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(autocvar_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 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 and not touchable
114 e.colormod = stov(autocvar_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 = '0 0 0';
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 (autocvar_g_nodepthtestitems)
137 e.effects |= EF_NODEPTHTEST;
138 if (autocvar_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 = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
272 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_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 if (clienttype(player) == CLIENTTYPE_REAL)
288 if(player.health <= 5)
289 AnnounceTo(player, "lastsecond");
290 else if(player.health < 50)
291 AnnounceTo(player, "narrowly");
293 // sound not available
294 // else if(item.items == IT_CELLS)
295 // AnnounceTo(player, "ammo");
297 if (item.weapons & WEPBIT_MINSTANEX)
298 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
300 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
308 // sound not available
309 // AnnounceTo(player, "_lives");
310 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
311 sprint(player, "^3You picked up some extra lives\n");
315 if (item.strength_finished)
318 // sound not available
319 // AnnounceTo(player, "invisible");
320 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
324 if (item.invincible_finished)
327 // sound not available
328 // AnnounceTo(player, "speed");
329 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
335 if (g_weapon_stay == 1)
336 if not(item.flags & FL_NO_WEAPON_STAY)
337 if (item.flags & FL_WEAPON)
339 if(item.classname == "droppedweapon")
341 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
346 if (player.weapons & item.weapons)
351 // in case the player has autoswitch enabled do the following:
352 // if the player is using their best weapon before items are given, they
353 // probably want to switch to an even better weapon after items are given
354 if (player.autoswitch)
355 if (player.switchweapon == w_getbestweapon(player))
356 _switchweapon = TRUE;
358 if not(player.weapons & W_WeaponBit(player.switchweapon))
359 _switchweapon = TRUE;
361 if(item.spawnshieldtime)
363 if (item.ammo_shells)
364 if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
367 player.ammo_shells = bound(player.ammo_shells, g_pickup_shells_max, player.ammo_shells + item.ammo_shells);
370 if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
373 player.ammo_nails = bound(player.ammo_nails, g_pickup_nails_max, player.ammo_nails + item.ammo_nails);
375 if (item.ammo_rockets)
376 if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
379 player.ammo_rockets = bound(player.ammo_rockets, g_pickup_rockets_max, player.ammo_rockets + item.ammo_rockets);
382 if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
385 player.ammo_cells = bound(player.ammo_cells, g_pickup_cells_max, player.ammo_cells + item.ammo_cells);
388 if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
391 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
392 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
396 if (item.flags & FL_WEAPON)
397 if ((it = item.weapons - (item.weapons & player.weapons)) || (g_pickup_weapons_anyway && !(g_weapon_stay == 3 && !e.spawnshieldtime)))
400 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
402 e = get_weaponinfo(i);
404 W_GiveWeapon (player, e.weapon, item.netname);
408 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
412 sprint (player, strcat("You got the ^2", item.netname, "\n"));
415 if(item.spawnshieldtime)
417 if (item.strength_finished)
420 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
422 if (item.invincible_finished)
425 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
429 if ((player.health < item.max_health) || item.pickup_anyway)
432 player.health = bound(player.health, item.max_health, player.health + item.health);
433 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
436 if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
439 player.armorvalue = bound(player.armorvalue, item.max_armorvalue, player.armorvalue + item.armorvalue);
440 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
446 // always eat teamed entities
453 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
455 if (player.switchweapon != w_getbestweapon(player))
456 W_SwitchWeapon_Force(player, w_getbestweapon(player));
461 void Item_Touch (void)
465 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
466 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
471 if (other.classname != "player")
475 if (self.solid != SOLID_TRIGGER)
477 if (self.owner == other)
480 if(!Item_GiveTo(self, other))
483 other.last_pickup = time;
485 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
487 if (self.classname == "droppedweapon")
489 else if not(self.spawnshieldtime)
491 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
497 RandomSelection_Init();
498 for(head = world; (head = findfloat(head, team, self.team)); )
500 if(head.flags & FL_ITEM)
503 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
506 e = RandomSelection_chosen_ent;
510 Item_ScheduleRespawn(e);
518 if(self.effects & EF_NODRAW)
520 // marker for item team search
521 dprint("Initializing item team ", ftos(self.team), "\n");
522 RandomSelection_Init();
523 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
524 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
525 e = RandomSelection_chosen_ent;
529 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
533 // make it a non-spawned item
535 head.state = 1; // state 1 = initially hidden item
537 head.effects &~= EF_NODRAW;
540 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
541 Item_ScheduleInitialRespawn(e);
547 Item_Show(self, !self.state);
548 setorigin (self, self.origin);
549 self.think = SUB_Null;
552 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
553 Item_ScheduleInitialRespawn(self);
556 // Savage: used for item garbage-collection
557 // TODO: perhaps nice special effect?
558 void RemoveItem(void)
563 // pickup evaluation functions
564 // these functions decide how desirable an item is to the bots
566 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
568 float weapon_pickupevalfunc(entity player, entity item)
570 float c, i, j, position;
572 // See if I have it already
573 if(player.weapons & item.weapons == item.weapons)
575 // If I can pick it up
576 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
578 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
580 // Skilled bots will grab more
581 c = bound(0, skill / 10, 1) * 0.5;
589 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
590 if( bot_custom_weapon && c )
592 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
595 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
598 // Find the highest position on any range
600 for(j = 0; j < WEP_LAST ; ++j){
602 bot_weapons_far[j] == i ||
603 bot_weapons_mid[j] == i ||
604 bot_weapons_close[j] == i
615 position = WEP_LAST - position;
616 // item.bot_pickupbasevalue is overwritten here
617 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
622 return item.bot_pickupbasevalue * c;
625 float commodity_pickupevalfunc(entity player, entity item)
627 float c, i, need_shells, need_nails, need_rockets, need_cells;
631 // Detect needed ammo
632 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
634 wi = get_weaponinfo(i);
636 if not(wi.weapons & player.weapons)
639 if(wi.items & IT_SHELLS)
641 else if(wi.items & IT_NAILS)
643 else if(wi.items & IT_ROCKETS)
645 else if(wi.items & IT_CELLS)
649 // TODO: figure out if the player even has the weapon this ammo is for?
650 // may not affect strategy much though...
651 // find out how much more ammo/armor/health the player can hold
653 if (item.ammo_shells)
654 if (player.ammo_shells < g_pickup_shells_max)
655 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
658 if (player.ammo_nails < g_pickup_nails_max)
659 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
661 if (item.ammo_rockets)
662 if (player.ammo_rockets < g_pickup_rockets_max)
663 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
666 if (player.ammo_cells < g_pickup_cells_max)
667 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
669 if (player.armorvalue < item.max_armorvalue)
670 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
672 if (player.health < item.max_health)
673 c = c + max(0, 1 - player.health / item.max_health);
675 return item.bot_pickupbasevalue * c;
680 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)
682 startitem_failed = FALSE;
685 self.weapons = weaponid;
687 // is it a dropped weapon?
688 if (self.classname == "droppedweapon")
690 self.reset = SUB_Remove;
691 // it's a dropped weapon
692 self.movetype = MOVETYPE_TOSS;
693 // Savage: remove thrown items after a certain period of time ("garbage collection")
694 self.think = RemoveItem;
695 self.nextthink = time + 60;
696 // don't drop if in a NODROP zone (such as lava)
697 traceline(self.origin, self.origin, MOVE_NORMAL, self);
698 if (trace_dpstartcontents & DPCONTENTS_NODROP)
700 startitem_failed = TRUE;
707 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
709 startitem_failed = TRUE;
714 self.reset = Item_Reset;
716 if(self.spawnflags & 1)
719 self.movetype = MOVETYPE_NONE;
721 self.movetype = MOVETYPE_TOSS;
722 // do item filtering according to game mode and other things
725 // first nudge it off the floor a little bit to avoid math errors
726 setorigin(self, self.origin + '0 0 1');
727 // set item size before we spawn a spawnfunc_waypoint
728 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
729 setsize (self, '-16 -16 0', '16 16 48');
731 setsize (self, '-16 -16 0', '16 16 32');
732 // note droptofloor returns FALSE if stuck/or would fall too far
734 waypoint_spawnforitem(self);
738 * can't do it that way, as it would break maps
739 * TODO make a target_give like entity another way, that perhaps has
740 * the weapon name in a key
743 // target_give not yet supported; maybe later
744 print("removed targeted ", self.classname, "\n");
745 startitem_failed = TRUE;
751 if(autocvar_spawn_debug >= 2)
754 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
756 if(otheritem.is_item)
758 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
759 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
760 error("Mapper sucks.");
768 startitem_failed = TRUE;
772 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
774 startitem_failed = TRUE;
778 else if (g_minstagib)
780 // don't remove dropped items and powerups
781 if (self.classname != "minstagib")
783 startitem_failed = TRUE;
788 else if (!autocvar_g_pickup_items && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
790 startitem_failed = TRUE;
795 weaponsInMap |= weaponid;
797 precache_model (itemmodel);
798 precache_sound (pickupsound);
800 precache_sound ("misc/itemrespawncountdown.wav");
801 if(!g_minstagib && itemid == IT_STRENGTH)
802 precache_sound ("misc/strength_respawn.wav");
803 else if(!g_minstagib && itemid == IT_INVINCIBLE)
804 precache_sound ("misc/shield_respawn.wav");
806 precache_sound ("misc/itemrespawn.wav");
808 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
809 self.target = "###item###"; // for finding the nearest item using find()
812 self.bot_pickup = TRUE;
813 self.bot_pickupevalfunc = pickupevalfunc;
814 self.bot_pickupbasevalue = pickupbasevalue;
815 self.mdl = itemmodel;
816 self.item_pickupsound = pickupsound;
817 // let mappers override respawntime
818 if(!self.respawntime) // both set
820 self.respawntime = defaultrespawntime;
821 self.respawntimejitter = defaultrespawntimejitter;
823 self.netname = itemname;
824 self.flags = FL_ITEM | itemflags;
825 self.touch = Item_Touch;
826 setmodel (self, self.mdl); // precision set below
827 self.effects |= EF_LOWPRECISION;
828 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
829 setsize (self, '-16 -16 0', '16 16 48');
831 setsize (self, '-16 -16 0', '16 16 32');
832 if(itemflags & FL_WEAPON)
833 self.modelflags |= MF_ROTATE;
835 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
836 if (itemflags & FL_WEAPON)
838 // neutral team color for pickup weapons
839 self.colormap = 1024; // color shirt=0 pants=0 grey
847 self.cnt = 1; // item probability weight
848 self.effects = self.effects | EF_NODRAW; // marker for item team search
849 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
851 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
852 Item_ScheduleInitialRespawn(self);
855 /* replace items in minstagib
856 * IT_STRENGTH = invisibility
857 * IT_NAILS = extra lives
858 * IT_INVINCIBLE = speed
860 void minstagib_items (float itemid)
863 self.classname = "minstagib";
865 // replace rocket launchers and nex guns with ammo cells
866 if (itemid == IT_CELLS)
869 StartItem ("models/items/a_cells.md3",
870 "misc/itempickup.wav", 45, 0,
871 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
878 itemid = IT_STRENGTH;
882 itemid = IT_INVINCIBLE;
884 // replace with invis
885 if (itemid == IT_STRENGTH)
887 self.strength_finished = 30;
888 StartItem ("models/items/g_strength.md3",
889 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
890 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
892 // replace with extra lives
893 if (itemid == IT_NAILS)
896 StartItem ("models/items/g_h100.md3",
897 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
898 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
900 // replace with speed
901 if (itemid == IT_INVINCIBLE)
903 self.invincible_finished = 30;
904 StartItem ("models/items/g_invincible.md3",
905 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
906 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
910 float minst_no_auto_cells;
911 void minst_remove_item (void) {
912 if(minst_no_auto_cells)
916 float weaponswapping;
919 void weapon_defaultspawnfunc(float wpn)
923 var .float ammofield;
928 // set the respawntime in advance (so replaced weapons can copy it)
930 if(!self.respawntime)
932 e = get_weaponinfo(wpn);
933 if(e.items == IT_SUPERWEAPON)
935 self.respawntime = g_pickup_respawntime_powerup;
936 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
940 self.respawntime = g_pickup_respawntime_weapon;
941 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
945 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
947 e = get_weaponinfo(wpn);
948 s = cvar_string(strcat("g_weaponreplace_", e.netname));
952 startitem_failed = TRUE;
955 t = tokenize_console(s);
958 self.team = --internalteam;
960 for(i = 1; i < t; ++i)
963 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
965 e = get_weaponinfo(j);
969 copyentity(oldself, self);
970 self.classname = "replacedweapon";
971 weapon_defaultspawnfunc(j);
977 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
986 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
988 e = get_weaponinfo(j);
997 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1003 startitem_failed = TRUE;
1008 e = get_weaponinfo(wpn);
1010 if(e.items && e.items != IT_SUPERWEAPON)
1012 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1016 ammofield = Item_CounterField(j);
1018 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1024 self.flags |= FL_NO_WEAPON_STAY;
1027 // weapon stay isn't supported for teamed weapons
1029 self.flags |= FL_NO_WEAPON_STAY;
1031 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1033 self.ammo_shells = 0;
1034 self.ammo_nails = 0;
1035 self.ammo_cells = 0;
1036 self.ammo_rockets = 0;
1037 // weapon stay 2: don't use ammo on weapon pickups; instead
1038 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1041 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1042 if (self.modelindex) // don't precache if self was removed
1043 weapon_action(e.weapon, WR_PRECACHE);
1046 void spawnfunc_weapon_shotgun (void);
1047 void spawnfunc_weapon_uzi (void) {
1048 if(q3acompat_machineshotgunswap)
1049 if(self.classname != "droppedweapon")
1051 weapon_defaultspawnfunc(WEP_SHOTGUN);
1054 weapon_defaultspawnfunc(WEP_UZI);
1057 void spawnfunc_weapon_shotgun (void) {
1058 if(q3acompat_machineshotgunswap)
1059 if(self.classname != "droppedweapon")
1061 weapon_defaultspawnfunc(WEP_UZI);
1064 weapon_defaultspawnfunc(WEP_SHOTGUN);
1067 void spawnfunc_weapon_nex (void)
1071 minstagib_items(IT_CELLS);
1072 self.think = minst_remove_item;
1073 self.nextthink = time;
1076 weapon_defaultspawnfunc(WEP_NEX);
1079 void spawnfunc_weapon_minstanex (void)
1083 minstagib_items(IT_CELLS);
1084 self.think = minst_remove_item;
1085 self.nextthink = time;
1088 weapon_defaultspawnfunc(WEP_MINSTANEX);
1091 void spawnfunc_weapon_rocketlauncher (void)
1095 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1096 self.think = minst_remove_item;
1097 self.nextthink = time;
1100 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1103 void spawnfunc_item_rockets (void) {
1104 if(!self.ammo_rockets)
1105 self.ammo_rockets = g_pickup_rockets;
1106 if(!self.pickup_anyway)
1107 self.pickup_anyway = g_pickup_ammo_anyway;
1108 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);
1111 void spawnfunc_item_shells (void);
1112 void spawnfunc_item_bullets (void) {
1114 if(q3acompat_machineshotgunswap)
1115 if(self.classname != "droppedweapon")
1117 weaponswapping = TRUE;
1118 spawnfunc_item_shells();
1119 weaponswapping = FALSE;
1123 if(!self.ammo_nails)
1124 self.ammo_nails = g_pickup_nails;
1125 if(!self.pickup_anyway)
1126 self.pickup_anyway = g_pickup_ammo_anyway;
1127 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);
1130 void spawnfunc_item_cells (void) {
1131 if(!self.ammo_cells)
1132 self.ammo_cells = g_pickup_cells;
1133 if(!self.pickup_anyway)
1134 self.pickup_anyway = g_pickup_ammo_anyway;
1135 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);
1138 void spawnfunc_item_shells (void) {
1140 if(q3acompat_machineshotgunswap)
1141 if(self.classname != "droppedweapon")
1143 weaponswapping = TRUE;
1144 spawnfunc_item_bullets();
1145 weaponswapping = FALSE;
1149 if(!self.ammo_shells)
1150 self.ammo_shells = g_pickup_shells;
1151 if(!self.pickup_anyway)
1152 self.pickup_anyway = g_pickup_ammo_anyway;
1153 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);
1156 void spawnfunc_item_armor_small (void) {
1157 if(!self.armorvalue)
1158 self.armorvalue = g_pickup_armorsmall;
1159 if(!self.max_armorvalue)
1160 self.max_armorvalue = g_pickup_armorsmall_max;
1161 if(!self.pickup_anyway)
1162 self.pickup_anyway = g_pickup_armorsmall_anyway;
1163 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);
1166 void spawnfunc_item_armor_medium (void) {
1167 if(!self.armorvalue)
1168 self.armorvalue = g_pickup_armormedium;
1169 if(!self.max_armorvalue)
1170 self.max_armorvalue = g_pickup_armormedium_max;
1171 if(!self.pickup_anyway)
1172 self.pickup_anyway = g_pickup_armormedium_anyway;
1173 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);
1176 void spawnfunc_item_armor_big (void) {
1177 if(!self.armorvalue)
1178 self.armorvalue = g_pickup_armorbig;
1179 if(!self.max_armorvalue)
1180 self.max_armorvalue = g_pickup_armorbig_max;
1181 if(!self.pickup_anyway)
1182 self.pickup_anyway = g_pickup_armorbig_anyway;
1183 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);
1186 void spawnfunc_item_armor_large (void) {
1187 if(!self.armorvalue)
1188 self.armorvalue = g_pickup_armorlarge;
1189 if(!self.max_armorvalue)
1190 self.max_armorvalue = g_pickup_armorlarge_max;
1191 if(!self.pickup_anyway)
1192 self.pickup_anyway = g_pickup_armorlarge_anyway;
1193 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);
1196 void spawnfunc_item_health_small (void) {
1197 if(!self.max_health)
1198 self.max_health = g_pickup_healthsmall_max;
1200 self.health = g_pickup_healthsmall;
1201 if(!self.pickup_anyway)
1202 self.pickup_anyway = g_pickup_healthsmall_anyway;
1203 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);
1206 void spawnfunc_item_health_medium (void) {
1207 if(!self.max_health)
1208 self.max_health = g_pickup_healthmedium_max;
1210 self.health = g_pickup_healthmedium;
1211 if(!self.pickup_anyway)
1212 self.pickup_anyway = g_pickup_healthmedium_anyway;
1213 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);
1216 void spawnfunc_item_health_large (void) {
1217 if(!self.max_health)
1218 self.max_health = g_pickup_healthlarge_max;
1220 self.health = g_pickup_healthlarge;
1221 if(!self.pickup_anyway)
1222 self.pickup_anyway = g_pickup_healthlarge_anyway;
1223 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);
1226 void spawnfunc_item_health_mega (void) {
1227 if(!autocvar_g_powerup_superhealth)
1230 if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1234 minstagib_items(IT_NAILS);
1236 if(!self.max_health)
1237 self.max_health = g_pickup_healthmega_max;
1239 self.health = g_pickup_healthmega;
1240 if(!self.pickup_anyway)
1241 self.pickup_anyway = g_pickup_healthmega_anyway;
1242 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);
1246 // support old misnamed entities
1247 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1248 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1249 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1250 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1251 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1253 void spawnfunc_item_strength (void) {
1254 if(!autocvar_g_powerup_strength)
1257 if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1261 minstagib_items(IT_STRENGTH);
1263 precache_sound("weapons/strength_fire.wav");
1264 self.strength_finished = 30;
1265 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);
1269 void spawnfunc_item_invincible (void) {
1270 if(!autocvar_g_powerup_shield)
1273 if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1277 minstagib_items(IT_INVINCIBLE);
1279 self.invincible_finished = 30;
1280 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);
1284 void spawnfunc_item_minst_cells (void) {
1287 minst_no_auto_cells = 1;
1288 minstagib_items(IT_CELLS);
1295 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1297 float GiveItems(entity e, float beginarg, float endarg);
1298 void target_items_use (void)
1300 if(activator.classname == "droppedweapon")
1307 if(activator.classname != "player")
1309 if(activator.deadflag != DEAD_NO)
1314 for(e = world; (e = find(e, classname, "droppedweapon")); )
1315 if(e.enemy == activator)
1318 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1319 centerprint(activator, self.message);
1322 void spawnfunc_target_items (void)
1327 self.use = target_items_use;
1328 if(!self.strength_finished)
1329 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1330 if(!self.invincible_finished)
1331 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1333 precache_sound("misc/itempickup.wav");
1334 precache_sound("misc/megahealth.wav");
1335 precache_sound("misc/armor25.wav");
1336 precache_sound("misc/powerup.wav");
1337 precache_sound("misc/poweroff.wav");
1338 precache_sound("weapons/weaponpickup.wav");
1340 n = tokenize_console(self.netname);
1341 if(argv(0) == "give")
1343 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1347 for(i = 0; i < n; ++i)
1349 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1350 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1351 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1352 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1353 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1354 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1355 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1357 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1359 e = get_weaponinfo(j);
1360 if(argv(i) == e.netname)
1362 self.weapons |= e.weapons;
1363 if(self.spawnflags == 0 || self.spawnflags == 2)
1364 weapon_action(e.weapon, WR_PRECACHE);
1369 print("target_items: invalid item ", argv(i), "\n");
1372 string itemprefix, valueprefix;
1373 if(self.spawnflags == 0)
1378 else if(self.spawnflags == 1)
1380 itemprefix = "max ";
1381 valueprefix = "max ";
1383 else if(self.spawnflags == 2)
1385 itemprefix = "min ";
1386 valueprefix = "min ";
1388 else if(self.spawnflags == 4)
1390 itemprefix = "minus ";
1391 valueprefix = "max ";
1394 error("invalid spawnflags");
1397 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1398 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1399 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1400 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1401 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1402 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1403 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1404 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1405 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1406 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1407 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1408 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1409 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1410 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1412 e = get_weaponinfo(j);
1414 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1417 self.netname = strzone(self.netname);
1418 //print(self.netname, "\n");
1420 n = tokenize_console(self.netname);
1421 for(i = 0; i < n; ++i)
1423 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1425 e = get_weaponinfo(j);
1426 if(argv(i) == e.netname)
1428 weapon_action(e.weapon, WR_PRECACHE);
1435 void spawnfunc_item_fuel(void)
1438 self.ammo_fuel = g_pickup_fuel;
1439 if(!self.pickup_anyway)
1440 self.pickup_anyway = g_pickup_ammo_anyway;
1441 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);
1444 void spawnfunc_item_fuel_regen(void)
1446 if(start_items & IT_FUEL_REGEN)
1448 spawnfunc_item_fuel();
1451 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);
1454 void spawnfunc_item_jetpack(void)
1456 if(g_grappling_hook)
1457 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1459 self.ammo_fuel = g_pickup_fuel_jetpack;
1460 if(start_items & IT_JETPACK)
1462 spawnfunc_item_fuel();
1465 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);
1475 float GiveBit(entity e, .float fld, float bit, float op, float val)
1505 float GiveValue(entity e, .float fld, float op, float val)
1515 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1518 e.fld = min(e.fld, val);
1531 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1538 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
1540 else if(v0 >= v0 + t)
1543 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
1547 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1550 e.rotfield = max(e.rotfield, time + rottime);
1552 e.regenfield = max(e.regenfield, time + regentime);
1555 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1556 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1557 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1558 #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)
1560 float GiveItems(entity e, float beginarg, float endarg)
1562 float got, i, j, val, op;
1563 float _switchweapon;
1572 _switchweapon = FALSE;
1574 if (e.switchweapon == w_getbestweapon(e))
1575 _switchweapon = TRUE;
1577 e.strength_finished = max(0, e.strength_finished - time);
1578 e.invincible_finished = max(0, e.invincible_finished - time);
1581 PREGIVE(e, weapons);
1582 PREGIVE(e, strength_finished);
1583 PREGIVE(e, invincible_finished);
1584 PREGIVE(e, ammo_nails);
1585 PREGIVE(e, ammo_cells);
1586 PREGIVE(e, ammo_shells);
1587 PREGIVE(e, ammo_rockets);
1588 PREGIVE(e, ammo_fuel);
1589 PREGIVE(e, armorvalue);
1592 for(i = beginarg; i < endarg; ++i)
1596 if(cmd == "0" || stof(cmd))
1620 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1621 got += GiveValue(e, strength_finished, op, time);
1622 got += GiveValue(e, invincible_finished, op, time);
1623 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1625 got += GiveBit(e, items, IT_JETPACK, op, val);
1626 got += GiveValue(e, health, op, val);
1627 got += GiveValue(e, armorvalue, op, val);
1629 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1631 wi = get_weaponinfo(j);
1633 got += GiveBit(e, weapons, wi.weapons, op, val);
1636 got += GiveValue(e, ammo_cells, op, val);
1637 got += GiveValue(e, ammo_shells, op, val);
1638 got += GiveValue(e, ammo_nails, op, val);
1639 got += GiveValue(e, ammo_rockets, op, val);
1640 got += GiveValue(e, ammo_fuel, op, val);
1642 case "unlimited_ammo":
1643 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1645 case "unlimited_weapon_ammo":
1646 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1648 case "unlimited_superweapons":
1649 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1652 got += GiveBit(e, items, IT_JETPACK, op, val);
1655 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1658 got += GiveValue(e, strength_finished, op, val);
1661 got += GiveValue(e, invincible_finished, op, val);
1664 got += GiveValue(e, ammo_cells, op, val);
1667 got += GiveValue(e, ammo_shells, op, val);
1671 got += GiveValue(e, ammo_nails, op, val);
1674 got += GiveValue(e, ammo_rockets, op, val);
1677 got += GiveValue(e, health, op, val);
1680 got += GiveValue(e, armorvalue, op, val);
1683 got += GiveValue(e, ammo_fuel, op, val);
1686 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1688 wi = get_weaponinfo(j);
1689 if(cmd == wi.netname)
1691 got += GiveBit(e, weapons, wi.weapons, op, val);
1696 print("give: invalid item ", cmd, "\n");
1703 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1704 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1705 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1706 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1707 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1709 wi = get_weaponinfo(j);
1712 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1713 if not(save_weapons & wi.weapons)
1714 if(e.weapons & wi.weapons)
1715 weapon_action(wi.weapon, WR_PRECACHE);
1718 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1719 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1720 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1721 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1722 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1723 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1724 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);
1725 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);
1726 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);
1730 e.health = bound(0, e.health, 100);
1731 e.armorvalue = bound(0, e.armorvalue, 999);
1734 if(e.strength_finished <= 0)
1735 e.strength_finished = 0;
1737 e.strength_finished += time;
1738 if(e.invincible_finished <= 0)
1739 e.invincible_finished = 0;
1741 e.invincible_finished += time;
1743 if not(e.weapons & W_WeaponBit(e.switchweapon))
1744 _switchweapon = TRUE;
1746 W_SwitchWeapon_Force(e, w_getbestweapon(e));