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Xash3DArchive/pr_server/items.c

97 lines
2.1 KiB
C

/*
+==========+
|ITEMS.QC|
+==========+=============================================================================+
|Description;
|Handles our basic item_setup stuff, aswell as containing base defintions for the 'item_' class;
|Also contains item respawning and pickup routines;
+========================================================================================+
*/
//DEFINITIONS FOR FILE;
.string oldmodel;
float ITEM_PICKUP_ONCE = 1;
//END DEFS
/*
ITEM_SETUP();
Description;
All our items will call this bit of code first in their spawning functions.
It sets up all the required and most basic item parimeters.
*/
void() item_setup =
{
if(!pev->think) //Items should start after other solids....
{
pev->think = item_setup;
pev->nextthink = time + 0.2;
return;
}
pev->oldmodel = pev->model; // so it can be restored on respawn
pev->solid = SOLID_TRIGGER; //Im a TRIGGER!
pev->movetype = MOVETYPE_TOSS; //Toss me baby!... erm..
pev->velocity = '0 0 0'; //Stop me moving!
pev->origin_z = pev->origin_z + 6; //Raise me a bit off the floor
};
/*
IPRINT()
Description;
Prints the item pickup stuff to the player
*/
void(entity picker, string pickupmessage, string pickupoptional) iprint =
{
sprint(picker, pickupmessage);
sprint(picker, pickupoptional);
sprint(picker, "\n");
};
/*
ITEM_RESPAWN();
Description;
Simply resets the item fields that get set in item_pickup() code.
Makes the item pickupable again.
*/
void() item_respawn =
{
setorigin(pev, pev->origin);
pev->solid = SOLID_TRIGGER;
pev->model = pev->oldmodel;
};
/*
ITEM_PICKUP();
Description;
Should get called when an item is touched by a player.
It makes the item FIRE/USE its target.
Stops the item getting picked up for a while, nextthink at bottom of code.
*/
void() item_pickup =
{
pev->solid = SOLID_NOT;
pev->model = string_null;
IEM_usetarget();
if(pev->spawnflags & ITEM_PICKUP_ONCE)
return;
pev->think = item_respawn;
if(deathmatch)
pev->nextthink = time + 20; //This ideally would be a CVAR
};