prozac-qfcc/items.qc

1922 lines
40 KiB
C++

#include "defs.qh"
void() W_SetCurrentAmmo;
/* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD
BE .8 .3 .4 IN COLOR */
// TeamFortress Prototypes
float(entity Retriever, float AmmoType) TeamFortress_GetMaxAmmo;
float(entity Retriever, float WeaponType) TeamFortress_CanGetWeapon;
float(entity Retriever, entity Items) TeamFortress_AddBackpackItems;
void(entity p) TeamFortress_SetSpeed;
// TeamFortress Goal Prototypes
void() tfgoal_touch;
//- OfN
void(entity sld, entity player, string msg) PrintFromSoldier;
void(entity sld) grunty_boundammo;
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);
};
/*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8)
prints a warning message when spawned
*/
void() noclass =
{
RPrint ("noclass spawned at");
RPrint (vtos(self.origin));
RPrint ("\n");
remove (self);
};
/*
============
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())
{
RPrint ("Bonus item fell out of level at ");
RPrint (vtos(self.origin));
RPrint ("\n");
dremove(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 >= e.max_health))
return 0;
healamount = ceil(healamount);
e.health = e.health + healamount;
if ((!ignore) && (e.health >= e.max_health))
e.health = e.max_health;
if (e.health > e.max_health + 150) //WK 250
e.health = e.max_health + 150; //WK 250
if (e.leg_damage)
{
e.leg_damage = 0;
TeamFortress_SetSpeed(e);
}
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.
*/
#define H_ROTTEN 1
#define H_MEGA 2
.float healamount, healtype;
void() health_touch;
void() item_megahealth_rot;
void() item_health =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
self.touch = health_touch;
if (self.spawnflags & H_ROTTEN)
{
precache_model("maps/b_bh10.bsp");
precache_sound("items/r_item1.wav");
setmodel(self, "maps/b_bh10.bsp");
self.noise = "items/r_item1.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 float medi;
local string s;
if (other.classname != "player")
return;
if (other.is_feigning)
return;
if (prematch >= time)
return;
if (other.tfstate & TFSTATE_CANT_MOVE)
return;
//- OfN team_no is now used for items!
if (self.team_no>0)
{
if (!Teammate(other.team_no,self.team_no))
return;
}
//-----------------------------------//
medi = 0;
if (self.healtype == 2) // Megahealth? Ignore max_health...
{
// only heal the player if they are not infected
if (!(other.tfstate & TFSTATE_INFECTED))
{
if (other.health >= other.max_health + 150) //WK 250
return;
if (!T_Heal(other, self.healamount, 1))
return;
}
}
else
{
if (!T_Heal(other, self.healamount, 0))
{
if (other.weapons_carried & WEAP_MEDIKIT)
{
if (other.ammo_medikit < other.maxammo_medikit)
{
other.ammo_medikit = other.ammo_medikit + self.healamount;
if (other.ammo_medikit > other.maxammo_medikit)
other.ammo_medikit = other.maxammo_medikit;
s = ftos(self.healamount);
sprint(other, PRINT_LOW, "You gather ");
sprint(other, PRINT_LOW, s);
sprint(other, PRINT_LOW, " medikit ammo\n");
// health touch sound
sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
stuffcmd (other, "bf\n");
self.model = "";
self.solid = SOLID_NOT;
if (deathmatch != 2) // deathmatch 2 is the silly old rules
{
if (deathmatch)
self.nextthink = time + 20;
self.think = SUB_regen;
}
activator = other;
SUB_UseTargets(); // fire all targets / killtargets
}
}
return;
}
}
if ((other.tfstate & TFSTATE_INFECTED) && (self.healamount > 80))
{
sprint(other, PRINT_MEDIUM, "You have been healed of your infection!");
other.tfstate = other.tfstate - (other.tfstate & TFSTATE_INFECTED);
}
else
{
s = ftos(self.healamount);
sprint(other, PRINT_LOW, "You receive ");
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 = "";
self.solid = SOLID_NOT;
// Megahealth = rot down the player's super health
if (self.healtype == 2)
{
other.items = other.items | IT_SUPERHEALTH;
self.nextthink = time + 5;
self.think = item_megahealth_rot;
self.owner = other;
}
else
{
if (deathmatch != 2) // deathmatch 2 is the silly old rules
{
if (deathmatch)
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 = other.items & ~IT_SUPERHEALTH;
if (self.classname == "medikit_rot")
{
dremove(self);
return;
}
if (deathmatch != 2) // deathmatch 2 is silly old rules
{
self.nextthink = time + 20;
self.think = SUB_regen;
}
};
/*
===============================================================================
ARMOR
===============================================================================
*/
void() armor_touch =
{
local float type = 0, value = 0, bit = 0;
local string s;
local entity oldself;
if (other.health <= 0)
return;
if (other.classname != "player")
return;
if (prematch >= time)
return;
if (other.is_feigning)
return;
if (other.tfstate & TFSTATE_CANT_MOVE)
return;
//- OfN team_no is now used for items!
if (self.team_no>0)
{
if (!Teammate(other.team_no,self.team_no))
return;
}
//-----------------------------------//
if (self.classname == "item_armor1")
{
type = 0.3;
value = 100;
bit = IT_ARMOR1;
}
else if (self.classname == "item_armor2")
{
type = 0.6;
value = 150;
bit = IT_ARMOR2;
}
else if (self.classname == "item_armorInv")
{
type = 0.8;
value = 300; //CH was 200, 300 allows for high armor
bit = IT_ARMOR3;
}
if (other.armortype * other.armorvalue >= type*value)
{
// Engineers can still grab the metal
//WK - My 'Engineers' can too
if (other.weapons_carried & WEAP_SPANNER || other.tf_items & NIT_TESLA || other.cutf_items & CUTF_SENTRYGUN)
{
if (other.ammo_cells >= other.maxammo_cells)
return;
}
else
{
return;
}
}
if (other.armor_allowed * other.maxarmor <= type*value)
{
if (other.armor_allowed == other.armortype)
{
if (other.maxarmor == other.armorvalue)
{
if (other.weapons_carried & WEAP_SPANNER || other.tf_items & NIT_TESLA || other.cutf_items & CUTF_SENTRYGUN)
{
if (other.ammo_cells >= other.maxammo_cells)
return;
}
else
{
return;
}
}
}
}
// reduce armor to fit player
if (type > other.armor_allowed)
{
type = other.armor_allowed;
// recalculate bit
if (type == 0.3)
bit = IT_ARMOR1;
else if (type == 0.6)
bit = IT_ARMOR2;
else if (type == 0.8)
bit = IT_ARMOR3;
}
sprint(other, PRINT_LOW, "You got armor\n");
// ENGINEER can use extra armor for metal
// WK, this used to be within the if block below
if ((other.weapons_carried & WEAP_SPANNER || other.tf_items & NIT_TESLA || other.cutf_items & CUTF_SENTRYGUN) && other.ammo_cells < other.maxammo_cells)
{
//WK Used to be other.maxarmor. This makes it possible to build with large armorvalues
s = ftos(value - 50);
sprint (other, PRINT_LOW, s);
sprint (other, PRINT_LOW, " metal\n");
other.ammo_cells = other.ammo_cells + (value - 50); //WK other.maxarmor
if (other.ammo_cells > other.maxammo_cells)
other.ammo_cells = other.maxammo_cells;
oldself = self;
self = other;
W_SetCurrentAmmo();
self = oldself;
}
if (value > other.maxarmor)
{
//WK, block above used to be here
value = other.maxarmor;
}
if (other.armortype * other.armorvalue < type*value)
{
other.armortype = type;
other.armorvalue = value;
other.items = other.items & ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3) | bit;
}
self.solid = SOLID_NOT;
self.model = "";
if (deathmatch != 2)
self.nextthink = time + 20;
if (coop)
self.nextthink = time + 40;
self.think = SUB_regen;
// armor touch sound
sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");
activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};
/*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32)
*/
void() item_armor1 =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
self.touch = armor_touch;
precache_model ("progs/armor.mdl");
setmodel (self, "progs/armor.mdl");
self.skin = 0;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};
/*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32)
*/
void() item_armor2 =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
self.touch = armor_touch;
precache_model ("progs/armor.mdl");
setmodel (self, "progs/armor.mdl");
self.skin = 1;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};
/*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32)
*/
void() item_armorInv =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
self.touch = armor_touch;
precache_model ("progs/armor.mdl");
setmodel (self, "progs/armor.mdl");
self.skin = 2;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};
/*
===============================================================================
WEAPONS
===============================================================================
*/
void(entity p) bound_other_ammo =
{
if (p.ammo_shells > TeamFortress_GetMaxAmmo(p,IT_SHELLS))
p.ammo_shells = TeamFortress_GetMaxAmmo(p,IT_SHELLS);
if (p.ammo_nails > TeamFortress_GetMaxAmmo(p,IT_NAILS))
p.ammo_nails = TeamFortress_GetMaxAmmo(p,IT_NAILS);
if (p.ammo_rockets > TeamFortress_GetMaxAmmo(p,IT_ROCKETS))
p.ammo_rockets = TeamFortress_GetMaxAmmo(p,IT_ROCKETS);
if (p.ammo_cells > TeamFortress_GetMaxAmmo(p,IT_CELLS))
p.ammo_cells = TeamFortress_GetMaxAmmo(p,IT_CELLS);
if (p.ammo_medikit > p.maxammo_medikit)
p.ammo_medikit = p.maxammo_medikit;
if (p.armorvalue > p.maxarmor)
p.armorvalue = p.maxarmor;
if (p.no_grenades_1 > GetMaxGrens(p,1))
p.no_grenades_1 = GetMaxGrens(p,1);
if (p.no_grenades_2 > GetMaxGrens(p,2))
p.no_grenades_2 = GetMaxGrens(p,2);
/*if (p.tf_items & NIT_AMMO_BANDOLIER) {
if (p.no_grenades_1 > 5)
p.no_grenades_1 = 5;
if (p.tp_grenades_1 == GR_TYPE_NAIL && p.no_grenades_1 > 3)
p.no_grenades_1 = 3;
if (p.no_grenades_2 > 5)
p.no_grenades_2 = 5;
if (p.tp_grenades_2 == GR_TYPE_NAIL && p.no_grenades_2 > 3)
p.no_grenades_2 = 3;
}
else {
if (p.no_grenades_1 > 4)
p.no_grenades_1 = 4;
if (p.tp_grenades_1 == GR_TYPE_NAIL && p.no_grenades_1 > 2)
p.no_grenades_1 = 2;
if (p.no_grenades_2 > 4)
p.no_grenades_2 = 4;
if (p.tp_grenades_2 == GR_TYPE_NAIL && p.no_grenades_2 > 2)
p.no_grenades_2 = 2;
}*/
};
float(float w) RankForWeapon =
{
if (w == WEAP_LIGHTNING)
return 1;
if (w == WEAP_ROCKET_LAUNCHER)
return 2;
if (w == WEAP_LIGHT_ASSAULT)
return 3;
if (w == WEAP_GRENADE_LAUNCHER)
return 4;
if (w == WEAP_SUPER_SHOTGUN)
return 5;
if (w == WEAP_NAILGUN)
return 6;
return 7;
};
/*
=============
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 =
{
// commented out so that weapons _don't_ change
/*
local float or, nr;
// change self.weapon if desired
or = RankForWeapon (self.weapon);
nr = RankForWeapon (new);
if ( nr < or )
self.weapon = new;
*/
};
void() ammo_touch;
// Set a weapon/ammo entity up for respawn
void(entity ritem, entity act) Respawn_Item =
{
local entity oldself;
oldself = self;
self = ritem;
// remove it in single player, or setup for respawning in deathmatch
self.model = "";
self.solid = SOLID_NOT;
if (deathmatch != 2)
self.nextthink = time + 30;
else if (coop && ritem.touch == ammo_touch)
self.nextthink = time + 45;
self.think = SUB_regen;
activator = act;
SUB_UseTargets(); // fire all targets / killtargets
self = oldself;
};
/*
=============
weapon_touch
=============
*/
float() W_BestWeapon;
void() weapon_touch =
{
local float hadammo, best, old;
local float new = 0; //XXX needed until qfcc has "noreturn"
local entity stemp;
local float leave;
if (!(other.flags & FL_CLIENT))
return;
if (other.is_feigning)
return;
if (other.tfstate & TFSTATE_CANT_MOVE)
return;
if (prematch >= time)
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;
if (deathmatch == 2 || coop)
leave = 1;
else
leave = 0;
if (self.classname == "weapon_nailgun")
{
if (leave && (other.weapons_carried & WEAP_NAILGUN) )
return;
if (!TeamFortress_CanGetWeapon(other,WEAP_NAILGUN))
return;
hadammo = other.ammo_nails;
new = WEAP_NAILGUN;
other.ammo_nails = other.ammo_nails + 30;
}
else if (self.classname == "weapon_supernailgun")
{
if (leave && (other.weapons_carried & WEAP_LIGHT_ASSAULT) )
return;
if (!TeamFortress_CanGetWeapon(other,WEAP_LIGHT_ASSAULT))
return;
hadammo = other.ammo_rockets;
new = WEAP_LIGHT_ASSAULT;
other.ammo_nails = other.ammo_nails + 90;
}
else if (self.classname == "weapon_supershotgun")
{
if (leave && (other.weapons_carried & WEAP_SUPER_SHOTGUN) )
return;
if (!TeamFortress_CanGetWeapon(other,WEAP_SUPER_SHOTGUN))
return;
hadammo = other.ammo_rockets;
new = WEAP_SUPER_SHOTGUN;
other.ammo_shells = other.ammo_shells + 5;
}
else if (self.classname == "weapon_rocketlauncher")
{
if (leave && (other.weapons_carried & WEAP_ROCKET_LAUNCHER) )
return;
if (!TeamFortress_CanGetWeapon(other,WEAP_ROCKET_LAUNCHER))
return;
hadammo = other.ammo_rockets;
new = WEAP_ROCKET_LAUNCHER;
other.ammo_rockets = other.ammo_rockets + 5;
}
else if (self.classname == "weapon_grenadelauncher")
{
if (leave && (other.weapons_carried & WEAP_GRENADE_LAUNCHER) )
return;
if (!TeamFortress_CanGetWeapon(other,WEAP_GRENADE_LAUNCHER))
return;
hadammo = other.ammo_rockets;
new = WEAP_GRENADE_LAUNCHER;
other.ammo_rockets = other.ammo_rockets + 5;
}
else if (self.classname == "weapon_lightning")
{
if (leave && (other.weapons_carried & WEAP_LIGHTNING) )
return;
if (!TeamFortress_CanGetWeapon(other,WEAP_LIGHTNING))
return;
hadammo = other.ammo_rockets;
new = WEAP_LIGHTNING;
other.ammo_cells = other.ammo_cells + 15;
}
else
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 (other);
// change to the weapon
old = other.weapons_carried;
other.weapons_carried = other.weapons_carried | new;
stemp = self;
self = other;
Deathmatch_Weapon (old, new);
W_SetCurrentAmmo();
self = stemp;
if (leave)
return;
// respawn
Respawn_Item(self, other);
};
/*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32)
*/
void() weapon_supershotgun =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
precache_model ("progs/g_shot.mdl");
setmodel (self, "progs/g_shot.mdl");
self.weapon = WEAP_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 =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
precache_model ("progs/g_nail.mdl");
setmodel (self, "progs/g_nail.mdl");
self.weapon = WEAP_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 =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
precache_model ("progs/g_nail2.mdl");
setmodel (self, "progs/g_nail2.mdl");
self.weapon = WEAP_LIGHT_ASSAULT;
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 =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
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 =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
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 =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
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(entity pl, float typ) PrintGrenadeType =
{
local string st;
if (typ == GR_TYPE_NORMAL)
st = "Normal";
else if (typ == GR_TYPE_CONCUSSION)
st = "Concussion";
else if (typ == GR_TYPE_NAIL)
st = "Nail";
else if (typ == GR_TYPE_MIRV)
st = "Mirv";
else if (typ == GR_TYPE_NAPALM)
st = "Napalm";
else if (typ == GR_TYPE_FLARE)
st = "Flare";
else if (typ == GR_TYPE_GAS)
st = "Gas";
else if (typ == GR_TYPE_EMP)
st = "EMP";
else if (typ == GR_TYPE_FLASH)
st = "Flash";
else if (typ == GR_TYPE_FRAG)
st = "Fragmentation";
else if (typ == GR_TYPE_KRAC)
st = "KRAC";
else if (typ == GR_TYPE_CALTROP)
st = "Caltrop";
else if (typ == GR_TYPE_BIO)
st = "BioInfection";
else if (typ == GR_TYPE_ANTIGRAV)
st = "Antigrav";
else st = "(BUG)";
sprint(pl, PRINT_HIGH, st);
};
float() GetGrenadePossibility =
{
// there is only a chance of getting a grenade
if (random() < 0.5)
return FALSE;
// determine grenade type to get
// FIXME: need maximum number of grenades for each player
// current default is 4
if (random() < 0.5) // get normal grenade (type 1)
{
if (GetMaxGrens(other,1) > floor(other.no_grenades_1)) //- OfN FIXME: use floor()?
{
other.no_grenades_1 = other.no_grenades_1 + 1;
sprint(other, PRINT_HIGH, "You found a ");
PrintGrenadeType(other, other.tp_grenades_1);
sprint(other, PRINT_HIGH, " grenade\n");
return TRUE;
}
/*if ((other.tp_grenades_1 != 0) && (other.no_grenades_1 < 5))
{
//WK Bandolier gives an extra grenade
if (other.no_grenades_1 < 4 || other.tf_items & NIT_AMMO_BANDOLIER)
if (!(other.tp_grenades_1 == GR_TYPE_NAIL && other.no_grenades_1 >= 2)) {
other.no_grenades_1 = other.no_grenades_1 + 1;
sprint(other, PRINT_HIGH, "You found a ");
PrintGrenadeType(other, other.tp_grenades_1);
sprint(other, PRINT_HIGH, " grenade\n");
return TRUE;
}
}*/
}
else // get special grenade (type 2)
{
if (GetMaxGrens(other,2) > floor(other.no_grenades_2)) //- OfN FIXME: use floor()?
{
other.no_grenades_2 = other.no_grenades_2 + 1;
sprint(other, PRINT_HIGH, "You found a ");
PrintGrenadeType(other, other.tp_grenades_2);
sprint(other, PRINT_HIGH, " grenade\n");
return TRUE;
}
/*if ((other.tp_grenades_2 != 0) && (other.no_grenades_2 < 5))
{
if (other.no_grenades_2 < 4 || other.tf_items & NIT_AMMO_BANDOLIER)
if (!(other.tp_grenades_2 == GR_TYPE_NAIL && other.no_grenades_2 >= 2)) {
other.no_grenades_2 = other.no_grenades_2 + 1;
sprint(other, PRINT_HIGH, "You found a ");
PrintGrenadeType(other, other.tp_grenades_2);
sprint(other, PRINT_HIGH, " grenade\n");
return TRUE;
}
}*/
}
return FALSE;
};
void() ammo_touch =
{
local entity stemp;
local float best;
local float gotgren;
local float gotbox;
gotgren = FALSE;
gotbox = FALSE;
if (other.classname != "player")
return;
if (other.health <= 0)
return;
if (prematch >= time)
return;
if (other.is_feigning)
return;
if (other.tfstate & TFSTATE_CANT_MOVE)
return;
//- OfN team_no is now used for items!
if (self.team_no>0)
{
if (!Teammate(other.team_no,self.team_no))
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 >= TeamFortress_GetMaxAmmo(other,IT_SHELLS))
return;
other.ammo_shells = other.ammo_shells + self.aflag;
gotbox = TRUE;
}
// spikes
if (self.weapon == 2)
{
if (other.ammo_nails >= TeamFortress_GetMaxAmmo(other, IT_NAILS))
return;
other.ammo_nails = other.ammo_nails + self.aflag;
gotbox = TRUE;
}
// rockets
else if (self.weapon == 3)
{
gotgren = GetGrenadePossibility();
if (other.ammo_rockets >= TeamFortress_GetMaxAmmo(other, IT_ROCKETS ))
{
gotbox = FALSE;
}
else
{
gotbox = TRUE;
other.ammo_rockets = other.ammo_rockets + self.aflag;
}
}
// cells
else if (self.weapon == 4)
{
if (other.ammo_cells >= TeamFortress_GetMaxAmmo(other,IT_CELLS))
return;
other.ammo_cells = other.ammo_cells + self.aflag;
gotbox = TRUE;
}
if (!gotbox && !gotgren)
return;
sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");
if (gotbox)
{
bound_other_ammo (other);
sprint (other, PRINT_LOW, "You got the ");
sprint (other, PRINT_LOW, self.netname);
sprint (other, PRINT_LOW, "\n");
// ammo touch sound
// 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;
}
Respawn_Item(self, other);
};
#define WEAPON_BIG2 1
/*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) big
*/
void() item_shells =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
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 =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
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 =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
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 =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
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!
*/
#define WEAPON_SHOTGUN 1
#define WEAPON_ROCKET 2
#define WEAPON_SPIKES 4
#define WEAPON_BIG 8
void() item_weapon =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
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;
if (prematch >= time)
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 = other.items | self.items;
if (!coop)
{
self.solid = SOLID_NOT;
self.model = "";
}
else if (coop && self.deadflag)
{
dremove(self);
return;
}
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 (CheckExistence() == FALSE)
{
dremove(self);
return;
}
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 (CheckExistence() == FALSE)
{
dremove(self);
return;
}
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;
if (prematch >= time)
return;
#ifndef NET_SERVER
CenterPrint (other, "You got the rune!");
#endif
sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
stuffcmd (other, "bf\n");
self.solid = SOLID_NOT;
self.model = "";
serverflags = 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 (CheckExistence() == FALSE)
{
dremove(self);
return;
}
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;
if (prematch >= time)
return;
//- OfN team_no is now used for items!
if (self.team_no>0)
{
if (!Teammate(other.team_no,self.team_no))
return;
}
//-----------------------------------//
sprint (other, PRINT_LOW, "You got the ");
sprint (other, PRINT_LOW, self.netname);
sprint (other, PRINT_LOW, "\n");
if (deathmatch)
{
self.mdl = self.model;
if ((self.classname == "item_artifact_invulnerability") ||
(self.classname == "item_artifact_invisibility"))
self.nextthink = time + 60*5;
else
self.nextthink = time + 60;
self.think = SUB_regen;
}
else if (coop)
{
self.mdl = self.model;
if ((self.classname == "item_artifact_invulnerability") ||
(self.classname == "item_artifact_invisibility"))
self.nextthink = time + 120*5;
else
self.nextthink = time + 120;
self.think = SUB_regen;
}
sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM);
stuffcmd (other, "bf\n");
self.solid = SOLID_NOT;
other.items = other.items | self.items;
self.model = "";
// 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")
{
other.super_time = 1;
other.super_damage_finished = time + 30;
//WK Remove Inspiration when we get the real thing
other.tfstate = other.tfstate - (other.tfstate & TFSTATE_INSPIRED);
}
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 =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
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 =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
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 =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
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 =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
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 string s;
if (other.health <= 0)
return;
if (other.classname != "player")
{
if (other.classname != "monster_army")
return;
other.ammo_shells = other.ammo_shells + self.ammo_shells;
other.ammo_nails = other.ammo_nails + self.ammo_nails;
other.ammo_rockets = other.ammo_rockets + self.ammo_rockets;
other.ammo_cells = other.ammo_cells + self.ammo_cells;
grunty_boundammo(other);
PrintFromSoldier(other,other.real_owner,"i picked up some ammo.\n");
sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
dremove(self);
self = other;
return;
}
// You can't pick up Backpacks while firing.
if (other.button0)
return;
// change munitions
other.ammo_shells = other.ammo_shells + self.ammo_shells;
other.ammo_nails = other.ammo_nails + self.ammo_nails;
other.ammo_rockets = other.ammo_rockets + self.ammo_rockets;
other.ammo_cells = other.ammo_cells + self.ammo_cells;
// Add only the weapons this playerclass can use
// don't pick up backpack weapons in TF
// TeamFortress_AddBackpackItems(other,self);
bound_other_ammo (other);
sprint (other, PRINT_LOW, "You get ");
if (self.ammo_shells)
{
s = ftos(self.ammo_shells);
sprint (other, PRINT_LOW, s);
sprint (other, PRINT_LOW, " shells ");
}
if (self.ammo_nails)
{
s = ftos(self.ammo_nails);
sprint (other, PRINT_LOW, s);
sprint (other, PRINT_LOW, " nails ");
}
if (self.ammo_rockets)
{
s = ftos(self.ammo_rockets);
sprint (other, PRINT_LOW, s);
sprint (other, PRINT_LOW, " rockets ");
}
if (self.ammo_cells)
{
s = ftos(self.ammo_cells);
sprint (other, PRINT_LOW, s);
sprint (other, PRINT_LOW, " cells ");
}
// ENGINEER's can get armor from backpacks and use it for metal
if (self.armorvalue && (other.weapons_carried & WEAP_SPANNER || other.tf_items & NIT_TESLA || other.cutf_items & CUTF_SENTRYGUN) && other.ammo_cells < other.maxammo_cells)
{
s = ftos(self.armorvalue);
sprint (other, PRINT_LOW, s);
sprint (other, PRINT_LOW, " metal ");
other.ammo_cells = other.ammo_cells + self.armorvalue;
if (other.ammo_cells > other.maxammo_cells)
other.ammo_cells = other.maxammo_cells;
}
sprint (other, PRINT_LOW, "\n");
// backpack 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.tfstate & TFSTATE_RELOADING)) && (other.weapon == best))
{
stemp = self;
self = other;
self.weapon = W_BestWeapon();
self = stemp;
}
*/
dremove(self);
self = other;
if (!(other.current_weapon == WEAP_ASSAULT_CANNON))
W_SetCurrentAmmo ();
};
/*
===============
DropBackpack
===============
*/
void() DropBackpack =
{
if (!(self.ammo_shells + self.ammo_nails + self.ammo_rockets + self.ammo_cells))
return; // nothing in it
newmis = spawn();
newmis.origin = self.origin - '0 0 24';
// don't drop weapons in backpacks
// newmis.items = self.current_weapon;
newmis.ammo_shells = self.ammo_shells;
newmis.ammo_nails = self.ammo_nails;
newmis.ammo_rockets = self.ammo_rockets;
newmis.ammo_cells = self.ammo_cells;
// Drop armor in the backpack now, although only Engineer's can get it for metal
newmis.armorvalue = self.armorvalue;
newmis.velocity_z = 300;
newmis.velocity_x = -100 + (random() * 200);
newmis.velocity_y = -100 + (random() * 200);
newmis.flags = FL_ITEM;
newmis.solid = SOLID_TRIGGER;
newmis.movetype = MOVETYPE_TOSS;
setmodel (newmis, "progs/backpack.mdl");
setsize (newmis, '-16 -16 0', '16 16 56');
newmis.touch = BackpackTouch;
newmis.nextthink = time + 20; // remove after 2 minutes
newmis.think = SUB_Remove;
};