3 #include "../common/items/all.qc"
9 #include "waypointsprites.qh"
12 #include "bot/waypoints.qh"
14 #include "mutators/mutators_include.qh"
16 #include "weapons/common.qh"
17 #include "weapons/selection.qh"
18 #include "weapons/weaponsystem.qh"
20 #include "../common/constants.qh"
21 #include "../common/deathtypes.qh"
22 #include "../common/notifications.qh"
23 #include "../common/util.qh"
25 #include "../common/monsters/monsters.qh"
27 #include "../common/weapons/weapons.qh"
29 #include "../warpzonelib/util_server.qh"
37 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
38 if(self.move_flags & FL_ONGROUND)
39 { // For some reason move_avelocity gets set to '0 0 0' here ...
40 self.oldorigin = self.origin;
43 if(autocvar_cl_animate_items)
44 { // ... so reset it if animations are requested.
45 if(self.ItemStatus & ITS_ANIMATE1)
46 self.move_avelocity = '0 180 0';
48 if(self.ItemStatus & ITS_ANIMATE2)
49 self.move_avelocity = '0 -90 0';
53 else if (autocvar_cl_animate_items)
55 if(self.ItemStatus & ITS_ANIMATE1)
57 self.angles += self.move_avelocity * frametime;
58 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
61 if(self.ItemStatus & ITS_ANIMATE2)
63 self.angles += self.move_avelocity * frametime;
64 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
73 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
75 if(self.move_flags & FL_ONGROUND)
80 void ItemRead(float _IsNew)
86 self.origin_x = ReadCoord();
87 self.origin_y = ReadCoord();
88 self.origin_z = ReadCoord();
89 setorigin(self, self.origin);
90 self.oldorigin = self.origin;
95 self.angles_x = ReadCoord();
96 self.angles_y = ReadCoord();
97 self.angles_z = ReadCoord();
98 self.move_angles = self.angles;
103 self.mins_x = ReadCoord();
104 self.mins_y = ReadCoord();
105 self.mins_z = ReadCoord();
106 self.maxs_x = ReadCoord();
107 self.maxs_y = ReadCoord();
108 self.maxs_z = ReadCoord();
109 setsize(self, self.mins, self.maxs);
112 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
114 self.ItemStatus = ReadByte();
116 if(self.ItemStatus & ITS_AVAILABLE)
119 self.colormod = self.glowmod = '1 1 1';
123 if (autocvar_cl_ghost_items_color)
125 self.alpha = autocvar_cl_ghost_items;
126 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
132 if(autocvar_cl_fullbright_items)
133 if(self.ItemStatus & ITS_ALLOWFB)
134 self.effects |= EF_FULLBRIGHT;
136 if(self.ItemStatus & ITS_STAYWEP)
138 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
139 self.alpha = autocvar_cl_weapon_stay_alpha;
143 if(self.ItemStatus & ITS_POWERUP)
145 if(self.ItemStatus & ITS_AVAILABLE)
146 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
148 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
154 self.drawmask = MASK_NORMAL;
155 self.movetype = MOVETYPE_TOSS;
156 self.draw = ItemDraw;
162 string _fn = ReadString();
164 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
166 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
167 self.draw = ItemDrawSimple;
171 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
172 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
173 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
174 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
175 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
176 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
177 else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
178 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
181 self.draw = ItemDraw;
182 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
186 if(self.draw != ItemDrawSimple)
187 self.mdl = strzone(_fn);
191 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
193 precache_model(self.mdl);
194 setmodel(self, self.mdl);
197 if(sf & ISF_COLORMAP)
198 self.colormap = ReadShort();
203 //self.move_angles = '0 0 0';
204 self.move_movetype = MOVETYPE_TOSS;
205 self.move_velocity_x = ReadCoord();
206 self.move_velocity_y = ReadCoord();
207 self.move_velocity_z = ReadCoord();
208 self.velocity = self.move_velocity;
209 self.move_origin = self.oldorigin;
213 self.move_time = time;
214 self.spawntime = time;
217 self.move_time = max(self.move_time, time);
220 if(autocvar_cl_animate_items)
222 if(self.ItemStatus & ITS_ANIMATE1)
223 self.move_avelocity = '0 180 0';
225 if(self.ItemStatus & ITS_ANIMATE2)
226 self.move_avelocity = '0 -90 0';
233 bool ItemSend(entity to, int sf)
240 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
241 WriteByte(MSG_ENTITY, sf);
243 //WriteByte(MSG_ENTITY, self.cnt);
244 if(sf & ISF_LOCATION)
246 WriteCoord(MSG_ENTITY, self.origin.x);
247 WriteCoord(MSG_ENTITY, self.origin.y);
248 WriteCoord(MSG_ENTITY, self.origin.z);
253 WriteCoord(MSG_ENTITY, self.angles.x);
254 WriteCoord(MSG_ENTITY, self.angles.y);
255 WriteCoord(MSG_ENTITY, self.angles.z);
260 WriteCoord(MSG_ENTITY, self.mins.x);
261 WriteCoord(MSG_ENTITY, self.mins.y);
262 WriteCoord(MSG_ENTITY, self.mins.z);
263 WriteCoord(MSG_ENTITY, self.maxs.x);
264 WriteCoord(MSG_ENTITY, self.maxs.y);
265 WriteCoord(MSG_ENTITY, self.maxs.z);
269 WriteByte(MSG_ENTITY, self.ItemStatus);
275 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
277 WriteString(MSG_ENTITY, self.mdl);
281 if(sf & ISF_COLORMAP)
282 WriteShort(MSG_ENTITY, self.colormap);
286 WriteCoord(MSG_ENTITY, self.velocity.x);
287 WriteCoord(MSG_ENTITY, self.velocity.y);
288 WriteCoord(MSG_ENTITY, self.velocity.z);
294 void ItemUpdate(entity item)
296 item.SendFlags |= ISF_LOCATION;
299 float have_pickup_item(void)
301 if(self.flags & FL_POWERUP)
303 if(autocvar_g_powerups > 0)
305 if(autocvar_g_powerups == 0)
310 if(autocvar_g_pickup_items > 0)
312 if(autocvar_g_pickup_items == 0)
315 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
322 float Item_Customize()
324 if(self.spawnshieldtime)
326 if(self.weapons & ~other.weapons)
328 self.colormod = '0 0 0';
329 self.glowmod = self.colormod;
330 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
337 self.colormod = stov(autocvar_g_ghost_items_color);
338 self.glowmod = self.colormod;
339 self.alpha = g_ghost_items;
348 void Item_Show (entity e, float mode)
350 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
351 e.ItemStatus &= ~ITS_STAYWEP;
354 // make the item look normal, and be touchable
356 e.solid = SOLID_TRIGGER;
357 e.spawnshieldtime = 1;
358 e.ItemStatus |= ITS_AVAILABLE;
362 // hide the item completely
363 e.model = string_null;
365 e.spawnshieldtime = 1;
366 e.ItemStatus &= ~ITS_AVAILABLE;
368 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
370 // make the item translucent and not touchable
372 e.solid = SOLID_TRIGGER; // can STILL be picked up!
373 e.effects |= EF_STARDUST;
374 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
375 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
379 //setmodel(e, "null");
381 e.colormod = '0 0 0';
382 e.glowmod = e.colormod;
383 e.spawnshieldtime = 1;
384 e.ItemStatus &= ~ITS_AVAILABLE;
387 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
388 e.ItemStatus |= ITS_POWERUP;
390 if (autocvar_g_nodepthtestitems)
391 e.effects |= EF_NODEPTHTEST;
394 if (autocvar_g_fullbrightitems)
395 e.ItemStatus |= ITS_ALLOWFB;
397 if (autocvar_sv_simple_items)
398 e.ItemStatus |= ITS_ALLOWSI;
400 // relink entity (because solid may have changed)
401 setorigin(e, e.origin);
402 e.SendFlags |= ISF_STATUS;
407 self.nextthink = time;
408 if(self.origin != self.oldorigin)
410 self.oldorigin = self.origin;
415 void Item_Respawn (void)
419 if(self.items == IT_STRENGTH)
420 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
421 else if(self.items == IT_INVINCIBLE)
422 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
424 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
425 setorigin (self, self.origin);
427 self.think = Item_Think;
428 self.nextthink = time;
430 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
431 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
434 void Item_RespawnCountdown (void)
436 if(self.count >= ITEM_RESPAWN_TICKS)
438 if(self.waypointsprite_attached)
439 WaypointSprite_Kill(self.waypointsprite_attached);
444 self.nextthink = time + 1;
449 vector rgb = '1 0 1';
453 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
454 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
455 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
456 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
460 MUTATOR_CALLHOOK(Item_RespawnCountdown);
463 if(self.flags & FL_WEAPON)
465 entity wi = get_weaponinfo(self.weapon);
474 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
475 if(self.waypointsprite_attached)
476 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
480 print("Unknown powerup-marked item is wanting to respawn\n");
481 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
484 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
485 if(self.waypointsprite_attached)
487 WaypointSprite_Ping(self.waypointsprite_attached);
488 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
493 void Item_RespawnThink()
495 self.nextthink = time;
496 if(self.origin != self.oldorigin)
498 self.oldorigin = self.origin;
502 if(time >= self.wait)
506 void Item_ScheduleRespawnIn(entity e, float t)
508 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
510 e.think = Item_RespawnCountdown;
511 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
516 e.think = Item_RespawnThink;
522 void Item_ScheduleRespawn(entity e)
524 if(e.respawntime > 0)
527 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
529 else // if respawntime is -1, this item does not respawn
533 void Item_ScheduleInitialRespawn(entity e)
536 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
539 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
541 if (!item.(ammotype))
544 if (item.spawnshieldtime)
546 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
548 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
552 else if(g_weapon_stay == 2)
554 float mi = min(item.(ammotype), ammomax);
555 if (player.(ammotype) < mi)
557 player.(ammotype) = mi;
568 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
570 case ITEM_MODE_HEALTH:
571 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
573 case ITEM_MODE_ARMOR:
574 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
582 float Item_GiveTo(entity item, entity player)
589 // if nothing happens to player, just return without taking the item
591 _switchweapon = false;
592 // in case the player has autoswitch enabled do the following:
593 // if the player is using their best weapon before items are given, they
594 // probably want to switch to an even better weapon after items are given
595 if (player.autoswitch)
596 if (player.switchweapon == w_getbestweapon(player))
597 _switchweapon = true;
599 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
600 _switchweapon = true;
602 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
603 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
604 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
605 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
606 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
607 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
608 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
609 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
611 if (item.flags & FL_WEAPON)
615 it &= ~player.weapons;
617 if (it || (item.spawnshieldtime && item.pickup_anyway))
620 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
621 if(it & WepSet_FromWeapon(i))
623 W_DropEvent(WR_PICKUP, player, i, item);
624 W_GiveWeapon(player, i);
629 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
633 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
636 if (item.strength_finished)
639 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
641 if (item.invincible_finished)
644 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
646 if (item.superweapons_finished)
649 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
654 // always eat teamed entities
662 if (player.switchweapon != w_getbestweapon(player))
663 W_SwitchWeapon_Force(player, w_getbestweapon(player));
668 void Item_Touch (void)
672 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
673 if(self.classname == "droppedweapon")
675 if (ITEM_TOUCH_NEEDKILL())
682 if (!IS_PLAYER(other))
688 if (self.solid != SOLID_TRIGGER)
690 if (self.owner == other)
692 if (time < self.item_spawnshieldtime)
695 switch(MUTATOR_CALLHOOK(ItemTouch))
697 case MUT_ITEMTOUCH_RETURN: { return; }
698 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
701 if (self.classname == "droppedweapon")
703 self.strength_finished = max(0, self.strength_finished - time);
704 self.invincible_finished = max(0, self.invincible_finished - time);
705 self.superweapons_finished = max(0, self.superweapons_finished - time);
708 if(!Item_GiveTo(self, other))
710 if (self.classname == "droppedweapon")
712 // undo what we did above
713 self.strength_finished += time;
714 self.invincible_finished += time;
715 self.superweapons_finished += time;
722 other.last_pickup = time;
724 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
725 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
727 if (self.classname == "droppedweapon")
729 else if (!self.spawnshieldtime)
735 RandomSelection_Init();
736 for(head = world; (head = findfloat(head, team, self.team)); )
738 if(head.flags & FL_ITEM)
741 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
744 e = RandomSelection_chosen_ent;
749 Item_ScheduleRespawn(e);
755 Item_Show(self, !self.state);
756 setorigin (self, self.origin);
758 if(self.classname != "droppedweapon")
760 self.think = Item_Think;
761 self.nextthink = time;
763 if(self.waypointsprite_attached)
764 WaypointSprite_Kill(self.waypointsprite_attached);
766 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
767 Item_ScheduleInitialRespawn(self);
775 if(self.effects & EF_NODRAW)
777 // marker for item team search
778 dprint("Initializing item team ", ftos(self.team), "\n");
779 RandomSelection_Init();
780 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
781 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
782 e = RandomSelection_chosen_ent;
786 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
790 // make it a non-spawned item
792 head.state = 1; // state 1 = initially hidden item
794 head.effects &= ~EF_NODRAW;
801 // Savage: used for item garbage-collection
802 // TODO: perhaps nice special effect?
803 void RemoveItem(void)
808 // pickup evaluation functions
809 // these functions decide how desirable an item is to the bots
811 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
813 float weapon_pickupevalfunc(entity player, entity item)
817 // See if I have it already
818 if(item.weapons & ~player.weapons)
820 // If I can pick it up
821 if(!item.spawnshieldtime)
823 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
825 // Skilled bots will grab more
826 c = bound(0, skill / 10, 1) * 0.5;
834 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
835 if( bot_custom_weapon && c )
837 // Find the highest position on any range
839 for (int j = 0; j < WEP_LAST ; ++j){
841 bot_weapons_far[j] == item.weapon ||
842 bot_weapons_mid[j] == item.weapon ||
843 bot_weapons_close[j] == item.weapon
854 position = WEP_LAST - position;
855 // item.bot_pickupbasevalue is overwritten here
856 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
860 return item.bot_pickupbasevalue * c;
863 float commodity_pickupevalfunc(entity player, entity item)
866 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
870 // Detect needed ammo
871 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
873 wi = get_weaponinfo(i);
875 if (!(player.weapons & WepSet_FromWeapon(i)))
878 if(wi.items & IT_SHELLS)
880 else if(wi.items & IT_NAILS)
882 else if(wi.items & IT_ROCKETS)
884 else if(wi.items & IT_CELLS)
886 else if(wi.items & IT_PLASMA)
888 else if(wi.items & IT_FUEL)
892 // TODO: figure out if the player even has the weapon this ammo is for?
893 // may not affect strategy much though...
894 // find out how much more ammo/armor/health the player can hold
896 if (item.ammo_shells)
897 if (player.ammo_shells < g_pickup_shells_max)
898 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
901 if (player.ammo_nails < g_pickup_nails_max)
902 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
904 if (item.ammo_rockets)
905 if (player.ammo_rockets < g_pickup_rockets_max)
906 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
909 if (player.ammo_cells < g_pickup_cells_max)
910 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
912 if (item.ammo_plasma)
913 if (player.ammo_plasma < g_pickup_plasma_max)
914 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
917 if (player.ammo_fuel < g_pickup_fuel_max)
918 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
920 if (player.armorvalue < item.max_armorvalue)
921 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
923 if (player.health < item.max_health)
924 c = c + max(0, 1 - player.health / item.max_health);
926 return item.bot_pickupbasevalue * c;
929 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
931 if(ITEM_DAMAGE_NEEDKILL(deathtype))
935 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)
937 startitem_failed = false;
940 self.model = itemmodel;
944 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
948 if(self.item_pickupsound == "")
949 self.item_pickupsound = pickupsound;
951 if(!self.respawntime) // both need to be set
953 self.respawntime = defaultrespawntime;
954 self.respawntimejitter = defaultrespawntimejitter;
958 self.weapon = weaponid;
961 self.weapons = WepSet_FromWeapon(weaponid);
963 self.flags = FL_ITEM | itemflags;
965 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
967 startitem_failed = true;
972 // is it a dropped weapon?
973 if (self.classname == "droppedweapon")
975 self.reset = SUB_Remove;
976 // it's a dropped weapon
977 self.movetype = MOVETYPE_TOSS;
979 // Savage: remove thrown items after a certain period of time ("garbage collection")
980 self.think = RemoveItem;
981 self.nextthink = time + 20;
983 self.takedamage = DAMAGE_YES;
984 self.event_damage = Item_Damage;
986 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
989 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
990 if(self.ammo_nails == 0)
991 if(self.ammo_cells == 0)
992 if(self.ammo_rockets == 0)
993 if(self.ammo_shells == 0)
994 if(self.ammo_fuel == 0)
996 if(self.armorvalue == 0)
999 // if item is worthless after a timer, have it expire then
1000 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1003 // don't drop if in a NODROP zone (such as lava)
1004 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1005 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1007 startitem_failed = true;
1014 if(!have_pickup_item())
1016 startitem_failed = true;
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');
1040 // note droptofloor returns false if stuck/or would fall too far
1042 waypoint_spawnforitem(self);
1046 * can't do it that way, as it would break maps
1047 * TODO make a target_give like entity another way, that perhaps has
1048 * the weapon name in a key
1051 // target_give not yet supported; maybe later
1052 print("removed targeted ", self.classname, "\n");
1053 startitem_failed = true;
1059 if(autocvar_spawn_debug >= 2)
1062 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1064 // why not flags & fl_item?
1065 if(otheritem.is_item)
1067 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1068 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1069 error("Mapper sucks.");
1072 self.is_item = true;
1075 weaponsInMap |= WepSet_FromWeapon(weaponid);
1077 precache_model (self.model);
1078 precache_sound (self.item_pickupsound);
1080 precache_sound ("misc/itemrespawncountdown.wav");
1081 if(itemid == IT_STRENGTH)
1082 precache_sound ("misc/strength_respawn.wav");
1083 else if(itemid == IT_INVINCIBLE)
1084 precache_sound ("misc/shield_respawn.wav");
1086 precache_sound ("misc/itemrespawn.wav");
1088 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1089 self.target = "###item###"; // for finding the nearest item using find()
1092 self.bot_pickup = true;
1093 self.bot_pickupevalfunc = pickupevalfunc;
1094 self.bot_pickupbasevalue = pickupbasevalue;
1095 self.mdl = self.model;
1096 self.netname = itemname;
1097 self.touch = Item_Touch;
1098 setmodel(self, "null"); // precision set below
1099 //self.effects |= EF_LOWPRECISION;
1101 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1103 self.pos1 = '-16 -16 0';
1104 self.pos2 = '16 16 48';
1108 self.pos1 = '-16 -16 0';
1109 self.pos2 = '16 16 32';
1111 setsize (self, self.pos1, self.pos2);
1113 if(itemflags & FL_POWERUP)
1114 self.ItemStatus |= ITS_ANIMATE1;
1116 if(self.armorvalue || self.health)
1117 self.ItemStatus |= ITS_ANIMATE2;
1119 if(itemflags & FL_WEAPON)
1121 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1122 self.colormap = 1024; // color shirt=0 pants=0 grey
1126 self.ItemStatus |= ITS_ANIMATE1;
1127 self.ItemStatus |= ISF_COLORMAP;
1131 if(self.team) // broken, no idea why.
1134 self.cnt = 1; // item probability weight
1136 self.effects |= EF_NODRAW; // marker for item team search
1137 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1142 Net_LinkEntity(self, false, 0, ItemSend);
1144 self.SendFlags |= ISF_SIZE;
1146 self.SendFlags |= ISF_ANGLES;
1148 // call this hook after everything else has been done
1149 if(MUTATOR_CALLHOOK(Item_Spawn))
1151 startitem_failed = true;
1157 void StartItemA (entity a)
1159 StartItem(a.m_model, a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1162 void spawnfunc_item_rockets (void) {
1163 if(!self.ammo_rockets)
1164 self.ammo_rockets = g_pickup_rockets;
1165 if(!self.pickup_anyway)
1166 self.pickup_anyway = g_pickup_ammo_anyway;
1167 StartItemA (ITEM_Rockets);
1170 void spawnfunc_item_bullets (void) {
1172 if(autocvar_sv_q3acompat_machineshotgunswap)
1173 if(self.classname != "droppedweapon")
1175 weaponswapping = true;
1176 spawnfunc_item_shells();
1177 weaponswapping = false;
1181 if(!self.ammo_nails)
1182 self.ammo_nails = g_pickup_nails;
1183 if(!self.pickup_anyway)
1184 self.pickup_anyway = g_pickup_ammo_anyway;
1185 StartItemA (ITEM_Bullets);
1188 void spawnfunc_item_cells (void) {
1189 if(!self.ammo_cells)
1190 self.ammo_cells = g_pickup_cells;
1191 if(!self.pickup_anyway)
1192 self.pickup_anyway = g_pickup_ammo_anyway;
1193 StartItemA (ITEM_Cells);
1196 void spawnfunc_item_plasma()
1198 if(!self.ammo_plasma)
1199 self.ammo_plasma = g_pickup_plasma;
1200 if(!self.pickup_anyway)
1201 self.pickup_anyway = g_pickup_ammo_anyway;
1202 StartItemA (ITEM_Plasma);
1205 void spawnfunc_item_shells (void) {
1207 if(autocvar_sv_q3acompat_machineshotgunswap)
1208 if(self.classname != "droppedweapon")
1210 weaponswapping = true;
1211 spawnfunc_item_bullets();
1212 weaponswapping = false;
1216 if(!self.ammo_shells)
1217 self.ammo_shells = g_pickup_shells;
1218 if(!self.pickup_anyway)
1219 self.pickup_anyway = g_pickup_ammo_anyway;
1220 StartItemA (ITEM_Shells);
1223 void spawnfunc_item_armor_small (void) {
1224 if(!self.armorvalue)
1225 self.armorvalue = g_pickup_armorsmall;
1226 if(!self.max_armorvalue)
1227 self.max_armorvalue = g_pickup_armorsmall_max;
1228 if(!self.pickup_anyway)
1229 self.pickup_anyway = g_pickup_armorsmall_anyway;
1230 StartItemA (ITEM_ArmorSmall);
1233 void spawnfunc_item_armor_medium (void) {
1234 if(!self.armorvalue)
1235 self.armorvalue = g_pickup_armormedium;
1236 if(!self.max_armorvalue)
1237 self.max_armorvalue = g_pickup_armormedium_max;
1238 if(!self.pickup_anyway)
1239 self.pickup_anyway = g_pickup_armormedium_anyway;
1240 StartItemA (ITEM_ArmorMedium);
1243 void spawnfunc_item_armor_big (void) {
1244 if(!self.armorvalue)
1245 self.armorvalue = g_pickup_armorbig;
1246 if(!self.max_armorvalue)
1247 self.max_armorvalue = g_pickup_armorbig_max;
1248 if(!self.pickup_anyway)
1249 self.pickup_anyway = g_pickup_armorbig_anyway;
1250 StartItemA (ITEM_ArmorBig);
1253 void spawnfunc_item_armor_large (void) {
1254 if(!self.armorvalue)
1255 self.armorvalue = g_pickup_armorlarge;
1256 if(!self.max_armorvalue)
1257 self.max_armorvalue = g_pickup_armorlarge_max;
1258 if(!self.pickup_anyway)
1259 self.pickup_anyway = g_pickup_armorlarge_anyway;
1260 StartItemA (ITEM_ArmorLarge);
1263 void spawnfunc_item_health_small (void) {
1264 if(!self.max_health)
1265 self.max_health = g_pickup_healthsmall_max;
1267 self.health = g_pickup_healthsmall;
1268 if(!self.pickup_anyway)
1269 self.pickup_anyway = g_pickup_healthsmall_anyway;
1270 StartItemA (ITEM_HealthSmall);
1273 void spawnfunc_item_health_medium (void) {
1274 if(!self.max_health)
1275 self.max_health = g_pickup_healthmedium_max;
1277 self.health = g_pickup_healthmedium;
1278 if(!self.pickup_anyway)
1279 self.pickup_anyway = g_pickup_healthmedium_anyway;
1280 StartItemA (ITEM_HealthMedium);
1283 void spawnfunc_item_health_large (void) {
1284 if(!self.max_health)
1285 self.max_health = g_pickup_healthlarge_max;
1287 self.health = g_pickup_healthlarge;
1288 if(!self.pickup_anyway)
1289 self.pickup_anyway = g_pickup_healthlarge_anyway;
1290 StartItemA (ITEM_HealthLarge);
1293 void spawnfunc_item_health_mega (void) {
1294 if(!self.max_health)
1295 self.max_health = g_pickup_healthmega_max;
1297 self.health = g_pickup_healthmega;
1298 if(!self.pickup_anyway)
1299 self.pickup_anyway = g_pickup_healthmega_anyway;
1300 StartItemA (ITEM_HealthMega);
1303 // support old misnamed entities
1304 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1305 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1306 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1307 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1308 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1310 void spawnfunc_item_strength (void) {
1311 precache_sound("weapons/strength_fire.wav");
1312 if(!self.strength_finished)
1313 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1314 StartItemA (ITEM_Strength);
1317 void spawnfunc_item_invincible (void) {
1318 if(!self.invincible_finished)
1319 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1320 StartItemA (ITEM_Shield);
1324 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1326 void target_items_use (void)
1328 if(activator.classname == "droppedweapon")
1335 if (!IS_PLAYER(activator))
1337 if(activator.deadflag != DEAD_NO)
1342 for(e = world; (e = find(e, classname, "droppedweapon")); )
1343 if(e.enemy == activator)
1346 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1347 centerprint(activator, self.message);
1350 void spawnfunc_target_items (void)
1356 self.use = target_items_use;
1357 if(!self.strength_finished)
1358 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1359 if(!self.invincible_finished)
1360 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1361 if(!self.superweapons_finished)
1362 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1364 precache_sound("misc/itempickup.wav");
1365 precache_sound("misc/megahealth.wav");
1366 precache_sound("misc/armor25.wav");
1367 precache_sound("misc/powerup.wav");
1368 precache_sound("misc/poweroff.wav");
1369 precache_sound("weapons/weaponpickup.wav");
1371 n = tokenize_console(self.netname);
1372 if(argv(0) == "give")
1374 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1378 for(i = 0; i < n; ++i)
1380 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1381 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1382 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1383 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1384 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1385 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1386 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1387 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1390 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1392 e = get_weaponinfo(j);
1393 s = W_UndeprecateName(argv(i));
1396 self.weapons |= WepSet_FromWeapon(j);
1397 if(self.spawnflags == 0 || self.spawnflags == 2)
1398 WEP_ACTION(e.weapon, WR_INIT);
1403 print("target_items: invalid item ", argv(i), "\n");
1407 string itemprefix, valueprefix;
1408 if(self.spawnflags == 0)
1413 else if(self.spawnflags == 1)
1415 itemprefix = "max ";
1416 valueprefix = "max ";
1418 else if(self.spawnflags == 2)
1420 itemprefix = "min ";
1421 valueprefix = "min ";
1423 else if(self.spawnflags == 4)
1425 itemprefix = "minus ";
1426 valueprefix = "max ";
1430 error("invalid spawnflags");
1431 itemprefix = valueprefix = string_null;
1435 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1436 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1437 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1438 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1439 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1440 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1441 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1442 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1443 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1444 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1445 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1446 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1447 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1448 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1449 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1450 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1452 e = get_weaponinfo(j);
1454 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1457 self.netname = strzone(self.netname);
1458 //print(self.netname, "\n");
1460 n = tokenize_console(self.netname);
1461 for(i = 0; i < n; ++i)
1463 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1465 e = get_weaponinfo(j);
1466 if(argv(i) == e.netname)
1468 WEP_ACTION(e.weapon, WR_INIT);
1475 void spawnfunc_item_fuel(void)
1478 self.ammo_fuel = g_pickup_fuel;
1479 if(!self.pickup_anyway)
1480 self.pickup_anyway = g_pickup_ammo_anyway;
1481 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);
1484 void spawnfunc_item_fuel_regen(void)
1486 if(start_items & IT_FUEL_REGEN)
1488 spawnfunc_item_fuel();
1491 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);
1494 void spawnfunc_item_jetpack(void)
1497 self.ammo_fuel = g_pickup_fuel_jetpack;
1498 if(start_items & IT_JETPACK)
1500 spawnfunc_item_fuel();
1503 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);
1506 float GiveWeapon(entity e, float wpn, float op, float val)
1509 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1514 e.weapons |= WepSet_FromWeapon(wpn);
1516 e.weapons &= ~WepSet_FromWeapon(wpn);
1521 e.weapons |= WepSet_FromWeapon(wpn);
1525 e.weapons &= ~WepSet_FromWeapon(wpn);
1529 e.weapons &= ~WepSet_FromWeapon(wpn);
1532 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1536 float GiveBit(entity e, .float fld, float bit, float op, float val)
1539 v0 = (e.(fld) & bit);
1562 v1 = (e.(fld) & bit);
1566 float GiveValue(entity e, .float fld, float op, float val)
1576 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1579 e.(fld) = min(e.(fld), val);
1592 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1599 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1601 else if(v0 >= v0 + t)
1604 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1608 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1611 e.(rotfield) = max(e.(rotfield), time + rottime);
1613 e.(regenfield) = max(e.(regenfield), time + regentime);
1615 float GiveItems(entity e, float beginarg, float endarg)
1617 float got, i, j, val, op;
1618 float _switchweapon;
1627 _switchweapon = false;
1629 if (e.switchweapon == w_getbestweapon(e))
1630 _switchweapon = true;
1632 e.strength_finished = max(0, e.strength_finished - time);
1633 e.invincible_finished = max(0, e.invincible_finished - time);
1634 e.superweapons_finished = max(0, e.superweapons_finished - time);
1638 PREGIVE(e, strength_finished);
1639 PREGIVE(e, invincible_finished);
1640 PREGIVE(e, superweapons_finished);
1641 PREGIVE(e, ammo_nails);
1642 PREGIVE(e, ammo_cells);
1643 PREGIVE(e, ammo_plasma);
1644 PREGIVE(e, ammo_shells);
1645 PREGIVE(e, ammo_rockets);
1646 PREGIVE(e, ammo_fuel);
1647 PREGIVE(e, armorvalue);
1650 for(i = beginarg; i < endarg; ++i)
1654 if(cmd == "0" || stof(cmd))
1678 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1679 got += GiveValue(e, strength_finished, op, val);
1680 got += GiveValue(e, invincible_finished, op, val);
1681 got += GiveValue(e, superweapons_finished, op, val);
1682 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1684 got += GiveBit(e, items, IT_JETPACK, op, val);
1685 got += GiveValue(e, health, op, val);
1686 got += GiveValue(e, armorvalue, op, val);
1688 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1690 wi = get_weaponinfo(j);
1692 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1693 got += GiveWeapon(e, j, op, val);
1696 got += GiveValue(e, ammo_cells, op, val);
1697 got += GiveValue(e, ammo_plasma, op, val);
1698 got += GiveValue(e, ammo_shells, op, val);
1699 got += GiveValue(e, ammo_nails, op, val);
1700 got += GiveValue(e, ammo_rockets, op, val);
1701 got += GiveValue(e, ammo_fuel, op, val);
1703 case "unlimited_ammo":
1704 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1706 case "unlimited_weapon_ammo":
1707 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1709 case "unlimited_superweapons":
1710 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1713 got += GiveBit(e, items, IT_JETPACK, op, val);
1716 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1719 got += GiveValue(e, strength_finished, op, val);
1722 got += GiveValue(e, invincible_finished, op, val);
1724 case "superweapons":
1725 got += GiveValue(e, superweapons_finished, op, val);
1728 got += GiveValue(e, ammo_cells, op, val);
1731 got += GiveValue(e, ammo_plasma, op, val);
1734 got += GiveValue(e, ammo_shells, op, val);
1738 got += GiveValue(e, ammo_nails, op, val);
1741 got += GiveValue(e, ammo_rockets, op, val);
1744 got += GiveValue(e, health, op, val);
1747 got += GiveValue(e, armorvalue, op, val);
1750 got += GiveValue(e, ammo_fuel, op, val);
1753 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1755 wi = get_weaponinfo(j);
1756 if(cmd == wi.netname)
1758 got += GiveWeapon(e, j, op, val);
1763 print("give: invalid item ", cmd, "\n");
1770 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1771 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1772 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1773 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1774 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1776 wi = get_weaponinfo(j);
1779 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1780 if (!(save_weapons & WepSet_FromWeapon(j)))
1781 if(e.weapons & WepSet_FromWeapon(j))
1782 WEP_ACTION(wi.weapon, WR_INIT);
1785 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1786 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1787 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1788 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1789 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1790 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1791 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1792 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);
1793 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);
1794 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);
1796 if(e.superweapons_finished <= 0)
1797 if(self.weapons & WEPSET_SUPERWEAPONS)
1798 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1800 if(e.strength_finished <= 0)
1801 e.strength_finished = 0;
1803 e.strength_finished += time;
1804 if(e.invincible_finished <= 0)
1805 e.invincible_finished = 0;
1807 e.invincible_finished += time;
1808 if(e.superweapons_finished <= 0)
1809 e.superweapons_finished = 0;
1811 e.superweapons_finished += time;
1813 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1814 _switchweapon = true;
1816 W_SwitchWeapon_Force(e, w_getbestweapon(e));