1 #define ITEM_RESPAWN_TICKS 10
3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6 // range: 10 .. respawntime + respawntimejitter
8 floatfield Item_CounterField(float it)
12 case IT_SHELLS: return ammo_shells;
13 case IT_NAILS: return ammo_nails;
14 case IT_ROCKETS: return ammo_rockets;
15 case IT_CELLS: return ammo_cells;
16 case IT_FUEL: return ammo_fuel;
17 case IT_5HP: return health;
18 case IT_25HP: return health;
19 case IT_HEALTH: return health;
20 case IT_ARMOR_SHARD: return armorvalue;
21 case IT_ARMOR: return armorvalue;
22 // add more things here (health, armor)
23 default: error("requested item has no counter field");
27 string Item_CounterFieldName(float it)
31 case IT_SHELLS: return "shells";
32 case IT_NAILS: return "nails";
33 case IT_ROCKETS: return "rockets";
34 case IT_CELLS: return "cells";
35 case IT_FUEL: return "fuel";
37 // add more things here (health, armor)
38 default: error("requested item has no counter field name");
42 .float max_armorvalue;
45 float Item_Customize()
47 if(self.spawnshieldtime)
49 if(self.weapons != (self.weapons & other.weapons))
51 self.colormod = '0 0 0';
52 self.glowmod = self.colormod;
53 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
60 self.colormod = stov(cvar_string("g_ghost_items_color"));
61 self.glowmod = self.colormod;
62 self.alpha = g_ghost_items;
70 void Item_Show (entity e, float mode)
72 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
75 // make the item look normal, and be touchable
77 e.solid = SOLID_TRIGGER;
79 self.glowmod = self.colormod;
81 e.customizeentityforclient = func_null;
83 e.spawnshieldtime = 1;
87 // hide the item completely
88 e.model = string_null;
91 self.glowmod = self.colormod;
93 e.customizeentityforclient = func_null;
95 e.spawnshieldtime = 1;
97 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
99 // make the item translucent green and not touchable
101 e.solid = SOLID_TRIGGER; // can STILL be picked up!
102 e.colormod = '0 0 0';
103 self.glowmod = self.colormod;
104 e.effects |= EF_STARDUST;
105 e.customizeentityforclient = Item_Customize;
107 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
109 else if(g_ghost_items)
111 // make the item translucent green and not touchable
114 e.colormod = stov(cvar_string("g_ghost_items_color"));
115 e.glowmod = e.colormod;
116 e.alpha = g_ghost_items;
117 e.customizeentityforclient = func_null;
119 e.spawnshieldtime = 1;
123 // hide the item completely
124 e.model = string_null;
126 e.colormod = stov(cvar_string("g_ghost_items_color"));
127 e.glowmod = e.colormod;
129 e.customizeentityforclient = func_null;
131 e.spawnshieldtime = 1;
134 if (e.strength_finished || e.invincible_finished)
135 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
136 if (cvar("g_nodepthtestitems"))
137 e.effects |= EF_NODEPTHTEST;
138 if (cvar("g_fullbrightitems"))
139 e.effects |= EF_FULLBRIGHT;
141 // relink entity (because solid may have changed)
142 setorigin(e, e.origin);
145 void Item_Respawn (void)
148 if(!g_minstagib && self.items == IT_STRENGTH)
149 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
150 else if(!g_minstagib && self.items == IT_INVINCIBLE)
151 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
153 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
154 setorigin (self, self.origin);
156 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
157 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
160 void Item_RespawnCountdown (void)
162 if(self.count >= ITEM_RESPAWN_TICKS)
164 if(self.waypointsprite_attached)
165 WaypointSprite_Kill(self.waypointsprite_attached);
170 self.nextthink = time + 1;
181 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
182 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
183 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
190 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
191 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
196 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
197 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
201 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
202 if(self.waypointsprite_attached)
204 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
205 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
206 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
210 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
211 if(self.waypointsprite_attached)
213 WaypointSprite_Ping(self.waypointsprite_attached);
214 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
219 void Item_ScheduleRespawnIn(entity e, float t)
221 if(e.flags & FL_POWERUP)
223 e.think = Item_RespawnCountdown;
224 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
229 e.think = Item_Respawn;
230 e.nextthink = time + t;
234 void Item_ScheduleRespawn(entity e)
236 if(e.respawntime > 0)
239 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
241 else // if respawntime is -1, this item does not respawn
245 void Item_ScheduleInitialRespawn(entity e)
248 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
251 float Item_GiveTo(entity item, entity player)
259 // if nothing happens to player, just return without taking the item
261 _switchweapon = FALSE;
265 if(item.spawnshieldtime)
268 if (player.ammo_fuel < g_pickup_fuel_max)
271 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
272 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
274 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
278 sprint (player, strcat("You got the ^2", item.netname, "\n"));
281 _switchweapon = TRUE;
285 // play some cool sounds ;)
286 centerprint(player, "\n");
287 if (clienttype(player) == CLIENTTYPE_REAL)
289 if(player.health <= 5)
290 AnnounceTo(player, "lastsecond");
291 else if(player.health < 50)
292 AnnounceTo(player, "narrowly");
294 // sound not available
295 // else if(item.items == IT_CELLS)
296 // AnnounceTo(player, "ammo");
298 if (item.weapons & WEPBIT_MINSTANEX)
299 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
301 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
309 // sound not available
310 // AnnounceTo(player, "_lives");
311 player.armorvalue = min(player.armorvalue + cvar("g_minstagib_extralives"), 999);
312 sprint(player, "^3You picked up some extra lives\n");
316 if (item.strength_finished)
319 // sound not available
320 // AnnounceTo(player, "invisible");
321 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
325 if (item.invincible_finished)
328 // sound not available
329 // AnnounceTo(player, "speed");
330 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
334 if (player.ammo_fuel < g_pickup_fuel_max)
337 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
338 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
344 if (g_weapon_stay == 1)
345 if not(item.flags & FL_NO_WEAPON_STAY)
346 if (item.flags & FL_WEAPON)
348 if(item.classname == "droppedweapon")
350 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
355 if (player.weapons & item.weapons)
360 // in case the player has autoswitch enabled do the following:
361 // if the player is using their best weapon before items are given, they
362 // probably want to switch to an even better weapon after items are given
363 if (player.autoswitch)
364 if (player.switchweapon == w_getbestweapon(player))
365 _switchweapon = TRUE;
367 if not(player.weapons & W_WeaponBit(player.switchweapon))
368 _switchweapon = TRUE;
370 if(item.spawnshieldtime)
372 if (item.ammo_shells)
373 if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
376 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
379 if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
382 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
384 if (item.ammo_rockets)
385 if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
388 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
391 if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
394 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
397 if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
400 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
401 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
405 if (item.flags & FL_WEAPON)
406 if ((it = item.weapons - (item.weapons & player.weapons)) || g_pickup_weapons_anyway)
409 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
411 e = get_weaponinfo(i);
413 W_GiveWeapon (player, e.weapon, item.netname);
417 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
421 sprint (player, strcat("You got the ^2", item.netname, "\n"));
424 if(item.spawnshieldtime)
426 if (item.strength_finished)
429 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
431 if (item.invincible_finished)
434 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
438 if ((player.health < item.max_health) || item.pickup_anyway)
441 player.health = min(player.health + item.health, item.max_health);
442 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
445 if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
448 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
449 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
455 // always eat teamed entities
462 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
464 if (player.switchweapon != w_getbestweapon(player))
465 W_SwitchWeapon_Force(player, w_getbestweapon(player));
470 void Item_Touch (void)
474 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
475 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
480 if (other.classname != "player")
484 if (self.solid != SOLID_TRIGGER)
486 if (self.owner == other)
489 if(!Item_GiveTo(self, other))
492 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
494 if (self.classname == "droppedweapon")
496 else if not(self.spawnshieldtime)
498 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
504 RandomSelection_Init();
505 for(head = world; (head = findfloat(head, team, self.team)); )
507 if(head.flags & FL_ITEM)
510 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
513 e = RandomSelection_chosen_ent;
517 Item_ScheduleRespawn(e);
525 if(self.effects & EF_NODRAW)
527 // marker for item team search
528 dprint("Initializing item team ", ftos(self.team), "\n");
529 RandomSelection_Init();
530 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
531 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
532 e = RandomSelection_chosen_ent;
536 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
540 // make it a non-spawned item
542 head.state = 1; // state 1 = initially hidden item
544 head.effects &~= EF_NODRAW;
547 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
548 Item_ScheduleInitialRespawn(e);
554 Item_Show(self, !self.state);
555 setorigin (self, self.origin);
556 self.think = SUB_Null;
559 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
560 Item_ScheduleInitialRespawn(self);
563 // Savage: used for item garbage-collection
564 // TODO: perhaps nice special effect?
565 void RemoveItem(void)
570 // pickup evaluation functions
571 // these functions decide how desirable an item is to the bots
573 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
575 float weapon_pickupevalfunc(entity player, entity item)
577 float c, i, j, position;
579 // See if I have it already
580 if(player.weapons & item.weapons == item.weapons)
582 // If I can pick it up
583 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
585 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
587 // Skilled bots will grab more
588 c = bound(0, skill / 10, 1) * 0.5;
596 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
597 if( bot_custom_weapon && c )
599 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
602 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
605 // Find the highest position on any range
607 for(j = 0; j < WEP_LAST ; ++j){
609 bot_weapons_far[j] == i ||
610 bot_weapons_mid[j] == i ||
611 bot_weapons_close[j] == i
622 position = WEP_LAST - position;
623 // item.bot_pickupbasevalue is overwritten here
624 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
629 return item.bot_pickupbasevalue * c;
632 float commodity_pickupevalfunc(entity player, entity item)
634 float c, i, need_shells, need_nails, need_rockets, need_cells;
638 // Detect needed ammo
639 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
641 wi = get_weaponinfo(i);
643 if not(wi.weapons & player.weapons)
646 if(wi.items & IT_SHELLS)
648 else if(wi.items & IT_NAILS)
650 else if(wi.items & IT_ROCKETS)
652 else if(wi.items & IT_CELLS)
656 // TODO: figure out if the player even has the weapon this ammo is for?
657 // may not affect strategy much though...
658 // find out how much more ammo/armor/health the player can hold
660 if (item.ammo_shells)
661 if (player.ammo_shells < g_pickup_shells_max)
662 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
665 if (player.ammo_nails < g_pickup_nails_max)
666 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
668 if (item.ammo_rockets)
669 if (player.ammo_rockets < g_pickup_rockets_max)
670 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
673 if (player.ammo_cells < g_pickup_cells_max)
674 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
676 if (player.armorvalue < item.max_armorvalue)
677 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
679 if (player.health < item.max_health)
680 c = c + max(0, 1 - player.health / item.max_health);
682 return item.bot_pickupbasevalue * c;
687 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)
689 startitem_failed = FALSE;
692 self.weapons = weaponid;
694 // is it a dropped weapon?
695 if (self.classname == "droppedweapon")
697 self.reset = SUB_Remove;
698 // it's a dropped weapon
699 self.movetype = MOVETYPE_TOSS;
700 // Savage: remove thrown items after a certain period of time ("garbage collection")
701 self.think = RemoveItem;
702 self.nextthink = time + 60;
703 // don't drop if in a NODROP zone (such as lava)
704 traceline(self.origin, self.origin, MOVE_NORMAL, self);
705 if (trace_dpstartcontents & DPCONTENTS_NODROP)
707 startitem_failed = TRUE;
714 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
716 startitem_failed = TRUE;
721 self.reset = Item_Reset;
723 if(self.spawnflags & 1)
726 self.movetype = MOVETYPE_NONE;
728 self.movetype = MOVETYPE_TOSS;
729 // do item filtering according to game mode and other things
732 // first nudge it off the floor a little bit to avoid math errors
733 setorigin(self, self.origin + '0 0 1');
734 // set item size before we spawn a spawnfunc_waypoint
735 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
736 setsize (self, '-16 -16 0', '16 16 48');
738 setsize (self, '-16 -16 0', '16 16 32');
739 // note droptofloor returns FALSE if stuck/or would fall too far
741 waypoint_spawnforitem(self);
748 print("removed non-teamplay ", self.classname, "\n");
749 startitem_failed = TRUE;
758 print("removed non-FFA ", self.classname, "\n");
759 startitem_failed = TRUE;
767 // We aren't TA or something like that, so we keep the Q3A entities
768 print("removed non-Q3A ", self.classname, "\n");
769 startitem_failed = TRUE;
775 * can't do it that way, as it would break maps
776 * TODO make a target_give like entity another way, that perhaps has
777 * the weapon name in a key
780 // target_give not yet supported; maybe later
781 print("removed targeted ", self.classname, "\n");
782 startitem_failed = TRUE;
788 if(cvar("spawn_debug") >= 2)
791 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
793 if(otheritem.is_item)
795 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
796 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
797 error("Mapper sucks.");
805 startitem_failed = TRUE;
809 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
811 startitem_failed = TRUE;
815 else if (g_minstagib)
817 // don't remove dropped items and powerups
818 if (self.classname != "minstagib")
820 startitem_failed = TRUE;
825 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
827 startitem_failed = TRUE;
832 weaponsInMap |= weaponid;
834 precache_model (itemmodel);
835 precache_sound (pickupsound);
837 precache_sound ("misc/itemrespawncountdown.wav");
838 if(!g_minstagib && itemid == IT_STRENGTH)
839 precache_sound ("misc/strength_respawn.wav");
840 else if(!g_minstagib && itemid == IT_INVINCIBLE)
841 precache_sound ("misc/shield_respawn.wav");
843 precache_sound ("misc/itemrespawn.wav");
845 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
846 self.target = "###item###"; // for finding the nearest item using find()
849 self.bot_pickup = TRUE;
850 self.bot_pickupevalfunc = pickupevalfunc;
851 self.bot_pickupbasevalue = pickupbasevalue;
852 self.mdl = itemmodel;
853 self.item_pickupsound = pickupsound;
854 // let mappers override respawntime
855 if(!self.respawntime) // both set
857 self.respawntime = defaultrespawntime;
858 self.respawntimejitter = defaultrespawntimejitter;
860 self.netname = itemname;
861 self.flags = FL_ITEM | itemflags;
862 self.touch = Item_Touch;
863 setmodel (self, self.mdl); // precision set below
864 self.effects |= EF_LOWPRECISION;
865 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
866 setsize (self, '-16 -16 0', '16 16 48');
868 setsize (self, '-16 -16 0', '16 16 32');
869 if(itemflags & FL_WEAPON)
870 self.modelflags |= MF_ROTATE;
872 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
873 if (itemflags & FL_WEAPON)
875 // neutral team color for pickup weapons
876 self.colormap = 1024; // color shirt=0 pants=0 grey
884 self.cnt = 1; // item probability weight
885 self.effects = self.effects | EF_NODRAW; // marker for item team search
886 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
888 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
889 Item_ScheduleInitialRespawn(self);
892 /* replace items in minstagib
893 * IT_STRENGTH = invisibility
894 * IT_NAILS = extra lives
895 * IT_INVINCIBLE = speed
897 void minstagib_items (float itemid)
900 self.classname = "minstagib";
902 // replace rocket launchers and nex guns with ammo cells
903 if (itemid == IT_CELLS)
906 StartItem ("models/items/a_cells.md3",
907 "misc/itempickup.wav", 45, 0,
908 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
915 itemid = IT_STRENGTH;
919 itemid = IT_INVINCIBLE;
921 // replace with invis
922 if (itemid == IT_STRENGTH)
924 self.strength_finished = 30;
925 StartItem ("models/items/g_strength.md3",
926 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
927 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
929 // replace with extra lives
930 if (itemid == IT_NAILS)
933 StartItem ("models/items/g_h100.md3",
934 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
935 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
937 // replace with speed
938 if (itemid == IT_INVINCIBLE)
940 self.invincible_finished = 30;
941 StartItem ("models/items/g_invincible.md3",
942 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
943 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
947 float minst_no_auto_cells;
948 void minst_remove_item (void) {
949 if(minst_no_auto_cells)
953 float weaponswapping;
956 void weapon_defaultspawnfunc(float wpn)
960 var .float ammofield;
965 // set the respawntime in advance (so replaced weapons can copy it)
967 if(!self.respawntime)
969 e = get_weaponinfo(wpn);
970 if(e.items == IT_SUPERWEAPON)
972 self.respawntime = g_pickup_respawntime_powerup;
973 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
977 self.respawntime = g_pickup_respawntime_weapon;
978 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
982 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
984 e = get_weaponinfo(wpn);
985 s = cvar_string(strcat("g_weaponreplace_", e.netname));
989 startitem_failed = TRUE;
992 t = tokenize_console(s);
995 self.team = --internalteam;
997 for(i = 1; i < t; ++i)
1000 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1002 e = get_weaponinfo(j);
1006 copyentity(oldself, self);
1007 self.classname = "replacedweapon";
1008 weapon_defaultspawnfunc(j);
1014 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1023 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1025 e = get_weaponinfo(j);
1034 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1040 startitem_failed = TRUE;
1045 e = get_weaponinfo(wpn);
1047 if(e.items && e.items != IT_SUPERWEAPON)
1049 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1053 ammofield = Item_CounterField(j);
1055 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1061 self.flags |= FL_NO_WEAPON_STAY;
1064 // weapon stay isn't supported for teamed weapons
1066 self.flags |= FL_NO_WEAPON_STAY;
1068 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1070 self.ammo_shells = 0;
1071 self.ammo_nails = 0;
1072 self.ammo_cells = 0;
1073 self.ammo_rockets = 0;
1074 // weapon stay 2: don't use ammo on weapon pickups; instead
1075 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1078 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1079 if (self.modelindex) // don't precache if self was removed
1080 weapon_action(e.weapon, WR_PRECACHE);
1083 void spawnfunc_weapon_shotgun (void);
1084 void spawnfunc_weapon_uzi (void) {
1085 if(q3acompat_machineshotgunswap)
1086 if(self.classname != "droppedweapon")
1088 weapon_defaultspawnfunc(WEP_SHOTGUN);
1091 weapon_defaultspawnfunc(WEP_UZI);
1094 void spawnfunc_weapon_shotgun (void) {
1095 if(q3acompat_machineshotgunswap)
1096 if(self.classname != "droppedweapon")
1098 weapon_defaultspawnfunc(WEP_UZI);
1101 weapon_defaultspawnfunc(WEP_SHOTGUN);
1104 void spawnfunc_weapon_nex (void)
1108 minstagib_items(IT_CELLS);
1109 self.think = minst_remove_item;
1110 self.nextthink = time;
1113 weapon_defaultspawnfunc(WEP_NEX);
1116 void spawnfunc_weapon_minstanex (void)
1120 minstagib_items(IT_CELLS);
1121 self.think = minst_remove_item;
1122 self.nextthink = time;
1125 weapon_defaultspawnfunc(WEP_MINSTANEX);
1128 void spawnfunc_weapon_rocketlauncher (void)
1132 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1133 self.think = minst_remove_item;
1134 self.nextthink = time;
1137 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1140 void spawnfunc_item_rockets (void) {
1141 if(!self.ammo_rockets)
1142 self.ammo_rockets = g_pickup_rockets;
1143 if(!self.pickup_anyway)
1144 self.pickup_anyway = g_pickup_ammo_anyway;
1145 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);
1148 void spawnfunc_item_shells (void);
1149 void spawnfunc_item_bullets (void) {
1151 if(q3acompat_machineshotgunswap)
1152 if(self.classname != "droppedweapon")
1154 weaponswapping = TRUE;
1155 spawnfunc_item_shells();
1156 weaponswapping = FALSE;
1160 if(!self.ammo_nails)
1161 self.ammo_nails = g_pickup_nails;
1162 if(!self.pickup_anyway)
1163 self.pickup_anyway = g_pickup_ammo_anyway;
1164 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);
1167 void spawnfunc_item_cells (void) {
1168 if(!self.ammo_cells)
1169 self.ammo_cells = g_pickup_cells;
1170 if(!self.pickup_anyway)
1171 self.pickup_anyway = g_pickup_ammo_anyway;
1172 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);
1175 void spawnfunc_item_shells (void) {
1177 if(q3acompat_machineshotgunswap)
1178 if(self.classname != "droppedweapon")
1180 weaponswapping = TRUE;
1181 spawnfunc_item_bullets();
1182 weaponswapping = FALSE;
1186 if(!self.ammo_shells)
1187 self.ammo_shells = g_pickup_shells;
1188 if(!self.pickup_anyway)
1189 self.pickup_anyway = g_pickup_ammo_anyway;
1190 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);
1193 void spawnfunc_item_armor_small (void) {
1194 if(!self.armorvalue)
1195 self.armorvalue = g_pickup_armorsmall;
1196 if(!self.max_armorvalue)
1197 self.max_armorvalue = g_pickup_armorsmall_max;
1198 if(!self.pickup_anyway)
1199 self.pickup_anyway = g_pickup_armorsmall_anyway;
1200 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);
1203 void spawnfunc_item_armor_medium (void) {
1204 if(!self.armorvalue)
1205 self.armorvalue = g_pickup_armormedium;
1206 if(!self.max_armorvalue)
1207 self.max_armorvalue = g_pickup_armormedium_max;
1208 if(!self.pickup_anyway)
1209 self.pickup_anyway = g_pickup_armormedium_anyway;
1210 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);
1213 void spawnfunc_item_armor_big (void) {
1214 if(!self.armorvalue)
1215 self.armorvalue = g_pickup_armorbig;
1216 if(!self.max_armorvalue)
1217 self.max_armorvalue = g_pickup_armorbig_max;
1218 if(!self.pickup_anyway)
1219 self.pickup_anyway = g_pickup_armorbig_anyway;
1220 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);
1223 void spawnfunc_item_armor_large (void) {
1224 if(!self.armorvalue)
1225 self.armorvalue = g_pickup_armorlarge;
1226 if(!self.max_armorvalue)
1227 self.max_armorvalue = g_pickup_armorlarge_max;
1228 if(!self.pickup_anyway)
1229 self.pickup_anyway = g_pickup_armorlarge_anyway;
1230 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);
1233 void spawnfunc_item_health_small (void) {
1234 if(!self.max_health)
1235 self.max_health = g_pickup_healthsmall_max;
1237 self.health = g_pickup_healthsmall;
1238 if(!self.pickup_anyway)
1239 self.pickup_anyway = g_pickup_healthsmall_anyway;
1240 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);
1243 void spawnfunc_item_health_medium (void) {
1244 if(!self.max_health)
1245 self.max_health = g_pickup_healthmedium_max;
1247 self.health = g_pickup_healthmedium;
1248 if(!self.pickup_anyway)
1249 self.pickup_anyway = g_pickup_healthmedium_anyway;
1250 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);
1253 void spawnfunc_item_health_large (void) {
1254 if(!self.max_health)
1255 self.max_health = g_pickup_healthlarge_max;
1257 self.health = g_pickup_healthlarge;
1258 if(!self.pickup_anyway)
1259 self.pickup_anyway = g_pickup_healthlarge_anyway;
1260 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);
1263 void spawnfunc_item_health_mega (void) {
1264 if(!cvar("g_powerup_superhealth"))
1267 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1271 minstagib_items(IT_NAILS);
1273 if(!self.max_health)
1274 self.max_health = g_pickup_healthmega_max;
1276 self.health = g_pickup_healthmega;
1277 if(!self.pickup_anyway)
1278 self.pickup_anyway = g_pickup_healthmega_anyway;
1279 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);
1283 // support old misnamed entities
1284 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1285 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1286 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1287 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1288 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1290 void spawnfunc_item_strength (void) {
1291 if(!cvar("g_powerup_strength"))
1294 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1298 minstagib_items(IT_STRENGTH);
1300 precache_sound("weapons/strength_fire.wav");
1301 self.strength_finished = 30;
1302 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);
1306 void spawnfunc_item_invincible (void) {
1307 if(!cvar("g_powerup_shield"))
1310 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1314 minstagib_items(IT_INVINCIBLE);
1316 self.invincible_finished = 30;
1317 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);
1321 void spawnfunc_item_minst_cells (void) {
1324 minst_no_auto_cells = 1;
1325 minstagib_items(IT_CELLS);
1332 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1334 float GiveItems(entity e, float beginarg, float endarg);
1335 void target_items_use (void)
1337 if(activator.classname == "droppedweapon")
1344 if(activator.classname != "player")
1346 if(activator.deadflag != DEAD_NO)
1351 for(e = world; (e = find(e, classname, "droppedweapon")); )
1352 if(e.enemy == activator)
1355 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1356 centerprint(activator, self.message);
1359 void spawnfunc_target_items (void)
1364 self.use = target_items_use;
1365 if(!self.strength_finished)
1366 self.strength_finished = cvar("g_balance_powerup_strength_time");
1367 if(!self.invincible_finished)
1368 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1370 precache_sound("misc/itempickup.wav");
1371 precache_sound("misc/megahealth.wav");
1372 precache_sound("misc/armor25.wav");
1373 precache_sound("misc/powerup.wav");
1374 precache_sound("misc/poweroff.wav");
1375 precache_sound("weapons/weaponpickup.wav");
1377 n = tokenize_console(self.netname);
1378 if(argv(0) == "give")
1380 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1384 for(i = 0; i < n; ++i)
1386 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1387 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1388 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1389 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1390 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1391 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1392 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1394 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1396 e = get_weaponinfo(j);
1397 if(argv(i) == e.netname)
1399 self.weapons |= e.weapons;
1400 if(self.spawnflags == 0 || self.spawnflags == 2)
1401 weapon_action(e.weapon, WR_PRECACHE);
1406 print("target_items: invalid item ", argv(i), "\n");
1409 string itemprefix, valueprefix;
1410 if(self.spawnflags == 0)
1415 else if(self.spawnflags == 1)
1417 itemprefix = "max ";
1418 valueprefix = "max ";
1420 else if(self.spawnflags == 2)
1422 itemprefix = "min ";
1423 valueprefix = "min ";
1425 else if(self.spawnflags == 4)
1427 itemprefix = "minus ";
1428 valueprefix = "max ";
1431 error("invalid spawnflags");
1434 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1435 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1436 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1437 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1438 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1439 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1440 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1441 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1442 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1443 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1444 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1445 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1446 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1447 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1449 e = get_weaponinfo(j);
1451 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1454 self.netname = strzone(self.netname);
1455 //print(self.netname, "\n");
1457 n = tokenize_console(self.netname);
1458 for(i = 0; i < n; ++i)
1460 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1462 e = get_weaponinfo(j);
1463 if(argv(i) == e.netname)
1465 weapon_action(e.weapon, WR_PRECACHE);
1472 void spawnfunc_item_fuel(void)
1475 self.ammo_fuel = g_pickup_fuel;
1476 if(!self.pickup_anyway)
1477 self.pickup_anyway = g_pickup_ammo_anyway;
1478 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);
1481 void spawnfunc_item_fuel_regen(void)
1483 if(start_items & IT_FUEL_REGEN)
1485 spawnfunc_item_fuel();
1488 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);
1491 void spawnfunc_item_jetpack(void)
1493 if(g_grappling_hook)
1494 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1496 self.ammo_fuel = g_pickup_fuel_jetpack;
1497 if(start_items & IT_JETPACK)
1499 spawnfunc_item_fuel();
1502 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);
1512 float GiveBit(entity e, .float fld, float bit, float op, float val)
1542 float GiveValue(entity e, .float fld, float op, float val)
1552 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1555 e.fld = min(e.fld, val);
1568 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1575 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
1577 else if(v0 >= v0 + t)
1580 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
1584 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1587 e.rotfield = max(e.rotfield, time + rottime);
1589 e.regenfield = max(e.regenfield, time + regentime);
1592 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1593 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1594 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1595 #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)
1597 float GiveItems(entity e, float beginarg, float endarg)
1599 float got, i, j, val, op;
1600 float _switchweapon;
1609 _switchweapon = FALSE;
1611 if (e.switchweapon == w_getbestweapon(e))
1612 _switchweapon = TRUE;
1614 e.strength_finished = max(0, e.strength_finished - time);
1615 e.invincible_finished = max(0, e.invincible_finished - time);
1618 PREGIVE(e, weapons);
1619 PREGIVE(e, strength_finished);
1620 PREGIVE(e, invincible_finished);
1621 PREGIVE(e, ammo_nails);
1622 PREGIVE(e, ammo_cells);
1623 PREGIVE(e, ammo_shells);
1624 PREGIVE(e, ammo_rockets);
1625 PREGIVE(e, ammo_fuel);
1626 PREGIVE(e, armorvalue);
1629 for(i = beginarg; i < endarg; ++i)
1633 if(cmd == "0" || stof(cmd))
1657 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1658 got += GiveValue(e, strength_finished, op, time);
1659 got += GiveValue(e, invincible_finished, op, time);
1660 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1662 got += GiveBit(e, items, IT_JETPACK, op, val);
1663 got += GiveValue(e, health, op, val);
1664 got += GiveValue(e, armorvalue, op, val);
1666 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1668 wi = get_weaponinfo(j);
1670 got += GiveBit(e, weapons, wi.weapons, op, val);
1673 got += GiveValue(e, ammo_cells, op, val);
1674 got += GiveValue(e, ammo_shells, op, val);
1675 got += GiveValue(e, ammo_nails, op, val);
1676 got += GiveValue(e, ammo_rockets, op, val);
1677 got += GiveValue(e, ammo_fuel, op, val);
1679 case "unlimited_ammo":
1680 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1682 case "unlimited_weapon_ammo":
1683 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1685 case "unlimited_superweapons":
1686 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1689 got += GiveBit(e, items, IT_JETPACK, op, val);
1692 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1695 got += GiveValue(e, strength_finished, op, val);
1698 got += GiveValue(e, invincible_finished, op, val);
1701 got += GiveValue(e, ammo_cells, op, val);
1704 got += GiveValue(e, ammo_shells, op, val);
1708 got += GiveValue(e, ammo_nails, op, val);
1711 got += GiveValue(e, ammo_rockets, op, val);
1714 got += GiveValue(e, health, op, val);
1717 got += GiveValue(e, armorvalue, op, val);
1720 got += GiveValue(e, ammo_fuel, op, val);
1723 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1725 wi = get_weaponinfo(j);
1726 if(cmd == wi.netname)
1728 got += GiveBit(e, weapons, wi.weapons, op, val);
1733 print("give: invalid item ", cmd, "\n");
1740 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1741 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1742 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1743 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1744 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1746 wi = get_weaponinfo(j);
1749 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1750 if not(save_weapons & wi.weapons)
1751 if(e.weapons & wi.weapons)
1752 weapon_action(wi.weapon, WR_PRECACHE);
1755 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1756 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1757 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1758 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1759 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1760 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1761 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregen_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);
1762 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/armor25.wav", string_null);
1763 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);
1767 e.health = bound(0, e.health, 100);
1768 e.armorvalue = bound(0, e.armorvalue, 999);
1771 if(e.strength_finished <= 0)
1772 e.strength_finished = 0;
1774 e.strength_finished += time;
1775 if(e.invincible_finished <= 0)
1776 e.invincible_finished = 0;
1778 e.invincible_finished += time;
1780 if not(e.weapons & W_WeaponBit(e.switchweapon))
1781 _switchweapon = TRUE;
1783 W_SwitchWeapon_Force(e, w_getbestweapon(e));