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2019-12-30 17:23:05 +01:00
commit 7fe19ee89f
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/*==========
powerup_touch
==========*/
void() powerup_touch =
{
if (other.classname != "player")
return;
if (other.health <= 0)
return;
sprint (other, "You got the ");
sprint (other, self.netname);
sprint (other,"\n");
sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM);
stuffcmd (other, "bf\n");
self.model = string_null;
self.solid = SOLID_NOT;
other.items = other.items | self.items;
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;
}
if (deathmatch || self.spawnflags & ITEM_RESPAWN)
{
self.think = ItemRespawn;
self.nextthink = time + self.teleport_time;
}
// fire targets
activator = other;
UseTargets();
};
/*===========
powerup_start
==========*/
static void(string mod, string snd, string name, float it, float respawn) powerup_start =
{
precache_model (mod);
setmodel (self, mod);
precache_sound (snd);
self.noise = snd;
SetPositiveDefault(teleport_time, respawn);
self.netname = name;
self.items = it;
setsize (self, '-16 -16 -24', '16 16 32');
self.touch = powerup_touch;
StartItem();
};
/*QUAKED item_artifact_invulnerability (0 0 1) (-16 -16 -24) (16 16 32) X X X X DONT_DROP RESPAWN X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
{ model("progs/invulner.mdl"); }
Pentagram of Protection
Player is invulnerable for 30 seconds
*/
void() item_artifact_invulnerability =
{
powerup_start("progs/invulner.mdl", "items/protect.wav", "Pentagram of Protection", IT_INVULNERABILITY, 300);
};
/*QUAKED item_artifact_envirosuit (0 0 1) (-16 -16 -24) (16 16 32) X X X X DONT_DROP RESPAWN X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
{ model("progs/suit.mdl"); }
Biosuit
Player takes no damage from water or slime for 30 seconds
*/
void() item_artifact_envirosuit =
{
powerup_start("progs/suit.mdl", "items/suit.wav", "Biosuit", IT_SUIT, 60);
};
/*QUAKED item_artifact_invisibility (0 0 1) (-16 -16 -24) (16 16 32) X X X X DONT_DROP RESPAWN X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
{ model("progs/invisibl.mdl"); }
Ring of Shadows
Player is invisible for 30 seconds
*/
void() item_artifact_invisibility =
{
powerup_start("progs/invisibl.mdl", "items/inv1.wav", "Ring of Shadows", IT_INVISIBILITY, 300);
};
/*QUAKED item_artifact_super_damage (0 0 1) (-16 -16 -24) (16 16 32) X X X X DONT_DROP RESPAWN X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
{ model("progs/quaddama.mdl"); }
Quad Damage
Player does 4x damage for 30 seconds
*/
void() item_artifact_super_damage =
{
powerup_start("progs/quaddama.mdl", "items/damage.wav", "Quad Damage", IT_QUAD, 60);
};