ref: 0f28c0feb37aae1fc19e112bea7a342b3e9564b3
dir: /rogue/g_items.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" qboolean Pickup_Weapon (edict_t *ent, edict_t *other); void Use_Weapon (edict_t *ent, gitem_t *inv); void Drop_Weapon (edict_t *ent, gitem_t *inv); void Weapon_Blaster (edict_t *ent); void Weapon_Shotgun (edict_t *ent); void Weapon_SuperShotgun (edict_t *ent); void Weapon_Machinegun (edict_t *ent); void Weapon_Chaingun (edict_t *ent); void Weapon_HyperBlaster (edict_t *ent); void Weapon_RocketLauncher (edict_t *ent); void Weapon_Grenade (edict_t *ent); void Weapon_GrenadeLauncher (edict_t *ent); void Weapon_Railgun (edict_t *ent); void Weapon_BFG (edict_t *ent); //========= //Rogue Weapons void Weapon_ChainFist (edict_t *ent); void Weapon_Disintegrator (edict_t *ent); void Weapon_ETF_Rifle (edict_t *ent); void Weapon_Heatbeam (edict_t *ent); void Weapon_Prox (edict_t *ent); void Weapon_Tesla (edict_t *ent); void Weapon_ProxLauncher (edict_t *ent); //void Weapon_Nuke (edict_t *ent); //Rogue Weapons //========= gitem_armor_t jacketarmor_info = { 25, 50, .30, .00, ARMOR_JACKET}; gitem_armor_t combatarmor_info = { 50, 100, .60, .30, ARMOR_COMBAT}; gitem_armor_t bodyarmor_info = {100, 200, .80, .60, ARMOR_BODY}; static int jacket_armor_index; static int combat_armor_index; static int body_armor_index; static int power_screen_index; static int power_shield_index; #define HEALTH_IGNORE_MAX 1 #define HEALTH_TIMED 2 void Use_Quad (edict_t *ent, gitem_t *item); static int quad_drop_timeout_hack; //====================================================================== /* =============== GetItemByIndex =============== */ gitem_t *GetItemByIndex (int index) { if (index == 0 || index >= game.num_items) return NULL; return &itemlist[index]; } /* =============== FindItemByClassname =============== */ gitem_t *FindItemByClassname (char *classname) { int i; gitem_t *it; it = itemlist; for (i=0 ; i<game.num_items ; i++, it++) { if (!it->classname) continue; if (!cistrcmp(it->classname, classname)) return it; } return NULL; } /* =============== FindItem =============== */ gitem_t *FindItem (char *pickup_name) { int i; gitem_t *it; it = itemlist; for (i=0 ; i<game.num_items ; i++, it++) { if (!it->pickup_name) continue; if (!cistrcmp(it->pickup_name, pickup_name)) return it; } return NULL; } //====================================================================== void DoRespawn (edict_t *ent) { if (ent->team) { edict_t *master; int count; int choice; master = ent->teammaster; for (count = 0, ent = master; ent; ent = ent->chain, count++) ; choice = rand() % count; for (count = 0, ent = master; count < choice; ent = ent->chain, count++) ; } //===== //ROGUE if(randomrespawn && randomrespawn->value) { edict_t *newEnt; newEnt = DoRandomRespawn (ent); // if we've changed entities, then do some sleight of hand. // otherwise, the old entity will respawn if(newEnt) { G_FreeEdict (ent); ent = newEnt; } } //ROGUE //===== ent->svflags &= ~SVF_NOCLIENT; ent->solid = SOLID_TRIGGER; gi.linkentity (ent); // send an effect ent->s.event = EV_ITEM_RESPAWN; } void SetRespawn (edict_t *ent, float delay) { ent->flags |= FL_RESPAWN; ent->svflags |= SVF_NOCLIENT; ent->solid = SOLID_NOT; ent->nextthink = level.time + delay; ent->think = DoRespawn; gi.linkentity (ent); } //====================================================================== qboolean Pickup_Powerup (edict_t *ent, edict_t *other) { int quantity; quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)]; if ((skill->value == 1 && quantity >= 2) || (skill->value >= 2 && quantity >= 1)) return false; if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0)) return false; other->client->pers.inventory[ITEM_INDEX(ent->item)]++; if (deathmatch->value) { if (!(ent->spawnflags & DROPPED_ITEM) ) SetRespawn (ent, ent->item->quantity); if (((int)dmflags->value & DF_INSTANT_ITEMS) || ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM))) { if ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM)) quad_drop_timeout_hack = (ent->nextthink - level.time) / FRAMETIME; //PGM if(ent->item->use) ent->item->use (other, ent->item); else gi.dprintf("Powerup has no use function!\n"); //PGM } } return true; } void Drop_General (edict_t *ent, gitem_t *item) { Drop_Item (ent, item); ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); } //====================================================================== qboolean Pickup_Adrenaline (edict_t *ent, edict_t *other) { if (!deathmatch->value) other->max_health += 1; if (other->health < other->max_health) other->health = other->max_health; if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn (ent, ent->item->quantity); return true; } qboolean Pickup_AncientHead (edict_t *ent, edict_t *other) { other->max_health += 2; if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn (ent, ent->item->quantity); return true; } qboolean Pickup_Bandolier (edict_t *ent, edict_t *other) { gitem_t *item; int index; if (other->client->pers.max_bullets < 250) other->client->pers.max_bullets = 250; if (other->client->pers.max_shells < 150) other->client->pers.max_shells = 150; if (other->client->pers.max_cells < 250) other->client->pers.max_cells = 250; if (other->client->pers.max_slugs < 75) other->client->pers.max_slugs = 75; //PMM if (other->client->pers.max_flechettes < 250) other->client->pers.max_flechettes = 250; #ifndef KILL_DISRUPTOR if (other->client->pers.max_rounds < 150) other->client->pers.max_rounds = 150; #endif //pmm item = FindItem("Bullets"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_bullets) other->client->pers.inventory[index] = other->client->pers.max_bullets; } item = FindItem("Shells"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_shells) other->client->pers.inventory[index] = other->client->pers.max_shells; } if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn (ent, ent->item->quantity); return true; } qboolean Pickup_Pack (edict_t *ent, edict_t *other) { gitem_t *item; int index; if (other->client->pers.max_bullets < 300) other->client->pers.max_bullets = 300; if (other->client->pers.max_shells < 200) other->client->pers.max_shells = 200; if (other->client->pers.max_rockets < 100) other->client->pers.max_rockets = 100; if (other->client->pers.max_grenades < 100) other->client->pers.max_grenades = 100; if (other->client->pers.max_cells < 300) other->client->pers.max_cells = 300; if (other->client->pers.max_slugs < 100) other->client->pers.max_slugs = 100; //PMM if (other->client->pers.max_flechettes < 200) other->client->pers.max_flechettes = 200; #ifndef KILL_DISRUPTOR if (other->client->pers.max_rounds < 200) other->client->pers.max_rounds = 200; #endif //pmm item = FindItem("Bullets"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_bullets) other->client->pers.inventory[index] = other->client->pers.max_bullets; } item = FindItem("Shells"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_shells) other->client->pers.inventory[index] = other->client->pers.max_shells; } item = FindItem("Cells"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_cells) other->client->pers.inventory[index] = other->client->pers.max_cells; } item = FindItem("Grenades"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_grenades) other->client->pers.inventory[index] = other->client->pers.max_grenades; } item = FindItem("Rockets"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_rockets) other->client->pers.inventory[index] = other->client->pers.max_rockets; } item = FindItem("Slugs"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_slugs) other->client->pers.inventory[index] = other->client->pers.max_slugs; } //PMM item = FindItem("Flechettes"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_flechettes) other->client->pers.inventory[index] = other->client->pers.max_flechettes; } #ifndef KILL_DISRUPTOR item = FindItem("Rounds"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_rounds) other->client->pers.inventory[index] = other->client->pers.max_rounds; } #endif //pmm if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn (ent, ent->item->quantity); return true; } // ================ // PMM qboolean Pickup_Nuke (edict_t *ent, edict_t *other) { int quantity; // if (!deathmatch->value) // return; quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)]; // if ((skill->value == 1 && quantity >= 2) || (skill->value >= 2 && quantity >= 1)) // return false; if (quantity >= 1) return false; if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0)) return false; other->client->pers.inventory[ITEM_INDEX(ent->item)]++; if (deathmatch->value) { if (!(ent->spawnflags & DROPPED_ITEM) ) SetRespawn (ent, ent->item->quantity); } return true; } // ================ // PGM void Use_IR (edict_t *ent, gitem_t *item) { ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); if (ent->client->ir_framenum > level.framenum) ent->client->ir_framenum += 600; else ent->client->ir_framenum = level.framenum + 600; gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ir_start.wav"), 1, ATTN_NORM, 0); } void Use_Double (edict_t *ent, gitem_t *item) { ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); if (ent->client->double_framenum > level.framenum) ent->client->double_framenum += 300; else ent->client->double_framenum = level.framenum + 300; gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ddamage1.wav"), 1, ATTN_NORM, 0); } /* void Use_Torch (edict_t *ent, gitem_t *item) { ent->client->torch_framenum = level.framenum + 600; } */ void Use_Compass (edict_t *ent, gitem_t *) { int ang; ang = (int)(ent->client->v_angle[1]); if(ang<0) ang += 360; gi.cprintf(ent, PRINT_HIGH, "Origin: %0.0f,%0.0f,%0.0f Dir: %d\n", ent->s.origin[0], ent->s.origin[1], ent->s.origin[2], ang); } void Use_Nuke (edict_t *ent, gitem_t *item) { vec3_t forward, right, start; float speed; ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); AngleVectors (ent->client->v_angle, forward, right, NULL); VectorCopy (ent->s.origin, start); speed = 100; fire_nuke (ent, start, forward, speed); } void Use_Doppleganger (edict_t *ent, gitem_t *item) { vec3_t forward, right; vec3_t createPt, spawnPt; vec3_t ang; VectorClear(ang); ang[YAW] = ent->client->v_angle[YAW]; AngleVectors (ang, forward, right, NULL); VectorMA(ent->s.origin, 48, forward, createPt); if(!FindSpawnPoint(createPt, ent->mins, ent->maxs, spawnPt, 32)) return; if(!CheckGroundSpawnPoint(spawnPt, ent->mins, ent->maxs, 64, -1)) return; ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); SpawnGrow_Spawn (spawnPt, 0); fire_doppleganger (ent, spawnPt, forward); } qboolean Pickup_Doppleganger (edict_t *ent, edict_t *other) { int quantity; if(!(deathmatch->value)) // item is DM only return false; quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)]; if (quantity >= 1) // FIXME - apply max to dopplegangers return false; other->client->pers.inventory[ITEM_INDEX(ent->item)]++; if (!(ent->spawnflags & DROPPED_ITEM) ) SetRespawn (ent, ent->item->quantity); return true; } qboolean Pickup_Sphere (edict_t *ent, edict_t *other) { int quantity; if(other->client && other->client->owned_sphere) { // gi.cprintf(other, PRINT_HIGH, "Only one sphere to a customer!\n"); return false; } quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)]; if ((skill->value == 1 && quantity >= 2) || (skill->value >= 2 && quantity >= 1)) return false; if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0)) return false; other->client->pers.inventory[ITEM_INDEX(ent->item)]++; if (deathmatch->value) { if (!(ent->spawnflags & DROPPED_ITEM) ) SetRespawn (ent, ent->item->quantity); if (((int)dmflags->value & DF_INSTANT_ITEMS)) { //PGM if(ent->item->use) ent->item->use (other, ent->item); else gi.dprintf("Powerup has no use function!\n"); //PGM } } return true; } void Use_Defender (edict_t *ent, gitem_t *item) { if(ent->client && ent->client->owned_sphere) { gi.cprintf(ent, PRINT_HIGH, "Only one sphere at a time!\n"); return; } ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); Defender_Launch (ent); } void Use_Hunter (edict_t *ent, gitem_t *item) { if(ent->client && ent->client->owned_sphere) { gi.cprintf(ent, PRINT_HIGH, "Only one sphere at a time!\n"); return; } ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); Hunter_Launch (ent); } void Use_Vengeance (edict_t *ent, gitem_t *item) { if(ent->client && ent->client->owned_sphere) { gi.cprintf(ent, PRINT_HIGH, "Only one sphere at a time!\n"); return; } ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); Vengeance_Launch (ent); } // PGM // ================ //====================================================================== void Use_Quad (edict_t *ent, gitem_t *item) { int timeout; ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); if (quad_drop_timeout_hack) { timeout = quad_drop_timeout_hack; quad_drop_timeout_hack = 0; } else { timeout = 300; } if (ent->client->quad_framenum > level.framenum) ent->client->quad_framenum += timeout; else ent->client->quad_framenum = level.framenum + timeout; gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0); } //====================================================================== void Use_Breather (edict_t *ent, gitem_t *item) { ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); if (ent->client->breather_framenum > level.framenum) ent->client->breather_framenum += 300; else ent->client->breather_framenum = level.framenum + 300; // gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0); } //====================================================================== void Use_Envirosuit (edict_t *ent, gitem_t *item) { ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); if (ent->client->enviro_framenum > level.framenum) ent->client->enviro_framenum += 300; else ent->client->enviro_framenum = level.framenum + 300; // gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0); } //====================================================================== void Use_Invulnerability (edict_t *ent, gitem_t *item) { ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); if (ent->client->invincible_framenum > level.framenum) ent->client->invincible_framenum += 300; else ent->client->invincible_framenum = level.framenum + 300; gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect.wav"), 1, ATTN_NORM, 0); } //====================================================================== void Use_Silencer (edict_t *ent, gitem_t *item) { ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem (ent); ent->client->silencer_shots += 30; // gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0); } //====================================================================== qboolean Pickup_Key (edict_t *ent, edict_t *other) { if (coop->value) { if (strcmp(ent->classname, "key_power_cube") == 0) { if (other->client->pers.power_cubes & ((ent->spawnflags & 0x0000ff00)>> 8)) return false; other->client->pers.inventory[ITEM_INDEX(ent->item)]++; other->client->pers.power_cubes |= ((ent->spawnflags & 0x0000ff00) >> 8); } else { if (other->client->pers.inventory[ITEM_INDEX(ent->item)]) return false; other->client->pers.inventory[ITEM_INDEX(ent->item)] = 1; } return true; } other->client->pers.inventory[ITEM_INDEX(ent->item)]++; return true; } //====================================================================== qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count) { int index; int max; if (!ent->client) return false; if (item->tag == AMMO_BULLETS) max = ent->client->pers.max_bullets; else if (item->tag == AMMO_SHELLS) max = ent->client->pers.max_shells; else if (item->tag == AMMO_ROCKETS) max = ent->client->pers.max_rockets; else if (item->tag == AMMO_GRENADES) max = ent->client->pers.max_grenades; else if (item->tag == AMMO_CELLS) max = ent->client->pers.max_cells; else if (item->tag == AMMO_SLUGS) max = ent->client->pers.max_slugs; // ROGUE // else if (item->tag == AMMO_MINES) // max = ent->client->pers.max_mines; else if (item->tag == AMMO_FLECHETTES) max = ent->client->pers.max_flechettes; else if (item->tag == AMMO_PROX) max = ent->client->pers.max_prox; else if (item->tag == AMMO_TESLA) max = ent->client->pers.max_tesla; #ifndef KILL_DISRUPTOR else if (item->tag == AMMO_DISRUPTOR) max = ent->client->pers.max_rounds; #endif // ROGUE else { gi.dprintf("undefined ammo type\n"); return false; } index = ITEM_INDEX(item); if (ent->client->pers.inventory[index] == max) return false; ent->client->pers.inventory[index] += count; if (ent->client->pers.inventory[index] > max) ent->client->pers.inventory[index] = max; return true; } qboolean Pickup_Ammo (edict_t *ent, edict_t *other) { int oldcount; int count; qboolean weapon; weapon = (ent->item->flags & IT_WEAPON); if ( (weapon) && ( (int)dmflags->value & DF_INFINITE_AMMO ) ) count = 1000; else if (ent->count) count = ent->count; else count = ent->item->quantity; oldcount = other->client->pers.inventory[ITEM_INDEX(ent->item)]; if (!Add_Ammo (other, ent->item, count)) return false; if (weapon && !oldcount) { // don't switch to tesla if (other->client->pers.weapon != ent->item && ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster")) && (strcmp(ent->classname, "ammo_tesla")) ) other->client->newweapon = ent->item; } if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)) && (deathmatch->value)) SetRespawn (ent, 30); return true; } void Drop_Ammo (edict_t *ent, gitem_t *item) { edict_t *dropped; int index; index = ITEM_INDEX(item); dropped = Drop_Item (ent, item); if (ent->client->pers.inventory[index] >= item->quantity) dropped->count = item->quantity; else dropped->count = ent->client->pers.inventory[index]; if (ent->client->pers.weapon && ent->client->pers.weapon->tag == AMMO_GRENADES && item->tag == AMMO_GRENADES && ent->client->pers.inventory[index] - dropped->count <= 0) { gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n"); G_FreeEdict(dropped); return; } ent->client->pers.inventory[index] -= dropped->count; ValidateSelectedItem (ent); } //====================================================================== void MegaHealth_think (edict_t *self) { if (self->owner->health > self->owner->max_health) { self->nextthink = level.time + 1; self->owner->health -= 1; return; } if (!(self->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn (self, 20); else G_FreeEdict (self); } qboolean Pickup_Health (edict_t *ent, edict_t *other) { if (!(ent->style & HEALTH_IGNORE_MAX)) if (other->health >= other->max_health) return false; other->health += ent->count; // PMM - health sound fix /* if (ent->count == 2) ent->item->pickup_sound = "items/s_health.wav"; else if (ent->count == 10) ent->item->pickup_sound = "items/n_health.wav"; else if (ent->count == 25) ent->item->pickup_sound = "items/l_health.wav"; else // (ent->count == 100) ent->item->pickup_sound = "items/m_health.wav"; */ if (!(ent->style & HEALTH_IGNORE_MAX)) { if (other->health > other->max_health) other->health = other->max_health; } if (ent->style & HEALTH_TIMED) { ent->think = MegaHealth_think; ent->nextthink = level.time + 5; ent->owner = other; ent->flags |= FL_RESPAWN; ent->svflags |= SVF_NOCLIENT; ent->solid = SOLID_NOT; } else { if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn (ent, 30); } return true; } //====================================================================== int ArmorIndex (edict_t *ent) { if (!ent->client) return 0; if (ent->client->pers.inventory[jacket_armor_index] > 0) return jacket_armor_index; if (ent->client->pers.inventory[combat_armor_index] > 0) return combat_armor_index; if (ent->client->pers.inventory[body_armor_index] > 0) return body_armor_index; return 0; } qboolean Pickup_Armor (edict_t *ent, edict_t *other) { int old_armor_index; gitem_armor_t *oldinfo; gitem_armor_t *newinfo; int newcount; float salvage; int salvagecount; // get info on new armor newinfo = (gitem_armor_t *)ent->item->info; old_armor_index = ArmorIndex (other); // handle armor shards specially if (ent->item->tag == ARMOR_SHARD) { if (!old_armor_index) other->client->pers.inventory[jacket_armor_index] = 2; else other->client->pers.inventory[old_armor_index] += 2; } // if player has no armor, just use it else if (!old_armor_index) { other->client->pers.inventory[ITEM_INDEX(ent->item)] = newinfo->base_count; } // use the better armor else { // get info on old armor if (old_armor_index == jacket_armor_index) oldinfo = &jacketarmor_info; else if (old_armor_index == combat_armor_index) oldinfo = &combatarmor_info; else // (old_armor_index == body_armor_index) oldinfo = &bodyarmor_info; if (newinfo->normal_protection > oldinfo->normal_protection) { // calc new armor values salvage = oldinfo->normal_protection / newinfo->normal_protection; salvagecount = salvage * other->client->pers.inventory[old_armor_index]; newcount = newinfo->base_count + salvagecount; if (newcount > newinfo->max_count) newcount = newinfo->max_count; // zero count of old armor so it goes away other->client->pers.inventory[old_armor_index] = 0; // change armor to new item with computed value other->client->pers.inventory[ITEM_INDEX(ent->item)] = newcount; } else { // calc new armor values salvage = newinfo->normal_protection / oldinfo->normal_protection; salvagecount = salvage * newinfo->base_count; newcount = other->client->pers.inventory[old_armor_index] + salvagecount; if (newcount > oldinfo->max_count) newcount = oldinfo->max_count; // if we're already maxed out then we don't need the new armor if (other->client->pers.inventory[old_armor_index] >= newcount) return false; // update current armor value other->client->pers.inventory[old_armor_index] = newcount; } } if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn (ent, 20); return true; } //====================================================================== int PowerArmorType (edict_t *ent) { if (!ent->client) return POWER_ARMOR_NONE; if (!(ent->flags & FL_POWER_ARMOR)) return POWER_ARMOR_NONE; if (ent->client->pers.inventory[power_shield_index] > 0) return POWER_ARMOR_SHIELD; if (ent->client->pers.inventory[power_screen_index] > 0) return POWER_ARMOR_SCREEN; return POWER_ARMOR_NONE; } void Use_PowerArmor (edict_t *ent, gitem_t *) { int index; if (ent->flags & FL_POWER_ARMOR) { ent->flags &= ~FL_POWER_ARMOR; gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0); } else { index = ITEM_INDEX(FindItem("cells")); if (!ent->client->pers.inventory[index]) { gi.cprintf (ent, PRINT_HIGH, "No cells for power armor.\n"); return; } ent->flags |= FL_POWER_ARMOR; gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0); } } qboolean Pickup_PowerArmor (edict_t *ent, edict_t *other) { int quantity; quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)]; other->client->pers.inventory[ITEM_INDEX(ent->item)]++; if (deathmatch->value) { if (!(ent->spawnflags & DROPPED_ITEM) ) SetRespawn (ent, ent->item->quantity); // auto-use for DM only if we didn't already have one if (!quantity) ent->item->use (other, ent->item); } return true; } void Drop_PowerArmor (edict_t *ent, gitem_t *item) { if ((ent->flags & FL_POWER_ARMOR) && (ent->client->pers.inventory[ITEM_INDEX(item)] == 1)) Use_PowerArmor (ent, item); Drop_General (ent, item); } //====================================================================== /* =============== Touch_Item =============== */ void Touch_Item (edict_t *ent, edict_t *other, cplane_t *, csurface_t *) { qboolean taken; if (!other->client) return; if (other->health < 1) return; // dead people can't pickup if (!ent->item->pickup) return; // not a grabbable item? taken = ent->item->pickup(ent, other); if (taken) { // flash the screen other->client->bonus_alpha = 0.25; // show icon and name on status bar other->client->ps.stats[STAT_PICKUP_ICON] = gi.imageindex(ent->item->icon); other->client->ps.stats[STAT_PICKUP_STRING] = CS_ITEMS+ITEM_INDEX(ent->item); other->client->pickup_msg_time = level.time + 3.0; // change selected item if (ent->item->use) other->client->pers.selected_item = other->client->ps.stats[STAT_SELECTED_ITEM] = ITEM_INDEX(ent->item); // PMM - health sound fix if (ent->item->pickup == Pickup_Health) { if (ent->count == 2) gi.sound(other, CHAN_ITEM, gi.soundindex("items/s_health.wav"), 1, ATTN_NORM, 0); else if (ent->count == 10) gi.sound(other, CHAN_ITEM, gi.soundindex("items/n_health.wav"), 1, ATTN_NORM, 0); else if (ent->count == 25) gi.sound(other, CHAN_ITEM, gi.soundindex("items/l_health.wav"), 1, ATTN_NORM, 0); else // (ent->count == 100) gi.sound(other, CHAN_ITEM, gi.soundindex("items/m_health.wav"), 1, ATTN_NORM, 0); } else if (ent->item->pickup_sound) // PGM - paranoia { // gi.sound(other, CHAN_ITEM, gi.soundindex(ent->item->pickup_sound), 1, ATTN_NORM, 0); } } if (!(ent->spawnflags & ITEM_TARGETS_USED)) { G_UseTargets (ent, other); ent->spawnflags |= ITEM_TARGETS_USED; } if (!taken) return; if (!((coop->value) && (ent->item->flags & IT_STAY_COOP)) || (ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM))) { if (ent->flags & FL_RESPAWN) ent->flags &= ~FL_RESPAWN; else G_FreeEdict (ent); } } //====================================================================== static void drop_temp_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { if (other == ent->owner) return; Touch_Item (ent, other, plane, surf); } static void drop_make_touchable (edict_t *ent) { ent->touch = Touch_Item; if (deathmatch->value) { ent->nextthink = level.time + 29; ent->think = G_FreeEdict; } } edict_t *Drop_Item (edict_t *ent, gitem_t *item) { edict_t *dropped; vec3_t forward, right; vec3_t offset; dropped = G_Spawn(); dropped->classname = item->classname; dropped->item = item; dropped->spawnflags = DROPPED_ITEM; dropped->s.effects = item->world_model_flags; dropped->s.renderfx = RF_GLOW | RF_IR_VISIBLE; // PGM VectorSet (dropped->mins, -15, -15, -15); VectorSet (dropped->maxs, 15, 15, 15); gi.setmodel (dropped, dropped->item->world_model); dropped->solid = SOLID_TRIGGER; dropped->movetype = MOVETYPE_TOSS; dropped->touch = drop_temp_touch; dropped->owner = ent; if (ent->client) { trace_t trace; AngleVectors (ent->client->v_angle, forward, right, NULL); VectorSet(offset, 24, 0, -16); G_ProjectSource (ent->s.origin, offset, forward, right, dropped->s.origin); trace = gi.trace (ent->s.origin, dropped->mins, dropped->maxs, dropped->s.origin, ent, CONTENTS_SOLID); VectorCopy (trace.endpos, dropped->s.origin); } else { AngleVectors (ent->s.angles, forward, right, NULL); VectorCopy (ent->s.origin, dropped->s.origin); } VectorScale (forward, 100, dropped->velocity); dropped->velocity[2] = 300; dropped->think = drop_make_touchable; dropped->nextthink = level.time + 1; gi.linkentity (dropped); return dropped; } void Use_Item (edict_t *ent, edict_t *, edict_t *) { ent->svflags &= ~SVF_NOCLIENT; ent->use = NULL; if (ent->spawnflags & ITEM_NO_TOUCH) { ent->solid = SOLID_BBOX; ent->touch = NULL; } else { ent->solid = SOLID_TRIGGER; ent->touch = Touch_Item; } gi.linkentity (ent); } //====================================================================== /* ================ droptofloor ================ */ void droptofloor (edict_t *ent) { trace_t tr; vec3_t dest; float *v; v = tv(-15,-15,-15); VectorCopy (v, ent->mins); v = tv(15,15,15); VectorCopy (v, ent->maxs); if (ent->model) gi.setmodel (ent, ent->model); else if (ent->item->world_model) // PGM we shouldn't need this check, but paranoia... gi.setmodel (ent, ent->item->world_model); ent->solid = SOLID_TRIGGER; ent->movetype = MOVETYPE_TOSS; ent->touch = Touch_Item; v = tv(0,0,-128); VectorAdd (ent->s.origin, v, dest); tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, dest, ent, MASK_SOLID); if (tr.startsolid) { gi.dprintf ("droptofloor: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin)); G_FreeEdict (ent); return; } VectorCopy (tr.endpos, ent->s.origin); if (ent->team) { ent->flags &= ~FL_TEAMSLAVE; ent->chain = ent->teamchain; ent->teamchain = NULL; ent->svflags |= SVF_NOCLIENT; ent->solid = SOLID_NOT; if (ent == ent->teammaster) { ent->nextthink = level.time + FRAMETIME; ent->think = DoRespawn; } } if (ent->spawnflags & ITEM_NO_TOUCH) { ent->solid = SOLID_BBOX; ent->touch = NULL; ent->s.effects &= ~EF_ROTATE; ent->s.renderfx &= ~RF_GLOW; } if (ent->spawnflags & ITEM_TRIGGER_SPAWN) { ent->svflags |= SVF_NOCLIENT; ent->solid = SOLID_NOT; ent->use = Use_Item; } gi.linkentity (ent); } /* =============== PrecacheItem Precaches all data needed for a given item. This will be called for each item spawned in a level, and for each item in each client's inventory. =============== */ void PrecacheItem (gitem_t *it) { char *s, *start; char data[MAX_QPATH]; int len; gitem_t *ammo; if (!it) return; if (it->pickup_sound) gi.soundindex (it->pickup_sound); if (it->world_model) gi.modelindex (it->world_model); if (it->view_model) gi.modelindex (it->view_model); if (it->icon) gi.imageindex (it->icon); // parse everything for its ammo if (it->ammo && it->ammo[0]) { ammo = FindItem (it->ammo); if (ammo != it) PrecacheItem (ammo); } // parse the space seperated precache string for other items s = it->precaches; if (!s || !s[0]) return; while (*s) { start = s; while (*s && *s != ' ') s++; len = s-start; if (len >= MAX_QPATH || len < 5) gi.error ("PrecacheItem: %s has bad precache string", it->classname); memcpy (data, start, len); data[len] = 0; if (*s) s++; // determine type based on extension if (!strcmp(data+len-3, "md2")) gi.modelindex (data); else if (!strcmp(data+len-3, "sp2")) gi.modelindex (data); else if (!strcmp(data+len-3, "wav")) gi.soundindex (data); if (!strcmp(data+len-3, "pcx")) gi.imageindex (data); } } //================= // Item_TriggeredSpawn - create the item marked for spawn creation //================= void Item_TriggeredSpawn (edict_t *self, edict_t *, edict_t *) { // self->nextthink = level.time + 2 * FRAMETIME; // items start after other solids // self->think = droptofloor; self->svflags &= ~SVF_NOCLIENT; self->use = NULL; if(strcmp(self->classname, "key_power_cube")) // leave them be on key_power_cube.. self->spawnflags = 0; droptofloor (self); } //================= // SetTriggeredSpawn - set up an item to spawn in later. //================= void SetTriggeredSpawn (edict_t *ent) { // don't do anything on key_power_cubes. if(!strcmp(ent->classname, "key_power_cube")) return; ent->think = NULL; ent->nextthink = 0; ent->use = Item_TriggeredSpawn; ent->svflags |= SVF_NOCLIENT; ent->solid = SOLID_NOT; } /* ============ SpawnItem Sets the clipping size and plants the object on the floor. Items can't be immediately dropped to floor, because they might be on an entity that hasn't spawned yet. ============ */ void SpawnItem (edict_t *ent, gitem_t *item) { #ifdef KILL_DISRUPTOR if ((!strcmp(ent->classname, "ammo_disruptor")) || (!strcmp(ent->classname, "weapon_disintegrator"))) { G_FreeEdict (ent); return; } #endif // PGM - since the item may be freed by the following rules, go ahead // and move the precache until AFTER the following rules have been checked. // keep an eye on this. // PrecacheItem (item); if (ent->spawnflags > 1) // PGM { if (strcmp(ent->classname, "key_power_cube") != 0) { ent->spawnflags = 0; gi.dprintf("%s at %s has invalid spawnflags set\n", ent->classname, vtos(ent->s.origin)); } } // some items will be prevented in deathmatch if (deathmatch->value) { if ( (int)dmflags->value & DF_NO_ARMOR ) { if (item->pickup == Pickup_Armor || item->pickup == Pickup_PowerArmor) { G_FreeEdict (ent); return; } } if ( (int)dmflags->value & DF_NO_ITEMS ) { if (item->pickup == Pickup_Powerup) { G_FreeEdict (ent); return; } //===== //ROGUE if (item->pickup == Pickup_Sphere) { G_FreeEdict (ent); return; } if (item->pickup == Pickup_Doppleganger) { G_FreeEdict (ent); return; } //ROGUE //===== } if ( (int)dmflags->value & DF_NO_HEALTH ) { if (item->pickup == Pickup_Health || item->pickup == Pickup_Adrenaline || item->pickup == Pickup_AncientHead) { G_FreeEdict (ent); return; } } if ( (int)dmflags->value & DF_INFINITE_AMMO ) { if ( (item->flags == IT_AMMO) || (strcmp(ent->classname, "weapon_bfg") == 0) ) { G_FreeEdict (ent); return; } } //========== //ROGUE if ( (int)dmflags->value & DF_NO_MINES ) { if ( !strcmp(ent->classname, "ammo_prox") || !strcmp(ent->classname, "ammo_tesla") ) { G_FreeEdict (ent); return; } } if ( (int)dmflags->value & DF_NO_NUKES ) { if ( !strcmp(ent->classname, "ammo_nuke") ) { G_FreeEdict (ent); return; } } if ( (int)dmflags->value & DF_NO_SPHERES ) { if (item->pickup == Pickup_Sphere) { G_FreeEdict (ent); return; } } //ROGUE //========== } //========== //ROGUE // DM only items if (!deathmatch->value) { if (item->pickup == Pickup_Doppleganger || item->pickup == Pickup_Nuke) { G_FreeEdict (ent); return; } if ((item->use == Use_Vengeance) || (item->use == Use_Hunter)) { G_FreeEdict (ent); return; } } //ROGUE //========== //PGM PrecacheItem (item); //PGM if (coop->value && (strcmp(ent->classname, "key_power_cube") == 0)) { ent->spawnflags |= (1 << (8 + level.power_cubes)); level.power_cubes++; } // don't let them drop items that stay in a coop game if ((coop->value) && (item->flags & IT_STAY_COOP)) { item->drop = NULL; } ent->item = item; ent->nextthink = level.time + 2 * FRAMETIME; // items start after other solids ent->think = droptofloor; ent->s.effects = item->world_model_flags; ent->s.renderfx = RF_GLOW; if (ent->model) gi.modelindex (ent->model); if (ent->spawnflags & 1) SetTriggeredSpawn (ent); } //====================================================================== gitem_t itemlist[] = { { NULL }, // leave index 0 alone // // ARMOR // /*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_armor_body", Pickup_Armor, NULL, NULL, NULL, "misc/ar1_pkup.wav", "models/items/armor/body/tris.md2", EF_ROTATE, NULL, /* icon */ "i_bodyarmor", /* pickup */ "Body Armor", /* width */ 3, 0, NULL, IT_ARMOR, 0, &bodyarmor_info, ARMOR_BODY, /* precache */ "" }, /*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_armor_combat", Pickup_Armor, NULL, NULL, NULL, "misc/ar1_pkup.wav", "models/items/armor/combat/tris.md2", EF_ROTATE, NULL, /* icon */ "i_combatarmor", /* pickup */ "Combat Armor", /* width */ 3, 0, NULL, IT_ARMOR, 0, &combatarmor_info, ARMOR_COMBAT, /* precache */ "" }, /*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_armor_jacket", Pickup_Armor, NULL, NULL, NULL, "misc/ar1_pkup.wav", "models/items/armor/jacket/tris.md2", EF_ROTATE, NULL, /* icon */ "i_jacketarmor", /* pickup */ "Jacket Armor", /* width */ 3, 0, NULL, IT_ARMOR, 0, &jacketarmor_info, ARMOR_JACKET, /* precache */ "" }, /*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_armor_shard", Pickup_Armor, NULL, NULL, NULL, "misc/ar2_pkup.wav", "models/items/armor/shard/tris.md2", EF_ROTATE, NULL, /* icon */ "i_jacketarmor", /* pickup */ "Armor Shard", /* width */ 3, 0, NULL, IT_ARMOR, 0, NULL, ARMOR_SHARD, /* precache */ "" }, /*QUAKED item_power_screen (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_power_screen", Pickup_PowerArmor, Use_PowerArmor, Drop_PowerArmor, NULL, "misc/ar3_pkup.wav", "models/items/armor/screen/tris.md2", EF_ROTATE, NULL, /* icon */ "i_powerscreen", /* pickup */ "Power Screen", /* width */ 0, 60, NULL, IT_ARMOR, 0, NULL, 0, /* precache */ "" }, /*QUAKED item_power_shield (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_power_shield", Pickup_PowerArmor, Use_PowerArmor, Drop_PowerArmor, NULL, "misc/ar3_pkup.wav", "models/items/armor/shield/tris.md2", EF_ROTATE, NULL, /* icon */ "i_powershield", /* pickup */ "Power Shield", /* width */ 0, 60, NULL, IT_ARMOR, 0, NULL, 0, /* precache */ "misc/power2.wav misc/power1.wav" }, // // WEAPONS // /* weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16) always owned, never in the world */ { "weapon_blaster", NULL, Use_Weapon, NULL, Weapon_Blaster, "misc/w_pkup.wav", NULL, 0, "models/weapons/v_blast/tris.md2", /* icon */ "w_blaster", /* pickup */ "Blaster", 0, 0, NULL, IT_WEAPON|IT_STAY_COOP, WEAP_BLASTER, NULL, 0, /* precache */ "weapons/blastf1a.wav misc/lasfly.wav" }, /*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "weapon_shotgun", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_Shotgun, "misc/w_pkup.wav", "models/weapons/g_shotg/tris.md2", EF_ROTATE, "models/weapons/v_shotg/tris.md2", /* icon */ "w_shotgun", /* pickup */ "Shotgun", 0, 1, "Shells", IT_WEAPON|IT_STAY_COOP, WEAP_SHOTGUN, NULL, 0, /* precache */ "weapons/shotgf1b.wav weapons/shotgr1b.wav" }, /*QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "weapon_supershotgun", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_SuperShotgun, "misc/w_pkup.wav", "models/weapons/g_shotg2/tris.md2", EF_ROTATE, "models/weapons/v_shotg2/tris.md2", /* icon */ "w_sshotgun", /* pickup */ "Super Shotgun", 0, 2, "Shells", IT_WEAPON|IT_STAY_COOP, WEAP_SUPERSHOTGUN, NULL, 0, /* precache */ "weapons/sshotf1b.wav" }, /*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "weapon_machinegun", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_Machinegun, "misc/w_pkup.wav", "models/weapons/g_machn/tris.md2", EF_ROTATE, "models/weapons/v_machn/tris.md2", /* icon */ "w_machinegun", /* pickup */ "Machinegun", 0, 1, "Bullets", IT_WEAPON|IT_STAY_COOP, WEAP_MACHINEGUN, NULL, 0, /* precache */ "weapons/machgf1b.wav weapons/machgf2b.wav weapons/machgf3b.wav weapons/machgf4b.wav weapons/machgf5b.wav" }, /*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "weapon_chaingun", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_Chaingun, "misc/w_pkup.wav", "models/weapons/g_chain/tris.md2", EF_ROTATE, "models/weapons/v_chain/tris.md2", /* icon */ "w_chaingun", /* pickup */ "Chaingun", 0, 1, "Bullets", IT_WEAPON|IT_STAY_COOP, WEAP_CHAINGUN, NULL, 0, /* precache */ "weapons/chngnu1a.wav weapons/chngnl1a.wav weapons/machgf3b.wav` weapons/chngnd1a.wav" }, // ROGUE /*QUAKED weapon_etf_rifle (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "weapon_etf_rifle", // classname Pickup_Weapon, // pickup function Use_Weapon, // use function Drop_Weapon, // drop function Weapon_ETF_Rifle, // weapon think function "misc/w_pkup.wav", // pick up sound "models/weapons/g_etf_rifle/tris.md2", EF_ROTATE, // world model, world model flags "models/weapons/v_etf_rifle/tris.md2", // view model "w_etf_rifle", // icon "ETF Rifle", // name printed when picked up 0, // number of digits for statusbar 1, // amount used / contained "Flechettes", // ammo type used IT_WEAPON, // inventory flags WEAP_ETFRIFLE, // visible weapon NULL, // info (void *) 0, // tag "weapons/nail1.wav models/proj/flechette/tris.md2", // precaches }, // rogue /*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "ammo_grenades", Pickup_Ammo, Use_Weapon, Drop_Ammo, Weapon_Grenade, "misc/am_pkup.wav", "models/items/ammo/grenades/medium/tris.md2", 0, "models/weapons/v_handgr/tris.md2", /* icon */ "a_grenades", /* pickup */ "Grenades", /* width */ 3, 5, "grenades", IT_AMMO|IT_WEAPON, WEAP_GRENADES, NULL, AMMO_GRENADES, /* precache */ "weapons/hgrent1a.wav weapons/hgrena1b.wav weapons/hgrenc1b.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav " }, /*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "weapon_grenadelauncher", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_GrenadeLauncher, "misc/w_pkup.wav", "models/weapons/g_launch/tris.md2", EF_ROTATE, "models/weapons/v_launch/tris.md2", /* icon */ "w_glauncher", /* pickup */ "Grenade Launcher", 0, 1, "Grenades", IT_WEAPON|IT_STAY_COOP, WEAP_GRENADELAUNCHER, NULL, 0, /* precache */ "models/objects/grenade/tris.md2 weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav" }, // ROGUE /*QUAKED weapon_proxlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "weapon_proxlauncher", // classname Pickup_Weapon, // pickup Use_Weapon, // use Drop_Weapon, // drop Weapon_ProxLauncher, // weapon think "misc/w_pkup.wav", // pick up sound "models/weapons/g_plaunch/tris.md2", EF_ROTATE, // world model, world model flags "models/weapons/v_plaunch/tris.md2", // view model "w_proxlaunch", // icon "Prox Launcher", // name printed when picked up 0, // number of digits for statusbar 1, // amount used "Prox", // ammo type used IT_WEAPON, // inventory flags WEAP_PROXLAUNCH, // visible weapon NULL, // info (void *) AMMO_PROX, // tag "weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav weapons/proxwarn.wav weapons/proxopen.wav", }, // rogue /*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "weapon_rocketlauncher", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_RocketLauncher, "misc/w_pkup.wav", "models/weapons/g_rocket/tris.md2", EF_ROTATE, "models/weapons/v_rocket/tris.md2", /* icon */ "w_rlauncher", /* pickup */ "Rocket Launcher", 0, 1, "Rockets", IT_WEAPON|IT_STAY_COOP, WEAP_ROCKETLAUNCHER, NULL, 0, /* precache */ "models/objects/rocket/tris.md2 weapons/rockfly.wav weapons/rocklf1a.wav weapons/rocklr1b.wav models/objects/debris2/tris.md2" }, /*QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "weapon_hyperblaster", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_HyperBlaster, "misc/w_pkup.wav", "models/weapons/g_hyperb/tris.md2", EF_ROTATE, "models/weapons/v_hyperb/tris.md2", /* icon */ "w_hyperblaster", /* pickup */ "HyperBlaster", 0, 1, "Cells", IT_WEAPON|IT_STAY_COOP, WEAP_HYPERBLASTER, NULL, 0, /* precache */ "weapons/hyprbu1a.wav weapons/hyprbl1a.wav weapons/hyprbf1a.wav weapons/hyprbd1a.wav misc/lasfly.wav" }, // ROGUE /*QUAKED weapon_plasmabeam (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "weapon_plasmabeam", // classname Pickup_Weapon, // pickup function Use_Weapon, // use function Drop_Weapon, // drop function Weapon_Heatbeam, // weapon think function "misc/w_pkup.wav", // pick up sound "models/weapons/g_beamer/tris.md2", EF_ROTATE, // world model, world model flags "models/weapons/v_beamer/tris.md2", // view model "w_heatbeam", // icon "Plasma Beam", // name printed when picked up 0, // number of digits for statusbar // FIXME - if this changes, change it in NoAmmoWeaponChange as well 2, // amount used / contained "Cells", // ammo type used IT_WEAPON, // inventory flags WEAP_PLASMA, // visible weapon NULL, // info (void *) 0, // tag "models/weapons/v_beamer2/tris.md2 weapons/bfg__l1a.wav", // precaches }, //rogue /*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "weapon_railgun", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_Railgun, "misc/w_pkup.wav", "models/weapons/g_rail/tris.md2", EF_ROTATE, "models/weapons/v_rail/tris.md2", /* icon */ "w_railgun", /* pickup */ "Railgun", 0, 1, "Slugs", IT_WEAPON|IT_STAY_COOP, WEAP_RAILGUN, NULL, 0, /* precache */ "weapons/rg_hum.wav" }, /*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "weapon_bfg", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_BFG, "misc/w_pkup.wav", "models/weapons/g_bfg/tris.md2", EF_ROTATE, "models/weapons/v_bfg/tris.md2", /* icon */ "w_bfg", /* pickup */ "BFG10K", 0, 50, "Cells", IT_WEAPON|IT_STAY_COOP, WEAP_BFG, NULL, 0, /* precache */ "sprites/s_bfg1.sp2 sprites/s_bfg2.sp2 sprites/s_bfg3.sp2 weapons/bfg__f1y.wav weapons/bfg__l1a.wav weapons/bfg__x1b.wav weapons/bfg_hum.wav" }, // ========================= // ROGUE WEAPONS /*QUAKED weapon_chainfist (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "weapon_chainfist", // classname Pickup_Weapon, // pickup function Use_Weapon, // use function Drop_Weapon, // drop function Weapon_ChainFist, // weapon think function "misc/w_pkup.wav", // pick up sound "models/weapons/g_chainf/tris.md2", EF_ROTATE, // world model, world model flags "models/weapons/v_chainf/tris.md2", // view model "w_chainfist", // icon "Chainfist", // name printed when picked up 0, // number of digits for statusbar 0, // amount used / contained NULL, // ammo type used IT_WEAPON | IT_MELEE, // inventory flags WEAP_CHAINFIST, // visible weapon NULL, // info (void *) 1, // tag "weapons/sawidle.wav weapons/sawhit.wav", // precaches }, /*QUAKED weapon_disintegrator (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "weapon_disintegrator", // classname Pickup_Weapon, // pickup function Use_Weapon, // use function Drop_Weapon, // drop function Weapon_Disintegrator, // weapon think function "misc/w_pkup.wav", // pick up sound "models/weapons/g_dist/tris.md2", EF_ROTATE, // world model, world model flags "models/weapons/v_dist/tris.md2", // view model "w_disintegrator", // icon "Disruptor", // name printed when picked up 0, // number of digits for statusbar 1, // amount used / contained "Rounds", // ammo type used #ifdef KILL_DISRUPTOR IT_NOT_GIVEABLE, #else IT_WEAPON, // inventory flags #endif WEAP_DISRUPTOR, // visible weapon NULL, // info (void *) 1, // tag "models/items/spawngro/tris.md2 models/proj/disintegrator/tris.md2 weapons/disrupt.wav weapons/disint2.wav weapons/disrupthit.wav", // precaches }, // ROGUE WEAPONS // ========================= // // AMMO ITEMS // /*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "ammo_shells", Pickup_Ammo, NULL, Drop_Ammo, NULL, "misc/am_pkup.wav", "models/items/ammo/shells/medium/tris.md2", 0, NULL, /* icon */ "a_shells", /* pickup */ "Shells", /* width */ 3, 10, NULL, IT_AMMO, 0, NULL, AMMO_SHELLS, /* precache */ "" }, /*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "ammo_bullets", Pickup_Ammo, NULL, Drop_Ammo, NULL, "misc/am_pkup.wav", "models/items/ammo/bullets/medium/tris.md2", 0, NULL, /* icon */ "a_bullets", /* pickup */ "Bullets", /* width */ 3, 50, NULL, IT_AMMO, 0, NULL, AMMO_BULLETS, /* precache */ "" }, /*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "ammo_cells", Pickup_Ammo, NULL, Drop_Ammo, NULL, "misc/am_pkup.wav", "models/items/ammo/cells/medium/tris.md2", 0, NULL, /* icon */ "a_cells", /* pickup */ "Cells", /* width */ 3, 50, NULL, IT_AMMO, 0, NULL, AMMO_CELLS, /* precache */ "" }, /*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "ammo_rockets", Pickup_Ammo, NULL, Drop_Ammo, NULL, "misc/am_pkup.wav", "models/items/ammo/rockets/medium/tris.md2", 0, NULL, /* icon */ "a_rockets", /* pickup */ "Rockets", /* width */ 3, 5, NULL, IT_AMMO, 0, NULL, AMMO_ROCKETS, /* precache */ "" }, /*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "ammo_slugs", Pickup_Ammo, NULL, Drop_Ammo, NULL, "misc/am_pkup.wav", "models/items/ammo/slugs/medium/tris.md2", 0, NULL, /* icon */ "a_slugs", /* pickup */ "Slugs", /* width */ 3, 10, NULL, IT_AMMO, 0, NULL, AMMO_SLUGS, /* precache */ "" }, // ======================================= // ROGUE AMMO /*QUAKED ammo_flechettes (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "ammo_flechettes", Pickup_Ammo, NULL, Drop_Ammo, NULL, "misc/am_pkup.wav", "models/ammo/am_flechette/tris.md2", 0, NULL, "a_flechettes", "Flechettes", 3, 50, NULL, IT_AMMO, 0, NULL, AMMO_FLECHETTES }, /*QUAKED ammo_prox (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "ammo_prox", // Classname Pickup_Ammo, // pickup function NULL, // use function Drop_Ammo, // drop function NULL, // weapon think function "misc/am_pkup.wav", // pickup sound "models/ammo/am_prox/tris.md2", 0, // world model, world model flags NULL, // view model "a_prox", // icon "Prox", // Name printed when picked up 3, // number of digits for status bar 5, // amount contained NULL, // ammo type used IT_AMMO, // inventory flags 0, // vwep index NULL, // info (void *) AMMO_PROX, // tag "models/weapons/g_prox/tris.md2 weapons/proxwarn.wav" // precaches }, /*QUAKED ammo_tesla (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "ammo_tesla", Pickup_Ammo, Use_Weapon, // PGM Drop_Ammo, Weapon_Tesla, // PGM "misc/am_pkup.wav", // "models/weapons/g_tesla/tris.md2", 0, "models/ammo/am_tesl/tris.md2", 0, "models/weapons/v_tesla/tris.md2", "a_tesla", "Tesla", 3, 5, "Tesla", // PGM IT_AMMO | IT_WEAPON, // inventory flags 0, NULL, // info (void *) AMMO_TESLA, // tag "models/weapons/v_tesla2/tris.md2 weapons/teslaopen.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav models/weapons/g_tesla/tris.md2" // precache }, /*QUAKED ammo_nuke (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "ammo_nuke", Pickup_Nuke, Use_Nuke, // PMM Drop_Ammo, NULL, // PMM "misc/am_pkup.wav", "models/weapons/g_nuke/tris.md2", EF_ROTATE, NULL, /* icon */ "p_nuke", /* pickup */ "A-M Bomb", /* width */ 3, 300, /* quantity (used for respawn time) */ "A-M Bomb", IT_POWERUP, 0, NULL, 0, "weapons/nukewarn2.wav world/rumble.wav" }, /*QUAKED ammo_disruptor (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "ammo_disruptor", Pickup_Ammo, NULL, Drop_Ammo, NULL, "misc/am_pkup.wav", "models/ammo/am_disr/tris.md2", 0, NULL, "a_disruptor", "Rounds", // FIXME 3, 15, NULL, #ifdef KILL_DISRUPTOR IT_NOT_GIVEABLE, #else IT_AMMO, // inventory flags #endif 0, NULL, #ifdef KILL_DISRUPTOR 0, #else AMMO_DISRUPTOR, #endif }, // ROGUE AMMO // ======================================= // // POWERUP ITEMS // /*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_quad", Pickup_Powerup, Use_Quad, Drop_General, NULL, "items/pkup.wav", "models/items/quaddama/tris.md2", EF_ROTATE, NULL, /* icon */ "p_quad", /* pickup */ "Quad Damage", /* width */ 2, 60, NULL, IT_POWERUP, 0, NULL, 0, /* precache */ "items/damage.wav items/damage2.wav items/damage3.wav" }, /*QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_invulnerability", Pickup_Powerup, Use_Invulnerability, Drop_General, NULL, "items/pkup.wav", "models/items/invulner/tris.md2", EF_ROTATE, NULL, /* icon */ "p_invulnerability", /* pickup */ "Invulnerability", /* width */ 2, 300, NULL, IT_POWERUP, 0, NULL, 0, /* precache */ "items/protect.wav items/protect2.wav items/protect4.wav" }, /*QUAKED item_silencer (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_silencer", Pickup_Powerup, Use_Silencer, Drop_General, NULL, "items/pkup.wav", "models/items/silencer/tris.md2", EF_ROTATE, NULL, /* icon */ "p_silencer", /* pickup */ "Silencer", /* width */ 2, 60, NULL, IT_POWERUP, 0, NULL, 0, /* precache */ "" }, /*QUAKED item_breather (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_breather", Pickup_Powerup, Use_Breather, Drop_General, NULL, "items/pkup.wav", "models/items/breather/tris.md2", EF_ROTATE, NULL, /* icon */ "p_rebreather", /* pickup */ "Rebreather", /* width */ 2, 60, NULL, IT_STAY_COOP|IT_POWERUP, 0, NULL, 0, /* precache */ "items/airout.wav" }, /*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_enviro", Pickup_Powerup, Use_Envirosuit, Drop_General, NULL, "items/pkup.wav", "models/items/enviro/tris.md2", EF_ROTATE, NULL, /* icon */ "p_envirosuit", /* pickup */ "Environment Suit", /* width */ 2, 60, NULL, IT_STAY_COOP|IT_POWERUP, 0, NULL, 0, /* precache */ "items/airout.wav" }, /*QUAKED item_ancient_head (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN Special item that gives +2 to maximum health */ { "item_ancient_head", Pickup_AncientHead, NULL, NULL, NULL, "items/pkup.wav", "models/items/c_head/tris.md2", EF_ROTATE, NULL, /* icon */ "i_fixme", /* pickup */ "Ancient Head", /* width */ 2, 60, NULL, 0, 0, NULL, 0, /* precache */ "" }, /*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN gives +1 to maximum health */ { "item_adrenaline", Pickup_Adrenaline, NULL, NULL, NULL, "items/pkup.wav", "models/items/adrenal/tris.md2", EF_ROTATE, NULL, /* icon */ "p_adrenaline", /* pickup */ "Adrenaline", /* width */ 2, 60, NULL, 0, 0, NULL, 0, /* precache */ "" }, /*QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_bandolier", Pickup_Bandolier, NULL, NULL, NULL, "items/pkup.wav", "models/items/band/tris.md2", EF_ROTATE, NULL, /* icon */ "p_bandolier", /* pickup */ "Bandolier", /* width */ 2, 60, NULL, 0, 0, NULL, 0, /* precache */ "" }, /*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_pack", Pickup_Pack, NULL, NULL, NULL, "items/pkup.wav", "models/items/pack/tris.md2", EF_ROTATE, NULL, /* icon */ "i_pack", /* pickup */ "Ammo Pack", /* width */ 2, 180, NULL, 0, 0, NULL, 0, /* precache */ "" }, // ====================================== // PGM /*QUAKED item_ir_goggles (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN gives +1 to maximum health */ { "item_ir_goggles", Pickup_Powerup, Use_IR, Drop_General, NULL, "items/pkup.wav", "models/items/goggles/tris.md2", EF_ROTATE, NULL, /* icon */ "p_ir", /* pickup */ "IR Goggles", /* width */ 2, 60, NULL, IT_POWERUP, 0, NULL, 0, /* precache */ "misc/ir_start.wav" }, /*QUAKED item_double (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_double", Pickup_Powerup, Use_Double, Drop_General, NULL, "items/pkup.wav", "models/items/ddamage/tris.md2", EF_ROTATE, NULL, /* icon */ "p_double", /* pickup */ "Double Damage", /* width */ 2, 60, NULL, IT_POWERUP, 0, NULL, 0, /* precache */ "misc/ddamage1.wav misc/ddamage2.wav misc/ddamage3.wav" }, /*Q U A K E D item_torch (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ /* { "item_torch", Pickup_Powerup, Use_Torch, Drop_General, NULL, "items/pkup.wav", "models/objects/fire/tris.md2", EF_ROTATE, NULL, "p_torch", "torch", 2, 60, NULL, IT_POWERUP, 0, NULL, 0, }, */ /*QUAKED item_compass (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_compass", Pickup_Powerup, Use_Compass, NULL, NULL, "items/pkup.wav", "models/objects/fire/tris.md2", EF_ROTATE, NULL, /* icon */ "p_compass", /* pickup */ "compass", /* width */ 2, 60, NULL, IT_POWERUP, 0, NULL, 0, }, /*QUAKED item_sphere_vengeance (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_sphere_vengeance", Pickup_Sphere, Use_Vengeance, NULL, NULL, "items/pkup.wav", "models/items/vengnce/tris.md2", EF_ROTATE, NULL, /* icon */ "p_vengeance", /* pickup */ "vengeance sphere", /* width */ 2, 60, NULL, IT_POWERUP, 0, NULL, 0, "spheres/v_idle.wav" //precache }, /*QUAKED item_sphere_hunter (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_sphere_hunter", Pickup_Sphere, Use_Hunter, NULL, NULL, "items/pkup.wav", "models/items/hunter/tris.md2", EF_ROTATE, NULL, /* icon */ "p_hunter", /* pickup */ "hunter sphere", /* width */ 2, 120, NULL, IT_POWERUP, 0, NULL, 0, "spheres/h_idle.wav spheres/h_active.wav spheres/h_lurk.wav" //precache }, /*QUAKED item_sphere_defender (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_sphere_defender", Pickup_Sphere, Use_Defender, NULL, NULL, "items/pkup.wav", "models/items/defender/tris.md2", EF_ROTATE, NULL, /* icon */ "p_defender", /* pickup */ "defender sphere", /* width */ 2, 60, // respawn time NULL, // ammo type used IT_POWERUP, // inventory flags 0, NULL, // info (void *) 0, // tag "models/proj/laser2/tris.md2 models/items/shell/tris.md2 spheres/d_idle.wav" // precache }, /*QUAKED item_doppleganger (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "item_doppleganger", // classname Pickup_Doppleganger, // pickup function Use_Doppleganger, // use function Drop_General, // drop function NULL, // weapon think function "items/pkup.wav", // pick up sound "models/items/dopple/tris.md2", // world model EF_ROTATE, // world model flags NULL, // view model "p_doppleganger", // icon "Doppleganger", // name printed when picked up 0, // number of digits for statusbar 90, // respawn time NULL, // ammo type used IT_POWERUP, // inventory flags 0, NULL, // info (void *) 0, // tag "models/objects/dopplebase/tris.md2 models/items/spawngro2/tris.md2 models/items/hunter/tris.md2 models/items/vengnce/tris.md2", // precaches }, { // "dm_tag_token", // classname NULL, // classname Tag_PickupToken, // pickup function NULL, // use function NULL, // drop function NULL, // weapon think function "items/pkup.wav", // pick up sound "models/items/tagtoken/tris.md2", // world model EF_ROTATE | EF_TAGTRAIL, // world model flags NULL, // view model "i_tagtoken", // icon "Tag Token", // name printed when picked up 0, // number of digits for statusbar 0, // amount used / contained NULL, // ammo type used IT_POWERUP | IT_NOT_GIVEABLE, // inventory flags 0, NULL, // info (void *) 1, // tag NULL, // precaches }, // PGM // ====================================== // // KEYS // /*QUAKED key_data_cd (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN key for computer centers */ { "key_data_cd", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/data_cd/tris.md2", EF_ROTATE, NULL, "k_datacd", "Data CD", 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*QUAKED key_power_cube (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH warehouse circuits */ { "key_power_cube", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/power/tris.md2", EF_ROTATE, NULL, "k_powercube", "Power Cube", 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*QUAKED key_pyramid (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN key for the entrance of jail3 */ { "key_pyramid", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/pyramid/tris.md2", EF_ROTATE, NULL, "k_pyramid", "Pyramid Key", 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*QUAKED key_data_spinner (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN key for the city computer */ { "key_data_spinner", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/spinner/tris.md2", EF_ROTATE, NULL, "k_dataspin", "Data Spinner", 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*QUAKED key_pass (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN security pass for the security level */ { "key_pass", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/pass/tris.md2", EF_ROTATE, NULL, "k_security", "Security Pass", 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*QUAKED key_blue_key (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN normal door key - blue */ { "key_blue_key", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/key/tris.md2", EF_ROTATE, NULL, "k_bluekey", "Blue Key", 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*QUAKED key_red_key (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN normal door key - red */ { "key_red_key", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/red_key/tris.md2", EF_ROTATE, NULL, "k_redkey", "Red Key", 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*QUAKED key_commander_head (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN tank commander's head */ { "key_commander_head", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/monsters/commandr/head/tris.md2", EF_GIB, NULL, /* icon */ "k_comhead", /* pickup */ "Commander's Head", /* width */ 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, /*QUAKED key_airstrike_target (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN tank commander's head */ { "key_airstrike_target", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/target/tris.md2", EF_ROTATE, NULL, /* icon */ "i_airstrike", /* pickup */ "Airstrike Marker", /* width */ 2, 0, NULL, IT_STAY_COOP|IT_KEY, 0, NULL, 0, /* precache */ "" }, // ====================================== // PGM /*QUAKED key_nuke_container (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "key_nuke_container", // classname Pickup_Key, // pickup function NULL, // use function Drop_General, // drop function NULL, // weapon think function "items/pkup.wav", // pick up sound "models/weapons/g_nuke/tris.md2", // world model EF_ROTATE, // world model flags NULL, // view model "i_contain", // icon "Antimatter Pod", // name printed when picked up 2, // number of digits for statusbar 0, // respawn time NULL, // ammo type used IT_STAY_COOP|IT_KEY, // inventory flags 0, NULL, // info (void *) 0, // tag NULL, // precaches }, /*QUAKED key_nuke (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ { "key_nuke", // classname Pickup_Key, // pickup function NULL, // use function Drop_General, // drop function NULL, // weapon think function "items/pkup.wav", // pick up sound "models/weapons/g_nuke/tris.md2", // world model EF_ROTATE, // world model flags NULL, // view model "i_nuke", // icon "Antimatter Bomb", // name printed when picked up 2, // number of digits for statusbar 0, // respawn time NULL, // ammo type used IT_STAY_COOP|IT_KEY, // inventory flags 0, NULL, // info (void *) 0, // tag NULL, // precaches }, // PGM // ====================================== { NULL, Pickup_Health, NULL, NULL, NULL, "items/pkup.wav", NULL, 0, NULL, /* icon */ "i_health", /* pickup */ "Health", /* width */ 3, 0, NULL, 0, 0, NULL, 0, /* precache */ "items/s_health.wav items/n_health.wav items/l_health.wav items/m_health.wav" // PMM - health sound fix }, // end of list marker {NULL} }; /*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ void SP_item_health (edict_t *self) { if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) ) { G_FreeEdict (self); return; } self->model = "models/items/healing/medium/tris.md2"; self->count = 10; SpawnItem (self, FindItem ("Health")); gi.soundindex ("items/n_health.wav"); } /*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ void SP_item_health_small (edict_t *self) { if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) ) { G_FreeEdict (self); return; } self->model = "models/items/healing/stimpack/tris.md2"; self->count = 2; SpawnItem (self, FindItem ("Health")); self->style = HEALTH_IGNORE_MAX; gi.soundindex ("items/s_health.wav"); } /*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ void SP_item_health_large (edict_t *self) { if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) ) { G_FreeEdict (self); return; } self->model = "models/items/healing/large/tris.md2"; self->count = 25; SpawnItem (self, FindItem ("Health")); gi.soundindex ("items/l_health.wav"); } /*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN */ void SP_item_health_mega (edict_t *self) { if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) ) { G_FreeEdict (self); return; } self->model = "models/items/mega_h/tris.md2"; self->count = 100; SpawnItem (self, FindItem ("Health")); gi.soundindex ("items/m_health.wav"); self->style = HEALTH_IGNORE_MAX|HEALTH_TIMED; } void InitItems (void) { game.num_items = sizeof(itemlist)/sizeof(itemlist[0]) - 1; } /* =============== SetItemNames Called by worldspawn =============== */ void SetItemNames (void) { int i; gitem_t *it; for (i=0 ; i<game.num_items ; i++) { it = &itemlist[i]; gi.configstring (CS_ITEMS+i, it->pickup_name); } jacket_armor_index = ITEM_INDEX(FindItem("Jacket Armor")); combat_armor_index = ITEM_INDEX(FindItem("Combat Armor")); body_armor_index = ITEM_INDEX(FindItem("Body Armor")); power_screen_index = ITEM_INDEX(FindItem("Power Screen")); power_shield_index = ITEM_INDEX(FindItem("Power Shield")); } //=============== //ROGUE void SP_xatrix_item (edict_t *self) { gitem_t *item; int i; char *spawnClass = nil; if(!self->classname) return; if(!strcmp(self->classname, "ammo_magslug")) spawnClass = "ammo_flechettes"; else if(!strcmp(self->classname, "ammo_trap")) spawnClass = "weapon_proxlauncher"; else if(!strcmp(self->classname, "item_quadfire")) { float chance; chance = qrandom(); if(chance < 0.2) spawnClass = "item_sphere_hunter"; else if (chance < 0.6) spawnClass = "item_sphere_vengeance"; else spawnClass = "item_sphere_defender"; } else if(!strcmp(self->classname, "weapon_boomer")) spawnClass = "weapon_etf_rifle"; else if(!strcmp(self->classname, "weapon_phalanx")) spawnClass = "weapon_plasmabeam"; // check item spawn functions for (i=0,item=itemlist ; i<game.num_items ; i++,item++) { if (!item->classname) continue; if (!strcmp(item->classname, spawnClass)) { // found it SpawnItem (self, item); return; } } } //ROGUE //===============