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);
308 _switchweapon = TRUE;
312 // play some cool sounds ;)
313 if (clienttype(player) == CLIENTTYPE_REAL)
315 if(player.health <= 5)
316 AnnounceTo(player, "lastsecond");
317 else if(player.health < 50)
318 AnnounceTo(player, "narrowly");
320 // sound not available
321 // else if(item.items == IT_CELLS)
322 // AnnounceTo(player, "ammo");
324 if (item.weapons & WEPBIT_MINSTANEX)
325 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
327 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
332 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
336 sprint (player, strcat("You got the ^2", item.netname, "\n"));
343 // sound not available
344 // AnnounceTo(player, "_lives");
345 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
346 sprint(player, "^3You picked up some extra lives\n");
350 if (item.strength_finished)
353 // sound not available
354 // AnnounceTo(player, "invisible");
355 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
359 if (item.invincible_finished)
362 // sound not available
363 // AnnounceTo(player, "speed");
364 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
369 // in case the player has autoswitch enabled do the following:
370 // if the player is using their best weapon before items are given, they
371 // probably want to switch to an even better weapon after items are given
372 if (player.autoswitch)
373 if (player.switchweapon == w_getbestweapon(player))
374 _switchweapon = TRUE;
376 if not(player.weapons & W_WeaponBit(player.switchweapon))
377 _switchweapon = TRUE;
379 if(item.spawnshieldtime)
381 if (item.ammo_shells)
382 if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
385 player.ammo_shells = bound(player.ammo_shells, g_pickup_shells_max, player.ammo_shells + item.ammo_shells);
388 if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
391 player.ammo_nails = bound(player.ammo_nails, g_pickup_nails_max, player.ammo_nails + item.ammo_nails);
393 if (item.ammo_rockets)
394 if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
397 player.ammo_rockets = bound(player.ammo_rockets, g_pickup_rockets_max, player.ammo_rockets + item.ammo_rockets);
400 if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
403 player.ammo_cells = bound(player.ammo_cells, g_pickup_cells_max, player.ammo_cells + item.ammo_cells);
406 if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
409 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
410 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
414 if (item.flags & FL_WEAPON)
415 if ((it = item.weapons - (item.weapons & player.weapons)) || (g_pickup_weapons_anyway))
418 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
420 e = get_weaponinfo(i);
422 W_GiveWeapon (player, e.weapon, item.netname);
426 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
430 sprint (player, strcat("You got the ^2", item.netname, "\n"));
433 if (item.strength_finished)
436 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
438 if (item.invincible_finished)
441 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
445 if ((player.health < item.max_health) || item.pickup_anyway)
448 player.health = bound(player.health, item.max_health, player.health + item.health);
449 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
452 if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
455 player.armorvalue = bound(player.armorvalue, item.max_armorvalue, player.armorvalue + item.armorvalue);
456 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
461 // always eat teamed entities
468 sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
470 if (player.switchweapon != w_getbestweapon(player))
471 W_SwitchWeapon_Force(player, w_getbestweapon(player));
476 void Item_Touch (void)
480 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
481 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
486 if (other.classname != "player")
490 if (self.solid != SOLID_TRIGGER)
492 if (self.owner == other)
495 if(!Item_GiveTo(self, other))
498 other.last_pickup = time;
500 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
502 if (self.classname == "droppedweapon")
504 else if not(self.spawnshieldtime)
510 RandomSelection_Init();
511 for(head = world; (head = findfloat(head, team, self.team)); )
513 if(head.flags & FL_ITEM)
516 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
519 e = RandomSelection_chosen_ent;
523 Item_ScheduleRespawn(e);
531 if(self.effects & EF_NODRAW)
533 // marker for item team search
534 dprint("Initializing item team ", ftos(self.team), "\n");
535 RandomSelection_Init();
536 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
537 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
538 e = RandomSelection_chosen_ent;
542 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
546 // make it a non-spawned item
548 head.state = 1; // state 1 = initially hidden item
550 head.effects &~= EF_NODRAW;
553 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
554 Item_ScheduleInitialRespawn(e);
560 Item_Show(self, !self.state);
561 setorigin (self, self.origin);
562 self.think = SUB_Null;
565 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
566 Item_ScheduleInitialRespawn(self);
569 // Savage: used for item garbage-collection
570 // TODO: perhaps nice special effect?
571 void RemoveItem(void)
576 // pickup evaluation functions
577 // these functions decide how desirable an item is to the bots
579 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
581 float weapon_pickupevalfunc(entity player, entity item)
583 float c, i, j, position;
585 // See if I have it already
586 if(player.weapons & item.weapons == item.weapons)
588 // If I can pick it up
589 if(!item.spawnshieldtime)
591 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
593 // Skilled bots will grab more
594 c = bound(0, skill / 10, 1) * 0.5;
602 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
603 if( bot_custom_weapon && c )
605 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
608 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
611 // Find the highest position on any range
613 for(j = 0; j < WEP_LAST ; ++j){
615 bot_weapons_far[j] == i ||
616 bot_weapons_mid[j] == i ||
617 bot_weapons_close[j] == i
628 position = WEP_LAST - position;
629 // item.bot_pickupbasevalue is overwritten here
630 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
635 return item.bot_pickupbasevalue * c;
638 float commodity_pickupevalfunc(entity player, entity item)
640 float c, i, need_shells, need_nails, need_rockets, need_cells;
644 // Detect needed ammo
645 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
647 wi = get_weaponinfo(i);
649 if not(wi.weapons & player.weapons)
652 if(wi.items & IT_SHELLS)
654 else if(wi.items & IT_NAILS)
656 else if(wi.items & IT_ROCKETS)
658 else if(wi.items & IT_CELLS)
662 // TODO: figure out if the player even has the weapon this ammo is for?
663 // may not affect strategy much though...
664 // find out how much more ammo/armor/health the player can hold
666 if (item.ammo_shells)
667 if (player.ammo_shells < g_pickup_shells_max)
668 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
671 if (player.ammo_nails < g_pickup_nails_max)
672 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
674 if (item.ammo_rockets)
675 if (player.ammo_rockets < g_pickup_rockets_max)
676 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
679 if (player.ammo_cells < g_pickup_cells_max)
680 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
682 if (player.armorvalue < item.max_armorvalue)
683 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
685 if (player.health < item.max_health)
686 c = c + max(0, 1 - player.health / item.max_health);
688 return item.bot_pickupbasevalue * c;
693 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)
695 startitem_failed = FALSE;
698 self.weapons = weaponid;
700 // is it a dropped weapon?
701 if (self.classname == "droppedweapon")
703 self.reset = SUB_Remove;
704 // it's a dropped weapon
705 self.movetype = MOVETYPE_TOSS;
706 // Savage: remove thrown items after a certain period of time ("garbage collection")
707 self.think = RemoveItem;
708 self.nextthink = time + 60;
709 // don't drop if in a NODROP zone (such as lava)
710 traceline(self.origin, self.origin, MOVE_NORMAL, self);
711 if (trace_dpstartcontents & DPCONTENTS_NODROP)
713 startitem_failed = TRUE;
720 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
722 startitem_failed = TRUE;
727 if(!have_pickup_item())
729 startitem_failed = TRUE;
734 self.reset = Item_Reset;
736 if(self.spawnflags & 1)
739 self.movetype = MOVETYPE_NONE;
741 self.movetype = MOVETYPE_TOSS;
742 // do item filtering according to game mode and other things
745 // first nudge it off the floor a little bit to avoid math errors
746 setorigin(self, self.origin + '0 0 1');
747 // set item size before we spawn a spawnfunc_waypoint
748 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
749 setsize (self, '-16 -16 0', '16 16 48');
751 setsize (self, '-16 -16 0', '16 16 32');
752 // note droptofloor returns FALSE if stuck/or would fall too far
754 waypoint_spawnforitem(self);
758 * can't do it that way, as it would break maps
759 * TODO make a target_give like entity another way, that perhaps has
760 * the weapon name in a key
763 // target_give not yet supported; maybe later
764 print("removed targeted ", self.classname, "\n");
765 startitem_failed = TRUE;
771 if(autocvar_spawn_debug >= 2)
774 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
776 if(otheritem.is_item)
778 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
779 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
780 error("Mapper sucks.");
786 weaponsInMap |= weaponid;
788 precache_model (itemmodel);
789 precache_sound (pickupsound);
791 precache_sound ("misc/itemrespawncountdown.wav");
792 if(!g_minstagib && itemid == IT_STRENGTH)
793 precache_sound ("misc/strength_respawn.wav");
794 else if(!g_minstagib && itemid == IT_INVINCIBLE)
795 precache_sound ("misc/shield_respawn.wav");
797 precache_sound ("misc/itemrespawn.wav");
799 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
800 self.target = "###item###"; // for finding the nearest item using find()
803 self.bot_pickup = TRUE;
804 self.bot_pickupevalfunc = pickupevalfunc;
805 self.bot_pickupbasevalue = pickupbasevalue;
806 self.mdl = itemmodel;
807 self.item_pickupsound = pickupsound;
808 // let mappers override respawntime
809 if(!self.respawntime) // both set
811 self.respawntime = defaultrespawntime;
812 self.respawntimejitter = defaultrespawntimejitter;
814 self.netname = itemname;
815 self.flags = FL_ITEM | itemflags;
816 self.touch = Item_Touch;
817 setmodel (self, self.mdl); // precision set below
818 self.effects |= EF_LOWPRECISION;
819 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
820 setsize (self, '-16 -16 0', '16 16 48');
822 setsize (self, '-16 -16 0', '16 16 32');
823 if(itemflags & FL_WEAPON)
824 self.modelflags |= MF_ROTATE;
826 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
827 if (itemflags & FL_WEAPON)
829 // neutral team color for pickup weapons
830 self.colormap = 1024; // color shirt=0 pants=0 grey
838 self.cnt = 1; // item probability weight
839 self.effects = self.effects | EF_NODRAW; // marker for item team search
840 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
842 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
843 Item_ScheduleInitialRespawn(self);
846 /* replace items in minstagib
847 * IT_STRENGTH = invisibility
848 * IT_NAILS = extra lives
849 * IT_INVINCIBLE = speed
851 void minstagib_items (float itemid)
854 self.classname = "minstagib";
856 // replace rocket launchers and nex guns with ammo cells
857 if (itemid == IT_CELLS)
860 StartItem ("models/items/a_cells.md3",
861 "misc/itempickup.wav", 45, 0,
862 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
869 itemid = IT_STRENGTH;
873 itemid = IT_INVINCIBLE;
875 // replace with invis
876 if (itemid == IT_STRENGTH)
878 self.strength_finished = 30;
879 StartItem ("models/items/g_strength.md3",
880 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
881 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
883 // replace with extra lives
884 if (itemid == IT_NAILS)
887 StartItem ("models/items/g_h100.md3",
888 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
889 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
891 // replace with speed
892 if (itemid == IT_INVINCIBLE)
894 self.invincible_finished = 30;
895 StartItem ("models/items/g_invincible.md3",
896 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
897 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
901 float minst_no_auto_cells;
902 void minst_remove_item (void) {
903 if(minst_no_auto_cells)
907 float weaponswapping;
910 void weapon_defaultspawnfunc(float wpn)
914 var .float ammofield;
919 // set the respawntime in advance (so replaced weapons can copy it)
921 if(!self.respawntime)
923 e = get_weaponinfo(wpn);
924 if(e.items == IT_SUPERWEAPON)
926 self.respawntime = g_pickup_respawntime_powerup;
927 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
931 self.respawntime = g_pickup_respawntime_weapon;
932 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
936 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
938 e = get_weaponinfo(wpn);
939 s = cvar_string(strcat("g_weaponreplace_", e.netname));
943 startitem_failed = TRUE;
946 t = tokenize_console(s);
949 self.team = --internalteam;
951 for(i = 1; i < t; ++i)
954 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
956 e = get_weaponinfo(j);
960 copyentity(oldself, self);
961 self.classname = "replacedweapon";
962 weapon_defaultspawnfunc(j);
968 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
977 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
979 e = get_weaponinfo(j);
988 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
994 startitem_failed = TRUE;
999 e = get_weaponinfo(wpn);
1001 if(e.items && e.items != IT_SUPERWEAPON)
1003 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1007 ammofield = Item_CounterField(j);
1009 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1015 self.flags |= FL_NO_WEAPON_STAY;
1018 // weapon stay isn't supported for teamed weapons
1020 self.flags |= FL_NO_WEAPON_STAY;
1022 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1023 if (self.modelindex) // don't precache if self was removed
1024 weapon_action(e.weapon, WR_PRECACHE);
1027 void spawnfunc_weapon_shotgun (void);
1028 void spawnfunc_weapon_uzi (void) {
1029 if(autocvar_sv_q3acompat_machineshotgunswap)
1030 if(self.classname != "droppedweapon")
1032 weapon_defaultspawnfunc(WEP_SHOTGUN);
1035 weapon_defaultspawnfunc(WEP_UZI);
1038 void spawnfunc_weapon_shotgun (void) {
1039 if(autocvar_sv_q3acompat_machineshotgunswap)
1040 if(self.classname != "droppedweapon")
1042 weapon_defaultspawnfunc(WEP_UZI);
1045 weapon_defaultspawnfunc(WEP_SHOTGUN);
1048 void spawnfunc_weapon_nex (void)
1052 minstagib_items(IT_CELLS);
1053 self.think = minst_remove_item;
1054 self.nextthink = time;
1057 weapon_defaultspawnfunc(WEP_NEX);
1060 void spawnfunc_weapon_minstanex (void)
1064 minstagib_items(IT_CELLS);
1065 self.think = minst_remove_item;
1066 self.nextthink = time;
1069 weapon_defaultspawnfunc(WEP_MINSTANEX);
1072 void spawnfunc_weapon_rocketlauncher (void)
1076 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1077 self.think = minst_remove_item;
1078 self.nextthink = time;
1081 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1084 void spawnfunc_item_rockets (void) {
1085 if(!self.ammo_rockets)
1086 self.ammo_rockets = g_pickup_rockets;
1087 if(!self.pickup_anyway)
1088 self.pickup_anyway = g_pickup_ammo_anyway;
1089 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);
1092 void spawnfunc_item_shells (void);
1093 void spawnfunc_item_bullets (void) {
1095 if(autocvar_sv_q3acompat_machineshotgunswap)
1096 if(self.classname != "droppedweapon")
1098 weaponswapping = TRUE;
1099 spawnfunc_item_shells();
1100 weaponswapping = FALSE;
1104 if(!self.ammo_nails)
1105 self.ammo_nails = g_pickup_nails;
1106 if(!self.pickup_anyway)
1107 self.pickup_anyway = g_pickup_ammo_anyway;
1108 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);
1111 void spawnfunc_item_cells (void) {
1112 if(!self.ammo_cells)
1113 self.ammo_cells = g_pickup_cells;
1114 if(!self.pickup_anyway)
1115 self.pickup_anyway = g_pickup_ammo_anyway;
1116 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);
1119 void spawnfunc_item_shells (void) {
1121 if(autocvar_sv_q3acompat_machineshotgunswap)
1122 if(self.classname != "droppedweapon")
1124 weaponswapping = TRUE;
1125 spawnfunc_item_bullets();
1126 weaponswapping = FALSE;
1130 if(!self.ammo_shells)
1131 self.ammo_shells = g_pickup_shells;
1132 if(!self.pickup_anyway)
1133 self.pickup_anyway = g_pickup_ammo_anyway;
1134 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);
1137 void spawnfunc_item_armor_small (void) {
1138 if(!self.armorvalue)
1139 self.armorvalue = g_pickup_armorsmall;
1140 if(!self.max_armorvalue)
1141 self.max_armorvalue = g_pickup_armorsmall_max;
1142 if(!self.pickup_anyway)
1143 self.pickup_anyway = g_pickup_armorsmall_anyway;
1144 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);
1147 void spawnfunc_item_armor_medium (void) {
1148 if(!self.armorvalue)
1149 self.armorvalue = g_pickup_armormedium;
1150 if(!self.max_armorvalue)
1151 self.max_armorvalue = g_pickup_armormedium_max;
1152 if(!self.pickup_anyway)
1153 self.pickup_anyway = g_pickup_armormedium_anyway;
1154 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);
1157 void spawnfunc_item_armor_big (void) {
1158 if(!self.armorvalue)
1159 self.armorvalue = g_pickup_armorbig;
1160 if(!self.max_armorvalue)
1161 self.max_armorvalue = g_pickup_armorbig_max;
1162 if(!self.pickup_anyway)
1163 self.pickup_anyway = g_pickup_armorbig_anyway;
1164 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);
1167 void spawnfunc_item_armor_large (void) {
1168 if(!self.armorvalue)
1169 self.armorvalue = g_pickup_armorlarge;
1170 if(!self.max_armorvalue)
1171 self.max_armorvalue = g_pickup_armorlarge_max;
1172 if(!self.pickup_anyway)
1173 self.pickup_anyway = g_pickup_armorlarge_anyway;
1174 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);
1177 void spawnfunc_item_health_small (void) {
1178 if(!self.max_health)
1179 self.max_health = g_pickup_healthsmall_max;
1181 self.health = g_pickup_healthsmall;
1182 if(!self.pickup_anyway)
1183 self.pickup_anyway = g_pickup_healthsmall_anyway;
1184 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);
1187 void spawnfunc_item_health_medium (void) {
1188 if(!self.max_health)
1189 self.max_health = g_pickup_healthmedium_max;
1191 self.health = g_pickup_healthmedium;
1192 if(!self.pickup_anyway)
1193 self.pickup_anyway = g_pickup_healthmedium_anyway;
1194 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);
1197 void spawnfunc_item_health_large (void) {
1198 if(!self.max_health)
1199 self.max_health = g_pickup_healthlarge_max;
1201 self.health = g_pickup_healthlarge;
1202 if(!self.pickup_anyway)
1203 self.pickup_anyway = g_pickup_healthlarge_anyway;
1204 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);
1207 void spawnfunc_item_health_mega (void) {
1209 minstagib_items(IT_NAILS);
1211 if(!self.max_health)
1212 self.max_health = g_pickup_healthmega_max;
1214 self.health = g_pickup_healthmega;
1215 if(!self.pickup_anyway)
1216 self.pickup_anyway = g_pickup_healthmega_anyway;
1217 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);
1221 // support old misnamed entities
1222 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1223 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1224 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1225 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1226 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1228 void spawnfunc_item_strength (void) {
1230 minstagib_items(IT_STRENGTH);
1232 precache_sound("weapons/strength_fire.wav");
1233 self.strength_finished = 30;
1234 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);
1238 void spawnfunc_item_invincible (void) {
1240 minstagib_items(IT_INVINCIBLE);
1242 self.invincible_finished = 30;
1243 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);
1247 void spawnfunc_item_minst_cells (void) {
1250 minst_no_auto_cells = 1;
1251 minstagib_items(IT_CELLS);
1258 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1260 float GiveItems(entity e, float beginarg, float endarg);
1261 void target_items_use (void)
1263 if(activator.classname == "droppedweapon")
1270 if(activator.classname != "player")
1272 if(activator.deadflag != DEAD_NO)
1277 for(e = world; (e = find(e, classname, "droppedweapon")); )
1278 if(e.enemy == activator)
1281 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1282 centerprint(activator, self.message);
1285 void spawnfunc_target_items (void)
1290 self.use = target_items_use;
1291 if(!self.strength_finished)
1292 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1293 if(!self.invincible_finished)
1294 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1296 precache_sound("misc/itempickup.wav");
1297 precache_sound("misc/megahealth.wav");
1298 precache_sound("misc/armor25.wav");
1299 precache_sound("misc/powerup.wav");
1300 precache_sound("misc/poweroff.wav");
1301 precache_sound("weapons/weaponpickup.wav");
1303 n = tokenize_console(self.netname);
1304 if(argv(0) == "give")
1306 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1310 for(i = 0; i < n; ++i)
1312 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1313 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1314 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1315 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1316 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1317 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1318 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1320 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1322 e = get_weaponinfo(j);
1323 if(argv(i) == e.netname)
1325 self.weapons |= e.weapons;
1326 if(self.spawnflags == 0 || self.spawnflags == 2)
1327 weapon_action(e.weapon, WR_PRECACHE);
1332 print("target_items: invalid item ", argv(i), "\n");
1335 string itemprefix, valueprefix;
1336 if(self.spawnflags == 0)
1341 else if(self.spawnflags == 1)
1343 itemprefix = "max ";
1344 valueprefix = "max ";
1346 else if(self.spawnflags == 2)
1348 itemprefix = "min ";
1349 valueprefix = "min ";
1351 else if(self.spawnflags == 4)
1353 itemprefix = "minus ";
1354 valueprefix = "max ";
1357 error("invalid spawnflags");
1360 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1361 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1362 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1363 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1364 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1365 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1366 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1367 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1368 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1369 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1370 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1371 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1372 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1373 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1375 e = get_weaponinfo(j);
1377 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1380 self.netname = strzone(self.netname);
1381 //print(self.netname, "\n");
1383 n = tokenize_console(self.netname);
1384 for(i = 0; i < n; ++i)
1386 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1388 e = get_weaponinfo(j);
1389 if(argv(i) == e.netname)
1391 weapon_action(e.weapon, WR_PRECACHE);
1398 void spawnfunc_item_fuel(void)
1401 self.ammo_fuel = g_pickup_fuel;
1402 if(!self.pickup_anyway)
1403 self.pickup_anyway = g_pickup_ammo_anyway;
1404 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);
1407 void spawnfunc_item_fuel_regen(void)
1409 if(start_items & IT_FUEL_REGEN)
1411 spawnfunc_item_fuel();
1414 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);
1417 void spawnfunc_item_jetpack(void)
1419 if(g_grappling_hook)
1420 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1422 self.ammo_fuel = g_pickup_fuel_jetpack;
1423 if(start_items & IT_JETPACK)
1425 spawnfunc_item_fuel();
1428 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);
1438 float GiveBit(entity e, .float fld, float bit, float op, float val)
1468 float GiveValue(entity e, .float fld, float op, float val)
1478 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1481 e.fld = min(e.fld, val);
1494 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1501 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1503 else if(v0 >= v0 + t)
1506 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1510 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1513 e.rotfield = max(e.rotfield, time + rottime);
1515 e.regenfield = max(e.regenfield, time + regentime);
1518 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1519 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1520 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1521 #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)
1523 float GiveItems(entity e, float beginarg, float endarg)
1525 float got, i, j, val, op;
1526 float _switchweapon;
1535 _switchweapon = FALSE;
1537 if (e.switchweapon == w_getbestweapon(e))
1538 _switchweapon = TRUE;
1540 e.strength_finished = max(0, e.strength_finished - time);
1541 e.invincible_finished = max(0, e.invincible_finished - time);
1544 PREGIVE(e, weapons);
1545 PREGIVE(e, strength_finished);
1546 PREGIVE(e, invincible_finished);
1547 PREGIVE(e, ammo_nails);
1548 PREGIVE(e, ammo_cells);
1549 PREGIVE(e, ammo_shells);
1550 PREGIVE(e, ammo_rockets);
1551 PREGIVE(e, ammo_fuel);
1552 PREGIVE(e, armorvalue);
1555 for(i = beginarg; i < endarg; ++i)
1559 if(cmd == "0" || stof(cmd))
1583 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1584 got += GiveValue(e, strength_finished, op, time);
1585 got += GiveValue(e, invincible_finished, op, time);
1586 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1588 got += GiveBit(e, items, IT_JETPACK, op, val);
1589 got += GiveValue(e, health, op, val);
1590 got += GiveValue(e, armorvalue, op, val);
1592 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1594 wi = get_weaponinfo(j);
1596 got += GiveBit(e, weapons, wi.weapons, op, val);
1599 got += GiveValue(e, ammo_cells, op, val);
1600 got += GiveValue(e, ammo_shells, op, val);
1601 got += GiveValue(e, ammo_nails, op, val);
1602 got += GiveValue(e, ammo_rockets, op, val);
1603 got += GiveValue(e, ammo_fuel, op, val);
1605 case "unlimited_ammo":
1606 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1608 case "unlimited_weapon_ammo":
1609 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1611 case "unlimited_superweapons":
1612 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1615 got += GiveBit(e, items, IT_JETPACK, op, val);
1618 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1621 got += GiveValue(e, strength_finished, op, val);
1624 got += GiveValue(e, invincible_finished, op, val);
1627 got += GiveValue(e, ammo_cells, op, val);
1630 got += GiveValue(e, ammo_shells, op, val);
1634 got += GiveValue(e, ammo_nails, op, val);
1637 got += GiveValue(e, ammo_rockets, op, val);
1640 got += GiveValue(e, health, op, val);
1643 got += GiveValue(e, armorvalue, op, val);
1646 got += GiveValue(e, ammo_fuel, op, val);
1649 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1651 wi = get_weaponinfo(j);
1652 if(cmd == wi.netname)
1654 got += GiveBit(e, weapons, wi.weapons, op, val);
1659 print("give: invalid item ", cmd, "\n");
1666 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1667 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1668 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1669 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1670 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1672 wi = get_weaponinfo(j);
1675 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1676 if not(save_weapons & wi.weapons)
1677 if(e.weapons & wi.weapons)
1678 weapon_action(wi.weapon, WR_PRECACHE);
1681 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1682 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1683 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1684 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1685 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1686 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1687 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);
1688 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);
1689 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);
1693 e.health = bound(0, e.health, 100);
1694 e.armorvalue = bound(0, e.armorvalue, 999);
1697 if(e.strength_finished <= 0)
1698 e.strength_finished = 0;
1700 e.strength_finished += time;
1701 if(e.invincible_finished <= 0)
1702 e.invincible_finished = 0;
1704 e.invincible_finished += time;
1706 if not(e.weapons & W_WeaponBit(e.switchweapon))
1707 _switchweapon = TRUE;
1709 W_SwitchWeapon_Force(e, w_getbestweapon(e));