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itemlist.qc
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itemlist.qc
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// gitem_t.flags
typedef enumflags : int
{
IT_WEAPON, // use makes active weapon
IT_AMMO,
IT_ARMOR,
IT_HEALTH,
#ifdef SINGLE_PLAYER
IT_STAY_COOP,
IT_KEY,
#endif
#ifdef CTF
IT_TECH,
IT_FLAG,
#endif
IT_POWERUP
} gitem_flags_t;
// gitem_t.weapmodel for weapons indicates model index
typedef enum : int
{
WEAP_NONE,
WEAP_BLASTER,
WEAP_SHOTGUN,
WEAP_SUPERSHOTGUN,
WEAP_MACHINEGUN,
WEAP_CHAINGUN,
WEAP_GRENADES,
WEAP_GRENADELAUNCHER,
WEAP_ROCKETLAUNCHER,
WEAP_HYPERBLASTER,
WEAP_RAILGUN,
WEAP_BFG,
#ifdef THE_RECKONING
WEAP_PHALANX,
WEAP_BOOMER,
#endif
#ifdef GROUND_ZERO
WEAP_DISRUPTOR,
WEAP_ETFRIFLE,
WEAP_PLASMA,
WEAP_PROXLAUNCH,
WEAP_CHAINFIST,
#endif
#ifdef GRAPPLE
WEAP_GRAPPLE,
#endif
WEAP_TOTAL
} weap_model_t;
typedef enum : int
{
AMMO_BULLETS,
AMMO_SHELLS,
AMMO_ROCKETS,
AMMO_GRENADES,
AMMO_CELLS,
AMMO_SLUGS,
#ifdef THE_RECKONING
AMMO_MAGSLUG,
AMMO_TRAP,
#endif
#ifdef GROUND_ZERO
AMMO_FLECHETTES,
AMMO_TESLA,
AMMO_PROX,
AMMO_DISRUPTOR,
#endif
AMMO_TOTAL
} ammo_t;
// armor types
typedef enum : int
{
ARMOR_NONE,
ARMOR_JACKET,
ARMOR_COMBAT,
ARMOR_BODY,
ARMOR_SHARD
} gitem_armor_id_t;
struct gitem_t;
typedef bool(entity, entity) pickup_func;
typedef void(entity, gitem_t *) use_func;
typedef use_func drop_func;
typedef void(entity) weaponthink_func;
PROGS_LOCAL const struct gitem_armor_t
{
int base_count;
int max_count;
float normal_protection;
float energy_protection;
} armor_infos[] =
{
{ },
{ 25, 50, .30, .00 },
{ 50, 100, .60, .30 },
{100, 200, .80, .60 },
{ }
};
// this enum *must* match the itemlist below! be sure to edit them in tandem
typedef enum : int
{
ITEM_NONE,
ITEM_ARMOR_BODY,
ITEM_ARMOR_COMBAT,
ITEM_ARMOR_JACKET,
ITEM_ARMOR_SHARD,
ITEM_POWER_SCREEN,
ITEM_POWER_SHIELD,
#ifdef GRAPPLE
ITEM_GRAPPLE,
#endif
ITEM_BLASTER,
#ifdef GROUND_ZERO
ITEM_CHAINFIST,
#endif
ITEM_SHOTGUN,
ITEM_SUPER_SHOTGUN,
ITEM_MACHINEGUN,
#ifdef GROUND_ZERO
ITEM_ETF_RIFLE,
#endif
ITEM_CHAINGUN,
ITEM_GRENADES,
#ifdef THE_RECKONING
ITEM_TRAP,
#endif
#ifdef GROUND_ZERO
ITEM_TESLA,
#endif
ITEM_GRENADE_LAUNCHER,
#ifdef GROUND_ZERO
ITEM_PROX_LAUNCHER,
#endif
ITEM_ROCKET_LAUNCHER,
ITEM_HYPERBLASTER,
#ifdef THE_RECKONING
ITEM_RIPPER,
#endif
#ifdef GROUND_ZERO
ITEM_PLASMA_BEAM,
#endif
ITEM_RAILGUN,
#ifdef THE_RECKONING
ITEM_PHALANX,
#endif
ITEM_BFG,
#ifdef GROUND_ZERO
ITEM_DISRUPTOR,
#endif
ITEM_SHELLS,
ITEM_BULLETS,
ITEM_CELLS,
ITEM_ROCKETS,
ITEM_SLUGS,
#ifdef THE_RECKONING
ITEM_MAG_SLUG,
#endif
#ifdef GROUND_ZERO
ITEM_FLECHETTES,
ITEM_PROX,
ITEM_AM_BOMB,
ITEM_ROUNDS,
#endif
ITEM_QUAD_DAMAGE,
ITEM_INVULNERABILITY,
ITEM_SILENCER,
ITEM_REBREATHER,
ITEM_ENVIRONMENT_SUIT,
#ifdef THE_RECKONING
ITEM_DUALFIRE_DAMAGE,
#endif
#ifdef GROUND_ZERO
ITEM_IR_GOGGLES,
ITEM_DOUBLE_DAMAGE,
#endif
ITEM_ANCIENT_HEAD,
ITEM_ADRENALINE,
ITEM_BANDOLIER,
ITEM_AMMO_PACK,
#ifdef SINGLE_PLAYER
ITEM_DATA_CD,
ITEM_POWER_CUBE,
ITEM_PYRAMID_KEY,
ITEM_DATA_SPINNER,
ITEM_SECURITY_PASS,
ITEM_BLUE_KEY,
ITEM_RED_KEY,
ITEM_COMMANDERS_HEAD,
ITEM_AIRSTRIKE_MARKER,
#ifdef THE_RECKONING
ITEM_GREEN_KEY,
#endif
#ifdef GROUND_ZERO
ITEM_ANTIMATTER_POD,
ITEM_ANTIMATTER_BOMB,
#endif
#endif
#ifdef CTF
ITEM_FLAG1,
ITEM_FLAG2,
ITEM_TECH1,
ITEM_TECH2,
ITEM_TECH3,
ITEM_TECH4,
#endif
ITEM_HEALTH,
ITEM_TOTAL
} gitem_id_t;
struct gitem_t
{
string classname; // spawning name
string pickup_str;
string use_str;
string drop_str;
string weaponthink_str;
string pickup_sound;
string world_model;
entity_effects_t world_model_flags;
string view_model;
// client side info
string icon;
string pickup_name; // for printing on pickup
int count_width; // number of digits to display by icon
int quantity; // for ammo how much, for weapons how much is used per shot
gitem_id_t ammo; // for weapons
gitem_flags_t flags; // IT_* flags
weap_model_t weapmodel; // weapon model index (for weapons)
gitem_armor_id_t info_id;
int tag;
string precaches; // string of all models, sounds, and images this item will use
// set at load time
pickup_func pickup;
use_func use;
drop_func drop;
weaponthink_func weaponthink;
gitem_armor_t *info;
int id;
};
//======================================================================
#ifdef SINGLE_PLAYER
const gitem_flags_t IT_WEAPON_MASK = IT_WEAPON | IT_STAY_COOP;
#else
const gitem_flags_t IT_WEAPON_MASK = IT_WEAPON;
#endif
// this list *must* match the gitem_id list above! be sure to edit them in tandem
PROGS_LOCAL var gitem_t itemlist[ITEM_TOTAL] =
{
// leave index 0 alone
{ },
//
// ARMOR
//
/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_armor_body",
"Pickup_Armor",
0,
0,
0,
"misc/ar1_pkup.wav",
"models/items/armor/body/tris.md2", EF_ROTATE,
0,
/* icon */ "i_bodyarmor",
/* pickup */ "Body Armor",
/* width */ 3,
0,
0,
IT_ARMOR,
0,
ARMOR_BODY,
ARMOR_BODY,
/* precache */ ""
},
/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_armor_combat",
"Pickup_Armor",
0,
0,
0,
"misc/ar1_pkup.wav",
"models/items/armor/combat/tris.md2", EF_ROTATE,
0,
/* icon */ "i_combatarmor",
/* pickup */ "Combat Armor",
/* width */ 3,
0,
0,
IT_ARMOR,
0,
ARMOR_COMBAT,
ARMOR_COMBAT,
/* precache */ ""
},
/*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_armor_jacket",
"Pickup_Armor",
0,
0,
0,
"misc/ar1_pkup.wav",
"models/items/armor/jacket/tris.md2", EF_ROTATE,
0,
/* icon */ "i_jacketarmor",
/* pickup */ "Jacket Armor",
/* width */ 3,
0,
0,
IT_ARMOR,
0,
ARMOR_JACKET,
ARMOR_JACKET,
/* precache */ ""
},
/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_armor_shard",
"Pickup_Armor",
0,
0,
0,
"misc/ar2_pkup.wav",
"models/items/armor/shard/tris.md2", EF_ROTATE,
0,
/* icon */ "i_jacketarmor",
/* pickup */ "Armor Shard",
/* width */ 3,
0,
0,
IT_ARMOR,
0,
0,
ARMOR_SHARD,
/* precache */ ""
},
/*QUAKED item_power_screen (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_power_screen",
"Pickup_PowerArmor",
"Use_PowerArmor",
"Drop_PowerArmor",
0,
"misc/ar3_pkup.wav",
"models/items/armor/screen/tris.md2", EF_ROTATE,
0,
/* icon */ "i_powerscreen",
/* pickup */ "Power Screen",
/* width */ 0,
60,
0,
IT_POWERUP,
0,
0,
0,
/* precache */ ""
},
/*QUAKED item_power_shield (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_power_shield",
"Pickup_PowerArmor",
"Use_PowerArmor",
"Drop_PowerArmor",
0,
"misc/ar3_pkup.wav",
"models/items/armor/shield/tris.md2", EF_ROTATE,
0,
/* icon */ "i_powershield",
/* pickup */ "Power Shield",
/* width */ 0,
60,
0,
IT_POWERUP,
0,
0,
0,
/* precache */ "misc/power2.wav misc/power1.wav"
},
//
// WEAPONS
//
#ifdef GRAPPLE
/* weapon_grapple (.3 .3 1) (-16 -16 -16) (16 16 16)
always owned, never in the world
*/
{
"weapon_grapple",
0,
"Use_Weapon",
0,
"CTFWeapon_Grapple",
"misc/w_pkup.wav",
0, 0,
"models/weapons/grapple/tris.md2",
/* icon */ "w_grapple",
/* pickup */ "Grapple",
0,
0,
0,
IT_WEAPON_MASK,
WEAP_GRAPPLE,
0,
0,
#ifdef HOOK_STANDARD_ASSETS
/* precache */ "models/objects/debris2/tris.md2 medic/Medatck2.wav flyer/Flyatck1.wav world/turbine1.wav weapons/Sshotr1b.wav"
#else
/* precache */ "models/weapons/grapple/hook/tris.md2 weapons/grapple/grfire.wav weapons/grapple/grpull.wav weapons/grapple/grhang.wav weapons/grapple/grreset.wav weapons/grapple/grhit.wav"
#endif
},
#endif
/* weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16)
always owned, never in the world
*/
{
"weapon_blaster",
0,
"Use_Weapon",
0,
"Weapon_Blaster",
"misc/w_pkup.wav",
0, 0,
"models/weapons/v_blast/tris.md2",
/* icon */ "w_blaster",
/* pickup */ "Blaster",
0,
0,
0,
IT_WEAPON_MASK,
WEAP_BLASTER,
0,
0,
/* precache */ "weapons/blastf1a.wav misc/lasfly.wav models/objects/laser/tris.md2"
},
#ifdef GROUND_ZERO
/*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
0, // ammo type used
IT_WEAPON_MASK, // inventory flags
WEAP_CHAINFIST, // visible weapon
0, // info (void *)
1, // tag
"weapons/sawidle.wav weapons/sawhit.wav", // precaches
},
#endif
/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"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,
ITEM_SHELLS,
IT_WEAPON_MASK,
WEAP_SHOTGUN,
0,
0,
/* precache */ "weapons/shotgf1b.wav weapons/shotgr1b.wav"
},
/*QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"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,
ITEM_SHELLS,
IT_WEAPON_MASK,
WEAP_SUPERSHOTGUN,
0,
0,
/* precache */ "weapons/sshotf1b.wav"
},
/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"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,
ITEM_BULLETS,
IT_WEAPON_MASK,
WEAP_MACHINEGUN,
0,
0,
/* precache */ "weapons/machgf1b.wav weapons/machgf2b.wav weapons/machgf3b.wav weapons/machgf4b.wav weapons/machgf5b.wav"
},
#ifdef GROUND_ZERO
/*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
ITEM_FLECHETTES, // ammo type used
IT_WEAPON_MASK, // inventory flags
WEAP_ETFRIFLE, // visible weapon
0, // info (void *)
0, // tag
"weapons/nail1.wav models/proj/flechette/tris.md2", // precaches
},
#endif
/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"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,
ITEM_BULLETS,
IT_WEAPON_MASK,
WEAP_CHAINGUN,
0,
0,
/* precache */ "weapons/chngnu1a.wav weapons/chngnl1a.wav weapons/machgf3b.wav weapons/chngnd1a.wav"
},
/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"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,
ITEM_GRENADES,
IT_AMMO | IT_WEAPON,
WEAP_GRENADES,
0,
AMMO_GRENADES,
/* precache */ "weapons/hgrent1a.wav weapons/hgrena1b.wav weapons/hgrenc1b.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav "
},
#ifdef THE_RECKONING
/*QUAKED ammo_trap (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_trap",
"Pickup_Ammo",
"Use_Weapon",
"Drop_Ammo",
"Weapon_Trap",
"misc/am_pkup.wav",
"models/weapons/g_trap/tris.md2", EF_ROTATE,
"models/weapons/v_trap/tris.md2",
/* icon */ "a_trap",
/* pickup */ "Trap",
/* width */ 3,
1,
ITEM_TRAP,
IT_AMMO | IT_WEAPON,
0,
0,
AMMO_TRAP,
/* precache */ "weapons/trapcock.wav weapons/traploop.wav weapons/trapsuck.wav weapons/trapdown.wav"
},
#endif
#ifdef GROUND_ZERO
/*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/ammo/am_tesl/tris.md2", 0,
"models/weapons/v_tesla/tris.md2",
"a_tesla",
"Tesla",
3,
5,
ITEM_TESLA, // PGM
IT_AMMO | IT_WEAPON, // inventory flags
0,
0, // 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
},
#endif
/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"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,
ITEM_GRENADES,
IT_WEAPON_MASK,
WEAP_GRENADELAUNCHER,
0,
0,
/* precache */ "models/objects/grenade/tris.md2 weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav"
},
#ifdef GROUND_ZERO
/*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_GrenadeLauncher", // 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
ITEM_PROX, // ammo type used
IT_WEAPON_MASK, // inventory flags
WEAP_PROXLAUNCH, // visible weapon
0, // info (void *)
AMMO_PROX, // tag
"weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav weapons/proxwarn.wav weapons/proxopen.wav",
},
#endif
/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"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,
ITEM_ROCKETS,
IT_WEAPON_MASK,
WEAP_ROCKETLAUNCHER,
0,
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)
*/
{
"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,
ITEM_CELLS,
IT_WEAPON_MASK,
WEAP_HYPERBLASTER,
0,
0,
/* precache */ "weapons/hyprbu1a.wav weapons/hyprbl1a.wav weapons/hyprbf1a.wav weapons/hyprbd1a.wav misc/lasfly.wav"
},
#ifdef THE_RECKONING
/*QUAKED weapon_boomer (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_boomer",
"Pickup_Weapon",
"Use_Weapon",
"Drop_Weapon",
"Weapon_Ionripper",
"misc/w_pkup.wav",
"models/weapons/g_boom/tris.md2", EF_ROTATE,
"models/weapons/v_boomer/tris.md2",
/* icon */ "w_ripper",
/* pickup */ "Ionripper",
0,
2,
ITEM_CELLS,
IT_WEAPON_MASK,
WEAP_BOOMER,
0,
0,
/* precache */ "weapons/rg_hum.wav weapons/rippfire.wav"
},
#endif
#ifdef GROUND_ZERO
/*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
ITEM_CELLS, // ammo type used
IT_WEAPON_MASK, // inventory flags
WEAP_PLASMA, // visible weapon
0, // info (void *)
0, // tag
"models/weapons/v_beamer2/tris.md2 weapons/bfg__l1a.wav", // precaches
},
#endif
/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"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,
ITEM_SLUGS,
IT_WEAPON_MASK,
WEAP_RAILGUN,
0,
0,
/* precache */ "weapons/rg_hum.wav"
},
#ifdef THE_RECKONING
/*QUAKED weapon_phalanx (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_phalanx",
"Pickup_Weapon",
"Use_Weapon",
"Drop_Weapon",
"Weapon_Phalanx",
"misc/w_pkup.wav",
"models/weapons/g_shotx/tris.md2", EF_ROTATE,
"models/weapons/v_shotx/tris.md2",
/* icon */ "w_phallanx",
/* pickup */ "Phalanx",
0,
1,
ITEM_MAG_SLUG,
IT_WEAPON_MASK,
WEAP_PHALANX,
0,
0,
/* precache */ "weapons/plasshot.wav"
},
#endif
/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"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,
ITEM_CELLS,
IT_WEAPON_MASK,
WEAP_BFG,
0,
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"
},
#ifdef GROUND_ZERO
/*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
ITEM_ROUNDS,
IT_WEAPON_MASK, // inventory flags
WEAP_DISRUPTOR, // visible weapon
0, // info (void *)
1, // tag
"models/items/spawngro/tris.md2 models/proj/disintegrator/tris.md2 weapons/disrupt.wav weapons/disint2.wav weapons/disrupthit.wav", // precaches
},
#endif
//
// AMMO ITEMS
//
/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_shells",
"Pickup_Ammo",
0,
"Drop_Ammo",
0,
"misc/am_pkup.wav",
"models/items/ammo/shells/medium/tris.md2", 0,
0,
/* icon */ "a_shells",
/* pickup */ "Shells",
/* width */ 3,
10,
0,
IT_AMMO,
0,
0,
AMMO_SHELLS,
/* precache */ ""
},
/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_bullets",
"Pickup_Ammo",
0,
"Drop_Ammo",
0,
"misc/am_pkup.wav",
"models/items/ammo/bullets/medium/tris.md2", 0,
0,
/* icon */ "a_bullets",
/* pickup */ "Bullets",
/* width */ 3,
50,
0,
IT_AMMO,
0,
0,
AMMO_BULLETS,
/* precache */ ""
},
/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_cells",
"Pickup_Ammo",
0,
"Drop_Ammo",
0,
"misc/am_pkup.wav",
"models/items/ammo/cells/medium/tris.md2", 0,
0,
/* icon */ "a_cells",
/* pickup */ "Cells",