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.extralives = other.extralives + cvar("g_minstagib_extralives");
79 other.armorvalue = other.extralives;
80 sprint(other, "^3You picked up some extra lives\n");
84 if (self.strength_finished)
86 // sound not available
87 // stuffcmd(other, "play2 announce/robotic/invisible.ogg\n");
88 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
92 if (self.invincible_finished)
94 // sound not available
95 // stuffcmd(other, "play2 announce/robotic/speed.ogg\n");
96 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
101 if (cvar("deathmatch") == 2 || cvar("g_weapon_stay"))
103 if (self.flags & FL_WEAPON && other.items & self.items && self.classname != "droppedweapon")
105 if (other.items & self.items && self.flags & FL_TOSSED) // don't let players stack ammo by tossing weapons
109 if (self.ammo_shells)
110 other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
112 other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
113 if (self.ammo_rockets)
114 other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
116 other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
118 if (self.items & IT_UZI) W_GiveWeapon (other, IT_UZI, self.netname);
119 if (self.items & IT_SHOTGUN) W_GiveWeapon (other, IT_SHOTGUN, self.netname);
120 if (self.items & IT_GRENADE_LAUNCHER) W_GiveWeapon (other, IT_GRENADE_LAUNCHER, self.netname);
121 if (self.items & IT_ELECTRO) W_GiveWeapon (other, IT_ELECTRO, self.netname);
122 if (self.items & IT_NEX) W_GiveWeapon (other, IT_NEX, self.netname);
123 if (self.items & IT_HAGAR) W_GiveWeapon (other, IT_HAGAR, self.netname);
124 if (self.items & IT_ROCKET_LAUNCHER) W_GiveWeapon (other, IT_ROCKET_LAUNCHER, self.netname);
125 if (self.items & IT_CRYLINK) W_GiveWeapon (other, IT_CRYLINK, self.netname);
127 if (self.strength_finished)
128 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
129 if (self.invincible_finished)
130 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
131 //if (self.speed_finished)
132 // other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
133 //if (self.slowmo_finished)
134 // other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
138 other.health = other.health + self.max_health;
139 other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
141 if (self.health && other.health < other.max_health)
142 other.health = min(other.health + self.health, other.max_health);
145 other.armorvalue = other.armorvalue + self.armorvalue;
146 other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
150 sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
156 self.switchweapon = w_getbestweapon(self);
157 if (self.switchweapon != self.weapon)
158 self.cnt = self.weapon;
162 if (self.classname == "droppedweapon")
164 else if(self.flags & FL_WEAPON && (cvar("deathmatch") == 2 || cvar("g_weapon_stay")))
168 self.solid = SOLID_NOT;
169 self.model = string_null;
170 self.nextthink = time + self.respawntime;
171 self.think = Item_Respawn;
172 setorigin (self, self.origin);
176 // Savage: used for item garbage-collection
177 // TODO: perhaps nice special effect?
178 void RemoveItem(void) = {
182 // pickup evaluation functions
183 // these functions decide how desirable an item is to the bots
185 float(entity player, entity item) generic_pickupevalfunc = {return item.bot_pickupbasevalue;};
187 float(entity player, entity item) weapon_pickupevalfunc =
189 // if we already have the weapon, rate it 1/5th normal value
190 if ((player.items & item.items) == item.items)
191 return item.bot_pickupbasevalue * 0.2;
192 return item.bot_pickupbasevalue;
195 float(entity player, entity item) commodity_pickupevalfunc =
199 // TODO: figure out if the player even has the weapon this ammo is for?
200 // may not affect strategy much though...
201 // find out how much ammo the player has, in terms of this ammo pickup
202 // (how many of these ammo pickups it would take to total the player's
204 if (item.ammo_shells)
205 c = c + player.ammo_shells / item.ammo_shells;
207 c = c + player.ammo_nails / item.ammo_nails;
208 if (item.ammo_rockets)
209 c = c + player.ammo_rockets / item.ammo_rockets;
211 c = c + player.ammo_cells / item.ammo_cells;
213 c = c + player.armorvalue / item.armorvalue;
215 c = c + player.health / item.health / 10;
216 // the more ammo the player has, the less desirable this pickup becomes
219 if (cvar("deathmatch") == 2) // weapon stay is on, so weapons the player already has are of no interest
220 if (item.flags & FL_WEAPON)
221 if (self.items & item.items)
222 if (item.classname != "droppedweapon")
225 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)
253 org = find_floor(org) + z_offset;
254 setorigin(self, org);
257 if (self.classname != "droppedweapon")
258 waypoint_spawnforitem(self);
260 if (!(cvar("g_pickup_items") && !cvar("g_nixnex")) && !cvar("g_minstagib") &&
261 itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
263 startitem_failed = TRUE;
268 if (cvar("g_minstagib"))
270 // don't remove dropped items and powerups
271 if (self.classname != "droppedweapon" &&
272 self.classname != "minstagib")
274 startitem_failed = TRUE;
280 if(cvar("g_lms") && (self.classname != "droppedweapon"))
282 startitem_failed = TRUE;
287 if(cvar("g_instagib") || cvar("g_rocketarena"))
289 startitem_failed = TRUE;
294 if (self.classname == "droppedweapon")
296 // don't drop if in a NODROP zone (such as lava)
297 traceline(self.origin, self.origin, MOVE_NORMAL, self);
298 if (trace_dpstartcontents & DPCONTENTS_NODROP)
300 startitem_failed = TRUE;
306 if(itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2 |
307 IT_ROCKET_LAUNCHER | IT_HAGAR | IT_NEX | IT_CRYLINK | IT_ELECTRO |
308 IT_GRENADE_LAUNCHER | IT_UZI | IT_SHOTGUN | IT_LASER) && self.classname != "droppedweapon")
310 self.target = "###item###"; // for finding the nearest item using find()
312 self.bot_pickup = TRUE;
313 self.bot_pickupevalfunc = pickupevalfunc;
314 self.bot_pickupbasevalue = pickupbasevalue;
315 self.mdl = itemmodel;
316 //self.noise = pickupsound;
317 self.item_pickupsound = pickupsound;
318 // let mappers override respawntime
319 if (!self.respawntime)
320 self.respawntime = defaultrespawntime;
321 self.netname = itemname;
323 self.flags = FL_ITEM | itemflags;
324 setmodel (self, self.mdl);
325 if (itemflags & FL_WEAPON)
327 setorigin (self, self.origin + '0 0 23');
328 setsize (self, '-12 -12 -12', '12 12 12');
330 // neutral team color for pickup weapons
331 self.colormap = 160 * 1024 + 160;
335 setorigin (self, self.origin + '0 0 25');
336 // setsize (self, '-8 -8 -5', '8 8 8');
338 self.movetype = MOVETYPE_TOSS;
339 self.solid = SOLID_TRIGGER;
340 self.touch = Item_Touch;
342 // Savage: remove thrown items after a certain period of time ("garbage collection")
343 if (self.classname == "droppedweapon")
345 self.think = RemoveItem;
346 self.nextthink = time + 60;
350 self.movetype = MOVETYPE_NONE;
351 setorigin(self, org);
354 if (cvar("g_fullbrightitems"))
355 self.effects = self.effects | EF_FULLBRIGHT;
358 /* replace items in minstagib
359 * IT_STRENGTH = invisibility
360 * IT_NAILS = extra lives
361 * IT_INVINCIBLE = speed
363 void minstagib_items (float itemid)
365 // we don't want to replace dropped weapons ;)
366 if (self.classname == "droppedweapon")
368 self.ammo_cells = 25;
369 StartItem ("models/weapons/g_nex.md3",
370 "weapons/weaponpickup.ogg", 15,
371 "Nex Gun", IT_NEX, FL_WEAPON, generic_pickupevalfunc, 1000);
376 self.classname = "minstagib";
378 // replace rocket launchers and nex guns with ammo cells
379 if (itemid == IT_CELLS)
382 StartItem ("models/items/a_cells.md3",
383 "misc/itempickup.ogg", 45,
384 "Nex Ammo", IT_CELLS, 0, generic_pickupevalfunc, 100);
391 itemid = IT_STRENGTH;
395 itemid = IT_INVINCIBLE;
397 // replace with invis
398 if (itemid == IT_STRENGTH)
400 self.effects = EF_ADDITIVE;
401 self.strength_finished = 30;
402 StartItem ("models/items/g_strength.md3",
403 "misc/powerup.ogg", 120,
404 "Invisibility", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 1000);
406 // replace with extra lives
407 if (itemid == IT_NAILS)
410 StartItem ("models/items/g_h100.md3",
411 "misc/megahealth.ogg", 120,
412 "Extralife", IT_NAILS, FL_POWERUP, generic_pickupevalfunc, 1000);
416 if (itemid == IT_INVINCIBLE)
418 self.effects = EF_ADDITIVE;
419 self.invincible_finished = 30;
420 StartItem ("models/items/g_invincible.md3",
421 "misc/powerup_shield.ogg", 120,
422 "Speed", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 1000);
427 void weapon_uzi (void) {
428 self.ammo_nails = 120;
429 StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_UZI), IT_UZI, FL_WEAPON, weapon_pickupevalfunc, 1000);
432 void weapon_shotgun (void) {
433 self.ammo_shells = 15;
434 StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_SHOTGUN), IT_SHOTGUN, FL_WEAPON, weapon_pickupevalfunc, 1000);
437 void weapon_grenadelauncher (void) {
438 self.ammo_rockets = 15;
439 StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_GRENADE_LAUNCHER), IT_GRENADE_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
442 void weapon_electro (void) {
443 self.ammo_cells = 25;
444 StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ELECTRO), IT_ELECTRO, FL_WEAPON, weapon_pickupevalfunc, 1000);
447 void weapon_crylink (void) {
448 self.ammo_cells = 25;
449 StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_CRYLINK), IT_CRYLINK, FL_WEAPON, weapon_pickupevalfunc, 1000);
452 void weapon_nex (void) {
453 if (cvar("g_minstagib")) {
454 minstagib_items(IT_CELLS);
457 self.ammo_cells = 25;
458 nextime = cvar("g_balance_nex_respawntime_modifier");
460 nextime = 15 * nextime;
463 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", nextime, W_Name(WEP_NEX), IT_NEX, FL_WEAPON, weapon_pickupevalfunc, 1000);
467 void weapon_hagar (void) {
468 self.ammo_rockets = 15;
469 StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_HAGAR), IT_HAGAR, FL_WEAPON, weapon_pickupevalfunc, 1000);
472 void weapon_rocketlauncher (void) {
473 if (cvar("g_minstagib")) {
474 minstagib_items(IT_CELLS);
476 self.ammo_rockets = 15;
477 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ROCKET_LAUNCHER), IT_ROCKET_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
481 void item_rockets (void) {
482 self.ammo_rockets = 15;
483 StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0, commodity_pickupevalfunc, 100);
486 void item_bullets (void) {
487 self.ammo_nails = 120;
488 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0, commodity_pickupevalfunc, 100);
491 void item_cells (void) {
492 self.ammo_cells = 25;
493 StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0, commodity_pickupevalfunc, 100);
496 void item_shells (void) {
497 self.ammo_shells = 15;
498 StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0, commodity_pickupevalfunc, 100);
501 void item_armor1 (void) {
503 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", IT_ARMOR_SHARD, 0, commodity_pickupevalfunc, 100);
506 void item_armor25 (void) {
507 self.armorvalue = 100;
508 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 2000);
511 void item_health1 (void) {
513 StartItem ("models/items/g_h1.md3", "misc/minihealth.ogg", 15, "5 Health", IT_5HP, 0, commodity_pickupevalfunc, 100);
516 void item_health25 (void) {
517 self.max_health = 25;
518 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", IT_25HP, 0, commodity_pickupevalfunc, 500);
521 void item_health100 (void) {
522 if(!cvar("g_powerup_superhealth"))
525 if(cvar("g_arena") && !cvar("g_arena_powerups"))
528 if(cvar("g_minstagib")) {
529 minstagib_items(IT_NAILS);
531 self.max_health = 100;
532 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", IT_HEALTH, 0, commodity_pickupevalfunc, 2000);
536 void item_strength (void) {
537 if(!cvar("g_powerup_strength"))
540 if(cvar("g_arena") && !cvar("g_arena_powerups"))
543 if(cvar("g_minstagib")) {
544 minstagib_items(IT_STRENGTH);
546 self.strength_finished = 30;
547 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 10000);
551 void item_invincible (void) {
552 if(!cvar("g_powerup_shield"))
555 if(cvar("g_arena") && !cvar("g_arena_powerups"))
558 if(cvar("g_minstagib")) {
559 minstagib_items(IT_INVINCIBLE);
561 self.invincible_finished = 30;
562 self.effects = EF_ADDITIVE;
563 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 10000);
566 //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);}
567 //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);}
570 void item_quad (void) {self.classname = "item_strength";item_strength();}
572 void misc_models (void)
574 precache_model (self.model);
575 setmodel (self, self.model);
576 setsize (self, self.mins, self.maxs);
583 floatfield Item_CounterField(float it)
587 case IT_SHELLS: return ammo_shells;
588 case IT_NAILS: return ammo_nails;
589 case IT_ROCKETS: return ammo_rockets;
590 case IT_CELLS: return ammo_cells;
591 case IT_5HP: return health;
592 case IT_25HP: return health;
593 case IT_HEALTH: return health;
594 case IT_ARMOR_SHARD: return armorvalue;
595 case IT_ARMOR: return armorvalue;
596 // add more things here (health, armor)
597 default: error("requested item has no counter field");
601 float Item_WeaponCode(float it)
605 case IT_LASER: return WEP_LASER;
606 case IT_SHOTGUN: return WEP_SHOTGUN;
607 case IT_UZI: return WEP_UZI;
608 case IT_GRENADE_LAUNCHER: return WEP_GRENADE_LAUNCHER;
609 case IT_ELECTRO: return WEP_ELECTRO;
610 case IT_CRYLINK: return WEP_CRYLINK;
611 case IT_NEX: return WEP_NEX;
612 case IT_HAGAR: return WEP_HAGAR;
613 case IT_ROCKET_LAUNCHER: return WEP_ROCKET_LAUNCHER;
618 spawnfunc Item_SpawnFunc(float it)
622 case IT_SHOTGUN: return weapon_shotgun;
623 case IT_UZI: return weapon_uzi;
624 case IT_GRENADE_LAUNCHER: return weapon_grenadelauncher;
625 case IT_ELECTRO: return weapon_electro;
626 case IT_CRYLINK: return weapon_crylink;
627 case IT_NEX: return weapon_nex;
628 case IT_HAGAR: return weapon_hagar;
629 case IT_ROCKET_LAUNCHER: return weapon_rocketlauncher;
630 // add all other item spawn functions here
631 default: error("requested item can't be spawned");