void (vector org) spawn_tfog; void() W_SetCurrentAmmo; /* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD BE .8 .3 .4 IN COLOR */ .vector particles_offset; void() SUB_regen = { self.model = self.mdl; // restore original model self.solid = SOLID_TRIGGER; // allow it to be touched again if (deathmatch || (self.spawnflags & 16384)) // respawn DM style sound (self, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM); // play respawn sound else spawn_tfog (self.origin + self.particles_offset); // play teleport sound and display particles setorigin (self, self.origin); }; // Supa, Quoth respawning items support Respawn item like in DM if 'ritem' TRUE, // override respawn time with 'respawndelay' if set, inc 'cnt' with each respawn // and if 'respawncount' is set we'll remove the item if cnt > respawncount // remember that SUB_Regen is already set on every item that can respawn, all we // need to do is give a nextthink time in order to trigger it .float ritem, respawndelay, respawncount; void(entity whatitem, float defaultdelay) CheckItemRespawn = { if (!whatitem.ritem) // respawn item if true, otherwise abort return; whatitem.cnt = whatitem.cnt + 1; // inc before check to account for zero indexing if (whatitem.respawncount) // limited respawns if (whatitem.respawncount < whatitem.cnt) return; // okay, we're clear to set up a respawn if (whatitem.respawndelay) // custom respawn delay? whatitem.nextthink = time + whatitem.respawndelay; else whatitem.nextthink = time + defaultdelay; }; /*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8) prints a warning message when spawned */ void() noclass = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; dprint ("noclass spawned at"); dprint (vtos(self.origin)); dprint ("\n"); remove (self); }; /* ============ DelaySpawnItem //this is from rmq-items.qc Makes a SPAWNED item ready for pickup on a trigger event - modified a bit -- dumptruck_ds ============ */ void() DelaySpawnItem = { self.solid = SOLID_TRIGGER; setmodel (self, self.mdl); setsize (self, self.pos1, self.pos2); if (!(self.spawnflags & 32)) // SILENT, gb // sound (self, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM); spawn_tfog (self.origin + self.particles_offset); self.use = SUB_Null; }; // Supa, restore old hull and lock movement void() RefreshHull = { // setsize (self, self.dest, self.dest2); setsize (self, '0 0 0', '32 32 56'); //dumptruck_ds -- fix for bounding boxes self.movetype = MOVETYPE_NONE; self.velocity = '0 0 0'; }; // /* // ============ // PlaceItem //old func replaced by rmq-items -- dumptruck_ds // // 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 ("\n\n"); // dprint (self.classname); //dumptruck_ds // dprint (" fell out of level at "); // dprint (vtos(self.origin)); // dprint ("\n\n"); // remove(self); // return; // } // }; /* ============ PlaceItem plants the object on the floor ============ */ void() PlaceItem = { // local float oldz; if ((self.spawnflags & 128)) //ijed Don't drop spawnflag { 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_FLY; self.velocity = '0 0 0'; } else { // The following hack for item_health was inherited from the RMQ // code, and was here when the func_mapjamx maps were created. // It would have been nice to remove this code entirely, because // progs_dump doesn't need it, and it breaks item_health's // collision with entities that have MOVETYPE_PUSH. However, // removing this code would cause some of the item_health // entities in some of the func_mapjamx maps to "fall out of the // level", because they're accidentally touching solid surfaces. // So, to maintain backwards-compatibility, this code has been // left in, but will only be run if one of the func_mapjamx maps // is being played. -- iw // if (known_release == KNOWN_RELEASE_FUNC_MAPJAMX) { if (self.classname == "item_health") // Supa, CTF { // hacking around hull issues.. setsize (self, '0 0 0', '0 0 0'); // void hull for now self.think = RefreshHull; self.nextthink = time + 0.2; } } 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'; setorigin (self, self.origin + '0 0 6'); // oldz = self.origin_z; if (!droptofloor()) { print_self ("bonus item", "fell out of level"); remove(self); return; } } if ((self.spawnflags & 64)) // SPAWNED, gb { self.pos1 = self.mins; self.pos2 = self.maxs; self.model = ""; self.solid = SOLID_NOT; self.use = DelaySpawnItem; } }; /* ============ StartItem Sets the clipping size and plants the object on the floor ============ */ void() StartItem = { self.nextthink = time + 0.3; // items start after other solids || was 0.2 -- dumptruck_ds 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 = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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; self.particles_offset = '16 16 8'; } 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; self.particles_offset = '16 16 16'; } 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; self.particles_offset = '16 16 8'; } setsize (self, '0 0 0', '32 32 56'); StartItem (); }; void() health_touch = { local float amount; local string s; amount = self.healamount; if (other.classname != "player") return; if (self.healtype == 2) // Megahealth? Ignore max_health... { if (other.health >= 250) return; if (!T_Heal(other, amount, 1)) return; } else { if (!T_Heal(other, amount, 0)) return; } sprint(other, "You receive "); s = ftos(amount); 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; self.think = SUB_regen; // Megahealth = rot down the player's super health if (self.healtype == 2) { other.megahealth_rottime = time + 5; //thanks ydrol!!! other.items = other.items | IT_SUPERHEALTH; self.owner = other; // Regarding the deathmatch respawn time below: id's original // code made the megahealth respawn 20 seconds after the health // of the player who collected it finished rotting down. // However, this mod has already got rid of the weird old // megahealth behavior whereby it monitored the player who // touched it, so the original respawn logic isn't applicable. // As a solution, the code below uses a respawn time of 125 // seconds for deathmatch, because that was the worst-case // scenario of id's original code (5 seconds before the player's // health started to rot, plus 100 seconds to rot down 100 // health points, plus the original 20 second delay before the // item respawned). -- iw // if (!deathmatch) CheckItemRespawn(self, 30); else if (deathmatch == 1) // doesn't respawn in "deathmatch 2" self.nextthink = time + 125; } else { if (!deathmatch) CheckItemRespawn(self, 30); else if (deathmatch == 1) // doesn't respawn in "deathmatch 2" self.nextthink = time + 20; } 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 (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; // Supa, SP respawning items support if (!deathmatch) CheckItemRespawn(self, 30); else if (deathmatch == 1) // doesn't respawn in "deathmatch 2" 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 = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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'); // self.particles_offset = '21 21 17'; StartItem (); }; /*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32) */ void() item_armor2 = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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'); // self.particles_offset = '21 21 17'; StartItem (); }; /*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32) */ void() item_armorInv = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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; // fix weapon items never firing their targets in coop or // "deathmatch 2" -- iw activator = other; SUB_UseAndForgetTargets (); } else { leave = 0; } // johnfitz added for axe, shotgun items --dumptruck_ds from RRP /rubicon2 if (self.classname == "weapon_axe") { if (leave && (other.items & IT_AXE) ) return; new = IT_AXE; } else if (self.classname == "weapon_shotgun") { if (leave && (other.items & IT_SHOTGUN) ) return; hadammo = other.ammo_shells; new = IT_SHOTGUN; other.ammo_shells = other.ammo_shells + 5; } // johnfitz else 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; // Supa, SP respawning items support if (!deathmatch) CheckItemRespawn(self, 30); else if (deathmatch == 1) // weapons never disappear in "deathmatch 2" self.nextthink = time + 30; self.think = SUB_regen; activator = other; SUB_UseTargets(); // fire all targets / killtargets }; // johnfitz new items -- dumptruck_ds from RRP and rubicon2 /*QUAKED weapon_axe (0 .5 .8) (-16 -16 0) (16 16 32) Axe */ void() weapon_axe = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; precache_model ("progs/g_axe.mdl"); setmodel (self, "progs/g_axe.mdl"); self.weapon = IT_AXE; self.netname = "Axe"; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; /*QUAKED weapon_shotgun (0 .5 .8) (-16 -16 0) (16 16 32) Shotgun */ void() weapon_shotgun = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; self.touch = weapon_touch; { if (!(self.spawnflags & (2 | 4))) { self.spawnflags = self.spawnflags | 2; } if (self.spawnflags & 2) { precache_model ("progs/g_shotgn.mdl"); setmodel (self, "progs/g_shotgn.mdl"); //rubicon2 mdl by metlsline aka johnfitz } else if (self.spawnflags & 4) { precache_model ("progs/g_shotty.mdl"); setmodel (self, "progs/g_shotty.mdl"); //ijed -- Replaced above for SlapMap's model } } self.weapon = IT_SHOTGUN; self.netname = "Shotgun"; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; // johnfitz /*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_supershotgun = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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'); self.particles_offset = '0 0 33'; StartItem (); }; /*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_nailgun = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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'); self.particles_offset = '0 0 31'; StartItem (); }; /*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_supernailgun = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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'); self.particles_offset = '0 0 34'; StartItem (); }; /*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_grenadelauncher = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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'); self.particles_offset = '0 0 28'; StartItem (); }; /*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_rocketlauncher = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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'); self.particles_offset = '0 0 32'; StartItem (); }; /*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32) */ void() weapon_lightning = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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'); self.particles_offset = '0 0 31'; 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 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) CheckItemRespawn(self, 30); else if (deathmatch == 1) // doesn't respawn in "deathmatch 2" 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 = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_shell1.bsp"); setmodel (self, "maps/b_shell1.bsp"); self.particles_offset = '16 16 16'; self.aflag = 40; } else { precache_model ("maps/b_shell0.bsp"); setmodel (self, "maps/b_shell0.bsp"); self.particles_offset = '12 12 12'; 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 = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_nail1.bsp"); setmodel (self, "maps/b_nail1.bsp"); self.particles_offset = '16 16 16'; self.aflag = 50; } else { precache_model ("maps/b_nail0.bsp"); setmodel (self, "maps/b_nail0.bsp"); self.particles_offset = '12 12 12'; 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 = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_rock1.bsp"); setmodel (self, "maps/b_rock1.bsp"); self.particles_offset = '16 8 16'; self.aflag = 10; } else { precache_model ("maps/b_rock0.bsp"); setmodel (self, "maps/b_rock0.bsp"); self.particles_offset = '8 8 16'; 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 = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_batt1.bsp"); setmodel (self, "maps/b_batt1.bsp"); self.particles_offset = '16 16 16'; self.aflag = 12; } else { precache_model ("maps/b_batt0.bsp"); setmodel (self, "maps/b_batt0.bsp"); self.particles_offset = '12 12 12'; 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! */ float WEAPON_SHOTGUN = 1; float WEAPON_ROCKET = 2; float WEAPON_SPIKES = 4; float WEAPON_BIG = 8; void() item_weapon = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; self.touch = ammo_touch; self.particles_offset = '0 0 0'; 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 = { 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; // fix key items firing their targets multiple times in coop -- iw // SUB_UseTargets(); // fire all targets / killtargets SUB_UseAndForgetTargets(); }; 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 (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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'); self.particles_offset = '0 0 18'; 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 (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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'); self.particles_offset = '0 0 18'; 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 }; void() sigil_touch2 = //replacement for Skill Select Rune hack -- uses info_player_start2 if spawnflag 16 -- dumptruck_ds { 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 & 16); 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 (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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'); self.particles_offset = '0 0 18'; StartItem (); }; /* =============================================================================== POWERUPS =============================================================================== */ void() 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"); // 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; // } // Supa, SP respawning items support self.mdl = self.model; self.think = SUB_regen; if (!deathmatch) { local float spawndelay; if (self.classname == "item_artifact_invulnerability" || self.classname == "item_artifact_invisibility" ) spawndelay = 300; // else if (self.classname == "item_grappling_hook" ) spawndelay = 30; else spawndelay = 60; CheckItemRespawn(self, spawndelay); } else { if ((self.classname == "item_artifact_invulnerability") || (self.classname == "item_artifact_invisibility")) self.nextthink = time + 60*5; else self.nextthink = time + 60; } 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 = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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'); self.particles_offset = '0 0 16'; 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 = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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'); self.particles_offset = '0 0 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 = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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'); self.particles_offset = '0 0 0'; 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 = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; 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'); self.particles_offset = '0 0 16'; 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; }; //laptop Git test - ignore me