fteqw/quakec/basemod/items.qc

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/* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD
BE .8 .3 .4 IN COLOR */
void (float weap) W_WeaponSwitch;
void (entity ent) W_UpdateAmmoCounts;
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);
};
/*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8)
prints a warning message when spawned
*/
void() noclass =
{
dprint ("noclass spawned at");
dprint (vtos(self.origin));
dprint ("\n");
remove (self);
};
// names of weapons function
string(float weap) I_WeaponName =
{
switch (weap)
{
case IT_AXE:
return "Axe";
case IT_SHOTGUN:
return "Shotgun";
case IT_SUPER_SHOTGUN:
return "Double-barrelled Shotgun";
case IT_NAILGUN:
return "Nailgun";
case IT_SUPER_NAILGUN:
return "Super Nailgun";
case IT_GRENADE_LAUNCHER:
return "Grenade Launcher";
case IT_ROCKET_LAUNCHER:
return "Rocket Launcher";
case IT_LIGHTNING:
return "Thunderbolt";
}
return "";
}
void() q_touch;
void() q_touch =
{
local string s, t;
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;
other.ammo_cells_real = 0;
W_UpdateAmmoCounts(other);
}
// do the apropriate action
other.super_time = 1;
other.super_damage_finished = self.cnt;
s=ftos(rint(other.super_damage_finished - time));
t = " recovered a Quad with ";
if (deathmatch == 4)
t = " recovered an OctaPower with ";
bprint4 (PRINT_LOW, other.netname, t, s, " 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() 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));
bprint4 (PRINT_LOW, other.netname, " recovered a Ring with ", s, " 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 hamount, float ignore) T_Heal =
{
if (e.health <= 0)
return 0;
if ((!ignore) && (e.health >= other.max_health))
return 0;
hamount = ceil(hamount);
e.health = e.health + hamount;
if ((!ignore) && (e.health >= other.max_health))
e.health = other.max_health;
if (e.health > e.max_health + 150)
e.health = e.max_health + 150;
e.healdecay = time + 5;
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.
*/
void() health_touch;
void() item_health =
{
self.touch = health_touch;
if (self.spawnflags & H_ROTTEN)
{
precache_model("maps/b_bh10.bsp");
precache_sound("items/r_item1.wav");
setmodel(self, "maps/b_bh10.bsp");
self.noise = "items/r_item1.wav";
self.healamount = 15;
self.healtype = 0;
}
else
if (self.spawnflags & H_MEGA)
{
precache_model("maps/b_bh100.bsp");
precache_sound("items/r_item2.wav");
setmodel(self, "maps/b_bh100.bsp");
self.noise = "items/r_item2.wav";
self.healamount = 100;
self.healtype = 2;
}
else
{
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 ();
};
void() health_touch =
{
local string s;
if (deathmatch == 4)
if (other.invincible_time > time)
return;
if (other.classname != "player")
return;
if (self.healtype == H_MEGA) // Megahealth? Ignore max_health...
{
if (other.health >= other.max_health + 150)
return;
if (!T_Heal(other, self.healamount, 1))
return;
}
else
{
if (!T_Heal(other, self.healamount, 0))
return;
}
s = ftos(self.healamount);
sprint3(other, PRINT_LOW, "You receive ", s, " health\n");
// health touch sound
sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
stuffcmd (other, "bf\n");
self.model = string_null;
self.solid = SOLID_NOT;
// Megahealth = rot down the player's super health
if (deathmatch) // TODO: are these rules right?
{
if (deathmatch != 2) // deathmatch 2 is the silly old rules
{
if (self.healtype == H_MEGA)
self.nextthink = time + 45; // should I account for health healed instead?
else
self.nextthink = time + 20;
self.think = SUB_regen;
}
}
activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};
/*
===============================================================================
ARMOR
===============================================================================
*/
void() armor_touch;
void() armor_touch =
{
local float type, value, bit;
if (other.health <= 0)
return;
if (other.classname != "player")
return;
if (deathmatch == 4)
if (other.invincible_time > 0)
return;
switch (self.classname)
{
case "item_armor1":
type = 0.3;
value = 100;
bit = IT_ARMOR1;
break;
case "item_armor2":
type = 0.6;
value = 150;
bit = IT_ARMOR2;
break;
case "item_armorInv":
type = 0.8;
value = 200;
bit = IT_ARMOR3;
break;
}
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 && deathmatch != 2)
{
self.nextthink = time + 20;
self.think = SUB_regen;
}
sprint1(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() item_armor1 =
{
self.touch = armor_touch;
precache_model ("progs/armor.mdl");
setmodel (self, "progs/armor.mdl");
self.skin = 0;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};
/*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32)
*/
void() item_armor2 =
{
self.touch = armor_touch;
precache_model ("progs/armor.mdl");
setmodel (self, "progs/armor.mdl");
self.skin = 1;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};
/*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32)
*/
void() item_armorInv =
{
self.touch = armor_touch;
precache_model ("progs/armor.mdl");
setmodel (self, "progs/armor.mdl");
self.skin = 2;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};
/*
===============================================================================
WEAPONS
===============================================================================
*/
void() bound_other_ammo =
{
if (other.ammo_shells_real > 100)
other.ammo_shells_real = 100;
if (other.ammo_nails_real > 200)
other.ammo_nails_real = 200;
if (other.ammo_rockets_real > 100)
other.ammo_rockets_real = 100;
if (other.ammo_cells_real > 100)
other.ammo_cells_real = 100;
};
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 == 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;
};