X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qc;h=f799ec6dbd1d6b33d220159bc0bbd4cf7342e035;hb=f6a5832d12fbcf7fb4f44778063e2c251b9d0a38;hp=46ee92d906e93cc8dc3a5c30de4750a8f7061a09;hpb=8a8b1cd92c5071bca66242c7cc75c7756a28fbdc;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index 46ee92d90..f799ec6db 100644 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@ -673,21 +673,30 @@ LABEL(YEAH) float Item_GiveTo(entity item, entity player) { - float _switchweapon; float pickedup; // if nothing happens to player, just return without taking the item pickedup = false; - _switchweapon = false; + int _switchweapon = 0; // 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 (player.autoswitch) - if (PS(player).m_switchweapon == w_getbestweapon(player)) - _switchweapon = true; - if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon))) - _switchweapon = true; + if(player.autoswitch) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) + { + if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity)) + _switchweapon |= BIT(slot); + + if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon))) + _switchweapon |= BIT(slot); + } + } + } 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); @@ -710,7 +719,12 @@ float Item_GiveTo(entity item, entity player) FOREACH(Weapons, it != WEP_Null, { if(w & (it.m_wepset)) { - W_DropEvent(wr_pickup, player, it.m_id, item); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) + W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity); + } W_GiveWeapon(player, it.m_id); } }); @@ -761,13 +775,25 @@ LABEL(skip) // crude hack to enforce switching weapons if(g_cts && item.itemdef.instanceOfWeaponPickup) { - W_SwitchWeapon_Force(player, Weapons_from(item.weapon)); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) + W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity); + } return 1; } - if (_switchweapon) - if (PS(player).m_switchweapon != w_getbestweapon(player)) - W_SwitchWeapon_Force(player, w_getbestweapon(player)); + if(_switchweapon) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(_switchweapon & BIT(slot)) + if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity)) + W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity); + } + } return 1; } @@ -1346,17 +1372,17 @@ spawnfunc(item_armor_big) this.max_armorvalue = g_pickup_armorbig_max; if(!this.pickup_anyway) this.pickup_anyway = g_pickup_armorbig_anyway; - StartItem(this, ITEM_ArmorLarge); + StartItem(this, ITEM_ArmorBig); } -spawnfunc(item_armor_large) +spawnfunc(item_armor_mega) { if(!this.armorvalue) - this.armorvalue = g_pickup_armorlarge; + this.armorvalue = g_pickup_armormega; if(!this.max_armorvalue) - this.max_armorvalue = g_pickup_armorlarge_max; + this.max_armorvalue = g_pickup_armormega_max; if(!this.pickup_anyway) - this.pickup_anyway = g_pickup_armorlarge_anyway; + this.pickup_anyway = g_pickup_armormega_anyway; StartItem(this, ITEM_ArmorMega); } @@ -1382,15 +1408,15 @@ spawnfunc(item_health_medium) StartItem(this, ITEM_HealthMedium); } -spawnfunc(item_health_large) +spawnfunc(item_health_big) { if(!this.max_health) - this.max_health = g_pickup_healthlarge_max; + this.max_health = g_pickup_healthbig_max; if(!this.health) - this.health = g_pickup_healthlarge; + this.health = g_pickup_healthbig; if(!this.pickup_anyway) - this.pickup_anyway = g_pickup_healthlarge_anyway; - StartItem(this, ITEM_HealthLarge); + this.pickup_anyway = g_pickup_healthbig_anyway; + StartItem(this, ITEM_HealthBig); } spawnfunc(item_health_mega) @@ -1406,9 +1432,11 @@ spawnfunc(item_health_mega) // support old misnamed entities spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard -spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); } +spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); } +spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); } spawnfunc(item_health1) { spawnfunc_item_health_small(this); } spawnfunc(item_health25) { spawnfunc_item_health_medium(this); } +spawnfunc(item_health_large) { spawnfunc_item_health_big(this); } spawnfunc(item_health100) { spawnfunc_item_health_mega(this); } spawnfunc(item_strength) @@ -1646,7 +1674,6 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa float GiveItems(entity e, float beginarg, float endarg) { float got, i, val, op; - float _switchweapon; string cmd; val = 999; @@ -1654,10 +1681,18 @@ float GiveItems(entity e, float beginarg, float endarg) got = 0; - _switchweapon = false; - if (e.autoswitch) - if (PS(e).m_switchweapon == w_getbestweapon(e)) - _switchweapon = true; + int _switchweapon = 0; + + if(e.autoswitch) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) + if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity)) + _switchweapon |= BIT(slot); + } + } e.strength_finished = max(0, e.strength_finished - time); e.invincible_finished = max(0, e.invincible_finished - time); @@ -1796,6 +1831,7 @@ float GiveItems(entity e, float beginarg, float endarg) }); POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF); POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF); + //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null); POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null); POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null); POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null); @@ -1822,10 +1858,23 @@ float GiveItems(entity e, float beginarg, float endarg) else e.superweapons_finished += time; - if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon))) - _switchweapon = true; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) + if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon))) + _switchweapon |= BIT(slot); + } + if(_switchweapon) - W_SwitchWeapon_Force(e, w_getbestweapon(e)); + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(_switchweapon & BIT(slot)) + W_SwitchWeapon_Force(e, w_getbestweapon(e, weaponentity), weaponentity); + } + } return got; }