2 void Item_Respawn (void)
4 self.model = self.mdl; // restore original model
5 self.solid = SOLID_TRIGGER; // allow it to be touched again
6 sound (self, CHAN_VOICE, "misc/itemrespawn.wav", 1, ATTN_NORM); // play respawn sound
7 setorigin (self, self.origin);
10 void Item_Touch (void)
13 local float _switchweapon;
15 if (self.solid != SOLID_TRIGGER)
18 if (other.classname != "player" && other.classname != "bot")
20 if (other.health <= 0)
23 sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
25 // if the player is using their best weapon before items are given, they
26 // probably want to switch to an even better weapon after items are given
27 _switchweapon = other.weapon == W_GetBestWeapon(other);
30 other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 100);
32 other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 200);
33 if (self.ammo_rockets)
34 other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 100);
36 other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 100);
38 if (self.items & IT_UZI) W_GiveWeapon (other, IT_UZI);
39 if (self.items & IT_SHOTGUN) W_GiveWeapon (other, IT_SHOTGUN);
40 if (self.items & IT_GRENADE_LAUNCHER) W_GiveWeapon (other, IT_GRENADE_LAUNCHER);
41 if (self.items & IT_ELECTRO) W_GiveWeapon (other, IT_ELECTRO);
42 if (self.items & IT_NEX) W_GiveWeapon (other, IT_NEX);
43 if (self.items & IT_HAGAR) W_GiveWeapon (other, IT_HAGAR);
44 if (self.items & IT_ROCKET_LAUNCHER) W_GiveWeapon (other, IT_ROCKET_LAUNCHER);
45 if (self.items & IT_CRYLINK) W_GiveWeapon (other, IT_CRYLINK);
47 if (self.strength_finished)
48 other.strength_finished = max(other.strength_finished, time) + self.strength_finished;
49 if (self.invincible_finished)
50 other.invincible_finished = max(other.invincible_finished, time) + self.invincible_finished;
51 if (self.speed_finished)
52 other.speed_finished = max(other.speed_finished, time) + self.speed_finished;
53 if (self.slowmo_finished)
54 other.slowmo_finished = max(other.slowmo_finished, time) + self.slowmo_finished;
57 other.health = other.health + self.max_health;
59 other.armorvalue = other.armorvalue + self.armorvalue;
61 if (other.classname == "player")
63 sprint (other, "You got the ");
64 sprint (other, self.netname);
72 self.weapon = W_GetBestWeapon(self);
83 self.solid = SOLID_NOT;
84 self.model = string_null;
85 self.nextthink = time + self.respawntime;
86 self.think = Item_Respawn;
87 setorigin (self, self.origin);
91 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags)
93 if (game & (GAME_INSTAGIB | GAME_ROCKET_ARENA))
99 self.noise = pickupsound;
100 // let mappers override respawntime
101 if (!self.respawntime)
102 self.respawntime = defaultrespawntime;
103 self.netname = itemname;
105 self.flags = FL_ITEM | itemflags;
106 setmodel (self, self.mdl);
107 if (itemflags & FL_WEAPON)
108 setsize (self, '-12 -12 -12', '12 12 12');
110 setsize (self, '-8 -8 -8', '8 8 8');
111 self.movetype = MOVETYPE_TOSS;
112 self.solid = SOLID_TRIGGER;
113 self.touch = Item_Touch;
116 void weapon_uzi (void) {self.ammo_nails = 50;StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.wav", 30, "Uzi", IT_UZI, FL_WEAPON);}
117 void weapon_shotgun (void) {self.ammo_shells = 10;StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.wav", 30, "Shotgun", IT_SHOTGUN, FL_WEAPON);}
118 void weapon_grenadelauncher (void) {self.ammo_rockets = 10;StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.wav", 30, "Grenade Launcher", IT_GRENADE_LAUNCHER, FL_WEAPON);}
119 void weapon_electro (void) {self.ammo_cells = 30;StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.wav", 30, "Electro", IT_ELECTRO, FL_WEAPON);}
120 void weapon_crylink (void) {self.ammo_cells = 30;StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.wav", 30, "Crylink", IT_CRYLINK, FL_WEAPON);}
121 void weapon_nex (void) {self.ammo_cells = 30;StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.wav", 30, "Nex Gun", IT_NEX, FL_WEAPON);}
122 void weapon_hagar (void) {self.ammo_rockets = 10;StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.wav", 30, "Hagar", IT_HAGAR, FL_WEAPON);}
123 void weapon_rocketlauncher (void) {self.ammo_rockets = 10;StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.wav", 30, "Rocket Launcher", IT_ROCKET_LAUNCHER, FL_WEAPON);}
125 void item_rockets (void) {self.ammo_rockets = 25;StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", 30, "rockets", IT_ROCKETS, 0);}
126 void item_bullets (void) {self.ammo_nails = 100;StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", 30, "bullets", IT_NAILS, 0);}
127 void item_cells (void) {self.ammo_cells = 50;StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", 30, "cells", IT_CELLS, 0);}
128 void item_shells (void) {self.ammo_shells = 50;StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", 30, "shells", IT_SHELLS, 0);}
130 void item_armor1 (void) {self.armorvalue = 5;StartItem ("models/items/g_a1.md3", "misc/itempickup.wav", 30, "Armor Shard", 0, 0);}
131 void item_armor25 (void) {self.armorvalue = 100;StartItem ("models/items/g_a25.md3", "misc/itempickup.wav", 30, "Armor", 0, 0);}
132 void item_health1 (void) {self.max_health = 5;StartItem ("models/items/g_h1.md3", "misc/itempickup.wav", 30, "5 Health", 0, 0);}
133 void item_health25 (void) {self.max_health = 25;StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", 30, "25 Health", 0, 0);}
134 void item_health100 (void) {self.max_health = 100;StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", 30, "100 Health", 0, 0);}
136 //void item_strength (void) {self.strength_finished = 30;StartItem ("models/items/g_strength.zym", "misc/itempickup.wav", 120, "Strength Powerup", IT_STRENGTH, 0);}
137 //void item_invincible (void) {self.invincible_finished = 30;StartItem ("models/items/g_invincible.zym", "misc/itempickup.wav", 120, "Invulnerability", IT_INVINCIBLE, 0);}
138 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.zym", "misc/itempickup.wav", 120, "Speed Powerup", IT_SPEED, 0);}
139 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.zym", "misc/itempickup.wav", 120, "Slow Motion Powerup", IT_SLOWMO, 0);}
141 void misc_models (void)
143 precache_model (self.model);
144 setmodel (self, self.model);
145 setsize (self, self.mins, self.maxs);