X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qc;h=293f5ae9974a53f902b366bcc10adae7c405ca8d;hp=7424d695aa041cf2eb557576d209df327ae60a77;hb=cbca1a79315fe08c4796273a490a4d12b7d3291d;hpb=f366b93e1d9e8ebdff81c9277f9958178dcb38d0 diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index 7424d695aa..293f5ae997 100644 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@ -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); @@ -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) @@ -672,21 +673,30 @@ LABEL(YEAH) float Item_GiveTo(entity item, entity player) { - float _switchweapon; float pickedup; // if nothing happens to player, just return without taking the item pickedup = false; - _switchweapon = false; + int _switchweapon = 0; // 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 (player.autoswitch) - if (PS(player).m_switchweapon == w_getbestweapon(player)) - _switchweapon = true; - if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon))) - _switchweapon = true; + if(player.autoswitch) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) + { + if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity)) + _switchweapon |= BIT(slot); + + if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon))) + _switchweapon |= BIT(slot); + } + } + } 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); @@ -709,7 +719,12 @@ float Item_GiveTo(entity item, entity player) FOREACH(Weapons, it != WEP_Null, { if(w & (it.m_wepset)) { - W_DropEvent(wr_pickup, player, it.m_id, item); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) + W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity); + } W_GiveWeapon(player, it.m_id); } }); @@ -760,13 +775,25 @@ LABEL(skip) // crude hack to enforce switching weapons if(g_cts && item.itemdef.instanceOfWeaponPickup) { - W_SwitchWeapon_Force(player, Weapons_from(item.weapon)); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) + W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity); + } return 1; } - if (_switchweapon) - if (PS(player).m_switchweapon != w_getbestweapon(player)) - W_SwitchWeapon_Force(player, w_getbestweapon(player)); + if(_switchweapon) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(_switchweapon & BIT(slot)) + if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity)) + W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity); + } + } return 1; } @@ -837,7 +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); @@ -881,7 +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); }); @@ -891,7 +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) { @@ -1645,7 +1672,6 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa float GiveItems(entity e, float beginarg, float endarg) { float got, i, val, op; - float _switchweapon; string cmd; val = 999; @@ -1653,10 +1679,18 @@ float GiveItems(entity e, float beginarg, float endarg) got = 0; - _switchweapon = false; - if (e.autoswitch) - if (PS(e).m_switchweapon == w_getbestweapon(e)) - _switchweapon = true; + int _switchweapon = 0; + + if(e.autoswitch) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) + if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity)) + _switchweapon |= BIT(slot); + } + } e.strength_finished = max(0, e.strength_finished - time); e.invincible_finished = max(0, e.invincible_finished - time); @@ -1795,6 +1829,7 @@ 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); @@ -1821,10 +1856,23 @@ float GiveItems(entity e, float beginarg, float endarg) else e.superweapons_finished += time; - if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon))) - _switchweapon = true; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) + if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon))) + _switchweapon |= BIT(slot); + } + if(_switchweapon) - W_SwitchWeapon_Force(e, w_getbestweapon(e)); + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(_switchweapon & BIT(slot)) + W_SwitchWeapon_Force(e, w_getbestweapon(e, weaponentity), weaponentity); + } + } return got; }