3 #include "../common/items/all.qc"
9 #include "bot/waypoints.qh"
11 #include "mutators/mutators_include.qh"
13 #include "weapons/common.qh"
14 #include "weapons/selection.qh"
15 #include "weapons/weaponsystem.qh"
17 #include "../common/constants.qh"
18 #include "../common/deathtypes.qh"
19 #include "../common/notifications.qh"
20 #include "../common/triggers/subs.qh"
21 #include "../common/util.qh"
23 #include "../common/monsters/all.qh"
25 #include "../common/weapons/all.qh"
27 #include "../warpzonelib/util_server.qh"
35 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
36 if(self.move_flags & FL_ONGROUND)
37 { // For some reason move_avelocity gets set to '0 0 0' here ...
38 self.oldorigin = self.origin;
41 if(autocvar_cl_animate_items)
42 { // ... so reset it if animations are requested.
43 if(self.ItemStatus & ITS_ANIMATE1)
44 self.move_avelocity = '0 180 0';
46 if(self.ItemStatus & ITS_ANIMATE2)
47 self.move_avelocity = '0 -90 0';
51 else if (autocvar_cl_animate_items)
53 if(self.ItemStatus & ITS_ANIMATE1)
55 self.angles += self.move_avelocity * frametime;
56 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
59 if(self.ItemStatus & ITS_ANIMATE2)
61 self.angles += self.move_avelocity * frametime;
62 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
71 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
73 if(self.move_flags & FL_ONGROUND)
78 void ItemRead(float _IsNew)
84 self.origin_x = ReadCoord();
85 self.origin_y = ReadCoord();
86 self.origin_z = ReadCoord();
87 setorigin(self, self.origin);
88 self.oldorigin = self.origin;
93 self.angles_x = ReadCoord();
94 self.angles_y = ReadCoord();
95 self.angles_z = ReadCoord();
96 self.move_angles = self.angles;
101 self.mins_x = ReadCoord();
102 self.mins_y = ReadCoord();
103 self.mins_z = ReadCoord();
104 self.maxs_x = ReadCoord();
105 self.maxs_y = ReadCoord();
106 self.maxs_z = ReadCoord();
107 setsize(self, self.mins, self.maxs);
110 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
112 self.ItemStatus = ReadByte();
114 if(self.ItemStatus & ITS_AVAILABLE)
117 self.colormod = self.glowmod = '1 1 1';
121 if (autocvar_cl_ghost_items_color)
123 self.alpha = autocvar_cl_ghost_items;
124 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
130 if(autocvar_cl_fullbright_items)
131 if(self.ItemStatus & ITS_ALLOWFB)
132 self.effects |= EF_FULLBRIGHT;
134 if(self.ItemStatus & ITS_STAYWEP)
136 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
137 self.alpha = autocvar_cl_weapon_stay_alpha;
141 if(self.ItemStatus & ITS_POWERUP)
143 if(self.ItemStatus & ITS_AVAILABLE)
144 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
146 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
152 self.drawmask = MASK_NORMAL;
153 self.movetype = MOVETYPE_TOSS;
154 self.draw = ItemDraw;
160 string _fn = ReadString();
162 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
164 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
165 self.draw = ItemDrawSimple;
169 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
170 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
171 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
172 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
173 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
174 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
175 else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
176 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
179 self.draw = ItemDraw;
180 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
184 if(self.draw != ItemDrawSimple)
185 self.mdl = strzone(_fn);
189 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
191 precache_model(self.mdl);
192 setmodel(self, self.mdl);
195 if(sf & ISF_COLORMAP)
196 self.colormap = ReadShort();
201 //self.move_angles = '0 0 0';
202 self.move_movetype = MOVETYPE_TOSS;
203 self.move_velocity_x = ReadCoord();
204 self.move_velocity_y = ReadCoord();
205 self.move_velocity_z = ReadCoord();
206 self.velocity = self.move_velocity;
207 self.move_origin = self.oldorigin;
211 self.move_time = time;
212 self.spawntime = time;
215 self.move_time = max(self.move_time, time);
218 if(autocvar_cl_animate_items)
220 if(self.ItemStatus & ITS_ANIMATE1)
221 self.move_avelocity = '0 180 0';
223 if(self.ItemStatus & ITS_ANIMATE2)
224 self.move_avelocity = '0 -90 0';
231 bool ItemSend(entity to, int sf)
238 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
239 WriteByte(MSG_ENTITY, sf);
241 //WriteByte(MSG_ENTITY, self.cnt);
242 if(sf & ISF_LOCATION)
244 WriteCoord(MSG_ENTITY, self.origin.x);
245 WriteCoord(MSG_ENTITY, self.origin.y);
246 WriteCoord(MSG_ENTITY, self.origin.z);
251 WriteCoord(MSG_ENTITY, self.angles.x);
252 WriteCoord(MSG_ENTITY, self.angles.y);
253 WriteCoord(MSG_ENTITY, self.angles.z);
258 WriteCoord(MSG_ENTITY, self.mins.x);
259 WriteCoord(MSG_ENTITY, self.mins.y);
260 WriteCoord(MSG_ENTITY, self.mins.z);
261 WriteCoord(MSG_ENTITY, self.maxs.x);
262 WriteCoord(MSG_ENTITY, self.maxs.y);
263 WriteCoord(MSG_ENTITY, self.maxs.z);
267 WriteByte(MSG_ENTITY, self.ItemStatus);
273 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
275 WriteString(MSG_ENTITY, self.mdl);
279 if(sf & ISF_COLORMAP)
280 WriteShort(MSG_ENTITY, self.colormap);
284 WriteCoord(MSG_ENTITY, self.velocity.x);
285 WriteCoord(MSG_ENTITY, self.velocity.y);
286 WriteCoord(MSG_ENTITY, self.velocity.z);
292 void ItemUpdate(entity item)
294 item.SendFlags |= ISF_LOCATION;
297 float have_pickup_item(void)
299 if(self.flags & FL_POWERUP)
301 if(autocvar_g_powerups > 0)
303 if(autocvar_g_powerups == 0)
308 if(autocvar_g_pickup_items > 0)
310 if(autocvar_g_pickup_items == 0)
313 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
320 float Item_Customize()
322 if(self.spawnshieldtime)
324 if(self.weapons & ~other.weapons)
326 self.colormod = '0 0 0';
327 self.glowmod = self.colormod;
328 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
335 self.colormod = stov(autocvar_g_ghost_items_color);
336 self.glowmod = self.colormod;
337 self.alpha = g_ghost_items;
346 void Item_Show (entity e, float mode)
348 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
349 e.ItemStatus &= ~ITS_STAYWEP;
352 // make the item look normal, and be touchable
354 e.solid = SOLID_TRIGGER;
355 e.spawnshieldtime = 1;
356 e.ItemStatus |= ITS_AVAILABLE;
360 // hide the item completely
361 e.model = string_null;
363 e.spawnshieldtime = 1;
364 e.ItemStatus &= ~ITS_AVAILABLE;
366 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
368 // make the item translucent and not touchable
370 e.solid = SOLID_TRIGGER; // can STILL be picked up!
371 e.effects |= EF_STARDUST;
372 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
373 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
377 //setmodel(e, "null");
379 e.colormod = '0 0 0';
380 e.glowmod = e.colormod;
381 e.spawnshieldtime = 1;
382 e.ItemStatus &= ~ITS_AVAILABLE;
385 if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
386 e.ItemStatus |= ITS_POWERUP;
388 if (autocvar_g_nodepthtestitems)
389 e.effects |= EF_NODEPTHTEST;
392 if (autocvar_g_fullbrightitems)
393 e.ItemStatus |= ITS_ALLOWFB;
395 if (autocvar_sv_simple_items)
396 e.ItemStatus |= ITS_ALLOWSI;
398 // relink entity (because solid may have changed)
399 setorigin(e, e.origin);
400 e.SendFlags |= ISF_STATUS;
405 self.nextthink = time;
406 if(self.origin != self.oldorigin)
408 self.oldorigin = self.origin;
413 bool Item_ItemsTime_Allow(entity e);
414 float Item_ItemsTime_UpdateTime(entity e, float t);
415 void Item_ItemsTime_SetTime(entity e, float t);
416 void Item_ItemsTime_SetTimesForAllPlayers();
418 void Item_Respawn (void)
422 if(self.items == ITEM_Strength.m_itemid)
423 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
424 else if(self.items == ITEM_Shield.m_itemid)
425 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
427 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
428 setorigin (self, self.origin);
430 if (Item_ItemsTime_Allow(self))
432 float t = Item_ItemsTime_UpdateTime(self, 0);
433 Item_ItemsTime_SetTime(self, t);
434 Item_ItemsTime_SetTimesForAllPlayers();
437 self.think = Item_Think;
438 self.nextthink = time;
440 //Send_Effect("item_respawn", self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
441 Send_Effect("item_respawn", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
444 void Item_RespawnCountdown (void)
446 if(self.count >= ITEM_RESPAWN_TICKS)
448 if(self.waypointsprite_attached)
449 WaypointSprite_Kill(self.waypointsprite_attached);
454 self.nextthink = time + 1;
458 string name = string_null;
459 vector rgb = '1 0 1';
460 entity e = self.itemdef;
465 MUTATOR_CALLHOOK(Item_RespawnCountdown, name, rgb);
468 if(self.flags & FL_WEAPON)
470 entity wi = get_weaponinfo(self.weapon);
479 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
480 if(self.waypointsprite_attached)
482 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
483 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
484 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
489 print("Unknown powerup-marked item is wanting to respawn\n");
490 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
494 if(self.waypointsprite_attached)
498 self = self.waypointsprite_attached;
499 FOR_EACH_REALCLIENT(e)
500 if(self.waypointsprite_visible_for_player(e))
503 soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
507 WaypointSprite_Ping(self.waypointsprite_attached);
508 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
511 sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
515 void Item_RespawnThink()
517 self.nextthink = time;
518 if(self.origin != self.oldorigin)
520 self.oldorigin = self.origin;
524 if(time >= self.wait)
528 void Item_ScheduleRespawnIn(entity e, float t)
530 if (Item_ItemsTime_Allow(e))
532 e.think = Item_RespawnCountdown;
533 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
534 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
536 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
537 Item_ItemsTime_SetTime(e, t);
538 Item_ItemsTime_SetTimesForAllPlayers();
542 e.think = Item_RespawnThink;
544 e.scheduledrespawntime = time + t;
549 void Item_ScheduleRespawn(entity e)
551 if(e.respawntime > 0)
554 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
556 else // if respawntime is -1, this item does not respawn
560 void Item_ScheduleInitialRespawn(entity e)
563 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
566 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
568 if (!item.(ammotype))
571 if (item.spawnshieldtime)
573 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
575 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
579 else if(g_weapon_stay == 2)
581 float mi = min(item.(ammotype), ammomax);
582 if (player.(ammotype) < mi)
584 player.(ammotype) = mi;
595 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
597 case ITEM_MODE_HEALTH:
598 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
600 case ITEM_MODE_ARMOR:
601 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
609 float Item_GiveTo(entity item, entity player)
616 // if nothing happens to player, just return without taking the item
618 _switchweapon = false;
619 // in case the player has autoswitch enabled do the following:
620 // if the player is using their best weapon before items are given, they
621 // probably want to switch to an even better weapon after items are given
622 if (player.autoswitch)
623 if (player.switchweapon == w_getbestweapon(player))
624 _switchweapon = true;
626 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
627 _switchweapon = true;
629 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
630 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
631 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
632 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
633 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
634 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
635 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
636 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
638 if (item.flags & FL_WEAPON)
642 it &= ~player.weapons;
644 if (it || (item.spawnshieldtime && item.pickup_anyway))
647 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
648 if(it & WepSet_FromWeapon(i))
650 W_DropEvent(WR_PICKUP, player, i, item);
651 W_GiveWeapon(player, i);
656 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
660 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
663 if (item.strength_finished)
666 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
668 if (item.invincible_finished)
671 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
673 if (item.superweapons_finished)
676 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
681 // always eat teamed entities
689 if (player.switchweapon != w_getbestweapon(player))
690 W_SwitchWeapon_Force(player, w_getbestweapon(player));
695 void Item_Touch (void)
699 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
700 if(self.classname == "droppedweapon")
702 if (ITEM_TOUCH_NEEDKILL())
709 if (!IS_PLAYER(other))
715 if (self.solid != SOLID_TRIGGER)
717 if (self.owner == other)
719 if (time < self.item_spawnshieldtime)
722 switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
724 case MUT_ITEMTOUCH_RETURN: { return; }
725 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
728 if (self.classname == "droppedweapon")
730 self.strength_finished = max(0, self.strength_finished - time);
731 self.invincible_finished = max(0, self.invincible_finished - time);
732 self.superweapons_finished = max(0, self.superweapons_finished - time);
734 entity it = self.itemdef;
735 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
738 if (self.classname == "droppedweapon")
740 // undo what we did above
741 self.strength_finished += time;
742 self.invincible_finished += time;
743 self.superweapons_finished += time;
750 other.last_pickup = time;
752 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
753 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
755 if (self.classname == "droppedweapon")
757 else if (self.spawnshieldtime)
761 RandomSelection_Init();
762 for(head = world; (head = findfloat(head, team, self.team)); )
764 if(head.flags & FL_ITEM)
767 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
770 e = RandomSelection_chosen_ent;
775 Item_ScheduleRespawn(e);
781 Item_Show(self, !self.state);
782 setorigin (self, self.origin);
784 if(self.classname != "droppedweapon")
786 self.think = Item_Think;
787 self.nextthink = time;
789 if(self.waypointsprite_attached)
790 WaypointSprite_Kill(self.waypointsprite_attached);
792 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
793 Item_ScheduleInitialRespawn(self);
801 if(self.effects & EF_NODRAW)
803 // marker for item team search
804 dprint("Initializing item team ", ftos(self.team), "\n");
805 RandomSelection_Init();
806 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
807 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
808 e = RandomSelection_chosen_ent;
812 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
816 // make it a non-spawned item
818 head.state = 1; // state 1 = initially hidden item
820 head.effects &= ~EF_NODRAW;
827 // Savage: used for item garbage-collection
828 // TODO: perhaps nice special effect?
829 void RemoveItem(void)
831 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
835 // pickup evaluation functions
836 // these functions decide how desirable an item is to the bots
838 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
840 float weapon_pickupevalfunc(entity player, entity item)
844 // See if I have it already
845 if(item.weapons & ~player.weapons)
847 // If I can pick it up
848 if(!item.spawnshieldtime)
850 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
852 // Skilled bots will grab more
853 c = bound(0, skill / 10, 1) * 0.5;
861 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
862 if( bot_custom_weapon && c )
864 // Find the highest position on any range
866 for (int j = 0; j < WEP_LAST ; ++j){
868 bot_weapons_far[j] == item.weapon ||
869 bot_weapons_mid[j] == item.weapon ||
870 bot_weapons_close[j] == item.weapon
881 position = WEP_LAST - position;
882 // item.bot_pickupbasevalue is overwritten here
883 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
887 return item.bot_pickupbasevalue * c;
890 float commodity_pickupevalfunc(entity player, entity item)
893 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
897 // Detect needed ammo
898 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
900 wi = get_weaponinfo(i);
902 if (!(player.weapons & WepSet_FromWeapon(i)))
905 if(wi.items & ITEM_Shells.m_itemid)
907 else if(wi.items & ITEM_Bullets.m_itemid)
909 else if(wi.items & ITEM_Rockets.m_itemid)
911 else if(wi.items & ITEM_Cells.m_itemid)
913 else if(wi.items & ITEM_Plasma.m_itemid)
915 else if(wi.items & ITEM_JetpackFuel.m_itemid)
919 // TODO: figure out if the player even has the weapon this ammo is for?
920 // may not affect strategy much though...
921 // find out how much more ammo/armor/health the player can hold
923 if (item.ammo_shells)
924 if (player.ammo_shells < g_pickup_shells_max)
925 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
928 if (player.ammo_nails < g_pickup_nails_max)
929 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
931 if (item.ammo_rockets)
932 if (player.ammo_rockets < g_pickup_rockets_max)
933 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
936 if (player.ammo_cells < g_pickup_cells_max)
937 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
939 if (item.ammo_plasma)
940 if (player.ammo_plasma < g_pickup_plasma_max)
941 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
944 if (player.ammo_fuel < g_pickup_fuel_max)
945 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
947 if (player.armorvalue < item.max_armorvalue)
948 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
950 if (player.health < item.max_health)
951 c = c + max(0, 1 - player.health / item.max_health);
953 return item.bot_pickupbasevalue * c;
956 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
958 if(ITEM_DAMAGE_NEEDKILL(deathtype))
962 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)
964 startitem_failed = false;
967 self.model = itemmodel;
971 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
975 if(self.item_pickupsound == "")
976 self.item_pickupsound = pickupsound;
978 if(!self.respawntime) // both need to be set
980 self.respawntime = defaultrespawntime;
981 self.respawntimejitter = defaultrespawntimejitter;
985 self.weapon = weaponid;
988 self.weapons = WepSet_FromWeapon(weaponid);
990 self.flags = FL_ITEM | itemflags;
992 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
994 startitem_failed = true;
999 // is it a dropped weapon?
1000 if (self.classname == "droppedweapon")
1002 self.reset = SUB_Remove;
1003 // it's a dropped weapon
1004 self.movetype = MOVETYPE_TOSS;
1006 // Savage: remove thrown items after a certain period of time ("garbage collection")
1007 self.think = RemoveItem;
1008 self.nextthink = time + 20;
1010 self.takedamage = DAMAGE_YES;
1011 self.event_damage = Item_Damage;
1013 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1016 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1017 if(self.ammo_nails == 0)
1018 if(self.ammo_cells == 0)
1019 if(self.ammo_rockets == 0)
1020 if(self.ammo_shells == 0)
1021 if(self.ammo_fuel == 0)
1022 if(self.health == 0)
1023 if(self.armorvalue == 0)
1026 // if item is worthless after a timer, have it expire then
1027 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1030 // don't drop if in a NODROP zone (such as lava)
1031 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1032 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1034 startitem_failed = true;
1041 if(!have_pickup_item())
1043 startitem_failed = true;
1048 self.reset = Item_Reset;
1049 // it's a level item
1050 if(self.spawnflags & 1)
1053 self.movetype = MOVETYPE_NONE;
1055 self.movetype = MOVETYPE_TOSS;
1056 // do item filtering according to game mode and other things
1059 // first nudge it off the floor a little bit to avoid math errors
1060 setorigin(self, self.origin + '0 0 1');
1061 // set item size before we spawn a spawnfunc_waypoint
1062 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1063 setsize (self, '-16 -16 0', '16 16 48');
1065 setsize (self, '-16 -16 0', '16 16 32');
1067 // note droptofloor returns false if stuck/or would fall too far
1069 waypoint_spawnforitem(self);
1073 * can't do it that way, as it would break maps
1074 * TODO make a target_give like entity another way, that perhaps has
1075 * the weapon name in a key
1078 // target_give not yet supported; maybe later
1079 print("removed targeted ", self.classname, "\n");
1080 startitem_failed = true;
1086 if(autocvar_spawn_debug >= 2)
1089 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1091 // why not flags & fl_item?
1092 if(otheritem.is_item)
1094 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1095 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1096 error("Mapper sucks.");
1099 self.is_item = true;
1102 weaponsInMap |= WepSet_FromWeapon(weaponid);
1104 precache_model (self.model);
1105 precache_sound (self.item_pickupsound);
1107 precache_sound ("misc/itemrespawncountdown.wav");
1108 if(itemid == ITEM_Strength.m_itemid)
1109 precache_sound ("misc/strength_respawn.wav");
1110 else if(itemid == ITEM_Shield.m_itemid)
1111 precache_sound ("misc/shield_respawn.wav");
1113 precache_sound ("misc/itemrespawn.wav");
1115 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1116 self.target = "###item###"; // for finding the nearest item using find()
1118 Item_ItemsTime_SetTime(self, 0);
1121 self.bot_pickup = true;
1122 self.bot_pickupevalfunc = pickupevalfunc;
1123 self.bot_pickupbasevalue = pickupbasevalue;
1124 self.mdl = self.model;
1125 self.netname = itemname;
1126 self.touch = Item_Touch;
1127 setmodel(self, "null"); // precision set below
1128 //self.effects |= EF_LOWPRECISION;
1130 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1132 self.pos1 = '-16 -16 0';
1133 self.pos2 = '16 16 48';
1137 self.pos1 = '-16 -16 0';
1138 self.pos2 = '16 16 32';
1140 setsize (self, self.pos1, self.pos2);
1142 if(itemflags & FL_POWERUP)
1143 self.ItemStatus |= ITS_ANIMATE1;
1145 if(self.armorvalue || self.health)
1146 self.ItemStatus |= ITS_ANIMATE2;
1148 if(itemflags & FL_WEAPON)
1150 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1151 self.colormap = 1024; // color shirt=0 pants=0 grey
1155 self.ItemStatus |= ITS_ANIMATE1;
1156 self.ItemStatus |= ISF_COLORMAP;
1160 if(self.team) // broken, no idea why.
1163 self.cnt = 1; // item probability weight
1165 self.effects |= EF_NODRAW; // marker for item team search
1166 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1171 Net_LinkEntity(self, false, 0, ItemSend);
1173 self.SendFlags |= ISF_SIZE;
1175 self.SendFlags |= ISF_ANGLES;
1177 // call this hook after everything else has been done
1178 if(MUTATOR_CALLHOOK(Item_Spawn, self))
1180 startitem_failed = true;
1186 void StartItemA (entity a)
1189 StartItem(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);
1192 void spawnfunc_item_rockets (void) {
1193 if(!self.ammo_rockets)
1194 self.ammo_rockets = g_pickup_rockets;
1195 if(!self.pickup_anyway)
1196 self.pickup_anyway = g_pickup_ammo_anyway;
1197 StartItemA (ITEM_Rockets);
1200 void spawnfunc_item_bullets (void) {
1202 if(autocvar_sv_q3acompat_machineshotgunswap)
1203 if(self.classname != "droppedweapon")
1205 weaponswapping = true;
1206 spawnfunc_item_shells();
1207 weaponswapping = false;
1211 if(!self.ammo_nails)
1212 self.ammo_nails = g_pickup_nails;
1213 if(!self.pickup_anyway)
1214 self.pickup_anyway = g_pickup_ammo_anyway;
1215 StartItemA (ITEM_Bullets);
1218 void spawnfunc_item_cells (void) {
1219 if(!self.ammo_cells)
1220 self.ammo_cells = g_pickup_cells;
1221 if(!self.pickup_anyway)
1222 self.pickup_anyway = g_pickup_ammo_anyway;
1223 StartItemA (ITEM_Cells);
1226 void spawnfunc_item_plasma()
1228 if(!self.ammo_plasma)
1229 self.ammo_plasma = g_pickup_plasma;
1230 if(!self.pickup_anyway)
1231 self.pickup_anyway = g_pickup_ammo_anyway;
1232 StartItemA (ITEM_Plasma);
1235 void spawnfunc_item_shells (void) {
1237 if(autocvar_sv_q3acompat_machineshotgunswap)
1238 if(self.classname != "droppedweapon")
1240 weaponswapping = true;
1241 spawnfunc_item_bullets();
1242 weaponswapping = false;
1246 if(!self.ammo_shells)
1247 self.ammo_shells = g_pickup_shells;
1248 if(!self.pickup_anyway)
1249 self.pickup_anyway = g_pickup_ammo_anyway;
1250 StartItemA (ITEM_Shells);
1253 void spawnfunc_item_armor_small (void) {
1254 if(!self.armorvalue)
1255 self.armorvalue = g_pickup_armorsmall;
1256 if(!self.max_armorvalue)
1257 self.max_armorvalue = g_pickup_armorsmall_max;
1258 if(!self.pickup_anyway)
1259 self.pickup_anyway = g_pickup_armorsmall_anyway;
1260 StartItemA (ITEM_ArmorSmall);
1263 void spawnfunc_item_armor_medium (void) {
1264 if(!self.armorvalue)
1265 self.armorvalue = g_pickup_armormedium;
1266 if(!self.max_armorvalue)
1267 self.max_armorvalue = g_pickup_armormedium_max;
1268 if(!self.pickup_anyway)
1269 self.pickup_anyway = g_pickup_armormedium_anyway;
1270 StartItemA (ITEM_ArmorMedium);
1273 void spawnfunc_item_armor_big (void) {
1274 if(!self.armorvalue)
1275 self.armorvalue = g_pickup_armorbig;
1276 if(!self.max_armorvalue)
1277 self.max_armorvalue = g_pickup_armorbig_max;
1278 if(!self.pickup_anyway)
1279 self.pickup_anyway = g_pickup_armorbig_anyway;
1280 StartItemA (ITEM_ArmorLarge);
1283 void spawnfunc_item_armor_large (void) {
1284 if(!self.armorvalue)
1285 self.armorvalue = g_pickup_armorlarge;
1286 if(!self.max_armorvalue)
1287 self.max_armorvalue = g_pickup_armorlarge_max;
1288 if(!self.pickup_anyway)
1289 self.pickup_anyway = g_pickup_armorlarge_anyway;
1290 StartItemA (ITEM_ArmorMega);
1293 void spawnfunc_item_health_small (void) {
1294 if(!self.max_health)
1295 self.max_health = g_pickup_healthsmall_max;
1297 self.health = g_pickup_healthsmall;
1298 if(!self.pickup_anyway)
1299 self.pickup_anyway = g_pickup_healthsmall_anyway;
1300 StartItemA (ITEM_HealthSmall);
1303 void spawnfunc_item_health_medium (void) {
1304 if(!self.max_health)
1305 self.max_health = g_pickup_healthmedium_max;
1307 self.health = g_pickup_healthmedium;
1308 if(!self.pickup_anyway)
1309 self.pickup_anyway = g_pickup_healthmedium_anyway;
1310 StartItemA (ITEM_HealthMedium);
1313 void spawnfunc_item_health_large (void) {
1314 if(!self.max_health)
1315 self.max_health = g_pickup_healthlarge_max;
1317 self.health = g_pickup_healthlarge;
1318 if(!self.pickup_anyway)
1319 self.pickup_anyway = g_pickup_healthlarge_anyway;
1320 StartItemA (ITEM_HealthLarge);
1323 void spawnfunc_item_health_mega (void) {
1324 if(!self.max_health)
1325 self.max_health = g_pickup_healthmega_max;
1327 self.health = g_pickup_healthmega;
1328 if(!self.pickup_anyway)
1329 self.pickup_anyway = g_pickup_healthmega_anyway;
1330 StartItemA (ITEM_HealthMega);
1333 // support old misnamed entities
1334 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1335 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1336 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1337 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1338 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1340 void spawnfunc_item_strength (void) {
1341 precache_sound("weapons/strength_fire.wav");
1342 if(!self.strength_finished)
1343 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1344 StartItemA (ITEM_Strength);
1347 void spawnfunc_item_invincible (void) {
1348 if(!self.invincible_finished)
1349 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1350 StartItemA (ITEM_Shield);
1354 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1356 void target_items_use (void)
1358 if(activator.classname == "droppedweapon")
1365 if (!IS_PLAYER(activator))
1367 if(activator.deadflag != DEAD_NO)
1372 for(e = world; (e = find(e, classname, "droppedweapon")); )
1373 if(e.enemy == activator)
1376 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1377 centerprint(activator, self.message);
1380 void spawnfunc_target_items (void)
1386 self.use = target_items_use;
1387 if(!self.strength_finished)
1388 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1389 if(!self.invincible_finished)
1390 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1391 if(!self.superweapons_finished)
1392 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1394 precache_sound("misc/itempickup.wav");
1395 precache_sound("misc/megahealth.wav");
1396 precache_sound("misc/armor25.wav");
1397 precache_sound("misc/powerup.wav");
1398 precache_sound("misc/poweroff.wav");
1399 precache_sound("weapons/weaponpickup.wav");
1401 n = tokenize_console(self.netname);
1402 if(argv(0) == "give")
1404 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1408 for(i = 0; i < n; ++i)
1410 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1411 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1412 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1413 else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
1414 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1415 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1416 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1417 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1420 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1422 e = get_weaponinfo(j);
1423 s = W_UndeprecateName(argv(i));
1426 self.weapons |= WepSet_FromWeapon(j);
1427 if(self.spawnflags == 0 || self.spawnflags == 2)
1428 WEP_ACTION(e.weapon, WR_INIT);
1433 print("target_items: invalid item ", argv(i), "\n");
1437 string itemprefix, valueprefix;
1438 if(self.spawnflags == 0)
1443 else if(self.spawnflags == 1)
1445 itemprefix = "max ";
1446 valueprefix = "max ";
1448 else if(self.spawnflags == 2)
1450 itemprefix = "min ";
1451 valueprefix = "min ";
1453 else if(self.spawnflags == 4)
1455 itemprefix = "minus ";
1456 valueprefix = "max ";
1460 error("invalid spawnflags");
1461 itemprefix = valueprefix = string_null;
1465 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1466 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1467 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1468 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1469 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1470 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1471 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1472 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1473 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1474 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1475 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1476 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1477 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1478 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1479 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1480 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1482 e = get_weaponinfo(j);
1484 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1487 self.netname = strzone(self.netname);
1488 //print(self.netname, "\n");
1490 n = tokenize_console(self.netname);
1491 for(i = 0; i < n; ++i)
1493 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1495 e = get_weaponinfo(j);
1496 if(argv(i) == e.netname)
1498 WEP_ACTION(e.weapon, WR_INIT);
1505 void spawnfunc_item_fuel(void)
1508 self.ammo_fuel = g_pickup_fuel;
1509 if(!self.pickup_anyway)
1510 self.pickup_anyway = g_pickup_ammo_anyway;
1511 StartItemA (ITEM_JetpackFuel);
1514 void spawnfunc_item_fuel_regen(void)
1516 if(start_items & ITEM_JetpackRegen.m_itemid)
1518 spawnfunc_item_fuel();
1521 StartItemA (ITEM_JetpackRegen);
1524 void spawnfunc_item_jetpack(void)
1527 self.ammo_fuel = g_pickup_fuel_jetpack;
1528 if(start_items & ITEM_Jetpack.m_itemid)
1530 spawnfunc_item_fuel();
1533 StartItemA (ITEM_Jetpack);
1536 float GiveWeapon(entity e, float wpn, float op, float val)
1539 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1544 e.weapons |= WepSet_FromWeapon(wpn);
1546 e.weapons &= ~WepSet_FromWeapon(wpn);
1551 e.weapons |= WepSet_FromWeapon(wpn);
1555 e.weapons &= ~WepSet_FromWeapon(wpn);
1559 e.weapons &= ~WepSet_FromWeapon(wpn);
1562 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1566 float GiveBit(entity e, .float fld, float bit, float op, float val)
1569 v0 = (e.(fld) & bit);
1592 v1 = (e.(fld) & bit);
1596 float GiveValue(entity e, .float fld, float op, float val)
1606 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1609 e.(fld) = min(e.(fld), val);
1622 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1629 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1631 else if(v0 >= v0 + t)
1634 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1638 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1641 e.(rotfield) = max(e.(rotfield), time + rottime);
1643 e.(regenfield) = max(e.(regenfield), time + regentime);
1645 float GiveItems(entity e, float beginarg, float endarg)
1647 float got, i, j, val, op;
1648 float _switchweapon;
1657 _switchweapon = false;
1659 if (e.switchweapon == w_getbestweapon(e))
1660 _switchweapon = true;
1662 e.strength_finished = max(0, e.strength_finished - time);
1663 e.invincible_finished = max(0, e.invincible_finished - time);
1664 e.superweapons_finished = max(0, e.superweapons_finished - time);
1668 PREGIVE(e, strength_finished);
1669 PREGIVE(e, invincible_finished);
1670 PREGIVE(e, superweapons_finished);
1671 PREGIVE(e, ammo_nails);
1672 PREGIVE(e, ammo_cells);
1673 PREGIVE(e, ammo_plasma);
1674 PREGIVE(e, ammo_shells);
1675 PREGIVE(e, ammo_rockets);
1676 PREGIVE(e, ammo_fuel);
1677 PREGIVE(e, armorvalue);
1680 for(i = beginarg; i < endarg; ++i)
1684 if(cmd == "0" || stof(cmd))
1708 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1709 got += GiveValue(e, strength_finished, op, val);
1710 got += GiveValue(e, invincible_finished, op, val);
1711 got += GiveValue(e, superweapons_finished, op, val);
1712 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1714 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1715 got += GiveValue(e, health, op, val);
1716 got += GiveValue(e, armorvalue, op, val);
1718 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1720 wi = get_weaponinfo(j);
1722 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1723 got += GiveWeapon(e, j, op, val);
1726 got += GiveValue(e, ammo_cells, op, val);
1727 got += GiveValue(e, ammo_plasma, op, val);
1728 got += GiveValue(e, ammo_shells, op, val);
1729 got += GiveValue(e, ammo_nails, op, val);
1730 got += GiveValue(e, ammo_rockets, op, val);
1731 got += GiveValue(e, ammo_fuel, op, val);
1733 case "unlimited_ammo":
1734 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1736 case "unlimited_weapon_ammo":
1737 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1739 case "unlimited_superweapons":
1740 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1743 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1746 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1749 got += GiveValue(e, strength_finished, op, val);
1752 got += GiveValue(e, invincible_finished, op, val);
1754 case "superweapons":
1755 got += GiveValue(e, superweapons_finished, op, val);
1758 got += GiveValue(e, ammo_cells, op, val);
1761 got += GiveValue(e, ammo_plasma, op, val);
1764 got += GiveValue(e, ammo_shells, op, val);
1768 got += GiveValue(e, ammo_nails, op, val);
1771 got += GiveValue(e, ammo_rockets, op, val);
1774 got += GiveValue(e, health, op, val);
1777 got += GiveValue(e, armorvalue, op, val);
1780 got += GiveValue(e, ammo_fuel, op, val);
1783 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1785 wi = get_weaponinfo(j);
1786 if(cmd == wi.netname)
1788 got += GiveWeapon(e, j, op, val);
1793 print("give: invalid item ", cmd, "\n");
1800 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1801 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1802 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1803 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1804 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1806 wi = get_weaponinfo(j);
1809 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1810 if (!(save_weapons & WepSet_FromWeapon(j)))
1811 if(e.weapons & WepSet_FromWeapon(j))
1812 WEP_ACTION(wi.weapon, WR_INIT);
1815 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1816 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1817 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1818 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1819 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1820 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1821 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1822 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);
1823 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);
1824 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);
1826 if(e.superweapons_finished <= 0)
1827 if(self.weapons & WEPSET_SUPERWEAPONS)
1828 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1830 if(e.strength_finished <= 0)
1831 e.strength_finished = 0;
1833 e.strength_finished += time;
1834 if(e.invincible_finished <= 0)
1835 e.invincible_finished = 0;
1837 e.invincible_finished += time;
1838 if(e.superweapons_finished <= 0)
1839 e.superweapons_finished = 0;
1841 e.superweapons_finished += time;
1843 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1844 _switchweapon = true;
1846 W_SwitchWeapon_Force(e, w_getbestweapon(e));