const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
// item networking
+const int ISF_REMOVEFX = BIT(0); // technically unnecessary (after the kludge in Item_Think() is reverted), but cheaper and cleaner than using ITS_AVAILABLE
const int ISF_LOCATION = BIT(1);
const int ISF_MODEL = BIT(2);
const int ISF_STATUS = BIT(3);
const int ITS_ALLOWFB = BIT(4);
const int ITS_ALLOWSI = BIT(5);
const int ITS_GLOW = BIT(6);
+const int ITS_EXPIRING = BIT(7);
+
+// enough to notice it's about to despawn and circle jump to grab it
+const float IT_DESPAWNFX_TIME = 1.5;
+
+// 2hz probably enough to correct a desync caused by serious lag
+// FIXME but updating faster applies the kludge in Item_Think() sooner so it's less noticeable
+const float IT_UPDATE_INTERVAL = 0.0625;
.float fade_start;
.float fade_end;
.float invincible_finished; // ditto
.float buffs_finished; // ditts
-#define spawnfunc_body(item) \
- if (!Item_IsDefinitionAllowed(item)) \
+#define SPAWNFUNC_BODY(item) \
+ if (item && Item_IsDefinitionAllowed(item)) \
+ StartItem(this, item); \
+ else \
{ \
startitem_failed = true; \
delete(this); \
- return; \
- } \
- StartItem(this, item)
+ }
#define SPAWNFUNC_ITEM(name, item) \
spawnfunc(name) \
{ \
- spawnfunc_body(item); \
+ SPAWNFUNC_BODY(item) \
}
#define SPAWNFUNC_ITEM_COND(name, cond, item1, item2) \
- spawnfunc(name) \
- { \
- entity item = (cond) ? item1 : item2; \
- spawnfunc_body(item); \
- }
+ SPAWNFUNC_ITEM(name, (cond ? item1 : item2))
#else