7 #define ITS_AVAILABLE 8
10 #define ITS_POWERUP 64
11 #define ISF_COLORMAP 16
18 float autocvar_cl_ghost_items;
19 vector autocvar_cl_ghost_items_color;
20 float autocvar_cl_fullbright_items;
21 vector autocvar_cl_staywep_color;
22 float autocvar_cl_staywep_alpha;
23 float autocvar_cl_simple_items;
24 float cl_simple_items;
31 if(self.ItemStatus & ITS_ANIMATE1)
33 self.angles += '0 180 0' * frametime;
34 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
37 if(self.ItemStatus & ITS_ANIMATE2)
39 self.angles += '0 -90 0' * frametime;
40 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
44 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
50 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
53 float csqcitems_started; // remove this after a release or two
54 void csqcitems_start()
56 autocvar_cl_ghost_items = bound(0, autocvar_cl_ghost_items, 1);
57 if(autocvar_cl_ghost_items == 1)
58 autocvar_cl_ghost_items = 0.55;
60 string _tmp = cvar_string("cl_ghost_items_color");
62 autocvar_cl_ghost_items_color = '-1 -1 -1';
64 csqcitems_started = TRUE;
67 void ItemRead(float _IsNew)
69 if(!csqcitems_started)
72 float sf = ReadByte();
76 self.origin_x = ReadCoord();
77 self.origin_y = ReadCoord();
78 self.origin_z = ReadCoord();
79 setorigin(self, self.origin);
80 self.oldorigin = self.origin;
83 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
85 self.ItemStatus = ReadByte();
87 if(self.ItemStatus & ITS_AVAILABLE)
90 self.colormod = self.glowmod = '1 1 1';
94 if (autocvar_cl_ghost_items)
96 self.alpha = autocvar_cl_ghost_items;
97 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
103 if(autocvar_cl_fullbright_items)
104 if(self.ItemStatus & ITS_ALLOWFB)
105 self.effects |= EF_FULLBRIGHT;
107 if(self.ItemStatus & ITS_STAYWEP)
109 self.colormod = self.glowmod = autocvar_cl_staywep_color;
110 self.alpha = autocvar_cl_staywep_alpha;
114 if(self.ItemStatus & ITS_POWERUP)
116 if(self.ItemStatus & ITS_AVAILABLE)
117 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
119 self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
125 self.drawmask = MASK_NORMAL;
126 self.movetype = MOVETYPE_NOCLIP;
132 string _fn = ReadString();
134 if(cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
136 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
138 if(fexists(strcat(_fn2, "_simple.md3")))
139 self.mdl = strzone(strcat(_fn2, "_simple.md3"));
140 else if(fexists(strcat(_fn2, "_simple.dpm")))
141 self.mdl = strzone(strcat(_fn2, "_simple.dpm"));
142 else if(fexists(strcat(_fn2, "_simple.iqm")))
143 self.mdl = strzone(strcat(_fn2, "_simple.iqm"));
144 else if(fexists(strcat(_fn2, "_simple.obj")))
145 self.mdl = strzone(strcat(_fn2, "_simple.obj"));
149 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
155 self.mdl = strzone(_fn);
156 self.draw = ItemDraw;
159 self.draw = ItemDrawSimple;
161 precache_model(self.mdl);
162 setmodel(self, self.mdl);
165 if(sf & ISF_COLORMAP)
166 self.colormap = ReadShort();
171 self.move_movetype = MOVETYPE_TOSS;
172 self.move_velocity_x = ReadCoord();
173 self.move_velocity_y = ReadCoord();
174 self.move_velocity_z = ReadCoord();
175 self.velocity = self.move_velocity;
176 self.move_origin = self.oldorigin;
180 self.move_time = time;
181 self.spawntime = time;
184 self.move_time = max(self.move_time, time);
190 float autocvar_sv_simple_items;
191 float ItemSend(entity to, float sf)
198 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
199 WriteByte(MSG_ENTITY, sf);
202 //WriteByte(MSG_ENTITY, self.cnt);
203 if(sf & ISF_LOCATION)
205 WriteCoord(MSG_ENTITY, self.origin_x);
206 WriteCoord(MSG_ENTITY, self.origin_y);
207 WriteCoord(MSG_ENTITY, self.origin_z);
211 WriteByte(MSG_ENTITY, self.ItemStatus);
214 WriteString(MSG_ENTITY, self.mdl);
216 if(sf & ISF_COLORMAP)
217 WriteShort(MSG_ENTITY, self.colormap);
221 WriteCoord(MSG_ENTITY, self.velocity_x);
222 WriteCoord(MSG_ENTITY, self.velocity_y);
223 WriteCoord(MSG_ENTITY, self.velocity_z);
230 float have_pickup_item(void)
232 // minstagib: only allow filtered items
234 if(self.classname != "minstagib")
237 if(self.flags & FL_POWERUP)
239 if(autocvar_g_powerups > 0)
241 if(autocvar_g_powerups == 0)
252 if(autocvar_g_pickup_items > 0)
254 if(autocvar_g_pickup_items == 0)
261 if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
267 #define ITEM_RESPAWN_TICKS 10
269 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
270 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
271 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
272 // range: 10 .. respawntime + respawntimejitter
274 floatfield Item_CounterField(float it)
278 case IT_SHELLS: return ammo_shells;
279 case IT_NAILS: return ammo_nails;
280 case IT_ROCKETS: return ammo_rockets;
281 case IT_CELLS: return ammo_cells;
282 case IT_FUEL: return ammo_fuel;
283 case IT_5HP: return health;
284 case IT_25HP: return health;
285 case IT_HEALTH: return health;
286 case IT_ARMOR_SHARD: return armorvalue;
287 case IT_ARMOR: return armorvalue;
288 // add more things here (health, armor)
289 default: error("requested item has no counter field");
293 string Item_CounterFieldName(float it)
297 case IT_SHELLS: return "shells";
298 case IT_NAILS: return "nails";
299 case IT_ROCKETS: return "rockets";
300 case IT_CELLS: return "cells";
301 case IT_FUEL: return "fuel";
303 // add more things here (health, armor)
304 default: error("requested item has no counter field name");
308 .float max_armorvalue;
309 .float pickup_anyway;
311 float Item_Customize()
313 if(self.spawnshieldtime)
315 if(!WEPSET_CONTAINS_ALL_EE(other, self))
317 self.colormod = '0 0 0';
318 self.glowmod = self.colormod;
319 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
326 self.colormod = stov(autocvar_g_ghost_items_color);
327 self.glowmod = self.colormod;
328 self.alpha = g_ghost_items;
337 void Item_Show (entity e, float mode)
339 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
340 e.ItemStatus &~= ITS_STAYWEP;
343 // make the item look normal, and be touchable
345 e.solid = SOLID_TRIGGER;
346 e.spawnshieldtime = 1;
347 e.ItemStatus |= ITS_AVAILABLE;
351 // hide the item completely
352 e.model = string_null;
354 e.spawnshieldtime = 1;
355 e.ItemStatus &~= ITS_AVAILABLE;
357 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
359 // make the item translucent and not touchable
361 e.solid = SOLID_TRIGGER; // can STILL be picked up!
362 e.effects |= EF_STARDUST;
363 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
364 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
368 //setmodel(e, "null");
370 e.colormod = '0 0 0';
371 e.glowmod = e.colormod;
372 e.spawnshieldtime = 1;
373 e.ItemStatus &~= ITS_AVAILABLE;
376 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
377 e.ItemStatus |= ITS_POWERUP;
379 if (autocvar_g_nodepthtestitems)
380 e.effects |= EF_NODEPTHTEST;
383 if (autocvar_g_fullbrightitems)
384 e.ItemStatus |= ITS_ALLOWFB;
386 if (autocvar_sv_simple_items)
387 e.ItemStatus |= ITS_ALLOWSI;
389 // relink entity (because solid may have changed)
390 setorigin(e, e.origin);
391 e.SendFlags |= ISF_STATUS;
394 void Item_Respawn (void)
397 if(!g_minstagib && self.items == IT_STRENGTH)
398 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
399 else if(!g_minstagib && self.items == IT_INVINCIBLE)
400 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
402 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
403 setorigin (self, self.origin);
405 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
406 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
409 void Item_RespawnCountdown (void)
411 if(self.count >= ITEM_RESPAWN_TICKS)
413 if(self.waypointsprite_attached)
414 WaypointSprite_Kill(self.waypointsprite_attached);
419 self.nextthink = time + 1;
424 vector rgb = '1 0 1';
430 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
431 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
432 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
439 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
440 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
445 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
446 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
448 if(self.flags & FL_WEAPON)
450 entity wi = get_weaponinfo(self.weapon);
459 print("Unknown powerup-marked item is wanting to respawn\n");
460 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
464 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
465 if(self.waypointsprite_attached)
466 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
469 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
470 if(self.waypointsprite_attached)
472 WaypointSprite_Ping(self.waypointsprite_attached);
473 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
478 void Item_ScheduleRespawnIn(entity e, float t)
480 if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
482 e.think = Item_RespawnCountdown;
483 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
488 e.think = Item_Respawn;
489 e.nextthink = time + t;
493 void Item_ScheduleRespawn(entity e)
495 if(e.respawntime > 0)
498 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
500 else // if respawntime is -1, this item does not respawn
504 void Item_ScheduleInitialRespawn(entity e)
507 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
510 float ITEM_MODE_NONE = 0;
511 float ITEM_MODE_HEALTH = 1;
512 float ITEM_MODE_ARMOR = 2;
513 float ITEM_MODE_FUEL = 3;
514 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
519 if (item.spawnshieldtime)
521 if ((player.ammofield < ammomax) || item.pickup_anyway)
523 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
527 else if(g_weapon_stay == 2)
529 float mi = min(item.ammofield, ammomax);
530 if (player.ammofield < mi)
532 player.ammofield = mi;
543 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
545 case ITEM_MODE_HEALTH:
546 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
548 case ITEM_MODE_ARMOR:
549 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
557 float Item_GiveTo(entity item, entity player)
564 // if nothing happens to player, just return without taking the item
566 _switchweapon = FALSE;
570 float prevcells = player.ammo_cells;
572 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
573 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
575 if(player.ammo_cells > prevcells)
577 _switchweapon = TRUE;
579 // play some cool sounds ;)
580 if (clienttype(player) == CLIENTTYPE_REAL)
582 if(player.health <= 5)
583 AnnounceTo(player, "lastsecond");
584 else if(player.health < 50)
585 AnnounceTo(player, "narrowly");
587 // sound not available
588 // else if(item.items == IT_CELLS)
589 // AnnounceTo(player, "ammo");
591 if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
592 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
596 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
600 sprint (player, strcat("You got the ^2", item.netname, "\n"));
607 // sound not available
608 // AnnounceTo(player, "_lives");
609 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
610 sprint(player, "^3You picked up some extra lives\n");
614 if (item.strength_finished)
617 // sound not available
618 // AnnounceTo(player, "invisible");
619 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
623 if (item.invincible_finished)
626 // sound not available
627 // AnnounceTo(player, "speed");
628 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
633 // in case the player has autoswitch enabled do the following:
634 // if the player is using their best weapon before items are given, they
635 // probably want to switch to an even better weapon after items are given
636 if (player.autoswitch)
637 if (player.switchweapon == w_getbestweapon(player))
638 _switchweapon = TRUE;
640 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
641 _switchweapon = TRUE;
643 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
644 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
645 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
646 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
647 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
648 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
649 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
651 if (item.flags & FL_WEAPON)
653 WEPSET_DECLARE_A(it);
654 WEPSET_COPY_AE(it, item);
655 WEPSET_ANDNOT_AE(it, player);
657 if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
660 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
661 if(WEPSET_CONTAINS_AW(it, i))
662 W_GiveWeapon (player, i, item.netname);
666 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
670 sprint (player, strcat("You got the ^2", item.netname, "\n"));
673 if (item.strength_finished)
676 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
678 if (item.invincible_finished)
681 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
683 if (item.superweapons_finished)
686 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
691 // always eat teamed entities
699 if (player.switchweapon != w_getbestweapon(player))
700 W_SwitchWeapon_Force(player, w_getbestweapon(player));
705 void Item_Touch (void)
709 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
710 if(self.classname == "droppedweapon")
712 if (ITEM_TOUCH_NEEDKILL())
719 if (other.classname != "player")
723 if (self.solid != SOLID_TRIGGER)
725 if (self.owner == other)
728 if (self.classname == "droppedweapon")
730 self.strength_finished = max(0, self.strength_finished - time);
731 self.invincible_finished = max(0, self.invincible_finished - time);
732 self.superweapons_finished = max(0, self.superweapons_finished - time);
735 if(!Item_GiveTo(self, other))
737 if (self.classname == "droppedweapon")
739 // undo what we did above
740 self.strength_finished += time;
741 self.invincible_finished += time;
742 self.superweapons_finished += time;
747 other.last_pickup = time;
749 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
750 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
752 if (self.classname == "droppedweapon")
754 else if not(self.spawnshieldtime)
760 RandomSelection_Init();
761 for(head = world; (head = findfloat(head, team, self.team)); )
763 if(head.flags & FL_ITEM)
766 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
769 e = RandomSelection_chosen_ent;
774 Item_ScheduleRespawn(e);
780 Item_Show(self, !self.state);
781 setorigin (self, self.origin);
783 if(self.classname != "droppedweapon")
785 self.think = SUB_Null;
788 if(self.waypointsprite_attached)
789 WaypointSprite_Kill(self.waypointsprite_attached);
791 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
792 Item_ScheduleInitialRespawn(self);
800 if(self.effects & EF_NODRAW)
802 // marker for item team search
803 dprint("Initializing item team ", ftos(self.team), "\n");
804 RandomSelection_Init();
805 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
806 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
807 e = RandomSelection_chosen_ent;
811 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
815 // make it a non-spawned item
817 head.state = 1; // state 1 = initially hidden item
819 head.effects &~= EF_NODRAW;
826 // Savage: used for item garbage-collection
827 // TODO: perhaps nice special effect?
828 void RemoveItem(void)
833 // pickup evaluation functions
834 // these functions decide how desirable an item is to the bots
836 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
838 float weapon_pickupevalfunc(entity player, entity item)
840 float c, j, position;
842 // See if I have it already
843 if(!WEPSET_CONTAINS_ALL_EE(player, item))
845 // If I can pick it up
846 if(!item.spawnshieldtime)
848 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
850 // Skilled bots will grab more
851 c = bound(0, skill / 10, 1) * 0.5;
859 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
860 if( bot_custom_weapon && c )
862 // Find the highest position on any range
864 for(j = 0; j < WEP_LAST ; ++j){
866 bot_weapons_far[j] == item.weapon ||
867 bot_weapons_mid[j] == item.weapon ||
868 bot_weapons_close[j] == item.weapon
879 position = WEP_LAST - position;
880 // item.bot_pickupbasevalue is overwritten here
881 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
885 return item.bot_pickupbasevalue * c;
888 float commodity_pickupevalfunc(entity player, entity item)
891 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
895 // Detect needed ammo
896 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
898 wi = get_weaponinfo(i);
900 if not(WEPSET_CONTAINS_EW(player, i))
903 if(wi.items & IT_SHELLS)
905 else if(wi.items & IT_NAILS)
907 else if(wi.items & IT_ROCKETS)
909 else if(wi.items & IT_CELLS)
911 else if(wi.items & IT_FUEL)
915 // TODO: figure out if the player even has the weapon this ammo is for?
916 // may not affect strategy much though...
917 // find out how much more ammo/armor/health the player can hold
919 if (item.ammo_shells)
920 if (player.ammo_shells < g_pickup_shells_max)
921 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
924 if (player.ammo_nails < g_pickup_nails_max)
925 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
927 if (item.ammo_rockets)
928 if (player.ammo_rockets < g_pickup_rockets_max)
929 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
932 if (player.ammo_cells < g_pickup_cells_max)
933 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
936 if (player.ammo_fuel < g_pickup_fuel_max)
937 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
939 if (player.armorvalue < item.max_armorvalue)
940 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
942 if (player.health < item.max_health)
943 c = c + max(0, 1 - player.health / item.max_health);
945 return item.bot_pickupbasevalue * c;
948 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
950 if(ITEM_DAMAGE_NEEDKILL(deathtype))
955 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)
957 startitem_failed = FALSE;
960 self.model = itemmodel;
962 if(self.item_pickupsound == "")
963 self.item_pickupsound = pickupsound;
965 if(!self.respawntime) // both need to be set
967 self.respawntime = defaultrespawntime;
968 self.respawntimejitter = defaultrespawntimejitter;
972 self.weapon = weaponid;
975 WEPSET_COPY_EW(self, weaponid);
977 self.flags = FL_ITEM | itemflags;
979 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
981 startitem_failed = TRUE;
986 // is it a dropped weapon?
987 if (self.classname == "droppedweapon")
989 self.reset = SUB_Remove;
990 // it's a dropped weapon
991 self.movetype = MOVETYPE_TOSS;
993 // Savage: remove thrown items after a certain period of time ("garbage collection")
994 self.think = RemoveItem;
995 self.nextthink = time + 20;
997 self.takedamage = DAMAGE_YES;
998 self.event_damage = Item_Damage;
1000 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1003 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
1004 if(self.ammo_nails == 0)
1005 if(self.ammo_cells == 0)
1006 if(self.ammo_rockets == 0)
1007 if(self.ammo_shells == 0)
1008 if(self.ammo_fuel == 0)
1009 if(self.health == 0)
1010 if(self.armorvalue == 0)
1013 // if item is worthless after a timer, have it expire then
1014 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1017 // don't drop if in a NODROP zone (such as lava)
1018 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1019 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1021 startitem_failed = TRUE;
1028 if(!have_pickup_item())
1030 startitem_failed = TRUE;
1035 self.reset = Item_Reset;
1036 // it's a level item
1037 if(self.spawnflags & 1)
1040 self.movetype = MOVETYPE_NONE;
1042 self.movetype = MOVETYPE_TOSS;
1043 // do item filtering according to game mode and other things
1046 // first nudge it off the floor a little bit to avoid math errors
1047 setorigin(self, self.origin + '0 0 1');
1048 // set item size before we spawn a spawnfunc_waypoint
1049 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1050 setsize (self, '-16 -16 0', '16 16 48');
1052 setsize (self, '-16 -16 0', '16 16 32');
1053 // note droptofloor returns FALSE if stuck/or would fall too far
1055 waypoint_spawnforitem(self);
1059 * can't do it that way, as it would break maps
1060 * TODO make a target_give like entity another way, that perhaps has
1061 * the weapon name in a key
1064 // target_give not yet supported; maybe later
1065 print("removed targeted ", self.classname, "\n");
1066 startitem_failed = TRUE;
1072 if(autocvar_spawn_debug >= 2)
1075 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1077 // why not flags & fl_item?
1078 if(otheritem.is_item)
1080 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1081 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1082 error("Mapper sucks.");
1085 self.is_item = TRUE;
1088 WEPSET_OR_AW(weaponsInMap, weaponid);
1090 precache_model (self.model);
1091 precache_sound (self.item_pickupsound);
1093 precache_sound ("misc/itemrespawncountdown.wav");
1094 if(!g_minstagib && itemid == IT_STRENGTH)
1095 precache_sound ("misc/strength_respawn.wav");
1096 else if(!g_minstagib && itemid == IT_INVINCIBLE)
1097 precache_sound ("misc/shield_respawn.wav");
1099 precache_sound ("misc/itemrespawn.wav");
1101 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1102 self.target = "###item###"; // for finding the nearest item using find()
1105 self.bot_pickup = TRUE;
1106 self.bot_pickupevalfunc = pickupevalfunc;
1107 self.bot_pickupbasevalue = pickupbasevalue;
1108 self.mdl = self.model;
1109 self.netname = itemname;
1110 self.touch = Item_Touch;
1111 setmodel(self, "null"); // precision set below
1112 //self.effects |= EF_LOWPRECISION;
1114 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1116 self.pos1 = '-16 -16 0';
1117 self.pos2 = '16 16 48';
1121 self.pos1 = '-16 -16 0';
1122 self.pos2 = '16 16 32';
1124 setsize (self, self.pos1, self.pos2);
1126 if(itemflags & FL_POWERUP)
1127 self.ItemStatus |= ITS_ANIMATE1;
1129 if(self.armorvalue || self.health)
1130 self.ItemStatus |= ITS_ANIMATE2;
1132 if(itemflags & FL_WEAPON)
1134 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1135 self.colormap = 1024; // color shirt=0 pants=0 grey
1139 self.ItemStatus |= ITS_ANIMATE1;
1140 self.ItemStatus |= ISF_COLORMAP;
1144 if(self.team) // broken, no idea why.
1147 self.cnt = 1; // item probability weight
1149 self.effects |= EF_NODRAW; // marker for item team search
1150 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1155 Net_LinkEntity(self, FALSE, 0, ItemSend);
1158 /* replace items in minstagib
1159 * IT_STRENGTH = invisibility
1160 * IT_NAILS = extra lives
1161 * IT_INVINCIBLE = speed
1163 void minstagib_items (float itemid) // will be deleted soon.
1166 self.classname = "minstagib"; // ...?
1168 // replace rocket launchers and nex guns with ammo cells
1169 if (itemid == IT_CELLS)
1171 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1172 StartItem ("models/items/a_cells.md3",
1173 "misc/itempickup.wav", 45, 0,
1174 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1181 itemid = IT_STRENGTH;
1185 itemid = IT_INVINCIBLE;
1187 // replace with invis
1188 if (itemid == IT_STRENGTH)
1190 if(!self.strength_finished)
1191 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1192 StartItem ("models/items/g_strength.md3",
1193 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1194 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1196 // replace with extra lives
1197 if (itemid == IT_NAILS)
1199 self.max_health = 1;
1200 StartItem ("models/items/g_h100.md3",
1201 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1202 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1204 // replace with speed
1205 if (itemid == IT_INVINCIBLE)
1207 if(!self.invincible_finished)
1208 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1209 StartItem ("models/items/g_invincible.md3",
1210 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1211 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1215 float minst_no_auto_cells;
1216 void minst_remove_item (void) {
1217 if(minst_no_auto_cells)
1221 float weaponswapping;
1224 void weapon_defaultspawnfunc(float wpn)
1228 var .float ammofield;
1234 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1236 e = get_weaponinfo(wpn);
1238 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1240 print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1242 objerror("Attempted to spawn a mutator-blocked weapon rejected");
1243 startitem_failed = TRUE;
1248 s = W_Apply_Weaponreplace(e.netname);
1251 MUTATOR_CALLHOOK(SetWeaponreplace);
1256 startitem_failed = TRUE;
1259 t = tokenize_console(s);
1262 self.team = --internalteam;
1264 for(i = 1; i < t; ++i)
1267 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1269 e = get_weaponinfo(j);
1273 copyentity(oldself, self);
1274 self.classname = "replacedweapon";
1275 weapon_defaultspawnfunc(j);
1281 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1286 if(t >= 1) // always the case!
1290 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1292 e = get_weaponinfo(j);
1301 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1307 startitem_failed = TRUE;
1312 e = get_weaponinfo(wpn);
1314 if(!self.respawntime)
1316 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1318 self.respawntime = g_pickup_respawntime_superweapon;
1319 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1323 self.respawntime = g_pickup_respawntime_weapon;
1324 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1328 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1329 if(!self.superweapons_finished)
1330 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1334 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1338 ammofield = Item_CounterField(j);
1340 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1346 if(g_pickup_weapons_anyway)
1347 self.pickup_anyway = TRUE;
1351 // no weapon-stay on superweapons
1352 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1353 f |= FL_NO_WEAPON_STAY;
1355 // weapon stay isn't supported for teamed weapons
1357 f |= FL_NO_WEAPON_STAY;
1359 // stupid minstagib hack, don't ask
1362 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1364 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1365 if (self.modelindex) // don't precache if self was removed
1366 weapon_action(e.weapon, WR_PRECACHE);
1369 void spawnfunc_weapon_shotgun (void);
1370 void spawnfunc_weapon_uzi (void) {
1371 if(autocvar_sv_q3acompat_machineshotgunswap)
1372 if(self.classname != "droppedweapon")
1374 weapon_defaultspawnfunc(WEP_SHOTGUN);
1377 weapon_defaultspawnfunc(WEP_UZI);
1380 void spawnfunc_weapon_shotgun (void) {
1381 if(autocvar_sv_q3acompat_machineshotgunswap)
1382 if(self.classname != "droppedweapon")
1384 weapon_defaultspawnfunc(WEP_UZI);
1387 weapon_defaultspawnfunc(WEP_SHOTGUN);
1390 void spawnfunc_weapon_nex (void)
1394 minstagib_items(IT_CELLS);
1395 self.think = minst_remove_item;
1396 self.nextthink = time;
1399 weapon_defaultspawnfunc(WEP_NEX);
1402 void spawnfunc_weapon_minstanex (void)
1406 minstagib_items(IT_CELLS);
1407 self.think = minst_remove_item;
1408 self.nextthink = time;
1411 weapon_defaultspawnfunc(WEP_MINSTANEX);
1414 void spawnfunc_weapon_rocketlauncher (void)
1418 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1419 self.think = minst_remove_item;
1420 self.nextthink = time;
1423 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1426 void spawnfunc_item_rockets (void) {
1427 if(!self.ammo_rockets)
1428 self.ammo_rockets = g_pickup_rockets;
1429 if(!self.pickup_anyway)
1430 self.pickup_anyway = g_pickup_ammo_anyway;
1431 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);
1434 void spawnfunc_item_shells (void);
1435 void spawnfunc_item_bullets (void) {
1437 if(autocvar_sv_q3acompat_machineshotgunswap)
1438 if(self.classname != "droppedweapon")
1440 weaponswapping = TRUE;
1441 spawnfunc_item_shells();
1442 weaponswapping = FALSE;
1446 if(!self.ammo_nails)
1447 self.ammo_nails = g_pickup_nails;
1448 if(!self.pickup_anyway)
1449 self.pickup_anyway = g_pickup_ammo_anyway;
1450 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);
1453 void spawnfunc_item_cells (void) {
1454 if(!self.ammo_cells)
1455 self.ammo_cells = g_pickup_cells;
1456 if(!self.pickup_anyway)
1457 self.pickup_anyway = g_pickup_ammo_anyway;
1458 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);
1461 void spawnfunc_item_shells (void) {
1463 if(autocvar_sv_q3acompat_machineshotgunswap)
1464 if(self.classname != "droppedweapon")
1466 weaponswapping = TRUE;
1467 spawnfunc_item_bullets();
1468 weaponswapping = FALSE;
1472 if(!self.ammo_shells)
1473 self.ammo_shells = g_pickup_shells;
1474 if(!self.pickup_anyway)
1475 self.pickup_anyway = g_pickup_ammo_anyway;
1476 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);
1479 void spawnfunc_item_armor_small (void) {
1480 if(!self.armorvalue)
1481 self.armorvalue = g_pickup_armorsmall;
1482 if(!self.max_armorvalue)
1483 self.max_armorvalue = g_pickup_armorsmall_max;
1484 if(!self.pickup_anyway)
1485 self.pickup_anyway = g_pickup_armorsmall_anyway;
1486 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);
1489 void spawnfunc_item_armor_medium (void) {
1490 if(!self.armorvalue)
1491 self.armorvalue = g_pickup_armormedium;
1492 if(!self.max_armorvalue)
1493 self.max_armorvalue = g_pickup_armormedium_max;
1494 if(!self.pickup_anyway)
1495 self.pickup_anyway = g_pickup_armormedium_anyway;
1496 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);
1499 void spawnfunc_item_armor_big (void) {
1500 if(!self.armorvalue)
1501 self.armorvalue = g_pickup_armorbig;
1502 if(!self.max_armorvalue)
1503 self.max_armorvalue = g_pickup_armorbig_max;
1504 if(!self.pickup_anyway)
1505 self.pickup_anyway = g_pickup_armorbig_anyway;
1506 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);
1509 void spawnfunc_item_armor_large (void) {
1510 if(!self.armorvalue)
1511 self.armorvalue = g_pickup_armorlarge;
1512 if(!self.max_armorvalue)
1513 self.max_armorvalue = g_pickup_armorlarge_max;
1514 if(!self.pickup_anyway)
1515 self.pickup_anyway = g_pickup_armorlarge_anyway;
1516 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);
1519 void spawnfunc_item_health_small (void) {
1520 if(!self.max_health)
1521 self.max_health = g_pickup_healthsmall_max;
1523 self.health = g_pickup_healthsmall;
1524 if(!self.pickup_anyway)
1525 self.pickup_anyway = g_pickup_healthsmall_anyway;
1526 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);
1529 void spawnfunc_item_health_medium (void) {
1530 if(!self.max_health)
1531 self.max_health = g_pickup_healthmedium_max;
1533 self.health = g_pickup_healthmedium;
1534 if(!self.pickup_anyway)
1535 self.pickup_anyway = g_pickup_healthmedium_anyway;
1536 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);
1539 void spawnfunc_item_health_large (void) {
1540 if(!self.max_health)
1541 self.max_health = g_pickup_healthlarge_max;
1543 self.health = g_pickup_healthlarge;
1544 if(!self.pickup_anyway)
1545 self.pickup_anyway = g_pickup_healthlarge_anyway;
1546 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);
1549 void spawnfunc_item_health_mega (void) {
1551 minstagib_items(IT_NAILS);
1553 if(!self.max_health)
1554 self.max_health = g_pickup_healthmega_max;
1556 self.health = g_pickup_healthmega;
1557 if(!self.pickup_anyway)
1558 self.pickup_anyway = g_pickup_healthmega_anyway;
1559 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);
1563 // support old misnamed entities
1564 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1565 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1566 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1567 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1568 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1570 void spawnfunc_item_strength (void) {
1572 minstagib_items(IT_STRENGTH);
1574 precache_sound("weapons/strength_fire.wav");
1575 if(!self.strength_finished)
1576 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1577 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);
1581 void spawnfunc_item_invincible (void) {
1583 minstagib_items(IT_INVINCIBLE);
1585 if(!self.invincible_finished)
1586 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1587 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);
1591 void spawnfunc_item_minst_cells (void) {
1594 minst_no_auto_cells = TRUE;
1595 minstagib_items(IT_CELLS);
1602 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1604 float GiveItems(entity e, float beginarg, float endarg);
1605 void target_items_use (void)
1607 if(activator.classname == "droppedweapon")
1614 if(activator.classname != "player")
1616 if(activator.deadflag != DEAD_NO)
1621 for(e = world; (e = find(e, classname, "droppedweapon")); )
1622 if(e.enemy == activator)
1625 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1626 centerprint(activator, self.message);
1629 void spawnfunc_target_items (void)
1634 self.use = target_items_use;
1635 if(!self.strength_finished)
1636 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1637 if(!self.invincible_finished)
1638 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1639 if(!self.superweapons_finished)
1640 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1642 precache_sound("misc/itempickup.wav");
1643 precache_sound("misc/megahealth.wav");
1644 precache_sound("misc/armor25.wav");
1645 precache_sound("misc/powerup.wav");
1646 precache_sound("misc/poweroff.wav");
1647 precache_sound("weapons/weaponpickup.wav");
1649 n = tokenize_console(self.netname);
1650 if(argv(0) == "give")
1652 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1656 for(i = 0; i < n; ++i)
1658 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1659 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1660 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1661 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1662 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1663 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1664 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1665 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1668 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1670 e = get_weaponinfo(j);
1671 if(argv(i) == e.netname)
1673 WEPSET_OR_EW(self, j);
1674 if(self.spawnflags == 0 || self.spawnflags == 2)
1675 weapon_action(e.weapon, WR_PRECACHE);
1680 print("target_items: invalid item ", argv(i), "\n");
1684 string itemprefix, valueprefix;
1685 if(self.spawnflags == 0)
1690 else if(self.spawnflags == 1)
1692 itemprefix = "max ";
1693 valueprefix = "max ";
1695 else if(self.spawnflags == 2)
1697 itemprefix = "min ";
1698 valueprefix = "min ";
1700 else if(self.spawnflags == 4)
1702 itemprefix = "minus ";
1703 valueprefix = "max ";
1706 error("invalid spawnflags");
1709 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1710 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1711 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1712 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1713 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1714 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1715 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1716 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1717 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1718 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1719 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1720 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1721 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1722 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1723 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1725 e = get_weaponinfo(j);
1727 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1730 self.netname = strzone(self.netname);
1731 //print(self.netname, "\n");
1733 n = tokenize_console(self.netname);
1734 for(i = 0; i < n; ++i)
1736 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1738 e = get_weaponinfo(j);
1739 if(argv(i) == e.netname)
1741 weapon_action(e.weapon, WR_PRECACHE);
1748 void spawnfunc_item_fuel(void)
1751 self.ammo_fuel = g_pickup_fuel;
1752 if(!self.pickup_anyway)
1753 self.pickup_anyway = g_pickup_ammo_anyway;
1754 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);
1757 void spawnfunc_item_fuel_regen(void)
1759 if(start_items & IT_FUEL_REGEN)
1761 spawnfunc_item_fuel();
1764 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);
1767 void spawnfunc_item_jetpack(void)
1769 if(g_grappling_hook)
1770 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1772 self.ammo_fuel = g_pickup_fuel_jetpack;
1773 if(start_items & IT_JETPACK)
1775 spawnfunc_item_fuel();
1778 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);
1788 float GiveWeapon(entity e, float wpn, float op, float val)
1791 v0 = WEPSET_CONTAINS_EW(e, wpn);
1796 WEPSET_OR_EW(e, wpn);
1798 WEPSET_ANDNOT_EW(e, wpn);
1803 WEPSET_OR_EW(e, wpn);
1807 WEPSET_ANDNOT_EW(e, wpn);
1811 WEPSET_ANDNOT_EW(e, wpn);
1814 v1 = WEPSET_CONTAINS_EW(e, wpn);
1818 float GiveBit(entity e, .float fld, float bit, float op, float val)
1848 float GiveValue(entity e, .float fld, float op, float val)
1858 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1861 e.fld = min(e.fld, val);
1874 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1881 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1883 else if(v0 >= v0 + t)
1886 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1890 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1893 e.rotfield = max(e.rotfield, time + rottime);
1895 e.regenfield = max(e.regenfield, time + regentime);
1898 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1899 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1900 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
1901 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1902 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1903 #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)
1905 float GiveItems(entity e, float beginarg, float endarg)
1907 float got, i, j, val, op;
1908 float _switchweapon;
1917 _switchweapon = FALSE;
1919 if (e.switchweapon == w_getbestweapon(e))
1920 _switchweapon = TRUE;
1922 e.strength_finished = max(0, e.strength_finished - time);
1923 e.invincible_finished = max(0, e.invincible_finished - time);
1924 e.superweapons_finished = max(0, e.superweapons_finished - time);
1928 PREGIVE(e, strength_finished);
1929 PREGIVE(e, invincible_finished);
1930 PREGIVE(e, superweapons_finished);
1931 PREGIVE(e, ammo_nails);
1932 PREGIVE(e, ammo_cells);
1933 PREGIVE(e, ammo_shells);
1934 PREGIVE(e, ammo_rockets);
1935 PREGIVE(e, ammo_fuel);
1936 PREGIVE(e, armorvalue);
1939 for(i = beginarg; i < endarg; ++i)
1943 if(cmd == "0" || stof(cmd))
1967 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1968 got += GiveValue(e, strength_finished, op, val);
1969 got += GiveValue(e, invincible_finished, op, val);
1970 got += GiveValue(e, superweapons_finished, op, val);
1971 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1973 got += GiveBit(e, items, IT_JETPACK, op, val);
1974 got += GiveValue(e, health, op, val);
1975 got += GiveValue(e, armorvalue, op, val);
1977 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1979 wi = get_weaponinfo(j);
1981 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1982 got += GiveWeapon(e, j, op, val);
1985 got += GiveValue(e, ammo_cells, op, val);
1986 got += GiveValue(e, ammo_shells, op, val);
1987 got += GiveValue(e, ammo_nails, op, val);
1988 got += GiveValue(e, ammo_rockets, op, val);
1989 got += GiveValue(e, ammo_fuel, op, val);
1991 case "unlimited_ammo":
1992 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1994 case "unlimited_weapon_ammo":
1995 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1997 case "unlimited_superweapons":
1998 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
2001 got += GiveBit(e, items, IT_JETPACK, op, val);
2004 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
2007 got += GiveValue(e, strength_finished, op, val);
2010 got += GiveValue(e, invincible_finished, op, val);
2012 case "superweapons":
2013 got += GiveValue(e, superweapons_finished, op, val);
2016 got += GiveValue(e, ammo_cells, op, val);
2019 got += GiveValue(e, ammo_shells, op, val);
2023 got += GiveValue(e, ammo_nails, op, val);
2026 got += GiveValue(e, ammo_rockets, op, val);
2029 got += GiveValue(e, health, op, val);
2032 got += GiveValue(e, armorvalue, op, val);
2035 got += GiveValue(e, ammo_fuel, op, val);
2038 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2040 wi = get_weaponinfo(j);
2041 if(cmd == wi.netname)
2043 got += GiveWeapon(e, j, op, val);
2048 print("give: invalid item ", cmd, "\n");
2055 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
2056 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
2057 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
2058 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
2059 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2061 wi = get_weaponinfo(j);
2064 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
2065 if not(WEPSET_CONTAINS_AW(save_weapons, j))
2066 if(WEPSET_CONTAINS_EW(e, j))
2067 weapon_action(wi.weapon, WR_PRECACHE);
2070 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2071 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2072 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2073 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2074 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2075 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2076 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);
2077 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);
2078 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);
2080 if(e.superweapons_finished <= 0)
2081 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
2082 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2086 e.health = bound(0, e.health, 100);
2087 e.armorvalue = bound(0, e.armorvalue, 999);
2090 if(e.strength_finished <= 0)
2091 e.strength_finished = 0;
2093 e.strength_finished += time;
2094 if(e.invincible_finished <= 0)
2095 e.invincible_finished = 0;
2097 e.invincible_finished += time;
2098 if(e.superweapons_finished <= 0)
2099 e.superweapons_finished = 0;
2101 e.superweapons_finished += time;
2103 if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
2104 _switchweapon = TRUE;
2106 W_SwitchWeapon_Force(e, w_getbestweapon(e));