3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/gamemodes/gamemode/cts/cts.qh>
6 #include <common/items/_mod.qh>
7 #include <common/mapobjects/subs.qh>
8 #include <common/mapobjects/triggers.qh>
9 #include <common/monsters/_mod.qh>
10 #include <common/mutators/mutator/buffs/buffs.qh>
11 #include <common/mutators/mutator/buffs/sv_buffs.qh>
12 #include <common/mutators/mutator/powerups/_mod.qh>
13 #include <common/mutators/mutator/status_effects/_mod.qh>
14 #include <common/net_linked.qh>
15 #include <common/notifications/all.qh>
16 #include <common/resources/resources.qh>
17 #include <common/util.qh>
18 #include <common/weapons/_all.qh>
19 #include <common/wepent.qh>
20 #include <lib/warpzone/common.qh>
21 #include <lib/warpzone/util_server.qh>
22 #include <server/bot/api.qh>
23 #include <server/command/vote.qh>
24 #include <server/damage.qh>
25 #include <server/mutators/_mod.qh>
26 #include <server/teamplay.qh>
27 #include <server/weapons/common.qh>
28 #include <server/weapons/selection.qh>
29 #include <server/weapons/weaponsystem.qh>
30 #include <server/world.qh>
32 bool ItemSend(entity this, entity to, int sf)
39 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
40 WriteByte(MSG_ENTITY, sf);
42 //WriteByte(MSG_ENTITY, this.cnt);
45 WriteVector(MSG_ENTITY, this.origin);
50 WriteAngleVector(MSG_ENTITY, this.angles);
53 // sets size on the client, unused on server
57 WriteByte(MSG_ENTITY, this.ItemStatus);
61 WriteShort(MSG_ENTITY, bound(0, this.fade_end, 32767));
62 WriteShort(MSG_ENTITY, bound(0, this.fade_start, 32767));
65 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
67 WriteString(MSG_ENTITY, this.mdl);
68 WriteByte(MSG_ENTITY, bound(0, this.skin, 255));
73 WriteShort(MSG_ENTITY, this.colormap);
74 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
75 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
76 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
81 WriteVector(MSG_ENTITY, this.velocity);
87 void ItemUpdate(entity this)
89 this.oldorigin = this.origin;
90 this.SendFlags |= ISF_LOCATION;
93 void UpdateItemAfterTeleport(entity this)
95 if(getSendEntity(this) == ItemSend)
99 bool have_pickup_item(entity this)
101 if(this.itemdef.instanceOfPowerup)
103 if(autocvar_g_powerups > 0)
105 if(autocvar_g_powerups == 0)
110 if(autocvar_g_pickup_items > 0)
112 if(autocvar_g_pickup_items == 0)
115 if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
121 void Item_Show(entity e, int mode)
123 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
124 e.ItemStatus &= ~ITS_STAYWEP;
125 entity def = e.itemdef;
128 // make the item look normal, and be touchable
130 e.solid = SOLID_TRIGGER;
131 e.spawnshieldtime = 1;
132 e.ItemStatus |= ITS_AVAILABLE;
136 // hide the item completely
137 e.model = string_null;
139 e.spawnshieldtime = 1;
140 e.ItemStatus &= ~ITS_AVAILABLE;
144 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
145 || e.team // weapon stay isn't supported for teamed weapons
147 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
149 // make the item translucent and not touchable
151 e.solid = SOLID_TRIGGER; // can STILL be picked up!
152 e.effects |= EF_STARDUST;
153 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
154 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
158 //setmodel(e, "null");
160 e.colormod = '0 0 0';
161 //e.glowmod = e.colormod;
162 e.spawnshieldtime = 1;
163 e.ItemStatus &= ~ITS_AVAILABLE;
168 e.ItemStatus |= ITS_GLOW;
170 if (autocvar_g_nodepthtestitems)
171 e.effects |= EF_NODEPTHTEST;
173 if (autocvar_g_fullbrightitems)
174 e.ItemStatus |= ITS_ALLOWFB;
176 e.ItemStatus &= ~ITS_ALLOWFB;
178 if (autocvar_sv_simple_items)
179 e.ItemStatus |= ITS_ALLOWSI;
181 // relink entity (because solid may have changed)
182 setorigin(e, e.origin);
183 e.SendFlags |= ISF_STATUS;
186 void Item_Think(entity this)
188 this.nextthink = time;
189 if(this.origin != this.oldorigin)
193 bool Item_ItemsTime_SpectatorOnly(GameItem it);
194 bool Item_ItemsTime_Allow(GameItem it);
195 float Item_ItemsTime_UpdateTime(entity e, float t);
196 void Item_ItemsTime_SetTime(entity e, float t);
197 void Item_ItemsTime_SetTimesForAllPlayers();
199 void Item_Respawn(entity this)
202 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
204 if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
206 float t = Item_ItemsTime_UpdateTime(this, 0);
207 Item_ItemsTime_SetTime(this, t);
208 Item_ItemsTime_SetTimesForAllPlayers();
211 setthink(this, Item_Think);
212 this.nextthink = time;
214 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
215 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
218 void Item_RespawnCountdown(entity this)
220 if(game_timeout) { this.nextthink = time + 1; return; }
222 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
224 if(this.waypointsprite_attached)
225 WaypointSprite_Kill(this.waypointsprite_attached);
230 this.nextthink = time + 1;
231 this.item_respawncounter = floor((time - game_starttime) - (this.scheduledrespawntime - ITEM_RESPAWN_TICKS)) + 1;
232 //this.item_respawncounter += 1;
233 //LOG_INFOF("Respawncounter: %d", this.item_respawncounter);
234 if(this.item_respawncounter < 1) return;
236 if(this.item_respawncounter == 1)
240 entity wi = REGISTRY_GET(Weapons, this.weapon);
241 if (wi != WEP_Null) {
242 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
243 wp.wp_extra = wi.m_id;
248 entity ii = this.itemdef;
250 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
251 wp.wp_extra = ii.m_id;
256 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
257 if(this.waypointsprite_attached)
259 GameItem def = this.itemdef;
260 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
261 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
262 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
266 if(this.waypointsprite_attached)
268 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
269 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
272 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
276 WaypointSprite_Ping(this.waypointsprite_attached);
277 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
282 void Item_RespawnThink(entity this)
284 this.nextthink = time + 1;
285 if(this.origin != this.oldorigin)
288 if(!game_timeout && time - game_starttime >= this.wait)
291 //LOG_INFOF("time until respawn %d", (this.wait) - (time - game_starttime));
294 void Item_ScheduleRespawnIn(entity e, float t)
296 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
297 if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
299 setthink(e, Item_RespawnCountdown);
300 //e.nextthink = time - timeout_total_time + max(0, t - ITEM_RESPAWN_TICKS);
301 //e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
303 e.scheduledrespawntime = time - game_starttime + t;
304 e.item_respawncounter = 0;
306 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
308 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
309 Item_ItemsTime_SetTime(e, t);
310 Item_ItemsTime_SetTimesForAllPlayers();
315 setthink(e, Item_RespawnThink);
317 e.scheduledrespawntime = time - game_starttime + t;
318 e.wait = time - game_starttime + t;
320 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
322 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
323 Item_ItemsTime_SetTime(e, t);
324 Item_ItemsTime_SetTimesForAllPlayers();
329 AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
330 AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
331 AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
333 /// Adjust respawn time according to the number of players.
334 float adjust_respawntime(float normal_respawntime) {
335 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
336 float o = autocvar_g_pickup_respawntime_scaling_offset;
337 float l = autocvar_g_pickup_respawntime_scaling_linear;
339 if (r == 0 && l == 1) {
340 return normal_respawntime;
343 entity balance = TeamBalance_CheckAllowedTeams(NULL);
344 TeamBalance_GetTeamCounts(balance, NULL);
346 for (int i = 1; i <= NUM_TEAMS; ++i)
348 if (TeamBalance_IsTeamAllowed(balance, i))
350 players += TeamBalance_GetNumberOfPlayers(balance, i);
353 TeamBalance_Destroy(balance);
356 return normal_respawntime * (r / (players + o) + l);
358 return normal_respawntime;
362 void Item_ScheduleRespawn(entity e)
364 if(e.respawntime > 0)
368 float adjusted_respawntime = adjust_respawntime(e.respawntime);
369 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
371 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
372 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
373 Item_ScheduleRespawnIn(e, respawn_in);
375 else // if respawntime is -1, this item does not respawn
379 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
380 "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
382 void Item_ScheduleInitialRespawn(entity e)
387 if (autocvar_g_pickup_respawntime_initial_random == 0)
389 // range: respawntime .. respawntime + respawntimejitter
390 spawn_in = e.respawntime + random() * e.respawntimejitter;
395 if (autocvar_g_pickup_respawntime_initial_random == 1)
397 static float shared_random = 0;
398 // NOTE this code works only if items are scheduled at the same time (normal case)
399 // NOTE2 random() can't return exactly 1 so this check always work as intended
400 if (!shared_random || floor(time) > shared_random)
401 shared_random = floor(time) + random();
402 rnd = shared_random - floor(time);
408 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
409 // else: 0 .. ITEM_RESPAWN_TICKS
410 // this is to prevent powerups spawning unexpectedly without waypoints
411 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
414 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
417 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
420 if (num_weapons == 0)
424 int num_potential_weapons = tokenize_console(weapon_names);
425 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
427 RandomSelection_Init();
428 for (int weapon_index = 0; weapon_index < num_potential_weapons;
431 string weapon = argv(weapon_index);
432 FOREACH(Weapons, it != WEP_Null,
434 // Finding a weapon which player doesn't have.
435 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
437 RandomSelection_AddEnt(it, 1, 1);
442 if (RandomSelection_chosen_ent == NULL)
446 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
447 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
451 if (GetResource(receiver,
452 RandomSelection_chosen_ent.ammo_type) != 0)
456 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
457 GetResource(ammo_entity,
458 RandomSelection_chosen_ent.ammo_type));
462 bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
464 float amount = GetResource(item, res_type);
469 float player_amount = GetResource(player, res_type);
470 if (item.spawnshieldtime)
472 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
475 else if (g_weapon_stay == 2)
477 ammomax = min(amount, ammomax);
478 if(player_amount >= ammomax)
484 TakeResourceWithLimit(player, res_type, -amount, ammomax);
486 GiveResourceWithLimit(player, res_type, amount, ammomax);
490 void Item_NotifyWeapon(entity player, int wep)
492 if(IS_REAL_CLIENT(player)) {
494 WriteHeader(MSG_ONE, TE_CSQC_WEAPONPICKUP);
495 WriteByte(MSG_ONE, wep);
499 bool Item_GiveTo(entity item, entity player)
501 // if nothing happens to player, just return without taking the item
502 int _switchweapon = 0;
503 // in case the player has autoswitch enabled do the following:
504 // if the player is using their best weapon before items are given, they
505 // probably want to switch to an even better weapon after items are given
507 if(CS_CVAR(player).cvar_cl_autoswitch)
509 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
511 .entity weaponentity = weaponentities[slot];
512 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
514 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
515 _switchweapon |= BIT(slot);
517 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
518 _switchweapon |= BIT(slot);
522 bool pickedup = false;
523 pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
524 pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
525 pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
526 pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
527 pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
528 pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
529 pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
530 pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
533 if (autocvar_rjz_count_shards && !warmup_stage && item.itemdef == ITEM_ArmorSmall) {
535 send_TotalShardsAll();
538 if (item.itemdef.instanceOfWeaponPickup)
541 w = STAT(WEAPONS, item);
542 wp = w & ~STAT(WEAPONS, player);
544 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
547 FOREACH(Weapons, it != WEP_Null, {
550 if(w & (wep.m_wepset)) {
551 // z411 Seriously find a better way to do this
552 Item_NotifyWeapon(player, wep.m_id);
553 FOREACH_CLIENT(IS_SPEC(it) && it.enemy == player, { Item_NotifyWeapon(it, wep.m_id); });
556 if(wp & (wep.m_wepset))
558 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
560 .entity weaponentity = weaponentities[slot];
561 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
562 W_DropEvent(wr_pickup, player, wep.m_id, item, weaponentity);
564 W_GiveWeapon(player, wep.m_id);
570 if (item.itemdef.instanceOfPowerup)
572 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
573 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
574 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
575 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
579 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
583 // TODO: we probably want to show a message in the console, but not this one!
584 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
587 if (item.strength_finished)
590 float t = max(StatusEffects_gettime(STATUSEFFECT_Strength, player), time);
591 if (autocvar_g_powerups_stack)
592 t += item.strength_finished;
594 t = max(t, time + item.strength_finished);
595 StatusEffects_apply(STATUSEFFECT_Strength, player, t, 0);
597 if (item.invincible_finished)
600 float t = max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time);
601 if (autocvar_g_powerups_stack)
602 t += item.invincible_finished;
604 t = max(t, time + item.invincible_finished);
605 StatusEffects_apply(STATUSEFFECT_Shield, player, t, 0);
607 if (item.speed_finished)
610 float t = max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time);
611 if (autocvar_g_powerups_stack)
612 t += item.speed_finished;
614 t = max(t, time + item.speed_finished);
615 StatusEffects_apply(STATUSEFFECT_Speed, player, t, 0);
617 if (item.invisibility_finished)
620 float t = max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time);
621 if (autocvar_g_powerups_stack)
622 t += item.invisibility_finished;
624 t = max(t, time + item.invisibility_finished);
625 StatusEffects_apply(STATUSEFFECT_Invisibility, player, t, 0);
627 if (item.superweapons_finished)
630 StatusEffects_apply(STATUSEFFECT_Superweapons, player, max(StatusEffects_gettime(STATUSEFFECT_Superweapons, player), time) + item.superweapons_finished, 0);
633 // always eat teamed entities
640 // crude hack to enforce switching weapons
641 if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
643 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
645 .entity weaponentity = weaponentities[slot];
646 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
647 W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
654 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
656 .entity weaponentity = weaponentities[slot];
657 if(_switchweapon & BIT(slot))
658 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
659 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
666 void Item_Touch(entity this, entity toucher)
668 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
669 if (Item_IsLoot(this))
671 if (ITEM_TOUCH_NEEDKILL())
678 if(!(toucher.flags & FL_PICKUPITEMS)
679 || STAT(FROZEN, toucher)
681 || (this.solid != SOLID_TRIGGER)
682 || (this.owner == toucher)
683 || (time < this.item_spawnshieldtime)
686 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
688 case MUT_ITEMTOUCH_RETURN: { return; }
689 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
692 toucher = M_ARGV(1, entity);
694 if (Item_IsExpiring(this))
696 this.strength_finished = max(0, this.strength_finished - time);
697 this.invincible_finished = max(0, this.invincible_finished - time);
698 this.speed_finished = max(0, this.speed_finished - time);
699 this.invisibility_finished = max(0, this.invisibility_finished - time);
700 this.superweapons_finished = max(0, this.superweapons_finished - time);
702 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
705 if (Item_IsExpiring(this))
707 // undo what we did above
708 this.strength_finished += time;
709 this.invincible_finished += time;
710 this.speed_finished += time;
711 this.invisibility_finished += time;
712 this.superweapons_finished += time;
719 if(this.target && this.target != "" && this.target != "###item###") // defrag support
720 SUB_UseTargets(this, toucher, NULL);
722 STAT(LAST_PICKUP, toucher) = time;
724 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
725 _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
727 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
733 if (Item_IsLoot(this))
738 if (!this.spawnshieldtime)
745 RandomSelection_Init();
746 IL_EACH(g_items, it.team == this.team,
748 if (it.itemdef) // is a registered item
751 it.scheduledrespawntime = 0;
752 RandomSelection_AddEnt(it, it.cnt, 0);
755 e = RandomSelection_chosen_ent;
756 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
760 Item_ScheduleRespawn(e);
763 void Item_Reset(entity this)
765 Item_Show(this, !this.state);
767 if (Item_IsLoot(this))
771 setthink(this, Item_Think);
772 this.nextthink = time;
773 if (this.waypointsprite_attached)
775 WaypointSprite_Kill(this.waypointsprite_attached);
777 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
779 Item_ScheduleInitialRespawn(this);
783 void Item_FindTeam(entity this)
785 if(!(this.effects & EF_NOGUNBOB)) // marker for item team search
788 LOG_TRACE("Initializing item team ", ftos(this.team));
789 RandomSelection_Init();
790 IL_EACH(g_items, it.team == this.team,
792 if(it.itemdef) // is a registered item
793 RandomSelection_AddEnt(it, it.cnt, 0);
796 entity e = RandomSelection_chosen_ent;
800 IL_EACH(g_items, it.team == this.team,
802 if(it.itemdef) // is a registered item
806 Item_Show(it, -1); // make it non-spawned
807 if (it.waypointsprite_attached)
808 WaypointSprite_Kill(it.waypointsprite_attached);
809 it.nextthink = 0; // disable any scheduled powerup spawn
814 // leave 'this' marked so Item_FindTeam() works when called again via this.reset
816 it.effects &= ~EF_NOGUNBOB;
821 // Savage: used for item garbage-collection
822 void RemoveItem(entity this)
824 if(wasfreed(this) || !this) { return; }
825 if(this.waypointsprite_attached)
826 WaypointSprite_Kill(this.waypointsprite_attached);
827 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
831 // pickup evaluation functions
832 // these functions decide how desirable an item is to the bots
834 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
836 float weapon_pickupevalfunc(entity player, entity item)
838 // See if I have it already
839 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
841 // If I can pick it up
842 if(!item.spawnshieldtime)
844 return ammo_pickupevalfunc(player, item);
847 // reduce weapon value if bot already got a good arsenal
849 int weapons_value = 0;
850 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
851 weapons_value += it.bot_pickupbasevalue;
853 c -= bound(0, weapons_value / 20000, 1) * 0.5;
855 return item.bot_pickupbasevalue * c;
858 float ammo_pickupevalfunc(entity player, entity item)
860 entity item_resource = NULL; // pointer to the resource that may be associated with the given item
865 // detect needed ammo
866 if(item.itemdef.instanceOfWeaponPickup)
868 entity res = item.itemdef.m_weapon.ammo_type;
869 entity ammo = (res != RES_NONE) ? GetAmmoItem(res) : NULL;
872 if(res != RES_NONE && GetResource(item, res))
876 rating = ammo.m_botvalue;
880 FOREACH(Weapons, it != WEP_Null, {
881 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
883 if(it.ammo_type == RES_NONE)
886 if(GetResource(item, it.ammo_type))
888 item_resource = it.ammo_type;
892 rating = item.bot_pickupbasevalue;
895 float noammorating = 0.5;
897 if(item_resource && (GetResource(player, item_resource) < GetResourceLimit(player, item_resource)))
898 c = GetResource(item, item_resource) / max(noammorating, GetResource(player, item_resource));
902 rating += wpn.bot_pickupbasevalue * 0.1;
906 float healtharmor_pickupevalfunc(entity player, entity item)
909 float rating = item.bot_pickupbasevalue;
911 float itemarmor = GetResource(item, RES_ARMOR);
912 float itemhealth = GetResource(item, RES_HEALTH);
916 itemarmor *= min(4, item.item_group_count);
917 itemhealth *= min(4, item.item_group_count);
920 if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
921 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
923 if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
924 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
930 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
932 if(ITEM_DAMAGE_NEEDKILL(deathtype))
936 void item_use(entity this, entity actor, entity trigger)
938 // use the touch function to handle collection
939 gettouch(this)(this, actor);
942 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
944 string itemname = def.m_name;
945 Model itemmodel = def.m_model;
946 Sound pickupsound = def.m_sound;
947 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
948 float pickupbasevalue = def.m_botvalue;
949 int itemflags = def.m_itemflags;
951 startitem_failed = false;
953 this.item_model_ent = itemmodel;
954 this.item_pickupsound_ent = pickupsound;
957 def.m_iteminit(def, this);
959 if(!this.respawntime) // both need to be set
961 this.respawntime = defaultrespawntime;
962 this.respawntimejitter = defaultrespawntimejitter;
965 if(!this.pickup_anyway && def.m_pickupanyway)
966 this.pickup_anyway = def.m_pickupanyway();
968 int itemid = def.m_itemid;
970 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
971 this.weapon = weaponid;
975 this.fade_start = autocvar_g_items_mindist;
976 this.fade_end = autocvar_g_items_maxdist;
980 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
982 this.flags = FL_ITEM | itemflags;
983 IL_PUSH(g_items, this);
985 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
987 startitem_failed = true;
992 precache_model(this.model);
993 precache_sound(this.item_pickupsound);
995 if(q3compat && !this.team)
997 string t = GetField_fullspawndata(this, "team", false);
998 // bones_was_here: this hack is cheaper than changing to a .string strcmp()
999 if(t) this.team = crc16(false, t);
1002 if (Item_IsLoot(this))
1004 this.reset = RemoveItem;
1005 set_movetype(this, MOVETYPE_TOSS);
1007 // Savage: remove thrown items after a certain period of time ("garbage collection")
1008 setthink(this, RemoveItem);
1009 this.nextthink = time + autocvar_g_items_dropped_lifetime;
1011 this.takedamage = DAMAGE_YES;
1012 this.event_damage = Item_Damage;
1013 // enable this to have thrown items burn in lava
1014 //this.damagedbycontents = true;
1015 //IL_PUSH(g_damagedbycontents, this);
1017 if (Item_IsExpiring(this))
1019 // if item is worthless after a timer, have it expire then
1020 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1023 // don't drop if in a NODROP zone (such as lava)
1024 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1025 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1027 startitem_failed = true;
1034 if(!have_pickup_item(this))
1036 startitem_failed = true;
1041 if(this.angles != '0 0 0')
1042 this.SendFlags |= ISF_ANGLES;
1044 this.reset = this.team ? Item_FindTeam : Item_Reset;
1045 // it's a level item
1046 if(this.spawnflags & 1)
1048 if (this.noalign > 0)
1049 set_movetype(this, MOVETYPE_NONE);
1051 set_movetype(this, MOVETYPE_TOSS);
1052 // do item filtering according to game mode and other things
1053 if (this.noalign <= 0)
1055 // first nudge it off the floor a little bit to avoid math errors
1056 setorigin(this, this.origin + '0 0 1');
1057 // set item size before we spawn a spawnfunc_waypoint
1058 setsize(this, def.m_mins, def.m_maxs);
1059 this.SendFlags |= ISF_SIZE;
1060 // note droptofloor returns false if stuck/or would fall too far
1063 waypoint_spawnforitem(this);
1067 * can't do it that way, as it would break maps
1068 * TODO make a target_give like entity another way, that perhaps has
1069 * the weapon name in a key
1072 // target_give not yet supported; maybe later
1073 print("removed targeted ", this.classname, "\n");
1074 startitem_failed = true;
1080 if(this.targetname != "" && (this.spawnflags & 16))
1081 this.use = item_use;
1083 if(autocvar_spawn_debug >= 2)
1085 // why not flags & fl_item?
1086 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1087 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1088 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1089 error("Mapper sucks.");
1091 this.is_item = true;
1094 weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
1096 if ( def.instanceOfPowerup
1097 || def.instanceOfWeaponPickup
1098 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1099 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1100 || (itemid & (IT_KEY1 | IT_KEY2))
1103 if(!this.target || this.target == "")
1104 this.target = "###item###"; // for finding the nearest item using findnearest
1107 Item_ItemsTime_SetTime(this, 0);
1110 this.bot_pickup = true;
1111 this.bot_pickupevalfunc = pickupevalfunc;
1112 this.bot_pickupbasevalue = pickupbasevalue;
1113 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1114 this.netname = itemname;
1115 settouch(this, Item_Touch);
1116 setmodel(this, MDL_Null); // precision set below
1117 //this.effects |= EF_LOWPRECISION;
1119 // support skinned models for powerups
1121 this.skin = def.m_skin;
1123 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1125 this.SendFlags |= ISF_SIZE;
1127 if (!(this.spawnflags & 1024)) {
1128 if(def.instanceOfPowerup)
1129 this.ItemStatus |= ITS_ANIMATE1;
1131 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1132 this.ItemStatus |= ITS_ANIMATE2;
1135 if(Item_IsLoot(this))
1138 this.glowmod = def.m_color;
1140 if(def.instanceOfWeaponPickup)
1142 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1143 this.colormap = 1024; // color shirt=0 pants=0 grey
1144 if (!(this.spawnflags & 1024))
1145 this.ItemStatus |= ITS_ANIMATE1;
1146 this.SendFlags |= ISF_COLORMAP;
1153 this.cnt = 1; // item probability weight
1155 this.effects |= EF_NOGUNBOB; // marker for item team search
1156 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1161 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1163 // call this hook after everything else has been done
1164 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1166 startitem_failed = true;
1174 void StartItem(entity this, GameItem def)
1176 def = def.m_spawnfunc_hookreplace(def, this);
1178 if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1181 return; // TODO does not set startitem_failed
1184 this.classname = def.m_canonical_spawnfunc;
1189 def.m_respawntime(), // defaultrespawntime
1190 def.m_respawntimejitter() // defaultrespawntimejitter
1194 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1195 int group_count = 1;
1197 void setItemGroup(entity this)
1199 if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
1202 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1204 if(!this.item_group)
1208 it.item_group = group_count;
1211 this.item_group = it.item_group;
1213 else // spawning item is already part of a item_group X
1216 it.item_group = this.item_group;
1217 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1219 int grY = it.item_group;
1220 // move all items of item_group Y to item_group X
1221 IL_EACH(g_items, IS_SMALL(it.itemdef),
1223 if(it.item_group == grY)
1224 it.item_group = this.item_group;
1231 void setItemGroupCount()
1233 for (int k = 1; k <= group_count; k++)
1236 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1238 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1242 void target_items_use(entity this, entity actor, entity trigger)
1244 if(Item_IsLoot(actor))
1246 EXACTTRIGGER_TOUCH(this, trigger);
1251 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1254 if(trigger.solid == SOLID_TRIGGER)
1256 EXACTTRIGGER_TOUCH(this, trigger);
1259 IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1264 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1265 centerprint(actor, this.message);
1268 spawnfunc(target_items)
1270 this.use = target_items_use;
1271 if(!this.strength_finished)
1272 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1273 if(!this.invincible_finished)
1274 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1275 if(!this.speed_finished)
1276 this.speed_finished = autocvar_g_balance_powerup_speed_time;
1277 if(!this.invisibility_finished)
1278 this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
1279 if(!this.superweapons_finished)
1280 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1283 int n = tokenize_console(this.netname);
1284 if(argv(0) == "give")
1286 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1290 for(int j = 0; j < n; ++j)
1292 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1293 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1294 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
1295 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1296 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1297 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1298 else if(argv(j) == "speed") this.items |= ITEM_Speed.m_itemid;
1299 else if(argv(j) == "invisibility") this.items |= ITEM_Invisibility.m_itemid;
1300 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1301 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1302 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1305 FOREACH(StatusEffect, it.instanceOfBuff,
1307 string s = Buff_CompatName(argv(j));
1311 if(!this.buffs_finished)
1312 this.buffs_finished = it.m_time(it);
1316 FOREACH(Weapons, it != WEP_Null, {
1318 if(s == it.netname || s == it.m_deprecated_netname)
1320 STAT(WEAPONS, this) |= (it.m_wepset);
1321 if(this.spawnflags == 0 || this.spawnflags == 2)
1329 string itemprefix, valueprefix;
1330 if(this.spawnflags == 0)
1335 else if(this.spawnflags == 1)
1337 itemprefix = "max ";
1338 valueprefix = "max ";
1340 else if(this.spawnflags == 2)
1342 itemprefix = "min ";
1343 valueprefix = "min ";
1345 else if(this.spawnflags == 4)
1347 itemprefix = "minus ";
1348 valueprefix = "max ";
1352 error("invalid spawnflags");
1353 itemprefix = valueprefix = string_null;
1357 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1358 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1359 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1360 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1361 str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
1362 str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
1363 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1364 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1365 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1367 res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1368 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1369 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1370 res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1371 res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1372 res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1373 res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1374 res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1375 FOREACH(StatusEffect, it.instanceOfBuff, str = sprintf("%s %s%d %s", str, valueprefix, this.buffs_finished * boolean(this.buffdef == it), it.netname));
1376 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1378 this.netname = strzone(str);
1380 n = tokenize_console(this.netname);
1381 for(int j = 0; j < n; ++j)
1383 string cmd = argv(j);
1384 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1391 float GiveWeapon(entity e, float wpn, float op, float val)
1394 WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
1395 v0 = (STAT(WEAPONS, e) & s);
1400 STAT(WEAPONS, e) |= s;
1402 STAT(WEAPONS, e) &= ~s;
1407 STAT(WEAPONS, e) |= s;
1411 STAT(WEAPONS, e) &= ~s;
1415 STAT(WEAPONS, e) &= ~s;
1418 v1 = (STAT(WEAPONS, e) & s);
1422 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1424 bool had_buff = StatusEffects_active(thebuff, e);
1425 float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : 0);
1429 new_buff_time = val;
1432 new_buff_time = max(new_buff_time, val);
1435 new_buff_time = min(new_buff_time, val);
1438 new_buff_time += val;
1441 new_buff_time -= val;
1444 if(new_buff_time <= 0)
1446 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1447 StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
1451 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1452 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1454 bool have_buff = StatusEffects_active(thebuff, e);
1455 return (had_buff != have_buff);
1458 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1464 if(snd_decr != NULL)
1465 sound(e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1467 else if(v0 >= v0 + t)
1469 if(snd_incr != NULL)
1470 sound(e, ((snd_incr == SND_POWERUP) ? CH_TRIGGER_SINGLE : CH_TRIGGER), snd_incr, VOL_BASE, ATTEN_NORM);
1474 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1477 e.(rotfield) = max(e.(rotfield), time + rottime);
1479 e.(regenfield) = max(e.(regenfield), time + regentime);
1481 bool GiveResourceValue(entity e, Resource res_type, int op, int val)
1483 int v0 = GetResource(e, res_type);
1487 // min 100 cells = at least 100 cells
1488 case OP_SET: new_val = val; break;
1489 case OP_MIN: new_val = max(v0, val); break;
1490 case OP_MAX: new_val = min(v0, val); break;
1491 case OP_PLUS: new_val = v0 + val; break;
1492 case OP_MINUS: new_val = v0 - val; break;
1493 default: return false;
1496 return SetResourceExplicit(e, res_type, new_val);
1498 bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
1500 bool had_eff = StatusEffects_active(this, e);
1501 float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : 0);
1508 new_eff_time = max(new_eff_time, val);
1511 new_eff_time = min(new_eff_time, val);
1514 new_eff_time += val;
1517 new_eff_time -= val;
1520 if(new_eff_time <= 0)
1522 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1523 StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
1526 StatusEffects_apply(this, e, new_eff_time, 0);
1527 bool have_eff = StatusEffects_active(this, e);
1528 return (had_eff != have_eff);
1531 float GiveItems(entity e, float beginarg, float endarg)
1533 float got, i, val, op;
1541 int _switchweapon = 0;
1543 if(CS_CVAR(e).cvar_cl_autoswitch)
1545 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1547 .entity weaponentity = weaponentities[slot];
1548 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1549 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1550 _switchweapon |= BIT(slot);
1556 FOREACH(StatusEffect, true,
1558 e.statuseffects.statuseffect_time[it.m_id] = max(0, e.statuseffects.statuseffect_time[it.m_id] - time);
1564 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1565 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1566 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1567 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1568 //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
1569 PREGIVE_RESOURCE(e, RES_BULLETS);
1570 PREGIVE_RESOURCE(e, RES_CELLS);
1571 PREGIVE_RESOURCE(e, RES_PLASMA);
1572 PREGIVE_RESOURCE(e, RES_SHELLS);
1573 PREGIVE_RESOURCE(e, RES_ROCKETS);
1574 PREGIVE_RESOURCE(e, RES_FUEL);
1575 PREGIVE_RESOURCE(e, RES_ARMOR);
1576 PREGIVE_RESOURCE(e, RES_HEALTH);
1578 for(i = beginarg; i < endarg; ++i)
1582 if(cmd == "0" || stof(cmd))
1606 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1607 FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
1608 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1610 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1611 got += GiveResourceValue(e, RES_HEALTH, op, val);
1612 got += GiveResourceValue(e, RES_ARMOR, op, val);
1614 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1615 //case "allbuffs": // all buffs makes a player god, do not want!
1616 //FOREACH(StatusEffect, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1618 got += GiveResourceValue(e, RES_CELLS, op, val);
1619 got += GiveResourceValue(e, RES_PLASMA, op, val);
1620 got += GiveResourceValue(e, RES_SHELLS, op, val);
1621 got += GiveResourceValue(e, RES_BULLETS, op, val);
1622 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1623 got += GiveResourceValue(e, RES_FUEL, op, val);
1625 case "unlimited_ammo":
1626 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1627 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1629 case "unlimited_weapon_ammo":
1630 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1632 case "unlimited_superweapons":
1633 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1636 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1639 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1642 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1646 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1649 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1651 case "invisibility":
1652 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1654 case "superweapons":
1655 got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
1658 got += GiveResourceValue(e, RES_CELLS, op, val);
1661 got += GiveResourceValue(e, RES_PLASMA, op, val);
1664 got += GiveResourceValue(e, RES_SHELLS, op, val);
1668 got += GiveResourceValue(e, RES_BULLETS, op, val);
1671 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1674 got += GiveResourceValue(e, RES_HEALTH, op, val);
1677 got += GiveResourceValue(e, RES_ARMOR, op, val);
1680 got += GiveResourceValue(e, RES_FUEL, op, val);
1683 FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_CompatName(cmd) == it.netname,
1685 got += GiveBuff(e, it, op, val);
1688 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1689 got += GiveWeapon(e, it.m_id, op, val);
1698 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1699 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1700 POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1701 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1702 FOREACH(Weapons, it != WEP_Null, {
1703 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1704 if(!(save_weapons & (it.m_wepset)))
1705 if(STAT(WEAPONS, e) & (it.m_wepset))
1708 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1709 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1710 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1711 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1712 POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1713 POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1714 POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1715 POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1716 POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1717 POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1718 POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1719 POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1721 if(!StatusEffects_active(STATUSEFFECT_Superweapons, e))
1723 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1724 StatusEffects_apply(STATUSEFFECT_Superweapons, e, autocvar_g_balance_superweapons_time, 0);
1729 FOREACH(StatusEffect, true,
1731 if(e.statuseffects.statuseffect_time[it.m_id] <= 0)
1732 e.statuseffects.statuseffect_time[it.m_id] = 0;
1734 e.statuseffects.statuseffect_time[it.m_id] += time;
1737 StatusEffects_update(e);
1740 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1742 .entity weaponentity = weaponentities[slot];
1743 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1744 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1745 _switchweapon |= BIT(slot);
1750 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1752 .entity weaponentity = weaponentities[slot];
1753 if(_switchweapon & BIT(slot))
1755 Weapon wep = w_getbestweapon(e, weaponentity);
1756 if(wep != e.(weaponentity).m_switchweapon)
1757 W_SwitchWeapon_Force(e, wep, weaponentity);