1 float have_pickup_item(void)
3 // minstagib: only allow filtered items
5 if(self.classname != "minstagib")
8 if(self.flags & FL_POWERUP)
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) && !(e.flags & FL_NO_WEAPON_STAY) && 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;
236 if(self.flags & FL_WEAPON)
238 entity wi = get_weaponinfo(self.weapon);
247 print("Unknown powerup-marked item is wanting to respawn\n");
248 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
252 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
253 if(self.waypointsprite_attached)
254 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
257 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
258 if(self.waypointsprite_attached)
260 WaypointSprite_Ping(self.waypointsprite_attached);
261 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
266 void Item_ScheduleRespawnIn(entity e, float t)
268 if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
270 e.think = Item_RespawnCountdown;
271 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
276 e.think = Item_Respawn;
277 e.nextthink = time + t;
281 void Item_ScheduleRespawn(entity e)
283 if(e.respawntime > 0)
286 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
288 else // if respawntime is -1, this item does not respawn
292 void Item_ScheduleInitialRespawn(entity e)
295 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
298 float ITEM_MODE_NONE = 0;
299 float ITEM_MODE_HEALTH = 1;
300 float ITEM_MODE_ARMOR = 2;
301 float ITEM_MODE_FUEL = 3;
302 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
307 if (item.spawnshieldtime)
309 if ((player.ammofield < ammomax) || item.pickup_anyway)
311 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
315 else if(g_weapon_stay == 2)
317 float mi = min(item.ammofield, ammomax);
318 if (player.ammofield < mi)
320 player.ammofield = mi;
331 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
333 case ITEM_MODE_HEALTH:
334 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
336 case ITEM_MODE_ARMOR:
337 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
345 float Item_GiveTo(entity item, entity player)
353 // if nothing happens to player, just return without taking the item
355 _switchweapon = FALSE;
359 float prevcells = player.ammo_cells;
361 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
362 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
364 if(player.ammo_cells > prevcells)
366 _switchweapon = TRUE;
368 // play some cool sounds ;)
369 if (clienttype(player) == CLIENTTYPE_REAL)
371 if(player.health <= 5)
372 AnnounceTo(player, "lastsecond");
373 else if(player.health < 50)
374 AnnounceTo(player, "narrowly");
376 // sound not available
377 // else if(item.items == IT_CELLS)
378 // AnnounceTo(player, "ammo");
380 if (item.weapons & WEPBIT_MINSTANEX)
381 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
383 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
387 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
391 sprint (player, strcat("You got the ^2", item.netname, "\n"));
398 // sound not available
399 // AnnounceTo(player, "_lives");
400 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
401 sprint(player, "^3You picked up some extra lives\n");
405 if (item.strength_finished)
408 // sound not available
409 // AnnounceTo(player, "invisible");
410 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
414 if (item.invincible_finished)
417 // sound not available
418 // AnnounceTo(player, "speed");
419 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
424 // in case the player has autoswitch enabled do the following:
425 // if the player is using their best weapon before items are given, they
426 // probably want to switch to an even better weapon after items are given
427 if (player.autoswitch)
428 if (player.switchweapon == w_getbestweapon(player))
429 _switchweapon = TRUE;
431 if not(player.weapons & W_WeaponBit(player.switchweapon))
432 _switchweapon = TRUE;
434 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
435 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
436 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
437 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
438 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
439 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
440 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
442 if (item.flags & FL_WEAPON)
443 if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway))
446 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
448 e = get_weaponinfo(i);
450 W_GiveWeapon (player, e.weapon, item.netname);
454 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
458 sprint (player, strcat("You got the ^2", item.netname, "\n"));
461 if (item.strength_finished)
464 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
466 if (item.invincible_finished)
469 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
471 if (item.superweapons_finished)
474 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
479 // always eat teamed entities
486 sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
488 if (player.switchweapon != w_getbestweapon(player))
489 W_SwitchWeapon_Force(player, w_getbestweapon(player));
494 void Item_Touch (void)
498 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
499 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
504 if (other.classname != "player")
508 if (self.solid != SOLID_TRIGGER)
510 if (self.owner == other)
513 if(!Item_GiveTo(self, other))
516 other.last_pickup = time;
518 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
520 if (self.classname == "droppedweapon")
522 else if not(self.spawnshieldtime)
528 RandomSelection_Init();
529 for(head = world; (head = findfloat(head, team, self.team)); )
531 if(head.flags & FL_ITEM)
534 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
537 e = RandomSelection_chosen_ent;
541 Item_ScheduleRespawn(e);
549 if(self.effects & EF_NODRAW)
551 // marker for item team search
552 dprint("Initializing item team ", ftos(self.team), "\n");
553 RandomSelection_Init();
554 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
555 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
556 e = RandomSelection_chosen_ent;
560 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
564 // make it a non-spawned item
566 head.state = 1; // state 1 = initially hidden item
568 head.effects &~= EF_NODRAW;
571 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
572 Item_ScheduleInitialRespawn(e);
578 Item_Show(self, !self.state);
579 setorigin (self, self.origin);
580 self.think = SUB_Null;
583 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
584 Item_ScheduleInitialRespawn(self);
587 // Savage: used for item garbage-collection
588 // TODO: perhaps nice special effect?
589 void RemoveItem(void)
594 // pickup evaluation functions
595 // these functions decide how desirable an item is to the bots
597 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
599 float weapon_pickupevalfunc(entity player, entity item)
601 float c, i, j, position;
603 // See if I have it already
604 if(player.weapons & item.weapons == item.weapons)
606 // If I can pick it up
607 if(!item.spawnshieldtime)
609 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
611 // Skilled bots will grab more
612 c = bound(0, skill / 10, 1) * 0.5;
620 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
621 if( bot_custom_weapon && c )
623 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
626 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
629 // Find the highest position on any range
631 for(j = 0; j < WEP_LAST ; ++j){
633 bot_weapons_far[j] == i ||
634 bot_weapons_mid[j] == i ||
635 bot_weapons_close[j] == i
646 position = WEP_LAST - position;
647 // item.bot_pickupbasevalue is overwritten here
648 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
653 return item.bot_pickupbasevalue * c;
656 float commodity_pickupevalfunc(entity player, entity item)
658 float c, i, need_shells, need_nails, need_rockets, need_cells;
662 // Detect needed ammo
663 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
665 wi = get_weaponinfo(i);
667 if not(wi.weapons & player.weapons)
670 if(wi.items & IT_SHELLS)
672 else if(wi.items & IT_NAILS)
674 else if(wi.items & IT_ROCKETS)
676 else if(wi.items & IT_CELLS)
680 // TODO: figure out if the player even has the weapon this ammo is for?
681 // may not affect strategy much though...
682 // find out how much more ammo/armor/health the player can hold
684 if (item.ammo_shells)
685 if (player.ammo_shells < g_pickup_shells_max)
686 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
689 if (player.ammo_nails < g_pickup_nails_max)
690 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
692 if (item.ammo_rockets)
693 if (player.ammo_rockets < g_pickup_rockets_max)
694 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
697 if (player.ammo_cells < g_pickup_cells_max)
698 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
700 if (player.armorvalue < item.max_armorvalue)
701 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
703 if (player.health < item.max_health)
704 c = c + max(0, 1 - player.health / item.max_health);
706 return item.bot_pickupbasevalue * c;
711 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)
713 startitem_failed = FALSE;
716 self.weapons = weaponid;
717 self.flags = FL_ITEM | itemflags;
719 // is it a dropped weapon?
720 if (self.classname == "droppedweapon")
722 self.reset = SUB_Remove;
723 // it's a dropped weapon
724 self.movetype = MOVETYPE_TOSS;
725 // Savage: remove thrown items after a certain period of time ("garbage collection")
726 self.think = RemoveItem;
727 self.nextthink = time + 60;
728 // don't drop if in a NODROP zone (such as lava)
729 traceline(self.origin, self.origin, MOVE_NORMAL, self);
730 if (trace_dpstartcontents & DPCONTENTS_NODROP)
732 startitem_failed = TRUE;
739 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
741 startitem_failed = TRUE;
746 if(!have_pickup_item())
748 startitem_failed = TRUE;
754 itemmodel = self.model;
755 if(self.item_pickupsound != "")
756 pickupsound = self.item_pickupsound;
758 self.reset = Item_Reset;
760 if(self.spawnflags & 1)
763 self.movetype = MOVETYPE_NONE;
765 self.movetype = MOVETYPE_TOSS;
766 // do item filtering according to game mode and other things
769 // first nudge it off the floor a little bit to avoid math errors
770 setorigin(self, self.origin + '0 0 1');
771 // set item size before we spawn a spawnfunc_waypoint
772 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
773 setsize (self, '-16 -16 0', '16 16 48');
775 setsize (self, '-16 -16 0', '16 16 32');
776 // note droptofloor returns FALSE if stuck/or would fall too far
778 waypoint_spawnforitem(self);
782 * can't do it that way, as it would break maps
783 * TODO make a target_give like entity another way, that perhaps has
784 * the weapon name in a key
787 // target_give not yet supported; maybe later
788 print("removed targeted ", self.classname, "\n");
789 startitem_failed = TRUE;
795 if(autocvar_spawn_debug >= 2)
798 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
800 if(otheritem.is_item)
802 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
803 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
804 error("Mapper sucks.");
810 weaponsInMap |= weaponid;
812 precache_model (itemmodel);
813 precache_sound (pickupsound);
815 precache_sound ("misc/itemrespawncountdown.wav");
816 if(!g_minstagib && itemid == IT_STRENGTH)
817 precache_sound ("misc/strength_respawn.wav");
818 else if(!g_minstagib && itemid == IT_INVINCIBLE)
819 precache_sound ("misc/shield_respawn.wav");
821 precache_sound ("misc/itemrespawn.wav");
823 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
824 self.target = "###item###"; // for finding the nearest item using find()
827 self.bot_pickup = TRUE;
828 self.bot_pickupevalfunc = pickupevalfunc;
829 self.bot_pickupbasevalue = pickupbasevalue;
830 self.mdl = itemmodel;
831 self.item_pickupsound = pickupsound;
832 // let mappers override respawntime
833 if(!self.respawntime) // both set
835 self.respawntime = defaultrespawntime;
836 self.respawntimejitter = defaultrespawntimejitter;
838 self.netname = itemname;
839 self.touch = Item_Touch;
840 setmodel (self, self.mdl); // precision set below
841 self.effects |= EF_LOWPRECISION;
842 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
843 setsize (self, '-16 -16 0', '16 16 48');
845 setsize (self, '-16 -16 0', '16 16 32');
846 if(itemflags & FL_WEAPON)
847 self.modelflags |= MF_ROTATE;
849 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
850 if (itemflags & FL_WEAPON)
852 // neutral team color for pickup weapons
853 self.colormap = 1024; // color shirt=0 pants=0 grey
861 self.cnt = 1; // item probability weight
862 self.effects = self.effects | EF_NODRAW; // marker for item team search
863 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
865 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
866 Item_ScheduleInitialRespawn(self);
869 /* replace items in minstagib
870 * IT_STRENGTH = invisibility
871 * IT_NAILS = extra lives
872 * IT_INVINCIBLE = speed
874 void minstagib_items (float itemid)
877 self.classname = "minstagib";
879 // replace rocket launchers and nex guns with ammo cells
880 if (itemid == IT_CELLS)
882 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
883 StartItem ("models/items/a_cells.md3",
884 "misc/itempickup.wav", 45, 0,
885 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
892 itemid = IT_STRENGTH;
896 itemid = IT_INVINCIBLE;
898 // replace with invis
899 if (itemid == IT_STRENGTH)
901 if(!self.strength_finished)
902 self.strength_finished = autocvar_g_balance_powerup_strength_time;
903 StartItem ("models/items/g_strength.md3",
904 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
905 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
907 // replace with extra lives
908 if (itemid == IT_NAILS)
911 StartItem ("models/items/g_h100.md3",
912 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
913 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
915 // replace with speed
916 if (itemid == IT_INVINCIBLE)
918 if(!self.invincible_finished)
919 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
920 StartItem ("models/items/g_invincible.md3",
921 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
922 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
926 float minst_no_auto_cells;
927 void minst_remove_item (void) {
928 if(minst_no_auto_cells)
932 float weaponswapping;
935 void weapon_defaultspawnfunc(float wpn)
939 var .float ammofield;
944 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
946 e = get_weaponinfo(wpn);
947 s = cvar_string(strcat("g_weaponreplace_", e.netname));
951 startitem_failed = TRUE;
954 t = tokenize_console(s);
957 self.team = --internalteam;
959 for(i = 1; i < t; ++i)
962 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
964 e = get_weaponinfo(j);
968 copyentity(oldself, self);
969 self.classname = "replacedweapon";
970 weapon_defaultspawnfunc(j);
976 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
985 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
987 e = get_weaponinfo(j);
996 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1002 startitem_failed = TRUE;
1007 e = get_weaponinfo(wpn);
1009 if(!self.respawntime)
1011 if(self.weapons & WEPBIT_SUPERWEAPONS)
1013 self.respawntime = g_pickup_respawntime_superweapon;
1014 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1018 self.respawntime = g_pickup_respawntime_weapon;
1019 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1023 if(self.weapons & WEPBIT_SUPERWEAPONS)
1024 if(!self.superweapons_finished)
1025 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1029 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1033 ammofield = Item_CounterField(j);
1035 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1040 // no weapon-stay on superweapons
1041 if(self.weapons & WEPBIT_SUPERWEAPONS)
1042 self.flags |= FL_NO_WEAPON_STAY;
1044 // weapon stay isn't supported for teamed weapons
1046 self.flags |= FL_NO_WEAPON_STAY;
1048 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1049 if (self.modelindex) // don't precache if self was removed
1050 weapon_action(e.weapon, WR_PRECACHE);
1053 void spawnfunc_weapon_shotgun (void);
1054 void spawnfunc_weapon_uzi (void) {
1055 if(autocvar_sv_q3acompat_machineshotgunswap)
1056 if(self.classname != "droppedweapon")
1058 weapon_defaultspawnfunc(WEP_SHOTGUN);
1061 weapon_defaultspawnfunc(WEP_UZI);
1064 void spawnfunc_weapon_shotgun (void) {
1065 if(autocvar_sv_q3acompat_machineshotgunswap)
1066 if(self.classname != "droppedweapon")
1068 weapon_defaultspawnfunc(WEP_UZI);
1071 weapon_defaultspawnfunc(WEP_SHOTGUN);
1074 void spawnfunc_weapon_nex (void)
1078 minstagib_items(IT_CELLS);
1079 self.think = minst_remove_item;
1080 self.nextthink = time;
1083 weapon_defaultspawnfunc(WEP_NEX);
1086 void spawnfunc_weapon_minstanex (void)
1090 minstagib_items(IT_CELLS);
1091 self.think = minst_remove_item;
1092 self.nextthink = time;
1095 weapon_defaultspawnfunc(WEP_MINSTANEX);
1098 void spawnfunc_weapon_rocketlauncher (void)
1102 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1103 self.think = minst_remove_item;
1104 self.nextthink = time;
1107 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1110 void spawnfunc_item_rockets (void) {
1111 if(!self.ammo_rockets)
1112 self.ammo_rockets = g_pickup_rockets;
1113 if(!self.pickup_anyway)
1114 self.pickup_anyway = g_pickup_ammo_anyway;
1115 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);
1118 void spawnfunc_item_shells (void);
1119 void spawnfunc_item_bullets (void) {
1121 if(autocvar_sv_q3acompat_machineshotgunswap)
1122 if(self.classname != "droppedweapon")
1124 weaponswapping = TRUE;
1125 spawnfunc_item_shells();
1126 weaponswapping = FALSE;
1130 if(!self.ammo_nails)
1131 self.ammo_nails = g_pickup_nails;
1132 if(!self.pickup_anyway)
1133 self.pickup_anyway = g_pickup_ammo_anyway;
1134 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);
1137 void spawnfunc_item_cells (void) {
1138 if(!self.ammo_cells)
1139 self.ammo_cells = g_pickup_cells;
1140 if(!self.pickup_anyway)
1141 self.pickup_anyway = g_pickup_ammo_anyway;
1142 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);
1145 void spawnfunc_item_shells (void) {
1147 if(autocvar_sv_q3acompat_machineshotgunswap)
1148 if(self.classname != "droppedweapon")
1150 weaponswapping = TRUE;
1151 spawnfunc_item_bullets();
1152 weaponswapping = FALSE;
1156 if(!self.ammo_shells)
1157 self.ammo_shells = g_pickup_shells;
1158 if(!self.pickup_anyway)
1159 self.pickup_anyway = g_pickup_ammo_anyway;
1160 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);
1163 void spawnfunc_item_armor_small (void) {
1164 if(!self.armorvalue)
1165 self.armorvalue = g_pickup_armorsmall;
1166 if(!self.max_armorvalue)
1167 self.max_armorvalue = g_pickup_armorsmall_max;
1168 if(!self.pickup_anyway)
1169 self.pickup_anyway = g_pickup_armorsmall_anyway;
1170 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);
1173 void spawnfunc_item_armor_medium (void) {
1174 if(!self.armorvalue)
1175 self.armorvalue = g_pickup_armormedium;
1176 if(!self.max_armorvalue)
1177 self.max_armorvalue = g_pickup_armormedium_max;
1178 if(!self.pickup_anyway)
1179 self.pickup_anyway = g_pickup_armormedium_anyway;
1180 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);
1183 void spawnfunc_item_armor_big (void) {
1184 if(!self.armorvalue)
1185 self.armorvalue = g_pickup_armorbig;
1186 if(!self.max_armorvalue)
1187 self.max_armorvalue = g_pickup_armorbig_max;
1188 if(!self.pickup_anyway)
1189 self.pickup_anyway = g_pickup_armorbig_anyway;
1190 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);
1193 void spawnfunc_item_armor_large (void) {
1194 if(!self.armorvalue)
1195 self.armorvalue = g_pickup_armorlarge;
1196 if(!self.max_armorvalue)
1197 self.max_armorvalue = g_pickup_armorlarge_max;
1198 if(!self.pickup_anyway)
1199 self.pickup_anyway = g_pickup_armorlarge_anyway;
1200 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);
1203 void spawnfunc_item_health_small (void) {
1204 if(!self.max_health)
1205 self.max_health = g_pickup_healthsmall_max;
1207 self.health = g_pickup_healthsmall;
1208 if(!self.pickup_anyway)
1209 self.pickup_anyway = g_pickup_healthsmall_anyway;
1210 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);
1213 void spawnfunc_item_health_medium (void) {
1214 if(!self.max_health)
1215 self.max_health = g_pickup_healthmedium_max;
1217 self.health = g_pickup_healthmedium;
1218 if(!self.pickup_anyway)
1219 self.pickup_anyway = g_pickup_healthmedium_anyway;
1220 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);
1223 void spawnfunc_item_health_large (void) {
1224 if(!self.max_health)
1225 self.max_health = g_pickup_healthlarge_max;
1227 self.health = g_pickup_healthlarge;
1228 if(!self.pickup_anyway)
1229 self.pickup_anyway = g_pickup_healthlarge_anyway;
1230 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);
1233 void spawnfunc_item_health_mega (void) {
1235 minstagib_items(IT_NAILS);
1237 if(!self.max_health)
1238 self.max_health = g_pickup_healthmega_max;
1240 self.health = g_pickup_healthmega;
1241 if(!self.pickup_anyway)
1242 self.pickup_anyway = g_pickup_healthmega_anyway;
1243 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);
1247 // support old misnamed entities
1248 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1249 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1250 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1251 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1252 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1254 void spawnfunc_item_strength (void) {
1256 minstagib_items(IT_STRENGTH);
1258 precache_sound("weapons/strength_fire.wav");
1259 if(!self.strength_finished)
1260 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1261 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);
1265 void spawnfunc_item_invincible (void) {
1267 minstagib_items(IT_INVINCIBLE);
1269 if(!self.invincible_finished)
1270 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1271 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);
1275 void spawnfunc_item_minst_cells (void) {
1278 minst_no_auto_cells = 1;
1279 minstagib_items(IT_CELLS);
1286 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1288 float GiveItems(entity e, float beginarg, float endarg);
1289 void target_items_use (void)
1291 if(activator.classname == "droppedweapon")
1298 if(activator.classname != "player")
1300 if(activator.deadflag != DEAD_NO)
1305 for(e = world; (e = find(e, classname, "droppedweapon")); )
1306 if(e.enemy == activator)
1309 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1310 centerprint(activator, self.message);
1313 void spawnfunc_target_items (void)
1318 self.use = target_items_use;
1319 if(!self.strength_finished)
1320 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1321 if(!self.invincible_finished)
1322 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1324 precache_sound("misc/itempickup.wav");
1325 precache_sound("misc/megahealth.wav");
1326 precache_sound("misc/armor25.wav");
1327 precache_sound("misc/powerup.wav");
1328 precache_sound("misc/poweroff.wav");
1329 precache_sound("weapons/weaponpickup.wav");
1331 n = tokenize_console(self.netname);
1332 if(argv(0) == "give")
1334 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1338 for(i = 0; i < n; ++i)
1340 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1341 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1342 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1343 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1344 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1345 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1346 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1348 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1350 e = get_weaponinfo(j);
1351 if(argv(i) == e.netname)
1353 self.weapons |= e.weapons;
1354 if(self.spawnflags == 0 || self.spawnflags == 2)
1355 weapon_action(e.weapon, WR_PRECACHE);
1360 print("target_items: invalid item ", argv(i), "\n");
1363 string itemprefix, valueprefix;
1364 if(self.spawnflags == 0)
1369 else if(self.spawnflags == 1)
1371 itemprefix = "max ";
1372 valueprefix = "max ";
1374 else if(self.spawnflags == 2)
1376 itemprefix = "min ";
1377 valueprefix = "min ";
1379 else if(self.spawnflags == 4)
1381 itemprefix = "minus ";
1382 valueprefix = "max ";
1385 error("invalid spawnflags");
1388 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1389 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1390 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1391 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1392 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1393 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1394 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1395 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1396 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1397 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1398 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1399 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1400 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1401 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1403 e = get_weaponinfo(j);
1405 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1408 self.netname = strzone(self.netname);
1409 //print(self.netname, "\n");
1411 n = tokenize_console(self.netname);
1412 for(i = 0; i < n; ++i)
1414 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1416 e = get_weaponinfo(j);
1417 if(argv(i) == e.netname)
1419 weapon_action(e.weapon, WR_PRECACHE);
1426 void spawnfunc_item_fuel(void)
1429 self.ammo_fuel = g_pickup_fuel;
1430 if(!self.pickup_anyway)
1431 self.pickup_anyway = g_pickup_ammo_anyway;
1432 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);
1435 void spawnfunc_item_fuel_regen(void)
1437 if(start_items & IT_FUEL_REGEN)
1439 spawnfunc_item_fuel();
1442 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);
1445 void spawnfunc_item_jetpack(void)
1447 if(g_grappling_hook)
1448 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1450 self.ammo_fuel = g_pickup_fuel_jetpack;
1451 if(start_items & IT_JETPACK)
1453 spawnfunc_item_fuel();
1456 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);
1466 float GiveBit(entity e, .float fld, float bit, float op, float val)
1496 float GiveValue(entity e, .float fld, float op, float val)
1506 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1509 e.fld = min(e.fld, val);
1522 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1529 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1531 else if(v0 >= v0 + t)
1534 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1538 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1541 e.rotfield = max(e.rotfield, time + rottime);
1543 e.regenfield = max(e.regenfield, time + regentime);
1546 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1547 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1548 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1549 #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)
1551 float GiveItems(entity e, float beginarg, float endarg)
1553 float got, i, j, val, op;
1554 float _switchweapon;
1563 _switchweapon = FALSE;
1565 if (e.switchweapon == w_getbestweapon(e))
1566 _switchweapon = TRUE;
1568 e.strength_finished = max(0, e.strength_finished - time);
1569 e.invincible_finished = max(0, e.invincible_finished - time);
1572 PREGIVE(e, weapons);
1573 PREGIVE(e, strength_finished);
1574 PREGIVE(e, invincible_finished);
1575 PREGIVE(e, ammo_nails);
1576 PREGIVE(e, ammo_cells);
1577 PREGIVE(e, ammo_shells);
1578 PREGIVE(e, ammo_rockets);
1579 PREGIVE(e, ammo_fuel);
1580 PREGIVE(e, armorvalue);
1583 for(i = beginarg; i < endarg; ++i)
1587 if(cmd == "0" || stof(cmd))
1611 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1612 got += GiveValue(e, strength_finished, op, time);
1613 got += GiveValue(e, invincible_finished, op, time);
1614 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1616 got += GiveBit(e, items, IT_JETPACK, op, val);
1617 got += GiveValue(e, health, op, val);
1618 got += GiveValue(e, armorvalue, op, val);
1620 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1622 wi = get_weaponinfo(j);
1624 got += GiveBit(e, weapons, wi.weapons, op, val);
1627 got += GiveValue(e, ammo_cells, op, val);
1628 got += GiveValue(e, ammo_shells, op, val);
1629 got += GiveValue(e, ammo_nails, op, val);
1630 got += GiveValue(e, ammo_rockets, op, val);
1631 got += GiveValue(e, ammo_fuel, op, val);
1633 case "unlimited_ammo":
1634 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1636 case "unlimited_weapon_ammo":
1637 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1639 case "unlimited_superweapons":
1640 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1643 got += GiveBit(e, items, IT_JETPACK, op, val);
1646 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1649 got += GiveValue(e, strength_finished, op, val);
1652 got += GiveValue(e, invincible_finished, op, val);
1655 got += GiveValue(e, ammo_cells, op, val);
1658 got += GiveValue(e, ammo_shells, op, val);
1662 got += GiveValue(e, ammo_nails, op, val);
1665 got += GiveValue(e, ammo_rockets, op, val);
1668 got += GiveValue(e, health, op, val);
1671 got += GiveValue(e, armorvalue, op, val);
1674 got += GiveValue(e, ammo_fuel, op, val);
1677 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1679 wi = get_weaponinfo(j);
1680 if(cmd == wi.netname)
1682 got += GiveBit(e, weapons, wi.weapons, op, val);
1687 print("give: invalid item ", cmd, "\n");
1694 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1695 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1696 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1697 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1698 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1700 wi = get_weaponinfo(j);
1703 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1704 if not(save_weapons & wi.weapons)
1705 if(e.weapons & wi.weapons)
1706 weapon_action(wi.weapon, WR_PRECACHE);
1709 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1710 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1711 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1712 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1713 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1714 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1715 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);
1716 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);
1717 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);
1721 e.health = bound(0, e.health, 100);
1722 e.armorvalue = bound(0, e.armorvalue, 999);
1725 if(e.strength_finished <= 0)
1726 e.strength_finished = 0;
1728 e.strength_finished += time;
1729 if(e.invincible_finished <= 0)
1730 e.invincible_finished = 0;
1732 e.invincible_finished += time;
1734 if not(e.weapons & W_WeaponBit(e.switchweapon))
1735 _switchweapon = TRUE;
1737 W_SwitchWeapon_Force(e, w_getbestweapon(e));