7 #define ITS_AVAILABLE 8
10 #define ITS_POWERUP 64
11 #define ISF_COLORMAP 16
19 var float autocvar_cl_animate_items = 1;
20 var float autocvar_cl_ghost_items = 0.45;
21 var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
22 var float autocvar_cl_fullbright_items = 0;
23 var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
24 var float autocvar_cl_weapon_stay_alpha = 0.75;
25 var float autocvar_cl_simple_items = 0;
26 var string autocvr_cl_simpleitems_postfix = "_simple";
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));
70 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
72 if(self.move_flags & FL_ONGROUND)
77 void ItemRead(float _IsNew)
79 float sf = ReadByte();
83 self.origin_x = ReadCoord();
84 self.origin_y = ReadCoord();
85 self.origin_z = ReadCoord();
86 setorigin(self, self.origin);
87 self.oldorigin = self.origin;
92 self.angles_x = ReadCoord();
93 self.angles_y = ReadCoord();
94 self.angles_z = ReadCoord();
95 self.move_angles = self.angles;
98 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
100 self.ItemStatus = ReadByte();
102 if(self.ItemStatus & ITS_AVAILABLE)
105 self.colormod = self.glowmod = '1 1 1';
109 if (autocvar_cl_ghost_items_color)
111 self.alpha = autocvar_cl_ghost_items;
112 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
118 if(autocvar_cl_fullbright_items)
119 if(self.ItemStatus & ITS_ALLOWFB)
120 self.effects |= EF_FULLBRIGHT;
122 if(self.ItemStatus & ITS_STAYWEP)
124 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
125 self.alpha = autocvar_cl_weapon_stay_alpha;
129 if(self.ItemStatus & ITS_POWERUP)
131 if(self.ItemStatus & ITS_AVAILABLE)
132 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
134 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
140 self.drawmask = MASK_NORMAL;
141 self.movetype = MOVETYPE_NOCLIP;
142 self.draw = ItemDraw;
148 string _fn = ReadString();
150 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
152 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
153 self.draw = ItemDrawSimple;
157 if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
158 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
159 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
160 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
161 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
162 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
163 else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
164 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
167 self.draw = ItemDraw;
168 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
172 if(self.draw != ItemDrawSimple)
173 self.mdl = strzone(_fn);
177 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
179 precache_model(self.mdl);
180 setmodel(self, self.mdl);
183 if(sf & ISF_COLORMAP)
184 self.colormap = ReadShort();
189 self.move_angles = '0 0 0';
190 self.move_movetype = MOVETYPE_TOSS;
191 self.move_velocity_x = ReadCoord();
192 self.move_velocity_y = ReadCoord();
193 self.move_velocity_z = ReadCoord();
194 self.velocity = self.move_velocity;
195 self.move_origin = self.oldorigin;
199 self.move_time = time;
200 self.spawntime = time;
203 self.move_time = max(self.move_time, time);
206 if(autocvar_cl_animate_items)
208 if(self.ItemStatus & ITS_ANIMATE1)
209 self.move_avelocity = '0 180 0';
211 if(self.ItemStatus & ITS_ANIMATE2)
212 self.move_avelocity = '0 -90 0';
219 float autocvar_sv_simple_items;
220 float ItemSend(entity to, float sf)
227 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
228 WriteByte(MSG_ENTITY, sf);
230 //WriteByte(MSG_ENTITY, self.cnt);
231 if(sf & ISF_LOCATION)
233 WriteCoord(MSG_ENTITY, self.origin_x);
234 WriteCoord(MSG_ENTITY, self.origin_y);
235 WriteCoord(MSG_ENTITY, self.origin_z);
240 WriteCoord(MSG_ENTITY, self.angles_x);
241 WriteCoord(MSG_ENTITY, self.angles_y);
242 WriteCoord(MSG_ENTITY, self.angles_z);
246 WriteByte(MSG_ENTITY, self.ItemStatus);
252 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
254 WriteString(MSG_ENTITY, self.mdl);
258 if(sf & ISF_COLORMAP)
259 WriteShort(MSG_ENTITY, self.colormap);
263 WriteCoord(MSG_ENTITY, self.velocity_x);
264 WriteCoord(MSG_ENTITY, self.velocity_y);
265 WriteCoord(MSG_ENTITY, self.velocity_z);
272 float have_pickup_item(void)
274 if(self.flags & FL_POWERUP)
276 if(autocvar_g_powerups > 0)
278 if(autocvar_g_powerups == 0)
283 if(autocvar_g_pickup_items > 0)
285 if(autocvar_g_pickup_items == 0)
288 if(self.weapons || (self.items & IT_AMMO))
294 #define ITEM_RESPAWN_TICKS 10
296 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
297 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
298 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
299 // range: 10 .. respawntime + respawntimejitter
301 floatfield Item_CounterField(float it)
305 case IT_SHELLS: return ammo_shells;
306 case IT_NAILS: return ammo_nails;
307 case IT_ROCKETS: return ammo_rockets;
308 case IT_CELLS: return ammo_cells;
309 case IT_FUEL: return ammo_fuel;
310 case IT_5HP: return health;
311 case IT_25HP: return health;
312 case IT_HEALTH: return health;
313 case IT_ARMOR_SHARD: return armorvalue;
314 case IT_ARMOR: return armorvalue;
315 // add more things here (health, armor)
316 default: error("requested item has no counter field");
319 // should never happen
324 string Item_CounterFieldName(float it)
328 case IT_SHELLS: return "shells";
329 case IT_NAILS: return "nails";
330 case IT_ROCKETS: return "rockets";
331 case IT_CELLS: return "cells";
332 case IT_FUEL: return "fuel";
334 // add more things here (health, armor)
335 default: error("requested item has no counter field name");
338 // should never happen
343 .float max_armorvalue;
344 .float pickup_anyway;
346 float Item_Customize()
348 if(self.spawnshieldtime)
350 if(self.weapons & ~other.weapons)
352 self.colormod = '0 0 0';
353 self.glowmod = self.colormod;
354 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
361 self.colormod = stov(autocvar_g_ghost_items_color);
362 self.glowmod = self.colormod;
363 self.alpha = g_ghost_items;
372 void Item_Show (entity e, float mode)
374 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
375 e.ItemStatus &= ~ITS_STAYWEP;
378 // make the item look normal, and be touchable
380 e.solid = SOLID_TRIGGER;
381 e.spawnshieldtime = 1;
382 e.ItemStatus |= ITS_AVAILABLE;
386 // hide the item completely
387 e.model = string_null;
389 e.spawnshieldtime = 1;
390 e.ItemStatus &= ~ITS_AVAILABLE;
392 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
394 // make the item translucent and not touchable
396 e.solid = SOLID_TRIGGER; // can STILL be picked up!
397 e.effects |= EF_STARDUST;
398 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
399 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
403 //setmodel(e, "null");
405 e.colormod = '0 0 0';
406 e.glowmod = e.colormod;
407 e.spawnshieldtime = 1;
408 e.ItemStatus &= ~ITS_AVAILABLE;
411 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
412 e.ItemStatus |= ITS_POWERUP;
414 if (autocvar_g_nodepthtestitems)
415 e.effects |= EF_NODEPTHTEST;
418 if (autocvar_g_fullbrightitems)
419 e.ItemStatus |= ITS_ALLOWFB;
421 if (autocvar_sv_simple_items)
422 e.ItemStatus |= ITS_ALLOWSI;
424 // relink entity (because solid may have changed)
425 setorigin(e, e.origin);
426 e.SendFlags |= ISF_STATUS;
429 void Item_Respawn (void)
433 if(self.items == IT_STRENGTH)
434 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
435 else if(self.items == IT_INVINCIBLE)
436 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
438 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
439 setorigin (self, self.origin);
441 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
442 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
445 void Item_RespawnCountdown (void)
447 if(self.count >= ITEM_RESPAWN_TICKS)
449 if(self.waypointsprite_attached)
450 WaypointSprite_Kill(self.waypointsprite_attached);
455 self.nextthink = time + 1;
460 vector rgb = '1 0 1';
464 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
465 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
466 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
467 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
471 MUTATOR_CALLHOOK(Item_RespawnCountdown);
474 if(self.flags & FL_WEAPON)
476 entity wi = get_weaponinfo(self.weapon);
485 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
486 if(self.waypointsprite_attached)
487 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
491 print("Unknown powerup-marked item is wanting to respawn\n");
492 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
495 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
496 if(self.waypointsprite_attached)
498 WaypointSprite_Ping(self.waypointsprite_attached);
499 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
504 void Item_ScheduleRespawnIn(entity e, float t)
506 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
508 e.think = Item_RespawnCountdown;
509 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
514 e.think = Item_Respawn;
515 e.nextthink = time + t;
519 void Item_ScheduleRespawn(entity e)
521 if(e.respawntime > 0)
524 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
526 else // if respawntime is -1, this item does not respawn
530 void Item_ScheduleInitialRespawn(entity e)
533 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
536 const float ITEM_MODE_NONE = 0;
537 const float ITEM_MODE_HEALTH = 1;
538 const float ITEM_MODE_ARMOR = 2;
539 const float ITEM_MODE_FUEL = 3;
540 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
545 if (item.spawnshieldtime)
547 if ((player.ammofield < ammomax) || item.pickup_anyway)
549 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
553 else if(g_weapon_stay == 2)
555 float mi = min(item.ammofield, ammomax);
556 if (player.ammofield < mi)
558 player.ammofield = mi;
569 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
571 case ITEM_MODE_HEALTH:
572 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
574 case ITEM_MODE_ARMOR:
575 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
583 float Item_GiveTo(entity item, entity player)
590 // if nothing happens to player, just return without taking the item
592 _switchweapon = FALSE;
593 // in case the player has autoswitch enabled do the following:
594 // if the player is using their best weapon before items are given, they
595 // probably want to switch to an even better weapon after items are given
596 if (player.autoswitch)
597 if (player.switchweapon == w_getbestweapon(player))
598 _switchweapon = TRUE;
600 if not(player.weapons & WepSet_FromWeapon(player.switchweapon))
601 _switchweapon = TRUE;
603 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
604 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
605 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
606 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
607 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
608 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
609 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
611 if (item.flags & FL_WEAPON)
615 it &= ~player.weapons;
617 if (it || (item.spawnshieldtime && item.pickup_anyway))
620 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
621 if(it & WepSet_FromWeapon(i))
622 W_GiveWeapon(player, i);
626 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
630 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
633 if (item.strength_finished)
636 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
638 if (item.invincible_finished)
641 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
643 if (item.superweapons_finished)
646 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
651 // always eat teamed entities
659 if (player.switchweapon != w_getbestweapon(player))
660 W_SwitchWeapon_Force(player, w_getbestweapon(player));
665 void Item_Touch (void)
669 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
670 if(self.classname == "droppedweapon")
672 if (ITEM_TOUCH_NEEDKILL())
679 if not(IS_PLAYER(other))
683 if (self.solid != SOLID_TRIGGER)
685 if (self.owner == other)
688 switch(MUTATOR_CALLHOOK(ItemTouch))
690 case MUT_ITEMTOUCH_RETURN: { return; }
691 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
694 if (self.classname == "droppedweapon")
696 self.strength_finished = max(0, self.strength_finished - time);
697 self.invincible_finished = max(0, self.invincible_finished - time);
698 self.superweapons_finished = max(0, self.superweapons_finished - time);
701 if(!Item_GiveTo(self, other))
703 if (self.classname == "droppedweapon")
705 // undo what we did above
706 self.strength_finished += time;
707 self.invincible_finished += time;
708 self.superweapons_finished += time;
715 other.last_pickup = time;
717 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
718 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
720 if (self.classname == "droppedweapon")
722 else if not(self.spawnshieldtime)
728 RandomSelection_Init();
729 for(head = world; (head = findfloat(head, team, self.team)); )
731 if(head.flags & FL_ITEM)
734 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
737 e = RandomSelection_chosen_ent;
742 Item_ScheduleRespawn(e);
748 Item_Show(self, !self.state);
749 setorigin (self, self.origin);
751 if(self.classname != "droppedweapon")
753 self.think = func_null;
756 if(self.waypointsprite_attached)
757 WaypointSprite_Kill(self.waypointsprite_attached);
759 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
760 Item_ScheduleInitialRespawn(self);
768 if(self.effects & EF_NODRAW)
770 // marker for item team search
771 dprint("Initializing item team ", ftos(self.team), "\n");
772 RandomSelection_Init();
773 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
774 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
775 e = RandomSelection_chosen_ent;
779 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
783 // make it a non-spawned item
785 head.state = 1; // state 1 = initially hidden item
787 head.effects &= ~EF_NODRAW;
794 // Savage: used for item garbage-collection
795 // TODO: perhaps nice special effect?
796 void RemoveItem(void)
801 // pickup evaluation functions
802 // these functions decide how desirable an item is to the bots
804 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
806 float weapon_pickupevalfunc(entity player, entity item)
808 float c, j, position;
810 // See if I have it already
811 if(item.weapons & ~player.weapons)
813 // If I can pick it up
814 if(!item.spawnshieldtime)
816 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
818 // Skilled bots will grab more
819 c = bound(0, skill / 10, 1) * 0.5;
827 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
828 if( bot_custom_weapon && c )
830 // Find the highest position on any range
832 for(j = 0; j < WEP_LAST ; ++j){
834 bot_weapons_far[j] == item.weapon ||
835 bot_weapons_mid[j] == item.weapon ||
836 bot_weapons_close[j] == item.weapon
847 position = WEP_LAST - position;
848 // item.bot_pickupbasevalue is overwritten here
849 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
853 return item.bot_pickupbasevalue * c;
856 float commodity_pickupevalfunc(entity player, entity item)
859 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
863 // Detect needed ammo
864 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
866 wi = get_weaponinfo(i);
868 if not(player.weapons & WepSet_FromWeapon(i))
871 if(wi.items & IT_SHELLS)
873 else if(wi.items & IT_NAILS)
875 else if(wi.items & IT_ROCKETS)
877 else if(wi.items & IT_CELLS)
879 else if(wi.items & IT_FUEL)
883 // TODO: figure out if the player even has the weapon this ammo is for?
884 // may not affect strategy much though...
885 // find out how much more ammo/armor/health the player can hold
887 if (item.ammo_shells)
888 if (player.ammo_shells < g_pickup_shells_max)
889 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
892 if (player.ammo_nails < g_pickup_nails_max)
893 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
895 if (item.ammo_rockets)
896 if (player.ammo_rockets < g_pickup_rockets_max)
897 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
900 if (player.ammo_cells < g_pickup_cells_max)
901 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
904 if (player.ammo_fuel < g_pickup_fuel_max)
905 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
907 if (player.armorvalue < item.max_armorvalue)
908 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
910 if (player.health < item.max_health)
911 c = c + max(0, 1 - player.health / item.max_health);
913 return item.bot_pickupbasevalue * c;
916 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
918 if(ITEM_DAMAGE_NEEDKILL(deathtype))
923 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)
925 startitem_failed = FALSE;
928 self.model = itemmodel;
932 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
936 if(self.item_pickupsound == "")
937 self.item_pickupsound = pickupsound;
939 if(!self.respawntime) // both need to be set
941 self.respawntime = defaultrespawntime;
942 self.respawntimejitter = defaultrespawntimejitter;
946 self.weapon = weaponid;
949 self.weapons = WepSet_FromWeapon(weaponid);
951 self.flags = FL_ITEM | itemflags;
953 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
955 startitem_failed = TRUE;
960 // is it a dropped weapon?
961 if (self.classname == "droppedweapon")
963 self.reset = SUB_Remove;
964 // it's a dropped weapon
965 self.movetype = MOVETYPE_TOSS;
967 // Savage: remove thrown items after a certain period of time ("garbage collection")
968 self.think = RemoveItem;
969 self.nextthink = time + 20;
971 self.takedamage = DAMAGE_YES;
972 self.event_damage = Item_Damage;
974 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
977 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
978 if(self.ammo_nails == 0)
979 if(self.ammo_cells == 0)
980 if(self.ammo_rockets == 0)
981 if(self.ammo_shells == 0)
982 if(self.ammo_fuel == 0)
984 if(self.armorvalue == 0)
987 // if item is worthless after a timer, have it expire then
988 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
991 // don't drop if in a NODROP zone (such as lava)
992 traceline(self.origin, self.origin, MOVE_NORMAL, self);
993 if (trace_dpstartcontents & DPCONTENTS_NODROP)
995 startitem_failed = TRUE;
1002 if(!have_pickup_item())
1004 startitem_failed = TRUE;
1009 if(self.angles != '0 0 0')
1010 self.SendFlags |= ISF_ANGLES;
1012 self.reset = Item_Reset;
1013 // it's a level item
1014 if(self.spawnflags & 1)
1017 self.movetype = MOVETYPE_NONE;
1019 self.movetype = MOVETYPE_TOSS;
1020 // do item filtering according to game mode and other things
1023 // first nudge it off the floor a little bit to avoid math errors
1024 setorigin(self, self.origin + '0 0 1');
1025 // set item size before we spawn a spawnfunc_waypoint
1026 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1027 setsize (self, '-16 -16 0', '16 16 48');
1029 setsize (self, '-16 -16 0', '16 16 32');
1030 // note droptofloor returns FALSE if stuck/or would fall too far
1032 waypoint_spawnforitem(self);
1036 * can't do it that way, as it would break maps
1037 * TODO make a target_give like entity another way, that perhaps has
1038 * the weapon name in a key
1041 // target_give not yet supported; maybe later
1042 print("removed targeted ", self.classname, "\n");
1043 startitem_failed = TRUE;
1049 if(autocvar_spawn_debug >= 2)
1052 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1054 // why not flags & fl_item?
1055 if(otheritem.is_item)
1057 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1058 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1059 error("Mapper sucks.");
1062 self.is_item = TRUE;
1065 weaponsInMap |= WepSet_FromWeapon(weaponid);
1067 precache_model (self.model);
1068 precache_sound (self.item_pickupsound);
1070 precache_sound ("misc/itemrespawncountdown.wav");
1071 if(itemid == IT_STRENGTH)
1072 precache_sound ("misc/strength_respawn.wav");
1073 else if(itemid == IT_INVINCIBLE)
1074 precache_sound ("misc/shield_respawn.wav");
1076 precache_sound ("misc/itemrespawn.wav");
1078 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1079 self.target = "###item###"; // for finding the nearest item using find()
1082 self.bot_pickup = TRUE;
1083 self.bot_pickupevalfunc = pickupevalfunc;
1084 self.bot_pickupbasevalue = pickupbasevalue;
1085 self.mdl = self.model;
1086 self.netname = itemname;
1087 self.touch = Item_Touch;
1088 setmodel(self, "null"); // precision set below
1089 //self.effects |= EF_LOWPRECISION;
1091 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1093 self.pos1 = '-16 -16 0';
1094 self.pos2 = '16 16 48';
1098 self.pos1 = '-16 -16 0';
1099 self.pos2 = '16 16 32';
1101 setsize (self, self.pos1, self.pos2);
1103 if(itemflags & FL_POWERUP)
1104 self.ItemStatus |= ITS_ANIMATE1;
1106 if(self.armorvalue || self.health)
1107 self.ItemStatus |= ITS_ANIMATE2;
1109 if(itemflags & FL_WEAPON)
1111 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1112 self.colormap = 1024; // color shirt=0 pants=0 grey
1116 self.ItemStatus |= ITS_ANIMATE1;
1117 self.ItemStatus |= ISF_COLORMAP;
1121 if(self.team) // broken, no idea why.
1124 self.cnt = 1; // item probability weight
1126 self.effects |= EF_NODRAW; // marker for item team search
1127 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1132 Net_LinkEntity(self, FALSE, 0, ItemSend);
1134 // call this hook after everything else has been done
1135 if(MUTATOR_CALLHOOK(Item_Spawn))
1137 startitem_failed = TRUE;
1143 float weaponswapping;
1146 void weapon_defaultspawnfunc(float wpn)
1150 var .float ammofield;
1156 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1158 e = get_weaponinfo(wpn);
1160 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1162 objerror("Attempted to spawn a mutator-blocked weapon rejected");
1163 startitem_failed = TRUE;
1167 s = W_Apply_Weaponreplace(e.netname);
1170 MUTATOR_CALLHOOK(SetWeaponreplace);
1175 startitem_failed = TRUE;
1178 t = tokenize_console(s);
1181 self.team = --internalteam;
1183 for(i = 1; i < t; ++i)
1186 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1188 e = get_weaponinfo(j);
1192 copyentity(oldself, self);
1193 self.classname = "replacedweapon";
1194 weapon_defaultspawnfunc(j);
1200 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1205 if(t >= 1) // always the case!
1209 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1211 e = get_weaponinfo(j);
1220 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1226 startitem_failed = TRUE;
1231 e = get_weaponinfo(wpn);
1233 if(!self.respawntime)
1235 if(e.weapons & WEPSET_SUPERWEAPONS)
1237 self.respawntime = g_pickup_respawntime_superweapon;
1238 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1242 self.respawntime = g_pickup_respawntime_weapon;
1243 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1247 if(e.weapons & WEPSET_SUPERWEAPONS)
1248 if(!self.superweapons_finished)
1249 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1253 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1257 ammofield = Item_CounterField(j);
1259 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1265 if(g_pickup_weapons_anyway)
1266 self.pickup_anyway = TRUE;
1270 // no weapon-stay on superweapons
1271 if(e.weapons & WEPSET_SUPERWEAPONS)
1272 f |= FL_NO_WEAPON_STAY;
1274 // weapon stay isn't supported for teamed weapons
1276 f |= FL_NO_WEAPON_STAY;
1278 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1279 if (self.modelindex) // don't precache if self was removed
1280 weapon_action(e.weapon, WR_PRECACHE);
1283 void spawnfunc_weapon_shotgun (void);
1284 void spawnfunc_weapon_uzi (void) {
1285 if(autocvar_sv_q3acompat_machineshotgunswap)
1286 if(self.classname != "droppedweapon")
1288 weapon_defaultspawnfunc(WEP_SHOTGUN);
1291 weapon_defaultspawnfunc(WEP_UZI);
1294 void spawnfunc_weapon_shotgun (void) {
1295 if(autocvar_sv_q3acompat_machineshotgunswap)
1296 if(self.classname != "droppedweapon")
1298 weapon_defaultspawnfunc(WEP_UZI);
1301 weapon_defaultspawnfunc(WEP_SHOTGUN);
1304 void spawnfunc_weapon_nex (void)
1306 weapon_defaultspawnfunc(WEP_NEX);
1309 void spawnfunc_weapon_minstanex (void)
1311 weapon_defaultspawnfunc(WEP_MINSTANEX);
1314 void spawnfunc_weapon_rocketlauncher (void)
1316 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1319 void spawnfunc_item_rockets (void) {
1320 if(!self.ammo_rockets)
1321 self.ammo_rockets = g_pickup_rockets;
1322 if(!self.pickup_anyway)
1323 self.pickup_anyway = g_pickup_ammo_anyway;
1324 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);
1327 void spawnfunc_item_shells (void);
1328 void spawnfunc_item_bullets (void) {
1330 if(autocvar_sv_q3acompat_machineshotgunswap)
1331 if(self.classname != "droppedweapon")
1333 weaponswapping = TRUE;
1334 spawnfunc_item_shells();
1335 weaponswapping = FALSE;
1339 if(!self.ammo_nails)
1340 self.ammo_nails = g_pickup_nails;
1341 if(!self.pickup_anyway)
1342 self.pickup_anyway = g_pickup_ammo_anyway;
1343 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);
1346 void spawnfunc_item_cells (void) {
1347 if(!self.ammo_cells)
1348 self.ammo_cells = g_pickup_cells;
1349 if(!self.pickup_anyway)
1350 self.pickup_anyway = g_pickup_ammo_anyway;
1351 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);
1354 void spawnfunc_item_shells (void) {
1356 if(autocvar_sv_q3acompat_machineshotgunswap)
1357 if(self.classname != "droppedweapon")
1359 weaponswapping = TRUE;
1360 spawnfunc_item_bullets();
1361 weaponswapping = FALSE;
1365 if(!self.ammo_shells)
1366 self.ammo_shells = g_pickup_shells;
1367 if(!self.pickup_anyway)
1368 self.pickup_anyway = g_pickup_ammo_anyway;
1369 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);
1372 void spawnfunc_item_armor_small (void) {
1373 if(!self.armorvalue)
1374 self.armorvalue = g_pickup_armorsmall;
1375 if(!self.max_armorvalue)
1376 self.max_armorvalue = g_pickup_armorsmall_max;
1377 if(!self.pickup_anyway)
1378 self.pickup_anyway = g_pickup_armorsmall_anyway;
1379 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);
1382 void spawnfunc_item_armor_medium (void) {
1383 if(!self.armorvalue)
1384 self.armorvalue = g_pickup_armormedium;
1385 if(!self.max_armorvalue)
1386 self.max_armorvalue = g_pickup_armormedium_max;
1387 if(!self.pickup_anyway)
1388 self.pickup_anyway = g_pickup_armormedium_anyway;
1389 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);
1392 void spawnfunc_item_armor_big (void) {
1393 if(!self.armorvalue)
1394 self.armorvalue = g_pickup_armorbig;
1395 if(!self.max_armorvalue)
1396 self.max_armorvalue = g_pickup_armorbig_max;
1397 if(!self.pickup_anyway)
1398 self.pickup_anyway = g_pickup_armorbig_anyway;
1399 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);
1402 void spawnfunc_item_armor_large (void) {
1403 if(!self.armorvalue)
1404 self.armorvalue = g_pickup_armorlarge;
1405 if(!self.max_armorvalue)
1406 self.max_armorvalue = g_pickup_armorlarge_max;
1407 if(!self.pickup_anyway)
1408 self.pickup_anyway = g_pickup_armorlarge_anyway;
1409 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);
1412 void spawnfunc_item_health_small (void) {
1413 if(!self.max_health)
1414 self.max_health = g_pickup_healthsmall_max;
1416 self.health = g_pickup_healthsmall;
1417 if(!self.pickup_anyway)
1418 self.pickup_anyway = g_pickup_healthsmall_anyway;
1419 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);
1422 void spawnfunc_item_health_medium (void) {
1423 if(!self.max_health)
1424 self.max_health = g_pickup_healthmedium_max;
1426 self.health = g_pickup_healthmedium;
1427 if(!self.pickup_anyway)
1428 self.pickup_anyway = g_pickup_healthmedium_anyway;
1429 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);
1432 void spawnfunc_item_health_large (void) {
1433 if(!self.max_health)
1434 self.max_health = g_pickup_healthlarge_max;
1436 self.health = g_pickup_healthlarge;
1437 if(!self.pickup_anyway)
1438 self.pickup_anyway = g_pickup_healthlarge_anyway;
1439 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);
1442 void spawnfunc_item_health_mega (void) {
1443 if(!self.max_health)
1444 self.max_health = g_pickup_healthmega_max;
1446 self.health = g_pickup_healthmega;
1447 if(!self.pickup_anyway)
1448 self.pickup_anyway = g_pickup_healthmega_anyway;
1449 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);
1452 // support old misnamed entities
1453 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1454 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1455 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1456 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1457 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1459 void spawnfunc_item_strength (void) {
1460 precache_sound("weapons/strength_fire.wav");
1461 if(!self.strength_finished)
1462 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1463 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);
1466 void spawnfunc_item_invincible (void) {
1467 if(!self.invincible_finished)
1468 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1469 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);
1473 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1475 float GiveItems(entity e, float beginarg, float endarg);
1476 void target_items_use (void)
1478 if(activator.classname == "droppedweapon")
1485 if not(IS_PLAYER(activator))
1487 if(activator.deadflag != DEAD_NO)
1492 for(e = world; (e = find(e, classname, "droppedweapon")); )
1493 if(e.enemy == activator)
1496 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1497 centerprint(activator, self.message);
1500 void spawnfunc_target_items (void)
1505 self.use = target_items_use;
1506 if(!self.strength_finished)
1507 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1508 if(!self.invincible_finished)
1509 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1510 if(!self.superweapons_finished)
1511 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1513 precache_sound("misc/itempickup.wav");
1514 precache_sound("misc/megahealth.wav");
1515 precache_sound("misc/armor25.wav");
1516 precache_sound("misc/powerup.wav");
1517 precache_sound("misc/poweroff.wav");
1518 precache_sound("weapons/weaponpickup.wav");
1520 n = tokenize_console(self.netname);
1521 if(argv(0) == "give")
1523 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1527 for(i = 0; i < n; ++i)
1529 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1530 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1531 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1532 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1533 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1534 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1535 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1536 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1539 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1541 e = get_weaponinfo(j);
1542 if(argv(i) == e.netname)
1544 self.weapons |= WepSet_FromWeapon(j);
1545 if(self.spawnflags == 0 || self.spawnflags == 2)
1546 weapon_action(e.weapon, WR_PRECACHE);
1551 print("target_items: invalid item ", argv(i), "\n");
1555 string itemprefix, valueprefix;
1556 if(self.spawnflags == 0)
1561 else if(self.spawnflags == 1)
1563 itemprefix = "max ";
1564 valueprefix = "max ";
1566 else if(self.spawnflags == 2)
1568 itemprefix = "min ";
1569 valueprefix = "min ";
1571 else if(self.spawnflags == 4)
1573 itemprefix = "minus ";
1574 valueprefix = "max ";
1578 error("invalid spawnflags");
1580 itemprefix = string_null;
1581 valueprefix = string_null;
1586 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1587 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1588 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1589 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1590 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1591 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1592 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1593 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1594 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1595 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1596 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1597 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1598 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1599 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1600 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1602 e = get_weaponinfo(j);
1604 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1607 self.netname = strzone(self.netname);
1608 //print(self.netname, "\n");
1610 n = tokenize_console(self.netname);
1611 for(i = 0; i < n; ++i)
1613 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1615 e = get_weaponinfo(j);
1616 if(argv(i) == e.netname)
1618 weapon_action(e.weapon, WR_PRECACHE);
1625 void spawnfunc_item_fuel(void)
1628 self.ammo_fuel = g_pickup_fuel;
1629 if(!self.pickup_anyway)
1630 self.pickup_anyway = g_pickup_ammo_anyway;
1631 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);
1634 void spawnfunc_item_fuel_regen(void)
1636 if(start_items & IT_FUEL_REGEN)
1638 spawnfunc_item_fuel();
1641 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);
1644 void spawnfunc_item_jetpack(void)
1646 if(g_grappling_hook)
1647 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1649 self.ammo_fuel = g_pickup_fuel_jetpack;
1650 if(start_items & IT_JETPACK)
1652 spawnfunc_item_fuel();
1655 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);
1665 float GiveWeapon(entity e, float wpn, float op, float val)
1668 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1673 e.weapons |= WepSet_FromWeapon(wpn);
1675 e.weapons &= ~WepSet_FromWeapon(wpn);
1680 e.weapons |= WepSet_FromWeapon(wpn);
1684 e.weapons &= ~WepSet_FromWeapon(wpn);
1688 e.weapons &= ~WepSet_FromWeapon(wpn);
1691 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1695 float GiveBit(entity e, .float fld, float bit, float op, float val)
1725 float GiveValue(entity e, .float fld, float op, float val)
1735 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1738 e.fld = min(e.fld, val);
1751 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1758 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1760 else if(v0 >= v0 + t)
1763 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1767 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1770 e.rotfield = max(e.rotfield, time + rottime);
1772 e.regenfield = max(e.regenfield, time + regentime);
1775 #define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
1776 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1777 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
1778 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1779 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1780 #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)
1782 float GiveItems(entity e, float beginarg, float endarg)
1784 float got, i, j, val, op;
1785 float _switchweapon;
1794 _switchweapon = FALSE;
1796 if (e.switchweapon == w_getbestweapon(e))
1797 _switchweapon = TRUE;
1799 e.strength_finished = max(0, e.strength_finished - time);
1800 e.invincible_finished = max(0, e.invincible_finished - time);
1801 e.superweapons_finished = max(0, e.superweapons_finished - time);
1805 PREGIVE(e, strength_finished);
1806 PREGIVE(e, invincible_finished);
1807 PREGIVE(e, superweapons_finished);
1808 PREGIVE(e, ammo_nails);
1809 PREGIVE(e, ammo_cells);
1810 PREGIVE(e, ammo_shells);
1811 PREGIVE(e, ammo_rockets);
1812 PREGIVE(e, ammo_fuel);
1813 PREGIVE(e, armorvalue);
1816 for(i = beginarg; i < endarg; ++i)
1820 if(cmd == "0" || stof(cmd))
1844 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1845 got += GiveValue(e, strength_finished, op, val);
1846 got += GiveValue(e, invincible_finished, op, val);
1847 got += GiveValue(e, superweapons_finished, op, val);
1848 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1850 got += GiveBit(e, items, IT_JETPACK, op, val);
1851 got += GiveValue(e, health, op, val);
1852 got += GiveValue(e, armorvalue, op, val);
1854 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1856 wi = get_weaponinfo(j);
1858 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1859 got += GiveWeapon(e, j, op, val);
1862 got += GiveValue(e, ammo_cells, op, val);
1863 got += GiveValue(e, ammo_shells, op, val);
1864 got += GiveValue(e, ammo_nails, op, val);
1865 got += GiveValue(e, ammo_rockets, op, val);
1866 got += GiveValue(e, ammo_fuel, op, val);
1868 case "unlimited_ammo":
1869 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1871 case "unlimited_weapon_ammo":
1872 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1874 case "unlimited_superweapons":
1875 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1878 got += GiveBit(e, items, IT_JETPACK, op, val);
1881 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1884 got += GiveValue(e, strength_finished, op, val);
1887 got += GiveValue(e, invincible_finished, op, val);
1889 case "superweapons":
1890 got += GiveValue(e, superweapons_finished, op, val);
1893 got += GiveValue(e, ammo_cells, op, val);
1896 got += GiveValue(e, ammo_shells, op, val);
1900 got += GiveValue(e, ammo_nails, op, val);
1903 got += GiveValue(e, ammo_rockets, op, val);
1906 got += GiveValue(e, health, op, val);
1909 got += GiveValue(e, armorvalue, op, val);
1912 got += GiveValue(e, ammo_fuel, op, val);
1915 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1917 wi = get_weaponinfo(j);
1918 if(cmd == wi.netname)
1920 got += GiveWeapon(e, j, op, val);
1925 print("give: invalid item ", cmd, "\n");
1932 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1933 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1934 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1935 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1936 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1938 wi = get_weaponinfo(j);
1941 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1942 if not(save_weapons & WepSet_FromWeapon(j))
1943 if(e.weapons & WepSet_FromWeapon(j))
1944 weapon_action(wi.weapon, WR_PRECACHE);
1947 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1948 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1949 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1950 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1951 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1952 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1953 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);
1954 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);
1955 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);
1957 if(e.superweapons_finished <= 0)
1958 if(self.weapons & WEPSET_SUPERWEAPONS)
1959 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1961 if(e.strength_finished <= 0)
1962 e.strength_finished = 0;
1964 e.strength_finished += time;
1965 if(e.invincible_finished <= 0)
1966 e.invincible_finished = 0;
1968 e.invincible_finished += time;
1969 if(e.superweapons_finished <= 0)
1970 e.superweapons_finished = 0;
1972 e.superweapons_finished += time;
1974 if not(e.weapons & WepSet_FromWeapon(e.switchweapon))
1975 _switchweapon = TRUE;
1977 W_SwitchWeapon_Force(e, w_getbestweapon(e));