]> 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 a8981e86dbffa095774754ef535b11ecbe16cb44..7f37c75aec002465260b1852810253e05c6a4b11 100644 (file)
@@ -5,7 +5,8 @@ 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_pickupevalfunc, float(entity player, entity item), healtharmor_pickupevalfunc);
+    ATTRIB(Armor, m_botvalue, int, 5000);
 #endif
 ENDCLASS(Armor)
 
@@ -15,85 +16,158 @@ ENDCLASS(Armor)
 
 #ifdef GAMEQC
 MODEL(ArmorSmall_ITEM, Item_Model("item_armor_small.md3"));
-SOUND(ArmorSmall, "misc/armor1");
+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_botvalue             =   BOT_PICKUP_RATING_LOW;
     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, "misc/armor10");
+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_botvalue             =   BOT_PICKUP_RATING_MID;
     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, "misc/armor17_5");
+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_botvalue             =   20000; // FIXME: higher than BOT_PICKUP_RATING_HIGH?
     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, "misc/armor25");
+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_botvalue             =   BOT_PICKUP_RATING_HIGH;
+    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)