}
// Only needed to update if the timer of the powerup is running
- if(autocvar_g_powerups_dropondeath == 1)
+ if(!GetResource(this, RES_ARMOR))
WaypointSprite_UpdateHealth(this.waypointsprite_attached, GetResource(this, RES_HEALTH));
this.nextthink = time + 1;
}
-void powerups_DropItem(entity this, StatusEffects effect)
+void powerups_DropItem(entity this, StatusEffects effect, bool freezeTimer)
{
entity item = Item_DefinitionFromInternalName(effect.netname);
float t = StatusEffects_gettime(effect, this);
// If we want the timer to keep running, we enable expiring then use the exact time the powerup will finish at.
// If we want the timer to freeze, we disable expiring and we just use the time left of the powerup.
// See Item_SetExpiring() below.
- float finished = (autocvar_g_powerups_dropondeath == 2 ? timeleft : t);
+ float finished = (freezeTimer ? timeleft : t);
// If the timer is frozen, the item will stay on the floor for 20 secs (same as weapons),
// otherwise it'll disappear after the timer runs out.
- float time_to_live = (autocvar_g_powerups_dropondeath == 2 ? autocvar_g_powerups_dropondeath_ttl : timeleft);
+ float time_to_live = (freezeTimer ? autocvar_g_powerups_dropondeath_ttl : timeleft);
// TODO: items cannot hold their "item field" yet, so we need to list all the powerups here!
switch(item)
case ITEM_Invisibility: e.invisibility_finished = finished; maxtime = autocvar_g_balance_powerup_invincible_time; break;
case ITEM_Speed: e.speed_finished = finished; maxtime = autocvar_g_balance_powerup_speed_time; break;
}
- Item_InitializeLoot(e, item.m_canonical_spawnfunc, this.origin + '0 0 32', randomvec() * 175 + '0 0 175', time_to_live);
+ Item_InitializeLoot(e, item.m_canonical_spawnfunc, this.origin + '0 100 132', randomvec() * 175 + '0 0 175', time_to_live);
- if(autocvar_g_powerups_dropondeath != 2)
+ if(!freezeTimer)
Item_SetExpiring(e, true);
// Use health as time left to live
SetResourceExplicit(e, RES_HEALTH, time_to_live);
+ // Use armor as timer freezer
+ if(freezeTimer)
+ SetResourceExplicit(e, RES_ARMOR, 1);
+
// Create waypoint displaying time left of the powerup
entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, e, '0 0 1' * e.maxs.z, NULL, 0, e, waypointsprite_attached, true, RADARICON_Item);
wp.wp_extra = item.m_id;
FOREACH(StatusEffect, it.instanceOfPowerups,
{
if(StatusEffects_active(it, frag_target))
- powerups_DropItem(frag_target, it);
+ powerups_DropItem(frag_target, it, autocvar_g_powerups_dropondeath == 2);
+ });
+}
+
+MUTATOR_HOOKFUNCTION(powerups, PlayerUseKey, CBC_ORDER_FIRST)
+{
+ if(!autocvar_g_powerups_drop)
+ return;
+
+ entity player = M_ARGV(0, entity);
+
+ FOREACH(StatusEffect, it.instanceOfPowerups,
+ {
+ if(StatusEffects_active(it, player)) {
+ powerups_DropItem(player, it, autocvar_g_powerups_drop == 2);
+ StatusEffects_remove(it, player, STATUSEFFECT_REMOVE_NORMAL);
+ return true;
+ }
});
}
set g_weapon_stay 0 "1: ghost weapons can be picked up but give no ammo, thrown guns have ammo 2: ghost weapons can be picked up and refill ammo to one pickup size, thrown guns have no ammo (to prevent infinite ammo abuse)"
set g_weapon_throwable 1 "if set to 1, weapons can be dropped"
set g_powerups -1 "if set to 0 no powerups will spawn, if 1 they will spawn in all game modes, -1 is game mode default"
+set g_powerups_drop 0 "allow dropping powerups (1 = timer continues, 2 = timer freezes untip icked up)"
set g_powerups_dropondeath 0 "players will drop their powerups on death (1 = timer continues, 2 = timer freezes until picked up)"
set g_powerups_dropondeath_ttl 20 "seconds before a dropped powerup disappears if dropondeath is set to 2"
set g_powerups_stack 0 "enables stacking of powerup timers when picking up a powerup you already have; otherwise timer is reset to the time granted by the item, if greater than the time you currently have"