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);
138 if (self.switchweapon != self.weapon)
139 self.cnt = self.weapon;
143 weapon_action(self.weapon, WR_UPDATECOUNTS);
147 if (self.classname == "droppedweapon")
151 self.solid = SOLID_NOT;
152 self.model = string_null;
153 self.nextthink = time + self.respawntime;
154 self.think = Item_Respawn;
155 setorigin (self, self.origin);
159 // Savage: used for item garbage-collection
160 // TODO: perhaps nice special effect?
161 void RemoveItem(void) = {
166 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags)
168 if (!cvar("g_pickup_items") && !cvar("g_minstagib") && !cvar("g_lms"))
174 if (cvar("g_minstagib"))
176 // don't remove dropped items and powerups
177 if (self.classname != "droppedweapon" &&
178 self.classname != "minstagib")
185 if(cvar("g_lms") && (self.classname != "droppedweapon"))
191 if(cvar("g_instagib") || cvar("g_rocketarena"))
197 self.mdl = itemmodel;
198 //self.noise = pickupsound;
199 self.item_pickupsound = pickupsound;
200 // let mappers override respawntime
201 if (!self.respawntime)
202 self.respawntime = defaultrespawntime;
203 self.netname = itemname;
205 self.flags = FL_ITEM | itemflags;
206 setmodel (self, self.mdl);
207 if (itemflags & FL_WEAPON)
209 setorigin (self, self.origin + '0 0 22');
210 setsize (self, '-12 -12 -12', '12 12 12');
212 // neutral team color for pickup weapons
213 self.colormap = 160 * 1024 + 160;
217 setorigin (self, self.origin + '0 0 15');
218 // setsize (self, '-8 -8 -5', '8 8 8');
220 self.movetype = MOVETYPE_TOSS;
221 self.solid = SOLID_TRIGGER;
222 self.touch = Item_Touch;
224 // Savage: remove thrown items after a certain period of time ("garbage collection")
225 if (self.classname == "droppedweapon")
227 self.think = RemoveItem;
228 self.nextthink = time + 60;
231 if (cvar("g_fullbrightitems"))
232 self.effects = self.effects | EF_FULLBRIGHT;
236 /* replace items in minstagib
237 * IT_STRENGTH = invisibility
238 * IT_NAILS = extra lives
239 * IT_INVINCIBLE = speed
241 void minstagib_items (float itemid)
243 // we don't want to replace dropped weapons ;)
244 if (self.classname == "droppedweapon")
246 self.ammo_cells = 25;
247 StartItem ("models/weapons/g_nex.md3",
248 "weapons/weaponpickup.ogg", 15,
249 "Nex Gun", IT_NEX, FL_WEAPON);
254 self.classname = "minstagib";
256 // replace rocket launchers and nex guns with ammo cells
257 if (itemid == IT_CELLS)
260 StartItem ("models/items/a_cells.md3",
261 "misc/itempickup.ogg", 45,
262 "Nex Ammo", IT_CELLS, 0);
269 itemid = IT_STRENGTH;
273 itemid = IT_INVINCIBLE;
275 // replace with invis
276 if (itemid == IT_STRENGTH)
278 self.effects = EF_ADDITIVE;
279 self.strength_finished = 30;
280 StartItem ("models/items/g_strength.md3",
281 "misc/powerup.ogg", 120,
282 "Invisibility", IT_STRENGTH, FL_POWERUP);
284 // replace with extra lives
285 if (itemid == IT_NAILS)
288 StartItem ("models/items/g_h100.md3",
289 "misc/megahealth.ogg", 120,
290 "Extralife", IT_NAILS, FL_POWERUP);
294 if (itemid == IT_INVINCIBLE)
296 self.effects = EF_ADDITIVE;
297 self.invincible_finished = 30;
298 StartItem ("models/items/g_invincible.md3",
299 "misc/powerup_shield.ogg", 120,
300 "Speed", IT_INVINCIBLE, FL_POWERUP);
305 void weapon_uzi (void) {
306 self.ammo_nails = 120;
307 StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, "Uzi", IT_UZI, FL_WEAPON);
310 void weapon_shotgun (void) {
311 self.ammo_shells = 15;
312 StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, "Shotgun", IT_SHOTGUN, FL_WEAPON);
315 void weapon_grenadelauncher (void) {
316 self.ammo_rockets = 15;
317 StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, "Grenade Launcher", IT_GRENADE_LAUNCHER, FL_WEAPON);
320 void weapon_electro (void) {
321 self.ammo_cells = 25;
322 StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, "Electro", IT_ELECTRO, FL_WEAPON);
325 void weapon_crylink (void) {
326 self.ammo_cells = 25;
327 StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, "Crylink", IT_CRYLINK, FL_WEAPON);
330 void weapon_nex (void) {
331 if (cvar("g_minstagib")) {
332 minstagib_items(IT_CELLS);
334 self.ammo_cells = 25;
335 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", 15, "Nex Gun", IT_NEX, FL_WEAPON);
339 void weapon_hagar (void) {
340 self.ammo_rockets = 15;
341 StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, "Hagar", IT_HAGAR, FL_WEAPON);
344 void weapon_rocketlauncher (void) {
345 if (cvar("g_minstagib")) {
346 minstagib_items(IT_CELLS);
348 self.ammo_rockets = 15;
349 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, "Rocket Launcher", IT_ROCKET_LAUNCHER, FL_WEAPON);
353 void item_rockets (void) {
354 self.ammo_rockets = 15;
355 StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0);
358 void item_bullets (void) {
359 self.ammo_nails = 120;
360 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0);
363 void item_cells (void) {
364 self.ammo_cells = 25;
365 StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0);
368 void item_shells (void) {
369 self.ammo_shells = 15;
370 StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0);
373 void item_armor1 (void) {
375 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", 0, 0);
378 void item_armor25 (void) {
379 self.armorvalue = 100;
380 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", 0, 0);
383 void item_health1 (void) {
385 StartItem ("models/items/g_h1.md3", "misc/minihealth.ogg", 15, "5 Health", 0, 0);
388 void item_health25 (void) {
389 self.max_health = 25;
390 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", 0, 0);
393 void item_health100 (void) {
394 if(!cvar("g_powerup_superhealth"))
397 if(cvar("g_minstagib")) {
398 minstagib_items(IT_NAILS);
400 self.max_health = 100;
401 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", 0, 0);
405 void item_strength (void) {
406 if(!cvar("g_powerup_strength"))
409 if(cvar("g_minstagib")) {
410 minstagib_items(IT_STRENGTH);
412 self.strength_finished = 30;
413 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP);
417 void item_invincible (void) {
418 if(!cvar("g_powerup_shield"))
421 if(cvar("g_minstagib")) {
422 minstagib_items(IT_INVINCIBLE);
424 self.invincible_finished = 30;
425 self.effects = EF_ADDITIVE;
426 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP);
429 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP);}
430 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP);}
432 void misc_models (void)
434 precache_model (self.model);
435 setmodel (self, self.model);
436 setsize (self, self.mins, self.maxs);