3 #include "../common/items/all.qc"
9 #include "bot/waypoints.qh"
11 #include "mutators/mutators_include.qh"
13 #include "weapons/common.qh"
14 #include "weapons/selection.qh"
15 #include "weapons/weaponsystem.qh"
17 #include "../common/constants.qh"
18 #include "../common/deathtypes.qh"
19 #include "../common/notifications.qh"
20 #include "../common/triggers/subs.qh"
21 #include "../common/util.qh"
23 #include "../common/monsters/all.qh"
25 #include "../common/weapons/all.qh"
27 #include "../warpzonelib/util_server.qh"
35 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
36 if(self.move_flags & FL_ONGROUND)
37 { // For some reason move_avelocity gets set to '0 0 0' here ...
38 self.oldorigin = self.origin;
41 if(autocvar_cl_animate_items)
42 { // ... so reset it if animations are requested.
43 if(self.ItemStatus & ITS_ANIMATE1)
44 self.move_avelocity = '0 180 0';
46 if(self.ItemStatus & ITS_ANIMATE2)
47 self.move_avelocity = '0 -90 0';
51 else if (autocvar_cl_animate_items)
53 if(self.ItemStatus & ITS_ANIMATE1)
55 self.angles += self.move_avelocity * frametime;
56 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
59 if(self.ItemStatus & ITS_ANIMATE2)
61 self.angles += self.move_avelocity * frametime;
62 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
71 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
73 if(self.move_flags & FL_ONGROUND)
82 org = getpropertyvec(VF_ORIGIN);
83 if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
85 else if(self.fade_start)
86 alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1);
89 //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
90 if(self.ItemStatus & ITS_AVAILABLE)
95 self.drawmask = MASK_NORMAL;
98 void ItemRead(float _IsNew)
102 if(sf & ISF_LOCATION)
104 self.origin_x = ReadCoord();
105 self.origin_y = ReadCoord();
106 self.origin_z = ReadCoord();
107 setorigin(self, self.origin);
108 self.oldorigin = self.origin;
113 self.angles_x = ReadAngle();
114 self.angles_y = ReadAngle();
115 self.angles_z = ReadAngle();
116 self.move_angles = self.angles;
121 float use_bigsize = ReadByte();
122 setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
125 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
127 self.ItemStatus = ReadByte();
129 if(self.ItemStatus & ITS_AVAILABLE)
132 self.colormod = self.glowmod = '1 1 1';
136 if (autocvar_cl_ghost_items_color)
138 self.alpha = autocvar_cl_ghost_items;
139 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
145 if(autocvar_cl_fullbright_items)
146 if(self.ItemStatus & ITS_ALLOWFB)
147 self.effects |= EF_FULLBRIGHT;
149 if(self.ItemStatus & ITS_STAYWEP)
151 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
152 self.alpha = autocvar_cl_weapon_stay_alpha;
156 if(self.ItemStatus & ITS_POWERUP)
158 if(self.ItemStatus & ITS_AVAILABLE)
159 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
161 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
167 self.drawmask = MASK_NORMAL;
168 self.move_movetype = self.movetype = MOVETYPE_TOSS;
169 self.draw = ItemDraw;
171 self.fade_end = ReadShort();
172 self.fade_start = ReadShort();
173 if(self.fade_start && !autocvar_cl_items_nofade)
174 self.predraw = Item_PreDraw;
180 string _fn = ReadString();
182 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
184 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
185 self.draw = ItemDrawSimple;
187 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
188 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
189 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
190 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
191 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
192 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
193 else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
194 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
197 self.draw = ItemDraw;
198 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
202 if(self.draw != ItemDrawSimple)
203 self.mdl = strzone(_fn);
207 LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
209 precache_model(self.mdl);
210 _setmodel(self, self.mdl);
213 if(sf & ISF_COLORMAP)
214 self.colormap = ReadShort();
219 //self.move_angles = '0 0 0';
220 self.move_movetype = MOVETYPE_TOSS;
221 self.move_velocity_x = ReadCoord();
222 self.move_velocity_y = ReadCoord();
223 self.move_velocity_z = ReadCoord();
224 self.velocity = self.move_velocity;
225 self.move_origin = self.oldorigin;
229 self.move_time = time;
230 self.spawntime = time;
233 self.move_time = max(self.move_time, time);
236 if(autocvar_cl_animate_items)
238 if(self.ItemStatus & ITS_ANIMATE1)
239 self.move_avelocity = '0 180 0';
241 if(self.ItemStatus & ITS_ANIMATE2)
242 self.move_avelocity = '0 -90 0';
249 bool ItemSend(entity to, int sf)
256 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
257 WriteByte(MSG_ENTITY, sf);
259 //WriteByte(MSG_ENTITY, self.cnt);
260 if(sf & ISF_LOCATION)
262 WriteCoord(MSG_ENTITY, self.origin.x);
263 WriteCoord(MSG_ENTITY, self.origin.y);
264 WriteCoord(MSG_ENTITY, self.origin.z);
269 WriteAngle(MSG_ENTITY, self.angles_x);
270 WriteAngle(MSG_ENTITY, self.angles_y);
271 WriteAngle(MSG_ENTITY, self.angles_z);
276 WriteByte(MSG_ENTITY, ((self.flags & FL_POWERUP) || self.health || self.armorvalue));
280 WriteByte(MSG_ENTITY, self.ItemStatus);
284 WriteShort(MSG_ENTITY, self.fade_end);
285 WriteShort(MSG_ENTITY, self.fade_start);
288 LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
290 WriteString(MSG_ENTITY, self.mdl);
294 if(sf & ISF_COLORMAP)
295 WriteShort(MSG_ENTITY, self.colormap);
299 WriteCoord(MSG_ENTITY, self.velocity.x);
300 WriteCoord(MSG_ENTITY, self.velocity.y);
301 WriteCoord(MSG_ENTITY, self.velocity.z);
307 void ItemUpdate(entity item)
309 item.SendFlags |= ISF_LOCATION;
312 float have_pickup_item(void)
314 if(self.flags & FL_POWERUP)
316 if(autocvar_g_powerups > 0)
318 if(autocvar_g_powerups == 0)
323 if(autocvar_g_pickup_items > 0)
325 if(autocvar_g_pickup_items == 0)
328 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
335 float Item_Customize()
337 if(self.spawnshieldtime)
339 if(self.weapons & ~other.weapons)
341 self.colormod = '0 0 0';
342 self.glowmod = self.colormod;
343 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
350 self.colormod = stov(autocvar_g_ghost_items_color);
351 self.glowmod = self.colormod;
352 self.alpha = g_ghost_items;
361 void Item_Show (entity e, float mode)
363 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
364 e.ItemStatus &= ~ITS_STAYWEP;
367 // make the item look normal, and be touchable
369 e.solid = SOLID_TRIGGER;
370 e.spawnshieldtime = 1;
371 e.ItemStatus |= ITS_AVAILABLE;
375 // hide the item completely
376 e.model = string_null;
378 e.spawnshieldtime = 1;
379 e.ItemStatus &= ~ITS_AVAILABLE;
381 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
383 // make the item translucent and not touchable
385 e.solid = SOLID_TRIGGER; // can STILL be picked up!
386 e.effects |= EF_STARDUST;
387 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
388 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
392 //setmodel(e, "null");
394 e.colormod = '0 0 0';
395 e.glowmod = e.colormod;
396 e.spawnshieldtime = 1;
397 e.ItemStatus &= ~ITS_AVAILABLE;
400 if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
401 e.ItemStatus |= ITS_POWERUP;
403 if (autocvar_g_nodepthtestitems)
404 e.effects |= EF_NODEPTHTEST;
407 if (autocvar_g_fullbrightitems)
408 e.ItemStatus |= ITS_ALLOWFB;
410 if (autocvar_sv_simple_items)
411 e.ItemStatus |= ITS_ALLOWSI;
413 // relink entity (because solid may have changed)
414 setorigin(e, e.origin);
415 e.SendFlags |= ISF_STATUS;
420 self.nextthink = time;
421 if(self.origin != self.oldorigin)
423 self.oldorigin = self.origin;
428 bool Item_ItemsTime_SpectatorOnly(GameItem it);
429 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
430 float Item_ItemsTime_UpdateTime(entity e, float t);
431 void Item_ItemsTime_SetTime(entity e, float t);
432 void Item_ItemsTime_SetTimesForAllPlayers();
434 void Item_Respawn (void)
438 if(self.items == ITEM_Strength.m_itemid)
439 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
440 else if(self.items == ITEM_Shield.m_itemid)
441 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
443 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
444 setorigin (self, self.origin);
446 if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
448 float t = Item_ItemsTime_UpdateTime(self, 0);
449 Item_ItemsTime_SetTime(self, t);
450 Item_ItemsTime_SetTimesForAllPlayers();
453 self.think = Item_Think;
454 self.nextthink = time;
456 //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
457 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
460 void Item_RespawnCountdown (void)
462 if(self.count >= ITEM_RESPAWN_TICKS)
464 if(self.waypointsprite_attached)
465 WaypointSprite_Kill(self.waypointsprite_attached);
470 self.nextthink = time + 1;
474 MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
476 entity e = self.itemdef;
477 if (e) wpextra = e.m_id;
478 if (self.flags & FL_WEAPON) {
479 entity wi = get_weaponinfo(self.weapon);
480 if (wi) wpextra = wi.m_id;
482 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP);
483 wp.wp_extra = wpextra;
484 if(self.waypointsprite_attached)
486 GameItem def = self.itemdef;
487 if (Item_ItemsTime_SpectatorOnly(def))
488 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
489 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
493 if(self.waypointsprite_attached)
495 setself(self.waypointsprite_attached);
497 FOR_EACH_REALCLIENT(e)
498 if(self.waypointsprite_visible_for_player(e))
501 soundto(MSG_ONE, this, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
505 WaypointSprite_Ping(self.waypointsprite_attached);
506 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
509 sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
513 void Item_RespawnThink()
515 self.nextthink = time;
516 if(self.origin != self.oldorigin)
518 self.oldorigin = self.origin;
522 if(time >= self.wait)
526 void Item_ScheduleRespawnIn(entity e, float t)
528 if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
530 e.think = Item_RespawnCountdown;
531 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
532 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
534 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
535 Item_ItemsTime_SetTime(e, t);
536 Item_ItemsTime_SetTimesForAllPlayers();
540 e.think = Item_RespawnThink;
542 e.scheduledrespawntime = time + t;
547 void Item_ScheduleRespawn(entity e)
549 if(e.respawntime > 0)
552 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
554 else // if respawntime is -1, this item does not respawn
558 void Item_ScheduleInitialRespawn(entity e)
561 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
564 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
566 if (!item.(ammotype))
569 if (item.spawnshieldtime)
571 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
573 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
577 else if(g_weapon_stay == 2)
579 float mi = min(item.(ammotype), ammomax);
580 if (player.(ammotype) < mi)
582 player.(ammotype) = mi;
593 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
595 case ITEM_MODE_HEALTH:
596 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
598 case ITEM_MODE_ARMOR:
599 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
607 float Item_GiveTo(entity item, entity player)
614 // if nothing happens to player, just return without taking the item
616 _switchweapon = false;
617 // in case the player has autoswitch enabled do the following:
618 // if the player is using their best weapon before items are given, they
619 // probably want to switch to an even better weapon after items are given
620 if (player.autoswitch)
621 if (player.switchweapon == w_getbestweapon(player))
622 _switchweapon = true;
624 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
625 _switchweapon = true;
627 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
628 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
629 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
630 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
631 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
632 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
633 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
634 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
636 if (item.flags & FL_WEAPON)
640 it &= ~player.weapons;
642 if (it || (item.spawnshieldtime && item.pickup_anyway))
645 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
646 if(it & WepSet_FromWeapon(i))
648 W_DropEvent(WR_PICKUP, player, i, item);
649 W_GiveWeapon(player, i);
654 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
658 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
661 if (item.strength_finished)
664 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
666 if (item.invincible_finished)
669 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
671 if (item.superweapons_finished)
674 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
679 // always eat teamed entities
686 // crude hack to enforce switching weapons
687 if(g_cts && (item.flags & FL_WEAPON))
689 W_SwitchWeapon_Force(player, item.weapon);
694 if (player.switchweapon != w_getbestweapon(player))
695 W_SwitchWeapon_Force(player, w_getbestweapon(player));
700 void Item_Touch (void)
704 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
705 if(self.classname == "droppedweapon")
707 if (ITEM_TOUCH_NEEDKILL())
714 if(!(other.flags & FL_PICKUPITEMS)
717 || (self.solid != SOLID_TRIGGER)
718 || (self.owner == other)
719 || (time < self.item_spawnshieldtime)
722 switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
724 case MUT_ITEMTOUCH_RETURN: { return; }
725 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
728 if (self.classname == "droppedweapon")
730 self.strength_finished = max(0, self.strength_finished - time);
731 self.invincible_finished = max(0, self.invincible_finished - time);
732 self.superweapons_finished = max(0, self.superweapons_finished - time);
734 entity it = self.itemdef;
735 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
738 if (self.classname == "droppedweapon")
740 // undo what we did above
741 self.strength_finished += time;
742 self.invincible_finished += time;
743 self.superweapons_finished += time;
750 other.last_pickup = time;
752 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
753 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
755 if (self.classname == "droppedweapon")
757 else if (self.spawnshieldtime)
761 RandomSelection_Init();
762 for(head = world; (head = findfloat(head, team, self.team)); )
764 if(head.flags & FL_ITEM)
765 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
768 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
771 e = RandomSelection_chosen_ent;
776 Item_ScheduleRespawn(e);
782 Item_Show(self, !self.state);
783 setorigin (self, self.origin);
785 if(self.classname != "droppedweapon")
787 self.think = Item_Think;
788 self.nextthink = time;
790 if(self.waypointsprite_attached)
791 WaypointSprite_Kill(self.waypointsprite_attached);
793 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
794 Item_ScheduleInitialRespawn(self);
802 if(self.effects & EF_NODRAW)
804 // marker for item team search
805 LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
806 RandomSelection_Init();
807 for(head = world; (head = findfloat(head, team, self.team)); )
808 if(head.flags & FL_ITEM)
809 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
810 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
811 e = RandomSelection_chosen_ent;
815 for(head = world; (head = findfloat(head, team, self.team)); )
816 if(head.flags & FL_ITEM)
817 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
821 // make it a non-spawned item
823 head.state = 1; // state 1 = initially hidden item
825 head.effects &= ~EF_NODRAW;
832 // Savage: used for item garbage-collection
833 // TODO: perhaps nice special effect?
834 void RemoveItem(void)
836 if(wasfreed(self) || !self) { return; }
837 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
841 // pickup evaluation functions
842 // these functions decide how desirable an item is to the bots
844 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
846 float weapon_pickupevalfunc(entity player, entity item)
850 // See if I have it already
851 if(item.weapons & ~player.weapons)
853 // If I can pick it up
854 if(!item.spawnshieldtime)
856 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
858 // Skilled bots will grab more
859 c = bound(0, skill / 10, 1) * 0.5;
867 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
868 if( bot_custom_weapon && c )
870 // Find the highest position on any range
872 for (int j = 0; j < WEP_LAST ; ++j){
874 bot_weapons_far[j] == item.weapon ||
875 bot_weapons_mid[j] == item.weapon ||
876 bot_weapons_close[j] == item.weapon
887 position = WEP_LAST - position;
888 // item.bot_pickupbasevalue is overwritten here
889 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
893 return item.bot_pickupbasevalue * c;
896 float commodity_pickupevalfunc(entity player, entity item)
899 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
903 // Detect needed ammo
904 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
906 wi = get_weaponinfo(i);
908 if (!(player.weapons & WepSet_FromWeapon(i)))
911 if(wi.items & ITEM_Shells.m_itemid)
913 else if(wi.items & ITEM_Bullets.m_itemid)
915 else if(wi.items & ITEM_Rockets.m_itemid)
917 else if(wi.items & ITEM_Cells.m_itemid)
919 else if(wi.items & ITEM_Plasma.m_itemid)
921 else if(wi.items & ITEM_JetpackFuel.m_itemid)
925 // TODO: figure out if the player even has the weapon this ammo is for?
926 // may not affect strategy much though...
927 // find out how much more ammo/armor/health the player can hold
929 if (item.ammo_shells)
930 if (player.ammo_shells < g_pickup_shells_max)
931 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
934 if (player.ammo_nails < g_pickup_nails_max)
935 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
937 if (item.ammo_rockets)
938 if (player.ammo_rockets < g_pickup_rockets_max)
939 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
942 if (player.ammo_cells < g_pickup_cells_max)
943 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
945 if (item.ammo_plasma)
946 if (player.ammo_plasma < g_pickup_plasma_max)
947 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
950 if (player.ammo_fuel < g_pickup_fuel_max)
951 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
953 if (player.armorvalue < item.max_armorvalue)
954 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
956 if (player.health < item.max_health)
957 c = c + max(0, 1 - player.health / item.max_health);
959 return item.bot_pickupbasevalue * c;
962 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
964 if(ITEM_DAMAGE_NEEDKILL(deathtype))
968 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
970 startitem_failed = false;
973 self.model = itemmodel;
977 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
981 if(self.item_pickupsound == "")
982 self.item_pickupsound = pickupsound;
984 if(!self.respawntime) // both need to be set
986 self.respawntime = defaultrespawntime;
987 self.respawntimejitter = defaultrespawntimejitter;
991 self.weapon = weaponid;
995 self.fade_start = autocvar_g_items_mindist;
996 self.fade_end = autocvar_g_items_maxdist;
1000 self.weapons = WepSet_FromWeapon(weaponid);
1002 self.flags = FL_ITEM | itemflags;
1004 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1006 startitem_failed = true;
1011 // is it a dropped weapon?
1012 if (self.classname == "droppedweapon")
1014 self.reset = SUB_Remove;
1015 // it's a dropped weapon
1016 self.movetype = MOVETYPE_TOSS;
1018 // Savage: remove thrown items after a certain period of time ("garbage collection")
1019 self.think = RemoveItem;
1020 self.nextthink = time + 20;
1022 self.takedamage = DAMAGE_YES;
1023 self.event_damage = Item_Damage;
1025 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1028 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1029 if(self.ammo_nails == 0)
1030 if(self.ammo_cells == 0)
1031 if(self.ammo_rockets == 0)
1032 if(self.ammo_shells == 0)
1033 if(self.ammo_fuel == 0)
1034 if(self.health == 0)
1035 if(self.armorvalue == 0)
1038 // if item is worthless after a timer, have it expire then
1039 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1042 // don't drop if in a NODROP zone (such as lava)
1043 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1044 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1046 startitem_failed = true;
1053 if(!have_pickup_item())
1055 startitem_failed = true;
1060 if(self.angles != '0 0 0')
1061 self.SendFlags |= ISF_ANGLES;
1063 self.reset = Item_Reset;
1064 // it's a level item
1065 if(self.spawnflags & 1)
1068 self.movetype = MOVETYPE_NONE;
1070 self.movetype = MOVETYPE_TOSS;
1071 // do item filtering according to game mode and other things
1074 // first nudge it off the floor a little bit to avoid math errors
1075 setorigin(self, self.origin + '0 0 1');
1076 // set item size before we spawn a spawnfunc_waypoint
1077 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1078 setsize (self, '-16 -16 0', '16 16 48');
1080 setsize (self, '-16 -16 0', '16 16 32');
1081 self.SendFlags |= ISF_SIZE;
1082 // note droptofloor returns false if stuck/or would fall too far
1084 waypoint_spawnforitem(self);
1088 * can't do it that way, as it would break maps
1089 * TODO make a target_give like entity another way, that perhaps has
1090 * the weapon name in a key
1093 // target_give not yet supported; maybe later
1094 print("removed targeted ", self.classname, "\n");
1095 startitem_failed = true;
1101 if(autocvar_spawn_debug >= 2)
1104 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1106 // why not flags & fl_item?
1107 if(otheritem.is_item)
1109 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(self.origin));
1110 LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1111 error("Mapper sucks.");
1114 self.is_item = true;
1117 weaponsInMap |= WepSet_FromWeapon(weaponid);
1119 precache_model (self.model);
1120 precache_sound (self.item_pickupsound);
1122 precache_sound ("misc/itemrespawncountdown.wav");
1123 if(itemid == ITEM_Strength.m_itemid)
1124 precache_sound ("misc/strength_respawn.wav");
1125 else if(itemid == ITEM_Shield.m_itemid)
1126 precache_sound ("misc/shield_respawn.wav");
1128 precache_sound ("misc/itemrespawn.wav");
1130 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1131 self.target = "###item###"; // for finding the nearest item using find()
1133 Item_ItemsTime_SetTime(self, 0);
1136 self.bot_pickup = true;
1137 self.bot_pickupevalfunc = pickupevalfunc;
1138 self.bot_pickupbasevalue = pickupbasevalue;
1139 self.mdl = self.model;
1140 self.netname = itemname;
1141 self.touch = Item_Touch;
1142 setmodel(self, MDL_Null); // precision set below
1143 //self.effects |= EF_LOWPRECISION;
1145 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1147 self.pos1 = '-16 -16 0';
1148 self.pos2 = '16 16 48';
1152 self.pos1 = '-16 -16 0';
1153 self.pos2 = '16 16 32';
1155 setsize (self, self.pos1, self.pos2);
1157 self.SendFlags |= ISF_SIZE;
1159 if(itemflags & FL_POWERUP)
1160 self.ItemStatus |= ITS_ANIMATE1;
1162 if(self.armorvalue || self.health)
1163 self.ItemStatus |= ITS_ANIMATE2;
1165 if(itemflags & FL_WEAPON)
1167 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1168 self.colormap = 1024; // color shirt=0 pants=0 grey
1172 self.ItemStatus |= ITS_ANIMATE1;
1173 self.ItemStatus |= ISF_COLORMAP;
1177 if(self.team) // broken, no idea why.
1180 self.cnt = 1; // item probability weight
1182 self.effects |= EF_NODRAW; // marker for item team search
1183 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1188 Net_LinkEntity(self, !((itemflags & FL_POWERUP) || self.health || self.armorvalue), 0, ItemSend);
1190 // call this hook after everything else has been done
1191 if(MUTATOR_CALLHOOK(Item_Spawn, self))
1193 startitem_failed = true;
1199 string Item_Model(string item_mdl)
1201 string output = strcat("models/items/", item_mdl);
1202 MUTATOR_CALLHOOK(ItemModel, item_mdl, output);
1203 return strzone(item_model_output);
1206 void StartItemA (entity a)
1209 StartItem(Item_Model(a.m_model), a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1212 void spawnfunc_item_rockets()
1214 if(!self.ammo_rockets)
1215 self.ammo_rockets = g_pickup_rockets;
1216 if(!self.pickup_anyway)
1217 self.pickup_anyway = g_pickup_ammo_anyway;
1218 StartItemA (ITEM_Rockets);
1221 void spawnfunc_item_bullets()
1224 if(autocvar_sv_q3acompat_machineshotgunswap)
1225 if(self.classname != "droppedweapon")
1227 weaponswapping = true;
1228 spawnfunc_item_shells();
1229 weaponswapping = false;
1233 if(!self.ammo_nails)
1234 self.ammo_nails = g_pickup_nails;
1235 if(!self.pickup_anyway)
1236 self.pickup_anyway = g_pickup_ammo_anyway;
1237 StartItemA (ITEM_Bullets);
1240 void spawnfunc_item_cells()
1242 if(!self.ammo_cells)
1243 self.ammo_cells = g_pickup_cells;
1244 if(!self.pickup_anyway)
1245 self.pickup_anyway = g_pickup_ammo_anyway;
1246 StartItemA (ITEM_Cells);
1249 void spawnfunc_item_plasma()
1251 if(!self.ammo_plasma)
1252 self.ammo_plasma = g_pickup_plasma;
1253 if(!self.pickup_anyway)
1254 self.pickup_anyway = g_pickup_ammo_anyway;
1255 StartItemA (ITEM_Plasma);
1258 void spawnfunc_item_shells()
1261 if(autocvar_sv_q3acompat_machineshotgunswap)
1262 if(self.classname != "droppedweapon")
1264 weaponswapping = true;
1265 spawnfunc_item_bullets();
1266 weaponswapping = false;
1270 if(!self.ammo_shells)
1271 self.ammo_shells = g_pickup_shells;
1272 if(!self.pickup_anyway)
1273 self.pickup_anyway = g_pickup_ammo_anyway;
1274 StartItemA (ITEM_Shells);
1277 void spawnfunc_item_armor_small()
1279 if(!self.armorvalue)
1280 self.armorvalue = g_pickup_armorsmall;
1281 if(!self.max_armorvalue)
1282 self.max_armorvalue = g_pickup_armorsmall_max;
1283 if(!self.pickup_anyway)
1284 self.pickup_anyway = g_pickup_armorsmall_anyway;
1285 StartItemA (ITEM_ArmorSmall);
1288 void spawnfunc_item_armor_medium()
1290 if(!self.armorvalue)
1291 self.armorvalue = g_pickup_armormedium;
1292 if(!self.max_armorvalue)
1293 self.max_armorvalue = g_pickup_armormedium_max;
1294 if(!self.pickup_anyway)
1295 self.pickup_anyway = g_pickup_armormedium_anyway;
1296 StartItemA (ITEM_ArmorMedium);
1299 void spawnfunc_item_armor_big()
1301 if(!self.armorvalue)
1302 self.armorvalue = g_pickup_armorbig;
1303 if(!self.max_armorvalue)
1304 self.max_armorvalue = g_pickup_armorbig_max;
1305 if(!self.pickup_anyway)
1306 self.pickup_anyway = g_pickup_armorbig_anyway;
1307 StartItemA (ITEM_ArmorLarge);
1310 void spawnfunc_item_armor_large()
1312 if(!self.armorvalue)
1313 self.armorvalue = g_pickup_armorlarge;
1314 if(!self.max_armorvalue)
1315 self.max_armorvalue = g_pickup_armorlarge_max;
1316 if(!self.pickup_anyway)
1317 self.pickup_anyway = g_pickup_armorlarge_anyway;
1318 StartItemA (ITEM_ArmorMega);
1321 void spawnfunc_item_health_small()
1323 if(!self.max_health)
1324 self.max_health = g_pickup_healthsmall_max;
1326 self.health = g_pickup_healthsmall;
1327 if(!self.pickup_anyway)
1328 self.pickup_anyway = g_pickup_healthsmall_anyway;
1329 StartItemA (ITEM_HealthSmall);
1332 void spawnfunc_item_health_medium()
1334 if(!self.max_health)
1335 self.max_health = g_pickup_healthmedium_max;
1337 self.health = g_pickup_healthmedium;
1338 if(!self.pickup_anyway)
1339 self.pickup_anyway = g_pickup_healthmedium_anyway;
1340 StartItemA (ITEM_HealthMedium);
1343 void spawnfunc_item_health_large()
1345 if(!self.max_health)
1346 self.max_health = g_pickup_healthlarge_max;
1348 self.health = g_pickup_healthlarge;
1349 if(!self.pickup_anyway)
1350 self.pickup_anyway = g_pickup_healthlarge_anyway;
1351 StartItemA (ITEM_HealthLarge);
1354 void spawnfunc_item_health_mega()
1356 if(!self.max_health)
1357 self.max_health = g_pickup_healthmega_max;
1359 self.health = g_pickup_healthmega;
1360 if(!self.pickup_anyway)
1361 self.pickup_anyway = g_pickup_healthmega_anyway;
1362 StartItemA (ITEM_HealthMega);
1365 // support old misnamed entities
1366 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1367 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1368 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1369 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1370 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1372 void spawnfunc_item_strength()
1374 precache_sound("weapons/strength_fire.wav");
1375 if(!self.strength_finished)
1376 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1377 StartItemA (ITEM_Strength);
1380 void spawnfunc_item_invincible()
1382 if(!self.invincible_finished)
1383 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1384 StartItemA (ITEM_Shield);
1388 void spawnfunc_item_quad() {SELFPARAM(); self.classname = "item_strength";spawnfunc_item_strength();}
1390 void target_items_use()
1392 if(activator.classname == "droppedweapon")
1399 if (!IS_PLAYER(activator))
1401 if(activator.deadflag != DEAD_NO)
1406 for(e = world; (e = find(e, classname, "droppedweapon")); )
1407 if(e.enemy == activator)
1410 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1411 centerprint(activator, self.message);
1414 void spawnfunc_target_items (void)
1420 self.use = target_items_use;
1421 if(!self.strength_finished)
1422 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1423 if(!self.invincible_finished)
1424 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1425 if(!self.superweapons_finished)
1426 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1428 precache_sound("misc/itempickup.wav");
1429 precache_sound("misc/megahealth.wav");
1430 precache_sound("misc/armor25.wav");
1431 precache_sound("misc/powerup.wav");
1432 precache_sound("misc/poweroff.wav");
1433 precache_sound(W_Sound("weaponpickup"));
1435 n = tokenize_console(self.netname);
1436 if(argv(0) == "give")
1438 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1442 for(i = 0; i < n; ++i)
1444 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1445 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1446 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1447 else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
1448 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1449 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1450 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1451 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1454 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1456 e = get_weaponinfo(j);
1457 s = W_UndeprecateName(argv(i));
1460 self.weapons |= WepSet_FromWeapon(j);
1461 if(self.spawnflags == 0 || self.spawnflags == 2)
1462 WEP_ACTION(e.weapon, WR_INIT);
1467 LOG_INFO("target_items: invalid item ", argv(i), "\n");
1471 string itemprefix, valueprefix;
1472 if(self.spawnflags == 0)
1477 else if(self.spawnflags == 1)
1479 itemprefix = "max ";
1480 valueprefix = "max ";
1482 else if(self.spawnflags == 2)
1484 itemprefix = "min ";
1485 valueprefix = "min ";
1487 else if(self.spawnflags == 4)
1489 itemprefix = "minus ";
1490 valueprefix = "max ";
1494 error("invalid spawnflags");
1495 itemprefix = valueprefix = string_null;
1499 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1500 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1501 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1502 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1503 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1504 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1505 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1506 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1507 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1508 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1509 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1510 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1511 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1512 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1513 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1514 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1516 e = get_weaponinfo(j);
1518 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1521 self.netname = strzone(self.netname);
1522 //print(self.netname, "\n");
1524 n = tokenize_console(self.netname);
1525 for(i = 0; i < n; ++i)
1527 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1529 e = get_weaponinfo(j);
1530 if(argv(i) == e.netname)
1532 WEP_ACTION(e.weapon, WR_INIT);
1539 void spawnfunc_item_fuel(void)
1542 self.ammo_fuel = g_pickup_fuel;
1543 if(!self.pickup_anyway)
1544 self.pickup_anyway = g_pickup_ammo_anyway;
1545 StartItemA (ITEM_JetpackFuel);
1548 void spawnfunc_item_fuel_regen(void)
1550 if(start_items & ITEM_JetpackRegen.m_itemid)
1552 spawnfunc_item_fuel();
1555 StartItemA (ITEM_JetpackRegen);
1558 void spawnfunc_item_jetpack(void)
1561 self.ammo_fuel = g_pickup_fuel_jetpack;
1562 if(start_items & ITEM_Jetpack.m_itemid)
1564 spawnfunc_item_fuel();
1567 StartItemA (ITEM_Jetpack);
1570 float GiveWeapon(entity e, float wpn, float op, float val)
1573 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1578 e.weapons |= WepSet_FromWeapon(wpn);
1580 e.weapons &= ~WepSet_FromWeapon(wpn);
1585 e.weapons |= WepSet_FromWeapon(wpn);
1589 e.weapons &= ~WepSet_FromWeapon(wpn);
1593 e.weapons &= ~WepSet_FromWeapon(wpn);
1596 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1600 float GiveBit(entity e, .float fld, float bit, float op, float val)
1603 v0 = (e.(fld) & bit);
1626 v1 = (e.(fld) & bit);
1630 float GiveValue(entity e, .float fld, float op, float val)
1640 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1643 e.(fld) = min(e.(fld), val);
1656 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1663 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1665 else if(v0 >= v0 + t)
1668 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1672 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1675 e.(rotfield) = max(e.(rotfield), time + rottime);
1677 e.(regenfield) = max(e.(regenfield), time + regentime);
1679 float GiveItems(entity e, float beginarg, float endarg)
1681 float got, i, j, val, op;
1682 float _switchweapon;
1691 _switchweapon = false;
1693 if (e.switchweapon == w_getbestweapon(e))
1694 _switchweapon = true;
1696 e.strength_finished = max(0, e.strength_finished - time);
1697 e.invincible_finished = max(0, e.invincible_finished - time);
1698 e.superweapons_finished = max(0, e.superweapons_finished - time);
1702 PREGIVE(e, strength_finished);
1703 PREGIVE(e, invincible_finished);
1704 PREGIVE(e, superweapons_finished);
1705 PREGIVE(e, ammo_nails);
1706 PREGIVE(e, ammo_cells);
1707 PREGIVE(e, ammo_plasma);
1708 PREGIVE(e, ammo_shells);
1709 PREGIVE(e, ammo_rockets);
1710 PREGIVE(e, ammo_fuel);
1711 PREGIVE(e, armorvalue);
1714 for(i = beginarg; i < endarg; ++i)
1718 if(cmd == "0" || stof(cmd))
1742 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1743 got += GiveValue(e, strength_finished, op, val);
1744 got += GiveValue(e, invincible_finished, op, val);
1745 got += GiveValue(e, superweapons_finished, op, val);
1746 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1748 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1749 got += GiveValue(e, health, op, val);
1750 got += GiveValue(e, armorvalue, op, val);
1752 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1754 wi = get_weaponinfo(j);
1756 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1757 got += GiveWeapon(e, j, op, val);
1760 got += GiveValue(e, ammo_cells, op, val);
1761 got += GiveValue(e, ammo_plasma, op, val);
1762 got += GiveValue(e, ammo_shells, op, val);
1763 got += GiveValue(e, ammo_nails, op, val);
1764 got += GiveValue(e, ammo_rockets, op, val);
1765 got += GiveValue(e, ammo_fuel, op, val);
1767 case "unlimited_ammo":
1768 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1770 case "unlimited_weapon_ammo":
1771 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1773 case "unlimited_superweapons":
1774 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1777 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1780 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1783 got += GiveValue(e, strength_finished, op, val);
1786 got += GiveValue(e, invincible_finished, op, val);
1788 case "superweapons":
1789 got += GiveValue(e, superweapons_finished, op, val);
1792 got += GiveValue(e, ammo_cells, op, val);
1795 got += GiveValue(e, ammo_plasma, op, val);
1798 got += GiveValue(e, ammo_shells, op, val);
1802 got += GiveValue(e, ammo_nails, op, val);
1805 got += GiveValue(e, ammo_rockets, op, val);
1808 got += GiveValue(e, health, op, val);
1811 got += GiveValue(e, armorvalue, op, val);
1814 got += GiveValue(e, ammo_fuel, op, val);
1817 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1819 wi = get_weaponinfo(j);
1820 if(cmd == wi.netname)
1822 got += GiveWeapon(e, j, op, val);
1827 LOG_INFO("give: invalid item ", cmd, "\n");
1834 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1835 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1836 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1837 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1838 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1840 wi = get_weaponinfo(j);
1843 POSTGIVE_WEAPON(e, j, W_Sound("weaponpickup"), string_null);
1844 if (!(save_weapons & WepSet_FromWeapon(j)))
1845 if(e.weapons & WepSet_FromWeapon(j))
1846 WEP_ACTION(wi.weapon, WR_INIT);
1849 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1850 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1851 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1852 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1853 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1854 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1855 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1856 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
1857 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
1858 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
1860 if(e.superweapons_finished <= 0)
1861 if(self.weapons & WEPSET_SUPERWEAPONS)
1862 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1864 if(e.strength_finished <= 0)
1865 e.strength_finished = 0;
1867 e.strength_finished += time;
1868 if(e.invincible_finished <= 0)
1869 e.invincible_finished = 0;
1871 e.invincible_finished += time;
1872 if(e.superweapons_finished <= 0)
1873 e.superweapons_finished = 0;
1875 e.superweapons_finished += time;
1877 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1878 _switchweapon = true;
1880 W_SwitchWeapon_Force(e, w_getbestweapon(e));