}
bool Item_ItemsTime_SpectatorOnly(GameItem it);
-bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
+bool Item_ItemsTime_Allow(GameItem it);
float Item_ItemsTime_UpdateTime(entity e, float t);
void Item_ItemsTime_SetTime(entity e, float t);
void Item_ItemsTime_SetTimesForAllPlayers();
sound (self, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
setorigin (self, self.origin);
- if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
+ if (Item_ItemsTime_Allow(self.itemdef) || self.weapons & WEPSET_SUPERWEAPONS)
{
float t = Item_ItemsTime_UpdateTime(self, 0);
Item_ItemsTime_SetTime(self, t);
void Item_ScheduleRespawnIn(entity e, float t)
{
- if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
+ if (Item_ItemsTime_Allow(e.itemdef) || e.weapons & WEPSET_SUPERWEAPONS)
{
e.think = Item_RespawnCountdown;
e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
void Item_FindTeam()
{SELFPARAM();
- entity head, e;
+ entity e;
if(self.effects & EF_NODRAW)
{
// marker for item team search
LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
RandomSelection_Init();
- for(head = world; (head = findfloat(head, team, self.team)); )
- if(head.flags & FL_ITEM)
- if(head.classname != "item_flag_team" && head.classname != "item_key_team")
- RandomSelection_Add(head, 0, string_null, head.cnt, 0);
+ FOREACH_ENTITY_FLOAT(team, self.team,
+ {
+ if(it.flags & FL_ITEM)
+ if(it.classname != "item_flag_team" && it.classname != "item_key_team")
+ RandomSelection_Add(it, 0, string_null, it.cnt, 0);
+ });
+
e = RandomSelection_chosen_ent;
e.state = 0;
Item_Show(e, 1);
- for(head = world; (head = findfloat(head, team, self.team)); )
- if(head.flags & FL_ITEM)
- if(head.classname != "item_flag_team" && head.classname != "item_key_team")
+ FOREACH_ENTITY_FLOAT(team, self.team,
{
- if(head != e)
+ if(it.flags & FL_ITEM)
+ if(it.classname != "item_flag_team" && it.classname != "item_key_team")
{
- // make it a non-spawned item
- Item_Show(head, -1);
- head.state = 1; // state 1 = initially hidden item
+ if(it != e)
+ {
+ // make it non-spawned
+ Item_Show(it, -1);
+ it.state = 1; // state 1 = initially hidden item, apparently
+ }
+ it.effects &= ~EF_NODRAW;
}
- head.effects &= ~EF_NODRAW;
- }
+ });
Item_Reset(self);
}
return (v0 != v1);
}
-void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
+void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
{
if(v1 == v0)
return;
if(v1 <= v0 - t)
{
- if(snd_decr != "")
- _sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
+ if(snd_decr != NULL)
+ sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
}
else if(v0 >= v0 + t)
{
- if(snd_incr != "")
- _sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
+ if(snd_incr != NULL)
+ sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
}
}
op = OP_SET;
}
- POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND(ITEMPICKUP), string_null);
- POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND(POWERUP), SND(POWEROFF));
- POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND(POWERUP), SND(POWEROFF));
- POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
+ POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
+ POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
+ POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
FOREACH(Weapons, it != WEP_Null, LAMBDA(
- POSTGIVE_WEAPON(e, it, SND(WEAPONPICKUP), string_null);
+ POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
if(!(save_weapons & (it.m_wepset)))
if(e.weapons & (it.m_wepset))
it.wr_init(it);
));
- POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
- POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", SND(POWEROFF));
- POSTGIVE_VALUE(e, ammo_nails, 0, SND(ITEMPICKUP), string_null);
- POSTGIVE_VALUE(e, ammo_cells, 0, SND(ITEMPICKUP), string_null);
- POSTGIVE_VALUE(e, ammo_plasma, 0, SND(ITEMPICKUP), string_null);
- POSTGIVE_VALUE(e, ammo_shells, 0, SND(ITEMPICKUP), string_null);
- POSTGIVE_VALUE(e, ammo_rockets, 0, SND(ITEMPICKUP), string_null);
- POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND(ITEMPICKUP), string_null);
- POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(ARMOR25), string_null);
- POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(MEGAHEALTH), string_null);
+ POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
+ POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
+ POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
+ POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
if(e.superweapons_finished <= 0)
if(self.weapons & WEPSET_SUPERWEAPONS)