1 #define ITEM_RESPAWN_TICKS 10
3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6 // range: 10 .. respawntime + respawntimejitter
8 floatfield Item_CounterField(float it)
12 case IT_SHELLS: return ammo_shells;
13 case IT_NAILS: return ammo_nails;
14 case IT_ROCKETS: return ammo_rockets;
15 case IT_CELLS: return ammo_cells;
16 case IT_FUEL: return ammo_fuel;
17 case IT_5HP: return health;
18 case IT_25HP: return health;
19 case IT_HEALTH: return health;
20 case IT_ARMOR_SHARD: return armorvalue;
21 case IT_ARMOR: return armorvalue;
22 // add more things here (health, armor)
23 default: error("requested item has no counter field");
27 string Item_CounterFieldName(float it)
31 case IT_SHELLS: return "shells";
32 case IT_NAILS: return "nails";
33 case IT_ROCKETS: return "rockets";
34 case IT_CELLS: return "cells";
35 case IT_FUEL: return "fuel";
37 // add more things here (health, armor)
38 default: error("requested item has no counter field name");
42 .float max_armorvalue;
45 float Item_Customize()
47 if(self.spawnshieldtime)
49 if(self.weapons != (self.weapons & other.weapons))
51 self.colormod = '0 0 0';
52 self.glowmod = self.colormod;
53 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
60 self.colormod = stov(autocvar_g_ghost_items_color);
61 self.glowmod = self.colormod;
62 self.alpha = g_ghost_items;
70 void Item_Show (entity e, float mode)
72 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
75 // make the item look normal, and be touchable
77 e.solid = SOLID_TRIGGER;
79 self.glowmod = self.colormod;
81 e.customizeentityforclient = func_null;
83 e.spawnshieldtime = 1;
87 // hide the item completely
88 e.model = string_null;
91 self.glowmod = self.colormod;
93 e.customizeentityforclient = func_null;
95 e.spawnshieldtime = 1;
97 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
99 // make the item translucent and not touchable
101 e.solid = SOLID_TRIGGER; // can STILL be picked up!
102 e.colormod = '0 0 0';
103 self.glowmod = self.colormod;
104 e.effects |= EF_STARDUST;
105 e.customizeentityforclient = Item_Customize;
107 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
109 else if(g_ghost_items)
111 // make the item translucent and not touchable
114 e.colormod = stov(autocvar_g_ghost_items_color);
115 e.glowmod = e.colormod;
116 e.alpha = g_ghost_items;
117 e.customizeentityforclient = func_null;
119 e.spawnshieldtime = 1;
123 // hide the item completely
124 e.model = string_null;
126 e.colormod = '0 0 0';
127 e.glowmod = e.colormod;
129 e.customizeentityforclient = func_null;
131 e.spawnshieldtime = 1;
134 if (e.strength_finished || e.invincible_finished)
135 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
136 if (autocvar_g_nodepthtestitems)
137 e.effects |= EF_NODEPTHTEST;
138 if (autocvar_g_fullbrightitems)
139 e.effects |= EF_FULLBRIGHT;
141 // relink entity (because solid may have changed)
142 setorigin(e, e.origin);
145 void Item_Respawn (void)
148 if(!g_minstagib && self.items == IT_STRENGTH)
149 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
150 else if(!g_minstagib && self.items == IT_INVINCIBLE)
151 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
153 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
154 setorigin (self, self.origin);
156 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
157 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
160 void Item_RespawnCountdown (void)
162 if(self.count >= ITEM_RESPAWN_TICKS)
164 if(self.waypointsprite_attached)
165 WaypointSprite_Kill(self.waypointsprite_attached);
170 self.nextthink = time + 1;
181 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
182 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
183 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
190 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
191 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
196 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
197 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
201 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
202 if(self.waypointsprite_attached)
203 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
206 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
207 if(self.waypointsprite_attached)
209 WaypointSprite_Ping(self.waypointsprite_attached);
210 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
215 void Item_ScheduleRespawnIn(entity e, float t)
217 if(e.flags & FL_POWERUP)
219 e.think = Item_RespawnCountdown;
220 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
225 e.think = Item_Respawn;
226 e.nextthink = time + t;
230 void Item_ScheduleRespawn(entity e)
232 if(e.respawntime > 0)
235 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
237 else // if respawntime is -1, this item does not respawn
241 void Item_ScheduleInitialRespawn(entity e)
244 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
247 float Item_GiveTo(entity item, entity player)
255 // if nothing happens to player, just return without taking the item
257 _switchweapon = FALSE;
261 if(item.spawnshieldtime)
264 if (player.ammo_fuel < g_pickup_fuel_max)
267 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
268 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
270 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
274 sprint (player, strcat("You got the ^2", item.netname, "\n"));
277 _switchweapon = TRUE;
281 // play some cool sounds ;)
282 centerprint(player, "\n");
283 if (clienttype(player) == CLIENTTYPE_REAL)
285 if(player.health <= 5)
286 AnnounceTo(player, "lastsecond");
287 else if(player.health < 50)
288 AnnounceTo(player, "narrowly");
290 // sound not available
291 // else if(item.items == IT_CELLS)
292 // AnnounceTo(player, "ammo");
294 if (item.weapons & WEPBIT_MINSTANEX)
295 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
297 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
305 // sound not available
306 // AnnounceTo(player, "_lives");
307 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
308 sprint(player, "^3You picked up some extra lives\n");
312 if (item.strength_finished)
315 // sound not available
316 // AnnounceTo(player, "invisible");
317 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
321 if (item.invincible_finished)
324 // sound not available
325 // AnnounceTo(player, "speed");
326 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
332 if (g_weapon_stay == 1)
333 if not(item.flags & FL_NO_WEAPON_STAY)
334 if (item.flags & FL_WEAPON)
336 if(item.classname == "droppedweapon")
338 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
343 if (player.weapons & item.weapons)
348 // in case the player has autoswitch enabled do the following:
349 // if the player is using their best weapon before items are given, they
350 // probably want to switch to an even better weapon after items are given
351 if (player.autoswitch)
352 if (player.switchweapon == w_getbestweapon(player))
353 _switchweapon = TRUE;
355 if not(player.weapons & W_WeaponBit(player.switchweapon))
356 _switchweapon = TRUE;
358 if(item.spawnshieldtime)
360 if (item.ammo_shells)
361 if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
364 player.ammo_shells = bound(player.ammo_shells, g_pickup_shells_max, player.ammo_shells + item.ammo_shells);
367 if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
370 player.ammo_nails = bound(player.ammo_nails, g_pickup_nails_max, player.ammo_nails + item.ammo_nails);
372 if (item.ammo_rockets)
373 if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
376 player.ammo_rockets = bound(player.ammo_rockets, g_pickup_rockets_max, player.ammo_rockets + item.ammo_rockets);
379 if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
382 player.ammo_cells = bound(player.ammo_cells, g_pickup_cells_max, player.ammo_cells + item.ammo_cells);
385 if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
388 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
389 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
393 if (item.flags & FL_WEAPON)
394 if ((it = item.weapons - (item.weapons & player.weapons)) || (g_pickup_weapons_anyway && !(g_weapon_stay == 3 && !e.spawnshieldtime)))
397 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
399 e = get_weaponinfo(i);
401 W_GiveWeapon (player, e.weapon, item.netname);
405 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
409 sprint (player, strcat("You got the ^2", item.netname, "\n"));
412 if(item.spawnshieldtime)
414 if (item.strength_finished)
417 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
419 if (item.invincible_finished)
422 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
426 if ((player.health < item.max_health) || item.pickup_anyway)
429 player.health = bound(player.health, item.max_health, player.health + item.health);
430 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
433 if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
436 player.armorvalue = bound(player.armorvalue, item.max_armorvalue, player.armorvalue + item.armorvalue);
437 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
443 // always eat teamed entities
450 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
452 if (player.switchweapon != w_getbestweapon(player))
453 W_SwitchWeapon_Force(player, w_getbestweapon(player));
458 void Item_Touch (void)
462 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
463 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
468 if (other.classname != "player")
472 if (self.solid != SOLID_TRIGGER)
474 if (self.owner == other)
477 if(!Item_GiveTo(self, other))
480 other.last_pickup = time;
482 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
484 if (self.classname == "droppedweapon")
486 else if not(self.spawnshieldtime)
488 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
494 RandomSelection_Init();
495 for(head = world; (head = findfloat(head, team, self.team)); )
497 if(head.flags & FL_ITEM)
500 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
503 e = RandomSelection_chosen_ent;
507 Item_ScheduleRespawn(e);
515 if(self.effects & EF_NODRAW)
517 // marker for item team search
518 dprint("Initializing item team ", ftos(self.team), "\n");
519 RandomSelection_Init();
520 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
521 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
522 e = RandomSelection_chosen_ent;
526 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
530 // make it a non-spawned item
532 head.state = 1; // state 1 = initially hidden item
534 head.effects &~= EF_NODRAW;
537 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
538 Item_ScheduleInitialRespawn(e);
544 Item_Show(self, !self.state);
545 setorigin (self, self.origin);
546 self.think = SUB_Null;
549 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
550 Item_ScheduleInitialRespawn(self);
553 // Savage: used for item garbage-collection
554 // TODO: perhaps nice special effect?
555 void RemoveItem(void)
560 // pickup evaluation functions
561 // these functions decide how desirable an item is to the bots
563 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
565 float weapon_pickupevalfunc(entity player, entity item)
567 float c, i, j, position;
569 // See if I have it already
570 if(player.weapons & item.weapons == item.weapons)
572 // If I can pick it up
573 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
575 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
577 // Skilled bots will grab more
578 c = bound(0, skill / 10, 1) * 0.5;
586 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
587 if( bot_custom_weapon && c )
589 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
592 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
595 // Find the highest position on any range
597 for(j = 0; j < WEP_LAST ; ++j){
599 bot_weapons_far[j] == i ||
600 bot_weapons_mid[j] == i ||
601 bot_weapons_close[j] == i
612 position = WEP_LAST - position;
613 // item.bot_pickupbasevalue is overwritten here
614 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
619 return item.bot_pickupbasevalue * c;
622 float commodity_pickupevalfunc(entity player, entity item)
624 float c, i, need_shells, need_nails, need_rockets, need_cells;
628 // Detect needed ammo
629 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
631 wi = get_weaponinfo(i);
633 if not(wi.weapons & player.weapons)
636 if(wi.items & IT_SHELLS)
638 else if(wi.items & IT_NAILS)
640 else if(wi.items & IT_ROCKETS)
642 else if(wi.items & IT_CELLS)
646 // TODO: figure out if the player even has the weapon this ammo is for?
647 // may not affect strategy much though...
648 // find out how much more ammo/armor/health the player can hold
650 if (item.ammo_shells)
651 if (player.ammo_shells < g_pickup_shells_max)
652 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
655 if (player.ammo_nails < g_pickup_nails_max)
656 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
658 if (item.ammo_rockets)
659 if (player.ammo_rockets < g_pickup_rockets_max)
660 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
663 if (player.ammo_cells < g_pickup_cells_max)
664 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
666 if (player.armorvalue < item.max_armorvalue)
667 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
669 if (player.health < item.max_health)
670 c = c + max(0, 1 - player.health / item.max_health);
672 return item.bot_pickupbasevalue * c;
677 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
679 startitem_failed = FALSE;
682 self.weapons = weaponid;
684 // is it a dropped weapon?
685 if (self.classname == "droppedweapon")
687 self.reset = SUB_Remove;
688 // it's a dropped weapon
689 self.movetype = MOVETYPE_TOSS;
690 // Savage: remove thrown items after a certain period of time ("garbage collection")
691 self.think = RemoveItem;
692 self.nextthink = time + 60;
693 // don't drop if in a NODROP zone (such as lava)
694 traceline(self.origin, self.origin, MOVE_NORMAL, self);
695 if (trace_dpstartcontents & DPCONTENTS_NODROP)
697 startitem_failed = TRUE;
704 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
706 startitem_failed = TRUE;
711 self.reset = Item_Reset;
713 if(self.spawnflags & 1)
716 self.movetype = MOVETYPE_NONE;
718 self.movetype = MOVETYPE_TOSS;
719 // do item filtering according to game mode and other things
722 // first nudge it off the floor a little bit to avoid math errors
723 setorigin(self, self.origin + '0 0 1');
724 // set item size before we spawn a spawnfunc_waypoint
725 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
726 setsize (self, '-16 -16 0', '16 16 48');
728 setsize (self, '-16 -16 0', '16 16 32');
729 // note droptofloor returns FALSE if stuck/or would fall too far
731 waypoint_spawnforitem(self);
735 * can't do it that way, as it would break maps
736 * TODO make a target_give like entity another way, that perhaps has
737 * the weapon name in a key
740 // target_give not yet supported; maybe later
741 print("removed targeted ", self.classname, "\n");
742 startitem_failed = TRUE;
748 if(autocvar_spawn_debug >= 2)
751 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
753 if(otheritem.is_item)
755 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
756 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
757 error("Mapper sucks.");
765 startitem_failed = TRUE;
769 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
771 startitem_failed = TRUE;
775 else if (g_minstagib)
777 // don't remove dropped items and powerups
778 if (self.classname != "minstagib")
780 startitem_failed = TRUE;
785 else if (!autocvar_g_pickup_items && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
787 startitem_failed = TRUE;
792 weaponsInMap |= weaponid;
794 precache_model (itemmodel);
795 precache_sound (pickupsound);
797 precache_sound ("misc/itemrespawncountdown.wav");
798 if(!g_minstagib && itemid == IT_STRENGTH)
799 precache_sound ("misc/strength_respawn.wav");
800 else if(!g_minstagib && itemid == IT_INVINCIBLE)
801 precache_sound ("misc/shield_respawn.wav");
803 precache_sound ("misc/itemrespawn.wav");
805 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
806 self.target = "###item###"; // for finding the nearest item using find()
809 self.bot_pickup = TRUE;
810 self.bot_pickupevalfunc = pickupevalfunc;
811 self.bot_pickupbasevalue = pickupbasevalue;
812 self.mdl = itemmodel;
813 self.item_pickupsound = pickupsound;
814 // let mappers override respawntime
815 if(!self.respawntime) // both set
817 self.respawntime = defaultrespawntime;
818 self.respawntimejitter = defaultrespawntimejitter;
820 self.netname = itemname;
821 self.flags = FL_ITEM | itemflags;
822 self.touch = Item_Touch;
823 setmodel (self, self.mdl); // precision set below
824 self.effects |= EF_LOWPRECISION;
825 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
826 setsize (self, '-16 -16 0', '16 16 48');
828 setsize (self, '-16 -16 0', '16 16 32');
829 if(itemflags & FL_WEAPON)
830 self.modelflags |= MF_ROTATE;
832 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
833 if (itemflags & FL_WEAPON)
835 // neutral team color for pickup weapons
836 self.colormap = 1024; // color shirt=0 pants=0 grey
844 self.cnt = 1; // item probability weight
845 self.effects = self.effects | EF_NODRAW; // marker for item team search
846 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
848 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
849 Item_ScheduleInitialRespawn(self);
852 /* replace items in minstagib
853 * IT_STRENGTH = invisibility
854 * IT_NAILS = extra lives
855 * IT_INVINCIBLE = speed
857 void minstagib_items (float itemid)
860 self.classname = "minstagib";
862 // replace rocket launchers and nex guns with ammo cells
863 if (itemid == IT_CELLS)
866 StartItem ("models/items/a_cells.md3",
867 "misc/itempickup.wav", 45, 0,
868 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
875 itemid = IT_STRENGTH;
879 itemid = IT_INVINCIBLE;
881 // replace with invis
882 if (itemid == IT_STRENGTH)
884 self.strength_finished = 30;
885 StartItem ("models/items/g_strength.md3",
886 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
887 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
889 // replace with extra lives
890 if (itemid == IT_NAILS)
893 StartItem ("models/items/g_h100.md3",
894 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
895 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
897 // replace with speed
898 if (itemid == IT_INVINCIBLE)
900 self.invincible_finished = 30;
901 StartItem ("models/items/g_invincible.md3",
902 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
903 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
907 float minst_no_auto_cells;
908 void minst_remove_item (void) {
909 if(minst_no_auto_cells)
913 float weaponswapping;
916 void weapon_defaultspawnfunc(float wpn)
920 var .float ammofield;
925 // set the respawntime in advance (so replaced weapons can copy it)
927 if(!self.respawntime)
929 e = get_weaponinfo(wpn);
930 if(e.items == IT_SUPERWEAPON)
932 self.respawntime = g_pickup_respawntime_powerup;
933 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
937 self.respawntime = g_pickup_respawntime_weapon;
938 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
942 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
944 e = get_weaponinfo(wpn);
945 s = cvar_string(strcat("g_weaponreplace_", e.netname));
949 startitem_failed = TRUE;
952 t = tokenize_console(s);
955 self.team = --internalteam;
957 for(i = 1; i < t; ++i)
960 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
962 e = get_weaponinfo(j);
966 copyentity(oldself, self);
967 self.classname = "replacedweapon";
968 weapon_defaultspawnfunc(j);
974 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
983 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
985 e = get_weaponinfo(j);
994 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1000 startitem_failed = TRUE;
1005 e = get_weaponinfo(wpn);
1007 if(e.items && e.items != IT_SUPERWEAPON)
1009 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1013 ammofield = Item_CounterField(j);
1015 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1021 self.flags |= FL_NO_WEAPON_STAY;
1024 // weapon stay isn't supported for teamed weapons
1026 self.flags |= FL_NO_WEAPON_STAY;
1028 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1030 self.ammo_shells = 0;
1031 self.ammo_nails = 0;
1032 self.ammo_cells = 0;
1033 self.ammo_rockets = 0;
1034 // weapon stay 2: don't use ammo on weapon pickups; instead
1035 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1038 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1039 if (self.modelindex) // don't precache if self was removed
1040 weapon_action(e.weapon, WR_PRECACHE);
1043 void spawnfunc_weapon_shotgun (void);
1044 void spawnfunc_weapon_uzi (void) {
1045 if(q3acompat_machineshotgunswap)
1046 if(self.classname != "droppedweapon")
1048 weapon_defaultspawnfunc(WEP_SHOTGUN);
1051 weapon_defaultspawnfunc(WEP_UZI);
1054 void spawnfunc_weapon_shotgun (void) {
1055 if(q3acompat_machineshotgunswap)
1056 if(self.classname != "droppedweapon")
1058 weapon_defaultspawnfunc(WEP_UZI);
1061 weapon_defaultspawnfunc(WEP_SHOTGUN);
1064 void spawnfunc_weapon_nex (void)
1068 minstagib_items(IT_CELLS);
1069 self.think = minst_remove_item;
1070 self.nextthink = time;
1073 weapon_defaultspawnfunc(WEP_NEX);
1076 void spawnfunc_weapon_minstanex (void)
1080 minstagib_items(IT_CELLS);
1081 self.think = minst_remove_item;
1082 self.nextthink = time;
1085 weapon_defaultspawnfunc(WEP_MINSTANEX);
1088 void spawnfunc_weapon_rocketlauncher (void)
1092 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1093 self.think = minst_remove_item;
1094 self.nextthink = time;
1097 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1100 void spawnfunc_item_rockets (void) {
1101 if(!self.ammo_rockets)
1102 self.ammo_rockets = g_pickup_rockets;
1103 if(!self.pickup_anyway)
1104 self.pickup_anyway = g_pickup_ammo_anyway;
1105 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1108 void spawnfunc_item_shells (void);
1109 void spawnfunc_item_bullets (void) {
1111 if(q3acompat_machineshotgunswap)
1112 if(self.classname != "droppedweapon")
1114 weaponswapping = TRUE;
1115 spawnfunc_item_shells();
1116 weaponswapping = FALSE;
1120 if(!self.ammo_nails)
1121 self.ammo_nails = g_pickup_nails;
1122 if(!self.pickup_anyway)
1123 self.pickup_anyway = g_pickup_ammo_anyway;
1124 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1127 void spawnfunc_item_cells (void) {
1128 if(!self.ammo_cells)
1129 self.ammo_cells = g_pickup_cells;
1130 if(!self.pickup_anyway)
1131 self.pickup_anyway = g_pickup_ammo_anyway;
1132 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1135 void spawnfunc_item_shells (void) {
1137 if(q3acompat_machineshotgunswap)
1138 if(self.classname != "droppedweapon")
1140 weaponswapping = TRUE;
1141 spawnfunc_item_bullets();
1142 weaponswapping = FALSE;
1146 if(!self.ammo_shells)
1147 self.ammo_shells = g_pickup_shells;
1148 if(!self.pickup_anyway)
1149 self.pickup_anyway = g_pickup_ammo_anyway;
1150 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1153 void spawnfunc_item_armor_small (void) {
1154 if(!self.armorvalue)
1155 self.armorvalue = g_pickup_armorsmall;
1156 if(!self.max_armorvalue)
1157 self.max_armorvalue = g_pickup_armorsmall_max;
1158 if(!self.pickup_anyway)
1159 self.pickup_anyway = g_pickup_armorsmall_anyway;
1160 StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1163 void spawnfunc_item_armor_medium (void) {
1164 if(!self.armorvalue)
1165 self.armorvalue = g_pickup_armormedium;
1166 if(!self.max_armorvalue)
1167 self.max_armorvalue = g_pickup_armormedium_max;
1168 if(!self.pickup_anyway)
1169 self.pickup_anyway = g_pickup_armormedium_anyway;
1170 StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1173 void spawnfunc_item_armor_big (void) {
1174 if(!self.armorvalue)
1175 self.armorvalue = g_pickup_armorbig;
1176 if(!self.max_armorvalue)
1177 self.max_armorvalue = g_pickup_armorbig_max;
1178 if(!self.pickup_anyway)
1179 self.pickup_anyway = g_pickup_armorbig_anyway;
1180 StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1183 void spawnfunc_item_armor_large (void) {
1184 if(!self.armorvalue)
1185 self.armorvalue = g_pickup_armorlarge;
1186 if(!self.max_armorvalue)
1187 self.max_armorvalue = g_pickup_armorlarge_max;
1188 if(!self.pickup_anyway)
1189 self.pickup_anyway = g_pickup_armorlarge_anyway;
1190 StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1193 void spawnfunc_item_health_small (void) {
1194 if(!self.max_health)
1195 self.max_health = g_pickup_healthsmall_max;
1197 self.health = g_pickup_healthsmall;
1198 if(!self.pickup_anyway)
1199 self.pickup_anyway = g_pickup_healthsmall_anyway;
1200 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1203 void spawnfunc_item_health_medium (void) {
1204 if(!self.max_health)
1205 self.max_health = g_pickup_healthmedium_max;
1207 self.health = g_pickup_healthmedium;
1208 if(!self.pickup_anyway)
1209 self.pickup_anyway = g_pickup_healthmedium_anyway;
1210 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1213 void spawnfunc_item_health_large (void) {
1214 if(!self.max_health)
1215 self.max_health = g_pickup_healthlarge_max;
1217 self.health = g_pickup_healthlarge;
1218 if(!self.pickup_anyway)
1219 self.pickup_anyway = g_pickup_healthlarge_anyway;
1220 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1223 void spawnfunc_item_health_mega (void) {
1224 if(!autocvar_g_powerup_superhealth)
1227 if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1231 minstagib_items(IT_NAILS);
1233 if(!self.max_health)
1234 self.max_health = g_pickup_healthmega_max;
1236 self.health = g_pickup_healthmega;
1237 if(!self.pickup_anyway)
1238 self.pickup_anyway = g_pickup_healthmega_anyway;
1239 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1243 // support old misnamed entities
1244 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1245 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1246 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1247 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1248 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1250 void spawnfunc_item_strength (void) {
1251 if(!autocvar_g_powerup_strength)
1254 if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1258 minstagib_items(IT_STRENGTH);
1260 precache_sound("weapons/strength_fire.wav");
1261 self.strength_finished = 30;
1262 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1266 void spawnfunc_item_invincible (void) {
1267 if(!autocvar_g_powerup_shield)
1270 if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1274 minstagib_items(IT_INVINCIBLE);
1276 self.invincible_finished = 30;
1277 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1281 void spawnfunc_item_minst_cells (void) {
1284 minst_no_auto_cells = 1;
1285 minstagib_items(IT_CELLS);
1292 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1294 float GiveItems(entity e, float beginarg, float endarg);
1295 void target_items_use (void)
1297 if(activator.classname == "droppedweapon")
1304 if(activator.classname != "player")
1306 if(activator.deadflag != DEAD_NO)
1311 for(e = world; (e = find(e, classname, "droppedweapon")); )
1312 if(e.enemy == activator)
1315 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1316 centerprint(activator, self.message);
1319 void spawnfunc_target_items (void)
1324 self.use = target_items_use;
1325 if(!self.strength_finished)
1326 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1327 if(!self.invincible_finished)
1328 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1330 precache_sound("misc/itempickup.wav");
1331 precache_sound("misc/megahealth.wav");
1332 precache_sound("misc/armor25.wav");
1333 precache_sound("misc/powerup.wav");
1334 precache_sound("misc/poweroff.wav");
1335 precache_sound("weapons/weaponpickup.wav");
1337 n = tokenize_console(self.netname);
1338 if(argv(0) == "give")
1340 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1344 for(i = 0; i < n; ++i)
1346 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1347 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1348 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1349 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1350 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1351 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1352 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1354 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1356 e = get_weaponinfo(j);
1357 if(argv(i) == e.netname)
1359 self.weapons |= e.weapons;
1360 if(self.spawnflags == 0 || self.spawnflags == 2)
1361 weapon_action(e.weapon, WR_PRECACHE);
1366 print("target_items: invalid item ", argv(i), "\n");
1369 string itemprefix, valueprefix;
1370 if(self.spawnflags == 0)
1375 else if(self.spawnflags == 1)
1377 itemprefix = "max ";
1378 valueprefix = "max ";
1380 else if(self.spawnflags == 2)
1382 itemprefix = "min ";
1383 valueprefix = "min ";
1385 else if(self.spawnflags == 4)
1387 itemprefix = "minus ";
1388 valueprefix = "max ";
1391 error("invalid spawnflags");
1394 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1395 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1396 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1397 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1398 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1399 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1400 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1401 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1402 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1403 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1404 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1405 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1406 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1407 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1409 e = get_weaponinfo(j);
1411 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1414 self.netname = strzone(self.netname);
1415 //print(self.netname, "\n");
1417 n = tokenize_console(self.netname);
1418 for(i = 0; i < n; ++i)
1420 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1422 e = get_weaponinfo(j);
1423 if(argv(i) == e.netname)
1425 weapon_action(e.weapon, WR_PRECACHE);
1432 void spawnfunc_item_fuel(void)
1435 self.ammo_fuel = g_pickup_fuel;
1436 if(!self.pickup_anyway)
1437 self.pickup_anyway = g_pickup_ammo_anyway;
1438 StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1441 void spawnfunc_item_fuel_regen(void)
1443 if(start_items & IT_FUEL_REGEN)
1445 spawnfunc_item_fuel();
1448 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1451 void spawnfunc_item_jetpack(void)
1453 if(g_grappling_hook)
1454 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1456 self.ammo_fuel = g_pickup_fuel_jetpack;
1457 if(start_items & IT_JETPACK)
1459 spawnfunc_item_fuel();
1462 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1472 float GiveBit(entity e, .float fld, float bit, float op, float val)
1502 float GiveValue(entity e, .float fld, float op, float val)
1512 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1515 e.fld = min(e.fld, val);
1528 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1535 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
1537 else if(v0 >= v0 + t)
1540 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
1544 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1547 e.rotfield = max(e.rotfield, time + rottime);
1549 e.regenfield = max(e.regenfield, time + regentime);
1552 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1553 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1554 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1555 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1557 float GiveItems(entity e, float beginarg, float endarg)
1559 float got, i, j, val, op;
1560 float _switchweapon;
1569 _switchweapon = FALSE;
1571 if (e.switchweapon == w_getbestweapon(e))
1572 _switchweapon = TRUE;
1574 e.strength_finished = max(0, e.strength_finished - time);
1575 e.invincible_finished = max(0, e.invincible_finished - time);
1578 PREGIVE(e, weapons);
1579 PREGIVE(e, strength_finished);
1580 PREGIVE(e, invincible_finished);
1581 PREGIVE(e, ammo_nails);
1582 PREGIVE(e, ammo_cells);
1583 PREGIVE(e, ammo_shells);
1584 PREGIVE(e, ammo_rockets);
1585 PREGIVE(e, ammo_fuel);
1586 PREGIVE(e, armorvalue);
1589 for(i = beginarg; i < endarg; ++i)
1593 if(cmd == "0" || stof(cmd))
1617 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1618 got += GiveValue(e, strength_finished, op, time);
1619 got += GiveValue(e, invincible_finished, op, time);
1620 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1622 got += GiveBit(e, items, IT_JETPACK, op, val);
1623 got += GiveValue(e, health, op, val);
1624 got += GiveValue(e, armorvalue, op, val);
1626 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1628 wi = get_weaponinfo(j);
1630 got += GiveBit(e, weapons, wi.weapons, op, val);
1633 got += GiveValue(e, ammo_cells, op, val);
1634 got += GiveValue(e, ammo_shells, op, val);
1635 got += GiveValue(e, ammo_nails, op, val);
1636 got += GiveValue(e, ammo_rockets, op, val);
1637 got += GiveValue(e, ammo_fuel, op, val);
1639 case "unlimited_ammo":
1640 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1642 case "unlimited_weapon_ammo":
1643 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1645 case "unlimited_superweapons":
1646 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1649 got += GiveBit(e, items, IT_JETPACK, op, val);
1652 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1655 got += GiveValue(e, strength_finished, op, val);
1658 got += GiveValue(e, invincible_finished, op, val);
1661 got += GiveValue(e, ammo_cells, op, val);
1664 got += GiveValue(e, ammo_shells, op, val);
1668 got += GiveValue(e, ammo_nails, op, val);
1671 got += GiveValue(e, ammo_rockets, op, val);
1674 got += GiveValue(e, health, op, val);
1677 got += GiveValue(e, armorvalue, op, val);
1680 got += GiveValue(e, ammo_fuel, op, val);
1683 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1685 wi = get_weaponinfo(j);
1686 if(cmd == wi.netname)
1688 got += GiveBit(e, weapons, wi.weapons, op, val);
1693 print("give: invalid item ", cmd, "\n");
1700 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1701 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1702 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1703 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1704 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1706 wi = get_weaponinfo(j);
1709 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1710 if not(save_weapons & wi.weapons)
1711 if(e.weapons & wi.weapons)
1712 weapon_action(wi.weapon, WR_PRECACHE);
1715 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1716 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1717 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1718 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1719 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1720 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1721 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
1722 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
1723 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
1727 e.health = bound(0, e.health, 100);
1728 e.armorvalue = bound(0, e.armorvalue, 999);
1731 if(e.strength_finished <= 0)
1732 e.strength_finished = 0;
1734 e.strength_finished += time;
1735 if(e.invincible_finished <= 0)
1736 e.invincible_finished = 0;
1738 e.invincible_finished += time;
1740 if not(e.weapons & W_WeaponBit(e.switchweapon))
1741 _switchweapon = TRUE;
1743 W_SwitchWeapon_Force(e, w_getbestweapon(e));