3 #include "../common/items/all.qc"
8 #include "bot/waypoints.qh"
10 #include "mutators/mutators_include.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.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 void ItemRead(float _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';
248 bool ItemSend(entity this, entity to, int sf)
255 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
256 WriteByte(MSG_ENTITY, sf);
258 //WriteByte(MSG_ENTITY, self.cnt);
259 if(sf & ISF_LOCATION)
261 WriteCoord(MSG_ENTITY, self.origin.x);
262 WriteCoord(MSG_ENTITY, self.origin.y);
263 WriteCoord(MSG_ENTITY, self.origin.z);
268 WriteAngle(MSG_ENTITY, self.angles_x);
269 WriteAngle(MSG_ENTITY, self.angles_y);
270 WriteAngle(MSG_ENTITY, self.angles_z);
275 WriteByte(MSG_ENTITY, ((self.flags & FL_POWERUP) || self.health || self.armorvalue));
279 WriteByte(MSG_ENTITY, self.ItemStatus);
283 WriteShort(MSG_ENTITY, self.fade_end);
284 WriteShort(MSG_ENTITY, self.fade_start);
287 LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
289 WriteString(MSG_ENTITY, self.mdl);
293 if(sf & ISF_COLORMAP)
294 WriteShort(MSG_ENTITY, self.colormap);
298 WriteCoord(MSG_ENTITY, self.velocity.x);
299 WriteCoord(MSG_ENTITY, self.velocity.y);
300 WriteCoord(MSG_ENTITY, self.velocity.z);
306 void ItemUpdate(entity item)
308 item.SendFlags |= ISF_LOCATION;
311 float have_pickup_item(void)
313 if(self.flags & FL_POWERUP)
315 if(autocvar_g_powerups > 0)
317 if(autocvar_g_powerups == 0)
322 if(autocvar_g_pickup_items > 0)
324 if(autocvar_g_pickup_items == 0)
327 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
334 float Item_Customize()
336 if(self.spawnshieldtime)
338 if(self.weapons & ~other.weapons)
340 self.colormod = '0 0 0';
341 self.glowmod = self.colormod;
342 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
349 self.colormod = stov(autocvar_g_ghost_items_color);
350 self.glowmod = self.colormod;
351 self.alpha = g_ghost_items;
360 void Item_Show (entity e, float mode)
362 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
363 e.ItemStatus &= ~ITS_STAYWEP;
366 // make the item look normal, and be touchable
368 e.solid = SOLID_TRIGGER;
369 e.spawnshieldtime = 1;
370 e.ItemStatus |= ITS_AVAILABLE;
374 // hide the item completely
375 e.model = string_null;
377 e.spawnshieldtime = 1;
378 e.ItemStatus &= ~ITS_AVAILABLE;
380 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
382 // make the item translucent and not touchable
384 e.solid = SOLID_TRIGGER; // can STILL be picked up!
385 e.effects |= EF_STARDUST;
386 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
387 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
391 //setmodel(e, "null");
393 e.colormod = '0 0 0';
394 e.glowmod = e.colormod;
395 e.spawnshieldtime = 1;
396 e.ItemStatus &= ~ITS_AVAILABLE;
399 if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
400 e.ItemStatus |= ITS_POWERUP;
402 if (autocvar_g_nodepthtestitems)
403 e.effects |= EF_NODEPTHTEST;
406 if (autocvar_g_fullbrightitems)
407 e.ItemStatus |= ITS_ALLOWFB;
409 if (autocvar_sv_simple_items)
410 e.ItemStatus |= ITS_ALLOWSI;
412 // relink entity (because solid may have changed)
413 setorigin(e, e.origin);
414 e.SendFlags |= ISF_STATUS;
419 self.nextthink = time;
420 if(self.origin != self.oldorigin)
422 self.oldorigin = self.origin;
427 bool Item_ItemsTime_SpectatorOnly(GameItem it);
428 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
429 float Item_ItemsTime_UpdateTime(entity e, float t);
430 void Item_ItemsTime_SetTime(entity e, float t);
431 void Item_ItemsTime_SetTimesForAllPlayers();
433 void Item_Respawn (void)
437 if(self.items == ITEM_Strength.m_itemid)
438 sound (self, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
439 else if(self.items == ITEM_Shield.m_itemid)
440 sound (self, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
442 sound (self, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
443 setorigin (self, self.origin);
445 if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
447 float t = Item_ItemsTime_UpdateTime(self, 0);
448 Item_ItemsTime_SetTime(self, t);
449 Item_ItemsTime_SetTimesForAllPlayers();
452 self.think = Item_Think;
453 self.nextthink = time;
455 //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
456 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
459 void Item_RespawnCountdown (void)
461 if(self.count >= ITEM_RESPAWN_TICKS)
463 if(self.waypointsprite_attached)
464 WaypointSprite_Kill(self.waypointsprite_attached);
469 self.nextthink = time + 1;
473 MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
476 entity wi = get_weaponinfo(self.weapon);
478 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Weapon);
479 wp.wp_extra = wi.m_id;
484 entity ii = self.itemdef;
486 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Item);
487 wp.wp_extra = ii.m_id;
492 if(self.waypointsprite_attached)
494 GameItem def = self.itemdef;
495 if (Item_ItemsTime_SpectatorOnly(def))
496 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
497 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
501 if(self.waypointsprite_attached)
503 setself(self.waypointsprite_attached);
505 FOR_EACH_REALCLIENT(e)
506 if(self.waypointsprite_visible_for_player(e))
509 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
513 WaypointSprite_Ping(self.waypointsprite_attached);
514 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
517 sound(self, CH_TRIGGER, SND_ITEMRESPAWNCOUNTDOWN, VOL_BASE, ATTEN_NORM); // play respawn sound
521 void Item_RespawnThink()
523 self.nextthink = time;
524 if(self.origin != self.oldorigin)
526 self.oldorigin = self.origin;
530 if(time >= self.wait)
534 void Item_ScheduleRespawnIn(entity e, float t)
536 if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
538 e.think = Item_RespawnCountdown;
539 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
540 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
542 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
543 Item_ItemsTime_SetTime(e, t);
544 Item_ItemsTime_SetTimesForAllPlayers();
548 e.think = Item_RespawnThink;
550 e.scheduledrespawntime = time + t;
555 void Item_ScheduleRespawn(entity e)
557 if(e.respawntime > 0)
560 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
562 else // if respawntime is -1, this item does not respawn
566 void Item_ScheduleInitialRespawn(entity e)
569 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
572 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
574 if (!item.(ammotype))
577 if (item.spawnshieldtime)
579 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
581 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
585 else if(g_weapon_stay == 2)
587 float mi = min(item.(ammotype), ammomax);
588 if (player.(ammotype) < mi)
590 player.(ammotype) = mi;
601 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
603 case ITEM_MODE_HEALTH:
604 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
606 case ITEM_MODE_ARMOR:
607 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
615 float Item_GiveTo(entity item, entity player)
622 // if nothing happens to player, just return without taking the item
624 _switchweapon = false;
625 // in case the player has autoswitch enabled do the following:
626 // if the player is using their best weapon before items are given, they
627 // probably want to switch to an even better weapon after items are given
628 if (player.autoswitch)
629 if (player.switchweapon == w_getbestweapon(player))
630 _switchweapon = true;
632 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
633 _switchweapon = true;
635 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
636 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
637 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
638 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
639 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
640 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
641 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
642 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
644 if (item.flags & FL_WEAPON)
648 it &= ~player.weapons;
650 if (it || (item.spawnshieldtime && item.pickup_anyway))
653 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
654 if(it & WepSet_FromWeapon(i))
656 W_DropEvent(wr_pickup, player, i, item);
657 W_GiveWeapon(player, i);
662 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
666 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
669 if (item.strength_finished)
672 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
674 if (item.invincible_finished)
677 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
679 if (item.superweapons_finished)
682 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
687 // always eat teamed entities
694 // crude hack to enforce switching weapons
695 if(g_cts && (item.flags & FL_WEAPON))
697 W_SwitchWeapon_Force(player, item.weapon);
702 if (player.switchweapon != w_getbestweapon(player))
703 W_SwitchWeapon_Force(player, w_getbestweapon(player));
708 void Item_Touch (void)
712 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
713 if(self.classname == "droppedweapon")
715 if (ITEM_TOUCH_NEEDKILL())
722 if(!(other.flags & FL_PICKUPITEMS)
725 || (self.solid != SOLID_TRIGGER)
726 || (self.owner == other)
727 || (time < self.item_spawnshieldtime)
730 switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
732 case MUT_ITEMTOUCH_RETURN: { return; }
733 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
736 if (self.classname == "droppedweapon")
738 self.strength_finished = max(0, self.strength_finished - time);
739 self.invincible_finished = max(0, self.invincible_finished - time);
740 self.superweapons_finished = max(0, self.superweapons_finished - time);
742 entity it = self.itemdef;
743 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
746 if (self.classname == "droppedweapon")
748 // undo what we did above
749 self.strength_finished += time;
750 self.invincible_finished += time;
751 self.superweapons_finished += time;
758 other.last_pickup = time;
760 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
761 _sound (other, CH_TRIGGER, (self.item_pickupsound ? self.item_pickupsound : self.item_pickupsound_ent.sound_str()), VOL_BASE, ATTEN_NORM);
763 if (self.classname == "droppedweapon")
765 else if (self.spawnshieldtime)
769 RandomSelection_Init();
770 for(head = world; (head = findfloat(head, team, self.team)); )
772 if(head.flags & FL_ITEM)
773 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
776 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
779 e = RandomSelection_chosen_ent;
784 Item_ScheduleRespawn(e);
788 void Item_Reset(entity this)
790 Item_Show(this, !this.state);
791 setorigin(this, this.origin);
793 if (this.classname != "droppedweapon")
795 this.think = Item_Think;
796 this.nextthink = time;
798 if (this.waypointsprite_attached)
799 WaypointSprite_Kill(this.waypointsprite_attached);
801 if ((this.flags & FL_POWERUP) || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
802 Item_ScheduleInitialRespawn(this);
805 void Item_Reset_self() { SELFPARAM(); Item_Reset(this); }
811 if(self.effects & EF_NODRAW)
813 // marker for item team search
814 LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
815 RandomSelection_Init();
816 for(head = world; (head = findfloat(head, team, self.team)); )
817 if(head.flags & FL_ITEM)
818 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
819 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
820 e = RandomSelection_chosen_ent;
824 for(head = world; (head = findfloat(head, team, self.team)); )
825 if(head.flags & FL_ITEM)
826 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
830 // make it a non-spawned item
832 head.state = 1; // state 1 = initially hidden item
834 head.effects &= ~EF_NODRAW;
841 // Savage: used for item garbage-collection
842 // TODO: perhaps nice special effect?
843 void RemoveItem(void)
845 if(wasfreed(self) || !self) { return; }
846 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
850 // pickup evaluation functions
851 // these functions decide how desirable an item is to the bots
853 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
855 float weapon_pickupevalfunc(entity player, entity item)
859 // See if I have it already
860 if(item.weapons & ~player.weapons)
862 // If I can pick it up
863 if(!item.spawnshieldtime)
865 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
867 // Skilled bots will grab more
868 c = bound(0, skill / 10, 1) * 0.5;
876 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
877 if( bot_custom_weapon && c )
879 // Find the highest position on any range
881 for (int j = 0; j < WEP_LAST ; ++j){
883 bot_weapons_far[j] == item.weapon ||
884 bot_weapons_mid[j] == item.weapon ||
885 bot_weapons_close[j] == item.weapon
896 position = WEP_LAST - position;
897 // item.bot_pickupbasevalue is overwritten here
898 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
902 return item.bot_pickupbasevalue * c;
905 float commodity_pickupevalfunc(entity player, entity item)
908 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
912 // Detect needed ammo
913 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
915 wi = get_weaponinfo(i);
917 if (!(player.weapons & WepSet_FromWeapon(i)))
920 if(wi.items & ITEM_Shells.m_itemid)
922 else if(wi.items & ITEM_Bullets.m_itemid)
924 else if(wi.items & ITEM_Rockets.m_itemid)
926 else if(wi.items & ITEM_Cells.m_itemid)
928 else if(wi.items & ITEM_Plasma.m_itemid)
930 else if(wi.items & ITEM_JetpackFuel.m_itemid)
934 // TODO: figure out if the player even has the weapon this ammo is for?
935 // may not affect strategy much though...
936 // find out how much more ammo/armor/health the player can hold
938 if (item.ammo_shells)
939 if (player.ammo_shells < g_pickup_shells_max)
940 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
943 if (player.ammo_nails < g_pickup_nails_max)
944 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
946 if (item.ammo_rockets)
947 if (player.ammo_rockets < g_pickup_rockets_max)
948 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
951 if (player.ammo_cells < g_pickup_cells_max)
952 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
954 if (item.ammo_plasma)
955 if (player.ammo_plasma < g_pickup_plasma_max)
956 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
959 if (player.ammo_fuel < g_pickup_fuel_max)
960 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
962 if (player.armorvalue < item.max_armorvalue)
963 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
965 if (player.health < item.max_health)
966 c = c + max(0, 1 - player.health / item.max_health);
968 return item.bot_pickupbasevalue * c;
971 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
973 if(ITEM_DAMAGE_NEEDKILL(deathtype))
977 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags)
979 Model itemmodel = def.m_model;
980 Sound pickupsound = def.m_sound;
981 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
982 float pickupbasevalue = def.m_botvalue;
984 startitem_failed = false;
986 this.item_model_ent = itemmodel;
987 this.item_pickupsound_ent = pickupsound;
989 if(!this.respawntime) // both need to be set
991 this.respawntime = defaultrespawntime;
992 this.respawntimejitter = defaultrespawntimejitter;
996 this.weapon = weaponid;
1000 this.fade_start = autocvar_g_items_mindist;
1001 this.fade_end = autocvar_g_items_maxdist;
1005 this.weapons = WepSet_FromWeapon(weaponid);
1007 this.flags = FL_ITEM | itemflags;
1009 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1011 startitem_failed = true;
1016 // is it a dropped weapon?
1017 if (this.classname == "droppedweapon")
1019 this.reset = SUB_Remove;
1020 // it's a dropped weapon
1021 this.movetype = MOVETYPE_TOSS;
1023 // Savage: remove thrown items after a certain period of time ("garbage collection")
1024 this.think = RemoveItem;
1025 this.nextthink = time + 20;
1027 this.takedamage = DAMAGE_YES;
1028 this.event_damage = Item_Damage;
1030 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1033 if(!(this.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1034 if(this.ammo_nails == 0)
1035 if(this.ammo_cells == 0)
1036 if(this.ammo_rockets == 0)
1037 if(this.ammo_shells == 0)
1038 if(this.ammo_fuel == 0)
1039 if(this.health == 0)
1040 if(this.armorvalue == 0)
1043 // if item is worthless after a timer, have it expire then
1044 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1047 // don't drop if in a NODROP zone (such as lava)
1048 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1049 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1051 startitem_failed = true;
1058 if(!have_pickup_item())
1060 startitem_failed = true;
1065 if(this.angles != '0 0 0')
1066 this.SendFlags |= ISF_ANGLES;
1068 this.reset = Item_Reset_self;
1069 // it's a level item
1070 if(this.spawnflags & 1)
1073 this.movetype = MOVETYPE_NONE;
1075 this.movetype = MOVETYPE_TOSS;
1076 // do item filtering according to game mode and other things
1079 // first nudge it off the floor a little bit to avoid math errors
1080 setorigin(this, this.origin + '0 0 1');
1081 // set item size before we spawn a spawnfunc_waypoint
1082 if((itemflags & FL_POWERUP) || this.health || this.armorvalue)
1083 setsize (this, '-16 -16 0', '16 16 48');
1085 setsize (this, '-16 -16 0', '16 16 32');
1086 this.SendFlags |= ISF_SIZE;
1087 // note droptofloor returns false if stuck/or would fall too far
1088 WITH(entity, self, this, droptofloor());
1089 waypoint_spawnforitem(this);
1093 * can't do it that way, as it would break maps
1094 * TODO make a target_give like entity another way, that perhaps has
1095 * the weapon name in a key
1098 // target_give not yet supported; maybe later
1099 print("removed targeted ", this.classname, "\n");
1100 startitem_failed = true;
1106 if(autocvar_spawn_debug >= 2)
1108 for(entity otheritem = findradius(this.origin, 3); otheritem; otheritem = otheritem.chain)
1110 // why not flags & fl_item?
1111 if(otheritem.is_item)
1113 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1114 LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1115 error("Mapper sucks.");
1118 this.is_item = true;
1121 weaponsInMap |= WepSet_FromWeapon(weaponid);
1123 precache_model(this.model);
1124 precache_sound(this.item_pickupsound);
1126 if ((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1127 this.target = "###item###"; // for finding the nearest item using find()
1129 Item_ItemsTime_SetTime(this, 0);
1132 this.bot_pickup = true;
1133 this.bot_pickupevalfunc = pickupevalfunc;
1134 this.bot_pickupbasevalue = pickupbasevalue;
1135 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1136 this.netname = itemname;
1137 this.touch = Item_Touch;
1138 setmodel(this, MDL_Null); // precision set below
1139 //this.effects |= EF_LOWPRECISION;
1141 if((itemflags & FL_POWERUP) || this.health || this.armorvalue)
1143 this.pos1 = '-16 -16 0';
1144 this.pos2 = '16 16 48';
1148 this.pos1 = '-16 -16 0';
1149 this.pos2 = '16 16 32';
1151 setsize (this, this.pos1, this.pos2);
1153 this.SendFlags |= ISF_SIZE;
1155 if(itemflags & FL_POWERUP)
1156 this.ItemStatus |= ITS_ANIMATE1;
1158 if(this.armorvalue || this.health)
1159 this.ItemStatus |= ITS_ANIMATE2;
1161 if(itemflags & FL_WEAPON)
1163 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1164 this.colormap = 1024; // color shirt=0 pants=0 grey
1168 this.ItemStatus |= ITS_ANIMATE1;
1169 this.ItemStatus |= ISF_COLORMAP;
1173 if(this.team) // broken, no idea why.
1176 this.cnt = 1; // item probability weight
1178 this.effects |= EF_NODRAW; // marker for item team search
1179 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1184 Net_LinkEntity(this, !((itemflags & FL_POWERUP) || this.health || this.armorvalue), 0, ItemSend);
1186 // call this hook after everything else has been done
1187 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1189 startitem_failed = true;
1195 void StartItem(entity this, GameItem def)
1200 def.m_respawntime(), // defaultrespawntime
1201 def.m_respawntimejitter(), // defaultrespawntimejitter
1202 def.m_name, // itemname
1203 def.m_itemid, // itemid
1205 def.m_itemflags // itemflags
1209 spawnfunc(item_rockets)
1211 if(!self.ammo_rockets)
1212 self.ammo_rockets = g_pickup_rockets;
1213 if(!self.pickup_anyway)
1214 self.pickup_anyway = g_pickup_ammo_anyway;
1215 StartItem(this, ITEM_Rockets);
1218 spawnfunc(item_bullets)
1221 if(autocvar_sv_q3acompat_machineshotgunswap)
1222 if(self.classname != "droppedweapon")
1224 weaponswapping = true;
1225 spawnfunc_item_shells(this);
1226 weaponswapping = false;
1230 if(!self.ammo_nails)
1231 self.ammo_nails = g_pickup_nails;
1232 if(!self.pickup_anyway)
1233 self.pickup_anyway = g_pickup_ammo_anyway;
1234 StartItem(this, ITEM_Bullets);
1237 spawnfunc(item_cells)
1239 if(!self.ammo_cells)
1240 self.ammo_cells = g_pickup_cells;
1241 if(!self.pickup_anyway)
1242 self.pickup_anyway = g_pickup_ammo_anyway;
1243 StartItem(this, ITEM_Cells);
1246 spawnfunc(item_plasma)
1248 if(!self.ammo_plasma)
1249 self.ammo_plasma = g_pickup_plasma;
1250 if(!self.pickup_anyway)
1251 self.pickup_anyway = g_pickup_ammo_anyway;
1252 StartItem(this, ITEM_Plasma);
1255 spawnfunc(item_shells)
1258 if(autocvar_sv_q3acompat_machineshotgunswap)
1259 if(self.classname != "droppedweapon")
1261 weaponswapping = true;
1262 spawnfunc_item_bullets(this);
1263 weaponswapping = false;
1267 if(!self.ammo_shells)
1268 self.ammo_shells = g_pickup_shells;
1269 if(!self.pickup_anyway)
1270 self.pickup_anyway = g_pickup_ammo_anyway;
1271 StartItem(this, ITEM_Shells);
1274 spawnfunc(item_armor_small)
1276 if(!self.armorvalue)
1277 self.armorvalue = g_pickup_armorsmall;
1278 if(!self.max_armorvalue)
1279 self.max_armorvalue = g_pickup_armorsmall_max;
1280 if(!self.pickup_anyway)
1281 self.pickup_anyway = g_pickup_armorsmall_anyway;
1282 StartItem(this, ITEM_ArmorSmall);
1285 spawnfunc(item_armor_medium)
1287 if(!self.armorvalue)
1288 self.armorvalue = g_pickup_armormedium;
1289 if(!self.max_armorvalue)
1290 self.max_armorvalue = g_pickup_armormedium_max;
1291 if(!self.pickup_anyway)
1292 self.pickup_anyway = g_pickup_armormedium_anyway;
1293 StartItem(this, ITEM_ArmorMedium);
1296 spawnfunc(item_armor_big)
1298 if(!self.armorvalue)
1299 self.armorvalue = g_pickup_armorbig;
1300 if(!self.max_armorvalue)
1301 self.max_armorvalue = g_pickup_armorbig_max;
1302 if(!self.pickup_anyway)
1303 self.pickup_anyway = g_pickup_armorbig_anyway;
1304 StartItem(this, ITEM_ArmorLarge);
1307 spawnfunc(item_armor_large)
1309 if(!self.armorvalue)
1310 self.armorvalue = g_pickup_armorlarge;
1311 if(!self.max_armorvalue)
1312 self.max_armorvalue = g_pickup_armorlarge_max;
1313 if(!self.pickup_anyway)
1314 self.pickup_anyway = g_pickup_armorlarge_anyway;
1315 StartItem(this, ITEM_ArmorMega);
1318 spawnfunc(item_health_small)
1320 if(!self.max_health)
1321 self.max_health = g_pickup_healthsmall_max;
1323 self.health = g_pickup_healthsmall;
1324 if(!self.pickup_anyway)
1325 self.pickup_anyway = g_pickup_healthsmall_anyway;
1326 StartItem(this, ITEM_HealthSmall);
1329 spawnfunc(item_health_medium)
1331 if(!self.max_health)
1332 self.max_health = g_pickup_healthmedium_max;
1334 self.health = g_pickup_healthmedium;
1335 if(!self.pickup_anyway)
1336 self.pickup_anyway = g_pickup_healthmedium_anyway;
1337 StartItem(this, ITEM_HealthMedium);
1340 spawnfunc(item_health_large)
1342 if(!self.max_health)
1343 self.max_health = g_pickup_healthlarge_max;
1345 self.health = g_pickup_healthlarge;
1346 if(!self.pickup_anyway)
1347 self.pickup_anyway = g_pickup_healthlarge_anyway;
1348 StartItem(this, ITEM_HealthLarge);
1351 spawnfunc(item_health_mega)
1353 if(!self.max_health)
1354 self.max_health = g_pickup_healthmega_max;
1356 self.health = g_pickup_healthmega;
1357 if(!self.pickup_anyway)
1358 self.pickup_anyway = g_pickup_healthmega_anyway;
1359 StartItem(this, ITEM_HealthMega);
1362 // support old misnamed entities
1363 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1364 spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
1365 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1366 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1367 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1369 spawnfunc(item_strength)
1371 if(!self.strength_finished)
1372 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1373 StartItem(this, ITEM_Strength);
1376 spawnfunc(item_invincible)
1378 if(!self.invincible_finished)
1379 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1380 StartItem(this, ITEM_Shield);
1384 spawnfunc(item_quad) { self.classname = "item_strength";spawnfunc_item_strength(this);}
1386 void target_items_use()
1388 if(activator.classname == "droppedweapon")
1395 if (!IS_PLAYER(activator))
1397 if(activator.deadflag != DEAD_NO)
1402 for(e = world; (e = find(e, classname, "droppedweapon")); )
1403 if(e.enemy == activator)
1406 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1407 centerprint(activator, self.message);
1410 spawnfunc(target_items)
1416 self.use = target_items_use;
1417 if(!self.strength_finished)
1418 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1419 if(!self.invincible_finished)
1420 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1421 if(!self.superweapons_finished)
1422 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1424 n = tokenize_console(self.netname);
1425 if(argv(0) == "give")
1427 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1431 for(i = 0; i < n; ++i)
1433 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1434 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1435 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1436 else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
1437 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1438 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1439 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1440 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1443 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1445 e = get_weaponinfo(j);
1446 s = W_UndeprecateName(argv(i));
1449 self.weapons |= WepSet_FromWeapon(j);
1450 if(self.spawnflags == 0 || self.spawnflags == 2) {
1451 Weapon w = get_weaponinfo(e.weapon);
1458 LOG_INFO("target_items: invalid item ", argv(i), "\n");
1462 string itemprefix, valueprefix;
1463 if(self.spawnflags == 0)
1468 else if(self.spawnflags == 1)
1470 itemprefix = "max ";
1471 valueprefix = "max ";
1473 else if(self.spawnflags == 2)
1475 itemprefix = "min ";
1476 valueprefix = "min ";
1478 else if(self.spawnflags == 4)
1480 itemprefix = "minus ";
1481 valueprefix = "max ";
1485 error("invalid spawnflags");
1486 itemprefix = valueprefix = string_null;
1490 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1491 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1492 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1493 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1494 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1495 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1496 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1497 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1498 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1499 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1500 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1501 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1502 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1503 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1504 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1505 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1507 e = get_weaponinfo(j);
1509 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1512 self.netname = strzone(self.netname);
1513 //print(self.netname, "\n");
1515 n = tokenize_console(self.netname);
1516 for(i = 0; i < n; ++i)
1518 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1520 e = get_weaponinfo(j);
1521 if(argv(i) == e.netname)
1523 Weapon w = get_weaponinfo(e.weapon);
1531 spawnfunc(item_fuel)
1534 self.ammo_fuel = g_pickup_fuel;
1535 if(!self.pickup_anyway)
1536 self.pickup_anyway = g_pickup_ammo_anyway;
1537 StartItem(this, ITEM_JetpackFuel);
1540 spawnfunc(item_fuel_regen)
1542 if(start_items & ITEM_JetpackRegen.m_itemid)
1544 spawnfunc_item_fuel(this);
1547 StartItem(this, ITEM_JetpackRegen);
1550 spawnfunc(item_jetpack)
1553 self.ammo_fuel = g_pickup_fuel_jetpack;
1554 if(start_items & ITEM_Jetpack.m_itemid)
1556 spawnfunc_item_fuel(this);
1559 StartItem(this, ITEM_Jetpack);
1562 float GiveWeapon(entity e, float wpn, float op, float val)
1565 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1570 e.weapons |= WepSet_FromWeapon(wpn);
1572 e.weapons &= ~WepSet_FromWeapon(wpn);
1577 e.weapons |= WepSet_FromWeapon(wpn);
1581 e.weapons &= ~WepSet_FromWeapon(wpn);
1585 e.weapons &= ~WepSet_FromWeapon(wpn);
1588 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1592 float GiveBit(entity e, .float fld, float bit, float op, float val)
1595 v0 = (e.(fld) & bit);
1618 v1 = (e.(fld) & bit);
1622 float GiveValue(entity e, .float fld, float op, float val)
1632 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1635 e.(fld) = min(e.(fld), val);
1648 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1655 _sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1657 else if(v0 >= v0 + t)
1660 _sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1664 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1667 e.(rotfield) = max(e.(rotfield), time + rottime);
1669 e.(regenfield) = max(e.(regenfield), time + regentime);
1671 float GiveItems(entity e, float beginarg, float endarg)
1673 float got, i, j, val, op;
1674 float _switchweapon;
1683 _switchweapon = false;
1685 if (e.switchweapon == w_getbestweapon(e))
1686 _switchweapon = true;
1688 e.strength_finished = max(0, e.strength_finished - time);
1689 e.invincible_finished = max(0, e.invincible_finished - time);
1690 e.superweapons_finished = max(0, e.superweapons_finished - time);
1694 PREGIVE(e, strength_finished);
1695 PREGIVE(e, invincible_finished);
1696 PREGIVE(e, superweapons_finished);
1697 PREGIVE(e, ammo_nails);
1698 PREGIVE(e, ammo_cells);
1699 PREGIVE(e, ammo_plasma);
1700 PREGIVE(e, ammo_shells);
1701 PREGIVE(e, ammo_rockets);
1702 PREGIVE(e, ammo_fuel);
1703 PREGIVE(e, armorvalue);
1706 for(i = beginarg; i < endarg; ++i)
1710 if(cmd == "0" || stof(cmd))
1734 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1735 got += GiveValue(e, strength_finished, op, val);
1736 got += GiveValue(e, invincible_finished, op, val);
1737 got += GiveValue(e, superweapons_finished, op, val);
1738 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1740 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1741 got += GiveValue(e, health, op, val);
1742 got += GiveValue(e, armorvalue, op, val);
1744 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1746 wi = get_weaponinfo(j);
1748 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1749 got += GiveWeapon(e, j, op, val);
1752 got += GiveValue(e, ammo_cells, op, val);
1753 got += GiveValue(e, ammo_plasma, op, val);
1754 got += GiveValue(e, ammo_shells, op, val);
1755 got += GiveValue(e, ammo_nails, op, val);
1756 got += GiveValue(e, ammo_rockets, op, val);
1757 got += GiveValue(e, ammo_fuel, op, val);
1759 case "unlimited_ammo":
1760 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1762 case "unlimited_weapon_ammo":
1763 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1765 case "unlimited_superweapons":
1766 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1769 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1772 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1775 got += GiveValue(e, strength_finished, op, val);
1778 got += GiveValue(e, invincible_finished, op, val);
1780 case "superweapons":
1781 got += GiveValue(e, superweapons_finished, op, val);
1784 got += GiveValue(e, ammo_cells, op, val);
1787 got += GiveValue(e, ammo_plasma, op, val);
1790 got += GiveValue(e, ammo_shells, op, val);
1794 got += GiveValue(e, ammo_nails, op, val);
1797 got += GiveValue(e, ammo_rockets, op, val);
1800 got += GiveValue(e, health, op, val);
1803 got += GiveValue(e, armorvalue, op, val);
1806 got += GiveValue(e, ammo_fuel, op, val);
1809 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1811 wi = get_weaponinfo(j);
1812 if(cmd == wi.netname)
1814 got += GiveWeapon(e, j, op, val);
1819 LOG_INFO("give: invalid item ", cmd, "\n");
1826 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND(ITEMPICKUP), string_null);
1827 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND(POWERUP), SND(POWEROFF));
1828 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND(POWERUP), SND(POWEROFF));
1829 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
1830 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1832 wi = get_weaponinfo(j);
1835 POSTGIVE_WEAPON(e, j, SND(WEAPONPICKUP), string_null);
1836 if (!(save_weapons & WepSet_FromWeapon(j)))
1837 if(e.weapons & WepSet_FromWeapon(j)) {
1838 Weapon w = get_weaponinfo(wi.weapon);
1843 POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
1844 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", SND(POWEROFF));
1845 POSTGIVE_VALUE(e, ammo_nails, 0, SND(ITEMPICKUP), string_null);
1846 POSTGIVE_VALUE(e, ammo_cells, 0, SND(ITEMPICKUP), string_null);
1847 POSTGIVE_VALUE(e, ammo_plasma, 0, SND(ITEMPICKUP), string_null);
1848 POSTGIVE_VALUE(e, ammo_shells, 0, SND(ITEMPICKUP), string_null);
1849 POSTGIVE_VALUE(e, ammo_rockets, 0, SND(ITEMPICKUP), string_null);
1850 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);
1851 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);
1852 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);
1854 if(e.superweapons_finished <= 0)
1855 if(self.weapons & WEPSET_SUPERWEAPONS)
1856 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1858 if(e.strength_finished <= 0)
1859 e.strength_finished = 0;
1861 e.strength_finished += time;
1862 if(e.invincible_finished <= 0)
1863 e.invincible_finished = 0;
1865 e.invincible_finished += time;
1866 if(e.superweapons_finished <= 0)
1867 e.superweapons_finished = 0;
1869 e.superweapons_finished += time;
1871 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1872 _switchweapon = true;
1874 W_SwitchWeapon_Force(e, w_getbestweapon(e));