3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/gamemodes/gamemode/cts/cts.qh>
6 #include <common/items/_mod.qh>
7 #include <common/mapobjects/subs.qh>
8 #include <common/mapobjects/triggers.qh>
9 #include <common/monsters/_mod.qh>
10 #include <common/mutators/mutator/buffs/buffs.qh>
11 #include <common/mutators/mutator/buffs/sv_buffs.qh>
12 #include <common/mutators/mutator/powerups/_mod.qh>
13 #include <common/mutators/mutator/status_effects/_mod.qh>
14 #include <common/net_linked.qh>
15 #include <common/notifications/all.qh>
16 #include <common/resources/resources.qh>
17 #include <common/util.qh>
18 #include <common/weapons/_all.qh>
19 #include <common/wepent.qh>
20 #include <lib/warpzone/common.qh>
21 #include <lib/warpzone/util_server.qh>
22 #include <server/bot/api.qh>
23 #include <server/command/vote.qh>
24 #include <server/damage.qh>
25 #include <server/mutators/_mod.qh>
26 #include <server/teamplay.qh>
27 #include <server/weapons/common.qh>
28 #include <server/weapons/selection.qh>
29 #include <server/weapons/weaponsystem.qh>
30 #include <server/world.qh>
32 bool ItemSend(entity this, entity to, int sf)
39 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
40 WriteByte(MSG_ENTITY, sf);
42 //WriteByte(MSG_ENTITY, this.cnt);
45 WriteVector(MSG_ENTITY, this.origin);
50 WriteAngleVector(MSG_ENTITY, this.angles);
53 // sets size on the client, unused on server
57 WriteByte(MSG_ENTITY, this.ItemStatus);
61 WriteShort(MSG_ENTITY, bound(0, this.fade_end, 32767));
62 WriteShort(MSG_ENTITY, bound(0, this.fade_start, 32767));
65 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
67 WriteString(MSG_ENTITY, this.mdl);
68 WriteByte(MSG_ENTITY, bound(0, this.skin, 255));
73 WriteShort(MSG_ENTITY, this.colormap);
74 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
75 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
76 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
81 WriteVector(MSG_ENTITY, this.velocity);
87 void ItemUpdate(entity this)
89 this.oldorigin = this.origin;
90 this.SendFlags |= ISF_LOCATION;
93 void UpdateItemAfterTeleport(entity this)
95 if(getSendEntity(this) == ItemSend)
99 bool have_pickup_item(entity this)
101 if (this.itemdef.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
104 if(this.itemdef.instanceOfPowerup)
106 if(autocvar_g_powerups > 0)
108 if(autocvar_g_powerups == 0)
113 if(autocvar_g_pickup_items > 0)
115 if(autocvar_g_pickup_items == 0)
118 if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
124 void Item_Show(entity e, int mode)
126 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
127 e.ItemStatus &= ~ITS_STAYWEP;
128 entity def = e.itemdef;
131 // make the item look normal, and be touchable
133 e.solid = SOLID_TRIGGER;
134 e.spawnshieldtime = 1;
135 e.ItemStatus |= ITS_AVAILABLE;
139 // hide the item completely
140 e.model = string_null;
142 e.spawnshieldtime = 1;
143 e.ItemStatus &= ~ITS_AVAILABLE;
147 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
148 || e.team // weapon stay isn't supported for teamed weapons
150 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
152 // make the item translucent and not touchable
154 e.solid = SOLID_TRIGGER; // can STILL be picked up!
155 e.effects |= EF_STARDUST;
156 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
157 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
161 //setmodel(e, "null");
163 e.colormod = '0 0 0';
164 //e.glowmod = e.colormod;
165 e.spawnshieldtime = 1;
166 e.ItemStatus &= ~ITS_AVAILABLE;
171 e.ItemStatus |= ITS_GLOW;
173 if (autocvar_g_nodepthtestitems)
174 e.effects |= EF_NODEPTHTEST;
176 if (autocvar_g_fullbrightitems)
177 e.ItemStatus |= ITS_ALLOWFB;
179 e.ItemStatus &= ~ITS_ALLOWFB;
181 if (autocvar_sv_simple_items)
182 e.ItemStatus |= ITS_ALLOWSI;
184 // relink entity (because solid may have changed)
185 setorigin(e, e.origin);
186 e.SendFlags |= ISF_STATUS;
189 void Item_Think(entity this)
191 this.nextthink = time;
192 if(this.origin != this.oldorigin)
196 bool Item_ItemsTime_SpectatorOnly(GameItem it);
197 bool Item_ItemsTime_Allow(GameItem it);
198 float Item_ItemsTime_UpdateTime(entity e, float t);
199 void Item_ItemsTime_SetTime(entity e, float t);
200 void Item_ItemsTime_SetTimesForAllPlayers();
202 void Item_Respawn(entity this)
205 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
207 if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
209 float t = Item_ItemsTime_UpdateTime(this, 0);
210 Item_ItemsTime_SetTime(this, t);
211 Item_ItemsTime_SetTimesForAllPlayers();
214 setthink(this, Item_Think);
215 this.nextthink = time;
217 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
218 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
221 void Item_RespawnCountdown(entity this)
223 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
225 if(this.waypointsprite_attached)
226 WaypointSprite_Kill(this.waypointsprite_attached);
231 this.nextthink = time + 1;
232 this.item_respawncounter += 1;
233 if(this.item_respawncounter == 1)
237 entity wi = REGISTRY_GET(Weapons, this.weapon);
238 if (wi != WEP_Null) {
239 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
240 wp.wp_extra = wi.m_id;
245 entity ii = this.itemdef;
247 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
248 wp.wp_extra = ii.m_id;
253 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
254 if(this.waypointsprite_attached)
256 GameItem def = this.itemdef;
257 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
258 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
259 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
263 if(this.waypointsprite_attached)
265 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
266 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
269 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
273 WaypointSprite_Ping(this.waypointsprite_attached);
274 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
279 void Item_RespawnThink(entity this)
281 this.nextthink = time;
282 if(this.origin != this.oldorigin)
285 if(time >= this.wait)
289 void Item_ScheduleRespawnIn(entity e, float t)
291 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
292 if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
294 setthink(e, Item_RespawnCountdown);
295 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
296 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
297 e.item_respawncounter = 0;
298 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
300 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
301 Item_ItemsTime_SetTime(e, t);
302 Item_ItemsTime_SetTimesForAllPlayers();
307 setthink(e, Item_RespawnThink);
309 e.scheduledrespawntime = time + t;
312 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
314 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
315 Item_ItemsTime_SetTime(e, t);
316 Item_ItemsTime_SetTimesForAllPlayers();
321 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*");
322 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");
323 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");
325 /// Adjust respawn time according to the number of players.
326 float adjust_respawntime(float normal_respawntime) {
327 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
328 float o = autocvar_g_pickup_respawntime_scaling_offset;
329 float l = autocvar_g_pickup_respawntime_scaling_linear;
331 if (r == 0 && l == 1) {
332 return normal_respawntime;
335 entity balance = TeamBalance_CheckAllowedTeams(NULL);
336 TeamBalance_GetTeamCounts(balance, NULL);
338 for (int i = 1; i <= NUM_TEAMS; ++i)
340 if (TeamBalance_IsTeamAllowed(balance, i))
342 players += TeamBalance_GetNumberOfPlayers(balance, i);
345 TeamBalance_Destroy(balance);
348 return normal_respawntime * (r / (players + o) + l);
350 return normal_respawntime;
354 void Item_ScheduleRespawn(entity e)
356 if(e.respawntime > 0)
360 float adjusted_respawntime = adjust_respawntime(e.respawntime);
361 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
363 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
364 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
365 Item_ScheduleRespawnIn(e, respawn_in);
367 else // if respawntime is -1, this item does not respawn
371 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
372 "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");
374 void Item_ScheduleInitialRespawn(entity e)
379 if (autocvar_g_pickup_respawntime_initial_random == 0)
381 // range: respawntime .. respawntime + respawntimejitter
382 spawn_in = e.respawntime + random() * e.respawntimejitter;
387 if (autocvar_g_pickup_respawntime_initial_random == 1)
389 static float shared_random = 0;
390 // NOTE this code works only if items are scheduled at the same time (normal case)
391 // NOTE2 random() can't return exactly 1 so this check always work as intended
392 if (!shared_random || floor(time) > shared_random)
393 shared_random = floor(time) + random();
394 rnd = shared_random - floor(time);
400 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
401 // else: 0 .. ITEM_RESPAWN_TICKS
402 // this is to prevent powerups spawning unexpectedly without waypoints
403 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
406 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
409 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
412 if (num_weapons == 0)
416 int num_potential_weapons = tokenize_console(weapon_names);
417 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
419 RandomSelection_Init();
420 for (int weapon_index = 0; weapon_index < num_potential_weapons;
423 string weapon = argv(weapon_index);
424 FOREACH(Weapons, it != WEP_Null,
426 // Finding a weapon which player doesn't have.
427 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
429 RandomSelection_AddEnt(it, 1, 1);
434 if (RandomSelection_chosen_ent == NULL)
438 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
439 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
443 if (GetResource(receiver,
444 RandomSelection_chosen_ent.ammo_type) != 0)
448 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
449 GetResource(ammo_entity,
450 RandomSelection_chosen_ent.ammo_type));
454 bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
456 float amount = GetResource(item, res_type);
461 float player_amount = GetResource(player, res_type);
462 if (item.spawnshieldtime)
464 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
467 else if (g_weapon_stay == 2)
469 ammomax = min(amount, ammomax);
470 if(player_amount >= ammomax)
476 TakeResourceWithLimit(player, res_type, -amount, ammomax);
478 GiveResourceWithLimit(player, res_type, amount, ammomax);
482 void Item_NotifyWeapon(entity player, int wep)
484 FOREACH_CLIENT(IS_REAL_CLIENT(it) && (it == player || (IS_SPEC(it) && it.enemy == player)), {
486 WriteHeader(MSG_ONE, TE_CSQC_WEAPONPICKUP);
487 WriteByte(MSG_ONE, wep);
491 bool Item_GiveTo(entity item, entity player)
493 // if nothing happens to player, just return without taking the item
494 int _switchweapon = 0;
495 // in case the player has autoswitch enabled do the following:
496 // if the player is using their best weapon before items are given, they
497 // probably want to switch to an even better weapon after items are given
499 if(CS_CVAR(player).cvar_cl_autoswitch)
501 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
503 .entity weaponentity = weaponentities[slot];
504 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
506 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
507 _switchweapon |= BIT(slot);
509 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
510 _switchweapon |= BIT(slot);
514 bool pickedup = false;
515 pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
516 pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
517 pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
518 pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
519 pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
520 pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
521 pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
522 pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
523 if (item.itemdef.instanceOfWeaponPickup)
526 w = STAT(WEAPONS, item);
527 wp = w & ~STAT(WEAPONS, player);
529 if (wp || (item.spawnshieldtime && item.pickup_anyway > 0))
532 FOREACH(Weapons, it != WEP_Null, {
533 if(w & (it.m_wepset))
534 Item_NotifyWeapon(player, it.m_id);
536 if(wp & (it.m_wepset))
538 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
540 .entity weaponentity = weaponentities[slot];
541 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
542 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
544 W_GiveWeapon(player, it.m_id);
550 if (item.itemdef.instanceOfPowerup)
552 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
553 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
554 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
555 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
559 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
563 // TODO: we probably want to show a message in the console, but not this one!
564 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
567 if (item.strength_finished)
570 float t = max(StatusEffects_gettime(STATUSEFFECT_Strength, player), time);
571 if (autocvar_g_powerups_stack)
572 t += item.strength_finished;
574 t = max(t, time + item.strength_finished);
575 StatusEffects_apply(STATUSEFFECT_Strength, player, t, 0);
577 if (item.invincible_finished)
580 float t = max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time);
581 if (autocvar_g_powerups_stack)
582 t += item.invincible_finished;
584 t = max(t, time + item.invincible_finished);
585 StatusEffects_apply(STATUSEFFECT_Shield, player, t, 0);
587 if (item.speed_finished)
590 float t = max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time);
591 if (autocvar_g_powerups_stack)
592 t += item.speed_finished;
594 t = max(t, time + item.speed_finished);
595 StatusEffects_apply(STATUSEFFECT_Speed, player, t, 0);
597 if (item.invisibility_finished)
600 float t = max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time);
601 if (autocvar_g_powerups_stack)
602 t += item.invisibility_finished;
604 t = max(t, time + item.invisibility_finished);
605 StatusEffects_apply(STATUSEFFECT_Invisibility, player, t, 0);
607 if (item.superweapons_finished)
610 StatusEffects_apply(STATUSEFFECT_Superweapons, player, max(StatusEffects_gettime(STATUSEFFECT_Superweapons, player), time) + item.superweapons_finished, 0);
613 // always eat teamed entities
620 // crude hack to enforce switching weapons
621 if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
623 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
625 .entity weaponentity = weaponentities[slot];
626 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
627 W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
634 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
636 .entity weaponentity = weaponentities[slot];
637 if(_switchweapon & BIT(slot))
638 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
639 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
646 void Item_Touch(entity this, entity toucher)
648 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
649 if (Item_IsLoot(this))
651 if (ITEM_TOUCH_NEEDKILL())
658 if(!(toucher.flags & FL_PICKUPITEMS)
659 || STAT(FROZEN, toucher)
661 || (this.solid != SOLID_TRIGGER)
662 || (this.owner == toucher)
663 || (time < this.item_spawnshieldtime)
666 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
668 case MUT_ITEMTOUCH_RETURN: { return; }
669 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
672 toucher = M_ARGV(1, entity);
674 if (Item_IsExpiring(this))
676 this.strength_finished = max(0, this.strength_finished - time);
677 this.invincible_finished = max(0, this.invincible_finished - time);
678 this.speed_finished = max(0, this.speed_finished - time);
679 this.invisibility_finished = max(0, this.invisibility_finished - time);
680 this.superweapons_finished = max(0, this.superweapons_finished - time);
682 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
685 if (Item_IsExpiring(this))
687 // undo what we did above
688 this.strength_finished += time;
689 this.invincible_finished += time;
690 this.speed_finished += time;
691 this.invisibility_finished += time;
692 this.superweapons_finished += time;
699 if(this.target && this.target != "" && this.target != "###item###") // defrag support
700 SUB_UseTargets(this, toucher, NULL);
702 STAT(LAST_PICKUP, toucher) = time;
704 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
705 GameItem def = this.itemdef;
706 int ch = ((def.instanceOfPowerup && def.m_itemid != IT_RESOURCE) ? CH_TRIGGER_SINGLE : CH_TRIGGER);
707 string snd = (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent));
708 _sound(toucher, ch, snd, VOL_BASE, ATTEN_NORM);
710 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
716 if (Item_IsLoot(this))
721 if (!this.spawnshieldtime)
728 RandomSelection_Init();
729 IL_EACH(g_items, it.team == this.team,
731 if (it.itemdef) // is a registered item
734 it.scheduledrespawntime = 0;
735 RandomSelection_AddEnt(it, it.cnt, 0);
738 e = RandomSelection_chosen_ent;
739 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
743 Item_ScheduleRespawn(e);
746 void Item_Reset(entity this)
748 Item_Show(this, !this.state);
750 if (Item_IsLoot(this))
754 setthink(this, Item_Think);
755 this.nextthink = time;
756 if (this.waypointsprite_attached)
758 WaypointSprite_Kill(this.waypointsprite_attached);
760 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
762 Item_ScheduleInitialRespawn(this);
766 void Item_FindTeam(entity this)
768 if(!(this.effects & EF_NOGUNBOB)) // marker for item team search
771 LOG_TRACE("Initializing item team ", ftos(this.team));
772 RandomSelection_Init();
773 IL_EACH(g_items, it.team == this.team,
775 if(it.itemdef) // is a registered item
776 RandomSelection_AddEnt(it, it.cnt, 0);
779 entity e = RandomSelection_chosen_ent;
783 IL_EACH(g_items, it.team == this.team,
785 if(it.itemdef) // is a registered item
789 Item_Show(it, -1); // make it non-spawned
790 if (it.waypointsprite_attached)
791 WaypointSprite_Kill(it.waypointsprite_attached);
792 it.nextthink = 0; // disable any scheduled powerup spawn
797 // leave 'this' marked so Item_FindTeam() works when called again via this.reset
799 it.effects &= ~EF_NOGUNBOB;
804 void Item_CopyFields(entity this, entity to)
806 setorigin(to, this.origin);
807 to.spawnflags = this.spawnflags;
808 to.noalign = Item_ShouldKeepPosition(this);
811 to.spawnfunc_checked = true;
812 // TODO: copy respawn times? this may not be desirable in some cases
813 //to.respawntime = this.respawntime;
814 //to.respawntimejitter = this.respawntimejitter;
817 // Savage: used for item garbage-collection
818 void RemoveItem(entity this)
820 if(wasfreed(this) || !this) { return; }
821 if(this.waypointsprite_attached)
822 WaypointSprite_Kill(this.waypointsprite_attached);
823 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
827 // pickup evaluation functions
828 // these functions decide how desirable an item is to the bots
830 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
832 float weapon_pickupevalfunc(entity player, entity item)
834 // See if I have it already
835 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
837 // If I can pick it up
838 if(!item.spawnshieldtime)
840 return ammo_pickupevalfunc(player, item);
843 // reduce weapon value if bot already got a good arsenal
845 int weapons_value = 0;
846 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
847 weapons_value += it.bot_pickupbasevalue;
849 c -= bound(0, weapons_value / 20000, 1) * 0.5;
851 return item.bot_pickupbasevalue * c;
854 float ammo_pickupevalfunc(entity player, entity item)
856 entity item_resource = NULL; // pointer to the resource that may be associated with the given item
861 // detect needed ammo
862 if(item.itemdef.instanceOfWeaponPickup)
864 entity res = item.itemdef.m_weapon.ammo_type;
865 entity ammo = (res != RES_NONE) ? GetAmmoItem(res) : NULL;
868 if(res != RES_NONE && GetResource(item, res))
872 rating = ammo.m_botvalue;
876 FOREACH(Weapons, it != WEP_Null, {
877 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
879 if(it.ammo_type == RES_NONE)
882 if(GetResource(item, it.ammo_type))
884 item_resource = it.ammo_type;
888 rating = item.bot_pickupbasevalue;
891 float noammorating = 0.5;
893 if(item_resource && (GetResource(player, item_resource) < GetResourceLimit(player, item_resource)))
894 c = GetResource(item, item_resource) / max(noammorating, GetResource(player, item_resource));
898 rating += wpn.bot_pickupbasevalue * 0.1;
902 float healtharmor_pickupevalfunc(entity player, entity item)
905 float rating = item.bot_pickupbasevalue;
907 float itemarmor = GetResource(item, RES_ARMOR);
908 float itemhealth = GetResource(item, RES_HEALTH);
912 itemarmor *= min(4, item.item_group_count);
913 itemhealth *= min(4, item.item_group_count);
916 if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
917 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
919 if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
920 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
926 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
928 if(ITEM_DAMAGE_NEEDKILL(deathtype))
932 void item_use(entity this, entity actor, entity trigger)
934 // use the touch function to handle collection
935 gettouch(this)(this, actor);
938 // if defaultrespawntime is 0 get respawntime from the item definition
939 // if defaultrespawntimejitter is 0 get respawntimejitter from the item definition
940 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
942 string itemname = def.m_name;
943 Model itemmodel = def.m_model;
944 Sound pickupsound = def.m_sound;
945 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
946 float pickupbasevalue = def.m_botvalue;
947 int itemflags = def.m_itemflags;
949 startitem_failed = false;
951 this.item_model_ent = itemmodel;
952 this.item_pickupsound_ent = pickupsound;
955 def.m_iteminit(def, this);
957 if(!this.pickup_anyway && def.m_pickupanyway)
958 this.pickup_anyway = def.m_pickupanyway();
960 int itemid = def.m_itemid;
962 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
963 this.weapon = weaponid;
967 this.fade_start = autocvar_g_items_mindist;
968 this.fade_end = autocvar_g_items_maxdist;
972 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
974 this.flags = FL_ITEM | itemflags;
975 IL_PUSH(g_items, this);
977 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
979 startitem_failed = true;
984 if (Item_IsLoot(this))
986 this.reset = RemoveItem;
987 set_movetype(this, MOVETYPE_TOSS);
989 // Savage: remove thrown items after a certain period of time ("garbage collection")
990 setthink(this, RemoveItem);
991 this.nextthink = time + autocvar_g_items_dropped_lifetime;
993 this.takedamage = DAMAGE_YES;
994 this.event_damage = Item_Damage;
995 // enable this to have thrown items burn in lava
996 //this.damagedbycontents = true;
997 //IL_PUSH(g_damagedbycontents, this);
999 if (Item_IsExpiring(this))
1001 // if item is worthless after a timer, have it expire then
1002 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1005 // don't drop if in a NODROP zone (such as lava)
1006 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1007 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1009 startitem_failed = true;
1016 // must be done after def.m_iteminit() as that may set ITEM_FLAG_MUTATORBLOCKED
1017 if(!have_pickup_item(this))
1019 startitem_failed = true;
1024 // must be done before Item_Reset() and after MUTATORBLOCKED check (blocked items may have null func ptrs)
1025 if(!this.respawntime) // both need to be set
1027 this.respawntime = defaultrespawntime ? defaultrespawntime : def.m_respawntime();
1028 this.respawntimejitter = defaultrespawntimejitter ? defaultrespawntimejitter : def.m_respawntimejitter();
1031 if(this.angles != '0 0 0')
1032 this.SendFlags |= ISF_ANGLES;
1034 if(q3compat && !this.team)
1036 string t = GetField_fullspawndata(this, "team");
1037 // bones_was_here: this hack is cheaper than changing to a .string strcmp()
1038 if(t) this.team = crc16(false, t);
1041 this.reset = this.team ? Item_FindTeam : Item_Reset;
1042 // it's a level item
1043 if(this.spawnflags & 1)
1045 if (this.noalign > 0)
1046 set_movetype(this, MOVETYPE_NONE);
1048 set_movetype(this, MOVETYPE_TOSS);
1049 // do item filtering according to game mode and other things
1050 if (this.noalign <= 0)
1052 // first nudge it off the floor a little bit to avoid math errors
1053 setorigin(this, this.origin + '0 0 1');
1054 // set item size before we spawn a spawnfunc_waypoint
1055 setsize(this, def.m_mins, def.m_maxs);
1056 this.SendFlags |= ISF_SIZE;
1057 // note droptofloor returns false if stuck/or would fall too far
1060 waypoint_spawnforitem(this);
1064 * can't do it that way, as it would break maps
1065 * TODO make a target_give like entity another way, that perhaps has
1066 * the weapon name in a key
1069 // target_give not yet supported; maybe later
1070 print("removed targeted ", this.classname, "\n");
1071 startitem_failed = true;
1077 if(this.targetname != "" && (this.spawnflags & 16))
1078 this.use = item_use;
1080 if(autocvar_spawn_debug >= 2)
1082 // why not flags & fl_item?
1083 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1084 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1085 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1086 error("Mapper sucks.");
1088 this.is_item = true;
1091 weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
1093 if ( def.instanceOfPowerup
1094 || def.instanceOfWeaponPickup
1095 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1096 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1097 || (itemid & (IT_KEY1 | IT_KEY2))
1100 if(!this.target || this.target == "")
1101 this.target = "###item###"; // for finding the nearest item using findnearest
1104 Item_ItemsTime_SetTime(this, 0);
1107 this.bot_pickup = true;
1108 this.bot_pickupevalfunc = pickupevalfunc;
1109 this.bot_pickupbasevalue = pickupbasevalue;
1110 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1111 this.netname = itemname;
1112 settouch(this, Item_Touch);
1113 setmodel(this, MDL_Null); // precision set below
1114 //this.effects |= EF_LOWPRECISION;
1116 // support skinned models for powerups
1118 this.skin = def.m_skin;
1120 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1122 this.SendFlags |= ISF_SIZE;
1124 if (!(this.spawnflags & 1024)) {
1125 if(def.instanceOfPowerup)
1126 this.ItemStatus |= ITS_ANIMATE1;
1128 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1129 this.ItemStatus |= ITS_ANIMATE2;
1132 if(Item_IsLoot(this))
1135 this.glowmod = def.m_color;
1137 if(def.instanceOfWeaponPickup)
1139 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1140 this.colormap = 1024; // color shirt=0 pants=0 grey
1141 if (!(this.spawnflags & 1024))
1142 this.ItemStatus |= ITS_ANIMATE1;
1143 this.SendFlags |= ISF_COLORMAP;
1150 this.cnt = 1; // item probability weight
1152 this.effects |= EF_NOGUNBOB; // marker for item team search
1153 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1158 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1160 // call this hook after everything else has been done
1161 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1163 startitem_failed = true;
1168 // we should be sure this item will spawn before loading its assets
1169 precache_model(this.model);
1170 precache_sound(this.item_pickupsound);
1175 void StartItem(entity this, GameItem def)
1177 def = def.m_spawnfunc_hookreplace(def, this);
1179 this.classname = def.m_canonical_spawnfunc;
1182 _StartItem(this, this.itemdef, 0, 0);
1185 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1186 int group_count = 1;
1188 void setItemGroup(entity this)
1190 if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
1193 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1195 if(!this.item_group)
1199 it.item_group = group_count;
1202 this.item_group = it.item_group;
1204 else // spawning item is already part of a item_group X
1207 it.item_group = this.item_group;
1208 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1210 int grY = it.item_group;
1211 // move all items of item_group Y to item_group X
1212 IL_EACH(g_items, IS_SMALL(it.itemdef),
1214 if(it.item_group == grY)
1215 it.item_group = this.item_group;
1222 void setItemGroupCount()
1224 for (int k = 1; k <= group_count; k++)
1227 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1229 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1233 void target_items_use(entity this, entity actor, entity trigger)
1235 if(Item_IsLoot(actor))
1237 EXACTTRIGGER_TOUCH(this, trigger);
1242 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1245 if(trigger.solid == SOLID_TRIGGER)
1247 EXACTTRIGGER_TOUCH(this, trigger);
1250 IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1255 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1256 centerprint(actor, this.message);
1259 spawnfunc(target_items)
1261 this.use = target_items_use;
1262 if(!this.strength_finished)
1263 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1264 if(!this.invincible_finished)
1265 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1266 if(!this.speed_finished)
1267 this.speed_finished = autocvar_g_balance_powerup_speed_time;
1268 if(!this.invisibility_finished)
1269 this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
1270 if(!this.superweapons_finished)
1271 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1274 int n = tokenize_console(this.netname);
1275 if(argv(0) == "give")
1277 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1281 for(int j = 0; j < n; ++j)
1283 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1284 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1285 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
1286 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1287 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1288 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1289 else if(argv(j) == "speed") this.items |= ITEM_Speed.m_itemid;
1290 else if(argv(j) == "invisibility") this.items |= ITEM_Invisibility.m_itemid;
1291 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1292 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1293 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1296 FOREACH(StatusEffect, it.instanceOfBuff,
1298 string s = Buff_CompatName(argv(j));
1302 if(!this.buffs_finished)
1303 this.buffs_finished = it.m_time(it);
1307 FOREACH(Weapons, it != WEP_Null, {
1309 if(s == it.netname || s == it.m_deprecated_netname)
1311 STAT(WEAPONS, this) |= (it.m_wepset);
1312 if(this.spawnflags == 0 || this.spawnflags == 2)
1320 string itemprefix, valueprefix;
1321 if(this.spawnflags == 0)
1326 else if(this.spawnflags == 1)
1328 itemprefix = "max ";
1329 valueprefix = "max ";
1331 else if(this.spawnflags == 2)
1333 itemprefix = "min ";
1334 valueprefix = "min ";
1336 else if(this.spawnflags == 4)
1338 itemprefix = "minus ";
1339 valueprefix = "max ";
1343 error("invalid spawnflags");
1344 itemprefix = valueprefix = string_null;
1348 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1349 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1350 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1351 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1352 str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
1353 str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
1354 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1355 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1356 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1358 res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1359 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1360 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1361 res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1362 res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1363 res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1364 res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1365 res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1366 FOREACH(StatusEffect, it.instanceOfBuff, str = sprintf("%s %s%d %s", str, valueprefix, this.buffs_finished * boolean(this.buffdef == it), it.netname));
1367 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1369 this.netname = strzone(str);
1371 n = tokenize_console(this.netname);
1372 for(int j = 0; j < n; ++j)
1374 string cmd = argv(j);
1375 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1382 float GiveWeapon(entity e, float wpn, float op, float val)
1385 WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
1386 v0 = (STAT(WEAPONS, e) & s);
1391 STAT(WEAPONS, e) |= s;
1393 STAT(WEAPONS, e) &= ~s;
1398 STAT(WEAPONS, e) |= s;
1402 STAT(WEAPONS, e) &= ~s;
1406 STAT(WEAPONS, e) &= ~s;
1409 v1 = (STAT(WEAPONS, e) & s);
1413 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1415 bool had_buff = StatusEffects_active(thebuff, e);
1416 float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : 0);
1420 new_buff_time = val;
1423 new_buff_time = max(new_buff_time, val);
1426 new_buff_time = min(new_buff_time, val);
1429 new_buff_time += val;
1432 new_buff_time -= val;
1435 if(new_buff_time <= 0)
1437 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1438 StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
1442 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1443 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1445 bool have_buff = StatusEffects_active(thebuff, e);
1446 return (had_buff != have_buff);
1449 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1455 if(snd_decr != NULL)
1456 sound(e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1458 else if(v0 >= v0 + t)
1460 if(snd_incr != NULL)
1461 sound(e, ((snd_incr == SND_POWERUP) ? CH_TRIGGER_SINGLE : CH_TRIGGER), snd_incr, VOL_BASE, ATTEN_NORM);
1465 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1468 e.(rotfield) = max(e.(rotfield), time + rottime);
1470 e.(regenfield) = max(e.(regenfield), time + regentime);
1472 bool GiveResourceValue(entity e, Resource res_type, int op, int val)
1474 int v0 = GetResource(e, res_type);
1478 // min 100 cells = at least 100 cells
1479 case OP_SET: new_val = val; break;
1480 case OP_MIN: new_val = max(v0, val); break;
1481 case OP_MAX: new_val = min(v0, val); break;
1482 case OP_PLUS: new_val = v0 + val; break;
1483 case OP_MINUS: new_val = v0 - val; break;
1484 default: return false;
1487 return SetResourceExplicit(e, res_type, new_val);
1489 bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
1491 bool had_eff = StatusEffects_active(this, e);
1492 float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : 0);
1499 new_eff_time = max(new_eff_time, val);
1502 new_eff_time = min(new_eff_time, val);
1505 new_eff_time += val;
1508 new_eff_time -= val;
1511 if(new_eff_time <= 0)
1513 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1514 StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
1517 StatusEffects_apply(this, e, new_eff_time, 0);
1518 bool have_eff = StatusEffects_active(this, e);
1519 return (had_eff != have_eff);
1522 float GiveItems(entity e, float beginarg, float endarg)
1524 float got, i, val, op;
1532 int _switchweapon = 0;
1534 if(CS_CVAR(e).cvar_cl_autoswitch)
1536 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1538 .entity weaponentity = weaponentities[slot];
1539 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1540 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1541 _switchweapon |= BIT(slot);
1547 FOREACH(StatusEffect, true,
1549 e.statuseffects.statuseffect_time[it.m_id] = max(0, e.statuseffects.statuseffect_time[it.m_id] - time);
1555 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1556 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1557 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1558 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1559 //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
1560 PREGIVE_RESOURCE(e, RES_BULLETS);
1561 PREGIVE_RESOURCE(e, RES_CELLS);
1562 PREGIVE_RESOURCE(e, RES_PLASMA);
1563 PREGIVE_RESOURCE(e, RES_SHELLS);
1564 PREGIVE_RESOURCE(e, RES_ROCKETS);
1565 PREGIVE_RESOURCE(e, RES_FUEL);
1566 PREGIVE_RESOURCE(e, RES_ARMOR);
1567 PREGIVE_RESOURCE(e, RES_HEALTH);
1569 for(i = beginarg; i < endarg; ++i)
1573 if(cmd == "0" || stof(cmd))
1597 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1598 FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
1599 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1601 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1602 got += GiveResourceValue(e, RES_HEALTH, op, val);
1603 got += GiveResourceValue(e, RES_ARMOR, op, val);
1605 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1606 //case "allbuffs": // all buffs makes a player god, do not want!
1607 //FOREACH(StatusEffect, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1609 got += GiveResourceValue(e, RES_CELLS, op, val);
1610 got += GiveResourceValue(e, RES_PLASMA, op, val);
1611 got += GiveResourceValue(e, RES_SHELLS, op, val);
1612 got += GiveResourceValue(e, RES_BULLETS, op, val);
1613 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1614 got += GiveResourceValue(e, RES_FUEL, op, val);
1616 case "unlimited_ammo":
1617 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1618 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1620 case "unlimited_weapon_ammo":
1621 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1623 case "unlimited_superweapons":
1624 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1627 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1630 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1633 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1637 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1640 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1642 case "invisibility":
1643 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1645 case "superweapons":
1646 got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
1649 got += GiveResourceValue(e, RES_CELLS, op, val);
1652 got += GiveResourceValue(e, RES_PLASMA, op, val);
1655 got += GiveResourceValue(e, RES_SHELLS, op, val);
1659 got += GiveResourceValue(e, RES_BULLETS, op, val);
1662 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1665 got += GiveResourceValue(e, RES_HEALTH, op, val);
1668 got += GiveResourceValue(e, RES_ARMOR, op, val);
1671 got += GiveResourceValue(e, RES_FUEL, op, val);
1674 FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_CompatName(cmd) == it.netname,
1676 got += GiveBuff(e, it, op, val);
1679 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1680 got += GiveWeapon(e, it.m_id, op, val);
1689 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1690 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1691 POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1692 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1693 FOREACH(Weapons, it != WEP_Null, {
1694 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1695 if(!(save_weapons & (it.m_wepset)))
1696 if(STAT(WEAPONS, e) & (it.m_wepset))
1699 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1700 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1701 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1702 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1703 POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1704 POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1705 POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1706 POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1707 POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1708 POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1709 POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1710 POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1712 if(!StatusEffects_active(STATUSEFFECT_Superweapons, e))
1714 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1715 StatusEffects_apply(STATUSEFFECT_Superweapons, e, autocvar_g_balance_superweapons_time, 0);
1720 FOREACH(StatusEffect, true,
1722 if(e.statuseffects.statuseffect_time[it.m_id] <= 0)
1723 e.statuseffects.statuseffect_time[it.m_id] = 0;
1725 e.statuseffects.statuseffect_time[it.m_id] += time;
1728 StatusEffects_update(e);
1731 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1733 .entity weaponentity = weaponentities[slot];
1734 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1735 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1736 _switchweapon |= BIT(slot);
1741 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1743 .entity weaponentity = weaponentities[slot];
1744 if(_switchweapon & BIT(slot))
1746 Weapon wep = w_getbestweapon(e, weaponentity);
1747 if(wep != e.(weaponentity).m_switchweapon)
1748 W_SwitchWeapon_Force(e, wep, weaponentity);