1 float have_pickup_item(void)
3 // minstagib: only allow filtered items
5 if(self.classname != "minstagib")
8 if(self.items == IT_STRENGTH || self.items == IT_INVINCIBLE)
10 if(autocvar_g_powerups > 0)
12 if(autocvar_g_powerups == 0)
23 if(autocvar_g_pickup_items > 0)
25 if(autocvar_g_pickup_items == 0)
32 if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
38 #define ITEM_RESPAWN_TICKS 10
40 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
41 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
42 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
43 // range: 10 .. respawntime + respawntimejitter
45 floatfield Item_CounterField(float it)
49 case IT_SHELLS: return ammo_shells;
50 case IT_NAILS: return ammo_nails;
51 case IT_ROCKETS: return ammo_rockets;
52 case IT_CELLS: return ammo_cells;
53 case IT_FUEL: return ammo_fuel;
54 case IT_5HP: return health;
55 case IT_25HP: return health;
56 case IT_HEALTH: return health;
57 case IT_ARMOR_SHARD: return armorvalue;
58 case IT_ARMOR: return armorvalue;
59 // add more things here (health, armor)
60 default: error("requested item has no counter field");
64 string Item_CounterFieldName(float it)
68 case IT_SHELLS: return "shells";
69 case IT_NAILS: return "nails";
70 case IT_ROCKETS: return "rockets";
71 case IT_CELLS: return "cells";
72 case IT_FUEL: return "fuel";
74 // add more things here (health, armor)
75 default: error("requested item has no counter field name");
79 .float max_armorvalue;
82 float Item_Customize()
84 if(self.spawnshieldtime)
86 if(self.weapons != (self.weapons & other.weapons))
88 self.colormod = '0 0 0';
89 self.glowmod = self.colormod;
90 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
97 self.colormod = stov(autocvar_g_ghost_items_color);
98 self.glowmod = self.colormod;
99 self.alpha = g_ghost_items;
107 void Item_Show (entity e, float mode)
109 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
112 // make the item look normal, and be touchable
114 e.solid = SOLID_TRIGGER;
115 e.colormod = '0 0 0';
116 self.glowmod = self.colormod;
118 e.customizeentityforclient = func_null;
120 e.spawnshieldtime = 1;
124 // hide the item completely
125 e.model = string_null;
127 e.colormod = '0 0 0';
128 self.glowmod = self.colormod;
130 e.customizeentityforclient = func_null;
132 e.spawnshieldtime = 1;
134 else if((e.flags & FL_WEAPON) && g_weapon_stay)
136 // make the item translucent and not touchable
138 e.solid = SOLID_TRIGGER; // can STILL be picked up!
139 e.colormod = '0 0 0';
140 self.glowmod = self.colormod;
141 e.effects |= EF_STARDUST;
142 e.customizeentityforclient = Item_Customize;
144 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
146 else if(g_ghost_items)
148 // make the item translucent and not touchable
151 e.colormod = stov(autocvar_g_ghost_items_color);
152 e.glowmod = e.colormod;
153 e.alpha = g_ghost_items;
154 e.customizeentityforclient = func_null;
156 e.spawnshieldtime = 1;
160 // hide the item completely
161 e.model = string_null;
163 e.colormod = '0 0 0';
164 e.glowmod = e.colormod;
166 e.customizeentityforclient = func_null;
168 e.spawnshieldtime = 1;
171 if (e.strength_finished || e.invincible_finished)
172 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
173 if (autocvar_g_nodepthtestitems)
174 e.effects |= EF_NODEPTHTEST;
175 if (autocvar_g_fullbrightitems)
176 e.effects |= EF_FULLBRIGHT;
178 // relink entity (because solid may have changed)
179 setorigin(e, e.origin);
182 float it_armor_large_time;
183 float it_health_mega_time;
184 float it_strength_time;
185 float it_invisible_time;
186 float it_extralife_time;
188 float it_shield_time;
189 float it_fuelregen_time;
190 float it_jetpack_time;
192 void Item_ClearItemsTime()
194 self.item_armor_large_time = 0;
195 self.item_health_mega_time = 0;
196 self.item_strength_time = 0;
197 self.item_invisible_time = 0;
198 self.item_extralife_time = 0;
199 self.item_speed_time = 0;
200 self.item_shield_time = 0;
201 self.item_fuelregen_time = 0;
202 self.item_jetpack_time = 0;
204 void Item_GetItemsTime(entity e)
206 e.item_armor_large_time = it_armor_large_time;
207 e.item_health_mega_time = it_health_mega_time;
208 e.item_strength_time = it_strength_time;
209 e.item_invisible_time = it_invisible_time;
210 e.item_extralife_time = it_extralife_time;
211 e.item_speed_time = it_speed_time;
212 e.item_shield_time = it_shield_time;
213 e.item_fuelregen_time = it_fuelregen_time;
214 e.item_jetpack_time = it_jetpack_time;
216 void Item_UpdateTime(entity e, float t)
222 case IT_STRENGTH://"item-invis"
223 if (it_invisible_time > time && t > it_invisible_time)
225 it_invisible_time = t;
227 case IT_NAILS://"item-extralife"
228 if (it_extralife_time > time && t > it_extralife_time)
230 it_extralife_time = t;
232 case IT_INVINCIBLE://"item-speed"
233 if (it_speed_time > time && t > it_speed_time)
244 //if (e.classname == "item_health_mega")
246 if (it_health_mega_time > time && t > it_health_mega_time)
248 it_health_mega_time = t;
252 if (e.classname == "item_armor_large")
254 if (it_armor_large_time > time && t > it_armor_large_time)
256 it_armor_large_time = t;
259 case IT_STRENGTH://"item-strength"
260 if (it_strength_time > time && t > it_strength_time)
262 it_strength_time = t;
264 case IT_INVINCIBLE://"item-shield"
265 if (it_shield_time > time && t > it_shield_time)
273 case IT_FUEL_REGEN://"item-fuelregen"
274 if (it_fuelregen_time > time && t > it_fuelregen_time)
276 it_fuelregen_time = t;
278 case IT_JETPACK://"item-jetpack"
279 if (it_jetpack_time > time && t > it_jetpack_time)
286 void Item_Respawn (void)
291 if(!g_minstagib && self.items == IT_STRENGTH)
292 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
293 else if(!g_minstagib && self.items == IT_INVINCIBLE)
294 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
296 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
297 setorigin (self, self.origin);
299 if (self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH)
301 for(t = 0, head = world; (head = find(head, classname, self.classname)); )
303 // in minstagib .classname is "minstagib" for every item
304 if (g_minstagib && self.items != head.items)
306 if (head.scheduledrespawntime > time)
307 if (t == 0 || head.scheduledrespawntime < t)
308 t = head.scheduledrespawntime;
310 Item_UpdateTime(self, t);
311 FOR_EACH_REALCLIENT(head)
313 if (head.classname != "player")
314 Item_GetItemsTime(head);
318 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
319 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
322 void Item_RespawnCountdown (void)
324 if(self.count >= ITEM_RESPAWN_TICKS)
326 if(self.waypointsprite_attached)
327 WaypointSprite_Kill(self.waypointsprite_attached);
332 self.nextthink = time + 1;
343 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
344 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
345 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
352 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
353 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
355 //if (self.classname == "item_health_mega")
356 {name = "item_health_mega"; rgb = '1 0 0';}
359 if (self.classname == "item_armor_large")
360 {name = "item_armor_large"; rgb = '0 1 0';}
366 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
367 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
371 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
372 if(self.waypointsprite_attached)
374 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
375 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
376 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
380 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
381 if(self.waypointsprite_attached)
383 WaypointSprite_Ping(self.waypointsprite_attached);
384 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
389 void Item_ScheduleRespawnIn(entity e, float t)
391 if(e.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH)
393 e.think = Item_RespawnCountdown;
394 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
395 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
400 e.think = Item_Respawn;
401 e.nextthink = time + t;
402 e.scheduledrespawntime = e.nextthink;
404 Item_UpdateTime(e, e.scheduledrespawntime);
405 FOR_EACH_REALCLIENT(e)
407 if (e.classname != "player")
408 Item_GetItemsTime(e);
412 void Item_ScheduleRespawn(entity e)
414 if(e.respawntime > 0)
417 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
419 else // if respawntime is -1, this item does not respawn
423 void Item_ScheduleInitialRespawn(entity e)
426 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
429 float ITEM_MODE_NONE = 0;
430 float ITEM_MODE_HEALTH = 1;
431 float ITEM_MODE_ARMOR = 2;
432 float ITEM_MODE_FUEL = 3;
433 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
438 if (item.spawnshieldtime)
440 if ((player.ammofield < ammomax) || item.pickup_anyway)
442 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
446 else if(g_weapon_stay == 2)
448 float mi = min(item.ammofield, ammomax);
449 if (player.ammofield < mi)
451 player.ammofield = mi;
462 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
464 case ITEM_MODE_HEALTH:
465 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
467 case ITEM_MODE_ARMOR:
468 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
476 float Item_GiveTo(entity item, entity player)
484 // if nothing happens to player, just return without taking the item
486 _switchweapon = FALSE;
490 float prevcells = player.ammo_cells;
492 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
493 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
495 if(player.ammo_cells > prevcells)
497 _switchweapon = TRUE;
499 // play some cool sounds ;)
500 if (clienttype(player) == CLIENTTYPE_REAL)
502 if(player.health <= 5)
503 AnnounceTo(player, "lastsecond");
504 else if(player.health < 50)
505 AnnounceTo(player, "narrowly");
507 // sound not available
508 // else if(item.items == IT_CELLS)
509 // AnnounceTo(player, "ammo");
511 if (item.weapons & WEPBIT_MINSTANEX)
512 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
514 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
518 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
522 sprint (player, strcat("You got the ^2", item.netname, "\n"));
529 // sound not available
530 // AnnounceTo(player, "_lives");
531 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
532 sprint(player, "^3You picked up some extra lives\n");
536 if (item.strength_finished)
539 // sound not available
540 // AnnounceTo(player, "invisible");
541 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
545 if (item.invincible_finished)
548 // sound not available
549 // AnnounceTo(player, "speed");
550 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
555 // in case the player has autoswitch enabled do the following:
556 // if the player is using their best weapon before items are given, they
557 // probably want to switch to an even better weapon after items are given
558 if (player.autoswitch)
559 if (player.switchweapon == w_getbestweapon(player))
560 _switchweapon = TRUE;
562 if not(player.weapons & W_WeaponBit(player.switchweapon))
563 _switchweapon = TRUE;
565 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
566 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
567 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
568 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
569 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
570 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
571 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
573 if (item.flags & FL_WEAPON)
574 if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway))
577 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
579 e = get_weaponinfo(i);
581 W_GiveWeapon (player, e.weapon, item.netname);
585 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
589 sprint (player, strcat("You got the ^2", item.netname, "\n"));
592 if (item.strength_finished)
595 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
597 if (item.invincible_finished)
600 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
605 // always eat teamed entities
612 sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
614 if (player.switchweapon != w_getbestweapon(player))
615 W_SwitchWeapon_Force(player, w_getbestweapon(player));
620 void Item_Touch (void)
624 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
625 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
630 if (other.classname != "player")
634 if (self.solid != SOLID_TRIGGER)
636 if (self.owner == other)
639 if(!Item_GiveTo(self, other))
642 other.last_pickup = time;
644 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
646 if (self.classname == "droppedweapon")
648 else if not(self.spawnshieldtime)
654 RandomSelection_Init();
655 for(head = world; (head = findfloat(head, team, self.team)); )
657 if(head.flags & FL_ITEM)
660 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
663 e = RandomSelection_chosen_ent;
667 Item_ScheduleRespawn(e);
675 if(self.effects & EF_NODRAW)
677 // marker for item team search
678 dprint("Initializing item team ", ftos(self.team), "\n");
679 RandomSelection_Init();
680 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
681 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
682 e = RandomSelection_chosen_ent;
686 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
690 // make it a non-spawned item
692 head.state = 1; // state 1 = initially hidden item
694 head.effects &~= EF_NODRAW;
697 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
698 Item_ScheduleInitialRespawn(e);
704 Item_Show(self, !self.state);
705 setorigin (self, self.origin);
706 self.think = SUB_Null;
709 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
710 Item_ScheduleInitialRespawn(self);
713 // Savage: used for item garbage-collection
714 // TODO: perhaps nice special effect?
715 void RemoveItem(void)
720 // pickup evaluation functions
721 // these functions decide how desirable an item is to the bots
723 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
725 float weapon_pickupevalfunc(entity player, entity item)
727 float c, i, j, position;
729 // See if I have it already
730 if(player.weapons & item.weapons == item.weapons)
732 // If I can pick it up
733 if(!item.spawnshieldtime)
735 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
737 // Skilled bots will grab more
738 c = bound(0, skill / 10, 1) * 0.5;
746 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
747 if( bot_custom_weapon && c )
749 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
752 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
755 // Find the highest position on any range
757 for(j = 0; j < WEP_LAST ; ++j){
759 bot_weapons_far[j] == i ||
760 bot_weapons_mid[j] == i ||
761 bot_weapons_close[j] == i
772 position = WEP_LAST - position;
773 // item.bot_pickupbasevalue is overwritten here
774 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
779 return item.bot_pickupbasevalue * c;
782 float commodity_pickupevalfunc(entity player, entity item)
784 float c, i, need_shells, need_nails, need_rockets, need_cells;
788 // Detect needed ammo
789 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
791 wi = get_weaponinfo(i);
793 if not(wi.weapons & player.weapons)
796 if(wi.items & IT_SHELLS)
798 else if(wi.items & IT_NAILS)
800 else if(wi.items & IT_ROCKETS)
802 else if(wi.items & IT_CELLS)
806 // TODO: figure out if the player even has the weapon this ammo is for?
807 // may not affect strategy much though...
808 // find out how much more ammo/armor/health the player can hold
810 if (item.ammo_shells)
811 if (player.ammo_shells < g_pickup_shells_max)
812 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
815 if (player.ammo_nails < g_pickup_nails_max)
816 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
818 if (item.ammo_rockets)
819 if (player.ammo_rockets < g_pickup_rockets_max)
820 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
823 if (player.ammo_cells < g_pickup_cells_max)
824 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
826 if (player.armorvalue < item.max_armorvalue)
827 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
829 if (player.health < item.max_health)
830 c = c + max(0, 1 - player.health / item.max_health);
832 return item.bot_pickupbasevalue * c;
837 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)
839 startitem_failed = FALSE;
842 self.weapons = weaponid;
844 // is it a dropped weapon?
845 if (self.classname == "droppedweapon")
847 self.reset = SUB_Remove;
848 // it's a dropped weapon
849 self.movetype = MOVETYPE_TOSS;
850 // Savage: remove thrown items after a certain period of time ("garbage collection")
851 self.think = RemoveItem;
852 self.nextthink = time + 60;
853 // don't drop if in a NODROP zone (such as lava)
854 traceline(self.origin, self.origin, MOVE_NORMAL, self);
855 if (trace_dpstartcontents & DPCONTENTS_NODROP)
857 startitem_failed = TRUE;
864 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
866 startitem_failed = TRUE;
871 if(!have_pickup_item())
873 startitem_failed = TRUE;
878 self.reset = Item_Reset;
880 if(self.spawnflags & 1)
883 self.movetype = MOVETYPE_NONE;
885 self.movetype = MOVETYPE_TOSS;
886 // do item filtering according to game mode and other things
889 // first nudge it off the floor a little bit to avoid math errors
890 setorigin(self, self.origin + '0 0 1');
891 // set item size before we spawn a spawnfunc_waypoint
892 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
893 setsize (self, '-16 -16 0', '16 16 48');
895 setsize (self, '-16 -16 0', '16 16 32');
896 // note droptofloor returns FALSE if stuck/or would fall too far
898 waypoint_spawnforitem(self);
902 * can't do it that way, as it would break maps
903 * TODO make a target_give like entity another way, that perhaps has
904 * the weapon name in a key
907 // target_give not yet supported; maybe later
908 print("removed targeted ", self.classname, "\n");
909 startitem_failed = TRUE;
915 if(autocvar_spawn_debug >= 2)
918 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
920 if(otheritem.is_item)
922 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
923 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
924 error("Mapper sucks.");
930 weaponsInMap |= weaponid;
932 precache_model (itemmodel);
933 precache_sound (pickupsound);
935 precache_sound ("misc/itemrespawncountdown.wav");
936 if(!g_minstagib && itemid == IT_STRENGTH)
937 precache_sound ("misc/strength_respawn.wav");
938 else if(!g_minstagib && itemid == IT_INVINCIBLE)
939 precache_sound ("misc/shield_respawn.wav");
941 precache_sound ("misc/itemrespawn.wav");
943 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
944 self.target = "###item###"; // for finding the nearest item using find()
947 self.bot_pickup = TRUE;
948 self.bot_pickupevalfunc = pickupevalfunc;
949 self.bot_pickupbasevalue = pickupbasevalue;
950 self.mdl = itemmodel;
951 self.item_pickupsound = pickupsound;
952 // let mappers override respawntime
953 if(!self.respawntime) // both set
955 self.respawntime = defaultrespawntime;
956 self.respawntimejitter = defaultrespawntimejitter;
958 self.netname = itemname;
959 self.flags = FL_ITEM | itemflags;
960 self.touch = Item_Touch;
961 setmodel (self, self.mdl); // precision set below
962 self.effects |= EF_LOWPRECISION;
963 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
964 setsize (self, '-16 -16 0', '16 16 48');
966 setsize (self, '-16 -16 0', '16 16 32');
967 if(itemflags & FL_WEAPON)
968 self.modelflags |= MF_ROTATE;
970 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
971 if (itemflags & FL_WEAPON)
973 // neutral team color for pickup weapons
974 self.colormap = 1024; // color shirt=0 pants=0 grey
982 self.cnt = 1; // item probability weight
983 self.effects = self.effects | EF_NODRAW; // marker for item team search
984 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
986 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
987 Item_ScheduleInitialRespawn(self);
990 /* replace items in minstagib
991 * IT_STRENGTH = invisibility
992 * IT_NAILS = extra lives
993 * IT_INVINCIBLE = speed
995 void minstagib_items (float itemid)
998 self.classname = "minstagib";
1000 // replace rocket launchers and nex guns with ammo cells
1001 if (itemid == IT_CELLS)
1003 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1004 StartItem ("models/items/a_cells.md3",
1005 "misc/itempickup.wav", 45, 0,
1006 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1013 itemid = IT_STRENGTH;
1017 itemid = IT_INVINCIBLE;
1019 // replace with invis
1020 if (itemid == IT_STRENGTH)
1022 self.strength_finished = 30;
1023 StartItem ("models/items/g_strength.md3",
1024 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1025 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1027 // replace with extra lives
1028 if (itemid == IT_NAILS)
1030 self.max_health = 1;
1031 StartItem ("models/items/g_h100.md3",
1032 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1033 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1035 // replace with speed
1036 if (itemid == IT_INVINCIBLE)
1038 self.invincible_finished = 30;
1039 StartItem ("models/items/g_invincible.md3",
1040 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1041 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1045 float minst_no_auto_cells;
1046 void minst_remove_item (void) {
1047 if(minst_no_auto_cells)
1051 float weaponswapping;
1054 void weapon_defaultspawnfunc(float wpn)
1058 var .float ammofield;
1063 // set the respawntime in advance (so replaced weapons can copy it)
1065 if(!self.respawntime)
1067 e = get_weaponinfo(wpn);
1068 if(e.items == IT_SUPERWEAPON)
1070 self.respawntime = g_pickup_respawntime_powerup;
1071 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
1075 self.respawntime = g_pickup_respawntime_weapon;
1076 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1080 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1082 e = get_weaponinfo(wpn);
1083 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1087 startitem_failed = TRUE;
1090 t = tokenize_console(s);
1093 self.team = --internalteam;
1095 for(i = 1; i < t; ++i)
1098 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1100 e = get_weaponinfo(j);
1104 copyentity(oldself, self);
1105 self.classname = "replacedweapon";
1106 weapon_defaultspawnfunc(j);
1112 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1121 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1123 e = get_weaponinfo(j);
1132 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1138 startitem_failed = TRUE;
1143 e = get_weaponinfo(wpn);
1145 if(e.items && e.items != IT_SUPERWEAPON)
1147 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1151 ammofield = Item_CounterField(j);
1153 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1159 self.flags |= FL_NO_WEAPON_STAY;
1162 // weapon stay isn't supported for teamed weapons
1164 self.flags |= FL_NO_WEAPON_STAY;
1166 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1167 if (self.modelindex) // don't precache if self was removed
1168 weapon_action(e.weapon, WR_PRECACHE);
1171 void spawnfunc_weapon_shotgun (void);
1172 void spawnfunc_weapon_uzi (void) {
1173 if(autocvar_sv_q3acompat_machineshotgunswap)
1174 if(self.classname != "droppedweapon")
1176 weapon_defaultspawnfunc(WEP_SHOTGUN);
1179 weapon_defaultspawnfunc(WEP_UZI);
1182 void spawnfunc_weapon_shotgun (void) {
1183 if(autocvar_sv_q3acompat_machineshotgunswap)
1184 if(self.classname != "droppedweapon")
1186 weapon_defaultspawnfunc(WEP_UZI);
1189 weapon_defaultspawnfunc(WEP_SHOTGUN);
1192 void spawnfunc_weapon_nex (void)
1196 minstagib_items(IT_CELLS);
1197 self.think = minst_remove_item;
1198 self.nextthink = time;
1201 weapon_defaultspawnfunc(WEP_NEX);
1204 void spawnfunc_weapon_minstanex (void)
1208 minstagib_items(IT_CELLS);
1209 self.think = minst_remove_item;
1210 self.nextthink = time;
1213 weapon_defaultspawnfunc(WEP_MINSTANEX);
1216 void spawnfunc_weapon_rocketlauncher (void)
1220 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1221 self.think = minst_remove_item;
1222 self.nextthink = time;
1225 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1228 void spawnfunc_item_rockets (void) {
1229 if(!self.ammo_rockets)
1230 self.ammo_rockets = g_pickup_rockets;
1231 if(!self.pickup_anyway)
1232 self.pickup_anyway = g_pickup_ammo_anyway;
1233 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);
1236 void spawnfunc_item_shells (void);
1237 void spawnfunc_item_bullets (void) {
1239 if(autocvar_sv_q3acompat_machineshotgunswap)
1240 if(self.classname != "droppedweapon")
1242 weaponswapping = TRUE;
1243 spawnfunc_item_shells();
1244 weaponswapping = FALSE;
1248 if(!self.ammo_nails)
1249 self.ammo_nails = g_pickup_nails;
1250 if(!self.pickup_anyway)
1251 self.pickup_anyway = g_pickup_ammo_anyway;
1252 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);
1255 void spawnfunc_item_cells (void) {
1256 if(!self.ammo_cells)
1257 self.ammo_cells = g_pickup_cells;
1258 if(!self.pickup_anyway)
1259 self.pickup_anyway = g_pickup_ammo_anyway;
1260 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);
1263 void spawnfunc_item_shells (void) {
1265 if(autocvar_sv_q3acompat_machineshotgunswap)
1266 if(self.classname != "droppedweapon")
1268 weaponswapping = TRUE;
1269 spawnfunc_item_bullets();
1270 weaponswapping = FALSE;
1274 if(!self.ammo_shells)
1275 self.ammo_shells = g_pickup_shells;
1276 if(!self.pickup_anyway)
1277 self.pickup_anyway = g_pickup_ammo_anyway;
1278 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);
1281 void spawnfunc_item_armor_small (void) {
1282 if(!self.armorvalue)
1283 self.armorvalue = g_pickup_armorsmall;
1284 if(!self.max_armorvalue)
1285 self.max_armorvalue = g_pickup_armorsmall_max;
1286 if(!self.pickup_anyway)
1287 self.pickup_anyway = g_pickup_armorsmall_anyway;
1288 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);
1291 void spawnfunc_item_armor_medium (void) {
1292 if(!self.armorvalue)
1293 self.armorvalue = g_pickup_armormedium;
1294 if(!self.max_armorvalue)
1295 self.max_armorvalue = g_pickup_armormedium_max;
1296 if(!self.pickup_anyway)
1297 self.pickup_anyway = g_pickup_armormedium_anyway;
1298 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);
1301 void spawnfunc_item_armor_big (void) {
1302 if(!self.armorvalue)
1303 self.armorvalue = g_pickup_armorbig;
1304 if(!self.max_armorvalue)
1305 self.max_armorvalue = g_pickup_armorbig_max;
1306 if(!self.pickup_anyway)
1307 self.pickup_anyway = g_pickup_armorbig_anyway;
1308 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);
1311 void spawnfunc_item_armor_large (void) {
1312 if(!self.armorvalue)
1313 self.armorvalue = g_pickup_armorlarge;
1314 if(!self.max_armorvalue)
1315 self.max_armorvalue = g_pickup_armorlarge_max;
1316 if(!self.pickup_anyway)
1317 self.pickup_anyway = g_pickup_armorlarge_anyway;
1318 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);
1321 void spawnfunc_item_health_small (void) {
1322 if(!self.max_health)
1323 self.max_health = g_pickup_healthsmall_max;
1325 self.health = g_pickup_healthsmall;
1326 if(!self.pickup_anyway)
1327 self.pickup_anyway = g_pickup_healthsmall_anyway;
1328 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);
1331 void spawnfunc_item_health_medium (void) {
1332 if(!self.max_health)
1333 self.max_health = g_pickup_healthmedium_max;
1335 self.health = g_pickup_healthmedium;
1336 if(!self.pickup_anyway)
1337 self.pickup_anyway = g_pickup_healthmedium_anyway;
1338 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);
1341 void spawnfunc_item_health_large (void) {
1342 if(!self.max_health)
1343 self.max_health = g_pickup_healthlarge_max;
1345 self.health = g_pickup_healthlarge;
1346 if(!self.pickup_anyway)
1347 self.pickup_anyway = g_pickup_healthlarge_anyway;
1348 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);
1351 void spawnfunc_item_health_mega (void) {
1353 minstagib_items(IT_NAILS);
1355 if(!self.max_health)
1356 self.max_health = g_pickup_healthmega_max;
1358 self.health = g_pickup_healthmega;
1359 if(!self.pickup_anyway)
1360 self.pickup_anyway = g_pickup_healthmega_anyway;
1361 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);
1365 // support old misnamed entities
1366 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1367 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1368 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1369 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1370 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1372 void spawnfunc_item_strength (void) {
1374 minstagib_items(IT_STRENGTH);
1376 precache_sound("weapons/strength_fire.wav");
1377 self.strength_finished = 30;
1378 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);
1382 void spawnfunc_item_invincible (void) {
1384 minstagib_items(IT_INVINCIBLE);
1386 self.invincible_finished = 30;
1387 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);
1391 void spawnfunc_item_minst_cells (void) {
1394 minst_no_auto_cells = 1;
1395 minstagib_items(IT_CELLS);
1402 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1404 float GiveItems(entity e, float beginarg, float endarg);
1405 void target_items_use (void)
1407 if(activator.classname == "droppedweapon")
1414 if(activator.classname != "player")
1416 if(activator.deadflag != DEAD_NO)
1421 for(e = world; (e = find(e, classname, "droppedweapon")); )
1422 if(e.enemy == activator)
1425 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1426 centerprint(activator, self.message);
1429 void spawnfunc_target_items (void)
1434 self.use = target_items_use;
1435 if(!self.strength_finished)
1436 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1437 if(!self.invincible_finished)
1438 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1440 precache_sound("misc/itempickup.wav");
1441 precache_sound("misc/megahealth.wav");
1442 precache_sound("misc/armor25.wav");
1443 precache_sound("misc/powerup.wav");
1444 precache_sound("misc/poweroff.wav");
1445 precache_sound("weapons/weaponpickup.wav");
1447 n = tokenize_console(self.netname);
1448 if(argv(0) == "give")
1450 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1454 for(i = 0; i < n; ++i)
1456 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1457 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1458 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1459 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1460 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1461 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1462 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1464 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1466 e = get_weaponinfo(j);
1467 if(argv(i) == e.netname)
1469 self.weapons |= e.weapons;
1470 if(self.spawnflags == 0 || self.spawnflags == 2)
1471 weapon_action(e.weapon, WR_PRECACHE);
1476 print("target_items: invalid item ", argv(i), "\n");
1479 string itemprefix, valueprefix;
1480 if(self.spawnflags == 0)
1485 else if(self.spawnflags == 1)
1487 itemprefix = "max ";
1488 valueprefix = "max ";
1490 else if(self.spawnflags == 2)
1492 itemprefix = "min ";
1493 valueprefix = "min ";
1495 else if(self.spawnflags == 4)
1497 itemprefix = "minus ";
1498 valueprefix = "max ";
1501 error("invalid spawnflags");
1504 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1505 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1506 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1507 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1508 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1509 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1510 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1511 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1512 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1513 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1514 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1515 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1516 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1517 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1519 e = get_weaponinfo(j);
1521 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1524 self.netname = strzone(self.netname);
1525 //print(self.netname, "\n");
1527 n = tokenize_console(self.netname);
1528 for(i = 0; i < n; ++i)
1530 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1532 e = get_weaponinfo(j);
1533 if(argv(i) == e.netname)
1535 weapon_action(e.weapon, WR_PRECACHE);
1542 void spawnfunc_item_fuel(void)
1545 self.ammo_fuel = g_pickup_fuel;
1546 if(!self.pickup_anyway)
1547 self.pickup_anyway = g_pickup_ammo_anyway;
1548 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);
1551 void spawnfunc_item_fuel_regen(void)
1553 if(start_items & IT_FUEL_REGEN)
1555 spawnfunc_item_fuel();
1558 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);
1561 void spawnfunc_item_jetpack(void)
1563 if(g_grappling_hook)
1564 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1566 self.ammo_fuel = g_pickup_fuel_jetpack;
1567 if(start_items & IT_JETPACK)
1569 spawnfunc_item_fuel();
1572 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);
1582 float GiveBit(entity e, .float fld, float bit, float op, float val)
1612 float GiveValue(entity e, .float fld, float op, float val)
1622 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1625 e.fld = min(e.fld, val);
1638 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1645 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1647 else if(v0 >= v0 + t)
1650 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1654 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1657 e.rotfield = max(e.rotfield, time + rottime);
1659 e.regenfield = max(e.regenfield, time + regentime);
1662 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1663 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1664 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1665 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1667 float GiveItems(entity e, float beginarg, float endarg)
1669 float got, i, j, val, op;
1670 float _switchweapon;
1679 _switchweapon = FALSE;
1681 if (e.switchweapon == w_getbestweapon(e))
1682 _switchweapon = TRUE;
1684 e.strength_finished = max(0, e.strength_finished - time);
1685 e.invincible_finished = max(0, e.invincible_finished - time);
1688 PREGIVE(e, weapons);
1689 PREGIVE(e, strength_finished);
1690 PREGIVE(e, invincible_finished);
1691 PREGIVE(e, ammo_nails);
1692 PREGIVE(e, ammo_cells);
1693 PREGIVE(e, ammo_shells);
1694 PREGIVE(e, ammo_rockets);
1695 PREGIVE(e, ammo_fuel);
1696 PREGIVE(e, armorvalue);
1699 for(i = beginarg; i < endarg; ++i)
1703 if(cmd == "0" || stof(cmd))
1727 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1728 got += GiveValue(e, strength_finished, op, time);
1729 got += GiveValue(e, invincible_finished, op, time);
1730 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1732 got += GiveBit(e, items, IT_JETPACK, op, val);
1733 got += GiveValue(e, health, op, val);
1734 got += GiveValue(e, armorvalue, op, val);
1736 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1738 wi = get_weaponinfo(j);
1740 got += GiveBit(e, weapons, wi.weapons, op, val);
1743 got += GiveValue(e, ammo_cells, op, val);
1744 got += GiveValue(e, ammo_shells, op, val);
1745 got += GiveValue(e, ammo_nails, op, val);
1746 got += GiveValue(e, ammo_rockets, op, val);
1747 got += GiveValue(e, ammo_fuel, op, val);
1749 case "unlimited_ammo":
1750 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1752 case "unlimited_weapon_ammo":
1753 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1755 case "unlimited_superweapons":
1756 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1759 got += GiveBit(e, items, IT_JETPACK, op, val);
1762 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1765 got += GiveValue(e, strength_finished, op, val);
1768 got += GiveValue(e, invincible_finished, op, val);
1771 got += GiveValue(e, ammo_cells, op, val);
1774 got += GiveValue(e, ammo_shells, op, val);
1778 got += GiveValue(e, ammo_nails, op, val);
1781 got += GiveValue(e, ammo_rockets, op, val);
1784 got += GiveValue(e, health, op, val);
1787 got += GiveValue(e, armorvalue, op, val);
1790 got += GiveValue(e, ammo_fuel, op, val);
1793 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1795 wi = get_weaponinfo(j);
1796 if(cmd == wi.netname)
1798 got += GiveBit(e, weapons, wi.weapons, op, val);
1803 print("give: invalid item ", cmd, "\n");
1810 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1811 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1812 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1813 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1814 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1816 wi = get_weaponinfo(j);
1819 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1820 if not(save_weapons & wi.weapons)
1821 if(e.weapons & wi.weapons)
1822 weapon_action(wi.weapon, WR_PRECACHE);
1825 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1826 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1827 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1828 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1829 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1830 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1831 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);
1832 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);
1833 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);
1837 e.health = bound(0, e.health, 100);
1838 e.armorvalue = bound(0, e.armorvalue, 999);
1841 if(e.strength_finished <= 0)
1842 e.strength_finished = 0;
1844 e.strength_finished += time;
1845 if(e.invincible_finished <= 0)
1846 e.invincible_finished = 0;
1848 e.invincible_finished += time;
1850 if not(e.weapons & W_WeaponBit(e.switchweapon))
1851 _switchweapon = TRUE;
1853 W_SwitchWeapon_Force(e, w_getbestweapon(e));