1 float have_pickup_item(void)
3 // minstagib: only allow filtered items
5 if(self.classname != "minstagib")
8 if(self.flags & FL_POWERUP)
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(!WEPSET_EMPTY_E(self) || (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(!WEPSET_CONTAINS_ALL_EE(other, self))
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) && !(e.flags & FL_NO_WEAPON_STAY) && 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.items & (IT_STRENGTH | IT_INVINCIBLE))
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 void Item_Respawn (void)
185 if(!g_minstagib && self.items == IT_STRENGTH)
186 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
187 else if(!g_minstagib && self.items == IT_INVINCIBLE)
188 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
190 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
191 setorigin (self, self.origin);
193 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
194 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
197 void Item_RespawnCountdown (void)
199 if(self.count >= ITEM_RESPAWN_TICKS)
201 if(self.waypointsprite_attached)
202 WaypointSprite_Kill(self.waypointsprite_attached);
207 self.nextthink = time + 1;
218 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
219 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
220 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
227 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
228 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
233 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
234 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
236 if(self.flags & FL_WEAPON)
238 entity wi = get_weaponinfo(self.weapon);
247 print("Unknown powerup-marked item is wanting to respawn\n");
248 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
252 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
253 if(self.waypointsprite_attached)
254 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
257 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
258 if(self.waypointsprite_attached)
260 WaypointSprite_Ping(self.waypointsprite_attached);
261 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
266 void Item_ScheduleRespawnIn(entity e, float t)
268 if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
270 e.think = Item_RespawnCountdown;
271 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
276 e.think = Item_Respawn;
277 e.nextthink = time + t;
281 void Item_ScheduleRespawn(entity e)
283 if(e.respawntime > 0)
286 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
288 else // if respawntime is -1, this item does not respawn
292 void Item_ScheduleInitialRespawn(entity e)
295 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
298 float ITEM_MODE_NONE = 0;
299 float ITEM_MODE_HEALTH = 1;
300 float ITEM_MODE_ARMOR = 2;
301 float ITEM_MODE_FUEL = 3;
302 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
307 if (item.spawnshieldtime)
309 if ((player.ammofield < ammomax) || item.pickup_anyway)
311 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
315 else if(g_weapon_stay == 2)
317 float mi = min(item.ammofield, ammomax);
318 if (player.ammofield < mi)
320 player.ammofield = mi;
331 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
333 case ITEM_MODE_HEALTH:
334 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
336 case ITEM_MODE_ARMOR:
337 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
345 float Item_GiveTo(entity item, entity player)
352 // if nothing happens to player, just return without taking the item
354 _switchweapon = FALSE;
358 float prevcells = player.ammo_cells;
360 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
361 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
363 if(player.ammo_cells > prevcells)
365 _switchweapon = TRUE;
367 // play some cool sounds ;)
368 if (clienttype(player) == CLIENTTYPE_REAL)
370 if(player.health <= 5)
371 AnnounceTo(player, "lastsecond");
372 else if(player.health < 50)
373 AnnounceTo(player, "narrowly");
375 // sound not available
376 // else if(item.items == IT_CELLS)
377 // AnnounceTo(player, "ammo");
379 if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
380 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
384 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
388 sprint (player, strcat("You got the ^2", item.netname, "\n"));
395 // sound not available
396 // AnnounceTo(player, "_lives");
397 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
398 sprint(player, "^3You picked up some extra lives\n");
402 if (item.strength_finished)
405 // sound not available
406 // AnnounceTo(player, "invisible");
407 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
411 if (item.invincible_finished)
414 // sound not available
415 // AnnounceTo(player, "speed");
416 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
421 // in case the player has autoswitch enabled do the following:
422 // if the player is using their best weapon before items are given, they
423 // probably want to switch to an even better weapon after items are given
424 if (player.autoswitch)
425 if (player.switchweapon == w_getbestweapon(player))
426 _switchweapon = TRUE;
428 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
429 _switchweapon = TRUE;
431 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
432 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
433 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
434 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
435 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
436 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
437 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
439 if (item.flags & FL_WEAPON)
441 WEPSET_DECLARE_A(it);
442 WEPSET_COPY_AE(it, item);
443 WEPSET_ANDNOT_AE(it, player);
445 if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
448 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
449 if(WEPSET_CONTAINS_AW(it, i))
450 W_GiveWeapon (player, i, item.netname);
454 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
458 sprint (player, strcat("You got the ^2", item.netname, "\n"));
461 if (item.strength_finished)
464 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
466 if (item.invincible_finished)
469 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
471 if (item.superweapons_finished)
474 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
479 // always eat teamed entities
487 if (player.switchweapon != w_getbestweapon(player))
488 W_SwitchWeapon_Force(player, w_getbestweapon(player));
493 void Item_Touch (void)
497 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
498 if(self.classname == "droppedweapon")
500 if (ITEM_TOUCH_NEEDKILL())
507 if (other.classname != "player")
511 if (self.solid != SOLID_TRIGGER)
513 if (self.owner == other)
516 if (self.classname == "droppedweapon")
518 self.strength_finished = max(0, self.strength_finished - time);
519 self.invincible_finished = max(0, self.invincible_finished - time);
520 self.superweapons_finished = max(0, self.superweapons_finished - time);
523 if(!Item_GiveTo(self, other))
525 if (self.classname == "droppedweapon")
527 // undo what we did above
528 self.strength_finished += time;
529 self.invincible_finished += time;
530 self.superweapons_finished += time;
535 other.last_pickup = time;
537 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
538 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
540 if (self.classname == "droppedweapon")
542 else if not(self.spawnshieldtime)
548 RandomSelection_Init();
549 for(head = world; (head = findfloat(head, team, self.team)); )
551 if(head.flags & FL_ITEM)
554 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
557 e = RandomSelection_chosen_ent;
561 Item_ScheduleRespawn(e);
567 Item_Show(self, !self.state);
568 setorigin (self, self.origin);
570 if(self.classname != "droppedweapon")
572 self.think = SUB_Null;
575 if(self.waypointsprite_attached)
576 WaypointSprite_Kill(self.waypointsprite_attached);
578 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
579 Item_ScheduleInitialRespawn(self);
587 if(self.effects & EF_NODRAW)
589 // marker for item team search
590 dprint("Initializing item team ", ftos(self.team), "\n");
591 RandomSelection_Init();
592 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
593 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
594 e = RandomSelection_chosen_ent;
598 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
602 // make it a non-spawned item
604 head.state = 1; // state 1 = initially hidden item
606 head.effects &~= EF_NODRAW;
613 // Savage: used for item garbage-collection
614 // TODO: perhaps nice special effect?
615 void RemoveItem(void)
620 // pickup evaluation functions
621 // these functions decide how desirable an item is to the bots
623 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
625 float weapon_pickupevalfunc(entity player, entity item)
627 float c, j, position;
629 // See if I have it already
630 if(!WEPSET_CONTAINS_ALL_EE(player, item))
632 // If I can pick it up
633 if(!item.spawnshieldtime)
635 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
637 // Skilled bots will grab more
638 c = bound(0, skill / 10, 1) * 0.5;
646 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
647 if( bot_custom_weapon && c )
649 // Find the highest position on any range
651 for(j = 0; j < WEP_LAST ; ++j){
653 bot_weapons_far[j] == item.weapon ||
654 bot_weapons_mid[j] == item.weapon ||
655 bot_weapons_close[j] == item.weapon
666 position = WEP_LAST - position;
667 // item.bot_pickupbasevalue is overwritten here
668 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
672 return item.bot_pickupbasevalue * c;
675 float commodity_pickupevalfunc(entity player, entity item)
677 float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
681 // Detect needed ammo
682 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
684 wi = get_weaponinfo(i);
686 if not(WEPSET_CONTAINS_EW(player, i))
689 if(wi.items & IT_SHELLS)
691 else if(wi.items & IT_NAILS)
693 else if(wi.items & IT_ROCKETS)
695 else if(wi.items & IT_CELLS)
697 else if(wi.items & IT_FUEL)
701 // TODO: figure out if the player even has the weapon this ammo is for?
702 // may not affect strategy much though...
703 // find out how much more ammo/armor/health the player can hold
705 if (item.ammo_shells)
706 if (player.ammo_shells < g_pickup_shells_max)
707 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
710 if (player.ammo_nails < g_pickup_nails_max)
711 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
713 if (item.ammo_rockets)
714 if (player.ammo_rockets < g_pickup_rockets_max)
715 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
718 if (player.ammo_cells < g_pickup_cells_max)
719 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
722 if (player.ammo_fuel < g_pickup_fuel_max)
723 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
725 if (player.armorvalue < item.max_armorvalue)
726 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
728 if (player.health < item.max_health)
729 c = c + max(0, 1 - player.health / item.max_health);
731 return item.bot_pickupbasevalue * c;
734 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
736 if(ITEM_DAMAGE_NEEDKILL(deathtype))
741 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)
743 startitem_failed = FALSE;
746 self.model = itemmodel;
747 if(self.item_pickupsound == "")
748 self.item_pickupsound = pickupsound;
749 if(!self.respawntime) // both need to be set
751 self.respawntime = defaultrespawntime;
752 self.respawntimejitter = defaultrespawntimejitter;
756 self.weapon = weaponid;
759 WEPSET_COPY_EW(self, weaponid);
760 self.flags = FL_ITEM | itemflags;
762 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
764 startitem_failed = TRUE;
769 // is it a dropped weapon?
770 if (self.classname == "droppedweapon")
772 self.reset = SUB_Remove;
773 // it's a dropped weapon
774 self.movetype = MOVETYPE_TOSS;
776 // Savage: remove thrown items after a certain period of time ("garbage collection")
777 self.think = RemoveItem;
778 self.nextthink = time + 20;
780 self.takedamage = DAMAGE_YES;
781 self.event_damage = Item_Damage;
783 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
786 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
787 if(self.ammo_nails == 0)
788 if(self.ammo_cells == 0)
789 if(self.ammo_rockets == 0)
790 if(self.ammo_shells == 0)
791 if(self.ammo_fuel == 0)
793 if(self.armorvalue == 0)
796 // if item is worthless after a timer, have it expire then
797 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
800 // don't drop if in a NODROP zone (such as lava)
801 traceline(self.origin, self.origin, MOVE_NORMAL, self);
802 if (trace_dpstartcontents & DPCONTENTS_NODROP)
804 startitem_failed = TRUE;
811 if(!have_pickup_item())
813 startitem_failed = TRUE;
818 self.reset = Item_Reset;
820 if(self.spawnflags & 1)
823 self.movetype = MOVETYPE_NONE;
825 self.movetype = MOVETYPE_TOSS;
826 // do item filtering according to game mode and other things
829 // first nudge it off the floor a little bit to avoid math errors
830 setorigin(self, self.origin + '0 0 1');
831 // set item size before we spawn a spawnfunc_waypoint
832 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
833 setsize (self, '-16 -16 0', '16 16 48');
835 setsize (self, '-16 -16 0', '16 16 32');
836 // note droptofloor returns FALSE if stuck/or would fall too far
838 waypoint_spawnforitem(self);
842 * can't do it that way, as it would break maps
843 * TODO make a target_give like entity another way, that perhaps has
844 * the weapon name in a key
847 // target_give not yet supported; maybe later
848 print("removed targeted ", self.classname, "\n");
849 startitem_failed = TRUE;
855 if(autocvar_spawn_debug >= 2)
858 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
860 if(otheritem.is_item)
862 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
863 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
864 error("Mapper sucks.");
870 WEPSET_OR_AW(weaponsInMap, weaponid);
872 precache_model (self.model);
873 precache_sound (self.item_pickupsound);
875 precache_sound ("misc/itemrespawncountdown.wav");
876 if(!g_minstagib && itemid == IT_STRENGTH)
877 precache_sound ("misc/strength_respawn.wav");
878 else if(!g_minstagib && itemid == IT_INVINCIBLE)
879 precache_sound ("misc/shield_respawn.wav");
881 precache_sound ("misc/itemrespawn.wav");
883 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
884 self.target = "###item###"; // for finding the nearest item using find()
887 self.bot_pickup = TRUE;
888 self.bot_pickupevalfunc = pickupevalfunc;
889 self.bot_pickupbasevalue = pickupbasevalue;
890 self.mdl = self.model;
891 self.netname = itemname;
892 self.touch = Item_Touch;
893 setmodel (self, self.mdl); // precision set below
894 self.effects |= EF_LOWPRECISION;
895 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
896 setsize (self, '-16 -16 0', '16 16 48');
898 setsize (self, '-16 -16 0', '16 16 32');
899 if(itemflags & FL_WEAPON)
900 self.modelflags |= MF_ROTATE;
902 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
903 if (itemflags & FL_WEAPON)
905 // neutral team color for pickup weapons
906 self.colormap = 1024; // color shirt=0 pants=0 grey
913 self.cnt = 1; // item probability weight
914 self.effects = self.effects | EF_NODRAW; // marker for item team search
915 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
921 /* replace items in minstagib
922 * IT_STRENGTH = invisibility
923 * IT_NAILS = extra lives
924 * IT_INVINCIBLE = speed
926 void minstagib_items (float itemid)
929 self.classname = "minstagib";
931 // replace rocket launchers and nex guns with ammo cells
932 if (itemid == IT_CELLS)
934 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
935 StartItem ("models/items/a_cells.md3",
936 "misc/itempickup.wav", 45, 0,
937 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
944 itemid = IT_STRENGTH;
948 itemid = IT_INVINCIBLE;
950 // replace with invis
951 if (itemid == IT_STRENGTH)
953 if(!self.strength_finished)
954 self.strength_finished = autocvar_g_balance_powerup_strength_time;
955 StartItem ("models/items/g_strength.md3",
956 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
957 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
959 // replace with extra lives
960 if (itemid == IT_NAILS)
963 StartItem ("models/items/g_h100.md3",
964 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
965 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
967 // replace with speed
968 if (itemid == IT_INVINCIBLE)
970 if(!self.invincible_finished)
971 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
972 StartItem ("models/items/g_invincible.md3",
973 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
974 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
978 float minst_no_auto_cells;
979 void minst_remove_item (void) {
980 if(minst_no_auto_cells)
984 float weaponswapping;
987 void weapon_defaultspawnfunc(float wpn)
991 var .float ammofield;
997 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
999 e = get_weaponinfo(wpn);
1001 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1003 print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1005 objerror("Attempted to spawn a mutator-blocked weapon rejected");
1006 startitem_failed = TRUE;
1011 s = W_Apply_Weaponreplace(e.netname);
1014 MUTATOR_CALLHOOK(SetWeaponreplace);
1019 startitem_failed = TRUE;
1022 t = tokenize_console(s);
1025 self.team = --internalteam;
1027 for(i = 1; i < t; ++i)
1030 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1032 e = get_weaponinfo(j);
1036 copyentity(oldself, self);
1037 self.classname = "replacedweapon";
1038 weapon_defaultspawnfunc(j);
1044 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1049 if(t >= 1) // always the case!
1053 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1055 e = get_weaponinfo(j);
1064 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1070 startitem_failed = TRUE;
1075 e = get_weaponinfo(wpn);
1077 if(!self.respawntime)
1079 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1081 self.respawntime = g_pickup_respawntime_superweapon;
1082 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1086 self.respawntime = g_pickup_respawntime_weapon;
1087 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1091 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1092 if(!self.superweapons_finished)
1093 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1097 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1101 ammofield = Item_CounterField(j);
1103 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1109 if(g_pickup_weapons_anyway)
1110 self.pickup_anyway = TRUE;
1114 // no weapon-stay on superweapons
1115 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1116 f |= FL_NO_WEAPON_STAY;
1118 // weapon stay isn't supported for teamed weapons
1120 f |= FL_NO_WEAPON_STAY;
1122 // stupid minstagib hack, don't ask
1125 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1127 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1128 if (self.modelindex) // don't precache if self was removed
1129 weapon_action(e.weapon, WR_PRECACHE);
1132 void spawnfunc_weapon_shotgun (void);
1133 void spawnfunc_weapon_uzi (void) {
1134 if(autocvar_sv_q3acompat_machineshotgunswap)
1135 if(self.classname != "droppedweapon")
1137 weapon_defaultspawnfunc(WEP_SHOTGUN);
1140 weapon_defaultspawnfunc(WEP_UZI);
1143 void spawnfunc_weapon_shotgun (void) {
1144 if(autocvar_sv_q3acompat_machineshotgunswap)
1145 if(self.classname != "droppedweapon")
1147 weapon_defaultspawnfunc(WEP_UZI);
1150 weapon_defaultspawnfunc(WEP_SHOTGUN);
1153 void spawnfunc_weapon_nex (void)
1157 minstagib_items(IT_CELLS);
1158 self.think = minst_remove_item;
1159 self.nextthink = time;
1162 weapon_defaultspawnfunc(WEP_NEX);
1165 void spawnfunc_weapon_minstanex (void)
1169 minstagib_items(IT_CELLS);
1170 self.think = minst_remove_item;
1171 self.nextthink = time;
1174 weapon_defaultspawnfunc(WEP_MINSTANEX);
1177 void spawnfunc_weapon_rocketlauncher (void)
1181 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1182 self.think = minst_remove_item;
1183 self.nextthink = time;
1186 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1189 void spawnfunc_item_rockets (void) {
1190 if(!self.ammo_rockets)
1191 self.ammo_rockets = g_pickup_rockets;
1192 if(!self.pickup_anyway)
1193 self.pickup_anyway = g_pickup_ammo_anyway;
1194 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);
1197 void spawnfunc_item_shells (void);
1198 void spawnfunc_item_bullets (void) {
1200 if(autocvar_sv_q3acompat_machineshotgunswap)
1201 if(self.classname != "droppedweapon")
1203 weaponswapping = TRUE;
1204 spawnfunc_item_shells();
1205 weaponswapping = FALSE;
1209 if(!self.ammo_nails)
1210 self.ammo_nails = g_pickup_nails;
1211 if(!self.pickup_anyway)
1212 self.pickup_anyway = g_pickup_ammo_anyway;
1213 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);
1216 void spawnfunc_item_cells (void) {
1217 if(!self.ammo_cells)
1218 self.ammo_cells = g_pickup_cells;
1219 if(!self.pickup_anyway)
1220 self.pickup_anyway = g_pickup_ammo_anyway;
1221 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);
1224 void spawnfunc_item_shells (void) {
1226 if(autocvar_sv_q3acompat_machineshotgunswap)
1227 if(self.classname != "droppedweapon")
1229 weaponswapping = TRUE;
1230 spawnfunc_item_bullets();
1231 weaponswapping = FALSE;
1235 if(!self.ammo_shells)
1236 self.ammo_shells = g_pickup_shells;
1237 if(!self.pickup_anyway)
1238 self.pickup_anyway = g_pickup_ammo_anyway;
1239 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);
1242 void spawnfunc_item_armor_small (void) {
1243 if(!self.armorvalue)
1244 self.armorvalue = g_pickup_armorsmall;
1245 if(!self.max_armorvalue)
1246 self.max_armorvalue = g_pickup_armorsmall_max;
1247 if(!self.pickup_anyway)
1248 self.pickup_anyway = g_pickup_armorsmall_anyway;
1249 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);
1252 void spawnfunc_item_armor_medium (void) {
1253 if(!self.armorvalue)
1254 self.armorvalue = g_pickup_armormedium;
1255 if(!self.max_armorvalue)
1256 self.max_armorvalue = g_pickup_armormedium_max;
1257 if(!self.pickup_anyway)
1258 self.pickup_anyway = g_pickup_armormedium_anyway;
1259 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);
1262 void spawnfunc_item_armor_big (void) {
1263 if(!self.armorvalue)
1264 self.armorvalue = g_pickup_armorbig;
1265 if(!self.max_armorvalue)
1266 self.max_armorvalue = g_pickup_armorbig_max;
1267 if(!self.pickup_anyway)
1268 self.pickup_anyway = g_pickup_armorbig_anyway;
1269 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);
1272 void spawnfunc_item_armor_large (void) {
1273 if(!self.armorvalue)
1274 self.armorvalue = g_pickup_armorlarge;
1275 if(!self.max_armorvalue)
1276 self.max_armorvalue = g_pickup_armorlarge_max;
1277 if(!self.pickup_anyway)
1278 self.pickup_anyway = g_pickup_armorlarge_anyway;
1279 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);
1282 void spawnfunc_item_health_small (void) {
1283 if(!self.max_health)
1284 self.max_health = g_pickup_healthsmall_max;
1286 self.health = g_pickup_healthsmall;
1287 if(!self.pickup_anyway)
1288 self.pickup_anyway = g_pickup_healthsmall_anyway;
1289 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);
1292 void spawnfunc_item_health_medium (void) {
1293 if(!self.max_health)
1294 self.max_health = g_pickup_healthmedium_max;
1296 self.health = g_pickup_healthmedium;
1297 if(!self.pickup_anyway)
1298 self.pickup_anyway = g_pickup_healthmedium_anyway;
1299 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);
1302 void spawnfunc_item_health_large (void) {
1303 if(!self.max_health)
1304 self.max_health = g_pickup_healthlarge_max;
1306 self.health = g_pickup_healthlarge;
1307 if(!self.pickup_anyway)
1308 self.pickup_anyway = g_pickup_healthlarge_anyway;
1309 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);
1312 void spawnfunc_item_health_mega (void) {
1314 minstagib_items(IT_NAILS);
1316 if(!self.max_health)
1317 self.max_health = g_pickup_healthmega_max;
1319 self.health = g_pickup_healthmega;
1320 if(!self.pickup_anyway)
1321 self.pickup_anyway = g_pickup_healthmega_anyway;
1322 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);
1326 // support old misnamed entities
1327 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1328 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1329 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1330 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1331 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1333 void spawnfunc_item_strength (void) {
1335 minstagib_items(IT_STRENGTH);
1337 precache_sound("weapons/strength_fire.wav");
1338 if(!self.strength_finished)
1339 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1340 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);
1344 void spawnfunc_item_invincible (void) {
1346 minstagib_items(IT_INVINCIBLE);
1348 if(!self.invincible_finished)
1349 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1350 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);
1354 void spawnfunc_item_minst_cells (void) {
1357 minst_no_auto_cells = 1;
1358 minstagib_items(IT_CELLS);
1365 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1367 float GiveItems(entity e, float beginarg, float endarg);
1368 void target_items_use (void)
1370 if(activator.classname == "droppedweapon")
1377 if(activator.classname != "player")
1379 if(activator.deadflag != DEAD_NO)
1384 for(e = world; (e = find(e, classname, "droppedweapon")); )
1385 if(e.enemy == activator)
1388 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1389 centerprint(activator, self.message);
1392 void spawnfunc_target_items (void)
1397 self.use = target_items_use;
1398 if(!self.strength_finished)
1399 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1400 if(!self.invincible_finished)
1401 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1402 if(!self.superweapons_finished)
1403 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1405 precache_sound("misc/itempickup.wav");
1406 precache_sound("misc/megahealth.wav");
1407 precache_sound("misc/armor25.wav");
1408 precache_sound("misc/powerup.wav");
1409 precache_sound("misc/poweroff.wav");
1410 precache_sound("weapons/weaponpickup.wav");
1412 n = tokenize_console(self.netname);
1413 if(argv(0) == "give")
1415 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1419 for(i = 0; i < n; ++i)
1421 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1422 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1423 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1424 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1425 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1426 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1427 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1428 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1430 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1432 e = get_weaponinfo(j);
1433 if(argv(i) == e.netname)
1435 WEPSET_OR_EW(self, j);
1436 if(self.spawnflags == 0 || self.spawnflags == 2)
1437 weapon_action(e.weapon, WR_PRECACHE);
1442 print("target_items: invalid item ", argv(i), "\n");
1445 string itemprefix, valueprefix;
1446 if(self.spawnflags == 0)
1451 else if(self.spawnflags == 1)
1453 itemprefix = "max ";
1454 valueprefix = "max ";
1456 else if(self.spawnflags == 2)
1458 itemprefix = "min ";
1459 valueprefix = "min ";
1461 else if(self.spawnflags == 4)
1463 itemprefix = "minus ";
1464 valueprefix = "max ";
1467 error("invalid spawnflags");
1470 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1471 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1472 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1473 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1474 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1475 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1476 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1477 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1478 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1479 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1480 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1481 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1482 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1483 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1484 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1486 e = get_weaponinfo(j);
1488 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1491 self.netname = strzone(self.netname);
1492 //print(self.netname, "\n");
1494 n = tokenize_console(self.netname);
1495 for(i = 0; i < n; ++i)
1497 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1499 e = get_weaponinfo(j);
1500 if(argv(i) == e.netname)
1502 weapon_action(e.weapon, WR_PRECACHE);
1509 void spawnfunc_item_fuel(void)
1512 self.ammo_fuel = g_pickup_fuel;
1513 if(!self.pickup_anyway)
1514 self.pickup_anyway = g_pickup_ammo_anyway;
1515 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);
1518 void spawnfunc_item_fuel_regen(void)
1520 if(start_items & IT_FUEL_REGEN)
1522 spawnfunc_item_fuel();
1525 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);
1528 void spawnfunc_item_jetpack(void)
1530 if(g_grappling_hook)
1531 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1533 self.ammo_fuel = g_pickup_fuel_jetpack;
1534 if(start_items & IT_JETPACK)
1536 spawnfunc_item_fuel();
1539 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);
1549 float GiveWeapon(entity e, float wpn, float op, float val)
1552 v0 = WEPSET_CONTAINS_EW(e, wpn);
1557 WEPSET_OR_EW(e, wpn);
1559 WEPSET_ANDNOT_EW(e, wpn);
1564 WEPSET_OR_EW(e, wpn);
1568 WEPSET_ANDNOT_EW(e, wpn);
1572 WEPSET_ANDNOT_EW(e, wpn);
1575 v1 = WEPSET_CONTAINS_EW(e, wpn);
1579 float GiveBit(entity e, .float fld, float bit, float op, float val)
1609 float GiveValue(entity e, .float fld, float op, float val)
1619 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1622 e.fld = min(e.fld, val);
1635 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1642 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1644 else if(v0 >= v0 + t)
1647 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1651 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1654 e.rotfield = max(e.rotfield, time + rottime);
1656 e.regenfield = max(e.regenfield, time + regentime);
1659 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1660 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1661 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
1662 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1663 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1664 #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)
1666 float GiveItems(entity e, float beginarg, float endarg)
1668 float got, i, j, val, op;
1669 float _switchweapon;
1678 _switchweapon = FALSE;
1680 if (e.switchweapon == w_getbestweapon(e))
1681 _switchweapon = TRUE;
1683 e.strength_finished = max(0, e.strength_finished - time);
1684 e.invincible_finished = max(0, e.invincible_finished - time);
1685 e.superweapons_finished = max(0, e.superweapons_finished - time);
1689 PREGIVE(e, strength_finished);
1690 PREGIVE(e, invincible_finished);
1691 PREGIVE(e, superweapons_finished);
1692 PREGIVE(e, ammo_nails);
1693 PREGIVE(e, ammo_cells);
1694 PREGIVE(e, ammo_shells);
1695 PREGIVE(e, ammo_rockets);
1696 PREGIVE(e, ammo_fuel);
1697 PREGIVE(e, armorvalue);
1700 for(i = beginarg; i < endarg; ++i)
1704 if(cmd == "0" || stof(cmd))
1728 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1729 got += GiveValue(e, strength_finished, op, val);
1730 got += GiveValue(e, invincible_finished, op, val);
1731 got += GiveValue(e, superweapons_finished, op, val);
1732 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1734 got += GiveBit(e, items, IT_JETPACK, op, val);
1735 got += GiveValue(e, health, op, val);
1736 got += GiveValue(e, armorvalue, op, val);
1738 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1740 wi = get_weaponinfo(j);
1742 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1743 got += GiveWeapon(e, j, op, val);
1746 got += GiveValue(e, ammo_cells, op, val);
1747 got += GiveValue(e, ammo_shells, op, val);
1748 got += GiveValue(e, ammo_nails, op, val);
1749 got += GiveValue(e, ammo_rockets, op, val);
1750 got += GiveValue(e, ammo_fuel, op, val);
1752 case "unlimited_ammo":
1753 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1755 case "unlimited_weapon_ammo":
1756 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1758 case "unlimited_superweapons":
1759 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1762 got += GiveBit(e, items, IT_JETPACK, op, val);
1765 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1768 got += GiveValue(e, strength_finished, op, val);
1771 got += GiveValue(e, invincible_finished, op, val);
1773 case "superweapons":
1774 got += GiveValue(e, superweapons_finished, op, val);
1777 got += GiveValue(e, ammo_cells, op, val);
1780 got += GiveValue(e, ammo_shells, op, val);
1784 got += GiveValue(e, ammo_nails, op, val);
1787 got += GiveValue(e, ammo_rockets, op, val);
1790 got += GiveValue(e, health, op, val);
1793 got += GiveValue(e, armorvalue, op, val);
1796 got += GiveValue(e, ammo_fuel, op, val);
1799 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1801 wi = get_weaponinfo(j);
1802 if(cmd == wi.netname)
1804 got += GiveWeapon(e, j, op, val);
1809 print("give: invalid item ", cmd, "\n");
1816 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1817 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1818 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1819 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1820 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1822 wi = get_weaponinfo(j);
1825 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1826 if not(WEPSET_CONTAINS_AW(save_weapons, j))
1827 if(WEPSET_CONTAINS_EW(e, j))
1828 weapon_action(wi.weapon, WR_PRECACHE);
1831 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1832 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1833 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1834 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1835 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1836 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1837 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);
1838 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);
1839 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);
1841 if(e.superweapons_finished <= 0)
1842 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1843 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1847 e.health = bound(0, e.health, 100);
1848 e.armorvalue = bound(0, e.armorvalue, 999);
1851 if(e.strength_finished <= 0)
1852 e.strength_finished = 0;
1854 e.strength_finished += time;
1855 if(e.invincible_finished <= 0)
1856 e.invincible_finished = 0;
1858 e.invincible_finished += time;
1859 if(e.superweapons_finished <= 0)
1860 e.superweapons_finished = 0;
1862 e.superweapons_finished += time;
1864 if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
1865 _switchweapon = TRUE;
1867 W_SwitchWeapon_Force(e, w_getbestweapon(e));