]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/powerups/sv_powerups.qc
Merge branch 'master' into terencehill/player_sorting
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / powerups / sv_powerups.qc
index e7bbeeb69c2176048a2820e2349ca6b157a1c7d6..33a3d16836e2b37507a162db3702b0becdd0e422 100644 (file)
@@ -82,19 +82,18 @@ void powerups_DropItem_Think(entity this)
        TakeResource(this, RES_HEALTH, 1);
        
        if(GetResource(this, RES_HEALTH) < 1) {
-               WaypointSprite_Kill(this.waypointsprite_attached);
-               delete(this);
+               RemoveItem(this);
                return;
        }
        
        // Only needed to update if the timer of the powerup is running
-       if(autocvar_g_powerups_drop_ondeath == 1)
+       if(!GetResource(this, RES_ARMOR))
                WaypointSprite_UpdateHealth(this.waypointsprite_attached, GetResource(this, RES_HEALTH));
        
        this.nextthink = time + 1;
 }
 
-void powerups_DropItem(entity this, StatusEffects effect)
+void powerups_DropItem(entity this, StatusEffects effect, bool freezeTimer)
 {
        entity item = Item_DefinitionFromInternalName(effect.netname);
        float t = StatusEffects_gettime(effect, this);
@@ -108,11 +107,11 @@ void powerups_DropItem(entity this, StatusEffects effect)
        // If we want the timer to keep running, we enable expiring then use the exact time the powerup will finish at.
        // If we want the timer to freeze, we disable expiring and we just use the time left of the powerup.
        // See Item_SetExpiring() below.
-       float finished = (autocvar_g_powerups_drop_ondeath == 2 ? timeleft : t);
+       float finished = (freezeTimer ? timeleft : t);
 
        // If the timer is frozen, the item will stay on the floor for 20 secs (same as weapons),
        // otherwise it'll disappear after the timer runs out.
-       float time_to_live = (autocvar_g_powerups_drop_ondeath == 2 ? autocvar_g_items_dropped_lifetime : timeleft);
+       float time_to_live = (freezeTimer ? autocvar_g_items_dropped_lifetime : timeleft);
 
        // TODO: items cannot hold their "item field" yet, so we need to list all the powerups here!
        switch(item)
@@ -122,14 +121,19 @@ void powerups_DropItem(entity this, StatusEffects effect)
                case ITEM_Invisibility: e.invisibility_finished = finished; maxtime = autocvar_g_balance_powerup_invincible_time; break;
                case ITEM_Speed: e.speed_finished = finished; maxtime = autocvar_g_balance_powerup_speed_time; break;
        }
-       Item_InitializeLoot(e, item.m_canonical_spawnfunc, this.origin + '0 0 32', randomvec() * 175 + '0 0 175', time_to_live);
+       Item_InitializeLoot(e, item.m_canonical_spawnfunc, this.origin, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), time_to_live);
+       e.item_spawnshieldtime = time + 0.5;
 
-       if(autocvar_g_powerups_drop_ondeath != 2)
+       if(!freezeTimer)
                Item_SetExpiring(e, true);
        
        // Use health as time left to live
        SetResourceExplicit(e, RES_HEALTH, time_to_live);
        
+       // Use armor as timer freezer
+       if(freezeTimer)
+               SetResourceExplicit(e, RES_ARMOR, 1);
+       
        // Create waypoint displaying time left of the powerup
        entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, e, '0 0 1' * e.maxs.z, NULL, 0, e, waypointsprite_attached, true, RADARICON_Item);
        wp.wp_extra = item.m_id;
@@ -158,7 +162,23 @@ MUTATOR_HOOKFUNCTION(powerups, PlayerDies)
        FOREACH(StatusEffect, it.instanceOfPowerups,
        {
                if(StatusEffects_active(it, frag_target))
-                       powerups_DropItem(frag_target, it);
+                       powerups_DropItem(frag_target, it, autocvar_g_powerups_drop_ondeath == 2);
+       });
+}
+
+MUTATOR_HOOKFUNCTION(powerups, PlayerUseKey)
+{
+       if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_powerups_drop) return;
+       
+       entity player = M_ARGV(0, entity);
+       
+       FOREACH(StatusEffect, it.instanceOfPowerups,
+       {
+               if(StatusEffects_active(it, player)) {
+                       powerups_DropItem(player, it, autocvar_g_powerups_drop == 2);
+                       StatusEffects_remove(it, player, STATUSEFFECT_REMOVE_NORMAL);
+                       return true;
+               }
        });
 }