/* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD BE .8 .3 .4 IN COLOR */ void (float weap) W_WeaponSwitch; void (entity ent) W_UpdateAmmoCounts; 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); }; // names of weapons function string(float weap) I_WeaponName = { switch (weap) { case IT_AXE: return "Axe"; case IT_SHOTGUN: return "Shotgun"; case IT_SUPER_SHOTGUN: return "Double-barrelled Shotgun"; case IT_NAILGUN: return "Nailgun"; case IT_SUPER_NAILGUN: return "Super Nailgun"; case IT_GRENADE_LAUNCHER: return "Grenade Launcher"; case IT_ROCKET_LAUNCHER: return "Rocket Launcher"; case IT_LIGHTNING: return "Thunderbolt"; } return ""; } void() q_touch; void() q_touch = { local string s, t; if (other.classname != "player") return; if (other.health <= 0) return; self.mdl = self.model; sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); self.solid = SOLID_NOT; other.items = other.items | IT_QUAD; self.model = string_null; if (deathmatch == 4) { other.armortype = 0; other.armorvalue = 0; other.ammo_cells_real = 0; W_UpdateAmmoCounts(other); } // do the apropriate action other.super_time = 1; other.super_damage_finished = self.cnt; s=ftos(rint(other.super_damage_finished - time)); t = " recovered a Quad with "; if (deathmatch == 4) t = " recovered an OctaPower with "; bprint4 (PRINT_LOW, other.netname, t, s, " seconds remaining!\n"); activator = other; SUB_UseTargets(); // fire all targets / killtargets }; void(float timeleft) DropQuad = { local entity item; item = spawn(); item.origin = self.origin; 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; item.noise = "items/damage.wav"; setmodel (item, "progs/quaddama.mdl"); setsize (item, '-16 -16 -24', '16 16 32'); item.cnt = time + timeleft; item.touch = q_touch; item.nextthink = time + timeleft; // remove it with the time left on it item.think = SUB_Remove; }; void() r_touch; void() r_touch = { local string s; if (other.classname != "player") return; if (other.health <= 0) return; self.mdl = self.model; sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); self.solid = SOLID_NOT; other.items = other.items | IT_INVISIBILITY; self.model = string_null; // do the apropriate action other.invisible_time = 1; other.invisible_finished = self.cnt; s=ftos(rint(other.invisible_finished - time)); bprint4 (PRINT_LOW, other.netname, " recovered a Ring with ", s, " seconds remaining!\n"); activator = other; SUB_UseTargets(); // fire all targets / killtargets }; void(float timeleft) DropRing = { local entity item; item = spawn(); item.origin = self.origin; 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; item.noise = "items/inv1.wav"; setmodel (item, "progs/invisibl.mdl"); setsize (item, '-16 -16 -24', '16 16 32'); item.cnt = time + timeleft; item.touch = r_touch; item.nextthink = time + timeleft; // remove after 30 seconds item.think = SUB_Remove; }; /* ============ 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 hamount, float ignore) T_Heal = { if (e.health <= 0) return 0; if ((!ignore) && (e.health >= other.max_health)) return 0; hamount = ceil(hamount); e.health = e.health + hamount; if ((!ignore) && (e.health >= other.max_health)) e.health = other.max_health; if (e.health > e.max_health + 150) e.health = e.max_health + 150; e.healdecay = time + 5; 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. */ void() health_touch; 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 string s; if (deathmatch == 4) if (other.invincible_time > time) return; if (other.classname != "player") return; if (self.healtype == H_MEGA) // Megahealth? Ignore max_health... { if (other.health >= other.max_health + 150) return; if (!T_Heal(other, self.healamount, 1)) return; } else { if (!T_Heal(other, self.healamount, 0)) return; } s = ftos(self.healamount); sprint3(other, PRINT_LOW, "You receive ", s, " 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 (deathmatch) // TODO: are these rules right? { if (deathmatch != 2) // deathmatch 2 is the silly old rules { if (self.healtype == H_MEGA) self.nextthink = time + 45; // should I account for health healed instead? else self.nextthink = time + 20; self.think = SUB_regen; } } activator = other; SUB_UseTargets(); // fire all targets / killtargets }; /* =============================================================================== ARMOR =============================================================================== */ void() armor_touch; void() armor_touch = { local float type, value, bit; if (other.health <= 0) return; if (other.classname != "player") return; if (deathmatch == 4) if (other.invincible_time > 0) return; switch (self.classname) { case "item_armor1": type = 0.3; value = 100; bit = IT_ARMOR1; break; case "item_armor2": type = 0.6; value = 150; bit = IT_ARMOR2; break; case "item_armorInv": type = 0.8; value = 200; bit = IT_ARMOR3; break; } 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 && deathmatch != 2) { self.nextthink = time + 20; self.think = SUB_regen; } sprint1(other, PRINT_LOW, "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_real > 100) other.ammo_shells_real = 100; if (other.ammo_nails_real > 200) other.ammo_nails_real = 200; if (other.ammo_rockets_real > 100) other.ammo_rockets_real = 100; if (other.ammo_cells_real > 100) other.ammo_cells_real = 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; }; float (float w) WeaponCode = { if (w == IT_SUPER_SHOTGUN) return 3; if (w == IT_NAILGUN) return 4; if (w == IT_SUPER_NAILGUN) return 5; if (w == IT_GRENADE_LAUNCHER) return 6; if (w == IT_ROCKET_LAUNCHER) return 7; if (w == IT_LIGHTNING) return 8; return 1; }; /* ============= 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 == IT_LIGHTNING && self.waterlevel > 1 ) return; if ( nr < or ) W_WeaponSwitch (new); }; /* ============= weapon_touch ============= */ float() W_BestWeapon; void() weapon_touch = { local float new, old; local float leave; local entity stemp; // For client weapon_switch local float w_switch; if (!(other.flags & FL_CLIENT)) return; w_switch = numberclientinfokey(other,"w_switch"); if (w_switch == 0) w_switch = 8; if (deathmatch == 2 || deathmatch == 3 || deathmatch == 5) leave = 1; else leave = 0; // check if we have the weapon already if (leave && (other.items & self.weapon)) return; new = self.weapon; // add ammo here switch (new) { case IT_SUPER_SHOTGUN: other.ammo_shells_real += 5; break; case IT_NAILGUN: case IT_SUPER_NAILGUN: other.ammo_nails_real += 30; break; case IT_GRENADE_LAUNCHER: case IT_ROCKET_LAUNCHER: other.ammo_rockets_real += 5; break; case IT_LIGHTNING: other.ammo_cells_real += 15; break; } sprint3 (other, PRINT_LOW, "You got the ", I_WeaponName(new), "\n"); // weapon touch sound sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); bound_other_ammo (); W_UpdateAmmoCounts(other); // change to the weapon old = other.items; other.items = other.items | new; stemp = self; self = other; if ( WeaponCode(new) <= w_switch ) { if (self.flags & FL_INWATER) { if (new != IT_LIGHTNING) { Deathmatch_Weapon (old, new); } } else { Deathmatch_Weapon (old, new); } } self = stemp; if (leave) return; if (deathmatch != 3 || deathmatch != 5) { // remove it in single player, or setup for respawning in deathmatch self.model = string_null; self.solid = SOLID_NOT; if (deathmatch && deathmatch != 2) { 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 = { if (deathmatch <= 3) { precache_model ("progs/g_shot.mdl"); setmodel (self, "progs/g_shot.mdl"); self.weapon = IT_SUPER_SHOTGUN; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); } else remove(self); }; /*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_nailgun = { if (deathmatch <= 3) { precache_model ("progs/g_nail.mdl"); setmodel (self, "progs/g_nail.mdl"); self.weapon = IT_NAILGUN; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); } else remove(self); }; /*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_supernailgun = { if (deathmatch <= 3) { precache_model ("progs/g_nail2.mdl"); setmodel (self, "progs/g_nail2.mdl"); self.weapon = IT_SUPER_NAILGUN; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); } else remove(self); }; /*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_grenadelauncher = { if (deathmatch <= 3) { precache_model ("progs/g_rock.mdl"); setmodel (self, "progs/g_rock.mdl"); self.weapon = IT_GRENADE_LAUNCHER; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); } else remove(self); }; /*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_rocketlauncher = { if (deathmatch <= 3) { precache_model ("progs/g_rock2.mdl"); setmodel (self, "progs/g_rock2.mdl"); self.weapon = IT_ROCKET_LAUNCHER; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); } else remove(self); }; /*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_lightning = { if (deathmatch <= 3) { precache_model ("progs/g_light.mdl"); setmodel (self, "progs/g_light.mdl"); self.weapon = IT_LIGHTNING; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); } else remove(self); }; /* =============================================================================== 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; switch (self.weapon) { case 1: // shotgun if (other.ammo_shells_real >= 100) return; other.ammo_shells_real = other.ammo_shells_real + self.ammo_count; break; case 2: // spikes if (other.ammo_nails_real >= 200) return; other.ammo_nails_real = other.ammo_nails_real + self.ammo_count; break; case 3: // rockets if (other.ammo_rockets_real >= 100) return; other.ammo_rockets_real = other.ammo_rockets_real + self.ammo_count; break; case 4: // cells if (other.ammo_cells_real >= 100) return; other.ammo_cells_real = other.ammo_cells_real + self.ammo_count; break; } bound_other_ammo (); sprint3 (other, PRINT_LOW, "You got the ", self.netname, "\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 stemp = self; self = other; if ( self.weapon == best ) W_WeaponSwitch (W_BestWeapon ()); else W_UpdateAmmoCounts (self); self = stemp; // remove it in single player, or setup for respawning in deathmatch self.model = string_null; self.solid = SOLID_NOT; if (deathmatch) { if (deathmatch != 2) self.nextthink = time + 30; // Xian -- If playing in DM 3.0 mode, halve the time ammo respawns if (deathmatch == 3 || deathmatch == 5) self.nextthink = time + 15; 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 = { if (deathmatch == 4) { remove(self); return; } self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_shell1.bsp"); setmodel (self, "maps/b_shell1.bsp"); self.ammo_count = 40; } else { precache_model ("maps/b_shell0.bsp"); setmodel (self, "maps/b_shell0.bsp"); self.ammo_count = 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 = { if (deathmatch == 4) { remove(self); return; } self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_nail1.bsp"); setmodel (self, "maps/b_nail1.bsp"); self.ammo_count = 50; } else { precache_model ("maps/b_nail0.bsp"); setmodel (self, "maps/b_nail0.bsp"); self.ammo_count = 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 = { if (deathmatch == 4) { remove(self); return; } self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_rock1.bsp"); setmodel (self, "maps/b_rock1.bsp"); self.ammo_count = 10; } else { precache_model ("maps/b_rock0.bsp"); setmodel (self, "maps/b_rock0.bsp"); self.ammo_count = 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 = { if (deathmatch == 4) { remove(self); return; } self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_batt1.bsp"); setmodel (self, "maps/b_batt1.bsp"); self.ammo_count = 12; } else { precache_model ("maps/b_batt0.bsp"); setmodel (self, "maps/b_batt0.bsp"); self.ammo_count = 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! */ float WEAPON_SHOTGUN = 1; float WEAPON_ROCKET = 2; float WEAPON_SPIKES = 4; float WEAPON_MASK = 7; float WEAPON_BIG = 8; void() item_weapon = { local float weap; weap = self.spawnflags & WEAPON_MASK; self.touch = ammo_touch; self.spawnflags = 0; if (self.spawnflags & WEAPON_BIG) self.spawnflags |= WEAPON_BIG2; switch (weap) { case WEAPON_SHOTGUN: self.classname = "item_shells"; item_shells(); return; case WEAPON_SPIKES: self.classname = "item_spikes"; item_spikes(); return; case WEAPON_ROCKET: self.classname = "item_rockets"; item_rockets(); } }; /* =============================================================================== KEYS =============================================================================== */ void() key_touch = { if (other.classname != "player") return; if (other.health <= 0) return; if (other.items & self.items) return; sprint3 (other, PRINT_LOW, "You got the ", self.netname, "\n"); sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); other.items = other.items | self.items; self.solid = SOLID_NOT; self.model = string_null; activator = other; SUB_UseTargets(); // fire all targets / killtargets }; void() key_setsounds = { switch (world.worldtype) { case WT_MEDIEVAL: precache_sound ("misc/medkey.wav"); self.noise = "misc/medkey.wav"; break; case WT_METAL: precache_sound ("misc/runekey.wav"); self.noise = "misc/runekey.wav"; break; case WT_BASE: precache_sound2 ("misc/basekey.wav"); self.noise = "misc/basekey.wav"; break; } }; /*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 (deathmatch) { remove(self); return; } switch (world.worldtype) { case WT_MEDIEVAL: precache_model ("progs/w_s_key.mdl"); setmodel (self, "progs/w_s_key.mdl"); self.netname = "silver key"; break; case WT_METAL: precache_model ("progs/m_s_key.mdl"); setmodel (self, "progs/m_s_key.mdl"); self.netname = "silver runekey"; break; case WT_BASE: precache_model2 ("progs/b_s_key.mdl"); setmodel (self, "progs/b_s_key.mdl"); self.netname = "silver keycard"; 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 = { if (deathmatch) { remove(self); return; } switch (world.worldtype) { case WT_MEDIEVAL: precache_model ("progs/w_g_key.mdl"); setmodel (self, "progs/w_g_key.mdl"); self.netname = "gold key"; break; case WT_METAL: precache_model ("progs/m_g_key.mdl"); setmodel (self, "progs/m_g_key.mdl"); self.netname = "gold runekey"; break; case WT_BASE: precache_model2 ("progs/b_g_key.mdl"); setmodel (self, "progs/b_g_key.mdl"); self.netname = "gold keycard"; 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 = { 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 (deathmatch) { remove(self); return; } if (!self.spawnflags) objerror ("no spawnflags"); precache_sound ("misc/runekey.wav"); self.noise = "misc/runekey.wav"; switch (self.spawnflags & 15) { case 1: precache_model ("progs/end1.mdl"); setmodel (self, "progs/end1.mdl"); break; case 2: precache_model2 ("progs/end2.mdl"); setmodel (self, "progs/end2.mdl"); break; case 4: precache_model2 ("progs/end3.mdl"); setmodel (self, "progs/end3.mdl"); break; case 8: precache_model2 ("progs/end4.mdl"); setmodel (self, "progs/end4.mdl"); break; } self.touch = sigil_touch; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); }; /* =============================================================================== POWERUPS =============================================================================== */ void() powerup_touch = { if (other.classname != "player") return; if (other.health <= 0) return; sprint3 (other, PRINT_LOW, "You got the ", self.netname, "\n"); self.mdl = self.model; if (deathmatch) { if (self.items & (IT_INVULNERABILITY | IT_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 switch (self.items) { case IT_SUIT: other.rad_time = 1; other.radsuit_finished = time + 30; break; case IT_INVULNERABILITY: other.invincible_time = 1; other.invincible_finished = time + 30; break; case IT_INVISIBILITY: other.invisible_time = 1; other.invisible_finished = time + 30; break; case IT_QUAD: if (deathmatch == 4) { other.armortype = 0; other.armorvalue = 0; other.ammo_cells_real = 0; W_UpdateAmmoCounts(other); } other.super_time = 1; other.super_damage_finished = time + 30; break; } 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.effects = self.effects | ef_red; 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"); if (deathmatch == 4) self.netname = "OctaPower"; else self.netname = "Quad Damage"; self.items = IT_QUAD; self.effects = self.effects | ef_blue; 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; local float b_switch; if (deathmatch == 4) if (other.invincible_time > 0) return; b_switch = numberclientinfokey(other,"b_switch"); if (b_switch == 0) b_switch = 8; if (other.classname != "player") return; if (other.health <= 0) return; acount = 0; if (deathmatch == 4) { other.health = other.health + 10; sprint1 (other, PRINT_LOW, "You get 10 additional health\n"); if ((other.health > 250) && (other.health < 300)) sound (other, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM); else sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); remove(self); if (other.health >299) { if (other.invincible_time != 1) { other.invincible_time = 1; other.invincible_finished = time + 30; other.items = other.items | IT_INVULNERABILITY; other.super_time = 1; other.super_damage_finished = time + 30; other.items = other.items | IT_QUAD; other.ammo_cells_real = 0; W_UpdateAmmoCounts(other); sound (other, CHAN_VOICE, "boss1/sight1.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); bprint2 (PRINT_HIGH, other.netname, " attains bonus powers!!!\n"); } } self = other; return; } sprint1 (other, PRINT_LOW, "You get "); if ((other.items & self.items) == 0) { acount = 1; sprint2 (other, PRINT_LOW, "the ", I_WeaponName(self.items)); } // 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_real = other.ammo_shells_real + self.ammo_shells; other.ammo_nails_real = other.ammo_nails_real + self.ammo_nails; other.ammo_rockets_real = other.ammo_rockets_real + self.ammo_rockets; other.ammo_cells_real = other.ammo_cells_real + self.ammo_cells; new = self.items; if (!new) new = other.weapon; old = other.items; other.items = other.items | self.items; bound_other_ammo (); if (self.ammo_shells) { s = ftos(self.ammo_shells); if (acount) sprint3(other, PRINT_LOW, ". ", s, " shells"); else sprint2(other, PRINT_LOW, s, " shells"); acount = 1; } if (self.ammo_nails) { s = ftos(self.ammo_nails); if (acount) sprint3(other, PRINT_LOW, ". ", s, " nails"); else sprint2(other, PRINT_LOW, s, " nails"); acount = 1; } if (self.ammo_rockets) { s = ftos(self.ammo_rockets); if (acount) sprint3(other, PRINT_LOW, ". ", s, " rockets"); else sprint2(other, PRINT_LOW, s, " rockets"); acount = 1; } if (self.ammo_cells) { s = ftos(self.ammo_cells); if (acount) sprint3(other, PRINT_LOW, ". ", s, " cells"); else sprint2(other, PRINT_LOW, s, " cells"); acount = 1; } if ( (deathmatch==3 || deathmatch == 5) & ( (WeaponCode(new)==6) || (WeaponCode(new)==7) ) & (other.ammo_rockets_real < 5) ) other.ammo_rockets_real = 5; sprint1 (other, PRINT_LOW, "\n"); // backpack touch sound sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); W_UpdateAmmoCounts(other); remove(self); self = other; // change to the weapon if ( WeaponCode(new) <= b_switch ) { if (self.flags & FL_INWATER) { if (new != IT_LIGHTNING) { Deathmatch_Weapon (old, new); } } else { Deathmatch_Weapon (old, new); } } }; /* =============== DropBackpack =============== */ void() DropBackpack = { local entity item; if (!(self.ammo_shells_real + self.ammo_nails_real + self.ammo_rockets_real + self.ammo_cells_real)) return; // nothing in it item = spawn(); item.origin = self.origin - '0 0 24'; item.items = self.weapon; item.ammo_shells = self.ammo_shells_real; item.ammo_nails = self.ammo_nails_real; item.ammo_rockets = self.ammo_rockets_real; item.ammo_cells = self.ammo_cells_real; 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; };