if(time >= this.wait)
Item_Respawn(this);
+ else if(autocvar_g_items_respawnpulses)
+ {
+ float finished = this.wait - time;
+ if(finished < 3 && finished >= 1 && floor(finished - frametime) != floor(finished)) // at least 2 seconds remain until the item will respawn
+ sound(this, CH_TRIGGER, SND_ITEMRESPAWNCOUNTDOWN, VOL_BASE, ATTEN_NORM);
+ }
}
void Item_ScheduleRespawnIn(entity e, float t)
bool autocvar_g_norecoil;
float autocvar_g_items_mindist;
float autocvar_g_items_maxdist;
+bool autocvar_g_items_respawnpulses = true;
int autocvar_g_pickup_items;
float autocvar_g_player_alpha;
float autocvar_g_player_brightness;
set g_maplist_sizes_count_maxplayers 1 "check the player limit when getting the player count so forced spectators don't affect the size restrictions"
set g_maplist_sizes_count_bots 1 "include the number of bots currently in the server when counting the number of players for size restrictions"
+set g_items_respawnpulses 1 "play a pulsing sound effect when items are about to respawn"
set g_items_mindist 4000 "starting distance for the fading of items"
set g_items_maxdist 4500 "maximum distance at which an item can be viewed, after which it will be invisible"