Пример #1
0
bool JackClient::Execute()
{
    // Execute a dummy cycle to be sure thread has the correct properties
    DummyCycle();

    if (fThreadFun) {
        fThreadFun(fThreadFunArg);
    } else {
        ExecuteThread();
    }
    return false;
}
Пример #2
0
//
// Name:        _pickupArmor()
// Class:       Armor
//
// Description: Takes care of "Picking Up" the armor, by playing the
//              appropriate sounds, removing the model...
//
// Parameters:  None
// 
// Returns:     None
//
void Armor::_pickupArmor( Sentient *sentient)
{
	str      realname;
	
	// Play pickup sound
	realname = GetRandomAlias( "snd_pickup" );
	if ( realname.length() > 1 )
		sentient->Sound( realname, CHAN_ITEM );
	
	// Cancel some events
	CancelEventsOfType( EV_Item_DropToFloor );
	CancelEventsOfType( EV_Item_Respawn );
	CancelEventsOfType( EV_FadeOut );
	
	// Hide the model
	setSolidType( SOLID_NOT );

	if ( _missingSkin )
	{
		ChangeSkin( _missingSkin, true );
	}
	else
	{
		hideModel();
	}
	
	// Respawn?
	if ( !Respawnable() )
		PostEvent( EV_Remove, FRAMETIME );
	else
		PostEvent( EV_Item_Respawn, RespawnTime() );
	
	// fire off any pickup_thread's
	if ( pickup_thread.length() )
		ExecuteThread( pickup_thread );	
}
Пример #3
0
Item *PowerupBase::ItemPickup( Entity *other, qboolean add_to_inventory, qboolean )
{
	Player *player;
	str      realname;

	Q_UNUSED(add_to_inventory);

	if ( !other->isSubclassOf( Player ) )
		return NULL;

	if ( !Pickupable( other ) )
		return NULL;

	if ( multiplayerManager.inMultiplayer() )
	{
		if ( !multiplayerManager.canPickup( (Player *)other, getMultiplayerItemType(), item_name ) )
			return NULL;
	}

	player = ( Player * )other;

	// Play pickup sound
	realname = GetRandomAlias( "snd_pickup" );
	if ( realname.length() > 1 )
		player->Sound( realname, CHAN_ITEM );

	// Cancel some events
	CancelEventsOfType( EV_Item_DropToFloor );
	CancelEventsOfType( EV_Item_Respawn );
	CancelEventsOfType( EV_FadeOut );

	// Hide the model
	setSolidType( SOLID_NOT );

	if ( _missingSkin )
	{
		ChangeSkin( _missingSkin, true );
	}
	else
	{
		hideModel();
	}

	// Respawn?
	if ( !Respawnable() )
		PostEvent( EV_Remove, FRAMETIME );
	else
		PostEvent( EV_Item_Respawn, RespawnTime() );

	// fire off any pickup_thread's
	if ( pickup_thread.length() )
      {
      ExecuteThread( pickup_thread );
      }

	givePlayerItem( player );

	if ( multiplayerManager.inMultiplayer() )
	{
		multiplayerManager.pickedupItem( (Player *)other, MP_ITEM_TYPE_POWERUP, item_name );
	}

	return NULL; // This doesn't create any items
}
Пример #4
0
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;
}