game-source/ParoxysmII/source/shields.r
Jeff Teunissen 5b81f01e3b Okay, this is the first import of my recovered (thanks, Despair!) PoxII tree.
It works, and is playable, but you need to symlink source/config.qw to
source/config.qw -- otherwise it won't build a qwprogs.dat for you. :)
2003-10-22 09:24:50 +00:00

128 lines
2.8 KiB
R

#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);
};