3 #include "items/_mod.qh"
7 #include "../server/bot/api.qh"
9 #include <server/mutators/_mod.qh>
11 #include "../server/weapons/common.qh"
12 #include "../server/weapons/selection.qh"
13 #include "../server/weapons/weaponsystem.qh"
15 #include "constants.qh"
16 #include <common/deathtypes/all.qh>
17 #include <common/notifications/all.qh>
18 #include "triggers/subs.qh"
21 #include <common/monsters/_mod.qh>
23 #include <common/weapons/_all.qh>
25 #include <common/mutators/mutator/buffs/buffs.qh>
27 #include "../lib/warpzone/util_server.qh"
29 #include "physics/movetypes/movetypes.qh"
30 #include <common/weapons/_all.qh>
31 #include "../lib/csqcmodel/cl_model.qh"
32 #include "../lib/csqcmodel/common.qh"
35 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
38 bool autocvar_cl_ghost_items_vehicle = true;
40 .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 if (autocvar_cl_ghost_items_color)
55 this.alpha = autocvar_cl_ghost_items;
56 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
62 if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
64 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
65 this.alpha = autocvar_cl_weapon_stay_alpha;
68 this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
71 void ItemDraw(entity this)
75 Movetype_Physics_MatchServer(this, false);
77 { // For some reason avelocity gets set to '0 0 0' here ...
78 this.oldorigin = this.origin;
81 if(autocvar_cl_animate_items)
82 { // ... so reset it if animations are requested.
83 if(this.ItemStatus & ITS_ANIMATE1)
84 this.avelocity = '0 180 0';
86 if(this.ItemStatus & ITS_ANIMATE2)
87 this.avelocity = '0 -90 0';
90 // delay is for blocking item's position for a while;
91 // it's a workaround for dropped weapons that receive the position
92 // another time right after they spawn overriding animation position
93 this.onground_time = time + 0.5;
96 else if (autocvar_cl_animate_items)
98 if(this.ItemStatus & ITS_ANIMATE1)
100 if(!this.item_simple)
101 this.angles += this.avelocity * frametime;
102 float fade_in = bound(0, time - this.onground_time, 1);
103 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
106 if(this.ItemStatus & ITS_ANIMATE2)
108 if(!this.item_simple)
109 this.angles += this.avelocity * frametime;
110 float fade_in = bound(0, time - this.onground_time, 1);
111 setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
118 void Item_PreDraw(entity this)
120 if(warpzone_warpzones_exist)
122 setpredraw(this, func_null); // no need to keep running this
126 vector org = getpropertyvec(VF_ORIGIN);
127 //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
128 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
131 if(vdist(org - this.origin, >, this.fade_end))
132 alph = 0; // save on some processing
133 else if(vdist(org - this.origin, <, this.fade_start))
134 alph = 1; // more processing saved
136 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
140 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
141 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
146 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
149 void ItemRemove(entity this)
154 HashMap ENT_CLIENT_ITEM_simple;
155 STATIC_INIT(ENT_CLIENT_ITEM_simple)
157 HM_NEW(ENT_CLIENT_ITEM_simple);
159 SHUTDOWN(ENT_CLIENT_ITEM_simple)
161 HM_DELETE(ENT_CLIENT_ITEM_simple);
164 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
168 if(sf & ISF_LOCATION)
170 this.origin = ReadVector();
171 setorigin(this, this.origin);
172 this.oldorigin = this.origin;
177 this.angles_x = ReadAngle();
178 this.angles_y = ReadAngle();
179 this.angles_z = ReadAngle();
184 float use_bigsize = ReadByte();
185 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
188 if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
190 this.ItemStatus = ReadByte();
194 if(autocvar_cl_fullbright_items)
195 if(this.ItemStatus & ITS_ALLOWFB)
196 this.effects |= EF_FULLBRIGHT;
198 if(this.ItemStatus & ITS_GLOW)
200 if(this.ItemStatus & ITS_AVAILABLE)
201 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
203 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
209 this.drawmask = MASK_NORMAL;
210 set_movetype(this, MOVETYPE_TOSS);
211 if (isnew) IL_PUSH(g_drawables, this);
212 this.draw = ItemDraw;
213 this.solid = SOLID_TRIGGER;
214 //this.flags |= FL_ITEM;
216 bool use_bigsize = ReadByte();
218 this.fade_end = ReadShort();
219 this.fade_start = ReadShort();
220 if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
221 setpredraw(this, Item_PreDraw);
225 string _fn = ReadString();
226 this.item_simple = false; // reset it!
228 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
230 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
231 this.item_simple = true;
233 #define extensions(x) \
239 #define tryext(ext) { \
240 string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \
241 string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \
242 if (cached == "") { \
243 HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \
245 if (cached != "0") { \
246 strcpy(this.mdl, s); \
252 this.item_simple = false;
253 LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
259 if(!this.item_simple)
260 strcpy(this.mdl, _fn);
263 LOG_WARNF("this.mdl is unset for item %s", this.classname);
265 precache_model(this.mdl);
266 _setmodel(this, this.mdl);
268 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
271 if(sf & ISF_COLORMAP)
273 this.colormap = ReadShort();
274 this.item_glowmod_x = ReadByte() / 255.0;
275 this.item_glowmod_y = ReadByte() / 255.0;
276 this.item_glowmod_z = ReadByte() / 255.0;
282 this.pushable = true;
283 //this.angles = '0 0 0';
284 set_movetype(this, MOVETYPE_TOSS);
285 this.velocity = ReadVector();
286 setorigin(this, this.oldorigin);
290 this.move_time = time;
291 this.spawntime = time;
294 this.move_time = max(this.move_time, time);
297 if(autocvar_cl_animate_items)
299 if(this.ItemStatus & ITS_ANIMATE1)
300 this.avelocity = '0 180 0';
302 if(this.ItemStatus & ITS_ANIMATE2)
303 this.avelocity = '0 -90 0';
306 this.entremove = ItemRemove;
314 bool ItemSend(entity this, entity to, int sf)
321 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
322 WriteByte(MSG_ENTITY, sf);
324 //WriteByte(MSG_ENTITY, this.cnt);
325 if(sf & ISF_LOCATION)
327 WriteVector(MSG_ENTITY, this.origin);
332 WriteAngle(MSG_ENTITY, this.angles_x);
333 WriteAngle(MSG_ENTITY, this.angles_y);
334 WriteAngle(MSG_ENTITY, this.angles_z);
339 Pickup p = this.itemdef;
340 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
344 WriteByte(MSG_ENTITY, this.ItemStatus);
348 Pickup p = this.itemdef;
349 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
350 WriteShort(MSG_ENTITY, this.fade_end);
351 WriteShort(MSG_ENTITY, this.fade_start);
354 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
356 WriteString(MSG_ENTITY, this.mdl);
360 if(sf & ISF_COLORMAP)
362 WriteShort(MSG_ENTITY, this.colormap);
363 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
364 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
365 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
370 WriteVector(MSG_ENTITY, this.velocity);
376 void ItemUpdate(entity this)
378 this.oldorigin = this.origin;
379 this.SendFlags |= ISF_LOCATION;
382 void UpdateItemAfterTeleport(entity this)
384 if(getSendEntity(this) == ItemSend)
388 bool have_pickup_item(entity this)
390 if(this.itemdef.instanceOfPowerup)
392 if(autocvar_g_powerups > 0)
394 if(autocvar_g_powerups == 0)
399 if(autocvar_g_pickup_items > 0)
401 if(autocvar_g_pickup_items == 0)
404 if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
411 float Item_Customize()
413 if(this.spawnshieldtime)
415 if(this.weapons & ~other.weapons)
417 this.colormod = '0 0 0';
418 this.glowmod = this.colormod;
419 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
426 this.colormod = stov(autocvar_g_ghost_items_color);
427 this.glowmod = this.colormod;
428 this.alpha = g_ghost_items;
437 void Item_Show (entity e, float mode)
439 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
440 e.ItemStatus &= ~ITS_STAYWEP;
441 entity def = e.itemdef;
444 // make the item look normal, and be touchable
446 e.solid = SOLID_TRIGGER;
447 e.spawnshieldtime = 1;
448 e.ItemStatus |= ITS_AVAILABLE;
452 // hide the item completely
453 e.model = string_null;
455 e.spawnshieldtime = 1;
456 e.ItemStatus &= ~ITS_AVAILABLE;
460 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
461 || e.team // weapon stay isn't supported for teamed weapons
463 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
465 // make the item translucent and not touchable
467 e.solid = SOLID_TRIGGER; // can STILL be picked up!
468 e.effects |= EF_STARDUST;
469 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
470 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
474 //setmodel(e, "null");
476 e.colormod = '0 0 0';
477 //e.glowmod = e.colormod;
478 e.spawnshieldtime = 1;
479 e.ItemStatus &= ~ITS_AVAILABLE;
484 e.ItemStatus |= ITS_GLOW;
486 if (autocvar_g_nodepthtestitems)
487 e.effects |= EF_NODEPTHTEST;
490 if (autocvar_g_fullbrightitems)
491 e.ItemStatus |= ITS_ALLOWFB;
493 if (autocvar_sv_simple_items)
494 e.ItemStatus |= ITS_ALLOWSI;
496 // relink entity (because solid may have changed)
497 setorigin(e, e.origin);
498 e.SendFlags |= ISF_STATUS;
501 void Item_Think(entity this)
503 this.nextthink = time;
504 if(this.origin != this.oldorigin)
508 bool Item_ItemsTime_SpectatorOnly(GameItem it);
509 bool Item_ItemsTime_Allow(GameItem it);
510 float Item_ItemsTime_UpdateTime(entity e, float t);
511 void Item_ItemsTime_SetTime(entity e, float t);
512 void Item_ItemsTime_SetTimesForAllPlayers();
514 void Item_Respawn (entity this)
517 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
518 setorigin(this, this.origin);
520 if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
522 float t = Item_ItemsTime_UpdateTime(this, 0);
523 Item_ItemsTime_SetTime(this, t);
524 Item_ItemsTime_SetTimesForAllPlayers();
527 setthink(this, Item_Think);
528 this.nextthink = time;
530 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
531 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
534 void Item_RespawnCountdown (entity this)
536 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
538 if(this.waypointsprite_attached)
539 WaypointSprite_Kill(this.waypointsprite_attached);
544 this.nextthink = time + 1;
545 this.item_respawncounter += 1;
546 if(this.item_respawncounter == 1)
550 entity wi = Weapons_from(this.weapon);
551 if (wi != WEP_Null) {
552 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
553 wp.wp_extra = wi.m_id;
558 entity ii = this.itemdef;
560 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
561 wp.wp_extra = ii.m_id;
566 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
567 if(this.waypointsprite_attached)
569 GameItem def = this.itemdef;
570 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
571 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
572 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
576 if(this.waypointsprite_attached)
578 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
579 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
582 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
586 WaypointSprite_Ping(this.waypointsprite_attached);
587 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
592 void Item_RespawnThink(entity this)
594 this.nextthink = time;
595 if(this.origin != this.oldorigin)
598 if(time >= this.wait)
602 void Item_ScheduleRespawnIn(entity e, float t)
604 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
605 if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
607 setthink(e, Item_RespawnCountdown);
608 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
609 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
610 e.item_respawncounter = 0;
611 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
613 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
614 Item_ItemsTime_SetTime(e, t);
615 Item_ItemsTime_SetTimesForAllPlayers();
620 setthink(e, Item_RespawnThink);
622 e.scheduledrespawntime = time + t;
625 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
627 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
628 Item_ItemsTime_SetTime(e, t);
629 Item_ItemsTime_SetTimesForAllPlayers();
634 AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
635 AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
636 AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
638 /// Adjust respawn time according to the number of players.
639 float adjust_respawntime(float normal_respawntime) {
640 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
641 float o = autocvar_g_pickup_respawntime_scaling_offset;
642 float l = autocvar_g_pickup_respawntime_scaling_linear;
644 if (r == 0 && l == 1) {
645 return normal_respawntime;
648 entity balance = TeamBalance_CheckAllowedTeams(NULL);
649 TeamBalance_GetTeamCounts(balance, NULL);
651 for (int i = 1; i <= NUM_TEAMS; ++i)
653 if (TeamBalance_IsTeamAllowed(balance, i))
655 players += TeamBalance_GetNumberOfPlayers(balance, i);
658 TeamBalance_Destroy(balance);
661 return normal_respawntime * (r / (players + o) + l);
663 return normal_respawntime;
667 void Item_ScheduleRespawn(entity e)
669 if(e.respawntime > 0)
673 float adjusted_respawntime = adjust_respawntime(e.respawntime);
674 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
676 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
677 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
678 Item_ScheduleRespawnIn(e, respawn_in);
680 else // if respawntime is -1, this item does not respawn
684 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
685 "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");
687 void Item_ScheduleInitialRespawn(entity e)
692 if (autocvar_g_pickup_respawntime_initial_random == 0)
694 // range: respawntime .. respawntime + respawntimejitter
695 spawn_in = e.respawntime + random() * e.respawntimejitter;
700 if (autocvar_g_pickup_respawntime_initial_random == 1)
702 static float shared_random = 0;
703 // NOTE this code works only if items are scheduled at the same time (normal case)
704 // NOTE2 random() can't return exactly 1 so this check always work as intended
705 if (!shared_random || floor(time) > shared_random)
706 shared_random = floor(time) + random();
707 rnd = shared_random - floor(time);
713 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
714 // else: 0 .. ITEM_RESPAWN_TICKS
715 // this is to prevent powerups spawning unexpectedly without waypoints
716 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
719 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
722 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
725 if (num_weapons == 0)
729 int num_potential_weapons = tokenize_console(weapon_names);
730 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
732 RandomSelection_Init();
733 for (int weapon_index = 0; weapon_index < num_potential_weapons;
736 string weapon = argv(weapon_index);
737 FOREACH(Weapons, it != WEP_Null,
739 // Finding a weapon which player doesn't have.
740 if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
742 RandomSelection_AddEnt(it, 1, 1);
747 if (RandomSelection_chosen_ent == NULL)
751 receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
752 if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
756 if (GetResourceAmount(receiver,
757 RandomSelection_chosen_ent.ammo_type) != 0)
761 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
762 GetResourceAmount(ammo_entity,
763 RandomSelection_chosen_ent.ammo_type));
767 float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax)
769 float amount = GetResourceAmount(item, resource_type);
774 float player_amount = GetResourceAmount(player, resource_type);
775 if (item.spawnshieldtime)
777 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
781 GiveResourceWithLimit(player, resource_type, amount, ammomax);
784 if (g_weapon_stay != 2)
788 GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax));
792 float Item_GiveTo(entity item, entity player)
796 // if nothing happens to player, just return without taking the item
798 int _switchweapon = 0;
799 // in case the player has autoswitch enabled do the following:
800 // if the player is using their best weapon before items are given, they
801 // probably want to switch to an even better weapon after items are given
803 if(CS(player).autoswitch)
805 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
807 .entity weaponentity = weaponentities[slot];
808 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
810 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
811 _switchweapon |= BIT(slot);
813 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
814 _switchweapon |= BIT(slot);
818 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_HEALTH, item.max_health);
819 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ARMOR, item.max_armorvalue);
820 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_SHELLS, g_pickup_shells_max);
821 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_BULLETS, g_pickup_nails_max);
822 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ROCKETS, g_pickup_rockets_max);
823 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_CELLS, g_pickup_cells_max);
824 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_PLASMA, g_pickup_plasma_max);
825 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_FUEL, g_pickup_fuel_max);
826 if (item.itemdef.instanceOfWeaponPickup)
830 w &= ~player.weapons;
832 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
835 FOREACH(Weapons, it != WEP_Null, {
836 if(w & (it.m_wepset))
838 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
840 .entity weaponentity = weaponentities[slot];
841 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
842 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
844 W_GiveWeapon(player, it.m_id);
850 if (item.itemdef.instanceOfPowerup)
852 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
853 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
854 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
855 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
859 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
863 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
866 if (item.strength_finished)
869 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
871 if (item.invincible_finished)
874 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
876 if (item.superweapons_finished)
879 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
882 // always eat teamed entities
889 // crude hack to enforce switching weapons
890 if(g_cts && item.itemdef.instanceOfWeaponPickup)
892 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
894 .entity weaponentity = weaponentities[slot];
895 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
896 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
903 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
905 .entity weaponentity = weaponentities[slot];
906 if(_switchweapon & BIT(slot))
907 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
908 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
915 void Item_Touch(entity this, entity toucher)
917 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
918 if (Item_IsLoot(this))
920 if (ITEM_TOUCH_NEEDKILL())
927 if(!(toucher.flags & FL_PICKUPITEMS)
928 || STAT(FROZEN, toucher)
930 || (this.solid != SOLID_TRIGGER)
931 || (this.owner == toucher)
932 || (time < this.item_spawnshieldtime)
935 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
937 case MUT_ITEMTOUCH_RETURN: { return; }
938 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
941 toucher = M_ARGV(1, entity);
943 if (Item_IsExpiring(this))
945 this.strength_finished = max(0, this.strength_finished - time);
946 this.invincible_finished = max(0, this.invincible_finished - time);
947 this.superweapons_finished = max(0, this.superweapons_finished - time);
949 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
952 if (Item_IsExpiring(this))
954 // undo what we did above
955 this.strength_finished += time;
956 this.invincible_finished += time;
957 this.superweapons_finished += time;
964 STAT(LAST_PICKUP, toucher) = time;
966 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
967 _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);
969 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
975 if (Item_IsLoot(this))
980 if (!this.spawnshieldtime)
987 RandomSelection_Init();
988 IL_EACH(g_items, it.team == this.team,
990 if (it.itemdef) // is a registered item
993 it.scheduledrespawntime = 0;
994 RandomSelection_AddEnt(it, it.cnt, 0);
997 e = RandomSelection_chosen_ent;
998 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
1002 Item_ScheduleRespawn(e);
1005 void Item_Reset(entity this)
1007 Item_Show(this, !this.state);
1008 setorigin(this, this.origin);
1010 if (Item_IsLoot(this))
1014 setthink(this, Item_Think);
1015 this.nextthink = time;
1016 if (this.waypointsprite_attached)
1018 WaypointSprite_Kill(this.waypointsprite_attached);
1020 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
1022 Item_ScheduleInitialRespawn(this);
1026 void Item_FindTeam(entity this)
1030 if(this.effects & EF_NODRAW)
1032 // marker for item team search
1033 LOG_TRACE("Initializing item team ", ftos(this.team));
1034 RandomSelection_Init();
1035 IL_EACH(g_items, it.team == this.team,
1037 if(it.itemdef) // is a registered item
1038 RandomSelection_AddEnt(it, it.cnt, 0);
1041 e = RandomSelection_chosen_ent;
1045 IL_EACH(g_items, it.team == this.team,
1047 if(it.itemdef) // is a registered item
1051 // make it non-spawned
1053 it.state = 1; // state 1 = initially hidden item, apparently
1055 it.effects &= ~EF_NODRAW;
1063 // Savage: used for item garbage-collection
1064 void RemoveItem(entity this)
1066 if(wasfreed(this) || !this) { return; }
1067 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1071 // pickup evaluation functions
1072 // these functions decide how desirable an item is to the bots
1074 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1076 float weapon_pickupevalfunc(entity player, entity item)
1078 // See if I have it already
1079 if(player.weapons & item.weapons)
1081 // If I can pick it up
1082 if(!item.spawnshieldtime)
1084 return ammo_pickupevalfunc(player, item);
1087 // reduce weapon value if bot already got a good arsenal
1089 int weapons_value = 0;
1090 FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
1091 weapons_value += it.bot_pickupbasevalue;
1093 c -= bound(0, weapons_value / 20000, 1) * 0.5;
1095 return item.bot_pickupbasevalue * c;
1098 float ammo_pickupevalfunc(entity player, entity item)
1100 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1105 // Detect needed ammo
1106 if(item.itemdef.instanceOfWeaponPickup)
1109 if(item.ammo_shells) { need_shells = true; ammo = ITEM_Shells; }
1110 else if(item.ammo_nails) { need_nails = true; ammo = ITEM_Bullets; }
1111 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets; }
1112 else if(item.ammo_cells) { need_cells = true; ammo = ITEM_Cells; }
1113 else if(item.ammo_plasma) { need_plasma = true; ammo = ITEM_Plasma; }
1114 else if(item.ammo_fuel) { need_fuel = true; ammo = ITEM_JetpackFuel; }
1119 rating = ammo.m_botvalue;
1123 FOREACH(Weapons, it != WEP_Null, {
1124 if(!(player.weapons & (it.m_wepset)))
1127 switch(it.ammo_type)
1129 case RESOURCE_SHELLS: need_shells = true; break;
1130 case RESOURCE_BULLETS: need_nails = true; break;
1131 case RESOURCE_ROCKETS: need_rockets = true; break;
1132 case RESOURCE_CELLS: need_cells = true; break;
1133 case RESOURCE_PLASMA: need_plasma = true; break;
1134 case RESOURCE_FUEL: need_fuel = true; break;
1137 rating = item.bot_pickupbasevalue;
1140 float noammorating = 0.5;
1142 if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1143 c = item.ammo_shells / max(noammorating, player.ammo_shells);
1145 if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1146 c = item.ammo_nails / max(noammorating, player.ammo_nails);
1148 if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1149 c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
1151 if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1152 c = item.ammo_cells / max(noammorating, player.ammo_cells);
1154 if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1155 c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
1157 if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1158 c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
1160 rating *= min(c, 2);
1162 rating += wpn.bot_pickupbasevalue * 0.1;
1166 float healtharmor_pickupevalfunc(entity player, entity item)
1169 float rating = item.bot_pickupbasevalue;
1171 float itemarmor = item.armorvalue;
1172 float itemhealth = item.health;
1176 itemarmor *= min(4, item.item_group_count);
1177 itemhealth *= min(4, item.item_group_count);
1180 if (itemarmor && (player.armorvalue < item.max_armorvalue))
1181 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1183 if (itemhealth && (player.health < item.max_health))
1184 c = itemhealth / max(1, player.health);
1186 rating *= min(2, c);
1190 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
1192 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1196 void item_use(entity this, entity actor, entity trigger)
1198 // use the touch function to handle collection
1199 gettouch(this)(this, actor);
1202 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1204 string itemname = def.m_name;
1205 Model itemmodel = def.m_model;
1206 Sound pickupsound = def.m_sound;
1207 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1208 float pickupbasevalue = def.m_botvalue;
1209 int itemflags = def.m_itemflags;
1211 startitem_failed = false;
1213 this.item_model_ent = itemmodel;
1214 this.item_pickupsound_ent = pickupsound;
1217 def.m_iteminit(this);
1219 if(!this.respawntime) // both need to be set
1221 this.respawntime = defaultrespawntime;
1222 this.respawntimejitter = defaultrespawntimejitter;
1225 if(!this.pickup_anyway && def.m_pickupanyway)
1226 this.pickup_anyway = def.m_pickupanyway();
1228 int itemid = def.m_itemid;
1229 this.items = itemid;
1230 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1231 this.weapon = weaponid;
1235 this.fade_start = autocvar_g_items_mindist;
1236 this.fade_end = autocvar_g_items_maxdist;
1240 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1242 this.flags = FL_ITEM | itemflags;
1243 IL_PUSH(g_items, this);
1245 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1247 startitem_failed = true;
1252 if (Item_IsLoot(this))
1254 this.reset = SUB_Remove;
1255 set_movetype(this, MOVETYPE_TOSS);
1257 // Savage: remove thrown items after a certain period of time ("garbage collection")
1258 setthink(this, RemoveItem);
1259 this.nextthink = time + 20;
1261 this.takedamage = DAMAGE_YES;
1262 this.event_damage = Item_Damage;
1264 if (Item_IsExpiring(this))
1266 // if item is worthless after a timer, have it expire then
1267 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1270 // don't drop if in a NODROP zone (such as lava)
1271 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1272 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1274 startitem_failed = true;
1281 if(!have_pickup_item(this))
1283 startitem_failed = true;
1288 if(this.angles != '0 0 0')
1289 this.SendFlags |= ISF_ANGLES;
1291 this.reset = Item_Reset;
1292 // it's a level item
1293 if(this.spawnflags & 1)
1295 if (this.noalign > 0)
1296 set_movetype(this, MOVETYPE_NONE);
1298 set_movetype(this, MOVETYPE_TOSS);
1299 // do item filtering according to game mode and other things
1300 if (this.noalign <= 0)
1302 // first nudge it off the floor a little bit to avoid math errors
1303 setorigin(this, this.origin + '0 0 1');
1304 // set item size before we spawn a spawnfunc_waypoint
1305 setsize(this, def.m_mins, def.m_maxs);
1306 this.SendFlags |= ISF_SIZE;
1307 // note droptofloor returns false if stuck/or would fall too far
1310 waypoint_spawnforitem(this);
1314 * can't do it that way, as it would break maps
1315 * TODO make a target_give like entity another way, that perhaps has
1316 * the weapon name in a key
1319 // target_give not yet supported; maybe later
1320 print("removed targeted ", this.classname, "\n");
1321 startitem_failed = true;
1327 if(this.targetname != "" && (this.spawnflags & 16))
1328 this.use = item_use;
1330 if(autocvar_spawn_debug >= 2)
1332 // why not flags & fl_item?
1333 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1334 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1335 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1336 error("Mapper sucks.");
1338 this.is_item = true;
1341 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1343 precache_model(this.model);
1344 precache_sound(this.item_pickupsound);
1346 if ( def.instanceOfPowerup
1347 || def.instanceOfWeaponPickup
1348 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1349 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1350 || (itemid & (IT_KEY1 | IT_KEY2))
1351 ) this.target = "###item###"; // for finding the nearest item using find()
1353 Item_ItemsTime_SetTime(this, 0);
1356 this.bot_pickup = true;
1357 this.bot_pickupevalfunc = pickupevalfunc;
1358 this.bot_pickupbasevalue = pickupbasevalue;
1359 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1360 this.netname = itemname;
1361 settouch(this, Item_Touch);
1362 setmodel(this, MDL_Null); // precision set below
1363 //this.effects |= EF_LOWPRECISION;
1365 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1367 this.SendFlags |= ISF_SIZE;
1369 if (!(this.spawnflags & 1024)) {
1370 if(def.instanceOfPowerup)
1371 this.ItemStatus |= ITS_ANIMATE1;
1373 if(this.armorvalue || this.health)
1374 this.ItemStatus |= ITS_ANIMATE2;
1377 if(def.instanceOfWeaponPickup)
1379 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1380 this.colormap = 1024; // color shirt=0 pants=0 grey
1383 if (!(this.spawnflags & 1024))
1384 this.ItemStatus |= ITS_ANIMATE1;
1385 this.SendFlags |= ISF_COLORMAP;
1389 if(this.team) // broken, no idea why.
1392 this.cnt = 1; // item probability weight
1394 this.effects |= EF_NODRAW; // marker for item team search
1395 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1400 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1402 // call this hook after everything else has been done
1403 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1405 startitem_failed = true;
1413 void StartItem(entity this, GameItem def)
1415 def = def.m_spawnfunc_hookreplace(def, this);
1416 if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1421 this.classname = def.m_canonical_spawnfunc;
1425 def.m_respawntime(), // defaultrespawntime
1426 def.m_respawntimejitter() // defaultrespawntimejitter
1430 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1431 int group_count = 1;
1433 void setItemGroup(entity this)
1435 if(!IS_SMALL(this.itemdef))
1438 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1440 if(!this.item_group)
1444 it.item_group = group_count;
1447 this.item_group = it.item_group;
1449 else // spawning item is already part of a item_group X
1452 it.item_group = this.item_group;
1453 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1455 int grY = it.item_group;
1456 // move all items of item_group Y to item_group X
1457 IL_EACH(g_items, IS_SMALL(it.itemdef),
1459 if(it.item_group == grY)
1460 it.item_group = this.item_group;
1467 void setItemGroupCount()
1469 for (int k = 1; k <= group_count; k++)
1472 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1474 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1478 void target_items_use(entity this, entity actor, entity trigger)
1480 if(Item_IsLoot(actor))
1482 EXACTTRIGGER_TOUCH(this, trigger);
1487 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1490 if(trigger.solid == SOLID_TRIGGER)
1492 EXACTTRIGGER_TOUCH(this, trigger);
1495 IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1500 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1501 centerprint(actor, this.message);
1504 spawnfunc(target_items)
1509 this.use = target_items_use;
1510 if(!this.strength_finished)
1511 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1512 if(!this.invincible_finished)
1513 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1514 if(!this.superweapons_finished)
1515 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1517 n = tokenize_console(this.netname);
1518 if(argv(0) == "give")
1520 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1524 for(int j = 0; j < n; ++j)
1526 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
1527 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
1528 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1529 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1530 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1531 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1532 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1533 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1536 FOREACH(Buffs, it != BUFF_Null,
1538 s = Buff_UndeprecateName(argv(j));
1541 STAT(BUFFS, this) |= (it.m_itemid);
1545 FOREACH(Weapons, it != WEP_Null, {
1546 s = W_UndeprecateName(argv(j));
1549 this.weapons |= (it.m_wepset);
1550 if(this.spawnflags == 0 || this.spawnflags == 2)
1558 string itemprefix, valueprefix;
1559 if(this.spawnflags == 0)
1564 else if(this.spawnflags == 1)
1566 itemprefix = "max ";
1567 valueprefix = "max ";
1569 else if(this.spawnflags == 2)
1571 itemprefix = "min ";
1572 valueprefix = "min ";
1574 else if(this.spawnflags == 4)
1576 itemprefix = "minus ";
1577 valueprefix = "max ";
1581 error("invalid spawnflags");
1582 itemprefix = valueprefix = string_null;
1586 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1587 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1588 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1589 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1590 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1591 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1592 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1593 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1594 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1595 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1596 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1597 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1598 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1599 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1600 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1601 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(BUFFS, this) & (it.m_itemid)), it.m_name));
1602 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1604 this.netname = strzone(this.netname);
1605 //print(this.netname, "\n");
1607 n = tokenize_console(this.netname);
1608 for(int j = 0; j < n; ++j)
1610 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1617 float GiveWeapon(entity e, float wpn, float op, float val)
1620 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1621 v0 = (e.weapons & s);
1644 v1 = (e.weapons & s);
1648 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1650 bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1655 STAT(BUFFS, e) |= thebuff.m_itemid;
1657 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1662 STAT(BUFFS, e) |= thebuff.m_itemid;
1666 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1670 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1673 bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1674 return (had_buff != have_buff);
1677 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1683 if(snd_decr != NULL)
1684 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1686 else if(v0 >= v0 + t)
1688 if(snd_incr != NULL)
1689 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1693 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1696 e.(rotfield) = max(e.(rotfield), time + rottime);
1698 e.(regenfield) = max(e.(regenfield), time + regentime);
1700 float GiveItems(entity e, float beginarg, float endarg)
1702 float got, i, val, op;
1710 int _switchweapon = 0;
1712 if(CS(e).autoswitch)
1714 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1716 .entity weaponentity = weaponentities[slot];
1717 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1718 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1719 _switchweapon |= BIT(slot);
1723 e.strength_finished = max(0, e.strength_finished - time);
1724 e.invincible_finished = max(0, e.invincible_finished - time);
1725 e.superweapons_finished = max(0, e.superweapons_finished - time);
1729 PREGIVE(e, strength_finished);
1730 PREGIVE(e, invincible_finished);
1731 PREGIVE(e, superweapons_finished);
1732 PREGIVE(e, ammo_nails);
1733 PREGIVE(e, ammo_cells);
1734 PREGIVE(e, ammo_plasma);
1735 PREGIVE(e, ammo_shells);
1736 PREGIVE(e, ammo_rockets);
1737 PREGIVE(e, ammo_fuel);
1738 PREGIVE(e, armorvalue);
1741 for(i = beginarg; i < endarg; ++i)
1745 if(cmd == "0" || stof(cmd))
1769 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1770 got += GiveValue(e, strength_finished, op, val);
1771 got += GiveValue(e, invincible_finished, op, val);
1772 got += GiveValue(e, superweapons_finished, op, val);
1773 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1775 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1776 got += GiveValue(e, health, op, val);
1777 got += GiveValue(e, armorvalue, op, val);
1779 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1780 //case "allbuffs": // all buffs makes a player god, do not want!
1781 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1783 got += GiveValue(e, ammo_cells, op, val);
1784 got += GiveValue(e, ammo_plasma, op, val);
1785 got += GiveValue(e, ammo_shells, op, val);
1786 got += GiveValue(e, ammo_nails, op, val);
1787 got += GiveValue(e, ammo_rockets, op, val);
1788 got += GiveValue(e, ammo_fuel, op, val);
1790 case "unlimited_ammo":
1791 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1793 case "unlimited_weapon_ammo":
1794 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1796 case "unlimited_superweapons":
1797 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1800 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1803 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1806 got += GiveValue(e, strength_finished, op, val);
1809 got += GiveValue(e, invincible_finished, op, val);
1811 case "superweapons":
1812 got += GiveValue(e, superweapons_finished, op, val);
1815 got += GiveValue(e, ammo_cells, op, val);
1818 got += GiveValue(e, ammo_plasma, op, val);
1821 got += GiveValue(e, ammo_shells, op, val);
1825 got += GiveValue(e, ammo_nails, op, val);
1828 got += GiveValue(e, ammo_rockets, op, val);
1831 got += GiveValue(e, health, op, val);
1834 got += GiveValue(e, armorvalue, op, val);
1837 got += GiveValue(e, ammo_fuel, op, val);
1840 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1842 got += GiveBuff(e, it, op, val);
1845 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1846 got += GiveWeapon(e, it.m_id, op, val);
1855 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1856 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1857 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1858 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1859 FOREACH(Weapons, it != WEP_Null, {
1860 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1861 if(!(save_weapons & (it.m_wepset)))
1862 if(e.weapons & (it.m_wepset))
1865 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1866 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1867 //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1868 POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1869 POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1870 POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1871 POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1872 POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1873 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);
1874 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);
1875 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);
1877 if(e.superweapons_finished <= 0)
1878 if(e.weapons & WEPSET_SUPERWEAPONS)
1879 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1881 if(e.strength_finished <= 0)
1882 e.strength_finished = 0;
1884 e.strength_finished += time;
1885 if(e.invincible_finished <= 0)
1886 e.invincible_finished = 0;
1888 e.invincible_finished += time;
1889 if(e.superweapons_finished <= 0)
1890 e.superweapons_finished = 0;
1892 e.superweapons_finished += time;
1894 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1896 .entity weaponentity = weaponentities[slot];
1897 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1898 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1899 _switchweapon |= BIT(slot);
1904 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1906 .entity weaponentity = weaponentities[slot];
1907 if(_switchweapon & BIT(slot))
1909 Weapon wep = w_getbestweapon(e, weaponentity);
1910 if(wep != e.(weaponentity).m_switchweapon)
1911 W_SwitchWeapon_Force(e, wep, weaponentity);