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_MODE_NONE = 0;
285 float ITEM_MODE_HEALTH = 1;
286 float ITEM_MODE_ARMOR = 2;
287 float ITEM_MODE_FUEL = 3;
288 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
293 if (item.spawnshieldtime)
295 if ((player.ammofield < ammomax) || item.pickup_anyway)
297 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
301 else if(g_weapon_stay == 2)
303 float mi = min(item.ammofield, ammomax);
304 if (player.ammofield < mi)
306 player.ammofield = mi;
317 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
319 case ITEM_MODE_HEALTH:
320 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
322 case ITEM_MODE_ARMOR:
323 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
331 float Item_GiveTo(entity item, entity player)
339 // if nothing happens to player, just return without taking the item
341 _switchweapon = FALSE;
345 float prevcells = player.ammo_cells;
347 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
348 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
350 if(player.ammo_cells > prevcells)
352 _switchweapon = TRUE;
354 // play some cool sounds ;)
355 if (clienttype(player) == CLIENTTYPE_REAL)
357 if(player.health <= 5)
358 AnnounceTo(player, "lastsecond");
359 else if(player.health < 50)
360 AnnounceTo(player, "narrowly");
362 // sound not available
363 // else if(item.items == IT_CELLS)
364 // AnnounceTo(player, "ammo");
366 if (item.weapons & WEPBIT_MINSTANEX)
367 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
369 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
373 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
377 sprint (player, strcat("You got the ^2", item.netname, "\n"));
384 // sound not available
385 // AnnounceTo(player, "_lives");
386 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
387 sprint(player, "^3You picked up some extra lives\n");
391 if (item.strength_finished)
394 // sound not available
395 // AnnounceTo(player, "invisible");
396 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
400 if (item.invincible_finished)
403 // sound not available
404 // AnnounceTo(player, "speed");
405 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
410 // in case the player has autoswitch enabled do the following:
411 // if the player is using their best weapon before items are given, they
412 // probably want to switch to an even better weapon after items are given
413 if (player.autoswitch)
414 if (player.switchweapon == w_getbestweapon(player))
415 _switchweapon = TRUE;
417 if not(player.weapons & W_WeaponBit(player.switchweapon))
418 _switchweapon = TRUE;
420 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
421 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
422 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
423 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
424 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
425 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
426 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
428 if (item.flags & FL_WEAPON)
429 if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway))
432 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
434 e = get_weaponinfo(i);
436 W_GiveWeapon (player, e.weapon, item.netname);
440 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
444 sprint (player, strcat("You got the ^2", item.netname, "\n"));
447 if (item.strength_finished)
450 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
452 if (item.invincible_finished)
455 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
460 // always eat teamed entities
467 sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
469 if (player.switchweapon != w_getbestweapon(player))
470 W_SwitchWeapon_Force(player, w_getbestweapon(player));
475 void Item_Touch (void)
479 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
480 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
485 if (other.classname != "player")
489 if (self.solid != SOLID_TRIGGER)
491 if (self.owner == other)
494 if(!Item_GiveTo(self, other))
497 other.last_pickup = time;
499 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
501 if (self.classname == "droppedweapon")
503 else if not(self.spawnshieldtime)
509 RandomSelection_Init();
510 for(head = world; (head = findfloat(head, team, self.team)); )
512 if(head.flags & FL_ITEM)
515 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
518 e = RandomSelection_chosen_ent;
522 Item_ScheduleRespawn(e);
530 if(self.effects & EF_NODRAW)
532 // marker for item team search
533 dprint("Initializing item team ", ftos(self.team), "\n");
534 RandomSelection_Init();
535 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
536 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
537 e = RandomSelection_chosen_ent;
541 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
545 // make it a non-spawned item
547 head.state = 1; // state 1 = initially hidden item
549 head.effects &~= EF_NODRAW;
552 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
553 Item_ScheduleInitialRespawn(e);
559 Item_Show(self, !self.state);
560 setorigin (self, self.origin);
561 self.think = SUB_Null;
564 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
565 Item_ScheduleInitialRespawn(self);
568 // Savage: used for item garbage-collection
569 // TODO: perhaps nice special effect?
570 void RemoveItem(void)
575 // pickup evaluation functions
576 // these functions decide how desirable an item is to the bots
578 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
580 float weapon_pickupevalfunc(entity player, entity item)
582 float c, i, j, position;
584 // See if I have it already
585 if(player.weapons & item.weapons == item.weapons)
587 // If I can pick it up
588 if(!item.spawnshieldtime)
590 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
592 // Skilled bots will grab more
593 c = bound(0, skill / 10, 1) * 0.5;
601 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
602 if( bot_custom_weapon && c )
604 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
607 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
610 // Find the highest position on any range
612 for(j = 0; j < WEP_LAST ; ++j){
614 bot_weapons_far[j] == i ||
615 bot_weapons_mid[j] == i ||
616 bot_weapons_close[j] == i
627 position = WEP_LAST - position;
628 // item.bot_pickupbasevalue is overwritten here
629 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
634 return item.bot_pickupbasevalue * c;
637 float commodity_pickupevalfunc(entity player, entity item)
639 float c, i, need_shells, need_nails, need_rockets, need_cells;
643 // Detect needed ammo
644 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
646 wi = get_weaponinfo(i);
648 if not(wi.weapons & player.weapons)
651 if(wi.items & IT_SHELLS)
653 else if(wi.items & IT_NAILS)
655 else if(wi.items & IT_ROCKETS)
657 else if(wi.items & IT_CELLS)
661 // TODO: figure out if the player even has the weapon this ammo is for?
662 // may not affect strategy much though...
663 // find out how much more ammo/armor/health the player can hold
665 if (item.ammo_shells)
666 if (player.ammo_shells < g_pickup_shells_max)
667 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
670 if (player.ammo_nails < g_pickup_nails_max)
671 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
673 if (item.ammo_rockets)
674 if (player.ammo_rockets < g_pickup_rockets_max)
675 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
678 if (player.ammo_cells < g_pickup_cells_max)
679 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
681 if (player.armorvalue < item.max_armorvalue)
682 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
684 if (player.health < item.max_health)
685 c = c + max(0, 1 - player.health / item.max_health);
687 return item.bot_pickupbasevalue * c;
692 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)
694 startitem_failed = FALSE;
697 self.weapons = weaponid;
699 // is it a dropped weapon?
700 if (self.classname == "droppedweapon")
702 self.reset = SUB_Remove;
703 // it's a dropped weapon
704 self.movetype = MOVETYPE_TOSS;
705 // Savage: remove thrown items after a certain period of time ("garbage collection")
706 self.think = RemoveItem;
707 self.nextthink = time + 60;
708 // don't drop if in a NODROP zone (such as lava)
709 traceline(self.origin, self.origin, MOVE_NORMAL, self);
710 if (trace_dpstartcontents & DPCONTENTS_NODROP)
712 startitem_failed = TRUE;
719 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
721 startitem_failed = TRUE;
726 if(!have_pickup_item())
728 startitem_failed = TRUE;
733 self.reset = Item_Reset;
735 if(self.spawnflags & 1)
738 self.movetype = MOVETYPE_NONE;
740 self.movetype = MOVETYPE_TOSS;
741 // do item filtering according to game mode and other things
744 // first nudge it off the floor a little bit to avoid math errors
745 setorigin(self, self.origin + '0 0 1');
746 // set item size before we spawn a spawnfunc_waypoint
747 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
748 setsize (self, '-16 -16 0', '16 16 48');
750 setsize (self, '-16 -16 0', '16 16 32');
751 // note droptofloor returns FALSE if stuck/or would fall too far
753 waypoint_spawnforitem(self);
757 * can't do it that way, as it would break maps
758 * TODO make a target_give like entity another way, that perhaps has
759 * the weapon name in a key
762 // target_give not yet supported; maybe later
763 print("removed targeted ", self.classname, "\n");
764 startitem_failed = TRUE;
770 if(autocvar_spawn_debug >= 2)
773 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
775 if(otheritem.is_item)
777 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
778 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
779 error("Mapper sucks.");
785 weaponsInMap |= weaponid;
787 precache_model (itemmodel);
788 precache_sound (pickupsound);
790 precache_sound ("misc/itemrespawncountdown.wav");
791 if(!g_minstagib && itemid == IT_STRENGTH)
792 precache_sound ("misc/strength_respawn.wav");
793 else if(!g_minstagib && itemid == IT_INVINCIBLE)
794 precache_sound ("misc/shield_respawn.wav");
796 precache_sound ("misc/itemrespawn.wav");
798 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
799 self.target = "###item###"; // for finding the nearest item using find()
802 self.bot_pickup = TRUE;
803 self.bot_pickupevalfunc = pickupevalfunc;
804 self.bot_pickupbasevalue = pickupbasevalue;
805 self.mdl = itemmodel;
806 self.item_pickupsound = pickupsound;
807 // let mappers override respawntime
808 if(!self.respawntime) // both set
810 self.respawntime = defaultrespawntime;
811 self.respawntimejitter = defaultrespawntimejitter;
813 self.netname = itemname;
814 self.flags = FL_ITEM | itemflags;
815 self.touch = Item_Touch;
816 setmodel (self, self.mdl); // precision set below
817 self.effects |= EF_LOWPRECISION;
818 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
819 setsize (self, '-16 -16 0', '16 16 48');
821 setsize (self, '-16 -16 0', '16 16 32');
822 if(itemflags & FL_WEAPON)
823 self.modelflags |= MF_ROTATE;
825 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
826 if (itemflags & FL_WEAPON)
828 // neutral team color for pickup weapons
829 self.colormap = 1024; // color shirt=0 pants=0 grey
837 self.cnt = 1; // item probability weight
838 self.effects = self.effects | EF_NODRAW; // marker for item team search
839 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
841 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
842 Item_ScheduleInitialRespawn(self);
845 /* replace items in minstagib
846 * IT_STRENGTH = invisibility
847 * IT_NAILS = extra lives
848 * IT_INVINCIBLE = speed
850 void minstagib_items (float itemid)
853 self.classname = "minstagib";
855 // replace rocket launchers and nex guns with ammo cells
856 if (itemid == IT_CELLS)
858 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
859 StartItem ("models/items/a_cells.md3",
860 "misc/itempickup.wav", 45, 0,
861 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
868 itemid = IT_STRENGTH;
872 itemid = IT_INVINCIBLE;
874 // replace with invis
875 if (itemid == IT_STRENGTH)
877 self.strength_finished = 30;
878 StartItem ("models/items/g_strength.md3",
879 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
880 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
882 // replace with extra lives
883 if (itemid == IT_NAILS)
886 StartItem ("models/items/g_h100.md3",
887 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
888 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
890 // replace with speed
891 if (itemid == IT_INVINCIBLE)
893 self.invincible_finished = 30;
894 StartItem ("models/items/g_invincible.md3",
895 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
896 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
900 float minst_no_auto_cells;
901 void minst_remove_item (void) {
902 if(minst_no_auto_cells)
906 float weaponswapping;
909 void weapon_defaultspawnfunc(float wpn)
913 var .float ammofield;
918 // set the respawntime in advance (so replaced weapons can copy it)
920 if(!self.respawntime)
922 e = get_weaponinfo(wpn);
923 if(e.items == IT_SUPERWEAPON)
925 self.respawntime = g_pickup_respawntime_powerup;
926 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
930 self.respawntime = g_pickup_respawntime_weapon;
931 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
935 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
937 e = get_weaponinfo(wpn);
938 s = cvar_string(strcat("g_weaponreplace_", e.netname));
942 startitem_failed = TRUE;
945 t = tokenize_console(s);
948 self.team = --internalteam;
950 for(i = 1; i < t; ++i)
953 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
955 e = get_weaponinfo(j);
959 copyentity(oldself, self);
960 self.classname = "replacedweapon";
961 weapon_defaultspawnfunc(j);
967 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
976 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
978 e = get_weaponinfo(j);
987 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
993 startitem_failed = TRUE;
998 e = get_weaponinfo(wpn);
1000 if(e.items && e.items != IT_SUPERWEAPON)
1002 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1006 ammofield = Item_CounterField(j);
1008 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1014 self.flags |= FL_NO_WEAPON_STAY;
1017 // weapon stay isn't supported for teamed weapons
1019 self.flags |= FL_NO_WEAPON_STAY;
1021 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1022 if (self.modelindex) // don't precache if self was removed
1023 weapon_action(e.weapon, WR_PRECACHE);
1026 void spawnfunc_weapon_shotgun (void);
1027 void spawnfunc_weapon_uzi (void) {
1028 if(autocvar_sv_q3acompat_machineshotgunswap)
1029 if(self.classname != "droppedweapon")
1031 weapon_defaultspawnfunc(WEP_SHOTGUN);
1034 weapon_defaultspawnfunc(WEP_UZI);
1037 void spawnfunc_weapon_shotgun (void) {
1038 if(autocvar_sv_q3acompat_machineshotgunswap)
1039 if(self.classname != "droppedweapon")
1041 weapon_defaultspawnfunc(WEP_UZI);
1044 weapon_defaultspawnfunc(WEP_SHOTGUN);
1047 void spawnfunc_weapon_nex (void)
1051 minstagib_items(IT_CELLS);
1052 self.think = minst_remove_item;
1053 self.nextthink = time;
1056 weapon_defaultspawnfunc(WEP_NEX);
1059 void spawnfunc_weapon_minstanex (void)
1063 minstagib_items(IT_CELLS);
1064 self.think = minst_remove_item;
1065 self.nextthink = time;
1068 weapon_defaultspawnfunc(WEP_MINSTANEX);
1071 void spawnfunc_weapon_rocketlauncher (void)
1075 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1076 self.think = minst_remove_item;
1077 self.nextthink = time;
1080 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1083 void spawnfunc_item_rockets (void) {
1084 if(!self.ammo_rockets)
1085 self.ammo_rockets = g_pickup_rockets;
1086 if(!self.pickup_anyway)
1087 self.pickup_anyway = g_pickup_ammo_anyway;
1088 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);
1091 void spawnfunc_item_shells (void);
1092 void spawnfunc_item_bullets (void) {
1094 if(autocvar_sv_q3acompat_machineshotgunswap)
1095 if(self.classname != "droppedweapon")
1097 weaponswapping = TRUE;
1098 spawnfunc_item_shells();
1099 weaponswapping = FALSE;
1103 if(!self.ammo_nails)
1104 self.ammo_nails = g_pickup_nails;
1105 if(!self.pickup_anyway)
1106 self.pickup_anyway = g_pickup_ammo_anyway;
1107 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);
1110 void spawnfunc_item_cells (void) {
1111 if(!self.ammo_cells)
1112 self.ammo_cells = g_pickup_cells;
1113 if(!self.pickup_anyway)
1114 self.pickup_anyway = g_pickup_ammo_anyway;
1115 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);
1118 void spawnfunc_item_shells (void) {
1120 if(autocvar_sv_q3acompat_machineshotgunswap)
1121 if(self.classname != "droppedweapon")
1123 weaponswapping = TRUE;
1124 spawnfunc_item_bullets();
1125 weaponswapping = FALSE;
1129 if(!self.ammo_shells)
1130 self.ammo_shells = g_pickup_shells;
1131 if(!self.pickup_anyway)
1132 self.pickup_anyway = g_pickup_ammo_anyway;
1133 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);
1136 void spawnfunc_item_armor_small (void) {
1137 if(!self.armorvalue)
1138 self.armorvalue = g_pickup_armorsmall;
1139 if(!self.max_armorvalue)
1140 self.max_armorvalue = g_pickup_armorsmall_max;
1141 if(!self.pickup_anyway)
1142 self.pickup_anyway = g_pickup_armorsmall_anyway;
1143 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);
1146 void spawnfunc_item_armor_medium (void) {
1147 if(!self.armorvalue)
1148 self.armorvalue = g_pickup_armormedium;
1149 if(!self.max_armorvalue)
1150 self.max_armorvalue = g_pickup_armormedium_max;
1151 if(!self.pickup_anyway)
1152 self.pickup_anyway = g_pickup_armormedium_anyway;
1153 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);
1156 void spawnfunc_item_armor_big (void) {
1157 if(!self.armorvalue)
1158 self.armorvalue = g_pickup_armorbig;
1159 if(!self.max_armorvalue)
1160 self.max_armorvalue = g_pickup_armorbig_max;
1161 if(!self.pickup_anyway)
1162 self.pickup_anyway = g_pickup_armorbig_anyway;
1163 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);
1166 void spawnfunc_item_armor_large (void) {
1167 if(!self.armorvalue)
1168 self.armorvalue = g_pickup_armorlarge;
1169 if(!self.max_armorvalue)
1170 self.max_armorvalue = g_pickup_armorlarge_max;
1171 if(!self.pickup_anyway)
1172 self.pickup_anyway = g_pickup_armorlarge_anyway;
1173 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);
1176 void spawnfunc_item_health_small (void) {
1177 if(!self.max_health)
1178 self.max_health = g_pickup_healthsmall_max;
1180 self.health = g_pickup_healthsmall;
1181 if(!self.pickup_anyway)
1182 self.pickup_anyway = g_pickup_healthsmall_anyway;
1183 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);
1186 void spawnfunc_item_health_medium (void) {
1187 if(!self.max_health)
1188 self.max_health = g_pickup_healthmedium_max;
1190 self.health = g_pickup_healthmedium;
1191 if(!self.pickup_anyway)
1192 self.pickup_anyway = g_pickup_healthmedium_anyway;
1193 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);
1196 void spawnfunc_item_health_large (void) {
1197 if(!self.max_health)
1198 self.max_health = g_pickup_healthlarge_max;
1200 self.health = g_pickup_healthlarge;
1201 if(!self.pickup_anyway)
1202 self.pickup_anyway = g_pickup_healthlarge_anyway;
1203 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);
1206 void spawnfunc_item_health_mega (void) {
1208 minstagib_items(IT_NAILS);
1210 if(!self.max_health)
1211 self.max_health = g_pickup_healthmega_max;
1213 self.health = g_pickup_healthmega;
1214 if(!self.pickup_anyway)
1215 self.pickup_anyway = g_pickup_healthmega_anyway;
1216 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);
1220 // support old misnamed entities
1221 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1222 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1223 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1224 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1225 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1227 void spawnfunc_item_strength (void) {
1229 minstagib_items(IT_STRENGTH);
1231 precache_sound("weapons/strength_fire.wav");
1232 self.strength_finished = 30;
1233 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);
1237 void spawnfunc_item_invincible (void) {
1239 minstagib_items(IT_INVINCIBLE);
1241 self.invincible_finished = 30;
1242 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);
1246 void spawnfunc_item_minst_cells (void) {
1249 minst_no_auto_cells = 1;
1250 minstagib_items(IT_CELLS);
1257 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1259 float GiveItems(entity e, float beginarg, float endarg);
1260 void target_items_use (void)
1262 if(activator.classname == "droppedweapon")
1269 if(activator.classname != "player")
1271 if(activator.deadflag != DEAD_NO)
1276 for(e = world; (e = find(e, classname, "droppedweapon")); )
1277 if(e.enemy == activator)
1280 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1281 centerprint(activator, self.message);
1284 void spawnfunc_target_items (void)
1289 self.use = target_items_use;
1290 if(!self.strength_finished)
1291 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1292 if(!self.invincible_finished)
1293 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1295 precache_sound("misc/itempickup.wav");
1296 precache_sound("misc/megahealth.wav");
1297 precache_sound("misc/armor25.wav");
1298 precache_sound("misc/powerup.wav");
1299 precache_sound("misc/poweroff.wav");
1300 precache_sound("weapons/weaponpickup.wav");
1302 n = tokenize_console(self.netname);
1303 if(argv(0) == "give")
1305 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1309 for(i = 0; i < n; ++i)
1311 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1312 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1313 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1314 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1315 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1316 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1317 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1319 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1321 e = get_weaponinfo(j);
1322 if(argv(i) == e.netname)
1324 self.weapons |= e.weapons;
1325 if(self.spawnflags == 0 || self.spawnflags == 2)
1326 weapon_action(e.weapon, WR_PRECACHE);
1331 print("target_items: invalid item ", argv(i), "\n");
1334 string itemprefix, valueprefix;
1335 if(self.spawnflags == 0)
1340 else if(self.spawnflags == 1)
1342 itemprefix = "max ";
1343 valueprefix = "max ";
1345 else if(self.spawnflags == 2)
1347 itemprefix = "min ";
1348 valueprefix = "min ";
1350 else if(self.spawnflags == 4)
1352 itemprefix = "minus ";
1353 valueprefix = "max ";
1356 error("invalid spawnflags");
1359 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1360 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1361 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1362 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1363 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1364 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1365 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1366 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1367 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1368 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1369 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1370 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1371 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1372 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1374 e = get_weaponinfo(j);
1376 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1379 self.netname = strzone(self.netname);
1380 //print(self.netname, "\n");
1382 n = tokenize_console(self.netname);
1383 for(i = 0; i < n; ++i)
1385 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1387 e = get_weaponinfo(j);
1388 if(argv(i) == e.netname)
1390 weapon_action(e.weapon, WR_PRECACHE);
1397 void spawnfunc_item_fuel(void)
1400 self.ammo_fuel = g_pickup_fuel;
1401 if(!self.pickup_anyway)
1402 self.pickup_anyway = g_pickup_ammo_anyway;
1403 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);
1406 void spawnfunc_item_fuel_regen(void)
1408 if(start_items & IT_FUEL_REGEN)
1410 spawnfunc_item_fuel();
1413 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);
1416 void spawnfunc_item_jetpack(void)
1418 if(g_grappling_hook)
1419 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1421 self.ammo_fuel = g_pickup_fuel_jetpack;
1422 if(start_items & IT_JETPACK)
1424 spawnfunc_item_fuel();
1427 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);
1437 float GiveBit(entity e, .float fld, float bit, float op, float val)
1467 float GiveValue(entity e, .float fld, float op, float val)
1477 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1480 e.fld = min(e.fld, val);
1493 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1500 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1502 else if(v0 >= v0 + t)
1505 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1509 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1512 e.rotfield = max(e.rotfield, time + rottime);
1514 e.regenfield = max(e.regenfield, time + regentime);
1517 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1518 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1519 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1520 #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)
1522 float GiveItems(entity e, float beginarg, float endarg)
1524 float got, i, j, val, op;
1525 float _switchweapon;
1534 _switchweapon = FALSE;
1536 if (e.switchweapon == w_getbestweapon(e))
1537 _switchweapon = TRUE;
1539 e.strength_finished = max(0, e.strength_finished - time);
1540 e.invincible_finished = max(0, e.invincible_finished - time);
1543 PREGIVE(e, weapons);
1544 PREGIVE(e, strength_finished);
1545 PREGIVE(e, invincible_finished);
1546 PREGIVE(e, ammo_nails);
1547 PREGIVE(e, ammo_cells);
1548 PREGIVE(e, ammo_shells);
1549 PREGIVE(e, ammo_rockets);
1550 PREGIVE(e, ammo_fuel);
1551 PREGIVE(e, armorvalue);
1554 for(i = beginarg; i < endarg; ++i)
1558 if(cmd == "0" || stof(cmd))
1582 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1583 got += GiveValue(e, strength_finished, op, time);
1584 got += GiveValue(e, invincible_finished, op, time);
1585 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1587 got += GiveBit(e, items, IT_JETPACK, op, val);
1588 got += GiveValue(e, health, op, val);
1589 got += GiveValue(e, armorvalue, op, val);
1591 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1593 wi = get_weaponinfo(j);
1595 got += GiveBit(e, weapons, wi.weapons, op, val);
1598 got += GiveValue(e, ammo_cells, op, val);
1599 got += GiveValue(e, ammo_shells, op, val);
1600 got += GiveValue(e, ammo_nails, op, val);
1601 got += GiveValue(e, ammo_rockets, op, val);
1602 got += GiveValue(e, ammo_fuel, op, val);
1604 case "unlimited_ammo":
1605 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1607 case "unlimited_weapon_ammo":
1608 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1610 case "unlimited_superweapons":
1611 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1614 got += GiveBit(e, items, IT_JETPACK, op, val);
1617 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1620 got += GiveValue(e, strength_finished, op, val);
1623 got += GiveValue(e, invincible_finished, op, val);
1626 got += GiveValue(e, ammo_cells, op, val);
1629 got += GiveValue(e, ammo_shells, op, val);
1633 got += GiveValue(e, ammo_nails, op, val);
1636 got += GiveValue(e, ammo_rockets, op, val);
1639 got += GiveValue(e, health, op, val);
1642 got += GiveValue(e, armorvalue, op, val);
1645 got += GiveValue(e, ammo_fuel, op, val);
1648 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1650 wi = get_weaponinfo(j);
1651 if(cmd == wi.netname)
1653 got += GiveBit(e, weapons, wi.weapons, op, val);
1658 print("give: invalid item ", cmd, "\n");
1665 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1666 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1667 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1668 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1669 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1671 wi = get_weaponinfo(j);
1674 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1675 if not(save_weapons & wi.weapons)
1676 if(e.weapons & wi.weapons)
1677 weapon_action(wi.weapon, WR_PRECACHE);
1680 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1681 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1682 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1683 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1684 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1685 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1686 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);
1687 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);
1688 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);
1692 e.health = bound(0, e.health, 100);
1693 e.armorvalue = bound(0, e.armorvalue, 999);
1696 if(e.strength_finished <= 0)
1697 e.strength_finished = 0;
1699 e.strength_finished += time;
1700 if(e.invincible_finished <= 0)
1701 e.invincible_finished = 0;
1703 e.invincible_finished += time;
1705 if not(e.weapons & W_WeaponBit(e.switchweapon))
1706 _switchweapon = TRUE;
1708 W_SwitchWeapon_Force(e, w_getbestweapon(e));