3 #include "../common/items/all.qc"
8 #include "bot/waypoints.qh"
10 #include "mutators/all.qh"
12 #include "weapons/common.qh"
13 #include "weapons/selection.qh"
14 #include "weapons/weaponsystem.qh"
16 #include "../common/constants.qh"
17 #include "../common/deathtypes/all.qh"
18 #include "../common/notifications.qh"
19 #include "../common/triggers/subs.qh"
20 #include "../common/util.qh"
22 #include "../common/monsters/all.qh"
24 #include "../common/weapons/all.qh"
26 #include "../lib/warpzone/util_server.qh"
30 void ItemDraw(entity self)
34 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
35 if(self.move_flags & FL_ONGROUND)
36 { // For some reason move_avelocity gets set to '0 0 0' here ...
37 self.oldorigin = self.origin;
40 if(autocvar_cl_animate_items)
41 { // ... so reset it if animations are requested.
42 if(self.ItemStatus & ITS_ANIMATE1)
43 self.move_avelocity = '0 180 0';
45 if(self.ItemStatus & ITS_ANIMATE2)
46 self.move_avelocity = '0 -90 0';
50 else if (autocvar_cl_animate_items)
52 if(self.ItemStatus & ITS_ANIMATE1)
54 self.angles += self.move_avelocity * frametime;
55 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
58 if(self.ItemStatus & ITS_ANIMATE2)
60 self.angles += self.move_avelocity * frametime;
61 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
66 void ItemDrawSimple(entity this)
70 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
72 if(self.move_flags & FL_ONGROUND)
81 org = getpropertyvec(VF_ORIGIN);
82 if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
84 else if(self.fade_start)
85 alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1);
88 //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
89 if(self.ItemStatus & ITS_AVAILABLE)
94 self.drawmask = MASK_NORMAL;
97 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
101 if(sf & ISF_LOCATION)
103 self.origin_x = ReadCoord();
104 self.origin_y = ReadCoord();
105 self.origin_z = ReadCoord();
106 setorigin(self, self.origin);
107 self.oldorigin = self.origin;
112 self.angles_x = ReadAngle();
113 self.angles_y = ReadAngle();
114 self.angles_z = ReadAngle();
115 self.move_angles = self.angles;
120 float use_bigsize = ReadByte();
121 setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
124 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
126 self.ItemStatus = ReadByte();
128 if(self.ItemStatus & ITS_AVAILABLE)
131 self.colormod = self.glowmod = '1 1 1';
135 if (autocvar_cl_ghost_items_color)
137 self.alpha = autocvar_cl_ghost_items;
138 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
144 if(autocvar_cl_fullbright_items)
145 if(self.ItemStatus & ITS_ALLOWFB)
146 self.effects |= EF_FULLBRIGHT;
148 if(self.ItemStatus & ITS_STAYWEP)
150 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
151 self.alpha = autocvar_cl_weapon_stay_alpha;
155 if(self.ItemStatus & ITS_POWERUP)
157 if(self.ItemStatus & ITS_AVAILABLE)
158 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
160 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
166 self.drawmask = MASK_NORMAL;
167 self.move_movetype = self.movetype = MOVETYPE_TOSS;
168 self.draw = ItemDraw;
170 self.fade_end = ReadShort();
171 self.fade_start = ReadShort();
172 if(self.fade_start && !autocvar_cl_items_nofade)
173 self.predraw = Item_PreDraw;
179 string _fn = ReadString();
181 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
183 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
184 self.draw = ItemDrawSimple;
186 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
187 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
188 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
189 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
190 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
191 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
192 else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
193 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
196 self.draw = ItemDraw;
197 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
201 if(self.draw != ItemDrawSimple)
202 self.mdl = strzone(_fn);
206 LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
208 precache_model(self.mdl);
209 _setmodel(self, self.mdl);
212 if(sf & ISF_COLORMAP)
213 self.colormap = ReadShort();
218 //self.move_angles = '0 0 0';
219 self.move_movetype = MOVETYPE_TOSS;
220 self.move_velocity_x = ReadCoord();
221 self.move_velocity_y = ReadCoord();
222 self.move_velocity_z = ReadCoord();
223 self.velocity = self.move_velocity;
224 self.move_origin = self.oldorigin;
228 self.move_time = time;
229 self.spawntime = time;
232 self.move_time = max(self.move_time, time);
235 if(autocvar_cl_animate_items)
237 if(self.ItemStatus & ITS_ANIMATE1)
238 self.move_avelocity = '0 180 0';
240 if(self.ItemStatus & ITS_ANIMATE2)
241 self.move_avelocity = '0 -90 0';
249 bool ItemSend(entity this, entity to, int sf)
256 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
257 WriteByte(MSG_ENTITY, sf);
259 //WriteByte(MSG_ENTITY, self.cnt);
260 if(sf & ISF_LOCATION)
262 WriteCoord(MSG_ENTITY, self.origin.x);
263 WriteCoord(MSG_ENTITY, self.origin.y);
264 WriteCoord(MSG_ENTITY, self.origin.z);
269 WriteAngle(MSG_ENTITY, self.angles_x);
270 WriteAngle(MSG_ENTITY, self.angles_y);
271 WriteAngle(MSG_ENTITY, self.angles_z);
276 Pickup p = this.itemdef;
277 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
281 WriteByte(MSG_ENTITY, self.ItemStatus);
285 WriteShort(MSG_ENTITY, self.fade_end);
286 WriteShort(MSG_ENTITY, self.fade_start);
289 LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
291 WriteString(MSG_ENTITY, self.mdl);
295 if(sf & ISF_COLORMAP)
296 WriteShort(MSG_ENTITY, self.colormap);
300 WriteCoord(MSG_ENTITY, self.velocity.x);
301 WriteCoord(MSG_ENTITY, self.velocity.y);
302 WriteCoord(MSG_ENTITY, self.velocity.z);
308 void ItemUpdate(entity item)
310 item.SendFlags |= ISF_LOCATION;
313 bool have_pickup_item(entity this)
315 if(this.itemdef.instanceOfPowerup)
317 if(autocvar_g_powerups > 0)
319 if(autocvar_g_powerups == 0)
324 if(autocvar_g_pickup_items > 0)
326 if(autocvar_g_pickup_items == 0)
329 if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
336 float Item_Customize()
338 if(self.spawnshieldtime)
340 if(self.weapons & ~other.weapons)
342 self.colormod = '0 0 0';
343 self.glowmod = self.colormod;
344 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
351 self.colormod = stov(autocvar_g_ghost_items_color);
352 self.glowmod = self.colormod;
353 self.alpha = g_ghost_items;
362 void Item_Show (entity e, float mode)
364 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
365 e.ItemStatus &= ~ITS_STAYWEP;
368 // make the item look normal, and be touchable
370 e.solid = SOLID_TRIGGER;
371 e.spawnshieldtime = 1;
372 e.ItemStatus |= ITS_AVAILABLE;
376 // hide the item completely
377 e.model = string_null;
379 e.spawnshieldtime = 1;
380 e.ItemStatus &= ~ITS_AVAILABLE;
383 entity def = e.itemdef;
384 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
385 || e.team // weapon stay isn't supported for teamed weapons
387 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
389 // make the item translucent and not touchable
391 e.solid = SOLID_TRIGGER; // can STILL be picked up!
392 e.effects |= EF_STARDUST;
393 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
394 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
398 //setmodel(e, "null");
400 e.colormod = '0 0 0';
401 e.glowmod = e.colormod;
402 e.spawnshieldtime = 1;
403 e.ItemStatus &= ~ITS_AVAILABLE;
406 if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
407 e.ItemStatus |= ITS_POWERUP;
409 if (autocvar_g_nodepthtestitems)
410 e.effects |= EF_NODEPTHTEST;
413 if (autocvar_g_fullbrightitems)
414 e.ItemStatus |= ITS_ALLOWFB;
416 if (autocvar_sv_simple_items)
417 e.ItemStatus |= ITS_ALLOWSI;
419 // relink entity (because solid may have changed)
420 setorigin(e, e.origin);
421 e.SendFlags |= ISF_STATUS;
426 self.nextthink = time;
427 if(self.origin != self.oldorigin)
429 self.oldorigin = self.origin;
434 bool Item_ItemsTime_SpectatorOnly(GameItem it);
435 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
436 float Item_ItemsTime_UpdateTime(entity e, float t);
437 void Item_ItemsTime_SetTime(entity e, float t);
438 void Item_ItemsTime_SetTimesForAllPlayers();
444 if(self.items == ITEM_Strength.m_itemid)
445 sound (self, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
446 else if(self.items == ITEM_Shield.m_itemid)
447 sound (self, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
449 sound (self, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
450 setorigin (self, self.origin);
452 if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
454 float t = Item_ItemsTime_UpdateTime(self, 0);
455 Item_ItemsTime_SetTime(self, t);
456 Item_ItemsTime_SetTimesForAllPlayers();
459 self.think = Item_Think;
460 self.nextthink = time;
462 //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
463 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
466 void Item_RespawnCountdown ()
468 if(self.count >= ITEM_RESPAWN_TICKS)
470 if(self.waypointsprite_attached)
471 WaypointSprite_Kill(self.waypointsprite_attached);
476 self.nextthink = time + 1;
480 MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
483 entity wi = get_weaponinfo(self.weapon);
485 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Weapon);
486 wp.wp_extra = wi.m_id;
491 entity ii = self.itemdef;
493 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Item);
494 wp.wp_extra = ii.m_id;
499 if(self.waypointsprite_attached)
501 GameItem def = self.itemdef;
502 if (Item_ItemsTime_SpectatorOnly(def))
503 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
504 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
508 if(self.waypointsprite_attached)
510 setself(self.waypointsprite_attached);
512 FOR_EACH_REALCLIENT(e)
513 if(self.waypointsprite_visible_for_player(e))
516 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
520 WaypointSprite_Ping(self.waypointsprite_attached);
521 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
526 void Item_RespawnThink()
528 self.nextthink = time;
529 if(self.origin != self.oldorigin)
531 self.oldorigin = self.origin;
535 if(time >= self.wait)
539 void Item_ScheduleRespawnIn(entity e, float t)
541 if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
543 e.think = Item_RespawnCountdown;
544 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
545 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
547 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
548 Item_ItemsTime_SetTime(e, t);
549 Item_ItemsTime_SetTimesForAllPlayers();
553 e.think = Item_RespawnThink;
555 e.scheduledrespawntime = time + t;
560 void Item_ScheduleRespawn(entity e)
562 if(e.respawntime > 0)
565 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
567 else // if respawntime is -1, this item does not respawn
571 void Item_ScheduleInitialRespawn(entity e)
574 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
577 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
579 if (!item.(ammotype))
582 if (item.spawnshieldtime)
584 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
586 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
590 else if(g_weapon_stay == 2)
592 float mi = min(item.(ammotype), ammomax);
593 if (player.(ammotype) < mi)
595 player.(ammotype) = mi;
606 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
608 case ITEM_MODE_HEALTH:
609 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
611 case ITEM_MODE_ARMOR:
612 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
620 float Item_GiveTo(entity item, entity player)
627 // if nothing happens to player, just return without taking the item
629 _switchweapon = false;
630 // in case the player has autoswitch enabled do the following:
631 // if the player is using their best weapon before items are given, they
632 // probably want to switch to an even better weapon after items are given
633 if (player.autoswitch)
634 if (player.switchweapon == w_getbestweapon(player))
635 _switchweapon = true;
637 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
638 _switchweapon = true;
640 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
641 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
642 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
643 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
644 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
645 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
646 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
647 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
649 if (item.itemdef.instanceOfWeaponPickup)
653 it &= ~player.weapons;
655 if (it || (item.spawnshieldtime && item.pickup_anyway > 0))
658 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
659 if(it & WepSet_FromWeapon(i))
661 W_DropEvent(wr_pickup, player, i, item);
662 W_GiveWeapon(player, i);
667 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
671 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
674 if (item.strength_finished)
677 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
679 if (item.invincible_finished)
682 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
684 if (item.superweapons_finished)
687 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
692 // always eat teamed entities
699 // crude hack to enforce switching weapons
700 if(g_cts && item.itemdef.instanceOfWeaponPickup)
702 W_SwitchWeapon_Force(player, item.weapon);
707 if (player.switchweapon != w_getbestweapon(player))
708 W_SwitchWeapon_Force(player, w_getbestweapon(player));
717 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
718 if (this.classname == "droppedweapon")
720 if (ITEM_TOUCH_NEEDKILL())
727 if(!(other.flags & FL_PICKUPITEMS)
730 || (this.solid != SOLID_TRIGGER)
731 || (this.owner == other)
732 || (time < this.item_spawnshieldtime)
735 switch (MUTATOR_CALLHOOK(ItemTouch, this, other))
737 case MUT_ITEMTOUCH_RETURN: { return; }
738 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
741 if (this.classname == "droppedweapon")
743 this.strength_finished = max(0, this.strength_finished - time);
744 this.invincible_finished = max(0, this.invincible_finished - time);
745 this.superweapons_finished = max(0, this.superweapons_finished - time);
747 entity it = this.itemdef;
748 bool gave = ITEM_HANDLE(Pickup, it, this, other);
751 if (this.classname == "droppedweapon")
753 // undo what we did above
754 this.strength_finished += time;
755 this.invincible_finished += time;
756 this.superweapons_finished += time;
763 other.last_pickup = time;
765 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
766 _sound (other, CH_TRIGGER, (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
768 if (this.classname == "droppedweapon")
770 else if (this.spawnshieldtime)
775 RandomSelection_Init();
776 for(entity head = world; (head = findfloat(head, team, this.team)); )
778 if(head.flags & FL_ITEM)
779 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
782 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
785 e = RandomSelection_chosen_ent;
790 Item_ScheduleRespawn(e);
794 void Item_Reset(entity this)
796 Item_Show(this, !this.state);
797 setorigin(this, this.origin);
799 if (this.classname != "droppedweapon")
801 this.think = Item_Think;
802 this.nextthink = time;
804 if (this.waypointsprite_attached)
805 WaypointSprite_Kill(this.waypointsprite_attached);
807 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
808 Item_ScheduleInitialRespawn(this);
811 void Item_Reset_self() { SELFPARAM(); Item_Reset(this); }
817 if(self.effects & EF_NODRAW)
819 // marker for item team search
820 LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
821 RandomSelection_Init();
822 for(head = world; (head = findfloat(head, team, self.team)); )
823 if(head.flags & FL_ITEM)
824 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
825 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
826 e = RandomSelection_chosen_ent;
830 for(head = world; (head = findfloat(head, team, self.team)); )
831 if(head.flags & FL_ITEM)
832 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
836 // make it a non-spawned item
838 head.state = 1; // state 1 = initially hidden item
840 head.effects &= ~EF_NODRAW;
847 // Savage: used for item garbage-collection
848 // TODO: perhaps nice special effect?
851 if(wasfreed(self) || !self) { return; }
852 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
856 // pickup evaluation functions
857 // these functions decide how desirable an item is to the bots
859 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
861 float weapon_pickupevalfunc(entity player, entity item)
865 // See if I have it already
866 if(item.weapons & ~player.weapons)
868 // If I can pick it up
869 if(!item.spawnshieldtime)
871 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
873 // Skilled bots will grab more
874 c = bound(0, skill / 10, 1) * 0.5;
882 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
883 if( bot_custom_weapon && c )
885 // Find the highest position on any range
887 for (int j = 0; j < WEP_LAST ; ++j){
889 bot_weapons_far[j] == item.weapon ||
890 bot_weapons_mid[j] == item.weapon ||
891 bot_weapons_close[j] == item.weapon
902 position = WEP_LAST - position;
903 // item.bot_pickupbasevalue is overwritten here
904 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
908 return item.bot_pickupbasevalue * c;
911 float commodity_pickupevalfunc(entity player, entity item)
914 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
918 // Detect needed ammo
919 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
921 wi = get_weaponinfo(i);
923 if (!(player.weapons & WepSet_FromWeapon(i)))
926 if(wi.items & ITEM_Shells.m_itemid)
928 else if(wi.items & ITEM_Bullets.m_itemid)
930 else if(wi.items & ITEM_Rockets.m_itemid)
932 else if(wi.items & ITEM_Cells.m_itemid)
934 else if(wi.items & ITEM_Plasma.m_itemid)
936 else if(wi.items & ITEM_JetpackFuel.m_itemid)
940 // TODO: figure out if the player even has the weapon this ammo is for?
941 // may not affect strategy much though...
942 // find out how much more ammo/armor/health the player can hold
944 if (item.ammo_shells)
945 if (player.ammo_shells < g_pickup_shells_max)
946 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
949 if (player.ammo_nails < g_pickup_nails_max)
950 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
952 if (item.ammo_rockets)
953 if (player.ammo_rockets < g_pickup_rockets_max)
954 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
957 if (player.ammo_cells < g_pickup_cells_max)
958 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
960 if (item.ammo_plasma)
961 if (player.ammo_plasma < g_pickup_plasma_max)
962 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
965 if (player.ammo_fuel < g_pickup_fuel_max)
966 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
968 if (player.armorvalue < item.max_armorvalue)
969 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
971 if (player.health < item.max_health)
972 c = c + max(0, 1 - player.health / item.max_health);
974 return item.bot_pickupbasevalue * c;
977 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
979 if(ITEM_DAMAGE_NEEDKILL(deathtype))
983 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
985 string itemname = def.m_name;
986 Model itemmodel = def.m_model;
987 Sound pickupsound = def.m_sound;
988 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
989 float pickupbasevalue = def.m_botvalue;
990 int itemflags = def.m_itemflags;
992 startitem_failed = false;
994 this.item_model_ent = itemmodel;
995 this.item_pickupsound_ent = pickupsound;
997 if(!this.respawntime) // both need to be set
999 this.respawntime = defaultrespawntime;
1000 this.respawntimejitter = defaultrespawntimejitter;
1003 int itemid = def.m_itemid;
1004 this.items = itemid;
1005 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1006 this.weapon = weaponid;
1010 this.fade_start = autocvar_g_items_mindist;
1011 this.fade_end = autocvar_g_items_maxdist;
1015 this.weapons = WepSet_FromWeapon(weaponid);
1017 this.flags = FL_ITEM | itemflags;
1019 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1021 startitem_failed = true;
1026 // is it a dropped weapon?
1027 if (this.classname == "droppedweapon")
1029 this.reset = SUB_Remove;
1030 // it's a dropped weapon
1031 this.movetype = MOVETYPE_TOSS;
1033 // Savage: remove thrown items after a certain period of time ("garbage collection")
1034 this.think = RemoveItem;
1035 this.nextthink = time + 20;
1037 this.takedamage = DAMAGE_YES;
1038 this.event_damage = Item_Damage;
1040 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1042 // if item is worthless after a timer, have it expire then
1043 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1046 // don't drop if in a NODROP zone (such as lava)
1047 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1048 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1050 startitem_failed = true;
1057 if(!have_pickup_item(this))
1059 startitem_failed = true;
1064 if(this.angles != '0 0 0')
1065 this.SendFlags |= ISF_ANGLES;
1067 this.reset = Item_Reset_self;
1068 // it's a level item
1069 if(this.spawnflags & 1)
1071 if (this.noalign > 0)
1072 this.movetype = MOVETYPE_NONE;
1074 this.movetype = MOVETYPE_TOSS;
1075 // do item filtering according to game mode and other things
1076 if (this.noalign <= 0)
1078 // first nudge it off the floor a little bit to avoid math errors
1079 setorigin(this, this.origin + '0 0 1');
1080 // set item size before we spawn a spawnfunc_waypoint
1081 setsize(this, def.m_mins, def.m_maxs);
1082 this.SendFlags |= ISF_SIZE;
1083 // note droptofloor returns false if stuck/or would fall too far
1085 WITH(entity, self, this, droptofloor());
1086 waypoint_spawnforitem(this);
1090 * can't do it that way, as it would break maps
1091 * TODO make a target_give like entity another way, that perhaps has
1092 * the weapon name in a key
1095 // target_give not yet supported; maybe later
1096 print("removed targeted ", this.classname, "\n");
1097 startitem_failed = true;
1103 if(autocvar_spawn_debug >= 2)
1105 for(entity otheritem = findradius(this.origin, 3); otheritem; otheritem = otheritem.chain)
1107 // why not flags & fl_item?
1108 if(otheritem.is_item)
1110 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1111 LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1112 error("Mapper sucks.");
1115 this.is_item = true;
1118 weaponsInMap |= WepSet_FromWeapon(weaponid);
1120 precache_model(this.model);
1121 precache_sound(this.item_pickupsound);
1123 if ( def.instanceOfPowerup
1124 || def.instanceOfWeaponPickup
1125 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1126 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1127 || (itemid & (IT_KEY1 | IT_KEY2))
1128 ) this.target = "###item###"; // for finding the nearest item using find()
1130 Item_ItemsTime_SetTime(this, 0);
1133 this.bot_pickup = true;
1134 this.bot_pickupevalfunc = pickupevalfunc;
1135 this.bot_pickupbasevalue = pickupbasevalue;
1136 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1137 this.netname = itemname;
1138 this.touch = Item_Touch;
1139 setmodel(this, MDL_Null); // precision set below
1140 //this.effects |= EF_LOWPRECISION;
1142 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1144 this.SendFlags |= ISF_SIZE;
1146 if (!(this.spawnflags & 1024)) {
1147 if(def.instanceOfPowerup)
1148 this.ItemStatus |= ITS_ANIMATE1;
1150 if(this.armorvalue || this.health)
1151 this.ItemStatus |= ITS_ANIMATE2;
1154 if(def.instanceOfWeaponPickup)
1156 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1157 this.colormap = 1024; // color shirt=0 pants=0 grey
1160 if (!(this.spawnflags & 1024))
1161 this.ItemStatus |= ITS_ANIMATE1;
1162 this.ItemStatus |= ISF_COLORMAP;
1166 if(this.team) // broken, no idea why.
1169 this.cnt = 1; // item probability weight
1171 this.effects |= EF_NODRAW; // marker for item team search
1172 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1177 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1179 // call this hook after everything else has been done
1180 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1182 startitem_failed = true;
1188 void StartItem(entity this, GameItem def)
1193 def.m_respawntime(), // defaultrespawntime
1194 def.m_respawntimejitter() // defaultrespawntimejitter
1198 spawnfunc(item_rockets)
1200 if(!self.ammo_rockets)
1201 self.ammo_rockets = g_pickup_rockets;
1202 if(!self.pickup_anyway)
1203 self.pickup_anyway = g_pickup_ammo_anyway;
1204 StartItem(this, ITEM_Rockets);
1207 spawnfunc(item_bullets)
1210 if(autocvar_sv_q3acompat_machineshotgunswap)
1211 if(self.classname != "droppedweapon")
1213 weaponswapping = true;
1214 spawnfunc_item_shells(this);
1215 weaponswapping = false;
1219 if(!self.ammo_nails)
1220 self.ammo_nails = g_pickup_nails;
1221 if(!self.pickup_anyway)
1222 self.pickup_anyway = g_pickup_ammo_anyway;
1223 StartItem(this, ITEM_Bullets);
1226 spawnfunc(item_cells)
1228 if(!self.ammo_cells)
1229 self.ammo_cells = g_pickup_cells;
1230 if(!self.pickup_anyway)
1231 self.pickup_anyway = g_pickup_ammo_anyway;
1232 StartItem(this, ITEM_Cells);
1235 spawnfunc(item_plasma)
1237 if(!self.ammo_plasma)
1238 self.ammo_plasma = g_pickup_plasma;
1239 if(!self.pickup_anyway)
1240 self.pickup_anyway = g_pickup_ammo_anyway;
1241 StartItem(this, ITEM_Plasma);
1244 spawnfunc(item_shells)
1247 if(autocvar_sv_q3acompat_machineshotgunswap)
1248 if(self.classname != "droppedweapon")
1250 weaponswapping = true;
1251 spawnfunc_item_bullets(this);
1252 weaponswapping = false;
1256 if(!self.ammo_shells)
1257 self.ammo_shells = g_pickup_shells;
1258 if(!self.pickup_anyway)
1259 self.pickup_anyway = g_pickup_ammo_anyway;
1260 StartItem(this, ITEM_Shells);
1263 spawnfunc(item_armor_small)
1265 if(!self.armorvalue)
1266 self.armorvalue = g_pickup_armorsmall;
1267 if(!self.max_armorvalue)
1268 self.max_armorvalue = g_pickup_armorsmall_max;
1269 if(!self.pickup_anyway)
1270 self.pickup_anyway = g_pickup_armorsmall_anyway;
1271 StartItem(this, ITEM_ArmorSmall);
1274 spawnfunc(item_armor_medium)
1276 if(!self.armorvalue)
1277 self.armorvalue = g_pickup_armormedium;
1278 if(!self.max_armorvalue)
1279 self.max_armorvalue = g_pickup_armormedium_max;
1280 if(!self.pickup_anyway)
1281 self.pickup_anyway = g_pickup_armormedium_anyway;
1282 StartItem(this, ITEM_ArmorMedium);
1285 spawnfunc(item_armor_big)
1287 if(!self.armorvalue)
1288 self.armorvalue = g_pickup_armorbig;
1289 if(!self.max_armorvalue)
1290 self.max_armorvalue = g_pickup_armorbig_max;
1291 if(!self.pickup_anyway)
1292 self.pickup_anyway = g_pickup_armorbig_anyway;
1293 StartItem(this, ITEM_ArmorLarge);
1296 spawnfunc(item_armor_large)
1298 if(!self.armorvalue)
1299 self.armorvalue = g_pickup_armorlarge;
1300 if(!self.max_armorvalue)
1301 self.max_armorvalue = g_pickup_armorlarge_max;
1302 if(!self.pickup_anyway)
1303 self.pickup_anyway = g_pickup_armorlarge_anyway;
1304 StartItem(this, ITEM_ArmorMega);
1307 spawnfunc(item_health_small)
1309 if(!self.max_health)
1310 self.max_health = g_pickup_healthsmall_max;
1312 self.health = g_pickup_healthsmall;
1313 if(!self.pickup_anyway)
1314 self.pickup_anyway = g_pickup_healthsmall_anyway;
1315 StartItem(this, ITEM_HealthSmall);
1318 spawnfunc(item_health_medium)
1320 if(!self.max_health)
1321 self.max_health = g_pickup_healthmedium_max;
1323 self.health = g_pickup_healthmedium;
1324 if(!self.pickup_anyway)
1325 self.pickup_anyway = g_pickup_healthmedium_anyway;
1326 StartItem(this, ITEM_HealthMedium);
1329 spawnfunc(item_health_large)
1331 if(!self.max_health)
1332 self.max_health = g_pickup_healthlarge_max;
1334 self.health = g_pickup_healthlarge;
1335 if(!self.pickup_anyway)
1336 self.pickup_anyway = g_pickup_healthlarge_anyway;
1337 StartItem(this, ITEM_HealthLarge);
1340 spawnfunc(item_health_mega)
1342 if(!self.max_health)
1343 self.max_health = g_pickup_healthmega_max;
1345 self.health = g_pickup_healthmega;
1346 if(!self.pickup_anyway)
1347 self.pickup_anyway = g_pickup_healthmega_anyway;
1348 StartItem(this, ITEM_HealthMega);
1351 // support old misnamed entities
1352 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1353 spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
1354 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1355 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1356 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1358 spawnfunc(item_strength)
1360 if(!self.strength_finished)
1361 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1362 StartItem(this, ITEM_Strength);
1365 spawnfunc(item_invincible)
1367 if(!self.invincible_finished)
1368 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1369 StartItem(this, ITEM_Shield);
1373 spawnfunc(item_quad) { self.classname = "item_strength";spawnfunc_item_strength(this);}
1375 void target_items_use()
1377 if(activator.classname == "droppedweapon")
1384 if (!IS_PLAYER(activator))
1386 if(activator.deadflag != DEAD_NO)
1391 for(e = world; (e = find(e, classname, "droppedweapon")); )
1392 if(e.enemy == activator)
1395 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1396 centerprint(activator, self.message);
1399 spawnfunc(target_items)
1405 self.use = target_items_use;
1406 if(!self.strength_finished)
1407 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1408 if(!self.invincible_finished)
1409 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1410 if(!self.superweapons_finished)
1411 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1413 n = tokenize_console(self.netname);
1414 if(argv(0) == "give")
1416 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1420 for(i = 0; i < n; ++i)
1422 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1423 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1424 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1425 else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
1426 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1427 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1428 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1429 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1432 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1434 e = get_weaponinfo(j);
1435 s = W_UndeprecateName(argv(i));
1438 self.weapons |= WepSet_FromWeapon(j);
1439 if(self.spawnflags == 0 || self.spawnflags == 2) {
1440 Weapon w = get_weaponinfo(e.weapon);
1447 LOG_INFO("target_items: invalid item ", argv(i), "\n");
1451 string itemprefix, valueprefix;
1452 if(self.spawnflags == 0)
1457 else if(self.spawnflags == 1)
1459 itemprefix = "max ";
1460 valueprefix = "max ";
1462 else if(self.spawnflags == 2)
1464 itemprefix = "min ";
1465 valueprefix = "min ";
1467 else if(self.spawnflags == 4)
1469 itemprefix = "minus ";
1470 valueprefix = "max ";
1474 error("invalid spawnflags");
1475 itemprefix = valueprefix = string_null;
1479 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1480 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1481 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1482 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1483 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1484 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1485 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1486 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1487 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1488 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1489 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1490 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1491 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1492 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1493 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1494 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1496 e = get_weaponinfo(j);
1498 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1501 self.netname = strzone(self.netname);
1502 //print(self.netname, "\n");
1504 n = tokenize_console(self.netname);
1505 for(i = 0; i < n; ++i)
1507 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1509 e = get_weaponinfo(j);
1510 if(argv(i) == e.netname)
1512 Weapon w = get_weaponinfo(e.weapon);
1520 spawnfunc(item_fuel)
1523 self.ammo_fuel = g_pickup_fuel;
1524 if(!self.pickup_anyway)
1525 self.pickup_anyway = g_pickup_ammo_anyway;
1526 StartItem(this, ITEM_JetpackFuel);
1529 spawnfunc(item_fuel_regen)
1531 if(start_items & ITEM_JetpackRegen.m_itemid)
1533 spawnfunc_item_fuel(this);
1536 StartItem(this, ITEM_JetpackRegen);
1539 spawnfunc(item_jetpack)
1542 self.ammo_fuel = g_pickup_fuel_jetpack;
1543 if(start_items & ITEM_Jetpack.m_itemid)
1545 spawnfunc_item_fuel(this);
1548 StartItem(this, ITEM_Jetpack);
1551 float GiveWeapon(entity e, float wpn, float op, float val)
1554 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1559 e.weapons |= WepSet_FromWeapon(wpn);
1561 e.weapons &= ~WepSet_FromWeapon(wpn);
1566 e.weapons |= WepSet_FromWeapon(wpn);
1570 e.weapons &= ~WepSet_FromWeapon(wpn);
1574 e.weapons &= ~WepSet_FromWeapon(wpn);
1577 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1581 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1588 _sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1590 else if(v0 >= v0 + t)
1593 _sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1597 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1600 e.(rotfield) = max(e.(rotfield), time + rottime);
1602 e.(regenfield) = max(e.(regenfield), time + regentime);
1604 float GiveItems(entity e, float beginarg, float endarg)
1606 float got, i, j, val, op;
1607 float _switchweapon;
1616 _switchweapon = false;
1618 if (e.switchweapon == w_getbestweapon(e))
1619 _switchweapon = true;
1621 e.strength_finished = max(0, e.strength_finished - time);
1622 e.invincible_finished = max(0, e.invincible_finished - time);
1623 e.superweapons_finished = max(0, e.superweapons_finished - time);
1627 PREGIVE(e, strength_finished);
1628 PREGIVE(e, invincible_finished);
1629 PREGIVE(e, superweapons_finished);
1630 PREGIVE(e, ammo_nails);
1631 PREGIVE(e, ammo_cells);
1632 PREGIVE(e, ammo_plasma);
1633 PREGIVE(e, ammo_shells);
1634 PREGIVE(e, ammo_rockets);
1635 PREGIVE(e, ammo_fuel);
1636 PREGIVE(e, armorvalue);
1639 for(i = beginarg; i < endarg; ++i)
1643 if(cmd == "0" || stof(cmd))
1667 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1668 got += GiveValue(e, strength_finished, op, val);
1669 got += GiveValue(e, invincible_finished, op, val);
1670 got += GiveValue(e, superweapons_finished, op, val);
1671 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1673 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1674 got += GiveValue(e, health, op, val);
1675 got += GiveValue(e, armorvalue, op, val);
1677 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1679 wi = get_weaponinfo(j);
1681 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1682 got += GiveWeapon(e, j, op, val);
1685 got += GiveValue(e, ammo_cells, op, val);
1686 got += GiveValue(e, ammo_plasma, op, val);
1687 got += GiveValue(e, ammo_shells, op, val);
1688 got += GiveValue(e, ammo_nails, op, val);
1689 got += GiveValue(e, ammo_rockets, op, val);
1690 got += GiveValue(e, ammo_fuel, op, val);
1692 case "unlimited_ammo":
1693 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1695 case "unlimited_weapon_ammo":
1696 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1698 case "unlimited_superweapons":
1699 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1702 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1705 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1708 got += GiveValue(e, strength_finished, op, val);
1711 got += GiveValue(e, invincible_finished, op, val);
1713 case "superweapons":
1714 got += GiveValue(e, superweapons_finished, op, val);
1717 got += GiveValue(e, ammo_cells, op, val);
1720 got += GiveValue(e, ammo_plasma, op, val);
1723 got += GiveValue(e, ammo_shells, op, val);
1727 got += GiveValue(e, ammo_nails, op, val);
1730 got += GiveValue(e, ammo_rockets, op, val);
1733 got += GiveValue(e, health, op, val);
1736 got += GiveValue(e, armorvalue, op, val);
1739 got += GiveValue(e, ammo_fuel, op, val);
1742 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1744 wi = get_weaponinfo(j);
1745 if(cmd == wi.netname)
1747 got += GiveWeapon(e, j, op, val);
1752 LOG_INFO("give: invalid item ", cmd, "\n");
1759 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND(ITEMPICKUP), string_null);
1760 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND(POWERUP), SND(POWEROFF));
1761 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND(POWERUP), SND(POWEROFF));
1762 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
1763 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1765 wi = get_weaponinfo(j);
1768 POSTGIVE_WEAPON(e, j, SND(WEAPONPICKUP), string_null);
1769 if (!(save_weapons & WepSet_FromWeapon(j)))
1770 if(e.weapons & WepSet_FromWeapon(j)) {
1771 Weapon w = get_weaponinfo(wi.weapon);
1776 POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
1777 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", SND(POWEROFF));
1778 POSTGIVE_VALUE(e, ammo_nails, 0, SND(ITEMPICKUP), string_null);
1779 POSTGIVE_VALUE(e, ammo_cells, 0, SND(ITEMPICKUP), string_null);
1780 POSTGIVE_VALUE(e, ammo_plasma, 0, SND(ITEMPICKUP), string_null);
1781 POSTGIVE_VALUE(e, ammo_shells, 0, SND(ITEMPICKUP), string_null);
1782 POSTGIVE_VALUE(e, ammo_rockets, 0, SND(ITEMPICKUP), string_null);
1783 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND(ITEMPICKUP), string_null);
1784 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(ARMOR25), string_null);
1785 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(MEGAHEALTH), string_null);
1787 if(e.superweapons_finished <= 0)
1788 if(self.weapons & WEPSET_SUPERWEAPONS)
1789 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1791 if(e.strength_finished <= 0)
1792 e.strength_finished = 0;
1794 e.strength_finished += time;
1795 if(e.invincible_finished <= 0)
1796 e.invincible_finished = 0;
1798 e.invincible_finished += time;
1799 if(e.superweapons_finished <= 0)
1800 e.superweapons_finished = 0;
1802 e.superweapons_finished += time;
1804 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1805 _switchweapon = true;
1807 W_SwitchWeapon_Force(e, w_getbestweapon(e));