3 #include "items/_mod.qh"
7 #include "../server/bot/api.qh"
9 #include <server/mutators/_mod.qh>
11 #include "../server/weapons/common.qh"
12 #include "../server/weapons/selection.qh"
13 #include "../server/weapons/weaponsystem.qh"
15 #include "constants.qh"
16 #include <common/deathtypes/all.qh>
17 #include <common/notifications/all.qh>
18 #include "triggers/subs.qh"
21 #include <common/monsters/_mod.qh>
23 #include <common/weapons/_all.qh>
25 #include <common/mutators/mutator/buffs/buffs.qh>
27 #include "../lib/warpzone/util_server.qh"
29 #include "physics/movetypes/movetypes.qh"
30 #include <common/weapons/_all.qh>
31 #include "../lib/csqcmodel/cl_model.qh"
32 #include "../lib/csqcmodel/common.qh"
35 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
38 bool autocvar_cl_ghost_items_vehicle = true;
40 void Item_SetAlpha(entity this)
42 bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
44 if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
47 this.colormod = '1 1 1';
48 this.glowmod = this.item_glowmod;
52 if (autocvar_cl_ghost_items_color)
54 this.alpha = autocvar_cl_ghost_items;
55 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
61 if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
63 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
64 this.alpha = autocvar_cl_weapon_stay_alpha;
67 this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
70 void ItemDraw(entity this)
74 Movetype_Physics_MatchServer(this, false);
76 { // For some reason avelocity gets set to '0 0 0' here ...
77 this.oldorigin = this.origin;
80 if(autocvar_cl_animate_items)
81 { // ... so reset it if animations are requested.
82 if(this.ItemStatus & ITS_ANIMATE1)
83 this.avelocity = '0 180 0';
85 if(this.ItemStatus & ITS_ANIMATE2)
86 this.avelocity = '0 -90 0';
89 // delay is for blocking item's position for a while;
90 // it's a workaround for dropped weapons that receive the position
91 // another time right after they spawn overriding animation position
92 this.onground_time = time + 0.5;
95 else if (autocvar_cl_animate_items)
97 if(this.ItemStatus & ITS_ANIMATE1)
99 this.angles += this.avelocity * frametime;
100 float fade_in = bound(0, time - this.onground_time, 1);
101 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
104 if(this.ItemStatus & ITS_ANIMATE2)
106 this.angles += this.avelocity * frametime;
107 float fade_in = bound(0, time - this.onground_time, 1);
108 setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
115 void ItemDrawSimple(entity this)
119 Movetype_Physics_MatchServer(this, false);
121 if(IS_ONGROUND(this))
128 void Item_PreDraw(entity this)
130 if(warpzone_warpzones_exist)
132 setpredraw(this, func_null); // no need to keep running this
136 vector org = getpropertyvec(VF_ORIGIN);
137 if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
139 else if(this.fade_start)
140 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
143 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
144 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
149 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
152 void ItemRemove(entity this)
158 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
162 if(sf & ISF_LOCATION)
164 this.origin_x = ReadCoord();
165 this.origin_y = ReadCoord();
166 this.origin_z = ReadCoord();
167 setorigin(this, this.origin);
168 this.oldorigin = this.origin;
173 this.angles_x = ReadAngle();
174 this.angles_y = ReadAngle();
175 this.angles_z = ReadAngle();
180 float use_bigsize = ReadByte();
181 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
184 if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
186 this.ItemStatus = ReadByte();
190 if(autocvar_cl_fullbright_items)
191 if(this.ItemStatus & ITS_ALLOWFB)
192 this.effects |= EF_FULLBRIGHT;
194 if(this.ItemStatus & ITS_GLOW)
196 if(this.ItemStatus & ITS_AVAILABLE)
197 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
199 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
205 this.drawmask = MASK_NORMAL;
206 set_movetype(this, MOVETYPE_TOSS);
207 if (isnew) IL_PUSH(g_drawables, this);
208 this.draw = ItemDraw;
209 this.solid = SOLID_TRIGGER;
210 //this.flags |= FL_ITEM;
212 bool use_bigsize = ReadByte();
214 this.fade_end = ReadShort();
215 this.fade_start = ReadShort();
216 if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
217 setpredraw(this, Item_PreDraw);
223 string _fn = ReadString();
225 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
227 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
228 this.draw = ItemDrawSimple;
230 if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
231 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
232 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
233 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
234 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
235 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
236 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
237 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
240 this.draw = ItemDraw;
241 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
245 if(this.draw != ItemDrawSimple)
246 this.mdl = strzone(_fn);
250 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
252 precache_model(this.mdl);
253 _setmodel(this, this.mdl);
255 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
258 if(sf & ISF_COLORMAP)
260 this.colormap = ReadShort();
261 this.item_glowmod_x = ReadByte() / 255.0;
262 this.item_glowmod_y = ReadByte() / 255.0;
263 this.item_glowmod_z = ReadByte() / 255.0;
269 this.pushable = true;
270 //this.angles = '0 0 0';
271 set_movetype(this, MOVETYPE_TOSS);
272 this.velocity_x = ReadCoord();
273 this.velocity_y = ReadCoord();
274 this.velocity_z = ReadCoord();
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 WriteCoord(MSG_ENTITY, this.origin.x);
317 WriteCoord(MSG_ENTITY, this.origin.y);
318 WriteCoord(MSG_ENTITY, this.origin.z);
323 WriteAngle(MSG_ENTITY, this.angles_x);
324 WriteAngle(MSG_ENTITY, this.angles_y);
325 WriteAngle(MSG_ENTITY, this.angles_z);
330 Pickup p = this.itemdef;
331 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
335 WriteByte(MSG_ENTITY, this.ItemStatus);
339 Pickup p = this.itemdef;
340 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
341 WriteShort(MSG_ENTITY, this.fade_end);
342 WriteShort(MSG_ENTITY, this.fade_start);
345 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
347 WriteString(MSG_ENTITY, this.mdl);
351 if(sf & ISF_COLORMAP)
353 WriteShort(MSG_ENTITY, this.colormap);
354 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
355 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
356 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
361 WriteCoord(MSG_ENTITY, this.velocity.x);
362 WriteCoord(MSG_ENTITY, this.velocity.y);
363 WriteCoord(MSG_ENTITY, this.velocity.z);
369 void ItemUpdate(entity this)
371 this.oldorigin = this.origin;
372 this.SendFlags |= ISF_LOCATION;
375 void UpdateItemAfterTeleport(entity this)
377 if(getSendEntity(this) == ItemSend)
381 bool have_pickup_item(entity this)
383 if(this.itemdef.instanceOfPowerup)
385 if(autocvar_g_powerups > 0)
387 if(autocvar_g_powerups == 0)
392 if(autocvar_g_pickup_items > 0)
394 if(autocvar_g_pickup_items == 0)
397 if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
404 float Item_Customize()
406 if(this.spawnshieldtime)
408 if(this.weapons & ~other.weapons)
410 this.colormod = '0 0 0';
411 this.glowmod = this.colormod;
412 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
419 this.colormod = stov(autocvar_g_ghost_items_color);
420 this.glowmod = this.colormod;
421 this.alpha = g_ghost_items;
430 void Item_Show (entity e, float mode)
432 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
433 e.ItemStatus &= ~ITS_STAYWEP;
434 entity def = e.itemdef;
437 // make the item look normal, and be touchable
439 e.solid = SOLID_TRIGGER;
440 e.spawnshieldtime = 1;
441 e.ItemStatus |= ITS_AVAILABLE;
445 // hide the item completely
446 e.model = string_null;
448 e.spawnshieldtime = 1;
449 e.ItemStatus &= ~ITS_AVAILABLE;
453 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
454 || e.team // weapon stay isn't supported for teamed weapons
456 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
458 // make the item translucent and not touchable
460 e.solid = SOLID_TRIGGER; // can STILL be picked up!
461 e.effects |= EF_STARDUST;
462 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
463 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
467 //setmodel(e, "null");
469 e.colormod = '0 0 0';
470 //e.glowmod = e.colormod;
471 e.spawnshieldtime = 1;
472 e.ItemStatus &= ~ITS_AVAILABLE;
477 e.ItemStatus |= ITS_GLOW;
479 if (autocvar_g_nodepthtestitems)
480 e.effects |= EF_NODEPTHTEST;
483 if (autocvar_g_fullbrightitems)
484 e.ItemStatus |= ITS_ALLOWFB;
486 if (autocvar_sv_simple_items)
487 e.ItemStatus |= ITS_ALLOWSI;
489 // relink entity (because solid may have changed)
490 setorigin(e, e.origin);
491 e.SendFlags |= ISF_STATUS;
494 void Item_Think(entity this)
496 this.nextthink = time;
497 if(this.origin != this.oldorigin)
501 bool Item_ItemsTime_SpectatorOnly(GameItem it);
502 bool Item_ItemsTime_Allow(GameItem it);
503 float Item_ItemsTime_UpdateTime(entity e, float t);
504 void Item_ItemsTime_SetTime(entity e, float t);
505 void Item_ItemsTime_SetTimesForAllPlayers();
507 void Item_Respawn (entity this)
510 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
511 setorigin(this, this.origin);
513 if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
515 float t = Item_ItemsTime_UpdateTime(this, 0);
516 Item_ItemsTime_SetTime(this, t);
517 Item_ItemsTime_SetTimesForAllPlayers();
520 setthink(this, Item_Think);
521 this.nextthink = time;
523 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
524 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
527 void Item_RespawnCountdown (entity this)
529 if(this.count >= ITEM_RESPAWN_TICKS)
531 if(this.waypointsprite_attached)
532 WaypointSprite_Kill(this.waypointsprite_attached);
537 this.nextthink = time + 1;
543 entity wi = Weapons_from(this.weapon);
544 if (wi != WEP_Null) {
545 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
546 wp.wp_extra = wi.m_id;
551 entity ii = this.itemdef;
553 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
554 wp.wp_extra = ii.m_id;
559 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
560 if(this.waypointsprite_attached)
562 GameItem def = this.itemdef;
563 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
564 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
565 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
569 if(this.waypointsprite_attached)
571 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
572 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
575 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
579 WaypointSprite_Ping(this.waypointsprite_attached);
580 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
585 void Item_RespawnThink(entity this)
587 this.nextthink = time;
588 if(this.origin != this.oldorigin)
591 if(time >= this.wait)
595 void Item_ScheduleRespawnIn(entity e, float t)
597 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
598 if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
600 setthink(e, Item_RespawnCountdown);
601 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
602 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
604 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
606 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
607 Item_ItemsTime_SetTime(e, t);
608 Item_ItemsTime_SetTimesForAllPlayers();
613 setthink(e, Item_RespawnThink);
615 e.scheduledrespawntime = time + t;
618 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
620 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
621 Item_ItemsTime_SetTime(e, t);
622 Item_ItemsTime_SetTimesForAllPlayers();
627 AUTOCVAR(g_pickup_respawntime_scaling_a, float, 0.0, "Scale respawn time according to a*rt / (p+b) + c*rt where rt is normal respawn time and p number of players");
628 AUTOCVAR(g_pickup_respawntime_scaling_b, float, 0.0, "Scale respawn time according to a*rt / (p+b) + c*rt where rt is normal respawn time and p number of players");
629 AUTOCVAR(g_pickup_respawntime_scaling_c, float, 1.0, "Scale respawn time according to a*rt / (p+b) + c*rt where rt is normal respawn time and p number of players");
630 void Item_ScheduleRespawn(entity e)
632 if(e.respawntime > 0)
636 CheckAllowedTeams(NULL);
639 if (c1 != -1) players += c1;
640 if (c2 != -1) players += c2;
641 if (c3 != -1) players += c3;
642 if (c4 != -1) players += c4;
643 float adjusted_respawntime;
645 float a = autocvar_g_pickup_respawntime_scaling_a;
646 float b = autocvar_g_pickup_respawntime_scaling_b;
647 float c = autocvar_g_pickup_respawntime_scaling_c;
648 adjusted_respawntime = a * e.respawntime / (players + b) + c * e.respawntime;
650 adjusted_respawntime = e.respawntime;
652 //LOG_INFOF("item %s will respawn in %f\n", e.classname, adjusted_respawntime);
653 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
654 float actual_time = adjusted_respawntime + crandom() * e.respawntimejitter;
655 Item_ScheduleRespawnIn(e, actual_time);
657 else // if respawntime is -1, this item does not respawn
661 void Item_ScheduleInitialRespawn(entity e)
664 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
667 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
669 if (!item.(ammotype))
672 if (item.spawnshieldtime)
674 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
676 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
680 else if(g_weapon_stay == 2)
682 float mi = min(item.(ammotype), ammomax);
683 if (player.(ammotype) < mi)
685 player.(ammotype) = mi;
696 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
698 case ITEM_MODE_HEALTH:
699 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
701 case ITEM_MODE_ARMOR:
702 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
710 float Item_GiveTo(entity item, entity player)
714 // if nothing happens to player, just return without taking the item
716 int _switchweapon = 0;
717 // in case the player has autoswitch enabled do the following:
718 // if the player is using their best weapon before items are given, they
719 // probably want to switch to an even better weapon after items are given
721 if(player.autoswitch)
723 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
725 .entity weaponentity = weaponentities[slot];
726 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
728 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
729 _switchweapon |= BIT(slot);
731 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
732 _switchweapon |= BIT(slot);
737 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
738 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
739 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
740 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
741 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
742 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
743 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
744 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
746 if (item.itemdef.instanceOfWeaponPickup)
750 w &= ~player.weapons;
752 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
755 FOREACH(Weapons, it != WEP_Null, {
756 if(w & (it.m_wepset))
758 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
760 .entity weaponentity = weaponentities[slot];
761 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
762 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
764 W_GiveWeapon(player, it.m_id);
770 if (item.itemdef.instanceOfPowerup)
772 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
773 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
774 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
775 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
779 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
783 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
786 if (item.strength_finished)
789 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
791 if (item.invincible_finished)
794 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
796 if (item.superweapons_finished)
799 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
804 // always eat teamed entities
811 // crude hack to enforce switching weapons
812 if(g_cts && item.itemdef.instanceOfWeaponPickup)
814 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
816 .entity weaponentity = weaponentities[slot];
817 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
818 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
825 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
827 .entity weaponentity = weaponentities[slot];
828 if(_switchweapon & BIT(slot))
829 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
830 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
837 void Item_Touch(entity this, entity toucher)
840 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
841 if (this.classname == "droppedweapon")
843 if (ITEM_TOUCH_NEEDKILL())
850 if(!(toucher.flags & FL_PICKUPITEMS)
851 || STAT(FROZEN, toucher)
853 || (this.solid != SOLID_TRIGGER)
854 || (this.owner == toucher)
855 || (time < this.item_spawnshieldtime)
858 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
860 case MUT_ITEMTOUCH_RETURN: { return; }
861 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
864 toucher = M_ARGV(1, entity);
866 if (this.classname == "droppedweapon")
868 this.strength_finished = max(0, this.strength_finished - time);
869 this.invincible_finished = max(0, this.invincible_finished - time);
870 this.superweapons_finished = max(0, this.superweapons_finished - time);
872 entity it = this.itemdef;
873 bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
876 if (this.classname == "droppedweapon")
878 // undo what we did above
879 this.strength_finished += time;
880 this.invincible_finished += time;
881 this.superweapons_finished += time;
888 toucher.last_pickup = time;
890 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
891 _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);
893 if (this.classname == "droppedweapon")
895 else if (this.spawnshieldtime)
900 RandomSelection_Init();
901 IL_EACH(g_items, it.team == this.team,
903 if(it.itemdef) // is a registered item
906 RandomSelection_AddEnt(it, it.cnt, 0);
909 e = RandomSelection_chosen_ent;
910 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
914 Item_ScheduleRespawn(e);
918 void Item_Reset(entity this)
920 Item_Show(this, !this.state);
921 setorigin(this, this.origin);
923 if (this.classname != "droppedweapon")
925 setthink(this, Item_Think);
926 this.nextthink = time;
928 if (this.waypointsprite_attached)
929 WaypointSprite_Kill(this.waypointsprite_attached);
931 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
932 Item_ScheduleInitialRespawn(this);
936 void Item_FindTeam(entity this)
940 if(this.effects & EF_NODRAW)
942 // marker for item team search
943 LOG_TRACE("Initializing item team ", ftos(this.team));
944 RandomSelection_Init();
945 IL_EACH(g_items, it.team == this.team,
947 if(it.itemdef) // is a registered item
948 RandomSelection_AddEnt(it, it.cnt, 0);
951 e = RandomSelection_chosen_ent;
955 IL_EACH(g_items, it.team == this.team,
957 if(it.itemdef) // is a registered item
961 // make it non-spawned
963 it.state = 1; // state 1 = initially hidden item, apparently
965 it.effects &= ~EF_NODRAW;
973 // Savage: used for item garbage-collection
974 void RemoveItem(entity this)
976 if(wasfreed(this) || !this) { return; }
977 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
981 // pickup evaluation functions
982 // these functions decide how desirable an item is to the bots
984 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
986 float weapon_pickupevalfunc(entity player, entity item)
988 // See if I have it already
989 if(player.weapons & item.weapons)
991 // If I can pick it up
992 if(!item.spawnshieldtime)
994 return ammo_pickupevalfunc(player, item);
997 // reduce weapon value if bot already got a good arsenal
999 int weapons_value = 0;
1000 FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
1001 weapons_value += it.bot_pickupbasevalue;
1003 c -= bound(0, weapons_value / 20000, 1) * 0.5;
1005 return item.bot_pickupbasevalue * c;
1008 float ammo_pickupevalfunc(entity player, entity item)
1010 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1015 // Detect needed ammo
1016 if(item.itemdef.instanceOfWeaponPickup)
1019 if(item.ammo_shells) { need_shells = true; ammo = ITEM_Shells; }
1020 else if(item.ammo_nails) { need_nails = true; ammo = ITEM_Bullets; }
1021 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets; }
1022 else if(item.ammo_cells) { need_cells = true; ammo = ITEM_Cells; }
1023 else if(item.ammo_plasma) { need_plasma = true; ammo = ITEM_Plasma; }
1024 else if(item.ammo_fuel) { need_fuel = true; ammo = ITEM_JetpackFuel; }
1029 rating = ammo.m_botvalue;
1033 FOREACH(Weapons, it != WEP_Null, {
1034 if(!(player.weapons & (it.m_wepset)))
1037 switch(it.ammo_field)
1039 case ammo_shells: need_shells = true; break;
1040 case ammo_nails: need_nails = true; break;
1041 case ammo_rockets: need_rockets = true; break;
1042 case ammo_cells: need_cells = true; break;
1043 case ammo_plasma: need_plasma = true; break;
1044 case ammo_fuel: need_fuel = true; break;
1047 rating = item.bot_pickupbasevalue;
1050 float noammorating = 0.5;
1052 if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1053 c = item.ammo_shells / max(noammorating, player.ammo_shells);
1055 if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1056 c = item.ammo_nails / max(noammorating, player.ammo_nails);
1058 if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1059 c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
1061 if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1062 c = item.ammo_cells / max(noammorating, player.ammo_cells);
1064 if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1065 c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
1067 if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1068 c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
1070 rating *= min(c, 2);
1072 rating += wpn.bot_pickupbasevalue * 0.1;
1077 .int item_group_count;
1078 float healtharmor_pickupevalfunc(entity player, entity item)
1081 float rating = item.bot_pickupbasevalue;
1083 float itemarmor = item.armorvalue;
1084 float itemhealth = item.health;
1088 itemarmor *= min(4, item.item_group_count);
1089 itemhealth *= min(4, item.item_group_count);
1092 if (itemarmor && (player.armorvalue < item.max_armorvalue))
1093 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1095 if (itemhealth && (player.health < item.max_health))
1096 c = itemhealth / max(1, player.health);
1098 rating *= min(2, c);
1102 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1104 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1108 void item_use(entity this, entity actor, entity trigger)
1110 // use the touch function to handle collection
1111 gettouch(this)(this, actor);
1114 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1116 string itemname = def.m_name;
1117 Model itemmodel = def.m_model;
1118 Sound pickupsound = def.m_sound;
1119 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1120 float pickupbasevalue = def.m_botvalue;
1121 int itemflags = def.m_itemflags;
1123 startitem_failed = false;
1125 this.item_model_ent = itemmodel;
1126 this.item_pickupsound_ent = pickupsound;
1129 def.m_iteminit(this);
1131 if(!this.respawntime) // both need to be set
1133 this.respawntime = defaultrespawntime;
1134 this.respawntimejitter = defaultrespawntimejitter;
1137 if(!this.pickup_anyway && def.m_pickupanyway)
1138 this.pickup_anyway = def.m_pickupanyway();
1140 int itemid = def.m_itemid;
1141 this.items = itemid;
1142 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1143 this.weapon = weaponid;
1147 this.fade_start = autocvar_g_items_mindist;
1148 this.fade_end = autocvar_g_items_maxdist;
1152 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1154 this.flags = FL_ITEM | itemflags;
1155 IL_PUSH(g_items, this);
1157 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1159 startitem_failed = true;
1164 // is it a dropped weapon?
1165 if (this.classname == "droppedweapon")
1167 this.reset = SUB_Remove;
1168 // it's a dropped weapon
1169 set_movetype(this, MOVETYPE_TOSS);
1171 // Savage: remove thrown items after a certain period of time ("garbage collection")
1172 setthink(this, RemoveItem);
1173 this.nextthink = time + 20;
1175 this.takedamage = DAMAGE_YES;
1176 this.event_damage = Item_Damage;
1178 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1180 // if item is worthless after a timer, have it expire then
1181 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1184 // don't drop if in a NODROP zone (such as lava)
1185 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1186 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1188 startitem_failed = true;
1195 if(!have_pickup_item(this))
1197 startitem_failed = true;
1202 if(this.angles != '0 0 0')
1203 this.SendFlags |= ISF_ANGLES;
1205 this.reset = Item_Reset;
1206 // it's a level item
1207 if(this.spawnflags & 1)
1209 if (this.noalign > 0)
1210 set_movetype(this, MOVETYPE_NONE);
1212 set_movetype(this, MOVETYPE_TOSS);
1213 // do item filtering according to game mode and other things
1214 if (this.noalign <= 0)
1216 // first nudge it off the floor a little bit to avoid math errors
1217 setorigin(this, this.origin + '0 0 1');
1218 // set item size before we spawn a spawnfunc_waypoint
1219 setsize(this, def.m_mins, def.m_maxs);
1220 this.SendFlags |= ISF_SIZE;
1221 // note droptofloor returns false if stuck/or would fall too far
1224 waypoint_spawnforitem(this);
1228 * can't do it that way, as it would break maps
1229 * TODO make a target_give like entity another way, that perhaps has
1230 * the weapon name in a key
1233 // target_give not yet supported; maybe later
1234 print("removed targeted ", this.classname, "\n");
1235 startitem_failed = true;
1241 if(this.targetname != "" && (this.spawnflags & 16))
1242 this.use = item_use;
1244 if(autocvar_spawn_debug >= 2)
1246 // why not flags & fl_item?
1247 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1248 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1249 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1250 error("Mapper sucks.");
1252 this.is_item = true;
1255 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1257 precache_model(this.model);
1258 precache_sound(this.item_pickupsound);
1260 if ( def.instanceOfPowerup
1261 || def.instanceOfWeaponPickup
1262 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1263 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1264 || (itemid & (IT_KEY1 | IT_KEY2))
1265 ) this.target = "###item###"; // for finding the nearest item using find()
1267 Item_ItemsTime_SetTime(this, 0);
1270 this.bot_pickup = true;
1271 this.bot_pickupevalfunc = pickupevalfunc;
1272 this.bot_pickupbasevalue = pickupbasevalue;
1273 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1274 this.netname = itemname;
1275 settouch(this, Item_Touch);
1276 setmodel(this, MDL_Null); // precision set below
1277 //this.effects |= EF_LOWPRECISION;
1279 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1281 this.SendFlags |= ISF_SIZE;
1283 if (!(this.spawnflags & 1024)) {
1284 if(def.instanceOfPowerup)
1285 this.ItemStatus |= ITS_ANIMATE1;
1287 if(this.armorvalue || this.health)
1288 this.ItemStatus |= ITS_ANIMATE2;
1291 if(def.instanceOfWeaponPickup)
1293 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1294 this.colormap = 1024; // color shirt=0 pants=0 grey
1297 if (!(this.spawnflags & 1024))
1298 this.ItemStatus |= ITS_ANIMATE1;
1299 this.SendFlags |= ISF_COLORMAP;
1303 if(this.team) // broken, no idea why.
1306 this.cnt = 1; // item probability weight
1308 this.effects |= EF_NODRAW; // marker for item team search
1309 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1314 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1316 // call this hook after everything else has been done
1317 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1319 startitem_failed = true;
1327 void StartItem(entity this, GameItem def)
1332 def.m_respawntime(), // defaultrespawntime
1333 def.m_respawntimejitter() // defaultrespawntimejitter
1337 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1338 int group_count = 1;
1340 void setItemGroup(entity this)
1342 if(!IS_SMALL(this.itemdef))
1345 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1347 if(!this.item_group)
1351 it.item_group = group_count;
1354 this.item_group = it.item_group;
1356 else // spawning item is already part of a item_group X
1359 it.item_group = this.item_group;
1360 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1362 int grY = it.item_group;
1363 // move all items of item_group Y to item_group X
1364 IL_EACH(g_items, IS_SMALL(it.itemdef),
1366 if(it.item_group == grY)
1367 it.item_group = this.item_group;
1374 void setItemGroupCount()
1376 for (int k = 1; k <= group_count; k++)
1379 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1381 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1385 spawnfunc(item_rockets)
1387 StartItem(this, ITEM_Rockets);
1390 spawnfunc(item_bullets)
1392 if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1393 (this.classname != "droppedweapon"))
1395 weaponswapping = true;
1396 spawnfunc_item_shells(this);
1397 weaponswapping = false;
1401 StartItem(this, ITEM_Bullets);
1404 spawnfunc(item_cells)
1406 StartItem(this, ITEM_Cells);
1409 spawnfunc(item_plasma)
1411 StartItem(this, ITEM_Plasma);
1414 spawnfunc(item_shells)
1416 if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1417 (this.classname != "droppedweapon"))
1419 weaponswapping = true;
1420 spawnfunc_item_bullets(this);
1421 weaponswapping = false;
1425 StartItem(this, ITEM_Shells);
1428 spawnfunc(item_armor_small)
1430 StartItem(this, ITEM_ArmorSmall);
1433 spawnfunc(item_armor_medium)
1435 StartItem(this, ITEM_ArmorMedium);
1438 spawnfunc(item_armor_big)
1440 StartItem(this, ITEM_ArmorBig);
1443 spawnfunc(item_armor_mega)
1445 StartItem(this, ITEM_ArmorMega);
1448 spawnfunc(item_health_small)
1450 StartItem(this, ITEM_HealthSmall);
1453 spawnfunc(item_health_medium)
1455 StartItem(this, ITEM_HealthMedium);
1458 spawnfunc(item_health_big)
1460 StartItem(this, ITEM_HealthBig);
1463 spawnfunc(item_health_mega)
1465 StartItem(this, ITEM_HealthMega);
1468 // support old misnamed entities
1469 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1470 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1471 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1472 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1473 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1474 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1475 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1477 spawnfunc(item_strength)
1479 StartItem(this, ITEM_Strength);
1482 spawnfunc(item_invincible)
1484 StartItem(this, ITEM_Shield);
1488 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1490 void target_items_use(entity this, entity actor, entity trigger)
1492 if(actor.classname == "droppedweapon")
1494 EXACTTRIGGER_TOUCH(this, trigger);
1499 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1502 if(trigger.solid == SOLID_TRIGGER)
1504 EXACTTRIGGER_TOUCH(this, trigger);
1507 IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1512 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1513 centerprint(actor, this.message);
1516 spawnfunc(target_items)
1521 this.use = target_items_use;
1522 if(!this.strength_finished)
1523 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1524 if(!this.invincible_finished)
1525 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1526 if(!this.superweapons_finished)
1527 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1529 n = tokenize_console(this.netname);
1530 if(argv(0) == "give")
1532 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1536 for(int j = 0; j < n; ++j)
1538 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
1539 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
1540 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1541 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1542 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1543 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1544 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1545 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1548 FOREACH(Buffs, it != BUFF_Null,
1550 s = Buff_UndeprecateName(argv(j));
1553 this.buffs |= (it.m_itemid);
1557 FOREACH(Weapons, it != WEP_Null, {
1558 s = W_UndeprecateName(argv(j));
1561 this.weapons |= (it.m_wepset);
1562 if(this.spawnflags == 0 || this.spawnflags == 2)
1570 string itemprefix, valueprefix;
1571 if(this.spawnflags == 0)
1576 else if(this.spawnflags == 1)
1578 itemprefix = "max ";
1579 valueprefix = "max ";
1581 else if(this.spawnflags == 2)
1583 itemprefix = "min ";
1584 valueprefix = "min ";
1586 else if(this.spawnflags == 4)
1588 itemprefix = "minus ";
1589 valueprefix = "max ";
1593 error("invalid spawnflags");
1594 itemprefix = valueprefix = string_null;
1598 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1599 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1600 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1601 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1602 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1603 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1604 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1605 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1606 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1607 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1608 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1609 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1610 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1611 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1612 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1613 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1614 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1616 this.netname = strzone(this.netname);
1617 //print(this.netname, "\n");
1619 n = tokenize_console(this.netname);
1620 for(int j = 0; j < n; ++j)
1622 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1629 spawnfunc(item_fuel)
1631 StartItem(this, ITEM_JetpackFuel);
1634 spawnfunc(item_fuel_regen)
1636 if(start_items & ITEM_JetpackRegen.m_itemid)
1638 spawnfunc_item_fuel(this);
1641 StartItem(this, ITEM_JetpackRegen);
1644 spawnfunc(item_jetpack)
1646 if(start_items & ITEM_Jetpack.m_itemid)
1648 spawnfunc_item_fuel(this);
1651 StartItem(this, ITEM_Jetpack);
1654 float GiveWeapon(entity e, float wpn, float op, float val)
1657 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1658 v0 = (e.weapons & s);
1681 v1 = (e.weapons & s);
1685 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1687 bool had_buff = (e.buffs & thebuff.m_itemid);
1692 e.buffs |= thebuff.m_itemid;
1694 e.buffs &= ~thebuff.m_itemid;
1699 e.buffs |= thebuff.m_itemid;
1703 e.buffs &= ~thebuff.m_itemid;
1707 e.buffs &= ~thebuff.m_itemid;
1710 bool have_buff = (e.buffs & thebuff.m_itemid);
1711 return (had_buff != have_buff);
1714 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1720 if(snd_decr != NULL)
1721 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1723 else if(v0 >= v0 + t)
1725 if(snd_incr != NULL)
1726 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1730 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1733 e.(rotfield) = max(e.(rotfield), time + rottime);
1735 e.(regenfield) = max(e.(regenfield), time + regentime);
1737 float GiveItems(entity e, float beginarg, float endarg)
1739 float got, i, val, op;
1747 int _switchweapon = 0;
1751 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1753 .entity weaponentity = weaponentities[slot];
1754 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1755 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1756 _switchweapon |= BIT(slot);
1760 e.strength_finished = max(0, e.strength_finished - time);
1761 e.invincible_finished = max(0, e.invincible_finished - time);
1762 e.superweapons_finished = max(0, e.superweapons_finished - time);
1766 PREGIVE(e, strength_finished);
1767 PREGIVE(e, invincible_finished);
1768 PREGIVE(e, superweapons_finished);
1769 PREGIVE(e, ammo_nails);
1770 PREGIVE(e, ammo_cells);
1771 PREGIVE(e, ammo_plasma);
1772 PREGIVE(e, ammo_shells);
1773 PREGIVE(e, ammo_rockets);
1774 PREGIVE(e, ammo_fuel);
1775 PREGIVE(e, armorvalue);
1778 for(i = beginarg; i < endarg; ++i)
1782 if(cmd == "0" || stof(cmd))
1806 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1807 got += GiveValue(e, strength_finished, op, val);
1808 got += GiveValue(e, invincible_finished, op, val);
1809 got += GiveValue(e, superweapons_finished, op, val);
1810 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1812 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1813 got += GiveValue(e, health, op, val);
1814 got += GiveValue(e, armorvalue, op, val);
1816 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1817 //case "allbuffs": // all buffs makes a player god, do not want!
1818 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1820 got += GiveValue(e, ammo_cells, op, val);
1821 got += GiveValue(e, ammo_plasma, op, val);
1822 got += GiveValue(e, ammo_shells, op, val);
1823 got += GiveValue(e, ammo_nails, op, val);
1824 got += GiveValue(e, ammo_rockets, op, val);
1825 got += GiveValue(e, ammo_fuel, op, val);
1827 case "unlimited_ammo":
1828 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1830 case "unlimited_weapon_ammo":
1831 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1833 case "unlimited_superweapons":
1834 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1837 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1840 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1843 got += GiveValue(e, strength_finished, op, val);
1846 got += GiveValue(e, invincible_finished, op, val);
1848 case "superweapons":
1849 got += GiveValue(e, superweapons_finished, op, val);
1852 got += GiveValue(e, ammo_cells, op, val);
1855 got += GiveValue(e, ammo_plasma, op, val);
1858 got += GiveValue(e, ammo_shells, op, val);
1862 got += GiveValue(e, ammo_nails, op, val);
1865 got += GiveValue(e, ammo_rockets, op, val);
1868 got += GiveValue(e, health, op, val);
1871 got += GiveValue(e, armorvalue, op, val);
1874 got += GiveValue(e, ammo_fuel, op, val);
1877 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1879 got += GiveBuff(e, it, op, val);
1882 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1883 got += GiveWeapon(e, it.m_id, op, val);
1892 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1893 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1894 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1895 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1896 FOREACH(Weapons, it != WEP_Null, {
1897 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1898 if(!(save_weapons & (it.m_wepset)))
1899 if(e.weapons & (it.m_wepset))
1902 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1903 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1904 //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1905 POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1906 POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1907 POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1908 POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1909 POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1910 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);
1911 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);
1912 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);
1914 if(e.superweapons_finished <= 0)
1915 if(e.weapons & WEPSET_SUPERWEAPONS)
1916 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1918 if(e.strength_finished <= 0)
1919 e.strength_finished = 0;
1921 e.strength_finished += time;
1922 if(e.invincible_finished <= 0)
1923 e.invincible_finished = 0;
1925 e.invincible_finished += time;
1926 if(e.superweapons_finished <= 0)
1927 e.superweapons_finished = 0;
1929 e.superweapons_finished += time;
1931 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1933 .entity weaponentity = weaponentities[slot];
1934 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1935 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1936 _switchweapon |= BIT(slot);
1941 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1943 .entity weaponentity = weaponentities[slot];
1944 if(_switchweapon & BIT(slot))
1946 Weapon wep = w_getbestweapon(e, weaponentity);
1947 if(wep != e.(weaponentity).m_switchweapon)
1948 W_SwitchWeapon_Force(e, wep, weaponentity);