1 void Item_ClearRespawnEffect (void) {
2 self.effects = self.effects - (self.effects & EF_STARDUST);
5 void Item_Respawn (void)
7 self.model = self.mdl; // restore original model
8 self.solid = SOLID_TRIGGER; // allow it to be touched again
9 sound (self, CHAN_VOICE, "misc/itemrespawn.ogg", 1, ATTN_NORM); // play respawn sound
10 setorigin (self, self.origin);
12 // Savage: Add simple Respawn effect and make sure it gets removed
13 self.effects = self.effects | EF_STARDUST;
14 self.think = Item_ClearRespawnEffect;
15 self.nextthink = time + 0.1;
18 void Item_Touch (void)
21 local float _switchweapon;
23 if (other.classname != "player")
27 if (self.solid != SOLID_TRIGGER)
29 if (self.health && other.health >= other.max_health)
31 if (self.owner == other)
33 // Savage: Remove the respawn effect if still present
34 self.effects = self.effects - (self.effects & EF_STARDUST);
36 sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
38 // in case the player has autoswitch enabled do the following:
39 // if the player is using their best weapon before items are given, they
40 // probably want to switch to an even better weapon after items are given
41 _switchweapon = (other.autoswitch && (other.switchweapon == w_getbestweapon(other)) || cvar("g_minstagib"));
43 if (cvar("g_minstagib"))
47 // play some cool sounds ;)
48 centerprint(other, "\n");
50 stuffcmd(other, "play2 announcer/robotic/lastsecond.ogg\n");
51 else if(other.health < 50)
52 stuffcmd(other, "play2 announcer/robotic/narrowly.ogg\n");
53 // sound not available
54 // else if(self.items == IT_CELLS)
55 // stuffcmd(other, "play2 announce/robotic/ammo.ogg\n");
57 if (self.items & IT_NEX)
58 W_GiveWeapon (other, IT_NEX, "Nex");
60 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
67 // sound not available
68 // stuffcmd(other, "play2 announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg\n");
69 other.extralives = other.extralives + cvar("g_minstagib_extralives");
70 other.armorvalue = other.extralives;
71 sprint(other, "^3You picked up some extra lives\n");
75 if (self.strength_finished)
77 // sound not available
78 // stuffcmd(other, "play2 announce/robotic/invisible.ogg\n");
79 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
83 if (self.invincible_finished)
85 // sound not available
86 // stuffcmd(other, "play2 announce/robotic/speed.ogg\n");
87 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
92 if (cvar("deathmatch") != 2 || !self.flags & FL_WEAPON || !other.items & self.items || self.classname == "droppedweapon")
95 other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
97 other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
98 if (self.ammo_rockets)
99 other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
101 other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
103 if (self.items & IT_UZI) W_GiveWeapon (other, IT_UZI, "Machine gun");
104 if (self.items & IT_SHOTGUN) W_GiveWeapon (other, IT_SHOTGUN, "Shotgun");
105 if (self.items & IT_GRENADE_LAUNCHER) W_GiveWeapon (other, IT_GRENADE_LAUNCHER, "Mortar");
106 if (self.items & IT_ELECTRO) W_GiveWeapon (other, IT_ELECTRO, "Electro");
107 if (self.items & IT_NEX) W_GiveWeapon (other, IT_NEX, "Nex");
108 if (self.items & IT_HAGAR) W_GiveWeapon (other, IT_HAGAR, "Hagar");
109 if (self.items & IT_ROCKET_LAUNCHER) W_GiveWeapon (other, IT_ROCKET_LAUNCHER, "Rocket Launcher");
110 if (self.items & IT_CRYLINK) W_GiveWeapon (other, IT_CRYLINK, "Crylink");
113 if (self.strength_finished)
114 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
115 if (self.invincible_finished)
116 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
117 //if (self.speed_finished)
118 // other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
119 //if (self.slowmo_finished)
120 // other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
124 other.health = other.health + self.max_health;
125 other.pauserothealth_finished = max(other.pauserothealth_finished, time + 5);
127 if (self.health && other.health < other.max_health)
128 other.health = min(other.health + self.health, other.max_health);
131 other.armorvalue = other.armorvalue + self.armorvalue;
132 other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + 5);
136 sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
142 self.switchweapon = w_getbestweapon(self);
143 if (self.switchweapon != self.weapon)
144 self.cnt = self.weapon;
148 weapon_action(self.weapon, WR_UPDATECOUNTS);
152 if (self.classname == "droppedweapon")
154 else if (cvar("deathmatch") != 2 || !self.flags & FL_WEAPON)
156 self.solid = SOLID_NOT;
157 self.model = string_null;
158 self.nextthink = time + self.respawntime;
159 self.think = Item_Respawn;
160 setorigin (self, self.origin);
164 // Savage: used for item garbage-collection
165 // TODO: perhaps nice special effect?
166 void RemoveItem(void) = {
171 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags)
173 if (!cvar("g_pickup_items") && !cvar("g_minstagib") &&
174 itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemname != "100 Health")
180 if (cvar("g_minstagib"))
182 // don't remove dropped items and powerups
183 if (self.classname != "droppedweapon" &&
184 self.classname != "minstagib")
191 if(cvar("g_lms") && (self.classname != "droppedweapon"))
197 if(cvar("g_instagib") || cvar("g_rocketarena"))
203 self.mdl = itemmodel;
204 //self.noise = pickupsound;
205 self.item_pickupsound = pickupsound;
206 // let mappers override respawntime
207 if (!self.respawntime)
208 self.respawntime = defaultrespawntime;
209 self.netname = itemname;
211 self.flags = FL_ITEM | itemflags;
212 setmodel (self, self.mdl);
213 if (itemflags & FL_WEAPON)
215 setorigin (self, self.origin + '0 0 23');
216 setsize (self, '-12 -12 -12', '12 12 12');
218 // neutral team color for pickup weapons
219 self.colormap = 160 * 1024 + 160;
223 setorigin (self, self.origin + '0 0 1' * other.maxs_z + '0 0 18');
224 // setsize (self, '-8 -8 -5', '8 8 8');
226 self.movetype = MOVETYPE_TOSS;
227 self.solid = SOLID_TRIGGER;
228 self.touch = Item_Touch;
230 // Savage: remove thrown items after a certain period of time ("garbage collection")
231 if (self.classname == "droppedweapon")
233 self.think = RemoveItem;
234 self.nextthink = time + 60;
237 if (cvar("g_fullbrightitems"))
238 self.effects = self.effects | EF_FULLBRIGHT;
242 /* replace items in minstagib
243 * IT_STRENGTH = invisibility
244 * IT_NAILS = extra lives
245 * IT_INVINCIBLE = speed
247 void minstagib_items (float itemid)
249 // we don't want to replace dropped weapons ;)
250 if (self.classname == "droppedweapon")
252 self.ammo_cells = 25;
253 StartItem ("models/weapons/g_nex.md3",
254 "weapons/weaponpickup.ogg", 15,
255 "Nex Gun", IT_NEX, FL_WEAPON);
260 self.classname = "minstagib";
262 // replace rocket launchers and nex guns with ammo cells
263 if (itemid == IT_CELLS)
266 StartItem ("models/items/a_cells.md3",
267 "misc/itempickup.ogg", 45,
268 "Nex Ammo", IT_CELLS, 0);
275 itemid = IT_STRENGTH;
279 itemid = IT_INVINCIBLE;
281 // replace with invis
282 if (itemid == IT_STRENGTH)
284 self.effects = EF_ADDITIVE;
285 self.strength_finished = 30;
286 StartItem ("models/items/g_strength.md3",
287 "misc/powerup.ogg", 120,
288 "Invisibility", IT_STRENGTH, FL_POWERUP);
290 // replace with extra lives
291 if (itemid == IT_NAILS)
294 StartItem ("models/items/g_h100.md3",
295 "misc/megahealth.ogg", 120,
296 "Extralife", IT_NAILS, FL_POWERUP);
300 if (itemid == IT_INVINCIBLE)
302 self.effects = EF_ADDITIVE;
303 self.invincible_finished = 30;
304 StartItem ("models/items/g_invincible.md3",
305 "misc/powerup_shield.ogg", 120,
306 "Speed", IT_INVINCIBLE, FL_POWERUP);
311 void weapon_uzi (void) {
312 self.ammo_nails = 120;
313 StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, "Uzi", IT_UZI, FL_WEAPON);
316 void weapon_shotgun (void) {
317 self.ammo_shells = 15;
318 StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, "Shotgun", IT_SHOTGUN, FL_WEAPON);
321 void weapon_grenadelauncher (void) {
322 self.ammo_rockets = 15;
323 StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, "Grenade Launcher", IT_GRENADE_LAUNCHER, FL_WEAPON);
326 void weapon_electro (void) {
327 self.ammo_cells = 25;
328 StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, "Electro", IT_ELECTRO, FL_WEAPON);
331 void weapon_crylink (void) {
332 self.ammo_cells = 25;
333 StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, "Crylink", IT_CRYLINK, FL_WEAPON);
336 void weapon_nex (void) {
337 if (cvar("g_minstagib")) {
338 minstagib_items(IT_CELLS);
340 self.ammo_cells = 25;
341 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", 15, "Nex Gun", IT_NEX, FL_WEAPON);
345 void weapon_hagar (void) {
346 self.ammo_rockets = 15;
347 StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, "Hagar", IT_HAGAR, FL_WEAPON);
350 void weapon_rocketlauncher (void) {
351 if (cvar("g_minstagib")) {
352 minstagib_items(IT_CELLS);
354 self.ammo_rockets = 15;
355 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, "Rocket Launcher", IT_ROCKET_LAUNCHER, FL_WEAPON);
359 void item_rockets (void) {
360 self.ammo_rockets = 15;
361 StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0);
364 void item_bullets (void) {
365 self.ammo_nails = 120;
366 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0);
369 void item_cells (void) {
370 self.ammo_cells = 25;
371 StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0);
374 void item_shells (void) {
375 self.ammo_shells = 15;
376 StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0);
379 void item_armor1 (void) {
381 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", 0, 0);
384 void item_armor25 (void) {
385 self.armorvalue = 100;
386 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", 0, 0);
389 void item_health1 (void) {
391 StartItem ("models/items/g_h1.md3", "misc/minihealth.ogg", 15, "5 Health", 0, 0);
394 void item_health25 (void) {
395 self.max_health = 25;
396 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", 0, 0);
399 void item_health100 (void) {
400 if(!cvar("g_powerup_superhealth"))
403 if(cvar("g_minstagib")) {
404 minstagib_items(IT_NAILS);
406 self.max_health = 100;
407 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", 0, 0);
411 void item_strength (void) {
412 if(!cvar("g_powerup_strength"))
415 if(cvar("g_minstagib")) {
416 minstagib_items(IT_STRENGTH);
418 self.strength_finished = 30;
419 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP);
423 void item_invincible (void) {
424 if(!cvar("g_powerup_shield"))
427 if(cvar("g_minstagib")) {
428 minstagib_items(IT_INVINCIBLE);
430 self.invincible_finished = 30;
431 self.effects = EF_ADDITIVE;
432 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP);
435 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP);}
436 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP);}
438 void misc_models (void)
440 precache_model (self.model);
441 setmodel (self, self.model);
442 setsize (self, self.mins, self.maxs);