3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/gamemodes/gamemode/cts/cts.qh>
6 #include <common/items/_mod.qh>
7 #include <common/mapobjects/subs.qh>
8 #include <common/mapobjects/triggers.qh>
9 #include <common/monsters/_mod.qh>
10 #include <common/mutators/mutator/buffs/buffs.qh>
11 #include <common/mutators/mutator/buffs/sv_buffs.qh>
12 #include <common/mutators/mutator/powerups/_mod.qh>
13 #include <common/mutators/mutator/status_effects/_mod.qh>
14 #include <common/net_linked.qh>
15 #include <common/notifications/all.qh>
16 #include <common/resources/resources.qh>
17 #include <common/util.qh>
18 #include <common/weapons/_all.qh>
19 #include <common/wepent.qh>
20 #include <lib/warpzone/common.qh>
21 #include <lib/warpzone/util_server.qh>
22 #include <server/bot/api.qh>
23 #include <server/command/vote.qh>
24 #include <server/damage.qh>
25 #include <server/mutators/_mod.qh>
26 #include <server/teamplay.qh>
27 #include <server/weapons/common.qh>
28 #include <server/weapons/selection.qh>
29 #include <server/weapons/weaponsystem.qh>
30 #include <server/world.qh>
32 bool ItemSend(entity this, entity to, int sf)
39 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
40 WriteByte(MSG_ENTITY, sf);
42 //WriteByte(MSG_ENTITY, this.cnt);
45 WriteVector(MSG_ENTITY, this.origin);
50 WriteAngleVector(MSG_ENTITY, this.angles);
53 // sets size on the client, unused on server
57 WriteByte(MSG_ENTITY, this.ItemStatus);
61 WriteShort(MSG_ENTITY, bound(0, this.fade_end, 32767));
64 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
66 WriteString(MSG_ENTITY, this.mdl);
67 WriteByte(MSG_ENTITY, bound(0, this.skin, 255));
72 WriteShort(MSG_ENTITY, this.colormap);
73 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
74 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
75 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
80 WriteVector(MSG_ENTITY, this.velocity);
86 void ItemUpdate(entity this)
88 this.oldorigin = this.origin;
89 this.SendFlags |= ISF_LOCATION;
92 void UpdateItemAfterTeleport(entity this)
94 if(getSendEntity(this) == ItemSend)
98 bool have_pickup_item(entity this)
100 if (this.itemdef.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
103 if(this.itemdef.instanceOfPowerup)
105 if(autocvar_g_powerups > 0)
107 if(autocvar_g_powerups == 0)
112 if(autocvar_g_pickup_items > 0)
114 if(autocvar_g_pickup_items == 0)
117 if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
123 void Item_Show(entity e, int mode)
125 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
126 e.ItemStatus &= ~ITS_STAYWEP;
127 entity def = e.itemdef;
130 // make the item look normal, and be touchable
132 e.solid = SOLID_TRIGGER;
133 e.spawnshieldtime = 1;
134 e.ItemStatus |= ITS_AVAILABLE;
138 // hide the item completely
139 e.model = string_null;
141 e.spawnshieldtime = 1;
142 e.ItemStatus &= ~ITS_AVAILABLE;
146 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
147 || e.team // weapon stay isn't supported for teamed weapons
149 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
151 // make the item translucent and not touchable
153 e.solid = SOLID_TRIGGER; // can STILL be picked up!
154 e.effects |= EF_STARDUST;
155 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
156 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
160 //setmodel(e, "null");
162 e.colormod = '0 0 0';
163 //e.glowmod = e.colormod;
164 e.spawnshieldtime = 1;
165 e.ItemStatus &= ~ITS_AVAILABLE;
170 e.ItemStatus |= ITS_GLOW;
172 if (autocvar_g_nodepthtestitems)
173 e.effects |= EF_NODEPTHTEST;
175 if (autocvar_g_fullbrightitems)
176 e.ItemStatus |= ITS_ALLOWFB;
178 e.ItemStatus &= ~ITS_ALLOWFB;
180 if (autocvar_sv_simple_items)
181 e.ItemStatus |= ITS_ALLOWSI;
183 // relink entity (because solid may have changed)
184 setorigin(e, e.origin);
185 e.SendFlags |= ISF_STATUS;
188 void Item_Think(entity this)
190 if (Item_IsLoot(this))
192 if (time < this.wait - IT_DESPAWNFX_TIME)
193 this.nextthink = min(time + IT_UPDATE_INTERVAL, this.wait - IT_DESPAWNFX_TIME); // ensuring full time for effects
196 // despawning soon, start effects
197 this.ItemStatus |= ITS_EXPIRING;
198 this.SendFlags |= ISF_STATUS;
199 if (time < this.wait - IT_UPDATE_INTERVAL)
200 this.nextthink = time + IT_UPDATE_INTERVAL;
203 setthink(this, RemoveItem);
204 this.nextthink = this.wait;
208 // enable pickup by the player who threw it
211 // send slow updates even if the item didn't move
212 // recovers prediction desyncs where server thinks item stopped, client thinks it didn't
217 // bones_was_here: TODO: predict movers, enable client prediction of items with a groundentity,
218 // and then send those less often too (and not all on the same frame)
219 this.nextthink = time;
221 if(this.origin != this.oldorigin)
226 bool Item_ItemsTime_SpectatorOnly(GameItem it);
227 bool Item_ItemsTime_Allow(GameItem it);
228 float Item_ItemsTime_UpdateTime(entity e, float t);
229 void Item_ItemsTime_SetTime(entity e, float t);
230 void Item_ItemsTime_SetTimesForAllPlayers();
232 void Item_Respawn(entity this)
235 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
237 if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
239 float t = Item_ItemsTime_UpdateTime(this, 0);
240 Item_ItemsTime_SetTime(this, t);
241 Item_ItemsTime_SetTimesForAllPlayers();
244 setthink(this, Item_Think);
245 this.nextthink = time;
247 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
248 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
251 void Item_RespawnCountdown(entity this)
253 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
255 if(this.waypointsprite_attached)
256 WaypointSprite_Kill(this.waypointsprite_attached);
261 this.nextthink = time + 1;
262 this.item_respawncounter += 1;
263 if(this.item_respawncounter == 1)
267 entity wi = REGISTRY_GET(Weapons, this.weapon);
268 if (wi != WEP_Null) {
269 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
270 wp.wp_extra = wi.m_id;
275 entity ii = this.itemdef;
277 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
278 wp.wp_extra = ii.m_id;
283 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
284 if(this.waypointsprite_attached)
286 GameItem def = this.itemdef;
287 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
288 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
289 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
293 if(this.waypointsprite_attached)
295 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
296 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
299 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
303 WaypointSprite_Ping(this.waypointsprite_attached);
304 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
309 void Item_RespawnThink(entity this)
311 this.nextthink = time;
312 if(this.origin != this.oldorigin)
315 if(time >= this.wait)
319 void Item_ScheduleRespawnIn(entity e, float t)
321 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
322 if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
324 setthink(e, Item_RespawnCountdown);
325 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
326 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
327 e.item_respawncounter = 0;
328 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
330 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
331 Item_ItemsTime_SetTime(e, t);
332 Item_ItemsTime_SetTimesForAllPlayers();
337 setthink(e, Item_RespawnThink);
339 e.scheduledrespawntime = time + t;
342 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
344 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
345 Item_ItemsTime_SetTime(e, t);
346 Item_ItemsTime_SetTimesForAllPlayers();
351 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*");
352 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");
353 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");
355 /// Adjust respawn time according to the number of players.
356 float adjust_respawntime(float normal_respawntime) {
357 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
358 float o = autocvar_g_pickup_respawntime_scaling_offset;
359 float l = autocvar_g_pickup_respawntime_scaling_linear;
361 if (r == 0 && l == 1) {
362 return normal_respawntime;
365 entity balance = TeamBalance_CheckAllowedTeams(NULL);
366 TeamBalance_GetTeamCounts(balance, NULL);
368 for (int i = 1; i <= NUM_TEAMS; ++i)
370 if (TeamBalance_IsTeamAllowed(balance, i))
372 players += TeamBalance_GetNumberOfPlayers(balance, i);
375 TeamBalance_Destroy(balance);
378 return normal_respawntime * (r / (players + o) + l);
380 return normal_respawntime;
384 void Item_ScheduleRespawn(entity e)
386 if(e.respawntime > 0)
390 float adjusted_respawntime = adjust_respawntime(e.respawntime);
391 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
393 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
394 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
395 Item_ScheduleRespawnIn(e, respawn_in);
397 else // if respawntime is -1, this item does not respawn
401 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
402 "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");
404 void Item_ScheduleInitialRespawn(entity e)
409 if (autocvar_g_pickup_respawntime_initial_random == 0)
411 // range: respawntime .. respawntime + respawntimejitter
412 spawn_in = e.respawntime + random() * e.respawntimejitter;
417 if (autocvar_g_pickup_respawntime_initial_random == 1)
419 static float shared_random = 0;
420 // NOTE this code works only if items are scheduled at the same time (normal case)
421 // NOTE2 random() can't return exactly 1 so this check always work as intended
422 if (!shared_random || floor(time) > shared_random)
423 shared_random = floor(time) + random();
424 rnd = shared_random - floor(time);
430 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
431 // else: 0 .. ITEM_RESPAWN_TICKS
432 // this is to prevent powerups spawning unexpectedly without waypoints
433 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
436 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
439 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
442 if (num_weapons == 0)
446 int num_potential_weapons = tokenize_console(weapon_names);
447 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
449 RandomSelection_Init();
450 for (int weapon_index = 0; weapon_index < num_potential_weapons;
453 string weapon = argv(weapon_index);
454 FOREACH(Weapons, it != WEP_Null,
456 // Finding a weapon which player doesn't have.
457 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
459 RandomSelection_AddEnt(it, 1, 1);
464 if (RandomSelection_chosen_ent == NULL)
468 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
469 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
473 if (GetResource(receiver,
474 RandomSelection_chosen_ent.ammo_type) != 0)
478 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
479 GetResource(ammo_entity,
480 RandomSelection_chosen_ent.ammo_type));
484 bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
486 float amount = GetResource(item, res_type);
491 float player_amount = GetResource(player, res_type);
492 if (item.spawnshieldtime)
494 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
497 else if (g_weapon_stay == 2)
499 ammomax = min(amount, ammomax);
500 if(player_amount >= ammomax)
506 TakeResourceWithLimit(player, res_type, -amount, ammomax);
508 GiveResourceWithLimit(player, res_type, amount, ammomax);
512 void Item_NotifyWeapon(entity player, int wep)
514 FOREACH_CLIENT(IS_REAL_CLIENT(it) && (it == player || (IS_SPEC(it) && it.enemy == player)), {
516 WriteHeader(MSG_ONE, TE_CSQC_WEAPONPICKUP);
517 WriteByte(MSG_ONE, wep);
521 bool Item_GiveTo(entity item, entity player)
523 // if nothing happens to player, just return without taking the item
524 int _switchweapon = 0;
525 // in case the player has autoswitch enabled do the following:
526 // if the player is using their best weapon before items are given, they
527 // probably want to switch to an even better weapon after items are given
529 if(CS_CVAR(player).cvar_cl_autoswitch)
531 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
533 .entity weaponentity = weaponentities[slot];
534 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
536 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
537 _switchweapon |= BIT(slot);
539 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
540 _switchweapon |= BIT(slot);
544 bool pickedup = false;
545 pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
546 pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
547 pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
548 pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
549 pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
550 pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
551 pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
552 pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
553 if (item.itemdef.instanceOfWeaponPickup)
556 w = STAT(WEAPONS, item);
557 wp = w & ~STAT(WEAPONS, player);
559 if (wp || (item.spawnshieldtime && item.pickup_anyway > 0))
562 FOREACH(Weapons, it != WEP_Null, {
563 if(w & (it.m_wepset))
564 Item_NotifyWeapon(player, it.m_id);
566 if(wp & (it.m_wepset))
568 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
570 .entity weaponentity = weaponentities[slot];
571 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
572 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
574 W_GiveWeapon(player, it.m_id);
580 if (item.itemdef.instanceOfPowerup)
582 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
583 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
584 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
585 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
589 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
593 // TODO: we probably want to show a message in the console, but not this one!
594 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
597 if (item.strength_finished)
600 float t = max(StatusEffects_gettime(STATUSEFFECT_Strength, player), time);
601 if (autocvar_g_powerups_stack)
602 t += item.strength_finished;
604 t = max(t, time + item.strength_finished);
605 StatusEffects_apply(STATUSEFFECT_Strength, player, t, 0);
607 if (item.invincible_finished)
610 float t = max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time);
611 if (autocvar_g_powerups_stack)
612 t += item.invincible_finished;
614 t = max(t, time + item.invincible_finished);
615 StatusEffects_apply(STATUSEFFECT_Shield, player, t, 0);
617 if (item.speed_finished)
620 float t = max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time);
621 if (autocvar_g_powerups_stack)
622 t += item.speed_finished;
624 t = max(t, time + item.speed_finished);
625 StatusEffects_apply(STATUSEFFECT_Speed, player, t, 0);
627 if (item.invisibility_finished)
630 float t = max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time);
631 if (autocvar_g_powerups_stack)
632 t += item.invisibility_finished;
634 t = max(t, time + item.invisibility_finished);
635 StatusEffects_apply(STATUSEFFECT_Invisibility, player, t, 0);
637 if (item.superweapons_finished)
640 StatusEffects_apply(STATUSEFFECT_Superweapons, player, max(StatusEffects_gettime(STATUSEFFECT_Superweapons, player), time) + item.superweapons_finished, 0);
643 // always eat teamed entities
650 // crude hack to enforce switching weapons
651 if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
653 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
655 .entity weaponentity = weaponentities[slot];
656 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
657 W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
664 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
666 .entity weaponentity = weaponentities[slot];
667 if(_switchweapon & BIT(slot))
668 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
669 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
676 void Item_Touch(entity this, entity toucher)
678 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
679 if (Item_IsLoot(this))
681 if (ITEM_TOUCH_NEEDKILL())
688 if(!(toucher.flags & FL_PICKUPITEMS)
689 || STAT(FROZEN, toucher)
691 || (this.solid != SOLID_TRIGGER)
692 || (this.owner == toucher)
693 || (time < this.item_spawnshieldtime)
696 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
698 case MUT_ITEMTOUCH_RETURN: { return; }
699 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
702 toucher = M_ARGV(1, entity);
704 if (Item_IsExpiring(this))
706 this.strength_finished = max(0, this.strength_finished - time);
707 this.invincible_finished = max(0, this.invincible_finished - time);
708 this.speed_finished = max(0, this.speed_finished - time);
709 this.invisibility_finished = max(0, this.invisibility_finished - time);
710 this.superweapons_finished = max(0, this.superweapons_finished - time);
712 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
715 if (Item_IsExpiring(this))
717 // undo what we did above
718 this.strength_finished += time;
719 this.invincible_finished += time;
720 this.speed_finished += time;
721 this.invisibility_finished += time;
722 this.superweapons_finished += time;
729 if(this.target && this.target != "" && this.target != "###item###") // defrag support
730 SUB_UseTargets(this, toucher, NULL);
732 STAT(LAST_PICKUP, toucher) = time;
734 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
735 GameItem def = this.itemdef;
736 int ch = ((def.instanceOfPowerup && def.m_itemid != IT_RESOURCE) ? CH_TRIGGER_SINGLE : CH_TRIGGER);
737 string snd = (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent));
738 _sound(toucher, ch, snd, VOL_BASE, ATTEN_NORM);
740 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
746 if (Item_IsLoot(this))
751 if (!this.spawnshieldtime)
758 RandomSelection_Init();
759 IL_EACH(g_items, it.team == this.team,
761 if (it.itemdef) // is a registered item
764 it.scheduledrespawntime = 0;
765 RandomSelection_AddEnt(it, it.cnt, 0);
768 e = RandomSelection_chosen_ent;
769 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
773 Item_ScheduleRespawn(e);
776 void Item_Reset(entity this)
778 Item_Show(this, !this.state);
780 if (Item_IsLoot(this))
784 setthink(this, Item_Think);
785 this.nextthink = time;
786 if (this.waypointsprite_attached)
788 WaypointSprite_Kill(this.waypointsprite_attached);
790 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
792 Item_ScheduleInitialRespawn(this);
796 void Item_FindTeam(entity this)
798 if(!(this.effects & EF_NOGUNBOB)) // marker for item team search
801 LOG_TRACE("Initializing item team ", ftos(this.team));
802 RandomSelection_Init();
803 IL_EACH(g_items, it.team == this.team,
805 if(it.itemdef) // is a registered item
806 RandomSelection_AddEnt(it, it.cnt, 0);
809 entity e = RandomSelection_chosen_ent;
813 IL_EACH(g_items, it.team == this.team,
815 if(it.itemdef) // is a registered item
819 Item_Show(it, -1); // make it non-spawned
820 if (it.waypointsprite_attached)
821 WaypointSprite_Kill(it.waypointsprite_attached);
822 it.nextthink = 0; // disable any scheduled powerup spawn
827 // leave 'this' marked so Item_FindTeam() works when called again via this.reset
829 it.effects &= ~EF_NOGUNBOB;
834 void Item_CopyFields(entity this, entity to)
836 setorigin(to, this.origin);
837 to.spawnflags = this.spawnflags;
838 to.noalign = Item_ShouldKeepPosition(this);
841 to.spawnfunc_checked = true;
842 // TODO: copy respawn times? this may not be desirable in some cases
843 //to.respawntime = this.respawntime;
844 //to.respawntimejitter = this.respawntimejitter;
847 // Savage: used for item garbage-collection
848 void RemoveItem(entity this)
850 if(wasfreed(this) || !this) { return; }
851 if(this.waypointsprite_attached)
852 WaypointSprite_Kill(this.waypointsprite_attached);
853 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
857 // pickup evaluation functions
858 // these functions decide how desirable an item is to the bots
860 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
862 float weapon_pickupevalfunc(entity player, entity item)
864 // See if I have it already
865 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
867 // If I can pick it up
868 if(!item.spawnshieldtime)
870 return ammo_pickupevalfunc(player, item);
873 // reduce weapon value if bot already got a good arsenal
875 int weapons_value = 0;
876 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
877 weapons_value += it.bot_pickupbasevalue;
879 c -= bound(0, weapons_value / 20000, 1) * 0.5;
881 return item.bot_pickupbasevalue * c;
884 float ammo_pickupevalfunc(entity player, entity item)
886 entity item_resource = NULL; // pointer to the resource that may be associated with the given item
891 // detect needed ammo
892 if(item.itemdef.instanceOfWeaponPickup)
894 entity res = item.itemdef.m_weapon.ammo_type;
895 entity ammo = (res != RES_NONE) ? GetAmmoItem(res) : NULL;
898 if(res != RES_NONE && GetResource(item, res))
902 rating = ammo.m_botvalue;
906 FOREACH(Weapons, it != WEP_Null, {
907 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
909 if(it.ammo_type == RES_NONE)
912 if(GetResource(item, it.ammo_type))
914 item_resource = it.ammo_type;
918 rating = item.bot_pickupbasevalue;
921 float noammorating = 0.5;
923 if(item_resource && (GetResource(player, item_resource) < GetResourceLimit(player, item_resource)))
924 c = GetResource(item, item_resource) / max(noammorating, GetResource(player, item_resource));
928 rating += wpn.bot_pickupbasevalue * 0.1;
932 float healtharmor_pickupevalfunc(entity player, entity item)
935 float rating = item.bot_pickupbasevalue;
937 float itemarmor = GetResource(item, RES_ARMOR);
938 float itemhealth = GetResource(item, RES_HEALTH);
942 itemarmor *= min(4, item.item_group_count);
943 itemhealth *= min(4, item.item_group_count);
946 if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
947 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
949 if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
950 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
956 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
958 if(ITEM_DAMAGE_NEEDKILL(deathtype))
962 void item_use(entity this, entity actor, entity trigger)
964 // use the touch function to handle collection
965 gettouch(this)(this, actor);
968 // if defaultrespawntime is 0 get respawntime from the item definition
969 // if defaultrespawntimejitter is 0 get respawntimejitter from the item definition
970 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
972 string itemname = def.m_name;
973 Model itemmodel = def.m_model;
974 Sound pickupsound = def.m_sound;
975 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
976 float pickupbasevalue = def.m_botvalue;
977 int itemflags = def.m_itemflags;
979 startitem_failed = false;
981 this.item_model_ent = itemmodel;
982 this.item_pickupsound_ent = pickupsound;
985 def.m_iteminit(def, this);
987 if(!this.pickup_anyway && def.m_pickupanyway)
988 this.pickup_anyway = def.m_pickupanyway();
990 int itemid = def.m_itemid;
992 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
993 this.weapon = weaponid;
995 // bones_was_here TODO: implement sv_cullentities_dist and replace g_items_maxdist with it
997 this.fade_end = autocvar_g_items_maxdist;
1000 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
1002 this.flags = FL_ITEM | itemflags;
1003 IL_PUSH(g_items, this);
1005 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1007 startitem_failed = true;
1012 if (Item_IsLoot(this))
1014 this.reset = RemoveItem;
1015 set_movetype(this, MOVETYPE_TOSS);
1017 setthink(this, Item_Think);
1018 this.nextthink = time + IT_UPDATE_INTERVAL;
1019 this.wait = time + autocvar_g_items_dropped_lifetime;
1021 this.takedamage = DAMAGE_YES;
1022 this.event_damage = Item_Damage;
1023 // enable this to have thrown items burn in lava
1024 //this.damagedbycontents = true;
1025 //IL_PUSH(g_damagedbycontents, this);
1027 if (Item_IsExpiring(this))
1029 // if item is worthless after a timer, have it expire then
1030 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1033 // don't drop if in a NODROP zone (such as lava)
1034 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1035 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1037 startitem_failed = true;
1044 // must be done after def.m_iteminit() as that may set ITEM_FLAG_MUTATORBLOCKED
1045 if(!have_pickup_item(this))
1047 startitem_failed = true;
1052 // must be done before Item_Reset() and after MUTATORBLOCKED check (blocked items may have null func ptrs)
1053 if(!this.respawntime) // both need to be set
1055 this.respawntime = defaultrespawntime ? defaultrespawntime : def.m_respawntime();
1056 this.respawntimejitter = defaultrespawntimejitter ? defaultrespawntimejitter : def.m_respawntimejitter();
1059 if(this.angles != '0 0 0')
1060 this.SendFlags |= ISF_ANGLES;
1062 if(q3compat && !this.team)
1064 string t = GetField_fullspawndata(this, "team");
1065 // bones_was_here: this hack is cheaper than changing to a .string strcmp()
1066 if(t) this.team = crc16(false, t);
1069 this.reset = this.team ? Item_FindTeam : Item_Reset;
1070 // it's a level item
1071 if(this.spawnflags & 1)
1073 if (this.noalign > 0)
1074 set_movetype(this, MOVETYPE_NONE);
1076 set_movetype(this, MOVETYPE_TOSS);
1077 // do item filtering according to game mode and other things
1078 if (this.noalign <= 0)
1080 // first nudge it off the floor a little bit to avoid math errors
1081 setorigin(this, this.origin + '0 0 1');
1082 // set item size before we spawn a spawnfunc_waypoint
1083 setsize(this, def.m_mins, def.m_maxs);
1084 this.SendFlags |= ISF_SIZE;
1085 // note droptofloor returns false if stuck/or would fall too far
1088 waypoint_spawnforitem(this);
1092 * can't do it that way, as it would break maps
1093 * TODO make a target_give like entity another way, that perhaps has
1094 * the weapon name in a key
1097 // target_give not yet supported; maybe later
1098 print("removed targeted ", this.classname, "\n");
1099 startitem_failed = true;
1105 if(this.targetname != "" && (this.spawnflags & 16))
1106 this.use = item_use;
1108 if(autocvar_spawn_debug >= 2)
1110 // why not flags & fl_item?
1111 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1112 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1113 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1114 error("Mapper sucks.");
1116 this.is_item = true;
1119 weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
1121 if ( def.instanceOfPowerup
1122 || def.instanceOfWeaponPickup
1123 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1124 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1125 || (itemid & (IT_KEY1 | IT_KEY2))
1128 if(!this.target || this.target == "")
1129 this.target = "###item###"; // for finding the nearest item using findnearest
1132 Item_ItemsTime_SetTime(this, 0);
1135 this.bot_pickup = true;
1136 this.bot_pickupevalfunc = pickupevalfunc;
1137 this.bot_pickupbasevalue = pickupbasevalue;
1138 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1139 this.netname = itemname;
1140 settouch(this, Item_Touch);
1141 setmodel(this, MDL_Null); // precision set below
1142 //this.effects |= EF_LOWPRECISION;
1144 // support skinned models for powerups
1146 this.skin = def.m_skin;
1148 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1150 this.SendFlags |= ISF_SIZE;
1152 if (!(this.spawnflags & 1024)) {
1153 if(def.instanceOfPowerup)
1154 this.ItemStatus |= ITS_ANIMATE1;
1156 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1157 this.ItemStatus |= ITS_ANIMATE2;
1160 if(Item_IsLoot(this))
1163 this.glowmod = def.m_color;
1165 if(def.instanceOfWeaponPickup)
1167 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1168 this.colormap = 1024; // color shirt=0 pants=0 grey
1169 if (!(this.spawnflags & 1024))
1170 this.ItemStatus |= ITS_ANIMATE1;
1171 this.SendFlags |= ISF_COLORMAP;
1178 this.cnt = 1; // item probability weight
1180 this.effects |= EF_NOGUNBOB; // marker for item team search
1181 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1186 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1188 // call this hook after everything else has been done
1189 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1191 startitem_failed = true;
1196 // we should be sure this item will spawn before loading its assets
1197 // CSQC handles model precaching: it may not use this model (eg simple items) and may not have connected yet
1198 //precache_model(this.mdl);
1199 precache_sound(this.item_pickupsound);
1204 void StartItem(entity this, GameItem def)
1206 def = def.m_spawnfunc_hookreplace(def, this);
1208 this.classname = def.m_canonical_spawnfunc;
1211 _StartItem(this, this.itemdef, 0, 0);
1214 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1215 int group_count = 1;
1217 void setItemGroup(entity this)
1219 if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
1222 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1224 if(!this.item_group)
1228 it.item_group = group_count;
1231 this.item_group = it.item_group;
1233 else // spawning item is already part of a item_group X
1236 it.item_group = this.item_group;
1237 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1239 int grY = it.item_group;
1240 // move all items of item_group Y to item_group X
1241 IL_EACH(g_items, IS_SMALL(it.itemdef),
1243 if(it.item_group == grY)
1244 it.item_group = this.item_group;
1251 void setItemGroupCount()
1253 for (int k = 1; k <= group_count; k++)
1256 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1258 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1262 void target_items_use(entity this, entity actor, entity trigger)
1264 if(Item_IsLoot(actor))
1266 EXACTTRIGGER_TOUCH(this, trigger);
1271 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1274 if(trigger.solid == SOLID_TRIGGER)
1276 EXACTTRIGGER_TOUCH(this, trigger);
1279 IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1284 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1285 centerprint(actor, this.message);
1288 spawnfunc(target_items)
1290 this.use = target_items_use;
1291 if(!this.strength_finished)
1292 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1293 if(!this.invincible_finished)
1294 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1295 if(!this.speed_finished)
1296 this.speed_finished = autocvar_g_balance_powerup_speed_time;
1297 if(!this.invisibility_finished)
1298 this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
1299 if(!this.superweapons_finished)
1300 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1303 int n = tokenize_console(this.netname);
1304 if(argv(0) == "give")
1306 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1310 for(int j = 0; j < n; ++j)
1312 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1313 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1314 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
1315 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1316 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1317 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1318 else if(argv(j) == "speed") this.items |= ITEM_Speed.m_itemid;
1319 else if(argv(j) == "invisibility") this.items |= ITEM_Invisibility.m_itemid;
1320 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1321 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1322 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1325 FOREACH(StatusEffect, it.instanceOfBuff,
1327 string s = Buff_CompatName(argv(j));
1331 if(!this.buffs_finished)
1332 this.buffs_finished = it.m_time(it);
1336 FOREACH(Weapons, it != WEP_Null, {
1338 if(s == it.netname || s == it.m_deprecated_netname)
1340 STAT(WEAPONS, this) |= (it.m_wepset);
1341 if(this.spawnflags == 0 || this.spawnflags == 2)
1349 string itemprefix, valueprefix;
1350 if(this.spawnflags == 0)
1355 else if(this.spawnflags == 1)
1357 itemprefix = "max ";
1358 valueprefix = "max ";
1360 else if(this.spawnflags == 2)
1362 itemprefix = "min ";
1363 valueprefix = "min ";
1365 else if(this.spawnflags == 4)
1367 itemprefix = "minus ";
1368 valueprefix = "max ";
1372 error("invalid spawnflags");
1373 itemprefix = valueprefix = string_null;
1377 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1378 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1379 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1380 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1381 str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
1382 str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
1383 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1384 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1385 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1387 res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1388 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1389 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1390 res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1391 res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1392 res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1393 res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1394 res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1395 FOREACH(StatusEffect, it.instanceOfBuff, str = sprintf("%s %s%d %s", str, valueprefix, this.buffs_finished * boolean(this.buffdef == it), it.netname));
1396 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1398 this.netname = strzone(str);
1400 n = tokenize_console(this.netname);
1401 for(int j = 0; j < n; ++j)
1403 string cmd = argv(j);
1404 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1411 float GiveWeapon(entity e, float wpn, float op, float val)
1414 WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
1415 v0 = (STAT(WEAPONS, e) & s);
1420 STAT(WEAPONS, e) |= s;
1422 STAT(WEAPONS, e) &= ~s;
1427 STAT(WEAPONS, e) |= s;
1431 STAT(WEAPONS, e) &= ~s;
1435 STAT(WEAPONS, e) &= ~s;
1438 v1 = (STAT(WEAPONS, e) & s);
1442 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1444 bool had_buff = StatusEffects_active(thebuff, e);
1445 float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : 0);
1449 new_buff_time = val;
1452 new_buff_time = max(new_buff_time, val);
1455 new_buff_time = min(new_buff_time, val);
1458 new_buff_time += val;
1461 new_buff_time -= val;
1464 if(new_buff_time <= 0)
1466 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1467 StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
1471 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1472 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1474 bool have_buff = StatusEffects_active(thebuff, e);
1475 return (had_buff != have_buff);
1478 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1484 if(snd_decr != NULL)
1485 sound(e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1487 else if(v0 >= v0 + t)
1489 if(snd_incr != NULL)
1490 sound(e, ((snd_incr == SND_POWERUP) ? CH_TRIGGER_SINGLE : CH_TRIGGER), snd_incr, VOL_BASE, ATTEN_NORM);
1494 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1497 e.(rotfield) = max(e.(rotfield), time + rottime);
1499 e.(regenfield) = max(e.(regenfield), time + regentime);
1501 bool GiveResourceValue(entity e, Resource res_type, int op, int val)
1503 int v0 = GetResource(e, res_type);
1507 // min 100 cells = at least 100 cells
1508 case OP_SET: new_val = val; break;
1509 case OP_MIN: new_val = max(v0, val); break;
1510 case OP_MAX: new_val = min(v0, val); break;
1511 case OP_PLUS: new_val = v0 + val; break;
1512 case OP_MINUS: new_val = v0 - val; break;
1513 default: return false;
1516 return SetResourceExplicit(e, res_type, new_val);
1518 bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
1520 bool had_eff = StatusEffects_active(this, e);
1521 float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : 0);
1528 new_eff_time = max(new_eff_time, val);
1531 new_eff_time = min(new_eff_time, val);
1534 new_eff_time += val;
1537 new_eff_time -= val;
1540 if(new_eff_time <= 0)
1542 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1543 StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
1546 StatusEffects_apply(this, e, new_eff_time, 0);
1547 bool have_eff = StatusEffects_active(this, e);
1548 return (had_eff != have_eff);
1551 float GiveItems(entity e, float beginarg, float endarg)
1553 float got, i, val, op;
1561 int _switchweapon = 0;
1563 if(CS_CVAR(e).cvar_cl_autoswitch)
1565 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1567 .entity weaponentity = weaponentities[slot];
1568 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1569 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1570 _switchweapon |= BIT(slot);
1576 FOREACH(StatusEffect, true,
1578 e.statuseffects.statuseffect_time[it.m_id] = max(0, e.statuseffects.statuseffect_time[it.m_id] - time);
1584 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1585 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1586 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1587 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1588 //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
1589 PREGIVE_RESOURCE(e, RES_BULLETS);
1590 PREGIVE_RESOURCE(e, RES_CELLS);
1591 PREGIVE_RESOURCE(e, RES_PLASMA);
1592 PREGIVE_RESOURCE(e, RES_SHELLS);
1593 PREGIVE_RESOURCE(e, RES_ROCKETS);
1594 PREGIVE_RESOURCE(e, RES_FUEL);
1595 PREGIVE_RESOURCE(e, RES_ARMOR);
1596 PREGIVE_RESOURCE(e, RES_HEALTH);
1598 for(i = beginarg; i < endarg; ++i)
1602 if(cmd == "0" || stof(cmd))
1626 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1627 FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
1628 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1630 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1631 got += GiveResourceValue(e, RES_HEALTH, op, val);
1632 got += GiveResourceValue(e, RES_ARMOR, op, val);
1634 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1635 //case "allbuffs": // all buffs makes a player god, do not want!
1636 //FOREACH(StatusEffect, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1638 got += GiveResourceValue(e, RES_CELLS, op, val);
1639 got += GiveResourceValue(e, RES_PLASMA, op, val);
1640 got += GiveResourceValue(e, RES_SHELLS, op, val);
1641 got += GiveResourceValue(e, RES_BULLETS, op, val);
1642 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1643 got += GiveResourceValue(e, RES_FUEL, op, val);
1645 case "unlimited_ammo":
1646 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1647 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1649 case "unlimited_weapon_ammo":
1650 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1652 case "unlimited_superweapons":
1653 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1656 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1659 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1662 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1666 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1669 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1671 case "invisibility":
1672 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1674 case "superweapons":
1675 got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
1678 got += GiveResourceValue(e, RES_CELLS, op, val);
1681 got += GiveResourceValue(e, RES_PLASMA, op, val);
1684 got += GiveResourceValue(e, RES_SHELLS, op, val);
1688 got += GiveResourceValue(e, RES_BULLETS, op, val);
1691 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1694 got += GiveResourceValue(e, RES_HEALTH, op, val);
1697 got += GiveResourceValue(e, RES_ARMOR, op, val);
1700 got += GiveResourceValue(e, RES_FUEL, op, val);
1703 FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_CompatName(cmd) == it.netname,
1705 got += GiveBuff(e, it, op, val);
1708 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1709 got += GiveWeapon(e, it.m_id, op, val);
1718 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1719 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1720 POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1721 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1722 FOREACH(Weapons, it != WEP_Null, {
1723 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1724 if(!(save_weapons & (it.m_wepset)))
1725 if(STAT(WEAPONS, e) & (it.m_wepset))
1728 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1729 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1730 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1731 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1732 POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1733 POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1734 POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1735 POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1736 POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1737 POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1738 POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1739 POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1741 if(!StatusEffects_active(STATUSEFFECT_Superweapons, e))
1743 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1744 StatusEffects_apply(STATUSEFFECT_Superweapons, e, autocvar_g_balance_superweapons_time, 0);
1749 FOREACH(StatusEffect, true,
1751 if(e.statuseffects.statuseffect_time[it.m_id] <= 0)
1752 e.statuseffects.statuseffect_time[it.m_id] = 0;
1754 e.statuseffects.statuseffect_time[it.m_id] += time;
1757 StatusEffects_update(e);
1760 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1762 .entity weaponentity = weaponentities[slot];
1763 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1764 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1765 _switchweapon |= BIT(slot);
1770 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1772 .entity weaponentity = weaponentities[slot];
1773 if(_switchweapon & BIT(slot))
1775 Weapon wep = w_getbestweapon(e, weaponentity);
1776 if(wep != e.(weaponentity).m_switchweapon)
1777 W_SwitchWeapon_Force(e, wep, weaponentity);