+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)
+ return TRUE;
+ if(autocvar_g_powerups == 0)
+ return FALSE;
+ if(g_lms)
+ return FALSE;
+ if(g_ca)
+ return FALSE;
+ if(g_arena)
+ return FALSE;
+ }
+ else
+ {
+ if(autocvar_g_pickup_items > 0)
+ return TRUE;
+ if(autocvar_g_pickup_items == 0)
+ return FALSE;
+ if(g_lms)
+ return FALSE;
+ if(g_ca)
+ return FALSE;
+ if(g_weaponarena)
+ if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
+ return FALSE;
+ }
+ return TRUE;
+}
+
#define ITEM_RESPAWN_TICKS 10
#define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
{
if(g_ghost_items)
{
- self.colormod = stov(cvar_string("g_ghost_items_color"));
+ self.colormod = stov(autocvar_g_ghost_items_color);
self.glowmod = self.colormod;
self.alpha = g_ghost_items;
return TRUE;
e.spawnshieldtime = 1;
}
- else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
+ else if((e.flags & FL_WEAPON) && g_weapon_stay)
{
- // make the item translucent green and not touchable
+ // 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';
}
else if(g_ghost_items)
{
- // make the item translucent green and not touchable
+ // make the item translucent and not touchable
e.model = e.mdl;
e.solid = SOLID_NOT;
- e.colormod = stov(cvar_string("g_ghost_items_color"));
+ e.colormod = stov(autocvar_g_ghost_items_color);
e.glowmod = e.colormod;
e.alpha = g_ghost_items;
e.customizeentityforclient = func_null;
// hide the item completely
e.model = string_null;
e.solid = SOLID_NOT;
- e.colormod = stov(cvar_string("g_ghost_items_color"));
+ e.colormod = '0 0 0';
e.glowmod = e.colormod;
e.alpha = 0;
e.customizeentityforclient = func_null;
if (e.strength_finished || e.invincible_finished)
e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
- if (cvar("g_nodepthtestitems"))
+ if (autocvar_g_nodepthtestitems)
e.effects |= EF_NODEPTHTEST;
- if (cvar("g_fullbrightitems"))
+ if (autocvar_g_fullbrightitems)
e.effects |= EF_FULLBRIGHT;
// relink entity (because solid may have changed)
{
Item_Show(self, 1);
if(!g_minstagib && self.items == IT_STRENGTH)
- sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+ sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
else if(!g_minstagib && self.items == IT_INVINCIBLE)
- sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+ sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
else
- sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+ sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
setorigin (self, self.origin);
//pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
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;
}
+ 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);
+ WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
if(self.waypointsprite_attached)
- {
- WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
- //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
- }
}
}
- sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+ sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
if(self.waypointsprite_attached)
{
WaypointSprite_Ping(self.waypointsprite_attached);
Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
}
+float ITEM_MODE_NONE = 0;
+float ITEM_MODE_HEALTH = 1;
+float ITEM_MODE_ARMOR = 2;
+float ITEM_MODE_FUEL = 3;
+float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
+{
+ if (!item.ammofield)
+ return FALSE;
+
+ if (item.spawnshieldtime)
+ {
+ if ((player.ammofield < ammomax) || item.pickup_anyway)
+ {
+ player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
+ goto YEAH;
+ }
+ }
+ else if(g_weapon_stay == 2)
+ {
+ float mi = min(item.ammofield, ammomax);
+ if (player.ammofield < mi)
+ {
+ player.ammofield = mi;
+ goto YEAH;
+ }
+ }
+
+ return FALSE;
+
+:YEAH
+ switch(mode)
+ {
+ case ITEM_MODE_FUEL:
+ player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
+ break;
+ case ITEM_MODE_HEALTH:
+ player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
+ break;
+ case ITEM_MODE_ARMOR:
+ player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
+ break;
+ default:
+ break;
+ }
+ return TRUE;
+}
+
float Item_GiveTo(entity item, entity player)
{
float _switchweapon;
if (g_minstagib)
{
- if(item.spawnshieldtime)
+ 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)
{
- if (item.ammo_fuel)
- if (player.ammo_fuel < g_pickup_fuel_max)
- {
- pickedup = TRUE;
- player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
- player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
- }
- if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
+ _switchweapon = TRUE;
+
+ // play some cool sounds ;)
+ if (clienttype(player) == CLIENTTYPE_REAL)
{
- pickedup = TRUE;
- player.items |= it;
- sprint (player, strcat("You got the ^2", item.netname, "\n"));
+ 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");
- _switchweapon = TRUE;
+ if (item.weapons & WEPBIT_MINSTANEX)
+ W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
if (item.ammo_cells)
- {
- pickedup = TRUE;
- // play some cool sounds ;)
- centerprint(player, "\n");
- 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);
- if (item.ammo_cells)
- player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
- player.health = 100;
- }
+ player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
+ player.health = 100;
+ }
- // extralife powerup
- if (item.max_health)
- {
- pickedup = TRUE;
- // sound not available
- // AnnounceTo(player, "_lives");
- player.armorvalue = min(player.armorvalue + cvar("g_minstagib_extralives"), 999);
- sprint(player, "^3You picked up some extra lives\n");
- }
+ 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"));
+ }
- // invis powerup
- if (item.strength_finished)
- {
- pickedup = TRUE;
- // sound not available
- // AnnounceTo(player, "invisible");
- player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
- }
+ // 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");
+ }
- // speed powerup
- if (item.invincible_finished)
- {
- pickedup = TRUE;
- // sound not available
- // AnnounceTo(player, "speed");
- player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
- }
+ // 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;
+ }
- if (item.ammo_fuel)
- if (player.ammo_fuel < g_pickup_fuel_max)
- {
- pickedup = TRUE;
- player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
- player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
- }
+ // 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
{
- if (g_weapon_stay == 1)
- if not(item.flags & FL_NO_WEAPON_STAY)
- if (item.flags & FL_WEAPON)
- {
- if(item.classname == "droppedweapon")
- {
- if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
- goto skip;
- }
- else
- {
- if (player.weapons & item.weapons)
- goto skip;
- }
- }
-
// 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 not(player.weapons & W_WeaponBit(player.switchweapon))
_switchweapon = TRUE;
- if(item.spawnshieldtime)
- {
- if (item.ammo_shells)
- if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
- {
- pickedup = TRUE;
- player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
- }
- if (item.ammo_nails)
- if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
- {
- pickedup = TRUE;
- player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
- }
- if (item.ammo_rockets)
- if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
- {
- pickedup = TRUE;
- player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
- }
- if (item.ammo_cells)
- if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
- {
- pickedup = TRUE;
- player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
- }
- if (item.ammo_fuel)
- if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
- {
- pickedup = TRUE;
- player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
- player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
- }
- }
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
+ pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
+ 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)) || g_pickup_weapons_anyway)
+ if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway))
{
pickedup = TRUE;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
sprint (player, strcat("You got the ^2", item.netname, "\n"));
}
- if(item.spawnshieldtime)
+ if (item.strength_finished)
{
- if (item.strength_finished)
- {
- pickedup = TRUE;
- player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
- }
- if (item.invincible_finished)
- {
- pickedup = TRUE;
- player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
- }
-
- if (item.health)
- if ((player.health < item.max_health) || item.pickup_anyway)
- {
- pickedup = TRUE;
- player.health = min(player.health + item.health, item.max_health);
- player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
- }
- if (item.armorvalue)
- if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
- {
- pickedup = TRUE;
- player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
- player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
- }
+ pickedup = TRUE;
+ player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
+ }
+ if (item.invincible_finished)
+ {
+ pickedup = TRUE;
+ player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
}
}
if (!pickedup)
return 0;
- sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
+ sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
if (_switchweapon)
if (player.switchweapon != w_getbestweapon(player))
W_SwitchWeapon_Force(player, w_getbestweapon(player));
if(!Item_GiveTo(self, other))
return;
+ other.last_pickup = time;
+
pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
if (self.classname == "droppedweapon")
remove (self);
else if not(self.spawnshieldtime)
return;
- else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
- return;
else
{
if(self.team)
// pickup evaluation functions
// these functions decide how desirable an item is to the bots
-float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
+float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
float weapon_pickupevalfunc(entity player, entity item)
{
if(player.weapons & item.weapons == item.weapons)
{
// If I can pick it up
- if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
+ if(!item.spawnshieldtime)
c = 0;
else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
{
// 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)
+ for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
{
// Find weapon
if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
}
return item.bot_pickupbasevalue * c;
-};
+}
float commodity_pickupevalfunc(entity player, entity item)
{
c = 0;
// Detect needed ammo
- for(i = WEP_FIRST; i < WEP_LAST ; ++i)
+ for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
{
wi = get_weaponinfo(i);
c = c + max(0, 1 - player.health / item.max_health);
return item.bot_pickupbasevalue * c;
-};
+}
.float is_item;
self.items = itemid;
self.weapons = weaponid;
+ self.flags = FL_ITEM | itemflags;
// is it a dropped weapon?
if (self.classname == "droppedweapon")
return;
}
+ if(!have_pickup_item())
+ {
+ startitem_failed = TRUE;
+ remove (self);
+ return;
+ }
+
self.reset = Item_Reset;
// it's a level item
if(self.spawnflags & 1)
waypoint_spawnforitem(self);
}
- if(teams_matter)
- {
- if(self.notteam)
- {
- print("removed non-teamplay ", self.classname, "\n");
- startitem_failed = TRUE;
- remove (self);
- return;
- }
- }
- else
- {
- if(self.notfree)
- {
- print("removed non-FFA ", self.classname, "\n");
- startitem_failed = TRUE;
- remove (self);
- return;
- }
- }
-
- if(self.notq3a)
- {
- // We aren't TA or something like that, so we keep the Q3A entities
- print("removed non-Q3A ", self.classname, "\n");
- startitem_failed = TRUE;
- remove (self);
- return;
- }
-
/*
* can't do it that way, as it would break maps
* TODO make a target_give like entity another way, that perhaps has
}
*/
- if(cvar("spawn_debug") >= 2)
+ if(autocvar_spawn_debug >= 2)
{
entity otheritem;
for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
self.is_item = TRUE;
}
- if(g_lms || g_ca)
- {
- startitem_failed = TRUE;
- remove(self);
- return;
- }
- else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
- {
- startitem_failed = TRUE;
- remove(self);
- return;
- }
- else if (g_minstagib)
- {
- // don't remove dropped items and powerups
- if (self.classname != "minstagib")
- {
- startitem_failed = TRUE;
- remove (self);
- return;
- }
- }
- else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
- {
- startitem_failed = TRUE;
- remove (self);
- return;
- }
-
weaponsInMap |= weaponid;
precache_model (itemmodel);
self.respawntimejitter = defaultrespawntimejitter;
}
self.netname = itemname;
- self.flags = FL_ITEM | itemflags;
self.touch = Item_Touch;
setmodel (self, self.mdl); // precision set below
self.effects |= EF_LOWPRECISION;
*/
void minstagib_items (float itemid)
{
- local float rnd;
+ float rnd;
self.classname = "minstagib";
// replace rocket launchers and nex guns with ammo cells
if (itemid == IT_CELLS)
{
- self.ammo_cells = 1;
+ 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);
{
ammofield = Item_CounterField(j);
if(!self.ammofield)
- self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
+ self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
}
}
}
if(self.team)
self.flags |= FL_NO_WEAPON_STAY;
- if(g_weapon_stay == 2 && self.classname != "droppedweapon")
- {
- self.ammo_shells = 0;
- self.ammo_nails = 0;
- self.ammo_cells = 0;
- self.ammo_rockets = 0;
- // weapon stay 2: don't use ammo on weapon pickups; instead
- // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
- }
-
StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
if (self.modelindex) // don't precache if self was removed
weapon_action(e.weapon, WR_PRECACHE);
void spawnfunc_weapon_shotgun (void);
void spawnfunc_weapon_uzi (void) {
- if(q3acompat_machineshotgunswap)
+ if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
weapon_defaultspawnfunc(WEP_SHOTGUN);
}
void spawnfunc_weapon_shotgun (void) {
- if(q3acompat_machineshotgunswap)
+ if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
weapon_defaultspawnfunc(WEP_UZI);
void spawnfunc_item_shells (void);
void spawnfunc_item_bullets (void) {
if(!weaponswapping)
- if(q3acompat_machineshotgunswap)
+ if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
weaponswapping = TRUE;
void spawnfunc_item_shells (void) {
if(!weaponswapping)
- if(q3acompat_machineshotgunswap)
+ if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
weaponswapping = TRUE;
self.max_armorvalue = g_pickup_armorsmall_max;
if(!self.pickup_anyway)
self.pickup_anyway = g_pickup_armorsmall_anyway;
- StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
+ StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
}
void spawnfunc_item_armor_medium (void) {
self.max_armorvalue = g_pickup_armormedium_max;
if(!self.pickup_anyway)
self.pickup_anyway = g_pickup_armormedium_anyway;
- StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
+ StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
}
void spawnfunc_item_armor_big (void) {
self.max_armorvalue = g_pickup_armorbig_max;
if(!self.pickup_anyway)
self.pickup_anyway = g_pickup_armorbig_anyway;
- StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
+ StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
}
void spawnfunc_item_armor_large (void) {
self.max_armorvalue = g_pickup_armorlarge_max;
if(!self.pickup_anyway)
self.pickup_anyway = g_pickup_armorlarge_anyway;
- StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
+ StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
}
void spawnfunc_item_health_small (void) {
}
void spawnfunc_item_health_mega (void) {
- if(!cvar("g_powerup_superhealth"))
- return;
-
- if((g_arena || g_ca) && !cvar("g_arena_powerups"))
- return;
-
if(g_minstagib) {
minstagib_items(IT_NAILS);
} else {
void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
void spawnfunc_item_strength (void) {
- if(!cvar("g_powerup_strength"))
- return;
-
- if((g_arena || g_ca) && !cvar("g_arena_powerups"))
- return;
-
if(g_minstagib) {
minstagib_items(IT_STRENGTH);
} else {
}
void spawnfunc_item_invincible (void) {
- if(!cvar("g_powerup_shield"))
- return;
-
- if((g_arena || g_ca) && !cvar("g_arena_powerups"))
- return;
-
if(g_minstagib) {
minstagib_items(IT_INVINCIBLE);
} else {
self.use = target_items_use;
if(!self.strength_finished)
- self.strength_finished = cvar("g_balance_powerup_strength_time");
+ self.strength_finished = autocvar_g_balance_powerup_strength_time;
if(!self.invincible_finished)
- self.invincible_finished = cvar("g_balance_powerup_invincible_time");
+ self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
precache_sound("misc/itempickup.wav");
precache_sound("misc/megahealth.wav");
if(v1 <= v0 - t)
{
if(snd_decr != "")
- sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
+ sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
}
else if(v0 >= v0 + t)
{
if(snd_incr != "")
- sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
+ sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
}
}
POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
- POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregen_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);
- POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/armor25.wav", string_null);
- POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);
+ POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
+ POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
+ 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 (g_minstagib)
{