X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qc;h=b90575a1da8cdd38e03ee8ee31833a70ca98d441;hb=64f2b309aa5be8aafb9ad2137174bb6d99aeb876;hp=a0255d7d61d7dcf9bdb195bd52cf0603debd2d88;hpb=3220cab5a7b69ced4a641504a6a5f4eccf2d3bfc;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index a0255d7d6..b90575a1d 100644 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@ -1,13 +1,12 @@ #include "t_items.qh" -#include "items/all.qc" +#include "items/_mod.qh" #if defined(SVQC) - #include "../server/bot/bot.qh" - #include "../server/bot/waypoints.qh" + #include "../server/bot/api.qh" - #include + #include #include "../server/weapons/common.qh" #include "../server/weapons/selection.qh" @@ -19,14 +18,14 @@ #include "triggers/subs.qh" #include "util.qh" - #include + #include - #include + #include #include "../lib/warpzone/util_server.qh" #elif defined(CSQC) #include "physics/movetypes/movetypes.qh" - #include + #include #include "../lib/csqcmodel/cl_model.qh" #include "../lib/csqcmodel/common.qh" #endif @@ -35,6 +34,7 @@ REGISTER_NET_LINKED(ENT_CLIENT_ITEM) #ifdef CSQC bool autocvar_cl_ghost_items_vehicle = true; +.vector item_glowmod; void Item_SetAlpha(entity this) { bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle); @@ -42,7 +42,8 @@ void Item_SetAlpha(entity this) if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE)) { this.alpha = 1; - this.colormod = this.glowmod = '1 1 1'; + this.colormod = '1 1 1'; + this.glowmod = this.item_glowmod; } else { @@ -68,33 +69,40 @@ void ItemDraw(entity this) if(this.gravity) { Movetype_Physics_MatchServer(this, false); - if(this.move_flags & FL_ONGROUND) - { // For some reason move_avelocity gets set to '0 0 0' here ... + if(IS_ONGROUND(this)) + { // For some reason avelocity gets set to '0 0 0' here ... this.oldorigin = this.origin; this.gravity = 0; if(autocvar_cl_animate_items) { // ... so reset it if animations are requested. if(this.ItemStatus & ITS_ANIMATE1) - this.move_avelocity = '0 180 0'; + this.avelocity = '0 180 0'; if(this.ItemStatus & ITS_ANIMATE2) - this.move_avelocity = '0 -90 0'; + this.avelocity = '0 -90 0'; } + + // delay is for blocking item's position for a while; + // it's a workaround for dropped weapons that receive the position + // another time right after they spawn overriding animation position + this.onground_time = time + 0.5; } } else if (autocvar_cl_animate_items) { if(this.ItemStatus & ITS_ANIMATE1) { - this.angles += this.move_avelocity * frametime; - setorigin(this, '0 0 10' + this.oldorigin + '0 0 8' * sin(time * 2)); + 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.move_avelocity * frametime; - setorigin(this, '0 0 8' + this.oldorigin + '0 0 4' * sin(time * 3)); + 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))); } } @@ -107,7 +115,7 @@ void ItemDrawSimple(entity this) { Movetype_Physics_MatchServer(this, false); - if(this.move_flags & FL_ONGROUND) + if(IS_ONGROUND(this)) this.gravity = 0; } @@ -164,7 +172,6 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) this.angles_x = ReadAngle(); this.angles_y = ReadAngle(); this.angles_z = ReadAngle(); - this.move_angles = this.angles; } if(sf & ISF_SIZE) @@ -183,7 +190,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) if(this.ItemStatus & ITS_ALLOWFB) this.effects |= EF_FULLBRIGHT; - if(this.ItemStatus & ITS_POWERUP) + if(this.ItemStatus & ITS_GLOW) { if(this.ItemStatus & ITS_AVAILABLE) this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT); @@ -195,10 +202,11 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) if(sf & ISF_MODEL) { this.drawmask = MASK_NORMAL; - this.move_movetype = MOVETYPE_TOSS; + set_movetype(this, MOVETYPE_TOSS); + if (isnew) IL_PUSH(g_drawables, this); this.draw = ItemDraw; this.solid = SOLID_TRIGGER; - //this.move_flags |= FL_ITEM; + //this.flags |= FL_ITEM; bool use_bigsize = ReadByte(); @@ -229,7 +237,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) else { this.draw = ItemDraw; - LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n"); + LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it"); } } @@ -238,7 +246,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) if(this.mdl == "") - LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!\n"); + LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!"); precache_model(this.mdl); _setmodel(this, this.mdl); @@ -247,19 +255,23 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) } if(sf & ISF_COLORMAP) + { this.colormap = ReadShort(); + this.item_glowmod_x = ReadByte() / 255.0; + this.item_glowmod_y = ReadByte() / 255.0; + this.item_glowmod_z = ReadByte() / 255.0; + } if(sf & ISF_DROP) { this.gravity = 1; this.pushable = true; - //this.move_angles = '0 0 0'; - this.move_movetype = MOVETYPE_TOSS; - this.move_velocity_x = ReadCoord(); - this.move_velocity_y = ReadCoord(); - this.move_velocity_z = ReadCoord(); - this.velocity = this.move_velocity; - this.move_origin = this.oldorigin; + //this.angles = '0 0 0'; + set_movetype(this, MOVETYPE_TOSS); + this.velocity_x = ReadCoord(); + this.velocity_y = ReadCoord(); + this.velocity_z = ReadCoord(); + setorigin(this, this.oldorigin); if(!this.move_time) { @@ -273,10 +285,10 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) if(autocvar_cl_animate_items) { if(this.ItemStatus & ITS_ANIMATE1) - this.move_avelocity = '0 180 0'; + this.avelocity = '0 180 0'; if(this.ItemStatus & ITS_ANIMATE2) - this.move_avelocity = '0 -90 0'; + this.avelocity = '0 -90 0'; } this.entremove = ItemRemove; @@ -329,14 +341,19 @@ bool ItemSend(entity this, entity to, int sf) WriteShort(MSG_ENTITY, this.fade_start); if(this.mdl == "") - LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "exspect a crash just aboute now\n"); + LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now"); WriteString(MSG_ENTITY, this.mdl); } if(sf & ISF_COLORMAP) + { WriteShort(MSG_ENTITY, this.colormap); + WriteByte(MSG_ENTITY, this.glowmod.x * 255.0); + WriteByte(MSG_ENTITY, this.glowmod.y * 255.0); + WriteByte(MSG_ENTITY, this.glowmod.z * 255.0); + } if(sf & ISF_DROP) { @@ -413,6 +430,7 @@ void Item_Show (entity e, float mode) { e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST); e.ItemStatus &= ~ITS_STAYWEP; + entity def = e.itemdef; if (mode > 0) { // make the item look normal, and be touchable @@ -430,7 +448,6 @@ void Item_Show (entity e, float mode) e.ItemStatus &= ~ITS_AVAILABLE; } else { - entity def = e.itemdef; bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons || e.team // weapon stay isn't supported for teamed weapons ; @@ -448,13 +465,13 @@ void Item_Show (entity e, float mode) //setmodel(e, "null"); e.solid = SOLID_NOT; e.colormod = '0 0 0'; - e.glowmod = e.colormod; + //e.glowmod = e.colormod; e.spawnshieldtime = 1; e.ItemStatus &= ~ITS_AVAILABLE; }} - if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid) - e.ItemStatus |= ITS_POWERUP; + if (def.m_glow) + e.ItemStatus |= ITS_GLOW; if (autocvar_g_nodepthtestitems) e.effects |= EF_NODEPTHTEST; @@ -487,13 +504,7 @@ void Item_ItemsTime_SetTimesForAllPlayers(); void Item_Respawn (entity this) { Item_Show(this, 1); - // this is ugly... - if(this.items == ITEM_Strength.m_itemid) - sound (this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound - else if(this.items == ITEM_Shield.m_itemid) - sound (this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound - else - sound (this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound + sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound setorigin(this, this.origin); if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS) @@ -662,21 +673,30 @@ LABEL(YEAH) float Item_GiveTo(entity item, entity player) { - float _switchweapon; float pickedup; // if nothing happens to player, just return without taking the item pickedup = false; - _switchweapon = false; + int _switchweapon = 0; // in case the player has autoswitch enabled do the following: // if the player is using their best weapon before items are given, they // probably want to switch to an even better weapon after items are given - if (player.autoswitch) - if (PS(player).m_switchweapon == w_getbestweapon(player)) - _switchweapon = true; - if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon))) - _switchweapon = true; + if(player.autoswitch) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) + { + if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity)) + _switchweapon |= BIT(slot); + + if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon))) + _switchweapon |= BIT(slot); + } + } + } pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL); pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE); @@ -699,7 +719,12 @@ float Item_GiveTo(entity item, entity player) FOREACH(Weapons, it != WEP_Null, { if(w & (it.m_wepset)) { - W_DropEvent(wr_pickup, player, it.m_id, item); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) + W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity); + } W_GiveWeapon(player, it.m_id); } }); @@ -750,18 +775,30 @@ LABEL(skip) // crude hack to enforce switching weapons if(g_cts && item.itemdef.instanceOfWeaponPickup) { - W_SwitchWeapon_Force(player, Weapons_from(item.weapon)); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) + W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity); + } return 1; } - if (_switchweapon) - if (PS(player).m_switchweapon != w_getbestweapon(player)) - W_SwitchWeapon_Force(player, w_getbestweapon(player)); + if(_switchweapon) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(_switchweapon & BIT(slot)) + if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity)) + W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity); + } + } return 1; } -void Item_Touch(entity this) +void Item_Touch(entity this, entity toucher) { // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky) @@ -769,26 +806,26 @@ void Item_Touch(entity this) { if (ITEM_TOUCH_NEEDKILL()) { - remove(this); + delete(this); return; } } - if(!(other.flags & FL_PICKUPITEMS) - || STAT(FROZEN, other) - || IS_DEAD(other) + if(!(toucher.flags & FL_PICKUPITEMS) + || STAT(FROZEN, toucher) + || IS_DEAD(toucher) || (this.solid != SOLID_TRIGGER) - || (this.owner == other) + || (this.owner == toucher) || (time < this.item_spawnshieldtime) ) { return; } - switch (MUTATOR_CALLHOOK(ItemTouch, this, other)) + switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher)) { case MUT_ITEMTOUCH_RETURN: { return; } - case MUT_ITEMTOUCH_PICKUP: { other = M_ARGV(1, entity); goto pickup; } + case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; } } - other = M_ARGV(1, entity); + toucher = M_ARGV(1, entity); if (this.classname == "droppedweapon") { @@ -797,7 +834,7 @@ void Item_Touch(entity this) this.superweapons_finished = max(0, this.superweapons_finished - time); } entity it = this.itemdef; - bool gave = ITEM_HANDLE(Pickup, it, this, other); + bool gave = ITEM_HANDLE(Pickup, it, this, toucher); if (!gave) { if (this.classname == "droppedweapon") @@ -812,28 +849,27 @@ void Item_Touch(entity this) LABEL(pickup) - other.last_pickup = time; + toucher.last_pickup = time; Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1); - _sound (other, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM); + _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); if (this.classname == "droppedweapon") - remove (this); + delete (this); else if (this.spawnshieldtime) { entity e; if(this.team) { RandomSelection_Init(); - for(entity head = NULL; (head = findfloat(head, team, this.team)); ) + IL_EACH(g_items, it.team == this.team, { - if(head.flags & FL_ITEM) - if(head.classname != "item_flag_team" && head.classname != "item_key_team") + if(it.itemdef) // is a registered item { - Item_Show(head, -1); - RandomSelection_Add(head, 0, string_null, head.cnt, 0); + Item_Show(it, -1); + RandomSelection_AddEnt(it, it.cnt, 0); } - } + }); e = RandomSelection_chosen_ent; } @@ -868,23 +904,21 @@ void Item_FindTeam(entity this) if(this.effects & EF_NODRAW) { // marker for item team search - LOG_TRACE("Initializing item team ", ftos(this.team), "\n"); + LOG_TRACE("Initializing item team ", ftos(this.team)); RandomSelection_Init(); - FOREACH_ENTITY_FLOAT(team, this.team, + IL_EACH(g_items, it.team == this.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); + if(it.itemdef) // is a registered item + RandomSelection_AddEnt(it, it.cnt, 0); }); e = RandomSelection_chosen_ent; e.state = 0; Item_Show(e, 1); - FOREACH_ENTITY_FLOAT(team, this.team, + IL_EACH(g_items, it.team == this.team, { - if(it.flags & FL_ITEM) - if(it.classname != "item_flag_team" && it.classname != "item_key_team") + if(it.itemdef) // is a registered item { if(it != e) { @@ -905,7 +939,7 @@ void RemoveItem(entity this) { if(wasfreed(this) || !this) { return; } Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1); - remove(this); + delete(this); } // pickup evaluation functions @@ -1066,11 +1100,12 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default this.weapons = WepSet_FromWeapon(Weapons_from(weaponid)); this.flags = FL_ITEM | itemflags; + IL_PUSH(g_items, this); if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item { startitem_failed = true; - remove(this); + delete(this); return; } @@ -1079,7 +1114,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default { this.reset = SUB_Remove; // it's a dropped weapon - this.movetype = MOVETYPE_TOSS; + set_movetype(this, MOVETYPE_TOSS); // Savage: remove thrown items after a certain period of time ("garbage collection") setthink(this, RemoveItem); @@ -1099,7 +1134,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default if (trace_dpstartcontents & DPCONTENTS_NODROP) { startitem_failed = true; - remove(this); + delete(this); return; } } @@ -1108,7 +1143,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default if(!have_pickup_item(this)) { startitem_failed = true; - remove (this); + delete (this); return; } @@ -1120,9 +1155,9 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default if(this.spawnflags & 1) this.noalign = 1; if (this.noalign > 0) - this.movetype = MOVETYPE_NONE; + set_movetype(this, MOVETYPE_NONE); else - this.movetype = MOVETYPE_TOSS; + set_movetype(this, MOVETYPE_TOSS); // do item filtering according to game mode and other things if (this.noalign <= 0) { @@ -1156,7 +1191,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default // why not flags & fl_item? FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, { LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin)); - LOG_TRACE(" vs ", it.netname, vtos(it.origin), "\n"); + LOG_TRACE(" vs ", it.netname, vtos(it.origin)); error("Mapper sucks."); }); this.is_item = true; @@ -1206,7 +1241,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default this.gravity = 1; if (!(this.spawnflags & 1024)) this.ItemStatus |= ITS_ANIMATE1; - this.ItemStatus |= ISF_COLORMAP; + this.SendFlags |= ISF_COLORMAP; } this.state = 0; @@ -1227,7 +1262,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default if (MUTATOR_CALLHOOK(Item_Spawn, this)) { startitem_failed = true; - remove(this); + delete(this); return; } } @@ -1421,12 +1456,10 @@ spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength( void target_items_use(entity this, entity actor, entity trigger) { - other = trigger; // TODO - if(actor.classname == "droppedweapon") { - EXACTTRIGGER_TOUCH; - remove(actor); + EXACTTRIGGER_TOUCH(this, trigger); + delete(actor); return; } @@ -1436,13 +1469,12 @@ void target_items_use(entity this, entity actor, entity trigger) return; if(trigger.solid == SOLID_TRIGGER) { - EXACTTRIGGER_TOUCH; + EXACTTRIGGER_TOUCH(this, trigger); } - FOREACH_ENTITY_ENT(enemy, actor, + IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon", { - if(it.classname == "droppedweapon") - remove(it); + delete(it); }); if(GiveItems(actor, 0, tokenize_console(this.netname))) @@ -1451,7 +1483,7 @@ void target_items_use(entity this, entity actor, entity trigger) spawnfunc(target_items) { - float n, i; + int n, j; string s; this.use = target_items_use; @@ -1469,20 +1501,20 @@ spawnfunc(target_items) } else { - for(i = 0; i < n; ++i) + for(j = 0; j < n; ++j) { - if (argv(i) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO; - else if(argv(i) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO; - else if(argv(i) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS; - else if(argv(i) == "strength") this.items |= ITEM_Strength.m_itemid; - else if(argv(i) == "invincible") this.items |= ITEM_Shield.m_itemid; - else if(argv(i) == "superweapons") this.items |= IT_SUPERWEAPON; - else if(argv(i) == "jetpack") this.items |= ITEM_Jetpack.m_itemid; - else if(argv(i) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid; + if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO; + else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO; + else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS; + else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid; + else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid; + else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON; + else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid; + else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid; else { FOREACH(Weapons, it != WEP_Null, { - s = W_UndeprecateName(argv(i)); + s = W_UndeprecateName(argv(j)); if(s == it.netname) { this.weapons |= (it.m_wepset); @@ -1543,9 +1575,9 @@ spawnfunc(target_items) //print(this.netname, "\n"); n = tokenize_console(this.netname); - for(i = 0; i < n; ++i) + for(j = 0; j < n; ++j) { - FOREACH(Weapons, it != WEP_Null && argv(i) == it.netname, { + FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, { it.wr_init(it); break; }); @@ -1640,7 +1672,6 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa float GiveItems(entity e, float beginarg, float endarg) { float got, i, val, op; - float _switchweapon; string cmd; val = 999; @@ -1648,10 +1679,18 @@ float GiveItems(entity e, float beginarg, float endarg) got = 0; - _switchweapon = false; - if (e.autoswitch) - if (PS(e).m_switchweapon == w_getbestweapon(e)) - _switchweapon = true; + int _switchweapon = 0; + + if(e.autoswitch) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) + if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity)) + _switchweapon |= BIT(slot); + } + } e.strength_finished = max(0, e.strength_finished - time); e.invincible_finished = max(0, e.invincible_finished - time); @@ -1768,7 +1807,7 @@ float GiveItems(entity e, float beginarg, float endarg) got += GiveValue(e, ammo_fuel, op, val); break; default: - FOREACH(Weapons, it != WEP_Null && cmd == it.netname, { + FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, { got += GiveWeapon(e, it.m_id, op, val); break; }); @@ -1816,10 +1855,23 @@ float GiveItems(entity e, float beginarg, float endarg) else e.superweapons_finished += time; - if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon))) - _switchweapon = true; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) + if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon))) + _switchweapon |= BIT(slot); + } + if(_switchweapon) - W_SwitchWeapon_Force(e, w_getbestweapon(e)); + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(_switchweapon & BIT(slot)) + W_SwitchWeapon_Force(e, w_getbestweapon(e, weaponentity), weaponentity); + } + } return got; }