X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qc;h=62b02c3794be335982dad2b15e41a8e07be9ab01;hb=6729b4872ef3a1d49ee3b86f8a1e4b1406db68e0;hp=fa6d0f6f313510dd1bc6a8e1a6e921a425d7e1b0;hpb=c512b7a313907d4966d58f9c3b545b94e142ab20;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index fa6d0f6f3..62b02c379 100644 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@ -37,6 +37,7 @@ REGISTER_NET_LINKED(ENT_CLIENT_ITEM) #ifdef CSQC bool autocvar_cl_ghost_items_vehicle = true; .vector item_glowmod; +.bool item_simple; // probably not really needed, but better safe than sorry void Item_SetAlpha(entity this) { bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle); @@ -96,14 +97,16 @@ void ItemDraw(entity this) { if(this.ItemStatus & ITS_ANIMATE1) { - this.angles += this.avelocity * frametime; + if(!this.item_simple) + this.angles += this.avelocity * frametime; float fade_in = bound(0, time - this.onground_time, 1); setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2))); } if(this.ItemStatus & ITS_ANIMATE2) { - this.angles += this.avelocity * frametime; + if(!this.item_simple) + this.angles += this.avelocity * frametime; float fade_in = bound(0, time - this.onground_time, 1); setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3))); } @@ -112,19 +115,6 @@ void ItemDraw(entity this) Item_SetAlpha(this); } -void ItemDrawSimple(entity this) -{ - if(this.gravity) - { - Movetype_Physics_MatchServer(this, false); - - if(IS_ONGROUND(this)) - this.gravity = 0; - } - - Item_SetAlpha(this); -} - void Item_PreDraw(entity this) { if(warpzone_warpzones_exist) @@ -228,11 +218,12 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) this.mdl = ""; string _fn = ReadString(); + this.item_simple = false; // reset it! if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI)) { string _fn2 = substring(_fn, 0 , strlen(_fn) -4); - this.draw = ItemDrawSimple; + this.item_simple = true; if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"))) this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")); @@ -244,12 +235,12 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")); else { - this.draw = ItemDraw; + this.item_simple = false; LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it"); } } - if(this.draw != ItemDrawSimple) + if(!this.item_simple) this.mdl = strzone(_fn); @@ -635,6 +626,7 @@ AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening"); AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly"); +/// Adjust respawn time according to the number of players. float adjust_respawntime(float normal_respawntime) { float r = autocvar_g_pickup_respawntime_scaling_reciprocal; float o = autocvar_g_pickup_respawntime_scaling_offset; @@ -669,17 +661,43 @@ void Item_ScheduleRespawn(entity e) //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime); // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter - float actual_time = adjusted_respawntime + crandom() * e.respawntimejitter; - Item_ScheduleRespawnIn(e, actual_time); + float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter; + Item_ScheduleRespawnIn(e, respawn_in); } else // if respawntime is -1, this item does not respawn Item_Show(e, -1); } +AUTOCVAR(g_pickup_respawntime_initial_random, int, 1, + "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random"); + +float shared_random; +STATIC_INIT(shared_random) { shared_random = random(); } void Item_ScheduleInitialRespawn(entity e) { Item_Show(e, 0); - Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e))); + + float spawn_in; + if (autocvar_g_pickup_respawntime_initial_random == 0) + { + // range: respawntime .. respawntime + respawntimejitter + spawn_in = e.respawntime + random() * e.respawntimejitter; + } + else if (autocvar_g_pickup_respawntime_initial_random == 1) + { + // range: + // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter + // else: 0 .. ITEM_RESPAWN_TICKS + // this is to prevent powerups spawning unexpectedly without waypoints + spawn_in = ITEM_RESPAWN_TICKS + shared_random * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS); + } + else + { + // range: same as 1 + spawn_in = ITEM_RESPAWN_TICKS + random() * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS); + } + + Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in)); } void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, @@ -1126,8 +1144,6 @@ float ammo_pickupevalfunc(entity player, entity item) return rating; } -.int item_group; -.int item_group_count; float healtharmor_pickupevalfunc(entity player, entity item) { float c = 0;