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<a href="qc-types.htm#void">void</a>() <a href="weapons.htm#W_SetCurrentAmmo">W_SetCurrentAmmo</a>;
<i>/* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD
BE .8 .3 .4 IN COLOR */</i>
<a href="qc-types.htm#void">void</a>() <b>SUB_regen</b><a name="SUB_regen">=</a>
{
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_model">model</a> = <a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_mdl">mdl</a>; <i>// restore original model</i>
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_solid">solid</a> = <a href="qc-defs.htm#SOLID_TRIGGER">SOLID_TRIGGER</a>; <i>// allow it to be touched again</i>
<a href="qc-built.htm#sound">sound</a> (<a href="qc-glob.htm#self">self</a>, <a href="qc-defs.htm#CHAN_VOICE">CHAN_VOICE</a>, <b>"items/itembk2.wav"</b>, 1, <a href="qc-defs.htm#ATTN_NORM">ATTN_NORM</a>); <i>// play respawn sound</i>
<a href="qc-built.htm#setorigin">setorigin</a> (<a href="qc-glob.htm#self">self</a>, <a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin">origin</a>);
};
<i>/*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8)
prints a warning message when spawned
*/</i>
<a href="qc-types.htm#void">void</a>() <b>noclass</b><a name="noclass">=</a>
{
<a href="qc-built.htm#dprint">dprint</a> (<b>"noclass spawned at"</b>);
<a href="qc-built.htm#dprint">dprint</a> (vtos(<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin">origin</a>));
<a href="qc-built.htm#dprint">dprint</a> (<b>"\n"</b>);
<a href="qc-built.htm#remove">remove</a> (<a href="qc-glob.htm#self">self</a>);
};
<i>/*
============
PlaceItem
plants the object on the floor
============
*/</i>
<a href="qc-types.htm#void">void</a>() <b>PlaceItem</b><a name="PlaceItem">=</a>
{
<b>local</b> <a href="qc-types.htm#float">float</a> oldz;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_mdl">mdl</a> = <a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_model">model</a>; <i>// so it can be restored on respawn</i>
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_flags">flags</a> = <a href="defs.htm#FL_ITEM">FL_ITEM</a>; <i>// make extra wide</i>
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_solid">solid</a> = <a href="qc-defs.htm#SOLID_TRIGGER">SOLID_TRIGGER</a>;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_movetype">movetype</a> = <a href="qc-defs.htm#MOVETYPE_TOSS">MOVETYPE_TOSS</a>;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_velocity">velocity</a> = '0 0 0';
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin_z">origin_z</a> = <a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin_z">origin_z</a> + 6;
oldz = <a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin_z">origin_z</a>;
<b>if</b> (!<a href="qc-built.htm#droptofloor">droptofloor</a>())
{
<a href="qc-built.htm#dprint">dprint</a> (<b>"Bonus item fell out of level at "</b>);
<a href="qc-built.htm#dprint">dprint</a> (vtos(<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin">origin</a>));
<a href="qc-built.htm#dprint">dprint</a> (<b>"\n"</b>);
<a href="qc-built.htm#remove">remove</a>(<a href="qc-glob.htm#self">self</a>);
<b>return</b>;
}
};
<i>/*
============
StartItem
Sets the clipping size and plants the object on the floor
============
*/</i>
<a href="qc-types.htm#void">void</a>() <b>StartItem</b><a name="StartItem">=</a>
{
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_nextthink">nextthink</a> = <a href="qc-glob.htm#time">time</a> + 0.2; <i>// items start after other solids</i>
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_think">think</a> = <a href="items.htm#PlaceItem">PlaceItem</a>;
};
<i>/*
=========================================================================
HEALTH BOX
=========================================================================
*/</i>
<i>//</i>
<i>// T_Heal: add health to an entity, limiting health to max_health</i>
<i>// "ignore" will ignore max_health limit</i>
<i>//</i>
<a href="qc-types.htm#float">float</a> (<a href="qc-types.htm#entity">entity</a> e, <a href="qc-types.htm#float">float</a> healamount, <a href="qc-types.htm#float">float</a> ignore) <b>T_Heal</b><a name="T_Heal">=</a>
{
<b>if</b> (e.<a href="qc-enty.htm#dot_health">health</a> <= 0)
return 0;
<b>if</b> ((!ignore) && (e.<a href="qc-enty.htm#dot_health">health</a> >= <a href="qc-glob.htm#other">other</a>.<a href="qc-enty.htm#dot_max_health">max_health</a>))
return 0;
healamount = <a href="qc-built.htm#ceil">ceil</a>(healamount);
e.<a href="qc-enty.htm#dot_health">health</a> = e.<a href="qc-enty.htm#dot_health">health</a> + healamount;
<b>if</b> ((!ignore) && (e.<a href="qc-enty.htm#dot_health">health</a> >= <a href="qc-glob.htm#other">other</a>.<a href="qc-enty.htm#dot_max_health">max_health</a>))
e.<a href="qc-enty.htm#dot_health">health</a> = <a href="qc-glob.htm#other">other</a>.<a href="qc-enty.htm#dot_max_health">max_health</a>;
<b>if</b> (e.<a href="qc-enty.htm#dot_health">health</a> > 250)
e.<a href="qc-enty.htm#dot_health">health</a> = 250;
return 1;
};
<i>/*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) rotten megahealth
Health box. Normally gives 25 points.
Rotten box heals 5-10 points,
megahealth will add 100 health, then
rot you down to your maximum health limit,
one point per second.
*/</i>
<a href="qc-types.htm#float">float</a> <b><a name="H_ROTTEN">H_ROTTEN</a></b> = 1;
<a href="qc-types.htm#float">float</a> <b><a name="H_MEGA">H_MEGA</a></b> = 2;
.<a href="qc-types.htm#dot_float">float</a> healamount, healtype;
<a href="qc-types.htm#void">void</a>() <a href="items.htm#health_touch">health_touch</a>;
<a href="qc-types.htm#void">void</a>() <a href="items.htm#item_megahealth_rot">item_megahealth_rot</a>;
<a href="qc-types.htm#void">void</a>() <b>item_health</b><a name="item_health">=</a>
{
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_touch">touch</a> = <a href="items.htm#health_touch">health_touch</a>;
<b>if</b> (<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_spawnflags">spawnflags</a> & <a href="items.htm#H_ROTTEN">H_ROTTEN</a>)
{
<a href="qc-built.htm#precache_model">precache_model</a>(<b>"maps/b_bh10.bsp"</b>);
<a href="qc-built.htm#precache_sound">precache_sound</a>(<b>"items/r_item1.wav"</b>);
<a href="qc-built.htm#setmodel">setmodel</a>(<a href="qc-glob.htm#self">self</a>, <b>"maps/b_bh10.bsp"</b>);
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_noise">noise</a> = <b>"items/r_item1.wav"</b>;
<a href="qc-glob.htm#self">self</a>.healamount = 15;
<a href="qc-glob.htm#self">self</a>.healtype = 0;
}
<b>else</b>
<b>if</b> (<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_spawnflags">spawnflags</a> & <a href="items.htm#H_MEGA">H_MEGA</a>)
{
<a href="qc-built.htm#precache_model">precache_model</a>(<b>"maps/b_bh100.bsp"</b>);
<a href="qc-built.htm#precache_sound">precache_sound</a>(<b>"items/r_item2.wav"</b>);
<a href="qc-built.htm#setmodel">setmodel</a>(<a href="qc-glob.htm#self">self</a>, <b>"maps/b_bh100.bsp"</b>);
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_noise">noise</a> = <b>"items/r_item2.wav"</b>;
<a href="qc-glob.htm#self">self</a>.healamount = 100;
<a href="qc-glob.htm#self">self</a>.healtype = 2;
}
<b>else</b>
{
<a href="qc-built.htm#precache_model">precache_model</a>(<b>"maps/b_bh25.bsp"</b>);
<a href="qc-built.htm#precache_sound">precache_sound</a>(<b>"items/health1.wav"</b>);
<a href="qc-built.htm#setmodel">setmodel</a>(<a href="qc-glob.htm#self">self</a>, <b>"maps/b_bh25.bsp"</b>);
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_noise">noise</a> = <b>"items/health1.wav"</b>;
<a href="qc-glob.htm#self">self</a>.healamount = 25;
<a href="qc-glob.htm#self">self</a>.healtype = 1;
}
<a href="qc-built.htm#setsize">setsize</a> (<a href="qc-glob.htm#self">self</a>, '0 0 0', '32 32 56');
<a href="items.htm#StartItem">StartItem</a> ();
};
<a href="qc-types.htm#void">void</a>() <b>health_touch</b><a name="health_touch">=</a>
{
<b>local</b> <a href="qc-types.htm#float">float</a> amount;
<b>local</b> <a href="qc-types.htm#string">string</a> s;
<b>if</b> (<a href="qc-glob.htm#other">other</a>.<a href="qc-enty.htm#dot_classname">classname</a> != <b>"player"</b>)
<b>return</b>;
<b>if</b> (<a href="qc-glob.htm#self">self</a>.healtype == 2) <i>// Megahealth? Ignore max_health...</i>
{
<b>if</b> (<a href="qc-glob.htm#other">other</a>.<a href="qc-enty.htm#dot_health">health</a> >= 250)
<b>return</b>;
<b>if</b> (!<a href="items.htm#T_Heal">T_Heal</a>(<a href="qc-glob.htm#other">other</a>, <a href="qc-glob.htm#self">self</a>.healamount, 1))
<b>return</b>;
}
<b>else</b>
{
<b>if</b> (!<a href="items.htm#T_Heal">T_Heal</a>(<a href="qc-glob.htm#other">other</a>, <a href="qc-glob.htm#self">self</a>.healamount, 0))
<b>return</b>;
}
<a href="qc-built.htm#sprint">sprint</a>(<a href="qc-glob.htm#other">other</a>, <b>"You receive "</b>);
s = <a href="qc-built.htm#ftos">ftos</a>(<a href="qc-glob.htm#self">self</a>.healamount);
<a href="qc-built.htm#sprint">sprint</a>(<a href="qc-glob.htm#other">other</a>, s);
<a href="qc-built.htm#sprint">sprint</a>(<a href="qc-glob.htm#other">other</a>, <b>" health\n"</b>);
<i>// health touch sound</i>
<a href="qc-built.htm#sound">sound</a>(<a href="qc-glob.htm#other">other</a>, <a href="qc-defs.htm#CHAN_ITEM">CHAN_ITEM</a>, <a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_noise">noise</a>, 1, <a href="qc-defs.htm#ATTN_NORM">ATTN_NORM</a>);
<a href="qc-built.htm#stuffcmd">stuffcmd</a> (<a href="qc-glob.htm#other">other</a>, <b>"bf\n"</b>);
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_model">model</a> = <a href="defs.htm#string_null">string_null</a>;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_solid">solid</a> = <a href="qc-defs.htm#SOLID_NOT">SOLID_NOT</a>;
<i>// Megahealth = rot down the player's super health</i>
<b>if</b> (<a href="qc-glob.htm#self">self</a>.healtype == 2)
{
<a href="qc-glob.htm#other">other</a>.<a href="qc-enty.htm#dot_items">items</a> = <a href="qc-glob.htm#other">other</a>.<a href="qc-enty.htm#dot_items">items</a> | <a href="qc-defs.htm#IT_SUPERHEALTH">IT_SUPERHEALTH</a>;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_nextthink">nextthink</a> = <a href="qc-glob.htm#time">time</a> + 5;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_think">think</a> = <a href="items.htm#item_megahealth_rot">item_megahealth_rot</a>;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_owner">owner</a> = <a href="qc-glob.htm#other">other</a>;
}
<b>else</b>
{
<b>if</b> (<a href="qc-glob.htm#deathmatch">deathmatch</a> != 2) <i>// deathmatch 2 is the silly old rules</i>
{
<b>if</b> (<a href="qc-glob.htm#deathmatch">deathmatch</a>)
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_nextthink">nextthink</a> = <a href="qc-glob.htm#time">time</a> + 20;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_think">think</a> = <a href="items.htm#SUB_regen">SUB_regen</a>;
}
}
<a href="defs.htm#activator">activator</a> = <a href="qc-glob.htm#other">other</a>;
<a href="subs.htm#SUB_UseTargets">SUB_UseTargets</a>(); <i>// fire all targets / killtargets</i>
};
<a href="qc-types.htm#void">void</a>() <b>item_megahealth_rot</b><a name="item_megahealth_rot">=</a>
{
<a href="qc-glob.htm#other">other</a> = <a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_owner">owner</a>;
<b>if</b> (<a href="qc-glob.htm#other">other</a>.<a href="qc-enty.htm#dot_health">health</a> > <a href="qc-glob.htm#other">other</a>.<a href="qc-enty.htm#dot_max_health">max_health</a>)
{
<a href="qc-glob.htm#other">other</a>.<a href="qc-enty.htm#dot_health">health</a> = <a href="qc-glob.htm#other">other</a>.<a href="qc-enty.htm#dot_health">health</a> - 1;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_nextthink">nextthink</a> = <a href="qc-glob.htm#time">time</a> + 1;
<b>return</b>;
}
<i>// it is possible for a player to die and respawn between rots, so don't</i>
<i>// just blindly subtract the flag off</i>
<a href="qc-glob.htm#other">other</a>.<a href="qc-enty.htm#dot_items">items</a> = <a href="qc-glob.htm#other">other</a>.<a href="qc-enty.htm#dot_items">items</a> - (<a href="qc-glob.htm#other">other</a>.<a href="qc-enty.htm#dot_items">items</a> & <a href="qc-defs.htm#IT_SUPERHEALTH">IT_SUPERHEALTH</a>);
<b>if</b> (<a href="qc-glob.htm#deathmatch">deathmatch</a> == 1) <i>// deathmatch 2 is silly old rules</i>
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