3 #include "../common/items/all.qc"
8 #include "waypointsprites.qh"
11 #include "bot/waypoints.qh"
13 #include "mutators/mutators_include.qh"
15 #include "weapons/common.qh"
16 #include "weapons/selection.qh"
17 #include "weapons/weaponsystem.qh"
19 #include "../common/constants.qh"
20 #include "../common/deathtypes.qh"
21 #include "../common/notifications.qh"
22 #include "../common/triggers/subs.qh"
23 #include "../common/util.qh"
25 #include "../common/monsters/all.qh"
27 #include "../common/weapons/all.qh"
29 #include "../warpzonelib/util_server.qh"
37 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
38 if(self.move_flags & FL_ONGROUND)
39 { // For some reason move_avelocity gets set to '0 0 0' here ...
40 self.oldorigin = self.origin;
43 if(autocvar_cl_animate_items)
44 { // ... so reset it if animations are requested.
45 if(self.ItemStatus & ITS_ANIMATE1)
46 self.move_avelocity = '0 180 0';
48 if(self.ItemStatus & ITS_ANIMATE2)
49 self.move_avelocity = '0 -90 0';
53 else if (autocvar_cl_animate_items)
55 if(self.ItemStatus & ITS_ANIMATE1)
57 self.angles += self.move_avelocity * frametime;
58 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
61 if(self.ItemStatus & ITS_ANIMATE2)
63 self.angles += self.move_avelocity * frametime;
64 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
73 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
75 if(self.move_flags & FL_ONGROUND)
80 void ItemRead(float _IsNew)
86 self.origin_x = ReadCoord();
87 self.origin_y = ReadCoord();
88 self.origin_z = ReadCoord();
89 setorigin(self, self.origin);
90 self.oldorigin = self.origin;
95 self.angles_x = ReadCoord();
96 self.angles_y = ReadCoord();
97 self.angles_z = ReadCoord();
98 self.move_angles = self.angles;
103 self.mins_x = ReadCoord();
104 self.mins_y = ReadCoord();
105 self.mins_z = ReadCoord();
106 self.maxs_x = ReadCoord();
107 self.maxs_y = ReadCoord();
108 self.maxs_z = ReadCoord();
109 setsize(self, self.mins, self.maxs);
112 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
114 self.ItemStatus = ReadByte();
116 if(self.ItemStatus & ITS_AVAILABLE)
119 self.colormod = self.glowmod = '1 1 1';
123 if (autocvar_cl_ghost_items_color)
125 self.alpha = autocvar_cl_ghost_items;
126 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
132 if(autocvar_cl_fullbright_items)
133 if(self.ItemStatus & ITS_ALLOWFB)
134 self.effects |= EF_FULLBRIGHT;
136 if(self.ItemStatus & ITS_STAYWEP)
138 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
139 self.alpha = autocvar_cl_weapon_stay_alpha;
143 if(self.ItemStatus & ITS_POWERUP)
145 if(self.ItemStatus & ITS_AVAILABLE)
146 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
148 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
154 self.drawmask = MASK_NORMAL;
155 self.movetype = MOVETYPE_TOSS;
156 self.draw = ItemDraw;
162 string _fn = ReadString();
164 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
166 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
167 self.draw = ItemDrawSimple;
171 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
172 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
173 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
174 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
175 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
176 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
177 else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
178 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
181 self.draw = ItemDraw;
182 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
186 if(self.draw != ItemDrawSimple)
187 self.mdl = strzone(_fn);
191 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
193 precache_model(self.mdl);
194 setmodel(self, self.mdl);
197 if(sf & ISF_COLORMAP)
198 self.colormap = ReadShort();
203 //self.move_angles = '0 0 0';
204 self.move_movetype = MOVETYPE_TOSS;
205 self.move_velocity_x = ReadCoord();
206 self.move_velocity_y = ReadCoord();
207 self.move_velocity_z = ReadCoord();
208 self.velocity = self.move_velocity;
209 self.move_origin = self.oldorigin;
213 self.move_time = time;
214 self.spawntime = time;
217 self.move_time = max(self.move_time, time);
220 if(autocvar_cl_animate_items)
222 if(self.ItemStatus & ITS_ANIMATE1)
223 self.move_avelocity = '0 180 0';
225 if(self.ItemStatus & ITS_ANIMATE2)
226 self.move_avelocity = '0 -90 0';
233 bool ItemSend(entity to, int sf)
240 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
241 WriteByte(MSG_ENTITY, sf);
243 //WriteByte(MSG_ENTITY, self.cnt);
244 if(sf & ISF_LOCATION)
246 WriteCoord(MSG_ENTITY, self.origin.x);
247 WriteCoord(MSG_ENTITY, self.origin.y);
248 WriteCoord(MSG_ENTITY, self.origin.z);
253 WriteCoord(MSG_ENTITY, self.angles.x);
254 WriteCoord(MSG_ENTITY, self.angles.y);
255 WriteCoord(MSG_ENTITY, self.angles.z);
260 WriteCoord(MSG_ENTITY, self.mins.x);
261 WriteCoord(MSG_ENTITY, self.mins.y);
262 WriteCoord(MSG_ENTITY, self.mins.z);
263 WriteCoord(MSG_ENTITY, self.maxs.x);
264 WriteCoord(MSG_ENTITY, self.maxs.y);
265 WriteCoord(MSG_ENTITY, self.maxs.z);
269 WriteByte(MSG_ENTITY, self.ItemStatus);
275 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
277 WriteString(MSG_ENTITY, self.mdl);
281 if(sf & ISF_COLORMAP)
282 WriteShort(MSG_ENTITY, self.colormap);
286 WriteCoord(MSG_ENTITY, self.velocity.x);
287 WriteCoord(MSG_ENTITY, self.velocity.y);
288 WriteCoord(MSG_ENTITY, self.velocity.z);
294 void ItemUpdate(entity item)
296 item.SendFlags |= ISF_LOCATION;
299 float have_pickup_item(void)
301 if(self.flags & FL_POWERUP)
303 if(autocvar_g_powerups > 0)
305 if(autocvar_g_powerups == 0)
310 if(autocvar_g_pickup_items > 0)
312 if(autocvar_g_pickup_items == 0)
315 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
322 float Item_Customize()
324 if(self.spawnshieldtime)
326 if(self.weapons & ~other.weapons)
328 self.colormod = '0 0 0';
329 self.glowmod = self.colormod;
330 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
337 self.colormod = stov(autocvar_g_ghost_items_color);
338 self.glowmod = self.colormod;
339 self.alpha = g_ghost_items;
348 void Item_Show (entity e, float mode)
350 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
351 e.ItemStatus &= ~ITS_STAYWEP;
354 // make the item look normal, and be touchable
356 e.solid = SOLID_TRIGGER;
357 e.spawnshieldtime = 1;
358 e.ItemStatus |= ITS_AVAILABLE;
362 // hide the item completely
363 e.model = string_null;
365 e.spawnshieldtime = 1;
366 e.ItemStatus &= ~ITS_AVAILABLE;
368 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
370 // make the item translucent and not touchable
372 e.solid = SOLID_TRIGGER; // can STILL be picked up!
373 e.effects |= EF_STARDUST;
374 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
375 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
379 //setmodel(e, "null");
381 e.colormod = '0 0 0';
382 e.glowmod = e.colormod;
383 e.spawnshieldtime = 1;
384 e.ItemStatus &= ~ITS_AVAILABLE;
387 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
388 e.ItemStatus |= ITS_POWERUP;
390 if (autocvar_g_nodepthtestitems)
391 e.effects |= EF_NODEPTHTEST;
394 if (autocvar_g_fullbrightitems)
395 e.ItemStatus |= ITS_ALLOWFB;
397 if (autocvar_sv_simple_items)
398 e.ItemStatus |= ITS_ALLOWSI;
400 // relink entity (because solid may have changed)
401 setorigin(e, e.origin);
402 e.SendFlags |= ISF_STATUS;
407 self.nextthink = time;
408 if(self.origin != self.oldorigin)
410 self.oldorigin = self.origin;
415 float it_armor_large_time;
416 float it_health_mega_time;
417 float it_invisible_time;
419 float it_extralife_time;
420 float it_strength_time;
421 float it_shield_time;
422 float it_fuelregen_time;
423 float it_jetpack_time;
424 float it_superweapons_time;
426 void Item_ItemsTime_Init()
428 it_armor_large_time = -1;
429 it_health_mega_time = -1;
430 it_invisible_time = -1;
432 it_extralife_time = -1;
433 it_strength_time = -1;
435 it_fuelregen_time = -1;
436 it_jetpack_time = -1;
437 it_superweapons_time = -1;
439 void Item_ItemsTime_ResetTimes()
441 it_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
442 it_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
443 it_invisible_time = (it_invisible_time == -1) ? -1 : 0;
444 it_speed_time = (it_speed_time == -1) ? -1 : 0;
445 it_extralife_time = (it_extralife_time == -1) ? -1 : 0;
446 it_strength_time = (it_strength_time == -1) ? -1 : 0;
447 it_shield_time = (it_shield_time == -1) ? -1 : 0;
448 it_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
449 it_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
450 it_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
452 void Item_ItemsTime_ResetTimesForPlayer(entity e)
454 e.item_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
455 e.item_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
456 e.item_invisible_time = (it_invisible_time == -1) ? -1 : 0;
457 e.item_speed_time = (it_speed_time == -1) ? -1 : 0;
458 e.item_extralife_time = (it_extralife_time == -1) ? -1 : 0;
459 e.item_strength_time = (it_strength_time == -1) ? -1 : 0;
460 e.item_shield_time = (it_shield_time == -1) ? -1 : 0;
461 e.item_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
462 e.item_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
463 e.item_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
465 void Item_ItemsTime_SetTimesForPlayer(entity e)
467 e.item_armor_large_time = it_armor_large_time;
468 e.item_health_mega_time = it_health_mega_time;
469 e.item_invisible_time = it_invisible_time;
470 e.item_speed_time = it_speed_time;
471 e.item_extralife_time = it_extralife_time;
472 e.item_strength_time = it_strength_time;
473 e.item_shield_time = it_shield_time;
474 e.item_fuelregen_time = it_fuelregen_time;
475 e.item_jetpack_time = it_jetpack_time;
476 e.item_superweapons_time = it_superweapons_time;
479 void Item_ItemsTime_SetTime(entity e, float t)
481 if(!autocvar_sv_itemstime)
488 case IT_STRENGTH://"item-invis"
489 it_invisible_time = t;
491 case IT_NAILS://"item-extralife"
492 it_extralife_time = t;
494 case IT_INVINCIBLE://"item-speed"
504 // if(e.classname == "item_health_mega") // IT_HEALTH unequivocally identifies it
505 it_health_mega_time = t;
508 if(e.classname == "item_armor_large") // IT_ARMOR doesn't unequivocally identifies it
509 it_armor_large_time = t;
511 case IT_STRENGTH://"item-strength"
512 it_strength_time = t;
514 case IT_INVINCIBLE://"item-shield"
518 if(e.weapons & WEPSET_SUPERWEAPONS)
519 it_superweapons_time = t;
524 case IT_FUEL_REGEN://"item-fuelregen"
525 it_fuelregen_time = t;
527 case IT_JETPACK://"item-jetpack"
532 void Item_ItemsTime_SetTimesForAllPlayers()
537 FOR_EACH_REALCLIENT(e)
538 Item_ItemsTime_SetTimesForPlayer(e);
542 FOR_EACH_REALCLIENT(e)
545 Item_ItemsTime_SetTimesForPlayer(e);
550 float Item_ItemsTime_UpdateTime(entity e, float t)
553 bool isavailable = (t == 0);
554 if(e.weapons & WEPSET_SUPERWEAPONS)
556 for(head = world; (head = nextent(head)); )
558 if(clienttype(head) != CLIENTTYPE_NOTACLIENT || !(head.weapons & WEPSET_SUPERWEAPONS) || head.classname == "weapon_info")
563 if(head.scheduledrespawntime <= time)
565 else if(t == 0 || head.scheduledrespawntime < t)
566 t = head.scheduledrespawntime;
571 for(head = world; (head = nextent(head)); )
573 if(head.itemdef != e.itemdef)
578 if(head.scheduledrespawntime <= time)
580 else if(t == 0 || head.scheduledrespawntime < t)
581 t = head.scheduledrespawntime;
585 t = -t; // let know the client there's another available item
589 void Item_Respawn (void)
593 if(self.items == IT_STRENGTH)
594 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
595 else if(self.items == IT_INVINCIBLE)
596 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
598 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
599 setorigin (self, self.origin);
601 if(self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH || (self.weapons & WEPSET_SUPERWEAPONS))
603 float t = Item_ItemsTime_UpdateTime(self, 0);
604 Item_ItemsTime_SetTime(self, t);
605 Item_ItemsTime_SetTimesForAllPlayers();
608 self.think = Item_Think;
609 self.nextthink = time;
611 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
612 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
615 void Item_RespawnCountdown (void)
617 if(self.count >= ITEM_RESPAWN_TICKS)
619 if(self.waypointsprite_attached)
620 WaypointSprite_Kill(self.waypointsprite_attached);
625 self.nextthink = time + 1;
630 vector rgb = '1 0 1';
634 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
635 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
636 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
637 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
639 //if (self.classname == "item_health_mega")
640 {name = "item_health_mega"; rgb = '1 0 0';}
643 if (self.classname == "item_armor_large")
644 {name = "item_armor_large"; rgb = '0 1 0';}
647 MUTATOR_CALLHOOK(Item_RespawnCountdown, name, rgb);
650 if(self.flags & FL_WEAPON)
652 entity wi = get_weaponinfo(self.weapon);
661 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
662 if(self.waypointsprite_attached)
664 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
665 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
666 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
671 print("Unknown powerup-marked item is wanting to respawn\n");
672 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
676 if(self.waypointsprite_attached)
680 self = self.waypointsprite_attached;
681 FOR_EACH_REALCLIENT(e)
682 if(self.waypointsprite_visible_for_player(e))
685 soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
689 WaypointSprite_Ping(self.waypointsprite_attached);
690 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
693 sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
697 void Item_RespawnThink()
699 self.nextthink = time;
700 if(self.origin != self.oldorigin)
702 self.oldorigin = self.origin;
706 if(time >= self.wait)
710 void Item_ScheduleRespawnIn(entity e, float t)
712 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS) || e.classname == "item_armor_large" || e.items == IT_HEALTH)
714 e.think = Item_RespawnCountdown;
715 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
716 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
718 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
719 Item_ItemsTime_SetTime(e, t);
720 Item_ItemsTime_SetTimesForAllPlayers();
724 e.think = Item_RespawnThink;
726 e.scheduledrespawntime = time + t;
731 void Item_ScheduleRespawn(entity e)
733 if(e.respawntime > 0)
736 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
738 else // if respawntime is -1, this item does not respawn
742 void Item_ScheduleInitialRespawn(entity e)
745 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
748 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
750 if (!item.(ammotype))
753 if (item.spawnshieldtime)
755 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
757 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
761 else if(g_weapon_stay == 2)
763 float mi = min(item.(ammotype), ammomax);
764 if (player.(ammotype) < mi)
766 player.(ammotype) = mi;
777 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
779 case ITEM_MODE_HEALTH:
780 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
782 case ITEM_MODE_ARMOR:
783 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
791 float Item_GiveTo(entity item, entity player)
798 // if nothing happens to player, just return without taking the item
800 _switchweapon = false;
801 // in case the player has autoswitch enabled do the following:
802 // if the player is using their best weapon before items are given, they
803 // probably want to switch to an even better weapon after items are given
804 if (player.autoswitch)
805 if (player.switchweapon == w_getbestweapon(player))
806 _switchweapon = true;
808 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
809 _switchweapon = true;
811 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
812 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
813 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
814 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
815 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
816 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
817 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
818 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
820 if (item.flags & FL_WEAPON)
824 it &= ~player.weapons;
826 if (it || (item.spawnshieldtime && item.pickup_anyway))
829 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
830 if(it & WepSet_FromWeapon(i))
832 W_DropEvent(WR_PICKUP, player, i, item);
833 W_GiveWeapon(player, i);
838 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
842 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
845 if (item.strength_finished)
848 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
850 if (item.invincible_finished)
853 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
855 if (item.superweapons_finished)
858 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
863 // always eat teamed entities
871 if (player.switchweapon != w_getbestweapon(player))
872 W_SwitchWeapon_Force(player, w_getbestweapon(player));
877 void Item_Touch (void)
881 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
882 if(self.classname == "droppedweapon")
884 if (ITEM_TOUCH_NEEDKILL())
891 if (!IS_PLAYER(other))
897 if (self.solid != SOLID_TRIGGER)
899 if (self.owner == other)
901 if (time < self.item_spawnshieldtime)
904 switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
906 case MUT_ITEMTOUCH_RETURN: { return; }
907 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
910 if (self.classname == "droppedweapon")
912 self.strength_finished = max(0, self.strength_finished - time);
913 self.invincible_finished = max(0, self.invincible_finished - time);
914 self.superweapons_finished = max(0, self.superweapons_finished - time);
916 entity it = self.itemdef;
917 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
920 if (self.classname == "droppedweapon")
922 // undo what we did above
923 self.strength_finished += time;
924 self.invincible_finished += time;
925 self.superweapons_finished += time;
932 other.last_pickup = time;
934 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
935 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
937 if (self.classname == "droppedweapon")
939 else if (self.spawnshieldtime)
943 RandomSelection_Init();
944 for(head = world; (head = findfloat(head, team, self.team)); )
946 if(head.flags & FL_ITEM)
949 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
952 e = RandomSelection_chosen_ent;
957 Item_ScheduleRespawn(e);
963 Item_Show(self, !self.state);
964 setorigin (self, self.origin);
966 if(self.classname != "droppedweapon")
968 self.think = Item_Think;
969 self.nextthink = time;
971 if(self.waypointsprite_attached)
972 WaypointSprite_Kill(self.waypointsprite_attached);
974 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
975 Item_ScheduleInitialRespawn(self);
983 if(self.effects & EF_NODRAW)
985 // marker for item team search
986 dprint("Initializing item team ", ftos(self.team), "\n");
987 RandomSelection_Init();
988 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
989 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
990 e = RandomSelection_chosen_ent;
994 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
998 // make it a non-spawned item
1000 head.state = 1; // state 1 = initially hidden item
1002 head.effects &= ~EF_NODRAW;
1009 // Savage: used for item garbage-collection
1010 // TODO: perhaps nice special effect?
1011 void RemoveItem(void)
1016 // pickup evaluation functions
1017 // these functions decide how desirable an item is to the bots
1019 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1021 float weapon_pickupevalfunc(entity player, entity item)
1025 // See if I have it already
1026 if(item.weapons & ~player.weapons)
1028 // If I can pick it up
1029 if(!item.spawnshieldtime)
1031 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
1033 // Skilled bots will grab more
1034 c = bound(0, skill / 10, 1) * 0.5;
1042 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
1043 if( bot_custom_weapon && c )
1045 // Find the highest position on any range
1047 for (int j = 0; j < WEP_LAST ; ++j){
1049 bot_weapons_far[j] == item.weapon ||
1050 bot_weapons_mid[j] == item.weapon ||
1051 bot_weapons_close[j] == item.weapon
1062 position = WEP_LAST - position;
1063 // item.bot_pickupbasevalue is overwritten here
1064 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
1068 return item.bot_pickupbasevalue * c;
1071 float commodity_pickupevalfunc(entity player, entity item)
1074 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1078 // Detect needed ammo
1079 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1081 wi = get_weaponinfo(i);
1083 if (!(player.weapons & WepSet_FromWeapon(i)))
1086 if(wi.items & IT_SHELLS)
1088 else if(wi.items & IT_NAILS)
1090 else if(wi.items & IT_ROCKETS)
1091 need_rockets = true;
1092 else if(wi.items & IT_CELLS)
1094 else if(wi.items & IT_PLASMA)
1096 else if(wi.items & IT_FUEL)
1100 // TODO: figure out if the player even has the weapon this ammo is for?
1101 // may not affect strategy much though...
1102 // find out how much more ammo/armor/health the player can hold
1104 if (item.ammo_shells)
1105 if (player.ammo_shells < g_pickup_shells_max)
1106 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1108 if (item.ammo_nails)
1109 if (player.ammo_nails < g_pickup_nails_max)
1110 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1112 if (item.ammo_rockets)
1113 if (player.ammo_rockets < g_pickup_rockets_max)
1114 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1116 if (item.ammo_cells)
1117 if (player.ammo_cells < g_pickup_cells_max)
1118 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1120 if (item.ammo_plasma)
1121 if (player.ammo_plasma < g_pickup_plasma_max)
1122 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1125 if (player.ammo_fuel < g_pickup_fuel_max)
1126 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1127 if (item.armorvalue)
1128 if (player.armorvalue < item.max_armorvalue)
1129 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1131 if (player.health < item.max_health)
1132 c = c + max(0, 1 - player.health / item.max_health);
1134 return item.bot_pickupbasevalue * c;
1137 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1139 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1143 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)
1145 startitem_failed = false;
1147 if(self.model == "")
1148 self.model = itemmodel;
1150 if(self.model == "")
1152 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1156 if(self.item_pickupsound == "")
1157 self.item_pickupsound = pickupsound;
1159 if(!self.respawntime) // both need to be set
1161 self.respawntime = defaultrespawntime;
1162 self.respawntimejitter = defaultrespawntimejitter;
1165 self.items = itemid;
1166 self.weapon = weaponid;
1169 self.weapons = WepSet_FromWeapon(weaponid);
1171 self.flags = FL_ITEM | itemflags;
1173 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1175 startitem_failed = true;
1180 // is it a dropped weapon?
1181 if (self.classname == "droppedweapon")
1183 self.reset = SUB_Remove;
1184 // it's a dropped weapon
1185 self.movetype = MOVETYPE_TOSS;
1187 // Savage: remove thrown items after a certain period of time ("garbage collection")
1188 self.think = RemoveItem;
1189 self.nextthink = time + 20;
1191 self.takedamage = DAMAGE_YES;
1192 self.event_damage = Item_Damage;
1194 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1197 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1198 if(self.ammo_nails == 0)
1199 if(self.ammo_cells == 0)
1200 if(self.ammo_rockets == 0)
1201 if(self.ammo_shells == 0)
1202 if(self.ammo_fuel == 0)
1203 if(self.health == 0)
1204 if(self.armorvalue == 0)
1207 // if item is worthless after a timer, have it expire then
1208 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1211 // don't drop if in a NODROP zone (such as lava)
1212 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1213 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1215 startitem_failed = true;
1222 if(!have_pickup_item())
1224 startitem_failed = true;
1229 self.reset = Item_Reset;
1230 // it's a level item
1231 if(self.spawnflags & 1)
1234 self.movetype = MOVETYPE_NONE;
1236 self.movetype = MOVETYPE_TOSS;
1237 // do item filtering according to game mode and other things
1240 // first nudge it off the floor a little bit to avoid math errors
1241 setorigin(self, self.origin + '0 0 1');
1242 // set item size before we spawn a spawnfunc_waypoint
1243 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1244 setsize (self, '-16 -16 0', '16 16 48');
1246 setsize (self, '-16 -16 0', '16 16 32');
1248 // note droptofloor returns false if stuck/or would fall too far
1250 waypoint_spawnforitem(self);
1254 * can't do it that way, as it would break maps
1255 * TODO make a target_give like entity another way, that perhaps has
1256 * the weapon name in a key
1259 // target_give not yet supported; maybe later
1260 print("removed targeted ", self.classname, "\n");
1261 startitem_failed = true;
1267 if(autocvar_spawn_debug >= 2)
1270 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1272 // why not flags & fl_item?
1273 if(otheritem.is_item)
1275 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1276 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1277 error("Mapper sucks.");
1280 self.is_item = true;
1283 weaponsInMap |= WepSet_FromWeapon(weaponid);
1285 precache_model (self.model);
1286 precache_sound (self.item_pickupsound);
1288 precache_sound ("misc/itemrespawncountdown.wav");
1289 if(itemid == IT_STRENGTH)
1290 precache_sound ("misc/strength_respawn.wav");
1291 else if(itemid == IT_INVINCIBLE)
1292 precache_sound ("misc/shield_respawn.wav");
1294 precache_sound ("misc/itemrespawn.wav");
1296 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1297 self.target = "###item###"; // for finding the nearest item using find()
1299 Item_ItemsTime_SetTime(self, 0);
1302 self.bot_pickup = true;
1303 self.bot_pickupevalfunc = pickupevalfunc;
1304 self.bot_pickupbasevalue = pickupbasevalue;
1305 self.mdl = self.model;
1306 self.netname = itemname;
1307 self.touch = Item_Touch;
1308 setmodel(self, "null"); // precision set below
1309 //self.effects |= EF_LOWPRECISION;
1311 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1313 self.pos1 = '-16 -16 0';
1314 self.pos2 = '16 16 48';
1318 self.pos1 = '-16 -16 0';
1319 self.pos2 = '16 16 32';
1321 setsize (self, self.pos1, self.pos2);
1323 if(itemflags & FL_POWERUP)
1324 self.ItemStatus |= ITS_ANIMATE1;
1326 if(self.armorvalue || self.health)
1327 self.ItemStatus |= ITS_ANIMATE2;
1329 if(itemflags & FL_WEAPON)
1331 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1332 self.colormap = 1024; // color shirt=0 pants=0 grey
1336 self.ItemStatus |= ITS_ANIMATE1;
1337 self.ItemStatus |= ISF_COLORMAP;
1341 if(self.team) // broken, no idea why.
1344 self.cnt = 1; // item probability weight
1346 self.effects |= EF_NODRAW; // marker for item team search
1347 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1352 Net_LinkEntity(self, false, 0, ItemSend);
1354 self.SendFlags |= ISF_SIZE;
1356 self.SendFlags |= ISF_ANGLES;
1358 // call this hook after everything else has been done
1359 if(MUTATOR_CALLHOOK(Item_Spawn, self))
1361 startitem_failed = true;
1367 void StartItemA (entity a)
1370 StartItem(a.m_model, a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1373 void spawnfunc_item_rockets (void) {
1374 if(!self.ammo_rockets)
1375 self.ammo_rockets = g_pickup_rockets;
1376 if(!self.pickup_anyway)
1377 self.pickup_anyway = g_pickup_ammo_anyway;
1378 StartItemA (ITEM_Rockets);
1381 void spawnfunc_item_bullets (void) {
1383 if(autocvar_sv_q3acompat_machineshotgunswap)
1384 if(self.classname != "droppedweapon")
1386 weaponswapping = true;
1387 spawnfunc_item_shells();
1388 weaponswapping = false;
1392 if(!self.ammo_nails)
1393 self.ammo_nails = g_pickup_nails;
1394 if(!self.pickup_anyway)
1395 self.pickup_anyway = g_pickup_ammo_anyway;
1396 StartItemA (ITEM_Bullets);
1399 void spawnfunc_item_cells (void) {
1400 if(!self.ammo_cells)
1401 self.ammo_cells = g_pickup_cells;
1402 if(!self.pickup_anyway)
1403 self.pickup_anyway = g_pickup_ammo_anyway;
1404 StartItemA (ITEM_Cells);
1407 void spawnfunc_item_plasma()
1409 if(!self.ammo_plasma)
1410 self.ammo_plasma = g_pickup_plasma;
1411 if(!self.pickup_anyway)
1412 self.pickup_anyway = g_pickup_ammo_anyway;
1413 StartItemA (ITEM_Plasma);
1416 void spawnfunc_item_shells (void) {
1418 if(autocvar_sv_q3acompat_machineshotgunswap)
1419 if(self.classname != "droppedweapon")
1421 weaponswapping = true;
1422 spawnfunc_item_bullets();
1423 weaponswapping = false;
1427 if(!self.ammo_shells)
1428 self.ammo_shells = g_pickup_shells;
1429 if(!self.pickup_anyway)
1430 self.pickup_anyway = g_pickup_ammo_anyway;
1431 StartItemA (ITEM_Shells);
1434 void spawnfunc_item_armor_small (void) {
1435 if(!self.armorvalue)
1436 self.armorvalue = g_pickup_armorsmall;
1437 if(!self.max_armorvalue)
1438 self.max_armorvalue = g_pickup_armorsmall_max;
1439 if(!self.pickup_anyway)
1440 self.pickup_anyway = g_pickup_armorsmall_anyway;
1441 StartItemA (ITEM_ArmorSmall);
1444 void spawnfunc_item_armor_medium (void) {
1445 if(!self.armorvalue)
1446 self.armorvalue = g_pickup_armormedium;
1447 if(!self.max_armorvalue)
1448 self.max_armorvalue = g_pickup_armormedium_max;
1449 if(!self.pickup_anyway)
1450 self.pickup_anyway = g_pickup_armormedium_anyway;
1451 StartItemA (ITEM_ArmorMedium);
1454 void spawnfunc_item_armor_big (void) {
1455 if(!self.armorvalue)
1456 self.armorvalue = g_pickup_armorbig;
1457 if(!self.max_armorvalue)
1458 self.max_armorvalue = g_pickup_armorbig_max;
1459 if(!self.pickup_anyway)
1460 self.pickup_anyway = g_pickup_armorbig_anyway;
1461 StartItemA (ITEM_ArmorBig);
1464 void spawnfunc_item_armor_large (void) {
1465 if(!self.armorvalue)
1466 self.armorvalue = g_pickup_armorlarge;
1467 if(!self.max_armorvalue)
1468 self.max_armorvalue = g_pickup_armorlarge_max;
1469 if(!self.pickup_anyway)
1470 self.pickup_anyway = g_pickup_armorlarge_anyway;
1471 StartItemA (ITEM_ArmorLarge);
1474 void spawnfunc_item_health_small (void) {
1475 if(!self.max_health)
1476 self.max_health = g_pickup_healthsmall_max;
1478 self.health = g_pickup_healthsmall;
1479 if(!self.pickup_anyway)
1480 self.pickup_anyway = g_pickup_healthsmall_anyway;
1481 StartItemA (ITEM_HealthSmall);
1484 void spawnfunc_item_health_medium (void) {
1485 if(!self.max_health)
1486 self.max_health = g_pickup_healthmedium_max;
1488 self.health = g_pickup_healthmedium;
1489 if(!self.pickup_anyway)
1490 self.pickup_anyway = g_pickup_healthmedium_anyway;
1491 StartItemA (ITEM_HealthMedium);
1494 void spawnfunc_item_health_large (void) {
1495 if(!self.max_health)
1496 self.max_health = g_pickup_healthlarge_max;
1498 self.health = g_pickup_healthlarge;
1499 if(!self.pickup_anyway)
1500 self.pickup_anyway = g_pickup_healthlarge_anyway;
1501 StartItemA (ITEM_HealthLarge);
1504 void spawnfunc_item_health_mega (void) {
1505 if(!self.max_health)
1506 self.max_health = g_pickup_healthmega_max;
1508 self.health = g_pickup_healthmega;
1509 if(!self.pickup_anyway)
1510 self.pickup_anyway = g_pickup_healthmega_anyway;
1511 StartItemA (ITEM_HealthMega);
1514 // support old misnamed entities
1515 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1516 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1517 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1518 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1519 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1521 void spawnfunc_item_strength (void) {
1522 precache_sound("weapons/strength_fire.wav");
1523 if(!self.strength_finished)
1524 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1525 StartItemA (ITEM_Strength);
1528 void spawnfunc_item_invincible (void) {
1529 if(!self.invincible_finished)
1530 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1531 StartItemA (ITEM_Shield);
1535 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1537 void target_items_use (void)
1539 if(activator.classname == "droppedweapon")
1546 if (!IS_PLAYER(activator))
1548 if(activator.deadflag != DEAD_NO)
1553 for(e = world; (e = find(e, classname, "droppedweapon")); )
1554 if(e.enemy == activator)
1557 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1558 centerprint(activator, self.message);
1561 void spawnfunc_target_items (void)
1567 self.use = target_items_use;
1568 if(!self.strength_finished)
1569 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1570 if(!self.invincible_finished)
1571 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1572 if(!self.superweapons_finished)
1573 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1575 precache_sound("misc/itempickup.wav");
1576 precache_sound("misc/megahealth.wav");
1577 precache_sound("misc/armor25.wav");
1578 precache_sound("misc/powerup.wav");
1579 precache_sound("misc/poweroff.wav");
1580 precache_sound("weapons/weaponpickup.wav");
1582 n = tokenize_console(self.netname);
1583 if(argv(0) == "give")
1585 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1589 for(i = 0; i < n; ++i)
1591 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1592 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1593 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1594 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1595 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1596 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1597 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1598 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1601 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1603 e = get_weaponinfo(j);
1604 s = W_UndeprecateName(argv(i));
1607 self.weapons |= WepSet_FromWeapon(j);
1608 if(self.spawnflags == 0 || self.spawnflags == 2)
1609 WEP_ACTION(e.weapon, WR_INIT);
1614 print("target_items: invalid item ", argv(i), "\n");
1618 string itemprefix, valueprefix;
1619 if(self.spawnflags == 0)
1624 else if(self.spawnflags == 1)
1626 itemprefix = "max ";
1627 valueprefix = "max ";
1629 else if(self.spawnflags == 2)
1631 itemprefix = "min ";
1632 valueprefix = "min ";
1634 else if(self.spawnflags == 4)
1636 itemprefix = "minus ";
1637 valueprefix = "max ";
1641 error("invalid spawnflags");
1642 itemprefix = valueprefix = string_null;
1646 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1647 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1648 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1649 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1650 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1651 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1652 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1653 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1654 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1655 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1656 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1657 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1658 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1659 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1660 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1661 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1663 e = get_weaponinfo(j);
1665 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1668 self.netname = strzone(self.netname);
1669 //print(self.netname, "\n");
1671 n = tokenize_console(self.netname);
1672 for(i = 0; i < n; ++i)
1674 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1676 e = get_weaponinfo(j);
1677 if(argv(i) == e.netname)
1679 WEP_ACTION(e.weapon, WR_INIT);
1686 void spawnfunc_item_fuel(void)
1689 self.ammo_fuel = g_pickup_fuel;
1690 if(!self.pickup_anyway)
1691 self.pickup_anyway = g_pickup_ammo_anyway;
1692 StartItemA (ITEM_JetpackFuel);
1695 void spawnfunc_item_fuel_regen(void)
1697 if(start_items & IT_FUEL_REGEN)
1699 spawnfunc_item_fuel();
1702 StartItemA (ITEM_JetpackRegen);
1705 void spawnfunc_item_jetpack(void)
1708 self.ammo_fuel = g_pickup_fuel_jetpack;
1709 if(start_items & IT_JETPACK)
1711 spawnfunc_item_fuel();
1714 StartItemA (ITEM_Jetpack);
1717 float GiveWeapon(entity e, float wpn, float op, float val)
1720 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1725 e.weapons |= WepSet_FromWeapon(wpn);
1727 e.weapons &= ~WepSet_FromWeapon(wpn);
1732 e.weapons |= WepSet_FromWeapon(wpn);
1736 e.weapons &= ~WepSet_FromWeapon(wpn);
1740 e.weapons &= ~WepSet_FromWeapon(wpn);
1743 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1747 float GiveBit(entity e, .float fld, float bit, float op, float val)
1750 v0 = (e.(fld) & bit);
1773 v1 = (e.(fld) & bit);
1777 float GiveValue(entity e, .float fld, float op, float val)
1787 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1790 e.(fld) = min(e.(fld), val);
1803 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1810 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1812 else if(v0 >= v0 + t)
1815 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1819 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1822 e.(rotfield) = max(e.(rotfield), time + rottime);
1824 e.(regenfield) = max(e.(regenfield), time + regentime);
1826 float GiveItems(entity e, float beginarg, float endarg)
1828 float got, i, j, val, op;
1829 float _switchweapon;
1838 _switchweapon = false;
1840 if (e.switchweapon == w_getbestweapon(e))
1841 _switchweapon = true;
1843 e.strength_finished = max(0, e.strength_finished - time);
1844 e.invincible_finished = max(0, e.invincible_finished - time);
1845 e.superweapons_finished = max(0, e.superweapons_finished - time);
1849 PREGIVE(e, strength_finished);
1850 PREGIVE(e, invincible_finished);
1851 PREGIVE(e, superweapons_finished);
1852 PREGIVE(e, ammo_nails);
1853 PREGIVE(e, ammo_cells);
1854 PREGIVE(e, ammo_plasma);
1855 PREGIVE(e, ammo_shells);
1856 PREGIVE(e, ammo_rockets);
1857 PREGIVE(e, ammo_fuel);
1858 PREGIVE(e, armorvalue);
1861 for(i = beginarg; i < endarg; ++i)
1865 if(cmd == "0" || stof(cmd))
1889 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1890 got += GiveValue(e, strength_finished, op, val);
1891 got += GiveValue(e, invincible_finished, op, val);
1892 got += GiveValue(e, superweapons_finished, op, val);
1893 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1895 got += GiveBit(e, items, IT_JETPACK, op, val);
1896 got += GiveValue(e, health, op, val);
1897 got += GiveValue(e, armorvalue, op, val);
1899 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1901 wi = get_weaponinfo(j);
1903 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1904 got += GiveWeapon(e, j, op, val);
1907 got += GiveValue(e, ammo_cells, op, val);
1908 got += GiveValue(e, ammo_plasma, op, val);
1909 got += GiveValue(e, ammo_shells, op, val);
1910 got += GiveValue(e, ammo_nails, op, val);
1911 got += GiveValue(e, ammo_rockets, op, val);
1912 got += GiveValue(e, ammo_fuel, op, val);
1914 case "unlimited_ammo":
1915 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1917 case "unlimited_weapon_ammo":
1918 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1920 case "unlimited_superweapons":
1921 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1924 got += GiveBit(e, items, IT_JETPACK, op, val);
1927 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1930 got += GiveValue(e, strength_finished, op, val);
1933 got += GiveValue(e, invincible_finished, op, val);
1935 case "superweapons":
1936 got += GiveValue(e, superweapons_finished, op, val);
1939 got += GiveValue(e, ammo_cells, op, val);
1942 got += GiveValue(e, ammo_plasma, op, val);
1945 got += GiveValue(e, ammo_shells, op, val);
1949 got += GiveValue(e, ammo_nails, op, val);
1952 got += GiveValue(e, ammo_rockets, op, val);
1955 got += GiveValue(e, health, op, val);
1958 got += GiveValue(e, armorvalue, op, val);
1961 got += GiveValue(e, ammo_fuel, op, val);
1964 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1966 wi = get_weaponinfo(j);
1967 if(cmd == wi.netname)
1969 got += GiveWeapon(e, j, op, val);
1974 print("give: invalid item ", cmd, "\n");
1981 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1982 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1983 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1984 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1985 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1987 wi = get_weaponinfo(j);
1990 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1991 if (!(save_weapons & WepSet_FromWeapon(j)))
1992 if(e.weapons & WepSet_FromWeapon(j))
1993 WEP_ACTION(wi.weapon, WR_INIT);
1996 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1997 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1998 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1999 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2000 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
2001 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2002 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2003 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);
2004 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);
2005 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);
2007 if(e.superweapons_finished <= 0)
2008 if(self.weapons & WEPSET_SUPERWEAPONS)
2009 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2011 if(e.strength_finished <= 0)
2012 e.strength_finished = 0;
2014 e.strength_finished += time;
2015 if(e.invincible_finished <= 0)
2016 e.invincible_finished = 0;
2018 e.invincible_finished += time;
2019 if(e.superweapons_finished <= 0)
2020 e.superweapons_finished = 0;
2022 e.superweapons_finished += time;
2024 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
2025 _switchweapon = true;
2027 W_SwitchWeapon_Force(e, w_getbestweapon(e));