Beispiel #1
0
/*
* Touch_Item
*/
void Touch_Item( edict_t *ent, edict_t *other, cplane_t *plane, int surfFlags )
{
	bool taken;
	const gsitem_t *item = ent->item;

	if( !other->r.client || G_ISGHOSTING( other ) )
		return;

	if( !( other->r.client->ps.pmove.stats[PM_STAT_FEATURES] & PMFEAT_ITEMPICK ) )
		return;

	if( !item || !( item->flags & ITFLAG_PICKABLE ) )
		return; // not a grabbable item

	if( !G_Gametype_CanPickUpItem( item ) )
		return;

	taken = G_PickupItem( other, item, ent->spawnflags, ent->count, ent->invpak );

	if( !( ent->spawnflags & ITEM_TARGETS_USED ) )
	{
		G_UseTargets( ent, other );
		ent->spawnflags |= ITEM_TARGETS_USED;
	}

	if( !taken )
		return;

	if( ent->spawnflags & ITEM_TIMED )
		ent->r.owner = other;

	// flash the screen
	G_AddPlayerStateEvent( other->r.client, PSEV_PICKUP, ( item->flags & IT_WEAPON ? item->tag : 0 ) );

	G_AwardPlayerPickup( other, ent );

	// for messages
	other->r.client->teamstate.last_pickup = ent;

	// show icon and name on status bar
	other->r.client->ps.stats[STAT_PICKUP_ITEM] = item->tag;
	other->r.client->resp.pickup_msg_time = level.time + 3000;

	if( ent->attenuation )
		Touch_ItemSound( other, item );

	if( !( ent->spawnflags & DROPPED_ITEM ) && G_Gametype_CanRespawnItem( item ) )
	{
		if( (item->type & IT_WEAPON ) && GS_RaceGametype() )
			return; // weapons stay in race
		SetRespawn( ent, G_Gametype_RespawnTimeForItem( item ) );
		return;
	}
	G_FreeEdict( ent );
}
Beispiel #2
0
/*
* Touch_Item
*/
void Touch_Item( edict_t *ent, edict_t *other, cplane_t *plane, int surfFlags )
{
	qboolean taken;

	if( !other->r.client || G_ISGHOSTING( other ) )
		return;

	if( !( other->r.client->ps.pmove.stats[PM_STAT_FEATURES] & PMFEAT_ITEMPICK ) )
		return;

	if( !ent->item || !( ent->item->flags & ITFLAG_PICKABLE ) )
		return; // not a grabbable item

	if( !G_Gametype_CanPickUpItem( ent->item ) )
		return;

	taken = G_PickupItem( ent, other );

	if( !( ent->spawnflags & ITEM_TARGETS_USED ) )
	{
		G_UseTargets( ent, other );
		ent->spawnflags |= ITEM_TARGETS_USED;
	}

	if( !taken )
		return;

	// flash the screen
	G_AddPlayerStateEvent( other->r.client, PSEV_PICKUP, ( ent->item->flags & IT_WEAPON ? ent->item->tag : 0 ) );

	G_AwardPlayerPickup( other, ent );

	// for messages
	other->r.client->teamstate.last_pickup = ent;

	// show icon and name on status bar
	other->r.client->ps.stats[STAT_PICKUP_ITEM] = ent->item->tag;
	other->r.client->resp.pickup_msg_time = level.time + 3000;

	if( ent->attenuation )
		Touch_ItemSound( other, ent->item );

	if( !( ent->spawnflags & ( DROPPED_ITEM | DROPPED_PLAYER_ITEM ) ) && G_Gametype_CanRespawnItem( ent->item ) )
		SetRespawn( ent, G_Gametype_RespawnTimeForItem( ent->item ) );
	else
		G_FreeEdict( ent );
}
Beispiel #3
0
void MegaHealth_think( edict_t *self )
{
	self->nextThink = level.time + 1;

	if( self->r.owner )
	{
		if( self->r.owner->r.inuse && self->r.owner->s.team != TEAM_SPECTATOR &&
			HEALTH_TO_INT( self->r.owner->health ) > self->r.owner->max_health )
		{
			return;
		}

		// disable the link to the owner
		self->r.owner = NULL;
	}

	// player is back under max health so we can set respawn time for next MH
	if( !( self->spawnflags & ( DROPPED_ITEM | DROPPED_PLAYER_ITEM ) ) && G_Gametype_CanRespawnItem( self->item ) )
		SetRespawn( self, G_Gametype_RespawnTimeForItem( self->item ) );
	else
		G_FreeEdict( self );
}
Beispiel #4
0
/*
* item_timer_think
*/
void item_timer_think( edict_t *ent )
{
	edict_t *owner;

	owner = ent->r.owner;
	if( !owner || !owner->r.inuse || owner->s.type != ET_ITEM )
	{
		G_FreeEdict( ent );
		return;
	}

	if( owner->think != DoRespawn )
	{
		// megahealth is special
		if( owner->style & HEALTH_TIMED && owner->r.owner )
		{
			/*			if( owner->r.owner->r.inuse && owner->r.owner->s.team != TEAM_SPECTATOR &&
			HEALTH_TO_INT( owner->r.owner->health ) > owner->r.owner->max_health )
			ent->s.frame = HEALTH_TO_INT( owner->r.owner->health ) - owner->r.owner->max_health;
			else*/
			ent->s.frame = 0;
			ent->s.frame += G_Gametype_RespawnTimeForItem( owner->item ) / 1000;
		}
		else
		{
			ent->s.frame = 0;
		}
	}
	else
	{
		ent->s.frame = owner->nextThink - level.time;
		if( ent->s.frame < 0 )
			ent->s.frame = 0;
		else
			ent->s.frame = (int)((float)ent->s.frame / 1000.0 + 0.5);
	}
	ent->nextThink = level.time + 1000;
}