3 #include "items/_mod.qh"
7 #include "../server/bot/api.qh"
9 #include <server/mutators/_mod.qh>
11 #include "../server/weapons/common.qh"
12 #include "../server/weapons/selection.qh"
13 #include "../server/weapons/weaponsystem.qh"
15 #include "constants.qh"
16 #include <common/deathtypes/all.qh>
17 #include <common/notifications/all.qh>
18 #include "triggers/subs.qh"
21 #include <common/monsters/_mod.qh>
23 #include <common/weapons/_all.qh>
25 #include <common/mutators/mutator/buffs/buffs.qh>
27 #include "../lib/warpzone/util_server.qh"
29 #include "physics/movetypes/movetypes.qh"
30 #include <common/weapons/_all.qh>
31 #include "../lib/csqcmodel/cl_model.qh"
32 #include "../lib/csqcmodel/common.qh"
35 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
38 bool autocvar_cl_ghost_items_vehicle = true;
40 void Item_SetAlpha(entity this)
42 bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
44 if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
47 this.colormod = '1 1 1';
48 this.glowmod = this.item_glowmod;
52 if (autocvar_cl_ghost_items_color)
54 this.alpha = autocvar_cl_ghost_items;
55 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
62 if(this.ItemStatus & ITS_STAYWEP)
64 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
65 this.alpha = autocvar_cl_weapon_stay_alpha;
69 void ItemDraw(entity this)
73 Movetype_Physics_MatchServer(this, false);
75 { // For some reason avelocity gets set to '0 0 0' here ...
76 this.oldorigin = this.origin;
79 if(autocvar_cl_animate_items)
80 { // ... so reset it if animations are requested.
81 if(this.ItemStatus & ITS_ANIMATE1)
82 this.avelocity = '0 180 0';
84 if(this.ItemStatus & ITS_ANIMATE2)
85 this.avelocity = '0 -90 0';
88 // delay is for blocking item's position for a while;
89 // it's a workaround for dropped weapons that receive the position
90 // another time right after they spawn overriding animation position
91 this.onground_time = time + 0.5;
94 else if (autocvar_cl_animate_items)
96 if(this.ItemStatus & ITS_ANIMATE1)
98 this.angles += this.avelocity * frametime;
99 float fade_in = bound(0, time - this.onground_time, 1);
100 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
103 if(this.ItemStatus & ITS_ANIMATE2)
105 this.angles += this.avelocity * frametime;
106 float fade_in = bound(0, time - this.onground_time, 1);
107 setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
114 void ItemDrawSimple(entity this)
118 Movetype_Physics_MatchServer(this, false);
120 if(IS_ONGROUND(this))
127 void Item_PreDraw(entity this)
129 if(warpzone_warpzones_exist)
131 // just incase warpzones were initialized last, reset these
132 //this.alpha = 1; // alpha is already set by the draw function
133 this.drawmask = MASK_NORMAL;
137 vector org = getpropertyvec(VF_ORIGIN);
138 if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
140 else if(this.fade_start)
141 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
144 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
145 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
150 this.drawmask = MASK_NORMAL;
153 void ItemRemove(entity this)
159 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
163 if(sf & ISF_LOCATION)
165 this.origin_x = ReadCoord();
166 this.origin_y = ReadCoord();
167 this.origin_z = ReadCoord();
168 setorigin(this, this.origin);
169 this.oldorigin = this.origin;
174 this.angles_x = ReadAngle();
175 this.angles_y = ReadAngle();
176 this.angles_z = ReadAngle();
181 float use_bigsize = ReadByte();
182 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
185 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
187 this.ItemStatus = ReadByte();
191 if(autocvar_cl_fullbright_items)
192 if(this.ItemStatus & ITS_ALLOWFB)
193 this.effects |= EF_FULLBRIGHT;
195 if(this.ItemStatus & ITS_GLOW)
197 if(this.ItemStatus & ITS_AVAILABLE)
198 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
200 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
206 this.drawmask = MASK_NORMAL;
207 set_movetype(this, MOVETYPE_TOSS);
208 if (isnew) IL_PUSH(g_drawables, this);
209 this.draw = ItemDraw;
210 this.solid = SOLID_TRIGGER;
211 //this.flags |= FL_ITEM;
213 bool use_bigsize = ReadByte();
215 this.fade_end = ReadShort();
216 this.fade_start = ReadShort();
217 if(this.fade_start && !autocvar_cl_items_nofade)
218 setpredraw(this, Item_PreDraw);
224 string _fn = ReadString();
226 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
228 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
229 this.draw = ItemDrawSimple;
231 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
232 this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
233 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
234 this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
235 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
236 this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
237 else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
238 this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
241 this.draw = ItemDraw;
242 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
246 if(this.draw != ItemDrawSimple)
247 this.mdl = strzone(_fn);
251 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
253 precache_model(this.mdl);
254 _setmodel(this, this.mdl);
256 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
259 if(sf & ISF_COLORMAP)
261 this.colormap = ReadShort();
262 this.item_glowmod_x = ReadByte() / 255.0;
263 this.item_glowmod_y = ReadByte() / 255.0;
264 this.item_glowmod_z = ReadByte() / 255.0;
270 this.pushable = true;
271 //this.angles = '0 0 0';
272 set_movetype(this, MOVETYPE_TOSS);
273 this.velocity_x = ReadCoord();
274 this.velocity_y = ReadCoord();
275 this.velocity_z = ReadCoord();
276 setorigin(this, this.oldorigin);
280 this.move_time = time;
281 this.spawntime = time;
284 this.move_time = max(this.move_time, time);
287 if(autocvar_cl_animate_items)
289 if(this.ItemStatus & ITS_ANIMATE1)
290 this.avelocity = '0 180 0';
292 if(this.ItemStatus & ITS_ANIMATE2)
293 this.avelocity = '0 -90 0';
296 this.entremove = ItemRemove;
304 bool ItemSend(entity this, entity to, int sf)
311 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
312 WriteByte(MSG_ENTITY, sf);
314 //WriteByte(MSG_ENTITY, this.cnt);
315 if(sf & ISF_LOCATION)
317 WriteCoord(MSG_ENTITY, this.origin.x);
318 WriteCoord(MSG_ENTITY, this.origin.y);
319 WriteCoord(MSG_ENTITY, this.origin.z);
324 WriteAngle(MSG_ENTITY, this.angles_x);
325 WriteAngle(MSG_ENTITY, this.angles_y);
326 WriteAngle(MSG_ENTITY, this.angles_z);
331 Pickup p = this.itemdef;
332 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
336 WriteByte(MSG_ENTITY, this.ItemStatus);
340 Pickup p = this.itemdef;
341 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
342 WriteShort(MSG_ENTITY, this.fade_end);
343 WriteShort(MSG_ENTITY, this.fade_start);
346 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
348 WriteString(MSG_ENTITY, this.mdl);
352 if(sf & ISF_COLORMAP)
354 WriteShort(MSG_ENTITY, this.colormap);
355 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
356 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
357 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
362 WriteCoord(MSG_ENTITY, this.velocity.x);
363 WriteCoord(MSG_ENTITY, this.velocity.y);
364 WriteCoord(MSG_ENTITY, this.velocity.z);
370 void ItemUpdate(entity this)
372 this.oldorigin = this.origin;
373 this.SendFlags |= ISF_LOCATION;
376 void UpdateItemAfterTeleport(entity this)
378 if(getSendEntity(this) == ItemSend)
382 bool have_pickup_item(entity this)
384 if(this.itemdef.instanceOfPowerup)
386 if(autocvar_g_powerups > 0)
388 if(autocvar_g_powerups == 0)
393 if(autocvar_g_pickup_items > 0)
395 if(autocvar_g_pickup_items == 0)
398 if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
405 float Item_Customize()
407 if(this.spawnshieldtime)
409 if(this.weapons & ~other.weapons)
411 this.colormod = '0 0 0';
412 this.glowmod = this.colormod;
413 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
420 this.colormod = stov(autocvar_g_ghost_items_color);
421 this.glowmod = this.colormod;
422 this.alpha = g_ghost_items;
431 void Item_Show (entity e, float mode)
433 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
434 e.ItemStatus &= ~ITS_STAYWEP;
435 entity def = e.itemdef;
438 // make the item look normal, and be touchable
440 e.solid = SOLID_TRIGGER;
441 e.spawnshieldtime = 1;
442 e.ItemStatus |= ITS_AVAILABLE;
446 // hide the item completely
447 e.model = string_null;
449 e.spawnshieldtime = 1;
450 e.ItemStatus &= ~ITS_AVAILABLE;
453 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
454 || e.team // weapon stay isn't supported for teamed weapons
456 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
458 // make the item translucent and not touchable
460 e.solid = SOLID_TRIGGER; // can STILL be picked up!
461 e.effects |= EF_STARDUST;
462 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
463 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
467 //setmodel(e, "null");
469 e.colormod = '0 0 0';
470 //e.glowmod = e.colormod;
471 e.spawnshieldtime = 1;
472 e.ItemStatus &= ~ITS_AVAILABLE;
476 e.ItemStatus |= ITS_GLOW;
478 if (autocvar_g_nodepthtestitems)
479 e.effects |= EF_NODEPTHTEST;
482 if (autocvar_g_fullbrightitems)
483 e.ItemStatus |= ITS_ALLOWFB;
485 if (autocvar_sv_simple_items)
486 e.ItemStatus |= ITS_ALLOWSI;
488 // relink entity (because solid may have changed)
489 setorigin(e, e.origin);
490 e.SendFlags |= ISF_STATUS;
493 void Item_Think(entity this)
495 this.nextthink = time;
496 if(this.origin != this.oldorigin)
500 bool Item_ItemsTime_SpectatorOnly(GameItem it);
501 bool Item_ItemsTime_Allow(GameItem it);
502 float Item_ItemsTime_UpdateTime(entity e, float t);
503 void Item_ItemsTime_SetTime(entity e, float t);
504 void Item_ItemsTime_SetTimesForAllPlayers();
506 void Item_Respawn (entity this)
509 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
510 setorigin(this, this.origin);
512 if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)
514 float t = Item_ItemsTime_UpdateTime(this, 0);
515 Item_ItemsTime_SetTime(this, t);
516 Item_ItemsTime_SetTimesForAllPlayers();
519 setthink(this, Item_Think);
520 this.nextthink = time;
522 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
523 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
526 void Item_RespawnCountdown (entity this)
528 if(this.count >= ITEM_RESPAWN_TICKS)
530 if(this.waypointsprite_attached)
531 WaypointSprite_Kill(this.waypointsprite_attached);
536 this.nextthink = time + 1;
540 MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
543 entity wi = Weapons_from(this.weapon);
544 if (wi != WEP_Null) {
545 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
546 wp.wp_extra = wi.m_id;
551 entity ii = this.itemdef;
553 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
554 wp.wp_extra = ii.m_id;
559 if(this.waypointsprite_attached)
561 GameItem def = this.itemdef;
562 if (Item_ItemsTime_SpectatorOnly(def))
563 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
564 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
568 if(this.waypointsprite_attached)
570 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
571 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
574 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
578 WaypointSprite_Ping(this.waypointsprite_attached);
579 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
584 void Item_RespawnThink(entity this)
586 this.nextthink = time;
587 if(this.origin != this.oldorigin)
590 if(time >= this.wait)
594 void Item_ScheduleRespawnIn(entity e, float t)
596 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
597 if ((Item_ItemsTime_Allow(e.itemdef) || e.weapons & WEPSET_SUPERWEAPONS) && (t - ITEM_RESPAWN_TICKS) > 0)
599 setthink(e, Item_RespawnCountdown);
600 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
601 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
603 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
604 Item_ItemsTime_SetTime(e, t);
605 Item_ItemsTime_SetTimesForAllPlayers();
609 setthink(e, Item_RespawnThink);
611 e.scheduledrespawntime = time + t;
616 void Item_ScheduleRespawn(entity e)
618 if(e.respawntime > 0)
621 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
623 else // if respawntime is -1, this item does not respawn
627 void Item_ScheduleInitialRespawn(entity e)
630 Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
633 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
635 if (!item.(ammotype))
638 if (item.spawnshieldtime)
640 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
642 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
646 else if(g_weapon_stay == 2)
648 float mi = min(item.(ammotype), ammomax);
649 if (player.(ammotype) < mi)
651 player.(ammotype) = mi;
662 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
664 case ITEM_MODE_HEALTH:
665 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
667 case ITEM_MODE_ARMOR:
668 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
676 float Item_GiveTo(entity item, entity player)
680 // if nothing happens to player, just return without taking the item
682 int _switchweapon = 0;
683 // in case the player has autoswitch enabled do the following:
684 // if the player is using their best weapon before items are given, they
685 // probably want to switch to an even better weapon after items are given
687 if(player.autoswitch)
689 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
691 .entity weaponentity = weaponentities[slot];
692 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
694 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
695 _switchweapon |= BIT(slot);
697 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
698 _switchweapon |= BIT(slot);
703 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
704 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
705 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
706 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
707 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
708 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
709 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
710 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
712 if (item.itemdef.instanceOfWeaponPickup)
716 w &= ~player.weapons;
718 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
721 FOREACH(Weapons, it != WEP_Null, {
722 if(w & (it.m_wepset))
724 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
726 .entity weaponentity = weaponentities[slot];
727 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
728 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
730 W_GiveWeapon(player, it.m_id);
736 if (item.itemdef.instanceOfPowerup)
738 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
739 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
740 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
741 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
745 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
749 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
752 if (item.strength_finished)
755 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
757 if (item.invincible_finished)
760 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
762 if (item.superweapons_finished)
765 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
770 // always eat teamed entities
777 // crude hack to enforce switching weapons
778 if(g_cts && item.itemdef.instanceOfWeaponPickup)
780 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
782 .entity weaponentity = weaponentities[slot];
783 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
784 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
791 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
793 .entity weaponentity = weaponentities[slot];
794 if(_switchweapon & BIT(slot))
795 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
796 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
803 void Item_Touch(entity this, entity toucher)
806 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
807 if (this.classname == "droppedweapon")
809 if (ITEM_TOUCH_NEEDKILL())
816 if(!(toucher.flags & FL_PICKUPITEMS)
817 || STAT(FROZEN, toucher)
819 || (this.solid != SOLID_TRIGGER)
820 || (this.owner == toucher)
821 || (time < this.item_spawnshieldtime)
824 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
826 case MUT_ITEMTOUCH_RETURN: { return; }
827 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
830 toucher = M_ARGV(1, entity);
832 if (this.classname == "droppedweapon")
834 this.strength_finished = max(0, this.strength_finished - time);
835 this.invincible_finished = max(0, this.invincible_finished - time);
836 this.superweapons_finished = max(0, this.superweapons_finished - time);
838 entity it = this.itemdef;
839 bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
842 if (this.classname == "droppedweapon")
844 // undo what we did above
845 this.strength_finished += time;
846 this.invincible_finished += time;
847 this.superweapons_finished += time;
854 toucher.last_pickup = time;
856 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
857 _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
859 if (this.classname == "droppedweapon")
861 else if (this.spawnshieldtime)
866 RandomSelection_Init();
867 IL_EACH(g_items, it.team == this.team,
869 if(it.itemdef) // is a registered item
872 RandomSelection_AddEnt(it, it.cnt, 0);
875 e = RandomSelection_chosen_ent;
880 Item_ScheduleRespawn(e);
884 void Item_Reset(entity this)
886 Item_Show(this, !this.state);
887 setorigin(this, this.origin);
889 if (this.classname != "droppedweapon")
891 setthink(this, Item_Think);
892 this.nextthink = time;
894 if (this.waypointsprite_attached)
895 WaypointSprite_Kill(this.waypointsprite_attached);
897 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
898 Item_ScheduleInitialRespawn(this);
902 void Item_FindTeam(entity this)
906 if(this.effects & EF_NODRAW)
908 // marker for item team search
909 LOG_TRACE("Initializing item team ", ftos(this.team));
910 RandomSelection_Init();
911 IL_EACH(g_items, it.team == this.team,
913 if(it.itemdef) // is a registered item
914 RandomSelection_AddEnt(it, it.cnt, 0);
917 e = RandomSelection_chosen_ent;
921 IL_EACH(g_items, it.team == this.team,
923 if(it.itemdef) // is a registered item
927 // make it non-spawned
929 it.state = 1; // state 1 = initially hidden item, apparently
931 it.effects &= ~EF_NODRAW;
939 // Savage: used for item garbage-collection
940 void RemoveItem(entity this)
942 if(wasfreed(this) || !this) { return; }
943 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
947 // pickup evaluation functions
948 // these functions decide how desirable an item is to the bots
950 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
952 float weapon_pickupevalfunc(entity player, entity item)
954 // See if I have it already
955 if(player.weapons & item.weapons)
957 // If I can pick it up
958 if(!item.spawnshieldtime)
960 return ammo_pickupevalfunc(player, item);
963 // reduce weapon value if bot already got a good arsenal
965 int weapons_value = 0;
966 FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
967 weapons_value += it.bot_pickupbasevalue;
969 c -= bound(0, weapons_value / 20000, 1) * 0.5;
971 return item.bot_pickupbasevalue * c;
974 float ammo_pickupevalfunc(entity player, entity item)
976 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
981 // Detect needed ammo
982 if(item.itemdef.instanceOfWeaponPickup)
985 if(item.ammo_shells) { need_shells = true; ammo = ITEM_Shells; }
986 else if(item.ammo_nails) { need_nails = true; ammo = ITEM_Bullets; }
987 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets; }
988 else if(item.ammo_cells) { need_cells = true; ammo = ITEM_Cells; }
989 else if(item.ammo_plasma) { need_plasma = true; ammo = ITEM_Plasma; }
990 else if(item.ammo_fuel) { need_fuel = true; ammo = ITEM_JetpackFuel; }
995 rating = ammo.m_botvalue;
999 FOREACH(Weapons, it != WEP_Null, {
1000 if(!(player.weapons & (it.m_wepset)))
1003 switch(it.ammo_field)
1005 case ammo_shells: need_shells = true; break;
1006 case ammo_shells: need_shells = true; break;
1007 case ammo_nails: need_nails = true; break;
1008 case ammo_rockets: need_rockets = true; break;
1009 case ammo_cells: need_cells = true; break;
1010 case ammo_plasma: need_plasma = true; break;
1011 case ammo_fuel: need_fuel = true; break;
1014 rating = item.bot_pickupbasevalue;
1018 if (item.ammo_shells)
1019 if (player.ammo_shells < g_pickup_shells_max)
1020 c = item.ammo_shells / player.ammo_shells;
1022 if (item.ammo_nails)
1023 if (player.ammo_nails < g_pickup_nails_max)
1024 c = item.ammo_nails / player.ammo_nails;
1026 if (item.ammo_rockets)
1027 if (player.ammo_rockets < g_pickup_rockets_max)
1028 c = item.ammo_rockets / player.ammo_rockets;
1030 if (item.ammo_cells)
1031 if (player.ammo_cells < g_pickup_cells_max)
1032 c = item.ammo_cells / player.ammo_cells;
1034 if (item.ammo_plasma)
1035 if (player.ammo_plasma < g_pickup_plasma_max)
1036 c = item.ammo_plasma / player.ammo_plasma;
1039 if (player.ammo_fuel < g_pickup_fuel_max)
1040 c = item.ammo_fuel / player.ammo_fuel;
1042 rating *= min(2, c);
1044 rating += wpn.bot_pickupbasevalue * 0.1;
1049 .int item_group_count;
1050 float healtharmor_pickupevalfunc(entity player, entity item)
1053 float rating = item.bot_pickupbasevalue;
1055 float itemarmor = item.armorvalue;
1056 float itemhealth = item.health;
1059 itemarmor *= min(4, item.item_group_count);
1060 itemhealth *= min(4, item.item_group_count);
1063 if (player.armorvalue < item.max_armorvalue)
1064 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1066 if (player.health < item.max_health)
1067 c = itemhealth / max(1, player.health);
1069 rating *= min(2, c);
1073 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1075 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1079 void item_use(entity this, entity actor, entity trigger)
1081 // use the touch function to handle collection
1082 gettouch(this)(this, actor);
1085 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1087 string itemname = def.m_name;
1088 Model itemmodel = def.m_model;
1089 Sound pickupsound = def.m_sound;
1090 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1091 float pickupbasevalue = def.m_botvalue;
1092 int itemflags = def.m_itemflags;
1094 startitem_failed = false;
1096 this.item_model_ent = itemmodel;
1097 this.item_pickupsound_ent = pickupsound;
1100 def.m_iteminit(this);
1102 if(!this.respawntime) // both need to be set
1104 this.respawntime = defaultrespawntime;
1105 this.respawntimejitter = defaultrespawntimejitter;
1108 if(!this.pickup_anyway && def.m_pickupanyway)
1109 this.pickup_anyway = def.m_pickupanyway();
1111 int itemid = def.m_itemid;
1112 this.items = itemid;
1113 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1114 this.weapon = weaponid;
1118 this.fade_start = autocvar_g_items_mindist;
1119 this.fade_end = autocvar_g_items_maxdist;
1123 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1125 this.flags = FL_ITEM | itemflags;
1126 IL_PUSH(g_items, this);
1128 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1130 startitem_failed = true;
1135 // is it a dropped weapon?
1136 if (this.classname == "droppedweapon")
1138 this.reset = SUB_Remove;
1139 // it's a dropped weapon
1140 set_movetype(this, MOVETYPE_TOSS);
1142 // Savage: remove thrown items after a certain period of time ("garbage collection")
1143 setthink(this, RemoveItem);
1144 this.nextthink = time + 20;
1146 this.takedamage = DAMAGE_YES;
1147 this.event_damage = Item_Damage;
1149 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1151 // if item is worthless after a timer, have it expire then
1152 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1155 // don't drop if in a NODROP zone (such as lava)
1156 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1157 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1159 startitem_failed = true;
1166 if(!have_pickup_item(this))
1168 startitem_failed = true;
1173 if(this.angles != '0 0 0')
1174 this.SendFlags |= ISF_ANGLES;
1176 this.reset = Item_Reset;
1177 // it's a level item
1178 if(this.spawnflags & 1)
1180 if (this.noalign > 0)
1181 set_movetype(this, MOVETYPE_NONE);
1183 set_movetype(this, MOVETYPE_TOSS);
1184 // do item filtering according to game mode and other things
1185 if (this.noalign <= 0)
1187 // first nudge it off the floor a little bit to avoid math errors
1188 setorigin(this, this.origin + '0 0 1');
1189 // set item size before we spawn a spawnfunc_waypoint
1190 setsize(this, def.m_mins, def.m_maxs);
1191 this.SendFlags |= ISF_SIZE;
1192 // note droptofloor returns false if stuck/or would fall too far
1195 waypoint_spawnforitem(this);
1199 * can't do it that way, as it would break maps
1200 * TODO make a target_give like entity another way, that perhaps has
1201 * the weapon name in a key
1204 // target_give not yet supported; maybe later
1205 print("removed targeted ", this.classname, "\n");
1206 startitem_failed = true;
1212 if(this.targetname != "" && (this.spawnflags & 16))
1213 this.use = item_use;
1215 if(autocvar_spawn_debug >= 2)
1217 // why not flags & fl_item?
1218 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1219 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1220 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1221 error("Mapper sucks.");
1223 this.is_item = true;
1226 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1228 precache_model(this.model);
1229 precache_sound(this.item_pickupsound);
1231 if ( def.instanceOfPowerup
1232 || def.instanceOfWeaponPickup
1233 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1234 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1235 || (itemid & (IT_KEY1 | IT_KEY2))
1236 ) this.target = "###item###"; // for finding the nearest item using find()
1238 Item_ItemsTime_SetTime(this, 0);
1241 this.bot_pickup = true;
1242 this.bot_pickupevalfunc = pickupevalfunc;
1243 this.bot_pickupbasevalue = pickupbasevalue;
1244 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1245 this.netname = itemname;
1246 settouch(this, Item_Touch);
1247 setmodel(this, MDL_Null); // precision set below
1248 //this.effects |= EF_LOWPRECISION;
1250 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1252 this.SendFlags |= ISF_SIZE;
1254 if (!(this.spawnflags & 1024)) {
1255 if(def.instanceOfPowerup)
1256 this.ItemStatus |= ITS_ANIMATE1;
1258 if(this.armorvalue || this.health)
1259 this.ItemStatus |= ITS_ANIMATE2;
1262 if(def.instanceOfWeaponPickup)
1264 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1265 this.colormap = 1024; // color shirt=0 pants=0 grey
1268 if (!(this.spawnflags & 1024))
1269 this.ItemStatus |= ITS_ANIMATE1;
1270 this.SendFlags |= ISF_COLORMAP;
1274 if(this.team) // broken, no idea why.
1277 this.cnt = 1; // item probability weight
1279 this.effects |= EF_NODRAW; // marker for item team search
1280 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1285 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1287 // call this hook after everything else has been done
1288 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1290 startitem_failed = true;
1298 void StartItem(entity this, GameItem def)
1303 def.m_respawntime(), // defaultrespawntime
1304 def.m_respawntimejitter() // defaultrespawntimejitter
1308 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1309 int group_count = 1;
1311 void setItemGroup(entity this)
1313 if(!IS_SMALL(this.itemdef))
1316 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1318 if(!this.item_group)
1322 it.item_group = group_count;
1325 this.item_group = it.item_group;
1327 else // spawning item is already part of a item_group X
1330 it.item_group = this.item_group;
1331 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1333 int grY = it.item_group;
1334 // move all items of item_group Y to item_group X
1335 IL_EACH(g_items, IS_SMALL(it.itemdef),
1337 if(it.item_group == grY)
1338 it.item_group = this.item_group;
1345 void setItemGroupCount()
1347 for (int k = 1; k <= group_count; k++)
1350 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1352 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1356 spawnfunc(item_rockets)
1358 StartItem(this, ITEM_Rockets);
1361 spawnfunc(item_bullets)
1364 if(autocvar_sv_q3acompat_machineshotgunswap)
1365 if(this.classname != "droppedweapon")
1367 weaponswapping = true;
1368 spawnfunc_item_shells(this);
1369 weaponswapping = false;
1373 StartItem(this, ITEM_Bullets);
1376 spawnfunc(item_cells)
1378 StartItem(this, ITEM_Cells);
1381 spawnfunc(item_plasma)
1383 StartItem(this, ITEM_Plasma);
1386 spawnfunc(item_shells)
1389 if(autocvar_sv_q3acompat_machineshotgunswap)
1390 if(this.classname != "droppedweapon")
1392 weaponswapping = true;
1393 spawnfunc_item_bullets(this);
1394 weaponswapping = false;
1398 StartItem(this, ITEM_Shells);
1401 spawnfunc(item_armor_small)
1403 StartItem(this, ITEM_ArmorSmall);
1406 spawnfunc(item_armor_medium)
1408 StartItem(this, ITEM_ArmorMedium);
1411 spawnfunc(item_armor_big)
1413 StartItem(this, ITEM_ArmorBig);
1416 spawnfunc(item_armor_mega)
1418 StartItem(this, ITEM_ArmorMega);
1421 spawnfunc(item_health_small)
1423 StartItem(this, ITEM_HealthSmall);
1426 spawnfunc(item_health_medium)
1428 StartItem(this, ITEM_HealthMedium);
1431 spawnfunc(item_health_big)
1433 StartItem(this, ITEM_HealthBig);
1436 spawnfunc(item_health_mega)
1438 StartItem(this, ITEM_HealthMega);
1441 // support old misnamed entities
1442 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1443 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1444 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1445 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1446 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1447 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1448 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1450 spawnfunc(item_strength)
1452 StartItem(this, ITEM_Strength);
1455 spawnfunc(item_invincible)
1457 StartItem(this, ITEM_Shield);
1461 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1463 void target_items_use(entity this, entity actor, entity trigger)
1465 if(actor.classname == "droppedweapon")
1467 EXACTTRIGGER_TOUCH(this, trigger);
1472 if (!IS_PLAYER(actor))
1476 if(trigger.solid == SOLID_TRIGGER)
1478 EXACTTRIGGER_TOUCH(this, trigger);
1481 IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1486 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1487 centerprint(actor, this.message);
1490 spawnfunc(target_items)
1495 this.use = target_items_use;
1496 if(!this.strength_finished)
1497 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1498 if(!this.invincible_finished)
1499 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1500 if(!this.superweapons_finished)
1501 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1503 n = tokenize_console(this.netname);
1504 if(argv(0) == "give")
1506 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1510 for(j = 0; j < n; ++j)
1512 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
1513 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
1514 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1515 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1516 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1517 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1518 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1519 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1522 FOREACH(Buffs, it != BUFF_Null,
1524 s = Buff_UndeprecateName(argv(j));
1527 this.buffs |= (it.m_itemid);
1531 FOREACH(Weapons, it != WEP_Null, {
1532 s = W_UndeprecateName(argv(j));
1535 this.weapons |= (it.m_wepset);
1536 if(this.spawnflags == 0 || this.spawnflags == 2)
1544 string itemprefix, valueprefix;
1545 if(this.spawnflags == 0)
1550 else if(this.spawnflags == 1)
1552 itemprefix = "max ";
1553 valueprefix = "max ";
1555 else if(this.spawnflags == 2)
1557 itemprefix = "min ";
1558 valueprefix = "min ";
1560 else if(this.spawnflags == 4)
1562 itemprefix = "minus ";
1563 valueprefix = "max ";
1567 error("invalid spawnflags");
1568 itemprefix = valueprefix = string_null;
1572 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1573 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1574 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1575 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1576 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1577 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1578 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1579 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1580 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1581 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1582 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1583 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1584 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1585 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1586 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1587 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1588 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1590 this.netname = strzone(this.netname);
1591 //print(this.netname, "\n");
1593 n = tokenize_console(this.netname);
1594 for(j = 0; j < n; ++j)
1596 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1603 spawnfunc(item_fuel)
1605 StartItem(this, ITEM_JetpackFuel);
1608 spawnfunc(item_fuel_regen)
1610 if(start_items & ITEM_JetpackRegen.m_itemid)
1612 spawnfunc_item_fuel(this);
1615 StartItem(this, ITEM_JetpackRegen);
1618 spawnfunc(item_jetpack)
1620 if(start_items & ITEM_Jetpack.m_itemid)
1622 spawnfunc_item_fuel(this);
1625 StartItem(this, ITEM_Jetpack);
1628 float GiveWeapon(entity e, float wpn, float op, float val)
1631 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1632 v0 = (e.weapons & s);
1655 v1 = (e.weapons & s);
1659 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1661 bool had_buff = (e.buffs & thebuff.m_itemid);
1666 e.buffs |= thebuff.m_itemid;
1668 e.buffs &= ~thebuff.m_itemid;
1673 e.buffs |= thebuff.m_itemid;
1677 e.buffs &= ~thebuff.m_itemid;
1681 e.buffs &= ~thebuff.m_itemid;
1684 bool have_buff = (e.buffs & thebuff.m_itemid);
1685 return (had_buff != have_buff);
1688 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1694 if(snd_decr != NULL)
1695 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1697 else if(v0 >= v0 + t)
1699 if(snd_incr != NULL)
1700 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1704 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1707 e.(rotfield) = max(e.(rotfield), time + rottime);
1709 e.(regenfield) = max(e.(regenfield), time + regentime);
1711 float GiveItems(entity e, float beginarg, float endarg)
1713 float got, i, val, op;
1721 int _switchweapon = 0;
1725 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1727 .entity weaponentity = weaponentities[slot];
1728 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1729 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1730 _switchweapon |= BIT(slot);
1734 e.strength_finished = max(0, e.strength_finished - time);
1735 e.invincible_finished = max(0, e.invincible_finished - time);
1736 e.superweapons_finished = max(0, e.superweapons_finished - time);
1740 PREGIVE(e, strength_finished);
1741 PREGIVE(e, invincible_finished);
1742 PREGIVE(e, superweapons_finished);
1743 PREGIVE(e, ammo_nails);
1744 PREGIVE(e, ammo_cells);
1745 PREGIVE(e, ammo_plasma);
1746 PREGIVE(e, ammo_shells);
1747 PREGIVE(e, ammo_rockets);
1748 PREGIVE(e, ammo_fuel);
1749 PREGIVE(e, armorvalue);
1752 for(i = beginarg; i < endarg; ++i)
1756 if(cmd == "0" || stof(cmd))
1780 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1781 got += GiveValue(e, strength_finished, op, val);
1782 got += GiveValue(e, invincible_finished, op, val);
1783 got += GiveValue(e, superweapons_finished, op, val);
1784 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1786 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1787 got += GiveValue(e, health, op, val);
1788 got += GiveValue(e, armorvalue, op, val);
1790 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1791 //case "allbuffs": // all buffs makes a player god, do not want!
1792 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1794 got += GiveValue(e, ammo_cells, op, val);
1795 got += GiveValue(e, ammo_plasma, op, val);
1796 got += GiveValue(e, ammo_shells, op, val);
1797 got += GiveValue(e, ammo_nails, op, val);
1798 got += GiveValue(e, ammo_rockets, op, val);
1799 got += GiveValue(e, ammo_fuel, op, val);
1801 case "unlimited_ammo":
1802 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1804 case "unlimited_weapon_ammo":
1805 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1807 case "unlimited_superweapons":
1808 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1811 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1814 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1817 got += GiveValue(e, strength_finished, op, val);
1820 got += GiveValue(e, invincible_finished, op, val);
1822 case "superweapons":
1823 got += GiveValue(e, superweapons_finished, op, val);
1826 got += GiveValue(e, ammo_cells, op, val);
1829 got += GiveValue(e, ammo_plasma, op, val);
1832 got += GiveValue(e, ammo_shells, op, val);
1836 got += GiveValue(e, ammo_nails, op, val);
1839 got += GiveValue(e, ammo_rockets, op, val);
1842 got += GiveValue(e, health, op, val);
1845 got += GiveValue(e, armorvalue, op, val);
1848 got += GiveValue(e, ammo_fuel, op, val);
1851 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1853 got += GiveBuff(e, it, op, val);
1856 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1857 got += GiveWeapon(e, it.m_id, op, val);
1866 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1867 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1868 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1869 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1870 FOREACH(Weapons, it != WEP_Null, {
1871 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1872 if(!(save_weapons & (it.m_wepset)))
1873 if(e.weapons & (it.m_wepset))
1876 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1877 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1878 //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1879 POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1880 POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1881 POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1882 POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1883 POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1884 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1885 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1886 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1888 if(e.superweapons_finished <= 0)
1889 if(e.weapons & WEPSET_SUPERWEAPONS)
1890 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1892 if(e.strength_finished <= 0)
1893 e.strength_finished = 0;
1895 e.strength_finished += time;
1896 if(e.invincible_finished <= 0)
1897 e.invincible_finished = 0;
1899 e.invincible_finished += time;
1900 if(e.superweapons_finished <= 0)
1901 e.superweapons_finished = 0;
1903 e.superweapons_finished += time;
1905 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1907 .entity weaponentity = weaponentities[slot];
1908 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1909 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1910 _switchweapon |= BIT(slot);
1915 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1917 .entity weaponentity = weaponentities[slot];
1918 if(_switchweapon & BIT(slot))
1919 W_SwitchWeapon_Force(e, w_getbestweapon(e, weaponentity), weaponentity);