7 #include "waypointsprites.qh"
10 #include "bot/waypoints.qh"
12 #include "mutators/mutators_include.qh"
14 #include "weapons/common.qh"
15 #include "weapons/selection.qh"
16 #include "weapons/weaponsystem.qh"
18 #include "../common/constants.qh"
19 #include "../common/deathtypes.qh"
20 #include "../common/notifications.qh"
21 #include "../common/util.qh"
23 #include "../common/monsters/monsters.qh"
25 #include "../common/weapons/weapons.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)
78 void ItemRead(float _IsNew)
84 self.origin_x = ReadCoord();
85 self.origin_y = ReadCoord();
86 self.origin_z = ReadCoord();
87 setorigin(self, self.origin);
88 self.oldorigin = self.origin;
93 self.angles_x = ReadCoord();
94 self.angles_y = ReadCoord();
95 self.angles_z = ReadCoord();
96 self.move_angles = self.angles;
101 self.mins_x = ReadCoord();
102 self.mins_y = ReadCoord();
103 self.mins_z = ReadCoord();
104 self.maxs_x = ReadCoord();
105 self.maxs_y = ReadCoord();
106 self.maxs_z = ReadCoord();
107 setsize(self, self.mins, self.maxs);
110 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
112 self.ItemStatus = ReadByte();
114 if(self.ItemStatus & ITS_AVAILABLE)
117 self.colormod = self.glowmod = '1 1 1';
121 if (autocvar_cl_ghost_items_color)
123 self.alpha = autocvar_cl_ghost_items;
124 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
130 if(autocvar_cl_fullbright_items)
131 if(self.ItemStatus & ITS_ALLOWFB)
132 self.effects |= EF_FULLBRIGHT;
134 if(self.ItemStatus & ITS_STAYWEP)
136 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
137 self.alpha = autocvar_cl_weapon_stay_alpha;
141 if(self.ItemStatus & ITS_POWERUP)
143 if(self.ItemStatus & ITS_AVAILABLE)
144 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
146 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
152 self.drawmask = MASK_NORMAL;
153 self.movetype = MOVETYPE_TOSS;
154 self.draw = ItemDraw;
160 string _fn = ReadString();
162 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
164 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
165 self.draw = ItemDrawSimple;
169 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
170 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
171 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
172 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
173 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
174 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
175 else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
176 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
179 self.draw = ItemDraw;
180 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
184 if(self.draw != ItemDrawSimple)
185 self.mdl = strzone(_fn);
189 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
191 precache_model(self.mdl);
192 setmodel(self, self.mdl);
195 if(sf & ISF_COLORMAP)
196 self.colormap = ReadShort();
201 //self.move_angles = '0 0 0';
202 self.move_movetype = MOVETYPE_TOSS;
203 self.move_velocity_x = ReadCoord();
204 self.move_velocity_y = ReadCoord();
205 self.move_velocity_z = ReadCoord();
206 self.velocity = self.move_velocity;
207 self.move_origin = self.oldorigin;
211 self.move_time = time;
212 self.spawntime = time;
215 self.move_time = max(self.move_time, time);
218 if(autocvar_cl_animate_items)
220 if(self.ItemStatus & ITS_ANIMATE1)
221 self.move_avelocity = '0 180 0';
223 if(self.ItemStatus & ITS_ANIMATE2)
224 self.move_avelocity = '0 -90 0';
231 bool ItemSend(entity to, int sf)
238 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
239 WriteByte(MSG_ENTITY, sf);
241 //WriteByte(MSG_ENTITY, self.cnt);
242 if(sf & ISF_LOCATION)
244 WriteCoord(MSG_ENTITY, self.origin.x);
245 WriteCoord(MSG_ENTITY, self.origin.y);
246 WriteCoord(MSG_ENTITY, self.origin.z);
251 WriteCoord(MSG_ENTITY, self.angles.x);
252 WriteCoord(MSG_ENTITY, self.angles.y);
253 WriteCoord(MSG_ENTITY, self.angles.z);
258 WriteCoord(MSG_ENTITY, self.mins.x);
259 WriteCoord(MSG_ENTITY, self.mins.y);
260 WriteCoord(MSG_ENTITY, self.mins.z);
261 WriteCoord(MSG_ENTITY, self.maxs.x);
262 WriteCoord(MSG_ENTITY, self.maxs.y);
263 WriteCoord(MSG_ENTITY, self.maxs.z);
267 WriteByte(MSG_ENTITY, self.ItemStatus);
273 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
275 WriteString(MSG_ENTITY, self.mdl);
279 if(sf & ISF_COLORMAP)
280 WriteShort(MSG_ENTITY, self.colormap);
284 WriteCoord(MSG_ENTITY, self.velocity.x);
285 WriteCoord(MSG_ENTITY, self.velocity.y);
286 WriteCoord(MSG_ENTITY, self.velocity.z);
292 void ItemUpdate(entity item)
294 item.SendFlags |= ISF_LOCATION;
297 float have_pickup_item(void)
299 if(self.flags & FL_POWERUP)
301 if(autocvar_g_powerups > 0)
303 if(autocvar_g_powerups == 0)
308 if(autocvar_g_pickup_items > 0)
310 if(autocvar_g_pickup_items == 0)
313 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
320 float Item_Customize()
322 if(self.spawnshieldtime)
324 if(self.weapons & ~other.weapons)
326 self.colormod = '0 0 0';
327 self.glowmod = self.colormod;
328 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
335 self.colormod = stov(autocvar_g_ghost_items_color);
336 self.glowmod = self.colormod;
337 self.alpha = g_ghost_items;
346 void Item_Show (entity e, float mode)
348 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
349 e.ItemStatus &= ~ITS_STAYWEP;
352 // make the item look normal, and be touchable
354 e.solid = SOLID_TRIGGER;
355 e.spawnshieldtime = 1;
356 e.ItemStatus |= ITS_AVAILABLE;
360 // hide the item completely
361 e.model = string_null;
363 e.spawnshieldtime = 1;
364 e.ItemStatus &= ~ITS_AVAILABLE;
366 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
368 // make the item translucent and not touchable
370 e.solid = SOLID_TRIGGER; // can STILL be picked up!
371 e.effects |= EF_STARDUST;
372 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
373 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
377 //setmodel(e, "null");
379 e.colormod = '0 0 0';
380 e.glowmod = e.colormod;
381 e.spawnshieldtime = 1;
382 e.ItemStatus &= ~ITS_AVAILABLE;
385 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
386 e.ItemStatus |= ITS_POWERUP;
388 if (autocvar_g_nodepthtestitems)
389 e.effects |= EF_NODEPTHTEST;
392 if (autocvar_g_fullbrightitems)
393 e.ItemStatus |= ITS_ALLOWFB;
395 if (autocvar_sv_simple_items)
396 e.ItemStatus |= ITS_ALLOWSI;
398 // relink entity (because solid may have changed)
399 setorigin(e, e.origin);
400 e.SendFlags |= ISF_STATUS;
405 self.nextthink = time;
406 if(self.origin != self.oldorigin)
408 self.oldorigin = self.origin;
413 float it_armor_large_time;
414 float it_health_mega_time;
415 float it_invisible_time;
417 float it_extralife_time;
418 float it_strength_time;
419 float it_shield_time;
420 float it_fuelregen_time;
421 float it_jetpack_time;
422 float it_superweapons_time;
424 void Item_ItemsTime_Init()
426 it_armor_large_time = -1;
427 it_health_mega_time = -1;
428 it_invisible_time = -1;
430 it_extralife_time = -1;
431 it_strength_time = -1;
433 it_fuelregen_time = -1;
434 it_jetpack_time = -1;
435 it_superweapons_time = -1;
437 void Item_ItemsTime_Reset()
439 it_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
440 it_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
441 it_invisible_time = (it_invisible_time == -1) ? -1 : 0;
442 it_speed_time = (it_speed_time == -1) ? -1 : 0;
443 it_extralife_time = (it_extralife_time == -1) ? -1 : 0;
444 it_strength_time = (it_strength_time == -1) ? -1 : 0;
445 it_shield_time = (it_shield_time == -1) ? -1 : 0;
446 it_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
447 it_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
448 it_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
450 void Item_ItemsTime_ResetForPlayer(entity e)
452 e.item_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
453 e.item_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
454 e.item_invisible_time = (it_invisible_time == -1) ? -1 : 0;
455 e.item_speed_time = (it_speed_time == -1) ? -1 : 0;
456 e.item_extralife_time = (it_extralife_time == -1) ? -1 : 0;
457 e.item_strength_time = (it_strength_time == -1) ? -1 : 0;
458 e.item_shield_time = (it_shield_time == -1) ? -1 : 0;
459 e.item_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
460 e.item_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
461 e.item_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
463 void Item_ItemsTime_Get(entity e)
465 e.item_armor_large_time = it_armor_large_time;
466 e.item_health_mega_time = it_health_mega_time;
467 e.item_invisible_time = it_invisible_time;
468 e.item_speed_time = it_speed_time;
469 e.item_extralife_time = it_extralife_time;
470 e.item_strength_time = it_strength_time;
471 e.item_shield_time = it_shield_time;
472 e.item_fuelregen_time = it_fuelregen_time;
473 e.item_jetpack_time = it_jetpack_time;
474 e.item_superweapons_time = it_superweapons_time;
476 float Item_ItemsTime_UpdateTime_Check(float item_time, float t)
478 if(t == 0 && item_time == -1)
480 if(time < t && (item_time <= time || t < item_time))
484 void Item_ItemsTime_UpdateTime(entity e, float t)
490 case IT_STRENGTH://"item-invis"
491 if(Item_ItemsTime_UpdateTime_Check(it_invisible_time, t))
492 it_invisible_time = t;
494 case IT_NAILS://"item-extralife"
495 if(Item_ItemsTime_UpdateTime_Check(it_extralife_time, t))
496 it_extralife_time = t;
498 case IT_INVINCIBLE://"item-speed"
499 if(Item_ItemsTime_UpdateTime_Check(it_speed_time, t))
509 //if (e.classname == "item_health_mega")
510 if(Item_ItemsTime_UpdateTime_Check(it_health_mega_time, t))
511 it_health_mega_time = t;
514 if (e.classname == "item_armor_large")
515 if(Item_ItemsTime_UpdateTime_Check(it_armor_large_time, t))
516 it_armor_large_time = t;
518 case IT_STRENGTH://"item-strength"
519 if(Item_ItemsTime_UpdateTime_Check(it_strength_time, t))
520 it_strength_time = t;
522 case IT_INVINCIBLE://"item-shield"
523 if(Item_ItemsTime_UpdateTime_Check(it_shield_time, t))
527 if(e.weapons & WEPSET_SUPERWEAPONS)
528 if(Item_ItemsTime_UpdateTime_Check(it_superweapons_time, t))
529 it_superweapons_time = t;
534 case IT_FUEL_REGEN://"item-fuelregen"
535 if(Item_ItemsTime_UpdateTime_Check(it_fuelregen_time, t))
536 it_fuelregen_time = t;
538 case IT_JETPACK://"item-jetpack"
539 if(Item_ItemsTime_UpdateTime_Check(it_jetpack_time, t))
544 void Item_ItemsTime_GetForAll()
549 FOR_EACH_REALCLIENT(e)
550 Item_ItemsTime_Get(e);
554 FOR_EACH_REALCLIENT(e)
556 if (e.classname != "player")
557 Item_ItemsTime_Get(e);
562 void Item_Respawn (void)
566 if(self.items == IT_STRENGTH)
567 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
568 else if(self.items == IT_INVINCIBLE)
569 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
571 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
572 setorigin (self, self.origin);
574 if(self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH || (self.weapons & WEPSET_SUPERWEAPONS))
576 Item_ItemsTime_UpdateTime(self, 0);
577 Item_ItemsTime_GetForAll();
580 self.think = Item_Think;
581 self.nextthink = time;
583 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
584 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
587 void Item_RespawnCountdown (void)
589 if(self.count >= ITEM_RESPAWN_TICKS)
591 if(self.waypointsprite_attached)
592 WaypointSprite_Kill(self.waypointsprite_attached);
597 self.nextthink = time + 1;
602 vector rgb = '1 0 1';
606 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
607 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
608 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
609 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
611 //if (self.classname == "item_health_mega")
612 {name = "item_health_mega"; rgb = '1 0 0';}
615 if (self.classname == "item_armor_large")
616 {name = "item_armor_large"; rgb = '0 1 0';}
621 MUTATOR_CALLHOOK(Item_RespawnCountdown);
624 if(self.flags & FL_WEAPON)
626 entity wi = get_weaponinfo(self.weapon);
635 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
636 if(self.waypointsprite_attached)
638 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
639 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
640 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
645 print("Unknown powerup-marked item is wanting to respawn\n");
646 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
649 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
650 if(self.waypointsprite_attached)
652 WaypointSprite_Ping(self.waypointsprite_attached);
653 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
658 void Item_RespawnThink()
660 self.nextthink = time;
661 if(self.origin != self.oldorigin)
663 self.oldorigin = self.origin;
667 if(time >= self.wait)
671 void Item_ScheduleRespawnIn(entity e, float t)
673 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS) || e.classname == "item_armor_large" || e.items == IT_HEALTH)
676 e.think = Item_RespawnCountdown;
677 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
678 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
680 if(e.weapons & WEPSET_SUPERWEAPONS)
682 for(t = e.scheduledrespawntime, head = world; (head = nextent(head)); )
686 if(clienttype(head) == CLIENTTYPE_NOTACLIENT)
687 if(head.weapons & WEPSET_SUPERWEAPONS)
688 if(head.classname != "weapon_info")
690 if(head.scheduledrespawntime <= time)
695 if(head.scheduledrespawntime < t)
696 t = head.scheduledrespawntime;
702 for(t = e.scheduledrespawntime, head = world; (head = find(head, classname, e.classname)); )
704 // in instagib .classname is "instagib" for every item
705 if(e == head || (g_instagib && e.items != head.items))
707 if(head.scheduledrespawntime <= time)
712 if(head.scheduledrespawntime < t)
713 t = head.scheduledrespawntime;
716 Item_ItemsTime_UpdateTime(e, t);
717 Item_ItemsTime_GetForAll();
721 e.think = Item_RespawnThink;
723 e.scheduledrespawntime = time + t;
728 void Item_ScheduleRespawn(entity e)
730 if(e.respawntime > 0)
733 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
735 else // if respawntime is -1, this item does not respawn
739 void Item_ScheduleInitialRespawn(entity e)
742 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
745 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
747 if (!item.(ammotype))
750 if (item.spawnshieldtime)
752 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
754 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
758 else if(g_weapon_stay == 2)
760 float mi = min(item.(ammotype), ammomax);
761 if (player.(ammotype) < mi)
763 player.(ammotype) = mi;
774 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
776 case ITEM_MODE_HEALTH:
777 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
779 case ITEM_MODE_ARMOR:
780 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
788 float Item_GiveTo(entity item, entity player)
795 // if nothing happens to player, just return without taking the item
797 _switchweapon = false;
798 // in case the player has autoswitch enabled do the following:
799 // if the player is using their best weapon before items are given, they
800 // probably want to switch to an even better weapon after items are given
801 if (player.autoswitch)
802 if (player.switchweapon == w_getbestweapon(player))
803 _switchweapon = true;
805 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
806 _switchweapon = true;
808 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
809 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
810 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
811 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
812 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
813 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
814 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
815 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
817 if (item.flags & FL_WEAPON)
821 it &= ~player.weapons;
823 if (it || (item.spawnshieldtime && item.pickup_anyway))
826 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
827 if(it & WepSet_FromWeapon(i))
829 W_DropEvent(WR_PICKUP, player, i, item);
830 W_GiveWeapon(player, i);
835 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
839 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
842 if (item.strength_finished)
845 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
847 if (item.invincible_finished)
850 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
852 if (item.superweapons_finished)
855 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
860 // always eat teamed entities
868 if (player.switchweapon != w_getbestweapon(player))
869 W_SwitchWeapon_Force(player, w_getbestweapon(player));
874 void Item_Touch (void)
878 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
879 if(self.classname == "droppedweapon")
881 if (ITEM_TOUCH_NEEDKILL())
888 if (!IS_PLAYER(other))
894 if (self.solid != SOLID_TRIGGER)
896 if (self.owner == other)
898 if (time < self.item_spawnshieldtime)
901 switch(MUTATOR_CALLHOOK(ItemTouch))
903 case MUT_ITEMTOUCH_RETURN: { return; }
904 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
907 if (self.classname == "droppedweapon")
909 self.strength_finished = max(0, self.strength_finished - time);
910 self.invincible_finished = max(0, self.invincible_finished - time);
911 self.superweapons_finished = max(0, self.superweapons_finished - time);
914 if(!Item_GiveTo(self, other))
916 if (self.classname == "droppedweapon")
918 // undo what we did above
919 self.strength_finished += time;
920 self.invincible_finished += time;
921 self.superweapons_finished += time;
928 other.last_pickup = time;
930 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
931 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
933 if (self.classname == "droppedweapon")
935 else if (!self.spawnshieldtime)
941 RandomSelection_Init();
942 for(head = world; (head = findfloat(head, team, self.team)); )
944 if(head.flags & FL_ITEM)
947 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
950 e = RandomSelection_chosen_ent;
955 Item_ScheduleRespawn(e);
961 Item_Show(self, !self.state);
962 setorigin (self, self.origin);
964 if(self.classname != "droppedweapon")
966 self.think = Item_Think;
967 self.nextthink = time;
969 if(self.waypointsprite_attached)
970 WaypointSprite_Kill(self.waypointsprite_attached);
972 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
973 Item_ScheduleInitialRespawn(self);
981 if(self.effects & EF_NODRAW)
983 // marker for item team search
984 dprint("Initializing item team ", ftos(self.team), "\n");
985 RandomSelection_Init();
986 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
987 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
988 e = RandomSelection_chosen_ent;
992 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
996 // make it a non-spawned item
998 head.state = 1; // state 1 = initially hidden item
1000 head.effects &= ~EF_NODRAW;
1007 // Savage: used for item garbage-collection
1008 // TODO: perhaps nice special effect?
1009 void RemoveItem(void)
1014 // pickup evaluation functions
1015 // these functions decide how desirable an item is to the bots
1017 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1019 float weapon_pickupevalfunc(entity player, entity item)
1023 // See if I have it already
1024 if(item.weapons & ~player.weapons)
1026 // If I can pick it up
1027 if(!item.spawnshieldtime)
1029 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
1031 // Skilled bots will grab more
1032 c = bound(0, skill / 10, 1) * 0.5;
1040 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
1041 if( bot_custom_weapon && c )
1043 // Find the highest position on any range
1045 for (int j = 0; j < WEP_LAST ; ++j){
1047 bot_weapons_far[j] == item.weapon ||
1048 bot_weapons_mid[j] == item.weapon ||
1049 bot_weapons_close[j] == item.weapon
1060 position = WEP_LAST - position;
1061 // item.bot_pickupbasevalue is overwritten here
1062 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
1066 return item.bot_pickupbasevalue * c;
1069 float commodity_pickupevalfunc(entity player, entity item)
1072 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1076 // Detect needed ammo
1077 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1079 wi = get_weaponinfo(i);
1081 if (!(player.weapons & WepSet_FromWeapon(i)))
1084 if(wi.items & IT_SHELLS)
1086 else if(wi.items & IT_NAILS)
1088 else if(wi.items & IT_ROCKETS)
1089 need_rockets = true;
1090 else if(wi.items & IT_CELLS)
1092 else if(wi.items & IT_PLASMA)
1094 else if(wi.items & IT_FUEL)
1098 // TODO: figure out if the player even has the weapon this ammo is for?
1099 // may not affect strategy much though...
1100 // find out how much more ammo/armor/health the player can hold
1102 if (item.ammo_shells)
1103 if (player.ammo_shells < g_pickup_shells_max)
1104 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1106 if (item.ammo_nails)
1107 if (player.ammo_nails < g_pickup_nails_max)
1108 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1110 if (item.ammo_rockets)
1111 if (player.ammo_rockets < g_pickup_rockets_max)
1112 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1114 if (item.ammo_cells)
1115 if (player.ammo_cells < g_pickup_cells_max)
1116 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1118 if (item.ammo_plasma)
1119 if (player.ammo_plasma < g_pickup_plasma_max)
1120 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1123 if (player.ammo_fuel < g_pickup_fuel_max)
1124 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1125 if (item.armorvalue)
1126 if (player.armorvalue < item.max_armorvalue)
1127 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1129 if (player.health < item.max_health)
1130 c = c + max(0, 1 - player.health / item.max_health);
1132 return item.bot_pickupbasevalue * c;
1135 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1137 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1141 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)
1143 startitem_failed = false;
1145 if(self.model == "")
1146 self.model = itemmodel;
1148 if(self.model == "")
1150 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1154 if(self.item_pickupsound == "")
1155 self.item_pickupsound = pickupsound;
1157 if(!self.respawntime) // both need to be set
1159 self.respawntime = defaultrespawntime;
1160 self.respawntimejitter = defaultrespawntimejitter;
1163 self.items = itemid;
1164 self.weapon = weaponid;
1167 self.weapons = WepSet_FromWeapon(weaponid);
1169 self.flags = FL_ITEM | itemflags;
1171 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1173 startitem_failed = true;
1178 // is it a dropped weapon?
1179 if (self.classname == "droppedweapon")
1181 self.reset = SUB_Remove;
1182 // it's a dropped weapon
1183 self.movetype = MOVETYPE_TOSS;
1185 // Savage: remove thrown items after a certain period of time ("garbage collection")
1186 self.think = RemoveItem;
1187 self.nextthink = time + 20;
1189 self.takedamage = DAMAGE_YES;
1190 self.event_damage = Item_Damage;
1192 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1195 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1196 if(self.ammo_nails == 0)
1197 if(self.ammo_cells == 0)
1198 if(self.ammo_rockets == 0)
1199 if(self.ammo_shells == 0)
1200 if(self.ammo_fuel == 0)
1201 if(self.health == 0)
1202 if(self.armorvalue == 0)
1205 // if item is worthless after a timer, have it expire then
1206 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1209 // don't drop if in a NODROP zone (such as lava)
1210 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1211 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1213 startitem_failed = true;
1220 if(!have_pickup_item())
1222 startitem_failed = true;
1227 self.reset = Item_Reset;
1228 // it's a level item
1229 if(self.spawnflags & 1)
1232 self.movetype = MOVETYPE_NONE;
1234 self.movetype = MOVETYPE_TOSS;
1235 // do item filtering according to game mode and other things
1238 // first nudge it off the floor a little bit to avoid math errors
1239 setorigin(self, self.origin + '0 0 1');
1240 // set item size before we spawn a spawnfunc_waypoint
1241 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1242 setsize (self, '-16 -16 0', '16 16 48');
1244 setsize (self, '-16 -16 0', '16 16 32');
1246 // note droptofloor returns false if stuck/or would fall too far
1248 waypoint_spawnforitem(self);
1252 * can't do it that way, as it would break maps
1253 * TODO make a target_give like entity another way, that perhaps has
1254 * the weapon name in a key
1257 // target_give not yet supported; maybe later
1258 print("removed targeted ", self.classname, "\n");
1259 startitem_failed = true;
1265 if(autocvar_spawn_debug >= 2)
1268 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1270 // why not flags & fl_item?
1271 if(otheritem.is_item)
1273 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1274 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1275 error("Mapper sucks.");
1278 self.is_item = true;
1281 weaponsInMap |= WepSet_FromWeapon(weaponid);
1283 precache_model (self.model);
1284 precache_sound (self.item_pickupsound);
1286 precache_sound ("misc/itemrespawncountdown.wav");
1287 if(itemid == IT_STRENGTH)
1288 precache_sound ("misc/strength_respawn.wav");
1289 else if(itemid == IT_INVINCIBLE)
1290 precache_sound ("misc/shield_respawn.wav");
1292 precache_sound ("misc/itemrespawn.wav");
1294 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1295 self.target = "###item###"; // for finding the nearest item using find()
1297 Item_ItemsTime_UpdateTime(self, 0);
1300 self.bot_pickup = true;
1301 self.bot_pickupevalfunc = pickupevalfunc;
1302 self.bot_pickupbasevalue = pickupbasevalue;
1303 self.mdl = self.model;
1304 self.netname = itemname;
1305 self.touch = Item_Touch;
1306 setmodel(self, "null"); // precision set below
1307 //self.effects |= EF_LOWPRECISION;
1309 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1311 self.pos1 = '-16 -16 0';
1312 self.pos2 = '16 16 48';
1316 self.pos1 = '-16 -16 0';
1317 self.pos2 = '16 16 32';
1319 setsize (self, self.pos1, self.pos2);
1321 if(itemflags & FL_POWERUP)
1322 self.ItemStatus |= ITS_ANIMATE1;
1324 if(self.armorvalue || self.health)
1325 self.ItemStatus |= ITS_ANIMATE2;
1327 if(itemflags & FL_WEAPON)
1329 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1330 self.colormap = 1024; // color shirt=0 pants=0 grey
1334 self.ItemStatus |= ITS_ANIMATE1;
1335 self.ItemStatus |= ISF_COLORMAP;
1339 if(self.team) // broken, no idea why.
1342 self.cnt = 1; // item probability weight
1344 self.effects |= EF_NODRAW; // marker for item team search
1345 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1350 Net_LinkEntity(self, false, 0, ItemSend);
1352 self.SendFlags |= ISF_SIZE;
1354 self.SendFlags |= ISF_ANGLES;
1356 // call this hook after everything else has been done
1357 if(MUTATOR_CALLHOOK(Item_Spawn))
1359 startitem_failed = true;
1364 void spawnfunc_item_rockets (void) {
1365 if(!self.ammo_rockets)
1366 self.ammo_rockets = g_pickup_rockets;
1367 if(!self.pickup_anyway)
1368 self.pickup_anyway = g_pickup_ammo_anyway;
1369 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);
1372 void spawnfunc_item_bullets (void) {
1374 if(autocvar_sv_q3acompat_machineshotgunswap)
1375 if(self.classname != "droppedweapon")
1377 weaponswapping = true;
1378 spawnfunc_item_shells();
1379 weaponswapping = false;
1383 if(!self.ammo_nails)
1384 self.ammo_nails = g_pickup_nails;
1385 if(!self.pickup_anyway)
1386 self.pickup_anyway = g_pickup_ammo_anyway;
1387 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);
1390 void spawnfunc_item_cells (void) {
1391 if(!self.ammo_cells)
1392 self.ammo_cells = g_pickup_cells;
1393 if(!self.pickup_anyway)
1394 self.pickup_anyway = g_pickup_ammo_anyway;
1395 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);
1398 void spawnfunc_item_plasma()
1400 if(!self.ammo_plasma)
1401 self.ammo_plasma = g_pickup_plasma;
1402 if(!self.pickup_anyway)
1403 self.pickup_anyway = g_pickup_ammo_anyway;
1404 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "plasma", IT_PLASMA, 0, 0, commodity_pickupevalfunc, 2000);
1407 void spawnfunc_item_shells (void) {
1409 if(autocvar_sv_q3acompat_machineshotgunswap)
1410 if(self.classname != "droppedweapon")
1412 weaponswapping = true;
1413 spawnfunc_item_bullets();
1414 weaponswapping = false;
1418 if(!self.ammo_shells)
1419 self.ammo_shells = g_pickup_shells;
1420 if(!self.pickup_anyway)
1421 self.pickup_anyway = g_pickup_ammo_anyway;
1422 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);
1425 void spawnfunc_item_armor_small (void) {
1426 if(!self.armorvalue)
1427 self.armorvalue = g_pickup_armorsmall;
1428 if(!self.max_armorvalue)
1429 self.max_armorvalue = g_pickup_armorsmall_max;
1430 if(!self.pickup_anyway)
1431 self.pickup_anyway = g_pickup_armorsmall_anyway;
1432 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);
1435 void spawnfunc_item_armor_medium (void) {
1436 if(!self.armorvalue)
1437 self.armorvalue = g_pickup_armormedium;
1438 if(!self.max_armorvalue)
1439 self.max_armorvalue = g_pickup_armormedium_max;
1440 if(!self.pickup_anyway)
1441 self.pickup_anyway = g_pickup_armormedium_anyway;
1442 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);
1445 void spawnfunc_item_armor_big (void) {
1446 if(!self.armorvalue)
1447 self.armorvalue = g_pickup_armorbig;
1448 if(!self.max_armorvalue)
1449 self.max_armorvalue = g_pickup_armorbig_max;
1450 if(!self.pickup_anyway)
1451 self.pickup_anyway = g_pickup_armorbig_anyway;
1452 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);
1455 void spawnfunc_item_armor_large (void) {
1456 if(!self.armorvalue)
1457 self.armorvalue = g_pickup_armorlarge;
1458 if(!self.max_armorvalue)
1459 self.max_armorvalue = g_pickup_armorlarge_max;
1460 if(!self.pickup_anyway)
1461 self.pickup_anyway = g_pickup_armorlarge_anyway;
1462 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);
1465 void spawnfunc_item_health_small (void) {
1466 if(!self.max_health)
1467 self.max_health = g_pickup_healthsmall_max;
1469 self.health = g_pickup_healthsmall;
1470 if(!self.pickup_anyway)
1471 self.pickup_anyway = g_pickup_healthsmall_anyway;
1472 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);
1475 void spawnfunc_item_health_medium (void) {
1476 if(!self.max_health)
1477 self.max_health = g_pickup_healthmedium_max;
1479 self.health = g_pickup_healthmedium;
1480 if(!self.pickup_anyway)
1481 self.pickup_anyway = g_pickup_healthmedium_anyway;
1482 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);
1485 void spawnfunc_item_health_large (void) {
1486 if(!self.max_health)
1487 self.max_health = g_pickup_healthlarge_max;
1489 self.health = g_pickup_healthlarge;
1490 if(!self.pickup_anyway)
1491 self.pickup_anyway = g_pickup_healthlarge_anyway;
1492 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);
1495 void spawnfunc_item_health_mega (void) {
1496 if(!self.max_health)
1497 self.max_health = g_pickup_healthmega_max;
1499 self.health = g_pickup_healthmega;
1500 if(!self.pickup_anyway)
1501 self.pickup_anyway = g_pickup_healthmega_anyway;
1502 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);
1505 // support old misnamed entities
1506 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1507 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1508 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1509 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1510 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1512 void spawnfunc_item_strength (void) {
1513 precache_sound("weapons/strength_fire.wav");
1514 if(!self.strength_finished)
1515 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1516 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);
1519 void spawnfunc_item_invincible (void) {
1520 if(!self.invincible_finished)
1521 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1522 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);
1526 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1528 void target_items_use (void)
1530 if(activator.classname == "droppedweapon")
1537 if (!IS_PLAYER(activator))
1539 if(activator.deadflag != DEAD_NO)
1544 for(e = world; (e = find(e, classname, "droppedweapon")); )
1545 if(e.enemy == activator)
1548 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1549 centerprint(activator, self.message);
1552 void spawnfunc_target_items (void)
1558 self.use = target_items_use;
1559 if(!self.strength_finished)
1560 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1561 if(!self.invincible_finished)
1562 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1563 if(!self.superweapons_finished)
1564 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1566 precache_sound("misc/itempickup.wav");
1567 precache_sound("misc/megahealth.wav");
1568 precache_sound("misc/armor25.wav");
1569 precache_sound("misc/powerup.wav");
1570 precache_sound("misc/poweroff.wav");
1571 precache_sound("weapons/weaponpickup.wav");
1573 n = tokenize_console(self.netname);
1574 if(argv(0) == "give")
1576 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1580 for(i = 0; i < n; ++i)
1582 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1583 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1584 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1585 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1586 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1587 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1588 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1589 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1592 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1594 e = get_weaponinfo(j);
1595 s = W_UndeprecateName(argv(i));
1598 self.weapons |= WepSet_FromWeapon(j);
1599 if(self.spawnflags == 0 || self.spawnflags == 2)
1600 WEP_ACTION(e.weapon, WR_INIT);
1605 print("target_items: invalid item ", argv(i), "\n");
1609 string itemprefix, valueprefix;
1610 if(self.spawnflags == 0)
1615 else if(self.spawnflags == 1)
1617 itemprefix = "max ";
1618 valueprefix = "max ";
1620 else if(self.spawnflags == 2)
1622 itemprefix = "min ";
1623 valueprefix = "min ";
1625 else if(self.spawnflags == 4)
1627 itemprefix = "minus ";
1628 valueprefix = "max ";
1632 error("invalid spawnflags");
1633 itemprefix = valueprefix = string_null;
1637 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1638 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1639 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1640 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1641 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1642 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1643 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1644 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1645 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1646 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1647 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1648 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1649 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1650 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1651 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1652 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1654 e = get_weaponinfo(j);
1656 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1659 self.netname = strzone(self.netname);
1660 //print(self.netname, "\n");
1662 n = tokenize_console(self.netname);
1663 for(i = 0; i < n; ++i)
1665 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1667 e = get_weaponinfo(j);
1668 if(argv(i) == e.netname)
1670 WEP_ACTION(e.weapon, WR_INIT);
1677 void spawnfunc_item_fuel(void)
1680 self.ammo_fuel = g_pickup_fuel;
1681 if(!self.pickup_anyway)
1682 self.pickup_anyway = g_pickup_ammo_anyway;
1683 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);
1686 void spawnfunc_item_fuel_regen(void)
1688 if(start_items & IT_FUEL_REGEN)
1690 spawnfunc_item_fuel();
1693 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);
1696 void spawnfunc_item_jetpack(void)
1699 self.ammo_fuel = g_pickup_fuel_jetpack;
1700 if(start_items & IT_JETPACK)
1702 spawnfunc_item_fuel();
1705 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);
1708 float GiveWeapon(entity e, float wpn, float op, float val)
1711 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1716 e.weapons |= WepSet_FromWeapon(wpn);
1718 e.weapons &= ~WepSet_FromWeapon(wpn);
1723 e.weapons |= WepSet_FromWeapon(wpn);
1727 e.weapons &= ~WepSet_FromWeapon(wpn);
1731 e.weapons &= ~WepSet_FromWeapon(wpn);
1734 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1738 float GiveBit(entity e, .float fld, float bit, float op, float val)
1741 v0 = (e.(fld) & bit);
1764 v1 = (e.(fld) & bit);
1768 float GiveValue(entity e, .float fld, float op, float val)
1778 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1781 e.(fld) = min(e.(fld), val);
1794 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1801 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1803 else if(v0 >= v0 + t)
1806 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1810 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1813 e.(rotfield) = max(e.(rotfield), time + rottime);
1815 e.(regenfield) = max(e.(regenfield), time + regentime);
1817 float GiveItems(entity e, float beginarg, float endarg)
1819 float got, i, j, val, op;
1820 float _switchweapon;
1829 _switchweapon = false;
1831 if (e.switchweapon == w_getbestweapon(e))
1832 _switchweapon = true;
1834 e.strength_finished = max(0, e.strength_finished - time);
1835 e.invincible_finished = max(0, e.invincible_finished - time);
1836 e.superweapons_finished = max(0, e.superweapons_finished - time);
1840 PREGIVE(e, strength_finished);
1841 PREGIVE(e, invincible_finished);
1842 PREGIVE(e, superweapons_finished);
1843 PREGIVE(e, ammo_nails);
1844 PREGIVE(e, ammo_cells);
1845 PREGIVE(e, ammo_plasma);
1846 PREGIVE(e, ammo_shells);
1847 PREGIVE(e, ammo_rockets);
1848 PREGIVE(e, ammo_fuel);
1849 PREGIVE(e, armorvalue);
1852 for(i = beginarg; i < endarg; ++i)
1856 if(cmd == "0" || stof(cmd))
1880 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1881 got += GiveValue(e, strength_finished, op, val);
1882 got += GiveValue(e, invincible_finished, op, val);
1883 got += GiveValue(e, superweapons_finished, op, val);
1884 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1886 got += GiveBit(e, items, IT_JETPACK, op, val);
1887 got += GiveValue(e, health, op, val);
1888 got += GiveValue(e, armorvalue, op, val);
1890 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1892 wi = get_weaponinfo(j);
1894 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1895 got += GiveWeapon(e, j, op, val);
1898 got += GiveValue(e, ammo_cells, op, val);
1899 got += GiveValue(e, ammo_plasma, op, val);
1900 got += GiveValue(e, ammo_shells, op, val);
1901 got += GiveValue(e, ammo_nails, op, val);
1902 got += GiveValue(e, ammo_rockets, op, val);
1903 got += GiveValue(e, ammo_fuel, op, val);
1905 case "unlimited_ammo":
1906 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1908 case "unlimited_weapon_ammo":
1909 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1911 case "unlimited_superweapons":
1912 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1915 got += GiveBit(e, items, IT_JETPACK, op, val);
1918 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1921 got += GiveValue(e, strength_finished, op, val);
1924 got += GiveValue(e, invincible_finished, op, val);
1926 case "superweapons":
1927 got += GiveValue(e, superweapons_finished, op, val);
1930 got += GiveValue(e, ammo_cells, op, val);
1933 got += GiveValue(e, ammo_plasma, op, val);
1936 got += GiveValue(e, ammo_shells, op, val);
1940 got += GiveValue(e, ammo_nails, op, val);
1943 got += GiveValue(e, ammo_rockets, op, val);
1946 got += GiveValue(e, health, op, val);
1949 got += GiveValue(e, armorvalue, op, val);
1952 got += GiveValue(e, ammo_fuel, op, val);
1955 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1957 wi = get_weaponinfo(j);
1958 if(cmd == wi.netname)
1960 got += GiveWeapon(e, j, op, val);
1965 print("give: invalid item ", cmd, "\n");
1972 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1973 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1974 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1975 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1976 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1978 wi = get_weaponinfo(j);
1981 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1982 if (!(save_weapons & WepSet_FromWeapon(j)))
1983 if(e.weapons & WepSet_FromWeapon(j))
1984 WEP_ACTION(wi.weapon, WR_INIT);
1987 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1988 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1989 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1990 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1991 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1992 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1993 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1994 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);
1995 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);
1996 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);
1998 if(e.superweapons_finished <= 0)
1999 if(self.weapons & WEPSET_SUPERWEAPONS)
2000 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2002 if(e.strength_finished <= 0)
2003 e.strength_finished = 0;
2005 e.strength_finished += time;
2006 if(e.invincible_finished <= 0)
2007 e.invincible_finished = 0;
2009 e.invincible_finished += time;
2010 if(e.superweapons_finished <= 0)
2011 e.superweapons_finished = 0;
2013 e.superweapons_finished += time;
2015 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
2016 _switchweapon = true;
2018 W_SwitchWeapon_Force(e, w_getbestweapon(e));