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 .bool item_simple; // probably not really needed, but better safe than sorry
41 void Item_SetAlpha(entity this)
43 bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
45 if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
48 this.colormod = '1 1 1';
49 this.glowmod = this.item_glowmod;
53 if (autocvar_cl_ghost_items_color)
55 this.alpha = autocvar_cl_ghost_items;
56 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
62 if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
64 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
65 this.alpha = autocvar_cl_weapon_stay_alpha;
68 this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
71 void ItemDraw(entity this)
75 Movetype_Physics_MatchServer(this, false);
77 { // For some reason avelocity gets set to '0 0 0' here ...
78 this.oldorigin = this.origin;
81 if(autocvar_cl_animate_items)
82 { // ... so reset it if animations are requested.
83 if(this.ItemStatus & ITS_ANIMATE1)
84 this.avelocity = '0 180 0';
86 if(this.ItemStatus & ITS_ANIMATE2)
87 this.avelocity = '0 -90 0';
90 // delay is for blocking item's position for a while;
91 // it's a workaround for dropped weapons that receive the position
92 // another time right after they spawn overriding animation position
93 this.onground_time = time + 0.5;
96 else if (autocvar_cl_animate_items)
98 if(this.ItemStatus & ITS_ANIMATE1)
100 if(!this.item_simple)
101 this.angles += this.avelocity * frametime;
102 float fade_in = bound(0, time - this.onground_time, 1);
103 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
106 if(this.ItemStatus & ITS_ANIMATE2)
108 if(!this.item_simple)
109 this.angles += this.avelocity * frametime;
110 float fade_in = bound(0, time - this.onground_time, 1);
111 setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
118 void Item_PreDraw(entity this)
120 if(warpzone_warpzones_exist)
122 setpredraw(this, func_null); // no need to keep running this
126 vector org = getpropertyvec(VF_ORIGIN);
127 //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
128 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
131 if(vdist(org - this.origin, >, this.fade_end))
132 alph = 0; // save on some processing
133 else if(vdist(org - this.origin, <, this.fade_start))
134 alph = 1; // more processing saved
136 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
140 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
141 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
146 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
149 void ItemRemove(entity this)
155 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
159 if(sf & ISF_LOCATION)
161 this.origin_x = ReadCoord();
162 this.origin_y = ReadCoord();
163 this.origin_z = ReadCoord();
164 setorigin(this, this.origin);
165 this.oldorigin = this.origin;
170 this.angles_x = ReadAngle();
171 this.angles_y = ReadAngle();
172 this.angles_z = ReadAngle();
177 float use_bigsize = ReadByte();
178 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
181 if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
183 this.ItemStatus = ReadByte();
187 if(autocvar_cl_fullbright_items)
188 if(this.ItemStatus & ITS_ALLOWFB)
189 this.effects |= EF_FULLBRIGHT;
191 if(this.ItemStatus & ITS_GLOW)
193 if(this.ItemStatus & ITS_AVAILABLE)
194 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
196 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
202 this.drawmask = MASK_NORMAL;
203 set_movetype(this, MOVETYPE_TOSS);
204 if (isnew) IL_PUSH(g_drawables, this);
205 this.draw = ItemDraw;
206 this.solid = SOLID_TRIGGER;
207 //this.flags |= FL_ITEM;
209 bool use_bigsize = ReadByte();
211 this.fade_end = ReadShort();
212 this.fade_start = ReadShort();
213 if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
214 setpredraw(this, Item_PreDraw);
220 string _fn = ReadString();
221 this.item_simple = false; // reset it!
223 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
225 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
226 this.item_simple = true;
228 if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
229 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
230 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
231 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
232 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
233 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
234 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
235 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
238 this.item_simple = false;
239 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
243 if(!this.item_simple)
244 this.mdl = strzone(_fn);
248 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
250 precache_model(this.mdl);
251 _setmodel(this, this.mdl);
253 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
256 if(sf & ISF_COLORMAP)
258 this.colormap = ReadShort();
259 this.item_glowmod_x = ReadByte() / 255.0;
260 this.item_glowmod_y = ReadByte() / 255.0;
261 this.item_glowmod_z = ReadByte() / 255.0;
267 this.pushable = true;
268 //this.angles = '0 0 0';
269 set_movetype(this, MOVETYPE_TOSS);
270 this.velocity_x = ReadCoord();
271 this.velocity_y = ReadCoord();
272 this.velocity_z = ReadCoord();
273 setorigin(this, this.oldorigin);
277 this.move_time = time;
278 this.spawntime = time;
281 this.move_time = max(this.move_time, time);
284 if(autocvar_cl_animate_items)
286 if(this.ItemStatus & ITS_ANIMATE1)
287 this.avelocity = '0 180 0';
289 if(this.ItemStatus & ITS_ANIMATE2)
290 this.avelocity = '0 -90 0';
293 this.entremove = ItemRemove;
301 bool ItemSend(entity this, entity to, int sf)
308 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
309 WriteByte(MSG_ENTITY, sf);
311 //WriteByte(MSG_ENTITY, this.cnt);
312 if(sf & ISF_LOCATION)
314 WriteCoord(MSG_ENTITY, this.origin.x);
315 WriteCoord(MSG_ENTITY, this.origin.y);
316 WriteCoord(MSG_ENTITY, this.origin.z);
321 WriteAngle(MSG_ENTITY, this.angles_x);
322 WriteAngle(MSG_ENTITY, this.angles_y);
323 WriteAngle(MSG_ENTITY, this.angles_z);
328 Pickup p = this.itemdef;
329 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
333 WriteByte(MSG_ENTITY, this.ItemStatus);
337 Pickup p = this.itemdef;
338 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
339 WriteShort(MSG_ENTITY, this.fade_end);
340 WriteShort(MSG_ENTITY, this.fade_start);
343 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
345 WriteString(MSG_ENTITY, this.mdl);
349 if(sf & ISF_COLORMAP)
351 WriteShort(MSG_ENTITY, this.colormap);
352 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
353 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
354 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
359 WriteCoord(MSG_ENTITY, this.velocity.x);
360 WriteCoord(MSG_ENTITY, this.velocity.y);
361 WriteCoord(MSG_ENTITY, this.velocity.z);
367 void ItemUpdate(entity this)
369 this.oldorigin = this.origin;
370 this.SendFlags |= ISF_LOCATION;
373 void UpdateItemAfterTeleport(entity this)
375 if(getSendEntity(this) == ItemSend)
379 bool have_pickup_item(entity this)
381 if(this.itemdef.instanceOfPowerup)
383 if(autocvar_g_powerups > 0)
385 if(autocvar_g_powerups == 0)
390 if(autocvar_g_pickup_items > 0)
392 if(autocvar_g_pickup_items == 0)
395 if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
402 float Item_Customize()
404 if(this.spawnshieldtime)
406 if(this.weapons & ~other.weapons)
408 this.colormod = '0 0 0';
409 this.glowmod = this.colormod;
410 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
417 this.colormod = stov(autocvar_g_ghost_items_color);
418 this.glowmod = this.colormod;
419 this.alpha = g_ghost_items;
428 void Item_Show (entity e, float mode)
430 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
431 e.ItemStatus &= ~ITS_STAYWEP;
432 entity def = e.itemdef;
435 // make the item look normal, and be touchable
437 e.solid = SOLID_TRIGGER;
438 e.spawnshieldtime = 1;
439 e.ItemStatus |= ITS_AVAILABLE;
443 // hide the item completely
444 e.model = string_null;
446 e.spawnshieldtime = 1;
447 e.ItemStatus &= ~ITS_AVAILABLE;
451 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
452 || e.team // weapon stay isn't supported for teamed weapons
454 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
456 // make the item translucent and not touchable
458 e.solid = SOLID_TRIGGER; // can STILL be picked up!
459 e.effects |= EF_STARDUST;
460 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
461 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
465 //setmodel(e, "null");
467 e.colormod = '0 0 0';
468 //e.glowmod = e.colormod;
469 e.spawnshieldtime = 1;
470 e.ItemStatus &= ~ITS_AVAILABLE;
475 e.ItemStatus |= ITS_GLOW;
477 if (autocvar_g_nodepthtestitems)
478 e.effects |= EF_NODEPTHTEST;
481 if (autocvar_g_fullbrightitems)
482 e.ItemStatus |= ITS_ALLOWFB;
484 if (autocvar_sv_simple_items)
485 e.ItemStatus |= ITS_ALLOWSI;
487 // relink entity (because solid may have changed)
488 setorigin(e, e.origin);
489 e.SendFlags |= ISF_STATUS;
492 void Item_Think(entity this)
494 this.nextthink = time;
495 if(this.origin != this.oldorigin)
499 bool Item_ItemsTime_SpectatorOnly(GameItem it);
500 bool Item_ItemsTime_Allow(GameItem it);
501 float Item_ItemsTime_UpdateTime(entity e, float t);
502 void Item_ItemsTime_SetTime(entity e, float t);
503 void Item_ItemsTime_SetTimesForAllPlayers();
505 void Item_Respawn (entity this)
508 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
509 setorigin(this, this.origin);
511 if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
513 float t = Item_ItemsTime_UpdateTime(this, 0);
514 Item_ItemsTime_SetTime(this, t);
515 Item_ItemsTime_SetTimesForAllPlayers();
518 setthink(this, Item_Think);
519 this.nextthink = time;
521 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
522 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
525 void Item_RespawnCountdown (entity this)
527 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
529 if(this.waypointsprite_attached)
530 WaypointSprite_Kill(this.waypointsprite_attached);
535 this.nextthink = time + 1;
536 this.item_respawncounter += 1;
537 if(this.item_respawncounter == 1)
541 entity wi = Weapons_from(this.weapon);
542 if (wi != WEP_Null) {
543 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
544 wp.wp_extra = wi.m_id;
549 entity ii = this.itemdef;
551 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
552 wp.wp_extra = ii.m_id;
557 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
558 if(this.waypointsprite_attached)
560 GameItem def = this.itemdef;
561 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
562 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
563 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
567 if(this.waypointsprite_attached)
569 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
570 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
573 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
577 WaypointSprite_Ping(this.waypointsprite_attached);
578 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
583 void Item_RespawnThink(entity this)
585 this.nextthink = time;
586 if(this.origin != this.oldorigin)
589 if(time >= this.wait)
593 void Item_ScheduleRespawnIn(entity e, float t)
595 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
596 if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
598 setthink(e, Item_RespawnCountdown);
599 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
600 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
601 e.item_respawncounter = 0;
602 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
604 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
605 Item_ItemsTime_SetTime(e, t);
606 Item_ItemsTime_SetTimesForAllPlayers();
611 setthink(e, Item_RespawnThink);
613 e.scheduledrespawntime = time + t;
616 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
618 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
619 Item_ItemsTime_SetTime(e, t);
620 Item_ItemsTime_SetTimesForAllPlayers();
625 AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
626 AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
627 AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
629 /// Adjust respawn time according to the number of players.
630 float adjust_respawntime(float normal_respawntime) {
631 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
632 float o = autocvar_g_pickup_respawntime_scaling_offset;
633 float l = autocvar_g_pickup_respawntime_scaling_linear;
635 if (r == 0 && l == 1) {
636 return normal_respawntime;
639 CheckAllowedTeams(NULL);
642 if (c1 != -1) players += c1;
643 if (c2 != -1) players += c2;
644 if (c3 != -1) players += c3;
645 if (c4 != -1) players += c4;
648 return normal_respawntime * (r / (players + o) + l);
650 return normal_respawntime;
654 void Item_ScheduleRespawn(entity e)
656 if(e.respawntime > 0)
660 float adjusted_respawntime = adjust_respawntime(e.respawntime);
661 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
663 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
664 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
665 Item_ScheduleRespawnIn(e, respawn_in);
667 else // if respawntime is -1, this item does not respawn
671 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
672 "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
675 STATIC_INIT(shared_random) { shared_random = random(); }
676 void Item_ScheduleInitialRespawn(entity e)
681 if (autocvar_g_pickup_respawntime_initial_random == 0)
683 // range: respawntime .. respawntime + respawntimejitter
684 spawn_in = e.respawntime + random() * e.respawntimejitter;
686 else if (autocvar_g_pickup_respawntime_initial_random == 1)
689 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
690 // else: 0 .. ITEM_RESPAWN_TICKS
691 // this is to prevent powerups spawning unexpectedly without waypoints
692 spawn_in = ITEM_RESPAWN_TICKS + shared_random * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
697 spawn_in = ITEM_RESPAWN_TICKS + random() * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
700 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
703 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
706 if (num_weapons == 0)
710 int num_potential_weapons = tokenize_console(weapon_names);
711 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
713 RandomSelection_Init();
714 for (int weapon_index = 0; weapon_index < num_potential_weapons;
717 string weapon = argv(weapon_index);
718 FOREACH(Weapons, it != WEP_Null,
720 // Finding a weapon which player doesn't have.
721 if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
723 RandomSelection_AddEnt(it, 1, 1);
728 if (RandomSelection_chosen_ent == NULL)
732 receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
733 if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
737 if (GetResourceAmount(receiver,
738 RandomSelection_chosen_ent.ammo_type) != 0)
742 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
743 GetResourceAmount(ammo_entity,
744 RandomSelection_chosen_ent.ammo_type));
748 float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax)
750 float amount = GetResourceAmount(item, resource_type);
755 float player_amount = GetResourceAmount(player, resource_type);
756 if (item.spawnshieldtime)
758 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
762 GiveResourceWithLimit(player, resource_type, amount, ammomax);
765 if (g_weapon_stay != 2)
769 GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax));
773 float Item_GiveTo(entity item, entity player)
777 // if nothing happens to player, just return without taking the item
779 int _switchweapon = 0;
780 // in case the player has autoswitch enabled do the following:
781 // if the player is using their best weapon before items are given, they
782 // probably want to switch to an even better weapon after items are given
784 if(CS(player).autoswitch)
786 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
788 .entity weaponentity = weaponentities[slot];
789 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
791 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
792 _switchweapon |= BIT(slot);
794 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
795 _switchweapon |= BIT(slot);
799 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_HEALTH, item.max_health);
800 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ARMOR, item.max_armorvalue);
801 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_SHELLS, g_pickup_shells_max);
802 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_BULLETS, g_pickup_nails_max);
803 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ROCKETS, g_pickup_rockets_max);
804 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_CELLS, g_pickup_cells_max);
805 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_PLASMA, g_pickup_plasma_max);
806 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_FUEL, g_pickup_fuel_max);
807 if (item.itemdef.instanceOfWeaponPickup)
811 w &= ~player.weapons;
813 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
816 FOREACH(Weapons, it != WEP_Null, {
817 if(w & (it.m_wepset))
819 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
821 .entity weaponentity = weaponentities[slot];
822 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
823 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
825 W_GiveWeapon(player, it.m_id);
831 if (item.itemdef.instanceOfPowerup)
833 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
834 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
835 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
836 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
840 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
844 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
847 if (item.strength_finished)
850 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
852 if (item.invincible_finished)
855 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
857 if (item.superweapons_finished)
860 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
863 // always eat teamed entities
870 // crude hack to enforce switching weapons
871 if(g_cts && item.itemdef.instanceOfWeaponPickup)
873 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
875 .entity weaponentity = weaponentities[slot];
876 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
877 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
884 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
886 .entity weaponentity = weaponentities[slot];
887 if(_switchweapon & BIT(slot))
888 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
889 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
896 void Item_Touch(entity this, entity toucher)
898 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
899 if (Item_IsLoot(this))
901 if (ITEM_TOUCH_NEEDKILL())
908 if(!(toucher.flags & FL_PICKUPITEMS)
909 || STAT(FROZEN, toucher)
911 || (this.solid != SOLID_TRIGGER)
912 || (this.owner == toucher)
913 || (time < this.item_spawnshieldtime)
916 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
918 case MUT_ITEMTOUCH_RETURN: { return; }
919 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
922 toucher = M_ARGV(1, entity);
924 if (Item_IsExpiring(this))
926 this.strength_finished = max(0, this.strength_finished - time);
927 this.invincible_finished = max(0, this.invincible_finished - time);
928 this.superweapons_finished = max(0, this.superweapons_finished - time);
930 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
933 if (Item_IsExpiring(this))
935 // undo what we did above
936 this.strength_finished += time;
937 this.invincible_finished += time;
938 this.superweapons_finished += time;
945 toucher.last_pickup = time;
947 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
948 _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);
950 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
956 if (Item_IsLoot(this))
961 if (!this.spawnshieldtime)
968 RandomSelection_Init();
969 IL_EACH(g_items, it.team == this.team,
971 if (it.itemdef) // is a registered item
974 it.scheduledrespawntime = 0;
975 RandomSelection_AddEnt(it, it.cnt, 0);
978 e = RandomSelection_chosen_ent;
979 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
983 Item_ScheduleRespawn(e);
986 void Item_Reset(entity this)
988 Item_Show(this, !this.state);
989 setorigin(this, this.origin);
991 if (Item_IsLoot(this))
995 setthink(this, Item_Think);
996 this.nextthink = time;
997 if (this.waypointsprite_attached)
999 WaypointSprite_Kill(this.waypointsprite_attached);
1001 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
1003 Item_ScheduleInitialRespawn(this);
1007 void Item_FindTeam(entity this)
1011 if(this.effects & EF_NODRAW)
1013 // marker for item team search
1014 LOG_TRACE("Initializing item team ", ftos(this.team));
1015 RandomSelection_Init();
1016 IL_EACH(g_items, it.team == this.team,
1018 if(it.itemdef) // is a registered item
1019 RandomSelection_AddEnt(it, it.cnt, 0);
1022 e = RandomSelection_chosen_ent;
1026 IL_EACH(g_items, it.team == this.team,
1028 if(it.itemdef) // is a registered item
1032 // make it non-spawned
1034 it.state = 1; // state 1 = initially hidden item, apparently
1036 it.effects &= ~EF_NODRAW;
1044 // Savage: used for item garbage-collection
1045 void RemoveItem(entity this)
1047 if(wasfreed(this) || !this) { return; }
1048 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1052 // pickup evaluation functions
1053 // these functions decide how desirable an item is to the bots
1055 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1057 float weapon_pickupevalfunc(entity player, entity item)
1059 // See if I have it already
1060 if(player.weapons & item.weapons)
1062 // If I can pick it up
1063 if(!item.spawnshieldtime)
1065 return ammo_pickupevalfunc(player, item);
1068 // reduce weapon value if bot already got a good arsenal
1070 int weapons_value = 0;
1071 FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
1072 weapons_value += it.bot_pickupbasevalue;
1074 c -= bound(0, weapons_value / 20000, 1) * 0.5;
1076 return item.bot_pickupbasevalue * c;
1079 float ammo_pickupevalfunc(entity player, entity item)
1081 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1086 // Detect needed ammo
1087 if(item.itemdef.instanceOfWeaponPickup)
1090 if(item.ammo_shells) { need_shells = true; ammo = ITEM_Shells; }
1091 else if(item.ammo_nails) { need_nails = true; ammo = ITEM_Bullets; }
1092 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets; }
1093 else if(item.ammo_cells) { need_cells = true; ammo = ITEM_Cells; }
1094 else if(item.ammo_plasma) { need_plasma = true; ammo = ITEM_Plasma; }
1095 else if(item.ammo_fuel) { need_fuel = true; ammo = ITEM_JetpackFuel; }
1100 rating = ammo.m_botvalue;
1104 FOREACH(Weapons, it != WEP_Null, {
1105 if(!(player.weapons & (it.m_wepset)))
1108 switch(it.ammo_type)
1110 case RESOURCE_SHELLS: need_shells = true; break;
1111 case RESOURCE_BULLETS: need_nails = true; break;
1112 case RESOURCE_ROCKETS: need_rockets = true; break;
1113 case RESOURCE_CELLS: need_cells = true; break;
1114 case RESOURCE_PLASMA: need_plasma = true; break;
1115 case RESOURCE_FUEL: need_fuel = true; break;
1118 rating = item.bot_pickupbasevalue;
1121 float noammorating = 0.5;
1123 if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1124 c = item.ammo_shells / max(noammorating, player.ammo_shells);
1126 if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1127 c = item.ammo_nails / max(noammorating, player.ammo_nails);
1129 if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1130 c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
1132 if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1133 c = item.ammo_cells / max(noammorating, player.ammo_cells);
1135 if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1136 c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
1138 if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1139 c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
1141 rating *= min(c, 2);
1143 rating += wpn.bot_pickupbasevalue * 0.1;
1147 float healtharmor_pickupevalfunc(entity player, entity item)
1150 float rating = item.bot_pickupbasevalue;
1152 float itemarmor = item.armorvalue;
1153 float itemhealth = item.health;
1157 itemarmor *= min(4, item.item_group_count);
1158 itemhealth *= min(4, item.item_group_count);
1161 if (itemarmor && (player.armorvalue < item.max_armorvalue))
1162 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1164 if (itemhealth && (player.health < item.max_health))
1165 c = itemhealth / max(1, player.health);
1167 rating *= min(2, c);
1171 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1173 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1177 void item_use(entity this, entity actor, entity trigger)
1179 // use the touch function to handle collection
1180 gettouch(this)(this, actor);
1183 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1185 string itemname = def.m_name;
1186 Model itemmodel = def.m_model;
1187 Sound pickupsound = def.m_sound;
1188 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1189 float pickupbasevalue = def.m_botvalue;
1190 int itemflags = def.m_itemflags;
1192 startitem_failed = false;
1194 this.item_model_ent = itemmodel;
1195 this.item_pickupsound_ent = pickupsound;
1198 def.m_iteminit(this);
1200 if(!this.respawntime) // both need to be set
1202 this.respawntime = defaultrespawntime;
1203 this.respawntimejitter = defaultrespawntimejitter;
1206 if(!this.pickup_anyway && def.m_pickupanyway)
1207 this.pickup_anyway = def.m_pickupanyway();
1209 int itemid = def.m_itemid;
1210 this.items = itemid;
1211 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1212 this.weapon = weaponid;
1216 this.fade_start = autocvar_g_items_mindist;
1217 this.fade_end = autocvar_g_items_maxdist;
1221 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1223 this.flags = FL_ITEM | itemflags;
1224 IL_PUSH(g_items, this);
1226 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1228 startitem_failed = true;
1233 if (Item_IsLoot(this))
1235 this.reset = SUB_Remove;
1236 set_movetype(this, MOVETYPE_TOSS);
1238 // Savage: remove thrown items after a certain period of time ("garbage collection")
1239 setthink(this, RemoveItem);
1240 this.nextthink = time + 20;
1242 this.takedamage = DAMAGE_YES;
1243 this.event_damage = Item_Damage;
1245 if (Item_IsExpiring(this))
1247 // if item is worthless after a timer, have it expire then
1248 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1251 // don't drop if in a NODROP zone (such as lava)
1252 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1253 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1255 startitem_failed = true;
1262 if(!have_pickup_item(this))
1264 startitem_failed = true;
1269 if(this.angles != '0 0 0')
1270 this.SendFlags |= ISF_ANGLES;
1272 this.reset = Item_Reset;
1273 // it's a level item
1274 if(this.spawnflags & 1)
1276 if (this.noalign > 0)
1277 set_movetype(this, MOVETYPE_NONE);
1279 set_movetype(this, MOVETYPE_TOSS);
1280 // do item filtering according to game mode and other things
1281 if (this.noalign <= 0)
1283 // first nudge it off the floor a little bit to avoid math errors
1284 setorigin(this, this.origin + '0 0 1');
1285 // set item size before we spawn a spawnfunc_waypoint
1286 setsize(this, def.m_mins, def.m_maxs);
1287 this.SendFlags |= ISF_SIZE;
1288 // note droptofloor returns false if stuck/or would fall too far
1291 waypoint_spawnforitem(this);
1295 * can't do it that way, as it would break maps
1296 * TODO make a target_give like entity another way, that perhaps has
1297 * the weapon name in a key
1300 // target_give not yet supported; maybe later
1301 print("removed targeted ", this.classname, "\n");
1302 startitem_failed = true;
1308 if(this.targetname != "" && (this.spawnflags & 16))
1309 this.use = item_use;
1311 if(autocvar_spawn_debug >= 2)
1313 // why not flags & fl_item?
1314 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1315 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1316 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1317 error("Mapper sucks.");
1319 this.is_item = true;
1322 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1324 precache_model(this.model);
1325 precache_sound(this.item_pickupsound);
1327 if ( def.instanceOfPowerup
1328 || def.instanceOfWeaponPickup
1329 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1330 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1331 || (itemid & (IT_KEY1 | IT_KEY2))
1332 ) this.target = "###item###"; // for finding the nearest item using find()
1334 Item_ItemsTime_SetTime(this, 0);
1337 this.bot_pickup = true;
1338 this.bot_pickupevalfunc = pickupevalfunc;
1339 this.bot_pickupbasevalue = pickupbasevalue;
1340 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1341 this.netname = itemname;
1342 settouch(this, Item_Touch);
1343 setmodel(this, MDL_Null); // precision set below
1344 //this.effects |= EF_LOWPRECISION;
1346 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1348 this.SendFlags |= ISF_SIZE;
1350 if (!(this.spawnflags & 1024)) {
1351 if(def.instanceOfPowerup)
1352 this.ItemStatus |= ITS_ANIMATE1;
1354 if(this.armorvalue || this.health)
1355 this.ItemStatus |= ITS_ANIMATE2;
1358 if(def.instanceOfWeaponPickup)
1360 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1361 this.colormap = 1024; // color shirt=0 pants=0 grey
1364 if (!(this.spawnflags & 1024))
1365 this.ItemStatus |= ITS_ANIMATE1;
1366 this.SendFlags |= ISF_COLORMAP;
1370 if(this.team) // broken, no idea why.
1373 this.cnt = 1; // item probability weight
1375 this.effects |= EF_NODRAW; // marker for item team search
1376 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1381 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1383 // call this hook after everything else has been done
1384 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1386 startitem_failed = true;
1394 void StartItem(entity this, GameItem def)
1396 def = def.m_spawnfunc_hookreplace(def, this);
1397 if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1402 this.classname = def.m_canonical_spawnfunc;
1406 def.m_respawntime(), // defaultrespawntime
1407 def.m_respawntimejitter() // defaultrespawntimejitter
1411 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1412 int group_count = 1;
1414 void setItemGroup(entity this)
1416 if(!IS_SMALL(this.itemdef))
1419 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1421 if(!this.item_group)
1425 it.item_group = group_count;
1428 this.item_group = it.item_group;
1430 else // spawning item is already part of a item_group X
1433 it.item_group = this.item_group;
1434 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1436 int grY = it.item_group;
1437 // move all items of item_group Y to item_group X
1438 IL_EACH(g_items, IS_SMALL(it.itemdef),
1440 if(it.item_group == grY)
1441 it.item_group = this.item_group;
1448 void setItemGroupCount()
1450 for (int k = 1; k <= group_count; k++)
1453 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1455 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1459 void target_items_use(entity this, entity actor, entity trigger)
1461 if(Item_IsLoot(actor))
1463 EXACTTRIGGER_TOUCH(this, trigger);
1468 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1471 if(trigger.solid == SOLID_TRIGGER)
1473 EXACTTRIGGER_TOUCH(this, trigger);
1476 IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1481 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1482 centerprint(actor, this.message);
1485 spawnfunc(target_items)
1490 this.use = target_items_use;
1491 if(!this.strength_finished)
1492 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1493 if(!this.invincible_finished)
1494 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1495 if(!this.superweapons_finished)
1496 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1498 n = tokenize_console(this.netname);
1499 if(argv(0) == "give")
1501 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1505 for(int j = 0; j < n; ++j)
1507 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
1508 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
1509 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1510 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1511 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1512 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1513 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1514 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1517 FOREACH(Buffs, it != BUFF_Null,
1519 s = Buff_UndeprecateName(argv(j));
1522 this.buffs |= (it.m_itemid);
1526 FOREACH(Weapons, it != WEP_Null, {
1527 s = W_UndeprecateName(argv(j));
1530 this.weapons |= (it.m_wepset);
1531 if(this.spawnflags == 0 || this.spawnflags == 2)
1539 string itemprefix, valueprefix;
1540 if(this.spawnflags == 0)
1545 else if(this.spawnflags == 1)
1547 itemprefix = "max ";
1548 valueprefix = "max ";
1550 else if(this.spawnflags == 2)
1552 itemprefix = "min ";
1553 valueprefix = "min ";
1555 else if(this.spawnflags == 4)
1557 itemprefix = "minus ";
1558 valueprefix = "max ";
1562 error("invalid spawnflags");
1563 itemprefix = valueprefix = string_null;
1567 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1568 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1569 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1570 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1571 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1572 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1573 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1574 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1575 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1576 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1577 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1578 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1579 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1580 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1581 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1582 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1583 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1585 this.netname = strzone(this.netname);
1586 //print(this.netname, "\n");
1588 n = tokenize_console(this.netname);
1589 for(int j = 0; j < n; ++j)
1591 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1598 float GiveWeapon(entity e, float wpn, float op, float val)
1601 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1602 v0 = (e.weapons & s);
1625 v1 = (e.weapons & s);
1629 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1631 bool had_buff = (e.buffs & thebuff.m_itemid);
1636 e.buffs |= thebuff.m_itemid;
1638 e.buffs &= ~thebuff.m_itemid;
1643 e.buffs |= thebuff.m_itemid;
1647 e.buffs &= ~thebuff.m_itemid;
1651 e.buffs &= ~thebuff.m_itemid;
1654 bool have_buff = (e.buffs & thebuff.m_itemid);
1655 return (had_buff != have_buff);
1658 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1664 if(snd_decr != NULL)
1665 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1667 else if(v0 >= v0 + t)
1669 if(snd_incr != NULL)
1670 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1674 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1677 e.(rotfield) = max(e.(rotfield), time + rottime);
1679 e.(regenfield) = max(e.(regenfield), time + regentime);
1681 float GiveItems(entity e, float beginarg, float endarg)
1683 float got, i, val, op;
1691 int _switchweapon = 0;
1693 if(CS(e).autoswitch)
1695 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1697 .entity weaponentity = weaponentities[slot];
1698 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1699 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1700 _switchweapon |= BIT(slot);
1704 e.strength_finished = max(0, e.strength_finished - time);
1705 e.invincible_finished = max(0, e.invincible_finished - time);
1706 e.superweapons_finished = max(0, e.superweapons_finished - time);
1710 PREGIVE(e, strength_finished);
1711 PREGIVE(e, invincible_finished);
1712 PREGIVE(e, superweapons_finished);
1713 PREGIVE(e, ammo_nails);
1714 PREGIVE(e, ammo_cells);
1715 PREGIVE(e, ammo_plasma);
1716 PREGIVE(e, ammo_shells);
1717 PREGIVE(e, ammo_rockets);
1718 PREGIVE(e, ammo_fuel);
1719 PREGIVE(e, armorvalue);
1722 for(i = beginarg; i < endarg; ++i)
1726 if(cmd == "0" || stof(cmd))
1750 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1751 got += GiveValue(e, strength_finished, op, val);
1752 got += GiveValue(e, invincible_finished, op, val);
1753 got += GiveValue(e, superweapons_finished, op, val);
1754 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1756 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1757 got += GiveValue(e, health, op, val);
1758 got += GiveValue(e, armorvalue, op, val);
1760 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1761 //case "allbuffs": // all buffs makes a player god, do not want!
1762 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1764 got += GiveValue(e, ammo_cells, op, val);
1765 got += GiveValue(e, ammo_plasma, op, val);
1766 got += GiveValue(e, ammo_shells, op, val);
1767 got += GiveValue(e, ammo_nails, op, val);
1768 got += GiveValue(e, ammo_rockets, op, val);
1769 got += GiveValue(e, ammo_fuel, op, val);
1771 case "unlimited_ammo":
1772 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1774 case "unlimited_weapon_ammo":
1775 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1777 case "unlimited_superweapons":
1778 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1781 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1784 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1787 got += GiveValue(e, strength_finished, op, val);
1790 got += GiveValue(e, invincible_finished, op, val);
1792 case "superweapons":
1793 got += GiveValue(e, superweapons_finished, op, val);
1796 got += GiveValue(e, ammo_cells, op, val);
1799 got += GiveValue(e, ammo_plasma, op, val);
1802 got += GiveValue(e, ammo_shells, op, val);
1806 got += GiveValue(e, ammo_nails, op, val);
1809 got += GiveValue(e, ammo_rockets, op, val);
1812 got += GiveValue(e, health, op, val);
1815 got += GiveValue(e, armorvalue, op, val);
1818 got += GiveValue(e, ammo_fuel, op, val);
1821 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1823 got += GiveBuff(e, it, op, val);
1826 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1827 got += GiveWeapon(e, it.m_id, op, val);
1836 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1837 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1838 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1839 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1840 FOREACH(Weapons, it != WEP_Null, {
1841 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1842 if(!(save_weapons & (it.m_wepset)))
1843 if(e.weapons & (it.m_wepset))
1846 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1847 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1848 //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1849 POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1850 POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1851 POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1852 POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1853 POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1854 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);
1855 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);
1856 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);
1858 if(e.superweapons_finished <= 0)
1859 if(e.weapons & WEPSET_SUPERWEAPONS)
1860 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1862 if(e.strength_finished <= 0)
1863 e.strength_finished = 0;
1865 e.strength_finished += time;
1866 if(e.invincible_finished <= 0)
1867 e.invincible_finished = 0;
1869 e.invincible_finished += time;
1870 if(e.superweapons_finished <= 0)
1871 e.superweapons_finished = 0;
1873 e.superweapons_finished += time;
1875 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1877 .entity weaponentity = weaponentities[slot];
1878 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1879 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1880 _switchweapon |= BIT(slot);
1885 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1887 .entity weaponentity = weaponentities[slot];
1888 if(_switchweapon & BIT(slot))
1890 Weapon wep = w_getbestweapon(e, weaponentity);
1891 if(wep != e.(weaponentity).m_switchweapon)
1892 W_SwitchWeapon_Force(e, wep, weaponentity);