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