1 float have_pickup_item(void)
3 // minstagib: only allow filtered items
5 if(self.classname != "minstagib")
8 if(self.flags & FL_POWERUP)
10 if(autocvar_g_powerups > 0)
12 if(autocvar_g_powerups == 0)
23 if(autocvar_g_pickup_items > 0)
25 if(autocvar_g_pickup_items == 0)
32 if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
38 #define ITEM_RESPAWN_TICKS 10
40 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
41 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
42 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
43 // range: 10 .. respawntime + respawntimejitter
45 floatfield Item_CounterField(float it)
49 case IT_SHELLS: return ammo_shells;
50 case IT_NAILS: return ammo_nails;
51 case IT_ROCKETS: return ammo_rockets;
52 case IT_CELLS: return ammo_cells;
53 case IT_FUEL: return ammo_fuel;
54 case IT_5HP: return health;
55 case IT_25HP: return health;
56 case IT_HEALTH: return health;
57 case IT_ARMOR_SHARD: return armorvalue;
58 case IT_ARMOR: return armorvalue;
59 // add more things here (health, armor)
60 default: error("requested item has no counter field");
64 string Item_CounterFieldName(float it)
68 case IT_SHELLS: return "shells";
69 case IT_NAILS: return "nails";
70 case IT_ROCKETS: return "rockets";
71 case IT_CELLS: return "cells";
72 case IT_FUEL: return "fuel";
74 // add more things here (health, armor)
75 default: error("requested item has no counter field name");
79 .float max_armorvalue;
82 float Item_Customize()
84 if(self.spawnshieldtime)
86 if(self.weapons != (self.weapons & other.weapons))
88 self.colormod = '0 0 0';
89 self.glowmod = self.colormod;
90 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
97 self.colormod = stov(autocvar_g_ghost_items_color);
98 self.glowmod = self.colormod;
99 self.alpha = g_ghost_items;
107 void Item_Show (entity e, float mode)
109 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
112 // make the item look normal, and be touchable
114 e.solid = SOLID_TRIGGER;
115 e.colormod = '0 0 0';
116 self.glowmod = self.colormod;
118 e.customizeentityforclient = func_null;
120 e.spawnshieldtime = 1;
124 // hide the item completely
125 e.model = string_null;
127 e.colormod = '0 0 0';
128 self.glowmod = self.colormod;
130 e.customizeentityforclient = func_null;
132 e.spawnshieldtime = 1;
134 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
136 // make the item translucent and not touchable
138 e.solid = SOLID_TRIGGER; // can STILL be picked up!
139 e.colormod = '0 0 0';
140 self.glowmod = self.colormod;
141 e.effects |= EF_STARDUST;
142 e.customizeentityforclient = Item_Customize;
144 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
146 else if(g_ghost_items)
148 // make the item translucent and not touchable
151 e.colormod = stov(autocvar_g_ghost_items_color);
152 e.glowmod = e.colormod;
153 e.alpha = g_ghost_items;
154 e.customizeentityforclient = func_null;
156 e.spawnshieldtime = 1;
160 // hide the item completely
161 e.model = string_null;
163 e.colormod = '0 0 0';
164 e.glowmod = e.colormod;
166 e.customizeentityforclient = func_null;
168 e.spawnshieldtime = 1;
171 if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
172 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
173 if (autocvar_g_nodepthtestitems)
174 e.effects |= EF_NODEPTHTEST;
175 if (autocvar_g_fullbrightitems)
176 e.effects |= EF_FULLBRIGHT;
178 // relink entity (because solid may have changed)
179 setorigin(e, e.origin);
182 void Item_Respawn (void)
185 if(!g_minstagib && self.items == IT_STRENGTH)
186 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
187 else if(!g_minstagib && self.items == IT_INVINCIBLE)
188 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
190 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
191 setorigin (self, self.origin);
193 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
194 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
197 void Item_RespawnCountdown (void)
199 if(self.count >= ITEM_RESPAWN_TICKS)
201 if(self.waypointsprite_attached)
202 WaypointSprite_Kill(self.waypointsprite_attached);
207 self.nextthink = time + 1;
218 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
219 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
220 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
227 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
228 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
233 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
234 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
236 if(self.flags & FL_WEAPON)
238 entity wi = get_weaponinfo(self.weapon);
247 print("Unknown powerup-marked item is wanting to respawn\n");
248 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
252 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
253 if(self.waypointsprite_attached)
254 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
257 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
258 if(self.waypointsprite_attached)
260 WaypointSprite_Ping(self.waypointsprite_attached);
261 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
266 void Item_ScheduleRespawnIn(entity e, float t)
268 if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
270 e.think = Item_RespawnCountdown;
271 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
276 e.think = Item_Respawn;
277 e.nextthink = time + t;
281 void Item_ScheduleRespawn(entity e)
283 if(e.respawntime > 0)
286 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
288 else // if respawntime is -1, this item does not respawn
292 void Item_ScheduleInitialRespawn(entity e)
295 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
298 float ITEM_MODE_NONE = 0;
299 float ITEM_MODE_HEALTH = 1;
300 float ITEM_MODE_ARMOR = 2;
301 float ITEM_MODE_FUEL = 3;
302 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
307 if (item.spawnshieldtime)
309 if ((player.ammofield < ammomax) || item.pickup_anyway)
311 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
315 else if(g_weapon_stay == 2)
317 float mi = min(item.ammofield, ammomax);
318 if (player.ammofield < mi)
320 player.ammofield = mi;
331 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
333 case ITEM_MODE_HEALTH:
334 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
336 case ITEM_MODE_ARMOR:
337 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
345 float Item_GiveTo(entity item, entity player)
353 // if nothing happens to player, just return without taking the item
355 _switchweapon = FALSE;
359 float prevcells = player.ammo_cells;
361 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
362 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
364 if(player.ammo_cells > prevcells)
366 _switchweapon = TRUE;
368 // play some cool sounds ;)
369 if (clienttype(player) == CLIENTTYPE_REAL)
371 if(player.health <= 5)
372 AnnounceTo(player, "lastsecond");
373 else if(player.health < 50)
374 AnnounceTo(player, "narrowly");
376 // sound not available
377 // else if(item.items == IT_CELLS)
378 // AnnounceTo(player, "ammo");
380 if (item.weapons & WEPBIT_MINSTANEX)
381 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
385 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
389 sprint (player, strcat("You got the ^2", item.netname, "\n"));
396 // sound not available
397 // AnnounceTo(player, "_lives");
398 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
399 sprint(player, "^3You picked up some extra lives\n");
403 if (item.strength_finished)
406 // sound not available
407 // AnnounceTo(player, "invisible");
408 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
412 if (item.invincible_finished)
415 // sound not available
416 // AnnounceTo(player, "speed");
417 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
422 // in case the player has autoswitch enabled do the following:
423 // if the player is using their best weapon before items are given, they
424 // probably want to switch to an even better weapon after items are given
425 if (player.autoswitch)
426 if (player.switchweapon == w_getbestweapon(player))
427 _switchweapon = TRUE;
429 if not(player.weapons & W_WeaponBit(player.switchweapon))
430 _switchweapon = TRUE;
432 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
433 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
434 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
435 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
436 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
437 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
438 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
440 if (item.flags & FL_WEAPON)
441 if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && self.pickup_anyway))
444 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
446 e = get_weaponinfo(i);
448 W_GiveWeapon (player, e.weapon, item.netname);
452 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
456 sprint (player, strcat("You got the ^2", item.netname, "\n"));
459 if (item.strength_finished)
462 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
464 if (item.invincible_finished)
467 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
469 if (item.superweapons_finished)
472 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
477 // always eat teamed entities
485 if (player.switchweapon != w_getbestweapon(player))
486 W_SwitchWeapon_Force(player, w_getbestweapon(player));
491 void Item_Touch (void)
495 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
496 if(self.classname == "droppedweapon")
498 if (ITEM_TOUCH_NEEDKILL())
505 if (other.classname != "player")
509 if (self.solid != SOLID_TRIGGER)
511 if (self.owner == other)
514 if (self.classname == "droppedweapon")
516 self.strength_finished = max(0, self.strength_finished - time);
517 self.invincible_finished = max(0, self.invincible_finished - time);
518 self.superweapons_finished = max(0, self.superweapons_finished - time);
521 if(!Item_GiveTo(self, other))
523 if (self.classname == "droppedweapon")
525 // undo what we did above
526 self.strength_finished += time;
527 self.invincible_finished += time;
528 self.superweapons_finished += time;
533 other.last_pickup = time;
535 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
536 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
538 if (self.classname == "droppedweapon")
540 else if not(self.spawnshieldtime)
546 RandomSelection_Init();
547 for(head = world; (head = findfloat(head, team, self.team)); )
549 if(head.flags & FL_ITEM)
552 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
555 e = RandomSelection_chosen_ent;
559 Item_ScheduleRespawn(e);
565 Item_Show(self, !self.state);
566 setorigin (self, self.origin);
568 if(self.classname != "droppedweapon")
570 self.think = SUB_Null;
573 if(self.waypointsprite_attached)
574 WaypointSprite_Kill(self.waypointsprite_attached);
576 if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
577 Item_ScheduleInitialRespawn(self);
585 if(self.effects & EF_NODRAW)
587 // marker for item team search
588 dprint("Initializing item team ", ftos(self.team), "\n");
589 RandomSelection_Init();
590 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
591 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
592 e = RandomSelection_chosen_ent;
596 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
600 // make it a non-spawned item
602 head.state = 1; // state 1 = initially hidden item
604 head.effects &~= EF_NODRAW;
611 // Savage: used for item garbage-collection
612 // TODO: perhaps nice special effect?
613 void RemoveItem(void)
618 // pickup evaluation functions
619 // these functions decide how desirable an item is to the bots
621 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
623 float weapon_pickupevalfunc(entity player, entity item)
625 float c, i, j, position;
627 // See if I have it already
628 if(player.weapons & item.weapons == item.weapons)
630 // If I can pick it up
631 if(!item.spawnshieldtime)
633 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
635 // Skilled bots will grab more
636 c = bound(0, skill / 10, 1) * 0.5;
644 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
645 if( bot_custom_weapon && c )
647 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
650 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
653 // Find the highest position on any range
655 for(j = 0; j < WEP_LAST ; ++j){
657 bot_weapons_far[j] == i ||
658 bot_weapons_mid[j] == i ||
659 bot_weapons_close[j] == i
670 position = WEP_LAST - position;
671 // item.bot_pickupbasevalue is overwritten here
672 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
677 return item.bot_pickupbasevalue * c;
680 float commodity_pickupevalfunc(entity player, entity item)
682 float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
686 // Detect needed ammo
687 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
689 wi = get_weaponinfo(i);
691 if not(wi.weapons & player.weapons)
694 if(wi.items & IT_SHELLS)
696 else if(wi.items & IT_NAILS)
698 else if(wi.items & IT_ROCKETS)
700 else if(wi.items & IT_CELLS)
702 else if(wi.items & IT_FUEL)
706 // TODO: figure out if the player even has the weapon this ammo is for?
707 // may not affect strategy much though...
708 // find out how much more ammo/armor/health the player can hold
710 if (item.ammo_shells)
711 if (player.ammo_shells < g_pickup_shells_max)
712 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
715 if (player.ammo_nails < g_pickup_nails_max)
716 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
718 if (item.ammo_rockets)
719 if (player.ammo_rockets < g_pickup_rockets_max)
720 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
723 if (player.ammo_cells < g_pickup_cells_max)
724 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
727 if (player.ammo_fuel < g_pickup_fuel_max)
728 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
730 if (player.armorvalue < item.max_armorvalue)
731 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
733 if (player.health < item.max_health)
734 c = c + max(0, 1 - player.health / item.max_health);
736 return item.bot_pickupbasevalue * c;
739 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
741 if(ITEM_DAMAGE_NEEDKILL(deathtype))
746 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)
748 startitem_failed = FALSE;
751 self.weapons = weaponid;
752 self.flags = FL_ITEM | itemflags;
754 // is it a dropped weapon?
755 if (self.classname == "droppedweapon")
757 self.reset = SUB_Remove;
758 // it's a dropped weapon
759 self.movetype = MOVETYPE_TOSS;
761 // Savage: remove thrown items after a certain period of time ("garbage collection")
762 self.think = RemoveItem;
763 self.nextthink = time + 20;
765 self.takedamage = DAMAGE_YES;
766 self.event_damage = Item_Damage;
768 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
771 if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons
772 if(self.ammo_nails == 0)
773 if(self.ammo_cells == 0)
774 if(self.ammo_rockets == 0)
775 if(self.ammo_shells == 0)
776 if(self.ammo_fuel == 0)
778 if(self.armorvalue == 0)
781 // if item is worthless after a timer, have it expire then
782 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
785 // don't drop if in a NODROP zone (such as lava)
786 traceline(self.origin, self.origin, MOVE_NORMAL, self);
787 if (trace_dpstartcontents & DPCONTENTS_NODROP)
789 startitem_failed = TRUE;
796 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
798 startitem_failed = TRUE;
803 if(!have_pickup_item())
805 startitem_failed = TRUE;
811 itemmodel = self.model;
812 if(self.item_pickupsound != "")
813 pickupsound = self.item_pickupsound;
815 self.reset = Item_Reset;
817 if(self.spawnflags & 1)
820 self.movetype = MOVETYPE_NONE;
822 self.movetype = MOVETYPE_TOSS;
823 // do item filtering according to game mode and other things
826 // first nudge it off the floor a little bit to avoid math errors
827 setorigin(self, self.origin + '0 0 1');
828 // set item size before we spawn a spawnfunc_waypoint
829 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
830 setsize (self, '-16 -16 0', '16 16 48');
832 setsize (self, '-16 -16 0', '16 16 32');
833 // note droptofloor returns FALSE if stuck/or would fall too far
835 waypoint_spawnforitem(self);
839 * can't do it that way, as it would break maps
840 * TODO make a target_give like entity another way, that perhaps has
841 * the weapon name in a key
844 // target_give not yet supported; maybe later
845 print("removed targeted ", self.classname, "\n");
846 startitem_failed = TRUE;
852 if(autocvar_spawn_debug >= 2)
855 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
857 if(otheritem.is_item)
859 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
860 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
861 error("Mapper sucks.");
867 weaponsInMap |= weaponid;
869 precache_model (itemmodel);
870 precache_sound (pickupsound);
872 precache_sound ("misc/itemrespawncountdown.wav");
873 if(!g_minstagib && itemid == IT_STRENGTH)
874 precache_sound ("misc/strength_respawn.wav");
875 else if(!g_minstagib && itemid == IT_INVINCIBLE)
876 precache_sound ("misc/shield_respawn.wav");
878 precache_sound ("misc/itemrespawn.wav");
880 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
881 self.target = "###item###"; // for finding the nearest item using find()
884 self.bot_pickup = TRUE;
885 self.bot_pickupevalfunc = pickupevalfunc;
886 self.bot_pickupbasevalue = pickupbasevalue;
887 self.mdl = itemmodel;
888 self.item_pickupsound = pickupsound;
890 self.weapon = WEP_FIRST + log2of(lowestbit(self.weapons));
893 // let mappers override respawntime
894 if(!self.respawntime) // both set
896 self.respawntime = defaultrespawntime;
897 self.respawntimejitter = defaultrespawntimejitter;
899 self.netname = itemname;
900 self.touch = Item_Touch;
901 setmodel (self, self.mdl); // precision set below
902 self.effects |= EF_LOWPRECISION;
903 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
904 setsize (self, '-16 -16 0', '16 16 48');
906 setsize (self, '-16 -16 0', '16 16 32');
907 if(itemflags & FL_WEAPON)
908 self.modelflags |= MF_ROTATE;
910 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
911 if (itemflags & FL_WEAPON)
913 // neutral team color for pickup weapons
914 self.colormap = 1024; // color shirt=0 pants=0 grey
921 self.cnt = 1; // item probability weight
922 self.effects = self.effects | EF_NODRAW; // marker for item team search
923 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
929 /* replace items in minstagib
930 * IT_STRENGTH = invisibility
931 * IT_NAILS = extra lives
932 * IT_INVINCIBLE = speed
934 void minstagib_items (float itemid)
937 self.classname = "minstagib";
939 // replace rocket launchers and nex guns with ammo cells
940 if (itemid == IT_CELLS)
942 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
943 StartItem ("models/items/a_cells.md3",
944 "misc/itempickup.wav", 45, 0,
945 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
952 itemid = IT_STRENGTH;
956 itemid = IT_INVINCIBLE;
958 // replace with invis
959 if (itemid == IT_STRENGTH)
961 if(!self.strength_finished)
962 self.strength_finished = autocvar_g_balance_powerup_strength_time;
963 StartItem ("models/items/g_strength.md3",
964 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
965 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
967 // replace with extra lives
968 if (itemid == IT_NAILS)
971 StartItem ("models/items/g_h100.md3",
972 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
973 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
975 // replace with speed
976 if (itemid == IT_INVINCIBLE)
978 if(!self.invincible_finished)
979 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
980 StartItem ("models/items/g_invincible.md3",
981 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
982 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
986 float minst_no_auto_cells;
987 void minst_remove_item (void) {
988 if(minst_no_auto_cells)
992 float weaponswapping;
995 void weapon_defaultspawnfunc(float wpn)
999 var .float ammofield;
1005 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1007 e = get_weaponinfo(wpn);
1008 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1012 startitem_failed = TRUE;
1015 t = tokenize_console(s);
1018 self.team = --internalteam;
1020 for(i = 1; i < t; ++i)
1023 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1025 e = get_weaponinfo(j);
1029 copyentity(oldself, self);
1030 self.classname = "replacedweapon";
1031 weapon_defaultspawnfunc(j);
1037 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1046 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1048 e = get_weaponinfo(j);
1057 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1063 startitem_failed = TRUE;
1068 e = get_weaponinfo(wpn);
1070 if(!self.respawntime)
1072 if(e.weapons & WEPBIT_SUPERWEAPONS)
1074 self.respawntime = g_pickup_respawntime_superweapon;
1075 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1079 self.respawntime = g_pickup_respawntime_weapon;
1080 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1084 if(e.weapons & WEPBIT_SUPERWEAPONS)
1085 if(!self.superweapons_finished)
1086 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1090 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1094 ammofield = Item_CounterField(j);
1096 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1102 if(g_pickup_weapons_anyway)
1103 self.pickup_anyway = TRUE;
1107 // no weapon-stay on superweapons
1108 if(e.weapons & WEPBIT_SUPERWEAPONS)
1109 f |= FL_NO_WEAPON_STAY;
1111 // weapon stay isn't supported for teamed weapons
1113 f |= FL_NO_WEAPON_STAY;
1115 // stupid minstagib hack, don't ask
1118 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1120 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1121 if (self.modelindex) // don't precache if self was removed
1122 weapon_action(e.weapon, WR_PRECACHE);
1125 void spawnfunc_weapon_shotgun (void);
1126 void spawnfunc_weapon_uzi (void) {
1127 if(autocvar_sv_q3acompat_machineshotgunswap)
1128 if(self.classname != "droppedweapon")
1130 weapon_defaultspawnfunc(WEP_SHOTGUN);
1133 weapon_defaultspawnfunc(WEP_UZI);
1136 void spawnfunc_weapon_shotgun (void) {
1137 if(autocvar_sv_q3acompat_machineshotgunswap)
1138 if(self.classname != "droppedweapon")
1140 weapon_defaultspawnfunc(WEP_UZI);
1143 weapon_defaultspawnfunc(WEP_SHOTGUN);
1146 void spawnfunc_weapon_nex (void)
1150 minstagib_items(IT_CELLS);
1151 self.think = minst_remove_item;
1152 self.nextthink = time;
1155 weapon_defaultspawnfunc(WEP_NEX);
1158 void spawnfunc_weapon_minstanex (void)
1162 minstagib_items(IT_CELLS);
1163 self.think = minst_remove_item;
1164 self.nextthink = time;
1167 weapon_defaultspawnfunc(WEP_MINSTANEX);
1170 void spawnfunc_weapon_rocketlauncher (void)
1174 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1175 self.think = minst_remove_item;
1176 self.nextthink = time;
1179 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1182 void spawnfunc_item_rockets (void) {
1183 if(!self.ammo_rockets)
1184 self.ammo_rockets = g_pickup_rockets;
1185 if(!self.pickup_anyway)
1186 self.pickup_anyway = g_pickup_ammo_anyway;
1187 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);
1190 void spawnfunc_item_shells (void);
1191 void spawnfunc_item_bullets (void) {
1193 if(autocvar_sv_q3acompat_machineshotgunswap)
1194 if(self.classname != "droppedweapon")
1196 weaponswapping = TRUE;
1197 spawnfunc_item_shells();
1198 weaponswapping = FALSE;
1202 if(!self.ammo_nails)
1203 self.ammo_nails = g_pickup_nails;
1204 if(!self.pickup_anyway)
1205 self.pickup_anyway = g_pickup_ammo_anyway;
1206 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);
1209 void spawnfunc_item_cells (void) {
1210 if(!self.ammo_cells)
1211 self.ammo_cells = g_pickup_cells;
1212 if(!self.pickup_anyway)
1213 self.pickup_anyway = g_pickup_ammo_anyway;
1214 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);
1217 void spawnfunc_item_shells (void) {
1219 if(autocvar_sv_q3acompat_machineshotgunswap)
1220 if(self.classname != "droppedweapon")
1222 weaponswapping = TRUE;
1223 spawnfunc_item_bullets();
1224 weaponswapping = FALSE;
1228 if(!self.ammo_shells)
1229 self.ammo_shells = g_pickup_shells;
1230 if(!self.pickup_anyway)
1231 self.pickup_anyway = g_pickup_ammo_anyway;
1232 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);
1235 void spawnfunc_item_armor_small (void) {
1236 if(!self.armorvalue)
1237 self.armorvalue = g_pickup_armorsmall;
1238 if(!self.max_armorvalue)
1239 self.max_armorvalue = g_pickup_armorsmall_max;
1240 if(!self.pickup_anyway)
1241 self.pickup_anyway = g_pickup_armorsmall_anyway;
1242 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);
1245 void spawnfunc_item_armor_medium (void) {
1246 if(!self.armorvalue)
1247 self.armorvalue = g_pickup_armormedium;
1248 if(!self.max_armorvalue)
1249 self.max_armorvalue = g_pickup_armormedium_max;
1250 if(!self.pickup_anyway)
1251 self.pickup_anyway = g_pickup_armormedium_anyway;
1252 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);
1255 void spawnfunc_item_armor_big (void) {
1256 if(!self.armorvalue)
1257 self.armorvalue = g_pickup_armorbig;
1258 if(!self.max_armorvalue)
1259 self.max_armorvalue = g_pickup_armorbig_max;
1260 if(!self.pickup_anyway)
1261 self.pickup_anyway = g_pickup_armorbig_anyway;
1262 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);
1265 void spawnfunc_item_armor_large (void) {
1266 if(!self.armorvalue)
1267 self.armorvalue = g_pickup_armorlarge;
1268 if(!self.max_armorvalue)
1269 self.max_armorvalue = g_pickup_armorlarge_max;
1270 if(!self.pickup_anyway)
1271 self.pickup_anyway = g_pickup_armorlarge_anyway;
1272 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);
1275 void spawnfunc_item_health_small (void) {
1276 if(!self.max_health)
1277 self.max_health = g_pickup_healthsmall_max;
1279 self.health = g_pickup_healthsmall;
1280 if(!self.pickup_anyway)
1281 self.pickup_anyway = g_pickup_healthsmall_anyway;
1282 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);
1285 void spawnfunc_item_health_medium (void) {
1286 if(!self.max_health)
1287 self.max_health = g_pickup_healthmedium_max;
1289 self.health = g_pickup_healthmedium;
1290 if(!self.pickup_anyway)
1291 self.pickup_anyway = g_pickup_healthmedium_anyway;
1292 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);
1295 void spawnfunc_item_health_large (void) {
1296 if(!self.max_health)
1297 self.max_health = g_pickup_healthlarge_max;
1299 self.health = g_pickup_healthlarge;
1300 if(!self.pickup_anyway)
1301 self.pickup_anyway = g_pickup_healthlarge_anyway;
1302 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);
1305 void spawnfunc_item_health_mega (void) {
1307 minstagib_items(IT_NAILS);
1309 if(!self.max_health)
1310 self.max_health = g_pickup_healthmega_max;
1312 self.health = g_pickup_healthmega;
1313 if(!self.pickup_anyway)
1314 self.pickup_anyway = g_pickup_healthmega_anyway;
1315 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);
1319 // support old misnamed entities
1320 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1321 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1322 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1323 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1324 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1326 void spawnfunc_item_strength (void) {
1328 minstagib_items(IT_STRENGTH);
1330 precache_sound("weapons/strength_fire.wav");
1331 if(!self.strength_finished)
1332 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1333 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);
1337 void spawnfunc_item_invincible (void) {
1339 minstagib_items(IT_INVINCIBLE);
1341 if(!self.invincible_finished)
1342 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1343 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);
1347 void spawnfunc_item_minst_cells (void) {
1350 minst_no_auto_cells = 1;
1351 minstagib_items(IT_CELLS);
1358 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1360 float GiveItems(entity e, float beginarg, float endarg);
1361 void target_items_use (void)
1363 if(activator.classname == "droppedweapon")
1370 if(activator.classname != "player")
1372 if(activator.deadflag != DEAD_NO)
1377 for(e = world; (e = find(e, classname, "droppedweapon")); )
1378 if(e.enemy == activator)
1381 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1382 centerprint(activator, self.message);
1385 void spawnfunc_target_items (void)
1390 self.use = target_items_use;
1391 if(!self.strength_finished)
1392 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1393 if(!self.invincible_finished)
1394 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1395 if(!self.superweapons_finished)
1396 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1398 precache_sound("misc/itempickup.wav");
1399 precache_sound("misc/megahealth.wav");
1400 precache_sound("misc/armor25.wav");
1401 precache_sound("misc/powerup.wav");
1402 precache_sound("misc/poweroff.wav");
1403 precache_sound("weapons/weaponpickup.wav");
1405 n = tokenize_console(self.netname);
1406 if(argv(0) == "give")
1408 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1412 for(i = 0; i < n; ++i)
1414 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1415 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1416 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1417 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1418 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1419 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1420 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1421 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1423 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1425 e = get_weaponinfo(j);
1426 if(argv(i) == e.netname)
1428 self.weapons |= e.weapons;
1429 if(self.spawnflags == 0 || self.spawnflags == 2)
1430 weapon_action(e.weapon, WR_PRECACHE);
1435 print("target_items: invalid item ", argv(i), "\n");
1438 string itemprefix, valueprefix;
1439 if(self.spawnflags == 0)
1444 else if(self.spawnflags == 1)
1446 itemprefix = "max ";
1447 valueprefix = "max ";
1449 else if(self.spawnflags == 2)
1451 itemprefix = "min ";
1452 valueprefix = "min ";
1454 else if(self.spawnflags == 4)
1456 itemprefix = "minus ";
1457 valueprefix = "max ";
1460 error("invalid spawnflags");
1463 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1464 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1465 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1466 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1467 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1468 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1469 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1470 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1471 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1472 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1473 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1474 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1475 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1476 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1477 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1479 e = get_weaponinfo(j);
1481 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1484 self.netname = strzone(self.netname);
1485 //print(self.netname, "\n");
1487 n = tokenize_console(self.netname);
1488 for(i = 0; i < n; ++i)
1490 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1492 e = get_weaponinfo(j);
1493 if(argv(i) == e.netname)
1495 weapon_action(e.weapon, WR_PRECACHE);
1502 void spawnfunc_item_fuel(void)
1505 self.ammo_fuel = g_pickup_fuel;
1506 if(!self.pickup_anyway)
1507 self.pickup_anyway = g_pickup_ammo_anyway;
1508 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);
1511 void spawnfunc_item_fuel_regen(void)
1513 if(start_items & IT_FUEL_REGEN)
1515 spawnfunc_item_fuel();
1518 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);
1521 void spawnfunc_item_jetpack(void)
1523 if(g_grappling_hook)
1524 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1526 self.ammo_fuel = g_pickup_fuel_jetpack;
1527 if(start_items & IT_JETPACK)
1529 spawnfunc_item_fuel();
1532 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);
1542 float GiveBit(entity e, .float fld, float bit, float op, float val)
1572 float GiveValue(entity e, .float fld, float op, float val)
1582 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1585 e.fld = min(e.fld, val);
1598 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1605 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1607 else if(v0 >= v0 + t)
1610 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1614 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1617 e.rotfield = max(e.rotfield, time + rottime);
1619 e.regenfield = max(e.regenfield, time + regentime);
1622 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1623 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1624 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1625 #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)
1627 float GiveItems(entity e, float beginarg, float endarg)
1629 float got, i, j, val, op;
1630 float _switchweapon;
1639 _switchweapon = FALSE;
1641 if (e.switchweapon == w_getbestweapon(e))
1642 _switchweapon = TRUE;
1644 e.strength_finished = max(0, e.strength_finished - time);
1645 e.invincible_finished = max(0, e.invincible_finished - time);
1646 e.superweapons_finished = max(0, e.superweapons_finished - time);
1649 PREGIVE(e, weapons);
1650 PREGIVE(e, strength_finished);
1651 PREGIVE(e, invincible_finished);
1652 PREGIVE(e, superweapons_finished);
1653 PREGIVE(e, ammo_nails);
1654 PREGIVE(e, ammo_cells);
1655 PREGIVE(e, ammo_shells);
1656 PREGIVE(e, ammo_rockets);
1657 PREGIVE(e, ammo_fuel);
1658 PREGIVE(e, armorvalue);
1661 for(i = beginarg; i < endarg; ++i)
1665 if(cmd == "0" || stof(cmd))
1689 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1690 got += GiveValue(e, strength_finished, op, val);
1691 got += GiveValue(e, invincible_finished, op, val);
1692 got += GiveValue(e, superweapons_finished, op, val);
1693 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1695 got += GiveBit(e, items, IT_JETPACK, op, val);
1696 got += GiveValue(e, health, op, val);
1697 got += GiveValue(e, armorvalue, op, val);
1699 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1701 wi = get_weaponinfo(j);
1703 got += GiveBit(e, weapons, wi.weapons, op, val);
1706 got += GiveValue(e, ammo_cells, op, val);
1707 got += GiveValue(e, ammo_shells, op, val);
1708 got += GiveValue(e, ammo_nails, op, val);
1709 got += GiveValue(e, ammo_rockets, op, val);
1710 got += GiveValue(e, ammo_fuel, op, val);
1712 case "unlimited_ammo":
1713 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1715 case "unlimited_weapon_ammo":
1716 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1718 case "unlimited_superweapons":
1719 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1722 got += GiveBit(e, items, IT_JETPACK, op, val);
1725 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1728 got += GiveValue(e, strength_finished, op, val);
1731 got += GiveValue(e, invincible_finished, op, val);
1733 case "superweapons":
1734 got += GiveValue(e, superweapons_finished, op, val);
1737 got += GiveValue(e, ammo_cells, op, val);
1740 got += GiveValue(e, ammo_shells, op, val);
1744 got += GiveValue(e, ammo_nails, op, val);
1747 got += GiveValue(e, ammo_rockets, op, val);
1750 got += GiveValue(e, health, op, val);
1753 got += GiveValue(e, armorvalue, op, val);
1756 got += GiveValue(e, ammo_fuel, op, val);
1759 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1761 wi = get_weaponinfo(j);
1762 if(cmd == wi.netname)
1764 got += GiveBit(e, weapons, wi.weapons, op, val);
1769 print("give: invalid item ", cmd, "\n");
1776 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1777 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1778 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1779 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1780 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1782 wi = get_weaponinfo(j);
1785 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1786 if not(save_weapons & wi.weapons)
1787 if(e.weapons & wi.weapons)
1788 weapon_action(wi.weapon, WR_PRECACHE);
1791 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1792 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1793 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1794 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1795 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1796 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1797 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);
1798 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);
1799 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);
1801 if(e.superweapons_finished <= 0)
1802 if(self.weapons & WEPBIT_SUPERWEAPONS)
1803 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1807 e.health = bound(0, e.health, 100);
1808 e.armorvalue = bound(0, e.armorvalue, 999);
1811 if(e.strength_finished <= 0)
1812 e.strength_finished = 0;
1814 e.strength_finished += time;
1815 if(e.invincible_finished <= 0)
1816 e.invincible_finished = 0;
1818 e.invincible_finished += time;
1819 if(e.superweapons_finished <= 0)
1820 e.superweapons_finished = 0;
1822 e.superweapons_finished += time;
1824 if not(e.weapons & W_WeaponBit(e.switchweapon))
1825 _switchweapon = TRUE;
1827 W_SwitchWeapon_Force(e, w_getbestweapon(e));