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) && 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 print("Unknown powerup-marked item is wanting to respawn\n");
239 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
243 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
244 if(self.waypointsprite_attached)
245 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
248 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
249 if(self.waypointsprite_attached)
251 WaypointSprite_Ping(self.waypointsprite_attached);
252 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
257 void Item_ScheduleRespawnIn(entity e, float t)
259 if(e.flags & FL_POWERUP)
261 e.think = Item_RespawnCountdown;
262 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
267 e.think = Item_Respawn;
268 e.nextthink = time + t;
272 void Item_ScheduleRespawn(entity e)
274 if(e.respawntime > 0)
277 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
279 else // if respawntime is -1, this item does not respawn
283 void Item_ScheduleInitialRespawn(entity e)
286 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
289 float ITEM_MODE_NONE = 0;
290 float ITEM_MODE_HEALTH = 1;
291 float ITEM_MODE_ARMOR = 2;
292 float ITEM_MODE_FUEL = 3;
293 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
298 if (item.spawnshieldtime)
300 if ((player.ammofield < ammomax) || item.pickup_anyway)
302 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
306 else if(g_weapon_stay == 2)
308 float mi = min(item.ammofield, ammomax);
309 if (player.ammofield < mi)
311 player.ammofield = mi;
322 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
324 case ITEM_MODE_HEALTH:
325 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
327 case ITEM_MODE_ARMOR:
328 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
336 float Item_GiveTo(entity item, entity player)
344 // if nothing happens to player, just return without taking the item
346 _switchweapon = FALSE;
350 float prevcells = player.ammo_cells;
352 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
353 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
355 if(player.ammo_cells > prevcells)
357 _switchweapon = TRUE;
359 // play some cool sounds ;)
360 if (clienttype(player) == CLIENTTYPE_REAL)
362 if(player.health <= 5)
363 AnnounceTo(player, "lastsecond");
364 else if(player.health < 50)
365 AnnounceTo(player, "narrowly");
367 // sound not available
368 // else if(item.items == IT_CELLS)
369 // AnnounceTo(player, "ammo");
371 if (item.weapons & WEPBIT_MINSTANEX)
372 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
374 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
378 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
382 sprint (player, strcat("You got the ^2", item.netname, "\n"));
389 // sound not available
390 // AnnounceTo(player, "_lives");
391 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
392 sprint(player, "^3You picked up some extra lives\n");
396 if (item.strength_finished)
399 // sound not available
400 // AnnounceTo(player, "invisible");
401 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
405 if (item.invincible_finished)
408 // sound not available
409 // AnnounceTo(player, "speed");
410 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
415 // in case the player has autoswitch enabled do the following:
416 // if the player is using their best weapon before items are given, they
417 // probably want to switch to an even better weapon after items are given
418 if (player.autoswitch)
419 if (player.switchweapon == w_getbestweapon(player))
420 _switchweapon = TRUE;
422 if not(player.weapons & W_WeaponBit(player.switchweapon))
423 _switchweapon = TRUE;
425 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
426 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
427 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
428 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
429 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
430 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
431 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
433 if (item.flags & FL_WEAPON)
434 if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway))
437 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
439 e = get_weaponinfo(i);
441 W_GiveWeapon (player, e.weapon, item.netname);
445 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
449 sprint (player, strcat("You got the ^2", item.netname, "\n"));
452 if (item.strength_finished)
455 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
457 if (item.invincible_finished)
460 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
465 // always eat teamed entities
472 sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
474 if (player.switchweapon != w_getbestweapon(player))
475 W_SwitchWeapon_Force(player, w_getbestweapon(player));
480 void Item_Touch (void)
484 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
485 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
490 if (other.classname != "player")
494 if (self.solid != SOLID_TRIGGER)
496 if (self.owner == other)
499 if(!Item_GiveTo(self, other))
502 other.last_pickup = time;
504 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
506 if (self.classname == "droppedweapon")
508 else if not(self.spawnshieldtime)
514 RandomSelection_Init();
515 for(head = world; (head = findfloat(head, team, self.team)); )
517 if(head.flags & FL_ITEM)
520 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
523 e = RandomSelection_chosen_ent;
527 Item_ScheduleRespawn(e);
535 if(self.effects & EF_NODRAW)
537 // marker for item team search
538 dprint("Initializing item team ", ftos(self.team), "\n");
539 RandomSelection_Init();
540 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
541 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
542 e = RandomSelection_chosen_ent;
546 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
550 // make it a non-spawned item
552 head.state = 1; // state 1 = initially hidden item
554 head.effects &~= EF_NODRAW;
557 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
558 Item_ScheduleInitialRespawn(e);
564 Item_Show(self, !self.state);
565 setorigin (self, self.origin);
566 self.think = SUB_Null;
569 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
570 Item_ScheduleInitialRespawn(self);
573 // Savage: used for item garbage-collection
574 // TODO: perhaps nice special effect?
575 void RemoveItem(void)
580 // pickup evaluation functions
581 // these functions decide how desirable an item is to the bots
583 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
585 float weapon_pickupevalfunc(entity player, entity item)
587 float c, i, j, position;
589 // See if I have it already
590 if(player.weapons & item.weapons == item.weapons)
592 // If I can pick it up
593 if(!item.spawnshieldtime)
595 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
597 // Skilled bots will grab more
598 c = bound(0, skill / 10, 1) * 0.5;
606 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
607 if( bot_custom_weapon && c )
609 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
612 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
615 // Find the highest position on any range
617 for(j = 0; j < WEP_LAST ; ++j){
619 bot_weapons_far[j] == i ||
620 bot_weapons_mid[j] == i ||
621 bot_weapons_close[j] == i
632 position = WEP_LAST - position;
633 // item.bot_pickupbasevalue is overwritten here
634 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
639 return item.bot_pickupbasevalue * c;
642 float commodity_pickupevalfunc(entity player, entity item)
644 float c, i, need_shells, need_nails, need_rockets, need_cells;
648 // Detect needed ammo
649 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
651 wi = get_weaponinfo(i);
653 if not(wi.weapons & player.weapons)
656 if(wi.items & IT_SHELLS)
658 else if(wi.items & IT_NAILS)
660 else if(wi.items & IT_ROCKETS)
662 else if(wi.items & IT_CELLS)
666 // TODO: figure out if the player even has the weapon this ammo is for?
667 // may not affect strategy much though...
668 // find out how much more ammo/armor/health the player can hold
670 if (item.ammo_shells)
671 if (player.ammo_shells < g_pickup_shells_max)
672 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
675 if (player.ammo_nails < g_pickup_nails_max)
676 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
678 if (item.ammo_rockets)
679 if (player.ammo_rockets < g_pickup_rockets_max)
680 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
683 if (player.ammo_cells < g_pickup_cells_max)
684 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
686 if (player.armorvalue < item.max_armorvalue)
687 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
689 if (player.health < item.max_health)
690 c = c + max(0, 1 - player.health / item.max_health);
692 return item.bot_pickupbasevalue * c;
697 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)
699 startitem_failed = FALSE;
702 self.weapons = weaponid;
703 self.flags = FL_ITEM | itemflags;
705 // is it a dropped weapon?
706 if (self.classname == "droppedweapon")
708 self.reset = SUB_Remove;
709 // it's a dropped weapon
710 self.movetype = MOVETYPE_TOSS;
711 // Savage: remove thrown items after a certain period of time ("garbage collection")
712 self.think = RemoveItem;
713 self.nextthink = time + 60;
714 // don't drop if in a NODROP zone (such as lava)
715 traceline(self.origin, self.origin, MOVE_NORMAL, self);
716 if (trace_dpstartcontents & DPCONTENTS_NODROP)
718 startitem_failed = TRUE;
725 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
727 startitem_failed = TRUE;
732 if(!have_pickup_item())
734 startitem_failed = TRUE;
739 self.reset = Item_Reset;
741 if(self.spawnflags & 1)
744 self.movetype = MOVETYPE_NONE;
746 self.movetype = MOVETYPE_TOSS;
747 // do item filtering according to game mode and other things
750 // first nudge it off the floor a little bit to avoid math errors
751 setorigin(self, self.origin + '0 0 1');
752 // set item size before we spawn a spawnfunc_waypoint
753 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
754 setsize (self, '-16 -16 0', '16 16 48');
756 setsize (self, '-16 -16 0', '16 16 32');
757 // note droptofloor returns FALSE if stuck/or would fall too far
759 waypoint_spawnforitem(self);
763 * can't do it that way, as it would break maps
764 * TODO make a target_give like entity another way, that perhaps has
765 * the weapon name in a key
768 // target_give not yet supported; maybe later
769 print("removed targeted ", self.classname, "\n");
770 startitem_failed = TRUE;
776 if(autocvar_spawn_debug >= 2)
779 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
781 if(otheritem.is_item)
783 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
784 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
785 error("Mapper sucks.");
791 weaponsInMap |= weaponid;
793 precache_model (itemmodel);
794 precache_sound (pickupsound);
796 precache_sound ("misc/itemrespawncountdown.wav");
797 if(!g_minstagib && itemid == IT_STRENGTH)
798 precache_sound ("misc/strength_respawn.wav");
799 else if(!g_minstagib && itemid == IT_INVINCIBLE)
800 precache_sound ("misc/shield_respawn.wav");
802 precache_sound ("misc/itemrespawn.wav");
804 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
805 self.target = "###item###"; // for finding the nearest item using find()
808 self.bot_pickup = TRUE;
809 self.bot_pickupevalfunc = pickupevalfunc;
810 self.bot_pickupbasevalue = pickupbasevalue;
811 self.mdl = itemmodel;
812 self.item_pickupsound = pickupsound;
813 // let mappers override respawntime
814 if(!self.respawntime) // both set
816 self.respawntime = defaultrespawntime;
817 self.respawntimejitter = defaultrespawntimejitter;
819 self.netname = itemname;
820 self.touch = Item_Touch;
821 setmodel (self, self.mdl); // precision set below
822 self.effects |= EF_LOWPRECISION;
823 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
824 setsize (self, '-16 -16 0', '16 16 48');
826 setsize (self, '-16 -16 0', '16 16 32');
827 if(itemflags & FL_WEAPON)
828 self.modelflags |= MF_ROTATE;
830 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
831 if (itemflags & FL_WEAPON)
833 // neutral team color for pickup weapons
834 self.colormap = 1024; // color shirt=0 pants=0 grey
842 self.cnt = 1; // item probability weight
843 self.effects = self.effects | EF_NODRAW; // marker for item team search
844 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
846 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
847 Item_ScheduleInitialRespawn(self);
850 /* replace items in minstagib
851 * IT_STRENGTH = invisibility
852 * IT_NAILS = extra lives
853 * IT_INVINCIBLE = speed
855 void minstagib_items (float itemid)
858 self.classname = "minstagib";
860 // replace rocket launchers and nex guns with ammo cells
861 if (itemid == IT_CELLS)
863 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
864 StartItem ("models/items/a_cells.md3",
865 "misc/itempickup.wav", 45, 0,
866 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
873 itemid = IT_STRENGTH;
877 itemid = IT_INVINCIBLE;
879 // replace with invis
880 if (itemid == IT_STRENGTH)
882 self.strength_finished = 30;
883 StartItem ("models/items/g_strength.md3",
884 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
885 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
887 // replace with extra lives
888 if (itemid == IT_NAILS)
891 StartItem ("models/items/g_h100.md3",
892 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
893 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
895 // replace with speed
896 if (itemid == IT_INVINCIBLE)
898 self.invincible_finished = 30;
899 StartItem ("models/items/g_invincible.md3",
900 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
901 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
905 float minst_no_auto_cells;
906 void minst_remove_item (void) {
907 if(minst_no_auto_cells)
911 float weaponswapping;
914 void weapon_defaultspawnfunc(float wpn)
918 var .float ammofield;
923 // set the respawntime in advance (so replaced weapons can copy it)
925 if(!self.respawntime)
927 e = get_weaponinfo(wpn);
928 if(e.items == IT_SUPERWEAPON)
930 self.respawntime = g_pickup_respawntime_powerup;
931 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
935 self.respawntime = g_pickup_respawntime_weapon;
936 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
940 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
942 e = get_weaponinfo(wpn);
943 s = cvar_string(strcat("g_weaponreplace_", e.netname));
947 startitem_failed = TRUE;
950 t = tokenize_console(s);
953 self.team = --internalteam;
955 for(i = 1; i < t; ++i)
958 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
960 e = get_weaponinfo(j);
964 copyentity(oldself, self);
965 self.classname = "replacedweapon";
966 weapon_defaultspawnfunc(j);
972 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
981 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
983 e = get_weaponinfo(j);
992 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
998 startitem_failed = TRUE;
1003 e = get_weaponinfo(wpn);
1005 if(e.items && e.items != IT_SUPERWEAPON)
1007 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1011 ammofield = Item_CounterField(j);
1013 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1019 self.flags |= FL_NO_WEAPON_STAY;
1022 // weapon stay isn't supported for teamed weapons
1024 self.flags |= FL_NO_WEAPON_STAY;
1026 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1027 if (self.modelindex) // don't precache if self was removed
1028 weapon_action(e.weapon, WR_PRECACHE);
1031 void spawnfunc_weapon_shotgun (void);
1032 void spawnfunc_weapon_uzi (void) {
1033 if(autocvar_sv_q3acompat_machineshotgunswap)
1034 if(self.classname != "droppedweapon")
1036 weapon_defaultspawnfunc(WEP_SHOTGUN);
1039 weapon_defaultspawnfunc(WEP_UZI);
1042 void spawnfunc_weapon_shotgun (void) {
1043 if(autocvar_sv_q3acompat_machineshotgunswap)
1044 if(self.classname != "droppedweapon")
1046 weapon_defaultspawnfunc(WEP_UZI);
1049 weapon_defaultspawnfunc(WEP_SHOTGUN);
1052 void spawnfunc_weapon_nex (void)
1056 minstagib_items(IT_CELLS);
1057 self.think = minst_remove_item;
1058 self.nextthink = time;
1061 weapon_defaultspawnfunc(WEP_NEX);
1064 void spawnfunc_weapon_minstanex (void)
1068 minstagib_items(IT_CELLS);
1069 self.think = minst_remove_item;
1070 self.nextthink = time;
1073 weapon_defaultspawnfunc(WEP_MINSTANEX);
1076 void spawnfunc_weapon_rocketlauncher (void)
1080 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1081 self.think = minst_remove_item;
1082 self.nextthink = time;
1085 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1088 void spawnfunc_item_rockets (void) {
1089 if(!self.ammo_rockets)
1090 self.ammo_rockets = g_pickup_rockets;
1091 if(!self.pickup_anyway)
1092 self.pickup_anyway = g_pickup_ammo_anyway;
1093 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);
1096 void spawnfunc_item_shells (void);
1097 void spawnfunc_item_bullets (void) {
1099 if(autocvar_sv_q3acompat_machineshotgunswap)
1100 if(self.classname != "droppedweapon")
1102 weaponswapping = TRUE;
1103 spawnfunc_item_shells();
1104 weaponswapping = FALSE;
1108 if(!self.ammo_nails)
1109 self.ammo_nails = g_pickup_nails;
1110 if(!self.pickup_anyway)
1111 self.pickup_anyway = g_pickup_ammo_anyway;
1112 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);
1115 void spawnfunc_item_cells (void) {
1116 if(!self.ammo_cells)
1117 self.ammo_cells = g_pickup_cells;
1118 if(!self.pickup_anyway)
1119 self.pickup_anyway = g_pickup_ammo_anyway;
1120 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);
1123 void spawnfunc_item_shells (void) {
1125 if(autocvar_sv_q3acompat_machineshotgunswap)
1126 if(self.classname != "droppedweapon")
1128 weaponswapping = TRUE;
1129 spawnfunc_item_bullets();
1130 weaponswapping = FALSE;
1134 if(!self.ammo_shells)
1135 self.ammo_shells = g_pickup_shells;
1136 if(!self.pickup_anyway)
1137 self.pickup_anyway = g_pickup_ammo_anyway;
1138 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);
1141 void spawnfunc_item_armor_small (void) {
1142 if(!self.armorvalue)
1143 self.armorvalue = g_pickup_armorsmall;
1144 if(!self.max_armorvalue)
1145 self.max_armorvalue = g_pickup_armorsmall_max;
1146 if(!self.pickup_anyway)
1147 self.pickup_anyway = g_pickup_armorsmall_anyway;
1148 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);
1151 void spawnfunc_item_armor_medium (void) {
1152 if(!self.armorvalue)
1153 self.armorvalue = g_pickup_armormedium;
1154 if(!self.max_armorvalue)
1155 self.max_armorvalue = g_pickup_armormedium_max;
1156 if(!self.pickup_anyway)
1157 self.pickup_anyway = g_pickup_armormedium_anyway;
1158 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);
1161 void spawnfunc_item_armor_big (void) {
1162 if(!self.armorvalue)
1163 self.armorvalue = g_pickup_armorbig;
1164 if(!self.max_armorvalue)
1165 self.max_armorvalue = g_pickup_armorbig_max;
1166 if(!self.pickup_anyway)
1167 self.pickup_anyway = g_pickup_armorbig_anyway;
1168 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);
1171 void spawnfunc_item_armor_large (void) {
1172 if(!self.armorvalue)
1173 self.armorvalue = g_pickup_armorlarge;
1174 if(!self.max_armorvalue)
1175 self.max_armorvalue = g_pickup_armorlarge_max;
1176 if(!self.pickup_anyway)
1177 self.pickup_anyway = g_pickup_armorlarge_anyway;
1178 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);
1181 void spawnfunc_item_health_small (void) {
1182 if(!self.max_health)
1183 self.max_health = g_pickup_healthsmall_max;
1185 self.health = g_pickup_healthsmall;
1186 if(!self.pickup_anyway)
1187 self.pickup_anyway = g_pickup_healthsmall_anyway;
1188 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);
1191 void spawnfunc_item_health_medium (void) {
1192 if(!self.max_health)
1193 self.max_health = g_pickup_healthmedium_max;
1195 self.health = g_pickup_healthmedium;
1196 if(!self.pickup_anyway)
1197 self.pickup_anyway = g_pickup_healthmedium_anyway;
1198 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);
1201 void spawnfunc_item_health_large (void) {
1202 if(!self.max_health)
1203 self.max_health = g_pickup_healthlarge_max;
1205 self.health = g_pickup_healthlarge;
1206 if(!self.pickup_anyway)
1207 self.pickup_anyway = g_pickup_healthlarge_anyway;
1208 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);
1211 void spawnfunc_item_health_mega (void) {
1213 minstagib_items(IT_NAILS);
1215 if(!self.max_health)
1216 self.max_health = g_pickup_healthmega_max;
1218 self.health = g_pickup_healthmega;
1219 if(!self.pickup_anyway)
1220 self.pickup_anyway = g_pickup_healthmega_anyway;
1221 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);
1225 // support old misnamed entities
1226 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1227 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1228 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1229 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1230 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1232 void spawnfunc_item_strength (void) {
1234 minstagib_items(IT_STRENGTH);
1236 precache_sound("weapons/strength_fire.wav");
1237 self.strength_finished = 30;
1238 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);
1242 void spawnfunc_item_invincible (void) {
1244 minstagib_items(IT_INVINCIBLE);
1246 self.invincible_finished = 30;
1247 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);
1251 void spawnfunc_item_minst_cells (void) {
1254 minst_no_auto_cells = 1;
1255 minstagib_items(IT_CELLS);
1262 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1264 float GiveItems(entity e, float beginarg, float endarg);
1265 void target_items_use (void)
1267 if(activator.classname == "droppedweapon")
1274 if(activator.classname != "player")
1276 if(activator.deadflag != DEAD_NO)
1281 for(e = world; (e = find(e, classname, "droppedweapon")); )
1282 if(e.enemy == activator)
1285 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1286 centerprint(activator, self.message);
1289 void spawnfunc_target_items (void)
1294 self.use = target_items_use;
1295 if(!self.strength_finished)
1296 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1297 if(!self.invincible_finished)
1298 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1300 precache_sound("misc/itempickup.wav");
1301 precache_sound("misc/megahealth.wav");
1302 precache_sound("misc/armor25.wav");
1303 precache_sound("misc/powerup.wav");
1304 precache_sound("misc/poweroff.wav");
1305 precache_sound("weapons/weaponpickup.wav");
1307 n = tokenize_console(self.netname);
1308 if(argv(0) == "give")
1310 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1314 for(i = 0; i < n; ++i)
1316 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1317 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1318 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1319 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1320 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1321 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1322 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1324 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1326 e = get_weaponinfo(j);
1327 if(argv(i) == e.netname)
1329 self.weapons |= e.weapons;
1330 if(self.spawnflags == 0 || self.spawnflags == 2)
1331 weapon_action(e.weapon, WR_PRECACHE);
1336 print("target_items: invalid item ", argv(i), "\n");
1339 string itemprefix, valueprefix;
1340 if(self.spawnflags == 0)
1345 else if(self.spawnflags == 1)
1347 itemprefix = "max ";
1348 valueprefix = "max ";
1350 else if(self.spawnflags == 2)
1352 itemprefix = "min ";
1353 valueprefix = "min ";
1355 else if(self.spawnflags == 4)
1357 itemprefix = "minus ";
1358 valueprefix = "max ";
1361 error("invalid spawnflags");
1364 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1365 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1366 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1367 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1368 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1369 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1370 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1371 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1372 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1373 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1374 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1375 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1376 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1377 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1379 e = get_weaponinfo(j);
1381 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1384 self.netname = strzone(self.netname);
1385 //print(self.netname, "\n");
1387 n = tokenize_console(self.netname);
1388 for(i = 0; i < n; ++i)
1390 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1392 e = get_weaponinfo(j);
1393 if(argv(i) == e.netname)
1395 weapon_action(e.weapon, WR_PRECACHE);
1402 void spawnfunc_item_fuel(void)
1405 self.ammo_fuel = g_pickup_fuel;
1406 if(!self.pickup_anyway)
1407 self.pickup_anyway = g_pickup_ammo_anyway;
1408 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);
1411 void spawnfunc_item_fuel_regen(void)
1413 if(start_items & IT_FUEL_REGEN)
1415 spawnfunc_item_fuel();
1418 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);
1421 void spawnfunc_item_jetpack(void)
1423 if(g_grappling_hook)
1424 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1426 self.ammo_fuel = g_pickup_fuel_jetpack;
1427 if(start_items & IT_JETPACK)
1429 spawnfunc_item_fuel();
1432 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);
1442 float GiveBit(entity e, .float fld, float bit, float op, float val)
1472 float GiveValue(entity e, .float fld, float op, float val)
1482 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1485 e.fld = min(e.fld, val);
1498 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1505 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1507 else if(v0 >= v0 + t)
1510 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1514 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1517 e.rotfield = max(e.rotfield, time + rottime);
1519 e.regenfield = max(e.regenfield, time + regentime);
1522 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1523 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1524 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1525 #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)
1527 float GiveItems(entity e, float beginarg, float endarg)
1529 float got, i, j, val, op;
1530 float _switchweapon;
1539 _switchweapon = FALSE;
1541 if (e.switchweapon == w_getbestweapon(e))
1542 _switchweapon = TRUE;
1544 e.strength_finished = max(0, e.strength_finished - time);
1545 e.invincible_finished = max(0, e.invincible_finished - time);
1548 PREGIVE(e, weapons);
1549 PREGIVE(e, strength_finished);
1550 PREGIVE(e, invincible_finished);
1551 PREGIVE(e, ammo_nails);
1552 PREGIVE(e, ammo_cells);
1553 PREGIVE(e, ammo_shells);
1554 PREGIVE(e, ammo_rockets);
1555 PREGIVE(e, ammo_fuel);
1556 PREGIVE(e, armorvalue);
1559 for(i = beginarg; i < endarg; ++i)
1563 if(cmd == "0" || stof(cmd))
1587 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1588 got += GiveValue(e, strength_finished, op, time);
1589 got += GiveValue(e, invincible_finished, op, time);
1590 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1592 got += GiveBit(e, items, IT_JETPACK, op, val);
1593 got += GiveValue(e, health, op, val);
1594 got += GiveValue(e, armorvalue, op, val);
1596 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1598 wi = get_weaponinfo(j);
1600 got += GiveBit(e, weapons, wi.weapons, op, val);
1603 got += GiveValue(e, ammo_cells, op, val);
1604 got += GiveValue(e, ammo_shells, op, val);
1605 got += GiveValue(e, ammo_nails, op, val);
1606 got += GiveValue(e, ammo_rockets, op, val);
1607 got += GiveValue(e, ammo_fuel, op, val);
1609 case "unlimited_ammo":
1610 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1612 case "unlimited_weapon_ammo":
1613 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1615 case "unlimited_superweapons":
1616 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1619 got += GiveBit(e, items, IT_JETPACK, op, val);
1622 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1625 got += GiveValue(e, strength_finished, op, val);
1628 got += GiveValue(e, invincible_finished, op, val);
1631 got += GiveValue(e, ammo_cells, op, val);
1634 got += GiveValue(e, ammo_shells, op, val);
1638 got += GiveValue(e, ammo_nails, op, val);
1641 got += GiveValue(e, ammo_rockets, op, val);
1644 got += GiveValue(e, health, op, val);
1647 got += GiveValue(e, armorvalue, op, val);
1650 got += GiveValue(e, ammo_fuel, op, val);
1653 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1655 wi = get_weaponinfo(j);
1656 if(cmd == wi.netname)
1658 got += GiveBit(e, weapons, wi.weapons, op, val);
1663 print("give: invalid item ", cmd, "\n");
1670 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1671 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1672 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1673 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1674 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1676 wi = get_weaponinfo(j);
1679 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1680 if not(save_weapons & wi.weapons)
1681 if(e.weapons & wi.weapons)
1682 weapon_action(wi.weapon, WR_PRECACHE);
1685 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1686 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1687 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1688 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1689 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1690 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1691 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);
1692 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);
1693 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);
1697 e.health = bound(0, e.health, 100);
1698 e.armorvalue = bound(0, e.armorvalue, 999);
1701 if(e.strength_finished <= 0)
1702 e.strength_finished = 0;
1704 e.strength_finished += time;
1705 if(e.invincible_finished <= 0)
1706 e.invincible_finished = 0;
1708 e.invincible_finished += time;
1710 if not(e.weapons & W_WeaponBit(e.switchweapon))
1711 _switchweapon = TRUE;
1713 W_SwitchWeapon_Force(e, w_getbestweapon(e));