#include "constants.qh"
#include <common/deathtypes/all.qh>
#include <common/notifications/all.qh>
- #include "triggers/subs.qh"
+ #include "mapobjects/subs.qh"
#include "util.qh"
#include <common/monsters/_mod.qh>
}
else
{
- if (autocvar_cl_ghost_items_color)
- {
- this.alpha = autocvar_cl_ghost_items;
- this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
- }
- else
- this.alpha = -1;
+ this.alpha = autocvar_cl_ghost_items;
+ this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
}
if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
void ItemRemove(entity this)
{
- if(this.mdl)
- strunzone(this.mdl);
+ strfree(this.mdl);
+}
+
+HashMap ENT_CLIENT_ITEM_simple;
+STATIC_INIT(ENT_CLIENT_ITEM_simple)
+{
+ HM_NEW(ENT_CLIENT_ITEM_simple);
+}
+SHUTDOWN(ENT_CLIENT_ITEM_simple)
+{
+ HM_DELETE(ENT_CLIENT_ITEM_simple);
}
NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
setpredraw(this, Item_PreDraw);
- if(this.mdl)
- strunzone(this.mdl);
+ strfree(this.mdl);
- this.mdl = "";
string _fn = ReadString();
this.item_simple = false; // reset it!
string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
this.item_simple = true;
- 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.item_simple = false;
- LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
- }
+ #define extensions(x) \
+ x(md3) \
+ x(dpm) \
+ x(iqm) \
+ x(mdl) \
+ /**/
+ #define tryext(ext) { \
+ string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \
+ string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \
+ if (cached == "") { \
+ HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \
+ } \
+ if (cached != "0") { \
+ strcpy(this.mdl, s); \
+ break; \
+ } \
+ }
+ do {
+ extensions(tryext);
+ this.item_simple = false;
+ LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
+ } while (0);
+ #undef tryext
+ #undef extensions
}
if(!this.item_simple)
- this.mdl = strzone(_fn);
-
+ strcpy(this.mdl, _fn);
if(this.mdl == "")
- LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
+ LOG_WARNF("this.mdl is unset for item %s", this.classname);
precache_model(this.mdl);
_setmodel(this, this.mdl);
if(autocvar_g_pickup_items == 0)
return false;
if(g_weaponarena)
- if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
+ if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
return false;
}
return true;
}
-/*
-float Item_Customize()
-{
- if(this.spawnshieldtime)
- return true;
- if(this.weapons & ~other.weapons)
- {
- this.colormod = '0 0 0';
- this.glowmod = this.colormod;
- this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
- return true;
- }
- else
- {
- if(g_ghost_items)
- {
- this.colormod = stov(autocvar_g_ghost_items_color);
- this.glowmod = this.colormod;
- this.alpha = g_ghost_items;
- return true;
- }
- else
- return false;
- }
-}
-*/
-
-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;
}
else
{
- bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
+ bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & 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)
sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
setorigin(this, this.origin);
- if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
+ if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
{
float t = Item_ItemsTime_UpdateTime(this, 0);
Item_ItemsTime_SetTime(this, t);
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) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
+ if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & 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.item_respawncounter = 0;
- if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
+ if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
{
t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
Item_ItemsTime_SetTime(e, t);
e.scheduledrespawntime = time + t;
e.wait = time + t;
- if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
+ if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
{
t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
Item_ItemsTime_SetTime(e, t);
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 {
FOREACH(Weapons, it != WEP_Null,
{
// Finding a weapon which player doesn't have.
- if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
+ if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
{
RandomSelection_AddEnt(it, 1, 1);
break;
{
return;
}
- receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
- if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
+ STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
+ if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
{
continue;
}
- if (GetResourceAmount(receiver,
+ if (GetResource(receiver,
RandomSelection_chosen_ent.ammo_type) != 0)
{
continue;
}
GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
- GetResourceAmount(ammo_entity,
+ GetResource(ammo_entity,
RandomSelection_chosen_ent.ammo_type));
}
}
-float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax)
+bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax)
{
- float amount = GetResourceAmount(item, resource_type);
+ float amount = GetResource(item, res_type);
if (amount == 0)
{
return false;
}
- float player_amount = GetResourceAmount(player, resource_type);
+ float player_amount = GetResource(player, res_type);
if (item.spawnshieldtime)
{
if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
- {
return false;
- }
- GiveResourceWithLimit(player, resource_type, amount, ammomax);
- return true;
}
- if (g_weapon_stay != 2)
- {
+ else if (g_weapon_stay == 2)
+ ammomax = min(amount, ammomax);
+ else
return false;
- }
- GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax));
+ if (amount < 0)
+ TakeResourceWithLimit(player, res_type, -amount, ammomax);
+ else
+ GiveResourceWithLimit(player, res_type, amount, ammomax);
return true;
}
-float Item_GiveTo(entity item, entity player)
+bool Item_GiveTo(entity item, entity player)
{
- float pickedup;
-
// if nothing happens to player, just return without taking the item
- pickedup = false;
int _switchweapon = 0;
// in case the player has autoswitch enabled do the following:
// if the player is using their best weapon before items are given, they
if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
_switchweapon |= BIT(slot);
- if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
+ if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
_switchweapon |= BIT(slot);
}
}
}
- pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_HEALTH, item.max_health);
- pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ARMOR, item.max_armorvalue);
- pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_SHELLS, g_pickup_shells_max);
- pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_BULLETS, g_pickup_nails_max);
- pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ROCKETS, g_pickup_rockets_max);
- pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_CELLS, g_pickup_cells_max);
- pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_PLASMA, g_pickup_plasma_max);
- pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_FUEL, g_pickup_fuel_max);
+ bool pickedup = false;
+ pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health));
+ pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue));
+ pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max));
+ pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max));
+ pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max));
+ pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max));
+ pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max));
+ pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max));
if (item.itemdef.instanceOfWeaponPickup)
{
WepSet w;
- w = item.weapons;
- w &= ~player.weapons;
+ w = STAT(WEAPONS, item);
+ w &= ~STAT(WEAPONS, player);
if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
{
{
pickedup = true;
player.items |= its;
- Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
+ // TODO: we probably want to show a message in the console, but not this one!
+ //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
}
if (item.strength_finished)
pickedup = true;
if (!pickedup)
- return 0;
+ return false;
// crude hack to enforce switching weapons
- if(g_cts && item.itemdef.instanceOfWeaponPickup)
+ if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
}
- return 1;
+ return true;
}
if(_switchweapon)
}
}
- return 1;
+ return true;
}
void Item_Touch(entity this, entity toucher)
{
WaypointSprite_Kill(this.waypointsprite_attached);
}
- if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
+ if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
{
Item_ScheduleInitialRespawn(this);
}
float weapon_pickupevalfunc(entity player, entity item)
{
// See if I have it already
- if(player.weapons & item.weapons)
+ if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
{
// If I can pick it up
if(!item.spawnshieldtime)
// reduce weapon value if bot already got a good arsenal
float c = 1;
int weapons_value = 0;
- FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
+ FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
weapons_value += it.bot_pickupbasevalue;
});
c -= bound(0, weapons_value / 20000, 1) * 0.5;
if(item.itemdef.instanceOfWeaponPickup)
{
entity ammo = NULL;
- if(item.ammo_shells) { need_shells = true; ammo = ITEM_Shells; }
- else if(item.ammo_nails) { need_nails = true; ammo = ITEM_Bullets; }
- else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets; }
- else if(item.ammo_cells) { need_cells = true; ammo = ITEM_Cells; }
- else if(item.ammo_plasma) { need_plasma = true; ammo = ITEM_Plasma; }
- else if(item.ammo_fuel) { need_fuel = true; ammo = ITEM_JetpackFuel; }
+ if(GetResource(item, RES_SHELLS)) { need_shells = true; ammo = ITEM_Shells; }
+ else if(GetResource(item, RES_BULLETS)) { need_nails = true; ammo = ITEM_Bullets; }
+ else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets; }
+ else if(GetResource(item, RES_CELLS)) { need_cells = true; ammo = ITEM_Cells; }
+ else if(GetResource(item, RES_PLASMA)) { need_plasma = true; ammo = ITEM_Plasma; }
+ else if(GetResource(item, RES_FUEL)) { need_fuel = true; ammo = ITEM_JetpackFuel; }
if(!ammo)
return 0;
else
{
FOREACH(Weapons, it != WEP_Null, {
- if(!(player.weapons & (it.m_wepset)))
+ if(!(STAT(WEAPONS, player) & (it.m_wepset)))
continue;
switch(it.ammo_type)
{
- case RESOURCE_SHELLS: need_shells = true; break;
- case RESOURCE_BULLETS: need_nails = true; break;
- case RESOURCE_ROCKETS: need_rockets = true; break;
- case RESOURCE_CELLS: need_cells = true; break;
- case RESOURCE_PLASMA: need_plasma = true; break;
- case RESOURCE_FUEL: need_fuel = true; break;
+ case RES_SHELLS: need_shells = true; break;
+ case RES_BULLETS: need_nails = true; break;
+ case RES_ROCKETS: need_rockets = true; break;
+ case RES_CELLS: need_cells = true; break;
+ case RES_PLASMA: need_plasma = true; break;
+ case RES_FUEL: need_fuel = true; break;
}
});
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 / max(noammorating, player.ammo_shells);
+ if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max))
+ c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS));
- if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
- c = item.ammo_nails / max(noammorating, player.ammo_nails);
+ if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max))
+ c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS));
- if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
- c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
+ if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max))
+ c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS));
- if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
- c = item.ammo_cells / max(noammorating, player.ammo_cells);
+ if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max))
+ c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS));
- if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
- c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
+ if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max))
+ c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA));
- if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
- c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
+ if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max))
+ c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL));
rating *= min(c, 2);
if(wpn)
float c = 0;
float rating = item.bot_pickupbasevalue;
- float itemarmor = item.armorvalue;
- float itemhealth = item.health;
+ float itemarmor = GetResource(item, RES_ARMOR);
+ float itemhealth = GetResource(item, RES_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 && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
+ c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
- if (itemhealth && (player.health < item.max_health))
- c = itemhealth / max(1, player.health);
+ if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
+ c = itemhealth / max(1, GetResource(player, RES_HEALTH));
rating *= min(2, c);
return rating;
this.item_pickupsound_ent = pickupsound;
if(def.m_iteminit)
- def.m_iteminit(this);
+ def.m_iteminit(def, this);
if(!this.respawntime) // both need to be set
{
}
if(weaponid)
- this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
+ STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid));
this.flags = FL_ITEM | itemflags;
IL_PUSH(g_items, this);
|| (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(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
this.ItemStatus |= ITS_ANIMATE2;
}
void setItemGroup(entity this)
{
- if(!IS_SMALL(this.itemdef))
+ if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
return;
FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
s = W_UndeprecateName(argv(j));
if(s == it.netname)
{
- this.weapons |= (it.m_wepset);
+ STAT(WEAPONS, this) |= (it.m_wepset);
if(this.spawnflags == 0 || this.spawnflags == 2)
it.wr_init(it);
break;
this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
- if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
- if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
- if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
- if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
- if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
- if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_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(GetResource(this, RES_SHELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_SHELLS)), "shells");
+ if(GetResource(this, RES_BULLETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_BULLETS)), "nails");
+ if(GetResource(this, RES_ROCKETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ROCKETS)), "rockets");
+ if(GetResource(this, RES_CELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_CELLS)), "cells");
+ if(GetResource(this, RES_PLASMA) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_PLASMA)), "plasma");
+ if(GetResource(this, RES_FUEL) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_FUEL)), "fuel");
+ if(GetResource(this, RES_HEALTH) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_HEALTH)), "health");
+ if(GetResource(this, RES_ARMOR) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_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, !!(this.weapons & (it.m_wepset)), it.netname));
+ FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
}
this.netname = strzone(this.netname);
//print(this.netname, "\n");
{
WepSet v0, v1;
WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
- v0 = (e.weapons & s);
+ v0 = (STAT(WEAPONS, e) & s);
switch(op)
{
case OP_SET:
if(val > 0)
- e.weapons |= s;
+ STAT(WEAPONS, e) |= s;
else
- e.weapons &= ~s;
+ STAT(WEAPONS, e) &= ~s;
break;
case OP_MIN:
case OP_PLUS:
if(val > 0)
- e.weapons |= s;
+ STAT(WEAPONS, e) |= s;
break;
case OP_MAX:
if(val <= 0)
- e.weapons &= ~s;
+ STAT(WEAPONS, e) &= ~s;
break;
case OP_MINUS:
if(val > 0)
- e.weapons &= ~s;
+ STAT(WEAPONS, e) &= ~s;
break;
}
- v1 = (e.weapons & s);
+ v1 = (STAT(WEAPONS, e) & s);
return (v0 != v1);
}
else if(v0 > v1)
e.(regenfield) = max(e.(regenfield), time + regentime);
}
+bool GiveResourceValue(entity e, int res_type, int op, int val)
+{
+ int v0 = GetResource(e, res_type);
+ switch (op)
+ {
+ // min 100 cells = at least 100 cells
+ case OP_SET: SetResource(e, res_type, val); break;
+ case OP_MIN: SetResource(e, res_type, max(v0, val)); break;
+ case OP_MAX: SetResource(e, res_type, min(v0, val)); break;
+ case OP_PLUS: SetResource(e, res_type, v0 + val); break;
+ case OP_MINUS: SetResource(e, res_type, v0 - val); break;
+ }
+ int v1 = GetResource(e, res_type);
+ return v0 != v1;
+}
+
float GiveItems(entity e, float beginarg, float endarg)
{
float got, i, val, op;
PREGIVE(e, strength_finished);
PREGIVE(e, invincible_finished);
PREGIVE(e, superweapons_finished);
- PREGIVE(e, ammo_nails);
- PREGIVE(e, ammo_cells);
- PREGIVE(e, ammo_plasma);
- PREGIVE(e, ammo_shells);
- PREGIVE(e, ammo_rockets);
- PREGIVE(e, ammo_fuel);
- PREGIVE(e, armorvalue);
- PREGIVE(e, health);
+ PREGIVE_RESOURCE(e, RES_BULLETS);
+ PREGIVE_RESOURCE(e, RES_CELLS);
+ PREGIVE_RESOURCE(e, RES_PLASMA);
+ PREGIVE_RESOURCE(e, RES_SHELLS);
+ PREGIVE_RESOURCE(e, RES_ROCKETS);
+ PREGIVE_RESOURCE(e, RES_FUEL);
+ PREGIVE_RESOURCE(e, RES_ARMOR);
+ PREGIVE_RESOURCE(e, RES_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, RES_HEALTH, op, val);
+ got += GiveResourceValue(e, RES_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!
//FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
case "allammo":
- got += GiveValue(e, ammo_cells, op, val);
- got += GiveValue(e, ammo_plasma, op, val);
- got += GiveValue(e, ammo_shells, op, val);
- got += GiveValue(e, ammo_nails, op, val);
- got += GiveValue(e, ammo_rockets, op, val);
- got += GiveValue(e, ammo_fuel, op, val);
+ got += GiveResourceValue(e, RES_CELLS, op, val);
+ got += GiveResourceValue(e, RES_PLASMA, op, val);
+ got += GiveResourceValue(e, RES_SHELLS, op, val);
+ got += GiveResourceValue(e, RES_BULLETS, op, val);
+ got += GiveResourceValue(e, RES_ROCKETS, op, val);
+ got += GiveResourceValue(e, RES_FUEL, op, val);
break;
case "unlimited_ammo":
got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
got += GiveValue(e, superweapons_finished, op, val);
break;
case "cells":
- got += GiveValue(e, ammo_cells, op, val);
+ got += GiveResourceValue(e, RES_CELLS, op, val);
break;
case "plasma":
- got += GiveValue(e, ammo_plasma, op, val);
+ got += GiveResourceValue(e, RES_PLASMA, op, val);
break;
case "shells":
- got += GiveValue(e, ammo_shells, op, val);
+ got += GiveResourceValue(e, RES_SHELLS, op, val);
break;
case "nails":
case "bullets":
- got += GiveValue(e, ammo_nails, op, val);
+ got += GiveResourceValue(e, RES_BULLETS, op, val);
break;
case "rockets":
- got += GiveValue(e, ammo_rockets, op, val);
+ got += GiveResourceValue(e, RES_ROCKETS, op, val);
break;
case "health":
- got += GiveValue(e, health, op, val);
+ got += GiveResourceValue(e, RES_HEALTH, op, val);
break;
case "armor":
- got += GiveValue(e, armorvalue, op, val);
+ got += GiveResourceValue(e, RES_ARMOR, op, val);
break;
case "fuel":
- got += GiveValue(e, ammo_fuel, op, val);
+ got += GiveResourceValue(e, RES_FUEL, op, val);
break;
default:
FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
FOREACH(Weapons, it != WEP_Null, {
POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
if(!(save_weapons & (it.m_wepset)))
- if(e.weapons & (it.m_wepset))
+ if(STAT(WEAPONS, e) & (it.m_wepset))
it.wr_init(it);
});
POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
//POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
- POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
- POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
- POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
- POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
- POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
- POSTGIVE_VALUE_ROT(e, ammo_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(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
+ POSTGIVE_RES_ROT(e, RES_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(e.weapons & WEPSET_SUPERWEAPONS)
+ if(!g_weaponarena && STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)
e.superweapons_finished = autocvar_g_balance_superweapons_time;
if(e.strength_finished <= 0)
{
.entity weaponentity = weaponentities[slot];
if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
- if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
+ if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
_switchweapon |= BIT(slot);
}