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)
237 if(e.respawntime > 0) // if respawntime is -1, this item does not respawn
238 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
243 void Item_ScheduleInitialRespawn(entity e)
246 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
249 float Item_GiveTo(entity item, entity player)
257 // if nothing happens to player, just return without taking the item
259 _switchweapon = FALSE;
263 if(item.spawnshieldtime)
266 if (player.ammo_fuel < g_pickup_fuel_max)
269 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
270 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
272 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
276 sprint (player, strcat("You got the ^2", item.netname, "\n"));
279 _switchweapon = TRUE;
283 // play some cool sounds ;)
284 centerprint(player, "\n");
285 if (clienttype(player) == CLIENTTYPE_REAL)
287 if(player.health <= 5)
288 AnnounceTo(player, "lastsecond");
289 else if(player.health < 50)
290 AnnounceTo(player, "narrowly");
292 // sound not available
293 // else if(item.items == IT_CELLS)
294 // AnnounceTo(player, "ammo");
296 if (item.weapons & WEPBIT_MINSTANEX)
297 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
299 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
307 // sound not available
308 // AnnounceTo(player, "_lives");
309 player.armorvalue = min(player.armorvalue + cvar("g_minstagib_extralives"), 999);
310 sprint(player, "^3You picked up some extra lives\n");
314 if (item.strength_finished)
317 // sound not available
318 // AnnounceTo(player, "invisible");
319 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
323 if (item.invincible_finished)
326 // sound not available
327 // AnnounceTo(player, "speed");
328 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
332 if (player.ammo_fuel < g_pickup_fuel_max)
335 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
336 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
342 if (g_weapon_stay == 1)
343 if not(item.flags & FL_NO_WEAPON_STAY)
344 if (item.flags & FL_WEAPON)
346 if(item.classname == "droppedweapon")
348 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
353 if (player.weapons & item.weapons)
358 // in case the player has autoswitch enabled do the following:
359 // if the player is using their best weapon before items are given, they
360 // probably want to switch to an even better weapon after items are given
361 if (player.autoswitch)
362 if (player.switchweapon == w_getbestweapon(player))
363 _switchweapon = TRUE;
365 if not(player.weapons & W_WeaponBit(player.switchweapon))
366 _switchweapon = TRUE;
368 if(item.spawnshieldtime)
370 if (item.ammo_shells)
371 if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
374 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
377 if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
380 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
382 if (item.ammo_rockets)
383 if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
386 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
389 if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
392 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
395 if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
398 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
399 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
403 if (item.flags & FL_WEAPON)
404 if ((it = item.weapons - (item.weapons & player.weapons)) || g_pickup_weapons_anyway)
407 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
409 e = get_weaponinfo(i);
411 W_GiveWeapon (player, e.weapon, item.netname);
415 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
419 sprint (player, strcat("You got the ^2", item.netname, "\n"));
422 if(item.spawnshieldtime)
424 if (item.strength_finished)
427 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
429 if (item.invincible_finished)
432 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
436 if ((player.health < item.max_health) || item.pickup_anyway)
439 player.health = min(player.health + item.health, item.max_health);
440 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
443 if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
446 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
447 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
453 // always eat teamed entities
460 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
462 if (player.switchweapon != w_getbestweapon(player))
463 W_SwitchWeapon_Force(player, w_getbestweapon(player));
468 void Item_Touch (void)
472 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
473 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
478 if (other.classname != "player")
482 if (self.solid != SOLID_TRIGGER)
484 if (self.owner == other)
487 if(!Item_GiveTo(self, other))
490 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
492 if (self.classname == "droppedweapon")
494 else if not(self.spawnshieldtime)
496 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
502 RandomSelection_Init();
503 for(head = world; (head = findfloat(head, team, self.team)); )
505 if(head.flags & FL_ITEM)
508 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
511 e = RandomSelection_chosen_ent;
515 Item_ScheduleRespawn(e);
523 if(self.effects & EF_NODRAW)
525 // marker for item team search
526 dprint("Initializing item team ", ftos(self.team), "\n");
527 RandomSelection_Init();
528 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
529 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
530 e = RandomSelection_chosen_ent;
534 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
538 // make it a non-spawned item
540 head.state = 1; // state 1 = initially hidden item
542 head.effects &~= EF_NODRAW;
545 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
546 Item_ScheduleInitialRespawn(e);
552 Item_Show(self, !self.state);
553 setorigin (self, self.origin);
554 self.think = SUB_Null;
557 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
558 Item_ScheduleInitialRespawn(self);
561 // Savage: used for item garbage-collection
562 // TODO: perhaps nice special effect?
563 void RemoveItem(void)
568 // pickup evaluation functions
569 // these functions decide how desirable an item is to the bots
571 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
573 float weapon_pickupevalfunc(entity player, entity item)
575 float c, i, j, position;
577 // See if I have it already
578 if(player.weapons & item.weapons == item.weapons)
580 // If I can pick it up
581 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
583 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
585 // Skilled bots will grab more
586 c = bound(0, skill / 10, 1) * 0.5;
594 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
595 if( bot_custom_weapon && c )
597 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
600 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
603 // Find the highest position on any range
605 for(j = 0; j < WEP_LAST ; ++j){
607 bot_weapons_far[j] == i ||
608 bot_weapons_mid[j] == i ||
609 bot_weapons_close[j] == i
620 position = WEP_LAST - position;
621 // item.bot_pickupbasevalue is overwritten here
622 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
627 return item.bot_pickupbasevalue * c;
630 float commodity_pickupevalfunc(entity player, entity item)
632 float c, i, need_shells, need_nails, need_rockets, need_cells;
636 // Detect needed ammo
637 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
639 wi = get_weaponinfo(i);
641 if not(wi.weapons & player.weapons)
644 if(wi.items & IT_SHELLS)
646 else if(wi.items & IT_NAILS)
648 else if(wi.items & IT_ROCKETS)
650 else if(wi.items & IT_CELLS)
654 // TODO: figure out if the player even has the weapon this ammo is for?
655 // may not affect strategy much though...
656 // find out how much more ammo/armor/health the player can hold
658 if (item.ammo_shells)
659 if (player.ammo_shells < g_pickup_shells_max)
660 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
663 if (player.ammo_nails < g_pickup_nails_max)
664 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
666 if (item.ammo_rockets)
667 if (player.ammo_rockets < g_pickup_rockets_max)
668 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
671 if (player.ammo_cells < g_pickup_cells_max)
672 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
674 if (player.armorvalue < item.max_armorvalue)
675 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
677 if (player.health < item.max_health)
678 c = c + max(0, 1 - player.health / item.max_health);
680 return item.bot_pickupbasevalue * c;
685 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)
687 startitem_failed = FALSE;
690 self.weapons = weaponid;
692 // is it a dropped weapon?
693 if (self.classname == "droppedweapon")
695 self.reset = SUB_Remove;
696 // it's a dropped weapon
697 self.movetype = MOVETYPE_TOSS;
698 // Savage: remove thrown items after a certain period of time ("garbage collection")
699 self.think = RemoveItem;
700 self.nextthink = time + 60;
701 // don't drop if in a NODROP zone (such as lava)
702 traceline(self.origin, self.origin, MOVE_NORMAL, self);
703 if (trace_dpstartcontents & DPCONTENTS_NODROP)
705 startitem_failed = TRUE;
712 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
714 startitem_failed = TRUE;
719 self.reset = Item_Reset;
721 if(self.spawnflags & 1)
724 self.movetype = MOVETYPE_NONE;
726 self.movetype = MOVETYPE_TOSS;
727 // do item filtering according to game mode and other things
730 // first nudge it off the floor a little bit to avoid math errors
731 setorigin(self, self.origin + '0 0 1');
732 // set item size before we spawn a spawnfunc_waypoint
733 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
734 setsize (self, '-16 -16 0', '16 16 48');
736 setsize (self, '-16 -16 0', '16 16 32');
737 // note droptofloor returns FALSE if stuck/or would fall too far
739 waypoint_spawnforitem(self);
746 print("removed non-teamplay ", self.classname, "\n");
747 startitem_failed = TRUE;
756 print("removed non-FFA ", self.classname, "\n");
757 startitem_failed = TRUE;
765 // We aren't TA or something like that, so we keep the Q3A entities
766 print("removed non-Q3A ", self.classname, "\n");
767 startitem_failed = TRUE;
773 * can't do it that way, as it would break maps
774 * TODO make a target_give like entity another way, that perhaps has
775 * the weapon name in a key
778 // target_give not yet supported; maybe later
779 print("removed targeted ", self.classname, "\n");
780 startitem_failed = TRUE;
786 if(cvar("spawn_debug") >= 2)
789 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
791 if(otheritem.is_item)
793 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
794 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
795 error("Mapper sucks.");
803 startitem_failed = TRUE;
807 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
809 startitem_failed = TRUE;
813 else if (g_minstagib)
815 // don't remove dropped items and powerups
816 if (self.classname != "minstagib")
818 startitem_failed = TRUE;
823 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
825 startitem_failed = TRUE;
830 weaponsInMap |= weaponid;
832 precache_model (itemmodel);
833 precache_sound (pickupsound);
835 precache_sound ("misc/itemrespawncountdown.wav");
836 if(!g_minstagib && itemid == IT_STRENGTH)
837 precache_sound ("misc/strength_respawn.wav");
838 else if(!g_minstagib && itemid == IT_INVINCIBLE)
839 precache_sound ("misc/shield_respawn.wav");
841 precache_sound ("misc/itemrespawn.wav");
843 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
844 self.target = "###item###"; // for finding the nearest item using find()
847 self.bot_pickup = TRUE;
848 self.bot_pickupevalfunc = pickupevalfunc;
849 self.bot_pickupbasevalue = pickupbasevalue;
850 self.mdl = itemmodel;
851 self.item_pickupsound = pickupsound;
852 // let mappers override respawntime
853 if(!self.respawntime) // both set
855 self.respawntime = defaultrespawntime;
856 self.respawntimejitter = defaultrespawntimejitter;
858 self.netname = itemname;
859 self.flags = FL_ITEM | itemflags;
860 self.touch = Item_Touch;
861 setmodel (self, self.mdl); // precision set below
862 self.effects |= EF_LOWPRECISION;
863 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
864 setsize (self, '-16 -16 0', '16 16 48');
866 setsize (self, '-16 -16 0', '16 16 32');
867 if(itemflags & FL_WEAPON)
868 self.modelflags |= MF_ROTATE;
870 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
871 if (itemflags & FL_WEAPON)
873 // neutral team color for pickup weapons
874 self.colormap = 1024; // color shirt=0 pants=0 grey
882 self.cnt = 1; // item probability weight
883 self.effects = self.effects | EF_NODRAW; // marker for item team search
884 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
886 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
887 Item_ScheduleInitialRespawn(self);
890 /* replace items in minstagib
891 * IT_STRENGTH = invisibility
892 * IT_NAILS = extra lives
893 * IT_INVINCIBLE = speed
895 void minstagib_items (float itemid)
898 self.classname = "minstagib";
900 // replace rocket launchers and nex guns with ammo cells
901 if (itemid == IT_CELLS)
904 StartItem ("models/items/a_cells.md3",
905 "misc/itempickup.wav", 45, 0,
906 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
913 itemid = IT_STRENGTH;
917 itemid = IT_INVINCIBLE;
919 // replace with invis
920 if (itemid == IT_STRENGTH)
922 self.strength_finished = 30;
923 StartItem ("models/items/g_strength.md3",
924 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
925 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
927 // replace with extra lives
928 if (itemid == IT_NAILS)
931 StartItem ("models/items/g_h100.md3",
932 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
933 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
935 // replace with speed
936 if (itemid == IT_INVINCIBLE)
938 self.invincible_finished = 30;
939 StartItem ("models/items/g_invincible.md3",
940 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
941 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
945 float minst_no_auto_cells;
946 void minst_remove_item (void) {
947 if(minst_no_auto_cells)
951 float weaponswapping;
954 void weapon_defaultspawnfunc(float wpn)
958 var .float ammofield;
963 // set the respawntime in advance (so replaced weapons can copy it)
965 if(!self.respawntime)
967 e = get_weaponinfo(wpn);
968 if(e.items == IT_SUPERWEAPON)
970 self.respawntime = g_pickup_respawntime_powerup;
971 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
975 self.respawntime = g_pickup_respawntime_weapon;
976 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
980 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
982 e = get_weaponinfo(wpn);
983 s = cvar_string(strcat("g_weaponreplace_", e.netname));
987 startitem_failed = TRUE;
990 t = tokenize_console(s);
993 self.team = --internalteam;
995 for(i = 1; i < t; ++i)
998 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1000 e = get_weaponinfo(j);
1004 copyentity(oldself, self);
1005 self.classname = "replacedweapon";
1006 weapon_defaultspawnfunc(j);
1012 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1021 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1023 e = get_weaponinfo(j);
1032 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1038 startitem_failed = TRUE;
1043 e = get_weaponinfo(wpn);
1045 if(e.items && e.items != IT_SUPERWEAPON)
1047 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1051 ammofield = Item_CounterField(j);
1053 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1059 self.flags |= FL_NO_WEAPON_STAY;
1062 // weapon stay isn't supported for teamed weapons
1064 self.flags |= FL_NO_WEAPON_STAY;
1066 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1068 self.ammo_shells = 0;
1069 self.ammo_nails = 0;
1070 self.ammo_cells = 0;
1071 self.ammo_rockets = 0;
1072 // weapon stay 2: don't use ammo on weapon pickups; instead
1073 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1076 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1077 if (self.modelindex) // don't precache if self was removed
1078 weapon_action(e.weapon, WR_PRECACHE);
1081 void spawnfunc_weapon_shotgun (void);
1082 void spawnfunc_weapon_uzi (void) {
1083 if(q3acompat_machineshotgunswap)
1084 if(self.classname != "droppedweapon")
1086 weapon_defaultspawnfunc(WEP_SHOTGUN);
1089 weapon_defaultspawnfunc(WEP_UZI);
1092 void spawnfunc_weapon_shotgun (void) {
1093 if(q3acompat_machineshotgunswap)
1094 if(self.classname != "droppedweapon")
1096 weapon_defaultspawnfunc(WEP_UZI);
1099 weapon_defaultspawnfunc(WEP_SHOTGUN);
1102 void spawnfunc_weapon_nex (void)
1106 minstagib_items(IT_CELLS);
1107 self.think = minst_remove_item;
1108 self.nextthink = time;
1111 weapon_defaultspawnfunc(WEP_NEX);
1114 void spawnfunc_weapon_minstanex (void)
1118 minstagib_items(IT_CELLS);
1119 self.think = minst_remove_item;
1120 self.nextthink = time;
1123 weapon_defaultspawnfunc(WEP_MINSTANEX);
1126 void spawnfunc_weapon_rocketlauncher (void)
1130 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1131 self.think = minst_remove_item;
1132 self.nextthink = time;
1135 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1138 void spawnfunc_item_rockets (void) {
1139 if(!self.ammo_rockets)
1140 self.ammo_rockets = g_pickup_rockets;
1141 if(!self.pickup_anyway)
1142 self.pickup_anyway = g_pickup_ammo_anyway;
1143 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);
1146 void spawnfunc_item_shells (void);
1147 void spawnfunc_item_bullets (void) {
1149 if(q3acompat_machineshotgunswap)
1150 if(self.classname != "droppedweapon")
1152 weaponswapping = TRUE;
1153 spawnfunc_item_shells();
1154 weaponswapping = FALSE;
1158 if(!self.ammo_nails)
1159 self.ammo_nails = g_pickup_nails;
1160 if(!self.pickup_anyway)
1161 self.pickup_anyway = g_pickup_ammo_anyway;
1162 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);
1165 void spawnfunc_item_cells (void) {
1166 if(!self.ammo_cells)
1167 self.ammo_cells = g_pickup_cells;
1168 if(!self.pickup_anyway)
1169 self.pickup_anyway = g_pickup_ammo_anyway;
1170 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);
1173 void spawnfunc_item_shells (void) {
1175 if(q3acompat_machineshotgunswap)
1176 if(self.classname != "droppedweapon")
1178 weaponswapping = TRUE;
1179 spawnfunc_item_bullets();
1180 weaponswapping = FALSE;
1184 if(!self.ammo_shells)
1185 self.ammo_shells = g_pickup_shells;
1186 if(!self.pickup_anyway)
1187 self.pickup_anyway = g_pickup_ammo_anyway;
1188 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);
1191 void spawnfunc_item_armor_small (void) {
1192 if(!self.armorvalue)
1193 self.armorvalue = g_pickup_armorsmall;
1194 if(!self.max_armorvalue)
1195 self.max_armorvalue = g_pickup_armorsmall_max;
1196 if(!self.pickup_anyway)
1197 self.pickup_anyway = g_pickup_armorsmall_anyway;
1198 StartItem ("models/items/g_a1.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);
1201 void spawnfunc_item_armor_medium (void) {
1202 if(!self.armorvalue)
1203 self.armorvalue = g_pickup_armormedium;
1204 if(!self.max_armorvalue)
1205 self.max_armorvalue = g_pickup_armormedium_max;
1206 if(!self.pickup_anyway)
1207 self.pickup_anyway = g_pickup_armormedium_anyway;
1208 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1211 void spawnfunc_item_armor_big (void) {
1212 if(!self.armorvalue)
1213 self.armorvalue = g_pickup_armorbig;
1214 if(!self.max_armorvalue)
1215 self.max_armorvalue = g_pickup_armorbig_max;
1216 if(!self.pickup_anyway)
1217 self.pickup_anyway = g_pickup_armorbig_anyway;
1218 StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1221 void spawnfunc_item_armor_large (void) {
1222 if(!self.armorvalue)
1223 self.armorvalue = g_pickup_armorlarge;
1224 if(!self.max_armorvalue)
1225 self.max_armorvalue = g_pickup_armorlarge_max;
1226 if(!self.pickup_anyway)
1227 self.pickup_anyway = g_pickup_armorlarge_anyway;
1228 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1231 void spawnfunc_item_health_small (void) {
1232 if(!self.max_health)
1233 self.max_health = g_pickup_healthsmall_max;
1235 self.health = g_pickup_healthsmall;
1236 if(!self.pickup_anyway)
1237 self.pickup_anyway = g_pickup_healthsmall_anyway;
1238 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);
1241 void spawnfunc_item_health_medium (void) {
1242 if(!self.max_health)
1243 self.max_health = g_pickup_healthmedium_max;
1245 self.health = g_pickup_healthmedium;
1246 if(!self.pickup_anyway)
1247 self.pickup_anyway = g_pickup_healthmedium_anyway;
1248 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);
1251 void spawnfunc_item_health_large (void) {
1252 if(!self.max_health)
1253 self.max_health = g_pickup_healthlarge_max;
1255 self.health = g_pickup_healthlarge;
1256 if(!self.pickup_anyway)
1257 self.pickup_anyway = g_pickup_healthlarge_anyway;
1258 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);
1261 void spawnfunc_item_health_mega (void) {
1262 if(!cvar("g_powerup_superhealth"))
1265 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1269 minstagib_items(IT_NAILS);
1271 if(!self.max_health)
1272 self.max_health = g_pickup_healthmega_max;
1274 self.health = g_pickup_healthmega;
1275 if(!self.pickup_anyway)
1276 self.pickup_anyway = g_pickup_healthmega_anyway;
1277 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);
1281 // support old misnamed entities
1282 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1283 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1284 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1285 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1286 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1288 void spawnfunc_item_strength (void) {
1289 if(!cvar("g_powerup_strength"))
1292 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1296 minstagib_items(IT_STRENGTH);
1298 precache_sound("weapons/strength_fire.wav");
1299 self.strength_finished = 30;
1300 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);
1304 void spawnfunc_item_invincible (void) {
1305 if(!cvar("g_powerup_shield"))
1308 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1312 minstagib_items(IT_INVINCIBLE);
1314 self.invincible_finished = 30;
1315 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);
1319 void spawnfunc_item_minst_cells (void) {
1322 minst_no_auto_cells = 1;
1323 minstagib_items(IT_CELLS);
1330 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1332 float GiveItems(entity e, float beginarg, float endarg);
1333 void target_items_use (void)
1335 if(activator.classname == "droppedweapon")
1342 if(activator.classname != "player")
1344 if(activator.deadflag != DEAD_NO)
1349 for(e = world; (e = find(e, classname, "droppedweapon")); )
1350 if(e.enemy == activator)
1353 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1354 centerprint(activator, self.message);
1357 void spawnfunc_target_items (void)
1362 self.use = target_items_use;
1363 if(!self.strength_finished)
1364 self.strength_finished = cvar("g_balance_powerup_strength_time");
1365 if(!self.invincible_finished)
1366 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1368 precache_sound("misc/itempickup.wav");
1369 precache_sound("misc/megahealth.wav");
1370 precache_sound("misc/armor25.wav");
1371 precache_sound("misc/powerup.wav");
1372 precache_sound("misc/poweroff.wav");
1373 precache_sound("weapons/weaponpickup.wav");
1375 n = tokenize_console(self.netname);
1376 if(argv(0) == "give")
1378 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1382 for(i = 0; i < n; ++i)
1384 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1385 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1386 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1387 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1388 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1389 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1390 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1392 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1394 e = get_weaponinfo(j);
1395 if(argv(i) == e.netname)
1397 self.weapons |= e.weapons;
1398 if(self.spawnflags == 0 || self.spawnflags == 2)
1399 weapon_action(e.weapon, WR_PRECACHE);
1404 print("target_items: invalid item ", argv(i), "\n");
1407 string itemprefix, valueprefix;
1408 if(self.spawnflags == 0)
1413 else if(self.spawnflags == 1)
1415 itemprefix = "max ";
1416 valueprefix = "max ";
1418 else if(self.spawnflags == 2)
1420 itemprefix = "min ";
1421 valueprefix = "min ";
1423 else if(self.spawnflags == 4)
1425 itemprefix = "minus ";
1426 valueprefix = "max ";
1429 error("invalid spawnflags");
1432 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1433 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1434 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1435 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1436 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1437 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1438 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1439 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1440 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1441 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1442 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1443 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1444 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1445 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1447 e = get_weaponinfo(j);
1449 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1452 self.netname = strzone(self.netname);
1453 //print(self.netname, "\n");
1455 n = tokenize_console(self.netname);
1456 for(i = 0; i < n; ++i)
1458 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1460 e = get_weaponinfo(j);
1461 if(argv(i) == e.netname)
1463 weapon_action(e.weapon, WR_PRECACHE);
1470 void spawnfunc_item_fuel(void)
1473 self.ammo_fuel = g_pickup_fuel;
1474 if(!self.pickup_anyway)
1475 self.pickup_anyway = g_pickup_ammo_anyway;
1476 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);
1479 void spawnfunc_item_fuel_regen(void)
1481 if(start_items & IT_FUEL_REGEN)
1483 spawnfunc_item_fuel();
1486 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);
1489 void spawnfunc_item_jetpack(void)
1491 if(g_grappling_hook)
1492 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1494 self.ammo_fuel = g_pickup_fuel_jetpack;
1495 if(start_items & IT_JETPACK)
1497 spawnfunc_item_fuel();
1500 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);
1510 float GiveBit(entity e, .float fld, float bit, float op, float val)
1540 float GiveValue(entity e, .float fld, float op, float val)
1550 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1553 e.fld = min(e.fld, val);
1566 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1573 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
1575 else if(v0 >= v0 + t)
1578 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
1582 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1585 e.rotfield = max(e.rotfield, time + rottime);
1587 e.regenfield = max(e.regenfield, time + regentime);
1590 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1591 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1592 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1593 #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)
1595 float GiveItems(entity e, float beginarg, float endarg)
1597 float got, i, j, val, op;
1598 float _switchweapon;
1607 _switchweapon = FALSE;
1609 if (e.switchweapon == w_getbestweapon(e))
1610 _switchweapon = TRUE;
1612 e.strength_finished = max(0, e.strength_finished - time);
1613 e.invincible_finished = max(0, e.invincible_finished - time);
1616 PREGIVE(e, weapons);
1617 PREGIVE(e, strength_finished);
1618 PREGIVE(e, invincible_finished);
1619 PREGIVE(e, ammo_nails);
1620 PREGIVE(e, ammo_cells);
1621 PREGIVE(e, ammo_shells);
1622 PREGIVE(e, ammo_rockets);
1623 PREGIVE(e, ammo_fuel);
1624 PREGIVE(e, armorvalue);
1627 for(i = beginarg; i < endarg; ++i)
1631 if(cmd == "0" || stof(cmd))
1655 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1656 got += GiveValue(e, strength_finished, op, time);
1657 got += GiveValue(e, invincible_finished, op, time);
1658 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1660 got += GiveBit(e, items, IT_JETPACK, op, val);
1661 got += GiveValue(e, health, op, val);
1662 got += GiveValue(e, armorvalue, op, val);
1664 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1666 wi = get_weaponinfo(j);
1668 got += GiveBit(e, weapons, wi.weapons, op, val);
1671 got += GiveValue(e, ammo_cells, op, val);
1672 got += GiveValue(e, ammo_shells, op, val);
1673 got += GiveValue(e, ammo_nails, op, val);
1674 got += GiveValue(e, ammo_rockets, op, val);
1675 got += GiveValue(e, ammo_fuel, op, val);
1677 case "unlimited_ammo":
1678 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1680 case "unlimited_weapon_ammo":
1681 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1683 case "unlimited_superweapons":
1684 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1687 got += GiveBit(e, items, IT_JETPACK, op, val);
1690 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1693 got += GiveValue(e, strength_finished, op, val);
1696 got += GiveValue(e, invincible_finished, op, val);
1699 got += GiveValue(e, ammo_cells, op, val);
1702 got += GiveValue(e, ammo_shells, op, val);
1706 got += GiveValue(e, ammo_nails, op, val);
1709 got += GiveValue(e, ammo_rockets, op, val);
1712 got += GiveValue(e, health, op, val);
1715 got += GiveValue(e, armorvalue, op, val);
1718 got += GiveValue(e, ammo_fuel, op, val);
1721 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1723 wi = get_weaponinfo(j);
1724 if(cmd == wi.netname)
1726 got += GiveBit(e, weapons, wi.weapons, op, val);
1731 print("give: invalid item ", cmd, "\n");
1738 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1739 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1740 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1741 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1742 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1744 wi = get_weaponinfo(j);
1747 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1748 if not(save_weapons & wi.weapons)
1749 if(e.weapons & wi.weapons)
1750 weapon_action(wi.weapon, WR_PRECACHE);
1753 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1754 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1755 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1756 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1757 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1758 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1759 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);
1760 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);
1761 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);
1765 e.health = bound(0, e.health, 100);
1766 e.armorvalue = bound(0, e.armorvalue, 999);
1769 if(e.strength_finished <= 0)
1770 e.strength_finished = 0;
1772 e.strength_finished += time;
1773 if(e.invincible_finished <= 0)
1774 e.invincible_finished = 0;
1776 e.invincible_finished += time;
1778 if not(e.weapons & W_WeaponBit(e.switchweapon))
1779 _switchweapon = TRUE;
1781 W_SwitchWeapon_Force(e, w_getbestweapon(e));