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 // Savage: Remove the respawn effect if still present
32 self.effects = self.effects - (self.effects & EF_STARDUST);
34 sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
36 // in case the player has autoswitch enabled do the following:
37 // if the player is using their best weapon before items are given, they
38 // probably want to switch to an even better weapon after items are given
39 _switchweapon = (other.autoswitch && (other.switchweapon == w_getbestweapon(other)));
41 if (cvar("g_minstagib"))
45 // play some cool sounds ;)
46 centerprint(other, "\n");
48 stuffcmd(other, "play2 announcer/robotic/lastsecond.ogg\n");
49 else if(other.health < 50)
50 stuffcmd(other, "play2 announcer/robotic/narrowly.ogg\n");
51 // sound not available
52 // else if(self.items == IT_CELLS)
53 // stuffcmd(other, "play2 announce/robotic/ammo.ogg\n");
55 if (self.items & IT_NEX)
56 W_GiveWeapon (other, IT_NEX, "Nex");
58 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
65 // sound not available
66 // stuffcmd(other, "play2 announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg\n");
67 other.extralives = other.extralives + cvar("g_minstagib_extralives");
68 other.armorvalue = other.extralives;
69 sprint(other, "^3You picked up some extra lives\n");
73 if (self.strength_finished)
75 // sound not available
76 // stuffcmd(other, "play2 announce/robotic/invisible.ogg\n");
77 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
81 if (self.invincible_finished)
83 // sound not available
84 // stuffcmd(other, "play2 announce/robotic/speed.ogg\n");
85 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
91 other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
93 other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
94 if (self.ammo_rockets)
95 other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
97 other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
99 if (self.items & IT_UZI) W_GiveWeapon (other, IT_UZI, "Machine gun");
100 if (self.items & IT_SHOTGUN) W_GiveWeapon (other, IT_SHOTGUN, "Shotgun");
101 if (self.items & IT_GRENADE_LAUNCHER) W_GiveWeapon (other, IT_GRENADE_LAUNCHER, "Mortar");
102 if (self.items & IT_ELECTRO) W_GiveWeapon (other, IT_ELECTRO, "Electro");
103 if (self.items & IT_NEX) W_GiveWeapon (other, IT_NEX, "Nex");
104 if (self.items & IT_HAGAR) W_GiveWeapon (other, IT_HAGAR, "Hagar");
105 if (self.items & IT_ROCKET_LAUNCHER) W_GiveWeapon (other, IT_ROCKET_LAUNCHER, "Rocket Launcher");
106 if (self.items & IT_CRYLINK) W_GiveWeapon (other, IT_CRYLINK, "Crylink");
108 if (self.strength_finished)
109 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
110 if (self.invincible_finished)
111 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
112 //if (self.speed_finished)
113 // other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
114 //if (self.slowmo_finished)
115 // other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
119 other.health = other.health + self.max_health;
120 other.pauserothealth_finished = max(other.pauserothealth_finished, time + 5);
122 if (self.health && other.health < other.max_health)
123 other.health = min(other.health + self.health, other.max_health);
126 other.armorvalue = other.armorvalue + self.armorvalue;
127 other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + 5);
131 sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
137 self.switchweapon = w_getbestweapon(self);
141 weapon_action(self.weapon, WR_UPDATECOUNTS);
145 if (self.classname == "droppedweapon")
149 self.solid = SOLID_NOT;
150 self.model = string_null;
151 self.nextthink = time + self.respawntime;
152 self.think = Item_Respawn;
153 setorigin (self, self.origin);
157 // Savage: used for item garbage-collection
158 // TODO: perhaps nice special effect?
159 void RemoveItem(void) = {
164 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags)
166 if (!cvar("g_pickup_items") && !cvar("g_minstagib") && !cvar("g_lms"))
172 if (cvar("g_minstagib"))
174 // don't remove dropped items and powerups
175 if (self.classname != "droppedweapon" &&
176 self.classname != "minstagib")
183 if(cvar("g_lms") && (self.classname != "droppedweapon"))
189 if(cvar("g_instagib") || cvar("g_rocketarena"))
195 self.mdl = itemmodel;
196 //self.noise = pickupsound;
197 self.item_pickupsound = pickupsound;
198 // let mappers override respawntime
199 if (!self.respawntime)
200 self.respawntime = defaultrespawntime;
201 self.netname = itemname;
203 self.flags = FL_ITEM | itemflags;
204 setmodel (self, self.mdl);
205 if (itemflags & FL_WEAPON)
207 setorigin (self, self.origin + '0 0 22');
208 setsize (self, '-12 -12 -12', '12 12 12');
210 // neutral team color for pickup weapons
211 self.colormap = 160 * 1024 + 160;
215 setorigin (self, self.origin + '0 0 15');
216 // setsize (self, '-8 -8 -5', '8 8 8');
218 self.movetype = MOVETYPE_TOSS;
219 self.solid = SOLID_TRIGGER;
220 self.touch = Item_Touch;
222 // Savage: remove thrown items after a certain period of time ("garbage collection")
223 if (self.classname == "droppedweapon")
225 self.think = RemoveItem;
226 self.nextthink = time + 60;
229 if (cvar("g_fullbrightitems"))
230 self.effects = self.effects | EF_FULLBRIGHT;
234 /* replace items in minstagib
235 * IT_STRENGTH = invisibility
236 * IT_NAILS = extra lives
237 * IT_INVINCIBLE = speed
239 void minstagib_items (float itemid)
241 // we don't want to replace dropped weapons ;)
242 if (self.classname == "droppedweapon")
244 self.ammo_cells = 25;
245 StartItem ("models/weapons/g_nex.md3",
246 "weapons/weaponpickup.ogg", 15,
247 "Nex Gun", IT_NEX, FL_WEAPON);
252 self.classname = "minstagib";
254 // replace rocket launchers and nex guns with ammo cells
255 if (itemid == IT_CELLS)
258 StartItem ("models/items/a_cells.md3",
259 "misc/itempickup.ogg", 45,
260 "Nex Ammo", IT_CELLS, 0);
267 itemid = IT_STRENGTH;
271 itemid = IT_INVINCIBLE;
273 // replace with invis
274 if (itemid == IT_STRENGTH)
276 self.effects = EF_ADDITIVE;
277 self.strength_finished = 30;
278 StartItem ("models/items/g_strength.md3",
279 "misc/powerup.ogg", 120,
280 "Invisibility", IT_STRENGTH, FL_POWERUP);
282 // replace with extra lives
283 if (itemid == IT_NAILS)
286 StartItem ("models/items/g_h100.md3",
287 "misc/megahealth.ogg", 120,
288 "Extralife", IT_NAILS, FL_POWERUP);
292 if (itemid == IT_INVINCIBLE)
294 self.effects = EF_ADDITIVE;
295 self.invincible_finished = 30;
296 StartItem ("models/items/g_invincible.md3",
297 "misc/powerup_shield.ogg", 120,
298 "Speed", IT_INVINCIBLE, FL_POWERUP);
303 void weapon_uzi (void) {
304 self.ammo_nails = 120;
305 StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, "Uzi", IT_UZI, FL_WEAPON);
308 void weapon_shotgun (void) {
309 self.ammo_shells = 15;
310 StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, "Shotgun", IT_SHOTGUN, FL_WEAPON);
313 void weapon_grenadelauncher (void) {
314 self.ammo_rockets = 15;
315 StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, "Grenade Launcher", IT_GRENADE_LAUNCHER, FL_WEAPON);
318 void weapon_electro (void) {
319 self.ammo_cells = 25;
320 StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, "Electro", IT_ELECTRO, FL_WEAPON);
323 void weapon_crylink (void) {
324 self.ammo_cells = 25;
325 StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, "Crylink", IT_CRYLINK, FL_WEAPON);
328 void weapon_nex (void) {
329 if (cvar("g_minstagib")) {
330 minstagib_items(IT_CELLS);
332 self.ammo_cells = 25;
333 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", 15, "Nex Gun", IT_NEX, FL_WEAPON);
337 void weapon_hagar (void) {
338 self.ammo_rockets = 15;
339 StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, "Hagar", IT_HAGAR, FL_WEAPON);
342 void weapon_rocketlauncher (void) {
343 if (cvar("g_minstagib")) {
344 minstagib_items(IT_CELLS);
346 self.ammo_rockets = 15;
347 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, "Rocket Launcher", IT_ROCKET_LAUNCHER, FL_WEAPON);
351 void item_rockets (void) {
352 self.ammo_rockets = 15;
353 StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0);
356 void item_bullets (void) {
357 self.ammo_nails = 120;
358 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0);
361 void item_cells (void) {
362 self.ammo_cells = 25;
363 StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0);
366 void item_shells (void) {
367 self.ammo_shells = 15;
368 StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0);
371 void item_armor1 (void) {
373 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", 0, 0);
376 void item_armor25 (void) {
377 self.armorvalue = 100;
378 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", 0, 0);
381 void item_health1 (void) {
383 StartItem ("models/items/g_h1.md3", "misc/minihealth.ogg", 15, "5 Health", 0, 0);
386 void item_health25 (void) {
387 self.max_health = 25;
388 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", 0, 0);
391 void item_health100 (void) {
392 if(cvar("g_minstagib")) {
393 minstagib_items(IT_NAILS);
395 self.max_health = 100;
396 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", 0, 0);
400 void item_strength (void) {
401 if(cvar("g_minstagib")) {
402 minstagib_items(IT_STRENGTH);
404 self.strength_finished = 30;
405 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP);
409 void item_invincible (void) {
410 if(cvar("g_minstagib")) {
411 minstagib_items(IT_INVINCIBLE);
413 self.invincible_finished = 30;
414 self.effects = EF_ADDITIVE;
415 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP);
418 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP);}
419 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP);}
421 void misc_models (void)
423 precache_model (self.model);
424 setmodel (self, self.model);
425 setsize (self, self.mins, self.maxs);