3 #include "../common/items/all.qc"
8 #include "bot/waypoints.qh"
10 #include "mutators/all.qh"
12 #include "weapons/common.qh"
13 #include "weapons/selection.qh"
14 #include "weapons/weaponsystem.qh"
16 #include "../common/constants.qh"
17 #include "../common/deathtypes/all.qh"
18 #include "../common/notifications.qh"
19 #include "../common/triggers/subs.qh"
20 #include "../common/util.qh"
22 #include "../common/monsters/all.qh"
24 #include "../common/weapons/all.qh"
26 #include "../lib/warpzone/util_server.qh"
30 void ItemDraw(entity self)
34 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
35 if(self.move_flags & FL_ONGROUND)
36 { // For some reason move_avelocity gets set to '0 0 0' here ...
37 self.oldorigin = self.origin;
40 if(autocvar_cl_animate_items)
41 { // ... so reset it if animations are requested.
42 if(self.ItemStatus & ITS_ANIMATE1)
43 self.move_avelocity = '0 180 0';
45 if(self.ItemStatus & ITS_ANIMATE2)
46 self.move_avelocity = '0 -90 0';
50 else if (autocvar_cl_animate_items)
52 if(self.ItemStatus & ITS_ANIMATE1)
54 self.angles += self.move_avelocity * frametime;
55 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
58 if(self.ItemStatus & ITS_ANIMATE2)
60 self.angles += self.move_avelocity * frametime;
61 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
66 void ItemDrawSimple(entity this)
70 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
72 if(self.move_flags & FL_ONGROUND)
81 org = getpropertyvec(VF_ORIGIN);
82 if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
84 else if(self.fade_start)
85 alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1);
88 //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
89 if(self.ItemStatus & ITS_AVAILABLE)
94 self.drawmask = MASK_NORMAL;
97 void ItemRead(float _IsNew)
101 if(sf & ISF_LOCATION)
103 self.origin_x = ReadCoord();
104 self.origin_y = ReadCoord();
105 self.origin_z = ReadCoord();
106 setorigin(self, self.origin);
107 self.oldorigin = self.origin;
112 self.angles_x = ReadAngle();
113 self.angles_y = ReadAngle();
114 self.angles_z = ReadAngle();
115 self.move_angles = self.angles;
120 float use_bigsize = ReadByte();
121 setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
124 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
126 self.ItemStatus = ReadByte();
128 if(self.ItemStatus & ITS_AVAILABLE)
131 self.colormod = self.glowmod = '1 1 1';
135 if (autocvar_cl_ghost_items_color)
137 self.alpha = autocvar_cl_ghost_items;
138 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
144 if(autocvar_cl_fullbright_items)
145 if(self.ItemStatus & ITS_ALLOWFB)
146 self.effects |= EF_FULLBRIGHT;
148 if(self.ItemStatus & ITS_STAYWEP)
150 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
151 self.alpha = autocvar_cl_weapon_stay_alpha;
155 if(self.ItemStatus & ITS_POWERUP)
157 if(self.ItemStatus & ITS_AVAILABLE)
158 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
160 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
166 self.drawmask = MASK_NORMAL;
167 self.move_movetype = self.movetype = MOVETYPE_TOSS;
168 self.draw = ItemDraw;
170 self.fade_end = ReadShort();
171 self.fade_start = ReadShort();
172 if(self.fade_start && !autocvar_cl_items_nofade)
173 self.predraw = Item_PreDraw;
179 string _fn = ReadString();
181 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
183 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
184 self.draw = ItemDrawSimple;
186 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
187 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
188 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
189 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
190 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
191 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
192 else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
193 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
196 self.draw = ItemDraw;
197 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
201 if(self.draw != ItemDrawSimple)
202 self.mdl = strzone(_fn);
206 LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
208 precache_model(self.mdl);
209 _setmodel(self, self.mdl);
212 if(sf & ISF_COLORMAP)
213 self.colormap = ReadShort();
218 //self.move_angles = '0 0 0';
219 self.move_movetype = MOVETYPE_TOSS;
220 self.move_velocity_x = ReadCoord();
221 self.move_velocity_y = ReadCoord();
222 self.move_velocity_z = ReadCoord();
223 self.velocity = self.move_velocity;
224 self.move_origin = self.oldorigin;
228 self.move_time = time;
229 self.spawntime = time;
232 self.move_time = max(self.move_time, time);
235 if(autocvar_cl_animate_items)
237 if(self.ItemStatus & ITS_ANIMATE1)
238 self.move_avelocity = '0 180 0';
240 if(self.ItemStatus & ITS_ANIMATE2)
241 self.move_avelocity = '0 -90 0';
248 bool ItemSend(entity this, entity to, int sf)
255 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
256 WriteByte(MSG_ENTITY, sf);
258 //WriteByte(MSG_ENTITY, self.cnt);
259 if(sf & ISF_LOCATION)
261 WriteCoord(MSG_ENTITY, self.origin.x);
262 WriteCoord(MSG_ENTITY, self.origin.y);
263 WriteCoord(MSG_ENTITY, self.origin.z);
268 WriteAngle(MSG_ENTITY, self.angles_x);
269 WriteAngle(MSG_ENTITY, self.angles_y);
270 WriteAngle(MSG_ENTITY, self.angles_z);
275 Pickup p = this.itemdef;
276 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
280 WriteByte(MSG_ENTITY, self.ItemStatus);
284 WriteShort(MSG_ENTITY, self.fade_end);
285 WriteShort(MSG_ENTITY, self.fade_start);
288 LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
290 WriteString(MSG_ENTITY, self.mdl);
294 if(sf & ISF_COLORMAP)
295 WriteShort(MSG_ENTITY, self.colormap);
299 WriteCoord(MSG_ENTITY, self.velocity.x);
300 WriteCoord(MSG_ENTITY, self.velocity.y);
301 WriteCoord(MSG_ENTITY, self.velocity.z);
307 void ItemUpdate(entity item)
309 item.SendFlags |= ISF_LOCATION;
312 bool have_pickup_item(entity this)
314 if(this.itemdef.instanceOfPowerup)
316 if(autocvar_g_powerups > 0)
318 if(autocvar_g_powerups == 0)
323 if(autocvar_g_pickup_items > 0)
325 if(autocvar_g_pickup_items == 0)
328 if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
335 float Item_Customize()
337 if(self.spawnshieldtime)
339 if(self.weapons & ~other.weapons)
341 self.colormod = '0 0 0';
342 self.glowmod = self.colormod;
343 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
350 self.colormod = stov(autocvar_g_ghost_items_color);
351 self.glowmod = self.colormod;
352 self.alpha = g_ghost_items;
361 void Item_Show (entity e, float mode)
363 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
364 e.ItemStatus &= ~ITS_STAYWEP;
367 // make the item look normal, and be touchable
369 e.solid = SOLID_TRIGGER;
370 e.spawnshieldtime = 1;
371 e.ItemStatus |= ITS_AVAILABLE;
375 // hide the item completely
376 e.model = string_null;
378 e.spawnshieldtime = 1;
379 e.ItemStatus &= ~ITS_AVAILABLE;
382 entity def = e.itemdef;
383 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
384 || e.team // weapon stay isn't supported for teamed weapons
386 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
388 // make the item translucent and not touchable
390 e.solid = SOLID_TRIGGER; // can STILL be picked up!
391 e.effects |= EF_STARDUST;
392 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
393 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
397 //setmodel(e, "null");
399 e.colormod = '0 0 0';
400 e.glowmod = e.colormod;
401 e.spawnshieldtime = 1;
402 e.ItemStatus &= ~ITS_AVAILABLE;
405 if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
406 e.ItemStatus |= ITS_POWERUP;
408 if (autocvar_g_nodepthtestitems)
409 e.effects |= EF_NODEPTHTEST;
412 if (autocvar_g_fullbrightitems)
413 e.ItemStatus |= ITS_ALLOWFB;
415 if (autocvar_sv_simple_items)
416 e.ItemStatus |= ITS_ALLOWSI;
418 // relink entity (because solid may have changed)
419 setorigin(e, e.origin);
420 e.SendFlags |= ISF_STATUS;
425 self.nextthink = time;
426 if(self.origin != self.oldorigin)
428 self.oldorigin = self.origin;
433 bool Item_ItemsTime_SpectatorOnly(GameItem it);
434 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
435 float Item_ItemsTime_UpdateTime(entity e, float t);
436 void Item_ItemsTime_SetTime(entity e, float t);
437 void Item_ItemsTime_SetTimesForAllPlayers();
439 void Item_Respawn (void)
443 if(self.items == ITEM_Strength.m_itemid)
444 sound (self, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
445 else if(self.items == ITEM_Shield.m_itemid)
446 sound (self, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
448 sound (self, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
449 setorigin (self, self.origin);
451 if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
453 float t = Item_ItemsTime_UpdateTime(self, 0);
454 Item_ItemsTime_SetTime(self, t);
455 Item_ItemsTime_SetTimesForAllPlayers();
458 self.think = Item_Think;
459 self.nextthink = time;
461 //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
462 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
465 void Item_RespawnCountdown (void)
467 if(self.count >= ITEM_RESPAWN_TICKS)
469 if(self.waypointsprite_attached)
470 WaypointSprite_Kill(self.waypointsprite_attached);
475 self.nextthink = time + 1;
479 MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
482 entity wi = get_weaponinfo(self.weapon);
484 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Weapon);
485 wp.wp_extra = wi.m_id;
490 entity ii = self.itemdef;
492 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Item);
493 wp.wp_extra = ii.m_id;
498 if(self.waypointsprite_attached)
500 GameItem def = self.itemdef;
501 if (Item_ItemsTime_SpectatorOnly(def))
502 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
503 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
507 if(self.waypointsprite_attached)
509 setself(self.waypointsprite_attached);
511 FOR_EACH_REALCLIENT(e)
512 if(self.waypointsprite_visible_for_player(e))
515 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
519 WaypointSprite_Ping(self.waypointsprite_attached);
520 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
525 void Item_RespawnThink()
527 self.nextthink = time;
528 if(self.origin != self.oldorigin)
530 self.oldorigin = self.origin;
534 if(time >= self.wait)
538 void Item_ScheduleRespawnIn(entity e, float t)
540 if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
542 e.think = Item_RespawnCountdown;
543 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
544 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
546 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
547 Item_ItemsTime_SetTime(e, t);
548 Item_ItemsTime_SetTimesForAllPlayers();
552 e.think = Item_RespawnThink;
554 e.scheduledrespawntime = time + t;
559 void Item_ScheduleRespawn(entity e)
561 if(e.respawntime > 0)
564 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
566 else // if respawntime is -1, this item does not respawn
570 void Item_ScheduleInitialRespawn(entity e)
573 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
576 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
578 if (!item.(ammotype))
581 if (item.spawnshieldtime)
583 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
585 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
589 else if(g_weapon_stay == 2)
591 float mi = min(item.(ammotype), ammomax);
592 if (player.(ammotype) < mi)
594 player.(ammotype) = mi;
605 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
607 case ITEM_MODE_HEALTH:
608 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
610 case ITEM_MODE_ARMOR:
611 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
619 float Item_GiveTo(entity item, entity player)
626 // if nothing happens to player, just return without taking the item
628 _switchweapon = false;
629 // in case the player has autoswitch enabled do the following:
630 // if the player is using their best weapon before items are given, they
631 // probably want to switch to an even better weapon after items are given
632 if (player.autoswitch)
633 if (player.switchweapon == w_getbestweapon(player))
634 _switchweapon = true;
636 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
637 _switchweapon = true;
639 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
640 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
641 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
642 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
643 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
644 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
645 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
646 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
648 if (item.itemdef.instanceOfWeaponPickup)
652 it &= ~player.weapons;
654 if (it || (item.spawnshieldtime && item.pickup_anyway > 0))
657 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
658 if(it & WepSet_FromWeapon(i))
660 W_DropEvent(wr_pickup, player, i, item);
661 W_GiveWeapon(player, i);
666 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
670 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
673 if (item.strength_finished)
676 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
678 if (item.invincible_finished)
681 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
683 if (item.superweapons_finished)
686 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
691 // always eat teamed entities
698 // crude hack to enforce switching weapons
699 if(g_cts && item.itemdef.instanceOfWeaponPickup)
701 W_SwitchWeapon_Force(player, item.weapon);
706 if (player.switchweapon != w_getbestweapon(player))
707 W_SwitchWeapon_Force(player, w_getbestweapon(player));
716 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
717 if (this.classname == "droppedweapon")
719 if (ITEM_TOUCH_NEEDKILL())
726 if(!(other.flags & FL_PICKUPITEMS)
729 || (this.solid != SOLID_TRIGGER)
730 || (this.owner == other)
731 || (time < this.item_spawnshieldtime)
734 switch (MUTATOR_CALLHOOK(ItemTouch, this, other))
736 case MUT_ITEMTOUCH_RETURN: { return; }
737 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
740 if (this.classname == "droppedweapon")
742 this.strength_finished = max(0, this.strength_finished - time);
743 this.invincible_finished = max(0, this.invincible_finished - time);
744 this.superweapons_finished = max(0, this.superweapons_finished - time);
746 entity it = this.itemdef;
747 bool gave = ITEM_HANDLE(Pickup, it, this, other);
750 if (this.classname == "droppedweapon")
752 // undo what we did above
753 this.strength_finished += time;
754 this.invincible_finished += time;
755 this.superweapons_finished += time;
762 other.last_pickup = time;
764 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
765 _sound (other, CH_TRIGGER, (this.item_pickupsound ? this.item_pickupsound : this.item_pickupsound_ent.sound_str()), VOL_BASE, ATTEN_NORM);
767 if (this.classname == "droppedweapon")
769 else if (this.spawnshieldtime)
774 RandomSelection_Init();
775 for(entity head = world; (head = findfloat(head, team, this.team)); )
777 if(head.flags & FL_ITEM)
778 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
781 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
784 e = RandomSelection_chosen_ent;
789 Item_ScheduleRespawn(e);
793 void Item_Reset(entity this)
795 Item_Show(this, !this.state);
796 setorigin(this, this.origin);
798 if (this.classname != "droppedweapon")
800 this.think = Item_Think;
801 this.nextthink = time;
803 if (this.waypointsprite_attached)
804 WaypointSprite_Kill(this.waypointsprite_attached);
806 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
807 Item_ScheduleInitialRespawn(this);
810 void Item_Reset_self() { SELFPARAM(); Item_Reset(this); }
816 if(self.effects & EF_NODRAW)
818 // marker for item team search
819 LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
820 RandomSelection_Init();
821 for(head = world; (head = findfloat(head, team, self.team)); )
822 if(head.flags & FL_ITEM)
823 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
824 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
825 e = RandomSelection_chosen_ent;
829 for(head = world; (head = findfloat(head, team, self.team)); )
830 if(head.flags & FL_ITEM)
831 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
835 // make it a non-spawned item
837 head.state = 1; // state 1 = initially hidden item
839 head.effects &= ~EF_NODRAW;
846 // Savage: used for item garbage-collection
847 // TODO: perhaps nice special effect?
848 void RemoveItem(void)
850 if(wasfreed(self) || !self) { return; }
851 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
855 // pickup evaluation functions
856 // these functions decide how desirable an item is to the bots
858 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
860 float weapon_pickupevalfunc(entity player, entity item)
864 // See if I have it already
865 if(item.weapons & ~player.weapons)
867 // If I can pick it up
868 if(!item.spawnshieldtime)
870 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
872 // Skilled bots will grab more
873 c = bound(0, skill / 10, 1) * 0.5;
881 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
882 if( bot_custom_weapon && c )
884 // Find the highest position on any range
886 for (int j = 0; j < WEP_LAST ; ++j){
888 bot_weapons_far[j] == item.weapon ||
889 bot_weapons_mid[j] == item.weapon ||
890 bot_weapons_close[j] == item.weapon
901 position = WEP_LAST - position;
902 // item.bot_pickupbasevalue is overwritten here
903 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
907 return item.bot_pickupbasevalue * c;
910 float commodity_pickupevalfunc(entity player, entity item)
913 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
917 // Detect needed ammo
918 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
920 wi = get_weaponinfo(i);
922 if (!(player.weapons & WepSet_FromWeapon(i)))
925 if(wi.items & ITEM_Shells.m_itemid)
927 else if(wi.items & ITEM_Bullets.m_itemid)
929 else if(wi.items & ITEM_Rockets.m_itemid)
931 else if(wi.items & ITEM_Cells.m_itemid)
933 else if(wi.items & ITEM_Plasma.m_itemid)
935 else if(wi.items & ITEM_JetpackFuel.m_itemid)
939 // TODO: figure out if the player even has the weapon this ammo is for?
940 // may not affect strategy much though...
941 // find out how much more ammo/armor/health the player can hold
943 if (item.ammo_shells)
944 if (player.ammo_shells < g_pickup_shells_max)
945 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
948 if (player.ammo_nails < g_pickup_nails_max)
949 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
951 if (item.ammo_rockets)
952 if (player.ammo_rockets < g_pickup_rockets_max)
953 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
956 if (player.ammo_cells < g_pickup_cells_max)
957 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
959 if (item.ammo_plasma)
960 if (player.ammo_plasma < g_pickup_plasma_max)
961 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
964 if (player.ammo_fuel < g_pickup_fuel_max)
965 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
967 if (player.armorvalue < item.max_armorvalue)
968 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
970 if (player.health < item.max_health)
971 c = c + max(0, 1 - player.health / item.max_health);
973 return item.bot_pickupbasevalue * c;
976 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
978 if(ITEM_DAMAGE_NEEDKILL(deathtype))
982 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
984 string itemname = def.m_name;
985 Model itemmodel = def.m_model;
986 Sound pickupsound = def.m_sound;
987 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
988 float pickupbasevalue = def.m_botvalue;
989 int itemflags = def.m_itemflags;
991 startitem_failed = false;
993 this.item_model_ent = itemmodel;
994 this.item_pickupsound_ent = pickupsound;
996 if(!this.respawntime) // both need to be set
998 this.respawntime = defaultrespawntime;
999 this.respawntimejitter = defaultrespawntimejitter;
1002 int itemid = def.m_itemid;
1003 this.items = itemid;
1004 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1005 this.weapon = weaponid;
1009 this.fade_start = autocvar_g_items_mindist;
1010 this.fade_end = autocvar_g_items_maxdist;
1014 this.weapons = WepSet_FromWeapon(weaponid);
1016 this.flags = FL_ITEM | itemflags;
1018 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1020 startitem_failed = true;
1025 // is it a dropped weapon?
1026 if (this.classname == "droppedweapon")
1028 this.reset = SUB_Remove;
1029 // it's a dropped weapon
1030 this.movetype = MOVETYPE_TOSS;
1032 // Savage: remove thrown items after a certain period of time ("garbage collection")
1033 this.think = RemoveItem;
1034 this.nextthink = time + 20;
1036 this.takedamage = DAMAGE_YES;
1037 this.event_damage = Item_Damage;
1039 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1041 // if item is worthless after a timer, have it expire then
1042 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1045 // don't drop if in a NODROP zone (such as lava)
1046 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1047 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1049 startitem_failed = true;
1056 if(!have_pickup_item(this))
1058 startitem_failed = true;
1063 if(this.angles != '0 0 0')
1064 this.SendFlags |= ISF_ANGLES;
1066 this.reset = Item_Reset_self;
1067 // it's a level item
1068 if(this.spawnflags & 1)
1070 if (this.noalign > 0)
1071 this.movetype = MOVETYPE_NONE;
1073 this.movetype = MOVETYPE_TOSS;
1074 // do item filtering according to game mode and other things
1075 if (this.noalign <= 0)
1077 // first nudge it off the floor a little bit to avoid math errors
1078 setorigin(this, this.origin + '0 0 1');
1079 // set item size before we spawn a spawnfunc_waypoint
1080 setsize(this, def.m_mins, def.m_maxs);
1081 this.SendFlags |= ISF_SIZE;
1082 // note droptofloor returns false if stuck/or would fall too far
1084 WITH(entity, self, this, droptofloor());
1085 waypoint_spawnforitem(this);
1089 * can't do it that way, as it would break maps
1090 * TODO make a target_give like entity another way, that perhaps has
1091 * the weapon name in a key
1094 // target_give not yet supported; maybe later
1095 print("removed targeted ", this.classname, "\n");
1096 startitem_failed = true;
1102 if(autocvar_spawn_debug >= 2)
1104 for(entity otheritem = findradius(this.origin, 3); otheritem; otheritem = otheritem.chain)
1106 // why not flags & fl_item?
1107 if(otheritem.is_item)
1109 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1110 LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1111 error("Mapper sucks.");
1114 this.is_item = true;
1117 weaponsInMap |= WepSet_FromWeapon(weaponid);
1119 precache_model(this.model);
1120 precache_sound(this.item_pickupsound);
1122 if ( def.instanceOfPowerup
1123 || def.instanceOfWeaponPickup
1124 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1125 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1126 || (itemid & (IT_KEY1 | IT_KEY2))
1127 ) this.target = "###item###"; // for finding the nearest item using find()
1129 Item_ItemsTime_SetTime(this, 0);
1132 this.bot_pickup = true;
1133 this.bot_pickupevalfunc = pickupevalfunc;
1134 this.bot_pickupbasevalue = pickupbasevalue;
1135 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1136 this.netname = itemname;
1137 this.touch = Item_Touch;
1138 setmodel(this, MDL_Null); // precision set below
1139 //this.effects |= EF_LOWPRECISION;
1141 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1143 this.SendFlags |= ISF_SIZE;
1145 if (!(this.spawnflags & 1024)) {
1146 if(def.instanceOfPowerup)
1147 this.ItemStatus |= ITS_ANIMATE1;
1149 if(this.armorvalue || this.health)
1150 this.ItemStatus |= ITS_ANIMATE2;
1153 if(def.instanceOfWeaponPickup)
1155 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1156 this.colormap = 1024; // color shirt=0 pants=0 grey
1159 if (!(this.spawnflags & 1024))
1160 this.ItemStatus |= ITS_ANIMATE1;
1161 this.ItemStatus |= ISF_COLORMAP;
1165 if(this.team) // broken, no idea why.
1168 this.cnt = 1; // item probability weight
1170 this.effects |= EF_NODRAW; // marker for item team search
1171 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1176 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1178 // call this hook after everything else has been done
1179 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1181 startitem_failed = true;
1187 void StartItem(entity this, GameItem def)
1192 def.m_respawntime(), // defaultrespawntime
1193 def.m_respawntimejitter() // defaultrespawntimejitter
1197 spawnfunc(item_rockets)
1199 if(!self.ammo_rockets)
1200 self.ammo_rockets = g_pickup_rockets;
1201 if(!self.pickup_anyway)
1202 self.pickup_anyway = g_pickup_ammo_anyway;
1203 StartItem(this, ITEM_Rockets);
1206 spawnfunc(item_bullets)
1209 if(autocvar_sv_q3acompat_machineshotgunswap)
1210 if(self.classname != "droppedweapon")
1212 weaponswapping = true;
1213 spawnfunc_item_shells(this);
1214 weaponswapping = false;
1218 if(!self.ammo_nails)
1219 self.ammo_nails = g_pickup_nails;
1220 if(!self.pickup_anyway)
1221 self.pickup_anyway = g_pickup_ammo_anyway;
1222 StartItem(this, ITEM_Bullets);
1225 spawnfunc(item_cells)
1227 if(!self.ammo_cells)
1228 self.ammo_cells = g_pickup_cells;
1229 if(!self.pickup_anyway)
1230 self.pickup_anyway = g_pickup_ammo_anyway;
1231 StartItem(this, ITEM_Cells);
1234 spawnfunc(item_plasma)
1236 if(!self.ammo_plasma)
1237 self.ammo_plasma = g_pickup_plasma;
1238 if(!self.pickup_anyway)
1239 self.pickup_anyway = g_pickup_ammo_anyway;
1240 StartItem(this, ITEM_Plasma);
1243 spawnfunc(item_shells)
1246 if(autocvar_sv_q3acompat_machineshotgunswap)
1247 if(self.classname != "droppedweapon")
1249 weaponswapping = true;
1250 spawnfunc_item_bullets(this);
1251 weaponswapping = false;
1255 if(!self.ammo_shells)
1256 self.ammo_shells = g_pickup_shells;
1257 if(!self.pickup_anyway)
1258 self.pickup_anyway = g_pickup_ammo_anyway;
1259 StartItem(this, ITEM_Shells);
1262 spawnfunc(item_armor_small)
1264 if(!self.armorvalue)
1265 self.armorvalue = g_pickup_armorsmall;
1266 if(!self.max_armorvalue)
1267 self.max_armorvalue = g_pickup_armorsmall_max;
1268 if(!self.pickup_anyway)
1269 self.pickup_anyway = g_pickup_armorsmall_anyway;
1270 StartItem(this, ITEM_ArmorSmall);
1273 spawnfunc(item_armor_medium)
1275 if(!self.armorvalue)
1276 self.armorvalue = g_pickup_armormedium;
1277 if(!self.max_armorvalue)
1278 self.max_armorvalue = g_pickup_armormedium_max;
1279 if(!self.pickup_anyway)
1280 self.pickup_anyway = g_pickup_armormedium_anyway;
1281 StartItem(this, ITEM_ArmorMedium);
1284 spawnfunc(item_armor_big)
1286 if(!self.armorvalue)
1287 self.armorvalue = g_pickup_armorbig;
1288 if(!self.max_armorvalue)
1289 self.max_armorvalue = g_pickup_armorbig_max;
1290 if(!self.pickup_anyway)
1291 self.pickup_anyway = g_pickup_armorbig_anyway;
1292 StartItem(this, ITEM_ArmorLarge);
1295 spawnfunc(item_armor_large)
1297 if(!self.armorvalue)
1298 self.armorvalue = g_pickup_armorlarge;
1299 if(!self.max_armorvalue)
1300 self.max_armorvalue = g_pickup_armorlarge_max;
1301 if(!self.pickup_anyway)
1302 self.pickup_anyway = g_pickup_armorlarge_anyway;
1303 StartItem(this, ITEM_ArmorMega);
1306 spawnfunc(item_health_small)
1308 if(!self.max_health)
1309 self.max_health = g_pickup_healthsmall_max;
1311 self.health = g_pickup_healthsmall;
1312 if(!self.pickup_anyway)
1313 self.pickup_anyway = g_pickup_healthsmall_anyway;
1314 StartItem(this, ITEM_HealthSmall);
1317 spawnfunc(item_health_medium)
1319 if(!self.max_health)
1320 self.max_health = g_pickup_healthmedium_max;
1322 self.health = g_pickup_healthmedium;
1323 if(!self.pickup_anyway)
1324 self.pickup_anyway = g_pickup_healthmedium_anyway;
1325 StartItem(this, ITEM_HealthMedium);
1328 spawnfunc(item_health_large)
1330 if(!self.max_health)
1331 self.max_health = g_pickup_healthlarge_max;
1333 self.health = g_pickup_healthlarge;
1334 if(!self.pickup_anyway)
1335 self.pickup_anyway = g_pickup_healthlarge_anyway;
1336 StartItem(this, ITEM_HealthLarge);
1339 spawnfunc(item_health_mega)
1341 if(!self.max_health)
1342 self.max_health = g_pickup_healthmega_max;
1344 self.health = g_pickup_healthmega;
1345 if(!self.pickup_anyway)
1346 self.pickup_anyway = g_pickup_healthmega_anyway;
1347 StartItem(this, ITEM_HealthMega);
1350 // support old misnamed entities
1351 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1352 spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
1353 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1354 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1355 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1357 spawnfunc(item_strength)
1359 if(!self.strength_finished)
1360 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1361 StartItem(this, ITEM_Strength);
1364 spawnfunc(item_invincible)
1366 if(!self.invincible_finished)
1367 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1368 StartItem(this, ITEM_Shield);
1372 spawnfunc(item_quad) { self.classname = "item_strength";spawnfunc_item_strength(this);}
1374 void target_items_use()
1376 if(activator.classname == "droppedweapon")
1383 if (!IS_PLAYER(activator))
1385 if(activator.deadflag != DEAD_NO)
1390 for(e = world; (e = find(e, classname, "droppedweapon")); )
1391 if(e.enemy == activator)
1394 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1395 centerprint(activator, self.message);
1398 spawnfunc(target_items)
1404 self.use = target_items_use;
1405 if(!self.strength_finished)
1406 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1407 if(!self.invincible_finished)
1408 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1409 if(!self.superweapons_finished)
1410 self.superweapons_finished = autocvar_g_balance_superweapons_time;
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 |= ITEM_Strength.m_itemid;
1425 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1426 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1427 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1428 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1431 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1433 e = get_weaponinfo(j);
1434 s = W_UndeprecateName(argv(i));
1437 self.weapons |= WepSet_FromWeapon(j);
1438 if(self.spawnflags == 0 || self.spawnflags == 2) {
1439 Weapon w = get_weaponinfo(e.weapon);
1446 LOG_INFO("target_items: invalid item ", argv(i), "\n");
1450 string itemprefix, valueprefix;
1451 if(self.spawnflags == 0)
1456 else if(self.spawnflags == 1)
1458 itemprefix = "max ";
1459 valueprefix = "max ";
1461 else if(self.spawnflags == 2)
1463 itemprefix = "min ";
1464 valueprefix = "min ";
1466 else if(self.spawnflags == 4)
1468 itemprefix = "minus ";
1469 valueprefix = "max ";
1473 error("invalid spawnflags");
1474 itemprefix = valueprefix = string_null;
1478 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1479 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1480 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1481 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1482 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1483 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1484 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1485 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1486 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1487 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1488 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1489 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1490 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1491 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1492 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1493 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1495 e = get_weaponinfo(j);
1497 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1500 self.netname = strzone(self.netname);
1501 //print(self.netname, "\n");
1503 n = tokenize_console(self.netname);
1504 for(i = 0; i < n; ++i)
1506 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1508 e = get_weaponinfo(j);
1509 if(argv(i) == e.netname)
1511 Weapon w = get_weaponinfo(e.weapon);
1519 spawnfunc(item_fuel)
1522 self.ammo_fuel = g_pickup_fuel;
1523 if(!self.pickup_anyway)
1524 self.pickup_anyway = g_pickup_ammo_anyway;
1525 StartItem(this, ITEM_JetpackFuel);
1528 spawnfunc(item_fuel_regen)
1530 if(start_items & ITEM_JetpackRegen.m_itemid)
1532 spawnfunc_item_fuel(this);
1535 StartItem(this, ITEM_JetpackRegen);
1538 spawnfunc(item_jetpack)
1541 self.ammo_fuel = g_pickup_fuel_jetpack;
1542 if(start_items & ITEM_Jetpack.m_itemid)
1544 spawnfunc_item_fuel(this);
1547 StartItem(this, ITEM_Jetpack);
1550 float GiveWeapon(entity e, float wpn, float op, float val)
1553 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1558 e.weapons |= WepSet_FromWeapon(wpn);
1560 e.weapons &= ~WepSet_FromWeapon(wpn);
1565 e.weapons |= WepSet_FromWeapon(wpn);
1569 e.weapons &= ~WepSet_FromWeapon(wpn);
1573 e.weapons &= ~WepSet_FromWeapon(wpn);
1576 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1580 float GiveBit(entity e, .float fld, float bit, float op, float val)
1583 v0 = (e.(fld) & bit);
1606 v1 = (e.(fld) & bit);
1610 float GiveValue(entity e, .float fld, float op, float val)
1620 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1623 e.(fld) = min(e.(fld), val);
1636 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1643 _sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1645 else if(v0 >= v0 + t)
1648 _sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1652 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1655 e.(rotfield) = max(e.(rotfield), time + rottime);
1657 e.(regenfield) = max(e.(regenfield), time + regentime);
1659 float GiveItems(entity e, float beginarg, float endarg)
1661 float got, i, j, val, op;
1662 float _switchweapon;
1671 _switchweapon = false;
1673 if (e.switchweapon == w_getbestweapon(e))
1674 _switchweapon = true;
1676 e.strength_finished = max(0, e.strength_finished - time);
1677 e.invincible_finished = max(0, e.invincible_finished - time);
1678 e.superweapons_finished = max(0, e.superweapons_finished - time);
1682 PREGIVE(e, strength_finished);
1683 PREGIVE(e, invincible_finished);
1684 PREGIVE(e, superweapons_finished);
1685 PREGIVE(e, ammo_nails);
1686 PREGIVE(e, ammo_cells);
1687 PREGIVE(e, ammo_plasma);
1688 PREGIVE(e, ammo_shells);
1689 PREGIVE(e, ammo_rockets);
1690 PREGIVE(e, ammo_fuel);
1691 PREGIVE(e, armorvalue);
1694 for(i = beginarg; i < endarg; ++i)
1698 if(cmd == "0" || stof(cmd))
1722 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1723 got += GiveValue(e, strength_finished, op, val);
1724 got += GiveValue(e, invincible_finished, op, val);
1725 got += GiveValue(e, superweapons_finished, op, val);
1726 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1728 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1729 got += GiveValue(e, health, op, val);
1730 got += GiveValue(e, armorvalue, op, val);
1732 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1734 wi = get_weaponinfo(j);
1736 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1737 got += GiveWeapon(e, j, op, val);
1740 got += GiveValue(e, ammo_cells, op, val);
1741 got += GiveValue(e, ammo_plasma, op, val);
1742 got += GiveValue(e, ammo_shells, op, val);
1743 got += GiveValue(e, ammo_nails, op, val);
1744 got += GiveValue(e, ammo_rockets, op, val);
1745 got += GiveValue(e, ammo_fuel, op, val);
1747 case "unlimited_ammo":
1748 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1750 case "unlimited_weapon_ammo":
1751 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1753 case "unlimited_superweapons":
1754 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1757 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1760 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1763 got += GiveValue(e, strength_finished, op, val);
1766 got += GiveValue(e, invincible_finished, op, val);
1768 case "superweapons":
1769 got += GiveValue(e, superweapons_finished, op, val);
1772 got += GiveValue(e, ammo_cells, op, val);
1775 got += GiveValue(e, ammo_plasma, op, val);
1778 got += GiveValue(e, ammo_shells, op, val);
1782 got += GiveValue(e, ammo_nails, op, val);
1785 got += GiveValue(e, ammo_rockets, op, val);
1788 got += GiveValue(e, health, op, val);
1791 got += GiveValue(e, armorvalue, op, val);
1794 got += GiveValue(e, ammo_fuel, op, val);
1797 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1799 wi = get_weaponinfo(j);
1800 if(cmd == wi.netname)
1802 got += GiveWeapon(e, j, op, val);
1807 LOG_INFO("give: invalid item ", cmd, "\n");
1814 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND(ITEMPICKUP), string_null);
1815 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND(POWERUP), SND(POWEROFF));
1816 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND(POWERUP), SND(POWEROFF));
1817 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
1818 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1820 wi = get_weaponinfo(j);
1823 POSTGIVE_WEAPON(e, j, SND(WEAPONPICKUP), string_null);
1824 if (!(save_weapons & WepSet_FromWeapon(j)))
1825 if(e.weapons & WepSet_FromWeapon(j)) {
1826 Weapon w = get_weaponinfo(wi.weapon);
1831 POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
1832 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", SND(POWEROFF));
1833 POSTGIVE_VALUE(e, ammo_nails, 0, SND(ITEMPICKUP), string_null);
1834 POSTGIVE_VALUE(e, ammo_cells, 0, SND(ITEMPICKUP), string_null);
1835 POSTGIVE_VALUE(e, ammo_plasma, 0, SND(ITEMPICKUP), string_null);
1836 POSTGIVE_VALUE(e, ammo_shells, 0, SND(ITEMPICKUP), string_null);
1837 POSTGIVE_VALUE(e, ammo_rockets, 0, SND(ITEMPICKUP), string_null);
1838 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND(ITEMPICKUP), string_null);
1839 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(ARMOR25), string_null);
1840 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(MEGAHEALTH), string_null);
1842 if(e.superweapons_finished <= 0)
1843 if(self.weapons & WEPSET_SUPERWEAPONS)
1844 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1846 if(e.strength_finished <= 0)
1847 e.strength_finished = 0;
1849 e.strength_finished += time;
1850 if(e.invincible_finished <= 0)
1851 e.invincible_finished = 0;
1853 e.invincible_finished += time;
1854 if(e.superweapons_finished <= 0)
1855 e.superweapons_finished = 0;
1857 e.superweapons_finished += time;
1859 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1860 _switchweapon = true;
1862 W_SwitchWeapon_Force(e, w_getbestweapon(e));