]> 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 af0c52e2345f76e0721e8b8732156179733ffbf8..82801228e964c4a063fdcd0290b46392f329f00c 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)));
         }
     }
 
@@ -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);
@@ -386,7 +393,7 @@ bool have_pickup_item(entity this)
                if(autocvar_g_pickup_items == 0)
                        return false;
                if(g_weaponarena)
-                       if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
+                       if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
                                return false;
        }
        return true;
@@ -423,6 +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
@@ -440,7 +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
                ;
@@ -463,8 +470,8 @@ void Item_Show (entity e, float mode)
                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;
@@ -497,13 +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)
@@ -863,7 +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);
@@ -907,7 +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);
                });
 
@@ -917,7 +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)
                                {
@@ -1371,17 +1372,17 @@ spawnfunc(item_armor_big)
                this.max_armorvalue = g_pickup_armorbig_max;
        if(!this.pickup_anyway)
                this.pickup_anyway = g_pickup_armorbig_anyway;
-       StartItem(this, ITEM_ArmorLarge);
+       StartItem(this, ITEM_ArmorBig);
 }
 
-spawnfunc(item_armor_large)
+spawnfunc(item_armor_mega)
 {
        if(!this.armorvalue)
-               this.armorvalue = g_pickup_armorlarge;
+               this.armorvalue = g_pickup_armormega;
        if(!this.max_armorvalue)
-               this.max_armorvalue = g_pickup_armorlarge_max;
+               this.max_armorvalue = g_pickup_armormega_max;
        if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_armorlarge_anyway;
+               this.pickup_anyway = g_pickup_armormega_anyway;
        StartItem(this, ITEM_ArmorMega);
 }
 
@@ -1407,15 +1408,15 @@ spawnfunc(item_health_medium)
     StartItem(this, ITEM_HealthMedium);
 }
 
-spawnfunc(item_health_large)
+spawnfunc(item_health_big)
 {
        if(!this.max_health)
-               this.max_health = g_pickup_healthlarge_max;
+               this.max_health = g_pickup_healthbig_max;
        if(!this.health)
-               this.health = g_pickup_healthlarge;
+               this.health = g_pickup_healthbig;
        if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_healthlarge_anyway;
-       StartItem(this, ITEM_HealthLarge);
+               this.pickup_anyway = g_pickup_healthbig_anyway;
+       StartItem(this, ITEM_HealthBig);
 }
 
 spawnfunc(item_health_mega)
@@ -1431,9 +1432,11 @@ spawnfunc(item_health_mega)
 
 // support old misnamed entities
 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
-spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
+spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
+spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
+spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
 
 spawnfunc(item_strength)
@@ -1828,6 +1831,7 @@ 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);