7 #define ITS_AVAILABLE 8
10 #define ITS_POWERUP 64
11 #define ISF_COLORMAP 16
18 float autocvar_cl_ghost_items;
19 vector autocvar_cl_ghost_items_color;
20 float autocvar_cl_simple_items;
21 float autocvar_cl_fullbright_items;
22 float autocvar_cl_staywep_color;
23 float autocvar_cl_staywep_alpha;
30 if(self.ItemStatus & ITS_ANIMATE1)
32 self.angles += '0 180 0' * frametime;
33 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
36 if(self.ItemStatus & ITS_ANIMATE2)
38 self.angles += '0 -90 0' * frametime;
39 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
43 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
49 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
52 float csqcitems_started; // remove this after a release or two
53 void csqcitems_start()
55 autocvar_cl_ghost_items = bound(0, autocvar_cl_ghost_items, 1);
56 if(autocvar_cl_ghost_items == 1)
57 autocvar_cl_ghost_items = 0.55;
59 string _tmp = cvar_string("cl_ghost_items_color");
61 autocvar_cl_ghost_items_color = '-1 -1 -1';
64 csqcitems_started = TRUE;
67 void ItemRead(float _IsNew)
69 if(!csqcitems_started)
72 float sf = ReadByte();
76 self.origin_x = ReadCoord();
77 self.origin_y = ReadCoord();
78 self.origin_z = ReadCoord();
79 setorigin(self, self.origin);
80 self.oldorigin = self.origin;
83 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
85 self.ItemStatus = ReadByte();
87 if(self.ItemStatus & ITS_AVAILABLE)
90 self.colormod = self.glowmod = '1 1 1';
94 if (autocvar_cl_ghost_items)
96 self.alpha = autocvar_cl_ghost_items;
97 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
103 if(autocvar_cl_fullbright_items)
104 if(self.ItemStatus & ITS_ALLOWFB)
105 self.effects |= EF_FULLBRIGHT;
107 if(self.ItemStatus & ITS_STAYWEP)
109 self.colormod = self.glowmod = autocvar_cl_staywep_color;
110 self.alpha = autocvar_cl_staywep_alpha;
115 if(self.ItemStatus & ITS_POWERUP)
117 if(self.ItemStatus & ITS_AVAILABLE)
118 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
120 self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
125 if(sf & ISF_MODEL) // handle simple items, fullbright and so on here
127 self.drawmask = MASK_NORMAL;
128 self.movetype = MOVETYPE_NOCLIP;
134 string _fn = ReadString();
136 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
139 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
141 if(fexists(strcat(_fn2, "_simple.md3")))
142 self.mdl = strzone(strcat(_fn2, "_simple.md3"));
143 else if(fexists(strcat(_fn2, "_simple.dpm")))
144 self.mdl = strzone(strcat(_fn2, "_simple.dpm"));
145 else if(fexists(strcat(_fn2, "_simple.iqm")))
146 self.mdl = strzone(strcat(_fn2, "_simple.iqm"));
147 else if(fexists(strcat(_fn2, "_simple.obj")))
148 self.mdl = strzone(strcat(_fn2, "_simple.obj"));
152 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
158 self.mdl = strzone(_fn);
159 self.draw = ItemDraw;
162 self.draw = ItemDrawSimple;
164 precache_model(self.mdl);
165 setmodel(self, self.mdl);
168 if(sf & ISF_COLORMAP)
169 self.colormap = ReadShort();
173 self.effects |= EF_FLAME;
175 self.move_movetype = MOVETYPE_TOSS;
176 self.move_velocity_x = ReadCoord();
177 self.move_velocity_y = ReadCoord();
178 self.move_velocity_z = ReadCoord();
179 self.velocity = self.move_velocity;
180 self.move_origin = self.oldorigin;
184 self.move_time = time;
185 self.spawntime = time;
188 self.move_time = max(self.move_time, time);
195 float autocvar_sv_simple_items;
196 float ItemSend(entity to, float sf)
203 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
204 WriteByte(MSG_ENTITY, sf);
207 //WriteByte(MSG_ENTITY, self.cnt);
208 if(sf & ISF_LOCATION)
210 WriteCoord(MSG_ENTITY, self.origin_x);
211 WriteCoord(MSG_ENTITY, self.origin_y);
212 WriteCoord(MSG_ENTITY, self.origin_z);
216 WriteByte(MSG_ENTITY, self.ItemStatus);
219 WriteString(MSG_ENTITY, self.mdl);
221 if(sf & ISF_COLORMAP)
222 WriteShort(MSG_ENTITY, self.colormap);
226 WriteCoord(MSG_ENTITY, self.velocity_x);
227 WriteCoord(MSG_ENTITY, self.velocity_y);
228 WriteCoord(MSG_ENTITY, self.velocity_z);
235 float have_pickup_item(void)
237 // minstagib: only allow filtered items
239 if(self.classname != "minstagib")
242 if(self.flags & FL_POWERUP)
244 if(autocvar_g_powerups > 0)
246 if(autocvar_g_powerups == 0)
257 if(autocvar_g_pickup_items > 0)
259 if(autocvar_g_pickup_items == 0)
266 if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
272 #define ITEM_RESPAWN_TICKS 10
274 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
275 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
276 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
277 // range: 10 .. respawntime + respawntimejitter
279 floatfield Item_CounterField(float it)
283 case IT_SHELLS: return ammo_shells;
284 case IT_NAILS: return ammo_nails;
285 case IT_ROCKETS: return ammo_rockets;
286 case IT_CELLS: return ammo_cells;
287 case IT_FUEL: return ammo_fuel;
288 case IT_5HP: return health;
289 case IT_25HP: return health;
290 case IT_HEALTH: return health;
291 case IT_ARMOR_SHARD: return armorvalue;
292 case IT_ARMOR: return armorvalue;
293 // add more things here (health, armor)
294 default: error("requested item has no counter field");
298 string Item_CounterFieldName(float it)
302 case IT_SHELLS: return "shells";
303 case IT_NAILS: return "nails";
304 case IT_ROCKETS: return "rockets";
305 case IT_CELLS: return "cells";
306 case IT_FUEL: return "fuel";
308 // add more things here (health, armor)
309 default: error("requested item has no counter field name");
313 .float max_armorvalue;
314 .float pickup_anyway;
316 float Item_Customize()
318 if(self.spawnshieldtime)
320 if(self.weapons != (self.weapons & other.weapons))
322 self.colormod = '0 0 0';
323 self.glowmod = self.colormod;
324 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
331 self.colormod = stov(autocvar_g_ghost_items_color);
332 self.glowmod = self.colormod;
333 self.alpha = g_ghost_items;
342 void Item_Show (entity e, float mode)
344 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
345 e.ItemStatus &~= ITS_STAYWEP;
348 // make the item look normal, and be touchable
350 e.solid = SOLID_TRIGGER;
351 e.spawnshieldtime = 1;
352 e.ItemStatus |= ITS_AVAILABLE;
356 // hide the item completely
357 e.model = string_null;
359 e.spawnshieldtime = 1;
360 e.ItemStatus &~= ITS_AVAILABLE;
362 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
364 // make the item translucent and not touchable
366 e.solid = SOLID_TRIGGER; // can STILL be picked up!
367 e.effects |= EF_STARDUST;
368 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
369 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
375 e.colormod = '0 0 0';
376 e.glowmod = e.colormod;
377 e.spawnshieldtime = 1;
378 e.ItemStatus &~= ITS_AVAILABLE;
381 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
382 e.ItemStatus |= ITS_POWERUP;
384 if (autocvar_g_nodepthtestitems)
385 e.effects |= EF_NODEPTHTEST;
388 if (autocvar_g_fullbrightitems)
389 e.ItemStatus |= ITS_ALLOWFB;
391 if (autocvar_sv_simple_items)
392 e.ItemStatus |= ITS_ALLOWSI;
394 // relink entity (because solid may have changed)
395 setorigin(e, e.origin);
396 e.SendFlags |= ISF_STATUS;
399 void Item_Respawn (void)
402 if(!g_minstagib && self.items == IT_STRENGTH)
403 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
404 else if(!g_minstagib && self.items == IT_INVINCIBLE)
405 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
407 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
408 setorigin (self, self.origin);
410 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
411 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
414 void Item_RespawnCountdown (void)
416 if(self.count >= ITEM_RESPAWN_TICKS)
418 if(self.waypointsprite_attached)
419 WaypointSprite_Kill(self.waypointsprite_attached);
424 self.nextthink = time + 1;
435 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
436 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
437 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
444 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
445 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
450 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
451 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
453 if(self.flags & FL_WEAPON)
455 entity wi = get_weaponinfo(self.weapon);
464 print("Unknown powerup-marked item is wanting to respawn\n");
465 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
469 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
470 if(self.waypointsprite_attached)
471 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
474 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
475 if(self.waypointsprite_attached)
477 WaypointSprite_Ping(self.waypointsprite_attached);
478 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
483 void Item_ScheduleRespawnIn(entity e, float t)
485 if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
487 e.think = Item_RespawnCountdown;
488 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
493 e.think = Item_Respawn;
494 e.nextthink = time + t;
498 void Item_ScheduleRespawn(entity e)
500 if(e.respawntime > 0)
503 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
505 else // if respawntime is -1, this item does not respawn
509 void Item_ScheduleInitialRespawn(entity e)
512 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
515 float ITEM_MODE_NONE = 0;
516 float ITEM_MODE_HEALTH = 1;
517 float ITEM_MODE_ARMOR = 2;
518 float ITEM_MODE_FUEL = 3;
519 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
524 if (item.spawnshieldtime)
526 if ((player.ammofield < ammomax) || item.pickup_anyway)
528 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
532 else if(g_weapon_stay == 2)
534 float mi = min(item.ammofield, ammomax);
535 if (player.ammofield < mi)
537 player.ammofield = mi;
548 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
550 case ITEM_MODE_HEALTH:
551 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
553 case ITEM_MODE_ARMOR:
554 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
562 float Item_GiveTo(entity item, entity player)
570 // if nothing happens to player, just return without taking the item
572 _switchweapon = FALSE;
576 float prevcells = player.ammo_cells;
578 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
579 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
581 if(player.ammo_cells > prevcells)
583 _switchweapon = TRUE;
585 // play some cool sounds ;)
586 if (clienttype(player) == CLIENTTYPE_REAL)
588 if(player.health <= 5)
589 AnnounceTo(player, "lastsecond");
590 else if(player.health < 50)
591 AnnounceTo(player, "narrowly");
593 // sound not available
594 // else if(item.items == IT_CELLS)
595 // AnnounceTo(player, "ammo");
597 if (item.weapons & WEPBIT_MINSTANEX)
598 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
602 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
606 sprint (player, strcat("You got the ^2", item.netname, "\n"));
613 // sound not available
614 // AnnounceTo(player, "_lives");
615 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
616 sprint(player, "^3You picked up some extra lives\n");
620 if (item.strength_finished)
623 // sound not available
624 // AnnounceTo(player, "invisible");
625 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
629 if (item.invincible_finished)
632 // sound not available
633 // AnnounceTo(player, "speed");
634 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
639 // in case the player has autoswitch enabled do the following:
640 // if the player is using their best weapon before items are given, they
641 // probably want to switch to an even better weapon after items are given
642 if (player.autoswitch)
643 if (player.switchweapon == w_getbestweapon(player))
644 _switchweapon = TRUE;
646 if not(player.weapons & W_WeaponBit(player.switchweapon))
647 _switchweapon = TRUE;
649 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
650 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
651 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
652 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
653 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
654 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
655 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
657 if (item.flags & FL_WEAPON)
658 if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && self.pickup_anyway))
661 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
663 e = get_weaponinfo(i);
665 W_GiveWeapon (player, e.weapon, item.netname);
669 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
673 sprint (player, strcat("You got the ^2", item.netname, "\n"));
676 if (item.strength_finished)
679 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
681 if (item.invincible_finished)
684 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
686 if (item.superweapons_finished)
689 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
694 // always eat teamed entities
702 if (player.switchweapon != w_getbestweapon(player))
703 W_SwitchWeapon_Force(player, w_getbestweapon(player));
708 void Item_Touch (void)
712 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
713 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
718 if (other.classname != "player")
722 if (self.solid != SOLID_TRIGGER)
724 if (self.owner == other)
727 if (self.classname == "droppedweapon")
729 self.strength_finished = max(0, self.strength_finished - time);
730 self.invincible_finished = max(0, self.invincible_finished - time);
731 self.superweapons_finished = max(0, self.superweapons_finished - time);
734 if(!Item_GiveTo(self, other))
736 if (self.classname == "droppedweapon")
738 // undo what we did above
739 self.strength_finished += time;
740 self.invincible_finished += time;
741 self.superweapons_finished += time;
746 other.last_pickup = time;
748 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
749 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
751 if (self.classname == "droppedweapon")
753 else if not(self.spawnshieldtime)
759 RandomSelection_Init();
760 for(head = world; (head = findfloat(head, team, self.team)); )
762 if(head.flags & FL_ITEM)
765 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
768 e = RandomSelection_chosen_ent;
773 Item_ScheduleRespawn(e);
779 Item_Show(self, !self.state);
780 setorigin (self, self.origin);
782 if(self.classname != "droppedweapon")
784 self.think = SUB_Null;
787 if(self.waypointsprite_attached)
788 WaypointSprite_Kill(self.waypointsprite_attached);
790 if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
791 Item_ScheduleInitialRespawn(self);
799 if(self.effects & EF_NODRAW)
801 // marker for item team search
802 dprint("Initializing item team ", ftos(self.team), "\n");
803 RandomSelection_Init();
804 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
805 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
806 e = RandomSelection_chosen_ent;
810 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
814 // make it a non-spawned item
816 head.state = 1; // state 1 = initially hidden item
818 head.effects &~= EF_NODRAW;
825 // Savage: used for item garbage-collection
826 // TODO: perhaps nice special effect?
827 void RemoveItem(void)
832 // pickup evaluation functions
833 // these functions decide how desirable an item is to the bots
835 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
837 float weapon_pickupevalfunc(entity player, entity item)
839 float c, i, j, position;
841 // See if I have it already
842 if(player.weapons & item.weapons == item.weapons)
844 // If I can pick it up
845 if(!item.spawnshieldtime)
847 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
849 // Skilled bots will grab more
850 c = bound(0, skill / 10, 1) * 0.5;
858 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
859 if( bot_custom_weapon && c )
861 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
864 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
867 // Find the highest position on any range
869 for(j = 0; j < WEP_LAST ; ++j){
871 bot_weapons_far[j] == i ||
872 bot_weapons_mid[j] == i ||
873 bot_weapons_close[j] == i
884 position = WEP_LAST - position;
885 // item.bot_pickupbasevalue is overwritten here
886 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
891 return item.bot_pickupbasevalue * c;
894 float commodity_pickupevalfunc(entity player, entity item)
896 float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
900 // Detect needed ammo
901 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
903 wi = get_weaponinfo(i);
905 if not(wi.weapons & player.weapons)
908 if(wi.items & IT_SHELLS)
910 else if(wi.items & IT_NAILS)
912 else if(wi.items & IT_ROCKETS)
914 else if(wi.items & IT_CELLS)
916 else if(wi.items & IT_FUEL)
920 // TODO: figure out if the player even has the weapon this ammo is for?
921 // may not affect strategy much though...
922 // find out how much more ammo/armor/health the player can hold
924 if (item.ammo_shells)
925 if (player.ammo_shells < g_pickup_shells_max)
926 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
929 if (player.ammo_nails < g_pickup_nails_max)
930 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
932 if (item.ammo_rockets)
933 if (player.ammo_rockets < g_pickup_rockets_max)
934 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
937 if (player.ammo_cells < g_pickup_cells_max)
938 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
941 if (player.ammo_fuel < g_pickup_fuel_max)
942 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
944 if (player.armorvalue < item.max_armorvalue)
945 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
947 if (player.health < item.max_health)
948 c = c + max(0, 1 - player.health / item.max_health);
950 return item.bot_pickupbasevalue * c;
955 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)
957 startitem_failed = FALSE;
960 self.weapons = weaponid;
961 self.flags = FL_ITEM | itemflags;
963 // is it a dropped weapon?
964 if (self.classname == "droppedweapon")
966 self.reset = SUB_Remove;
967 // it's a dropped weapon
968 self.movetype = MOVETYPE_TOSS;
970 // Savage: remove thrown items after a certain period of time ("garbage collection")
971 self.think = RemoveItem;
972 self.nextthink = time + 20;
974 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
977 if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons
978 if(self.ammo_nails == 0)
979 if(self.ammo_cells == 0)
980 if(self.ammo_rockets == 0)
981 if(self.ammo_shells == 0)
982 if(self.ammo_fuel == 0)
984 if(self.armorvalue == 0)
987 // if item is worthless after a timer, have it expire then
988 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
991 // don't drop if in a NODROP zone (such as lava)
992 traceline(self.origin, self.origin, MOVE_NORMAL, self);
993 if (trace_dpstartcontents & DPCONTENTS_NODROP)
995 startitem_failed = TRUE;
1002 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1004 startitem_failed = TRUE;
1009 if(!have_pickup_item())
1011 startitem_failed = TRUE;
1016 if(self.model != "")
1017 itemmodel = self.model;
1018 if(self.item_pickupsound != "")
1019 pickupsound = self.item_pickupsound;
1021 self.reset = Item_Reset;
1022 // it's a level item
1023 if(self.spawnflags & 1)
1026 self.movetype = MOVETYPE_NONE;
1028 self.movetype = MOVETYPE_TOSS;
1029 // do item filtering according to game mode and other things
1032 // first nudge it off the floor a little bit to avoid math errors
1033 setorigin(self, self.origin + '0 0 1');
1034 // set item size before we spawn a spawnfunc_waypoint
1035 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1036 setsize (self, '-16 -16 0', '16 16 48');
1038 setsize (self, '-16 -16 0', '16 16 32');
1039 // note droptofloor returns FALSE if stuck/or would fall too far
1041 waypoint_spawnforitem(self);
1045 * can't do it that way, as it would break maps
1046 * TODO make a target_give like entity another way, that perhaps has
1047 * the weapon name in a key
1050 // target_give not yet supported; maybe later
1051 print("removed targeted ", self.classname, "\n");
1052 startitem_failed = TRUE;
1058 if(autocvar_spawn_debug >= 2)
1061 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1063 if(otheritem.is_item)
1065 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1066 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1067 error("Mapper sucks.");
1070 self.is_item = TRUE;
1073 weaponsInMap |= weaponid;
1075 precache_model (itemmodel);
1076 precache_sound (pickupsound);
1078 precache_sound ("misc/itemrespawncountdown.wav");
1079 if(!g_minstagib && itemid == IT_STRENGTH)
1080 precache_sound ("misc/strength_respawn.wav");
1081 else if(!g_minstagib && itemid == IT_INVINCIBLE)
1082 precache_sound ("misc/shield_respawn.wav");
1084 precache_sound ("misc/itemrespawn.wav");
1086 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1087 self.target = "###item###"; // for finding the nearest item using find()
1090 self.bot_pickup = TRUE;
1091 self.bot_pickupevalfunc = pickupevalfunc;
1092 self.bot_pickupbasevalue = pickupbasevalue;
1093 self.mdl = itemmodel;
1094 self.item_pickupsound = pickupsound;
1096 self.weapon = WEP_FIRST + log2of(lowestbit(self.weapons));
1099 // let mappers override respawntime
1100 if(!self.respawntime) // both set
1102 self.respawntime = defaultrespawntime;
1103 self.respawntimejitter = defaultrespawntimejitter;
1105 self.netname = itemname;
1106 self.touch = Item_Touch;
1107 setmodel (self, self.mdl); // precision set below
1108 self.effects |= EF_LOWPRECISION;
1110 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1111 setsize (self, '-16 -16 0', '16 16 48');
1113 setsize (self, '-16 -16 0', '16 16 32');
1115 if(itemflags & FL_POWERUP)
1116 self.ItemStatus |= ITS_ANIMATE1;
1118 if(self.armorvalue || self.health)
1119 self.ItemStatus |= ITS_ANIMATE2;
1121 if(itemflags & FL_WEAPON)
1123 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1124 self.colormap = 1024; // color shirt=0 pants=0 grey
1126 self.ItemStatus |= ITS_ANIMATE1;
1127 self.ItemStatus |= ISF_COLORMAP;
1134 self.cnt = 1; // item probability weight
1135 self.effects = self.effects | EF_NODRAW; // marker for item team search
1136 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1141 Net_LinkEntity(self, FALSE, 0, ItemSend);
1143 if(self.classname == "droppedweapon")
1145 //self.SendFlags &~= ISF_DROP;
1149 /* replace items in minstagib
1150 * IT_STRENGTH = invisibility
1151 * IT_NAILS = extra lives
1152 * IT_INVINCIBLE = speed
1154 void minstagib_items (float itemid)
1157 self.classname = "minstagib";
1159 // replace rocket launchers and nex guns with ammo cells
1160 if (itemid == IT_CELLS)
1162 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1163 StartItem ("models/items/a_cells.md3",
1164 "misc/itempickup.wav", 45, 0,
1165 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1172 itemid = IT_STRENGTH;
1176 itemid = IT_INVINCIBLE;
1178 // replace with invis
1179 if (itemid == IT_STRENGTH)
1181 if(!self.strength_finished)
1182 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1183 StartItem ("models/items/g_strength.md3",
1184 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1185 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1187 // replace with extra lives
1188 if (itemid == IT_NAILS)
1190 self.max_health = 1;
1191 StartItem ("models/items/g_h100.md3",
1192 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1193 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1195 // replace with speed
1196 if (itemid == IT_INVINCIBLE)
1198 if(!self.invincible_finished)
1199 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1200 StartItem ("models/items/g_invincible.md3",
1201 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1202 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1206 float minst_no_auto_cells;
1207 void minst_remove_item (void) {
1208 if(minst_no_auto_cells)
1212 float weaponswapping;
1215 void weapon_defaultspawnfunc(float wpn)
1219 var .float ammofield;
1225 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1227 e = get_weaponinfo(wpn);
1228 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1232 startitem_failed = TRUE;
1235 t = tokenize_console(s);
1238 self.team = --internalteam;
1240 for(i = 1; i < t; ++i)
1243 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1245 e = get_weaponinfo(j);
1249 copyentity(oldself, self);
1250 self.classname = "replacedweapon";
1251 weapon_defaultspawnfunc(j);
1257 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1266 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1268 e = get_weaponinfo(j);
1277 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1283 startitem_failed = TRUE;
1288 e = get_weaponinfo(wpn);
1290 if(!self.respawntime)
1292 if(e.weapons & WEPBIT_SUPERWEAPONS)
1294 self.respawntime = g_pickup_respawntime_superweapon;
1295 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1299 self.respawntime = g_pickup_respawntime_weapon;
1300 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1304 if(e.weapons & WEPBIT_SUPERWEAPONS)
1305 if(!self.superweapons_finished)
1306 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1310 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1314 ammofield = Item_CounterField(j);
1316 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1322 if(g_pickup_weapons_anyway)
1323 self.pickup_anyway = TRUE;
1327 // no weapon-stay on superweapons
1328 if(e.weapons & WEPBIT_SUPERWEAPONS)
1329 f |= FL_NO_WEAPON_STAY;
1331 // weapon stay isn't supported for teamed weapons
1333 f |= FL_NO_WEAPON_STAY;
1335 // stupid minstagib hack, don't ask
1338 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1340 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1341 if (self.modelindex) // don't precache if self was removed
1342 weapon_action(e.weapon, WR_PRECACHE);
1345 void spawnfunc_weapon_shotgun (void);
1346 void spawnfunc_weapon_uzi (void) {
1347 if(autocvar_sv_q3acompat_machineshotgunswap)
1348 if(self.classname != "droppedweapon")
1350 weapon_defaultspawnfunc(WEP_SHOTGUN);
1353 weapon_defaultspawnfunc(WEP_UZI);
1356 void spawnfunc_weapon_shotgun (void) {
1357 if(autocvar_sv_q3acompat_machineshotgunswap)
1358 if(self.classname != "droppedweapon")
1360 weapon_defaultspawnfunc(WEP_UZI);
1363 weapon_defaultspawnfunc(WEP_SHOTGUN);
1366 void spawnfunc_weapon_nex (void)
1370 minstagib_items(IT_CELLS);
1371 self.think = minst_remove_item;
1372 self.nextthink = time;
1375 weapon_defaultspawnfunc(WEP_NEX);
1378 void spawnfunc_weapon_minstanex (void)
1382 minstagib_items(IT_CELLS);
1383 self.think = minst_remove_item;
1384 self.nextthink = time;
1387 weapon_defaultspawnfunc(WEP_MINSTANEX);
1390 void spawnfunc_weapon_rocketlauncher (void)
1394 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1395 self.think = minst_remove_item;
1396 self.nextthink = time;
1399 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1402 void spawnfunc_item_rockets (void) {
1403 if(!self.ammo_rockets)
1404 self.ammo_rockets = g_pickup_rockets;
1405 if(!self.pickup_anyway)
1406 self.pickup_anyway = g_pickup_ammo_anyway;
1407 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);
1410 void spawnfunc_item_shells (void);
1411 void spawnfunc_item_bullets (void) {
1413 if(autocvar_sv_q3acompat_machineshotgunswap)
1414 if(self.classname != "droppedweapon")
1416 weaponswapping = TRUE;
1417 spawnfunc_item_shells();
1418 weaponswapping = FALSE;
1422 if(!self.ammo_nails)
1423 self.ammo_nails = g_pickup_nails;
1424 if(!self.pickup_anyway)
1425 self.pickup_anyway = g_pickup_ammo_anyway;
1426 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);
1429 void spawnfunc_item_cells (void) {
1430 if(!self.ammo_cells)
1431 self.ammo_cells = g_pickup_cells;
1432 if(!self.pickup_anyway)
1433 self.pickup_anyway = g_pickup_ammo_anyway;
1434 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);
1437 void spawnfunc_item_shells (void) {
1439 if(autocvar_sv_q3acompat_machineshotgunswap)
1440 if(self.classname != "droppedweapon")
1442 weaponswapping = TRUE;
1443 spawnfunc_item_bullets();
1444 weaponswapping = FALSE;
1448 if(!self.ammo_shells)
1449 self.ammo_shells = g_pickup_shells;
1450 if(!self.pickup_anyway)
1451 self.pickup_anyway = g_pickup_ammo_anyway;
1452 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);
1455 void spawnfunc_item_armor_small (void) {
1456 if(!self.armorvalue)
1457 self.armorvalue = g_pickup_armorsmall;
1458 if(!self.max_armorvalue)
1459 self.max_armorvalue = g_pickup_armorsmall_max;
1460 if(!self.pickup_anyway)
1461 self.pickup_anyway = g_pickup_armorsmall_anyway;
1462 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);
1465 void spawnfunc_item_armor_medium (void) {
1466 if(!self.armorvalue)
1467 self.armorvalue = g_pickup_armormedium;
1468 if(!self.max_armorvalue)
1469 self.max_armorvalue = g_pickup_armormedium_max;
1470 if(!self.pickup_anyway)
1471 self.pickup_anyway = g_pickup_armormedium_anyway;
1472 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);
1475 void spawnfunc_item_armor_big (void) {
1476 if(!self.armorvalue)
1477 self.armorvalue = g_pickup_armorbig;
1478 if(!self.max_armorvalue)
1479 self.max_armorvalue = g_pickup_armorbig_max;
1480 if(!self.pickup_anyway)
1481 self.pickup_anyway = g_pickup_armorbig_anyway;
1482 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);
1485 void spawnfunc_item_armor_large (void) {
1486 if(!self.armorvalue)
1487 self.armorvalue = g_pickup_armorlarge;
1488 if(!self.max_armorvalue)
1489 self.max_armorvalue = g_pickup_armorlarge_max;
1490 if(!self.pickup_anyway)
1491 self.pickup_anyway = g_pickup_armorlarge_anyway;
1492 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);
1495 void spawnfunc_item_health_small (void) {
1496 if(!self.max_health)
1497 self.max_health = g_pickup_healthsmall_max;
1499 self.health = g_pickup_healthsmall;
1500 if(!self.pickup_anyway)
1501 self.pickup_anyway = g_pickup_healthsmall_anyway;
1502 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);
1505 void spawnfunc_item_health_medium (void) {
1506 if(!self.max_health)
1507 self.max_health = g_pickup_healthmedium_max;
1509 self.health = g_pickup_healthmedium;
1510 if(!self.pickup_anyway)
1511 self.pickup_anyway = g_pickup_healthmedium_anyway;
1512 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);
1515 void spawnfunc_item_health_large (void) {
1516 if(!self.max_health)
1517 self.max_health = g_pickup_healthlarge_max;
1519 self.health = g_pickup_healthlarge;
1520 if(!self.pickup_anyway)
1521 self.pickup_anyway = g_pickup_healthlarge_anyway;
1522 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);
1525 void spawnfunc_item_health_mega (void) {
1527 minstagib_items(IT_NAILS);
1529 if(!self.max_health)
1530 self.max_health = g_pickup_healthmega_max;
1532 self.health = g_pickup_healthmega;
1533 if(!self.pickup_anyway)
1534 self.pickup_anyway = g_pickup_healthmega_anyway;
1535 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);
1539 // support old misnamed entities
1540 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1541 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1542 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1543 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1544 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1546 void spawnfunc_item_strength (void) {
1548 minstagib_items(IT_STRENGTH);
1550 precache_sound("weapons/strength_fire.wav");
1551 if(!self.strength_finished)
1552 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1553 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);
1557 void spawnfunc_item_invincible (void) {
1559 minstagib_items(IT_INVINCIBLE);
1561 if(!self.invincible_finished)
1562 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1563 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);
1567 void spawnfunc_item_minst_cells (void) {
1570 minst_no_auto_cells = 1;
1571 minstagib_items(IT_CELLS);
1578 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1580 float GiveItems(entity e, float beginarg, float endarg);
1581 void target_items_use (void)
1583 if(activator.classname == "droppedweapon")
1590 if(activator.classname != "player")
1592 if(activator.deadflag != DEAD_NO)
1597 for(e = world; (e = find(e, classname, "droppedweapon")); )
1598 if(e.enemy == activator)
1601 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1602 centerprint(activator, self.message);
1605 void spawnfunc_target_items (void)
1610 self.use = target_items_use;
1611 if(!self.strength_finished)
1612 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1613 if(!self.invincible_finished)
1614 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1615 if(!self.superweapons_finished)
1616 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1618 precache_sound("misc/itempickup.wav");
1619 precache_sound("misc/megahealth.wav");
1620 precache_sound("misc/armor25.wav");
1621 precache_sound("misc/powerup.wav");
1622 precache_sound("misc/poweroff.wav");
1623 precache_sound("weapons/weaponpickup.wav");
1625 n = tokenize_console(self.netname);
1626 if(argv(0) == "give")
1628 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1632 for(i = 0; i < n; ++i)
1634 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1635 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1636 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1637 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1638 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1639 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1640 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1641 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1643 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1645 e = get_weaponinfo(j);
1646 if(argv(i) == e.netname)
1648 self.weapons |= e.weapons;
1649 if(self.spawnflags == 0 || self.spawnflags == 2)
1650 weapon_action(e.weapon, WR_PRECACHE);
1655 print("target_items: invalid item ", argv(i), "\n");
1658 string itemprefix, valueprefix;
1659 if(self.spawnflags == 0)
1664 else if(self.spawnflags == 1)
1666 itemprefix = "max ";
1667 valueprefix = "max ";
1669 else if(self.spawnflags == 2)
1671 itemprefix = "min ";
1672 valueprefix = "min ";
1674 else if(self.spawnflags == 4)
1676 itemprefix = "minus ";
1677 valueprefix = "max ";
1680 error("invalid spawnflags");
1683 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1684 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1685 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1686 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1687 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1688 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1689 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1690 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1691 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1692 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1693 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1694 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1695 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1696 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1697 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1699 e = get_weaponinfo(j);
1701 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1704 self.netname = strzone(self.netname);
1705 //print(self.netname, "\n");
1707 n = tokenize_console(self.netname);
1708 for(i = 0; i < n; ++i)
1710 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1712 e = get_weaponinfo(j);
1713 if(argv(i) == e.netname)
1715 weapon_action(e.weapon, WR_PRECACHE);
1722 void spawnfunc_item_fuel(void)
1725 self.ammo_fuel = g_pickup_fuel;
1726 if(!self.pickup_anyway)
1727 self.pickup_anyway = g_pickup_ammo_anyway;
1728 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);
1731 void spawnfunc_item_fuel_regen(void)
1733 if(start_items & IT_FUEL_REGEN)
1735 spawnfunc_item_fuel();
1738 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);
1741 void spawnfunc_item_jetpack(void)
1743 if(g_grappling_hook)
1744 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1746 self.ammo_fuel = g_pickup_fuel_jetpack;
1747 if(start_items & IT_JETPACK)
1749 spawnfunc_item_fuel();
1752 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);
1762 float GiveBit(entity e, .float fld, float bit, float op, float val)
1792 float GiveValue(entity e, .float fld, float op, float val)
1802 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1805 e.fld = min(e.fld, val);
1818 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1825 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1827 else if(v0 >= v0 + t)
1830 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1834 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1837 e.rotfield = max(e.rotfield, time + rottime);
1839 e.regenfield = max(e.regenfield, time + regentime);
1842 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1843 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1844 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1845 #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)
1847 float GiveItems(entity e, float beginarg, float endarg)
1849 float got, i, j, val, op;
1850 float _switchweapon;
1859 _switchweapon = FALSE;
1861 if (e.switchweapon == w_getbestweapon(e))
1862 _switchweapon = TRUE;
1864 e.strength_finished = max(0, e.strength_finished - time);
1865 e.invincible_finished = max(0, e.invincible_finished - time);
1866 e.superweapons_finished = max(0, e.superweapons_finished - time);
1869 PREGIVE(e, weapons);
1870 PREGIVE(e, strength_finished);
1871 PREGIVE(e, invincible_finished);
1872 PREGIVE(e, superweapons_finished);
1873 PREGIVE(e, ammo_nails);
1874 PREGIVE(e, ammo_cells);
1875 PREGIVE(e, ammo_shells);
1876 PREGIVE(e, ammo_rockets);
1877 PREGIVE(e, ammo_fuel);
1878 PREGIVE(e, armorvalue);
1881 for(i = beginarg; i < endarg; ++i)
1885 if(cmd == "0" || stof(cmd))
1909 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1910 got += GiveValue(e, strength_finished, op, val);
1911 got += GiveValue(e, invincible_finished, op, val);
1912 got += GiveValue(e, superweapons_finished, op, val);
1913 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1915 got += GiveBit(e, items, IT_JETPACK, op, val);
1916 got += GiveValue(e, health, op, val);
1917 got += GiveValue(e, armorvalue, op, val);
1919 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1921 wi = get_weaponinfo(j);
1923 got += GiveBit(e, weapons, wi.weapons, op, val);
1926 got += GiveValue(e, ammo_cells, op, val);
1927 got += GiveValue(e, ammo_shells, op, val);
1928 got += GiveValue(e, ammo_nails, op, val);
1929 got += GiveValue(e, ammo_rockets, op, val);
1930 got += GiveValue(e, ammo_fuel, op, val);
1932 case "unlimited_ammo":
1933 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1935 case "unlimited_weapon_ammo":
1936 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1938 case "unlimited_superweapons":
1939 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1942 got += GiveBit(e, items, IT_JETPACK, op, val);
1945 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1948 got += GiveValue(e, strength_finished, op, val);
1951 got += GiveValue(e, invincible_finished, op, val);
1953 case "superweapons":
1954 got += GiveValue(e, superweapons_finished, op, val);
1957 got += GiveValue(e, ammo_cells, op, val);
1960 got += GiveValue(e, ammo_shells, op, val);
1964 got += GiveValue(e, ammo_nails, op, val);
1967 got += GiveValue(e, ammo_rockets, op, val);
1970 got += GiveValue(e, health, op, val);
1973 got += GiveValue(e, armorvalue, op, val);
1976 got += GiveValue(e, ammo_fuel, op, val);
1979 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1981 wi = get_weaponinfo(j);
1982 if(cmd == wi.netname)
1984 got += GiveBit(e, weapons, wi.weapons, op, val);
1989 print("give: invalid item ", cmd, "\n");
1996 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1997 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1998 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1999 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
2000 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2002 wi = get_weaponinfo(j);
2005 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
2006 if not(save_weapons & wi.weapons)
2007 if(e.weapons & wi.weapons)
2008 weapon_action(wi.weapon, WR_PRECACHE);
2011 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2012 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2013 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2014 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2015 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2016 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2017 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);
2018 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);
2019 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);
2021 if(e.superweapons_finished <= 0)
2022 if(self.weapons & WEPBIT_SUPERWEAPONS)
2023 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2027 e.health = bound(0, e.health, 100);
2028 e.armorvalue = bound(0, e.armorvalue, 999);
2031 if(e.strength_finished <= 0)
2032 e.strength_finished = 0;
2034 e.strength_finished += time;
2035 if(e.invincible_finished <= 0)
2036 e.invincible_finished = 0;
2038 e.invincible_finished += time;
2039 if(e.superweapons_finished <= 0)
2040 e.superweapons_finished = 0;
2042 e.superweapons_finished += time;
2044 if not(e.weapons & W_WeaponBit(e.switchweapon))
2045 _switchweapon = TRUE;
2047 W_SwitchWeapon_Force(e, w_getbestweapon(e));