7 #define ITS_AVAILABLE 8
10 #define ITS_POWERUP 64
11 #define ISF_COLORMAP 16
18 float autocvar_cl_ghost_items;
19 vector autocvar_cl_ghost_items_color;
20 float autocvar_cl_fullbright_items;
21 vector autocvar_cl_staywep_color;
22 float autocvar_cl_staywep_alpha;
23 float autocvar_cl_simple_items;
24 float cl_simple_items;
31 if(self.ItemStatus & ITS_ANIMATE1)
33 self.angles += '0 180 0' * frametime;
34 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
37 if(self.ItemStatus & ITS_ANIMATE2)
39 self.angles += '0 -90 0' * frametime;
40 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
44 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
50 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
53 float csqcitems_started; // remove this after a release or two
54 void csqcitems_start()
56 autocvar_cl_ghost_items = bound(0, autocvar_cl_ghost_items, 1);
57 if(autocvar_cl_ghost_items == 1)
58 autocvar_cl_ghost_items = 0.55;
60 string _tmp = cvar_string("cl_ghost_items_color");
62 autocvar_cl_ghost_items_color = '-1 -1 -1';
64 csqcitems_started = TRUE;
67 void ItemRead(float _IsNew)
69 if(!csqcitems_started)
72 float sf = ReadByte();
76 self.origin_x = ReadCoord();
77 self.origin_y = ReadCoord();
78 self.origin_z = ReadCoord();
79 setorigin(self, self.origin);
80 self.oldorigin = self.origin;
83 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
85 self.ItemStatus = ReadByte();
87 if(self.ItemStatus & ITS_AVAILABLE)
90 self.colormod = self.glowmod = '1 1 1';
94 if (autocvar_cl_ghost_items)
96 self.alpha = autocvar_cl_ghost_items;
97 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
103 if(autocvar_cl_fullbright_items)
104 if(self.ItemStatus & ITS_ALLOWFB)
105 self.effects |= EF_FULLBRIGHT;
107 if(self.ItemStatus & ITS_STAYWEP)
109 self.colormod = self.glowmod = autocvar_cl_staywep_color;
110 self.alpha = autocvar_cl_staywep_alpha;
114 if(self.ItemStatus & ITS_POWERUP)
116 if(self.ItemStatus & ITS_AVAILABLE)
117 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
119 self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
125 self.drawmask = MASK_NORMAL;
126 self.movetype = MOVETYPE_NOCLIP;
132 string _fn = ReadString();
134 if(cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
136 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
138 if(fexists(strcat(_fn2, "_simple.md3")))
139 self.mdl = strzone(strcat(_fn2, "_simple.md3"));
140 else if(fexists(strcat(_fn2, "_simple.dpm")))
141 self.mdl = strzone(strcat(_fn2, "_simple.dpm"));
142 else if(fexists(strcat(_fn2, "_simple.iqm")))
143 self.mdl = strzone(strcat(_fn2, "_simple.iqm"));
144 else if(fexists(strcat(_fn2, "_simple.obj")))
145 self.mdl = strzone(strcat(_fn2, "_simple.obj"));
149 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
155 self.mdl = strzone(_fn);
156 self.draw = ItemDraw;
159 self.draw = ItemDrawSimple;
161 precache_model(self.mdl);
162 setmodel(self, self.mdl);
165 if(sf & ISF_COLORMAP)
166 self.colormap = ReadShort();
170 self.effects |= EF_FLAME;
172 self.move_movetype = MOVETYPE_TOSS;
173 self.move_velocity_x = ReadCoord();
174 self.move_velocity_y = ReadCoord();
175 self.move_velocity_z = ReadCoord();
176 self.velocity = self.move_velocity;
177 self.move_origin = self.oldorigin;
181 self.move_time = time;
182 self.spawntime = time;
185 self.move_time = max(self.move_time, time);
191 float autocvar_sv_simple_items;
192 float ItemSend(entity to, float sf)
199 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
200 WriteByte(MSG_ENTITY, sf);
203 //WriteByte(MSG_ENTITY, self.cnt);
204 if(sf & ISF_LOCATION)
206 WriteCoord(MSG_ENTITY, self.origin_x);
207 WriteCoord(MSG_ENTITY, self.origin_y);
208 WriteCoord(MSG_ENTITY, self.origin_z);
212 WriteByte(MSG_ENTITY, self.ItemStatus);
215 WriteString(MSG_ENTITY, self.mdl);
217 if(sf & ISF_COLORMAP)
218 WriteShort(MSG_ENTITY, self.colormap);
222 WriteCoord(MSG_ENTITY, self.velocity_x);
223 WriteCoord(MSG_ENTITY, self.velocity_y);
224 WriteCoord(MSG_ENTITY, self.velocity_z);
231 float have_pickup_item(void)
233 // minstagib: only allow filtered items
235 if(self.classname != "minstagib")
238 if(self.flags & FL_POWERUP)
240 if(autocvar_g_powerups > 0)
242 if(autocvar_g_powerups == 0)
253 if(autocvar_g_pickup_items > 0)
255 if(autocvar_g_pickup_items == 0)
262 if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
268 #define ITEM_RESPAWN_TICKS 10
270 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
271 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
272 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
273 // range: 10 .. respawntime + respawntimejitter
275 floatfield Item_CounterField(float it)
279 case IT_SHELLS: return ammo_shells;
280 case IT_NAILS: return ammo_nails;
281 case IT_ROCKETS: return ammo_rockets;
282 case IT_CELLS: return ammo_cells;
283 case IT_FUEL: return ammo_fuel;
284 case IT_5HP: return health;
285 case IT_25HP: return health;
286 case IT_HEALTH: return health;
287 case IT_ARMOR_SHARD: return armorvalue;
288 case IT_ARMOR: return armorvalue;
289 // add more things here (health, armor)
290 default: error("requested item has no counter field");
294 string Item_CounterFieldName(float it)
298 case IT_SHELLS: return "shells";
299 case IT_NAILS: return "nails";
300 case IT_ROCKETS: return "rockets";
301 case IT_CELLS: return "cells";
302 case IT_FUEL: return "fuel";
304 // add more things here (health, armor)
305 default: error("requested item has no counter field name");
309 .float max_armorvalue;
310 .float pickup_anyway;
312 float Item_Customize()
314 if(self.spawnshieldtime)
316 if(!WEPSET_CONTAINS_ALL_EE(other, self))
318 self.colormod = '0 0 0';
319 self.glowmod = self.colormod;
320 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
327 self.colormod = stov(autocvar_g_ghost_items_color);
328 self.glowmod = self.colormod;
329 self.alpha = g_ghost_items;
338 void Item_Show (entity e, float mode)
340 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
341 e.ItemStatus &~= ITS_STAYWEP;
344 // make the item look normal, and be touchable
346 e.solid = SOLID_TRIGGER;
347 e.spawnshieldtime = 1;
348 e.ItemStatus |= ITS_AVAILABLE;
352 // hide the item completely
353 e.model = string_null;
355 e.spawnshieldtime = 1;
356 e.ItemStatus &~= ITS_AVAILABLE;
358 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
360 // make the item translucent and not touchable
362 e.solid = SOLID_TRIGGER; // can STILL be picked up!
363 e.effects |= EF_STARDUST;
364 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
365 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
369 //setmodel(e, "null");
371 e.colormod = '0 0 0';
372 e.glowmod = e.colormod;
373 e.spawnshieldtime = 1;
374 e.ItemStatus &~= ITS_AVAILABLE;
377 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
378 e.ItemStatus |= ITS_POWERUP;
380 if (autocvar_g_nodepthtestitems)
381 e.effects |= EF_NODEPTHTEST;
384 if (autocvar_g_fullbrightitems)
385 e.ItemStatus |= ITS_ALLOWFB;
387 if (autocvar_sv_simple_items)
388 e.ItemStatus |= ITS_ALLOWSI;
390 // relink entity (because solid may have changed)
391 setorigin(e, e.origin);
392 e.SendFlags |= ISF_STATUS;
395 void Item_Respawn (void)
398 if(!g_minstagib && self.items == IT_STRENGTH)
399 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
400 else if(!g_minstagib && self.items == IT_INVINCIBLE)
401 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
403 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
404 setorigin (self, self.origin);
406 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
407 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
410 void Item_RespawnCountdown (void)
412 if(self.count >= ITEM_RESPAWN_TICKS)
414 if(self.waypointsprite_attached)
415 WaypointSprite_Kill(self.waypointsprite_attached);
420 self.nextthink = time + 1;
425 vector rgb = '1 0 1';
431 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
432 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
433 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
440 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
441 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
446 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
447 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
449 if(self.flags & FL_WEAPON)
451 entity wi = get_weaponinfo(self.weapon);
460 print("Unknown powerup-marked item is wanting to respawn\n");
461 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
465 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
466 if(self.waypointsprite_attached)
467 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
470 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
471 if(self.waypointsprite_attached)
473 WaypointSprite_Ping(self.waypointsprite_attached);
474 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
479 void Item_ScheduleRespawnIn(entity e, float t)
481 if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
483 e.think = Item_RespawnCountdown;
484 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
489 e.think = Item_Respawn;
490 e.nextthink = time + t;
494 void Item_ScheduleRespawn(entity e)
496 if(e.respawntime > 0)
499 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
501 else // if respawntime is -1, this item does not respawn
505 void Item_ScheduleInitialRespawn(entity e)
508 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
511 float ITEM_MODE_NONE = 0;
512 float ITEM_MODE_HEALTH = 1;
513 float ITEM_MODE_ARMOR = 2;
514 float ITEM_MODE_FUEL = 3;
515 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
520 if (item.spawnshieldtime)
522 if ((player.ammofield < ammomax) || item.pickup_anyway)
524 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
528 else if(g_weapon_stay == 2)
530 float mi = min(item.ammofield, ammomax);
531 if (player.ammofield < mi)
533 player.ammofield = mi;
544 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
546 case ITEM_MODE_HEALTH:
547 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
549 case ITEM_MODE_ARMOR:
550 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
558 float Item_GiveTo(entity item, entity player)
565 // if nothing happens to player, just return without taking the item
567 _switchweapon = FALSE;
571 float prevcells = player.ammo_cells;
573 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
574 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
576 if(player.ammo_cells > prevcells)
578 _switchweapon = TRUE;
580 // play some cool sounds ;)
581 if (clienttype(player) == CLIENTTYPE_REAL)
583 if(player.health <= 5)
584 AnnounceTo(player, "lastsecond");
585 else if(player.health < 50)
586 AnnounceTo(player, "narrowly");
588 // sound not available
589 // else if(item.items == IT_CELLS)
590 // AnnounceTo(player, "ammo");
592 if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
593 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
597 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
601 sprint (player, strcat("You got the ^2", item.netname, "\n"));
608 // sound not available
609 // AnnounceTo(player, "_lives");
610 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
611 sprint(player, "^3You picked up some extra lives\n");
615 if (item.strength_finished)
618 // sound not available
619 // AnnounceTo(player, "invisible");
620 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
624 if (item.invincible_finished)
627 // sound not available
628 // AnnounceTo(player, "speed");
629 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
634 // in case the player has autoswitch enabled do the following:
635 // if the player is using their best weapon before items are given, they
636 // probably want to switch to an even better weapon after items are given
637 if (player.autoswitch)
638 if (player.switchweapon == w_getbestweapon(player))
639 _switchweapon = TRUE;
641 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
642 _switchweapon = TRUE;
644 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
645 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
646 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
647 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
648 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
649 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
650 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
652 if (item.flags & FL_WEAPON)
654 WEPSET_DECLARE_A(it);
655 WEPSET_COPY_AE(it, item);
656 WEPSET_ANDNOT_AE(it, player);
658 if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
661 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
662 if(WEPSET_CONTAINS_AW(it, i))
663 W_GiveWeapon (player, i, item.netname);
667 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
671 sprint (player, strcat("You got the ^2", item.netname, "\n"));
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
700 if (player.switchweapon != w_getbestweapon(player))
701 W_SwitchWeapon_Force(player, w_getbestweapon(player));
706 void Item_Touch (void)
710 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
711 if(self.classname == "droppedweapon")
713 if (ITEM_TOUCH_NEEDKILL())
720 if (other.classname != "player")
724 if (self.solid != SOLID_TRIGGER)
726 if (self.owner == other)
729 if (self.classname == "droppedweapon")
731 self.strength_finished = max(0, self.strength_finished - time);
732 self.invincible_finished = max(0, self.invincible_finished - time);
733 self.superweapons_finished = max(0, self.superweapons_finished - time);
736 if(!Item_GiveTo(self, other))
738 if (self.classname == "droppedweapon")
740 // undo what we did above
741 self.strength_finished += time;
742 self.invincible_finished += time;
743 self.superweapons_finished += time;
748 other.last_pickup = time;
750 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
751 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
753 if (self.classname == "droppedweapon")
755 else if not(self.spawnshieldtime)
761 RandomSelection_Init();
762 for(head = world; (head = findfloat(head, team, self.team)); )
764 if(head.flags & FL_ITEM)
767 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
770 e = RandomSelection_chosen_ent;
775 Item_ScheduleRespawn(e);
781 Item_Show(self, !self.state);
782 setorigin (self, self.origin);
784 if(self.classname != "droppedweapon")
786 self.think = SUB_Null;
789 if(self.waypointsprite_attached)
790 WaypointSprite_Kill(self.waypointsprite_attached);
792 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
793 Item_ScheduleInitialRespawn(self);
801 if(self.effects & EF_NODRAW)
803 // marker for item team search
804 dprint("Initializing item team ", ftos(self.team), "\n");
805 RandomSelection_Init();
806 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
807 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
808 e = RandomSelection_chosen_ent;
812 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
816 // make it a non-spawned item
818 head.state = 1; // state 1 = initially hidden item
820 head.effects &~= EF_NODRAW;
827 // Savage: used for item garbage-collection
828 // TODO: perhaps nice special effect?
829 void RemoveItem(void)
834 // pickup evaluation functions
835 // these functions decide how desirable an item is to the bots
837 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
839 float weapon_pickupevalfunc(entity player, entity item)
841 float c, j, position;
843 // See if I have it already
844 if(!WEPSET_CONTAINS_ALL_EE(player, item))
846 // If I can pick it up
847 if(!item.spawnshieldtime)
849 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
851 // Skilled bots will grab more
852 c = bound(0, skill / 10, 1) * 0.5;
860 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
861 if( bot_custom_weapon && c )
863 // Find the highest position on any range
865 for(j = 0; j < WEP_LAST ; ++j){
867 bot_weapons_far[j] == item.weapon ||
868 bot_weapons_mid[j] == item.weapon ||
869 bot_weapons_close[j] == item.weapon
880 position = WEP_LAST - position;
881 // item.bot_pickupbasevalue is overwritten here
882 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
886 return item.bot_pickupbasevalue * c;
889 float commodity_pickupevalfunc(entity player, entity item)
892 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
896 // Detect needed ammo
897 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
899 wi = get_weaponinfo(i);
901 if not(WEPSET_CONTAINS_EW(player, i))
904 if(wi.items & IT_SHELLS)
906 else if(wi.items & IT_NAILS)
908 else if(wi.items & IT_ROCKETS)
910 else if(wi.items & IT_CELLS)
912 else if(wi.items & IT_FUEL)
916 // TODO: figure out if the player even has the weapon this ammo is for?
917 // may not affect strategy much though...
918 // find out how much more ammo/armor/health the player can hold
920 if (item.ammo_shells)
921 if (player.ammo_shells < g_pickup_shells_max)
922 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
925 if (player.ammo_nails < g_pickup_nails_max)
926 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
928 if (item.ammo_rockets)
929 if (player.ammo_rockets < g_pickup_rockets_max)
930 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
933 if (player.ammo_cells < g_pickup_cells_max)
934 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
937 if (player.ammo_fuel < g_pickup_fuel_max)
938 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
940 if (player.armorvalue < item.max_armorvalue)
941 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
943 if (player.health < item.max_health)
944 c = c + max(0, 1 - player.health / item.max_health);
946 return item.bot_pickupbasevalue * c;
949 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
951 if(ITEM_DAMAGE_NEEDKILL(deathtype))
956 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)
958 startitem_failed = FALSE;
961 self.model = itemmodel;
963 if(self.item_pickupsound == "")
964 self.item_pickupsound = pickupsound;
966 if(!self.respawntime) // both need to be set
968 self.respawntime = defaultrespawntime;
969 self.respawntimejitter = defaultrespawntimejitter;
973 self.weapon = weaponid;
976 WEPSET_COPY_EW(self, weaponid);
978 self.flags = FL_ITEM | itemflags;
980 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
982 startitem_failed = TRUE;
987 // is it a dropped weapon?
988 if (self.classname == "droppedweapon")
990 self.reset = SUB_Remove;
991 // it's a dropped weapon
992 self.movetype = MOVETYPE_TOSS;
994 // Savage: remove thrown items after a certain period of time ("garbage collection")
995 self.think = RemoveItem;
996 self.nextthink = time + 20;
998 self.takedamage = DAMAGE_YES;
999 self.event_damage = Item_Damage;
1001 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1004 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
1005 if(self.ammo_nails == 0)
1006 if(self.ammo_cells == 0)
1007 if(self.ammo_rockets == 0)
1008 if(self.ammo_shells == 0)
1009 if(self.ammo_fuel == 0)
1010 if(self.health == 0)
1011 if(self.armorvalue == 0)
1014 // if item is worthless after a timer, have it expire then
1015 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1018 // don't drop if in a NODROP zone (such as lava)
1019 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1020 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1022 startitem_failed = TRUE;
1029 if(!have_pickup_item())
1031 startitem_failed = TRUE;
1036 self.reset = Item_Reset;
1037 // it's a level item
1038 if(self.spawnflags & 1)
1041 self.movetype = MOVETYPE_NONE;
1043 self.movetype = MOVETYPE_TOSS;
1044 // do item filtering according to game mode and other things
1047 // first nudge it off the floor a little bit to avoid math errors
1048 setorigin(self, self.origin + '0 0 1');
1049 // set item size before we spawn a spawnfunc_waypoint
1050 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1051 setsize (self, '-16 -16 0', '16 16 48');
1053 setsize (self, '-16 -16 0', '16 16 32');
1054 // note droptofloor returns FALSE if stuck/or would fall too far
1056 waypoint_spawnforitem(self);
1060 * can't do it that way, as it would break maps
1061 * TODO make a target_give like entity another way, that perhaps has
1062 * the weapon name in a key
1065 // target_give not yet supported; maybe later
1066 print("removed targeted ", self.classname, "\n");
1067 startitem_failed = TRUE;
1073 if(autocvar_spawn_debug >= 2)
1076 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1078 // why not flags & fl_item?
1079 if(otheritem.is_item)
1081 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1082 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1083 error("Mapper sucks.");
1086 self.is_item = TRUE;
1089 WEPSET_OR_AW(weaponsInMap, weaponid);
1091 precache_model (self.model);
1092 precache_sound (self.item_pickupsound);
1094 precache_sound ("misc/itemrespawncountdown.wav");
1095 if(!g_minstagib && itemid == IT_STRENGTH)
1096 precache_sound ("misc/strength_respawn.wav");
1097 else if(!g_minstagib && itemid == IT_INVINCIBLE)
1098 precache_sound ("misc/shield_respawn.wav");
1100 precache_sound ("misc/itemrespawn.wav");
1102 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1103 self.target = "###item###"; // for finding the nearest item using find()
1106 self.bot_pickup = TRUE;
1107 self.bot_pickupevalfunc = pickupevalfunc;
1108 self.bot_pickupbasevalue = pickupbasevalue;
1109 self.mdl = self.model;
1110 self.netname = itemname;
1111 self.touch = Item_Touch;
1112 setmodel(self, "null"); // precision set below
1113 //self.effects |= EF_LOWPRECISION;
1115 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1117 self.pos1 = '-16 -16 0';
1118 self.pos2 = '16 16 48';
1122 self.pos1 = '-16 -16 0';
1123 self.pos2 = '16 16 32';
1125 setsize (self, self.pos1, self.pos2);
1127 if(itemflags & FL_POWERUP)
1128 self.ItemStatus |= ITS_ANIMATE1;
1130 if(self.armorvalue || self.health)
1131 self.ItemStatus |= ITS_ANIMATE2;
1133 if(itemflags & FL_WEAPON)
1135 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1136 self.colormap = 1024; // color shirt=0 pants=0 grey
1140 self.ItemStatus |= ITS_ANIMATE1;
1141 self.ItemStatus |= ISF_COLORMAP;
1145 if(self.team) // broken, no idea why.
1148 self.cnt = 1; // item probability weight
1150 self.effects |= EF_NODRAW; // marker for item team search
1151 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1156 Net_LinkEntity(self, FALSE, 0, ItemSend);
1159 /* replace items in minstagib
1160 * IT_STRENGTH = invisibility
1161 * IT_NAILS = extra lives
1162 * IT_INVINCIBLE = speed
1164 void minstagib_items (float itemid) // will be deleted soon.
1167 self.classname = "minstagib"; // ...?
1169 // replace rocket launchers and nex guns with ammo cells
1170 if (itemid == IT_CELLS)
1172 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1173 StartItem ("models/items/a_cells.md3",
1174 "misc/itempickup.wav", 45, 0,
1175 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1182 itemid = IT_STRENGTH;
1186 itemid = IT_INVINCIBLE;
1188 // replace with invis
1189 if (itemid == IT_STRENGTH)
1191 if(!self.strength_finished)
1192 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1193 StartItem ("models/items/g_strength.md3",
1194 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1195 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1197 // replace with extra lives
1198 if (itemid == IT_NAILS)
1200 self.max_health = 1;
1201 StartItem ("models/items/g_h100.md3",
1202 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1203 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1205 // replace with speed
1206 if (itemid == IT_INVINCIBLE)
1208 if(!self.invincible_finished)
1209 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1210 StartItem ("models/items/g_invincible.md3",
1211 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1212 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1216 float minst_no_auto_cells;
1217 void minst_remove_item (void) {
1218 if(minst_no_auto_cells)
1222 float weaponswapping;
1225 void weapon_defaultspawnfunc(float wpn)
1229 var .float ammofield;
1235 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1237 e = get_weaponinfo(wpn);
1239 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1241 print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1243 objerror("Attempted to spawn a mutator-blocked weapon rejected");
1244 startitem_failed = TRUE;
1249 s = W_Apply_Weaponreplace(e.netname);
1252 MUTATOR_CALLHOOK(SetWeaponreplace);
1257 startitem_failed = TRUE;
1260 t = tokenize_console(s);
1263 self.team = --internalteam;
1265 for(i = 1; i < t; ++i)
1268 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1270 e = get_weaponinfo(j);
1274 copyentity(oldself, self);
1275 self.classname = "replacedweapon";
1276 weapon_defaultspawnfunc(j);
1282 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1287 if(t >= 1) // always the case!
1291 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1293 e = get_weaponinfo(j);
1302 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1308 startitem_failed = TRUE;
1313 e = get_weaponinfo(wpn);
1315 if(!self.respawntime)
1317 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1319 self.respawntime = g_pickup_respawntime_superweapon;
1320 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1324 self.respawntime = g_pickup_respawntime_weapon;
1325 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1329 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1330 if(!self.superweapons_finished)
1331 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1335 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1339 ammofield = Item_CounterField(j);
1341 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1347 if(g_pickup_weapons_anyway)
1348 self.pickup_anyway = TRUE;
1352 // no weapon-stay on superweapons
1353 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1354 f |= FL_NO_WEAPON_STAY;
1356 // weapon stay isn't supported for teamed weapons
1358 f |= FL_NO_WEAPON_STAY;
1360 // stupid minstagib hack, don't ask
1363 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1365 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1366 if (self.modelindex) // don't precache if self was removed
1367 weapon_action(e.weapon, WR_PRECACHE);
1370 void spawnfunc_weapon_shotgun (void);
1371 void spawnfunc_weapon_uzi (void) {
1372 if(autocvar_sv_q3acompat_machineshotgunswap)
1373 if(self.classname != "droppedweapon")
1375 weapon_defaultspawnfunc(WEP_SHOTGUN);
1378 weapon_defaultspawnfunc(WEP_UZI);
1381 void spawnfunc_weapon_shotgun (void) {
1382 if(autocvar_sv_q3acompat_machineshotgunswap)
1383 if(self.classname != "droppedweapon")
1385 weapon_defaultspawnfunc(WEP_UZI);
1388 weapon_defaultspawnfunc(WEP_SHOTGUN);
1391 void spawnfunc_weapon_nex (void)
1395 minstagib_items(IT_CELLS);
1396 self.think = minst_remove_item;
1397 self.nextthink = time;
1400 weapon_defaultspawnfunc(WEP_NEX);
1403 void spawnfunc_weapon_minstanex (void)
1407 minstagib_items(IT_CELLS);
1408 self.think = minst_remove_item;
1409 self.nextthink = time;
1412 weapon_defaultspawnfunc(WEP_MINSTANEX);
1415 void spawnfunc_weapon_rocketlauncher (void)
1419 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1420 self.think = minst_remove_item;
1421 self.nextthink = time;
1424 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1427 void spawnfunc_item_rockets (void) {
1428 if(!self.ammo_rockets)
1429 self.ammo_rockets = g_pickup_rockets;
1430 if(!self.pickup_anyway)
1431 self.pickup_anyway = g_pickup_ammo_anyway;
1432 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);
1435 void spawnfunc_item_shells (void);
1436 void spawnfunc_item_bullets (void) {
1438 if(autocvar_sv_q3acompat_machineshotgunswap)
1439 if(self.classname != "droppedweapon")
1441 weaponswapping = TRUE;
1442 spawnfunc_item_shells();
1443 weaponswapping = FALSE;
1447 if(!self.ammo_nails)
1448 self.ammo_nails = g_pickup_nails;
1449 if(!self.pickup_anyway)
1450 self.pickup_anyway = g_pickup_ammo_anyway;
1451 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);
1454 void spawnfunc_item_cells (void) {
1455 if(!self.ammo_cells)
1456 self.ammo_cells = g_pickup_cells;
1457 if(!self.pickup_anyway)
1458 self.pickup_anyway = g_pickup_ammo_anyway;
1459 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);
1462 void spawnfunc_item_shells (void) {
1464 if(autocvar_sv_q3acompat_machineshotgunswap)
1465 if(self.classname != "droppedweapon")
1467 weaponswapping = TRUE;
1468 spawnfunc_item_bullets();
1469 weaponswapping = FALSE;
1473 if(!self.ammo_shells)
1474 self.ammo_shells = g_pickup_shells;
1475 if(!self.pickup_anyway)
1476 self.pickup_anyway = g_pickup_ammo_anyway;
1477 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);
1480 void spawnfunc_item_armor_small (void) {
1481 if(!self.armorvalue)
1482 self.armorvalue = g_pickup_armorsmall;
1483 if(!self.max_armorvalue)
1484 self.max_armorvalue = g_pickup_armorsmall_max;
1485 if(!self.pickup_anyway)
1486 self.pickup_anyway = g_pickup_armorsmall_anyway;
1487 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);
1490 void spawnfunc_item_armor_medium (void) {
1491 if(!self.armorvalue)
1492 self.armorvalue = g_pickup_armormedium;
1493 if(!self.max_armorvalue)
1494 self.max_armorvalue = g_pickup_armormedium_max;
1495 if(!self.pickup_anyway)
1496 self.pickup_anyway = g_pickup_armormedium_anyway;
1497 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);
1500 void spawnfunc_item_armor_big (void) {
1501 if(!self.armorvalue)
1502 self.armorvalue = g_pickup_armorbig;
1503 if(!self.max_armorvalue)
1504 self.max_armorvalue = g_pickup_armorbig_max;
1505 if(!self.pickup_anyway)
1506 self.pickup_anyway = g_pickup_armorbig_anyway;
1507 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);
1510 void spawnfunc_item_armor_large (void) {
1511 if(!self.armorvalue)
1512 self.armorvalue = g_pickup_armorlarge;
1513 if(!self.max_armorvalue)
1514 self.max_armorvalue = g_pickup_armorlarge_max;
1515 if(!self.pickup_anyway)
1516 self.pickup_anyway = g_pickup_armorlarge_anyway;
1517 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);
1520 void spawnfunc_item_health_small (void) {
1521 if(!self.max_health)
1522 self.max_health = g_pickup_healthsmall_max;
1524 self.health = g_pickup_healthsmall;
1525 if(!self.pickup_anyway)
1526 self.pickup_anyway = g_pickup_healthsmall_anyway;
1527 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);
1530 void spawnfunc_item_health_medium (void) {
1531 if(!self.max_health)
1532 self.max_health = g_pickup_healthmedium_max;
1534 self.health = g_pickup_healthmedium;
1535 if(!self.pickup_anyway)
1536 self.pickup_anyway = g_pickup_healthmedium_anyway;
1537 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);
1540 void spawnfunc_item_health_large (void) {
1541 if(!self.max_health)
1542 self.max_health = g_pickup_healthlarge_max;
1544 self.health = g_pickup_healthlarge;
1545 if(!self.pickup_anyway)
1546 self.pickup_anyway = g_pickup_healthlarge_anyway;
1547 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);
1550 void spawnfunc_item_health_mega (void) {
1552 minstagib_items(IT_NAILS);
1554 if(!self.max_health)
1555 self.max_health = g_pickup_healthmega_max;
1557 self.health = g_pickup_healthmega;
1558 if(!self.pickup_anyway)
1559 self.pickup_anyway = g_pickup_healthmega_anyway;
1560 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);
1564 // support old misnamed entities
1565 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1566 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1567 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1568 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1569 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1571 void spawnfunc_item_strength (void) {
1573 minstagib_items(IT_STRENGTH);
1575 precache_sound("weapons/strength_fire.wav");
1576 if(!self.strength_finished)
1577 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1578 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);
1582 void spawnfunc_item_invincible (void) {
1584 minstagib_items(IT_INVINCIBLE);
1586 if(!self.invincible_finished)
1587 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1588 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);
1592 void spawnfunc_item_minst_cells (void) {
1595 minst_no_auto_cells = TRUE;
1596 minstagib_items(IT_CELLS);
1603 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1605 float GiveItems(entity e, float beginarg, float endarg);
1606 void target_items_use (void)
1608 if(activator.classname == "droppedweapon")
1615 if(activator.classname != "player")
1617 if(activator.deadflag != DEAD_NO)
1622 for(e = world; (e = find(e, classname, "droppedweapon")); )
1623 if(e.enemy == activator)
1626 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1627 centerprint(activator, self.message);
1630 void spawnfunc_target_items (void)
1635 self.use = target_items_use;
1636 if(!self.strength_finished)
1637 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1638 if(!self.invincible_finished)
1639 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1640 if(!self.superweapons_finished)
1641 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1643 precache_sound("misc/itempickup.wav");
1644 precache_sound("misc/megahealth.wav");
1645 precache_sound("misc/armor25.wav");
1646 precache_sound("misc/powerup.wav");
1647 precache_sound("misc/poweroff.wav");
1648 precache_sound("weapons/weaponpickup.wav");
1650 n = tokenize_console(self.netname);
1651 if(argv(0) == "give")
1653 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1657 for(i = 0; i < n; ++i)
1659 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1660 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1661 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1662 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1663 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1664 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1665 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1666 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1669 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1671 e = get_weaponinfo(j);
1672 if(argv(i) == e.netname)
1674 WEPSET_OR_EW(self, j);
1675 if(self.spawnflags == 0 || self.spawnflags == 2)
1676 weapon_action(e.weapon, WR_PRECACHE);
1681 print("target_items: invalid item ", argv(i), "\n");
1685 string itemprefix, valueprefix;
1686 if(self.spawnflags == 0)
1691 else if(self.spawnflags == 1)
1693 itemprefix = "max ";
1694 valueprefix = "max ";
1696 else if(self.spawnflags == 2)
1698 itemprefix = "min ";
1699 valueprefix = "min ";
1701 else if(self.spawnflags == 4)
1703 itemprefix = "minus ";
1704 valueprefix = "max ";
1707 error("invalid spawnflags");
1710 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1711 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1712 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1713 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1714 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1715 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1716 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1717 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1718 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1719 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1720 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1721 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1722 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1723 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1724 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1726 e = get_weaponinfo(j);
1728 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1731 self.netname = strzone(self.netname);
1732 //print(self.netname, "\n");
1734 n = tokenize_console(self.netname);
1735 for(i = 0; i < n; ++i)
1737 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1739 e = get_weaponinfo(j);
1740 if(argv(i) == e.netname)
1742 weapon_action(e.weapon, WR_PRECACHE);
1749 void spawnfunc_item_fuel(void)
1752 self.ammo_fuel = g_pickup_fuel;
1753 if(!self.pickup_anyway)
1754 self.pickup_anyway = g_pickup_ammo_anyway;
1755 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);
1758 void spawnfunc_item_fuel_regen(void)
1760 if(start_items & IT_FUEL_REGEN)
1762 spawnfunc_item_fuel();
1765 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);
1768 void spawnfunc_item_jetpack(void)
1770 if(g_grappling_hook)
1771 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1773 self.ammo_fuel = g_pickup_fuel_jetpack;
1774 if(start_items & IT_JETPACK)
1776 spawnfunc_item_fuel();
1779 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);
1789 float GiveWeapon(entity e, float wpn, float op, float val)
1792 v0 = WEPSET_CONTAINS_EW(e, wpn);
1797 WEPSET_OR_EW(e, wpn);
1799 WEPSET_ANDNOT_EW(e, wpn);
1804 WEPSET_OR_EW(e, wpn);
1808 WEPSET_ANDNOT_EW(e, wpn);
1812 WEPSET_ANDNOT_EW(e, wpn);
1815 v1 = WEPSET_CONTAINS_EW(e, wpn);
1819 float GiveBit(entity e, .float fld, float bit, float op, float val)
1849 float GiveValue(entity e, .float fld, float op, float val)
1859 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1862 e.fld = min(e.fld, val);
1875 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1882 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1884 else if(v0 >= v0 + t)
1887 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1891 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1894 e.rotfield = max(e.rotfield, time + rottime);
1896 e.regenfield = max(e.regenfield, time + regentime);
1899 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1900 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1901 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
1902 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1903 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1904 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1906 float GiveItems(entity e, float beginarg, float endarg)
1908 float got, i, j, val, op;
1909 float _switchweapon;
1918 _switchweapon = FALSE;
1920 if (e.switchweapon == w_getbestweapon(e))
1921 _switchweapon = TRUE;
1923 e.strength_finished = max(0, e.strength_finished - time);
1924 e.invincible_finished = max(0, e.invincible_finished - time);
1925 e.superweapons_finished = max(0, e.superweapons_finished - time);
1929 PREGIVE(e, strength_finished);
1930 PREGIVE(e, invincible_finished);
1931 PREGIVE(e, superweapons_finished);
1932 PREGIVE(e, ammo_nails);
1933 PREGIVE(e, ammo_cells);
1934 PREGIVE(e, ammo_shells);
1935 PREGIVE(e, ammo_rockets);
1936 PREGIVE(e, ammo_fuel);
1937 PREGIVE(e, armorvalue);
1940 for(i = beginarg; i < endarg; ++i)
1944 if(cmd == "0" || stof(cmd))
1968 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1969 got += GiveValue(e, strength_finished, op, val);
1970 got += GiveValue(e, invincible_finished, op, val);
1971 got += GiveValue(e, superweapons_finished, op, val);
1972 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1974 got += GiveBit(e, items, IT_JETPACK, op, val);
1975 got += GiveValue(e, health, op, val);
1976 got += GiveValue(e, armorvalue, op, val);
1978 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1980 wi = get_weaponinfo(j);
1982 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1983 got += GiveWeapon(e, j, op, val);
1986 got += GiveValue(e, ammo_cells, op, val);
1987 got += GiveValue(e, ammo_shells, op, val);
1988 got += GiveValue(e, ammo_nails, op, val);
1989 got += GiveValue(e, ammo_rockets, op, val);
1990 got += GiveValue(e, ammo_fuel, op, val);
1992 case "unlimited_ammo":
1993 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1995 case "unlimited_weapon_ammo":
1996 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1998 case "unlimited_superweapons":
1999 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
2002 got += GiveBit(e, items, IT_JETPACK, op, val);
2005 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
2008 got += GiveValue(e, strength_finished, op, val);
2011 got += GiveValue(e, invincible_finished, op, val);
2013 case "superweapons":
2014 got += GiveValue(e, superweapons_finished, op, val);
2017 got += GiveValue(e, ammo_cells, op, val);
2020 got += GiveValue(e, ammo_shells, op, val);
2024 got += GiveValue(e, ammo_nails, op, val);
2027 got += GiveValue(e, ammo_rockets, op, val);
2030 got += GiveValue(e, health, op, val);
2033 got += GiveValue(e, armorvalue, op, val);
2036 got += GiveValue(e, ammo_fuel, op, val);
2039 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2041 wi = get_weaponinfo(j);
2042 if(cmd == wi.netname)
2044 got += GiveWeapon(e, j, op, val);
2049 print("give: invalid item ", cmd, "\n");
2056 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
2057 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
2058 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
2059 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
2060 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2062 wi = get_weaponinfo(j);
2065 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
2066 if not(WEPSET_CONTAINS_AW(save_weapons, j))
2067 if(WEPSET_CONTAINS_EW(e, j))
2068 weapon_action(wi.weapon, WR_PRECACHE);
2071 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2072 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2073 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2074 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2075 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2076 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2077 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);
2078 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);
2079 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);
2081 if(e.superweapons_finished <= 0)
2082 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
2083 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2087 e.health = bound(0, e.health, 100);
2088 e.armorvalue = bound(0, e.armorvalue, 999);
2091 if(e.strength_finished <= 0)
2092 e.strength_finished = 0;
2094 e.strength_finished += time;
2095 if(e.invincible_finished <= 0)
2096 e.invincible_finished = 0;
2098 e.invincible_finished += time;
2099 if(e.superweapons_finished <= 0)
2100 e.superweapons_finished = 0;
2102 e.superweapons_finished += time;
2104 if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
2105 _switchweapon = TRUE;
2107 W_SwitchWeapon_Force(e, w_getbestweapon(e));