e.ItemStatus &= ~ITS_AVAILABLE;
}
- if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
+ if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
e.ItemStatus |= ITS_POWERUP;
if (autocvar_g_nodepthtestitems)
{
Item_Show(self, 1);
// this is ugly...
- if(self.items == IT_STRENGTH)
+ if(self.items == ITEM_Strength.m_itemid)
sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
- else if(self.items == IT_INVINCIBLE)
+ else if(self.items == ITEM_Shield.m_itemid)
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, ATTEN_NORM); // play respawn sound
string name;
vector rgb = '1 0 1';
name = string_null;
- switch(self.items)
+ switch (self.items)
{
- case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
- case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
- case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
- case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
- case IT_HEALTH:
- // if(self.itemdef == ITEM_HealthMega)
+ case ITEM_JetpackRegen.m_itemid: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
+ case ITEM_Jetpack.m_itemid: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
+ case ITEM_Strength.m_itemid: name = "item-strength"; rgb = '0 0 1'; break;
+ case ITEM_Shield.m_itemid: name = "item-shield"; rgb = '1 0 1'; break;
+ case ITEM_HealthMega.m_itemid:
+ //if (self.classname == "item_health_mega")
{name = "item_health_mega"; rgb = '1 0 0';}
break;
- case IT_ARMOR:
- if(self.itemdef == ITEM_ArmorLarge)
+ case ITEM_ArmorMega.m_itemid:
+ if (self.itemdef == ITEM_ArmorLarge)
{name = "item_armor_large"; rgb = '0 1 0';}
break;
}
if (!(player.weapons & WepSet_FromWeapon(i)))
continue;
- if(wi.items & IT_SHELLS)
+ if(wi.items & ITEM_Shells.m_itemid)
need_shells = true;
- else if(wi.items & IT_NAILS)
+ else if(wi.items & ITEM_Bullets.m_itemid)
need_nails = true;
- else if(wi.items & IT_ROCKETS)
+ else if(wi.items & ITEM_Rockets.m_itemid)
need_rockets = true;
- else if(wi.items & IT_CELLS)
+ else if(wi.items & ITEM_Cells.m_itemid)
need_cells = true;
- else if(wi.items & IT_PLASMA)
+ else if(wi.items & ITEM_Plasma.m_itemid)
need_plasma = true;
- else if(wi.items & IT_FUEL)
+ else if(wi.items & ITEM_JetpackFuel.m_itemid)
need_fuel = true;
}
precache_sound (self.item_pickupsound);
precache_sound ("misc/itemrespawncountdown.wav");
- if(itemid == IT_STRENGTH)
+ if(itemid == ITEM_Strength.m_itemid)
precache_sound ("misc/strength_respawn.wav");
- else if(itemid == IT_INVINCIBLE)
+ else if(itemid == ITEM_Shield.m_itemid)
precache_sound ("misc/shield_respawn.wav");
else
precache_sound ("misc/itemrespawn.wav");
self.max_armorvalue = g_pickup_armorbig_max;
if(!self.pickup_anyway)
self.pickup_anyway = g_pickup_armorbig_anyway;
- StartItemA (ITEM_ArmorBig);
+ StartItemA (ITEM_ArmorLarge);
}
void spawnfunc_item_armor_large (void) {
self.max_armorvalue = g_pickup_armorlarge_max;
if(!self.pickup_anyway)
self.pickup_anyway = g_pickup_armorlarge_anyway;
- StartItemA (ITEM_ArmorLarge);
+ StartItemA (ITEM_ArmorMega);
}
void spawnfunc_item_health_small (void) {
if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
- else if(argv(i) == "strength") self.items |= IT_STRENGTH;
- else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
+ else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
+ else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
- else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
- else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
+ else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
+ else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
else
{
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
self.netname = "";
self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
- self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
- self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
+ self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
+ self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
+ self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
+ self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
void spawnfunc_item_fuel_regen(void)
{
- if(start_items & IT_FUEL_REGEN)
+ if(start_items & ITEM_JetpackRegen.m_itemid)
{
spawnfunc_item_fuel();
return;
{
if(!self.ammo_fuel)
self.ammo_fuel = g_pickup_fuel_jetpack;
- if(start_items & IT_JETPACK)
+ if(start_items & ITEM_Jetpack.m_itemid)
{
spawnfunc_item_fuel();
return;
op = OP_MINUS;
continue;
case "ALL":
- got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
+ got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
got += GiveValue(e, strength_finished, op, val);
got += GiveValue(e, invincible_finished, op, val);
got += GiveValue(e, superweapons_finished, op, val);
got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
case "all":
- got += GiveBit(e, items, IT_JETPACK, op, val);
+ got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
got += GiveValue(e, health, op, val);
got += GiveValue(e, armorvalue, op, val);
case "allweapons":
got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
break;
case "jetpack":
- got += GiveBit(e, items, IT_JETPACK, op, val);
+ got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
break;
case "fuel_regen":
- got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
+ got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
break;
case "strength":
got += GiveValue(e, strength_finished, op, val);
op = OP_SET;
}
- POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
+ POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
- POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
+ POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
wi = get_weaponinfo(j);