1 float have_pickup_item(void)
3 // minstagib: only allow filtered items
5 if(self.classname != "minstagib")
8 if(self.items == IT_STRENGTH || self.items == IT_INVINCIBLE)
10 if(autocvar_g_powerups > 0)
12 if(autocvar_g_powerups == 0)
23 if(autocvar_g_pickup_items > 0)
25 if(autocvar_g_pickup_items == 0)
32 if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
38 #define ITEM_RESPAWN_TICKS 10
40 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
41 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
42 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
43 // range: 10 .. respawntime + respawntimejitter
45 floatfield Item_CounterField(float it)
49 case IT_SHELLS: return ammo_shells;
50 case IT_NAILS: return ammo_nails;
51 case IT_ROCKETS: return ammo_rockets;
52 case IT_CELLS: return ammo_cells;
53 case IT_FUEL: return ammo_fuel;
54 case IT_5HP: return health;
55 case IT_25HP: return health;
56 case IT_HEALTH: return health;
57 case IT_ARMOR_SHARD: return armorvalue;
58 case IT_ARMOR: return armorvalue;
59 // add more things here (health, armor)
60 default: error("requested item has no counter field");
64 string Item_CounterFieldName(float it)
68 case IT_SHELLS: return "shells";
69 case IT_NAILS: return "nails";
70 case IT_ROCKETS: return "rockets";
71 case IT_CELLS: return "cells";
72 case IT_FUEL: return "fuel";
74 // add more things here (health, armor)
75 default: error("requested item has no counter field name");
79 .float max_armorvalue;
82 float Item_Customize()
84 if(self.spawnshieldtime)
86 if(self.weapons != (self.weapons & other.weapons))
88 self.colormod = '0 0 0';
89 self.glowmod = self.colormod;
90 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
97 self.colormod = stov(autocvar_g_ghost_items_color);
98 self.glowmod = self.colormod;
99 self.alpha = g_ghost_items;
107 void Item_Show (entity e, float mode)
109 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
112 // make the item look normal, and be touchable
114 e.solid = SOLID_TRIGGER;
115 e.colormod = '0 0 0';
116 self.glowmod = self.colormod;
118 e.customizeentityforclient = func_null;
120 e.spawnshieldtime = 1;
124 // hide the item completely
125 e.model = string_null;
127 e.colormod = '0 0 0';
128 self.glowmod = self.colormod;
130 e.customizeentityforclient = func_null;
132 e.spawnshieldtime = 1;
134 else if((e.flags & FL_WEAPON) && g_weapon_stay)
136 // make the item translucent and not touchable
138 e.solid = SOLID_TRIGGER; // can STILL be picked up!
139 e.colormod = '0 0 0';
140 self.glowmod = self.colormod;
141 e.effects |= EF_STARDUST;
142 e.customizeentityforclient = Item_Customize;
144 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
146 else if(g_ghost_items)
148 // make the item translucent and not touchable
151 e.colormod = stov(autocvar_g_ghost_items_color);
152 e.glowmod = e.colormod;
153 e.alpha = g_ghost_items;
154 e.customizeentityforclient = func_null;
156 e.spawnshieldtime = 1;
160 // hide the item completely
161 e.model = string_null;
163 e.colormod = '0 0 0';
164 e.glowmod = e.colormod;
166 e.customizeentityforclient = func_null;
168 e.spawnshieldtime = 1;
171 if (e.strength_finished || e.invincible_finished)
172 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
173 if (autocvar_g_nodepthtestitems)
174 e.effects |= EF_NODEPTHTEST;
175 if (autocvar_g_fullbrightitems)
176 e.effects |= EF_FULLBRIGHT;
178 // relink entity (because solid may have changed)
179 setorigin(e, e.origin);
182 void Item_Respawn (void)
185 if(!g_minstagib && self.items == IT_STRENGTH)
186 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
187 else if(!g_minstagib && self.items == IT_INVINCIBLE)
188 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
190 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
191 setorigin (self, self.origin);
193 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
194 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
197 void Item_RespawnCountdown (void)
199 if(self.count >= ITEM_RESPAWN_TICKS)
201 if(self.waypointsprite_attached)
202 WaypointSprite_Kill(self.waypointsprite_attached);
207 self.nextthink = time + 1;
218 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
219 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
220 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
227 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
228 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
233 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
234 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
238 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
239 if(self.waypointsprite_attached)
240 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
243 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
244 if(self.waypointsprite_attached)
246 WaypointSprite_Ping(self.waypointsprite_attached);
247 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
252 void Item_ScheduleRespawnIn(entity e, float t)
254 if(e.flags & FL_POWERUP)
256 e.think = Item_RespawnCountdown;
257 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
262 e.think = Item_Respawn;
263 e.nextthink = time + t;
267 void Item_ScheduleRespawn(entity e)
269 if(e.respawntime > 0)
272 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
274 else // if respawntime is -1, this item does not respawn
278 void Item_ScheduleInitialRespawn(entity e)
281 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
284 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax)
289 if (item.spawnshieldtime)
291 if ((player.ammofield < ammomax) || item.pickup_anyway)
293 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammo_cells);
297 else if(g_weapon_stay == 2)
299 float mi = min(item.ammofield, ammomax);
300 if ((player.ammofield < mi) || item.pickup_anyway)
302 player.ammofield = max(player.ammofield, mi);
310 if(ammofield == ammo_fuel)
311 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
312 if(ammofield == health)
313 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
314 if(ammofield == armorvalue)
315 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
319 float Item_GiveTo(entity item, entity player)
327 // if nothing happens to player, just return without taking the item
329 _switchweapon = FALSE;
333 float prevcells = player.ammo_cells;
335 Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max);
336 Item_GiveAmmoTo(item, player, ammo_cells, 999);
338 if(player.ammo_cells > prevcells)
340 _switchweapon = TRUE;
342 // play some cool sounds ;)
343 if (clienttype(player) == CLIENTTYPE_REAL)
345 if(player.health <= 5)
346 AnnounceTo(player, "lastsecond");
347 else if(player.health < 50)
348 AnnounceTo(player, "narrowly");
350 // sound not available
351 // else if(item.items == IT_CELLS)
352 // AnnounceTo(player, "ammo");
354 if (item.weapons & WEPBIT_MINSTANEX)
355 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
357 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
361 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
365 sprint (player, strcat("You got the ^2", item.netname, "\n"));
372 // sound not available
373 // AnnounceTo(player, "_lives");
374 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
375 sprint(player, "^3You picked up some extra lives\n");
379 if (item.strength_finished)
382 // sound not available
383 // AnnounceTo(player, "invisible");
384 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
388 if (item.invincible_finished)
391 // sound not available
392 // AnnounceTo(player, "speed");
393 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
398 // in case the player has autoswitch enabled do the following:
399 // if the player is using their best weapon before items are given, they
400 // probably want to switch to an even better weapon after items are given
401 if (player.autoswitch)
402 if (player.switchweapon == w_getbestweapon(player))
403 _switchweapon = TRUE;
405 if not(player.weapons & W_WeaponBit(player.switchweapon))
406 _switchweapon = TRUE;
408 Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max);
409 Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max);
410 Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max);
411 Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max);
412 Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max);
413 Item_GiveAmmoTo(item, player, health, item.max_health);
414 Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue);
416 if (item.flags & FL_WEAPON)
417 if ((it = item.weapons - (item.weapons & player.weapons)) || (g_pickup_weapons_anyway))
420 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
422 e = get_weaponinfo(i);
424 W_GiveWeapon (player, e.weapon, item.netname);
428 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
432 sprint (player, strcat("You got the ^2", item.netname, "\n"));
435 if (item.strength_finished)
438 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
440 if (item.invincible_finished)
443 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
448 // always eat teamed entities
455 sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
457 if (player.switchweapon != w_getbestweapon(player))
458 W_SwitchWeapon_Force(player, w_getbestweapon(player));
463 void Item_Touch (void)
467 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
468 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
473 if (other.classname != "player")
477 if (self.solid != SOLID_TRIGGER)
479 if (self.owner == other)
482 if(!Item_GiveTo(self, other))
485 other.last_pickup = time;
487 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
489 if (self.classname == "droppedweapon")
491 else if not(self.spawnshieldtime)
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(!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 if(!have_pickup_item())
716 startitem_failed = TRUE;
721 self.reset = Item_Reset;
723 if(self.spawnflags & 1)
726 self.movetype = MOVETYPE_NONE;
728 self.movetype = MOVETYPE_TOSS;
729 // do item filtering according to game mode and other things
732 // first nudge it off the floor a little bit to avoid math errors
733 setorigin(self, self.origin + '0 0 1');
734 // set item size before we spawn a spawnfunc_waypoint
735 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
736 setsize (self, '-16 -16 0', '16 16 48');
738 setsize (self, '-16 -16 0', '16 16 32');
739 // note droptofloor returns FALSE if stuck/or would fall too far
741 waypoint_spawnforitem(self);
745 * can't do it that way, as it would break maps
746 * TODO make a target_give like entity another way, that perhaps has
747 * the weapon name in a key
750 // target_give not yet supported; maybe later
751 print("removed targeted ", self.classname, "\n");
752 startitem_failed = TRUE;
758 if(autocvar_spawn_debug >= 2)
761 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
763 if(otheritem.is_item)
765 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
766 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
767 error("Mapper sucks.");
773 weaponsInMap |= weaponid;
775 precache_model (itemmodel);
776 precache_sound (pickupsound);
778 precache_sound ("misc/itemrespawncountdown.wav");
779 if(!g_minstagib && itemid == IT_STRENGTH)
780 precache_sound ("misc/strength_respawn.wav");
781 else if(!g_minstagib && itemid == IT_INVINCIBLE)
782 precache_sound ("misc/shield_respawn.wav");
784 precache_sound ("misc/itemrespawn.wav");
786 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
787 self.target = "###item###"; // for finding the nearest item using find()
790 self.bot_pickup = TRUE;
791 self.bot_pickupevalfunc = pickupevalfunc;
792 self.bot_pickupbasevalue = pickupbasevalue;
793 self.mdl = itemmodel;
794 self.item_pickupsound = pickupsound;
795 // let mappers override respawntime
796 if(!self.respawntime) // both set
798 self.respawntime = defaultrespawntime;
799 self.respawntimejitter = defaultrespawntimejitter;
801 self.netname = itemname;
802 self.flags = FL_ITEM | itemflags;
803 self.touch = Item_Touch;
804 setmodel (self, self.mdl); // precision set below
805 self.effects |= EF_LOWPRECISION;
806 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
807 setsize (self, '-16 -16 0', '16 16 48');
809 setsize (self, '-16 -16 0', '16 16 32');
810 if(itemflags & FL_WEAPON)
811 self.modelflags |= MF_ROTATE;
813 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
814 if (itemflags & FL_WEAPON)
816 // neutral team color for pickup weapons
817 self.colormap = 1024; // color shirt=0 pants=0 grey
825 self.cnt = 1; // item probability weight
826 self.effects = self.effects | EF_NODRAW; // marker for item team search
827 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
829 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
830 Item_ScheduleInitialRespawn(self);
833 /* replace items in minstagib
834 * IT_STRENGTH = invisibility
835 * IT_NAILS = extra lives
836 * IT_INVINCIBLE = speed
838 void minstagib_items (float itemid)
841 self.classname = "minstagib";
843 // replace rocket launchers and nex guns with ammo cells
844 if (itemid == IT_CELLS)
846 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
847 StartItem ("models/items/a_cells.md3",
848 "misc/itempickup.wav", 45, 0,
849 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
856 itemid = IT_STRENGTH;
860 itemid = IT_INVINCIBLE;
862 // replace with invis
863 if (itemid == IT_STRENGTH)
865 self.strength_finished = 30;
866 StartItem ("models/items/g_strength.md3",
867 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
868 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
870 // replace with extra lives
871 if (itemid == IT_NAILS)
874 StartItem ("models/items/g_h100.md3",
875 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
876 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
878 // replace with speed
879 if (itemid == IT_INVINCIBLE)
881 self.invincible_finished = 30;
882 StartItem ("models/items/g_invincible.md3",
883 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
884 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
888 float minst_no_auto_cells;
889 void minst_remove_item (void) {
890 if(minst_no_auto_cells)
894 float weaponswapping;
897 void weapon_defaultspawnfunc(float wpn)
901 var .float ammofield;
906 // set the respawntime in advance (so replaced weapons can copy it)
908 if(!self.respawntime)
910 e = get_weaponinfo(wpn);
911 if(e.items == IT_SUPERWEAPON)
913 self.respawntime = g_pickup_respawntime_powerup;
914 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
918 self.respawntime = g_pickup_respawntime_weapon;
919 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
923 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
925 e = get_weaponinfo(wpn);
926 s = cvar_string(strcat("g_weaponreplace_", e.netname));
930 startitem_failed = TRUE;
933 t = tokenize_console(s);
936 self.team = --internalteam;
938 for(i = 1; i < t; ++i)
941 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
943 e = get_weaponinfo(j);
947 copyentity(oldself, self);
948 self.classname = "replacedweapon";
949 weapon_defaultspawnfunc(j);
955 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
964 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
966 e = get_weaponinfo(j);
975 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
981 startitem_failed = TRUE;
986 e = get_weaponinfo(wpn);
988 if(e.items && e.items != IT_SUPERWEAPON)
990 for(i = 0, j = 1; i < 24; ++i, j *= 2)
994 ammofield = Item_CounterField(j);
996 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1002 self.flags |= FL_NO_WEAPON_STAY;
1005 // weapon stay isn't supported for teamed weapons
1007 self.flags |= FL_NO_WEAPON_STAY;
1009 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1010 if (self.modelindex) // don't precache if self was removed
1011 weapon_action(e.weapon, WR_PRECACHE);
1014 void spawnfunc_weapon_shotgun (void);
1015 void spawnfunc_weapon_uzi (void) {
1016 if(autocvar_sv_q3acompat_machineshotgunswap)
1017 if(self.classname != "droppedweapon")
1019 weapon_defaultspawnfunc(WEP_SHOTGUN);
1022 weapon_defaultspawnfunc(WEP_UZI);
1025 void spawnfunc_weapon_shotgun (void) {
1026 if(autocvar_sv_q3acompat_machineshotgunswap)
1027 if(self.classname != "droppedweapon")
1029 weapon_defaultspawnfunc(WEP_UZI);
1032 weapon_defaultspawnfunc(WEP_SHOTGUN);
1035 void spawnfunc_weapon_nex (void)
1039 minstagib_items(IT_CELLS);
1040 self.think = minst_remove_item;
1041 self.nextthink = time;
1044 weapon_defaultspawnfunc(WEP_NEX);
1047 void spawnfunc_weapon_minstanex (void)
1051 minstagib_items(IT_CELLS);
1052 self.think = minst_remove_item;
1053 self.nextthink = time;
1056 weapon_defaultspawnfunc(WEP_MINSTANEX);
1059 void spawnfunc_weapon_rocketlauncher (void)
1063 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1064 self.think = minst_remove_item;
1065 self.nextthink = time;
1068 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1071 void spawnfunc_item_rockets (void) {
1072 if(!self.ammo_rockets)
1073 self.ammo_rockets = g_pickup_rockets;
1074 if(!self.pickup_anyway)
1075 self.pickup_anyway = g_pickup_ammo_anyway;
1076 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);
1079 void spawnfunc_item_shells (void);
1080 void spawnfunc_item_bullets (void) {
1082 if(autocvar_sv_q3acompat_machineshotgunswap)
1083 if(self.classname != "droppedweapon")
1085 weaponswapping = TRUE;
1086 spawnfunc_item_shells();
1087 weaponswapping = FALSE;
1091 if(!self.ammo_nails)
1092 self.ammo_nails = g_pickup_nails;
1093 if(!self.pickup_anyway)
1094 self.pickup_anyway = g_pickup_ammo_anyway;
1095 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);
1098 void spawnfunc_item_cells (void) {
1099 if(!self.ammo_cells)
1100 self.ammo_cells = g_pickup_cells;
1101 if(!self.pickup_anyway)
1102 self.pickup_anyway = g_pickup_ammo_anyway;
1103 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);
1106 void spawnfunc_item_shells (void) {
1108 if(autocvar_sv_q3acompat_machineshotgunswap)
1109 if(self.classname != "droppedweapon")
1111 weaponswapping = TRUE;
1112 spawnfunc_item_bullets();
1113 weaponswapping = FALSE;
1117 if(!self.ammo_shells)
1118 self.ammo_shells = g_pickup_shells;
1119 if(!self.pickup_anyway)
1120 self.pickup_anyway = g_pickup_ammo_anyway;
1121 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);
1124 void spawnfunc_item_armor_small (void) {
1125 if(!self.armorvalue)
1126 self.armorvalue = g_pickup_armorsmall;
1127 if(!self.max_armorvalue)
1128 self.max_armorvalue = g_pickup_armorsmall_max;
1129 if(!self.pickup_anyway)
1130 self.pickup_anyway = g_pickup_armorsmall_anyway;
1131 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);
1134 void spawnfunc_item_armor_medium (void) {
1135 if(!self.armorvalue)
1136 self.armorvalue = g_pickup_armormedium;
1137 if(!self.max_armorvalue)
1138 self.max_armorvalue = g_pickup_armormedium_max;
1139 if(!self.pickup_anyway)
1140 self.pickup_anyway = g_pickup_armormedium_anyway;
1141 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);
1144 void spawnfunc_item_armor_big (void) {
1145 if(!self.armorvalue)
1146 self.armorvalue = g_pickup_armorbig;
1147 if(!self.max_armorvalue)
1148 self.max_armorvalue = g_pickup_armorbig_max;
1149 if(!self.pickup_anyway)
1150 self.pickup_anyway = g_pickup_armorbig_anyway;
1151 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);
1154 void spawnfunc_item_armor_large (void) {
1155 if(!self.armorvalue)
1156 self.armorvalue = g_pickup_armorlarge;
1157 if(!self.max_armorvalue)
1158 self.max_armorvalue = g_pickup_armorlarge_max;
1159 if(!self.pickup_anyway)
1160 self.pickup_anyway = g_pickup_armorlarge_anyway;
1161 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);
1164 void spawnfunc_item_health_small (void) {
1165 if(!self.max_health)
1166 self.max_health = g_pickup_healthsmall_max;
1168 self.health = g_pickup_healthsmall;
1169 if(!self.pickup_anyway)
1170 self.pickup_anyway = g_pickup_healthsmall_anyway;
1171 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);
1174 void spawnfunc_item_health_medium (void) {
1175 if(!self.max_health)
1176 self.max_health = g_pickup_healthmedium_max;
1178 self.health = g_pickup_healthmedium;
1179 if(!self.pickup_anyway)
1180 self.pickup_anyway = g_pickup_healthmedium_anyway;
1181 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);
1184 void spawnfunc_item_health_large (void) {
1185 if(!self.max_health)
1186 self.max_health = g_pickup_healthlarge_max;
1188 self.health = g_pickup_healthlarge;
1189 if(!self.pickup_anyway)
1190 self.pickup_anyway = g_pickup_healthlarge_anyway;
1191 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);
1194 void spawnfunc_item_health_mega (void) {
1196 minstagib_items(IT_NAILS);
1198 if(!self.max_health)
1199 self.max_health = g_pickup_healthmega_max;
1201 self.health = g_pickup_healthmega;
1202 if(!self.pickup_anyway)
1203 self.pickup_anyway = g_pickup_healthmega_anyway;
1204 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);
1208 // support old misnamed entities
1209 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1210 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1211 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1212 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1213 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1215 void spawnfunc_item_strength (void) {
1217 minstagib_items(IT_STRENGTH);
1219 precache_sound("weapons/strength_fire.wav");
1220 self.strength_finished = 30;
1221 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);
1225 void spawnfunc_item_invincible (void) {
1227 minstagib_items(IT_INVINCIBLE);
1229 self.invincible_finished = 30;
1230 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);
1234 void spawnfunc_item_minst_cells (void) {
1237 minst_no_auto_cells = 1;
1238 minstagib_items(IT_CELLS);
1245 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1247 float GiveItems(entity e, float beginarg, float endarg);
1248 void target_items_use (void)
1250 if(activator.classname == "droppedweapon")
1257 if(activator.classname != "player")
1259 if(activator.deadflag != DEAD_NO)
1264 for(e = world; (e = find(e, classname, "droppedweapon")); )
1265 if(e.enemy == activator)
1268 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1269 centerprint(activator, self.message);
1272 void spawnfunc_target_items (void)
1277 self.use = target_items_use;
1278 if(!self.strength_finished)
1279 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1280 if(!self.invincible_finished)
1281 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1283 precache_sound("misc/itempickup.wav");
1284 precache_sound("misc/megahealth.wav");
1285 precache_sound("misc/armor25.wav");
1286 precache_sound("misc/powerup.wav");
1287 precache_sound("misc/poweroff.wav");
1288 precache_sound("weapons/weaponpickup.wav");
1290 n = tokenize_console(self.netname);
1291 if(argv(0) == "give")
1293 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1297 for(i = 0; i < n; ++i)
1299 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1300 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1301 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1302 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1303 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1304 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1305 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1307 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1309 e = get_weaponinfo(j);
1310 if(argv(i) == e.netname)
1312 self.weapons |= e.weapons;
1313 if(self.spawnflags == 0 || self.spawnflags == 2)
1314 weapon_action(e.weapon, WR_PRECACHE);
1319 print("target_items: invalid item ", argv(i), "\n");
1322 string itemprefix, valueprefix;
1323 if(self.spawnflags == 0)
1328 else if(self.spawnflags == 1)
1330 itemprefix = "max ";
1331 valueprefix = "max ";
1333 else if(self.spawnflags == 2)
1335 itemprefix = "min ";
1336 valueprefix = "min ";
1338 else if(self.spawnflags == 4)
1340 itemprefix = "minus ";
1341 valueprefix = "max ";
1344 error("invalid spawnflags");
1347 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1348 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1349 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1350 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1351 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1352 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1353 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1354 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1355 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1356 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1357 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1358 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1359 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1360 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1362 e = get_weaponinfo(j);
1364 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1367 self.netname = strzone(self.netname);
1368 //print(self.netname, "\n");
1370 n = tokenize_console(self.netname);
1371 for(i = 0; i < n; ++i)
1373 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1375 e = get_weaponinfo(j);
1376 if(argv(i) == e.netname)
1378 weapon_action(e.weapon, WR_PRECACHE);
1385 void spawnfunc_item_fuel(void)
1388 self.ammo_fuel = g_pickup_fuel;
1389 if(!self.pickup_anyway)
1390 self.pickup_anyway = g_pickup_ammo_anyway;
1391 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);
1394 void spawnfunc_item_fuel_regen(void)
1396 if(start_items & IT_FUEL_REGEN)
1398 spawnfunc_item_fuel();
1401 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);
1404 void spawnfunc_item_jetpack(void)
1406 if(g_grappling_hook)
1407 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1409 self.ammo_fuel = g_pickup_fuel_jetpack;
1410 if(start_items & IT_JETPACK)
1412 spawnfunc_item_fuel();
1415 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);
1425 float GiveBit(entity e, .float fld, float bit, float op, float val)
1455 float GiveValue(entity e, .float fld, float op, float val)
1465 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1468 e.fld = min(e.fld, val);
1481 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1488 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1490 else if(v0 >= v0 + t)
1493 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1497 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1500 e.rotfield = max(e.rotfield, time + rottime);
1502 e.regenfield = max(e.regenfield, time + regentime);
1505 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1506 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1507 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1508 #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)
1510 float GiveItems(entity e, float beginarg, float endarg)
1512 float got, i, j, val, op;
1513 float _switchweapon;
1522 _switchweapon = FALSE;
1524 if (e.switchweapon == w_getbestweapon(e))
1525 _switchweapon = TRUE;
1527 e.strength_finished = max(0, e.strength_finished - time);
1528 e.invincible_finished = max(0, e.invincible_finished - time);
1531 PREGIVE(e, weapons);
1532 PREGIVE(e, strength_finished);
1533 PREGIVE(e, invincible_finished);
1534 PREGIVE(e, ammo_nails);
1535 PREGIVE(e, ammo_cells);
1536 PREGIVE(e, ammo_shells);
1537 PREGIVE(e, ammo_rockets);
1538 PREGIVE(e, ammo_fuel);
1539 PREGIVE(e, armorvalue);
1542 for(i = beginarg; i < endarg; ++i)
1546 if(cmd == "0" || stof(cmd))
1570 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1571 got += GiveValue(e, strength_finished, op, time);
1572 got += GiveValue(e, invincible_finished, op, time);
1573 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1575 got += GiveBit(e, items, IT_JETPACK, op, val);
1576 got += GiveValue(e, health, op, val);
1577 got += GiveValue(e, armorvalue, op, val);
1579 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1581 wi = get_weaponinfo(j);
1583 got += GiveBit(e, weapons, wi.weapons, op, val);
1586 got += GiveValue(e, ammo_cells, op, val);
1587 got += GiveValue(e, ammo_shells, op, val);
1588 got += GiveValue(e, ammo_nails, op, val);
1589 got += GiveValue(e, ammo_rockets, op, val);
1590 got += GiveValue(e, ammo_fuel, op, val);
1592 case "unlimited_ammo":
1593 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1595 case "unlimited_weapon_ammo":
1596 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1598 case "unlimited_superweapons":
1599 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1602 got += GiveBit(e, items, IT_JETPACK, op, val);
1605 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1608 got += GiveValue(e, strength_finished, op, val);
1611 got += GiveValue(e, invincible_finished, op, val);
1614 got += GiveValue(e, ammo_cells, op, val);
1617 got += GiveValue(e, ammo_shells, op, val);
1621 got += GiveValue(e, ammo_nails, op, val);
1624 got += GiveValue(e, ammo_rockets, op, val);
1627 got += GiveValue(e, health, op, val);
1630 got += GiveValue(e, armorvalue, op, val);
1633 got += GiveValue(e, ammo_fuel, op, val);
1636 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1638 wi = get_weaponinfo(j);
1639 if(cmd == wi.netname)
1641 got += GiveBit(e, weapons, wi.weapons, op, val);
1646 print("give: invalid item ", cmd, "\n");
1653 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1654 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1655 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1656 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1657 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1659 wi = get_weaponinfo(j);
1662 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1663 if not(save_weapons & wi.weapons)
1664 if(e.weapons & wi.weapons)
1665 weapon_action(wi.weapon, WR_PRECACHE);
1668 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1669 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1670 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1671 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1672 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1673 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1674 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);
1675 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);
1676 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);
1680 e.health = bound(0, e.health, 100);
1681 e.armorvalue = bound(0, e.armorvalue, 999);
1684 if(e.strength_finished <= 0)
1685 e.strength_finished = 0;
1687 e.strength_finished += time;
1688 if(e.invincible_finished <= 0)
1689 e.invincible_finished = 0;
1691 e.invincible_finished += time;
1693 if not(e.weapons & W_WeaponBit(e.switchweapon))
1694 _switchweapon = TRUE;
1696 W_SwitchWeapon_Force(e, w_getbestweapon(e));