Esempio n. 1
0
static gsitem_t *G_ItemForEntity( edict_t *ent )
{
	gsitem_t *item;

	// check item spawn functions
	if( ( item = GS_FindItemByClassname( ent->classname ) ) != NULL )
		return item;

	return NULL;
}
Esempio n. 2
0
static void Say_Team_Pickup( edict_t *who, char *buf, int buflen, const char *current_color )
{
	if( !who->r.client->teamstate.last_pickup )
	{
		buf[0] = 0;
	}
	else
	{
		gsitem_t *item = GS_FindItemByClassname( who->r.client->teamstate.last_pickup->classname );
		if( item )
			Q_snprintfz( buf, buflen, "%s%s%s", ( item->color ? item->color : "" ), item->shortname, current_color );
		else
			buf[0] = 0;
	}
}
Esempio n. 3
0
static void Say_Team_Point( edict_t *who, char *buf, int buflen, const char *current_color )
{
	if( !point )
	{
		Q_snprintfz( buf, buflen, "nothing" );
		return;
	}

	if( point->s.type == ET_ITEM )
	{
		gsitem_t *item = GS_FindItemByClassname( point->classname );
		if( item )
			Q_snprintfz( buf, buflen, "%s%s%s", ( item->color ? item->color : "" ), item->shortname, current_color );
		else
			Q_snprintfz( buf, buflen, point->classname );
	}
	else
	{
		Q_snprintfz( buf, buflen, "%s%s", point->classname, current_color );
	}
}
Esempio n. 4
0
/*
* SetItemNames
* 
* Called by worldspawn
*/
void G_PrecacheItems( void )
{
	int i;
	gsitem_t *item;

	// precache item names and weapondefs
	for( i = 1; ( item = GS_FindItemByTag( i ) ) != NULL; i++ )
	{
		trap_ConfigString( CS_ITEMS + i, item->name );

		if( item->type & IT_WEAPON && GS_GetWeaponDef( item->tag ) )
		{
			G_PrecacheWeapondef( i, &GS_GetWeaponDef( item->tag )->firedef );
			G_PrecacheWeapondef( i, &GS_GetWeaponDef( item->tag )->firedef_weak );
		}
	}

	// precache items
	if( GS_Instagib() )
	{
		item = GS_FindItemByTag( WEAP_INSTAGUN );
		PrecacheItem( item );
	}
	else
	{
		for( i = WEAP_GUNBLADE; i < WEAP_TOTAL; i++ )
		{
			item = GS_FindItemByTag( i );
			PrecacheItem( item );
		}
	}

	// Vic: precache ammo pack if it's droppable
	item = GS_FindItemByClassname( "item_ammopack" );
	if( item && G_Gametype_CanDropItem( item, qtrue ) )
	{
		PrecacheItem( item );
	}
}