1867 lines
42 KiB
C++
1867 lines
42 KiB
C++
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//=========== (C) Copyright 1996-2002, Valve, L.L.C. All rights reserved. ===========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: Quake world items
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "shake.h"
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#include "../engine/studio.h"
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#include "weapons.h"
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#include "quake_gun.h"
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#include "hltv.h"
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extern unsigned short g_usPowerUp;
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class CQuakeItem : public CBaseEntity
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{
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public:
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void Spawn( void );
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// Respawning
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void EXPORT Materialize( void );
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void Respawn( float flTime );
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virtual void SetObjectCollisionBox ( void );
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// Touch
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void EXPORT ItemTouch( CBaseEntity *pOther );
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virtual BOOL MyTouch( CBasePlayer *pOther ) { return FALSE; };
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float m_flRespawnTime;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Spawn and drop to the floor
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//-----------------------------------------------------------------------------
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void CQuakeItem :: SetObjectCollisionBox( void )
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{
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pev->absmin = pev->origin + Vector(-32, -32, 0);
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pev->absmax = pev->origin + Vector(32, 32, 56);
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}
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void CQuakeItem::Spawn()
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{
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pev->movetype = MOVETYPE_TOSS;
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pev->solid = SOLID_TRIGGER;
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SetTouch(&CQuakeItem::ItemTouch);
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if (DROP_TO_FLOOR(ENT(pev)) == 0)
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{
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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);
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UTIL_Remove( this );
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return;
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}
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//UTIL_SetOrigin( pev, pev->origin + Vector(0,0,16) );
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if (!m_flRespawnTime)
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m_flRespawnTime = 20;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Bring the item back
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//-----------------------------------------------------------------------------
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void CQuakeItem::Materialize()
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{
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// Become visible and touchable
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pev->effects &= ~EF_NODRAW;
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SetTouch( &CQuakeItem::ItemTouch );
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// Play respawn sound
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "items/itembk2.wav", 1, ATTN_NORM );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Setup the item's respawn in the time set
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//-----------------------------------------------------------------------------
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void CQuakeItem::Respawn( float flTime )
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{
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pev->effects |= EF_NODRAW;
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SetTouch( NULL );
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// Come back in time
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SetThink ( &CQuakeItem::Materialize );
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pev->nextthink = gpGlobals->time + flTime;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Touch function that calls the virtual touch function
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//-----------------------------------------------------------------------------
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void CQuakeItem::ItemTouch( CBaseEntity *pOther )
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{
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// if it's not a player, ignore
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if ( !pOther->IsPlayer() )
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return;
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//Dead?
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if (pOther->pev->health <= 0)
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return;
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CBasePlayer *pPlayer = (CBasePlayer *)pOther;
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// Call the virtual touch function
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if ( MyTouch( pPlayer ) )
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{
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SUB_UseTargets( pOther, USE_TOGGLE, 0 );
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// Respawn if it's not DM==2
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if (gpGlobals->deathmatch != 2)
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{
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Respawn( m_flRespawnTime );
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}
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else
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{
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UTIL_Remove( this );
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}
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}
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}
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//======================================================================================
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// HEALTH ITEMS
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//======================================================================================
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#define H_ROTTEN 1
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#define H_MEGA 2
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class CItemHealth : public CQuakeItem
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{
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public:
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void Spawn( void );
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void Precache( void );
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BOOL MyTouch( CBasePlayer *pPlayer );
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void EXPORT MegahealthRot( void );
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EHANDLE m_hRotTarget;
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int m_iHealAmount;
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int m_iHealType;
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};
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LINK_ENTITY_TO_CLASS(item_health, CItemHealth);
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//--------------------------------------------
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// Spawn
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void CItemHealth::Spawn( void )
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{
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Precache();
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// Setup healing method
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if (pev->spawnflags & H_ROTTEN)
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{
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SET_MODEL(ENT(pev), "models/w_medkits.mdl");
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pev->noise = MAKE_STRING( "items/r_item1.wav" );
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m_iHealAmount = 15;
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m_iHealType = H_ROTTEN;
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}
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else if (pev->spawnflags & H_MEGA)
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{
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SET_MODEL(ENT(pev), "models/w_medkitl.mdl");
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pev->noise = MAKE_STRING( "items/r_item2.wav" );
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m_iHealAmount = 100;
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m_iHealType = H_MEGA;
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}
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else
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{
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SET_MODEL(ENT(pev), "models/w_medkit.mdl");
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pev->noise = MAKE_STRING( "items/health1.wav" );
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m_iHealAmount = 25;
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m_iHealType = H_ROTTEN;
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}
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CQuakeItem::Spawn();
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}
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//--------------------------------------------
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// Precache
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void CItemHealth::Precache()
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{
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PRECACHE_MODEL("models/w_medkitl.mdl");
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PRECACHE_MODEL("models/w_medkits.mdl");
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PRECACHE_MODEL("models/w_medkit.mdl");
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PRECACHE_SOUND("items/r_item1.wav");
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PRECACHE_SOUND("items/r_item2.wav");
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PRECACHE_SOUND("items/health1.wav");
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}
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//--------------------------------------------
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// Health Touch
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BOOL CItemHealth::MyTouch( CBasePlayer *pPlayer )
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{
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// Don't heal in DM==4 if they're invincible
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if (gpGlobals->deathmatch == 4 && pPlayer->m_flInvincibleFinished > 0)
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return FALSE;
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if (pPlayer->pev->health <= 0)
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return FALSE;
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if (m_iHealType == H_MEGA)
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{
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if (pPlayer->pev->health >= 250)
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return FALSE;
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if ( !pPlayer->TakeHealth( m_iHealAmount, DMG_GENERIC | DMG_IGNORE_MAXHEALTH) )
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return FALSE;
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}
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else
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{
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// Heal the Player
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if ( !pPlayer->TakeHealth( m_iHealAmount, DMG_GENERIC ) )
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return FALSE;
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}
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ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#Get_Health", UTIL_dtos1(m_iHealAmount) );
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EMIT_SOUND( ENT(pev), CHAN_ITEM, STRING(pev->noise), 1, ATTN_NORM );
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// Setup for respawn
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if (m_iHealType == H_MEGA)
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{
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// Go invisible and fire targets
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pev->effects |= EF_NODRAW;
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SetTouch( NULL );
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SUB_UseTargets( pPlayer, USE_TOGGLE, 0 );
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pPlayer->m_iQuakeItems |= IT_SUPERHEALTH;
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if (gpGlobals->deathmatch != 4)
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{
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SetThink( &CItemHealth::MegahealthRot );
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pev->nextthink = gpGlobals->time + 5;
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}
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m_hRotTarget = pPlayer;
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// Return FALSE, because we want to handle our respawn ourselves
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return FALSE;
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}
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// Respawn as normal
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return TRUE;
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}
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//--------------------------------------------
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// Megahealth Rot function. Reduce player's health until it's below 100. Then respawn.
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void CItemHealth::MegahealthRot( void )
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{
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if (m_hRotTarget)
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{
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CBasePlayer *pPlayer = ((CBasePlayer *)((CBaseEntity *)m_hRotTarget));
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if (pPlayer->pev->health > pPlayer->pev->max_health )
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{
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pPlayer->pev->health--;
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pev->nextthink = gpGlobals->time + 1;
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return;
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}
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pPlayer->m_iQuakeItems &= ~IT_SUPERHEALTH;
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}
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// Respawn if it's not DM==2
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if (gpGlobals->deathmatch != 2)
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{
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SetThink ( &CQuakeItem::Materialize );
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pev->nextthink = gpGlobals->time + 20;
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}
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else
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{
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UTIL_Remove( this );
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}
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}
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//======================================================================================
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// ARMOR ITEMS
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//======================================================================================
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class CItemArmor : public CQuakeItem
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{
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public:
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BOOL MyTouch( CBasePlayer *pPlayer );
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float m_flArmorValue;
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float m_flArmorType;
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int m_iArmorBit;
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};
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// Armor Touch
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BOOL CItemArmor::MyTouch( CBasePlayer *pPlayer )
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{
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if (pPlayer->pev->health <= 0)
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return FALSE;
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// Don't pickup in DM==4 if they're invincible
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if (gpGlobals->deathmatch == 4 && pPlayer->m_flInvincibleFinished > 0)
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return FALSE;
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// Don't pickup if this armor isn't as good as the stuff we've got
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if ( (pPlayer->pev->armortype * pPlayer->pev->armorvalue) >= (m_flArmorType * m_flArmorValue) )
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return FALSE;
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pPlayer->pev->armortype = m_flArmorType;
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pPlayer->pev->armorvalue = m_flArmorValue;
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pPlayer->m_iQuakeItems &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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pPlayer->m_iQuakeItems |= m_iArmorBit;
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EMIT_SOUND( ENT( pPlayer->pev ), CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM );
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return TRUE;
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}
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//===============
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// Green Armor
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class CItemArmorGreen : public CItemArmor
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{
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public:
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void Spawn( void );
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void Precache( void );
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};
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LINK_ENTITY_TO_CLASS(item_armor1, CItemArmorGreen);
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// Spawn
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void CItemArmorGreen::Spawn( void )
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{
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Precache();
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SET_MODEL(ENT(pev), "models/armour_g.mdl");
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CItemArmor::Spawn();
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m_flArmorValue = 100;
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m_flArmorType = 0.3;
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m_iArmorBit = IT_ARMOR1;
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}
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// Precache
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void CItemArmorGreen::Precache( void )
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{
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PRECACHE_MODEL( "models/armour_g.mdl" );
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PRECACHE_SOUND( "items/armor1.wav" );
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}
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//===============
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// Yellow Armor
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class CItemArmorYellow : public CItemArmor
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{
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public:
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void Spawn( void );
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void Precache( void );
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};
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LINK_ENTITY_TO_CLASS(item_armor2, CItemArmorYellow);
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// Spawn
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void CItemArmorYellow::Spawn( void )
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{
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Precache();
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SET_MODEL(ENT(pev), "models/armour_y.mdl");
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CItemArmor::Spawn();
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m_flArmorValue = 150;
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m_flArmorType = 0.6;
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m_iArmorBit = IT_ARMOR2;
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}
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// Precache
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void CItemArmorYellow::Precache( void )
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{
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PRECACHE_MODEL( "models/armour_y.mdl" );
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PRECACHE_SOUND( "items/armor1.wav" );
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}
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//===============
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// Red Armor
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class CItemArmorRed : public CItemArmor
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{
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public:
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void Spawn( void );
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void Precache( void );
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};
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LINK_ENTITY_TO_CLASS(item_armor3, CItemArmorRed);
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LINK_ENTITY_TO_CLASS(item_armorInv, CItemArmorRed);
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// Spawn
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void CItemArmorRed::Spawn( void )
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{
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Precache();
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SET_MODEL(ENT(pev), "models/armour_r.mdl");
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CItemArmor::Spawn();
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m_flArmorValue = 200;
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m_flArmorType = 0.8;
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m_iArmorBit = IT_ARMOR3;
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}
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// Precache
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void CItemArmorRed::Precache( void )
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{
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PRECACHE_MODEL( "models/armour_r.mdl" );
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PRECACHE_SOUND( "items/armor1.wav" );
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}
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//======================================================================================
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// WEAPON ITEMS
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//======================================================================================
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void CBasePlayer::CheckAmmo()
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{
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if (m_iAmmoShells > 100)
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m_iAmmoShells = 100;
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if (m_iAmmoNails > 200)
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m_iAmmoNails = 200;
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if (m_iAmmoRockets > 100)
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m_iAmmoRockets = 100;
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if (m_iAmmoCells > 100)
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m_iAmmoCells = 100;
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}
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int RankForWeapon(int iWeapon)
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{
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switch (iWeapon)
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{
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case IT_LIGHTNING:
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return 1; break;
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case IT_ROCKET_LAUNCHER:
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return 2; break;
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case IT_SUPER_NAILGUN:
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return 3; break;
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case IT_GRENADE_LAUNCHER:
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return 4; break;
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case IT_SUPER_SHOTGUN:
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return 5; break;
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case IT_NAILGUN:
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return 6; break;
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default:
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break;
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}
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return 7;
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}
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int WeaponCode(int iWeapon)
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{
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switch (iWeapon)
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{
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case IT_SUPER_SHOTGUN:
|
||
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return 3; break;
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case IT_NAILGUN:
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||
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return 4; break;
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case IT_SUPER_NAILGUN:
|
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return 5; break;
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case IT_GRENADE_LAUNCHER:
|
||
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return 6; break;
|
||
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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
|