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Lines Matching refs:items

10 	sound (self, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM);    // play respawn sound
45 other.items = other.items | IT_QUAD;
87 item.noise = "items/damage.wav";
115 other.items = other.items | IT_INVISIBILITY;
147 item.noise = "items/inv1.wav";
193 self.nextthink = time + 0.2; // items start after other solids
247 precache_sound("items/r_item1.wav");
249 self.noise = "items/r_item1.wav";
257 precache_sound("items/r_item2.wav");
259 self.noise = "items/r_item2.wav";
266 precache_sound("items/health1.wav");
268 self.noise = "items/health1.wav";
318 other.items = other.items | IT_SUPERHEALTH;
352 other.items = other.items - (other.items & IT_SUPERHEALTH);
407 other.items = other.items - (other.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + bit;
417 sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM);
576 if (leave && (other.items & IT_NAILGUN) )
584 if (leave && (other.items & IT_SUPER_NAILGUN) )
592 if (leave && (other.items & IT_SUPER_SHOTGUN) )
600 if (leave && (other.items & IT_ROCKET_LAUNCHER) )
608 if (leave && (other.items & IT_GRENADE_LAUNCHER) )
616 if (leave && (other.items & IT_LIGHTNING))
635 old = other.items;
636 other.items = other.items | new;
1091 if (other.items & self.items)
1100 other.items = other.items | self.items;
1162 self.items = IT_KEY1;
1200 self.items = IT_KEY2;
1315 other.items = other.items | self.items;
1363 precache_sound ("items/protect.wav");
1364 precache_sound ("items/protect2.wav");
1365 precache_sound ("items/protect3.wav");
1366 self.noise = "items/protect.wav";
1370 self.items = IT_INVULNERABILITY;
1383 precache_sound ("items/suit.wav");
1384 precache_sound ("items/suit2.wav");
1385 self.noise = "items/suit.wav";
1388 self.items = IT_SUIT;
1402 precache_sound ("items/inv1.wav");
1403 precache_sound ("items/inv2.wav");
1404 precache_sound ("items/inv3.wav");
1405 self.noise = "items/inv1.wav";
1408 self.items = IT_INVISIBILITY;
1422 precache_sound ("items/damage.wav");
1423 precache_sound ("items/damage2.wav");
1424 precache_sound ("items/damage3.wav");
1425 self.noise = "items/damage.wav";
1431 self.items = IT_QUAD;
1478 sound (other, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
1490 other.items = other.items | IT_INVULNERABILITY;
1494 other.items = other.items | IT_QUAD;
1508 if (self.items)
1509 if ((other.items & self.items) == 0)
1528 new = self.items;
1531 old = other.items;
1532 other.items = other.items | self.items;
1620 item.items = self.weapon;
1621 if (item.items == IT_AXE)
1623 else if (item.items == IT_SHOTGUN)
1625 else if (item.items == IT_SUPER_SHOTGUN)
1627 else if (item.items == IT_NAILGUN)
1629 else if (item.items == IT_SUPER_NAILGUN)
1631 else if (item.items == IT_GRENADE_LAUNCHER)
1633 else if (item.items == IT_ROCKET_LAUNCHER)
1635 else if (item.items == IT_LIGHTNING)