game-source/ParoxysmII/source/items.r
2011-03-20 17:27:47 +09:00

1475 lines
34 KiB
R

#include "paroxysm.rh"
// POX - had to make room for Paroxysm's DM modes......
/* 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);
// + POX - dual model quad...
if (@self.classname == "item_artifact_super_damage") {
@self.quadcore.model = @self.quadcore.mdl;
setorigin (@self.quadcore, @self.quadcore.origin);
}
// - POX
};
/*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);
};
void() q_touch;
void() q_touch =
{
local string s;
if (other.classname != "player")
return;
if (other.health <= 0)
return;
@self.mdl = @self.model;
sound (other, CHAN_VOICE, @self.noise, 1, ATTN_NORM);
stuffcmd (other, "bf\n");
@self.solid = SOLID_NOT;
other.items |= IT_QUAD;
@self.model = string_null;
//if (deathmatch == 4)
//{
// other.armortype = 0;
// other.armorvalue = 0 * 0.01;
// other.ammo_cells = 0;
//}
// do the apropriate action
other.super_time = 1;
other.super_damage_finished = @self.cnt;
s=ftos(rint(other.super_damage_finished - time));
bprint (PRINT_LOW, other.netname);
//if (deathmatch == 4)
// bprint (PRINT_LOW, " recovered an OctaPower with ");
//else
bprint (PRINT_LOW, " recovered a Quad with ");
bprint (PRINT_LOW, s);
bprint (PRINT_LOW, " seconds remaining!\n");
activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};
void(float timeleft) DropQuad =
{
local entity item;
item = spawn ();
item.origin = @self.origin;
item.velocity_z = 300;
item.velocity_x = -100 + (random() * 200);
item.velocity_y = -100 + (random() * 200);
item.solid = SOLID_TRIGGER;
item.movetype = MOVETYPE_TOSS;
setmodel (item, "progs/poxquad2.mdl");
setsize (item, '-16 -16 -24', '16 16 32');
item.effects = EF_BLUE;
item.flags = FL_ITEM;
item.noise = "items/damage.wav";
item.cnt = time + timeleft;
item.touch = q_touch;
item.nextthink = time + timeleft; // remove it with the time left on it
item.think = SUB_Remove;
};
void() r_touch;
void() r_touch =
{
local string s;
if (other.classname != "player")
return;
if (other.health <= 0)
return;
@self.mdl = @self.model;
sound (other, CHAN_VOICE, @self.noise, 1, ATTN_NORM);
stuffcmd (other, "bf\n");
@self.solid = SOLID_NOT;
other.items |= IT_INVISIBILITY;
@self.model = string_null;
// do the apropriate action
other.invisible_time = 1;
other.invisible_finished = @self.cnt;
s=ftos(rint(other.invisible_finished - time));
bprint (PRINT_LOW, other.netname);
bprint (PRINT_LOW, " recovered a Ring with ");
bprint (PRINT_LOW, s);
bprint (PRINT_LOW, " seconds remaining!\n");
activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};
void(float timeleft) DropRing =
{
local entity item;
item = spawn();
item.origin = @self.origin;
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;
item.noise = "items/inv1.wav";
setmodel (item, "progs/invisibl.mdl");
setsize (item, '-16 -16 -24', '16 16 32');
item.cnt = time + timeleft;
item.touch = r_touch;
item.nextthink = time + timeleft; // remove after 30 seconds
item.think = SUB_Remove;
};
/*
============
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);
return;
}
@self.touch = health_touch;
if (@self.spawnflags & H_ROTTEN)
{
precache_model("maps/b_bh10.bsp");
precache_sound("items/health1.wav");
setmodel(@self, "maps/b_bh10.bsp");
@self.noise = "items/health1.wav";
@self.healamount = 15;
@self.healtype = 0;
}
else
if (@self.spawnflags & H_MEGA)
{
precache_model("maps/b_bh100.bsp");
precache_sound("items/r_item2.wav");
setmodel(@self, "maps/b_bh100.bsp");
@self.noise = "items/r_item2.wav";
@self.healamount = 100;
@self.healtype = 2;
}
else
{
precache_model("maps/b_bh25.bsp");
precache_sound("items/health1.wav");
setmodel(@self, "maps/b_bh25.bsp");
@self.noise = "items/health1.wav";
@self.healamount = 25;
@self.healtype = 1;
}
setsize (@self, '0 0 0', '32 32 56');
StartItem ();
};
void() health_touch =
{
local string s;
//if (deathmatch == 4)
// if (other.invincible_time > 0)
// return;
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, PRINT_LOW, "You receive ");
s = ftos(@self.healamount);
sprint(other, PRINT_LOW, s);
sprint(other, PRINT_LOW, " 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;
//if (deathmatch != 4)
//{
@self.nextthink = time + 5;
@self.think = item_megahealth_rot;
//}
@self.owner = other;
}
else
{
//if (deathmatch != 2) // deathmatch 2 is the silly old rules
//{
@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 != 2) // deathmatch 2 is silly old rules
//{
@self.nextthink = time + 20;
@self.think = SUB_regen;
//}
};
/* + POX - see sheilds.qc
//ARMOR
/* - POX
/*
===============================================================================
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;
//POX - Max200 cells (changed from 100)
if (other.ammo_cells > 200)
other.ammo_cells = 200;
};
float(float w) RankForWeapon =
{
if (w == IT_LIGHTNING)
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;
};
float (float w) WeaponCode =
{
if (w == IT_COMBOGUN)
return 3;
if (w == IT_PLASMAGUN)
return 4;
if (w == IT_SUPER_NAILGUN)
return 5;
if (w == IT_GRENADE_LAUNCHER)
return 6;
if (w == IT_ROCKET_LAUNCHER)
return 7;
if (w == IT_LIGHTNING)
return 8;
return 1;
};
/*
=============
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
=============
*/
void() weapon_touch =
{
local float hadammo, best, new = nil, old;
local entity stemp;
local float leave = nil;
// For client weapon_switch
local float w_switch;
if (!(other.flags & FL_CLIENT))
return;
if ((stof(infokey(other,"w_switch"))) == 0)
w_switch = 8;
else
w_switch = stof(infokey(other,"w_switch"));
// 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 - leave is useless in POX since weapons are never allowed to be picked up if posessed
//if (deathmatch == 2 || deathmatch == 3 || deathmatch == 5)
// 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
switch (@self.weapon) {
case IT_PLASMAGUN:
hadammo = other.ammo_rockets;
new = IT_PLASMAGUN;
other.ammo_cells += 22;
break;
case IT_SUPER_NAILGUN:
hadammo = other.ammo_rockets;
new = IT_SUPER_NAILGUN;
other.ammo_nails += 30;
break;
case IT_COMBOGUN:
hadammo = other.ammo_rockets;
new = IT_COMBOGUN;
other.ammo_shells += 5;
other.ammo_rockets += 2;
other.which_ammo = 0; // Change ammo to shells if set to rockets
break;
case IT_ROCKET_LAUNCHER:
hadammo = other.ammo_rockets;
new = IT_ROCKET_LAUNCHER;
other.ammo_rockets += 5;
break;
case IT_GRENADE_LAUNCHER:
hadammo = other.ammo_rockets;
new = IT_GRENADE_LAUNCHER;
other.ammo_rockets += 5;
break;
default:
objerror ("weapon_touch: Unknown classname.");
}
sprint (other, PRINT_LOW, "You got the ");
sprint (other, PRINT_LOW, @self.netname);
sprint (other, PRINT_LOW, "\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;
//POX - check for autoswitch
if (deathmatch & DM_AUTOSWITCH)
{
if ( WeaponCode(new) <= w_switch )
{
if (@self.flags & FL_INWATER)
{
if (new != IT_LIGHTNING)
{
Deathmatch_Weapon (old, new);
}
}
else
{
Deathmatch_Weapon (old, new);
}
}
}
else
@self.weapon = new;
W_SetCurrentAmmo();
@self = stemp;
if (leave)
return;
//if (deathmatch!=3 || deathmatch !=5)
//{
// remove it in single player, or setup for respawning in deathmatch
@self.model = string_null;
@self.solid = SOLID_NOT;
//if (deathmatch != 2)
@self.nextthink = time + 30;
@self.think = SUB_regen;
//}
activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};
// + POX - models/netnames changed
/*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);
return;
}
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);
return;
}
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);
return;
}
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);
return;
}
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);
return;
}
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 ();
};
// + POX - PlasmaGun also replaces Thunderbolt in existing levels
void() weapon_lightning =
{
// + POX - no items in FFA mode
if (deathmatch & DM_FFA)
{
remove(@self);
return;
}
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;
//+ POX - switch ammo to shells for ComboGun
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;
}
// cells
if (@self.weapon == 4)
{
// + POX - changed max cells to 200
if (other.ammo_cells >= 200)
return;
other.ammo_cells = other.ammo_cells + @self.aflag;
}
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 (deathmatch & DM_AUTOSWITCH)
{
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 != 2)
@self.nextthink = time + 30;
// Xian -- If playing in DM 3.0 mode, halve the time ammo respawns
// if (deathmatch == 3 || deathmatch == 5)
// @self.nextthink = time + 15;
@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 =
{
//if (deathmatch == 4)
// return;
// + POX - no items in FFA mode
if (deathmatch & DM_FFA)
{
remove(@self);
return;
}
@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";
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 =
{
//if (deathmatch == 4)
// return;
// + POX - no items in FFA mode
if (deathmatch & DM_FFA)
{
remove(@self);
return;
}
@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";
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 =
{
//if (deathmatch == 4)
// return;
// + POX - no items in FFA mode
if (deathmatch & DM_FFA)
{
remove(@self);
return;
}
@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";
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 =
{
//if (deathmatch == 4)
// return;
// + POX - no items in FFA mode
if (deathmatch & DM_FFA)
{
remove(@self);
return;
}
@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";
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 =
{
// + POX - no items in FFA mode (just in case, for older maps)
if (deathmatch & DM_FFA)
{
remove(@self);
return;
}
@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";
}
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";
}
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";
}
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 =
{
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;
@self.target_id_finished = time + 4;//POX don't let TargetID override centerprints
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 &= ~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, PRINT_LOW, "You got the ");
sprint (other,PRINT_LOW, @self.netname);
sprint (other,PRINT_LOW, "\n");
@self.mdl = @self.model;
if ((@self.classname == "item_artifact_invulnerability") ||
(@self.classname == "item_artifact_invisibility"))
@self.nextthink = time + 75; // POX - 5 minutes was way too long (not that these are in any maps)
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;
// 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")
{
other.invincible_time = 1;
other.invincible_finished = time + 30;
}
if (@self.classname == "item_artifact_invisibility")
{
other.invisible_time = 1;
other.invisible_finished = time + 30;
}
if (@self.classname == "item_artifact_super_damage")
{
@self.quadcore.mdl = @self.quadcore.model;
@self.quadcore.model = string_null;
other.super_time = 1;
other.super_damage_finished = time + 30;
}
activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};
//POX - just changed the look of these (and some respawn times)
/*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.effects |= EF_RED;
@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 =
{
// + POX - Everyone's already invisible in DM_PREDATOR
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;
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 = nil;
};
/*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;
@self.effects |= EF_BLUE;
setsize (@self, '-16 -16 -24', '16 16 32');
Spawn_QuadCore ();
StartItem ();
};
/*
===============================================================================
PLAYER BACKPACKS
===============================================================================
*/
void() BackpackTouch =
{
local string s;
local float best, old, new;
local entity stemp;
local float acount;
local float b_switch;
//if (deathmatch == 4)
// if (other.invincible_time > 0)
// return;
if ((stof (infokey (other, "b_switch"))) == 0)
b_switch = 8;
else
b_switch = stof(infokey(other,"b_switch"));
if (other.classname != "player")
return;
if (other.health <= 0)
return;
acount = 0;
sprint (other, PRINT_LOW, "You get ");
/*
if (deathmatch == 4)
{
other.health = other.health + 10;
sprint (other, PRINT_LOW, "10 additional health\n");
if ((other.health > 250) && (other.health < 300))
sound (other, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
else
sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");
remove(@self);
if (other.health >299)
{
if (other.invincible_time != 1)
{
other.invincible_time = 1;
other.invincible_finished = time + 30;
other.items |= IT_INVULNERABILITY;
other.super_time = 1;
other.super_damage_finished = time + 30;
other.items |= IT_QUAD;
other.ammo_cells = 0;
sound (other, CHAN_VOICE, "boss1/sight1.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");
bprint (PRINT_HIGH, other.netname);
bprint (PRINT_HIGH, " attains bonus powers!!!\n");
}
}
@self = other;
return;
}*/
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 up to the 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 |= @self.items;
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");
}
//if ( (deathmatch==3 || deathmatch == 5) & ( (WeaponCode(new)==6) || (WeaponCode(new)==7) ) & (other.ammo_rockets < 5) )
// other.ammo_rockets = 5;
// + POX - Health in packs for FFA mode
if (@self.healamount)
{
if (!T_Heal(other, @self.healamount, 0)) {
SUB_Null ();
} else {
if (acount)
sprint(other, PRINT_LOW, ", ");
s = ftos(@self.healamount);
sprint(other, PRINT_LOW, " ");
sprint(other, PRINT_LOW, s);
sprint(other, PRINT_LOW, " health");
}
}
// - POX
sprint (other, PRINT_LOW, "\n");
// backpack touch sound
sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");
remove(@self);
@self = other;
// change to the weapon
//POX - dm_autoswitch check
if (deathmatch & DM_AUTOSWITCH)
{
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 ();
};
/*
===============
DropBackpack
===============
*/
void() DropBackpack =
{
local entity item;
// + POX - DM_FFA check
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';
// + POX - DM_FFA (Only health in packs)
if (!(deathmatch & DM_FFA)) {
item.items = @self.weapon;
if (item.items == IT_AXE)
item.netname = "Axe";
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 = "Nail Gun";
else if (item.items == IT_GRENADE_LAUNCHER)
item.netname = "Grenade Launcher";
else if (item.items == IT_ROCKET_LAUNCHER)
item.netname = "Annihilator";
else
item.netname = "";
} else {
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 between rhino barrel fires
item.ammo_rockets = rint (item.ammo_rockets);
item.ammo_cells = @self.ammo_cells;
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.touch = BackpackTouch;
// + POX - changed to 30 secs
item.nextthink = time + 30; // remove after 1 minutes
item.think = SUB_Remove;
};