7 #define ITS_AVAILABLE 8
10 #define ITS_POWERUP 64
11 #define ISF_COLORMAP 16
19 var float autocvar_cl_animate_items = 1;
20 var float autocvar_cl_ghost_items = 0.45;
21 var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
22 var float autocvar_cl_fullbright_items = 0;
23 var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
24 var float autocvar_cl_weapon_stay_alpha = 0.75;
25 var float autocvar_cl_simple_items = 0;
26 var string autocvr_cl_simpleitems_postfix = "_simple";
34 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
35 if(self.move_flags & FL_ONGROUND)
36 { // For some reason move_avelocity gets set to '0 0 0' here ...
37 self.oldorigin = self.origin;
40 if(autocvar_cl_animate_items)
41 { // ... so reset it if animations are requested.
42 if(self.ItemStatus & ITS_ANIMATE1)
43 self.move_avelocity = '0 180 0';
45 if(self.ItemStatus & ITS_ANIMATE2)
46 self.move_avelocity = '0 -90 0';
50 else if (autocvar_cl_animate_items)
52 if(self.ItemStatus & ITS_ANIMATE1)
54 self.angles += self.move_avelocity * frametime;
55 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
58 if(self.ItemStatus & ITS_ANIMATE2)
60 self.angles += self.move_avelocity * frametime;
61 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
70 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
72 if(self.move_flags & FL_ONGROUND)
77 void ItemRead(float _IsNew)
79 float sf = ReadByte();
83 self.origin_x = ReadCoord();
84 self.origin_y = ReadCoord();
85 self.origin_z = ReadCoord();
86 setorigin(self, self.origin);
87 self.oldorigin = self.origin;
92 self.angles_x = ReadCoord();
93 self.angles_y = ReadCoord();
94 self.angles_z = ReadCoord();
95 self.move_angles = self.angles;
98 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
100 self.ItemStatus = ReadByte();
102 if(self.ItemStatus & ITS_AVAILABLE)
105 self.colormod = self.glowmod = '1 1 1';
109 if (autocvar_cl_ghost_items_color)
111 self.alpha = autocvar_cl_ghost_items;
112 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
118 if(autocvar_cl_fullbright_items)
119 if(self.ItemStatus & ITS_ALLOWFB)
120 self.effects |= EF_FULLBRIGHT;
122 if(self.ItemStatus & ITS_STAYWEP)
124 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
125 self.alpha = autocvar_cl_weapon_stay_alpha;
129 if(self.ItemStatus & ITS_POWERUP)
131 if(self.ItemStatus & ITS_AVAILABLE)
132 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
134 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
140 self.drawmask = MASK_NORMAL;
141 self.movetype = MOVETYPE_NOCLIP;
142 self.draw = ItemDraw;
148 string _fn = ReadString();
150 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
152 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
153 self.draw = ItemDrawSimple;
157 if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
158 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
159 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
160 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
161 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
162 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
163 else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
164 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
167 self.draw = ItemDraw;
168 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
172 if(self.draw != ItemDrawSimple)
173 self.mdl = strzone(_fn);
177 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
179 precache_model(self.mdl);
180 setmodel(self, self.mdl);
183 if(sf & ISF_COLORMAP)
184 self.colormap = ReadShort();
189 self.move_angles = '0 0 0';
190 self.move_movetype = MOVETYPE_TOSS;
191 self.move_velocity_x = ReadCoord();
192 self.move_velocity_y = ReadCoord();
193 self.move_velocity_z = ReadCoord();
194 self.velocity = self.move_velocity;
195 self.move_origin = self.oldorigin;
199 self.move_time = time;
200 self.spawntime = time;
203 self.move_time = max(self.move_time, time);
206 if(autocvar_cl_animate_items)
208 if(self.ItemStatus & ITS_ANIMATE1)
209 self.move_avelocity = '0 180 0';
211 if(self.ItemStatus & ITS_ANIMATE2)
212 self.move_avelocity = '0 -90 0';
219 float autocvar_sv_simple_items;
220 float ItemSend(entity to, float sf)
227 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
228 WriteByte(MSG_ENTITY, sf);
230 //WriteByte(MSG_ENTITY, self.cnt);
231 if(sf & ISF_LOCATION)
233 WriteCoord(MSG_ENTITY, self.origin_x);
234 WriteCoord(MSG_ENTITY, self.origin_y);
235 WriteCoord(MSG_ENTITY, self.origin_z);
240 WriteCoord(MSG_ENTITY, self.angles_x);
241 WriteCoord(MSG_ENTITY, self.angles_y);
242 WriteCoord(MSG_ENTITY, self.angles_z);
246 WriteByte(MSG_ENTITY, self.ItemStatus);
252 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
254 WriteString(MSG_ENTITY, self.mdl);
258 if(sf & ISF_COLORMAP)
259 WriteShort(MSG_ENTITY, self.colormap);
263 WriteCoord(MSG_ENTITY, self.velocity_x);
264 WriteCoord(MSG_ENTITY, self.velocity_y);
265 WriteCoord(MSG_ENTITY, self.velocity_z);
271 void ItemUpdate(entity item)
273 item.SendFlags |= ISF_LOCATION;
276 float have_pickup_item(void)
278 if(self.flags & FL_POWERUP)
280 if(autocvar_g_powerups > 0)
282 if(autocvar_g_powerups == 0)
287 if(autocvar_g_pickup_items > 0)
289 if(autocvar_g_pickup_items == 0)
292 if(self.weapons || (self.items & IT_AMMO))
298 #define ITEM_RESPAWN_TICKS 10
300 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
301 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
302 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
303 // range: 10 .. respawntime + respawntimejitter
305 floatfield Item_CounterField(float it)
309 case IT_SHELLS: return ammo_shells;
310 case IT_NAILS: return ammo_nails;
311 case IT_ROCKETS: return ammo_rockets;
312 case IT_CELLS: return ammo_cells;
313 case IT_FUEL: return ammo_fuel;
314 case IT_5HP: return health;
315 case IT_25HP: return health;
316 case IT_HEALTH: return health;
317 case IT_ARMOR_SHARD: return armorvalue;
318 case IT_ARMOR: return armorvalue;
319 // add more things here (health, armor)
320 default: error("requested item has no counter field");
323 // should never happen
328 string Item_CounterFieldName(float it)
332 case IT_SHELLS: return "shells";
333 case IT_NAILS: return "nails";
334 case IT_ROCKETS: return "rockets";
335 case IT_CELLS: return "cells";
336 case IT_FUEL: return "fuel";
338 // add more things here (health, armor)
339 default: error("requested item has no counter field name");
342 // should never happen
347 .float max_armorvalue;
348 .float pickup_anyway;
350 float Item_Customize()
352 if(self.spawnshieldtime)
354 if(self.weapons & ~other.weapons)
356 self.colormod = '0 0 0';
357 self.glowmod = self.colormod;
358 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
365 self.colormod = stov(autocvar_g_ghost_items_color);
366 self.glowmod = self.colormod;
367 self.alpha = g_ghost_items;
376 void Item_Show (entity e, float mode)
378 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
379 e.ItemStatus &= ~ITS_STAYWEP;
382 // make the item look normal, and be touchable
384 e.solid = SOLID_TRIGGER;
385 e.spawnshieldtime = 1;
386 e.ItemStatus |= ITS_AVAILABLE;
390 // hide the item completely
391 e.model = string_null;
393 e.spawnshieldtime = 1;
394 e.ItemStatus &= ~ITS_AVAILABLE;
396 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
398 // make the item translucent and not touchable
400 e.solid = SOLID_TRIGGER; // can STILL be picked up!
401 e.effects |= EF_STARDUST;
402 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
403 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
407 //setmodel(e, "null");
409 e.colormod = '0 0 0';
410 e.glowmod = e.colormod;
411 e.spawnshieldtime = 1;
412 e.ItemStatus &= ~ITS_AVAILABLE;
415 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
416 e.ItemStatus |= ITS_POWERUP;
418 if (autocvar_g_nodepthtestitems)
419 e.effects |= EF_NODEPTHTEST;
422 if (autocvar_g_fullbrightitems)
423 e.ItemStatus |= ITS_ALLOWFB;
425 if (autocvar_sv_simple_items)
426 e.ItemStatus |= ITS_ALLOWSI;
428 // relink entity (because solid may have changed)
429 setorigin(e, e.origin);
430 e.SendFlags |= ISF_STATUS;
433 void Item_Respawn (void)
437 if(self.items == IT_STRENGTH)
438 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
439 else if(self.items == IT_INVINCIBLE)
440 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
442 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
443 setorigin (self, self.origin);
445 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
446 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
449 void Item_RespawnCountdown (void)
451 if(self.count >= ITEM_RESPAWN_TICKS)
453 if(self.waypointsprite_attached)
454 WaypointSprite_Kill(self.waypointsprite_attached);
459 self.nextthink = time + 1;
464 vector rgb = '1 0 1';
468 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
469 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
470 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
471 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
475 MUTATOR_CALLHOOK(Item_RespawnCountdown);
478 if(self.flags & FL_WEAPON)
480 entity wi = get_weaponinfo(self.weapon);
489 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
490 if(self.waypointsprite_attached)
491 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
495 print("Unknown powerup-marked item is wanting to respawn\n");
496 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
499 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
500 if(self.waypointsprite_attached)
502 WaypointSprite_Ping(self.waypointsprite_attached);
503 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
508 void Item_ScheduleRespawnIn(entity e, float t)
510 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
512 e.think = Item_RespawnCountdown;
513 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
518 e.think = Item_Respawn;
519 e.nextthink = time + t;
523 void Item_ScheduleRespawn(entity e)
525 if(e.respawntime > 0)
528 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
530 else // if respawntime is -1, this item does not respawn
534 void Item_ScheduleInitialRespawn(entity e)
537 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
540 const float ITEM_MODE_NONE = 0;
541 const float ITEM_MODE_HEALTH = 1;
542 const float ITEM_MODE_ARMOR = 2;
543 const float ITEM_MODE_FUEL = 3;
544 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
549 if (item.spawnshieldtime)
551 if ((player.ammofield < ammomax) || item.pickup_anyway)
553 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
557 else if(g_weapon_stay == 2)
559 float mi = min(item.ammofield, ammomax);
560 if (player.ammofield < mi)
562 player.ammofield = mi;
573 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
575 case ITEM_MODE_HEALTH:
576 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
578 case ITEM_MODE_ARMOR:
579 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
587 float Item_GiveTo(entity item, entity player)
594 // if nothing happens to player, just return without taking the item
596 _switchweapon = FALSE;
597 // in case the player has autoswitch enabled do the following:
598 // if the player is using their best weapon before items are given, they
599 // probably want to switch to an even better weapon after items are given
600 if (player.autoswitch)
601 if (player.switchweapon == w_getbestweapon(player))
602 _switchweapon = TRUE;
604 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
605 _switchweapon = TRUE;
607 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
608 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
609 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
610 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
611 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
612 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
613 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
615 if (item.flags & FL_WEAPON)
619 it &= ~player.weapons;
621 if (it || (item.spawnshieldtime && item.pickup_anyway))
624 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
625 if(it & WepSet_FromWeapon(i))
626 W_GiveWeapon(player, i);
630 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
634 sprint (player, strcat("You got the ^2", item.netname, "\n"));
637 if (item.strength_finished)
640 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
642 if (item.invincible_finished)
645 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
647 if (item.superweapons_finished)
650 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
655 // always eat teamed entities
663 if (player.switchweapon != w_getbestweapon(player))
664 W_SwitchWeapon_Force(player, w_getbestweapon(player));
669 void Item_Touch (void)
673 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
674 if(self.classname == "droppedweapon")
676 if (ITEM_TOUCH_NEEDKILL())
683 if (!IS_PLAYER(other))
687 if (self.solid != SOLID_TRIGGER)
689 if (self.owner == other)
691 if (time < self.item_spawnshieldtime)
694 switch(MUTATOR_CALLHOOK(ItemTouch))
696 case MUT_ITEMTOUCH_RETURN: { return; }
697 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
700 if (self.classname == "droppedweapon")
702 self.strength_finished = max(0, self.strength_finished - time);
703 self.invincible_finished = max(0, self.invincible_finished - time);
704 self.superweapons_finished = max(0, self.superweapons_finished - time);
707 if(!Item_GiveTo(self, other))
709 if (self.classname == "droppedweapon")
711 // undo what we did above
712 self.strength_finished += time;
713 self.invincible_finished += time;
714 self.superweapons_finished += time;
721 other.last_pickup = time;
723 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
724 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
726 if (self.classname == "droppedweapon")
728 else if (!self.spawnshieldtime)
734 RandomSelection_Init();
735 for(head = world; (head = findfloat(head, team, self.team)); )
737 if(head.flags & FL_ITEM)
740 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
743 e = RandomSelection_chosen_ent;
748 Item_ScheduleRespawn(e);
754 Item_Show(self, !self.state);
755 setorigin (self, self.origin);
757 if(self.classname != "droppedweapon")
759 self.think = func_null;
762 if(self.waypointsprite_attached)
763 WaypointSprite_Kill(self.waypointsprite_attached);
765 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
766 Item_ScheduleInitialRespawn(self);
774 if(self.effects & EF_NODRAW)
776 // marker for item team search
777 dprint("Initializing item team ", ftos(self.team), "\n");
778 RandomSelection_Init();
779 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
780 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
781 e = RandomSelection_chosen_ent;
785 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
789 // make it a non-spawned item
791 head.state = 1; // state 1 = initially hidden item
793 head.effects &= ~EF_NODRAW;
800 // Savage: used for item garbage-collection
801 // TODO: perhaps nice special effect?
802 void RemoveItem(void)
807 // pickup evaluation functions
808 // these functions decide how desirable an item is to the bots
810 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
812 float weapon_pickupevalfunc(entity player, entity item)
814 float c, j, position;
816 // See if I have it already
817 if(item.weapons & ~player.weapons)
819 // If I can pick it up
820 if(!item.spawnshieldtime)
822 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
824 // Skilled bots will grab more
825 c = bound(0, skill / 10, 1) * 0.5;
833 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
834 if( bot_custom_weapon && c )
836 // Find the highest position on any range
838 for(j = 0; j < WEP_LAST ; ++j){
840 bot_weapons_far[j] == item.weapon ||
841 bot_weapons_mid[j] == item.weapon ||
842 bot_weapons_close[j] == item.weapon
853 position = WEP_LAST - position;
854 // item.bot_pickupbasevalue is overwritten here
855 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
859 return item.bot_pickupbasevalue * c;
862 float commodity_pickupevalfunc(entity player, entity item)
865 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
869 // Detect needed ammo
870 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
872 wi = get_weaponinfo(i);
874 if (!(player.weapons & WepSet_FromWeapon(i)))
877 if(wi.items & IT_SHELLS)
879 else if(wi.items & IT_NAILS)
881 else if(wi.items & IT_ROCKETS)
883 else if(wi.items & IT_CELLS)
885 else if(wi.items & IT_FUEL)
889 // TODO: figure out if the player even has the weapon this ammo is for?
890 // may not affect strategy much though...
891 // find out how much more ammo/armor/health the player can hold
893 if (item.ammo_shells)
894 if (player.ammo_shells < g_pickup_shells_max)
895 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
898 if (player.ammo_nails < g_pickup_nails_max)
899 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
901 if (item.ammo_rockets)
902 if (player.ammo_rockets < g_pickup_rockets_max)
903 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
906 if (player.ammo_cells < g_pickup_cells_max)
907 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
910 if (player.ammo_fuel < g_pickup_fuel_max)
911 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
913 if (player.armorvalue < item.max_armorvalue)
914 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
916 if (player.health < item.max_health)
917 c = c + max(0, 1 - player.health / item.max_health);
919 return item.bot_pickupbasevalue * c;
922 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
924 if(ITEM_DAMAGE_NEEDKILL(deathtype))
929 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)
931 startitem_failed = FALSE;
934 self.model = itemmodel;
938 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
942 if(self.item_pickupsound == "")
943 self.item_pickupsound = pickupsound;
945 if(!self.respawntime) // both need to be set
947 self.respawntime = defaultrespawntime;
948 self.respawntimejitter = defaultrespawntimejitter;
952 self.weapon = weaponid;
955 self.weapons = WepSet_FromWeapon(weaponid);
957 self.flags = FL_ITEM | itemflags;
959 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
961 startitem_failed = TRUE;
966 // is it a dropped weapon?
967 if (self.classname == "droppedweapon")
969 self.reset = SUB_Remove;
970 // it's a dropped weapon
971 self.movetype = MOVETYPE_TOSS;
973 // Savage: remove thrown items after a certain period of time ("garbage collection")
974 self.think = RemoveItem;
975 self.nextthink = time + 20;
977 self.takedamage = DAMAGE_YES;
978 self.event_damage = Item_Damage;
980 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
983 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
984 if(self.ammo_nails == 0)
985 if(self.ammo_cells == 0)
986 if(self.ammo_rockets == 0)
987 if(self.ammo_shells == 0)
988 if(self.ammo_fuel == 0)
990 if(self.armorvalue == 0)
993 // if item is worthless after a timer, have it expire then
994 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
997 // don't drop if in a NODROP zone (such as lava)
998 traceline(self.origin, self.origin, MOVE_NORMAL, self);
999 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1001 startitem_failed = TRUE;
1008 if(!have_pickup_item())
1010 startitem_failed = TRUE;
1015 if(self.angles != '0 0 0')
1016 self.SendFlags |= ISF_ANGLES;
1018 self.reset = Item_Reset;
1019 // it's a level item
1020 if(self.spawnflags & 1)
1023 self.movetype = MOVETYPE_NONE;
1025 self.movetype = MOVETYPE_TOSS;
1026 // do item filtering according to game mode and other things
1029 // first nudge it off the floor a little bit to avoid math errors
1030 setorigin(self, self.origin + '0 0 1');
1031 // set item size before we spawn a spawnfunc_waypoint
1032 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1033 setsize (self, '-16 -16 0', '16 16 48');
1035 setsize (self, '-16 -16 0', '16 16 32');
1036 // note droptofloor returns FALSE if stuck/or would fall too far
1038 waypoint_spawnforitem(self);
1042 * can't do it that way, as it would break maps
1043 * TODO make a target_give like entity another way, that perhaps has
1044 * the weapon name in a key
1047 // target_give not yet supported; maybe later
1048 print("removed targeted ", self.classname, "\n");
1049 startitem_failed = TRUE;
1055 if(autocvar_spawn_debug >= 2)
1058 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1060 // why not flags & fl_item?
1061 if(otheritem.is_item)
1063 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1064 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1065 error("Mapper sucks.");
1068 self.is_item = TRUE;
1071 weaponsInMap |= WepSet_FromWeapon(weaponid);
1073 precache_model (self.model);
1074 precache_sound (self.item_pickupsound);
1076 precache_sound ("misc/itemrespawncountdown.wav");
1077 if(itemid == IT_STRENGTH)
1078 precache_sound ("misc/strength_respawn.wav");
1079 else if(itemid == IT_INVINCIBLE)
1080 precache_sound ("misc/shield_respawn.wav");
1082 precache_sound ("misc/itemrespawn.wav");
1084 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1085 self.target = "###item###"; // for finding the nearest item using find()
1088 self.bot_pickup = TRUE;
1089 self.bot_pickupevalfunc = pickupevalfunc;
1090 self.bot_pickupbasevalue = pickupbasevalue;
1091 self.mdl = self.model;
1092 self.netname = itemname;
1093 self.touch = Item_Touch;
1094 setmodel(self, "null"); // precision set below
1095 //self.effects |= EF_LOWPRECISION;
1097 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1099 self.pos1 = '-16 -16 0';
1100 self.pos2 = '16 16 48';
1104 self.pos1 = '-16 -16 0';
1105 self.pos2 = '16 16 32';
1107 setsize (self, self.pos1, self.pos2);
1109 if(itemflags & FL_POWERUP)
1110 self.ItemStatus |= ITS_ANIMATE1;
1112 if(self.armorvalue || self.health)
1113 self.ItemStatus |= ITS_ANIMATE2;
1115 if(itemflags & FL_WEAPON)
1117 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1118 self.colormap = 1024; // color shirt=0 pants=0 grey
1122 self.ItemStatus |= ITS_ANIMATE1;
1123 self.ItemStatus |= ISF_COLORMAP;
1127 if(self.team) // broken, no idea why.
1130 self.cnt = 1; // item probability weight
1132 self.effects |= EF_NODRAW; // marker for item team search
1133 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1138 Net_LinkEntity(self, FALSE, 0, ItemSend);
1140 // call this hook after everything else has been done
1141 if(MUTATOR_CALLHOOK(Item_Spawn))
1143 startitem_failed = TRUE;
1149 float weaponswapping;
1152 void weapon_defaultspawnfunc(float wpn)
1156 var .float ammofield;
1162 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1164 e = get_weaponinfo(wpn);
1166 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1168 objerror("Attempted to spawn a mutator-blocked weapon rejected");
1169 startitem_failed = TRUE;
1173 s = W_Apply_Weaponreplace(e.netname);
1176 MUTATOR_CALLHOOK(SetWeaponreplace);
1181 startitem_failed = TRUE;
1184 t = tokenize_console(s);
1187 self.team = --internalteam;
1189 for(i = 1; i < t; ++i)
1192 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1194 e = get_weaponinfo(j);
1198 copyentity(oldself, self);
1199 self.classname = "replacedweapon";
1200 weapon_defaultspawnfunc(j);
1206 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1211 if(t >= 1) // always the case!
1215 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1217 e = get_weaponinfo(j);
1226 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1232 startitem_failed = TRUE;
1237 e = get_weaponinfo(wpn);
1239 if(!self.respawntime)
1241 if(e.weapons & WEPSET_SUPERWEAPONS)
1243 self.respawntime = g_pickup_respawntime_superweapon;
1244 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1248 self.respawntime = g_pickup_respawntime_weapon;
1249 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1253 if(e.weapons & WEPSET_SUPERWEAPONS)
1254 if(!self.superweapons_finished)
1255 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1259 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1263 ammofield = Item_CounterField(j);
1265 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1271 if(g_pickup_weapons_anyway)
1272 self.pickup_anyway = TRUE;
1276 // no weapon-stay on superweapons
1277 if(e.weapons & WEPSET_SUPERWEAPONS)
1278 f |= FL_NO_WEAPON_STAY;
1280 // weapon stay isn't supported for teamed weapons
1282 f |= FL_NO_WEAPON_STAY;
1284 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1285 if (self.modelindex) // don't precache if self was removed
1286 weapon_action(e.weapon, WR_PRECACHE);
1289 void spawnfunc_weapon_shotgun (void);
1290 void spawnfunc_weapon_uzi (void) {
1291 if(autocvar_sv_q3acompat_machineshotgunswap)
1292 if(self.classname != "droppedweapon")
1294 weapon_defaultspawnfunc(WEP_SHOTGUN);
1297 weapon_defaultspawnfunc(WEP_UZI);
1300 void spawnfunc_weapon_shotgun (void) {
1301 if(autocvar_sv_q3acompat_machineshotgunswap)
1302 if(self.classname != "droppedweapon")
1304 weapon_defaultspawnfunc(WEP_UZI);
1307 weapon_defaultspawnfunc(WEP_SHOTGUN);
1310 void spawnfunc_weapon_nex (void)
1312 weapon_defaultspawnfunc(WEP_NEX);
1315 void spawnfunc_weapon_minstanex (void)
1317 weapon_defaultspawnfunc(WEP_MINSTANEX);
1320 void spawnfunc_weapon_rocketlauncher (void)
1322 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1325 void spawnfunc_item_rockets (void) {
1326 if(!self.ammo_rockets)
1327 self.ammo_rockets = g_pickup_rockets;
1328 if(!self.pickup_anyway)
1329 self.pickup_anyway = g_pickup_ammo_anyway;
1330 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);
1333 void spawnfunc_item_shells (void);
1334 void spawnfunc_item_bullets (void) {
1336 if(autocvar_sv_q3acompat_machineshotgunswap)
1337 if(self.classname != "droppedweapon")
1339 weaponswapping = TRUE;
1340 spawnfunc_item_shells();
1341 weaponswapping = FALSE;
1345 if(!self.ammo_nails)
1346 self.ammo_nails = g_pickup_nails;
1347 if(!self.pickup_anyway)
1348 self.pickup_anyway = g_pickup_ammo_anyway;
1349 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);
1352 void spawnfunc_item_cells (void) {
1353 if(!self.ammo_cells)
1354 self.ammo_cells = g_pickup_cells;
1355 if(!self.pickup_anyway)
1356 self.pickup_anyway = g_pickup_ammo_anyway;
1357 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);
1360 void spawnfunc_item_shells (void) {
1362 if(autocvar_sv_q3acompat_machineshotgunswap)
1363 if(self.classname != "droppedweapon")
1365 weaponswapping = TRUE;
1366 spawnfunc_item_bullets();
1367 weaponswapping = FALSE;
1371 if(!self.ammo_shells)
1372 self.ammo_shells = g_pickup_shells;
1373 if(!self.pickup_anyway)
1374 self.pickup_anyway = g_pickup_ammo_anyway;
1375 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);
1378 void spawnfunc_item_armor_small (void) {
1379 if(!self.armorvalue)
1380 self.armorvalue = g_pickup_armorsmall;
1381 if(!self.max_armorvalue)
1382 self.max_armorvalue = g_pickup_armorsmall_max;
1383 if(!self.pickup_anyway)
1384 self.pickup_anyway = g_pickup_armorsmall_anyway;
1385 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);
1388 void spawnfunc_item_armor_medium (void) {
1389 if(!self.armorvalue)
1390 self.armorvalue = g_pickup_armormedium;
1391 if(!self.max_armorvalue)
1392 self.max_armorvalue = g_pickup_armormedium_max;
1393 if(!self.pickup_anyway)
1394 self.pickup_anyway = g_pickup_armormedium_anyway;
1395 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);
1398 void spawnfunc_item_armor_big (void) {
1399 if(!self.armorvalue)
1400 self.armorvalue = g_pickup_armorbig;
1401 if(!self.max_armorvalue)
1402 self.max_armorvalue = g_pickup_armorbig_max;
1403 if(!self.pickup_anyway)
1404 self.pickup_anyway = g_pickup_armorbig_anyway;
1405 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);
1408 void spawnfunc_item_armor_large (void) {
1409 if(!self.armorvalue)
1410 self.armorvalue = g_pickup_armorlarge;
1411 if(!self.max_armorvalue)
1412 self.max_armorvalue = g_pickup_armorlarge_max;
1413 if(!self.pickup_anyway)
1414 self.pickup_anyway = g_pickup_armorlarge_anyway;
1415 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);
1418 void spawnfunc_item_health_small (void) {
1419 if(!self.max_health)
1420 self.max_health = g_pickup_healthsmall_max;
1422 self.health = g_pickup_healthsmall;
1423 if(!self.pickup_anyway)
1424 self.pickup_anyway = g_pickup_healthsmall_anyway;
1425 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);
1428 void spawnfunc_item_health_medium (void) {
1429 if(!self.max_health)
1430 self.max_health = g_pickup_healthmedium_max;
1432 self.health = g_pickup_healthmedium;
1433 if(!self.pickup_anyway)
1434 self.pickup_anyway = g_pickup_healthmedium_anyway;
1435 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);
1438 void spawnfunc_item_health_large (void) {
1439 if(!self.max_health)
1440 self.max_health = g_pickup_healthlarge_max;
1442 self.health = g_pickup_healthlarge;
1443 if(!self.pickup_anyway)
1444 self.pickup_anyway = g_pickup_healthlarge_anyway;
1445 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);
1448 void spawnfunc_item_health_mega (void) {
1449 if(!self.max_health)
1450 self.max_health = g_pickup_healthmega_max;
1452 self.health = g_pickup_healthmega;
1453 if(!self.pickup_anyway)
1454 self.pickup_anyway = g_pickup_healthmega_anyway;
1455 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);
1458 // support old misnamed entities
1459 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1460 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1461 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1462 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1463 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1465 void spawnfunc_item_strength (void) {
1466 precache_sound("weapons/strength_fire.wav");
1467 if(!self.strength_finished)
1468 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1469 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);
1472 void spawnfunc_item_invincible (void) {
1473 if(!self.invincible_finished)
1474 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1475 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);
1479 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1481 float GiveItems(entity e, float beginarg, float endarg);
1482 void target_items_use (void)
1484 if(activator.classname == "droppedweapon")
1491 if (!IS_PLAYER(activator))
1493 if(activator.deadflag != DEAD_NO)
1498 for(e = world; (e = find(e, classname, "droppedweapon")); )
1499 if(e.enemy == activator)
1502 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1503 centerprint(activator, self.message);
1506 void spawnfunc_target_items (void)
1511 self.use = target_items_use;
1512 if(!self.strength_finished)
1513 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1514 if(!self.invincible_finished)
1515 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1516 if(!self.superweapons_finished)
1517 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1519 precache_sound("misc/itempickup.wav");
1520 precache_sound("misc/megahealth.wav");
1521 precache_sound("misc/armor25.wav");
1522 precache_sound("misc/powerup.wav");
1523 precache_sound("misc/poweroff.wav");
1524 precache_sound("weapons/weaponpickup.wav");
1526 n = tokenize_console(self.netname);
1527 if(argv(0) == "give")
1529 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1533 for(i = 0; i < n; ++i)
1535 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1536 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1537 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1538 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1539 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1540 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1541 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1542 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1545 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1547 e = get_weaponinfo(j);
1548 if(argv(i) == e.netname)
1550 self.weapons |= WepSet_FromWeapon(j);
1551 if(self.spawnflags == 0 || self.spawnflags == 2)
1552 weapon_action(e.weapon, WR_PRECACHE);
1557 print("target_items: invalid item ", argv(i), "\n");
1561 string itemprefix, valueprefix;
1562 if(self.spawnflags == 0)
1567 else if(self.spawnflags == 1)
1569 itemprefix = "max ";
1570 valueprefix = "max ";
1572 else if(self.spawnflags == 2)
1574 itemprefix = "min ";
1575 valueprefix = "min ";
1577 else if(self.spawnflags == 4)
1579 itemprefix = "minus ";
1580 valueprefix = "max ";
1584 error("invalid spawnflags");
1586 itemprefix = string_null;
1587 valueprefix = string_null;
1592 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1593 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1594 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1595 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1596 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1597 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1598 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1599 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1600 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1601 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1602 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1603 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1604 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1605 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1606 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1608 e = get_weaponinfo(j);
1610 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1613 self.netname = strzone(self.netname);
1614 //print(self.netname, "\n");
1616 n = tokenize_console(self.netname);
1617 for(i = 0; i < n; ++i)
1619 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1621 e = get_weaponinfo(j);
1622 if(argv(i) == e.netname)
1624 weapon_action(e.weapon, WR_PRECACHE);
1631 void spawnfunc_item_fuel(void)
1634 self.ammo_fuel = g_pickup_fuel;
1635 if(!self.pickup_anyway)
1636 self.pickup_anyway = g_pickup_ammo_anyway;
1637 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);
1640 void spawnfunc_item_fuel_regen(void)
1642 if(start_items & IT_FUEL_REGEN)
1644 spawnfunc_item_fuel();
1647 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);
1650 void spawnfunc_item_jetpack(void)
1652 if(g_grappling_hook)
1653 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1655 self.ammo_fuel = g_pickup_fuel_jetpack;
1656 if(start_items & IT_JETPACK)
1658 spawnfunc_item_fuel();
1661 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);
1671 float GiveWeapon(entity e, float wpn, float op, float val)
1674 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1679 e.weapons |= WepSet_FromWeapon(wpn);
1681 e.weapons &= ~WepSet_FromWeapon(wpn);
1686 e.weapons |= WepSet_FromWeapon(wpn);
1690 e.weapons &= ~WepSet_FromWeapon(wpn);
1694 e.weapons &= ~WepSet_FromWeapon(wpn);
1697 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1701 float GiveBit(entity e, .float fld, float bit, float op, float val)
1731 float GiveValue(entity e, .float fld, float op, float val)
1741 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1744 e.fld = min(e.fld, val);
1757 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1764 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1766 else if(v0 >= v0 + t)
1769 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1773 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1776 e.rotfield = max(e.rotfield, time + rottime);
1778 e.regenfield = max(e.regenfield, time + regentime);
1781 #define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
1782 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1783 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
1784 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1785 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1786 #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)
1788 float GiveItems(entity e, float beginarg, float endarg)
1790 float got, i, j, val, op;
1791 float _switchweapon;
1800 _switchweapon = FALSE;
1802 if (e.switchweapon == w_getbestweapon(e))
1803 _switchweapon = TRUE;
1805 e.strength_finished = max(0, e.strength_finished - time);
1806 e.invincible_finished = max(0, e.invincible_finished - time);
1807 e.superweapons_finished = max(0, e.superweapons_finished - time);
1811 PREGIVE(e, strength_finished);
1812 PREGIVE(e, invincible_finished);
1813 PREGIVE(e, superweapons_finished);
1814 PREGIVE(e, ammo_nails);
1815 PREGIVE(e, ammo_cells);
1816 PREGIVE(e, ammo_shells);
1817 PREGIVE(e, ammo_rockets);
1818 PREGIVE(e, ammo_fuel);
1819 PREGIVE(e, armorvalue);
1822 for(i = beginarg; i < endarg; ++i)
1826 if(cmd == "0" || stof(cmd))
1850 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1851 got += GiveValue(e, strength_finished, op, val);
1852 got += GiveValue(e, invincible_finished, op, val);
1853 got += GiveValue(e, superweapons_finished, op, val);
1854 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1856 got += GiveBit(e, items, IT_JETPACK, op, val);
1857 got += GiveValue(e, health, op, val);
1858 got += GiveValue(e, armorvalue, op, val);
1860 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1862 wi = get_weaponinfo(j);
1864 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1865 got += GiveWeapon(e, j, op, val);
1868 got += GiveValue(e, ammo_cells, op, val);
1869 got += GiveValue(e, ammo_shells, op, val);
1870 got += GiveValue(e, ammo_nails, op, val);
1871 got += GiveValue(e, ammo_rockets, op, val);
1872 got += GiveValue(e, ammo_fuel, op, val);
1874 case "unlimited_ammo":
1875 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1877 case "unlimited_weapon_ammo":
1878 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1880 case "unlimited_superweapons":
1881 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1884 got += GiveBit(e, items, IT_JETPACK, op, val);
1887 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1890 got += GiveValue(e, strength_finished, op, val);
1893 got += GiveValue(e, invincible_finished, op, val);
1895 case "superweapons":
1896 got += GiveValue(e, superweapons_finished, op, val);
1899 got += GiveValue(e, ammo_cells, op, val);
1902 got += GiveValue(e, ammo_shells, op, val);
1906 got += GiveValue(e, ammo_nails, op, val);
1909 got += GiveValue(e, ammo_rockets, op, val);
1912 got += GiveValue(e, health, op, val);
1915 got += GiveValue(e, armorvalue, op, val);
1918 got += GiveValue(e, ammo_fuel, op, val);
1921 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1923 wi = get_weaponinfo(j);
1924 if(cmd == wi.netname)
1926 got += GiveWeapon(e, j, op, val);
1931 print("give: invalid item ", cmd, "\n");
1938 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1939 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1940 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1941 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1942 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1944 wi = get_weaponinfo(j);
1947 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1948 if (!(save_weapons & WepSet_FromWeapon(j)))
1949 if(e.weapons & WepSet_FromWeapon(j))
1950 weapon_action(wi.weapon, WR_PRECACHE);
1953 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1954 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1955 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1956 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1957 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1958 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1959 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);
1960 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);
1961 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);
1963 if(e.superweapons_finished <= 0)
1964 if(self.weapons & WEPSET_SUPERWEAPONS)
1965 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1967 if(e.strength_finished <= 0)
1968 e.strength_finished = 0;
1970 e.strength_finished += time;
1971 if(e.invincible_finished <= 0)
1972 e.invincible_finished = 0;
1974 e.invincible_finished += time;
1975 if(e.superweapons_finished <= 0)
1976 e.superweapons_finished = 0;
1978 e.superweapons_finished += time;
1980 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1981 _switchweapon = TRUE;
1983 W_SwitchWeapon_Force(e, w_getbestweapon(e));