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- ITEMS.QC
- -------
- void() W_SetCurrentAmmo;
- /* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD
- BE .8 .3 .4 IN COLOR */
- //precache_sound ("weapons/shell1.wav");
- //precache_sound ("weapons/shell2.wav");
- //precache_sound ("weapons/nail1.wav");
- //precache_sound ("weapons/nail2.wav");
- //precache_sound ("weapons/rocket1.wav");
- //precache_sound ("weapons/rocket2.wav");
- //precache_sound ("weapons/cell1.wav");
- //precache_sound ("weapons/cell2.wav");
- void() SUB_regen =
- {
- self.model = self.mdl; // restore original model
- self.solid = SOLID_TRIGGER; // allow it to be touched again
- sound (self, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM); // play respawn sound
- setorigin (self, self.origin);
- };
- /*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8)
- prints a warning message when spawned
- */
- void() noclass =
- {
- dprint ("noclass spawned at");
- dprint (vtos(self.origin));
- dprint ("\n");
- remove (self);
- };
- /*
- ============
- PlaceItem
- plants the object on the floor
- ============
- */
- void() PlaceItem =
- {
- local float oldz;
- self.mdl = self.model; // so it can be restored on respawn
- self.flags = FL_ITEM; // make extra wide
- self.solid = SOLID_TRIGGER;
- self.movetype = MOVETYPE_TOSS;
- self.velocity = '0 0 0';
- self.origin_z = self.origin_z + 6;
- oldz = self.origin_z;
- if (!droptofloor())
- {
- dprint ("Bonus item fell out of level at ");
- dprint (vtos(self.origin));
- dprint ("\n");
- remove(self);
- return;
- }
- };
- /*
- ============
- StartItem
- Sets the clipping size and plants the object on the floor
- ============
- */
- void() StartItem =
- {
- self.nextthink = time + 0.2; // items start after other solids
- self.think = PlaceItem;
- };
- /*
- =========================================================================
- HEALTH BOX
- =========================================================================
- */
- //
- // T_Heal: add health to an entity, limiting health to max_health
- // "ignore" will ignore max_health limit
- //
- float (entity e, float healamount, float ignore) T_Heal =
- {
- if (e.health <= 0)
- return 0;
- if ((!ignore) && (e.health >= other.max_health))
- return 0;
- healamount = ceil(healamount);
- e.health = e.health + healamount;
- if ((!ignore) && (e.health >= other.max_health))
- e.health = other.max_health;
- if (e.health > 250)
- e.health = 250;
- return 1;
- };
- /*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) rotten megahealth
- Health box. Normally gives 25 points.
- Rotten box heals 5-10 points,
- megahealth will add 100 health, then
- rot you down to your maximum health limit,
- one point per second.
- */
- float H_ROTTEN = 1;
- float H_MEGA = 2;
- .float healamount, healtype;
- void() health_touch;
- void() item_megahealth_rot;
- void() item_health =
- {
- self.touch = health_touch;
- if (self.spawnflags & H_ROTTEN)
- {
- precache_model("maps/b_bh10.bsp");
- precache_sound("items/r_item1.wav");
- setmodel(self, "maps/b_bh10.bsp");
- self.noise = "items/r_item1.wav";
- self.healamount = 15;
- self.healtype = 0;
- }
- else
- if (self.spawnflags & H_MEGA)
- {
- precache_model("maps/b_bh100.bsp");
- precache_sound("items/r_item2.wav");
- setmodel(self, "maps/b_bh100.bsp");
- self.noise = "items/r_item2.wav";
- self.healamount = 100;
- self.healtype = 2;
- }
- else
- {
- precache_model("maps/b_bh25.bsp");
- precache_sound("items/health1.wav");
- setmodel(self, "maps/b_bh25.bsp");
- self.noise = "items/health1.wav";
- self.healamount = 25;
- self.healtype = 1;
- }
- setsize (self, '0 0 0', '32 32 56');
- StartItem ();
- };
- void() health_touch =
- {
- local float amount;
- local string s;
- if (other.classname != "player")
- return;
- if (self.healtype == 2) // Megahealth? Ignore max_health...
- {
- if (other.health >= 250)
- return;
- if (!T_Heal(other, self.healamount, 1))
- return;
- }
- else
- {
- if (!T_Heal(other, self.healamount, 0))
- return;
- }
- sprint(other, "You receive ");
- s = ftos(self.healamount);
- sprint(other, s);
- sprint(other, " health\n");
- // health touch sound
- sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
- stuffcmd (other, "bf\n");
- self.model = string_null;
- self.solid = SOLID_NOT;
- // Megahealth = rot down the player's super health
- if (self.healtype == 2)
- {
- other.items = other.items | IT_SUPERHEALTH;
- self.nextthink = time + 5;
- self.think = item_megahealth_rot;
- self.owner = other;
- }
- else
- {
- if (deathmatch != 2) // deathmatch 2 is the silly old rules
- {
- if (deathmatch)
- self.nextthink = time + 20;
- self.think = SUB_regen;
- }
- }
- activator = other;
- SUB_UseTargets(); // fire all targets / killtargets
- };
- void() item_megahealth_rot =
- {
- other = self.owner;
- if (other.health > other.max_health)
- {
- other.health = other.health - 1;
- self.nextthink = time + 1;
- return;
- }
- // it is possible for a player to die and respawn between rots, so don't
- // just blindly subtract the flag off
- other.items = other.items - (other.items & IT_SUPERHEALTH);
- if (deathmatch == 1) // deathmatch 2 is silly old rules
- {
- self.nextthink = time + 20;
- self.think = SUB_regen;
- }
- };
- /*
- ===============================================================================
- ARMOR
- ===============================================================================
- */
- void() armor_touch;
- void() armor_touch =
- {
- local float type, value, bit;
- if (other.health <= 0)
- return;
- if (other.classname != "player")
- return;
- if (self.classname == "item_armor1")
- {
- type = 0.3;
- value = 100;
- bit = IT_ARMOR1;
- }
- if (self.classname == "item_armor2")
- {
- type = 0.6;
- value = 150;
- bit = IT_ARMOR2;
- }
- if (self.classname == "item_armorInv")
- {
- type = 0.8;
- value = 200;
- bit = IT_ARMOR3;
- }
- if (other.armortype*other.armorvalue >= type*value)
- return;
- other.armortype = type;
- other.armorvalue = value;
- other.items = other.items - (other.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + bit;
- self.solid = SOLID_NOT;
- self.model = string_null;
- if (deathmatch == 1)
- self.nextthink = time + 20;
- self.think = SUB_regen;
- sprint(other, "You got armor\n");
- // armor touch sound
- sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM);
- stuffcmd (other, "bf\n");
- activator = other;
- SUB_UseTargets(); // fire all targets / killtargets
- };
- /*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32)
- */
- void() item_armor1 =
- {
- self.touch = armor_touch;
- precache_model ("progs/armor.mdl");
- setmodel (self, "progs/armor.mdl");
- self.skin = 0;
- setsize (self, '-16 -16 0', '16 16 56');
- StartItem ();
- };
- /*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32)
- */
- void() item_armor2 =
- {
- self.touch = armor_touch;
- precache_model ("progs/armor.mdl");
- setmodel (self, "progs/armor.mdl");
- self.skin = 1;
- setsize (self, '-16 -16 0', '16 16 56');
- StartItem ();
- };
- /*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32)
- */
- void() item_armorInv =
- {
- self.touch = armor_touch;
- precache_model ("progs/armor.mdl");
- setmodel (self, "progs/armor.mdl");
- self.skin = 2;
- setsize (self, '-16 -16 0', '16 16 56');
- StartItem ();
- };
- /*
- ===============================================================================
- WEAPONS
- ===============================================================================
- */
- void() bound_other_ammo =
- {
- if (other.ammo_shells > 100)
- other.ammo_shells = 100;
- if (other.ammo_nails > 200)
- other.ammo_nails = 200;
- if (other.ammo_rockets > 100)
- other.ammo_rockets = 100;
- if (other.ammo_cells > 100)
- other.ammo_cells = 100;
- };
- float(float w) RankForWeapon =
- {
- if (w == IT_LIGHTNING)
- return 1;
- if (w == IT_ROCKET_LAUNCHER)
- return 2;
- if (w == IT_SUPER_NAILGUN)
- return 3;
- if (w == IT_GRENADE_LAUNCHER)
- return 4;
- if (w == IT_SUPER_SHOTGUN)
- return 5;
- if (w == IT_NAILGUN)
- return 6;
- return 7;
- };
- /*
- =============
- Deathmatch_Weapon
- Deathmatch weapon change rules for picking up a weapon
- .float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
- =============
- */
- void(float old, float new) Deathmatch_Weapon =
- {
- local float or, nr;
- // change self.weapon if desired
- or = RankForWeapon (self.weapon);
- nr = RankForWeapon (new);
- if ( nr < or )
- self.weapon = new;
- };
- /*
- =============
- weapon_touch
- =============
- */
- float() W_BestWeapon;
- void() weapon_touch =
- {
- local float hadammo, best, new, old;
- local entity stemp;
- local float leave;
- if (!(other.flags & FL_CLIENT))
- return;
- // if the player was using his best weapon, change up to the new one if better
- stemp = self;
- self = other;
- best = W_BestWeapon();
- self = stemp;
- if (deathmatch == 2 || coop)
- leave = 1;
- else
- leave = 0;
- if (self.classname == "weapon_nailgun")
- {
- if (leave && (other.items & IT_NAILGUN) )
- return;
- hadammo = other.ammo_nails;
- new = IT_NAILGUN;
- other.ammo_nails = other.ammo_nails + 30;
- }
- else if (self.classname == "weapon_infantrygun")
- {
- if (leave && (other.items & IT_INFANTRY_GUN) )
- return;
- hadammo = other.ammo_nails; // ammo_rockets
- new = IT_INFANTRY_GUN;
- 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_gatlinggun")
- {
- if (leave && (other.items & IT_GATLING_GUN) )
- return;
- hadammo = other.ammo_rockets;
- new = IT_GATLING_GUN;
- other.ammo_nails = other.ammo_nails + 50;
- }
- 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 if (self.classname == "weapon_bfg9500")
- {
- if (leave && (other.items & IT_BFG9500) )
- return;
- hadammo = other.ammo_rockets;
- new = IT_BFG9500;
- other.ammo_cells = other.ammo_cells + 30;
- }
- else
- objerror ("weapon_touch: unknown classname");
- sprint (other, "You got the ");
- sprint (other, self.netname);
- sprint (other, "\n");
- // weapon touch sound
- sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
- stuffcmd (other, "bf\n");
- bound_other_ammo ();
- // change to the weapon
- old = other.items;
- other.items = other.items | new;
- stemp = self;
- self = other;
- if (!deathmatch)
- self.weapon = new;
- else
- Deathmatch_Weapon (old, new);
- W_SetCurrentAmmo();
- self = stemp;
- if (leave)
- return;
- // remove it in single player, or setup for respawning in deathmatch
- self.model = string_null;
- self.solid = SOLID_NOT;
- if (deathmatch == 1)
- self.nextthink = time + 30;
- self.think = SUB_regen;
- activator = other;
- SUB_UseTargets(); // fire all targets / killtargets
- };
- /*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32)
- */
- void() weapon_supershotgun =
- {
- precache_model ("progs/g_shot.mdl");
- setmodel (self, "progs/g_shot.mdl");
- self.weapon = IT_SUPER_SHOTGUN;
- self.netname = "Double-barrelled Shotgun";
- self.touch = weapon_touch;
- setsize (self, '-16 -16 0', '16 16 56');
- StartItem ();
- };
- /*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32)
- */
- void() weapon_nailgun =
- {
- precache_model ("progs/g_nail.mdl");
- setmodel (self, "progs/g_nail.mdl");
- self.weapon = IT_NAILGUN;
- self.netname = "nailgun";
- self.touch = weapon_touch;
- setsize (self, '-16 -16 0', '16 16 56');
- StartItem ();
- };
- /*QUAKED weapon_infantrygun (0 .5 .8) (-16 -16 0) (16 16 32)
- */
- void() weapon_infantrygun =
- {
- precache_model ("progs/g_infg.mdl");
- setmodel (self, "progs/g_infg.mdl");
- self.weapon = IT_INFANTRY_GUN;
- self.netname = "Infantry Gun";
- self.touch = weapon_touch;
- setsize (self, '-16 -16 0', '16 16 56');
- StartItem ();
- };
- /*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32)
- */
- void() weapon_supernailgun =
- {
- precache_model ("progs/g_nail2.mdl");
- setmodel (self, "progs/g_nail2.mdl");
- self.weapon = IT_SUPER_NAILGUN;
- self.netname = "Super Nailgun";
- self.touch = weapon_touch;
- setsize (self, '-16 -16 0', '16 16 56');
- StartItem ();
- };
- /*QUAKED weapon_gatlinggun (0 .5 .8) (-16 -16 0) (16 16 32)
- */
- void() weapon_gatlinggun =
- {
- precache_model ("progs/g_gatlg.mdl");
- setmodel (self, "progs/g_gatlg.mdl");
- self.weapon = IT_GATLING_GUN;
- self.netname = "Gatling Gun";
- self.touch = weapon_touch;
- setsize (self, '-16 -16 0', '16 16 56');
- StartItem ();
- };
- /*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32)
- */
- void() weapon_grenadelauncher =
- {
- precache_model ("progs/g_rock.mdl");
- setmodel (self, "progs/g_rock.mdl");
- self.weapon = 3;
- self.netname = "Grenade Launcher";
- self.touch = weapon_touch;
- setsize (self, '-16 -16 0', '16 16 56');
- StartItem ();
- };
- /*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32)
- */
- void() weapon_rocketlauncher =
- {
- precache_model ("progs/g_rock2.mdl");
- setmodel (self, "progs/g_rock2.mdl");
- self.weapon = 3;
- self.netname = "Rocket Launcher";
- self.touch = weapon_touch;
- setsize (self, '-16 -16 0', '16 16 56');
- StartItem ();
- };
- /*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32)
- */
- void() weapon_lightning =
- {
- precache_model ("progs/g_light.mdl");
- setmodel (self, "progs/g_light.mdl");
- self.weapon = 3;
- self.netname = "Thunderbolt";
- self.touch = weapon_touch;
- setsize (self, '-16 -16 0', '16 16 56');
- StartItem ();
- };
- /*QUAKED weapon_bfg9500 (0 .5 .8) (-16 -16 0) (16 16 32)
- */
- void() weapon_bfg9500 =
- {
- precache_model ("progs/g_bfg.mdl");
- setmodel (self, "progs/g_bfg.mdl");
- self.weapon = 3;
- self.netname = "BFG9500";
- self.touch = weapon_touch;
- setsize (self, '-16 -16 0', '16 16 56');
- StartItem ();
- };
- /*
- ===============================================================================
- AMMO
- ===============================================================================
- */
- void() ammo_touch =
- {
- local entity stemp;
- local float best;
- if (other.classname != "player")
- return;
- if (other.health <= 0)
- return;
- // if the player was using his best weapon, change up to the new one if better
- stemp = self;
- self = other;
- best = W_BestWeapon();
- self = stemp;
- // shotgun
- if (self.weapon == 1)
- {
- if (other.ammo_shells >= 100)
- return;
- other.ammo_shells = other.ammo_shells + self.aflag;
- }
- // spikes
- if (self.weapon == 2)
- {
- if (other.ammo_nails >= 200)
- return;
- other.ammo_nails = other.ammo_nails + self.aflag;
- }
- // rockets
- if (self.weapon == 3)
- {
- if (other.ammo_rockets >= 100)
- return;
- other.ammo_rockets = other.ammo_rockets + self.aflag;
- }
- // cells
- if (self.weapon == 4)
- {
- if (other.ammo_cells >= 100)
- return;
- other.ammo_cells = other.ammo_cells + self.aflag;
- }
- bound_other_ammo ();
- sprint (other, "You got ");
- sprint (other, self.netname);
- sprint (other, "\n");
- // ammo touch sound
- sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); //this allows to play different pickup sounds depending on the item
- stuffcmd (other, "bf\n");
- // change to a better weapon if appropriate
- if ( other.weapon == best )
- {
- stemp = self;
- self = other;
- self.weapon = W_BestWeapon();
- W_SetCurrentAmmo ();
- self = stemp;
- }
- // if changed current ammo, update it
- stemp = self;
- self = other;
- W_SetCurrentAmmo();
- self = stemp;
- // remove it in single player, or setup for respawning in deathmatch
- self.model = string_null;
- self.solid = SOLID_NOT;
- if (deathmatch == 1)
- self.nextthink = time + 30;
- self.think = SUB_regen;
- activator = other;
- SUB_UseTargets(); // fire all targets / killtargets
- };
- float WEAPON_BIG2 = 1;
- /*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) big
- */
- void() item_shells =
- {
- self.touch = ammo_touch;
- if (self.spawnflags & WEAPON_BIG2)
- {
- precache_model ("maps/b_shell1.bsp");
- setmodel (self, "maps/b_shell1.bsp");
- self.noise = "weapons/shell2.wav"; //the path field under "self.noise" will be used for the sound declaration above
- self.aflag = 40;
- self.netname = "40 shells";
- }
- else
- {
- precache_model ("maps/b_shell0.bsp");
- setmodel (self, "maps/b_shell0.bsp");
- self.noise = "weapons/shell1.wav";
- self.aflag = 20;
- self.netname = "20 shells";
- }
- self.weapon = 1;
- 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.noise = "weapons/nail2.wav";
- self.aflag = 50;
- self.netname = "50 nails";
- }
- else
- {
- precache_model ("maps/b_nail0.bsp");
- setmodel (self, "maps/b_nail0.bsp");
- self.noise = "weapons/nail1.wav";
- self.aflag = 25;
- self.netname = "25 nails";
- }
- self.weapon = 2;
- 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.noise = "weapons/rocket2.wav";
- self.aflag = 10;
- self.netname = "10 rockets";
- }
- else
- {
- precache_model ("maps/b_rock0.bsp");
- setmodel (self, "maps/b_rock0.bsp");
- self.noise = "weapons/rocket1.wav";
- self.aflag = 5;
- self.netname = "5 rockets";
- }
- self.weapon = 3;
- 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.noise = "weapons/cell2.wav";
- self.aflag = 12;
- self.netname = "12 cells";
- }
- else
- {
- precache_model ("maps/b_batt0.bsp");
- setmodel (self, "maps/b_batt0.bsp");
- self.noise = "weapons/cell1.wav";
- self.aflag = 6;
- self.netname = "6 cells";
- }
- self.weapon = 4;
- setsize (self, '0 0 0', '32 32 56');
- StartItem ();
- };
- /*QUAKED item_weapon (0 .5 .8) (0 0 0) (32 32 32) shotgun rocket spikes big
- DO NOT USE THIS!!!! IT WILL BE REMOVED!
- */
- float WEAPON_SHOTGUN = 1;
- float WEAPON_ROCKET = 2;
- float WEAPON_SPIKES = 4;
- float WEAPON_BIG = 8;
- void() item_weapon =
- {
- self.touch = ammo_touch;
- if (self.spawnflags & WEAPON_SHOTGUN)
- {
- if (self.spawnflags & WEAPON_BIG)
- {
- precache_model ("maps/b_shell1.bsp");
- setmodel (self, "maps/b_shell1.bsp");
- self.aflag = 40;
- }
- else
- {
- precache_model ("maps/b_shell0.bsp");
- setmodel (self, "maps/b_shell0.bsp");
- self.aflag = 20;
- }
- self.weapon = 1;
- self.netname = "shells";
- }
- if (self.spawnflags & WEAPON_SPIKES)
- {
- if (self.spawnflags & WEAPON_BIG)
- {
- precache_model ("maps/b_nail1.bsp");
- setmodel (self, "maps/b_nail1.bsp");
- self.aflag = 40;
- }
- else
- {
- precache_model ("maps/b_nail0.bsp");
- setmodel (self, "maps/b_nail0.bsp");
- self.aflag = 20;
- }
- self.weapon = 2;
- self.netname = "spikes";
- }
- if (self.spawnflags & WEAPON_ROCKET)
- {
- if (self.spawnflags & WEAPON_BIG)
- {
- precache_model ("maps/b_rock1.bsp");
- setmodel (self, "maps/b_rock1.bsp");
- self.aflag = 10;
- }
- else
- {
- precache_model ("maps/b_rock0.bsp");
- setmodel (self, "maps/b_rock0.bsp");
- self.aflag = 5;
- }
- self.weapon = 3;
- self.netname = "rockets";
- }
- setsize (self, '0 0 0', '32 32 56');
- StartItem ();
- };
- /*
- ===============================================================================
- KEYS
- ===============================================================================
- */
- void() key_touch =
- {
- local entity stemp;
- local float best;
- if (other.classname != "player")
- return;
- if (other.health <= 0)
- return;
- if (other.items & self.items)
- return;
- sprint (other, "You got the ");
- sprint (other, self.netname);
- sprint (other,"\n");
- sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
- stuffcmd (other, "bf\n");
- other.items = other.items | self.items;
- if (!coop)
- {
- self.solid = SOLID_NOT;
- self.model = string_null;
- }
- activator = other;
- SUB_UseTargets(); // fire all targets / killtargets
- };
- void() key_setsounds =
- {
- if (world.worldtype == 0)
- {
- precache_sound ("misc/medkey.wav");
- self.noise = "misc/medkey.wav";
- }
- if (world.worldtype == 1)
- {
- precache_sound ("misc/runekey.wav");
- self.noise = "misc/runekey.wav";
- }
- if (world.worldtype == 2)
- {
- precache_sound2 ("misc/basekey.wav");
- self.noise = "misc/basekey.wav";
- }
- };
- /*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32)
- SILVER key
- In order for keys to work
- you MUST set your maps
- worldtype to one of the
- following:
- 0: medieval
- 1: metal
- 2: base
- */
- void() item_key1 =
- {
- if (world.worldtype == 0)
- {
- precache_model ("progs/w_s_key.mdl");
- setmodel (self, "progs/w_s_key.mdl");
- self.netname = "silver key";
- }
- else if (world.worldtype == 1)
- {
- precache_model ("progs/m_s_key.mdl");
- setmodel (self, "progs/m_s_key.mdl");
- self.netname = "silver runekey";
- }
- else if (world.worldtype == 2)
- {
- precache_model2 ("progs/b_s_key.mdl");
- setmodel (self, "progs/b_s_key.mdl");
- self.netname = "silver keycard";
- }
- key_setsounds();
- self.touch = key_touch;
- self.items = IT_KEY1;
- setsize (self, '-16 -16 -24', '16 16 32');
- StartItem ();
- };
- /*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32)
- GOLD key
- In order for keys to work
- you MUST set your maps
- worldtype to one of the
- following:
- 0: medieval
- 1: metal
- 2: base
- */
- void() item_key2 =
- {
- if (world.worldtype == 0)
- {
- precache_model ("progs/w_g_key.mdl");
- setmodel (self, "progs/w_g_key.mdl");
- self.netname = "gold key";
- }
- if (world.worldtype == 1)
- {
- precache_model ("progs/m_g_key.mdl");
- setmodel (self, "progs/m_g_key.mdl");
- self.netname = "gold runekey";
- }
- if (world.worldtype == 2)
- {
- precache_model2 ("progs/b_g_key.mdl");
- setmodel (self, "progs/b_g_key.mdl");
- self.netname = "gold keycard";
- }
- key_setsounds();
- self.touch = key_touch;
- self.items = IT_KEY2;
- setsize (self, '-16 -16 -24', '16 16 32');
- StartItem ();
- };
- /*
- ===============================================================================
- END OF LEVEL RUNES
- ===============================================================================
- */
- void() sigil_touch =
- {
- local entity stemp;
- local float best;
- if (other.classname != "player")
- return;
- if (other.health <= 0)
- return;
- centerprint (other, "You got the rune!");
- sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
- stuffcmd (other, "bf\n");
- self.solid = SOLID_NOT;
- self.model = string_null;
- serverflags = serverflags | (self.spawnflags & 15);
- self.classname = ""; // so rune doors won't find it
- activator = other;
- SUB_UseTargets(); // fire all targets / killtargets
- };
- /*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4
- End of level sigil, pick up to end episode and return to jrstart.
- */
- void() item_sigil =
- {
- if (!self.spawnflags)
- objerror ("no spawnflags");
- precache_sound ("misc/runekey.wav");
- self.noise = "misc/runekey.wav";
- if (self.spawnflags & 1)
- {
- precache_model ("progs/end1.mdl");
- setmodel (self, "progs/end1.mdl");
- }
- if (self.spawnflags & 2)
- {
- precache_model2 ("progs/end2.mdl");
- setmodel (self, "progs/end2.mdl");
- }
- if (self.spawnflags & 4)
- {
- precache_model2 ("progs/end3.mdl");
- setmodel (self, "progs/end3.mdl");
- }
- if (self.spawnflags & 8)
- {
- precache_model2 ("progs/end4.mdl");
- setmodel (self, "progs/end4.mdl");
- }
- self.touch = sigil_touch;
- setsize (self, '-16 -16 -24', '16 16 32');
- StartItem ();
- };
- /*
- ===============================================================================
- POWERUPS
- ===============================================================================
- */
- void() powerup_touch;
- void() powerup_touch =
- {
- local entity stemp;
- local float best;
- if (other.classname != "player")
- return;
- if (other.health <= 0)
- return;
- sprint (other, "You got the ");
- sprint (other, self.netname);
- sprint (other,"\n");
- if (deathmatch)
- {
- self.mdl = self.model;
- if ((self.classname == "item_artifact_invulnerability") ||
- (self.classname == "item_artifact_invisibility"))
- self.nextthink = time + 60*5;
- else
- self.nextthink = time + 60;
- self.think = SUB_regen;
- }
- sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM);
- stuffcmd (other, "bf\n");
- self.solid = SOLID_NOT;
- other.items = other.items | self.items;
- self.model = string_null;
- // do the apropriate action
- if (self.classname == "item_artifact_envirosuit")
- {
- other.rad_time = 1;
- other.radsuit_finished = time + 30;
- }
- if (self.classname == "item_artifact_invulnerability")
- {
- other.invincible_time = 1;
- other.invincible_finished = time + 30;
- }
- if (self.classname == "item_artifact_invisibility")
- {
- other.invisible_time = 1;
- other.invisible_finished = time + 30;
- }
- if (self.classname == "item_artifact_super_damage")
- {
- other.super_time = 1;
- other.super_damage_finished = time + 30;
- }
- activator = other;
- SUB_UseTargets(); // fire all targets / killtargets
- };
- /*QUAKED item_artifact_invulnerability (0 .5 .8) (-16 -16 -24) (16 16 32)
- Player is invulnerable for 30 seconds
- */
- void() item_artifact_invulnerability =
- {
- self.touch = powerup_touch;
- precache_model ("progs/invulner.mdl");
- precache_sound ("items/protect.wav");
- precache_sound ("items/protect2.wav");
- precache_sound ("items/protect3.wav");
- self.noise = "items/protect.wav";
- setmodel (self, "progs/invulner.mdl");
- self.netname = "Pentagram of Protection";
- self.items = IT_INVULNERABILITY;
- setsize (self, '-16 -16 -24', '16 16 32');
- StartItem ();
- };
- /*QUAKED item_artifact_envirosuit (0 .5 .8) (-16 -16 -24) (16 16 32)
- Player takes no damage from water or slime for 30 seconds
- */
- void() item_artifact_envirosuit =
- {
- self.touch = powerup_touch;
- precache_model ("progs/suit.mdl");
- precache_sound ("items/suit.wav");
- precache_sound ("items/suit2.wav");
- self.noise = "items/suit.wav";
- setmodel (self, "progs/suit.mdl");
- self.netname = "Biosuit";
- self.items = IT_SUIT;
- setsize (self, '-16 -16 -24', '16 16 32');
- StartItem ();
- };
- /*QUAKED item_artifact_invisibility (0 .5 .8) (-16 -16 -24) (16 16 32)
- Player is invisible for 30 seconds
- */
- void() item_artifact_invisibility =
- {
- self.touch = powerup_touch;
- precache_model ("progs/invisibl.mdl");
- precache_sound ("items/inv1.wav");
- precache_sound ("items/inv2.wav");
- precache_sound ("items/inv3.wav");
- self.noise = "items/inv1.wav";
- setmodel (self, "progs/invisibl.mdl");
- self.netname = "Ring of Shadows";
- self.items = IT_INVISIBILITY;
- setsize (self, '-16 -16 -24', '16 16 32');
- StartItem ();
- };
- /*QUAKED item_artifact_super_damage (0 .5 .8) (-16 -16 -24) (16 16 32)
- The next attack from the player will do 4x damage
- */
- void() item_artifact_super_damage =
- {
- self.touch = powerup_touch;
- precache_model ("progs/quaddama.mdl");
- precache_sound ("items/damage.wav");
- precache_sound ("items/damage2.wav");
- precache_sound ("items/damage3.wav");
- self.noise = "items/damage.wav";
- setmodel (self, "progs/quaddama.mdl");
- self.netname = "Quad Damage";
- self.items = IT_QUAD;
- setsize (self, '-16 -16 -24', '16 16 32');
- StartItem ();
- };
- /*
- ===============================================================================
- PLAYER BACKPACKS
- ===============================================================================
- */
- void() BackpackTouch =
- {
- local string s;
- local float best, old, new;
- local entity stemp;
- local float acount;
- if (other.classname != "player")
- return;
- if (other.health <= 0)
- return;
- acount = 0;
- sprint (other, "You get ");
- if (self.items)
- if ((other.items & self.items) == 0)
- {
- acount = 1;
- sprint (other, "the ");
- sprint (other, self.netname);
- }
- // if the player was using his best weapon, change up to the new one if better
- stemp = self;
- self = other;
- best = W_BestWeapon();
- self = stemp;
- // change weapons
- other.ammo_shells = other.ammo_shells + self.ammo_shells;
- other.ammo_nails = other.ammo_nails + self.ammo_nails;
- other.ammo_rockets = other.ammo_rockets + self.ammo_rockets;
- other.ammo_cells = other.ammo_cells + self.ammo_cells;
- new = self.items;
- if (!new)
- new = other.weapon;
- old = other.items;
- other.items = other.items | new;
- bound_other_ammo ();
- if (self.ammo_shells)
- {
- if (acount)
- sprint(other, ", ");
- acount = 1;
- s = ftos(self.ammo_shells);
- sprint (other, s);
- sprint (other, " shells");
- }
- if (self.ammo_nails)
- {
- if (acount)
- sprint(other, ", ");
- acount = 1;
- s = ftos(self.ammo_nails);
- sprint (other, s);
- sprint (other, " nails");
- }
- if (self.ammo_rockets)
- {
- if (acount)
- sprint(other, ", ");
- acount = 1;
- s = ftos(self.ammo_rockets);
- sprint (other, s);
- sprint (other, " rockets");
- }
- if (self.ammo_cells)
- {
- if (acount)
- sprint(other, ", ");
- acount = 1;
- s = ftos(self.ammo_cells);
- sprint (other, s);
- sprint (other, " cells");
- }
- sprint (other, "\n");
- // backpack touch sound
- sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
- stuffcmd (other, "bf\n");
- // remove the backpack, change self to the player
- remove(self);
- self = other;
- // change to the weapon
- if (!deathmatch)
- self.weapon = new;
- else
- Deathmatch_Weapon (old, new);
- W_SetCurrentAmmo ();
- };
- /*
- ===============
- DropBackpack
- ===============
- */
- void() DropBackpack =
- {
- local entity item;
- if (!(self.ammo_shells + self.ammo_nails + self.ammo_rockets + self.ammo_cells))
- return; // nothing in it
- item = spawn();
- item.origin = self.origin - '0 0 24';
- item.items = self.weapon;
- if (item.items == IT_AXE)
- item.netname = "Axe";
- else if (item.items == IT_SHOTGUN)
- item.netname = "Shotgun";
- else if (item.items == IT_SUPER_SHOTGUN)
- item.netname = "Double-barrelled Shotgun";
- else if (item.items == IT_NAILGUN)
- item.netname = "Nailgun";
- else if (item.items == IT_SUPER_NAILGUN)
- item.netname = "Super Nailgun";
- else if (item.items == IT_GRENADE_LAUNCHER)
- item.netname = "Grenade Launcher";
- else if (item.items == IT_ROCKET_LAUNCHER)
- item.netname = "Rocket Launcher";
- else if (item.items == IT_LIGHTNING)
- item.netname = "Thunderbolt";
- else
- item.netname = "";
- item.ammo_shells = self.ammo_shells;
- item.ammo_nails = self.ammo_nails;
- item.ammo_rockets = self.ammo_rockets;
- item.ammo_cells = self.ammo_cells;
- item.velocity_z = 300;
- item.velocity_x = -100 + (random() * 200);
- item.velocity_y = -100 + (random() * 200);
- item.flags = FL_ITEM;
- item.solid = SOLID_TRIGGER;
- item.movetype = MOVETYPE_TOSS;
- setmodel (item, "progs/backpack.mdl");
- setsize (item, '-16 -16 0', '16 16 56');
- item.touch = BackpackTouch;
- item.nextthink = time + 120; // remove after 2 minutes
- item.think = SUB_Remove;
- };
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