X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qc;h=62b02c3794be335982dad2b15e41a8e07be9ab01;hb=aa4507ba10fd2f6598f045dea834df84087c3069;hp=ecc76cf11c6f0e10d88262ccbee53dfaaf899735;hpb=0a662cca65d7a8ecfb168681cfb91fb3c1b7a7d1;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index ecc76cf11..62b02c379 100644 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@ -37,6 +37,7 @@ REGISTER_NET_LINKED(ENT_CLIENT_ITEM) #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); @@ -96,14 +97,16 @@ void ItemDraw(entity this) { 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))); } @@ -112,19 +115,6 @@ void ItemDraw(entity this) 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) @@ -228,11 +218,12 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) 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; + this.item_simple = true; if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"))) this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")); @@ -244,12 +235,12 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")); else { - this.draw = ItemDraw; + this.item_simple = false; LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it"); } } - if(this.draw != ItemDrawSimple) + if(!this.item_simple) this.mdl = strzone(_fn); @@ -533,7 +524,7 @@ void Item_Respawn (entity this) void Item_RespawnCountdown (entity this) { - if(this.count >= ITEM_RESPAWN_TICKS) + if(this.item_respawncounter >= ITEM_RESPAWN_TICKS) { if(this.waypointsprite_attached) WaypointSprite_Kill(this.waypointsprite_attached); @@ -542,8 +533,8 @@ void Item_RespawnCountdown (entity this) else { this.nextthink = time + 1; - this.count += 1; - if(this.count == 1) + this.item_respawncounter += 1; + if(this.item_respawncounter == 1) { do { { @@ -584,7 +575,7 @@ void Item_RespawnCountdown (entity this) }); WaypointSprite_Ping(this.waypointsprite_attached); - //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count); + //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter); } } } @@ -607,7 +598,7 @@ void Item_ScheduleRespawnIn(entity e, float t) setthink(e, Item_RespawnCountdown); e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS); e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS; - e.count = 0; + e.item_respawncounter = 0; if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS)) { t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime); @@ -635,6 +626,7 @@ AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn 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; @@ -669,204 +661,113 @@ void Item_ScheduleRespawn(entity e) //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"); + +float shared_random; +STATIC_INIT(shared_random) { shared_random = 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))); -} - -int GetResourceType(.float resource_property) -{ - switch (resource_property) - { - case health: { return RESOURCE_HEALTH; } - case armorvalue: { return RESOURCE_ARMOR; } - case ammo_shells: { return RESOURCE_SHELLS; } - case ammo_nails: { return RESOURCE_BULLETS; } - case ammo_rockets: { return RESOURCE_ROCKETS; } - case ammo_cells: { return RESOURCE_CELLS; } - case ammo_plasma: { return RESOURCE_PLASMA; } - case ammo_fuel: { return RESOURCE_FUEL; } - } - error("GetResourceType: Invalid property."); - return 0; -} - -.float GetResourceProperty(int resource_type) -{ - switch (resource_type) - { - case RESOURCE_HEALTH: { return health; } - case RESOURCE_ARMOR: { return armorvalue; } - case RESOURCE_SHELLS: { return ammo_shells; } - case RESOURCE_BULLETS: { return ammo_nails; } - case RESOURCE_ROCKETS: { return ammo_rockets; } - case RESOURCE_CELLS: { return ammo_cells; } - case RESOURCE_PLASMA: { return ammo_plasma; } - case RESOURCE_FUEL: { return ammo_fuel; } - } - error("GetResourceProperty: Invalid resource type."); - return health; -} -float GetResourceLimit(int resource_type) -{ - float limit; - switch (resource_type) + float spawn_in; + if (autocvar_g_pickup_respawntime_initial_random == 0) { - case RESOURCE_HEALTH: - { - limit = autocvar_g_balance_health_limit; - break; - } - case RESOURCE_ARMOR: - { - limit = autocvar_g_balance_armor_limit; - break; - } - case RESOURCE_SHELLS: - { - limit = g_pickup_shells_max; - break; - } - case RESOURCE_BULLETS: - { - limit = g_pickup_nails_max; - break; - } - case RESOURCE_ROCKETS: - { - limit = g_pickup_rockets_max; - break; - } - case RESOURCE_CELLS: - { - limit = g_pickup_cells_max; - break; - } - case RESOURCE_PLASMA: - { - limit = g_pickup_plasma_max; - break; - } - case RESOURCE_FUEL: - { - limit = g_pickup_fuel_max; - break; - } - default: - { - error("GetResourceLimit: Invalid resource type."); - return 0; - } + // range: respawntime .. respawntime + respawntimejitter + spawn_in = e.respawntime + random() * e.respawntimejitter; } - MUTATOR_CALLHOOK(GetResourceLimit, resource_type, limit); - limit = M_ARGV(1, float); - if (limit > RESOURCE_AMOUNT_HARD_LIMIT) + else if (autocvar_g_pickup_respawntime_initial_random == 1) + { + // 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 + shared_random * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS); + } + else { - limit = RESOURCE_AMOUNT_HARD_LIMIT; + // range: same as 1 + spawn_in = ITEM_RESPAWN_TICKS + random() * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS); } - return limit; + + Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in)); } -void GivePlayerResource(entity player, int resource_type, float amount) +void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, + entity ammo_entity) { - if (amount == 0) + if (num_weapons == 0) { return; } - bool forbid = MUTATOR_CALLHOOK(GivePlayerResource, player, resource_type, - amount); - if (forbid) + int num_potential_weapons = tokenize_console(weapon_names); + for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt) { - return; - } - resource_type = M_ARGV(1, int); - amount = M_ARGV(2, float); - .float resource_property = GetResourceProperty(resource_type); - float max_amount = GetResourceLimit(resource_type); - player.(resource_property) = bound(player.(resource_property), - player.(resource_property) + amount, max_amount); - switch (resource_type) - { - case RESOURCE_HEALTH: + RandomSelection_Init(); + for (int weapon_index = 0; weapon_index < num_potential_weapons; + ++weapon_index) { - player.pauserothealth_finished = max(player.pauserothealth_finished, - time + autocvar_g_balance_pause_health_rot); - return; + string weapon = argv(weapon_index); + FOREACH(Weapons, it != WEP_Null, + { + // Finding a weapon which player doesn't have. + if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon)) + { + RandomSelection_AddEnt(it, 1, 1); + break; + } + }); } - case RESOURCE_ARMOR: + if (RandomSelection_chosen_ent == NULL) { - player.pauserotarmor_finished = max(player.pauserotarmor_finished, - time + autocvar_g_balance_pause_armor_rot); return; } - case RESOURCE_FUEL: + receiver.weapons |= RandomSelection_chosen_ent.m_wepset; + if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE) { - player.pauserotfuel_finished = max(player.pauserotfuel_finished, - time + autocvar_g_balance_pause_fuel_rot); - return; + continue; + } + if (GetResourceAmount(receiver, + RandomSelection_chosen_ent.ammo_type) != 0) + { + continue; } + GiveResource(receiver, RandomSelection_chosen_ent.ammo_type, + GetResourceAmount(ammo_entity, + RandomSelection_chosen_ent.ammo_type)); } } -void GivePlayerResourceViaProperty(entity player, .float resource_property, - float amount) -{ - GivePlayerResource(player, GetResourceType(resource_property), amount); -} - -void GivePlayerHealth(entity player, float amount) -{ - GivePlayerResource(player, RESOURCE_HEALTH, amount); -} - -void GivePlayerArmor(entity player, float amount) -{ - GivePlayerResource(player, RESOURCE_ARMOR, amount); -} - -void GivePlayerFuel(entity player, float amount) -{ - GivePlayerResource(player, RESOURCE_FUEL, amount); -} - -float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax) +float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax) { - if (!item.(ammotype)) + float amount = GetResourceAmount(item, resource_type); + if (amount == 0) + { return false; - + } + float player_amount = GetResourceAmount(player, resource_type); if (item.spawnshieldtime) { - if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0) + if ((player_amount >= ammomax) && (item.pickup_anyway <= 0)) { - float amount = item.(ammotype); - if ((player.(ammotype) + amount) > ammomax) - { - amount = ammomax - player.(ammotype); - } - GivePlayerResourceViaProperty(player, ammotype, amount); - return true; + return false; } + GiveResourceWithLimit(player, resource_type, amount, ammomax); + return true; } - else if(g_weapon_stay == 2) + if (g_weapon_stay != 2) { - float mi = min(item.(ammotype), ammomax); - if (player.(ammotype) < mi) - { - GivePlayerResourceViaProperty(player, ammotype, mi - - player.(ammotype)); - } - return true; + return false; } - return false; + GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax)); + return true; } float Item_GiveTo(entity item, entity player) @@ -895,14 +796,14 @@ float Item_GiveTo(entity item, entity player) } } } - pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health); - pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue); - pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max); - pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max); - pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max); - pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max); - pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max); - pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max); + pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_HEALTH, item.max_health); + pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ARMOR, item.max_armorvalue); + pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_SHELLS, g_pickup_shells_max); + pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_BULLETS, g_pickup_nails_max); + pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ROCKETS, g_pickup_rockets_max); + pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_CELLS, g_pickup_cells_max); + pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_PLASMA, g_pickup_plasma_max); + pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_FUEL, g_pickup_fuel_max); if (item.itemdef.instanceOfWeaponPickup) { WepSet w; @@ -959,8 +860,6 @@ float Item_GiveTo(entity item, entity player) player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished; } -LABEL(skip) - // always eat teamed entities if(item.team) pickedup = true; @@ -996,9 +895,8 @@ LABEL(skip) void Item_Touch(entity this, entity toucher) { - // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky) - if (this.classname == "droppedweapon") + if (Item_IsLoot(this)) { if (ITEM_TOUCH_NEEDKILL()) { @@ -1023,17 +921,16 @@ void Item_Touch(entity this, entity toucher) toucher = M_ARGV(1, entity); - if (this.classname == "droppedweapon") + if (Item_IsExpiring(this)) { this.strength_finished = max(0, this.strength_finished - time); this.invincible_finished = max(0, this.invincible_finished - time); this.superweapons_finished = max(0, this.superweapons_finished - time); } - entity it = this.itemdef; - bool gave = ITEM_HANDLE(Pickup, it, this, toucher); + bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher); if (!gave) { - if (this.classname == "droppedweapon") + if (Item_IsExpiring(this)) { // undo what we did above this.strength_finished += time; @@ -1050,29 +947,40 @@ LABEL(pickup) 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); - if (this.classname == "droppedweapon") + MUTATOR_CALLHOOK(ItemTouched, this, toucher); + if (wasfreed(this)) + { + return; + } + + if (Item_IsLoot(this)) + { delete(this); - else if (this.spawnshieldtime) + return; + } + if (!this.spawnshieldtime) { - entity e; - if(this.team) + return; + } + entity e; + if (this.team) + { + RandomSelection_Init(); + IL_EACH(g_items, it.team == this.team, { - RandomSelection_Init(); - IL_EACH(g_items, it.team == this.team, + if (it.itemdef) // is a registered item { - if(it.itemdef) // is a registered item - { - Item_Show(it, -1); - RandomSelection_AddEnt(it, it.cnt, 0); - } - }); - e = RandomSelection_chosen_ent; - Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway) - } - else - e = this; - Item_ScheduleRespawn(e); + Item_Show(it, -1); + it.scheduledrespawntime = 0; + RandomSelection_AddEnt(it, it.cnt, 0); + } + }); + e = RandomSelection_chosen_ent; + Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway) } + else + e = this; + Item_ScheduleRespawn(e); } void Item_Reset(entity this) @@ -1080,16 +988,19 @@ void Item_Reset(entity this) Item_Show(this, !this.state); setorigin(this, this.origin); - if (this.classname != "droppedweapon") + if (Item_IsLoot(this)) { - setthink(this, Item_Think); - this.nextthink = time; - - if (this.waypointsprite_attached) - WaypointSprite_Kill(this.waypointsprite_attached); - - if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially! - Item_ScheduleInitialRespawn(this); + return; + } + setthink(this, Item_Think); + this.nextthink = time; + if (this.waypointsprite_attached) + { + WaypointSprite_Kill(this.waypointsprite_attached); + } + if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially! + { + Item_ScheduleInitialRespawn(this); } } @@ -1194,14 +1105,14 @@ float ammo_pickupevalfunc(entity player, entity item) if(!(player.weapons & (it.m_wepset))) continue; - switch(it.ammo_field) + switch(it.ammo_type) { - case ammo_shells: need_shells = true; break; - case ammo_nails: need_nails = true; break; - case ammo_rockets: need_rockets = true; break; - case ammo_cells: need_cells = true; break; - case ammo_plasma: need_plasma = true; break; - case ammo_fuel: need_fuel = true; break; + case RESOURCE_SHELLS: need_shells = true; break; + case RESOURCE_BULLETS: need_nails = true; break; + case RESOURCE_ROCKETS: need_rockets = true; break; + case RESOURCE_CELLS: need_cells = true; break; + case RESOURCE_PLASMA: need_plasma = true; break; + case RESOURCE_FUEL: need_fuel = true; break; } }); rating = item.bot_pickupbasevalue; @@ -1233,8 +1144,6 @@ float ammo_pickupevalfunc(entity player, entity item) return rating; } -.int item_group; -.int item_group_count; float healtharmor_pickupevalfunc(entity player, entity item) { float c = 0; @@ -1321,11 +1230,9 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default return; } - // is it a dropped weapon? - if (this.classname == "droppedweapon") + if (Item_IsLoot(this)) { this.reset = SUB_Remove; - // it's a dropped weapon set_movetype(this, MOVETYPE_TOSS); // Savage: remove thrown items after a certain period of time ("garbage collection") @@ -1335,7 +1242,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default this.takedamage = DAMAGE_YES; this.event_damage = Item_Damage; - if(this.strength_finished || this.invincible_finished || this.superweapons_finished) + if (Item_IsExpiring(this)) { // if item is worthless after a timer, have it expire then this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished); @@ -1450,7 +1357,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default if(def.instanceOfWeaponPickup) { - if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely + if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely this.colormap = 1024; // color shirt=0 pants=0 grey else this.gravity = 1; @@ -1486,6 +1393,13 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default void StartItem(entity this, GameItem def) { + def = def.m_spawnfunc_hookreplace(def, this); + if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED) + { + delete(this); + return; + } + this.classname = def.m_canonical_spawnfunc; _StartItem( this, this.itemdef = def, @@ -1542,114 +1456,9 @@ void setItemGroupCount() } } -spawnfunc(item_rockets) -{ - StartItem(this, ITEM_Rockets); -} - -spawnfunc(item_bullets) -{ - if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap && - (this.classname != "droppedweapon")) - { - weaponswapping = true; - spawnfunc_item_shells(this); - weaponswapping = false; - return; - } - - StartItem(this, ITEM_Bullets); -} - -spawnfunc(item_cells) -{ - StartItem(this, ITEM_Cells); -} - -spawnfunc(item_plasma) -{ - StartItem(this, ITEM_Plasma); -} - -spawnfunc(item_shells) -{ - if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap && - (this.classname != "droppedweapon")) - { - weaponswapping = true; - spawnfunc_item_bullets(this); - weaponswapping = false; - return; - } - - StartItem(this, ITEM_Shells); -} - -spawnfunc(item_armor_small) -{ - StartItem(this, ITEM_ArmorSmall); -} - -spawnfunc(item_armor_medium) -{ - StartItem(this, ITEM_ArmorMedium); -} - -spawnfunc(item_armor_big) -{ - StartItem(this, ITEM_ArmorBig); -} - -spawnfunc(item_armor_mega) -{ - StartItem(this, ITEM_ArmorMega); -} - -spawnfunc(item_health_small) -{ - StartItem(this, ITEM_HealthSmall); -} - -spawnfunc(item_health_medium) -{ - StartItem(this, ITEM_HealthMedium); -} - -spawnfunc(item_health_big) -{ - StartItem(this, ITEM_HealthBig); -} - -spawnfunc(item_health_mega) -{ - StartItem(this, ITEM_HealthMega); -} - -// support old misnamed entities -spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard -spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); } -spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); } -spawnfunc(item_health1) { spawnfunc_item_health_small(this); } -spawnfunc(item_health25) { spawnfunc_item_health_medium(this); } -spawnfunc(item_health_large) { spawnfunc_item_health_big(this); } -spawnfunc(item_health100) { spawnfunc_item_health_mega(this); } - -spawnfunc(item_strength) -{ - StartItem(this, ITEM_Strength); -} - -spawnfunc(item_invincible) -{ - StartItem(this, ITEM_Shield); -} - -// compatibility: -spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);} - void target_items_use(entity this, entity actor, entity trigger) { - if(actor.classname == "droppedweapon") + if(Item_IsLoot(actor)) { EXACTTRIGGER_TOUCH(this, trigger); delete(actor); @@ -1664,7 +1473,7 @@ void target_items_use(entity this, entity actor, entity trigger) EXACTTRIGGER_TOUCH(this, trigger); } - IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon", + IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it), { delete(it); }); @@ -1786,31 +1595,6 @@ spawnfunc(target_items) } } -spawnfunc(item_fuel) -{ - StartItem(this, ITEM_JetpackFuel); -} - -spawnfunc(item_fuel_regen) -{ - if(start_items & ITEM_JetpackRegen.m_itemid) - { - spawnfunc_item_fuel(this); - return; - } - StartItem(this, ITEM_JetpackRegen); -} - -spawnfunc(item_jetpack) -{ - if(start_items & ITEM_Jetpack.m_itemid) - { - spawnfunc_item_fuel(this); - return; - } - StartItem(this, ITEM_Jetpack); -} - float GiveWeapon(entity e, float wpn, float op, float val) { WepSet v0, v1;