this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
this.alpha = autocvar_cl_weapon_stay_alpha;
}
+
+ this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
}
void ItemDraw(entity this)
{
if(warpzone_warpzones_exist)
{
- // just incase warpzones were initialized last, reset these
- //this.alpha = 1; // alpha is already set by the draw function
- this.drawmask = MASK_NORMAL;
+ setpredraw(this, func_null); // no need to keep running this
return;
}
float alph;
vector org = getpropertyvec(VF_ORIGIN);
- if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
- alph = 0;
- else if(this.fade_start)
- alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
+ //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
+ //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
+ if(this.fade_start)
+ {
+ if(vdist(org - this.origin, >, this.fade_end))
+ alph = 0; // save on some processing
+ else if(vdist(org - this.origin, <, this.fade_start))
+ alph = 1; // more processing saved
+ else
+ alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
+ }
else
alph = 1;
//printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
this.alpha = alph;
if(alph <= 0)
this.drawmask = 0;
- else
- this.drawmask = MASK_NORMAL;
+ //else
+ //this.drawmask = MASK_NORMAL; // reset by the setalpha function
}
void ItemRemove(entity this)
this.fade_end = ReadShort();
this.fade_start = ReadShort();
- if(this.fade_start && !autocvar_cl_items_nofade)
+ if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
setpredraw(this, Item_PreDraw);
if(this.mdl)
string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
this.draw = ItemDrawSimple;
- if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
- this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
- else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
- this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
- else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
- this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
- else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
- this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
+ if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
+ this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
+ else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
+ this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
+ else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
+ this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
+ else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
+ this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
else
{
this.draw = ItemDraw;
_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")
- delete (this);
+ delete(this);
else if (this.spawnshieldtime)
{
entity e;
rating = item.bot_pickupbasevalue;
}
+ float noammorating = 0.5;
+
if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
- c = item.ammo_shells / player.ammo_shells;
+ c = item.ammo_shells / max(noammorating, player.ammo_shells);
if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
- c = item.ammo_nails / player.ammo_nails;
+ c = item.ammo_nails / max(noammorating, player.ammo_nails);
if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
- c = item.ammo_rockets / player.ammo_rockets;
+ c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
- c = item.ammo_cells / player.ammo_cells;
+ c = item.ammo_cells / max(noammorating, player.ammo_cells);
if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
- c = item.ammo_plasma / player.ammo_plasma;
+ c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
- c = item.ammo_fuel / player.ammo_fuel;
+ c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
- rating *= min(2, c);
+ rating *= min(c, 2);
if(wpn)
rating += wpn.bot_pickupbasevalue * 0.1;
return rating;
if(!have_pickup_item(this))
{
startitem_failed = true;
- delete (this);
+ delete(this);
return;
}
// target_give not yet supported; maybe later
print("removed targeted ", this.classname, "\n");
startitem_failed = true;
- remove (this);
+ delete(this);
return;
}
*/