}
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));
}
}
+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);
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)
+void GiveRandomWeapons(entity receiver, 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 (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
+ {
+ RandomSelection_AddEnt(it, 1, 1);
+ break;
+ }
+ });
+ }
+ if (RandomSelection_chosen_ent == NULL)
+ {
+ return;
+ }
+ receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
+ switch (RandomSelection_chosen_ent.ammo_field)
+ {
+ case (ammo_shells):
+ {
+ if (receiver.ammo_shells != 0)
+ {
+ break;
+ }
+ GiveResource(receiver, RESOURCE_SHELLS, shells);
+ break;
+ }
+ case (ammo_nails):
+ {
+ if (receiver.ammo_nails != 0)
+ {
+ break;
+ }
+ GiveResource(receiver, RESOURCE_BULLETS, bullets);
+ break;
+ }
+ case (ammo_rockets):
+ {
+ if (receiver.ammo_rockets != 0)
+ {
+ break;
+ }
+ GiveResource(receiver, RESOURCE_ROCKETS, rockets);
+ break;
+ }
+ case (ammo_cells):
+ {
+ if (receiver.ammo_cells != 0)
+ {
+ break;
+ }
+ GiveResource(receiver, RESOURCE_CELLS, cells);
+ break;
+ }
+ case (ammo_plasma):
+ {
+ if (receiver.ammo_plasma != 0)
+ {
+ break;
+ }
+ GiveResource(receiver, RESOURCE_PLASMA, plasma);
+ break;
+ }
+ }
+ }
+}
+
+float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax)
{
if (!item.(ammotype))
return false;
{
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);
+ }
+ GiveResource(player, GetResourceType(ammotype), amount);
+ return true;
}
}
else if(g_weapon_stay == 2)
float mi = min(item.(ammotype), ammomax);
if (player.(ammotype) < mi)
{
- player.(ammotype) = mi;
- goto YEAH;
+ GiveResource(player, GetResourceType(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)
}
}
}
-
- 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;
_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;
if(!have_pickup_item(this))
{
startitem_failed = true;
- delete (this);
+ delete(this);
return;
}
// target_give not yet supported; maybe later
print("removed targeted ", this.classname, "\n");
startitem_failed = true;
- remove (this);
+ delete(this);
return;
}
*/
spawnfunc(item_bullets)
{
- if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
+ if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
(this.classname != "droppedweapon"))
{
weaponswapping = true;