quake-rogue/RANDOM.QC
1997-05-01 00:00:00 +00:00

122 lines
3 KiB
Text

// Random.qc
// =======================================================
// Random Items!
// =======================================================
// equal divisions of 1:
// 5: 0.2, 0.4, 0.6, 0.8, 1
// 6: 0.16, 0.33, 0.48, 0.66, 0.83, 1
// 7: 0.14, 0.28, 0.43, 0.56, 0.71, 0.86, 1
// 8: 0.125, 0.25, 0.375, 0.5, 0.625, 0.75, 0.875, 1
void() random_pick_type =
{
local float randItem;
randItem = random();
self.touch = powerup_touch;
setsize (self, '-16 -16 -24', '16 16 32');
if(randItem < 0.2)
{
self.touch = newitems_touch;
self.noise = "shield/pickup.wav";
setmodel (self, "progs/shield.mdl");
self.netname = "Power Shield";
self.items = 0;
self.items2 = IT2_SHIELD;
// if(norandom == 1)
// self.classname = "item_powerup_shield";
}
else if (randItem < 0.4)
{
self.touch = newitems_touch;
self.noise = "belt/pickup.wav";
setmodel (self, "progs/beltup.mdl");
self.netname = "Anti-Grav Belt";
self.items = 0;
self.items2 = IT2_ANTIGRAV;
// if(norandom == 1)
// self.classname = "item_powerup_belt";
}
else if (randItem < 0.6)
{
self.noise = "items/protect.wav";
setmodel (self, "progs/invulner.mdl");
self.netname = "Pentagram of Protection";
self.items = IT_INVULNERABILITY;
self.items2 = 0;
// if(norandom == 1)
// self.classname = "item_artifact_invulnerability";
}
else if (randItem < 0.8)
{
self.noise = "items/inv1.wav";
setmodel (self, "progs/invisibl.mdl");
self.netname = "Ring of Shadows";
self.items = IT_INVISIBILITY;
self.items2 = 0;
// if(norandom == 1)
// self.classname = "item_artifact_invisibility";
}
else
{
self.noise = "items/damage.wav";
setmodel (self, "progs/quaddama.mdl");
self.netname = "Quad Damage";
self.items = IT_QUAD;
self.items2 = 0;
// if(norandom == 1)
// self.classname = "item_artifact_super_damage";
}
};
/*QUAKED item_random_powerup (0 .5 .8) (-16 -16 -24) (16 16 32)
The Random Box!
Contains a random powerup.
*/
void() item_random_powerup =
{
if (!deathmatch)
{
remove(self);
return;
}
// Precache the lot of it....
precache_model ("progs/shield.mdl");
precache_model ("progs/p_shield.mdl");
precache_model ("progs/beltup.mdl");
precache_model ("progs/invulner.mdl");
precache_model ("progs/invisibl.mdl");
precache_model ("progs/quaddama.mdl");
precache_sound ("items/inv1.wav");
precache_sound ("items/inv2.wav");
precache_sound ("items/inv3.wav");
precache_sound ("items/protect.wav");
precache_sound ("items/protect2.wav");
precache_sound ("items/protect3.wav");
precache_sound ("items/damage.wav");
precache_sound ("items/damage2.wav");
precache_sound ("items/damage3.wav");
precache_sound ("belt/pickup.wav");
precache_sound ("belt/use.wav");
precache_sound ("belt/fadeout.wav");
precache_sound ("shield/pickup.wav");
precache_sound ("shield/hit.wav");
precache_sound ("shield/fadeout.wav");
random_pick_type();
StartItem ();
};
void() random_regen =
{
random_pick_type();
SUB_regen();
};