X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qc;h=1029f7865682df59cdde8d83500552bd0503a8b7;hb=6ef86de77790cd35861e634b0d745db84428d699;hp=4a3712a25b31a02aac9b1e8d429933fb0463ca33;hpb=1873b7d1c9480ca6f337c6c58c441b10a31790ac;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index 4a3712a25..1029f7865 100644 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@ -88,20 +88,18 @@ void ItemDraw(entity this) 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))); } @@ -186,9 +184,8 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) 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) { @@ -356,8 +353,8 @@ bool ItemSend(entity this, entity to, int sf) { WriteShort(MSG_ENTITY, this.colormap); WriteByte(MSG_ENTITY, this.glowmod.x * 255.0); - WriteByte(MSG_ENTITY, this.glowmod.y * 255.0); - WriteByte(MSG_ENTITY, this.glowmod.z * 255.0); + WriteByte(MSG_ENTITY, this.glowmod.y * 255.0); + WriteByte(MSG_ENTITY, this.glowmod.z * 255.0); } if(sf & ISF_DROP) @@ -402,7 +399,7 @@ bool have_pickup_item(entity this) return true; } -void Item_Show (entity e, int mode) +void Item_Show(entity e, int mode) { e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST); e.ItemStatus &= ~ITS_STAYWEP; @@ -479,13 +476,13 @@ float Item_ItemsTime_UpdateTime(entity e, float t); void Item_ItemsTime_SetTime(entity e, float t); void Item_ItemsTime_SetTimesForAllPlayers(); -void Item_Respawn (entity this) +void Item_Respawn(entity this) { Item_Show(this, 1); 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) || (STAT(WEAPONS, this) & 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); @@ -499,7 +496,7 @@ void Item_Respawn (entity this) Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1); } -void Item_RespawnCountdown (entity this) +void Item_RespawnCountdown(entity this) { if(this.item_respawncounter >= ITEM_RESPAWN_TICKS) { @@ -624,7 +621,7 @@ float adjust_respawntime(float normal_respawntime) { } } TeamBalance_Destroy(balance); - + if (players >= 2) { return normal_respawntime * (r / (players + o) + l); } else { @@ -780,14 +777,14 @@ bool Item_GiveTo(entity item, entity player) } } 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; @@ -1008,8 +1005,8 @@ void Item_FindTeam(entity this) }); e = RandomSelection_chosen_ent; - e.state = 0; - Item_Show(e, 1); + if (!e) + return; IL_EACH(g_items, it.team == this.team, { @@ -1021,11 +1018,11 @@ void Item_FindTeam(entity this) Item_Show(it, -1); it.state = 1; // state 1 = initially hidden item, apparently } + else + Item_Reset(it); it.effects &= ~EF_NODRAW; } }); - - Item_Reset(this); } } @@ -1172,7 +1169,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default { string itemname = def.m_name; Model itemmodel = def.m_model; - Sound pickupsound = def.m_sound; + Sound pickupsound = def.m_sound; float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc; float pickupbasevalue = def.m_botvalue; int itemflags = def.m_itemflags; @@ -1180,10 +1177,10 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default startitem_failed = false; this.item_model_ent = itemmodel; - this.item_pickupsound_ent = pickupsound; + this.item_pickupsound_ent = pickupsound; - if(def.m_iteminit) - def.m_iteminit(def, this); + if(def.m_iteminit) + def.m_iteminit(def, this); if(!this.respawntime) // both need to be set { @@ -1317,7 +1314,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default || (def.instanceOfHealth && def != ITEM_HealthSmall) || (def.instanceOfArmor && def != ITEM_ArmorSmall) || (itemid & (IT_KEY1 | IT_KEY2)) - ) + ) { if(!this.target || this.target == "") this.target = "###item###"; // for finding the nearest item using findnearest @@ -1360,7 +1357,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default } this.state = 0; - if(this.team) // broken, no idea why. + if(this.team) { if(!this.cnt) this.cnt = 1; // item probability weight @@ -1477,9 +1474,6 @@ void target_items_use(entity this, entity actor, entity trigger) 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; @@ -1488,7 +1482,7 @@ spawnfunc(target_items) if(!this.superweapons_finished) this.superweapons_finished = autocvar_g_balance_superweapons_time; - n = tokenize_console(this.netname); + 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)); @@ -1497,8 +1491,9 @@ spawnfunc(target_items) { 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; @@ -1509,7 +1504,7 @@ spawnfunc(target_items) { 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); @@ -1519,7 +1514,7 @@ spawnfunc(target_items) } }); 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); @@ -1559,7 +1554,7 @@ spawnfunc(target_items) } 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_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"); @@ -1584,8 +1579,8 @@ spawnfunc(target_items) for(int j = 0; j < n; ++j) { FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, { - it.wr_init(it); - break; + it.wr_init(it); + break; }); } } @@ -1763,7 +1758,7 @@ 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); @@ -1781,10 +1776,11 @@ float GiveItems(entity e, float beginarg, float endarg) 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); @@ -1847,7 +1843,7 @@ float GiveItems(entity e, float beginarg, float endarg) 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);