6 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
7 if(self.move_flags & FL_ONGROUND)
8 { // For some reason move_avelocity gets set to '0 0 0' here ...
9 self.oldorigin = self.origin;
12 if(autocvar_cl_animate_items)
13 { // ... so reset it if animations are requested.
14 if(self.ItemStatus & ITS_ANIMATE1)
15 self.move_avelocity = '0 180 0';
17 if(self.ItemStatus & ITS_ANIMATE2)
18 self.move_avelocity = '0 -90 0';
22 else if (autocvar_cl_animate_items)
24 if(self.ItemStatus & ITS_ANIMATE1)
26 self.angles += self.move_avelocity * frametime;
27 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
30 if(self.ItemStatus & ITS_ANIMATE2)
32 self.angles += self.move_avelocity * frametime;
33 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
42 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
44 if(self.move_flags & FL_ONGROUND)
49 void ItemRead(float _IsNew)
51 float sf = ReadByte();
55 self.origin_x = ReadCoord();
56 self.origin_y = ReadCoord();
57 self.origin_z = ReadCoord();
58 setorigin(self, self.origin);
59 self.oldorigin = self.origin;
64 self.angles_x = ReadCoord();
65 self.angles_y = ReadCoord();
66 self.angles_z = ReadCoord();
67 self.move_angles = self.angles;
70 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
72 self.ItemStatus = ReadByte();
74 if(self.ItemStatus & ITS_AVAILABLE)
77 self.colormod = self.glowmod = '1 1 1';
81 if (autocvar_cl_ghost_items_color)
83 self.alpha = autocvar_cl_ghost_items;
84 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
90 if(autocvar_cl_fullbright_items)
91 if(self.ItemStatus & ITS_ALLOWFB)
92 self.effects |= EF_FULLBRIGHT;
94 if(self.ItemStatus & ITS_STAYWEP)
96 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
97 self.alpha = autocvar_cl_weapon_stay_alpha;
101 if(self.ItemStatus & ITS_POWERUP)
103 if(self.ItemStatus & ITS_AVAILABLE)
104 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
106 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
112 self.drawmask = MASK_NORMAL;
113 self.movetype = MOVETYPE_NOCLIP;
114 self.draw = ItemDraw;
120 string _fn = ReadString();
122 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
124 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
125 self.draw = ItemDrawSimple;
129 if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
130 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
131 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
132 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
133 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
134 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
135 else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
136 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
139 self.draw = ItemDraw;
140 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
144 if(self.draw != ItemDrawSimple)
145 self.mdl = strzone(_fn);
149 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
151 precache_model(self.mdl);
152 setmodel(self, self.mdl);
155 if(sf & ISF_COLORMAP)
156 self.colormap = ReadShort();
161 self.move_angles = '0 0 0';
162 self.move_movetype = MOVETYPE_TOSS;
163 self.move_velocity_x = ReadCoord();
164 self.move_velocity_y = ReadCoord();
165 self.move_velocity_z = ReadCoord();
166 self.velocity = self.move_velocity;
167 self.move_origin = self.oldorigin;
171 self.move_time = time;
172 self.spawntime = time;
175 self.move_time = max(self.move_time, time);
178 if(autocvar_cl_animate_items)
180 if(self.ItemStatus & ITS_ANIMATE1)
181 self.move_avelocity = '0 180 0';
183 if(self.ItemStatus & ITS_ANIMATE2)
184 self.move_avelocity = '0 -90 0';
191 float ItemSend(entity to, float sf)
198 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
199 WriteByte(MSG_ENTITY, sf);
201 //WriteByte(MSG_ENTITY, self.cnt);
202 if(sf & ISF_LOCATION)
204 WriteCoord(MSG_ENTITY, self.origin_x);
205 WriteCoord(MSG_ENTITY, self.origin_y);
206 WriteCoord(MSG_ENTITY, self.origin_z);
211 WriteCoord(MSG_ENTITY, self.angles_x);
212 WriteCoord(MSG_ENTITY, self.angles_y);
213 WriteCoord(MSG_ENTITY, self.angles_z);
217 WriteByte(MSG_ENTITY, self.ItemStatus);
223 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
225 WriteString(MSG_ENTITY, self.mdl);
229 if(sf & ISF_COLORMAP)
230 WriteShort(MSG_ENTITY, self.colormap);
234 WriteCoord(MSG_ENTITY, self.velocity_x);
235 WriteCoord(MSG_ENTITY, self.velocity_y);
236 WriteCoord(MSG_ENTITY, self.velocity_z);
243 float have_pickup_item(void)
245 if(self.flags & FL_POWERUP)
247 if(autocvar_g_powerups > 0)
249 if(autocvar_g_powerups == 0)
254 if(autocvar_g_pickup_items > 0)
256 if(autocvar_g_pickup_items == 0)
259 if(self.weapons || (self.items & IT_AMMO))
265 floatfield Item_CounterField(float it)
269 case IT_SHELLS: return ammo_shells;
270 case IT_NAILS: return ammo_nails;
271 case IT_ROCKETS: return ammo_rockets;
272 case IT_CELLS: return ammo_cells;
273 case IT_FUEL: return ammo_fuel;
274 case IT_5HP: return health;
275 case IT_25HP: return health;
276 case IT_HEALTH: return health;
277 case IT_ARMOR_SHARD: return armorvalue;
278 case IT_ARMOR: return armorvalue;
279 // add more things here (health, armor)
280 default: error("requested item has no counter field");
283 // should never happen
288 string Item_CounterFieldName(float it)
292 case IT_SHELLS: return "shells";
293 case IT_NAILS: return "nails";
294 case IT_ROCKETS: return "rockets";
295 case IT_CELLS: return "cells";
296 case IT_FUEL: return "fuel";
298 // add more things here (health, armor)
299 default: error("requested item has no counter field name");
302 // should never happen
308 float Item_Customize()
310 if(self.spawnshieldtime)
312 if(self.weapons & ~other.weapons)
314 self.colormod = '0 0 0';
315 self.glowmod = self.colormod;
316 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
323 self.colormod = stov(autocvar_g_ghost_items_color);
324 self.glowmod = self.colormod;
325 self.alpha = g_ghost_items;
334 void Item_Show (entity e, float mode)
336 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
337 e.ItemStatus &= ~ITS_STAYWEP;
340 // make the item look normal, and be touchable
342 e.solid = SOLID_TRIGGER;
343 e.spawnshieldtime = 1;
344 e.ItemStatus |= ITS_AVAILABLE;
348 // hide the item completely
349 e.model = string_null;
351 e.spawnshieldtime = 1;
352 e.ItemStatus &= ~ITS_AVAILABLE;
354 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
356 // make the item translucent and not touchable
358 e.solid = SOLID_TRIGGER; // can STILL be picked up!
359 e.effects |= EF_STARDUST;
360 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
361 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
365 //setmodel(e, "null");
367 e.colormod = '0 0 0';
368 e.glowmod = e.colormod;
369 e.spawnshieldtime = 1;
370 e.ItemStatus &= ~ITS_AVAILABLE;
373 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
374 e.ItemStatus |= ITS_POWERUP;
376 if (autocvar_g_nodepthtestitems)
377 e.effects |= EF_NODEPTHTEST;
380 if (autocvar_g_fullbrightitems)
381 e.ItemStatus |= ITS_ALLOWFB;
383 if (autocvar_sv_simple_items)
384 e.ItemStatus |= ITS_ALLOWSI;
386 // relink entity (because solid may have changed)
387 setorigin(e, e.origin);
388 e.SendFlags |= ISF_STATUS;
391 void Item_Respawn (void)
395 if(self.items == IT_STRENGTH)
396 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
397 else if(self.items == IT_INVINCIBLE)
398 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
400 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
401 setorigin (self, self.origin);
403 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
404 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
407 void Item_RespawnCountdown (void)
409 if(self.count >= ITEM_RESPAWN_TICKS)
411 if(self.waypointsprite_attached)
412 WaypointSprite_Kill(self.waypointsprite_attached);
417 self.nextthink = time + 1;
422 vector rgb = '1 0 1';
426 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
427 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
428 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
429 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
433 MUTATOR_CALLHOOK(Item_RespawnCountdown);
436 if(self.flags & FL_WEAPON)
438 entity wi = get_weaponinfo(self.weapon);
447 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
448 if(self.waypointsprite_attached)
449 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
453 print("Unknown powerup-marked item is wanting to respawn\n");
454 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
457 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
458 if(self.waypointsprite_attached)
460 WaypointSprite_Ping(self.waypointsprite_attached);
461 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
466 void Item_ScheduleRespawnIn(entity e, float t)
468 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
470 e.think = Item_RespawnCountdown;
471 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
476 e.think = Item_Respawn;
477 e.nextthink = time + t;
481 void Item_ScheduleRespawn(entity e)
483 if(e.respawntime > 0)
486 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
488 else // if respawntime is -1, this item does not respawn
492 void Item_ScheduleInitialRespawn(entity e)
495 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
498 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
503 if (item.spawnshieldtime)
505 if ((player.ammofield < ammomax) || item.pickup_anyway)
507 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
511 else if(g_weapon_stay == 2)
513 float mi = min(item.ammofield, ammomax);
514 if (player.ammofield < mi)
516 player.ammofield = mi;
527 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
529 case ITEM_MODE_HEALTH:
530 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
532 case ITEM_MODE_ARMOR:
533 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
541 float Item_GiveTo(entity item, entity player)
548 // if nothing happens to player, just return without taking the item
550 _switchweapon = FALSE;
551 // in case the player has autoswitch enabled do the following:
552 // if the player is using their best weapon before items are given, they
553 // probably want to switch to an even better weapon after items are given
554 if (player.autoswitch)
555 if (player.switchweapon == w_getbestweapon(player))
556 _switchweapon = TRUE;
558 if not(player.weapons & WepSet_FromWeapon(player.switchweapon))
559 _switchweapon = TRUE;
561 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
562 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
563 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
564 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
565 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
566 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
567 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
569 if (item.flags & FL_WEAPON)
573 it &= ~player.weapons;
575 if (it || (item.spawnshieldtime && item.pickup_anyway))
578 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
579 if(it & WepSet_FromWeapon(i))
580 W_GiveWeapon(player, i);
584 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
588 sprint (player, strcat("You got the ^2", item.netname, "\n"));
591 if (item.strength_finished)
594 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
596 if (item.invincible_finished)
599 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
601 if (item.superweapons_finished)
604 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
609 // always eat teamed entities
617 if (player.switchweapon != w_getbestweapon(player))
618 W_SwitchWeapon_Force(player, w_getbestweapon(player));
623 void Item_Touch (void)
627 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
628 if(self.classname == "droppedweapon")
630 if (ITEM_TOUCH_NEEDKILL())
637 if not(IS_PLAYER(other))
641 if (self.solid != SOLID_TRIGGER)
643 if (self.owner == other)
646 switch(MUTATOR_CALLHOOK(ItemTouch))
648 case MUT_ITEMTOUCH_RETURN: { return; }
649 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
652 if (self.classname == "droppedweapon")
654 self.strength_finished = max(0, self.strength_finished - time);
655 self.invincible_finished = max(0, self.invincible_finished - time);
656 self.superweapons_finished = max(0, self.superweapons_finished - time);
659 if(!Item_GiveTo(self, other))
661 if (self.classname == "droppedweapon")
663 // undo what we did above
664 self.strength_finished += time;
665 self.invincible_finished += time;
666 self.superweapons_finished += time;
673 other.last_pickup = time;
675 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
676 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
678 if (self.classname == "droppedweapon")
680 else if not(self.spawnshieldtime)
686 RandomSelection_Init();
687 for(head = world; (head = findfloat(head, team, self.team)); )
689 if(head.flags & FL_ITEM)
692 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
695 e = RandomSelection_chosen_ent;
700 Item_ScheduleRespawn(e);
706 Item_Show(self, !self.state);
707 setorigin (self, self.origin);
709 if(self.classname != "droppedweapon")
711 self.think = func_null;
714 if(self.waypointsprite_attached)
715 WaypointSprite_Kill(self.waypointsprite_attached);
717 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
718 Item_ScheduleInitialRespawn(self);
726 if(self.effects & EF_NODRAW)
728 // marker for item team search
729 dprint("Initializing item team ", ftos(self.team), "\n");
730 RandomSelection_Init();
731 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
732 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
733 e = RandomSelection_chosen_ent;
737 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
741 // make it a non-spawned item
743 head.state = 1; // state 1 = initially hidden item
745 head.effects &= ~EF_NODRAW;
752 // Savage: used for item garbage-collection
753 // TODO: perhaps nice special effect?
754 void RemoveItem(void)
759 // pickup evaluation functions
760 // these functions decide how desirable an item is to the bots
762 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
764 float weapon_pickupevalfunc(entity player, entity item)
766 float c, j, position;
768 // See if I have it already
769 if(item.weapons & ~player.weapons)
771 // If I can pick it up
772 if(!item.spawnshieldtime)
774 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
776 // Skilled bots will grab more
777 c = bound(0, skill / 10, 1) * 0.5;
785 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
786 if( bot_custom_weapon && c )
788 // Find the highest position on any range
790 for(j = 0; j < WEP_LAST ; ++j){
792 bot_weapons_far[j] == item.weapon ||
793 bot_weapons_mid[j] == item.weapon ||
794 bot_weapons_close[j] == item.weapon
805 position = WEP_LAST - position;
806 // item.bot_pickupbasevalue is overwritten here
807 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
811 return item.bot_pickupbasevalue * c;
814 float commodity_pickupevalfunc(entity player, entity item)
817 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
821 // Detect needed ammo
822 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
824 wi = get_weaponinfo(i);
826 if not(player.weapons & WepSet_FromWeapon(i))
829 if(wi.items & IT_SHELLS)
831 else if(wi.items & IT_NAILS)
833 else if(wi.items & IT_ROCKETS)
835 else if(wi.items & IT_CELLS)
837 else if(wi.items & IT_FUEL)
841 // TODO: figure out if the player even has the weapon this ammo is for?
842 // may not affect strategy much though...
843 // find out how much more ammo/armor/health the player can hold
845 if (item.ammo_shells)
846 if (player.ammo_shells < g_pickup_shells_max)
847 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
850 if (player.ammo_nails < g_pickup_nails_max)
851 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
853 if (item.ammo_rockets)
854 if (player.ammo_rockets < g_pickup_rockets_max)
855 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
858 if (player.ammo_cells < g_pickup_cells_max)
859 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
862 if (player.ammo_fuel < g_pickup_fuel_max)
863 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
865 if (player.armorvalue < item.max_armorvalue)
866 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
868 if (player.health < item.max_health)
869 c = c + max(0, 1 - player.health / item.max_health);
871 return item.bot_pickupbasevalue * c;
874 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
876 if(ITEM_DAMAGE_NEEDKILL(deathtype))
880 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)
882 startitem_failed = FALSE;
885 self.model = itemmodel;
889 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
893 if(self.item_pickupsound == "")
894 self.item_pickupsound = pickupsound;
896 if(!self.respawntime) // both need to be set
898 self.respawntime = defaultrespawntime;
899 self.respawntimejitter = defaultrespawntimejitter;
903 self.weapon = weaponid;
906 self.weapons = WepSet_FromWeapon(weaponid);
908 self.flags = FL_ITEM | itemflags;
910 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
912 startitem_failed = TRUE;
917 // is it a dropped weapon?
918 if (self.classname == "droppedweapon")
920 self.reset = SUB_Remove;
921 // it's a dropped weapon
922 self.movetype = MOVETYPE_TOSS;
924 // Savage: remove thrown items after a certain period of time ("garbage collection")
925 self.think = RemoveItem;
926 self.nextthink = time + 20;
928 self.takedamage = DAMAGE_YES;
929 self.event_damage = Item_Damage;
931 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
934 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
935 if(self.ammo_nails == 0)
936 if(self.ammo_cells == 0)
937 if(self.ammo_rockets == 0)
938 if(self.ammo_shells == 0)
939 if(self.ammo_fuel == 0)
941 if(self.armorvalue == 0)
944 // if item is worthless after a timer, have it expire then
945 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
948 // don't drop if in a NODROP zone (such as lava)
949 traceline(self.origin, self.origin, MOVE_NORMAL, self);
950 if (trace_dpstartcontents & DPCONTENTS_NODROP)
952 startitem_failed = TRUE;
959 if(!have_pickup_item())
961 startitem_failed = TRUE;
966 if(self.angles != '0 0 0')
967 self.SendFlags |= ISF_ANGLES;
969 self.reset = Item_Reset;
971 if(self.spawnflags & 1)
974 self.movetype = MOVETYPE_NONE;
976 self.movetype = MOVETYPE_TOSS;
977 // do item filtering according to game mode and other things
980 // first nudge it off the floor a little bit to avoid math errors
981 setorigin(self, self.origin + '0 0 1');
982 // set item size before we spawn a spawnfunc_waypoint
983 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
984 setsize (self, '-16 -16 0', '16 16 48');
986 setsize (self, '-16 -16 0', '16 16 32');
987 // note droptofloor returns FALSE if stuck/or would fall too far
989 waypoint_spawnforitem(self);
993 * can't do it that way, as it would break maps
994 * TODO make a target_give like entity another way, that perhaps has
995 * the weapon name in a key
998 // target_give not yet supported; maybe later
999 print("removed targeted ", self.classname, "\n");
1000 startitem_failed = TRUE;
1006 if(autocvar_spawn_debug >= 2)
1009 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1011 // why not flags & fl_item?
1012 if(otheritem.is_item)
1014 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1015 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1016 error("Mapper sucks.");
1019 self.is_item = TRUE;
1022 weaponsInMap |= WepSet_FromWeapon(weaponid);
1024 precache_model (self.model);
1025 precache_sound (self.item_pickupsound);
1027 precache_sound ("misc/itemrespawncountdown.wav");
1028 if(itemid == IT_STRENGTH)
1029 precache_sound ("misc/strength_respawn.wav");
1030 else if(itemid == IT_INVINCIBLE)
1031 precache_sound ("misc/shield_respawn.wav");
1033 precache_sound ("misc/itemrespawn.wav");
1035 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1036 self.target = "###item###"; // for finding the nearest item using find()
1039 self.bot_pickup = TRUE;
1040 self.bot_pickupevalfunc = pickupevalfunc;
1041 self.bot_pickupbasevalue = pickupbasevalue;
1042 self.mdl = self.model;
1043 self.netname = itemname;
1044 self.touch = Item_Touch;
1045 setmodel(self, "null"); // precision set below
1046 //self.effects |= EF_LOWPRECISION;
1048 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1050 self.pos1 = '-16 -16 0';
1051 self.pos2 = '16 16 48';
1055 self.pos1 = '-16 -16 0';
1056 self.pos2 = '16 16 32';
1058 setsize (self, self.pos1, self.pos2);
1060 if(itemflags & FL_POWERUP)
1061 self.ItemStatus |= ITS_ANIMATE1;
1063 if(self.armorvalue || self.health)
1064 self.ItemStatus |= ITS_ANIMATE2;
1066 if(itemflags & FL_WEAPON)
1068 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1069 self.colormap = 1024; // color shirt=0 pants=0 grey
1073 self.ItemStatus |= ITS_ANIMATE1;
1074 self.ItemStatus |= ISF_COLORMAP;
1078 if(self.team) // broken, no idea why.
1081 self.cnt = 1; // item probability weight
1083 self.effects |= EF_NODRAW; // marker for item team search
1084 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1089 Net_LinkEntity(self, FALSE, 0, ItemSend);
1091 // call this hook after everything else has been done
1092 if(MUTATOR_CALLHOOK(Item_Spawn))
1094 startitem_failed = TRUE;
1099 void spawnfunc_item_rockets (void) {
1100 if(!self.ammo_rockets)
1101 self.ammo_rockets = g_pickup_rockets;
1102 if(!self.pickup_anyway)
1103 self.pickup_anyway = g_pickup_ammo_anyway;
1104 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);
1107 void spawnfunc_item_shells (void);
1108 void spawnfunc_item_bullets (void) {
1110 if(autocvar_sv_q3acompat_machineshotgunswap)
1111 if(self.classname != "droppedweapon")
1113 weaponswapping = TRUE;
1114 spawnfunc_item_shells();
1115 weaponswapping = FALSE;
1119 if(!self.ammo_nails)
1120 self.ammo_nails = g_pickup_nails;
1121 if(!self.pickup_anyway)
1122 self.pickup_anyway = g_pickup_ammo_anyway;
1123 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);
1126 void spawnfunc_item_cells (void) {
1127 if(!self.ammo_cells)
1128 self.ammo_cells = g_pickup_cells;
1129 if(!self.pickup_anyway)
1130 self.pickup_anyway = g_pickup_ammo_anyway;
1131 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);
1134 void spawnfunc_item_shells (void) {
1136 if(autocvar_sv_q3acompat_machineshotgunswap)
1137 if(self.classname != "droppedweapon")
1139 weaponswapping = TRUE;
1140 spawnfunc_item_bullets();
1141 weaponswapping = FALSE;
1145 if(!self.ammo_shells)
1146 self.ammo_shells = g_pickup_shells;
1147 if(!self.pickup_anyway)
1148 self.pickup_anyway = g_pickup_ammo_anyway;
1149 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);
1152 void spawnfunc_item_armor_small (void) {
1153 if(!self.armorvalue)
1154 self.armorvalue = g_pickup_armorsmall;
1155 if(!self.max_armorvalue)
1156 self.max_armorvalue = g_pickup_armorsmall_max;
1157 if(!self.pickup_anyway)
1158 self.pickup_anyway = g_pickup_armorsmall_anyway;
1159 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);
1162 void spawnfunc_item_armor_medium (void) {
1163 if(!self.armorvalue)
1164 self.armorvalue = g_pickup_armormedium;
1165 if(!self.max_armorvalue)
1166 self.max_armorvalue = g_pickup_armormedium_max;
1167 if(!self.pickup_anyway)
1168 self.pickup_anyway = g_pickup_armormedium_anyway;
1169 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);
1172 void spawnfunc_item_armor_big (void) {
1173 if(!self.armorvalue)
1174 self.armorvalue = g_pickup_armorbig;
1175 if(!self.max_armorvalue)
1176 self.max_armorvalue = g_pickup_armorbig_max;
1177 if(!self.pickup_anyway)
1178 self.pickup_anyway = g_pickup_armorbig_anyway;
1179 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);
1182 void spawnfunc_item_armor_large (void) {
1183 if(!self.armorvalue)
1184 self.armorvalue = g_pickup_armorlarge;
1185 if(!self.max_armorvalue)
1186 self.max_armorvalue = g_pickup_armorlarge_max;
1187 if(!self.pickup_anyway)
1188 self.pickup_anyway = g_pickup_armorlarge_anyway;
1189 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);
1192 void spawnfunc_item_health_small (void) {
1193 if(!self.max_health)
1194 self.max_health = g_pickup_healthsmall_max;
1196 self.health = g_pickup_healthsmall;
1197 if(!self.pickup_anyway)
1198 self.pickup_anyway = g_pickup_healthsmall_anyway;
1199 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);
1202 void spawnfunc_item_health_medium (void) {
1203 if(!self.max_health)
1204 self.max_health = g_pickup_healthmedium_max;
1206 self.health = g_pickup_healthmedium;
1207 if(!self.pickup_anyway)
1208 self.pickup_anyway = g_pickup_healthmedium_anyway;
1209 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);
1212 void spawnfunc_item_health_large (void) {
1213 if(!self.max_health)
1214 self.max_health = g_pickup_healthlarge_max;
1216 self.health = g_pickup_healthlarge;
1217 if(!self.pickup_anyway)
1218 self.pickup_anyway = g_pickup_healthlarge_anyway;
1219 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);
1222 void spawnfunc_item_health_mega (void) {
1223 if(!self.max_health)
1224 self.max_health = g_pickup_healthmega_max;
1226 self.health = g_pickup_healthmega;
1227 if(!self.pickup_anyway)
1228 self.pickup_anyway = g_pickup_healthmega_anyway;
1229 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);
1232 // support old misnamed entities
1233 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1234 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1235 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1236 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1237 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1239 void spawnfunc_item_strength (void) {
1240 precache_sound("weapons/strength_fire.wav");
1241 if(!self.strength_finished)
1242 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1243 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);
1246 void spawnfunc_item_invincible (void) {
1247 if(!self.invincible_finished)
1248 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1249 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);
1253 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1255 void target_items_use (void)
1257 if(activator.classname == "droppedweapon")
1264 if not(IS_PLAYER(activator))
1266 if(activator.deadflag != DEAD_NO)
1271 for(e = world; (e = find(e, classname, "droppedweapon")); )
1272 if(e.enemy == activator)
1275 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1276 centerprint(activator, self.message);
1279 void spawnfunc_target_items (void)
1284 self.use = target_items_use;
1285 if(!self.strength_finished)
1286 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1287 if(!self.invincible_finished)
1288 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1289 if(!self.superweapons_finished)
1290 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1292 precache_sound("misc/itempickup.wav");
1293 precache_sound("misc/megahealth.wav");
1294 precache_sound("misc/armor25.wav");
1295 precache_sound("misc/powerup.wav");
1296 precache_sound("misc/poweroff.wav");
1297 precache_sound("weapons/weaponpickup.wav");
1299 n = tokenize_console(self.netname);
1300 if(argv(0) == "give")
1302 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1306 for(i = 0; i < n; ++i)
1308 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1309 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1310 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1311 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1312 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1313 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1314 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1315 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1318 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1320 e = get_weaponinfo(j);
1321 if(argv(i) == e.netname)
1323 self.weapons |= WepSet_FromWeapon(j);
1324 if(self.spawnflags == 0 || self.spawnflags == 2)
1325 WEP_ACTION(e.weapon, WR_INIT);
1330 print("target_items: invalid item ", argv(i), "\n");
1334 string itemprefix, valueprefix;
1335 if(self.spawnflags == 0)
1340 else if(self.spawnflags == 1)
1342 itemprefix = "max ";
1343 valueprefix = "max ";
1345 else if(self.spawnflags == 2)
1347 itemprefix = "min ";
1348 valueprefix = "min ";
1350 else if(self.spawnflags == 4)
1352 itemprefix = "minus ";
1353 valueprefix = "max ";
1357 error("invalid spawnflags");
1359 itemprefix = string_null;
1360 valueprefix = string_null;
1365 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1366 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1367 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1368 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1369 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1370 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1371 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1372 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1373 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1374 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1375 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1376 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1377 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1378 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1379 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1381 e = get_weaponinfo(j);
1383 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1386 self.netname = strzone(self.netname);
1387 //print(self.netname, "\n");
1389 n = tokenize_console(self.netname);
1390 for(i = 0; i < n; ++i)
1392 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1394 e = get_weaponinfo(j);
1395 if(argv(i) == e.netname)
1397 WEP_ACTION(e.weapon, WR_INIT);
1404 void spawnfunc_item_fuel(void)
1407 self.ammo_fuel = g_pickup_fuel;
1408 if(!self.pickup_anyway)
1409 self.pickup_anyway = g_pickup_ammo_anyway;
1410 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);
1413 void spawnfunc_item_fuel_regen(void)
1415 if(start_items & IT_FUEL_REGEN)
1417 spawnfunc_item_fuel();
1420 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);
1423 void spawnfunc_item_jetpack(void)
1425 if(g_grappling_hook)
1426 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1428 self.ammo_fuel = g_pickup_fuel_jetpack;
1429 if(start_items & IT_JETPACK)
1431 spawnfunc_item_fuel();
1434 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);
1437 float GiveWeapon(entity e, float wpn, float op, float val)
1440 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1445 e.weapons |= WepSet_FromWeapon(wpn);
1447 e.weapons &= ~WepSet_FromWeapon(wpn);
1452 e.weapons |= WepSet_FromWeapon(wpn);
1456 e.weapons &= ~WepSet_FromWeapon(wpn);
1460 e.weapons &= ~WepSet_FromWeapon(wpn);
1463 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1467 float GiveBit(entity e, .float fld, float bit, float op, float val)
1497 float GiveValue(entity e, .float fld, float op, float val)
1507 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1510 e.fld = min(e.fld, val);
1523 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1530 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1532 else if(v0 >= v0 + t)
1535 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1539 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1542 e.rotfield = max(e.rotfield, time + rottime);
1544 e.regenfield = max(e.regenfield, time + regentime);
1546 float GiveItems(entity e, float beginarg, float endarg)
1548 float got, i, j, val, op;
1549 float _switchweapon;
1558 _switchweapon = FALSE;
1560 if (e.switchweapon == w_getbestweapon(e))
1561 _switchweapon = TRUE;
1563 e.strength_finished = max(0, e.strength_finished - time);
1564 e.invincible_finished = max(0, e.invincible_finished - time);
1565 e.superweapons_finished = max(0, e.superweapons_finished - time);
1569 PREGIVE(e, strength_finished);
1570 PREGIVE(e, invincible_finished);
1571 PREGIVE(e, superweapons_finished);
1572 PREGIVE(e, ammo_nails);
1573 PREGIVE(e, ammo_cells);
1574 PREGIVE(e, ammo_shells);
1575 PREGIVE(e, ammo_rockets);
1576 PREGIVE(e, ammo_fuel);
1577 PREGIVE(e, armorvalue);
1580 for(i = beginarg; i < endarg; ++i)
1584 if(cmd == "0" || stof(cmd))
1608 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1609 got += GiveValue(e, strength_finished, op, val);
1610 got += GiveValue(e, invincible_finished, op, val);
1611 got += GiveValue(e, superweapons_finished, op, val);
1612 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1614 got += GiveBit(e, items, IT_JETPACK, op, val);
1615 got += GiveValue(e, health, op, val);
1616 got += GiveValue(e, armorvalue, op, val);
1618 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1620 wi = get_weaponinfo(j);
1622 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1623 got += GiveWeapon(e, j, op, val);
1626 got += GiveValue(e, ammo_cells, op, val);
1627 got += GiveValue(e, ammo_shells, op, val);
1628 got += GiveValue(e, ammo_nails, op, val);
1629 got += GiveValue(e, ammo_rockets, op, val);
1630 got += GiveValue(e, ammo_fuel, op, val);
1632 case "unlimited_ammo":
1633 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1635 case "unlimited_weapon_ammo":
1636 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1638 case "unlimited_superweapons":
1639 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1642 got += GiveBit(e, items, IT_JETPACK, op, val);
1645 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1648 got += GiveValue(e, strength_finished, op, val);
1651 got += GiveValue(e, invincible_finished, op, val);
1653 case "superweapons":
1654 got += GiveValue(e, superweapons_finished, op, val);
1657 got += GiveValue(e, ammo_cells, op, val);
1660 got += GiveValue(e, ammo_shells, op, val);
1664 got += GiveValue(e, ammo_nails, op, val);
1667 got += GiveValue(e, ammo_rockets, op, val);
1670 got += GiveValue(e, health, op, val);
1673 got += GiveValue(e, armorvalue, op, val);
1676 got += GiveValue(e, ammo_fuel, op, val);
1679 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1681 wi = get_weaponinfo(j);
1682 if(cmd == wi.netname)
1684 got += GiveWeapon(e, j, op, val);
1689 print("give: invalid item ", cmd, "\n");
1696 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1697 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1698 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1699 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1700 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1702 wi = get_weaponinfo(j);
1705 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1706 if not(save_weapons & WepSet_FromWeapon(j))
1707 if(e.weapons & WepSet_FromWeapon(j))
1708 WEP_ACTION(wi.weapon, WR_INIT);
1711 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1712 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1713 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1714 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1715 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1716 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1717 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);
1718 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);
1719 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);
1721 if(e.superweapons_finished <= 0)
1722 if(self.weapons & WEPSET_SUPERWEAPONS)
1723 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1725 if(e.strength_finished <= 0)
1726 e.strength_finished = 0;
1728 e.strength_finished += time;
1729 if(e.invincible_finished <= 0)
1730 e.invincible_finished = 0;
1732 e.invincible_finished += time;
1733 if(e.superweapons_finished <= 0)
1734 e.superweapons_finished = 0;
1736 e.superweapons_finished += time;
1738 if not(e.weapons & WepSet_FromWeapon(e.switchweapon))
1739 _switchweapon = TRUE;
1741 W_SwitchWeapon_Force(e, w_getbestweapon(e));