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;
if(this.ItemStatus & ITS_GLOW)
{
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);
return false;
}
else if (g_weapon_stay == 2)
+ {
ammomax = min(amount, ammomax);
+ if(player_amount >= ammomax)
+ return false;
+ }
else
return false;
if (amount < 0)
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;
if(!this.superweapons_finished)
this.superweapons_finished = autocvar_g_balance_superweapons_time;
- n = tokenize_console(this.netname);
+ 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
{
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;
{
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);
}
});
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);
itemprefix = valueprefix = string_null;
}
- 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_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)
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)
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);
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);
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);