X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Ft_items.qc;h=b26c840ff0c8834ba446c01939fe8760095a95c1;hp=28b9be23c91a9073be224c9d09c618a5e3b3155a;hb=dbdc35464a18f62bf550a20eddac9ec16b0eacee;hpb=12b26110ebb9f0de4732d80e4916c08766c2128c diff --git a/qcsrc/server/t_items.qc b/qcsrc/server/t_items.qc index 28b9be23c9..b26c840ff0 100644 --- a/qcsrc/server/t_items.qc +++ b/qcsrc/server/t_items.qc @@ -168,7 +168,7 @@ void Item_Show (entity e, float mode) e.spawnshieldtime = 1; } - if (e.strength_finished || e.invincible_finished) + if (e.items & (IT_STRENGTH | IT_INVINCIBLE)) e.effects |= EF_ADDITIVE | EF_FULLBRIGHT; if (autocvar_g_nodepthtestitems) e.effects |= EF_NODEPTHTEST; @@ -239,7 +239,7 @@ void Item_RespawnCountdown (void) if(wi) { name = wi.model2; - rgb = '0 0 0'; + rgb = '1 0 0'; } } if(!name) @@ -440,7 +440,7 @@ float Item_GiveTo(entity item, entity player) pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR); if (item.flags & FL_WEAPON) - if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway)) + if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && self.pickup_anyway)) { pickedup = TRUE; for(i = WEP_FIRST; i <= WEP_LAST; ++i) @@ -483,7 +483,6 @@ float Item_GiveTo(entity item, entity player) if (!pickedup) return 0; - sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM); if (_switchweapon) if (player.switchweapon != w_getbestweapon(player)) W_SwitchWeapon_Force(player, w_getbestweapon(player)); @@ -510,12 +509,29 @@ void Item_Touch (void) if (self.owner == other) return; + if (self.classname == "droppedweapon") + { + self.strength_finished = max(0, self.strength_finished - time); + self.invincible_finished = max(0, self.invincible_finished - time); + self.superweapons_finished = max(0, self.superweapons_finished - time); + } + if(!Item_GiveTo(self, other)) + { + if (self.classname == "droppedweapon") + { + // undo what we did above + self.strength_finished += time; + self.invincible_finished += time; + self.superweapons_finished += time; + } return; + } other.last_pickup = time; pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1); + sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM); if (self.classname == "droppedweapon") remove (self); @@ -546,11 +562,18 @@ void Item_Reset() { Item_Show(self, !self.state); setorigin (self, self.origin); - self.think = SUB_Null; - self.nextthink = 0; - if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially! - Item_ScheduleInitialRespawn(self); + if(self.classname != "droppedweapon") + { + self.think = SUB_Null; + self.nextthink = 0; + + if(self.waypointsprite_attached) + WaypointSprite_Kill(self.waypointsprite_attached); + + if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially! + Item_ScheduleInitialRespawn(self); + } } void Item_FindTeam() @@ -654,7 +677,7 @@ float weapon_pickupevalfunc(entity player, entity item) float commodity_pickupevalfunc(entity player, entity item) { - float c, i, need_shells, need_nails, need_rockets, need_cells; + float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel; entity wi; c = 0; @@ -674,6 +697,8 @@ float commodity_pickupevalfunc(entity player, entity item) need_rockets = TRUE; else if(wi.items & IT_CELLS) need_cells = TRUE; + else if(wi.items & IT_FUEL) + need_cells = TRUE; } // TODO: figure out if the player even has the weapon this ammo is for? @@ -695,6 +720,10 @@ float commodity_pickupevalfunc(entity player, entity item) if (item.ammo_cells) if (player.ammo_cells < g_pickup_cells_max) c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max); + if (need_fuel) + if (item.ammo_fuel) + if (player.ammo_fuel < g_pickup_fuel_max) + c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max); if (item.armorvalue) if (player.armorvalue < item.max_armorvalue) c = c + max(0, 1 - player.armorvalue / item.max_armorvalue); @@ -721,9 +750,28 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, self.reset = SUB_Remove; // it's a dropped weapon self.movetype = MOVETYPE_TOSS; + // Savage: remove thrown items after a certain period of time ("garbage collection") self.think = RemoveItem; - self.nextthink = time + 60; + self.nextthink = time + 20; + + if(self.strength_finished || self.invincible_finished || self.superweapons_finished) + /* + if(self.items == 0) + if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons + if(self.ammo_nails == 0) + if(self.ammo_cells == 0) + if(self.ammo_rockets == 0) + if(self.ammo_shells == 0) + if(self.ammo_fuel == 0) + if(self.health == 0) + if(self.armorvalue == 0) + */ + { + // if item is worthless after a timer, have it expire then + self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished); + } + // don't drop if in a NODROP zone (such as lava) traceline(self.origin, self.origin, MOVE_NORMAL, self); if (trace_dpstartcontents & DPCONTENTS_NODROP) @@ -856,7 +904,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, self.colormap = 1024; // color shirt=0 pants=0 grey } - Item_Show(self, 1); self.state = 0; if(self.team) { @@ -943,6 +990,7 @@ void weapon_defaultspawnfunc(float wpn) string s; entity oldself; float i, j; + float f; if(self.classname != "droppedweapon" && self.classname != "replacedweapon") { @@ -1040,15 +1088,21 @@ void weapon_defaultspawnfunc(float wpn) } } + // pickup anyway + if(g_pickup_weapons_anyway) + self.pickup_anyway = TRUE; + + f = FL_WEAPON; + // no weapon-stay on superweapons - if(self.weapons & WEPBIT_SUPERWEAPONS) - self.flags |= FL_NO_WEAPON_STAY; + if(e.weapons & WEPBIT_SUPERWEAPONS) + f |= FL_NO_WEAPON_STAY; // weapon stay isn't supported for teamed weapons if(self.team) - self.flags |= FL_NO_WEAPON_STAY; + f |= FL_NO_WEAPON_STAY; - StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue); + StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, f, weapon_pickupevalfunc, e.bot_pickupbasevalue); if (self.modelindex) // don't precache if self was removed weapon_action(e.weapon, WR_PRECACHE); }