3 #include "../common/items/all.qc"
8 #include "waypointsprites.qh"
11 #include "bot/waypoints.qh"
13 #include "mutators/mutators_include.qh"
15 #include "weapons/common.qh"
16 #include "weapons/selection.qh"
17 #include "weapons/weaponsystem.qh"
19 #include "../common/constants.qh"
20 #include "../common/deathtypes.qh"
21 #include "../common/notifications.qh"
22 #include "../common/triggers/subs.qh"
23 #include "../common/util.qh"
25 #include "../common/monsters/all.qh"
27 #include "../common/weapons/all.qh"
29 #include "../warpzonelib/util_server.qh"
37 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
38 if(self.move_flags & FL_ONGROUND)
39 { // For some reason move_avelocity gets set to '0 0 0' here ...
40 self.oldorigin = self.origin;
43 if(autocvar_cl_animate_items)
44 { // ... so reset it if animations are requested.
45 if(self.ItemStatus & ITS_ANIMATE1)
46 self.move_avelocity = '0 180 0';
48 if(self.ItemStatus & ITS_ANIMATE2)
49 self.move_avelocity = '0 -90 0';
53 else if (autocvar_cl_animate_items)
55 if(self.ItemStatus & ITS_ANIMATE1)
57 self.angles += self.move_avelocity * frametime;
58 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
61 if(self.ItemStatus & ITS_ANIMATE2)
63 self.angles += self.move_avelocity * frametime;
64 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
73 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
75 if(self.move_flags & FL_ONGROUND)
80 void ItemRead(float _IsNew)
86 self.origin_x = ReadCoord();
87 self.origin_y = ReadCoord();
88 self.origin_z = ReadCoord();
89 setorigin(self, self.origin);
90 self.oldorigin = self.origin;
95 self.angles_x = ReadCoord();
96 self.angles_y = ReadCoord();
97 self.angles_z = ReadCoord();
98 self.move_angles = self.angles;
103 self.mins_x = ReadCoord();
104 self.mins_y = ReadCoord();
105 self.mins_z = ReadCoord();
106 self.maxs_x = ReadCoord();
107 self.maxs_y = ReadCoord();
108 self.maxs_z = ReadCoord();
109 setsize(self, self.mins, self.maxs);
112 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
114 self.ItemStatus = ReadByte();
116 if(self.ItemStatus & ITS_AVAILABLE)
119 self.colormod = self.glowmod = '1 1 1';
123 if (autocvar_cl_ghost_items_color)
125 self.alpha = autocvar_cl_ghost_items;
126 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
132 if(autocvar_cl_fullbright_items)
133 if(self.ItemStatus & ITS_ALLOWFB)
134 self.effects |= EF_FULLBRIGHT;
136 if(self.ItemStatus & ITS_STAYWEP)
138 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
139 self.alpha = autocvar_cl_weapon_stay_alpha;
143 if(self.ItemStatus & ITS_POWERUP)
145 if(self.ItemStatus & ITS_AVAILABLE)
146 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
148 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
154 self.drawmask = MASK_NORMAL;
155 self.movetype = MOVETYPE_TOSS;
156 self.draw = ItemDraw;
162 string _fn = ReadString();
164 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
166 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
167 self.draw = ItemDrawSimple;
171 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
172 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
173 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
174 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
175 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
176 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
177 else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
178 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
181 self.draw = ItemDraw;
182 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
186 if(self.draw != ItemDrawSimple)
187 self.mdl = strzone(_fn);
191 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
193 precache_model(self.mdl);
194 setmodel(self, self.mdl);
197 if(sf & ISF_COLORMAP)
198 self.colormap = ReadShort();
203 //self.move_angles = '0 0 0';
204 self.move_movetype = MOVETYPE_TOSS;
205 self.move_velocity_x = ReadCoord();
206 self.move_velocity_y = ReadCoord();
207 self.move_velocity_z = ReadCoord();
208 self.velocity = self.move_velocity;
209 self.move_origin = self.oldorigin;
213 self.move_time = time;
214 self.spawntime = time;
217 self.move_time = max(self.move_time, time);
220 if(autocvar_cl_animate_items)
222 if(self.ItemStatus & ITS_ANIMATE1)
223 self.move_avelocity = '0 180 0';
225 if(self.ItemStatus & ITS_ANIMATE2)
226 self.move_avelocity = '0 -90 0';
233 bool ItemSend(entity to, int sf)
240 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
241 WriteByte(MSG_ENTITY, sf);
243 //WriteByte(MSG_ENTITY, self.cnt);
244 if(sf & ISF_LOCATION)
246 WriteCoord(MSG_ENTITY, self.origin.x);
247 WriteCoord(MSG_ENTITY, self.origin.y);
248 WriteCoord(MSG_ENTITY, self.origin.z);
253 WriteCoord(MSG_ENTITY, self.angles.x);
254 WriteCoord(MSG_ENTITY, self.angles.y);
255 WriteCoord(MSG_ENTITY, self.angles.z);
260 WriteCoord(MSG_ENTITY, self.mins.x);
261 WriteCoord(MSG_ENTITY, self.mins.y);
262 WriteCoord(MSG_ENTITY, self.mins.z);
263 WriteCoord(MSG_ENTITY, self.maxs.x);
264 WriteCoord(MSG_ENTITY, self.maxs.y);
265 WriteCoord(MSG_ENTITY, self.maxs.z);
269 WriteByte(MSG_ENTITY, self.ItemStatus);
275 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
277 WriteString(MSG_ENTITY, self.mdl);
281 if(sf & ISF_COLORMAP)
282 WriteShort(MSG_ENTITY, self.colormap);
286 WriteCoord(MSG_ENTITY, self.velocity.x);
287 WriteCoord(MSG_ENTITY, self.velocity.y);
288 WriteCoord(MSG_ENTITY, self.velocity.z);
294 void ItemUpdate(entity item)
296 item.SendFlags |= ISF_LOCATION;
299 float have_pickup_item(void)
301 if(self.flags & FL_POWERUP)
303 if(autocvar_g_powerups > 0)
305 if(autocvar_g_powerups == 0)
310 if(autocvar_g_pickup_items > 0)
312 if(autocvar_g_pickup_items == 0)
315 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
322 float Item_Customize()
324 if(self.spawnshieldtime)
326 if(self.weapons & ~other.weapons)
328 self.colormod = '0 0 0';
329 self.glowmod = self.colormod;
330 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
337 self.colormod = stov(autocvar_g_ghost_items_color);
338 self.glowmod = self.colormod;
339 self.alpha = g_ghost_items;
348 void Item_Show (entity e, float mode)
350 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
351 e.ItemStatus &= ~ITS_STAYWEP;
354 // make the item look normal, and be touchable
356 e.solid = SOLID_TRIGGER;
357 e.spawnshieldtime = 1;
358 e.ItemStatus |= ITS_AVAILABLE;
362 // hide the item completely
363 e.model = string_null;
365 e.spawnshieldtime = 1;
366 e.ItemStatus &= ~ITS_AVAILABLE;
368 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
370 // make the item translucent and not touchable
372 e.solid = SOLID_TRIGGER; // can STILL be picked up!
373 e.effects |= EF_STARDUST;
374 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
375 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
379 //setmodel(e, "null");
381 e.colormod = '0 0 0';
382 e.glowmod = e.colormod;
383 e.spawnshieldtime = 1;
384 e.ItemStatus &= ~ITS_AVAILABLE;
387 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
388 e.ItemStatus |= ITS_POWERUP;
390 if (autocvar_g_nodepthtestitems)
391 e.effects |= EF_NODEPTHTEST;
394 if (autocvar_g_fullbrightitems)
395 e.ItemStatus |= ITS_ALLOWFB;
397 if (autocvar_sv_simple_items)
398 e.ItemStatus |= ITS_ALLOWSI;
400 // relink entity (because solid may have changed)
401 setorigin(e, e.origin);
402 e.SendFlags |= ISF_STATUS;
407 self.nextthink = time;
408 if(self.origin != self.oldorigin)
410 self.oldorigin = self.origin;
415 void Item_Respawn (void)
419 if(self.items == IT_STRENGTH)
420 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
421 else if(self.items == IT_INVINCIBLE)
422 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
424 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
425 setorigin (self, self.origin);
427 self.think = Item_Think;
428 self.nextthink = time;
430 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
431 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
434 void Item_RespawnCountdown (void)
436 if(self.count >= ITEM_RESPAWN_TICKS)
438 if(self.waypointsprite_attached)
439 WaypointSprite_Kill(self.waypointsprite_attached);
444 self.nextthink = time + 1;
449 vector rgb = '1 0 1';
453 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
454 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
455 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
456 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
460 MUTATOR_CALLHOOK(Item_RespawnCountdown);
463 if(self.flags & FL_WEAPON)
465 entity wi = get_weaponinfo(self.weapon);
474 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
475 if(self.waypointsprite_attached)
476 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
480 print("Unknown powerup-marked item is wanting to respawn\n");
481 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
484 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
485 if(self.waypointsprite_attached)
487 WaypointSprite_Ping(self.waypointsprite_attached);
488 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
493 void Item_RespawnThink()
495 self.nextthink = time;
496 if(self.origin != self.oldorigin)
498 self.oldorigin = self.origin;
502 if(time >= self.wait)
506 void Item_ScheduleRespawnIn(entity e, float t)
508 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
510 e.think = Item_RespawnCountdown;
511 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
516 e.think = Item_RespawnThink;
522 void Item_ScheduleRespawn(entity e)
524 if(e.respawntime > 0)
527 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
529 else // if respawntime is -1, this item does not respawn
533 void Item_ScheduleInitialRespawn(entity e)
536 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
539 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
541 if (!item.(ammotype))
544 if (item.spawnshieldtime)
546 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
548 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
552 else if(g_weapon_stay == 2)
554 float mi = min(item.(ammotype), ammomax);
555 if (player.(ammotype) < mi)
557 player.(ammotype) = mi;
568 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
570 case ITEM_MODE_HEALTH:
571 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
573 case ITEM_MODE_ARMOR:
574 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
582 float Item_GiveTo(entity item, entity player)
589 // if nothing happens to player, just return without taking the item
591 _switchweapon = false;
592 // in case the player has autoswitch enabled do the following:
593 // if the player is using their best weapon before items are given, they
594 // probably want to switch to an even better weapon after items are given
595 if (player.autoswitch)
596 if (player.switchweapon == w_getbestweapon(player))
597 _switchweapon = true;
599 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
600 _switchweapon = true;
602 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
603 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
604 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
605 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
606 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
607 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
608 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
609 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
611 if (item.flags & FL_WEAPON)
615 it &= ~player.weapons;
617 if (it || (item.spawnshieldtime && item.pickup_anyway))
620 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
621 if(it & WepSet_FromWeapon(i))
623 W_DropEvent(WR_PICKUP, player, i, item);
624 W_GiveWeapon(player, i);
629 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
633 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
636 if (item.strength_finished)
639 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
641 if (item.invincible_finished)
644 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
646 if (item.superweapons_finished)
649 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
654 // always eat teamed entities
662 if (player.switchweapon != w_getbestweapon(player))
663 W_SwitchWeapon_Force(player, w_getbestweapon(player));
670 void Item_Touch (void)
674 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
675 if(self.classname == "droppedweapon")
677 if (ITEM_TOUCH_NEEDKILL())
684 if (!IS_PLAYER(other))
690 if (self.solid != SOLID_TRIGGER)
692 if (self.owner == other)
694 if (time < self.item_spawnshieldtime)
697 switch(MUTATOR_CALLHOOK(ItemTouch))
699 case MUT_ITEMTOUCH_RETURN: { return; }
700 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
703 if (self.classname == "droppedweapon")
705 self.strength_finished = max(0, self.strength_finished - time);
706 self.invincible_finished = max(0, self.invincible_finished - time);
707 self.superweapons_finished = max(0, self.superweapons_finished - time);
709 entity it = self.itemdef;
710 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
713 if (self.classname == "droppedweapon")
715 // undo what we did above
716 self.strength_finished += time;
717 self.invincible_finished += time;
718 self.superweapons_finished += time;
725 other.last_pickup = time;
727 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
728 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
730 if (self.classname == "droppedweapon")
732 else if (self.spawnshieldtime)
736 RandomSelection_Init();
737 for(head = world; (head = findfloat(head, team, self.team)); )
739 if(head.flags & FL_ITEM)
742 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
745 e = RandomSelection_chosen_ent;
750 Item_ScheduleRespawn(e);
756 Item_Show(self, !self.state);
757 setorigin (self, self.origin);
759 if(self.classname != "droppedweapon")
761 self.think = Item_Think;
762 self.nextthink = time;
764 if(self.waypointsprite_attached)
765 WaypointSprite_Kill(self.waypointsprite_attached);
767 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
768 Item_ScheduleInitialRespawn(self);
776 if(self.effects & EF_NODRAW)
778 // marker for item team search
779 dprint("Initializing item team ", ftos(self.team), "\n");
780 RandomSelection_Init();
781 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
782 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
783 e = RandomSelection_chosen_ent;
787 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
791 // make it a non-spawned item
793 head.state = 1; // state 1 = initially hidden item
795 head.effects &= ~EF_NODRAW;
802 // Savage: used for item garbage-collection
803 // TODO: perhaps nice special effect?
804 void RemoveItem(void)
809 // pickup evaluation functions
810 // these functions decide how desirable an item is to the bots
812 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
814 float weapon_pickupevalfunc(entity player, entity item)
818 // See if I have it already
819 if(item.weapons & ~player.weapons)
821 // If I can pick it up
822 if(!item.spawnshieldtime)
824 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
826 // Skilled bots will grab more
827 c = bound(0, skill / 10, 1) * 0.5;
835 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
836 if( bot_custom_weapon && c )
838 // Find the highest position on any range
840 for (int j = 0; j < WEP_LAST ; ++j){
842 bot_weapons_far[j] == item.weapon ||
843 bot_weapons_mid[j] == item.weapon ||
844 bot_weapons_close[j] == item.weapon
855 position = WEP_LAST - position;
856 // item.bot_pickupbasevalue is overwritten here
857 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
861 return item.bot_pickupbasevalue * c;
864 float commodity_pickupevalfunc(entity player, entity item)
867 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
871 // Detect needed ammo
872 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
874 wi = get_weaponinfo(i);
876 if (!(player.weapons & WepSet_FromWeapon(i)))
879 if(wi.items & IT_SHELLS)
881 else if(wi.items & IT_NAILS)
883 else if(wi.items & IT_ROCKETS)
885 else if(wi.items & IT_CELLS)
887 else if(wi.items & IT_PLASMA)
889 else if(wi.items & IT_FUEL)
893 // TODO: figure out if the player even has the weapon this ammo is for?
894 // may not affect strategy much though...
895 // find out how much more ammo/armor/health the player can hold
897 if (item.ammo_shells)
898 if (player.ammo_shells < g_pickup_shells_max)
899 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
902 if (player.ammo_nails < g_pickup_nails_max)
903 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
905 if (item.ammo_rockets)
906 if (player.ammo_rockets < g_pickup_rockets_max)
907 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
910 if (player.ammo_cells < g_pickup_cells_max)
911 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
913 if (item.ammo_plasma)
914 if (player.ammo_plasma < g_pickup_plasma_max)
915 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
918 if (player.ammo_fuel < g_pickup_fuel_max)
919 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
921 if (player.armorvalue < item.max_armorvalue)
922 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
924 if (player.health < item.max_health)
925 c = c + max(0, 1 - player.health / item.max_health);
927 return item.bot_pickupbasevalue * c;
930 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
932 if(ITEM_DAMAGE_NEEDKILL(deathtype))
936 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)
938 startitem_failed = false;
941 self.model = itemmodel;
945 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
949 if(self.item_pickupsound == "")
950 self.item_pickupsound = pickupsound;
952 if(!self.respawntime) // both need to be set
954 self.respawntime = defaultrespawntime;
955 self.respawntimejitter = defaultrespawntimejitter;
959 self.weapon = weaponid;
962 self.weapons = WepSet_FromWeapon(weaponid);
964 self.flags = FL_ITEM | itemflags;
966 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
968 startitem_failed = true;
973 // is it a dropped weapon?
974 if (self.classname == "droppedweapon")
976 self.reset = SUB_Remove;
977 // it's a dropped weapon
978 self.movetype = MOVETYPE_TOSS;
980 // Savage: remove thrown items after a certain period of time ("garbage collection")
981 self.think = RemoveItem;
982 self.nextthink = time + 20;
984 self.takedamage = DAMAGE_YES;
985 self.event_damage = Item_Damage;
987 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
990 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
991 if(self.ammo_nails == 0)
992 if(self.ammo_cells == 0)
993 if(self.ammo_rockets == 0)
994 if(self.ammo_shells == 0)
995 if(self.ammo_fuel == 0)
997 if(self.armorvalue == 0)
1000 // if item is worthless after a timer, have it expire then
1001 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1004 // don't drop if in a NODROP zone (such as lava)
1005 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1006 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1008 startitem_failed = true;
1015 if(!have_pickup_item())
1017 startitem_failed = true;
1022 self.reset = Item_Reset;
1023 // it's a level item
1024 if(self.spawnflags & 1)
1027 self.movetype = MOVETYPE_NONE;
1029 self.movetype = MOVETYPE_TOSS;
1030 // do item filtering according to game mode and other things
1033 // first nudge it off the floor a little bit to avoid math errors
1034 setorigin(self, self.origin + '0 0 1');
1035 // set item size before we spawn a spawnfunc_waypoint
1036 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1037 setsize (self, '-16 -16 0', '16 16 48');
1039 setsize (self, '-16 -16 0', '16 16 32');
1041 // note droptofloor returns false if stuck/or would fall too far
1043 waypoint_spawnforitem(self);
1047 * can't do it that way, as it would break maps
1048 * TODO make a target_give like entity another way, that perhaps has
1049 * the weapon name in a key
1052 // target_give not yet supported; maybe later
1053 print("removed targeted ", self.classname, "\n");
1054 startitem_failed = true;
1060 if(autocvar_spawn_debug >= 2)
1063 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1065 // why not flags & fl_item?
1066 if(otheritem.is_item)
1068 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1069 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1070 error("Mapper sucks.");
1073 self.is_item = true;
1076 weaponsInMap |= WepSet_FromWeapon(weaponid);
1078 precache_model (self.model);
1079 precache_sound (self.item_pickupsound);
1081 precache_sound ("misc/itemrespawncountdown.wav");
1082 if(itemid == IT_STRENGTH)
1083 precache_sound ("misc/strength_respawn.wav");
1084 else if(itemid == IT_INVINCIBLE)
1085 precache_sound ("misc/shield_respawn.wav");
1087 precache_sound ("misc/itemrespawn.wav");
1089 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1090 self.target = "###item###"; // for finding the nearest item using find()
1093 self.bot_pickup = true;
1094 self.bot_pickupevalfunc = pickupevalfunc;
1095 self.bot_pickupbasevalue = pickupbasevalue;
1096 self.mdl = self.model;
1097 self.netname = itemname;
1098 self.touch = Item_Touch;
1099 setmodel(self, "null"); // precision set below
1100 //self.effects |= EF_LOWPRECISION;
1102 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1104 self.pos1 = '-16 -16 0';
1105 self.pos2 = '16 16 48';
1109 self.pos1 = '-16 -16 0';
1110 self.pos2 = '16 16 32';
1112 setsize (self, self.pos1, self.pos2);
1114 if(itemflags & FL_POWERUP)
1115 self.ItemStatus |= ITS_ANIMATE1;
1117 if(self.armorvalue || self.health)
1118 self.ItemStatus |= ITS_ANIMATE2;
1120 if(itemflags & FL_WEAPON)
1122 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1123 self.colormap = 1024; // color shirt=0 pants=0 grey
1127 self.ItemStatus |= ITS_ANIMATE1;
1128 self.ItemStatus |= ISF_COLORMAP;
1132 if(self.team) // broken, no idea why.
1135 self.cnt = 1; // item probability weight
1137 self.effects |= EF_NODRAW; // marker for item team search
1138 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1143 Net_LinkEntity(self, false, 0, ItemSend);
1145 self.SendFlags |= ISF_SIZE;
1147 self.SendFlags |= ISF_ANGLES;
1149 // call this hook after everything else has been done
1150 if(MUTATOR_CALLHOOK(Item_Spawn))
1152 startitem_failed = true;
1158 void StartItemA (entity a)
1161 StartItem(a.m_model, a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1164 void spawnfunc_item_rockets (void) {
1165 if(!self.ammo_rockets)
1166 self.ammo_rockets = g_pickup_rockets;
1167 if(!self.pickup_anyway)
1168 self.pickup_anyway = g_pickup_ammo_anyway;
1169 StartItemA (ITEM_Rockets);
1172 void spawnfunc_item_bullets (void) {
1174 if(autocvar_sv_q3acompat_machineshotgunswap)
1175 if(self.classname != "droppedweapon")
1177 weaponswapping = true;
1178 spawnfunc_item_shells();
1179 weaponswapping = false;
1183 if(!self.ammo_nails)
1184 self.ammo_nails = g_pickup_nails;
1185 if(!self.pickup_anyway)
1186 self.pickup_anyway = g_pickup_ammo_anyway;
1187 StartItemA (ITEM_Bullets);
1190 void spawnfunc_item_cells (void) {
1191 if(!self.ammo_cells)
1192 self.ammo_cells = g_pickup_cells;
1193 if(!self.pickup_anyway)
1194 self.pickup_anyway = g_pickup_ammo_anyway;
1195 StartItemA (ITEM_Cells);
1198 void spawnfunc_item_plasma()
1200 if(!self.ammo_plasma)
1201 self.ammo_plasma = g_pickup_plasma;
1202 if(!self.pickup_anyway)
1203 self.pickup_anyway = g_pickup_ammo_anyway;
1204 StartItemA (ITEM_Plasma);
1207 void spawnfunc_item_shells (void) {
1209 if(autocvar_sv_q3acompat_machineshotgunswap)
1210 if(self.classname != "droppedweapon")
1212 weaponswapping = true;
1213 spawnfunc_item_bullets();
1214 weaponswapping = false;
1218 if(!self.ammo_shells)
1219 self.ammo_shells = g_pickup_shells;
1220 if(!self.pickup_anyway)
1221 self.pickup_anyway = g_pickup_ammo_anyway;
1222 StartItemA (ITEM_Shells);
1225 void spawnfunc_item_armor_small (void) {
1226 if(!self.armorvalue)
1227 self.armorvalue = g_pickup_armorsmall;
1228 if(!self.max_armorvalue)
1229 self.max_armorvalue = g_pickup_armorsmall_max;
1230 if(!self.pickup_anyway)
1231 self.pickup_anyway = g_pickup_armorsmall_anyway;
1232 StartItemA (ITEM_ArmorSmall);
1235 void spawnfunc_item_armor_medium (void) {
1236 if(!self.armorvalue)
1237 self.armorvalue = g_pickup_armormedium;
1238 if(!self.max_armorvalue)
1239 self.max_armorvalue = g_pickup_armormedium_max;
1240 if(!self.pickup_anyway)
1241 self.pickup_anyway = g_pickup_armormedium_anyway;
1242 StartItemA (ITEM_ArmorMedium);
1245 void spawnfunc_item_armor_big (void) {
1246 if(!self.armorvalue)
1247 self.armorvalue = g_pickup_armorbig;
1248 if(!self.max_armorvalue)
1249 self.max_armorvalue = g_pickup_armorbig_max;
1250 if(!self.pickup_anyway)
1251 self.pickup_anyway = g_pickup_armorbig_anyway;
1252 StartItemA (ITEM_ArmorBig);
1255 void spawnfunc_item_armor_large (void) {
1256 if(!self.armorvalue)
1257 self.armorvalue = g_pickup_armorlarge;
1258 if(!self.max_armorvalue)
1259 self.max_armorvalue = g_pickup_armorlarge_max;
1260 if(!self.pickup_anyway)
1261 self.pickup_anyway = g_pickup_armorlarge_anyway;
1262 StartItemA (ITEM_ArmorLarge);
1265 void spawnfunc_item_health_small (void) {
1266 if(!self.max_health)
1267 self.max_health = g_pickup_healthsmall_max;
1269 self.health = g_pickup_healthsmall;
1270 if(!self.pickup_anyway)
1271 self.pickup_anyway = g_pickup_healthsmall_anyway;
1272 StartItemA (ITEM_HealthSmall);
1275 void spawnfunc_item_health_medium (void) {
1276 if(!self.max_health)
1277 self.max_health = g_pickup_healthmedium_max;
1279 self.health = g_pickup_healthmedium;
1280 if(!self.pickup_anyway)
1281 self.pickup_anyway = g_pickup_healthmedium_anyway;
1282 StartItemA (ITEM_HealthMedium);
1285 void spawnfunc_item_health_large (void) {
1286 if(!self.max_health)
1287 self.max_health = g_pickup_healthlarge_max;
1289 self.health = g_pickup_healthlarge;
1290 if(!self.pickup_anyway)
1291 self.pickup_anyway = g_pickup_healthlarge_anyway;
1292 StartItemA (ITEM_HealthLarge);
1295 void spawnfunc_item_health_mega (void) {
1296 if(!self.max_health)
1297 self.max_health = g_pickup_healthmega_max;
1299 self.health = g_pickup_healthmega;
1300 if(!self.pickup_anyway)
1301 self.pickup_anyway = g_pickup_healthmega_anyway;
1302 StartItemA (ITEM_HealthMega);
1305 // support old misnamed entities
1306 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1307 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1308 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1309 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1310 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1312 void spawnfunc_item_strength (void) {
1313 precache_sound("weapons/strength_fire.wav");
1314 if(!self.strength_finished)
1315 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1316 StartItemA (ITEM_Strength);
1319 void spawnfunc_item_invincible (void) {
1320 if(!self.invincible_finished)
1321 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1322 StartItemA (ITEM_Shield);
1326 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1328 void target_items_use (void)
1330 if(activator.classname == "droppedweapon")
1337 if (!IS_PLAYER(activator))
1339 if(activator.deadflag != DEAD_NO)
1344 for(e = world; (e = find(e, classname, "droppedweapon")); )
1345 if(e.enemy == activator)
1348 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1349 centerprint(activator, self.message);
1352 void spawnfunc_target_items (void)
1358 self.use = target_items_use;
1359 if(!self.strength_finished)
1360 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1361 if(!self.invincible_finished)
1362 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1363 if(!self.superweapons_finished)
1364 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1366 precache_sound("misc/itempickup.wav");
1367 precache_sound("misc/megahealth.wav");
1368 precache_sound("misc/armor25.wav");
1369 precache_sound("misc/powerup.wav");
1370 precache_sound("misc/poweroff.wav");
1371 precache_sound("weapons/weaponpickup.wav");
1373 n = tokenize_console(self.netname);
1374 if(argv(0) == "give")
1376 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1380 for(i = 0; i < n; ++i)
1382 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1383 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1384 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1385 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1386 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1387 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1388 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1389 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1392 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1394 e = get_weaponinfo(j);
1395 s = W_UndeprecateName(argv(i));
1398 self.weapons |= WepSet_FromWeapon(j);
1399 if(self.spawnflags == 0 || self.spawnflags == 2)
1400 WEP_ACTION(e.weapon, WR_INIT);
1405 print("target_items: invalid item ", argv(i), "\n");
1409 string itemprefix, valueprefix;
1410 if(self.spawnflags == 0)
1415 else if(self.spawnflags == 1)
1417 itemprefix = "max ";
1418 valueprefix = "max ";
1420 else if(self.spawnflags == 2)
1422 itemprefix = "min ";
1423 valueprefix = "min ";
1425 else if(self.spawnflags == 4)
1427 itemprefix = "minus ";
1428 valueprefix = "max ";
1432 error("invalid spawnflags");
1433 itemprefix = valueprefix = string_null;
1437 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1438 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1439 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1440 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1441 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1442 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1443 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1444 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1445 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1446 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1447 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1448 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
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 & WepSet_FromWeapon(j)), 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 WEP_ACTION(e.weapon, WR_INIT);
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 StartItemA (ITEM_JetpackFuel);
1486 void spawnfunc_item_fuel_regen(void)
1488 if(start_items & IT_FUEL_REGEN)
1490 spawnfunc_item_fuel();
1493 StartItemA (ITEM_JetpackRegen);
1496 void spawnfunc_item_jetpack(void)
1499 self.ammo_fuel = g_pickup_fuel_jetpack;
1500 if(start_items & IT_JETPACK)
1502 spawnfunc_item_fuel();
1505 StartItemA (ITEM_Jetpack);
1508 float GiveWeapon(entity e, float wpn, float op, float val)
1511 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1516 e.weapons |= WepSet_FromWeapon(wpn);
1518 e.weapons &= ~WepSet_FromWeapon(wpn);
1523 e.weapons |= WepSet_FromWeapon(wpn);
1527 e.weapons &= ~WepSet_FromWeapon(wpn);
1531 e.weapons &= ~WepSet_FromWeapon(wpn);
1534 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1538 float GiveBit(entity e, .float fld, float bit, float op, float val)
1541 v0 = (e.(fld) & bit);
1564 v1 = (e.(fld) & bit);
1568 float GiveValue(entity e, .float fld, float op, float val)
1578 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1581 e.(fld) = min(e.(fld), val);
1594 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1601 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1603 else if(v0 >= v0 + t)
1606 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1610 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1613 e.(rotfield) = max(e.(rotfield), time + rottime);
1615 e.(regenfield) = max(e.(regenfield), time + regentime);
1617 float GiveItems(entity e, float beginarg, float endarg)
1619 float got, i, j, val, op;
1620 float _switchweapon;
1629 _switchweapon = false;
1631 if (e.switchweapon == w_getbestweapon(e))
1632 _switchweapon = true;
1634 e.strength_finished = max(0, e.strength_finished - time);
1635 e.invincible_finished = max(0, e.invincible_finished - time);
1636 e.superweapons_finished = max(0, e.superweapons_finished - time);
1640 PREGIVE(e, strength_finished);
1641 PREGIVE(e, invincible_finished);
1642 PREGIVE(e, superweapons_finished);
1643 PREGIVE(e, ammo_nails);
1644 PREGIVE(e, ammo_cells);
1645 PREGIVE(e, ammo_plasma);
1646 PREGIVE(e, ammo_shells);
1647 PREGIVE(e, ammo_rockets);
1648 PREGIVE(e, ammo_fuel);
1649 PREGIVE(e, armorvalue);
1652 for(i = beginarg; i < endarg; ++i)
1656 if(cmd == "0" || stof(cmd))
1680 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1681 got += GiveValue(e, strength_finished, op, val);
1682 got += GiveValue(e, invincible_finished, op, val);
1683 got += GiveValue(e, superweapons_finished, op, val);
1684 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1686 got += GiveBit(e, items, IT_JETPACK, op, val);
1687 got += GiveValue(e, health, op, val);
1688 got += GiveValue(e, armorvalue, op, val);
1690 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1692 wi = get_weaponinfo(j);
1694 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1695 got += GiveWeapon(e, j, op, val);
1698 got += GiveValue(e, ammo_cells, op, val);
1699 got += GiveValue(e, ammo_plasma, op, val);
1700 got += GiveValue(e, ammo_shells, op, val);
1701 got += GiveValue(e, ammo_nails, op, val);
1702 got += GiveValue(e, ammo_rockets, op, val);
1703 got += GiveValue(e, ammo_fuel, op, val);
1705 case "unlimited_ammo":
1706 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1708 case "unlimited_weapon_ammo":
1709 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1711 case "unlimited_superweapons":
1712 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1715 got += GiveBit(e, items, IT_JETPACK, op, val);
1718 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1721 got += GiveValue(e, strength_finished, op, val);
1724 got += GiveValue(e, invincible_finished, op, val);
1726 case "superweapons":
1727 got += GiveValue(e, superweapons_finished, op, val);
1730 got += GiveValue(e, ammo_cells, op, val);
1733 got += GiveValue(e, ammo_plasma, op, val);
1736 got += GiveValue(e, ammo_shells, op, val);
1740 got += GiveValue(e, ammo_nails, op, val);
1743 got += GiveValue(e, ammo_rockets, op, val);
1746 got += GiveValue(e, health, op, val);
1749 got += GiveValue(e, armorvalue, op, val);
1752 got += GiveValue(e, ammo_fuel, op, val);
1755 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1757 wi = get_weaponinfo(j);
1758 if(cmd == wi.netname)
1760 got += GiveWeapon(e, j, op, val);
1765 print("give: invalid item ", cmd, "\n");
1772 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1773 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1774 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1775 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1776 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1778 wi = get_weaponinfo(j);
1781 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1782 if (!(save_weapons & WepSet_FromWeapon(j)))
1783 if(e.weapons & WepSet_FromWeapon(j))
1784 WEP_ACTION(wi.weapon, WR_INIT);
1787 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1788 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1789 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1790 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1791 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1792 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1793 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1794 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);
1795 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);
1796 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);
1798 if(e.superweapons_finished <= 0)
1799 if(self.weapons & WEPSET_SUPERWEAPONS)
1800 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1802 if(e.strength_finished <= 0)
1803 e.strength_finished = 0;
1805 e.strength_finished += time;
1806 if(e.invincible_finished <= 0)
1807 e.invincible_finished = 0;
1809 e.invincible_finished += time;
1810 if(e.superweapons_finished <= 0)
1811 e.superweapons_finished = 0;
1813 e.superweapons_finished += time;
1815 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1816 _switchweapon = true;
1818 W_SwitchWeapon_Force(e, w_getbestweapon(e));