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 // LordHavoc: replaced respawn stardust effect with a custom te_wizspike
13 te_wizspike(self.origin + self.mins_z * '0 0 1' + '0 0 48');
14 //// Savage: Add simple Respawn effect and make sure it gets removed
15 //self.effects = self.effects | EF_STARDUST;
16 //self.think = Item_ClearRespawnEffect;
17 //self.nextthink = time + 0.1;
20 void Item_Touch (void)
23 local float _switchweapon;
25 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
26 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
31 if (other.classname != "player")
35 if (self.solid != SOLID_TRIGGER)
37 if (self.health && other.health >= other.max_health)
39 if (self.owner == other)
41 // Savage: Remove the respawn effect if still present
42 self.effects = self.effects - (self.effects & EF_STARDUST);
44 sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
46 // in case the player has autoswitch enabled do the following:
47 // if the player is using their best weapon before items are given, they
48 // probably want to switch to an even better weapon after items are given
49 _switchweapon = (other.autoswitch && (other.switchweapon == w_getbestweapon(other)) || cvar("g_minstagib"));
51 if (cvar("g_minstagib"))
55 // play some cool sounds ;)
56 centermsg_freefor(other, CENTERMSG_MINSTAGIB);
57 centermsg_freefor(other, CENTERMSG_MINSTAGIB2);
59 stuffcmd(other, "play2 announcer/robotic/lastsecond.ogg\n");
60 else if(other.health < 50)
61 stuffcmd(other, "play2 announcer/robotic/narrowly.ogg\n");
62 // sound not available
63 // else if(self.items == IT_CELLS)
64 // stuffcmd(other, "play2 announce/robotic/ammo.ogg\n");
66 if (self.items & IT_NEX)
67 W_GiveWeapon (other, IT_NEX, "Nex");
69 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
76 // sound not available
77 // stuffcmd(other, "play2 announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg\n");
78 other.armorvalue = other.armorvalue + cvar("g_minstagib_extralives");
79 sprint(other, "^3You picked up some extra lives\n");
83 if (self.strength_finished)
85 // sound not available
86 // stuffcmd(other, "play2 announce/robotic/invisible.ogg\n");
87 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
91 if (self.invincible_finished)
93 // sound not available
94 // stuffcmd(other, "play2 announce/robotic/speed.ogg\n");
95 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
100 if (cvar("deathmatch") == 2 || cvar("g_weapon_stay"))
102 if (self.flags & FL_WEAPON && other.items & self.items && self.classname != "droppedweapon")
104 if (other.items & self.items && self.flags & FL_TOSSED) // don't let players stack ammo by tossing weapons
108 if (self.ammo_shells)
109 other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
111 other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
112 if (self.ammo_rockets)
113 other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
115 other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
117 if (self.items & IT_UZI) W_GiveWeapon (other, IT_UZI, self.netname);
118 if (self.items & IT_SHOTGUN) W_GiveWeapon (other, IT_SHOTGUN, self.netname);
119 if (self.items & IT_GRENADE_LAUNCHER) W_GiveWeapon (other, IT_GRENADE_LAUNCHER, self.netname);
120 if (self.items & IT_ELECTRO) W_GiveWeapon (other, IT_ELECTRO, self.netname);
121 if (self.items & IT_NEX) W_GiveWeapon (other, IT_NEX, self.netname);
122 if (self.items & IT_HAGAR) W_GiveWeapon (other, IT_HAGAR, self.netname);
123 if (self.items & IT_ROCKET_LAUNCHER) W_GiveWeapon (other, IT_ROCKET_LAUNCHER, self.netname);
124 if (self.items & IT_CRYLINK) W_GiveWeapon (other, IT_CRYLINK, self.netname);
126 if (self.strength_finished)
127 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
128 if (self.invincible_finished)
129 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
130 //if (self.speed_finished)
131 // other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
132 //if (self.slowmo_finished)
133 // other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
137 other.health = other.health + self.max_health;
138 other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
140 if (self.health && other.health < other.max_health)
141 other.health = min(other.health + self.health, other.max_health);
144 other.armorvalue = other.armorvalue + self.armorvalue;
145 other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
149 sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
155 self.switchweapon = w_getbestweapon(self);
156 if (self.switchweapon != self.weapon)
157 self.cnt = self.weapon;
161 if (self.classname == "droppedweapon")
163 else if(self.flags & FL_WEAPON && (cvar("deathmatch") == 2 || cvar("g_weapon_stay")))
167 self.solid = SOLID_NOT;
168 self.model = string_null;
169 self.nextthink = time + self.respawntime;
170 self.think = Item_Respawn;
171 setorigin (self, self.origin);
175 // Savage: used for item garbage-collection
176 // TODO: perhaps nice special effect?
177 void RemoveItem(void) = {
181 // pickup evaluation functions
182 // these functions decide how desirable an item is to the bots
184 float(entity player, entity item) generic_pickupevalfunc = {return item.bot_pickupbasevalue;};
186 float(entity player, entity item) weapon_pickupevalfunc =
188 // if we already have the weapon, rate it 1/5th normal value
189 if ((player.items & item.items) == item.items)
190 return item.bot_pickupbasevalue * 0.2;
191 return item.bot_pickupbasevalue;
194 float(entity player, entity item) commodity_pickupevalfunc =
198 // TODO: figure out if the player even has the weapon this ammo is for?
199 // may not affect strategy much though...
200 // find out how much ammo the player has, in terms of this ammo pickup
201 // (how many of these ammo pickups it would take to total the player's
203 if (item.ammo_shells)
204 c = c + player.ammo_shells / item.ammo_shells;
206 c = c + player.ammo_nails / item.ammo_nails;
207 if (item.ammo_rockets)
208 c = c + player.ammo_rockets / item.ammo_rockets;
210 c = c + player.ammo_cells / item.ammo_cells;
212 c = c + player.armorvalue / item.armorvalue;
214 c = c + player.health / item.health / 10;
215 // the more ammo the player has, the less desirable this pickup becomes
218 if (cvar("deathmatch") == 2) // weapon stay is on, so weapons the player already has are of no interest
219 if (item.flags & FL_WEAPON)
220 if (self.items & item.items)
221 if (item.classname != "droppedweapon")
224 return item.bot_pickupbasevalue * c;
229 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
234 startitem_failed = FALSE;
236 if (self.classname != "droppedweapon" && !self.noalign)
242 if (itemid == IT_SHELLS)
244 else if (itemid == IT_ROCKETS)
246 else if (itemid == IT_NAILS)
248 else if (itemid == IT_25HP)
250 else if (itemid == IT_ARMOR)
252 else if (itemid == IT_SHOTGUN)
255 org = find_floor(org) + z_offset;
256 setorigin(self, org);
259 if(cvar("spawn_debug") >= 2)
261 if(self.classname != "droppedweapon")
264 for(otheritem = findradius(org, 3); otheritem; otheritem = otheritem.chain)
266 if(otheritem.is_item)
268 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
269 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
270 error("Mapper sucks.");
277 if (self.classname != "droppedweapon")
278 waypoint_spawnforitem(self);
280 if (!(cvar("g_pickup_items") && !cvar("g_nixnex")) && !cvar("g_minstagib") &&
281 itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
283 startitem_failed = TRUE;
288 if (cvar("g_minstagib"))
290 // don't remove dropped items and powerups
291 if (self.classname != "droppedweapon" &&
292 self.classname != "minstagib")
294 startitem_failed = TRUE;
300 if(cvar("g_lms") && (self.classname != "droppedweapon"))
302 startitem_failed = TRUE;
307 if(cvar("g_instagib") || cvar("g_rocketarena"))
309 startitem_failed = TRUE;
314 if (self.classname == "droppedweapon")
316 // don't drop if in a NODROP zone (such as lava)
317 traceline(self.origin, self.origin, MOVE_NORMAL, self);
318 if (trace_dpstartcontents & DPCONTENTS_NODROP)
320 startitem_failed = TRUE;
326 if(itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2 |
327 IT_ROCKET_LAUNCHER | IT_HAGAR | IT_NEX | IT_CRYLINK | IT_ELECTRO |
328 IT_GRENADE_LAUNCHER | IT_UZI | IT_SHOTGUN | IT_LASER) && self.classname != "droppedweapon")
330 self.target = "###item###"; // for finding the nearest item using find()
332 self.bot_pickup = TRUE;
333 self.bot_pickupevalfunc = pickupevalfunc;
334 self.bot_pickupbasevalue = pickupbasevalue;
335 self.mdl = itemmodel;
336 //self.noise = pickupsound;
337 self.item_pickupsound = pickupsound;
338 // let mappers override respawntime
339 if (!self.respawntime)
340 self.respawntime = defaultrespawntime;
341 self.netname = itemname;
343 self.flags = FL_ITEM | itemflags;
344 setmodel (self, self.mdl);
345 if (itemflags & FL_WEAPON)
347 setorigin (self, self.origin + '0 0 23');
348 setsize (self, '-12 -12 -12', '12 12 12');
350 // neutral team color for pickup weapons
351 self.colormap = 160 * 1024 + 160;
355 setorigin (self, self.origin + '0 0 25');
356 // setsize (self, '-8 -8 -5', '8 8 8');
358 self.movetype = MOVETYPE_TOSS;
359 self.solid = SOLID_TRIGGER;
360 self.touch = Item_Touch;
362 // Savage: remove thrown items after a certain period of time ("garbage collection")
363 if (self.classname == "droppedweapon")
365 self.think = RemoveItem;
366 self.nextthink = time + 60;
370 self.movetype = MOVETYPE_NONE;
371 setorigin(self, org);
374 if (cvar("g_fullbrightitems"))
375 self.effects = self.effects | EF_FULLBRIGHT;
378 /* replace items in minstagib
379 * IT_STRENGTH = invisibility
380 * IT_NAILS = extra lives
381 * IT_INVINCIBLE = speed
383 void minstagib_items (float itemid)
385 // we don't want to replace dropped weapons ;)
386 if (self.classname == "droppedweapon")
388 self.ammo_cells = 25;
389 StartItem ("models/weapons/g_nex.md3",
390 "weapons/weaponpickup.ogg", 15,
391 "Nex Gun", IT_NEX, FL_WEAPON, generic_pickupevalfunc, 1000);
396 self.classname = "minstagib";
398 // replace rocket launchers and nex guns with ammo cells
399 if (itemid == IT_CELLS)
402 StartItem ("models/items/a_cells.md3",
403 "misc/itempickup.ogg", 45,
404 "Nex Ammo", IT_CELLS, 0, generic_pickupevalfunc, 100);
411 itemid = IT_STRENGTH;
415 itemid = IT_INVINCIBLE;
417 // replace with invis
418 if (itemid == IT_STRENGTH)
420 self.effects = EF_ADDITIVE;
421 self.strength_finished = 30;
422 StartItem ("models/items/g_strength.md3",
423 "misc/powerup.ogg", 120,
424 "Invisibility", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 1000);
426 // replace with extra lives
427 if (itemid == IT_NAILS)
430 StartItem ("models/items/g_h100.md3",
431 "misc/megahealth.ogg", 120,
432 "Extralife", IT_NAILS, FL_POWERUP, generic_pickupevalfunc, 1000);
435 // replace with speed
436 if (itemid == IT_INVINCIBLE)
438 self.effects = EF_ADDITIVE;
439 self.invincible_finished = 30;
440 StartItem ("models/items/g_invincible.md3",
441 "misc/powerup_shield.ogg", 120,
442 "Speed", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 1000);
447 void weapon_uzi (void) {
449 self.ammo_nails = 120;
450 StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_UZI), IT_UZI, FL_WEAPON, weapon_pickupevalfunc, 1000);
453 void weapon_shotgun (void) {
454 if(!self.ammo_shells)
455 self.ammo_shells = 15;
456 StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_SHOTGUN), IT_SHOTGUN, FL_WEAPON, weapon_pickupevalfunc, 1000);
459 void weapon_grenadelauncher (void) {
460 if(!self.ammo_rockets)
461 self.ammo_rockets = 15;
462 StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_GRENADE_LAUNCHER), IT_GRENADE_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
465 void weapon_electro (void) {
467 self.ammo_cells = 25;
468 StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ELECTRO), IT_ELECTRO, FL_WEAPON, weapon_pickupevalfunc, 1000);
471 void weapon_crylink (void) {
473 self.ammo_cells = 25;
474 StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_CRYLINK), IT_CRYLINK, FL_WEAPON, weapon_pickupevalfunc, 1000);
477 void weapon_nex (void) {
478 if (cvar("g_minstagib")) {
479 minstagib_items(IT_CELLS);
483 self.ammo_cells = 25;
484 nextime = cvar("g_balance_nex_respawntime_modifier");
486 nextime = 15 * nextime;
489 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", nextime, W_Name(WEP_NEX), IT_NEX, FL_WEAPON, weapon_pickupevalfunc, 1000);
493 void weapon_hagar (void) {
494 if(!self.ammo_rockets)
495 self.ammo_rockets = 15;
496 StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_HAGAR), IT_HAGAR, FL_WEAPON, weapon_pickupevalfunc, 1000);
499 void weapon_rocketlauncher (void) {
500 if (cvar("g_minstagib")) {
501 minstagib_items(IT_CELLS);
503 if(!self.ammo_rockets)
504 self.ammo_rockets = 15;
505 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ROCKET_LAUNCHER), IT_ROCKET_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
509 void item_rockets (void) {
510 if(!self.ammo_rockets)
511 self.ammo_rockets = 15;
512 StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0, commodity_pickupevalfunc, 100);
515 void item_bullets (void) {
517 self.ammo_nails = 120;
518 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0, commodity_pickupevalfunc, 100);
521 void item_cells (void) {
523 self.ammo_cells = 25;
524 StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0, commodity_pickupevalfunc, 100);
527 void item_shells (void) {
528 if(!self.ammo_shells)
529 self.ammo_shells = 15;
530 StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0, commodity_pickupevalfunc, 100);
533 void item_armor1 (void) {
536 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", IT_ARMOR_SHARD, 0, commodity_pickupevalfunc, 100);
539 void item_armor25 (void) {
541 self.armorvalue = 100;
542 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 2000);
545 void item_health1 (void) {
548 StartItem ("models/items/g_h1.md3", "misc/minihealth.ogg", 15, "5 Health", IT_5HP, 0, commodity_pickupevalfunc, 100);
551 void item_health25 (void) {
553 self.max_health = 25;
554 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", IT_25HP, 0, commodity_pickupevalfunc, 500);
557 void item_health100 (void) {
558 if(!cvar("g_powerup_superhealth"))
561 if(cvar("g_arena") && !cvar("g_arena_powerups"))
564 if(cvar("g_minstagib")) {
565 minstagib_items(IT_NAILS);
568 self.max_health = 100;
569 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", IT_HEALTH, 0, commodity_pickupevalfunc, 2000);
573 void item_strength (void) {
574 if(!cvar("g_powerup_strength"))
577 if(cvar("g_arena") && !cvar("g_arena_powerups"))
580 if(cvar("g_minstagib")) {
581 minstagib_items(IT_STRENGTH);
583 self.strength_finished = 30;
584 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 10000);
588 void item_invincible (void) {
589 if(!cvar("g_powerup_shield"))
592 if(cvar("g_arena") && !cvar("g_arena_powerups"))
595 if(cvar("g_minstagib")) {
596 minstagib_items(IT_INVINCIBLE);
598 self.invincible_finished = 30;
599 self.effects = EF_ADDITIVE;
600 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 10000);
603 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP, generic_pickupevalfunc, 10000);}
604 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP, generic_pickupevalfunc, 10000);}
607 void item_quad (void) {self.classname = "item_strength";item_strength();}
609 void misc_models (void)
611 precache_model (self.model);
612 setmodel (self, self.model);
613 setsize (self, self.mins, self.maxs);
620 floatfield Item_CounterField(float it)
624 case IT_SHELLS: return ammo_shells;
625 case IT_NAILS: return ammo_nails;
626 case IT_ROCKETS: return ammo_rockets;
627 case IT_CELLS: return ammo_cells;
628 case IT_5HP: return health;
629 case IT_25HP: return health;
630 case IT_HEALTH: return health;
631 case IT_ARMOR_SHARD: return armorvalue;
632 case IT_ARMOR: return armorvalue;
633 // add more things here (health, armor)
634 default: error("requested item has no counter field");
638 float Item_WeaponCode(float it)
642 case IT_LASER: return WEP_LASER;
643 case IT_SHOTGUN: return WEP_SHOTGUN;
644 case IT_UZI: return WEP_UZI;
645 case IT_GRENADE_LAUNCHER: return WEP_GRENADE_LAUNCHER;
646 case IT_ELECTRO: return WEP_ELECTRO;
647 case IT_CRYLINK: return WEP_CRYLINK;
648 case IT_NEX: return WEP_NEX;
649 case IT_HAGAR: return WEP_HAGAR;
650 case IT_ROCKET_LAUNCHER: return WEP_ROCKET_LAUNCHER;
655 spawnfunc Item_SpawnFunc(float it)
659 case IT_SHOTGUN: return weapon_shotgun;
660 case IT_UZI: return weapon_uzi;
661 case IT_GRENADE_LAUNCHER: return weapon_grenadelauncher;
662 case IT_ELECTRO: return weapon_electro;
663 case IT_CRYLINK: return weapon_crylink;
664 case IT_NEX: return weapon_nex;
665 case IT_HAGAR: return weapon_hagar;
666 case IT_ROCKET_LAUNCHER: return weapon_rocketlauncher;
667 // add all other item spawn functions here
668 default: error("requested item can't be spawned");