if(self.classname != "minstagib")
return FALSE;
- if(self.items == IT_STRENGTH || self.items == IT_INVINCIBLE)
+ if(self.flags & FL_POWERUP)
{
if(autocvar_g_powerups > 0)
return TRUE;
case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
}
+ if(!name)
+ {
+ print("Unknown powerup-marked item is wanting to respawn\n");
+ localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
+ }
if(name)
{
WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
{
if ((player.ammofield < ammomax) || item.pickup_anyway)
{
- player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammo_cells);
+ player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
goto YEAH;
}
}
else if(g_weapon_stay == 2)
{
float mi = min(item.ammofield, ammomax);
- if ((player.ammofield < mi) || item.pickup_anyway)
+ if (player.ammofield < mi)
{
- player.ammofield = max(player.ammofield, mi);
+ player.ammofield = mi;
goto YEAH;
}
}
{
float prevcells = player.ammo_cells;
- Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
- Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
if(player.ammo_cells > prevcells)
{
if not(player.weapons & W_WeaponBit(player.switchweapon))
_switchweapon = TRUE;
- Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
- Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
- Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
- Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
- Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
- Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
- Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
+ 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, health, item.max_health, ITEM_MODE_HEALTH);
+ pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
if (item.flags & FL_WEAPON)
- if ((it = item.weapons - (item.weapons & player.weapons)) || (g_pickup_weapons_anyway))
+ if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway))
{
pickedup = TRUE;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
self.items = itemid;
self.weapons = weaponid;
+ self.flags = FL_ITEM | itemflags;
// is it a dropped weapon?
if (self.classname == "droppedweapon")
return;
}
+ if(self.model != "")
+ itemmodel = self.model;
+ if(self.item_pickupsound != "")
+ pickupsound = self.item_pickupsound;
+
self.reset = Item_Reset;
// it's a level item
if(self.spawnflags & 1)
self.respawntimejitter = defaultrespawntimejitter;
}
self.netname = itemname;
- self.flags = FL_ITEM | itemflags;
self.touch = Item_Touch;
setmodel (self, self.mdl); // precision set below
self.effects |= EF_LOWPRECISION;