1 float have_pickup_item(void)
3 // minstagib: only allow filtered items
5 if(self.classname != "minstagib")
8 if(self.items == IT_STRENGTH || self.items == IT_INVINCIBLE)
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) && 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.strength_finished || e.invincible_finished)
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;
238 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
239 if(self.waypointsprite_attached)
240 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
243 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
244 if(self.waypointsprite_attached)
246 WaypointSprite_Ping(self.waypointsprite_attached);
247 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
252 void Item_ScheduleRespawnIn(entity e, float t)
254 if(e.flags & FL_POWERUP)
256 e.think = Item_RespawnCountdown;
257 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
262 e.think = Item_Respawn;
263 e.nextthink = time + t;
267 void Item_ScheduleRespawn(entity e)
269 if(e.respawntime > 0)
272 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
274 else // if respawntime is -1, this item does not respawn
278 void Item_ScheduleInitialRespawn(entity e)
281 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
284 float Item_GiveTo(entity item, entity player)
292 // if nothing happens to player, just return without taking the item
294 _switchweapon = FALSE;
298 if(item.spawnshieldtime)
301 if (player.ammo_fuel < g_pickup_fuel_max)
304 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
305 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
307 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
311 sprint (player, strcat("You got the ^2", item.netname, "\n"));
314 _switchweapon = TRUE;
318 // play some cool sounds ;)
319 if (clienttype(player) == CLIENTTYPE_REAL)
321 if(player.health <= 5)
322 AnnounceTo(player, "lastsecond");
323 else if(player.health < 50)
324 AnnounceTo(player, "narrowly");
326 // sound not available
327 // else if(item.items == IT_CELLS)
328 // AnnounceTo(player, "ammo");
330 if (item.weapons & WEPBIT_MINSTANEX)
331 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
333 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
341 // sound not available
342 // AnnounceTo(player, "_lives");
343 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
344 sprint(player, "^3You picked up some extra lives\n");
348 if (item.strength_finished)
351 // sound not available
352 // AnnounceTo(player, "invisible");
353 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
357 if (item.invincible_finished)
360 // sound not available
361 // AnnounceTo(player, "speed");
362 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
368 // in case the player has autoswitch enabled do the following:
369 // if the player is using their best weapon before items are given, they
370 // probably want to switch to an even better weapon after items are given
371 if (player.autoswitch)
372 if (player.switchweapon == w_getbestweapon(player))
373 _switchweapon = TRUE;
375 if not(player.weapons & W_WeaponBit(player.switchweapon))
376 _switchweapon = TRUE;
378 if(item.spawnshieldtime)
380 if (item.ammo_shells)
381 if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
384 player.ammo_shells = bound(player.ammo_shells, g_pickup_shells_max, player.ammo_shells + item.ammo_shells);
387 if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
390 player.ammo_nails = bound(player.ammo_nails, g_pickup_nails_max, player.ammo_nails + item.ammo_nails);
392 if (item.ammo_rockets)
393 if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
396 player.ammo_rockets = bound(player.ammo_rockets, g_pickup_rockets_max, player.ammo_rockets + item.ammo_rockets);
399 if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
402 player.ammo_cells = bound(player.ammo_cells, g_pickup_cells_max, player.ammo_cells + item.ammo_cells);
405 if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
408 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
409 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
413 if (item.flags & FL_WEAPON)
414 if ((it = item.weapons - (item.weapons & player.weapons)) || (g_pickup_weapons_anyway))
417 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
419 e = get_weaponinfo(i);
421 W_GiveWeapon (player, e.weapon, item.netname);
425 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
429 sprint (player, strcat("You got the ^2", item.netname, "\n"));
432 if(item.spawnshieldtime)
434 if (item.strength_finished)
437 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
439 if (item.invincible_finished)
442 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
446 if ((player.health < item.max_health) || item.pickup_anyway)
449 player.health = bound(player.health, item.max_health, player.health + item.health);
450 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
453 if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
456 player.armorvalue = bound(player.armorvalue, item.max_armorvalue, player.armorvalue + item.armorvalue);
457 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
463 // always eat teamed entities
470 sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
472 if (player.switchweapon != w_getbestweapon(player))
473 W_SwitchWeapon_Force(player, w_getbestweapon(player));
478 void Item_Touch (void)
482 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
483 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
488 if (other.classname != "player")
492 if (self.solid != SOLID_TRIGGER)
494 if (self.owner == other)
497 if(!Item_GiveTo(self, other))
500 other.last_pickup = time;
502 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
504 if (self.classname == "droppedweapon")
506 else if not(self.spawnshieldtime)
512 RandomSelection_Init();
513 for(head = world; (head = findfloat(head, team, self.team)); )
515 if(head.flags & FL_ITEM)
518 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
521 e = RandomSelection_chosen_ent;
525 Item_ScheduleRespawn(e);
533 if(self.effects & EF_NODRAW)
535 // marker for item team search
536 dprint("Initializing item team ", ftos(self.team), "\n");
537 RandomSelection_Init();
538 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
539 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
540 e = RandomSelection_chosen_ent;
544 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
548 // make it a non-spawned item
550 head.state = 1; // state 1 = initially hidden item
552 head.effects &~= EF_NODRAW;
555 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
556 Item_ScheduleInitialRespawn(e);
562 Item_Show(self, !self.state);
563 setorigin (self, self.origin);
564 self.think = SUB_Null;
567 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
568 Item_ScheduleInitialRespawn(self);
571 // Savage: used for item garbage-collection
572 // TODO: perhaps nice special effect?
573 void RemoveItem(void)
578 // pickup evaluation functions
579 // these functions decide how desirable an item is to the bots
581 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
583 float weapon_pickupevalfunc(entity player, entity item)
585 float c, i, j, position;
587 // See if I have it already
588 if(player.weapons & item.weapons == item.weapons)
590 // If I can pick it up
591 if(!item.spawnshieldtime)
593 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
595 // Skilled bots will grab more
596 c = bound(0, skill / 10, 1) * 0.5;
604 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
605 if( bot_custom_weapon && c )
607 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
610 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
613 // Find the highest position on any range
615 for(j = 0; j < WEP_LAST ; ++j){
617 bot_weapons_far[j] == i ||
618 bot_weapons_mid[j] == i ||
619 bot_weapons_close[j] == i
630 position = WEP_LAST - position;
631 // item.bot_pickupbasevalue is overwritten here
632 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
637 return item.bot_pickupbasevalue * c;
640 float commodity_pickupevalfunc(entity player, entity item)
642 float c, i, need_shells, need_nails, need_rockets, need_cells;
646 // Detect needed ammo
647 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
649 wi = get_weaponinfo(i);
651 if not(wi.weapons & player.weapons)
654 if(wi.items & IT_SHELLS)
656 else if(wi.items & IT_NAILS)
658 else if(wi.items & IT_ROCKETS)
660 else if(wi.items & IT_CELLS)
664 // TODO: figure out if the player even has the weapon this ammo is for?
665 // may not affect strategy much though...
666 // find out how much more ammo/armor/health the player can hold
668 if (item.ammo_shells)
669 if (player.ammo_shells < g_pickup_shells_max)
670 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
673 if (player.ammo_nails < g_pickup_nails_max)
674 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
676 if (item.ammo_rockets)
677 if (player.ammo_rockets < g_pickup_rockets_max)
678 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
681 if (player.ammo_cells < g_pickup_cells_max)
682 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
684 if (player.armorvalue < item.max_armorvalue)
685 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
687 if (player.health < item.max_health)
688 c = c + max(0, 1 - player.health / item.max_health);
690 return item.bot_pickupbasevalue * c;
695 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)
697 startitem_failed = FALSE;
700 self.weapons = weaponid;
702 // is it a dropped weapon?
703 if (self.classname == "droppedweapon")
705 self.reset = SUB_Remove;
706 // it's a dropped weapon
707 self.movetype = MOVETYPE_TOSS;
708 // Savage: remove thrown items after a certain period of time ("garbage collection")
709 self.think = RemoveItem;
710 self.nextthink = time + 60;
711 // don't drop if in a NODROP zone (such as lava)
712 traceline(self.origin, self.origin, MOVE_NORMAL, self);
713 if (trace_dpstartcontents & DPCONTENTS_NODROP)
715 startitem_failed = TRUE;
722 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
724 startitem_failed = TRUE;
729 if(!have_pickup_item())
731 startitem_failed = TRUE;
736 self.reset = Item_Reset;
738 if(self.spawnflags & 1)
741 self.movetype = MOVETYPE_NONE;
743 self.movetype = MOVETYPE_TOSS;
744 // do item filtering according to game mode and other things
747 // first nudge it off the floor a little bit to avoid math errors
748 setorigin(self, self.origin + '0 0 1');
749 // set item size before we spawn a spawnfunc_waypoint
750 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
751 setsize (self, '-16 -16 0', '16 16 48');
753 setsize (self, '-16 -16 0', '16 16 32');
754 // note droptofloor returns FALSE if stuck/or would fall too far
756 waypoint_spawnforitem(self);
760 * can't do it that way, as it would break maps
761 * TODO make a target_give like entity another way, that perhaps has
762 * the weapon name in a key
765 // target_give not yet supported; maybe later
766 print("removed targeted ", self.classname, "\n");
767 startitem_failed = TRUE;
773 if(autocvar_spawn_debug >= 2)
776 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
778 if(otheritem.is_item)
780 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
781 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
782 error("Mapper sucks.");
788 weaponsInMap |= weaponid;
790 precache_model (itemmodel);
791 precache_sound (pickupsound);
793 precache_sound ("misc/itemrespawncountdown.wav");
794 if(!g_minstagib && itemid == IT_STRENGTH)
795 precache_sound ("misc/strength_respawn.wav");
796 else if(!g_minstagib && itemid == IT_INVINCIBLE)
797 precache_sound ("misc/shield_respawn.wav");
799 precache_sound ("misc/itemrespawn.wav");
801 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
802 self.target = "###item###"; // for finding the nearest item using find()
805 self.bot_pickup = TRUE;
806 self.bot_pickupevalfunc = pickupevalfunc;
807 self.bot_pickupbasevalue = pickupbasevalue;
808 self.mdl = itemmodel;
809 self.item_pickupsound = pickupsound;
810 // let mappers override respawntime
811 if(!self.respawntime) // both set
813 self.respawntime = defaultrespawntime;
814 self.respawntimejitter = defaultrespawntimejitter;
816 self.netname = itemname;
817 self.flags = FL_ITEM | itemflags;
818 self.touch = Item_Touch;
819 setmodel (self, self.mdl); // precision set below
820 self.effects |= EF_LOWPRECISION;
821 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
822 setsize (self, '-16 -16 0', '16 16 48');
824 setsize (self, '-16 -16 0', '16 16 32');
825 if(itemflags & FL_WEAPON)
826 self.modelflags |= MF_ROTATE;
828 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
829 if (itemflags & FL_WEAPON)
831 // neutral team color for pickup weapons
832 self.colormap = 1024; // color shirt=0 pants=0 grey
840 self.cnt = 1; // item probability weight
841 self.effects = self.effects | EF_NODRAW; // marker for item team search
842 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
844 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
845 Item_ScheduleInitialRespawn(self);
848 /* replace items in minstagib
849 * IT_STRENGTH = invisibility
850 * IT_NAILS = extra lives
851 * IT_INVINCIBLE = speed
853 void minstagib_items (float itemid)
856 self.classname = "minstagib";
858 // replace rocket launchers and nex guns with ammo cells
859 if (itemid == IT_CELLS)
862 StartItem ("models/items/a_cells.md3",
863 "misc/itempickup.wav", 45, 0,
864 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
871 itemid = IT_STRENGTH;
875 itemid = IT_INVINCIBLE;
877 // replace with invis
878 if (itemid == IT_STRENGTH)
880 self.strength_finished = 30;
881 StartItem ("models/items/g_strength.md3",
882 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
883 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
885 // replace with extra lives
886 if (itemid == IT_NAILS)
889 StartItem ("models/items/g_h100.md3",
890 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
891 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
893 // replace with speed
894 if (itemid == IT_INVINCIBLE)
896 self.invincible_finished = 30;
897 StartItem ("models/items/g_invincible.md3",
898 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
899 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
903 float minst_no_auto_cells;
904 void minst_remove_item (void) {
905 if(minst_no_auto_cells)
909 float weaponswapping;
912 void weapon_defaultspawnfunc(float wpn)
916 var .float ammofield;
921 // set the respawntime in advance (so replaced weapons can copy it)
923 if(!self.respawntime)
925 e = get_weaponinfo(wpn);
926 if(e.items == IT_SUPERWEAPON)
928 self.respawntime = g_pickup_respawntime_powerup;
929 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
933 self.respawntime = g_pickup_respawntime_weapon;
934 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
938 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
940 e = get_weaponinfo(wpn);
941 s = cvar_string(strcat("g_weaponreplace_", e.netname));
945 startitem_failed = TRUE;
948 t = tokenize_console(s);
951 self.team = --internalteam;
953 for(i = 1; i < t; ++i)
956 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
958 e = get_weaponinfo(j);
962 copyentity(oldself, self);
963 self.classname = "replacedweapon";
964 weapon_defaultspawnfunc(j);
970 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
979 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
981 e = get_weaponinfo(j);
990 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
996 startitem_failed = TRUE;
1001 e = get_weaponinfo(wpn);
1003 if(e.items && e.items != IT_SUPERWEAPON)
1005 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1009 ammofield = Item_CounterField(j);
1011 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1017 self.flags |= FL_NO_WEAPON_STAY;
1020 // weapon stay isn't supported for teamed weapons
1022 self.flags |= FL_NO_WEAPON_STAY;
1024 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1025 if (self.modelindex) // don't precache if self was removed
1026 weapon_action(e.weapon, WR_PRECACHE);
1029 void spawnfunc_weapon_shotgun (void);
1030 void spawnfunc_weapon_uzi (void) {
1031 if(autocvar_sv_q3acompat_machineshotgunswap)
1032 if(self.classname != "droppedweapon")
1034 weapon_defaultspawnfunc(WEP_SHOTGUN);
1037 weapon_defaultspawnfunc(WEP_UZI);
1040 void spawnfunc_weapon_shotgun (void) {
1041 if(autocvar_sv_q3acompat_machineshotgunswap)
1042 if(self.classname != "droppedweapon")
1044 weapon_defaultspawnfunc(WEP_UZI);
1047 weapon_defaultspawnfunc(WEP_SHOTGUN);
1050 void spawnfunc_weapon_nex (void)
1054 minstagib_items(IT_CELLS);
1055 self.think = minst_remove_item;
1056 self.nextthink = time;
1059 weapon_defaultspawnfunc(WEP_NEX);
1062 void spawnfunc_weapon_minstanex (void)
1066 minstagib_items(IT_CELLS);
1067 self.think = minst_remove_item;
1068 self.nextthink = time;
1071 weapon_defaultspawnfunc(WEP_MINSTANEX);
1074 void spawnfunc_weapon_rocketlauncher (void)
1078 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1079 self.think = minst_remove_item;
1080 self.nextthink = time;
1083 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1086 void spawnfunc_item_rockets (void) {
1087 if(!self.ammo_rockets)
1088 self.ammo_rockets = g_pickup_rockets;
1089 if(!self.pickup_anyway)
1090 self.pickup_anyway = g_pickup_ammo_anyway;
1091 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);
1094 void spawnfunc_item_shells (void);
1095 void spawnfunc_item_bullets (void) {
1097 if(autocvar_sv_q3acompat_machineshotgunswap)
1098 if(self.classname != "droppedweapon")
1100 weaponswapping = TRUE;
1101 spawnfunc_item_shells();
1102 weaponswapping = FALSE;
1106 if(!self.ammo_nails)
1107 self.ammo_nails = g_pickup_nails;
1108 if(!self.pickup_anyway)
1109 self.pickup_anyway = g_pickup_ammo_anyway;
1110 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);
1113 void spawnfunc_item_cells (void) {
1114 if(!self.ammo_cells)
1115 self.ammo_cells = g_pickup_cells;
1116 if(!self.pickup_anyway)
1117 self.pickup_anyway = g_pickup_ammo_anyway;
1118 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);
1121 void spawnfunc_item_shells (void) {
1123 if(autocvar_sv_q3acompat_machineshotgunswap)
1124 if(self.classname != "droppedweapon")
1126 weaponswapping = TRUE;
1127 spawnfunc_item_bullets();
1128 weaponswapping = FALSE;
1132 if(!self.ammo_shells)
1133 self.ammo_shells = g_pickup_shells;
1134 if(!self.pickup_anyway)
1135 self.pickup_anyway = g_pickup_ammo_anyway;
1136 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);
1139 void spawnfunc_item_armor_small (void) {
1140 if(!self.armorvalue)
1141 self.armorvalue = g_pickup_armorsmall;
1142 if(!self.max_armorvalue)
1143 self.max_armorvalue = g_pickup_armorsmall_max;
1144 if(!self.pickup_anyway)
1145 self.pickup_anyway = g_pickup_armorsmall_anyway;
1146 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);
1149 void spawnfunc_item_armor_medium (void) {
1150 if(!self.armorvalue)
1151 self.armorvalue = g_pickup_armormedium;
1152 if(!self.max_armorvalue)
1153 self.max_armorvalue = g_pickup_armormedium_max;
1154 if(!self.pickup_anyway)
1155 self.pickup_anyway = g_pickup_armormedium_anyway;
1156 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);
1159 void spawnfunc_item_armor_big (void) {
1160 if(!self.armorvalue)
1161 self.armorvalue = g_pickup_armorbig;
1162 if(!self.max_armorvalue)
1163 self.max_armorvalue = g_pickup_armorbig_max;
1164 if(!self.pickup_anyway)
1165 self.pickup_anyway = g_pickup_armorbig_anyway;
1166 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);
1169 void spawnfunc_item_armor_large (void) {
1170 if(!self.armorvalue)
1171 self.armorvalue = g_pickup_armorlarge;
1172 if(!self.max_armorvalue)
1173 self.max_armorvalue = g_pickup_armorlarge_max;
1174 if(!self.pickup_anyway)
1175 self.pickup_anyway = g_pickup_armorlarge_anyway;
1176 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);
1179 void spawnfunc_item_health_small (void) {
1180 if(!self.max_health)
1181 self.max_health = g_pickup_healthsmall_max;
1183 self.health = g_pickup_healthsmall;
1184 if(!self.pickup_anyway)
1185 self.pickup_anyway = g_pickup_healthsmall_anyway;
1186 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);
1189 void spawnfunc_item_health_medium (void) {
1190 if(!self.max_health)
1191 self.max_health = g_pickup_healthmedium_max;
1193 self.health = g_pickup_healthmedium;
1194 if(!self.pickup_anyway)
1195 self.pickup_anyway = g_pickup_healthmedium_anyway;
1196 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);
1199 void spawnfunc_item_health_large (void) {
1200 if(!self.max_health)
1201 self.max_health = g_pickup_healthlarge_max;
1203 self.health = g_pickup_healthlarge;
1204 if(!self.pickup_anyway)
1205 self.pickup_anyway = g_pickup_healthlarge_anyway;
1206 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);
1209 void spawnfunc_item_health_mega (void) {
1211 minstagib_items(IT_NAILS);
1213 if(!self.max_health)
1214 self.max_health = g_pickup_healthmega_max;
1216 self.health = g_pickup_healthmega;
1217 if(!self.pickup_anyway)
1218 self.pickup_anyway = g_pickup_healthmega_anyway;
1219 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);
1223 // support old misnamed entities
1224 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1225 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1226 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1227 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1228 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1230 void spawnfunc_item_strength (void) {
1232 minstagib_items(IT_STRENGTH);
1234 precache_sound("weapons/strength_fire.wav");
1235 self.strength_finished = 30;
1236 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);
1240 void spawnfunc_item_invincible (void) {
1242 minstagib_items(IT_INVINCIBLE);
1244 self.invincible_finished = 30;
1245 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);
1249 void spawnfunc_item_minst_cells (void) {
1252 minst_no_auto_cells = 1;
1253 minstagib_items(IT_CELLS);
1260 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1262 float GiveItems(entity e, float beginarg, float endarg);
1263 void target_items_use (void)
1265 if(activator.classname == "droppedweapon")
1272 if(activator.classname != "player")
1274 if(activator.deadflag != DEAD_NO)
1279 for(e = world; (e = find(e, classname, "droppedweapon")); )
1280 if(e.enemy == activator)
1283 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1284 centerprint(activator, self.message);
1287 void spawnfunc_target_items (void)
1292 self.use = target_items_use;
1293 if(!self.strength_finished)
1294 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1295 if(!self.invincible_finished)
1296 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1298 precache_sound("misc/itempickup.wav");
1299 precache_sound("misc/megahealth.wav");
1300 precache_sound("misc/armor25.wav");
1301 precache_sound("misc/powerup.wav");
1302 precache_sound("misc/poweroff.wav");
1303 precache_sound("weapons/weaponpickup.wav");
1305 n = tokenize_console(self.netname);
1306 if(argv(0) == "give")
1308 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1312 for(i = 0; i < n; ++i)
1314 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1315 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1316 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1317 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1318 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1319 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1320 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1322 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1324 e = get_weaponinfo(j);
1325 if(argv(i) == e.netname)
1327 self.weapons |= e.weapons;
1328 if(self.spawnflags == 0 || self.spawnflags == 2)
1329 weapon_action(e.weapon, WR_PRECACHE);
1334 print("target_items: invalid item ", argv(i), "\n");
1337 string itemprefix, valueprefix;
1338 if(self.spawnflags == 0)
1343 else if(self.spawnflags == 1)
1345 itemprefix = "max ";
1346 valueprefix = "max ";
1348 else if(self.spawnflags == 2)
1350 itemprefix = "min ";
1351 valueprefix = "min ";
1353 else if(self.spawnflags == 4)
1355 itemprefix = "minus ";
1356 valueprefix = "max ";
1359 error("invalid spawnflags");
1362 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1363 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1364 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1365 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1366 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1367 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1368 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1369 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1370 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1371 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1372 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1373 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1374 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1375 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1377 e = get_weaponinfo(j);
1379 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1382 self.netname = strzone(self.netname);
1383 //print(self.netname, "\n");
1385 n = tokenize_console(self.netname);
1386 for(i = 0; i < n; ++i)
1388 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1390 e = get_weaponinfo(j);
1391 if(argv(i) == e.netname)
1393 weapon_action(e.weapon, WR_PRECACHE);
1400 void spawnfunc_item_fuel(void)
1403 self.ammo_fuel = g_pickup_fuel;
1404 if(!self.pickup_anyway)
1405 self.pickup_anyway = g_pickup_ammo_anyway;
1406 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);
1409 void spawnfunc_item_fuel_regen(void)
1411 if(start_items & IT_FUEL_REGEN)
1413 spawnfunc_item_fuel();
1416 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);
1419 void spawnfunc_item_jetpack(void)
1421 if(g_grappling_hook)
1422 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1424 self.ammo_fuel = g_pickup_fuel_jetpack;
1425 if(start_items & IT_JETPACK)
1427 spawnfunc_item_fuel();
1430 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);
1440 float GiveBit(entity e, .float fld, float bit, float op, float val)
1470 float GiveValue(entity e, .float fld, float op, float val)
1480 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1483 e.fld = min(e.fld, val);
1496 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1503 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1505 else if(v0 >= v0 + t)
1508 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1512 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1515 e.rotfield = max(e.rotfield, time + rottime);
1517 e.regenfield = max(e.regenfield, time + regentime);
1520 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1521 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1522 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1523 #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)
1525 float GiveItems(entity e, float beginarg, float endarg)
1527 float got, i, j, val, op;
1528 float _switchweapon;
1537 _switchweapon = FALSE;
1539 if (e.switchweapon == w_getbestweapon(e))
1540 _switchweapon = TRUE;
1542 e.strength_finished = max(0, e.strength_finished - time);
1543 e.invincible_finished = max(0, e.invincible_finished - time);
1546 PREGIVE(e, weapons);
1547 PREGIVE(e, strength_finished);
1548 PREGIVE(e, invincible_finished);
1549 PREGIVE(e, ammo_nails);
1550 PREGIVE(e, ammo_cells);
1551 PREGIVE(e, ammo_shells);
1552 PREGIVE(e, ammo_rockets);
1553 PREGIVE(e, ammo_fuel);
1554 PREGIVE(e, armorvalue);
1557 for(i = beginarg; i < endarg; ++i)
1561 if(cmd == "0" || stof(cmd))
1585 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1586 got += GiveValue(e, strength_finished, op, time);
1587 got += GiveValue(e, invincible_finished, op, time);
1588 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1590 got += GiveBit(e, items, IT_JETPACK, op, val);
1591 got += GiveValue(e, health, op, val);
1592 got += GiveValue(e, armorvalue, op, val);
1594 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1596 wi = get_weaponinfo(j);
1598 got += GiveBit(e, weapons, wi.weapons, op, val);
1601 got += GiveValue(e, ammo_cells, op, val);
1602 got += GiveValue(e, ammo_shells, op, val);
1603 got += GiveValue(e, ammo_nails, op, val);
1604 got += GiveValue(e, ammo_rockets, op, val);
1605 got += GiveValue(e, ammo_fuel, op, val);
1607 case "unlimited_ammo":
1608 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1610 case "unlimited_weapon_ammo":
1611 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1613 case "unlimited_superweapons":
1614 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1617 got += GiveBit(e, items, IT_JETPACK, op, val);
1620 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1623 got += GiveValue(e, strength_finished, op, val);
1626 got += GiveValue(e, invincible_finished, op, val);
1629 got += GiveValue(e, ammo_cells, op, val);
1632 got += GiveValue(e, ammo_shells, op, val);
1636 got += GiveValue(e, ammo_nails, op, val);
1639 got += GiveValue(e, ammo_rockets, op, val);
1642 got += GiveValue(e, health, op, val);
1645 got += GiveValue(e, armorvalue, op, val);
1648 got += GiveValue(e, ammo_fuel, op, val);
1651 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1653 wi = get_weaponinfo(j);
1654 if(cmd == wi.netname)
1656 got += GiveBit(e, weapons, wi.weapons, op, val);
1661 print("give: invalid item ", cmd, "\n");
1668 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1669 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1670 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1671 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1672 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1674 wi = get_weaponinfo(j);
1677 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1678 if not(save_weapons & wi.weapons)
1679 if(e.weapons & wi.weapons)
1680 weapon_action(wi.weapon, WR_PRECACHE);
1683 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1684 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1685 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1686 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1687 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1688 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1689 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);
1690 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);
1691 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);
1695 e.health = bound(0, e.health, 100);
1696 e.armorvalue = bound(0, e.armorvalue, 999);
1699 if(e.strength_finished <= 0)
1700 e.strength_finished = 0;
1702 e.strength_finished += time;
1703 if(e.invincible_finished <= 0)
1704 e.invincible_finished = 0;
1706 e.invincible_finished += time;
1708 if not(e.weapons & W_WeaponBit(e.switchweapon))
1709 _switchweapon = TRUE;
1711 W_SwitchWeapon_Force(e, w_getbestweapon(e));