1 #define ITEM_RESPAWN_TICKS 10
3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6 // range: 10 .. respawntime + respawntimejitter
8 floatfield Item_CounterField(float it)
12 case IT_SHELLS: return ammo_shells;
13 case IT_NAILS: return ammo_nails;
14 case IT_ROCKETS: return ammo_rockets;
15 case IT_CELLS: return ammo_cells;
16 case IT_FUEL: return ammo_fuel;
17 case IT_5HP: return health;
18 case IT_25HP: return health;
19 case IT_HEALTH: return health;
20 case IT_ARMOR_SHARD: return armorvalue;
21 case IT_ARMOR: return armorvalue;
22 // add more things here (health, armor)
23 default: error("requested item has no counter field");
27 string Item_CounterFieldName(float it)
31 case IT_SHELLS: return "shells";
32 case IT_NAILS: return "nails";
33 case IT_ROCKETS: return "rockets";
34 case IT_CELLS: return "cells";
35 case IT_FUEL: return "fuel";
37 // add more things here (health, armor)
38 default: error("requested item has no counter field name");
42 .float max_armorvalue;
45 float Item_Customize()
47 if(self.spawnshieldtime)
49 if(self.weapons != (self.weapons & other.weapons))
51 self.colormod = '0 0 0';
52 self.glowmod = self.colormod;
53 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
60 self.colormod = stov(autocvar_g_ghost_items_color);
61 self.glowmod = self.colormod;
62 self.alpha = g_ghost_items;
70 void Item_Show (entity e, float mode)
72 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
75 // make the item look normal, and be touchable
77 e.solid = SOLID_TRIGGER;
79 self.glowmod = self.colormod;
81 e.customizeentityforclient = func_null;
83 e.spawnshieldtime = 1;
87 // hide the item completely
88 e.model = string_null;
91 self.glowmod = self.colormod;
93 e.customizeentityforclient = func_null;
95 e.spawnshieldtime = 1;
97 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
99 // make the item translucent and not touchable
101 e.solid = SOLID_TRIGGER; // can STILL be picked up!
102 e.colormod = '0 0 0';
103 self.glowmod = self.colormod;
104 e.effects |= EF_STARDUST;
105 e.customizeentityforclient = Item_Customize;
107 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
109 else if(g_ghost_items)
111 // make the item translucent and not touchable
114 e.colormod = stov(autocvar_g_ghost_items_color);
115 e.glowmod = e.colormod;
116 e.alpha = g_ghost_items;
117 e.customizeentityforclient = func_null;
119 e.spawnshieldtime = 1;
123 // hide the item completely
124 e.model = string_null;
126 e.colormod = '0 0 0';
127 e.glowmod = e.colormod;
129 e.customizeentityforclient = func_null;
131 e.spawnshieldtime = 1;
134 if (e.strength_finished || e.invincible_finished)
135 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
136 if (autocvar_g_nodepthtestitems)
137 e.effects |= EF_NODEPTHTEST;
138 if (autocvar_g_fullbrightitems)
139 e.effects |= EF_FULLBRIGHT;
141 // relink entity (because solid may have changed)
142 setorigin(e, e.origin);
145 float it_armor_large_time;
146 float it_health_mega_time;
147 float it_strength_time;
148 float it_invisible_time;
149 float it_extralife_time;
151 float it_shield_time;
152 float it_fuelregen_time;
153 float it_jetpack_time;
155 void Item_ClearItemsTime()
157 self.item_armor_large_time = 0;
158 self.item_health_mega_time = 0;
159 self.item_strength_time = 0;
160 self.item_invisible_time = 0;
161 self.item_extralife_time = 0;
162 self.item_speed_time = 0;
163 self.item_shield_time = 0;
164 self.item_fuelregen_time = 0;
165 self.item_jetpack_time = 0;
167 void Item_GetItemsTime(entity e)
169 e.item_armor_large_time = it_armor_large_time;
170 e.item_health_mega_time = it_health_mega_time;
171 e.item_strength_time = it_strength_time;
172 e.item_invisible_time = it_invisible_time;
173 e.item_extralife_time = it_extralife_time;
174 e.item_speed_time = it_speed_time;
175 e.item_shield_time = it_shield_time;
176 e.item_fuelregen_time = it_fuelregen_time;
177 e.item_jetpack_time = it_jetpack_time;
179 void Item_UpdateTime(entity e, float t)
185 case IT_STRENGTH://"item-invis"
186 if (it_invisible_time > time && t > it_invisible_time)
188 it_invisible_time = t;
190 case IT_NAILS://"item-extralife"
191 if (it_extralife_time > time && t > it_extralife_time)
193 it_extralife_time = t;
195 case IT_INVINCIBLE://"item-speed"
196 if (it_speed_time > time && t > it_speed_time)
207 if (e.classname == "item_health_mega")
209 if (it_health_mega_time > time && t > it_health_mega_time)
211 it_health_mega_time = t;
215 if (e.classname == "item_armor_large")
217 if (it_armor_large_time > time && t > it_armor_large_time)
219 it_armor_large_time = t;
222 case IT_STRENGTH://"item-strength"
223 if (it_strength_time > time && t > it_strength_time)
225 it_strength_time = t;
227 case IT_INVINCIBLE://"item-shield"
228 if (it_shield_time > time && t > it_shield_time)
236 case IT_FUEL_REGEN://"item-fuelregen"
237 if (it_fuelregen_time > time && t > it_fuelregen_time)
239 it_fuelregen_time = t;
241 case IT_JETPACK://"item-jetpack"
242 if (it_jetpack_time > time && t > it_jetpack_time)
249 void Item_Respawn (void)
254 if(!g_minstagib && self.items == IT_STRENGTH)
255 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
256 else if(!g_minstagib && self.items == IT_INVINCIBLE)
257 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
259 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
260 setorigin (self, self.origin);
262 if (self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.classname == "item_health_mega")
264 for(t = 0, head = world; (head = find(head, classname, self.classname)); )
266 // in minstagib .classname is "minstagib" for every item
267 if (g_minstagib && self.items != head.items)
269 if (head.scheduledrespawntime > time)
270 if (t == 0 || head.scheduledrespawntime < t)
271 t = head.scheduledrespawntime;
273 Item_UpdateTime(self, t);
274 FOR_EACH_REALCLIENT(head)
276 if (head.classname != "player")
277 Item_GetItemsTime(head);
281 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
282 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
285 void Item_RespawnCountdown (void)
287 if(self.count >= ITEM_RESPAWN_TICKS)
289 if(self.waypointsprite_attached)
290 WaypointSprite_Kill(self.waypointsprite_attached);
295 self.nextthink = time + 1;
306 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
307 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
308 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
315 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
316 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
321 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
322 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
326 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
327 if(self.waypointsprite_attached)
328 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
331 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
332 if(self.waypointsprite_attached)
334 WaypointSprite_Ping(self.waypointsprite_attached);
335 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
340 void Item_ScheduleRespawnIn(entity e, float t)
342 if(e.flags & FL_POWERUP)
344 e.think = Item_RespawnCountdown;
345 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
346 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
351 e.think = Item_Respawn;
352 e.nextthink = time + t;
353 e.scheduledrespawntime = e.nextthink;
355 Item_UpdateTime(e, e.scheduledrespawntime);
356 FOR_EACH_REALCLIENT(e)
358 if (e.classname != "player")
359 Item_GetItemsTime(e);
363 void Item_ScheduleRespawn(entity e)
365 if(e.respawntime > 0)
368 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
370 else // if respawntime is -1, this item does not respawn
374 void Item_ScheduleInitialRespawn(entity e)
377 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
380 float Item_GiveTo(entity item, entity player)
388 // if nothing happens to player, just return without taking the item
390 _switchweapon = FALSE;
394 if(item.spawnshieldtime)
397 if (player.ammo_fuel < g_pickup_fuel_max)
400 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
401 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
403 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
407 sprint (player, strcat("You got the ^2", item.netname, "\n"));
410 _switchweapon = TRUE;
414 // play some cool sounds ;)
415 if (clienttype(player) == CLIENTTYPE_REAL)
417 if(player.health <= 5)
418 AnnounceTo(player, "lastsecond");
419 else if(player.health < 50)
420 AnnounceTo(player, "narrowly");
422 // sound not available
423 // else if(item.items == IT_CELLS)
424 // AnnounceTo(player, "ammo");
426 if (item.weapons & WEPBIT_MINSTANEX)
427 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
429 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
437 // sound not available
438 // AnnounceTo(player, "_lives");
439 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
440 sprint(player, "^3You picked up some extra lives\n");
444 if (item.strength_finished)
447 // sound not available
448 // AnnounceTo(player, "invisible");
449 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
453 if (item.invincible_finished)
456 // sound not available
457 // AnnounceTo(player, "speed");
458 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
464 if (g_weapon_stay == 1)
465 if not(item.flags & FL_NO_WEAPON_STAY)
466 if (item.flags & FL_WEAPON)
468 if(item.classname == "droppedweapon")
470 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
475 if (player.weapons & item.weapons)
480 // in case the player has autoswitch enabled do the following:
481 // if the player is using their best weapon before items are given, they
482 // probably want to switch to an even better weapon after items are given
483 if (player.autoswitch)
484 if (player.switchweapon == w_getbestweapon(player))
485 _switchweapon = TRUE;
487 if not(player.weapons & W_WeaponBit(player.switchweapon))
488 _switchweapon = TRUE;
490 if(item.spawnshieldtime)
492 if (item.ammo_shells)
493 if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
496 player.ammo_shells = bound(player.ammo_shells, g_pickup_shells_max, player.ammo_shells + item.ammo_shells);
499 if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
502 player.ammo_nails = bound(player.ammo_nails, g_pickup_nails_max, player.ammo_nails + item.ammo_nails);
504 if (item.ammo_rockets)
505 if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
508 player.ammo_rockets = bound(player.ammo_rockets, g_pickup_rockets_max, player.ammo_rockets + item.ammo_rockets);
511 if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
514 player.ammo_cells = bound(player.ammo_cells, g_pickup_cells_max, player.ammo_cells + item.ammo_cells);
517 if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
520 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
521 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
525 if (item.flags & FL_WEAPON)
526 if ((it = item.weapons - (item.weapons & player.weapons)) || (g_pickup_weapons_anyway && g_weapon_stay == 0))
529 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
531 e = get_weaponinfo(i);
533 W_GiveWeapon (player, e.weapon, item.netname);
537 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
541 sprint (player, strcat("You got the ^2", item.netname, "\n"));
544 if(item.spawnshieldtime)
546 if (item.strength_finished)
549 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
551 if (item.invincible_finished)
554 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
558 if ((player.health < item.max_health) || item.pickup_anyway)
561 player.health = bound(player.health, item.max_health, player.health + item.health);
562 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
565 if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
568 player.armorvalue = bound(player.armorvalue, item.max_armorvalue, player.armorvalue + item.armorvalue);
569 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
575 // always eat teamed entities
582 sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
584 if (player.switchweapon != w_getbestweapon(player))
585 W_SwitchWeapon_Force(player, w_getbestweapon(player));
590 void Item_Touch (void)
594 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
595 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
600 if (other.classname != "player")
604 if (self.solid != SOLID_TRIGGER)
606 if (self.owner == other)
609 if(!Item_GiveTo(self, other))
612 other.last_pickup = time;
614 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
616 if (self.classname == "droppedweapon")
618 else if not(self.spawnshieldtime)
620 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
626 RandomSelection_Init();
627 for(head = world; (head = findfloat(head, team, self.team)); )
629 if(head.flags & FL_ITEM)
632 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
635 e = RandomSelection_chosen_ent;
639 Item_ScheduleRespawn(e);
647 if(self.effects & EF_NODRAW)
649 // marker for item team search
650 dprint("Initializing item team ", ftos(self.team), "\n");
651 RandomSelection_Init();
652 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
653 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
654 e = RandomSelection_chosen_ent;
658 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
662 // make it a non-spawned item
664 head.state = 1; // state 1 = initially hidden item
666 head.effects &~= EF_NODRAW;
669 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
670 Item_ScheduleInitialRespawn(e);
676 Item_Show(self, !self.state);
677 setorigin (self, self.origin);
678 self.think = SUB_Null;
681 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
682 Item_ScheduleInitialRespawn(self);
685 // Savage: used for item garbage-collection
686 // TODO: perhaps nice special effect?
687 void RemoveItem(void)
692 // pickup evaluation functions
693 // these functions decide how desirable an item is to the bots
695 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
697 float weapon_pickupevalfunc(entity player, entity item)
699 float c, i, j, position;
701 // See if I have it already
702 if(player.weapons & item.weapons == item.weapons)
704 // If I can pick it up
705 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
707 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
709 // Skilled bots will grab more
710 c = bound(0, skill / 10, 1) * 0.5;
718 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
719 if( bot_custom_weapon && c )
721 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
724 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
727 // Find the highest position on any range
729 for(j = 0; j < WEP_LAST ; ++j){
731 bot_weapons_far[j] == i ||
732 bot_weapons_mid[j] == i ||
733 bot_weapons_close[j] == i
744 position = WEP_LAST - position;
745 // item.bot_pickupbasevalue is overwritten here
746 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
751 return item.bot_pickupbasevalue * c;
754 float commodity_pickupevalfunc(entity player, entity item)
756 float c, i, need_shells, need_nails, need_rockets, need_cells;
760 // Detect needed ammo
761 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
763 wi = get_weaponinfo(i);
765 if not(wi.weapons & player.weapons)
768 if(wi.items & IT_SHELLS)
770 else if(wi.items & IT_NAILS)
772 else if(wi.items & IT_ROCKETS)
774 else if(wi.items & IT_CELLS)
778 // TODO: figure out if the player even has the weapon this ammo is for?
779 // may not affect strategy much though...
780 // find out how much more ammo/armor/health the player can hold
782 if (item.ammo_shells)
783 if (player.ammo_shells < g_pickup_shells_max)
784 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
787 if (player.ammo_nails < g_pickup_nails_max)
788 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
790 if (item.ammo_rockets)
791 if (player.ammo_rockets < g_pickup_rockets_max)
792 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
795 if (player.ammo_cells < g_pickup_cells_max)
796 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
798 if (player.armorvalue < item.max_armorvalue)
799 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
801 if (player.health < item.max_health)
802 c = c + max(0, 1 - player.health / item.max_health);
804 return item.bot_pickupbasevalue * c;
809 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)
811 startitem_failed = FALSE;
814 self.weapons = weaponid;
816 // is it a dropped weapon?
817 if (self.classname == "droppedweapon")
819 self.reset = SUB_Remove;
820 // it's a dropped weapon
821 self.movetype = MOVETYPE_TOSS;
822 // Savage: remove thrown items after a certain period of time ("garbage collection")
823 self.think = RemoveItem;
824 self.nextthink = time + 60;
825 // don't drop if in a NODROP zone (such as lava)
826 traceline(self.origin, self.origin, MOVE_NORMAL, self);
827 if (trace_dpstartcontents & DPCONTENTS_NODROP)
829 startitem_failed = TRUE;
836 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
838 startitem_failed = TRUE;
843 self.reset = Item_Reset;
845 if(self.spawnflags & 1)
848 self.movetype = MOVETYPE_NONE;
850 self.movetype = MOVETYPE_TOSS;
851 // do item filtering according to game mode and other things
854 // first nudge it off the floor a little bit to avoid math errors
855 setorigin(self, self.origin + '0 0 1');
856 // set item size before we spawn a spawnfunc_waypoint
857 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
858 setsize (self, '-16 -16 0', '16 16 48');
860 setsize (self, '-16 -16 0', '16 16 32');
861 // note droptofloor returns FALSE if stuck/or would fall too far
863 waypoint_spawnforitem(self);
867 * can't do it that way, as it would break maps
868 * TODO make a target_give like entity another way, that perhaps has
869 * the weapon name in a key
872 // target_give not yet supported; maybe later
873 print("removed targeted ", self.classname, "\n");
874 startitem_failed = TRUE;
880 if(autocvar_spawn_debug >= 2)
883 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
885 if(otheritem.is_item)
887 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
888 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
889 error("Mapper sucks.");
897 startitem_failed = TRUE;
901 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
903 startitem_failed = TRUE;
907 else if (g_minstagib)
909 // don't remove dropped items and powerups
910 if (self.classname != "minstagib")
912 startitem_failed = TRUE;
917 else if (!autocvar_g_pickup_items && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
919 startitem_failed = TRUE;
924 weaponsInMap |= weaponid;
926 precache_model (itemmodel);
927 precache_sound (pickupsound);
929 precache_sound ("misc/itemrespawncountdown.wav");
930 if(!g_minstagib && itemid == IT_STRENGTH)
931 precache_sound ("misc/strength_respawn.wav");
932 else if(!g_minstagib && itemid == IT_INVINCIBLE)
933 precache_sound ("misc/shield_respawn.wav");
935 precache_sound ("misc/itemrespawn.wav");
937 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
938 self.target = "###item###"; // for finding the nearest item using find()
941 self.bot_pickup = TRUE;
942 self.bot_pickupevalfunc = pickupevalfunc;
943 self.bot_pickupbasevalue = pickupbasevalue;
944 self.mdl = itemmodel;
945 self.item_pickupsound = pickupsound;
946 // let mappers override respawntime
947 if(!self.respawntime) // both set
949 self.respawntime = defaultrespawntime;
950 self.respawntimejitter = defaultrespawntimejitter;
952 self.netname = itemname;
953 self.flags = FL_ITEM | itemflags;
954 self.touch = Item_Touch;
955 setmodel (self, self.mdl); // precision set below
956 self.effects |= EF_LOWPRECISION;
957 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
958 setsize (self, '-16 -16 0', '16 16 48');
960 setsize (self, '-16 -16 0', '16 16 32');
961 if(itemflags & FL_WEAPON)
962 self.modelflags |= MF_ROTATE;
964 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
965 if (itemflags & FL_WEAPON)
967 // neutral team color for pickup weapons
968 self.colormap = 1024; // color shirt=0 pants=0 grey
976 self.cnt = 1; // item probability weight
977 self.effects = self.effects | EF_NODRAW; // marker for item team search
978 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
980 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
981 Item_ScheduleInitialRespawn(self);
984 /* replace items in minstagib
985 * IT_STRENGTH = invisibility
986 * IT_NAILS = extra lives
987 * IT_INVINCIBLE = speed
989 void minstagib_items (float itemid)
992 self.classname = "minstagib";
994 // replace rocket launchers and nex guns with ammo cells
995 if (itemid == IT_CELLS)
998 StartItem ("models/items/a_cells.md3",
999 "misc/itempickup.wav", 45, 0,
1000 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1007 itemid = IT_STRENGTH;
1011 itemid = IT_INVINCIBLE;
1013 // replace with invis
1014 if (itemid == IT_STRENGTH)
1016 self.strength_finished = 30;
1017 StartItem ("models/items/g_strength.md3",
1018 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1019 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1021 // replace with extra lives
1022 if (itemid == IT_NAILS)
1024 self.max_health = 1;
1025 StartItem ("models/items/g_h100.md3",
1026 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1027 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1029 // replace with speed
1030 if (itemid == IT_INVINCIBLE)
1032 self.invincible_finished = 30;
1033 StartItem ("models/items/g_invincible.md3",
1034 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1035 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1039 float minst_no_auto_cells;
1040 void minst_remove_item (void) {
1041 if(minst_no_auto_cells)
1045 float weaponswapping;
1048 void weapon_defaultspawnfunc(float wpn)
1052 var .float ammofield;
1057 // set the respawntime in advance (so replaced weapons can copy it)
1059 if(!self.respawntime)
1061 e = get_weaponinfo(wpn);
1062 if(e.items == IT_SUPERWEAPON)
1064 self.respawntime = g_pickup_respawntime_powerup;
1065 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
1069 self.respawntime = g_pickup_respawntime_weapon;
1070 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1074 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1076 e = get_weaponinfo(wpn);
1077 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1081 startitem_failed = TRUE;
1084 t = tokenize_console(s);
1087 self.team = --internalteam;
1089 for(i = 1; i < t; ++i)
1092 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1094 e = get_weaponinfo(j);
1098 copyentity(oldself, self);
1099 self.classname = "replacedweapon";
1100 weapon_defaultspawnfunc(j);
1106 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1115 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1117 e = get_weaponinfo(j);
1126 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1132 startitem_failed = TRUE;
1137 e = get_weaponinfo(wpn);
1139 if(e.items && e.items != IT_SUPERWEAPON)
1141 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1145 ammofield = Item_CounterField(j);
1147 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1153 self.flags |= FL_NO_WEAPON_STAY;
1156 // weapon stay isn't supported for teamed weapons
1158 self.flags |= FL_NO_WEAPON_STAY;
1160 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1162 self.ammo_shells = 0;
1163 self.ammo_nails = 0;
1164 self.ammo_cells = 0;
1165 self.ammo_rockets = 0;
1166 // weapon stay 2: don't use ammo on weapon pickups; instead
1167 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1170 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1171 if (self.modelindex) // don't precache if self was removed
1172 weapon_action(e.weapon, WR_PRECACHE);
1175 void spawnfunc_weapon_shotgun (void);
1176 void spawnfunc_weapon_uzi (void) {
1177 if(autocvar_sv_q3acompat_machineshotgunswap)
1178 if(self.classname != "droppedweapon")
1180 weapon_defaultspawnfunc(WEP_SHOTGUN);
1183 weapon_defaultspawnfunc(WEP_UZI);
1186 void spawnfunc_weapon_shotgun (void) {
1187 if(autocvar_sv_q3acompat_machineshotgunswap)
1188 if(self.classname != "droppedweapon")
1190 weapon_defaultspawnfunc(WEP_UZI);
1193 weapon_defaultspawnfunc(WEP_SHOTGUN);
1196 void spawnfunc_weapon_nex (void)
1200 minstagib_items(IT_CELLS);
1201 self.think = minst_remove_item;
1202 self.nextthink = time;
1205 weapon_defaultspawnfunc(WEP_NEX);
1208 void spawnfunc_weapon_minstanex (void)
1212 minstagib_items(IT_CELLS);
1213 self.think = minst_remove_item;
1214 self.nextthink = time;
1217 weapon_defaultspawnfunc(WEP_MINSTANEX);
1220 void spawnfunc_weapon_rocketlauncher (void)
1224 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1225 self.think = minst_remove_item;
1226 self.nextthink = time;
1229 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1232 void spawnfunc_item_rockets (void) {
1233 if(!self.ammo_rockets)
1234 self.ammo_rockets = g_pickup_rockets;
1235 if(!self.pickup_anyway)
1236 self.pickup_anyway = g_pickup_ammo_anyway;
1237 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);
1240 void spawnfunc_item_shells (void);
1241 void spawnfunc_item_bullets (void) {
1243 if(autocvar_sv_q3acompat_machineshotgunswap)
1244 if(self.classname != "droppedweapon")
1246 weaponswapping = TRUE;
1247 spawnfunc_item_shells();
1248 weaponswapping = FALSE;
1252 if(!self.ammo_nails)
1253 self.ammo_nails = g_pickup_nails;
1254 if(!self.pickup_anyway)
1255 self.pickup_anyway = g_pickup_ammo_anyway;
1256 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);
1259 void spawnfunc_item_cells (void) {
1260 if(!self.ammo_cells)
1261 self.ammo_cells = g_pickup_cells;
1262 if(!self.pickup_anyway)
1263 self.pickup_anyway = g_pickup_ammo_anyway;
1264 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);
1267 void spawnfunc_item_shells (void) {
1269 if(autocvar_sv_q3acompat_machineshotgunswap)
1270 if(self.classname != "droppedweapon")
1272 weaponswapping = TRUE;
1273 spawnfunc_item_bullets();
1274 weaponswapping = FALSE;
1278 if(!self.ammo_shells)
1279 self.ammo_shells = g_pickup_shells;
1280 if(!self.pickup_anyway)
1281 self.pickup_anyway = g_pickup_ammo_anyway;
1282 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);
1285 void spawnfunc_item_armor_small (void) {
1286 if(!self.armorvalue)
1287 self.armorvalue = g_pickup_armorsmall;
1288 if(!self.max_armorvalue)
1289 self.max_armorvalue = g_pickup_armorsmall_max;
1290 if(!self.pickup_anyway)
1291 self.pickup_anyway = g_pickup_armorsmall_anyway;
1292 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);
1295 void spawnfunc_item_armor_medium (void) {
1296 if(!self.armorvalue)
1297 self.armorvalue = g_pickup_armormedium;
1298 if(!self.max_armorvalue)
1299 self.max_armorvalue = g_pickup_armormedium_max;
1300 if(!self.pickup_anyway)
1301 self.pickup_anyway = g_pickup_armormedium_anyway;
1302 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);
1305 void spawnfunc_item_armor_big (void) {
1306 if(!self.armorvalue)
1307 self.armorvalue = g_pickup_armorbig;
1308 if(!self.max_armorvalue)
1309 self.max_armorvalue = g_pickup_armorbig_max;
1310 if(!self.pickup_anyway)
1311 self.pickup_anyway = g_pickup_armorbig_anyway;
1312 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);
1315 void spawnfunc_item_armor_large (void) {
1316 if(!self.armorvalue)
1317 self.armorvalue = g_pickup_armorlarge;
1318 if(!self.max_armorvalue)
1319 self.max_armorvalue = g_pickup_armorlarge_max;
1320 if(!self.pickup_anyway)
1321 self.pickup_anyway = g_pickup_armorlarge_anyway;
1322 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);
1325 void spawnfunc_item_health_small (void) {
1326 if(!self.max_health)
1327 self.max_health = g_pickup_healthsmall_max;
1329 self.health = g_pickup_healthsmall;
1330 if(!self.pickup_anyway)
1331 self.pickup_anyway = g_pickup_healthsmall_anyway;
1332 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);
1335 void spawnfunc_item_health_medium (void) {
1336 if(!self.max_health)
1337 self.max_health = g_pickup_healthmedium_max;
1339 self.health = g_pickup_healthmedium;
1340 if(!self.pickup_anyway)
1341 self.pickup_anyway = g_pickup_healthmedium_anyway;
1342 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);
1345 void spawnfunc_item_health_large (void) {
1346 if(!self.max_health)
1347 self.max_health = g_pickup_healthlarge_max;
1349 self.health = g_pickup_healthlarge;
1350 if(!self.pickup_anyway)
1351 self.pickup_anyway = g_pickup_healthlarge_anyway;
1352 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);
1355 void spawnfunc_item_health_mega (void) {
1356 if(!autocvar_g_powerup_superhealth)
1359 if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1363 minstagib_items(IT_NAILS);
1365 if(!self.max_health)
1366 self.max_health = g_pickup_healthmega_max;
1368 self.health = g_pickup_healthmega;
1369 if(!self.pickup_anyway)
1370 self.pickup_anyway = g_pickup_healthmega_anyway;
1371 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);
1375 // support old misnamed entities
1376 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1377 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1378 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1379 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1380 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1382 void spawnfunc_item_strength (void) {
1383 if(!autocvar_g_powerup_strength)
1386 if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1390 minstagib_items(IT_STRENGTH);
1392 precache_sound("weapons/strength_fire.wav");
1393 self.strength_finished = 30;
1394 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);
1398 void spawnfunc_item_invincible (void) {
1399 if(!autocvar_g_powerup_shield)
1402 if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1406 minstagib_items(IT_INVINCIBLE);
1408 self.invincible_finished = 30;
1409 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);
1413 void spawnfunc_item_minst_cells (void) {
1416 minst_no_auto_cells = 1;
1417 minstagib_items(IT_CELLS);
1424 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1426 float GiveItems(entity e, float beginarg, float endarg);
1427 void target_items_use (void)
1429 if(activator.classname == "droppedweapon")
1436 if(activator.classname != "player")
1438 if(activator.deadflag != DEAD_NO)
1443 for(e = world; (e = find(e, classname, "droppedweapon")); )
1444 if(e.enemy == activator)
1447 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1448 centerprint(activator, self.message);
1451 void spawnfunc_target_items (void)
1456 self.use = target_items_use;
1457 if(!self.strength_finished)
1458 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1459 if(!self.invincible_finished)
1460 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1462 precache_sound("misc/itempickup.wav");
1463 precache_sound("misc/megahealth.wav");
1464 precache_sound("misc/armor25.wav");
1465 precache_sound("misc/powerup.wav");
1466 precache_sound("misc/poweroff.wav");
1467 precache_sound("weapons/weaponpickup.wav");
1469 n = tokenize_console(self.netname);
1470 if(argv(0) == "give")
1472 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1476 for(i = 0; i < n; ++i)
1478 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1479 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1480 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1481 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1482 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1483 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1484 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1486 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1488 e = get_weaponinfo(j);
1489 if(argv(i) == e.netname)
1491 self.weapons |= e.weapons;
1492 if(self.spawnflags == 0 || self.spawnflags == 2)
1493 weapon_action(e.weapon, WR_PRECACHE);
1498 print("target_items: invalid item ", argv(i), "\n");
1501 string itemprefix, valueprefix;
1502 if(self.spawnflags == 0)
1507 else if(self.spawnflags == 1)
1509 itemprefix = "max ";
1510 valueprefix = "max ";
1512 else if(self.spawnflags == 2)
1514 itemprefix = "min ";
1515 valueprefix = "min ";
1517 else if(self.spawnflags == 4)
1519 itemprefix = "minus ";
1520 valueprefix = "max ";
1523 error("invalid spawnflags");
1526 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1527 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1528 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1529 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1530 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1531 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1532 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1533 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1534 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1535 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1536 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1537 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1538 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1539 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1541 e = get_weaponinfo(j);
1543 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1546 self.netname = strzone(self.netname);
1547 //print(self.netname, "\n");
1549 n = tokenize_console(self.netname);
1550 for(i = 0; i < n; ++i)
1552 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1554 e = get_weaponinfo(j);
1555 if(argv(i) == e.netname)
1557 weapon_action(e.weapon, WR_PRECACHE);
1564 void spawnfunc_item_fuel(void)
1567 self.ammo_fuel = g_pickup_fuel;
1568 if(!self.pickup_anyway)
1569 self.pickup_anyway = g_pickup_ammo_anyway;
1570 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);
1573 void spawnfunc_item_fuel_regen(void)
1575 if(start_items & IT_FUEL_REGEN)
1577 spawnfunc_item_fuel();
1580 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);
1583 void spawnfunc_item_jetpack(void)
1585 if(g_grappling_hook)
1586 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1588 self.ammo_fuel = g_pickup_fuel_jetpack;
1589 if(start_items & IT_JETPACK)
1591 spawnfunc_item_fuel();
1594 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);
1604 float GiveBit(entity e, .float fld, float bit, float op, float val)
1634 float GiveValue(entity e, .float fld, float op, float val)
1644 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1647 e.fld = min(e.fld, val);
1660 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1667 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1669 else if(v0 >= v0 + t)
1672 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1676 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1679 e.rotfield = max(e.rotfield, time + rottime);
1681 e.regenfield = max(e.regenfield, time + regentime);
1684 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1685 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1686 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1687 #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)
1689 float GiveItems(entity e, float beginarg, float endarg)
1691 float got, i, j, val, op;
1692 float _switchweapon;
1701 _switchweapon = FALSE;
1703 if (e.switchweapon == w_getbestweapon(e))
1704 _switchweapon = TRUE;
1706 e.strength_finished = max(0, e.strength_finished - time);
1707 e.invincible_finished = max(0, e.invincible_finished - time);
1710 PREGIVE(e, weapons);
1711 PREGIVE(e, strength_finished);
1712 PREGIVE(e, invincible_finished);
1713 PREGIVE(e, ammo_nails);
1714 PREGIVE(e, ammo_cells);
1715 PREGIVE(e, ammo_shells);
1716 PREGIVE(e, ammo_rockets);
1717 PREGIVE(e, ammo_fuel);
1718 PREGIVE(e, armorvalue);
1721 for(i = beginarg; i < endarg; ++i)
1725 if(cmd == "0" || stof(cmd))
1749 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1750 got += GiveValue(e, strength_finished, op, time);
1751 got += GiveValue(e, invincible_finished, op, time);
1752 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1754 got += GiveBit(e, items, IT_JETPACK, op, val);
1755 got += GiveValue(e, health, op, val);
1756 got += GiveValue(e, armorvalue, op, val);
1758 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1760 wi = get_weaponinfo(j);
1762 got += GiveBit(e, weapons, wi.weapons, op, val);
1765 got += GiveValue(e, ammo_cells, op, val);
1766 got += GiveValue(e, ammo_shells, op, val);
1767 got += GiveValue(e, ammo_nails, op, val);
1768 got += GiveValue(e, ammo_rockets, op, val);
1769 got += GiveValue(e, ammo_fuel, op, val);
1771 case "unlimited_ammo":
1772 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1774 case "unlimited_weapon_ammo":
1775 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1777 case "unlimited_superweapons":
1778 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1781 got += GiveBit(e, items, IT_JETPACK, op, val);
1784 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1787 got += GiveValue(e, strength_finished, op, val);
1790 got += GiveValue(e, invincible_finished, op, val);
1793 got += GiveValue(e, ammo_cells, op, val);
1796 got += GiveValue(e, ammo_shells, op, val);
1800 got += GiveValue(e, ammo_nails, op, val);
1803 got += GiveValue(e, ammo_rockets, op, val);
1806 got += GiveValue(e, health, op, val);
1809 got += GiveValue(e, armorvalue, op, val);
1812 got += GiveValue(e, ammo_fuel, op, val);
1815 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1817 wi = get_weaponinfo(j);
1818 if(cmd == wi.netname)
1820 got += GiveBit(e, weapons, wi.weapons, op, val);
1825 print("give: invalid item ", cmd, "\n");
1832 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1833 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1834 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1835 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1836 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1838 wi = get_weaponinfo(j);
1841 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1842 if not(save_weapons & wi.weapons)
1843 if(e.weapons & wi.weapons)
1844 weapon_action(wi.weapon, WR_PRECACHE);
1847 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1848 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1849 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1850 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1851 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1852 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1853 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);
1854 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);
1855 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);
1859 e.health = bound(0, e.health, 100);
1860 e.armorvalue = bound(0, e.armorvalue, 999);
1863 if(e.strength_finished <= 0)
1864 e.strength_finished = 0;
1866 e.strength_finished += time;
1867 if(e.invincible_finished <= 0)
1868 e.invincible_finished = 0;
1870 e.invincible_finished += time;
1872 if not(e.weapons & W_WeaponBit(e.switchweapon))
1873 _switchweapon = TRUE;
1875 W_SwitchWeapon_Force(e, w_getbestweapon(e));