4 void Item_Respawn (void)
6 self.model = self.mdl; // restore original model
7 self.solid = SOLID_TRIGGER; // allow it to be touched again
8 sound (self, CHAN_VOICE, "misc/itemrespawn.wav", 1, ATTN_NORM); // play respawn sound
9 setorigin (self, self.origin);
11 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
12 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
15 void Item_Touch (void)
18 local float _switchweapon;
22 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
23 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
28 if (other.classname != "player")
32 if (self.solid != SOLID_TRIGGER)
34 if (self.owner == other)
37 // if nothing happens to other, just return without taking the item
39 _switchweapon = FALSE;
47 // play some cool sounds ;)
48 centerprint(other, "\n");
50 announce(other, "announcer/robotic/lastsecond.ogg");
51 else if(other.health < 50)
52 announce(other, "announcer/robotic/narrowly.ogg");
53 // sound not available
54 // else if(self.items == IT_CELLS)
55 // play2(other, "announce/robotic/ammo.ogg");
57 if (self.items & IT_NEX)
58 W_GiveWeapon (other, IT_NEX, "Nex");
60 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
68 // sound not available
69 // play2(other, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg");
70 other.armorvalue = other.armorvalue + cvar("g_minstagib_extralives");
71 sprint(other, "^3You picked up some extra lives\n");
75 if (self.strength_finished)
78 // sound not available
79 // play2(other, "announce/robotic/invisible.ogg");
80 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
84 if (self.invincible_finished)
87 // sound not available
88 // play2(other, "announce/robotic/speed.ogg");
89 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
94 if (cvar("deathmatch") == 2 || cvar("g_weapon_stay"))
96 if (self.flags & FL_WEAPON && other.items & self.items && self.classname != "droppedweapon")
98 if (other.items & self.items && self.flags & FL_TOSSED) // don't let players stack ammo by tossing weapons
102 // in case the player has autoswitch enabled do the following:
103 // if the player is using their best weapon before items are given, they
104 // probably want to switch to an even better weapon after items are given
105 if (other.autoswitch)
106 if (other.switchweapon == w_getbestweapon(other))
107 _switchweapon = TRUE;
109 if (self.ammo_shells)
110 if (other.ammo_shells < g_pickup_shells_max)
113 other.ammo_shells = min (other.ammo_shells + self.ammo_shells, g_pickup_shells_max);
116 if (other.ammo_nails < g_pickup_nails_max)
119 other.ammo_nails = min (other.ammo_nails + self.ammo_nails, g_pickup_nails_max);
121 if (self.ammo_rockets)
122 if (other.ammo_rockets < g_pickup_rockets_max)
125 other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, g_pickup_rockets_max);
128 if (other.ammo_cells < g_pickup_cells_max)
131 other.ammo_cells = min (other.ammo_cells + self.ammo_cells, g_pickup_cells_max);
134 if (self.flags & FL_WEAPON)
135 if ((it = self.items - (self.items & other.items)))
138 if (it & IT_UZI) W_GiveWeapon (other, IT_UZI, self.netname);
139 if (it & IT_SHOTGUN) W_GiveWeapon (other, IT_SHOTGUN, self.netname);
140 if (it & IT_GRENADE_LAUNCHER) W_GiveWeapon (other, IT_GRENADE_LAUNCHER, self.netname);
141 if (it & IT_ELECTRO) W_GiveWeapon (other, IT_ELECTRO, self.netname);
142 if (it & IT_NEX) W_GiveWeapon (other, IT_NEX, self.netname);
143 if (it & IT_HAGAR) W_GiveWeapon (other, IT_HAGAR, self.netname);
144 if (it & IT_ROCKET_LAUNCHER) W_GiveWeapon (other, IT_ROCKET_LAUNCHER, self.netname);
145 if (it & IT_CRYLINK) W_GiveWeapon (other, IT_CRYLINK, self.netname);
148 if (self.strength_finished)
151 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
153 if (self.invincible_finished)
156 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
158 //if (self.speed_finished)
161 // other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
163 //if (self.slowmo_finished)
166 // other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
170 if (other.health < self.max_health)
173 other.health = min(other.health + self.health, self.max_health);
174 other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
177 if (other.armorvalue < self.max_armorvalue)
180 other.armorvalue = min(other.armorvalue + self.armorvalue, self.max_armorvalue);
181 other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
188 sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
189 sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
195 self.switchweapon = w_getbestweapon(self);
196 if (self.switchweapon != self.weapon)
197 self.cnt = self.weapon;
201 if (self.classname == "droppedweapon")
203 else if(self.flags & FL_WEAPON && (cvar("deathmatch") == 2 || cvar("g_weapon_stay")))
207 self.solid = SOLID_NOT;
208 self.model = string_null;
209 self.nextthink = time + self.respawntime;
210 self.think = Item_Respawn;
211 setorigin (self, self.origin);
215 // Savage: used for item garbage-collection
216 // TODO: perhaps nice special effect?
217 void RemoveItem(void) /*FIXDECL*/
222 // pickup evaluation functions
223 // these functions decide how desirable an item is to the bots
225 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
227 float weapon_pickupevalfunc(entity player, entity item)
229 // if we already have the weapon, rate it 1/5th normal value
230 if ((player.items & item.items) == item.items)
231 return item.bot_pickupbasevalue * 0.2;
232 return item.bot_pickupbasevalue;
235 float commodity_pickupevalfunc(entity player, entity item)
239 // TODO: figure out if the player even has the weapon this ammo is for?
240 // may not affect strategy much though...
241 // find out how much more ammo/armor/health the player can hold
242 if (item.ammo_shells)
243 if (player.ammo_shells < g_pickup_shells_max)
244 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
246 if (player.ammo_nails < g_pickup_nails_max)
247 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
248 if (item.ammo_rockets)
249 if (player.ammo_rockets < g_pickup_rockets_max)
250 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
252 if (player.ammo_cells < g_pickup_cells_max)
253 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
255 if (player.armorvalue < item.max_armorvalue)
256 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
258 if (player.health < item.max_health)
259 c = c + max(0, 1 - player.health / item.max_health);
261 if (cvar("deathmatch") == 2) // weapon stay is on, so weapons the player already has are of no interest
262 if (item.flags & FL_WEAPON)
263 if (self.items & item.items)
264 if (item.classname != "droppedweapon")
267 return item.bot_pickupbasevalue * c;
272 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
274 startitem_failed = FALSE;
276 // is it a dropped weapon?
277 if (self.classname == "droppedweapon")
279 // it's a dropped weapon
280 self.movetype = MOVETYPE_TOSS;
281 self.solid = SOLID_TRIGGER;
282 // Savage: remove thrown items after a certain period of time ("garbage collection")
283 self.think = RemoveItem;
284 self.nextthink = time + 60;
285 // don't drop if in a NODROP zone (such as lava)
286 traceline(self.origin, self.origin, MOVE_NORMAL, self);
287 if (trace_dpstartcontents & DPCONTENTS_NODROP)
289 startitem_failed = TRUE;
297 if(self.spawnflags & 1)
300 self.movetype = MOVETYPE_NONE;
302 self.movetype = MOVETYPE_TOSS;
303 self.solid = SOLID_TRIGGER;
304 // do item filtering according to game mode and other things
307 // first nudge it off the floor a little bit to avoid math errors
308 setorigin(self, self.origin + '0 0 1');
309 // set item size before we spawn a spawnfunc_waypoint
310 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
311 setsize (self, '-16 -16 0', '16 16 48');
313 setsize (self, '-16 -16 0', '16 16 32');
314 // note droptofloor returns FALSE if stuck/or would fall too far
316 waypoint_spawnforitem(self);
323 print("removed non-teamplay ", self.classname, "\n");
324 startitem_failed = TRUE;
333 print("removed non-FFA ", self.classname, "\n");
334 startitem_failed = TRUE;
342 // We aren't TA or something like that, so we keep the Q3A entities
343 print("removed non-Q3A ", self.classname, "\n");
344 startitem_failed = TRUE;
350 * can't do it that way, as it would break maps
351 * TODO make a target_give like entity another way, that perhaps has
352 * the weapon name in a key
355 // target_give not yet supported; maybe later
356 print("removed targeted ", self.classname, "\n");
357 startitem_failed = TRUE;
363 if(cvar("spawn_debug") >= 2)
366 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
368 if(otheritem.is_item)
370 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
371 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
372 error("Mapper sucks.");
378 itemsInMap |= itemid;
380 if(g_lms || g_instagib || g_rocketarena)
382 startitem_failed = TRUE;
386 else if (g_minstagib)
388 // don't remove dropped items and powerups
389 if (self.classname != "minstagib")
391 startitem_failed = TRUE;
396 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
398 startitem_failed = TRUE;
403 precache_model (itemmodel);
404 precache_sound (pickupsound);
405 precache_sound ("misc/itemrespawn.wav");
407 if(itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2 |
408 IT_ROCKET_LAUNCHER | IT_HAGAR | IT_NEX | IT_CRYLINK | IT_ELECTRO |
409 IT_GRENADE_LAUNCHER | IT_UZI | IT_SHOTGUN | IT_LASER))
410 self.target = "###item###"; // for finding the nearest item using find()
413 self.bot_pickup = TRUE;
414 self.bot_pickupevalfunc = pickupevalfunc;
415 self.bot_pickupbasevalue = pickupbasevalue;
416 self.mdl = itemmodel;
417 //self.noise = pickupsound;
418 self.item_pickupsound = pickupsound;
419 // let mappers override respawntime
420 if (!self.respawntime)
421 self.respawntime = defaultrespawntime;
422 self.netname = itemname;
424 self.flags = FL_ITEM | itemflags;
425 self.touch = Item_Touch;
426 setmodel (self, self.mdl); // precision set below
427 self.effects |= EF_LOWPRECISION;
428 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
429 setsize (self, '-16 -16 0', '16 16 48');
431 setsize (self, '-16 -16 0', '16 16 32');
432 if (itemflags & FL_WEAPON)
434 // neutral team color for pickup weapons
435 self.colormap = 160 * 1024 + 160;
438 if (cvar("g_fullbrightitems"))
439 self.effects = self.effects | EF_FULLBRIGHT;
442 /* replace items in minstagib
443 * IT_STRENGTH = invisibility
444 * IT_NAILS = extra lives
445 * IT_INVINCIBLE = speed
447 void minstagib_items (float itemid)
449 // we don't want to replace dropped weapons ;)
450 if (self.classname == "droppedweapon")
452 self.ammo_cells = 25;
453 StartItem ("models/weapons/g_nex.md3",
454 "weapons/weaponpickup.wav", 15,
455 "Nex Gun", IT_NEX, FL_WEAPON, generic_pickupevalfunc, 1000);
460 self.classname = "minstagib";
462 // replace rocket launchers and nex guns with ammo cells
463 if (itemid == IT_CELLS)
466 StartItem ("models/items/a_cells.md3",
467 "misc/itempickup.wav", 45,
468 "Nex Ammo", IT_CELLS, 0, generic_pickupevalfunc, 100);
475 itemid = IT_STRENGTH;
479 itemid = IT_INVINCIBLE;
481 // replace with invis
482 if (itemid == IT_STRENGTH)
484 self.effects = EF_ADDITIVE;
485 self.strength_finished = 30;
486 StartItem ("models/items/g_strength.md3",
487 "misc/powerup.wav", 120,
488 "Invisibility", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 1000);
490 // replace with extra lives
491 if (itemid == IT_NAILS)
494 StartItem ("models/items/g_h100.md3",
495 "misc/megahealth.wav", 120,
496 "Extralife", IT_NAILS, FL_POWERUP, generic_pickupevalfunc, 1000);
499 // replace with speed
500 if (itemid == IT_INVINCIBLE)
502 self.effects = EF_ADDITIVE;
503 self.invincible_finished = 30;
504 StartItem ("models/items/g_invincible.md3",
505 "misc/powerup_shield.wav", 120,
506 "Speed", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 1000);
511 float minst_no_auto_cells;
512 void minst_remove_item (void) {
513 if(minst_no_auto_cells)
517 float weaponswapping;
519 void spawnfunc_weapon_shotgun (void);
520 void spawnfunc_weapon_uzi (void) {
522 if(q3acompat_machineshotgunswap)
523 if(self.classname != "droppedweapon")
525 weaponswapping = TRUE;
526 spawnfunc_weapon_shotgun();
527 weaponswapping = FALSE;
532 self.ammo_nails = cvar("g_pickup_nails");
533 StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_UZI), IT_UZI, FL_WEAPON, weapon_pickupevalfunc, 5000);
534 if (self.modelindex) // don't precache if self was removed
535 weapon_action(WEP_UZI, WR_PRECACHE);
538 void spawnfunc_weapon_shotgun (void) {
540 if(q3acompat_machineshotgunswap)
541 if(self.classname != "droppedweapon")
543 weaponswapping = TRUE;
544 spawnfunc_weapon_uzi();
545 weaponswapping = FALSE;
549 if(!self.ammo_shells)
550 self.ammo_shells = cvar("g_pickup_shells");
551 StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_SHOTGUN), IT_SHOTGUN, FL_WEAPON, weapon_pickupevalfunc, 2500);
552 if (self.modelindex) // don't precache if self was removed
553 weapon_action(WEP_SHOTGUN, WR_PRECACHE);
556 void spawnfunc_weapon_grenadelauncher (void)
558 if(!self.ammo_rockets)
559 self.ammo_rockets = cvar("g_pickup_rockets");
560 StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_GRENADE_LAUNCHER), IT_GRENADE_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 5000);
561 if (self.modelindex) // don't precache if self was removed
562 weapon_action(WEP_GRENADE_LAUNCHER, WR_PRECACHE);
565 void spawnfunc_weapon_electro (void)
568 self.ammo_cells = cvar("g_pickup_cells");
569 StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_ELECTRO), IT_ELECTRO, FL_WEAPON, weapon_pickupevalfunc, 5000);
570 if (self.modelindex) // don't precache if self was removed
571 weapon_action(WEP_ELECTRO, WR_PRECACHE);
574 void spawnfunc_weapon_crylink (void)
577 self.ammo_cells = cvar("g_pickup_cells");
578 StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_CRYLINK), IT_CRYLINK, FL_WEAPON, weapon_pickupevalfunc, 2500);
579 if (self.modelindex) // don't precache if self was removed
580 weapon_action(WEP_CRYLINK, WR_PRECACHE);
583 void spawnfunc_weapon_nex (void)
588 minstagib_items(IT_CELLS);
589 self.think = minst_remove_item;
590 self.nextthink = time + cvar("sys_ticrate");
594 self.ammo_cells = cvar("g_pickup_cells");
595 nextime = cvar("g_balance_nex_respawntime_modifier");
597 nextime = 15 * nextime;
600 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.wav", nextime, W_Name(WEP_NEX), IT_NEX, FL_WEAPON, weapon_pickupevalfunc, 10000);
601 if (self.modelindex) // don't precache if self was removed
602 weapon_action(WEP_NEX, WR_PRECACHE);
605 void spawnfunc_weapon_hagar (void)
607 if(!self.ammo_rockets)
608 self.ammo_rockets = cvar("g_pickup_rockets");
609 StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_HAGAR), IT_HAGAR, FL_WEAPON, weapon_pickupevalfunc, 5000);
610 if (self.modelindex) // don't precache if self was removed
611 weapon_action(WEP_HAGAR, WR_PRECACHE);
614 void spawnfunc_weapon_rocketlauncher (void)
618 minstagib_items(IT_CELLS);
619 self.think = minst_remove_item;
620 self.nextthink = time + cvar("sys_ticrate");
623 if(!self.ammo_rockets)
624 self.ammo_rockets = g_pickup_rockets;
625 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_ROCKET_LAUNCHER), IT_ROCKET_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 10000);
626 if (self.modelindex) // don't precache if self was removed
627 weapon_action(WEP_ROCKET_LAUNCHER, WR_PRECACHE);
630 void spawnfunc_item_rockets (void) {
631 if(!self.ammo_rockets)
632 self.ammo_rockets = g_pickup_rockets;
633 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", 15, "rockets", IT_ROCKETS, 0, commodity_pickupevalfunc, 3000);
636 void spawnfunc_item_shells (void);
637 void spawnfunc_item_bullets (void) {
639 if(q3acompat_machineshotgunswap)
640 if(self.classname != "droppedweapon")
642 weaponswapping = TRUE;
643 spawnfunc_item_shells();
644 weaponswapping = FALSE;
649 self.ammo_nails = g_pickup_nails;
650 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", 15, "bullets", IT_NAILS, 0, commodity_pickupevalfunc, 2000);
653 void spawnfunc_item_cells (void) {
655 self.ammo_cells = g_pickup_cells;
656 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", 15, "cells", IT_CELLS, 0, commodity_pickupevalfunc, 2000);
659 void spawnfunc_item_shells (void) {
661 if(q3acompat_machineshotgunswap)
662 if(self.classname != "droppedweapon")
664 weaponswapping = TRUE;
665 spawnfunc_item_bullets();
666 weaponswapping = FALSE;
670 if(!self.ammo_shells)
671 self.ammo_shells = g_pickup_shells;
672 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", 15, "shells", IT_SHELLS, 0, commodity_pickupevalfunc, 500);
675 void spawnfunc_item_armor_small (void) {
677 self.armorvalue = g_pickup_armorsmall;
678 if(!self.max_armorvalue)
679 self.max_armorvalue = g_pickup_armorsmall_max;
680 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "5 Armor", IT_ARMOR_SHARD, 0, commodity_pickupevalfunc, 1000);
683 void spawnfunc_item_armor_medium (void) {
685 self.armorvalue = g_pickup_armormedium;
686 if(!self.max_armorvalue)
687 self.max_armorvalue = g_pickup_armormedium_max;
688 StartItem ("models/items/g_armormedium.md3", "misc/armor1.wav", 30, "25 Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 20000);
691 void spawnfunc_item_armor_large (void) {
693 self.armorvalue = g_pickup_armorlarge;
694 if(!self.max_armorvalue)
695 self.max_armorvalue = g_pickup_armorlarge_max;
696 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "100 Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 20000);
699 void spawnfunc_item_health_small (void) {
701 self.max_health = g_pickup_healthsmall_max;
703 self.health = g_pickup_healthsmall;
704 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", 15, "5 Health", IT_5HP, 0, commodity_pickupevalfunc, 20000);
707 void spawnfunc_item_health_medium (void) {
709 self.max_health = g_pickup_healthmedium_max;
711 self.health = g_pickup_healthmedium;
712 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", 15, "25 Health", IT_25HP, 0, commodity_pickupevalfunc, 20000);
715 void spawnfunc_item_health_large (void) {
717 self.max_health = g_pickup_healthlarge_max;
719 self.health = g_pickup_healthlarge;
720 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", 15, "50 Health", IT_25HP, 0, commodity_pickupevalfunc, 20000);
723 void spawnfunc_item_health_mega (void) {
724 if(!cvar("g_powerup_superhealth"))
727 if(g_arena && !cvar("g_arena_powerups"))
731 minstagib_items(IT_NAILS);
734 self.max_health = g_pickup_healthmega_max;
736 self.health = g_pickup_healthmega;
737 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", 30, "100 Health", IT_HEALTH, 0, commodity_pickupevalfunc, 20000);
741 // support old misnamed entities
742 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
743 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
744 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
745 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
746 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
748 void spawnfunc_item_strength (void) {
749 if(!cvar("g_powerup_strength"))
752 if(g_arena && !cvar("g_arena_powerups"))
756 minstagib_items(IT_STRENGTH);
758 precache_sound("weapons/strength_fire.wav");
759 self.strength_finished = 30;
760 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.wav", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 100000);
764 void spawnfunc_item_invincible (void) {
765 if(!cvar("g_powerup_shield"))
768 if(g_arena && !cvar("g_arena_powerups"))
772 minstagib_items(IT_INVINCIBLE);
774 self.invincible_finished = 30;
775 self.effects = EF_ADDITIVE;
776 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 100000);
779 //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);}
780 //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);}
782 void spawnfunc_item_minst_cells (void) {
785 minst_no_auto_cells = 1;
786 minstagib_items(IT_CELLS);
793 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
795 void spawnfunc_misc_models (void)
797 precache_model (self.model);
798 setmodel (self, self.model); // precision set by mapper
799 setsize (self, self.mins, self.maxs);
802 void func_wall_use (void)
807 self.colormap = (activator.team - 1) * 0x11;
809 self.colormap = 0x00;
812 self.colormap = ceil(random() * 256) - 1;
813 self.colormap |= 1024; // RENDER_COLORMAPPED
816 void spawnfunc_func_wall (void)
818 precache_model (self.model);
819 setmodel (self, self.model); // precision set by mapper
820 setsize (self, self.mins, self.maxs);
821 self.solid = SOLID_BSP;
822 self.use = func_wall_use;
825 floatfield Item_CounterField(float it)
829 case IT_SHELLS: return ammo_shells;
830 case IT_NAILS: return ammo_nails;
831 case IT_ROCKETS: return ammo_rockets;
832 case IT_CELLS: return ammo_cells;
833 case IT_5HP: return health;
834 case IT_25HP: return health;
835 case IT_HEALTH: return health;
836 case IT_ARMOR_SHARD: return armorvalue;
837 case IT_ARMOR: return armorvalue;
838 // add more things here (health, armor)
839 default: error("requested item has no counter field");
843 float Item_WeaponCode(float it)
847 case IT_LASER: return WEP_LASER;
848 case IT_SHOTGUN: return WEP_SHOTGUN;
849 case IT_UZI: return WEP_UZI;
850 case IT_GRENADE_LAUNCHER: return WEP_GRENADE_LAUNCHER;
851 case IT_ELECTRO: return WEP_ELECTRO;
852 case IT_CRYLINK: return WEP_CRYLINK;
853 case IT_NEX: return WEP_NEX;
854 case IT_HAGAR: return WEP_HAGAR;
855 case IT_ROCKET_LAUNCHER: return WEP_ROCKET_LAUNCHER;
860 void Item_SpawnByItemCode(float it)
864 case IT_SHOTGUN: spawnfunc_weapon_shotgun(); break;
865 case IT_UZI: spawnfunc_weapon_uzi(); break;
866 case IT_GRENADE_LAUNCHER: spawnfunc_weapon_grenadelauncher(); break;
867 case IT_ELECTRO: spawnfunc_weapon_electro(); break;
868 case IT_CRYLINK: spawnfunc_weapon_crylink(); break;
869 case IT_NEX: spawnfunc_weapon_nex(); break;
870 case IT_HAGAR: spawnfunc_weapon_hagar(); break;
871 case IT_ROCKET_LAUNCHER: spawnfunc_weapon_rocketlauncher(); break;
872 // add all other item spawn functions here
874 error("requested item can't be spawned");