Add an item init attribute function, so the item's default values aren't applied...
authorMario <mario@smbclan.net>
Tue, 14 Feb 2017 23:28:06 +0000 (09:28 +1000)
committerMario <mario@smbclan.net>
Tue, 14 Feb 2017 23:28:06 +0000 (09:28 +1000)
13 files changed:
qcsrc/common/items/item.qh
qcsrc/common/items/item/ammo.qh
qcsrc/common/items/item/armor.qh
qcsrc/common/items/item/health.qh
qcsrc/common/items/item/jetpack.qh
qcsrc/common/items/item/pickup.qh
qcsrc/common/items/item/powerup.qh
qcsrc/common/mutators/mutator/instagib/items.qh
qcsrc/common/mutators/mutator/instagib/sv_instagib.qc
qcsrc/common/t_items.qc
qcsrc/server/autocvars.qh
qcsrc/server/defs.qh
qcsrc/server/miscfunctions.qh

index f3aa0ce..52fa9b8 100644 (file)
@@ -37,6 +37,11 @@ const int IT_STRENGTH                                = BIT(22);
 const int IT_UNLIMITED_AMMO                    = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS;
 const int IT_PICKUPMASK                        = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
 
+#ifdef SVQC
+.float  strength_finished = _STAT(STRENGTH_FINISHED);
+.float  invincible_finished = _STAT(INVINCIBLE_FINISHED);
+#endif
+
 #define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
 CLASS(GameItem, Object)
     ATTRIB(GameItem, m_id, int, 0);
index d7c3e94..15d8e39 100644 (file)
@@ -22,6 +22,14 @@ ENDCLASS(Ammo)
 MODEL(Bullets_ITEM, Item_Model("a_bullets.mdl"));
 #endif
 
+#ifdef SVQC
+PROPERTY(int, g_pickup_nails);
+void ammo_bullets_init(entity item)
+{
+    if(!item.ammo_nails)
+        item.ammo_nails = g_pickup_nails;
+}
+#endif
 REGISTER_ITEM(Bullets, Ammo) {
 #ifdef GAMEQC
     this.m_model    =   MDL_Bullets_ITEM;
@@ -31,6 +39,7 @@ REGISTER_ITEM(Bullets, Ammo) {
 #ifdef SVQC
     this.m_botvalue =   1500;
     this.m_itemid   =   IT_NAILS;
+    this.m_iteminit =   ammo_bullets_init;
 #endif
 }
 
@@ -38,6 +47,14 @@ REGISTER_ITEM(Bullets, Ammo) {
 MODEL(Cells_ITEM, Item_Model("a_cells.md3"));
 #endif
 
+#ifdef SVQC
+PROPERTY(int, g_pickup_cells);
+void ammo_cells_init(entity item)
+{
+    if(!item.ammo_cells)
+        item.ammo_cells = g_pickup_cells;
+}
+#endif
 REGISTER_ITEM(Cells, Ammo) {
 #ifdef GAMEQC
     this.m_model    =   MDL_Cells_ITEM;
@@ -47,6 +64,7 @@ REGISTER_ITEM(Cells, Ammo) {
 #ifdef SVQC
     this.m_botvalue =   1500;
     this.m_itemid   =   IT_CELLS;
+    this.m_iteminit =   ammo_cells_init;
 #endif
 }
 
@@ -54,6 +72,14 @@ REGISTER_ITEM(Cells, Ammo) {
 MODEL(Plasma_ITEM, Item_Model("a_cells.md3"));
 #endif
 
+#ifdef SVQC
+PROPERTY(int, g_pickup_plasma);
+void ammo_plasma_init(entity item)
+{
+    if(!item.ammo_plasma)
+        item.ammo_plasma = g_pickup_plasma;
+}
+#endif
 REGISTER_ITEM(Plasma, Ammo) {
 #ifdef GAMEQC
     this.m_model    =   MDL_Plasma_ITEM;
@@ -63,6 +89,7 @@ REGISTER_ITEM(Plasma, Ammo) {
 #ifdef SVQC
     this.m_botvalue =   1500;
     this.m_itemid   =   IT_PLASMA;
+    this.m_iteminit =   ammo_plasma_init;
 #endif
 }
 
@@ -70,6 +97,14 @@ REGISTER_ITEM(Plasma, Ammo) {
 MODEL(Rockets_ITEM, Item_Model("a_rockets.md3"));
 #endif
 
+#ifdef SVQC
+PROPERTY(int, g_pickup_rockets);
+void ammo_rockets_init(entity item)
+{
+    if(!item.ammo_rockets)
+        item.ammo_rockets = g_pickup_rockets;
+}
+#endif
 REGISTER_ITEM(Rockets, Ammo) {
 #ifdef GAMEQC
     this.m_model    =   MDL_Rockets_ITEM;
@@ -79,6 +114,7 @@ REGISTER_ITEM(Rockets, Ammo) {
 #ifdef SVQC
     this.m_botvalue =   1500;
     this.m_itemid   =   IT_ROCKETS;
+    this.m_iteminit =   ammo_rockets_init;
 #endif
 }
 
@@ -86,6 +122,14 @@ REGISTER_ITEM(Rockets, Ammo) {
 MODEL(Shells_ITEM, Item_Model("a_shells.md3"));
 #endif
 
+#ifdef SVQC
+PROPERTY(int, g_pickup_shells);
+void ammo_shells_init(entity item)
+{
+    if(!item.ammo_shells)
+        item.ammo_shells = g_pickup_shells;
+}
+#endif
 REGISTER_ITEM(Shells, Ammo) {
 #ifdef GAMEQC
     this.m_model    =   MDL_Shells_ITEM;
@@ -95,5 +139,6 @@ REGISTER_ITEM(Shells, Ammo) {
 #ifdef SVQC
     this.m_botvalue =   1000;
     this.m_itemid   =   IT_SHELLS;
+    this.m_iteminit =   ammo_shells_init;
 #endif
 }
index f153bf0..6f9c538 100644 (file)
@@ -20,6 +20,15 @@ SOUND(ArmorSmall, Item_Sound("armor1"));
 #endif
 #ifdef SVQC
 PROPERTY(float, g_pickup_armorsmall_anyway);
+PROPERTY(int, g_pickup_armorsmall);
+PROPERTY(int, g_pickup_armorsmall_max);
+void item_armorsmall_init(entity item)
+{
+    if(!item.max_armorvalue)
+        item.max_armorvalue = g_pickup_armorsmall_max;
+    if(!item.armorvalue)
+        item.armorvalue = g_pickup_armorsmall;
+}
 #endif
 
 REGISTER_ITEM(ArmorSmall, Armor) {
@@ -34,6 +43,7 @@ REGISTER_ITEM(ArmorSmall, Armor) {
     this.m_respawntime          =   GET(g_pickup_respawntime_short);
     this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_short);
     this.m_pickupanyway         =   GET(g_pickup_armorsmall_anyway);
+    this.m_iteminit             =   item_armorsmall_init;
 #endif
 }
 
@@ -43,6 +53,15 @@ SOUND(ArmorMedium, Item_Sound("armor10"));
 #endif
 #ifdef SVQC
 PROPERTY(float, g_pickup_armormedium_anyway);
+PROPERTY(int, g_pickup_armormedium);
+PROPERTY(int, g_pickup_armormedium_max);
+void item_armormedium_init(entity item)
+{
+    if(!item.max_armorvalue)
+        item.max_armorvalue = g_pickup_armormedium_max;
+    if(!item.armorvalue)
+        item.armorvalue = g_pickup_armormedium;
+}
 #endif
 
 REGISTER_ITEM(ArmorMedium, Armor) {
@@ -57,6 +76,7 @@ REGISTER_ITEM(ArmorMedium, Armor) {
     this.m_respawntime          =   GET(g_pickup_respawntime_medium);
     this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_medium);
     this.m_pickupanyway         =   GET(g_pickup_armormedium_anyway);
+    this.m_iteminit             =   item_armormedium_init;
 #endif
 }
 
@@ -66,6 +86,15 @@ SOUND(ArmorBig, Item_Sound("armor17_5"));
 #endif
 #ifdef SVQC
 PROPERTY(float, g_pickup_armorbig_anyway);
+PROPERTY(int, g_pickup_armorbig);
+PROPERTY(int, g_pickup_armorbig_max);
+void item_armorbig_init(entity item)
+{
+    if(!item.max_armorvalue)
+        item.max_armorvalue = g_pickup_armorbig_max;
+    if(!item.armorvalue)
+        item.armorvalue = g_pickup_armorbig;
+}
 #endif
 
 REGISTER_ITEM(ArmorBig, Armor) {
@@ -82,6 +111,7 @@ REGISTER_ITEM(ArmorBig, Armor) {
     this.m_respawntime          =   GET(g_pickup_respawntime_long);
     this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_long);
     this.m_pickupanyway         =   GET(g_pickup_armorbig_anyway);
+    this.m_iteminit             =   item_armorbig_init;
 #endif
 }
 
@@ -91,6 +121,15 @@ SOUND(ArmorMega, Item_Sound("armor25"));
 #endif
 #ifdef SVQC
 PROPERTY(float, g_pickup_armormega_anyway);
+PROPERTY(int, g_pickup_armormega);
+PROPERTY(int, g_pickup_armormega_max);
+void item_armormega_init(entity item)
+{
+    if(!item.max_armorvalue)
+        item.max_armorvalue = g_pickup_armormega_max;
+    if(!item.armorvalue)
+        item.armorvalue = g_pickup_armormega;
+}
 #endif
 
 REGISTER_ITEM(ArmorMega, Armor) {
@@ -109,5 +148,6 @@ REGISTER_ITEM(ArmorMega, Armor) {
     this.m_respawntime          =   GET(g_pickup_respawntime_long);
     this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_long);
     this.m_pickupanyway         =   GET(g_pickup_armormega_anyway);
+    this.m_iteminit             =   item_armormega_init;
 #endif
 }
index 1fc544a..01a2924 100644 (file)
@@ -20,6 +20,15 @@ SOUND(HealthSmall, Item_Sound("minihealth"));
 #endif
 #ifdef SVQC
 PROPERTY(float, g_pickup_healthsmall_anyway);
+PROPERTY(int, g_pickup_healthsmall);
+PROPERTY(int, g_pickup_healthsmall_max);
+void item_healthsmall_init(entity item)
+{
+    if(!item.max_health)
+        item.max_health = g_pickup_healthsmall_max;
+    if(!item.health)
+        item.health = g_pickup_healthsmall;
+}
 #endif
 
 REGISTER_ITEM(HealthSmall, Health) {
@@ -34,6 +43,7 @@ REGISTER_ITEM(HealthSmall, Health) {
     this.m_respawntime          =   GET(g_pickup_respawntime_short);
     this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_short);
     this.m_pickupanyway         =   GET(g_pickup_healthsmall_anyway);
+    this.m_iteminit             =   item_healthsmall_init;
 #endif
 }
 
@@ -43,6 +53,15 @@ SOUND(HealthMedium, Item_Sound("mediumhealth"));
 #endif
 #ifdef SVQC
 PROPERTY(float, g_pickup_healthmedium_anyway);
+PROPERTY(int, g_pickup_healthmedium);
+PROPERTY(int, g_pickup_healthmedium_max);
+void item_healthmedium_init(entity item)
+{
+    if(!item.max_health)
+        item.max_health = g_pickup_healthmedium_max;
+    if(!item.health)
+        item.health = g_pickup_healthmedium;
+}
 #endif
 
 REGISTER_ITEM(HealthMedium, Health) {
@@ -57,6 +76,7 @@ REGISTER_ITEM(HealthMedium, Health) {
     this.m_respawntime          =   GET(g_pickup_respawntime_short);
     this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_short);
     this.m_pickupanyway         =   GET(g_pickup_healthmedium_anyway);
+    this.m_iteminit             =   item_healthmedium_init;
 #endif
 }
 
@@ -66,6 +86,15 @@ SOUND(HealthBig, Item_Sound("mediumhealth"));
 #endif
 #ifdef SVQC
 PROPERTY(float, g_pickup_healthbig_anyway);
+PROPERTY(int, g_pickup_healthbig);
+PROPERTY(int, g_pickup_healthbig_max);
+void item_healthbig_init(entity item)
+{
+    if(!item.max_health)
+        item.max_health = g_pickup_healthbig_max;
+    if(!item.health)
+        item.health = g_pickup_healthbig;
+}
 #endif
 
 REGISTER_ITEM(HealthBig, Health) {
@@ -82,6 +111,7 @@ REGISTER_ITEM(HealthBig, Health) {
     this.m_respawntime          =   GET(g_pickup_respawntime_medium);
     this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_medium);
     this.m_pickupanyway         =   GET(g_pickup_healthbig_anyway);
+    this.m_iteminit             =   item_healthbig_init;
 #endif
 }
 
@@ -91,6 +121,15 @@ SOUND(HealthMega, Item_Sound("megahealth"));
 #endif
 #ifdef SVQC
 PROPERTY(float, g_pickup_healthmega_anyway);
+PROPERTY(int, g_pickup_healthmega);
+PROPERTY(int, g_pickup_healthmega_max);
+void item_healthmega_init(entity item)
+{
+    if(!item.max_health)
+        item.max_health = g_pickup_healthmega_max;
+    if(!item.health)
+        item.health = g_pickup_healthmega;
+}
 #endif
 
 REGISTER_ITEM(HealthMega, Health) {
@@ -109,5 +148,6 @@ REGISTER_ITEM(HealthMega, Health) {
     this.m_respawntime          =   GET(g_pickup_respawntime_long);
     this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_long);
     this.m_pickupanyway         =   GET(g_pickup_healthmega_anyway);
+    this.m_iteminit             =   item_healthmega_init;
 #endif
 }
index 5093234..430161d 100644 (file)
 MODEL(Jetpack_ITEM, Item_Model("g_jetpack.md3"));
 #endif
 
+#ifdef SVQC
+PROPERTY(int, g_pickup_fuel_jetpack);
+void powerup_jetpack_init(entity item)
+{
+    if(!item.ammo_fuel)
+        item.ammo_fuel = g_pickup_fuel_jetpack;
+}
+#endif
 REGISTER_ITEM(Jetpack, Powerup) {
 #ifdef GAMEQC
     this.m_model                =   MDL_Jetpack_ITEM;
@@ -28,6 +36,7 @@ REGISTER_ITEM(Jetpack, Powerup) {
 #ifdef SVQC
     this.m_botvalue             =   3000;
     this.m_pickupevalfunc       =   ammo_pickupevalfunc;
+    this.m_iteminit             =   powerup_jetpack_init;
 #endif
 }
 
@@ -35,6 +44,14 @@ REGISTER_ITEM(Jetpack, Powerup) {
 MODEL(JetpackFuel_ITEM, Item_Model("g_fuel.md3"));
 #endif
 
+#ifdef SVQC
+PROPERTY(int, g_pickup_fuel);
+void ammo_fuel_init(entity item)
+{
+    if(!item.ammo_fuel)
+        item.ammo_fuel = g_pickup_fuel;
+}
+#endif
 REGISTER_ITEM(JetpackFuel, Ammo) {
 #ifdef GAMEQC
     this.m_model    =   MDL_JetpackFuel_ITEM;
@@ -44,6 +61,7 @@ REGISTER_ITEM(JetpackFuel, Ammo) {
 #ifdef SVQC
     this.m_botvalue =   2000;
     this.m_itemid   =   IT_FUEL;
+    this.m_iteminit =   ammo_fuel_init;
 #endif
 }
 
index 26771e6..d029ca5 100644 (file)
@@ -43,6 +43,7 @@ CLASS(Pickup, GameItem)
     ATTRIB(Pickup, m_respawntime, float());
     ATTRIB(Pickup, m_respawntimejitter, float());
     ATTRIB(Pickup, m_pickupanyway, float());
+    ATTRIB(Pickup, m_iteminit, void(entity item));
     float Item_GiveTo(entity item, entity player);
     METHOD(Pickup, giveTo, bool(Pickup this, entity item, entity player))
     {
index aaec88e..ef0d223 100644 (file)
@@ -22,6 +22,14 @@ MODEL(Strength_ITEM, Item_Model("g_strength.md3"));
 SOUND(Strength, Item_Sound("powerup"));
 #endif
 
+#ifdef SVQC
+float autocvar_g_balance_powerup_strength_time;
+void powerup_strength_init(entity item)
+{
+    if(!item.strength_finished)
+        item.strength_finished = autocvar_g_balance_powerup_strength_time;
+}
+#endif
 REGISTER_ITEM(Strength, Powerup) {
 #ifdef GAMEQC
     this.m_model            =   MDL_Strength_ITEM;
@@ -35,6 +43,9 @@ REGISTER_ITEM(Strength, Powerup) {
     this.m_waypoint         =   _("Strength");
     this.m_waypointblink    =   2;
     this.m_itemid           =   IT_STRENGTH;
+#ifdef SVQC
+    this.m_iteminit         =   powerup_strength_init;
+#endif
 }
 
 #ifdef GAMEQC
@@ -42,6 +53,14 @@ MODEL(Shield_ITEM, Item_Model("g_invincible.md3"));
 SOUND(Shield, Item_Sound("powerup_shield"));
 #endif
 
+#ifdef SVQC
+float autocvar_g_balance_powerup_invincible_time;
+void powerup_shield_init(entity item)
+{
+    if(!item.invincible_finished)
+        item.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+}
+#endif
 REGISTER_ITEM(Shield, Powerup) {
 #ifdef GAMEQC
     this.m_model            =   MDL_Shield_ITEM;
@@ -55,4 +74,7 @@ REGISTER_ITEM(Shield, Powerup) {
     this.m_waypoint         =   _("Shield");
     this.m_waypointblink    =   2;
     this.m_itemid           =   IT_INVINCIBLE;
+#ifdef SVQC
+    this.m_iteminit         =   powerup_shield_init;
+#endif
 }
index d9f641d..1851f1b 100644 (file)
@@ -14,6 +14,14 @@ MODEL(VaporizerCells_ITEM, Item_Model("a_cells.md3"));
 SOUND(VaporizerCells, Item_Sound("itempickup"));
 #endif
 
+#ifdef SVQC
+int autocvar_g_instagib_ammo_drop;
+void ammo_vaporizercells_init(entity item)
+{
+    if(!item.ammo_cells)
+        item.ammo_cells = autocvar_g_instagib_ammo_drop;
+}
+#endif
 REGISTER_ITEM(VaporizerCells, Ammo) {
 #ifdef GAMEQC
     this.m_model                =   MDL_VaporizerCells_ITEM;
@@ -26,6 +34,7 @@ REGISTER_ITEM(VaporizerCells, Ammo) {
     this.m_itemid               =   IT_CELLS;
     this.m_respawntime          =   GET(instagib_respawntime_ammo);
     this.m_respawntimejitter    =   GET(instagib_respawntimejitter_ammo);
+    this.m_iteminit             =   ammo_vaporizercells_init;
 #endif
 }
 
index af87885..65b7b52 100644 (file)
@@ -1,6 +1,6 @@
 #include "sv_instagib.qh"
 
-int autocvar_g_instagib_ammo_drop;
+//int autocvar_g_instagib_ammo_drop;
 bool autocvar_g_instagib_ammo_convert_cells;
 bool autocvar_g_instagib_ammo_convert_rockets;
 bool autocvar_g_instagib_ammo_convert_shells;
@@ -17,7 +17,6 @@ REGISTER_MUTATOR(mutator_instagib, cvar("g_instagib") && !g_nexball);
 spawnfunc(item_minst_cells)
 {
        if (!g_instagib) { delete(this); return; }
-       if (!this.ammo_cells) this.ammo_cells = autocvar_g_instagib_ammo_drop;
        StartItem(this, ITEM_VaporizerCells);
 }
 
index 79fa978..3e3f32a 100644 (file)
@@ -1079,6 +1079,9 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
        this.item_model_ent = itemmodel;
     this.item_pickupsound_ent = pickupsound;
 
+    if(def.m_iteminit)
+       def.m_iteminit(this);
+
        if(!this.respawntime) // both need to be set
        {
                this.respawntime = defaultrespawntime;
@@ -1285,8 +1288,6 @@ void StartItem(entity this, GameItem def)
 
 spawnfunc(item_rockets)
 {
-       if(!this.ammo_rockets)
-               this.ammo_rockets = g_pickup_rockets;
     StartItem(this, ITEM_Rockets);
 }
 
@@ -1302,22 +1303,16 @@ spawnfunc(item_bullets)
                return;
        }
 
-       if(!this.ammo_nails)
-               this.ammo_nails = g_pickup_nails;
     StartItem(this, ITEM_Bullets);
 }
 
 spawnfunc(item_cells)
 {
-       if(!this.ammo_cells)
-               this.ammo_cells = g_pickup_cells;
        StartItem(this, ITEM_Cells);
 }
 
 spawnfunc(item_plasma)
 {
-       if(!this.ammo_plasma)
-               this.ammo_plasma = g_pickup_plasma;
        StartItem(this, ITEM_Plasma);
 }
 
@@ -1333,80 +1328,46 @@ spawnfunc(item_shells)
                return;
        }
 
-       if(!this.ammo_shells)
-               this.ammo_shells = g_pickup_shells;
        StartItem(this, ITEM_Shells);
 }
 
 spawnfunc(item_armor_small)
 {
-       if(!this.armorvalue)
-               this.armorvalue = g_pickup_armorsmall;
-       if(!this.max_armorvalue)
-               this.max_armorvalue = g_pickup_armorsmall_max;
        StartItem(this, ITEM_ArmorSmall);
 }
 
 spawnfunc(item_armor_medium)
 {
-       if(!this.armorvalue)
-               this.armorvalue = g_pickup_armormedium;
-       if(!this.max_armorvalue)
-               this.max_armorvalue = g_pickup_armormedium_max;
        StartItem(this, ITEM_ArmorMedium);
 }
 
 spawnfunc(item_armor_big)
 {
-       if(!this.armorvalue)
-               this.armorvalue = g_pickup_armorbig;
-       if(!this.max_armorvalue)
-               this.max_armorvalue = g_pickup_armorbig_max;
        StartItem(this, ITEM_ArmorBig);
 }
 
 spawnfunc(item_armor_mega)
 {
-       if(!this.armorvalue)
-               this.armorvalue = g_pickup_armormega;
-       if(!this.max_armorvalue)
-               this.max_armorvalue = g_pickup_armormega_max;
        StartItem(this, ITEM_ArmorMega);
 }
 
 spawnfunc(item_health_small)
 {
-       if(!this.max_health)
-               this.max_health = g_pickup_healthsmall_max;
-       if(!this.health)
-               this.health = g_pickup_healthsmall;
        StartItem(this, ITEM_HealthSmall);
 }
 
 spawnfunc(item_health_medium)
 {
-       if(!this.max_health)
-               this.max_health = g_pickup_healthmedium_max;
-       if(!this.health)
-               this.health = g_pickup_healthmedium;
     StartItem(this, ITEM_HealthMedium);
 }
 
 spawnfunc(item_health_big)
 {
-       if(!this.max_health)
-               this.max_health = g_pickup_healthbig_max;
-       if(!this.health)
-               this.health = g_pickup_healthbig;
        StartItem(this, ITEM_HealthBig);
 }
 
 spawnfunc(item_health_mega)
 {
-    if(!this.max_health)
-        this.max_health = g_pickup_healthmega_max;
-    if(!this.health)
-        this.health = g_pickup_healthmega;
     StartItem(this, ITEM_HealthMega);
 }
 
@@ -1421,16 +1382,12 @@ spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
 
 spawnfunc(item_strength)
 {
-               if(!this.strength_finished)
-                       this.strength_finished = autocvar_g_balance_powerup_strength_time;
-               StartItem(this, ITEM_Strength);
+       StartItem(this, ITEM_Strength);
 }
 
 spawnfunc(item_invincible)
 {
-               if(!this.invincible_finished)
-                       this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
-               StartItem(this, ITEM_Shield);
+       StartItem(this, ITEM_Shield);
 }
 
 // compatibility:
@@ -1578,8 +1535,6 @@ spawnfunc(target_items)
 
 spawnfunc(item_fuel)
 {
-       if(!this.ammo_fuel)
-               this.ammo_fuel = g_pickup_fuel;
        StartItem(this, ITEM_JetpackFuel);
 }
 
@@ -1595,8 +1550,6 @@ spawnfunc(item_fuel_regen)
 
 spawnfunc(item_jetpack)
 {
-       if(!this.ammo_fuel)
-               this.ammo_fuel = g_pickup_fuel_jetpack;
        if(start_items & ITEM_Jetpack.m_itemid)
        {
                spawnfunc_item_fuel(this);
index bc1ac53..c5c844e 100644 (file)
@@ -78,12 +78,12 @@ float autocvar_g_balance_pause_health_rot_spawn;
 float autocvar_g_balance_portal_health;
 float autocvar_g_balance_portal_lifetime;
 float autocvar_g_balance_powerup_invincible_takedamage;
-float autocvar_g_balance_powerup_invincible_time;
+//float autocvar_g_balance_powerup_invincible_time;
 float autocvar_g_balance_powerup_strength_damage;
 float autocvar_g_balance_powerup_strength_force;
 float autocvar_g_balance_powerup_strength_selfdamage;
 float autocvar_g_balance_powerup_strength_selfforce;
-float autocvar_g_balance_powerup_strength_time;
+//float autocvar_g_balance_powerup_strength_time;
 float autocvar_g_balance_superweapons_time;
 float autocvar_g_balance_selfdamagepercent;
 bool autocvar_g_balance_teams;
index adfb0db..3f18677 100644 (file)
@@ -47,8 +47,6 @@ float server_is_dedicated;
 .float pain_frame;                     //"
 .float  crouch;        // Crouching or not?
 
-.float strength_finished = _STAT(STRENGTH_FINISHED);
-.float invincible_finished = _STAT(INVINCIBLE_FINISHED);
 .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
 
 .float cnt; // used in too many places
index 9016a22..730a528 100644 (file)
@@ -160,35 +160,12 @@ float nearest_length[NUM_NEAREST_ENTITIES];
 
 //#NO AUTOCVARS START
 
-float g_pickup_shells;
 float g_pickup_shells_max;
-float g_pickup_nails;
 float g_pickup_nails_max;
-float g_pickup_rockets;
 float g_pickup_rockets_max;
-float g_pickup_cells;
 float g_pickup_cells_max;
-float g_pickup_plasma;
 float g_pickup_plasma_max;
-float g_pickup_fuel;
-float g_pickup_fuel_jetpack;
 float g_pickup_fuel_max;
-float g_pickup_armorsmall;
-float g_pickup_armorsmall_max;
-float g_pickup_armormedium;
-float g_pickup_armormedium_max;
-float g_pickup_armorbig;
-float g_pickup_armorbig_max;
-float g_pickup_armormega;
-float g_pickup_armormega_max;
-float g_pickup_healthsmall;
-float g_pickup_healthsmall_max;
-float g_pickup_healthmedium;
-float g_pickup_healthmedium_max;
-float g_pickup_healthbig;
-float g_pickup_healthbig_max;
-float g_pickup_healthmega;
-float g_pickup_healthmega_max;
 float g_pickup_weapons_anyway;
 float g_weaponarena;
 WepSet g_weaponarena_weapons;