/* * $Header: /H3/game/hcode/rings.hc 24 9/11/97 12:02p Mgummelt $ */ void player_fly(void); void Ring_Init(string modelname,string name); void ring_touch (void) { float amount; entity holdself; if ((other.classname != "player") || (other.health <= 0)) return; // Was it thrown out by player just a frame of two ago????? if (self.owner == other && self.artifact_ignore_owner_time > time) return; if (self.artifact_ignore_time > time) return; amount = random(); if (amount < 0.5) { sprint (other, STR_YOUPOSSESS); sprint (other, self.netname); } else { sprint (other, STR_YOUHAVEACQUIRED); sprint (other, self.netname); } sprint (other,"\n"); if (deathmatch||(self.classname == "Ring_Flight"&&!self.owner)) { self.mdl = self.model; self.nextthink = time + 60; self.think = SUB_regen; } sound (other, CHAN_VOICE, "items/ringpkup.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); self.solid = SOLID_NOT; self.model = string_null; // take appropriate action if ((self.classname == "Ring_Flight") && (deathmatch)) { other.cnt_flight += 1; } else if (self.classname == "Ring_Flight") { if(other.rings_active&RING_FLIGHT)//add time to current ring { other.ring_flight = 100; other.ring_flight_time = time + 1; } else { other.rings(+)RING_FLIGHT; other.ring_flight = 100; other.ring_flight_time = time + 1; holdself = self; self = other; player_fly(); self = holdself; other.rings_active (+) RING_FLIGHT; } other.rings_low (-) RING_FLIGHT; } else if (self.classname == "Ring_WaterBreathing") { other.rings = other.rings | RING_WATER; other.ring_water = 100; other.ring_water_time = time + 1; if (other.rings_low & RING_WATER) other.rings_low (-) RING_WATER; } else if (self.classname == "Ring_Turning") { other.rings = other.rings | RING_TURNING; other.ring_turning = 100; other.ring_turning_time = time + 1; other.rings_active (+) RING_TURNING; if (other.rings_low & RING_TURNING) other.rings_low (-) RING_TURNING; } else if (self.classname == "Ring_Regeneration") { other.rings = other.rings | RING_REGENERATION; other.ring_regeneration = 100; other.rings_active (+) RING_REGENERATION; if (other.rings_low & RING_REGENERATION) other.rings_low (-) RING_REGENERATION; } activator = other; SUB_UseTargets(); // fire all targets / killtargets } /*QUAKED Ring_WaterBreathing (0 0 0) (-8 -8 -44) (8 8 20) FLOATING Ring of Water Breathing -------------------------FIELDS------------------------- None -------------------------------------------------------- */ void Ring_WaterBreathing (void) { precache_model("models/ringwb.mdl"); Ring_Init("models/ringwb.mdl",STR_RINGWATERBREATHING); } /*QUAKED Ring_Flight (0 0 0) (-8 -8 -44) (8 8 20) FLOATING Ring of Flight -------------------------FIELDS------------------------- None -------------------------------------------------------- */ void Ring_Flight (void) { precache_model("models/ringft.mdl"); Ring_Init("models/ringft.mdl",STR_RINGFLIGHT); } /*QUAKED Ring_Regeneration (0 0 0) (-8 -8 -44) (8 8 20) FLOATING Ring of Regeneration -------------------------FIELDS------------------------- None -------------------------------------------------------- */ void Ring_Regeneration (void) { precache_model("models/ringre.mdl"); Ring_Init("models/ringre.mdl",STR_RINGREGENERATION); } /*QUAKED Ring_Turning (0 0 0) (-8 -8 -44) (8 8 20) FLOATING Ring of Turning -------------------------FIELDS------------------------- None -------------------------------------------------------- */ void Ring_Turning (void) { precache_model("models/ringtn.mdl"); Ring_Init("models/ringtn.mdl",STR_RINGTURNING); } void Ring_Init(string modelname,string name) { setmodel(self, modelname); self.netname = name; setsize(self,'0 0 0','0 0 0'); self.hull=HULL_POINT; self.touch = ring_touch; StartItem(); }