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;
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);
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;
{
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;
}
}
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;
}
{
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)
{
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)
self.items = itemid;
self.weapons = weaponid;
+ self.flags = FL_ITEM | itemflags;
// is it a dropped weapon?
if (self.classname == "droppedweapon")
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;