// Copyright (C) 2001-2002 Raven Software // #include "g_local.h" /* Items are any object that a player can touch to gain some effect. Pickup will return the number of seconds until they should respawn. all items should pop when dropped in lava or slime Respawnable items don't actually go away when picked up, they are just made invisible and untouchable. This allows them to ride movers and respawn apropriately. */ #define RESPAWN_ARMOR 25 #define RESPAWN_HEALTH 35 #define RESPAWN_AMMO 40 #define RESPAWN_BACKPACK 40 extern gentity_t *droppedRedFlag; extern gentity_t *droppedBlueFlag; //====================================================================== void Add_Ammo (gentity_t *ent, int ammoindex, int count) { ent->client->ps.ammo[ammoindex] += count; if ( ent->client->ps.ammo[ammoindex] > ammoData[ammoindex].max ) { ent->client->ps.ammo[ammoindex] = ammoData[ammoindex].max; } } int Pickup_Ammo (gentity_t *ent, gentity_t *other) { int quantity; if ( ent->count ) { quantity = ent->count; } else { quantity = ent->item->quantity; } Add_Ammo (other, ent->item->giTag, quantity); return RESPAWN_AMMO; } //====================================================================== int Pickup_Weapon (gentity_t *ent, gentity_t *other, qboolean* autoswitch ) { int quantity; int weaponNum = ent->item->giTag; qboolean hasAltAmmo; hasAltAmmo = BG_WeaponHasAlternateAmmo ( weaponNum ); if ( ent->count < 0 ) { quantity = 0; // None for you, sir! } else { if ( ent->count ) { quantity = ent->count; } else { quantity = weaponData[weaponNum].attack[ATTACK_NORMAL].clipSize + (weaponData[weaponNum].attack[ATTACK_ALTERNATE].clipSize<<16); } } // Add the ammo in, dont use Add_Ammo because we may temporarily pass the max // ammo here and add_ammo wont let us do that. other->client->ps.ammo[weaponData[weaponNum].attack[ATTACK_NORMAL].ammoIndex] += (quantity&0xFF); other->client->ps.ammo[weaponData[weaponNum].attack[ATTACK_NORMAL].ammoIndex] += ((quantity>>8)&0xFF); if ( hasAltAmmo ) { other->client->ps.ammo[weaponData[weaponNum].attack[ATTACK_ALTERNATE].ammoIndex] += ((quantity>>16)&0xFF); other->client->ps.ammo[weaponData[weaponNum].attack[ATTACK_ALTERNATE].ammoIndex] += ((quantity>>24)&0xFF); } // If just picked up move some ammo into the clip if ( !(other->client->ps.stats[STAT_WEAPONS]&(1<client->ps.clip[ATTACK_NORMAL][weaponNum] = (quantity&0xFF); other->client->ps.ammo[weaponData[weaponNum].attack[ATTACK_NORMAL].ammoIndex] -= other->client->ps.clip[ATTACK_NORMAL][weaponNum]; if ( hasAltAmmo ) { other->client->ps.clip[ATTACK_ALTERNATE][weaponNum] = ((quantity>>16)&0xFF); other->client->ps.ammo[weaponData[weaponNum].attack[ATTACK_ALTERNATE].ammoIndex] -= other->client->ps.clip[ATTACK_ALTERNATE][weaponNum]; } if ( other->client->ps.weaponstate != WEAPON_CHARGING && other->client->ps.weaponstate != WEAPON_CHARGING_ALT ) { // Autoswitch the weapon *autoswitch = qtrue; } other->client->ps.firemode[weaponNum] = BG_FindFireMode ( weaponNum, ATTACK_NORMAL, WP_FIREMODE_AUTO ); } // Call add ammo with 0 ammo to force it to cap it at max Add_Ammo( other, weaponData[weaponNum].attack[ATTACK_NORMAL].ammoIndex, 0 ); if ( hasAltAmmo ) { Add_Ammo( other, weaponData[weaponNum].attack[ATTACK_ALTERNATE].ammoIndex, 0 ); } // add the weapon other->client->ps.stats[STAT_WEAPONS] |= ( 1 << weaponNum ); return g_weaponRespawn.integer; } //====================================================================== int Pickup_Health (gentity_t *ent, gentity_t *other) { int quantity; if ( ent->count ) { quantity = ent->count; } else { quantity = ent->item->quantity; } other->health += quantity; if (other->health > MAX_HEALTH ) { other->health = MAX_HEALTH; } other->client->ps.stats[STAT_HEALTH] = other->health; return RESPAWN_HEALTH; } //====================================================================== int Pickup_Armor( gentity_t *ent, gentity_t *other ) { other->client->ps.stats[STAT_ARMOR] += ent->item->quantity; if ( other->client->ps.stats[STAT_ARMOR] > MAX_ARMOR ) { other->client->ps.stats[STAT_ARMOR] = MAX_ARMOR; } return RESPAWN_ARMOR; } //====================================================================== int Pickup_Gametype (gentity_t *ent, gentity_t *other) { other->client->ps.stats[STAT_GAMETYPE_ITEMS] |= (1<item->giTag); return -1; } int Pickup_Backpack ( gentity_t* ent, gentity_t* other ) { float percent = (float)ent->item->quantity / 100.0f; int i; playerState_t *ps; ps = &other->client->ps; // Fill up their health ps->stats[STAT_HEALTH] += MAX_HEALTH * percent; if ( ps->stats[STAT_HEALTH] > MAX_HEALTH ) { ps->stats[STAT_HEALTH] = MAX_HEALTH; } other->health = ps->stats[STAT_HEALTH]; // Cant get armor when you have goggles if ( !ps->stats[STAT_GOGGLES] ) { ps->stats[STAT_ARMOR] += MAX_HEALTH * percent; if ( ps->stats[STAT_ARMOR] > MAX_ARMOR ) { ps->stats[STAT_ARMOR] = MAX_ARMOR; } } // Give them some ammo for ( i = 0; i < MAX_AMMO; i ++ ) { int maxammo; maxammo = BG_GetMaxAmmo ( ps, i); if ( !maxammo || ps->ammo[i] >= maxammo ) { continue; } ps->ammo[i] += Com_Clamp ( 1, maxammo, maxammo * percent ); if ( ps->ammo[i] >= maxammo ) { ps->ammo[i] = maxammo; } } // Make sure you alwasy get grenades if ( level.pickupsDisabled ) { weapon_t weapon = ps->stats[STAT_OUTFIT_GRENADE]; // If the client doesnt even have a greande then we need to give them one // and fill their clip. They should have already been give ammo if ( !(ps->stats[STAT_WEAPONS] & (1<stats[STAT_WEAPONS] |= (1<ammo[ammoIndex] -= weaponData[weapon].attack[ATTACK_NORMAL].clipSize; ps->clip[ATTACK_NORMAL][weapon] = weaponData[weapon].attack[ATTACK_NORMAL].clipSize; } } return g_backpackRespawn.integer; } /* =============== RespawnItem =============== */ void RespawnItem( gentity_t *ent ) { // randomly select from teamed entities if (ent->team) { gentity_t *master; int count; int choice; if ( !ent->teammaster ) { Com_Error( ERR_FATAL, "RespawnItem: bad teammaster"); } master = ent->teammaster; for (count = 0, ent = master; ent; ent = ent->teamchain, count++) ; choice = rand() % count; for (count = 0, ent = master; count < choice; ent = ent->teamchain, count++) ; } ent->r.contents = CONTENTS_TRIGGER; ent->s.eFlags &= ~EF_NODRAW; ent->r.svFlags &= ~SVF_NOCLIENT; trap_LinkEntity (ent); // play the normal respawn sound only to nearby clients G_AddEvent( ent, EV_ITEM_RESPAWN, 0 ); ent->nextthink = 0; } /* =============== Touch_Item =============== */ void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) { int respawn; qboolean predict; qboolean autoswitch; if (!other->client) return; // dead people can't pickup if (other->health < 1) return; // See if teh item can be picked up if( ent->s.eFlags & EF_NOPICKUP ) { return; } // If its a gametype item the gametype handles it if ( ent->item->giType == IT_GAMETYPE ) { // Let the gametype decide if it can be picked up if ( !trap_GT_SendEvent ( GTEV_ITEM_TOUCHED, level.time, level.gametypeItems[ent->item->giTag].id, other->s.number, other->client->sess.team, 0, 0 ) ) { return; } } // the same pickup rules are used for client side and server side else if ( !BG_CanItemBeGrabbed( level.gametype, &ent->s, &other->client->ps ) ) { return; } #ifdef _DEBUG G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname ); #endif // Initialize booleans predict = other->client->pers.predictItemPickup; autoswitch = qfalse; // call the item-specific pickup function switch( ent->item->giType ) { case IT_WEAPON: respawn = Pickup_Weapon(ent, other, &autoswitch ); break; case IT_AMMO: respawn = Pickup_Ammo(ent, other); break; case IT_ARMOR: respawn = Pickup_Armor(ent, other); break; case IT_HEALTH: respawn = Pickup_Health(ent, other); break; case IT_GAMETYPE: respawn = Pickup_Gametype(ent, other); predict = qfalse; break; case IT_BACKPACK: respawn = Pickup_Backpack(ent,other); predict = qfalse; break; default: return; } if ( !respawn ) { return; } // play the normal pickup sound if (predict) { G_AddPredictableEvent( other, EV_ITEM_PICKUP, ent->s.modelindex | (autoswitch?ITEM_AUTOSWITCHBIT:0) ); } else { G_AddEvent( other, EV_ITEM_PICKUP, ent->s.modelindex | (autoswitch?ITEM_AUTOSWITCHBIT:0) ); } // fire item targets G_UseTargets (ent, other); // wait of -1 will not respawn if ( ent->wait == -1 ) { ent->r.svFlags |= SVF_NOCLIENT; ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; ent->unlinkAfterEvent = qtrue; return; } // non zero wait overrides respawn time if ( ent->wait ) { respawn = ent->wait; } // random can be used to vary the respawn time if ( ent->random ) { respawn += crandom() * ent->random; if ( respawn < 1 ) { respawn = 1; } } // dropped items will not respawn if ( ent->flags & FL_DROPPED_ITEM ) { ent->freeAfterEvent = qtrue; } // picked up items still stay around, they just don't // draw anything. This allows respawnable items // to be placed on movers. ent->r.svFlags |= SVF_NOCLIENT; ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; // ZOID // A negative respawn times means to never respawn this item (but don't // delete it). This is used by items that are respawned by third party events if ( respawn <= 0 ) { ent->nextthink = 0; ent->think = 0; } else { ent->nextthink = level.time + respawn * 1000; ent->think = RespawnItem; } trap_LinkEntity( ent ); } //====================================================================== /* ================ LaunchItem Spawns an item and tosses it forward ================ */ gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity ) { gentity_t *dropped; // Gametype items must be spawned using the spawn mission item function if ( item->giType == IT_GAMETYPE ) { dropped = G_SpawnGametypeItem ( item->pickup_name, qtrue, origin ); dropped->nextthink = 0; } else { dropped = G_Spawn(); dropped->think = G_FreeEntity; dropped->nextthink = level.time + 30000; } if ( !dropped ) { return NULL; } dropped->s.eType = ET_ITEM; dropped->s.modelindex = item - bg_itemlist; // store item number in modelindex dropped->s.modelindex2 = 1; // This is non-zero is it's a dropped item dropped->classname = item->classname; dropped->item = item; VectorSet (dropped->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS); VectorSet (dropped->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS); dropped->r.contents = CONTENTS_TRIGGER; dropped->touch = Touch_Item; G_SetOrigin( dropped, origin ); dropped->s.pos.trType = TR_GRAVITY; dropped->s.pos.trTime = level.time; VectorCopy( velocity, dropped->s.pos.trDelta ); dropped->s.eFlags |= EF_BOUNCE_HALF; dropped->flags = FL_DROPPED_ITEM; trap_LinkEntity (dropped); return dropped; } /* ================ G_DropItem Spawns an item and tosses it forward ================ */ gentity_t *G_DropItem( gentity_t *ent, gitem_t *item, float angle ) { vec3_t velocity; vec3_t angles; gentity_t* dropped; VectorCopy( ent->s.apos.trBase, angles ); angles[YAW] += angle; angles[PITCH] = 0; // always forward AngleVectors( angles, velocity, NULL, NULL ); VectorScale( velocity, 100, velocity ); velocity[2] += 100 + crandom() * 50; dropped = LaunchItem( item, ent->r.currentOrigin, velocity ); if ( item->giType == IT_GAMETYPE ) { trap_GT_SendEvent ( GTEV_ITEM_DROPPED, level.time, level.gametypeItems[item->giTag].id, ent->s.number, 0, 0, 0 ); } return dropped; } /* ================= G_EnablePickup Re-enables pickup on a entity that has it disabled ================= */ void G_EnablePickup ( gentity_t* ent ) { ent->s.eFlags &= ~EF_NOPICKUP; // If this is a no respawn game we can keep the weapons around till round end if ( level.gametypeData->respawnType == RT_NONE ) { return; } // Go away in 30 seconds ent->think = G_FreeEntity; ent->nextthink = level.time + 30000; } /* ================= G_IsAmmoBeingShared determins if the given ammo index is being shared by any other weapon in the players inventory. Excluding the specified weapon ================= */ qboolean G_IsAmmoBeingShared ( gentity_t* ent, int ammoIndex, weapon_t exclude ) { weapon_t weapon; // Need to figure out if this guy has any other guns that use the ammo for the gun // being dropped. for ( weapon = WP_KNIFE + 1; weapon < WP_NUM_WEAPONS; weapon ++ ) { // Does the player have this weapon? if ( !(ent->client->ps.stats[STAT_WEAPONS] & (1<= WP_NUM_WEAPONS ) { return NULL; } // No more outfitting changes ent->client->noOutfittingChange = qtrue; // find the item type for this weapon item = BG_FindWeaponItem ( weapon ); // spawn the item dropped = G_DropItem( ent, item, 0 ); // Pack all the ammo into the count field dropped->s.angles[YAW] = rand()%360; dropped->count = (ent->client->ps.clip[ATTACK_NORMAL][weapon]&0xFF); // If the ammo isnt being shared then send it all with the gun if ( !G_IsAmmoBeingShared ( ent, weaponData[weapon].attack[ATTACK_NORMAL].ammoIndex, weapon ) ) { dropped->count += ((ent->client->ps.ammo[weaponData[weapon].attack[ATTACK_NORMAL].ammoIndex]<<8) & 0xFF00); ent->client->ps.ammo[weaponData[weapon].attack[ATTACK_NORMAL].ammoIndex] = 0; } // Dont bother if the weapon doesnt have alternate ammo if ( BG_WeaponHasAlternateAmmo ( weapon ) ) { dropped->count += ((ent->client->ps.clip[ATTACK_ALTERNATE][weapon] << 16) & 0xFF0000 ); // If the ammo isnt being shared then send it all with the gun if ( !G_IsAmmoBeingShared ( ent, weaponData[weapon].attack[ATTACK_ALTERNATE].ammoIndex, weapon ) ) { dropped->count += ((ent->client->ps.ammo[weaponData[weapon].attack[ATTACK_ALTERNATE].ammoIndex] << 24) & 0xFF000000 ); ent->client->ps.ammo[weaponData[weapon].attack[ATTACK_ALTERNATE].ammoIndex] = 0; } } // Clear the clips ent->client->ps.clip[ATTACK_NORMAL][weapon] = 0; ent->client->ps.clip[ATTACK_ALTERNATE][weapon] = 0; // Take the weapon away ent->client->ps.stats[STAT_WEAPONS] &= ~(1<count ) { dropped->nextthink = level.time + 2500; dropped->think = G_FreeEntity; dropped->s.eFlags |= EF_NOPICKUP; } // Dont allow the item to be picked up againt for 3 seconds if in a no pickup game, otherwise // let them pick it up immediately else if ( pickupDelay ) { dropped->nextthink = level.time + 3000; dropped->s.eFlags |= EF_NOPICKUP; dropped->think = G_EnablePickup; } // Always need a tad bit of delay on pickup for prediction issues else { dropped->nextthink = level.time + 200; dropped->s.eFlags |= EF_NOPICKUP; dropped->think = G_EnablePickup; } // Throw the gun forward VectorCopy( ent->s.apos.trBase, angles ); angles[PITCH] = 0; // Some random velocity AngleVectors( angles, ent->s.pos.trDelta, NULL, NULL ); VectorScale( ent->s.pos.trDelta, 150, ent->s.pos.trDelta ); ent->s.pos.trDelta[2] += 200 + random() * 50; return dropped; } /* ================ Use_Item Respawn the item ================ */ void Use_Item( gentity_t *ent, gentity_t *other, gentity_t *activator ) { RespawnItem( ent ); } //====================================================================== /* ================ FinishSpawningItem Traces down to find where an item should rest, instead of letting them free fall from their spawn points ================ */ void FinishSpawningItem( gentity_t *ent ) { trace_t tr; vec3_t dest; vec3_t src; // gitem_t *item; VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS ); VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS ); ent->s.eType = ET_ITEM; ent->s.modelindex = ent->item - bg_itemlist; // store item number in modelindex ent->s.modelindex2 = 0; // zero indicates this isn't a dropped item ent->r.contents = CONTENTS_TRIGGER; ent->touch = Touch_Item; // useing an item causes it to respawn ent->use = Use_Item; // create a Ghoul2 model if the world model is a glm /* item = &bg_itemlist[ ent->s.modelindex ]; if (!stricmp(&item->world_model[0][strlen(item->world_model[0]) - 4], ".glm")) { trap_G2API_InitGhoul2Model(&ent->s, item->world_model[0], G_ModelIndex(item->world_model[0] ), 0, 0, 0, 0); ent->s.radius = 60; } */ if ( ent->item->giType != IT_GAMETYPE && (ent->spawnflags & 1) ) { // suspended G_SetOrigin( ent, ent->s.origin ); } else { // drop to floor VectorSet( src, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] + 1 ); VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 ); trap_Trace( &tr, src, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID ); if ( tr.startsolid ) { Com_Printf ("FinishSpawningItem: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin)); G_FreeEntity( ent ); return; } // allow to ride movers ent->s.groundEntityNum = tr.entityNum; G_SetOrigin( ent, tr.endpos ); } // team slaves and targeted items aren't present at start if ( ( ent->flags & FL_TEAMSLAVE ) || ent->targetname ) { ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; return; } // Gametype items are broadcast if ( ent->item->giType == IT_GAMETYPE ) { ent->r.svFlags |= SVF_BROADCAST; } trap_LinkEntity (ent); } qboolean itemRegistered[MAX_ITEMS]; /* ============== ClearRegisteredItems ============== */ void ClearRegisteredItems( void ) { memset( itemRegistered, 0, sizeof( itemRegistered ) ); // players always start with the base weapon RegisterItem( BG_FindWeaponItem ( WP_FIRST_RANGED_WEAPON ) ); RegisterItem( BG_FindWeaponItem ( WP_KNIFE ) ); } /* =============== RegisterItem The item will be added to the precache list =============== */ void RegisterItem( gitem_t *item ) { if ( !item ) { Com_Printf( "RegisterItem: NULL" ); } itemRegistered[ item - bg_itemlist ] = qtrue; } /* =============== SaveRegisteredItems Write the needed items to a config string so the client will know which ones to precache =============== */ void SaveRegisteredItems( void ) { char string[MAX_ITEMS+1]; int i; int count; count = 0; for ( i = 0 ; i < bg_numItems ; i++ ) { if ( itemRegistered[i] ) { count++; string[i] = '1'; } else { string[i] = '0'; } } string[ bg_numItems ] = 0; Com_Printf( "%i items registered\n", count ); trap_SetConfigstring(CS_ITEMS, string); } /* ============ G_ItemDisabled ============ */ int G_ItemDisabled( gitem_t *item ) { char name[128]; Com_sprintf(name, sizeof(name), "disable_%s", item->classname); return trap_Cvar_VariableIntegerValue( name ); } /* ============ G_SpawnItem Sets the clipping size and plants the object on the floor. Items can't be immediately dropped to floor, because they might be on an entity that hasn't spawned yet. ============ */ void G_SpawnItem (gentity_t *ent, gitem_t *item) { // Weapons can be disabled if ( item->giType == IT_WEAPON ) { if ( !BG_IsWeaponAvailableForOutfitting ( item->giTag, 1 ) ) { return; } } G_SpawnFloat( "random", "0", &ent->random ); G_SpawnFloat( "wait", "0", &ent->wait ); RegisterItem( item ); if ( G_ItemDisabled(item) ) return; ent->item = item; // some movers spawn on the second frame, so delay item // spawns until the third frame so they can ride trains ent->nextthink = level.time + FRAMETIME * 2; ent->think = FinishSpawningItem; ent->physicsBounce = 0.2f; // items are bouncy } /* ================ G_BounceItem ================ */ void G_BounceItem( gentity_t *ent, trace_t *trace ) { vec3_t velocity; float dot; int hitTime; // reflect the velocity on the trace plane hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction; BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity ); dot = DotProduct( velocity, trace->plane.normal ); VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta ); // cut the velocity to keep from bouncing forever VectorScale( ent->s.pos.trDelta, ent->physicsBounce, ent->s.pos.trDelta ); // check for stop if ( trace->plane.normal[2] > 0 && ent->s.pos.trDelta[2] < 40 ) { trace->endpos[2] += 1.0; // make sure it is off ground SnapVector( trace->endpos ); G_SetOrigin( ent, trace->endpos ); ent->s.groundEntityNum = trace->entityNum; return; } VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin); VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase ); ent->s.pos.trTime = level.time; } /* ================ G_RunItem ================ */ void G_RunItem( gentity_t *ent ) { vec3_t origin; trace_t tr; int contents; int mask; // if groundentity has been set to -1, it may have been pushed off an edge if ( ent->s.groundEntityNum == -1 ) { if ( ent->s.pos.trType != TR_GRAVITY ) { ent->s.pos.trType = TR_GRAVITY; ent->s.pos.trTime = level.time; } } if ( ent->s.pos.trType == TR_STATIONARY ) { // check think function G_RunThink( ent ); return; } // get current position BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); // trace a line from the previous position to the current position if ( ent->clipmask ) { mask = ent->clipmask; } else { mask = MASK_PLAYERSOLID & ~CONTENTS_BODY;//MASK_SOLID; } trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->r.ownerNum, mask ); VectorCopy( tr.endpos, ent->r.currentOrigin ); if ( tr.startsolid ) { tr.fraction = 0; } // FIXME: avoid this for stationary? trap_LinkEntity( ent ); // check think function G_RunThink( ent ); if ( tr.fraction == 1 ) { return; } // if it is in a nodrop volume, remove it contents = trap_PointContents( ent->r.currentOrigin, -1 ); if ( contents & CONTENTS_NODROP ) { // Gametype items are reported to the gametype when they are stuck like this if ( ent->item && ent->item->giType == IT_GAMETYPE ) { // Let the gametype handle the problem, if it doenst handle it and return 1 then // just reset the gametype item if ( !trap_GT_SendEvent ( GTEV_ITEM_STUCK, level.time, level.gametypeItems[ent->item->giTag].id, 0, 0, 0, 0 ) ) { G_ResetGametypeItem ( ent->item ); } } G_FreeEntity( ent ); return; } G_BounceItem( ent, &tr ); } gentity_t *CreateWeaponPickup(vec3_t pos,weapon_t weapon) { gentity_t *dropped; gitem_t *item; if ( weapon < WP_KNIFE || weapon >= WP_NUM_WEAPONS ) { return 0; } item = BG_FindWeaponItem (weapon); if(!item) { return(0); } dropped = G_Spawn(); dropped->s.eType = ET_ITEM; dropped->s.modelindex = item - bg_itemlist; // store item number in modelindex dropped->s.modelindex2 = 1; // This is non-zero is it's a dropped item dropped->classname = item->classname; dropped->item = item; VectorSet (dropped->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS); VectorSet (dropped->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS); dropped->r.contents = CONTENTS_TRIGGER; dropped->touch = Touch_Item; G_SetOrigin( dropped, pos ); dropped->s.pos.trType = TR_GRAVITY; dropped->s.pos.trTime = level.time; VectorSet( dropped->s.pos.trDelta,0.0,0.0,0.0); dropped->s.eFlags |= EF_BOUNCE_HALF; dropped->flags = FL_DROPPED_ITEM; trap_LinkEntity (dropped); return dropped; }