]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
Merge remote branch 'origin/master' into samual/updatecommands
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
index 3715e08c8962e38157f690a47b8ace2bd0ab0082..79c39ae95d7998899e99529451df30ff22b05fed 100644 (file)
@@ -5,7 +5,7 @@ float have_pickup_item(void)
                if(self.classname != "minstagib")
                        return FALSE;
 
-       if(self.items == IT_STRENGTH || self.items == IT_INVINCIBLE)
+       if(self.flags & FL_POWERUP)
        {
                if(autocvar_g_powerups > 0)
                        return TRUE;
@@ -233,6 +233,11 @@ void Item_RespawnCountdown (void)
                                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, RADARICON_POWERUP, rgb);
@@ -281,7 +286,11 @@ void Item_ScheduleInitialRespawn(entity e)
        Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
 }
 
-float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax)
+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;
@@ -290,16 +299,16 @@ float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammoma
        {
                if ((player.ammofield < ammomax) || item.pickup_anyway)
                {
-                       player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammo_cells);
+                       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) || item.pickup_anyway)
+               if (player.ammofield < mi)
                {
-                       player.ammofield = max(player.ammofield, mi);
+                       player.ammofield = mi;
                        goto YEAH;
                }
        }
@@ -307,12 +316,20 @@ float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammoma
        return FALSE;
 
 :YEAH
-       if(ammofield == ammo_fuel)
-               player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
-       if(ammofield == health)
-               player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
-       if(ammofield == armorvalue)
-               player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
+       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;
 }
 
@@ -332,8 +349,8 @@ float Item_GiveTo(entity item, entity player)
        {
                float prevcells = player.ammo_cells;
 
-               Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max);
-               Item_GiveAmmoTo(item, player, ammo_cells, 999);
+               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)
                {
@@ -405,16 +422,16 @@ float Item_GiveTo(entity item, entity player)
                if not(player.weapons & W_WeaponBit(player.switchweapon))
                        _switchweapon = TRUE;
 
-               Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max);
-               Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max);
-               Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max);
-               Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max);
-               Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max);
-               Item_GiveAmmoTo(item, player, health, item.max_health);
-               Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue);
+               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)
@@ -683,6 +700,7 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
 
        self.items = itemid;
        self.weapons = weaponid;
+       self.flags = FL_ITEM | itemflags;
 
        // is it a dropped weapon?
        if (self.classname == "droppedweapon")
@@ -799,7 +817,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                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;