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 // if the client must set the bbox or model,
40 // reuse ISF_SIZE and ISF_SIZE2 to also tell it which bbox
41 if(sf & ISF_SIZE || sf & ISF_MODEL)
43 if(this.maxs == ITEM_S_MAXS) // Small
48 else if(this.maxs == ITEM_L_MAXS) // Large
54 sf |= ISF_SIZE | ISF_SIZE2;
56 else // don't set the bbox
57 sf &= ~ISF_SIZE & ~ISF_SIZE2;
59 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
60 WriteByte(MSG_ENTITY, sf);
62 //WriteByte(MSG_ENTITY, this.cnt);
65 WriteVector(MSG_ENTITY, this.origin);
70 WriteAngleVector(MSG_ENTITY, this.angles);
74 WriteByte(MSG_ENTITY, this.ItemStatus);
78 WriteShort(MSG_ENTITY, bound(0, this.fade_end, 32767));
79 WriteShort(MSG_ENTITY, bound(0, this.fade_start, 32767));
82 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
84 WriteString(MSG_ENTITY, this.mdl);
85 WriteByte(MSG_ENTITY, bound(0, this.skin, 255));
90 WriteShort(MSG_ENTITY, this.colormap);
91 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
92 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
93 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
98 WriteVector(MSG_ENTITY, this.velocity);
104 void ItemUpdate(entity this)
106 this.oldorigin = this.origin;
107 this.SendFlags |= ISF_LOCATION;
110 void UpdateItemAfterTeleport(entity this)
112 if(getSendEntity(this) == ItemSend)
116 bool have_pickup_item(entity this)
118 if (this.itemdef.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
121 if(this.itemdef.instanceOfPowerup)
123 if(autocvar_g_powerups > 0)
125 if(autocvar_g_powerups == 0)
130 if(autocvar_g_pickup_items > 0)
132 if(autocvar_g_pickup_items == 0)
135 if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
141 void Item_Show(entity e, int mode)
143 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
144 e.ItemStatus &= ~ITS_STAYWEP;
145 entity def = e.itemdef;
148 // make the item look normal, and be touchable
150 e.solid = SOLID_TRIGGER;
151 e.spawnshieldtime = 1;
152 e.ItemStatus |= ITS_AVAILABLE;
156 // hide the item completely
157 e.model = string_null;
159 e.spawnshieldtime = 1;
160 e.ItemStatus &= ~ITS_AVAILABLE;
164 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
165 || e.team // weapon stay isn't supported for teamed weapons
167 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
169 // make the item translucent and not touchable
171 e.solid = SOLID_TRIGGER; // can STILL be picked up!
172 e.effects |= EF_STARDUST;
173 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
174 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
178 //setmodel(e, "null");
180 e.colormod = '0 0 0';
181 //e.glowmod = e.colormod;
182 e.spawnshieldtime = 1;
183 e.ItemStatus &= ~ITS_AVAILABLE;
188 e.ItemStatus |= ITS_GLOW;
190 if (autocvar_g_nodepthtestitems)
191 e.effects |= EF_NODEPTHTEST;
193 if (autocvar_g_fullbrightitems)
194 e.ItemStatus |= ITS_ALLOWFB;
196 e.ItemStatus &= ~ITS_ALLOWFB;
198 if (autocvar_sv_simple_items)
199 e.ItemStatus |= ITS_ALLOWSI;
201 // relink entity (because solid may have changed)
202 setorigin(e, e.origin);
203 e.SendFlags |= ISF_STATUS;
206 void Item_Think(entity this)
208 this.nextthink = time;
209 if(this.origin != this.oldorigin)
213 bool Item_ItemsTime_SpectatorOnly(GameItem it);
214 bool Item_ItemsTime_Allow(GameItem it);
215 float Item_ItemsTime_UpdateTime(entity e, float t);
216 void Item_ItemsTime_SetTime(entity e, float t);
217 void Item_ItemsTime_SetTimesForAllPlayers();
219 void Item_Respawn(entity this)
222 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
224 if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
226 float t = Item_ItemsTime_UpdateTime(this, 0);
227 Item_ItemsTime_SetTime(this, t);
228 Item_ItemsTime_SetTimesForAllPlayers();
231 setthink(this, Item_Think);
232 this.nextthink = time;
234 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
235 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
238 void Item_RespawnCountdown(entity this)
240 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
242 if(this.waypointsprite_attached)
243 WaypointSprite_Kill(this.waypointsprite_attached);
248 this.nextthink = time + 1;
249 this.item_respawncounter += 1;
250 if(this.item_respawncounter == 1)
254 entity wi = REGISTRY_GET(Weapons, this.weapon);
255 if (wi != WEP_Null) {
256 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
257 wp.wp_extra = wi.m_id;
262 entity ii = this.itemdef;
264 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
265 wp.wp_extra = ii.m_id;
270 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
271 if(this.waypointsprite_attached)
273 GameItem def = this.itemdef;
274 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
275 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
276 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
280 if(this.waypointsprite_attached)
282 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
283 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
286 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
290 WaypointSprite_Ping(this.waypointsprite_attached);
291 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
296 void Item_RespawnThink(entity this)
298 this.nextthink = time;
299 if(this.origin != this.oldorigin)
302 if(time >= this.wait)
306 void Item_ScheduleRespawnIn(entity e, float t)
308 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
309 if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
311 setthink(e, Item_RespawnCountdown);
312 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
313 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
314 e.item_respawncounter = 0;
315 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
317 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
318 Item_ItemsTime_SetTime(e, t);
319 Item_ItemsTime_SetTimesForAllPlayers();
324 setthink(e, Item_RespawnThink);
326 e.scheduledrespawntime = time + t;
329 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
331 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
332 Item_ItemsTime_SetTime(e, t);
333 Item_ItemsTime_SetTimesForAllPlayers();
338 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*");
339 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");
340 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");
342 /// Adjust respawn time according to the number of players.
343 float adjust_respawntime(float normal_respawntime) {
344 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
345 float o = autocvar_g_pickup_respawntime_scaling_offset;
346 float l = autocvar_g_pickup_respawntime_scaling_linear;
348 if (r == 0 && l == 1) {
349 return normal_respawntime;
352 entity balance = TeamBalance_CheckAllowedTeams(NULL);
353 TeamBalance_GetTeamCounts(balance, NULL);
355 for (int i = 1; i <= NUM_TEAMS; ++i)
357 if (TeamBalance_IsTeamAllowed(balance, i))
359 players += TeamBalance_GetNumberOfPlayers(balance, i);
362 TeamBalance_Destroy(balance);
365 return normal_respawntime * (r / (players + o) + l);
367 return normal_respawntime;
371 void Item_ScheduleRespawn(entity e)
373 if(e.respawntime > 0)
377 float adjusted_respawntime = adjust_respawntime(e.respawntime);
378 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
380 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
381 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
382 Item_ScheduleRespawnIn(e, respawn_in);
384 else // if respawntime is -1, this item does not respawn
388 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
389 "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");
391 void Item_ScheduleInitialRespawn(entity e)
396 if (autocvar_g_pickup_respawntime_initial_random == 0)
398 // range: respawntime .. respawntime + respawntimejitter
399 spawn_in = e.respawntime + random() * e.respawntimejitter;
404 if (autocvar_g_pickup_respawntime_initial_random == 1)
406 static float shared_random = 0;
407 // NOTE this code works only if items are scheduled at the same time (normal case)
408 // NOTE2 random() can't return exactly 1 so this check always work as intended
409 if (!shared_random || floor(time) > shared_random)
410 shared_random = floor(time) + random();
411 rnd = shared_random - floor(time);
417 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
418 // else: 0 .. ITEM_RESPAWN_TICKS
419 // this is to prevent powerups spawning unexpectedly without waypoints
420 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
423 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
426 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
429 if (num_weapons == 0)
433 int num_potential_weapons = tokenize_console(weapon_names);
434 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
436 RandomSelection_Init();
437 for (int weapon_index = 0; weapon_index < num_potential_weapons;
440 string weapon = argv(weapon_index);
441 FOREACH(Weapons, it != WEP_Null,
443 // Finding a weapon which player doesn't have.
444 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
446 RandomSelection_AddEnt(it, 1, 1);
451 if (RandomSelection_chosen_ent == NULL)
455 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
456 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
460 if (GetResource(receiver,
461 RandomSelection_chosen_ent.ammo_type) != 0)
465 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
466 GetResource(ammo_entity,
467 RandomSelection_chosen_ent.ammo_type));
471 bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
473 float amount = GetResource(item, res_type);
478 float player_amount = GetResource(player, res_type);
479 if (item.spawnshieldtime)
481 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
484 else if (g_weapon_stay == 2)
486 ammomax = min(amount, ammomax);
487 if(player_amount >= ammomax)
493 TakeResourceWithLimit(player, res_type, -amount, ammomax);
495 GiveResourceWithLimit(player, res_type, amount, ammomax);
499 void Item_NotifyWeapon(entity player, int wep)
501 FOREACH_CLIENT(IS_REAL_CLIENT(it) && (it == player || (IS_SPEC(it) && it.enemy == player)), {
503 WriteHeader(MSG_ONE, TE_CSQC_WEAPONPICKUP);
504 WriteByte(MSG_ONE, wep);
508 bool Item_GiveTo(entity item, entity player)
510 // if nothing happens to player, just return without taking the item
511 int _switchweapon = 0;
512 // in case the player has autoswitch enabled do the following:
513 // if the player is using their best weapon before items are given, they
514 // probably want to switch to an even better weapon after items are given
516 if(CS_CVAR(player).cvar_cl_autoswitch)
518 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
520 .entity weaponentity = weaponentities[slot];
521 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
523 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
524 _switchweapon |= BIT(slot);
526 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
527 _switchweapon |= BIT(slot);
531 bool pickedup = false;
532 pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
533 pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
534 pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
535 pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
536 pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
537 pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
538 pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
539 pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
540 if (item.itemdef.instanceOfWeaponPickup)
543 w = STAT(WEAPONS, item);
544 wp = w & ~STAT(WEAPONS, player);
546 if (wp || (item.spawnshieldtime && item.pickup_anyway > 0))
549 FOREACH(Weapons, it != WEP_Null, {
550 if(w & (it.m_wepset))
551 Item_NotifyWeapon(player, it.m_id);
553 if(wp & (it.m_wepset))
555 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
557 .entity weaponentity = weaponentities[slot];
558 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
559 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
561 W_GiveWeapon(player, it.m_id);
567 if (item.itemdef.instanceOfPowerup)
569 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
570 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
571 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
572 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
576 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
580 // TODO: we probably want to show a message in the console, but not this one!
581 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
584 if (item.strength_finished)
587 float t = max(StatusEffects_gettime(STATUSEFFECT_Strength, player), time);
588 if (autocvar_g_powerups_stack)
589 t += item.strength_finished;
591 t = max(t, time + item.strength_finished);
592 StatusEffects_apply(STATUSEFFECT_Strength, player, t, 0);
594 if (item.invincible_finished)
597 float t = max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time);
598 if (autocvar_g_powerups_stack)
599 t += item.invincible_finished;
601 t = max(t, time + item.invincible_finished);
602 StatusEffects_apply(STATUSEFFECT_Shield, player, t, 0);
604 if (item.speed_finished)
607 float t = max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time);
608 if (autocvar_g_powerups_stack)
609 t += item.speed_finished;
611 t = max(t, time + item.speed_finished);
612 StatusEffects_apply(STATUSEFFECT_Speed, player, t, 0);
614 if (item.invisibility_finished)
617 float t = max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time);
618 if (autocvar_g_powerups_stack)
619 t += item.invisibility_finished;
621 t = max(t, time + item.invisibility_finished);
622 StatusEffects_apply(STATUSEFFECT_Invisibility, player, t, 0);
624 if (item.superweapons_finished)
627 StatusEffects_apply(STATUSEFFECT_Superweapons, player, max(StatusEffects_gettime(STATUSEFFECT_Superweapons, player), time) + item.superweapons_finished, 0);
630 // always eat teamed entities
637 // crude hack to enforce switching weapons
638 if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
640 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
642 .entity weaponentity = weaponentities[slot];
643 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
644 W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
651 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
653 .entity weaponentity = weaponentities[slot];
654 if(_switchweapon & BIT(slot))
655 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
656 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
663 void Item_Touch(entity this, entity toucher)
665 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
666 if (Item_IsLoot(this))
668 if (ITEM_TOUCH_NEEDKILL())
675 if(!(toucher.flags & FL_PICKUPITEMS)
676 || STAT(FROZEN, toucher)
678 || (this.solid != SOLID_TRIGGER)
679 || (this.owner == toucher)
680 || (time < this.item_spawnshieldtime)
683 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
685 case MUT_ITEMTOUCH_RETURN: { return; }
686 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
689 toucher = M_ARGV(1, entity);
691 if (Item_IsExpiring(this))
693 this.strength_finished = max(0, this.strength_finished - time);
694 this.invincible_finished = max(0, this.invincible_finished - time);
695 this.speed_finished = max(0, this.speed_finished - time);
696 this.invisibility_finished = max(0, this.invisibility_finished - time);
697 this.superweapons_finished = max(0, this.superweapons_finished - time);
699 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
702 if (Item_IsExpiring(this))
704 // undo what we did above
705 this.strength_finished += time;
706 this.invincible_finished += time;
707 this.speed_finished += time;
708 this.invisibility_finished += time;
709 this.superweapons_finished += time;
716 if(this.target && this.target != "" && this.target != "###item###") // defrag support
717 SUB_UseTargets(this, toucher, NULL);
719 STAT(LAST_PICKUP, toucher) = time;
721 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
722 GameItem def = this.itemdef;
723 int ch = ((def.instanceOfPowerup && def.m_itemid != IT_RESOURCE) ? CH_TRIGGER_SINGLE : CH_TRIGGER);
724 string snd = (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent));
725 _sound(toucher, ch, snd, VOL_BASE, ATTEN_NORM);
727 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
733 if (Item_IsLoot(this))
738 if (!this.spawnshieldtime)
745 RandomSelection_Init();
746 IL_EACH(g_items, it.team == this.team,
748 if (it.itemdef) // is a registered item
751 it.scheduledrespawntime = 0;
752 RandomSelection_AddEnt(it, it.cnt, 0);
755 e = RandomSelection_chosen_ent;
756 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
760 Item_ScheduleRespawn(e);
763 void Item_Reset(entity this)
765 Item_Show(this, !this.state);
767 if (Item_IsLoot(this))
771 setthink(this, Item_Think);
772 this.nextthink = time;
773 if (this.waypointsprite_attached)
775 WaypointSprite_Kill(this.waypointsprite_attached);
777 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
779 Item_ScheduleInitialRespawn(this);
783 void Item_FindTeam(entity this)
785 if(!(this.effects & EF_NOGUNBOB)) // marker for item team search
788 LOG_TRACE("Initializing item team ", ftos(this.team));
789 RandomSelection_Init();
790 IL_EACH(g_items, it.team == this.team,
792 if(it.itemdef) // is a registered item
793 RandomSelection_AddEnt(it, it.cnt, 0);
796 entity e = RandomSelection_chosen_ent;
800 IL_EACH(g_items, it.team == this.team,
802 if(it.itemdef) // is a registered item
806 Item_Show(it, -1); // make it non-spawned
807 if (it.waypointsprite_attached)
808 WaypointSprite_Kill(it.waypointsprite_attached);
809 it.nextthink = 0; // disable any scheduled powerup spawn
814 // leave 'this' marked so Item_FindTeam() works when called again via this.reset
816 it.effects &= ~EF_NOGUNBOB;
821 void Item_CopyFields(entity this, entity to)
823 setorigin(to, this.origin);
824 to.spawnflags = this.spawnflags;
825 to.noalign = Item_ShouldKeepPosition(this);
828 to.spawnfunc_checked = true;
829 // TODO: copy respawn times? this may not be desirable in some cases
830 //to.respawntime = this.respawntime;
831 //to.respawntimejitter = this.respawntimejitter;
834 // Savage: used for item garbage-collection
835 void RemoveItem(entity this)
837 if(wasfreed(this) || !this) { return; }
838 if(this.waypointsprite_attached)
839 WaypointSprite_Kill(this.waypointsprite_attached);
840 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
844 // pickup evaluation functions
845 // these functions decide how desirable an item is to the bots
847 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
849 float weapon_pickupevalfunc(entity player, entity item)
851 // See if I have it already
852 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
854 // If I can pick it up
855 if(!item.spawnshieldtime)
857 return ammo_pickupevalfunc(player, item);
860 // reduce weapon value if bot already got a good arsenal
862 int weapons_value = 0;
863 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
864 weapons_value += it.bot_pickupbasevalue;
866 c -= bound(0, weapons_value / 20000, 1) * 0.5;
868 return item.bot_pickupbasevalue * c;
871 float ammo_pickupevalfunc(entity player, entity item)
873 entity item_resource = NULL; // pointer to the resource that may be associated with the given item
878 // detect needed ammo
879 if(item.itemdef.instanceOfWeaponPickup)
881 entity res = item.itemdef.m_weapon.ammo_type;
882 entity ammo = (res != RES_NONE) ? GetAmmoItem(res) : NULL;
885 if(res != RES_NONE && GetResource(item, res))
889 rating = ammo.m_botvalue;
893 FOREACH(Weapons, it != WEP_Null, {
894 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
896 if(it.ammo_type == RES_NONE)
899 if(GetResource(item, it.ammo_type))
901 item_resource = it.ammo_type;
905 rating = item.bot_pickupbasevalue;
908 float noammorating = 0.5;
910 if(item_resource && (GetResource(player, item_resource) < GetResourceLimit(player, item_resource)))
911 c = GetResource(item, item_resource) / max(noammorating, GetResource(player, item_resource));
915 rating += wpn.bot_pickupbasevalue * 0.1;
919 float healtharmor_pickupevalfunc(entity player, entity item)
922 float rating = item.bot_pickupbasevalue;
924 float itemarmor = GetResource(item, RES_ARMOR);
925 float itemhealth = GetResource(item, RES_HEALTH);
929 itemarmor *= min(4, item.item_group_count);
930 itemhealth *= min(4, item.item_group_count);
933 if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
934 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
936 if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
937 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
943 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
945 if(ITEM_DAMAGE_NEEDKILL(deathtype))
949 void item_use(entity this, entity actor, entity trigger)
951 // use the touch function to handle collection
952 gettouch(this)(this, actor);
955 // if defaultrespawntime is 0 get respawntime from the item definition
956 // if defaultrespawntimejitter is 0 get respawntimejitter from the item definition
957 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
959 string itemname = def.m_name;
960 Model itemmodel = def.m_model;
961 Sound pickupsound = def.m_sound;
962 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
963 float pickupbasevalue = def.m_botvalue;
964 int itemflags = def.m_itemflags;
966 startitem_failed = false;
968 this.item_model_ent = itemmodel;
969 this.item_pickupsound_ent = pickupsound;
972 def.m_iteminit(def, this);
974 if(!this.pickup_anyway && def.m_pickupanyway)
975 this.pickup_anyway = def.m_pickupanyway();
977 int itemid = def.m_itemid;
979 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
980 this.weapon = weaponid;
984 this.fade_start = autocvar_g_items_mindist;
985 this.fade_end = autocvar_g_items_maxdist;
989 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
991 this.flags = FL_ITEM | itemflags;
992 IL_PUSH(g_items, this);
994 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
996 startitem_failed = true;
1001 if (Item_IsLoot(this))
1003 this.reset = RemoveItem;
1004 set_movetype(this, MOVETYPE_TOSS);
1006 // Savage: remove thrown items after a certain period of time ("garbage collection")
1007 setthink(this, RemoveItem);
1008 this.nextthink = time + autocvar_g_items_dropped_lifetime;
1010 this.takedamage = DAMAGE_YES;
1011 this.event_damage = Item_Damage;
1012 // enable this to have thrown items burn in lava
1013 //this.damagedbycontents = true;
1014 //IL_PUSH(g_damagedbycontents, this);
1016 if (Item_IsExpiring(this))
1018 // if item is worthless after a timer, have it expire then
1019 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1022 // don't drop if in a NODROP zone (such as lava)
1023 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1024 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1026 startitem_failed = true;
1033 // must be done after def.m_iteminit() as that may set ITEM_FLAG_MUTATORBLOCKED
1034 if(!have_pickup_item(this))
1036 startitem_failed = true;
1041 // must be done before Item_Reset() and after MUTATORBLOCKED check (blocked items may have null func ptrs)
1042 if(!this.respawntime) // both need to be set
1044 this.respawntime = defaultrespawntime ? defaultrespawntime : def.m_respawntime();
1045 this.respawntimejitter = defaultrespawntimejitter ? defaultrespawntimejitter : def.m_respawntimejitter();
1048 if(this.angles != '0 0 0')
1049 this.SendFlags |= ISF_ANGLES;
1051 if(q3compat && !this.team)
1053 string t = GetField_fullspawndata(this, "team");
1054 // bones_was_here: this hack is cheaper than changing to a .string strcmp()
1055 if(t) this.team = crc16(false, t);
1058 this.reset = this.team ? Item_FindTeam : Item_Reset;
1059 // it's a level item
1060 if(this.spawnflags & 1)
1062 if (this.noalign > 0)
1063 set_movetype(this, MOVETYPE_NONE);
1065 set_movetype(this, MOVETYPE_TOSS);
1066 // do item filtering according to game mode and other things
1067 if (this.noalign <= 0)
1069 // first nudge it off the floor a little bit to avoid math errors
1070 setorigin(this, this.origin + '0 0 1');
1071 // set item size before we spawn a spawnfunc_waypoint
1072 setsize(this, def.m_mins, def.m_maxs);
1073 this.SendFlags |= ISF_SIZE;
1074 // note droptofloor returns false if stuck/or would fall too far
1077 waypoint_spawnforitem(this);
1081 * can't do it that way, as it would break maps
1082 * TODO make a target_give like entity another way, that perhaps has
1083 * the weapon name in a key
1086 // target_give not yet supported; maybe later
1087 print("removed targeted ", this.classname, "\n");
1088 startitem_failed = true;
1094 if(this.targetname != "" && (this.spawnflags & 16))
1095 this.use = item_use;
1097 if(autocvar_spawn_debug >= 2)
1099 // why not flags & fl_item?
1100 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1101 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1102 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1103 error("Mapper sucks.");
1105 this.is_item = true;
1108 weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
1110 if ( def.instanceOfPowerup
1111 || def.instanceOfWeaponPickup
1112 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1113 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1114 || (itemid & (IT_KEY1 | IT_KEY2))
1117 if(!this.target || this.target == "")
1118 this.target = "###item###"; // for finding the nearest item using findnearest
1121 Item_ItemsTime_SetTime(this, 0);
1124 this.bot_pickup = true;
1125 this.bot_pickupevalfunc = pickupevalfunc;
1126 this.bot_pickupbasevalue = pickupbasevalue;
1127 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1128 this.netname = itemname;
1129 settouch(this, Item_Touch);
1130 setmodel(this, MDL_Null); // precision set below
1131 //this.effects |= EF_LOWPRECISION;
1133 // support skinned models for powerups
1135 this.skin = def.m_skin;
1137 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1139 this.SendFlags |= ISF_SIZE;
1141 if (!(this.spawnflags & 1024)) {
1142 if(def.instanceOfPowerup)
1143 this.ItemStatus |= ITS_ANIMATE1;
1145 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1146 this.ItemStatus |= ITS_ANIMATE2;
1149 if(Item_IsLoot(this))
1152 this.glowmod = def.m_color;
1154 if(def.instanceOfWeaponPickup)
1156 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1157 this.colormap = 1024; // color shirt=0 pants=0 grey
1158 if (!(this.spawnflags & 1024))
1159 this.ItemStatus |= ITS_ANIMATE1;
1160 this.SendFlags |= ISF_COLORMAP;
1167 this.cnt = 1; // item probability weight
1169 this.effects |= EF_NOGUNBOB; // marker for item team search
1170 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1175 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1177 // call this hook after everything else has been done
1178 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1180 startitem_failed = true;
1185 // we should be sure this item will spawn before loading its assets
1186 precache_model(this.model);
1187 precache_sound(this.item_pickupsound);
1192 void StartItem(entity this, GameItem def)
1194 def = def.m_spawnfunc_hookreplace(def, this);
1196 this.classname = def.m_canonical_spawnfunc;
1199 _StartItem(this, this.itemdef, 0, 0);
1202 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1203 int group_count = 1;
1205 void setItemGroup(entity this)
1207 if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
1210 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1212 if(!this.item_group)
1216 it.item_group = group_count;
1219 this.item_group = it.item_group;
1221 else // spawning item is already part of a item_group X
1224 it.item_group = this.item_group;
1225 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1227 int grY = it.item_group;
1228 // move all items of item_group Y to item_group X
1229 IL_EACH(g_items, IS_SMALL(it.itemdef),
1231 if(it.item_group == grY)
1232 it.item_group = this.item_group;
1239 void setItemGroupCount()
1241 for (int k = 1; k <= group_count; k++)
1244 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1246 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1250 void target_items_use(entity this, entity actor, entity trigger)
1252 if(Item_IsLoot(actor))
1254 EXACTTRIGGER_TOUCH(this, trigger);
1259 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1262 if(trigger.solid == SOLID_TRIGGER)
1264 EXACTTRIGGER_TOUCH(this, trigger);
1267 IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1272 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1273 centerprint(actor, this.message);
1276 spawnfunc(target_items)
1278 this.use = target_items_use;
1279 if(!this.strength_finished)
1280 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1281 if(!this.invincible_finished)
1282 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1283 if(!this.speed_finished)
1284 this.speed_finished = autocvar_g_balance_powerup_speed_time;
1285 if(!this.invisibility_finished)
1286 this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
1287 if(!this.superweapons_finished)
1288 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1291 int n = tokenize_console(this.netname);
1292 if(argv(0) == "give")
1294 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1298 for(int j = 0; j < n; ++j)
1300 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1301 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1302 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
1303 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1304 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1305 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1306 else if(argv(j) == "speed") this.items |= ITEM_Speed.m_itemid;
1307 else if(argv(j) == "invisibility") this.items |= ITEM_Invisibility.m_itemid;
1308 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1309 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1310 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1313 FOREACH(StatusEffect, it.instanceOfBuff,
1315 string s = Buff_CompatName(argv(j));
1319 if(!this.buffs_finished)
1320 this.buffs_finished = it.m_time(it);
1324 FOREACH(Weapons, it != WEP_Null, {
1326 if(s == it.netname || s == it.m_deprecated_netname)
1328 STAT(WEAPONS, this) |= (it.m_wepset);
1329 if(this.spawnflags == 0 || this.spawnflags == 2)
1337 string itemprefix, valueprefix;
1338 if(this.spawnflags == 0)
1343 else if(this.spawnflags == 1)
1345 itemprefix = "max ";
1346 valueprefix = "max ";
1348 else if(this.spawnflags == 2)
1350 itemprefix = "min ";
1351 valueprefix = "min ";
1353 else if(this.spawnflags == 4)
1355 itemprefix = "minus ";
1356 valueprefix = "max ";
1360 error("invalid spawnflags");
1361 itemprefix = valueprefix = string_null;
1365 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1366 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1367 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1368 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1369 str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
1370 str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
1371 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1372 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1373 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1375 res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1376 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1377 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1378 res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1379 res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1380 res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1381 res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1382 res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1383 FOREACH(StatusEffect, it.instanceOfBuff, str = sprintf("%s %s%d %s", str, valueprefix, this.buffs_finished * boolean(this.buffdef == it), it.netname));
1384 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1386 this.netname = strzone(str);
1388 n = tokenize_console(this.netname);
1389 for(int j = 0; j < n; ++j)
1391 string cmd = argv(j);
1392 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1399 float GiveWeapon(entity e, float wpn, float op, float val)
1402 WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
1403 v0 = (STAT(WEAPONS, e) & s);
1408 STAT(WEAPONS, e) |= s;
1410 STAT(WEAPONS, e) &= ~s;
1415 STAT(WEAPONS, e) |= s;
1419 STAT(WEAPONS, e) &= ~s;
1423 STAT(WEAPONS, e) &= ~s;
1426 v1 = (STAT(WEAPONS, e) & s);
1430 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1432 bool had_buff = StatusEffects_active(thebuff, e);
1433 float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : 0);
1437 new_buff_time = val;
1440 new_buff_time = max(new_buff_time, val);
1443 new_buff_time = min(new_buff_time, val);
1446 new_buff_time += val;
1449 new_buff_time -= val;
1452 if(new_buff_time <= 0)
1454 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1455 StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
1459 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1460 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1462 bool have_buff = StatusEffects_active(thebuff, e);
1463 return (had_buff != have_buff);
1466 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1472 if(snd_decr != NULL)
1473 sound(e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1475 else if(v0 >= v0 + t)
1477 if(snd_incr != NULL)
1478 sound(e, ((snd_incr == SND_POWERUP) ? CH_TRIGGER_SINGLE : CH_TRIGGER), snd_incr, VOL_BASE, ATTEN_NORM);
1482 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1485 e.(rotfield) = max(e.(rotfield), time + rottime);
1487 e.(regenfield) = max(e.(regenfield), time + regentime);
1489 bool GiveResourceValue(entity e, Resource res_type, int op, int val)
1491 int v0 = GetResource(e, res_type);
1495 // min 100 cells = at least 100 cells
1496 case OP_SET: new_val = val; break;
1497 case OP_MIN: new_val = max(v0, val); break;
1498 case OP_MAX: new_val = min(v0, val); break;
1499 case OP_PLUS: new_val = v0 + val; break;
1500 case OP_MINUS: new_val = v0 - val; break;
1501 default: return false;
1504 return SetResourceExplicit(e, res_type, new_val);
1506 bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
1508 bool had_eff = StatusEffects_active(this, e);
1509 float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : 0);
1516 new_eff_time = max(new_eff_time, val);
1519 new_eff_time = min(new_eff_time, val);
1522 new_eff_time += val;
1525 new_eff_time -= val;
1528 if(new_eff_time <= 0)
1530 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1531 StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
1534 StatusEffects_apply(this, e, new_eff_time, 0);
1535 bool have_eff = StatusEffects_active(this, e);
1536 return (had_eff != have_eff);
1539 float GiveItems(entity e, float beginarg, float endarg)
1541 float got, i, val, op;
1549 int _switchweapon = 0;
1551 if(CS_CVAR(e).cvar_cl_autoswitch)
1553 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1555 .entity weaponentity = weaponentities[slot];
1556 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1557 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1558 _switchweapon |= BIT(slot);
1564 FOREACH(StatusEffect, true,
1566 e.statuseffects.statuseffect_time[it.m_id] = max(0, e.statuseffects.statuseffect_time[it.m_id] - time);
1572 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1573 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1574 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1575 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1576 //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
1577 PREGIVE_RESOURCE(e, RES_BULLETS);
1578 PREGIVE_RESOURCE(e, RES_CELLS);
1579 PREGIVE_RESOURCE(e, RES_PLASMA);
1580 PREGIVE_RESOURCE(e, RES_SHELLS);
1581 PREGIVE_RESOURCE(e, RES_ROCKETS);
1582 PREGIVE_RESOURCE(e, RES_FUEL);
1583 PREGIVE_RESOURCE(e, RES_ARMOR);
1584 PREGIVE_RESOURCE(e, RES_HEALTH);
1586 for(i = beginarg; i < endarg; ++i)
1590 if(cmd == "0" || stof(cmd))
1614 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1615 FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
1616 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1618 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1619 got += GiveResourceValue(e, RES_HEALTH, op, val);
1620 got += GiveResourceValue(e, RES_ARMOR, op, val);
1622 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1623 //case "allbuffs": // all buffs makes a player god, do not want!
1624 //FOREACH(StatusEffect, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1626 got += GiveResourceValue(e, RES_CELLS, op, val);
1627 got += GiveResourceValue(e, RES_PLASMA, op, val);
1628 got += GiveResourceValue(e, RES_SHELLS, op, val);
1629 got += GiveResourceValue(e, RES_BULLETS, op, val);
1630 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1631 got += GiveResourceValue(e, RES_FUEL, op, val);
1633 case "unlimited_ammo":
1634 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1635 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1637 case "unlimited_weapon_ammo":
1638 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1640 case "unlimited_superweapons":
1641 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1644 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1647 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1650 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1654 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1657 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1659 case "invisibility":
1660 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1662 case "superweapons":
1663 got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
1666 got += GiveResourceValue(e, RES_CELLS, op, val);
1669 got += GiveResourceValue(e, RES_PLASMA, op, val);
1672 got += GiveResourceValue(e, RES_SHELLS, op, val);
1676 got += GiveResourceValue(e, RES_BULLETS, op, val);
1679 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1682 got += GiveResourceValue(e, RES_HEALTH, op, val);
1685 got += GiveResourceValue(e, RES_ARMOR, op, val);
1688 got += GiveResourceValue(e, RES_FUEL, op, val);
1691 FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_CompatName(cmd) == it.netname,
1693 got += GiveBuff(e, it, op, val);
1696 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1697 got += GiveWeapon(e, it.m_id, op, val);
1706 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1707 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1708 POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1709 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1710 FOREACH(Weapons, it != WEP_Null, {
1711 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1712 if(!(save_weapons & (it.m_wepset)))
1713 if(STAT(WEAPONS, e) & (it.m_wepset))
1716 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1717 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1718 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1719 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1720 POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1721 POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1722 POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1723 POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1724 POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1725 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);
1726 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);
1727 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);
1729 if(!StatusEffects_active(STATUSEFFECT_Superweapons, e))
1731 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1732 StatusEffects_apply(STATUSEFFECT_Superweapons, e, autocvar_g_balance_superweapons_time, 0);
1737 FOREACH(StatusEffect, true,
1739 if(e.statuseffects.statuseffect_time[it.m_id] <= 0)
1740 e.statuseffects.statuseffect_time[it.m_id] = 0;
1742 e.statuseffects.statuseffect_time[it.m_id] += time;
1745 StatusEffects_update(e);
1748 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1750 .entity weaponentity = weaponentities[slot];
1751 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1752 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1753 _switchweapon |= BIT(slot);
1758 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1760 .entity weaponentity = weaponentities[slot];
1761 if(_switchweapon & BIT(slot))
1763 Weapon wep = w_getbestweapon(e, weaponentity);
1764 if(wep != e.(weaponentity).m_switchweapon)
1765 W_SwitchWeapon_Force(e, wep, weaponentity);