X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qc;h=c18d704097994fee0f13e924f562c21a02e09f42;hb=daea4b84ea67263f00814befde8f387466feaa2d;hp=5490478baf425071a9a94f2b3495c1be1d483879;hpb=2bc5f6a930cee3d99d71c2602bc8e13db4bead06;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index 5490478ba..c18d70409 100644 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@ -58,12 +58,13 @@ void Item_SetAlpha(entity this) this.alpha = -1; } - if(!veh_hud) - if(this.ItemStatus & ITS_STAYWEP) + if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP)) { this.colormod = this.glowmod = autocvar_cl_weapon_stay_color; this.alpha = autocvar_cl_weapon_stay_alpha; } + + this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL); } void ItemDraw(entity this) @@ -128,17 +129,22 @@ void Item_PreDraw(entity this) { if(warpzone_warpzones_exist) { - // just incase warpzones were initialized last, reset these - //this.alpha = 1; // alpha is already set by the draw function - this.drawmask = MASK_NORMAL; + setpredraw(this, func_null); // no need to keep running this return; } float alph; vector org = getpropertyvec(VF_ORIGIN); - if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones - alph = 0; - else if(this.fade_start) - alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1); + //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones + //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway + if(this.fade_start) + { + if(vdist(org - this.origin, >, this.fade_end)) + alph = 0; // save on some processing + else if(vdist(org - this.origin, <, this.fade_start)) + alph = 1; // more processing saved + else + alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1); + } else alph = 1; //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs)); @@ -146,8 +152,8 @@ void Item_PreDraw(entity this) this.alpha = alph; if(alph <= 0) this.drawmask = 0; - else - this.drawmask = MASK_NORMAL; + //else + //this.drawmask = MASK_NORMAL; // reset by the setalpha function } void ItemRemove(entity this) @@ -182,7 +188,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32'); } - if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc. + if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc. { this.ItemStatus = ReadByte(); @@ -214,7 +220,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) this.fade_end = ReadShort(); this.fade_start = ReadShort(); - if(this.fade_start && !autocvar_cl_items_nofade) + if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade) setpredraw(this, Item_PreDraw); if(this.mdl) @@ -228,14 +234,14 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) string _fn2 = substring(_fn, 0 , strlen(_fn) -4); this.draw = ItemDrawSimple; - if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix))) - this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)); - else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix))) - this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)); - else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix))) - this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)); - else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix))) - this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)); + if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"))) + this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")); + else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"))) + this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")); + else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"))) + this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")); + else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"))) + this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")); else { this.draw = ItemDraw; @@ -449,28 +455,30 @@ void Item_Show (entity e, float mode) e.spawnshieldtime = 1; e.ItemStatus &= ~ITS_AVAILABLE; } - else { - 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 - ; - if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay) - { - // make the item translucent and not touchable - e.model = e.mdl; - e.solid = SOLID_TRIGGER; // can STILL be picked up! - e.effects |= EF_STARDUST; - e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon - e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP); - } else { - //setmodel(e, "null"); - e.solid = SOLID_NOT; - e.colormod = '0 0 0'; - //e.glowmod = e.colormod; - e.spawnshieldtime = 1; - e.ItemStatus &= ~ITS_AVAILABLE; - }} + 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 + ; + if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay) + { + // make the item translucent and not touchable + e.model = e.mdl; + e.solid = SOLID_TRIGGER; // can STILL be picked up! + e.effects |= EF_STARDUST; + e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon + e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP); + } + else + { + //setmodel(e, "null"); + e.solid = SOLID_NOT; + e.colormod = '0 0 0'; + //e.glowmod = e.colormod; + e.spawnshieldtime = 1; + e.ItemStatus &= ~ITS_AVAILABLE; + } + } if (def.m_glow) e.ItemStatus |= ITS_GLOW; @@ -623,12 +631,46 @@ void Item_ScheduleRespawnIn(entity e, float t) } } +AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, 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, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*"); +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"); + +float adjust_respawntime(float normal_respawntime) { + float r = autocvar_g_pickup_respawntime_scaling_reciprocal; + float o = autocvar_g_pickup_respawntime_scaling_offset; + float l = autocvar_g_pickup_respawntime_scaling_linear; + + if (r == 0 && l == 1) { + return normal_respawntime; + } + + CheckAllowedTeams(NULL); + GetTeamCounts(NULL); + int players = 0; + if (c1 != -1) players += c1; + if (c2 != -1) players += c2; + if (c3 != -1) players += c3; + if (c4 != -1) players += c4; + + if (players >= 2) { + return normal_respawntime * (r / (players + o) + l); + } else { + return normal_respawntime; + } +} + void Item_ScheduleRespawn(entity e) { if(e.respawntime > 0) { Item_Show(e, 0); - Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e)); + + float adjusted_respawntime = adjust_respawntime(e.respawntime); + //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); } else // if respawntime is -1, this item does not respawn Item_Show(e, -1); @@ -640,7 +682,244 @@ void Item_ScheduleInitialRespawn(entity e) Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e))); } -float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode) +int GetResourceType(.float resource_property) +{ + switch (resource_property) + { + case health: { return RESOURCE_HEALTH; } + case armorvalue: { return RESOURCE_ARMOR; } + case ammo_shells: { return RESOURCE_SHELLS; } + case ammo_nails: { return RESOURCE_BULLETS; } + case ammo_rockets: { return RESOURCE_ROCKETS; } + case ammo_cells: { return RESOURCE_CELLS; } + case ammo_plasma: { return RESOURCE_PLASMA; } + case ammo_fuel: { return RESOURCE_FUEL; } + } + error("GetResourceType: Invalid property."); + return 0; +} + +.float GetResourceProperty(int resource_type) +{ + switch (resource_type) + { + case RESOURCE_HEALTH: { return health; } + case RESOURCE_ARMOR: { return armorvalue; } + case RESOURCE_SHELLS: { return ammo_shells; } + case RESOURCE_BULLETS: { return ammo_nails; } + case RESOURCE_ROCKETS: { return ammo_rockets; } + case RESOURCE_CELLS: { return ammo_cells; } + case RESOURCE_PLASMA: { return ammo_plasma; } + case RESOURCE_FUEL: { return ammo_fuel; } + } + error("GetResourceProperty: Invalid resource type."); + return health; +} + +float GetResourceLimit(int resource_type) +{ + float limit; + switch (resource_type) + { + case RESOURCE_HEALTH: + { + limit = autocvar_g_balance_health_limit; + break; + } + case RESOURCE_ARMOR: + { + limit = autocvar_g_balance_armor_limit; + break; + } + case RESOURCE_SHELLS: + { + limit = g_pickup_shells_max; + break; + } + case RESOURCE_BULLETS: + { + limit = g_pickup_nails_max; + break; + } + case RESOURCE_ROCKETS: + { + limit = g_pickup_rockets_max; + break; + } + case RESOURCE_CELLS: + { + limit = g_pickup_cells_max; + break; + } + case RESOURCE_PLASMA: + { + limit = g_pickup_plasma_max; + break; + } + case RESOURCE_FUEL: + { + limit = autocvar_g_balance_fuel_limit; + break; + } + default: + { + error("GetResourceLimit: Invalid resource type."); + return 0; + } + } + MUTATOR_CALLHOOK(GetResourceLimit, resource_type, limit); + limit = M_ARGV(1, float); + if (limit > RESOURCE_AMOUNT_HARD_LIMIT) + { + limit = RESOURCE_AMOUNT_HARD_LIMIT; + } + return limit; +} + +void GivePlayerResource(entity player, int resource_type, float amount) +{ + if (amount == 0) + { + return; + } + bool forbid = MUTATOR_CALLHOOK(GivePlayerResource, player, resource_type, + amount); + if (forbid) + { + return; + } + resource_type = M_ARGV(1, int); + amount = M_ARGV(2, float); + .float resource_property = GetResourceProperty(resource_type); + float max_amount = GetResourceLimit(resource_type); + player.(resource_property) = bound(player.(resource_property), + player.(resource_property) + amount, max_amount); + switch (resource_type) + { + case RESOURCE_HEALTH: + { + player.pauserothealth_finished = max(player.pauserothealth_finished, + time + autocvar_g_balance_pause_health_rot); + return; + } + case RESOURCE_ARMOR: + { + player.pauserotarmor_finished = max(player.pauserotarmor_finished, + time + autocvar_g_balance_pause_armor_rot); + return; + } + case RESOURCE_FUEL: + { + player.pauserotfuel_finished = max(player.pauserotfuel_finished, + time + autocvar_g_balance_pause_fuel_rot); + return; + } + } +} + +void GivePlayerResourceViaProperty(entity player, .float resource_property, + float amount) +{ + GivePlayerResource(player, GetResourceType(resource_property), amount); +} + +void GivePlayerHealth(entity player, float amount) +{ + GivePlayerResource(player, RESOURCE_HEALTH, amount); +} + +void GivePlayerArmor(entity player, float amount) +{ + GivePlayerResource(player, RESOURCE_ARMOR, amount); +} + +void GivePlayerFuel(entity player, float amount) +{ + GivePlayerResource(player, RESOURCE_FUEL, amount); +} + +void GivePlayerRandomWeapons(entity player, int num_weapons, + string weapon_names, float shells, float bullets, float rockets, + float cells, float plasma) +{ + if (num_weapons == 0) + { + return; + } + int num_potential_weapons = tokenize_console(weapon_names); + for (int i = 0; i < num_weapons; ++i) + { + RandomSelection_Init(); + for (int j = 0; j < num_potential_weapons; ++j) + { + string weapon = argv(j); + FOREACH(Weapons, it != WEP_Null, + { + // Finding a weapon which player doesn't have. + if (!(player.weapons & it.m_wepset) && (it.netname == weapon)) + { + RandomSelection_AddEnt(it, 1, 1); + break; + } + }); + } + if (RandomSelection_chosen_ent == NULL) + { + return; + } + player.weapons |= RandomSelection_chosen_ent.m_wepset; + switch (RandomSelection_chosen_ent.ammo_field) + { + case (ammo_shells): + { + if (player.ammo_shells != 0) + { + break; + } + GivePlayerResource(player, RESOURCE_SHELLS, shells); + break; + } + case (ammo_nails): + { + if (player.ammo_nails != 0) + { + break; + } + GivePlayerResource(player, RESOURCE_BULLETS, bullets); + break; + } + case (ammo_rockets): + { + if (player.ammo_rockets != 0) + { + break; + } + GivePlayerResource(player, RESOURCE_ROCKETS, rockets); + break; + } + case (ammo_cells): + { + if (player.ammo_cells != 0) + { + break; + } + GivePlayerResource(player, RESOURCE_CELLS, cells); + break; + } + case (ammo_plasma): + { + if (player.ammo_plasma != 0) + { + break; + } + GivePlayerResource(player, RESOURCE_PLASMA, plasma); + break; + } + } + } +} + +float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax) { if (!item.(ammotype)) return false; @@ -649,8 +928,13 @@ float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax { if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0) { - player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype)); - goto YEAH; + float amount = item.(ammotype); + if ((player.(ammotype) + amount) > ammomax) + { + amount = ammomax - player.(ammotype); + } + GivePlayerResourceViaProperty(player, ammotype, amount); + return true; } } else if(g_weapon_stay == 2) @@ -658,29 +942,12 @@ float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax float mi = min(item.(ammotype), ammomax); if (player.(ammotype) < mi) { - player.(ammotype) = mi; - goto YEAH; + GivePlayerResourceViaProperty(player, ammotype, mi - + player.(ammotype)); } + return true; } - return false; - -LABEL(YEAH) - switch(mode) - { - case ITEM_MODE_FUEL: - player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot); - break; - case ITEM_MODE_HEALTH: - player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot); - break; - case ITEM_MODE_ARMOR: - player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot); - break; - default: - break; - } - return true; } float Item_GiveTo(entity item, entity player) @@ -694,7 +961,7 @@ float Item_GiveTo(entity item, entity player) // 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(CS(player).autoswitch) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { @@ -709,16 +976,14 @@ float Item_GiveTo(entity item, entity player) } } } - - 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); - pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE); - pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE); - pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE); - pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE); - pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH); - pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR); - + pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health); + pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue); + pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max); + pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max); + pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max); + pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max); + pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max); + pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max); if (item.itemdef.instanceOfWeaponPickup) { WepSet w; @@ -867,7 +1132,7 @@ LABEL(pickup) _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") - delete (this); + delete(this); else if (this.spawnshieldtime) { entity e; @@ -1012,7 +1277,6 @@ float ammo_pickupevalfunc(entity player, entity item) switch(it.ammo_field) { - case ammo_shells: need_shells = true; break; case ammo_shells: need_shells = true; break; case ammo_nails: need_nails = true; break; case ammo_rockets: need_rockets = true; break; @@ -1024,32 +1288,27 @@ float ammo_pickupevalfunc(entity player, entity item) rating = item.bot_pickupbasevalue; } - if (need_shells) - if (item.ammo_shells) - if (player.ammo_shells < g_pickup_shells_max) - c = item.ammo_shells / player.ammo_shells; - if (need_nails) - if (item.ammo_nails) - if (player.ammo_nails < g_pickup_nails_max) - c = item.ammo_nails / player.ammo_nails; - if (need_rockets) - if (item.ammo_rockets) - if (player.ammo_rockets < g_pickup_rockets_max) - c = item.ammo_rockets / player.ammo_rockets; - if (need_cells) - if (item.ammo_cells) - if (player.ammo_cells < g_pickup_cells_max) - c = item.ammo_cells / player.ammo_cells; - if (need_plasma) - if (item.ammo_plasma) - if (player.ammo_plasma < g_pickup_plasma_max) - c = item.ammo_plasma / player.ammo_plasma; - if (need_fuel) - if (item.ammo_fuel) - if (player.ammo_fuel < g_pickup_fuel_max) - c = item.ammo_fuel / player.ammo_fuel; + float noammorating = 0.5; - rating *= min(2, c); + if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max)) + c = item.ammo_shells / max(noammorating, player.ammo_shells); + + if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max)) + c = item.ammo_nails / max(noammorating, player.ammo_nails); + + if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max)) + c = item.ammo_rockets / max(noammorating, player.ammo_rockets); + + if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max)) + c = item.ammo_cells / max(noammorating, player.ammo_cells); + + if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max)) + c = item.ammo_plasma / max(noammorating, player.ammo_plasma); + + if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max)) + c = item.ammo_fuel / max(noammorating, player.ammo_fuel); + + rating *= min(c, 2); if(wpn) rating += wpn.bot_pickupbasevalue * 0.1; return rating; @@ -1064,16 +1323,17 @@ float healtharmor_pickupevalfunc(entity player, entity item) float itemarmor = item.armorvalue; float itemhealth = item.health; + if(item.item_group) { itemarmor *= min(4, item.item_group_count); itemhealth *= min(4, item.item_group_count); } - if (itemarmor) - if (player.armorvalue < item.max_armorvalue) + + if (itemarmor && (player.armorvalue < item.max_armorvalue)) c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3); - if (itemhealth) - if (player.health < item.max_health) + + if (itemhealth && (player.health < item.max_health)) c = itemhealth / max(1, player.health); rating *= min(2, c); @@ -1176,7 +1436,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default if(!have_pickup_item(this)) { startitem_failed = true; - delete (this); + delete(this); return; } @@ -1214,7 +1474,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default // target_give not yet supported; maybe later print("removed targeted ", this.classname, "\n"); startitem_failed = true; - remove (this); + delete(this); return; } */ @@ -1370,9 +1630,8 @@ spawnfunc(item_rockets) spawnfunc(item_bullets) { - if(!weaponswapping) - if(autocvar_sv_q3acompat_machineshotgunswap) - if(this.classname != "droppedweapon") + if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap && + (this.classname != "droppedweapon")) { weaponswapping = true; spawnfunc_item_shells(this); @@ -1395,9 +1654,8 @@ spawnfunc(item_plasma) spawnfunc(item_shells) { - if(!weaponswapping) - if(autocvar_sv_q3acompat_machineshotgunswap) - if(this.classname != "droppedweapon") + if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap && + (this.classname != "droppedweapon")) { weaponswapping = true; spawnfunc_item_bullets(this); @@ -1479,10 +1737,9 @@ void target_items_use(entity this, entity actor, entity trigger) return; } - if (!IS_PLAYER(actor)) - return; - if(IS_DEAD(actor)) + if (!IS_PLAYER(actor) || IS_DEAD(actor)) return; + if(trigger.solid == SOLID_TRIGGER) { EXACTTRIGGER_TOUCH(this, trigger); @@ -1499,7 +1756,7 @@ void target_items_use(entity this, entity actor, entity trigger) spawnfunc(target_items) { - int n, j; + int n; string s; this.use = target_items_use; @@ -1517,7 +1774,7 @@ spawnfunc(target_items) } else { - for(j = 0; j < n; ++j) + for(int j = 0; j < n; ++j) { if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO; else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO; @@ -1601,7 +1858,7 @@ spawnfunc(target_items) //print(this.netname, "\n"); n = tokenize_console(this.netname); - for(j = 0; j < n; ++j) + for(int j = 0; j < n; ++j) { FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, { it.wr_init(it); @@ -1730,7 +1987,7 @@ float GiveItems(entity e, float beginarg, float endarg) int _switchweapon = 0; - if(e.autoswitch) + if(CS(e).autoswitch) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) {