Item * Item::ItemPickup( Entity *other, qboolean add_to_inventory, qboolean checkautopickup ) { Sentient * sent; Item * item = NULL; str realname; // Query the gameplay manager and see if we should not auto-pickup this item if ( checkautopickup ) { GameplayManager *gpm = GameplayManager::getTheGameplayManager(); if ( gpm->hasProperty(getArchetype(), "noautopickup") ) return NULL; } if ( !Pickupable( other ) ) { return NULL; } sent = ( Sentient * )other; if ( add_to_inventory ) { item = sent->giveItem( model, getAmount(), true ); if ( !item ) return NULL; } else { item = this; } // // make sure to copy over the coolness factor :) // item->coolitem = coolitem; item->cool_dialog = cool_dialog; item->cool_anim = cool_anim; item->coolitemforced = coolitemforced; // // let our sent know they received it // we put this here so we can transfer information from the original item we picked up // if ( !isSubclassOf( Weapon ) || add_to_inventory ) sent->ReceivedItem( item ); realname = GetRandomAlias( "snd_pickup" ); if ( realname.length() > 1 ) sent->Sound( realname, CHAN_ITEM ); if ( !Removable() ) { // leave the item for others to pickup return item; } look_at_me = false; CancelEventsOfType( EV_Item_DropToFloor ); CancelEventsOfType( EV_Item_Respawn ); CancelEventsOfType( EV_FadeOut ); setSolidType( SOLID_NOT ); if ( animate && animate->HasAnim( "pickup" ) ) animate->RandomAnimate( "pickup", EV_Item_PickupDone ); else { if ( !no_remove ) { if ( _missingSkin ) { ChangeSkin( _missingSkin, true ); } else { hideModel(); } if ( !Respawnable() ) PostEvent( EV_Remove, FRAMETIME ); } } if ( Respawnable() ) PostEvent( EV_Item_Respawn, RespawnTime() ); // fire off any pickup_thread's if ( pickup_thread.length() ) { ExecuteThread( pickup_thread ); } if ( item && multiplayerManager.checkFlag( MP_FLAG_INSTANT_ITEMS ) ) { Event *ev; ev = new Event( EV_InventoryItem_Use ); ev->AddEntity( other ); item->ProcessEvent( ev ); } return item; }