}
else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
{
- // make the item translucent green and not touchable
+ // make the item translucent and not touchable
e.model = e.mdl;
e.solid = SOLID_TRIGGER; // can STILL be picked up!
e.colormod = '0 0 0';
}
else if(g_ghost_items)
{
- // make the item translucent green and not touchable
+ // make the item translucent and not touchable
e.model = e.mdl;
e.solid = SOLID_NOT;
e.colormod = stov(autocvar_g_ghost_items_color);
// hide the item completely
e.model = string_null;
e.solid = SOLID_NOT;
- e.colormod = stov(autocvar_g_ghost_items_color);
+ e.colormod = '0 0 0';
e.glowmod = e.colormod;
e.alpha = 0;
e.customizeentityforclient = func_null;
{
Item_Show(self, 1);
if(!g_minstagib && self.items == IT_STRENGTH)
- sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+ sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
else if(!g_minstagib && self.items == IT_INVINCIBLE)
- sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+ sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
else
- sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+ sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
setorigin (self, self.origin);
//pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
}
if(name)
{
- WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
+ WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
if(self.waypointsprite_attached)
- {
- WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
- //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
- }
}
}
- sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+ sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
if(self.waypointsprite_attached)
{
WaypointSprite_Ping(self.waypointsprite_attached);
{
pickedup = TRUE;
// play some cool sounds ;)
- centerprint(player, "\n");
if (clienttype(player) == CLIENTTYPE_REAL)
{
if(player.health <= 5)
}
if (item.flags & FL_WEAPON)
- if ((it = item.weapons - (item.weapons & player.weapons)) || g_pickup_weapons_anyway)
+ if ((it = item.weapons - (item.weapons & player.weapons)) || (g_pickup_weapons_anyway && g_weapon_stay == 0))
{
pickedup = TRUE;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
if (!pickedup)
return 0;
- sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
+ sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
if (_switchweapon)
if (player.switchweapon != w_getbestweapon(player))
W_SwitchWeapon_Force(player, w_getbestweapon(player));
// pickup evaluation functions
// these functions decide how desirable an item is to the bots
-float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
+float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
float weapon_pickupevalfunc(entity player, entity item)
{
}
return item.bot_pickupbasevalue * c;
-};
+}
float commodity_pickupevalfunc(entity player, entity item)
{
c = c + max(0, 1 - player.health / item.max_health);
return item.bot_pickupbasevalue * c;
-};
+}
.float is_item;
*/
void minstagib_items (float itemid)
{
- local float rnd;
+ float rnd;
self.classname = "minstagib";
// replace rocket launchers and nex guns with ammo cells
void spawnfunc_weapon_shotgun (void);
void spawnfunc_weapon_uzi (void) {
- if(q3acompat_machineshotgunswap)
+ if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
weapon_defaultspawnfunc(WEP_SHOTGUN);
}
void spawnfunc_weapon_shotgun (void) {
- if(q3acompat_machineshotgunswap)
+ if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
weapon_defaultspawnfunc(WEP_UZI);
void spawnfunc_item_shells (void);
void spawnfunc_item_bullets (void) {
if(!weaponswapping)
- if(q3acompat_machineshotgunswap)
+ if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
weaponswapping = TRUE;
void spawnfunc_item_shells (void) {
if(!weaponswapping)
- if(q3acompat_machineshotgunswap)
+ if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
weaponswapping = TRUE;
if(v1 <= v0 - t)
{
if(snd_decr != "")
- sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
+ sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
}
else if(v0 >= v0 + t)
{
if(snd_incr != "")
- sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
+ sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
}
}