]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into LegendaryGuard/new_powerups
authorterencehill <piuntn@gmail.com>
Mon, 3 Jun 2024 12:52:45 +0000 (14:52 +0200)
committerterencehill <piuntn@gmail.com>
Mon, 3 Jun 2024 12:59:36 +0000 (14:59 +0200)
# Conflicts:
# qcsrc/common/mutators/mutator/powerups/powerups.qh

1  2 
qcsrc/common/mutators/mutator/powerups/powerup/invisibility.qh
qcsrc/common/mutators/mutator/powerups/powerup/shield.qh
qcsrc/common/mutators/mutator/powerups/powerup/speed.qh
qcsrc/common/mutators/mutator/powerups/powerup/strength.qh
qcsrc/common/mutators/mutator/powerups/powerups.qh
qcsrc/common/notifications/all.inc

index ebae1336e5d06c48eefd47b56b987e8b0f5937d9,690abb5ca2fe207b7fb41bd7c6ac7af82bcc7786..110fef86f6802c289b09de6d80e903bfb55f9d41
@@@ -35,10 -34,12 +33,11 @@@ REGISTER_ITEM(Invisibility, Powerup) 
      this.m_iteminit         =   powerup_invisibility_init;
  #endif
  #ifdef GAMEQC
+     this.spawnflags         =   ITEM_FLAG_NORMAL;
      this.m_itemid           =   IT_INVISIBILITY;
 -    this.m_model            =   MDL_BUFF; // TODO: MDL_Invisibility_ITEM when new model available
 -    this.m_skin             =   12;
 +    this.m_skin             =   3;
      this.m_sound            =   SND_Invisibility;
 -    this.m_glow             =   true;
 +    // this.m_glow             =   true;
      this.m_respawnsound     =   SND_STRENGTH_RESPAWN;
  #endif
      this.netname            =   "invisibility";
index a97a0813b924a5ed7d97b0761bda5ae778d597eb,de2f5dc29a40b544cce37631070c358460b731fb..f2c03b295c2e7867a8cec3e0a24b0235607e82de
@@@ -34,10 -33,11 +32,11 @@@ REGISTER_ITEM(Shield, Powerup) 
      this.m_iteminit         =   powerup_shield_init;
  #endif
  #ifdef GAMEQC
+     this.spawnflags         =   ITEM_FLAG_NORMAL;
      this.m_itemid           =   IT_INVINCIBLE;
 -    this.m_model            =   MDL_Shield_ITEM;
 +    this.m_skin             =   1;
      this.m_sound            =   SND_Shield;
 -    this.m_glow             =   true;
 +    // this.m_glow             =   true;
      this.m_respawnsound     =   SND_SHIELD_RESPAWN;
  #endif
      this.netname            =   "invincible";
index 779745b221f5fe5df99ab9da708aa625dfd1df4f,38010e480b1c723b5d0449ef0616ad0629cd3c4b..2d7ee88565d0e9c43969d023041d45e05f37d069
@@@ -36,10 -35,12 +34,11 @@@ REGISTER_ITEM(Speed, Powerup) 
      this.m_iteminit         =   powerup_speed_init;
  #endif
  #ifdef GAMEQC
+     this.spawnflags         =   ITEM_FLAG_NORMAL;
      this.m_itemid           =   IT_SPEED;
 -    this.m_model            =   MDL_BUFF; // TODO: MDL_Speed_ITEM when new model available
 -    this.m_skin             =   9;
 +    this.m_skin             =   2;
      this.m_sound            =   SND_Speed;
 -    this.m_glow             =   true;
 +    // this.m_glow             =   true;
      this.m_respawnsound     =   SND_SHIELD_RESPAWN;
  #endif
      this.netname            =   "speed";
index bede641ee1b8ab0d0249ac8d548a56692a4550a6,79ef229f1cbbf751b5b0a39ac5b76ab7f6fa70d4..c4a0800420d538d4a4a737b3088fa1e675429b39
@@@ -36,10 -35,11 +34,11 @@@ REGISTER_ITEM(Strength, Powerup) 
      this.m_iteminit         =   powerup_strength_init;
  #endif
  #ifdef GAMEQC
+     this.spawnflags         =   ITEM_FLAG_NORMAL;
      this.m_itemid           =   IT_STRENGTH;
 -    this.m_model            =   MDL_Strength_ITEM;
 +    this.m_skin             =   0;
      this.m_sound            =   SND_Strength;
 -    this.m_glow             =   true;
 +    // this.m_glow             =   true;
      this.m_respawnsound     =   SND_STRENGTH_RESPAWN;
  #endif
      this.netname            =   "strength";
index cd0b2cf10bee0f4e4c55b2fe6a1d3924e68ca15f,ecd754672d3bbed1e9fbe544a71b4065e8b2bd2c..3dfd1193543514fb92cd47354753be74732d9b45
@@@ -1,20 -1,9 +1,19 @@@
  #pragma once
  
  #include <common/items/item/pickup.qh>
 +
 +#ifdef GAMEQC
 +MODEL(Powerup_ITEM, "models/relics/relic_powerup.md3");
 +#endif
 +
  CLASS(Powerup, Pickup)
  #ifdef SVQC
-     ATTRIB(Powerup, m_mins, vector, '-16 -16 0');
-     ATTRIB(Powerup, m_maxs, vector, '16 16 80');
+     ATTRIB(Powerup, m_maxs, vector, ITEM_L_MAXS);
 +#endif
 +#ifdef GAMEQC
 +    ATTRIB(Powerup, m_model, Model, MDL_Powerup_ITEM);
 +#endif
 +#ifdef SVQC
      ATTRIB(Powerup, m_botvalue, int, 11000);
      ATTRIB(Powerup, m_itemflags, int, FL_POWERUP);
      ATTRIB(Powerup, m_respawntime, float(), GET(g_pickup_respawntime_powerup));
Simple merge