1 float have_pickup_item(void)
3 // minstagib: only allow filtered items
5 if(self.classname != "minstagib")
8 if(self.flags & FL_POWERUP)
10 if(autocvar_g_powerups > 0)
12 if(autocvar_g_powerups == 0)
23 if(autocvar_g_pickup_items > 0)
25 if(autocvar_g_pickup_items == 0)
32 if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
38 #define ITEM_RESPAWN_TICKS 10
40 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
41 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
42 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
43 // range: 10 .. respawntime + respawntimejitter
45 floatfield Item_CounterField(float it)
49 case IT_SHELLS: return ammo_shells;
50 case IT_NAILS: return ammo_nails;
51 case IT_ROCKETS: return ammo_rockets;
52 case IT_CELLS: return ammo_cells;
53 case IT_FUEL: return ammo_fuel;
54 case IT_5HP: return health;
55 case IT_25HP: return health;
56 case IT_HEALTH: return health;
57 case IT_ARMOR_SHARD: return armorvalue;
58 case IT_ARMOR: return armorvalue;
59 // add more things here (health, armor)
60 default: error("requested item has no counter field");
64 string Item_CounterFieldName(float it)
68 case IT_SHELLS: return "shells";
69 case IT_NAILS: return "nails";
70 case IT_ROCKETS: return "rockets";
71 case IT_CELLS: return "cells";
72 case IT_FUEL: return "fuel";
74 // add more things here (health, armor)
75 default: error("requested item has no counter field name");
79 .float max_armorvalue;
82 float Item_Customize()
84 if(self.spawnshieldtime)
86 if(self.weapons != (self.weapons & other.weapons))
88 self.colormod = '0 0 0';
89 self.glowmod = self.colormod;
90 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
97 self.colormod = stov(autocvar_g_ghost_items_color);
98 self.glowmod = self.colormod;
99 self.alpha = g_ghost_items;
107 void Item_Show (entity e, float mode)
109 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
112 // make the item look normal, and be touchable
114 e.solid = SOLID_TRIGGER;
115 e.colormod = '0 0 0';
116 self.glowmod = self.colormod;
118 e.customizeentityforclient = func_null;
120 e.spawnshieldtime = 1;
124 // hide the item completely
125 e.model = string_null;
127 e.colormod = '0 0 0';
128 self.glowmod = self.colormod;
130 e.customizeentityforclient = func_null;
132 e.spawnshieldtime = 1;
134 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
136 // make the item translucent and not touchable
138 e.solid = SOLID_TRIGGER; // can STILL be picked up!
139 e.colormod = '0 0 0';
140 self.glowmod = self.colormod;
141 e.effects |= EF_STARDUST;
142 e.customizeentityforclient = Item_Customize;
144 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
146 else if(g_ghost_items)
148 // make the item translucent and not touchable
151 e.colormod = stov(autocvar_g_ghost_items_color);
152 e.glowmod = e.colormod;
153 e.alpha = g_ghost_items;
154 e.customizeentityforclient = func_null;
156 e.spawnshieldtime = 1;
160 // hide the item completely
161 e.model = string_null;
163 e.colormod = '0 0 0';
164 e.glowmod = e.colormod;
166 e.customizeentityforclient = func_null;
168 e.spawnshieldtime = 1;
171 if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
172 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
173 if (autocvar_g_nodepthtestitems)
174 e.effects |= EF_NODEPTHTEST;
175 if (autocvar_g_fullbrightitems)
176 e.effects |= EF_FULLBRIGHT;
178 // relink entity (because solid may have changed)
179 setorigin(e, e.origin);
182 void Item_Respawn (void)
185 if(!g_minstagib && self.items == IT_STRENGTH)
186 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
187 else if(!g_minstagib && self.items == IT_INVINCIBLE)
188 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
190 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
191 setorigin (self, self.origin);
193 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
194 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
197 void Item_RespawnCountdown (void)
199 if(self.count >= ITEM_RESPAWN_TICKS)
201 if(self.waypointsprite_attached)
202 WaypointSprite_Kill(self.waypointsprite_attached);
207 self.nextthink = time + 1;
218 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
219 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
220 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
227 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
228 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
233 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
234 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
236 if(self.flags & FL_WEAPON)
238 entity wi = get_weaponinfo(self.weapon);
247 print("Unknown powerup-marked item is wanting to respawn\n");
248 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
252 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
253 if(self.waypointsprite_attached)
254 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
257 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
258 if(self.waypointsprite_attached)
260 WaypointSprite_Ping(self.waypointsprite_attached);
261 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
266 void Item_ScheduleRespawnIn(entity e, float t)
268 if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
270 e.think = Item_RespawnCountdown;
271 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
276 e.think = Item_Respawn;
277 e.nextthink = time + t;
281 void Item_ScheduleRespawn(entity e)
283 if(e.respawntime > 0)
286 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
288 else // if respawntime is -1, this item does not respawn
292 void Item_ScheduleInitialRespawn(entity e)
295 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
298 float ITEM_MODE_NONE = 0;
299 float ITEM_MODE_HEALTH = 1;
300 float ITEM_MODE_ARMOR = 2;
301 float ITEM_MODE_FUEL = 3;
302 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
307 if (item.spawnshieldtime)
309 if ((player.ammofield < ammomax) || item.pickup_anyway)
311 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
315 else if(g_weapon_stay == 2)
317 float mi = min(item.ammofield, ammomax);
318 if (player.ammofield < mi)
320 player.ammofield = mi;
331 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
333 case ITEM_MODE_HEALTH:
334 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
336 case ITEM_MODE_ARMOR:
337 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
345 float Item_GiveTo(entity item, entity player)
353 // if nothing happens to player, just return without taking the item
355 _switchweapon = FALSE;
359 float prevcells = player.ammo_cells;
361 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
362 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
364 if(player.ammo_cells > prevcells)
366 _switchweapon = TRUE;
368 // play some cool sounds ;)
369 if (clienttype(player) == CLIENTTYPE_REAL)
371 if(player.health <= 5)
372 AnnounceTo(player, "lastsecond");
373 else if(player.health < 50)
374 AnnounceTo(player, "narrowly");
376 // sound not available
377 // else if(item.items == IT_CELLS)
378 // AnnounceTo(player, "ammo");
380 if (item.weapons & WEPBIT_MINSTANEX)
381 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
383 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
387 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
391 sprint (player, strcat("You got the ^2", item.netname, "\n"));
398 // sound not available
399 // AnnounceTo(player, "_lives");
400 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
401 sprint(player, "^3You picked up some extra lives\n");
405 if (item.strength_finished)
408 // sound not available
409 // AnnounceTo(player, "invisible");
410 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
414 if (item.invincible_finished)
417 // sound not available
418 // AnnounceTo(player, "speed");
419 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
424 // in case the player has autoswitch enabled do the following:
425 // if the player is using their best weapon before items are given, they
426 // probably want to switch to an even better weapon after items are given
427 if (player.autoswitch)
428 if (player.switchweapon == w_getbestweapon(player))
429 _switchweapon = TRUE;
431 if not(player.weapons & W_WeaponBit(player.switchweapon))
432 _switchweapon = TRUE;
434 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
435 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
436 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
437 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
438 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
439 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
440 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
442 if (item.flags & FL_WEAPON)
443 if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway))
446 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
448 e = get_weaponinfo(i);
450 W_GiveWeapon (player, e.weapon, item.netname);
454 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
458 sprint (player, strcat("You got the ^2", item.netname, "\n"));
461 if (item.strength_finished)
464 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
466 if (item.invincible_finished)
469 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
471 if (item.superweapons_finished)
474 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
479 // always eat teamed entities
486 sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
488 if (player.switchweapon != w_getbestweapon(player))
489 W_SwitchWeapon_Force(player, w_getbestweapon(player));
494 void Item_Touch (void)
498 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
499 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
504 if (other.classname != "player")
508 if (self.solid != SOLID_TRIGGER)
510 if (self.owner == other)
513 if (self.classname == "droppedweapon")
515 self.strength_finished = max(0, self.strength_finished - time);
516 self.invincible_finished = max(0, self.invincible_finished - time);
517 self.superweapons_finished = max(0, self.superweapons_finished - time);
520 if(!Item_GiveTo(self, other))
522 if (self.classname == "droppedweapon")
524 // undo what we did above
525 self.strength_finished += time;
526 self.invincible_finished += time;
527 self.superweapons_finished += time;
532 other.last_pickup = time;
534 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
536 if (self.classname == "droppedweapon")
538 else if not(self.spawnshieldtime)
544 RandomSelection_Init();
545 for(head = world; (head = findfloat(head, team, self.team)); )
547 if(head.flags & FL_ITEM)
550 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
553 e = RandomSelection_chosen_ent;
557 Item_ScheduleRespawn(e);
563 Item_Show(self, !self.state);
564 setorigin (self, self.origin);
566 if(self.classname != "droppedweapon")
568 self.think = SUB_Null;
571 if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
572 Item_ScheduleInitialRespawn(self);
580 if(self.effects & EF_NODRAW)
582 // marker for item team search
583 dprint("Initializing item team ", ftos(self.team), "\n");
584 RandomSelection_Init();
585 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
586 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
587 e = RandomSelection_chosen_ent;
591 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
595 // make it a non-spawned item
597 head.state = 1; // state 1 = initially hidden item
599 head.effects &~= EF_NODRAW;
606 // Savage: used for item garbage-collection
607 // TODO: perhaps nice special effect?
608 void RemoveItem(void)
613 // pickup evaluation functions
614 // these functions decide how desirable an item is to the bots
616 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
618 float weapon_pickupevalfunc(entity player, entity item)
620 float c, i, j, position;
622 // See if I have it already
623 if(player.weapons & item.weapons == item.weapons)
625 // If I can pick it up
626 if(!item.spawnshieldtime)
628 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
630 // Skilled bots will grab more
631 c = bound(0, skill / 10, 1) * 0.5;
639 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
640 if( bot_custom_weapon && c )
642 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
645 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
648 // Find the highest position on any range
650 for(j = 0; j < WEP_LAST ; ++j){
652 bot_weapons_far[j] == i ||
653 bot_weapons_mid[j] == i ||
654 bot_weapons_close[j] == i
665 position = WEP_LAST - position;
666 // item.bot_pickupbasevalue is overwritten here
667 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
672 return item.bot_pickupbasevalue * c;
675 float commodity_pickupevalfunc(entity player, entity item)
677 float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
681 // Detect needed ammo
682 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
684 wi = get_weaponinfo(i);
686 if not(wi.weapons & player.weapons)
689 if(wi.items & IT_SHELLS)
691 else if(wi.items & IT_NAILS)
693 else if(wi.items & IT_ROCKETS)
695 else if(wi.items & IT_CELLS)
697 else if(wi.items & IT_FUEL)
701 // TODO: figure out if the player even has the weapon this ammo is for?
702 // may not affect strategy much though...
703 // find out how much more ammo/armor/health the player can hold
705 if (item.ammo_shells)
706 if (player.ammo_shells < g_pickup_shells_max)
707 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
710 if (player.ammo_nails < g_pickup_nails_max)
711 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
713 if (item.ammo_rockets)
714 if (player.ammo_rockets < g_pickup_rockets_max)
715 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
718 if (player.ammo_cells < g_pickup_cells_max)
719 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
722 if (player.ammo_fuel < g_pickup_fuel_max)
723 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
725 if (player.armorvalue < item.max_armorvalue)
726 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
728 if (player.health < item.max_health)
729 c = c + max(0, 1 - player.health / item.max_health);
731 return item.bot_pickupbasevalue * c;
736 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)
738 startitem_failed = FALSE;
741 self.weapons = weaponid;
742 self.flags = FL_ITEM | itemflags;
744 // is it a dropped weapon?
745 if (self.classname == "droppedweapon")
747 self.reset = SUB_Remove;
748 // it's a dropped weapon
749 self.movetype = MOVETYPE_TOSS;
751 // Savage: remove thrown items after a certain period of time ("garbage collection")
752 self.think = RemoveItem;
753 self.nextthink = time + 20;
755 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
758 if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons
759 if(self.ammo_nails == 0)
760 if(self.ammo_cells == 0)
761 if(self.ammo_rockets == 0)
762 if(self.ammo_shells == 0)
763 if(self.ammo_fuel == 0)
765 if(self.armorvalue == 0)
768 // if item is worthless after a timer, have it expire then
769 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
772 // don't drop if in a NODROP zone (such as lava)
773 traceline(self.origin, self.origin, MOVE_NORMAL, self);
774 if (trace_dpstartcontents & DPCONTENTS_NODROP)
776 startitem_failed = TRUE;
783 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
785 startitem_failed = TRUE;
790 if(!have_pickup_item())
792 startitem_failed = TRUE;
798 itemmodel = self.model;
799 if(self.item_pickupsound != "")
800 pickupsound = self.item_pickupsound;
802 self.reset = Item_Reset;
804 if(self.spawnflags & 1)
807 self.movetype = MOVETYPE_NONE;
809 self.movetype = MOVETYPE_TOSS;
810 // do item filtering according to game mode and other things
813 // first nudge it off the floor a little bit to avoid math errors
814 setorigin(self, self.origin + '0 0 1');
815 // set item size before we spawn a spawnfunc_waypoint
816 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
817 setsize (self, '-16 -16 0', '16 16 48');
819 setsize (self, '-16 -16 0', '16 16 32');
820 // note droptofloor returns FALSE if stuck/or would fall too far
822 waypoint_spawnforitem(self);
826 * can't do it that way, as it would break maps
827 * TODO make a target_give like entity another way, that perhaps has
828 * the weapon name in a key
831 // target_give not yet supported; maybe later
832 print("removed targeted ", self.classname, "\n");
833 startitem_failed = TRUE;
839 if(autocvar_spawn_debug >= 2)
842 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
844 if(otheritem.is_item)
846 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
847 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
848 error("Mapper sucks.");
854 weaponsInMap |= weaponid;
856 precache_model (itemmodel);
857 precache_sound (pickupsound);
859 precache_sound ("misc/itemrespawncountdown.wav");
860 if(!g_minstagib && itemid == IT_STRENGTH)
861 precache_sound ("misc/strength_respawn.wav");
862 else if(!g_minstagib && itemid == IT_INVINCIBLE)
863 precache_sound ("misc/shield_respawn.wav");
865 precache_sound ("misc/itemrespawn.wav");
867 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
868 self.target = "###item###"; // for finding the nearest item using find()
871 self.bot_pickup = TRUE;
872 self.bot_pickupevalfunc = pickupevalfunc;
873 self.bot_pickupbasevalue = pickupbasevalue;
874 self.mdl = itemmodel;
875 self.item_pickupsound = pickupsound;
877 self.weapon = WEP_FIRST + log2of(lowestbit(self.weapons));
880 // let mappers override respawntime
881 if(!self.respawntime) // both set
883 self.respawntime = defaultrespawntime;
884 self.respawntimejitter = defaultrespawntimejitter;
886 self.netname = itemname;
887 self.touch = Item_Touch;
888 setmodel (self, self.mdl); // precision set below
889 self.effects |= EF_LOWPRECISION;
890 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
891 setsize (self, '-16 -16 0', '16 16 48');
893 setsize (self, '-16 -16 0', '16 16 32');
894 if(itemflags & FL_WEAPON)
895 self.modelflags |= MF_ROTATE;
897 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
898 if (itemflags & FL_WEAPON)
900 // neutral team color for pickup weapons
901 self.colormap = 1024; // color shirt=0 pants=0 grey
908 self.cnt = 1; // item probability weight
909 self.effects = self.effects | EF_NODRAW; // marker for item team search
910 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
916 /* replace items in minstagib
917 * IT_STRENGTH = invisibility
918 * IT_NAILS = extra lives
919 * IT_INVINCIBLE = speed
921 void minstagib_items (float itemid)
924 self.classname = "minstagib";
926 // replace rocket launchers and nex guns with ammo cells
927 if (itemid == IT_CELLS)
929 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
930 StartItem ("models/items/a_cells.md3",
931 "misc/itempickup.wav", 45, 0,
932 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
939 itemid = IT_STRENGTH;
943 itemid = IT_INVINCIBLE;
945 // replace with invis
946 if (itemid == IT_STRENGTH)
948 if(!self.strength_finished)
949 self.strength_finished = autocvar_g_balance_powerup_strength_time;
950 StartItem ("models/items/g_strength.md3",
951 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
952 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
954 // replace with extra lives
955 if (itemid == IT_NAILS)
958 StartItem ("models/items/g_h100.md3",
959 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
960 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
962 // replace with speed
963 if (itemid == IT_INVINCIBLE)
965 if(!self.invincible_finished)
966 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
967 StartItem ("models/items/g_invincible.md3",
968 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
969 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
973 float minst_no_auto_cells;
974 void minst_remove_item (void) {
975 if(minst_no_auto_cells)
979 float weaponswapping;
982 void weapon_defaultspawnfunc(float wpn)
986 var .float ammofield;
991 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
993 e = get_weaponinfo(wpn);
994 s = cvar_string(strcat("g_weaponreplace_", e.netname));
998 startitem_failed = TRUE;
1001 t = tokenize_console(s);
1004 self.team = --internalteam;
1006 for(i = 1; i < t; ++i)
1009 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1011 e = get_weaponinfo(j);
1015 copyentity(oldself, self);
1016 self.classname = "replacedweapon";
1017 weapon_defaultspawnfunc(j);
1023 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1032 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1034 e = get_weaponinfo(j);
1043 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1049 startitem_failed = TRUE;
1054 e = get_weaponinfo(wpn);
1056 if(!self.respawntime)
1058 if(e.weapons & WEPBIT_SUPERWEAPONS)
1060 self.respawntime = g_pickup_respawntime_superweapon;
1061 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1065 self.respawntime = g_pickup_respawntime_weapon;
1066 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1070 if(e.weapons & WEPBIT_SUPERWEAPONS)
1071 if(!self.superweapons_finished)
1072 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1076 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1080 ammofield = Item_CounterField(j);
1082 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1087 // no weapon-stay on superweapons
1088 if(self.weapons & WEPBIT_SUPERWEAPONS)
1089 self.flags |= FL_NO_WEAPON_STAY;
1091 // weapon stay isn't supported for teamed weapons
1093 self.flags |= FL_NO_WEAPON_STAY;
1095 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1096 if (self.modelindex) // don't precache if self was removed
1097 weapon_action(e.weapon, WR_PRECACHE);
1100 void spawnfunc_weapon_shotgun (void);
1101 void spawnfunc_weapon_uzi (void) {
1102 if(autocvar_sv_q3acompat_machineshotgunswap)
1103 if(self.classname != "droppedweapon")
1105 weapon_defaultspawnfunc(WEP_SHOTGUN);
1108 weapon_defaultspawnfunc(WEP_UZI);
1111 void spawnfunc_weapon_shotgun (void) {
1112 if(autocvar_sv_q3acompat_machineshotgunswap)
1113 if(self.classname != "droppedweapon")
1115 weapon_defaultspawnfunc(WEP_UZI);
1118 weapon_defaultspawnfunc(WEP_SHOTGUN);
1121 void spawnfunc_weapon_nex (void)
1125 minstagib_items(IT_CELLS);
1126 self.think = minst_remove_item;
1127 self.nextthink = time;
1130 weapon_defaultspawnfunc(WEP_NEX);
1133 void spawnfunc_weapon_minstanex (void)
1137 minstagib_items(IT_CELLS);
1138 self.think = minst_remove_item;
1139 self.nextthink = time;
1142 weapon_defaultspawnfunc(WEP_MINSTANEX);
1145 void spawnfunc_weapon_rocketlauncher (void)
1149 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1150 self.think = minst_remove_item;
1151 self.nextthink = time;
1154 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1157 void spawnfunc_item_rockets (void) {
1158 if(!self.ammo_rockets)
1159 self.ammo_rockets = g_pickup_rockets;
1160 if(!self.pickup_anyway)
1161 self.pickup_anyway = g_pickup_ammo_anyway;
1162 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);
1165 void spawnfunc_item_shells (void);
1166 void spawnfunc_item_bullets (void) {
1168 if(autocvar_sv_q3acompat_machineshotgunswap)
1169 if(self.classname != "droppedweapon")
1171 weaponswapping = TRUE;
1172 spawnfunc_item_shells();
1173 weaponswapping = FALSE;
1177 if(!self.ammo_nails)
1178 self.ammo_nails = g_pickup_nails;
1179 if(!self.pickup_anyway)
1180 self.pickup_anyway = g_pickup_ammo_anyway;
1181 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);
1184 void spawnfunc_item_cells (void) {
1185 if(!self.ammo_cells)
1186 self.ammo_cells = g_pickup_cells;
1187 if(!self.pickup_anyway)
1188 self.pickup_anyway = g_pickup_ammo_anyway;
1189 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);
1192 void spawnfunc_item_shells (void) {
1194 if(autocvar_sv_q3acompat_machineshotgunswap)
1195 if(self.classname != "droppedweapon")
1197 weaponswapping = TRUE;
1198 spawnfunc_item_bullets();
1199 weaponswapping = FALSE;
1203 if(!self.ammo_shells)
1204 self.ammo_shells = g_pickup_shells;
1205 if(!self.pickup_anyway)
1206 self.pickup_anyway = g_pickup_ammo_anyway;
1207 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);
1210 void spawnfunc_item_armor_small (void) {
1211 if(!self.armorvalue)
1212 self.armorvalue = g_pickup_armorsmall;
1213 if(!self.max_armorvalue)
1214 self.max_armorvalue = g_pickup_armorsmall_max;
1215 if(!self.pickup_anyway)
1216 self.pickup_anyway = g_pickup_armorsmall_anyway;
1217 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);
1220 void spawnfunc_item_armor_medium (void) {
1221 if(!self.armorvalue)
1222 self.armorvalue = g_pickup_armormedium;
1223 if(!self.max_armorvalue)
1224 self.max_armorvalue = g_pickup_armormedium_max;
1225 if(!self.pickup_anyway)
1226 self.pickup_anyway = g_pickup_armormedium_anyway;
1227 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);
1230 void spawnfunc_item_armor_big (void) {
1231 if(!self.armorvalue)
1232 self.armorvalue = g_pickup_armorbig;
1233 if(!self.max_armorvalue)
1234 self.max_armorvalue = g_pickup_armorbig_max;
1235 if(!self.pickup_anyway)
1236 self.pickup_anyway = g_pickup_armorbig_anyway;
1237 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);
1240 void spawnfunc_item_armor_large (void) {
1241 if(!self.armorvalue)
1242 self.armorvalue = g_pickup_armorlarge;
1243 if(!self.max_armorvalue)
1244 self.max_armorvalue = g_pickup_armorlarge_max;
1245 if(!self.pickup_anyway)
1246 self.pickup_anyway = g_pickup_armorlarge_anyway;
1247 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);
1250 void spawnfunc_item_health_small (void) {
1251 if(!self.max_health)
1252 self.max_health = g_pickup_healthsmall_max;
1254 self.health = g_pickup_healthsmall;
1255 if(!self.pickup_anyway)
1256 self.pickup_anyway = g_pickup_healthsmall_anyway;
1257 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);
1260 void spawnfunc_item_health_medium (void) {
1261 if(!self.max_health)
1262 self.max_health = g_pickup_healthmedium_max;
1264 self.health = g_pickup_healthmedium;
1265 if(!self.pickup_anyway)
1266 self.pickup_anyway = g_pickup_healthmedium_anyway;
1267 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);
1270 void spawnfunc_item_health_large (void) {
1271 if(!self.max_health)
1272 self.max_health = g_pickup_healthlarge_max;
1274 self.health = g_pickup_healthlarge;
1275 if(!self.pickup_anyway)
1276 self.pickup_anyway = g_pickup_healthlarge_anyway;
1277 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);
1280 void spawnfunc_item_health_mega (void) {
1282 minstagib_items(IT_NAILS);
1284 if(!self.max_health)
1285 self.max_health = g_pickup_healthmega_max;
1287 self.health = g_pickup_healthmega;
1288 if(!self.pickup_anyway)
1289 self.pickup_anyway = g_pickup_healthmega_anyway;
1290 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);
1294 // support old misnamed entities
1295 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1296 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1297 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1298 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1299 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1301 void spawnfunc_item_strength (void) {
1303 minstagib_items(IT_STRENGTH);
1305 precache_sound("weapons/strength_fire.wav");
1306 if(!self.strength_finished)
1307 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1308 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);
1312 void spawnfunc_item_invincible (void) {
1314 minstagib_items(IT_INVINCIBLE);
1316 if(!self.invincible_finished)
1317 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1318 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);
1322 void spawnfunc_item_minst_cells (void) {
1325 minst_no_auto_cells = 1;
1326 minstagib_items(IT_CELLS);
1333 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1335 float GiveItems(entity e, float beginarg, float endarg);
1336 void target_items_use (void)
1338 if(activator.classname == "droppedweapon")
1345 if(activator.classname != "player")
1347 if(activator.deadflag != DEAD_NO)
1352 for(e = world; (e = find(e, classname, "droppedweapon")); )
1353 if(e.enemy == activator)
1356 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1357 centerprint(activator, self.message);
1360 void spawnfunc_target_items (void)
1365 self.use = target_items_use;
1366 if(!self.strength_finished)
1367 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1368 if(!self.invincible_finished)
1369 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1370 if(!self.superweapons_finished)
1371 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1373 precache_sound("misc/itempickup.wav");
1374 precache_sound("misc/megahealth.wav");
1375 precache_sound("misc/armor25.wav");
1376 precache_sound("misc/powerup.wav");
1377 precache_sound("misc/poweroff.wav");
1378 precache_sound("weapons/weaponpickup.wav");
1380 n = tokenize_console(self.netname);
1381 if(argv(0) == "give")
1383 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1387 for(i = 0; i < n; ++i)
1389 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1390 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1391 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1392 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1393 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1394 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1395 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1396 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1398 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1400 e = get_weaponinfo(j);
1401 if(argv(i) == e.netname)
1403 self.weapons |= e.weapons;
1404 if(self.spawnflags == 0 || self.spawnflags == 2)
1405 weapon_action(e.weapon, WR_PRECACHE);
1410 print("target_items: invalid item ", argv(i), "\n");
1413 string itemprefix, valueprefix;
1414 if(self.spawnflags == 0)
1419 else if(self.spawnflags == 1)
1421 itemprefix = "max ";
1422 valueprefix = "max ";
1424 else if(self.spawnflags == 2)
1426 itemprefix = "min ";
1427 valueprefix = "min ";
1429 else if(self.spawnflags == 4)
1431 itemprefix = "minus ";
1432 valueprefix = "max ";
1435 error("invalid spawnflags");
1438 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1439 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1440 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1441 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1442 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1443 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1444 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1445 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1446 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1447 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1448 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1449 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1450 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1451 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1452 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1454 e = get_weaponinfo(j);
1456 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1459 self.netname = strzone(self.netname);
1460 //print(self.netname, "\n");
1462 n = tokenize_console(self.netname);
1463 for(i = 0; i < n; ++i)
1465 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1467 e = get_weaponinfo(j);
1468 if(argv(i) == e.netname)
1470 weapon_action(e.weapon, WR_PRECACHE);
1477 void spawnfunc_item_fuel(void)
1480 self.ammo_fuel = g_pickup_fuel;
1481 if(!self.pickup_anyway)
1482 self.pickup_anyway = g_pickup_ammo_anyway;
1483 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);
1486 void spawnfunc_item_fuel_regen(void)
1488 if(start_items & IT_FUEL_REGEN)
1490 spawnfunc_item_fuel();
1493 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);
1496 void spawnfunc_item_jetpack(void)
1498 if(g_grappling_hook)
1499 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1501 self.ammo_fuel = g_pickup_fuel_jetpack;
1502 if(start_items & IT_JETPACK)
1504 spawnfunc_item_fuel();
1507 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);
1517 float GiveBit(entity e, .float fld, float bit, float op, float val)
1547 float GiveValue(entity e, .float fld, float op, float val)
1557 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1560 e.fld = min(e.fld, val);
1573 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1580 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1582 else if(v0 >= v0 + t)
1585 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1589 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1592 e.rotfield = max(e.rotfield, time + rottime);
1594 e.regenfield = max(e.regenfield, time + regentime);
1597 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1598 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1599 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1600 #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)
1602 float GiveItems(entity e, float beginarg, float endarg)
1604 float got, i, j, val, op;
1605 float _switchweapon;
1614 _switchweapon = FALSE;
1616 if (e.switchweapon == w_getbestweapon(e))
1617 _switchweapon = TRUE;
1619 e.strength_finished = max(0, e.strength_finished - time);
1620 e.invincible_finished = max(0, e.invincible_finished - time);
1621 e.superweapons_finished = max(0, e.superweapons_finished - time);
1624 PREGIVE(e, weapons);
1625 PREGIVE(e, strength_finished);
1626 PREGIVE(e, invincible_finished);
1627 PREGIVE(e, superweapons_finished);
1628 PREGIVE(e, ammo_nails);
1629 PREGIVE(e, ammo_cells);
1630 PREGIVE(e, ammo_shells);
1631 PREGIVE(e, ammo_rockets);
1632 PREGIVE(e, ammo_fuel);
1633 PREGIVE(e, armorvalue);
1636 for(i = beginarg; i < endarg; ++i)
1640 if(cmd == "0" || stof(cmd))
1664 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1665 got += GiveValue(e, strength_finished, op, val);
1666 got += GiveValue(e, invincible_finished, op, val);
1667 got += GiveValue(e, superweapons_finished, op, val);
1668 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1670 got += GiveBit(e, items, IT_JETPACK, op, val);
1671 got += GiveValue(e, health, op, val);
1672 got += GiveValue(e, armorvalue, op, val);
1674 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1676 wi = get_weaponinfo(j);
1678 got += GiveBit(e, weapons, wi.weapons, op, val);
1681 got += GiveValue(e, ammo_cells, op, val);
1682 got += GiveValue(e, ammo_shells, op, val);
1683 got += GiveValue(e, ammo_nails, op, val);
1684 got += GiveValue(e, ammo_rockets, op, val);
1685 got += GiveValue(e, ammo_fuel, op, val);
1687 case "unlimited_ammo":
1688 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1690 case "unlimited_weapon_ammo":
1691 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1693 case "unlimited_superweapons":
1694 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1697 got += GiveBit(e, items, IT_JETPACK, op, val);
1700 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1703 got += GiveValue(e, strength_finished, op, val);
1706 got += GiveValue(e, invincible_finished, op, val);
1708 case "superweapons":
1709 got += GiveValue(e, superweapons_finished, op, val);
1712 got += GiveValue(e, ammo_cells, op, val);
1715 got += GiveValue(e, ammo_shells, op, val);
1719 got += GiveValue(e, ammo_nails, op, val);
1722 got += GiveValue(e, ammo_rockets, op, val);
1725 got += GiveValue(e, health, op, val);
1728 got += GiveValue(e, armorvalue, op, val);
1731 got += GiveValue(e, ammo_fuel, op, val);
1734 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1736 wi = get_weaponinfo(j);
1737 if(cmd == wi.netname)
1739 got += GiveBit(e, weapons, wi.weapons, op, val);
1744 print("give: invalid item ", cmd, "\n");
1751 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1752 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1753 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1754 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1755 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1757 wi = get_weaponinfo(j);
1760 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1761 if not(save_weapons & wi.weapons)
1762 if(e.weapons & wi.weapons)
1763 weapon_action(wi.weapon, WR_PRECACHE);
1766 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1767 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1768 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1769 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1770 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1771 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1772 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);
1773 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);
1774 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);
1776 if(e.superweapons_finished <= 0)
1777 if(self.weapons & WEPBIT_SUPERWEAPONS)
1778 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1782 e.health = bound(0, e.health, 100);
1783 e.armorvalue = bound(0, e.armorvalue, 999);
1786 if(e.strength_finished <= 0)
1787 e.strength_finished = 0;
1789 e.strength_finished += time;
1790 if(e.invincible_finished <= 0)
1791 e.invincible_finished = 0;
1793 e.invincible_finished += time;
1794 if(e.superweapons_finished <= 0)
1795 e.superweapons_finished = 0;
1797 e.superweapons_finished += time;
1799 if not(e.weapons & W_WeaponBit(e.switchweapon))
1800 _switchweapon = TRUE;
1802 W_SwitchWeapon_Force(e, w_getbestweapon(e));