mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-25 13:21:30 +00:00
1529 lines
33 KiB
C++
1529 lines
33 KiB
C++
/*
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items.qc
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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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$Id$
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*/
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void () W_SetCurrentAmmo;
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/* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD
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BE .8 .3 .4 IN COLOR */
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void ()
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SUB_regen =
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{
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self.model = self.mdl; // restore original model
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self.solid = SOLID_TRIGGER; // allow it to be touched again
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// play respawn sound
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sound (self, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM);
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setorigin (self, self.origin);
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};
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/*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8)
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prints a warning message when spawned
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*/
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void ()
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noclass =
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{
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dprint ("noclass spawned at");
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dprint (vtos(self.origin));
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dprint ("\n");
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remove (self);
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};
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/*
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============
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PlaceItem
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plants the object on the floor
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============
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*/
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void ()
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PlaceItem =
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{
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local float oldz;
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self.mdl = self.model; // so it can be restored on respawn
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self.flags = FL_ITEM; // make extra wide
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self.solid = SOLID_TRIGGER;
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self.movetype = MOVETYPE_TOSS;
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self.velocity = '0 0 0';
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self.origin_z += 6;
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oldz = self.origin_z;
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if (!droptofloor ()) {
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dprint ("Bonus item fell out of level at ");
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dprint (vtos (self.origin));
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dprint ("\n");
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remove (self);
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return;
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}
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};
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/*
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============
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StartItem
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Sets the clipping size and plants the object on the floor
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============
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*/
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void ()
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StartItem =
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{
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self.nextthink = time + 0.2; // items start after other solids
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self.think = PlaceItem;
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};
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// HEALTH BOX =================================================================
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// T_Heal: add health to an entity, limiting health to max_health
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// "ignore" will ignore max_health limit
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float (entity e, float healamount, float ignore)
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T_Heal =
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{
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if (e.health <= 0)
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return 0;
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if ((!ignore) && (e.health >= other.max_health))
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return 0;
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healamount = ceil (healamount);
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e.health = e.health + healamount;
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if ((!ignore) && (e.health >= other.max_health))
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e.health = other.max_health;
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if (e.health > 250)
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e.health = 250;
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return 1;
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};
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float H_ROTTEN = 1;
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float H_MEGA = 2;
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.float healamount, healtype;
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void ()
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item_megahealth_rot =
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{
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other = self.owner;
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// ZOID: player doesn't rot if they have Elder Magic rune
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if (other.health > other.max_health
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&& !(other.player_flag & ITEM_RUNE4_FLAG)) {
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other.health = other.health - 1;
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self.nextthink = time + 1;
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return;
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}
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// it is possible for a player to die and respawn between rots, so don't
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// just blindly subtract the flag off
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other.items &= ~IT_SUPERHEALTH;
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if (deathmatch == 1 || deathmatch == 3) { // deathmatch 2 = silly old rules
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self.nextthink = time + 20;
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self.think = SUB_regen;
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}
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};
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void ()
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health_touch =
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{
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local string s;
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if (other.classname != "player")
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return;
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if (self.healtype == 2) { // Megahealth? Ignore max_health...
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if (other.health >= 250)
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return;
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if (!T_Heal (other, self.healamount, 1))
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return;
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} else {
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if (!T_Heal (other, self.healamount, 0))
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return;
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}
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sprint (other, PRINT_LOW, "You receive ");
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s = ftos (self.healamount);
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sprint (other, PRINT_LOW, s);
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sprint (other, PRINT_LOW, " health\n");
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// health touch sound
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sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
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stuffcmd (other, "bf\n");
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self.model = string_null;
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self.solid = SOLID_NOT;
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// Megahealth = rot down the player's super health
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if (self.healtype == 2) {
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other.items |= IT_SUPERHEALTH;
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self.nextthink = time + 5;
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self.think = item_megahealth_rot;
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self.owner = other;
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} else {
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if (deathmatch != 2) { // deathmatch 2 is the silly old rules
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self.nextthink = time + 20;
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self.think = SUB_regen;
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}
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}
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activator = other;
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SUB_UseTargets (); // fire all targets / killtargets
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};
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/*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) rotten megahealth
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Health box. Normally gives 25 points.
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Rotten box heals 5-10 points,
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megahealth will add 100 health, then
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rot you down to your maximum health limit,
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one point per second.
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*/
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void ()
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item_health =
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{
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self.touch = health_touch;
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if (self.spawnflags & H_ROTTEN) {
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precache_model("maps/b_bh10.bsp");
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precache_sound("items/r_item1.wav");
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setmodel(self, "maps/b_bh10.bsp");
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self.noise = "items/r_item1.wav";
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self.healamount = 15;
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self.healtype = 0;
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} else if (self.spawnflags & H_MEGA) {
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precache_model("maps/b_bh100.bsp");
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precache_sound("items/r_item2.wav");
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setmodel(self, "maps/b_bh100.bsp");
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self.noise = "items/r_item2.wav";
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self.healamount = 100;
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self.healtype = 2;
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} else {
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precache_model("maps/b_bh25.bsp");
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precache_sound("items/health1.wav");
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setmodel(self, "maps/b_bh25.bsp");
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self.noise = "items/health1.wav";
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self.healamount = 25;
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self.healtype = 1;
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}
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setsize (self, '0 0 0', '32 32 56');
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StartItem ();
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};
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// ARMOR ======================================================================
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void ()
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armor_touch =
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{
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local float type = 0, value = 0, bit = 0;
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if (other.health <= 0)
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return;
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if (other.classname != "player")
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return;
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switch (self.classname) {
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case "item_armor1":
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type = 0.3;
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value = 100;
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bit = IT_ARMOR1;
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break;
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case "item_armor2":
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type = 0.6;
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value = 150;
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bit = IT_ARMOR2;
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break;
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case "item_armorInv":
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type = 0.8;
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value = 200;
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bit = IT_ARMOR3;
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default:
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break;
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}
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if (other.armortype * other.armorvalue >= type * value)
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return;
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other.armortype = type;
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other.armorvalue = value;
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other.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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other.items |= bit;
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self.solid = SOLID_NOT;
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self.model = string_null;
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if (deathmatch == 1 || deathmatch == 3)
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self.nextthink = time + 20;
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self.think = SUB_regen;
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sprint (other, PRINT_LOW, "You got armor\n");
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// armor touch sound
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sound (other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM);
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stuffcmd (other, "bf\n");
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activator = other;
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SUB_UseTargets (); // fire all targets / killtargets
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};
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/*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32)
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*/
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void ()
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item_armor1 =
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{
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self.touch = armor_touch;
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precache_model ("progs/armor.mdl");
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setmodel (self, "progs/armor.mdl");
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self.skin = 0;
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setsize (self, '-16 -16 0', '16 16 56');
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StartItem ();
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};
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/*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32)
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*/
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void ()
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item_armor2 =
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{
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self.touch = armor_touch;
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precache_model ("progs/armor.mdl");
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setmodel (self, "progs/armor.mdl");
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self.skin = 1;
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setsize (self, '-16 -16 0', '16 16 56');
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StartItem ();
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};
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/*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32)
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*/
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void ()
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item_armorInv =
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{
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self.touch = armor_touch;
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precache_model ("progs/armor.mdl");
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setmodel (self, "progs/armor.mdl");
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self.skin = 2;
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setsize (self, '-16 -16 0', '16 16 56');
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StartItem ();
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};
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// WEAPONS ====================================================================
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void ()
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bound_other_ammo =
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{
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if (other.ammo_shells > 100)
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other.ammo_shells = 100;
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if (other.ammo_nails > 200)
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other.ammo_nails = 200;
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if (other.ammo_rockets > 100)
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other.ammo_rockets = 100;
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if (other.ammo_cells > 100)
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other.ammo_cells = 100;
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};
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float (float w)
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RankForWeapon =
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{
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switch (w) {
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case IT_LIGHTNING:
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return 1;
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case IT_ROCKET_LAUNCHER:
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return 2;
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case IT_SUPER_NAILGUN:
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return 3;
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case IT_GRENADE_LAUNCHER:
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return 4;
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case IT_SUPER_SHOTGUN:
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return 5;
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case IT_NAILGUN:
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return 6;
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default:
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return 7;
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}
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};
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float (float w)
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WeaponCode =
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{
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switch (w) {
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case IT_SUPER_SHOTGUN:
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return 3;
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case IT_NAILGUN:
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return 4;
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case IT_SUPER_NAILGUN:
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return 5;
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case IT_GRENADE_LAUNCHER:
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return 6;
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case IT_ROCKET_LAUNCHER:
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return 7;
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case IT_LIGHTNING:
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return 8;
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default:
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return 1;
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}
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};
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/*
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=============
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Deathmatch_Weapon
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Deathmatch weapon change rules for picking up a weapon
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.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
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=============
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*/
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void (float old, float new)
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Deathmatch_Weapon =
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{
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local float or, nr;
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if (self.weapon == IT_GRAPPLE && self.button0)
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return; // never change if we pulled ourselves to it
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// change self.weapon if desired
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or = RankForWeapon (self.weapon);
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nr = RankForWeapon (new);
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if (nr < or)
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self.weapon = new;
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};
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float () W_BestWeapon;
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void ()
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weapon_touch =
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{
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local float best, hadammo, leave, w_switch, new = 0, old;
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// McBain: added prevweapon local variable
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local float prevweapon;
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local entity stemp;
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if (!(other.flags & FL_CLIENT))
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return;
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if ((stof (infokey (other, "w_switch"))) == 0)
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w_switch = 8;
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else
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w_switch = stof (infokey (other, "w_switch"));
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// if the player was using his best weapon, change to new one if better
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stemp = self;
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self = other;
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best = W_BestWeapon ();
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self = stemp;
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if (deathmatch == 2 || deathmatch == 3)
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leave = 1;
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else
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leave = 0;
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switch (self.classname) {
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case "weapon_nailgun":
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if (leave && (other.items & IT_NAILGUN) )
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return;
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hadammo = other.ammo_nails;
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new = IT_NAILGUN;
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other.ammo_nails = other.ammo_nails + 30;
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break;
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case "weapon_supernailgun":
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if (leave && (other.items & IT_SUPER_NAILGUN) )
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return;
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hadammo = other.ammo_rockets;
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new = IT_SUPER_NAILGUN;
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other.ammo_nails = other.ammo_nails + 30;
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break;
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case "weapon_supershotgun":
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if (leave && (other.items & IT_SUPER_SHOTGUN) )
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return;
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hadammo = other.ammo_rockets;
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new = IT_SUPER_SHOTGUN;
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other.ammo_shells = other.ammo_shells + 5;
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break;
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case "weapon_rocketlauncher":
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if (leave && (other.items & IT_ROCKET_LAUNCHER) )
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return;
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hadammo = other.ammo_rockets;
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new = IT_ROCKET_LAUNCHER;
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other.ammo_rockets = other.ammo_rockets + 5;
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break;
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case "weapon_grenadelauncher":
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if (leave && (other.items & IT_GRENADE_LAUNCHER) )
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return;
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hadammo = other.ammo_rockets;
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new = IT_GRENADE_LAUNCHER;
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other.ammo_rockets = other.ammo_rockets + 5;
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break;
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case "weapon_lightning":
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if (leave && (other.items & IT_LIGHTNING) )
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return;
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hadammo = other.ammo_rockets;
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new = IT_LIGHTNING;
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other.ammo_cells = other.ammo_cells + 15;
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break;
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default:
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objerror ("weapon_touch: unknown classname");
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break;
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}
|
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|
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sprint (other, PRINT_LOW, "You got the ");
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sprint (other, PRINT_LOW, self.netname);
|
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sprint (other, PRINT_LOW, "\n");
|
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// weapon touch sound
|
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sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
|
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stuffcmd (other, "bf\n");
|
||
|
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bound_other_ammo ();
|
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|
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// change to the weapon
|
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old = other.items;
|
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other.items |= new;
|
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|
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stemp = self;
|
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self = other;
|
||
|
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prevweapon = self.weapon;
|
||
|
||
if (WeaponCode (new) <= w_switch ) {
|
||
if (self.flags & FL_INWATER) {
|
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if (new != IT_LIGHTNING)
|
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Deathmatch_Weapon (old, new);
|
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} else
|
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Deathmatch_Weapon (old, new);
|
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}
|
||
|
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if (self.weapon != prevweapon)
|
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self.previous_weapon = prevweapon;
|
||
|
||
W_SetCurrentAmmo ();
|
||
|
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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 || deathmatch == 3)
|
||
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 =
|
||
{
|
||
precache_model ("progs/g_shot.mdl");
|
||
setmodel (self, "progs/g_shot.mdl");
|
||
self.weapon = IT_SUPER_SHOTGUN;
|
||
self.netname = "Double-barrelled Shotgun";
|
||
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 =
|
||
{
|
||
precache_model ("progs/g_nail.mdl");
|
||
setmodel (self, "progs/g_nail.mdl");
|
||
self.weapon = IT_NAILGUN;
|
||
self.netname = "nailgun";
|
||
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 =
|
||
{
|
||
precache_model ("progs/g_nail2.mdl");
|
||
setmodel (self, "progs/g_nail2.mdl");
|
||
self.weapon = IT_SUPER_NAILGUN;
|
||
self.netname = "Super 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 =
|
||
{
|
||
precache_model ("progs/g_rock.mdl");
|
||
setmodel (self, "progs/g_rock.mdl");
|
||
self.weapon = 3;
|
||
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 =
|
||
{
|
||
precache_model ("progs/g_rock2.mdl");
|
||
setmodel (self, "progs/g_rock2.mdl");
|
||
self.weapon = 3;
|
||
self.netname = "Rocket Launcher";
|
||
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 =
|
||
{
|
||
precache_model ("progs/g_light.mdl");
|
||
setmodel (self, "progs/g_light.mdl");
|
||
self.weapon = 3;
|
||
self.netname = "Thunderbolt";
|
||
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 to new one if better
|
||
stemp = self;
|
||
self = other;
|
||
best = W_BestWeapon ();
|
||
self = stemp;
|
||
|
||
switch (self.weapon) {
|
||
case 1: // shotgun
|
||
if (other.ammo_shells >= 100)
|
||
return;
|
||
other.ammo_shells = other.ammo_shells + self.aflag;
|
||
break;
|
||
case 2: // spikes
|
||
if (other.ammo_nails >= 200)
|
||
return;
|
||
other.ammo_nails = other.ammo_nails + self.aflag;
|
||
break;
|
||
case 3: // rockets
|
||
if (other.ammo_rockets >= 100)
|
||
return;
|
||
other.ammo_rockets = other.ammo_rockets + self.aflag;
|
||
break;
|
||
case 4: // cells
|
||
if (other.ammo_cells >= 100)
|
||
return;
|
||
other.ammo_cells = other.ammo_cells + self.aflag;
|
||
default:
|
||
break;
|
||
}
|
||
|
||
bound_other_ammo ();
|
||
|
||
sprint (other, PRINT_LOW, "You got the ");
|
||
sprint (other, PRINT_LOW, self.netname);
|
||
sprint (other, PRINT_LOW, "\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
|
||
if (other.weapon == best) {
|
||
stemp = self;
|
||
self = other;
|
||
self.weapon = W_BestWeapon();
|
||
W_SetCurrentAmmo ();
|
||
self = stemp;
|
||
}
|
||
|
||
// 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 || deathmatch == 3)
|
||
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 =
|
||
{
|
||
self.touch = ammo_touch;
|
||
|
||
if (self.spawnflags & WEAPON_BIG2) {
|
||
precache_model ("maps/b_shell1.bsp");
|
||
setmodel (self, "maps/b_shell1.bsp");
|
||
self.aflag = 40;
|
||
} else {
|
||
precache_model ("maps/b_shell0.bsp");
|
||
setmodel (self, "maps/b_shell0.bsp");
|
||
self.aflag = 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 =
|
||
{
|
||
self.touch = ammo_touch;
|
||
|
||
if (self.spawnflags & WEAPON_BIG2) {
|
||
precache_model ("maps/b_nail1.bsp");
|
||
setmodel (self, "maps/b_nail1.bsp");
|
||
self.aflag = 50;
|
||
} else {
|
||
precache_model ("maps/b_nail0.bsp");
|
||
setmodel (self, "maps/b_nail0.bsp");
|
||
self.aflag = 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 =
|
||
{
|
||
self.touch = ammo_touch;
|
||
|
||
if (self.spawnflags & WEAPON_BIG2) {
|
||
precache_model ("maps/b_rock1.bsp");
|
||
setmodel (self, "maps/b_rock1.bsp");
|
||
self.aflag = 10;
|
||
} else {
|
||
precache_model ("maps/b_rock0.bsp");
|
||
setmodel (self, "maps/b_rock0.bsp");
|
||
self.aflag = 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 =
|
||
{
|
||
self.touch = ammo_touch;
|
||
|
||
if (self.spawnflags & WEAPON_BIG2) {
|
||
precache_model ("maps/b_batt1.bsp");
|
||
setmodel (self, "maps/b_batt1.bsp");
|
||
self.aflag = 12;
|
||
} else {
|
||
precache_model ("maps/b_batt0.bsp");
|
||
setmodel (self, "maps/b_batt0.bsp");
|
||
self.aflag = 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_BIG = 8;
|
||
void ()
|
||
item_weapon =
|
||
{
|
||
self.touch = ammo_touch;
|
||
|
||
if (self.spawnflags & WEAPON_SHOTGUN) {
|
||
if (self.spawnflags & WEAPON_BIG) {
|
||
precache_model ("maps/b_shell1.bsp");
|
||
setmodel (self, "maps/b_shell1.bsp");
|
||
self.aflag = 40;
|
||
} else {
|
||
precache_model ("maps/b_shell0.bsp");
|
||
setmodel (self, "maps/b_shell0.bsp");
|
||
self.aflag = 20;
|
||
}
|
||
self.weapon = 1;
|
||
self.netname = "shells";
|
||
}
|
||
|
||
if (self.spawnflags & WEAPON_SPIKES) {
|
||
if (self.spawnflags & WEAPON_BIG) {
|
||
precache_model ("maps/b_nail1.bsp");
|
||
setmodel (self, "maps/b_nail1.bsp");
|
||
self.aflag = 40;
|
||
} else {
|
||
precache_model ("maps/b_nail0.bsp");
|
||
setmodel (self, "maps/b_nail0.bsp");
|
||
self.aflag = 20;
|
||
}
|
||
self.weapon = 2;
|
||
self.netname = "spikes";
|
||
}
|
||
|
||
if (self.spawnflags & WEAPON_ROCKET) {
|
||
if (self.spawnflags & WEAPON_BIG) {
|
||
precache_model ("maps/b_rock1.bsp");
|
||
setmodel (self, "maps/b_rock1.bsp");
|
||
self.aflag = 10;
|
||
} else {
|
||
precache_model ("maps/b_rock0.bsp");
|
||
setmodel (self, "maps/b_rock0.bsp");
|
||
self.aflag = 5;
|
||
}
|
||
self.weapon = 3;
|
||
self.netname = "rockets";
|
||
}
|
||
|
||
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, PRINT_LOW, "You got the ");
|
||
sprint (other, PRINT_LOW, self.netname);
|
||
sprint (other,PRINT_LOW, "\n");
|
||
|
||
sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
|
||
stuffcmd (other, "bf\n");
|
||
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 0:
|
||
precache_sound ("misc/medkey.wav");
|
||
self.noise = "misc/medkey.wav";
|
||
break;
|
||
case 1:
|
||
precache_sound ("misc/runekey.wav");
|
||
self.noise = "misc/runekey.wav";
|
||
break;
|
||
case 2:
|
||
precache_sound2 ("misc/basekey.wav");
|
||
self.noise = "misc/basekey.wav";
|
||
default:
|
||
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 =
|
||
{
|
||
switch (world.worldtype) {
|
||
case 0:
|
||
precache_model ("progs/w_s_key.mdl");
|
||
setmodel (self, "progs/w_s_key.mdl");
|
||
self.netname = "silver key";
|
||
break;
|
||
case 1:
|
||
precache_model ("progs/m_s_key.mdl");
|
||
setmodel (self, "progs/m_s_key.mdl");
|
||
self.netname = "silver runekey";
|
||
break;
|
||
case 2:
|
||
precache_model2 ("progs/b_s_key.mdl");
|
||
setmodel (self, "progs/b_s_key.mdl");
|
||
self.netname = "silver keycard";
|
||
default:
|
||
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 =
|
||
{
|
||
switch (world.worldtype) {
|
||
case 0:
|
||
precache_model ("progs/w_g_key.mdl");
|
||
setmodel (self, "progs/w_g_key.mdl");
|
||
self.netname = "gold key";
|
||
break;
|
||
case 1:
|
||
precache_model ("progs/m_g_key.mdl");
|
||
setmodel (self, "progs/m_g_key.mdl");
|
||
self.netname = "gold runekey";
|
||
break;
|
||
case 2:
|
||
precache_model2 ("progs/b_g_key.mdl");
|
||
setmodel (self, "progs/b_g_key.mdl");
|
||
self.netname = "gold keycard";
|
||
default:
|
||
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 |= (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 =
|
||
{
|
||
if (other.classname != "player")
|
||
return;
|
||
if (other.health <= 0)
|
||
return;
|
||
|
||
sprint (other, PRINT_LOW, "You got the ");
|
||
sprint (other, PRINT_LOW, self.netname);
|
||
sprint (other, PRINT_LOW, "\n");
|
||
|
||
self.mdl = self.model;
|
||
|
||
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;
|
||
|
||
// do the apropriate action
|
||
switch (self.classname) {
|
||
case "item_artifact_envirosuit":
|
||
other.rad_time = 1;
|
||
other.radsuit_finished = time + 30;
|
||
self.nextthink = time + 60;
|
||
break;
|
||
case "item_artifact_invulnerability":
|
||
other.invincible_time = 1;
|
||
other.invincible_finished = time + 30;
|
||
self.nextthink = time + 300;
|
||
break;
|
||
case "item_artifact_invisibility":
|
||
other.invisible_time = 1;
|
||
other.invisible_finished = time + 30;
|
||
self.nextthink = time + 300;
|
||
break;
|
||
case "item_artifact_super_damage":
|
||
other.super_time = 1;
|
||
other.super_damage_finished = time + 30;
|
||
default:
|
||
self.nextthink = time + 60;
|
||
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.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");
|
||
self.netname = "Quad Damage";
|
||
self.items = IT_QUAD;
|
||
setsize (self, '-16 -16 -24', '16 16 32');
|
||
StartItem ();
|
||
};
|
||
|
||
// PLAYER BACKPACKS ===========================================================
|
||
|
||
void ()
|
||
BackpackTouch =
|
||
{
|
||
local entity stemp;
|
||
local float acount, best, old, new, b_switch = 0; // XXX eh?
|
||
local string s;
|
||
|
||
if (other.classname != "player")
|
||
return;
|
||
if (other.health <= 0)
|
||
return;
|
||
//don't let self pick it up for a sec
|
||
if ((other == self.owner) && ((self.nextthink - time) > 118))
|
||
return;
|
||
|
||
acount = 0;
|
||
sprint (other, PRINT_LOW, "You get ");
|
||
|
||
if (self.items)
|
||
if ((other.items & self.items) == 0) {
|
||
acount = 1;
|
||
sprint (other, PRINT_LOW, "the ");
|
||
sprint (other, PRINT_LOW, self.netname);
|
||
}
|
||
|
||
// if the player was using his best weapon, change to new one if better
|
||
stemp = self;
|
||
self = other;
|
||
best = W_BestWeapon ();
|
||
self = stemp;
|
||
|
||
// change weapons
|
||
other.ammo_shells += self.ammo_shells;
|
||
other.ammo_nails += self.ammo_nails;
|
||
other.ammo_rockets += self.ammo_rockets;
|
||
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, PRINT_LOW, ", ");
|
||
acount = 1;
|
||
s = ftos(self.ammo_shells);
|
||
sprint (other, PRINT_LOW, s);
|
||
sprint (other, PRINT_LOW, " shells");
|
||
}
|
||
if (self.ammo_nails) {
|
||
if (acount)
|
||
sprint (other, PRINT_LOW, ", ");
|
||
acount = 1;
|
||
s = ftos(self.ammo_nails);
|
||
sprint (other, PRINT_LOW, s);
|
||
sprint (other, PRINT_LOW, " nails");
|
||
}
|
||
if (self.ammo_rockets) {
|
||
if (acount)
|
||
sprint (other, PRINT_LOW, ", ");
|
||
acount = 1;
|
||
s = ftos(self.ammo_rockets);
|
||
sprint (other, PRINT_LOW, s);
|
||
sprint (other, PRINT_LOW, " rockets");
|
||
}
|
||
if (self.ammo_cells) {
|
||
if (acount)
|
||
sprint (other, PRINT_LOW, ", ");
|
||
acount = 1;
|
||
s = ftos(self.ammo_cells);
|
||
sprint (other, PRINT_LOW, s);
|
||
sprint (other, PRINT_LOW, " cells");
|
||
}
|
||
|
||
sprint (other, PRINT_LOW, "\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;
|
||
|
||
// 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);
|
||
}
|
||
|
||
W_SetCurrentAmmo ();
|
||
};
|
||
|
||
void ()
|
||
DropBackpack =
|
||
{
|
||
local entity item;
|
||
|
||
if (!(self.ammo_shells + self.ammo_nails + self.ammo_rockets
|
||
+ self.ammo_cells))
|
||
return; // nothing in it
|
||
|
||
item = spawn ();
|
||
item.origin = self.origin - '0 0 24';
|
||
|
||
item.items = 0; // none by default
|
||
|
||
// ZOID -- axe doesn't go into backpack
|
||
if (self.weapon != IT_AXE)
|
||
item.items = self.weapon;
|
||
|
||
switch (item.items) {
|
||
case IT_SHOTGUN:
|
||
item.netname = "Shotgun";
|
||
break;
|
||
case IT_SUPER_SHOTGUN:
|
||
item.netname = "Double-barrelled Shotgun";
|
||
break;
|
||
case IT_NAILGUN:
|
||
item.netname = "Nailgun";
|
||
break;
|
||
case IT_SUPER_NAILGUN:
|
||
item.netname = "Super Nailgun";
|
||
break;
|
||
case IT_GRENADE_LAUNCHER:
|
||
item.netname = "Grenade Launcher";
|
||
break;
|
||
case IT_ROCKET_LAUNCHER:
|
||
item.netname = "Rocket Launcher";
|
||
break;
|
||
case IT_LIGHTNING:
|
||
item.netname = "Thunderbolt";
|
||
break;
|
||
default:
|
||
item.netname = "";
|
||
break;
|
||
}
|
||
|
||
item.ammo_shells = self.ammo_shells;
|
||
item.ammo_nails = self.ammo_nails;
|
||
item.ammo_rockets = self.ammo_rockets;
|
||
item.ammo_cells = self.ammo_cells;
|
||
|
||
item.velocity_x = (200 * random ()) - 100;
|
||
item.velocity_y = (200 * random ()) - 100;
|
||
item.velocity_z = 300;
|
||
|
||
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;
|
||
};
|
||
|
||
/*----------------------------------------------------------------------
|
||
The Rune Game modes
|
||
|
||
Rune 1 - Earth Magic
|
||
resistance
|
||
Rune 2 - Black Magic
|
||
strength
|
||
Rune 3 - Hell Magic
|
||
haste
|
||
Rune 4 - Elder Magic
|
||
regeneration
|
||
----------------------------------------------------------------------*/
|
||
|
||
entity ()
|
||
SelectRuneSpawnPoint =
|
||
{
|
||
runespawn = find (runespawn, classname, "info_player_deathmatch");
|
||
if (runespawn == world)
|
||
runespawn = find (runespawn, classname, "info_player_deathmatch");
|
||
if (runespawn == world)
|
||
error ("no info_player_deathmatch to spawn rune");
|
||
return runespawn;
|
||
};
|
||
|
||
void ()
|
||
RuneTouch =
|
||
{
|
||
if (other.classname != "player")
|
||
return;
|
||
if (other.health <= 0)
|
||
return;
|
||
if (other.player_flag & ITEM_RUNE_MASK) {
|
||
if (other.rune_notice_time < time) {
|
||
TeamPlayerUpdate (other, "You already have a rune.");
|
||
other.rune_notice_time = time + 5;
|
||
}
|
||
return; // one per customer
|
||
}
|
||
|
||
other.player_flag |= self.player_flag;
|
||
|
||
// notification of rune, no nofity in team mode
|
||
if (self.player_flag & ITEM_RUNE1_FLAG) {
|
||
self.items |= IT_SIGIL1;
|
||
if (teamplay == 0) {
|
||
bprint (PRINT_LOW, other.netname);
|
||
bprint (PRINT_LOW, " got the rune of <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>!\n");
|
||
}
|
||
TeamPlayerUpdate(other, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>! <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
|
||
}
|
||
if (self.player_flag & ITEM_RUNE2_FLAG) {
|
||
self.items |= IT_SIGIL2;
|
||
if (teamplay == 0) {
|
||
bprint (PRINT_LOW, other.netname);
|
||
bprint (PRINT_LOW, " got the rune of <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>!\n");
|
||
}
|
||
TeamPlayerUpdate(other, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>! <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
|
||
}
|
||
if (self.player_flag & ITEM_RUNE3_FLAG) {
|
||
self.items |= IT_SIGIL3;
|
||
if (teamplay == 0) {
|
||
bprint (PRINT_LOW, other.netname);
|
||
bprint (PRINT_LOW, " got the rune of <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>!\n");
|
||
}
|
||
TeamPlayerUpdate (other, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>! <20><><EFBFBD><EFBFBD><EFBFBD>");
|
||
other.maxspeed = other.maxspeed * 1.25;
|
||
}
|
||
if (self.player_flag & ITEM_RUNE4_FLAG) {
|
||
self.items |= IT_SIGIL4;
|
||
if (teamplay == 0) {
|
||
bprint (PRINT_LOW, other.netname);
|
||
bprint (PRINT_LOW, " got the rune of <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>!\n");
|
||
}
|
||
TeamPlayerUpdate (other, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>! <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
|
||
}
|
||
|
||
// backpack touch sound
|
||
sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
|
||
stuffcmd (other, "bf\n");
|
||
|
||
remove (self);
|
||
};
|
||
|
||
void (float flag) Do_DropRune;
|
||
|
||
void ()
|
||
RuneRespawn =
|
||
{
|
||
local entity oself;
|
||
|
||
oself = self;
|
||
|
||
// choose random starting points
|
||
self = SelectRuneSpawnPoint ();
|
||
Do_DropRune (oself.player_flag);
|
||
|
||
remove (oself);
|
||
};
|
||
|
||
void (float flag)
|
||
Do_DropRune =
|
||
{
|
||
local entity item;
|
||
|
||
item = spawn ();
|
||
item.origin = self.origin - '0 0 24';
|
||
|
||
item.player_flag = flag;
|
||
|
||
item.velocity_x = -500 + (1000 * random ());
|
||
item.velocity_y = -500 + (1000 * random ());
|
||
item.velocity_z = 400;
|
||
|
||
item.flags = FL_ITEM;
|
||
item.solid = SOLID_TRIGGER;
|
||
item.movetype = MOVETYPE_TOSS;
|
||
if (flag & ITEM_RUNE1_FLAG)
|
||
setmodel (item, "progs/end1.mdl");
|
||
else if (flag & ITEM_RUNE2_FLAG)
|
||
setmodel (item, "progs/end2.mdl");
|
||
else if (flag & ITEM_RUNE3_FLAG)
|
||
setmodel (item, "progs/end3.mdl");
|
||
else if (flag & ITEM_RUNE4_FLAG)
|
||
setmodel (item, "progs/end4.mdl");
|
||
setsize (item, '-16 -16 0', '16 16 56');
|
||
item.touch = RuneTouch;
|
||
|
||
item.nextthink = time + 120; /* if no one touches it in two minutes,
|
||
respawn it somewhere else, so inaccessible ones will come 'back' */
|
||
item.think = RuneRespawn;
|
||
};
|
||
|
||
/*
|
||
===============
|
||
Droprune
|
||
self is player
|
||
===============
|
||
*/
|
||
void ()
|
||
DropRune =
|
||
{
|
||
if (self.player_flag & ITEM_RUNE1_FLAG)
|
||
Do_DropRune (ITEM_RUNE1_FLAG);
|
||
if (self.player_flag & ITEM_RUNE2_FLAG)
|
||
Do_DropRune (ITEM_RUNE2_FLAG);
|
||
if (self.player_flag & ITEM_RUNE3_FLAG)
|
||
Do_DropRune (ITEM_RUNE3_FLAG);
|
||
if (self.player_flag & ITEM_RUNE4_FLAG)
|
||
Do_DropRune (ITEM_RUNE4_FLAG);
|
||
self.player_flag &= ~ITEM_RUNE_MASK;
|
||
};
|
||
|
||
/*
|
||
================
|
||
SpawnRunes
|
||
spawn all the runes
|
||
self is the entity that was created for us, we remove it
|
||
================
|
||
*/
|
||
void ()
|
||
SpawnRunes =
|
||
{
|
||
local entity oself;
|
||
local float i;
|
||
|
||
oself = self;
|
||
|
||
// choose random starting points
|
||
i = 10 * random ();
|
||
while (i > 0) {
|
||
self = SelectRuneSpawnPoint ();
|
||
i--;
|
||
}
|
||
|
||
self = SelectRuneSpawnPoint ();
|
||
Do_DropRune (ITEM_RUNE1_FLAG);
|
||
self = SelectRuneSpawnPoint ();
|
||
Do_DropRune (ITEM_RUNE2_FLAG);
|
||
self = SelectRuneSpawnPoint ();
|
||
Do_DropRune (ITEM_RUNE3_FLAG);
|
||
self = SelectRuneSpawnPoint ();
|
||
Do_DropRune (ITEM_RUNE4_FLAG);
|
||
|
||
remove (oself);
|
||
};
|
||
|
||
void ()
|
||
StartRuneSpawn =
|
||
{
|
||
local entity rspawn;
|
||
|
||
if (runespawned || gamestart)
|
||
return;
|
||
|
||
runespawned = 1;
|
||
|
||
precache_model ("progs/end1.mdl");
|
||
precache_model ("progs/end2.mdl");
|
||
precache_model ("progs/end3.mdl");
|
||
precache_model ("progs/end4.mdl");
|
||
precache_model ("progs/m_s_key.mdl");
|
||
precache_model ("progs/m_g_key.mdl");
|
||
|
||
precache_sound("rune/rune1.wav");
|
||
precache_sound("rune/rune2.wav");
|
||
precache_sound("rune/rune22.wav"); // special rune and quad combo
|
||
precache_sound("rune/rune3.wav");
|
||
precache_sound("rune/rune4.wav");
|
||
|
||
// spawn the runes
|
||
rspawn = spawn ();
|
||
rspawn.nextthink = time + 0.1;
|
||
rspawn.think = SpawnRunes;
|
||
};
|