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 "mapobjects/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 this.alpha = autocvar_cl_ghost_items;
54 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
57 if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
59 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
60 this.alpha = autocvar_cl_weapon_stay_alpha;
63 this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
66 void ItemDraw(entity this)
70 Movetype_Physics_MatchServer(this, false);
72 { // For some reason avelocity gets set to '0 0 0' here ...
73 this.oldorigin = this.origin;
76 if(autocvar_cl_animate_items)
77 { // ... so reset it if animations are requested.
78 if(this.ItemStatus & ITS_ANIMATE1)
79 this.avelocity = '0 180 0';
81 if(this.ItemStatus & ITS_ANIMATE2)
82 this.avelocity = '0 -90 0';
85 // delay is for blocking item's position for a while;
86 // it's a workaround for dropped weapons that receive the position
87 // another time right after they spawn overriding animation position
88 this.onground_time = time + 0.5;
91 else if (autocvar_cl_animate_items)
93 if(this.ItemStatus & ITS_ANIMATE1)
96 this.angles += this.avelocity * frametime;
97 float fade_in = bound(0, time - this.onground_time, 1);
98 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
101 if(this.ItemStatus & ITS_ANIMATE2)
103 if(!this.item_simple)
104 this.angles += this.avelocity * frametime;
105 float fade_in = bound(0, time - this.onground_time, 1);
106 setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
113 void Item_PreDraw(entity this)
115 if(warpzone_warpzones_exist)
117 setpredraw(this, func_null); // no need to keep running this
121 vector org = getpropertyvec(VF_ORIGIN);
122 //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
123 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
126 if(vdist(org - this.origin, >, this.fade_end))
127 alph = 0; // save on some processing
128 else if(vdist(org - this.origin, <, this.fade_start))
129 alph = 1; // more processing saved
131 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
135 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
136 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
141 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
144 void ItemRemove(entity this)
149 HashMap ENT_CLIENT_ITEM_simple;
150 STATIC_INIT(ENT_CLIENT_ITEM_simple)
152 HM_NEW(ENT_CLIENT_ITEM_simple);
154 SHUTDOWN(ENT_CLIENT_ITEM_simple)
156 HM_DELETE(ENT_CLIENT_ITEM_simple);
159 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
163 if(sf & ISF_LOCATION)
165 this.origin = ReadVector();
166 setorigin(this, this.origin);
167 this.oldorigin = this.origin;
172 this.angles_x = ReadAngle();
173 this.angles_y = ReadAngle();
174 this.angles_z = ReadAngle();
179 float use_bigsize = ReadByte();
180 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
183 if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
185 this.ItemStatus = ReadByte();
189 if(autocvar_cl_fullbright_items)
190 if(this.ItemStatus & ITS_ALLOWFB)
191 this.effects |= EF_FULLBRIGHT;
193 if(this.ItemStatus & ITS_GLOW)
195 if(this.ItemStatus & ITS_AVAILABLE)
196 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
198 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
204 this.drawmask = MASK_NORMAL;
205 set_movetype(this, MOVETYPE_TOSS);
206 if (isnew) IL_PUSH(g_drawables, this);
207 this.draw = ItemDraw;
208 this.solid = SOLID_TRIGGER;
209 //this.flags |= FL_ITEM;
211 bool use_bigsize = ReadByte();
213 this.fade_end = ReadShort();
214 this.fade_start = ReadShort();
215 if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
216 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 #define extensions(x) \
234 #define tryext(ext) { \
235 string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \
236 string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \
237 if (cached == "") { \
238 HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \
240 if (cached != "0") { \
241 strcpy(this.mdl, s); \
247 this.item_simple = false;
248 LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
254 if(!this.item_simple)
255 strcpy(this.mdl, _fn);
258 LOG_WARNF("this.mdl is unset for item %s", this.classname);
260 precache_model(this.mdl);
261 _setmodel(this, this.mdl);
263 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
266 if(sf & ISF_COLORMAP)
268 this.colormap = ReadShort();
269 this.item_glowmod_x = ReadByte() / 255.0;
270 this.item_glowmod_y = ReadByte() / 255.0;
271 this.item_glowmod_z = ReadByte() / 255.0;
277 this.pushable = true;
278 //this.angles = '0 0 0';
279 set_movetype(this, MOVETYPE_TOSS);
280 this.velocity = ReadVector();
281 setorigin(this, this.oldorigin);
285 this.move_time = time;
286 this.spawntime = time;
289 this.move_time = max(this.move_time, time);
292 if(autocvar_cl_animate_items)
294 if(this.ItemStatus & ITS_ANIMATE1)
295 this.avelocity = '0 180 0';
297 if(this.ItemStatus & ITS_ANIMATE2)
298 this.avelocity = '0 -90 0';
301 this.entremove = ItemRemove;
309 bool ItemSend(entity this, entity to, int sf)
316 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
317 WriteByte(MSG_ENTITY, sf);
319 //WriteByte(MSG_ENTITY, this.cnt);
320 if(sf & ISF_LOCATION)
322 WriteVector(MSG_ENTITY, this.origin);
327 WriteAngle(MSG_ENTITY, this.angles_x);
328 WriteAngle(MSG_ENTITY, this.angles_y);
329 WriteAngle(MSG_ENTITY, this.angles_z);
334 Pickup p = this.itemdef;
335 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
339 WriteByte(MSG_ENTITY, this.ItemStatus);
343 Pickup p = this.itemdef;
344 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
345 WriteShort(MSG_ENTITY, this.fade_end);
346 WriteShort(MSG_ENTITY, this.fade_start);
349 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
351 WriteString(MSG_ENTITY, this.mdl);
355 if(sf & ISF_COLORMAP)
357 WriteShort(MSG_ENTITY, this.colormap);
358 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
359 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
360 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
365 WriteVector(MSG_ENTITY, this.velocity);
371 void ItemUpdate(entity this)
373 this.oldorigin = this.origin;
374 this.SendFlags |= ISF_LOCATION;
377 void UpdateItemAfterTeleport(entity this)
379 if(getSendEntity(this) == ItemSend)
383 bool have_pickup_item(entity this)
385 if(this.itemdef.instanceOfPowerup)
387 if(autocvar_g_powerups > 0)
389 if(autocvar_g_powerups == 0)
394 if(autocvar_g_pickup_items > 0)
396 if(autocvar_g_pickup_items == 0)
399 if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
405 void Item_Show (entity e, float mode)
407 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
408 e.ItemStatus &= ~ITS_STAYWEP;
409 entity def = e.itemdef;
412 // make the item look normal, and be touchable
414 e.solid = SOLID_TRIGGER;
415 e.spawnshieldtime = 1;
416 e.ItemStatus |= ITS_AVAILABLE;
420 // hide the item completely
421 e.model = string_null;
423 e.spawnshieldtime = 1;
424 e.ItemStatus &= ~ITS_AVAILABLE;
428 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
429 || e.team // weapon stay isn't supported for teamed weapons
431 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
433 // make the item translucent and not touchable
435 e.solid = SOLID_TRIGGER; // can STILL be picked up!
436 e.effects |= EF_STARDUST;
437 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
438 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
442 //setmodel(e, "null");
444 e.colormod = '0 0 0';
445 //e.glowmod = e.colormod;
446 e.spawnshieldtime = 1;
447 e.ItemStatus &= ~ITS_AVAILABLE;
452 e.ItemStatus |= ITS_GLOW;
454 if (autocvar_g_nodepthtestitems)
455 e.effects |= EF_NODEPTHTEST;
458 if (autocvar_g_fullbrightitems)
459 e.ItemStatus |= ITS_ALLOWFB;
461 if (autocvar_sv_simple_items)
462 e.ItemStatus |= ITS_ALLOWSI;
464 // relink entity (because solid may have changed)
465 setorigin(e, e.origin);
466 e.SendFlags |= ISF_STATUS;
469 void Item_Think(entity this)
471 this.nextthink = time;
472 if(this.origin != this.oldorigin)
476 bool Item_ItemsTime_SpectatorOnly(GameItem it);
477 bool Item_ItemsTime_Allow(GameItem it);
478 float Item_ItemsTime_UpdateTime(entity e, float t);
479 void Item_ItemsTime_SetTime(entity e, float t);
480 void Item_ItemsTime_SetTimesForAllPlayers();
482 void Item_Respawn (entity this)
485 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
486 setorigin(this, this.origin);
488 if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
490 float t = Item_ItemsTime_UpdateTime(this, 0);
491 Item_ItemsTime_SetTime(this, t);
492 Item_ItemsTime_SetTimesForAllPlayers();
495 setthink(this, Item_Think);
496 this.nextthink = time;
498 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
499 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
502 void Item_RespawnCountdown (entity this)
504 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
506 if(this.waypointsprite_attached)
507 WaypointSprite_Kill(this.waypointsprite_attached);
512 this.nextthink = time + 1;
513 this.item_respawncounter += 1;
514 if(this.item_respawncounter == 1)
518 entity wi = Weapons_from(this.weapon);
519 if (wi != WEP_Null) {
520 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
521 wp.wp_extra = wi.m_id;
526 entity ii = this.itemdef;
528 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
529 wp.wp_extra = ii.m_id;
534 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
535 if(this.waypointsprite_attached)
537 GameItem def = this.itemdef;
538 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
539 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
540 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
544 if(this.waypointsprite_attached)
546 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
547 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
550 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
554 WaypointSprite_Ping(this.waypointsprite_attached);
555 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
560 void Item_RespawnThink(entity this)
562 this.nextthink = time;
563 if(this.origin != this.oldorigin)
566 if(time >= this.wait)
570 void Item_ScheduleRespawnIn(entity e, float t)
572 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
573 if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
575 setthink(e, Item_RespawnCountdown);
576 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
577 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
578 e.item_respawncounter = 0;
579 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
581 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
582 Item_ItemsTime_SetTime(e, t);
583 Item_ItemsTime_SetTimesForAllPlayers();
588 setthink(e, Item_RespawnThink);
590 e.scheduledrespawntime = time + t;
593 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
595 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
596 Item_ItemsTime_SetTime(e, t);
597 Item_ItemsTime_SetTimesForAllPlayers();
602 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*");
603 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");
604 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");
606 /// Adjust respawn time according to the number of players.
607 float adjust_respawntime(float normal_respawntime) {
608 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
609 float o = autocvar_g_pickup_respawntime_scaling_offset;
610 float l = autocvar_g_pickup_respawntime_scaling_linear;
612 if (r == 0 && l == 1) {
613 return normal_respawntime;
616 CheckAllowedTeams(NULL);
619 if (c1 != -1) players += c1;
620 if (c2 != -1) players += c2;
621 if (c3 != -1) players += c3;
622 if (c4 != -1) players += c4;
625 return normal_respawntime * (r / (players + o) + l);
627 return normal_respawntime;
631 void Item_ScheduleRespawn(entity e)
633 if(e.respawntime > 0)
637 float adjusted_respawntime = adjust_respawntime(e.respawntime);
638 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
640 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
641 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
642 Item_ScheduleRespawnIn(e, respawn_in);
644 else // if respawntime is -1, this item does not respawn
648 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
649 "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");
651 void Item_ScheduleInitialRespawn(entity e)
656 if (autocvar_g_pickup_respawntime_initial_random == 0)
658 // range: respawntime .. respawntime + respawntimejitter
659 spawn_in = e.respawntime + random() * e.respawntimejitter;
664 if (autocvar_g_pickup_respawntime_initial_random == 1)
666 static float shared_random = 0;
667 // NOTE this code works only if items are scheduled at the same time (normal case)
668 // NOTE2 random() can't return exactly 1 so this check always work as intended
669 if (!shared_random || floor(time) > shared_random)
670 shared_random = floor(time) + random();
671 rnd = shared_random - floor(time);
677 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
678 // else: 0 .. ITEM_RESPAWN_TICKS
679 // this is to prevent powerups spawning unexpectedly without waypoints
680 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
683 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
686 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
689 if (num_weapons == 0)
693 int num_potential_weapons = tokenize_console(weapon_names);
694 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
696 RandomSelection_Init();
697 for (int weapon_index = 0; weapon_index < num_potential_weapons;
700 string weapon = argv(weapon_index);
701 FOREACH(Weapons, it != WEP_Null,
703 // Finding a weapon which player doesn't have.
704 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
706 RandomSelection_AddEnt(it, 1, 1);
711 if (RandomSelection_chosen_ent == NULL)
715 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
716 if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
720 if (GetResourceAmount(receiver,
721 RandomSelection_chosen_ent.ammo_type) != 0)
725 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
726 GetResourceAmount(ammo_entity,
727 RandomSelection_chosen_ent.ammo_type));
731 float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax)
733 float amount = GetResourceAmount(item, resource_type);
738 float player_amount = GetResourceAmount(player, resource_type);
739 if (item.spawnshieldtime)
741 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
745 GiveResourceWithLimit(player, resource_type, amount, ammomax);
748 if (g_weapon_stay != 2)
752 GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax));
756 float Item_GiveTo(entity item, entity player)
760 // if nothing happens to player, just return without taking the item
762 int _switchweapon = 0;
763 // in case the player has autoswitch enabled do the following:
764 // if the player is using their best weapon before items are given, they
765 // probably want to switch to an even better weapon after items are given
767 if(CS(player).autoswitch)
769 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
771 .entity weaponentity = weaponentities[slot];
772 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
774 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
775 _switchweapon |= BIT(slot);
777 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
778 _switchweapon |= BIT(slot);
782 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_HEALTH, item.max_health);
783 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ARMOR, item.max_armorvalue);
784 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_SHELLS, g_pickup_shells_max);
785 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_BULLETS, g_pickup_nails_max);
786 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ROCKETS, g_pickup_rockets_max);
787 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_CELLS, g_pickup_cells_max);
788 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_PLASMA, g_pickup_plasma_max);
789 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_FUEL, g_pickup_fuel_max);
790 if (item.itemdef.instanceOfWeaponPickup)
793 w = STAT(WEAPONS, item);
794 w &= ~STAT(WEAPONS, player);
796 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
799 FOREACH(Weapons, it != WEP_Null, {
800 if(w & (it.m_wepset))
802 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
804 .entity weaponentity = weaponentities[slot];
805 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
806 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
808 W_GiveWeapon(player, it.m_id);
814 if (item.itemdef.instanceOfPowerup)
816 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
817 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
818 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
819 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
823 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
827 // TODO: we probably want to show a message in the console, but not this one!
828 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
831 if (item.strength_finished)
834 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
836 if (item.invincible_finished)
839 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
841 if (item.superweapons_finished)
844 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
847 // always eat teamed entities
854 // crude hack to enforce switching weapons
855 if(g_cts && item.itemdef.instanceOfWeaponPickup)
857 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
859 .entity weaponentity = weaponentities[slot];
860 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
861 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
868 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
870 .entity weaponentity = weaponentities[slot];
871 if(_switchweapon & BIT(slot))
872 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
873 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
880 void Item_Touch(entity this, entity toucher)
882 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
883 if (Item_IsLoot(this))
885 if (ITEM_TOUCH_NEEDKILL())
892 if(!(toucher.flags & FL_PICKUPITEMS)
893 || STAT(FROZEN, toucher)
895 || (this.solid != SOLID_TRIGGER)
896 || (this.owner == toucher)
897 || (time < this.item_spawnshieldtime)
900 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
902 case MUT_ITEMTOUCH_RETURN: { return; }
903 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
906 toucher = M_ARGV(1, entity);
908 if (Item_IsExpiring(this))
910 this.strength_finished = max(0, this.strength_finished - time);
911 this.invincible_finished = max(0, this.invincible_finished - time);
912 this.superweapons_finished = max(0, this.superweapons_finished - time);
914 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
917 if (Item_IsExpiring(this))
919 // undo what we did above
920 this.strength_finished += time;
921 this.invincible_finished += time;
922 this.superweapons_finished += time;
929 STAT(LAST_PICKUP, toucher) = time;
931 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
932 _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);
934 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
940 if (Item_IsLoot(this))
945 if (!this.spawnshieldtime)
952 RandomSelection_Init();
953 IL_EACH(g_items, it.team == this.team,
955 if (it.itemdef) // is a registered item
958 it.scheduledrespawntime = 0;
959 RandomSelection_AddEnt(it, it.cnt, 0);
962 e = RandomSelection_chosen_ent;
963 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
967 Item_ScheduleRespawn(e);
970 void Item_Reset(entity this)
972 Item_Show(this, !this.state);
973 setorigin(this, this.origin);
975 if (Item_IsLoot(this))
979 setthink(this, Item_Think);
980 this.nextthink = time;
981 if (this.waypointsprite_attached)
983 WaypointSprite_Kill(this.waypointsprite_attached);
985 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
987 Item_ScheduleInitialRespawn(this);
991 void Item_FindTeam(entity this)
995 if(this.effects & EF_NODRAW)
997 // marker for item team search
998 LOG_TRACE("Initializing item team ", ftos(this.team));
999 RandomSelection_Init();
1000 IL_EACH(g_items, it.team == this.team,
1002 if(it.itemdef) // is a registered item
1003 RandomSelection_AddEnt(it, it.cnt, 0);
1006 e = RandomSelection_chosen_ent;
1010 IL_EACH(g_items, it.team == this.team,
1012 if(it.itemdef) // is a registered item
1016 // make it non-spawned
1018 it.state = 1; // state 1 = initially hidden item, apparently
1020 it.effects &= ~EF_NODRAW;
1028 // Savage: used for item garbage-collection
1029 void RemoveItem(entity this)
1031 if(wasfreed(this) || !this) { return; }
1032 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1036 // pickup evaluation functions
1037 // these functions decide how desirable an item is to the bots
1039 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1041 float weapon_pickupevalfunc(entity player, entity item)
1043 // See if I have it already
1044 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
1046 // If I can pick it up
1047 if(!item.spawnshieldtime)
1049 return ammo_pickupevalfunc(player, item);
1052 // reduce weapon value if bot already got a good arsenal
1054 int weapons_value = 0;
1055 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
1056 weapons_value += it.bot_pickupbasevalue;
1058 c -= bound(0, weapons_value / 20000, 1) * 0.5;
1060 return item.bot_pickupbasevalue * c;
1063 float ammo_pickupevalfunc(entity player, entity item)
1065 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1070 // Detect needed ammo
1071 if(item.itemdef.instanceOfWeaponPickup)
1074 if(item.ammo_shells) { need_shells = true; ammo = ITEM_Shells; }
1075 else if(item.ammo_nails) { need_nails = true; ammo = ITEM_Bullets; }
1076 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets; }
1077 else if(item.ammo_cells) { need_cells = true; ammo = ITEM_Cells; }
1078 else if(item.ammo_plasma) { need_plasma = true; ammo = ITEM_Plasma; }
1079 else if(item.ammo_fuel) { need_fuel = true; ammo = ITEM_JetpackFuel; }
1084 rating = ammo.m_botvalue;
1088 FOREACH(Weapons, it != WEP_Null, {
1089 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
1092 switch(it.ammo_type)
1094 case RESOURCE_SHELLS: need_shells = true; break;
1095 case RESOURCE_BULLETS: need_nails = true; break;
1096 case RESOURCE_ROCKETS: need_rockets = true; break;
1097 case RESOURCE_CELLS: need_cells = true; break;
1098 case RESOURCE_PLASMA: need_plasma = true; break;
1099 case RESOURCE_FUEL: need_fuel = true; break;
1102 rating = item.bot_pickupbasevalue;
1105 float noammorating = 0.5;
1107 if ((need_shells) && (item.ammo_shells) && (GetResourceAmount(player, RESOURCE_SHELLS) < g_pickup_shells_max))
1108 c = item.ammo_shells / max(noammorating, GetResourceAmount(player, RESOURCE_SHELLS));
1110 if ((need_nails) && (item.ammo_nails) && (GetResourceAmount(player, RESOURCE_BULLETS) < g_pickup_nails_max))
1111 c = item.ammo_nails / max(noammorating, GetResourceAmount(player, RESOURCE_BULLETS));
1113 if ((need_rockets) && (item.ammo_rockets) && (GetResourceAmount(player, RESOURCE_ROCKETS) < g_pickup_rockets_max))
1114 c = item.ammo_rockets / max(noammorating, GetResourceAmount(player, RESOURCE_ROCKETS));
1116 if ((need_cells) && (item.ammo_cells) && (GetResourceAmount(player, RESOURCE_CELLS) < g_pickup_cells_max))
1117 c = item.ammo_cells / max(noammorating, GetResourceAmount(player, RESOURCE_CELLS));
1119 if ((need_plasma) && (item.ammo_plasma) && (GetResourceAmount(player, RESOURCE_PLASMA) < g_pickup_plasma_max))
1120 c = item.ammo_plasma / max(noammorating, GetResourceAmount(player, RESOURCE_PLASMA));
1122 if ((need_fuel) && (item.ammo_fuel) && (GetResourceAmount(player, RESOURCE_FUEL) < g_pickup_fuel_max))
1123 c = item.ammo_fuel / max(noammorating, GetResourceAmount(player, RESOURCE_FUEL));
1125 rating *= min(c, 2);
1127 rating += wpn.bot_pickupbasevalue * 0.1;
1131 float healtharmor_pickupevalfunc(entity player, entity item)
1134 float rating = item.bot_pickupbasevalue;
1136 float itemarmor = item.armorvalue;
1137 float itemhealth = item.health;
1141 itemarmor *= min(4, item.item_group_count);
1142 itemhealth *= min(4, item.item_group_count);
1145 if (itemarmor && (player.armorvalue < item.max_armorvalue))
1146 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1148 if (itemhealth && (player.health < item.max_health))
1149 c = itemhealth / max(1, player.health);
1151 rating *= min(2, c);
1155 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
1157 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1161 void item_use(entity this, entity actor, entity trigger)
1163 // use the touch function to handle collection
1164 gettouch(this)(this, actor);
1167 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1169 string itemname = def.m_name;
1170 Model itemmodel = def.m_model;
1171 Sound pickupsound = def.m_sound;
1172 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1173 float pickupbasevalue = def.m_botvalue;
1174 int itemflags = def.m_itemflags;
1176 startitem_failed = false;
1178 this.item_model_ent = itemmodel;
1179 this.item_pickupsound_ent = pickupsound;
1182 def.m_iteminit(def, this);
1184 if(!this.respawntime) // both need to be set
1186 this.respawntime = defaultrespawntime;
1187 this.respawntimejitter = defaultrespawntimejitter;
1190 if(!this.pickup_anyway && def.m_pickupanyway)
1191 this.pickup_anyway = def.m_pickupanyway();
1193 int itemid = def.m_itemid;
1194 this.items = itemid;
1195 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1196 this.weapon = weaponid;
1200 this.fade_start = autocvar_g_items_mindist;
1201 this.fade_end = autocvar_g_items_maxdist;
1205 STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid));
1207 this.flags = FL_ITEM | itemflags;
1208 IL_PUSH(g_items, this);
1210 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1212 startitem_failed = true;
1217 if (Item_IsLoot(this))
1219 this.reset = SUB_Remove;
1220 set_movetype(this, MOVETYPE_TOSS);
1222 // Savage: remove thrown items after a certain period of time ("garbage collection")
1223 setthink(this, RemoveItem);
1224 this.nextthink = time + 20;
1226 this.takedamage = DAMAGE_YES;
1227 this.event_damage = Item_Damage;
1229 if (Item_IsExpiring(this))
1231 // if item is worthless after a timer, have it expire then
1232 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1235 // don't drop if in a NODROP zone (such as lava)
1236 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1237 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1239 startitem_failed = true;
1246 if(!have_pickup_item(this))
1248 startitem_failed = true;
1253 if(this.angles != '0 0 0')
1254 this.SendFlags |= ISF_ANGLES;
1256 this.reset = Item_Reset;
1257 // it's a level item
1258 if(this.spawnflags & 1)
1260 if (this.noalign > 0)
1261 set_movetype(this, MOVETYPE_NONE);
1263 set_movetype(this, MOVETYPE_TOSS);
1264 // do item filtering according to game mode and other things
1265 if (this.noalign <= 0)
1267 // first nudge it off the floor a little bit to avoid math errors
1268 setorigin(this, this.origin + '0 0 1');
1269 // set item size before we spawn a spawnfunc_waypoint
1270 setsize(this, def.m_mins, def.m_maxs);
1271 this.SendFlags |= ISF_SIZE;
1272 // note droptofloor returns false if stuck/or would fall too far
1275 waypoint_spawnforitem(this);
1279 * can't do it that way, as it would break maps
1280 * TODO make a target_give like entity another way, that perhaps has
1281 * the weapon name in a key
1284 // target_give not yet supported; maybe later
1285 print("removed targeted ", this.classname, "\n");
1286 startitem_failed = true;
1292 if(this.targetname != "" && (this.spawnflags & 16))
1293 this.use = item_use;
1295 if(autocvar_spawn_debug >= 2)
1297 // why not flags & fl_item?
1298 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1299 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1300 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1301 error("Mapper sucks.");
1303 this.is_item = true;
1306 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1308 precache_model(this.model);
1309 precache_sound(this.item_pickupsound);
1311 if ( def.instanceOfPowerup
1312 || def.instanceOfWeaponPickup
1313 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1314 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1315 || (itemid & (IT_KEY1 | IT_KEY2))
1316 ) this.target = "###item###"; // for finding the nearest item using find()
1318 Item_ItemsTime_SetTime(this, 0);
1321 this.bot_pickup = true;
1322 this.bot_pickupevalfunc = pickupevalfunc;
1323 this.bot_pickupbasevalue = pickupbasevalue;
1324 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1325 this.netname = itemname;
1326 settouch(this, Item_Touch);
1327 setmodel(this, MDL_Null); // precision set below
1328 //this.effects |= EF_LOWPRECISION;
1330 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1332 this.SendFlags |= ISF_SIZE;
1334 if (!(this.spawnflags & 1024)) {
1335 if(def.instanceOfPowerup)
1336 this.ItemStatus |= ITS_ANIMATE1;
1338 if(this.armorvalue || this.health)
1339 this.ItemStatus |= ITS_ANIMATE2;
1342 if(def.instanceOfWeaponPickup)
1344 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1345 this.colormap = 1024; // color shirt=0 pants=0 grey
1348 if (!(this.spawnflags & 1024))
1349 this.ItemStatus |= ITS_ANIMATE1;
1350 this.SendFlags |= ISF_COLORMAP;
1354 if(this.team) // broken, no idea why.
1357 this.cnt = 1; // item probability weight
1359 this.effects |= EF_NODRAW; // marker for item team search
1360 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1365 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1367 // call this hook after everything else has been done
1368 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1370 startitem_failed = true;
1378 void StartItem(entity this, GameItem def)
1380 def = def.m_spawnfunc_hookreplace(def, this);
1381 if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1386 this.classname = def.m_canonical_spawnfunc;
1390 def.m_respawntime(), // defaultrespawntime
1391 def.m_respawntimejitter() // defaultrespawntimejitter
1395 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1396 int group_count = 1;
1398 void setItemGroup(entity this)
1400 if(!IS_SMALL(this.itemdef))
1403 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1405 if(!this.item_group)
1409 it.item_group = group_count;
1412 this.item_group = it.item_group;
1414 else // spawning item is already part of a item_group X
1417 it.item_group = this.item_group;
1418 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1420 int grY = it.item_group;
1421 // move all items of item_group Y to item_group X
1422 IL_EACH(g_items, IS_SMALL(it.itemdef),
1424 if(it.item_group == grY)
1425 it.item_group = this.item_group;
1432 void setItemGroupCount()
1434 for (int k = 1; k <= group_count; k++)
1437 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1439 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1443 void target_items_use(entity this, entity actor, entity trigger)
1445 if(Item_IsLoot(actor))
1447 EXACTTRIGGER_TOUCH(this, trigger);
1452 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1455 if(trigger.solid == SOLID_TRIGGER)
1457 EXACTTRIGGER_TOUCH(this, trigger);
1460 IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1465 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1466 centerprint(actor, this.message);
1469 spawnfunc(target_items)
1474 this.use = target_items_use;
1475 if(!this.strength_finished)
1476 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1477 if(!this.invincible_finished)
1478 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1479 if(!this.superweapons_finished)
1480 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1482 n = tokenize_console(this.netname);
1483 if(argv(0) == "give")
1485 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1489 for(int j = 0; j < n; ++j)
1491 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
1492 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
1493 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1494 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1495 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1496 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1497 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1498 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1501 FOREACH(Buffs, it != BUFF_Null,
1503 s = Buff_UndeprecateName(argv(j));
1506 STAT(BUFFS, this) |= (it.m_itemid);
1510 FOREACH(Weapons, it != WEP_Null, {
1511 s = W_UndeprecateName(argv(j));
1514 STAT(WEAPONS, this) |= (it.m_wepset);
1515 if(this.spawnflags == 0 || this.spawnflags == 2)
1523 string itemprefix, valueprefix;
1524 if(this.spawnflags == 0)
1529 else if(this.spawnflags == 1)
1531 itemprefix = "max ";
1532 valueprefix = "max ";
1534 else if(this.spawnflags == 2)
1536 itemprefix = "min ";
1537 valueprefix = "min ";
1539 else if(this.spawnflags == 4)
1541 itemprefix = "minus ";
1542 valueprefix = "max ";
1546 error("invalid spawnflags");
1547 itemprefix = valueprefix = string_null;
1551 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1552 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1553 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1554 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1555 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1556 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1557 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1558 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1559 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1560 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1561 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1562 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1563 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1564 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1565 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1566 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(BUFFS, this) & (it.m_itemid)), it.m_name));
1567 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1569 this.netname = strzone(this.netname);
1570 //print(this.netname, "\n");
1572 n = tokenize_console(this.netname);
1573 for(int j = 0; j < n; ++j)
1575 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1582 float GiveWeapon(entity e, float wpn, float op, float val)
1585 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1586 v0 = (STAT(WEAPONS, e) & s);
1591 STAT(WEAPONS, e) |= s;
1593 STAT(WEAPONS, e) &= ~s;
1598 STAT(WEAPONS, e) |= s;
1602 STAT(WEAPONS, e) &= ~s;
1606 STAT(WEAPONS, e) &= ~s;
1609 v1 = (STAT(WEAPONS, e) & s);
1613 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1615 bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1620 STAT(BUFFS, e) |= thebuff.m_itemid;
1622 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1627 STAT(BUFFS, e) |= thebuff.m_itemid;
1631 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1635 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1638 bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1639 return (had_buff != have_buff);
1642 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1648 if(snd_decr != NULL)
1649 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1651 else if(v0 >= v0 + t)
1653 if(snd_incr != NULL)
1654 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1658 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1661 e.(rotfield) = max(e.(rotfield), time + rottime);
1663 e.(regenfield) = max(e.(regenfield), time + regentime);
1665 float GiveItems(entity e, float beginarg, float endarg)
1667 float got, i, val, op;
1675 int _switchweapon = 0;
1677 if(CS(e).autoswitch)
1679 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1681 .entity weaponentity = weaponentities[slot];
1682 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1683 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1684 _switchweapon |= BIT(slot);
1688 e.strength_finished = max(0, e.strength_finished - time);
1689 e.invincible_finished = max(0, e.invincible_finished - time);
1690 e.superweapons_finished = max(0, e.superweapons_finished - time);
1694 PREGIVE(e, strength_finished);
1695 PREGIVE(e, invincible_finished);
1696 PREGIVE(e, superweapons_finished);
1697 PREGIVE(e, ammo_nails);
1698 PREGIVE(e, ammo_cells);
1699 PREGIVE(e, ammo_plasma);
1700 PREGIVE(e, ammo_shells);
1701 PREGIVE(e, ammo_rockets);
1702 PREGIVE(e, ammo_fuel);
1703 PREGIVE(e, armorvalue);
1706 for(i = beginarg; i < endarg; ++i)
1710 if(cmd == "0" || stof(cmd))
1734 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1735 got += GiveValue(e, strength_finished, op, val);
1736 got += GiveValue(e, invincible_finished, op, val);
1737 got += GiveValue(e, superweapons_finished, op, val);
1738 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1740 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1741 got += GiveValue(e, health, op, val);
1742 got += GiveValue(e, armorvalue, op, val);
1744 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1745 //case "allbuffs": // all buffs makes a player god, do not want!
1746 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1748 got += GiveValue(e, ammo_cells, op, val);
1749 got += GiveValue(e, ammo_plasma, op, val);
1750 got += GiveValue(e, ammo_shells, op, val);
1751 got += GiveValue(e, ammo_nails, op, val);
1752 got += GiveValue(e, ammo_rockets, op, val);
1753 got += GiveValue(e, ammo_fuel, op, val);
1755 case "unlimited_ammo":
1756 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1758 case "unlimited_weapon_ammo":
1759 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1761 case "unlimited_superweapons":
1762 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1765 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1768 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1771 got += GiveValue(e, strength_finished, op, val);
1774 got += GiveValue(e, invincible_finished, op, val);
1776 case "superweapons":
1777 got += GiveValue(e, superweapons_finished, op, val);
1780 got += GiveValue(e, ammo_cells, op, val);
1783 got += GiveValue(e, ammo_plasma, op, val);
1786 got += GiveValue(e, ammo_shells, op, val);
1790 got += GiveValue(e, ammo_nails, op, val);
1793 got += GiveValue(e, ammo_rockets, op, val);
1796 got += GiveValue(e, health, op, val);
1799 got += GiveValue(e, armorvalue, op, val);
1802 got += GiveValue(e, ammo_fuel, op, val);
1805 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1807 got += GiveBuff(e, it, op, val);
1810 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1811 got += GiveWeapon(e, it.m_id, op, val);
1820 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1821 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1822 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1823 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1824 FOREACH(Weapons, it != WEP_Null, {
1825 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1826 if(!(save_weapons & (it.m_wepset)))
1827 if(STAT(WEAPONS, e) & (it.m_wepset))
1830 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1831 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1832 //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1833 POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1834 POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1835 POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1836 POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1837 POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1838 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);
1839 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);
1840 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);
1842 if(e.superweapons_finished <= 0)
1843 if(STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)
1844 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1846 if(e.strength_finished <= 0)
1847 e.strength_finished = 0;
1849 e.strength_finished += time;
1850 if(e.invincible_finished <= 0)
1851 e.invincible_finished = 0;
1853 e.invincible_finished += time;
1854 if(e.superweapons_finished <= 0)
1855 e.superweapons_finished = 0;
1857 e.superweapons_finished += time;
1859 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1861 .entity weaponentity = weaponentities[slot];
1862 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1863 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1864 _switchweapon |= BIT(slot);
1869 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1871 .entity weaponentity = weaponentities[slot];
1872 if(_switchweapon & BIT(slot))
1874 Weapon wep = w_getbestweapon(e, weaponentity);
1875 if(wep != e.(weaponentity).m_switchweapon)
1876 W_SwitchWeapon_Force(e, wep, weaponentity);