]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index 3a7aea729e945ae59ac1c6c6f5e5104b15c2eb47..293f5ae9974a53f902b366bcc10adae7c405ca8d 100644 (file)
@@ -82,6 +82,11 @@ void ItemDraw(entity this)
                 if(this.ItemStatus & ITS_ANIMATE2)
                     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)
@@ -89,13 +94,15 @@ void ItemDraw(entity this)
         if(this.ItemStatus & ITS_ANIMATE1)
         {
             this.angles += this.avelocity * frametime;
-            setorigin(this, '0 0 10' + this.oldorigin + '0 0 8' * sin(time * 2));
+            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;
-            setorigin(this, '0 0 8' + this.oldorigin + '0 0 4' * sin(time * 3));
+            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)));
         }
     }
 
@@ -666,21 +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);
@@ -703,7 +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);
                                }
                        });
@@ -754,13 +775,25 @@ 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;
 }
@@ -831,7 +864,7 @@ LABEL(pickup)
                        RandomSelection_Init();
                        IL_EACH(g_items, it.team == this.team,
                        {
-                               if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
+                               if(it.itemdef) // is a registered item
                                {
                                        Item_Show(it, -1);
                                        RandomSelection_AddEnt(it, it.cnt, 0);
@@ -875,7 +908,7 @@ void Item_FindTeam(entity this)
                RandomSelection_Init();
                IL_EACH(g_items, it.team == this.team,
                {
-                       if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
+                       if(it.itemdef) // is a registered item
                                RandomSelection_AddEnt(it, it.cnt, 0);
                });
 
@@ -885,7 +918,7 @@ void Item_FindTeam(entity this)
 
                IL_EACH(g_items, it.team == this.team,
                {
-                       if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
+                       if(it.itemdef) // is a registered item
                        {
                                if(it != e)
                                {
@@ -1639,7 +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;
@@ -1647,10 +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);
@@ -1789,6 +1829,7 @@ float GiveItems(entity e, float beginarg, float endarg)
        });
        POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
        POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
+       //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
        POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
        POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
        POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
@@ -1815,10 +1856,23 @@ 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;
 }