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Fixed dropped weapons and items blocking doors and other movers.
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2 changed files with 32 additions and 10 deletions
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@ -53,6 +53,7 @@
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* New server info menu code
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* New 100% customizable presets menu with editor
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* Removed the cd key menu
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* Fixed dropped weapons and items blocking doors and other movers.
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# List fixes here for the 2.1 release
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.45 2002/08/27 04:05:43 jbravo
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// Fixed dropped weapons and items blocking doors and other movers.
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//
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// Revision 1.44 2002/08/03 06:21:04 jbravo
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// Fixed the Akimbo ammo when akimbos are not the primary weapon
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//
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@ -766,22 +769,36 @@ gentity_t *LaunchItem(gitem_t * item, vec3_t origin, vec3_t velocity, int xr_fla
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}
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//Elder: Reaction Unique Weapons in deathmatch - respawn in ~60 seconds
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//Don't forget to condition it when we get teamplay in
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else if (item->giType == IT_WEAPON &&
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// JBravo: not forgotten and that if should not have the knife and pistol.
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/* else if (item->giType == IT_WEAPON &&
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item->giTag != WP_GRENADE && item->giTag != WP_PISTOL &&
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item->giTag != WP_AKIMBO && item->giTag != WP_KNIFE) {
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dropped->think = RQ3_DroppedWeaponThink;
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item->giTag != WP_AKIMBO && item->giTag != WP_KNIFE) { */
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else if (item->giType == IT_WEAPON &&
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item->giTag != WP_GRENADE && item->giTag != WP_AKIMBO) {
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if (g_gametype.integer == GT_TEAMPLAY)
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dropped->think = 0;
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else
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dropped->think = RQ3_DroppedWeaponThink;
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// JBravo: weapons and items go away faster in CTF
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if (g_gametype.integer == GT_CTF)
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dropped->nextthink = level.time + RQ3_CTF_RESPAWNTIME_DEFAULT;
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else if (g_gametype.integer == GT_TEAMPLAY)
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dropped->nextthink = 0;
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else
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dropped->nextthink = level.time + RQ3_RESPAWNTIME_DEFAULT;
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}
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//Elder: for unique items in deathmatch ... remember to condition for teamplay
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//JBravo: not forgotten either ;)
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else if (item->giType == IT_HOLDABLE) {
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dropped->think = RQ3_DroppedItemThink;
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if (g_gametype.integer == GT_TEAMPLAY)
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dropped->think = 0;
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else
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dropped->think = RQ3_DroppedItemThink;
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// JBravo: weapons and items go away faster in CTF
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if (g_gametype.integer == GT_CTF)
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dropped->nextthink = level.time + RQ3_CTF_RESPAWNTIME_DEFAULT;
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else if (g_gametype.integer == GT_TEAMPLAY)
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dropped->nextthink = 0;
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else
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dropped->nextthink = level.time + RQ3_RESPAWNTIME_DEFAULT;
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} else {
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@ -1342,8 +1359,9 @@ void RQ3_ResetWeapon(int weapon)
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int numRemoved = 0;
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// JBravo: no resetting/respawning weapons and items in TP
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if (g_gametype.integer == GT_TEAMPLAY)
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return;
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// JBravo: Bah! this is a nono!
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/* if (g_gametype.integer == GT_TEAMPLAY)
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return; */
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switch (weapon) {
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case WP_M3:
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@ -1412,8 +1430,10 @@ void RQ3_DroppedItemThink(gentity_t * ent)
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// float angle = rand() % 360;
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// JBravo: no resetting items in TP
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if (g_gametype.integer == GT_TEAMPLAY)
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return;
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// JBravo: bah! again :(
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/* if (g_gametype.integer == GT_TEAMPLAY)
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return; */
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switch (ent->item->giTag) {
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case HI_KEVLAR:
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case HI_LASER:
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@ -1448,8 +1468,9 @@ void RQ3_ResetItem(int itemTag)
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float angle = rand() % 360;
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// JBravo: no resetting items in TP
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if (g_gametype.integer == GT_TEAMPLAY || g_gametype.integer == GT_CTF)
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return;
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// JBravo: man, Ive done this badly :(
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/* if (g_gametype.integer == GT_TEAMPLAY || g_gametype.integer == GT_CTF)
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return; */
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switch (itemTag) {
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case HI_KEVLAR:
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