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)
19 if(autocvar_g_pickup_items > 0)
21 if(autocvar_g_pickup_items == 0)
28 if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
34 #define ITEM_RESPAWN_TICKS 10
36 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
37 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
38 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
39 // range: 10 .. respawntime + respawntimejitter
41 floatfield Item_CounterField(float it)
45 case IT_SHELLS: return ammo_shells;
46 case IT_NAILS: return ammo_nails;
47 case IT_ROCKETS: return ammo_rockets;
48 case IT_CELLS: return ammo_cells;
49 case IT_FUEL: return ammo_fuel;
50 case IT_5HP: return health;
51 case IT_25HP: return health;
52 case IT_HEALTH: return health;
53 case IT_ARMOR_SHARD: return armorvalue;
54 case IT_ARMOR: return armorvalue;
55 // add more things here (health, armor)
56 default: error("requested item has no counter field");
60 string Item_CounterFieldName(float it)
64 case IT_SHELLS: return "shells";
65 case IT_NAILS: return "nails";
66 case IT_ROCKETS: return "rockets";
67 case IT_CELLS: return "cells";
68 case IT_FUEL: return "fuel";
70 // add more things here (health, armor)
71 default: error("requested item has no counter field name");
75 .float max_armorvalue;
78 float Item_Customize()
80 if(self.spawnshieldtime)
82 if(self.weapons != (self.weapons & other.weapons))
84 self.colormod = '0 0 0';
85 self.glowmod = self.colormod;
86 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
93 self.colormod = stov(autocvar_g_ghost_items_color);
94 self.glowmod = self.colormod;
95 self.alpha = g_ghost_items;
103 void Item_Show (entity e, float mode)
105 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
108 // make the item look normal, and be touchable
110 e.solid = SOLID_TRIGGER;
111 e.colormod = '0 0 0';
112 self.glowmod = self.colormod;
114 e.customizeentityforclient = func_null;
116 e.spawnshieldtime = 1;
120 // hide the item completely
121 e.model = string_null;
123 e.colormod = '0 0 0';
124 self.glowmod = self.colormod;
126 e.customizeentityforclient = func_null;
128 e.spawnshieldtime = 1;
130 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
132 // make the item translucent and not touchable
134 e.solid = SOLID_TRIGGER; // can STILL be picked up!
135 e.colormod = '0 0 0';
136 self.glowmod = self.colormod;
137 e.effects |= EF_STARDUST;
138 e.customizeentityforclient = Item_Customize;
140 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
142 else if(g_ghost_items)
144 // make the item translucent and not touchable
147 e.colormod = stov(autocvar_g_ghost_items_color);
148 e.glowmod = e.colormod;
149 e.alpha = g_ghost_items;
150 e.customizeentityforclient = func_null;
152 e.spawnshieldtime = 1;
156 // hide the item completely
157 e.model = string_null;
159 e.colormod = '0 0 0';
160 e.glowmod = e.colormod;
162 e.customizeentityforclient = func_null;
164 e.spawnshieldtime = 1;
167 if (e.strength_finished || e.invincible_finished)
168 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
169 if (autocvar_g_nodepthtestitems)
170 e.effects |= EF_NODEPTHTEST;
171 if (autocvar_g_fullbrightitems)
172 e.effects |= EF_FULLBRIGHT;
174 // relink entity (because solid may have changed)
175 setorigin(e, e.origin);
178 void Item_Respawn (void)
181 if(!g_minstagib && self.items == IT_STRENGTH)
182 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
183 else if(!g_minstagib && self.items == IT_INVINCIBLE)
184 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
186 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
187 setorigin (self, self.origin);
189 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
190 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
193 void Item_RespawnCountdown (void)
195 if(self.count >= ITEM_RESPAWN_TICKS)
197 if(self.waypointsprite_attached)
198 WaypointSprite_Kill(self.waypointsprite_attached);
203 self.nextthink = time + 1;
214 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
215 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
216 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
223 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
224 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
229 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
230 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
234 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
235 if(self.waypointsprite_attached)
236 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
239 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
240 if(self.waypointsprite_attached)
242 WaypointSprite_Ping(self.waypointsprite_attached);
243 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
248 void Item_ScheduleRespawnIn(entity e, float t)
250 if(e.flags & FL_POWERUP)
252 e.think = Item_RespawnCountdown;
253 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
258 e.think = Item_Respawn;
259 e.nextthink = time + t;
263 void Item_ScheduleRespawn(entity e)
265 if(e.respawntime > 0)
268 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
270 else // if respawntime is -1, this item does not respawn
274 void Item_ScheduleInitialRespawn(entity e)
277 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
280 float Item_GiveTo(entity item, entity player)
288 // if nothing happens to player, just return without taking the item
290 _switchweapon = FALSE;
294 if(item.spawnshieldtime)
297 if (player.ammo_fuel < g_pickup_fuel_max)
300 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
301 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
303 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
307 sprint (player, strcat("You got the ^2", item.netname, "\n"));
310 _switchweapon = TRUE;
314 // play some cool sounds ;)
315 if (clienttype(player) == CLIENTTYPE_REAL)
317 if(player.health <= 5)
318 AnnounceTo(player, "lastsecond");
319 else if(player.health < 50)
320 AnnounceTo(player, "narrowly");
322 // sound not available
323 // else if(item.items == IT_CELLS)
324 // AnnounceTo(player, "ammo");
326 if (item.weapons & WEPBIT_MINSTANEX)
327 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
329 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
337 // sound not available
338 // AnnounceTo(player, "_lives");
339 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
340 sprint(player, "^3You picked up some extra lives\n");
344 if (item.strength_finished)
347 // sound not available
348 // AnnounceTo(player, "invisible");
349 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
353 if (item.invincible_finished)
356 // sound not available
357 // AnnounceTo(player, "speed");
358 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
364 if (g_weapon_stay == 1)
365 if not(item.flags & FL_NO_WEAPON_STAY)
366 if (item.flags & FL_WEAPON)
368 if(item.classname == "droppedweapon")
370 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
375 if (player.weapons & item.weapons)
380 // in case the player has autoswitch enabled do the following:
381 // if the player is using their best weapon before items are given, they
382 // probably want to switch to an even better weapon after items are given
383 if (player.autoswitch)
384 if (player.switchweapon == w_getbestweapon(player))
385 _switchweapon = TRUE;
387 if not(player.weapons & W_WeaponBit(player.switchweapon))
388 _switchweapon = TRUE;
390 if(item.spawnshieldtime)
392 if (item.ammo_shells)
393 if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
396 player.ammo_shells = bound(player.ammo_shells, g_pickup_shells_max, player.ammo_shells + item.ammo_shells);
399 if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
402 player.ammo_nails = bound(player.ammo_nails, g_pickup_nails_max, player.ammo_nails + item.ammo_nails);
404 if (item.ammo_rockets)
405 if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
408 player.ammo_rockets = bound(player.ammo_rockets, g_pickup_rockets_max, player.ammo_rockets + item.ammo_rockets);
411 if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
414 player.ammo_cells = bound(player.ammo_cells, g_pickup_cells_max, player.ammo_cells + item.ammo_cells);
417 if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
420 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
421 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
425 if (item.flags & FL_WEAPON)
426 if ((it = item.weapons - (item.weapons & player.weapons)) || (g_pickup_weapons_anyway && g_weapon_stay == 0))
429 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
431 e = get_weaponinfo(i);
433 W_GiveWeapon (player, e.weapon, item.netname);
437 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
441 sprint (player, strcat("You got the ^2", item.netname, "\n"));
444 if(item.spawnshieldtime)
446 if (item.strength_finished)
449 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
451 if (item.invincible_finished)
454 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
458 if ((player.health < item.max_health) || item.pickup_anyway)
461 player.health = bound(player.health, item.max_health, player.health + item.health);
462 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
465 if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
468 player.armorvalue = bound(player.armorvalue, item.max_armorvalue, player.armorvalue + item.armorvalue);
469 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
475 // always eat teamed entities
482 sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
484 if (player.switchweapon != w_getbestweapon(player))
485 W_SwitchWeapon_Force(player, w_getbestweapon(player));
490 void Item_Touch (void)
494 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
495 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
500 if (other.classname != "player")
504 if (self.solid != SOLID_TRIGGER)
506 if (self.owner == other)
509 if(!Item_GiveTo(self, other))
512 other.last_pickup = time;
514 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
516 if (self.classname == "droppedweapon")
518 else if not(self.spawnshieldtime)
520 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
526 RandomSelection_Init();
527 for(head = world; (head = findfloat(head, team, self.team)); )
529 if(head.flags & FL_ITEM)
532 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
535 e = RandomSelection_chosen_ent;
539 Item_ScheduleRespawn(e);
547 if(self.effects & EF_NODRAW)
549 // marker for item team search
550 dprint("Initializing item team ", ftos(self.team), "\n");
551 RandomSelection_Init();
552 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
553 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
554 e = RandomSelection_chosen_ent;
558 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
562 // make it a non-spawned item
564 head.state = 1; // state 1 = initially hidden item
566 head.effects &~= EF_NODRAW;
569 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
570 Item_ScheduleInitialRespawn(e);
576 Item_Show(self, !self.state);
577 setorigin (self, self.origin);
578 self.think = SUB_Null;
581 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
582 Item_ScheduleInitialRespawn(self);
585 // Savage: used for item garbage-collection
586 // TODO: perhaps nice special effect?
587 void RemoveItem(void)
592 // pickup evaluation functions
593 // these functions decide how desirable an item is to the bots
595 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
597 float weapon_pickupevalfunc(entity player, entity item)
599 float c, i, j, position;
601 // See if I have it already
602 if(player.weapons & item.weapons == item.weapons)
604 // If I can pick it up
605 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
607 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
609 // Skilled bots will grab more
610 c = bound(0, skill / 10, 1) * 0.5;
618 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
619 if( bot_custom_weapon && c )
621 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
624 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
627 // Find the highest position on any range
629 for(j = 0; j < WEP_LAST ; ++j){
631 bot_weapons_far[j] == i ||
632 bot_weapons_mid[j] == i ||
633 bot_weapons_close[j] == i
644 position = WEP_LAST - position;
645 // item.bot_pickupbasevalue is overwritten here
646 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
651 return item.bot_pickupbasevalue * c;
654 float commodity_pickupevalfunc(entity player, entity item)
656 float c, i, need_shells, need_nails, need_rockets, need_cells;
660 // Detect needed ammo
661 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
663 wi = get_weaponinfo(i);
665 if not(wi.weapons & player.weapons)
668 if(wi.items & IT_SHELLS)
670 else if(wi.items & IT_NAILS)
672 else if(wi.items & IT_ROCKETS)
674 else if(wi.items & IT_CELLS)
678 // TODO: figure out if the player even has the weapon this ammo is for?
679 // may not affect strategy much though...
680 // find out how much more ammo/armor/health the player can hold
682 if (item.ammo_shells)
683 if (player.ammo_shells < g_pickup_shells_max)
684 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
687 if (player.ammo_nails < g_pickup_nails_max)
688 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
690 if (item.ammo_rockets)
691 if (player.ammo_rockets < g_pickup_rockets_max)
692 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
695 if (player.ammo_cells < g_pickup_cells_max)
696 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
698 if (player.armorvalue < item.max_armorvalue)
699 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
701 if (player.health < item.max_health)
702 c = c + max(0, 1 - player.health / item.max_health);
704 return item.bot_pickupbasevalue * c;
709 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)
711 startitem_failed = FALSE;
714 self.weapons = weaponid;
716 // is it a dropped weapon?
717 if (self.classname == "droppedweapon")
719 self.reset = SUB_Remove;
720 // it's a dropped weapon
721 self.movetype = MOVETYPE_TOSS;
722 // Savage: remove thrown items after a certain period of time ("garbage collection")
723 self.think = RemoveItem;
724 self.nextthink = time + 60;
725 // don't drop if in a NODROP zone (such as lava)
726 traceline(self.origin, self.origin, MOVE_NORMAL, self);
727 if (trace_dpstartcontents & DPCONTENTS_NODROP)
729 startitem_failed = TRUE;
736 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
738 startitem_failed = TRUE;
743 if(!have_pickup_item())
745 startitem_failed = TRUE;
750 self.reset = Item_Reset;
752 if(self.spawnflags & 1)
755 self.movetype = MOVETYPE_NONE;
757 self.movetype = MOVETYPE_TOSS;
758 // do item filtering according to game mode and other things
761 // first nudge it off the floor a little bit to avoid math errors
762 setorigin(self, self.origin + '0 0 1');
763 // set item size before we spawn a spawnfunc_waypoint
764 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
765 setsize (self, '-16 -16 0', '16 16 48');
767 setsize (self, '-16 -16 0', '16 16 32');
768 // note droptofloor returns FALSE if stuck/or would fall too far
770 waypoint_spawnforitem(self);
774 * can't do it that way, as it would break maps
775 * TODO make a target_give like entity another way, that perhaps has
776 * the weapon name in a key
779 // target_give not yet supported; maybe later
780 print("removed targeted ", self.classname, "\n");
781 startitem_failed = TRUE;
787 if(autocvar_spawn_debug >= 2)
790 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
792 if(otheritem.is_item)
794 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
795 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
796 error("Mapper sucks.");
802 weaponsInMap |= weaponid;
804 precache_model (itemmodel);
805 precache_sound (pickupsound);
807 precache_sound ("misc/itemrespawncountdown.wav");
808 if(!g_minstagib && itemid == IT_STRENGTH)
809 precache_sound ("misc/strength_respawn.wav");
810 else if(!g_minstagib && itemid == IT_INVINCIBLE)
811 precache_sound ("misc/shield_respawn.wav");
813 precache_sound ("misc/itemrespawn.wav");
815 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
816 self.target = "###item###"; // for finding the nearest item using find()
819 self.bot_pickup = TRUE;
820 self.bot_pickupevalfunc = pickupevalfunc;
821 self.bot_pickupbasevalue = pickupbasevalue;
822 self.mdl = itemmodel;
823 self.item_pickupsound = pickupsound;
824 // let mappers override respawntime
825 if(!self.respawntime) // both set
827 self.respawntime = defaultrespawntime;
828 self.respawntimejitter = defaultrespawntimejitter;
830 self.netname = itemname;
831 self.flags = FL_ITEM | itemflags;
832 self.touch = Item_Touch;
833 setmodel (self, self.mdl); // precision set below
834 self.effects |= EF_LOWPRECISION;
835 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
836 setsize (self, '-16 -16 0', '16 16 48');
838 setsize (self, '-16 -16 0', '16 16 32');
839 if(itemflags & FL_WEAPON)
840 self.modelflags |= MF_ROTATE;
842 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
843 if (itemflags & FL_WEAPON)
845 // neutral team color for pickup weapons
846 self.colormap = 1024; // color shirt=0 pants=0 grey
854 self.cnt = 1; // item probability weight
855 self.effects = self.effects | EF_NODRAW; // marker for item team search
856 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
858 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
859 Item_ScheduleInitialRespawn(self);
862 /* replace items in minstagib
863 * IT_STRENGTH = invisibility
864 * IT_NAILS = extra lives
865 * IT_INVINCIBLE = speed
867 void minstagib_items (float itemid)
870 self.classname = "minstagib";
872 // replace rocket launchers and nex guns with ammo cells
873 if (itemid == IT_CELLS)
876 StartItem ("models/items/a_cells.md3",
877 "misc/itempickup.wav", 45, 0,
878 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
885 itemid = IT_STRENGTH;
889 itemid = IT_INVINCIBLE;
891 // replace with invis
892 if (itemid == IT_STRENGTH)
894 self.strength_finished = 30;
895 StartItem ("models/items/g_strength.md3",
896 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
897 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
899 // replace with extra lives
900 if (itemid == IT_NAILS)
903 StartItem ("models/items/g_h100.md3",
904 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
905 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
907 // replace with speed
908 if (itemid == IT_INVINCIBLE)
910 self.invincible_finished = 30;
911 StartItem ("models/items/g_invincible.md3",
912 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
913 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
917 float minst_no_auto_cells;
918 void minst_remove_item (void) {
919 if(minst_no_auto_cells)
923 float weaponswapping;
926 void weapon_defaultspawnfunc(float wpn)
930 var .float ammofield;
935 // set the respawntime in advance (so replaced weapons can copy it)
937 if(!self.respawntime)
939 e = get_weaponinfo(wpn);
940 if(e.items == IT_SUPERWEAPON)
942 self.respawntime = g_pickup_respawntime_powerup;
943 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
947 self.respawntime = g_pickup_respawntime_weapon;
948 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
952 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
954 e = get_weaponinfo(wpn);
955 s = cvar_string(strcat("g_weaponreplace_", e.netname));
959 startitem_failed = TRUE;
962 t = tokenize_console(s);
965 self.team = --internalteam;
967 for(i = 1; i < t; ++i)
970 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
972 e = get_weaponinfo(j);
976 copyentity(oldself, self);
977 self.classname = "replacedweapon";
978 weapon_defaultspawnfunc(j);
984 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
993 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
995 e = get_weaponinfo(j);
1004 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1010 startitem_failed = TRUE;
1015 e = get_weaponinfo(wpn);
1017 if(e.items && e.items != IT_SUPERWEAPON)
1019 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1023 ammofield = Item_CounterField(j);
1025 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1031 self.flags |= FL_NO_WEAPON_STAY;
1034 // weapon stay isn't supported for teamed weapons
1036 self.flags |= FL_NO_WEAPON_STAY;
1038 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1040 self.ammo_shells = 0;
1041 self.ammo_nails = 0;
1042 self.ammo_cells = 0;
1043 self.ammo_rockets = 0;
1044 // weapon stay 2: don't use ammo on weapon pickups; instead
1045 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1048 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1049 if (self.modelindex) // don't precache if self was removed
1050 weapon_action(e.weapon, WR_PRECACHE);
1053 void spawnfunc_weapon_shotgun (void);
1054 void spawnfunc_weapon_uzi (void) {
1055 if(autocvar_sv_q3acompat_machineshotgunswap)
1056 if(self.classname != "droppedweapon")
1058 weapon_defaultspawnfunc(WEP_SHOTGUN);
1061 weapon_defaultspawnfunc(WEP_UZI);
1064 void spawnfunc_weapon_shotgun (void) {
1065 if(autocvar_sv_q3acompat_machineshotgunswap)
1066 if(self.classname != "droppedweapon")
1068 weapon_defaultspawnfunc(WEP_UZI);
1071 weapon_defaultspawnfunc(WEP_SHOTGUN);
1074 void spawnfunc_weapon_nex (void)
1078 minstagib_items(IT_CELLS);
1079 self.think = minst_remove_item;
1080 self.nextthink = time;
1083 weapon_defaultspawnfunc(WEP_NEX);
1086 void spawnfunc_weapon_minstanex (void)
1090 minstagib_items(IT_CELLS);
1091 self.think = minst_remove_item;
1092 self.nextthink = time;
1095 weapon_defaultspawnfunc(WEP_MINSTANEX);
1098 void spawnfunc_weapon_rocketlauncher (void)
1102 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1103 self.think = minst_remove_item;
1104 self.nextthink = time;
1107 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1110 void spawnfunc_item_rockets (void) {
1111 if(!self.ammo_rockets)
1112 self.ammo_rockets = g_pickup_rockets;
1113 if(!self.pickup_anyway)
1114 self.pickup_anyway = g_pickup_ammo_anyway;
1115 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);
1118 void spawnfunc_item_shells (void);
1119 void spawnfunc_item_bullets (void) {
1121 if(autocvar_sv_q3acompat_machineshotgunswap)
1122 if(self.classname != "droppedweapon")
1124 weaponswapping = TRUE;
1125 spawnfunc_item_shells();
1126 weaponswapping = FALSE;
1130 if(!self.ammo_nails)
1131 self.ammo_nails = g_pickup_nails;
1132 if(!self.pickup_anyway)
1133 self.pickup_anyway = g_pickup_ammo_anyway;
1134 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);
1137 void spawnfunc_item_cells (void) {
1138 if(!self.ammo_cells)
1139 self.ammo_cells = g_pickup_cells;
1140 if(!self.pickup_anyway)
1141 self.pickup_anyway = g_pickup_ammo_anyway;
1142 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);
1145 void spawnfunc_item_shells (void) {
1147 if(autocvar_sv_q3acompat_machineshotgunswap)
1148 if(self.classname != "droppedweapon")
1150 weaponswapping = TRUE;
1151 spawnfunc_item_bullets();
1152 weaponswapping = FALSE;
1156 if(!self.ammo_shells)
1157 self.ammo_shells = g_pickup_shells;
1158 if(!self.pickup_anyway)
1159 self.pickup_anyway = g_pickup_ammo_anyway;
1160 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);
1163 void spawnfunc_item_armor_small (void) {
1164 if(!self.armorvalue)
1165 self.armorvalue = g_pickup_armorsmall;
1166 if(!self.max_armorvalue)
1167 self.max_armorvalue = g_pickup_armorsmall_max;
1168 if(!self.pickup_anyway)
1169 self.pickup_anyway = g_pickup_armorsmall_anyway;
1170 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);
1173 void spawnfunc_item_armor_medium (void) {
1174 if(!self.armorvalue)
1175 self.armorvalue = g_pickup_armormedium;
1176 if(!self.max_armorvalue)
1177 self.max_armorvalue = g_pickup_armormedium_max;
1178 if(!self.pickup_anyway)
1179 self.pickup_anyway = g_pickup_armormedium_anyway;
1180 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);
1183 void spawnfunc_item_armor_big (void) {
1184 if(!self.armorvalue)
1185 self.armorvalue = g_pickup_armorbig;
1186 if(!self.max_armorvalue)
1187 self.max_armorvalue = g_pickup_armorbig_max;
1188 if(!self.pickup_anyway)
1189 self.pickup_anyway = g_pickup_armorbig_anyway;
1190 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);
1193 void spawnfunc_item_armor_large (void) {
1194 if(!self.armorvalue)
1195 self.armorvalue = g_pickup_armorlarge;
1196 if(!self.max_armorvalue)
1197 self.max_armorvalue = g_pickup_armorlarge_max;
1198 if(!self.pickup_anyway)
1199 self.pickup_anyway = g_pickup_armorlarge_anyway;
1200 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);
1203 void spawnfunc_item_health_small (void) {
1204 if(!self.max_health)
1205 self.max_health = g_pickup_healthsmall_max;
1207 self.health = g_pickup_healthsmall;
1208 if(!self.pickup_anyway)
1209 self.pickup_anyway = g_pickup_healthsmall_anyway;
1210 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);
1213 void spawnfunc_item_health_medium (void) {
1214 if(!self.max_health)
1215 self.max_health = g_pickup_healthmedium_max;
1217 self.health = g_pickup_healthmedium;
1218 if(!self.pickup_anyway)
1219 self.pickup_anyway = g_pickup_healthmedium_anyway;
1220 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);
1223 void spawnfunc_item_health_large (void) {
1224 if(!self.max_health)
1225 self.max_health = g_pickup_healthlarge_max;
1227 self.health = g_pickup_healthlarge;
1228 if(!self.pickup_anyway)
1229 self.pickup_anyway = g_pickup_healthlarge_anyway;
1230 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);
1233 void spawnfunc_item_health_mega (void) {
1235 minstagib_items(IT_NAILS);
1237 if(!self.max_health)
1238 self.max_health = g_pickup_healthmega_max;
1240 self.health = g_pickup_healthmega;
1241 if(!self.pickup_anyway)
1242 self.pickup_anyway = g_pickup_healthmega_anyway;
1243 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);
1247 // support old misnamed entities
1248 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1249 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1250 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1251 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1252 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1254 void spawnfunc_item_strength (void) {
1256 minstagib_items(IT_STRENGTH);
1258 precache_sound("weapons/strength_fire.wav");
1259 self.strength_finished = 30;
1260 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);
1264 void spawnfunc_item_invincible (void) {
1266 minstagib_items(IT_INVINCIBLE);
1268 self.invincible_finished = 30;
1269 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);
1273 void spawnfunc_item_minst_cells (void) {
1276 minst_no_auto_cells = 1;
1277 minstagib_items(IT_CELLS);
1284 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1286 float GiveItems(entity e, float beginarg, float endarg);
1287 void target_items_use (void)
1289 if(activator.classname == "droppedweapon")
1296 if(activator.classname != "player")
1298 if(activator.deadflag != DEAD_NO)
1303 for(e = world; (e = find(e, classname, "droppedweapon")); )
1304 if(e.enemy == activator)
1307 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1308 centerprint(activator, self.message);
1311 void spawnfunc_target_items (void)
1316 self.use = target_items_use;
1317 if(!self.strength_finished)
1318 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1319 if(!self.invincible_finished)
1320 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1322 precache_sound("misc/itempickup.wav");
1323 precache_sound("misc/megahealth.wav");
1324 precache_sound("misc/armor25.wav");
1325 precache_sound("misc/powerup.wav");
1326 precache_sound("misc/poweroff.wav");
1327 precache_sound("weapons/weaponpickup.wav");
1329 n = tokenize_console(self.netname);
1330 if(argv(0) == "give")
1332 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1336 for(i = 0; i < n; ++i)
1338 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1339 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1340 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1341 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1342 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1343 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1344 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1346 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1348 e = get_weaponinfo(j);
1349 if(argv(i) == e.netname)
1351 self.weapons |= e.weapons;
1352 if(self.spawnflags == 0 || self.spawnflags == 2)
1353 weapon_action(e.weapon, WR_PRECACHE);
1358 print("target_items: invalid item ", argv(i), "\n");
1361 string itemprefix, valueprefix;
1362 if(self.spawnflags == 0)
1367 else if(self.spawnflags == 1)
1369 itemprefix = "max ";
1370 valueprefix = "max ";
1372 else if(self.spawnflags == 2)
1374 itemprefix = "min ";
1375 valueprefix = "min ";
1377 else if(self.spawnflags == 4)
1379 itemprefix = "minus ";
1380 valueprefix = "max ";
1383 error("invalid spawnflags");
1386 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1387 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1388 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1389 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1390 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1391 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1392 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1393 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1394 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1395 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1396 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1397 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1398 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1399 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1401 e = get_weaponinfo(j);
1403 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1406 self.netname = strzone(self.netname);
1407 //print(self.netname, "\n");
1409 n = tokenize_console(self.netname);
1410 for(i = 0; i < n; ++i)
1412 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1414 e = get_weaponinfo(j);
1415 if(argv(i) == e.netname)
1417 weapon_action(e.weapon, WR_PRECACHE);
1424 void spawnfunc_item_fuel(void)
1427 self.ammo_fuel = g_pickup_fuel;
1428 if(!self.pickup_anyway)
1429 self.pickup_anyway = g_pickup_ammo_anyway;
1430 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);
1433 void spawnfunc_item_fuel_regen(void)
1435 if(start_items & IT_FUEL_REGEN)
1437 spawnfunc_item_fuel();
1440 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);
1443 void spawnfunc_item_jetpack(void)
1445 if(g_grappling_hook)
1446 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1448 self.ammo_fuel = g_pickup_fuel_jetpack;
1449 if(start_items & IT_JETPACK)
1451 spawnfunc_item_fuel();
1454 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);
1464 float GiveBit(entity e, .float fld, float bit, float op, float val)
1494 float GiveValue(entity e, .float fld, float op, float val)
1504 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1507 e.fld = min(e.fld, val);
1520 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1527 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1529 else if(v0 >= v0 + t)
1532 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1536 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1539 e.rotfield = max(e.rotfield, time + rottime);
1541 e.regenfield = max(e.regenfield, time + regentime);
1544 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1545 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1546 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1547 #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)
1549 float GiveItems(entity e, float beginarg, float endarg)
1551 float got, i, j, val, op;
1552 float _switchweapon;
1561 _switchweapon = FALSE;
1563 if (e.switchweapon == w_getbestweapon(e))
1564 _switchweapon = TRUE;
1566 e.strength_finished = max(0, e.strength_finished - time);
1567 e.invincible_finished = max(0, e.invincible_finished - time);
1570 PREGIVE(e, weapons);
1571 PREGIVE(e, strength_finished);
1572 PREGIVE(e, invincible_finished);
1573 PREGIVE(e, ammo_nails);
1574 PREGIVE(e, ammo_cells);
1575 PREGIVE(e, ammo_shells);
1576 PREGIVE(e, ammo_rockets);
1577 PREGIVE(e, ammo_fuel);
1578 PREGIVE(e, armorvalue);
1581 for(i = beginarg; i < endarg; ++i)
1585 if(cmd == "0" || stof(cmd))
1609 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1610 got += GiveValue(e, strength_finished, op, time);
1611 got += GiveValue(e, invincible_finished, op, time);
1612 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1614 got += GiveBit(e, items, IT_JETPACK, op, val);
1615 got += GiveValue(e, health, op, val);
1616 got += GiveValue(e, armorvalue, op, val);
1618 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1620 wi = get_weaponinfo(j);
1622 got += GiveBit(e, weapons, wi.weapons, op, val);
1625 got += GiveValue(e, ammo_cells, op, val);
1626 got += GiveValue(e, ammo_shells, op, val);
1627 got += GiveValue(e, ammo_nails, op, val);
1628 got += GiveValue(e, ammo_rockets, op, val);
1629 got += GiveValue(e, ammo_fuel, op, val);
1631 case "unlimited_ammo":
1632 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1634 case "unlimited_weapon_ammo":
1635 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1637 case "unlimited_superweapons":
1638 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1641 got += GiveBit(e, items, IT_JETPACK, op, val);
1644 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1647 got += GiveValue(e, strength_finished, op, val);
1650 got += GiveValue(e, invincible_finished, op, val);
1653 got += GiveValue(e, ammo_cells, op, val);
1656 got += GiveValue(e, ammo_shells, op, val);
1660 got += GiveValue(e, ammo_nails, op, val);
1663 got += GiveValue(e, ammo_rockets, op, val);
1666 got += GiveValue(e, health, op, val);
1669 got += GiveValue(e, armorvalue, op, val);
1672 got += GiveValue(e, ammo_fuel, op, val);
1675 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1677 wi = get_weaponinfo(j);
1678 if(cmd == wi.netname)
1680 got += GiveBit(e, weapons, wi.weapons, op, val);
1685 print("give: invalid item ", cmd, "\n");
1692 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1693 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1694 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1695 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1696 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1698 wi = get_weaponinfo(j);
1701 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1702 if not(save_weapons & wi.weapons)
1703 if(e.weapons & wi.weapons)
1704 weapon_action(wi.weapon, WR_PRECACHE);
1707 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1708 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1709 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1710 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1711 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1712 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1713 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);
1714 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);
1715 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);
1719 e.health = bound(0, e.health, 100);
1720 e.armorvalue = bound(0, e.armorvalue, 999);
1723 if(e.strength_finished <= 0)
1724 e.strength_finished = 0;
1726 e.strength_finished += time;
1727 if(e.invincible_finished <= 0)
1728 e.invincible_finished = 0;
1730 e.invincible_finished += time;
1732 if not(e.weapons & W_WeaponBit(e.switchweapon))
1733 _switchweapon = TRUE;
1735 W_SwitchWeapon_Force(e, w_getbestweapon(e));