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;
248 void Item_RespawnCountdown(entity this)
250 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
252 if(this.waypointsprite_attached)
253 WaypointSprite_Kill(this.waypointsprite_attached);
258 this.nextthink = time + 1;
259 this.item_respawncounter += 1;
260 if(this.item_respawncounter == 1)
264 entity wi = REGISTRY_GET(Weapons, this.weapon);
265 if (wi != WEP_Null) {
266 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
267 wp.wp_extra = wi.m_id;
272 entity ii = this.itemdef;
274 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
275 wp.wp_extra = ii.m_id;
280 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
281 if(this.waypointsprite_attached)
283 GameItem def = this.itemdef;
284 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
285 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
286 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
290 if(this.waypointsprite_attached)
292 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
293 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
296 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
300 WaypointSprite_Ping(this.waypointsprite_attached);
301 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
306 void Item_RespawnThink(entity this)
308 this.nextthink = time;
309 if(this.origin != this.oldorigin)
312 if(time >= this.wait)
316 void Item_ScheduleRespawnIn(entity e, float t)
318 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
319 if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
321 setthink(e, Item_RespawnCountdown);
322 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
323 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
324 e.item_respawncounter = 0;
325 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
327 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
328 Item_ItemsTime_SetTime(e, t);
329 Item_ItemsTime_SetTimesForAllPlayers();
334 setthink(e, Item_RespawnThink);
336 e.scheduledrespawntime = time + t;
339 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
341 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
342 Item_ItemsTime_SetTime(e, t);
343 Item_ItemsTime_SetTimesForAllPlayers();
348 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*");
349 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");
350 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");
352 /// Adjust respawn time according to the number of players.
353 float adjust_respawntime(float normal_respawntime) {
354 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
355 float o = autocvar_g_pickup_respawntime_scaling_offset;
356 float l = autocvar_g_pickup_respawntime_scaling_linear;
358 if (r == 0 && l == 1) {
359 return normal_respawntime;
362 entity balance = TeamBalance_CheckAllowedTeams(NULL);
363 TeamBalance_GetTeamCounts(balance, NULL);
365 for (int i = 1; i <= NUM_TEAMS; ++i)
367 if (TeamBalance_IsTeamAllowed(balance, i))
369 players += TeamBalance_GetNumberOfPlayers(balance, i);
372 TeamBalance_Destroy(balance);
375 return normal_respawntime * (r / (players + o) + l);
377 return normal_respawntime;
381 void Item_ScheduleRespawn(entity e)
383 if(e.respawntime > 0)
387 float adjusted_respawntime = adjust_respawntime(e.respawntime);
388 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
390 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
391 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
392 Item_ScheduleRespawnIn(e, respawn_in);
394 else // if respawntime is -1, this item does not respawn
398 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
399 "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");
401 void Item_ScheduleInitialRespawn(entity e)
406 if (autocvar_g_pickup_respawntime_initial_random == 0)
408 // range: respawntime .. respawntime + respawntimejitter
409 spawn_in = e.respawntime + random() * e.respawntimejitter;
414 if (autocvar_g_pickup_respawntime_initial_random == 1)
416 static float shared_random = 0;
417 // NOTE this code works only if items are scheduled at the same time (normal case)
418 // NOTE2 random() can't return exactly 1 so this check always work as intended
419 if (!shared_random || floor(time) > shared_random)
420 shared_random = floor(time) + random();
421 rnd = shared_random - floor(time);
427 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
428 // else: 0 .. ITEM_RESPAWN_TICKS
429 // this is to prevent powerups spawning unexpectedly without waypoints
430 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
433 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
436 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
439 if (num_weapons == 0)
443 int num_potential_weapons = tokenize_console(weapon_names);
444 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
446 RandomSelection_Init();
447 for (int weapon_index = 0; weapon_index < num_potential_weapons;
450 string weapon = argv(weapon_index);
451 FOREACH(Weapons, it != WEP_Null,
453 // Finding a weapon which player doesn't have.
454 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
456 RandomSelection_AddEnt(it, 1, 1);
461 if (RandomSelection_chosen_ent == NULL)
465 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
466 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
470 if (GetResource(receiver,
471 RandomSelection_chosen_ent.ammo_type) != 0)
475 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
476 GetResource(ammo_entity,
477 RandomSelection_chosen_ent.ammo_type));
481 bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
483 float amount = GetResource(item, res_type);
488 float player_amount = GetResource(player, res_type);
489 if (item.spawnshieldtime)
491 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
494 else if (g_weapon_stay == 2)
496 ammomax = min(amount, ammomax);
497 if(player_amount >= ammomax)
503 TakeResourceWithLimit(player, res_type, -amount, ammomax);
505 GiveResourceWithLimit(player, res_type, amount, ammomax);
509 void Item_NotifyWeapon(entity player, int wep)
511 FOREACH_CLIENT(IS_REAL_CLIENT(it) && (it == player || (IS_SPEC(it) && it.enemy == player)), {
513 WriteHeader(MSG_ONE, TE_CSQC_WEAPONPICKUP);
514 WriteByte(MSG_ONE, wep);
518 bool Item_GiveTo(entity item, entity player)
520 // if nothing happens to player, just return without taking the item
521 int _switchweapon = 0;
522 // in case the player has autoswitch enabled do the following:
523 // if the player is using their best weapon before items are given, they
524 // probably want to switch to an even better weapon after items are given
526 if(CS_CVAR(player).cvar_cl_autoswitch)
528 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
530 .entity weaponentity = weaponentities[slot];
531 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
533 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
534 _switchweapon |= BIT(slot);
536 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
537 _switchweapon |= BIT(slot);
541 bool pickedup = false;
542 pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
543 pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
544 pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
545 pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
546 pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
547 pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
548 pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
549 pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
550 if (item.itemdef.instanceOfWeaponPickup)
553 w = STAT(WEAPONS, item);
554 wp = w & ~STAT(WEAPONS, player);
556 if (wp || (item.spawnshieldtime && item.pickup_anyway > 0))
559 FOREACH(Weapons, it != WEP_Null, {
560 if(w & (it.m_wepset))
561 Item_NotifyWeapon(player, it.m_id);
563 if(wp & (it.m_wepset))
565 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
567 .entity weaponentity = weaponentities[slot];
568 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
569 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
571 W_GiveWeapon(player, it.m_id);
577 if (item.itemdef.instanceOfPowerup)
579 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
580 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
581 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
582 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
586 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
590 // TODO: we probably want to show a message in the console, but not this one!
591 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
594 if (item.strength_finished)
597 float t = max(StatusEffects_gettime(STATUSEFFECT_Strength, player), time);
598 if (autocvar_g_powerups_stack)
599 t += item.strength_finished;
601 t = max(t, time + item.strength_finished);
602 StatusEffects_apply(STATUSEFFECT_Strength, player, t, 0);
604 if (item.invincible_finished)
607 float t = max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time);
608 if (autocvar_g_powerups_stack)
609 t += item.invincible_finished;
611 t = max(t, time + item.invincible_finished);
612 StatusEffects_apply(STATUSEFFECT_Shield, player, t, 0);
614 if (item.speed_finished)
617 float t = max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time);
618 if (autocvar_g_powerups_stack)
619 t += item.speed_finished;
621 t = max(t, time + item.speed_finished);
622 StatusEffects_apply(STATUSEFFECT_Speed, player, t, 0);
624 if (item.invisibility_finished)
627 float t = max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time);
628 if (autocvar_g_powerups_stack)
629 t += item.invisibility_finished;
631 t = max(t, time + item.invisibility_finished);
632 StatusEffects_apply(STATUSEFFECT_Invisibility, player, t, 0);
634 if (item.superweapons_finished)
637 StatusEffects_apply(STATUSEFFECT_Superweapons, player, max(StatusEffects_gettime(STATUSEFFECT_Superweapons, player), time) + item.superweapons_finished, 0);
640 // always eat teamed entities
647 // crude hack to enforce switching weapons
648 if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
650 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
652 .entity weaponentity = weaponentities[slot];
653 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
654 W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
661 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
663 .entity weaponentity = weaponentities[slot];
664 if(_switchweapon & BIT(slot))
665 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
666 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
673 void Item_Touch(entity this, entity toucher)
675 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
676 if (Item_IsLoot(this))
678 if (ITEM_TOUCH_NEEDKILL())
685 if(!(toucher.flags & FL_PICKUPITEMS)
686 || STAT(FROZEN, toucher)
688 || (this.solid != SOLID_TRIGGER)
689 || (this.owner == toucher)
690 || (time < this.item_spawnshieldtime)
693 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
695 case MUT_ITEMTOUCH_RETURN: { return; }
696 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
699 toucher = M_ARGV(1, entity);
701 if (Item_IsExpiring(this))
703 this.strength_finished = max(0, this.strength_finished - time);
704 this.invincible_finished = max(0, this.invincible_finished - time);
705 this.speed_finished = max(0, this.speed_finished - time);
706 this.invisibility_finished = max(0, this.invisibility_finished - time);
707 this.superweapons_finished = max(0, this.superweapons_finished - time);
709 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
712 if (Item_IsExpiring(this))
714 // undo what we did above
715 this.strength_finished += time;
716 this.invincible_finished += time;
717 this.speed_finished += time;
718 this.invisibility_finished += time;
719 this.superweapons_finished += time;
726 if(this.target && this.target != "" && this.target != "###item###") // defrag support
727 SUB_UseTargets(this, toucher, NULL);
729 STAT(LAST_PICKUP, toucher) = time;
731 GameItem def = this.itemdef;
732 int ch = ((def.instanceOfPowerup && def.m_itemid != IT_RESOURCE) ? CH_TRIGGER_SINGLE : CH_TRIGGER);
733 string snd = (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent));
734 _sound(toucher, ch, snd, VOL_BASE, ATTEN_NORM);
736 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
742 if (Item_IsLoot(this))
747 if (!this.spawnshieldtime)
754 RandomSelection_Init();
755 IL_EACH(g_items, it.team == this.team,
757 if (it.itemdef) // is a registered item
760 it.scheduledrespawntime = 0;
761 RandomSelection_AddEnt(it, it.cnt, 0);
764 e = RandomSelection_chosen_ent;
765 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
769 Item_ScheduleRespawn(e);
772 void Item_Reset(entity this)
774 Item_Show(this, !this.state);
776 if (Item_IsLoot(this))
780 setthink(this, Item_Think);
781 this.nextthink = time;
782 if (this.waypointsprite_attached)
784 WaypointSprite_Kill(this.waypointsprite_attached);
786 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
788 Item_ScheduleInitialRespawn(this);
792 void Item_FindTeam(entity this)
794 if(!(this.effects & EF_NOGUNBOB)) // marker for item team search
797 LOG_TRACE("Initializing item team ", ftos(this.team));
798 RandomSelection_Init();
799 IL_EACH(g_items, it.team == this.team,
801 if(it.itemdef) // is a registered item
802 RandomSelection_AddEnt(it, it.cnt, 0);
805 entity e = RandomSelection_chosen_ent;
809 IL_EACH(g_items, it.team == this.team,
811 if(it.itemdef) // is a registered item
815 Item_Show(it, -1); // make it non-spawned
816 if (it.waypointsprite_attached)
817 WaypointSprite_Kill(it.waypointsprite_attached);
818 it.nextthink = 0; // disable any scheduled powerup spawn
823 // leave 'this' marked so Item_FindTeam() works when called again via this.reset
825 it.effects &= ~EF_NOGUNBOB;
830 void Item_CopyFields(entity this, entity to)
832 setorigin(to, this.origin);
833 to.spawnflags = this.spawnflags;
834 to.noalign = Item_ShouldKeepPosition(this);
837 to.spawnfunc_checked = true;
838 // TODO: copy respawn times? this may not be desirable in some cases
839 //to.respawntime = this.respawntime;
840 //to.respawntimejitter = this.respawntimejitter;
843 // Savage: used for item garbage-collection
844 void RemoveItem(entity this)
846 if(wasfreed(this) || !this) { return; }
847 if(this.waypointsprite_attached)
848 WaypointSprite_Kill(this.waypointsprite_attached);
852 // pickup evaluation functions
853 // these functions decide how desirable an item is to the bots
855 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
857 float weapon_pickupevalfunc(entity player, entity item)
859 // See if I have it already
860 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
862 // If I can pick it up
863 if(!item.spawnshieldtime)
865 return ammo_pickupevalfunc(player, item);
868 // reduce weapon value if bot already got a good arsenal
870 int weapons_value = 0;
871 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
872 weapons_value += it.bot_pickupbasevalue;
874 c -= bound(0, weapons_value / 20000, 1) * 0.5;
876 return item.bot_pickupbasevalue * c;
879 float ammo_pickupevalfunc(entity player, entity item)
881 entity item_resource = NULL; // pointer to the resource that may be associated with the given item
886 // detect needed ammo
887 if(item.itemdef.instanceOfWeaponPickup)
889 entity res = item.itemdef.m_weapon.ammo_type;
890 entity ammo = (res != RES_NONE) ? GetAmmoItem(res) : NULL;
893 if(res != RES_NONE && GetResource(item, res))
897 rating = ammo.m_botvalue;
901 FOREACH(Weapons, it != WEP_Null, {
902 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
904 if(it.ammo_type == RES_NONE)
907 if(GetResource(item, it.ammo_type))
909 item_resource = it.ammo_type;
913 rating = item.bot_pickupbasevalue;
916 float noammorating = 0.5;
918 if(item_resource && (GetResource(player, item_resource) < GetResourceLimit(player, item_resource)))
919 c = GetResource(item, item_resource) / max(noammorating, GetResource(player, item_resource));
923 rating += wpn.bot_pickupbasevalue * 0.1;
927 float healtharmor_pickupevalfunc(entity player, entity item)
930 float rating = item.bot_pickupbasevalue;
932 float itemarmor = GetResource(item, RES_ARMOR);
933 float itemhealth = GetResource(item, RES_HEALTH);
937 itemarmor *= min(4, item.item_group_count);
938 itemhealth *= min(4, item.item_group_count);
941 if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
942 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
944 if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
945 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
951 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
953 if(ITEM_DAMAGE_NEEDKILL(deathtype))
957 void item_use(entity this, entity actor, entity trigger)
959 // use the touch function to handle collection
960 gettouch(this)(this, actor);
963 // if defaultrespawntime is 0 get respawntime from the item definition
964 // if defaultrespawntimejitter is 0 get respawntimejitter from the item definition
965 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
967 string itemname = def.m_name;
968 Model itemmodel = def.m_model;
969 Sound pickupsound = def.m_sound;
970 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
971 float pickupbasevalue = def.m_botvalue;
972 int itemflags = def.m_itemflags;
974 startitem_failed = false;
976 this.item_model_ent = itemmodel;
977 this.item_pickupsound_ent = pickupsound;
980 def.m_iteminit(def, this);
982 if(!this.pickup_anyway && def.m_pickupanyway)
983 this.pickup_anyway = def.m_pickupanyway();
985 int itemid = def.m_itemid;
987 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
988 this.weapon = weaponid;
990 // bones_was_here TODO: implement sv_cullentities_dist and replace g_items_maxdist with it
992 this.fade_end = autocvar_g_items_maxdist;
995 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
997 this.flags = FL_ITEM | itemflags;
998 IL_PUSH(g_items, this);
1000 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1002 startitem_failed = true;
1007 if (Item_IsLoot(this))
1009 this.reset = RemoveItem;
1010 set_movetype(this, MOVETYPE_TOSS);
1012 setthink(this, Item_Think);
1013 this.nextthink = time + IT_UPDATE_INTERVAL;
1014 this.wait = time + autocvar_g_items_dropped_lifetime;
1016 this.takedamage = DAMAGE_YES;
1017 this.event_damage = Item_Damage;
1018 // enable this to have thrown items burn in lava
1019 //this.damagedbycontents = true;
1020 //IL_PUSH(g_damagedbycontents, this);
1022 if (Item_IsExpiring(this))
1024 // if item is worthless after a timer, have it expire then
1025 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1028 // don't drop if in a NODROP zone (such as lava)
1029 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1030 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1032 startitem_failed = true;
1039 // must be done after def.m_iteminit() as that may set ITEM_FLAG_MUTATORBLOCKED
1040 if(!have_pickup_item(this))
1042 startitem_failed = true;
1047 // must be done before Item_Reset() and after MUTATORBLOCKED check (blocked items may have null func ptrs)
1048 if(!this.respawntime) // both need to be set
1050 this.respawntime = defaultrespawntime ? defaultrespawntime : def.m_respawntime();
1051 this.respawntimejitter = defaultrespawntimejitter ? defaultrespawntimejitter : def.m_respawntimejitter();
1054 if(this.angles != '0 0 0')
1055 this.SendFlags |= ISF_ANGLES;
1057 if(q3compat && !this.team)
1059 string t = GetField_fullspawndata(this, "team");
1060 // bones_was_here: this hack is cheaper than changing to a .string strcmp()
1061 if(t) this.team = crc16(false, t);
1064 this.reset = this.team ? Item_FindTeam : Item_Reset;
1065 // it's a level item
1066 if(this.spawnflags & 1)
1068 if (this.noalign > 0)
1069 set_movetype(this, MOVETYPE_NONE);
1071 set_movetype(this, MOVETYPE_TOSS);
1072 // do item filtering according to game mode and other things
1073 if (this.noalign <= 0)
1075 // first nudge it off the floor a little bit to avoid math errors
1076 setorigin(this, this.origin + '0 0 1');
1077 // set item size before we spawn a spawnfunc_waypoint
1078 setsize(this, def.m_mins, def.m_maxs);
1079 this.SendFlags |= ISF_SIZE;
1080 // note droptofloor returns false if stuck/or would fall too far
1083 waypoint_spawnforitem(this);
1087 * can't do it that way, as it would break maps
1088 * TODO make a target_give like entity another way, that perhaps has
1089 * the weapon name in a key
1092 // target_give not yet supported; maybe later
1093 print("removed targeted ", this.classname, "\n");
1094 startitem_failed = true;
1100 if(this.targetname != "" && (this.spawnflags & 16))
1101 this.use = item_use;
1103 if(autocvar_spawn_debug >= 2)
1105 // why not flags & fl_item?
1106 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1107 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1108 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1109 error("Mapper sucks.");
1111 this.is_item = true;
1114 weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
1116 if ( def.instanceOfPowerup
1117 || def.instanceOfWeaponPickup
1118 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1119 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1120 || (itemid & (IT_KEY1 | IT_KEY2))
1123 if(!this.target || this.target == "")
1124 this.target = "###item###"; // for finding the nearest item using findnearest
1127 Item_ItemsTime_SetTime(this, 0);
1130 this.bot_pickup = true;
1131 this.bot_pickupevalfunc = pickupevalfunc;
1132 this.bot_pickupbasevalue = pickupbasevalue;
1133 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1134 this.netname = itemname;
1135 settouch(this, Item_Touch);
1136 setmodel(this, MDL_Null); // precision set below
1137 //this.effects |= EF_LOWPRECISION;
1139 // support skinned models for powerups
1141 this.skin = def.m_skin;
1143 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1145 this.SendFlags |= ISF_SIZE;
1147 if (!(this.spawnflags & 1024)) {
1148 if(def.instanceOfPowerup)
1149 this.ItemStatus |= ITS_ANIMATE1;
1151 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1152 this.ItemStatus |= ITS_ANIMATE2;
1155 if(Item_IsLoot(this))
1158 this.glowmod = def.m_color;
1160 if(def.instanceOfWeaponPickup)
1162 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1163 this.colormap = 1024; // color shirt=0 pants=0 grey
1164 if (!(this.spawnflags & 1024))
1165 this.ItemStatus |= ITS_ANIMATE1;
1166 this.SendFlags |= ISF_COLORMAP;
1173 this.cnt = 1; // item probability weight
1175 this.effects |= EF_NOGUNBOB; // marker for item team search
1176 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1181 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1183 // call this hook after everything else has been done
1184 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1186 startitem_failed = true;
1191 // we should be sure this item will spawn before loading its assets
1192 // CSQC handles model precaching: it may not use this model (eg simple items) and may not have connected yet
1193 //precache_model(this.mdl);
1194 precache_sound(this.item_pickupsound);
1199 void StartItem(entity this, GameItem def)
1201 def = def.m_spawnfunc_hookreplace(def, this);
1203 this.classname = def.m_canonical_spawnfunc;
1206 _StartItem(this, this.itemdef, 0, 0);
1209 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1210 int group_count = 1;
1212 void setItemGroup(entity this)
1214 if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
1217 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1219 if(!this.item_group)
1223 it.item_group = group_count;
1226 this.item_group = it.item_group;
1228 else // spawning item is already part of a item_group X
1231 it.item_group = this.item_group;
1232 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1234 int grY = it.item_group;
1235 // move all items of item_group Y to item_group X
1236 IL_EACH(g_items, IS_SMALL(it.itemdef),
1238 if(it.item_group == grY)
1239 it.item_group = this.item_group;
1246 void setItemGroupCount()
1248 for (int k = 1; k <= group_count; k++)
1251 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1253 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1257 void target_items_use(entity this, entity actor, entity trigger)
1259 if(Item_IsLoot(actor))
1261 EXACTTRIGGER_TOUCH(this, trigger);
1266 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1269 if(trigger.solid == SOLID_TRIGGER)
1271 EXACTTRIGGER_TOUCH(this, trigger);
1274 IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1279 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1280 centerprint(actor, this.message);
1283 spawnfunc(target_items)
1285 this.use = target_items_use;
1286 if(!this.strength_finished)
1287 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1288 if(!this.invincible_finished)
1289 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1290 if(!this.speed_finished)
1291 this.speed_finished = autocvar_g_balance_powerup_speed_time;
1292 if(!this.invisibility_finished)
1293 this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
1294 if(!this.superweapons_finished)
1295 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1298 int n = tokenize_console(this.netname);
1299 if(argv(0) == "give")
1301 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1305 for(int j = 0; j < n; ++j)
1307 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1308 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1309 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
1310 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1311 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1312 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1313 else if(argv(j) == "speed") this.items |= ITEM_Speed.m_itemid;
1314 else if(argv(j) == "invisibility") this.items |= ITEM_Invisibility.m_itemid;
1315 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1316 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1317 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1320 FOREACH(StatusEffect, it.instanceOfBuff,
1322 string s = Buff_CompatName(argv(j));
1326 if(!this.buffs_finished)
1327 this.buffs_finished = it.m_time(it);
1331 FOREACH(Weapons, it != WEP_Null, {
1333 if(s == it.netname || s == it.m_deprecated_netname)
1335 STAT(WEAPONS, this) |= (it.m_wepset);
1336 if(this.spawnflags == 0 || this.spawnflags == 2)
1344 string itemprefix, valueprefix;
1345 if(this.spawnflags == 0)
1350 else if(this.spawnflags == 1)
1352 itemprefix = "max ";
1353 valueprefix = "max ";
1355 else if(this.spawnflags == 2)
1357 itemprefix = "min ";
1358 valueprefix = "min ";
1360 else if(this.spawnflags == 4)
1362 itemprefix = "minus ";
1363 valueprefix = "max ";
1367 error("invalid spawnflags");
1368 itemprefix = valueprefix = string_null;
1372 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1373 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1374 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1375 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1376 str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
1377 str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
1378 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1379 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1380 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1382 res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1383 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1384 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1385 res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1386 res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1387 res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1388 res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1389 res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1390 FOREACH(StatusEffect, it.instanceOfBuff, str = sprintf("%s %s%d %s", str, valueprefix, this.buffs_finished * boolean(this.buffdef == it), it.netname));
1391 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1393 this.netname = strzone(str);
1395 n = tokenize_console(this.netname);
1396 for(int j = 0; j < n; ++j)
1398 string cmd = argv(j);
1399 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1406 float GiveWeapon(entity e, float wpn, float op, float val)
1409 WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
1410 v0 = (STAT(WEAPONS, e) & s);
1415 STAT(WEAPONS, e) |= s;
1417 STAT(WEAPONS, e) &= ~s;
1422 STAT(WEAPONS, e) |= s;
1426 STAT(WEAPONS, e) &= ~s;
1430 STAT(WEAPONS, e) &= ~s;
1433 v1 = (STAT(WEAPONS, e) & s);
1437 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1439 bool had_buff = StatusEffects_active(thebuff, e);
1440 float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : 0);
1444 new_buff_time = val;
1447 new_buff_time = max(new_buff_time, val);
1450 new_buff_time = min(new_buff_time, val);
1453 new_buff_time += val;
1456 new_buff_time -= val;
1459 if(new_buff_time <= 0)
1461 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1462 StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
1466 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1467 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1469 bool have_buff = StatusEffects_active(thebuff, e);
1470 return (had_buff != have_buff);
1473 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1479 if(snd_decr != NULL)
1480 sound(e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1482 else if(v0 >= v0 + t)
1484 if(snd_incr != NULL)
1485 sound(e, ((snd_incr == SND_POWERUP) ? CH_TRIGGER_SINGLE : CH_TRIGGER), snd_incr, VOL_BASE, ATTEN_NORM);
1489 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1492 e.(rotfield) = max(e.(rotfield), time + rottime);
1494 e.(regenfield) = max(e.(regenfield), time + regentime);
1496 bool GiveResourceValue(entity e, Resource res_type, int op, int val)
1498 int v0 = GetResource(e, res_type);
1502 // min 100 cells = at least 100 cells
1503 case OP_SET: new_val = val; break;
1504 case OP_MIN: new_val = max(v0, val); break;
1505 case OP_MAX: new_val = min(v0, val); break;
1506 case OP_PLUS: new_val = v0 + val; break;
1507 case OP_MINUS: new_val = v0 - val; break;
1508 default: return false;
1511 return SetResourceExplicit(e, res_type, new_val);
1513 bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
1515 bool had_eff = StatusEffects_active(this, e);
1516 float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : 0);
1523 new_eff_time = max(new_eff_time, val);
1526 new_eff_time = min(new_eff_time, val);
1529 new_eff_time += val;
1532 new_eff_time -= val;
1535 if(new_eff_time <= 0)
1537 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1538 StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
1541 StatusEffects_apply(this, e, new_eff_time, 0);
1542 bool have_eff = StatusEffects_active(this, e);
1543 return (had_eff != have_eff);
1546 float GiveItems(entity e, float beginarg, float endarg)
1548 float got, i, val, op;
1556 int _switchweapon = 0;
1558 if(CS_CVAR(e).cvar_cl_autoswitch)
1560 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1562 .entity weaponentity = weaponentities[slot];
1563 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1564 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1565 _switchweapon |= BIT(slot);
1571 FOREACH(StatusEffect, true,
1573 e.statuseffects.statuseffect_time[it.m_id] = max(0, e.statuseffects.statuseffect_time[it.m_id] - time);
1579 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1580 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1581 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1582 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1583 //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
1584 PREGIVE_RESOURCE(e, RES_BULLETS);
1585 PREGIVE_RESOURCE(e, RES_CELLS);
1586 PREGIVE_RESOURCE(e, RES_PLASMA);
1587 PREGIVE_RESOURCE(e, RES_SHELLS);
1588 PREGIVE_RESOURCE(e, RES_ROCKETS);
1589 PREGIVE_RESOURCE(e, RES_FUEL);
1590 PREGIVE_RESOURCE(e, RES_ARMOR);
1591 PREGIVE_RESOURCE(e, RES_HEALTH);
1593 for(i = beginarg; i < endarg; ++i)
1597 if(cmd == "0" || stof(cmd))
1621 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1622 FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
1623 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1625 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1626 got += GiveResourceValue(e, RES_HEALTH, op, val);
1627 got += GiveResourceValue(e, RES_ARMOR, op, val);
1629 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1630 //case "allbuffs": // all buffs makes a player god, do not want!
1631 //FOREACH(StatusEffect, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1633 got += GiveResourceValue(e, RES_CELLS, op, val);
1634 got += GiveResourceValue(e, RES_PLASMA, op, val);
1635 got += GiveResourceValue(e, RES_SHELLS, op, val);
1636 got += GiveResourceValue(e, RES_BULLETS, op, val);
1637 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1638 got += GiveResourceValue(e, RES_FUEL, op, val);
1640 case "unlimited_ammo":
1641 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1642 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1644 case "unlimited_weapon_ammo":
1645 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1647 case "unlimited_superweapons":
1648 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1651 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1654 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1657 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1661 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1664 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1666 case "invisibility":
1667 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1669 case "superweapons":
1670 got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
1673 got += GiveResourceValue(e, RES_CELLS, op, val);
1676 got += GiveResourceValue(e, RES_PLASMA, op, val);
1679 got += GiveResourceValue(e, RES_SHELLS, op, val);
1683 got += GiveResourceValue(e, RES_BULLETS, op, val);
1686 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1689 got += GiveResourceValue(e, RES_HEALTH, op, val);
1692 got += GiveResourceValue(e, RES_ARMOR, op, val);
1695 got += GiveResourceValue(e, RES_FUEL, op, val);
1698 FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_CompatName(cmd) == it.netname,
1700 got += GiveBuff(e, it, op, val);
1703 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1704 got += GiveWeapon(e, it.m_id, op, val);
1713 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1714 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1715 POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1716 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1717 FOREACH(Weapons, it != WEP_Null, {
1718 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1719 if(!(save_weapons & (it.m_wepset)))
1720 if(STAT(WEAPONS, e) & (it.m_wepset))
1723 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1724 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1725 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1726 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1727 POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1728 POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1729 POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1730 POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1731 POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1732 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);
1733 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);
1734 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);
1736 if(!StatusEffects_active(STATUSEFFECT_Superweapons, e))
1738 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1739 StatusEffects_apply(STATUSEFFECT_Superweapons, e, autocvar_g_balance_superweapons_time, 0);
1744 FOREACH(StatusEffect, true,
1746 if(e.statuseffects.statuseffect_time[it.m_id] <= 0)
1747 e.statuseffects.statuseffect_time[it.m_id] = 0;
1749 e.statuseffects.statuseffect_time[it.m_id] += time;
1752 StatusEffects_update(e);
1755 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1757 .entity weaponentity = weaponentities[slot];
1758 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1759 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1760 _switchweapon |= BIT(slot);
1765 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1767 .entity weaponentity = weaponentities[slot];
1768 if(_switchweapon & BIT(slot))
1770 Weapon wep = w_getbestweapon(e, weaponentity);
1771 if(wep != e.(weaponentity).m_switchweapon)
1772 W_SwitchWeapon_Force(e, wep, weaponentity);