1 #define ISF_SETUP 0xFFFFFF
5 #define ISF_RESPAWN 16 // for item watch
9 // FIXME: Move this to ../common/constants.qh?
13 float FL_INWATER = 16;
14 float FL_MONSTER = 32;
15 float FL_GODMODE = 64;
16 float FL_NOTARGET = 128;
18 float FL_ONGROUND = 512;
19 float FL_PARTIALGROUND = 1024;
20 float FL_WATERJUMP = 2048;
21 float FL_JUMPRELEASED = 4096;
22 float FL_WEAPON = 8192;
23 float FL_POWERUP = 16384;
24 float FL_PROJECTILE = 32768;
25 float FL_TOSSED = 65536;
26 float FL_NO_WEAPON_STAY = 131072;
27 float FL_SPAWNING = 262144;
34 float _delta = time - self.lastupdate;
35 self.lastupdate = time;
39 if(self.solid == SOLID_TRIGGER)
42 self.colormod = '-1 -1 -1';
47 self.colormod = '1 1 1';
50 if(self.flags & FL_WEAPON)
52 self.angles += '0 180 0' * _delta;
53 setorigin(self, '0 0 16' + self.oldorigin + '0 0 8' * sin(time * 2));
62 void ItemRead(float _IsNew)
64 float sf = ReadByte();
65 float _taken = (self.solid == SOLID_TRIGGER) ? TRUE: FALSE;
69 self.origin_x = ReadCoord();
70 self.origin_y = ReadCoord();
71 self.origin_z = ReadCoord();
72 setorigin(self, self.origin);
73 self.oldorigin = self.origin;
80 self.solid = SOLID_NOT;
82 self.solid = SOLID_TRIGGER;
85 if(sf & ISF_MODEL) // handle simple itens here
92 self.drawmask = MASK_NORMAL;
93 self.movetype = MOVETYPE_NOCLIP;
96 self.mdl = strzone(ReadString());
97 setmodel(self, self.mdl);
101 self.flags = ReadCoord();
106 float ItemSend(entity to, float sf)
108 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
110 WriteByte(MSG_ENTITY, sf);
112 //WriteByte(MSG_ENTITY, self.cnt);
113 if(sf & ISF_LOCATION)
115 WriteCoord(MSG_ENTITY, self.origin_x);
116 WriteCoord(MSG_ENTITY, self.origin_y);
117 WriteCoord(MSG_ENTITY, self.origin_z);
121 WriteByte(MSG_ENTITY, (self.solid == SOLID_TRIGGER) ? TRUE: FALSE);
124 WriteString(MSG_ENTITY, self.mdl);
127 WriteCoord(MSG_ENTITY, self.flags);
133 float have_pickup_item(void)
135 // minstagib: only allow filtered items
137 if(self.classname != "minstagib")
140 if(self.flags & FL_POWERUP)
142 if(autocvar_g_powerups > 0)
144 if(autocvar_g_powerups == 0)
155 if(autocvar_g_pickup_items > 0)
157 if(autocvar_g_pickup_items == 0)
164 if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
170 #define ITEM_RESPAWN_TICKS 10
172 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
173 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
174 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
175 // range: 10 .. respawntime + respawntimejitter
177 floatfield Item_CounterField(float it)
181 case IT_SHELLS: return ammo_shells;
182 case IT_NAILS: return ammo_nails;
183 case IT_ROCKETS: return ammo_rockets;
184 case IT_CELLS: return ammo_cells;
185 case IT_FUEL: return ammo_fuel;
186 case IT_5HP: return health;
187 case IT_25HP: return health;
188 case IT_HEALTH: return health;
189 case IT_ARMOR_SHARD: return armorvalue;
190 case IT_ARMOR: return armorvalue;
191 // add more things here (health, armor)
192 default: error("requested item has no counter field");
196 string Item_CounterFieldName(float it)
200 case IT_SHELLS: return "shells";
201 case IT_NAILS: return "nails";
202 case IT_ROCKETS: return "rockets";
203 case IT_CELLS: return "cells";
204 case IT_FUEL: return "fuel";
206 // add more things here (health, armor)
207 default: error("requested item has no counter field name");
211 .float max_armorvalue;
212 .float pickup_anyway;
214 float Item_Customize()
216 if(self.spawnshieldtime)
218 if(self.weapons != (self.weapons & other.weapons))
220 self.colormod = '0 0 0';
221 self.glowmod = self.colormod;
222 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
229 self.colormod = stov(autocvar_g_ghost_items_color);
230 self.glowmod = self.colormod;
231 self.alpha = g_ghost_items;
239 void Item_Show (entity e, float mode)
241 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
244 // make the item look normal, and be touchable
246 e.solid = SOLID_TRIGGER;
247 e.colormod = '0 0 0';
248 self.glowmod = self.colormod;
250 //e.customizeentityforclient = func_null;
252 e.spawnshieldtime = 1;
256 // hide the item completely
257 e.model = string_null;
259 e.colormod = '0 0 0';
260 self.glowmod = self.colormod;
262 //e.customizeentityforclient = func_null;
264 e.spawnshieldtime = 1;
266 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
268 // make the item translucent and not touchable
270 e.solid = SOLID_TRIGGER; // can STILL be picked up!
271 e.colormod = '0 0 0';
272 self.glowmod = self.colormod;
273 e.effects |= EF_STARDUST;
274 //e.customizeentityforclient = Item_Customize;
276 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
278 else if(g_ghost_items)
280 // make the item translucent and not touchable
283 e.colormod = stov(autocvar_g_ghost_items_color);
284 e.glowmod = e.colormod;
285 e.alpha = g_ghost_items;
286 //e.customizeentityforclient = func_null;
288 e.spawnshieldtime = 1;
292 // hide the item completely
293 e.model = string_null;
295 e.colormod = '0 0 0';
296 e.glowmod = e.colormod;
298 //e.customizeentityforclient = func_null;
300 e.spawnshieldtime = 1;
303 if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
304 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
305 if (autocvar_g_nodepthtestitems)
306 e.effects |= EF_NODEPTHTEST;
307 if (autocvar_g_fullbrightitems)
308 e.effects |= EF_FULLBRIGHT;
310 // relink entity (because solid may have changed)
311 setorigin(e, e.origin);
312 self.SendFlags |= ISF_STATUS;
316 void Item_Respawn (void)
319 if(!g_minstagib && self.items == IT_STRENGTH)
320 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
321 else if(!g_minstagib && self.items == IT_INVINCIBLE)
322 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
324 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
325 setorigin (self, self.origin);
327 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
328 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
331 void Item_RespawnCountdown (void)
333 if(self.count >= ITEM_RESPAWN_TICKS)
335 if(self.waypointsprite_attached)
336 WaypointSprite_Kill(self.waypointsprite_attached);
341 self.nextthink = time + 1;
352 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
353 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
354 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
361 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
362 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
367 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
368 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
370 if(self.flags & FL_WEAPON)
372 entity wi = get_weaponinfo(self.weapon);
381 print("Unknown powerup-marked item is wanting to respawn\n");
382 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
386 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
387 if(self.waypointsprite_attached)
388 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
391 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
392 if(self.waypointsprite_attached)
394 WaypointSprite_Ping(self.waypointsprite_attached);
395 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
400 void Item_ScheduleRespawnIn(entity e, float t)
402 if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
404 e.think = Item_RespawnCountdown;
405 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
410 e.think = Item_Respawn;
411 e.nextthink = time + t;
415 void Item_ScheduleRespawn(entity e)
417 if(e.respawntime > 0)
420 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
422 else // if respawntime is -1, this item does not respawn
426 void Item_ScheduleInitialRespawn(entity e)
429 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
432 float ITEM_MODE_NONE = 0;
433 float ITEM_MODE_HEALTH = 1;
434 float ITEM_MODE_ARMOR = 2;
435 float ITEM_MODE_FUEL = 3;
436 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
441 if (item.spawnshieldtime)
443 if ((player.ammofield < ammomax) || item.pickup_anyway)
445 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
449 else if(g_weapon_stay == 2)
451 float mi = min(item.ammofield, ammomax);
452 if (player.ammofield < mi)
454 player.ammofield = mi;
465 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
467 case ITEM_MODE_HEALTH:
468 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
470 case ITEM_MODE_ARMOR:
471 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
479 float Item_GiveTo(entity item, entity player)
487 // if nothing happens to player, just return without taking the item
489 _switchweapon = FALSE;
493 float prevcells = player.ammo_cells;
495 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
496 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
498 if(player.ammo_cells > prevcells)
500 _switchweapon = TRUE;
502 // play some cool sounds ;)
503 if (clienttype(player) == CLIENTTYPE_REAL)
505 if(player.health <= 5)
506 AnnounceTo(player, "lastsecond");
507 else if(player.health < 50)
508 AnnounceTo(player, "narrowly");
510 // sound not available
511 // else if(item.items == IT_CELLS)
512 // AnnounceTo(player, "ammo");
514 if (item.weapons & WEPBIT_MINSTANEX)
515 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
519 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
523 sprint (player, strcat("You got the ^2", item.netname, "\n"));
530 // sound not available
531 // AnnounceTo(player, "_lives");
532 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
533 sprint(player, "^3You picked up some extra lives\n");
537 if (item.strength_finished)
540 // sound not available
541 // AnnounceTo(player, "invisible");
542 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
546 if (item.invincible_finished)
549 // sound not available
550 // AnnounceTo(player, "speed");
551 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
556 // in case the player has autoswitch enabled do the following:
557 // if the player is using their best weapon before items are given, they
558 // probably want to switch to an even better weapon after items are given
559 if (player.autoswitch)
560 if (player.switchweapon == w_getbestweapon(player))
561 _switchweapon = TRUE;
563 if not(player.weapons & W_WeaponBit(player.switchweapon))
564 _switchweapon = TRUE;
566 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
567 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
568 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
569 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
570 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
571 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
572 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
574 if (item.flags & FL_WEAPON)
575 if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && self.pickup_anyway))
578 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
580 e = get_weaponinfo(i);
582 W_GiveWeapon (player, e.weapon, item.netname);
586 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
590 sprint (player, strcat("You got the ^2", item.netname, "\n"));
593 if (item.strength_finished)
596 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
598 if (item.invincible_finished)
601 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
603 if (item.superweapons_finished)
606 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
611 // always eat teamed entities
619 if (player.switchweapon != w_getbestweapon(player))
620 W_SwitchWeapon_Force(player, w_getbestweapon(player));
621 self.SendFlags |= ISF_STATUS;
625 void Item_Touch (void)
629 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
630 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
635 if (other.classname != "player")
639 if (self.solid != SOLID_TRIGGER)
641 if (self.owner == other)
644 if (self.classname == "droppedweapon")
646 self.strength_finished = max(0, self.strength_finished - time);
647 self.invincible_finished = max(0, self.invincible_finished - time);
648 self.superweapons_finished = max(0, self.superweapons_finished - time);
651 if(!Item_GiveTo(self, other))
653 if (self.classname == "droppedweapon")
655 // undo what we did above
656 self.strength_finished += time;
657 self.invincible_finished += time;
658 self.superweapons_finished += time;
663 other.last_pickup = time;
665 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
666 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
668 if (self.classname == "droppedweapon")
670 else if not(self.spawnshieldtime)
676 RandomSelection_Init();
677 for(head = world; (head = findfloat(head, team, self.team)); )
679 if(head.flags & FL_ITEM)
682 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
685 e = RandomSelection_chosen_ent;
686 self.SendFlags |= ISF_MODEL;
690 Item_ScheduleRespawn(e);
696 Item_Show(self, !self.state);
697 setorigin (self, self.origin);
699 if(self.classname != "droppedweapon")
701 self.think = SUB_Null;
704 if(self.waypointsprite_attached)
705 WaypointSprite_Kill(self.waypointsprite_attached);
707 if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
708 Item_ScheduleInitialRespawn(self);
716 if(self.effects & EF_NODRAW)
718 // marker for item team search
719 dprint("Initializing item team ", ftos(self.team), "\n");
720 RandomSelection_Init();
721 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
722 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
723 e = RandomSelection_chosen_ent;
727 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
731 // make it a non-spawned item
733 head.state = 1; // state 1 = initially hidden item
735 head.effects &~= EF_NODRAW;
742 // Savage: used for item garbage-collection
743 // TODO: perhaps nice special effect?
744 void RemoveItem(void)
749 // pickup evaluation functions
750 // these functions decide how desirable an item is to the bots
752 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
754 float weapon_pickupevalfunc(entity player, entity item)
756 float c, i, j, position;
758 // See if I have it already
759 if(player.weapons & item.weapons == item.weapons)
761 // If I can pick it up
762 if(!item.spawnshieldtime)
764 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
766 // Skilled bots will grab more
767 c = bound(0, skill / 10, 1) * 0.5;
775 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
776 if( bot_custom_weapon && c )
778 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
781 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
784 // Find the highest position on any range
786 for(j = 0; j < WEP_LAST ; ++j){
788 bot_weapons_far[j] == i ||
789 bot_weapons_mid[j] == i ||
790 bot_weapons_close[j] == i
801 position = WEP_LAST - position;
802 // item.bot_pickupbasevalue is overwritten here
803 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
808 return item.bot_pickupbasevalue * c;
811 float commodity_pickupevalfunc(entity player, entity item)
813 float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
817 // Detect needed ammo
818 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
820 wi = get_weaponinfo(i);
822 if not(wi.weapons & player.weapons)
825 if(wi.items & IT_SHELLS)
827 else if(wi.items & IT_NAILS)
829 else if(wi.items & IT_ROCKETS)
831 else if(wi.items & IT_CELLS)
833 else if(wi.items & IT_FUEL)
837 // TODO: figure out if the player even has the weapon this ammo is for?
838 // may not affect strategy much though...
839 // find out how much more ammo/armor/health the player can hold
841 if (item.ammo_shells)
842 if (player.ammo_shells < g_pickup_shells_max)
843 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
846 if (player.ammo_nails < g_pickup_nails_max)
847 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
849 if (item.ammo_rockets)
850 if (player.ammo_rockets < g_pickup_rockets_max)
851 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
854 if (player.ammo_cells < g_pickup_cells_max)
855 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
858 if (player.ammo_fuel < g_pickup_fuel_max)
859 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
861 if (player.armorvalue < item.max_armorvalue)
862 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
864 if (player.health < item.max_health)
865 c = c + max(0, 1 - player.health / item.max_health);
867 return item.bot_pickupbasevalue * c;
872 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)
874 startitem_failed = FALSE;
877 self.weapons = weaponid;
878 self.flags = FL_ITEM | itemflags;
880 // is it a dropped weapon?
881 if (self.classname == "droppedweapon")
883 self.reset = SUB_Remove;
884 // it's a dropped weapon
885 self.movetype = MOVETYPE_TOSS;
887 // Savage: remove thrown items after a certain period of time ("garbage collection")
888 self.think = RemoveItem;
889 self.nextthink = time + 20;
891 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
894 if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons
895 if(self.ammo_nails == 0)
896 if(self.ammo_cells == 0)
897 if(self.ammo_rockets == 0)
898 if(self.ammo_shells == 0)
899 if(self.ammo_fuel == 0)
901 if(self.armorvalue == 0)
904 // if item is worthless after a timer, have it expire then
905 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
908 // don't drop if in a NODROP zone (such as lava)
909 traceline(self.origin, self.origin, MOVE_NORMAL, self);
910 if (trace_dpstartcontents & DPCONTENTS_NODROP)
912 startitem_failed = TRUE;
919 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
921 startitem_failed = TRUE;
926 if(!have_pickup_item())
928 startitem_failed = TRUE;
934 itemmodel = self.model;
935 if(self.item_pickupsound != "")
936 pickupsound = self.item_pickupsound;
938 self.reset = Item_Reset;
940 if(self.spawnflags & 1)
943 self.movetype = MOVETYPE_NONE;
945 self.movetype = MOVETYPE_TOSS;
946 // do item filtering according to game mode and other things
949 // first nudge it off the floor a little bit to avoid math errors
950 setorigin(self, self.origin + '0 0 1');
951 // set item size before we spawn a spawnfunc_waypoint
952 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
953 setsize (self, '-16 -16 0', '16 16 48');
955 setsize (self, '-16 -16 0', '16 16 32');
956 // note droptofloor returns FALSE if stuck/or would fall too far
958 waypoint_spawnforitem(self);
962 * can't do it that way, as it would break maps
963 * TODO make a target_give like entity another way, that perhaps has
964 * the weapon name in a key
967 // target_give not yet supported; maybe later
968 print("removed targeted ", self.classname, "\n");
969 startitem_failed = TRUE;
975 if(autocvar_spawn_debug >= 2)
978 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
980 if(otheritem.is_item)
982 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
983 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
984 error("Mapper sucks.");
990 weaponsInMap |= weaponid;
992 precache_model (itemmodel);
993 precache_sound (pickupsound);
995 precache_sound ("misc/itemrespawncountdown.wav");
996 if(!g_minstagib && itemid == IT_STRENGTH)
997 precache_sound ("misc/strength_respawn.wav");
998 else if(!g_minstagib && itemid == IT_INVINCIBLE)
999 precache_sound ("misc/shield_respawn.wav");
1001 precache_sound ("misc/itemrespawn.wav");
1003 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1004 self.target = "###item###"; // for finding the nearest item using find()
1007 self.bot_pickup = TRUE;
1008 self.bot_pickupevalfunc = pickupevalfunc;
1009 self.bot_pickupbasevalue = pickupbasevalue;
1010 self.mdl = itemmodel;
1011 self.item_pickupsound = pickupsound;
1013 self.weapon = WEP_FIRST + log2of(lowestbit(self.weapons));
1016 // let mappers override respawntime
1017 if(!self.respawntime) // both set
1019 self.respawntime = defaultrespawntime;
1020 self.respawntimejitter = defaultrespawntimejitter;
1022 self.netname = itemname;
1023 self.touch = Item_Touch;
1024 setmodel (self, self.mdl); // precision set below
1025 self.effects |= EF_LOWPRECISION;
1026 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1027 setsize (self, '-16 -16 0', '16 16 48');
1029 setsize (self, '-16 -16 0', '16 16 32');
1030 if(itemflags & FL_WEAPON)
1031 self.modelflags |= MF_ROTATE;
1033 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1034 if (itemflags & FL_WEAPON)
1036 // neutral team color for pickup weapons
1037 self.colormap = 1024; // color shirt=0 pants=0 grey
1044 self.cnt = 1; // item probability weight
1045 self.effects = self.effects | EF_NODRAW; // marker for item team search
1046 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1051 if(self.classname == "droppedweapon")
1054 //self.SendFlags = 0xFFFFFF;
1055 if(cvar("g_csqc_items"))
1056 Net_LinkEntity(self, FALSE, 0, ItemSend);
1060 /* replace items in minstagib
1061 * IT_STRENGTH = invisibility
1062 * IT_NAILS = extra lives
1063 * IT_INVINCIBLE = speed
1065 void minstagib_items (float itemid)
1068 self.classname = "minstagib";
1070 // replace rocket launchers and nex guns with ammo cells
1071 if (itemid == IT_CELLS)
1073 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1074 StartItem ("models/items/a_cells.md3",
1075 "misc/itempickup.wav", 45, 0,
1076 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1083 itemid = IT_STRENGTH;
1087 itemid = IT_INVINCIBLE;
1089 // replace with invis
1090 if (itemid == IT_STRENGTH)
1092 if(!self.strength_finished)
1093 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1094 StartItem ("models/items/g_strength.md3",
1095 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1096 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1098 // replace with extra lives
1099 if (itemid == IT_NAILS)
1101 self.max_health = 1;
1102 StartItem ("models/items/g_h100.md3",
1103 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1104 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1106 // replace with speed
1107 if (itemid == IT_INVINCIBLE)
1109 if(!self.invincible_finished)
1110 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1111 StartItem ("models/items/g_invincible.md3",
1112 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1113 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1117 float minst_no_auto_cells;
1118 void minst_remove_item (void) {
1119 if(minst_no_auto_cells)
1123 float weaponswapping;
1126 void weapon_defaultspawnfunc(float wpn)
1130 var .float ammofield;
1136 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1138 e = get_weaponinfo(wpn);
1139 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1143 startitem_failed = TRUE;
1146 t = tokenize_console(s);
1149 self.team = --internalteam;
1151 for(i = 1; i < t; ++i)
1154 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1156 e = get_weaponinfo(j);
1160 copyentity(oldself, self);
1161 self.classname = "replacedweapon";
1162 weapon_defaultspawnfunc(j);
1168 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1177 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1179 e = get_weaponinfo(j);
1188 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1194 startitem_failed = TRUE;
1199 e = get_weaponinfo(wpn);
1201 if(!self.respawntime)
1203 if(e.weapons & WEPBIT_SUPERWEAPONS)
1205 self.respawntime = g_pickup_respawntime_superweapon;
1206 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1210 self.respawntime = g_pickup_respawntime_weapon;
1211 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1215 if(e.weapons & WEPBIT_SUPERWEAPONS)
1216 if(!self.superweapons_finished)
1217 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1221 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1225 ammofield = Item_CounterField(j);
1227 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1233 if(g_pickup_weapons_anyway)
1234 self.pickup_anyway = TRUE;
1238 // no weapon-stay on superweapons
1239 if(e.weapons & WEPBIT_SUPERWEAPONS)
1240 f |= FL_NO_WEAPON_STAY;
1242 // weapon stay isn't supported for teamed weapons
1244 f |= FL_NO_WEAPON_STAY;
1246 // stupid minstagib hack, don't ask
1249 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1251 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1252 if (self.modelindex) // don't precache if self was removed
1253 weapon_action(e.weapon, WR_PRECACHE);
1256 void spawnfunc_weapon_shotgun (void);
1257 void spawnfunc_weapon_uzi (void) {
1258 if(autocvar_sv_q3acompat_machineshotgunswap)
1259 if(self.classname != "droppedweapon")
1261 weapon_defaultspawnfunc(WEP_SHOTGUN);
1264 weapon_defaultspawnfunc(WEP_UZI);
1267 void spawnfunc_weapon_shotgun (void) {
1268 if(autocvar_sv_q3acompat_machineshotgunswap)
1269 if(self.classname != "droppedweapon")
1271 weapon_defaultspawnfunc(WEP_UZI);
1274 weapon_defaultspawnfunc(WEP_SHOTGUN);
1277 void spawnfunc_weapon_nex (void)
1281 minstagib_items(IT_CELLS);
1282 self.think = minst_remove_item;
1283 self.nextthink = time;
1286 weapon_defaultspawnfunc(WEP_NEX);
1289 void spawnfunc_weapon_minstanex (void)
1293 minstagib_items(IT_CELLS);
1294 self.think = minst_remove_item;
1295 self.nextthink = time;
1298 weapon_defaultspawnfunc(WEP_MINSTANEX);
1301 void spawnfunc_weapon_rocketlauncher (void)
1305 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1306 self.think = minst_remove_item;
1307 self.nextthink = time;
1310 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1313 void spawnfunc_item_rockets (void) {
1314 if(!self.ammo_rockets)
1315 self.ammo_rockets = g_pickup_rockets;
1316 if(!self.pickup_anyway)
1317 self.pickup_anyway = g_pickup_ammo_anyway;
1318 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);
1321 void spawnfunc_item_shells (void);
1322 void spawnfunc_item_bullets (void) {
1324 if(autocvar_sv_q3acompat_machineshotgunswap)
1325 if(self.classname != "droppedweapon")
1327 weaponswapping = TRUE;
1328 spawnfunc_item_shells();
1329 weaponswapping = FALSE;
1333 if(!self.ammo_nails)
1334 self.ammo_nails = g_pickup_nails;
1335 if(!self.pickup_anyway)
1336 self.pickup_anyway = g_pickup_ammo_anyway;
1337 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);
1340 void spawnfunc_item_cells (void) {
1341 if(!self.ammo_cells)
1342 self.ammo_cells = g_pickup_cells;
1343 if(!self.pickup_anyway)
1344 self.pickup_anyway = g_pickup_ammo_anyway;
1345 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);
1348 void spawnfunc_item_shells (void) {
1350 if(autocvar_sv_q3acompat_machineshotgunswap)
1351 if(self.classname != "droppedweapon")
1353 weaponswapping = TRUE;
1354 spawnfunc_item_bullets();
1355 weaponswapping = FALSE;
1359 if(!self.ammo_shells)
1360 self.ammo_shells = g_pickup_shells;
1361 if(!self.pickup_anyway)
1362 self.pickup_anyway = g_pickup_ammo_anyway;
1363 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);
1366 void spawnfunc_item_armor_small (void) {
1367 if(!self.armorvalue)
1368 self.armorvalue = g_pickup_armorsmall;
1369 if(!self.max_armorvalue)
1370 self.max_armorvalue = g_pickup_armorsmall_max;
1371 if(!self.pickup_anyway)
1372 self.pickup_anyway = g_pickup_armorsmall_anyway;
1373 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);
1376 void spawnfunc_item_armor_medium (void) {
1377 if(!self.armorvalue)
1378 self.armorvalue = g_pickup_armormedium;
1379 if(!self.max_armorvalue)
1380 self.max_armorvalue = g_pickup_armormedium_max;
1381 if(!self.pickup_anyway)
1382 self.pickup_anyway = g_pickup_armormedium_anyway;
1383 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);
1386 void spawnfunc_item_armor_big (void) {
1387 if(!self.armorvalue)
1388 self.armorvalue = g_pickup_armorbig;
1389 if(!self.max_armorvalue)
1390 self.max_armorvalue = g_pickup_armorbig_max;
1391 if(!self.pickup_anyway)
1392 self.pickup_anyway = g_pickup_armorbig_anyway;
1393 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);
1396 void spawnfunc_item_armor_large (void) {
1397 if(!self.armorvalue)
1398 self.armorvalue = g_pickup_armorlarge;
1399 if(!self.max_armorvalue)
1400 self.max_armorvalue = g_pickup_armorlarge_max;
1401 if(!self.pickup_anyway)
1402 self.pickup_anyway = g_pickup_armorlarge_anyway;
1403 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);
1406 void spawnfunc_item_health_small (void) {
1407 if(!self.max_health)
1408 self.max_health = g_pickup_healthsmall_max;
1410 self.health = g_pickup_healthsmall;
1411 if(!self.pickup_anyway)
1412 self.pickup_anyway = g_pickup_healthsmall_anyway;
1413 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);
1416 void spawnfunc_item_health_medium (void) {
1417 if(!self.max_health)
1418 self.max_health = g_pickup_healthmedium_max;
1420 self.health = g_pickup_healthmedium;
1421 if(!self.pickup_anyway)
1422 self.pickup_anyway = g_pickup_healthmedium_anyway;
1423 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);
1426 void spawnfunc_item_health_large (void) {
1427 if(!self.max_health)
1428 self.max_health = g_pickup_healthlarge_max;
1430 self.health = g_pickup_healthlarge;
1431 if(!self.pickup_anyway)
1432 self.pickup_anyway = g_pickup_healthlarge_anyway;
1433 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);
1436 void spawnfunc_item_health_mega (void) {
1438 minstagib_items(IT_NAILS);
1440 if(!self.max_health)
1441 self.max_health = g_pickup_healthmega_max;
1443 self.health = g_pickup_healthmega;
1444 if(!self.pickup_anyway)
1445 self.pickup_anyway = g_pickup_healthmega_anyway;
1446 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);
1450 // support old misnamed entities
1451 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1452 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1453 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1454 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1455 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1457 void spawnfunc_item_strength (void) {
1459 minstagib_items(IT_STRENGTH);
1461 precache_sound("weapons/strength_fire.wav");
1462 if(!self.strength_finished)
1463 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1464 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);
1468 void spawnfunc_item_invincible (void) {
1470 minstagib_items(IT_INVINCIBLE);
1472 if(!self.invincible_finished)
1473 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1474 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);
1478 void spawnfunc_item_minst_cells (void) {
1481 minst_no_auto_cells = 1;
1482 minstagib_items(IT_CELLS);
1489 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1491 float GiveItems(entity e, float beginarg, float endarg);
1492 void target_items_use (void)
1494 if(activator.classname == "droppedweapon")
1501 if(activator.classname != "player")
1503 if(activator.deadflag != DEAD_NO)
1508 for(e = world; (e = find(e, classname, "droppedweapon")); )
1509 if(e.enemy == activator)
1512 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1513 centerprint(activator, self.message);
1516 void spawnfunc_target_items (void)
1521 self.use = target_items_use;
1522 if(!self.strength_finished)
1523 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1524 if(!self.invincible_finished)
1525 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1526 if(!self.superweapons_finished)
1527 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1529 precache_sound("misc/itempickup.wav");
1530 precache_sound("misc/megahealth.wav");
1531 precache_sound("misc/armor25.wav");
1532 precache_sound("misc/powerup.wav");
1533 precache_sound("misc/poweroff.wav");
1534 precache_sound("weapons/weaponpickup.wav");
1536 n = tokenize_console(self.netname);
1537 if(argv(0) == "give")
1539 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1543 for(i = 0; i < n; ++i)
1545 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1546 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1547 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1548 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1549 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1550 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1551 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1552 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1554 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1556 e = get_weaponinfo(j);
1557 if(argv(i) == e.netname)
1559 self.weapons |= e.weapons;
1560 if(self.spawnflags == 0 || self.spawnflags == 2)
1561 weapon_action(e.weapon, WR_PRECACHE);
1566 print("target_items: invalid item ", argv(i), "\n");
1569 string itemprefix, valueprefix;
1570 if(self.spawnflags == 0)
1575 else if(self.spawnflags == 1)
1577 itemprefix = "max ";
1578 valueprefix = "max ";
1580 else if(self.spawnflags == 2)
1582 itemprefix = "min ";
1583 valueprefix = "min ";
1585 else if(self.spawnflags == 4)
1587 itemprefix = "minus ";
1588 valueprefix = "max ";
1591 error("invalid spawnflags");
1594 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1595 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1596 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1597 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1598 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1599 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1600 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1601 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1602 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1603 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1604 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1605 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1606 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1607 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1608 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1610 e = get_weaponinfo(j);
1612 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1615 self.netname = strzone(self.netname);
1616 //print(self.netname, "\n");
1618 n = tokenize_console(self.netname);
1619 for(i = 0; i < n; ++i)
1621 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1623 e = get_weaponinfo(j);
1624 if(argv(i) == e.netname)
1626 weapon_action(e.weapon, WR_PRECACHE);
1633 void spawnfunc_item_fuel(void)
1636 self.ammo_fuel = g_pickup_fuel;
1637 if(!self.pickup_anyway)
1638 self.pickup_anyway = g_pickup_ammo_anyway;
1639 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);
1642 void spawnfunc_item_fuel_regen(void)
1644 if(start_items & IT_FUEL_REGEN)
1646 spawnfunc_item_fuel();
1649 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);
1652 void spawnfunc_item_jetpack(void)
1654 if(g_grappling_hook)
1655 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1657 self.ammo_fuel = g_pickup_fuel_jetpack;
1658 if(start_items & IT_JETPACK)
1660 spawnfunc_item_fuel();
1663 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);
1673 float GiveBit(entity e, .float fld, float bit, float op, float val)
1703 float GiveValue(entity e, .float fld, float op, float val)
1713 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1716 e.fld = min(e.fld, val);
1729 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1736 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1738 else if(v0 >= v0 + t)
1741 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1745 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1748 e.rotfield = max(e.rotfield, time + rottime);
1750 e.regenfield = max(e.regenfield, time + regentime);
1753 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1754 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1755 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1756 #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)
1758 float GiveItems(entity e, float beginarg, float endarg)
1760 float got, i, j, val, op;
1761 float _switchweapon;
1770 _switchweapon = FALSE;
1772 if (e.switchweapon == w_getbestweapon(e))
1773 _switchweapon = TRUE;
1775 e.strength_finished = max(0, e.strength_finished - time);
1776 e.invincible_finished = max(0, e.invincible_finished - time);
1777 e.superweapons_finished = max(0, e.superweapons_finished - time);
1780 PREGIVE(e, weapons);
1781 PREGIVE(e, strength_finished);
1782 PREGIVE(e, invincible_finished);
1783 PREGIVE(e, superweapons_finished);
1784 PREGIVE(e, ammo_nails);
1785 PREGIVE(e, ammo_cells);
1786 PREGIVE(e, ammo_shells);
1787 PREGIVE(e, ammo_rockets);
1788 PREGIVE(e, ammo_fuel);
1789 PREGIVE(e, armorvalue);
1792 for(i = beginarg; i < endarg; ++i)
1796 if(cmd == "0" || stof(cmd))
1820 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1821 got += GiveValue(e, strength_finished, op, val);
1822 got += GiveValue(e, invincible_finished, op, val);
1823 got += GiveValue(e, superweapons_finished, op, val);
1824 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1826 got += GiveBit(e, items, IT_JETPACK, op, val);
1827 got += GiveValue(e, health, op, val);
1828 got += GiveValue(e, armorvalue, op, val);
1830 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1832 wi = get_weaponinfo(j);
1834 got += GiveBit(e, weapons, wi.weapons, op, val);
1837 got += GiveValue(e, ammo_cells, op, val);
1838 got += GiveValue(e, ammo_shells, op, val);
1839 got += GiveValue(e, ammo_nails, op, val);
1840 got += GiveValue(e, ammo_rockets, op, val);
1841 got += GiveValue(e, ammo_fuel, op, val);
1843 case "unlimited_ammo":
1844 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1846 case "unlimited_weapon_ammo":
1847 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1849 case "unlimited_superweapons":
1850 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1853 got += GiveBit(e, items, IT_JETPACK, op, val);
1856 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1859 got += GiveValue(e, strength_finished, op, val);
1862 got += GiveValue(e, invincible_finished, op, val);
1864 case "superweapons":
1865 got += GiveValue(e, superweapons_finished, op, val);
1868 got += GiveValue(e, ammo_cells, op, val);
1871 got += GiveValue(e, ammo_shells, op, val);
1875 got += GiveValue(e, ammo_nails, op, val);
1878 got += GiveValue(e, ammo_rockets, op, val);
1881 got += GiveValue(e, health, op, val);
1884 got += GiveValue(e, armorvalue, op, val);
1887 got += GiveValue(e, ammo_fuel, op, val);
1890 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1892 wi = get_weaponinfo(j);
1893 if(cmd == wi.netname)
1895 got += GiveBit(e, weapons, wi.weapons, op, val);
1900 print("give: invalid item ", cmd, "\n");
1907 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1908 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1909 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1910 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1911 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1913 wi = get_weaponinfo(j);
1916 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1917 if not(save_weapons & wi.weapons)
1918 if(e.weapons & wi.weapons)
1919 weapon_action(wi.weapon, WR_PRECACHE);
1922 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1923 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1924 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1925 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1926 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1927 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1928 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);
1929 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);
1930 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);
1932 if(e.superweapons_finished <= 0)
1933 if(self.weapons & WEPBIT_SUPERWEAPONS)
1934 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1938 e.health = bound(0, e.health, 100);
1939 e.armorvalue = bound(0, e.armorvalue, 999);
1942 if(e.strength_finished <= 0)
1943 e.strength_finished = 0;
1945 e.strength_finished += time;
1946 if(e.invincible_finished <= 0)
1947 e.invincible_finished = 0;
1949 e.invincible_finished += time;
1950 if(e.superweapons_finished <= 0)
1951 e.superweapons_finished = 0;
1953 e.superweapons_finished += time;
1955 if not(e.weapons & W_WeaponBit(e.switchweapon))
1956 _switchweapon = TRUE;
1958 W_SwitchWeapon_Force(e, w_getbestweapon(e));