diff --git a/src/game/g_items.pas b/src/game/g_items.pas
index fd04006f9b223d443b65a899e70515270c0b6272..23c10df8aadc7d3a1e45197991f8f0317a5bb1a2 100644 (file)
--- a/src/game/g_items.pas
+++ b/src/game/g_items.pas
-(* Copyright (C) DooM 2D:Forever Developers
+(* Copyright (C) Doom 2D: Forever Developers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * the Free Software Foundation, version 3 of the License ONLY.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
Obj: TObj;
Animation: TAnimation;
dropped: Boolean; // dropped from the monster? drops should be rendered after corpses, so zombie corpse will not obscure ammo container, for example
Obj: TObj;
Animation: TAnimation;
dropped: Boolean; // dropped from the monster? drops should be rendered after corpses, so zombie corpse will not obscure ammo container, for example
+ NeedSend: Boolean;
procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
+ procedure getMapBox (out x, y, w, h: Integer); inline;
+ procedure moveBy (dx, dy: Integer); inline;
+ property used: Boolean read slotIsUsed;
property myid: Integer read arrIdx;
end;
property myid: Integer read arrIdx;
end;
function g_Items_Create(X, Y: Integer; ItemType: Byte;
Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD;
procedure g_Items_SetDrop (ID: DWORD);
function g_Items_Create(X, Y: Integer; ItemType: Byte;
Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD;
procedure g_Items_SetDrop (ID: DWORD);
+procedure g_Items_PreUpdate();
procedure g_Items_Update();
procedure g_Items_Update();
-procedure g_Items_Draw();
-procedure g_Items_DrawDrop();
procedure g_Items_Pick(ID: DWORD);
procedure g_Items_Remove(ID: DWORD);
procedure g_Items_SaveState (st: TStream);
procedure g_Items_Pick(ID: DWORD);
procedure g_Items_Remove(ID: DWORD);
procedure g_Items_SaveState (st: TStream);
TItemEachAliveCB = function (it: PItem): Boolean is nested; // return `true` to stop
function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean;
TItemEachAliveCB = function (it: PItem): Boolean is nested; // return `true` to stop
function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean;
-
+function g_Items_NextAlive (startIdx: Integer): PItem;
var
gItemsTexturesID: Array [1..ITEM_MAX] of DWORD;
gMaxDist: Integer = 1; // for sounds
var
gItemsTexturesID: Array [1..ITEM_MAX] of DWORD;
gMaxDist: Integer = 1; // for sounds
- ITEM_RESPAWNTIME: Integer = 60 * 36;
+
+ var (* private state *)
+ ggItems: Array of TItem = nil;
implementation
uses
Math,
implementation
uses
Math,
- g_basic, e_graphics, g_sound, g_main, g_gfx, g_map,
+ g_basic, g_sound, g_main, g_gfx, g_map,
g_game, g_triggers, g_console, g_player, g_net, g_netmsg,
e_log,
g_grid, binheap, idpool, utils, xstreams;
g_game, g_triggers, g_console, g_player, g_net, g_netmsg,
e_log,
g_grid, binheap, idpool, utils, xstreams;
-
-var
- ggItems: Array of TItem = nil;
-
-
// ////////////////////////////////////////////////////////////////////////// //
var
freeIds: TIdPool = nil;
// ////////////////////////////////////////////////////////////////////////// //
var
freeIds: TIdPool = nil;
// ////////////////////////////////////////////////////////////////////////// //
procedure TItem.positionChanged ();
begin
// ////////////////////////////////////////////////////////////////////////// //
procedure TItem.positionChanged ();
begin
+ NeedSend := NeedSend or (Obj.X <> Obj.oldX) or (Obj.Y <> Obj.oldY);
+end;
+
+procedure TItem.getMapBox (out x, y, w, h: Integer); inline;
+begin
+ x := Obj.X+Obj.Rect.X;
+ y := Obj.Y+Obj.Rect.Y;
+ w := Obj.Rect.Width;
+ h := Obj.Rect.Height;
end;
end;
+procedure TItem.moveBy (dx, dy: Integer); inline;
+begin
+ if (dx <> 0) or (dy <> 0) then
+ begin
+ Obj.X += dx;
+ Obj.Y += dy;
+ positionChanged();
+ end;
+end;
// ////////////////////////////////////////////////////////////////////////// //
const
// ////////////////////////////////////////////////////////////////////////// //
const
g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID[ITEM_KEY_BLUE]);
g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID[ITEM_WEAPON_KASTET]);
g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID[ITEM_WEAPON_PISTOL]);
g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID[ITEM_KEY_BLUE]);
g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID[ITEM_WEAPON_KASTET]);
g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID[ITEM_WEAPON_PISTOL]);
- g_Texture_Get('ITEM_JETPACK', gItemsTexturesID[ITEM_JETPACK]);
end;
procedure g_Items_LoadData();
begin
end;
procedure g_Items_LoadData();
begin
- e_WriteLog('Loading items data...', MSG_NOTIFY);
+ e_WriteLog('Loading items data...', TMsgType.Notify);
g_Sound_CreateWADEx('SOUND_ITEM_RESPAWNITEM', GameWAD+':SOUNDS\RESPAWNITEM');
g_Sound_CreateWADEx('SOUND_ITEM_GETRULEZ', GameWAD+':SOUNDS\GETRULEZ');
g_Sound_CreateWADEx('SOUND_ITEM_RESPAWNITEM', GameWAD+':SOUNDS\RESPAWNITEM');
g_Sound_CreateWADEx('SOUND_ITEM_GETRULEZ', GameWAD+':SOUNDS\GETRULEZ');
g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD+':TEXTURES\SWHITE', 32, 32, 4, True);
g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD+':TEXTURES\ARMORGREEN', 32, 16, 3, True);
g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORBLUE', GameWAD+':TEXTURES\ARMORBLUE', 32, 16, 3, True);
g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD+':TEXTURES\SWHITE', 32, 32, 4, True);
g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD+':TEXTURES\ARMORGREEN', 32, 16, 3, True);
g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORBLUE', GameWAD+':TEXTURES\ARMORBLUE', 32, 16, 3, True);
+ g_Frames_CreateWAD(nil, 'FRAMES_ITEM_JETPACK', GameWAD+':TEXTURES\JETPACK', 32, 32, 3, True);
g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVUL', GameWAD+':TEXTURES\INVUL', 32, 32, 4, True);
g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVIS', GameWAD+':TEXTURES\INVIS', 32, 32, 4, True);
g_Frames_CreateWAD(nil, 'FRAMES_ITEM_RESPAWN', GameWAD+':TEXTURES\ITEMRESPAWN', 32, 32, 5, True);
g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVUL', GameWAD+':TEXTURES\INVUL', 32, 32, 4, True);
g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVIS', GameWAD+':TEXTURES\INVIS', 32, 32, 4, True);
g_Frames_CreateWAD(nil, 'FRAMES_ITEM_RESPAWN', GameWAD+':TEXTURES\ITEMRESPAWN', 32, 32, 5, True);
g_Texture_CreateWADEx('ITEM_SUIT', GameWAD+':TEXTURES\SUIT');
g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET');
g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD+':TEXTURES\BMED');
g_Texture_CreateWADEx('ITEM_SUIT', GameWAD+':TEXTURES\SUIT');
g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET');
g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD+':TEXTURES\BMED');
- g_Texture_CreateWADEx('ITEM_JETPACK', GameWAD+':TEXTURES\JETPACK');
InitTextures();
InitTextures();
procedure g_Items_FreeData();
begin
procedure g_Items_FreeData();
begin
- e_WriteLog('Releasing items data...', MSG_NOTIFY);
+ e_WriteLog('Releasing items data...', TMsgType.Notify);
g_Sound_Delete('SOUND_ITEM_RESPAWNITEM');
g_Sound_Delete('SOUND_ITEM_GETRULEZ');
g_Sound_Delete('SOUND_ITEM_RESPAWNITEM');
g_Sound_Delete('SOUND_ITEM_GETRULEZ');
g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE');
g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN');
g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE');
g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE');
g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN');
g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE');
+ g_Frames_DeleteByName('FRAMES_ITEM_JETPACK');
g_Frames_DeleteByName('FRAMES_ITEM_INVUL');
g_Frames_DeleteByName('FRAMES_ITEM_INVIS');
g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN');
g_Frames_DeleteByName('FRAMES_ITEM_INVUL');
g_Frames_DeleteByName('FRAMES_ITEM_INVIS');
g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN');
g_Texture_Delete('ITEM_SUIT');
g_Texture_Delete('ITEM_WEAPON_KASTET');
g_Texture_Delete('ITEM_MEDKIT_BLACK');
g_Texture_Delete('ITEM_SUIT');
g_Texture_Delete('ITEM_WEAPON_KASTET');
g_Texture_Delete('ITEM_MEDKIT_BLACK');
- g_Texture_Delete('ITEM_JETPACK');
freeIds.Free();
freeIds := nil;
freeIds.Free();
freeIds := nil;
it.alive := False;
it.SpawnTrigger := -1;
it.ItemType := ITEM_NONE;
it.alive := False;
it.SpawnTrigger := -1;
it.ItemType := ITEM_NONE;
+ it.NeedSend := false;
freeIds.release(LongWord(idx));
end;
freeIds.release(LongWord(idx));
end;
it.alive := false;
it.SpawnTrigger := -1;
it.Respawnable := false;
it.alive := false;
it.SpawnTrigger := -1;
it.Respawnable := false;
+ it.NeedSend := false;
//if not freeIds.hasFree[LongWord(i)] then raise Exception.Create('internal error in item idx manager');
end;
end;
//if not freeIds.hasFree[LongWord(i)] then raise Exception.Create('internal error in item idx manager');
end;
end;
it.ItemType := ItemType;
it.Respawnable := Respawnable;
it.ItemType := ItemType;
it.Respawnable := Respawnable;
- if g_Game_IsServer and (ITEM_RESPAWNTIME = 0) then it.Respawnable := False;
it.InitX := X;
it.InitY := Y;
it.RespawnTime := 0;
it.InitX := X;
it.InitY := Y;
it.RespawnTime := 0;
it.alive := True;
it.QuietRespawn := False;
it.dropped := false;
it.alive := True;
it.QuietRespawn := False;
it.dropped := false;
+ it.NeedSend := false;
g_Obj_Init(@it.Obj);
it.Obj.X := X;
g_Obj_Init(@it.Obj);
it.Obj.X := X;
end;
end;
end;
end;
+ it.Obj.oldX := it.Obj.X;
+ it.Obj.oldY := it.Obj.Y;
+
// Óñòàíîâêà àíèìàöèè
case it.ItemType of
ITEM_ARMOR_GREEN: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then it.Animation := TAnimation.Create(ID, True, 20);
ITEM_ARMOR_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORBLUE') then it.Animation := TAnimation.Create(ID, True, 20);
// Óñòàíîâêà àíèìàöèè
case it.ItemType of
ITEM_ARMOR_GREEN: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then it.Animation := TAnimation.Create(ID, True, 20);
ITEM_ARMOR_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORBLUE') then it.Animation := TAnimation.Create(ID, True, 20);
+ ITEM_JETPACK: if g_Frames_Get(ID, 'FRAMES_ITEM_JETPACK') then it.Animation := TAnimation.Create(ID, True, 15);
ITEM_SPHERE_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_BLUESPHERE') then it.Animation := TAnimation.Create(ID, True, 15);
ITEM_SPHERE_WHITE: if g_Frames_Get(ID, 'FRAMES_ITEM_WHITESPHERE') then it.Animation := TAnimation.Create(ID, True, 20);
ITEM_INVUL: if g_Frames_Get(ID, 'FRAMES_ITEM_INVUL') then it.Animation := TAnimation.Create(ID, True, 20);
ITEM_SPHERE_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_BLUESPHERE') then it.Animation := TAnimation.Create(ID, True, 15);
ITEM_SPHERE_WHITE: if g_Frames_Get(ID, 'FRAMES_ITEM_WHITESPHERE') then it.Animation := TAnimation.Create(ID, True, 20);
ITEM_INVUL: if g_Frames_Get(ID, 'FRAMES_ITEM_INVUL') then it.Animation := TAnimation.Create(ID, True, 20);
result := find_id;
end;
result := find_id;
end;
+procedure g_Items_PreUpdate ();
+var
+ i: Integer;
+begin
+ if (ggItems = nil) then Exit;
+ for i := 0 to High(ggItems) do
+ if (ggItems[i].ItemType <> ITEM_NONE) and ggItems[i].slotIsUsed then
+ begin
+ ggItems[i].Obj.oldX := ggItems[i].Obj.X;
+ ggItems[i].Obj.oldY := ggItems[i].Obj.Y;
+ end;
+end;
procedure g_Items_Update ();
var
i, j, k: Integer;
ID: DWord;
Anim: TAnimation;
procedure g_Items_Update ();
var
i, j, k: Integer;
ID: DWord;
Anim: TAnimation;
- m: Word;
+ m, ItemRespawnTime: Word;
r, nxt: Boolean;
begin
if (ggItems = nil) then exit;
r, nxt: Boolean;
begin
if (ggItems = nil) then exit;
+ // respawn items in 15 seconds regardless of settings during warmup
+ ItemRespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15);
+
for i := 0 to High(ggItems) do
begin
if (ggItems[i].ItemType = ITEM_NONE) then continue;
for i := 0 to High(ggItems) do
begin
if (ggItems[i].ItemType = ITEM_NONE) then continue;
+ if not ggItems[i].slotIsUsed then continue; // just in case
with ggItems[i] do
begin
with ggItems[i] do
begin
// Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì
if r then
begin
// Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì
if r then
begin
- if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
+ if not (Respawnable and (ItemRespawnTime > 0)) then
+ g_Items_Remove(i)
+ else
+ g_Items_Pick(i);
if g_Game_IsNet then MH_SEND_ItemDestroy(False, i);
nxt := True;
break;
if g_Game_IsNet then MH_SEND_ItemDestroy(False, i);
nxt := True;
break;
Anim.Free();
end;
Anim.Free();
end;
+ Obj.oldX := InitX;
+ Obj.oldY := InitY;
Obj.X := InitX;
Obj.Y := InitY;
Obj.Vel.X := 0;
Obj.X := InitX;
Obj.Y := InitY;
Obj.Vel.X := 0;
end;
end;
end;
end;
-
-procedure itemsDrawInternal (dropflag: Boolean);
-var
- i: Integer;
- it: PItem;
-begin
- if (ggItems = nil) then exit;
-
- for i := 0 to High(ggItems) do
- begin
- it := @ggItems[i];
- if not it.alive then continue;
- if (it.dropped <> dropflag) then continue;
-
- with it^ do
- begin
- if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then
- begin
- if (Animation = nil) then
- begin
- e_Draw(gItemsTexturesID[ItemType], Obj.X, Obj.Y, 0, true, false);
- end
- else
- begin
- Animation.Draw(Obj.X, Obj.Y, M_NONE);
- end;
-
- if g_debug_Frames then
- begin
- e_DrawQuad(Obj.X+Obj.Rect.X,
- Obj.Y+Obj.Rect.Y,
- Obj.X+Obj.Rect.X+Obj.Rect.Width-1,
- Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1,
- 0, 255, 0);
- end;
- end;
- end;
- end;
-end;
-
-
-procedure g_Items_Draw ();
-begin
- itemsDrawInternal(false);
-end;
-
-procedure g_Items_DrawDrop ();
-begin
- itemsDrawInternal(true);
-end;
-
-
procedure g_Items_SetDrop (ID: DWORD);
begin
if (ID < Length(ggItems)) then
procedure g_Items_SetDrop (ID: DWORD);
begin
if (ID < Length(ggItems)) then
begin
if (ID < Length(ggItems)) then
begin
begin
if (ID < Length(ggItems)) then
begin
+ ggItems[ID].Obj.oldX := ggItems[ID].Obj.X;
+ ggItems[ID].Obj.oldY := ggItems[ID].Obj.Y;
ggItems[ID].alive := false;
ggItems[ID].alive := false;
- ggItems[ID].RespawnTime := ITEM_RESPAWNTIME;
+ ggItems[ID].RespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15) * 36;
end;
end;
end;
end;
it: PItem;
trig: Integer;
begin
it: PItem;
trig: Integer;
begin
- if not g_Items_ValidId(ID) then raise Exception.Create('g_Items_Remove: invalid item id');
+ if not g_Items_ValidId(ID) then
+ begin
+ //writeln('g_Items_Remove: invalid item id: ', ID);
+ raise Exception.Create('g_Items_Remove: invalid item id');
+ //exit;
+ end;
it := @ggItems[ID];
if (it.arrIdx <> Integer(ID)) then raise Exception.Create('g_Items_Remove: arrIdx desync');
it := @ggItems[ID];
if (it.arrIdx <> Integer(ID)) then raise Exception.Create('g_Items_Remove: arrIdx desync');
+ it.Obj.oldX := it.Obj.X;
+ it.Obj.oldY := it.Obj.Y;
trig := it.SpawnTrigger;
releaseItem(ID);
trig := it.SpawnTrigger;
releaseItem(ID);
begin
// Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ
count := 0;
begin
// Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ
count := 0;
- for i := 0 to High(ggItems) do if (ggItems[i].ItemType <> ITEM_NONE) then Inc(count);
+ for i := 0 to High(ggItems) do if (ggItems[i].ItemType <> ITEM_NONE) and (ggItems[i].slotIsUsed) then Inc(count);
// Êîëè÷åñòâî ïðåäìåòîâ
utils.writeInt(st, LongInt(count));
// Êîëè÷åñòâî ïðåäìåòîâ
utils.writeInt(st, LongInt(count));
for i := 0 to High(ggItems) do
begin
for i := 0 to High(ggItems) do
begin
- if (ggItems[i].ItemType <> ITEM_NONE) then
+ if (ggItems[i].ItemType <> ITEM_NONE) and (ggItems[i].slotIsUsed) then
begin
// Ñèãíàòóðà ïðåäìåòà
utils.writeSign(st, 'ITEM');
begin
// Ñèãíàòóðà ïðåäìåòà
utils.writeSign(st, 'ITEM');
for i := 0 to High(ggItems) do
begin
it := @ggItems[i];
for i := 0 to High(ggItems) do
begin
it := @ggItems[i];
- if it.Respawnable then
+ it.Obj.oldX := it.Obj.X;
+ it.Obj.oldY := it.Obj.Y;
+ if not it.slotIsUsed then continue;
+ if it.Respawnable and (it.ItemType <> ITEM_NONE) then
begin
it.QuietRespawn := True;
it.RespawnTime := 0;
begin
it.QuietRespawn := True;
it.RespawnTime := 0;
begin
for idx := High(ggItems) downto 0 do
begin
begin
for idx := High(ggItems) downto 0 do
begin
- if ggItems[idx].alive then
+ if ggItems[idx].alive and ggItems[idx].slotIsUsed then
begin
result := cb(@ggItems[idx]);
if result then exit;
begin
result := cb(@ggItems[idx]);
if result then exit;
begin
for idx := 0 to High(ggItems) do
begin
begin
for idx := 0 to High(ggItems) do
begin
- if ggItems[idx].alive then
+ if ggItems[idx].alive and ggItems[idx].slotIsUsed then
begin
result := cb(@ggItems[idx]);
if result then exit;
begin
result := cb(@ggItems[idx]);
if result then exit;
end;
end;
end;
end;
+function g_Items_NextAlive (startIdx: Integer): PItem;
+var
+ idx: Integer;
+begin
+ result := nil;
+ if (ggItems = nil) or (startIdx >= High(ggItems)) then exit;
+ for idx := startIdx + 1 to High(ggItems) do
+ if ggItems[idx].alive and ggItems[idx].slotIsUsed then
+ begin
+ result := @ggItems[idx];
+ exit;
+ end;
+end;
// ////////////////////////////////////////////////////////////////////////// //
procedure g_Items_EmitPickupSound (idx: Integer);
// ////////////////////////////////////////////////////////////////////////// //
procedure g_Items_EmitPickupSound (idx: Integer);
ITEM_KEY_BLUE: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 24, 0.0, 0.0, 1.0, 0.6);
ITEM_ARMOR_GREEN: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 42, 0.0, 1.0, 0.0, 0.6);
ITEM_ARMOR_BLUE: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 42, 0.0, 0.0, 1.0, 0.6);
ITEM_KEY_BLUE: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 24, 0.0, 0.0, 1.0, 0.6);
ITEM_ARMOR_GREEN: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 42, 0.0, 1.0, 0.0, 0.6);
ITEM_ARMOR_BLUE: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 42, 0.0, 0.0, 1.0, 0.6);
+ ITEM_JETPACK: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 32, 1.0, 1.0, 1.0, 0.6);
ITEM_SPHERE_BLUE: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 32, 0.0, 1.0, 0.0, 0.6);
ITEM_SPHERE_WHITE: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 32, 1.0, 1.0, 1.0, 0.6);
ITEM_INVUL: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 32, 1.0, 0.0, 0.0, 0.6);
ITEM_SPHERE_BLUE: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 32, 0.0, 1.0, 0.0, 0.6);
ITEM_SPHERE_WHITE: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 32, 1.0, 1.0, 1.0, 0.6);
ITEM_INVUL: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 32, 1.0, 0.0, 0.0, 0.6);