6 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
7 if(self.move_flags & FL_ONGROUND)
8 { // For some reason move_avelocity gets set to '0 0 0' here ...
9 self.oldorigin = self.origin;
12 if(autocvar_cl_animate_items)
13 { // ... so reset it if animations are requested.
14 if(self.ItemStatus & ITS_ANIMATE1)
15 self.move_avelocity = '0 180 0';
17 if(self.ItemStatus & ITS_ANIMATE2)
18 self.move_avelocity = '0 -90 0';
22 else if (autocvar_cl_animate_items)
24 if(self.ItemStatus & ITS_ANIMATE1)
26 self.angles += self.move_avelocity * frametime;
27 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
30 if(self.ItemStatus & ITS_ANIMATE2)
32 self.angles += self.move_avelocity * frametime;
33 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
42 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
44 if(self.move_flags & FL_ONGROUND)
49 void ItemRead(float _IsNew)
51 float sf = ReadByte();
55 self.origin_x = ReadCoord();
56 self.origin_y = ReadCoord();
57 self.origin_z = ReadCoord();
58 setorigin(self, self.origin);
59 self.oldorigin = self.origin;
64 self.angles_x = ReadCoord();
65 self.angles_y = ReadCoord();
66 self.angles_z = ReadCoord();
67 self.move_angles = self.angles;
72 self.mins_x = ReadCoord();
73 self.mins_y = ReadCoord();
74 self.mins_z = ReadCoord();
75 self.maxs_x = ReadCoord();
76 self.maxs_y = ReadCoord();
77 self.maxs_z = ReadCoord();
78 setsize(self, self.mins, self.maxs);
81 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
83 self.ItemStatus = ReadByte();
85 if(self.ItemStatus & ITS_AVAILABLE)
88 self.colormod = self.glowmod = '1 1 1';
92 if (autocvar_cl_ghost_items_color)
94 self.alpha = autocvar_cl_ghost_items;
95 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
101 if(autocvar_cl_fullbright_items)
102 if(self.ItemStatus & ITS_ALLOWFB)
103 self.effects |= EF_FULLBRIGHT;
105 if(self.ItemStatus & ITS_STAYWEP)
107 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
108 self.alpha = autocvar_cl_weapon_stay_alpha;
112 if(self.ItemStatus & ITS_POWERUP)
114 if(self.ItemStatus & ITS_AVAILABLE)
115 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
117 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
123 self.drawmask = MASK_NORMAL;
124 self.movetype = MOVETYPE_TOSS;
125 self.draw = ItemDraw;
131 string _fn = ReadString();
133 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
135 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
136 self.draw = ItemDrawSimple;
140 if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
141 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
142 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
143 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
144 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
145 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
146 else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
147 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
150 self.draw = ItemDraw;
151 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
155 if(self.draw != ItemDrawSimple)
156 self.mdl = strzone(_fn);
160 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
162 precache_model(self.mdl);
163 setmodel(self, self.mdl);
166 if(sf & ISF_COLORMAP)
167 self.colormap = ReadShort();
172 //self.move_angles = '0 0 0';
173 self.move_movetype = MOVETYPE_TOSS;
174 self.move_velocity_x = ReadCoord();
175 self.move_velocity_y = ReadCoord();
176 self.move_velocity_z = ReadCoord();
177 self.velocity = self.move_velocity;
178 self.move_origin = self.oldorigin;
182 self.move_time = time;
183 self.spawntime = time;
186 self.move_time = max(self.move_time, time);
189 if(autocvar_cl_animate_items)
191 if(self.ItemStatus & ITS_ANIMATE1)
192 self.move_avelocity = '0 180 0';
194 if(self.ItemStatus & ITS_ANIMATE2)
195 self.move_avelocity = '0 -90 0';
202 float ItemSend(entity to, float sf)
209 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
210 WriteByte(MSG_ENTITY, sf);
212 //WriteByte(MSG_ENTITY, self.cnt);
213 if(sf & ISF_LOCATION)
215 WriteCoord(MSG_ENTITY, self.origin_x);
216 WriteCoord(MSG_ENTITY, self.origin_y);
217 WriteCoord(MSG_ENTITY, self.origin_z);
222 WriteCoord(MSG_ENTITY, self.angles_x);
223 WriteCoord(MSG_ENTITY, self.angles_y);
224 WriteCoord(MSG_ENTITY, self.angles_z);
229 WriteCoord(MSG_ENTITY, self.mins_x);
230 WriteCoord(MSG_ENTITY, self.mins_y);
231 WriteCoord(MSG_ENTITY, self.mins_z);
232 WriteCoord(MSG_ENTITY, self.maxs_x);
233 WriteCoord(MSG_ENTITY, self.maxs_y);
234 WriteCoord(MSG_ENTITY, self.maxs_z);
238 WriteByte(MSG_ENTITY, self.ItemStatus);
244 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
246 WriteString(MSG_ENTITY, self.mdl);
250 if(sf & ISF_COLORMAP)
251 WriteShort(MSG_ENTITY, self.colormap);
255 WriteCoord(MSG_ENTITY, self.velocity_x);
256 WriteCoord(MSG_ENTITY, self.velocity_y);
257 WriteCoord(MSG_ENTITY, self.velocity_z);
263 void ItemUpdate(entity item)
265 item.SendFlags |= ISF_LOCATION;
268 float have_pickup_item(void)
270 if(self.flags & FL_POWERUP)
272 if(autocvar_g_powerups > 0)
274 if(autocvar_g_powerups == 0)
279 if(autocvar_g_pickup_items > 0)
281 if(autocvar_g_pickup_items == 0)
284 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
291 float Item_Customize()
293 if(self.spawnshieldtime)
295 if(self.weapons & ~other.weapons)
297 self.colormod = '0 0 0';
298 self.glowmod = self.colormod;
299 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
306 self.colormod = stov(autocvar_g_ghost_items_color);
307 self.glowmod = self.colormod;
308 self.alpha = g_ghost_items;
317 void Item_Show (entity e, float mode)
319 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
320 e.ItemStatus &= ~ITS_STAYWEP;
323 // make the item look normal, and be touchable
325 e.solid = SOLID_TRIGGER;
326 e.spawnshieldtime = 1;
327 e.ItemStatus |= ITS_AVAILABLE;
331 // hide the item completely
332 e.model = string_null;
334 e.spawnshieldtime = 1;
335 e.ItemStatus &= ~ITS_AVAILABLE;
337 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
339 // make the item translucent and not touchable
341 e.solid = SOLID_TRIGGER; // can STILL be picked up!
342 e.effects |= EF_STARDUST;
343 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
344 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
348 //setmodel(e, "null");
350 e.colormod = '0 0 0';
351 e.glowmod = e.colormod;
352 e.spawnshieldtime = 1;
353 e.ItemStatus &= ~ITS_AVAILABLE;
356 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
357 e.ItemStatus |= ITS_POWERUP;
359 if (autocvar_g_nodepthtestitems)
360 e.effects |= EF_NODEPTHTEST;
363 if (autocvar_g_fullbrightitems)
364 e.ItemStatus |= ITS_ALLOWFB;
366 if (autocvar_sv_simple_items)
367 e.ItemStatus |= ITS_ALLOWSI;
369 // relink entity (because solid may have changed)
370 setorigin(e, e.origin);
371 e.SendFlags |= ISF_STATUS;
376 self.nextthink = time;
377 if(self.origin != self.oldorigin)
379 self.oldorigin = self.origin;
384 void Item_Respawn (void)
388 if(self.items == IT_STRENGTH)
389 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
390 else if(self.items == IT_INVINCIBLE)
391 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
393 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
394 setorigin (self, self.origin);
396 self.think = Item_Think;
397 self.nextthink = time;
399 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
400 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
403 void Item_RespawnCountdown (void)
405 if(self.count >= ITEM_RESPAWN_TICKS)
407 if(self.waypointsprite_attached)
408 WaypointSprite_Kill(self.waypointsprite_attached);
413 self.nextthink = time + 1;
418 vector rgb = '1 0 1';
422 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
423 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
424 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
425 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
429 MUTATOR_CALLHOOK(Item_RespawnCountdown);
432 if(self.flags & FL_WEAPON)
434 entity wi = get_weaponinfo(self.weapon);
443 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
444 if(self.waypointsprite_attached)
445 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
449 print("Unknown powerup-marked item is wanting to respawn\n");
450 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
453 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
454 if(self.waypointsprite_attached)
456 WaypointSprite_Ping(self.waypointsprite_attached);
457 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
462 void Item_RespawnThink()
464 self.nextthink = time;
465 if(self.origin != self.oldorigin)
467 self.oldorigin = self.origin;
471 if(time >= self.wait)
475 void Item_ScheduleRespawnIn(entity e, float t)
477 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
479 e.think = Item_RespawnCountdown;
480 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
485 e.think = Item_RespawnThink;
491 void Item_ScheduleRespawn(entity e)
493 if(e.respawntime > 0)
496 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
498 else // if respawntime is -1, this item does not respawn
502 void Item_ScheduleInitialRespawn(entity e)
505 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
508 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
513 if (item.spawnshieldtime)
515 if ((player.ammotype < ammomax) || item.pickup_anyway)
517 player.ammotype = bound(player.ammotype, ammomax, player.ammotype + item.ammotype);
521 else if(g_weapon_stay == 2)
523 float mi = min(item.ammotype, ammomax);
524 if (player.ammotype < mi)
526 player.ammotype = mi;
537 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
539 case ITEM_MODE_HEALTH:
540 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
542 case ITEM_MODE_ARMOR:
543 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
551 float Item_GiveTo(entity item, entity player)
558 // if nothing happens to player, just return without taking the item
560 _switchweapon = FALSE;
561 // in case the player has autoswitch enabled do the following:
562 // if the player is using their best weapon before items are given, they
563 // probably want to switch to an even better weapon after items are given
564 if (player.autoswitch)
565 if (player.switchweapon == w_getbestweapon(player))
566 _switchweapon = TRUE;
568 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
569 _switchweapon = TRUE;
571 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
572 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
573 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
574 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
575 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
576 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
577 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
579 if (item.flags & FL_WEAPON)
583 it &= ~player.weapons;
585 if (it || (item.spawnshieldtime && item.pickup_anyway))
588 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
589 if(it & WepSet_FromWeapon(i))
590 W_GiveWeapon(player, i);
594 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
598 sprint (player, strcat("You got the ^2", item.netname, "\n"));
601 if (item.strength_finished)
604 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
606 if (item.invincible_finished)
609 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
611 if (item.superweapons_finished)
614 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
619 // always eat teamed entities
627 if (player.switchweapon != w_getbestweapon(player))
628 W_SwitchWeapon_Force(player, w_getbestweapon(player));
633 void Item_Touch (void)
637 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
638 if(self.classname == "droppedweapon")
640 if (ITEM_TOUCH_NEEDKILL())
647 if (!IS_PLAYER(other))
651 if (self.solid != SOLID_TRIGGER)
653 if (self.owner == other)
655 if (time < self.item_spawnshieldtime)
658 switch(MUTATOR_CALLHOOK(ItemTouch))
660 case MUT_ITEMTOUCH_RETURN: { return; }
661 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
664 if (self.classname == "droppedweapon")
666 self.strength_finished = max(0, self.strength_finished - time);
667 self.invincible_finished = max(0, self.invincible_finished - time);
668 self.superweapons_finished = max(0, self.superweapons_finished - time);
671 if(!Item_GiveTo(self, other))
673 if (self.classname == "droppedweapon")
675 // undo what we did above
676 self.strength_finished += time;
677 self.invincible_finished += time;
678 self.superweapons_finished += time;
685 other.last_pickup = time;
687 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
688 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
690 if (self.classname == "droppedweapon")
692 else if (!self.spawnshieldtime)
698 RandomSelection_Init();
699 for(head = world; (head = findfloat(head, team, self.team)); )
701 if(head.flags & FL_ITEM)
704 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
707 e = RandomSelection_chosen_ent;
712 Item_ScheduleRespawn(e);
718 Item_Show(self, !self.state);
719 setorigin (self, self.origin);
721 if(self.classname != "droppedweapon")
723 self.think = Item_Think;
724 self.nextthink = time;
726 if(self.waypointsprite_attached)
727 WaypointSprite_Kill(self.waypointsprite_attached);
729 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
730 Item_ScheduleInitialRespawn(self);
738 if(self.effects & EF_NODRAW)
740 // marker for item team search
741 dprint("Initializing item team ", ftos(self.team), "\n");
742 RandomSelection_Init();
743 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
744 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
745 e = RandomSelection_chosen_ent;
749 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
753 // make it a non-spawned item
755 head.state = 1; // state 1 = initially hidden item
757 head.effects &= ~EF_NODRAW;
764 // Savage: used for item garbage-collection
765 // TODO: perhaps nice special effect?
766 void RemoveItem(void)
771 // pickup evaluation functions
772 // these functions decide how desirable an item is to the bots
774 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
776 float weapon_pickupevalfunc(entity player, entity item)
778 float c, j, position;
780 // See if I have it already
781 if(item.weapons & ~player.weapons)
783 // If I can pick it up
784 if(!item.spawnshieldtime)
786 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
788 // Skilled bots will grab more
789 c = bound(0, skill / 10, 1) * 0.5;
797 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
798 if( bot_custom_weapon && c )
800 // Find the highest position on any range
802 for(j = 0; j < WEP_LAST ; ++j){
804 bot_weapons_far[j] == item.weapon ||
805 bot_weapons_mid[j] == item.weapon ||
806 bot_weapons_close[j] == item.weapon
817 position = WEP_LAST - position;
818 // item.bot_pickupbasevalue is overwritten here
819 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
823 return item.bot_pickupbasevalue * c;
826 float commodity_pickupevalfunc(entity player, entity item)
829 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
833 // Detect needed ammo
834 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
836 wi = get_weaponinfo(i);
838 if (!(player.weapons & WepSet_FromWeapon(i)))
841 if(wi.items & IT_SHELLS)
843 else if(wi.items & IT_NAILS)
845 else if(wi.items & IT_ROCKETS)
847 else if(wi.items & IT_CELLS)
849 else if(wi.items & IT_FUEL)
853 // TODO: figure out if the player even has the weapon this ammo is for?
854 // may not affect strategy much though...
855 // find out how much more ammo/armor/health the player can hold
857 if (item.ammo_shells)
858 if (player.ammo_shells < g_pickup_shells_max)
859 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
862 if (player.ammo_nails < g_pickup_nails_max)
863 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
865 if (item.ammo_rockets)
866 if (player.ammo_rockets < g_pickup_rockets_max)
867 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
870 if (player.ammo_cells < g_pickup_cells_max)
871 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
874 if (player.ammo_fuel < g_pickup_fuel_max)
875 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
877 if (player.armorvalue < item.max_armorvalue)
878 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
880 if (player.health < item.max_health)
881 c = c + max(0, 1 - player.health / item.max_health);
883 return item.bot_pickupbasevalue * c;
886 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
888 if(ITEM_DAMAGE_NEEDKILL(deathtype))
892 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)
894 startitem_failed = FALSE;
897 self.model = itemmodel;
901 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
905 if(self.item_pickupsound == "")
906 self.item_pickupsound = pickupsound;
908 if(!self.respawntime) // both need to be set
910 self.respawntime = defaultrespawntime;
911 self.respawntimejitter = defaultrespawntimejitter;
915 self.weapon = weaponid;
918 self.weapons = WepSet_FromWeapon(weaponid);
920 self.flags = FL_ITEM | itemflags;
922 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
924 startitem_failed = TRUE;
929 // is it a dropped weapon?
930 if (self.classname == "droppedweapon")
932 self.reset = SUB_Remove;
933 // it's a dropped weapon
934 self.movetype = MOVETYPE_TOSS;
936 // Savage: remove thrown items after a certain period of time ("garbage collection")
937 self.think = RemoveItem;
938 self.nextthink = time + 20;
940 self.takedamage = DAMAGE_YES;
941 self.event_damage = Item_Damage;
943 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
946 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
947 if(self.ammo_nails == 0)
948 if(self.ammo_cells == 0)
949 if(self.ammo_rockets == 0)
950 if(self.ammo_shells == 0)
951 if(self.ammo_fuel == 0)
953 if(self.armorvalue == 0)
956 // if item is worthless after a timer, have it expire then
957 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
960 // don't drop if in a NODROP zone (such as lava)
961 traceline(self.origin, self.origin, MOVE_NORMAL, self);
962 if (trace_dpstartcontents & DPCONTENTS_NODROP)
964 startitem_failed = TRUE;
971 if(!have_pickup_item())
973 startitem_failed = TRUE;
978 self.reset = Item_Reset;
980 if(self.spawnflags & 1)
983 self.movetype = MOVETYPE_NONE;
985 self.movetype = MOVETYPE_TOSS;
986 // do item filtering according to game mode and other things
989 // first nudge it off the floor a little bit to avoid math errors
990 setorigin(self, self.origin + '0 0 1');
991 // set item size before we spawn a spawnfunc_waypoint
992 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
993 setsize (self, '-16 -16 0', '16 16 48');
995 setsize (self, '-16 -16 0', '16 16 32');
997 // note droptofloor returns FALSE if stuck/or would fall too far
999 waypoint_spawnforitem(self);
1003 * can't do it that way, as it would break maps
1004 * TODO make a target_give like entity another way, that perhaps has
1005 * the weapon name in a key
1008 // target_give not yet supported; maybe later
1009 print("removed targeted ", self.classname, "\n");
1010 startitem_failed = TRUE;
1016 if(autocvar_spawn_debug >= 2)
1019 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1021 // why not flags & fl_item?
1022 if(otheritem.is_item)
1024 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1025 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1026 error("Mapper sucks.");
1029 self.is_item = TRUE;
1032 weaponsInMap |= WepSet_FromWeapon(weaponid);
1034 precache_model (self.model);
1035 precache_sound (self.item_pickupsound);
1037 precache_sound ("misc/itemrespawncountdown.wav");
1038 if(itemid == IT_STRENGTH)
1039 precache_sound ("misc/strength_respawn.wav");
1040 else if(itemid == IT_INVINCIBLE)
1041 precache_sound ("misc/shield_respawn.wav");
1043 precache_sound ("misc/itemrespawn.wav");
1045 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1046 self.target = "###item###"; // for finding the nearest item using find()
1049 self.bot_pickup = TRUE;
1050 self.bot_pickupevalfunc = pickupevalfunc;
1051 self.bot_pickupbasevalue = pickupbasevalue;
1052 self.mdl = self.model;
1053 self.netname = itemname;
1054 self.touch = Item_Touch;
1055 setmodel(self, "null"); // precision set below
1056 //self.effects |= EF_LOWPRECISION;
1058 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1060 self.pos1 = '-16 -16 0';
1061 self.pos2 = '16 16 48';
1065 self.pos1 = '-16 -16 0';
1066 self.pos2 = '16 16 32';
1068 setsize (self, self.pos1, self.pos2);
1070 if(itemflags & FL_POWERUP)
1071 self.ItemStatus |= ITS_ANIMATE1;
1073 if(self.armorvalue || self.health)
1074 self.ItemStatus |= ITS_ANIMATE2;
1076 if(itemflags & FL_WEAPON)
1078 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1079 self.colormap = 1024; // color shirt=0 pants=0 grey
1083 self.ItemStatus |= ITS_ANIMATE1;
1084 self.ItemStatus |= ISF_COLORMAP;
1088 if(self.team) // broken, no idea why.
1091 self.cnt = 1; // item probability weight
1093 self.effects |= EF_NODRAW; // marker for item team search
1094 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1099 Net_LinkEntity(self, FALSE, 0, ItemSend);
1101 self.SendFlags |= ISF_SIZE;
1103 self.SendFlags |= ISF_ANGLES;
1105 // call this hook after everything else has been done
1106 if(MUTATOR_CALLHOOK(Item_Spawn))
1108 startitem_failed = TRUE;
1113 void spawnfunc_item_rockets (void) {
1114 if(!self.ammo_rockets)
1115 self.ammo_rockets = g_pickup_rockets;
1116 if(!self.pickup_anyway)
1117 self.pickup_anyway = g_pickup_ammo_anyway;
1118 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);
1121 void spawnfunc_item_shells (void);
1122 void spawnfunc_item_bullets (void) {
1124 if(autocvar_sv_q3acompat_machineshotgunswap)
1125 if(self.classname != "droppedweapon")
1127 weaponswapping = TRUE;
1128 spawnfunc_item_shells();
1129 weaponswapping = FALSE;
1133 if(!self.ammo_nails)
1134 self.ammo_nails = g_pickup_nails;
1135 if(!self.pickup_anyway)
1136 self.pickup_anyway = g_pickup_ammo_anyway;
1137 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);
1140 void spawnfunc_item_cells (void) {
1141 if(!self.ammo_cells)
1142 self.ammo_cells = g_pickup_cells;
1143 if(!self.pickup_anyway)
1144 self.pickup_anyway = g_pickup_ammo_anyway;
1145 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);
1148 void spawnfunc_item_shells (void) {
1150 if(autocvar_sv_q3acompat_machineshotgunswap)
1151 if(self.classname != "droppedweapon")
1153 weaponswapping = TRUE;
1154 spawnfunc_item_bullets();
1155 weaponswapping = FALSE;
1159 if(!self.ammo_shells)
1160 self.ammo_shells = g_pickup_shells;
1161 if(!self.pickup_anyway)
1162 self.pickup_anyway = g_pickup_ammo_anyway;
1163 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);
1166 void spawnfunc_item_armor_small (void) {
1167 if(!self.armorvalue)
1168 self.armorvalue = g_pickup_armorsmall;
1169 if(!self.max_armorvalue)
1170 self.max_armorvalue = g_pickup_armorsmall_max;
1171 if(!self.pickup_anyway)
1172 self.pickup_anyway = g_pickup_armorsmall_anyway;
1173 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);
1176 void spawnfunc_item_armor_medium (void) {
1177 if(!self.armorvalue)
1178 self.armorvalue = g_pickup_armormedium;
1179 if(!self.max_armorvalue)
1180 self.max_armorvalue = g_pickup_armormedium_max;
1181 if(!self.pickup_anyway)
1182 self.pickup_anyway = g_pickup_armormedium_anyway;
1183 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);
1186 void spawnfunc_item_armor_big (void) {
1187 if(!self.armorvalue)
1188 self.armorvalue = g_pickup_armorbig;
1189 if(!self.max_armorvalue)
1190 self.max_armorvalue = g_pickup_armorbig_max;
1191 if(!self.pickup_anyway)
1192 self.pickup_anyway = g_pickup_armorbig_anyway;
1193 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);
1196 void spawnfunc_item_armor_large (void) {
1197 if(!self.armorvalue)
1198 self.armorvalue = g_pickup_armorlarge;
1199 if(!self.max_armorvalue)
1200 self.max_armorvalue = g_pickup_armorlarge_max;
1201 if(!self.pickup_anyway)
1202 self.pickup_anyway = g_pickup_armorlarge_anyway;
1203 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);
1206 void spawnfunc_item_health_small (void) {
1207 if(!self.max_health)
1208 self.max_health = g_pickup_healthsmall_max;
1210 self.health = g_pickup_healthsmall;
1211 if(!self.pickup_anyway)
1212 self.pickup_anyway = g_pickup_healthsmall_anyway;
1213 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);
1216 void spawnfunc_item_health_medium (void) {
1217 if(!self.max_health)
1218 self.max_health = g_pickup_healthmedium_max;
1220 self.health = g_pickup_healthmedium;
1221 if(!self.pickup_anyway)
1222 self.pickup_anyway = g_pickup_healthmedium_anyway;
1223 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);
1226 void spawnfunc_item_health_large (void) {
1227 if(!self.max_health)
1228 self.max_health = g_pickup_healthlarge_max;
1230 self.health = g_pickup_healthlarge;
1231 if(!self.pickup_anyway)
1232 self.pickup_anyway = g_pickup_healthlarge_anyway;
1233 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);
1236 void spawnfunc_item_health_mega (void) {
1237 if(!self.max_health)
1238 self.max_health = g_pickup_healthmega_max;
1240 self.health = g_pickup_healthmega;
1241 if(!self.pickup_anyway)
1242 self.pickup_anyway = g_pickup_healthmega_anyway;
1243 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);
1246 // support old misnamed entities
1247 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1248 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1249 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1250 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1251 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1253 void spawnfunc_item_strength (void) {
1254 precache_sound("weapons/strength_fire.wav");
1255 if(!self.strength_finished)
1256 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1257 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);
1260 void spawnfunc_item_invincible (void) {
1261 if(!self.invincible_finished)
1262 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1263 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);
1267 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1269 void target_items_use (void)
1271 if(activator.classname == "droppedweapon")
1278 if (!IS_PLAYER(activator))
1280 if(activator.deadflag != DEAD_NO)
1285 for(e = world; (e = find(e, classname, "droppedweapon")); )
1286 if(e.enemy == activator)
1289 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1290 centerprint(activator, self.message);
1293 void spawnfunc_target_items (void)
1298 self.use = target_items_use;
1299 if(!self.strength_finished)
1300 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1301 if(!self.invincible_finished)
1302 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1303 if(!self.superweapons_finished)
1304 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1306 precache_sound("misc/itempickup.wav");
1307 precache_sound("misc/megahealth.wav");
1308 precache_sound("misc/armor25.wav");
1309 precache_sound("misc/powerup.wav");
1310 precache_sound("misc/poweroff.wav");
1311 precache_sound("weapons/weaponpickup.wav");
1313 n = tokenize_console(self.netname);
1314 if(argv(0) == "give")
1316 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1320 for(i = 0; i < n; ++i)
1322 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1323 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1324 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1325 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1326 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1327 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1328 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1329 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1332 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1334 e = get_weaponinfo(j);
1335 if(argv(i) == e.netname)
1337 self.weapons |= WepSet_FromWeapon(j);
1338 if(self.spawnflags == 0 || self.spawnflags == 2)
1339 WEP_ACTION(e.weapon, WR_INIT);
1344 print("target_items: invalid item ", argv(i), "\n");
1348 string itemprefix, valueprefix;
1349 if(self.spawnflags == 0)
1354 else if(self.spawnflags == 1)
1356 itemprefix = "max ";
1357 valueprefix = "max ";
1359 else if(self.spawnflags == 2)
1361 itemprefix = "min ";
1362 valueprefix = "min ";
1364 else if(self.spawnflags == 4)
1366 itemprefix = "minus ";
1367 valueprefix = "max ";
1371 error("invalid spawnflags");
1373 itemprefix = string_null;
1374 valueprefix = string_null;
1379 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1380 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1381 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1382 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1383 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1384 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1385 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1386 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1387 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1388 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1389 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1390 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1391 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1392 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1393 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1395 e = get_weaponinfo(j);
1397 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1400 self.netname = strzone(self.netname);
1401 //print(self.netname, "\n");
1403 n = tokenize_console(self.netname);
1404 for(i = 0; i < n; ++i)
1406 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1408 e = get_weaponinfo(j);
1409 if(argv(i) == e.netname)
1411 WEP_ACTION(e.weapon, WR_INIT);
1418 void spawnfunc_item_fuel(void)
1421 self.ammo_fuel = g_pickup_fuel;
1422 if(!self.pickup_anyway)
1423 self.pickup_anyway = g_pickup_ammo_anyway;
1424 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);
1427 void spawnfunc_item_fuel_regen(void)
1429 if(start_items & IT_FUEL_REGEN)
1431 spawnfunc_item_fuel();
1434 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);
1437 void spawnfunc_item_jetpack(void)
1439 if(g_grappling_hook)
1440 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1442 self.ammo_fuel = g_pickup_fuel_jetpack;
1443 if(start_items & IT_JETPACK)
1445 spawnfunc_item_fuel();
1448 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);
1451 float GiveWeapon(entity e, float wpn, float op, float val)
1454 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1459 e.weapons |= WepSet_FromWeapon(wpn);
1461 e.weapons &= ~WepSet_FromWeapon(wpn);
1466 e.weapons |= WepSet_FromWeapon(wpn);
1470 e.weapons &= ~WepSet_FromWeapon(wpn);
1474 e.weapons &= ~WepSet_FromWeapon(wpn);
1477 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1481 float GiveBit(entity e, .float fld, float bit, float op, float val)
1511 float GiveValue(entity e, .float fld, float op, float val)
1521 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1524 e.fld = min(e.fld, val);
1537 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1544 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1546 else if(v0 >= v0 + t)
1549 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1553 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1556 e.rotfield = max(e.rotfield, time + rottime);
1558 e.regenfield = max(e.regenfield, time + regentime);
1560 float GiveItems(entity e, float beginarg, float endarg)
1562 float got, i, j, val, op;
1563 float _switchweapon;
1572 _switchweapon = FALSE;
1574 if (e.switchweapon == w_getbestweapon(e))
1575 _switchweapon = TRUE;
1577 e.strength_finished = max(0, e.strength_finished - time);
1578 e.invincible_finished = max(0, e.invincible_finished - time);
1579 e.superweapons_finished = max(0, e.superweapons_finished - time);
1583 PREGIVE(e, strength_finished);
1584 PREGIVE(e, invincible_finished);
1585 PREGIVE(e, superweapons_finished);
1586 PREGIVE(e, ammo_nails);
1587 PREGIVE(e, ammo_cells);
1588 PREGIVE(e, ammo_shells);
1589 PREGIVE(e, ammo_rockets);
1590 PREGIVE(e, ammo_fuel);
1591 PREGIVE(e, armorvalue);
1594 for(i = beginarg; i < endarg; ++i)
1598 if(cmd == "0" || stof(cmd))
1622 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1623 got += GiveValue(e, strength_finished, op, val);
1624 got += GiveValue(e, invincible_finished, op, val);
1625 got += GiveValue(e, superweapons_finished, op, val);
1626 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1628 got += GiveBit(e, items, IT_JETPACK, op, val);
1629 got += GiveValue(e, health, op, val);
1630 got += GiveValue(e, armorvalue, op, val);
1632 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1634 wi = get_weaponinfo(j);
1636 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1637 got += GiveWeapon(e, j, op, val);
1640 got += GiveValue(e, ammo_cells, op, val);
1641 got += GiveValue(e, ammo_shells, op, val);
1642 got += GiveValue(e, ammo_nails, op, val);
1643 got += GiveValue(e, ammo_rockets, op, val);
1644 got += GiveValue(e, ammo_fuel, op, val);
1646 case "unlimited_ammo":
1647 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1649 case "unlimited_weapon_ammo":
1650 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1652 case "unlimited_superweapons":
1653 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1656 got += GiveBit(e, items, IT_JETPACK, op, val);
1659 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1662 got += GiveValue(e, strength_finished, op, val);
1665 got += GiveValue(e, invincible_finished, op, val);
1667 case "superweapons":
1668 got += GiveValue(e, superweapons_finished, op, val);
1671 got += GiveValue(e, ammo_cells, op, val);
1674 got += GiveValue(e, ammo_shells, op, val);
1678 got += GiveValue(e, ammo_nails, op, val);
1681 got += GiveValue(e, ammo_rockets, op, val);
1684 got += GiveValue(e, health, op, val);
1687 got += GiveValue(e, armorvalue, op, val);
1690 got += GiveValue(e, ammo_fuel, op, val);
1693 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1695 wi = get_weaponinfo(j);
1696 if(cmd == wi.netname)
1698 got += GiveWeapon(e, j, op, val);
1703 print("give: invalid item ", cmd, "\n");
1710 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1711 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1712 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1713 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1714 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1716 wi = get_weaponinfo(j);
1719 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1720 if (!(save_weapons & WepSet_FromWeapon(j)))
1721 if(e.weapons & WepSet_FromWeapon(j))
1722 WEP_ACTION(wi.weapon, WR_INIT);
1725 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1726 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1727 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1728 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1729 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1730 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1731 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);
1732 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);
1733 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);
1735 if(e.superweapons_finished <= 0)
1736 if(self.weapons & WEPSET_SUPERWEAPONS)
1737 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1739 if(e.strength_finished <= 0)
1740 e.strength_finished = 0;
1742 e.strength_finished += time;
1743 if(e.invincible_finished <= 0)
1744 e.invincible_finished = 0;
1746 e.invincible_finished += time;
1747 if(e.superweapons_finished <= 0)
1748 e.superweapons_finished = 0;
1750 e.superweapons_finished += time;
1752 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1753 _switchweapon = TRUE;
1755 W_SwitchWeapon_Force(e, w_getbestweapon(e));