amxmodx/hlsdk/dmc/dlls/quake_items.cpp

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2006-08-27 02:22:59 +00:00
//=========== (C) Copyright 1996-2002, Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: Quake world items
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "shake.h"
#include "../engine/studio.h"
#include "weapons.h"
#include "quake_gun.h"
#include "hltv.h"
extern unsigned short g_usPowerUp;
class CQuakeItem : public CBaseEntity
{
public:
void Spawn( void );
// Respawning
void EXPORT Materialize( void );
void Respawn( float flTime );
virtual void SetObjectCollisionBox ( void );
// Touch
void EXPORT ItemTouch( CBaseEntity *pOther );
virtual BOOL MyTouch( CBasePlayer *pOther ) { return FALSE; };
float m_flRespawnTime;
};
//-----------------------------------------------------------------------------
// Purpose: Spawn and drop to the floor
//-----------------------------------------------------------------------------
void CQuakeItem :: SetObjectCollisionBox( void )
{
pev->absmin = pev->origin + Vector(-32, -32, 0);
pev->absmax = pev->origin + Vector(32, 32, 56);
}
void CQuakeItem::Spawn()
{
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_TRIGGER;
SetTouch(&CQuakeItem::ItemTouch);
if (DROP_TO_FLOOR(ENT(pev)) == 0)
{
ALERT(at_error, "Item %s fell out of level at %f,%f,%f", STRING( pev->classname ), pev->origin.x, pev->origin.y, pev->origin.z);
UTIL_Remove( this );
return;
}
//UTIL_SetOrigin( pev, pev->origin + Vector(0,0,16) );
if (!m_flRespawnTime)
m_flRespawnTime = 20;
}
//-----------------------------------------------------------------------------
// Purpose: Bring the item back
//-----------------------------------------------------------------------------
void CQuakeItem::Materialize()
{
// Become visible and touchable
pev->effects &= ~EF_NODRAW;
SetTouch( &CQuakeItem::ItemTouch );
// Play respawn sound
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "items/itembk2.wav", 1, ATTN_NORM );
}
//-----------------------------------------------------------------------------
// Purpose: Setup the item's respawn in the time set
//-----------------------------------------------------------------------------
void CQuakeItem::Respawn( float flTime )
{
pev->effects |= EF_NODRAW;
SetTouch( NULL );
// Come back in time
SetThink ( &CQuakeItem::Materialize );
pev->nextthink = gpGlobals->time + flTime;
}
//-----------------------------------------------------------------------------
// Purpose: Touch function that calls the virtual touch function
//-----------------------------------------------------------------------------
void CQuakeItem::ItemTouch( CBaseEntity *pOther )
{
// if it's not a player, ignore
if ( !pOther->IsPlayer() )
return;
//Dead?
if (pOther->pev->health <= 0)
return;
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
// Call the virtual touch function
if ( MyTouch( pPlayer ) )
{
SUB_UseTargets( pOther, USE_TOGGLE, 0 );
// Respawn if it's not DM==2
if (gpGlobals->deathmatch != 2)
{
Respawn( m_flRespawnTime );
}
else
{
UTIL_Remove( this );
}
}
}
//======================================================================================
// HEALTH ITEMS
//======================================================================================
#define H_ROTTEN 1
#define H_MEGA 2
class CItemHealth : public CQuakeItem
{
public:
void Spawn( void );
void Precache( void );
BOOL MyTouch( CBasePlayer *pPlayer );
void EXPORT MegahealthRot( void );
EHANDLE m_hRotTarget;
int m_iHealAmount;
int m_iHealType;
};
LINK_ENTITY_TO_CLASS(item_health, CItemHealth);
//--------------------------------------------
// Spawn
void CItemHealth::Spawn( void )
{
Precache();
// Setup healing method
if (pev->spawnflags & H_ROTTEN)
{
SET_MODEL(ENT(pev), "models/w_medkits.mdl");
pev->noise = MAKE_STRING( "items/r_item1.wav" );
m_iHealAmount = 15;
m_iHealType = H_ROTTEN;
}
else if (pev->spawnflags & H_MEGA)
{
SET_MODEL(ENT(pev), "models/w_medkitl.mdl");
pev->noise = MAKE_STRING( "items/r_item2.wav" );
m_iHealAmount = 100;
m_iHealType = H_MEGA;
}
else
{
SET_MODEL(ENT(pev), "models/w_medkit.mdl");
pev->noise = MAKE_STRING( "items/health1.wav" );
m_iHealAmount = 25;
m_iHealType = H_ROTTEN;
}
CQuakeItem::Spawn();
}
//--------------------------------------------
// Precache
void CItemHealth::Precache()
{
PRECACHE_MODEL("models/w_medkitl.mdl");
PRECACHE_MODEL("models/w_medkits.mdl");
PRECACHE_MODEL("models/w_medkit.mdl");
PRECACHE_SOUND("items/r_item1.wav");
PRECACHE_SOUND("items/r_item2.wav");
PRECACHE_SOUND("items/health1.wav");
}
//--------------------------------------------
// Health Touch
BOOL CItemHealth::MyTouch( CBasePlayer *pPlayer )
{
// Don't heal in DM==4 if they're invincible
if (gpGlobals->deathmatch == 4 && pPlayer->m_flInvincibleFinished > 0)
return FALSE;
if (pPlayer->pev->health <= 0)
return FALSE;
if (m_iHealType == H_MEGA)
{
if (pPlayer->pev->health >= 250)
return FALSE;
if ( !pPlayer->TakeHealth( m_iHealAmount, DMG_GENERIC | DMG_IGNORE_MAXHEALTH) )
return FALSE;
}
else
{
// Heal the Player
if ( !pPlayer->TakeHealth( m_iHealAmount, DMG_GENERIC ) )
return FALSE;
}
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#Get_Health", UTIL_dtos1(m_iHealAmount) );
EMIT_SOUND( ENT(pev), CHAN_ITEM, STRING(pev->noise), 1, ATTN_NORM );
// Setup for respawn
if (m_iHealType == H_MEGA)
{
// Go invisible and fire targets
pev->effects |= EF_NODRAW;
SetTouch( NULL );
SUB_UseTargets( pPlayer, USE_TOGGLE, 0 );
pPlayer->m_iQuakeItems |= IT_SUPERHEALTH;
if (gpGlobals->deathmatch != 4)
{
SetThink( &CItemHealth::MegahealthRot );
pev->nextthink = gpGlobals->time + 5;
}
m_hRotTarget = pPlayer;
// Return FALSE, because we want to handle our respawn ourselves
return FALSE;
}
// Respawn as normal
return TRUE;
}
//--------------------------------------------
// Megahealth Rot function. Reduce player's health until it's below 100. Then respawn.
void CItemHealth::MegahealthRot( void )
{
if (m_hRotTarget)
{
CBasePlayer *pPlayer = ((CBasePlayer *)((CBaseEntity *)m_hRotTarget));
if (pPlayer->pev->health > pPlayer->pev->max_health )
{
pPlayer->pev->health--;
pev->nextthink = gpGlobals->time + 1;
return;
}
pPlayer->m_iQuakeItems &= ~IT_SUPERHEALTH;
}
// Respawn if it's not DM==2
if (gpGlobals->deathmatch != 2)
{
SetThink ( &CQuakeItem::Materialize );
pev->nextthink = gpGlobals->time + 20;
}
else
{
UTIL_Remove( this );
}
}
//======================================================================================
// ARMOR ITEMS
//======================================================================================
class CItemArmor : public CQuakeItem
{
public:
BOOL MyTouch( CBasePlayer *pPlayer );
float m_flArmorValue;
float m_flArmorType;
int m_iArmorBit;
};
// Armor Touch
BOOL CItemArmor::MyTouch( CBasePlayer *pPlayer )
{
if (pPlayer->pev->health <= 0)
return FALSE;
// Don't pickup in DM==4 if they're invincible
if (gpGlobals->deathmatch == 4 && pPlayer->m_flInvincibleFinished > 0)
return FALSE;
// Don't pickup if this armor isn't as good as the stuff we've got
if ( (pPlayer->pev->armortype * pPlayer->pev->armorvalue) >= (m_flArmorType * m_flArmorValue) )
return FALSE;
pPlayer->pev->armortype = m_flArmorType;
pPlayer->pev->armorvalue = m_flArmorValue;
pPlayer->m_iQuakeItems &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
pPlayer->m_iQuakeItems |= m_iArmorBit;
EMIT_SOUND( ENT( pPlayer->pev ), CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM );
return TRUE;
}
//===============
// Green Armor
class CItemArmorGreen : public CItemArmor
{
public:
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS(item_armor1, CItemArmorGreen);
// Spawn
void CItemArmorGreen::Spawn( void )
{
Precache();
SET_MODEL(ENT(pev), "models/armour_g.mdl");
CItemArmor::Spawn();
m_flArmorValue = 100;
m_flArmorType = 0.3;
m_iArmorBit = IT_ARMOR1;
}
// Precache
void CItemArmorGreen::Precache( void )
{
PRECACHE_MODEL( "models/armour_g.mdl" );
PRECACHE_SOUND( "items/armor1.wav" );
}
//===============
// Yellow Armor
class CItemArmorYellow : public CItemArmor
{
public:
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS(item_armor2, CItemArmorYellow);
// Spawn
void CItemArmorYellow::Spawn( void )
{
Precache();
SET_MODEL(ENT(pev), "models/armour_y.mdl");
CItemArmor::Spawn();
m_flArmorValue = 150;
m_flArmorType = 0.6;
m_iArmorBit = IT_ARMOR2;
}
// Precache
void CItemArmorYellow::Precache( void )
{
PRECACHE_MODEL( "models/armour_y.mdl" );
PRECACHE_SOUND( "items/armor1.wav" );
}
//===============
// Red Armor
class CItemArmorRed : public CItemArmor
{
public:
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS(item_armor3, CItemArmorRed);
LINK_ENTITY_TO_CLASS(item_armorInv, CItemArmorRed);
// Spawn
void CItemArmorRed::Spawn( void )
{
Precache();
SET_MODEL(ENT(pev), "models/armour_r.mdl");
CItemArmor::Spawn();
m_flArmorValue = 200;
m_flArmorType = 0.8;
m_iArmorBit = IT_ARMOR3;
}
// Precache
void CItemArmorRed::Precache( void )
{
PRECACHE_MODEL( "models/armour_r.mdl" );
PRECACHE_SOUND( "items/armor1.wav" );
}
//======================================================================================
// WEAPON ITEMS
//======================================================================================
void CBasePlayer::CheckAmmo()
{
if (m_iAmmoShells > 100)
m_iAmmoShells = 100;
if (m_iAmmoNails > 200)
m_iAmmoNails = 200;
if (m_iAmmoRockets > 100)
m_iAmmoRockets = 100;
if (m_iAmmoCells > 100)
m_iAmmoCells = 100;
}
int RankForWeapon(int iWeapon)
{
switch (iWeapon)
{
case IT_LIGHTNING:
return 1; break;
case IT_ROCKET_LAUNCHER:
return 2; break;
case IT_SUPER_NAILGUN:
return 3; break;
case IT_GRENADE_LAUNCHER:
return 4; break;
case IT_SUPER_SHOTGUN:
return 5; break;
case IT_NAILGUN:
return 6; break;
default:
break;
}
return 7;
}
int WeaponCode(int iWeapon)
{
switch (iWeapon)
{
case IT_SUPER_SHOTGUN:
return 3; break;
case IT_NAILGUN:
return 4; break;
case IT_SUPER_NAILGUN:
return 5; break;
case IT_GRENADE_LAUNCHER:
return 6; break;
case IT_ROCKET_LAUNCHER:
return 7; break;
case IT_LIGHTNING:
return 8; break;
default:
break;
}
return 1;
}
int GetWeaponValue ( int iWeapon )
{
int iWepValue = 0;
switch ( iWeapon )
{
case IT_AXE: iWepValue = 1; break;
case IT_SHOTGUN: iWepValue = 2; break;
case IT_SUPER_SHOTGUN: iWepValue = 3; break;
case IT_NAILGUN: iWepValue = 4; break;
case IT_SUPER_NAILGUN: iWepValue = 5; break;
case IT_GRENADE_LAUNCHER: iWepValue = 6; break;
case IT_ROCKET_LAUNCHER: iWepValue = 7; break;
case IT_LIGHTNING: iWepValue = 8; break;
}
return iWepValue;
}
// Change weapon only if the new one's better
void CBasePlayer::Deathmatch_Weapon(int iOldWeapon, int iNewWeapon)
{
int iPickedWep = GetWeaponValue( iNewWeapon );
int iOldWep = GetWeaponValue( m_iQuakeWeapon );
switch ( m_iAutoWepSwitch )
{
case 0: return; break;
case 1:
W_ChangeWeapon( iPickedWep ); break;
case 2:
if ( iPickedWep == 8 && !FBitSet(pev->flags , FL_INWATER) || iPickedWep > iOldWep )
W_ChangeWeapon( iPickedWep );
break;
}
}
//-----------------------------------------------
// Base Quake Weapon object
class CItemWeapon : public CQuakeItem
{
public:
BOOL MyTouch( CBasePlayer *pPlayer );
int m_iWeapon;
};
BOOL CItemWeapon::MyTouch( CBasePlayer *pPlayer )
{
BOOL bLeaveWeapon = FALSE;
if (gpGlobals->deathmatch == 2 || gpGlobals->deathmatch == 3 || gpGlobals->deathmatch == 5 || CVAR_GET_FLOAT("mp_weaponstay") > 0 )
bLeaveWeapon = TRUE;
// Leave the weapon if the player's already got it
if ( bLeaveWeapon && (pPlayer->m_iQuakeItems & m_iWeapon) )
return FALSE;
if ( pPlayer->pev->health <= 0)
return FALSE;
// Give the player some ammo
switch (m_iWeapon)
{
case IT_NAILGUN:
pPlayer->m_iAmmoNails += 30;
break;
case IT_SUPER_NAILGUN:
pPlayer->m_iAmmoNails += 30;
break;
case IT_SUPER_SHOTGUN:
pPlayer->m_iAmmoShells += 5;
break;
case IT_ROCKET_LAUNCHER:
pPlayer->m_iAmmoRockets += 5;
break;
case IT_GRENADE_LAUNCHER:
pPlayer->m_iAmmoRockets += 5;
break;
case IT_LIGHTNING:
pPlayer->m_iAmmoCells += 15;
break;
default:
break;
}
pPlayer->CheckAmmo();
EMIT_SOUND( ENT(pev), CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM );
// Change to new weapon?
int iOldItems = pPlayer->m_iQuakeWeapon;
pPlayer->m_iQuakeItems |= m_iWeapon;
pPlayer->Deathmatch_Weapon(iOldItems, m_iWeapon);
// Update HUD
pPlayer->W_SetCurrentAmmo();
pPlayer->m_iClientQuakeWeapon = -1;
pPlayer->m_fWeapon = FALSE;
pPlayer->m_fKnownItem = FALSE;
pPlayer->UpdateClientData();
if (bLeaveWeapon)
return FALSE;
// Respawn
m_flRespawnTime = 30;
return TRUE;
}
//===============
// Super Shotgun
class CItemWeaponSuperShotgun : public CItemWeapon
{
public:
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS(weapon_supershotgun, CItemWeaponSuperShotgun);
// Spawn
void CItemWeaponSuperShotgun::Spawn( void )
{
if ( gpGlobals->deathmatch > 3)
{
UTIL_Remove(this);
return;
}
Precache();
SET_MODEL(ENT(pev), "models/g_shot2.mdl");
CItemWeapon::Spawn();
m_iWeapon = IT_SUPER_SHOTGUN;
pev->netname = MAKE_STRING("Double-barrelled Shotgun");
}
// Precache
void CItemWeaponSuperShotgun::Precache( void )
{
PRECACHE_MODEL( "models/g_shot2.mdl" );
}
//===============
// Nailgun
class CItemWeaponNailgun : public CItemWeapon
{
public:
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS(weapon_nailgun, CItemWeaponNailgun);
// Spawn
void CItemWeaponNailgun::Spawn( void )
{
if ( gpGlobals->deathmatch > 3)
{
UTIL_Remove(this);
return;
}
Precache();
SET_MODEL(ENT(pev), "models/g_nail.mdl");
CItemWeapon::Spawn();
m_iWeapon = IT_NAILGUN;
pev->netname = MAKE_STRING("Nailgun");
}
// Precache
void CItemWeaponNailgun::Precache( void )
{
PRECACHE_MODEL( "models/g_nail.mdl" );
}
//===============
// Super Nailgun
class CItemWeaponSuperNailgun : public CItemWeapon
{
public:
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS(weapon_supernailgun, CItemWeaponSuperNailgun);
// Spawn
void CItemWeaponSuperNailgun::Spawn( void )
{
if ( gpGlobals->deathmatch > 3)
{
UTIL_Remove(this);
return;
}
Precache();
SET_MODEL(ENT(pev), "models/g_nail2.mdl");
CItemWeapon::Spawn();
m_iWeapon = IT_SUPER_NAILGUN;
pev->netname = MAKE_STRING("Super Nailgun");
}
// Precache
void CItemWeaponSuperNailgun::Precache( void )
{
PRECACHE_MODEL( "models/g_nail2.mdl" );
}
//===============
// Grenade Launcher
class CItemWeaponGrenadeLauncher : public CItemWeapon
{
public:
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS(weapon_grenadelauncher, CItemWeaponGrenadeLauncher);
// Spawn
void CItemWeaponGrenadeLauncher::Spawn( void )
{
if ( gpGlobals->deathmatch > 3)
{
UTIL_Remove(this);
return;
}
Precache();
SET_MODEL(ENT(pev), "models/g_rock.mdl");
CItemWeapon::Spawn();
m_iWeapon = IT_GRENADE_LAUNCHER;
pev->netname = MAKE_STRING("Grenade Launcher");
}
// Precache
void CItemWeaponGrenadeLauncher::Precache( void )
{
PRECACHE_MODEL( "models/g_rock.mdl" );
}
//===============
// Rocket Launcher
class CItemWeaponRocketLauncher : public CItemWeapon
{
public:
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS(weapon_rocketlauncher, CItemWeaponRocketLauncher);
// Spawn
void CItemWeaponRocketLauncher::Spawn( void )
{
if ( gpGlobals->deathmatch > 3)
{
UTIL_Remove(this);
return;
}
Precache();
SET_MODEL(ENT(pev), "models/g_rock2.mdl");
CItemWeapon::Spawn();
m_iWeapon = IT_ROCKET_LAUNCHER;
pev->netname = MAKE_STRING("Rocket Launcher");
}
// Precache
void CItemWeaponRocketLauncher::Precache( void )
{
PRECACHE_MODEL( "models/g_rock2.mdl" );
}
//===============
// Lightning Gun
class CItemWeaponLightning : public CItemWeapon
{
public:
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS(weapon_lightning, CItemWeaponLightning);
// Spawn
void CItemWeaponLightning::Spawn( void )
{
if ( gpGlobals->deathmatch > 3)
{
UTIL_Remove(this);
return;
}
Precache();
SET_MODEL(ENT(pev), "models/g_light.mdl");
CItemWeapon::Spawn();
m_iWeapon = IT_LIGHTNING;
pev->netname = MAKE_STRING("Thunderbolt");
}
// Precache
void CItemWeaponLightning::Precache( void )
{
PRECACHE_MODEL( "models/g_light.mdl" );
}
//======================================================================================
// AMMO ITEMS
//======================================================================================
#define BIG_AMMOBOX 1
class CItemAmmo : public CQuakeItem
{
public:
void Spawn( void );
void Precache( void );
BOOL MyTouch( CBasePlayer *pPlayer );
int m_isSmallBox;
int m_isLargeBox;
int ammo_shells;
int ammo_nails;
int ammo_rockets;
int ammo_cells;
};
// Spawn
void CItemAmmo::Spawn( void )
{
Precache();
// Set the box size
if (pev->spawnflags & BIG_AMMOBOX)
{
SET_MODEL( ENT(pev), STRING(m_isLargeBox) );
ammo_shells *= 2;
ammo_nails *= 2;
ammo_rockets *= 2;
ammo_cells *= 2;
}
else
{
SET_MODEL( ENT(pev), STRING(m_isSmallBox) );
}
// Halve respawn times in DM==3 and DM==5
if (gpGlobals->deathmatch == 3 || gpGlobals->deathmatch == 5)
m_flRespawnTime = 15;
else
m_flRespawnTime = 30;
CQuakeItem::Spawn();
}
// Precache
void CItemAmmo::Precache( void )
{
if (pev->spawnflags & BIG_AMMOBOX)
PRECACHE_MODEL( (char*)STRING(m_isLargeBox) );
else
PRECACHE_MODEL( (char*)STRING(m_isSmallBox) );
}
BOOL CItemAmmo::MyTouch( CBasePlayer *pPlayer )
{
if (pPlayer->pev->health <= 0)
return FALSE;
// Find the player's best weapon
int iBestWeapon = pPlayer->W_BestWeapon();
// Return if the player can't carry
if (ammo_shells && pPlayer->m_iAmmoShells >= 100)
return FALSE;
if (ammo_nails && pPlayer->m_iAmmoNails >= 200)
return FALSE;
if (ammo_rockets && pPlayer->m_iAmmoRockets >= 100)
return FALSE;
if (ammo_cells && pPlayer->m_iAmmoCells >= 100)
return FALSE;
pPlayer->m_iAmmoShells += ammo_shells;
pPlayer->m_iAmmoNails += ammo_nails;
pPlayer->m_iAmmoRockets += ammo_rockets;
pPlayer->m_iAmmoCells += ammo_cells;
pPlayer->CheckAmmo();
EMIT_SOUND( ENT(pev), CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM );
// Change to a better weapon if possible
if ( pPlayer->m_iQuakeWeapon == iBestWeapon )
{
pPlayer->m_iQuakeWeapon = pPlayer->W_BestWeapon();
}
pPlayer->W_SetCurrentAmmo();
return TRUE;
}
//===============
// Shells
class CItemAmmoShells : public CItemAmmo
{
public:
void Spawn( void );
};
LINK_ENTITY_TO_CLASS(item_shells, CItemAmmoShells);
// Spawn
void CItemAmmoShells::Spawn( void )
{
if ( gpGlobals->deathmatch == 4)
{
UTIL_Remove(this);
return;
}
m_isSmallBox = MAKE_STRING("models/w_shotbox.mdl");
m_isLargeBox = MAKE_STRING("models/w_shotbox_big.mdl");
pev->netname = MAKE_STRING("shells");
ammo_shells = 20;
CItemAmmo::Spawn();
}
//===============
// Spikes
class CItemAmmoSpikes : public CItemAmmo
{
public:
void Spawn( void );
};
LINK_ENTITY_TO_CLASS(item_spikes, CItemAmmoSpikes);
// Spawn
void CItemAmmoSpikes::Spawn( void )
{
if ( gpGlobals->deathmatch == 4)
{
UTIL_Remove(this);
return;
}
m_isSmallBox = MAKE_STRING("models/b_nail0.mdl");
m_isLargeBox = MAKE_STRING("models/b_nail1.mdl");
pev->netname = MAKE_STRING("nails");
ammo_nails = 25;
CItemAmmo::Spawn();
}
//===============
// Rockets
class CItemAmmoRockets : public CItemAmmo
{
public:
void Spawn( void );
};
LINK_ENTITY_TO_CLASS(item_rockets, CItemAmmoRockets);
// Spawn
void CItemAmmoRockets::Spawn( void )
{
if ( gpGlobals->deathmatch == 4)
{
UTIL_Remove(this);
return;
}
m_isSmallBox = MAKE_STRING("models/w_rpgammo.mdl");
m_isLargeBox = MAKE_STRING("models/w_rpgammo_big.mdl");
pev->netname = MAKE_STRING("rockets");
ammo_rockets = 5;
CItemAmmo::Spawn();
}
//===============
// Cells
class CItemAmmoCells : public CItemAmmo
{
public:
void Spawn( void );
};
LINK_ENTITY_TO_CLASS(item_cells, CItemAmmoCells);
// Spawn
void CItemAmmoCells::Spawn( void )
{
if ( gpGlobals->deathmatch == 4)
{
UTIL_Remove(this);
return;
}
m_isSmallBox = MAKE_STRING("models/w_battery.mdl");
m_isLargeBox = MAKE_STRING("models/w_battery.mdl");
pev->netname = MAKE_STRING("cells");
ammo_cells = 6;
CItemAmmo::Spawn();
}
//===============
// Weapon ammo
// Another method of placing ammo. Quake still uses it in some maps.
#define AW_SHOTGUN 1
#define AW_ROCKET 2
#define AW_SPIKES 4
#define AW_BIG 8
class CItemAmmoWeapon : public CItemAmmo
{
public:
void Spawn( void );
};
LINK_ENTITY_TO_CLASS(item_weapon, CItemAmmoWeapon);
// Spawn
void CItemAmmoWeapon::Spawn( void )
{
if ( gpGlobals->deathmatch == 4)
{
UTIL_Remove(this);
return;
}
// Shells
if (pev->spawnflags & AW_SHOTGUN)
{
m_isSmallBox = MAKE_STRING("models/w_shotbox.mdl");
m_isLargeBox = MAKE_STRING("models/w_shotbox_big.mdl");
pev->netname = MAKE_STRING("shells");
ammo_shells = 20;
}
// Nails
if (pev->spawnflags & AW_SPIKES)
{
m_isSmallBox = MAKE_STRING("models/b_nail0.mdl");
m_isLargeBox = MAKE_STRING("models/b_nail1.mdl");
pev->netname = MAKE_STRING("nails");
ammo_nails = 25;
}
// Rockets
if (pev->spawnflags & AW_ROCKET)
{
m_isSmallBox = MAKE_STRING("models/w_rpgammo.mdl");
m_isLargeBox = MAKE_STRING("models/w_rpgammo_big.mdl");
pev->netname = MAKE_STRING("rockets");
ammo_rockets = 5;
}
// Big?
if (pev->spawnflags & AW_BIG)
pev->spawnflags = BIG_AMMOBOX;
else
pev->spawnflags = 0;
CItemAmmo::Spawn();
}
//===============================================================================
// POWERUPS
//===============================================================================
class CItemPowerup : public CQuakeItem
{
public:
BOOL MyTouch( CBasePlayer *pPlayer );
int m_iPowerupBit;
float invincible_finished;
float radsuit_finished;
float invisible_finished;
float super_damage_finished;
};
// Powerup Touch
BOOL CItemPowerup::MyTouch( CBasePlayer *pPlayer )
{
if (pPlayer->pev->health <= 0)
return FALSE;
EMIT_SOUND( ENT(pev), CHAN_ITEM, STRING(pev->noise), 1, ATTN_NORM );
pPlayer->m_iQuakeItems |= m_iPowerupBit;
int iPowerUp = 0;
// Invincibility
if (invincible_finished)
{
// Make them glow red
if ( pPlayer->m_iQuakeItems & IT_QUAD )
{
pPlayer->pev->renderfx = kRenderFxGlowShell;
pPlayer->pev->rendercolor = Vector( 255, 125, 255 ); // RGB
pPlayer->pev->renderamt = 100; // Shell size
iPowerUp = 3;
}
else
{
pPlayer->pev->renderfx = kRenderFxGlowShell;
pPlayer->pev->rendercolor = Vector( 255, 128, 0 ); // RGB
pPlayer->pev->renderamt = 100; // Shell size
iPowerUp = 2;
}
if ( pPlayer->m_iQuakeItems & IT_INVISIBILITY )
{
pPlayer->pev->rendermode = kRenderTransColor;
pPlayer->pev->renderamt = 1;
}
pPlayer->m_flInvincibleFinished = gpGlobals->time + invincible_finished;
}
// Quad Damage
if (super_damage_finished)
{
// Make them glow blue
if ( pPlayer->m_iQuakeItems & IT_INVULNERABILITY )
{
pPlayer->pev->renderfx = kRenderFxGlowShell;
pPlayer->pev->rendercolor = Vector( 255, 125, 255 ); // RGB
pPlayer->pev->renderamt = 100; // Shell size
iPowerUp = 3;
}
else
{
pPlayer->pev->renderfx = kRenderFxGlowShell;
pPlayer->pev->rendercolor = Vector( 128, 128, 255 ); // RGB
pPlayer->pev->renderamt = 100; // Shell size
iPowerUp = 1;
}
if ( pPlayer->m_iQuakeItems & IT_INVISIBILITY )
{
pPlayer->pev->rendermode = kRenderTransColor;
pPlayer->pev->renderamt = 1;
}
pPlayer->m_flSuperDamageFinished = gpGlobals->time + super_damage_finished;
// Remove armor and cells if DM==4
if (gpGlobals->deathmatch == 4)
{
pPlayer->pev->armortype = 0;
pPlayer->pev->armorvalue = 0;
pPlayer->m_iAmmoCells = 0;
}
}
// Radiation suit
if (radsuit_finished)
pPlayer->m_flRadsuitFinished = gpGlobals->time + radsuit_finished;
// Invisibility
if (invisible_finished)
{
pPlayer->m_flInvisibleFinished = gpGlobals->time + invisible_finished;
pPlayer->pev->renderfx = kRenderFxGlowShell;
pPlayer->pev->rendercolor = Vector( 128, 128, 128 ); // RGB
pPlayer->pev->renderamt = 5; // Shell size
}
// tell director about it
MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
WRITE_BYTE ( 9 ); // command length in bytes
WRITE_BYTE ( DRC_CMD_EVENT ); // powerup pickup
WRITE_SHORT( ENTINDEX(pPlayer->edict()) ); // player is primary target
WRITE_SHORT( ENTINDEX(this->edict()) ); // powerup as second target
WRITE_LONG( 9 ); // highst prio in game
MESSAGE_END();
pPlayer->W_SetCurrentAmmo();
PLAYBACK_EVENT_FULL( FEV_GLOBAL | FEV_RELIABLE,
pPlayer->edict(), g_usPowerUp, 0, (float *)&g_vecZero, (float *)&g_vecZero,
(float)iPowerUp, 0.0, pPlayer->entindex(), pPlayer->pev->team, 0, 0 );
return TRUE;
}
//===============
// Pentagram
class CItemPowerupInvincible : public CItemPowerup
{
public:
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS(item_artifact_invulnerability, CItemPowerupInvincible);
// Spawn
void CItemPowerupInvincible::Spawn( void )
{
Precache();
CQuakeItem::Spawn();
m_flRespawnTime = 300;
invincible_finished = 30;
SET_MODEL(ENT(pev), "models/pow_invuln.mdl");
pev->netname = MAKE_STRING("Pentagram of Protection");
pev->noise = MAKE_STRING("items/protect.wav");
m_iPowerupBit = IT_INVULNERABILITY;
// Make it glow red
pev->renderfx = kRenderFxGlowShell;
pev->rendercolor = Vector( 255, 128, 0 ); // RGB
pev->renderamt = 100; // Shellsize
}
// Precache
void CItemPowerupInvincible::Precache( void )
{
PRECACHE_MODEL("models/pow_invuln.mdl");
PRECACHE_SOUND("items/protect.wav");
PRECACHE_SOUND("items/protect2.wav");
PRECACHE_SOUND("items/protect3.wav");
}
//===============
// Radiation Suit
class CItemPowerupRadsuit : public CItemPowerup
{
public:
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS(item_artifact_envirosuit, CItemPowerupRadsuit);
// Spawn
void CItemPowerupRadsuit::Spawn( void )
{
Precache();
CQuakeItem::Spawn();
m_flRespawnTime = 60;
radsuit_finished = 30;
SET_MODEL(ENT(pev), "models/suit.mdl");
pev->netname = MAKE_STRING("Biosuit");
pev->noise = MAKE_STRING("items/suit.wav");
m_iPowerupBit = IT_SUIT;
}
// Precache
void CItemPowerupRadsuit::Precache( void )
{
PRECACHE_MODEL("models/suit.mdl");
PRECACHE_SOUND("items/suit.wav");
PRECACHE_SOUND("items/suit2.wav");
}
//===============
// Ring of Invisibility
class CItemPowerupInvisibility : public CItemPowerup
{
public:
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS(item_artifact_invisibility, CItemPowerupInvisibility);
// Spawn
void CItemPowerupInvisibility::Spawn( void )
{
Precache();
CQuakeItem::Spawn();
m_flRespawnTime = 300;
invisible_finished = 30;
SET_MODEL(ENT(pev), "models/pow_invis.mdl");
pev->netname = MAKE_STRING("Ring of Shadows");
pev->noise = MAKE_STRING("items/inv1.wav");
m_iPowerupBit = IT_INVISIBILITY;
pev->renderfx = kRenderFxGlowShell;
pev->rendercolor = Vector( 128, 128, 128 ); // RGB
pev->renderamt = 25; // Shell size
pev->rendermode = kRenderTransColor;
pev->renderamt = 30;
}
// Precache
void CItemPowerupInvisibility::Precache( void )
{
PRECACHE_MODEL("models/pow_invis.mdl");
PRECACHE_SOUND("items/inv1.wav");
PRECACHE_SOUND("items/inv2.wav");
PRECACHE_SOUND("items/inv3.wav");
}
//===============
// Quad Damage
class CItemPowerupQuad : public CItemPowerup
{
public:
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS(item_artifact_super_damage, CItemPowerupQuad);
// Spawn
void CItemPowerupQuad::Spawn( void )
{
Precache();
CQuakeItem::Spawn();
m_flRespawnTime = 60;
super_damage_finished = 30;
SET_MODEL(ENT(pev), "models/pow_quad.mdl");
pev->netname = MAKE_STRING("Quad Damage");
pev->noise = MAKE_STRING("items/damage.wav");
m_iPowerupBit = IT_QUAD;
// Make it glow blue
pev->renderfx = kRenderFxGlowShell;
pev->rendercolor = Vector( 128, 128, 255 ); // RGB
pev->renderamt = 100; // Shell size
}
// Precache
void CItemPowerupQuad::Precache( void )
{
PRECACHE_MODEL("models/pow_quad.mdl");
PRECACHE_SOUND("items/damage.wav");
PRECACHE_SOUND("items/damage2.wav");
PRECACHE_SOUND("items/damage3.wav");
}
//===============================================================================
// PLAYER BACKPACKS
//===============================================================================
class CItemBackpack : public CQuakeItem
{
public:
void Spawn( void );
// void SetBox ( void );
virtual void SetObjectCollisionBox ( void );
BOOL MyTouch( CBasePlayer *pPlayer );
int m_iItems;
int ammo_shells;
int ammo_nails;
int ammo_rockets;
int ammo_cells;
};
LINK_ENTITY_TO_CLASS(item_backpack, CItemBackpack);
void CItemBackpack :: SetObjectCollisionBox( void )
{
pev->absmin = pev->origin + Vector(-32, -32, 0);
pev->absmax = pev->origin + Vector(32, 32, 56);
}
// Spawn
void CItemBackpack::Spawn()
{
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_TRIGGER;
UTIL_SetOrigin( pev, pev->origin );
SET_MODEL(ENT(pev), "models/backpack.mdl");
SetTouch(&CQuakeItem::ItemTouch);
}
// Drop a backpack containing this player's ammo/weapons
void CBasePlayer::DropBackpack()
{
// Any ammo to drop?
if ( !(m_iAmmoShells + m_iAmmoNails + m_iAmmoRockets + m_iAmmoCells) )
return;
// Create the pack
CItemBackpack *pPack = (CItemBackpack *)CBaseEntity::Create( "item_backpack", pev->origin - Vector(0, 0, 24), g_vecZero, edict() );
pPack->pev->velocity = Vector( RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), 300 );
pPack->Spawn();
// Put the player's weapon in the pack
pPack->m_iItems = m_iQuakeWeapon;
switch (pPack->m_iItems)
{
case IT_AXE:
pPack->pev->netname = MAKE_STRING("Crowbar"); break;
case IT_SHOTGUN:
pPack->pev->netname = MAKE_STRING("Shotgun"); break;
case IT_SUPER_SHOTGUN:
pPack->pev->netname = MAKE_STRING("Double-barrelled Shotgun"); break;
case IT_NAILGUN:
pPack->pev->netname = MAKE_STRING("Nailgun"); break;
case IT_SUPER_NAILGUN:
pPack->pev->netname = MAKE_STRING("Super Nailgun"); break;
case IT_GRENADE_LAUNCHER:
pPack->pev->netname = MAKE_STRING("Grenade Launcher"); break;
case IT_ROCKET_LAUNCHER:
pPack->pev->netname = MAKE_STRING("Rocket Launcher"); break;
case IT_LIGHTNING:
pPack->pev->netname = MAKE_STRING("Thunderbolt"); break;
default:
pPack->pev->netname = MAKE_STRING("Invalid weapon."); break;
}
// Put the ammo in
pPack->ammo_shells = m_iAmmoShells;
pPack->ammo_nails = m_iAmmoNails;
pPack->ammo_rockets = m_iAmmoRockets;
pPack->ammo_cells = m_iAmmoCells;
//Remove them from the player
m_iAmmoShells = m_iAmmoNails = m_iAmmoRockets = m_iAmmoCells = 0;
// Remove after 2 mins
pPack->pev->nextthink = gpGlobals->time + 120;
pPack->SetThink( &CBaseEntity::SUB_Remove );
// Remove all weapons
m_iQuakeItems = 0;
m_iQuakeWeapon = 0;
}
// Pickup backpack
BOOL CItemBackpack::MyTouch( CBasePlayer *pPlayer )
{
if (pPlayer->pev->health <= 0)
return FALSE;
if (gpGlobals->deathmatch == 4 && pPlayer->m_flInvincibleFinished > 0)
return FALSE;
if (gpGlobals->deathmatch == 4)
{
pPlayer->pev->health += 10;
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#Additional_Health" );
if ((pPlayer->pev->health > 250) && (pPlayer->pev->health < 300))
EMIT_SOUND( ENT(pPlayer->pev), CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM );
else
EMIT_SOUND( ENT(pPlayer->pev), CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM );
// Become invulnerable if the player's reached 300 health
if (pPlayer->pev->health > 299)
{
if (pPlayer->m_flInvincibleFinished == 0)
{
// Give player invincibility and quad
pPlayer->m_flInvincibleFinished = gpGlobals->time + 30;
pPlayer->m_flSuperDamageFinished = gpGlobals->time + 30;
pPlayer->m_iQuakeItems |= (IT_INVULNERABILITY | IT_QUAD);
pPlayer->m_iAmmoCells = 0;
// Make player glow red
pPlayer->pev->renderfx = kRenderFxGlowShell;
pPlayer->pev->rendercolor = Vector( 255, 128, 0 ); // RGB
pPlayer->pev->renderamt = 100; // Shell size
EMIT_SOUND( ENT(pPlayer->pev), CHAN_VOICE, "items/sight1.wav", 1, ATTN_NORM );
UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "#Bonus_Power", STRING(pPlayer->pev->netname) );
}
}
UTIL_Remove( this );
// We've removed ourself, so don't let CQuakeItem handle respawn
return FALSE;
}
BOOL bPrintComma = FALSE;
// Get the weapon from the pack
if (m_iItems)
{
if ( !(pPlayer->m_iQuakeItems & m_iItems) )
{
bPrintComma = TRUE;
switch ( m_iItems )
{
case IT_SUPER_SHOTGUN:
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#You_Get_SS", UTIL_dtos1( ammo_shells ), UTIL_dtos2 ( ammo_nails ), UTIL_dtos3 ( ammo_rockets ), UTIL_dtos4 ( ammo_cells ) ); break;
case IT_NAILGUN:
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#You_Get_NG", UTIL_dtos1( ammo_shells ), UTIL_dtos2 ( ammo_nails ), UTIL_dtos3 ( ammo_rockets ), UTIL_dtos4 ( ammo_cells ) ); break;
case IT_SUPER_NAILGUN:
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#You_Get_SG", UTIL_dtos1( ammo_shells ), UTIL_dtos2 ( ammo_nails ), UTIL_dtos3 ( ammo_rockets ), UTIL_dtos4 ( ammo_cells ) ); break;
case IT_GRENADE_LAUNCHER:
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#You_Get_GL", UTIL_dtos1( ammo_shells ), UTIL_dtos2 ( ammo_nails ), UTIL_dtos3 ( ammo_rockets ), UTIL_dtos4 ( ammo_cells ) ); break;
case IT_ROCKET_LAUNCHER:
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#You_Get_RL", UTIL_dtos1( ammo_shells ), UTIL_dtos2 ( ammo_nails ), UTIL_dtos3 ( ammo_rockets ), UTIL_dtos4 ( ammo_cells ) ); break;
case IT_LIGHTNING:
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#You_Get_LG", UTIL_dtos1( ammo_shells ), UTIL_dtos2 ( ammo_nails ), UTIL_dtos3 ( ammo_rockets ), UTIL_dtos4 ( ammo_cells ) ); break;
}
}
else
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#You_Get_NoGun", UTIL_dtos1( ammo_shells ), UTIL_dtos2 ( ammo_nails ), UTIL_dtos3 ( ammo_rockets ), UTIL_dtos4 ( ammo_cells ) );
}
// Get ammo from pack
pPlayer->m_iAmmoShells += ammo_shells;
pPlayer->m_iAmmoNails += ammo_nails;
pPlayer->m_iAmmoRockets += ammo_rockets;
pPlayer->m_iAmmoCells += ammo_cells;
pPlayer->CheckAmmo();
int iNewWeapon = m_iItems;
if (!iNewWeapon)
iNewWeapon = pPlayer->m_iQuakeWeapon;
int iOldWeapon = pPlayer->m_iQuakeItems;
pPlayer->m_iQuakeItems |= m_iItems;
// Give them at least 5 rockets in DM==3 and DM==5
if ( (gpGlobals->deathmatch==3 || gpGlobals->deathmatch == 5) & ( (WeaponCode(iNewWeapon)==6) || (WeaponCode(iNewWeapon)==7) ) & (pPlayer->m_iAmmoRockets < 5) )
pPlayer->m_iAmmoRockets = 5;
EMIT_SOUND( ENT(pPlayer->pev), CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM );
// Switch to a better weapon
if ( WeaponCode(iNewWeapon) <= pPlayer->m_iBackpackSwitch )
{
if (pPlayer->pev->flags & FL_INWATER)
{
if (iNewWeapon != IT_LIGHTNING)
{
pPlayer->Deathmatch_Weapon(iOldWeapon, iNewWeapon);
}
}
else
{
pPlayer->Deathmatch_Weapon(iOldWeapon, iNewWeapon);
}
}
pPlayer->W_SetCurrentAmmo();
pPlayer->m_iClientQuakeWeapon = -1;
pPlayer->m_fWeapon = FALSE;
pPlayer->m_fKnownItem = FALSE;
pPlayer->UpdateClientData();
UTIL_Remove( this );
// We've removed ourself, so don't let CQuakeItem handle respawn
return FALSE;
}
#if 0
/*
===============================================================================
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, PRINT_LOW, "You got the ");
sprint (other, PRINT_LOW, self.netname);
sprint (other,PRINT_LOW, "\n");
sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
stuffcmd (other, "bf\n");
other.items = other.items | self.items;
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 ();
};
void() q_touch =
{
local entity stemp;
local float best;
local string s;
if (other.classname != "player")
return;
if (other.health <= 0)
return;
self.mdl = self.model;
sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM);
stuffcmd (other, "bf\n");
self.solid = SOLID_NOT;
other.items = other.items | IT_QUAD;
self.model = string_null;
if (deathmatch == 4)
{
other.armortype = 0;
other.armorvalue = 0 * 0.01;
other.ammo_cells = 0;
}
// do the apropriate action
other.super_time = 1;
other.super_damage_finished = self.cnt;
s=ftos(rint(other.super_damage_finished - time));
bprint (PRINT_LOW, other.netname);
if (deathmatch == 4)
bprint (PRINT_LOW, " recovered an OctaPower with ");
else
bprint (PRINT_LOW, " recovered a Quad with ");
bprint (PRINT_LOW, s);
bprint (PRINT_LOW, " seconds remaining!\n");
activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};
void(float timeleft) DropQuad =
{
local entity item;
item = spawn();
item.origin = self.origin - '0 0 24';
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;
item.noise = "items/damage.wav";
setmodel (item, "progs/quaddama.mdl");
setsize (item, '-16 -16 -24', '16 16 32');
item.cnt = time + timeleft;
item.touch = q_touch;
item.nextthink = time + timeleft; // remove it with the time left on it
item.think = SUB_Remove;
};
void() r_touch;
void() r_touch =
{
local entity stemp;
local float best;
local string s;
if (other.classname != "player")
return;
if (other.health <= 0)
return;
self.mdl = self.model;
sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM);
stuffcmd (other, "bf\n");
self.solid = SOLID_NOT;
other.items = other.items | IT_INVISIBILITY;
self.model = string_null;
// do the apropriate action
other.invisible_time = 1;
other.invisible_finished = self.cnt;
s=ftos(rint(other.invisible_finished - time));
bprint (PRINT_LOW, other.netname);
bprint (PRINT_LOW, " recovered a Ring with ");
bprint (PRINT_LOW, s);
bprint (PRINT_LOW, " seconds remaining!\n");
activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};
void(float timeleft) DropRing =
{
local entity item;
item = spawn();
item.origin = self.origin - '0 0 24';
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;
item.noise = "items/inv1.wav";
setmodel (item, "progs/invisibl.mdl");
setsize (item, '-16 -16 -24', '16 16 32');
item.cnt = time + timeleft;
item.touch = r_touch;
item.nextthink = time + timeleft; // remove after 30 seconds
item.think = SUB_Remove;
};
#endif