#include <common/mutators/mutator/buffs/sv_buffs.qh>
#include <common/mutators/mutator/powerups/_mod.qh>
#include <common/mutators/mutator/status_effects/_mod.qh>
+#include <common/net_linked.qh>
#include <common/notifications/all.qh>
#include <common/resources/resources.qh>
#include <common/util.qh>
{
Item_Show(this, 1);
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) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
{
}
} while (0);
bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
- if(this.waypointsprite_attached)
- {
- GameItem def = this.itemdef;
- if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
- WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
- WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
- }
+ if(this.waypointsprite_attached)
+ {
+ GameItem def = this.itemdef;
+ if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
+ WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
+ WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
+ }
}
if(this.waypointsprite_attached)
return true;
}
+void Item_NotifyWeapon(entity player, int wep)
+{
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && (it == player || (IS_SPEC(it) && it.enemy == player)), {
+ msg_entity = it;
+ WriteHeader(MSG_ONE, TE_CSQC_WEAPONPICKUP);
+ WriteByte(MSG_ONE, wep);
+ });
+}
+
bool Item_GiveTo(entity item, entity player)
{
// if nothing happens to player, just return without taking the item
pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
if (item.itemdef.instanceOfWeaponPickup)
{
- WepSet w;
+ WepSet w, wp;
w = STAT(WEAPONS, item);
- w &= ~STAT(WEAPONS, player);
+ wp = w & ~STAT(WEAPONS, player);
- if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
+ if (wp || (item.spawnshieldtime && item.pickup_anyway > 0))
{
pickedup = true;
FOREACH(Weapons, it != WEP_Null, {
if(w & (it.m_wepset))
+ Item_NotifyWeapon(player, it.m_id);
+
+ if(wp & (it.m_wepset))
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
{
if (ITEM_TOUCH_NEEDKILL())
{
- delete(this);
+ RemoveItem(this);
return;
}
}
void Item_Reset(entity this)
{
Item_Show(this, !this.state);
- setorigin(this, this.origin);
if (Item_IsLoot(this))
{
void Item_FindTeam(entity this)
{
- entity e;
+ if(!(this.effects & EF_NOGUNBOB)) // marker for item team search
+ return;
- if(this.effects & EF_NODRAW)
+ LOG_TRACE("Initializing item team ", ftos(this.team));
+ RandomSelection_Init();
+ IL_EACH(g_items, it.team == this.team,
{
- // marker for item team search
- LOG_TRACE("Initializing item team ", ftos(this.team));
- RandomSelection_Init();
- IL_EACH(g_items, it.team == this.team,
- {
- if(it.itemdef) // is a registered item
- RandomSelection_AddEnt(it, it.cnt, 0);
- });
+ if(it.itemdef) // is a registered item
+ RandomSelection_AddEnt(it, it.cnt, 0);
+ });
- e = RandomSelection_chosen_ent;
- if (!e)
- return;
+ entity e = RandomSelection_chosen_ent;
+ if (!e)
+ return;
- IL_EACH(g_items, it.team == this.team,
+ IL_EACH(g_items, it.team == this.team,
+ {
+ if(it.itemdef) // is a registered item
{
- if(it.itemdef) // is a registered item
+ if(it != e)
{
- if(it != e)
- {
- // make it non-spawned
- Item_Show(it, -1);
- it.state = 1; // state 1 = initially hidden item, apparently
- }
- else
- Item_Reset(it);
- it.effects &= ~EF_NODRAW;
+ Item_Show(it, -1); // make it non-spawned
+ if (it.waypointsprite_attached)
+ WaypointSprite_Kill(it.waypointsprite_attached);
+ it.nextthink = 0; // disable any scheduled powerup spawn
}
- });
- }
+ else
+ Item_Reset(it);
+
+ // leave 'this' marked so Item_FindTeam() works when called again via this.reset
+ if(it != this)
+ it.effects &= ~EF_NOGUNBOB;
+ }
+ });
}
// Savage: used for item garbage-collection
void RemoveItem(entity this)
{
if(wasfreed(this) || !this) { return; }
+ if(this.waypointsprite_attached)
+ WaypointSprite_Kill(this.waypointsprite_attached);
Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
delete(this);
}
float ammo_pickupevalfunc(entity player, entity item)
{
- bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
+ entity item_resource = NULL; // pointer to the resource that may be associated with the given item
entity wpn = NULL;
float c = 0;
float rating = 0;
- // Detect needed ammo
+ // detect needed ammo
if(item.itemdef.instanceOfWeaponPickup)
{
- entity ammo = NULL;
- if(GetResource(item, RES_SHELLS)) { need_shells = true; ammo = ITEM_Shells; }
- else if(GetResource(item, RES_BULLETS)) { need_nails = true; ammo = ITEM_Bullets; }
- else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets; }
- else if(GetResource(item, RES_CELLS)) { need_cells = true; ammo = ITEM_Cells; }
- else if(GetResource(item, RES_PLASMA)) { need_plasma = true; ammo = ITEM_Plasma; }
- else if(GetResource(item, RES_FUEL)) { need_fuel = true; ammo = ITEM_JetpackFuel; }
-
+ entity res = item.itemdef.m_weapon.ammo_type;
+ entity ammo = (res != RES_NONE) ? GetAmmoItem(res) : NULL;
if(!ammo)
return 0;
+ if(res != RES_NONE && GetResource(item, res))
+ item_resource = res;
+
wpn = item;
rating = ammo.m_botvalue;
}
FOREACH(Weapons, it != WEP_Null, {
if(!(STAT(WEAPONS, player) & (it.m_wepset)))
continue;
+ if(it.ammo_type == RES_NONE)
+ continue;
- switch(it.ammo_type)
+ if(GetResource(item, it.ammo_type))
{
- case RES_SHELLS: need_shells = true; break;
- case RES_BULLETS: need_nails = true; break;
- case RES_ROCKETS: need_rockets = true; break;
- case RES_CELLS: need_cells = true; break;
- case RES_PLASMA: need_plasma = true; break;
- case RES_FUEL: need_fuel = true; break;
+ item_resource = it.ammo_type;
+ break;
}
});
rating = item.bot_pickupbasevalue;
float noammorating = 0.5;
- if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max))
- c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS));
-
- if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max))
- c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS));
-
- if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max))
- c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS));
-
- if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max))
- c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS));
-
- if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max))
- c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA));
-
- if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max))
- c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL));
+ if(item_resource && (GetResource(player, item_resource) < GetResourceLimit(player, item_resource)))
+ c = GetResource(item, item_resource) / max(noammorating, GetResource(player, item_resource));
rating *= min(c, 2);
if(wpn)
precache_model(this.model);
precache_sound(this.item_pickupsound);
+ if(q3compat && !this.team)
+ {
+ string t = GetField_fullspawndata(this, "team", false);
+ // bones_was_here: this hack is cheaper than changing to a .string strcmp()
+ if(t) this.team = crc16(false, t);
+ }
+
if (Item_IsLoot(this))
{
- this.reset = SUB_Remove;
+ this.reset = RemoveItem;
set_movetype(this, MOVETYPE_TOSS);
// Savage: remove thrown items after a certain period of time ("garbage collection")
if(this.angles != '0 0 0')
this.SendFlags |= ISF_ANGLES;
- this.reset = Item_Reset;
+ this.reset = this.team ? Item_FindTeam : Item_Reset;
// it's a level item
if(this.spawnflags & 1)
this.noalign = 1;
//this.effects |= EF_LOWPRECISION;
// support skinned models for powerups
- this.skin = def.m_skin;
+ if(!this.skin)
+ this.skin = def.m_skin;
setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
if(!this.cnt)
this.cnt = 1; // item probability weight
- this.effects |= EF_NODRAW; // marker for item team search
+ this.effects |= EF_NOGUNBOB; // marker for item team search
InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
}
else
if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
{
delete(this);
- return;
+ return; // TODO does not set startitem_failed
}
this.classname = def.m_canonical_spawnfunc;
{
FOREACH(StatusEffect, it.instanceOfBuff,
{
- string s = Buff_UndeprecateName(argv(j));
+ string s = Buff_CompatName(argv(j));
if(s == it.netname)
{
this.buffdef = it;
}
});
FOREACH(Weapons, it != WEP_Null, {
- string s = W_UndeprecateName(argv(j));
- if(s == it.netname)
+ string s = argv(j);
+ if(s == it.netname || s == it.m_deprecated_netname)
{
STAT(WEAPONS, this) |= (it.m_wepset);
if(this.spawnflags == 0 || this.spawnflags == 2)
n = tokenize_console(this.netname);
for(int j = 0; j < n; ++j)
{
- FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
+ string cmd = argv(j);
+ FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
it.wr_init(it);
break;
});
got += GiveResourceValue(e, RES_FUEL, op, val);
break;
default:
- FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_UndeprecateName(cmd) == it.netname,
+ FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_CompatName(cmd) == it.netname,
{
got += GiveBuff(e, it, op, val);
break;
});
- FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
+ FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
got += GiveWeapon(e, it.m_id, op, val);
break;
});