3 #include "../common/items/all.qc"
8 #include "waypointsprites.qh"
11 #include "bot/waypoints.qh"
13 #include "mutators/mutators_include.qh"
15 #include "weapons/common.qh"
16 #include "weapons/selection.qh"
17 #include "weapons/weaponsystem.qh"
19 #include "../common/constants.qh"
20 #include "../common/deathtypes.qh"
21 #include "../common/notifications.qh"
22 #include "../common/triggers/subs.qh"
23 #include "../common/util.qh"
25 #include "../common/monsters/all.qh"
27 #include "../common/weapons/all.qh"
29 #include "../warpzonelib/util_server.qh"
37 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
38 if(self.move_flags & FL_ONGROUND)
39 { // For some reason move_avelocity gets set to '0 0 0' here ...
40 self.oldorigin = self.origin;
43 if(autocvar_cl_animate_items)
44 { // ... so reset it if animations are requested.
45 if(self.ItemStatus & ITS_ANIMATE1)
46 self.move_avelocity = '0 180 0';
48 if(self.ItemStatus & ITS_ANIMATE2)
49 self.move_avelocity = '0 -90 0';
53 else if (autocvar_cl_animate_items)
55 if(self.ItemStatus & ITS_ANIMATE1)
57 self.angles += self.move_avelocity * frametime;
58 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
61 if(self.ItemStatus & ITS_ANIMATE2)
63 self.angles += self.move_avelocity * frametime;
64 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
73 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
75 if(self.move_flags & FL_ONGROUND)
80 void ItemRead(float _IsNew)
86 self.origin_x = ReadCoord();
87 self.origin_y = ReadCoord();
88 self.origin_z = ReadCoord();
89 setorigin(self, self.origin);
90 self.oldorigin = self.origin;
95 self.angles_x = ReadCoord();
96 self.angles_y = ReadCoord();
97 self.angles_z = ReadCoord();
98 self.move_angles = self.angles;
103 self.mins_x = ReadCoord();
104 self.mins_y = ReadCoord();
105 self.mins_z = ReadCoord();
106 self.maxs_x = ReadCoord();
107 self.maxs_y = ReadCoord();
108 self.maxs_z = ReadCoord();
109 setsize(self, self.mins, self.maxs);
112 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
114 self.ItemStatus = ReadByte();
116 if(self.ItemStatus & ITS_AVAILABLE)
119 self.colormod = self.glowmod = '1 1 1';
123 if (autocvar_cl_ghost_items_color)
125 self.alpha = autocvar_cl_ghost_items;
126 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
132 if(autocvar_cl_fullbright_items)
133 if(self.ItemStatus & ITS_ALLOWFB)
134 self.effects |= EF_FULLBRIGHT;
136 if(self.ItemStatus & ITS_STAYWEP)
138 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
139 self.alpha = autocvar_cl_weapon_stay_alpha;
143 if(self.ItemStatus & ITS_POWERUP)
145 if(self.ItemStatus & ITS_AVAILABLE)
146 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
148 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
154 self.drawmask = MASK_NORMAL;
155 self.movetype = MOVETYPE_TOSS;
156 self.draw = ItemDraw;
162 string _fn = ReadString();
164 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
166 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
167 self.draw = ItemDrawSimple;
171 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
172 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
173 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
174 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
175 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
176 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
177 else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
178 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
181 self.draw = ItemDraw;
182 dprint("Simple item requested for ", _fn, " but no model exists for it\n");
186 if(self.draw != ItemDrawSimple)
187 self.mdl = strzone(_fn);
191 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
193 precache_model(self.mdl);
194 setmodel(self, self.mdl);
197 if(sf & ISF_COLORMAP)
198 self.colormap = ReadShort();
203 //self.move_angles = '0 0 0';
204 self.move_movetype = MOVETYPE_TOSS;
205 self.move_velocity_x = ReadCoord();
206 self.move_velocity_y = ReadCoord();
207 self.move_velocity_z = ReadCoord();
208 self.velocity = self.move_velocity;
209 self.move_origin = self.oldorigin;
213 self.move_time = time;
214 self.spawntime = time;
217 self.move_time = max(self.move_time, time);
220 if(autocvar_cl_animate_items)
222 if(self.ItemStatus & ITS_ANIMATE1)
223 self.move_avelocity = '0 180 0';
225 if(self.ItemStatus & ITS_ANIMATE2)
226 self.move_avelocity = '0 -90 0';
233 bool ItemSend(entity to, int sf)
240 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
241 WriteByte(MSG_ENTITY, sf);
243 //WriteByte(MSG_ENTITY, self.cnt);
244 if(sf & ISF_LOCATION)
246 WriteCoord(MSG_ENTITY, self.origin.x);
247 WriteCoord(MSG_ENTITY, self.origin.y);
248 WriteCoord(MSG_ENTITY, self.origin.z);
253 WriteCoord(MSG_ENTITY, self.angles.x);
254 WriteCoord(MSG_ENTITY, self.angles.y);
255 WriteCoord(MSG_ENTITY, self.angles.z);
260 WriteCoord(MSG_ENTITY, self.mins.x);
261 WriteCoord(MSG_ENTITY, self.mins.y);
262 WriteCoord(MSG_ENTITY, self.mins.z);
263 WriteCoord(MSG_ENTITY, self.maxs.x);
264 WriteCoord(MSG_ENTITY, self.maxs.y);
265 WriteCoord(MSG_ENTITY, self.maxs.z);
269 WriteByte(MSG_ENTITY, self.ItemStatus);
275 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
277 WriteString(MSG_ENTITY, self.mdl);
281 if(sf & ISF_COLORMAP)
282 WriteShort(MSG_ENTITY, self.colormap);
286 WriteCoord(MSG_ENTITY, self.velocity.x);
287 WriteCoord(MSG_ENTITY, self.velocity.y);
288 WriteCoord(MSG_ENTITY, self.velocity.z);
294 void ItemUpdate(entity item)
296 item.SendFlags |= ISF_LOCATION;
299 float have_pickup_item(void)
301 if(self.flags & FL_POWERUP)
303 if(autocvar_g_powerups > 0)
305 if(autocvar_g_powerups == 0)
310 if(autocvar_g_pickup_items > 0)
312 if(autocvar_g_pickup_items == 0)
315 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
322 float Item_Customize()
324 if(self.spawnshieldtime)
326 if(self.weapons & ~other.weapons)
328 self.colormod = '0 0 0';
329 self.glowmod = self.colormod;
330 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
337 self.colormod = stov(autocvar_g_ghost_items_color);
338 self.glowmod = self.colormod;
339 self.alpha = g_ghost_items;
348 void Item_Show (entity e, float mode)
350 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
351 e.ItemStatus &= ~ITS_STAYWEP;
354 // make the item look normal, and be touchable
356 e.solid = SOLID_TRIGGER;
357 e.spawnshieldtime = 1;
358 e.ItemStatus |= ITS_AVAILABLE;
362 // hide the item completely
363 e.model = string_null;
365 e.spawnshieldtime = 1;
366 e.ItemStatus &= ~ITS_AVAILABLE;
368 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
370 // make the item translucent and not touchable
372 e.solid = SOLID_TRIGGER; // can STILL be picked up!
373 e.effects |= EF_STARDUST;
374 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
375 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
379 //setmodel(e, "null");
381 e.colormod = '0 0 0';
382 e.glowmod = e.colormod;
383 e.spawnshieldtime = 1;
384 e.ItemStatus &= ~ITS_AVAILABLE;
387 if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
388 e.ItemStatus |= ITS_POWERUP;
390 if (autocvar_g_nodepthtestitems)
391 e.effects |= EF_NODEPTHTEST;
394 if (autocvar_g_fullbrightitems)
395 e.ItemStatus |= ITS_ALLOWFB;
397 if (autocvar_sv_simple_items)
398 e.ItemStatus |= ITS_ALLOWSI;
400 // relink entity (because solid may have changed)
401 setorigin(e, e.origin);
402 e.SendFlags |= ISF_STATUS;
407 self.nextthink = time;
408 if(self.origin != self.oldorigin)
410 self.oldorigin = self.origin;
415 bool Item_ItemsTime_Allow(entity e);
416 float Item_ItemsTime_UpdateTime(entity e, float t);
417 void Item_ItemsTime_SetTime(entity e, float t);
418 void Item_ItemsTime_SetTimesForAllPlayers();
420 void Item_Respawn (void)
424 if(self.items == ITEM_Strength.m_itemid)
425 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
426 else if(self.items == ITEM_Shield.m_itemid)
427 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
429 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
430 setorigin (self, self.origin);
432 if (Item_ItemsTime_Allow(self))
434 float t = Item_ItemsTime_UpdateTime(self, 0);
435 Item_ItemsTime_SetTime(self, t);
436 Item_ItemsTime_SetTimesForAllPlayers();
439 self.think = Item_Think;
440 self.nextthink = time;
442 //Send_Effect("item_respawn", self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
443 Send_Effect("item_respawn", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
446 void Item_RespawnCountdown (void)
448 if(self.count >= ITEM_RESPAWN_TICKS)
450 if(self.waypointsprite_attached)
451 WaypointSprite_Kill(self.waypointsprite_attached);
456 self.nextthink = time + 1;
460 string name = string_null;
461 vector rgb = '1 0 1';
462 entity e = self.itemdef;
467 MUTATOR_CALLHOOK(Item_RespawnCountdown, name, rgb);
470 if(self.flags & FL_WEAPON)
472 entity wi = get_weaponinfo(self.weapon);
481 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
482 if(self.waypointsprite_attached)
484 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
485 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
486 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
491 print("Unknown powerup-marked item is wanting to respawn\n");
492 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
496 if(self.waypointsprite_attached)
500 self = self.waypointsprite_attached;
501 FOR_EACH_REALCLIENT(e)
502 if(self.waypointsprite_visible_for_player(e))
505 soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
509 WaypointSprite_Ping(self.waypointsprite_attached);
510 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
513 sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
517 void Item_RespawnThink()
519 self.nextthink = time;
520 if(self.origin != self.oldorigin)
522 self.oldorigin = self.origin;
526 if(time >= self.wait)
530 void Item_ScheduleRespawnIn(entity e, float t)
532 if (Item_ItemsTime_Allow(e))
534 e.think = Item_RespawnCountdown;
535 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
536 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
538 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
539 Item_ItemsTime_SetTime(e, t);
540 Item_ItemsTime_SetTimesForAllPlayers();
544 e.think = Item_RespawnThink;
546 e.scheduledrespawntime = time + t;
551 void Item_ScheduleRespawn(entity e)
553 if(e.respawntime > 0)
556 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
558 else // if respawntime is -1, this item does not respawn
562 void Item_ScheduleInitialRespawn(entity e)
565 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
568 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
570 if (!item.(ammotype))
573 if (item.spawnshieldtime)
575 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
577 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
581 else if(g_weapon_stay == 2)
583 float mi = min(item.(ammotype), ammomax);
584 if (player.(ammotype) < mi)
586 player.(ammotype) = mi;
597 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
599 case ITEM_MODE_HEALTH:
600 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
602 case ITEM_MODE_ARMOR:
603 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
611 float Item_GiveTo(entity item, entity player)
618 // if nothing happens to player, just return without taking the item
620 _switchweapon = false;
621 // in case the player has autoswitch enabled do the following:
622 // if the player is using their best weapon before items are given, they
623 // probably want to switch to an even better weapon after items are given
624 if (player.autoswitch)
625 if (player.switchweapon == w_getbestweapon(player))
626 _switchweapon = true;
628 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
629 _switchweapon = true;
631 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
632 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
633 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
634 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
635 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
636 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
637 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
638 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
640 if (item.flags & FL_WEAPON)
644 it &= ~player.weapons;
646 if (it || (item.spawnshieldtime && item.pickup_anyway))
649 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
650 if(it & WepSet_FromWeapon(i))
652 W_DropEvent(WR_PICKUP, player, i, item);
653 W_GiveWeapon(player, i);
658 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
662 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
665 if (item.strength_finished)
668 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
670 if (item.invincible_finished)
673 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
675 if (item.superweapons_finished)
678 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
683 // always eat teamed entities
691 if (player.switchweapon != w_getbestweapon(player))
692 W_SwitchWeapon_Force(player, w_getbestweapon(player));
697 void Item_Touch (void)
701 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
702 if(self.classname == "droppedweapon")
704 if (ITEM_TOUCH_NEEDKILL())
711 if (!IS_PLAYER(other))
717 if (self.solid != SOLID_TRIGGER)
719 if (self.owner == other)
721 if (time < self.item_spawnshieldtime)
724 switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
726 case MUT_ITEMTOUCH_RETURN: { return; }
727 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
730 if (self.classname == "droppedweapon")
732 self.strength_finished = max(0, self.strength_finished - time);
733 self.invincible_finished = max(0, self.invincible_finished - time);
734 self.superweapons_finished = max(0, self.superweapons_finished - time);
736 entity it = self.itemdef;
737 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
740 if (self.classname == "droppedweapon")
742 // undo what we did above
743 self.strength_finished += time;
744 self.invincible_finished += time;
745 self.superweapons_finished += time;
752 other.last_pickup = time;
754 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
755 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
757 if (self.classname == "droppedweapon")
759 else if (self.spawnshieldtime)
763 RandomSelection_Init();
764 for(head = world; (head = findfloat(head, team, self.team)); )
766 if(head.flags & FL_ITEM)
769 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
772 e = RandomSelection_chosen_ent;
777 Item_ScheduleRespawn(e);
783 Item_Show(self, !self.state);
784 setorigin (self, self.origin);
786 if(self.classname != "droppedweapon")
788 self.think = Item_Think;
789 self.nextthink = time;
791 if(self.waypointsprite_attached)
792 WaypointSprite_Kill(self.waypointsprite_attached);
794 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
795 Item_ScheduleInitialRespawn(self);
803 if(self.effects & EF_NODRAW)
805 // marker for item team search
806 dprint("Initializing item team ", ftos(self.team), "\n");
807 RandomSelection_Init();
808 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
809 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
810 e = RandomSelection_chosen_ent;
814 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
818 // make it a non-spawned item
820 head.state = 1; // state 1 = initially hidden item
822 head.effects &= ~EF_NODRAW;
829 // Savage: used for item garbage-collection
830 // TODO: perhaps nice special effect?
831 void RemoveItem(void)
833 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
837 // pickup evaluation functions
838 // these functions decide how desirable an item is to the bots
840 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
842 float weapon_pickupevalfunc(entity player, entity item)
846 // See if I have it already
847 if(item.weapons & ~player.weapons)
849 // If I can pick it up
850 if(!item.spawnshieldtime)
852 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
854 // Skilled bots will grab more
855 c = bound(0, skill / 10, 1) * 0.5;
863 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
864 if( bot_custom_weapon && c )
866 // Find the highest position on any range
868 for (int j = 0; j < WEP_LAST ; ++j){
870 bot_weapons_far[j] == item.weapon ||
871 bot_weapons_mid[j] == item.weapon ||
872 bot_weapons_close[j] == item.weapon
883 position = WEP_LAST - position;
884 // item.bot_pickupbasevalue is overwritten here
885 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
889 return item.bot_pickupbasevalue * c;
892 float commodity_pickupevalfunc(entity player, entity item)
895 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
899 // Detect needed ammo
900 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
902 wi = get_weaponinfo(i);
904 if (!(player.weapons & WepSet_FromWeapon(i)))
907 if(wi.items & ITEM_Shells.m_itemid)
909 else if(wi.items & ITEM_Bullets.m_itemid)
911 else if(wi.items & ITEM_Rockets.m_itemid)
913 else if(wi.items & ITEM_Cells.m_itemid)
915 else if(wi.items & ITEM_Plasma.m_itemid)
917 else if(wi.items & ITEM_JetpackFuel.m_itemid)
921 // TODO: figure out if the player even has the weapon this ammo is for?
922 // may not affect strategy much though...
923 // find out how much more ammo/armor/health the player can hold
925 if (item.ammo_shells)
926 if (player.ammo_shells < g_pickup_shells_max)
927 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
930 if (player.ammo_nails < g_pickup_nails_max)
931 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
933 if (item.ammo_rockets)
934 if (player.ammo_rockets < g_pickup_rockets_max)
935 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
938 if (player.ammo_cells < g_pickup_cells_max)
939 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
941 if (item.ammo_plasma)
942 if (player.ammo_plasma < g_pickup_plasma_max)
943 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
946 if (player.ammo_fuel < g_pickup_fuel_max)
947 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
949 if (player.armorvalue < item.max_armorvalue)
950 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
952 if (player.health < item.max_health)
953 c = c + max(0, 1 - player.health / item.max_health);
955 return item.bot_pickupbasevalue * c;
958 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
960 if(ITEM_DAMAGE_NEEDKILL(deathtype))
964 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)
966 startitem_failed = false;
969 self.model = itemmodel;
973 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
977 if(self.item_pickupsound == "")
978 self.item_pickupsound = pickupsound;
980 if(!self.respawntime) // both need to be set
982 self.respawntime = defaultrespawntime;
983 self.respawntimejitter = defaultrespawntimejitter;
987 self.weapon = weaponid;
990 self.weapons = WepSet_FromWeapon(weaponid);
992 self.flags = FL_ITEM | itemflags;
994 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
996 startitem_failed = true;
1001 // is it a dropped weapon?
1002 if (self.classname == "droppedweapon")
1004 self.reset = SUB_Remove;
1005 // it's a dropped weapon
1006 self.movetype = MOVETYPE_TOSS;
1008 // Savage: remove thrown items after a certain period of time ("garbage collection")
1009 self.think = RemoveItem;
1010 self.nextthink = time + 20;
1012 self.takedamage = DAMAGE_YES;
1013 self.event_damage = Item_Damage;
1015 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1018 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1019 if(self.ammo_nails == 0)
1020 if(self.ammo_cells == 0)
1021 if(self.ammo_rockets == 0)
1022 if(self.ammo_shells == 0)
1023 if(self.ammo_fuel == 0)
1024 if(self.health == 0)
1025 if(self.armorvalue == 0)
1028 // if item is worthless after a timer, have it expire then
1029 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1032 // don't drop if in a NODROP zone (such as lava)
1033 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1034 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1036 startitem_failed = true;
1043 if(!have_pickup_item())
1045 startitem_failed = true;
1050 self.reset = Item_Reset;
1051 // it's a level item
1052 if(self.spawnflags & 1)
1055 self.movetype = MOVETYPE_NONE;
1057 self.movetype = MOVETYPE_TOSS;
1058 // do item filtering according to game mode and other things
1061 // first nudge it off the floor a little bit to avoid math errors
1062 setorigin(self, self.origin + '0 0 1');
1063 // set item size before we spawn a spawnfunc_waypoint
1064 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1065 setsize (self, '-16 -16 0', '16 16 48');
1067 setsize (self, '-16 -16 0', '16 16 32');
1069 // note droptofloor returns false if stuck/or would fall too far
1071 waypoint_spawnforitem(self);
1075 * can't do it that way, as it would break maps
1076 * TODO make a target_give like entity another way, that perhaps has
1077 * the weapon name in a key
1080 // target_give not yet supported; maybe later
1081 print("removed targeted ", self.classname, "\n");
1082 startitem_failed = true;
1088 if(autocvar_spawn_debug >= 2)
1091 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1093 // why not flags & fl_item?
1094 if(otheritem.is_item)
1096 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1097 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1098 error("Mapper sucks.");
1101 self.is_item = true;
1104 weaponsInMap |= WepSet_FromWeapon(weaponid);
1106 precache_model (self.model);
1107 precache_sound (self.item_pickupsound);
1109 precache_sound ("misc/itemrespawncountdown.wav");
1110 if(itemid == ITEM_Strength.m_itemid)
1111 precache_sound ("misc/strength_respawn.wav");
1112 else if(itemid == ITEM_Shield.m_itemid)
1113 precache_sound ("misc/shield_respawn.wav");
1115 precache_sound ("misc/itemrespawn.wav");
1117 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1118 self.target = "###item###"; // for finding the nearest item using find()
1120 Item_ItemsTime_SetTime(self, 0);
1123 self.bot_pickup = true;
1124 self.bot_pickupevalfunc = pickupevalfunc;
1125 self.bot_pickupbasevalue = pickupbasevalue;
1126 self.mdl = self.model;
1127 self.netname = itemname;
1128 self.touch = Item_Touch;
1129 setmodel(self, "null"); // precision set below
1130 //self.effects |= EF_LOWPRECISION;
1132 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1134 self.pos1 = '-16 -16 0';
1135 self.pos2 = '16 16 48';
1139 self.pos1 = '-16 -16 0';
1140 self.pos2 = '16 16 32';
1142 setsize (self, self.pos1, self.pos2);
1144 if(itemflags & FL_POWERUP)
1145 self.ItemStatus |= ITS_ANIMATE1;
1147 if(self.armorvalue || self.health)
1148 self.ItemStatus |= ITS_ANIMATE2;
1150 if(itemflags & FL_WEAPON)
1152 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1153 self.colormap = 1024; // color shirt=0 pants=0 grey
1157 self.ItemStatus |= ITS_ANIMATE1;
1158 self.ItemStatus |= ISF_COLORMAP;
1162 if(self.team) // broken, no idea why.
1165 self.cnt = 1; // item probability weight
1167 self.effects |= EF_NODRAW; // marker for item team search
1168 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1173 Net_LinkEntity(self, false, 0, ItemSend);
1175 self.SendFlags |= ISF_SIZE;
1177 self.SendFlags |= ISF_ANGLES;
1179 // call this hook after everything else has been done
1180 if(MUTATOR_CALLHOOK(Item_Spawn, self))
1182 startitem_failed = true;
1188 string Item_Model(string item_mdl)
1190 string output = strcat("models/items/", item_mdl);
1191 MUTATOR_CALLHOOK(ItemModel, item_mdl, output);
1192 return strzone(output);
1195 void StartItemA (entity a)
1198 StartItem(Item_Model(a.m_model), a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1201 void spawnfunc_item_rockets (void) {
1202 if(!self.ammo_rockets)
1203 self.ammo_rockets = g_pickup_rockets;
1204 if(!self.pickup_anyway)
1205 self.pickup_anyway = g_pickup_ammo_anyway;
1206 StartItemA (ITEM_Rockets);
1209 void spawnfunc_item_bullets (void) {
1211 if(autocvar_sv_q3acompat_machineshotgunswap)
1212 if(self.classname != "droppedweapon")
1214 weaponswapping = true;
1215 spawnfunc_item_shells();
1216 weaponswapping = false;
1220 if(!self.ammo_nails)
1221 self.ammo_nails = g_pickup_nails;
1222 if(!self.pickup_anyway)
1223 self.pickup_anyway = g_pickup_ammo_anyway;
1224 StartItemA (ITEM_Bullets);
1227 void spawnfunc_item_cells (void) {
1228 if(!self.ammo_cells)
1229 self.ammo_cells = g_pickup_cells;
1230 if(!self.pickup_anyway)
1231 self.pickup_anyway = g_pickup_ammo_anyway;
1232 StartItemA (ITEM_Cells);
1235 void spawnfunc_item_plasma()
1237 if(!self.ammo_plasma)
1238 self.ammo_plasma = g_pickup_plasma;
1239 if(!self.pickup_anyway)
1240 self.pickup_anyway = g_pickup_ammo_anyway;
1241 StartItemA (ITEM_Plasma);
1244 void spawnfunc_item_shells (void) {
1246 if(autocvar_sv_q3acompat_machineshotgunswap)
1247 if(self.classname != "droppedweapon")
1249 weaponswapping = true;
1250 spawnfunc_item_bullets();
1251 weaponswapping = false;
1255 if(!self.ammo_shells)
1256 self.ammo_shells = g_pickup_shells;
1257 if(!self.pickup_anyway)
1258 self.pickup_anyway = g_pickup_ammo_anyway;
1259 StartItemA (ITEM_Shells);
1262 void spawnfunc_item_armor_small (void) {
1263 if(!self.armorvalue)
1264 self.armorvalue = g_pickup_armorsmall;
1265 if(!self.max_armorvalue)
1266 self.max_armorvalue = g_pickup_armorsmall_max;
1267 if(!self.pickup_anyway)
1268 self.pickup_anyway = g_pickup_armorsmall_anyway;
1269 StartItemA (ITEM_ArmorSmall);
1272 void spawnfunc_item_armor_medium (void) {
1273 if(!self.armorvalue)
1274 self.armorvalue = g_pickup_armormedium;
1275 if(!self.max_armorvalue)
1276 self.max_armorvalue = g_pickup_armormedium_max;
1277 if(!self.pickup_anyway)
1278 self.pickup_anyway = g_pickup_armormedium_anyway;
1279 StartItemA (ITEM_ArmorMedium);
1282 void spawnfunc_item_armor_big (void) {
1283 if(!self.armorvalue)
1284 self.armorvalue = g_pickup_armorbig;
1285 if(!self.max_armorvalue)
1286 self.max_armorvalue = g_pickup_armorbig_max;
1287 if(!self.pickup_anyway)
1288 self.pickup_anyway = g_pickup_armorbig_anyway;
1289 StartItemA (ITEM_ArmorLarge);
1292 void spawnfunc_item_armor_large (void) {
1293 if(!self.armorvalue)
1294 self.armorvalue = g_pickup_armorlarge;
1295 if(!self.max_armorvalue)
1296 self.max_armorvalue = g_pickup_armorlarge_max;
1297 if(!self.pickup_anyway)
1298 self.pickup_anyway = g_pickup_armorlarge_anyway;
1299 StartItemA (ITEM_ArmorMega);
1302 void spawnfunc_item_health_small (void) {
1303 if(!self.max_health)
1304 self.max_health = g_pickup_healthsmall_max;
1306 self.health = g_pickup_healthsmall;
1307 if(!self.pickup_anyway)
1308 self.pickup_anyway = g_pickup_healthsmall_anyway;
1309 StartItemA (ITEM_HealthSmall);
1312 void spawnfunc_item_health_medium (void) {
1313 if(!self.max_health)
1314 self.max_health = g_pickup_healthmedium_max;
1316 self.health = g_pickup_healthmedium;
1317 if(!self.pickup_anyway)
1318 self.pickup_anyway = g_pickup_healthmedium_anyway;
1319 StartItemA (ITEM_HealthMedium);
1322 void spawnfunc_item_health_large (void) {
1323 if(!self.max_health)
1324 self.max_health = g_pickup_healthlarge_max;
1326 self.health = g_pickup_healthlarge;
1327 if(!self.pickup_anyway)
1328 self.pickup_anyway = g_pickup_healthlarge_anyway;
1329 StartItemA (ITEM_HealthLarge);
1332 void spawnfunc_item_health_mega (void) {
1333 if(!self.max_health)
1334 self.max_health = g_pickup_healthmega_max;
1336 self.health = g_pickup_healthmega;
1337 if(!self.pickup_anyway)
1338 self.pickup_anyway = g_pickup_healthmega_anyway;
1339 StartItemA (ITEM_HealthMega);
1342 // support old misnamed entities
1343 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1344 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1345 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1346 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1347 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1349 void spawnfunc_item_strength (void) {
1350 precache_sound("weapons/strength_fire.wav");
1351 if(!self.strength_finished)
1352 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1353 StartItemA (ITEM_Strength);
1356 void spawnfunc_item_invincible (void) {
1357 if(!self.invincible_finished)
1358 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1359 StartItemA (ITEM_Shield);
1363 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1365 void target_items_use (void)
1367 if(activator.classname == "droppedweapon")
1374 if (!IS_PLAYER(activator))
1376 if(activator.deadflag != DEAD_NO)
1381 for(e = world; (e = find(e, classname, "droppedweapon")); )
1382 if(e.enemy == activator)
1385 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1386 centerprint(activator, self.message);
1389 void spawnfunc_target_items (void)
1395 self.use = target_items_use;
1396 if(!self.strength_finished)
1397 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1398 if(!self.invincible_finished)
1399 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1400 if(!self.superweapons_finished)
1401 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1403 precache_sound("misc/itempickup.wav");
1404 precache_sound("misc/megahealth.wav");
1405 precache_sound("misc/armor25.wav");
1406 precache_sound("misc/powerup.wav");
1407 precache_sound("misc/poweroff.wav");
1408 precache_sound(W_Sound("weaponpickup"));
1410 n = tokenize_console(self.netname);
1411 if(argv(0) == "give")
1413 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1417 for(i = 0; i < n; ++i)
1419 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1420 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1421 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1422 else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
1423 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1424 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1425 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1426 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1429 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1431 e = get_weaponinfo(j);
1432 s = W_UndeprecateName(argv(i));
1435 self.weapons |= WepSet_FromWeapon(j);
1436 if(self.spawnflags == 0 || self.spawnflags == 2)
1437 WEP_ACTION(e.weapon, WR_INIT);
1442 print("target_items: invalid item ", argv(i), "\n");
1446 string itemprefix, valueprefix;
1447 if(self.spawnflags == 0)
1452 else if(self.spawnflags == 1)
1454 itemprefix = "max ";
1455 valueprefix = "max ";
1457 else if(self.spawnflags == 2)
1459 itemprefix = "min ";
1460 valueprefix = "min ";
1462 else if(self.spawnflags == 4)
1464 itemprefix = "minus ";
1465 valueprefix = "max ";
1469 error("invalid spawnflags");
1470 itemprefix = valueprefix = string_null;
1474 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1475 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1476 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1477 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1478 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1479 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1480 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1481 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1482 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1483 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1484 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1485 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1486 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1487 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1488 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1489 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1491 e = get_weaponinfo(j);
1493 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1496 self.netname = strzone(self.netname);
1497 //print(self.netname, "\n");
1499 n = tokenize_console(self.netname);
1500 for(i = 0; i < n; ++i)
1502 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1504 e = get_weaponinfo(j);
1505 if(argv(i) == e.netname)
1507 WEP_ACTION(e.weapon, WR_INIT);
1514 void spawnfunc_item_fuel(void)
1517 self.ammo_fuel = g_pickup_fuel;
1518 if(!self.pickup_anyway)
1519 self.pickup_anyway = g_pickup_ammo_anyway;
1520 StartItemA (ITEM_JetpackFuel);
1523 void spawnfunc_item_fuel_regen(void)
1525 if(start_items & ITEM_JetpackRegen.m_itemid)
1527 spawnfunc_item_fuel();
1530 StartItemA (ITEM_JetpackRegen);
1533 void spawnfunc_item_jetpack(void)
1536 self.ammo_fuel = g_pickup_fuel_jetpack;
1537 if(start_items & ITEM_Jetpack.m_itemid)
1539 spawnfunc_item_fuel();
1542 StartItemA (ITEM_Jetpack);
1545 float GiveWeapon(entity e, float wpn, float op, float val)
1548 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1553 e.weapons |= WepSet_FromWeapon(wpn);
1555 e.weapons &= ~WepSet_FromWeapon(wpn);
1560 e.weapons |= WepSet_FromWeapon(wpn);
1564 e.weapons &= ~WepSet_FromWeapon(wpn);
1568 e.weapons &= ~WepSet_FromWeapon(wpn);
1571 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1575 float GiveBit(entity e, .float fld, float bit, float op, float val)
1578 v0 = (e.(fld) & bit);
1601 v1 = (e.(fld) & bit);
1605 float GiveValue(entity e, .float fld, float op, float val)
1615 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1618 e.(fld) = min(e.(fld), val);
1631 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1638 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1640 else if(v0 >= v0 + t)
1643 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1647 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1650 e.(rotfield) = max(e.(rotfield), time + rottime);
1652 e.(regenfield) = max(e.(regenfield), time + regentime);
1654 float GiveItems(entity e, float beginarg, float endarg)
1656 float got, i, j, val, op;
1657 float _switchweapon;
1666 _switchweapon = false;
1668 if (e.switchweapon == w_getbestweapon(e))
1669 _switchweapon = true;
1671 e.strength_finished = max(0, e.strength_finished - time);
1672 e.invincible_finished = max(0, e.invincible_finished - time);
1673 e.superweapons_finished = max(0, e.superweapons_finished - time);
1677 PREGIVE(e, strength_finished);
1678 PREGIVE(e, invincible_finished);
1679 PREGIVE(e, superweapons_finished);
1680 PREGIVE(e, ammo_nails);
1681 PREGIVE(e, ammo_cells);
1682 PREGIVE(e, ammo_plasma);
1683 PREGIVE(e, ammo_shells);
1684 PREGIVE(e, ammo_rockets);
1685 PREGIVE(e, ammo_fuel);
1686 PREGIVE(e, armorvalue);
1689 for(i = beginarg; i < endarg; ++i)
1693 if(cmd == "0" || stof(cmd))
1717 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1718 got += GiveValue(e, strength_finished, op, val);
1719 got += GiveValue(e, invincible_finished, op, val);
1720 got += GiveValue(e, superweapons_finished, op, val);
1721 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1723 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1724 got += GiveValue(e, health, op, val);
1725 got += GiveValue(e, armorvalue, op, val);
1727 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1729 wi = get_weaponinfo(j);
1731 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1732 got += GiveWeapon(e, j, op, val);
1735 got += GiveValue(e, ammo_cells, op, val);
1736 got += GiveValue(e, ammo_plasma, op, val);
1737 got += GiveValue(e, ammo_shells, op, val);
1738 got += GiveValue(e, ammo_nails, op, val);
1739 got += GiveValue(e, ammo_rockets, op, val);
1740 got += GiveValue(e, ammo_fuel, op, val);
1742 case "unlimited_ammo":
1743 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1745 case "unlimited_weapon_ammo":
1746 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1748 case "unlimited_superweapons":
1749 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1752 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1755 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1758 got += GiveValue(e, strength_finished, op, val);
1761 got += GiveValue(e, invincible_finished, op, val);
1763 case "superweapons":
1764 got += GiveValue(e, superweapons_finished, op, val);
1767 got += GiveValue(e, ammo_cells, op, val);
1770 got += GiveValue(e, ammo_plasma, op, val);
1773 got += GiveValue(e, ammo_shells, op, val);
1777 got += GiveValue(e, ammo_nails, op, val);
1780 got += GiveValue(e, ammo_rockets, op, val);
1783 got += GiveValue(e, health, op, val);
1786 got += GiveValue(e, armorvalue, op, val);
1789 got += GiveValue(e, ammo_fuel, op, val);
1792 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1794 wi = get_weaponinfo(j);
1795 if(cmd == wi.netname)
1797 got += GiveWeapon(e, j, op, val);
1802 print("give: invalid item ", cmd, "\n");
1809 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1810 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1811 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1812 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1813 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1815 wi = get_weaponinfo(j);
1818 POSTGIVE_WEAPON(e, j, W_Sound("weaponpickup"), string_null);
1819 if (!(save_weapons & WepSet_FromWeapon(j)))
1820 if(e.weapons & WepSet_FromWeapon(j))
1821 WEP_ACTION(wi.weapon, WR_INIT);
1824 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1825 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1826 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1827 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1828 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1829 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1830 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1831 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);
1832 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);
1833 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);
1835 if(e.superweapons_finished <= 0)
1836 if(self.weapons & WEPSET_SUPERWEAPONS)
1837 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1839 if(e.strength_finished <= 0)
1840 e.strength_finished = 0;
1842 e.strength_finished += time;
1843 if(e.invincible_finished <= 0)
1844 e.invincible_finished = 0;
1846 e.invincible_finished += time;
1847 if(e.superweapons_finished <= 0)
1848 e.superweapons_finished = 0;
1850 e.superweapons_finished += time;
1852 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1853 _switchweapon = true;
1855 W_SwitchWeapon_Force(e, w_getbestweapon(e));