X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qc;h=7dccf97a2ef57a2bdada54cc07580e2fccd60794;hp=9d595b9591df90326e8d188c17ef2abfdc94f6ee;hb=b0cf4c6dd97724dabf844d02e0e3252e9bf86655;hpb=8e4957c252f8381e37f2a72e227797bf51e5cc2f diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index 9d595b9591..7dccf97a2e 100644 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@ -23,6 +23,7 @@ #include #include + #include #include "../lib/warpzone/util_server.qh" #elif defined(CSQC) @@ -88,20 +89,18 @@ void ItemDraw(entity this) this.onground_time = time + 0.5; } } - else if (autocvar_cl_animate_items) + else if (autocvar_cl_animate_items && !this.item_simple) // no bobbing applied to simple items, for consistency's sake (no visual difference between ammo and weapons) { if(this.ItemStatus & ITS_ANIMATE1) { - if(!this.item_simple) - this.angles += this.avelocity * frametime; + 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) { - if(!this.item_simple) - this.angles += this.avelocity * frametime; + 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))); } @@ -176,8 +175,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) if(sf & ISF_SIZE) { - float use_bigsize = ReadByte(); - setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32'); + setsize(this, '-16 -16 0', '16 16 48'); } if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc. @@ -186,9 +184,8 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) Item_SetAlpha(this); - if(autocvar_cl_fullbright_items) - if(this.ItemStatus & ITS_ALLOWFB) - this.effects |= EF_FULLBRIGHT; + if(this.ItemStatus & ITS_ALLOWFB) + this.effects |= EF_FULLBRIGHT; if(this.ItemStatus & ITS_GLOW) { @@ -208,8 +205,6 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) this.solid = SOLID_TRIGGER; //this.flags |= FL_ITEM; - bool use_bigsize = ReadByte(); - this.fade_end = ReadShort(); this.fade_start = ReadShort(); if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade) @@ -260,7 +255,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) precache_model(this.mdl); _setmodel(this, this.mdl); - setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32'); + setsize(this, '-16 -16 0', '16 16 48'); } if(sf & ISF_COLORMAP) @@ -329,19 +324,14 @@ bool ItemSend(entity this, entity to, int sf) WriteAngle(MSG_ENTITY, this.angles_z); } - if(sf & ISF_SIZE) - { - Pickup p = this.itemdef; - WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor); - } + // sets size on the client, unused on server + //if(sf & ISF_SIZE) if(sf & ISF_STATUS) WriteByte(MSG_ENTITY, this.ItemStatus); if(sf & ISF_MODEL) { - Pickup p = this.itemdef; - WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor); WriteShort(MSG_ENTITY, this.fade_end); WriteShort(MSG_ENTITY, this.fade_start); @@ -746,7 +736,11 @@ bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax) return false; } else if (g_weapon_stay == 2) + { ammomax = min(amount, ammomax); + if(player_amount >= ammomax) + return false; + } else return false; if (amount < 0) @@ -1485,10 +1479,11 @@ spawnfunc(target_items) if(!this.superweapons_finished) this.superweapons_finished = autocvar_g_balance_superweapons_time; + string str; int n = tokenize_console(this.netname); if(argv(0) == "give") { - this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)); + str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)); } else { @@ -1556,27 +1551,29 @@ spawnfunc(target_items) itemprefix = valueprefix = string_null; } - this.netname = ""; - this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo"); - this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons"); - this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength"); - this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible"); - this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons"); - this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack"); - this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen"); - if(GetResource(this, RES_SHELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_SHELLS)), "shells"); - if(GetResource(this, RES_BULLETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_BULLETS)), "nails"); - if(GetResource(this, RES_ROCKETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ROCKETS)), "rockets"); - if(GetResource(this, RES_CELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_CELLS)), "cells"); - if(GetResource(this, RES_PLASMA) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_PLASMA)), "plasma"); - if(GetResource(this, RES_FUEL) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_FUEL)), "fuel"); - if(GetResource(this, RES_HEALTH) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_HEALTH)), "health"); - if(GetResource(this, RES_ARMOR) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ARMOR)), "armor"); - FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname)); - FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname)); - } - this.netname = strzone(this.netname); - //print(this.netname, "\n"); + str = ""; + str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo"); + str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons"); + str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength"); + str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible"); + str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons"); + str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack"); + str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen"); + float res; + res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells"); + res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails"); + res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets"); + res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells"); + res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma"); + res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel"); + res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health"); + res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor"); + // HACK: buffs share a single timer, so we need to include enabled buffs AFTER disabled ones to avoid loss + FOREACH(Buffs, it != BUFF_Null && !(STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname)); + FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname)); + FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname)); + } + this.netname = strzone(str); n = tokenize_console(this.netname); for(int j = 0; j < n; ++j) @@ -1622,28 +1619,36 @@ float GiveWeapon(entity e, float wpn, float op, float val) bool GiveBuff(entity e, Buff thebuff, int op, int val) { bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid); + float new_buff_time = ((had_buff) ? STAT(BUFF_TIME, e) : 0); switch (op) { case OP_SET: - STAT(BUFF_TIME, e) = val; + new_buff_time = val; break; case OP_MIN: - STAT(BUFF_TIME, e) = max(STAT(BUFF_TIME, e), val); + new_buff_time = max(new_buff_time, val); break; case OP_MAX: - STAT(BUFF_TIME, e) = min(STAT(BUFF_TIME, e), val); + new_buff_time = min(new_buff_time, val); break; case OP_PLUS: - STAT(BUFF_TIME, e) += val; + new_buff_time += val; break; case OP_MINUS: - STAT(BUFF_TIME, e) -= val; + new_buff_time -= val; break; } - if(STAT(BUFF_TIME, e) <= 0) + if(new_buff_time <= 0) + { + if(had_buff) + STAT(BUFF_TIME, e) = new_buff_time; STAT(BUFFS, e) &= ~thebuff.m_itemid; + } else + { + STAT(BUFF_TIME, e) = new_buff_time; STAT(BUFFS, e) = thebuff.m_itemid; // NOTE: replaces any existing buffs on the player! + } bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid); return (had_buff != have_buff); } @@ -1674,17 +1679,19 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa bool GiveResourceValue(entity e, int res_type, int op, int val) { int v0 = GetResource(e, res_type); + float new_val = 0; switch (op) { // min 100 cells = at least 100 cells - case OP_SET: SetResource(e, res_type, val); break; - case OP_MIN: SetResource(e, res_type, max(v0, val)); break; - case OP_MAX: SetResource(e, res_type, min(v0, val)); break; - case OP_PLUS: SetResource(e, res_type, v0 + val); break; - case OP_MINUS: SetResource(e, res_type, v0 - val); break; - } - int v1 = GetResource(e, res_type); - return v0 != v1; + case OP_SET: new_val = val; break; + case OP_MIN: new_val = max(v0, val); break; + case OP_MAX: new_val = min(v0, val); break; + case OP_PLUS: new_val = v0 + val; break; + case OP_MINUS: new_val = v0 - val; break; + default: return false; + } + + return SetResourceExplicit(e, res_type, new_val); } float GiveItems(entity e, float beginarg, float endarg) @@ -1829,7 +1836,7 @@ float GiveItems(entity e, float beginarg, float endarg) got += GiveResourceValue(e, RES_FUEL, op, val); break; default: - FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.netname, + FOREACH(Buffs, it != BUFF_Null && buff_Available(it) && Buff_UndeprecateName(cmd) == it.netname, { got += GiveBuff(e, it, op, val); break;