/* * G_PickupItem */ qboolean G_PickupItem( edict_t *ent, edict_t *other ) { gsitem_t *it; qboolean taken = qfalse; if( !ent || !other ) return qfalse; if( other->r.client && G_ISGHOSTING( other ) ) return qfalse; if( !ent->item || !( ent->item->flags & ITFLAG_PICKABLE ) ) return qfalse; it = ent->item; if( it->type & IT_WEAPON ) { taken = Pickup_Weapon( ent, other ); } else if( it->type & IT_AMMO ) { taken = Pickup_Ammo( ent, other ); } else if( it->type & IT_ARMOR ) { taken = Pickup_Armor( ent, other ); } else if( it->type & IT_HEALTH ) { taken = Pickup_Health( ent, other ); } else if( it->type & IT_POWERUP ) { taken = Pickup_Powerup( ent, other ); } if( taken && other->r.client ) G_Gametype_ScoreEvent( other->r.client, "pickup", it->classname ); return taken; }
/* * G_PickupItem */ bool G_PickupItem( edict_t *other, const gsitem_t *it, int flags, int count, const int *invpack ) { bool taken = false; if( other->r.client && G_ISGHOSTING( other ) ) return false; if( !it || !( it->flags & ITFLAG_PICKABLE ) ) return false; if( it->type & IT_WEAPON ) { taken = Pickup_Weapon( other, it, flags, count ); } else if( it->type & IT_AMMO ) { taken = Pickup_Ammo( other, it, count, invpack ); } else if( it->type & IT_ARMOR ) { taken = Pickup_Armor( other, it ); } else if( it->type & IT_HEALTH ) { taken = Pickup_Health( other, it, flags ); } else if( it->type & IT_POWERUP ) { taken = Pickup_Powerup( other, it, flags, count ); } if( taken && other->r.client ) G_Gametype_ScoreEvent( other->r.client, "pickup", it->classname ); return taken; }
/* =============== Touch_Item =============== */ void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) { int respawn; qboolean predict; if (!other->client) return; if (other->health < 1) return; // dead people can't pickup // the same pickup rules are used for client side and server side if ( !BG_CanItemBeGrabbed( g_gametype.integer, &ent->s, &other->client->ps ) ) { return; } G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname ); predict = other->client->pers.predictItemPickup; // call the item-specific pickup function switch( ent->item->giType ) { case IT_WEAPON: respawn = Pickup_Weapon(ent, other); // predict = qfalse; break; case IT_AMMO: respawn = Pickup_Ammo(ent, other); // predict = qfalse; break; case IT_ARMOR: respawn = Pickup_Armor(ent, other); break; case IT_HEALTH: respawn = Pickup_Health(ent, other); break; case IT_POWERUP: respawn = Pickup_Powerup(ent, other); predict = qfalse; break; #ifdef MISSIONPACK case IT_PERSISTANT_POWERUP: respawn = Pickup_PersistantPowerup(ent, other); break; #endif case IT_TEAM: respawn = Pickup_Team(ent, other); break; case IT_HOLDABLE: respawn = Pickup_Holdable(ent, other); break; default: return; } if ( !respawn ) { return; } // play the normal pickup sound if (predict) { G_AddPredictableEvent( other, EV_ITEM_PICKUP, ent->s.modelindex ); } else { G_AddEvent( other, EV_ITEM_PICKUP, ent->s.modelindex ); } // powerup pickups are global broadcasts if ( ent->item->giType == IT_POWERUP || ent->item->giType == IT_TEAM) { // if we want the global sound to play if (!ent->speed) { gentity_t *te; te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP ); te->s.eventParm = ent->s.modelindex; te->r.svFlags |= SVF_BROADCAST; } else { gentity_t *te; te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP ); te->s.eventParm = ent->s.modelindex; // only send this temp entity to a single client te->r.svFlags |= SVF_SINGLECLIENT; te->r.singleClient = other->s.number; } } // fire item targets G_UseTargets (ent, other); // wait of -1 will not respawn if ( ent->wait == -1 ) { ent->r.svFlags |= SVF_NOCLIENT; ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; ent->unlinkAfterEvent = qtrue; return; } // non zero wait overrides respawn time if ( ent->wait ) { respawn = ent->wait; } // random can be used to vary the respawn time if ( ent->random ) { respawn += crandom() * ent->random; if ( respawn < 1 ) { respawn = 1; } } // dropped items will not respawn if ( ent->flags & FL_DROPPED_ITEM ) { ent->freeAfterEvent = qtrue; } // picked up items still stay around, they just don't // draw anything. This allows respawnable items // to be placed on movers. ent->r.svFlags |= SVF_NOCLIENT; ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; // ZOID // A negative respawn times means to never respawn this item (but don't // delete it). This is used by items that are respawned by third party // events such as ctf flags if ( respawn <= 0 ) { ent->nextthink = 0; ent->think = 0; } else { ent->nextthink = level.time + respawn * 1000; ent->think = RespawnItem; } trap_LinkEntity( ent ); }
/* =============== Touch_Item =============== */ void Touch_Item( gentity_t *ent, gentity_t *other, trace_t *trace ) { int respawn; int makenoise = EV_ITEM_PICKUP; // only activated items can be picked up if ( !ent->active ) { return; } else { // need to set active to false if player is maxed out ent->active = qfalse; } if ( !other->client ) { return; } if ( other->health < 1 ) { return; // dead people can't pickup } // the same pickup rules are used for client side and server side if ( !BG_CanItemBeGrabbed( &ent->s, &other->client->ps ) ) { return; } G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname ); // call the item-specific pickup function switch ( ent->item->giType ) { case IT_WEAPON: respawn = Pickup_Weapon( ent, other ); break; case IT_AMMO: respawn = Pickup_Ammo( ent, other ); break; case IT_ARMOR: respawn = Pickup_Armor( ent, other ); break; case IT_HEALTH: respawn = Pickup_Health( ent, other ); break; case IT_POWERUP: respawn = Pickup_Powerup( ent, other ); break; case IT_TEAM: respawn = Pickup_Team( ent, other ); break; case IT_HOLDABLE: respawn = Pickup_Holdable( ent, other ); break; case IT_KEY: respawn = Pickup_Key( ent, other ); break; case IT_TREASURE: respawn = Pickup_Treasure( ent, other ); break; case IT_CLIPBOARD: respawn = Pickup_Clipboard( ent, other ); // send the event to the client to request that the UI draw a popup // (specified by the configstring in ent->s.density). //G_AddEvent( other, EV_POPUP, ent->s.density); //if(ent->key) //G_AddEvent( other, EV_GIVEPAGE, ent->key ); break; default: return; } if ( !respawn ) { return; } // play sounds if ( ent->noise_index ) { // (SA) a sound was specified in the entity, so play that sound // (this G_AddEvent) and send the pickup as "EV_ITEM_PICKUP_QUIET" // so it doesn't make the default pickup sound when the pickup event is recieved makenoise = EV_ITEM_PICKUP_QUIET; G_AddEvent( other, EV_GENERAL_SOUND, ent->noise_index ); } // send the pickup event if ( other->client->pers.predictItemPickup ) { G_AddPredictableEvent( other, makenoise, ent->s.modelindex ); } else { G_AddEvent( other, makenoise, ent->s.modelindex ); } // powerup pickups are global broadcasts if ( ent->item->giType == IT_POWERUP || ent->item->giType == IT_TEAM ) { // (SA) probably need to check for IT_KEY here too... (coop?) gentity_t *te; te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP ); te->s.eventParm = ent->s.modelindex; te->r.svFlags |= SVF_BROADCAST; // (SA) set if we want this to only go to the pickup client // te->r.svFlags |= SVF_SINGLECLIENT; // te->r.singleClient = other->s.number; } // fire item targets G_UseTargets( ent, other ); // wait of -1 will not respawn if ( ent->wait == -1 ) { ent->flags |= FL_NODRAW; //ent->r.svFlags |= SVF_NOCLIENT; ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; ent->unlinkAfterEvent = qtrue; return; } // wait of -2 will respawn but not be available for pickup anymore // (partial use things that leave a spent modle (ex. plate for turkey) if ( respawn == RESPAWN_PARTIAL_DONE ) { ent->s.density = ( 1 << 9 ); // (10 bits of data transmission for density) ent->active = qtrue; // re-activate trap_LinkEntity( ent ); return; } if ( respawn == RESPAWN_PARTIAL ) { // multi-stage health ent->s.density--; if ( ent->s.density ) { // still not completely used up ( (SA) this will change to == 0 and stage 1 will be a destroyable item (plate/etc.) ) ent->active = qtrue; // re-activate trap_LinkEntity( ent ); return; } } // non zero wait overrides respawn time if ( ent->wait ) { respawn = ent->wait; } // random can be used to vary the respawn time if ( ent->random ) { respawn += crandom() * ent->random; if ( respawn < 1 ) { respawn = 1; } } // dropped items will not respawn if ( ent->flags & FL_DROPPED_ITEM ) { ent->freeAfterEvent = qtrue; } // picked up items still stay around, they just don't // draw anything. This allows respawnable items // to be placed on movers. ent->r.svFlags |= SVF_NOCLIENT; ent->flags |= FL_NODRAW; //ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; // ZOID // A negative respawn times means to never respawn this item (but don't // delete it). This is used by items that are respawned by third party // events such as ctf flags if ( respawn <= 0 ) { ent->nextthink = 0; ent->think = 0; } else { ent->nextthink = level.time + respawn * 1000; ent->think = RespawnItem; } trap_LinkEntity( ent ); }
/* =============== Touch_Item =============== */ void Touch_Item(gentity_t * ent, gentity_t * other, trace_t * trace) { int respawn; qboolean predict; int bandolierFactor; //Makro - some checks if (other == NULL || ent == NULL) return; if (!other->client) return; if (other->health < 1) return; // dead people can't pickup //Makro - even more bot hacks ! //this way, we can remove the item from the bot's library for a few seconds //so bots won't get stuck in a loop between 2 items if ((ent->r.svFlags & MASK_BOTHACK) == MASK_BOTHACK) { if (ent->nextthink < level.time) { ent->nextthink = level.time + 45 * 1000; } return; } // the same pickup rules are used for client side and server side if (!BG_CanItemBeGrabbed(g_gametype.integer, &ent->s, &other->client->ps)) return; predict = other->client->pers.predictItemPickup; if (other->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_BANDOLIER)) bandolierFactor = 2; else bandolierFactor = 1; //Elder: should check if the item was recently thrown ... if it was, then //don't allow it to be picked up ... or something like that // call the item-specific pickup function switch (ent->item->giType) { case IT_WEAPON: switch (ent->item->giTag) { //Blaze: Check to see if we already have the weapon, //If not so check and see if we have less then full ammo, if so pick up gun //Elder's version: //Accumulators (e.g. knife, grenade): if you have the weap AND the max limit, leave //Pistols: if you have akimbos AND max clips, leave //Akimbos: shouldn't pick them up b/c they shouldn't be dropped //Specials: if you have more than/equal to limit (remember bando later), leave case WP_KNIFE: if (((other->client->ps.stats[STAT_WEAPONS] & (1 << WP_KNIFE)) == (1 << WP_KNIFE)) && (other->client->ps.ammo[ent->item->giTag] >= RQ3_KNIFE_MAXCLIP * bandolierFactor)) return; break; case WP_GRENADE: if (((other->client->ps.stats[STAT_WEAPONS] & (1 << WP_GRENADE)) == (1 << WP_GRENADE)) && (other->client->ps.ammo[ent->item->giTag] >= RQ3_GRENADE_MAXCLIP * bandolierFactor)) return; break; case WP_PISTOL: //Elder: always have pistol - but extra ones give akimbo or clips if (((other->client->ps.stats[STAT_WEAPONS] & (1 << WP_AKIMBO)) == (1 << WP_AKIMBO)) && other->client->numClips[WP_PISTOL] >= RQ3_PISTOL_MAXCLIP * bandolierFactor) { //leave if we have max clips and akimbos return; } break; case WP_M3: case WP_HANDCANNON: case WP_MP5: case WP_M4: case WP_SSG3000: //Elder: check to see if it's in mid-air or over the limit if (other->client->uniqueWeapons >= g_RQ3_maxWeapons.integer + (bandolierFactor - 1) || ent->s.pos.trDelta[2] != 0) return; // Paril: fix/workaround for 4085 // don't pick up dupe special weapons even if we could. if ((other->client->ps.stats[STAT_WEAPONS] & (1 << ent->item->giTag)) == (1 << ent->item->giTag)) return; break; case WP_AKIMBO: default: //Elder: shouldn't be here G_Printf("Touch_Item received invalid IT_WEAPON giTag: %d\n", ent->item->giTag); return; break; } respawn = Pickup_Weapon(ent, other, bandolierFactor); //Elder: added pistol and knife condition if (ent->item->giTag == WP_GRENADE || ent->item->giTag == WP_PISTOL || ent->item->giTag == WP_KNIFE) { respawn = 30; } else { //Elder: moved here respawn = -1; //Dont respawn weapons } // predict = qfalse; break; case IT_AMMO: switch (ent->item->giTag) { //Blaze: dont pick up the clip if we already have all the clips we can have case WP_KNIFE: if (other->client->numClips[ent->item->giTag] >= 0) return; //No clips for knifes break; case WP_PISTOL: if (other->client->numClips[ent->item->giTag] >= RQ3_PISTOL_MAXCLIP * bandolierFactor) return; break; case WP_M3: if (other->client->numClips[ent->item->giTag] >= RQ3_M3_MAXCLIP * bandolierFactor) return; break; case WP_HANDCANNON: if (other->client->numClips[ent->item->giTag] >= RQ3_HANDCANNON_MAXCLIP * bandolierFactor) return; break; case WP_MP5: if (other->client->numClips[ent->item->giTag] >= RQ3_MP5_MAXCLIP * bandolierFactor) return; break; case WP_M4: if (other->client->numClips[ent->item->giTag] >= RQ3_M4_MAXCLIP * bandolierFactor) return; break; case WP_SSG3000: if (other->client->numClips[ent->item->giTag] >= RQ3_SSG3000_MAXCLIP * bandolierFactor) return; break; case WP_AKIMBO: if (other->client->numClips[ent->item->giTag] >= RQ3_AKIMBO_MAXCLIP * bandolierFactor) return; break; case WP_GRENADE: if (other->client->numClips[ent->item->giTag] >= 0) return; //no clips for grenades break; } respawn = Pickup_Ammo(ent, other, bandolierFactor); break; case IT_ARMOR: respawn = Pickup_Armor(ent, other); break; case IT_HEALTH: respawn = Pickup_Health(ent, other); break; case IT_POWERUP: respawn = Pickup_Powerup(ent, other); predict = qfalse; break; case IT_TEAM: // NiceAss: can't pick it up if it's in mid-flight (someone dropped it) if (ent->s.pos.trDelta[2] != 0.0f) return; respawn = Pickup_Team(ent, other); break; case IT_HOLDABLE: //Elder: check to see if it's in mid-air if (other->client->uniqueItems >= g_RQ3_maxItems.integer || ent->s.pos.trDelta[2] != 0) return; respawn = Pickup_Holdable(ent, other); break; default: return; } if (!respawn) { return; } // play the normal pickup sound if (predict) { G_AddPredictableEvent(other, EV_ITEM_PICKUP, ent->s.modelindex); } else { G_AddEvent(other, EV_ITEM_PICKUP, ent->s.modelindex); } // powerup pickups are global broadcasts if (ent->item->giType == IT_POWERUP || ent->item->giType == IT_TEAM) { // if we want the global sound to play if (!ent->speed) { gentity_t *te; te = G_TempEntity(ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP); te->s.eventParm = ent->s.modelindex; te->r.svFlags |= SVF_BROADCAST; } else { gentity_t *te; te = G_TempEntity(ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP); te->s.eventParm = ent->s.modelindex; // only send this temp entity to a single client te->r.svFlags |= SVF_SINGLECLIENT; te->r.singleClient = other->s.number; } } // fire item targets G_UseTargets(ent, other); // wait of -1 will not respawn if (ent->wait == -1) { ent->r.svFlags |= SVF_NOCLIENT; ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; ent->unlinkAfterEvent = qtrue; return; } // non zero wait overrides respawn time if (ent->wait) { respawn = ent->wait; } // random can be used to vary the respawn time if (ent->random) { respawn += crandom() * ent->random; if (respawn < 1) { respawn = 1; } } // dropped items will not respawn if (ent->flags & FL_DROPPED_ITEM) { ent->freeAfterEvent = qtrue; } // picked up items still stay around, they just don't // draw anything. This allows respawnable items // to be placed on movers. ent->r.svFlags |= SVF_NOCLIENT; ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; // ZOID // A negative respawn times means to never respawn this item (but don't // delete it). This is used by items that are respawned by third party // events such as ctf flags if (respawn <= 0) { ent->nextthink = 0; ent->think = 0; } else { ent->nextthink = level.time + respawn * 1000; ent->think = RespawnItem; } trap_LinkEntity(ent); }
/* =============== Touch_Item =============== */ void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) { int respawn; qboolean predict; //instant gib if ((g_instantgib.integer || g_rockets.integer || g_gametype.integer == GT_CTF_ELIMINATION || g_elimination_allgametypes.integer) && ent->item->giType != IT_TEAM) return; //Cannot touch flag before round starts if(g_gametype.integer == GT_CTF_ELIMINATION && level.roundNumber != level.roundNumberStarted) return; //Cannot take ctf elimination oneway if(g_gametype.integer == GT_CTF_ELIMINATION && g_elimination_ctf_oneway.integer!=0 && ( (other->client->sess.sessionTeam==TEAM_BLUE && (level.eliminationSides+level.roundNumber)%2 == 0 ) || (other->client->sess.sessionTeam==TEAM_RED && (level.eliminationSides+level.roundNumber)%2 != 0 ) )) return; if (g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_LMS) return; //nothing to pick up in elimination if (!other->client) return; if (other->health < 1) return; // dead people can't pickup // the same pickup rules are used for client side and server side if ( !BG_CanItemBeGrabbed( g_gametype.integer, &ent->s, &other->client->ps ) ) { return; } //In double DD we cannot "pick up" a flag we already got if(g_gametype.integer == GT_DOUBLE_D) { if( strcmp(ent->classname, "team_CTF_redflag") == 0 ) if(other->client->sess.sessionTeam == level.pointStatusA) return; if( strcmp(ent->classname, "team_CTF_blueflag") == 0 ) if(other->client->sess.sessionTeam == level.pointStatusB) return; } G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname ); predict = other->client->pers.predictItemPickup; // call the item-specific pickup function switch( ent->item->giType ) { case IT_WEAPON: respawn = Pickup_Weapon(ent, other); // predict = qfalse; break; case IT_AMMO: respawn = Pickup_Ammo(ent, other); // predict = qfalse; break; case IT_ARMOR: respawn = Pickup_Armor(ent, other); break; case IT_HEALTH: respawn = Pickup_Health(ent, other); break; case IT_POWERUP: respawn = Pickup_Powerup(ent, other); predict = qfalse; break; case IT_PERSISTANT_POWERUP: respawn = Pickup_PersistantPowerup(ent, other); break; case IT_TEAM: respawn = Pickup_Team(ent, other); //If touching a team item remove spawnprotection if(other->client->spawnprotected) other->client->spawnprotected = qfalse; break; case IT_HOLDABLE: respawn = Pickup_Holdable(ent, other); break; default: return; } if ( !respawn ) { return; } // play the normal pickup sound if (predict) { G_AddPredictableEvent( other, EV_ITEM_PICKUP, ent->s.modelindex ); } else { G_AddEvent( other, EV_ITEM_PICKUP, ent->s.modelindex ); } // powerup pickups are global broadcasts if ( ent->item->giType == IT_POWERUP || ent->item->giType == IT_TEAM) { // if we want the global sound to play if (!ent->speed) { gentity_t *te; te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP ); te->s.eventParm = ent->s.modelindex; te->r.svFlags |= SVF_BROADCAST; } else { gentity_t *te; te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP ); te->s.eventParm = ent->s.modelindex; // only send this temp entity to a single client te->r.svFlags |= SVF_SINGLECLIENT; te->r.singleClient = other->s.number; } } // fire item targets G_UseTargets (ent, other); // wait of -1 will not respawn if ( ent->wait == -1 ) { ent->r.svFlags |= SVF_NOCLIENT; ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; ent->unlinkAfterEvent = qtrue; return; } // non zero wait overrides respawn time if ( ent->wait ) { respawn = ent->wait; } // random can be used to vary the respawn time if ( ent->random ) { respawn += crandom() * ent->random; if ( respawn < 1 ) { respawn = 1; } } // dropped items will not respawn if ( ent->flags & FL_DROPPED_ITEM ) { ent->freeAfterEvent = qtrue; } // picked up items still stay around, they just don't // draw anything. This allows respawnable items // to be placed on movers. ent->r.svFlags |= SVF_NOCLIENT; ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; // ZOID // A negative respawn times means to never respawn this item (but don't // delete it). This is used by items that are respawned by third party // events such as ctf flags if ( respawn <= 0 ) { ent->nextthink = 0; ent->think = 0; } else { ent->nextthink = level.time + respawn * 1000; ent->think = RespawnItem; } trap_LinkEntity( ent ); }
/* =============== Touch_Item =============== */ void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) { int respawn; if (!other->client) return; if (other->health < 1) return; // dead people can't pickup // RPG-X: Marcin: Press USE to pick up items. - 03/12/2008 if ( !(other->client->pers.cmd.buttons & BUTTON_USE) || other->client->pressedUse == qtrue) { return; } else { other->client->pressedUse = qtrue; } // If ghosted, then end the ghost-ness in favor of the pickup. //RPG-X: RedTechie - Keep ghost all the time /*if (other->client->ps.powerups[PW_GHOST] >= level.time) { other->client->ps.powerups[PW_GHOST] = 0; // Unghost the player. This }*/ // the same pickup rules are used for client side and server side if ( !BG_CanItemBeGrabbed( &ent->s, &other->client->ps, Max_Weapon(other->client->ps.weapon) ) && IsAdmin( other ) == qfalse ) { return; } numTotalDropped--; G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname ); // call the item-specific pickup function switch( ent->item->giType ) { case IT_WEAPON: respawn = Pickup_Weapon(ent, other); break; case IT_AMMO: respawn = Pickup_Ammo(ent, other); break; case IT_ARMOR: respawn = Pickup_Armor(ent, other); break; case IT_HEALTH: respawn = Pickup_Health(ent, other); break; case IT_POWERUP: respawn = Pickup_Powerup(ent, other); break; case IT_TEAM: respawn = Pickup_Team(ent, other); break; case IT_HOLDABLE: respawn = Pickup_Holdable(ent, other); break; default: return; } if ( !respawn) { return; } // play the normal pickup sound if ( other->client->pers.predictItemPickup ) { G_AddPredictableEvent( other, EV_ITEM_PICKUP, ent->s.modelindex ); } else { G_AddEvent( other, EV_ITEM_PICKUP, ent->s.modelindex ); } // powerup pickups are global broadcasts if ( ent->item->giType == IT_POWERUP || ent->item->giType == IT_TEAM) { gentity_t *te; te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP ); te->s.eventParm = ent->s.modelindex; // tell us which client fired off this global sound te->s.otherEntityNum = other->s.number; te->r.svFlags |= SVF_BROADCAST; } // fire item targets G_UseTargets (ent, other); if ( rpg_weaponsStay.integer == 1 && IsAdmin( ent->parent ) == qtrue && IsAdmin( other ) == qfalse ) { return; } if ( ent->item->giTag == WP_3 ) { Padd_Remove( ent ); } // wait of -1 will not respawn if ( ent->wait == -1 ) { ent->r.svFlags |= SVF_NOCLIENT; ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; ent->unlinkAfterEvent = qtrue; return; } // non zero wait overrides respawn time if ( ent->wait ) { respawn = ent->wait; } // random can be used to vary the respawn time if ( ent->random ) { respawn += crandom() * ent->random; if ( respawn < 1 ) { respawn = 1; } } // dropped items will not respawn if ( ent->flags & FL_DROPPED_ITEM ) { ent->freeAfterEvent = qtrue; } // picked up items still stay around, they just don't // draw anything. This allows respawnable items // to be placed on movers. if (ent->item->giType==IT_WEAPON || ent->item->giType==IT_POWERUP) { ent->s.eFlags |= EF_ITEMPLACEHOLDER; } else { // this line used to prevent items that were picked up from being drawn, but we now want to draw the techy grid thing instead ent->s.eFlags |= EF_NODRAW; ent->r.svFlags |= SVF_NOCLIENT; } ent->r.contents = 0; // *************** // ZOID // A negative respawn times means to never respawn this item (but don't // delete it). This is used by items that are respawned by third party // events such as ctf flags if ( respawn <= 0 ) { ent->nextthink = 0; ent->think = 0; } else { ent->nextthink = level.time + respawn * 1000; ent->think = RespawnItem; } trap_LinkEntity( ent ); }