mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 20:11:49 +00:00
5b81f01e3b
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. :)
128 lines
2.8 KiB
R
128 lines
2.8 KiB
R
#include "config.rh"
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#include "paroxysm.rh"
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/* Frank Condello 09.28.98 - made for the Paroxysm Quake Mod.
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EMAIL: pox@planetquake.com
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WEB: http://www.planetquake.com/paroxysm/
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=========================================================================
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*/
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//Armor regeneration stations
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//surprisingly little coding required to get this going
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//Had to add a value/type check routine in T_Damage
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// Armor is gained by standing at regen stations.
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// The color of armor only indocates how much power your armor has left;
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// all armor protects the same amount.
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// A breakdown:
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// 1 - 50 points is blue
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// 51 - 150 points is yellow
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// 151 - 255 points is red
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// Regen Station default ambient sound
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void() regen_ambientsound =
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{
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ambientsound (self.origin, "ambience/regen1.wav", 0.5, ATTN_STATIC);
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};
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// Particle stream replaced by a model with client side animation
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#if 0
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// A particle effect for regen stations
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void (void) regen_make_smoke =
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{
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particle (self.origin + '0 0 +6', '1 1 36', self.clr, 12);
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particle (self.origin + '0 0 +6', '-1 -1 36', self.clr, 12);
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self.nextthink = time + 0.1;
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};
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#endif
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// Particle-emiting entity
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void (float color) regen_streamer =
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{
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local entity streamer;
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streamer = spawn ();
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streamer.solid = SOLID_TRIGGER;
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streamer.movetype = MOVETYPE_TOSS;
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setmodel (streamer, "progs/stream.mdl");
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setsize (streamer, '-16 -16 0', '16 16 56');
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streamer.velocity = '0 0 0';
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setorigin (streamer, self.origin);
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streamer.skin = color;
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regen_ambientsound ();
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};
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void () regen_touch =
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{
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if (other.classname != "player")
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return;
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if (other.regen_finished > time) // already touched
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return;
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if (other.armorvalue >= self.armregen) { // Station can't give more
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other.regen_finished = time;
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return;
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}
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other.armregen = self.armregen;
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other.regen_finished = time + 0.2;
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};
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// Regen triggers for custom maps - can be BIG (whole rooms)
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void () regen_station =
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{
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if (self.armregen <= 0)
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self.armregen = 50;
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InitTrigger ();
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self.touch = regen_touch;
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//self.netname = "regen station";
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};
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void (float type, float value) item_armor =
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{
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if (type < 0 || type > 2) // sanity checking
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return;
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precache_sound ("ambience/regen1.wav");
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precache_model ("progs/regen.mdl");
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precache_model ("progs/stream.mdl");
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self.touch = regen_touch;
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setmodel (self, "progs/regen.mdl");
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self.skin = type;
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setsize (self, '-16 -16 0', '16 16 56');
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self.solid = SOLID_TRIGGER;
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// Some existing DM maps rely on Droptofloor for proper placement
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self.movetype = MOVETYPE_TOSS;
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self.velocity = '0 0 0';
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self.origin_z = self.origin_z + 6;
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//self.netname = "regen station";
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self.armregen = value;
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regen_streamer (type);
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};
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// Replace armor pickups in existing maps
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void () item_armor1 =
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{
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item_armor (0, 50);
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};
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void () item_armor2 =
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{
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item_armor (1, 150);
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};
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void() item_armorInv =
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{
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item_armor (2, 250);
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};
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