- if (autocvar_cl_ghost_items_color)
- {
- this.alpha = autocvar_cl_ghost_items;
- this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
- }
- else
- this.alpha = -1;
+ this.alpha = autocvar_cl_ghost_items;
+ this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
this.item_simple = false;
LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
} while (0);
this.item_simple = false;
LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
} while (0);
-/*
-float Item_Customize()
-{
- if(this.spawnshieldtime)
- return true;
- if(this.weapons & ~other.weapons)
- {
- this.colormod = '0 0 0';
- this.glowmod = this.colormod;
- this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
- return true;
- }
- else
- {
- if(g_ghost_items)
- {
- this.colormod = stov(autocvar_g_ghost_items_color);
- this.glowmod = this.colormod;
- this.alpha = g_ghost_items;
- return true;
- }
- else
- return false;
- }
-}
-*/
-
void Item_Show (entity e, float mode)
{
e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
void Item_Show (entity e, float mode)
{
e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
|| e.team // weapon stay isn't supported for teamed weapons
;
if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
|| e.team // weapon stay isn't supported for teamed weapons
;
if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
setorigin(this, this.origin);
sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
setorigin(this, this.origin);
{
float t = Item_ItemsTime_UpdateTime(this, 0);
Item_ItemsTime_SetTime(this, t);
{
float t = Item_ItemsTime_UpdateTime(this, 0);
Item_ItemsTime_SetTime(this, t);
void Item_ScheduleRespawnIn(entity e, float t)
{
// if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
void Item_ScheduleRespawnIn(entity e, float t)
{
// if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
- if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
+ if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
{
setthink(e, Item_RespawnCountdown);
e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
e.item_respawncounter = 0;
{
setthink(e, Item_RespawnCountdown);
e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
e.item_respawncounter = 0;
{
t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
Item_ItemsTime_SetTime(e, t);
{
t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
Item_ItemsTime_SetTime(e, t);
{
t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
Item_ItemsTime_SetTime(e, t);
{
t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
Item_ItemsTime_SetTime(e, t);
FOREACH(Weapons, it != WEP_Null,
{
// Finding a weapon which player doesn't have.
FOREACH(Weapons, it != WEP_Null,
{
// Finding a weapon which player doesn't have.
if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
_switchweapon |= BIT(slot);
if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
_switchweapon |= BIT(slot);
float weapon_pickupevalfunc(entity player, entity item)
{
// See if I have it already
float weapon_pickupevalfunc(entity player, entity item)
{
// See if I have it already
- FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
+ FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
weapons_value += it.bot_pickupbasevalue;
});
c -= bound(0, weapons_value / 20000, 1) * 0.5;
weapons_value += it.bot_pickupbasevalue;
});
c -= bound(0, weapons_value / 20000, 1) * 0.5;
- if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
- c = item.ammo_shells / max(noammorating, player.ammo_shells);
+ if ((need_shells) && (item.ammo_shells) && (GetResourceAmount(player, RESOURCE_SHELLS) < g_pickup_shells_max))
+ c = item.ammo_shells / max(noammorating, GetResourceAmount(player, RESOURCE_SHELLS));
- if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
- c = item.ammo_nails / max(noammorating, player.ammo_nails);
+ if ((need_nails) && (item.ammo_nails) && (GetResourceAmount(player, RESOURCE_BULLETS) < g_pickup_nails_max))
+ c = item.ammo_nails / max(noammorating, GetResourceAmount(player, RESOURCE_BULLETS));
- if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
- c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
+ if ((need_rockets) && (item.ammo_rockets) && (GetResourceAmount(player, RESOURCE_ROCKETS) < g_pickup_rockets_max))
+ c = item.ammo_rockets / max(noammorating, GetResourceAmount(player, RESOURCE_ROCKETS));
- if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
- c = item.ammo_cells / max(noammorating, player.ammo_cells);
+ if ((need_cells) && (item.ammo_cells) && (GetResourceAmount(player, RESOURCE_CELLS) < g_pickup_cells_max))
+ c = item.ammo_cells / max(noammorating, GetResourceAmount(player, RESOURCE_CELLS));
- if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
- c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
+ if ((need_plasma) && (item.ammo_plasma) && (GetResourceAmount(player, RESOURCE_PLASMA) < g_pickup_plasma_max))
+ c = item.ammo_plasma / max(noammorating, GetResourceAmount(player, RESOURCE_PLASMA));
- if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
- c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
+ if ((need_fuel) && (item.ammo_fuel) && (GetResourceAmount(player, RESOURCE_FUEL) < g_pickup_fuel_max))
+ c = item.ammo_fuel / max(noammorating, GetResourceAmount(player, RESOURCE_FUEL));
if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(BUFFS, this) & (it.m_itemid)), it.m_name));
if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(BUFFS, this) & (it.m_itemid)), it.m_name));
- FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), 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");
}
this.netname = strzone(this.netname);
//print(this.netname, "\n");
FOREACH(Weapons, it != WEP_Null, {
POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
if(!(save_weapons & (it.m_wepset)))
FOREACH(Weapons, it != WEP_Null, {
POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
if(!(save_weapons & (it.m_wepset)))
it.wr_init(it);
});
POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
it.wr_init(it);
});
POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
POSTGIVE_VALUE_ROT(e, 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)
POSTGIVE_VALUE_ROT(e, 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)