super-coop/source/items.qc

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// items.qc: items the player can pick up
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string() Key1Name = {
switch(world.worldtype) {
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case WORLD_MEDIEVAL:
return "silver key";
case WORLD_METAL:
return "silver runekey";
case WORLD_BASE:
return "silver keycard";
default:
return string_null;
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}
};
string() Key2Name = {
switch(world.worldtype) {
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case WORLD_MEDIEVAL:
return "gold key";
case WORLD_METAL:
return "gold runekey";
case WORLD_BASE:
return "gold keycard";
default:
return string_null;
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}
};
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/* 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", vtos(self.origin), "\n");
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remove(self);
};
/*
============
PlaceItem
plants the object on the floor
============
*/
void() PlaceItem = {
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float oldz;
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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;
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self.velocity = VEC_ORIGIN;
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self.origin_z = self.origin_z + 6;
oldz = self.origin_z;
if(!droptofloor()) {
dprint("Bonus item fell out of level at ", vtos(self.origin), "\n");
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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 = {
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if(e.health <= 0 || (!ignore && e.health >= other.max_health)) {
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return 0;
}
healamount = ceil(healamount);
e.health = e.health + healamount;
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if(!ignore && e.health >= other.max_health) {
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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.
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Rotten box heals 15 points,
Megahealth will add 100 health, then rot you down to your maximum health limit,
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one point per second.
*/
void() item_health = {
self.touch = health_touch;
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if(self.spawnflags & HEALTH_ROTTEN) {
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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;
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} else if(self.spawnflags & HEALTH_MEGA) {
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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;
}
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setsize(self, VEC_ORIGIN, '32 32 56');
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StartItem();
};
void() health_touch = {
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float amount;
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if(other.classname != "player") {
return;
}
if(self.healtype == 2) { // Megahealth? Ignore max_health...
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if(other.health >= 250 || !T_Heal(other, self.healamount, TRUE)) {
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return;
}
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} else if(!T_Heal(other, self.healamount, FALSE)) {
return;
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}
sprint(other, "You receive ", ftos(self.healamount), " health\n");
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// 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 = {
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float type, value, bit;
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if(other.health <= 0 || other.classname != "player") {
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return;
}
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switch(self.classname) {
case "item_armor1":
type = 0.3;
value = 100;
bit = IT_ARMOR1;
break;
case "item_armor2":
type = 0.6;
value = 150;
bit = IT_ARMOR2;
break;
case "item_armorInv":
type = 0.8;
value = 200;
bit = IT_ARMOR3;
break;
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}
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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
===============================================================================
*/
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void(entity e) bound_ammo = {
if(e.ammo_shells > AMMAX_SHELLS) {
e.ammo_shells = AMMAX_SHELLS;
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}
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if(e.ammo_nails > AMMAX_NAILS) {
e.ammo_nails = AMMAX_NAILS;
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}
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if(e.ammo_rockets > AMMAX_ROCKETS) {
e.ammo_rockets = AMMAX_ROCKETS;
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}
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if(e.ammo_cells > AMMAX_CELLS) {
e.ammo_cells = AMMAX_CELLS;
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}
};
float(float w) RankForWeapon = {
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switch(w) {
case IT_LIGHTNING: return 1;
case IT_ROCKET_LAUNCHER: return 2;
case IT_SUPER_NAILGUN: return 3;
case IT_GRENADE_LAUNCHER: return 4;
case IT_SUPER_SHOTGUN: return 5;
case IT_NAILGUN: return 6;
default: return 7;
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}
};
/*
=============
Deathmatch_Weapon
Deathmatch weapon change rules for picking up a weapon
=============
*/
void(float old, float new) Deathmatch_Weapon = {
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float or, nr;
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// change self.weapon if desired
or = RankForWeapon(self.weapon);
nr = RankForWeapon(new);
if(nr < or) {
self.weapon = new;
}
};
/*
=============
weapon_touch
=============
*/
void() weapon_touch = {
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float hadammo, best, new, old;
entity stemp;
float leave;
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if(!(other.flags & FL_CLIENT)) {
return;
}
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// if the player was using their best weapon, change up to the new one if
// better
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stemp = self;
self = other;
best = W_BestWeapon();
self = stemp;
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leave = (deathmatch == 2 || coop);
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switch(self.classname) {
case "weapon_nailgun":
if(leave && other.items & IT_NAILGUN) {
return;
}
hadammo = other.ammo_nails;
new = IT_NAILGUN;
other.ammo_nails = other.ammo_nails + 30;
break;
case "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;
break;
case "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;
break;
case "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;
break;
case "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;
break;
case "weapon_lightning":
if(leave && other.items & IT_LIGHTNING) {
return;
}
hadammo = other.ammo_rockets;
new = IT_LIGHTNING;
other.ammo_cells = other.ammo_cells + 15;
break;
default:
objerror("weapon_touch: unknown classname");
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}
sprint(other, "You got the ", self.netname, "\n");
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// weapon touch sound
sound(other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
stuffcmd(other, "bf\n");
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bound_ammo(other);
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// 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;
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self.netname = WEPNAME_SUPER_SHOTGUN;
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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;
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self.netname = WEPNAME_NAILGUN;
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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;
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self.netname = WEPNAME_SUPER_NAILGUN;
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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;
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self.netname = WEPNAME_GRENADE_LAUNCHER;
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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;
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self.netname = WEPNAME_ROCKET_LAUNCHER;
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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;
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self.netname = WEPNAME_LIGHTNING;
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self.touch = weapon_touch;
setsize(self, '-16 -16 0', '16 16 56');
StartItem();
};
/*
===============================================================================
AMMO
===============================================================================
*/
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void(.float ammo, float max) distribute_ammo = {
entity pl, stemp;
if(sf_dist_ammo) {
pl = find(world, classname, "player");
while(pl != world) {
pl.ammo += self.aflag;
bound_ammo(pl);
stemp = self;
self = pl;
W_SetCurrentAmmo();
self = stemp;
pl = find(pl, classname, "player");
}
} else {
if(other.ammo >= max) {
return;
}
other.ammo += self.aflag;
bound_ammo(other);
}
};
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void() ammo_touch = {
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entity stemp;
float best;
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if(other.classname != "player" || other.health <= 0) {
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return;
}
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// if the player was using their best weapon, change up to the new one if
// better
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stemp = self;
self = other;
best = W_BestWeapon();
self = stemp;
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switch(self.weapon) {
case AMTYPE_SHELLS:
distribute_ammo(ammo_shells, AMMAX_SHELLS);
break;
case AMTYPE_NAILS:
distribute_ammo(ammo_nails, AMMAX_NAILS);
break;
case AMTYPE_ROCKETS:
distribute_ammo(ammo_rockets, AMMAX_ROCKETS);
break;
case AMTYPE_CELLS:
distribute_ammo(ammo_cells, AMMAX_CELLS);
break;
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}
sprint(other, "You got the ", self.netname, "\n");
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// 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
};
/*QUAKED item_shells(0 .5 .8) (0 0 0) (32 32 32) big
*/
void() item_shells = {
self.touch = ammo_touch;
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if(self.spawnflags & AMMO_BIG) {
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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";
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setsize(self, VEC_ORIGIN, '32 32 56');
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StartItem();
};
/*QUAKED item_spikes(0 .5 .8) (0 0 0) (32 32 32) big
*/
void() item_spikes = {
self.touch = ammo_touch;
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if(self.spawnflags & AMMO_BIG) {
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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";
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setsize(self, VEC_ORIGIN, '32 32 56');
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StartItem();
};
/*QUAKED item_rockets(0 .5 .8) (0 0 0) (32 32 32) big
*/
void() item_rockets = {
self.touch = ammo_touch;
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if(self.spawnflags & AMMO_BIG) {
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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";
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setsize(self, VEC_ORIGIN, '32 32 56');
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StartItem();
};
/*QUAKED item_cells(0 .5 .8) (0 0 0) (32 32 32) big
*/
void() item_cells = {
self.touch = ammo_touch;
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if(self.spawnflags & AMMO_BIG) {
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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";
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setsize(self, VEC_ORIGIN, '32 32 56');
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StartItem();
};
/*
===============================================================================
KEYS
===============================================================================
*/
void() key_touch = {
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entity stemp;
float best;
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if(other.classname != "player" ||
other.health <= 0 ||
other.items & self.items) {
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return;
}
sprint(other, "You got the ", self.netname, "\n");
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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 = {
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switch(world.worldtype) {
case WORLD_MEDIEVAL:
precache_sound("misc/medkey.wav");
self.noise = "misc/medkey.wav";
break;
case WORLD_METAL:
precache_sound("misc/runekey.wav");
self.noise = "misc/runekey.wav";
break;
case WORLD_BASE:
precache_sound2("misc/basekey.wav");
self.noise = "misc/basekey.wav";
break;
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}
};
/*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 = {
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self.netname = Key1Name();
switch(world.worldtype) {
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case WORLD_MEDIEVAL:
precache_model("progs/w_s_key.mdl");
setmodel(self, "progs/w_s_key.mdl");
break;
case WORLD_METAL:
precache_model("progs/m_s_key.mdl");
setmodel(self, "progs/m_s_key.mdl");
break;
case WORLD_BASE:
precache_model2("progs/b_s_key.mdl");
setmodel(self, "progs/b_s_key.mdl");
break;
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}
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 = {
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self.netname = Key2Name();
switch(world.worldtype) {
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case WORLD_MEDIEVAL:
precache_model("progs/w_g_key.mdl");
setmodel(self, "progs/w_g_key.mdl");
break;
case WORLD_METAL:
precache_model("progs/m_g_key.mdl");
setmodel(self, "progs/m_g_key.mdl");
break;
case WORLD_BASE:
precache_model2("progs/b_g_key.mdl");
setmodel(self, "progs/b_g_key.mdl");
break;
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}
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 = {
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entity stemp;
float best;
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if(other.classname != "player" || other.health <= 0) {
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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);
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self.classname = string_null; // so rune doors won't find it
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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";
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if(self.spawnflags & SIGIL_1) {
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precache_model("progs/end1.mdl");
setmodel(self, "progs/end1.mdl");
}
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if(self.spawnflags & SIGIL_2) {
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precache_model2("progs/end2.mdl");
setmodel(self, "progs/end2.mdl");
}
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if(self.spawnflags & SIGIL_3) {
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precache_model2("progs/end3.mdl");
setmodel(self, "progs/end3.mdl");
}
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if(self.spawnflags & SIGIL_4) {
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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 = {
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entity stemp;
float best;
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if(other.classname != "player" || other.health <= 0) {
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return;
}
sprint(other, "You got the ", self.netname, "\n");
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if(deathmatch) {
self.mdl = self.model;
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if(self.classname == "item_artifact_invulnerability" ||
self.classname == "item_artifact_invisibility") {
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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 = {
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float best, old, new;
entity stemp;
float acount;
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if(other.classname != "player" || other.health <= 0) {
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return;
}
acount = 0;
sprint(other, "You get ");
if(self.weapon && (other.items & self.weapon) == 0) {
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acount = 1;
sprint(other, "the ", self.netname);
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}
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// if the player was using their best weapon, change up to the new one if
// better
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stemp = self;
self = other;
best = W_BestWeapon();
self = stemp;
// change weapons
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other.ammo_shells = other.ammo_shells + self.ammo_shells;
other.ammo_nails = other.ammo_nails + self.ammo_nails;
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other.ammo_rockets = other.ammo_rockets + self.ammo_rockets;
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other.ammo_cells = other.ammo_cells + self.ammo_cells;
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new = self.items;
if(!new) {
new = other.weapon;
}
old = other.items;
other.items = other.items | new;
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bound_ammo(other);
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if(self.ammo_shells) {
if(acount) {
sprint(other, ", ");
}
acount = 1;
sprint(other, ftos(self.ammo_shells), " shells");
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}
if(self.ammo_nails) {
if(acount) {
sprint(other, ", ");
}
acount = 1;
sprint(other, ftos(self.ammo_nails), " nails");
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}
if(self.ammo_rockets) {
if(acount) {
sprint(other, ", ");
}
acount = 1;
sprint(other, ftos(self.ammo_rockets), " rockets");
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}
if(self.ammo_cells) {
if(acount) {
sprint(other, ", ");
}
acount = 1;
sprint(other, ftos(self.ammo_cells), " cells");
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}
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if(self.items & IT_KEY1) {
if(acount) {
sprint(other, ", ");
}
acount = 1;
sprint(other, Key1Name());
}
if(self.items & IT_KEY2) {
if(acount) {
sprint(other, ", ");
}
acount = 1;
sprint(other, Key2Name());
}
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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
===============
*/
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entity() DropBackpack = {
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entity item;
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item = spawn();
item.origin = self.origin - '0 0 24';
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item.items = self.weapon | (self.items & (IT_KEY1 | IT_KEY2));
item.weapon = self.weapon;
switch(item.weapon) {
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case IT_AXE:
item.netname = WEPNAME_AXE;
break;
case IT_SHOTGUN:
item.netname = WEPNAME_SHOTGUN;
break;
case IT_SUPER_SHOTGUN:
item.netname = WEPNAME_SUPER_SHOTGUN;
break;
case IT_NAILGUN:
item.netname = WEPNAME_NAILGUN;
break;
case IT_SUPER_NAILGUN:
item.netname = WEPNAME_SUPER_NAILGUN;
break;
case IT_GRENADE_LAUNCHER:
item.netname = WEPNAME_GRENADE_LAUNCHER;
break;
case IT_ROCKET_LAUNCHER:
item.netname = WEPNAME_ROCKET_LAUNCHER;
break;
case IT_LIGHTNING:
item.netname = WEPNAME_LIGHTNING;
break;
default:
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item.netname = string_null;
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break;
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}
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item.ammo_shells = self.ammo_shells;
item.ammo_nails = self.ammo_nails;
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item.ammo_rockets = self.ammo_rockets;
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item.ammo_cells = self.ammo_cells;
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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;
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return item;
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};