X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qc;h=2f1a4c3aa6b7e4087a9de95a8136ade2204d54a5;hb=3835cc952185151d4f3acfadedd247d726f13d2d;hp=f9f89a73fa6ec8a5da6bf70d62227079c8569d5d;hpb=a491650510dce3f774cce457ebf15ddcafcf393f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index f9f89a73f..2f1a4c3aa 100644 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@ -82,6 +82,11 @@ void ItemDraw(entity this) if(this.ItemStatus & ITS_ANIMATE2) this.avelocity = '0 -90 0'; } + + // delay is for blocking item's position for a while; + // it's a workaround for dropped weapons that receive the position + // another time right after they spawn overriding animation position + this.onground_time = time + 0.5; } } else if (autocvar_cl_animate_items) @@ -89,13 +94,15 @@ void ItemDraw(entity this) if(this.ItemStatus & ITS_ANIMATE1) { this.angles += this.avelocity * frametime; - setorigin(this, '0 0 10' + this.oldorigin + '0 0 8' * sin(time * 2)); + float fade_in = bound(0, time - this.onground_time, 1); + setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2))); } if(this.ItemStatus & ITS_ANIMATE2) { this.angles += this.avelocity * frametime; - setorigin(this, '0 0 8' + this.oldorigin + '0 0 4' * sin(time * 3)); + float fade_in = bound(0, time - this.onground_time, 1); + setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3))); } } @@ -183,7 +190,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) if(this.ItemStatus & ITS_ALLOWFB) this.effects |= EF_FULLBRIGHT; - if(this.ItemStatus & ITS_POWERUP) + if(this.ItemStatus & ITS_GLOW) { if(this.ItemStatus & ITS_AVAILABLE) this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT); @@ -423,6 +430,7 @@ void Item_Show (entity e, float mode) { e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST); e.ItemStatus &= ~ITS_STAYWEP; + entity def = e.itemdef; if (mode > 0) { // make the item look normal, and be touchable @@ -440,7 +448,6 @@ void Item_Show (entity e, float mode) e.ItemStatus &= ~ITS_AVAILABLE; } else { - entity def = e.itemdef; bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons || e.team // weapon stay isn't supported for teamed weapons ; @@ -463,8 +470,8 @@ void Item_Show (entity e, float mode) e.ItemStatus &= ~ITS_AVAILABLE; }} - if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid) - e.ItemStatus |= ITS_POWERUP; + if (def.m_glow) + e.ItemStatus |= ITS_GLOW; if (autocvar_g_nodepthtestitems) e.effects |= EF_NODEPTHTEST; @@ -497,13 +504,7 @@ void Item_ItemsTime_SetTimesForAllPlayers(); void Item_Respawn (entity this) { Item_Show(this, 1); - // this is ugly... - if(this.items == ITEM_Strength.m_itemid) - sound (this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound - else if(this.items == ITEM_Shield.m_itemid) - sound (this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound - else - sound (this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound + sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound setorigin(this, this.origin); if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS) @@ -837,10 +838,10 @@ LABEL(pickup) RandomSelection_Init(); IL_EACH(g_items, it.team == this.team, { - if(it.classname != "item_flag_team" && it.classname != "item_kh_key") + if(it.itemdef) // is a registered item { Item_Show(it, -1); - RandomSelection_Add(it, 0, string_null, it.cnt, 0); + RandomSelection_AddEnt(it, it.cnt, 0); } }); e = RandomSelection_chosen_ent; @@ -881,8 +882,8 @@ void Item_FindTeam(entity this) RandomSelection_Init(); IL_EACH(g_items, it.team == this.team, { - if(it.classname != "item_flag_team" && it.classname != "item_kh_key") - RandomSelection_Add(it, 0, string_null, it.cnt, 0); + if(it.itemdef) // is a registered item + RandomSelection_AddEnt(it, it.cnt, 0); }); e = RandomSelection_chosen_ent; @@ -891,7 +892,7 @@ void Item_FindTeam(entity this) IL_EACH(g_items, it.team == this.team, { - if(it.classname != "item_flag_team" && it.classname != "item_kh_key") + if(it.itemdef) // is a registered item { if(it != e) { @@ -1795,6 +1796,7 @@ float GiveItems(entity e, float beginarg, float endarg) }); POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF); POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF); + //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null); POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null); POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null); POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);