#define ITS_POWERUP 64
#define ISF_COLORMAP 16
#define ISF_DROP 32
+#define ISF_ANGLES 64
.float ItemStatus;
#ifdef CSQC
-var float autocvar_cl_ghost_items = 1;
+var float autocvar_cl_animate_items = 1;
+var float autocvar_cl_ghost_items = 0.45;
var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
-float autocvar_cl_fullbright_items;
-vector autocvar_cl_staywep_color;
-float autocvar_cl_staywep_alpha;
-float autocvar_cl_simple_items;
-float cl_simple_items;
-float cl_ghost_items_alpha;
-
+var float autocvar_cl_fullbright_items = 0;
+var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
+var float autocvar_cl_weapon_stay_alpha = 0.75;
+var float autocvar_cl_simple_items = 0;
+var string autocvr_cl_simpleitems_postfix = "_simple";
.float spawntime;
.float gravity;
.vector colormod;
void ItemDraw()
{
- if(self.ItemStatus & ITS_ANIMATE1)
- {
- self.angles += '0 180 0' * frametime;
- setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
- }
-
- if(self.ItemStatus & ITS_ANIMATE2)
- {
- self.angles += '0 -90 0' * frametime;
- setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
- }
-
if(self.gravity)
+ {
Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+ if(self.move_flags & FL_ONGROUND)
+ { // For some reason move_avelocity gets set to '0 0 0' here ...
+ self.oldorigin = self.origin;
+ self.gravity = 0;
+
+ if(autocvar_cl_animate_items)
+ { // ... so reset it if animations are requested.
+ if(self.ItemStatus & ITS_ANIMATE1)
+ self.move_avelocity = '0 180 0';
+
+ if(self.ItemStatus & ITS_ANIMATE2)
+ self.move_avelocity = '0 -90 0';
+ }
+ }
+ }
+ else if (autocvar_cl_animate_items)
+ {
+ if(self.ItemStatus & ITS_ANIMATE1)
+ {
+ self.angles += self.move_avelocity * frametime;
+ setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
+ }
+
+ if(self.ItemStatus & ITS_ANIMATE2)
+ {
+ self.angles += self.move_avelocity * frametime;
+ setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
+ }
+ }
}
void ItemDrawSimple()
{
if(self.gravity)
+ {
Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
-}
-
-float csqcitems_started; // remove this after a release or two
-void csqcitems_start()
-{
- if(autocvar_cl_ghost_items == 1)
- cl_ghost_items_alpha = 0.55;
- else
- cl_ghost_items_alpha = bound(0, autocvar_cl_ghost_items, 1);
-
- csqcitems_started = TRUE;
+
+ if(self.move_flags & FL_ONGROUND)
+ self.gravity = 0;
+ }
}
void ItemRead(float _IsNew)
{
- if(!csqcitems_started)
- csqcitems_start();
-
float sf = ReadByte();
if(sf & ISF_LOCATION)
self.oldorigin = self.origin;
}
+ if(sf & ISF_ANGLES)
+ {
+ self.angles_x = ReadCoord();
+ self.angles_y = ReadCoord();
+ self.angles_z = ReadCoord();
+ self.move_angles = self.angles;
+ }
+
if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
{
self.ItemStatus = ReadByte();
}
else
{
- if (cl_ghost_items_alpha)
+ if (autocvar_cl_ghost_items_color)
{
self.alpha = autocvar_cl_ghost_items;
self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
if(self.ItemStatus & ITS_STAYWEP)
{
- self.colormod = self.glowmod = autocvar_cl_staywep_color;
- self.alpha = autocvar_cl_staywep_alpha;
+ self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
+ self.alpha = autocvar_cl_weapon_stay_alpha;
}
self.mdl = "";
string _fn = ReadString();
- if(cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
+ if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
{
string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
self.draw = ItemDrawSimple;
- if(fexists(strcat(_fn2, "_simple.md3")))
- self.mdl = strzone(strcat(_fn2, "_simple.md3"));
- else if(fexists(strcat(_fn2, "_simple.dpm")))
- self.mdl = strzone(strcat(_fn2, "_simple.dpm"));
- else if(fexists(strcat(_fn2, "_simple.iqm")))
- self.mdl = strzone(strcat(_fn2, "_simple.iqm"));
- else if(fexists(strcat(_fn2, "_simple.obj")))
- self.mdl = strzone(strcat(_fn2, "_simple.obj"));
+
+
+ if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
+ self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
+ else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
+ self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
+ else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
+ self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
+ else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
+ self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
else
{
self.draw = ItemDraw;
if(sf & ISF_DROP)
{
self.gravity = 1;
+ self.move_angles = '0 0 0';
self.move_movetype = MOVETYPE_TOSS;
self.move_velocity_x = ReadCoord();
self.move_velocity_y = ReadCoord();
}
else
self.move_time = max(self.move_time, time);
- }
+ }
+
+ if(autocvar_cl_animate_items)
+ {
+ if(self.ItemStatus & ITS_ANIMATE1)
+ self.move_avelocity = '0 180 0';
+
+ if(self.ItemStatus & ITS_ANIMATE2)
+ self.move_avelocity = '0 -90 0';
+ }
}
+
#endif
#ifdef SVQC
WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
WriteByte(MSG_ENTITY, sf);
-
//WriteByte(MSG_ENTITY, self.cnt);
if(sf & ISF_LOCATION)
{
WriteCoord(MSG_ENTITY, self.origin_y);
WriteCoord(MSG_ENTITY, self.origin_z);
}
+
+ if(sf & ISF_ANGLES)
+ {
+ WriteCoord(MSG_ENTITY, self.angles_x);
+ WriteCoord(MSG_ENTITY, self.angles_y);
+ WriteCoord(MSG_ENTITY, self.angles_z);
+ }
if(sf & ISF_STATUS)
WriteByte(MSG_ENTITY, self.ItemStatus);
pickedup = TRUE;
// sound not available
// AnnounceTo(player, "speed");
- player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
+ player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
}
}
else
void Item_Touch (void)
{
entity e, head;
-
+
// remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
if(self.classname == "droppedweapon")
{
return;
if (self.owner == other)
return;
+ if(MUTATOR_CALLHOOK(ItemTouch))
+ return;
if (self.classname == "droppedweapon")
{
remove (self);
return;
}
+
+ if(self.angles != '0 0 0')
+ self.SendFlags |= ISF_ANGLES;
self.reset = Item_Reset;
// it's a level item