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;
614 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
616 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
617 Item_ItemsTime_SetTime(e, t);
618 Item_ItemsTime_SetTimesForAllPlayers();
623 void Item_ScheduleRespawn(entity e)
625 if(e.respawntime > 0)
628 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
630 else // if respawntime is -1, this item does not respawn
634 void Item_ScheduleInitialRespawn(entity e)
637 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
640 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
642 if (!item.(ammotype))
645 if (item.spawnshieldtime)
647 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
649 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
653 else if(g_weapon_stay == 2)
655 float mi = min(item.(ammotype), ammomax);
656 if (player.(ammotype) < mi)
658 player.(ammotype) = mi;
669 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
671 case ITEM_MODE_HEALTH:
672 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
674 case ITEM_MODE_ARMOR:
675 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
683 float Item_GiveTo(entity item, entity player)
687 // if nothing happens to player, just return without taking the item
689 int _switchweapon = 0;
690 // in case the player has autoswitch enabled do the following:
691 // if the player is using their best weapon before items are given, they
692 // probably want to switch to an even better weapon after items are given
694 if(player.autoswitch)
696 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
698 .entity weaponentity = weaponentities[slot];
699 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
701 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
702 _switchweapon |= BIT(slot);
704 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
705 _switchweapon |= BIT(slot);
710 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
711 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
712 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
713 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
714 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
715 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
716 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
717 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
719 if (item.itemdef.instanceOfWeaponPickup)
723 w &= ~player.weapons;
725 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
728 FOREACH(Weapons, it != WEP_Null, {
729 if(w & (it.m_wepset))
731 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
733 .entity weaponentity = weaponentities[slot];
734 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
735 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
737 W_GiveWeapon(player, it.m_id);
743 if (item.itemdef.instanceOfPowerup)
745 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
746 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
747 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
748 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
752 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
756 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
759 if (item.strength_finished)
762 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
764 if (item.invincible_finished)
767 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
769 if (item.superweapons_finished)
772 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
777 // always eat teamed entities
784 // crude hack to enforce switching weapons
785 if(g_cts && item.itemdef.instanceOfWeaponPickup)
787 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
789 .entity weaponentity = weaponentities[slot];
790 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
791 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
798 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
800 .entity weaponentity = weaponentities[slot];
801 if(_switchweapon & BIT(slot))
802 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
803 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
810 void Item_Touch(entity this, entity toucher)
813 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
814 if (this.classname == "droppedweapon")
816 if (ITEM_TOUCH_NEEDKILL())
823 if(!(toucher.flags & FL_PICKUPITEMS)
824 || STAT(FROZEN, toucher)
826 || (this.solid != SOLID_TRIGGER)
827 || (this.owner == toucher)
828 || (time < this.item_spawnshieldtime)
831 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
833 case MUT_ITEMTOUCH_RETURN: { return; }
834 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
837 toucher = M_ARGV(1, entity);
839 if (this.classname == "droppedweapon")
841 this.strength_finished = max(0, this.strength_finished - time);
842 this.invincible_finished = max(0, this.invincible_finished - time);
843 this.superweapons_finished = max(0, this.superweapons_finished - time);
845 entity it = this.itemdef;
846 bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
849 if (this.classname == "droppedweapon")
851 // undo what we did above
852 this.strength_finished += time;
853 this.invincible_finished += time;
854 this.superweapons_finished += time;
861 toucher.last_pickup = time;
863 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
864 _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);
866 if (this.classname == "droppedweapon")
868 else if (this.spawnshieldtime)
873 RandomSelection_Init();
874 IL_EACH(g_items, it.team == this.team,
876 if(it.itemdef) // is a registered item
879 RandomSelection_AddEnt(it, it.cnt, 0);
882 e = RandomSelection_chosen_ent;
883 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
887 Item_ScheduleRespawn(e);
891 void Item_Reset(entity this)
893 Item_Show(this, !this.state);
894 setorigin(this, this.origin);
896 if (this.classname != "droppedweapon")
898 setthink(this, Item_Think);
899 this.nextthink = time;
901 if (this.waypointsprite_attached)
902 WaypointSprite_Kill(this.waypointsprite_attached);
904 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
905 Item_ScheduleInitialRespawn(this);
909 void Item_FindTeam(entity this)
913 if(this.effects & EF_NODRAW)
915 // marker for item team search
916 LOG_TRACE("Initializing item team ", ftos(this.team));
917 RandomSelection_Init();
918 IL_EACH(g_items, it.team == this.team,
920 if(it.itemdef) // is a registered item
921 RandomSelection_AddEnt(it, it.cnt, 0);
924 e = RandomSelection_chosen_ent;
928 IL_EACH(g_items, it.team == this.team,
930 if(it.itemdef) // is a registered item
934 // make it non-spawned
936 it.state = 1; // state 1 = initially hidden item, apparently
938 it.effects &= ~EF_NODRAW;
946 // Savage: used for item garbage-collection
947 void RemoveItem(entity this)
949 if(wasfreed(this) || !this) { return; }
950 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
954 // pickup evaluation functions
955 // these functions decide how desirable an item is to the bots
957 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
959 float weapon_pickupevalfunc(entity player, entity item)
961 // See if I have it already
962 if(player.weapons & item.weapons)
964 // If I can pick it up
965 if(!item.spawnshieldtime)
967 return ammo_pickupevalfunc(player, item);
970 // reduce weapon value if bot already got a good arsenal
972 int weapons_value = 0;
973 FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
974 weapons_value += it.bot_pickupbasevalue;
976 c -= bound(0, weapons_value / 20000, 1) * 0.5;
978 return item.bot_pickupbasevalue * c;
981 float ammo_pickupevalfunc(entity player, entity item)
983 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
988 // Detect needed ammo
989 if(item.itemdef.instanceOfWeaponPickup)
992 if(item.ammo_shells) { need_shells = true; ammo = ITEM_Shells; }
993 else if(item.ammo_nails) { need_nails = true; ammo = ITEM_Bullets; }
994 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets; }
995 else if(item.ammo_cells) { need_cells = true; ammo = ITEM_Cells; }
996 else if(item.ammo_plasma) { need_plasma = true; ammo = ITEM_Plasma; }
997 else if(item.ammo_fuel) { need_fuel = true; ammo = ITEM_JetpackFuel; }
1002 rating = ammo.m_botvalue;
1006 FOREACH(Weapons, it != WEP_Null, {
1007 if(!(player.weapons & (it.m_wepset)))
1010 switch(it.ammo_field)
1012 case ammo_shells: need_shells = true; break;
1013 case ammo_shells: need_shells = true; break;
1014 case ammo_nails: need_nails = true; break;
1015 case ammo_rockets: need_rockets = true; break;
1016 case ammo_cells: need_cells = true; break;
1017 case ammo_plasma: need_plasma = true; break;
1018 case ammo_fuel: need_fuel = true; break;
1021 rating = item.bot_pickupbasevalue;
1025 if (item.ammo_shells)
1026 if (player.ammo_shells < g_pickup_shells_max)
1027 c = item.ammo_shells / player.ammo_shells;
1029 if (item.ammo_nails)
1030 if (player.ammo_nails < g_pickup_nails_max)
1031 c = item.ammo_nails / player.ammo_nails;
1033 if (item.ammo_rockets)
1034 if (player.ammo_rockets < g_pickup_rockets_max)
1035 c = item.ammo_rockets / player.ammo_rockets;
1037 if (item.ammo_cells)
1038 if (player.ammo_cells < g_pickup_cells_max)
1039 c = item.ammo_cells / player.ammo_cells;
1041 if (item.ammo_plasma)
1042 if (player.ammo_plasma < g_pickup_plasma_max)
1043 c = item.ammo_plasma / player.ammo_plasma;
1046 if (player.ammo_fuel < g_pickup_fuel_max)
1047 c = item.ammo_fuel / player.ammo_fuel;
1049 rating *= min(2, c);
1051 rating += wpn.bot_pickupbasevalue * 0.1;
1056 .int item_group_count;
1057 float healtharmor_pickupevalfunc(entity player, entity item)
1060 float rating = item.bot_pickupbasevalue;
1062 float itemarmor = item.armorvalue;
1063 float itemhealth = item.health;
1066 itemarmor *= min(4, item.item_group_count);
1067 itemhealth *= min(4, item.item_group_count);
1070 if (player.armorvalue < item.max_armorvalue)
1071 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1073 if (player.health < item.max_health)
1074 c = itemhealth / max(1, player.health);
1076 rating *= min(2, c);
1080 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1082 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1086 void item_use(entity this, entity actor, entity trigger)
1088 // use the touch function to handle collection
1089 gettouch(this)(this, actor);
1092 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1094 string itemname = def.m_name;
1095 Model itemmodel = def.m_model;
1096 Sound pickupsound = def.m_sound;
1097 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1098 float pickupbasevalue = def.m_botvalue;
1099 int itemflags = def.m_itemflags;
1101 startitem_failed = false;
1103 this.item_model_ent = itemmodel;
1104 this.item_pickupsound_ent = pickupsound;
1107 def.m_iteminit(this);
1109 if(!this.respawntime) // both need to be set
1111 this.respawntime = defaultrespawntime;
1112 this.respawntimejitter = defaultrespawntimejitter;
1115 if(!this.pickup_anyway && def.m_pickupanyway)
1116 this.pickup_anyway = def.m_pickupanyway();
1118 int itemid = def.m_itemid;
1119 this.items = itemid;
1120 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1121 this.weapon = weaponid;
1125 this.fade_start = autocvar_g_items_mindist;
1126 this.fade_end = autocvar_g_items_maxdist;
1130 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1132 this.flags = FL_ITEM | itemflags;
1133 IL_PUSH(g_items, this);
1135 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1137 startitem_failed = true;
1142 // is it a dropped weapon?
1143 if (this.classname == "droppedweapon")
1145 this.reset = SUB_Remove;
1146 // it's a dropped weapon
1147 set_movetype(this, MOVETYPE_TOSS);
1149 // Savage: remove thrown items after a certain period of time ("garbage collection")
1150 setthink(this, RemoveItem);
1151 this.nextthink = time + 20;
1153 this.takedamage = DAMAGE_YES;
1154 this.event_damage = Item_Damage;
1156 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1158 // if item is worthless after a timer, have it expire then
1159 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1162 // don't drop if in a NODROP zone (such as lava)
1163 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1164 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1166 startitem_failed = true;
1173 if(!have_pickup_item(this))
1175 startitem_failed = true;
1180 if(this.angles != '0 0 0')
1181 this.SendFlags |= ISF_ANGLES;
1183 this.reset = Item_Reset;
1184 // it's a level item
1185 if(this.spawnflags & 1)
1187 if (this.noalign > 0)
1188 set_movetype(this, MOVETYPE_NONE);
1190 set_movetype(this, MOVETYPE_TOSS);
1191 // do item filtering according to game mode and other things
1192 if (this.noalign <= 0)
1194 // first nudge it off the floor a little bit to avoid math errors
1195 setorigin(this, this.origin + '0 0 1');
1196 // set item size before we spawn a spawnfunc_waypoint
1197 setsize(this, def.m_mins, def.m_maxs);
1198 this.SendFlags |= ISF_SIZE;
1199 // note droptofloor returns false if stuck/or would fall too far
1202 waypoint_spawnforitem(this);
1206 * can't do it that way, as it would break maps
1207 * TODO make a target_give like entity another way, that perhaps has
1208 * the weapon name in a key
1211 // target_give not yet supported; maybe later
1212 print("removed targeted ", this.classname, "\n");
1213 startitem_failed = true;
1219 if(this.targetname != "" && (this.spawnflags & 16))
1220 this.use = item_use;
1222 if(autocvar_spawn_debug >= 2)
1224 // why not flags & fl_item?
1225 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1226 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1227 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1228 error("Mapper sucks.");
1230 this.is_item = true;
1233 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1235 precache_model(this.model);
1236 precache_sound(this.item_pickupsound);
1238 if ( def.instanceOfPowerup
1239 || def.instanceOfWeaponPickup
1240 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1241 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1242 || (itemid & (IT_KEY1 | IT_KEY2))
1243 ) this.target = "###item###"; // for finding the nearest item using find()
1245 Item_ItemsTime_SetTime(this, 0);
1248 this.bot_pickup = true;
1249 this.bot_pickupevalfunc = pickupevalfunc;
1250 this.bot_pickupbasevalue = pickupbasevalue;
1251 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1252 this.netname = itemname;
1253 settouch(this, Item_Touch);
1254 setmodel(this, MDL_Null); // precision set below
1255 //this.effects |= EF_LOWPRECISION;
1257 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1259 this.SendFlags |= ISF_SIZE;
1261 if (!(this.spawnflags & 1024)) {
1262 if(def.instanceOfPowerup)
1263 this.ItemStatus |= ITS_ANIMATE1;
1265 if(this.armorvalue || this.health)
1266 this.ItemStatus |= ITS_ANIMATE2;
1269 if(def.instanceOfWeaponPickup)
1271 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1272 this.colormap = 1024; // color shirt=0 pants=0 grey
1275 if (!(this.spawnflags & 1024))
1276 this.ItemStatus |= ITS_ANIMATE1;
1277 this.SendFlags |= ISF_COLORMAP;
1281 if(this.team) // broken, no idea why.
1284 this.cnt = 1; // item probability weight
1286 this.effects |= EF_NODRAW; // marker for item team search
1287 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1292 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1294 // call this hook after everything else has been done
1295 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1297 startitem_failed = true;
1305 void StartItem(entity this, GameItem def)
1310 def.m_respawntime(), // defaultrespawntime
1311 def.m_respawntimejitter() // defaultrespawntimejitter
1315 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1316 int group_count = 1;
1318 void setItemGroup(entity this)
1320 if(!IS_SMALL(this.itemdef))
1323 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1325 if(!this.item_group)
1329 it.item_group = group_count;
1332 this.item_group = it.item_group;
1334 else // spawning item is already part of a item_group X
1337 it.item_group = this.item_group;
1338 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1340 int grY = it.item_group;
1341 // move all items of item_group Y to item_group X
1342 IL_EACH(g_items, IS_SMALL(it.itemdef),
1344 if(it.item_group == grY)
1345 it.item_group = this.item_group;
1352 void setItemGroupCount()
1354 for (int k = 1; k <= group_count; k++)
1357 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1359 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1363 spawnfunc(item_rockets)
1365 StartItem(this, ITEM_Rockets);
1368 spawnfunc(item_bullets)
1371 if(autocvar_sv_q3acompat_machineshotgunswap)
1372 if(this.classname != "droppedweapon")
1374 weaponswapping = true;
1375 spawnfunc_item_shells(this);
1376 weaponswapping = false;
1380 StartItem(this, ITEM_Bullets);
1383 spawnfunc(item_cells)
1385 StartItem(this, ITEM_Cells);
1388 spawnfunc(item_plasma)
1390 StartItem(this, ITEM_Plasma);
1393 spawnfunc(item_shells)
1396 if(autocvar_sv_q3acompat_machineshotgunswap)
1397 if(this.classname != "droppedweapon")
1399 weaponswapping = true;
1400 spawnfunc_item_bullets(this);
1401 weaponswapping = false;
1405 StartItem(this, ITEM_Shells);
1408 spawnfunc(item_armor_small)
1410 StartItem(this, ITEM_ArmorSmall);
1413 spawnfunc(item_armor_medium)
1415 StartItem(this, ITEM_ArmorMedium);
1418 spawnfunc(item_armor_big)
1420 StartItem(this, ITEM_ArmorBig);
1423 spawnfunc(item_armor_mega)
1425 StartItem(this, ITEM_ArmorMega);
1428 spawnfunc(item_health_small)
1430 StartItem(this, ITEM_HealthSmall);
1433 spawnfunc(item_health_medium)
1435 StartItem(this, ITEM_HealthMedium);
1438 spawnfunc(item_health_big)
1440 StartItem(this, ITEM_HealthBig);
1443 spawnfunc(item_health_mega)
1445 StartItem(this, ITEM_HealthMega);
1448 // support old misnamed entities
1449 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1450 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1451 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1452 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1453 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1454 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1455 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1457 spawnfunc(item_strength)
1459 StartItem(this, ITEM_Strength);
1462 spawnfunc(item_invincible)
1464 StartItem(this, ITEM_Shield);
1468 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1470 void target_items_use(entity this, entity actor, entity trigger)
1472 if(actor.classname == "droppedweapon")
1474 EXACTTRIGGER_TOUCH(this, trigger);
1479 if (!IS_PLAYER(actor))
1483 if(trigger.solid == SOLID_TRIGGER)
1485 EXACTTRIGGER_TOUCH(this, trigger);
1488 IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1493 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1494 centerprint(actor, this.message);
1497 spawnfunc(target_items)
1502 this.use = target_items_use;
1503 if(!this.strength_finished)
1504 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1505 if(!this.invincible_finished)
1506 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1507 if(!this.superweapons_finished)
1508 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1510 n = tokenize_console(this.netname);
1511 if(argv(0) == "give")
1513 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1517 for(j = 0; j < n; ++j)
1519 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
1520 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
1521 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1522 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1523 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1524 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1525 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1526 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1529 FOREACH(Buffs, it != BUFF_Null,
1531 s = Buff_UndeprecateName(argv(j));
1534 this.buffs |= (it.m_itemid);
1538 FOREACH(Weapons, it != WEP_Null, {
1539 s = W_UndeprecateName(argv(j));
1542 this.weapons |= (it.m_wepset);
1543 if(this.spawnflags == 0 || this.spawnflags == 2)
1551 string itemprefix, valueprefix;
1552 if(this.spawnflags == 0)
1557 else if(this.spawnflags == 1)
1559 itemprefix = "max ";
1560 valueprefix = "max ";
1562 else if(this.spawnflags == 2)
1564 itemprefix = "min ";
1565 valueprefix = "min ";
1567 else if(this.spawnflags == 4)
1569 itemprefix = "minus ";
1570 valueprefix = "max ";
1574 error("invalid spawnflags");
1575 itemprefix = valueprefix = string_null;
1579 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1580 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1581 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1582 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1583 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1584 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1585 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1586 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1587 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1588 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1589 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1590 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1591 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1592 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1593 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1594 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1595 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1597 this.netname = strzone(this.netname);
1598 //print(this.netname, "\n");
1600 n = tokenize_console(this.netname);
1601 for(j = 0; j < n; ++j)
1603 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1610 spawnfunc(item_fuel)
1612 StartItem(this, ITEM_JetpackFuel);
1615 spawnfunc(item_fuel_regen)
1617 if(start_items & ITEM_JetpackRegen.m_itemid)
1619 spawnfunc_item_fuel(this);
1622 StartItem(this, ITEM_JetpackRegen);
1625 spawnfunc(item_jetpack)
1627 if(start_items & ITEM_Jetpack.m_itemid)
1629 spawnfunc_item_fuel(this);
1632 StartItem(this, ITEM_Jetpack);
1635 float GiveWeapon(entity e, float wpn, float op, float val)
1638 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1639 v0 = (e.weapons & s);
1662 v1 = (e.weapons & s);
1666 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1668 bool had_buff = (e.buffs & thebuff.m_itemid);
1673 e.buffs |= thebuff.m_itemid;
1675 e.buffs &= ~thebuff.m_itemid;
1680 e.buffs |= thebuff.m_itemid;
1684 e.buffs &= ~thebuff.m_itemid;
1688 e.buffs &= ~thebuff.m_itemid;
1691 bool have_buff = (e.buffs & thebuff.m_itemid);
1692 return (had_buff != have_buff);
1695 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1701 if(snd_decr != NULL)
1702 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1704 else if(v0 >= v0 + t)
1706 if(snd_incr != NULL)
1707 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1711 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1714 e.(rotfield) = max(e.(rotfield), time + rottime);
1716 e.(regenfield) = max(e.(regenfield), time + regentime);
1718 float GiveItems(entity e, float beginarg, float endarg)
1720 float got, i, val, op;
1728 int _switchweapon = 0;
1732 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1734 .entity weaponentity = weaponentities[slot];
1735 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1736 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1737 _switchweapon |= BIT(slot);
1741 e.strength_finished = max(0, e.strength_finished - time);
1742 e.invincible_finished = max(0, e.invincible_finished - time);
1743 e.superweapons_finished = max(0, e.superweapons_finished - time);
1747 PREGIVE(e, strength_finished);
1748 PREGIVE(e, invincible_finished);
1749 PREGIVE(e, superweapons_finished);
1750 PREGIVE(e, ammo_nails);
1751 PREGIVE(e, ammo_cells);
1752 PREGIVE(e, ammo_plasma);
1753 PREGIVE(e, ammo_shells);
1754 PREGIVE(e, ammo_rockets);
1755 PREGIVE(e, ammo_fuel);
1756 PREGIVE(e, armorvalue);
1759 for(i = beginarg; i < endarg; ++i)
1763 if(cmd == "0" || stof(cmd))
1787 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1788 got += GiveValue(e, strength_finished, op, val);
1789 got += GiveValue(e, invincible_finished, op, val);
1790 got += GiveValue(e, superweapons_finished, op, val);
1791 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1793 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1794 got += GiveValue(e, health, op, val);
1795 got += GiveValue(e, armorvalue, op, val);
1797 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1798 //case "allbuffs": // all buffs makes a player god, do not want!
1799 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1801 got += GiveValue(e, ammo_cells, op, val);
1802 got += GiveValue(e, ammo_plasma, op, val);
1803 got += GiveValue(e, ammo_shells, op, val);
1804 got += GiveValue(e, ammo_nails, op, val);
1805 got += GiveValue(e, ammo_rockets, op, val);
1806 got += GiveValue(e, ammo_fuel, op, val);
1808 case "unlimited_ammo":
1809 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1811 case "unlimited_weapon_ammo":
1812 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1814 case "unlimited_superweapons":
1815 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1818 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1821 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1824 got += GiveValue(e, strength_finished, op, val);
1827 got += GiveValue(e, invincible_finished, op, val);
1829 case "superweapons":
1830 got += GiveValue(e, superweapons_finished, op, val);
1833 got += GiveValue(e, ammo_cells, op, val);
1836 got += GiveValue(e, ammo_plasma, op, val);
1839 got += GiveValue(e, ammo_shells, op, val);
1843 got += GiveValue(e, ammo_nails, op, val);
1846 got += GiveValue(e, ammo_rockets, op, val);
1849 got += GiveValue(e, health, op, val);
1852 got += GiveValue(e, armorvalue, op, val);
1855 got += GiveValue(e, ammo_fuel, op, val);
1858 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1860 got += GiveBuff(e, it, op, val);
1863 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1864 got += GiveWeapon(e, it.m_id, op, val);
1873 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1874 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1875 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1876 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1877 FOREACH(Weapons, it != WEP_Null, {
1878 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1879 if(!(save_weapons & (it.m_wepset)))
1880 if(e.weapons & (it.m_wepset))
1883 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1884 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1885 //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1886 POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1887 POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1888 POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1889 POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1890 POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1891 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);
1892 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);
1893 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);
1895 if(e.superweapons_finished <= 0)
1896 if(e.weapons & WEPSET_SUPERWEAPONS)
1897 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1899 if(e.strength_finished <= 0)
1900 e.strength_finished = 0;
1902 e.strength_finished += time;
1903 if(e.invincible_finished <= 0)
1904 e.invincible_finished = 0;
1906 e.invincible_finished += time;
1907 if(e.superweapons_finished <= 0)
1908 e.superweapons_finished = 0;
1910 e.superweapons_finished += time;
1912 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1914 .entity weaponentity = weaponentities[slot];
1915 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1916 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1917 _switchweapon |= BIT(slot);
1922 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1924 .entity weaponentity = weaponentities[slot];
1925 if(_switchweapon & BIT(slot))
1927 Weapon wep = w_getbestweapon(e, weaponentity);
1928 if(wep != e.(weaponentity).m_switchweapon)
1929 W_SwitchWeapon_Force(e, wep, weaponentity);