Digs - Персональная территория

Авторский проект Артема Глазкова
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items.qc

void() W_SetCurrentAmmo;
/* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD
BE .8 .3 .4 IN COLOR */



void() SUB_regen =
{
self.model = self.mdl; // restore original model
self.solid = SOLID_TRIGGER; // allow it to be touched again
sound (self, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM); // play respawn sound
setorigin (self, self.origin);
};



/*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8)
prints a warning message when spawned
*/

void() noclass =
{
dprint ("noclass spawned at");
dprint (vtos(self.origin));
dprint ("\n");
remove (self);
};



/*
============
PlaceItem

plants the object on the floor
============
*/

void() PlaceItem =
{
local float oldz;

self.mdl = self.model; // so it can be restored on respawn
self.flags = FL_ITEM; // make extra wide
self.solid = SOLID_TRIGGER;
self.movetype = MOVETYPE_TOSS;
self.velocity = '0 0 0';
self.origin_z = self.origin_z + 6;
oldz = self.origin_z;
if (!droptofloor())
{
dprint ("Bonus item fell out of level at ");
dprint (vtos(self.origin));
dprint ("\n");
remove(self);
return;
}
};

/*
============
StartItem

Sets the clipping size and plants the object on the floor
============
*/

void() StartItem =
{
self.nextthink = time + 0.2; // items start after other solids
self.think = PlaceItem;
};

/*
=========================================================================

HEALTH BOX

=========================================================================
*/

//
// T_Heal: add health to an entity, limiting health to max_health
// "ignore" will ignore max_health limit
//
float (entity e, float healamount, float ignore) T_Heal =
{
if (e.health <= 0)
return 0;
if ((!ignore) && (e.health >= other.max_health))
return 0;
healamount = ceil(healamount);

e.health = e.health + healamount;
if ((!ignore) && (e.health >= other.max_health))
e.health = other.max_health;

if (e.health > 250)
e.health = 250;
return 1;
};

/*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) rotten megahealth
Health box. Normally gives 25 points.
Rotten box heals 5-10 points,
megahealth will add 100 health, then
rot you down to your maximum health limit,
one point per second.
*/


float H_ROTTEN = 1;
float H_MEGA = 2;
.float healamount, healtype;
void() health_touch;
void() item_megahealth_rot;

void() item_health =
{
self.touch = health_touch;

if (self.spawnflags & H_ROTTEN)
{
precache_model("maps/b_bh10.bsp");

precache_sound("items/r_item1.wav");
setmodel(self, "maps/b_bh10.bsp");
self.noise = "items/r_item1.wav";
self.healamount = 15;
self.healtype = 0;
}
else
if (self.spawnflags & H_MEGA)
{
precache_model("maps/b_bh100.bsp");
precache_sound("items/r_item2.wav");
setmodel(self, "maps/b_bh100.bsp");
self.noise = "items/r_item2.wav";
self.healamount = 100;
self.healtype = 2;
}
else
{
precache_model("maps/b_bh25.bsp");
precache_sound("items/health1.wav");
setmodel(self, "maps/b_bh25.bsp");
self.noise = "items/health1.wav";
self.healamount = 25;
self.healtype = 1;
}
setsize (self, '0 0 0', '32 32 56');
StartItem ();
};


void() health_touch =
{
local float amount;
local string s;

if (other.classname != "player")
return;

if (self.healtype == 2) // Megahealth? Ignore max_health...
{
if (other.health >= 250)
return;
if (!T_Heal(other, self.healamount, 1))
return;
}
else
{
if (!T_Heal(other, self.healamount, 0))
return;
}

sprint(other, "You receive ");
s = ftos(self.healamount);
sprint(other, s);
sprint(other, " health\n");

// health touch sound
sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM);

stuffcmd (other, "bf\n");

self.model = string_null;
self.solid = SOLID_NOT;

// Megahealth = rot down the player's super health
if (self.healtype == 2)
{
other.items = other.items | IT_SUPERHEALTH;
self.nextthink = time + 5;
self.think = item_megahealth_rot;
self.owner = other;
}
else
{
if (deathmatch != 2) // deathmatch 2 is the silly old rules
{
if (deathmatch)
self.nextthink = time + 20;
self.think = SUB_regen;
}
}

activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};

void() item_megahealth_rot =
{
other = self.owner;

if (other.health > other.max_health)
{
other.health = other.health - 1;
self.nextthink = time + 1;
return;
}

// it is possible for a player to die and respawn between rots, so don't
// just blindly subtract the flag off
other.items = other.items - (other.items & IT_SUPERHEALTH);

if (deathmatch == 1) // deathmatch 2 is silly old rules
{
self.nextthink = time + 20;
self.think = SUB_regen;
}
};

/*
===============================================================================

ARMOR

===============================================================================
*/


void() armor_touch;

void() armor_touch =
{
local float type, value, bit;

if (other.health <= 0)
return;
if (other.classname != "player")
return;

if (self.classname == "item_armor1")
{
type = 0.3;
value = 100;
bit = IT_ARMOR1;
}
if (self.classname == "item_armor2")
{
type = 0.6;
value = 150;
bit = IT_ARMOR2;
}
if (self.classname == "item_armorInv")
{
type = 0.8;
value = 200;
bit = IT_ARMOR3;
}
if (other.armortype*other.armorvalue >= type*value)
return;

other.armortype = type;
other.armorvalue = value;
other.items = other.items - (other.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + bit;

self.solid = SOLID_NOT;
self.model = string_null;
if (deathmatch == 1)
self.nextthink = time + 20;
self.think = SUB_regen;

sprint(other, "You got armor\n");
// armor touch sound
sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");

activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};


/*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32)
*/


void() item_armor1 =
{
self.touch = armor_touch;
precache_model ("progs/armor.mdl");
setmodel (self, "progs/armor.mdl");
self.skin = 0;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};

/*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32)
*/


void() item_armor2 =
{
self.touch = armor_touch;
precache_model ("progs/armor.mdl");
setmodel (self, "progs/armor.mdl");
self.skin = 1;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};

/*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32)
*/


void() item_armorInv =
{
self.touch = armor_touch;
precache_model ("progs/armor.mdl");
setmodel (self, "progs/armor.mdl");
self.skin = 2;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};

/*
===============================================================================

WEAPONS

===============================================================================
*/


void() bound_other_ammo =
{
if (other.ammo_shells > 100)
other.ammo_shells = 100;
if (other.ammo_nails > 200)
other.ammo_nails = 200;
if (other.ammo_rockets > 100)
other.ammo_rockets = 100;
if (other.ammo_cells > 100)
other.ammo_cells = 100;
};


float(float w) RankForWeapon =
{
if (w == IT_LIGHTNING)
return 1;
if (w == IT_ROCKET_LAUNCHER)
return 2;
if (w == IT_SUPER_NAILGUN)
return 3;
if (w == IT_GRENADE_LAUNCHER)
return 4;
if (w == IT_SUPER_SHOTGUN)
return 5;
if (w == IT_NAILGUN)
return 6;
return 7;
};

/*
=============
Deathmatch_Weapon

Deathmatch weapon change rules for picking up a weapon

.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
=============
*/

void(float old, float new) Deathmatch_Weapon =
{
local float or, nr;

// change self.weapon if desired
or = RankForWeapon (self.weapon);
nr = RankForWeapon (new);
if ( nr < or )
self.weapon = new;
};

/*
=============
weapon_touch
=============
*/

float() W_BestWeapon;

void() weapon_touch =
{
local float hadammo, best, new, old;
local entity stemp;
local float leave;

if (!(other.flags & FL_CLIENT))
return;

// if the player was using his best weapon, change up to the new one if better
stemp = self;
self = other;
best = W_BestWeapon();
self = stemp;

if (deathmatch == 2 || coop)
leave = 1;
else
leave = 0;

if (self.classname == "weapon_nailgun")
{
if (leave && (other.items & IT_NAILGUN) )
return;
hadammo = other.ammo_nails;
new = IT_NAILGUN;
other.ammo_nails = other.ammo_nails + 30;
}
else if (self.classname == "weapon_supernailgun")
{
if (leave && (other.items & IT_SUPER_NAILGUN) )
return;
hadammo = other.ammo_rockets;
new = IT_SUPER_NAILGUN;
other.ammo_nails = other.ammo_nails + 30;
}
else if (self.classname == "weapon_supershotgun")
{
if (leave && (other.items & IT_SUPER_SHOTGUN) )
return;
hadammo = other.ammo_rockets;
new = IT_SUPER_SHOTGUN;
other.ammo_shells = other.ammo_shells + 5;
}
else if (self.classname == "weapon_rocketlauncher")
{
if (leave && (other.items & IT_ROCKET_LAUNCHER) )
return;
hadammo = other.ammo_rockets;
new = IT_ROCKET_LAUNCHER;
other.ammo_rockets = other.ammo_rockets + 5;
}
else if (self.classname == "weapon_grenadelauncher")
{
if (leave && (other.items & IT_GRENADE_LAUNCHER) )
return;
hadammo = other.ammo_rockets;
new = IT_GRENADE_LAUNCHER;
other.ammo_rockets = other.ammo_rockets + 5;
}
else if (self.classname == "weapon_lightning")
{
if (leave && (other.items & IT_LIGHTNING) )
return;
hadammo = other.ammo_rockets;
new = IT_LIGHTNING;
other.ammo_cells = other.ammo_cells + 15;
}
else
objerror ("weapon_touch: unknown classname");

sprint (other, "You got the ");
sprint (other, self.netname);
sprint (other, "\n");
// weapon touch sound
sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");

bound_other_ammo ();

// change to the weapon
old = other.items;
other.items = other.items | new;

stemp = self;
self = other;

if (!deathmatch)
self.weapon = new;
else
Deathmatch_Weapon (old, new);

W_SetCurrentAmmo();

self = stemp;

if (leave)
return;

// remove it in single player, or setup for respawning in deathmatch
self.model = string_null;
self.solid = SOLID_NOT;
if (deathmatch == 1)
self.nextthink = time + 30;
self.think = SUB_regen;

activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};


/*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32)
*/


void() weapon_supershotgun =
{
precache_model ("progs/g_shot.mdl");
setmodel (self, "progs/g_shot.mdl");
self.weapon = IT_SUPER_SHOTGUN;
self.netname = "Double-barrelled Shotgun";
self.touch = weapon_touch;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};

/*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32)
*/


void() weapon_nailgun =
{
precache_model ("progs/g_nail.mdl");
setmodel (self, "progs/g_nail.mdl");
self.weapon = IT_NAILGUN;
self.netname = "nailgun";
self.touch = weapon_touch;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};

/*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32)
*/


void() weapon_supernailgun =
{
precache_model ("progs/g_nail2.mdl");
setmodel (self, "progs/g_nail2.mdl");
self.weapon = IT_SUPER_NAILGUN;
self.netname = "Super Nailgun";
self.touch = weapon_touch;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};

/*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32)
*/


void() weapon_grenadelauncher =
{
precache_model ("progs/g_rock.mdl");
setmodel (self, "progs/g_rock.mdl");
self.weapon = 3;
self.netname = "Grenade Launcher";
self.touch = weapon_touch;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};

/*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32)
*/


void() weapon_rocketlauncher =
{
precache_model ("progs/g_rock2.mdl");
setmodel (self, "progs/g_rock2.mdl");
self.weapon = 3;
self.netname = "Rocket Launcher";
self.touch = weapon_touch;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};


/*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32)
*/


void() weapon_lightning =
{
precache_model ("progs/g_light.mdl");
setmodel (self, "progs/g_light.mdl");
self.weapon = 3;
self.netname = "Thunderbolt";
self.touch = weapon_touch;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};


/*
===============================================================================

AMMO

===============================================================================
*/


void() ammo_touch =
{
local entity stemp;
local float best;

if (other.classname != "player")
return;
if (other.health <= 0)
return;

// if the player was using his best weapon, change up to the new one if better
stemp = self;
self = other;
best = W_BestWeapon();
self = stemp;


// shotgun
if (self.weapon == 1)
{
if (other.ammo_shells >= 100)
return;
other.ammo_shells = other.ammo_shells + self.aflag;
}

// spikes
if (self.weapon == 2)
{
if (other.ammo_nails >= 200)
return;
other.ammo_nails = other.ammo_nails + self.aflag;
}

// rockets
if (self.weapon == 3)
{
if (other.ammo_rockets >= 100)
return;
other.ammo_rockets = other.ammo_rockets + self.aflag;
}

// cells
if (self.weapon == 4)
{
if (other.ammo_cells >= 200)
return;
other.ammo_cells = other.ammo_cells + self.aflag;
}

bound_other_ammo ();

sprint (other, "You got the ");
sprint (other, self.netname);
sprint (other, "\n");
// ammo touch sound
sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");

// change to a better weapon if appropriate

if ( other.weapon == best )
{
stemp = self;
self = other;
self.weapon = W_BestWeapon();
W_SetCurrentAmmo ();
self = stemp;
}

// if changed current ammo, update it
stemp = self;
self = other;
W_SetCurrentAmmo();
self = stemp;

// remove it in single player, or setup for respawning in deathmatch
self.model = string_null;
self.solid = SOLID_NOT;
if (deathmatch == 1)
self.nextthink = time + 30;

self.think = SUB_regen;

activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};




float WEAPON_BIG2 = 1;

/*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) big
*/


void() item_shells =
{
self.touch = ammo_touch;

if (self.spawnflags & WEAPON_BIG2)
{
precache_model ("maps/b_shell1.bsp");
setmodel (self, "maps/b_shell1.bsp");
self.aflag = 40;
}
else
{
precache_model ("maps/b_shell0.bsp");
setmodel (self, "maps/b_shell0.bsp");
self.aflag = 20;
}
self.weapon = 1;
self.netname = "shells";
setsize (self, '0 0 0', '32 32 56');
StartItem ();
};

/*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) big
*/


void() item_spikes =
{
self.touch = ammo_touch;

if (self.spawnflags & WEAPON_BIG2)
{
precache_model ("maps/b_nail1.bsp");
setmodel (self, "maps/b_nail1.bsp");
self.aflag = 50;
}
else
{
precache_model ("maps/b_nail0.bsp");
setmodel (self, "maps/b_nail0.bsp");
self.aflag = 25;
}
self.weapon = 2;
self.netname = "nails";
setsize (self, '0 0 0', '32 32 56');
StartItem ();
};

/*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) big
*/


void() item_rockets =
{
self.touch = ammo_touch;

if (self.spawnflags & WEAPON_BIG2)
{
precache_model ("maps/b_rock1.bsp");
setmodel (self, "maps/b_rock1.bsp");
self.aflag = 10;
}
else
{
precache_model ("maps/b_rock0.bsp");
setmodel (self, "maps/b_rock0.bsp");
self.aflag = 5;
}
self.weapon = 3;
self.netname = "rockets";
setsize (self, '0 0 0', '32 32 56');
StartItem ();
};


/*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) big
*/


void() item_cells =
{
self.touch = ammo_touch;

if (self.spawnflags & WEAPON_BIG2)
{
precache_model ("maps/b_batt1.bsp");
setmodel (self, "maps/b_batt1.bsp");
self.aflag = 12;
}
else
{
precache_model ("maps/b_batt0.bsp");
setmodel (self, "maps/b_batt0.bsp");
self.aflag = 6;
}
self.weapon = 4;
self.netname = "cells";
setsize (self, '0 0 0', '32 32 56');
StartItem ();
};


/*QUAKED item_weapon (0 .5 .8) (0 0 0) (32 32 32) shotgun rocket spikes big
DO NOT USE THIS!!!! IT WILL BE REMOVED!
*/


float WEAPON_SHOTGUN = 1;
float WEAPON_ROCKET = 2;
float WEAPON_SPIKES = 4;
float WEAPON_BIG = 8;
void() item_weapon =
{
self.touch = ammo_touch;

if (self.spawnflags & WEAPON_SHOTGUN)
{
if (self.spawnflags & WEAPON_BIG)
{
precache_model ("maps/b_shell1.bsp");
setmodel (self, "maps/b_shell1.bsp");
self.aflag = 40;
}
else
{
precache_model ("maps/b_shell0.bsp");
setmodel (self, "maps/b_shell0.bsp");
self.aflag = 20;
}
self.weapon = 1;
self.netname = "shells";
}

if (self.spawnflags & WEAPON_SPIKES)
{
if (self.spawnflags & WEAPON_BIG)
{
precache_model ("maps/b_nail1.bsp");
setmodel (self, "maps/b_nail1.bsp");
self.aflag = 40;
}
else
{
precache_model ("maps/b_nail0.bsp");
setmodel (self, "maps/b_nail0.bsp");
self.aflag = 20;
}
self.weapon = 2;
self.netname = "spikes";
}

if (self.spawnflags & WEAPON_ROCKET)
{
if (self.spawnflags & WEAPON_BIG)
{
precache_model ("maps/b_rock1.bsp");
setmodel (self, "maps/b_rock1.bsp");
self.aflag = 10;
}
else
{
precache_model ("maps/b_rock0.bsp");
setmodel (self, "maps/b_rock0.bsp");
self.aflag = 5;
}
self.weapon = 3;
self.netname = "rockets";
}

setsize (self, '0 0 0', '32 32 56');
StartItem ();
};


/*
===============================================================================

KEYS

===============================================================================
*/


void() key_touch =
{
local entity stemp;
local float best;

if (other.classname != "player")
return;
if (other.health <= 0)
return;
if (other.items & self.items)
return;

sprint (other, "You got the ");
sprint (other, self.netname);
sprint (other,"\n");

sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
stuffcmd (other, "bf\n");
other.items = other.items | self.items;

if (!coop)
{
self.solid = SOLID_NOT;
self.model = string_null;
}

activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};


void() key_setsounds =
{
if (world.worldtype == 0)
{
precache_sound ("misc/medkey.wav");
self.noise = "misc/medkey.wav";
}
if (world.worldtype == 1)
{
precache_sound ("misc/runekey.wav");
self.noise = "misc/runekey.wav";
}
if (world.worldtype == 2)
{
precache_sound2 ("misc/basekey.wav");
self.noise = "misc/basekey.wav";
}
};

/*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32)
SILVER key
In order for keys to work
you MUST set your maps
worldtype to one of the
following:
0: medieval
1: metal
2: base
*/


void() item_key1 =
{
if (world.worldtype == 0)
{
precache_model ("progs/w_s_key.mdl");
setmodel (self, "progs/w_s_key.mdl");
self.netname = "silver key";
}
else if (world.worldtype == 1)
{
precache_model ("progs/m_s_key.mdl");
setmodel (self, "progs/m_s_key.mdl");
self.netname = "silver runekey";
}
else if (world.worldtype == 2)
{
precache_model2 ("progs/b_s_key.mdl");
setmodel (self, "progs/b_s_key.mdl");
self.netname = "silver keycard";
}
key_setsounds();
self.touch = key_touch;
self.items = IT_KEY1;
setsize (self, '-16 -16 -24', '16 16 32');
StartItem ();
};

/*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32)
GOLD key
In order for keys to work
you MUST set your maps
worldtype to one of the
following:
0: medieval
1: metal
2: base
*/


void() item_key2 =
{
if (world.worldtype == 0)
{
precache_model ("progs/w_g_key.mdl");
setmodel (self, "progs/w_g_key.mdl");
self.netname = "gold key";
}
if (world.worldtype == 1)
{
precache_model ("progs/m_g_key.mdl");
setmodel (self, "progs/m_g_key.mdl");
self.netname = "gold runekey";
}
if (world.worldtype == 2)
{
precache_model2 ("progs/b_g_key.mdl");
setmodel (self, "progs/b_g_key.mdl");
self.netname = "gold keycard";
}
key_setsounds();
self.touch = key_touch;
self.items = IT_KEY2;
setsize (self, '-16 -16 -24', '16 16 32');
StartItem ();
};



/*
===============================================================================

END OF LEVEL RUNES

===============================================================================
*/


void() sigil_touch =
{
local entity stemp;
local float best;

if (other.classname != "player")
return;
if (other.health <= 0)
return;

centerprint (other, "You got the rune!");

sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
stuffcmd (other, "bf\n");
self.solid = SOLID_NOT;
self.model = string_null;
serverflags = serverflags | (self.spawnflags & 15);
self.classname = ""; // so rune doors won't find it

activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};


/*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4
End of level sigil, pick up to end episode and return to jrstart.
*/


void() item_sigil =
{
if (!self.spawnflags)
objerror ("no spawnflags");

precache_sound ("misc/runekey.wav");
self.noise = "misc/runekey.wav";

if (self.spawnflags & 1)
{
precache_model ("progs/end1.mdl");
setmodel (self, "progs/end1.mdl");
}
if (self.spawnflags & 2)
{
precache_model2 ("progs/end2.mdl");
setmodel (self, "progs/end2.mdl");
}
if (self.spawnflags & 4)
{
precache_model2 ("progs/end3.mdl");
setmodel (self, "progs/end3.mdl");
}
if (self.spawnflags & 8)
{
precache_model2 ("progs/end4.mdl");
setmodel (self, "progs/end4.mdl");
}

self.touch = sigil_touch;
setsize (self, '-16 -16 -24', '16 16 32');
StartItem ();
};

/*
===============================================================================

POWERUPS

===============================================================================
*/


void() powerup_touch;


void() powerup_touch =
{
local entity stemp;
local float best;

if (other.classname != "player")
return;
if (other.health <= 0)
return;

sprint (other, "You got the ");
sprint (other, self.netname);
sprint (other,"\n");

if (deathmatch)
{
self.mdl = self.model;

if ((self.classname == "item_artifact_invulnerability") ||
(self.classname == "item_artifact_invisibility"))
self.nextthink = time + 60*5;
else
self.nextthink = time + 60;

self.think = SUB_regen;
}

sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM);
stuffcmd (other, "bf\n");
self.solid = SOLID_NOT;
other.items = other.items | self.items;
self.model = string_null;

// do the apropriate action
if (self.classname == "item_artifact_envirosuit")
{
other.rad_time = 1;
other.radsuit_finished = time + 30;
}

if (self.classname == "item_artifact_invulnerability")
{
other.invincible_time = 1;
other.invincible_finished = time + 30;
}

if (self.classname == "item_artifact_invisibility")
{
other.invisible_time = 1;
other.invisible_finished = time + 30;
}

if (self.classname == "item_artifact_super_damage")
{
other.super_time = 1;
other.super_damage_finished = time + 30;
}

activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};



/*QUAKED item_artifact_invulnerability (0 .5 .8) (-16 -16 -24) (16 16 32)
Player is invulnerable for 30 seconds
*/

void() item_artifact_invulnerability =
{
self.touch = powerup_touch;

precache_model ("progs/invulner.mdl");
precache_sound ("items/protect.wav");
precache_sound ("items/protect2.wav");
precache_sound ("items/protect3.wav");
self.noise = "items/protect.wav";
setmodel (self, "progs/invulner.mdl");
self.netname = "Pentagram of Protection";
self.items = IT_INVULNERABILITY;
setsize (self, '-16 -16 -24', '16 16 32');
StartItem ();
};

/*QUAKED item_artifact_envirosuit (0 .5 .8) (-16 -16 -24) (16 16 32)
Player takes no damage from water or slime for 30 seconds
*/

void() item_artifact_envirosuit =
{
self.touch = powerup_touch;

precache_model ("progs/suit.mdl");
precache_sound ("items/suit.wav");
precache_sound ("items/suit2.wav");
self.noise = "items/suit.wav";
setmodel (self, "progs/suit.mdl");
self.netname = "Biosuit";
self.items = IT_SUIT;
setsize (self, '-16 -16 -24', '16 16 32');
StartItem ();
};


/*QUAKED item_artifact_invisibility (0 .5 .8) (-16 -16 -24) (16 16 32)
Player is invisible for 30 seconds
*/

void() item_artifact_invisibility =
{
self.touch = powerup_touch;

precache_model ("progs/invisibl.mdl");
precache_sound ("items/inv1.wav");
precache_sound ("items/inv2.wav");
precache_sound ("items/inv3.wav");
self.noise = "items/inv1.wav";
setmodel (self, "progs/invisibl.mdl");
self.netname = "Ring of Shadows";
self.items = IT_INVISIBILITY;
setsize (self, '-16 -16 -24', '16 16 32');
StartItem ();
};


/*QUAKED item_artifact_super_damage (0 .5 .8) (-16 -16 -24) (16 16 32)
The next attack from the player will do 4x damage
*/

void() item_artifact_super_damage =
{
self.touch = powerup_touch;

precache_model ("progs/quaddama.mdl");
precache_sound ("items/damage.wav");
precache_sound ("items/damage2.wav");
precache_sound ("items/damage3.wav");
self.noise = "items/damage.wav";
setmodel (self, "progs/quaddama.mdl");
self.netname = "Quad Damage";
self.items = IT_QUAD;
setsize (self, '-16 -16 -24', '16 16 32');
StartItem ();
};



/*
===============================================================================

PLAYER BACKPACKS

===============================================================================
*/


void() BackpackTouch =
{
local string s;
local float best;
local entity stemp;

if (other.classname != "player")
return;
if (other.health <= 0)
return;

// if the player was using his best weapon, change up to the new one if better
stemp = self;
self = other;
best = W_BestWeapon();
self = stemp;

// change weapons
other.ammo_shells = other.ammo_shells + self.ammo_shells;
other.ammo_nails = other.ammo_nails + self.ammo_nails;
other.ammo_rockets = other.ammo_rockets + self.ammo_rockets;
other.ammo_cells = other.ammo_cells + self.ammo_cells;

other.items = other.items | self.items;

bound_other_ammo ();

sprint (other, "You get ");

if (self.ammo_shells)
{
s = ftos(self.ammo_shells);
sprint (other, s);
sprint (other, " shells ");
}
if (self.ammo_nails)
{
s = ftos(self.ammo_nails);
sprint (other, s);
sprint (other, " nails ");
}
if (self.ammo_rockets)
{
s = ftos(self.ammo_rockets);
sprint (other, s);
sprint (other, " rockets ");
}
if (self.ammo_cells)
{
s = ftos(self.ammo_cells);
sprint (other, s);
sprint (other, " cells ");
}

sprint (other, "\n");
// backpack touch sound
sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");

// change to a better weapon if appropriate
if ( other.weapon == best )
{
stemp = self;
self = other;
self.weapon = W_BestWeapon();
self = stemp;
}


remove(self);

self = other;
W_SetCurrentAmmo ();
};

/*
===============
DropBackpack
===============
*/

void() DropBackpack =
{
local entity item;

if (!(self.ammo_shells + self.ammo_nails + self.ammo_rockets + self.ammo_cells))
return; // nothing in it

item = spawn();
item.origin = self.origin - '0 0 24';

item.items = self.weapon;

item.ammo_shells = self.ammo_shells;
item.ammo_nails = self.ammo_nails;
item.ammo_rockets = self.ammo_rockets;
item.ammo_cells = self.ammo_cells;

item.velocity_z = 300;
item.velocity_x = -100 + (random() * 200);
item.velocity_y = -100 + (random() * 200);

item.flags = FL_ITEM;
item.solid = SOLID_TRIGGER;
item.movetype = MOVETYPE_TOSS;
setmodel (item, "progs/backpack.mdl");
setsize (item, '-16 -16 0', '16 16 56');
item.touch = BackpackTouch;

item.nextthink = time + 120; // remove after 2 minutes
item.think = SUB_Remove;
};

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