7 #define ITS_AVAILABLE 8
10 #define ITS_POWERUP 64
11 #define ISF_COLORMAP 16
18 float autocvar_cl_ghost_items;
19 vector autocvar_cl_ghost_items_color;
20 float autocvar_cl_simple_items;
21 float autocvar_cl_fullbright_items;
22 vector autocvar_cl_staywep_color;
23 float autocvar_cl_staywep_alpha;
30 if(self.ItemStatus & ITS_ANIMATE1)
32 self.angles += '0 180 0' * frametime;
33 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
36 if(self.ItemStatus & ITS_ANIMATE2)
38 self.angles += '0 -90 0' * frametime;
39 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
43 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
49 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
52 float csqcitems_started; // remove this after a release or two
53 void csqcitems_start()
55 autocvar_cl_ghost_items = bound(0, autocvar_cl_ghost_items, 1);
56 if(autocvar_cl_ghost_items == 1)
57 autocvar_cl_ghost_items = 0.55;
59 string _tmp = cvar_string("cl_ghost_items_color");
61 autocvar_cl_ghost_items_color = '-1 -1 -1';
64 csqcitems_started = TRUE;
67 void ItemRead(float _IsNew)
69 if(!csqcitems_started)
72 float sf = ReadByte();
76 self.origin_x = ReadCoord();
77 self.origin_y = ReadCoord();
78 self.origin_z = ReadCoord();
79 setorigin(self, self.origin);
80 self.oldorigin = self.origin;
83 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
85 self.ItemStatus = ReadByte();
87 if(self.ItemStatus & ITS_AVAILABLE)
90 self.colormod = self.glowmod = '1 1 1';
94 if (autocvar_cl_ghost_items)
96 self.alpha = autocvar_cl_ghost_items;
97 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
103 if(autocvar_cl_fullbright_items)
104 if(self.ItemStatus & ITS_ALLOWFB)
105 self.effects |= EF_FULLBRIGHT;
107 if(self.ItemStatus & ITS_STAYWEP)
109 self.colormod = self.glowmod = autocvar_cl_staywep_color;
110 self.alpha = autocvar_cl_staywep_alpha;
115 if(self.ItemStatus & ITS_POWERUP)
117 if(self.ItemStatus & ITS_AVAILABLE)
118 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
120 self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
125 if(sf & ISF_MODEL) // handle simple items, fullbright and so on here
127 self.drawmask = MASK_NORMAL;
128 self.movetype = MOVETYPE_NOCLIP;
134 string _fn = ReadString();
136 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
139 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
141 if(fexists(strcat(_fn2, "_simple.md3")))
142 self.mdl = strzone(strcat(_fn2, "_simple.md3"));
143 else if(fexists(strcat(_fn2, "_simple.dpm")))
144 self.mdl = strzone(strcat(_fn2, "_simple.dpm"));
145 else if(fexists(strcat(_fn2, "_simple.iqm")))
146 self.mdl = strzone(strcat(_fn2, "_simple.iqm"));
147 else if(fexists(strcat(_fn2, "_simple.obj")))
148 self.mdl = strzone(strcat(_fn2, "_simple.obj"));
152 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
158 self.mdl = strzone(_fn);
159 self.draw = ItemDraw;
162 self.draw = ItemDrawSimple;
164 precache_model(self.mdl);
165 setmodel(self, self.mdl);
168 if(sf & ISF_COLORMAP)
169 self.colormap = ReadShort();
173 self.effects |= EF_FLAME;
175 self.move_movetype = MOVETYPE_TOSS;
176 self.move_velocity_x = ReadCoord();
177 self.move_velocity_y = ReadCoord();
178 self.move_velocity_z = ReadCoord();
179 self.velocity = self.move_velocity;
180 self.move_origin = self.oldorigin;
184 self.move_time = time;
185 self.spawntime = time;
188 self.move_time = max(self.move_time, time);
195 float autocvar_sv_simple_items;
196 float ItemSend(entity to, float sf)
203 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
204 WriteByte(MSG_ENTITY, sf);
207 //WriteByte(MSG_ENTITY, self.cnt);
208 if(sf & ISF_LOCATION)
210 WriteCoord(MSG_ENTITY, self.origin_x);
211 WriteCoord(MSG_ENTITY, self.origin_y);
212 WriteCoord(MSG_ENTITY, self.origin_z);
216 WriteByte(MSG_ENTITY, self.ItemStatus);
219 WriteString(MSG_ENTITY, self.mdl);
221 if(sf & ISF_COLORMAP)
222 WriteShort(MSG_ENTITY, self.colormap);
226 WriteCoord(MSG_ENTITY, self.velocity_x);
227 WriteCoord(MSG_ENTITY, self.velocity_y);
228 WriteCoord(MSG_ENTITY, self.velocity_z);
235 float have_pickup_item(void)
237 // minstagib: only allow filtered items
239 if(self.classname != "minstagib")
242 if(self.flags & FL_POWERUP)
244 if(autocvar_g_powerups > 0)
246 if(autocvar_g_powerups == 0)
257 if(autocvar_g_pickup_items > 0)
259 if(autocvar_g_pickup_items == 0)
266 if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
272 #define ITEM_RESPAWN_TICKS 10
274 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
275 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
276 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
277 // range: 10 .. respawntime + respawntimejitter
279 floatfield Item_CounterField(float it)
283 case IT_SHELLS: return ammo_shells;
284 case IT_NAILS: return ammo_nails;
285 case IT_ROCKETS: return ammo_rockets;
286 case IT_CELLS: return ammo_cells;
287 case IT_FUEL: return ammo_fuel;
288 case IT_5HP: return health;
289 case IT_25HP: return health;
290 case IT_HEALTH: return health;
291 case IT_ARMOR_SHARD: return armorvalue;
292 case IT_ARMOR: return armorvalue;
293 // add more things here (health, armor)
294 default: error("requested item has no counter field");
298 string Item_CounterFieldName(float it)
302 case IT_SHELLS: return "shells";
303 case IT_NAILS: return "nails";
304 case IT_ROCKETS: return "rockets";
305 case IT_CELLS: return "cells";
306 case IT_FUEL: return "fuel";
308 // add more things here (health, armor)
309 default: error("requested item has no counter field name");
313 .float max_armorvalue;
314 .float pickup_anyway;
316 float Item_Customize()
318 if(self.spawnshieldtime)
320 if(!WEPSET_CONTAINS_ALL_EE(other, self))
322 self.colormod = '0 0 0';
323 self.glowmod = self.colormod;
324 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
331 self.colormod = stov(autocvar_g_ghost_items_color);
332 self.glowmod = self.colormod;
333 self.alpha = g_ghost_items;
342 void Item_Show (entity e, float mode)
344 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
345 e.ItemStatus &~= ITS_STAYWEP;
348 // make the item look normal, and be touchable
350 e.solid = SOLID_TRIGGER;
351 e.spawnshieldtime = 1;
352 e.ItemStatus |= ITS_AVAILABLE;
356 // hide the item completely
357 e.model = string_null;
359 e.spawnshieldtime = 1;
360 e.ItemStatus &~= ITS_AVAILABLE;
362 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
364 // make the item translucent and not touchable
366 e.solid = SOLID_TRIGGER; // can STILL be picked up!
367 e.effects |= EF_STARDUST;
368 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
369 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
375 e.colormod = '0 0 0';
376 e.glowmod = e.colormod;
377 e.spawnshieldtime = 1;
378 e.ItemStatus &~= ITS_AVAILABLE;
381 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
382 e.ItemStatus |= ITS_POWERUP;
384 if (autocvar_g_nodepthtestitems)
385 e.effects |= EF_NODEPTHTEST;
388 if (autocvar_g_fullbrightitems)
389 e.ItemStatus |= ITS_ALLOWFB;
391 if (autocvar_sv_simple_items)
392 e.ItemStatus |= ITS_ALLOWSI;
394 // relink entity (because solid may have changed)
395 setorigin(e, e.origin);
396 e.SendFlags |= ISF_STATUS;
399 void Item_Respawn (void)
402 if(!g_minstagib && self.items == IT_STRENGTH)
403 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
404 else if(!g_minstagib && self.items == IT_INVINCIBLE)
405 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
407 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
408 setorigin (self, self.origin);
410 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
411 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
414 void Item_RespawnCountdown (void)
416 if(self.count >= ITEM_RESPAWN_TICKS)
418 if(self.waypointsprite_attached)
419 WaypointSprite_Kill(self.waypointsprite_attached);
424 self.nextthink = time + 1;
435 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
436 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
437 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
444 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
445 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
450 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
451 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
453 if(self.flags & FL_WEAPON)
455 entity wi = get_weaponinfo(self.weapon);
464 print("Unknown powerup-marked item is wanting to respawn\n");
465 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
469 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
470 if(self.waypointsprite_attached)
471 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
474 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
475 if(self.waypointsprite_attached)
477 WaypointSprite_Ping(self.waypointsprite_attached);
478 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
483 void Item_ScheduleRespawnIn(entity e, float t)
485 if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
487 e.think = Item_RespawnCountdown;
488 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
493 e.think = Item_Respawn;
494 e.nextthink = time + t;
498 void Item_ScheduleRespawn(entity e)
500 if(e.respawntime > 0)
503 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
505 else // if respawntime is -1, this item does not respawn
509 void Item_ScheduleInitialRespawn(entity e)
512 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
515 float ITEM_MODE_NONE = 0;
516 float ITEM_MODE_HEALTH = 1;
517 float ITEM_MODE_ARMOR = 2;
518 float ITEM_MODE_FUEL = 3;
519 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
524 if (item.spawnshieldtime)
526 if ((player.ammofield < ammomax) || item.pickup_anyway)
528 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
532 else if(g_weapon_stay == 2)
534 float mi = min(item.ammofield, ammomax);
535 if (player.ammofield < mi)
537 player.ammofield = mi;
548 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
550 case ITEM_MODE_HEALTH:
551 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
553 case ITEM_MODE_ARMOR:
554 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
562 float Item_GiveTo(entity item, entity player)
569 // if nothing happens to player, just return without taking the item
571 _switchweapon = FALSE;
575 float prevcells = player.ammo_cells;
577 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
578 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
580 if(player.ammo_cells > prevcells)
582 _switchweapon = TRUE;
584 // play some cool sounds ;)
585 if (clienttype(player) == CLIENTTYPE_REAL)
587 if(player.health <= 5)
588 AnnounceTo(player, "lastsecond");
589 else if(player.health < 50)
590 AnnounceTo(player, "narrowly");
592 // sound not available
593 // else if(item.items == IT_CELLS)
594 // AnnounceTo(player, "ammo");
596 if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
597 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
601 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
605 sprint (player, strcat("You got the ^2", item.netname, "\n"));
612 // sound not available
613 // AnnounceTo(player, "_lives");
614 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
615 sprint(player, "^3You picked up some extra lives\n");
619 if (item.strength_finished)
622 // sound not available
623 // AnnounceTo(player, "invisible");
624 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
628 if (item.invincible_finished)
631 // sound not available
632 // AnnounceTo(player, "speed");
633 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
638 // in case the player has autoswitch enabled do the following:
639 // if the player is using their best weapon before items are given, they
640 // probably want to switch to an even better weapon after items are given
641 if (player.autoswitch)
642 if (player.switchweapon == w_getbestweapon(player))
643 _switchweapon = TRUE;
645 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
646 _switchweapon = TRUE;
648 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
649 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
650 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
651 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
652 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
653 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
654 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
656 if (item.flags & FL_WEAPON)
658 WEPSET_DECLARE_A(it);
659 WEPSET_COPY_AE(it, item);
660 WEPSET_ANDNOT_AE(it, player);
662 if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
665 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
666 if(WEPSET_CONTAINS_AW(it, i))
667 W_GiveWeapon (player, i, item.netname);
671 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
675 sprint (player, strcat("You got the ^2", item.netname, "\n"));
678 if (item.strength_finished)
681 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
683 if (item.invincible_finished)
686 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
688 if (item.superweapons_finished)
691 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
696 // always eat teamed entities
704 if (player.switchweapon != w_getbestweapon(player))
705 W_SwitchWeapon_Force(player, w_getbestweapon(player));
710 void Item_Touch (void)
714 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
715 if(self.classname == "droppedweapon")
717 if (ITEM_TOUCH_NEEDKILL())
724 if (other.classname != "player")
728 if (self.solid != SOLID_TRIGGER)
730 if (self.owner == other)
733 if (self.classname == "droppedweapon")
735 self.strength_finished = max(0, self.strength_finished - time);
736 self.invincible_finished = max(0, self.invincible_finished - time);
737 self.superweapons_finished = max(0, self.superweapons_finished - time);
740 if(!Item_GiveTo(self, other))
742 if (self.classname == "droppedweapon")
744 // undo what we did above
745 self.strength_finished += time;
746 self.invincible_finished += time;
747 self.superweapons_finished += time;
752 other.last_pickup = time;
754 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
755 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
757 if (self.classname == "droppedweapon")
759 else if not(self.spawnshieldtime)
765 RandomSelection_Init();
766 for(head = world; (head = findfloat(head, team, self.team)); )
768 if(head.flags & FL_ITEM)
771 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
774 e = RandomSelection_chosen_ent;
779 Item_ScheduleRespawn(e);
785 Item_Show(self, !self.state);
786 setorigin (self, self.origin);
788 if(self.classname != "droppedweapon")
790 self.think = SUB_Null;
793 if(self.waypointsprite_attached)
794 WaypointSprite_Kill(self.waypointsprite_attached);
796 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
797 Item_ScheduleInitialRespawn(self);
805 if(self.effects & EF_NODRAW)
807 // marker for item team search
808 dprint("Initializing item team ", ftos(self.team), "\n");
809 RandomSelection_Init();
810 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
811 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
812 e = RandomSelection_chosen_ent;
816 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
820 // make it a non-spawned item
822 head.state = 1; // state 1 = initially hidden item
824 head.effects &~= EF_NODRAW;
831 // Savage: used for item garbage-collection
832 // TODO: perhaps nice special effect?
833 void RemoveItem(void)
838 // pickup evaluation functions
839 // these functions decide how desirable an item is to the bots
841 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
843 float weapon_pickupevalfunc(entity player, entity item)
845 float c, j, position;
847 // See if I have it already
848 if(!WEPSET_CONTAINS_ALL_EE(player, item))
850 // If I can pick it up
851 if(!item.spawnshieldtime)
853 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
855 // Skilled bots will grab more
856 c = bound(0, skill / 10, 1) * 0.5;
864 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
865 if( bot_custom_weapon && c )
867 // Find the highest position on any range
869 for(j = 0; j < WEP_LAST ; ++j){
871 bot_weapons_far[j] == item.weapon ||
872 bot_weapons_mid[j] == item.weapon ||
873 bot_weapons_close[j] == item.weapon
884 position = WEP_LAST - position;
885 // item.bot_pickupbasevalue is overwritten here
886 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
890 return item.bot_pickupbasevalue * c;
893 float commodity_pickupevalfunc(entity player, entity item)
895 float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
899 // Detect needed ammo
900 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
902 wi = get_weaponinfo(i);
904 if not(WEPSET_CONTAINS_EW(player, i))
907 if(wi.items & IT_SHELLS)
909 else if(wi.items & IT_NAILS)
911 else if(wi.items & IT_ROCKETS)
913 else if(wi.items & IT_CELLS)
915 else if(wi.items & IT_FUEL)
919 // TODO: figure out if the player even has the weapon this ammo is for?
920 // may not affect strategy much though...
921 // find out how much more ammo/armor/health the player can hold
923 if (item.ammo_shells)
924 if (player.ammo_shells < g_pickup_shells_max)
925 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
928 if (player.ammo_nails < g_pickup_nails_max)
929 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
931 if (item.ammo_rockets)
932 if (player.ammo_rockets < g_pickup_rockets_max)
933 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
936 if (player.ammo_cells < g_pickup_cells_max)
937 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
940 if (player.ammo_fuel < g_pickup_fuel_max)
941 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
943 if (player.armorvalue < item.max_armorvalue)
944 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
946 if (player.health < item.max_health)
947 c = c + max(0, 1 - player.health / item.max_health);
949 return item.bot_pickupbasevalue * c;
952 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
954 if(ITEM_DAMAGE_NEEDKILL(deathtype))
959 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)
961 startitem_failed = FALSE;
964 self.model = itemmodel;
965 if(self.item_pickupsound == "")
966 self.item_pickupsound = pickupsound;
967 if(!self.respawntime) // both need to be set
969 self.respawntime = defaultrespawntime;
970 self.respawntimejitter = defaultrespawntimejitter;
974 self.weapon = weaponid;
977 WEPSET_COPY_EW(self, weaponid);
978 self.flags = FL_ITEM | itemflags;
980 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
982 startitem_failed = TRUE;
987 // is it a dropped weapon?
988 if (self.classname == "droppedweapon")
990 self.reset = SUB_Remove;
991 // it's a dropped weapon
992 self.movetype = MOVETYPE_TOSS;
994 // Savage: remove thrown items after a certain period of time ("garbage collection")
995 self.think = RemoveItem;
996 self.nextthink = time + 20;
998 self.takedamage = DAMAGE_YES;
999 self.event_damage = Item_Damage;
1001 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1004 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
1005 if(self.ammo_nails == 0)
1006 if(self.ammo_cells == 0)
1007 if(self.ammo_rockets == 0)
1008 if(self.ammo_shells == 0)
1009 if(self.ammo_fuel == 0)
1010 if(self.health == 0)
1011 if(self.armorvalue == 0)
1014 // if item is worthless after a timer, have it expire then
1015 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1018 // don't drop if in a NODROP zone (such as lava)
1019 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1020 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1022 startitem_failed = TRUE;
1029 if(!have_pickup_item())
1031 startitem_failed = TRUE;
1036 self.reset = Item_Reset;
1037 // it's a level item
1038 if(self.spawnflags & 1)
1041 self.movetype = MOVETYPE_NONE;
1043 self.movetype = MOVETYPE_TOSS;
1044 // do item filtering according to game mode and other things
1047 // first nudge it off the floor a little bit to avoid math errors
1048 setorigin(self, self.origin + '0 0 1');
1049 // set item size before we spawn a spawnfunc_waypoint
1050 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1051 setsize (self, '-16 -16 0', '16 16 48');
1053 setsize (self, '-16 -16 0', '16 16 32');
1054 // note droptofloor returns FALSE if stuck/or would fall too far
1056 waypoint_spawnforitem(self);
1060 * can't do it that way, as it would break maps
1061 * TODO make a target_give like entity another way, that perhaps has
1062 * the weapon name in a key
1065 // target_give not yet supported; maybe later
1066 print("removed targeted ", self.classname, "\n");
1067 startitem_failed = TRUE;
1073 if(autocvar_spawn_debug >= 2)
1076 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1078 if(otheritem.is_item)
1080 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1081 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1082 error("Mapper sucks.");
1085 self.is_item = TRUE;
1088 WEPSET_OR_AW(weaponsInMap, weaponid);
1090 precache_model (self.model);
1091 precache_sound (self.item_pickupsound);
1093 precache_sound ("misc/itemrespawncountdown.wav");
1094 if(!g_minstagib && itemid == IT_STRENGTH)
1095 precache_sound ("misc/strength_respawn.wav");
1096 else if(!g_minstagib && itemid == IT_INVINCIBLE)
1097 precache_sound ("misc/shield_respawn.wav");
1099 precache_sound ("misc/itemrespawn.wav");
1101 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1102 self.target = "###item###"; // for finding the nearest item using find()
1105 self.bot_pickup = TRUE;
1106 self.bot_pickupevalfunc = pickupevalfunc;
1107 self.bot_pickupbasevalue = pickupbasevalue;
1108 self.mdl = self.model;
1109 self.netname = itemname;
1110 self.touch = Item_Touch;
1111 setmodel (self, self.mdl); // precision set below
1112 self.effects |= EF_LOWPRECISION;
1114 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1115 setsize (self, '-16 -16 0', '16 16 48');
1117 setsize (self, '-16 -16 0', '16 16 32');
1119 if(itemflags & FL_POWERUP)
1120 self.ItemStatus |= ITS_ANIMATE1;
1122 if(self.armorvalue || self.health)
1123 self.ItemStatus |= ITS_ANIMATE2;
1125 if(itemflags & FL_WEAPON)
1127 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1128 self.colormap = 1024; // color shirt=0 pants=0 grey
1130 self.ItemStatus |= ITS_ANIMATE1;
1131 self.ItemStatus |= ISF_COLORMAP;
1138 self.cnt = 1; // item probability weight
1139 self.effects = self.effects | EF_NODRAW; // marker for item team search
1140 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1145 Net_LinkEntity(self, FALSE, 0, ItemSend);
1147 if(self.classname == "droppedweapon")
1149 //self.SendFlags &~= ISF_DROP;
1153 /* replace items in minstagib
1154 * IT_STRENGTH = invisibility
1155 * IT_NAILS = extra lives
1156 * IT_INVINCIBLE = speed
1158 void minstagib_items (float itemid)
1161 self.classname = "minstagib";
1163 // replace rocket launchers and nex guns with ammo cells
1164 if (itemid == IT_CELLS)
1166 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1167 StartItem ("models/items/a_cells.md3",
1168 "misc/itempickup.wav", 45, 0,
1169 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1176 itemid = IT_STRENGTH;
1180 itemid = IT_INVINCIBLE;
1182 // replace with invis
1183 if (itemid == IT_STRENGTH)
1185 if(!self.strength_finished)
1186 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1187 StartItem ("models/items/g_strength.md3",
1188 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1189 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1191 // replace with extra lives
1192 if (itemid == IT_NAILS)
1194 self.max_health = 1;
1195 StartItem ("models/items/g_h100.md3",
1196 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1197 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1199 // replace with speed
1200 if (itemid == IT_INVINCIBLE)
1202 if(!self.invincible_finished)
1203 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1204 StartItem ("models/items/g_invincible.md3",
1205 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1206 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1210 float minst_no_auto_cells;
1211 void minst_remove_item (void) {
1212 if(minst_no_auto_cells)
1216 float weaponswapping;
1219 void weapon_defaultspawnfunc(float wpn)
1223 var .float ammofield;
1229 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1231 e = get_weaponinfo(wpn);
1233 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1235 print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1237 objerror("Attempted to spawn a mutator-blocked weapon rejected");
1238 startitem_failed = TRUE;
1243 s = W_Apply_Weaponreplace(e.netname);
1246 MUTATOR_CALLHOOK(SetWeaponreplace);
1251 startitem_failed = TRUE;
1254 t = tokenize_console(s);
1257 self.team = --internalteam;
1259 for(i = 1; i < t; ++i)
1262 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1264 e = get_weaponinfo(j);
1268 copyentity(oldself, self);
1269 self.classname = "replacedweapon";
1270 weapon_defaultspawnfunc(j);
1276 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1281 if(t >= 1) // always the case!
1285 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1287 e = get_weaponinfo(j);
1296 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1302 startitem_failed = TRUE;
1307 e = get_weaponinfo(wpn);
1309 if(!self.respawntime)
1311 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1313 self.respawntime = g_pickup_respawntime_superweapon;
1314 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1318 self.respawntime = g_pickup_respawntime_weapon;
1319 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1323 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1324 if(!self.superweapons_finished)
1325 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1329 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1333 ammofield = Item_CounterField(j);
1335 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1341 if(g_pickup_weapons_anyway)
1342 self.pickup_anyway = TRUE;
1346 // no weapon-stay on superweapons
1347 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1348 f |= FL_NO_WEAPON_STAY;
1350 // weapon stay isn't supported for teamed weapons
1352 f |= FL_NO_WEAPON_STAY;
1354 // stupid minstagib hack, don't ask
1357 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1359 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1360 if (self.modelindex) // don't precache if self was removed
1361 weapon_action(e.weapon, WR_PRECACHE);
1364 void spawnfunc_weapon_shotgun (void);
1365 void spawnfunc_weapon_uzi (void) {
1366 if(autocvar_sv_q3acompat_machineshotgunswap)
1367 if(self.classname != "droppedweapon")
1369 weapon_defaultspawnfunc(WEP_SHOTGUN);
1372 weapon_defaultspawnfunc(WEP_UZI);
1375 void spawnfunc_weapon_shotgun (void) {
1376 if(autocvar_sv_q3acompat_machineshotgunswap)
1377 if(self.classname != "droppedweapon")
1379 weapon_defaultspawnfunc(WEP_UZI);
1382 weapon_defaultspawnfunc(WEP_SHOTGUN);
1385 void spawnfunc_weapon_nex (void)
1389 minstagib_items(IT_CELLS);
1390 self.think = minst_remove_item;
1391 self.nextthink = time;
1394 weapon_defaultspawnfunc(WEP_NEX);
1397 void spawnfunc_weapon_minstanex (void)
1401 minstagib_items(IT_CELLS);
1402 self.think = minst_remove_item;
1403 self.nextthink = time;
1406 weapon_defaultspawnfunc(WEP_MINSTANEX);
1409 void spawnfunc_weapon_rocketlauncher (void)
1413 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1414 self.think = minst_remove_item;
1415 self.nextthink = time;
1418 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1421 void spawnfunc_item_rockets (void) {
1422 if(!self.ammo_rockets)
1423 self.ammo_rockets = g_pickup_rockets;
1424 if(!self.pickup_anyway)
1425 self.pickup_anyway = g_pickup_ammo_anyway;
1426 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1429 void spawnfunc_item_shells (void);
1430 void spawnfunc_item_bullets (void) {
1432 if(autocvar_sv_q3acompat_machineshotgunswap)
1433 if(self.classname != "droppedweapon")
1435 weaponswapping = TRUE;
1436 spawnfunc_item_shells();
1437 weaponswapping = FALSE;
1441 if(!self.ammo_nails)
1442 self.ammo_nails = g_pickup_nails;
1443 if(!self.pickup_anyway)
1444 self.pickup_anyway = g_pickup_ammo_anyway;
1445 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1448 void spawnfunc_item_cells (void) {
1449 if(!self.ammo_cells)
1450 self.ammo_cells = g_pickup_cells;
1451 if(!self.pickup_anyway)
1452 self.pickup_anyway = g_pickup_ammo_anyway;
1453 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1456 void spawnfunc_item_shells (void) {
1458 if(autocvar_sv_q3acompat_machineshotgunswap)
1459 if(self.classname != "droppedweapon")
1461 weaponswapping = TRUE;
1462 spawnfunc_item_bullets();
1463 weaponswapping = FALSE;
1467 if(!self.ammo_shells)
1468 self.ammo_shells = g_pickup_shells;
1469 if(!self.pickup_anyway)
1470 self.pickup_anyway = g_pickup_ammo_anyway;
1471 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1474 void spawnfunc_item_armor_small (void) {
1475 if(!self.armorvalue)
1476 self.armorvalue = g_pickup_armorsmall;
1477 if(!self.max_armorvalue)
1478 self.max_armorvalue = g_pickup_armorsmall_max;
1479 if(!self.pickup_anyway)
1480 self.pickup_anyway = g_pickup_armorsmall_anyway;
1481 StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1484 void spawnfunc_item_armor_medium (void) {
1485 if(!self.armorvalue)
1486 self.armorvalue = g_pickup_armormedium;
1487 if(!self.max_armorvalue)
1488 self.max_armorvalue = g_pickup_armormedium_max;
1489 if(!self.pickup_anyway)
1490 self.pickup_anyway = g_pickup_armormedium_anyway;
1491 StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1494 void spawnfunc_item_armor_big (void) {
1495 if(!self.armorvalue)
1496 self.armorvalue = g_pickup_armorbig;
1497 if(!self.max_armorvalue)
1498 self.max_armorvalue = g_pickup_armorbig_max;
1499 if(!self.pickup_anyway)
1500 self.pickup_anyway = g_pickup_armorbig_anyway;
1501 StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1504 void spawnfunc_item_armor_large (void) {
1505 if(!self.armorvalue)
1506 self.armorvalue = g_pickup_armorlarge;
1507 if(!self.max_armorvalue)
1508 self.max_armorvalue = g_pickup_armorlarge_max;
1509 if(!self.pickup_anyway)
1510 self.pickup_anyway = g_pickup_armorlarge_anyway;
1511 StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1514 void spawnfunc_item_health_small (void) {
1515 if(!self.max_health)
1516 self.max_health = g_pickup_healthsmall_max;
1518 self.health = g_pickup_healthsmall;
1519 if(!self.pickup_anyway)
1520 self.pickup_anyway = g_pickup_healthsmall_anyway;
1521 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1524 void spawnfunc_item_health_medium (void) {
1525 if(!self.max_health)
1526 self.max_health = g_pickup_healthmedium_max;
1528 self.health = g_pickup_healthmedium;
1529 if(!self.pickup_anyway)
1530 self.pickup_anyway = g_pickup_healthmedium_anyway;
1531 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1534 void spawnfunc_item_health_large (void) {
1535 if(!self.max_health)
1536 self.max_health = g_pickup_healthlarge_max;
1538 self.health = g_pickup_healthlarge;
1539 if(!self.pickup_anyway)
1540 self.pickup_anyway = g_pickup_healthlarge_anyway;
1541 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1544 void spawnfunc_item_health_mega (void) {
1546 minstagib_items(IT_NAILS);
1548 if(!self.max_health)
1549 self.max_health = g_pickup_healthmega_max;
1551 self.health = g_pickup_healthmega;
1552 if(!self.pickup_anyway)
1553 self.pickup_anyway = g_pickup_healthmega_anyway;
1554 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1558 // support old misnamed entities
1559 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1560 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1561 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1562 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1563 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1565 void spawnfunc_item_strength (void) {
1567 minstagib_items(IT_STRENGTH);
1569 precache_sound("weapons/strength_fire.wav");
1570 if(!self.strength_finished)
1571 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1572 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1576 void spawnfunc_item_invincible (void) {
1578 minstagib_items(IT_INVINCIBLE);
1580 if(!self.invincible_finished)
1581 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1582 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1586 void spawnfunc_item_minst_cells (void) {
1589 minst_no_auto_cells = 1;
1590 minstagib_items(IT_CELLS);
1597 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1599 float GiveItems(entity e, float beginarg, float endarg);
1600 void target_items_use (void)
1602 if(activator.classname == "droppedweapon")
1609 if(activator.classname != "player")
1611 if(activator.deadflag != DEAD_NO)
1616 for(e = world; (e = find(e, classname, "droppedweapon")); )
1617 if(e.enemy == activator)
1620 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1621 centerprint(activator, self.message);
1624 void spawnfunc_target_items (void)
1629 self.use = target_items_use;
1630 if(!self.strength_finished)
1631 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1632 if(!self.invincible_finished)
1633 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1634 if(!self.superweapons_finished)
1635 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1637 precache_sound("misc/itempickup.wav");
1638 precache_sound("misc/megahealth.wav");
1639 precache_sound("misc/armor25.wav");
1640 precache_sound("misc/powerup.wav");
1641 precache_sound("misc/poweroff.wav");
1642 precache_sound("weapons/weaponpickup.wav");
1644 n = tokenize_console(self.netname);
1645 if(argv(0) == "give")
1647 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1651 for(i = 0; i < n; ++i)
1653 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1654 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1655 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1656 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1657 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1658 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1659 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1660 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1662 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1664 e = get_weaponinfo(j);
1665 if(argv(i) == e.netname)
1667 WEPSET_OR_EW(self, j);
1668 if(self.spawnflags == 0 || self.spawnflags == 2)
1669 weapon_action(e.weapon, WR_PRECACHE);
1674 print("target_items: invalid item ", argv(i), "\n");
1677 string itemprefix, valueprefix;
1678 if(self.spawnflags == 0)
1683 else if(self.spawnflags == 1)
1685 itemprefix = "max ";
1686 valueprefix = "max ";
1688 else if(self.spawnflags == 2)
1690 itemprefix = "min ";
1691 valueprefix = "min ";
1693 else if(self.spawnflags == 4)
1695 itemprefix = "minus ";
1696 valueprefix = "max ";
1699 error("invalid spawnflags");
1702 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1703 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1704 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1705 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1706 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1707 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1708 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1709 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1710 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1711 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1712 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1713 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1714 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1715 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1716 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1718 e = get_weaponinfo(j);
1720 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1723 self.netname = strzone(self.netname);
1724 //print(self.netname, "\n");
1726 n = tokenize_console(self.netname);
1727 for(i = 0; i < n; ++i)
1729 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1731 e = get_weaponinfo(j);
1732 if(argv(i) == e.netname)
1734 weapon_action(e.weapon, WR_PRECACHE);
1741 void spawnfunc_item_fuel(void)
1744 self.ammo_fuel = g_pickup_fuel;
1745 if(!self.pickup_anyway)
1746 self.pickup_anyway = g_pickup_ammo_anyway;
1747 StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1750 void spawnfunc_item_fuel_regen(void)
1752 if(start_items & IT_FUEL_REGEN)
1754 spawnfunc_item_fuel();
1757 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1760 void spawnfunc_item_jetpack(void)
1762 if(g_grappling_hook)
1763 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1765 self.ammo_fuel = g_pickup_fuel_jetpack;
1766 if(start_items & IT_JETPACK)
1768 spawnfunc_item_fuel();
1771 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1781 float GiveWeapon(entity e, float wpn, float op, float val)
1784 v0 = WEPSET_CONTAINS_EW(e, wpn);
1789 WEPSET_OR_EW(e, wpn);
1791 WEPSET_ANDNOT_EW(e, wpn);
1796 WEPSET_OR_EW(e, wpn);
1800 WEPSET_ANDNOT_EW(e, wpn);
1804 WEPSET_ANDNOT_EW(e, wpn);
1807 v1 = WEPSET_CONTAINS_EW(e, wpn);
1811 float GiveBit(entity e, .float fld, float bit, float op, float val)
1841 float GiveValue(entity e, .float fld, float op, float val)
1851 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1854 e.fld = min(e.fld, val);
1867 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1874 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1876 else if(v0 >= v0 + t)
1879 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1883 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1886 e.rotfield = max(e.rotfield, time + rottime);
1888 e.regenfield = max(e.regenfield, time + regentime);
1891 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1892 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1893 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
1894 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1895 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1896 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1898 float GiveItems(entity e, float beginarg, float endarg)
1900 float got, i, j, val, op;
1901 float _switchweapon;
1910 _switchweapon = FALSE;
1912 if (e.switchweapon == w_getbestweapon(e))
1913 _switchweapon = TRUE;
1915 e.strength_finished = max(0, e.strength_finished - time);
1916 e.invincible_finished = max(0, e.invincible_finished - time);
1917 e.superweapons_finished = max(0, e.superweapons_finished - time);
1921 PREGIVE(e, strength_finished);
1922 PREGIVE(e, invincible_finished);
1923 PREGIVE(e, superweapons_finished);
1924 PREGIVE(e, ammo_nails);
1925 PREGIVE(e, ammo_cells);
1926 PREGIVE(e, ammo_shells);
1927 PREGIVE(e, ammo_rockets);
1928 PREGIVE(e, ammo_fuel);
1929 PREGIVE(e, armorvalue);
1932 for(i = beginarg; i < endarg; ++i)
1936 if(cmd == "0" || stof(cmd))
1960 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1961 got += GiveValue(e, strength_finished, op, val);
1962 got += GiveValue(e, invincible_finished, op, val);
1963 got += GiveValue(e, superweapons_finished, op, val);
1964 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1966 got += GiveBit(e, items, IT_JETPACK, op, val);
1967 got += GiveValue(e, health, op, val);
1968 got += GiveValue(e, armorvalue, op, val);
1970 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1972 wi = get_weaponinfo(j);
1974 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1975 got += GiveWeapon(e, j, op, val);
1978 got += GiveValue(e, ammo_cells, op, val);
1979 got += GiveValue(e, ammo_shells, op, val);
1980 got += GiveValue(e, ammo_nails, op, val);
1981 got += GiveValue(e, ammo_rockets, op, val);
1982 got += GiveValue(e, ammo_fuel, op, val);
1984 case "unlimited_ammo":
1985 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1987 case "unlimited_weapon_ammo":
1988 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1990 case "unlimited_superweapons":
1991 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1994 got += GiveBit(e, items, IT_JETPACK, op, val);
1997 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
2000 got += GiveValue(e, strength_finished, op, val);
2003 got += GiveValue(e, invincible_finished, op, val);
2005 case "superweapons":
2006 got += GiveValue(e, superweapons_finished, op, val);
2009 got += GiveValue(e, ammo_cells, op, val);
2012 got += GiveValue(e, ammo_shells, op, val);
2016 got += GiveValue(e, ammo_nails, op, val);
2019 got += GiveValue(e, ammo_rockets, op, val);
2022 got += GiveValue(e, health, op, val);
2025 got += GiveValue(e, armorvalue, op, val);
2028 got += GiveValue(e, ammo_fuel, op, val);
2031 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2033 wi = get_weaponinfo(j);
2034 if(cmd == wi.netname)
2036 got += GiveWeapon(e, j, op, val);
2041 print("give: invalid item ", cmd, "\n");
2048 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
2049 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
2050 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
2051 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
2052 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2054 wi = get_weaponinfo(j);
2057 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
2058 if not(WEPSET_CONTAINS_AW(save_weapons, j))
2059 if(WEPSET_CONTAINS_EW(e, j))
2060 weapon_action(wi.weapon, WR_PRECACHE);
2063 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2064 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2065 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2066 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2067 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2068 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2069 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);
2070 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);
2071 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);
2073 if(e.superweapons_finished <= 0)
2074 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
2075 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2079 e.health = bound(0, e.health, 100);
2080 e.armorvalue = bound(0, e.armorvalue, 999);
2083 if(e.strength_finished <= 0)
2084 e.strength_finished = 0;
2086 e.strength_finished += time;
2087 if(e.invincible_finished <= 0)
2088 e.invincible_finished = 0;
2090 e.invincible_finished += time;
2091 if(e.superweapons_finished <= 0)
2092 e.superweapons_finished = 0;
2094 e.superweapons_finished += time;
2096 if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
2097 _switchweapon = TRUE;
2099 W_SwitchWeapon_Force(e, w_getbestweapon(e));