#ifdef CSQC
bool autocvar_cl_ghost_items_vehicle = true;
.vector item_glowmod;
+.bool item_simple; // probably not really needed, but better safe than sorry
void Item_SetAlpha(entity this)
{
bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
{
if(this.ItemStatus & ITS_ANIMATE1)
{
- this.angles += this.avelocity * frametime;
+ if(!this.item_simple)
+ 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.avelocity * frametime;
+ if(!this.item_simple)
+ 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)));
}
Item_SetAlpha(this);
}
-void ItemDrawSimple(entity this)
-{
- if(this.gravity)
- {
- Movetype_Physics_MatchServer(this, false);
-
- if(IS_ONGROUND(this))
- this.gravity = 0;
- }
-
- Item_SetAlpha(this);
-}
-
void Item_PreDraw(entity this)
{
if(warpzone_warpzones_exist)
this.mdl = "";
string _fn = ReadString();
+ this.item_simple = false; // reset it!
if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
{
string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
- this.draw = ItemDrawSimple;
+ this.item_simple = true;
if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
else
{
- this.draw = ItemDraw;
+ this.item_simple = false;
LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
}
}
- if(this.draw != ItemDrawSimple)
+ if(!this.item_simple)
this.mdl = strzone(_fn);
void Item_RespawnCountdown (entity this)
{
- if(this.count >= ITEM_RESPAWN_TICKS)
+ if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
{
if(this.waypointsprite_attached)
WaypointSprite_Kill(this.waypointsprite_attached);
else
{
this.nextthink = time + 1;
- this.count += 1;
- if(this.count == 1)
+ this.item_respawncounter += 1;
+ if(this.item_respawncounter == 1)
{
do {
{
});
WaypointSprite_Ping(this.waypointsprite_attached);
- //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
+ //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
}
}
}
setthink(e, Item_RespawnCountdown);
e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
- e.count = 0;
+ e.item_respawncounter = 0;
if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
{
t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
}
-LABEL(skip)
-
// always eat teamed entities
if(item.team)
pickedup = true;
toucher = M_ARGV(1, entity);
- // TODO: Proper way to handle expiring and not expiring loot.
- // Expiring loot will have strength "ticking" will it's dropped.
- // Not expiring will not tick.
- // OTOH, do we really need expiring loot?
- if (this.classname == "droppedweapon")
+ if (Item_IsExpiring(this))
{
this.strength_finished = max(0, this.strength_finished - time);
this.invincible_finished = max(0, this.invincible_finished - time);
bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
if (!gave)
{
- if (Item_IsLoot(this))
+ if (Item_IsExpiring(this))
{
// undo what we did above
this.strength_finished += time;
Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
_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);
-
+
MUTATOR_CALLHOOK(ItemTouched, this, toucher);
if (wasfreed(this))
{
this.takedamage = DAMAGE_YES;
this.event_damage = Item_Damage;
- // TODO: Proper way to handle expiring and not expiring loot.
- // Expiring loot will have strength "ticking" will it's dropped.
- // Not expiring will not tick.
- // OTOH, do we really need expiring loot?
- if (this.strength_finished || this.invincible_finished || this.superweapons_finished)
+ if (Item_IsExpiring(this))
{
// if item is worthless after a timer, have it expire then
this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
if(def.instanceOfWeaponPickup)
{
- if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
+ if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
this.colormap = 1024; // color shirt=0 pants=0 grey
else
this.gravity = 1;
void StartItem(entity this, GameItem def)
{
+ def = def.m_spawnfunc_hookreplace(def, this);
+ if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
+ {
+ delete(this);
+ return;
+ }
+ this.classname = def.m_canonical_spawnfunc;
_StartItem(
this,
this.itemdef = def,
}
}
-// support old misnamed entities
-
void target_items_use(entity this, entity actor, entity trigger)
{
- if(actor.classname == "droppedweapon")
+ if(Item_IsLoot(actor))
{
EXACTTRIGGER_TOUCH(this, trigger);
delete(actor);
EXACTTRIGGER_TOUCH(this, trigger);
}
- IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
+ IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
{
delete(it);
});