void() W_SetCurrentAmmo; /* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD BE .8 .3 .4 IN COLOR */ .entity quadcore; //POX - used by the dual model quad 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); if (self.classname == "item_artifact_super_damage") { self.quadcore.model = self.quadcore.mdl; setorigin (self.quadcore, self.quadcore.origin); } if (self.classname == "item_artifact_super_damage" || self.classname == "item_artifact_invulnerability" || self.classname == "item_artifact_invisibility") self.effects |= EF_DIMLIGHT; }; /*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); }; /* ============ 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 healamount, float ignore) T_Heal = { if (e.health <= 0) return 0; if ((!ignore) && (e.health >= other.max_health)) return 0; healamount = ceil(healamount); e.health = e.health + healamount; if ((!ignore) && (e.health >= other.max_health)) e.health = other.max_health; if (e.health > 250) e.health = 250; 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. */ float H_ROTTEN = 1; float H_MEGA = 2; .float healamount, healtype; void() health_touch; void() item_megahealth_rot; void() item_health = { //POX-no items in FFA mode if (deathmatch & DM_FFA) remove(self); self.touch = health_touch; if (self.spawnflags & H_ROTTEN) { precache_model("maps/bspmdls/b_bh10.bsp"); precache_sound("items/health1.wav"); setmodel(self, "maps/bspmdls/b_bh10.bsp"); self.noise = "items/health1.wav"; self.healamount = 15; self.healtype = 0; } else if (self.spawnflags & H_MEGA) { precache_model("maps/bspmdls/b_bh100.bsp"); precache_sound("items/r_item2.wav"); setmodel(self, "maps/bspmdls/b_bh100.bsp"); self.noise = "items/r_item2.wav"; self.healamount = 100; self.healtype = 2; } else { precache_model("maps/bspmdls/b_bh25.bsp"); precache_sound("items/health1.wav"); setmodel(self, "maps/bspmdls/b_bh25.bsp"); self.noise = "items/health1.wav"; self.healamount = 25; self.healtype = 1; } setsize (self, '0 0 0', '32 32 56'); self.netname = "Health Pack"; StartItem (); }; void() health_touch = { local string s; if (other.classname != "player") return; if (self.healtype == 2) // Megahealth? Ignore max_health... { if (other.health >= 250) return; if (!T_Heal(other, self.healamount, 1)) return; } else { if (!T_Heal(other, self.healamount, 0)) return; } sprint(other, "You receive "); s = ftos(self.healamount); sprint(other, s); sprint(other, " 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 (self.healtype == 2) { other.items |= IT_SUPERHEALTH; self.nextthink = time + 5; self.think = item_megahealth_rot; self.owner = other; } else { //if (deathmatch != 2) // deathmatch 2 is the silly old rules //{ if (deathmatch) self.nextthink = time + 20; self.think = SUB_regen; //} } activator = other; SUB_UseTargets(); // fire all targets / killtargets }; void() item_megahealth_rot = { other = self.owner; if (other.health > other.max_health) { other.health = other.health - 1; self.nextthink = time + 1; return; } // it is possible for a player to die and respawn between rots, so don't // just blindly subtract the flag off other.items &= ~IT_SUPERHEALTH; if (deathmatch >= 1) // deathmatch 2 is silly old rules { self.nextthink = time + 20; self.think = SUB_regen; } }; /* =============================================================================== ARMOR - New Regen Stations Replace armor (see sheilds.qc) =============================================================================== */ /* =============================================================================== WEAPONS =============================================================================== */ void() bound_other_ammo = { if (other.ammo_shells > 100) other.ammo_shells = 100; if (other.ammo_nails > 200) other.ammo_nails = 200; if (other.ammo_rockets > 100) other.ammo_rockets = 100; if (other.ammo_cells > 200) other.ammo_cells = 200; }; float(float w) RankForWeapon = { if (w == IT_FLAMETHROWER) 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_COMBOGUN) return 5; if (w == IT_PLASMAGUN) return 6; return 7; }; /* ============= 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 < or ) self.weapon = new; }; /* ============= weapon_touch ============= */ float() W_BestWeapon; void() weapon_touch = { local float hadammo, best, new = 0, old; local entity stemp; //local float leave; if (!(other.flags & FL_CLIENT)) 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; //POX v1.1 - leave is useless in POX since weapons are never allowed to be picked up if posessed //if (deathmatch || coop) //if (coop) // leave = 1; //else // leave = 0; // POX - Don't bother checking if weapon is in inventory if (other.items & self.weapon) { activator = other; SUB_UseTargets(); //Just in case it's required to get out of somewhere return; } // POX- changed classnames to constants if (self.weapon == IT_PLASMAGUN) { hadammo = other.ammo_rockets; new = IT_PLASMAGUN; other.ammo_cells = other.ammo_cells + 22; } else if (self.weapon == IT_SUPER_NAILGUN) { hadammo = other.ammo_rockets; new = IT_SUPER_NAILGUN; other.ammo_nails = other.ammo_nails + 30; } else if (self.weapon == IT_COMBOGUN) { hadammo = other.ammo_rockets; new = IT_COMBOGUN; other.ammo_shells = other.ammo_shells + 5; other.ammo_rockets = other.ammo_rockets + 2; other.which_ammo = 0; //Change ammo to shells if it's set to rockets } else if (self.weapon == IT_ROCKET_LAUNCHER) { hadammo = other.ammo_rockets; new = IT_ROCKET_LAUNCHER; other.ammo_rockets = other.ammo_rockets + 5; } else if (self.weapon == IT_GRENADE_LAUNCHER) { hadammo = other.ammo_rockets; new = IT_GRENADE_LAUNCHER; other.ammo_rockets = other.ammo_rockets + 5; } else objerror ("weapon_touch: unknown classname"); sprint (other, "You got the "); sprint (other, self.netname); sprint (other, "\n"); // weapon touch sound sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); bound_other_ammo (); // change to the weapon old = other.items; other.items |= new; stemp = self; self = other; // change weapon to item picked up unless DM_AUTOSWITCH if (deathmatch & DM_AUTOSWITCH) Deathmatch_Weapon (old, new); else self.weapon = new; W_SetCurrentAmmo(); self = stemp; // if (leave) // return; // remove it in single player, or setup for respawning in deathmatch self.model = string_null; self.solid = SOLID_NOT; if (deathmatch >= 1) 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 = { //POX-no items in FFA mode if (deathmatch & DM_FFA) remove(self); precache_model ("progs/g_combo.mdl"); setmodel (self, "progs/g_combo.mdl"); self.weapon = IT_COMBOGUN; self.netname = "Combo Gun"; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; /*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_nailgun = { //POX-no items in FFA mode if (deathmatch & DM_FFA) remove(self); precache_model ("progs/g_plasma.mdl"); setmodel (self, "progs/g_plasma.mdl"); self.weapon = IT_PLASMAGUN; self.netname = "Plasma Gun"; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; /*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_supernailgun = { //POX-no items in FFA mode if (deathmatch & DM_FFA) remove(self); precache_model ("progs/g_nailg.mdl"); setmodel (self, "progs/g_nailg.mdl"); self.weapon = IT_SUPER_NAILGUN; self.netname = "Nailgun"; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; /*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_grenadelauncher = { //POX-no items in FFA mode if (deathmatch & DM_FFA) remove(self); precache_model ("progs/g_gren.mdl"); setmodel (self, "progs/g_gren.mdl"); self.weapon = IT_GRENADE_LAUNCHER; self.netname = "Grenade Launcher"; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; /*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_rocketlauncher = { //POX-no items in FFA mode if (deathmatch & DM_FFA) remove(self); precache_model ("progs/g_rhino.mdl"); setmodel (self, "progs/g_rhino.mdl"); self.weapon = IT_ROCKET_LAUNCHER; self.netname = "Anihilator"; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; /*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_lightning = { //POX-no items in FFA mode if (deathmatch & DM_FFA) remove(self); precache_model ("progs/g_plasma.mdl"); setmodel (self, "progs/g_plasma.mdl"); self.weapon = IT_PLASMAGUN; self.netname = "Plasma Gun"; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; /* =============================================================================== 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; // shotgun if (self.weapon == 1) { if (other.ammo_shells >= 100) return; other.ammo_shells = other.ammo_shells + self.aflag; other.which_ammo = 0; } // spikes if (self.weapon == 2) { if (other.ammo_nails >= 200) return; other.ammo_nails = other.ammo_nails + self.aflag; } // rockets if (self.weapon == 3) { if (other.ammo_rockets >= 100) return; other.ammo_rockets = other.ammo_rockets + self.aflag; other.which_ammo = 1; } // cells if (self.weapon == 4) { if (other.ammo_cells >= 200) return; other.ammo_cells = other.ammo_cells + self.aflag; } bound_other_ammo (); sprint (other, "You got the "); sprint (other, self.netname); sprint (other, "\n"); // ammo touch sound sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); /* BEST WEAPON MARKER */ // change to a better weapon if appropriate if (deathmatch & DM_AUTOSWITCH) { if ( other.weapon == best ) { stemp = self; self = other; self.weapon = W_BestWeapon(); W_SetCurrentAmmo (); self = stemp; } } /* BEST WEAPON MARKER */ // if changed current ammo, update it stemp = self; self = other; W_SetCurrentAmmo(); self = stemp; // remove it in single player, or setup for respawning in deathmatch self.model = string_null; self.solid = SOLID_NOT; if (deathmatch >= 1) self.nextthink = time + 30; 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 = { //POX-no items in FFA mode if (deathmatch & DM_FFA) remove(self); self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/bspmdls/b_shell1.bsp"); setmodel (self, "maps/bspmdls/b_shell1.bsp"); self.aflag = 40; } else { precache_model ("maps/bspmdls/b_shell0.bsp"); setmodel (self, "maps/bspmdls/b_shell0.bsp"); self.aflag = 20; } self.weapon = 1; self.netname = "shells"; self.classname = "ammo"; 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 = { //POX-no items in FFA mode if (deathmatch & DM_FFA) remove(self); self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/bspmdls/b_nail1.bsp"); setmodel (self, "maps/bspmdls/b_nail1.bsp"); self.aflag = 50; } else { precache_model ("maps/bspmdls/b_nail0.bsp"); setmodel (self, "maps/bspmdls/b_nail0.bsp"); self.aflag = 25; } self.weapon = 2; self.netname = "nails"; self.classname = "ammo"; 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 = { //POX-no items in FFA mode if (deathmatch & DM_FFA) remove(self); self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/bspmdls/b_rock1.bsp"); setmodel (self, "maps/bspmdls/b_rock1.bsp"); self.aflag = 10; } else { precache_model ("maps/bspmdls/b_rock0.bsp"); setmodel (self, "maps/bspmdls/b_rock0.bsp"); self.aflag = 5; } self.weapon = 3; self.netname = "rockets"; self.classname = "ammo"; 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 = { //POX-no items in FFA mode if (deathmatch & DM_FFA) remove(self); self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/bspmdls/b_batt1.bsp"); setmodel (self, "maps/bspmdls/b_batt1.bsp"); self.aflag = 12; } else { precache_model ("maps/bspmdls/b_batt0.bsp"); setmodel (self, "maps/bspmdls/b_batt0.bsp"); self.aflag = 6; } self.weapon = 4; self.netname = "cells"; self.classname = "ammo"; setsize (self, '0 0 0', '32 32 56'); StartItem (); }; //POX - This is used in a bunch of Id's original maps, so it's left in for backward compatibility /*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_BIG = 8; void() item_weapon = { self.touch = ammo_touch; if (self.spawnflags & WEAPON_SHOTGUN) { if (self.spawnflags & WEAPON_BIG) { precache_model ("maps/bspmdls/b_shell1.bsp"); setmodel (self, "maps/bspmdls/b_shell1.bsp"); self.aflag = 40; } else { precache_model ("maps/bspmdls/b_shell0.bsp"); setmodel (self, "maps/bspmdls/b_shell0.bsp"); self.aflag = 20; } self.weapon = 1; self.netname = "shells"; self.classname = "ammo"; } if (self.spawnflags & WEAPON_SPIKES) { if (self.spawnflags & WEAPON_BIG) { precache_model ("maps/bspmdls/b_nail1.bsp"); setmodel (self, "maps/bspmdls/b_nail1.bsp"); self.aflag = 40; } else { precache_model ("maps/bspmdls/b_nail0.bsp"); setmodel (self, "maps/bspmdls/b_nail0.bsp"); self.aflag = 20; } self.weapon = 2; self.netname = "spikes"; self.classname = "ammo"; } if (self.spawnflags & WEAPON_ROCKET) { if (self.spawnflags & WEAPON_BIG) { precache_model ("maps/bspmdls/b_rock1.bsp"); setmodel (self, "maps/bspmdls/b_rock1.bsp"); self.aflag = 10; } else { precache_model ("maps/bspmdls/b_rock0.bsp"); setmodel (self, "maps/bspmdls/b_rock0.bsp"); self.aflag = 5; } self.weapon = 3; self.netname = "rockets"; self.classname = "ammo"; } setsize (self, '0 0 0', '32 32 56'); StartItem (); }; /* =============================================================================== KEYS =============================================================================== */ void() key_touch = { if (other.classname != "player") return; if (other.health <= 0) return; if (other.items & self.items) return; sprint (other, "You got the "); sprint (other, self.netname); sprint (other,"\n"); sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); other.items |= self.items; if (!coop) { self.solid = SOLID_NOT; self.model = string_null; } activator = other; SUB_UseTargets(); // fire all targets / killtargets }; void() key_setsounds = { if (world.worldtype == 0) { precache_sound ("misc/medkey.wav"); self.noise = "misc/medkey.wav"; } if (world.worldtype == 1) { precache_sound ("misc/runekey.wav"); self.noise = "misc/runekey.wav"; } if (world.worldtype == 2) { precache_sound2 ("misc/basekey.wav"); self.noise = "misc/basekey.wav"; } }; /*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 (world.worldtype == 0) { precache_model ("progs/w_s_key.mdl"); setmodel (self, "progs/w_s_key.mdl"); self.netname = "silver key"; } else if (world.worldtype == 1) { precache_model ("progs/m_s_key.mdl"); setmodel (self, "progs/m_s_key.mdl"); self.netname = "silver runekey"; } else if (world.worldtype == 2) { precache_model2 ("progs/b_s_key.mdl"); setmodel (self, "progs/b_s_key.mdl"); self.netname = "silver keycard"; } 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 (world.worldtype == 0) { precache_model ("progs/w_g_key.mdl"); setmodel (self, "progs/w_g_key.mdl"); self.netname = "gold key"; } if (world.worldtype == 1) { precache_model ("progs/m_g_key.mdl"); setmodel (self, "progs/m_g_key.mdl"); self.netname = "gold runekey"; } if (world.worldtype == 2) { precache_model2 ("progs/b_g_key.mdl"); setmodel (self, "progs/b_g_key.mdl"); self.netname = "gold keycard"; } 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!"); self.target_id_finished = time + 4;//POX v1.12 don't let TargetID override centerprints sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); self.solid = SOLID_NOT; self.model = string_null; 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 (!self.spawnflags) objerror ("no spawnflags"); precache_sound ("misc/runekey.wav"); self.noise = "misc/runekey.wav"; if (self.spawnflags & 1) { precache_model ("progs/end1.mdl"); setmodel (self, "progs/end1.mdl"); } if (self.spawnflags & 2) { precache_model2 ("progs/end2.mdl"); setmodel (self, "progs/end2.mdl"); } if (self.spawnflags & 4) { precache_model2 ("progs/end3.mdl"); setmodel (self, "progs/end3.mdl"); } if (self.spawnflags & 8) { precache_model2 ("progs/end4.mdl"); setmodel (self, "progs/end4.mdl"); } self.touch = sigil_touch; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); }; /* =============================================================================== POWERUPS =============================================================================== */ void() powerup_touch; void() powerup_touch = { if (other.classname != "player") return; if (other.health <= 0) return; sprint (other, "You got the "); sprint (other, self.netname); sprint (other,"\n"); if (deathmatch) { self.mdl = self.model; if ((self.classname == "item_artifact_invulnerability") || (self.classname == "item_artifact_invisibility")) self.nextthink = time + 75; 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 |= self.items; self.model = string_null; if (self.classname == "item_artifact_super_damage") { self.effects &= ~EF_DIMLIGHT; self.quadcore.mdl = self.quadcore.model; self.quadcore.model = string_null; other.super_time = 1; other.super_damage_finished = time + 30; } // do the apropriate action if (self.classname == "item_artifact_envirosuit") { other.rad_time = 1; other.radsuit_finished = time + 30; } if (self.classname == "item_artifact_invulnerability") { self.effects &= ~EF_DIMLIGHT; other.invincible_time = 1; other.invincible_finished = time + 30; } if (self.classname == "item_artifact_invisibility") { other.invisible_time = 1; other.invisible_finished = time + 30; self.effects &= ~EF_DIMLIGHT; } 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/poxmegs.mdl"); precache_sound ("items/protect.wav"); precache_sound ("items/protect2.wav"); precache_sound ("items/protect3.wav"); self.noise = "items/protect.wav"; setmodel (self, "progs/poxmegs.mdl"); self.netname = "MegaShields"; self.items = IT_INVULNERABILITY; self.effects |= EF_DIMLIGHT; 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 = { //POX - Everyone's already invisible if (deathmatch & DM_PREDATOR) remove(self); self.touch = powerup_touch; precache_model ("progs/cloak.mdl"); precache_sound ("items/inv1.wav"); precache_sound ("items/inv2.wav"); precache_sound ("items/inv3.wav"); self.noise = "items/inv1.wav"; setmodel (self, "progs/cloak.mdl"); self.netname = "Cloaking Device"; self.items = IT_INVISIBILITY; self.effects |= EF_DIMLIGHT; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); }; //POX - A little hack to get a multi-model item for a cool effect void() Spawn_QuadCore = { local entity qcore; qcore = spawn (); qcore.owner = self; qcore.solid = SOLID_TRIGGER; qcore.movetype = MOVETYPE_TOSS; setmodel (qcore, "progs/poxquad2.mdl"); setsize (qcore, '-16 -16 -24', '16 16 32'); qcore.velocity = '0 0 0'; setorigin(qcore, self.origin); qcore.origin_z = qcore.origin_z + 6; self.quadcore = qcore; qcore.nextthink = time + 999999999; qcore.think = SUB_Null; }; /*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/poxquad.mdl"); precache_model ("progs/poxquad2.mdl"); precache_sound ("items/damage.wav"); precache_sound ("items/damage2.wav"); precache_sound ("items/damage3.wav"); self.noise = "items/damage.wav"; setmodel (self, "progs/poxquad.mdl"); self.netname = "Quad Damage"; self.items = IT_QUAD; setsize (self, '-16 -16 -24', '16 16 32'); self.effects |= EF_DIMLIGHT; Spawn_QuadCore (); StartItem (); }; /* =============================================================================== PLAYER BACKPACKS =============================================================================== */ void() BackpackTouch = { local string s; local float best, old, new; local entity stemp; local float acount; if (other.classname != "player") return; if (other.health <= 0) return; acount = 0; sprint (other, "You get "); if (self.items) if ((other.items & self.items) == 0) { acount = 1; sprint (other, "the "); sprint (other, self.netname); } // 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 = other.ammo_shells + self.ammo_shells; other.ammo_nails = other.ammo_nails + self.ammo_nails; other.ammo_rockets = other.ammo_rockets + self.ammo_rockets; other.ammo_cells = other.ammo_cells + self.ammo_cells; new = self.items; if (!new) new = other.weapon; old = other.items; other.items |= new; bound_other_ammo (); if (self.ammo_shells) { if (acount) sprint(other, ", "); acount = 1; s = ftos(self.ammo_shells); sprint (other, s); sprint (other, " shells"); } if (self.ammo_nails) { if (acount) sprint(other, ", "); acount = 1; s = ftos(self.ammo_nails); sprint (other, s); sprint (other, " nails"); } if (self.ammo_rockets) { if (acount) sprint(other, ", "); acount = 1; s = ftos(self.ammo_rockets); sprint (other, s); sprint (other, " rockets"); } if (self.ammo_cells) { if (acount) sprint(other, ", "); acount = 1; s = ftos(self.ammo_cells); sprint (other, s); sprint (other, " cells"); } //POX - Health in packs for FFA mode if (self.healamount) { if (!T_Heal(other, self.healamount, 0)) SUB_Null (); else { if (acount) sprint(other, ", "); s = ftos(self.healamount); sprint(other, " "); sprint(other, s); sprint(other, " health"); } } sprint (other, "\n"); // backpack touch sound sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); // remove the backpack, change self to the player remove(self); self = other; /* BEST WEAPON MARKER */ // change to the weapon //if (!deathmatch) // self.weapon = new; //else if (deathmatch & DM_AUTOSWITCH) Deathmatch_Weapon (old, new); /* BEST WEAPON MARKER */ W_SetCurrentAmmo (); }; /* =============== DropBackpack =============== */ void() DropBackpack = { local entity item; if (!(self.ammo_shells + self.ammo_nails + self.ammo_rockets + self.ammo_cells) && !(deathmatch & DM_FFA)) return; // nothing in it item = spawn(); item.origin = self.origin - '0 0 24'; if (!(deathmatch & DM_FFA)) { item.items = self.weapon; //if (item.items == IT_BONESAW) // item.netname = "Bonesaw"; //else if (item.items == IT_TSHOT) // item.netname = "tShot"; //else if (item.items == IT_COMBOGUN) item.netname = "Combo Gun"; else if (item.items == IT_PLASMAGUN) item.netname = "Plasma Gun"; else if (item.items == IT_SUPER_NAILGUN) item.netname = "Nailgun"; else if (item.items == IT_GRENADE_LAUNCHER) item.netname = "Grenade Launcher"; else if (item.items == IT_ROCKET_LAUNCHER) item.netname = "Anihilator"; //else if (item.items == IT_FLAMETHROWER) // item.netname = "FlameThrower"; else item.netname = ""; } else //POX v1.1 moved this up here { item.healamount = 25; item.healtype = 1; } item.ammo_shells = self.ammo_shells; item.ammo_nails = self.ammo_nails; item.ammo_rockets = self.ammo_rockets; //round rockets up to nearest integer incase someone died in between rhino barrel fires item.ammo_rockets = rint(item.ammo_rockets); item.ammo_cells = self.ammo_cells; //FIXED? // bot can drop ridiculous amounts of ammo so cap it if (self.classname == "bot") { if (item.ammo_shells > 50) item.ammo_shells = 30; if (item.ammo_nails > 100) item.ammo_nails = 70; if (item.ammo_rockets > 50) item.ammo_rockets = 20; if (item.ammo_cells > 100) item.ammo_cells = 60; //FIXED? //bots sometimes have negative ammo values - this can mess up a real player if (item.ammo_shells < 1) item.ammo_shells = 0; if (item.ammo_nails < 1) item.ammo_nails = 0; if (item.ammo_rockets < 1) item.ammo_rockets = 0; if (item.ammo_cells < 1) item.ammo_cells = 0; } 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.classname = "pack"; item.touch = BackpackTouch; // POX v1.1 changed to 30 secs item.nextthink = time + 30; // remove after 2 minutes item.think = SUB_Remove; };