return true;
}
-void Item_Show (entity e, float mode)
+void Item_Show (entity e, int mode)
{
e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
e.ItemStatus &= ~ITS_STAYWEP;
return normal_respawntime;
}
- CheckAllowedTeams(NULL);
- GetTeamCounts(NULL);
+ entity balance = TeamBalance_CheckAllowedTeams(NULL);
+ TeamBalance_GetTeamCounts(balance, NULL);
int players = 0;
- if (c1 != -1) players += c1;
- if (c2 != -1) players += c2;
- if (c3 != -1) players += c3;
- if (c4 != -1) players += c4;
-
+ for (int i = 1; i <= NUM_TEAMS; ++i)
+ {
+ if (TeamBalance_IsTeamAllowed(balance, i))
+ {
+ players += TeamBalance_GetNumberOfPlayers(balance, i);
+ }
+ }
+ TeamBalance_Destroy(balance);
+
if (players >= 2) {
return normal_respawntime * (r / (players + o) + l);
} else {
{
return false;
}
- GiveResourceWithLimit(player, resource_type, amount, ammomax);
+ GiveOrTakeResourceWithLimit(player, resource_type, amount, ammomax);
return true;
}
if (g_weapon_stay != 2)
{
return false;
}
- GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax));
+ GiveOrTakeResourceWithLimit(player, resource_type, amount, min(amount, ammomax));
return true;
}
float c = 0;
float rating = item.bot_pickupbasevalue;
- float itemarmor = item.armorvalue;
- float itemhealth = item.health;
+ float itemarmor = GetResourceAmount(item, RESOURCE_ARMOR);
+ float itemhealth = GetResourceAmount(item, RESOURCE_HEALTH);
if(item.item_group)
{
itemhealth *= min(4, item.item_group_count);
}
- if (itemarmor && (player.armorvalue < item.max_armorvalue))
- c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
+ if (itemarmor && (GetResourceAmount(player, RESOURCE_ARMOR) < item.max_armorvalue))
+ c = itemarmor / max(1, GetResourceAmount(player, RESOURCE_ARMOR) * 2/3 + GetResourceAmount(player, RESOURCE_HEALTH) * 1/3);
- if (itemhealth && (player.health < item.max_health))
- c = itemhealth / max(1, player.health);
+ if (itemhealth && (GetResourceAmount(player, RESOURCE_HEALTH) < item.max_health))
+ c = itemhealth / max(1, GetResourceAmount(player, RESOURCE_HEALTH));
rating *= min(2, c);
return rating;
|| (def.instanceOfHealth && def != ITEM_HealthSmall)
|| (def.instanceOfArmor && def != ITEM_ArmorSmall)
|| (itemid & (IT_KEY1 | IT_KEY2))
- ) this.target = "###item###"; // for finding the nearest item using find()
+ ) this.target = "###item###"; // for finding the nearest item using findnearest
Item_ItemsTime_SetTime(this, 0);
}
if(def.instanceOfPowerup)
this.ItemStatus |= ITS_ANIMATE1;
- if(this.armorvalue || this.health)
+ if(GetResourceAmount(this, RESOURCE_ARMOR) || GetResourceAmount(this, RESOURCE_HEALTH))
this.ItemStatus |= ITS_ANIMATE2;
}
if(GetResourceAmount(this, RESOURCE_CELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResourceAmount(this, RESOURCE_CELLS)), "cells");
if(GetResourceAmount(this, RESOURCE_PLASMA) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResourceAmount(this, RESOURCE_PLASMA)), "plasma");
if(GetResourceAmount(this, RESOURCE_FUEL) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResourceAmount(this, RESOURCE_FUEL)), "fuel");
- if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
- if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
+ if(GetResourceAmount(this, RESOURCE_HEALTH) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResourceAmount(this, RESOURCE_HEALTH)), "health");
+ if(GetResourceAmount(this, RESOURCE_ARMOR) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResourceAmount(this, RESOURCE_ARMOR)), "armor");
FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(BUFFS, this) & (it.m_itemid)), it.m_name));
FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
}
PREGIVE_RESOURCE(e, RESOURCE_SHELLS);
PREGIVE_RESOURCE(e, RESOURCE_ROCKETS);
PREGIVE_RESOURCE(e, RESOURCE_FUEL);
- PREGIVE(e, armorvalue);
- PREGIVE(e, health);
+ PREGIVE_RESOURCE(e, RESOURCE_ARMOR);
+ PREGIVE_RESOURCE(e, RESOURCE_HEALTH);
for(i = beginarg; i < endarg; ++i)
{
got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
case "all":
got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
- got += GiveValue(e, health, op, val);
- got += GiveValue(e, armorvalue, op, val);
+ got += GiveResourceValue(e, RESOURCE_HEALTH, op, val);
+ got += GiveResourceValue(e, RESOURCE_ARMOR, op, val);
case "allweapons":
FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
//case "allbuffs": // all buffs makes a player god, do not want!
got += GiveResourceValue(e, RESOURCE_ROCKETS, op, val);
break;
case "health":
- got += GiveValue(e, health, op, val);
+ got += GiveResourceValue(e, RESOURCE_HEALTH, op, val);
break;
case "armor":
- got += GiveValue(e, armorvalue, op, val);
+ got += GiveResourceValue(e, RESOURCE_ARMOR, op, val);
break;
case "fuel":
got += GiveResourceValue(e, RESOURCE_FUEL, op, val);
POSTGIVE_RESOURCE(e, RESOURCE_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
POSTGIVE_RESOURCE(e, RESOURCE_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
POSTGIVE_RESOURCE_ROT(e, RESOURCE_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
- POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
- POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
+ POSTGIVE_RESOURCE_ROT(e, RESOURCE_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
+ POSTGIVE_RESOURCE_ROT(e, RESOURCE_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
if(e.superweapons_finished <= 0)
if(STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)