void ItemRead(float _IsNew)
{
- float sf = ReadByte();
+ int sf = ReadByte();
if(sf & ISF_LOCATION)
{
//WriteByte(MSG_ENTITY, self.cnt);
if(sf & ISF_LOCATION)
{
- WriteCoord(MSG_ENTITY, self.origin_x);
- WriteCoord(MSG_ENTITY, self.origin_y);
- WriteCoord(MSG_ENTITY, self.origin_z);
+ WriteCoord(MSG_ENTITY, self.origin.x);
+ WriteCoord(MSG_ENTITY, self.origin.y);
+ WriteCoord(MSG_ENTITY, self.origin.z);
}
if(sf & ISF_ANGLES)
{
- WriteCoord(MSG_ENTITY, self.angles_x);
- WriteCoord(MSG_ENTITY, self.angles_y);
- WriteCoord(MSG_ENTITY, self.angles_z);
+ WriteCoord(MSG_ENTITY, self.angles.x);
+ WriteCoord(MSG_ENTITY, self.angles.y);
+ WriteCoord(MSG_ENTITY, self.angles.z);
}
if(sf & ISF_SIZE)
{
- WriteCoord(MSG_ENTITY, self.mins_x);
- WriteCoord(MSG_ENTITY, self.mins_y);
- WriteCoord(MSG_ENTITY, self.mins_z);
- WriteCoord(MSG_ENTITY, self.maxs_x);
- WriteCoord(MSG_ENTITY, self.maxs_y);
- WriteCoord(MSG_ENTITY, self.maxs_z);
+ WriteCoord(MSG_ENTITY, self.mins.x);
+ WriteCoord(MSG_ENTITY, self.mins.y);
+ WriteCoord(MSG_ENTITY, self.mins.z);
+ WriteCoord(MSG_ENTITY, self.maxs.x);
+ WriteCoord(MSG_ENTITY, self.maxs.y);
+ WriteCoord(MSG_ENTITY, self.maxs.z);
}
if(sf & ISF_STATUS)
if(sf & ISF_DROP)
{
- WriteCoord(MSG_ENTITY, self.velocity_x);
- WriteCoord(MSG_ENTITY, self.velocity_y);
- WriteCoord(MSG_ENTITY, self.velocity_z);
+ WriteCoord(MSG_ENTITY, self.velocity.x);
+ WriteCoord(MSG_ENTITY, self.velocity.y);
+ WriteCoord(MSG_ENTITY, self.velocity.z);
}
- return TRUE;
+ return true;
}
void ItemUpdate(entity item)
if(self.flags & FL_POWERUP)
{
if(autocvar_g_powerups > 0)
- return TRUE;
+ return true;
if(autocvar_g_powerups == 0)
- return FALSE;
+ return false;
}
else
{
if(autocvar_g_pickup_items > 0)
- return TRUE;
+ return true;
if(autocvar_g_pickup_items == 0)
- return FALSE;
+ return false;
if(g_weaponarena)
if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
- return FALSE;
+ return false;
}
- return TRUE;
+ return true;
}
/*
float Item_Customize()
{
if(self.spawnshieldtime)
- return TRUE;
+ return true;
if(self.weapons & ~other.weapons)
{
self.colormod = '0 0 0';
self.glowmod = self.colormod;
self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
- return TRUE;
+ return true;
}
else
{
self.colormod = stov(autocvar_g_ghost_items_color);
self.glowmod = self.colormod;
self.alpha = g_ghost_items;
- return TRUE;
+ return true;
}
else
- return FALSE;
+ return false;
}
}
*/
}
if(name)
{
- WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
+ WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
if(self.waypointsprite_attached)
WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
}
float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
{
if (!item.ammotype)
- return FALSE;
+ return false;
if (item.spawnshieldtime)
{
}
}
- return FALSE;
+ return false;
:YEAH
switch(mode)
default:
break;
}
- return TRUE;
+ return true;
}
float Item_GiveTo(entity item, entity player)
float i;
// if nothing happens to player, just return without taking the item
- pickedup = FALSE;
- _switchweapon = FALSE;
+ pickedup = false;
+ _switchweapon = false;
// in case the player has autoswitch enabled do the following:
// if the player is using their best weapon before items are given, they
// probably want to switch to an even better weapon after items are given
if (player.autoswitch)
if (player.switchweapon == w_getbestweapon(player))
- _switchweapon = TRUE;
+ _switchweapon = true;
if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
- _switchweapon = TRUE;
+ _switchweapon = true;
pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
if (it || (item.spawnshieldtime && item.pickup_anyway))
{
- pickedup = TRUE;
+ pickedup = true;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
if(it & WepSet_FromWeapon(i))
{
if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
{
- pickedup = TRUE;
+ pickedup = true;
player.items |= it;
- sprint (player, strcat("You got the ^2", item.netname, "\n"));
+ Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
}
if (item.strength_finished)
{
- pickedup = TRUE;
+ pickedup = true;
player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
}
if (item.invincible_finished)
{
- pickedup = TRUE;
+ pickedup = true;
player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
}
if (item.superweapons_finished)
{
- pickedup = TRUE;
+ pickedup = true;
player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
}
// always eat teamed entities
if(item.team)
- pickedup = TRUE;
+ pickedup = true;
if (!pickedup)
return 0;
float commodity_pickupevalfunc(entity player, entity item)
{
float c, i;
- float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_plasma = FALSE, need_fuel = FALSE;
+ float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
entity wi;
c = 0;
continue;
if(wi.items & IT_SHELLS)
- need_shells = TRUE;
+ need_shells = true;
else if(wi.items & IT_NAILS)
- need_nails = TRUE;
+ need_nails = true;
else if(wi.items & IT_ROCKETS)
- need_rockets = TRUE;
+ need_rockets = true;
else if(wi.items & IT_CELLS)
- need_cells = TRUE;
+ need_cells = true;
else if(wi.items & IT_PLASMA)
- need_plasma = TRUE;
+ need_plasma = true;
else if(wi.items & IT_FUEL)
- need_cells = TRUE;
+ need_fuel = true;
}
// TODO: figure out if the player even has the weapon this ammo is for?
void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
{
- startitem_failed = FALSE;
+ startitem_failed = false;
if(self.model == "")
self.model = itemmodel;
if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
{
- startitem_failed = TRUE;
+ startitem_failed = true;
remove(self);
return;
}
traceline(self.origin, self.origin, MOVE_NORMAL, self);
if (trace_dpstartcontents & DPCONTENTS_NODROP)
{
- startitem_failed = TRUE;
+ startitem_failed = true;
remove(self);
return;
}
{
if(!have_pickup_item())
{
- startitem_failed = TRUE;
+ startitem_failed = true;
remove (self);
return;
}
else
setsize (self, '-16 -16 0', '16 16 32');
- // note droptofloor returns FALSE if stuck/or would fall too far
+ // note droptofloor returns false if stuck/or would fall too far
droptofloor();
waypoint_spawnforitem(self);
}
{
// target_give not yet supported; maybe later
print("removed targeted ", self.classname, "\n");
- startitem_failed = TRUE;
+ startitem_failed = true;
remove (self);
return;
}
error("Mapper sucks.");
}
}
- self.is_item = TRUE;
+ self.is_item = true;
}
weaponsInMap |= WepSet_FromWeapon(weaponid);
self.target = "###item###"; // for finding the nearest item using find()
}
- self.bot_pickup = TRUE;
+ self.bot_pickup = true;
self.bot_pickupevalfunc = pickupevalfunc;
self.bot_pickupbasevalue = pickupbasevalue;
self.mdl = self.model;
else
Item_Reset();
- Net_LinkEntity(self, FALSE, 0, ItemSend);
+ Net_LinkEntity(self, false, 0, ItemSend);
self.SendFlags |= ISF_SIZE;
if(self.angles)
// call this hook after everything else has been done
if(MUTATOR_CALLHOOK(Item_Spawn))
{
- startitem_failed = TRUE;
+ startitem_failed = true;
remove(self);
return;
}
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
- weaponswapping = TRUE;
+ weaponswapping = true;
spawnfunc_item_shells();
- weaponswapping = FALSE;
+ weaponswapping = false;
return;
}
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
- weaponswapping = TRUE;
+ weaponswapping = true;
spawnfunc_item_bullets();
- weaponswapping = FALSE;
+ weaponswapping = false;
return;
}
else
{
error("invalid spawnflags");
-#ifdef GMQCC
- itemprefix = string_null;
- valueprefix = string_null;
-#endif
+ itemprefix = valueprefix = string_null;
}
self.netname = "";
void spawnfunc_item_jetpack(void)
{
- if(g_grappling_hook)
- return; // sorry, but these two can't coexist (same button); spawn fuel instead
if(!self.ammo_fuel)
self.ammo_fuel = g_pickup_fuel_jetpack;
if(start_items & IT_JETPACK)
got = 0;
- _switchweapon = FALSE;
+ _switchweapon = false;
if (e.autoswitch)
if (e.switchweapon == w_getbestweapon(e))
- _switchweapon = TRUE;
+ _switchweapon = true;
e.strength_finished = max(0, e.strength_finished - time);
e.invincible_finished = max(0, e.invincible_finished - time);
e.superweapons_finished += time;
if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
- _switchweapon = TRUE;
+ _switchweapon = true;
if(_switchweapon)
W_SwitchWeapon_Force(e, w_getbestweapon(e));