#include <common/weapons/_all.qh>
#include <common/mutators/mutator/buffs/buffs.qh>
+ #include <common/mutators/mutator/buffs/sv_buffs.qh>
#include "../lib/warpzone/util_server.qh"
#elif defined(CSQC)
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)));
}
if(sf & ISF_SIZE)
{
- float use_bigsize = ReadByte();
- setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
+ setsize(this, '-16 -16 0', '16 16 48');
}
if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
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;
+ else
+ this.effects &= ~EF_FULLBRIGHT;
if(this.ItemStatus & ITS_GLOW)
{
if(this.ItemStatus & ITS_AVAILABLE)
this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
else
- this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
+ this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
}
}
this.solid = SOLID_TRIGGER;
//this.flags |= FL_ITEM;
- bool use_bigsize = ReadByte();
-
this.fade_end = ReadShort();
this.fade_start = ReadShort();
if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
precache_model(this.mdl);
_setmodel(this, this.mdl);
- setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
+ setsize(this, '-16 -16 0', '16 16 48');
}
if(sf & ISF_COLORMAP)
WriteAngle(MSG_ENTITY, this.angles_z);
}
- if(sf & ISF_SIZE)
- {
- Pickup p = this.itemdef;
- WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
- }
+ // sets size on the client, unused on server
+ //if(sf & ISF_SIZE)
if(sf & ISF_STATUS)
WriteByte(MSG_ENTITY, this.ItemStatus);
if(sf & ISF_MODEL)
{
- Pickup p = this.itemdef;
- WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
WriteShort(MSG_ENTITY, this.fade_end);
WriteShort(MSG_ENTITY, this.fade_start);
if (autocvar_g_nodepthtestitems)
e.effects |= EF_NODEPTHTEST;
-
if (autocvar_g_fullbrightitems)
e.ItemStatus |= ITS_ALLOWFB;
+ else
+ e.ItemStatus &= ~ITS_ALLOWFB;
if (autocvar_sv_simple_items)
e.ItemStatus |= ITS_ALLOWSI;
{
do {
{
- entity wi = Weapons_from(this.weapon);
+ entity wi = REGISTRY_GET(Weapons, this.weapon);
if (wi != WEP_Null) {
entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
wp.wp_extra = wi.m_id;
return false;
}
else if (g_weapon_stay == 2)
+ {
ammomax = min(amount, ammomax);
+ if(player_amount >= ammomax)
+ return false;
+ }
else
return false;
if (amount < 0)
}
}
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;
if (item.strength_finished)
{
pickedup = true;
- player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
+ STAT(STRENGTH_FINISHED, player) = max(STAT(STRENGTH_FINISHED, player), time) + item.strength_finished;
}
if (item.invincible_finished)
{
pickedup = true;
- player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
+ STAT(INVINCIBLE_FINISHED, player) = max(STAT(INVINCIBLE_FINISHED, player), time) + item.invincible_finished;
}
if (item.superweapons_finished)
{
pickedup = true;
- player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
+ STAT(SUPERWEAPONS_FINISHED, player) = max(STAT(SUPERWEAPONS_FINISHED, player), time) + item.superweapons_finished;
}
// always eat teamed entities
{
.entity weaponentity = weaponentities[slot];
if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
- W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
+ W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
}
return true;
}
}
if(weaponid)
- STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid));
+ STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
this.flags = FL_ITEM | itemflags;
IL_PUSH(g_items, this);
this.is_item = true;
}
- weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
+ weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
if ( def.instanceOfPowerup
|| def.instanceOfWeaponPickup
if(!this.superweapons_finished)
this.superweapons_finished = autocvar_g_balance_superweapons_time;
+ string str;
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));
+ str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
}
else
{
itemprefix = valueprefix = string_null;
}
- this.netname = "";
- 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");
- this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
- this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
- this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
- if(GetResource(this, RES_SHELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_SHELLS)), "shells");
- if(GetResource(this, RES_BULLETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_BULLETS)), "nails");
- if(GetResource(this, RES_ROCKETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ROCKETS)), "rockets");
- if(GetResource(this, RES_CELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_CELLS)), "cells");
- if(GetResource(this, RES_PLASMA) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_PLASMA)), "plasma");
- if(GetResource(this, RES_FUEL) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_FUEL)), "fuel");
- if(GetResource(this, RES_HEALTH) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_HEALTH)), "health");
- if(GetResource(this, RES_ARMOR) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ARMOR)), "armor");
- FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, STAT(BUFF_TIME, this)), 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");
+ str = "";
+ str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
+ str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
+ str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
+ str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
+ str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
+ str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
+ str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
+ float res;
+ res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
+ res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
+ res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
+ res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
+ res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
+ res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
+ res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
+ res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
+ // HACK: buffs share a single timer, so we need to include enabled buffs AFTER disabled ones to avoid loss
+ FOREACH(Buffs, it != BUFF_Null && !(STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname));
+ FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname));
+ FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
+ }
+ this.netname = strzone(str);
n = tokenize_console(this.netname);
for(int j = 0; j < n; ++j)
float GiveWeapon(entity e, float wpn, float op, float val)
{
WepSet v0, v1;
- WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
+ WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
v0 = (STAT(WEAPONS, e) & s);
switch(op)
{
bool GiveBuff(entity e, Buff thebuff, int op, int val)
{
bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
+ float new_buff_time = ((had_buff) ? STAT(BUFF_TIME, e) : 0);
switch (op)
{
case OP_SET:
- STAT(BUFF_TIME, e) = val;
+ new_buff_time = val;
break;
case OP_MIN:
- STAT(BUFF_TIME, e) = max(STAT(BUFF_TIME, e), val);
+ new_buff_time = max(new_buff_time, val);
break;
case OP_MAX:
- STAT(BUFF_TIME, e) = min(STAT(BUFF_TIME, e), val);
+ new_buff_time = min(new_buff_time, val);
break;
case OP_PLUS:
- STAT(BUFF_TIME, e) += val;
+ new_buff_time += val;
break;
case OP_MINUS:
- STAT(BUFF_TIME, e) -= val;
+ new_buff_time -= val;
break;
}
- if(STAT(BUFF_TIME, e) <= 0)
+ if(new_buff_time <= 0)
+ {
+ if(had_buff)
+ STAT(BUFF_TIME, e) = new_buff_time;
STAT(BUFFS, e) &= ~thebuff.m_itemid;
+ }
else
+ {
+ STAT(BUFF_TIME, e) = new_buff_time;
STAT(BUFFS, e) = thebuff.m_itemid; // NOTE: replaces any existing buffs on the player!
+ }
bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
return (had_buff != have_buff);
}
bool GiveResourceValue(entity e, int res_type, int op, int val)
{
int v0 = GetResource(e, res_type);
+ float new_val = 0;
switch (op)
{
// min 100 cells = at least 100 cells
- case OP_SET: SetResource(e, res_type, val); break;
- case OP_MIN: SetResource(e, res_type, max(v0, val)); break;
- case OP_MAX: SetResource(e, res_type, min(v0, val)); break;
- case OP_PLUS: SetResource(e, res_type, v0 + val); break;
- case OP_MINUS: SetResource(e, res_type, v0 - val); break;
- }
- int v1 = GetResource(e, res_type);
- return v0 != v1;
+ case OP_SET: new_val = val; break;
+ case OP_MIN: new_val = max(v0, val); break;
+ case OP_MAX: new_val = min(v0, val); break;
+ case OP_PLUS: new_val = v0 + val; break;
+ case OP_MINUS: new_val = v0 - val; break;
+ default: return false;
+ }
+
+ return SetResourceExplicit(e, res_type, new_val);
}
float GiveItems(entity e, float beginarg, float endarg)
}
}
- e.strength_finished = max(0, e.strength_finished - time);
- e.invincible_finished = max(0, e.invincible_finished - time);
- e.superweapons_finished = max(0, e.superweapons_finished - time);
+ STAT(STRENGTH_FINISHED, e) = max(0, STAT(STRENGTH_FINISHED, e) - time);
+ STAT(INVINCIBLE_FINISHED, e) = max(0, STAT(INVINCIBLE_FINISHED, e) - time);
+ STAT(SUPERWEAPONS_FINISHED, e) = max(0, STAT(SUPERWEAPONS_FINISHED, e) - time);
STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time);
PREGIVE(e, items);
PREGIVE_WEAPONS(e);
- PREGIVE(e, strength_finished);
- PREGIVE(e, invincible_finished);
- PREGIVE(e, superweapons_finished);
+ PREGIVE(e, stat_STRENGTH_FINISHED);
+ PREGIVE(e, stat_INVINCIBLE_FINISHED);
+ PREGIVE(e, stat_SUPERWEAPONS_FINISHED);
PREGIVE_RESOURCE(e, RES_BULLETS);
PREGIVE_RESOURCE(e, RES_CELLS);
PREGIVE_RESOURCE(e, RES_PLASMA);
continue;
case "ALL":
got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
- got += GiveValue(e, strength_finished, op, val);
- got += GiveValue(e, invincible_finished, op, val);
- got += GiveValue(e, superweapons_finished, op, val);
+ got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
+ got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
+ got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, 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 += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
break;
case "strength":
- got += GiveValue(e, strength_finished, op, val);
+ got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
break;
case "invincible":
- got += GiveValue(e, invincible_finished, op, val);
+ got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
break;
case "superweapons":
- got += GiveValue(e, superweapons_finished, op, val);
+ got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val);
break;
case "cells":
got += GiveResourceValue(e, RES_CELLS, op, val);
got += GiveResourceValue(e, RES_FUEL, op, val);
break;
default:
- FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.netname,
+ FOREACH(Buffs, it != BUFF_Null && buff_Available(it) && Buff_UndeprecateName(cmd) == it.netname,
{
got += GiveBuff(e, it, op, val);
break;
if(STAT(WEAPONS, e) & (it.m_wepset))
it.wr_init(it);
});
- 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, stat_STRENGTH_FINISHED, 1, SND_POWERUP, SND_POWEROFF);
+ POSTGIVE_VALUE(e, stat_INVINCIBLE_FINISHED, 1, SND_Shield, SND_POWEROFF);
+ //POSTGIVE_VALUE(e, stat_SUPERWEAPONS_FINISHED, 1, SND_Null, SND_Null);
POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
POSTGIVE_RES_ROT(e, RES_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)
+ if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
- e.superweapons_finished = autocvar_g_balance_superweapons_time;
+ STAT(SUPERWEAPONS_FINISHED, e) = autocvar_g_balance_superweapons_time;
- if(e.strength_finished <= 0)
- e.strength_finished = 0;
+ if(STAT(STRENGTH_FINISHED, e) <= 0)
+ STAT(STRENGTH_FINISHED, e) = 0;
else
- e.strength_finished += time;
- if(e.invincible_finished <= 0)
- e.invincible_finished = 0;
+ STAT(STRENGTH_FINISHED, e) += time;
+ if(STAT(INVINCIBLE_FINISHED, e) <= 0)
+ STAT(INVINCIBLE_FINISHED, e) = 0;
else
- e.invincible_finished += time;
- if(e.superweapons_finished <= 0)
- e.superweapons_finished = 0;
+ STAT(INVINCIBLE_FINISHED, e) += time;
+ if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
+ STAT(SUPERWEAPONS_FINISHED, e) = 0;
else
- e.superweapons_finished += time;
+ STAT(SUPERWEAPONS_FINISHED, e) += time;
if(STAT(BUFF_TIME, e) <= 0)
STAT(BUFF_TIME, e) = 0;
else