else
sf &= ~ISF_DROP;
+ // if this item is being spawned (in CSQC's perspective)
+ // reuse ISF_SIZE and ISF_SIZE2 to also tell CSQC its bbox size
+ if(sf & ISF_SIZE)
+ {
+ if(this.maxs == ITEM_S_MAXS) // Small
+ {
+ sf |= ISF_SIZE;
+ sf &= ~ISF_SIZE2;
+ }
+ else if(this.maxs == ITEM_L_MAXS) // Large
+ {
+ sf &= ~ISF_SIZE;
+ sf |= ISF_SIZE2;
+ }
+ else // Default
+ sf |= ISF_SIZE | ISF_SIZE2;
+ }
+
WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
WriteByte(MSG_ENTITY, sf);
WriteAngleVector(MSG_ENTITY, this.angles);
}
- // sets size on the client, unused on server
- //if(sf & ISF_SIZE)
-
if(sf & ISF_STATUS)
WriteByte(MSG_ENTITY, this.ItemStatus);
- if(sf & ISF_MODEL)
+ if(sf & ISF_SIZE || sf & ISF_SIZE2) // always true when it's spawned (in CSQC's perspective)
{
WriteShort(MSG_ENTITY, bound(0, this.fade_end, 32767));
if (this.itemdef.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
return false;
- if(this.itemdef.instanceOfPowerup)
- {
- if(autocvar_g_powerups > 0)
- return true;
- if(autocvar_g_powerups == 0)
- return false;
- }
- else
+ if(!this.itemdef.instanceOfPowerup)
{
if(autocvar_g_pickup_items > 0)
return true;
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
}
- int its;
- if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
+ int its = (item.items - (item.items & player.items)) & IT_PICKUPMASK;
+ if (its)
{
pickedup = true;
player.items |= its;
gettouch(this)(this, actor);
}
-// if defaultrespawntime is 0 get respawntime from the item definition
-// if defaultrespawntimejitter is 0 get respawntimejitter from the item definition
-void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
+void StartItem(entity this, entity def)
{
- string itemname = def.m_name;
- float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
- float pickupbasevalue = def.m_botvalue;
-
- startitem_failed = false;
+ if (def.m_spawnfunc_hookreplace)
+ def = def.m_spawnfunc_hookreplace(def, this);
+ this.itemdef = def;
+ if (def.m_canonical_spawnfunc != "") // FIXME why do weapons set itemdef to an entity that doesn't have this?
+ this.classname = def.m_canonical_spawnfunc;
- this.item_model_ent = def.m_model;
- this.item_pickupsound_ent = def.m_sound;
- if (!this.item_pickupsound)
- this.item_pickupsound = Sound_fixpath(this.item_pickupsound_ent);
+ startitem_failed = true; // early return means failure
+ // some mutators check for resources set by m_iteminit in FilterItem
if(def.m_iteminit)
def.m_iteminit(def, this);
+ // also checked by some mutators in FilterItem
+ this.items = def.m_itemid;
+ this.weapon = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
+ if(this.weapon)
+ STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, this.weapon));
+ this.flags = FL_ITEM | def.m_itemflags;
+
+ // FilterItem may change any field of a specific instance of an item, but
+ // it must not change any itemdef field (would cause mutators to break other mutators),
+ // and must not convert items into different ones (StartItem could be refactored to support that).
+ if(MUTATOR_CALLHOOK(FilterItem, this))
+ {
+ delete(this);
+ return;
+ }
+
+ if (!this.item_model_ent)
+ this.item_model_ent = def.m_model;
+
+ if (!this.item_pickupsound_ent)
+ this.item_pickupsound_ent = def.m_sound;
+ if (!this.item_pickupsound && this.item_pickupsound_ent)
+ this.item_pickupsound = Sound_fixpath(this.item_pickupsound_ent);
+ if (this.item_pickupsound == "")
+ LOG_WARNF("No pickup sound set for a %s", this.classname);
+
if(!this.pickup_anyway && def.m_pickupanyway)
this.pickup_anyway = def.m_pickupanyway();
- int itemid = def.m_itemid;
- this.items = itemid;
- int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
- this.weapon = weaponid;
-
// bones_was_here TODO: implement sv_cullentities_dist and replace g_items_maxdist with it
if(!this.fade_end)
this.fade_end = autocvar_g_items_maxdist;
- if(weaponid)
- STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
-
- this.flags = FL_ITEM | def.m_itemflags;
+ // bones_was_here TODO: can we do this after we're sure the entity won't be deleted?
IL_PUSH(g_items, this);
- if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
- {
- startitem_failed = true;
- delete(this);
- return;
- }
-
this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
setmodel(this, MDL_Null); // precision set below
// set item size before we spawn a waypoint or droptofloor or MoveOutOfSolid
this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
}
+ // most loot items have a bigger horizontal size than a player
+ nudgeoutofsolid(this);
+
// don't drop if in a NODROP zone (such as lava)
traceline(this.origin, this.origin, MOVE_NORMAL, this);
if (trace_dpstartcontents & DPCONTENTS_NODROP)
{
- startitem_failed = true;
delete(this);
return;
}
// must be done after def.m_iteminit() as that may set ITEM_FLAG_MUTATORBLOCKED
if(!have_pickup_item(this))
{
- startitem_failed = true;
delete(this);
return;
}
// must be done before Item_Reset() and after MUTATORBLOCKED check (blocked items may have null func ptrs)
if(!this.respawntime) // both need to be set
{
- this.respawntime = defaultrespawntime ? defaultrespawntime : def.m_respawntime();
- this.respawntimejitter = defaultrespawntimejitter ? defaultrespawntimejitter : def.m_respawntimejitter();
+ if (def.m_respawntime)
+ this.respawntime = def.m_respawntime();
+ else
+ LOG_WARNF("Default respawntime for a %s is unavailable from its itemdef", this.classname);
+
+ if (def.m_respawntimejitter)
+ this.respawntimejitter = def.m_respawntimejitter();
+ else
+ LOG_WARNF("Default respawntimejitter for a %s is unavailable from its itemdef", this.classname);
}
if(this.angles != '0 0 0')
this.SendFlags |= ISF_ANGLES;
- if(q3compat && !this.team)
+ if(q3compat)
{
- string t = GetField_fullspawndata(this, "team");
- // bones_was_here: this hack is cheaper than changing to a .string strcmp()
- if(t) this.team = crc16(false, t);
+ if (!this.team)
+ {
+ string t = GetField_fullspawndata(this, "team");
+ // bones_was_here: this hack is cheaper than changing to a .string strcmp()
+ if(t) this.team = crc16(false, t);
+ }
+
+ // In Q3 the origin is in the middle of the bbox ("radius" 15), in Xon it's at the bottom
+ // so we need to offset vertically (only for items placed by the mapper).
+ this.origin.z += -15 - this.mins.z;
+ setorigin(this, this.origin);
}
// it's a level item
// do item filtering according to game mode and other things
if (this.noalign <= 0)
{
- // first nudge it off the floor a little bit to avoid math errors
- setorigin(this, this.origin + '0 0 1');
// note droptofloor returns false if stuck/or would fall too far
if (!this.noalign)
droptofloor(this);
{
// target_give not yet supported; maybe later
print("removed targeted ", this.classname, "\n");
- startitem_failed = true;
delete(this);
return;
}
{
// why not flags & fl_item?
FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
- LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
+ LOG_TRACE("XXX Found duplicated item: ", def.m_name, vtos(this.origin));
LOG_TRACE(" vs ", it.netname, vtos(it.origin));
error("Mapper sucks.");
});
this.is_item = true;
}
- weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
+ weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, this.weapon));
if ( def.instanceOfPowerup
|| def.instanceOfWeaponPickup
|| (def.instanceOfHealth && def != ITEM_HealthSmall)
|| (def.instanceOfArmor && def != ITEM_ArmorSmall)
- || (itemid & (IT_KEY1 | IT_KEY2))
+ || (def.m_itemid & (IT_KEY1 | IT_KEY2))
)
{
if(!this.target || this.target == "")
}
this.bot_pickup = true;
- this.bot_pickupevalfunc = pickupevalfunc;
- this.bot_pickupbasevalue = pickupbasevalue;
- this.netname = itemname;
+ this.bot_pickupevalfunc = def.m_pickupevalfunc;
+ this.bot_pickupbasevalue = def.m_botvalue;
+ this.netname = def.m_name;
settouch(this, Item_Touch);
//this.effects |= EF_LOWPRECISION;
// call this hook after everything else has been done
if (MUTATOR_CALLHOOK(Item_Spawn, this))
{
- startitem_failed = true;
delete(this);
return;
}
precache_sound(this.item_pickupsound);
setItemGroup(this);
-}
-
-void StartItem(entity this, GameItem def)
-{
- def = def.m_spawnfunc_hookreplace(def, this);
- this.classname = def.m_canonical_spawnfunc;
-
- this.itemdef = def;
- _StartItem(this, this.itemdef, 0, 0);
+ startitem_failed = false;
}
#define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))