]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Remove cl_fullbright_items (if the server enables fullbright items, show them!)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index a5786888c18169abdfb93a44200b9383feab5a8d..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;
@@ -1477,9 +1474,6 @@ 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;
@@ -1488,7 +1482,7 @@ spawnfunc(target_items)
        if(!this.superweapons_finished)
                this.superweapons_finished = autocvar_g_balance_superweapons_time;
 
-       n = tokenize_console(this.netname);
+       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));
@@ -1497,8 +1491,9 @@ spawnfunc(target_items)
        {
                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 +1504,7 @@ 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 +1514,7 @@ 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);
@@ -1559,7 +1554,7 @@ spawnfunc(target_items)
                }
 
                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_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");
@@ -1763,7 +1758,7 @@ float GiveItems(entity e, float beginarg, float endarg)
                                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 += 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 +1776,11 @@ 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);
@@ -1847,7 +1843,7 @@ 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);