X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qh;h=a0321c2444961234305f7689ef5d32b8d0008685;hb=f6eba5d1edfbdbb4a6f1578d904ae8d38ddf6dbe;hp=5ecbe548824bef246be9e2ccf45b5b95882df09d;hpb=b34b4a1dbfe6c43ce6ffbec3ad7af782bcb561db;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qh b/qcsrc/common/t_items.qh index 5ecbe5488..a0321c244 100644 --- a/qcsrc/common/t_items.qh +++ b/qcsrc/common/t_items.qh @@ -26,6 +26,8 @@ const int ISF_SIZE = BIT(7); #ifdef SVQC void StartItem(entity this, entity a); +.int item_group; +.int item_group_count; #endif #ifdef CSQC @@ -44,7 +46,6 @@ string autocvar_cl_simpleitems_postfix = "_simple"; .vector colormod; void ItemDraw(entity this); -void ItemDrawSimple(entity this); #endif #ifdef SVQC @@ -56,13 +57,12 @@ bool have_pickup_item(entity this); const float ITEM_RESPAWN_TICKS = 10; -#define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS)) - // range: 10 .. respawntime + respawntimejitter - .float max_armorvalue; .float pickup_anyway; -void Item_Show (entity e, float mode); +.float item_respawncounter; + +void Item_Show (entity e, int mode); void Item_Respawn (entity this); @@ -79,12 +79,11 @@ void Item_ScheduleInitialRespawn(entity e); /// \param[in] weapon_names Names of weapons to give separated by spaces. /// \param[in] ammo Entity containing the ammo amount for each possible weapon. /// \return No return. -void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, - entity ammo_entity); +void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity); -float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax); +bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax); -float Item_GiveTo(entity item, entity player); +bool Item_GiveTo(entity item, entity player); void Item_Touch(entity this, entity toucher); @@ -107,7 +106,7 @@ float weapon_pickupevalfunc(entity player, entity item); float ammo_pickupevalfunc(entity player, entity item); float healtharmor_pickupevalfunc(entity player, entity item); -.float is_item; +.bool is_item; .entity itemdef; void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter); @@ -124,10 +123,15 @@ void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime); -#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons +spawnfunc(target_items); + +#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = STAT(WEAPONS, e) #define PREGIVE(e,f) float save_##f; save_##f = (e).f -#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr) +#define PREGIVE_RESOURCE(e,f) float save_##f = GetResource((e), (f)) +#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(STAT(WEAPONS, e) & WepSet_FromWeapon(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_RESOURCE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, GetResource((e), (f)), t, snd_incr, snd_decr) +#define POSTGIVE_RES_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e),save_##f,GetResource((e),(f)),rotfield,rottime,regenfield,regentime);GiveSound((e),save_##f,GetResource((e),(f)),t,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)