+#define ISF_LOCATION 2
+#define ISF_MODEL 4
+#define ISF_STATUS 8
+ #define ITS_STAYWEP 1
+ #define ITS_ANIMATE1 2
+ #define ITS_ANIMATE2 4
+ #define ITS_AVAILABLE 8
+ #define ITS_ALLOWFB 16
+ #define ITS_ALLOWSI 32
+ #define ITS_POWERUP 64
+#define ISF_COLORMAP 16
+#define ISF_DROP 32
+
+.float ItemStatus;
+
+#ifdef CSQC
+
+float autocvar_cl_ghost_items;
+vector autocvar_cl_ghost_items_color;
+float autocvar_cl_fullbright_items;
+vector autocvar_cl_staywep_color;
+float autocvar_cl_staywep_alpha;
+float autocvar_cl_simple_items;
+float cl_simple_items;
+
+.float spawntime;
+.float gravity;
+.vector colormod;
+void ItemDraw()
+{
+ if(self.ItemStatus & ITS_ANIMATE1)
+ {
+ self.angles += '0 180 0' * frametime;
+ setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
+ }
+
+ if(self.ItemStatus & ITS_ANIMATE2)
+ {
+ self.angles += '0 -90 0' * frametime;
+ setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
+ }
+
+ if(self.gravity)
+ Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+}
+
+void ItemDrawSimple()
+{
+ if(self.gravity)
+ Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+}
+
+float csqcitems_started; // remove this after a release or two
+void csqcitems_start()
+{
+ autocvar_cl_ghost_items = bound(0, autocvar_cl_ghost_items, 1);
+ if(autocvar_cl_ghost_items == 1)
+ autocvar_cl_ghost_items = 0.55;
+
+ string _tmp = cvar_string("cl_ghost_items_color");
+ if(_tmp == "")
+ autocvar_cl_ghost_items_color = '-1 -1 -1';
+
+ csqcitems_started = TRUE;
+}
+
+void ItemRead(float _IsNew)
+{
+ if(!csqcitems_started)
+ csqcitems_start();
+
+ float sf = ReadByte();
+
+ if(sf & ISF_LOCATION)
+ {
+ self.origin_x = ReadCoord();
+ self.origin_y = ReadCoord();
+ self.origin_z = ReadCoord();
+ setorigin(self, self.origin);
+ self.oldorigin = self.origin;
+ }
+
+ if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
+ {
+ self.ItemStatus = ReadByte();
+
+ if(self.ItemStatus & ITS_AVAILABLE)
+ {
+ self.alpha = 1;
+ self.colormod = self.glowmod = '1 1 1';
+ }
+ else
+ {
+ if (autocvar_cl_ghost_items)
+ {
+ self.alpha = autocvar_cl_ghost_items;
+ self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
+ }
+ else
+ self.alpha = -1;
+ }
+
+ if(autocvar_cl_fullbright_items)
+ if(self.ItemStatus & ITS_ALLOWFB)
+ self.effects |= EF_FULLBRIGHT;
+
+ if(self.ItemStatus & ITS_STAYWEP)
+ {
+ self.colormod = self.glowmod = autocvar_cl_staywep_color;
+ self.alpha = autocvar_cl_staywep_alpha;
+
+ }
+
+ if(self.ItemStatus & ITS_POWERUP)
+ {
+ if(self.ItemStatus & ITS_AVAILABLE)
+ self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
+ else
+ self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
+ }
+ }
+
+ if(sf & ISF_MODEL)
+ {
+ self.drawmask = MASK_NORMAL;
+ self.movetype = MOVETYPE_NOCLIP;
+
+ if(self.mdl)
+ strunzone(self.mdl);
+
+ self.mdl = "";
+ string _fn = ReadString();
+
+ if(cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
+ {
+ string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
+
+ if(fexists(strcat(_fn2, "_simple.md3")))
+ self.mdl = strzone(strcat(_fn2, "_simple.md3"));
+ else if(fexists(strcat(_fn2, "_simple.dpm")))
+ self.mdl = strzone(strcat(_fn2, "_simple.dpm"));
+ else if(fexists(strcat(_fn2, "_simple.iqm")))
+ self.mdl = strzone(strcat(_fn2, "_simple.iqm"));
+ else if(fexists(strcat(_fn2, "_simple.obj")))
+ self.mdl = strzone(strcat(_fn2, "_simple.obj"));
+ else
+ {
+ self.mdl = "";
+ dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
+ }
+ }
+
+ if(self.mdl == "")
+ {
+ self.mdl = strzone(_fn);
+ self.draw = ItemDraw;
+ }
+ else
+ self.draw = ItemDrawSimple;
+
+ precache_model(self.mdl);
+ setmodel(self, self.mdl);
+ }
+
+ if(sf & ISF_COLORMAP)
+ self.colormap = ReadShort();
+
+ if(sf & ISF_DROP)
+ {
+ self.gravity = 1;
+ self.move_movetype = MOVETYPE_TOSS;
+ self.move_velocity_x = ReadCoord();
+ self.move_velocity_y = ReadCoord();
+ self.move_velocity_z = ReadCoord();
+ self.velocity = self.move_velocity;
+ self.move_origin = self.oldorigin;
+
+ if(!self.move_time)
+ {
+ self.move_time = time;
+ self.spawntime = time;
+ }
+ else
+ self.move_time = max(self.move_time, time);
+ }
+}
+#endif
+
+#ifdef SVQC
+float autocvar_sv_simple_items;
+float ItemSend(entity to, float sf)
+{
+ if(self.gravity)
+ sf |= ISF_DROP;
+ else
+ sf &~= ISF_DROP;
+
+ WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
+ WriteByte(MSG_ENTITY, sf);
+
+
+ //WriteByte(MSG_ENTITY, self.cnt);
+ if(sf & ISF_LOCATION)
+ {
+ WriteCoord(MSG_ENTITY, self.origin_x);
+ WriteCoord(MSG_ENTITY, self.origin_y);
+ WriteCoord(MSG_ENTITY, self.origin_z);
+ }
+
+ if(sf & ISF_STATUS)
+ WriteByte(MSG_ENTITY, self.ItemStatus);
+
+ if(sf & ISF_MODEL)
+ WriteString(MSG_ENTITY, self.mdl);
+
+ if(sf & ISF_COLORMAP)
+ WriteShort(MSG_ENTITY, self.colormap);
+
+ if(sf & ISF_DROP)
+ {
+ WriteCoord(MSG_ENTITY, self.velocity_x);
+ WriteCoord(MSG_ENTITY, self.velocity_y);
+ WriteCoord(MSG_ENTITY, self.velocity_z);
+ }
+
+ return TRUE;
+}
+
+
float have_pickup_item(void)
{
// minstagib: only allow filtered items
if(g_ca)
return FALSE;
if(g_weaponarena)
- if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
+ if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
return FALSE;
}
return TRUE;
.float max_armorvalue;
.float pickup_anyway;
-
+/*
float Item_Customize()
{
if(self.spawnshieldtime)
return TRUE;
- if(self.weapons != (self.weapons & other.weapons))
+ if(!WEPSET_CONTAINS_ALL_EE(other, self))
{
self.colormod = '0 0 0';
self.glowmod = self.colormod;
return FALSE;
}
}
+*/
void Item_Show (entity e, float mode)
-{
+{
e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
+ e.ItemStatus &~= ITS_STAYWEP;
if (mode > 0)
{
// make the item look normal, and be touchable
e.model = e.mdl;
e.solid = SOLID_TRIGGER;
- e.colormod = '0 0 0';
- self.glowmod = self.colormod;
- e.alpha = 0;
- e.customizeentityforclient = func_null;
-
e.spawnshieldtime = 1;
+ e.ItemStatus |= ITS_AVAILABLE;
}
else if (mode < 0)
{
// hide the item completely
e.model = string_null;
e.solid = SOLID_NOT;
- e.colormod = '0 0 0';
- self.glowmod = self.colormod;
- e.alpha = 0;
- e.customizeentityforclient = func_null;
-
e.spawnshieldtime = 1;
+ e.ItemStatus &~= ITS_AVAILABLE;
}
- else if((e.flags & FL_WEAPON) && g_weapon_stay)
+ else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
{
// make the item translucent and not touchable
e.model = e.mdl;
e.solid = SOLID_TRIGGER; // can STILL be picked up!
- e.colormod = '0 0 0';
- self.glowmod = self.colormod;
e.effects |= EF_STARDUST;
- e.customizeentityforclient = Item_Customize;
-
e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
- }
- else if(g_ghost_items)
- {
- // make the item translucent and not touchable
- e.model = e.mdl;
- e.solid = SOLID_NOT;
- e.colormod = stov(autocvar_g_ghost_items_color);
- e.glowmod = e.colormod;
- e.alpha = g_ghost_items;
- e.customizeentityforclient = func_null;
-
- e.spawnshieldtime = 1;
+ e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
}
else
{
- // hide the item completely
- e.model = string_null;
+ //setmodel(e, "null");
e.solid = SOLID_NOT;
e.colormod = '0 0 0';
e.glowmod = e.colormod;
- e.alpha = 0;
- e.customizeentityforclient = func_null;
-
e.spawnshieldtime = 1;
+ e.ItemStatus &~= ITS_AVAILABLE;
}
-
- if (e.strength_finished || e.invincible_finished)
- e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
+
+ if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
+ e.ItemStatus |= ITS_POWERUP;
+
if (autocvar_g_nodepthtestitems)
e.effects |= EF_NODEPTHTEST;
- if (autocvar_g_fullbrightitems)
- e.effects |= EF_FULLBRIGHT;
+
+
+ if (autocvar_g_fullbrightitems)
+ e.ItemStatus |= ITS_ALLOWFB;
+
+ if (autocvar_sv_simple_items)
+ e.ItemStatus |= ITS_ALLOWSI;
// relink entity (because solid may have changed)
setorigin(e, e.origin);
+ e.SendFlags |= ISF_STATUS;
}
void Item_Respawn (void)
if(self.count == 1)
{
string name;
- vector rgb;
+ vector rgb = '1 0 1';
name = string_null;
if(g_minstagib)
{
case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
}
+ if(self.flags & FL_WEAPON)
+ {
+ entity wi = get_weaponinfo(self.weapon);
+ if(wi)
+ {
+ name = wi.model2;
+ rgb = '1 0 0';
+ }
+ }
if(!name)
{
print("Unknown powerup-marked item is wanting to respawn\n");
void Item_ScheduleRespawnIn(entity e, float t)
{
- if(e.flags & FL_POWERUP)
+ if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
{
e.think = Item_RespawnCountdown;
e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
float pickedup;
float it;
float i;
- entity e;
// if nothing happens to player, just return without taking the item
pickedup = FALSE;
// else if(item.items == IT_CELLS)
// AnnounceTo(player, "ammo");
- if (item.weapons & WEPBIT_MINSTANEX)
+ if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
- if (item.ammo_cells)
- player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
player.health = 100;
}
if (player.switchweapon == w_getbestweapon(player))
_switchweapon = TRUE;
- if not(player.weapons & W_WeaponBit(player.switchweapon))
+ if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
_switchweapon = TRUE;
pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
if (item.flags & FL_WEAPON)
- if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway))
{
- pickedup = TRUE;
- for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+ WEPSET_DECLARE_A(it);
+ WEPSET_COPY_AE(it, item);
+ WEPSET_ANDNOT_AE(it, player);
+
+ if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
{
- e = get_weaponinfo(i);
- if(it & e.weapons)
- W_GiveWeapon (player, e.weapon, item.netname);
+ pickedup = TRUE;
+ for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+ if(WEPSET_CONTAINS_AW(it, i))
+ W_GiveWeapon (player, i, item.netname);
}
}
if (item.strength_finished)
{
pickedup = TRUE;
- player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
+ player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
}
if (item.invincible_finished)
{
pickedup = TRUE;
- player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
+ player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
+ }
+ if (item.superweapons_finished)
+ {
+ pickedup = TRUE;
+ player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
}
}
if (!pickedup)
return 0;
- sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
if (_switchweapon)
if (player.switchweapon != w_getbestweapon(player))
W_SwitchWeapon_Force(player, w_getbestweapon(player));
entity e, head;
// remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
- if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
+ if(self.classname == "droppedweapon")
{
- remove(self);
- return;
+ if (ITEM_TOUCH_NEEDKILL())
+ {
+ remove(self);
+ return;
+ }
}
+
if (other.classname != "player")
return;
if (other.deadflag)
if (self.owner == other)
return;
+ if (self.classname == "droppedweapon")
+ {
+ self.strength_finished = max(0, self.strength_finished - time);
+ self.invincible_finished = max(0, self.invincible_finished - time);
+ self.superweapons_finished = max(0, self.superweapons_finished - time);
+ }
+
if(!Item_GiveTo(self, other))
+ {
+ if (self.classname == "droppedweapon")
+ {
+ // undo what we did above
+ self.strength_finished += time;
+ self.invincible_finished += time;
+ self.superweapons_finished += time;
+ }
return;
+ }
other.last_pickup = time;
pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
+ sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
if (self.classname == "droppedweapon")
remove (self);
}
}
e = RandomSelection_chosen_ent;
+
}
else
e = self;
}
}
+void Item_Reset()
+{
+ Item_Show(self, !self.state);
+ setorigin (self, self.origin);
+
+ if(self.classname != "droppedweapon")
+ {
+ self.think = SUB_Null;
+ self.nextthink = 0;
+
+ if(self.waypointsprite_attached)
+ WaypointSprite_Kill(self.waypointsprite_attached);
+
+ if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
+ Item_ScheduleInitialRespawn(self);
+ }
+}
+
void Item_FindTeam()
{
entity head, e;
head.effects &~= EF_NODRAW;
}
- if(e.flags & FL_POWERUP) // do not spawn powerups initially!
- Item_ScheduleInitialRespawn(e);
+ Item_Reset();
}
}
-void Item_Reset()
-{
- Item_Show(self, !self.state);
- setorigin (self, self.origin);
- self.think = SUB_Null;
- self.nextthink = 0;
-
- if(self.flags & FL_POWERUP) // do not spawn powerups initially!
- Item_ScheduleInitialRespawn(self);
-}
-
// Savage: used for item garbage-collection
// TODO: perhaps nice special effect?
void RemoveItem(void)
float weapon_pickupevalfunc(entity player, entity item)
{
- float c, i, j, position;
+ float c, j, position;
// See if I have it already
- if(player.weapons & item.weapons == item.weapons)
+ if(!WEPSET_CONTAINS_ALL_EE(player, item))
{
// If I can pick it up
if(!item.spawnshieldtime)
// If custom weapon priorities for bots is enabled rate most wanted weapons higher
if( bot_custom_weapon && c )
{
- for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
- {
- // Find weapon
- if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
- continue;
-
- // Find the highest position on any range
- position = -1;
- for(j = 0; j < WEP_LAST ; ++j){
- if(
- bot_weapons_far[j] == i ||
- bot_weapons_mid[j] == i ||
- bot_weapons_close[j] == i
- )
- {
- position = j;
- break;
- }
- }
-
- // Rate it
- if (position >= 0 )
+ // Find the highest position on any range
+ position = -1;
+ for(j = 0; j < WEP_LAST ; ++j){
+ if(
+ bot_weapons_far[j] == item.weapon ||
+ bot_weapons_mid[j] == item.weapon ||
+ bot_weapons_close[j] == item.weapon
+ )
{
- position = WEP_LAST - position;
- // item.bot_pickupbasevalue is overwritten here
- return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
+ position = j;
+ break;
}
}
+
+ // Rate it
+ if (position >= 0 )
+ {
+ position = WEP_LAST - position;
+ // item.bot_pickupbasevalue is overwritten here
+ return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
+ }
}
return item.bot_pickupbasevalue * c;
float commodity_pickupevalfunc(entity player, entity item)
{
- float c, i, need_shells, need_nails, need_rockets, need_cells;
+ float c, i;
+ float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
entity wi;
c = 0;
{
wi = get_weaponinfo(i);
- if not(wi.weapons & player.weapons)
+ if not(WEPSET_CONTAINS_EW(player, i))
continue;
if(wi.items & IT_SHELLS)
need_rockets = TRUE;
else if(wi.items & IT_CELLS)
need_cells = TRUE;
+ else if(wi.items & IT_FUEL)
+ need_cells = TRUE;
}
// TODO: figure out if the player even has the weapon this ammo is for?
if (item.ammo_cells)
if (player.ammo_cells < g_pickup_cells_max)
c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
+ if (need_fuel)
+ if (item.ammo_fuel)
+ if (player.ammo_fuel < g_pickup_fuel_max)
+ c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
if (item.armorvalue)
if (player.armorvalue < item.max_armorvalue)
c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
return item.bot_pickupbasevalue * c;
}
+void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if(ITEM_DAMAGE_NEEDKILL(deathtype))
+ RemoveItem();
+}
.float is_item;
void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
{
startitem_failed = FALSE;
+ if(self.model == "")
+ self.model = itemmodel;
+
+ if(self.item_pickupsound == "")
+ self.item_pickupsound = pickupsound;
+
+ if(!self.respawntime) // both need to be set
+ {
+ self.respawntime = defaultrespawntime;
+ self.respawntimejitter = defaultrespawntimejitter;
+ }
+
self.items = itemid;
- self.weapons = weaponid;
+ self.weapon = weaponid;
+
+ if(weaponid)
+ WEPSET_COPY_EW(self, weaponid);
+
self.flags = FL_ITEM | itemflags;
+ if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
+ {
+ startitem_failed = TRUE;
+ remove(self);
+ return;
+ }
+
// is it a dropped weapon?
if (self.classname == "droppedweapon")
{
self.reset = SUB_Remove;
// it's a dropped weapon
self.movetype = MOVETYPE_TOSS;
+
// Savage: remove thrown items after a certain period of time ("garbage collection")
self.think = RemoveItem;
- self.nextthink = time + 60;
+ self.nextthink = time + 20;
+
+ self.takedamage = DAMAGE_YES;
+ self.event_damage = Item_Damage;
+
+ if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
+ /*
+ if(self.items == 0)
+ if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
+ if(self.ammo_nails == 0)
+ if(self.ammo_cells == 0)
+ if(self.ammo_rockets == 0)
+ if(self.ammo_shells == 0)
+ if(self.ammo_fuel == 0)
+ if(self.health == 0)
+ if(self.armorvalue == 0)
+ */
+ {
+ // if item is worthless after a timer, have it expire then
+ self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
+ }
+
// don't drop if in a NODROP zone (such as lava)
traceline(self.origin, self.origin, MOVE_NORMAL, self);
if (trace_dpstartcontents & DPCONTENTS_NODROP)
}
else
{
- if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
- {
- startitem_failed = TRUE;
- remove(self);
- return;
- }
-
if(!have_pickup_item())
{
startitem_failed = TRUE;
entity otheritem;
for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
{
+ // why not flags & fl_item?
if(otheritem.is_item)
{
dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
self.is_item = TRUE;
}
- weaponsInMap |= weaponid;
+ WEPSET_OR_AW(weaponsInMap, weaponid);
- precache_model (itemmodel);
- precache_sound (pickupsound);
+ precache_model (self.model);
+ precache_sound (self.item_pickupsound);
precache_sound ("misc/itemrespawncountdown.wav");
if(!g_minstagib && itemid == IT_STRENGTH)
self.bot_pickup = TRUE;
self.bot_pickupevalfunc = pickupevalfunc;
self.bot_pickupbasevalue = pickupbasevalue;
- self.mdl = itemmodel;
- self.item_pickupsound = pickupsound;
- // let mappers override respawntime
- if(!self.respawntime) // both set
- {
- self.respawntime = defaultrespawntime;
- self.respawntimejitter = defaultrespawntimejitter;
- }
+ self.mdl = self.model;
self.netname = itemname;
self.touch = Item_Touch;
- setmodel (self, self.mdl); // precision set below
- self.effects |= EF_LOWPRECISION;
+ setmodel(self, "null"); // precision set below
+ //self.effects |= EF_LOWPRECISION;
+
if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
- setsize (self, '-16 -16 0', '16 16 48');
+ {
+ self.pos1 = '-16 -16 0';
+ self.pos2 = '16 16 48';
+ }
else
- setsize (self, '-16 -16 0', '16 16 32');
+ {
+ self.pos1 = '-16 -16 0';
+ self.pos2 = '16 16 32';
+ }
+ setsize (self, self.pos1, self.pos2);
+
+ if(itemflags & FL_POWERUP)
+ self.ItemStatus |= ITS_ANIMATE1;
+
+ if(self.armorvalue || self.health)
+ self.ItemStatus |= ITS_ANIMATE2;
+
if(itemflags & FL_WEAPON)
- self.modelflags |= MF_ROTATE;
-
- if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
- if (itemflags & FL_WEAPON)
{
- // neutral team color for pickup weapons
- self.colormap = 1024; // color shirt=0 pants=0 grey
+ if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
+ self.colormap = 1024; // color shirt=0 pants=0 grey
+ else
+ self.gravity = 1;
+
+ self.ItemStatus |= ITS_ANIMATE1;
+ self.ItemStatus |= ISF_COLORMAP;
}
- Item_Show(self, 1);
self.state = 0;
- if(self.team)
+ if(self.team) // broken, no idea why.
{
if(!self.cnt)
self.cnt = 1; // item probability weight
- self.effects = self.effects | EF_NODRAW; // marker for item team search
+
+ self.effects |= EF_NODRAW; // marker for item team search
InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
}
- else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
- Item_ScheduleInitialRespawn(self);
+ else
+ Item_Reset();
+
+ Net_LinkEntity(self, FALSE, 0, ItemSend);
}
/* replace items in minstagib
* IT_NAILS = extra lives
* IT_INVINCIBLE = speed
*/
-void minstagib_items (float itemid)
+void minstagib_items (float itemid) // will be deleted soon.
{
float rnd;
- self.classname = "minstagib";
+ self.classname = "minstagib"; // ...?
// replace rocket launchers and nex guns with ammo cells
if (itemid == IT_CELLS)
// replace with invis
if (itemid == IT_STRENGTH)
{
- self.strength_finished = 30;
+ if(!self.strength_finished)
+ self.strength_finished = autocvar_g_balance_powerup_strength_time;
StartItem ("models/items/g_strength.md3",
"misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
"Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
// replace with speed
if (itemid == IT_INVINCIBLE)
{
- self.invincible_finished = 30;
+ if(!self.invincible_finished)
+ self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
StartItem ("models/items/g_invincible.md3",
"misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
"Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
string s;
entity oldself;
float i, j;
+ float f;
- // set the respawntime in advance (so replaced weapons can copy it)
-
- if(!self.respawntime)
+ if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
{
e = get_weaponinfo(wpn);
- if(e.items == IT_SUPERWEAPON)
- {
- self.respawntime = g_pickup_respawntime_powerup;
- self.respawntimejitter = g_pickup_respawntimejitter_powerup;
- }
- else
+
+ if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
{
- self.respawntime = g_pickup_respawntime_weapon;
- self.respawntimejitter = g_pickup_respawntimejitter_weapon;
+ print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
+ /*
+ objerror("Attempted to spawn a mutator-blocked weapon rejected");
+ startitem_failed = TRUE;
+ return;
+ */
}
- }
- if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
- {
- e = get_weaponinfo(wpn);
- s = cvar_string(strcat("g_weaponreplace_", e.netname));
- if(s == "0")
+ s = W_Apply_Weaponreplace(e.netname);
+ ret_string = s;
+ other = e;
+ MUTATOR_CALLHOOK(SetWeaponreplace);
+ s = ret_string;
+ if(s == "")
{
remove(self);
startitem_failed = TRUE;
}
self = oldself;
}
- if(t >= 1)
+ if(t >= 1) // always the case!
{
s = argv(0);
wpn = 0;
e = get_weaponinfo(wpn);
- if(e.items && e.items != IT_SUPERWEAPON)
+ if(!self.respawntime)
+ {
+ if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+ {
+ self.respawntime = g_pickup_respawntime_superweapon;
+ self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
+ }
+ else
+ {
+ self.respawntime = g_pickup_respawntime_weapon;
+ self.respawntimejitter = g_pickup_respawntimejitter_weapon;
+ }
+ }
+
+ if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+ if(!self.superweapons_finished)
+ self.superweapons_finished = autocvar_g_balance_superweapons_time;
+
+ if(e.items)
{
for(i = 0, j = 1; i < 24; ++i, j *= 2)
{
}
}
}
- else
- {
- self.flags |= FL_NO_WEAPON_STAY;
- }
+
+ // pickup anyway
+ if(g_pickup_weapons_anyway)
+ self.pickup_anyway = TRUE;
+
+ f = FL_WEAPON;
+
+ // no weapon-stay on superweapons
+ if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+ f |= FL_NO_WEAPON_STAY;
// weapon stay isn't supported for teamed weapons
if(self.team)
- self.flags |= FL_NO_WEAPON_STAY;
+ f |= FL_NO_WEAPON_STAY;
+
+ // stupid minstagib hack, don't ask
+ if(g_minstagib)
+ if(self.ammo_cells)
+ self.ammo_cells = autocvar_g_minstagib_ammo_drop;
- StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
+ StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
if (self.modelindex) // don't precache if self was removed
weapon_action(e.weapon, WR_PRECACHE);
}
minstagib_items(IT_STRENGTH);
} else {
precache_sound("weapons/strength_fire.wav");
- self.strength_finished = 30;
+ if(!self.strength_finished)
+ self.strength_finished = autocvar_g_balance_powerup_strength_time;
StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
}
}
if(g_minstagib) {
minstagib_items(IT_INVINCIBLE);
} else {
- self.invincible_finished = 30;
+ if(!self.invincible_finished)
+ self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
}
}
void spawnfunc_item_minst_cells (void) {
if (g_minstagib)
{
- minst_no_auto_cells = 1;
+ minst_no_auto_cells = TRUE;
minstagib_items(IT_CELLS);
}
else
self.strength_finished = autocvar_g_balance_powerup_strength_time;
if(!self.invincible_finished)
self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+ if(!self.superweapons_finished)
+ self.superweapons_finished = autocvar_g_balance_superweapons_time;
precache_sound("misc/itempickup.wav");
precache_sound("misc/megahealth.wav");
else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
else if(argv(i) == "strength") self.items |= IT_STRENGTH;
else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
+ else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
else
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- e = get_weaponinfo(j);
- if(argv(i) == e.netname)
+ for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- self.weapons |= e.weapons;
- if(self.spawnflags == 0 || self.spawnflags == 2)
- weapon_action(e.weapon, WR_PRECACHE);
- break;
+ e = get_weaponinfo(j);
+ if(argv(i) == e.netname)
+ {
+ WEPSET_OR_EW(self, j);
+ if(self.spawnflags == 0 || self.spawnflags == 2)
+ weapon_action(e.weapon, WR_PRECACHE);
+ break;
+ }
}
+ if(j > WEP_LAST)
+ print("target_items: invalid item ", argv(i), "\n");
}
- if(j > WEP_LAST)
- print("target_items: invalid item ", argv(i), "\n");
}
string itemprefix, valueprefix;
self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
+ self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
e = get_weaponinfo(j);
- if(e.weapons)
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
+ if(e.weapon)
+ self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
}
}
self.netname = strzone(self.netname);
#define OP_PLUS 3
#define OP_MINUS 4
+float GiveWeapon(entity e, float wpn, float op, float val)
+{
+ float v0, v1;
+ v0 = WEPSET_CONTAINS_EW(e, wpn);
+ switch(op)
+ {
+ case OP_SET:
+ if(val > 0)
+ WEPSET_OR_EW(e, wpn);
+ else
+ WEPSET_ANDNOT_EW(e, wpn);
+ break;
+ case OP_MIN:
+ case OP_PLUS:
+ if(val > 0)
+ WEPSET_OR_EW(e, wpn);
+ break;
+ case OP_MAX:
+ if(val <= 0)
+ WEPSET_ANDNOT_EW(e, wpn);
+ break;
+ case OP_MINUS:
+ if(val > 0)
+ WEPSET_ANDNOT_EW(e, wpn);
+ break;
+ }
+ v1 = WEPSET_CONTAINS_EW(e, wpn);
+ return (v0 != v1);
+}
+
float GiveBit(entity e, .float fld, float bit, float op, float val)
{
float v0, v1;
e.regenfield = max(e.regenfield, time + regentime);
}
+#define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
#define PREGIVE(e,f) float save_##f; save_##f = (e).f
+#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
#define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
#define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
#define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
e.strength_finished = max(0, e.strength_finished - time);
e.invincible_finished = max(0, e.invincible_finished - time);
+ e.superweapons_finished = max(0, e.superweapons_finished - time);
PREGIVE(e, items);
- PREGIVE(e, weapons);
+ PREGIVE_WEAPONS(e);
PREGIVE(e, strength_finished);
PREGIVE(e, invincible_finished);
+ PREGIVE(e, superweapons_finished);
PREGIVE(e, ammo_nails);
PREGIVE(e, ammo_cells);
PREGIVE(e, ammo_shells);
continue;
case "ALL":
got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
- got += GiveValue(e, strength_finished, op, time);
- got += GiveValue(e, invincible_finished, op, time);
+ got += GiveValue(e, strength_finished, op, val);
+ got += GiveValue(e, invincible_finished, op, val);
+ got += GiveValue(e, superweapons_finished, op, val);
got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
case "all":
got += GiveBit(e, items, IT_JETPACK, op, val);
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
wi = get_weaponinfo(j);
- if(wi.weapons)
- got += GiveBit(e, weapons, wi.weapons, op, val);
+ if(wi.weapon)
+ if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ got += GiveWeapon(e, j, op, val);
}
case "allammo":
got += GiveValue(e, ammo_cells, op, val);
case "invincible":
got += GiveValue(e, invincible_finished, op, val);
break;
+ case "superweapons":
+ got += GiveValue(e, superweapons_finished, op, val);
+ break;
case "cells":
got += GiveValue(e, ammo_cells, op, val);
break;
wi = get_weaponinfo(j);
if(cmd == wi.netname)
{
- got += GiveBit(e, weapons, wi.weapons, op, val);
+ got += GiveWeapon(e, j, op, val);
break;
}
}
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
wi = get_weaponinfo(j);
- if(wi.weapons)
+ if(wi.weapon)
{
- POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
- if not(save_weapons & wi.weapons)
- if(e.weapons & wi.weapons)
+ POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
+ if not(WEPSET_CONTAINS_AW(save_weapons, j))
+ if(WEPSET_CONTAINS_EW(e, j))
weapon_action(wi.weapon, WR_PRECACHE);
}
}
POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
+ if(e.superweapons_finished <= 0)
+ if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
+ e.superweapons_finished = autocvar_g_balance_superweapons_time;
+
if (g_minstagib)
{
e.health = bound(0, e.health, 100);
e.invincible_finished = 0;
else
e.invincible_finished += time;
+ if(e.superweapons_finished <= 0)
+ e.superweapons_finished = 0;
+ else
+ e.superweapons_finished += time;
- if not(e.weapons & W_WeaponBit(e.switchweapon))
+ if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
_switchweapon = TRUE;
if(_switchweapon)
W_SwitchWeapon_Force(e, w_getbestweapon(e));
return got;
}
+#endif