3 #include "items/all.qc"
7 #include "../server/bot/bot.qh"
8 #include "../server/bot/waypoints.qh"
10 #include <server/mutators/all.qh>
12 #include "../server/weapons/common.qh"
13 #include "../server/weapons/selection.qh"
14 #include "../server/weapons/weaponsystem.qh"
16 #include "constants.qh"
17 #include <common/deathtypes/all.qh>
18 #include <common/notifications/all.qh>
19 #include "triggers/subs.qh"
22 #include <common/monsters/all.qh>
24 #include <common/weapons/all.qh>
26 #include "../lib/warpzone/util_server.qh"
28 #include "physics/movetypes/movetypes.qh"
29 #include <common/weapons/all.qh>
30 #include "../lib/csqcmodel/cl_model.qh"
31 #include "../lib/csqcmodel/common.qh"
34 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
37 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 = this.glowmod = '1 1 1';
49 if (autocvar_cl_ghost_items_color)
51 this.alpha = autocvar_cl_ghost_items;
52 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
59 if(this.ItemStatus & ITS_STAYWEP)
61 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
62 this.alpha = autocvar_cl_weapon_stay_alpha;
66 void ItemDraw(entity this)
70 Movetype_Physics_MatchServer(this, false);
72 { // For some reason avelocity gets set to '0 0 0' here ...
73 this.oldorigin = this.origin;
76 if(autocvar_cl_animate_items)
77 { // ... so reset it if animations are requested.
78 if(this.ItemStatus & ITS_ANIMATE1)
79 this.avelocity = '0 180 0';
81 if(this.ItemStatus & ITS_ANIMATE2)
82 this.avelocity = '0 -90 0';
86 else if (autocvar_cl_animate_items)
88 if(this.ItemStatus & ITS_ANIMATE1)
90 this.angles += this.avelocity * frametime;
91 setorigin(this, '0 0 10' + this.oldorigin + '0 0 8' * sin(time * 2));
94 if(this.ItemStatus & ITS_ANIMATE2)
96 this.angles += this.avelocity * frametime;
97 setorigin(this, '0 0 8' + this.oldorigin + '0 0 4' * sin(time * 3));
104 void ItemDrawSimple(entity this)
108 Movetype_Physics_MatchServer(this, false);
110 if(IS_ONGROUND(this))
117 void Item_PreDraw(entity this)
119 if(warpzone_warpzones_exist)
121 // just incase warpzones were initialized last, reset these
122 //this.alpha = 1; // alpha is already set by the draw function
123 this.drawmask = MASK_NORMAL;
127 vector org = getpropertyvec(VF_ORIGIN);
128 if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
130 else if(this.fade_start)
131 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
134 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
135 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
140 this.drawmask = MASK_NORMAL;
143 void ItemRemove(entity this)
149 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
153 if(sf & ISF_LOCATION)
155 this.origin_x = ReadCoord();
156 this.origin_y = ReadCoord();
157 this.origin_z = ReadCoord();
158 setorigin(this, this.origin);
159 this.oldorigin = this.origin;
164 this.angles_x = ReadAngle();
165 this.angles_y = ReadAngle();
166 this.angles_z = ReadAngle();
171 float use_bigsize = ReadByte();
172 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
175 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
177 this.ItemStatus = ReadByte();
181 if(autocvar_cl_fullbright_items)
182 if(this.ItemStatus & ITS_ALLOWFB)
183 this.effects |= EF_FULLBRIGHT;
185 if(this.ItemStatus & ITS_POWERUP)
187 if(this.ItemStatus & ITS_AVAILABLE)
188 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
190 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
196 this.drawmask = MASK_NORMAL;
197 set_movetype(this, MOVETYPE_TOSS);
198 if (isnew) IL_PUSH(g_drawables, this);
199 this.draw = ItemDraw;
200 this.solid = SOLID_TRIGGER;
201 //this.flags |= FL_ITEM;
203 bool use_bigsize = ReadByte();
205 this.fade_end = ReadShort();
206 this.fade_start = ReadShort();
207 if(this.fade_start && !autocvar_cl_items_nofade)
208 setpredraw(this, Item_PreDraw);
214 string _fn = ReadString();
216 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
218 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
219 this.draw = ItemDrawSimple;
221 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
222 this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
223 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
224 this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
225 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
226 this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
227 else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
228 this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
231 this.draw = ItemDraw;
232 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
236 if(this.draw != ItemDrawSimple)
237 this.mdl = strzone(_fn);
241 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!\n");
243 precache_model(this.mdl);
244 _setmodel(this, this.mdl);
246 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
249 if(sf & ISF_COLORMAP)
250 this.colormap = ReadShort();
255 this.pushable = true;
256 //this.angles = '0 0 0';
257 set_movetype(this, MOVETYPE_TOSS);
258 this.velocity_x = ReadCoord();
259 this.velocity_y = ReadCoord();
260 this.velocity_z = ReadCoord();
261 setorigin(this, this.oldorigin);
265 this.move_time = time;
266 this.spawntime = time;
269 this.move_time = max(this.move_time, time);
272 if(autocvar_cl_animate_items)
274 if(this.ItemStatus & ITS_ANIMATE1)
275 this.avelocity = '0 180 0';
277 if(this.ItemStatus & ITS_ANIMATE2)
278 this.avelocity = '0 -90 0';
281 this.entremove = ItemRemove;
289 bool ItemSend(entity this, entity to, int sf)
296 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
297 WriteByte(MSG_ENTITY, sf);
299 //WriteByte(MSG_ENTITY, this.cnt);
300 if(sf & ISF_LOCATION)
302 WriteCoord(MSG_ENTITY, this.origin.x);
303 WriteCoord(MSG_ENTITY, this.origin.y);
304 WriteCoord(MSG_ENTITY, this.origin.z);
309 WriteAngle(MSG_ENTITY, this.angles_x);
310 WriteAngle(MSG_ENTITY, this.angles_y);
311 WriteAngle(MSG_ENTITY, this.angles_z);
316 Pickup p = this.itemdef;
317 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
321 WriteByte(MSG_ENTITY, this.ItemStatus);
325 Pickup p = this.itemdef;
326 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
327 WriteShort(MSG_ENTITY, this.fade_end);
328 WriteShort(MSG_ENTITY, this.fade_start);
331 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "exspect a crash just aboute now\n");
333 WriteString(MSG_ENTITY, this.mdl);
337 if(sf & ISF_COLORMAP)
338 WriteShort(MSG_ENTITY, this.colormap);
342 WriteCoord(MSG_ENTITY, this.velocity.x);
343 WriteCoord(MSG_ENTITY, this.velocity.y);
344 WriteCoord(MSG_ENTITY, this.velocity.z);
350 void ItemUpdate(entity this)
352 this.oldorigin = this.origin;
353 this.SendFlags |= ISF_LOCATION;
356 void UpdateItemAfterTeleport(entity this)
358 if(getSendEntity(this) == ItemSend)
362 bool have_pickup_item(entity this)
364 if(this.itemdef.instanceOfPowerup)
366 if(autocvar_g_powerups > 0)
368 if(autocvar_g_powerups == 0)
373 if(autocvar_g_pickup_items > 0)
375 if(autocvar_g_pickup_items == 0)
378 if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
385 float Item_Customize()
387 if(this.spawnshieldtime)
389 if(this.weapons & ~other.weapons)
391 this.colormod = '0 0 0';
392 this.glowmod = this.colormod;
393 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
400 this.colormod = stov(autocvar_g_ghost_items_color);
401 this.glowmod = this.colormod;
402 this.alpha = g_ghost_items;
411 void Item_Show (entity e, float mode)
413 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
414 e.ItemStatus &= ~ITS_STAYWEP;
417 // make the item look normal, and be touchable
419 e.solid = SOLID_TRIGGER;
420 e.spawnshieldtime = 1;
421 e.ItemStatus |= ITS_AVAILABLE;
425 // hide the item completely
426 e.model = string_null;
428 e.spawnshieldtime = 1;
429 e.ItemStatus &= ~ITS_AVAILABLE;
432 entity def = e.itemdef;
433 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
434 || e.team // weapon stay isn't supported for teamed weapons
436 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
438 // make the item translucent and not touchable
440 e.solid = SOLID_TRIGGER; // can STILL be picked up!
441 e.effects |= EF_STARDUST;
442 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
443 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
447 //setmodel(e, "null");
449 e.colormod = '0 0 0';
450 e.glowmod = e.colormod;
451 e.spawnshieldtime = 1;
452 e.ItemStatus &= ~ITS_AVAILABLE;
455 if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
456 e.ItemStatus |= ITS_POWERUP;
458 if (autocvar_g_nodepthtestitems)
459 e.effects |= EF_NODEPTHTEST;
462 if (autocvar_g_fullbrightitems)
463 e.ItemStatus |= ITS_ALLOWFB;
465 if (autocvar_sv_simple_items)
466 e.ItemStatus |= ITS_ALLOWSI;
468 // relink entity (because solid may have changed)
469 setorigin(e, e.origin);
470 e.SendFlags |= ISF_STATUS;
473 void Item_Think(entity this)
475 this.nextthink = time;
476 if(this.origin != this.oldorigin)
480 bool Item_ItemsTime_SpectatorOnly(GameItem it);
481 bool Item_ItemsTime_Allow(GameItem it);
482 float Item_ItemsTime_UpdateTime(entity e, float t);
483 void Item_ItemsTime_SetTime(entity e, float t);
484 void Item_ItemsTime_SetTimesForAllPlayers();
486 void Item_Respawn (entity this)
490 if(this.items == ITEM_Strength.m_itemid)
491 sound (this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
492 else if(this.items == ITEM_Shield.m_itemid)
493 sound (this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
495 sound (this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
496 setorigin(this, this.origin);
498 if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)
500 float t = Item_ItemsTime_UpdateTime(this, 0);
501 Item_ItemsTime_SetTime(this, t);
502 Item_ItemsTime_SetTimesForAllPlayers();
505 setthink(this, Item_Think);
506 this.nextthink = time;
508 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
509 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
512 void Item_RespawnCountdown (entity this)
514 if(this.count >= ITEM_RESPAWN_TICKS)
516 if(this.waypointsprite_attached)
517 WaypointSprite_Kill(this.waypointsprite_attached);
522 this.nextthink = time + 1;
526 MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
529 entity wi = Weapons_from(this.weapon);
530 if (wi != WEP_Null) {
531 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
532 wp.wp_extra = wi.m_id;
537 entity ii = this.itemdef;
539 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
540 wp.wp_extra = ii.m_id;
545 if(this.waypointsprite_attached)
547 GameItem def = this.itemdef;
548 if (Item_ItemsTime_SpectatorOnly(def))
549 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
550 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
554 if(this.waypointsprite_attached)
556 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
557 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
560 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
564 WaypointSprite_Ping(this.waypointsprite_attached);
565 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
570 void Item_RespawnThink(entity this)
572 this.nextthink = time;
573 if(this.origin != this.oldorigin)
576 if(time >= this.wait)
580 void Item_ScheduleRespawnIn(entity e, float t)
582 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
583 if ((Item_ItemsTime_Allow(e.itemdef) || e.weapons & WEPSET_SUPERWEAPONS) && (t - ITEM_RESPAWN_TICKS) > 0)
585 setthink(e, Item_RespawnCountdown);
586 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
587 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
589 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
590 Item_ItemsTime_SetTime(e, t);
591 Item_ItemsTime_SetTimesForAllPlayers();
595 setthink(e, Item_RespawnThink);
597 e.scheduledrespawntime = time + t;
602 void Item_ScheduleRespawn(entity e)
604 if(e.respawntime > 0)
607 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
609 else // if respawntime is -1, this item does not respawn
613 void Item_ScheduleInitialRespawn(entity e)
616 Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
619 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
621 if (!item.(ammotype))
624 if (item.spawnshieldtime)
626 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
628 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
632 else if(g_weapon_stay == 2)
634 float mi = min(item.(ammotype), ammomax);
635 if (player.(ammotype) < mi)
637 player.(ammotype) = mi;
648 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
650 case ITEM_MODE_HEALTH:
651 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
653 case ITEM_MODE_ARMOR:
654 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
662 float Item_GiveTo(entity item, entity player)
667 // if nothing happens to player, just return without taking the item
669 _switchweapon = false;
670 // in case the player has autoswitch enabled do the following:
671 // if the player is using their best weapon before items are given, they
672 // probably want to switch to an even better weapon after items are given
673 if (player.autoswitch)
674 if (PS(player).m_switchweapon == w_getbestweapon(player))
675 _switchweapon = true;
677 if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
678 _switchweapon = true;
680 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
681 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
682 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
683 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
684 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
685 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
686 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
687 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
689 if (item.itemdef.instanceOfWeaponPickup)
693 w &= ~player.weapons;
695 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
698 FOREACH(Weapons, it != WEP_Null, {
699 if(w & (it.m_wepset))
701 W_DropEvent(wr_pickup, player, it.m_id, item);
702 W_GiveWeapon(player, it.m_id);
708 if (item.itemdef.instanceOfPowerup)
710 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
711 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
712 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
713 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
717 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
721 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
724 if (item.strength_finished)
727 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
729 if (item.invincible_finished)
732 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
734 if (item.superweapons_finished)
737 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
742 // always eat teamed entities
749 // crude hack to enforce switching weapons
750 if(g_cts && item.itemdef.instanceOfWeaponPickup)
752 W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
757 if (PS(player).m_switchweapon != w_getbestweapon(player))
758 W_SwitchWeapon_Force(player, w_getbestweapon(player));
763 void Item_Touch(entity this, entity toucher)
766 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
767 if (this.classname == "droppedweapon")
769 if (ITEM_TOUCH_NEEDKILL())
776 if(!(toucher.flags & FL_PICKUPITEMS)
777 || STAT(FROZEN, toucher)
779 || (this.solid != SOLID_TRIGGER)
780 || (this.owner == toucher)
781 || (time < this.item_spawnshieldtime)
784 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
786 case MUT_ITEMTOUCH_RETURN: { return; }
787 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
790 toucher = M_ARGV(1, entity);
792 if (this.classname == "droppedweapon")
794 this.strength_finished = max(0, this.strength_finished - time);
795 this.invincible_finished = max(0, this.invincible_finished - time);
796 this.superweapons_finished = max(0, this.superweapons_finished - time);
798 entity it = this.itemdef;
799 bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
802 if (this.classname == "droppedweapon")
804 // undo what we did above
805 this.strength_finished += time;
806 this.invincible_finished += time;
807 this.superweapons_finished += time;
814 toucher.last_pickup = time;
816 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
817 _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);
819 if (this.classname == "droppedweapon")
821 else if (this.spawnshieldtime)
826 RandomSelection_Init();
827 FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
829 if(it.team == this.team)
830 if(it.classname != "item_flag_team" && it.classname != "item_key_team")
833 RandomSelection_Add(it, 0, string_null, it.cnt, 0);
836 e = RandomSelection_chosen_ent;
841 Item_ScheduleRespawn(e);
845 void Item_Reset(entity this)
847 Item_Show(this, !this.state);
848 setorigin(this, this.origin);
850 if (this.classname != "droppedweapon")
852 setthink(this, Item_Think);
853 this.nextthink = time;
855 if (this.waypointsprite_attached)
856 WaypointSprite_Kill(this.waypointsprite_attached);
858 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
859 Item_ScheduleInitialRespawn(this);
863 void Item_FindTeam(entity this)
867 if(this.effects & EF_NODRAW)
869 // marker for item team search
870 LOG_TRACE("Initializing item team ", ftos(this.team), "\n");
871 RandomSelection_Init();
872 FOREACH_ENTITY_FLOAT(team, this.team,
874 if(it.flags & FL_ITEM)
875 if(it.classname != "item_flag_team" && it.classname != "item_key_team")
876 RandomSelection_Add(it, 0, string_null, it.cnt, 0);
879 e = RandomSelection_chosen_ent;
883 FOREACH_ENTITY_FLOAT(team, this.team,
885 if(it.flags & FL_ITEM)
886 if(it.classname != "item_flag_team" && it.classname != "item_key_team")
890 // make it non-spawned
892 it.state = 1; // state 1 = initially hidden item, apparently
894 it.effects &= ~EF_NODRAW;
902 // Savage: used for item garbage-collection
903 void RemoveItem(entity this)
905 if(wasfreed(this) || !this) { return; }
906 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
910 // pickup evaluation functions
911 // these functions decide how desirable an item is to the bots
913 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
915 float weapon_pickupevalfunc(entity player, entity item)
919 // See if I have it already
920 if(item.weapons & ~player.weapons)
922 // If I can pick it up
923 if(!item.spawnshieldtime)
925 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
927 // Skilled bots will grab more
928 c = bound(0, skill / 10, 1) * 0.5;
936 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
937 if( bot_custom_weapon && c )
939 // Find the highest position on any range
941 for (int j = 0; j < WEP_LAST ; ++j){
943 bot_weapons_far[j] == item.weapon ||
944 bot_weapons_mid[j] == item.weapon ||
945 bot_weapons_close[j] == item.weapon
956 position = WEP_LAST - position;
957 // item.bot_pickupbasevalue is overwritten here
958 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
962 return item.bot_pickupbasevalue * c;
965 float commodity_pickupevalfunc(entity player, entity item)
968 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
971 // Detect needed ammo
972 FOREACH(Weapons, it != WEP_Null, {
973 if(!(player.weapons & (it.m_wepset)))
976 if(it.items & ITEM_Shells.m_itemid)
978 else if(it.items & ITEM_Bullets.m_itemid)
980 else if(it.items & ITEM_Rockets.m_itemid)
982 else if(it.items & ITEM_Cells.m_itemid)
984 else if(it.items & ITEM_Plasma.m_itemid)
986 else if(it.items & ITEM_JetpackFuel.m_itemid)
990 // TODO: figure out if the player even has the weapon this ammo is for?
991 // may not affect strategy much though...
992 // find out how much more ammo/armor/health the player can hold
994 if (item.ammo_shells)
995 if (player.ammo_shells < g_pickup_shells_max)
996 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
999 if (player.ammo_nails < g_pickup_nails_max)
1000 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1002 if (item.ammo_rockets)
1003 if (player.ammo_rockets < g_pickup_rockets_max)
1004 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1006 if (item.ammo_cells)
1007 if (player.ammo_cells < g_pickup_cells_max)
1008 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1010 if (item.ammo_plasma)
1011 if (player.ammo_plasma < g_pickup_plasma_max)
1012 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1015 if (player.ammo_fuel < g_pickup_fuel_max)
1016 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1017 if (item.armorvalue)
1018 if (player.armorvalue < item.max_armorvalue)
1019 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1021 if (player.health < item.max_health)
1022 c = c + max(0, 1 - player.health / item.max_health);
1024 return item.bot_pickupbasevalue * c;
1027 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1029 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1033 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1035 string itemname = def.m_name;
1036 Model itemmodel = def.m_model;
1037 Sound pickupsound = def.m_sound;
1038 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1039 float pickupbasevalue = def.m_botvalue;
1040 int itemflags = def.m_itemflags;
1042 startitem_failed = false;
1044 this.item_model_ent = itemmodel;
1045 this.item_pickupsound_ent = pickupsound;
1047 if(!this.respawntime) // both need to be set
1049 this.respawntime = defaultrespawntime;
1050 this.respawntimejitter = defaultrespawntimejitter;
1053 int itemid = def.m_itemid;
1054 this.items = itemid;
1055 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1056 this.weapon = weaponid;
1060 this.fade_start = autocvar_g_items_mindist;
1061 this.fade_end = autocvar_g_items_maxdist;
1065 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1067 this.flags = FL_ITEM | itemflags;
1069 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1071 startitem_failed = true;
1076 // is it a dropped weapon?
1077 if (this.classname == "droppedweapon")
1079 this.reset = SUB_Remove;
1080 // it's a dropped weapon
1081 set_movetype(this, MOVETYPE_TOSS);
1083 // Savage: remove thrown items after a certain period of time ("garbage collection")
1084 setthink(this, RemoveItem);
1085 this.nextthink = time + 20;
1087 this.takedamage = DAMAGE_YES;
1088 this.event_damage = Item_Damage;
1090 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1092 // if item is worthless after a timer, have it expire then
1093 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1096 // don't drop if in a NODROP zone (such as lava)
1097 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1098 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1100 startitem_failed = true;
1107 if(!have_pickup_item(this))
1109 startitem_failed = true;
1114 if(this.angles != '0 0 0')
1115 this.SendFlags |= ISF_ANGLES;
1117 this.reset = Item_Reset;
1118 // it's a level item
1119 if(this.spawnflags & 1)
1121 if (this.noalign > 0)
1122 set_movetype(this, MOVETYPE_NONE);
1124 set_movetype(this, MOVETYPE_TOSS);
1125 // do item filtering according to game mode and other things
1126 if (this.noalign <= 0)
1128 // first nudge it off the floor a little bit to avoid math errors
1129 setorigin(this, this.origin + '0 0 1');
1130 // set item size before we spawn a spawnfunc_waypoint
1131 setsize(this, def.m_mins, def.m_maxs);
1132 this.SendFlags |= ISF_SIZE;
1133 // note droptofloor returns false if stuck/or would fall too far
1136 waypoint_spawnforitem(this);
1140 * can't do it that way, as it would break maps
1141 * TODO make a target_give like entity another way, that perhaps has
1142 * the weapon name in a key
1145 // target_give not yet supported; maybe later
1146 print("removed targeted ", this.classname, "\n");
1147 startitem_failed = true;
1153 if(autocvar_spawn_debug >= 2)
1155 // why not flags & fl_item?
1156 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1157 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1158 LOG_TRACE(" vs ", it.netname, vtos(it.origin), "\n");
1159 error("Mapper sucks.");
1161 this.is_item = true;
1164 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1166 precache_model(this.model);
1167 precache_sound(this.item_pickupsound);
1169 if ( def.instanceOfPowerup
1170 || def.instanceOfWeaponPickup
1171 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1172 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1173 || (itemid & (IT_KEY1 | IT_KEY2))
1174 ) this.target = "###item###"; // for finding the nearest item using find()
1176 Item_ItemsTime_SetTime(this, 0);
1179 this.bot_pickup = true;
1180 this.bot_pickupevalfunc = pickupevalfunc;
1181 this.bot_pickupbasevalue = pickupbasevalue;
1182 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1183 this.netname = itemname;
1184 settouch(this, Item_Touch);
1185 setmodel(this, MDL_Null); // precision set below
1186 //this.effects |= EF_LOWPRECISION;
1188 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1190 this.SendFlags |= ISF_SIZE;
1192 if (!(this.spawnflags & 1024)) {
1193 if(def.instanceOfPowerup)
1194 this.ItemStatus |= ITS_ANIMATE1;
1196 if(this.armorvalue || this.health)
1197 this.ItemStatus |= ITS_ANIMATE2;
1200 if(def.instanceOfWeaponPickup)
1202 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1203 this.colormap = 1024; // color shirt=0 pants=0 grey
1206 if (!(this.spawnflags & 1024))
1207 this.ItemStatus |= ITS_ANIMATE1;
1208 this.ItemStatus |= ISF_COLORMAP;
1212 if(this.team) // broken, no idea why.
1215 this.cnt = 1; // item probability weight
1217 this.effects |= EF_NODRAW; // marker for item team search
1218 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1223 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1225 // call this hook after everything else has been done
1226 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1228 startitem_failed = true;
1234 void StartItem(entity this, GameItem def)
1239 def.m_respawntime(), // defaultrespawntime
1240 def.m_respawntimejitter() // defaultrespawntimejitter
1244 spawnfunc(item_rockets)
1246 if(!this.ammo_rockets)
1247 this.ammo_rockets = g_pickup_rockets;
1248 if(!this.pickup_anyway)
1249 this.pickup_anyway = g_pickup_ammo_anyway;
1250 StartItem(this, ITEM_Rockets);
1253 spawnfunc(item_bullets)
1256 if(autocvar_sv_q3acompat_machineshotgunswap)
1257 if(this.classname != "droppedweapon")
1259 weaponswapping = true;
1260 spawnfunc_item_shells(this);
1261 weaponswapping = false;
1265 if(!this.ammo_nails)
1266 this.ammo_nails = g_pickup_nails;
1267 if(!this.pickup_anyway)
1268 this.pickup_anyway = g_pickup_ammo_anyway;
1269 StartItem(this, ITEM_Bullets);
1272 spawnfunc(item_cells)
1274 if(!this.ammo_cells)
1275 this.ammo_cells = g_pickup_cells;
1276 if(!this.pickup_anyway)
1277 this.pickup_anyway = g_pickup_ammo_anyway;
1278 StartItem(this, ITEM_Cells);
1281 spawnfunc(item_plasma)
1283 if(!this.ammo_plasma)
1284 this.ammo_plasma = g_pickup_plasma;
1285 if(!this.pickup_anyway)
1286 this.pickup_anyway = g_pickup_ammo_anyway;
1287 StartItem(this, ITEM_Plasma);
1290 spawnfunc(item_shells)
1293 if(autocvar_sv_q3acompat_machineshotgunswap)
1294 if(this.classname != "droppedweapon")
1296 weaponswapping = true;
1297 spawnfunc_item_bullets(this);
1298 weaponswapping = false;
1302 if(!this.ammo_shells)
1303 this.ammo_shells = g_pickup_shells;
1304 if(!this.pickup_anyway)
1305 this.pickup_anyway = g_pickup_ammo_anyway;
1306 StartItem(this, ITEM_Shells);
1309 spawnfunc(item_armor_small)
1311 if(!this.armorvalue)
1312 this.armorvalue = g_pickup_armorsmall;
1313 if(!this.max_armorvalue)
1314 this.max_armorvalue = g_pickup_armorsmall_max;
1315 if(!this.pickup_anyway)
1316 this.pickup_anyway = g_pickup_armorsmall_anyway;
1317 StartItem(this, ITEM_ArmorSmall);
1320 spawnfunc(item_armor_medium)
1322 if(!this.armorvalue)
1323 this.armorvalue = g_pickup_armormedium;
1324 if(!this.max_armorvalue)
1325 this.max_armorvalue = g_pickup_armormedium_max;
1326 if(!this.pickup_anyway)
1327 this.pickup_anyway = g_pickup_armormedium_anyway;
1328 StartItem(this, ITEM_ArmorMedium);
1331 spawnfunc(item_armor_big)
1333 if(!this.armorvalue)
1334 this.armorvalue = g_pickup_armorbig;
1335 if(!this.max_armorvalue)
1336 this.max_armorvalue = g_pickup_armorbig_max;
1337 if(!this.pickup_anyway)
1338 this.pickup_anyway = g_pickup_armorbig_anyway;
1339 StartItem(this, ITEM_ArmorLarge);
1342 spawnfunc(item_armor_large)
1344 if(!this.armorvalue)
1345 this.armorvalue = g_pickup_armorlarge;
1346 if(!this.max_armorvalue)
1347 this.max_armorvalue = g_pickup_armorlarge_max;
1348 if(!this.pickup_anyway)
1349 this.pickup_anyway = g_pickup_armorlarge_anyway;
1350 StartItem(this, ITEM_ArmorMega);
1353 spawnfunc(item_health_small)
1355 if(!this.max_health)
1356 this.max_health = g_pickup_healthsmall_max;
1358 this.health = g_pickup_healthsmall;
1359 if(!this.pickup_anyway)
1360 this.pickup_anyway = g_pickup_healthsmall_anyway;
1361 StartItem(this, ITEM_HealthSmall);
1364 spawnfunc(item_health_medium)
1366 if(!this.max_health)
1367 this.max_health = g_pickup_healthmedium_max;
1369 this.health = g_pickup_healthmedium;
1370 if(!this.pickup_anyway)
1371 this.pickup_anyway = g_pickup_healthmedium_anyway;
1372 StartItem(this, ITEM_HealthMedium);
1375 spawnfunc(item_health_large)
1377 if(!this.max_health)
1378 this.max_health = g_pickup_healthlarge_max;
1380 this.health = g_pickup_healthlarge;
1381 if(!this.pickup_anyway)
1382 this.pickup_anyway = g_pickup_healthlarge_anyway;
1383 StartItem(this, ITEM_HealthLarge);
1386 spawnfunc(item_health_mega)
1388 if(!this.max_health)
1389 this.max_health = g_pickup_healthmega_max;
1391 this.health = g_pickup_healthmega;
1392 if(!this.pickup_anyway)
1393 this.pickup_anyway = g_pickup_healthmega_anyway;
1394 StartItem(this, ITEM_HealthMega);
1397 // support old misnamed entities
1398 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1399 spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
1400 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1401 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1402 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1404 spawnfunc(item_strength)
1406 if(!this.strength_finished)
1407 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1408 StartItem(this, ITEM_Strength);
1411 spawnfunc(item_invincible)
1413 if(!this.invincible_finished)
1414 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1415 StartItem(this, ITEM_Shield);
1419 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1421 void target_items_use(entity this, entity actor, entity trigger)
1423 if(actor.classname == "droppedweapon")
1425 EXACTTRIGGER_TOUCH(this, trigger);
1430 if (!IS_PLAYER(actor))
1434 if(trigger.solid == SOLID_TRIGGER)
1436 EXACTTRIGGER_TOUCH(this, trigger);
1439 FOREACH_ENTITY_ENT(enemy, actor,
1441 if(it.classname == "droppedweapon")
1445 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1446 centerprint(actor, this.message);
1449 spawnfunc(target_items)
1454 this.use = target_items_use;
1455 if(!this.strength_finished)
1456 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1457 if(!this.invincible_finished)
1458 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1459 if(!this.superweapons_finished)
1460 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1462 n = tokenize_console(this.netname);
1463 if(argv(0) == "give")
1465 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1469 for(j = 0; j < n; ++j)
1471 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
1472 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
1473 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1474 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1475 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1476 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1477 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1478 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1481 FOREACH(Weapons, it != WEP_Null, {
1482 s = W_UndeprecateName(argv(j));
1485 this.weapons |= (it.m_wepset);
1486 if(this.spawnflags == 0 || this.spawnflags == 2)
1494 string itemprefix, valueprefix;
1495 if(this.spawnflags == 0)
1500 else if(this.spawnflags == 1)
1502 itemprefix = "max ";
1503 valueprefix = "max ";
1505 else if(this.spawnflags == 2)
1507 itemprefix = "min ";
1508 valueprefix = "min ";
1510 else if(this.spawnflags == 4)
1512 itemprefix = "minus ";
1513 valueprefix = "max ";
1517 error("invalid spawnflags");
1518 itemprefix = valueprefix = string_null;
1522 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1523 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1524 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1525 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1526 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1527 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1528 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1529 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1530 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1531 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1532 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1533 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1534 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1535 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1536 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1537 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1539 this.netname = strzone(this.netname);
1540 //print(this.netname, "\n");
1542 n = tokenize_console(this.netname);
1543 for(j = 0; j < n; ++j)
1545 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1552 spawnfunc(item_fuel)
1555 this.ammo_fuel = g_pickup_fuel;
1556 if(!this.pickup_anyway)
1557 this.pickup_anyway = g_pickup_ammo_anyway;
1558 StartItem(this, ITEM_JetpackFuel);
1561 spawnfunc(item_fuel_regen)
1563 if(start_items & ITEM_JetpackRegen.m_itemid)
1565 spawnfunc_item_fuel(this);
1568 StartItem(this, ITEM_JetpackRegen);
1571 spawnfunc(item_jetpack)
1574 this.ammo_fuel = g_pickup_fuel_jetpack;
1575 if(start_items & ITEM_Jetpack.m_itemid)
1577 spawnfunc_item_fuel(this);
1580 StartItem(this, ITEM_Jetpack);
1583 float GiveWeapon(entity e, float wpn, float op, float val)
1586 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1587 v0 = (e.weapons & s);
1610 v1 = (e.weapons & s);
1614 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1620 if(snd_decr != NULL)
1621 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1623 else if(v0 >= v0 + t)
1625 if(snd_incr != NULL)
1626 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1630 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1633 e.(rotfield) = max(e.(rotfield), time + rottime);
1635 e.(regenfield) = max(e.(regenfield), time + regentime);
1637 float GiveItems(entity e, float beginarg, float endarg)
1639 float got, i, val, op;
1640 float _switchweapon;
1648 _switchweapon = false;
1650 if (PS(e).m_switchweapon == w_getbestweapon(e))
1651 _switchweapon = true;
1653 e.strength_finished = max(0, e.strength_finished - time);
1654 e.invincible_finished = max(0, e.invincible_finished - time);
1655 e.superweapons_finished = max(0, e.superweapons_finished - time);
1659 PREGIVE(e, strength_finished);
1660 PREGIVE(e, invincible_finished);
1661 PREGIVE(e, superweapons_finished);
1662 PREGIVE(e, ammo_nails);
1663 PREGIVE(e, ammo_cells);
1664 PREGIVE(e, ammo_plasma);
1665 PREGIVE(e, ammo_shells);
1666 PREGIVE(e, ammo_rockets);
1667 PREGIVE(e, ammo_fuel);
1668 PREGIVE(e, armorvalue);
1671 for(i = beginarg; i < endarg; ++i)
1675 if(cmd == "0" || stof(cmd))
1699 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1700 got += GiveValue(e, strength_finished, op, val);
1701 got += GiveValue(e, invincible_finished, op, val);
1702 got += GiveValue(e, superweapons_finished, op, val);
1703 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1705 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1706 got += GiveValue(e, health, op, val);
1707 got += GiveValue(e, armorvalue, op, val);
1709 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1711 got += GiveValue(e, ammo_cells, op, val);
1712 got += GiveValue(e, ammo_plasma, op, val);
1713 got += GiveValue(e, ammo_shells, op, val);
1714 got += GiveValue(e, ammo_nails, op, val);
1715 got += GiveValue(e, ammo_rockets, op, val);
1716 got += GiveValue(e, ammo_fuel, op, val);
1718 case "unlimited_ammo":
1719 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1721 case "unlimited_weapon_ammo":
1722 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1724 case "unlimited_superweapons":
1725 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1728 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1731 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1734 got += GiveValue(e, strength_finished, op, val);
1737 got += GiveValue(e, invincible_finished, op, val);
1739 case "superweapons":
1740 got += GiveValue(e, superweapons_finished, op, val);
1743 got += GiveValue(e, ammo_cells, op, val);
1746 got += GiveValue(e, ammo_plasma, op, val);
1749 got += GiveValue(e, ammo_shells, op, val);
1753 got += GiveValue(e, ammo_nails, op, val);
1756 got += GiveValue(e, ammo_rockets, op, val);
1759 got += GiveValue(e, health, op, val);
1762 got += GiveValue(e, armorvalue, op, val);
1765 got += GiveValue(e, ammo_fuel, op, val);
1768 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1769 got += GiveWeapon(e, it.m_id, op, val);
1778 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1779 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1780 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1781 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1782 FOREACH(Weapons, it != WEP_Null, {
1783 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1784 if(!(save_weapons & (it.m_wepset)))
1785 if(e.weapons & (it.m_wepset))
1788 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1789 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1790 POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1791 POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1792 POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1793 POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1794 POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1795 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);
1796 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);
1797 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);
1799 if(e.superweapons_finished <= 0)
1800 if(e.weapons & WEPSET_SUPERWEAPONS)
1801 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1803 if(e.strength_finished <= 0)
1804 e.strength_finished = 0;
1806 e.strength_finished += time;
1807 if(e.invincible_finished <= 0)
1808 e.invincible_finished = 0;
1810 e.invincible_finished += time;
1811 if(e.superweapons_finished <= 0)
1812 e.superweapons_finished = 0;
1814 e.superweapons_finished += time;
1816 if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
1817 _switchweapon = true;
1819 W_SwitchWeapon_Force(e, w_getbestweapon(e));