-#define ISF_LOCATION 2
-#define ISF_MODEL 4
-#define ISF_STATUS 8
- #define ITS_STAYWEP 1
- #define ITS_ANIMATE1 2
- #define ITS_ANIMATE2 4
- #define ITS_AVAILABLE 8
- #define ITS_ALLOWFB 16
- #define ITS_ALLOWSI 32
- #define ITS_POWERUP 64
-#define ISF_COLORMAP 16
-#define ISF_DROP 32
-#define ISF_ANGLES 64
-
-.float ItemStatus;
-
#ifdef CSQC
-
-var float autocvar_cl_animate_items = 1;
-var float autocvar_cl_ghost_items = 0.45;
-var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
-var float autocvar_cl_fullbright_items = 0;
-var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
-var float autocvar_cl_weapon_stay_alpha = 0.75;
-var float autocvar_cl_simple_items = 0;
-var string autocvr_cl_simpleitems_postfix = "_simple";
-.float spawntime;
-.float gravity;
-.vector colormod;
void ItemDraw()
{
if(self.gravity)
if(self.ItemStatus & ITS_AVAILABLE)
self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
else
- self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
+ self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
}
}
#endif
#ifdef SVQC
-float autocvar_sv_simple_items;
float ItemSend(entity to, float sf)
{
if(self.gravity)
sf |= ISF_DROP;
else
- sf &~= ISF_DROP;
+ sf &= ~ISF_DROP;
WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
WriteByte(MSG_ENTITY, sf);
if(autocvar_g_pickup_items == 0)
return FALSE;
if(g_weaponarena)
- if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
+ if(self.weapons || (self.items & IT_AMMO))
return FALSE;
}
return TRUE;
}
-#define ITEM_RESPAWN_TICKS 10
-
-#define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
- // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
-#define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
- // range: 10 .. respawntime + respawntimejitter
-
floatfield Item_CounterField(float it)
{
switch(it)
#endif
}
-.float max_armorvalue;
-.float pickup_anyway;
/*
float Item_Customize()
{
if(self.spawnshieldtime)
return TRUE;
- if(!WEPSET_CONTAINS_ALL_EE(other, self))
+ if(self.weapons & ~other.weapons)
{
self.colormod = '0 0 0';
self.glowmod = self.colormod;
void Item_Show (entity e, float mode)
{
- e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
- e.ItemStatus &~= ITS_STAYWEP;
+ e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
+ e.ItemStatus &= ~ITS_STAYWEP;
if (mode > 0)
{
// make the item look normal, and be touchable
e.model = string_null;
e.solid = SOLID_NOT;
e.spawnshieldtime = 1;
- e.ItemStatus &~= ITS_AVAILABLE;
+ e.ItemStatus &= ~ITS_AVAILABLE;
}
else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
{
e.colormod = '0 0 0';
e.glowmod = e.colormod;
e.spawnshieldtime = 1;
- e.ItemStatus &~= ITS_AVAILABLE;
+ e.ItemStatus &= ~ITS_AVAILABLE;
}
if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
Item_Show(self, 1);
// this is ugly...
if(self.items == IT_STRENGTH)
- sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+ sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
else if(self.items == IT_INVINCIBLE)
- sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+ sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
else
- sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+ sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
setorigin (self, self.origin);
//pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
}
}
- sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+ sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
if(self.waypointsprite_attached)
{
WaypointSprite_Ping(self.waypointsprite_attached);
void Item_ScheduleRespawnIn(entity e, float t)
{
- if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+ if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
{
e.think = Item_RespawnCountdown;
e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
}
-float ITEM_MODE_NONE = 0;
-float ITEM_MODE_HEALTH = 1;
-float ITEM_MODE_ARMOR = 2;
-float ITEM_MODE_FUEL = 3;
float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
{
if (!item.ammofield)
if (player.switchweapon == w_getbestweapon(player))
_switchweapon = TRUE;
- if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
+ if not(player.weapons & WepSet_FromWeapon(player.switchweapon))
_switchweapon = TRUE;
pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
if (item.flags & FL_WEAPON)
{
- WEPSET_DECLARE_A(it);
- WEPSET_COPY_AE(it, item);
- WEPSET_ANDNOT_AE(it, player);
+ WepSet it;
+ it = item.weapons;
+ it &= ~player.weapons;
- if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && item.pickup_anyway))
+ if (it || (item.spawnshieldtime && item.pickup_anyway))
{
pickedup = TRUE;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- if(WEPSET_CONTAINS_AW(it, i))
+ if(it & WepSet_FromWeapon(i))
W_GiveWeapon(player, i);
}
}
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);
+ sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
if (self.classname == "droppedweapon")
remove (self);
if(self.waypointsprite_attached)
WaypointSprite_Kill(self.waypointsprite_attached);
- if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
+ if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
Item_ScheduleInitialRespawn(self);
}
}
Item_Show(head, -1);
head.state = 1; // state 1 = initially hidden item
}
- head.effects &~= EF_NODRAW;
+ head.effects &= ~EF_NODRAW;
}
Item_Reset();
float c, j, position;
// See if I have it already
- if(!WEPSET_CONTAINS_ALL_EE(player, item))
+ if(item.weapons & ~player.weapons)
{
// If I can pick it up
if(!item.spawnshieldtime)
{
wi = get_weaponinfo(i);
- if not(WEPSET_CONTAINS_EW(player, i))
+ if not(player.weapons & WepSet_FromWeapon(i))
continue;
if(wi.items & IT_SHELLS)
RemoveItem();
}
-.float is_item;
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;
self.weapon = weaponid;
if(weaponid)
- WEPSET_COPY_EW(self, weaponid);
+ self.weapons = WepSet_FromWeapon(weaponid);
self.flags = FL_ITEM | itemflags;
if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
/*
if(self.items == 0)
- if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
+ if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
if(self.ammo_nails == 0)
if(self.ammo_cells == 0)
if(self.ammo_rockets == 0)
self.is_item = TRUE;
}
- WEPSET_OR_AW(weaponsInMap, weaponid);
+ weaponsInMap |= WepSet_FromWeapon(weaponid);
precache_model (self.model);
precache_sound (self.item_pickupsound);
return;
}
}
-
-float weaponswapping;
-float internalteam;
-
-void weapon_defaultspawnfunc(float wpn)
-{
- entity e;
- float t;
- var .float ammofield;
- string s;
- entity oldself;
- float i, j;
- float f;
-
- if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
- {
- e = get_weaponinfo(wpn);
-
- if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
- {
- objerror("Attempted to spawn a mutator-blocked weapon rejected");
- startitem_failed = TRUE;
- return;
- }
-
- s = W_Apply_Weaponreplace(e.netname);
- ret_string = s;
- other = e;
- MUTATOR_CALLHOOK(SetWeaponreplace);
- s = ret_string;
- if(s == "")
- {
- remove(self);
- startitem_failed = TRUE;
- return;
- }
- t = tokenize_console(s);
- if(t >= 2)
- {
- self.team = --internalteam;
- oldself = self;
- for(i = 1; i < t; ++i)
- {
- s = argv(i);
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- e = get_weaponinfo(j);
- if(e.netname == s)
- {
- self = spawn();
- copyentity(oldself, self);
- self.classname = "replacedweapon";
- weapon_defaultspawnfunc(j);
- break;
- }
- }
- if(j > WEP_LAST)
- {
- print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
- }
- }
- self = oldself;
- }
- if(t >= 1) // always the case!
- {
- s = argv(0);
- wpn = 0;
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- e = get_weaponinfo(j);
- if(e.netname == s)
- {
- wpn = j;
- break;
- }
- }
- if(j > WEP_LAST)
- {
- print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
- }
- }
- if(wpn == 0)
- {
- remove(self);
- startitem_failed = TRUE;
- return;
- }
- }
-
- e = get_weaponinfo(wpn);
-
- if(!self.respawntime)
- {
- if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
- {
- self.respawntime = g_pickup_respawntime_superweapon;
- self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
- }
- else
- {
- self.respawntime = g_pickup_respawntime_weapon;
- self.respawntimejitter = g_pickup_respawntimejitter_weapon;
- }
- }
-
- if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
- if(!self.superweapons_finished)
- self.superweapons_finished = autocvar_g_balance_superweapons_time;
-
- if(e.items)
- {
- for(i = 0, j = 1; i < 24; ++i, j *= 2)
- {
- if(e.items & j)
- {
- ammofield = Item_CounterField(j);
- if(!self.ammofield)
- self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
- }
- }
- }
-
- // pickup anyway
- if(g_pickup_weapons_anyway)
- self.pickup_anyway = TRUE;
-
- f = FL_WEAPON;
-
- // no weapon-stay on superweapons
- if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
- f |= FL_NO_WEAPON_STAY;
-
- // weapon stay isn't supported for teamed weapons
- if(self.team)
- f |= FL_NO_WEAPON_STAY;
-
- StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
- if (self.modelindex) // don't precache if self was removed
- weapon_action(e.weapon, WR_PRECACHE);
-}
-
-void spawnfunc_weapon_shotgun (void);
-void spawnfunc_weapon_uzi (void) {
- if(autocvar_sv_q3acompat_machineshotgunswap)
- if(self.classname != "droppedweapon")
- {
- weapon_defaultspawnfunc(WEP_SHOTGUN);
- return;
- }
- weapon_defaultspawnfunc(WEP_UZI);
-}
-
-void spawnfunc_weapon_shotgun (void) {
- if(autocvar_sv_q3acompat_machineshotgunswap)
- if(self.classname != "droppedweapon")
- {
- weapon_defaultspawnfunc(WEP_UZI);
- return;
- }
- weapon_defaultspawnfunc(WEP_SHOTGUN);
-}
-
-void spawnfunc_weapon_nex (void)
-{
- weapon_defaultspawnfunc(WEP_NEX);
-}
-
-void spawnfunc_weapon_minstanex (void)
-{
- weapon_defaultspawnfunc(WEP_MINSTANEX);
-}
-
-void spawnfunc_weapon_rocketlauncher (void)
-{
- weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
-}
-
void spawnfunc_item_rockets (void) {
if(!self.ammo_rockets)
self.ammo_rockets = g_pickup_rockets;
// compatibility:
void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
-float GiveItems(entity e, float beginarg, float endarg);
void target_items_use (void)
{
if(activator.classname == "droppedweapon")
e = get_weaponinfo(j);
if(argv(i) == e.netname)
{
- WEPSET_OR_EW(self, j);
+ self.weapons |= WepSet_FromWeapon(j);
if(self.spawnflags == 0 || self.spawnflags == 2)
- weapon_action(e.weapon, WR_PRECACHE);
+ WEP_ACTION(e.weapon, WR_INIT);
break;
}
}
{
e = get_weaponinfo(j);
if(e.weapon)
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
+ self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
}
}
self.netname = strzone(self.netname);
e = get_weaponinfo(j);
if(argv(i) == e.netname)
{
- weapon_action(e.weapon, WR_PRECACHE);
+ WEP_ACTION(e.weapon, WR_INIT);
break;
}
}
StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
}
-
-#define OP_SET 0
-#define OP_MIN 1
-#define OP_MAX 2
-#define OP_PLUS 3
-#define OP_MINUS 4
-
float GiveWeapon(entity e, float wpn, float op, float val)
{
- float v0, v1;
- v0 = WEPSET_CONTAINS_EW(e, wpn);
+ WepSet v0, v1;
+ v0 = (e.weapons & WepSet_FromWeapon(wpn));
switch(op)
{
case OP_SET:
if(val > 0)
- WEPSET_OR_EW(e, wpn);
+ e.weapons |= WepSet_FromWeapon(wpn);
else
- WEPSET_ANDNOT_EW(e, wpn);
+ e.weapons &= ~WepSet_FromWeapon(wpn);
break;
case OP_MIN:
case OP_PLUS:
if(val > 0)
- WEPSET_OR_EW(e, wpn);
+ e.weapons |= WepSet_FromWeapon(wpn);
break;
case OP_MAX:
if(val <= 0)
- WEPSET_ANDNOT_EW(e, wpn);
+ e.weapons &= ~WepSet_FromWeapon(wpn);
break;
case OP_MINUS:
if(val > 0)
- WEPSET_ANDNOT_EW(e, wpn);
+ e.weapons &= ~WepSet_FromWeapon(wpn);
break;
}
- v1 = WEPSET_CONTAINS_EW(e, wpn);
+ v1 = (e.weapons & WepSet_FromWeapon(wpn));
return (v0 != v1);
}
if(val > 0)
e.fld |= bit;
else
- e.fld &~= bit;
+ e.fld &= ~bit;
break;
case OP_MIN:
case OP_PLUS:
break;
case OP_MAX:
if(val <= 0)
- e.fld &~= bit;
+ e.fld &= ~bit;
break;
case OP_MINUS:
if(val > 0)
- e.fld &~= bit;
+ e.fld &= ~bit;
break;
}
v1 = (e.fld & bit);
if(v1 <= v0 - t)
{
if(snd_decr != "")
- sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
+ sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
}
else if(v0 >= v0 + t)
{
if(snd_incr != "")
- sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
+ sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
}
}
else if(v0 > v1)
e.regenfield = max(e.regenfield, time + regentime);
}
-
-#define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
-#define PREGIVE(e,f) float save_##f; save_##f = (e).f
-#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
-#define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
-#define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
-#define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
-
float GiveItems(entity e, float beginarg, float endarg)
{
float got, i, j, val, op;
if(wi.weapon)
{
POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
- if not(WEPSET_CONTAINS_AW(save_weapons, j))
- if(WEPSET_CONTAINS_EW(e, j))
- weapon_action(wi.weapon, WR_PRECACHE);
+ if not(save_weapons & WepSet_FromWeapon(j))
+ if(e.weapons & WepSet_FromWeapon(j))
+ WEP_ACTION(wi.weapon, WR_INIT);
}
}
POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
if(e.superweapons_finished <= 0)
- if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
+ if(self.weapons & WEPSET_SUPERWEAPONS)
e.superweapons_finished = autocvar_g_balance_superweapons_time;
if(e.strength_finished <= 0)
else
e.superweapons_finished += time;
- if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
+ if not(e.weapons & WepSet_FromWeapon(e.switchweapon))
_switchweapon = TRUE;
if(_switchweapon)
W_SwitchWeapon_Force(e, w_getbestweapon(e));