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1865 lines
42 KiB
1865 lines
42 KiB
//=========== (C) Copyright 1996-2002, Valve, L.L.C. All rights reserved. =========== |
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// |
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// The copyright to the contents herein is the property of Valve, L.L.C. |
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// The contents may be used and/or copied only with the written permission of |
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in |
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// the agreement/contract under which the contents have been supplied. |
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// |
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// Purpose: Quake world items |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// |
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//----------------------------------------------------------------------------- |
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// $Log: $ |
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// |
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// $NoKeywords: $ |
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//============================================================================= |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "player.h" |
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#include "shake.h" |
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#include "../engine/studio.h" |
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#include "weapons.h" |
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#include "quake_gun.h" |
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#include "hltv.h" |
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extern unsigned short g_usPowerUp; |
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class CQuakeItem : public CBaseEntity |
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{ |
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public: |
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void Spawn( void ); |
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// Respawning |
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void EXPORT Materialize( void ); |
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void Respawn( float flTime ); |
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virtual void SetObjectCollisionBox ( void ); |
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// Touch |
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void EXPORT ItemTouch( CBaseEntity *pOther ); |
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virtual BOOL MyTouch( CBasePlayer *pOther ) { return FALSE; }; |
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float m_flRespawnTime; |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: Spawn and drop to the floor |
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//----------------------------------------------------------------------------- |
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void CQuakeItem :: SetObjectCollisionBox( void ) |
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{ |
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pev->absmin = pev->origin + Vector(-32, -32, 0); |
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pev->absmax = pev->origin + Vector(32, 32, 56); |
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} |
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void CQuakeItem::Spawn() |
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{ |
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pev->movetype = MOVETYPE_TOSS; |
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pev->solid = SOLID_TRIGGER; |
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SetTouch( &CQuakeItem::ItemTouch ); |
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if (DROP_TO_FLOOR(ENT(pev)) == 0) |
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{ |
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ALERT(at_error, "Item %s fell out of level at %f,%f,%f", STRING( pev->classname ), pev->origin.x, pev->origin.y, pev->origin.z); |
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UTIL_Remove( this ); |
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return; |
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} |
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//UTIL_SetOrigin( pev, pev->origin + Vector(0,0,16) ); |
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if (!m_flRespawnTime) |
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m_flRespawnTime = 20; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Bring the item back |
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//----------------------------------------------------------------------------- |
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void CQuakeItem::Materialize() |
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{ |
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// Become visible and touchable |
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pev->effects &= ~EF_NODRAW; |
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SetTouch( &CQuakeItem::ItemTouch ); |
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// Play respawn sound |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "items/itembk2.wav", 1, ATTN_NORM ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Setup the item's respawn in the time set |
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//----------------------------------------------------------------------------- |
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void CQuakeItem::Respawn( float flTime ) |
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{ |
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pev->effects |= EF_NODRAW; |
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SetTouch( NULL ); |
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// Come back in time |
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SetThink( &CQuakeItem::Materialize ); |
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pev->nextthink = gpGlobals->time + flTime; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Touch function that calls the virtual touch function |
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//----------------------------------------------------------------------------- |
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void CQuakeItem::ItemTouch( CBaseEntity *pOther ) |
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{ |
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// if it's not a player, ignore |
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if ( !pOther->IsPlayer() ) |
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return; |
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//Dead? |
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if (pOther->pev->health <= 0) |
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return; |
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CBasePlayer *pPlayer = (CBasePlayer *)pOther; |
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// Call the virtual touch function |
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if ( MyTouch( pPlayer ) ) |
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{ |
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SUB_UseTargets( pOther, USE_TOGGLE, 0 ); |
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// Respawn if it's not DM==2 |
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if (gpGlobals->deathmatch != 2) |
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{ |
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Respawn( m_flRespawnTime ); |
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} |
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else |
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{ |
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UTIL_Remove( this ); |
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} |
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} |
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} |
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//====================================================================================== |
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// HEALTH ITEMS |
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//====================================================================================== |
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#define H_ROTTEN 1 |
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#define H_MEGA 2 |
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class CItemHealth : public CQuakeItem |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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BOOL MyTouch( CBasePlayer *pPlayer ); |
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void EXPORT MegahealthRot( void ); |
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EHANDLE m_hRotTarget; |
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int m_iHealAmount; |
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int m_iHealType; |
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}; |
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LINK_ENTITY_TO_CLASS(item_health, CItemHealth); |
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//-------------------------------------------- |
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// Spawn |
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void CItemHealth::Spawn( void ) |
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{ |
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Precache(); |
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// Setup healing method |
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if (pev->spawnflags & H_ROTTEN) |
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{ |
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SET_MODEL(ENT(pev), "models/w_medkits.mdl"); |
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pev->noise = MAKE_STRING( "items/r_item1.wav" ); |
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m_iHealAmount = 15; |
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m_iHealType = H_ROTTEN; |
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} |
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else if (pev->spawnflags & H_MEGA) |
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{ |
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SET_MODEL(ENT(pev), "models/w_medkitl.mdl"); |
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pev->noise = MAKE_STRING( "items/r_item2.wav" ); |
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m_iHealAmount = 100; |
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m_iHealType = H_MEGA; |
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} |
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else |
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{ |
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SET_MODEL(ENT(pev), "models/w_medkit.mdl"); |
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pev->noise = MAKE_STRING( "items/health1.wav" ); |
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m_iHealAmount = 25; |
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m_iHealType = H_ROTTEN; |
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} |
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CQuakeItem::Spawn(); |
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} |
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//-------------------------------------------- |
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// Precache |
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void CItemHealth::Precache() |
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{ |
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PRECACHE_MODEL("models/w_medkitl.mdl"); |
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PRECACHE_MODEL("models/w_medkits.mdl"); |
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PRECACHE_MODEL("models/w_medkit.mdl"); |
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PRECACHE_SOUND("items/r_item1.wav"); |
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PRECACHE_SOUND("items/r_item2.wav"); |
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PRECACHE_SOUND("items/health1.wav"); |
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} |
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//-------------------------------------------- |
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// Health Touch |
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BOOL CItemHealth::MyTouch( CBasePlayer *pPlayer ) |
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{ |
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// Don't heal in DM==4 if they're invincible |
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if (gpGlobals->deathmatch == 4 && pPlayer->m_flInvincibleFinished > 0) |
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return FALSE; |
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if (pPlayer->pev->health <= 0) |
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return FALSE; |
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if (m_iHealType == H_MEGA) |
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{ |
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if (pPlayer->pev->health >= 250) |
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return FALSE; |
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if ( !pPlayer->TakeHealth( m_iHealAmount, DMG_GENERIC | DMG_IGNORE_MAXHEALTH) ) |
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return FALSE; |
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} |
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else |
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{ |
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// Heal the Player |
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if ( !pPlayer->TakeHealth( m_iHealAmount, DMG_GENERIC ) ) |
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return FALSE; |
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} |
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ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#Get_Health", UTIL_dtos1(m_iHealAmount) ); |
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EMIT_SOUND( ENT(pev), CHAN_ITEM, STRING(pev->noise), 1, ATTN_NORM ); |
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// Setup for respawn |
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if (m_iHealType == H_MEGA) |
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{ |
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// Go invisible and fire targets |
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pev->effects |= EF_NODRAW; |
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SetTouch( NULL ); |
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SUB_UseTargets( pPlayer, USE_TOGGLE, 0 ); |
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pPlayer->m_iQuakeItems |= IT_SUPERHEALTH; |
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if (gpGlobals->deathmatch != 4) |
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{ |
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SetThink( &CItemHealth::MegahealthRot ); |
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pev->nextthink = gpGlobals->time + 5; |
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} |
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m_hRotTarget = pPlayer; |
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// Return FALSE, because we want to handle our respawn ourselves |
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return FALSE; |
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} |
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// Respawn as normal |
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return TRUE; |
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} |
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//-------------------------------------------- |
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// Megahealth Rot function. Reduce player's health until it's below 100. Then respawn. |
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void CItemHealth::MegahealthRot( void ) |
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{ |
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if (m_hRotTarget) |
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{ |
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CBasePlayer *pPlayer = ((CBasePlayer *)((CBaseEntity *)m_hRotTarget)); |
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if( pPlayer->pev->health > pPlayer->pev->max_health && pPlayer->m_iRuneStatus != ITEM_RUNE4_FLAG ) |
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{ |
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pPlayer->pev->health--; |
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pev->nextthink = gpGlobals->time + 1; |
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return; |
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} |
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pPlayer->m_iQuakeItems &= ~IT_SUPERHEALTH; |
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} |
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// Respawn if it's not DM==2 |
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if (gpGlobals->deathmatch != 2) |
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{ |
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SetThink( &CQuakeItem::Materialize ); |
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pev->nextthink = gpGlobals->time + 20; |
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} |
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else |
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{ |
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UTIL_Remove( this ); |
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} |
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} |
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//====================================================================================== |
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// ARMOR ITEMS |
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//====================================================================================== |
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class CItemArmor : public CQuakeItem |
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{ |
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public: |
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BOOL MyTouch( CBasePlayer *pPlayer ); |
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float m_flArmorValue; |
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float m_flArmorType; |
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int m_iArmorBit; |
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}; |
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// Armor Touch |
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BOOL CItemArmor::MyTouch( CBasePlayer *pPlayer ) |
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{ |
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if (pPlayer->pev->health <= 0) |
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return FALSE; |
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// Don't pickup in DM==4 if they're invincible |
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if (gpGlobals->deathmatch == 4 && pPlayer->m_flInvincibleFinished > 0) |
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return FALSE; |
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// Don't pickup if this armor isn't as good as the stuff we've got |
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if ( (pPlayer->pev->armortype * pPlayer->pev->armorvalue) >= (m_flArmorType * m_flArmorValue) ) |
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return FALSE; |
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pPlayer->pev->armortype = m_flArmorType; |
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pPlayer->pev->armorvalue = m_flArmorValue; |
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pPlayer->m_iQuakeItems &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3); |
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pPlayer->m_iQuakeItems |= m_iArmorBit; |
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EMIT_SOUND( ENT( pPlayer->pev ), CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM ); |
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return TRUE; |
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} |
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//=============== |
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// Green Armor |
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class CItemArmorGreen : public CItemArmor |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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}; |
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LINK_ENTITY_TO_CLASS(item_armor1, CItemArmorGreen); |
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// Spawn |
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void CItemArmorGreen::Spawn( void ) |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/armour_g.mdl"); |
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CItemArmor::Spawn(); |
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m_flArmorValue = 100; |
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m_flArmorType = 0.3; |
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m_iArmorBit = IT_ARMOR1; |
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} |
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// Precache |
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void CItemArmorGreen::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/armour_g.mdl" ); |
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PRECACHE_SOUND( "items/armor1.wav" ); |
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} |
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//=============== |
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// Yellow Armor |
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class CItemArmorYellow : public CItemArmor |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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}; |
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LINK_ENTITY_TO_CLASS(item_armor2, CItemArmorYellow); |
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// Spawn |
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void CItemArmorYellow::Spawn( void ) |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/armour_y.mdl"); |
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CItemArmor::Spawn(); |
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m_flArmorValue = 150; |
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m_flArmorType = 0.6; |
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m_iArmorBit = IT_ARMOR2; |
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} |
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// Precache |
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void CItemArmorYellow::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/armour_y.mdl" ); |
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PRECACHE_SOUND( "items/armor1.wav" ); |
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} |
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//=============== |
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// Red Armor |
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class CItemArmorRed : public CItemArmor |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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}; |
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LINK_ENTITY_TO_CLASS(item_armor3, CItemArmorRed); |
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LINK_ENTITY_TO_CLASS(item_armorInv, CItemArmorRed); |
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// Spawn |
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void CItemArmorRed::Spawn( void ) |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/armour_r.mdl"); |
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CItemArmor::Spawn(); |
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m_flArmorValue = 200; |
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m_flArmorType = 0.8; |
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m_iArmorBit = IT_ARMOR3; |
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} |
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// Precache |
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void CItemArmorRed::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/armour_r.mdl" ); |
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PRECACHE_SOUND( "items/armor1.wav" ); |
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} |
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//====================================================================================== |
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// WEAPON ITEMS |
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//====================================================================================== |
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void CBasePlayer::CheckAmmo() |
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{ |
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if (m_iAmmoShells > 100) |
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m_iAmmoShells = 100; |
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if (m_iAmmoNails > 200) |
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m_iAmmoNails = 200; |
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if (m_iAmmoRockets > 100) |
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m_iAmmoRockets = 100; |
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if (m_iAmmoCells > 100) |
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m_iAmmoCells = 100; |
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} |
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int RankForWeapon(int iWeapon) |
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{ |
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switch (iWeapon) |
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{ |
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case IT_LIGHTNING: |
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return 1; break; |
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case IT_ROCKET_LAUNCHER: |
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return 2; break; |
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case IT_SUPER_NAILGUN: |
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return 3; break; |
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case IT_GRENADE_LAUNCHER: |
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return 4; break; |
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case IT_SUPER_SHOTGUN: |
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return 5; break; |
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case IT_NAILGUN: |
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return 6; break; |
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default: |
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break; |
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} |
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return 7; |
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} |
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int WeaponCode(int iWeapon) |
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{ |
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switch (iWeapon) |
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{ |
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case IT_SUPER_SHOTGUN: |
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return 3; break; |
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case IT_NAILGUN: |
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return 4; break; |
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case IT_SUPER_NAILGUN: |
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return 5; break; |
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case IT_GRENADE_LAUNCHER: |
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return 6; break; |
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case IT_ROCKET_LAUNCHER: |
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return 7; break; |
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case IT_LIGHTNING: |
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return 8; break; |
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default: |
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break; |
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} |
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return 1; |
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} |
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int GetWeaponValue ( int iWeapon ) |
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{ |
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int iWepValue; |
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switch ( iWeapon ) |
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{ |
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case IT_AXE: iWepValue = 1; break; |
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case IT_SHOTGUN: iWepValue = 2; break; |
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case IT_SUPER_SHOTGUN: iWepValue = 3; break; |
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case IT_NAILGUN: iWepValue = 4; break; |
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case IT_SUPER_NAILGUN: iWepValue = 5; break; |
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case IT_GRENADE_LAUNCHER: iWepValue = 6; break; |
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case IT_ROCKET_LAUNCHER: iWepValue = 7; break; |
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case IT_LIGHTNING: iWepValue = 8; break; |
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} |
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return iWepValue; |
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} |
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// Change weapon only if the new one's better |
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void CBasePlayer::Deathmatch_Weapon(int iOldWeapon, int iNewWeapon) |
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{ |
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int iPickedWep = GetWeaponValue( iNewWeapon ); |
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int iOldWep = GetWeaponValue( m_iQuakeWeapon ); |
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switch ( m_iAutoWepSwitch ) |
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{ |
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case 0: return; break; |
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case 1: |
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W_ChangeWeapon( iPickedWep ); break; |
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case 2: |
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if ( ( iPickedWep == 8 && !FBitSet(pev->flags, FL_INWATER) ) || iPickedWep > iOldWep ) |
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W_ChangeWeapon( iPickedWep ); |
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break; |
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} |
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} |
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//----------------------------------------------- |
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// Base Quake Weapon object |
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class CItemWeapon : public CQuakeItem |
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{ |
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public: |
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BOOL MyTouch( CBasePlayer *pPlayer ); |
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int m_iWeapon; |
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}; |
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BOOL CItemWeapon::MyTouch( CBasePlayer *pPlayer ) |
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{ |
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BOOL bLeaveWeapon = FALSE; |
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if (gpGlobals->deathmatch == 2 || gpGlobals->deathmatch == 3 || gpGlobals->deathmatch == 5 || CVAR_GET_FLOAT("mp_weaponstay") > 0 ) |
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bLeaveWeapon = TRUE; |
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// Leave the weapon if the player's already got it |
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if ( bLeaveWeapon && (pPlayer->m_iQuakeItems & m_iWeapon) ) |
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return FALSE; |
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if ( pPlayer->pev->health <= 0) |
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return FALSE; |
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// Give the player some ammo |
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switch (m_iWeapon) |
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{ |
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case IT_NAILGUN: |
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pPlayer->m_iAmmoNails += 30; |
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break; |
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case IT_SUPER_NAILGUN: |
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pPlayer->m_iAmmoNails += 30; |
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break; |
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case IT_SUPER_SHOTGUN: |
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pPlayer->m_iAmmoShells += 5; |
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break; |
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case IT_ROCKET_LAUNCHER: |
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pPlayer->m_iAmmoRockets += 5; |
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break; |
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case IT_GRENADE_LAUNCHER: |
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pPlayer->m_iAmmoRockets += 5; |
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break; |
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case IT_LIGHTNING: |
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pPlayer->m_iAmmoCells += 15; |
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break; |
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default: |
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break; |
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} |
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pPlayer->CheckAmmo(); |
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EMIT_SOUND( ENT(pev), CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM ); |
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// Change to new weapon? |
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int iOldItems = pPlayer->m_iQuakeWeapon; |
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pPlayer->m_iQuakeItems |= m_iWeapon; |
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pPlayer->Deathmatch_Weapon(iOldItems, m_iWeapon); |
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// Update HUD |
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pPlayer->W_SetCurrentAmmo(); |
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pPlayer->m_iClientQuakeWeapon = -1; |
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pPlayer->m_fWeapon = FALSE; |
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pPlayer->m_fKnownItem = FALSE; |
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pPlayer->UpdateClientData(); |
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if (bLeaveWeapon) |
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return FALSE; |
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|
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// Respawn |
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m_flRespawnTime = 30; |
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|
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return TRUE; |
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} |
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|
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//=============== |
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// Super Shotgun |
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class CItemWeaponSuperShotgun : public CItemWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_supershotgun, CItemWeaponSuperShotgun); |
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|
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// Spawn |
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void CItemWeaponSuperShotgun::Spawn( void ) |
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{ |
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if ( gpGlobals->deathmatch > 3) |
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{ |
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UTIL_Remove(this); |
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return; |
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} |
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|
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Precache(); |
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SET_MODEL(ENT(pev), "models/g_shot2.mdl"); |
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CItemWeapon::Spawn(); |
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|
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m_iWeapon = IT_SUPER_SHOTGUN; |
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pev->netname = MAKE_STRING("Double-barrelled Shotgun"); |
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} |
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|
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// Precache |
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void CItemWeaponSuperShotgun::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/g_shot2.mdl" ); |
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} |
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|
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//=============== |
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// Nailgun |
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class CItemWeaponNailgun : public CItemWeapon |
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{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
}; |
|
LINK_ENTITY_TO_CLASS(weapon_nailgun, CItemWeaponNailgun); |
|
|
|
// Spawn |
|
void CItemWeaponNailgun::Spawn( void ) |
|
{ |
|
if ( gpGlobals->deathmatch > 3) |
|
{ |
|
UTIL_Remove(this); |
|
return; |
|
} |
|
|
|
Precache(); |
|
SET_MODEL(ENT(pev), "models/g_nail.mdl"); |
|
CItemWeapon::Spawn(); |
|
|
|
m_iWeapon = IT_NAILGUN; |
|
pev->netname = MAKE_STRING("Nailgun"); |
|
} |
|
|
|
// Precache |
|
void CItemWeaponNailgun::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/g_nail.mdl" ); |
|
} |
|
|
|
//=============== |
|
// Super Nailgun |
|
class CItemWeaponSuperNailgun : public CItemWeapon |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
}; |
|
LINK_ENTITY_TO_CLASS(weapon_supernailgun, CItemWeaponSuperNailgun); |
|
|
|
// Spawn |
|
void CItemWeaponSuperNailgun::Spawn( void ) |
|
{ |
|
if ( gpGlobals->deathmatch > 3) |
|
{ |
|
UTIL_Remove(this); |
|
return; |
|
} |
|
|
|
Precache(); |
|
SET_MODEL(ENT(pev), "models/g_nail2.mdl"); |
|
CItemWeapon::Spawn(); |
|
|
|
m_iWeapon = IT_SUPER_NAILGUN; |
|
pev->netname = MAKE_STRING("Super Nailgun"); |
|
} |
|
|
|
// Precache |
|
void CItemWeaponSuperNailgun::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/g_nail2.mdl" ); |
|
} |
|
|
|
//=============== |
|
// Grenade Launcher |
|
class CItemWeaponGrenadeLauncher : public CItemWeapon |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
}; |
|
LINK_ENTITY_TO_CLASS(weapon_grenadelauncher, CItemWeaponGrenadeLauncher); |
|
|
|
// Spawn |
|
void CItemWeaponGrenadeLauncher::Spawn( void ) |
|
{ |
|
if ( gpGlobals->deathmatch > 3) |
|
{ |
|
UTIL_Remove(this); |
|
return; |
|
} |
|
|
|
Precache(); |
|
SET_MODEL(ENT(pev), "models/g_rock.mdl"); |
|
CItemWeapon::Spawn(); |
|
|
|
m_iWeapon = IT_GRENADE_LAUNCHER; |
|
pev->netname = MAKE_STRING("Grenade Launcher"); |
|
} |
|
|
|
// Precache |
|
void CItemWeaponGrenadeLauncher::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/g_rock.mdl" ); |
|
} |
|
|
|
//=============== |
|
// Rocket Launcher |
|
class CItemWeaponRocketLauncher : public CItemWeapon |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
}; |
|
LINK_ENTITY_TO_CLASS(weapon_rocketlauncher, CItemWeaponRocketLauncher); |
|
|
|
// Spawn |
|
void CItemWeaponRocketLauncher::Spawn( void ) |
|
{ |
|
if ( gpGlobals->deathmatch > 3) |
|
{ |
|
UTIL_Remove(this); |
|
return; |
|
} |
|
|
|
Precache(); |
|
SET_MODEL(ENT(pev), "models/g_rock2.mdl"); |
|
CItemWeapon::Spawn(); |
|
|
|
m_iWeapon = IT_ROCKET_LAUNCHER; |
|
pev->netname = MAKE_STRING("Rocket Launcher"); |
|
} |
|
|
|
// Precache |
|
void CItemWeaponRocketLauncher::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/g_rock2.mdl" ); |
|
} |
|
|
|
//=============== |
|
// Lightning Gun |
|
class CItemWeaponLightning : public CItemWeapon |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
}; |
|
LINK_ENTITY_TO_CLASS(weapon_lightning, CItemWeaponLightning); |
|
|
|
// Spawn |
|
void CItemWeaponLightning::Spawn( void ) |
|
{ |
|
if ( gpGlobals->deathmatch > 3) |
|
{ |
|
UTIL_Remove(this); |
|
return; |
|
} |
|
|
|
Precache(); |
|
SET_MODEL(ENT(pev), "models/g_light.mdl"); |
|
CItemWeapon::Spawn(); |
|
|
|
m_iWeapon = IT_LIGHTNING; |
|
pev->netname = MAKE_STRING("Thunderbolt"); |
|
} |
|
|
|
// Precache |
|
void CItemWeaponLightning::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/g_light.mdl" ); |
|
} |
|
|
|
//====================================================================================== |
|
// AMMO ITEMS |
|
//====================================================================================== |
|
#define BIG_AMMOBOX 1 |
|
|
|
class CItemAmmo : public CQuakeItem |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
BOOL MyTouch( CBasePlayer *pPlayer ); |
|
|
|
int m_isSmallBox; |
|
int m_isLargeBox; |
|
int ammo_shells; |
|
int ammo_nails; |
|
int ammo_rockets; |
|
int ammo_cells; |
|
}; |
|
|
|
// Spawn |
|
void CItemAmmo::Spawn( void ) |
|
{ |
|
Precache(); |
|
|
|
// Set the box size |
|
if (pev->spawnflags & BIG_AMMOBOX) |
|
{ |
|
SET_MODEL( ENT(pev), STRING(m_isLargeBox) ); |
|
ammo_shells *= 2; |
|
ammo_nails *= 2; |
|
ammo_rockets *= 2; |
|
ammo_cells *= 2; |
|
} |
|
else |
|
{ |
|
SET_MODEL( ENT(pev), STRING(m_isSmallBox) ); |
|
} |
|
|
|
// Halve respawn times in DM==3 and DM==5 |
|
if (gpGlobals->deathmatch == 3 || gpGlobals->deathmatch == 5) |
|
m_flRespawnTime = 15; |
|
else |
|
m_flRespawnTime = 30; |
|
|
|
CQuakeItem::Spawn(); |
|
} |
|
|
|
// Precache |
|
void CItemAmmo::Precache( void ) |
|
{ |
|
if (pev->spawnflags & BIG_AMMOBOX) |
|
PRECACHE_MODEL( STRING(m_isLargeBox) ); |
|
else |
|
PRECACHE_MODEL( STRING(m_isSmallBox) ); |
|
} |
|
|
|
BOOL CItemAmmo::MyTouch( CBasePlayer *pPlayer ) |
|
{ |
|
if (pPlayer->pev->health <= 0) |
|
return FALSE; |
|
|
|
// Find the player's best weapon |
|
int iBestWeapon = pPlayer->W_BestWeapon(); |
|
|
|
// Return if the player can't carry |
|
if (ammo_shells && pPlayer->m_iAmmoShells >= 100) |
|
return FALSE; |
|
if (ammo_nails && pPlayer->m_iAmmoNails >= 200) |
|
return FALSE; |
|
if (ammo_rockets && pPlayer->m_iAmmoRockets >= 100) |
|
return FALSE; |
|
if (ammo_cells && pPlayer->m_iAmmoCells >= 100) |
|
return FALSE; |
|
|
|
pPlayer->m_iAmmoShells += ammo_shells; |
|
pPlayer->m_iAmmoNails += ammo_nails; |
|
pPlayer->m_iAmmoRockets += ammo_rockets; |
|
pPlayer->m_iAmmoCells += ammo_cells; |
|
pPlayer->CheckAmmo(); |
|
|
|
EMIT_SOUND( ENT(pev), CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM ); |
|
|
|
// Change to a better weapon if possible |
|
if ( pPlayer->m_iQuakeWeapon == iBestWeapon ) |
|
{ |
|
pPlayer->m_iQuakeWeapon = pPlayer->W_BestWeapon(); |
|
} |
|
|
|
pPlayer->W_SetCurrentAmmo(); |
|
return TRUE; |
|
} |
|
|
|
//=============== |
|
// Shells |
|
class CItemAmmoShells : public CItemAmmo |
|
{ |
|
public: |
|
void Spawn( void ); |
|
}; |
|
LINK_ENTITY_TO_CLASS(item_shells, CItemAmmoShells); |
|
|
|
// Spawn |
|
void CItemAmmoShells::Spawn( void ) |
|
{ |
|
if ( gpGlobals->deathmatch == 4) |
|
{ |
|
UTIL_Remove(this); |
|
return; |
|
} |
|
|
|
m_isSmallBox = MAKE_STRING("models/w_shotbox.mdl"); |
|
m_isLargeBox = MAKE_STRING("models/w_shotbox_big.mdl"); |
|
pev->netname = MAKE_STRING("shells"); |
|
ammo_shells = 20; |
|
|
|
CItemAmmo::Spawn(); |
|
} |
|
|
|
//=============== |
|
// Spikes |
|
class CItemAmmoSpikes : public CItemAmmo |
|
{ |
|
public: |
|
void Spawn(); |
|
}; |
|
LINK_ENTITY_TO_CLASS(item_spikes, CItemAmmoSpikes); |
|
|
|
// Spawn |
|
void CItemAmmoSpikes::Spawn( void ) |
|
{ |
|
if ( gpGlobals->deathmatch == 4) |
|
{ |
|
UTIL_Remove(this); |
|
return; |
|
} |
|
|
|
m_isSmallBox = MAKE_STRING("models/b_nail0.mdl"); |
|
m_isLargeBox = MAKE_STRING("models/b_nail1.mdl"); |
|
pev->netname = MAKE_STRING("nails"); |
|
ammo_nails = 25; |
|
|
|
CItemAmmo::Spawn(); |
|
} |
|
|
|
//=============== |
|
// Rockets |
|
class CItemAmmoRockets : public CItemAmmo |
|
{ |
|
public: |
|
void Spawn( void ); |
|
}; |
|
LINK_ENTITY_TO_CLASS(item_rockets, CItemAmmoRockets); |
|
|
|
// Spawn |
|
void CItemAmmoRockets::Spawn( void ) |
|
{ |
|
if ( gpGlobals->deathmatch == 4) |
|
{ |
|
UTIL_Remove(this); |
|
return; |
|
} |
|
|
|
m_isSmallBox = MAKE_STRING("models/w_rpgammo.mdl"); |
|
m_isLargeBox = MAKE_STRING("models/w_rpgammo_big.mdl"); |
|
pev->netname = MAKE_STRING("rockets"); |
|
ammo_rockets = 5; |
|
|
|
CItemAmmo::Spawn(); |
|
} |
|
|
|
//=============== |
|
// Cells |
|
class CItemAmmoCells : public CItemAmmo |
|
{ |
|
public: |
|
void Spawn( void ); |
|
}; |
|
LINK_ENTITY_TO_CLASS(item_cells, CItemAmmoCells); |
|
|
|
// Spawn |
|
void CItemAmmoCells::Spawn( void ) |
|
{ |
|
if ( gpGlobals->deathmatch == 4) |
|
{ |
|
UTIL_Remove(this); |
|
return; |
|
} |
|
|
|
m_isSmallBox = MAKE_STRING("models/w_battery.mdl"); |
|
m_isLargeBox = MAKE_STRING("models/w_battery.mdl"); |
|
pev->netname = MAKE_STRING("cells"); |
|
ammo_cells = 6; |
|
|
|
CItemAmmo::Spawn(); |
|
} |
|
|
|
//=============== |
|
// Weapon ammo |
|
// Another method of placing ammo. Quake still uses it in some maps. |
|
#define AW_SHOTGUN 1 |
|
#define AW_ROCKET 2 |
|
#define AW_SPIKES 4 |
|
#define AW_BIG 8 |
|
|
|
class CItemAmmoWeapon : public CItemAmmo |
|
{ |
|
public: |
|
void Spawn( void ); |
|
}; |
|
LINK_ENTITY_TO_CLASS(item_weapon, CItemAmmoWeapon); |
|
|
|
// Spawn |
|
void CItemAmmoWeapon::Spawn( void ) |
|
{ |
|
if ( gpGlobals->deathmatch == 4) |
|
{ |
|
UTIL_Remove(this); |
|
return; |
|
} |
|
|
|
// Shells |
|
if (pev->spawnflags & AW_SHOTGUN) |
|
{ |
|
m_isSmallBox = MAKE_STRING("models/w_shotbox.mdl"); |
|
m_isLargeBox = MAKE_STRING("models/w_shotbox_big.mdl"); |
|
pev->netname = MAKE_STRING("shells"); |
|
ammo_shells = 20; |
|
} |
|
|
|
// Nails |
|
if (pev->spawnflags & AW_SPIKES) |
|
{ |
|
m_isSmallBox = MAKE_STRING("models/b_nail0.mdl"); |
|
m_isLargeBox = MAKE_STRING("models/b_nail1.mdl"); |
|
pev->netname = MAKE_STRING("nails"); |
|
ammo_nails = 25; |
|
} |
|
|
|
// Rockets |
|
if (pev->spawnflags & AW_ROCKET) |
|
{ |
|
m_isSmallBox = MAKE_STRING("models/w_rpgammo.mdl"); |
|
m_isLargeBox = MAKE_STRING("models/w_rpgammo_big.mdl"); |
|
pev->netname = MAKE_STRING("rockets"); |
|
ammo_rockets = 5; |
|
} |
|
|
|
// Big? |
|
if (pev->spawnflags & AW_BIG) |
|
pev->spawnflags = BIG_AMMOBOX; |
|
else |
|
pev->spawnflags = 0; |
|
|
|
CItemAmmo::Spawn(); |
|
} |
|
|
|
//=============================================================================== |
|
// POWERUPS |
|
//=============================================================================== |
|
class CItemPowerup : public CQuakeItem |
|
{ |
|
public: |
|
BOOL MyTouch( CBasePlayer *pPlayer ); |
|
|
|
int m_iPowerupBit; |
|
float invincible_finished; |
|
float radsuit_finished; |
|
float invisible_finished; |
|
float super_damage_finished; |
|
}; |
|
|
|
// Powerup Touch |
|
BOOL CItemPowerup::MyTouch( CBasePlayer *pPlayer ) |
|
{ |
|
if (pPlayer->pev->health <= 0) |
|
return FALSE; |
|
|
|
EMIT_SOUND( ENT(pev), CHAN_ITEM, STRING(pev->noise), 1, ATTN_NORM ); |
|
|
|
pPlayer->m_iQuakeItems |= m_iPowerupBit; |
|
|
|
int iPowerUp = 0; |
|
|
|
// Invincibility |
|
if (invincible_finished) |
|
{ |
|
// Make them glow red |
|
|
|
if ( pPlayer->m_iQuakeItems & IT_QUAD ) |
|
{ |
|
pPlayer->pev->renderfx = kRenderFxGlowShell; |
|
pPlayer->pev->rendercolor = Vector( 255, 125, 255 ); // RGB |
|
pPlayer->pev->renderamt = 100; // Shell size |
|
|
|
iPowerUp = 3; |
|
} |
|
else |
|
{ |
|
pPlayer->pev->renderfx = kRenderFxGlowShell; |
|
pPlayer->pev->rendercolor = Vector( 255, 128, 0 ); // RGB |
|
pPlayer->pev->renderamt = 100; // Shell size |
|
|
|
iPowerUp = 2; |
|
} |
|
|
|
if ( pPlayer->m_iQuakeItems & IT_INVISIBILITY ) |
|
{ |
|
pPlayer->pev->rendermode = kRenderTransColor; |
|
pPlayer->pev->renderamt = 1; |
|
} |
|
pPlayer->m_flInvincibleFinished = gpGlobals->time + invincible_finished; |
|
|
|
} |
|
|
|
// Quad Damage |
|
if (super_damage_finished) |
|
{ |
|
// Make them glow blue |
|
|
|
if ( pPlayer->m_iQuakeItems & IT_INVULNERABILITY ) |
|
{ |
|
pPlayer->pev->renderfx = kRenderFxGlowShell; |
|
pPlayer->pev->rendercolor = Vector( 255, 125, 255 ); // RGB |
|
pPlayer->pev->renderamt = 100; // Shell size |
|
|
|
iPowerUp = 3; |
|
} |
|
else |
|
{ |
|
pPlayer->pev->renderfx = kRenderFxGlowShell; |
|
pPlayer->pev->rendercolor = Vector( 128, 128, 255 ); // RGB |
|
pPlayer->pev->renderamt = 100; // Shell size |
|
|
|
iPowerUp = 1; |
|
} |
|
|
|
if ( pPlayer->m_iQuakeItems & IT_INVISIBILITY ) |
|
{ |
|
pPlayer->pev->rendermode = kRenderTransColor; |
|
pPlayer->pev->renderamt = 1; |
|
} |
|
|
|
|
|
pPlayer->m_flSuperDamageFinished = gpGlobals->time + super_damage_finished; |
|
|
|
// Remove armor and cells if DM==4 |
|
if (gpGlobals->deathmatch == 4) |
|
{ |
|
pPlayer->pev->armortype = 0; |
|
pPlayer->pev->armorvalue = 0; |
|
pPlayer->m_iAmmoCells = 0; |
|
} |
|
} |
|
|
|
// Radiation suit |
|
if (radsuit_finished) |
|
pPlayer->m_flRadsuitFinished = gpGlobals->time + radsuit_finished; |
|
|
|
// Invisibility |
|
if (invisible_finished) |
|
{ |
|
pPlayer->m_flInvisibleFinished = gpGlobals->time + invisible_finished; |
|
|
|
pPlayer->pev->renderfx = kRenderFxGlowShell; |
|
pPlayer->pev->rendercolor = Vector( 128, 128, 128 ); // RGB |
|
pPlayer->pev->renderamt = 5; // Shell size |
|
|
|
} |
|
|
|
// tell director about it |
|
MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR ); |
|
WRITE_BYTE ( 9 ); // command length in bytes |
|
WRITE_BYTE ( DRC_CMD_EVENT ); // powerup pickup |
|
WRITE_SHORT( ENTINDEX(pPlayer->edict()) ); // player is primary target |
|
WRITE_SHORT( ENTINDEX(this->edict()) ); // powerup as second target |
|
WRITE_LONG( 9 ); // highst prio in game |
|
MESSAGE_END(); |
|
|
|
pPlayer->W_SetCurrentAmmo(); |
|
|
|
PLAYBACK_EVENT_FULL( FEV_GLOBAL | FEV_RELIABLE, |
|
pPlayer->edict(), g_usPowerUp, 0, (float *)&g_vecZero, (float *)&g_vecZero, |
|
(float)iPowerUp, 0.0, pPlayer->entindex(), pPlayer->pev->team, 0, 0 ); |
|
|
|
return TRUE; |
|
} |
|
|
|
|
|
//=============== |
|
// Pentagram |
|
class CItemPowerupInvincible : public CItemPowerup |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
}; |
|
LINK_ENTITY_TO_CLASS(item_artifact_invulnerability, CItemPowerupInvincible); |
|
|
|
// Spawn |
|
void CItemPowerupInvincible::Spawn( void ) |
|
{ |
|
Precache(); |
|
CQuakeItem::Spawn(); |
|
|
|
m_flRespawnTime = 300; |
|
invincible_finished = 30; |
|
|
|
SET_MODEL(ENT(pev), "models/pow_invuln.mdl"); |
|
pev->netname = MAKE_STRING("Pentagram of Protection"); |
|
pev->noise = MAKE_STRING("items/protect.wav"); |
|
m_iPowerupBit = IT_INVULNERABILITY; |
|
|
|
// Make it glow red |
|
pev->renderfx = kRenderFxGlowShell; |
|
pev->rendercolor = Vector( 255, 128, 0 ); // RGB |
|
pev->renderamt = 100; // Shellsize |
|
} |
|
|
|
// Precache |
|
void CItemPowerupInvincible::Precache( void ) |
|
{ |
|
PRECACHE_MODEL("models/pow_invuln.mdl"); |
|
PRECACHE_SOUND("items/protect.wav"); |
|
PRECACHE_SOUND("items/protect2.wav"); |
|
PRECACHE_SOUND("items/protect3.wav"); |
|
} |
|
|
|
//=============== |
|
// Radiation Suit |
|
class CItemPowerupRadsuit : public CItemPowerup |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
}; |
|
LINK_ENTITY_TO_CLASS(item_artifact_envirosuit, CItemPowerupRadsuit); |
|
|
|
// Spawn |
|
void CItemPowerupRadsuit::Spawn( void ) |
|
{ |
|
Precache(); |
|
CQuakeItem::Spawn(); |
|
|
|
m_flRespawnTime = 60; |
|
radsuit_finished = 30; |
|
|
|
SET_MODEL(ENT(pev), "models/suit.mdl"); |
|
pev->netname = MAKE_STRING("Biosuit"); |
|
pev->noise = MAKE_STRING("items/suit.wav"); |
|
m_iPowerupBit = IT_SUIT; |
|
} |
|
|
|
// Precache |
|
void CItemPowerupRadsuit::Precache( void ) |
|
{ |
|
PRECACHE_MODEL("models/suit.mdl"); |
|
PRECACHE_SOUND("items/suit.wav"); |
|
PRECACHE_SOUND("items/suit2.wav"); |
|
} |
|
|
|
//=============== |
|
// Ring of Invisibility |
|
class CItemPowerupInvisibility : public CItemPowerup |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
}; |
|
LINK_ENTITY_TO_CLASS(item_artifact_invisibility, CItemPowerupInvisibility); |
|
|
|
// Spawn |
|
void CItemPowerupInvisibility::Spawn( void ) |
|
{ |
|
Precache(); |
|
CQuakeItem::Spawn(); |
|
|
|
m_flRespawnTime = 300; |
|
invisible_finished = 30; |
|
|
|
SET_MODEL(ENT(pev), "models/pow_invis.mdl"); |
|
pev->netname = MAKE_STRING("Ring of Shadows"); |
|
pev->noise = MAKE_STRING("items/inv1.wav"); |
|
m_iPowerupBit = IT_INVISIBILITY; |
|
|
|
pev->renderfx = kRenderFxGlowShell; |
|
pev->rendercolor = Vector( 128, 128, 128 ); // RGB |
|
pev->renderamt = 25; // Shell size |
|
|
|
pev->rendermode = kRenderTransColor; |
|
pev->renderamt = 30; |
|
} |
|
|
|
// Precache |
|
void CItemPowerupInvisibility::Precache( void ) |
|
{ |
|
PRECACHE_MODEL("models/pow_invis.mdl"); |
|
PRECACHE_SOUND("items/inv1.wav"); |
|
PRECACHE_SOUND("items/inv2.wav"); |
|
PRECACHE_SOUND("items/inv3.wav"); |
|
} |
|
|
|
//=============== |
|
// Quad Damage |
|
class CItemPowerupQuad : public CItemPowerup |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
}; |
|
LINK_ENTITY_TO_CLASS(item_artifact_super_damage, CItemPowerupQuad); |
|
|
|
// Spawn |
|
void CItemPowerupQuad::Spawn( void ) |
|
{ |
|
Precache(); |
|
CQuakeItem::Spawn(); |
|
|
|
m_flRespawnTime = 60; |
|
super_damage_finished = 30; |
|
|
|
SET_MODEL(ENT(pev), "models/pow_quad.mdl"); |
|
pev->netname = MAKE_STRING("Quad Damage"); |
|
pev->noise = MAKE_STRING("items/damage.wav"); |
|
m_iPowerupBit = IT_QUAD; |
|
|
|
// Make it glow blue |
|
pev->renderfx = kRenderFxGlowShell; |
|
pev->rendercolor = Vector( 128, 128, 255 ); // RGB |
|
pev->renderamt = 100; // Shell size |
|
} |
|
|
|
// Precache |
|
void CItemPowerupQuad::Precache( void ) |
|
{ |
|
PRECACHE_MODEL("models/pow_quad.mdl"); |
|
PRECACHE_SOUND("items/damage.wav"); |
|
PRECACHE_SOUND("items/damage2.wav"); |
|
PRECACHE_SOUND("items/damage3.wav"); |
|
} |
|
|
|
//=============================================================================== |
|
// PLAYER BACKPACKS |
|
//=============================================================================== |
|
class CItemBackpack : public CQuakeItem |
|
{ |
|
public: |
|
void Spawn( void ); |
|
// void SetBox ( void ); |
|
virtual void SetObjectCollisionBox ( void ); |
|
|
|
BOOL MyTouch( CBasePlayer *pPlayer ); |
|
|
|
int m_iItems; |
|
int ammo_shells; |
|
int ammo_nails; |
|
int ammo_rockets; |
|
int ammo_cells; |
|
}; |
|
LINK_ENTITY_TO_CLASS(item_backpack, CItemBackpack); |
|
|
|
void CItemBackpack :: SetObjectCollisionBox( void ) |
|
{ |
|
pev->absmin = pev->origin + Vector(-32, -32, 0); |
|
pev->absmax = pev->origin + Vector(32, 32, 56); |
|
} |
|
|
|
// Spawn |
|
void CItemBackpack::Spawn() |
|
{ |
|
pev->movetype = MOVETYPE_TOSS; |
|
pev->solid = SOLID_TRIGGER; |
|
UTIL_SetOrigin( pev, pev->origin ); |
|
SET_MODEL(ENT(pev), "models/backpack.mdl"); |
|
|
|
SetTouch( &CItemBackpack::ItemTouch ); |
|
} |
|
|
|
// Drop a backpack containing this player's ammo/weapons |
|
void CBasePlayer::DropBackpack() |
|
{ |
|
// Any ammo to drop? |
|
if ( !(m_iAmmoShells + m_iAmmoNails + m_iAmmoRockets + m_iAmmoCells) ) |
|
return; |
|
|
|
// Create the pack |
|
CItemBackpack *pPack = (CItemBackpack *)CBaseEntity::Create( "item_backpack", pev->origin - Vector(0, 0, 24), g_vecZero, edict() ); |
|
pPack->pev->velocity = Vector( RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), 300 ); |
|
pPack->Spawn(); |
|
|
|
// Put the player's weapon in the pack |
|
pPack->m_iItems = m_iQuakeWeapon; |
|
switch (pPack->m_iItems) |
|
{ |
|
case IT_AXE: |
|
pPack->pev->netname = MAKE_STRING("Crowbar"); break; |
|
case IT_SHOTGUN: |
|
pPack->pev->netname = MAKE_STRING("Shotgun"); break; |
|
case IT_SUPER_SHOTGUN: |
|
pPack->pev->netname = MAKE_STRING("Double-barrelled Shotgun"); break; |
|
case IT_NAILGUN: |
|
pPack->pev->netname = MAKE_STRING("Nailgun"); break; |
|
case IT_SUPER_NAILGUN: |
|
pPack->pev->netname = MAKE_STRING("Super Nailgun"); break; |
|
case IT_GRENADE_LAUNCHER: |
|
pPack->pev->netname = MAKE_STRING("Grenade Launcher"); break; |
|
case IT_ROCKET_LAUNCHER: |
|
pPack->pev->netname = MAKE_STRING("Rocket Launcher"); break; |
|
case IT_LIGHTNING: |
|
pPack->pev->netname = MAKE_STRING("Thunderbolt"); break; |
|
default: |
|
pPack->pev->netname = MAKE_STRING("Invalid weapon."); break; |
|
} |
|
|
|
// Put the ammo in |
|
pPack->ammo_shells = m_iAmmoShells; |
|
pPack->ammo_nails = m_iAmmoNails; |
|
pPack->ammo_rockets = m_iAmmoRockets; |
|
pPack->ammo_cells = m_iAmmoCells; |
|
|
|
//Remove them from the player |
|
m_iAmmoShells = m_iAmmoNails = m_iAmmoRockets = m_iAmmoCells = 0; |
|
|
|
// Remove after 2 mins |
|
pPack->pev->nextthink = gpGlobals->time + 120; |
|
pPack->SetThink( &CBasePlayer::SUB_Remove ); |
|
|
|
// Remove all weapons |
|
m_iQuakeItems = 0; |
|
m_iQuakeWeapon = 0; |
|
} |
|
|
|
// Pickup backpack |
|
BOOL CItemBackpack::MyTouch( CBasePlayer *pPlayer ) |
|
{ |
|
if (pPlayer->pev->health <= 0) |
|
return FALSE; |
|
if (gpGlobals->deathmatch == 4 && pPlayer->m_flInvincibleFinished > 0) |
|
return FALSE; |
|
|
|
|
|
|
|
if (gpGlobals->deathmatch == 4) |
|
{ |
|
pPlayer->pev->health += 10; |
|
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#Additional_Health" ); |
|
if ((pPlayer->pev->health > 250) && (pPlayer->pev->health < 300)) |
|
EMIT_SOUND( ENT(pPlayer->pev), CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM ); |
|
else |
|
EMIT_SOUND( ENT(pPlayer->pev), CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM ); |
|
|
|
// Become invulnerable if the player's reached 300 health |
|
if (pPlayer->pev->health > 299) |
|
{ |
|
if (pPlayer->m_flInvincibleFinished == 0) |
|
{ |
|
// Give player invincibility and quad |
|
pPlayer->m_flInvincibleFinished = gpGlobals->time + 30; |
|
pPlayer->m_flSuperDamageFinished = gpGlobals->time + 30; |
|
pPlayer->m_iQuakeItems |= (IT_INVULNERABILITY | IT_QUAD); |
|
pPlayer->m_iAmmoCells = 0; |
|
|
|
// Make player glow red |
|
pPlayer->pev->renderfx = kRenderFxGlowShell; |
|
pPlayer->pev->rendercolor = Vector( 255, 128, 0 ); // RGB |
|
pPlayer->pev->renderamt = 100; // Shell size |
|
|
|
EMIT_SOUND( ENT(pPlayer->pev), CHAN_VOICE, "items/sight1.wav", 1, ATTN_NORM ); |
|
UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "#Bonus_Power", STRING(pPlayer->pev->netname) ); |
|
} |
|
} |
|
|
|
UTIL_Remove( this ); |
|
|
|
// We've removed ourself, so don't let CQuakeItem handle respawn |
|
return FALSE; |
|
} |
|
|
|
BOOL bPrintComma = FALSE; |
|
|
|
// Get the weapon from the pack |
|
if (m_iItems) |
|
{ |
|
if ( !(pPlayer->m_iQuakeItems & m_iItems) ) |
|
{ |
|
bPrintComma = TRUE; |
|
|
|
switch ( m_iItems ) |
|
{ |
|
case IT_SUPER_SHOTGUN: |
|
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#You_Get_SS", UTIL_dtos1( ammo_shells ), UTIL_dtos2 ( ammo_nails ), UTIL_dtos3 ( ammo_rockets ), UTIL_dtos4 ( ammo_cells ) ); break; |
|
case IT_NAILGUN: |
|
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#You_Get_NG", UTIL_dtos1( ammo_shells ), UTIL_dtos2 ( ammo_nails ), UTIL_dtos3 ( ammo_rockets ), UTIL_dtos4 ( ammo_cells ) ); break; |
|
case IT_SUPER_NAILGUN: |
|
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#You_Get_SG", UTIL_dtos1( ammo_shells ), UTIL_dtos2 ( ammo_nails ), UTIL_dtos3 ( ammo_rockets ), UTIL_dtos4 ( ammo_cells ) ); break; |
|
case IT_GRENADE_LAUNCHER: |
|
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#You_Get_GL", UTIL_dtos1( ammo_shells ), UTIL_dtos2 ( ammo_nails ), UTIL_dtos3 ( ammo_rockets ), UTIL_dtos4 ( ammo_cells ) ); break; |
|
case IT_ROCKET_LAUNCHER: |
|
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#You_Get_RL", UTIL_dtos1( ammo_shells ), UTIL_dtos2 ( ammo_nails ), UTIL_dtos3 ( ammo_rockets ), UTIL_dtos4 ( ammo_cells ) ); break; |
|
case IT_LIGHTNING: |
|
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#You_Get_LG", UTIL_dtos1( ammo_shells ), UTIL_dtos2 ( ammo_nails ), UTIL_dtos3 ( ammo_rockets ), UTIL_dtos4 ( ammo_cells ) ); break; |
|
} |
|
} |
|
else |
|
ClientPrint( pPlayer->pev, HUD_PRINTNOTIFY, "#You_Get_NoGun", UTIL_dtos1( ammo_shells ), UTIL_dtos2 ( ammo_nails ), UTIL_dtos3 ( ammo_rockets ), UTIL_dtos4 ( ammo_cells ) ); |
|
} |
|
|
|
// Get ammo from pack |
|
pPlayer->m_iAmmoShells += ammo_shells; |
|
pPlayer->m_iAmmoNails += ammo_nails; |
|
pPlayer->m_iAmmoRockets += ammo_rockets; |
|
pPlayer->m_iAmmoCells += ammo_cells; |
|
pPlayer->CheckAmmo(); |
|
|
|
int iNewWeapon = m_iItems; |
|
if (!iNewWeapon) |
|
iNewWeapon = pPlayer->m_iQuakeWeapon; |
|
int iOldWeapon = pPlayer->m_iQuakeItems; |
|
pPlayer->m_iQuakeItems |= m_iItems; |
|
|
|
// Give them at least 5 rockets in DM==3 and DM==5 |
|
if ( (gpGlobals->deathmatch==3 || gpGlobals->deathmatch == 5) & ( (WeaponCode(iNewWeapon)==6) || (WeaponCode(iNewWeapon)==7) ) & (pPlayer->m_iAmmoRockets < 5) ) |
|
pPlayer->m_iAmmoRockets = 5; |
|
|
|
EMIT_SOUND( ENT(pPlayer->pev), CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM ); |
|
|
|
// Switch to a better weapon |
|
if ( WeaponCode(iNewWeapon) <= pPlayer->m_iBackpackSwitch ) |
|
{ |
|
if (pPlayer->pev->flags & FL_INWATER) |
|
{ |
|
if (iNewWeapon != IT_LIGHTNING) |
|
{ |
|
pPlayer->Deathmatch_Weapon(iOldWeapon, iNewWeapon); |
|
} |
|
} |
|
else |
|
{ |
|
pPlayer->Deathmatch_Weapon(iOldWeapon, iNewWeapon); |
|
} |
|
} |
|
pPlayer->W_SetCurrentAmmo(); |
|
pPlayer->m_iClientQuakeWeapon = -1; |
|
pPlayer->m_fWeapon = FALSE; |
|
pPlayer->m_fKnownItem = FALSE; |
|
pPlayer->UpdateClientData(); |
|
|
|
UTIL_Remove( this ); |
|
|
|
// We've removed ourself, so don't let CQuakeItem handle respawn |
|
return FALSE; |
|
} |
|
|
|
#if 0 |
|
|
|
/* |
|
=============================================================================== |
|
KEYS |
|
=============================================================================== |
|
*/ |
|
|
|
void() key_touch = |
|
{ |
|
local entity stemp; |
|
local float best; |
|
|
|
if (other.classname != "player") |
|
return; |
|
if (other.health <= 0) |
|
return; |
|
if (other.items & self.items) |
|
return; |
|
|
|
sprint (other, PRINT_LOW, "You got the "); |
|
sprint (other, PRINT_LOW, self.netname); |
|
sprint (other,PRINT_LOW, "\n"); |
|
|
|
sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); |
|
stuffcmd (other, "bf\n"); |
|
other.items = other.items | self.items; |
|
|
|
self.solid = SOLID_NOT; |
|
self.model = string_null; |
|
|
|
activator = other; |
|
SUB_UseTargets(); // fire all targets / killtargets |
|
}; |
|
|
|
|
|
void() key_setsounds = |
|
{ |
|
if (world.worldtype == 0) |
|
{ |
|
precache_sound ("misc/medkey.wav"); |
|
self.noise = "misc/medkey.wav"; |
|
} |
|
if (world.worldtype == 1) |
|
{ |
|
precache_sound ("misc/runekey.wav"); |
|
self.noise = "misc/runekey.wav"; |
|
} |
|
if (world.worldtype == 2) |
|
{ |
|
precache_sound2 ("misc/basekey.wav"); |
|
self.noise = "misc/basekey.wav"; |
|
} |
|
}; |
|
|
|
/*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32) |
|
SILVER key |
|
In order for keys to work |
|
you MUST set your maps |
|
worldtype to one of the |
|
following: |
|
0: medieval |
|
1: metal |
|
2: base |
|
*/ |
|
|
|
void() item_key1 = |
|
{ |
|
if (world.worldtype == 0) |
|
{ |
|
precache_model ("progs/w_s_key.mdl"); |
|
setmodel (self, "progs/w_s_key.mdl"); |
|
self.netname = "silver key"; |
|
} |
|
else if (world.worldtype == 1) |
|
{ |
|
precache_model ("progs/m_s_key.mdl"); |
|
setmodel (self, "progs/m_s_key.mdl"); |
|
self.netname = "silver runekey"; |
|
} |
|
else if (world.worldtype == 2) |
|
{ |
|
precache_model2 ("progs/b_s_key.mdl"); |
|
setmodel (self, "progs/b_s_key.mdl"); |
|
self.netname = "silver keycard"; |
|
} |
|
key_setsounds(); |
|
self.touch = key_touch; |
|
self.items = IT_KEY1; |
|
setsize (self, '-16 -16 -24', '16 16 32'); |
|
StartItem (); |
|
}; |
|
|
|
/*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32) |
|
GOLD key |
|
In order for keys to work |
|
you MUST set your maps |
|
worldtype to one of the |
|
following: |
|
0: medieval |
|
1: metal |
|
2: base |
|
*/ |
|
|
|
void() item_key2 = |
|
{ |
|
if (world.worldtype == 0) |
|
{ |
|
precache_model ("progs/w_g_key.mdl"); |
|
setmodel (self, "progs/w_g_key.mdl"); |
|
self.netname = "gold key"; |
|
} |
|
if (world.worldtype == 1) |
|
{ |
|
precache_model ("progs/m_g_key.mdl"); |
|
setmodel (self, "progs/m_g_key.mdl"); |
|
self.netname = "gold runekey"; |
|
} |
|
if (world.worldtype == 2) |
|
{ |
|
precache_model2 ("progs/b_g_key.mdl"); |
|
setmodel (self, "progs/b_g_key.mdl"); |
|
self.netname = "gold keycard"; |
|
} |
|
key_setsounds(); |
|
self.touch = key_touch; |
|
self.items = IT_KEY2; |
|
setsize (self, '-16 -16 -24', '16 16 32'); |
|
StartItem (); |
|
}; |
|
|
|
|
|
|
|
/* |
|
=============================================================================== |
|
|
|
END OF LEVEL RUNES |
|
|
|
=============================================================================== |
|
*/ |
|
|
|
void() sigil_touch = |
|
{ |
|
local entity stemp; |
|
local float best; |
|
|
|
if (other.classname != "player") |
|
return; |
|
if (other.health <= 0) |
|
return; |
|
|
|
centerprint (other, "You got the rune!"); |
|
|
|
sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); |
|
stuffcmd (other, "bf\n"); |
|
self.solid = SOLID_NOT; |
|
self.model = string_null; |
|
serverflags = serverflags | (self.spawnflags & 15); |
|
self.classname = ""; // so rune doors won't find it |
|
|
|
activator = other; |
|
SUB_UseTargets(); // fire all targets / killtargets |
|
}; |
|
|
|
|
|
/*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4 |
|
End of level sigil, pick up to end episode and return to jrstart. |
|
*/ |
|
|
|
void() item_sigil = |
|
{ |
|
if (!self.spawnflags) |
|
objerror ("no spawnflags"); |
|
|
|
precache_sound ("misc/runekey.wav"); |
|
self.noise = "misc/runekey.wav"; |
|
|
|
if (self.spawnflags & 1) |
|
{ |
|
precache_model ("progs/end1.mdl"); |
|
setmodel (self, "progs/end1.mdl"); |
|
} |
|
if (self.spawnflags & 2) |
|
{ |
|
precache_model2 ("progs/end2.mdl"); |
|
setmodel (self, "progs/end2.mdl"); |
|
} |
|
if (self.spawnflags & 4) |
|
{ |
|
precache_model2 ("progs/end3.mdl"); |
|
setmodel (self, "progs/end3.mdl"); |
|
} |
|
if (self.spawnflags & 8) |
|
{ |
|
precache_model2 ("progs/end4.mdl"); |
|
setmodel (self, "progs/end4.mdl"); |
|
} |
|
|
|
self.touch = sigil_touch; |
|
setsize (self, '-16 -16 -24', '16 16 32'); |
|
StartItem (); |
|
}; |
|
|
|
void() q_touch = |
|
{ |
|
local entity stemp; |
|
local float best; |
|
local string s; |
|
|
|
if (other.classname != "player") |
|
return; |
|
if (other.health <= 0) |
|
return; |
|
|
|
self.mdl = self.model; |
|
|
|
sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM); |
|
stuffcmd (other, "bf\n"); |
|
self.solid = SOLID_NOT; |
|
other.items = other.items | IT_QUAD; |
|
self.model = string_null; |
|
if (deathmatch == 4) |
|
{ |
|
other.armortype = 0; |
|
other.armorvalue = 0 * 0.01; |
|
other.ammo_cells = 0; |
|
} |
|
|
|
// do the apropriate action |
|
other.super_time = 1; |
|
other.super_damage_finished = self.cnt; |
|
|
|
s=ftos(rint(other.super_damage_finished - time)); |
|
|
|
bprint (PRINT_LOW, other.netname); |
|
if (deathmatch == 4) |
|
bprint (PRINT_LOW, " recovered an OctaPower with "); |
|
else |
|
bprint (PRINT_LOW, " recovered a Quad with "); |
|
bprint (PRINT_LOW, s); |
|
bprint (PRINT_LOW, " seconds remaining!\n"); |
|
|
|
activator = other; |
|
SUB_UseTargets(); // fire all targets / killtargets |
|
}; |
|
|
|
|
|
void(float timeleft) DropQuad = |
|
{ |
|
local entity item; |
|
|
|
item = spawn(); |
|
item.origin = self.origin - '0 0 24'; |
|
|
|
item.velocity_z = 300; |
|
item.velocity_x = -100 + (random() * 200); |
|
item.velocity_y = -100 + (random() * 200); |
|
|
|
item.flags = FL_ITEM; |
|
item.solid = SOLID_TRIGGER; |
|
item.movetype = MOVETYPE_TOSS; |
|
item.noise = "items/damage.wav"; |
|
setmodel (item, "progs/quaddama.mdl"); |
|
setsize (item, '-16 -16 -24', '16 16 32'); |
|
item.cnt = time + timeleft; |
|
item.touch = q_touch; |
|
item.nextthink = time + timeleft; // remove it with the time left on it |
|
item.think = SUB_Remove; |
|
}; |
|
|
|
|
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void() r_touch; |
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|
|
void() r_touch = |
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{ |
|
local entity stemp; |
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local float best; |
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local string s; |
|
|
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if (other.classname != "player") |
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return; |
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if (other.health <= 0) |
|
return; |
|
|
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self.mdl = self.model; |
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|
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sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM); |
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stuffcmd (other, "bf\n"); |
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self.solid = SOLID_NOT; |
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other.items = other.items | IT_INVISIBILITY; |
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self.model = string_null; |
|
|
|
// do the apropriate action |
|
other.invisible_time = 1; |
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other.invisible_finished = self.cnt; |
|
s=ftos(rint(other.invisible_finished - time)); |
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bprint (PRINT_LOW, other.netname); |
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bprint (PRINT_LOW, " recovered a Ring with "); |
|
bprint (PRINT_LOW, s); |
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bprint (PRINT_LOW, " seconds remaining!\n"); |
|
|
|
|
|
activator = other; |
|
SUB_UseTargets(); // fire all targets / killtargets |
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}; |
|
|
|
|
|
void(float timeleft) DropRing = |
|
{ |
|
local entity item; |
|
|
|
item = spawn(); |
|
item.origin = self.origin - '0 0 24'; |
|
|
|
item.velocity_z = 300; |
|
item.velocity_x = -100 + (random() * 200); |
|
item.velocity_y = -100 + (random() * 200); |
|
|
|
item.flags = FL_ITEM; |
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item.solid = SOLID_TRIGGER; |
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item.movetype = MOVETYPE_TOSS; |
|
item.noise = "items/inv1.wav"; |
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setmodel (item, "progs/invisibl.mdl"); |
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setsize (item, '-16 -16 -24', '16 16 32'); |
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item.cnt = time + timeleft; |
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item.touch = r_touch; |
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item.nextthink = time + timeleft; // remove after 30 seconds |
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item.think = SUB_Remove; |
|
}; |
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#endif
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