#define ITS_POWERUP 64
#define ISF_COLORMAP 16
#define ISF_DROP 32
+#define ISF_ANGLES 64
.float ItemStatus;
#ifdef CSQC
-float autocvar_cl_ghost_items;
-vector autocvar_cl_ghost_items_color;
-float autocvar_cl_simple_items;
-float autocvar_cl_fullbright_items;
-vector autocvar_cl_staywep_color;
-float autocvar_cl_staywep_alpha;
-
-.float spawntime;
-.float gravity;
+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.ItemStatus & ITS_ANIMATE1)
- {
- self.angles += '0 180 0' * frametime;
- setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
- }
-
- if(self.ItemStatus & ITS_ANIMATE2)
- {
- self.angles += '0 -90 0' * frametime;
- setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
- }
-
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()
{
if(self.gravity)
+ {
Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
-}
-
-float csqcitems_started; // remove this after a release or two
-void csqcitems_start()
-{
- autocvar_cl_ghost_items = bound(0, autocvar_cl_ghost_items, 1);
- if(autocvar_cl_ghost_items == 1)
- autocvar_cl_ghost_items = 0.55;
-
- string _tmp = cvar_string("cl_ghost_items_color");
- if(_tmp == "")
- autocvar_cl_ghost_items_color = '-1 -1 -1';
-
-
- csqcitems_started = TRUE;
+
+ if(self.move_flags & FL_ONGROUND)
+ self.gravity = 0;
+ }
}
void ItemRead(float _IsNew)
{
- if(!csqcitems_started)
- csqcitems_start();
-
float sf = ReadByte();
if(sf & ISF_LOCATION)
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();
}
else
{
- if (autocvar_cl_ghost_items)
+ if (autocvar_cl_ghost_items_color)
{
self.alpha = autocvar_cl_ghost_items;
self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
if(self.ItemStatus & ITS_STAYWEP)
{
- self.colormod = self.glowmod = autocvar_cl_staywep_color;
- self.alpha = autocvar_cl_staywep_alpha;
+ self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
+ self.alpha = autocvar_cl_weapon_stay_alpha;
}
-
if(self.ItemStatus & ITS_POWERUP)
{
else
self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
}
-
}
- if(sf & ISF_MODEL) // handle simple items, fullbright and so on here
+ if(sf & ISF_MODEL)
{
self.drawmask = MASK_NORMAL;
self.movetype = MOVETYPE_NOCLIP;
+ self.draw = ItemDraw;
if(self.mdl)
strunzone(self.mdl);
if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
{
-
string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
-
- if(fexists(strcat(_fn2, "_simple.md3")))
- self.mdl = strzone(strcat(_fn2, "_simple.md3"));
- else if(fexists(strcat(_fn2, "_simple.dpm")))
- self.mdl = strzone(strcat(_fn2, "_simple.dpm"));
- else if(fexists(strcat(_fn2, "_simple.iqm")))
- self.mdl = strzone(strcat(_fn2, "_simple.iqm"));
- else if(fexists(strcat(_fn2, "_simple.obj")))
- self.mdl = strzone(strcat(_fn2, "_simple.obj"));
+ 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.mdl = "";
+ 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 == "")
- {
- self.mdl = strzone(_fn);
- self.draw = ItemDraw;
- }
- else
- self.draw = ItemDrawSimple;
+ 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_DROP)
{
- self.effects |= EF_FLAME;
self.gravity = 1;
+ self.move_angles = '0 0 0';
self.move_movetype = MOVETYPE_TOSS;
self.move_velocity_x = ReadCoord();
self.move_velocity_y = ReadCoord();
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
WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
WriteByte(MSG_ENTITY, sf);
-
//WriteByte(MSG_ENTITY, self.cnt);
if(sf & ISF_LOCATION)
{
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);
float have_pickup_item(void)
{
- // minstagib: only allow filtered items
- if(g_minstagib)
- if(self.classname != "minstagib")
- return FALSE;
-
if(self.flags & FL_POWERUP)
{
if(autocvar_g_powerups > 0)
if(g_ca)
return FALSE;
if(g_weaponarena)
- if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
+ if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
return FALSE;
}
return TRUE;
// 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;
{
if(self.spawnshieldtime)
return TRUE;
- if(self.weapons != (self.weapons & other.weapons))
+ if(!WEPSET_CONTAINS_ALL_EE(other, self))
{
self.colormod = '0 0 0';
self.glowmod = self.colormod;
}
else
{
- setmodel(e, "null");
+ //setmodel(e, "null");
e.solid = SOLID_NOT;
e.colormod = '0 0 0';
e.glowmod = e.colormod;
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)
void Item_ScheduleRespawnIn(entity e, float t)
{
- if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
+ if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
{
e.think = Item_RespawnCountdown;
e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
float pickedup;
float it;
float i;
- entity e;
// 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 (item.weapons & WEPBIT_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
if (player.switchweapon == w_getbestweapon(player))
_switchweapon = TRUE;
- if not(player.weapons & W_WeaponBit(player.switchweapon))
+ if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
_switchweapon = TRUE;
pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
if (item.flags & FL_WEAPON)
- if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && self.pickup_anyway))
{
- pickedup = TRUE;
- for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+ WEPSET_DECLARE_A(it);
+ WEPSET_COPY_AE(it, item);
+ WEPSET_ANDNOT_AE(it, player);
+
+ if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
{
- e = get_weaponinfo(i);
- if(it & e.weapons)
- W_GiveWeapon (player, e.weapon, item.netname);
+ pickedup = TRUE;
+ for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+ if(WEPSET_CONTAINS_AW(it, i))
+ W_GiveWeapon (player, i, item.netname);
}
}
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 (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
+ if(self.classname == "droppedweapon")
{
- remove(self);
- return;
+ if (ITEM_TOUCH_NEEDKILL())
+ {
+ remove(self);
+ return;
+ }
}
+
if (other.classname != "player")
return;
if (other.deadflag)
return;
if (self.owner == other)
return;
+ if(MUTATOR_CALLHOOK(ItemTouch))
+ return;
if (self.classname == "droppedweapon")
{
if(self.classname != "droppedweapon")
{
- self.think = SUB_Null;
+ self.think = func_null;
self.nextthink = 0;
if(self.waypointsprite_attached)
WaypointSprite_Kill(self.waypointsprite_attached);
- if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
+ if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
Item_ScheduleInitialRespawn(self);
}
}
float weapon_pickupevalfunc(entity player, entity item)
{
- float c, i, j, position;
+ float c, j, position;
// See if I have it already
- if(player.weapons & item.weapons == item.weapons)
+ if(!WEPSET_CONTAINS_ALL_EE(player, item))
{
// If I can pick it up
if(!item.spawnshieldtime)
// If custom weapon priorities for bots is enabled rate most wanted weapons higher
if( bot_custom_weapon && c )
{
- for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
- {
- // Find weapon
- if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
- continue;
-
- // Find the highest position on any range
- position = -1;
- for(j = 0; j < WEP_LAST ; ++j){
- if(
- bot_weapons_far[j] == i ||
- bot_weapons_mid[j] == i ||
- bot_weapons_close[j] == i
- )
- {
- position = j;
- break;
- }
- }
-
- // Rate it
- if (position >= 0 )
+ // Find the highest position on any range
+ position = -1;
+ for(j = 0; j < WEP_LAST ; ++j){
+ if(
+ bot_weapons_far[j] == item.weapon ||
+ bot_weapons_mid[j] == item.weapon ||
+ bot_weapons_close[j] == item.weapon
+ )
{
- position = WEP_LAST - position;
- // item.bot_pickupbasevalue is overwritten here
- return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
+ position = j;
+ break;
}
}
+
+ // Rate it
+ if (position >= 0 )
+ {
+ position = WEP_LAST - position;
+ // item.bot_pickupbasevalue is overwritten here
+ return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
+ }
}
return item.bot_pickupbasevalue * c;
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;
{
wi = get_weaponinfo(i);
- if not(wi.weapons & player.weapons)
+ if not(WEPSET_CONTAINS_EW(player, i))
continue;
if(wi.items & IT_SHELLS)
return item.bot_pickupbasevalue * c;
}
+void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if(ITEM_DAMAGE_NEEDKILL(deathtype))
+ 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;
+ 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;
+ self.respawntimejitter = defaultrespawntimejitter;
+ }
+
self.items = itemid;
- self.weapons = weaponid;
+ self.weapon = weaponid;
+
+ if(weaponid)
+ WEPSET_COPY_EW(self, weaponid);
+
self.flags = FL_ITEM | itemflags;
+ if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
+ {
+ startitem_failed = TRUE;
+ remove(self);
+ return;
+ }
+
// is it a dropped weapon?
if (self.classname == "droppedweapon")
{
self.think = RemoveItem;
self.nextthink = time + 20;
+ self.takedamage = DAMAGE_YES;
+ self.event_damage = Item_Damage;
+
if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
/*
if(self.items == 0)
- if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons
+ if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
if(self.ammo_nails == 0)
if(self.ammo_cells == 0)
if(self.ammo_rockets == 0)
}
else
{
- if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
- {
- startitem_failed = TRUE;
- remove(self);
- return;
- }
-
if(!have_pickup_item())
{
startitem_failed = TRUE;
remove (self);
return;
}
-
- if(self.model != "")
- itemmodel = self.model;
- if(self.item_pickupsound != "")
- pickupsound = self.item_pickupsound;
+
+ 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));
self.is_item = TRUE;
}
- weaponsInMap |= weaponid;
+ WEPSET_OR_AW(weaponsInMap, weaponid);
- precache_model (itemmodel);
- precache_sound (pickupsound);
+ precache_model (self.model);
+ 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.bot_pickup = TRUE;
self.bot_pickupevalfunc = pickupevalfunc;
self.bot_pickupbasevalue = pickupbasevalue;
- self.mdl = itemmodel;
- self.item_pickupsound = pickupsound;
- if(self.weapons)
- self.weapon = WEP_FIRST + log2of(lowestbit(self.weapons));
- else
- self.weapon = 0;
- // let mappers override respawntime
- if(!self.respawntime) // both set
- {
- self.respawntime = defaultrespawntime;
- self.respawntimejitter = defaultrespawntimejitter;
- }
+ 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.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();
Net_LinkEntity(self, FALSE, 0, ItemSend);
-
- if(self.classname == "droppedweapon")
- self.gravity = 1;
- //self.SendFlags &~= ISF_DROP;
-
-}
-
-/* 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);
}
float weaponswapping;
if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
{
e = get_weaponinfo(wpn);
- s = cvar_string(strcat("g_weaponreplace_", e.netname));
- if(s == "0")
+
+ if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ {
+ print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
+ /*
+ 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;
}
self = oldself;
}
- if(t >= 1)
+ if(t >= 1) // always the case!
{
s = argv(0);
wpn = 0;
if(!self.respawntime)
{
- if(e.weapons & WEPBIT_SUPERWEAPONS)
+ if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
{
self.respawntime = g_pickup_respawntime_superweapon;
self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
}
}
- if(e.weapons & WEPBIT_SUPERWEAPONS)
+ if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
if(!self.superweapons_finished)
self.superweapons_finished = autocvar_g_balance_superweapons_time;
f = FL_WEAPON;
// no weapon-stay on superweapons
- if(e.weapons & WEPBIT_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;
- // 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.weapons, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
+ 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)
{
- self.weapons |= e.weapons;
- 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");
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
e = get_weaponinfo(j);
- if(e.weapons)
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
+ if(e.weapon)
+ self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
}
}
self.netname = strzone(self.netname);
#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);
+ switch(op)
+ {
+ case OP_SET:
+ if(val > 0)
+ WEPSET_OR_EW(e, wpn);
+ else
+ WEPSET_ANDNOT_EW(e, wpn);
+ break;
+ case OP_MIN:
+ case OP_PLUS:
+ if(val > 0)
+ WEPSET_OR_EW(e, wpn);
+ break;
+ case OP_MAX:
+ if(val <= 0)
+ WEPSET_ANDNOT_EW(e, wpn);
+ break;
+ case OP_MINUS:
+ if(val > 0)
+ WEPSET_ANDNOT_EW(e, wpn);
+ break;
+ }
+ v1 = WEPSET_CONTAINS_EW(e, wpn);
+ return (v0 != v1);
+}
+
float GiveBit(entity e, .float fld, float bit, float op, float val)
{
float 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)
e.superweapons_finished = max(0, e.superweapons_finished - time);
PREGIVE(e, items);
- PREGIVE(e, weapons);
+ PREGIVE_WEAPONS(e);
PREGIVE(e, strength_finished);
PREGIVE(e, invincible_finished);
PREGIVE(e, superweapons_finished);
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
wi = get_weaponinfo(j);
- if(wi.weapons)
- got += GiveBit(e, weapons, wi.weapons, op, val);
+ if(wi.weapon)
+ if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ got += GiveWeapon(e, j, op, val);
}
case "allammo":
got += GiveValue(e, ammo_cells, op, val);
wi = get_weaponinfo(j);
if(cmd == wi.netname)
{
- got += GiveBit(e, weapons, wi.weapons, op, val);
+ got += GiveWeapon(e, j, op, val);
break;
}
}
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
wi = get_weaponinfo(j);
- if(wi.weapons)
+ if(wi.weapon)
{
- POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
- if not(save_weapons & wi.weapons)
- if(e.weapons & wi.weapons)
+ 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);
}
}
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(self.weapons & WEPBIT_SUPERWEAPONS)
+ 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
else
e.superweapons_finished += time;
- if not(e.weapons & W_WeaponBit(e.switchweapon))
+ if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
_switchweapon = TRUE;
if(_switchweapon)
W_SwitchWeapon_Force(e, w_getbestweapon(e));