1 #define ITEM_RESPAWN_TICKS 10
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3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
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4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
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5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
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6 // range: 10 .. respawntime + respawntimejitter
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8 floatfield Item_CounterField(float it)
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12 case IT_FUEL: return ammo_fuel;
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13 case IT_5HP: return health;
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14 case IT_25HP: return health;
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15 case IT_HEALTH: return health;
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16 case IT_ARMOR_SHARD: return armorvalue;
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17 case IT_ARMOR: return armorvalue;
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18 // add more things here (health, armor)
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19 default: error("requested item has no counter field");
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23 string Item_CounterFieldName(float it)
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27 case IT_FUEL: return "fuel";
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29 // add more things here (health, armor)
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30 default: error("requested item has no counter field name");
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34 .float max_armorvalue;
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36 float Item_Customize()
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38 if(self.spawnshieldtime)
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40 if(self.weapons != (self.weapons & other.weapons))
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42 self.colormod = '0 0 0';
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43 self.glowmod = self.colormod;
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44 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
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51 self.colormod = stov(cvar_string("g_ghost_items_color"));
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52 self.glowmod = self.colormod;
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53 self.alpha = g_ghost_items;
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61 void Item_Show (entity e, float mode)
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63 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
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66 // make the item look normal, and be touchable
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68 e.solid = SOLID_TRIGGER;
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69 e.colormod = '0 0 0';
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70 e.glowmod = e.colormod;
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72 e.customizeentityforclient = func_null;
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74 e.spawnshieldtime = 1;
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78 // hide the item completely
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79 e.model = string_null;
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80 e.solid = SOLID_NOT;
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81 e.colormod = '0 0 0';
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82 e.glowmod = e.colormod;
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84 e.customizeentityforclient = func_null;
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86 e.spawnshieldtime = 1;
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88 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
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90 // make the item translucent green and not touchable
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92 e.solid = SOLID_TRIGGER; // can STILL be picked up!
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93 e.colormod = '0 0 0';
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94 e.glowmod = e.colormod;
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95 e.effects |= EF_STARDUST;
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96 e.customizeentityforclient = Item_Customize;
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98 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
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100 else if(g_ghost_items)
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102 // make the item translucent green and not touchable
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104 e.solid = SOLID_NOT;
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105 e.colormod = stov(cvar_string("g_ghost_items_color"));
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106 e.glowmod = e.colormod;
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107 e.alpha = g_ghost_items;
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108 e.customizeentityforclient = func_null;
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110 e.spawnshieldtime = 1;
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114 // hide the item completely
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115 e.model = string_null;
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116 e.solid = SOLID_NOT;
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117 e.colormod = stov(cvar_string("g_ghost_items_color"));
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118 e.glowmod = e.colormod;
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120 e.customizeentityforclient = func_null;
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122 e.spawnshieldtime = 1;
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125 if (e.strength_finished || e.invincible_finished)
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126 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
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127 if (cvar("g_nodepthtestitems"))
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128 e.effects |= EF_NODEPTHTEST;
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129 if (cvar("g_fullbrightitems"))
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130 e.effects |= EF_FULLBRIGHT;
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132 // relink entity (because solid may have changed)
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133 setorigin(e, e.origin);
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136 void Item_Respawn (void)
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138 Item_Show(self, 1);
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139 if(self.items == IT_STRENGTH)
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140 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
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141 else if(self.items == IT_INVINCIBLE)
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142 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
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144 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
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145 setorigin (self, self.origin);
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147 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
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150 void Item_RespawnCountdown (void)
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152 if(self.count >= ITEM_RESPAWN_TICKS)
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154 if(self.waypointsprite_attached)
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155 WaypointSprite_Kill(self.waypointsprite_attached);
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160 self.nextthink = time + 1;
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162 if(self.count == 1)
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166 name = string_null;
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169 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
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170 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
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174 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
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175 if(self.waypointsprite_attached)
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177 WaypointSprite_UpdateRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
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178 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
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179 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
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183 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
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184 if(self.waypointsprite_attached)
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186 WaypointSprite_Ping(self.waypointsprite_attached);
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187 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
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192 void Item_ScheduleRespawnIn(entity e, float t)
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194 if(e.flags & FL_POWERUP)
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196 e.think = Item_RespawnCountdown;
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197 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
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202 e.think = Item_Respawn;
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203 e.nextthink = time + t;
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207 void Item_ScheduleRespawn(entity e)
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210 if(e.respawntime > 0) // if respawntime is -1, this item does not respawn
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211 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
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216 void Item_ScheduleInitialRespawn(entity e)
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219 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
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222 .float inithealth, initdmg;
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223 .float item_digestion_step;
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224 void Item_Consumable_Think()
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226 if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)
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228 self.predator.regurgitate_prepare = 0;
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229 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach
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230 Item_Consumable_Remove(self, TRUE);
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233 if(self.predator.stat_eaten)
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235 // prey can't hold consumable items
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236 Item_Consumable_Remove(self, TRUE);
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240 self.scale = self.health / self.inithealth; // scale matches the item's digestion progress
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241 self.dmg = self.initdmg * self.scale;
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242 if(self.health <= 0)
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244 // this item is done
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245 Item_Consumable_Remove(self, FALSE);
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249 if(self.predator.digesting)
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251 if(time > self.item_digestion_step)
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253 // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach
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254 float damage, damage_offset;
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257 if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage
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258 damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));
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259 damage = ceil(cvar("g_balance_vore_digestion_damage_item") / damage_offset);
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261 self.health -= damage;
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262 if(self.predator.health + damage <= self.max_health)
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263 self.predator.health += damage;
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264 else if(self.predator.health < self.max_health)
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265 self.predator.health = self.max_health;
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266 self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
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268 self.item_digestion_step = time + vore_steptime;
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271 if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))
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272 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));
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275 self.nextthink = time;
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278 float Item_Consumable_Customizeentityforclient()
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280 if(cvar("g_vore_neighborprey_distance_item") && self.predator == other.predator && !(other.cvar_chase_active || other.classname == "observer"))
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282 self.alpha = default_player_alpha; // allow seeing neighboring items
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283 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST
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286 self.alpha = -1; // hide item
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290 void Item_DroppedConsumable_Spawn(entity e);
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291 void Item_Consumable_Remove(entity e, float regurgitate)
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295 float scalediff, sz;
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296 sz = e.scale ? e.scale : 1; // the line below does not work if I define this directly (fteqcc bug?)
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297 scalediff = cvar("g_healthsize") ? sz / e.predator.scale : sz; // the tighter the gut, the greater the velocity
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299 // predator effects, some common to those in Vore_Regurgitate
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300 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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301 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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302 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', floor(scalediff * PARTICLE_MULTIPLIER));
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303 e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item") * scalediff;
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304 e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item") * scalediff;
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305 e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item") * scalediff;
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306 e.predator.regurgitate_prepare = 0;
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307 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
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309 Item_DroppedConsumable_Spawn(e);
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317 void Item_Consumable_Spawn(entity e, entity pl)
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323 item.classname = "consumable";
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324 item.movetype = MOVETYPE_FOLLOW;
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325 item.solid = SOLID_NOT;
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326 setmodel(item, e.model);
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327 item.health = e.health;
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330 item.inithealth = e.inithealth;
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331 item.initdmg = e.initdmg;
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335 item.inithealth = e.health;
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336 item.initdmg = e.dmg;
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338 item.max_health = e.max_health;
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340 item.predator = pl;
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342 item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");
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343 item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");
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344 item.view_ofs_z = CONSUMABLE_VIEW_OFS_z + crandom() * cvar("g_vore_neighborprey_distance_item");
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345 item.angles = randomvec() * 360;
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347 item.customizeentityforclient = Item_Consumable_Customizeentityforclient;
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348 item.think = Item_Consumable_Think;
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349 item.nextthink = time;
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351 if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))
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352 item.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));
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354 float scalediff, sz;
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355 sz = e.scale ? e.scale : 1; // the line below does not work if I define this directly (fteqcc bug?)
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356 scalediff = cvar("g_healthsize") ? sz / pl.scale : sz; // the tighter the gut, the greater the velocity
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358 // predator effects, some common to those in Vore_Swallow
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359 PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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360 setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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361 pl.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item") * scalediff;
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362 pl.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item") * scalediff;
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363 pl.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item") * scalediff;
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364 pl.regurgitate_prepare = 0;
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365 pl.action_delay = time + cvar("g_balance_vore_action_delay");
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368 void Item_DroppedConsumable_Touch()
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370 if(time < self.cnt)
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373 // give the consumable item to the player touching it
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374 if not(other.stomach_load + self.dmg > other.stomach_maxload || other.stomach_load + self.initdmg > other.stomach_maxload)
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375 if not(!cvar("g_balance_health_consumable_alwayspickup") && other.health >= self.max_health)
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377 Item_Consumable_Spawn(self, other);
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383 void Item_DroppedConsumable_Spawn(entity e)
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387 item.owner = world;
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388 item.classname = "droppedconsumable";
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389 item.movetype = MOVETYPE_TOSS;
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390 item.solid = SOLID_TRIGGER;
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391 setmodel(item, e.model);
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392 item.health = e.health;
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393 item.inithealth = e.inithealth;
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394 item.initdmg = e.initdmg;
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395 item.max_health = e.max_health;
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396 item.scale = e.scale;
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397 item.colormod = e.colormod;
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399 if(cvar("g_nodepthtestitems"))
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400 item.effects |= EF_NODEPTHTEST;
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402 float scalediff, sz;
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403 sz = e.scale ? e.scale : 1; // the line below does not work if I define this directly (fteqcc bug?)
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404 scalediff = cvar("g_healthsize") ? sz / e.predator.scale : sz; // the tighter the gut, the greater the velocity
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406 setorigin(item, e.predator.origin);
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407 item.angles_y = e.predator.angles_y;
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408 makevectors(e.predator.v_angle);
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409 item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;
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410 e.predator.velocity = e.predator.velocity + (-v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff); // don't use += here to avoid a fteqcc bug
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411 item.touch = Item_DroppedConsumable_Touch;
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412 item.cnt = time + 1; // 1 second delay
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413 SUB_SetFade(item, time + 20, 1);
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416 float Item_GiveTo(entity item, entity player)
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418 float _switchweapon;
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424 // if nothing happens to player, just return without taking the item
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426 _switchweapon = FALSE;
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428 if (g_weapon_stay == 1)
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429 if not(item.flags & FL_NO_WEAPON_STAY)
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430 if (item.flags & FL_WEAPON)
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432 if(item.classname == "droppedweapon")
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434 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
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439 if (player.weapons & item.weapons)
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444 // in case the player has autoswitch enabled do the following:
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445 // if the player is using their best weapon before items are given, they
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446 // probably want to switch to an even better weapon after items are given
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447 if (player.autoswitch)
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448 if (player.switchweapon == w_getbestweapon(player))
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449 _switchweapon = TRUE;
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451 if not(player.weapons & W_WeaponBit(player.switchweapon))
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452 _switchweapon = TRUE;
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454 if(item.spawnshieldtime)
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456 if (item.ammo_fuel)
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457 if (player.ammo_fuel < g_pickup_fuel_max)
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460 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
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461 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
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465 if (item.flags & FL_WEAPON)
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466 if ((it = item.weapons - (item.weapons & player.weapons)))
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469 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
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471 e = get_weaponinfo(i);
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473 W_GiveWeapon (player, e.weapon, item.netname);
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477 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
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480 player.items |= it;
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481 sprint (player, strcat("You got the ^2", item.netname, "\n"));
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484 if(item.spawnshieldtime)
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486 if (item.strength_finished)
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489 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
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491 if (item.invincible_finished)
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494 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
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499 if(item.dmg && cvar("g_vore")) // consumable item, only if the vore system is enabled
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501 if(player.stomach_load + item.dmg <= player.stomach_maxload)
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502 if not(!cvar("g_balance_health_consumable_alwayspickup") && player.health >= item.max_health)
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505 Item_Consumable_Spawn(self, player);
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508 else if (player.health < item.max_health)
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511 player.health = min(player.health + item.health, item.max_health);
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512 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
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515 if (item.armorvalue)
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516 if (player.armorvalue < item.max_armorvalue)
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519 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
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520 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
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525 // always eat teamed entities
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532 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
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534 if (player.switchweapon != w_getbestweapon(player))
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535 W_SwitchWeapon_Force(player, w_getbestweapon(player));
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540 void Item_Touch (void)
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544 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
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545 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
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550 if (other.classname != "player")
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552 if (other.deadflag)
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554 if (self.solid != SOLID_TRIGGER)
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556 if (self.owner == other)
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559 if(!Item_GiveTo(self, other))
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562 other.last_pickup = time;
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564 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
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566 if (self.classname == "droppedweapon")
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568 else if not(self.spawnshieldtime)
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570 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
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576 RandomSelection_Init();
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577 for(head = world; (head = findfloat(head, team, self.team)); )
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579 if(head.flags & FL_ITEM)
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581 Item_Show(head, -1);
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582 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
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585 e = RandomSelection_chosen_ent;
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589 Item_ScheduleRespawn(e);
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593 void Item_FindTeam()
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597 if(self.effects & EF_NODRAW)
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599 // marker for item team search
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600 dprint("Initializing item team ", ftos(self.team), "\n");
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601 RandomSelection_Init();
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602 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
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603 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
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604 e = RandomSelection_chosen_ent;
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608 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
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612 // make it a non-spawned item
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613 Item_Show(head, -1);
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614 head.state = 1; // state 1 = initially hidden item
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616 head.effects &~= EF_NODRAW;
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619 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
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620 Item_ScheduleInitialRespawn(e);
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626 Item_Show(self, !self.state);
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627 setorigin (self, self.origin);
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628 self.think = SUB_Null;
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629 self.nextthink = 0;
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631 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
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632 Item_ScheduleInitialRespawn(self);
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635 // Savage: used for item garbage-collection
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636 // TODO: perhaps nice special effect?
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637 void RemoveItem(void)
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642 // pickup evaluation functions
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643 // these functions decide how desirable an item is to the bots
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645 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
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647 float weapon_pickupevalfunc(entity player, entity item)
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649 float c, i, j, position;
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651 // See if I have it already
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652 if(player.weapons & item.weapons == item.weapons)
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654 // If I can pick it up
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655 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
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663 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
\r
664 if( bot_custom_weapon && c )
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666 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
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669 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
\r
672 // Find the highest position on any range
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674 for(j = 0; j < WEP_LAST ; ++j){
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676 bot_weapons_far[j] == i ||
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677 bot_weapons_mid[j] == i ||
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678 bot_weapons_close[j] == i
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687 if (position >= 0 )
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689 position = WEP_LAST - position;
\r
690 // item.bot_pickupbasevalue is overwritten here
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691 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
\r
696 return item.bot_pickupbasevalue * c;
\r
699 float commodity_pickupevalfunc(entity player, entity item)
\r
705 // Detect needed ammo
\r
706 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
\r
708 wi = get_weaponinfo(i);
\r
710 if not(wi.weapons & player.weapons)
\r
714 if (item.armorvalue)
\r
715 if (player.armorvalue < item.max_armorvalue)
\r
716 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
\r
718 if (player.health < item.max_health)
\r
719 c = c + max(0, 1 - player.health / item.max_health);
\r
721 return item.bot_pickupbasevalue * c;
\r
726 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
\r
728 startitem_failed = FALSE;
\r
730 // is it a dropped weapon?
\r
731 if (self.classname == "droppedweapon")
\r
733 self.reset = SUB_Remove;
\r
734 // it's a dropped weapon
\r
735 self.movetype = MOVETYPE_TOSS;
\r
736 // Savage: remove thrown items after a certain period of time ("garbage collection")
\r
737 self.think = RemoveItem;
\r
738 self.nextthink = time + 60;
\r
739 // don't drop if in a NODROP zone (such as lava)
\r
740 traceline(self.origin, self.origin, MOVE_NORMAL, self);
\r
741 if (trace_dpstartcontents & DPCONTENTS_NODROP)
\r
743 startitem_failed = TRUE;
\r
750 self.reset = Item_Reset;
\r
751 // it's a level item
\r
752 if(self.spawnflags & 1)
\r
755 self.movetype = MOVETYPE_NONE;
\r
757 self.movetype = MOVETYPE_TOSS;
\r
758 // do item filtering according to game mode and other things
\r
761 // first nudge it off the floor a little bit to avoid math errors
\r
762 setorigin(self, self.origin + '0 0 1');
\r
763 // set item size before we spawn a spawnfunc_waypoint
\r
764 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
\r
765 setsize (self, '-16 -16 0', '16 16 48');
\r
767 setsize (self, '-16 -16 0', '16 16 32');
\r
768 // note droptofloor returns FALSE if stuck/or would fall too far
\r
770 waypoint_spawnforitem(self);
\r
777 print("removed non-teamplay ", self.classname, "\n");
\r
778 startitem_failed = TRUE;
\r
787 print("removed non-FFA ", self.classname, "\n");
\r
788 startitem_failed = TRUE;
\r
796 // We aren't TA or something like that, so we keep the Q3A entities
\r
797 print("removed non-Q3A ", self.classname, "\n");
\r
798 startitem_failed = TRUE;
\r
804 * can't do it that way, as it would break maps
\r
805 * TODO make a target_give like entity another way, that perhaps has
\r
806 * the weapon name in a key
\r
807 if(self.targetname)
\r
809 // target_give not yet supported; maybe later
\r
810 print("removed targeted ", self.classname, "\n");
\r
811 startitem_failed = TRUE;
\r
817 if(cvar("spawn_debug") >= 2)
\r
820 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
\r
822 if(otheritem.is_item)
\r
824 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
\r
825 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
\r
826 error("Mapper sucks.");
\r
829 self.is_item = TRUE;
\r
832 weaponsInMap |= weaponid;
\r
836 startitem_failed = TRUE;
\r
840 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
\r
842 startitem_failed = TRUE;
\r
847 precache_model (itemmodel);
\r
848 precache_sound (pickupsound);
\r
849 precache_sound ("misc/itemrespawn.wav");
\r
850 precache_sound ("misc/itemrespawncountdown.wav");
\r
852 if(itemid == IT_STRENGTH)
\r
853 precache_sound ("misc/strength_respawn.wav");
\r
854 if(itemid == IT_INVINCIBLE)
\r
855 precache_sound ("misc/shield_respawn.wav");
\r
857 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
\r
858 self.target = "###item###"; // for finding the nearest item using find()
\r
861 self.bot_pickup = TRUE;
\r
862 self.bot_pickupevalfunc = pickupevalfunc;
\r
863 self.bot_pickupbasevalue = pickupbasevalue;
\r
864 self.mdl = itemmodel;
\r
865 self.item_pickupsound = pickupsound;
\r
866 // let mappers override respawntime
\r
867 if(!self.respawntime) // both set
\r
869 self.respawntime = defaultrespawntime;
\r
870 self.respawntimejitter = defaultrespawntimejitter;
\r
872 self.netname = itemname;
\r
873 self.items = itemid;
\r
874 self.weapons = weaponid;
\r
875 self.flags = FL_ITEM | itemflags;
\r
876 self.touch = Item_Touch;
\r
877 setmodel (self, self.mdl); // precision set below
\r
878 self.effects |= EF_LOWPRECISION;
\r
879 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
\r
880 setsize (self, '-16 -16 0', '16 16 48');
\r
882 setsize (self, '-16 -16 0', '16 16 32');
\r
883 if(itemflags & FL_WEAPON)
\r
884 self.modelflags |= MF_ROTATE;
\r
886 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
\r
887 if (itemflags & FL_WEAPON)
\r
889 // neutral team color for pickup weapons
\r
890 self.colormap = 1024; // color shirt=0 pants=0 grey
\r
893 Item_Show(self, 1);
\r
898 self.cnt = 1; // item probability weight
\r
899 self.effects = self.effects | EF_NODRAW; // marker for item team search
\r
900 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
\r
902 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
\r
903 Item_ScheduleInitialRespawn(self);
\r
906 float minst_no_auto_cells;
\r
907 void minst_remove_item (void) {
\r
908 if(minst_no_auto_cells)
\r
912 float internalteam;
\r
914 void weapon_defaultspawnfunc(float wpn)
\r
918 var .float ammofield;
\r
923 // set the respawntime in advance (so replaced weapons can copy it)
\r
925 if(!self.respawntime)
\r
927 e = get_weaponinfo(wpn);
\r
928 if(e.items == IT_SUPERWEAPON)
\r
930 self.respawntime = g_pickup_respawntime_powerup;
\r
931 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
\r
935 self.respawntime = g_pickup_respawntime_weapon;
\r
936 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
\r
940 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
\r
942 e = get_weaponinfo(wpn);
\r
943 s = cvar_string(strcat("g_weaponreplace_", e.netname));
\r
947 startitem_failed = TRUE;
\r
950 t = tokenize_console(s);
\r
953 self.team = --internalteam;
\r
955 for(i = 1; i < t; ++i)
\r
958 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
960 e = get_weaponinfo(j);
\r
964 copyentity(oldself, self);
\r
965 self.classname = "replacedweapon";
\r
966 weapon_defaultspawnfunc(j);
\r
972 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
\r
981 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
983 e = get_weaponinfo(j);
\r
992 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
\r
998 startitem_failed = TRUE;
\r
1003 e = get_weaponinfo(wpn);
\r
1005 if(e.items && e.items != IT_SUPERWEAPON)
\r
1007 for(i = 0, j = 1; i < 24; ++i, j *= 2)
\r
1011 ammofield = Item_CounterField(j);
\r
1012 if(!self.ammofield)
\r
1013 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
\r
1019 self.flags |= FL_NO_WEAPON_STAY;
\r
1022 // weapon stay isn't supported for teamed weapons
\r
1024 self.flags |= FL_NO_WEAPON_STAY;
\r
1026 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
\r
1028 self.ammo_fuel = 0;
\r
1029 // weapon stay 2: don't use ammo on weapon pickups; instead
\r
1030 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
\r
1033 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
\r
1034 if (self.modelindex) // don't precache if self was removed
\r
1035 weapon_action(e.weapon, WR_PRECACHE);
\r
1038 void spawnfunc_item_armor_small (void) {
\r
1039 if(!self.armorvalue)
\r
1040 self.armorvalue = g_pickup_armorsmall;
\r
1041 if(!self.max_armorvalue)
\r
1042 self.max_armorvalue = g_pickup_armorsmall_max;
\r
1043 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
\r
1046 void spawnfunc_item_armor_medium (void) {
\r
1047 if(!self.armorvalue)
\r
1048 self.armorvalue = g_pickup_armormedium;
\r
1049 if(!self.max_armorvalue)
\r
1050 self.max_armorvalue = g_pickup_armormedium_max;
\r
1051 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
\r
1054 void spawnfunc_item_armor_big (void) {
\r
1055 if(!self.armorvalue)
\r
1056 self.armorvalue = g_pickup_armorbig;
\r
1057 if(!self.max_armorvalue)
\r
1058 self.max_armorvalue = g_pickup_armorbig_max;
\r
1059 StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
\r
1062 void spawnfunc_item_armor_large (void) {
\r
1063 if(!self.armorvalue)
\r
1064 self.armorvalue = g_pickup_armorlarge;
\r
1065 if(!self.max_armorvalue)
\r
1066 self.max_armorvalue = g_pickup_armorlarge_max;
\r
1067 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
\r
1070 void spawnfunc_item_health_small (void) {
\r
1071 if(!self.max_health)
\r
1072 self.max_health = g_pickup_healthsmall_max;
\r
1074 self.health = g_pickup_healthsmall;
\r
1075 self.dmg = g_pickup_healthsmall_consumable;
\r
1076 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
\r
1079 void spawnfunc_item_health_medium (void) {
\r
1080 if(!self.max_health)
\r
1081 self.max_health = g_pickup_healthmedium_max;
\r
1083 self.health = g_pickup_healthmedium;
\r
1084 self.dmg = g_pickup_healthmedium_consumable;
\r
1085 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
\r
1088 void spawnfunc_item_health_large (void) {
\r
1089 if(!self.max_health)
\r
1090 self.max_health = g_pickup_healthlarge_max;
\r
1092 self.health = g_pickup_healthlarge;
\r
1093 self.dmg = g_pickup_healthlarge_consumable;
\r
1094 StartItem ("models/items/g_h50.md3", "misc/largehealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
\r
1097 void spawnfunc_item_health_mega (void) {
\r
1098 if(!self.max_health)
\r
1099 self.max_health = g_pickup_healthmega_max;
\r
1101 self.health = g_pickup_healthmega;
\r
1102 self.dmg = g_pickup_healthmega_consumable;
\r
1103 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
\r
1106 // support old misnamed entities
\r
1107 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard
\r
1108 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
\r
1109 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
\r
1110 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
\r
1111 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
\r
1113 void spawnfunc_item_strength (void) {
\r
1114 if(!cvar("g_powerup_strength"))
\r
1117 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
\r
1120 precache_sound("weapons/strength_fire.wav");
\r
1121 self.strength_finished = 30;
\r
1122 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
\r
1125 void spawnfunc_item_invincible (void) {
\r
1126 if(!cvar("g_powerup_shield"))
\r
1129 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
\r
1132 self.invincible_finished = 30;
\r
1133 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
\r
1137 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
\r
1139 float GiveItems(entity e, float beginarg, float endarg);
\r
1140 void target_items_use (void)
\r
1142 if(activator.classname == "droppedweapon")
\r
1144 EXACTTRIGGER_TOUCH;
\r
1145 remove(activator);
\r
1149 if(activator.classname != "player")
\r
1151 if(activator.deadflag != DEAD_NO)
\r
1153 EXACTTRIGGER_TOUCH;
\r
1156 for(e = world; (e = find(e, classname, "droppedweapon")); )
\r
1157 if(e.enemy == activator)
\r
1160 if(GiveItems(activator, 0, tokenize_console(self.netname)))
\r
1161 centerprint(activator, self.message);
\r
1164 void spawnfunc_target_items (void)
\r
1169 self.use = target_items_use;
\r
1170 if(!self.strength_finished)
\r
1171 self.strength_finished = cvar("g_balance_powerup_strength_time");
\r
1172 if(!self.invincible_finished)
\r
1173 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
\r
1175 precache_sound("misc/itempickup.wav");
\r
1176 precache_sound("misc/itempickup.wav");
\r
1177 precache_sound("misc/itempickup.wav");
\r
1178 precache_sound("misc/itempickup.wav");
\r
1179 precache_sound("misc/megahealth.wav");
\r
1180 precache_sound("misc/armor25.wav");
\r
1181 precache_sound("misc/powerup.wav");
\r
1182 precache_sound("misc/poweroff.wav");
\r
1183 precache_sound("weapons/weaponpickup.wav");
\r
1185 n = tokenize_console(self.netname);
\r
1186 if(argv(0) == "give")
\r
1188 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
\r
1192 for(i = 0; i < n; ++i)
\r
1194 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
\r
1195 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
\r
1196 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
\r
1197 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
\r
1198 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
\r
1199 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
\r
1200 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
\r
1202 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1204 e = get_weaponinfo(j);
\r
1205 if(argv(i) == e.netname)
\r
1207 self.weapons |= e.weapons;
\r
1208 if(self.spawnflags == 0 || self.spawnflags == 2)
\r
1209 weapon_action(e.weapon, WR_PRECACHE);
\r
1214 print("target_items: invalid item ", argv(i), "\n");
\r
1217 string itemprefix, valueprefix;
\r
1218 if(self.spawnflags == 0)
\r
1223 else if(self.spawnflags == 1)
\r
1225 itemprefix = "max ";
\r
1226 valueprefix = "max ";
\r
1228 else if(self.spawnflags == 2)
\r
1230 itemprefix = "min ";
\r
1231 valueprefix = "min ";
\r
1233 else if(self.spawnflags == 4)
\r
1235 itemprefix = "minus ";
\r
1236 valueprefix = "max ";
\r
1239 error("invalid spawnflags");
\r
1241 self.netname = "";
\r
1242 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
\r
1243 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
\r
1244 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
\r
1245 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
\r
1246 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
\r
1247 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
\r
1248 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
\r
1249 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
\r
1250 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
\r
1251 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1253 e = get_weaponinfo(j);
\r
1255 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
\r
1258 self.netname = strzone(self.netname);
\r
1259 //print(self.netname, "\n");
\r
1261 n = tokenize_console(self.netname);
\r
1262 for(i = 0; i < n; ++i)
\r
1264 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1266 e = get_weaponinfo(j);
\r
1267 if(argv(i) == e.netname)
\r
1269 weapon_action(e.weapon, WR_PRECACHE);
\r
1276 void spawnfunc_item_fuel(void)
\r
1278 if(!self.ammo_fuel)
\r
1279 self.ammo_fuel = g_pickup_fuel;
\r
1280 StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
\r
1283 void spawnfunc_item_fuel_regen(void)
\r
1285 if(start_items & IT_FUEL_REGEN)
\r
1287 spawnfunc_item_fuel();
\r
1290 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel regenerator", IT_FUEL_REGEN, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
\r
1293 void spawnfunc_item_jetpack(void)
\r
1295 if(!self.ammo_fuel)
\r
1296 self.ammo_fuel = g_pickup_fuel_jetpack;
\r
1297 if(start_items & IT_JETPACK)
\r
1299 spawnfunc_item_fuel();
\r
1302 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_weapon, g_pickup_respawntimejitter_weapon, "Jet pack", IT_JETPACK, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
\r
1309 #define OP_MINUS 4
\r
1311 float GiveBit(entity e, .float fld, float bit, float op, float val)
\r
1314 v0 = (e.fld & bit);
\r
1337 v1 = (e.fld & bit);
\r
1338 return (v0 != v1);
\r
1341 float GiveValue(entity e, .float fld, float op, float val)
\r
1351 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
\r
1354 e.fld = min(e.fld, val);
\r
1364 return (v0 != v1);
\r
1367 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
\r
1373 if(snd_decr != "")
\r
1374 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
\r
1376 else if(v0 >= v0 + t)
\r
1378 if(snd_incr != "")
\r
1379 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
\r
1383 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
\r
1386 e.rotfield = max(e.rotfield, time + rottime);
\r
1388 e.regenfield = max(e.regenfield, time + regentime);
\r
1391 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
\r
1392 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
\r
1393 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
\r
1394 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
\r
1396 float GiveItems(entity e, float beginarg, float endarg)
\r
1398 float got, i, j, val, op;
\r
1399 float _switchweapon;
\r
1408 _switchweapon = FALSE;
\r
1410 if (e.switchweapon == w_getbestweapon(e))
\r
1411 _switchweapon = TRUE;
\r
1413 e.strength_finished = max(0, e.strength_finished - time);
\r
1414 e.invincible_finished = max(0, e.invincible_finished - time);
\r
1416 PREGIVE(e, items);
\r
1417 PREGIVE(e, weapons);
\r
1418 PREGIVE(e, strength_finished);
\r
1419 PREGIVE(e, invincible_finished);
\r
1420 PREGIVE(e, ammo_fuel);
\r
1421 PREGIVE(e, armorvalue);
\r
1422 PREGIVE(e, health);
\r
1424 for(i = beginarg; i < endarg; ++i)
\r
1428 if(cmd == "0" || stof(cmd))
\r
1452 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
\r
1453 got += GiveValue(e, strength_finished, op, time + val);
\r
1454 got += GiveValue(e, invincible_finished, op, time + val);
\r
1455 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
\r
1457 got += GiveBit(e, items, IT_JETPACK, op, val);
\r
1458 got += GiveValue(e, health, op, val);
\r
1459 got += GiveValue(e, armorvalue, op, val);
\r
1460 case "allweapons":
\r
1461 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1463 wi = get_weaponinfo(j);
\r
1465 got += GiveBit(e, weapons, wi.weapons, op, val);
\r
1468 got += GiveValue(e, ammo_fuel, op, val);
\r
1470 case "unlimited_ammo":
\r
1471 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
\r
1473 case "unlimited_weapon_ammo":
\r
1474 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
\r
1476 case "unlimited_superweapons":
\r
1477 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
\r
1480 got += GiveBit(e, items, IT_JETPACK, op, val);
\r
1482 case "fuel_regen":
\r
1483 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
\r
1486 got += GiveValue(e, strength_finished, op, val);
\r
1488 case "invincible":
\r
1489 got += GiveValue(e, invincible_finished, op, val);
\r
1492 got += GiveValue(e, health, op, val);
\r
1495 got += GiveValue(e, armorvalue, op, val);
\r
1498 got += GiveValue(e, ammo_fuel, op, val);
\r
1501 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1503 wi = get_weaponinfo(j);
\r
1504 if(cmd == wi.netname)
\r
1506 got += GiveBit(e, weapons, wi.weapons, op, val);
\r
1511 print("give: invalid item ", cmd, "\n");
\r
1518 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
\r
1519 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
\r
1520 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
\r
1521 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
\r
1522 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1524 wi = get_weaponinfo(j);
\r
1527 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
\r
1528 if not(save_weapons & wi.weapons)
\r
1529 if(e.weapons & wi.weapons)
\r
1530 weapon_action(wi.weapon, WR_PRECACHE);
\r
1533 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
\r
1534 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
\r
1535 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregenhealth_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);
\r
1536 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregenarmor_finished, cvar("g_balance_pause_armor_regen"), "misc/armor25.wav", string_null);
\r
1537 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregenhealth_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);
\r
1539 if(e.strength_finished <= 0)
\r
1540 e.strength_finished = 0;
\r
1542 e.strength_finished += time;
\r
1543 if(e.invincible_finished <= 0)
\r
1544 e.invincible_finished = 0;
\r
1546 e.invincible_finished += time;
\r
1548 if not(e.weapons & W_WeaponBit(e.switchweapon))
\r
1549 _switchweapon = TRUE;
\r
1551 W_SwitchWeapon_Force(e, w_getbestweapon(e));
\r