3 #include "../common/items/all.qc"
8 #include "waypointsprites.qh"
11 #include "bot/waypoints.qh"
13 #include "mutators/mutators_include.qh"
15 #include "weapons/common.qh"
16 #include "weapons/selection.qh"
17 #include "weapons/weaponsystem.qh"
19 #include "../common/constants.qh"
20 #include "../common/deathtypes.qh"
21 #include "../common/notifications.qh"
22 #include "../common/triggers/subs.qh"
23 #include "../common/util.qh"
25 #include "../common/monsters/all.qh"
27 #include "../common/weapons/all.qh"
29 #include "../warpzonelib/util_server.qh"
37 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
38 if(self.move_flags & FL_ONGROUND)
39 { // For some reason move_avelocity gets set to '0 0 0' here ...
40 self.oldorigin = self.origin;
43 if(autocvar_cl_animate_items)
44 { // ... so reset it if animations are requested.
45 if(self.ItemStatus & ITS_ANIMATE1)
46 self.move_avelocity = '0 180 0';
48 if(self.ItemStatus & ITS_ANIMATE2)
49 self.move_avelocity = '0 -90 0';
53 else if (autocvar_cl_animate_items)
55 if(self.ItemStatus & ITS_ANIMATE1)
57 self.angles += self.move_avelocity * frametime;
58 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
61 if(self.ItemStatus & ITS_ANIMATE2)
63 self.angles += self.move_avelocity * frametime;
64 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
73 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
75 if(self.move_flags & FL_ONGROUND)
80 void ItemRead(float _IsNew)
86 self.origin_x = ReadCoord();
87 self.origin_y = ReadCoord();
88 self.origin_z = ReadCoord();
89 setorigin(self, self.origin);
90 self.oldorigin = self.origin;
95 self.angles_x = ReadCoord();
96 self.angles_y = ReadCoord();
97 self.angles_z = ReadCoord();
98 self.move_angles = self.angles;
103 self.mins_x = ReadCoord();
104 self.mins_y = ReadCoord();
105 self.mins_z = ReadCoord();
106 self.maxs_x = ReadCoord();
107 self.maxs_y = ReadCoord();
108 self.maxs_z = ReadCoord();
109 setsize(self, self.mins, self.maxs);
112 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
114 self.ItemStatus = ReadByte();
116 if(self.ItemStatus & ITS_AVAILABLE)
119 self.colormod = self.glowmod = '1 1 1';
123 if (autocvar_cl_ghost_items_color)
125 self.alpha = autocvar_cl_ghost_items;
126 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
132 if(autocvar_cl_fullbright_items)
133 if(self.ItemStatus & ITS_ALLOWFB)
134 self.effects |= EF_FULLBRIGHT;
136 if(self.ItemStatus & ITS_STAYWEP)
138 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
139 self.alpha = autocvar_cl_weapon_stay_alpha;
143 if(self.ItemStatus & ITS_POWERUP)
145 if(self.ItemStatus & ITS_AVAILABLE)
146 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
148 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
154 self.drawmask = MASK_NORMAL;
155 self.movetype = MOVETYPE_TOSS;
156 self.draw = ItemDraw;
162 string _fn = ReadString();
164 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
166 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
167 self.draw = ItemDrawSimple;
171 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
172 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
173 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
174 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
175 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
176 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
177 else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
178 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
181 self.draw = ItemDraw;
182 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
186 if(self.draw != ItemDrawSimple)
187 self.mdl = strzone(_fn);
191 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
193 precache_model(self.mdl);
194 setmodel(self, self.mdl);
197 if(sf & ISF_COLORMAP)
198 self.colormap = ReadShort();
203 //self.move_angles = '0 0 0';
204 self.move_movetype = MOVETYPE_TOSS;
205 self.move_velocity_x = ReadCoord();
206 self.move_velocity_y = ReadCoord();
207 self.move_velocity_z = ReadCoord();
208 self.velocity = self.move_velocity;
209 self.move_origin = self.oldorigin;
213 self.move_time = time;
214 self.spawntime = time;
217 self.move_time = max(self.move_time, time);
220 if(autocvar_cl_animate_items)
222 if(self.ItemStatus & ITS_ANIMATE1)
223 self.move_avelocity = '0 180 0';
225 if(self.ItemStatus & ITS_ANIMATE2)
226 self.move_avelocity = '0 -90 0';
233 bool ItemSend(entity to, int sf)
240 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
241 WriteByte(MSG_ENTITY, sf);
243 //WriteByte(MSG_ENTITY, self.cnt);
244 if(sf & ISF_LOCATION)
246 WriteCoord(MSG_ENTITY, self.origin.x);
247 WriteCoord(MSG_ENTITY, self.origin.y);
248 WriteCoord(MSG_ENTITY, self.origin.z);
253 WriteCoord(MSG_ENTITY, self.angles.x);
254 WriteCoord(MSG_ENTITY, self.angles.y);
255 WriteCoord(MSG_ENTITY, self.angles.z);
260 WriteCoord(MSG_ENTITY, self.mins.x);
261 WriteCoord(MSG_ENTITY, self.mins.y);
262 WriteCoord(MSG_ENTITY, self.mins.z);
263 WriteCoord(MSG_ENTITY, self.maxs.x);
264 WriteCoord(MSG_ENTITY, self.maxs.y);
265 WriteCoord(MSG_ENTITY, self.maxs.z);
269 WriteByte(MSG_ENTITY, self.ItemStatus);
275 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
277 WriteString(MSG_ENTITY, self.mdl);
281 if(sf & ISF_COLORMAP)
282 WriteShort(MSG_ENTITY, self.colormap);
286 WriteCoord(MSG_ENTITY, self.velocity.x);
287 WriteCoord(MSG_ENTITY, self.velocity.y);
288 WriteCoord(MSG_ENTITY, self.velocity.z);
294 void ItemUpdate(entity item)
296 item.SendFlags |= ISF_LOCATION;
299 float have_pickup_item(void)
301 if(self.flags & FL_POWERUP)
303 if(autocvar_g_powerups > 0)
305 if(autocvar_g_powerups == 0)
310 if(autocvar_g_pickup_items > 0)
312 if(autocvar_g_pickup_items == 0)
315 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
322 float Item_Customize()
324 if(self.spawnshieldtime)
326 if(self.weapons & ~other.weapons)
328 self.colormod = '0 0 0';
329 self.glowmod = self.colormod;
330 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
337 self.colormod = stov(autocvar_g_ghost_items_color);
338 self.glowmod = self.colormod;
339 self.alpha = g_ghost_items;
348 void Item_Show (entity e, float mode)
350 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
351 e.ItemStatus &= ~ITS_STAYWEP;
354 // make the item look normal, and be touchable
356 e.solid = SOLID_TRIGGER;
357 e.spawnshieldtime = 1;
358 e.ItemStatus |= ITS_AVAILABLE;
362 // hide the item completely
363 e.model = string_null;
365 e.spawnshieldtime = 1;
366 e.ItemStatus &= ~ITS_AVAILABLE;
368 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
370 // make the item translucent and not touchable
372 e.solid = SOLID_TRIGGER; // can STILL be picked up!
373 e.effects |= EF_STARDUST;
374 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
375 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
379 //setmodel(e, "null");
381 e.colormod = '0 0 0';
382 e.glowmod = e.colormod;
383 e.spawnshieldtime = 1;
384 e.ItemStatus &= ~ITS_AVAILABLE;
387 if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
388 e.ItemStatus |= ITS_POWERUP;
390 if (autocvar_g_nodepthtestitems)
391 e.effects |= EF_NODEPTHTEST;
394 if (autocvar_g_fullbrightitems)
395 e.ItemStatus |= ITS_ALLOWFB;
397 if (autocvar_sv_simple_items)
398 e.ItemStatus |= ITS_ALLOWSI;
400 // relink entity (because solid may have changed)
401 setorigin(e, e.origin);
402 e.SendFlags |= ISF_STATUS;
407 self.nextthink = time;
408 if(self.origin != self.oldorigin)
410 self.oldorigin = self.origin;
415 float it_armor_large_time;
416 float it_health_mega_time;
417 float it_invisible_time;
419 float it_extralife_time;
420 float it_strength_time;
421 float it_shield_time;
422 float it_fuelregen_time;
423 float it_jetpack_time;
424 float it_superweapons_time;
426 void Item_ItemsTime_Init()
428 it_armor_large_time = -1;
429 it_health_mega_time = -1;
430 it_invisible_time = -1;
432 it_extralife_time = -1;
433 it_strength_time = -1;
435 it_fuelregen_time = -1;
436 it_jetpack_time = -1;
437 it_superweapons_time = -1;
440 STATIC_INIT(ItemsTime_Init) {
442 addstat(STAT_ARMOR_LARGE_TIME, AS_FLOAT, item_armor_large_time);
443 addstat(STAT_HEALTH_MEGA_TIME, AS_FLOAT, item_health_mega_time);
444 addstat(STAT_INVISIBLE_TIME, AS_FLOAT, item_invisible_time);
445 addstat(STAT_SPEED_TIME, AS_FLOAT, item_speed_time);
446 addstat(STAT_EXTRALIFE_TIME, AS_FLOAT, item_extralife_time);
447 addstat(STAT_STRENGTH_TIME, AS_FLOAT, item_strength_time);
448 addstat(STAT_SHIELD_TIME, AS_FLOAT, item_shield_time);
449 addstat(STAT_FUELREGEN_TIME, AS_FLOAT, item_fuelregen_time);
450 addstat(STAT_JETPACK_TIME, AS_FLOAT, item_jetpack_time);
451 addstat(STAT_SUPERWEAPONS_TIME, AS_FLOAT, item_superweapons_time);
452 Item_ItemsTime_Init();
455 void Item_ItemsTime_ResetTimes()
457 it_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
458 it_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
459 it_invisible_time = (it_invisible_time == -1) ? -1 : 0;
460 it_speed_time = (it_speed_time == -1) ? -1 : 0;
461 it_extralife_time = (it_extralife_time == -1) ? -1 : 0;
462 it_strength_time = (it_strength_time == -1) ? -1 : 0;
463 it_shield_time = (it_shield_time == -1) ? -1 : 0;
464 it_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
465 it_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
466 it_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
468 void Item_ItemsTime_ResetTimesForPlayer(entity e)
470 e.item_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
471 e.item_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
472 e.item_invisible_time = (it_invisible_time == -1) ? -1 : 0;
473 e.item_speed_time = (it_speed_time == -1) ? -1 : 0;
474 e.item_extralife_time = (it_extralife_time == -1) ? -1 : 0;
475 e.item_strength_time = (it_strength_time == -1) ? -1 : 0;
476 e.item_shield_time = (it_shield_time == -1) ? -1 : 0;
477 e.item_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
478 e.item_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
479 e.item_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
481 void Item_ItemsTime_SetTimesForPlayer(entity e)
483 e.item_armor_large_time = it_armor_large_time;
484 e.item_health_mega_time = it_health_mega_time;
485 e.item_invisible_time = it_invisible_time;
486 e.item_speed_time = it_speed_time;
487 e.item_extralife_time = it_extralife_time;
488 e.item_strength_time = it_strength_time;
489 e.item_shield_time = it_shield_time;
490 e.item_fuelregen_time = it_fuelregen_time;
491 e.item_jetpack_time = it_jetpack_time;
492 e.item_superweapons_time = it_superweapons_time;
495 void Item_ItemsTime_SetTime(entity e, float t)
497 if(!autocvar_sv_itemstime)
504 case IT_STRENGTH://"item-invis"
505 it_invisible_time = t;
507 case IT_NAILS://"item-extralife"
508 it_extralife_time = t;
510 case IT_INVINCIBLE://"item-speed"
520 // if(e.itemdef == ITEM_MegaHealth) // e.items == IT_HEALTH unequivocally identifies it
521 it_health_mega_time = t;
524 if(e.itemdef == ITEM_ArmorLarge) // e.items == IT_ARMOR doesn't unequivocally identifies it
525 it_armor_large_time = t;
527 case IT_STRENGTH://"item-strength"
528 it_strength_time = t;
530 case IT_INVINCIBLE://"item-shield"
534 if(e.weapons & WEPSET_SUPERWEAPONS)
535 it_superweapons_time = t;
540 case IT_FUEL_REGEN://"item-fuelregen"
541 it_fuelregen_time = t;
543 case IT_JETPACK://"item-jetpack"
548 void Item_ItemsTime_SetTimesForAllPlayers()
553 FOR_EACH_REALCLIENT(e)
554 Item_ItemsTime_SetTimesForPlayer(e);
558 FOR_EACH_REALCLIENT(e)
561 Item_ItemsTime_SetTimesForPlayer(e);
566 float Item_ItemsTime_UpdateTime(entity e, float t)
569 bool isavailable = (t == 0);
570 if(e.weapons & WEPSET_SUPERWEAPONS)
572 for(head = world; (head = nextent(head)); )
574 if(clienttype(head) != CLIENTTYPE_NOTACLIENT || !(head.weapons & WEPSET_SUPERWEAPONS) || head.classname == "weapon_info")
579 if(head.scheduledrespawntime <= time)
581 else if(t == 0 || head.scheduledrespawntime < t)
582 t = head.scheduledrespawntime;
587 for(head = world; (head = nextent(head)); )
589 if(head.itemdef != e.itemdef)
594 if(head.scheduledrespawntime <= time)
596 else if(t == 0 || head.scheduledrespawntime < t)
597 t = head.scheduledrespawntime;
601 t = -t; // let know the client there's another available item
605 void Item_Respawn (void)
609 if(self.items == ITEM_Strength.m_itemid)
610 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
611 else if(self.items == ITEM_Shield.m_itemid)
612 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
614 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
615 setorigin (self, self.origin);
617 if(self.flags & FL_POWERUP || self.itemdef == ITEM_ArmorLarge || self.items == IT_HEALTH || (self.weapons & WEPSET_SUPERWEAPONS))
619 float t = Item_ItemsTime_UpdateTime(self, 0);
620 Item_ItemsTime_SetTime(self, t);
621 Item_ItemsTime_SetTimesForAllPlayers();
624 self.think = Item_Think;
625 self.nextthink = time;
627 //Send_Effect("item_respawn", self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
628 Send_Effect("item_respawn", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
631 void Item_RespawnCountdown (void)
633 if(self.count >= ITEM_RESPAWN_TICKS)
635 if(self.waypointsprite_attached)
636 WaypointSprite_Kill(self.waypointsprite_attached);
641 self.nextthink = time + 1;
646 vector rgb = '1 0 1';
650 case ITEM_JetpackRegen.m_itemid: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
651 case ITEM_Jetpack.m_itemid: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
652 case ITEM_Strength.m_itemid: name = "item-strength"; rgb = '0 0 1'; break;
653 case ITEM_Shield.m_itemid: name = "item-shield"; rgb = '1 0 1'; break;
654 case ITEM_HealthMega.m_itemid:
655 //if (self.classname == "item_health_mega")
656 {name = "item_health_mega"; rgb = '1 0 0';}
658 case ITEM_ArmorMega.m_itemid:
659 if (self.itemdef == ITEM_ArmorLarge)
660 {name = "item_armor_large"; rgb = '0 1 0';}
663 MUTATOR_CALLHOOK(Item_RespawnCountdown, name, rgb);
666 if(self.flags & FL_WEAPON)
668 entity wi = get_weaponinfo(self.weapon);
677 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
678 if(self.waypointsprite_attached)
680 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
681 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
682 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
687 print("Unknown powerup-marked item is wanting to respawn\n");
688 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
692 if(self.waypointsprite_attached)
696 self = self.waypointsprite_attached;
697 FOR_EACH_REALCLIENT(e)
698 if(self.waypointsprite_visible_for_player(e))
701 soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
705 WaypointSprite_Ping(self.waypointsprite_attached);
706 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
709 sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
713 void Item_RespawnThink()
715 self.nextthink = time;
716 if(self.origin != self.oldorigin)
718 self.oldorigin = self.origin;
722 if(time >= self.wait)
726 void Item_ScheduleRespawnIn(entity e, float t)
728 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS) || e.itemdef == ITEM_ArmorLarge || e.items == IT_HEALTH)
730 e.think = Item_RespawnCountdown;
731 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
732 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
734 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
735 Item_ItemsTime_SetTime(e, t);
736 Item_ItemsTime_SetTimesForAllPlayers();
740 e.think = Item_RespawnThink;
742 e.scheduledrespawntime = time + t;
747 void Item_ScheduleRespawn(entity e)
749 if(e.respawntime > 0)
752 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
754 else // if respawntime is -1, this item does not respawn
758 void Item_ScheduleInitialRespawn(entity e)
761 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
764 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
766 if (!item.(ammotype))
769 if (item.spawnshieldtime)
771 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
773 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
777 else if(g_weapon_stay == 2)
779 float mi = min(item.(ammotype), ammomax);
780 if (player.(ammotype) < mi)
782 player.(ammotype) = mi;
793 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
795 case ITEM_MODE_HEALTH:
796 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
798 case ITEM_MODE_ARMOR:
799 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
807 float Item_GiveTo(entity item, entity player)
814 // if nothing happens to player, just return without taking the item
816 _switchweapon = false;
817 // in case the player has autoswitch enabled do the following:
818 // if the player is using their best weapon before items are given, they
819 // probably want to switch to an even better weapon after items are given
820 if (player.autoswitch)
821 if (player.switchweapon == w_getbestweapon(player))
822 _switchweapon = true;
824 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
825 _switchweapon = true;
827 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
828 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
829 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
830 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
831 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
832 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
833 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
834 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
836 if (item.flags & FL_WEAPON)
840 it &= ~player.weapons;
842 if (it || (item.spawnshieldtime && item.pickup_anyway))
845 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
846 if(it & WepSet_FromWeapon(i))
848 W_DropEvent(WR_PICKUP, player, i, item);
849 W_GiveWeapon(player, i);
854 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
858 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
861 if (item.strength_finished)
864 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
866 if (item.invincible_finished)
869 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
871 if (item.superweapons_finished)
874 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
879 // always eat teamed entities
887 if (player.switchweapon != w_getbestweapon(player))
888 W_SwitchWeapon_Force(player, w_getbestweapon(player));
893 void Item_Touch (void)
897 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
898 if(self.classname == "droppedweapon")
900 if (ITEM_TOUCH_NEEDKILL())
907 if (!IS_PLAYER(other))
913 if (self.solid != SOLID_TRIGGER)
915 if (self.owner == other)
917 if (time < self.item_spawnshieldtime)
920 switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
922 case MUT_ITEMTOUCH_RETURN: { return; }
923 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
926 if (self.classname == "droppedweapon")
928 self.strength_finished = max(0, self.strength_finished - time);
929 self.invincible_finished = max(0, self.invincible_finished - time);
930 self.superweapons_finished = max(0, self.superweapons_finished - time);
932 entity it = self.itemdef;
933 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
936 if (self.classname == "droppedweapon")
938 // undo what we did above
939 self.strength_finished += time;
940 self.invincible_finished += time;
941 self.superweapons_finished += time;
948 other.last_pickup = time;
950 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
951 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
953 if (self.classname == "droppedweapon")
955 else if (self.spawnshieldtime)
959 RandomSelection_Init();
960 for(head = world; (head = findfloat(head, team, self.team)); )
962 if(head.flags & FL_ITEM)
965 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
968 e = RandomSelection_chosen_ent;
973 Item_ScheduleRespawn(e);
979 Item_Show(self, !self.state);
980 setorigin (self, self.origin);
982 if(self.classname != "droppedweapon")
984 self.think = Item_Think;
985 self.nextthink = time;
987 if(self.waypointsprite_attached)
988 WaypointSprite_Kill(self.waypointsprite_attached);
990 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
991 Item_ScheduleInitialRespawn(self);
999 if(self.effects & EF_NODRAW)
1001 // marker for item team search
1002 dprint("Initializing item team ", ftos(self.team), "\n");
1003 RandomSelection_Init();
1004 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
1005 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
1006 e = RandomSelection_chosen_ent;
1010 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
1014 // make it a non-spawned item
1015 Item_Show(head, -1);
1016 head.state = 1; // state 1 = initially hidden item
1018 head.effects &= ~EF_NODRAW;
1025 // Savage: used for item garbage-collection
1026 // TODO: perhaps nice special effect?
1027 void RemoveItem(void)
1029 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
1033 // pickup evaluation functions
1034 // these functions decide how desirable an item is to the bots
1036 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1038 float weapon_pickupevalfunc(entity player, entity item)
1042 // See if I have it already
1043 if(item.weapons & ~player.weapons)
1045 // If I can pick it up
1046 if(!item.spawnshieldtime)
1048 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
1050 // Skilled bots will grab more
1051 c = bound(0, skill / 10, 1) * 0.5;
1059 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
1060 if( bot_custom_weapon && c )
1062 // Find the highest position on any range
1064 for (int j = 0; j < WEP_LAST ; ++j){
1066 bot_weapons_far[j] == item.weapon ||
1067 bot_weapons_mid[j] == item.weapon ||
1068 bot_weapons_close[j] == item.weapon
1079 position = WEP_LAST - position;
1080 // item.bot_pickupbasevalue is overwritten here
1081 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
1085 return item.bot_pickupbasevalue * c;
1088 float commodity_pickupevalfunc(entity player, entity item)
1091 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1095 // Detect needed ammo
1096 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1098 wi = get_weaponinfo(i);
1100 if (!(player.weapons & WepSet_FromWeapon(i)))
1103 if(wi.items & ITEM_Shells.m_itemid)
1105 else if(wi.items & ITEM_Bullets.m_itemid)
1107 else if(wi.items & ITEM_Rockets.m_itemid)
1108 need_rockets = true;
1109 else if(wi.items & ITEM_Cells.m_itemid)
1111 else if(wi.items & ITEM_Plasma.m_itemid)
1113 else if(wi.items & ITEM_JetpackFuel.m_itemid)
1117 // TODO: figure out if the player even has the weapon this ammo is for?
1118 // may not affect strategy much though...
1119 // find out how much more ammo/armor/health the player can hold
1121 if (item.ammo_shells)
1122 if (player.ammo_shells < g_pickup_shells_max)
1123 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1125 if (item.ammo_nails)
1126 if (player.ammo_nails < g_pickup_nails_max)
1127 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1129 if (item.ammo_rockets)
1130 if (player.ammo_rockets < g_pickup_rockets_max)
1131 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1133 if (item.ammo_cells)
1134 if (player.ammo_cells < g_pickup_cells_max)
1135 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1137 if (item.ammo_plasma)
1138 if (player.ammo_plasma < g_pickup_plasma_max)
1139 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1142 if (player.ammo_fuel < g_pickup_fuel_max)
1143 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1144 if (item.armorvalue)
1145 if (player.armorvalue < item.max_armorvalue)
1146 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1148 if (player.health < item.max_health)
1149 c = c + max(0, 1 - player.health / item.max_health);
1151 return item.bot_pickupbasevalue * c;
1154 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1156 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1160 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)
1162 startitem_failed = false;
1164 if(self.model == "")
1165 self.model = itemmodel;
1167 if(self.model == "")
1169 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1173 if(self.item_pickupsound == "")
1174 self.item_pickupsound = pickupsound;
1176 if(!self.respawntime) // both need to be set
1178 self.respawntime = defaultrespawntime;
1179 self.respawntimejitter = defaultrespawntimejitter;
1182 self.items = itemid;
1183 self.weapon = weaponid;
1186 self.weapons = WepSet_FromWeapon(weaponid);
1188 self.flags = FL_ITEM | itemflags;
1190 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1192 startitem_failed = true;
1197 // is it a dropped weapon?
1198 if (self.classname == "droppedweapon")
1200 self.reset = SUB_Remove;
1201 // it's a dropped weapon
1202 self.movetype = MOVETYPE_TOSS;
1204 // Savage: remove thrown items after a certain period of time ("garbage collection")
1205 self.think = RemoveItem;
1206 self.nextthink = time + 20;
1208 self.takedamage = DAMAGE_YES;
1209 self.event_damage = Item_Damage;
1211 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1214 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1215 if(self.ammo_nails == 0)
1216 if(self.ammo_cells == 0)
1217 if(self.ammo_rockets == 0)
1218 if(self.ammo_shells == 0)
1219 if(self.ammo_fuel == 0)
1220 if(self.health == 0)
1221 if(self.armorvalue == 0)
1224 // if item is worthless after a timer, have it expire then
1225 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1228 // don't drop if in a NODROP zone (such as lava)
1229 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1230 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1232 startitem_failed = true;
1239 if(!have_pickup_item())
1241 startitem_failed = true;
1246 self.reset = Item_Reset;
1247 // it's a level item
1248 if(self.spawnflags & 1)
1251 self.movetype = MOVETYPE_NONE;
1253 self.movetype = MOVETYPE_TOSS;
1254 // do item filtering according to game mode and other things
1257 // first nudge it off the floor a little bit to avoid math errors
1258 setorigin(self, self.origin + '0 0 1');
1259 // set item size before we spawn a spawnfunc_waypoint
1260 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1261 setsize (self, '-16 -16 0', '16 16 48');
1263 setsize (self, '-16 -16 0', '16 16 32');
1265 // note droptofloor returns false if stuck/or would fall too far
1267 waypoint_spawnforitem(self);
1271 * can't do it that way, as it would break maps
1272 * TODO make a target_give like entity another way, that perhaps has
1273 * the weapon name in a key
1276 // target_give not yet supported; maybe later
1277 print("removed targeted ", self.classname, "\n");
1278 startitem_failed = true;
1284 if(autocvar_spawn_debug >= 2)
1287 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1289 // why not flags & fl_item?
1290 if(otheritem.is_item)
1292 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1293 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1294 error("Mapper sucks.");
1297 self.is_item = true;
1300 weaponsInMap |= WepSet_FromWeapon(weaponid);
1302 precache_model (self.model);
1303 precache_sound (self.item_pickupsound);
1305 precache_sound ("misc/itemrespawncountdown.wav");
1306 if(itemid == ITEM_Strength.m_itemid)
1307 precache_sound ("misc/strength_respawn.wav");
1308 else if(itemid == ITEM_Shield.m_itemid)
1309 precache_sound ("misc/shield_respawn.wav");
1311 precache_sound ("misc/itemrespawn.wav");
1313 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1314 self.target = "###item###"; // for finding the nearest item using find()
1316 Item_ItemsTime_SetTime(self, 0);
1319 self.bot_pickup = true;
1320 self.bot_pickupevalfunc = pickupevalfunc;
1321 self.bot_pickupbasevalue = pickupbasevalue;
1322 self.mdl = self.model;
1323 self.netname = itemname;
1324 self.touch = Item_Touch;
1325 setmodel(self, "null"); // precision set below
1326 //self.effects |= EF_LOWPRECISION;
1328 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1330 self.pos1 = '-16 -16 0';
1331 self.pos2 = '16 16 48';
1335 self.pos1 = '-16 -16 0';
1336 self.pos2 = '16 16 32';
1338 setsize (self, self.pos1, self.pos2);
1340 if(itemflags & FL_POWERUP)
1341 self.ItemStatus |= ITS_ANIMATE1;
1343 if(self.armorvalue || self.health)
1344 self.ItemStatus |= ITS_ANIMATE2;
1346 if(itemflags & FL_WEAPON)
1348 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1349 self.colormap = 1024; // color shirt=0 pants=0 grey
1353 self.ItemStatus |= ITS_ANIMATE1;
1354 self.ItemStatus |= ISF_COLORMAP;
1358 if(self.team) // broken, no idea why.
1361 self.cnt = 1; // item probability weight
1363 self.effects |= EF_NODRAW; // marker for item team search
1364 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1369 Net_LinkEntity(self, false, 0, ItemSend);
1371 self.SendFlags |= ISF_SIZE;
1373 self.SendFlags |= ISF_ANGLES;
1375 // call this hook after everything else has been done
1376 if(MUTATOR_CALLHOOK(Item_Spawn, self))
1378 startitem_failed = true;
1384 void StartItemA (entity a)
1387 StartItem(a.m_model, a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1390 void spawnfunc_item_rockets (void) {
1391 if(!self.ammo_rockets)
1392 self.ammo_rockets = g_pickup_rockets;
1393 if(!self.pickup_anyway)
1394 self.pickup_anyway = g_pickup_ammo_anyway;
1395 StartItemA (ITEM_Rockets);
1398 void spawnfunc_item_bullets (void) {
1400 if(autocvar_sv_q3acompat_machineshotgunswap)
1401 if(self.classname != "droppedweapon")
1403 weaponswapping = true;
1404 spawnfunc_item_shells();
1405 weaponswapping = false;
1409 if(!self.ammo_nails)
1410 self.ammo_nails = g_pickup_nails;
1411 if(!self.pickup_anyway)
1412 self.pickup_anyway = g_pickup_ammo_anyway;
1413 StartItemA (ITEM_Bullets);
1416 void spawnfunc_item_cells (void) {
1417 if(!self.ammo_cells)
1418 self.ammo_cells = g_pickup_cells;
1419 if(!self.pickup_anyway)
1420 self.pickup_anyway = g_pickup_ammo_anyway;
1421 StartItemA (ITEM_Cells);
1424 void spawnfunc_item_plasma()
1426 if(!self.ammo_plasma)
1427 self.ammo_plasma = g_pickup_plasma;
1428 if(!self.pickup_anyway)
1429 self.pickup_anyway = g_pickup_ammo_anyway;
1430 StartItemA (ITEM_Plasma);
1433 void spawnfunc_item_shells (void) {
1435 if(autocvar_sv_q3acompat_machineshotgunswap)
1436 if(self.classname != "droppedweapon")
1438 weaponswapping = true;
1439 spawnfunc_item_bullets();
1440 weaponswapping = false;
1444 if(!self.ammo_shells)
1445 self.ammo_shells = g_pickup_shells;
1446 if(!self.pickup_anyway)
1447 self.pickup_anyway = g_pickup_ammo_anyway;
1448 StartItemA (ITEM_Shells);
1451 void spawnfunc_item_armor_small (void) {
1452 if(!self.armorvalue)
1453 self.armorvalue = g_pickup_armorsmall;
1454 if(!self.max_armorvalue)
1455 self.max_armorvalue = g_pickup_armorsmall_max;
1456 if(!self.pickup_anyway)
1457 self.pickup_anyway = g_pickup_armorsmall_anyway;
1458 StartItemA (ITEM_ArmorSmall);
1461 void spawnfunc_item_armor_medium (void) {
1462 if(!self.armorvalue)
1463 self.armorvalue = g_pickup_armormedium;
1464 if(!self.max_armorvalue)
1465 self.max_armorvalue = g_pickup_armormedium_max;
1466 if(!self.pickup_anyway)
1467 self.pickup_anyway = g_pickup_armormedium_anyway;
1468 StartItemA (ITEM_ArmorMedium);
1471 void spawnfunc_item_armor_big (void) {
1472 if(!self.armorvalue)
1473 self.armorvalue = g_pickup_armorbig;
1474 if(!self.max_armorvalue)
1475 self.max_armorvalue = g_pickup_armorbig_max;
1476 if(!self.pickup_anyway)
1477 self.pickup_anyway = g_pickup_armorbig_anyway;
1478 StartItemA (ITEM_ArmorLarge);
1481 void spawnfunc_item_armor_large (void) {
1482 if(!self.armorvalue)
1483 self.armorvalue = g_pickup_armorlarge;
1484 if(!self.max_armorvalue)
1485 self.max_armorvalue = g_pickup_armorlarge_max;
1486 if(!self.pickup_anyway)
1487 self.pickup_anyway = g_pickup_armorlarge_anyway;
1488 StartItemA (ITEM_ArmorMega);
1491 void spawnfunc_item_health_small (void) {
1492 if(!self.max_health)
1493 self.max_health = g_pickup_healthsmall_max;
1495 self.health = g_pickup_healthsmall;
1496 if(!self.pickup_anyway)
1497 self.pickup_anyway = g_pickup_healthsmall_anyway;
1498 StartItemA (ITEM_HealthSmall);
1501 void spawnfunc_item_health_medium (void) {
1502 if(!self.max_health)
1503 self.max_health = g_pickup_healthmedium_max;
1505 self.health = g_pickup_healthmedium;
1506 if(!self.pickup_anyway)
1507 self.pickup_anyway = g_pickup_healthmedium_anyway;
1508 StartItemA (ITEM_HealthMedium);
1511 void spawnfunc_item_health_large (void) {
1512 if(!self.max_health)
1513 self.max_health = g_pickup_healthlarge_max;
1515 self.health = g_pickup_healthlarge;
1516 if(!self.pickup_anyway)
1517 self.pickup_anyway = g_pickup_healthlarge_anyway;
1518 StartItemA (ITEM_HealthLarge);
1521 void spawnfunc_item_health_mega (void) {
1522 if(!self.max_health)
1523 self.max_health = g_pickup_healthmega_max;
1525 self.health = g_pickup_healthmega;
1526 if(!self.pickup_anyway)
1527 self.pickup_anyway = g_pickup_healthmega_anyway;
1528 StartItemA (ITEM_HealthMega);
1531 // support old misnamed entities
1532 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1533 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1534 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1535 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1536 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1538 void spawnfunc_item_strength (void) {
1539 precache_sound("weapons/strength_fire.wav");
1540 if(!self.strength_finished)
1541 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1542 StartItemA (ITEM_Strength);
1545 void spawnfunc_item_invincible (void) {
1546 if(!self.invincible_finished)
1547 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1548 StartItemA (ITEM_Shield);
1552 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1554 void target_items_use (void)
1556 if(activator.classname == "droppedweapon")
1563 if (!IS_PLAYER(activator))
1565 if(activator.deadflag != DEAD_NO)
1570 for(e = world; (e = find(e, classname, "droppedweapon")); )
1571 if(e.enemy == activator)
1574 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1575 centerprint(activator, self.message);
1578 void spawnfunc_target_items (void)
1584 self.use = target_items_use;
1585 if(!self.strength_finished)
1586 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1587 if(!self.invincible_finished)
1588 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1589 if(!self.superweapons_finished)
1590 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1592 precache_sound("misc/itempickup.wav");
1593 precache_sound("misc/megahealth.wav");
1594 precache_sound("misc/armor25.wav");
1595 precache_sound("misc/powerup.wav");
1596 precache_sound("misc/poweroff.wav");
1597 precache_sound("weapons/weaponpickup.wav");
1599 n = tokenize_console(self.netname);
1600 if(argv(0) == "give")
1602 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1606 for(i = 0; i < n; ++i)
1608 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1609 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1610 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1611 else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
1612 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1613 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1614 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1615 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1618 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1620 e = get_weaponinfo(j);
1621 s = W_UndeprecateName(argv(i));
1624 self.weapons |= WepSet_FromWeapon(j);
1625 if(self.spawnflags == 0 || self.spawnflags == 2)
1626 WEP_ACTION(e.weapon, WR_INIT);
1631 print("target_items: invalid item ", argv(i), "\n");
1635 string itemprefix, valueprefix;
1636 if(self.spawnflags == 0)
1641 else if(self.spawnflags == 1)
1643 itemprefix = "max ";
1644 valueprefix = "max ";
1646 else if(self.spawnflags == 2)
1648 itemprefix = "min ";
1649 valueprefix = "min ";
1651 else if(self.spawnflags == 4)
1653 itemprefix = "minus ";
1654 valueprefix = "max ";
1658 error("invalid spawnflags");
1659 itemprefix = valueprefix = string_null;
1663 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1664 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1665 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1666 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1667 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1668 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1669 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1670 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1671 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1672 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1673 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1674 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1675 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1676 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1677 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1678 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1680 e = get_weaponinfo(j);
1682 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1685 self.netname = strzone(self.netname);
1686 //print(self.netname, "\n");
1688 n = tokenize_console(self.netname);
1689 for(i = 0; i < n; ++i)
1691 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1693 e = get_weaponinfo(j);
1694 if(argv(i) == e.netname)
1696 WEP_ACTION(e.weapon, WR_INIT);
1703 void spawnfunc_item_fuel(void)
1706 self.ammo_fuel = g_pickup_fuel;
1707 if(!self.pickup_anyway)
1708 self.pickup_anyway = g_pickup_ammo_anyway;
1709 StartItemA (ITEM_JetpackFuel);
1712 void spawnfunc_item_fuel_regen(void)
1714 if(start_items & ITEM_JetpackRegen.m_itemid)
1716 spawnfunc_item_fuel();
1719 StartItemA (ITEM_JetpackRegen);
1722 void spawnfunc_item_jetpack(void)
1725 self.ammo_fuel = g_pickup_fuel_jetpack;
1726 if(start_items & ITEM_Jetpack.m_itemid)
1728 spawnfunc_item_fuel();
1731 StartItemA (ITEM_Jetpack);
1734 float GiveWeapon(entity e, float wpn, float op, float val)
1737 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1742 e.weapons |= WepSet_FromWeapon(wpn);
1744 e.weapons &= ~WepSet_FromWeapon(wpn);
1749 e.weapons |= WepSet_FromWeapon(wpn);
1753 e.weapons &= ~WepSet_FromWeapon(wpn);
1757 e.weapons &= ~WepSet_FromWeapon(wpn);
1760 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1764 float GiveBit(entity e, .float fld, float bit, float op, float val)
1767 v0 = (e.(fld) & bit);
1790 v1 = (e.(fld) & bit);
1794 float GiveValue(entity e, .float fld, float op, float val)
1804 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1807 e.(fld) = min(e.(fld), val);
1820 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1827 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1829 else if(v0 >= v0 + t)
1832 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1836 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1839 e.(rotfield) = max(e.(rotfield), time + rottime);
1841 e.(regenfield) = max(e.(regenfield), time + regentime);
1843 float GiveItems(entity e, float beginarg, float endarg)
1845 float got, i, j, val, op;
1846 float _switchweapon;
1855 _switchweapon = false;
1857 if (e.switchweapon == w_getbestweapon(e))
1858 _switchweapon = true;
1860 e.strength_finished = max(0, e.strength_finished - time);
1861 e.invincible_finished = max(0, e.invincible_finished - time);
1862 e.superweapons_finished = max(0, e.superweapons_finished - time);
1866 PREGIVE(e, strength_finished);
1867 PREGIVE(e, invincible_finished);
1868 PREGIVE(e, superweapons_finished);
1869 PREGIVE(e, ammo_nails);
1870 PREGIVE(e, ammo_cells);
1871 PREGIVE(e, ammo_plasma);
1872 PREGIVE(e, ammo_shells);
1873 PREGIVE(e, ammo_rockets);
1874 PREGIVE(e, ammo_fuel);
1875 PREGIVE(e, armorvalue);
1878 for(i = beginarg; i < endarg; ++i)
1882 if(cmd == "0" || stof(cmd))
1906 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1907 got += GiveValue(e, strength_finished, op, val);
1908 got += GiveValue(e, invincible_finished, op, val);
1909 got += GiveValue(e, superweapons_finished, op, val);
1910 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1912 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1913 got += GiveValue(e, health, op, val);
1914 got += GiveValue(e, armorvalue, op, val);
1916 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1918 wi = get_weaponinfo(j);
1920 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1921 got += GiveWeapon(e, j, op, val);
1924 got += GiveValue(e, ammo_cells, op, val);
1925 got += GiveValue(e, ammo_plasma, op, val);
1926 got += GiveValue(e, ammo_shells, op, val);
1927 got += GiveValue(e, ammo_nails, op, val);
1928 got += GiveValue(e, ammo_rockets, op, val);
1929 got += GiveValue(e, ammo_fuel, op, val);
1931 case "unlimited_ammo":
1932 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1934 case "unlimited_weapon_ammo":
1935 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1937 case "unlimited_superweapons":
1938 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1941 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1944 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1947 got += GiveValue(e, strength_finished, op, val);
1950 got += GiveValue(e, invincible_finished, op, val);
1952 case "superweapons":
1953 got += GiveValue(e, superweapons_finished, op, val);
1956 got += GiveValue(e, ammo_cells, op, val);
1959 got += GiveValue(e, ammo_plasma, op, val);
1962 got += GiveValue(e, ammo_shells, op, val);
1966 got += GiveValue(e, ammo_nails, op, val);
1969 got += GiveValue(e, ammo_rockets, op, val);
1972 got += GiveValue(e, health, op, val);
1975 got += GiveValue(e, armorvalue, op, val);
1978 got += GiveValue(e, ammo_fuel, op, val);
1981 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1983 wi = get_weaponinfo(j);
1984 if(cmd == wi.netname)
1986 got += GiveWeapon(e, j, op, val);
1991 print("give: invalid item ", cmd, "\n");
1998 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1999 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
2000 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
2001 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
2002 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2004 wi = get_weaponinfo(j);
2007 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
2008 if (!(save_weapons & WepSet_FromWeapon(j)))
2009 if(e.weapons & WepSet_FromWeapon(j))
2010 WEP_ACTION(wi.weapon, WR_INIT);
2013 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2014 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2015 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2016 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2017 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
2018 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2019 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2020 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);
2021 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);
2022 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);
2024 if(e.superweapons_finished <= 0)
2025 if(self.weapons & WEPSET_SUPERWEAPONS)
2026 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2028 if(e.strength_finished <= 0)
2029 e.strength_finished = 0;
2031 e.strength_finished += time;
2032 if(e.invincible_finished <= 0)
2033 e.invincible_finished = 0;
2035 e.invincible_finished += time;
2036 if(e.superweapons_finished <= 0)
2037 e.superweapons_finished = 0;
2039 e.superweapons_finished += time;
2041 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
2042 _switchweapon = true;
2044 W_SwitchWeapon_Force(e, w_getbestweapon(e));