#include "config.rh" #include "paroxysm.rh" /* Frank Condello 09.28.98 - made for the Paroxysm Quake Mod. EMAIL: pox@planetquake.com WEB: http://www.planetquake.com/paroxysm/ ========================================================================= */ //Armor regeneration stations //surprisingly little coding required to get this going //Had to add a value/type check routine in T_Damage // Armor is gained by standing at regen stations. // The color of armor only indocates how much power your armor has left; // all armor protects the same amount. // A breakdown: // 1 - 50 points is blue // 51 - 150 points is yellow // 151 - 255 points is red // Regen Station default ambient sound void() regen_ambientsound = { ambientsound (self.origin, "ambience/regen1.wav", 0.5, ATTN_STATIC); }; // Particle stream replaced by a model with client side animation #if 0 // A particle effect for regen stations void (void) regen_make_smoke = { particle (self.origin + '0 0 +6', '1 1 36', self.clr, 12); particle (self.origin + '0 0 +6', '-1 -1 36', self.clr, 12); self.nextthink = time + 0.1; }; #endif // Particle-emiting entity void (float color) regen_streamer = { local entity streamer; streamer = spawn (); streamer.solid = SOLID_TRIGGER; streamer.movetype = MOVETYPE_TOSS; setmodel (streamer, "progs/stream.mdl"); setsize (streamer, '-16 -16 0', '16 16 56'); streamer.velocity = '0 0 0'; setorigin (streamer, self.origin); streamer.skin = color; regen_ambientsound (); }; void () regen_touch = { if (other.classname != "player") return; if (other.regen_finished > time) // already touched return; if (other.armorvalue >= self.armregen) { // Station can't give more other.regen_finished = time; return; } other.armregen = self.armregen; other.regen_finished = time + 0.2; }; // Regen triggers for custom maps - can be BIG (whole rooms) void () regen_station = { if (self.armregen <= 0) self.armregen = 50; InitTrigger (); self.touch = regen_touch; //self.netname = "regen station"; }; void (float type, float value) item_armor = { if (type < 0 || type > 2) // sanity checking return; precache_sound ("ambience/regen1.wav"); precache_model ("progs/regen.mdl"); precache_model ("progs/stream.mdl"); self.touch = regen_touch; setmodel (self, "progs/regen.mdl"); self.skin = type; setsize (self, '-16 -16 0', '16 16 56'); self.solid = SOLID_TRIGGER; // Some existing DM maps rely on Droptofloor for proper placement self.movetype = MOVETYPE_TOSS; self.velocity = '0 0 0'; self.origin_z = self.origin_z + 6; //self.netname = "regen station"; self.armregen = value; regen_streamer (type); }; // Replace armor pickups in existing maps void () item_armor1 = { item_armor (0, 50); }; void () item_armor2 = { item_armor (1, 150); }; void() item_armorInv = { item_armor (2, 250); };