#include <server/items.qh>
#include <server/resources.qh>
#include <common/t_items.qh>
+#include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
#include <common/mapobjects/triggers.qh>
+#include <common/mapobjects/trigger/counter.qh>
+#include <common/mutators/mutator/buffs/buffs.qh>
+#include <common/notifications/all.qh>
#include <common/weapons/_all.qh>
//***********************
SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
// medkit -> armor (we have no holdables)
-SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorMega)
-
-// doubler -> strength
-SPAWNFUNC_ITEM(item_doubler, ITEM_Strength)
+SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig)
.float wait;
.float delay;
{
if (!(this.spawnflags & 1))
{
- SetResourceAmount(actor, RESOURCE_ARMOR, start_armorvalue);
+ SetResource(actor, RES_ARMOR, start_armorvalue);
actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
}
if (!(this.spawnflags & 2))
{
- SetResourceAmount(actor, RESOURCE_HEALTH, start_health);
+ SetResource(actor, RES_HEALTH, start_health);
actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
}
if (!(this.spawnflags & 4))
{
- SetResourceAmount(actor, RESOURCE_SHELLS, start_ammo_shells);
- SetResourceAmount(actor, RESOURCE_BULLETS, start_ammo_nails);
- SetResourceAmount(actor, RESOURCE_ROCKETS, start_ammo_rockets);
- SetResourceAmount(actor, RESOURCE_CELLS, start_ammo_cells);
- SetResourceAmount(actor, RESOURCE_PLASMA, start_ammo_plasma);
- SetResourceAmount(actor, RESOURCE_FUEL, start_ammo_fuel);
-
- STAT(WEAPONS, actor) = start_weapons;
- if (this.spawnflags & 32)
+ if(this.spawnflags & 32) // spawn with only melee
+ {
+ SetResource(actor, RES_SHELLS, 0);
+ SetResource(actor, RES_BULLETS, 0);
+ SetResource(actor, RES_ROCKETS, 0);
+ SetResource(actor, RES_CELLS, 0);
+ SetResource(actor, RES_PLASMA, 0);
+ SetResource(actor, RES_FUEL, 0);
+
+ STAT(WEAPONS, actor) = WEPSET(SHOTGUN);
+ }
+ else
{
- // TODO
+ SetResource(actor, RES_SHELLS, start_ammo_shells);
+ SetResource(actor, RES_BULLETS, start_ammo_nails);
+ SetResource(actor, RES_ROCKETS, start_ammo_rockets);
+ SetResource(actor, RES_CELLS, start_ammo_cells);
+ SetResource(actor, RES_PLASMA, start_ammo_plasma);
+ SetResource(actor, RES_FUEL, start_ammo_fuel);
+
+ STAT(WEAPONS, actor) = start_weapons;
}
}
if (!(this.spawnflags & 8))
{
- actor.strength_finished = 0;
- actor.invincible_finished = 0;
- STAT(BUFFS, actor) = 0;
+ STAT(STRENGTH_FINISHED, actor) = 0;
+ STAT(INVINCIBLE_FINISHED, actor) = 0;
+ if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
+ {
+ int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
+ Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
+ sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
+ if(!IS_INDEPENDENT_PLAYER(actor))
+ Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
+ STAT(BUFFS, actor) = 0;
+ STAT(BUFF_TIME, actor) = 0;
+ }
}
if (!(this.spawnflags & 16))
IL_EACH(g_items, it.targetname == this.target,
{
if (it.classname == "weapon_devastator") {
- SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
+ SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "devastator");
}
else if (it.classname == "weapon_vortex") {
- SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
+ SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "vortex");
}
else if (it.classname == "weapon_electro") {
- SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
+ SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "electro");
}
else if (it.classname == "weapon_hagar") {
- SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
+ SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "hagar");
}
else if (it.classname == "weapon_crylink") {
- SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
+ SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "crylink");
}
else if (it.classname == "weapon_mortar") {
- SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
+ SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "mortar");
}
+ else if (it.classname == "weapon_shotgun") {
+ SetResourceExplicit(this, RES_SHELLS, GetResource(this, RES_SHELLS) + it.count * WEP_CVAR_PRI(shotgun, ammo)); // WEAPONTODO
+ this.netname = cons(this.netname, "shotgun");
+ }
else if (it.classname == "item_armor_mega")
- SetResourceAmountExplicit(this, RESOURCE_ARMOR, 100);
+ SetResourceExplicit(this, RES_ARMOR, 100);
else if (it.classname == "item_health_mega")
- SetResourceAmountExplicit(this, RESOURCE_HEALTH, 200);
+ SetResourceExplicit(this, RES_HEALTH, 200);
+ else if (it.classname == "item_buff") {
+ entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
+ this.netname = cons(this.netname, buff.netname);
+ STAT(BUFF_TIME, this) = it.count;
+ }
+
//remove(it); // removing ents in init functions causes havoc, workaround:
setthink(it, SUB_Remove);
it.nextthink = time;
InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
}
+void score_use(entity this, entity actor, entity trigger)
+{
+ if(!IS_PLAYER(actor))
+ return;
+ actor.fragsfilter_cnt += this.count;
+}
+spawnfunc(target_score)
+{
+ if(!g_cts) { delete(this); return; }
+
+ if(!this.count)
+ this.count = 1;
+ this.use = score_use;
+}
+
+void fragsfilter_use(entity this, entity actor, entity trigger)
+{
+ if(!IS_PLAYER(actor))
+ return;
+ if(actor.fragsfilter_cnt >= this.frags)
+ SUB_UseTargets(this, actor, trigger);
+}
+spawnfunc(target_fragsFilter)
+{
+ if(!g_cts) { delete(this); return; }
+
+ if(!this.frags)
+ this.frags = 1;
+ this.use = fragsfilter_use;
+}
+
//spawnfunc(item_flight) /* handled by buffs mutator */
+//spawnfunc(item_doubler) /* handled by buffs mutator */
//spawnfunc(item_haste) /* handled by buffs mutator */
//spawnfunc(item_health) /* handled in t_quake.qc */
//spawnfunc(item_health_large) /* handled in t_items.qc */
gametypename = "team";
if(g_ctf)
gametypename = "ctf";
+ if(g_ctf && ctf_oneflag)
+ gametypename = "oneflag";
+ if(g_duel)
+ gametypename = "tournament";
if(maxclients == 1)
gametypename = "single";
- // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
+ // we do not have the other types (obelisk, harvester, teamtournament)
if(strstrofs(this.gametype, gametypename, 0) < 0)
return true;
}