From: Freddy Date: Fri, 21 Oct 2016 18:58:31 +0000 (+0200) Subject: Replace m_itemid with itemdef in some functions in t_items.qc X-Git-Tag: xonotic-v0.8.2~450^2~6 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=43904dd91d93b13db302b4e8e4a61a755f939be9;p=xonotic%2Fxonotic-data.pk3dir.git Replace m_itemid with itemdef in some functions in t_items.qc --- diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index 7424d695a..7561aed76 100644 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@ -423,6 +423,7 @@ void Item_Show (entity e, float mode) { e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST); e.ItemStatus &= ~ITS_STAYWEP; + entity def = e.itemdef; if (mode > 0) { // make the item look normal, and be touchable @@ -440,7 +441,6 @@ void Item_Show (entity e, float mode) e.ItemStatus &= ~ITS_AVAILABLE; } else { - entity def = e.itemdef; bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons || e.team // weapon stay isn't supported for teamed weapons ; @@ -463,7 +463,7 @@ void Item_Show (entity e, float mode) e.ItemStatus &= ~ITS_AVAILABLE; }} - if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid) + if (def == ITEM_Strength || def == ITEM_Shield) e.ItemStatus |= ITS_POWERUP; if (autocvar_g_nodepthtestitems) @@ -498,12 +498,17 @@ void Item_Respawn (entity this) { Item_Show(this, 1); // this is ugly... - if(this.items == ITEM_Strength.m_itemid) - sound (this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound - else if(this.items == ITEM_Shield.m_itemid) - sound (this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound - else - sound (this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound + switch(this.itemdef) + { + case ITEM_Strength: + sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound + break; + case ITEM_Shield: + sound(this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound + break; + default: + sound(this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound + } setorigin(this, this.origin); if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)