/* ================ BotCheckPowerups Modified Player CheckPowerup for use with POXbots. This just checks if powerups are active - see botgrab.qc for the actuall pickup routines ================ */ .float bot_health_rot; //POX - Seperate time out for Bot's Mega Health rot since bot think times vary .float skinsave; //POX - Saves skin value when playing predator mode (for head gibs) .float armor_rot; //POX - Holds the armor rot time out (also used for real clients) void(entity bot) BotCheckPowerups = { if (bot.health <= 0) return; //POX - 1.01b //================ // Armour Rot //================ if (bot.armorvalue > 150 && bot.armor_rot < time) { bot.armorvalue = bot.armorvalue - 1; bot.armor_rot = time + 1; //POX v1.1 - change armour to Yellow if (bot.armorvalue == 150) bot.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3); bot.items |= IT_ARMOR2; } //================ // Megahealth Rot //================ if (bot.health > bot.max_health && bot.bot_health_rot < time) { bot.health = bot.health - 1; bot.bot_health_rot = time + 1; } //================ // invisibility //================ // invisibility if (bot.invisible_finished) { // sound and screen flash when items starts to run out if (bot.invisible_sound < time) { sound (bot, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE); bot.invisible_sound = time + ((random() * 3) + 1); } if (bot.invisible_finished < time + 3) { if (bot.invisible_time == 1) { sound (bot, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM); bot.invisible_time = time + 1; } if (bot.invisible_time < time) bot.invisible_time = time + 1; } if (bot.invisible_finished < time) { // just stopped bot.items = bot.items - IT_INVISIBILITY; bot.invisible_finished = 0; bot.invisible_time = 0; } // use the eyes bot.frame = 0; bot.modelindex = modelindex_eyes; bot.skin = 0; // for proper eye skin } else { getmodel(bot.weapon, bot); bot.skin = bot.skinsave; } //================ // invincibility //================ if (bot.invincible_finished) { // sound and screen flash when items starts to run out if (bot.invincible_finished < time + 3) { if (bot.invincible_time == 1) { //sprint (bot, "Protection is almost burned out\n"); //stuffcmd (bot, "bf\n"); sound (bot, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM); bot.invincible_time = time + 1; } if (bot.invincible_time < time) { bot.invincible_time = time + 1; //stuffcmd (bot, "bf\n"); } } if (bot.invincible_finished < time) { // just stopped bot.items = bot.items - IT_INVULNERABILITY; bot.invincible_time = 0; bot.invincible_finished = 0; } if (!(deathmatch & DM_DARK)) { if (bot.invincible_finished > time) bot.effects |= EF_DIMLIGHT; else bot.effects &= ~EF_DIMLIGHT; } } //================ // super damage //================ if (bot.super_damage_finished) { // sound and screen flash when items starts to run out if (bot.super_damage_finished < time + 3) { if (bot.super_time == 1) { //sprint (bot, "Quad Damage is wearing off\n"); //stuffcmd (bot, "bf\n"); sound (bot, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM); bot.super_time = time + 1; } if (bot.super_time < time) { bot.super_time = time + 1; //stuffcmd (bot, "bf\n"); } } if (bot.super_damage_finished < time) { // just stopped bot.items = bot.items - IT_QUAD; bot.super_damage_finished = 0; bot.super_time = 0; } if (!(deathmatch & DM_DARK)) { if (bot.super_damage_finished > time) bot.effects |= EF_DIMLIGHT; else bot.effects &= ~EF_DIMLIGHT; } } //================ // suit //================ if (bot.radsuit_finished) { bot.air_finished = time + 12; // don't drown // sound and screen flash when items starts to run out if (bot.radsuit_finished < time + 3) { if (bot.rad_time == 1) { //sprint (bot, "Air supply in Biosuit expiring\n"); //stuffcmd (bot, "bf\n"); sound (bot, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM); bot.rad_time = time + 1; } if (bot.rad_time < time) { bot.rad_time = time + 1; //stuffcmd (bot, "bf\n"); } } if (bot.radsuit_finished < time) { // just stopped bot.items = bot.items - IT_SUIT; bot.rad_time = 0; bot.radsuit_finished = 0; } } };