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 <common/mutators/mutator/buffs/buffs.qh>
27 #include "../lib/warpzone/util_server.qh"
29 #include "physics/movetypes/movetypes.qh"
30 #include <common/weapons/_all.qh>
31 #include "../lib/csqcmodel/cl_model.qh"
32 #include "../lib/csqcmodel/common.qh"
35 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
38 bool autocvar_cl_ghost_items_vehicle = true;
40 void Item_SetAlpha(entity this)
42 bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
44 if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
47 this.colormod = '1 1 1';
48 this.glowmod = this.item_glowmod;
52 if (autocvar_cl_ghost_items_color)
54 this.alpha = autocvar_cl_ghost_items;
55 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
61 if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
63 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
64 this.alpha = autocvar_cl_weapon_stay_alpha;
67 this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
70 void ItemDraw(entity this)
74 Movetype_Physics_MatchServer(this, false);
76 { // For some reason avelocity gets set to '0 0 0' here ...
77 this.oldorigin = this.origin;
80 if(autocvar_cl_animate_items)
81 { // ... so reset it if animations are requested.
82 if(this.ItemStatus & ITS_ANIMATE1)
83 this.avelocity = '0 180 0';
85 if(this.ItemStatus & ITS_ANIMATE2)
86 this.avelocity = '0 -90 0';
89 // delay is for blocking item's position for a while;
90 // it's a workaround for dropped weapons that receive the position
91 // another time right after they spawn overriding animation position
92 this.onground_time = time + 0.5;
95 else if (autocvar_cl_animate_items)
97 if(this.ItemStatus & ITS_ANIMATE1)
99 this.angles += this.avelocity * frametime;
100 float fade_in = bound(0, time - this.onground_time, 1);
101 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
104 if(this.ItemStatus & ITS_ANIMATE2)
106 this.angles += this.avelocity * frametime;
107 float fade_in = bound(0, time - this.onground_time, 1);
108 setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
115 void ItemDrawSimple(entity this)
119 Movetype_Physics_MatchServer(this, false);
121 if(IS_ONGROUND(this))
128 void Item_PreDraw(entity this)
130 if(warpzone_warpzones_exist)
132 setpredraw(this, func_null); // no need to keep running this
136 vector org = getpropertyvec(VF_ORIGIN);
137 //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
138 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
141 if(vdist(org - this.origin, >, this.fade_end))
142 alph = 0; // save on some processing
143 else if(vdist(org - this.origin, <, this.fade_start))
144 alph = 1; // more processing saved
146 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
150 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
151 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
156 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
159 void ItemRemove(entity this)
165 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
169 if(sf & ISF_LOCATION)
171 this.origin_x = ReadCoord();
172 this.origin_y = ReadCoord();
173 this.origin_z = ReadCoord();
174 setorigin(this, this.origin);
175 this.oldorigin = this.origin;
180 this.angles_x = ReadAngle();
181 this.angles_y = ReadAngle();
182 this.angles_z = ReadAngle();
187 float use_bigsize = ReadByte();
188 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
191 if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
193 this.ItemStatus = ReadByte();
197 if(autocvar_cl_fullbright_items)
198 if(this.ItemStatus & ITS_ALLOWFB)
199 this.effects |= EF_FULLBRIGHT;
201 if(this.ItemStatus & ITS_GLOW)
203 if(this.ItemStatus & ITS_AVAILABLE)
204 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
206 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
212 this.drawmask = MASK_NORMAL;
213 set_movetype(this, MOVETYPE_TOSS);
214 if (isnew) IL_PUSH(g_drawables, this);
215 this.draw = ItemDraw;
216 this.solid = SOLID_TRIGGER;
217 //this.flags |= FL_ITEM;
219 bool use_bigsize = ReadByte();
221 this.fade_end = ReadShort();
222 this.fade_start = ReadShort();
223 if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
224 setpredraw(this, Item_PreDraw);
230 string _fn = ReadString();
232 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
234 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
235 this.draw = ItemDrawSimple;
237 if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
238 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
239 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
240 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
241 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
242 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
243 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
244 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
247 this.draw = ItemDraw;
248 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
252 if(this.draw != ItemDrawSimple)
253 this.mdl = strzone(_fn);
257 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
259 precache_model(this.mdl);
260 _setmodel(this, this.mdl);
262 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
265 if(sf & ISF_COLORMAP)
267 this.colormap = ReadShort();
268 this.item_glowmod_x = ReadByte() / 255.0;
269 this.item_glowmod_y = ReadByte() / 255.0;
270 this.item_glowmod_z = ReadByte() / 255.0;
276 this.pushable = true;
277 //this.angles = '0 0 0';
278 set_movetype(this, MOVETYPE_TOSS);
279 this.velocity_x = ReadCoord();
280 this.velocity_y = ReadCoord();
281 this.velocity_z = ReadCoord();
282 setorigin(this, this.oldorigin);
286 this.move_time = time;
287 this.spawntime = time;
290 this.move_time = max(this.move_time, time);
293 if(autocvar_cl_animate_items)
295 if(this.ItemStatus & ITS_ANIMATE1)
296 this.avelocity = '0 180 0';
298 if(this.ItemStatus & ITS_ANIMATE2)
299 this.avelocity = '0 -90 0';
302 this.entremove = ItemRemove;
310 bool ItemSend(entity this, entity to, int sf)
317 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
318 WriteByte(MSG_ENTITY, sf);
320 //WriteByte(MSG_ENTITY, this.cnt);
321 if(sf & ISF_LOCATION)
323 WriteCoord(MSG_ENTITY, this.origin.x);
324 WriteCoord(MSG_ENTITY, this.origin.y);
325 WriteCoord(MSG_ENTITY, this.origin.z);
330 WriteAngle(MSG_ENTITY, this.angles_x);
331 WriteAngle(MSG_ENTITY, this.angles_y);
332 WriteAngle(MSG_ENTITY, this.angles_z);
337 Pickup p = this.itemdef;
338 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
342 WriteByte(MSG_ENTITY, this.ItemStatus);
346 Pickup p = this.itemdef;
347 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
348 WriteShort(MSG_ENTITY, this.fade_end);
349 WriteShort(MSG_ENTITY, this.fade_start);
352 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
354 WriteString(MSG_ENTITY, this.mdl);
358 if(sf & ISF_COLORMAP)
360 WriteShort(MSG_ENTITY, this.colormap);
361 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
362 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
363 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
368 WriteCoord(MSG_ENTITY, this.velocity.x);
369 WriteCoord(MSG_ENTITY, this.velocity.y);
370 WriteCoord(MSG_ENTITY, this.velocity.z);
376 void ItemUpdate(entity this)
378 this.oldorigin = this.origin;
379 this.SendFlags |= ISF_LOCATION;
382 void UpdateItemAfterTeleport(entity this)
384 if(getSendEntity(this) == ItemSend)
388 bool have_pickup_item(entity this)
390 if(this.itemdef.instanceOfPowerup)
392 if(autocvar_g_powerups > 0)
394 if(autocvar_g_powerups == 0)
399 if(autocvar_g_pickup_items > 0)
401 if(autocvar_g_pickup_items == 0)
404 if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
411 float Item_Customize()
413 if(this.spawnshieldtime)
415 if(this.weapons & ~other.weapons)
417 this.colormod = '0 0 0';
418 this.glowmod = this.colormod;
419 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
426 this.colormod = stov(autocvar_g_ghost_items_color);
427 this.glowmod = this.colormod;
428 this.alpha = g_ghost_items;
437 void Item_Show (entity e, float mode)
439 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
440 e.ItemStatus &= ~ITS_STAYWEP;
441 entity def = e.itemdef;
444 // make the item look normal, and be touchable
446 e.solid = SOLID_TRIGGER;
447 e.spawnshieldtime = 1;
448 e.ItemStatus |= ITS_AVAILABLE;
452 // hide the item completely
453 e.model = string_null;
455 e.spawnshieldtime = 1;
456 e.ItemStatus &= ~ITS_AVAILABLE;
460 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
461 || e.team // weapon stay isn't supported for teamed weapons
463 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
465 // make the item translucent and not touchable
467 e.solid = SOLID_TRIGGER; // can STILL be picked up!
468 e.effects |= EF_STARDUST;
469 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
470 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
474 //setmodel(e, "null");
476 e.colormod = '0 0 0';
477 //e.glowmod = e.colormod;
478 e.spawnshieldtime = 1;
479 e.ItemStatus &= ~ITS_AVAILABLE;
484 e.ItemStatus |= ITS_GLOW;
486 if (autocvar_g_nodepthtestitems)
487 e.effects |= EF_NODEPTHTEST;
490 if (autocvar_g_fullbrightitems)
491 e.ItemStatus |= ITS_ALLOWFB;
493 if (autocvar_sv_simple_items)
494 e.ItemStatus |= ITS_ALLOWSI;
496 // relink entity (because solid may have changed)
497 setorigin(e, e.origin);
498 e.SendFlags |= ISF_STATUS;
501 void Item_Think(entity this)
503 this.nextthink = time;
504 if(this.origin != this.oldorigin)
508 bool Item_ItemsTime_SpectatorOnly(GameItem it);
509 bool Item_ItemsTime_Allow(GameItem it);
510 float Item_ItemsTime_UpdateTime(entity e, float t);
511 void Item_ItemsTime_SetTime(entity e, float t);
512 void Item_ItemsTime_SetTimesForAllPlayers();
514 void Item_Respawn (entity this)
517 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
518 setorigin(this, this.origin);
520 if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
522 float t = Item_ItemsTime_UpdateTime(this, 0);
523 Item_ItemsTime_SetTime(this, t);
524 Item_ItemsTime_SetTimesForAllPlayers();
527 setthink(this, Item_Think);
528 this.nextthink = time;
530 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
531 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
534 void Item_RespawnCountdown (entity this)
536 if(this.count >= ITEM_RESPAWN_TICKS)
538 if(this.waypointsprite_attached)
539 WaypointSprite_Kill(this.waypointsprite_attached);
544 this.nextthink = time + 1;
550 entity wi = Weapons_from(this.weapon);
551 if (wi != WEP_Null) {
552 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
553 wp.wp_extra = wi.m_id;
558 entity ii = this.itemdef;
560 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
561 wp.wp_extra = ii.m_id;
566 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
567 if(this.waypointsprite_attached)
569 GameItem def = this.itemdef;
570 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
571 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
572 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
576 if(this.waypointsprite_attached)
578 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
579 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
582 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
586 WaypointSprite_Ping(this.waypointsprite_attached);
587 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
592 void Item_RespawnThink(entity this)
594 this.nextthink = time;
595 if(this.origin != this.oldorigin)
598 if(time >= this.wait)
602 void Item_ScheduleRespawnIn(entity e, float t)
604 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
605 if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
607 setthink(e, Item_RespawnCountdown);
608 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
609 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
611 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
613 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
614 Item_ItemsTime_SetTime(e, t);
615 Item_ItemsTime_SetTimesForAllPlayers();
620 setthink(e, Item_RespawnThink);
622 e.scheduledrespawntime = time + t;
625 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
627 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
628 Item_ItemsTime_SetTime(e, t);
629 Item_ItemsTime_SetTimesForAllPlayers();
634 AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
635 AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
636 AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
638 float adjust_respawntime(float normal_respawntime) {
639 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
640 float o = autocvar_g_pickup_respawntime_scaling_offset;
641 float l = autocvar_g_pickup_respawntime_scaling_linear;
643 if (r == 0 && l == 1) {
644 return normal_respawntime;
647 CheckAllowedTeams(NULL);
650 if (c1 != -1) players += c1;
651 if (c2 != -1) players += c2;
652 if (c3 != -1) players += c3;
653 if (c4 != -1) players += c4;
656 return normal_respawntime * (r / (players + o) + l);
658 return normal_respawntime;
662 void Item_ScheduleRespawn(entity e)
664 if(e.respawntime > 0)
668 float adjusted_respawntime = adjust_respawntime(e.respawntime);
669 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
671 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
672 float actual_time = adjusted_respawntime + crandom() * e.respawntimejitter;
673 Item_ScheduleRespawnIn(e, actual_time);
675 else // if respawntime is -1, this item does not respawn
679 void Item_ScheduleInitialRespawn(entity e)
682 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
685 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
688 if (num_weapons == 0)
692 int num_potential_weapons = tokenize_console(weapon_names);
693 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
695 RandomSelection_Init();
696 for (int weapon_index = 0; weapon_index < num_potential_weapons;
699 string weapon = argv(weapon_index);
700 FOREACH(Weapons, it != WEP_Null,
702 // Finding a weapon which player doesn't have.
703 if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
705 RandomSelection_AddEnt(it, 1, 1);
710 if (RandomSelection_chosen_ent == NULL)
714 receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
715 if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
719 if (GetResourceAmount(receiver,
720 RandomSelection_chosen_ent.ammo_type) != 0)
724 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
725 GetResourceAmount(ammo_entity,
726 RandomSelection_chosen_ent.ammo_type));
730 float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax)
732 float amount = GetResourceAmount(item, resource_type);
737 float player_amount = GetResourceAmount(player, resource_type);
738 if (item.spawnshieldtime)
740 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
744 GiveResourceWithLimit(player, resource_type, amount, ammomax);
747 if (g_weapon_stay != 2)
751 GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax));
755 float Item_GiveTo(entity item, entity player)
759 // if nothing happens to player, just return without taking the item
761 int _switchweapon = 0;
762 // in case the player has autoswitch enabled do the following:
763 // if the player is using their best weapon before items are given, they
764 // probably want to switch to an even better weapon after items are given
766 if(CS(player).autoswitch)
768 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
770 .entity weaponentity = weaponentities[slot];
771 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
773 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
774 _switchweapon |= BIT(slot);
776 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
777 _switchweapon |= BIT(slot);
781 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_HEALTH, item.max_health);
782 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ARMOR, item.max_armorvalue);
783 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_SHELLS, g_pickup_shells_max);
784 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_BULLETS, g_pickup_nails_max);
785 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ROCKETS, g_pickup_rockets_max);
786 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_CELLS, g_pickup_cells_max);
787 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_PLASMA, g_pickup_plasma_max);
788 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_FUEL, g_pickup_fuel_max);
789 if (item.itemdef.instanceOfWeaponPickup)
793 w &= ~player.weapons;
795 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
798 FOREACH(Weapons, it != WEP_Null, {
799 if(w & (it.m_wepset))
801 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
803 .entity weaponentity = weaponentities[slot];
804 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
805 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
807 W_GiveWeapon(player, it.m_id);
813 if (item.itemdef.instanceOfPowerup)
815 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
816 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
817 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
818 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
822 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
826 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
829 if (item.strength_finished)
832 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
834 if (item.invincible_finished)
837 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
839 if (item.superweapons_finished)
842 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
847 // always eat teamed entities
854 // crude hack to enforce switching weapons
855 if(g_cts && item.itemdef.instanceOfWeaponPickup)
857 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
859 .entity weaponentity = weaponentities[slot];
860 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
861 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
868 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
870 .entity weaponentity = weaponentities[slot];
871 if(_switchweapon & BIT(slot))
872 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
873 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
880 void Item_Touch(entity this, entity toucher)
882 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
883 if (Item_IsLoot(this))
885 if (ITEM_TOUCH_NEEDKILL())
892 if(!(toucher.flags & FL_PICKUPITEMS)
893 || STAT(FROZEN, toucher)
895 || (this.solid != SOLID_TRIGGER)
896 || (this.owner == toucher)
897 || (time < this.item_spawnshieldtime)
900 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
902 case MUT_ITEMTOUCH_RETURN: { return; }
903 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
906 toucher = M_ARGV(1, entity);
908 // TODO: Proper way to handle expiring and not expiring loot.
909 // Expiring loot will have strength "ticking" will it's dropped.
910 // Not expiring will not tick.
911 // OTOH, do we really need expiring loot?
912 if (this.classname == "droppedweapon")
914 this.strength_finished = max(0, this.strength_finished - time);
915 this.invincible_finished = max(0, this.invincible_finished - time);
916 this.superweapons_finished = max(0, this.superweapons_finished - time);
918 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
921 if (Item_IsLoot(this))
923 // undo what we did above
924 this.strength_finished += time;
925 this.invincible_finished += time;
926 this.superweapons_finished += time;
933 toucher.last_pickup = time;
935 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
936 _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);
938 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
944 if (Item_IsLoot(this))
949 if (!this.spawnshieldtime)
956 RandomSelection_Init();
957 IL_EACH(g_items, it.team == this.team,
959 if (it.itemdef) // is a registered item
962 it.scheduledrespawntime = 0;
963 RandomSelection_AddEnt(it, it.cnt, 0);
966 e = RandomSelection_chosen_ent;
967 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
971 Item_ScheduleRespawn(e);
974 void Item_Reset(entity this)
976 Item_Show(this, !this.state);
977 setorigin(this, this.origin);
979 if (Item_IsLoot(this))
983 setthink(this, Item_Think);
984 this.nextthink = time;
985 if (this.waypointsprite_attached)
987 WaypointSprite_Kill(this.waypointsprite_attached);
989 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
991 Item_ScheduleInitialRespawn(this);
995 void Item_FindTeam(entity this)
999 if(this.effects & EF_NODRAW)
1001 // marker for item team search
1002 LOG_TRACE("Initializing item team ", ftos(this.team));
1003 RandomSelection_Init();
1004 IL_EACH(g_items, it.team == this.team,
1006 if(it.itemdef) // is a registered item
1007 RandomSelection_AddEnt(it, it.cnt, 0);
1010 e = RandomSelection_chosen_ent;
1014 IL_EACH(g_items, it.team == this.team,
1016 if(it.itemdef) // is a registered item
1020 // make it non-spawned
1022 it.state = 1; // state 1 = initially hidden item, apparently
1024 it.effects &= ~EF_NODRAW;
1032 // Savage: used for item garbage-collection
1033 void RemoveItem(entity this)
1035 if(wasfreed(this) || !this) { return; }
1036 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1040 // pickup evaluation functions
1041 // these functions decide how desirable an item is to the bots
1043 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1045 float weapon_pickupevalfunc(entity player, entity item)
1047 // See if I have it already
1048 if(player.weapons & item.weapons)
1050 // If I can pick it up
1051 if(!item.spawnshieldtime)
1053 return ammo_pickupevalfunc(player, item);
1056 // reduce weapon value if bot already got a good arsenal
1058 int weapons_value = 0;
1059 FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
1060 weapons_value += it.bot_pickupbasevalue;
1062 c -= bound(0, weapons_value / 20000, 1) * 0.5;
1064 return item.bot_pickupbasevalue * c;
1067 float ammo_pickupevalfunc(entity player, entity item)
1069 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1074 // Detect needed ammo
1075 if(item.itemdef.instanceOfWeaponPickup)
1078 if(item.ammo_shells) { need_shells = true; ammo = ITEM_Shells; }
1079 else if(item.ammo_nails) { need_nails = true; ammo = ITEM_Bullets; }
1080 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets; }
1081 else if(item.ammo_cells) { need_cells = true; ammo = ITEM_Cells; }
1082 else if(item.ammo_plasma) { need_plasma = true; ammo = ITEM_Plasma; }
1083 else if(item.ammo_fuel) { need_fuel = true; ammo = ITEM_JetpackFuel; }
1088 rating = ammo.m_botvalue;
1092 FOREACH(Weapons, it != WEP_Null, {
1093 if(!(player.weapons & (it.m_wepset)))
1096 switch(it.ammo_type)
1098 case RESOURCE_SHELLS: need_shells = true; break;
1099 case RESOURCE_BULLETS: need_nails = true; break;
1100 case RESOURCE_ROCKETS: need_rockets = true; break;
1101 case RESOURCE_CELLS: need_cells = true; break;
1102 case RESOURCE_PLASMA: need_plasma = true; break;
1103 case RESOURCE_FUEL: need_fuel = true; break;
1106 rating = item.bot_pickupbasevalue;
1109 float noammorating = 0.5;
1111 if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1112 c = item.ammo_shells / max(noammorating, player.ammo_shells);
1114 if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1115 c = item.ammo_nails / max(noammorating, player.ammo_nails);
1117 if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1118 c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
1120 if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1121 c = item.ammo_cells / max(noammorating, player.ammo_cells);
1123 if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1124 c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
1126 if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1127 c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
1129 rating *= min(c, 2);
1131 rating += wpn.bot_pickupbasevalue * 0.1;
1136 .int item_group_count;
1137 float healtharmor_pickupevalfunc(entity player, entity item)
1140 float rating = item.bot_pickupbasevalue;
1142 float itemarmor = item.armorvalue;
1143 float itemhealth = item.health;
1147 itemarmor *= min(4, item.item_group_count);
1148 itemhealth *= min(4, item.item_group_count);
1151 if (itemarmor && (player.armorvalue < item.max_armorvalue))
1152 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1154 if (itemhealth && (player.health < item.max_health))
1155 c = itemhealth / max(1, player.health);
1157 rating *= min(2, c);
1161 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1163 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1167 void item_use(entity this, entity actor, entity trigger)
1169 // use the touch function to handle collection
1170 gettouch(this)(this, actor);
1173 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1175 string itemname = def.m_name;
1176 Model itemmodel = def.m_model;
1177 Sound pickupsound = def.m_sound;
1178 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1179 float pickupbasevalue = def.m_botvalue;
1180 int itemflags = def.m_itemflags;
1182 startitem_failed = false;
1184 this.item_model_ent = itemmodel;
1185 this.item_pickupsound_ent = pickupsound;
1188 def.m_iteminit(this);
1190 if(!this.respawntime) // both need to be set
1192 this.respawntime = defaultrespawntime;
1193 this.respawntimejitter = defaultrespawntimejitter;
1196 if(!this.pickup_anyway && def.m_pickupanyway)
1197 this.pickup_anyway = def.m_pickupanyway();
1199 int itemid = def.m_itemid;
1200 this.items = itemid;
1201 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1202 this.weapon = weaponid;
1206 this.fade_start = autocvar_g_items_mindist;
1207 this.fade_end = autocvar_g_items_maxdist;
1211 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1213 this.flags = FL_ITEM | itemflags;
1214 IL_PUSH(g_items, this);
1216 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1218 startitem_failed = true;
1223 if (Item_IsLoot(this))
1225 this.reset = SUB_Remove;
1226 set_movetype(this, MOVETYPE_TOSS);
1228 // Savage: remove thrown items after a certain period of time ("garbage collection")
1229 setthink(this, RemoveItem);
1230 this.nextthink = time + 20;
1232 this.takedamage = DAMAGE_YES;
1233 this.event_damage = Item_Damage;
1235 // TODO: Proper way to handle expiring and not expiring loot.
1236 // Expiring loot will have strength "ticking" will it's dropped.
1237 // Not expiring will not tick.
1238 // OTOH, do we really need expiring loot?
1239 if (this.strength_finished || this.invincible_finished || this.superweapons_finished)
1241 // if item is worthless after a timer, have it expire then
1242 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1245 // don't drop if in a NODROP zone (such as lava)
1246 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1247 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1249 startitem_failed = true;
1256 if(!have_pickup_item(this))
1258 startitem_failed = true;
1263 if(this.angles != '0 0 0')
1264 this.SendFlags |= ISF_ANGLES;
1266 this.reset = Item_Reset;
1267 // it's a level item
1268 if(this.spawnflags & 1)
1270 if (this.noalign > 0)
1271 set_movetype(this, MOVETYPE_NONE);
1273 set_movetype(this, MOVETYPE_TOSS);
1274 // do item filtering according to game mode and other things
1275 if (this.noalign <= 0)
1277 // first nudge it off the floor a little bit to avoid math errors
1278 setorigin(this, this.origin + '0 0 1');
1279 // set item size before we spawn a spawnfunc_waypoint
1280 setsize(this, def.m_mins, def.m_maxs);
1281 this.SendFlags |= ISF_SIZE;
1282 // note droptofloor returns false if stuck/or would fall too far
1285 waypoint_spawnforitem(this);
1289 * can't do it that way, as it would break maps
1290 * TODO make a target_give like entity another way, that perhaps has
1291 * the weapon name in a key
1294 // target_give not yet supported; maybe later
1295 print("removed targeted ", this.classname, "\n");
1296 startitem_failed = true;
1302 if(this.targetname != "" && (this.spawnflags & 16))
1303 this.use = item_use;
1305 if(autocvar_spawn_debug >= 2)
1307 // why not flags & fl_item?
1308 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1309 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1310 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1311 error("Mapper sucks.");
1313 this.is_item = true;
1316 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1318 precache_model(this.model);
1319 precache_sound(this.item_pickupsound);
1321 if ( def.instanceOfPowerup
1322 || def.instanceOfWeaponPickup
1323 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1324 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1325 || (itemid & (IT_KEY1 | IT_KEY2))
1326 ) this.target = "###item###"; // for finding the nearest item using find()
1328 Item_ItemsTime_SetTime(this, 0);
1331 this.bot_pickup = true;
1332 this.bot_pickupevalfunc = pickupevalfunc;
1333 this.bot_pickupbasevalue = pickupbasevalue;
1334 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1335 this.netname = itemname;
1336 settouch(this, Item_Touch);
1337 setmodel(this, MDL_Null); // precision set below
1338 //this.effects |= EF_LOWPRECISION;
1340 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1342 this.SendFlags |= ISF_SIZE;
1344 if (!(this.spawnflags & 1024)) {
1345 if(def.instanceOfPowerup)
1346 this.ItemStatus |= ITS_ANIMATE1;
1348 if(this.armorvalue || this.health)
1349 this.ItemStatus |= ITS_ANIMATE2;
1352 if(def.instanceOfWeaponPickup)
1354 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1355 this.colormap = 1024; // color shirt=0 pants=0 grey
1358 if (!(this.spawnflags & 1024))
1359 this.ItemStatus |= ITS_ANIMATE1;
1360 this.SendFlags |= ISF_COLORMAP;
1364 if(this.team) // broken, no idea why.
1367 this.cnt = 1; // item probability weight
1369 this.effects |= EF_NODRAW; // marker for item team search
1370 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1375 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1377 // call this hook after everything else has been done
1378 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1380 startitem_failed = true;
1388 void StartItem(entity this, GameItem def)
1393 def.m_respawntime(), // defaultrespawntime
1394 def.m_respawntimejitter() // defaultrespawntimejitter
1398 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1399 int group_count = 1;
1401 void setItemGroup(entity this)
1403 if(!IS_SMALL(this.itemdef))
1406 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1408 if(!this.item_group)
1412 it.item_group = group_count;
1415 this.item_group = it.item_group;
1417 else // spawning item is already part of a item_group X
1420 it.item_group = this.item_group;
1421 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1423 int grY = it.item_group;
1424 // move all items of item_group Y to item_group X
1425 IL_EACH(g_items, IS_SMALL(it.itemdef),
1427 if(it.item_group == grY)
1428 it.item_group = this.item_group;
1435 void setItemGroupCount()
1437 for (int k = 1; k <= group_count; k++)
1440 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1442 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1446 spawnfunc(item_rockets)
1448 StartItem(this, ITEM_Rockets);
1451 spawnfunc(item_bullets)
1453 if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1454 (this.classname != "droppedweapon"))
1456 weaponswapping = true;
1457 spawnfunc_item_shells(this);
1458 weaponswapping = false;
1462 StartItem(this, ITEM_Bullets);
1465 spawnfunc(item_cells)
1467 StartItem(this, ITEM_Cells);
1470 spawnfunc(item_plasma)
1472 StartItem(this, ITEM_Plasma);
1475 spawnfunc(item_shells)
1477 if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1478 (this.classname != "droppedweapon"))
1480 weaponswapping = true;
1481 spawnfunc_item_bullets(this);
1482 weaponswapping = false;
1486 StartItem(this, ITEM_Shells);
1489 spawnfunc(item_armor_small)
1491 StartItem(this, ITEM_ArmorSmall);
1494 spawnfunc(item_armor_medium)
1496 StartItem(this, ITEM_ArmorMedium);
1499 spawnfunc(item_armor_big)
1501 StartItem(this, ITEM_ArmorBig);
1504 spawnfunc(item_armor_mega)
1506 StartItem(this, ITEM_ArmorMega);
1509 spawnfunc(item_health_small)
1511 StartItem(this, ITEM_HealthSmall);
1514 spawnfunc(item_health_medium)
1516 StartItem(this, ITEM_HealthMedium);
1519 spawnfunc(item_health_big)
1521 StartItem(this, ITEM_HealthBig);
1524 spawnfunc(item_health_mega)
1526 StartItem(this, ITEM_HealthMega);
1529 // support old misnamed entities
1530 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1531 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1532 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1533 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1534 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1535 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1536 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1538 spawnfunc(item_strength)
1540 StartItem(this, ITEM_Strength);
1543 spawnfunc(item_invincible)
1545 StartItem(this, ITEM_Shield);
1549 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1551 void target_items_use(entity this, entity actor, entity trigger)
1553 if(actor.classname == "droppedweapon")
1555 EXACTTRIGGER_TOUCH(this, trigger);
1560 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1563 if(trigger.solid == SOLID_TRIGGER)
1565 EXACTTRIGGER_TOUCH(this, trigger);
1568 IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1573 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1574 centerprint(actor, this.message);
1577 spawnfunc(target_items)
1582 this.use = target_items_use;
1583 if(!this.strength_finished)
1584 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1585 if(!this.invincible_finished)
1586 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1587 if(!this.superweapons_finished)
1588 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1590 n = tokenize_console(this.netname);
1591 if(argv(0) == "give")
1593 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1597 for(int j = 0; j < n; ++j)
1599 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
1600 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
1601 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1602 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1603 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1604 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1605 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1606 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1609 FOREACH(Buffs, it != BUFF_Null,
1611 s = Buff_UndeprecateName(argv(j));
1614 this.buffs |= (it.m_itemid);
1618 FOREACH(Weapons, it != WEP_Null, {
1619 s = W_UndeprecateName(argv(j));
1622 this.weapons |= (it.m_wepset);
1623 if(this.spawnflags == 0 || this.spawnflags == 2)
1631 string itemprefix, valueprefix;
1632 if(this.spawnflags == 0)
1637 else if(this.spawnflags == 1)
1639 itemprefix = "max ";
1640 valueprefix = "max ";
1642 else if(this.spawnflags == 2)
1644 itemprefix = "min ";
1645 valueprefix = "min ";
1647 else if(this.spawnflags == 4)
1649 itemprefix = "minus ";
1650 valueprefix = "max ";
1654 error("invalid spawnflags");
1655 itemprefix = valueprefix = string_null;
1659 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1660 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1661 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1662 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1663 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1664 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1665 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1666 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1667 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1668 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1669 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1670 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1671 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1672 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1673 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1674 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1675 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1677 this.netname = strzone(this.netname);
1678 //print(this.netname, "\n");
1680 n = tokenize_console(this.netname);
1681 for(int j = 0; j < n; ++j)
1683 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1690 spawnfunc(item_fuel)
1692 StartItem(this, ITEM_JetpackFuel);
1695 spawnfunc(item_fuel_regen)
1697 if(start_items & ITEM_JetpackRegen.m_itemid)
1699 spawnfunc_item_fuel(this);
1702 StartItem(this, ITEM_JetpackRegen);
1705 spawnfunc(item_jetpack)
1707 if(start_items & ITEM_Jetpack.m_itemid)
1709 spawnfunc_item_fuel(this);
1712 StartItem(this, ITEM_Jetpack);
1715 float GiveWeapon(entity e, float wpn, float op, float val)
1718 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1719 v0 = (e.weapons & s);
1742 v1 = (e.weapons & s);
1746 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1748 bool had_buff = (e.buffs & thebuff.m_itemid);
1753 e.buffs |= thebuff.m_itemid;
1755 e.buffs &= ~thebuff.m_itemid;
1760 e.buffs |= thebuff.m_itemid;
1764 e.buffs &= ~thebuff.m_itemid;
1768 e.buffs &= ~thebuff.m_itemid;
1771 bool have_buff = (e.buffs & thebuff.m_itemid);
1772 return (had_buff != have_buff);
1775 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1781 if(snd_decr != NULL)
1782 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1784 else if(v0 >= v0 + t)
1786 if(snd_incr != NULL)
1787 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1791 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1794 e.(rotfield) = max(e.(rotfield), time + rottime);
1796 e.(regenfield) = max(e.(regenfield), time + regentime);
1798 float GiveItems(entity e, float beginarg, float endarg)
1800 float got, i, val, op;
1808 int _switchweapon = 0;
1810 if(CS(e).autoswitch)
1812 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1814 .entity weaponentity = weaponentities[slot];
1815 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1816 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1817 _switchweapon |= BIT(slot);
1821 e.strength_finished = max(0, e.strength_finished - time);
1822 e.invincible_finished = max(0, e.invincible_finished - time);
1823 e.superweapons_finished = max(0, e.superweapons_finished - time);
1827 PREGIVE(e, strength_finished);
1828 PREGIVE(e, invincible_finished);
1829 PREGIVE(e, superweapons_finished);
1830 PREGIVE(e, ammo_nails);
1831 PREGIVE(e, ammo_cells);
1832 PREGIVE(e, ammo_plasma);
1833 PREGIVE(e, ammo_shells);
1834 PREGIVE(e, ammo_rockets);
1835 PREGIVE(e, ammo_fuel);
1836 PREGIVE(e, armorvalue);
1839 for(i = beginarg; i < endarg; ++i)
1843 if(cmd == "0" || stof(cmd))
1867 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1868 got += GiveValue(e, strength_finished, op, val);
1869 got += GiveValue(e, invincible_finished, op, val);
1870 got += GiveValue(e, superweapons_finished, op, val);
1871 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1873 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1874 got += GiveValue(e, health, op, val);
1875 got += GiveValue(e, armorvalue, op, val);
1877 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1878 //case "allbuffs": // all buffs makes a player god, do not want!
1879 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1881 got += GiveValue(e, ammo_cells, op, val);
1882 got += GiveValue(e, ammo_plasma, op, val);
1883 got += GiveValue(e, ammo_shells, op, val);
1884 got += GiveValue(e, ammo_nails, op, val);
1885 got += GiveValue(e, ammo_rockets, op, val);
1886 got += GiveValue(e, ammo_fuel, op, val);
1888 case "unlimited_ammo":
1889 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1891 case "unlimited_weapon_ammo":
1892 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1894 case "unlimited_superweapons":
1895 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1898 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1901 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1904 got += GiveValue(e, strength_finished, op, val);
1907 got += GiveValue(e, invincible_finished, op, val);
1909 case "superweapons":
1910 got += GiveValue(e, superweapons_finished, op, val);
1913 got += GiveValue(e, ammo_cells, op, val);
1916 got += GiveValue(e, ammo_plasma, op, val);
1919 got += GiveValue(e, ammo_shells, op, val);
1923 got += GiveValue(e, ammo_nails, op, val);
1926 got += GiveValue(e, ammo_rockets, op, val);
1929 got += GiveValue(e, health, op, val);
1932 got += GiveValue(e, armorvalue, op, val);
1935 got += GiveValue(e, ammo_fuel, op, val);
1938 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1940 got += GiveBuff(e, it, op, val);
1943 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1944 got += GiveWeapon(e, it.m_id, op, val);
1953 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1954 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1955 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1956 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1957 FOREACH(Weapons, it != WEP_Null, {
1958 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1959 if(!(save_weapons & (it.m_wepset)))
1960 if(e.weapons & (it.m_wepset))
1963 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1964 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1965 //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1966 POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1967 POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1968 POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1969 POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1970 POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1971 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);
1972 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);
1973 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);
1975 if(e.superweapons_finished <= 0)
1976 if(e.weapons & WEPSET_SUPERWEAPONS)
1977 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1979 if(e.strength_finished <= 0)
1980 e.strength_finished = 0;
1982 e.strength_finished += time;
1983 if(e.invincible_finished <= 0)
1984 e.invincible_finished = 0;
1986 e.invincible_finished += time;
1987 if(e.superweapons_finished <= 0)
1988 e.superweapons_finished = 0;
1990 e.superweapons_finished += time;
1992 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1994 .entity weaponentity = weaponentities[slot];
1995 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1996 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1997 _switchweapon |= BIT(slot);
2002 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2004 .entity weaponentity = weaponentities[slot];
2005 if(_switchweapon & BIT(slot))
2007 Weapon wep = w_getbestweapon(e, weaponentity);
2008 if(wep != e.(weaponentity).m_switchweapon)
2009 W_SwitchWeapon_Force(e, wep, weaponentity);