]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/items/item/armor.qh
Merge branch 'master' into terencehill/bot_waypoints
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items / item / armor.qh
index 6e79a2200a7ced73104807c1bbe83a5631f943b3..7f37c75aec002465260b1852810253e05c6a4b11 100644 (file)
@@ -3,8 +3,171 @@
 #include "pickup.qh"
 CLASS(Armor, Pickup)
 #ifdef SVQC
-    ATTRIB(Armor, m_mins, vector, '-16 -16 0')
-    ATTRIB(Armor, m_maxs, vector, '16 16 48')
-    ATTRIB(Armor, m_pickupevalfunc, float(entity player, entity item), commodity_pickupevalfunc)
+    ATTRIB(Armor, m_mins, vector, '-16 -16 0');
+    ATTRIB(Armor, m_maxs, vector, '16 16 48');
+    ATTRIB(Armor, m_pickupevalfunc, float(entity player, entity item), healtharmor_pickupevalfunc);
+    ATTRIB(Armor, m_botvalue, int, 5000);
 #endif
 ENDCLASS(Armor)
+
+#ifdef SVQC
+    #include <common/t_items.qh>
+#endif
+
+#ifdef GAMEQC
+MODEL(ArmorSmall_ITEM, Item_Model("item_armor_small.md3"));
+SOUND(ArmorSmall, Item_Sound("armor1"));
+#endif
+#ifdef SVQC
+PROPERTY(float, g_pickup_armorsmall_anyway);
+PROPERTY(int, g_pickup_armorsmall);
+PROPERTY(int, g_pickup_armorsmall_max);
+void item_armorsmall_init(entity item)
+{
+    if(!item.max_armorvalue)
+        item.max_armorvalue = g_pickup_armorsmall_max;
+    if(!item.armorvalue)
+        item.armorvalue = g_pickup_armorsmall;
+}
+#endif
+
+REGISTER_ITEM(ArmorSmall, Armor) {
+    this.m_canonical_spawnfunc = "item_armor_small";
+#ifdef GAMEQC
+    this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_OVERKILL;
+    this.m_model                =   MDL_ArmorSmall_ITEM;
+    this.m_sound                =   SND_ArmorSmall;
+#endif
+    this.netname                =   "armor_small";
+    this.m_name                 =   "5 Armor";
+    this.m_icon                 =   "armor";
+#ifdef SVQC
+    this.m_itemid               =   IT_ARMOR_SHARD;
+    this.m_respawntime          =   GET(g_pickup_respawntime_short);
+    this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_short);
+    this.m_pickupanyway         =   GET(g_pickup_armorsmall_anyway);
+    this.m_iteminit             =   item_armorsmall_init;
+#endif
+}
+
+SPAWNFUNC_ITEM(item_armor_small, ITEM_ArmorSmall)
+
+#ifdef GAMEQC
+MODEL(ArmorMedium_ITEM, Item_Model("item_armor_medium.md3"));
+SOUND(ArmorMedium, Item_Sound("armor10"));
+#endif
+#ifdef SVQC
+PROPERTY(float, g_pickup_armormedium_anyway);
+PROPERTY(int, g_pickup_armormedium);
+PROPERTY(int, g_pickup_armormedium_max);
+void item_armormedium_init(entity item)
+{
+    if(!item.max_armorvalue)
+        item.max_armorvalue = g_pickup_armormedium_max;
+    if(!item.armorvalue)
+        item.armorvalue = g_pickup_armormedium;
+}
+#endif
+
+REGISTER_ITEM(ArmorMedium, Armor) {
+    this.m_canonical_spawnfunc = "item_armor_medium";
+#ifdef GAMEQC
+    this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_OVERKILL;
+    this.m_model                =   MDL_ArmorMedium_ITEM;
+    this.m_sound                =   SND_ArmorMedium;
+#endif
+    this.netname                =   "armor_medium";
+    this.m_name                 =   "25 Armor";
+    this.m_icon                 =   "armor";
+#ifdef SVQC
+    this.m_itemid               =   IT_ARMOR;
+    this.m_respawntime          =   GET(g_pickup_respawntime_medium);
+    this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_medium);
+    this.m_pickupanyway         =   GET(g_pickup_armormedium_anyway);
+    this.m_iteminit             =   item_armormedium_init;
+#endif
+}
+
+SPAWNFUNC_ITEM(item_armor_medium, ITEM_ArmorMedium)
+
+#ifdef GAMEQC
+MODEL(ArmorBig_ITEM, Item_Model("item_armor_big.md3"));
+SOUND(ArmorBig, Item_Sound("armor17_5"));
+#endif
+#ifdef SVQC
+PROPERTY(float, g_pickup_armorbig_anyway);
+PROPERTY(int, g_pickup_armorbig);
+PROPERTY(int, g_pickup_armorbig_max);
+void item_armorbig_init(entity item)
+{
+    if(!item.max_armorvalue)
+        item.max_armorvalue = g_pickup_armorbig_max;
+    if(!item.armorvalue)
+        item.armorvalue = g_pickup_armorbig;
+}
+#endif
+
+REGISTER_ITEM(ArmorBig, Armor) {
+    this.m_canonical_spawnfunc = "item_armor_big";
+#ifdef GAMEQC
+    this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_OVERKILL;
+    this.m_model                =   MDL_ArmorBig_ITEM;
+    this.m_sound                =   SND_ArmorBig;
+#endif
+    this.netname                =   "armor_big";
+    this.m_name                 =   "50 Armor";
+    this.m_icon                 =   "armor";
+    this.m_color                =   '0 1 0';
+    this.m_waypoint             =   _("Big armor");
+#ifdef SVQC
+    this.m_itemid               =   IT_ARMOR;
+    this.m_respawntime          =   GET(g_pickup_respawntime_long);
+    this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_long);
+    this.m_pickupanyway         =   GET(g_pickup_armorbig_anyway);
+    this.m_iteminit             =   item_armorbig_init;
+#endif
+}
+
+SPAWNFUNC_ITEM(item_armor_big, ITEM_ArmorBig)
+
+#ifdef GAMEQC
+MODEL(ArmorMega_ITEM, Item_Model("item_armor_large.md3"));
+SOUND(ArmorMega, Item_Sound("armor25"));
+#endif
+#ifdef SVQC
+PROPERTY(float, g_pickup_armormega_anyway);
+PROPERTY(int, g_pickup_armormega);
+PROPERTY(int, g_pickup_armormega_max);
+void item_armormega_init(entity item)
+{
+    if(!item.max_armorvalue)
+        item.max_armorvalue = g_pickup_armormega_max;
+    if(!item.armorvalue)
+        item.armorvalue = g_pickup_armormega;
+}
+#endif
+
+REGISTER_ITEM(ArmorMega, Armor) {
+    this.m_canonical_spawnfunc = "item_armor_mega";
+#ifdef GAMEQC
+    this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_OVERKILL;
+    this.m_model                =   MDL_ArmorMega_ITEM;
+    this.m_sound                =   SND_ArmorMega;
+#endif
+    this.netname                =   "armor_mega";
+    this.m_name                 =   "100 Armor";
+    this.m_icon                 =   "item_large_armor";
+    this.m_color                =   '0 1 0';
+    this.m_waypoint             =   _("Mega armor");
+    this.m_waypointblink        =   2;
+#ifdef SVQC
+    this.m_maxs                 =   '16 16 70';
+    this.m_itemid               =   IT_ARMOR;
+    this.m_respawntime          =   GET(g_pickup_respawntime_long);
+    this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_long);
+    this.m_pickupanyway         =   GET(g_pickup_armormega_anyway);
+    this.m_iteminit             =   item_armormega_init;
+#endif
+}
+
+SPAWNFUNC_ITEM(item_armor_mega, ITEM_ArmorMega)