mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-22 20:01:34 +00:00
794 lines
16 KiB
C++
794 lines
16 KiB
C++
/*
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server/entities/powerups.qc
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Power-Up Spawn and Use Logic
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Copyright (C) 2021-2022 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#define MAX_POWERUPS 8
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#define POWERUPS_PER_ROUND 4
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#define PU_NUKE 0
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#define PU_INSTAKILL 1
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#define PU_DOUBLEPTS 2
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#define PU_CARPENTER 3
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#define PU_MAXAMMO 4
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var struct powerup_struct
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{
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float id;
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float occupied;
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float flash_screen;
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string model_path;
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string voiceover_path;
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void() function;
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float() requirement_function;
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} powerup_array[MAX_POWERUPS] = {};
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float powerup_count;
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float powerup_index;
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.float zombie_drop_id;
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//
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// PU_FreeEnt(ent)
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// Marks a Power-Up entity as able to be used.
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//
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inline void(entity ent) PU_FreeEnt =
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{
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setmodel(ent, "");
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ent.classname = "freePowerUpEntity";
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ent.hitcount = 0;
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ent.touch = SUB_Null;
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ent.think = SUB_Null;
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ent.frame = 0;
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ent.scale = 1;
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ent.effects = 0;
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};
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//
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// PU_GetFreeEnt()
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// Returns a Power-Up entity to use.
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//
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entity() PU_GetFreeEnt =
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{
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entity ent;
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ent = find(world, classname, "freePowerUpEntity");
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if (ent == world)
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error("PU_GetFreeEnt: No free Power-Up Entity. (Hacks?)\n");
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return ent;
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};
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//
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// PU_AddToStruct(id, model_path, voiceover_path)
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// Adds the Power-Up and info to the powerup struct
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//
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void(float id, float flash_screen, string model_path, string voiceover_path, void() function, float() requirement_function)
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PU_AddToStruct =
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{
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if (id > MAX_POWERUPS - 1)
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return;
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// Precache Model and VO
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precache_model(model_path);
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precache_sound(voiceover_path);
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// Populate the Struct at Index
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powerup_array[powerup_count].id = id;
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powerup_array[powerup_count].occupied = true;
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powerup_array[powerup_count].flash_screen = flash_screen;
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powerup_array[powerup_count].model_path = model_path;
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powerup_array[powerup_count].voiceover_path = voiceover_path;
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powerup_array[powerup_count].function = function;
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powerup_array[powerup_count].requirement_function = requirement_function;
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// Increment Index
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powerup_count++;
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};
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//
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// PU_CopyStruct(to, from)
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// Copies a powerup_struct from to.
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//
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#define PU_CopyStruct(to, from) \
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to.id = from.id; \
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to.occupied = from.occupied; \
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to.model_path = from.model_path; \
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to.voiceover_path = from.voiceover_path; \
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to.function = from.function; \
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to.requirement_function = from.requirement_function; \
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//
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// PU_PopulateArray()
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// Generates a Power-Up array with the Fisher-Yates shuffle
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//
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void() PU_PopulateArray =
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{
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float amount = powerup_count;
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float i;
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powerup_struct t;
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while(amount) {
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i = floor(random() * amount--);
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// macro'd these to avoid hell with __inout :)
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PU_CopyStruct(t, powerup_array[amount])
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PU_CopyStruct(powerup_array[amount], powerup_array[i])
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PU_CopyStruct(powerup_array[i], t)
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}
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};
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//
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// PU_GetNextPowerUp()
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// Returns the next valid Power-Up, and refreshes array if needbe.
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//
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float() PU_GetNextPowerUp =
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{
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float id;
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float found;
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id = -1;
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found = false;
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while(found == false) {
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// Refresh the Array if we're at the end
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if (powerup_index >= MAX_POWERUPS - 1) {
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PU_PopulateArray();
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powerup_index = 0;
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}
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// Grab a Power-Up
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powerup_struct pu = powerup_array[powerup_index];
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powerup_index++;
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// Found a valid Power-Up
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if (pu.occupied == true) {
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// Check if we meet the requirements
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if (pu.requirement_function() == true) {
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id = pu.id;
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found = true;
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}
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}
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}
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return id;
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};
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//
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// PU_ShouldFlashScreen(id)
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// Returns flash_screen from Power-Up struct.
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//
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float(float id) PU_ShouldFlashScreen =
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{
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if (id == -1)
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return false;
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for(float i = 0; i < MAX_POWERUPS - 1; i++) {
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if (powerup_array[i].id == id)
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return powerup_array[i].flash_screen;
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}
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return false;
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};
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//
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// PU_ModelPath(id)
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// Returns model_path from Power-Up struct.
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//
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string(float id) PU_ModelPath =
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{
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if (id == -1)
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return "";
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for(float i = 0; i < MAX_POWERUPS - 1; i++) {
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if (powerup_array[i].id == id)
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return powerup_array[i].model_path;
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}
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return "";
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};
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//
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// PU_VoiceoverPath(id)
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// Returns model_path from Power-Up struct.
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//
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string(float id) PU_VoiceoverPath =
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{
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if (id == -1)
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return "";
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for(float i = 0; i < MAX_POWERUPS - 1; i++) {
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if (powerup_array[i].id == id)
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return powerup_array[i].voiceover_path;
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}
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return "";
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};
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//
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// PU_LogicFunction(id)
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// Returns function() from Power-Up struct.
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//
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void(float id) PU_LogicFunction =
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{
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if (id == -1)
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return;
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for(float i = 0; i < MAX_POWERUPS - 1; i++) {
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if (powerup_array[i].id == id)
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powerup_array[i].function();
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}
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};
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//
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// PU_NukeFinalize
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// Wrap Nuke stuff up.
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//
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void() PU_NukeFinalize =
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{
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entity players;
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// give 'The F Bomb'
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if (self.kills == 1) {
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GiveAchievement(4);
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}
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// award points
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players = find(world,classname,"player");
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while(players)
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{
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addmoney(players, 400*nuke_powerups_activated, 1);
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players = find(players,classname,"player");
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}
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nuke_powerup_active = false;
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};
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//
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// PU_NukeExplosionThink()
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// Think function for Nuke explosions.
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//
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void() PU_NukeExplosionThink =
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{
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self.frame++;
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if (self.frame >= 5)
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PU_FreeEnt(self);
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self.nextthink = time + 0.10;
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}
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//
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// PU_NukeExplode()
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// Spawns an explosion sprite.
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//
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void(vector org) PU_NukeExplode =
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{
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entity explosion = PU_GetFreeEnt();
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explosion.classname = "pu_nuke_explosion";
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setmodel(explosion, "models/sprites/explosion.spr");
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setorigin(explosion, org);
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explosion.think = PU_NukeExplosionThink;
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explosion.nextthink = time + 0.10;
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}
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//
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// PU_NukeKill()
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// Kills Targets when Nuke is active.
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//
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void() PU_NukeKill =
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{
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// back up ourselves
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entity oldself;
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oldself = self;
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// switch to goaldummy, is goaldummy world?
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if (self.goaldummy == world) {
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PU_NukeFinalize();
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PU_FreeEnt(self);
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return;
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} else {
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self = self.goaldummy;
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}
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// play explosion effects
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PU_NukeExplode(self.origin + '0 0 13');
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// set them on fire
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self.onfire = true;
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// kill a target
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self.th_die();
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// override their death sound
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sound(self, CHAN_BODY, "sounds/pu/nuke.wav", 1, ATTN_NORM);
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// restore self
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self = oldself;
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// increment kills
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self.kills++;
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// find new target
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self.goaldummy = findfloat(self.goaldummy, iszomb, 1);
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self.nextthink = (rint((random() * 6) + 1)/10) + time; // random number from 0.1 to 0.7
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};
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//
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// PU_Nuke()
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// Nuke Power-Up Function
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//
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void() PU_Nuke =
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{
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// if there's already one active, just increment the point multiplier
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if (nuke_powerup_active == true) {
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nuke_powerups_activated++;
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return;
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}
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// mark nuke as being active, to prevent zombie damage and spawning.
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nuke_powerup_active = true;
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nuke_powerup_spawndelay = time + 3;
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nuke_powerups_activated = 1;
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// create our watcher entity
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entity nuke_watcher;
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nuke_watcher = PU_GetFreeEnt();
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nuke_watcher.classname = "pu_nukewatcher";
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nuke_watcher.goaldummy = findfloat(world, iszomb, 1);
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nuke_watcher.think = PU_NukeKill;
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nuke_watcher.nextthink = (rint((random() * 6) + 1)/10) + time; // random number from 0.1 to 0.7
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};
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//
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// PU_InstaKill()
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// Insta-Kill Power-Up Fuction
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//
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void() PU_InstaKill =
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{
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instakill_finished = time + 30;
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other.insta_icon = true;
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};
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//
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// PU_DoublePoints()
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// Double Points Power-Up Function
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//
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void() PU_DoublePoints =
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{
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x2_finished = time + 30;
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other.x2_icon = true;
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};
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//
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// PU_CarpenterFinalize
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// Remove the Carpenter Watcher and
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// rewards Players with Score.
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//
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void() PU_CarpenterFinalize =
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{
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entity players = find(world, classname, "player");
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// Reward Players with Points
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while(players) {
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addmoney(players, 200, 1);
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players = find(players, classname, "player");
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}
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entity windows = find(world, classname, "window");
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// Reset all windows
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while(windows) {
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windows.isspec = 0;
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windows.box1owner = world;
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windows.usedent = world;
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windows.owner = world;
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windows.ads_release = 0;
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windows = find(windows, classname, "window");
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}
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carp_powerup_active = false;
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// Free ourselves
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PU_FreeEnt(self);
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};
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//
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// PU_CarpenterFindWindow
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// Finds a Barricade elligible for Repair
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//
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entity() PU_CarpenterFindWindow =
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{
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entity windows = find(world, classname, "window");
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while(windows != world) {
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// Window needs repaired and is repairable
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if (windows.health < 6 && windows.health != -10 && !windows.isspec
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&& !windows.ads_release)
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return windows;
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windows = find(windows, classname, "window");
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}
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// No Windows are elligible, return world.
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return world;
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};
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//
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// PU_CarpenterRepair()
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// Attempts to Repair a Barricade
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//
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void() PU_CarpenterRepair =
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{
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// Find a new Barricade to Repair
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if (self.goaldummy == world || self.goaldummy.isspec == 0) {
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if (self.goaldummy != world)
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self.goaldummy.owner = world;
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self.goaldummy = PU_CarpenterFindWindow();
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self.kills = false;
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// Didn't find one, so end the Carpenter sequence.
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if (self.goaldummy == world) {
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self.think = PU_CarpenterFinalize;
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self.nextthink = time + 0.1;
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return;
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}
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// Mark the window as being Repaired
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self.goaldummy.isspec = 1;
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self.goaldummy.ads_release = 1;
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self.goaldummy.owner = self;
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}
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// Repair our current Barricade
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else if (!self.kills) {
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// Trigger the animation
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entity tempe = self;
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self = self.goaldummy;
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switch(self.health) {
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case 5: window_carpenter_11(); break;
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case 4: window_carpenter_9(); break;
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case 3: window_carpenter_7(); break;
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case 2: window_carpenter_5(); break;
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case 1: window_carpenter_3(); break;
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default: window_carpenter_1(); break;
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}
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self.health = 6;
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self = tempe;
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// We're actively building
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self.kills = true;
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self.ltime = time + 2.1;
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} else {
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if (self.ltime < time) {
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self.goaldummy.frame = 88;
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self.goaldummy.isspec = 0;
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self.goaldummy.health = 6;
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}
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}
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self.nextthink = time + 0.05;
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};
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//
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// PU_Carpenter()
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// Carpenter Power-Up Function
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//
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void() PU_Carpenter =
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{
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// create our watcher entity
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entity carp_watcher;
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carp_watcher = PU_GetFreeEnt();
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carp_watcher.classname = "pu_carpwatcher";
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carp_watcher.think = PU_CarpenterRepair;
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carp_watcher.nextthink = time + 0.05;
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carp_powerup_active = true;
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};
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//
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// PU_CarpenterRequirement()
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// Requirements for Carpenter Power-Up.
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//
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float() PU_CarpenterRequirement =
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{
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if (total_windows_down >= 5)
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return true;
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return false;
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}
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//
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// PU_MaxAmmo()
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// Max Ammo Power-Up Function
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//
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void() PU_MaxAmmo =
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{
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entity players;
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entity tempe;
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players = find(world, classname, "player");
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while(players) {
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if (!players.downed) {
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// Fill all weapons
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for (float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
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players.weapons[i].weapon_reserve = getWeaponAmmo(players.weapons[i].weapon_id);
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}
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// Give Grenades
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players.primary_grenades = 4;
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// Give Betties
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if (players.grenades & 2) players.secondary_grenades = 2;
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} else {
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// Reset shots fired, fill 2 mags into reserve.
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players.teslacount = 0;
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players.weapons[0].weapon_reserve = getWeaponMag(players.weapon) * 2;
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}
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// Force the player to reload if their mag is empty
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if (players.weapons[0].weapon_magazine == 0 || (IsDualWeapon(players.weapon) && players.weapons[0].weapon_magazine_left == 0)) {
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tempe = self;
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self = players;
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W_Reload(S_BOTH);
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self = tempe;
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}
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// MAX AMMO! text
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#ifdef FTE
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ScrollText("MAX AMMO!", players);
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#else
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nzp_maxammo();
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#endif // FTE
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players = find(players, classname, "player");
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}
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};
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//
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// PU_NullRequirement()
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// Power-Up has no requirements. Always return true.
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//
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float() PU_NullRequirement =
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{
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return true;
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};
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//
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// PU_Init()
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// Fill the Power-Up array for the first time and
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// define used Power-Ups
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//
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void() PU_Init =
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{
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// Start with 0 Power-Ups accessible
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powerup_count = 0;
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// Set the Power-Up array IDs to empty
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for (float i = 0; i < MAX_POWERUPS; i++) {
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powerup_array[i].id = -1;
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}
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// Just add all of them for now
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PU_AddToStruct(PU_NUKE, true, "models/pu/nuke!.mdl", "sounds/pu/kaboom.wav", PU_Nuke,
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PU_NullRequirement );
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PU_AddToStruct(PU_INSTAKILL, false, "models/pu/instakill!.mdl", "sounds/pu/insta_kill.wav", PU_InstaKill,
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PU_NullRequirement );
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PU_AddToStruct(PU_DOUBLEPTS, false, "models/pu/x2!.mdl", "sounds/pu/double_points.wav", PU_DoublePoints,
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PU_NullRequirement );
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PU_AddToStruct(PU_CARPENTER, false, "models/pu/carpenter!.mdl", "sounds/pu/carpenter.wav", PU_Carpenter,
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PU_CarpenterRequirement );
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PU_AddToStruct(PU_MAXAMMO, false, "models/pu/maxammo!.mdl", "sounds/pu/maxammo.wav", PU_MaxAmmo,
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PU_NullRequirement );
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// Nuke requires an extra Precache
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precache_sound("sounds/pu/nuke.wav");
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// Fill the array
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PU_PopulateArray();
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// Spawn all of our Power-Up spawn entities
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// We multiply by 4 to account for Power-Up operations like the Nuke.
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for (float i = 0; i < (POWERUPS_PER_ROUND * 4); i++) {
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entity tempe = spawn();
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tempe.classname = "freePowerUpEntity";
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}
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};
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//
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// PU_Flash()
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// Flash Power-Up model in and out
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//
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void() PU_Flash =
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{
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// Toggle the Power-Up model on and off
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if (self.hitcount % 2) {
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// Disappear
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setmodel(self, "");
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}
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else {
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// Reappear
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setmodel(self, self.oldmodel);
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}
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if (self.hitcount < 15)
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self.nextthink = time + 0.5;
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else if (self.hitcount < 25)
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self.nextthink = time + 0.25;
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else
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self.nextthink = time + 0.1;
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self.hitcount++;
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// Too late, free the Power-Up
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if (self.hitcount >= 40) {
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Light_None(self);
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PU_FreeEnt(self);
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PU_FreeEnt(self.owner);
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}
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};
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//
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// PU_PlayVO()
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// Play the assigned Voiceover clip before freeing ourself.
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//
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void() PU_PlayVO =
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{
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sound(self, CHAN_VOICE, self.powerup_vo, 1, ATTN_NONE);
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PU_FreeEnt(self);
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};
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//
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// PU_Touch()
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// Run assigned functions and prep for Deletion
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//
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void() PU_Touch =
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{
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if (other.classname == "player")
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{
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// Acquire sound
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sound(self.owner, CHAN_VOICE, "sounds/pu/pickup.wav", 1, ATTN_NONE);
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// Prepare for VO and destruction
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self.think = PU_PlayVO;
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self.nextthink = time + 1;
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// Free the Power-Up sparkle, slight cleanup
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PU_FreeEnt(self.owner);
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setmodel(self, "");
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Light_None(self);
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self.touch = SUB_Null;
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// Flash the Screen if permitted
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if (PU_ShouldFlashScreen(self.walktype) == true)
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stuffcmd(other, "bf\n");
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// Run Power-Up function
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PU_LogicFunction(self.walktype);
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}
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};
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//
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// PU_SparkleThink()
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// Increment Frames for the Power-Up Sparkle.
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//
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void() PU_SparkleThink =
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{
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float f;
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f = self.frame;
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while(f == self.frame) {
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// Pick a random frame from [0,4]
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f = floor(5 * random());
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}
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self.frame = f;
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self.think = PU_SparkleThink;
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self.nextthink = time + 0.1;
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if(self.calc_time <= time)
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{
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sound(self, CHAN_VOICE, "sounds/pu/powerup.wav", 0.6, ATTN_NORM);
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self.calc_time = time + 2.998;
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}
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};
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//
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// Spawn_Powerup(where, type)
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// Power-Up spawning function. Use type to force what spawns.
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//
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void(vector where, float type) Spawn_Powerup =
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{
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entity powerup;
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entity sparkle;
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// Set Up Power-Up
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powerup = PU_GetFreeEnt();
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powerup.origin = where;
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setorigin(powerup, powerup.origin);
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powerup.solid = SOLID_TRIGGER;
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powerup.classname = "item_powerup";
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setsize(powerup, VEC_HULL_MIN, VEC_HULL_MAX);
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powerup.movetype = MOVETYPE_NONE;
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Light_Green(powerup);
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// Set Up Sparkle Effect
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sparkle = PU_GetFreeEnt();
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sparkle.classname = "item_powerup_sparkle";
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powerup.owner = sparkle;
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sparkle.origin = where;
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setorigin(sparkle, sparkle.origin);
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setmodel(sparkle,"models/sprites/sprkle.spr");
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// Scale down for NZ:P Beta
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if (map_compatibility_mode == MAP_COMPAT_BETA) {
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powerup.scale = sparkle.scale = 0.66;
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}
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sparkle.think = PU_SparkleThink;
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sparkle.nextthink = time + 0.1;
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// Drop Sounds
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sound(sparkle, CHAN_VOICE, "sounds/pu/powerup.wav", 0.6, ATTN_NORM);
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sound(powerup, CHAN_AUTO, "sounds/pu/drop.wav", 1, ATTN_NONE);
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// Check if we were forcefully assigned an ID
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if (type != -1) {
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powerup.walktype = type;
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}
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// No, so let's grab one from the array.
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else {
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powerup.walktype = PU_GetNextPowerUp();
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}
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// Assign the Power-Up model and sound
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powerup.effects = EF_FULLBRIGHT;
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powerup.model = powerup.oldmodel = PU_ModelPath(powerup.walktype);
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setmodel(powerup, powerup.model);
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powerup.powerup_vo = PU_VoiceoverPath(powerup.walktype);
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// Time out
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powerup.think = PU_Flash;
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powerup.nextthink = time + 15;
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// Finally assign collision function
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powerup.touch = PU_Touch;
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totalpowerups++;
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};
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