+#if defined(CSQC)
+ #include "../dpdefs/csprogsdefs.qh"
+ #include "../common/util.qh"
+ #include "../common/buffs.qh"
+ #include "../common/weapons/weapons.qh"
+ #include "../client/autocvars.qh"
+ #include "../client/movetypes.qh"
+ #include "../client/main.qh"
+ #include "../csqcmodellib/common.qh"
+ #include "../csqcmodellib/cl_model.qh"
+ #include "t_items.qh"
+#elif defined(MENUQC)
+#elif defined(SVQC)
+ #include "../dpdefs/progsdefs.qh"
+ #include "../dpdefs/dpextensions.qh"
+ #include "../warpzonelib/util_server.qh"
+ #include "../common/constants.qh"
+ #include "../common/util.qh"
+ #include "../common/monsters/monsters.qh"
+ #include "../common/weapons/weapons.qh"
+ #include "weapons/weaponsystem.qh"
+ #include "t_items.qh"
+ #include "autocvars.qh"
+ #include "constants.qh"
+ #include "defs.qh"
+ #include "../common/notifications.qh"
+ #include "../common/deathtypes.qh"
+ #include "mutators/mutators_include.qh"
+#endif
+
#ifdef CSQC
void ItemDraw()
{
void ItemRead(float _IsNew)
{
- float sf = ReadByte();
+ int sf = ReadByte();
if(sf & ISF_LOCATION)
{
#endif
#ifdef SVQC
-float ItemSend(entity to, float sf)
+bool ItemSend(entity to, int sf)
{
if(self.gravity)
sf |= ISF_DROP;
//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;
}
}
*/
self.think = Item_Think;
self.nextthink = time;
-
+
//pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
}
}
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;
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_fuel = TRUE;
+ need_fuel = true;
}
// TODO: figure out if the player even has the weapon this ammo is for?
return item.bot_pickupbasevalue * c;
}
-void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(ITEM_DAMAGE_NEEDKILL(deathtype))
RemoveItem();
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)
self.SendFlags |= ISF_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 = "";
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));