662 lines
15 KiB
C++
662 lines
15 KiB
C++
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/*
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* $Header: /H3/game/hcode/artifact.hc 75 9/10/97 8:00p Mgummelt $
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*/
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/*
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* artifact_touch() -- Called when an artifact is being touched.
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* Awards players random amounts of whatever they represent.
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*/
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void() SUB_regen;
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void() StartItem;
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void ring_touch(void);
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void artifact_touch()
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{
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float amount;
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if(other.classname != "player"||other.model=="models/sheep.mdl")
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{ // Only players can take artifacts
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return;
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}
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if(other.health <= 0)
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{ // Player is dead
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return;
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}
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if (self.owner == other && self.artifact_ignore_owner_time > time)
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return;
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if (self.artifact_ignore_time > time)
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return;
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// Take appropriate action
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if(self.netname == STR_TORCH)
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{
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if ((other.cnt_torch + 1) > 15)
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return;
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else
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other.cnt_torch += 1;
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}
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else if(self.netname == STR_HEALTHBOOST) // 25 limit
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{
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if ((other.cnt_h_boost + 1) > 30||(other.playerclass!=CLASS_CRUSADER&&other.cnt_h_boost + 1 > 15))
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return;
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else
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other.cnt_h_boost += 1;
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}
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else if(self.netname == STR_SUPERHEALTHBOOST) // 5 limit
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{
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if (deathmatch&&(other.cnt_sh_boost + 1) > 2)
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return;
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else if ((other.cnt_sh_boost + 1) > 5)
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return;
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else
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other.cnt_sh_boost += 1;
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}
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else if(self.netname == STR_MANABOOST)
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{
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if ((other.cnt_mana_boost + 1) > 15)
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return;
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else
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other.cnt_mana_boost += 1;
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}
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else if(self.netname == STR_TELEPORT)
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{
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if ((other.cnt_teleport + 1) > 15)
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return;
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else
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other.cnt_teleport += 1;
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}
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else if(self.netname == STR_TOME)
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{
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if ((other.cnt_tome + 1) > 15)
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return;
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else
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other.cnt_tome += 1;
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}
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else if(self.netname == STR_SUMMON)
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{
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if ((other.cnt_summon + 1) > 15)
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return;
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else
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other.cnt_summon += 1;
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}
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else if(self.netname == STR_INVISIBILITY)
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{
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if ((other.cnt_invisibility + 1) > 15)
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return;
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else
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other.cnt_invisibility += 1;
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}
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else if(self.netname == STR_GLYPH)
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{
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if(other.playerclass==CLASS_CRUSADER)
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{
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if ((other.cnt_glyph + 5) > 50)
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return;
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else
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other.cnt_glyph += 5;
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}
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else
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{
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if ((other.cnt_glyph + 1) > 15)
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return;
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else
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other.cnt_glyph += 1;
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}
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}
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else if(self.netname == STR_HASTE)
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{
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if ((other.cnt_haste + 1) > 15)
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return;
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else
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other.cnt_haste += 1;
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}
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else if(self.netname == STR_BLAST)
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{
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if ((other.cnt_blast + 1) > 15)
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return;
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else
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other.cnt_blast += 1;
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}
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else if(self.netname == STR_POLYMORPH)
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{
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if ((other.cnt_polymorph + 1) > 15)
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return;
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else
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other.cnt_polymorph += 1;
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}
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else if(self.netname == STR_FLIGHT)
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{
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if ((other.cnt_flight + 1) > 15)
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return;
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else
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other.cnt_flight += 1;
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}
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else if(self.netname == STR_CUBEOFFORCE)
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{
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if ((other.cnt_cubeofforce + 1) > 15)
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return;
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else
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other.cnt_cubeofforce += 1;
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}
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else if(self.netname == STR_INVINCIBILITY)
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{
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if ((other.cnt_invincibility + 1) > 15)
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return;
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else
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other.cnt_invincibility += 1;
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}
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/* else if(self.classname == "art_sword_and_crown")
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{
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centerprint(other,"You are victorious!\n");
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bprint(other.netname);
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bprint(" has captured the Crown!\n");
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} */
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amount = random();
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if (amount < 0.5)
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{
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sprint (other, STR_YOUPOSSESS);
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sprint (other, self.netname);
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}
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else
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{
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sprint (other, STR_YOUHAVEACQUIRED);
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sprint (other, self.netname);
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}
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sprint (other,"\n");
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if (self.artifact_respawn)
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{
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self.mdl = self.model;
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if(self.netname==STR_INVINCIBILITY)
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thinktime self : 120;
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else if(self.netname==STR_INVISIBILITY)
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thinktime self : 90;
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else
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thinktime self : 60;
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self.think = SUB_regen;
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}
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sound(other, CHAN_VOICE, "items/artpkup.wav", 1, ATTN_NORM);
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stuffcmd(other, "bf\n");
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self.solid = SOLID_NOT;
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// other.items = other.items | self.items;
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self.model = string_null;
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activator = other;
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SUB_UseTargets(); // Fire all targets / killtargets
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if(!self.artifact_respawn)
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{
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remove(self);
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}
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}
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void Artifact_Cheat(void)
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{
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self.cnt_sh_boost = 20;
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self.cnt_summon = 20;
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self.cnt_glyph = 20;
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self.cnt_blast = 20;
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self.cnt_polymorph = 20;
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self.cnt_flight = 20;
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self.cnt_cubeofforce = 20;
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self.cnt_invincibility = 20;
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self.cnt_invisibility = 20;
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self.cnt_haste = 20;
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self.cnt_mana_boost = 20;
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self.cnt_sh_boost = 20;
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self.cnt_h_boost = 20;
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self.cnt_teleport = 20;
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self.cnt_tome = 20;
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self.cnt_torch = 20;
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}
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/*-----------------------------------------
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GenerateArtifactModel - generate the artifact
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-----------------------------------------*/
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void GenerateArtifactModel(string modelname,string art_name,float respawnflag)
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{
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if (respawnflag) // Should this thing respawn
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self.artifact_respawn = deathmatch;
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setmodel(self, modelname);
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self.netname = art_name;
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if (modelname == "models/ringft.mdl")
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{
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self.netname = "Ring of Flight";
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self.touch = ring_touch;
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}
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else if (modelname != "models/a_xray.mdl")
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self.touch = artifact_touch;
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setsize (self, '0 0 0', '0 0 0');
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StartItem();
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}
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/*-----------------------------------------
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spawn_artifact - decide which artifact to spawn
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-----------------------------------------*/
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void spawn_artifact (float artifact,float respawnflag)
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{
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if (artifact == ARTIFACT_HASTE)
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GenerateArtifactModel("models/a_haste.mdl",STR_HASTE,respawnflag);
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else if (artifact == ARTIFACT_POLYMORPH)
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GenerateArtifactModel("models/a_poly.mdl",STR_POLYMORPH,respawnflag);
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else if (artifact == ARTIFACT_GLYPH)
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GenerateArtifactModel("models/a_glyph.mdl",STR_GLYPH,respawnflag);
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else if (artifact == ARTIFACT_INVISIBILITY)
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GenerateArtifactModel("models/a_invis.mdl",STR_INVISIBILITY,respawnflag);
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else if (artifact == ARTIFACT_INVINCIBILITY)
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GenerateArtifactModel("models/a_invinc.mdl",STR_INVINCIBILITY,respawnflag);
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else if (artifact == ARTIFACT_CUBEOFFORCE)
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GenerateArtifactModel("models/a_cube.mdl",STR_CUBEOFFORCE,respawnflag);
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else if (artifact == ARTIFACT_SUMMON)
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GenerateArtifactModel("models/a_summon.mdl",STR_SUMMON,respawnflag);
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else if (artifact == ARTIFACT_TOME)
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GenerateArtifactModel("models/a_tome.mdl",STR_TOME,respawnflag);
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else if (artifact == ARTIFACT_TELEPORT)
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GenerateArtifactModel("models/a_telprt.mdl",STR_TELEPORT,respawnflag);
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else if (artifact == ARTIFACT_MANA_BOOST)
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GenerateArtifactModel("models/a_mboost.mdl",STR_MANABOOST,respawnflag);
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else if (artifact == ARTIFACT_BLAST)
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GenerateArtifactModel("models/a_blast.mdl",STR_BLAST,respawnflag);
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else if (artifact == ARTIFACT_TORCH)
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GenerateArtifactModel("models/a_torch.mdl",STR_TORCH,respawnflag);
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else if (artifact == ARTIFACT_HP_BOOST)
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GenerateArtifactModel("models/a_hboost.mdl",STR_HEALTHBOOST,respawnflag);
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else if (artifact == ARTIFACT_SUPER_HP_BOOST)
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GenerateArtifactModel("models/a_shbost.mdl",STR_SUPERHEALTHBOOST,respawnflag);
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else if (artifact == ARTIFACT_FLIGHT)
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GenerateArtifactModel("models/ringft.mdl",STR_FLIGHT,respawnflag);
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}
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/*
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====================================================================================================
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SUPER HP BOOST
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====================================================================================================
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*/
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void DecrementSuperHealth()
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{
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float wait_time,over,decr_health;
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if (self.health > self.max_health)
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{
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if (self.health<200)
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{
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wait_time = 2;
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decr_health = 1;
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}
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else if (self.health<400) // Vary rate of update time
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{
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decr_health = 1;
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over = 200 - (self.health - 200);
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wait_time = over/400;
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if (wait_time < .10)
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wait_time = .10;
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}
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else // Vary the amount of the decrement
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{
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wait_time = .10;
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over = self.health - 400;
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decr_health = over * .016;
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decr_health = ceil(decr_health);
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if (decr_health < 2)
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decr_health = 2;
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}
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self.health = self.health - decr_health;
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self.healthtime = time + wait_time;
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}
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else // All done, get rid of it
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self.artifact_flags (-) AFL_SUPERHEALTH;
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}
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void use_super_healthboost()
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{
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self.healthtime = time + .05;
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if(self.health<-100)
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self.health=1;
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else if(self.health<0)
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self.health+=100;
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else if (self.health < 899)
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self.health = self.health + 100;
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else if (self.health > 999)
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self.health = 999;
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self.cnt_sh_boost -= 1;
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self.artifact_flags(+)AFL_SUPERHEALTH; // Show the health is in use
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}
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/*QUAKED art_SuperHBoost (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
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Artifact for the Super Health Boost
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-------------------------FIELDS-------------------------
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None
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--------------------------------------------------------
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*/
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void art_SuperHBoost()
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{
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spawn_artifact(ARTIFACT_SUPER_HP_BOOST,RESPAWN);
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}
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/*
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====================================================================================================
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HP BOOST
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====================================================================================================
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*/
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void use_healthboost()
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{
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if(self.health >= self.max_health)
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{ // Already at max health
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return;
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}
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self.cnt_h_boost -= 1;
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self.health += 25;
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if(self.health > self.max_health)
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{
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self.health = self.max_health;
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}
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}
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/*QUAKED art_HealthBoost (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
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Artifact for the Health Boost
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-------------------------FIELDS-------------------------
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None
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--------------------------------------------------------
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*/
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void art_HealthBoost()
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{
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spawn_artifact(ARTIFACT_HP_BOOST,RESPAWN);
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}
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/*
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====================================================================================================
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The TORCH
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====================================================================================================
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*/
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/*QUAKED art_torch (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
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Artifact for the torch
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-------------------------FIELDS-------------------------
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None
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--------------------------------------------------------
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*/
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void art_torch()
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{
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spawn_artifact(ARTIFACT_TORCH,RESPAWN);
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}
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void KillTorch()
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{
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if(!self.artifact_active&ART_INVISIBILITY)
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self.effects(-)EF_DIMLIGHT; // Turn off lights
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self.artifact_flags(-)AFL_TORCH; // Turn off torch flag
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}
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void DouseTorch()//Never called?!
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{
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sound (self, CHAN_BODY, "raven/douse.wav", 1, ATTN_IDLE);
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self.torchtime = 0;
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KillTorch();
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}
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void DimTorch()
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{
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sound (self, CHAN_BODY, "raven/kiltorch.wav", 1, ATTN_IDLE);
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self.effects(-)EF_TORCHLIGHT;
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self.torchtime = time + 7;
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self.torchthink = KillTorch;
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}
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void FullTorch()
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{
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sound (self, CHAN_BODY, "raven/fire1.wav", 1, ATTN_NORM);
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self.effects(+)EF_TORCHLIGHT;
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self.torchtime = time + 23;
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self.torchthink = DimTorch;
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}
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/*
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============
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TorchBurn
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============
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*/
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void UseTorch()
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{
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if((self.effects!=EF_DIMLIGHT) && (self.effects!=EF_TORCHLIGHT))
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{
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sound (self, CHAN_WEAPON, "raven/littorch.wav", 1, ATTN_NORM);
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self.effects(+)EF_DIMLIGHT; // set player to emit light
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self.torchtime = time + 1;
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self.torchthink = FullTorch;
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||
|
self.artifact_flags (+) AFL_TORCH; // Show the torch is in use
|
||
|
self.cnt_torch -= 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*QUAKED art_blastradius (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
|
||
|
Artifact for Blast Radius
|
||
|
-------------------------FIELDS-------------------------
|
||
|
None
|
||
|
--------------------------------------------------------
|
||
|
*/
|
||
|
void art_blastradius()
|
||
|
{
|
||
|
spawn_artifact(ARTIFACT_BLAST,RESPAWN);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void UseManaBoost()
|
||
|
{
|
||
|
self.bluemana = self.max_mana;
|
||
|
self.greenmana = self.max_mana;
|
||
|
|
||
|
self.cnt_mana_boost -= 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*QUAKED art_manaboost (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
|
||
|
Artifact for Mana Boost
|
||
|
-------------------------FIELDS-------------------------
|
||
|
None
|
||
|
--------------------------------------------------------
|
||
|
*/
|
||
|
void art_manaboost()
|
||
|
{
|
||
|
spawn_artifact(ARTIFACT_MANA_BOOST,RESPAWN);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*QUAKED art_teleport (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
|
||
|
Artifact for Teleportation
|
||
|
-------------------------FIELDS-------------------------
|
||
|
None
|
||
|
--------------------------------------------------------
|
||
|
*/
|
||
|
void art_teleport()
|
||
|
{
|
||
|
spawn_artifact(ARTIFACT_TELEPORT,RESPAWN);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*QUAKED art_tomeofpower (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
|
||
|
Artifact for Tome of Power
|
||
|
-------------------------FIELDS-------------------------
|
||
|
None
|
||
|
--------------------------------------------------------
|
||
|
*/
|
||
|
void art_tomeofpower()
|
||
|
{
|
||
|
spawn_artifact(ARTIFACT_TOME,RESPAWN);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*QUAKED art_summon (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
|
||
|
Artifact for Summoning
|
||
|
-------------------------FIELDS-------------------------
|
||
|
None
|
||
|
--------------------------------------------------------
|
||
|
*/
|
||
|
void art_summon()
|
||
|
{
|
||
|
spawn_artifact(ARTIFACT_SUMMON,RESPAWN);
|
||
|
}
|
||
|
|
||
|
/*QUAKED art_glyph (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
|
||
|
Artifact for Glyph of the Ancients
|
||
|
-------------------------FIELDS-------------------------
|
||
|
None
|
||
|
--------------------------------------------------------
|
||
|
*/
|
||
|
void art_glyph()
|
||
|
{
|
||
|
spawn_artifact(ARTIFACT_GLYPH,RESPAWN);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*QUAKED art_haste (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
|
||
|
Artifact for Haste
|
||
|
-------------------------FIELDS-------------------------
|
||
|
None
|
||
|
--------------------------------------------------------
|
||
|
*/
|
||
|
void art_haste()
|
||
|
{
|
||
|
spawn_artifact(ARTIFACT_HASTE,RESPAWN);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*QUAKED art_polymorph (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
|
||
|
Artifact for Polymorph
|
||
|
-------------------------FIELDS-------------------------
|
||
|
None
|
||
|
--------------------------------------------------------
|
||
|
*/
|
||
|
void art_polymorph()
|
||
|
{
|
||
|
spawn_artifact(ARTIFACT_POLYMORPH,RESPAWN);
|
||
|
}
|
||
|
|
||
|
/*QUAKED art_cubeofforce (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
|
||
|
Artifact for Cube Of Force
|
||
|
-------------------------FIELDS-------------------------
|
||
|
None
|
||
|
--------------------------------------------------------
|
||
|
*/
|
||
|
void art_cubeofforce()
|
||
|
{
|
||
|
spawn_artifact(ARTIFACT_CUBEOFFORCE,RESPAWN);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*QUAKED art_invincibility (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
|
||
|
Artifact for Invincibility
|
||
|
-------------------------FIELDS-------------------------
|
||
|
None
|
||
|
--------------------------------------------------------
|
||
|
*/
|
||
|
void art_invincibility()
|
||
|
{
|
||
|
spawn_artifact(ARTIFACT_INVINCIBILITY,RESPAWN);
|
||
|
}
|
||
|
|
||
|
/*QUAKED art_invisibility (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
|
||
|
Artifact for Invisibility
|
||
|
-------------------------FIELDS-------------------------
|
||
|
None
|
||
|
--------------------------------------------------------
|
||
|
*/
|
||
|
void art_invisibility()
|
||
|
{
|
||
|
spawn_artifact(ARTIFACT_INVISIBILITY,RESPAWN);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
void spawn_art_sword_and_crown(void)
|
||
|
{
|
||
|
setmodel(self, "models/xcalibur.mdl");
|
||
|
self.netname = "Sword";
|
||
|
self.touch = artifact_touch;
|
||
|
setsize (self, '-8 -8 -44', '8 8 20');
|
||
|
|
||
|
StartItem();
|
||
|
}
|
||
|
*/
|
||
|
/*QUAK-ED art_sword_and_crown (.0 .0 .5) (-8 -8 -44) (8 8 20) FLOATING
|
||
|
Artifact for Sword and Crown
|
||
|
-------------------------FIELDS-------------------------
|
||
|
None
|
||
|
--------------------------------------------------------
|
||
|
*/
|
||
|
/*void art_sword_and_crown()
|
||
|
{
|
||
|
precache_model2("models/xcalibur.mdl");
|
||
|
self.artifact_respawn = deathmatch;
|
||
|
spawn_art_sword_and_crown();
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
void item_spawner_use(void)
|
||
|
{
|
||
|
DropBackpack();
|
||
|
}
|
||
|
|
||
|
/*QUAKED item_spawner (.0 .0 .5) (-8 -8 -44) (8 8 20)
|
||
|
Generic item spawner
|
||
|
-------------------------FIELDS-------------------------
|
||
|
None
|
||
|
--------------------------------------------------------
|
||
|
*/
|
||
|
void item_spawner()
|
||
|
{
|
||
|
setmodel(self, self.model); // set size and link into world
|
||
|
self.solid = SOLID_NOT;
|
||
|
self.movetype = MOVETYPE_NONE;
|
||
|
self.modelindex = 0;
|
||
|
self.model = "";
|
||
|
self.effects = EF_NODRAW;
|
||
|
|
||
|
self.use = item_spawner_use;
|
||
|
}
|
||
|
|