From 5606e7035655b105545cc7fbcbffa96e653b4e82 Mon Sep 17 00:00:00 2001 From: bones_was_here Date: Mon, 12 Jun 2023 04:18:54 +1000 Subject: [PATCH] items: misc cleanup --- qcsrc/client/items/items.qc | 12 ++++++---- qcsrc/client/items/items.qh | 2 +- qcsrc/server/items/items.qc | 45 ++++++++++++++++--------------------- 3 files changed, 28 insertions(+), 31 deletions(-) diff --git a/qcsrc/client/items/items.qc b/qcsrc/client/items/items.qc index 834406c41..c1bcfe6e5 100644 --- a/qcsrc/client/items/items.qc +++ b/qcsrc/client/items/items.qc @@ -238,10 +238,12 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) this.angles = this.angles_held = ReadAngleVector(); } + /* bones_was_here TODO: network proper box size for sv_legacy_bbox_expand 0 if(sf & ISF_SIZE) { setsize(this, '-16 -16 0', '16 16 48'); } + */ if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc. { @@ -283,9 +285,12 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) if(sf & ISF_MODEL) { - if (isnew) IL_PUSH(g_drawables, this); - this.draw = ItemDraw; - //this.flags |= FL_ITEM; + if(isnew) + { + IL_PUSH(g_drawables, this); + this.draw = ItemDraw; + this.flags |= FL_ITEM; + } this.fade_end = ReadShort(); @@ -307,7 +312,6 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) { this.gravity = 1; this.pushable = true; - //this.angles = '0 0 0'; set_movetype(this, MOVETYPE_TOSS); this.velocity = ReadVector(); } diff --git a/qcsrc/client/items/items.qh b/qcsrc/client/items/items.qh index 03ba02e37..0a8fd62b4 100644 --- a/qcsrc/client/items/items.qh +++ b/qcsrc/client/items/items.qh @@ -12,8 +12,8 @@ vector autocvar_cl_weapon_stay_color = '2 0.5 0.5'; float autocvar_cl_weapon_stay_alpha = 0.75; float autocvar_cl_simple_items = 0; string autocvar_cl_simpleitems_postfix = "_simple"; + .float spawntime; .float gravity; .vector colormod; -void ItemDraw(entity this); diff --git a/qcsrc/server/items/items.qc b/qcsrc/server/items/items.qc index ca912d036..0f764c862 100644 --- a/qcsrc/server/items/items.qc +++ b/qcsrc/server/items/items.qc @@ -157,10 +157,7 @@ void Item_Show(entity e, int mode) } else { - //setmodel(e, "null"); e.solid = SOLID_NOT; - e.colormod = '0 0 0'; - //e.glowmod = e.colormod; e.spawnshieldtime = 1; e.ItemStatus &= ~ITS_AVAILABLE; } @@ -730,8 +727,7 @@ LABEL(pickup) GameItem def = this.itemdef; int ch = ((def.instanceOfPowerup && def.m_itemid != IT_RESOURCE) ? CH_TRIGGER_SINGLE : CH_TRIGGER); - string snd = (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)); - _sound(toucher, ch, snd, VOL_BASE, ATTEN_NORM); + _sound(toucher, ch, this.item_pickupsound, VOL_BASE, ATTEN_NORM); MUTATOR_CALLHOOK(ItemTouched, this, toucher); if (wasfreed(this)) @@ -965,16 +961,15 @@ void item_use(entity this, entity actor, entity trigger) void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter) { string itemname = def.m_name; - Model itemmodel = def.m_model; - Sound pickupsound = def.m_sound; float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc; float pickupbasevalue = def.m_botvalue; - int itemflags = def.m_itemflags; startitem_failed = false; - this.item_model_ent = itemmodel; - this.item_pickupsound_ent = pickupsound; + this.item_model_ent = def.m_model; + this.item_pickupsound_ent = def.m_sound; + if (!this.item_pickupsound) + this.item_pickupsound = Sound_fixpath(this.item_pickupsound_ent); if(def.m_iteminit) def.m_iteminit(def, this); @@ -994,7 +989,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default if(weaponid) STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid)); - this.flags = FL_ITEM | itemflags; + this.flags = FL_ITEM | def.m_itemflags; IL_PUSH(g_items, this); if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item @@ -1004,10 +999,17 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default return; } + this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str()); + setmodel(this, MDL_Null); // precision set below + // set item size before we spawn a waypoint or droptofloor or MoveOutOfSolid + setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs); + if (Item_IsLoot(this)) { this.reset = RemoveItem; + set_movetype(this, MOVETYPE_TOSS); + this.gravity = 1; setthink(this, Item_Think); this.nextthink = time + IT_UPDATE_INTERVAL; @@ -1061,7 +1063,6 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default if(t) this.team = crc16(false, t); } - this.reset = this.team ? Item_FindTeam : Item_Reset; // it's a level item if(this.spawnflags & 1) this.noalign = 1; @@ -1074,9 +1075,6 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default { // first nudge it off the floor a little bit to avoid math errors setorigin(this, this.origin + '0 0 1'); - // set item size before we spawn a spawnfunc_waypoint - setsize(this, def.m_mins, def.m_maxs); - this.SendFlags |= ISF_SIZE; // note droptofloor returns false if stuck/or would fall too far if (!this.noalign) droptofloor(this); @@ -1125,25 +1123,21 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default } Item_ItemsTime_SetTime(this, 0); + + this.glowmod = def.m_color; } this.bot_pickup = true; this.bot_pickupevalfunc = pickupevalfunc; this.bot_pickupbasevalue = pickupbasevalue; - this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str()); this.netname = itemname; settouch(this, Item_Touch); - setmodel(this, MDL_Null); // precision set below //this.effects |= EF_LOWPRECISION; // support skinned models for powerups if(!this.skin) this.skin = def.m_skin; - setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs); - - this.SendFlags |= ISF_SIZE; - if (!(this.spawnflags & 1024)) { if(def.instanceOfPowerup) this.ItemStatus |= ITS_ANIMATE1; @@ -1152,11 +1146,6 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default this.ItemStatus |= ITS_ANIMATE2; } - if(Item_IsLoot(this)) - this.gravity = 1; - else - this.glowmod = def.m_color; - if(def.instanceOfWeaponPickup) { if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely @@ -1174,9 +1163,13 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default this.effects |= EF_NOGUNBOB; // marker for item team search InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET); + this.reset = Item_FindTeam; } else + { + this.reset = Item_Reset; Item_Reset(this); + } Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend); -- 2.39.2