]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Add g_buffs_randomize_teamplay setting (on by default) to control whether buffs are...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index a1476ae14c9a13d0e9158f0f303db2676b5d47c0..1029f7865682df59cdde8d83500552bd0503a8b7 100644 (file)
@@ -88,20 +88,18 @@ 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)));
         }
@@ -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)
         {
@@ -780,14 +777,14 @@ 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;