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2019-12-30 17:23:05 +01:00
commit 7fe19ee89f
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/*==========
weapon_touch
==========*/
static void() weapon_touch =
{
if (other.classname != "player")
return;
if (other.health <= 0)
return;
if (coop && (other.items & self.weapon))
{
// fire targets in coop even if all players already have the weapon
if (!self.count)
{
activator = other;
UseTargets();
}
self.count = 1;
return;
}
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;
W_BoundAmmo(other);
W_SetCurrentAmmo(other);
sprint (other, "You got the ");
sprint (other, self.netname);
sprint (other, "\n");
sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");
self.model = string_null;
self.solid = SOLID_NOT;
if (deathmatch)
{
self.think = ItemRespawn;
self.nextthink = time + 30;
}
if (!(other.items & self.weapon))
{
other.items = other.items | self.weapon;
if (!other.weaponframe)
{
other.weapon = self.weapon;
W_UpdateWeapon(other);
}
}
// fire targets
activator = other;
UseTargets();
};
/*QUAKED weapon_supershotgun (0 0 1) (-16 -16 0) (16 16 56) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
{ model("progs/g_shot.mdl"); }
Double-barrelled Shotgun
*/
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.ammo_shells = 5;
self.touch = weapon_touch;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};
/*QUAKED weapon_nailgun (0 0 1) (-16 -16 0) (16 16 56) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
{ model("progs/g_nail.mdl"); }
Nailgun
*/
void() weapon_nailgun =
{
precache_model ("progs/g_nail.mdl");
setmodel (self, "progs/g_nail.mdl");
self.weapon = IT_NAILGUN;
self.netname = "nailgun";
self.ammo_nails = 30;
self.touch = weapon_touch;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};
/*QUAKED weapon_supernailgun (0 0 1) (-16 -16 0) (16 16 56) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
{ model("progs/g_nail2.mdl"); }
Perforator
*/
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.ammo_nails = 30;
self.touch = weapon_touch;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};
/*QUAKED weapon_grenadelauncher (0 0 1) (-16 -16 0) (16 16 56) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
{ model("progs/g_rock.mdl"); }
Grenade Launcher
*/
void() weapon_grenadelauncher =
{
precache_model ("progs/g_rock.mdl");
setmodel (self, "progs/g_rock.mdl");
self.weapon = IT_GRENADE_LAUNCHER;
self.netname = "Grenade Launcher";
self.ammo_rockets = 5;
self.touch = weapon_touch;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};
/*QUAKED weapon_rocketlauncher (0 0 1) (-16 -16 0) (16 16 56) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
{ model("progs/g_rock2.mdl"); }
Rocket Launcher
*/
void() weapon_rocketlauncher =
{
precache_model ("progs/g_rock2.mdl");
setmodel (self, "progs/g_rock2.mdl");
self.weapon = IT_ROCKET_LAUNCHER;
self.netname = "Rocket Launcher";
self.ammo_rockets = 5;
self.touch = weapon_touch;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};
/*QUAKED weapon_lightning (0 0 1) (-16 -16 0) (16 16 56) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
{ model("progs/g_light.mdl"); }
Thunderbolt
*/
void() weapon_lightning =
{
precache_model ("progs/g_light.mdl");
setmodel (self, "progs/g_light.mdl");
self.weapon = IT_LIGHTNING;
self.netname = "Thunderbolt";
self.ammo_cells = 15;
self.touch = weapon_touch;
setsize (self, '-16 -16 0', '16 16 56');
StartItem();
};