4 void Item_Respawn (void)
6 self.model = self.mdl; // restore original model
7 self.solid = SOLID_TRIGGER; // allow it to be touched again
8 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
9 setorigin (self, self.origin);
11 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
12 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
15 void Item_Touch (void)
18 local float _switchweapon;
22 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
23 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
28 if (other.classname != "player")
32 if (self.solid != SOLID_TRIGGER)
34 if (self.owner == other)
37 // if nothing happens to other, just return without taking the item
39 _switchweapon = FALSE;
47 // play some cool sounds ;)
48 centerprint(other, "\n");
50 announce(other, "announcer/robotic/lastsecond.ogg");
51 else if(other.health < 50)
52 announce(other, "announcer/robotic/narrowly.ogg");
53 // sound not available
54 // else if(self.items == IT_CELLS)
55 // play2(other, "announce/robotic/ammo.ogg");
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);
68 // sound not available
69 // play2(other, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg");
70 other.armorvalue = other.armorvalue + cvar("g_minstagib_extralives");
71 sprint(other, "^3You picked up some extra lives\n");
75 if (self.strength_finished)
78 // sound not available
79 // play2(other, "announce/robotic/invisible.ogg");
80 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
84 if (self.invincible_finished)
87 // sound not available
88 // play2(other, "announce/robotic/speed.ogg");
89 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
94 if (cvar("deathmatch") == 2 || cvar("g_weapon_stay"))
96 if (self.flags & FL_WEAPON && other.items & self.items && self.classname != "droppedweapon")
98 if (other.items & self.items && self.flags & FL_TOSSED) // don't let players stack ammo by tossing weapons
102 // in case the player has autoswitch enabled do the following:
103 // if the player is using their best weapon before items are given, they
104 // probably want to switch to an even better weapon after items are given
105 if (other.autoswitch)
106 if (other.switchweapon == w_getbestweapon(other))
107 _switchweapon = TRUE;
109 if (self.ammo_shells)
110 if (other.ammo_shells < g_pickup_shells_max)
113 other.ammo_shells = min (other.ammo_shells + self.ammo_shells, g_pickup_shells_max);
116 if (other.ammo_nails < g_pickup_nails_max)
119 other.ammo_nails = min (other.ammo_nails + self.ammo_nails, g_pickup_nails_max);
121 if (self.ammo_rockets)
122 if (other.ammo_rockets < g_pickup_rockets_max)
125 other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, g_pickup_rockets_max);
128 if (other.ammo_cells < g_pickup_cells_max)
131 other.ammo_cells = min (other.ammo_cells + self.ammo_cells, g_pickup_cells_max);
134 if (self.flags & FL_WEAPON)
135 if ((it = self.items - (self.items & other.items)))
138 if (it & IT_UZI) W_GiveWeapon (other, IT_UZI, self.netname);
139 if (it & IT_SHOTGUN) W_GiveWeapon (other, IT_SHOTGUN, self.netname);
140 if (it & IT_GRENADE_LAUNCHER) W_GiveWeapon (other, IT_GRENADE_LAUNCHER, self.netname);
141 if (it & IT_ELECTRO) W_GiveWeapon (other, IT_ELECTRO, self.netname);
142 if (it & IT_NEX) W_GiveWeapon (other, IT_NEX, self.netname);
143 if (it & IT_HAGAR) W_GiveWeapon (other, IT_HAGAR, self.netname);
144 if (it & IT_ROCKET_LAUNCHER) W_GiveWeapon (other, IT_ROCKET_LAUNCHER, self.netname);
145 if (it & IT_CRYLINK) W_GiveWeapon (other, IT_CRYLINK, self.netname);
148 if (self.strength_finished)
151 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
153 if (self.invincible_finished)
156 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
158 //if (self.speed_finished)
161 // other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
163 //if (self.slowmo_finished)
166 // other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
170 if (other.health < self.max_health)
173 other.health = min(other.health + self.health, self.max_health);
174 other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
177 if (other.armorvalue < self.max_armorvalue)
180 other.armorvalue = min(other.armorvalue + self.armorvalue, self.max_armorvalue);
181 other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
188 sound (other, CHAN_AUTO, self.item_pickupsound, VOL_BASE, ATTN_NORM);
194 self.switchweapon = w_getbestweapon(self);
195 if (self.switchweapon != self.weapon)
196 self.cnt = self.weapon;
200 if (self.classname == "droppedweapon")
202 else if(self.flags & FL_WEAPON && (cvar("deathmatch") == 2 || cvar("g_weapon_stay")))
206 self.solid = SOLID_NOT;
207 self.model = string_null;
208 self.nextthink = time + self.respawntime;
209 self.think = Item_Respawn;
210 setorigin (self, self.origin);
214 // Savage: used for item garbage-collection
215 // TODO: perhaps nice special effect?
216 void RemoveItem(void) /*FIXDECL*/
221 // pickup evaluation functions
222 // these functions decide how desirable an item is to the bots
224 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
226 float weapon_pickupevalfunc(entity player, entity item)
228 // if we already have the weapon, rate it 1/5th normal value
229 if ((player.items & item.items) == item.items)
230 return item.bot_pickupbasevalue * 0.2;
231 return item.bot_pickupbasevalue;
234 float commodity_pickupevalfunc(entity player, entity item)
238 // TODO: figure out if the player even has the weapon this ammo is for?
239 // may not affect strategy much though...
240 // find out how much more ammo/armor/health the player can hold
241 if (item.ammo_shells)
242 if (player.ammo_shells < g_pickup_shells_max)
243 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
245 if (player.ammo_nails < g_pickup_nails_max)
246 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
247 if (item.ammo_rockets)
248 if (player.ammo_rockets < g_pickup_rockets_max)
249 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
251 if (player.ammo_cells < g_pickup_cells_max)
252 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
254 if (player.armorvalue < item.max_armorvalue)
255 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
257 if (player.health < item.max_health)
258 c = c + max(0, 1 - player.health / item.max_health);
260 if (cvar("deathmatch") == 2) // weapon stay is on, so weapons the player already has are of no interest
261 if (item.flags & FL_WEAPON)
262 if (self.items & item.items)
263 if (item.classname != "droppedweapon")
266 return item.bot_pickupbasevalue * c;
271 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
273 startitem_failed = FALSE;
275 // is it a dropped weapon?
276 if (self.classname == "droppedweapon")
278 // it's a dropped weapon
279 self.movetype = MOVETYPE_TOSS;
280 self.solid = SOLID_TRIGGER;
281 // Savage: remove thrown items after a certain period of time ("garbage collection")
282 self.think = RemoveItem;
283 self.nextthink = time + 60;
284 // don't drop if in a NODROP zone (such as lava)
285 traceline(self.origin, self.origin, MOVE_NORMAL, self);
286 if (trace_dpstartcontents & DPCONTENTS_NODROP)
288 startitem_failed = TRUE;
296 if(self.spawnflags & 1)
299 self.movetype = MOVETYPE_NONE;
301 self.movetype = MOVETYPE_TOSS;
302 self.solid = SOLID_TRIGGER;
303 // do item filtering according to game mode and other things
306 // first nudge it off the floor a little bit to avoid math errors
307 setorigin(self, self.origin + '0 0 1');
308 // set item size before we spawn a spawnfunc_waypoint
309 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
310 setsize (self, '-16 -16 0', '16 16 48');
312 setsize (self, '-16 -16 0', '16 16 32');
313 // note droptofloor returns FALSE if stuck/or would fall too far
315 waypoint_spawnforitem(self);
322 print("removed non-teamplay ", self.classname, "\n");
323 startitem_failed = TRUE;
332 print("removed non-FFA ", self.classname, "\n");
333 startitem_failed = TRUE;
341 // We aren't TA or something like that, so we keep the Q3A entities
342 print("removed non-Q3A ", self.classname, "\n");
343 startitem_failed = TRUE;
349 * can't do it that way, as it would break maps
350 * TODO make a target_give like entity another way, that perhaps has
351 * the weapon name in a key
354 // target_give not yet supported; maybe later
355 print("removed targeted ", self.classname, "\n");
356 startitem_failed = TRUE;
362 if(cvar("spawn_debug") >= 2)
365 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
367 if(otheritem.is_item)
369 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
370 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
371 error("Mapper sucks.");
377 itemsInMap |= itemid;
379 if(g_lms || g_instagib || g_rocketarena)
381 startitem_failed = TRUE;
385 else if (g_minstagib)
387 // don't remove dropped items and powerups
388 if (self.classname != "minstagib")
390 startitem_failed = TRUE;
395 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
397 startitem_failed = TRUE;
402 precache_model (itemmodel);
403 precache_sound (pickupsound);
404 precache_sound ("misc/itemrespawn.wav");
406 if(itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2 |
407 IT_ROCKET_LAUNCHER | IT_HAGAR | IT_NEX | IT_CRYLINK | IT_ELECTRO |
408 IT_GRENADE_LAUNCHER | IT_UZI | IT_SHOTGUN | IT_LASER))
409 self.target = "###item###"; // for finding the nearest item using find()
412 self.bot_pickup = TRUE;
413 self.bot_pickupevalfunc = pickupevalfunc;
414 self.bot_pickupbasevalue = pickupbasevalue;
415 self.mdl = itemmodel;
416 self.item_pickupsound = pickupsound;
417 // let mappers override respawntime
418 if (!self.respawntime)
419 self.respawntime = defaultrespawntime;
420 self.netname = itemname;
422 self.flags = FL_ITEM | itemflags;
423 self.touch = Item_Touch;
424 setmodel (self, self.mdl); // precision set below
425 self.effects |= EF_LOWPRECISION;
426 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
427 setsize (self, '-16 -16 0', '16 16 48');
429 setsize (self, '-16 -16 0', '16 16 32');
430 if (itemflags & FL_WEAPON)
432 // neutral team color for pickup weapons
433 self.colormap = 160 * 1024 + 160;
436 if (cvar("g_fullbrightitems"))
437 self.effects = self.effects | EF_FULLBRIGHT;
440 /* replace items in minstagib
441 * IT_STRENGTH = invisibility
442 * IT_NAILS = extra lives
443 * IT_INVINCIBLE = speed
445 void minstagib_items (float itemid)
447 // we don't want to replace dropped weapons ;)
448 if (self.classname == "droppedweapon")
450 self.ammo_cells = 25;
451 StartItem ("models/weapons/g_nex.md3",
452 "weapons/weaponpickup.wav", 15,
453 "Nex Gun", IT_NEX, FL_WEAPON, generic_pickupevalfunc, 1000);
458 self.classname = "minstagib";
460 // replace rocket launchers and nex guns with ammo cells
461 if (itemid == IT_CELLS)
464 StartItem ("models/items/a_cells.md3",
465 "misc/itempickup.wav", 45,
466 "Nex Ammo", IT_CELLS, 0, generic_pickupevalfunc, 100);
473 itemid = IT_STRENGTH;
477 itemid = IT_INVINCIBLE;
479 // replace with invis
480 if (itemid == IT_STRENGTH)
482 self.effects = EF_ADDITIVE;
483 self.strength_finished = 30;
484 StartItem ("models/items/g_strength.md3",
485 "misc/powerup.wav", 120,
486 "Invisibility", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 1000);
488 // replace with extra lives
489 if (itemid == IT_NAILS)
492 StartItem ("models/items/g_h100.md3",
493 "misc/megahealth.wav", 120,
494 "Extralife", IT_NAILS, FL_POWERUP, generic_pickupevalfunc, 1000);
497 // replace with speed
498 if (itemid == IT_INVINCIBLE)
500 self.effects = EF_ADDITIVE;
501 self.invincible_finished = 30;
502 StartItem ("models/items/g_invincible.md3",
503 "misc/powerup_shield.wav", 120,
504 "Speed", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 1000);
509 float minst_no_auto_cells;
510 void minst_remove_item (void) {
511 if(minst_no_auto_cells)
515 float weaponswapping;
517 void spawnfunc_weapon_shotgun (void);
518 void spawnfunc_weapon_uzi (void) {
520 if(q3acompat_machineshotgunswap)
521 if(self.classname != "droppedweapon")
523 weaponswapping = TRUE;
524 spawnfunc_weapon_shotgun();
525 weaponswapping = FALSE;
530 self.ammo_nails = cvar("g_pickup_nails");
531 StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_UZI), IT_UZI, FL_WEAPON, weapon_pickupevalfunc, 5000);
532 if (self.modelindex) // don't precache if self was removed
533 weapon_action(WEP_UZI, WR_PRECACHE);
536 void spawnfunc_weapon_shotgun (void) {
538 if(q3acompat_machineshotgunswap)
539 if(self.classname != "droppedweapon")
541 weaponswapping = TRUE;
542 spawnfunc_weapon_uzi();
543 weaponswapping = FALSE;
547 if(!self.ammo_shells)
548 self.ammo_shells = cvar("g_pickup_shells");
549 StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_SHOTGUN), IT_SHOTGUN, FL_WEAPON, weapon_pickupevalfunc, 2500);
550 if (self.modelindex) // don't precache if self was removed
551 weapon_action(WEP_SHOTGUN, WR_PRECACHE);
554 void spawnfunc_weapon_grenadelauncher (void)
556 if(!self.ammo_rockets)
557 self.ammo_rockets = cvar("g_pickup_rockets");
558 StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_GRENADE_LAUNCHER), IT_GRENADE_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 5000);
559 if (self.modelindex) // don't precache if self was removed
560 weapon_action(WEP_GRENADE_LAUNCHER, WR_PRECACHE);
563 void spawnfunc_weapon_electro (void)
566 self.ammo_cells = cvar("g_pickup_cells");
567 StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_ELECTRO), IT_ELECTRO, FL_WEAPON, weapon_pickupevalfunc, 5000);
568 if (self.modelindex) // don't precache if self was removed
569 weapon_action(WEP_ELECTRO, WR_PRECACHE);
572 void spawnfunc_weapon_crylink (void)
575 self.ammo_cells = cvar("g_pickup_cells");
576 StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_CRYLINK), IT_CRYLINK, FL_WEAPON, weapon_pickupevalfunc, 2500);
577 if (self.modelindex) // don't precache if self was removed
578 weapon_action(WEP_CRYLINK, WR_PRECACHE);
581 void spawnfunc_weapon_nex (void)
586 minstagib_items(IT_CELLS);
587 self.think = minst_remove_item;
588 self.nextthink = time + cvar("sys_ticrate");
592 self.ammo_cells = cvar("g_pickup_cells");
593 nextime = cvar("g_balance_nex_respawntime_modifier");
595 nextime = 15 * nextime;
598 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.wav", nextime, W_Name(WEP_NEX), IT_NEX, FL_WEAPON, weapon_pickupevalfunc, 10000);
599 if (self.modelindex) // don't precache if self was removed
600 weapon_action(WEP_NEX, WR_PRECACHE);
603 void spawnfunc_weapon_hagar (void)
605 if(!self.ammo_rockets)
606 self.ammo_rockets = cvar("g_pickup_rockets");
607 StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_HAGAR), IT_HAGAR, FL_WEAPON, weapon_pickupevalfunc, 5000);
608 if (self.modelindex) // don't precache if self was removed
609 weapon_action(WEP_HAGAR, WR_PRECACHE);
612 void spawnfunc_weapon_rocketlauncher (void)
616 minstagib_items(IT_CELLS);
617 self.think = minst_remove_item;
618 self.nextthink = time + cvar("sys_ticrate");
621 if(!self.ammo_rockets)
622 self.ammo_rockets = g_pickup_rockets;
623 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_ROCKET_LAUNCHER), IT_ROCKET_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 10000);
624 if (self.modelindex) // don't precache if self was removed
625 weapon_action(WEP_ROCKET_LAUNCHER, WR_PRECACHE);
628 void spawnfunc_item_rockets (void) {
629 if(!self.ammo_rockets)
630 self.ammo_rockets = g_pickup_rockets;
631 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", 15, "rockets", IT_ROCKETS, 0, commodity_pickupevalfunc, 3000);
634 void spawnfunc_item_shells (void);
635 void spawnfunc_item_bullets (void) {
637 if(q3acompat_machineshotgunswap)
638 if(self.classname != "droppedweapon")
640 weaponswapping = TRUE;
641 spawnfunc_item_shells();
642 weaponswapping = FALSE;
647 self.ammo_nails = g_pickup_nails;
648 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", 15, "bullets", IT_NAILS, 0, commodity_pickupevalfunc, 2000);
651 void spawnfunc_item_cells (void) {
653 self.ammo_cells = g_pickup_cells;
654 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", 15, "cells", IT_CELLS, 0, commodity_pickupevalfunc, 2000);
657 void spawnfunc_item_shells (void) {
659 if(q3acompat_machineshotgunswap)
660 if(self.classname != "droppedweapon")
662 weaponswapping = TRUE;
663 spawnfunc_item_bullets();
664 weaponswapping = FALSE;
668 if(!self.ammo_shells)
669 self.ammo_shells = g_pickup_shells;
670 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", 15, "shells", IT_SHELLS, 0, commodity_pickupevalfunc, 500);
673 void spawnfunc_item_armor_small (void) {
675 self.armorvalue = g_pickup_armorsmall;
676 if(!self.max_armorvalue)
677 self.max_armorvalue = g_pickup_armorsmall_max;
678 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "5 Armor", IT_ARMOR_SHARD, 0, commodity_pickupevalfunc, 1000);
681 void spawnfunc_item_armor_medium (void) {
683 self.armorvalue = g_pickup_armormedium;
684 if(!self.max_armorvalue)
685 self.max_armorvalue = g_pickup_armormedium_max;
686 StartItem ("models/items/g_armormedium.md3", "misc/armor1.wav", 30, "25 Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 20000);
689 void spawnfunc_item_armor_large (void) {
691 self.armorvalue = g_pickup_armorlarge;
692 if(!self.max_armorvalue)
693 self.max_armorvalue = g_pickup_armorlarge_max;
694 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "100 Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 20000);
697 void spawnfunc_item_health_small (void) {
699 self.max_health = g_pickup_healthsmall_max;
701 self.health = g_pickup_healthsmall;
702 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", 15, "5 Health", IT_5HP, 0, commodity_pickupevalfunc, 20000);
705 void spawnfunc_item_health_medium (void) {
707 self.max_health = g_pickup_healthmedium_max;
709 self.health = g_pickup_healthmedium;
710 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", 15, "25 Health", IT_25HP, 0, commodity_pickupevalfunc, 20000);
713 void spawnfunc_item_health_large (void) {
715 self.max_health = g_pickup_healthlarge_max;
717 self.health = g_pickup_healthlarge;
718 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", 15, "50 Health", IT_25HP, 0, commodity_pickupevalfunc, 20000);
721 void spawnfunc_item_health_mega (void) {
722 if(!cvar("g_powerup_superhealth"))
725 if(g_arena && !cvar("g_arena_powerups"))
729 minstagib_items(IT_NAILS);
732 self.max_health = g_pickup_healthmega_max;
734 self.health = g_pickup_healthmega;
735 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", 30, "100 Health", IT_HEALTH, 0, commodity_pickupevalfunc, 20000);
739 // support old misnamed entities
740 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
741 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
742 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
743 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
744 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
746 void spawnfunc_item_strength (void) {
747 if(!cvar("g_powerup_strength"))
750 if(g_arena && !cvar("g_arena_powerups"))
754 minstagib_items(IT_STRENGTH);
756 precache_sound("weapons/strength_fire.wav");
757 self.strength_finished = 30;
758 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.wav", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 100000);
762 void spawnfunc_item_invincible (void) {
763 if(!cvar("g_powerup_shield"))
766 if(g_arena && !cvar("g_arena_powerups"))
770 minstagib_items(IT_INVINCIBLE);
772 self.invincible_finished = 30;
773 self.effects = EF_ADDITIVE;
774 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 100000);
777 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP, generic_pickupevalfunc, 10000);}
778 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP, generic_pickupevalfunc, 10000);}
780 void spawnfunc_item_minst_cells (void) {
783 minst_no_auto_cells = 1;
784 minstagib_items(IT_CELLS);
791 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
793 void spawnfunc_misc_models (void)
795 precache_model (self.model);
796 setmodel (self, self.model); // precision set by mapper
797 setsize (self, self.mins, self.maxs);
800 void func_wall_use (void)
805 self.colormap = (activator.team - 1) * 0x11;
807 self.colormap = 0x00;
810 self.colormap = ceil(random() * 256) - 1;
811 self.colormap |= 1024; // RENDER_COLORMAPPED
814 void spawnfunc_func_wall (void)
816 precache_model (self.model);
817 setmodel (self, self.model); // precision set by mapper
818 setsize (self, self.mins, self.maxs);
819 self.solid = SOLID_BSP;
820 self.use = func_wall_use;
823 floatfield Item_CounterField(float it)
827 case IT_SHELLS: return ammo_shells;
828 case IT_NAILS: return ammo_nails;
829 case IT_ROCKETS: return ammo_rockets;
830 case IT_CELLS: return ammo_cells;
831 case IT_5HP: return health;
832 case IT_25HP: return health;
833 case IT_HEALTH: return health;
834 case IT_ARMOR_SHARD: return armorvalue;
835 case IT_ARMOR: return armorvalue;
836 // add more things here (health, armor)
837 default: error("requested item has no counter field");
841 float Item_WeaponCode(float it)
845 case IT_LASER: return WEP_LASER;
846 case IT_SHOTGUN: return WEP_SHOTGUN;
847 case IT_UZI: return WEP_UZI;
848 case IT_GRENADE_LAUNCHER: return WEP_GRENADE_LAUNCHER;
849 case IT_ELECTRO: return WEP_ELECTRO;
850 case IT_CRYLINK: return WEP_CRYLINK;
851 case IT_NEX: return WEP_NEX;
852 case IT_HAGAR: return WEP_HAGAR;
853 case IT_ROCKET_LAUNCHER: return WEP_ROCKET_LAUNCHER;
858 void Item_SpawnByItemCode(float it)
862 case IT_SHOTGUN: spawnfunc_weapon_shotgun(); break;
863 case IT_UZI: spawnfunc_weapon_uzi(); break;
864 case IT_GRENADE_LAUNCHER: spawnfunc_weapon_grenadelauncher(); break;
865 case IT_ELECTRO: spawnfunc_weapon_electro(); break;
866 case IT_CRYLINK: spawnfunc_weapon_crylink(); break;
867 case IT_NEX: spawnfunc_weapon_nex(); break;
868 case IT_HAGAR: spawnfunc_weapon_hagar(); break;
869 case IT_ROCKET_LAUNCHER: spawnfunc_weapon_rocketlauncher(); break;
870 // add all other item spawn functions here
872 error("requested item can't be spawned");