-float have_pickup_item(void)
+#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)
+ {
+ Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+ if(self.move_flags & FL_ONGROUND)
+ { // For some reason move_avelocity gets set to '0 0 0' here ...
+ self.oldorigin = self.origin;
+ self.gravity = 0;
+
+ if(autocvar_cl_animate_items)
+ { // ... so reset it if animations are requested.
+ if(self.ItemStatus & ITS_ANIMATE1)
+ self.move_avelocity = '0 180 0';
+
+ if(self.ItemStatus & ITS_ANIMATE2)
+ self.move_avelocity = '0 -90 0';
+ }
+ }
+ }
+ else if (autocvar_cl_animate_items)
+ {
+ if(self.ItemStatus & ITS_ANIMATE1)
+ {
+ self.angles += self.move_avelocity * frametime;
+ setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
+ }
+
+ if(self.ItemStatus & ITS_ANIMATE2)
+ {
+ self.angles += self.move_avelocity * frametime;
+ setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
+ }
+ }
+}
+
+void ItemDrawSimple()
{
- // minstagib: only allow filtered items
- if(g_minstagib)
- if(self.classname != "minstagib")
- return FALSE;
+ if(self.gravity)
+ {
+ Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+
+ if(self.move_flags & FL_ONGROUND)
+ self.gravity = 0;
+ }
+}
+
+void ItemRead(float _IsNew)
+{
+ float sf = ReadByte();
+
+ if(sf & ISF_LOCATION)
+ {
+ self.origin_x = ReadCoord();
+ self.origin_y = ReadCoord();
+ self.origin_z = ReadCoord();
+ setorigin(self, self.origin);
+ self.oldorigin = self.origin;
+ }
+
+ if(sf & ISF_ANGLES)
+ {
+ self.angles_x = ReadCoord();
+ self.angles_y = ReadCoord();
+ self.angles_z = ReadCoord();
+ self.move_angles = self.angles;
+ }
+
+ if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
+ {
+ self.ItemStatus = ReadByte();
+
+ if(self.ItemStatus & ITS_AVAILABLE)
+ {
+ self.alpha = 1;
+ self.colormod = self.glowmod = '1 1 1';
+ }
+ else
+ {
+ if (autocvar_cl_ghost_items_color)
+ {
+ self.alpha = autocvar_cl_ghost_items;
+ self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
+ }
+ else
+ self.alpha = -1;
+ }
+
+ if(autocvar_cl_fullbright_items)
+ if(self.ItemStatus & ITS_ALLOWFB)
+ self.effects |= EF_FULLBRIGHT;
+
+ if(self.ItemStatus & ITS_STAYWEP)
+ {
+ self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
+ self.alpha = autocvar_cl_weapon_stay_alpha;
+
+ }
+
+ if(self.ItemStatus & ITS_POWERUP)
+ {
+ if(self.ItemStatus & ITS_AVAILABLE)
+ self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
+ else
+ self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
+ }
+ }
+
+ if(sf & ISF_MODEL)
+ {
+ self.drawmask = MASK_NORMAL;
+ self.movetype = MOVETYPE_NOCLIP;
+ self.draw = ItemDraw;
+
+ if(self.mdl)
+ strunzone(self.mdl);
+
+ self.mdl = "";
+ string _fn = ReadString();
+
+ if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
+ {
+ string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
+ self.draw = ItemDrawSimple;
+
+
+
+ if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
+ self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
+ else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
+ self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
+ else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
+ self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
+ else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
+ self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
+ else
+ {
+ self.draw = ItemDraw;
+ dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
+ }
+ }
+
+ if(self.draw != ItemDrawSimple)
+ self.mdl = strzone(_fn);
+
+
+ if(self.mdl == "")
+ dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
+
+ precache_model(self.mdl);
+ setmodel(self, self.mdl);
+ }
+
+ if(sf & ISF_COLORMAP)
+ self.colormap = ReadShort();
+
+ if(sf & ISF_DROP)
+ {
+ self.gravity = 1;
+ self.move_angles = '0 0 0';
+ self.move_movetype = MOVETYPE_TOSS;
+ self.move_velocity_x = ReadCoord();
+ self.move_velocity_y = ReadCoord();
+ self.move_velocity_z = ReadCoord();
+ self.velocity = self.move_velocity;
+ self.move_origin = self.oldorigin;
+
+ if(!self.move_time)
+ {
+ self.move_time = time;
+ self.spawntime = time;
+ }
+ else
+ self.move_time = max(self.move_time, time);
+ }
+
+ if(autocvar_cl_animate_items)
+ {
+ if(self.ItemStatus & ITS_ANIMATE1)
+ self.move_avelocity = '0 180 0';
+
+ if(self.ItemStatus & ITS_ANIMATE2)
+ self.move_avelocity = '0 -90 0';
+ }
+}
+
+#endif
+
+#ifdef SVQC
+float autocvar_sv_simple_items;
+float ItemSend(entity to, float sf)
+{
+ if(self.gravity)
+ sf |= ISF_DROP;
+ else
+ sf &~= ISF_DROP;
+
+ WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
+ WriteByte(MSG_ENTITY, sf);
+
+ //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);
+ }
+
+ if(sf & ISF_ANGLES)
+ {
+ WriteCoord(MSG_ENTITY, self.angles_x);
+ WriteCoord(MSG_ENTITY, self.angles_y);
+ WriteCoord(MSG_ENTITY, self.angles_z);
+ }
+
+ if(sf & ISF_STATUS)
+ WriteByte(MSG_ENTITY, self.ItemStatus);
+
+ if(sf & ISF_MODEL)
+ {
+
+ if(self.mdl == "")
+ dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
+
+ WriteString(MSG_ENTITY, self.mdl);
+ }
+
+
+ if(sf & ISF_COLORMAP)
+ WriteShort(MSG_ENTITY, self.colormap);
+
+ if(sf & ISF_DROP)
+ {
+ WriteCoord(MSG_ENTITY, self.velocity_x);
+ WriteCoord(MSG_ENTITY, self.velocity_y);
+ WriteCoord(MSG_ENTITY, self.velocity_z);
+ }
+
+ return TRUE;
+}
+
+float have_pickup_item(void)
+{
if(self.flags & FL_POWERUP)
{
if(autocvar_g_powerups > 0)
// add more things here (health, armor)
default: error("requested item has no counter field");
}
+#ifdef GMQCC
+ // should never happen
+ return health;
+#endif
}
string Item_CounterFieldName(float it)
// add more things here (health, armor)
default: error("requested item has no counter field name");
}
+#ifdef GMQCC
+ // should never happen
+ return string_null;
+#endif
}
.float max_armorvalue;
.float pickup_anyway;
-
+/*
float Item_Customize()
{
if(self.spawnshieldtime)
return FALSE;
}
}
+*/
void Item_Show (entity e, float mode)
-{
+{
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 = e.mdl;
e.solid = SOLID_TRIGGER;
- e.colormod = '0 0 0';
- self.glowmod = self.colormod;
- e.alpha = 0;
- e.customizeentityforclient = func_null;
-
e.spawnshieldtime = 1;
+ e.ItemStatus |= ITS_AVAILABLE;
}
else if (mode < 0)
{
// hide the item completely
e.model = string_null;
e.solid = SOLID_NOT;
- e.colormod = '0 0 0';
- self.glowmod = self.colormod;
- e.alpha = 0;
- e.customizeentityforclient = func_null;
-
e.spawnshieldtime = 1;
+ e.ItemStatus &~= ITS_AVAILABLE;
}
else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
{
// make the item translucent and not touchable
e.model = e.mdl;
e.solid = SOLID_TRIGGER; // can STILL be picked up!
- e.colormod = '0 0 0';
- self.glowmod = self.colormod;
e.effects |= EF_STARDUST;
- e.customizeentityforclient = Item_Customize;
-
e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
- }
- else if(g_ghost_items)
- {
- // make the item translucent and not touchable
- e.model = e.mdl;
- e.solid = SOLID_NOT;
- e.colormod = stov(autocvar_g_ghost_items_color);
- e.glowmod = e.colormod;
- e.alpha = g_ghost_items;
- e.customizeentityforclient = func_null;
-
- e.spawnshieldtime = 1;
+ e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
}
else
{
- // hide the item completely
- e.model = string_null;
+ //setmodel(e, "null");
e.solid = SOLID_NOT;
e.colormod = '0 0 0';
e.glowmod = e.colormod;
- e.alpha = 0;
- e.customizeentityforclient = func_null;
-
e.spawnshieldtime = 1;
+ e.ItemStatus &~= ITS_AVAILABLE;
}
-
- if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
- e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
+
+ if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
+ e.ItemStatus |= ITS_POWERUP;
+
if (autocvar_g_nodepthtestitems)
e.effects |= EF_NODEPTHTEST;
- if (autocvar_g_fullbrightitems)
- e.effects |= EF_FULLBRIGHT;
+
+
+ if (autocvar_g_fullbrightitems)
+ e.ItemStatus |= ITS_ALLOWFB;
+
+ if (autocvar_sv_simple_items)
+ e.ItemStatus |= ITS_ALLOWSI;
// relink entity (because solid may have changed)
setorigin(e, e.origin);
+ e.SendFlags |= ISF_STATUS;
}
void Item_Respawn (void)
{
Item_Show(self, 1);
- if(!g_minstagib && self.items == IT_STRENGTH)
+ // this is ugly...
+ if(self.items == IT_STRENGTH)
sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
- else if(!g_minstagib && self.items == IT_INVINCIBLE)
+ else if(self.items == IT_INVINCIBLE)
sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
else
sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
if(self.count == 1)
{
string name;
- vector rgb;
+ vector rgb = '1 0 1';
name = string_null;
- if(g_minstagib)
- {
- switch(self.items)
- {
- case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
- case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
- case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
- }
- }
- else
- {
- switch(self.items)
- {
- case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
- case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
- }
- }
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_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;
}
+ item_name = name;
+ item_color = rgb;
+ MUTATOR_CALLHOOK(Item_RespawnCountdown);
+ name = item_name;
+ rgb = item_color;
if(self.flags & FL_WEAPON)
{
entity wi = get_weaponinfo(self.weapon);
rgb = '1 0 0';
}
}
- if(!name)
- {
- print("Unknown powerup-marked item is wanting to respawn\n");
- localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
- }
if(name)
{
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);
}
+ else
+ {
+ print("Unknown powerup-marked item is wanting to respawn\n");
+ 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
if(self.waypointsprite_attached)
// if nothing happens to player, just return without taking the item
pickedup = FALSE;
_switchweapon = FALSE;
-
- if (g_minstagib)
- {
- float prevcells = player.ammo_cells;
-
- pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
-
- if(player.ammo_cells > prevcells)
- {
- _switchweapon = TRUE;
-
- // play some cool sounds ;)
- if (clienttype(player) == CLIENTTYPE_REAL)
- {
- if(player.health <= 5)
- AnnounceTo(player, "lastsecond");
- else if(player.health < 50)
- AnnounceTo(player, "narrowly");
- }
- // sound not available
- // else if(item.items == IT_CELLS)
- // AnnounceTo(player, "ammo");
-
- if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
- W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
- player.health = 100;
- }
-
- if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
- {
- pickedup = TRUE;
- player.items |= it;
- sprint (player, strcat("You got the ^2", item.netname, "\n"));
- }
-
- // extralife powerup
- if (item.max_health)
- {
- pickedup = TRUE;
- // sound not available
- // AnnounceTo(player, "_lives");
- player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
- sprint(player, "^3You picked up some extra lives\n");
- }
-
- // invis powerup
- if (item.strength_finished)
- {
- pickedup = TRUE;
- // sound not available
- // AnnounceTo(player, "invisible");
- player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
- }
-
- // speed powerup
- if (item.invincible_finished)
- {
- pickedup = TRUE;
- // sound not available
- // AnnounceTo(player, "speed");
- player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
- }
- }
- else
- {
+
// 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
pickedup = TRUE;
player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
}
- }
:skip
+
+ giveplayer = player;
+ giveitem = item;
+ player_wswitch = _switchweapon;
+ player_pickedup = pickedup;
+ MUTATOR_CALLHOOK(Item_GiveTo);
+ _switchweapon = player_wswitch;
+ pickedup = player_pickedup;
+
// always eat teamed entities
if(item.team)
pickedup = TRUE;
void Item_Touch (void)
{
entity e, head;
-
+
// remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
if(self.classname == "droppedweapon")
{
return;
if (self.owner == other)
return;
+ if(MUTATOR_CALLHOOK(ItemTouch))
+ return;
if (self.classname == "droppedweapon")
{
}
}
e = RandomSelection_chosen_ent;
+
}
else
e = self;
if(self.classname != "droppedweapon")
{
- self.think = SUB_Null;
+ self.think = func_null;
self.nextthink = 0;
if(self.waypointsprite_attached)
float commodity_pickupevalfunc(entity player, entity item)
{
- float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
+ float c, i;
+ float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
entity wi;
c = 0;
if(self.model == "")
self.model = itemmodel;
+
+ if(self.model == "")
+ {
+ error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
+ return;
+ }
+
if(self.item_pickupsound == "")
self.item_pickupsound = pickupsound;
+
if(!self.respawntime) // both need to be set
{
self.respawntime = defaultrespawntime;
if(weaponid)
WEPSET_COPY_EW(self, weaponid);
+
self.flags = FL_ITEM | itemflags;
if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
remove (self);
return;
}
+
+ if(self.angles != '0 0 0')
+ self.SendFlags |= ISF_ANGLES;
self.reset = Item_Reset;
// it's a level item
entity otheritem;
for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
{
+ // why not flags & fl_item?
if(otheritem.is_item)
{
dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
precache_sound (self.item_pickupsound);
precache_sound ("misc/itemrespawncountdown.wav");
- if(!g_minstagib && itemid == IT_STRENGTH)
+ if(itemid == IT_STRENGTH)
precache_sound ("misc/strength_respawn.wav");
- else if(!g_minstagib && itemid == IT_INVINCIBLE)
+ else if(itemid == IT_INVINCIBLE)
precache_sound ("misc/shield_respawn.wav");
else
precache_sound ("misc/itemrespawn.wav");
self.mdl = self.model;
self.netname = itemname;
self.touch = Item_Touch;
- setmodel (self, self.mdl); // precision set below
- self.effects |= EF_LOWPRECISION;
+ setmodel(self, "null"); // precision set below
+ //self.effects |= EF_LOWPRECISION;
+
if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
- setsize (self, '-16 -16 0', '16 16 48');
+ {
+ self.pos1 = '-16 -16 0';
+ self.pos2 = '16 16 48';
+ }
else
- setsize (self, '-16 -16 0', '16 16 32');
+ {
+ self.pos1 = '-16 -16 0';
+ self.pos2 = '16 16 32';
+ }
+ setsize (self, self.pos1, self.pos2);
+
+ if(itemflags & FL_POWERUP)
+ self.ItemStatus |= ITS_ANIMATE1;
+
+ if(self.armorvalue || self.health)
+ self.ItemStatus |= ITS_ANIMATE2;
+
if(itemflags & FL_WEAPON)
- self.modelflags |= MF_ROTATE;
-
- if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
- if (itemflags & FL_WEAPON)
{
- // neutral team color for pickup weapons
- self.colormap = 1024; // color shirt=0 pants=0 grey
+ if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
+ self.colormap = 1024; // color shirt=0 pants=0 grey
+ else
+ self.gravity = 1;
+
+ self.ItemStatus |= ITS_ANIMATE1;
+ self.ItemStatus |= ISF_COLORMAP;
}
self.state = 0;
- if(self.team)
+ if(self.team) // broken, no idea why.
{
if(!self.cnt)
self.cnt = 1; // item probability weight
- self.effects = self.effects | EF_NODRAW; // marker for item team search
+
+ self.effects |= EF_NODRAW; // marker for item team search
InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
}
else
Item_Reset();
-}
-
-/* replace items in minstagib
- * IT_STRENGTH = invisibility
- * IT_NAILS = extra lives
- * IT_INVINCIBLE = speed
- */
-void minstagib_items (float itemid)
-{
- float rnd;
- self.classname = "minstagib";
-
- // replace rocket launchers and nex guns with ammo cells
- if (itemid == IT_CELLS)
- {
- self.ammo_cells = autocvar_g_minstagib_ammo_drop;
- StartItem ("models/items/a_cells.md3",
- "misc/itempickup.wav", 45, 0,
- "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
- return;
- }
-
- // randomize
- rnd = random() * 3;
- if (rnd <= 1)
- itemid = IT_STRENGTH;
- else if (rnd <= 2)
- itemid = IT_NAILS;
- else
- itemid = IT_INVINCIBLE;
-
- // replace with invis
- if (itemid == IT_STRENGTH)
- {
- if(!self.strength_finished)
- self.strength_finished = autocvar_g_balance_powerup_strength_time;
- StartItem ("models/items/g_strength.md3",
- "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
- "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
- }
- // replace with extra lives
- if (itemid == IT_NAILS)
- {
- self.max_health = 1;
- StartItem ("models/items/g_h100.md3",
- "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
- "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
- }
- // replace with speed
- if (itemid == IT_INVINCIBLE)
- {
- if(!self.invincible_finished)
- self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
- StartItem ("models/items/g_invincible.md3",
- "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
- "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
- }
-}
-
-float minst_no_auto_cells;
-void minst_remove_item (void) {
- if(minst_no_auto_cells)
- remove(self);
+
+ Net_LinkEntity(self, FALSE, 0, ItemSend);
}
float weaponswapping;
if(self.team)
f |= FL_NO_WEAPON_STAY;
- // stupid minstagib hack, don't ask
- if(g_minstagib)
- if(self.ammo_cells)
- self.ammo_cells = autocvar_g_minstagib_ammo_drop;
-
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_nex (void)
{
- if (g_minstagib)
- {
- minstagib_items(IT_CELLS);
- self.think = minst_remove_item;
- self.nextthink = time;
- return;
- }
weapon_defaultspawnfunc(WEP_NEX);
}
void spawnfunc_weapon_minstanex (void)
{
- if (g_minstagib)
- {
- minstagib_items(IT_CELLS);
- self.think = minst_remove_item;
- self.nextthink = time;
- return;
- }
weapon_defaultspawnfunc(WEP_MINSTANEX);
}
void spawnfunc_weapon_rocketlauncher (void)
{
- if (g_minstagib)
- {
- minstagib_items(IT_CELLS); // replace rocketlauncher with cells
- self.think = minst_remove_item;
- self.nextthink = time;
- return;
- }
weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
}
}
void spawnfunc_item_health_mega (void) {
- if(g_minstagib) {
- minstagib_items(IT_NAILS);
- } else {
if(!self.max_health)
self.max_health = g_pickup_healthmega_max;
if(!self.health)
if(!self.pickup_anyway)
self.pickup_anyway = g_pickup_healthmega_anyway;
StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
- }
}
// support old misnamed entities
void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
void spawnfunc_item_strength (void) {
- if(g_minstagib) {
- minstagib_items(IT_STRENGTH);
- } else {
precache_sound("weapons/strength_fire.wav");
if(!self.strength_finished)
self.strength_finished = autocvar_g_balance_powerup_strength_time;
StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
- }
}
void spawnfunc_item_invincible (void) {
- if(g_minstagib) {
- minstagib_items(IT_INVINCIBLE);
- } else {
if(!self.invincible_finished)
self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
- }
-}
-
-void spawnfunc_item_minst_cells (void) {
- if (g_minstagib)
- {
- minst_no_auto_cells = 1;
- minstagib_items(IT_CELLS);
- }
- else
- remove(self);
}
// compatibility:
else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
else
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- e = get_weaponinfo(j);
- if(argv(i) == e.netname)
+ for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- WEPSET_OR_EW(self, j);
- if(self.spawnflags == 0 || self.spawnflags == 2)
- weapon_action(e.weapon, WR_PRECACHE);
- break;
+ e = get_weaponinfo(j);
+ if(argv(i) == e.netname)
+ {
+ WEPSET_OR_EW(self, j);
+ if(self.spawnflags == 0 || self.spawnflags == 2)
+ weapon_action(e.weapon, WR_PRECACHE);
+ break;
+ }
}
+ if(j > WEP_LAST)
+ print("target_items: invalid item ", argv(i), "\n");
}
- if(j > WEP_LAST)
- print("target_items: invalid item ", argv(i), "\n");
}
string itemprefix, valueprefix;
valueprefix = "max ";
}
else
+ {
error("invalid spawnflags");
+#ifdef GMQCC
+ itemprefix = string_null;
+ valueprefix = string_null;
+#endif
+ }
self.netname = "";
self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
e.superweapons_finished = autocvar_g_balance_superweapons_time;
- if (g_minstagib)
- {
- e.health = bound(0, e.health, 100);
- e.armorvalue = bound(0, e.armorvalue, 999);
- }
-
if(e.strength_finished <= 0)
e.strength_finished = 0;
else
return got;
}
+#endif