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_VOICE, "misc/itemrespawn.wav", 1, 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 (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
189 sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
195 self.switchweapon = w_getbestweapon(self);
196 if (self.switchweapon != self.weapon)
197 self.cnt = self.weapon;
201 if (self.classname == "droppedweapon")
203 else if(self.flags & FL_WEAPON && (cvar("deathmatch") == 2 || cvar("g_weapon_stay")))
207 self.solid = SOLID_NOT;
208 self.model = string_null;
209 self.nextthink = time + self.respawntime;
210 self.think = Item_Respawn;
211 setorigin (self, self.origin);
215 // Savage: used for item garbage-collection
216 // TODO: perhaps nice special effect?
217 void RemoveItem(void) = {
221 // pickup evaluation functions
222 // these functions decide how desirable an item is to the bots
224 float(entity player, entity item) generic_pickupevalfunc = {return item.bot_pickupbasevalue;};
226 float(entity player, entity item) weapon_pickupevalfunc =
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(entity player, entity item) commodity_pickupevalfunc =
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 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.noise = pickupsound;
417 self.item_pickupsound = pickupsound;
418 // let mappers override respawntime
419 if (!self.respawntime)
420 self.respawntime = defaultrespawntime;
421 self.netname = itemname;
423 self.flags = FL_ITEM | itemflags;
424 self.touch = Item_Touch;
425 setmodel (self, self.mdl); // precision set below
426 self.effects |= EF_LOWPRECISION;
427 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
428 setsize (self, '-16 -16 0', '16 16 48');
430 setsize (self, '-16 -16 0', '16 16 32');
431 if (itemflags & FL_WEAPON)
433 // neutral team color for pickup weapons
434 self.colormap = 160 * 1024 + 160;
437 if (cvar("g_fullbrightitems"))
438 self.effects = self.effects | EF_FULLBRIGHT;
441 /* replace items in minstagib
442 * IT_STRENGTH = invisibility
443 * IT_NAILS = extra lives
444 * IT_INVINCIBLE = speed
446 void minstagib_items (float itemid)
448 // we don't want to replace dropped weapons ;)
449 if (self.classname == "droppedweapon")
451 self.ammo_cells = 25;
452 StartItem ("models/weapons/g_nex.md3",
453 "weapons/weaponpickup.wav", 15,
454 "Nex Gun", IT_NEX, FL_WEAPON, generic_pickupevalfunc, 1000);
459 self.classname = "minstagib";
461 // replace rocket launchers and nex guns with ammo cells
462 if (itemid == IT_CELLS)
465 StartItem ("models/items/a_cells.md3",
466 "misc/itempickup.wav", 45,
467 "Nex Ammo", IT_CELLS, 0, generic_pickupevalfunc, 100);
474 itemid = IT_STRENGTH;
478 itemid = IT_INVINCIBLE;
480 // replace with invis
481 if (itemid == IT_STRENGTH)
483 self.effects = EF_ADDITIVE;
484 self.strength_finished = 30;
485 StartItem ("models/items/g_strength.md3",
486 "misc/powerup.wav", 120,
487 "Invisibility", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 1000);
489 // replace with extra lives
490 if (itemid == IT_NAILS)
493 StartItem ("models/items/g_h100.md3",
494 "misc/megahealth.wav", 120,
495 "Extralife", IT_NAILS, FL_POWERUP, generic_pickupevalfunc, 1000);
498 // replace with speed
499 if (itemid == IT_INVINCIBLE)
501 self.effects = EF_ADDITIVE;
502 self.invincible_finished = 30;
503 StartItem ("models/items/g_invincible.md3",
504 "misc/powerup_shield.wav", 120,
505 "Speed", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 1000);
510 float minst_no_auto_cells;
511 void minst_remove_item (void) {
512 if(minst_no_auto_cells)
516 float weaponswapping;
518 void weapon_shotgun (void);
519 void weapon_uzi (void) {
521 if(q3acompat_machineshotgunswap)
522 if(self.classname != "droppedweapon")
524 weaponswapping = TRUE;
526 weaponswapping = FALSE;
531 self.ammo_nails = cvar("g_pickup_nails");
532 StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_UZI), IT_UZI, FL_WEAPON, weapon_pickupevalfunc, 5000);
533 if (self.modelindex) // don't precache if self was removed
534 weapon_action(WEP_UZI, WR_PRECACHE);
537 void weapon_shotgun (void) {
539 if(q3acompat_machineshotgunswap)
540 if(self.classname != "droppedweapon")
542 weaponswapping = TRUE;
544 weaponswapping = FALSE;
548 if(!self.ammo_shells)
549 self.ammo_shells = cvar("g_pickup_shells");
550 StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_SHOTGUN), IT_SHOTGUN, FL_WEAPON, weapon_pickupevalfunc, 2500);
551 if (self.modelindex) // don't precache if self was removed
552 weapon_action(WEP_SHOTGUN, WR_PRECACHE);
555 void weapon_grenadelauncher (void)
557 if(!self.ammo_rockets)
558 self.ammo_rockets = cvar("g_pickup_rockets");
559 StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_GRENADE_LAUNCHER), IT_GRENADE_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 5000);
560 if (self.modelindex) // don't precache if self was removed
561 weapon_action(WEP_GRENADE_LAUNCHER, WR_PRECACHE);
564 void weapon_electro (void)
567 self.ammo_cells = cvar("g_pickup_cells");
568 StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_ELECTRO), IT_ELECTRO, FL_WEAPON, weapon_pickupevalfunc, 5000);
569 if (self.modelindex) // don't precache if self was removed
570 weapon_action(WEP_ELECTRO, WR_PRECACHE);
573 void weapon_crylink (void)
576 self.ammo_cells = cvar("g_pickup_cells");
577 StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_CRYLINK), IT_CRYLINK, FL_WEAPON, weapon_pickupevalfunc, 2500);
578 if (self.modelindex) // don't precache if self was removed
579 weapon_action(WEP_CRYLINK, WR_PRECACHE);
582 void weapon_nex (void)
587 minstagib_items(IT_CELLS);
588 self.think = minst_remove_item;
589 self.nextthink = time + cvar("sys_ticrate");
593 self.ammo_cells = cvar("g_pickup_cells");
594 nextime = cvar("g_balance_nex_respawntime_modifier");
596 nextime = 15 * nextime;
599 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.wav", nextime, W_Name(WEP_NEX), IT_NEX, FL_WEAPON, weapon_pickupevalfunc, 10000);
600 if (self.modelindex) // don't precache if self was removed
601 weapon_action(WEP_NEX, WR_PRECACHE);
604 void weapon_hagar (void)
606 if(!self.ammo_rockets)
607 self.ammo_rockets = cvar("g_pickup_rockets");
608 StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_HAGAR), IT_HAGAR, FL_WEAPON, weapon_pickupevalfunc, 5000);
609 if (self.modelindex) // don't precache if self was removed
610 weapon_action(WEP_HAGAR, WR_PRECACHE);
613 void weapon_rocketlauncher (void)
617 minstagib_items(IT_CELLS);
618 self.think = minst_remove_item;
619 self.nextthink = time + cvar("sys_ticrate");
622 if(!self.ammo_rockets)
623 self.ammo_rockets = g_pickup_rockets;
624 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_ROCKET_LAUNCHER), IT_ROCKET_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 10000);
625 if (self.modelindex) // don't precache if self was removed
626 weapon_action(WEP_ROCKET_LAUNCHER, WR_PRECACHE);
629 void item_rockets (void) {
630 if(!self.ammo_rockets)
631 self.ammo_rockets = g_pickup_rockets;
632 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", 15, "rockets", IT_ROCKETS, 0, commodity_pickupevalfunc, 3000);
635 void item_shells (void);
636 void item_bullets (void) {
638 if(q3acompat_machineshotgunswap)
639 if(self.classname != "droppedweapon")
641 weaponswapping = TRUE;
643 weaponswapping = FALSE;
648 self.ammo_nails = g_pickup_nails;
649 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", 15, "bullets", IT_NAILS, 0, commodity_pickupevalfunc, 2000);
652 void item_cells (void) {
654 self.ammo_cells = g_pickup_cells;
655 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", 15, "cells", IT_CELLS, 0, commodity_pickupevalfunc, 2000);
658 void item_shells (void) {
660 if(q3acompat_machineshotgunswap)
661 if(self.classname != "droppedweapon")
663 weaponswapping = TRUE;
665 weaponswapping = FALSE;
669 if(!self.ammo_shells)
670 self.ammo_shells = g_pickup_shells;
671 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", 15, "shells", IT_SHELLS, 0, commodity_pickupevalfunc, 500);
674 void item_armor_small (void) {
676 self.armorvalue = g_pickup_armorsmall;
677 if(!self.max_armorvalue)
678 self.max_armorvalue = g_pickup_armorsmall_max;
679 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "5 Armor", IT_ARMOR_SHARD, 0, commodity_pickupevalfunc, 1000);
682 void item_armor_medium (void) {
684 self.armorvalue = g_pickup_armormedium;
685 if(!self.max_armorvalue)
686 self.max_armorvalue = g_pickup_armormedium_max;
687 StartItem ("models/items/g_armormedium.md3", "misc/armor1.wav", 30, "25 Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 20000);
690 void item_armor_large (void) {
692 self.armorvalue = g_pickup_armorlarge;
693 if(!self.max_armorvalue)
694 self.max_armorvalue = g_pickup_armorlarge_max;
695 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "100 Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 20000);
698 void item_health_small (void) {
700 self.max_health = g_pickup_healthsmall_max;
702 self.health = g_pickup_healthsmall;
703 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", 15, "5 Health", IT_5HP, 0, commodity_pickupevalfunc, 20000);
706 void item_health_medium (void) {
708 self.max_health = g_pickup_healthmedium_max;
710 self.health = g_pickup_healthmedium;
711 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", 15, "25 Health", IT_25HP, 0, commodity_pickupevalfunc, 20000);
714 void item_health_large (void) {
716 self.max_health = g_pickup_healthlarge_max;
718 self.health = g_pickup_healthlarge;
719 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", 15, "50 Health", IT_25HP, 0, commodity_pickupevalfunc, 20000);
722 void item_health_mega (void) {
723 if(!cvar("g_powerup_superhealth"))
726 if(g_arena && !cvar("g_arena_powerups"))
730 minstagib_items(IT_NAILS);
733 self.max_health = g_pickup_healthmega_max;
735 self.health = g_pickup_healthmega;
736 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", 30, "100 Health", IT_HEALTH, 0, commodity_pickupevalfunc, 20000);
740 // support old misnamed entities
741 void item_armor1() { item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
742 void item_armor25() { item_armor_large(); }
743 void item_health1() { item_health_small(); }
744 void item_health25() { item_health_medium(); }
745 void item_health100() { item_health_mega(); }
747 void item_strength (void) {
748 if(!cvar("g_powerup_strength"))
751 if(g_arena && !cvar("g_arena_powerups"))
755 minstagib_items(IT_STRENGTH);
757 precache_sound("weapons/strength_fire.wav");
758 self.strength_finished = 30;
759 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.wav", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 100000);
763 void item_invincible (void) {
764 if(!cvar("g_powerup_shield"))
767 if(g_arena && !cvar("g_arena_powerups"))
771 minstagib_items(IT_INVINCIBLE);
773 self.invincible_finished = 30;
774 self.effects = EF_ADDITIVE;
775 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 100000);
778 //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);}
779 //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);}
781 void item_minst_cells (void) {
784 minst_no_auto_cells = 1;
785 minstagib_items(IT_CELLS);
792 void item_quad (void) {self.classname = "item_strength";item_strength();}
794 void misc_models (void)
796 precache_model (self.model);
797 setmodel (self, self.model); // precision set by mapper
798 setsize (self, self.mins, self.maxs);
801 void func_wall_use (void)
806 self.colormap = (activator.team - 1) * 0x11;
808 self.colormap = 0x00;
811 self.colormap = ceil(random() * 256) - 1;
812 self.colormap |= 1024; // RENDER_COLORMAPPED
815 void func_wall (void)
817 precache_model (self.model);
818 setmodel (self, self.model); // precision set by mapper
819 setsize (self, self.mins, self.maxs);
820 self.solid = SOLID_BSP;
821 self.use = func_wall_use;
824 floatfield Item_CounterField(float it)
828 case IT_SHELLS: return ammo_shells;
829 case IT_NAILS: return ammo_nails;
830 case IT_ROCKETS: return ammo_rockets;
831 case IT_CELLS: return ammo_cells;
832 case IT_5HP: return health;
833 case IT_25HP: return health;
834 case IT_HEALTH: return health;
835 case IT_ARMOR_SHARD: return armorvalue;
836 case IT_ARMOR: return armorvalue;
837 // add more things here (health, armor)
838 default: error("requested item has no counter field");
842 float Item_WeaponCode(float it)
846 case IT_LASER: return WEP_LASER;
847 case IT_SHOTGUN: return WEP_SHOTGUN;
848 case IT_UZI: return WEP_UZI;
849 case IT_GRENADE_LAUNCHER: return WEP_GRENADE_LAUNCHER;
850 case IT_ELECTRO: return WEP_ELECTRO;
851 case IT_CRYLINK: return WEP_CRYLINK;
852 case IT_NEX: return WEP_NEX;
853 case IT_HAGAR: return WEP_HAGAR;
854 case IT_ROCKET_LAUNCHER: return WEP_ROCKET_LAUNCHER;
859 void Item_SpawnByItemCode(float it)
863 case IT_SHOTGUN: weapon_shotgun(); break;
864 case IT_UZI: weapon_uzi(); break;
865 case IT_GRENADE_LAUNCHER: weapon_grenadelauncher(); break;
866 case IT_ELECTRO: weapon_electro(); break;
867 case IT_CRYLINK: weapon_crylink(); break;
868 case IT_NEX: weapon_nex(); break;
869 case IT_HAGAR: weapon_hagar(); break;
870 case IT_ROCKET_LAUNCHER: weapon_rocketlauncher(); break;
871 // add all other item spawn functions here
873 error("requested item can't be spawned");