1348 lines
28 KiB
C++
1348 lines
28 KiB
C++
|
void() W_SetCurrentAmmo;
|
||
|
/* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD
|
||
|
BE .8 .3 .4 IN COLOR */
|
||
|
|
||
|
|
||
|
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 =
|
||
|
{
|
||
|
dprint ("noclass spawned at");
|
||
|
dprint (vtos(self.origin));
|
||
|
dprint ("\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())
|
||
|
{
|
||
|
dprint ("Bonus item fell out of level at ");
|
||
|
dprint (vtos(self.origin));
|
||
|
dprint ("\n");
|
||
|
remove(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 >= other.max_health))
|
||
|
return 0;
|
||
|
healamount = ceil(healamount);
|
||
|
|
||
|
e.health = e.health + healamount;
|
||
|
if ((!ignore) && (e.health >= other.max_health))
|
||
|
e.health = other.max_health;
|
||
|
|
||
|
if (e.health > 250)
|
||
|
e.health = 250;
|
||
|
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.
|
||
|
*/
|
||
|
|
||
|
float H_ROTTEN = 1;
|
||
|
float H_MEGA = 2;
|
||
|
.float healamount, healtype;
|
||
|
void() health_touch;
|
||
|
void() item_megahealth_rot;
|
||
|
|
||
|
void() item_health =
|
||
|
{
|
||
|
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;
|
||
|
self.effects = self.effects | EF_RED;
|
||
|
}
|
||
|
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 amount;
|
||
|
local string s;
|
||
|
|
||
|
if (other.classname != "player")
|
||
|
return;
|
||
|
|
||
|
if (self.healtype == 2) // Megahealth? Ignore max_health...
|
||
|
{
|
||
|
if (other.health >= 250)
|
||
|
return;
|
||
|
if (!T_Heal(other, self.healamount, 1))
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (!T_Heal(other, self.healamount, 0))
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
sprint(other, "You receive ");
|
||
|
s = ftos(self.healamount);
|
||
|
sprint(other, s);
|
||
|
sprint(other, " health\n");
|
||
|
|
||
|
// health touch sound
|
||
|
sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
|
||
|
|
||
|
stuffcmd (other, "bf\n");
|
||
|
|
||
|
self.model = string_null;
|
||
|
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 - (other.items & IT_SUPERHEALTH);
|
||
|
|
||
|
if (deathmatch == 1) // deathmatch 2 is silly old rules
|
||
|
{
|
||
|
self.nextthink = time + 20;
|
||
|
self.think = SUB_regen;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
ARMOR
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
void() armor_touch;
|
||
|
|
||
|
void() armor_touch =
|
||
|
{
|
||
|
local float type, value, bit;
|
||
|
|
||
|
if (other.health <= 0)
|
||
|
return;
|
||
|
if (other.classname != "player")
|
||
|
return;
|
||
|
|
||
|
if (self.classname == "item_armor1")
|
||
|
{
|
||
|
type = 0.3;
|
||
|
value = 100;
|
||
|
bit = IT_ARMOR1;
|
||
|
}
|
||
|
if (self.classname == "item_armor2")
|
||
|
{
|
||
|
type = 0.6;
|
||
|
value = 150;
|
||
|
bit = IT_ARMOR2;
|
||
|
}
|
||
|
if (self.classname == "item_armorInv")
|
||
|
{
|
||
|
type = 0.8;
|
||
|
value = 200;
|
||
|
bit = IT_ARMOR3;
|
||
|
}
|
||
|
if (other.armortype*other.armorvalue >= type*value)
|
||
|
return;
|
||
|
|
||
|
other.armortype = type;
|
||
|
other.armorvalue = value;
|
||
|
other.items = other.items - (other.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + bit;
|
||
|
|
||
|
self.solid = SOLID_NOT;
|
||
|
self.model = string_null;
|
||
|
if (deathmatch == 1)
|
||
|
self.nextthink = time + 20;
|
||
|
self.think = SUB_regen;
|
||
|
|
||
|
sprint(other, "You got armor\n");
|
||
|
// 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 =
|
||
|
{
|
||
|
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 =
|
||
|
{
|
||
|
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 =
|
||
|
{
|
||
|
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() bound_other_ammo =
|
||
|
{
|
||
|
if (other.ammo_shells > 100)
|
||
|
other.ammo_shells = 100;
|
||
|
if (other.ammo_nails > 200)
|
||
|
other.ammo_nails = 200;
|
||
|
if (other.ammo_rockets > 100)
|
||
|
other.ammo_rockets = 100;
|
||
|
if (other.ammo_cells > 100)
|
||
|
other.ammo_cells = 100;
|
||
|
};
|
||
|
|
||
|
|
||
|
float(float w) RankForWeapon =
|
||
|
{
|
||
|
if (w == IT_LIGHTNING)
|
||
|
return 1;
|
||
|
if (w == IT_ROCKET_LAUNCHER)
|
||
|
return 2;
|
||
|
if (w == IT_SUPER_NAILGUN)
|
||
|
return 3;
|
||
|
if (w == IT_GRENADE_LAUNCHER)
|
||
|
return 4;
|
||
|
if (w == IT_SUPER_SHOTGUN)
|
||
|
return 5;
|
||
|
if (w == IT_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 =
|
||
|
{
|
||
|
local float or, nr;
|
||
|
|
||
|
// change self.weapon if desired
|
||
|
or = RankForWeapon (self.weapon);
|
||
|
nr = RankForWeapon (new);
|
||
|
if ( nr < or )
|
||
|
self.weapon = new;
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
weapon_touch
|
||
|
=============
|
||
|
*/
|
||
|
float() W_BestWeapon;
|
||
|
|
||
|
void() weapon_touch =
|
||
|
{
|
||
|
local float hadammo, best, new, old;
|
||
|
local entity stemp;
|
||
|
local float leave;
|
||
|
|
||
|
if (!(other.flags & FL_CLIENT))
|
||
|
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.items & IT_NAILGUN) )
|
||
|
return;
|
||
|
hadammo = other.ammo_nails;
|
||
|
new = IT_NAILGUN;
|
||
|
other.ammo_nails = other.ammo_nails + 30;
|
||
|
}
|
||
|
else if (self.classname == "weapon_supernailgun")
|
||
|
{
|
||
|
if (leave && (other.items & IT_SUPER_NAILGUN) )
|
||
|
return;
|
||
|
hadammo = other.ammo_rockets;
|
||
|
new = IT_SUPER_NAILGUN;
|
||
|
other.ammo_nails = other.ammo_nails + 30;
|
||
|
}
|
||
|
else if (self.classname == "weapon_supershotgun")
|
||
|
{
|
||
|
if (leave && (other.items & IT_SUPER_SHOTGUN) )
|
||
|
return;
|
||
|
hadammo = other.ammo_rockets;
|
||
|
new = IT_SUPER_SHOTGUN;
|
||
|
other.ammo_shells = other.ammo_shells + 5;
|
||
|
}
|
||
|
else if (self.classname == "weapon_rocketlauncher")
|
||
|
{
|
||
|
if (leave && (other.items & IT_ROCKET_LAUNCHER) )
|
||
|
return;
|
||
|
hadammo = other.ammo_rockets;
|
||
|
new = IT_ROCKET_LAUNCHER;
|
||
|
other.ammo_rockets = other.ammo_rockets + 5;
|
||
|
}
|
||
|
else if (self.classname == "weapon_grenadelauncher")
|
||
|
{
|
||
|
if (leave && (other.items & IT_GRENADE_LAUNCHER) )
|
||
|
return;
|
||
|
hadammo = other.ammo_rockets;
|
||
|
new = IT_GRENADE_LAUNCHER;
|
||
|
other.ammo_rockets = other.ammo_rockets + 5;
|
||
|
}
|
||
|
else if (self.classname == "weapon_lightning")
|
||
|
{
|
||
|
if (leave && (other.items & IT_LIGHTNING) )
|
||
|
return;
|
||
|
hadammo = other.ammo_rockets;
|
||
|
new = IT_LIGHTNING;
|
||
|
other.ammo_cells = other.ammo_cells + 15;
|
||
|
}
|
||
|
else
|
||
|
objerror ("weapon_touch: unknown classname");
|
||
|
|
||
|
sprint (other, "You got the ");
|
||
|
sprint (other, self.netname);
|
||
|
sprint (other, "\n");
|
||
|
// weapon touch sound
|
||
|
sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
|
||
|
stuffcmd (other, "bf\n");
|
||
|
|
||
|
bound_other_ammo ();
|
||
|
|
||
|
// change to the weapon
|
||
|
old = other.items;
|
||
|
other.items = other.items | new;
|
||
|
|
||
|
stemp = self;
|
||
|
self = other;
|
||
|
|
||
|
if (!deathmatch)
|
||
|
self.weapon = new;
|
||
|
else
|
||
|
Deathmatch_Weapon (old, new);
|
||
|
|
||
|
W_SetCurrentAmmo();
|
||
|
|
||
|
self = stemp;
|
||
|
|
||
|
if (leave)
|
||
|
return;
|
||
|
|
||
|
// remove it in single player, or setup for respawning in deathmatch
|
||
|
self.model = string_null;
|
||
|
self.solid = SOLID_NOT;
|
||
|
if (deathmatch == 1)
|
||
|
self.nextthink = time + 30;
|
||
|
self.think = SUB_regen;
|
||
|
|
||
|
activator = other;
|
||
|
SUB_UseTargets(); // fire all targets / killtargets
|
||
|
};
|
||
|
|
||
|
|
||
|
/*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32)
|
||
|
*/
|
||
|
|
||
|
void() weapon_supershotgun =
|
||
|
{
|
||
|
precache_model ("progs/g_shot.mdl");
|
||
|
setmodel (self, "progs/g_shot.mdl");
|
||
|
self.weapon = IT_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 =
|
||
|
{
|
||
|
precache_model ("progs/g_nail.mdl");
|
||
|
setmodel (self, "progs/g_nail.mdl");
|
||
|
self.weapon = IT_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 =
|
||
|
{
|
||
|
precache_model ("progs/g_nail2.mdl");
|
||
|
setmodel (self, "progs/g_nail2.mdl");
|
||
|
self.weapon = IT_SUPER_NAILGUN;
|
||
|
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 =
|
||
|
{
|
||
|
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 =
|
||
|
{
|
||
|
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 =
|
||
|
{
|
||
|
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() ammo_touch =
|
||
|
{
|
||
|
local entity stemp;
|
||
|
local float best;
|
||
|
|
||
|
if (other.classname != "player")
|
||
|
return;
|
||
|
if (other.health <= 0)
|
||
|
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 >= 100)
|
||
|
return;
|
||
|
other.ammo_shells = other.ammo_shells + self.aflag;
|
||
|
}
|
||
|
|
||
|
// spikes
|
||
|
if (self.weapon == 2)
|
||
|
{
|
||
|
if (other.ammo_nails >= 200)
|
||
|
return;
|
||
|
other.ammo_nails = other.ammo_nails + self.aflag;
|
||
|
}
|
||
|
|
||
|
// rockets
|
||
|
if (self.weapon == 3)
|
||
|
{
|
||
|
if (other.ammo_rockets >= 100)
|
||
|
return;
|
||
|
other.ammo_rockets = other.ammo_rockets + self.aflag;
|
||
|
}
|
||
|
|
||
|
// cells
|
||
|
if (self.weapon == 4)
|
||
|
{
|
||
|
if (other.ammo_cells >= 200)
|
||
|
return;
|
||
|
other.ammo_cells = other.ammo_cells + self.aflag;
|
||
|
}
|
||
|
|
||
|
bound_other_ammo ();
|
||
|
|
||
|
sprint (other, "You got the ");
|
||
|
sprint (other, self.netname);
|
||
|
sprint (other, "\n");
|
||
|
// ammo 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.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;
|
||
|
|
||
|
// remove it in single player, or setup for respawning in deathmatch
|
||
|
self.model = string_null;
|
||
|
self.solid = SOLID_NOT;
|
||
|
if (deathmatch == 1)
|
||
|
self.nextthink = time + 30;
|
||
|
|
||
|
self.think = SUB_regen;
|
||
|
|
||
|
activator = other;
|
||
|
SUB_UseTargets(); // fire all targets / killtargets
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
float WEAPON_BIG2 = 1;
|
||
|
|
||
|
/*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) big
|
||
|
*/
|
||
|
|
||
|
void() item_shells =
|
||
|
{
|
||
|
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 =
|
||
|
{
|
||
|
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 =
|
||
|
{
|
||
|
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 =
|
||
|
{
|
||
|
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!
|
||
|
*/
|
||
|
|
||
|
float WEAPON_SHOTGUN = 1;
|
||
|
float WEAPON_ROCKET = 2;
|
||
|
float WEAPON_SPIKES = 4;
|
||
|
float WEAPON_BIG = 8;
|
||
|
void() item_weapon =
|
||
|
{
|
||
|
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 =
|
||
|
{
|
||
|
local entity stemp;
|
||
|
local float best;
|
||
|
|
||
|
if (other.classname != "player")
|
||
|
return;
|
||
|
if (other.health <= 0)
|
||
|
return;
|
||
|
if (other.items & self.items)
|
||
|
return;
|
||
|
|
||
|
sprint (other, "You got the ");
|
||
|
sprint (other, self.netname);
|
||
|
sprint (other,"\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 = string_null;
|
||
|
}
|
||
|
|
||
|
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 (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;
|
||
|
self.effects = self.effects | EF_BLUE;
|
||
|
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 (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 =
|
||
|
{
|
||
|
local entity stemp;
|
||
|
local float best;
|
||
|
|
||
|
if (other.classname != "player")
|
||
|
return;
|
||
|
if (other.health <= 0)
|
||
|
return;
|
||
|
|
||
|
centerprint (other, "You got the rune!");
|
||
|
|
||
|
sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
|
||
|
stuffcmd (other, "bf\n");
|
||
|
self.solid = SOLID_NOT;
|
||
|
self.model = string_null;
|
||
|
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 (!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.effects = self.effects | EF_BLUE;
|
||
|
self.effects = self.effects | EF_RED;
|
||
|
self.touch = sigil_touch;
|
||
|
setsize (self, '-16 -16 -24', '16 16 32');
|
||
|
StartItem ();
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
POWERUPS
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
void() powerup_touch;
|
||
|
|
||
|
|
||
|
void() powerup_touch =
|
||
|
{
|
||
|
local entity stemp;
|
||
|
local float best;
|
||
|
|
||
|
if (other.classname != "player")
|
||
|
return;
|
||
|
if (other.health <= 0)
|
||
|
return;
|
||
|
|
||
|
sprint (other, "You got the ");
|
||
|
sprint (other, self.netname);
|
||
|
sprint (other,"\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;
|
||
|
}
|
||
|
|
||
|
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 = string_null;
|
||
|
|
||
|
// 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;
|
||
|
}
|
||
|
|
||
|
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 =
|
||
|
{
|
||
|
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.effects = self.effects | EF_RED;
|
||
|
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 =
|
||
|
{
|
||
|
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;
|
||
|
self.effects = self.effects | EF_GREEN;
|
||
|
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 =
|
||
|
{
|
||
|
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 =
|
||
|
{
|
||
|
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;
|
||
|
self.effects = self.effects | EF_BLUE;
|
||
|
setsize (self, '-16 -16 -24', '16 16 32');
|
||
|
StartItem ();
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
PLAYER BACKPACKS
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
void() BackpackTouch =
|
||
|
{
|
||
|
local string s;
|
||
|
local float best;
|
||
|
local entity stemp;
|
||
|
|
||
|
if (other.classname != "player")
|
||
|
return;
|
||
|
if (other.health <= 0)
|
||
|
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;
|
||
|
|
||
|
// change weapons
|
||
|
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;
|
||
|
|
||
|
other.items = other.items | self.items;
|
||
|
|
||
|
bound_other_ammo ();
|
||
|
|
||
|
sprint (other, "You get ");
|
||
|
|
||
|
if (self.ammo_shells)
|
||
|
{
|
||
|
s = ftos(self.ammo_shells);
|
||
|
sprint (other, s);
|
||
|
sprint (other, " shells ");
|
||
|
}
|
||
|
if (self.ammo_nails)
|
||
|
{
|
||
|
s = ftos(self.ammo_nails);
|
||
|
sprint (other, s);
|
||
|
sprint (other, " nails ");
|
||
|
}
|
||
|
if (self.ammo_rockets)
|
||
|
{
|
||
|
s = ftos(self.ammo_rockets);
|
||
|
sprint (other, s);
|
||
|
sprint (other, " rockets ");
|
||
|
}
|
||
|
if (self.ammo_cells)
|
||
|
{
|
||
|
s = ftos(self.ammo_cells);
|
||
|
sprint (other, s);
|
||
|
sprint (other, " cells ");
|
||
|
}
|
||
|
|
||
|
sprint (other, "\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.weapon == best )
|
||
|
{
|
||
|
stemp = self;
|
||
|
self = other;
|
||
|
self.weapon = W_BestWeapon();
|
||
|
self = stemp;
|
||
|
}
|
||
|
|
||
|
|
||
|
remove(self);
|
||
|
|
||
|
self = other;
|
||
|
W_SetCurrentAmmo ();
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
DropBackpack
|
||
|
===============
|
||
|
*/
|
||
|
void() DropBackpack =
|
||
|
{
|
||
|
local entity item;
|
||
|
|
||
|
if (!(self.ammo_shells + self.ammo_nails + self.ammo_rockets + self.ammo_cells))
|
||
|
return; // nothing in it
|
||
|
|
||
|
item = spawn();
|
||
|
item.origin = self.origin - '0 0 24';
|
||
|
|
||
|
item.items = self.weapon;
|
||
|
|
||
|
item.ammo_shells = self.ammo_shells;
|
||
|
item.ammo_nails = self.ammo_nails;
|
||
|
item.ammo_rockets = self.ammo_rockets;
|
||
|
item.ammo_cells = self.ammo_cells;
|
||
|
|
||
|
item.velocity_z = 300;
|
||
|
item.velocity_x = -100 + (random() * 200);
|
||
|
item.velocity_y = -100 + (random() * 200);
|
||
|
|
||
|
item.flags = FL_ITEM;
|
||
|
item.solid = SOLID_TRIGGER;
|
||
|
item.movetype = MOVETYPE_TOSS;
|
||
|
setmodel (item, "progs/backpack.mdl");
|
||
|
setsize (item, '-16 -16 0', '16 16 56');
|
||
|
item.touch = BackpackTouch;
|
||
|
|
||
|
item.nextthink = time + 120; // remove after 2 minutes
|
||
|
item.think = SUB_Remove;
|
||
|
};
|