]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Merge branch 'amade/small-fixes' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index 19e404a1a4ece51beca94a7ed33ba073145f887a..3151d7cdb1c86fb696128d439ef6a38213cff553 100644 (file)
@@ -58,8 +58,7 @@ void Item_SetAlpha(entity this)
                        this.alpha = -1;
        }
 
-       if(!veh_hud)
-       if(this.ItemStatus & ITS_STAYWEP)
+       if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
        {
                this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
                this.alpha = autocvar_cl_weapon_stay_alpha;
@@ -449,28 +448,30 @@ void Item_Show (entity e, float mode)
                e.spawnshieldtime = 1;
                e.ItemStatus &= ~ITS_AVAILABLE;
        }
-       else {
-       bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
-               || e.team // weapon stay isn't supported for teamed weapons
-               ;
-       if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
-       {
-               // make the item translucent and not touchable
-               e.model = e.mdl;
-               e.solid = SOLID_TRIGGER; // can STILL be picked up!
-               e.effects |= EF_STARDUST;
-               e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
-               e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
-       }
        else
        {
-               //setmodel(e, "null");
-               e.solid = SOLID_NOT;
-               e.colormod = '0 0 0';
-               //e.glowmod = e.colormod;
-               e.spawnshieldtime = 1;
-               e.ItemStatus &= ~ITS_AVAILABLE;
-       }}
+               bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
+                       || e.team // weapon stay isn't supported for teamed weapons
+                       ;
+               if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
+               {
+                       // make the item translucent and not touchable
+                       e.model = e.mdl;
+                       e.solid = SOLID_TRIGGER; // can STILL be picked up!
+                       e.effects |= EF_STARDUST;
+                       e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
+                       e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
+               }
+               else
+               {
+                       //setmodel(e, "null");
+                       e.solid = SOLID_NOT;
+                       e.colormod = '0 0 0';
+                       //e.glowmod = e.colormod;
+                       e.spawnshieldtime = 1;
+                       e.ItemStatus &= ~ITS_AVAILABLE;
+               }
+       }
 
        if (def.m_glow)
                e.ItemStatus |= ITS_GLOW;
@@ -537,7 +538,6 @@ void Item_RespawnCountdown (entity this)
                this.count += 1;
                if(this.count == 1)
                {
-                       MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
                        do {
                                {
                                        entity wi = Weapons_from(this.weapon);
@@ -556,10 +556,11 @@ void Item_RespawnCountdown (entity this)
                                        }
                                }
                        } while (0);
+                       bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
             if(this.waypointsprite_attached)
             {
                 GameItem def = this.itemdef;
-                if (Item_ItemsTime_SpectatorOnly(def))
+                if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
             }
@@ -594,15 +595,18 @@ void Item_RespawnThink(entity this)
 void Item_ScheduleRespawnIn(entity e, float t)
 {
        // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
-       if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS)) && (t - ITEM_RESPAWN_TICKS) > 0)
+       if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
        {
                setthink(e, Item_RespawnCountdown);
                e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
                e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
                e.count = 0;
-               t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
-               Item_ItemsTime_SetTime(e, t);
-               Item_ItemsTime_SetTimesForAllPlayers();
+               if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
+               {
+                       t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
+                       Item_ItemsTime_SetTime(e, t);
+                       Item_ItemsTime_SetTimesForAllPlayers();
+               }
        }
        else
        {
@@ -1009,7 +1013,6 @@ float ammo_pickupevalfunc(entity player, entity item)
 
                        switch(it.ammo_field)
                        {
-                               case ammo_shells:  need_shells  = true; break;
                                case ammo_shells:  need_shells  = true; break;
                                case ammo_nails:   need_nails   = true; break;
                                case ammo_rockets: need_rockets = true; break;
@@ -1021,29 +1024,22 @@ float ammo_pickupevalfunc(entity player, entity item)
                rating = item.bot_pickupbasevalue;
        }
 
-       if (need_shells)
-       if (item.ammo_shells)
-       if (player.ammo_shells < g_pickup_shells_max)
+       if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
                c = item.ammo_shells / player.ammo_shells;
-       if (need_nails)
-       if (item.ammo_nails)
-       if (player.ammo_nails < g_pickup_nails_max)
+
+       if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
                c = item.ammo_nails / player.ammo_nails;
-       if (need_rockets)
-       if (item.ammo_rockets)
-       if (player.ammo_rockets < g_pickup_rockets_max)
+
+       if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
                c = item.ammo_rockets / player.ammo_rockets;
-       if (need_cells)
-       if (item.ammo_cells)
-       if (player.ammo_cells < g_pickup_cells_max)
+
+       if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
                c = item.ammo_cells / player.ammo_cells;
-       if (need_plasma)
-       if (item.ammo_plasma)
-       if (player.ammo_plasma < g_pickup_plasma_max)
+
+       if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
                c = item.ammo_plasma / player.ammo_plasma;
-       if (need_fuel)
-       if (item.ammo_fuel)
-       if (player.ammo_fuel < g_pickup_fuel_max)
+
+       if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
                c = item.ammo_fuel / player.ammo_fuel;
 
        rating *= min(2, c);
@@ -1061,16 +1057,17 @@ float healtharmor_pickupevalfunc(entity player, entity item)
 
        float itemarmor = item.armorvalue;
        float itemhealth = item.health;
+
        if(item.item_group)
        {
                itemarmor *= min(4, item.item_group_count);
                itemhealth *= min(4, item.item_group_count);
        }
-       if (itemarmor)
-       if (player.armorvalue < item.max_armorvalue)
+
+       if (itemarmor && (player.armorvalue < item.max_armorvalue))
                c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
-       if (itemhealth)
-       if (player.health < item.max_health)
+
+       if (itemhealth && (player.health < item.max_health))
                c = itemhealth / max(1, player.health);
 
        rating *= min(2, c);
@@ -1367,9 +1364,8 @@ spawnfunc(item_rockets)
 
 spawnfunc(item_bullets)
 {
-       if(!weaponswapping)
-       if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(this.classname != "droppedweapon")
+       if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap && 
+          (this.classname != "droppedweapon"))
        {
                weaponswapping = true;
                spawnfunc_item_shells(this);
@@ -1392,9 +1388,8 @@ spawnfunc(item_plasma)
 
 spawnfunc(item_shells)
 {
-       if(!weaponswapping)
-       if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(this.classname != "droppedweapon")
+       if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
+          (this.classname != "droppedweapon"))
        {
                weaponswapping = true;
                spawnfunc_item_bullets(this);
@@ -1476,10 +1471,9 @@ void target_items_use(entity this, entity actor, entity trigger)
                return;
        }
 
-       if (!IS_PLAYER(actor))
-               return;
-       if(IS_DEAD(actor))
+       if (!IS_PLAYER(actor) || IS_DEAD(actor))
                return;
+
        if(trigger.solid == SOLID_TRIGGER)
        {
                EXACTTRIGGER_TOUCH(this, trigger);
@@ -1496,7 +1490,7 @@ void target_items_use(entity this, entity actor, entity trigger)
 
 spawnfunc(target_items)
 {
-       int n, j;
+       int n;
        string s;
 
        this.use = target_items_use;
@@ -1514,7 +1508,7 @@ spawnfunc(target_items)
        }
        else
        {
-               for(j = 0; j < n; ++j)
+               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;
@@ -1598,7 +1592,7 @@ spawnfunc(target_items)
        //print(this.netname, "\n");
 
        n = tokenize_console(this.netname);
-       for(j = 0; j < n; ++j)
+       for(int j = 0; j < n; ++j)
        {
                FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
             it.wr_init(it);