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_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, 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.weapons & WEPBIT_NEX)
58 W_GiveWeapon (other, WEP_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.weapons & self.weapons && self.classname != "droppedweapon")
98 if (other.weapons & self.weapons && 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.weapons - (self.weapons & other.weapons)))
138 if (it & WEPBIT_UZI) W_GiveWeapon (other, WEP_UZI, self.netname);
139 if (it & WEPBIT_SHOTGUN) W_GiveWeapon (other, WEP_SHOTGUN, self.netname);
140 if (it & WEPBIT_GRENADE_LAUNCHER) W_GiveWeapon (other, WEP_GRENADE_LAUNCHER, self.netname);
141 if (it & WEPBIT_ELECTRO) W_GiveWeapon (other, WEP_ELECTRO, self.netname);
142 if (it & WEPBIT_NEX) W_GiveWeapon (other, WEP_NEX, self.netname);
143 if (it & WEPBIT_HAGAR) W_GiveWeapon (other, WEP_HAGAR, self.netname);
144 if (it & WEPBIT_ROCKET_LAUNCHER) W_GiveWeapon (other, WEP_ROCKET_LAUNCHER, self.netname);
145 if (it & WEPBIT_CRYLINK) W_GiveWeapon (other, WEP_CRYLINK, self.netname);
149 if (self.strength_finished)
152 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
154 if (self.invincible_finished)
157 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
159 //if (self.speed_finished)
162 // other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
164 //if (self.slowmo_finished)
167 // other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
171 if (other.health < self.max_health)
174 other.health = min(other.health + self.health, self.max_health);
175 other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
178 if (other.armorvalue < self.max_armorvalue)
181 other.armorvalue = min(other.armorvalue + self.armorvalue, self.max_armorvalue);
182 other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
189 sound (other, CHAN_AUTO, self.item_pickupsound, VOL_BASE, 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.weapons & item.weapons) == item.weapons)
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 return item.bot_pickupbasevalue * c;
266 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
268 startitem_failed = FALSE;
270 // is it a dropped weapon?
271 if (self.classname == "droppedweapon")
273 // it's a dropped weapon
274 self.movetype = MOVETYPE_TOSS;
275 self.solid = SOLID_TRIGGER;
276 // Savage: remove thrown items after a certain period of time ("garbage collection")
277 self.think = RemoveItem;
278 self.nextthink = time + 60;
279 // don't drop if in a NODROP zone (such as lava)
280 traceline(self.origin, self.origin, MOVE_NORMAL, self);
281 if (trace_dpstartcontents & DPCONTENTS_NODROP)
283 startitem_failed = TRUE;
291 if(self.spawnflags & 1)
294 self.movetype = MOVETYPE_NONE;
296 self.movetype = MOVETYPE_TOSS;
297 self.solid = SOLID_TRIGGER;
298 // do item filtering according to game mode and other things
301 // first nudge it off the floor a little bit to avoid math errors
302 setorigin(self, self.origin + '0 0 1');
303 // set item size before we spawn a spawnfunc_waypoint
304 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
305 setsize (self, '-16 -16 0', '16 16 48');
307 setsize (self, '-16 -16 0', '16 16 32');
308 // note droptofloor returns FALSE if stuck/or would fall too far
310 waypoint_spawnforitem(self);
317 print("removed non-teamplay ", self.classname, "\n");
318 startitem_failed = TRUE;
327 print("removed non-FFA ", self.classname, "\n");
328 startitem_failed = TRUE;
336 // We aren't TA or something like that, so we keep the Q3A entities
337 print("removed non-Q3A ", self.classname, "\n");
338 startitem_failed = TRUE;
344 * can't do it that way, as it would break maps
345 * TODO make a target_give like entity another way, that perhaps has
346 * the weapon name in a key
349 // target_give not yet supported; maybe later
350 print("removed targeted ", self.classname, "\n");
351 startitem_failed = TRUE;
357 if(cvar("spawn_debug") >= 2)
360 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
362 if(otheritem.is_item)
364 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
365 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
366 error("Mapper sucks.");
372 weaponsInMap |= weaponid;
374 if(g_lms || g_instagib || g_rocketarena)
376 startitem_failed = TRUE;
380 else if (g_minstagib)
382 // don't remove dropped items and powerups
383 if (self.classname != "minstagib")
385 startitem_failed = TRUE;
390 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
392 startitem_failed = TRUE;
397 precache_model (itemmodel);
398 precache_sound (pickupsound);
399 precache_sound ("misc/itemrespawn.wav");
401 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
402 self.target = "###item###"; // for finding the nearest item using find()
405 self.bot_pickup = TRUE;
406 self.bot_pickupevalfunc = pickupevalfunc;
407 self.bot_pickupbasevalue = pickupbasevalue;
408 self.mdl = itemmodel;
409 self.item_pickupsound = pickupsound;
410 // let mappers override respawntime
411 if (!self.respawntime)
412 self.respawntime = defaultrespawntime;
413 self.netname = itemname;
415 self.weapons = weaponid;
416 self.flags = FL_ITEM | itemflags;
417 self.touch = Item_Touch;
418 setmodel (self, self.mdl); // precision set below
419 self.effects |= EF_LOWPRECISION;
420 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
421 setsize (self, '-16 -16 0', '16 16 48');
423 setsize (self, '-16 -16 0', '16 16 32');
424 if (itemflags & FL_WEAPON)
426 // neutral team color for pickup weapons
427 self.colormap = 160 * 1024 + 160;
430 if (cvar("g_fullbrightitems"))
431 self.effects = self.effects | EF_FULLBRIGHT;
434 /* replace items in minstagib
435 * IT_STRENGTH = invisibility
436 * IT_NAILS = extra lives
437 * IT_INVINCIBLE = speed
439 void minstagib_items (float itemid)
441 // we don't want to replace dropped weapons ;)
442 if (self.classname == "droppedweapon")
444 self.ammo_cells = 25;
445 StartItem ("models/weapons/g_nex.md3",
446 "weapons/weaponpickup.wav", 15,
447 "Nex Gun", 0, WEPBIT_NEX, FL_WEAPON, generic_pickupevalfunc, 1000);
452 self.classname = "minstagib";
454 // replace rocket launchers and nex guns with ammo cells
455 if (itemid == IT_CELLS)
458 StartItem ("models/items/a_cells.md3",
459 "misc/itempickup.wav", 45,
460 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
467 itemid = IT_STRENGTH;
471 itemid = IT_INVINCIBLE;
473 // replace with invis
474 if (itemid == IT_STRENGTH)
476 self.effects = EF_ADDITIVE;
477 self.strength_finished = 30;
478 StartItem ("models/items/g_strength.md3",
479 "misc/powerup.wav", 120,
480 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
482 // replace with extra lives
483 if (itemid == IT_NAILS)
486 StartItem ("models/items/g_h100.md3",
487 "misc/megahealth.wav", 120,
488 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
491 // replace with speed
492 if (itemid == IT_INVINCIBLE)
494 self.effects = EF_ADDITIVE;
495 self.invincible_finished = 30;
496 StartItem ("models/items/g_invincible.md3",
497 "misc/powerup_shield.wav", 120,
498 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
503 float minst_no_auto_cells;
504 void minst_remove_item (void) {
505 if(minst_no_auto_cells)
509 float weaponswapping;
511 void spawnfunc_weapon_shotgun (void);
512 void spawnfunc_weapon_uzi (void) {
514 if(q3acompat_machineshotgunswap)
515 if(self.classname != "droppedweapon")
517 weaponswapping = TRUE;
518 spawnfunc_weapon_shotgun();
519 weaponswapping = FALSE;
524 self.ammo_nails = cvar("g_pickup_nails");
525 StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_UZI), 0, WEPBIT_UZI, FL_WEAPON, weapon_pickupevalfunc, 5000);
526 if (self.modelindex) // don't precache if self was removed
527 weapon_action(WEP_UZI, WR_PRECACHE);
530 void spawnfunc_weapon_shotgun (void) {
532 if(q3acompat_machineshotgunswap)
533 if(self.classname != "droppedweapon")
535 weaponswapping = TRUE;
536 spawnfunc_weapon_uzi();
537 weaponswapping = FALSE;
541 if(!self.ammo_shells)
542 self.ammo_shells = cvar("g_pickup_shells");
543 StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_SHOTGUN), 0, WEPBIT_SHOTGUN, FL_WEAPON, weapon_pickupevalfunc, 2500);
544 if (self.modelindex) // don't precache if self was removed
545 weapon_action(WEP_SHOTGUN, WR_PRECACHE);
548 void spawnfunc_weapon_grenadelauncher (void)
550 if(!self.ammo_rockets)
551 self.ammo_rockets = cvar("g_pickup_rockets");
552 StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_GRENADE_LAUNCHER), 0, WEPBIT_GRENADE_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 5000);
553 if (self.modelindex) // don't precache if self was removed
554 weapon_action(WEP_GRENADE_LAUNCHER, WR_PRECACHE);
557 void spawnfunc_weapon_electro (void)
560 self.ammo_cells = cvar("g_pickup_cells");
561 StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_ELECTRO), 0, WEPBIT_ELECTRO, FL_WEAPON, weapon_pickupevalfunc, 5000);
562 if (self.modelindex) // don't precache if self was removed
563 weapon_action(WEP_ELECTRO, WR_PRECACHE);
566 void spawnfunc_weapon_crylink (void)
569 self.ammo_cells = cvar("g_pickup_cells");
570 StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_CRYLINK), 0, WEPBIT_CRYLINK, FL_WEAPON, weapon_pickupevalfunc, 2500);
571 if (self.modelindex) // don't precache if self was removed
572 weapon_action(WEP_CRYLINK, WR_PRECACHE);
575 void spawnfunc_weapon_nex (void)
580 minstagib_items(IT_CELLS);
581 self.think = minst_remove_item;
582 self.nextthink = time + cvar("sys_ticrate");
586 self.ammo_cells = cvar("g_pickup_cells");
587 nextime = cvar("g_balance_nex_respawntime_modifier");
589 nextime = 15 * nextime;
592 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.wav", nextime, W_Name(WEP_NEX), 0, WEPBIT_NEX, FL_WEAPON, weapon_pickupevalfunc, 10000);
593 if (self.modelindex) // don't precache if self was removed
594 weapon_action(WEP_NEX, WR_PRECACHE);
597 void spawnfunc_weapon_hagar (void)
599 if(!self.ammo_rockets)
600 self.ammo_rockets = cvar("g_pickup_rockets");
601 StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_HAGAR), 0, WEPBIT_HAGAR, FL_WEAPON, weapon_pickupevalfunc, 5000);
602 if (self.modelindex) // don't precache if self was removed
603 weapon_action(WEP_HAGAR, WR_PRECACHE);
606 void spawnfunc_weapon_rocketlauncher (void)
610 minstagib_items(IT_CELLS);
611 self.think = minst_remove_item;
612 self.nextthink = time + cvar("sys_ticrate");
615 if(!self.ammo_rockets)
616 self.ammo_rockets = g_pickup_rockets;
617 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_ROCKET_LAUNCHER), 0, WEPBIT_ROCKET_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 10000);
618 if (self.modelindex) // don't precache if self was removed
619 weapon_action(WEP_ROCKET_LAUNCHER, WR_PRECACHE);
622 void spawnfunc_item_rockets (void) {
623 if(!self.ammo_rockets)
624 self.ammo_rockets = g_pickup_rockets;
625 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", 15, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
628 void spawnfunc_item_shells (void);
629 void spawnfunc_item_bullets (void) {
631 if(q3acompat_machineshotgunswap)
632 if(self.classname != "droppedweapon")
634 weaponswapping = TRUE;
635 spawnfunc_item_shells();
636 weaponswapping = FALSE;
641 self.ammo_nails = g_pickup_nails;
642 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", 15, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
645 void spawnfunc_item_cells (void) {
647 self.ammo_cells = g_pickup_cells;
648 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", 15, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
651 void spawnfunc_item_shells (void) {
653 if(q3acompat_machineshotgunswap)
654 if(self.classname != "droppedweapon")
656 weaponswapping = TRUE;
657 spawnfunc_item_bullets();
658 weaponswapping = FALSE;
662 if(!self.ammo_shells)
663 self.ammo_shells = g_pickup_shells;
664 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", 15, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
667 void spawnfunc_item_armor_small (void) {
669 self.armorvalue = g_pickup_armorsmall;
670 if(!self.max_armorvalue)
671 self.max_armorvalue = g_pickup_armorsmall_max;
672 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, 1000);
675 void spawnfunc_item_armor_medium (void) {
677 self.armorvalue = g_pickup_armormedium;
678 if(!self.max_armorvalue)
679 self.max_armorvalue = g_pickup_armormedium_max;
680 StartItem ("models/items/g_armormedium.md3", "misc/armor1.wav", 20, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
683 void spawnfunc_item_armor_large (void) {
685 self.armorvalue = g_pickup_armorlarge;
686 if(!self.max_armorvalue)
687 self.max_armorvalue = g_pickup_armorlarge_max;
688 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
691 void spawnfunc_item_health_small (void) {
693 self.max_health = g_pickup_healthsmall_max;
695 self.health = g_pickup_healthsmall;
696 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", 15, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, 20000);
699 void spawnfunc_item_health_medium (void) {
701 self.max_health = g_pickup_healthmedium_max;
703 self.health = g_pickup_healthmedium;
704 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", 15, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
707 void spawnfunc_item_health_large (void) {
709 self.max_health = g_pickup_healthlarge_max;
711 self.health = g_pickup_healthlarge;
712 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", 20, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
715 void spawnfunc_item_health_mega (void) {
716 if(!cvar("g_powerup_superhealth"))
719 if(g_arena && !cvar("g_arena_powerups"))
723 minstagib_items(IT_NAILS);
726 self.max_health = g_pickup_healthmega_max;
728 self.health = g_pickup_healthmega;
729 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", 30, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, 20000);
733 // support old misnamed entities
734 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
735 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
736 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
737 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
738 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
740 void spawnfunc_item_strength (void) {
741 if(!cvar("g_powerup_strength"))
744 if(g_arena && !cvar("g_arena_powerups"))
748 minstagib_items(IT_STRENGTH);
750 precache_sound("weapons/strength_fire.wav");
751 self.strength_finished = 30;
752 self.effects = EF_ADDITIVE;
753 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", 120, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
757 void spawnfunc_item_invincible (void) {
758 if(!cvar("g_powerup_shield"))
761 if(g_arena && !cvar("g_arena_powerups"))
765 minstagib_items(IT_INVINCIBLE);
767 self.invincible_finished = 30;
768 self.effects = EF_ADDITIVE;
769 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", 120, "Invulnerability", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
772 //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);}
773 //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);}
775 void spawnfunc_item_minst_cells (void) {
778 minst_no_auto_cells = 1;
779 minstagib_items(IT_CELLS);
786 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
788 void spawnfunc_misc_models (void)
790 SetBrushEntityModel();
793 void func_wall_use (void)
798 self.colormap = (activator.team - 1) * 0x11;
800 self.colormap = 0x00;
803 self.colormap = ceil(random() * 256) - 1;
804 self.colormap |= 1024; // RENDER_COLORMAPPED
807 void spawnfunc_func_wall (void)
809 SetBrushEntityModel();
810 self.solid = SOLID_BSP;
811 self.use = func_wall_use;
814 floatfield Item_CounterField(float it)
818 case IT_SHELLS: return ammo_shells;
819 case IT_NAILS: return ammo_nails;
820 case IT_ROCKETS: return ammo_rockets;
821 case IT_CELLS: return ammo_cells;
822 case IT_5HP: return health;
823 case IT_25HP: return health;
824 case IT_HEALTH: return health;
825 case IT_ARMOR_SHARD: return armorvalue;
826 case IT_ARMOR: return armorvalue;
827 // add more things here (health, armor)
828 default: error("requested item has no counter field");
832 void Item_SpawnByWeaponCode(float it)
836 case WEP_SHOTGUN: spawnfunc_weapon_shotgun(); break;
837 case WEP_UZI: spawnfunc_weapon_uzi(); break;
838 case WEP_GRENADE_LAUNCHER: spawnfunc_weapon_grenadelauncher(); break;
839 case WEP_ELECTRO: spawnfunc_weapon_electro(); break;
840 case WEP_CRYLINK: spawnfunc_weapon_crylink(); break;
841 case WEP_NEX: spawnfunc_weapon_nex(); break;
842 case WEP_HAGAR: spawnfunc_weapon_hagar(); break;
843 case WEP_ROCKET_LAUNCHER: spawnfunc_weapon_rocketlauncher(); break;
844 // add all other item spawn functions here
846 error("requested item can't be spawned");