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Text File | 1997-01-17 | 39.4 KB | 2,636 lines |
- void() W_SetCurrentAmmo;
-
- /* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD
-
- BE .8 .3 .4 IN COLOR */
-
- // Daniel 15/01/97
- // Function declaration for the playdead routine and the awake routine.
- void() PlayDead;
- void() Awake;
-
- 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);
-
- };
-
-
- /*
-
- ============
-
- 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 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 =
-
- {
-
- 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 float amount;
-
- local string s;
-
-
-
- if (other.classname != "player")
-
- return;
-
-
-
- if (self.healtype == 2) // Megahealth? Ignore max_health...
-
- {
-
- if (other.health >= 250)
-
- return;
-
- if (!T_Heal(other, self.healamount, 1))
-
- return;
-
- }
-
- else
-
- {
-
- if (!T_Heal(other, self.healamount, 0))
-
- return;
-
- }
-
-
-
- sprint(other, "You receive ");
-
- s = ftos(self.healamount);
-
- 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;
-
-
-
- // Megahealth = rot down the player's super health
-
- if (self.healtype == 2)
-
- {
-
- other.items = other.items | IT_SUPERHEALTH;
-
- self.nextthink = time + 5;
-
- self.think = item_megahealth_rot;
-
- self.owner = other;
-
- }
-
- else
-
- {
-
- if (deathmatch != 2) // deathmatch 2 is the silly old rules
-
- {
-
- if (deathmatch)
-
- self.nextthink = time + 20;
-
- self.think = SUB_regen;
-
- }
-
- }
-
-
-
- activator = other;
-
- SUB_UseTargets(); // fire all targets / killtargets
-
- };
-
-
-
- void() item_megahealth_rot =
-
- {
-
- other = self.owner;
-
-
-
- if (other.health > other.max_health)
-
- {
-
- other.health = other.health - 1;
-
- self.nextthink = time + 1;
-
- return;
-
- }
-
-
-
- // it is possible for a player to die and respawn between rots, so don't
-
- // just blindly subtract the flag off
-
- other.items = other.items - (other.items & IT_SUPERHEALTH);
-
-
-
- if (deathmatch == 1) // deathmatch 2 is silly old rules
-
- {
-
- self.nextthink = time + 20;
-
- self.think = SUB_regen;
-
- }
-
- };
-
-
- /*
-
- ===============================================================================
-
-
-
- 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;
-
- if (deathmatch == 1)
-
- 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 =
-
- {
-
- 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 > 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;
-
- else
-
- leave = 0;
-
-
-
- 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 ();
-
- // Daniel 14/01/97
- // Prevents changing to a better weapon when playing dead.
- if (!self.play_dead)
- {
- // 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;
-
- if (deathmatch == 1)
-
- 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 =
-
- {
-
- 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');
-
- StartItem ();
-
- };
-
-
-
- /*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32)
-
- */
-
-
-
- void() weapon_nailgun =
-
- {
-
- 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');
-
- StartItem ();
-
- };
-
-
-
- /*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32)
-
- */
-
-
-
- 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.touch = weapon_touch;
-
- setsize (self, '-16 -16 0', '16 16 56');
-
- StartItem ();
-
- };
-
-
-
- /*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32)
-
- */
-
-
-
- void() weapon_grenadelauncher =
-
- {
-
- 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');
-
- StartItem ();
-
- };
-
-
-
- /*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32)
-
- */
-
-
-
- void() weapon_rocketlauncher =
-
- {
-
- 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');
-
- StartItem ();
-
- };
-
-
-
-
-
- /*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32)
-
- */
-
-
-
- void() weapon_lightning =
-
- {
-
- 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');
-
- 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 && !self.play_dead)
-
- {
-
- 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 == 1)
-
- 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 =
-
- {
-
- self.touch = ammo_touch;
-
-
-
- if (self.spawnflags & WEAPON_BIG2)
-
- {
-
- 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";
-
- 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 =
-
- {
-
- self.touch = ammo_touch;
-
-
-
- if (self.spawnflags & WEAPON_BIG2)
-
- {
-
- precache_model ("maps/b_nail1.bsp");
-
- setmodel (self, "maps/b_nail1.bsp");
-
- self.aflag = 50;
-
- }
-
- else
-
- {
-
- precache_model ("maps/b_nail0.bsp");
-
- setmodel (self, "maps/b_nail0.bsp");
-
- 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 =
-
- {
-
- self.touch = ammo_touch;
-
-
-
- if (self.spawnflags & WEAPON_BIG2)
-
- {
-
- 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 ();
-
- };
-
-
-
-
-
- /*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) big
-
- */
-
-
-
- void() item_cells =
-
- {
-
- self.touch = ammo_touch;
-
-
-
- if (self.spawnflags & WEAPON_BIG2)
-
- {
-
- precache_model ("maps/b_batt1.bsp");
-
- setmodel (self, "maps/b_batt1.bsp");
-
- self.aflag = 12;
-
- }
-
- else
-
- {
-
- precache_model ("maps/b_batt0.bsp");
-
- setmodel (self, "maps/b_batt0.bsp");
-
- 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 =
-
- {
-
- self.touch = ammo_touch;
-
-
-
- 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 =
-
- {
-
- local entity stemp;
-
- local float best;
-
-
-
- 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;
-
- SUB_UseTargets(); // fire all targets / killtargets
-
- };
-
-
-
-
-
- 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 (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');
-
- 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 (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');
-
- StartItem ();
-
- };
-
-
-
-
-
-
-
- /*
-
- ===============================================================================
-
-
-
- END OF LEVEL RUNES
-
-
-
- ===============================================================================
-
- */
-
-
-
- void() sigil_touch =
-
- {
-
- local entity stemp;
-
- local float best;
-
-
-
- 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 (!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');
-
- StartItem ();
-
- };
-
-
- /*
-
- ===============================================================================
-
-
-
- POWERUPS
-
-
-
- ===============================================================================
-
- */
-
-
-
- void() powerup_touch;
-
-
-
-
-
- void() powerup_touch =
-
- {
-
- local entity stemp;
-
- local float best;
-
-
-
- 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;
-
- }
-
-
-
- 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 =
-
- {
-
- 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');
-
- 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");
-
- self.netname = "Quad Damage";
-
- self.items = IT_QUAD;
-
- setsize (self, '-16 -16 -24', '16 16 32');
-
- StartItem ();
-
- };
-
-
-
-
-
-
-
- /*
-
- ===============================================================================
-
-
-
- PLAYER BACKPACKS
-
-
-
- ===============================================================================
-
- */
-
-
-
- void() BackpackTouch =
-
- {
-
- local string s;
-
- local float best, old, new;
-
- local entity stemp;
-
-
-
- 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;
-
-
-
- // 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 ();
-
-
-
- sprint (other, "You get ");
-
-
-
- if (self.ammo_shells)
-
- {
-
- s = ftos(self.ammo_shells);
-
- sprint (other, s);
-
- sprint (other, " shells ");
-
- }
-
- if (self.ammo_nails)
-
- {
-
- s = ftos(self.ammo_nails);
-
- sprint (other, s);
-
- sprint (other, " nails ");
-
- }
-
- if (self.ammo_rockets)
-
- {
-
- s = ftos(self.ammo_rockets);
-
- sprint (other, s);
-
- sprint (other, " rockets ");
-
- }
-
- if (self.ammo_cells)
-
- {
-
- 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;
-
-
-
- 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;
-
- };
-
-
-