2019-09-16 11:24:18 -07:00
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const string WEPNAME_AXE = "Axe";
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const string WEPNAME_SHOTGUN = "Shotgun";
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const string WEPNAME_SUPER_SHOTGUN = "Double-barrelled Shotgun";
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const string WEPNAME_NAILGUN = "Nailgun";
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const string WEPNAME_SUPER_NAILGUN = "Super Nailgun";
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const string WEPNAME_GRENADE_LAUNCHER = "Grenade Launcher";
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const string WEPNAME_ROCKET_LAUNCHER = "Rocket Launcher";
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const string WEPNAME_LIGHTNING = "Thunderbolt";
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string() Key1Name = {
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switch(world.worldtype) {
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case 0: return "silver key";
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case 1: return "silver runekey";
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case 2: return "silver keycard";
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default: return string_null;
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}
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};
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string() Key2Name = {
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switch(world.worldtype) {
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case 0: return "gold key";
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case 1: return "gold runekey";
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case 2: return "gold keycard";
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default: return string_null;
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}
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};
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2019-09-11 11:47:16 -07:00
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/* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD
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BE .8 .3 .4 IN COLOR */
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void() SUB_regen = {
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self.model = self.mdl; // restore original model
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self.solid = SOLID_TRIGGER; // allow it to be touched again
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sound(self, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM); // play respawn sound
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setorigin(self, self.origin);
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};
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/*QUAKED noclass(0 0 0) (-8 -8 -8) (8 8 8)
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prints a warning message when spawned
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*/
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void() noclass = {
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dprint("noclass spawned at");
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dprint(vtos(self.origin));
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dprint("\n");
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remove(self);
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};
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/*
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============
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PlaceItem
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plants the object on the floor
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============
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*/
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void() PlaceItem = {
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local float oldz;
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self.mdl = self.model; // so it can be restored on respawn
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self.flags = FL_ITEM; // make extra wide
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self.solid = SOLID_TRIGGER;
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self.movetype = MOVETYPE_TOSS;
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self.velocity = '0 0 0';
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self.origin_z = self.origin_z + 6;
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oldz = self.origin_z;
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if(!droptofloor()) {
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dprint("Bonus item fell out of level at ");
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dprint(vtos(self.origin));
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dprint("\n");
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remove(self);
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return;
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}
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};
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/*
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============
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StartItem
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Sets the clipping size and plants the object on the floor
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============
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*/
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void() StartItem = {
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self.nextthink = time + 0.2; // items start after other solids
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self.think = PlaceItem;
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};
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/*
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=========================================================================
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HEALTH BOX
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=========================================================================
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*/
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//
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// T_Heal: add health to an entity, limiting health to max_health
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// "ignore" will ignore max_health limit
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//
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float(entity e, float healamount, float ignore) T_Heal = {
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if(e.health <= 0) {
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return 0;
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}
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if((!ignore) && (e.health >= other.max_health)) {
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return 0;
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}
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healamount = ceil(healamount);
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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;
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}
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if(e.health > 250) {
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e.health = 250;
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}
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return 1;
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};
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/*QUAKED item_health(.3 .3 1) (0 0 0) (32 32 32) rotten megahealth
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Health box. Normally gives 25 points.
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Rotten box heals 5-10 points,
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megahealth will add 100 health, then
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rot you down to your maximum health limit,
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one point per second.
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*/
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2019-09-15 16:27:45 -07:00
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enum {
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H_ROTTEN = 1,
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H_MEGA = 2,
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};
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2019-09-11 11:47:16 -07:00
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.float healamount, healtype;
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void() item_health = {
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self.touch = health_touch;
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if(self.spawnflags & H_ROTTEN) {
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precache_model("maps/b_bh10.bsp");
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precache_sound("items/r_item1.wav");
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setmodel(self, "maps/b_bh10.bsp");
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self.noise = "items/r_item1.wav";
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self.healamount = 15;
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self.healtype = 0;
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} else if(self.spawnflags & H_MEGA) {
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precache_model("maps/b_bh100.bsp");
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precache_sound("items/r_item2.wav");
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setmodel(self, "maps/b_bh100.bsp");
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self.noise = "items/r_item2.wav";
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self.healamount = 100;
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self.healtype = 2;
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} else {
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precache_model("maps/b_bh25.bsp");
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precache_sound("items/health1.wav");
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setmodel(self, "maps/b_bh25.bsp");
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self.noise = "items/health1.wav";
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self.healamount = 25;
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self.healtype = 1;
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}
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setsize(self, '0 0 0', '32 32 56');
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StartItem();
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};
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void() health_touch = {
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local float amount;
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local string s;
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if(other.classname != "player") {
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return;
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}
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if(self.healtype == 2) { // Megahealth? Ignore max_health...
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if(other.health >= 250) {
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return;
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}
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if(!T_Heal(other, self.healamount, 1)) {
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return;
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}
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} else {
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if(!T_Heal(other, self.healamount, 0)) {
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return;
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}
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}
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sprint(other, "You receive ");
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s = ftos(self.healamount);
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sprint(other, s);
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sprint(other, " health\n");
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// health touch sound
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sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
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stuffcmd(other, "bf\n");
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self.model = string_null;
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self.solid = SOLID_NOT;
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// Megahealth = rot down the player's super health
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if(self.healtype == 2) {
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other.items = other.items | IT_SUPERHEALTH;
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self.nextthink = time + 5;
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self.think = item_megahealth_rot;
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self.owner = other;
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} else {
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if(deathmatch != 2) { // deathmatch 2 is the silly old rules
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if(deathmatch) {
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self.nextthink = time + 20;
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}
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self.think = SUB_regen;
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}
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}
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activator = other;
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SUB_UseTargets(); // fire all targets / killtargets
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};
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void() item_megahealth_rot = {
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other = self.owner;
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if(other.health > other.max_health) {
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other.health = other.health - 1;
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self.nextthink = time + 1;
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return;
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}
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// it is possible for a player to die and respawn between rots, so don't
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// just blindly subtract the flag off
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other.items = other.items - (other.items & IT_SUPERHEALTH);
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if(deathmatch == 1) { // deathmatch 2 is silly old rules
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self.nextthink = time + 20;
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self.think = SUB_regen;
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}
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};
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/*
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===============================================================================
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ARMOR
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===============================================================================
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*/
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void() armor_touch = {
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local float type, value, bit;
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if(other.health <= 0) {
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return;
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}
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if(other.classname != "player") {
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return;
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}
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if(self.classname == "item_armor1") {
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type = 0.3;
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value = 100;
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bit = IT_ARMOR1;
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}
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if(self.classname == "item_armor2") {
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type = 0.6;
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value = 150;
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bit = IT_ARMOR2;
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}
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if(self.classname == "item_armorInv") {
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type = 0.8;
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value = 200;
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bit = IT_ARMOR3;
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}
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if(other.armortype * other.armorvalue >= type * value) {
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return;
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}
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other.armortype = type;
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other.armorvalue = value;
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other.items = other.items - (other.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + bit;
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self.solid = SOLID_NOT;
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self.model = string_null;
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if(deathmatch == 1) {
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self.nextthink = time + 20;
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}
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self.think = SUB_regen;
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sprint(other, "You got armor\n");
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// armor touch sound
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sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM);
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stuffcmd(other, "bf\n");
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activator = other;
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SUB_UseTargets(); // fire all targets / killtargets
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};
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/*QUAKED item_armor1(0 .5 .8) (-16 -16 0) (16 16 32)
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*/
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void() item_armor1 = {
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self.touch = armor_touch;
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precache_model("progs/armor.mdl");
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setmodel(self, "progs/armor.mdl");
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self.skin = 0;
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setsize(self, '-16 -16 0', '16 16 56');
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StartItem();
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};
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/*QUAKED item_armor2(0 .5 .8) (-16 -16 0) (16 16 32)
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*/
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void() item_armor2 = {
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self.touch = armor_touch;
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precache_model("progs/armor.mdl");
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setmodel(self, "progs/armor.mdl");
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self.skin = 1;
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setsize(self, '-16 -16 0', '16 16 56');
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StartItem();
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};
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/*QUAKED item_armorInv(0 .5 .8) (-16 -16 0) (16 16 32)
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*/
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void() item_armorInv = {
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self.touch = armor_touch;
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precache_model("progs/armor.mdl");
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setmodel(self, "progs/armor.mdl");
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self.skin = 2;
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setsize(self, '-16 -16 0', '16 16 56');
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StartItem();
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};
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/*
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===============================================================================
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WEAPONS
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===============================================================================
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*/
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void() bound_other_ammo = {
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if(other.ammo_shells > 100) {
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other.ammo_shells = 100;
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}
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if(other.ammo_nails > 200) {
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other.ammo_nails = 200;
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}
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if(other.ammo_rockets > 100) {
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other.ammo_rockets = 100;
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}
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if(other.ammo_cells > 100) {
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other.ammo_cells = 100;
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}
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};
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float(float w) RankForWeapon = {
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if(w == IT_LIGHTNING) {
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return 1;
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}
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if(w == IT_ROCKET_LAUNCHER) {
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return 2;
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}
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if(w == IT_SUPER_NAILGUN) {
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return 3;
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}
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if(w == IT_GRENADE_LAUNCHER) {
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return 4;
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}
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if(w == IT_SUPER_SHOTGUN) {
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return 5;
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}
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if(w == IT_NAILGUN) {
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return 6;
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}
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return 7;
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};
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/*
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=============
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Deathmatch_Weapon
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Deathmatch weapon change rules for picking up a weapon
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.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
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=============
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*/
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void(float old, float new) Deathmatch_Weapon = {
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local float or, nr;
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// change self.weapon if desired
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or = RankForWeapon(self.weapon);
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nr = RankForWeapon(new);
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if(nr < or) {
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self.weapon = new;
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}
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};
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/*
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=============
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weapon_touch
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=============
|
|
|
|
*/
|
|
|
|
void() weapon_touch = {
|
|
|
|
local float hadammo, best, new, old;
|
|
|
|
local entity stemp;
|
|
|
|
local float leave;
|
|
|
|
|
|
|
|
if(!(other.flags & FL_CLIENT)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2019-09-15 15:45:31 -07:00
|
|
|
// if the player was using their best weapon, change up to the new one if better
|
2019-09-11 11:47:16 -07:00
|
|
|
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;
|
2019-09-16 11:24:18 -07:00
|
|
|
self.netname = WEPNAME_SUPER_SHOTGUN;
|
2019-09-11 11:47:16 -07:00
|
|
|
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;
|
2019-09-16 11:24:18 -07:00
|
|
|
self.netname = WEPNAME_NAILGUN;
|
2019-09-11 11:47:16 -07:00
|
|
|
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;
|
2019-09-16 11:24:18 -07:00
|
|
|
self.netname = WEPNAME_SUPER_NAILGUN;
|
2019-09-11 11:47:16 -07:00
|
|
|
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;
|
2019-09-16 11:24:18 -07:00
|
|
|
self.netname = WEPNAME_GRENADE_LAUNCHER;
|
2019-09-11 11:47:16 -07:00
|
|
|
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;
|
2019-09-16 11:24:18 -07:00
|
|
|
self.netname = WEPNAME_ROCKET_LAUNCHER;
|
2019-09-11 11:47:16 -07:00
|
|
|
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;
|
2019-09-16 11:24:18 -07:00
|
|
|
self.netname = WEPNAME_LIGHTNING;
|
2019-09-11 11:47:16 -07:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2019-09-15 15:45:31 -07:00
|
|
|
// if the player was using their best weapon, change up to the new one if better
|
2019-09-11 11:47:16 -07:00
|
|
|
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
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2019-09-15 16:27:45 -07:00
|
|
|
enum {
|
|
|
|
WEAPON_BIG2 = 1,
|
|
|
|
};
|
2019-09-11 11:47:16 -07:00
|
|
|
|
|
|
|
/*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!
|
|
|
|
*/
|
|
|
|
|
2019-09-15 16:27:45 -07:00
|
|
|
enum {
|
|
|
|
WEAPON_SHOTGUN = 1,
|
|
|
|
WEAPON_ROCKET = 2,
|
|
|
|
WEAPON_SPIKES = 4,
|
|
|
|
WEAPON_BIG = 8,
|
|
|
|
};
|
2019-09-11 11:47:16 -07:00
|
|
|
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 = {
|
2019-09-16 11:24:18 -07:00
|
|
|
self.netname = Key1Name();
|
|
|
|
switch(world.worldtype) {
|
|
|
|
case 0:
|
|
|
|
precache_model("progs/w_s_key.mdl");
|
|
|
|
setmodel(self, "progs/w_s_key.mdl");
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
precache_model("progs/m_s_key.mdl");
|
|
|
|
setmodel(self, "progs/m_s_key.mdl");
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
precache_model2("progs/b_s_key.mdl");
|
|
|
|
setmodel(self, "progs/b_s_key.mdl");
|
|
|
|
break;
|
2019-09-11 11:47:16 -07:00
|
|
|
}
|
|
|
|
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 = {
|
2019-09-16 11:24:18 -07:00
|
|
|
self.netname = Key2Name();
|
|
|
|
switch(world.worldtype) {
|
|
|
|
case 0:
|
|
|
|
precache_model("progs/w_g_key.mdl");
|
|
|
|
setmodel(self, "progs/w_g_key.mdl");
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
precache_model("progs/m_g_key.mdl");
|
|
|
|
setmodel(self, "progs/m_g_key.mdl");
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
precache_model2("progs/b_g_key.mdl");
|
|
|
|
setmodel(self, "progs/b_g_key.mdl");
|
|
|
|
break;
|
2019-09-11 11:47:16 -07:00
|
|
|
}
|
|
|
|
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 = {
|
|
|
|
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;
|
|
|
|
|
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precache_model("progs/quaddama.mdl");
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precache_sound("items/damage.wav");
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precache_sound("items/damage2.wav");
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precache_sound("items/damage3.wav");
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self.noise = "items/damage.wav";
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setmodel(self, "progs/quaddama.mdl");
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self.netname = "Quad Damage";
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self.items = IT_QUAD;
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setsize(self, '-16 -16 -24', '16 16 32');
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StartItem();
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};
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/*
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===============================================================================
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PLAYER BACKPACKS
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===============================================================================
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*/
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void() BackpackTouch = {
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local string s;
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local float best, old, new;
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local entity stemp;
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local float acount;
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2019-09-16 11:24:18 -07:00
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if(other.classname != "player" || other.health <= 0) {
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2019-09-11 11:47:16 -07:00
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return;
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}
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acount = 0;
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sprint(other, "You get ");
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2019-09-16 14:31:10 -07:00
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if(self.weapon && (other.items & self.weapon) == 0) {
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2019-09-16 11:24:18 -07:00
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acount = 1;
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sprint(other, "the ");
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sprint(other, self.netname);
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}
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2019-09-11 11:47:16 -07:00
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2019-09-16 11:24:18 -07:00
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// if the player was using their best weapon, change up to the new one if better
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2019-09-11 11:47:16 -07:00
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stemp = self;
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self = other;
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best = W_BestWeapon();
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self = stemp;
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// change weapons
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2019-09-16 11:24:18 -07:00
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other.ammo_shells = other.ammo_shells + self.ammo_shells;
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other.ammo_nails = other.ammo_nails + self.ammo_nails;
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2019-09-11 11:47:16 -07:00
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other.ammo_rockets = other.ammo_rockets + self.ammo_rockets;
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2019-09-16 11:24:18 -07:00
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other.ammo_cells = other.ammo_cells + self.ammo_cells;
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2019-09-11 11:47:16 -07:00
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new = self.items;
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if(!new) {
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new = other.weapon;
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}
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old = other.items;
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other.items = other.items | new;
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bound_other_ammo();
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if(self.ammo_shells) {
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if(acount) {
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sprint(other, ", ");
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}
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acount = 1;
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s = ftos(self.ammo_shells);
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sprint(other, s);
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sprint(other, " shells");
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}
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if(self.ammo_nails) {
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if(acount) {
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sprint(other, ", ");
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}
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acount = 1;
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s = ftos(self.ammo_nails);
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sprint(other, s);
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sprint(other, " nails");
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}
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if(self.ammo_rockets) {
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if(acount) {
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sprint(other, ", ");
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}
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acount = 1;
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s = ftos(self.ammo_rockets);
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sprint(other, s);
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sprint(other, " rockets");
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}
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if(self.ammo_cells) {
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if(acount) {
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sprint(other, ", ");
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}
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acount = 1;
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s = ftos(self.ammo_cells);
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sprint(other, s);
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sprint(other, " cells");
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}
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2019-09-16 11:24:18 -07:00
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if(self.items & IT_KEY1) {
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if(acount) {
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sprint(other, ", ");
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}
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acount = 1;
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sprint(other, Key1Name());
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}
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if(self.items & IT_KEY2) {
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if(acount) {
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sprint(other, ", ");
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}
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acount = 1;
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sprint(other, Key2Name());
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}
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2019-09-11 11:47:16 -07:00
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sprint(other, "\n");
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// backpack touch sound
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sound(other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
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stuffcmd(other, "bf\n");
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// remove the backpack, change self to the player
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remove(self);
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self = other;
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// change to the weapon
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if(!deathmatch) {
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self.weapon = new;
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} else {
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Deathmatch_Weapon(old, new);
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}
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W_SetCurrentAmmo();
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};
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/*
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===============
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DropBackpack
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===============
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*/
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2019-09-16 11:24:18 -07:00
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entity() DropBackpack = {
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2019-09-11 11:47:16 -07:00
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local entity item;
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item = spawn();
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item.origin = self.origin - '0 0 24';
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2019-09-16 11:24:18 -07:00
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item.items = self.weapon | (self.items & (IT_KEY1 | IT_KEY2));
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2019-09-16 14:31:10 -07:00
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item.weapon = self.weapon;
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switch(item.weapon) {
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case IT_AXE: item.netname = WEPNAME_AXE; break;
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case IT_SHOTGUN: item.netname = WEPNAME_SHOTGUN; break;
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case IT_SUPER_SHOTGUN: item.netname = WEPNAME_SUPER_SHOTGUN; break;
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case IT_NAILGUN: item.netname = WEPNAME_NAILGUN; break;
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case IT_SUPER_NAILGUN: item.netname = WEPNAME_SUPER_NAILGUN; break;
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case IT_GRENADE_LAUNCHER: item.netname = WEPNAME_GRENADE_LAUNCHER; break;
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case IT_ROCKET_LAUNCHER: item.netname = WEPNAME_ROCKET_LAUNCHER; break;
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case IT_LIGHTNING: item.netname = WEPNAME_LIGHTNING; break;
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default: item.netname = ""; break;
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2019-09-11 11:47:16 -07:00
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}
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2019-09-16 11:24:18 -07:00
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item.ammo_shells = self.ammo_shells;
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item.ammo_nails = self.ammo_nails;
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2019-09-11 11:47:16 -07:00
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item.ammo_rockets = self.ammo_rockets;
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2019-09-16 11:24:18 -07:00
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item.ammo_cells = self.ammo_cells;
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2019-09-11 11:47:16 -07:00
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item.velocity_z = 300;
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item.velocity_x = -100 + (random() * 200);
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item.velocity_y = -100 + (random() * 200);
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item.flags = FL_ITEM;
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item.solid = SOLID_TRIGGER;
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item.movetype = MOVETYPE_TOSS;
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setmodel(item, "progs/backpack.mdl");
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setsize(item, '-16 -16 0', '16 16 56');
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item.touch = BackpackTouch;
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item.nextthink = time + 120; // remove after 2 minutes
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item.think = SUB_Remove;
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2019-09-16 11:24:18 -07:00
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return item;
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2019-09-11 11:47:16 -07:00
|
|
|
};
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