#include <common/weapons/_all.qh>
+ #include <common/mutators/mutator/buffs/buffs.qh>
+
#include "../lib/warpzone/util_server.qh"
#elif defined(CSQC)
#include "physics/movetypes/movetypes.qh"
if(this.ItemStatus & ITS_ANIMATE2)
this.avelocity = '0 -90 0';
}
+
+ // delay is for blocking item's position for a while;
+ // it's a workaround for dropped weapons that receive the position
+ // another time right after they spawn overriding animation position
+ this.onground_time = time + 0.5;
}
}
else if (autocvar_cl_animate_items)
if(this.ItemStatus & ITS_ANIMATE1)
{
this.angles += this.avelocity * frametime;
- setorigin(this, '0 0 10' + this.oldorigin + '0 0 8' * sin(time * 2));
+ 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)
{
this.angles += this.avelocity * frametime;
- setorigin(this, '0 0 8' + this.oldorigin + '0 0 4' * sin(time * 3));
+ 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)));
}
}
if(this.ItemStatus & ITS_ALLOWFB)
this.effects |= EF_FULLBRIGHT;
- if(this.ItemStatus & ITS_POWERUP)
+ if(this.ItemStatus & ITS_GLOW)
{
if(this.ItemStatus & ITS_AVAILABLE)
this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
if(autocvar_g_pickup_items == 0)
return false;
if(g_weaponarena)
- if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
+ if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
return false;
}
return true;
{
e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
e.ItemStatus &= ~ITS_STAYWEP;
+ entity def = e.itemdef;
if (mode > 0)
{
// make the item look normal, and be touchable
e.ItemStatus &= ~ITS_AVAILABLE;
}
else {
- entity def = e.itemdef;
bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
|| e.team // weapon stay isn't supported for teamed weapons
;
e.ItemStatus &= ~ITS_AVAILABLE;
}}
- if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
- e.ItemStatus |= ITS_POWERUP;
+ if (def.m_glow)
+ e.ItemStatus |= ITS_GLOW;
if (autocvar_g_nodepthtestitems)
e.effects |= EF_NODEPTHTEST;
void Item_Respawn (entity this)
{
Item_Show(this, 1);
- // this is ugly...
- if(this.items == ITEM_Strength.m_itemid)
- sound (this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
- else if(this.items == ITEM_Shield.m_itemid)
- sound (this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
- else
- sound (this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
+ sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
setorigin(this, this.origin);
- if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)
+ if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
{
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
- if ((Item_ItemsTime_Allow(e.itemdef) || e.weapons & WEPSET_SUPERWEAPONS) && (t - ITEM_RESPAWN_TICKS) > 0)
+ if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS)) && (t - ITEM_RESPAWN_TICKS) > 0)
{
setthink(e, Item_RespawnCountdown);
e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
e.nextthink = time;
e.scheduledrespawntime = time + t;
e.wait = time + t;
+
+ if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
+ {
+ t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
+ Item_ItemsTime_SetTime(e, t);
+ Item_ItemsTime_SetTimesForAllPlayers();
+ }
}
}
void Item_ScheduleInitialRespawn(entity e)
{
Item_Show(e, 0);
- Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
+ Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
}
float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
float Item_GiveTo(entity item, entity player)
{
- float _switchweapon;
float pickedup;
// if nothing happens to player, just return without taking the item
pickedup = false;
- _switchweapon = false;
+ int _switchweapon = 0;
// in case the player has autoswitch enabled do the following:
// if the player is using their best weapon before items are given, they
// probably want to switch to an even better weapon after items are given
- if (player.autoswitch)
- if (PS(player).m_switchweapon == w_getbestweapon(player))
- _switchweapon = true;
- if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
- _switchweapon = true;
+ if(player.autoswitch)
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+ {
+ if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
+ _switchweapon |= BIT(slot);
+
+ if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
+ _switchweapon |= BIT(slot);
+ }
+ }
+ }
pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
FOREACH(Weapons, it != WEP_Null, {
if(w & (it.m_wepset))
{
- W_DropEvent(wr_pickup, player, it.m_id, item);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+ W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
+ }
W_GiveWeapon(player, it.m_id);
}
});
// crude hack to enforce switching weapons
if(g_cts && item.itemdef.instanceOfWeaponPickup)
{
- W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+ W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
+ }
return 1;
}
- if (_switchweapon)
- if (PS(player).m_switchweapon != w_getbestweapon(player))
- W_SwitchWeapon_Force(player, w_getbestweapon(player));
+ if(_switchweapon)
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(_switchweapon & BIT(slot))
+ if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
+ W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
+ }
+ }
return 1;
}
RandomSelection_Init();
IL_EACH(g_items, it.team == this.team,
{
- if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
+ if(it.itemdef) // is a registered item
{
Item_Show(it, -1);
RandomSelection_AddEnt(it, it.cnt, 0);
}
});
e = RandomSelection_chosen_ent;
-
+ Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
}
else
e = this;
RandomSelection_Init();
IL_EACH(g_items, it.team == this.team,
{
- if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
+ if(it.itemdef) // is a registered item
RandomSelection_AddEnt(it, it.cnt, 0);
});
IL_EACH(g_items, it.team == this.team,
{
- if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
+ if(it.itemdef) // is a registered item
{
if(it != e)
{
float weapon_pickupevalfunc(entity player, entity item)
{
- float c;
-
// See if I have it already
- if(item.weapons & ~player.weapons)
+ if(player.weapons & item.weapons)
{
// If I can pick it up
if(!item.spawnshieldtime)
- c = 0;
- else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
- {
- // Skilled bots will grab more
- c = bound(0, skill / 10, 1) * 0.5;
- }
- else
- c = 0;
+ return 0;
+ return ammo_pickupevalfunc(player, item);
}
- else
- c = 1;
-
- // If custom weapon priorities for bots is enabled rate most wanted weapons higher
- if( bot_custom_weapon && c )
- {
- // Find the highest position on any range
- int position = -1;
- for (int j = 0; j < WEP_LAST ; ++j){
- if(
- bot_weapons_far[j] == item.weapon ||
- bot_weapons_mid[j] == item.weapon ||
- bot_weapons_close[j] == item.weapon
- )
- {
- position = j;
- break;
- }
- }
- // Rate it
- if (position >= 0 )
- {
- position = WEP_LAST - position;
- // item.bot_pickupbasevalue is overwritten here
- return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
- }
- }
+ // reduce weapon value if bot already got a good arsenal
+ float c = 1;
+ int weapons_value = 0;
+ FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
+ weapons_value += it.bot_pickupbasevalue;
+ });
+ c -= bound(0, weapons_value / 20000, 1) * 0.5;
return item.bot_pickupbasevalue * c;
}
-float commodity_pickupevalfunc(entity player, entity item)
+float ammo_pickupevalfunc(entity player, entity item)
{
- float c;
- float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
- c = 0;
+ bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
+ entity wpn = NULL;
+ float c = 0;
+ float rating = 0;
// Detect needed ammo
- FOREACH(Weapons, it != WEP_Null, {
- if(!(player.weapons & (it.m_wepset)))
- continue;
+ if(item.itemdef.instanceOfWeaponPickup)
+ {
+ entity ammo = NULL;
+ if(item.ammo_shells) { need_shells = true; ammo = ITEM_Shells; }
+ else if(item.ammo_nails) { need_nails = true; ammo = ITEM_Bullets; }
+ else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets; }
+ else if(item.ammo_cells) { need_cells = true; ammo = ITEM_Cells; }
+ else if(item.ammo_plasma) { need_plasma = true; ammo = ITEM_Plasma; }
+ else if(item.ammo_fuel) { need_fuel = true; ammo = ITEM_JetpackFuel; }
- if(it.items & ITEM_Shells.m_itemid)
- need_shells = true;
- else if(it.items & ITEM_Bullets.m_itemid)
- need_nails = true;
- else if(it.items & ITEM_Rockets.m_itemid)
- need_rockets = true;
- else if(it.items & ITEM_Cells.m_itemid)
- need_cells = true;
- else if(it.items & ITEM_Plasma.m_itemid)
- need_plasma = true;
- else if(it.items & ITEM_JetpackFuel.m_itemid)
- need_fuel = true;
- });
+ if(!ammo)
+ return 0;
+ wpn = item;
+ rating = ammo.m_botvalue;
+ }
+ else
+ {
+ FOREACH(Weapons, it != WEP_Null, {
+ if(!(player.weapons & (it.m_wepset)))
+ continue;
+
+ switch(it.ammo_field)
+ {
+ case ammo_shells: need_shells = true; break;
+ case ammo_shells: need_shells = true; break;
+ case ammo_nails: need_nails = true; break;
+ case ammo_rockets: need_rockets = true; break;
+ case ammo_cells: need_cells = true; break;
+ case ammo_plasma: need_plasma = true; break;
+ case ammo_fuel: need_fuel = true; break;
+ }
+ });
+ rating = item.bot_pickupbasevalue;
+ }
- // TODO: figure out if the player even has the weapon this ammo is for?
- // may not affect strategy much though...
- // find out how much more ammo/armor/health the player can hold
if (need_shells)
if (item.ammo_shells)
if (player.ammo_shells < g_pickup_shells_max)
- c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
+ c = item.ammo_shells / player.ammo_shells;
if (need_nails)
if (item.ammo_nails)
if (player.ammo_nails < g_pickup_nails_max)
- c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
+ c = item.ammo_nails / player.ammo_nails;
if (need_rockets)
if (item.ammo_rockets)
if (player.ammo_rockets < g_pickup_rockets_max)
- c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
+ c = item.ammo_rockets / player.ammo_rockets;
if (need_cells)
if (item.ammo_cells)
if (player.ammo_cells < g_pickup_cells_max)
- c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
+ c = item.ammo_cells / player.ammo_cells;
if (need_plasma)
if (item.ammo_plasma)
if (player.ammo_plasma < g_pickup_plasma_max)
- c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
+ c = item.ammo_plasma / player.ammo_plasma;
if (need_fuel)
if (item.ammo_fuel)
if (player.ammo_fuel < g_pickup_fuel_max)
- c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
- if (item.armorvalue)
+ c = item.ammo_fuel / player.ammo_fuel;
+
+ rating *= min(2, c);
+ if(wpn)
+ rating += wpn.bot_pickupbasevalue * 0.1;
+ return rating;
+}
+
+.int item_group;
+.int item_group_count;
+float healtharmor_pickupevalfunc(entity player, entity item)
+{
+ float c = 0;
+ float rating = item.bot_pickupbasevalue;
+
+ float itemarmor = item.armorvalue;
+ float itemhealth = item.health;
+ if(item.item_group)
+ {
+ itemarmor *= min(4, item.item_group_count);
+ itemhealth *= min(4, item.item_group_count);
+ }
+ if (itemarmor)
if (player.armorvalue < item.max_armorvalue)
- c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
- if (item.health)
+ c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
+ if (itemhealth)
if (player.health < item.max_health)
- c = c + max(0, 1 - player.health / item.max_health);
+ c = itemhealth / max(1, player.health);
- return item.bot_pickupbasevalue * c;
+ rating *= min(2, c);
+ return rating;
}
void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
RemoveItem(this);
}
+void item_use(entity this, entity actor, entity trigger)
+{
+ // use the touch function to handle collection
+ gettouch(this)(this, actor);
+}
+
void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
{
string itemname = def.m_name;
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;
this.respawntimejitter = defaultrespawntimejitter;
}
+ if(!this.pickup_anyway && def.m_pickupanyway)
+ this.pickup_anyway = def.m_pickupanyway();
+
int itemid = def.m_itemid;
this.items = itemid;
int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
}
*/
+ if(this.targetname != "" && (this.spawnflags & 16))
+ this.use = item_use;
+
if(autocvar_spawn_debug >= 2)
{
// why not flags & fl_item?
delete(this);
return;
}
+
+ setItemGroup(this);
}
void StartItem(entity this, GameItem def)
);
}
+#define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
+int group_count = 1;
+
+void setItemGroup(entity this)
+{
+ if(!IS_SMALL(this.itemdef))
+ return;
+
+ FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
+ {
+ if(!this.item_group)
+ {
+ if(!it.item_group)
+ {
+ it.item_group = group_count;
+ group_count++;
+ }
+ this.item_group = it.item_group;
+ }
+ else // spawning item is already part of a item_group X
+ {
+ if(!it.item_group)
+ it.item_group = this.item_group;
+ else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
+ {
+ int grY = it.item_group;
+ // move all items of item_group Y to item_group X
+ IL_EACH(g_items, IS_SMALL(it.itemdef),
+ {
+ if(it.item_group == grY)
+ it.item_group = this.item_group;
+ });
+ }
+ }
+ });
+}
+
+void setItemGroupCount()
+{
+ for (int k = 1; k <= group_count; k++)
+ {
+ int count = 0;
+ IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
+ if (count)
+ IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
+ }
+}
+
spawnfunc(item_rockets)
{
- if(!this.ammo_rockets)
- this.ammo_rockets = g_pickup_rockets;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_Rockets);
}
return;
}
- if(!this.ammo_nails)
- this.ammo_nails = g_pickup_nails;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_Bullets);
}
spawnfunc(item_cells)
{
- if(!this.ammo_cells)
- this.ammo_cells = g_pickup_cells;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_Cells);
}
spawnfunc(item_plasma)
{
- if(!this.ammo_plasma)
- this.ammo_plasma = g_pickup_plasma;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_Plasma);
}
return;
}
- if(!this.ammo_shells)
- this.ammo_shells = g_pickup_shells;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_ammo_anyway;
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;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_armorsmall_anyway;
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;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_armormedium_anyway;
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;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_armorbig_anyway;
- StartItem(this, ITEM_ArmorLarge);
+ StartItem(this, ITEM_ArmorBig);
}
-spawnfunc(item_armor_large)
+spawnfunc(item_armor_mega)
{
- if(!this.armorvalue)
- this.armorvalue = g_pickup_armorlarge;
- if(!this.max_armorvalue)
- this.max_armorvalue = g_pickup_armorlarge_max;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_armorlarge_anyway;
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;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_healthsmall_anyway;
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;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_healthmedium_anyway;
StartItem(this, ITEM_HealthMedium);
}
-spawnfunc(item_health_large)
+spawnfunc(item_health_big)
{
- if(!this.max_health)
- this.max_health = g_pickup_healthlarge_max;
- if(!this.health)
- this.health = g_pickup_healthlarge;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_healthlarge_anyway;
- StartItem(this, ITEM_HealthLarge);
+ 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;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_healthmega_anyway;
StartItem(this, ITEM_HealthMega);
}
// support old misnamed entities
spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
-spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
+spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
+spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
+spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
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:
else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
else
{
+ FOREACH(Buffs, it != BUFF_Null,
+ {
+ s = Buff_UndeprecateName(argv(j));
+ if(s == it.m_name)
+ {
+ this.buffs |= (it.m_itemid);
+ break;
+ }
+ });
FOREACH(Weapons, it != WEP_Null, {
s = W_UndeprecateName(argv(j));
if(s == it.netname)
if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "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, !!(this.buffs & (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));
}
this.netname = strzone(this.netname);
spawnfunc(item_fuel)
{
- if(!this.ammo_fuel)
- this.ammo_fuel = g_pickup_fuel;
- if(!this.pickup_anyway)
- this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_JetpackFuel);
}
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);
return (v0 != v1);
}
+bool GiveBuff(entity e, Buff thebuff, int op, int val)
+{
+ bool had_buff = (e.buffs & thebuff.m_itemid);
+ switch(op)
+ {
+ case OP_SET:
+ if(val > 0)
+ e.buffs |= thebuff.m_itemid;
+ else
+ e.buffs &= ~thebuff.m_itemid;
+ break;
+ case OP_MIN:
+ case OP_PLUS:
+ if(val > 0)
+ e.buffs |= thebuff.m_itemid;
+ break;
+ case OP_MAX:
+ if(val <= 0)
+ e.buffs &= ~thebuff.m_itemid;
+ break;
+ case OP_MINUS:
+ if(val > 0)
+ e.buffs &= ~thebuff.m_itemid;
+ break;
+ }
+ bool have_buff = (e.buffs & thebuff.m_itemid);
+ return (had_buff != have_buff);
+}
+
void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
{
if(v1 == v0)
float GiveItems(entity e, float beginarg, float endarg)
{
float got, i, val, op;
- float _switchweapon;
string cmd;
val = 999;
got = 0;
- _switchweapon = false;
- if (e.autoswitch)
- if (PS(e).m_switchweapon == w_getbestweapon(e))
- _switchweapon = true;
+ int _switchweapon = 0;
+
+ if(e.autoswitch)
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
+ if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
+ _switchweapon |= BIT(slot);
+ }
+ }
e.strength_finished = max(0, e.strength_finished - time);
e.invincible_finished = max(0, e.invincible_finished - time);
got += GiveValue(e, armorvalue, op, val);
case "allweapons":
FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
+ //case "allbuffs": // all buffs makes a player god, do not want!
+ //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
case "allammo":
got += GiveValue(e, ammo_cells, op, val);
got += GiveValue(e, ammo_plasma, op, val);
got += GiveValue(e, ammo_fuel, op, val);
break;
default:
+ FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
+ {
+ got += GiveBuff(e, it, op, val);
+ break;
+ });
FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
got += GiveWeapon(e, it.m_id, op, val);
break;
});
POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
+ //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
else
e.superweapons_finished += time;
- if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
- _switchweapon = true;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
+ if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
+ _switchweapon |= BIT(slot);
+ }
+
if(_switchweapon)
- W_SwitchWeapon_Force(e, w_getbestweapon(e));
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(_switchweapon & BIT(slot))
+ {
+ Weapon wep = w_getbestweapon(e, weaponentity);
+ if(wep != e.(weaponentity).m_switchweapon)
+ W_SwitchWeapon_Force(e, wep, weaponentity);
+ }
+ }
+ }
return got;
}