X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qc;h=e1d9d583bfbec7c42e13a557dbc2b0642fa56d51;hp=4a3712a25b31a02aac9b1e8d429933fb0463ca33;hb=cbaaedf5e63f6f24948c6f83d302c9ea9125a32c;hpb=0f689f166f8b173cfe456d3446ee877b9a80bf35 diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index 4a3712a25b..e1d9d583bf 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); @@ -356,8 +346,8 @@ bool ItemSend(entity this, entity to, int sf) { WriteShort(MSG_ENTITY, this.colormap); WriteByte(MSG_ENTITY, this.glowmod.x * 255.0); - WriteByte(MSG_ENTITY, this.glowmod.y * 255.0); - WriteByte(MSG_ENTITY, this.glowmod.z * 255.0); + WriteByte(MSG_ENTITY, this.glowmod.y * 255.0); + WriteByte(MSG_ENTITY, this.glowmod.z * 255.0); } if(sf & ISF_DROP) @@ -402,7 +392,7 @@ bool have_pickup_item(entity this) return true; } -void Item_Show (entity e, int mode) +void Item_Show(entity e, int mode) { e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST); e.ItemStatus &= ~ITS_STAYWEP; @@ -479,13 +469,13 @@ float Item_ItemsTime_UpdateTime(entity e, float t); void Item_ItemsTime_SetTime(entity e, float t); void Item_ItemsTime_SetTimesForAllPlayers(); -void Item_Respawn (entity this) +void Item_Respawn(entity this) { Item_Show(this, 1); 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) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) + if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) { float t = Item_ItemsTime_UpdateTime(this, 0); Item_ItemsTime_SetTime(this, t); @@ -499,7 +489,7 @@ void Item_Respawn (entity this) Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1); } -void Item_RespawnCountdown (entity this) +void Item_RespawnCountdown(entity this) { if(this.item_respawncounter >= ITEM_RESPAWN_TICKS) { @@ -624,7 +614,7 @@ float adjust_respawntime(float normal_respawntime) { } } TeamBalance_Destroy(balance); - + if (players >= 2) { return normal_respawntime * (r / (players + o) + l); } else { @@ -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) @@ -780,14 +774,14 @@ bool Item_GiveTo(entity item, entity player) } } bool pickedup = false; - pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health)); - pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue)); - pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max)); - pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max)); - pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max)); - pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max)); - pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max)); - pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max)); + pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health); + pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue); + pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max); + pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max); + pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max); + pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max); + pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max); + pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max); if (item.itemdef.instanceOfWeaponPickup) { WepSet w; @@ -832,17 +826,17 @@ bool Item_GiveTo(entity item, entity player) if (item.strength_finished) { pickedup = true; - player.strength_finished = max(player.strength_finished, time) + item.strength_finished; + STAT(STRENGTH_FINISHED, player) = max(STAT(STRENGTH_FINISHED, player), time) + item.strength_finished; } if (item.invincible_finished) { pickedup = true; - player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished; + STAT(INVINCIBLE_FINISHED, player) = max(STAT(INVINCIBLE_FINISHED, player), time) + item.invincible_finished; } if (item.superweapons_finished) { pickedup = true; - player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished; + STAT(SUPERWEAPONS_FINISHED, player) = max(STAT(SUPERWEAPONS_FINISHED, player), time) + item.superweapons_finished; } // always eat teamed entities @@ -1008,8 +1002,8 @@ void Item_FindTeam(entity this) }); e = RandomSelection_chosen_ent; - e.state = 0; - Item_Show(e, 1); + if (!e) + return; IL_EACH(g_items, it.team == this.team, { @@ -1021,11 +1015,11 @@ void Item_FindTeam(entity this) Item_Show(it, -1); it.state = 1; // state 1 = initially hidden item, apparently } + else + Item_Reset(it); it.effects &= ~EF_NODRAW; } }); - - Item_Reset(this); } } @@ -1172,7 +1166,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default { string itemname = def.m_name; Model itemmodel = def.m_model; - Sound pickupsound = def.m_sound; + Sound pickupsound = def.m_sound; float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc; float pickupbasevalue = def.m_botvalue; int itemflags = def.m_itemflags; @@ -1180,10 +1174,10 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default startitem_failed = false; this.item_model_ent = itemmodel; - this.item_pickupsound_ent = pickupsound; + this.item_pickupsound_ent = pickupsound; - if(def.m_iteminit) - def.m_iteminit(def, this); + if(def.m_iteminit) + def.m_iteminit(def, this); if(!this.respawntime) // both need to be set { @@ -1317,7 +1311,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default || (def.instanceOfHealth && def != ITEM_HealthSmall) || (def.instanceOfArmor && def != ITEM_ArmorSmall) || (itemid & (IT_KEY1 | IT_KEY2)) - ) + ) { if(!this.target || this.target == "") this.target = "###item###"; // for finding the nearest item using findnearest @@ -1360,7 +1354,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default } this.state = 0; - if(this.team) // broken, no idea why. + if(this.team) { if(!this.cnt) this.cnt = 1; // item probability weight @@ -1477,9 +1471,6 @@ void target_items_use(entity this, entity actor, entity trigger) spawnfunc(target_items) { - int n; - string s; - this.use = target_items_use; if(!this.strength_finished) this.strength_finished = autocvar_g_balance_powerup_strength_time; @@ -1488,17 +1479,19 @@ spawnfunc(target_items) if(!this.superweapons_finished) this.superweapons_finished = autocvar_g_balance_superweapons_time; - n = tokenize_console(this.netname); + 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 { for(int j = 0; j < n; ++j) { - if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO; - else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO; + // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code + if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS; + else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO; else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS; else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid; else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid; @@ -1509,7 +1502,7 @@ spawnfunc(target_items) { FOREACH(Buffs, it != BUFF_Null, { - s = Buff_UndeprecateName(argv(j)); + string s = Buff_UndeprecateName(argv(j)); if(s == it.netname) { STAT(BUFFS, this) |= (it.m_itemid); @@ -1519,7 +1512,7 @@ spawnfunc(target_items) } }); FOREACH(Weapons, it != WEP_Null, { - s = W_UndeprecateName(argv(j)); + string s = W_UndeprecateName(argv(j)); if(s == it.netname) { STAT(WEAPONS, this) |= (it.m_wepset); @@ -1558,34 +1551,36 @@ spawnfunc(target_items) itemprefix = valueprefix = string_null; } - this.netname = ""; - this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_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) { FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, { - it.wr_init(it); - break; + it.wr_init(it); + break; }); } } @@ -1624,28 +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); } @@ -1676,17 +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) @@ -1712,16 +1717,16 @@ float GiveItems(entity e, float beginarg, float endarg) } } - e.strength_finished = max(0, e.strength_finished - time); - e.invincible_finished = max(0, e.invincible_finished - time); - e.superweapons_finished = max(0, e.superweapons_finished - time); + STAT(STRENGTH_FINISHED, e) = max(0, STAT(STRENGTH_FINISHED, e) - time); + STAT(INVINCIBLE_FINISHED, e) = max(0, STAT(INVINCIBLE_FINISHED, e) - time); + STAT(SUPERWEAPONS_FINISHED, e) = max(0, STAT(SUPERWEAPONS_FINISHED, e) - time); STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time); PREGIVE(e, items); PREGIVE_WEAPONS(e); - PREGIVE(e, strength_finished); - PREGIVE(e, invincible_finished); - PREGIVE(e, superweapons_finished); + PREGIVE(e, stat_STRENGTH_FINISHED); + PREGIVE(e, stat_INVINCIBLE_FINISHED); + PREGIVE(e, stat_SUPERWEAPONS_FINISHED); PREGIVE_RESOURCE(e, RES_BULLETS); PREGIVE_RESOURCE(e, RES_CELLS); PREGIVE_RESOURCE(e, RES_PLASMA); @@ -1760,10 +1765,10 @@ float GiveItems(entity e, float beginarg, float endarg) continue; case "ALL": got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val); - got += GiveValue(e, strength_finished, op, val); - got += GiveValue(e, invincible_finished, op, val); - got += GiveValue(e, superweapons_finished, op, val); - got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val); + got += GiveValue(e, stat_STRENGTH_FINISHED, op, val); + got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val); + got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val); + got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val); case "all": got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val); got += GiveResourceValue(e, RES_HEALTH, op, val); @@ -1781,10 +1786,11 @@ float GiveItems(entity e, float beginarg, float endarg) got += GiveResourceValue(e, RES_FUEL, op, val); break; case "unlimited_ammo": - got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val); + // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code + got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val); break; case "unlimited_weapon_ammo": - got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val); + got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val); break; case "unlimited_superweapons": got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val); @@ -1796,13 +1802,13 @@ float GiveItems(entity e, float beginarg, float endarg) got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val); break; case "strength": - got += GiveValue(e, strength_finished, op, val); + got += GiveValue(e, stat_STRENGTH_FINISHED, op, val); break; case "invincible": - got += GiveValue(e, invincible_finished, op, val); + got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val); break; case "superweapons": - got += GiveValue(e, superweapons_finished, op, val); + got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val); break; case "cells": got += GiveResourceValue(e, RES_CELLS, op, val); @@ -1830,7 +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; @@ -1847,7 +1853,7 @@ float GiveItems(entity e, float beginarg, float endarg) POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null); POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF); - POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF); + POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF); POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null); FOREACH(Weapons, it != WEP_Null, { POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null); @@ -1855,9 +1861,9 @@ float GiveItems(entity e, float beginarg, float endarg) if(STAT(WEAPONS, e) & (it.m_wepset)) it.wr_init(it); }); - 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, stat_STRENGTH_FINISHED, 1, SND_POWERUP, SND_POWEROFF); + POSTGIVE_VALUE(e, stat_INVINCIBLE_FINISHED, 1, SND_Shield, SND_POWEROFF); + //POSTGIVE_VALUE(e, stat_SUPERWEAPONS_FINISHED, 1, SND_Null, SND_Null); POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null); POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null); POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null); @@ -1867,22 +1873,22 @@ float GiveItems(entity e, float beginarg, float endarg) POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null); POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null); - if(e.superweapons_finished <= 0) + if(STAT(SUPERWEAPONS_FINISHED, e) <= 0) if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) - e.superweapons_finished = autocvar_g_balance_superweapons_time; + STAT(SUPERWEAPONS_FINISHED, e) = autocvar_g_balance_superweapons_time; - if(e.strength_finished <= 0) - e.strength_finished = 0; + if(STAT(STRENGTH_FINISHED, e) <= 0) + STAT(STRENGTH_FINISHED, e) = 0; else - e.strength_finished += time; - if(e.invincible_finished <= 0) - e.invincible_finished = 0; + STAT(STRENGTH_FINISHED, e) += time; + if(STAT(INVINCIBLE_FINISHED, e) <= 0) + STAT(INVINCIBLE_FINISHED, e) = 0; else - e.invincible_finished += time; - if(e.superweapons_finished <= 0) - e.superweapons_finished = 0; + STAT(INVINCIBLE_FINISHED, e) += time; + if(STAT(SUPERWEAPONS_FINISHED, e) <= 0) + STAT(SUPERWEAPONS_FINISHED, e) = 0; else - e.superweapons_finished += time; + STAT(SUPERWEAPONS_FINISHED, e) += time; if(STAT(BUFF_TIME, e) <= 0) STAT(BUFF_TIME, e) = 0; else