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 "mapobjects/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 .bool item_simple; // probably not really needed, but better safe than sorry
41 void Item_SetAlpha(entity this)
43 bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
45 if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
48 this.colormod = '1 1 1';
49 this.glowmod = this.item_glowmod;
53 this.alpha = autocvar_cl_ghost_items;
54 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
57 if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
59 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
60 this.alpha = autocvar_cl_weapon_stay_alpha;
63 this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
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';
85 // delay is for blocking item's position for a while;
86 // it's a workaround for dropped weapons that receive the position
87 // another time right after they spawn overriding animation position
88 this.onground_time = time + 0.5;
91 else if (autocvar_cl_animate_items && !this.item_simple) // no bobbing applied to simple items, for consistency's sake (no visual difference between ammo and weapons)
93 if(this.ItemStatus & ITS_ANIMATE1)
95 this.angles += this.avelocity * frametime;
96 float fade_in = bound(0, time - this.onground_time, 1);
97 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
100 if(this.ItemStatus & ITS_ANIMATE2)
102 this.angles += this.avelocity * frametime;
103 float fade_in = bound(0, time - this.onground_time, 1);
104 setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
111 void Item_PreDraw(entity this)
113 if(warpzone_warpzones_exist)
115 setpredraw(this, func_null); // no need to keep running this
119 vector org = getpropertyvec(VF_ORIGIN);
120 //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
121 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
124 if(vdist(org - this.origin, >, this.fade_end))
125 alph = 0; // save on some processing
126 else if(vdist(org - this.origin, <, this.fade_start))
127 alph = 1; // more processing saved
129 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
133 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
134 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
139 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
142 void ItemRemove(entity this)
147 HashMap ENT_CLIENT_ITEM_simple;
148 STATIC_INIT(ENT_CLIENT_ITEM_simple)
150 HM_NEW(ENT_CLIENT_ITEM_simple);
152 SHUTDOWN(ENT_CLIENT_ITEM_simple)
154 HM_DELETE(ENT_CLIENT_ITEM_simple);
157 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
161 if(sf & ISF_LOCATION)
163 this.origin = ReadVector();
164 setorigin(this, this.origin);
165 this.oldorigin = this.origin;
170 this.angles_x = ReadAngle();
171 this.angles_y = ReadAngle();
172 this.angles_z = ReadAngle();
177 setsize(this, '-16 -16 0', '16 16 48');
180 if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
182 this.ItemStatus = ReadByte();
186 if(this.ItemStatus & ITS_ALLOWFB)
187 this.effects |= EF_FULLBRIGHT;
189 if(this.ItemStatus & ITS_GLOW)
191 if(this.ItemStatus & ITS_AVAILABLE)
192 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
194 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
200 this.drawmask = MASK_NORMAL;
201 set_movetype(this, MOVETYPE_TOSS);
202 if (isnew) IL_PUSH(g_drawables, this);
203 this.draw = ItemDraw;
204 this.solid = SOLID_TRIGGER;
205 //this.flags |= FL_ITEM;
207 this.fade_end = ReadShort();
208 this.fade_start = ReadShort();
209 if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
210 setpredraw(this, Item_PreDraw);
214 string _fn = ReadString();
215 this.item_simple = false; // reset it!
217 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
219 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
220 this.item_simple = true;
222 #define extensions(x) \
228 #define tryext(ext) { \
229 string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \
230 string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \
231 if (cached == "") { \
232 HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \
234 if (cached != "0") { \
235 strcpy(this.mdl, s); \
241 this.item_simple = false;
242 LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
248 if(!this.item_simple)
249 strcpy(this.mdl, _fn);
252 LOG_WARNF("this.mdl is unset for item %s", this.classname);
254 precache_model(this.mdl);
255 _setmodel(this, this.mdl);
257 setsize(this, '-16 -16 0', '16 16 48');
260 if(sf & ISF_COLORMAP)
262 this.colormap = ReadShort();
263 this.item_glowmod_x = ReadByte() / 255.0;
264 this.item_glowmod_y = ReadByte() / 255.0;
265 this.item_glowmod_z = ReadByte() / 255.0;
271 this.pushable = true;
272 //this.angles = '0 0 0';
273 set_movetype(this, MOVETYPE_TOSS);
274 this.velocity = ReadVector();
275 setorigin(this, this.oldorigin);
279 this.move_time = time;
280 this.spawntime = time;
283 this.move_time = max(this.move_time, time);
286 if(autocvar_cl_animate_items)
288 if(this.ItemStatus & ITS_ANIMATE1)
289 this.avelocity = '0 180 0';
291 if(this.ItemStatus & ITS_ANIMATE2)
292 this.avelocity = '0 -90 0';
295 this.entremove = ItemRemove;
303 bool ItemSend(entity this, entity to, int sf)
310 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
311 WriteByte(MSG_ENTITY, sf);
313 //WriteByte(MSG_ENTITY, this.cnt);
314 if(sf & ISF_LOCATION)
316 WriteVector(MSG_ENTITY, this.origin);
321 WriteAngle(MSG_ENTITY, this.angles_x);
322 WriteAngle(MSG_ENTITY, this.angles_y);
323 WriteAngle(MSG_ENTITY, this.angles_z);
326 // sets size on the client, unused on server
330 WriteByte(MSG_ENTITY, this.ItemStatus);
334 WriteShort(MSG_ENTITY, this.fade_end);
335 WriteShort(MSG_ENTITY, this.fade_start);
338 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
340 WriteString(MSG_ENTITY, this.mdl);
344 if(sf & ISF_COLORMAP)
346 WriteShort(MSG_ENTITY, this.colormap);
347 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
348 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
349 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
354 WriteVector(MSG_ENTITY, this.velocity);
360 void ItemUpdate(entity this)
362 this.oldorigin = this.origin;
363 this.SendFlags |= ISF_LOCATION;
366 void UpdateItemAfterTeleport(entity this)
368 if(getSendEntity(this) == ItemSend)
372 bool have_pickup_item(entity this)
374 if(this.itemdef.instanceOfPowerup)
376 if(autocvar_g_powerups > 0)
378 if(autocvar_g_powerups == 0)
383 if(autocvar_g_pickup_items > 0)
385 if(autocvar_g_pickup_items == 0)
388 if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
394 void Item_Show(entity e, int mode)
396 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
397 e.ItemStatus &= ~ITS_STAYWEP;
398 entity def = e.itemdef;
401 // make the item look normal, and be touchable
403 e.solid = SOLID_TRIGGER;
404 e.spawnshieldtime = 1;
405 e.ItemStatus |= ITS_AVAILABLE;
409 // hide the item completely
410 e.model = string_null;
412 e.spawnshieldtime = 1;
413 e.ItemStatus &= ~ITS_AVAILABLE;
417 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
418 || e.team // weapon stay isn't supported for teamed weapons
420 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
422 // make the item translucent and not touchable
424 e.solid = SOLID_TRIGGER; // can STILL be picked up!
425 e.effects |= EF_STARDUST;
426 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
427 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
431 //setmodel(e, "null");
433 e.colormod = '0 0 0';
434 //e.glowmod = e.colormod;
435 e.spawnshieldtime = 1;
436 e.ItemStatus &= ~ITS_AVAILABLE;
441 e.ItemStatus |= ITS_GLOW;
443 if (autocvar_g_nodepthtestitems)
444 e.effects |= EF_NODEPTHTEST;
447 if (autocvar_g_fullbrightitems)
448 e.ItemStatus |= ITS_ALLOWFB;
450 if (autocvar_sv_simple_items)
451 e.ItemStatus |= ITS_ALLOWSI;
453 // relink entity (because solid may have changed)
454 setorigin(e, e.origin);
455 e.SendFlags |= ISF_STATUS;
458 void Item_Think(entity this)
460 this.nextthink = time;
461 if(this.origin != this.oldorigin)
465 bool Item_ItemsTime_SpectatorOnly(GameItem it);
466 bool Item_ItemsTime_Allow(GameItem it);
467 float Item_ItemsTime_UpdateTime(entity e, float t);
468 void Item_ItemsTime_SetTime(entity e, float t);
469 void Item_ItemsTime_SetTimesForAllPlayers();
471 void Item_Respawn(entity this)
474 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
475 setorigin(this, this.origin);
477 if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
479 float t = Item_ItemsTime_UpdateTime(this, 0);
480 Item_ItemsTime_SetTime(this, t);
481 Item_ItemsTime_SetTimesForAllPlayers();
484 setthink(this, Item_Think);
485 this.nextthink = time;
487 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
488 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
491 void Item_RespawnCountdown(entity this)
493 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
495 if(this.waypointsprite_attached)
496 WaypointSprite_Kill(this.waypointsprite_attached);
501 this.nextthink = time + 1;
502 this.item_respawncounter += 1;
503 if(this.item_respawncounter == 1)
507 entity wi = Weapons_from(this.weapon);
508 if (wi != WEP_Null) {
509 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
510 wp.wp_extra = wi.m_id;
515 entity ii = this.itemdef;
517 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
518 wp.wp_extra = ii.m_id;
523 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
524 if(this.waypointsprite_attached)
526 GameItem def = this.itemdef;
527 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
528 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
529 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
533 if(this.waypointsprite_attached)
535 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
536 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
539 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
543 WaypointSprite_Ping(this.waypointsprite_attached);
544 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
549 void Item_RespawnThink(entity this)
551 this.nextthink = time;
552 if(this.origin != this.oldorigin)
555 if(time >= this.wait)
559 void Item_ScheduleRespawnIn(entity e, float t)
561 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
562 if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
564 setthink(e, Item_RespawnCountdown);
565 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
566 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
567 e.item_respawncounter = 0;
568 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
570 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
571 Item_ItemsTime_SetTime(e, t);
572 Item_ItemsTime_SetTimesForAllPlayers();
577 setthink(e, Item_RespawnThink);
579 e.scheduledrespawntime = time + t;
582 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
584 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
585 Item_ItemsTime_SetTime(e, t);
586 Item_ItemsTime_SetTimesForAllPlayers();
591 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*");
592 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");
593 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");
595 /// Adjust respawn time according to the number of players.
596 float adjust_respawntime(float normal_respawntime) {
597 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
598 float o = autocvar_g_pickup_respawntime_scaling_offset;
599 float l = autocvar_g_pickup_respawntime_scaling_linear;
601 if (r == 0 && l == 1) {
602 return normal_respawntime;
605 entity balance = TeamBalance_CheckAllowedTeams(NULL);
606 TeamBalance_GetTeamCounts(balance, NULL);
608 for (int i = 1; i <= NUM_TEAMS; ++i)
610 if (TeamBalance_IsTeamAllowed(balance, i))
612 players += TeamBalance_GetNumberOfPlayers(balance, i);
615 TeamBalance_Destroy(balance);
618 return normal_respawntime * (r / (players + o) + l);
620 return normal_respawntime;
624 void Item_ScheduleRespawn(entity e)
626 if(e.respawntime > 0)
630 float adjusted_respawntime = adjust_respawntime(e.respawntime);
631 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
633 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
634 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
635 Item_ScheduleRespawnIn(e, respawn_in);
637 else // if respawntime is -1, this item does not respawn
641 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
642 "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
644 void Item_ScheduleInitialRespawn(entity e)
649 if (autocvar_g_pickup_respawntime_initial_random == 0)
651 // range: respawntime .. respawntime + respawntimejitter
652 spawn_in = e.respawntime + random() * e.respawntimejitter;
657 if (autocvar_g_pickup_respawntime_initial_random == 1)
659 static float shared_random = 0;
660 // NOTE this code works only if items are scheduled at the same time (normal case)
661 // NOTE2 random() can't return exactly 1 so this check always work as intended
662 if (!shared_random || floor(time) > shared_random)
663 shared_random = floor(time) + random();
664 rnd = shared_random - floor(time);
670 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
671 // else: 0 .. ITEM_RESPAWN_TICKS
672 // this is to prevent powerups spawning unexpectedly without waypoints
673 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
676 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
679 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
682 if (num_weapons == 0)
686 int num_potential_weapons = tokenize_console(weapon_names);
687 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
689 RandomSelection_Init();
690 for (int weapon_index = 0; weapon_index < num_potential_weapons;
693 string weapon = argv(weapon_index);
694 FOREACH(Weapons, it != WEP_Null,
696 // Finding a weapon which player doesn't have.
697 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
699 RandomSelection_AddEnt(it, 1, 1);
704 if (RandomSelection_chosen_ent == NULL)
708 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
709 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
713 if (GetResource(receiver,
714 RandomSelection_chosen_ent.ammo_type) != 0)
718 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
719 GetResource(ammo_entity,
720 RandomSelection_chosen_ent.ammo_type));
724 bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax)
726 float amount = GetResource(item, res_type);
731 float player_amount = GetResource(player, res_type);
732 if (item.spawnshieldtime)
734 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
737 else if (g_weapon_stay == 2)
739 ammomax = min(amount, ammomax);
740 if(player_amount >= ammomax)
746 TakeResourceWithLimit(player, res_type, -amount, ammomax);
748 GiveResourceWithLimit(player, res_type, amount, ammomax);
752 bool Item_GiveTo(entity item, entity player)
754 // if nothing happens to player, just return without taking the item
755 int _switchweapon = 0;
756 // in case the player has autoswitch enabled do the following:
757 // if the player is using their best weapon before items are given, they
758 // probably want to switch to an even better weapon after items are given
760 if(CS(player).autoswitch)
762 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
764 .entity weaponentity = weaponentities[slot];
765 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
767 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
768 _switchweapon |= BIT(slot);
770 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
771 _switchweapon |= BIT(slot);
775 bool pickedup = false;
776 pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
777 pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
778 pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
779 pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
780 pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
781 pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
782 pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
783 pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
784 if (item.itemdef.instanceOfWeaponPickup)
787 w = STAT(WEAPONS, item);
788 w &= ~STAT(WEAPONS, player);
790 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
793 FOREACH(Weapons, it != WEP_Null, {
794 if(w & (it.m_wepset))
796 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
798 .entity weaponentity = weaponentities[slot];
799 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
800 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
802 W_GiveWeapon(player, it.m_id);
808 if (item.itemdef.instanceOfPowerup)
810 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
811 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
812 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
813 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
817 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
821 // TODO: we probably want to show a message in the console, but not this one!
822 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
825 if (item.strength_finished)
828 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
830 if (item.invincible_finished)
833 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
835 if (item.superweapons_finished)
838 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
841 // always eat teamed entities
848 // crude hack to enforce switching weapons
849 if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch)
851 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
853 .entity weaponentity = weaponentities[slot];
854 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
855 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
862 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
864 .entity weaponentity = weaponentities[slot];
865 if(_switchweapon & BIT(slot))
866 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
867 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
874 void Item_Touch(entity this, entity toucher)
876 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
877 if (Item_IsLoot(this))
879 if (ITEM_TOUCH_NEEDKILL())
886 if(!(toucher.flags & FL_PICKUPITEMS)
887 || STAT(FROZEN, toucher)
889 || (this.solid != SOLID_TRIGGER)
890 || (this.owner == toucher)
891 || (time < this.item_spawnshieldtime)
894 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
896 case MUT_ITEMTOUCH_RETURN: { return; }
897 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
900 toucher = M_ARGV(1, entity);
902 if (Item_IsExpiring(this))
904 this.strength_finished = max(0, this.strength_finished - time);
905 this.invincible_finished = max(0, this.invincible_finished - time);
906 this.superweapons_finished = max(0, this.superweapons_finished - time);
908 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
911 if (Item_IsExpiring(this))
913 // undo what we did above
914 this.strength_finished += time;
915 this.invincible_finished += time;
916 this.superweapons_finished += time;
923 if(this.target && this.target != "" && this.target != "###item###") // defrag support
924 SUB_UseTargets(this, toucher, NULL);
926 STAT(LAST_PICKUP, toucher) = time;
928 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
929 _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);
931 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
937 if (Item_IsLoot(this))
942 if (!this.spawnshieldtime)
949 RandomSelection_Init();
950 IL_EACH(g_items, it.team == this.team,
952 if (it.itemdef) // is a registered item
955 it.scheduledrespawntime = 0;
956 RandomSelection_AddEnt(it, it.cnt, 0);
959 e = RandomSelection_chosen_ent;
960 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
964 Item_ScheduleRespawn(e);
967 void Item_Reset(entity this)
969 Item_Show(this, !this.state);
970 setorigin(this, this.origin);
972 if (Item_IsLoot(this))
976 setthink(this, Item_Think);
977 this.nextthink = time;
978 if (this.waypointsprite_attached)
980 WaypointSprite_Kill(this.waypointsprite_attached);
982 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
984 Item_ScheduleInitialRespawn(this);
988 void Item_FindTeam(entity this)
992 if(this.effects & EF_NODRAW)
994 // marker for item team search
995 LOG_TRACE("Initializing item team ", ftos(this.team));
996 RandomSelection_Init();
997 IL_EACH(g_items, it.team == this.team,
999 if(it.itemdef) // is a registered item
1000 RandomSelection_AddEnt(it, it.cnt, 0);
1003 e = RandomSelection_chosen_ent;
1007 IL_EACH(g_items, it.team == this.team,
1009 if(it.itemdef) // is a registered item
1013 // make it non-spawned
1015 it.state = 1; // state 1 = initially hidden item, apparently
1019 it.effects &= ~EF_NODRAW;
1025 // Savage: used for item garbage-collection
1026 void RemoveItem(entity this)
1028 if(wasfreed(this) || !this) { return; }
1029 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1033 // pickup evaluation functions
1034 // these functions decide how desirable an item is to the bots
1036 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1038 float weapon_pickupevalfunc(entity player, entity item)
1040 // See if I have it already
1041 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
1043 // If I can pick it up
1044 if(!item.spawnshieldtime)
1046 return ammo_pickupevalfunc(player, item);
1049 // reduce weapon value if bot already got a good arsenal
1051 int weapons_value = 0;
1052 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
1053 weapons_value += it.bot_pickupbasevalue;
1055 c -= bound(0, weapons_value / 20000, 1) * 0.5;
1057 return item.bot_pickupbasevalue * c;
1060 float ammo_pickupevalfunc(entity player, entity item)
1062 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1067 // Detect needed ammo
1068 if(item.itemdef.instanceOfWeaponPickup)
1071 if(GetResource(item, RES_SHELLS)) { need_shells = true; ammo = ITEM_Shells; }
1072 else if(GetResource(item, RES_BULLETS)) { need_nails = true; ammo = ITEM_Bullets; }
1073 else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets; }
1074 else if(GetResource(item, RES_CELLS)) { need_cells = true; ammo = ITEM_Cells; }
1075 else if(GetResource(item, RES_PLASMA)) { need_plasma = true; ammo = ITEM_Plasma; }
1076 else if(GetResource(item, RES_FUEL)) { need_fuel = true; ammo = ITEM_JetpackFuel; }
1081 rating = ammo.m_botvalue;
1085 FOREACH(Weapons, it != WEP_Null, {
1086 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
1089 switch(it.ammo_type)
1091 case RES_SHELLS: need_shells = true; break;
1092 case RES_BULLETS: need_nails = true; break;
1093 case RES_ROCKETS: need_rockets = true; break;
1094 case RES_CELLS: need_cells = true; break;
1095 case RES_PLASMA: need_plasma = true; break;
1096 case RES_FUEL: need_fuel = true; break;
1099 rating = item.bot_pickupbasevalue;
1102 float noammorating = 0.5;
1104 if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max))
1105 c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS));
1107 if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max))
1108 c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS));
1110 if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max))
1111 c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS));
1113 if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max))
1114 c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS));
1116 if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max))
1117 c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA));
1119 if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max))
1120 c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL));
1122 rating *= min(c, 2);
1124 rating += wpn.bot_pickupbasevalue * 0.1;
1128 float healtharmor_pickupevalfunc(entity player, entity item)
1131 float rating = item.bot_pickupbasevalue;
1133 float itemarmor = GetResource(item, RES_ARMOR);
1134 float itemhealth = GetResource(item, RES_HEALTH);
1138 itemarmor *= min(4, item.item_group_count);
1139 itemhealth *= min(4, item.item_group_count);
1142 if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
1143 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
1145 if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
1146 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
1148 rating *= min(2, c);
1152 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
1154 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1158 void item_use(entity this, entity actor, entity trigger)
1160 // use the touch function to handle collection
1161 gettouch(this)(this, actor);
1164 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1166 string itemname = def.m_name;
1167 Model itemmodel = def.m_model;
1168 Sound pickupsound = def.m_sound;
1169 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1170 float pickupbasevalue = def.m_botvalue;
1171 int itemflags = def.m_itemflags;
1173 startitem_failed = false;
1175 this.item_model_ent = itemmodel;
1176 this.item_pickupsound_ent = pickupsound;
1179 def.m_iteminit(def, this);
1181 if(!this.respawntime) // both need to be set
1183 this.respawntime = defaultrespawntime;
1184 this.respawntimejitter = defaultrespawntimejitter;
1187 if(!this.pickup_anyway && def.m_pickupanyway)
1188 this.pickup_anyway = def.m_pickupanyway();
1190 int itemid = def.m_itemid;
1191 this.items = itemid;
1192 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1193 this.weapon = weaponid;
1197 this.fade_start = autocvar_g_items_mindist;
1198 this.fade_end = autocvar_g_items_maxdist;
1202 STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid));
1204 this.flags = FL_ITEM | itemflags;
1205 IL_PUSH(g_items, this);
1207 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1209 startitem_failed = true;
1214 precache_model(this.model);
1215 precache_sound(this.item_pickupsound);
1217 if (Item_IsLoot(this))
1219 this.reset = SUB_Remove;
1220 set_movetype(this, MOVETYPE_TOSS);
1222 // Savage: remove thrown items after a certain period of time ("garbage collection")
1223 setthink(this, RemoveItem);
1224 this.nextthink = time + 20;
1226 this.takedamage = DAMAGE_YES;
1227 this.event_damage = Item_Damage;
1229 if (Item_IsExpiring(this))
1231 // if item is worthless after a timer, have it expire then
1232 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1235 // don't drop if in a NODROP zone (such as lava)
1236 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1237 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1239 startitem_failed = true;
1246 if(!have_pickup_item(this))
1248 startitem_failed = true;
1253 if(this.angles != '0 0 0')
1254 this.SendFlags |= ISF_ANGLES;
1256 this.reset = Item_Reset;
1257 // it's a level item
1258 if(this.spawnflags & 1)
1260 if (this.noalign > 0)
1261 set_movetype(this, MOVETYPE_NONE);
1263 set_movetype(this, MOVETYPE_TOSS);
1264 // do item filtering according to game mode and other things
1265 if (this.noalign <= 0)
1267 // first nudge it off the floor a little bit to avoid math errors
1268 setorigin(this, this.origin + '0 0 1');
1269 // set item size before we spawn a spawnfunc_waypoint
1270 setsize(this, def.m_mins, def.m_maxs);
1271 this.SendFlags |= ISF_SIZE;
1272 // note droptofloor returns false if stuck/or would fall too far
1275 waypoint_spawnforitem(this);
1279 * can't do it that way, as it would break maps
1280 * TODO make a target_give like entity another way, that perhaps has
1281 * the weapon name in a key
1284 // target_give not yet supported; maybe later
1285 print("removed targeted ", this.classname, "\n");
1286 startitem_failed = true;
1292 if(this.targetname != "" && (this.spawnflags & 16))
1293 this.use = item_use;
1295 if(autocvar_spawn_debug >= 2)
1297 // why not flags & fl_item?
1298 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1299 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1300 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1301 error("Mapper sucks.");
1303 this.is_item = true;
1306 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1308 if ( def.instanceOfPowerup
1309 || def.instanceOfWeaponPickup
1310 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1311 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1312 || (itemid & (IT_KEY1 | IT_KEY2))
1315 if(!this.target || this.target == "")
1316 this.target = "###item###"; // for finding the nearest item using findnearest
1319 Item_ItemsTime_SetTime(this, 0);
1322 this.bot_pickup = true;
1323 this.bot_pickupevalfunc = pickupevalfunc;
1324 this.bot_pickupbasevalue = pickupbasevalue;
1325 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1326 this.netname = itemname;
1327 settouch(this, Item_Touch);
1328 setmodel(this, MDL_Null); // precision set below
1329 //this.effects |= EF_LOWPRECISION;
1331 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1333 this.SendFlags |= ISF_SIZE;
1335 if (!(this.spawnflags & 1024)) {
1336 if(def.instanceOfPowerup)
1337 this.ItemStatus |= ITS_ANIMATE1;
1339 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1340 this.ItemStatus |= ITS_ANIMATE2;
1343 if(Item_IsLoot(this))
1346 if(def.instanceOfWeaponPickup)
1348 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1349 this.colormap = 1024; // color shirt=0 pants=0 grey
1350 if (!(this.spawnflags & 1024))
1351 this.ItemStatus |= ITS_ANIMATE1;
1352 this.SendFlags |= ISF_COLORMAP;
1359 this.cnt = 1; // item probability weight
1361 this.effects |= EF_NODRAW; // marker for item team search
1362 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1367 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1369 // call this hook after everything else has been done
1370 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1372 startitem_failed = true;
1380 void StartItem(entity this, GameItem def)
1382 def = def.m_spawnfunc_hookreplace(def, this);
1383 if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1388 this.classname = def.m_canonical_spawnfunc;
1392 def.m_respawntime(), // defaultrespawntime
1393 def.m_respawntimejitter() // defaultrespawntimejitter
1397 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1398 int group_count = 1;
1400 void setItemGroup(entity this)
1402 if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
1405 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1407 if(!this.item_group)
1411 it.item_group = group_count;
1414 this.item_group = it.item_group;
1416 else // spawning item is already part of a item_group X
1419 it.item_group = this.item_group;
1420 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1422 int grY = it.item_group;
1423 // move all items of item_group Y to item_group X
1424 IL_EACH(g_items, IS_SMALL(it.itemdef),
1426 if(it.item_group == grY)
1427 it.item_group = this.item_group;
1434 void setItemGroupCount()
1436 for (int k = 1; k <= group_count; k++)
1439 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1441 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1445 void target_items_use(entity this, entity actor, entity trigger)
1447 if(Item_IsLoot(actor))
1449 EXACTTRIGGER_TOUCH(this, trigger);
1454 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1457 if(trigger.solid == SOLID_TRIGGER)
1459 EXACTTRIGGER_TOUCH(this, trigger);
1462 IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1467 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1468 centerprint(actor, this.message);
1471 spawnfunc(target_items)
1473 this.use = target_items_use;
1474 if(!this.strength_finished)
1475 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1476 if(!this.invincible_finished)
1477 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1478 if(!this.superweapons_finished)
1479 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1481 int n = tokenize_console(this.netname);
1482 if(argv(0) == "give")
1484 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1488 for(int j = 0; j < n; ++j)
1490 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1491 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1492 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
1493 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1494 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1495 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1496 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1497 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1498 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1501 FOREACH(Buffs, it != BUFF_Null,
1503 string s = Buff_UndeprecateName(argv(j));
1506 STAT(BUFFS, this) |= (it.m_itemid);
1507 if(!STAT(BUFF_TIME, this))
1508 STAT(BUFF_TIME, this) = it.m_time(it);
1512 FOREACH(Weapons, it != WEP_Null, {
1513 string s = W_UndeprecateName(argv(j));
1516 STAT(WEAPONS, this) |= (it.m_wepset);
1517 if(this.spawnflags == 0 || this.spawnflags == 2)
1525 string itemprefix, valueprefix;
1526 if(this.spawnflags == 0)
1531 else if(this.spawnflags == 1)
1533 itemprefix = "max ";
1534 valueprefix = "max ";
1536 else if(this.spawnflags == 2)
1538 itemprefix = "min ";
1539 valueprefix = "min ";
1541 else if(this.spawnflags == 4)
1543 itemprefix = "minus ";
1544 valueprefix = "max ";
1548 error("invalid spawnflags");
1549 itemprefix = valueprefix = string_null;
1553 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1554 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1555 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1556 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1557 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1558 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1559 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1560 if(GetResource(this, RES_SHELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_SHELLS)), "shells");
1561 if(GetResource(this, RES_BULLETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_BULLETS)), "nails");
1562 if(GetResource(this, RES_ROCKETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ROCKETS)), "rockets");
1563 if(GetResource(this, RES_CELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_CELLS)), "cells");
1564 if(GetResource(this, RES_PLASMA) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_PLASMA)), "plasma");
1565 if(GetResource(this, RES_FUEL) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_FUEL)), "fuel");
1566 if(GetResource(this, RES_HEALTH) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_HEALTH)), "health");
1567 if(GetResource(this, RES_ARMOR) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ARMOR)), "armor");
1568 FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname));
1569 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1571 this.netname = strzone(this.netname);
1572 //print(this.netname, "\n");
1574 n = tokenize_console(this.netname);
1575 for(int j = 0; j < n; ++j)
1577 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1584 float GiveWeapon(entity e, float wpn, float op, float val)
1587 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1588 v0 = (STAT(WEAPONS, e) & s);
1593 STAT(WEAPONS, e) |= s;
1595 STAT(WEAPONS, e) &= ~s;
1600 STAT(WEAPONS, e) |= s;
1604 STAT(WEAPONS, e) &= ~s;
1608 STAT(WEAPONS, e) &= ~s;
1611 v1 = (STAT(WEAPONS, e) & s);
1615 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1617 bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1621 STAT(BUFF_TIME, e) = val;
1624 STAT(BUFF_TIME, e) = max(STAT(BUFF_TIME, e), val);
1627 STAT(BUFF_TIME, e) = min(STAT(BUFF_TIME, e), val);
1630 STAT(BUFF_TIME, e) += val;
1633 STAT(BUFF_TIME, e) -= val;
1636 if(STAT(BUFF_TIME, e) <= 0)
1637 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1639 STAT(BUFFS, e) = thebuff.m_itemid; // NOTE: replaces any existing buffs on the player!
1640 bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1641 return (had_buff != have_buff);
1644 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1650 if(snd_decr != NULL)
1651 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1653 else if(v0 >= v0 + t)
1655 if(snd_incr != NULL)
1656 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1660 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1663 e.(rotfield) = max(e.(rotfield), time + rottime);
1665 e.(regenfield) = max(e.(regenfield), time + regentime);
1667 bool GiveResourceValue(entity e, int res_type, int op, int val)
1669 int v0 = GetResource(e, res_type);
1672 // min 100 cells = at least 100 cells
1673 case OP_SET: SetResource(e, res_type, val); break;
1674 case OP_MIN: SetResource(e, res_type, max(v0, val)); break;
1675 case OP_MAX: SetResource(e, res_type, min(v0, val)); break;
1676 case OP_PLUS: SetResource(e, res_type, v0 + val); break;
1677 case OP_MINUS: SetResource(e, res_type, v0 - val); break;
1679 int v1 = GetResource(e, res_type);
1683 float GiveItems(entity e, float beginarg, float endarg)
1685 float got, i, val, op;
1693 int _switchweapon = 0;
1695 if(CS(e).autoswitch)
1697 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1699 .entity weaponentity = weaponentities[slot];
1700 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1701 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1702 _switchweapon |= BIT(slot);
1706 e.strength_finished = max(0, e.strength_finished - time);
1707 e.invincible_finished = max(0, e.invincible_finished - time);
1708 e.superweapons_finished = max(0, e.superweapons_finished - time);
1709 STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time);
1713 PREGIVE(e, strength_finished);
1714 PREGIVE(e, invincible_finished);
1715 PREGIVE(e, superweapons_finished);
1716 PREGIVE_RESOURCE(e, RES_BULLETS);
1717 PREGIVE_RESOURCE(e, RES_CELLS);
1718 PREGIVE_RESOURCE(e, RES_PLASMA);
1719 PREGIVE_RESOURCE(e, RES_SHELLS);
1720 PREGIVE_RESOURCE(e, RES_ROCKETS);
1721 PREGIVE_RESOURCE(e, RES_FUEL);
1722 PREGIVE_RESOURCE(e, RES_ARMOR);
1723 PREGIVE_RESOURCE(e, RES_HEALTH);
1725 for(i = beginarg; i < endarg; ++i)
1729 if(cmd == "0" || stof(cmd))
1753 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1754 got += GiveValue(e, strength_finished, op, val);
1755 got += GiveValue(e, invincible_finished, op, val);
1756 got += GiveValue(e, superweapons_finished, op, val);
1757 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1759 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1760 got += GiveResourceValue(e, RES_HEALTH, op, val);
1761 got += GiveResourceValue(e, RES_ARMOR, op, val);
1763 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1764 //case "allbuffs": // all buffs makes a player god, do not want!
1765 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1767 got += GiveResourceValue(e, RES_CELLS, op, val);
1768 got += GiveResourceValue(e, RES_PLASMA, op, val);
1769 got += GiveResourceValue(e, RES_SHELLS, op, val);
1770 got += GiveResourceValue(e, RES_BULLETS, op, val);
1771 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1772 got += GiveResourceValue(e, RES_FUEL, op, val);
1774 case "unlimited_ammo":
1775 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1776 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1778 case "unlimited_weapon_ammo":
1779 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1781 case "unlimited_superweapons":
1782 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1785 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1788 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1791 got += GiveValue(e, strength_finished, op, val);
1794 got += GiveValue(e, invincible_finished, op, val);
1796 case "superweapons":
1797 got += GiveValue(e, superweapons_finished, op, val);
1800 got += GiveResourceValue(e, RES_CELLS, op, val);
1803 got += GiveResourceValue(e, RES_PLASMA, op, val);
1806 got += GiveResourceValue(e, RES_SHELLS, op, val);
1810 got += GiveResourceValue(e, RES_BULLETS, op, val);
1813 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1816 got += GiveResourceValue(e, RES_HEALTH, op, val);
1819 got += GiveResourceValue(e, RES_ARMOR, op, val);
1822 got += GiveResourceValue(e, RES_FUEL, op, val);
1825 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.netname,
1827 got += GiveBuff(e, it, op, val);
1830 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1831 got += GiveWeapon(e, it.m_id, op, val);
1840 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1841 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1842 POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1843 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1844 FOREACH(Weapons, it != WEP_Null, {
1845 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1846 if(!(save_weapons & (it.m_wepset)))
1847 if(STAT(WEAPONS, e) & (it.m_wepset))
1850 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1851 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1852 //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1853 POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1854 POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1855 POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1856 POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1857 POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1858 POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1859 POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1860 POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1862 if(e.superweapons_finished <= 0)
1863 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1864 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1866 if(e.strength_finished <= 0)
1867 e.strength_finished = 0;
1869 e.strength_finished += time;
1870 if(e.invincible_finished <= 0)
1871 e.invincible_finished = 0;
1873 e.invincible_finished += time;
1874 if(e.superweapons_finished <= 0)
1875 e.superweapons_finished = 0;
1877 e.superweapons_finished += time;
1878 if(STAT(BUFF_TIME, e) <= 0)
1879 STAT(BUFF_TIME, e) = 0;
1881 STAT(BUFF_TIME, e) += time;
1883 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1885 .entity weaponentity = weaponentities[slot];
1886 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1887 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1888 _switchweapon |= BIT(slot);
1893 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1895 .entity weaponentity = weaponentities[slot];
1896 if(_switchweapon & BIT(slot))
1898 Weapon wep = w_getbestweapon(e, weaponentity);
1899 if(wep != e.(weaponentity).m_switchweapon)
1900 W_SwitchWeapon_Force(e, wep, weaponentity);