const string WEPNAME_AXE = "Axe"; const string WEPNAME_SHOTGUN = "Shotgun"; const string WEPNAME_SUPER_SHOTGUN = "Double-barrelled Shotgun"; const string WEPNAME_NAILGUN = "Nailgun"; const string WEPNAME_SUPER_NAILGUN = "Super Nailgun"; const string WEPNAME_GRENADE_LAUNCHER = "Grenade Launcher"; const string WEPNAME_ROCKET_LAUNCHER = "Rocket Launcher"; const string WEPNAME_LIGHTNING = "Thunderbolt"; string() Key1Name = { switch(world.worldtype) { case 0: return "silver key"; case 1: return "silver runekey"; case 2: return "silver keycard"; default: return string_null; } }; string() Key2Name = { switch(world.worldtype) { case 0: return "gold key"; case 1: return "gold runekey"; case 2: return "gold keycard"; default: return string_null; } }; /* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD BE .8 .3 .4 IN COLOR */ void() SUB_regen = { self.model = self.mdl; // restore original model self.solid = SOLID_TRIGGER; // allow it to be touched again sound(self, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM); // play respawn sound setorigin(self, self.origin); }; /*QUAKED noclass(0 0 0) (-8 -8 -8) (8 8 8) prints a warning message when spawned */ void() noclass = { dprint("noclass spawned at"); dprint(vtos(self.origin)); dprint("\n"); remove(self); }; /* ============ PlaceItem plants the object on the floor ============ */ void() PlaceItem = { local float oldz; self.mdl = self.model; // so it can be restored on respawn self.flags = FL_ITEM; // make extra wide self.solid = SOLID_TRIGGER; self.movetype = MOVETYPE_TOSS; self.velocity = '0 0 0'; self.origin_z = self.origin_z + 6; oldz = self.origin_z; if(!droptofloor()) { dprint("Bonus item fell out of level at "); dprint(vtos(self.origin)); dprint("\n"); remove(self); return; } }; /* ============ StartItem Sets the clipping size and plants the object on the floor ============ */ void() StartItem = { self.nextthink = time + 0.2; // items start after other solids self.think = PlaceItem; }; /* ========================================================================= HEALTH BOX ========================================================================= */ // // T_Heal: add health to an entity, limiting health to max_health // "ignore" will ignore max_health limit // float(entity e, float healamount, float ignore) T_Heal = { if(e.health <= 0) { return 0; } if((!ignore) && (e.health >= other.max_health)) { return 0; } healamount = ceil(healamount); e.health = e.health + healamount; if((!ignore) && (e.health >= other.max_health)) { e.health = other.max_health; } if(e.health > 250) { e.health = 250; } return 1; }; /*QUAKED item_health(.3 .3 1) (0 0 0) (32 32 32) rotten megahealth Health box. Normally gives 25 points. Rotten box heals 5-10 points, megahealth will add 100 health, then rot you down to your maximum health limit, one point per second. */ enum { H_ROTTEN = 1, H_MEGA = 2, }; .float healamount, healtype; void() item_health = { self.touch = health_touch; if(self.spawnflags & H_ROTTEN) { precache_model("maps/b_bh10.bsp"); precache_sound("items/r_item1.wav"); setmodel(self, "maps/b_bh10.bsp"); self.noise = "items/r_item1.wav"; self.healamount = 15; self.healtype = 0; } else if(self.spawnflags & H_MEGA) { precache_model("maps/b_bh100.bsp"); precache_sound("items/r_item2.wav"); setmodel(self, "maps/b_bh100.bsp"); self.noise = "items/r_item2.wav"; self.healamount = 100; self.healtype = 2; } else { precache_model("maps/b_bh25.bsp"); precache_sound("items/health1.wav"); setmodel(self, "maps/b_bh25.bsp"); self.noise = "items/health1.wav"; self.healamount = 25; self.healtype = 1; } setsize(self, '0 0 0', '32 32 56'); StartItem(); }; void() health_touch = { local float amount; local string s; if(other.classname != "player") { return; } if(self.healtype == 2) { // Megahealth? Ignore max_health... if(other.health >= 250) { return; } if(!T_Heal(other, self.healamount, 1)) { return; } } else { if(!T_Heal(other, self.healamount, 0)) { return; } } sprint(other, "You receive "); s = ftos(self.healamount); sprint(other, s); sprint(other, " health\n"); // health touch sound sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM); stuffcmd(other, "bf\n"); self.model = string_null; self.solid = SOLID_NOT; // Megahealth = rot down the player's super health if(self.healtype == 2) { other.items = other.items | IT_SUPERHEALTH; self.nextthink = time + 5; self.think = item_megahealth_rot; self.owner = other; } else { if(deathmatch != 2) { // deathmatch 2 is the silly old rules if(deathmatch) { self.nextthink = time + 20; } self.think = SUB_regen; } } activator = other; SUB_UseTargets(); // fire all targets / killtargets }; void() item_megahealth_rot = { other = self.owner; if(other.health > other.max_health) { other.health = other.health - 1; self.nextthink = time + 1; return; } // it is possible for a player to die and respawn between rots, so don't // just blindly subtract the flag off other.items = other.items - (other.items & IT_SUPERHEALTH); if(deathmatch == 1) { // deathmatch 2 is silly old rules self.nextthink = time + 20; self.think = SUB_regen; } }; /* =============================================================================== ARMOR =============================================================================== */ void() armor_touch = { local float type, value, bit; if(other.health <= 0) { return; } if(other.classname != "player") { return; } if(self.classname == "item_armor1") { type = 0.3; value = 100; bit = IT_ARMOR1; } if(self.classname == "item_armor2") { type = 0.6; value = 150; bit = IT_ARMOR2; } if(self.classname == "item_armorInv") { type = 0.8; value = 200; bit = IT_ARMOR3; } if(other.armortype * other.armorvalue >= type * value) { return; } other.armortype = type; other.armorvalue = value; other.items = other.items - (other.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + bit; self.solid = SOLID_NOT; self.model = string_null; if(deathmatch == 1) { self.nextthink = time + 20; } self.think = SUB_regen; sprint(other, "You got armor\n"); // armor touch sound sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM); stuffcmd(other, "bf\n"); activator = other; SUB_UseTargets(); // fire all targets / killtargets }; /*QUAKED item_armor1(0 .5 .8) (-16 -16 0) (16 16 32) */ void() item_armor1 = { self.touch = armor_touch; precache_model("progs/armor.mdl"); setmodel(self, "progs/armor.mdl"); self.skin = 0; setsize(self, '-16 -16 0', '16 16 56'); StartItem(); }; /*QUAKED item_armor2(0 .5 .8) (-16 -16 0) (16 16 32) */ void() item_armor2 = { self.touch = armor_touch; precache_model("progs/armor.mdl"); setmodel(self, "progs/armor.mdl"); self.skin = 1; setsize(self, '-16 -16 0', '16 16 56'); StartItem(); }; /*QUAKED item_armorInv(0 .5 .8) (-16 -16 0) (16 16 32) */ void() item_armorInv = { self.touch = armor_touch; precache_model("progs/armor.mdl"); setmodel(self, "progs/armor.mdl"); self.skin = 2; setsize(self, '-16 -16 0', '16 16 56'); StartItem(); }; /* =============================================================================== WEAPONS =============================================================================== */ void() bound_other_ammo = { if(other.ammo_shells > 100) { other.ammo_shells = 100; } if(other.ammo_nails > 200) { other.ammo_nails = 200; } if(other.ammo_rockets > 100) { other.ammo_rockets = 100; } if(other.ammo_cells > 100) { other.ammo_cells = 100; } }; float(float w) RankForWeapon = { if(w == IT_LIGHTNING) { return 1; } if(w == IT_ROCKET_LAUNCHER) { return 2; } if(w == IT_SUPER_NAILGUN) { return 3; } if(w == IT_GRENADE_LAUNCHER) { return 4; } if(w == IT_SUPER_SHOTGUN) { return 5; } if(w == IT_NAILGUN) { return 6; } return 7; }; /* ============= Deathmatch_Weapon Deathmatch weapon change rules for picking up a weapon .float ammo_shells, ammo_nails, ammo_rockets, ammo_cells; ============= */ void(float old, float new) Deathmatch_Weapon = { local float or, nr; // change self.weapon if desired or = RankForWeapon(self.weapon); nr = RankForWeapon(new); if(nr < or) { self.weapon = new; } }; /* ============= weapon_touch ============= */ void() weapon_touch = { local float hadammo, best, new, old; local entity stemp; local float leave; if(!(other.flags & FL_CLIENT)) { return; } // if the player was using their best weapon, change up to the new one if better stemp = self; self = other; best = W_BestWeapon(); self = stemp; if(deathmatch == 2 || coop) { leave = 1; } else { leave = 0; } if(self.classname == "weapon_nailgun") { if(leave && (other.items & IT_NAILGUN)) { return; } hadammo = other.ammo_nails; new = IT_NAILGUN; other.ammo_nails = other.ammo_nails + 30; } else if(self.classname == "weapon_supernailgun") { if(leave && (other.items & IT_SUPER_NAILGUN)) { return; } hadammo = other.ammo_rockets; new = IT_SUPER_NAILGUN; other.ammo_nails = other.ammo_nails + 30; } else if(self.classname == "weapon_supershotgun") { if(leave && (other.items & IT_SUPER_SHOTGUN)) { return; } hadammo = other.ammo_rockets; new = IT_SUPER_SHOTGUN; other.ammo_shells = other.ammo_shells + 5; } else if(self.classname == "weapon_rocketlauncher") { if(leave && (other.items & IT_ROCKET_LAUNCHER)) { return; } hadammo = other.ammo_rockets; new = IT_ROCKET_LAUNCHER; other.ammo_rockets = other.ammo_rockets + 5; } else if(self.classname == "weapon_grenadelauncher") { if(leave && (other.items & IT_GRENADE_LAUNCHER)) { return; } hadammo = other.ammo_rockets; new = IT_GRENADE_LAUNCHER; other.ammo_rockets = other.ammo_rockets + 5; } else if(self.classname == "weapon_lightning") { if(leave && (other.items & IT_LIGHTNING)) { return; } hadammo = other.ammo_rockets; new = IT_LIGHTNING; other.ammo_cells = other.ammo_cells + 15; } else { objerror("weapon_touch: unknown classname"); } sprint(other, "You got the "); sprint(other, self.netname); sprint(other, "\n"); // weapon touch sound sound(other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM); stuffcmd(other, "bf\n"); bound_other_ammo(); // change to the weapon old = other.items; other.items = other.items | new; stemp = self; self = other; if(!deathmatch) { self.weapon = new; } else { Deathmatch_Weapon(old, new); } W_SetCurrentAmmo(); self = stemp; if(leave) { return; } // remove it in single player, or setup for respawning in deathmatch self.model = string_null; self.solid = SOLID_NOT; if(deathmatch == 1) { self.nextthink = time + 30; } self.think = SUB_regen; activator = other; SUB_UseTargets(); // fire all targets / killtargets }; /*QUAKED weapon_supershotgun(0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_supershotgun = { precache_model("progs/g_shot.mdl"); setmodel(self, "progs/g_shot.mdl"); self.weapon = IT_SUPER_SHOTGUN; self.netname = WEPNAME_SUPER_SHOTGUN; self.touch = weapon_touch; setsize(self, '-16 -16 0', '16 16 56'); StartItem(); }; /*QUAKED weapon_nailgun(0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_nailgun = { precache_model("progs/g_nail.mdl"); setmodel(self, "progs/g_nail.mdl"); self.weapon = IT_NAILGUN; self.netname = WEPNAME_NAILGUN; self.touch = weapon_touch; setsize(self, '-16 -16 0', '16 16 56'); StartItem(); }; /*QUAKED weapon_supernailgun(0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_supernailgun = { precache_model("progs/g_nail2.mdl"); setmodel(self, "progs/g_nail2.mdl"); self.weapon = IT_SUPER_NAILGUN; self.netname = WEPNAME_SUPER_NAILGUN; self.touch = weapon_touch; setsize(self, '-16 -16 0', '16 16 56'); StartItem(); }; /*QUAKED weapon_grenadelauncher(0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_grenadelauncher = { precache_model("progs/g_rock.mdl"); setmodel(self, "progs/g_rock.mdl"); self.weapon = 3; self.netname = WEPNAME_GRENADE_LAUNCHER; self.touch = weapon_touch; setsize(self, '-16 -16 0', '16 16 56'); StartItem(); }; /*QUAKED weapon_rocketlauncher(0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_rocketlauncher = { precache_model("progs/g_rock2.mdl"); setmodel(self, "progs/g_rock2.mdl"); self.weapon = 3; self.netname = WEPNAME_ROCKET_LAUNCHER; self.touch = weapon_touch; setsize(self, '-16 -16 0', '16 16 56'); StartItem(); }; /*QUAKED weapon_lightning(0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_lightning = { precache_model("progs/g_light.mdl"); setmodel(self, "progs/g_light.mdl"); self.weapon = 3; self.netname = WEPNAME_LIGHTNING; self.touch = weapon_touch; setsize(self, '-16 -16 0', '16 16 56'); StartItem(); }; /* =============================================================================== AMMO =============================================================================== */ void() ammo_touch = { local entity stemp; local float best; if(other.classname != "player") { return; } if(other.health <= 0) { return; } // if the player was using their best weapon, change up to the new one if better stemp = self; self = other; best = W_BestWeapon(); self = stemp; // shotgun if(self.weapon == 1) { if(other.ammo_shells >= 100) { return; } other.ammo_shells = other.ammo_shells + self.aflag; } // spikes if(self.weapon == 2) { if(other.ammo_nails >= 200) { return; } other.ammo_nails = other.ammo_nails + self.aflag; } // rockets if(self.weapon == 3) { if(other.ammo_rockets >= 100) { return; } other.ammo_rockets = other.ammo_rockets + self.aflag; } // cells if(self.weapon == 4) { if(other.ammo_cells >= 100) { return; } other.ammo_cells = other.ammo_cells + self.aflag; } bound_other_ammo(); sprint(other, "You got the "); sprint(other, self.netname); sprint(other, "\n"); // ammo touch sound sound(other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM); stuffcmd(other, "bf\n"); // change to a better weapon if appropriate if(other.weapon == best) { stemp = self; self = other; self.weapon = W_BestWeapon(); W_SetCurrentAmmo(); self = stemp; } // if changed current ammo, update it stemp = self; self = other; W_SetCurrentAmmo(); self = stemp; // remove it in single player, or setup for respawning in deathmatch self.model = string_null; self.solid = SOLID_NOT; if(deathmatch == 1) { self.nextthink = time + 30; } self.think = SUB_regen; activator = other; SUB_UseTargets(); // fire all targets / killtargets }; enum { WEAPON_BIG2 = 1, }; /*QUAKED item_shells(0 .5 .8) (0 0 0) (32 32 32) big */ void() item_shells = { self.touch = ammo_touch; if(self.spawnflags & WEAPON_BIG2) { precache_model("maps/b_shell1.bsp"); setmodel(self, "maps/b_shell1.bsp"); self.aflag = 40; } else { precache_model("maps/b_shell0.bsp"); setmodel(self, "maps/b_shell0.bsp"); self.aflag = 20; } self.weapon = 1; self.netname = "shells"; setsize(self, '0 0 0', '32 32 56'); StartItem(); }; /*QUAKED item_spikes(0 .5 .8) (0 0 0) (32 32 32) big */ void() item_spikes = { self.touch = ammo_touch; if(self.spawnflags & WEAPON_BIG2) { precache_model("maps/b_nail1.bsp"); setmodel(self, "maps/b_nail1.bsp"); self.aflag = 50; } else { precache_model("maps/b_nail0.bsp"); setmodel(self, "maps/b_nail0.bsp"); self.aflag = 25; } self.weapon = 2; self.netname = "nails"; setsize(self, '0 0 0', '32 32 56'); StartItem(); }; /*QUAKED item_rockets(0 .5 .8) (0 0 0) (32 32 32) big */ void() item_rockets = { self.touch = ammo_touch; if(self.spawnflags & WEAPON_BIG2) { precache_model("maps/b_rock1.bsp"); setmodel(self, "maps/b_rock1.bsp"); self.aflag = 10; } else { precache_model("maps/b_rock0.bsp"); setmodel(self, "maps/b_rock0.bsp"); self.aflag = 5; } self.weapon = 3; self.netname = "rockets"; setsize(self, '0 0 0', '32 32 56'); StartItem(); }; /*QUAKED item_cells(0 .5 .8) (0 0 0) (32 32 32) big */ void() item_cells = { self.touch = ammo_touch; if(self.spawnflags & WEAPON_BIG2) { precache_model("maps/b_batt1.bsp"); setmodel(self, "maps/b_batt1.bsp"); self.aflag = 12; } else { precache_model("maps/b_batt0.bsp"); setmodel(self, "maps/b_batt0.bsp"); self.aflag = 6; } self.weapon = 4; self.netname = "cells"; setsize(self, '0 0 0', '32 32 56'); StartItem(); }; /*QUAKED item_weapon(0 .5 .8) (0 0 0) (32 32 32) shotgun rocket spikes big DO NOT USE THIS!!!! IT WILL BE REMOVED! */ enum { WEAPON_SHOTGUN = 1, WEAPON_ROCKET = 2, WEAPON_SPIKES = 4, WEAPON_BIG = 8, }; void() item_weapon = { self.touch = ammo_touch; if(self.spawnflags & WEAPON_SHOTGUN) { if(self.spawnflags & WEAPON_BIG) { precache_model("maps/b_shell1.bsp"); setmodel(self, "maps/b_shell1.bsp"); self.aflag = 40; } else { precache_model("maps/b_shell0.bsp"); setmodel(self, "maps/b_shell0.bsp"); self.aflag = 20; } self.weapon = 1; self.netname = "shells"; } if(self.spawnflags & WEAPON_SPIKES) { if(self.spawnflags & WEAPON_BIG) { precache_model("maps/b_nail1.bsp"); setmodel(self, "maps/b_nail1.bsp"); self.aflag = 40; } else { precache_model("maps/b_nail0.bsp"); setmodel(self, "maps/b_nail0.bsp"); self.aflag = 20; } self.weapon = 2; self.netname = "spikes"; } if(self.spawnflags & WEAPON_ROCKET) { if(self.spawnflags & WEAPON_BIG) { precache_model("maps/b_rock1.bsp"); setmodel(self, "maps/b_rock1.bsp"); self.aflag = 10; } else { precache_model("maps/b_rock0.bsp"); setmodel(self, "maps/b_rock0.bsp"); self.aflag = 5; } self.weapon = 3; self.netname = "rockets"; } setsize(self, '0 0 0', '32 32 56'); StartItem(); }; /* =============================================================================== KEYS =============================================================================== */ void() key_touch = { local entity stemp; local float best; if(other.classname != "player") { return; } if(other.health <= 0) { return; } if(other.items & self.items) { return; } sprint(other, "You got the "); sprint(other, self.netname); sprint(other, "\n"); sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM); stuffcmd(other, "bf\n"); other.items = other.items | self.items; if(!coop) { self.solid = SOLID_NOT; self.model = string_null; } activator = other; SUB_UseTargets(); // fire all targets / killtargets }; void() key_setsounds = { if(world.worldtype == 0) { precache_sound("misc/medkey.wav"); self.noise = "misc/medkey.wav"; } if(world.worldtype == 1) { precache_sound("misc/runekey.wav"); self.noise = "misc/runekey.wav"; } if(world.worldtype == 2) { precache_sound2("misc/basekey.wav"); self.noise = "misc/basekey.wav"; } }; /*QUAKED item_key1(0 .5 .8) (-16 -16 -24) (16 16 32) SILVER key In order for keys to work you MUST set your maps worldtype to one of the following: 0: medieval 1: metal 2: base */ void() item_key1 = { 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; } 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 = { 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; } 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; precache_model("progs/quaddama.mdl"); precache_sound("items/damage.wav"); precache_sound("items/damage2.wav"); precache_sound("items/damage3.wav"); self.noise = "items/damage.wav"; setmodel(self, "progs/quaddama.mdl"); self.netname = "Quad Damage"; self.items = IT_QUAD; setsize(self, '-16 -16 -24', '16 16 32'); StartItem(); }; /* =============================================================================== PLAYER BACKPACKS =============================================================================== */ void() BackpackTouch = { local string s; local float best, old, new; local entity stemp; local float acount; if(other.classname != "player" || other.health <= 0) { return; } acount = 0; sprint(other, "You get "); if(self.weapon && (other.items & self.weapon) == 0) { acount = 1; sprint(other, "the "); sprint(other, self.netname); } // if the player was using their best weapon, change up to the new one if better stemp = self; self = other; best = W_BestWeapon(); self = stemp; // change weapons other.ammo_shells = other.ammo_shells + self.ammo_shells; other.ammo_nails = other.ammo_nails + self.ammo_nails; other.ammo_rockets = other.ammo_rockets + self.ammo_rockets; other.ammo_cells = other.ammo_cells + self.ammo_cells; new = self.items; if(!new) { new = other.weapon; } old = other.items; other.items = other.items | new; bound_other_ammo(); if(self.ammo_shells) { if(acount) { sprint(other, ", "); } acount = 1; s = ftos(self.ammo_shells); sprint(other, s); sprint(other, " shells"); } if(self.ammo_nails) { if(acount) { sprint(other, ", "); } acount = 1; s = ftos(self.ammo_nails); sprint(other, s); sprint(other, " nails"); } if(self.ammo_rockets) { if(acount) { sprint(other, ", "); } acount = 1; s = ftos(self.ammo_rockets); sprint(other, s); sprint(other, " rockets"); } if(self.ammo_cells) { if(acount) { sprint(other, ", "); } acount = 1; s = ftos(self.ammo_cells); sprint(other, s); sprint(other, " cells"); } 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()); } 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 =============== */ entity() DropBackpack = { local entity item; item = spawn(); item.origin = self.origin - '0 0 24'; item.items = self.weapon | (self.items & (IT_KEY1 | IT_KEY2)); item.weapon = self.weapon; switch(item.weapon) { 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: item.netname = ""; break; } item.ammo_shells = self.ammo_shells; item.ammo_nails = self.ammo_nails; item.ammo_rockets = self.ammo_rockets; item.ammo_cells = self.ammo_cells; item.velocity_z = 300; item.velocity_x = -100 + (random() * 200); item.velocity_y = -100 + (random() * 200); item.flags = FL_ITEM; item.solid = SOLID_TRIGGER; item.movetype = MOVETYPE_TOSS; setmodel(item, "progs/backpack.mdl"); setsize(item, '-16 -16 0', '16 16 56'); item.touch = BackpackTouch; item.nextthink = time + 120; // remove after 2 minutes item.think = SUB_Remove; return item; };