if(sf & ISF_LOCATION)
{
- this.origin_x = ReadCoord();
- this.origin_y = ReadCoord();
- this.origin_z = ReadCoord();
+ this.origin = ReadVector();
setorigin(this, this.origin);
this.oldorigin = this.origin;
}
this.pushable = true;
//this.angles = '0 0 0';
set_movetype(this, MOVETYPE_TOSS);
- this.velocity_x = ReadCoord();
- this.velocity_y = ReadCoord();
- this.velocity_z = ReadCoord();
+ this.velocity = ReadVector();
setorigin(this, this.oldorigin);
if(!this.move_time)
//WriteByte(MSG_ENTITY, this.cnt);
if(sf & ISF_LOCATION)
{
- WriteCoord(MSG_ENTITY, this.origin.x);
- WriteCoord(MSG_ENTITY, this.origin.y);
- WriteCoord(MSG_ENTITY, this.origin.z);
+ WriteVector(MSG_ENTITY, this.origin);
}
if(sf & ISF_ANGLES)
if(sf & ISF_DROP)
{
- WriteCoord(MSG_ENTITY, this.velocity.x);
- WriteCoord(MSG_ENTITY, this.velocity.y);
- WriteCoord(MSG_ENTITY, this.velocity.z);
+ WriteVector(MSG_ENTITY, this.velocity);
}
return true;
LABEL(pickup)
- toucher.last_pickup = time;
+ STAT(LAST_PICKUP, toucher) = time;
Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
_sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
s = Buff_UndeprecateName(argv(j));
if(s == it.m_name)
{
- this.buffs |= (it.m_itemid);
+ STAT(BUFFS, this) |= (it.m_itemid);
break;
}
});
if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
- FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
+ FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(BUFFS, this) & (it.m_itemid)), it.m_name));
FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
}
this.netname = strzone(this.netname);
bool GiveBuff(entity e, Buff thebuff, int op, int val)
{
- bool had_buff = (e.buffs & thebuff.m_itemid);
+ bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
switch(op)
{
case OP_SET:
if(val > 0)
- e.buffs |= thebuff.m_itemid;
+ STAT(BUFFS, e) |= thebuff.m_itemid;
else
- e.buffs &= ~thebuff.m_itemid;
+ STAT(BUFFS, e) &= ~thebuff.m_itemid;
break;
case OP_MIN:
case OP_PLUS:
if(val > 0)
- e.buffs |= thebuff.m_itemid;
+ STAT(BUFFS, e) |= thebuff.m_itemid;
break;
case OP_MAX:
if(val <= 0)
- e.buffs &= ~thebuff.m_itemid;
+ STAT(BUFFS, e) &= ~thebuff.m_itemid;
break;
case OP_MINUS:
if(val > 0)
- e.buffs &= ~thebuff.m_itemid;
+ STAT(BUFFS, e) &= ~thebuff.m_itemid;
break;
}
- bool have_buff = (e.buffs & thebuff.m_itemid);
+ bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
return (had_buff != have_buff);
}