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, autocvar_cl_simpleitems_postfix)))
141 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
142 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
143 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
144 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
145 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
146 else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
147 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_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 float it_armor_large_time;
385 float it_health_mega_time;
386 float it_invisible_time;
388 float it_extralife_time;
389 float it_strength_time;
390 float it_shield_time;
391 float it_fuelregen_time;
392 float it_jetpack_time;
393 float it_superweapons_time;
395 void Item_ItemsTime_Init()
397 it_armor_large_time = -1;
398 it_health_mega_time = -1;
399 it_invisible_time = -1;
401 it_extralife_time = -1;
402 it_strength_time = -1;
404 it_fuelregen_time = -1;
405 it_jetpack_time = -1;
406 it_superweapons_time = -1;
408 void Item_ItemsTime_Reset()
410 it_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
411 it_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
412 it_invisible_time = (it_invisible_time == -1) ? -1 : 0;
413 it_speed_time = (it_speed_time == -1) ? -1 : 0;
414 it_extralife_time = (it_extralife_time == -1) ? -1 : 0;
415 it_strength_time = (it_strength_time == -1) ? -1 : 0;
416 it_shield_time = (it_shield_time == -1) ? -1 : 0;
417 it_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
418 it_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
419 it_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
421 void Item_ItemsTime_ResetForPlayer(entity e)
423 e.item_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
424 e.item_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
425 e.item_invisible_time = (it_invisible_time == -1) ? -1 : 0;
426 e.item_speed_time = (it_speed_time == -1) ? -1 : 0;
427 e.item_extralife_time = (it_extralife_time == -1) ? -1 : 0;
428 e.item_strength_time = (it_strength_time == -1) ? -1 : 0;
429 e.item_shield_time = (it_shield_time == -1) ? -1 : 0;
430 e.item_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
431 e.item_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
432 e.item_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
434 void Item_ItemsTime_Get(entity e)
436 e.item_armor_large_time = it_armor_large_time;
437 e.item_health_mega_time = it_health_mega_time;
438 e.item_invisible_time = it_invisible_time;
439 e.item_speed_time = it_speed_time;
440 e.item_extralife_time = it_extralife_time;
441 e.item_strength_time = it_strength_time;
442 e.item_shield_time = it_shield_time;
443 e.item_fuelregen_time = it_fuelregen_time;
444 e.item_jetpack_time = it_jetpack_time;
445 e.item_superweapons_time = it_superweapons_time;
447 float Item_ItemsTime_UpdateTime_Check(float item_time, float t)
449 if(t == 0 && item_time == -1)
451 if(time < t && (item_time <= time || t < item_time))
455 void Item_ItemsTime_UpdateTime(entity e, float t)
461 case IT_STRENGTH://"item-invis"
462 if(Item_ItemsTime_UpdateTime_Check(it_invisible_time, t))
463 it_invisible_time = t;
465 case IT_NAILS://"item-extralife"
466 if(Item_ItemsTime_UpdateTime_Check(it_extralife_time, t))
467 it_extralife_time = t;
469 case IT_INVINCIBLE://"item-speed"
470 if(Item_ItemsTime_UpdateTime_Check(it_speed_time, t))
480 //if (e.classname == "item_health_mega")
481 if(Item_ItemsTime_UpdateTime_Check(it_health_mega_time, t))
482 it_health_mega_time = t;
485 if (e.classname == "item_armor_large")
486 if(Item_ItemsTime_UpdateTime_Check(it_armor_large_time, t))
487 it_armor_large_time = t;
489 case IT_STRENGTH://"item-strength"
490 if(Item_ItemsTime_UpdateTime_Check(it_strength_time, t))
491 it_strength_time = t;
493 case IT_INVINCIBLE://"item-shield"
494 if(Item_ItemsTime_UpdateTime_Check(it_shield_time, t))
498 if(e.weapons & WEPSET_SUPERWEAPONS)
499 if(Item_ItemsTime_UpdateTime_Check(it_superweapons_time, t))
500 it_superweapons_time = t;
505 case IT_FUEL_REGEN://"item-fuelregen"
506 if(Item_ItemsTime_UpdateTime_Check(it_fuelregen_time, t))
507 it_fuelregen_time = t;
509 case IT_JETPACK://"item-jetpack"
510 if(Item_ItemsTime_UpdateTime_Check(it_jetpack_time, t))
515 void Item_ItemsTime_GetForAll()
520 FOR_EACH_REALCLIENT(e)
521 Item_ItemsTime_Get(e);
525 FOR_EACH_REALCLIENT(e)
527 if (e.classname != "player")
528 Item_ItemsTime_Get(e);
533 void Item_Respawn (void)
537 if(self.items == IT_STRENGTH)
538 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
539 else if(self.items == IT_INVINCIBLE)
540 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
542 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
543 setorigin (self, self.origin);
545 if(self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH || (self.weapons & WEPSET_SUPERWEAPONS))
547 Item_ItemsTime_UpdateTime(self, 0);
548 Item_ItemsTime_GetForAll();
551 self.think = Item_Think;
552 self.nextthink = time;
554 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
555 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
558 void Item_RespawnCountdown (void)
560 if(self.count >= ITEM_RESPAWN_TICKS)
562 if(self.waypointsprite_attached)
563 WaypointSprite_Kill(self.waypointsprite_attached);
568 self.nextthink = time + 1;
573 vector rgb = '1 0 1';
577 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
578 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
579 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
580 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
582 //if (self.classname == "item_health_mega")
583 {name = "item_health_mega"; rgb = '1 0 0';}
586 if (self.classname == "item_armor_large")
587 {name = "item_armor_large"; rgb = '0 1 0';}
592 MUTATOR_CALLHOOK(Item_RespawnCountdown);
595 if(self.flags & FL_WEAPON)
597 entity wi = get_weaponinfo(self.weapon);
606 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
607 if(self.waypointsprite_attached)
609 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
610 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
611 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
616 print("Unknown powerup-marked item is wanting to respawn\n");
617 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
620 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
621 if(self.waypointsprite_attached)
623 WaypointSprite_Ping(self.waypointsprite_attached);
624 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
629 void Item_RespawnThink()
631 self.nextthink = time;
632 if(self.origin != self.oldorigin)
634 self.oldorigin = self.origin;
638 if(time >= self.wait)
642 void Item_ScheduleRespawnIn(entity e, float t)
644 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS) || e.classname == "item_armor_large" || e.items == IT_HEALTH)
647 e.think = Item_RespawnCountdown;
648 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
649 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
651 if(e.weapons & WEPSET_SUPERWEAPONS)
653 for(t = e.scheduledrespawntime, head = world; (head = nextent(head)); )
657 if(clienttype(head) == CLIENTTYPE_NOTACLIENT)
658 if(head.weapons & WEPSET_SUPERWEAPONS)
659 if(head.classname != "weapon_info")
661 if(head.scheduledrespawntime <= time)
666 if(head.scheduledrespawntime < t)
667 t = head.scheduledrespawntime;
673 for(t = e.scheduledrespawntime, head = world; (head = find(head, classname, e.classname)); )
675 // in instagib .classname is "instagib" for every item
676 if(e == head || (g_instagib && e.items != head.items))
678 if(head.scheduledrespawntime <= time)
683 if(head.scheduledrespawntime < t)
684 t = head.scheduledrespawntime;
687 Item_ItemsTime_UpdateTime(e, t);
688 Item_ItemsTime_GetForAll();
692 e.think = Item_RespawnThink;
694 e.scheduledrespawntime = time + t;
699 void Item_ScheduleRespawn(entity e)
701 if(e.respawntime > 0)
704 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
706 else // if respawntime is -1, this item does not respawn
710 void Item_ScheduleInitialRespawn(entity e)
713 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
716 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
721 if (item.spawnshieldtime)
723 if ((player.ammotype < ammomax) || item.pickup_anyway)
725 player.ammotype = bound(player.ammotype, ammomax, player.ammotype + item.ammotype);
729 else if(g_weapon_stay == 2)
731 float mi = min(item.ammotype, ammomax);
732 if (player.ammotype < mi)
734 player.ammotype = mi;
745 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
747 case ITEM_MODE_HEALTH:
748 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
750 case ITEM_MODE_ARMOR:
751 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
759 float Item_GiveTo(entity item, entity player)
766 // if nothing happens to player, just return without taking the item
768 _switchweapon = FALSE;
769 // in case the player has autoswitch enabled do the following:
770 // if the player is using their best weapon before items are given, they
771 // probably want to switch to an even better weapon after items are given
772 if (player.autoswitch)
773 if (player.switchweapon == w_getbestweapon(player))
774 _switchweapon = TRUE;
776 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
777 _switchweapon = TRUE;
779 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
780 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
781 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
782 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
783 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
784 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
785 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
786 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
788 if (item.flags & FL_WEAPON)
792 it &= ~player.weapons;
794 if (it || (item.spawnshieldtime && item.pickup_anyway))
797 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
798 if(it & WepSet_FromWeapon(i))
800 W_DropEvent(WR_PICKUP, player, i, item);
801 W_GiveWeapon(player, i);
806 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
810 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
813 if (item.strength_finished)
816 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
818 if (item.invincible_finished)
821 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
823 if (item.superweapons_finished)
826 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
831 // always eat teamed entities
839 if (player.switchweapon != w_getbestweapon(player))
840 W_SwitchWeapon_Force(player, w_getbestweapon(player));
845 void Item_Touch (void)
849 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
850 if(self.classname == "droppedweapon")
852 if (ITEM_TOUCH_NEEDKILL())
859 if (!IS_PLAYER(other))
865 if (self.solid != SOLID_TRIGGER)
867 if (self.owner == other)
869 if (time < self.item_spawnshieldtime)
872 switch(MUTATOR_CALLHOOK(ItemTouch))
874 case MUT_ITEMTOUCH_RETURN: { return; }
875 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
878 if (self.classname == "droppedweapon")
880 self.strength_finished = max(0, self.strength_finished - time);
881 self.invincible_finished = max(0, self.invincible_finished - time);
882 self.superweapons_finished = max(0, self.superweapons_finished - time);
885 if(!Item_GiveTo(self, other))
887 if (self.classname == "droppedweapon")
889 // undo what we did above
890 self.strength_finished += time;
891 self.invincible_finished += time;
892 self.superweapons_finished += time;
899 other.last_pickup = time;
901 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
902 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
904 if (self.classname == "droppedweapon")
906 else if (!self.spawnshieldtime)
912 RandomSelection_Init();
913 for(head = world; (head = findfloat(head, team, self.team)); )
915 if(head.flags & FL_ITEM)
918 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
921 e = RandomSelection_chosen_ent;
926 Item_ScheduleRespawn(e);
932 Item_Show(self, !self.state);
933 setorigin (self, self.origin);
935 if(self.classname != "droppedweapon")
937 self.think = Item_Think;
938 self.nextthink = time;
940 if(self.waypointsprite_attached)
941 WaypointSprite_Kill(self.waypointsprite_attached);
943 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
944 Item_ScheduleInitialRespawn(self);
952 if(self.effects & EF_NODRAW)
954 // marker for item team search
955 dprint("Initializing item team ", ftos(self.team), "\n");
956 RandomSelection_Init();
957 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
958 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
959 e = RandomSelection_chosen_ent;
963 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
967 // make it a non-spawned item
969 head.state = 1; // state 1 = initially hidden item
971 head.effects &= ~EF_NODRAW;
978 // Savage: used for item garbage-collection
979 // TODO: perhaps nice special effect?
980 void RemoveItem(void)
985 // pickup evaluation functions
986 // these functions decide how desirable an item is to the bots
988 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
990 float weapon_pickupevalfunc(entity player, entity item)
992 float c, j, position;
994 // See if I have it already
995 if(item.weapons & ~player.weapons)
997 // If I can pick it up
998 if(!item.spawnshieldtime)
1000 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
1002 // Skilled bots will grab more
1003 c = bound(0, skill / 10, 1) * 0.5;
1011 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
1012 if( bot_custom_weapon && c )
1014 // Find the highest position on any range
1016 for(j = 0; j < WEP_LAST ; ++j){
1018 bot_weapons_far[j] == item.weapon ||
1019 bot_weapons_mid[j] == item.weapon ||
1020 bot_weapons_close[j] == item.weapon
1031 position = WEP_LAST - position;
1032 // item.bot_pickupbasevalue is overwritten here
1033 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
1037 return item.bot_pickupbasevalue * c;
1040 float commodity_pickupevalfunc(entity player, entity item)
1043 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_plasma = FALSE, need_fuel = FALSE;
1047 // Detect needed ammo
1048 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1050 wi = get_weaponinfo(i);
1052 if (!(player.weapons & WepSet_FromWeapon(i)))
1055 if(wi.items & IT_SHELLS)
1057 else if(wi.items & IT_NAILS)
1059 else if(wi.items & IT_ROCKETS)
1060 need_rockets = TRUE;
1061 else if(wi.items & IT_CELLS)
1063 else if(wi.items & IT_PLASMA)
1065 else if(wi.items & IT_FUEL)
1069 // TODO: figure out if the player even has the weapon this ammo is for?
1070 // may not affect strategy much though...
1071 // find out how much more ammo/armor/health the player can hold
1073 if (item.ammo_shells)
1074 if (player.ammo_shells < g_pickup_shells_max)
1075 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1077 if (item.ammo_nails)
1078 if (player.ammo_nails < g_pickup_nails_max)
1079 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1081 if (item.ammo_rockets)
1082 if (player.ammo_rockets < g_pickup_rockets_max)
1083 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1085 if (item.ammo_cells)
1086 if (player.ammo_cells < g_pickup_cells_max)
1087 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1089 if (item.ammo_plasma)
1090 if (player.ammo_plasma < g_pickup_plasma_max)
1091 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1094 if (player.ammo_fuel < g_pickup_fuel_max)
1095 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1096 if (item.armorvalue)
1097 if (player.armorvalue < item.max_armorvalue)
1098 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1100 if (player.health < item.max_health)
1101 c = c + max(0, 1 - player.health / item.max_health);
1103 return item.bot_pickupbasevalue * c;
1106 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
1108 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1112 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)
1114 startitem_failed = FALSE;
1116 if(self.model == "")
1117 self.model = itemmodel;
1119 if(self.model == "")
1121 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1125 if(self.item_pickupsound == "")
1126 self.item_pickupsound = pickupsound;
1128 if(!self.respawntime) // both need to be set
1130 self.respawntime = defaultrespawntime;
1131 self.respawntimejitter = defaultrespawntimejitter;
1134 self.items = itemid;
1135 self.weapon = weaponid;
1138 self.weapons = WepSet_FromWeapon(weaponid);
1140 self.flags = FL_ITEM | itemflags;
1142 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1144 startitem_failed = TRUE;
1149 // is it a dropped weapon?
1150 if (self.classname == "droppedweapon")
1152 self.reset = SUB_Remove;
1153 // it's a dropped weapon
1154 self.movetype = MOVETYPE_TOSS;
1156 // Savage: remove thrown items after a certain period of time ("garbage collection")
1157 self.think = RemoveItem;
1158 self.nextthink = time + 20;
1160 self.takedamage = DAMAGE_YES;
1161 self.event_damage = Item_Damage;
1163 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1166 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1167 if(self.ammo_nails == 0)
1168 if(self.ammo_cells == 0)
1169 if(self.ammo_rockets == 0)
1170 if(self.ammo_shells == 0)
1171 if(self.ammo_fuel == 0)
1172 if(self.health == 0)
1173 if(self.armorvalue == 0)
1176 // if item is worthless after a timer, have it expire then
1177 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1180 // don't drop if in a NODROP zone (such as lava)
1181 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1182 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1184 startitem_failed = TRUE;
1191 if(!have_pickup_item())
1193 startitem_failed = TRUE;
1198 self.reset = Item_Reset;
1199 // it's a level item
1200 if(self.spawnflags & 1)
1203 self.movetype = MOVETYPE_NONE;
1205 self.movetype = MOVETYPE_TOSS;
1206 // do item filtering according to game mode and other things
1209 // first nudge it off the floor a little bit to avoid math errors
1210 setorigin(self, self.origin + '0 0 1');
1211 // set item size before we spawn a spawnfunc_waypoint
1212 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1213 setsize (self, '-16 -16 0', '16 16 48');
1215 setsize (self, '-16 -16 0', '16 16 32');
1217 // note droptofloor returns FALSE if stuck/or would fall too far
1219 waypoint_spawnforitem(self);
1223 * can't do it that way, as it would break maps
1224 * TODO make a target_give like entity another way, that perhaps has
1225 * the weapon name in a key
1228 // target_give not yet supported; maybe later
1229 print("removed targeted ", self.classname, "\n");
1230 startitem_failed = TRUE;
1236 if(autocvar_spawn_debug >= 2)
1239 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1241 // why not flags & fl_item?
1242 if(otheritem.is_item)
1244 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1245 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1246 error("Mapper sucks.");
1249 self.is_item = TRUE;
1252 weaponsInMap |= WepSet_FromWeapon(weaponid);
1254 precache_model (self.model);
1255 precache_sound (self.item_pickupsound);
1257 precache_sound ("misc/itemrespawncountdown.wav");
1258 if(itemid == IT_STRENGTH)
1259 precache_sound ("misc/strength_respawn.wav");
1260 else if(itemid == IT_INVINCIBLE)
1261 precache_sound ("misc/shield_respawn.wav");
1263 precache_sound ("misc/itemrespawn.wav");
1265 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1266 self.target = "###item###"; // for finding the nearest item using find()
1268 Item_ItemsTime_UpdateTime(self, 0);
1271 self.bot_pickup = TRUE;
1272 self.bot_pickupevalfunc = pickupevalfunc;
1273 self.bot_pickupbasevalue = pickupbasevalue;
1274 self.mdl = self.model;
1275 self.netname = itemname;
1276 self.touch = Item_Touch;
1277 setmodel(self, "null"); // precision set below
1278 //self.effects |= EF_LOWPRECISION;
1280 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1282 self.pos1 = '-16 -16 0';
1283 self.pos2 = '16 16 48';
1287 self.pos1 = '-16 -16 0';
1288 self.pos2 = '16 16 32';
1290 setsize (self, self.pos1, self.pos2);
1292 if(itemflags & FL_POWERUP)
1293 self.ItemStatus |= ITS_ANIMATE1;
1295 if(self.armorvalue || self.health)
1296 self.ItemStatus |= ITS_ANIMATE2;
1298 if(itemflags & FL_WEAPON)
1300 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1301 self.colormap = 1024; // color shirt=0 pants=0 grey
1305 self.ItemStatus |= ITS_ANIMATE1;
1306 self.ItemStatus |= ISF_COLORMAP;
1310 if(self.team) // broken, no idea why.
1313 self.cnt = 1; // item probability weight
1315 self.effects |= EF_NODRAW; // marker for item team search
1316 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1321 Net_LinkEntity(self, FALSE, 0, ItemSend);
1323 self.SendFlags |= ISF_SIZE;
1325 self.SendFlags |= ISF_ANGLES;
1327 // call this hook after everything else has been done
1328 if(MUTATOR_CALLHOOK(Item_Spawn))
1330 startitem_failed = TRUE;
1335 void spawnfunc_item_rockets (void) {
1336 if(!self.ammo_rockets)
1337 self.ammo_rockets = g_pickup_rockets;
1338 if(!self.pickup_anyway)
1339 self.pickup_anyway = g_pickup_ammo_anyway;
1340 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);
1343 void spawnfunc_item_shells (void);
1344 void spawnfunc_item_bullets (void) {
1346 if(autocvar_sv_q3acompat_machineshotgunswap)
1347 if(self.classname != "droppedweapon")
1349 weaponswapping = TRUE;
1350 spawnfunc_item_shells();
1351 weaponswapping = FALSE;
1355 if(!self.ammo_nails)
1356 self.ammo_nails = g_pickup_nails;
1357 if(!self.pickup_anyway)
1358 self.pickup_anyway = g_pickup_ammo_anyway;
1359 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);
1362 void spawnfunc_item_cells (void) {
1363 if(!self.ammo_cells)
1364 self.ammo_cells = g_pickup_cells;
1365 if(!self.pickup_anyway)
1366 self.pickup_anyway = g_pickup_ammo_anyway;
1367 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);
1370 void spawnfunc_item_plasma()
1372 if(!self.ammo_plasma)
1373 self.ammo_plasma = g_pickup_plasma;
1374 if(!self.pickup_anyway)
1375 self.pickup_anyway = g_pickup_ammo_anyway;
1376 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);
1379 void spawnfunc_item_shells (void) {
1381 if(autocvar_sv_q3acompat_machineshotgunswap)
1382 if(self.classname != "droppedweapon")
1384 weaponswapping = TRUE;
1385 spawnfunc_item_bullets();
1386 weaponswapping = FALSE;
1390 if(!self.ammo_shells)
1391 self.ammo_shells = g_pickup_shells;
1392 if(!self.pickup_anyway)
1393 self.pickup_anyway = g_pickup_ammo_anyway;
1394 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);
1397 void spawnfunc_item_armor_small (void) {
1398 if(!self.armorvalue)
1399 self.armorvalue = g_pickup_armorsmall;
1400 if(!self.max_armorvalue)
1401 self.max_armorvalue = g_pickup_armorsmall_max;
1402 if(!self.pickup_anyway)
1403 self.pickup_anyway = g_pickup_armorsmall_anyway;
1404 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);
1407 void spawnfunc_item_armor_medium (void) {
1408 if(!self.armorvalue)
1409 self.armorvalue = g_pickup_armormedium;
1410 if(!self.max_armorvalue)
1411 self.max_armorvalue = g_pickup_armormedium_max;
1412 if(!self.pickup_anyway)
1413 self.pickup_anyway = g_pickup_armormedium_anyway;
1414 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);
1417 void spawnfunc_item_armor_big (void) {
1418 if(!self.armorvalue)
1419 self.armorvalue = g_pickup_armorbig;
1420 if(!self.max_armorvalue)
1421 self.max_armorvalue = g_pickup_armorbig_max;
1422 if(!self.pickup_anyway)
1423 self.pickup_anyway = g_pickup_armorbig_anyway;
1424 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);
1427 void spawnfunc_item_armor_large (void) {
1428 if(!self.armorvalue)
1429 self.armorvalue = g_pickup_armorlarge;
1430 if(!self.max_armorvalue)
1431 self.max_armorvalue = g_pickup_armorlarge_max;
1432 if(!self.pickup_anyway)
1433 self.pickup_anyway = g_pickup_armorlarge_anyway;
1434 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);
1437 void spawnfunc_item_health_small (void) {
1438 if(!self.max_health)
1439 self.max_health = g_pickup_healthsmall_max;
1441 self.health = g_pickup_healthsmall;
1442 if(!self.pickup_anyway)
1443 self.pickup_anyway = g_pickup_healthsmall_anyway;
1444 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);
1447 void spawnfunc_item_health_medium (void) {
1448 if(!self.max_health)
1449 self.max_health = g_pickup_healthmedium_max;
1451 self.health = g_pickup_healthmedium;
1452 if(!self.pickup_anyway)
1453 self.pickup_anyway = g_pickup_healthmedium_anyway;
1454 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);
1457 void spawnfunc_item_health_large (void) {
1458 if(!self.max_health)
1459 self.max_health = g_pickup_healthlarge_max;
1461 self.health = g_pickup_healthlarge;
1462 if(!self.pickup_anyway)
1463 self.pickup_anyway = g_pickup_healthlarge_anyway;
1464 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);
1467 void spawnfunc_item_health_mega (void) {
1468 if(!self.max_health)
1469 self.max_health = g_pickup_healthmega_max;
1471 self.health = g_pickup_healthmega;
1472 if(!self.pickup_anyway)
1473 self.pickup_anyway = g_pickup_healthmega_anyway;
1474 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);
1477 // support old misnamed entities
1478 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1479 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1480 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1481 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1482 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1484 void spawnfunc_item_strength (void) {
1485 precache_sound("weapons/strength_fire.wav");
1486 if(!self.strength_finished)
1487 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1488 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);
1491 void spawnfunc_item_invincible (void) {
1492 if(!self.invincible_finished)
1493 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1494 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);
1498 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1500 void target_items_use (void)
1502 if(activator.classname == "droppedweapon")
1509 if (!IS_PLAYER(activator))
1511 if(activator.deadflag != DEAD_NO)
1516 for(e = world; (e = find(e, classname, "droppedweapon")); )
1517 if(e.enemy == activator)
1520 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1521 centerprint(activator, self.message);
1524 void spawnfunc_target_items (void)
1529 self.use = target_items_use;
1530 if(!self.strength_finished)
1531 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1532 if(!self.invincible_finished)
1533 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1534 if(!self.superweapons_finished)
1535 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1537 precache_sound("misc/itempickup.wav");
1538 precache_sound("misc/megahealth.wav");
1539 precache_sound("misc/armor25.wav");
1540 precache_sound("misc/powerup.wav");
1541 precache_sound("misc/poweroff.wav");
1542 precache_sound("weapons/weaponpickup.wav");
1544 n = tokenize_console(self.netname);
1545 if(argv(0) == "give")
1547 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1551 for(i = 0; i < n; ++i)
1553 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1554 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1555 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1556 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1557 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1558 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1559 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1560 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1563 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1565 e = get_weaponinfo(j);
1566 if(argv(i) == e.netname)
1568 self.weapons |= WepSet_FromWeapon(j);
1569 if(self.spawnflags == 0 || self.spawnflags == 2)
1570 WEP_ACTION(e.weapon, WR_INIT);
1575 print("target_items: invalid item ", argv(i), "\n");
1579 string itemprefix, valueprefix;
1580 if(self.spawnflags == 0)
1585 else if(self.spawnflags == 1)
1587 itemprefix = "max ";
1588 valueprefix = "max ";
1590 else if(self.spawnflags == 2)
1592 itemprefix = "min ";
1593 valueprefix = "min ";
1595 else if(self.spawnflags == 4)
1597 itemprefix = "minus ";
1598 valueprefix = "max ";
1602 error("invalid spawnflags");
1604 itemprefix = string_null;
1605 valueprefix = string_null;
1610 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1611 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1612 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1613 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1614 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1615 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1616 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1617 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1618 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1619 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1620 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1621 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1622 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1623 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1624 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1625 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1627 e = get_weaponinfo(j);
1629 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1632 self.netname = strzone(self.netname);
1633 //print(self.netname, "\n");
1635 n = tokenize_console(self.netname);
1636 for(i = 0; i < n; ++i)
1638 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1640 e = get_weaponinfo(j);
1641 if(argv(i) == e.netname)
1643 WEP_ACTION(e.weapon, WR_INIT);
1650 void spawnfunc_item_fuel(void)
1653 self.ammo_fuel = g_pickup_fuel;
1654 if(!self.pickup_anyway)
1655 self.pickup_anyway = g_pickup_ammo_anyway;
1656 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);
1659 void spawnfunc_item_fuel_regen(void)
1661 if(start_items & IT_FUEL_REGEN)
1663 spawnfunc_item_fuel();
1666 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);
1669 void spawnfunc_item_jetpack(void)
1672 self.ammo_fuel = g_pickup_fuel_jetpack;
1673 if(start_items & IT_JETPACK)
1675 spawnfunc_item_fuel();
1678 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);
1681 float GiveWeapon(entity e, float wpn, float op, float val)
1684 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1689 e.weapons |= WepSet_FromWeapon(wpn);
1691 e.weapons &= ~WepSet_FromWeapon(wpn);
1696 e.weapons |= WepSet_FromWeapon(wpn);
1700 e.weapons &= ~WepSet_FromWeapon(wpn);
1704 e.weapons &= ~WepSet_FromWeapon(wpn);
1707 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1711 float GiveBit(entity e, .float fld, float bit, float op, float val)
1741 float GiveValue(entity e, .float fld, float op, float val)
1751 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1754 e.fld = min(e.fld, val);
1767 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1774 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1776 else if(v0 >= v0 + t)
1779 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1783 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1786 e.rotfield = max(e.rotfield, time + rottime);
1788 e.regenfield = max(e.regenfield, time + regentime);
1790 float GiveItems(entity e, float beginarg, float endarg)
1792 float got, i, j, val, op;
1793 float _switchweapon;
1802 _switchweapon = FALSE;
1804 if (e.switchweapon == w_getbestweapon(e))
1805 _switchweapon = TRUE;
1807 e.strength_finished = max(0, e.strength_finished - time);
1808 e.invincible_finished = max(0, e.invincible_finished - time);
1809 e.superweapons_finished = max(0, e.superweapons_finished - time);
1813 PREGIVE(e, strength_finished);
1814 PREGIVE(e, invincible_finished);
1815 PREGIVE(e, superweapons_finished);
1816 PREGIVE(e, ammo_nails);
1817 PREGIVE(e, ammo_cells);
1818 PREGIVE(e, ammo_plasma);
1819 PREGIVE(e, ammo_shells);
1820 PREGIVE(e, ammo_rockets);
1821 PREGIVE(e, ammo_fuel);
1822 PREGIVE(e, armorvalue);
1825 for(i = beginarg; i < endarg; ++i)
1829 if(cmd == "0" || stof(cmd))
1853 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1854 got += GiveValue(e, strength_finished, op, val);
1855 got += GiveValue(e, invincible_finished, op, val);
1856 got += GiveValue(e, superweapons_finished, op, val);
1857 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1859 got += GiveBit(e, items, IT_JETPACK, op, val);
1860 got += GiveValue(e, health, op, val);
1861 got += GiveValue(e, armorvalue, op, val);
1863 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1865 wi = get_weaponinfo(j);
1867 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1868 got += GiveWeapon(e, j, op, val);
1871 got += GiveValue(e, ammo_cells, op, val);
1872 got += GiveValue(e, ammo_plasma, op, val);
1873 got += GiveValue(e, ammo_shells, op, val);
1874 got += GiveValue(e, ammo_nails, op, val);
1875 got += GiveValue(e, ammo_rockets, op, val);
1876 got += GiveValue(e, ammo_fuel, op, val);
1878 case "unlimited_ammo":
1879 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1881 case "unlimited_weapon_ammo":
1882 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1884 case "unlimited_superweapons":
1885 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1888 got += GiveBit(e, items, IT_JETPACK, op, val);
1891 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1894 got += GiveValue(e, strength_finished, op, val);
1897 got += GiveValue(e, invincible_finished, op, val);
1899 case "superweapons":
1900 got += GiveValue(e, superweapons_finished, op, val);
1903 got += GiveValue(e, ammo_cells, op, val);
1906 got += GiveValue(e, ammo_plasma, op, val);
1909 got += GiveValue(e, ammo_shells, op, val);
1913 got += GiveValue(e, ammo_nails, op, val);
1916 got += GiveValue(e, ammo_rockets, op, val);
1919 got += GiveValue(e, health, op, val);
1922 got += GiveValue(e, armorvalue, op, val);
1925 got += GiveValue(e, ammo_fuel, op, val);
1928 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1930 wi = get_weaponinfo(j);
1931 if(cmd == wi.netname)
1933 got += GiveWeapon(e, j, op, val);
1938 print("give: invalid item ", cmd, "\n");
1945 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1946 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1947 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1948 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1949 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1951 wi = get_weaponinfo(j);
1954 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1955 if (!(save_weapons & WepSet_FromWeapon(j)))
1956 if(e.weapons & WepSet_FromWeapon(j))
1957 WEP_ACTION(wi.weapon, WR_INIT);
1960 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1961 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1962 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1963 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1964 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1965 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1966 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1967 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);
1968 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);
1969 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);
1971 if(e.superweapons_finished <= 0)
1972 if(self.weapons & WEPSET_SUPERWEAPONS)
1973 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1975 if(e.strength_finished <= 0)
1976 e.strength_finished = 0;
1978 e.strength_finished += time;
1979 if(e.invincible_finished <= 0)
1980 e.invincible_finished = 0;
1982 e.invincible_finished += time;
1983 if(e.superweapons_finished <= 0)
1984 e.superweapons_finished = 0;
1986 e.superweapons_finished += time;
1988 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1989 _switchweapon = TRUE;
1991 W_SwitchWeapon_Force(e, w_getbestweapon(e));