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 = 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 announce/robotic/last_second_save.ogg\n");
49 else if(other.health < 50)
50 stuffcmd(other, "play2 announce/robotic/narrowly_averted.ogg\n");
51 else if(self.items == IT_CELLS)
52 stuffcmd(other, "play2 announce/robotic/ammo.ogg\n");
54 if (self.items & IT_NEX)
55 W_GiveWeapon (other, IT_NEX, "Nex");
57 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
64 stuffcmd(other, "play2 announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg\n");
65 other.extralives = other.extralives + cvar("g_minstagib_extralives");
66 other.armorvalue = other.extralives;
67 sprint(other, "^3You picked up some extra lives\n");
71 if (self.strength_finished)
73 stuffcmd(other, "play2 announce/robotic/invisible.ogg\n");
74 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
78 if (self.invincible_finished)
80 stuffcmd(other, "play2 announce/robotic/speed.ogg\n");
81 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
87 other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
89 other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
90 if (self.ammo_rockets)
91 other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
93 other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
95 if (self.items & IT_UZI) W_GiveWeapon (other, IT_UZI, "Machine gun");
96 if (self.items & IT_SHOTGUN) W_GiveWeapon (other, IT_SHOTGUN, "Shotgun");
97 if (self.items & IT_GRENADE_LAUNCHER) W_GiveWeapon (other, IT_GRENADE_LAUNCHER, "Mortar");
98 if (self.items & IT_ELECTRO) W_GiveWeapon (other, IT_ELECTRO, "Electro");
99 if (self.items & IT_NEX) W_GiveWeapon (other, IT_NEX, "Nex");
100 if (self.items & IT_HAGAR) W_GiveWeapon (other, IT_HAGAR, "Hagar");
101 if (self.items & IT_ROCKET_LAUNCHER) W_GiveWeapon (other, IT_ROCKET_LAUNCHER, "Rocket Launcher");
102 if (self.items & IT_CRYLINK) W_GiveWeapon (other, IT_CRYLINK, "Crylink");
104 if (self.strength_finished)
105 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
106 if (self.invincible_finished)
107 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
108 //if (self.speed_finished)
109 // other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
110 //if (self.slowmo_finished)
111 // other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
115 other.health = other.health + self.max_health;
116 other.pauserothealth_finished = max(other.pauserothealth_finished, time + 5);
118 if (self.health && other.health < other.max_health)
119 other.health = min(other.health + self.health, other.max_health);
122 other.armorvalue = other.armorvalue + self.armorvalue;
123 other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + 5);
131 self.switchweapon = w_getbestweapon(self);
135 weapon_action(self.weapon, WR_UPDATECOUNTS);
139 if (self.classname == "droppedweapon")
143 self.solid = SOLID_NOT;
144 self.model = string_null;
145 self.nextthink = time + self.respawntime;
146 self.think = Item_Respawn;
147 setorigin (self, self.origin);
151 // Savage: used for item garbage-collection
152 // TODO: perhaps nice special effect?
153 void RemoveItem(void) = {
158 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags)
160 if (!cvar("g_pickup_items") && !cvar("g_minstagib") && !cvar("g_lms"))
166 if (cvar("g_minstagib"))
168 // don't remove dropped items and powerups
169 if (self.classname != "droppedweapon" &&
170 self.classname != "minstagib")
177 if(cvar("g_lms") && (self.classname != "droppedweapon"))
183 if(cvar("g_instagib") || cvar("g_rocketarena"))
189 self.mdl = itemmodel;
190 self.noise = pickupsound;
191 // let mappers override respawntime
192 if (!self.respawntime)
193 self.respawntime = defaultrespawntime;
194 self.netname = itemname;
196 self.flags = FL_ITEM | itemflags;
197 setmodel (self, self.mdl);
198 if (itemflags & FL_WEAPON)
200 setorigin (self, self.origin + '0 0 22');
201 setsize (self, '-12 -12 -12', '12 12 12');
203 // neutral team color for pickup weapons
204 self.colormap = 160 * 1024 + 160;
208 setorigin (self, self.origin + '0 0 15');
209 // setsize (self, '-8 -8 -5', '8 8 8');
211 self.movetype = MOVETYPE_TOSS;
212 self.solid = SOLID_TRIGGER;
213 self.touch = Item_Touch;
215 // Savage: remove thrown items after a certain period of time ("garbage collection")
216 if (self.classname == "droppedweapon")
218 self.think = RemoveItem;
219 self.nextthink = time + 60;
222 if (cvar("g_fullbrightitems"))
223 self.effects = self.effects | EF_FULLBRIGHT;
227 /* replace items in minstagib
228 * IT_STRENGTH = invisibility
229 * IT_NAILS = extra lives
230 * IT_INVINCIBLE = speed
232 void minstagib_items (float itemid)
234 // we don't want to replace dropped weapons ;)
235 if (self.classname == "droppedweapon")
237 self.ammo_cells = 25;
238 StartItem ("models/weapons/g_nex.md3",
239 "weapons/weaponpickup.ogg", 15,
240 "Nex Gun", IT_NEX, FL_WEAPON);
245 self.classname = "minstagib";
247 // replace rocket launchers and nex guns with ammo cells
248 if (itemid == IT_CELLS)
251 StartItem ("models/items/a_cells.md3",
252 "misc/itempickup.ogg", 45,
253 "Nex Ammo", IT_CELLS, 0);
260 itemid = IT_STRENGTH;
264 itemid = IT_INVINCIBLE;
266 // replace with invis
267 if (itemid == IT_STRENGTH)
269 self.effects = EF_ADDITIVE;
270 self.strength_finished = 30;
271 StartItem ("models/items/g_strength.md3",
272 "misc/powerup.ogg", 120,
273 "Invisibility", IT_STRENGTH, FL_POWERUP);
275 // replace with extra lives
276 if (itemid == IT_NAILS)
279 StartItem ("models/items/g_h100.md3",
280 "misc/powerup.ogg", 120,
281 "Extralife", IT_NAILS, FL_POWERUP);
285 if (itemid == IT_INVINCIBLE)
287 self.effects = EF_ADDITIVE;
288 self.invincible_finished = 30;
289 StartItem ("models/items/g_invincible.md3",
290 "misc/powerup_shield.ogg", 120,
291 "Speed", IT_INVINCIBLE, FL_POWERUP);
296 void weapon_uzi (void) {
297 self.ammo_nails = 120;
298 StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, "Uzi", IT_UZI, FL_WEAPON);
301 void weapon_shotgun (void) {
302 self.ammo_shells = 15;
303 StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, "Shotgun", IT_SHOTGUN, FL_WEAPON);
306 void weapon_grenadelauncher (void) {
307 self.ammo_rockets = 15;
308 StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, "Grenade Launcher", IT_GRENADE_LAUNCHER, FL_WEAPON);
311 void weapon_electro (void) {
312 self.ammo_cells = 25;
313 StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, "Electro", IT_ELECTRO, FL_WEAPON);
316 void weapon_crylink (void) {
317 self.ammo_cells = 25;
318 StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, "Crylink", IT_CRYLINK, FL_WEAPON);
321 void weapon_nex (void) {
322 if (cvar("g_minstagib")) {
323 minstagib_items(IT_CELLS);
325 self.ammo_cells = 25;
326 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", 15, "Nex Gun", IT_NEX, FL_WEAPON);
330 void weapon_hagar (void) {
331 self.ammo_rockets = 15;
332 StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, "Hagar", IT_HAGAR, FL_WEAPON);
335 void weapon_rocketlauncher (void) {
336 if (cvar("g_minstagib")) {
337 minstagib_items(IT_CELLS);
339 self.ammo_rockets = 15;
340 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, "Rocket Launcher", IT_ROCKET_LAUNCHER, FL_WEAPON);
344 void item_rockets (void) {
345 self.ammo_rockets = 15;
346 StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0);
349 void item_bullets (void) {
350 self.ammo_nails = 120;
351 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0);
354 void item_cells (void) {
355 self.ammo_cells = 25;
356 StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0);
359 void item_shells (void) {
360 self.ammo_shells = 15;
361 StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0);
364 void item_armor1 (void) {
366 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", 0, 0);
369 void item_armor25 (void) {
370 self.armorvalue = 100;
371 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", 0, 0);
374 void item_health1 (void) {
376 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", 15, "5 Health", 0, 0);
379 void item_health25 (void) {
380 self.max_health = 25;
381 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", 0, 0);
384 void item_health100 (void) {
385 if(cvar("g_minstagib")) {
386 minstagib_items(IT_NAILS);
388 self.max_health = 100;
389 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", 0, 0);
393 void item_strength (void) {
394 if(cvar("g_minstagib")) {
395 minstagib_items(IT_STRENGTH);
397 self.strength_finished = 30;
398 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP);
402 void item_invincible (void) {
403 if(cvar("g_minstagib")) {
404 minstagib_items(IT_INVINCIBLE);
406 self.invincible_finished = 30;
407 self.effects = EF_ADDITIVE;
408 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP);
411 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP);}
412 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP);}
414 void misc_models (void)
416 precache_model (self.model);
417 setmodel (self, self.model);
418 setsize (self, self.mins, self.maxs);