7 #define ITS_AVAILABLE 8
10 #define ITS_POWERUP 64
11 #define ISF_COLORMAP 16
19 var float autocvar_cl_animate_items = 1;
20 var float autocvar_cl_ghost_items = 0.45;
21 var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
22 var float autocvar_cl_fullbright_items = 0;
23 var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
24 var float autocvar_cl_weapon_stay_alpha = 0.75;
25 var float autocvar_cl_simple_items = 0;
26 var string autocvr_cl_simpleitems_postfix = "_simple";
34 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
35 if(self.move_flags & FL_ONGROUND)
36 { // For some reason move_avelocity gets set to '0 0 0' here ...
37 self.oldorigin = self.origin;
40 if(autocvar_cl_animate_items)
41 { // ... so reset it if animations are requested.
42 if(self.ItemStatus & ITS_ANIMATE1)
43 self.move_avelocity = '0 180 0';
45 if(self.ItemStatus & ITS_ANIMATE2)
46 self.move_avelocity = '0 -90 0';
50 else if (autocvar_cl_animate_items)
52 if(self.ItemStatus & ITS_ANIMATE1)
54 self.angles += self.move_avelocity * frametime;
55 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
58 if(self.ItemStatus & ITS_ANIMATE2)
60 self.angles += self.move_avelocity * frametime;
61 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
70 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
72 if(self.move_flags & FL_ONGROUND)
77 void ItemRead(float _IsNew)
79 float sf = ReadByte();
83 self.origin_x = ReadCoord();
84 self.origin_y = ReadCoord();
85 self.origin_z = ReadCoord();
86 setorigin(self, self.origin);
87 self.oldorigin = self.origin;
92 self.angles_x = ReadCoord();
93 self.angles_y = ReadCoord();
94 self.angles_z = ReadCoord();
95 self.move_angles = self.angles;
98 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
100 self.ItemStatus = ReadByte();
102 if(self.ItemStatus & ITS_AVAILABLE)
105 self.colormod = self.glowmod = '1 1 1';
109 if (autocvar_cl_ghost_items_color)
111 self.alpha = autocvar_cl_ghost_items;
112 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
118 if(autocvar_cl_fullbright_items)
119 if(self.ItemStatus & ITS_ALLOWFB)
120 self.effects |= EF_FULLBRIGHT;
122 if(self.ItemStatus & ITS_STAYWEP)
124 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
125 self.alpha = autocvar_cl_weapon_stay_alpha;
129 if(self.ItemStatus & ITS_POWERUP)
131 if(self.ItemStatus & ITS_AVAILABLE)
132 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
134 self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
140 self.drawmask = MASK_NORMAL;
141 self.movetype = MOVETYPE_NOCLIP;
142 self.draw = ItemDraw;
148 string _fn = ReadString();
150 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
152 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
153 self.draw = ItemDrawSimple;
157 if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
158 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
159 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
160 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
161 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
162 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
163 else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
164 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
167 self.draw = ItemDraw;
168 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
172 if(self.draw != ItemDrawSimple)
173 self.mdl = strzone(_fn);
177 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
179 precache_model(self.mdl);
180 setmodel(self, self.mdl);
183 if(sf & ISF_COLORMAP)
184 self.colormap = ReadShort();
189 self.move_angles = '0 0 0';
190 self.move_movetype = MOVETYPE_TOSS;
191 self.move_velocity_x = ReadCoord();
192 self.move_velocity_y = ReadCoord();
193 self.move_velocity_z = ReadCoord();
194 self.velocity = self.move_velocity;
195 self.move_origin = self.oldorigin;
199 self.move_time = time;
200 self.spawntime = time;
203 self.move_time = max(self.move_time, time);
206 if(autocvar_cl_animate_items)
208 if(self.ItemStatus & ITS_ANIMATE1)
209 self.move_avelocity = '0 180 0';
211 if(self.ItemStatus & ITS_ANIMATE2)
212 self.move_avelocity = '0 -90 0';
219 float autocvar_sv_simple_items;
220 float ItemSend(entity to, float sf)
227 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
228 WriteByte(MSG_ENTITY, sf);
230 //WriteByte(MSG_ENTITY, self.cnt);
231 if(sf & ISF_LOCATION)
233 WriteCoord(MSG_ENTITY, self.origin_x);
234 WriteCoord(MSG_ENTITY, self.origin_y);
235 WriteCoord(MSG_ENTITY, self.origin_z);
240 WriteCoord(MSG_ENTITY, self.angles_x);
241 WriteCoord(MSG_ENTITY, self.angles_y);
242 WriteCoord(MSG_ENTITY, self.angles_z);
246 WriteByte(MSG_ENTITY, self.ItemStatus);
252 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
254 WriteString(MSG_ENTITY, self.mdl);
258 if(sf & ISF_COLORMAP)
259 WriteShort(MSG_ENTITY, self.colormap);
263 WriteCoord(MSG_ENTITY, self.velocity_x);
264 WriteCoord(MSG_ENTITY, self.velocity_y);
265 WriteCoord(MSG_ENTITY, self.velocity_z);
272 float have_pickup_item(void)
274 if(self.flags & FL_POWERUP)
276 if(autocvar_g_powerups > 0)
278 if(autocvar_g_powerups == 0)
287 if(autocvar_g_pickup_items > 0)
289 if(autocvar_g_pickup_items == 0)
294 if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
300 #define ITEM_RESPAWN_TICKS 10
302 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
303 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
304 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
305 // range: 10 .. respawntime + respawntimejitter
307 floatfield Item_CounterField(float it)
311 case IT_SHELLS: return ammo_shells;
312 case IT_NAILS: return ammo_nails;
313 case IT_ROCKETS: return ammo_rockets;
314 case IT_CELLS: return ammo_cells;
315 case IT_FUEL: return ammo_fuel;
316 case IT_5HP: return health;
317 case IT_25HP: return health;
318 case IT_HEALTH: return health;
319 case IT_ARMOR_SHARD: return armorvalue;
320 case IT_ARMOR: return armorvalue;
321 // add more things here (health, armor)
322 default: error("requested item has no counter field");
325 // should never happen
330 string Item_CounterFieldName(float it)
334 case IT_SHELLS: return "shells";
335 case IT_NAILS: return "nails";
336 case IT_ROCKETS: return "rockets";
337 case IT_CELLS: return "cells";
338 case IT_FUEL: return "fuel";
340 // add more things here (health, armor)
341 default: error("requested item has no counter field name");
344 // should never happen
349 .float max_armorvalue;
350 .float pickup_anyway;
352 float Item_Customize()
354 if(self.spawnshieldtime)
356 if(!WEPSET_CONTAINS_ALL_EE(other, self))
358 self.colormod = '0 0 0';
359 self.glowmod = self.colormod;
360 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
367 self.colormod = stov(autocvar_g_ghost_items_color);
368 self.glowmod = self.colormod;
369 self.alpha = g_ghost_items;
378 void Item_Show (entity e, float mode)
380 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
381 e.ItemStatus &~= ITS_STAYWEP;
384 // make the item look normal, and be touchable
386 e.solid = SOLID_TRIGGER;
387 e.spawnshieldtime = 1;
388 e.ItemStatus |= ITS_AVAILABLE;
392 // hide the item completely
393 e.model = string_null;
395 e.spawnshieldtime = 1;
396 e.ItemStatus &~= ITS_AVAILABLE;
398 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
400 // make the item translucent and not touchable
402 e.solid = SOLID_TRIGGER; // can STILL be picked up!
403 e.effects |= EF_STARDUST;
404 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
405 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
409 //setmodel(e, "null");
411 e.colormod = '0 0 0';
412 e.glowmod = e.colormod;
413 e.spawnshieldtime = 1;
414 e.ItemStatus &~= ITS_AVAILABLE;
417 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
418 e.ItemStatus |= ITS_POWERUP;
420 if (autocvar_g_nodepthtestitems)
421 e.effects |= EF_NODEPTHTEST;
424 if (autocvar_g_fullbrightitems)
425 e.ItemStatus |= ITS_ALLOWFB;
427 if (autocvar_sv_simple_items)
428 e.ItemStatus |= ITS_ALLOWSI;
430 // relink entity (because solid may have changed)
431 setorigin(e, e.origin);
432 e.SendFlags |= ISF_STATUS;
435 void Item_Respawn (void)
439 if(self.items == IT_STRENGTH)
440 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
441 else if(self.items == IT_INVINCIBLE)
442 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
444 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
445 setorigin (self, self.origin);
447 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
448 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
451 void Item_RespawnCountdown (void)
453 if(self.count >= ITEM_RESPAWN_TICKS)
455 if(self.waypointsprite_attached)
456 WaypointSprite_Kill(self.waypointsprite_attached);
461 self.nextthink = time + 1;
466 vector rgb = '1 0 1';
470 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
471 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
472 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
473 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
477 MUTATOR_CALLHOOK(Item_RespawnCountdown);
480 if(self.flags & FL_WEAPON)
482 entity wi = get_weaponinfo(self.weapon);
491 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
492 if(self.waypointsprite_attached)
493 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
497 print("Unknown powerup-marked item is wanting to respawn\n");
498 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
501 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
502 if(self.waypointsprite_attached)
504 WaypointSprite_Ping(self.waypointsprite_attached);
505 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
510 void Item_ScheduleRespawnIn(entity e, float t)
512 if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
514 e.think = Item_RespawnCountdown;
515 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
520 e.think = Item_Respawn;
521 e.nextthink = time + t;
525 void Item_ScheduleRespawn(entity e)
527 if(e.respawntime > 0)
530 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
532 else // if respawntime is -1, this item does not respawn
536 void Item_ScheduleInitialRespawn(entity e)
539 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
542 float ITEM_MODE_NONE = 0;
543 float ITEM_MODE_HEALTH = 1;
544 float ITEM_MODE_ARMOR = 2;
545 float ITEM_MODE_FUEL = 3;
546 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
551 if (item.spawnshieldtime)
553 if ((player.ammofield < ammomax) || item.pickup_anyway)
555 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
559 else if(g_weapon_stay == 2)
561 float mi = min(item.ammofield, ammomax);
562 if (player.ammofield < mi)
564 player.ammofield = mi;
575 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
577 case ITEM_MODE_HEALTH:
578 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
580 case ITEM_MODE_ARMOR:
581 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
589 float Item_GiveTo(entity item, entity player)
596 // if nothing happens to player, just return without taking the item
598 _switchweapon = FALSE;
599 // in case the player has autoswitch enabled do the following:
600 // if the player is using their best weapon before items are given, they
601 // probably want to switch to an even better weapon after items are given
602 if (player.autoswitch)
603 if (player.switchweapon == w_getbestweapon(player))
604 _switchweapon = TRUE;
606 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
607 _switchweapon = TRUE;
609 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
610 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
611 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
612 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
613 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
614 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
615 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
617 if (item.flags & FL_WEAPON)
619 WEPSET_DECLARE_A(it);
620 WEPSET_COPY_AE(it, item);
621 WEPSET_ANDNOT_AE(it, player);
623 if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && item.pickup_anyway))
626 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
627 if(WEPSET_CONTAINS_AW(it, i))
628 W_GiveWeapon(player, i);
632 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
636 sprint (player, strcat("You got the ^2", item.netname, "\n"));
639 if (item.strength_finished)
642 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
644 if (item.invincible_finished)
647 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
649 if (item.superweapons_finished)
652 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
657 // always eat teamed entities
665 if (player.switchweapon != w_getbestweapon(player))
666 W_SwitchWeapon_Force(player, w_getbestweapon(player));
671 void Item_Touch (void)
675 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
676 if(self.classname == "droppedweapon")
678 if (ITEM_TOUCH_NEEDKILL())
685 if not(IS_PLAYER(other))
691 if (self.solid != SOLID_TRIGGER)
693 if (self.owner == other)
696 switch(MUTATOR_CALLHOOK(ItemTouch))
698 case MUT_ITEMTOUCH_RETURN: { return; }
699 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
702 if (self.classname == "droppedweapon")
704 self.strength_finished = max(0, self.strength_finished - time);
705 self.invincible_finished = max(0, self.invincible_finished - time);
706 self.superweapons_finished = max(0, self.superweapons_finished - time);
709 if(!Item_GiveTo(self, other))
711 if (self.classname == "droppedweapon")
713 // undo what we did above
714 self.strength_finished += time;
715 self.invincible_finished += time;
716 self.superweapons_finished += time;
723 other.last_pickup = time;
725 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
726 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
728 if (self.classname == "droppedweapon")
730 else if not(self.spawnshieldtime)
736 RandomSelection_Init();
737 for(head = world; (head = findfloat(head, team, self.team)); )
739 if(head.flags & FL_ITEM)
742 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
745 e = RandomSelection_chosen_ent;
750 Item_ScheduleRespawn(e);
756 Item_Show(self, !self.state);
757 setorigin (self, self.origin);
759 if(self.classname != "droppedweapon")
761 self.think = func_null;
764 if(self.waypointsprite_attached)
765 WaypointSprite_Kill(self.waypointsprite_attached);
767 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
768 Item_ScheduleInitialRespawn(self);
776 if(self.effects & EF_NODRAW)
778 // marker for item team search
779 dprint("Initializing item team ", ftos(self.team), "\n");
780 RandomSelection_Init();
781 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
782 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
783 e = RandomSelection_chosen_ent;
787 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
791 // make it a non-spawned item
793 head.state = 1; // state 1 = initially hidden item
795 head.effects &~= EF_NODRAW;
802 // Savage: used for item garbage-collection
803 // TODO: perhaps nice special effect?
804 void RemoveItem(void)
809 // pickup evaluation functions
810 // these functions decide how desirable an item is to the bots
812 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
814 float weapon_pickupevalfunc(entity player, entity item)
816 float c, j, position;
818 // See if I have it already
819 if(!WEPSET_CONTAINS_ALL_EE(player, item))
821 // If I can pick it up
822 if(!item.spawnshieldtime)
824 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
826 // Skilled bots will grab more
827 c = bound(0, skill / 10, 1) * 0.5;
835 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
836 if( bot_custom_weapon && c )
838 // Find the highest position on any range
840 for(j = 0; j < WEP_LAST ; ++j){
842 bot_weapons_far[j] == item.weapon ||
843 bot_weapons_mid[j] == item.weapon ||
844 bot_weapons_close[j] == item.weapon
855 position = WEP_LAST - position;
856 // item.bot_pickupbasevalue is overwritten here
857 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
861 return item.bot_pickupbasevalue * c;
864 float commodity_pickupevalfunc(entity player, entity item)
867 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
871 // Detect needed ammo
872 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
874 wi = get_weaponinfo(i);
876 if not(WEPSET_CONTAINS_EW(player, i))
879 if(wi.items & IT_SHELLS)
881 else if(wi.items & IT_NAILS)
883 else if(wi.items & IT_ROCKETS)
885 else if(wi.items & IT_CELLS)
887 else if(wi.items & IT_FUEL)
891 // TODO: figure out if the player even has the weapon this ammo is for?
892 // may not affect strategy much though...
893 // find out how much more ammo/armor/health the player can hold
895 if (item.ammo_shells)
896 if (player.ammo_shells < g_pickup_shells_max)
897 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
900 if (player.ammo_nails < g_pickup_nails_max)
901 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
903 if (item.ammo_rockets)
904 if (player.ammo_rockets < g_pickup_rockets_max)
905 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
908 if (player.ammo_cells < g_pickup_cells_max)
909 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
912 if (player.ammo_fuel < g_pickup_fuel_max)
913 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
915 if (player.armorvalue < item.max_armorvalue)
916 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
918 if (player.health < item.max_health)
919 c = c + max(0, 1 - player.health / item.max_health);
921 return item.bot_pickupbasevalue * c;
924 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
926 if(ITEM_DAMAGE_NEEDKILL(deathtype))
931 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)
933 startitem_failed = FALSE;
936 self.model = itemmodel;
940 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
944 if(self.item_pickupsound == "")
945 self.item_pickupsound = pickupsound;
947 if(!self.respawntime) // both need to be set
949 self.respawntime = defaultrespawntime;
950 self.respawntimejitter = defaultrespawntimejitter;
954 self.weapon = weaponid;
957 WEPSET_COPY_EW(self, weaponid);
959 self.flags = FL_ITEM | itemflags;
961 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
963 startitem_failed = TRUE;
968 // is it a dropped weapon?
969 if (self.classname == "droppedweapon")
971 self.reset = SUB_Remove;
972 // it's a dropped weapon
973 self.movetype = MOVETYPE_TOSS;
975 // Savage: remove thrown items after a certain period of time ("garbage collection")
976 self.think = RemoveItem;
977 self.nextthink = time + 20;
979 self.takedamage = DAMAGE_YES;
980 self.event_damage = Item_Damage;
982 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
985 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
986 if(self.ammo_nails == 0)
987 if(self.ammo_cells == 0)
988 if(self.ammo_rockets == 0)
989 if(self.ammo_shells == 0)
990 if(self.ammo_fuel == 0)
992 if(self.armorvalue == 0)
995 // if item is worthless after a timer, have it expire then
996 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
999 // don't drop if in a NODROP zone (such as lava)
1000 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1001 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1003 startitem_failed = TRUE;
1010 if(!have_pickup_item())
1012 startitem_failed = TRUE;
1017 if(self.angles != '0 0 0')
1018 self.SendFlags |= ISF_ANGLES;
1020 self.reset = Item_Reset;
1021 // it's a level item
1022 if(self.spawnflags & 1)
1025 self.movetype = MOVETYPE_NONE;
1027 self.movetype = MOVETYPE_TOSS;
1028 // do item filtering according to game mode and other things
1031 // first nudge it off the floor a little bit to avoid math errors
1032 setorigin(self, self.origin + '0 0 1');
1033 // set item size before we spawn a spawnfunc_waypoint
1034 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1035 setsize (self, '-16 -16 0', '16 16 48');
1037 setsize (self, '-16 -16 0', '16 16 32');
1038 // note droptofloor returns FALSE if stuck/or would fall too far
1040 waypoint_spawnforitem(self);
1044 * can't do it that way, as it would break maps
1045 * TODO make a target_give like entity another way, that perhaps has
1046 * the weapon name in a key
1049 // target_give not yet supported; maybe later
1050 print("removed targeted ", self.classname, "\n");
1051 startitem_failed = TRUE;
1057 if(autocvar_spawn_debug >= 2)
1060 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1062 // why not flags & fl_item?
1063 if(otheritem.is_item)
1065 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1066 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1067 error("Mapper sucks.");
1070 self.is_item = TRUE;
1073 WEPSET_OR_AW(weaponsInMap, weaponid);
1075 precache_model (self.model);
1076 precache_sound (self.item_pickupsound);
1078 precache_sound ("misc/itemrespawncountdown.wav");
1079 if(itemid == IT_STRENGTH)
1080 precache_sound ("misc/strength_respawn.wav");
1081 else if(itemid == IT_INVINCIBLE)
1082 precache_sound ("misc/shield_respawn.wav");
1084 precache_sound ("misc/itemrespawn.wav");
1086 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1087 self.target = "###item###"; // for finding the nearest item using find()
1090 self.bot_pickup = TRUE;
1091 self.bot_pickupevalfunc = pickupevalfunc;
1092 self.bot_pickupbasevalue = pickupbasevalue;
1093 self.mdl = self.model;
1094 self.netname = itemname;
1095 self.touch = Item_Touch;
1096 setmodel(self, "null"); // precision set below
1097 //self.effects |= EF_LOWPRECISION;
1099 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1101 self.pos1 = '-16 -16 0';
1102 self.pos2 = '16 16 48';
1106 self.pos1 = '-16 -16 0';
1107 self.pos2 = '16 16 32';
1109 setsize (self, self.pos1, self.pos2);
1111 if(itemflags & FL_POWERUP)
1112 self.ItemStatus |= ITS_ANIMATE1;
1114 if(self.armorvalue || self.health)
1115 self.ItemStatus |= ITS_ANIMATE2;
1117 if(itemflags & FL_WEAPON)
1119 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1120 self.colormap = 1024; // color shirt=0 pants=0 grey
1124 self.ItemStatus |= ITS_ANIMATE1;
1125 self.ItemStatus |= ISF_COLORMAP;
1129 if(self.team) // broken, no idea why.
1132 self.cnt = 1; // item probability weight
1134 self.effects |= EF_NODRAW; // marker for item team search
1135 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1140 Net_LinkEntity(self, FALSE, 0, ItemSend);
1142 // call this hook after everything else has been done
1143 if(MUTATOR_CALLHOOK(Item_Spawn))
1145 startitem_failed = TRUE;
1151 float weaponswapping;
1154 void weapon_defaultspawnfunc(float wpn)
1158 var .float ammofield;
1164 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1166 e = get_weaponinfo(wpn);
1168 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1170 print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1172 objerror("Attempted to spawn a mutator-blocked weapon rejected");
1173 startitem_failed = TRUE;
1178 s = W_Apply_Weaponreplace(e.netname);
1181 MUTATOR_CALLHOOK(SetWeaponreplace);
1186 startitem_failed = TRUE;
1189 t = tokenize_console(s);
1192 self.team = --internalteam;
1194 for(i = 1; i < t; ++i)
1197 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1199 e = get_weaponinfo(j);
1203 copyentity(oldself, self);
1204 self.classname = "replacedweapon";
1205 weapon_defaultspawnfunc(j);
1211 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1216 if(t >= 1) // always the case!
1220 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1222 e = get_weaponinfo(j);
1231 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1237 startitem_failed = TRUE;
1242 e = get_weaponinfo(wpn);
1244 if(!self.respawntime)
1246 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1248 self.respawntime = g_pickup_respawntime_superweapon;
1249 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1253 self.respawntime = g_pickup_respawntime_weapon;
1254 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1258 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1259 if(!self.superweapons_finished)
1260 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1264 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1268 ammofield = Item_CounterField(j);
1270 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1276 if(g_pickup_weapons_anyway)
1277 self.pickup_anyway = TRUE;
1281 // no weapon-stay on superweapons
1282 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1283 f |= FL_NO_WEAPON_STAY;
1285 // weapon stay isn't supported for teamed weapons
1287 f |= FL_NO_WEAPON_STAY;
1289 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1290 if (self.modelindex) // don't precache if self was removed
1291 weapon_action(e.weapon, WR_PRECACHE);
1294 void spawnfunc_weapon_shotgun (void);
1295 void spawnfunc_weapon_uzi (void) {
1296 if(autocvar_sv_q3acompat_machineshotgunswap)
1297 if(self.classname != "droppedweapon")
1299 weapon_defaultspawnfunc(WEP_SHOTGUN);
1302 weapon_defaultspawnfunc(WEP_UZI);
1305 void spawnfunc_weapon_shotgun (void) {
1306 if(autocvar_sv_q3acompat_machineshotgunswap)
1307 if(self.classname != "droppedweapon")
1309 weapon_defaultspawnfunc(WEP_UZI);
1312 weapon_defaultspawnfunc(WEP_SHOTGUN);
1315 void spawnfunc_weapon_nex (void)
1317 weapon_defaultspawnfunc(WEP_NEX);
1320 void spawnfunc_weapon_minstanex (void)
1322 weapon_defaultspawnfunc(WEP_MINSTANEX);
1325 void spawnfunc_weapon_rocketlauncher (void)
1327 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1330 void spawnfunc_item_rockets (void) {
1331 if(!self.ammo_rockets)
1332 self.ammo_rockets = g_pickup_rockets;
1333 if(!self.pickup_anyway)
1334 self.pickup_anyway = g_pickup_ammo_anyway;
1335 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);
1338 void spawnfunc_item_shells (void);
1339 void spawnfunc_item_bullets (void) {
1341 if(autocvar_sv_q3acompat_machineshotgunswap)
1342 if(self.classname != "droppedweapon")
1344 weaponswapping = TRUE;
1345 spawnfunc_item_shells();
1346 weaponswapping = FALSE;
1350 if(!self.ammo_nails)
1351 self.ammo_nails = g_pickup_nails;
1352 if(!self.pickup_anyway)
1353 self.pickup_anyway = g_pickup_ammo_anyway;
1354 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);
1357 void spawnfunc_item_cells (void) {
1358 if(!self.ammo_cells)
1359 self.ammo_cells = g_pickup_cells;
1360 if(!self.pickup_anyway)
1361 self.pickup_anyway = g_pickup_ammo_anyway;
1362 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);
1365 void spawnfunc_item_shells (void) {
1367 if(autocvar_sv_q3acompat_machineshotgunswap)
1368 if(self.classname != "droppedweapon")
1370 weaponswapping = TRUE;
1371 spawnfunc_item_bullets();
1372 weaponswapping = FALSE;
1376 if(!self.ammo_shells)
1377 self.ammo_shells = g_pickup_shells;
1378 if(!self.pickup_anyway)
1379 self.pickup_anyway = g_pickup_ammo_anyway;
1380 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);
1383 void spawnfunc_item_armor_small (void) {
1384 if(!self.armorvalue)
1385 self.armorvalue = g_pickup_armorsmall;
1386 if(!self.max_armorvalue)
1387 self.max_armorvalue = g_pickup_armorsmall_max;
1388 if(!self.pickup_anyway)
1389 self.pickup_anyway = g_pickup_armorsmall_anyway;
1390 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);
1393 void spawnfunc_item_armor_medium (void) {
1394 if(!self.armorvalue)
1395 self.armorvalue = g_pickup_armormedium;
1396 if(!self.max_armorvalue)
1397 self.max_armorvalue = g_pickup_armormedium_max;
1398 if(!self.pickup_anyway)
1399 self.pickup_anyway = g_pickup_armormedium_anyway;
1400 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);
1403 void spawnfunc_item_armor_big (void) {
1404 if(!self.armorvalue)
1405 self.armorvalue = g_pickup_armorbig;
1406 if(!self.max_armorvalue)
1407 self.max_armorvalue = g_pickup_armorbig_max;
1408 if(!self.pickup_anyway)
1409 self.pickup_anyway = g_pickup_armorbig_anyway;
1410 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);
1413 void spawnfunc_item_armor_large (void) {
1414 if(!self.armorvalue)
1415 self.armorvalue = g_pickup_armorlarge;
1416 if(!self.max_armorvalue)
1417 self.max_armorvalue = g_pickup_armorlarge_max;
1418 if(!self.pickup_anyway)
1419 self.pickup_anyway = g_pickup_armorlarge_anyway;
1420 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);
1423 void spawnfunc_item_health_small (void) {
1424 if(!self.max_health)
1425 self.max_health = g_pickup_healthsmall_max;
1427 self.health = g_pickup_healthsmall;
1428 if(!self.pickup_anyway)
1429 self.pickup_anyway = g_pickup_healthsmall_anyway;
1430 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);
1433 void spawnfunc_item_health_medium (void) {
1434 if(!self.max_health)
1435 self.max_health = g_pickup_healthmedium_max;
1437 self.health = g_pickup_healthmedium;
1438 if(!self.pickup_anyway)
1439 self.pickup_anyway = g_pickup_healthmedium_anyway;
1440 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);
1443 void spawnfunc_item_health_large (void) {
1444 if(!self.max_health)
1445 self.max_health = g_pickup_healthlarge_max;
1447 self.health = g_pickup_healthlarge;
1448 if(!self.pickup_anyway)
1449 self.pickup_anyway = g_pickup_healthlarge_anyway;
1450 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);
1453 void spawnfunc_item_health_mega (void) {
1454 if(!self.max_health)
1455 self.max_health = g_pickup_healthmega_max;
1457 self.health = g_pickup_healthmega;
1458 if(!self.pickup_anyway)
1459 self.pickup_anyway = g_pickup_healthmega_anyway;
1460 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);
1463 // support old misnamed entities
1464 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1465 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1466 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1467 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1468 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1470 void spawnfunc_item_strength (void) {
1471 precache_sound("weapons/strength_fire.wav");
1472 if(!self.strength_finished)
1473 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1474 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);
1477 void spawnfunc_item_invincible (void) {
1478 if(!self.invincible_finished)
1479 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1480 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);
1484 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1486 float GiveItems(entity e, float beginarg, float endarg);
1487 void target_items_use (void)
1489 if(activator.classname == "droppedweapon")
1496 if not(IS_PLAYER(activator))
1498 if(activator.deadflag != DEAD_NO)
1503 for(e = world; (e = find(e, classname, "droppedweapon")); )
1504 if(e.enemy == activator)
1507 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1508 centerprint(activator, self.message);
1511 void spawnfunc_target_items (void)
1516 self.use = target_items_use;
1517 if(!self.strength_finished)
1518 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1519 if(!self.invincible_finished)
1520 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1521 if(!self.superweapons_finished)
1522 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1524 precache_sound("misc/itempickup.wav");
1525 precache_sound("misc/megahealth.wav");
1526 precache_sound("misc/armor25.wav");
1527 precache_sound("misc/powerup.wav");
1528 precache_sound("misc/poweroff.wav");
1529 precache_sound("weapons/weaponpickup.wav");
1531 n = tokenize_console(self.netname);
1532 if(argv(0) == "give")
1534 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1538 for(i = 0; i < n; ++i)
1540 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1541 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1542 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1543 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1544 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1545 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1546 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1547 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1550 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1552 e = get_weaponinfo(j);
1553 if(argv(i) == e.netname)
1555 WEPSET_OR_EW(self, j);
1556 if(self.spawnflags == 0 || self.spawnflags == 2)
1557 weapon_action(e.weapon, WR_PRECACHE);
1562 print("target_items: invalid item ", argv(i), "\n");
1566 string itemprefix, valueprefix;
1567 if(self.spawnflags == 0)
1572 else if(self.spawnflags == 1)
1574 itemprefix = "max ";
1575 valueprefix = "max ";
1577 else if(self.spawnflags == 2)
1579 itemprefix = "min ";
1580 valueprefix = "min ";
1582 else if(self.spawnflags == 4)
1584 itemprefix = "minus ";
1585 valueprefix = "max ";
1589 error("invalid spawnflags");
1591 itemprefix = string_null;
1592 valueprefix = string_null;
1597 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1598 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1599 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1600 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1601 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1602 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1603 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1604 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1605 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1606 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1607 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1608 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1609 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1610 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1611 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1613 e = get_weaponinfo(j);
1615 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1618 self.netname = strzone(self.netname);
1619 //print(self.netname, "\n");
1621 n = tokenize_console(self.netname);
1622 for(i = 0; i < n; ++i)
1624 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1626 e = get_weaponinfo(j);
1627 if(argv(i) == e.netname)
1629 weapon_action(e.weapon, WR_PRECACHE);
1636 void spawnfunc_item_fuel(void)
1639 self.ammo_fuel = g_pickup_fuel;
1640 if(!self.pickup_anyway)
1641 self.pickup_anyway = g_pickup_ammo_anyway;
1642 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);
1645 void spawnfunc_item_fuel_regen(void)
1647 if(start_items & IT_FUEL_REGEN)
1649 spawnfunc_item_fuel();
1652 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);
1655 void spawnfunc_item_jetpack(void)
1657 if(g_grappling_hook)
1658 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1660 self.ammo_fuel = g_pickup_fuel_jetpack;
1661 if(start_items & IT_JETPACK)
1663 spawnfunc_item_fuel();
1666 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);
1676 float GiveWeapon(entity e, float wpn, float op, float val)
1679 v0 = WEPSET_CONTAINS_EW(e, wpn);
1684 WEPSET_OR_EW(e, wpn);
1686 WEPSET_ANDNOT_EW(e, wpn);
1691 WEPSET_OR_EW(e, wpn);
1695 WEPSET_ANDNOT_EW(e, wpn);
1699 WEPSET_ANDNOT_EW(e, wpn);
1702 v1 = WEPSET_CONTAINS_EW(e, wpn);
1706 float GiveBit(entity e, .float fld, float bit, float op, float val)
1736 float GiveValue(entity e, .float fld, float op, float val)
1746 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1749 e.fld = min(e.fld, val);
1762 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1769 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1771 else if(v0 >= v0 + t)
1774 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1778 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1781 e.rotfield = max(e.rotfield, time + rottime);
1783 e.regenfield = max(e.regenfield, time + regentime);
1786 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1787 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1788 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
1789 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1790 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1791 #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)
1793 float GiveItems(entity e, float beginarg, float endarg)
1795 float got, i, j, val, op;
1796 float _switchweapon;
1805 _switchweapon = FALSE;
1807 if (e.switchweapon == w_getbestweapon(e))
1808 _switchweapon = TRUE;
1810 e.strength_finished = max(0, e.strength_finished - time);
1811 e.invincible_finished = max(0, e.invincible_finished - time);
1812 e.superweapons_finished = max(0, e.superweapons_finished - time);
1816 PREGIVE(e, strength_finished);
1817 PREGIVE(e, invincible_finished);
1818 PREGIVE(e, superweapons_finished);
1819 PREGIVE(e, ammo_nails);
1820 PREGIVE(e, ammo_cells);
1821 PREGIVE(e, ammo_shells);
1822 PREGIVE(e, ammo_rockets);
1823 PREGIVE(e, ammo_fuel);
1824 PREGIVE(e, armorvalue);
1827 for(i = beginarg; i < endarg; ++i)
1831 if(cmd == "0" || stof(cmd))
1855 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1856 got += GiveValue(e, strength_finished, op, val);
1857 got += GiveValue(e, invincible_finished, op, val);
1858 got += GiveValue(e, superweapons_finished, op, val);
1859 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1861 got += GiveBit(e, items, IT_JETPACK, op, val);
1862 got += GiveValue(e, health, op, val);
1863 got += GiveValue(e, armorvalue, op, val);
1865 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1867 wi = get_weaponinfo(j);
1869 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1870 got += GiveWeapon(e, j, op, val);
1873 got += GiveValue(e, ammo_cells, op, val);
1874 got += GiveValue(e, ammo_shells, op, val);
1875 got += GiveValue(e, ammo_nails, op, val);
1876 got += GiveValue(e, ammo_rockets, op, val);
1877 got += GiveValue(e, ammo_fuel, op, val);
1879 case "unlimited_ammo":
1880 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1882 case "unlimited_weapon_ammo":
1883 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1885 case "unlimited_superweapons":
1886 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1889 got += GiveBit(e, items, IT_JETPACK, op, val);
1892 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1895 got += GiveValue(e, strength_finished, op, val);
1898 got += GiveValue(e, invincible_finished, op, val);
1900 case "superweapons":
1901 got += GiveValue(e, superweapons_finished, op, val);
1904 got += GiveValue(e, ammo_cells, op, val);
1907 got += GiveValue(e, ammo_shells, op, val);
1911 got += GiveValue(e, ammo_nails, op, val);
1914 got += GiveValue(e, ammo_rockets, op, val);
1917 got += GiveValue(e, health, op, val);
1920 got += GiveValue(e, armorvalue, op, val);
1923 got += GiveValue(e, ammo_fuel, op, val);
1926 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1928 wi = get_weaponinfo(j);
1929 if(cmd == wi.netname)
1931 got += GiveWeapon(e, j, op, val);
1936 print("give: invalid item ", cmd, "\n");
1943 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1944 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1945 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1946 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1947 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1949 wi = get_weaponinfo(j);
1952 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1953 if not(WEPSET_CONTAINS_AW(save_weapons, j))
1954 if(WEPSET_CONTAINS_EW(e, j))
1955 weapon_action(wi.weapon, WR_PRECACHE);
1958 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1959 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1960 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1961 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1962 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1963 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1964 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);
1965 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);
1966 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);
1968 if(e.superweapons_finished <= 0)
1969 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1970 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1972 if(e.strength_finished <= 0)
1973 e.strength_finished = 0;
1975 e.strength_finished += time;
1976 if(e.invincible_finished <= 0)
1977 e.invincible_finished = 0;
1979 e.invincible_finished += time;
1980 if(e.superweapons_finished <= 0)
1981 e.superweapons_finished = 0;
1983 e.superweapons_finished += time;
1985 if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
1986 _switchweapon = TRUE;
1988 W_SwitchWeapon_Force(e, w_getbestweapon(e));