return TRUE;
if(autocvar_g_powerups == 0)
return FALSE;
+ if(g_lms)
+ return FALSE;
+ if(g_ca)
+ return FALSE;
if(g_arena)
return FALSE;
}
e.spawnshieldtime = 1;
}
- else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
+ else if((e.flags & FL_WEAPON) && g_weapon_stay)
{
// make the item translucent and not touchable
e.model = e.mdl;
player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
}
+
if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
{
pickedup = TRUE;
player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
player.health = 100;
}
+ }
- // extralife powerup
- if (item.max_health)
- {
- pickedup = TRUE;
- // sound not available
- // AnnounceTo(player, "_lives");
- player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
- sprint(player, "^3You picked up some extra lives\n");
- }
+ // extralife powerup
+ if (item.max_health)
+ {
+ pickedup = TRUE;
+ // sound not available
+ // AnnounceTo(player, "_lives");
+ player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
+ sprint(player, "^3You picked up some extra lives\n");
+ }
- // invis powerup
- if (item.strength_finished)
- {
- pickedup = TRUE;
- // sound not available
- // AnnounceTo(player, "invisible");
- player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
- }
+ // invis powerup
+ if (item.strength_finished)
+ {
+ pickedup = TRUE;
+ // sound not available
+ // AnnounceTo(player, "invisible");
+ player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
+ }
- // speed powerup
- if (item.invincible_finished)
- {
- pickedup = TRUE;
- // sound not available
- // AnnounceTo(player, "speed");
- player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
- }
+ // speed powerup
+ if (item.invincible_finished)
+ {
+ pickedup = TRUE;
+ // sound not available
+ // AnnounceTo(player, "speed");
+ player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
}
}
else
{
- if (g_weapon_stay == 1)
- if not(item.flags & FL_NO_WEAPON_STAY)
- if (item.flags & FL_WEAPON)
- {
- if(item.classname == "droppedweapon")
- {
- if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
- goto skip;
- }
- else
- {
- if (player.weapons & item.weapons)
- goto skip;
- }
- }
-
// 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 (item.flags & FL_WEAPON)
- if ((it = item.weapons - (item.weapons & player.weapons)) || (g_pickup_weapons_anyway && g_weapon_stay == 0))
+ if ((it = item.weapons - (item.weapons & player.weapons)) || (g_pickup_weapons_anyway))
{
pickedup = TRUE;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
sprint (player, strcat("You got the ^2", item.netname, "\n"));
}
- if(item.spawnshieldtime)
- {
if (item.strength_finished)
- {
- pickedup = TRUE;
- player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
- }
- if (item.invincible_finished)
- {
- pickedup = TRUE;
- player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
- }
+ {
+ pickedup = TRUE;
+ player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
+ }
+ if (item.invincible_finished)
+ {
+ pickedup = TRUE;
+ player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
+ }
- if (item.health)
- if ((player.health < item.max_health) || item.pickup_anyway)
- {
- pickedup = TRUE;
- player.health = bound(player.health, item.max_health, player.health + item.health);
- player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
- }
- if (item.armorvalue)
- if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
- {
- pickedup = TRUE;
- player.armorvalue = bound(player.armorvalue, item.max_armorvalue, player.armorvalue + item.armorvalue);
- player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
- }
+ if (item.health)
+ if ((player.health < item.max_health) || item.pickup_anyway)
+ {
+ pickedup = TRUE;
+ player.health = bound(player.health, item.max_health, player.health + item.health);
+ player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
+ }
+ if (item.armorvalue)
+ if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
+ {
+ pickedup = TRUE;
+ player.armorvalue = bound(player.armorvalue, item.max_armorvalue, player.armorvalue + item.armorvalue);
+ player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
}
}
remove (self);
else if not(self.spawnshieldtime)
return;
- else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
- return;
else
{
if(self.team)
if(player.weapons & item.weapons == item.weapons)
{
// If I can pick it up
- if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
+ if(!item.spawnshieldtime)
c = 0;
else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
{
if(self.team)
self.flags |= FL_NO_WEAPON_STAY;
- if(g_weapon_stay == 2 && self.classname != "droppedweapon")
- {
- self.ammo_shells = 0;
- self.ammo_nails = 0;
- self.ammo_cells = 0;
- self.ammo_rockets = 0;
- // weapon stay 2: don't use ammo on weapon pickups; instead
- // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
- }
-
StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
if (self.modelindex) // don't precache if self was removed
weapon_action(e.weapon, WR_PRECACHE);