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);
385 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
389 sprint (player, strcat("You got the ^2", item.netname, "\n"));
396 // sound not available
397 // AnnounceTo(player, "_lives");
398 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
399 sprint(player, "^3You picked up some extra lives\n");
403 if (item.strength_finished)
406 // sound not available
407 // AnnounceTo(player, "invisible");
408 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
412 if (item.invincible_finished)
415 // sound not available
416 // AnnounceTo(player, "speed");
417 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
422 // in case the player has autoswitch enabled do the following:
423 // if the player is using their best weapon before items are given, they
424 // probably want to switch to an even better weapon after items are given
425 if (player.autoswitch)
426 if (player.switchweapon == w_getbestweapon(player))
427 _switchweapon = TRUE;
429 if not(player.weapons & W_WeaponBit(player.switchweapon))
430 _switchweapon = TRUE;
432 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
433 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
434 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
435 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
436 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
437 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
438 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
440 if (item.flags & FL_WEAPON)
441 if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && self.pickup_anyway))
444 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
446 e = get_weaponinfo(i);
448 W_GiveWeapon (player, e.weapon, item.netname);
452 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
456 sprint (player, strcat("You got the ^2", item.netname, "\n"));
459 if (item.strength_finished)
462 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
464 if (item.invincible_finished)
467 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
469 if (item.superweapons_finished)
472 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
477 // always eat teamed entities
485 if (player.switchweapon != w_getbestweapon(player))
486 W_SwitchWeapon_Force(player, w_getbestweapon(player));
491 void Item_Touch (void)
495 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
496 if(self.classname == "droppedweapon")
498 if (ITEM_TOUCH_NEEDKILL())
505 if (other.classname != "player")
509 if (self.solid != SOLID_TRIGGER)
511 if (self.owner == other)
514 if (self.classname == "droppedweapon")
516 self.strength_finished = max(0, self.strength_finished - time);
517 self.invincible_finished = max(0, self.invincible_finished - time);
518 self.superweapons_finished = max(0, self.superweapons_finished - time);
521 if(!Item_GiveTo(self, other))
523 if (self.classname == "droppedweapon")
525 // undo what we did above
526 self.strength_finished += time;
527 self.invincible_finished += time;
528 self.superweapons_finished += time;
533 other.last_pickup = time;
535 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
536 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
538 if (self.classname == "droppedweapon")
540 else if not(self.spawnshieldtime)
546 RandomSelection_Init();
547 for(head = world; (head = findfloat(head, team, self.team)); )
549 if(head.flags & FL_ITEM)
552 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
555 e = RandomSelection_chosen_ent;
559 Item_ScheduleRespawn(e);
565 Item_Show(self, !self.state);
566 setorigin (self, self.origin);
568 if(self.classname != "droppedweapon")
570 self.think = SUB_Null;
573 if(self.waypointsprite_attached)
574 WaypointSprite_Kill(self.waypointsprite_attached);
576 if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
577 Item_ScheduleInitialRespawn(self);
585 if(self.effects & EF_NODRAW)
587 // marker for item team search
588 dprint("Initializing item team ", ftos(self.team), "\n");
589 RandomSelection_Init();
590 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
591 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
592 e = RandomSelection_chosen_ent;
596 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
600 // make it a non-spawned item
602 head.state = 1; // state 1 = initially hidden item
604 head.effects &~= EF_NODRAW;
611 // Savage: used for item garbage-collection
612 // TODO: perhaps nice special effect?
613 void RemoveItem(void)
618 // pickup evaluation functions
619 // these functions decide how desirable an item is to the bots
621 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
623 float weapon_pickupevalfunc(entity player, entity item)
625 float c, i, j, position;
627 // See if I have it already
628 if(player.weapons & item.weapons == item.weapons)
630 // If I can pick it up
631 if(!item.spawnshieldtime)
633 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
635 // Skilled bots will grab more
636 c = bound(0, skill / 10, 1) * 0.5;
644 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
645 if( bot_custom_weapon && c )
647 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
650 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
653 // Find the highest position on any range
655 for(j = 0; j < WEP_LAST ; ++j){
657 bot_weapons_far[j] == i ||
658 bot_weapons_mid[j] == i ||
659 bot_weapons_close[j] == i
670 position = WEP_LAST - position;
671 // item.bot_pickupbasevalue is overwritten here
672 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
677 return item.bot_pickupbasevalue * c;
680 float commodity_pickupevalfunc(entity player, entity item)
682 float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
686 // Detect needed ammo
687 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
689 wi = get_weaponinfo(i);
691 if not(wi.weapons & player.weapons)
694 if(wi.items & IT_SHELLS)
696 else if(wi.items & IT_NAILS)
698 else if(wi.items & IT_ROCKETS)
700 else if(wi.items & IT_CELLS)
702 else if(wi.items & IT_FUEL)
706 // TODO: figure out if the player even has the weapon this ammo is for?
707 // may not affect strategy much though...
708 // find out how much more ammo/armor/health the player can hold
710 if (item.ammo_shells)
711 if (player.ammo_shells < g_pickup_shells_max)
712 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
715 if (player.ammo_nails < g_pickup_nails_max)
716 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
718 if (item.ammo_rockets)
719 if (player.ammo_rockets < g_pickup_rockets_max)
720 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
723 if (player.ammo_cells < g_pickup_cells_max)
724 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
727 if (player.ammo_fuel < g_pickup_fuel_max)
728 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
730 if (player.armorvalue < item.max_armorvalue)
731 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
733 if (player.health < item.max_health)
734 c = c + max(0, 1 - player.health / item.max_health);
736 return item.bot_pickupbasevalue * c;
739 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
741 if(ITEM_DAMAGE_NEEDKILL(deathtype))
746 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)
748 startitem_failed = FALSE;
751 self.weapons = weaponid;
752 self.flags = FL_ITEM | itemflags;
754 // is it a dropped weapon?
755 if (self.classname == "droppedweapon")
757 self.reset = SUB_Remove;
758 // it's a dropped weapon
759 self.movetype = MOVETYPE_TOSS;
761 // Savage: remove thrown items after a certain period of time ("garbage collection")
762 self.think = RemoveItem;
763 self.nextthink = time + 20;
765 self.takedamage = DAMAGE_YES;
766 self.event_damage = Item_Damage;
768 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
771 if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons
772 if(self.ammo_nails == 0)
773 if(self.ammo_cells == 0)
774 if(self.ammo_rockets == 0)
775 if(self.ammo_shells == 0)
776 if(self.ammo_fuel == 0)
778 if(self.armorvalue == 0)
781 // if item is worthless after a timer, have it expire then
782 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
785 // don't drop if in a NODROP zone (such as lava)
786 traceline(self.origin, self.origin, MOVE_NORMAL, self);
787 if (trace_dpstartcontents & DPCONTENTS_NODROP)
789 startitem_failed = TRUE;
796 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
798 startitem_failed = TRUE;
803 if(!have_pickup_item())
805 startitem_failed = TRUE;
811 itemmodel = self.model;
812 if(self.item_pickupsound != "")
813 pickupsound = self.item_pickupsound;
815 self.reset = Item_Reset;
817 if(self.spawnflags & 1)
820 self.movetype = MOVETYPE_NONE;
822 self.movetype = MOVETYPE_TOSS;
823 // do item filtering according to game mode and other things
826 // first nudge it off the floor a little bit to avoid math errors
827 setorigin(self, self.origin + '0 0 1');
828 // set item size before we spawn a spawnfunc_waypoint
829 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
830 setsize (self, '-16 -16 0', '16 16 48');
832 setsize (self, '-16 -16 0', '16 16 32');
833 // note droptofloor returns FALSE if stuck/or would fall too far
835 waypoint_spawnforitem(self);
839 * can't do it that way, as it would break maps
840 * TODO make a target_give like entity another way, that perhaps has
841 * the weapon name in a key
844 // target_give not yet supported; maybe later
845 print("removed targeted ", self.classname, "\n");
846 startitem_failed = TRUE;
852 if(autocvar_spawn_debug >= 2)
855 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
857 if(otheritem.is_item)
859 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
860 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
861 error("Mapper sucks.");
867 weaponsInMap |= weaponid;
869 precache_model (itemmodel);
870 precache_sound (pickupsound);
872 precache_sound ("misc/itemrespawncountdown.wav");
873 if(!g_minstagib && itemid == IT_STRENGTH)
874 precache_sound ("misc/strength_respawn.wav");
875 else if(!g_minstagib && itemid == IT_INVINCIBLE)
876 precache_sound ("misc/shield_respawn.wav");
878 precache_sound ("misc/itemrespawn.wav");
880 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
881 self.target = "###item###"; // for finding the nearest item using find()
884 self.bot_pickup = TRUE;
885 self.bot_pickupevalfunc = pickupevalfunc;
886 self.bot_pickupbasevalue = pickupbasevalue;
887 self.mdl = itemmodel;
888 self.item_pickupsound = pickupsound;
890 self.weapon = WEP_FIRST + log2of(lowestbit(self.weapons));
893 // let mappers override respawntime
894 if(!self.respawntime) // both set
896 self.respawntime = defaultrespawntime;
897 self.respawntimejitter = defaultrespawntimejitter;
899 self.netname = itemname;
900 self.touch = Item_Touch;
901 setmodel (self, self.mdl); // precision set below
902 self.effects |= EF_LOWPRECISION;
903 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
904 setsize (self, '-16 -16 0', '16 16 48');
906 setsize (self, '-16 -16 0', '16 16 32');
907 if(itemflags & FL_WEAPON)
908 self.modelflags |= MF_ROTATE;
910 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
911 if (itemflags & FL_WEAPON)
913 // neutral team color for pickup weapons
914 self.colormap = 1024; // color shirt=0 pants=0 grey
921 self.cnt = 1; // item probability weight
922 self.effects = self.effects | EF_NODRAW; // marker for item team search
923 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
928 // call this hook after everything else has been done
929 if(MUTATOR_CALLHOOK(Item_Spawn))
931 startitem_failed = TRUE;
937 /* replace items in minstagib
938 * IT_STRENGTH = invisibility
939 * IT_NAILS = extra lives
940 * IT_INVINCIBLE = speed
942 void minstagib_items (float itemid)
945 self.classname = "minstagib";
947 // replace rocket launchers and nex guns with ammo cells
948 if (itemid == IT_CELLS)
950 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
951 StartItem ("models/items/a_cells.md3",
952 "misc/itempickup.wav", 45, 0,
953 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
960 itemid = IT_STRENGTH;
964 itemid = IT_INVINCIBLE;
966 // replace with invis
967 if (itemid == IT_STRENGTH)
969 if(!self.strength_finished)
970 self.strength_finished = autocvar_g_balance_powerup_strength_time;
971 StartItem ("models/items/g_strength.md3",
972 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
973 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
975 // replace with extra lives
976 if (itemid == IT_NAILS)
979 StartItem ("models/items/g_h100.md3",
980 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
981 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
983 // replace with speed
984 if (itemid == IT_INVINCIBLE)
986 if(!self.invincible_finished)
987 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
988 StartItem ("models/items/g_invincible.md3",
989 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
990 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
994 float minst_no_auto_cells;
995 void minst_remove_item (void) {
996 if(minst_no_auto_cells)
1000 float weaponswapping;
1003 void weapon_defaultspawnfunc(float wpn)
1007 var .float ammofield;
1013 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1015 e = get_weaponinfo(wpn);
1016 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1020 startitem_failed = TRUE;
1023 t = tokenize_console(s);
1026 self.team = --internalteam;
1028 for(i = 1; i < t; ++i)
1031 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1033 e = get_weaponinfo(j);
1037 copyentity(oldself, self);
1038 self.classname = "replacedweapon";
1039 weapon_defaultspawnfunc(j);
1045 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1054 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1056 e = get_weaponinfo(j);
1065 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1071 startitem_failed = TRUE;
1076 e = get_weaponinfo(wpn);
1078 if(!self.respawntime)
1080 if(e.weapons & WEPBIT_SUPERWEAPONS)
1082 self.respawntime = g_pickup_respawntime_superweapon;
1083 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1087 self.respawntime = g_pickup_respawntime_weapon;
1088 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1092 if(e.weapons & WEPBIT_SUPERWEAPONS)
1093 if(!self.superweapons_finished)
1094 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1098 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1102 ammofield = Item_CounterField(j);
1104 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1110 if(g_pickup_weapons_anyway)
1111 self.pickup_anyway = TRUE;
1115 // no weapon-stay on superweapons
1116 if(e.weapons & WEPBIT_SUPERWEAPONS)
1117 f |= FL_NO_WEAPON_STAY;
1119 // weapon stay isn't supported for teamed weapons
1121 f |= FL_NO_WEAPON_STAY;
1123 // stupid minstagib hack, don't ask
1126 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1128 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1129 if (self.modelindex) // don't precache if self was removed
1130 weapon_action(e.weapon, WR_PRECACHE);
1133 void spawnfunc_weapon_shotgun (void);
1134 void spawnfunc_weapon_uzi (void) {
1135 if(autocvar_sv_q3acompat_machineshotgunswap)
1136 if(self.classname != "droppedweapon")
1138 weapon_defaultspawnfunc(WEP_SHOTGUN);
1141 weapon_defaultspawnfunc(WEP_UZI);
1144 void spawnfunc_weapon_shotgun (void) {
1145 if(autocvar_sv_q3acompat_machineshotgunswap)
1146 if(self.classname != "droppedweapon")
1148 weapon_defaultspawnfunc(WEP_UZI);
1151 weapon_defaultspawnfunc(WEP_SHOTGUN);
1154 void spawnfunc_weapon_nex (void)
1158 minstagib_items(IT_CELLS);
1159 self.think = minst_remove_item;
1160 self.nextthink = time;
1163 weapon_defaultspawnfunc(WEP_NEX);
1166 void spawnfunc_weapon_minstanex (void)
1170 minstagib_items(IT_CELLS);
1171 self.think = minst_remove_item;
1172 self.nextthink = time;
1175 weapon_defaultspawnfunc(WEP_MINSTANEX);
1178 void spawnfunc_weapon_rocketlauncher (void)
1182 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1183 self.think = minst_remove_item;
1184 self.nextthink = time;
1187 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1190 void spawnfunc_item_rockets (void) {
1191 if(!self.ammo_rockets)
1192 self.ammo_rockets = g_pickup_rockets;
1193 if(!self.pickup_anyway)
1194 self.pickup_anyway = g_pickup_ammo_anyway;
1195 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);
1198 void spawnfunc_item_shells (void);
1199 void spawnfunc_item_bullets (void) {
1201 if(autocvar_sv_q3acompat_machineshotgunswap)
1202 if(self.classname != "droppedweapon")
1204 weaponswapping = TRUE;
1205 spawnfunc_item_shells();
1206 weaponswapping = FALSE;
1210 if(!self.ammo_nails)
1211 self.ammo_nails = g_pickup_nails;
1212 if(!self.pickup_anyway)
1213 self.pickup_anyway = g_pickup_ammo_anyway;
1214 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);
1217 void spawnfunc_item_cells (void) {
1218 if(!self.ammo_cells)
1219 self.ammo_cells = g_pickup_cells;
1220 if(!self.pickup_anyway)
1221 self.pickup_anyway = g_pickup_ammo_anyway;
1222 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);
1225 void spawnfunc_item_shells (void) {
1227 if(autocvar_sv_q3acompat_machineshotgunswap)
1228 if(self.classname != "droppedweapon")
1230 weaponswapping = TRUE;
1231 spawnfunc_item_bullets();
1232 weaponswapping = FALSE;
1236 if(!self.ammo_shells)
1237 self.ammo_shells = g_pickup_shells;
1238 if(!self.pickup_anyway)
1239 self.pickup_anyway = g_pickup_ammo_anyway;
1240 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);
1243 void spawnfunc_item_armor_small (void) {
1244 if(!self.armorvalue)
1245 self.armorvalue = g_pickup_armorsmall;
1246 if(!self.max_armorvalue)
1247 self.max_armorvalue = g_pickup_armorsmall_max;
1248 if(!self.pickup_anyway)
1249 self.pickup_anyway = g_pickup_armorsmall_anyway;
1250 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);
1253 void spawnfunc_item_armor_medium (void) {
1254 if(!self.armorvalue)
1255 self.armorvalue = g_pickup_armormedium;
1256 if(!self.max_armorvalue)
1257 self.max_armorvalue = g_pickup_armormedium_max;
1258 if(!self.pickup_anyway)
1259 self.pickup_anyway = g_pickup_armormedium_anyway;
1260 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);
1263 void spawnfunc_item_armor_big (void) {
1264 if(!self.armorvalue)
1265 self.armorvalue = g_pickup_armorbig;
1266 if(!self.max_armorvalue)
1267 self.max_armorvalue = g_pickup_armorbig_max;
1268 if(!self.pickup_anyway)
1269 self.pickup_anyway = g_pickup_armorbig_anyway;
1270 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);
1273 void spawnfunc_item_armor_large (void) {
1274 if(!self.armorvalue)
1275 self.armorvalue = g_pickup_armorlarge;
1276 if(!self.max_armorvalue)
1277 self.max_armorvalue = g_pickup_armorlarge_max;
1278 if(!self.pickup_anyway)
1279 self.pickup_anyway = g_pickup_armorlarge_anyway;
1280 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);
1283 void spawnfunc_item_health_small (void) {
1284 if(!self.max_health)
1285 self.max_health = g_pickup_healthsmall_max;
1287 self.health = g_pickup_healthsmall;
1288 if(!self.pickup_anyway)
1289 self.pickup_anyway = g_pickup_healthsmall_anyway;
1290 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);
1293 void spawnfunc_item_health_medium (void) {
1294 if(!self.max_health)
1295 self.max_health = g_pickup_healthmedium_max;
1297 self.health = g_pickup_healthmedium;
1298 if(!self.pickup_anyway)
1299 self.pickup_anyway = g_pickup_healthmedium_anyway;
1300 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);
1303 void spawnfunc_item_health_large (void) {
1304 if(!self.max_health)
1305 self.max_health = g_pickup_healthlarge_max;
1307 self.health = g_pickup_healthlarge;
1308 if(!self.pickup_anyway)
1309 self.pickup_anyway = g_pickup_healthlarge_anyway;
1310 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);
1313 void spawnfunc_item_health_mega (void) {
1315 minstagib_items(IT_NAILS);
1317 if(!self.max_health)
1318 self.max_health = g_pickup_healthmega_max;
1320 self.health = g_pickup_healthmega;
1321 if(!self.pickup_anyway)
1322 self.pickup_anyway = g_pickup_healthmega_anyway;
1323 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);
1327 // support old misnamed entities
1328 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1329 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1330 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1331 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1332 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1334 void spawnfunc_item_strength (void) {
1336 minstagib_items(IT_STRENGTH);
1338 precache_sound("weapons/strength_fire.wav");
1339 if(!self.strength_finished)
1340 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1341 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);
1345 void spawnfunc_item_invincible (void) {
1347 minstagib_items(IT_INVINCIBLE);
1349 if(!self.invincible_finished)
1350 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1351 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);
1355 void spawnfunc_item_minst_cells (void) {
1358 minst_no_auto_cells = 1;
1359 minstagib_items(IT_CELLS);
1366 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1368 float GiveItems(entity e, float beginarg, float endarg);
1369 void target_items_use (void)
1371 if(activator.classname == "droppedweapon")
1378 if(activator.classname != "player")
1380 if(activator.deadflag != DEAD_NO)
1385 for(e = world; (e = find(e, classname, "droppedweapon")); )
1386 if(e.enemy == activator)
1389 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1390 centerprint(activator, self.message);
1393 void spawnfunc_target_items (void)
1398 self.use = target_items_use;
1399 if(!self.strength_finished)
1400 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1401 if(!self.invincible_finished)
1402 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1403 if(!self.superweapons_finished)
1404 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1406 precache_sound("misc/itempickup.wav");
1407 precache_sound("misc/megahealth.wav");
1408 precache_sound("misc/armor25.wav");
1409 precache_sound("misc/powerup.wav");
1410 precache_sound("misc/poweroff.wav");
1411 precache_sound("weapons/weaponpickup.wav");
1413 n = tokenize_console(self.netname);
1414 if(argv(0) == "give")
1416 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1420 for(i = 0; i < n; ++i)
1422 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1423 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1424 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1425 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1426 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1427 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1428 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1429 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1431 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1433 e = get_weaponinfo(j);
1434 if(argv(i) == e.netname)
1436 self.weapons |= e.weapons;
1437 if(self.spawnflags == 0 || self.spawnflags == 2)
1438 weapon_action(e.weapon, WR_PRECACHE);
1443 print("target_items: invalid item ", argv(i), "\n");
1446 string itemprefix, valueprefix;
1447 if(self.spawnflags == 0)
1452 else if(self.spawnflags == 1)
1454 itemprefix = "max ";
1455 valueprefix = "max ";
1457 else if(self.spawnflags == 2)
1459 itemprefix = "min ";
1460 valueprefix = "min ";
1462 else if(self.spawnflags == 4)
1464 itemprefix = "minus ";
1465 valueprefix = "max ";
1468 error("invalid spawnflags");
1471 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1472 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1473 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1474 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1475 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1476 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1477 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1478 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1479 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1480 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1481 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1482 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1483 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1484 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1485 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1487 e = get_weaponinfo(j);
1489 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1492 self.netname = strzone(self.netname);
1493 //print(self.netname, "\n");
1495 n = tokenize_console(self.netname);
1496 for(i = 0; i < n; ++i)
1498 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1500 e = get_weaponinfo(j);
1501 if(argv(i) == e.netname)
1503 weapon_action(e.weapon, WR_PRECACHE);
1510 void spawnfunc_item_fuel(void)
1513 self.ammo_fuel = g_pickup_fuel;
1514 if(!self.pickup_anyway)
1515 self.pickup_anyway = g_pickup_ammo_anyway;
1516 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);
1519 void spawnfunc_item_fuel_regen(void)
1521 if(start_items & IT_FUEL_REGEN)
1523 spawnfunc_item_fuel();
1526 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);
1529 void spawnfunc_item_jetpack(void)
1531 if(g_grappling_hook)
1532 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1534 self.ammo_fuel = g_pickup_fuel_jetpack;
1535 if(start_items & IT_JETPACK)
1537 spawnfunc_item_fuel();
1540 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);
1550 float GiveBit(entity e, .float fld, float bit, float op, float val)
1580 float GiveValue(entity e, .float fld, float op, float val)
1590 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1593 e.fld = min(e.fld, val);
1606 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1613 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1615 else if(v0 >= v0 + t)
1618 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1622 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1625 e.rotfield = max(e.rotfield, time + rottime);
1627 e.regenfield = max(e.regenfield, time + regentime);
1630 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1631 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1632 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1633 #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)
1635 float GiveItems(entity e, float beginarg, float endarg)
1637 float got, i, j, val, op;
1638 float _switchweapon;
1647 _switchweapon = FALSE;
1649 if (e.switchweapon == w_getbestweapon(e))
1650 _switchweapon = TRUE;
1652 e.strength_finished = max(0, e.strength_finished - time);
1653 e.invincible_finished = max(0, e.invincible_finished - time);
1654 e.superweapons_finished = max(0, e.superweapons_finished - time);
1657 PREGIVE(e, weapons);
1658 PREGIVE(e, strength_finished);
1659 PREGIVE(e, invincible_finished);
1660 PREGIVE(e, superweapons_finished);
1661 PREGIVE(e, ammo_nails);
1662 PREGIVE(e, ammo_cells);
1663 PREGIVE(e, ammo_shells);
1664 PREGIVE(e, ammo_rockets);
1665 PREGIVE(e, ammo_fuel);
1666 PREGIVE(e, armorvalue);
1669 for(i = beginarg; i < endarg; ++i)
1673 if(cmd == "0" || stof(cmd))
1697 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1698 got += GiveValue(e, strength_finished, op, val);
1699 got += GiveValue(e, invincible_finished, op, val);
1700 got += GiveValue(e, superweapons_finished, op, val);
1701 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1703 got += GiveBit(e, items, IT_JETPACK, op, val);
1704 got += GiveValue(e, health, op, val);
1705 got += GiveValue(e, armorvalue, op, val);
1707 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1709 wi = get_weaponinfo(j);
1711 got += GiveBit(e, weapons, wi.weapons, op, val);
1714 got += GiveValue(e, ammo_cells, op, val);
1715 got += GiveValue(e, ammo_shells, op, val);
1716 got += GiveValue(e, ammo_nails, op, val);
1717 got += GiveValue(e, ammo_rockets, op, val);
1718 got += GiveValue(e, ammo_fuel, op, val);
1720 case "unlimited_ammo":
1721 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1723 case "unlimited_weapon_ammo":
1724 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1726 case "unlimited_superweapons":
1727 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1730 got += GiveBit(e, items, IT_JETPACK, op, val);
1733 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1736 got += GiveValue(e, strength_finished, op, val);
1739 got += GiveValue(e, invincible_finished, op, val);
1741 case "superweapons":
1742 got += GiveValue(e, superweapons_finished, op, val);
1745 got += GiveValue(e, ammo_cells, op, val);
1748 got += GiveValue(e, ammo_shells, op, val);
1752 got += GiveValue(e, ammo_nails, op, val);
1755 got += GiveValue(e, ammo_rockets, op, val);
1758 got += GiveValue(e, health, op, val);
1761 got += GiveValue(e, armorvalue, op, val);
1764 got += GiveValue(e, ammo_fuel, op, val);
1767 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1769 wi = get_weaponinfo(j);
1770 if(cmd == wi.netname)
1772 got += GiveBit(e, weapons, wi.weapons, op, val);
1777 print("give: invalid item ", cmd, "\n");
1784 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1785 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1786 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1787 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1788 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1790 wi = get_weaponinfo(j);
1793 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1794 if not(save_weapons & wi.weapons)
1795 if(e.weapons & wi.weapons)
1796 weapon_action(wi.weapon, WR_PRECACHE);
1799 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1800 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1801 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1802 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1803 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1804 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1805 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);
1806 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);
1807 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);
1809 if(e.superweapons_finished <= 0)
1810 if(self.weapons & WEPBIT_SUPERWEAPONS)
1811 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1815 e.health = bound(0, e.health, 100);
1816 e.armorvalue = bound(0, e.armorvalue, 999);
1819 if(e.strength_finished <= 0)
1820 e.strength_finished = 0;
1822 e.strength_finished += time;
1823 if(e.invincible_finished <= 0)
1824 e.invincible_finished = 0;
1826 e.invincible_finished += time;
1827 if(e.superweapons_finished <= 0)
1828 e.superweapons_finished = 0;
1830 e.superweapons_finished += time;
1832 if not(e.weapons & W_WeaponBit(e.switchweapon))
1833 _switchweapon = TRUE;
1835 W_SwitchWeapon_Force(e, w_getbestweapon(e));