1 floatfield Item_CounterField(float it)
5 case IT_SHELLS: return ammo_shells;
6 case IT_NAILS: return ammo_nails;
7 case IT_ROCKETS: return ammo_rockets;
8 case IT_CELLS: return ammo_cells;
9 case IT_5HP: return health;
10 case IT_25HP: return health;
11 case IT_HEALTH: return health;
12 case IT_ARMOR_SHARD: return armorvalue;
13 case IT_ARMOR: return armorvalue;
14 // add more things here (health, armor)
15 default: error("requested item has no counter field");
19 string Item_CounterFieldName(float it)
23 case IT_SHELLS: return "shells";
24 case IT_NAILS: return "nails";
25 case IT_ROCKETS: return "rockets";
26 case IT_CELLS: return "cells";
27 // add more things here (health, armor)
28 default: error("requested item has no counter field name");
32 void Item_SpawnByWeaponCode(float it)
34 weapon_action(it, WR_SPAWNFUNC);
37 .float max_armorvalue;
39 void Item_Respawn (void)
41 self.model = self.mdl; // restore original model
42 self.solid = SOLID_TRIGGER; // allow it to be touched again
43 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
44 setorigin (self, self.origin);
46 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
47 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
50 float Item_GiveTo(entity item, entity player)
58 // if nothing happens to player, just return without taking the item
60 _switchweapon = FALSE;
68 // play some cool sounds ;)
69 centerprint(player, "\n");
70 if(player.health <= 5)
71 announce(player, "announcer/robotic/lastsecond.ogg");
72 else if(player.health < 50)
73 announce(player, "announcer/robotic/narrowly.ogg");
74 // sound not available
75 // else if(item.items == IT_CELLS)
76 // play2(player, "announce/robotic/ammo.ogg");
78 if (item.weapons & WEPBIT_MINSTANEX)
79 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
81 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
89 // sound not available
90 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg");
91 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
92 sprint(player, "^3You picked up some extra lives\n");
96 if (item.strength_finished)
99 // sound not available
100 // play2(player, "announce/robotic/invisible.ogg");
101 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
105 if (item.invincible_finished)
108 // sound not available
109 // play2(player, "announce/robotic/speed.ogg");
110 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
115 if (cvar("deathmatch") == 2 || cvar("g_weapon_stay"))
117 if (item.flags & FL_WEAPON && player.weapons & item.weapons && item.classname != "droppedweapon")
119 if (player.weapons & item.weapons && item.flags & FL_TOSSED) // don't let players stack ammo by tossing weapons
123 // in case the player has autoswitch enabled do the following:
124 // if the player is using their best weapon before items are given, they
125 // probably want to switch to an even better weapon after items are given
126 if (player.autoswitch)
127 if (player.switchweapon == w_getbestweapon(player))
128 _switchweapon = TRUE;
130 if (item.ammo_shells)
131 if (player.ammo_shells < g_pickup_shells_max)
134 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
137 if (player.ammo_nails < g_pickup_nails_max)
140 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
142 if (item.ammo_rockets)
143 if (player.ammo_rockets < g_pickup_rockets_max)
146 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
149 if (player.ammo_cells < g_pickup_cells_max)
152 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
155 if (item.flags & FL_WEAPON)
156 if ((it = item.weapons - (item.weapons & player.weapons)))
159 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
161 e = get_weaponinfo(i);
163 W_GiveWeapon (player, e.weapon, item.netname);
167 if (item.strength_finished)
170 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
172 if (item.invincible_finished)
175 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
177 //if (item.speed_finished)
180 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
182 //if (item.slowmo_finished)
185 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
189 if (player.health < item.max_health)
192 player.health = min(player.health + item.health, item.max_health);
193 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
196 if (player.armorvalue < item.max_armorvalue)
199 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
200 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
204 // always eat teamed entities
211 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
213 W_SwitchWeapon_Force(player, w_getbestweapon(item));
218 void Item_Touch (void)
223 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
224 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
229 if (other.classname != "player")
233 if (self.solid != SOLID_TRIGGER)
235 if (self.owner == other)
238 if(!Item_GiveTo(self, other))
241 if (self.classname == "droppedweapon")
243 else if((self.flags & FL_WEAPON) && !self.team && (cvar("deathmatch") == 2 || cvar("g_weapon_stay")))
247 self.solid = SOLID_NOT;
248 self.model = string_null;
251 RandomSelection_Init();
252 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
253 RandomSelection_Add(head, 0, 1, 0);
254 e = RandomSelection_chosen_ent;
258 e.nextthink = time + self.respawntime;
259 e.think = Item_Respawn;
267 if(self.effects & EF_NODRAW)
269 // marker for item team search
270 dprint("Initializing item team ", ftos(self.team), "\n");
271 RandomSelection_Init();
272 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
273 RandomSelection_Add(head, 0, 1, 0);
274 e = RandomSelection_chosen_ent;
276 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
280 // make it a non-spawned item
281 head.solid = SOLID_NOT;
282 head.model = string_null;
284 head.effects = head.effects - (head.effects & EF_NODRAW);
289 // Savage: used for item garbage-collection
290 // TODO: perhaps nice special effect?
291 void RemoveItem(void) /*FIXDECL*/
296 // pickup evaluation functions
297 // these functions decide how desirable an item is to the bots
299 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
301 float weapon_pickupevalfunc(entity player, entity item)
303 // if we already have the weapon, rate it 1/5th normal value
304 if ((player.weapons & item.weapons) == item.weapons)
305 return item.bot_pickupbasevalue * 0.2;
306 return item.bot_pickupbasevalue;
309 float commodity_pickupevalfunc(entity player, entity item)
313 // TODO: figure out if the player even has the weapon this ammo is for?
314 // may not affect strategy much though...
315 // find out how much more ammo/armor/health the player can hold
316 if (item.ammo_shells)
317 if (player.ammo_shells < g_pickup_shells_max)
318 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
320 if (player.ammo_nails < g_pickup_nails_max)
321 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
322 if (item.ammo_rockets)
323 if (player.ammo_rockets < g_pickup_rockets_max)
324 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
326 if (player.ammo_cells < g_pickup_cells_max)
327 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
329 if (player.armorvalue < item.max_armorvalue)
330 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
332 if (player.health < item.max_health)
333 c = c + max(0, 1 - player.health / item.max_health);
335 return item.bot_pickupbasevalue * c;
340 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
342 startitem_failed = FALSE;
344 // is it a dropped weapon?
345 if (self.classname == "droppedweapon")
347 // it's a dropped weapon
348 self.movetype = MOVETYPE_TOSS;
349 self.solid = SOLID_TRIGGER;
350 // Savage: remove thrown items after a certain period of time ("garbage collection")
351 self.think = RemoveItem;
352 self.nextthink = time + 60;
353 // don't drop if in a NODROP zone (such as lava)
354 traceline(self.origin, self.origin, MOVE_NORMAL, self);
355 if (trace_dpstartcontents & DPCONTENTS_NODROP)
357 startitem_failed = TRUE;
365 if(self.spawnflags & 1)
368 self.movetype = MOVETYPE_NONE;
370 self.movetype = MOVETYPE_TOSS;
371 self.solid = SOLID_TRIGGER;
372 // do item filtering according to game mode and other things
375 // first nudge it off the floor a little bit to avoid math errors
376 setorigin(self, self.origin + '0 0 1');
377 // set item size before we spawn a spawnfunc_waypoint
378 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
379 setsize (self, '-16 -16 0', '16 16 48');
381 setsize (self, '-16 -16 0', '16 16 32');
382 // note droptofloor returns FALSE if stuck/or would fall too far
384 waypoint_spawnforitem(self);
391 print("removed non-teamplay ", self.classname, "\n");
392 startitem_failed = TRUE;
401 print("removed non-FFA ", self.classname, "\n");
402 startitem_failed = TRUE;
410 // We aren't TA or something like that, so we keep the Q3A entities
411 print("removed non-Q3A ", self.classname, "\n");
412 startitem_failed = TRUE;
418 * can't do it that way, as it would break maps
419 * TODO make a target_give like entity another way, that perhaps has
420 * the weapon name in a key
423 // target_give not yet supported; maybe later
424 print("removed targeted ", self.classname, "\n");
425 startitem_failed = TRUE;
431 if(cvar("spawn_debug") >= 2)
434 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
436 if(otheritem.is_item)
438 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
439 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
440 error("Mapper sucks.");
446 weaponsInMap |= weaponid;
448 if(g_lms || g_rocketarena)
450 startitem_failed = TRUE;
454 else if (g_minstagib)
456 // don't remove dropped items and powerups
457 if (self.classname != "minstagib")
459 startitem_failed = TRUE;
464 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
466 startitem_failed = TRUE;
471 precache_model (itemmodel);
472 precache_sound (pickupsound);
473 precache_sound ("misc/itemrespawn.wav");
475 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
476 self.target = "###item###"; // for finding the nearest item using find()
479 self.bot_pickup = TRUE;
480 self.bot_pickupevalfunc = pickupevalfunc;
481 self.bot_pickupbasevalue = pickupbasevalue;
482 self.mdl = itemmodel;
483 self.item_pickupsound = pickupsound;
484 // let mappers override respawntime
485 if (!self.respawntime)
486 self.respawntime = defaultrespawntime;
487 self.netname = itemname;
489 self.weapons = weaponid;
490 self.flags = FL_ITEM | itemflags;
491 self.touch = Item_Touch;
492 setmodel (self, self.mdl); // precision set below
493 self.effects |= EF_LOWPRECISION;
494 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
495 setsize (self, '-16 -16 0', '16 16 48');
497 setsize (self, '-16 -16 0', '16 16 32');
498 if (itemflags & FL_WEAPON)
500 // neutral team color for pickup weapons
501 self.colormap = 160 * 1024 + 160;
504 if (cvar("g_fullbrightitems"))
505 self.effects = self.effects | EF_FULLBRIGHT;
509 self.effects = self.effects | EF_NODRAW; // marker for item team search
510 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
514 /* replace items in minstagib
515 * IT_STRENGTH = invisibility
516 * IT_NAILS = extra lives
517 * IT_INVINCIBLE = speed
519 void minstagib_items (float itemid)
521 // we don't want to replace dropped weapons ;)
522 if (self.classname == "droppedweapon")
524 self.ammo_cells = 25;
525 StartItem ("models/weapons/g_nex.md3",
526 "weapons/weaponpickup.wav", 15,
527 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
532 self.classname = "minstagib";
534 // replace rocket launchers and nex guns with ammo cells
535 if (itemid == IT_CELLS)
538 StartItem ("models/items/a_cells.md3",
539 "misc/itempickup.wav", 45,
540 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
547 itemid = IT_STRENGTH;
551 itemid = IT_INVINCIBLE;
553 // replace with invis
554 if (itemid == IT_STRENGTH)
556 self.effects = EF_ADDITIVE;
557 self.strength_finished = 30;
558 StartItem ("models/items/g_strength.md3",
559 "misc/powerup.wav", g_pickup_respawntime_powerup,
560 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
562 // replace with extra lives
563 if (itemid == IT_NAILS)
566 StartItem ("models/items/g_h100.md3",
567 "misc/megahealth.wav", g_pickup_respawntime_powerup,
568 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
571 // replace with speed
572 if (itemid == IT_INVINCIBLE)
574 self.effects = EF_ADDITIVE;
575 self.invincible_finished = 30;
576 StartItem ("models/items/g_invincible.md3",
577 "misc/powerup_shield.wav", g_pickup_respawntime_powerup,
578 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
583 float minst_no_auto_cells;
584 void minst_remove_item (void) {
585 if(minst_no_auto_cells)
589 float weaponswapping;
591 void weapon_defaultspawnfunc(float wpn, float weight)
595 var .float ammofield;
596 e = get_weaponinfo(wpn);
598 t = g_pickup_respawntime_short;
600 if(e.items && e.items != IT_SUPERWEAPON)
602 ammofield = Item_CounterField(e.items);
604 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(e.items)));
607 if(e.items == IT_SUPERWEAPON)
608 t = g_pickup_respawntime_powerup;
610 StartItem (e.model, "weapons/weaponpickup.wav", t, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, weight);
611 if (self.modelindex) // don't precache if self was removed
612 weapon_action(e.weapon, WR_PRECACHE);
615 void spawnfunc_weapon_shotgun (void);
616 void spawnfunc_weapon_uzi (void) {
618 if(q3acompat_machineshotgunswap)
619 if(self.classname != "droppedweapon")
621 weapon_defaultspawnfunc(WEP_SHOTGUN, 2500);
624 weapon_defaultspawnfunc(WEP_UZI, 5000);
627 void spawnfunc_weapon_shotgun (void) {
629 if(q3acompat_machineshotgunswap)
630 if(self.classname != "droppedweapon")
632 weapon_defaultspawnfunc(WEP_UZI, 5000);
635 weapon_defaultspawnfunc(WEP_SHOTGUN, 2500);
638 void spawnfunc_weapon_nex (void)
642 minstagib_items(IT_CELLS);
643 self.think = minst_remove_item;
644 self.nextthink = time + cvar("sys_ticrate");
647 weapon_defaultspawnfunc(WEP_NEX, 10000);
650 void spawnfunc_weapon_minstanex (void)
654 minstagib_items(IT_CELLS);
655 self.think = minst_remove_item;
656 self.nextthink = time + cvar("sys_ticrate");
659 weapon_defaultspawnfunc(WEP_MINSTANEX, 10000);
662 void spawnfunc_weapon_rocketlauncher (void)
666 minstagib_items(IT_CELLS);
667 self.think = minst_remove_item;
668 self.nextthink = time + cvar("sys_ticrate");
671 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER, 10000);
674 void spawnfunc_item_rockets (void) {
675 if(!self.ammo_rockets)
676 self.ammo_rockets = g_pickup_rockets;
677 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
680 void spawnfunc_item_shells (void);
681 void spawnfunc_item_bullets (void) {
683 if(q3acompat_machineshotgunswap)
684 if(self.classname != "droppedweapon")
686 weaponswapping = TRUE;
687 spawnfunc_item_shells();
688 weaponswapping = FALSE;
693 self.ammo_nails = g_pickup_nails;
694 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_short, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
697 void spawnfunc_item_cells (void) {
699 self.ammo_cells = g_pickup_cells;
700 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
703 void spawnfunc_item_shells (void) {
705 if(q3acompat_machineshotgunswap)
706 if(self.classname != "droppedweapon")
708 weaponswapping = TRUE;
709 spawnfunc_item_bullets();
710 weaponswapping = FALSE;
714 if(!self.ammo_shells)
715 self.ammo_shells = g_pickup_shells;
716 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
719 void spawnfunc_item_armor_small (void) {
721 self.armorvalue = g_pickup_armorsmall;
722 if(!self.max_armorvalue)
723 self.max_armorvalue = g_pickup_armorsmall_max;
724 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, 1000);
727 void spawnfunc_item_armor_medium (void) {
729 self.armorvalue = g_pickup_armormedium;
730 if(!self.max_armorvalue)
731 self.max_armorvalue = g_pickup_armormedium_max;
732 StartItem ("models/items/g_armormedium.md3", "misc/armor1.wav", g_pickup_respawntime_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
735 void spawnfunc_item_armor_large (void) {
737 self.armorvalue = g_pickup_armorlarge;
738 if(!self.max_armorvalue)
739 self.max_armorvalue = g_pickup_armorlarge_max;
740 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
743 void spawnfunc_item_health_small (void) {
745 self.max_health = g_pickup_healthsmall_max;
747 self.health = g_pickup_healthsmall;
748 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, 20000);
751 void spawnfunc_item_health_medium (void) {
753 self.max_health = g_pickup_healthmedium_max;
755 self.health = g_pickup_healthmedium;
756 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
759 void spawnfunc_item_health_large (void) {
761 self.max_health = g_pickup_healthlarge_max;
763 self.health = g_pickup_healthlarge;
764 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
767 void spawnfunc_item_health_mega (void) {
768 if(!cvar("g_powerup_superhealth"))
771 if(g_arena && !cvar("g_arena_powerups"))
775 minstagib_items(IT_NAILS);
778 self.max_health = g_pickup_healthmega_max;
780 self.health = g_pickup_healthmega;
781 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, 20000);
785 // support old misnamed entities
786 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
787 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
788 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
789 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
790 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
792 void spawnfunc_item_strength (void) {
793 if(!cvar("g_powerup_strength"))
796 if(g_arena && !cvar("g_arena_powerups"))
800 minstagib_items(IT_STRENGTH);
802 precache_sound("weapons/strength_fire.wav");
803 self.strength_finished = 30;
804 self.effects = EF_ADDITIVE;
805 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
809 void spawnfunc_item_invincible (void) {
810 if(!cvar("g_powerup_shield"))
813 if(g_arena && !cvar("g_arena_powerups"))
817 minstagib_items(IT_INVINCIBLE);
819 self.invincible_finished = 30;
820 self.effects = EF_ADDITIVE;
821 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, "Invulnerability", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
825 void spawnfunc_item_minst_cells (void) {
828 minst_no_auto_cells = 1;
829 minstagib_items(IT_CELLS);
836 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
838 void spawnfunc_misc_models (void)
840 SetBrushEntityModel();
843 void func_wall_use (void)
848 self.colormap = (activator.team - 1) * 0x11;
850 self.colormap = 0x00;
853 self.colormap = ceil(random() * 256) - 1;
854 self.colormap |= 1024; // RENDER_COLORMAPPED
857 void spawnfunc_func_wall (void)
859 SetBrushEntityModel();
860 self.solid = SOLID_BSP;
861 self.use = func_wall_use;