3 #include "items/_mod.qh"
7 #include "../server/bot/api.qh"
9 #include <server/mutators/_mod.qh>
11 #include "../server/weapons/common.qh"
12 #include "../server/weapons/selection.qh"
13 #include "../server/weapons/weaponsystem.qh"
15 #include "constants.qh"
16 #include <common/deathtypes/all.qh>
17 #include <common/notifications/all.qh>
18 #include "triggers/subs.qh"
21 #include <common/monsters/_mod.qh>
23 #include <common/weapons/_all.qh>
25 #include "../lib/warpzone/util_server.qh"
27 #include "physics/movetypes/movetypes.qh"
28 #include <common/weapons/_all.qh>
29 #include "../lib/csqcmodel/cl_model.qh"
30 #include "../lib/csqcmodel/common.qh"
33 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
36 bool autocvar_cl_ghost_items_vehicle = true;
38 void Item_SetAlpha(entity this)
40 bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
42 if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
45 this.colormod = '1 1 1';
46 this.glowmod = this.item_glowmod;
50 if (autocvar_cl_ghost_items_color)
52 this.alpha = autocvar_cl_ghost_items;
53 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
60 if(this.ItemStatus & ITS_STAYWEP)
62 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
63 this.alpha = autocvar_cl_weapon_stay_alpha;
67 void ItemDraw(entity this)
71 Movetype_Physics_MatchServer(this, false);
73 { // For some reason avelocity gets set to '0 0 0' here ...
74 this.oldorigin = this.origin;
77 if(autocvar_cl_animate_items)
78 { // ... so reset it if animations are requested.
79 if(this.ItemStatus & ITS_ANIMATE1)
80 this.avelocity = '0 180 0';
82 if(this.ItemStatus & ITS_ANIMATE2)
83 this.avelocity = '0 -90 0';
86 // delay is for blocking item's position for a while;
87 // it's a workaround for dropped weapons that receive the position
88 // another time right after they spawn overriding animation position
89 this.onground_time = time + 0.5;
92 else if (autocvar_cl_animate_items)
94 if(this.ItemStatus & ITS_ANIMATE1)
96 this.angles += this.avelocity * frametime;
97 float fade_in = bound(0, time - this.onground_time, 1);
98 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
101 if(this.ItemStatus & ITS_ANIMATE2)
103 this.angles += this.avelocity * frametime;
104 float fade_in = bound(0, time - this.onground_time, 1);
105 setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
112 void ItemDrawSimple(entity this)
116 Movetype_Physics_MatchServer(this, false);
118 if(IS_ONGROUND(this))
125 void Item_PreDraw(entity this)
127 if(warpzone_warpzones_exist)
129 // just incase warpzones were initialized last, reset these
130 //this.alpha = 1; // alpha is already set by the draw function
131 this.drawmask = MASK_NORMAL;
135 vector org = getpropertyvec(VF_ORIGIN);
136 if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
138 else if(this.fade_start)
139 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
142 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
143 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
148 this.drawmask = MASK_NORMAL;
151 void ItemRemove(entity this)
157 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
161 if(sf & ISF_LOCATION)
163 this.origin_x = ReadCoord();
164 this.origin_y = ReadCoord();
165 this.origin_z = ReadCoord();
166 setorigin(this, this.origin);
167 this.oldorigin = this.origin;
172 this.angles_x = ReadAngle();
173 this.angles_y = ReadAngle();
174 this.angles_z = ReadAngle();
179 float use_bigsize = ReadByte();
180 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
183 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
185 this.ItemStatus = ReadByte();
189 if(autocvar_cl_fullbright_items)
190 if(this.ItemStatus & ITS_ALLOWFB)
191 this.effects |= EF_FULLBRIGHT;
193 if(this.ItemStatus & ITS_GLOW)
195 if(this.ItemStatus & ITS_AVAILABLE)
196 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
198 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
204 this.drawmask = MASK_NORMAL;
205 set_movetype(this, MOVETYPE_TOSS);
206 if (isnew) IL_PUSH(g_drawables, this);
207 this.draw = ItemDraw;
208 this.solid = SOLID_TRIGGER;
209 //this.flags |= FL_ITEM;
211 bool use_bigsize = ReadByte();
213 this.fade_end = ReadShort();
214 this.fade_start = ReadShort();
215 if(this.fade_start && !autocvar_cl_items_nofade)
216 setpredraw(this, Item_PreDraw);
222 string _fn = ReadString();
224 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
226 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
227 this.draw = ItemDrawSimple;
229 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
230 this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
231 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
232 this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
233 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
234 this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
235 else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
236 this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
239 this.draw = ItemDraw;
240 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
244 if(this.draw != ItemDrawSimple)
245 this.mdl = strzone(_fn);
249 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
251 precache_model(this.mdl);
252 _setmodel(this, this.mdl);
254 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
257 if(sf & ISF_COLORMAP)
259 this.colormap = ReadShort();
260 this.item_glowmod_x = ReadByte() / 255.0;
261 this.item_glowmod_y = ReadByte() / 255.0;
262 this.item_glowmod_z = ReadByte() / 255.0;
268 this.pushable = true;
269 //this.angles = '0 0 0';
270 set_movetype(this, MOVETYPE_TOSS);
271 this.velocity_x = ReadCoord();
272 this.velocity_y = ReadCoord();
273 this.velocity_z = ReadCoord();
274 setorigin(this, this.oldorigin);
278 this.move_time = time;
279 this.spawntime = time;
282 this.move_time = max(this.move_time, time);
285 if(autocvar_cl_animate_items)
287 if(this.ItemStatus & ITS_ANIMATE1)
288 this.avelocity = '0 180 0';
290 if(this.ItemStatus & ITS_ANIMATE2)
291 this.avelocity = '0 -90 0';
294 this.entremove = ItemRemove;
302 bool ItemSend(entity this, entity to, int sf)
309 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
310 WriteByte(MSG_ENTITY, sf);
312 //WriteByte(MSG_ENTITY, this.cnt);
313 if(sf & ISF_LOCATION)
315 WriteCoord(MSG_ENTITY, this.origin.x);
316 WriteCoord(MSG_ENTITY, this.origin.y);
317 WriteCoord(MSG_ENTITY, this.origin.z);
322 WriteAngle(MSG_ENTITY, this.angles_x);
323 WriteAngle(MSG_ENTITY, this.angles_y);
324 WriteAngle(MSG_ENTITY, this.angles_z);
329 Pickup p = this.itemdef;
330 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
334 WriteByte(MSG_ENTITY, this.ItemStatus);
338 Pickup p = this.itemdef;
339 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
340 WriteShort(MSG_ENTITY, this.fade_end);
341 WriteShort(MSG_ENTITY, this.fade_start);
344 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
346 WriteString(MSG_ENTITY, this.mdl);
350 if(sf & ISF_COLORMAP)
352 WriteShort(MSG_ENTITY, this.colormap);
353 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
354 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
355 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
360 WriteCoord(MSG_ENTITY, this.velocity.x);
361 WriteCoord(MSG_ENTITY, this.velocity.y);
362 WriteCoord(MSG_ENTITY, this.velocity.z);
368 void ItemUpdate(entity this)
370 this.oldorigin = this.origin;
371 this.SendFlags |= ISF_LOCATION;
374 void UpdateItemAfterTeleport(entity this)
376 if(getSendEntity(this) == ItemSend)
380 bool have_pickup_item(entity this)
382 if(this.itemdef.instanceOfPowerup)
384 if(autocvar_g_powerups > 0)
386 if(autocvar_g_powerups == 0)
391 if(autocvar_g_pickup_items > 0)
393 if(autocvar_g_pickup_items == 0)
396 if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
403 float Item_Customize()
405 if(this.spawnshieldtime)
407 if(this.weapons & ~other.weapons)
409 this.colormod = '0 0 0';
410 this.glowmod = this.colormod;
411 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
418 this.colormod = stov(autocvar_g_ghost_items_color);
419 this.glowmod = this.colormod;
420 this.alpha = g_ghost_items;
429 void Item_Show (entity e, float mode)
431 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
432 e.ItemStatus &= ~ITS_STAYWEP;
433 entity def = e.itemdef;
436 // make the item look normal, and be touchable
438 e.solid = SOLID_TRIGGER;
439 e.spawnshieldtime = 1;
440 e.ItemStatus |= ITS_AVAILABLE;
444 // hide the item completely
445 e.model = string_null;
447 e.spawnshieldtime = 1;
448 e.ItemStatus &= ~ITS_AVAILABLE;
451 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
452 || e.team // weapon stay isn't supported for teamed weapons
454 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
456 // make the item translucent and not touchable
458 e.solid = SOLID_TRIGGER; // can STILL be picked up!
459 e.effects |= EF_STARDUST;
460 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
461 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
465 //setmodel(e, "null");
467 e.colormod = '0 0 0';
468 //e.glowmod = e.colormod;
469 e.spawnshieldtime = 1;
470 e.ItemStatus &= ~ITS_AVAILABLE;
474 e.ItemStatus |= ITS_GLOW;
476 if (autocvar_g_nodepthtestitems)
477 e.effects |= EF_NODEPTHTEST;
480 if (autocvar_g_fullbrightitems)
481 e.ItemStatus |= ITS_ALLOWFB;
483 if (autocvar_sv_simple_items)
484 e.ItemStatus |= ITS_ALLOWSI;
486 // relink entity (because solid may have changed)
487 setorigin(e, e.origin);
488 e.SendFlags |= ISF_STATUS;
491 void Item_Think(entity this)
493 this.nextthink = time;
494 if(this.origin != this.oldorigin)
498 bool Item_ItemsTime_SpectatorOnly(GameItem it);
499 bool Item_ItemsTime_Allow(GameItem it);
500 float Item_ItemsTime_UpdateTime(entity e, float t);
501 void Item_ItemsTime_SetTime(entity e, float t);
502 void Item_ItemsTime_SetTimesForAllPlayers();
504 void Item_Respawn (entity this)
507 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
508 setorigin(this, this.origin);
510 if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)
512 float t = Item_ItemsTime_UpdateTime(this, 0);
513 Item_ItemsTime_SetTime(this, t);
514 Item_ItemsTime_SetTimesForAllPlayers();
517 setthink(this, Item_Think);
518 this.nextthink = time;
520 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
521 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
524 void Item_RespawnCountdown (entity this)
526 if(this.count >= ITEM_RESPAWN_TICKS)
528 if(this.waypointsprite_attached)
529 WaypointSprite_Kill(this.waypointsprite_attached);
534 this.nextthink = time + 1;
538 MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
541 entity wi = Weapons_from(this.weapon);
542 if (wi != WEP_Null) {
543 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
544 wp.wp_extra = wi.m_id;
549 entity ii = this.itemdef;
551 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
552 wp.wp_extra = ii.m_id;
557 if(this.waypointsprite_attached)
559 GameItem def = this.itemdef;
560 if (Item_ItemsTime_SpectatorOnly(def))
561 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
562 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
566 if(this.waypointsprite_attached)
568 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
569 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
572 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
576 WaypointSprite_Ping(this.waypointsprite_attached);
577 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
582 void Item_RespawnThink(entity this)
584 this.nextthink = time;
585 if(this.origin != this.oldorigin)
588 if(time >= this.wait)
592 void Item_ScheduleRespawnIn(entity e, float t)
594 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
595 if ((Item_ItemsTime_Allow(e.itemdef) || e.weapons & WEPSET_SUPERWEAPONS) && (t - ITEM_RESPAWN_TICKS) > 0)
597 setthink(e, Item_RespawnCountdown);
598 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
599 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
601 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
602 Item_ItemsTime_SetTime(e, t);
603 Item_ItemsTime_SetTimesForAllPlayers();
607 setthink(e, Item_RespawnThink);
609 e.scheduledrespawntime = time + t;
614 void Item_ScheduleRespawn(entity e)
616 if(e.respawntime > 0)
619 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
621 else // if respawntime is -1, this item does not respawn
625 void Item_ScheduleInitialRespawn(entity e)
628 Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
631 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
633 if (!item.(ammotype))
636 if (item.spawnshieldtime)
638 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
640 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
644 else if(g_weapon_stay == 2)
646 float mi = min(item.(ammotype), ammomax);
647 if (player.(ammotype) < mi)
649 player.(ammotype) = mi;
660 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
662 case ITEM_MODE_HEALTH:
663 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
665 case ITEM_MODE_ARMOR:
666 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
674 float Item_GiveTo(entity item, entity player)
679 // if nothing happens to player, just return without taking the item
681 _switchweapon = false;
682 // in case the player has autoswitch enabled do the following:
683 // if the player is using their best weapon before items are given, they
684 // probably want to switch to an even better weapon after items are given
685 if (player.autoswitch)
686 if (PS(player).m_switchweapon == w_getbestweapon(player))
687 _switchweapon = true;
689 if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
690 _switchweapon = true;
692 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
693 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
694 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
695 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
696 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
697 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
698 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
699 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
701 if (item.itemdef.instanceOfWeaponPickup)
705 w &= ~player.weapons;
707 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
710 FOREACH(Weapons, it != WEP_Null, {
711 if(w & (it.m_wepset))
713 W_DropEvent(wr_pickup, player, it.m_id, item);
714 W_GiveWeapon(player, it.m_id);
720 if (item.itemdef.instanceOfPowerup)
722 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
723 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
724 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
725 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
729 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
733 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
736 if (item.strength_finished)
739 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
741 if (item.invincible_finished)
744 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
746 if (item.superweapons_finished)
749 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
754 // always eat teamed entities
761 // crude hack to enforce switching weapons
762 if(g_cts && item.itemdef.instanceOfWeaponPickup)
764 W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
769 if (PS(player).m_switchweapon != w_getbestweapon(player))
770 W_SwitchWeapon_Force(player, w_getbestweapon(player));
775 void Item_Touch(entity this, entity toucher)
778 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
779 if (this.classname == "droppedweapon")
781 if (ITEM_TOUCH_NEEDKILL())
788 if(!(toucher.flags & FL_PICKUPITEMS)
789 || STAT(FROZEN, toucher)
791 || (this.solid != SOLID_TRIGGER)
792 || (this.owner == toucher)
793 || (time < this.item_spawnshieldtime)
796 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
798 case MUT_ITEMTOUCH_RETURN: { return; }
799 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
802 toucher = M_ARGV(1, entity);
804 if (this.classname == "droppedweapon")
806 this.strength_finished = max(0, this.strength_finished - time);
807 this.invincible_finished = max(0, this.invincible_finished - time);
808 this.superweapons_finished = max(0, this.superweapons_finished - time);
810 entity it = this.itemdef;
811 bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
814 if (this.classname == "droppedweapon")
816 // undo what we did above
817 this.strength_finished += time;
818 this.invincible_finished += time;
819 this.superweapons_finished += time;
826 toucher.last_pickup = time;
828 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
829 _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
831 if (this.classname == "droppedweapon")
833 else if (this.spawnshieldtime)
838 RandomSelection_Init();
839 IL_EACH(g_items, it.team == this.team,
841 if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
844 RandomSelection_AddEnt(it, it.cnt, 0);
847 e = RandomSelection_chosen_ent;
852 Item_ScheduleRespawn(e);
856 void Item_Reset(entity this)
858 Item_Show(this, !this.state);
859 setorigin(this, this.origin);
861 if (this.classname != "droppedweapon")
863 setthink(this, Item_Think);
864 this.nextthink = time;
866 if (this.waypointsprite_attached)
867 WaypointSprite_Kill(this.waypointsprite_attached);
869 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
870 Item_ScheduleInitialRespawn(this);
874 void Item_FindTeam(entity this)
878 if(this.effects & EF_NODRAW)
880 // marker for item team search
881 LOG_TRACE("Initializing item team ", ftos(this.team));
882 RandomSelection_Init();
883 IL_EACH(g_items, it.team == this.team,
885 if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
886 RandomSelection_AddEnt(it, it.cnt, 0);
889 e = RandomSelection_chosen_ent;
893 IL_EACH(g_items, it.team == this.team,
895 if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
899 // make it non-spawned
901 it.state = 1; // state 1 = initially hidden item, apparently
903 it.effects &= ~EF_NODRAW;
911 // Savage: used for item garbage-collection
912 void RemoveItem(entity this)
914 if(wasfreed(this) || !this) { return; }
915 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
919 // pickup evaluation functions
920 // these functions decide how desirable an item is to the bots
922 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
924 float weapon_pickupevalfunc(entity player, entity item)
928 // See if I have it already
929 if(item.weapons & ~player.weapons)
931 // If I can pick it up
932 if(!item.spawnshieldtime)
934 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
936 // Skilled bots will grab more
937 c = bound(0, skill / 10, 1) * 0.5;
945 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
946 if( bot_custom_weapon && c )
948 // Find the highest position on any range
950 for (int j = 0; j < WEP_LAST ; ++j){
952 bot_weapons_far[j] == item.weapon ||
953 bot_weapons_mid[j] == item.weapon ||
954 bot_weapons_close[j] == item.weapon
965 position = WEP_LAST - position;
966 // item.bot_pickupbasevalue is overwritten here
967 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
971 return item.bot_pickupbasevalue * c;
974 float commodity_pickupevalfunc(entity player, entity item)
977 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
980 // Detect needed ammo
981 FOREACH(Weapons, it != WEP_Null, {
982 if(!(player.weapons & (it.m_wepset)))
985 if(it.items & ITEM_Shells.m_itemid)
987 else if(it.items & ITEM_Bullets.m_itemid)
989 else if(it.items & ITEM_Rockets.m_itemid)
991 else if(it.items & ITEM_Cells.m_itemid)
993 else if(it.items & ITEM_Plasma.m_itemid)
995 else if(it.items & ITEM_JetpackFuel.m_itemid)
999 // TODO: figure out if the player even has the weapon this ammo is for?
1000 // may not affect strategy much though...
1001 // find out how much more ammo/armor/health the player can hold
1003 if (item.ammo_shells)
1004 if (player.ammo_shells < g_pickup_shells_max)
1005 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1007 if (item.ammo_nails)
1008 if (player.ammo_nails < g_pickup_nails_max)
1009 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1011 if (item.ammo_rockets)
1012 if (player.ammo_rockets < g_pickup_rockets_max)
1013 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1015 if (item.ammo_cells)
1016 if (player.ammo_cells < g_pickup_cells_max)
1017 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1019 if (item.ammo_plasma)
1020 if (player.ammo_plasma < g_pickup_plasma_max)
1021 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1024 if (player.ammo_fuel < g_pickup_fuel_max)
1025 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1026 if (item.armorvalue)
1027 if (player.armorvalue < item.max_armorvalue)
1028 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1030 if (player.health < item.max_health)
1031 c = c + max(0, 1 - player.health / item.max_health);
1033 return item.bot_pickupbasevalue * c;
1036 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1038 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1042 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1044 string itemname = def.m_name;
1045 Model itemmodel = def.m_model;
1046 Sound pickupsound = def.m_sound;
1047 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1048 float pickupbasevalue = def.m_botvalue;
1049 int itemflags = def.m_itemflags;
1051 startitem_failed = false;
1053 this.item_model_ent = itemmodel;
1054 this.item_pickupsound_ent = pickupsound;
1056 if(!this.respawntime) // both need to be set
1058 this.respawntime = defaultrespawntime;
1059 this.respawntimejitter = defaultrespawntimejitter;
1062 int itemid = def.m_itemid;
1063 this.items = itemid;
1064 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1065 this.weapon = weaponid;
1069 this.fade_start = autocvar_g_items_mindist;
1070 this.fade_end = autocvar_g_items_maxdist;
1074 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1076 this.flags = FL_ITEM | itemflags;
1077 IL_PUSH(g_items, this);
1079 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1081 startitem_failed = true;
1086 // is it a dropped weapon?
1087 if (this.classname == "droppedweapon")
1089 this.reset = SUB_Remove;
1090 // it's a dropped weapon
1091 set_movetype(this, MOVETYPE_TOSS);
1093 // Savage: remove thrown items after a certain period of time ("garbage collection")
1094 setthink(this, RemoveItem);
1095 this.nextthink = time + 20;
1097 this.takedamage = DAMAGE_YES;
1098 this.event_damage = Item_Damage;
1100 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1102 // if item is worthless after a timer, have it expire then
1103 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1106 // don't drop if in a NODROP zone (such as lava)
1107 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1108 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1110 startitem_failed = true;
1117 if(!have_pickup_item(this))
1119 startitem_failed = true;
1124 if(this.angles != '0 0 0')
1125 this.SendFlags |= ISF_ANGLES;
1127 this.reset = Item_Reset;
1128 // it's a level item
1129 if(this.spawnflags & 1)
1131 if (this.noalign > 0)
1132 set_movetype(this, MOVETYPE_NONE);
1134 set_movetype(this, MOVETYPE_TOSS);
1135 // do item filtering according to game mode and other things
1136 if (this.noalign <= 0)
1138 // first nudge it off the floor a little bit to avoid math errors
1139 setorigin(this, this.origin + '0 0 1');
1140 // set item size before we spawn a spawnfunc_waypoint
1141 setsize(this, def.m_mins, def.m_maxs);
1142 this.SendFlags |= ISF_SIZE;
1143 // note droptofloor returns false if stuck/or would fall too far
1146 waypoint_spawnforitem(this);
1150 * can't do it that way, as it would break maps
1151 * TODO make a target_give like entity another way, that perhaps has
1152 * the weapon name in a key
1155 // target_give not yet supported; maybe later
1156 print("removed targeted ", this.classname, "\n");
1157 startitem_failed = true;
1163 if(autocvar_spawn_debug >= 2)
1165 // why not flags & fl_item?
1166 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1167 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1168 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1169 error("Mapper sucks.");
1171 this.is_item = true;
1174 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1176 precache_model(this.model);
1177 precache_sound(this.item_pickupsound);
1179 if ( def.instanceOfPowerup
1180 || def.instanceOfWeaponPickup
1181 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1182 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1183 || (itemid & (IT_KEY1 | IT_KEY2))
1184 ) this.target = "###item###"; // for finding the nearest item using find()
1186 Item_ItemsTime_SetTime(this, 0);
1189 this.bot_pickup = true;
1190 this.bot_pickupevalfunc = pickupevalfunc;
1191 this.bot_pickupbasevalue = pickupbasevalue;
1192 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1193 this.netname = itemname;
1194 settouch(this, Item_Touch);
1195 setmodel(this, MDL_Null); // precision set below
1196 //this.effects |= EF_LOWPRECISION;
1198 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1200 this.SendFlags |= ISF_SIZE;
1202 if (!(this.spawnflags & 1024)) {
1203 if(def.instanceOfPowerup)
1204 this.ItemStatus |= ITS_ANIMATE1;
1206 if(this.armorvalue || this.health)
1207 this.ItemStatus |= ITS_ANIMATE2;
1210 if(def.instanceOfWeaponPickup)
1212 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1213 this.colormap = 1024; // color shirt=0 pants=0 grey
1216 if (!(this.spawnflags & 1024))
1217 this.ItemStatus |= ITS_ANIMATE1;
1218 this.SendFlags |= ISF_COLORMAP;
1222 if(this.team) // broken, no idea why.
1225 this.cnt = 1; // item probability weight
1227 this.effects |= EF_NODRAW; // marker for item team search
1228 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1233 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1235 // call this hook after everything else has been done
1236 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1238 startitem_failed = true;
1244 void StartItem(entity this, GameItem def)
1249 def.m_respawntime(), // defaultrespawntime
1250 def.m_respawntimejitter() // defaultrespawntimejitter
1254 spawnfunc(item_rockets)
1256 if(!this.ammo_rockets)
1257 this.ammo_rockets = g_pickup_rockets;
1258 if(!this.pickup_anyway)
1259 this.pickup_anyway = g_pickup_ammo_anyway;
1260 StartItem(this, ITEM_Rockets);
1263 spawnfunc(item_bullets)
1266 if(autocvar_sv_q3acompat_machineshotgunswap)
1267 if(this.classname != "droppedweapon")
1269 weaponswapping = true;
1270 spawnfunc_item_shells(this);
1271 weaponswapping = false;
1275 if(!this.ammo_nails)
1276 this.ammo_nails = g_pickup_nails;
1277 if(!this.pickup_anyway)
1278 this.pickup_anyway = g_pickup_ammo_anyway;
1279 StartItem(this, ITEM_Bullets);
1282 spawnfunc(item_cells)
1284 if(!this.ammo_cells)
1285 this.ammo_cells = g_pickup_cells;
1286 if(!this.pickup_anyway)
1287 this.pickup_anyway = g_pickup_ammo_anyway;
1288 StartItem(this, ITEM_Cells);
1291 spawnfunc(item_plasma)
1293 if(!this.ammo_plasma)
1294 this.ammo_plasma = g_pickup_plasma;
1295 if(!this.pickup_anyway)
1296 this.pickup_anyway = g_pickup_ammo_anyway;
1297 StartItem(this, ITEM_Plasma);
1300 spawnfunc(item_shells)
1303 if(autocvar_sv_q3acompat_machineshotgunswap)
1304 if(this.classname != "droppedweapon")
1306 weaponswapping = true;
1307 spawnfunc_item_bullets(this);
1308 weaponswapping = false;
1312 if(!this.ammo_shells)
1313 this.ammo_shells = g_pickup_shells;
1314 if(!this.pickup_anyway)
1315 this.pickup_anyway = g_pickup_ammo_anyway;
1316 StartItem(this, ITEM_Shells);
1319 spawnfunc(item_armor_small)
1321 if(!this.armorvalue)
1322 this.armorvalue = g_pickup_armorsmall;
1323 if(!this.max_armorvalue)
1324 this.max_armorvalue = g_pickup_armorsmall_max;
1325 if(!this.pickup_anyway)
1326 this.pickup_anyway = g_pickup_armorsmall_anyway;
1327 StartItem(this, ITEM_ArmorSmall);
1330 spawnfunc(item_armor_medium)
1332 if(!this.armorvalue)
1333 this.armorvalue = g_pickup_armormedium;
1334 if(!this.max_armorvalue)
1335 this.max_armorvalue = g_pickup_armormedium_max;
1336 if(!this.pickup_anyway)
1337 this.pickup_anyway = g_pickup_armormedium_anyway;
1338 StartItem(this, ITEM_ArmorMedium);
1341 spawnfunc(item_armor_big)
1343 if(!this.armorvalue)
1344 this.armorvalue = g_pickup_armorbig;
1345 if(!this.max_armorvalue)
1346 this.max_armorvalue = g_pickup_armorbig_max;
1347 if(!this.pickup_anyway)
1348 this.pickup_anyway = g_pickup_armorbig_anyway;
1349 StartItem(this, ITEM_ArmorLarge);
1352 spawnfunc(item_armor_large)
1354 if(!this.armorvalue)
1355 this.armorvalue = g_pickup_armorlarge;
1356 if(!this.max_armorvalue)
1357 this.max_armorvalue = g_pickup_armorlarge_max;
1358 if(!this.pickup_anyway)
1359 this.pickup_anyway = g_pickup_armorlarge_anyway;
1360 StartItem(this, ITEM_ArmorMega);
1363 spawnfunc(item_health_small)
1365 if(!this.max_health)
1366 this.max_health = g_pickup_healthsmall_max;
1368 this.health = g_pickup_healthsmall;
1369 if(!this.pickup_anyway)
1370 this.pickup_anyway = g_pickup_healthsmall_anyway;
1371 StartItem(this, ITEM_HealthSmall);
1374 spawnfunc(item_health_medium)
1376 if(!this.max_health)
1377 this.max_health = g_pickup_healthmedium_max;
1379 this.health = g_pickup_healthmedium;
1380 if(!this.pickup_anyway)
1381 this.pickup_anyway = g_pickup_healthmedium_anyway;
1382 StartItem(this, ITEM_HealthMedium);
1385 spawnfunc(item_health_large)
1387 if(!this.max_health)
1388 this.max_health = g_pickup_healthlarge_max;
1390 this.health = g_pickup_healthlarge;
1391 if(!this.pickup_anyway)
1392 this.pickup_anyway = g_pickup_healthlarge_anyway;
1393 StartItem(this, ITEM_HealthLarge);
1396 spawnfunc(item_health_mega)
1398 if(!this.max_health)
1399 this.max_health = g_pickup_healthmega_max;
1401 this.health = g_pickup_healthmega;
1402 if(!this.pickup_anyway)
1403 this.pickup_anyway = g_pickup_healthmega_anyway;
1404 StartItem(this, ITEM_HealthMega);
1407 // support old misnamed entities
1408 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1409 spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
1410 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1411 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1412 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1414 spawnfunc(item_strength)
1416 if(!this.strength_finished)
1417 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1418 StartItem(this, ITEM_Strength);
1421 spawnfunc(item_invincible)
1423 if(!this.invincible_finished)
1424 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1425 StartItem(this, ITEM_Shield);
1429 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1431 void target_items_use(entity this, entity actor, entity trigger)
1433 if(actor.classname == "droppedweapon")
1435 EXACTTRIGGER_TOUCH(this, trigger);
1440 if (!IS_PLAYER(actor))
1444 if(trigger.solid == SOLID_TRIGGER)
1446 EXACTTRIGGER_TOUCH(this, trigger);
1449 IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1454 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1455 centerprint(actor, this.message);
1458 spawnfunc(target_items)
1463 this.use = target_items_use;
1464 if(!this.strength_finished)
1465 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1466 if(!this.invincible_finished)
1467 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1468 if(!this.superweapons_finished)
1469 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1471 n = tokenize_console(this.netname);
1472 if(argv(0) == "give")
1474 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1478 for(j = 0; j < n; ++j)
1480 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
1481 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
1482 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1483 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1484 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1485 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1486 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1487 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1490 FOREACH(Weapons, it != WEP_Null, {
1491 s = W_UndeprecateName(argv(j));
1494 this.weapons |= (it.m_wepset);
1495 if(this.spawnflags == 0 || this.spawnflags == 2)
1503 string itemprefix, valueprefix;
1504 if(this.spawnflags == 0)
1509 else if(this.spawnflags == 1)
1511 itemprefix = "max ";
1512 valueprefix = "max ";
1514 else if(this.spawnflags == 2)
1516 itemprefix = "min ";
1517 valueprefix = "min ";
1519 else if(this.spawnflags == 4)
1521 itemprefix = "minus ";
1522 valueprefix = "max ";
1526 error("invalid spawnflags");
1527 itemprefix = valueprefix = string_null;
1531 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1532 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1533 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1534 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1535 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1536 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1537 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1538 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1539 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1540 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1541 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1542 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1543 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1544 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1545 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1546 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1548 this.netname = strzone(this.netname);
1549 //print(this.netname, "\n");
1551 n = tokenize_console(this.netname);
1552 for(j = 0; j < n; ++j)
1554 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1561 spawnfunc(item_fuel)
1564 this.ammo_fuel = g_pickup_fuel;
1565 if(!this.pickup_anyway)
1566 this.pickup_anyway = g_pickup_ammo_anyway;
1567 StartItem(this, ITEM_JetpackFuel);
1570 spawnfunc(item_fuel_regen)
1572 if(start_items & ITEM_JetpackRegen.m_itemid)
1574 spawnfunc_item_fuel(this);
1577 StartItem(this, ITEM_JetpackRegen);
1580 spawnfunc(item_jetpack)
1583 this.ammo_fuel = g_pickup_fuel_jetpack;
1584 if(start_items & ITEM_Jetpack.m_itemid)
1586 spawnfunc_item_fuel(this);
1589 StartItem(this, ITEM_Jetpack);
1592 float GiveWeapon(entity e, float wpn, float op, float val)
1595 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1596 v0 = (e.weapons & s);
1619 v1 = (e.weapons & s);
1623 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1629 if(snd_decr != NULL)
1630 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1632 else if(v0 >= v0 + t)
1634 if(snd_incr != NULL)
1635 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1639 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1642 e.(rotfield) = max(e.(rotfield), time + rottime);
1644 e.(regenfield) = max(e.(regenfield), time + regentime);
1646 float GiveItems(entity e, float beginarg, float endarg)
1648 float got, i, val, op;
1649 float _switchweapon;
1657 _switchweapon = false;
1659 if (PS(e).m_switchweapon == w_getbestweapon(e))
1660 _switchweapon = true;
1662 e.strength_finished = max(0, e.strength_finished - time);
1663 e.invincible_finished = max(0, e.invincible_finished - time);
1664 e.superweapons_finished = max(0, e.superweapons_finished - time);
1668 PREGIVE(e, strength_finished);
1669 PREGIVE(e, invincible_finished);
1670 PREGIVE(e, superweapons_finished);
1671 PREGIVE(e, ammo_nails);
1672 PREGIVE(e, ammo_cells);
1673 PREGIVE(e, ammo_plasma);
1674 PREGIVE(e, ammo_shells);
1675 PREGIVE(e, ammo_rockets);
1676 PREGIVE(e, ammo_fuel);
1677 PREGIVE(e, armorvalue);
1680 for(i = beginarg; i < endarg; ++i)
1684 if(cmd == "0" || stof(cmd))
1708 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1709 got += GiveValue(e, strength_finished, op, val);
1710 got += GiveValue(e, invincible_finished, op, val);
1711 got += GiveValue(e, superweapons_finished, op, val);
1712 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1714 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1715 got += GiveValue(e, health, op, val);
1716 got += GiveValue(e, armorvalue, op, val);
1718 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1720 got += GiveValue(e, ammo_cells, op, val);
1721 got += GiveValue(e, ammo_plasma, op, val);
1722 got += GiveValue(e, ammo_shells, op, val);
1723 got += GiveValue(e, ammo_nails, op, val);
1724 got += GiveValue(e, ammo_rockets, op, val);
1725 got += GiveValue(e, ammo_fuel, op, val);
1727 case "unlimited_ammo":
1728 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1730 case "unlimited_weapon_ammo":
1731 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1733 case "unlimited_superweapons":
1734 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1737 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1740 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1743 got += GiveValue(e, strength_finished, op, val);
1746 got += GiveValue(e, invincible_finished, op, val);
1748 case "superweapons":
1749 got += GiveValue(e, superweapons_finished, op, val);
1752 got += GiveValue(e, ammo_cells, op, val);
1755 got += GiveValue(e, ammo_plasma, op, val);
1758 got += GiveValue(e, ammo_shells, op, val);
1762 got += GiveValue(e, ammo_nails, op, val);
1765 got += GiveValue(e, ammo_rockets, op, val);
1768 got += GiveValue(e, health, op, val);
1771 got += GiveValue(e, armorvalue, op, val);
1774 got += GiveValue(e, ammo_fuel, op, val);
1777 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1778 got += GiveWeapon(e, it.m_id, op, val);
1787 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1788 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1789 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1790 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1791 FOREACH(Weapons, it != WEP_Null, {
1792 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1793 if(!(save_weapons & (it.m_wepset)))
1794 if(e.weapons & (it.m_wepset))
1797 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1798 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1799 POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1800 POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1801 POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1802 POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1803 POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1804 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1805 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1806 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1808 if(e.superweapons_finished <= 0)
1809 if(e.weapons & WEPSET_SUPERWEAPONS)
1810 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1812 if(e.strength_finished <= 0)
1813 e.strength_finished = 0;
1815 e.strength_finished += time;
1816 if(e.invincible_finished <= 0)
1817 e.invincible_finished = 0;
1819 e.invincible_finished += time;
1820 if(e.superweapons_finished <= 0)
1821 e.superweapons_finished = 0;
1823 e.superweapons_finished += time;
1825 if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
1826 _switchweapon = true;
1828 W_SwitchWeapon_Force(e, w_getbestweapon(e));