Files
quakemapping/mod_slipgate/source/server/it_armor.qc
2019-12-30 17:23:05 +01:00

97 lines
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/*==========
armor_touch
==========*/
static void() armor_touch =
{
if (other.classname != "player")
return;
if (other.health <= 0)
return;
// player already has better armor
if (other.armortype*other.armorvalue >= self.armortype*self.armorvalue)
return;
sprint(other, "You got the ");
sprint(other, self.netname);
sprint(other, "\n");
sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");
other.armortype = self.armortype;
other.armorvalue = self.armorvalue;
other.items = other.items - (other.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + self.items;
self.solid = SOLID_NOT;
self.model = string_null;
if (deathmatch || self.spawnflags & ITEM_RESPAWN)
{
self.think = ItemRespawn;
self.nextthink = time + self.teleport_time;
}
// fire targets
activator = other;
UseTargets();
};
/*==========
armor_start
==========*/
static void() armor_start =
{
SetPositiveDefault(teleport_time, 20);
self.touch = armor_touch;
precache_model ("progs/armor.mdl");
setmodel (self, "progs/armor.mdl");
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};
/*QUAKED item_armor1 (0 0 1) (-16 -16 0) (16 16 56) X X X X DONT_DROP RESPAWN X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
{
model ({"path" : "progs/armor.mdl", "skin" : 0});
}
Green armor. 100 points, saves 30% of damage.
*/
void() item_armor1 =
{
self.items = IT_ARMOR1;
self.armortype = 0.3;
self.armorvalue = 100;
self.netname = "Green Armor";
armor_start();
};
/*QUAKED item_armor2 (0 0 1) (-16 -16 0) (16 16 56) X X X X DONT_DROP RESPAWN X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
{
model ({"path" : "progs/armor.mdl", "skin" : 1});
}
Yellow armor. 150 points, saves 60% of damage.
*/
void() item_armor2 =
{
self.skin = 1;
self.items = IT_ARMOR2;
self.armortype = 0.6;
self.armorvalue = 150;
self.netname = "Yellow Armor";
armor_start();
};
/*QUAKED item_armorInv (0 0 1) (-16 -16 0) (16 16 56) X X X X DONT_DROP RESPAWN X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
{
model ({"path" : "progs/armor.mdl", "skin" : 2});
}
Red armor. 200 points, saves 80% of damage.
*/
void() item_armorInv =
{
self.skin = 2;
self.items = IT_ARMOR3;
self.armortype = 0.8;
self.armorvalue = 200;
self.netname = "Red Armor";
armor_start();
};