
||
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/backpack.mdl");
|
||
setsize (item, '-16 -16 0', '16 16 56');
|
||
item.touch = BackpackTouch;
|
||
|
||
item.nextthink = time + 120; // remove after 2 minutes
|
||
item.think = SUB_Remove;
|
||
};
|
||
|
||
|
||
|