6 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
7 if(self.move_flags & FL_ONGROUND)
8 { // For some reason move_avelocity gets set to '0 0 0' here ...
9 self.oldorigin = self.origin;
12 if(autocvar_cl_animate_items)
13 { // ... so reset it if animations are requested.
14 if(self.ItemStatus & ITS_ANIMATE1)
15 self.move_avelocity = '0 180 0';
17 if(self.ItemStatus & ITS_ANIMATE2)
18 self.move_avelocity = '0 -90 0';
22 else if (autocvar_cl_animate_items)
24 if(self.ItemStatus & ITS_ANIMATE1)
26 self.angles += self.move_avelocity * frametime;
27 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
30 if(self.ItemStatus & ITS_ANIMATE2)
32 self.angles += self.move_avelocity * frametime;
33 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
42 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
44 if(self.move_flags & FL_ONGROUND)
49 void ItemRead(float _IsNew)
51 float sf = ReadByte();
55 self.origin_x = ReadCoord();
56 self.origin_y = ReadCoord();
57 self.origin_z = ReadCoord();
58 setorigin(self, self.origin);
59 self.oldorigin = self.origin;
64 self.angles_x = ReadCoord();
65 self.angles_y = ReadCoord();
66 self.angles_z = ReadCoord();
67 self.move_angles = self.angles;
72 self.mins_x = ReadCoord();
73 self.mins_y = ReadCoord();
74 self.mins_z = ReadCoord();
75 self.maxs_x = ReadCoord();
76 self.maxs_y = ReadCoord();
77 self.maxs_z = ReadCoord();
78 setsize(self, self.mins, self.maxs);
81 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
83 self.ItemStatus = ReadByte();
85 if(self.ItemStatus & ITS_AVAILABLE)
88 self.colormod = self.glowmod = '1 1 1';
92 if (autocvar_cl_ghost_items_color)
94 self.alpha = autocvar_cl_ghost_items;
95 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
101 if(autocvar_cl_fullbright_items)
102 if(self.ItemStatus & ITS_ALLOWFB)
103 self.effects |= EF_FULLBRIGHT;
105 if(self.ItemStatus & ITS_STAYWEP)
107 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
108 self.alpha = autocvar_cl_weapon_stay_alpha;
112 if(self.ItemStatus & ITS_POWERUP)
114 if(self.ItemStatus & ITS_AVAILABLE)
115 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
117 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
123 self.drawmask = MASK_NORMAL;
124 self.movetype = MOVETYPE_TOSS;
125 self.draw = ItemDraw;
131 string _fn = ReadString();
133 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
135 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
136 self.draw = ItemDrawSimple;
140 if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
141 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
142 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
143 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
144 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
145 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
146 else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
147 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
150 self.draw = ItemDraw;
151 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
155 if(self.draw != ItemDrawSimple)
156 self.mdl = strzone(_fn);
160 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
162 precache_model(self.mdl);
163 setmodel(self, self.mdl);
166 if(sf & ISF_COLORMAP)
167 self.colormap = ReadShort();
172 //self.move_angles = '0 0 0';
173 self.move_movetype = MOVETYPE_TOSS;
174 self.move_velocity_x = ReadCoord();
175 self.move_velocity_y = ReadCoord();
176 self.move_velocity_z = ReadCoord();
177 self.velocity = self.move_velocity;
178 self.move_origin = self.oldorigin;
182 self.move_time = time;
183 self.spawntime = time;
186 self.move_time = max(self.move_time, time);
189 if(autocvar_cl_animate_items)
191 if(self.ItemStatus & ITS_ANIMATE1)
192 self.move_avelocity = '0 180 0';
194 if(self.ItemStatus & ITS_ANIMATE2)
195 self.move_avelocity = '0 -90 0';
202 float ItemSend(entity to, float sf)
209 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
210 WriteByte(MSG_ENTITY, sf);
212 //WriteByte(MSG_ENTITY, self.cnt);
213 if(sf & ISF_LOCATION)
215 WriteCoord(MSG_ENTITY, self.origin_x);
216 WriteCoord(MSG_ENTITY, self.origin_y);
217 WriteCoord(MSG_ENTITY, self.origin_z);
222 WriteCoord(MSG_ENTITY, self.angles_x);
223 WriteCoord(MSG_ENTITY, self.angles_y);
224 WriteCoord(MSG_ENTITY, self.angles_z);
229 WriteCoord(MSG_ENTITY, self.mins_x);
230 WriteCoord(MSG_ENTITY, self.mins_y);
231 WriteCoord(MSG_ENTITY, self.mins_z);
232 WriteCoord(MSG_ENTITY, self.maxs_x);
233 WriteCoord(MSG_ENTITY, self.maxs_y);
234 WriteCoord(MSG_ENTITY, self.maxs_z);
238 WriteByte(MSG_ENTITY, self.ItemStatus);
244 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
246 WriteString(MSG_ENTITY, self.mdl);
250 if(sf & ISF_COLORMAP)
251 WriteShort(MSG_ENTITY, self.colormap);
255 WriteCoord(MSG_ENTITY, self.velocity_x);
256 WriteCoord(MSG_ENTITY, self.velocity_y);
257 WriteCoord(MSG_ENTITY, self.velocity_z);
263 void ItemUpdate(entity item)
265 item.SendFlags |= ISF_LOCATION;
268 float have_pickup_item(void)
270 if(self.flags & FL_POWERUP)
272 if(autocvar_g_powerups > 0)
274 if(autocvar_g_powerups == 0)
279 if(autocvar_g_pickup_items > 0)
281 if(autocvar_g_pickup_items == 0)
284 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
291 float Item_Customize()
293 if(self.spawnshieldtime)
295 if(self.weapons & ~other.weapons)
297 self.colormod = '0 0 0';
298 self.glowmod = self.colormod;
299 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
306 self.colormod = stov(autocvar_g_ghost_items_color);
307 self.glowmod = self.colormod;
308 self.alpha = g_ghost_items;
317 void Item_Show (entity e, float mode)
319 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
320 e.ItemStatus &= ~ITS_STAYWEP;
323 // make the item look normal, and be touchable
325 e.solid = SOLID_TRIGGER;
326 e.spawnshieldtime = 1;
327 e.ItemStatus |= ITS_AVAILABLE;
331 // hide the item completely
332 e.model = string_null;
334 e.spawnshieldtime = 1;
335 e.ItemStatus &= ~ITS_AVAILABLE;
337 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
339 // make the item translucent and not touchable
341 e.solid = SOLID_TRIGGER; // can STILL be picked up!
342 e.effects |= EF_STARDUST;
343 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
344 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
348 //setmodel(e, "null");
350 e.colormod = '0 0 0';
351 e.glowmod = e.colormod;
352 e.spawnshieldtime = 1;
353 e.ItemStatus &= ~ITS_AVAILABLE;
356 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
357 e.ItemStatus |= ITS_POWERUP;
359 if (autocvar_g_nodepthtestitems)
360 e.effects |= EF_NODEPTHTEST;
363 if (autocvar_g_fullbrightitems)
364 e.ItemStatus |= ITS_ALLOWFB;
366 if (autocvar_sv_simple_items)
367 e.ItemStatus |= ITS_ALLOWSI;
369 // relink entity (because solid may have changed)
370 setorigin(e, e.origin);
371 e.SendFlags |= ISF_STATUS;
376 self.nextthink = time;
377 if(self.origin != self.oldorigin)
379 self.oldorigin = self.origin;
384 void Item_Respawn (void)
388 if(self.items == IT_STRENGTH)
389 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
390 else if(self.items == IT_INVINCIBLE)
391 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
393 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
394 setorigin (self, self.origin);
396 self.think = Item_Think;
397 self.nextthink = time;
399 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
400 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
403 void Item_RespawnCountdown (void)
405 if(self.count >= ITEM_RESPAWN_TICKS)
407 if(self.waypointsprite_attached)
408 WaypointSprite_Kill(self.waypointsprite_attached);
413 self.nextthink = time + 1;
418 vector rgb = '1 0 1';
422 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
423 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
424 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
425 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
429 MUTATOR_CALLHOOK(Item_RespawnCountdown);
432 if(self.flags & FL_WEAPON)
434 entity wi = get_weaponinfo(self.weapon);
443 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
444 if(self.waypointsprite_attached)
445 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
449 print("Unknown powerup-marked item is wanting to respawn\n");
450 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
453 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
454 if(self.waypointsprite_attached)
456 WaypointSprite_Ping(self.waypointsprite_attached);
457 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
462 void Item_RespawnThink()
464 self.nextthink = time;
465 if(self.origin != self.oldorigin)
467 self.oldorigin = self.origin;
471 if(time >= self.wait)
475 void Item_ScheduleRespawnIn(entity e, float t)
477 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
479 e.think = Item_RespawnCountdown;
480 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
485 e.think = Item_RespawnThink;
491 void Item_ScheduleRespawn(entity e)
493 if(e.respawntime > 0)
496 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
498 else // if respawntime is -1, this item does not respawn
502 void Item_ScheduleInitialRespawn(entity e)
505 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
508 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
513 if (item.spawnshieldtime)
515 if ((player.ammofield < ammomax) || item.pickup_anyway)
517 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
521 else if(g_weapon_stay == 2)
523 float mi = min(item.ammofield, ammomax);
524 if (player.ammofield < mi)
526 player.ammofield = mi;
537 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
539 case ITEM_MODE_HEALTH:
540 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
542 case ITEM_MODE_ARMOR:
543 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
551 float Item_GiveTo(entity item, entity player)
558 // if nothing happens to player, just return without taking the item
560 _switchweapon = FALSE;
561 // in case the player has autoswitch enabled do the following:
562 // if the player is using their best weapon before items are given, they
563 // probably want to switch to an even better weapon after items are given
564 if (player.autoswitch)
565 if (player.switchweapon == w_getbestweapon(player))
566 _switchweapon = TRUE;
568 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
569 _switchweapon = TRUE;
571 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
572 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
573 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
574 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
575 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
576 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
577 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
579 if (item.flags & FL_WEAPON)
583 it &= ~player.weapons;
585 if (it || (item.spawnshieldtime && item.pickup_anyway))
588 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
589 if(it & WepSet_FromWeapon(i))
590 W_GiveWeapon(player, i);
594 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
598 sprint (player, strcat("You got the ^2", item.netname, "\n"));
601 if (item.strength_finished)
604 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
606 if (item.invincible_finished)
609 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
611 if (item.superweapons_finished)
614 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
619 // always eat teamed entities
627 if (player.switchweapon != w_getbestweapon(player))
628 W_SwitchWeapon_Force(player, w_getbestweapon(player));
633 void Item_Touch (void)
637 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
638 if(self.classname == "droppedweapon")
640 if (ITEM_TOUCH_NEEDKILL())
647 if (!IS_PLAYER(other))
651 if (self.solid != SOLID_TRIGGER)
653 if (self.owner == other)
656 switch(MUTATOR_CALLHOOK(ItemTouch))
658 case MUT_ITEMTOUCH_RETURN: { return; }
659 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
662 if (self.classname == "droppedweapon")
664 self.strength_finished = max(0, self.strength_finished - time);
665 self.invincible_finished = max(0, self.invincible_finished - time);
666 self.superweapons_finished = max(0, self.superweapons_finished - time);
669 if(!Item_GiveTo(self, other))
671 if (self.classname == "droppedweapon")
673 // undo what we did above
674 self.strength_finished += time;
675 self.invincible_finished += time;
676 self.superweapons_finished += time;
683 other.last_pickup = time;
685 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
686 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
688 if (self.classname == "droppedweapon")
690 else if (!self.spawnshieldtime)
696 RandomSelection_Init();
697 for(head = world; (head = findfloat(head, team, self.team)); )
699 if(head.flags & FL_ITEM)
702 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
705 e = RandomSelection_chosen_ent;
710 Item_ScheduleRespawn(e);
716 Item_Show(self, !self.state);
717 setorigin (self, self.origin);
719 if(self.classname != "droppedweapon")
721 self.think = Item_Think;
722 self.nextthink = time;
724 if(self.waypointsprite_attached)
725 WaypointSprite_Kill(self.waypointsprite_attached);
727 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
728 Item_ScheduleInitialRespawn(self);
736 if(self.effects & EF_NODRAW)
738 // marker for item team search
739 dprint("Initializing item team ", ftos(self.team), "\n");
740 RandomSelection_Init();
741 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
742 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
743 e = RandomSelection_chosen_ent;
747 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
751 // make it a non-spawned item
753 head.state = 1; // state 1 = initially hidden item
755 head.effects &= ~EF_NODRAW;
762 // Savage: used for item garbage-collection
763 // TODO: perhaps nice special effect?
764 void RemoveItem(void)
769 // pickup evaluation functions
770 // these functions decide how desirable an item is to the bots
772 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
774 float weapon_pickupevalfunc(entity player, entity item)
776 float c, j, position;
778 // See if I have it already
779 if(item.weapons & ~player.weapons)
781 // If I can pick it up
782 if(!item.spawnshieldtime)
784 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
786 // Skilled bots will grab more
787 c = bound(0, skill / 10, 1) * 0.5;
795 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
796 if( bot_custom_weapon && c )
798 // Find the highest position on any range
800 for(j = 0; j < WEP_LAST ; ++j){
802 bot_weapons_far[j] == item.weapon ||
803 bot_weapons_mid[j] == item.weapon ||
804 bot_weapons_close[j] == item.weapon
815 position = WEP_LAST - position;
816 // item.bot_pickupbasevalue is overwritten here
817 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
821 return item.bot_pickupbasevalue * c;
824 float commodity_pickupevalfunc(entity player, entity item)
827 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
831 // Detect needed ammo
832 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
834 wi = get_weaponinfo(i);
836 if (!(player.weapons & WepSet_FromWeapon(i)))
839 if(wi.items & IT_SHELLS)
841 else if(wi.items & IT_NAILS)
843 else if(wi.items & IT_ROCKETS)
845 else if(wi.items & IT_CELLS)
847 else if(wi.items & IT_FUEL)
851 // TODO: figure out if the player even has the weapon this ammo is for?
852 // may not affect strategy much though...
853 // find out how much more ammo/armor/health the player can hold
855 if (item.ammo_shells)
856 if (player.ammo_shells < g_pickup_shells_max)
857 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
860 if (player.ammo_nails < g_pickup_nails_max)
861 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
863 if (item.ammo_rockets)
864 if (player.ammo_rockets < g_pickup_rockets_max)
865 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
868 if (player.ammo_cells < g_pickup_cells_max)
869 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
872 if (player.ammo_fuel < g_pickup_fuel_max)
873 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
875 if (player.armorvalue < item.max_armorvalue)
876 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
878 if (player.health < item.max_health)
879 c = c + max(0, 1 - player.health / item.max_health);
881 return item.bot_pickupbasevalue * c;
884 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
886 if(ITEM_DAMAGE_NEEDKILL(deathtype))
890 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)
892 startitem_failed = FALSE;
895 self.model = itemmodel;
899 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
903 if(self.item_pickupsound == "")
904 self.item_pickupsound = pickupsound;
906 if(!self.respawntime) // both need to be set
908 self.respawntime = defaultrespawntime;
909 self.respawntimejitter = defaultrespawntimejitter;
913 self.weapon = weaponid;
916 self.weapons = WepSet_FromWeapon(weaponid);
918 self.flags = FL_ITEM | itemflags;
920 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
922 startitem_failed = TRUE;
927 // is it a dropped weapon?
928 if (self.classname == "droppedweapon")
930 self.reset = SUB_Remove;
931 // it's a dropped weapon
932 self.movetype = MOVETYPE_TOSS;
934 // Savage: remove thrown items after a certain period of time ("garbage collection")
935 self.think = RemoveItem;
936 self.nextthink = time + 20;
938 self.takedamage = DAMAGE_YES;
939 self.event_damage = Item_Damage;
941 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
944 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
945 if(self.ammo_nails == 0)
946 if(self.ammo_cells == 0)
947 if(self.ammo_rockets == 0)
948 if(self.ammo_shells == 0)
949 if(self.ammo_fuel == 0)
951 if(self.armorvalue == 0)
954 // if item is worthless after a timer, have it expire then
955 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
958 // don't drop if in a NODROP zone (such as lava)
959 traceline(self.origin, self.origin, MOVE_NORMAL, self);
960 if (trace_dpstartcontents & DPCONTENTS_NODROP)
962 startitem_failed = TRUE;
969 if(!have_pickup_item())
971 startitem_failed = TRUE;
976 self.reset = Item_Reset;
978 if(self.spawnflags & 1)
981 self.movetype = MOVETYPE_NONE;
983 self.movetype = MOVETYPE_TOSS;
984 // do item filtering according to game mode and other things
987 // first nudge it off the floor a little bit to avoid math errors
988 setorigin(self, self.origin + '0 0 1');
989 // set item size before we spawn a spawnfunc_waypoint
990 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
991 setsize (self, '-16 -16 0', '16 16 48');
993 setsize (self, '-16 -16 0', '16 16 32');
995 // note droptofloor returns FALSE if stuck/or would fall too far
997 waypoint_spawnforitem(self);
1001 * can't do it that way, as it would break maps
1002 * TODO make a target_give like entity another way, that perhaps has
1003 * the weapon name in a key
1006 // target_give not yet supported; maybe later
1007 print("removed targeted ", self.classname, "\n");
1008 startitem_failed = TRUE;
1014 if(autocvar_spawn_debug >= 2)
1017 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1019 // why not flags & fl_item?
1020 if(otheritem.is_item)
1022 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1023 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1024 error("Mapper sucks.");
1027 self.is_item = TRUE;
1030 weaponsInMap |= WepSet_FromWeapon(weaponid);
1032 precache_model (self.model);
1033 precache_sound (self.item_pickupsound);
1035 precache_sound ("misc/itemrespawncountdown.wav");
1036 if(itemid == IT_STRENGTH)
1037 precache_sound ("misc/strength_respawn.wav");
1038 else if(itemid == IT_INVINCIBLE)
1039 precache_sound ("misc/shield_respawn.wav");
1041 precache_sound ("misc/itemrespawn.wav");
1043 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1044 self.target = "###item###"; // for finding the nearest item using find()
1047 self.bot_pickup = TRUE;
1048 self.bot_pickupevalfunc = pickupevalfunc;
1049 self.bot_pickupbasevalue = pickupbasevalue;
1050 self.mdl = self.model;
1051 self.netname = itemname;
1052 self.touch = Item_Touch;
1053 setmodel(self, "null"); // precision set below
1054 //self.effects |= EF_LOWPRECISION;
1056 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1058 self.pos1 = '-16 -16 0';
1059 self.pos2 = '16 16 48';
1063 self.pos1 = '-16 -16 0';
1064 self.pos2 = '16 16 32';
1066 setsize (self, self.pos1, self.pos2);
1068 if(itemflags & FL_POWERUP)
1069 self.ItemStatus |= ITS_ANIMATE1;
1071 if(self.armorvalue || self.health)
1072 self.ItemStatus |= ITS_ANIMATE2;
1074 if(itemflags & FL_WEAPON)
1076 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1077 self.colormap = 1024; // color shirt=0 pants=0 grey
1081 self.ItemStatus |= ITS_ANIMATE1;
1082 self.ItemStatus |= ISF_COLORMAP;
1086 if(self.team) // broken, no idea why.
1089 self.cnt = 1; // item probability weight
1091 self.effects |= EF_NODRAW; // marker for item team search
1092 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1097 Net_LinkEntity(self, FALSE, 0, ItemSend);
1099 self.SendFlags |= ISF_SIZE;
1101 self.SendFlags |= ISF_ANGLES;
1103 // call this hook after everything else has been done
1104 if(MUTATOR_CALLHOOK(Item_Spawn))
1106 startitem_failed = TRUE;
1111 void spawnfunc_item_rockets (void) {
1112 if(!self.ammo_rockets)
1113 self.ammo_rockets = g_pickup_rockets;
1114 if(!self.pickup_anyway)
1115 self.pickup_anyway = g_pickup_ammo_anyway;
1116 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);
1119 void spawnfunc_item_shells (void);
1120 void spawnfunc_item_bullets (void) {
1122 if(autocvar_sv_q3acompat_machineshotgunswap)
1123 if(self.classname != "droppedweapon")
1125 weaponswapping = TRUE;
1126 spawnfunc_item_shells();
1127 weaponswapping = FALSE;
1131 if(!self.ammo_nails)
1132 self.ammo_nails = g_pickup_nails;
1133 if(!self.pickup_anyway)
1134 self.pickup_anyway = g_pickup_ammo_anyway;
1135 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);
1138 void spawnfunc_item_cells (void) {
1139 if(!self.ammo_cells)
1140 self.ammo_cells = g_pickup_cells;
1141 if(!self.pickup_anyway)
1142 self.pickup_anyway = g_pickup_ammo_anyway;
1143 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);
1146 void spawnfunc_item_shells (void) {
1148 if(autocvar_sv_q3acompat_machineshotgunswap)
1149 if(self.classname != "droppedweapon")
1151 weaponswapping = TRUE;
1152 spawnfunc_item_bullets();
1153 weaponswapping = FALSE;
1157 if(!self.ammo_shells)
1158 self.ammo_shells = g_pickup_shells;
1159 if(!self.pickup_anyway)
1160 self.pickup_anyway = g_pickup_ammo_anyway;
1161 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);
1164 void spawnfunc_item_armor_small (void) {
1165 if(!self.armorvalue)
1166 self.armorvalue = g_pickup_armorsmall;
1167 if(!self.max_armorvalue)
1168 self.max_armorvalue = g_pickup_armorsmall_max;
1169 if(!self.pickup_anyway)
1170 self.pickup_anyway = g_pickup_armorsmall_anyway;
1171 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);
1174 void spawnfunc_item_armor_medium (void) {
1175 if(!self.armorvalue)
1176 self.armorvalue = g_pickup_armormedium;
1177 if(!self.max_armorvalue)
1178 self.max_armorvalue = g_pickup_armormedium_max;
1179 if(!self.pickup_anyway)
1180 self.pickup_anyway = g_pickup_armormedium_anyway;
1181 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);
1184 void spawnfunc_item_armor_big (void) {
1185 if(!self.armorvalue)
1186 self.armorvalue = g_pickup_armorbig;
1187 if(!self.max_armorvalue)
1188 self.max_armorvalue = g_pickup_armorbig_max;
1189 if(!self.pickup_anyway)
1190 self.pickup_anyway = g_pickup_armorbig_anyway;
1191 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);
1194 void spawnfunc_item_armor_large (void) {
1195 if(!self.armorvalue)
1196 self.armorvalue = g_pickup_armorlarge;
1197 if(!self.max_armorvalue)
1198 self.max_armorvalue = g_pickup_armorlarge_max;
1199 if(!self.pickup_anyway)
1200 self.pickup_anyway = g_pickup_armorlarge_anyway;
1201 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);
1204 void spawnfunc_item_health_small (void) {
1205 if(!self.max_health)
1206 self.max_health = g_pickup_healthsmall_max;
1208 self.health = g_pickup_healthsmall;
1209 if(!self.pickup_anyway)
1210 self.pickup_anyway = g_pickup_healthsmall_anyway;
1211 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);
1214 void spawnfunc_item_health_medium (void) {
1215 if(!self.max_health)
1216 self.max_health = g_pickup_healthmedium_max;
1218 self.health = g_pickup_healthmedium;
1219 if(!self.pickup_anyway)
1220 self.pickup_anyway = g_pickup_healthmedium_anyway;
1221 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);
1224 void spawnfunc_item_health_large (void) {
1225 if(!self.max_health)
1226 self.max_health = g_pickup_healthlarge_max;
1228 self.health = g_pickup_healthlarge;
1229 if(!self.pickup_anyway)
1230 self.pickup_anyway = g_pickup_healthlarge_anyway;
1231 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);
1234 void spawnfunc_item_health_mega (void) {
1235 if(!self.max_health)
1236 self.max_health = g_pickup_healthmega_max;
1238 self.health = g_pickup_healthmega;
1239 if(!self.pickup_anyway)
1240 self.pickup_anyway = g_pickup_healthmega_anyway;
1241 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);
1244 // support old misnamed entities
1245 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1246 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1247 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1248 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1249 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1251 void spawnfunc_item_strength (void) {
1252 precache_sound("weapons/strength_fire.wav");
1253 if(!self.strength_finished)
1254 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1255 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);
1258 void spawnfunc_item_invincible (void) {
1259 if(!self.invincible_finished)
1260 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1261 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);
1265 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1267 void target_items_use (void)
1269 if(activator.classname == "droppedweapon")
1276 if (!IS_PLAYER(activator))
1278 if(activator.deadflag != DEAD_NO)
1283 for(e = world; (e = find(e, classname, "droppedweapon")); )
1284 if(e.enemy == activator)
1287 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1288 centerprint(activator, self.message);
1291 void spawnfunc_target_items (void)
1296 self.use = target_items_use;
1297 if(!self.strength_finished)
1298 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1299 if(!self.invincible_finished)
1300 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1301 if(!self.superweapons_finished)
1302 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1304 precache_sound("misc/itempickup.wav");
1305 precache_sound("misc/megahealth.wav");
1306 precache_sound("misc/armor25.wav");
1307 precache_sound("misc/powerup.wav");
1308 precache_sound("misc/poweroff.wav");
1309 precache_sound("weapons/weaponpickup.wav");
1311 n = tokenize_console(self.netname);
1312 if(argv(0) == "give")
1314 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1318 for(i = 0; i < n; ++i)
1320 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1321 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1322 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1323 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1324 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1325 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1326 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1327 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1330 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1332 e = get_weaponinfo(j);
1333 if(argv(i) == e.netname)
1335 self.weapons |= WepSet_FromWeapon(j);
1336 if(self.spawnflags == 0 || self.spawnflags == 2)
1337 WEP_ACTION(e.weapon, WR_INIT);
1342 print("target_items: invalid item ", argv(i), "\n");
1346 string itemprefix, valueprefix;
1347 if(self.spawnflags == 0)
1352 else if(self.spawnflags == 1)
1354 itemprefix = "max ";
1355 valueprefix = "max ";
1357 else if(self.spawnflags == 2)
1359 itemprefix = "min ";
1360 valueprefix = "min ";
1362 else if(self.spawnflags == 4)
1364 itemprefix = "minus ";
1365 valueprefix = "max ";
1369 error("invalid spawnflags");
1371 itemprefix = string_null;
1372 valueprefix = string_null;
1377 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1378 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1379 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1380 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1381 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1382 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1383 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1384 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1385 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1386 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1387 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1388 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1389 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1390 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1391 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1393 e = get_weaponinfo(j);
1395 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1398 self.netname = strzone(self.netname);
1399 //print(self.netname, "\n");
1401 n = tokenize_console(self.netname);
1402 for(i = 0; i < n; ++i)
1404 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1406 e = get_weaponinfo(j);
1407 if(argv(i) == e.netname)
1409 WEP_ACTION(e.weapon, WR_INIT);
1416 void spawnfunc_item_fuel(void)
1419 self.ammo_fuel = g_pickup_fuel;
1420 if(!self.pickup_anyway)
1421 self.pickup_anyway = g_pickup_ammo_anyway;
1422 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);
1425 void spawnfunc_item_fuel_regen(void)
1427 if(start_items & IT_FUEL_REGEN)
1429 spawnfunc_item_fuel();
1432 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);
1435 void spawnfunc_item_jetpack(void)
1437 if(g_grappling_hook)
1438 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1440 self.ammo_fuel = g_pickup_fuel_jetpack;
1441 if(start_items & IT_JETPACK)
1443 spawnfunc_item_fuel();
1446 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);
1449 float GiveWeapon(entity e, float wpn, float op, float val)
1452 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1457 e.weapons |= WepSet_FromWeapon(wpn);
1459 e.weapons &= ~WepSet_FromWeapon(wpn);
1464 e.weapons |= WepSet_FromWeapon(wpn);
1468 e.weapons &= ~WepSet_FromWeapon(wpn);
1472 e.weapons &= ~WepSet_FromWeapon(wpn);
1475 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1479 float GiveBit(entity e, .float fld, float bit, float op, float val)
1509 float GiveValue(entity e, .float fld, float op, float val)
1519 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1522 e.fld = min(e.fld, val);
1535 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1542 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1544 else if(v0 >= v0 + t)
1547 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1551 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1554 e.rotfield = max(e.rotfield, time + rottime);
1556 e.regenfield = max(e.regenfield, time + regentime);
1558 float GiveItems(entity e, float beginarg, float endarg)
1560 float got, i, j, val, op;
1561 float _switchweapon;
1570 _switchweapon = FALSE;
1572 if (e.switchweapon == w_getbestweapon(e))
1573 _switchweapon = TRUE;
1575 e.strength_finished = max(0, e.strength_finished - time);
1576 e.invincible_finished = max(0, e.invincible_finished - time);
1577 e.superweapons_finished = max(0, e.superweapons_finished - time);
1581 PREGIVE(e, strength_finished);
1582 PREGIVE(e, invincible_finished);
1583 PREGIVE(e, superweapons_finished);
1584 PREGIVE(e, ammo_nails);
1585 PREGIVE(e, ammo_cells);
1586 PREGIVE(e, ammo_shells);
1587 PREGIVE(e, ammo_rockets);
1588 PREGIVE(e, ammo_fuel);
1589 PREGIVE(e, armorvalue);
1592 for(i = beginarg; i < endarg; ++i)
1596 if(cmd == "0" || stof(cmd))
1620 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1621 got += GiveValue(e, strength_finished, op, val);
1622 got += GiveValue(e, invincible_finished, op, val);
1623 got += GiveValue(e, superweapons_finished, op, val);
1624 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1626 got += GiveBit(e, items, IT_JETPACK, op, val);
1627 got += GiveValue(e, health, op, val);
1628 got += GiveValue(e, armorvalue, op, val);
1630 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1632 wi = get_weaponinfo(j);
1634 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1635 got += GiveWeapon(e, j, op, val);
1638 got += GiveValue(e, ammo_cells, op, val);
1639 got += GiveValue(e, ammo_shells, op, val);
1640 got += GiveValue(e, ammo_nails, op, val);
1641 got += GiveValue(e, ammo_rockets, op, val);
1642 got += GiveValue(e, ammo_fuel, op, val);
1644 case "unlimited_ammo":
1645 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1647 case "unlimited_weapon_ammo":
1648 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1650 case "unlimited_superweapons":
1651 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1654 got += GiveBit(e, items, IT_JETPACK, op, val);
1657 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1660 got += GiveValue(e, strength_finished, op, val);
1663 got += GiveValue(e, invincible_finished, op, val);
1665 case "superweapons":
1666 got += GiveValue(e, superweapons_finished, op, val);
1669 got += GiveValue(e, ammo_cells, op, val);
1672 got += GiveValue(e, ammo_shells, op, val);
1676 got += GiveValue(e, ammo_nails, op, val);
1679 got += GiveValue(e, ammo_rockets, op, val);
1682 got += GiveValue(e, health, op, val);
1685 got += GiveValue(e, armorvalue, op, val);
1688 got += GiveValue(e, ammo_fuel, op, val);
1691 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1693 wi = get_weaponinfo(j);
1694 if(cmd == wi.netname)
1696 got += GiveWeapon(e, j, op, val);
1701 print("give: invalid item ", cmd, "\n");
1708 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1709 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1710 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1711 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1712 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1714 wi = get_weaponinfo(j);
1717 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1718 if (!(save_weapons & WepSet_FromWeapon(j)))
1719 if(e.weapons & WepSet_FromWeapon(j))
1720 WEP_ACTION(wi.weapon, WR_INIT);
1723 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1724 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1725 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1726 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1727 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1728 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1729 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);
1730 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);
1731 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);
1733 if(e.superweapons_finished <= 0)
1734 if(self.weapons & WEPSET_SUPERWEAPONS)
1735 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1737 if(e.strength_finished <= 0)
1738 e.strength_finished = 0;
1740 e.strength_finished += time;
1741 if(e.invincible_finished <= 0)
1742 e.invincible_finished = 0;
1744 e.invincible_finished += time;
1745 if(e.superweapons_finished <= 0)
1746 e.superweapons_finished = 0;
1748 e.superweapons_finished += time;
1750 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1751 _switchweapon = TRUE;
1753 W_SwitchWeapon_Force(e, w_getbestweapon(e));