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.wav", 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 = EF_STARDUST;
14 self.think = Item_ClearRespawnEffect;
15 self.nextthink = time + 0.1;
18 void Item_Touch (void)
22 local float _switchweapon;
24 if (other.classname != "player")
28 if (self.solid != SOLID_TRIGGER)
30 if (self.health && other.health >= other.max_health)
32 // Savage: Remove the respawn effect if still present
33 self.effects = self.effects - (self.effects & EF_STARDUST);
35 sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
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.switchweapon == w_getbestweapon(other);
42 other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
44 other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
45 if (self.ammo_rockets)
46 other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
48 other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
50 if (self.items & IT_UZI) W_GiveWeapon (other, IT_UZI, "Machine gun");
51 if (self.items & IT_SHOTGUN) W_GiveWeapon (other, IT_SHOTGUN, "Shotgun");
52 if (self.items & IT_GRENADE_LAUNCHER) W_GiveWeapon (other, IT_GRENADE_LAUNCHER, "Mortar");
53 if (self.items & IT_ELECTRO) W_GiveWeapon (other, IT_ELECTRO, "Electro");
54 if (self.items & IT_NEX) W_GiveWeapon (other, IT_NEX, "Nex");
55 if (self.items & IT_HAGAR) W_GiveWeapon (other, IT_HAGAR, "Hagar");
56 if (self.items & IT_ROCKET_LAUNCHER) W_GiveWeapon (other, IT_ROCKET_LAUNCHER, "Rocket Launcher");
57 if (self.items & IT_CRYLINK) W_GiveWeapon (other, IT_CRYLINK, "Crylink");
59 if (self.strength_finished)
60 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
61 if (self.invincible_finished)
62 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
63 //if (self.speed_finished)
64 // other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
65 //if (self.slowmo_finished)
66 // other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
70 other.health = other.health + self.max_health;
71 other.pauserothealth_finished = max(other.pauserothealth_finished, time + 5);
73 if (self.health && other.health < other.max_health)
74 other.health = min(other.health + self.health, other.max_health);
77 other.armorvalue = other.armorvalue + self.armorvalue;
78 other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + 5);
85 self.switchweapon = w_getbestweapon(self);
89 weapon_action(self.weapon, WR_UPDATECOUNTS);
93 if (self.classname == "droppedweapon")
97 self.solid = SOLID_NOT;
98 self.model = string_null;
99 self.nextthink = time + self.respawntime;
100 self.think = Item_Respawn;
101 setorigin (self, self.origin);
105 // Savage: used for item garbage-collection
106 // TODO: perhaps nice special effect?
107 void RemoveItem(void) = {
112 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags)
114 if (!cvar("g_pickup_items"))
119 self.mdl = itemmodel;
120 self.noise = pickupsound;
121 // let mappers override respawntime
122 if (!self.respawntime)
123 self.respawntime = defaultrespawntime;
124 self.netname = itemname;
126 self.flags = FL_ITEM | itemflags;
127 setmodel (self, self.mdl);
128 if (itemflags & FL_WEAPON)
130 setorigin (self, self.origin + '0 0 22');
131 setsize (self, '-12 -12 -12', '12 12 12');
135 setorigin (self, self.origin + '0 0 15');
136 // setsize (self, '-8 -8 -5', '8 8 8');
138 self.movetype = MOVETYPE_TOSS;
139 self.solid = SOLID_TRIGGER;
140 self.touch = Item_Touch;
142 // Savage: remove thrown items after a certain period of time ("garbage collection")
143 if (self.classname == "droppedweapon")
145 self.think = RemoveItem;
146 self.nextthink = time + 60;
149 if (cvar("g_fullbrightitems"))
150 self.effects = self.effects | EF_FULLBRIGHT;
154 void weapon_uzi (void) {self.ammo_nails = 120;StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.wav", 15, "Uzi", IT_UZI, FL_WEAPON);}
155 void weapon_shotgun (void) {self.ammo_shells = 15;StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.wav", 15, "Shotgun", IT_SHOTGUN, FL_WEAPON);}
156 void weapon_grenadelauncher (void) {self.ammo_rockets = 15;StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.wav", 15, "Grenade Launcher", IT_GRENADE_LAUNCHER, FL_WEAPON);}
157 void weapon_electro (void) {self.ammo_cells = 25;StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.wav", 15, "Electro", IT_ELECTRO, FL_WEAPON);}
158 void weapon_crylink (void) {self.ammo_cells = 25;StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.wav", 15, "Crylink", IT_CRYLINK, FL_WEAPON);}
159 void weapon_nex (void) {self.ammo_cells = 25;StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.wav", 15, "Nex Gun", IT_NEX, FL_WEAPON);}
160 void weapon_hagar (void) {self.ammo_rockets = 15;StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.wav", 15, "Hagar", IT_HAGAR, FL_WEAPON);}
161 void weapon_rocketlauncher (void) {self.ammo_rockets = 15;StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.wav", 15, "Rocket Launcher", IT_ROCKET_LAUNCHER, FL_WEAPON);}
163 void item_rockets (void) {self.ammo_rockets = 15;StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", 15, "rockets", IT_ROCKETS, 0);}
164 void item_bullets (void) {self.ammo_nails = 120;StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", 15, "bullets", IT_NAILS, 0);}
165 void item_cells (void) {self.ammo_cells = 25;StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", 15, "cells", IT_CELLS, 0);}
166 void item_shells (void) {self.ammo_shells = 15;StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", 15, "shells", IT_SHELLS, 0);}
168 void item_armor1 (void) {self.armorvalue = 5;StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", 0, 0);}
169 void item_armor25 (void) {self.armorvalue = 100;StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", 0, 0);}
170 void item_health1 (void) {self.max_health = 5;StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", 15, "5 Health", 0, 0);}
171 void item_health25 (void) {self.max_health = 25;StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", 15, "25 Health", 0, 0);}
172 void item_health100 (void) {self.max_health = 100;StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", 30, "100 Health", 0, 0);}
174 void item_strength (void) {self.strength_finished = 30;self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.wav", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP);}
175 void item_invincible (void) {self.invincible_finished = 30;self.effects = EF_ADDITIVE;StartItem ("models/items/g_invincible.md3", "misc/powerup.wav", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP);}
176 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP);}
177 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP);}
179 void misc_models (void)
181 precache_model (self.model);
182 setmodel (self, self.model);
183 setsize (self, self.mins, self.maxs);