#include "constants.qh"
#include <common/deathtypes/all.qh>
#include <common/notifications/all.qh>
- #include "triggers/subs.qh"
+ #include "mapobjects/subs.qh"
#include "util.qh"
#include <common/monsters/_mod.qh>
#ifdef CSQC
bool autocvar_cl_ghost_items_vehicle = true;
.vector item_glowmod;
+.bool item_simple; // probably not really needed, but better safe than sorry
void Item_SetAlpha(entity this)
{
bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
}
else
{
- if (autocvar_cl_ghost_items_color)
- {
- this.alpha = autocvar_cl_ghost_items;
- this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
- }
- else
- this.alpha = -1;
+ this.alpha = autocvar_cl_ghost_items;
+ this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
}
if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
{
if(this.ItemStatus & ITS_ANIMATE1)
{
- this.angles += this.avelocity * frametime;
+ if(!this.item_simple)
+ 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)
{
- this.angles += this.avelocity * frametime;
+ if(!this.item_simple)
+ 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)));
}
Item_SetAlpha(this);
}
-void ItemDrawSimple(entity this)
-{
- if(this.gravity)
- {
- Movetype_Physics_MatchServer(this, false);
-
- if(IS_ONGROUND(this))
- this.gravity = 0;
- }
-
- Item_SetAlpha(this);
-}
-
void Item_PreDraw(entity this)
{
if(warpzone_warpzones_exist)
void ItemRemove(entity this)
{
- if(this.mdl)
- strunzone(this.mdl);
+ strfree(this.mdl);
+}
+
+HashMap ENT_CLIENT_ITEM_simple;
+STATIC_INIT(ENT_CLIENT_ITEM_simple)
+{
+ HM_NEW(ENT_CLIENT_ITEM_simple);
+}
+SHUTDOWN(ENT_CLIENT_ITEM_simple)
+{
+ HM_DELETE(ENT_CLIENT_ITEM_simple);
}
NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
if(sf & ISF_LOCATION)
{
- this.origin_x = ReadCoord();
- this.origin_y = ReadCoord();
- this.origin_z = ReadCoord();
+ this.origin = ReadVector();
setorigin(this, this.origin);
this.oldorigin = this.origin;
}
if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
setpredraw(this, Item_PreDraw);
- if(this.mdl)
- strunzone(this.mdl);
+ strfree(this.mdl);
- this.mdl = "";
string _fn = ReadString();
+ this.item_simple = false; // reset it!
if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
{
string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
- this.draw = ItemDrawSimple;
-
- if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
- this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
- else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
- this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
- else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
- this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
- else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
- this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
- else
- {
- this.draw = ItemDraw;
- LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
- }
+ this.item_simple = true;
+
+ #define extensions(x) \
+ x(md3) \
+ x(dpm) \
+ x(iqm) \
+ x(mdl) \
+ /**/
+ #define tryext(ext) { \
+ string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \
+ string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \
+ if (cached == "") { \
+ HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \
+ } \
+ if (cached != "0") { \
+ strcpy(this.mdl, s); \
+ break; \
+ } \
+ }
+ do {
+ extensions(tryext);
+ this.item_simple = false;
+ LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
+ } while (0);
+ #undef tryext
+ #undef extensions
}
- if(this.draw != ItemDrawSimple)
- this.mdl = strzone(_fn);
-
+ if(!this.item_simple)
+ strcpy(this.mdl, _fn);
if(this.mdl == "")
- LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
+ LOG_WARNF("this.mdl is unset for item %s", this.classname);
precache_model(this.mdl);
_setmodel(this, this.mdl);
this.pushable = true;
//this.angles = '0 0 0';
set_movetype(this, MOVETYPE_TOSS);
- this.velocity_x = ReadCoord();
- this.velocity_y = ReadCoord();
- this.velocity_z = ReadCoord();
+ this.velocity = ReadVector();
setorigin(this, this.oldorigin);
if(!this.move_time)
//WriteByte(MSG_ENTITY, this.cnt);
if(sf & ISF_LOCATION)
{
- WriteCoord(MSG_ENTITY, this.origin.x);
- WriteCoord(MSG_ENTITY, this.origin.y);
- WriteCoord(MSG_ENTITY, this.origin.z);
+ WriteVector(MSG_ENTITY, this.origin);
}
if(sf & ISF_ANGLES)
if(sf & ISF_DROP)
{
- WriteCoord(MSG_ENTITY, this.velocity.x);
- WriteCoord(MSG_ENTITY, this.velocity.y);
- WriteCoord(MSG_ENTITY, this.velocity.z);
+ WriteVector(MSG_ENTITY, this.velocity);
}
return true;
if(autocvar_g_pickup_items == 0)
return false;
if(g_weaponarena)
- if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
+ if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
return false;
}
return true;
}
-/*
-float Item_Customize()
-{
- if(this.spawnshieldtime)
- return true;
- if(this.weapons & ~other.weapons)
- {
- this.colormod = '0 0 0';
- this.glowmod = this.colormod;
- this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
- return true;
- }
- else
- {
- if(g_ghost_items)
- {
- this.colormod = stov(autocvar_g_ghost_items_color);
- this.glowmod = this.colormod;
- this.alpha = g_ghost_items;
- return true;
- }
- else
- return false;
- }
-}
-*/
-
void Item_Show (entity e, float mode)
{
e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
}
else
{
- bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
+ bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
|| e.team // weapon stay isn't supported for teamed weapons
;
if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
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) || (STAT(WEAPONS, this) & 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) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
+ if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
{
setthink(e, Item_RespawnCountdown);
e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
e.item_respawncounter = 0;
- if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
+ if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
{
t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
Item_ItemsTime_SetTime(e, t);
e.scheduledrespawntime = time + t;
e.wait = time + t;
- if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
+ if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
{
t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
Item_ItemsTime_SetTime(e, t);
AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
+/// Adjust respawn time according to the number of players.
float adjust_respawntime(float normal_respawntime) {
float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
float o = autocvar_g_pickup_respawntime_scaling_offset;
//LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
// range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
- float actual_time = adjusted_respawntime + crandom() * e.respawntimejitter;
- Item_ScheduleRespawnIn(e, actual_time);
+ float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
+ Item_ScheduleRespawnIn(e, respawn_in);
}
else // if respawntime is -1, this item does not respawn
Item_Show(e, -1);
}
+AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
+ "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
+
void Item_ScheduleInitialRespawn(entity e)
{
Item_Show(e, 0);
- Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
+
+ float spawn_in;
+ if (autocvar_g_pickup_respawntime_initial_random == 0)
+ {
+ // range: respawntime .. respawntime + respawntimejitter
+ spawn_in = e.respawntime + random() * e.respawntimejitter;
+ }
+ else
+ {
+ float rnd;
+ if (autocvar_g_pickup_respawntime_initial_random == 1)
+ {
+ static float shared_random = 0;
+ // NOTE this code works only if items are scheduled at the same time (normal case)
+ // NOTE2 random() can't return exactly 1 so this check always work as intended
+ if (!shared_random || floor(time) > shared_random)
+ shared_random = floor(time) + random();
+ rnd = shared_random - floor(time);
+ }
+ else
+ rnd = random();
+
+ // range:
+ // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
+ // else: 0 .. ITEM_RESPAWN_TICKS
+ // this is to prevent powerups spawning unexpectedly without waypoints
+ spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
+ }
+
+ Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
}
void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
FOREACH(Weapons, it != WEP_Null,
{
// Finding a weapon which player doesn't have.
- if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
+ if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
{
RandomSelection_AddEnt(it, 1, 1);
break;
{
return;
}
- receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
+ STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
{
continue;
if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
_switchweapon |= BIT(slot);
- if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
+ if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
_switchweapon |= BIT(slot);
}
}
if (item.itemdef.instanceOfWeaponPickup)
{
WepSet w;
- w = item.weapons;
- w &= ~player.weapons;
+ w = STAT(WEAPONS, item);
+ w &= ~STAT(WEAPONS, player);
if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
{
LABEL(pickup)
- toucher.last_pickup = time;
+ STAT(LAST_PICKUP, toucher) = time;
Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
_sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
{
WaypointSprite_Kill(this.waypointsprite_attached);
}
- if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
+ if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
{
Item_ScheduleInitialRespawn(this);
}
float weapon_pickupevalfunc(entity player, entity item)
{
// See if I have it already
- if(player.weapons & item.weapons)
+ if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
{
// If I can pick it up
if(!item.spawnshieldtime)
// 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), {
+ FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
weapons_value += it.bot_pickupbasevalue;
});
c -= bound(0, weapons_value / 20000, 1) * 0.5;
else
{
FOREACH(Weapons, it != WEP_Null, {
- if(!(player.weapons & (it.m_wepset)))
+ if(!(STAT(WEAPONS, player) & (it.m_wepset)))
continue;
switch(it.ammo_type)
float noammorating = 0.5;
- if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
- c = item.ammo_shells / max(noammorating, player.ammo_shells);
+ if ((need_shells) && (item.ammo_shells) && (GetResourceAmount(player, RESOURCE_SHELLS) < g_pickup_shells_max))
+ c = item.ammo_shells / max(noammorating, GetResourceAmount(player, RESOURCE_SHELLS));
- if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
- c = item.ammo_nails / max(noammorating, player.ammo_nails);
+ if ((need_nails) && (item.ammo_nails) && (GetResourceAmount(player, RESOURCE_BULLETS) < g_pickup_nails_max))
+ c = item.ammo_nails / max(noammorating, GetResourceAmount(player, RESOURCE_BULLETS));
- if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
- c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
+ if ((need_rockets) && (item.ammo_rockets) && (GetResourceAmount(player, RESOURCE_ROCKETS) < g_pickup_rockets_max))
+ c = item.ammo_rockets / max(noammorating, GetResourceAmount(player, RESOURCE_ROCKETS));
- if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
- c = item.ammo_cells / max(noammorating, player.ammo_cells);
+ if ((need_cells) && (item.ammo_cells) && (GetResourceAmount(player, RESOURCE_CELLS) < g_pickup_cells_max))
+ c = item.ammo_cells / max(noammorating, GetResourceAmount(player, RESOURCE_CELLS));
- if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
- c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
+ if ((need_plasma) && (item.ammo_plasma) && (GetResourceAmount(player, RESOURCE_PLASMA) < g_pickup_plasma_max))
+ c = item.ammo_plasma / max(noammorating, GetResourceAmount(player, RESOURCE_PLASMA));
- if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
- c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
+ if ((need_fuel) && (item.ammo_fuel) && (GetResourceAmount(player, RESOURCE_FUEL) < g_pickup_fuel_max))
+ c = item.ammo_fuel / max(noammorating, GetResourceAmount(player, RESOURCE_FUEL));
rating *= min(c, 2);
if(wpn)
return rating;
}
-.int item_group;
-.int item_group_count;
float healtharmor_pickupevalfunc(entity player, entity item)
{
float c = 0;
return rating;
}
-void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if(ITEM_DAMAGE_NEEDKILL(deathtype))
RemoveItem(this);
this.item_pickupsound_ent = pickupsound;
if(def.m_iteminit)
- def.m_iteminit(this);
+ def.m_iteminit(def, this);
if(!this.respawntime) // both need to be set
{
}
if(weaponid)
- this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
+ STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid));
this.flags = FL_ITEM | itemflags;
IL_PUSH(g_items, this);
s = Buff_UndeprecateName(argv(j));
if(s == it.m_name)
{
- this.buffs |= (it.m_itemid);
+ STAT(BUFFS, this) |= (it.m_itemid);
break;
}
});
s = W_UndeprecateName(argv(j));
if(s == it.netname)
{
- this.weapons |= (it.m_wepset);
+ STAT(WEAPONS, this) |= (it.m_wepset);
if(this.spawnflags == 0 || this.spawnflags == 2)
it.wr_init(it);
break;
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));
+ FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(BUFFS, this) & (it.m_itemid)), it.m_name));
+ 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");
{
WepSet v0, v1;
WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
- v0 = (e.weapons & s);
+ v0 = (STAT(WEAPONS, e) & s);
switch(op)
{
case OP_SET:
if(val > 0)
- e.weapons |= s;
+ STAT(WEAPONS, e) |= s;
else
- e.weapons &= ~s;
+ STAT(WEAPONS, e) &= ~s;
break;
case OP_MIN:
case OP_PLUS:
if(val > 0)
- e.weapons |= s;
+ STAT(WEAPONS, e) |= s;
break;
case OP_MAX:
if(val <= 0)
- e.weapons &= ~s;
+ STAT(WEAPONS, e) &= ~s;
break;
case OP_MINUS:
if(val > 0)
- e.weapons &= ~s;
+ STAT(WEAPONS, e) &= ~s;
break;
}
- v1 = (e.weapons & s);
+ v1 = (STAT(WEAPONS, e) & s);
return (v0 != v1);
}
bool GiveBuff(entity e, Buff thebuff, int op, int val)
{
- bool had_buff = (e.buffs & thebuff.m_itemid);
+ bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
switch(op)
{
case OP_SET:
if(val > 0)
- e.buffs |= thebuff.m_itemid;
+ STAT(BUFFS, e) |= thebuff.m_itemid;
else
- e.buffs &= ~thebuff.m_itemid;
+ STAT(BUFFS, e) &= ~thebuff.m_itemid;
break;
case OP_MIN:
case OP_PLUS:
if(val > 0)
- e.buffs |= thebuff.m_itemid;
+ STAT(BUFFS, e) |= thebuff.m_itemid;
break;
case OP_MAX:
if(val <= 0)
- e.buffs &= ~thebuff.m_itemid;
+ STAT(BUFFS, e) &= ~thebuff.m_itemid;
break;
case OP_MINUS:
if(val > 0)
- e.buffs &= ~thebuff.m_itemid;
+ STAT(BUFFS, e) &= ~thebuff.m_itemid;
break;
}
- bool have_buff = (e.buffs & thebuff.m_itemid);
+ bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
return (had_buff != have_buff);
}
FOREACH(Weapons, it != WEP_Null, {
POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
if(!(save_weapons & (it.m_wepset)))
- if(e.weapons & (it.m_wepset))
+ if(STAT(WEAPONS, e) & (it.m_wepset))
it.wr_init(it);
});
POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
POSTGIVE_VALUE_ROT(e, 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(e.weapons & WEPSET_SUPERWEAPONS)
+ if(STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)
e.superweapons_finished = autocvar_g_balance_superweapons_time;
if(e.strength_finished <= 0)
{
.entity weaponentity = weaponentities[slot];
if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
- if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
+ if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
_switchweapon |= BIT(slot);
}