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Make sure respawn effect gets removed even when picked up during respawn
[divverent/nexuiz.git] / qcsrc / gamec / t_items.c
1 void Item_ClearRespawnEffect (void) {
2         self.effects = 0;
3 }
4
5 void Item_Respawn (void)
6 {
7         self.model = self.mdl;          // restore original model
8         self.solid = SOLID_TRIGGER;     // allow it to be touched again
9         sound (self, CHAN_VOICE, "misc/itemrespawn.wav", 1, ATTN_NORM); // play respawn sound
10         setorigin (self, self.origin);
11         
12         // Savage: Add simple Respawn effect and make sure it gets removed
13         if(self.effects == 0) {
14                 self.effects = EF_STARDUST;
15                 self.think = Item_ClearRespawnEffect;
16                 self.nextthink = time + 0.1;
17         }
18 }
19
20 void Item_Touch (void)
21 {
22
23         local entity oldself;
24         local float     _switchweapon;
25         
26         // Savage: Remove the respawn effect if still present
27         if(self.effects == EF_STARDUST) self.effects = 0;
28
29         if (self.solid != SOLID_TRIGGER)
30                 return;
31
32         if (other.classname != "player" && other.classname != "bot")
33                 return;
34         if (other.health <= 0)
35                 return;
36
37         sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
38
39         // if the player is using their best weapon before items are given, they
40         // probably want to switch to an even better weapon after items are given
41         _switchweapon = other.switchweapon == w_getbestweapon(other);
42
43         if (self.ammo_shells){
44                 other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
45         }
46         if (self.ammo_nails)
47                 other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
48         if (self.ammo_rockets)
49                 other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
50         if (self.ammo_cells)
51                 other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
52
53         if (self.items & IT_UZI)                                W_GiveWeapon (other, IT_UZI, "Machine gun");
54         if (self.items & IT_SHOTGUN)                    W_GiveWeapon (other, IT_SHOTGUN, "Shotgun");
55         if (self.items & IT_GRENADE_LAUNCHER)   W_GiveWeapon (other, IT_GRENADE_LAUNCHER, "Mortar");
56         if (self.items & IT_ELECTRO)                    W_GiveWeapon (other, IT_ELECTRO, "Electro");
57         if (self.items & IT_NEX)                                W_GiveWeapon (other, IT_NEX, "Nex");
58         if (self.items & IT_HAGAR)                              W_GiveWeapon (other, IT_HAGAR, "Hagar");
59         if (self.items & IT_ROCKET_LAUNCHER)    W_GiveWeapon (other, IT_ROCKET_LAUNCHER, "Rocket Launcher");
60         if (self.items & IT_CRYLINK)                    W_GiveWeapon (other, IT_CRYLINK, "Crylink");
61
62         if (self.strength_finished)
63                 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
64         if (self.invincible_finished)
65                 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
66         //if (self.speed_finished)
67         //      other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
68         //if (self.slowmo_finished)
69         //      other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
70
71         if (self.max_health)
72                 other.health = other.health + self.max_health;
73         if (self.armorvalue)
74                 other.armorvalue = other.armorvalue + self.armorvalue;
75
76         oldself = self;
77         self = other;
78
79         if (_switchweapon)
80                 self.switchweapon = w_getbestweapon(self);
81
82         //W_UpdateWeapon ();
83         //W_UpdateAmmo ();
84         weapon_action(self.weapon, WR_UPDATECOUNTS);
85
86         self = oldself;
87
88         if (self.norespawn)
89                 remove (self);
90         else
91         {
92                 self.solid = SOLID_NOT;
93                 self.model = string_null;
94                 self.nextthink = time + self.respawntime;
95                 self.think = Item_Respawn;
96                 setorigin (self, self.origin);
97         }
98 }
99
100 // Savage: used for item garbage-collection
101 // TODO: perhaps nice special effect?
102 void RemoveItem(void) = {
103         remove(self);
104 }
105
106
107 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags)
108 {
109         if ((cvar("g_instagib") == 1) | (cvar("g_rocketarena") == 1))
110         {
111                 remove (self);
112                 return;
113         }
114         self.mdl = itemmodel;
115         self.noise = pickupsound;
116         // let mappers override respawntime
117         if (!self.respawntime)
118                 self.respawntime = defaultrespawntime;
119         self.netname = itemname;
120         self.items = itemid;
121         self.flags = FL_ITEM | itemflags;
122         setmodel (self, self.mdl);
123         if (itemflags & FL_WEAPON)
124         {
125                 setorigin (self, self.origin + '0 0 22');
126                 setsize (self, '-12 -12 -12', '12 12 12');
127         }
128         else
129         {
130                 setorigin (self, self.origin + '0 0 15');
131         //      setsize (self, '-8 -8 -5', '8 8 8');
132         }
133         self.movetype = MOVETYPE_TOSS;
134         self.solid = SOLID_TRIGGER;
135         self.touch = Item_Touch;
136
137         if (itemflags & FL_POWERUP)
138         {
139                 self.effects = self.effects | EF_ADDITIVE;
140         }
141
142         // Savage: remove thrown items after a certain period of time ("garbage collection")
143         if(self.norespawn) {
144                 self.think = RemoveItem;
145                 self.nextthink = time + 60;
146         }
147
148 }
149
150 void weapon_uzi (void) {self.ammo_nails = 120;StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.wav", 15, "Uzi", IT_UZI, FL_WEAPON);}
151 void weapon_shotgun (void) {self.ammo_shells = 15;StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.wav", 15, "Shotgun", IT_SHOTGUN, FL_WEAPON);}
152 void weapon_grenadelauncher (void) {self.ammo_rockets = 15;StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.wav", 15, "Grenade Launcher", IT_GRENADE_LAUNCHER, FL_WEAPON);}
153 void weapon_electro (void) {self.ammo_cells = 25;StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.wav", 15, "Electro", IT_ELECTRO, FL_WEAPON);}
154 void weapon_crylink (void) {self.ammo_cells = 25;StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.wav", 15, "Crylink", IT_CRYLINK, FL_WEAPON);}
155 void weapon_nex (void) {self.ammo_cells = 25;StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.wav", 15, "Nex Gun", IT_NEX, FL_WEAPON);}
156 void weapon_hagar (void) {self.ammo_rockets = 15;StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.wav", 15, "Hagar", IT_HAGAR, FL_WEAPON);}
157 void weapon_rocketlauncher (void) {self.ammo_rockets = 15;StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.wav", 15, "Rocket Launcher", IT_ROCKET_LAUNCHER, FL_WEAPON);}
158
159 void item_rockets (void) {self.ammo_rockets = 15;StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", 15, "rockets", IT_ROCKETS, 0);}
160 void item_bullets (void) {self.ammo_nails = 120;StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", 15, "bullets", IT_NAILS, 0);}
161 void item_cells (void) {self.ammo_cells = 25;StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", 15, "cells", IT_CELLS, 0);}
162 void item_shells (void) {self.ammo_shells = 15;StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", 15, "shells", IT_SHELLS, 0);}
163
164 void item_armor1 (void) {self.armorvalue = 5;StartItem ("models/items/g_a1.md3", "misc/itempickup.wav", 15, "Armor Shard", 0, 0);}
165 void item_armor25 (void) {self.armorvalue = 100;StartItem ("models/items/g_a25.md3", "misc/itempickup.wav", 30, "Armor", 0, 0);}
166 void item_health1 (void) {self.max_health = 5;StartItem ("models/items/g_h1.md3", "misc/itempickup.wav", 15, "5 Health", 0, 0);}
167 void item_health25 (void) {self.max_health = 25;StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", 15, "25 Health", 0, 0);}
168 void item_health100 (void) {self.max_health = 100;StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", 30, "100 Health", 0, 0);}
169
170 void item_strength (void) {self.strength_finished = 30;StartItem ("models/items/g_strength.md3", "misc/powerup.wav", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP);}
171 void item_invincible (void) {self.invincible_finished = 30;StartItem ("models/items/g_invincible.md3", "misc/powerup.wav", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP);}
172 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP);}
173 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP);}
174
175 void misc_models (void)
176 {
177         precache_model (self.model);
178         setmodel (self, self.model);
179         setsize (self, self.mins, self.maxs);
180 }
181
182