7 #include "waypointsprites.qh"
10 #include "bot/waypoints.qh"
12 #include "mutators/mutators_include.qh"
14 #include "weapons/common.qh"
15 #include "weapons/selection.qh"
16 #include "weapons/weaponsystem.qh"
18 #include "../common/constants.qh"
19 #include "../common/deathtypes.qh"
20 #include "../common/notifications.qh"
21 #include "../common/util.qh"
23 #include "../common/monsters/monsters.qh"
25 #include "../common/weapons/weapons.qh"
27 #include "../warpzonelib/util_server.qh"
35 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
36 if(self.move_flags & FL_ONGROUND)
37 { // For some reason move_avelocity gets set to '0 0 0' here ...
38 self.oldorigin = self.origin;
41 if(autocvar_cl_animate_items)
42 { // ... so reset it if animations are requested.
43 if(self.ItemStatus & ITS_ANIMATE1)
44 self.move_avelocity = '0 180 0';
46 if(self.ItemStatus & ITS_ANIMATE2)
47 self.move_avelocity = '0 -90 0';
51 else if (autocvar_cl_animate_items)
53 if(self.ItemStatus & ITS_ANIMATE1)
55 self.angles += self.move_avelocity * frametime;
56 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
59 if(self.ItemStatus & ITS_ANIMATE2)
61 self.angles += self.move_avelocity * frametime;
62 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
71 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
73 if(self.move_flags & FL_ONGROUND)
78 void ItemRead(float _IsNew)
84 self.origin_x = ReadCoord();
85 self.origin_y = ReadCoord();
86 self.origin_z = ReadCoord();
87 setorigin(self, self.origin);
88 self.oldorigin = self.origin;
93 self.angles_x = ReadCoord();
94 self.angles_y = ReadCoord();
95 self.angles_z = ReadCoord();
96 self.move_angles = self.angles;
101 self.mins_x = ReadCoord();
102 self.mins_y = ReadCoord();
103 self.mins_z = ReadCoord();
104 self.maxs_x = ReadCoord();
105 self.maxs_y = ReadCoord();
106 self.maxs_z = ReadCoord();
107 setsize(self, self.mins, self.maxs);
110 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
112 self.ItemStatus = ReadByte();
114 if(self.ItemStatus & ITS_AVAILABLE)
117 self.colormod = self.glowmod = '1 1 1';
121 if (autocvar_cl_ghost_items_color)
123 self.alpha = autocvar_cl_ghost_items;
124 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
130 if(autocvar_cl_fullbright_items)
131 if(self.ItemStatus & ITS_ALLOWFB)
132 self.effects |= EF_FULLBRIGHT;
134 if(self.ItemStatus & ITS_STAYWEP)
136 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
137 self.alpha = autocvar_cl_weapon_stay_alpha;
141 if(self.ItemStatus & ITS_POWERUP)
143 if(self.ItemStatus & ITS_AVAILABLE)
144 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
146 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
152 self.drawmask = MASK_NORMAL;
153 self.movetype = MOVETYPE_TOSS;
154 self.draw = ItemDraw;
160 string _fn = ReadString();
162 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
164 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
165 self.draw = ItemDrawSimple;
169 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
170 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
171 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
172 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
173 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
174 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
175 else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
176 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
179 self.draw = ItemDraw;
180 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
184 if(self.draw != ItemDrawSimple)
185 self.mdl = strzone(_fn);
189 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
191 precache_model(self.mdl);
192 setmodel(self, self.mdl);
195 if(sf & ISF_COLORMAP)
196 self.colormap = ReadShort();
201 //self.move_angles = '0 0 0';
202 self.move_movetype = MOVETYPE_TOSS;
203 self.move_velocity_x = ReadCoord();
204 self.move_velocity_y = ReadCoord();
205 self.move_velocity_z = ReadCoord();
206 self.velocity = self.move_velocity;
207 self.move_origin = self.oldorigin;
211 self.move_time = time;
212 self.spawntime = time;
215 self.move_time = max(self.move_time, time);
218 if(autocvar_cl_animate_items)
220 if(self.ItemStatus & ITS_ANIMATE1)
221 self.move_avelocity = '0 180 0';
223 if(self.ItemStatus & ITS_ANIMATE2)
224 self.move_avelocity = '0 -90 0';
231 bool ItemSend(entity to, int sf)
238 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
239 WriteByte(MSG_ENTITY, sf);
241 //WriteByte(MSG_ENTITY, self.cnt);
242 if(sf & ISF_LOCATION)
244 WriteCoord(MSG_ENTITY, self.origin.x);
245 WriteCoord(MSG_ENTITY, self.origin.y);
246 WriteCoord(MSG_ENTITY, self.origin.z);
251 WriteCoord(MSG_ENTITY, self.angles.x);
252 WriteCoord(MSG_ENTITY, self.angles.y);
253 WriteCoord(MSG_ENTITY, self.angles.z);
258 WriteCoord(MSG_ENTITY, self.mins.x);
259 WriteCoord(MSG_ENTITY, self.mins.y);
260 WriteCoord(MSG_ENTITY, self.mins.z);
261 WriteCoord(MSG_ENTITY, self.maxs.x);
262 WriteCoord(MSG_ENTITY, self.maxs.y);
263 WriteCoord(MSG_ENTITY, self.maxs.z);
267 WriteByte(MSG_ENTITY, self.ItemStatus);
273 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
275 WriteString(MSG_ENTITY, self.mdl);
279 if(sf & ISF_COLORMAP)
280 WriteShort(MSG_ENTITY, self.colormap);
284 WriteCoord(MSG_ENTITY, self.velocity.x);
285 WriteCoord(MSG_ENTITY, self.velocity.y);
286 WriteCoord(MSG_ENTITY, self.velocity.z);
292 void ItemUpdate(entity item)
294 item.SendFlags |= ISF_LOCATION;
297 float have_pickup_item(void)
299 if(self.flags & FL_POWERUP)
301 if(autocvar_g_powerups > 0)
303 if(autocvar_g_powerups == 0)
308 if(autocvar_g_pickup_items > 0)
310 if(autocvar_g_pickup_items == 0)
313 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
320 float Item_Customize()
322 if(self.spawnshieldtime)
324 if(self.weapons & ~other.weapons)
326 self.colormod = '0 0 0';
327 self.glowmod = self.colormod;
328 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
335 self.colormod = stov(autocvar_g_ghost_items_color);
336 self.glowmod = self.colormod;
337 self.alpha = g_ghost_items;
346 void Item_Show (entity e, float mode)
348 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
349 e.ItemStatus &= ~ITS_STAYWEP;
352 // make the item look normal, and be touchable
354 e.solid = SOLID_TRIGGER;
355 e.spawnshieldtime = 1;
356 e.ItemStatus |= ITS_AVAILABLE;
360 // hide the item completely
361 e.model = string_null;
363 e.spawnshieldtime = 1;
364 e.ItemStatus &= ~ITS_AVAILABLE;
366 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
368 // make the item translucent and not touchable
370 e.solid = SOLID_TRIGGER; // can STILL be picked up!
371 e.effects |= EF_STARDUST;
372 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
373 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
377 //setmodel(e, "null");
379 e.colormod = '0 0 0';
380 e.glowmod = e.colormod;
381 e.spawnshieldtime = 1;
382 e.ItemStatus &= ~ITS_AVAILABLE;
385 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
386 e.ItemStatus |= ITS_POWERUP;
388 if (autocvar_g_nodepthtestitems)
389 e.effects |= EF_NODEPTHTEST;
392 if (autocvar_g_fullbrightitems)
393 e.ItemStatus |= ITS_ALLOWFB;
395 if (autocvar_sv_simple_items)
396 e.ItemStatus |= ITS_ALLOWSI;
398 // relink entity (because solid may have changed)
399 setorigin(e, e.origin);
400 e.SendFlags |= ISF_STATUS;
405 self.nextthink = time;
406 if(self.origin != self.oldorigin)
408 self.oldorigin = self.origin;
413 void Item_Respawn (void)
417 if(self.items == IT_STRENGTH)
418 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
419 else if(self.items == IT_INVINCIBLE)
420 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
422 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
423 setorigin (self, self.origin);
425 self.think = Item_Think;
426 self.nextthink = time;
428 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
429 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
432 void Item_RespawnCountdown (void)
434 if(self.count >= ITEM_RESPAWN_TICKS)
436 if(self.waypointsprite_attached)
437 WaypointSprite_Kill(self.waypointsprite_attached);
442 self.nextthink = time + 1;
447 vector rgb = '1 0 1';
451 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
452 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
453 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
454 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
458 MUTATOR_CALLHOOK(Item_RespawnCountdown);
461 if(self.flags & FL_WEAPON)
463 entity wi = get_weaponinfo(self.weapon);
472 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
473 if(self.waypointsprite_attached)
474 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
478 print("Unknown powerup-marked item is wanting to respawn\n");
479 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
482 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
483 if(self.waypointsprite_attached)
485 WaypointSprite_Ping(self.waypointsprite_attached);
486 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
491 void Item_RespawnThink()
493 self.nextthink = time;
494 if(self.origin != self.oldorigin)
496 self.oldorigin = self.origin;
500 if(time >= self.wait)
504 void Item_ScheduleRespawnIn(entity e, float t)
506 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
508 e.think = Item_RespawnCountdown;
509 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
514 e.think = Item_RespawnThink;
520 void Item_ScheduleRespawn(entity e)
522 if(e.respawntime > 0)
525 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
527 else // if respawntime is -1, this item does not respawn
531 void Item_ScheduleInitialRespawn(entity e)
534 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
537 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
539 if (!item.(ammotype))
542 if (item.spawnshieldtime)
544 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
546 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
550 else if(g_weapon_stay == 2)
552 float mi = min(item.(ammotype), ammomax);
553 if (player.(ammotype) < mi)
555 player.(ammotype) = mi;
566 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
568 case ITEM_MODE_HEALTH:
569 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
571 case ITEM_MODE_ARMOR:
572 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
580 float Item_GiveTo(entity item, entity player)
587 // if nothing happens to player, just return without taking the item
589 _switchweapon = false;
590 // in case the player has autoswitch enabled do the following:
591 // if the player is using their best weapon before items are given, they
592 // probably want to switch to an even better weapon after items are given
593 if (player.autoswitch)
594 if (player.switchweapon == w_getbestweapon(player))
595 _switchweapon = true;
597 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
598 _switchweapon = true;
600 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
601 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
602 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
603 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
604 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
605 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
606 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
607 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
609 if (item.flags & FL_WEAPON)
613 it &= ~player.weapons;
615 if (it || (item.spawnshieldtime && item.pickup_anyway))
618 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
619 if(it & WepSet_FromWeapon(i))
621 W_DropEvent(WR_PICKUP, player, i, item);
622 W_GiveWeapon(player, i);
627 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
631 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
634 if (item.strength_finished)
637 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
639 if (item.invincible_finished)
642 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
644 if (item.superweapons_finished)
647 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
652 // always eat teamed entities
660 if (player.switchweapon != w_getbestweapon(player))
661 W_SwitchWeapon_Force(player, w_getbestweapon(player));
666 void Item_Touch (void)
670 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
671 if(self.classname == "droppedweapon")
673 if (ITEM_TOUCH_NEEDKILL())
680 if (!IS_PLAYER(other))
686 if (self.solid != SOLID_TRIGGER)
688 if (self.owner == other)
690 if (time < self.item_spawnshieldtime)
693 switch(MUTATOR_CALLHOOK(ItemTouch))
695 case MUT_ITEMTOUCH_RETURN: { return; }
696 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
699 if (self.classname == "droppedweapon")
701 self.strength_finished = max(0, self.strength_finished - time);
702 self.invincible_finished = max(0, self.invincible_finished - time);
703 self.superweapons_finished = max(0, self.superweapons_finished - time);
706 if(!Item_GiveTo(self, other))
708 if (self.classname == "droppedweapon")
710 // undo what we did above
711 self.strength_finished += time;
712 self.invincible_finished += time;
713 self.superweapons_finished += time;
720 other.last_pickup = time;
722 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
723 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
725 if (self.classname == "droppedweapon")
727 else if (!self.spawnshieldtime)
733 RandomSelection_Init();
734 for(head = world; (head = findfloat(head, team, self.team)); )
736 if(head.flags & FL_ITEM)
739 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
742 e = RandomSelection_chosen_ent;
747 Item_ScheduleRespawn(e);
753 Item_Show(self, !self.state);
754 setorigin (self, self.origin);
756 if(self.classname != "droppedweapon")
758 self.think = Item_Think;
759 self.nextthink = time;
761 if(self.waypointsprite_attached)
762 WaypointSprite_Kill(self.waypointsprite_attached);
764 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
765 Item_ScheduleInitialRespawn(self);
773 if(self.effects & EF_NODRAW)
775 // marker for item team search
776 dprint("Initializing item team ", ftos(self.team), "\n");
777 RandomSelection_Init();
778 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
779 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
780 e = RandomSelection_chosen_ent;
784 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
788 // make it a non-spawned item
790 head.state = 1; // state 1 = initially hidden item
792 head.effects &= ~EF_NODRAW;
799 // Savage: used for item garbage-collection
800 // TODO: perhaps nice special effect?
801 void RemoveItem(void)
806 // pickup evaluation functions
807 // these functions decide how desirable an item is to the bots
809 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
811 float weapon_pickupevalfunc(entity player, entity item)
815 // See if I have it already
816 if(item.weapons & ~player.weapons)
818 // If I can pick it up
819 if(!item.spawnshieldtime)
821 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
823 // Skilled bots will grab more
824 c = bound(0, skill / 10, 1) * 0.5;
832 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
833 if( bot_custom_weapon && c )
835 // Find the highest position on any range
837 for (int j = 0; j < WEP_LAST ; ++j){
839 bot_weapons_far[j] == item.weapon ||
840 bot_weapons_mid[j] == item.weapon ||
841 bot_weapons_close[j] == item.weapon
852 position = WEP_LAST - position;
853 // item.bot_pickupbasevalue is overwritten here
854 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
858 return item.bot_pickupbasevalue * c;
861 float commodity_pickupevalfunc(entity player, entity item)
864 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
868 // Detect needed ammo
869 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
871 wi = get_weaponinfo(i);
873 if (!(player.weapons & WepSet_FromWeapon(i)))
876 if(wi.items & IT_SHELLS)
878 else if(wi.items & IT_NAILS)
880 else if(wi.items & IT_ROCKETS)
882 else if(wi.items & IT_CELLS)
884 else if(wi.items & IT_PLASMA)
886 else if(wi.items & IT_FUEL)
890 // TODO: figure out if the player even has the weapon this ammo is for?
891 // may not affect strategy much though...
892 // find out how much more ammo/armor/health the player can hold
894 if (item.ammo_shells)
895 if (player.ammo_shells < g_pickup_shells_max)
896 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
899 if (player.ammo_nails < g_pickup_nails_max)
900 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
902 if (item.ammo_rockets)
903 if (player.ammo_rockets < g_pickup_rockets_max)
904 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
907 if (player.ammo_cells < g_pickup_cells_max)
908 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
910 if (item.ammo_plasma)
911 if (player.ammo_plasma < g_pickup_plasma_max)
912 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
915 if (player.ammo_fuel < g_pickup_fuel_max)
916 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
918 if (player.armorvalue < item.max_armorvalue)
919 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
921 if (player.health < item.max_health)
922 c = c + max(0, 1 - player.health / item.max_health);
924 return item.bot_pickupbasevalue * c;
927 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
929 if(ITEM_DAMAGE_NEEDKILL(deathtype))
933 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)
935 startitem_failed = false;
938 self.model = itemmodel;
942 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
946 if(self.item_pickupsound == "")
947 self.item_pickupsound = pickupsound;
949 if(!self.respawntime) // both need to be set
951 self.respawntime = defaultrespawntime;
952 self.respawntimejitter = defaultrespawntimejitter;
956 self.weapon = weaponid;
959 self.weapons = WepSet_FromWeapon(weaponid);
961 self.flags = FL_ITEM | itemflags;
963 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
965 startitem_failed = true;
970 // is it a dropped weapon?
971 if (self.classname == "droppedweapon")
973 self.reset = SUB_Remove;
974 // it's a dropped weapon
975 self.movetype = MOVETYPE_TOSS;
977 // Savage: remove thrown items after a certain period of time ("garbage collection")
978 self.think = RemoveItem;
979 self.nextthink = time + 20;
981 self.takedamage = DAMAGE_YES;
982 self.event_damage = Item_Damage;
984 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
987 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
988 if(self.ammo_nails == 0)
989 if(self.ammo_cells == 0)
990 if(self.ammo_rockets == 0)
991 if(self.ammo_shells == 0)
992 if(self.ammo_fuel == 0)
994 if(self.armorvalue == 0)
997 // if item is worthless after a timer, have it expire then
998 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1001 // don't drop if in a NODROP zone (such as lava)
1002 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1003 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1005 startitem_failed = true;
1012 if(!have_pickup_item())
1014 startitem_failed = true;
1019 self.reset = Item_Reset;
1020 // it's a level item
1021 if(self.spawnflags & 1)
1024 self.movetype = MOVETYPE_NONE;
1026 self.movetype = MOVETYPE_TOSS;
1027 // do item filtering according to game mode and other things
1030 // first nudge it off the floor a little bit to avoid math errors
1031 setorigin(self, self.origin + '0 0 1');
1032 // set item size before we spawn a spawnfunc_waypoint
1033 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1034 setsize (self, '-16 -16 0', '16 16 48');
1036 setsize (self, '-16 -16 0', '16 16 32');
1038 // note droptofloor returns false if stuck/or would fall too far
1040 waypoint_spawnforitem(self);
1044 * can't do it that way, as it would break maps
1045 * TODO make a target_give like entity another way, that perhaps has
1046 * the weapon name in a key
1049 // target_give not yet supported; maybe later
1050 print("removed targeted ", self.classname, "\n");
1051 startitem_failed = true;
1057 if(autocvar_spawn_debug >= 2)
1060 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1062 // why not flags & fl_item?
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 |= WepSet_FromWeapon(weaponid);
1075 precache_model (self.model);
1076 precache_sound (self.item_pickupsound);
1078 precache_sound ("misc/itemrespawncountdown.wav");
1079 if(itemid == IT_STRENGTH)
1080 precache_sound ("misc/strength_respawn.wav");
1081 else if(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 = self.model;
1094 self.netname = itemname;
1095 self.touch = Item_Touch;
1096 setmodel(self, "null"); // precision set below
1097 //self.effects |= EF_LOWPRECISION;
1099 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1101 self.pos1 = '-16 -16 0';
1102 self.pos2 = '16 16 48';
1106 self.pos1 = '-16 -16 0';
1107 self.pos2 = '16 16 32';
1109 setsize (self, self.pos1, self.pos2);
1111 if(itemflags & FL_POWERUP)
1112 self.ItemStatus |= ITS_ANIMATE1;
1114 if(self.armorvalue || self.health)
1115 self.ItemStatus |= ITS_ANIMATE2;
1117 if(itemflags & FL_WEAPON)
1119 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1120 self.colormap = 1024; // color shirt=0 pants=0 grey
1124 self.ItemStatus |= ITS_ANIMATE1;
1125 self.ItemStatus |= ISF_COLORMAP;
1129 if(self.team) // broken, no idea why.
1132 self.cnt = 1; // item probability weight
1134 self.effects |= EF_NODRAW; // marker for item team search
1135 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1140 Net_LinkEntity(self, false, 0, ItemSend);
1142 self.SendFlags |= ISF_SIZE;
1144 self.SendFlags |= ISF_ANGLES;
1146 // call this hook after everything else has been done
1147 if(MUTATOR_CALLHOOK(Item_Spawn))
1149 startitem_failed = true;
1154 void spawnfunc_item_rockets (void) {
1155 if(!self.ammo_rockets)
1156 self.ammo_rockets = g_pickup_rockets;
1157 if(!self.pickup_anyway)
1158 self.pickup_anyway = g_pickup_ammo_anyway;
1159 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);
1162 void spawnfunc_item_shells (void);
1163 void spawnfunc_item_bullets (void) {
1165 if(autocvar_sv_q3acompat_machineshotgunswap)
1166 if(self.classname != "droppedweapon")
1168 weaponswapping = true;
1169 spawnfunc_item_shells();
1170 weaponswapping = false;
1174 if(!self.ammo_nails)
1175 self.ammo_nails = g_pickup_nails;
1176 if(!self.pickup_anyway)
1177 self.pickup_anyway = g_pickup_ammo_anyway;
1178 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);
1181 void spawnfunc_item_cells (void) {
1182 if(!self.ammo_cells)
1183 self.ammo_cells = g_pickup_cells;
1184 if(!self.pickup_anyway)
1185 self.pickup_anyway = g_pickup_ammo_anyway;
1186 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);
1189 void spawnfunc_item_plasma()
1191 if(!self.ammo_plasma)
1192 self.ammo_plasma = g_pickup_plasma;
1193 if(!self.pickup_anyway)
1194 self.pickup_anyway = g_pickup_ammo_anyway;
1195 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "plasma", IT_PLASMA, 0, 0, commodity_pickupevalfunc, 2000);
1198 void spawnfunc_item_shells (void) {
1200 if(autocvar_sv_q3acompat_machineshotgunswap)
1201 if(self.classname != "droppedweapon")
1203 weaponswapping = true;
1204 spawnfunc_item_bullets();
1205 weaponswapping = false;
1209 if(!self.ammo_shells)
1210 self.ammo_shells = g_pickup_shells;
1211 if(!self.pickup_anyway)
1212 self.pickup_anyway = g_pickup_ammo_anyway;
1213 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);
1216 void spawnfunc_item_armor_small (void) {
1217 if(!self.armorvalue)
1218 self.armorvalue = g_pickup_armorsmall;
1219 if(!self.max_armorvalue)
1220 self.max_armorvalue = g_pickup_armorsmall_max;
1221 if(!self.pickup_anyway)
1222 self.pickup_anyway = g_pickup_armorsmall_anyway;
1223 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);
1226 void spawnfunc_item_armor_medium (void) {
1227 if(!self.armorvalue)
1228 self.armorvalue = g_pickup_armormedium;
1229 if(!self.max_armorvalue)
1230 self.max_armorvalue = g_pickup_armormedium_max;
1231 if(!self.pickup_anyway)
1232 self.pickup_anyway = g_pickup_armormedium_anyway;
1233 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);
1236 void spawnfunc_item_armor_big (void) {
1237 if(!self.armorvalue)
1238 self.armorvalue = g_pickup_armorbig;
1239 if(!self.max_armorvalue)
1240 self.max_armorvalue = g_pickup_armorbig_max;
1241 if(!self.pickup_anyway)
1242 self.pickup_anyway = g_pickup_armorbig_anyway;
1243 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);
1246 void spawnfunc_item_armor_large (void) {
1247 if(!self.armorvalue)
1248 self.armorvalue = g_pickup_armorlarge;
1249 if(!self.max_armorvalue)
1250 self.max_armorvalue = g_pickup_armorlarge_max;
1251 if(!self.pickup_anyway)
1252 self.pickup_anyway = g_pickup_armorlarge_anyway;
1253 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);
1256 void spawnfunc_item_health_small (void) {
1257 if(!self.max_health)
1258 self.max_health = g_pickup_healthsmall_max;
1260 self.health = g_pickup_healthsmall;
1261 if(!self.pickup_anyway)
1262 self.pickup_anyway = g_pickup_healthsmall_anyway;
1263 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);
1266 void spawnfunc_item_health_medium (void) {
1267 if(!self.max_health)
1268 self.max_health = g_pickup_healthmedium_max;
1270 self.health = g_pickup_healthmedium;
1271 if(!self.pickup_anyway)
1272 self.pickup_anyway = g_pickup_healthmedium_anyway;
1273 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);
1276 void spawnfunc_item_health_large (void) {
1277 if(!self.max_health)
1278 self.max_health = g_pickup_healthlarge_max;
1280 self.health = g_pickup_healthlarge;
1281 if(!self.pickup_anyway)
1282 self.pickup_anyway = g_pickup_healthlarge_anyway;
1283 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);
1286 void spawnfunc_item_health_mega (void) {
1287 if(!self.max_health)
1288 self.max_health = g_pickup_healthmega_max;
1290 self.health = g_pickup_healthmega;
1291 if(!self.pickup_anyway)
1292 self.pickup_anyway = g_pickup_healthmega_anyway;
1293 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);
1296 // support old misnamed entities
1297 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1298 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1299 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1300 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1301 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1303 void spawnfunc_item_strength (void) {
1304 precache_sound("weapons/strength_fire.wav");
1305 if(!self.strength_finished)
1306 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1307 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);
1310 void spawnfunc_item_invincible (void) {
1311 if(!self.invincible_finished)
1312 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1313 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);
1317 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1319 void target_items_use (void)
1321 if(activator.classname == "droppedweapon")
1328 if (!IS_PLAYER(activator))
1330 if(activator.deadflag != DEAD_NO)
1335 for(e = world; (e = find(e, classname, "droppedweapon")); )
1336 if(e.enemy == activator)
1339 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1340 centerprint(activator, self.message);
1343 void spawnfunc_target_items (void)
1349 self.use = target_items_use;
1350 if(!self.strength_finished)
1351 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1352 if(!self.invincible_finished)
1353 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1354 if(!self.superweapons_finished)
1355 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1357 precache_sound("misc/itempickup.wav");
1358 precache_sound("misc/megahealth.wav");
1359 precache_sound("misc/armor25.wav");
1360 precache_sound("misc/powerup.wav");
1361 precache_sound("misc/poweroff.wav");
1362 precache_sound("weapons/weaponpickup.wav");
1364 n = tokenize_console(self.netname);
1365 if(argv(0) == "give")
1367 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1371 for(i = 0; i < n; ++i)
1373 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1374 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1375 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1376 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1377 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1378 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1379 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1380 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1383 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1385 e = get_weaponinfo(j);
1386 s = W_UndeprecateName(argv(i));
1389 self.weapons |= WepSet_FromWeapon(j);
1390 if(self.spawnflags == 0 || self.spawnflags == 2)
1391 WEP_ACTION(e.weapon, WR_INIT);
1396 print("target_items: invalid item ", argv(i), "\n");
1400 string itemprefix, valueprefix;
1401 if(self.spawnflags == 0)
1406 else if(self.spawnflags == 1)
1408 itemprefix = "max ";
1409 valueprefix = "max ";
1411 else if(self.spawnflags == 2)
1413 itemprefix = "min ";
1414 valueprefix = "min ";
1416 else if(self.spawnflags == 4)
1418 itemprefix = "minus ";
1419 valueprefix = "max ";
1423 error("invalid spawnflags");
1424 itemprefix = valueprefix = string_null;
1428 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1429 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1430 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1431 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1432 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1433 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1434 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1435 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1436 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1437 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1438 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1439 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1440 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1441 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1442 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1443 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1445 e = get_weaponinfo(j);
1447 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1450 self.netname = strzone(self.netname);
1451 //print(self.netname, "\n");
1453 n = tokenize_console(self.netname);
1454 for(i = 0; i < n; ++i)
1456 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1458 e = get_weaponinfo(j);
1459 if(argv(i) == e.netname)
1461 WEP_ACTION(e.weapon, WR_INIT);
1468 void spawnfunc_item_fuel(void)
1471 self.ammo_fuel = g_pickup_fuel;
1472 if(!self.pickup_anyway)
1473 self.pickup_anyway = g_pickup_ammo_anyway;
1474 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);
1477 void spawnfunc_item_fuel_regen(void)
1479 if(start_items & IT_FUEL_REGEN)
1481 spawnfunc_item_fuel();
1484 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);
1487 void spawnfunc_item_jetpack(void)
1490 self.ammo_fuel = g_pickup_fuel_jetpack;
1491 if(start_items & IT_JETPACK)
1493 spawnfunc_item_fuel();
1496 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);
1499 float GiveWeapon(entity e, float wpn, float op, float val)
1502 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1507 e.weapons |= WepSet_FromWeapon(wpn);
1509 e.weapons &= ~WepSet_FromWeapon(wpn);
1514 e.weapons |= WepSet_FromWeapon(wpn);
1518 e.weapons &= ~WepSet_FromWeapon(wpn);
1522 e.weapons &= ~WepSet_FromWeapon(wpn);
1525 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1529 float GiveBit(entity e, .float fld, float bit, float op, float val)
1532 v0 = (e.(fld) & bit);
1555 v1 = (e.(fld) & bit);
1559 float GiveValue(entity e, .float fld, float op, float val)
1569 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1572 e.(fld) = min(e.(fld), val);
1585 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1592 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1594 else if(v0 >= v0 + t)
1597 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1601 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1604 e.(rotfield) = max(e.(rotfield), time + rottime);
1606 e.(regenfield) = max(e.(regenfield), time + regentime);
1608 float GiveItems(entity e, float beginarg, float endarg)
1610 float got, i, j, val, op;
1611 float _switchweapon;
1620 _switchweapon = false;
1622 if (e.switchweapon == w_getbestweapon(e))
1623 _switchweapon = true;
1625 e.strength_finished = max(0, e.strength_finished - time);
1626 e.invincible_finished = max(0, e.invincible_finished - time);
1627 e.superweapons_finished = max(0, e.superweapons_finished - time);
1631 PREGIVE(e, strength_finished);
1632 PREGIVE(e, invincible_finished);
1633 PREGIVE(e, superweapons_finished);
1634 PREGIVE(e, ammo_nails);
1635 PREGIVE(e, ammo_cells);
1636 PREGIVE(e, ammo_plasma);
1637 PREGIVE(e, ammo_shells);
1638 PREGIVE(e, ammo_rockets);
1639 PREGIVE(e, ammo_fuel);
1640 PREGIVE(e, armorvalue);
1643 for(i = beginarg; i < endarg; ++i)
1647 if(cmd == "0" || stof(cmd))
1671 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1672 got += GiveValue(e, strength_finished, op, val);
1673 got += GiveValue(e, invincible_finished, op, val);
1674 got += GiveValue(e, superweapons_finished, op, val);
1675 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1677 got += GiveBit(e, items, IT_JETPACK, op, val);
1678 got += GiveValue(e, health, op, val);
1679 got += GiveValue(e, armorvalue, op, val);
1681 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1683 wi = get_weaponinfo(j);
1685 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1686 got += GiveWeapon(e, j, op, val);
1689 got += GiveValue(e, ammo_cells, op, val);
1690 got += GiveValue(e, ammo_plasma, op, val);
1691 got += GiveValue(e, ammo_shells, op, val);
1692 got += GiveValue(e, ammo_nails, op, val);
1693 got += GiveValue(e, ammo_rockets, op, val);
1694 got += GiveValue(e, ammo_fuel, op, val);
1696 case "unlimited_ammo":
1697 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1699 case "unlimited_weapon_ammo":
1700 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1702 case "unlimited_superweapons":
1703 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1706 got += GiveBit(e, items, IT_JETPACK, op, val);
1709 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1712 got += GiveValue(e, strength_finished, op, val);
1715 got += GiveValue(e, invincible_finished, op, val);
1717 case "superweapons":
1718 got += GiveValue(e, superweapons_finished, op, val);
1721 got += GiveValue(e, ammo_cells, op, val);
1724 got += GiveValue(e, ammo_plasma, op, val);
1727 got += GiveValue(e, ammo_shells, op, val);
1731 got += GiveValue(e, ammo_nails, op, val);
1734 got += GiveValue(e, ammo_rockets, op, val);
1737 got += GiveValue(e, health, op, val);
1740 got += GiveValue(e, armorvalue, op, val);
1743 got += GiveValue(e, ammo_fuel, op, val);
1746 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1748 wi = get_weaponinfo(j);
1749 if(cmd == wi.netname)
1751 got += GiveWeapon(e, j, op, val);
1756 print("give: invalid item ", cmd, "\n");
1763 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1764 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1765 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1766 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1767 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1769 wi = get_weaponinfo(j);
1772 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1773 if (!(save_weapons & WepSet_FromWeapon(j)))
1774 if(e.weapons & WepSet_FromWeapon(j))
1775 WEP_ACTION(wi.weapon, WR_INIT);
1778 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1779 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1780 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1781 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1782 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1783 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1784 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1785 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);
1786 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);
1787 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);
1789 if(e.superweapons_finished <= 0)
1790 if(self.weapons & WEPSET_SUPERWEAPONS)
1791 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1793 if(e.strength_finished <= 0)
1794 e.strength_finished = 0;
1796 e.strength_finished += time;
1797 if(e.invincible_finished <= 0)
1798 e.invincible_finished = 0;
1800 e.invincible_finished += time;
1801 if(e.superweapons_finished <= 0)
1802 e.superweapons_finished = 0;
1804 e.superweapons_finished += time;
1806 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1807 _switchweapon = true;
1809 W_SwitchWeapon_Force(e, w_getbestweapon(e));