super-coop/source/items.qc

1313 lines
29 KiB
Plaintext

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.
*/
const float H_ROTTEN = 1;
const 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;
} 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 their 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 their 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 >= 100) {
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
};
const 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!
*/
const float WEAPON_SHOTGUN = 1;
const float WEAPON_ROCKET = 2;
const float WEAPON_SPIKES = 4;
const 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;
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.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.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;
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;
setsize(self, '-16 -16 -24', '16 16 32');
StartItem();
};
/*
===============================================================================
PLAYER BACKPACKS
===============================================================================
*/
void() BackpackTouch = {
local string s;
local float best, old, new;
local entity stemp;
local float acount;
if(other.classname != "player") {
return;
}
if(other.health <= 0) {
return;
}
acount = 0;
sprint(other, "You get ");
if(self.items)
if((other.items & self.items) == 0) {
acount = 1;
sprint(other, "the ");
sprint(other, self.netname);
}
// 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;
new = self.items;
if(!new) {
new = other.weapon;
}
old = other.items;
other.items = other.items | new;
bound_other_ammo();
if(self.ammo_shells) {
if(acount) {
sprint(other, ", ");
}
acount = 1;
s = ftos(self.ammo_shells);
sprint(other, s);
sprint(other, " shells");
}
if(self.ammo_nails) {
if(acount) {
sprint(other, ", ");
}
acount = 1;
s = ftos(self.ammo_nails);
sprint(other, s);
sprint(other, " nails");
}
if(self.ammo_rockets) {
if(acount) {
sprint(other, ", ");
}
acount = 1;
s = ftos(self.ammo_rockets);
sprint(other, s);
sprint(other, " rockets");
}
if(self.ammo_cells) {
if(acount) {
sprint(other, ", ");
}
acount = 1;
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");
// remove the backpack, change self to the player
remove(self);
self = other;
// change to the weapon
if(!deathmatch) {
self.weapon = new;
} else {
Deathmatch_Weapon(old, new);
}
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;
if(item.items == IT_AXE) {
item.netname = "Axe";
} else if(item.items == IT_SHOTGUN) {
item.netname = "Shotgun";
} else if(item.items == IT_SUPER_SHOTGUN) {
item.netname = "Double-barrelled Shotgun";
} else if(item.items == IT_NAILGUN) {
item.netname = "Nailgun";
} else if(item.items == IT_SUPER_NAILGUN) {
item.netname = "Super Nailgun";
} else if(item.items == IT_GRENADE_LAUNCHER) {
item.netname = "Grenade Launcher";
} else if(item.items == IT_ROCKET_LAUNCHER) {
item.netname = "Rocket Launcher";
} else if(item.items == IT_LIGHTNING) {
item.netname = "Thunderbolt";
} else {
item.netname = "";
}
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;
};