1 #define ITEM_RESPAWN_TICKS 10
3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6 // range: 10 .. respawntime + respawntimejitter
8 floatfield Item_CounterField(float it)
12 case IT_SHELLS: return ammo_shells;
13 case IT_NAILS: return ammo_nails;
14 case IT_ROCKETS: return ammo_rockets;
15 case IT_CELLS: return ammo_cells;
16 case IT_FUEL: return ammo_fuel;
17 case IT_5HP: return health;
18 case IT_25HP: return health;
19 case IT_HEALTH: return health;
20 case IT_ARMOR_SHARD: return armorvalue;
21 case IT_ARMOR: return armorvalue;
22 // add more things here (health, armor)
23 default: error("requested item has no counter field");
27 string Item_CounterFieldName(float it)
31 case IT_SHELLS: return "shells";
32 case IT_NAILS: return "nails";
33 case IT_ROCKETS: return "rockets";
34 case IT_CELLS: return "cells";
35 case IT_FUEL: return "fuel";
37 // add more things here (health, armor)
38 default: error("requested item has no counter field name");
42 .float max_armorvalue;
45 float Item_Customize()
47 if(self.spawnshieldtime)
49 if(self.weapons != (self.weapons & other.weapons))
51 self.colormod = '0 0 0';
52 self.glowmod = self.colormod;
53 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
60 self.colormod = stov(cvar_string("g_ghost_items_color"));
61 self.glowmod = self.colormod;
62 self.alpha = g_ghost_items;
70 void Item_Show (entity e, float mode)
72 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
75 // make the item look normal, and be touchable
77 e.solid = SOLID_TRIGGER;
79 self.glowmod = self.colormod;
81 e.customizeentityforclient = func_null;
83 e.spawnshieldtime = 1;
87 // hide the item completely
88 e.model = string_null;
91 self.glowmod = self.colormod;
93 e.customizeentityforclient = func_null;
95 e.spawnshieldtime = 1;
97 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
99 // make the item translucent green and not touchable
101 e.solid = SOLID_TRIGGER; // can STILL be picked up!
102 e.colormod = '0 0 0';
103 self.glowmod = self.colormod;
104 e.effects |= EF_STARDUST;
105 e.customizeentityforclient = Item_Customize;
107 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
109 else if(g_ghost_items)
111 // make the item translucent green and not touchable
114 e.colormod = stov(cvar_string("g_ghost_items_color"));
115 self.glowmod = self.colormod;
116 e.alpha = g_ghost_items;
117 e.customizeentityforclient = func_null;
119 e.spawnshieldtime = 1;
123 // hide the item completely
124 e.model = string_null;
126 e.colormod = stov(cvar_string("g_ghost_items_color"));
127 self.glowmod = self.colormod;
129 e.customizeentityforclient = func_null;
131 e.spawnshieldtime = 1;
134 if (e.strength_finished || e.invincible_finished)
135 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
136 if (cvar("g_nodepthtestitems"))
137 e.effects |= EF_NODEPTHTEST;
138 if (cvar("g_fullbrightitems"))
139 e.effects |= EF_FULLBRIGHT;
141 // relink entity (because solid may have changed)
142 setorigin(e, e.origin);
145 void Item_Respawn (void)
148 if(!g_minstagib && self.items == IT_STRENGTH)
149 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
150 else if(!g_minstagib && self.items == IT_INVINCIBLE)
151 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
153 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
154 setorigin (self, self.origin);
156 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
157 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
160 void Item_RespawnCountdown (void)
162 if(self.count >= ITEM_RESPAWN_TICKS)
164 if(self.waypointsprite_attached)
165 WaypointSprite_Kill(self.waypointsprite_attached);
170 self.nextthink = time + 1;
181 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
182 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
183 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
190 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
191 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
196 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
197 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
201 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
202 if(self.waypointsprite_attached)
204 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
205 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
206 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
210 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
211 if(self.waypointsprite_attached)
213 WaypointSprite_Ping(self.waypointsprite_attached);
214 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
219 void Item_ScheduleRespawnIn(entity e, float t)
221 if(e.flags & FL_POWERUP)
223 e.think = Item_RespawnCountdown;
224 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
229 e.think = Item_Respawn;
230 e.nextthink = time + t;
234 void Item_ScheduleRespawn(entity e)
237 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
240 void Item_ScheduleInitialRespawn(entity e)
243 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
246 float Item_GiveTo(entity item, entity player)
254 // if nothing happens to player, just return without taking the item
256 _switchweapon = FALSE;
260 if(item.spawnshieldtime)
263 if (player.ammo_fuel < g_pickup_fuel_max)
266 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
267 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
269 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
273 sprint (player, strcat("You got the ^2", item.netname, "\n"));
276 _switchweapon = TRUE;
280 // play some cool sounds ;)
281 centerprint(player, "\n");
282 if (clienttype(player) == CLIENTTYPE_REAL)
284 if(player.health <= 5)
285 AnnounceTo(player, "lastsecond");
286 else if(player.health < 50)
287 AnnounceTo(player, "narrowly");
289 // sound not available
290 // else if(item.items == IT_CELLS)
291 // AnnounceTo(player, "ammo");
293 if (item.weapons & WEPBIT_MINSTANEX)
294 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
296 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
304 // sound not available
305 // AnnounceTo(player, "_lives");
306 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
307 sprint(player, "^3You picked up some extra lives\n");
311 if (item.strength_finished)
314 // sound not available
315 // AnnounceTo(player, "invisible");
316 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
320 if (item.invincible_finished)
323 // sound not available
324 // AnnounceTo(player, "speed");
325 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
329 if (player.ammo_fuel < g_pickup_fuel_max)
332 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
333 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
339 if (g_weapon_stay == 1)
340 if not(item.flags & FL_NO_WEAPON_STAY)
341 if (item.flags & FL_WEAPON)
343 if(item.classname == "droppedweapon")
345 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
350 if (player.weapons & item.weapons)
355 // in case the player has autoswitch enabled do the following:
356 // if the player is using their best weapon before items are given, they
357 // probably want to switch to an even better weapon after items are given
358 if (player.autoswitch)
359 if (player.switchweapon == w_getbestweapon(player))
360 _switchweapon = TRUE;
362 if not(player.weapons & W_WeaponBit(player.switchweapon))
363 _switchweapon = TRUE;
365 if(item.spawnshieldtime)
367 if (item.ammo_shells)
368 if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
371 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
374 if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
377 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
379 if (item.ammo_rockets)
380 if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
383 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
386 if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
389 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
392 if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
395 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
396 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
400 if (item.flags & FL_WEAPON)
401 if ((it = item.weapons - (item.weapons & player.weapons)) || g_pickup_weapons_anyway)
404 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
406 e = get_weaponinfo(i);
408 W_GiveWeapon (player, e.weapon, item.netname);
412 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
416 sprint (player, strcat("You got the ^2", item.netname, "\n"));
419 if(item.spawnshieldtime)
421 if (item.strength_finished)
424 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
426 if (item.invincible_finished)
429 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
433 if ((player.health < item.max_health) || item.pickup_anyway)
436 player.health = min(player.health + item.health, item.max_health);
437 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
440 if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
443 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
444 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
450 // always eat teamed entities
457 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
459 if (player.switchweapon != w_getbestweapon(player))
460 W_SwitchWeapon_Force(player, w_getbestweapon(player));
465 void Item_Touch (void)
469 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
470 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
475 if (other.classname != "player")
479 if (self.solid != SOLID_TRIGGER)
481 if (self.owner == other)
484 if(!Item_GiveTo(self, other))
487 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
489 if (self.classname == "droppedweapon")
491 else if not(self.spawnshieldtime)
493 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
499 RandomSelection_Init();
500 for(head = world; (head = findfloat(head, team, self.team)); )
502 if(head.flags & FL_ITEM)
505 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
508 e = RandomSelection_chosen_ent;
512 Item_ScheduleRespawn(e);
520 if(self.effects & EF_NODRAW)
522 // marker for item team search
523 dprint("Initializing item team ", ftos(self.team), "\n");
524 RandomSelection_Init();
525 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
526 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
527 e = RandomSelection_chosen_ent;
531 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
535 // make it a non-spawned item
537 head.state = 1; // state 1 = initially hidden item
539 head.effects &~= EF_NODRAW;
542 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
543 Item_ScheduleInitialRespawn(e);
549 Item_Show(self, !self.state);
550 setorigin (self, self.origin);
551 self.think = SUB_Null;
554 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
555 Item_ScheduleInitialRespawn(self);
558 // Savage: used for item garbage-collection
559 // TODO: perhaps nice special effect?
560 void RemoveItem(void)
565 // pickup evaluation functions
566 // these functions decide how desirable an item is to the bots
568 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
570 float weapon_pickupevalfunc(entity player, entity item)
572 float c, i, j, position;
574 // See if I have it already
575 if(player.weapons & item.weapons == item.weapons)
577 // If I can pick it up
578 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
580 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
582 // Skilled bots will grab more
583 c = bound(0, skill / 10, 1) * 0.5;
591 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
592 if( bot_custom_weapon && c )
594 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
597 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
600 // Find the highest position on any range
602 for(j = 0; j < WEP_LAST ; ++j){
604 bot_weapons_far[j] == i ||
605 bot_weapons_mid[j] == i ||
606 bot_weapons_close[j] == i
617 position = WEP_LAST - position;
618 // item.bot_pickupbasevalue is overwritten here
619 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
624 return item.bot_pickupbasevalue * c;
627 float commodity_pickupevalfunc(entity player, entity item)
629 float c, i, need_shells, need_nails, need_rockets, need_cells;
633 // Detect needed ammo
634 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
636 wi = get_weaponinfo(i);
638 if not(wi.weapons & player.weapons)
641 if(wi.items & IT_SHELLS)
643 else if(wi.items & IT_NAILS)
645 else if(wi.items & IT_ROCKETS)
647 else if(wi.items & IT_CELLS)
651 // TODO: figure out if the player even has the weapon this ammo is for?
652 // may not affect strategy much though...
653 // find out how much more ammo/armor/health the player can hold
655 if (item.ammo_shells)
656 if (player.ammo_shells < g_pickup_shells_max)
657 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
660 if (player.ammo_nails < g_pickup_nails_max)
661 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
663 if (item.ammo_rockets)
664 if (player.ammo_rockets < g_pickup_rockets_max)
665 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
668 if (player.ammo_cells < g_pickup_cells_max)
669 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
671 if (player.armorvalue < item.max_armorvalue)
672 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
674 if (player.health < item.max_health)
675 c = c + max(0, 1 - player.health / item.max_health);
677 return item.bot_pickupbasevalue * c;
682 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)
684 startitem_failed = FALSE;
687 self.weapons = weaponid;
689 // is it a dropped weapon?
690 if (self.classname == "droppedweapon")
692 self.reset = SUB_Remove;
693 // it's a dropped weapon
694 self.movetype = MOVETYPE_TOSS;
695 // Savage: remove thrown items after a certain period of time ("garbage collection")
696 self.think = RemoveItem;
697 self.nextthink = time + 60;
698 // don't drop if in a NODROP zone (such as lava)
699 traceline(self.origin, self.origin, MOVE_NORMAL, self);
700 if (trace_dpstartcontents & DPCONTENTS_NODROP)
702 startitem_failed = TRUE;
709 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
711 startitem_failed = TRUE;
717 weaponid = self.weapons;
719 self.reset = Item_Reset;
721 if(self.spawnflags & 1)
724 self.movetype = MOVETYPE_NONE;
726 self.movetype = MOVETYPE_TOSS;
727 // do item filtering according to game mode and other things
730 // first nudge it off the floor a little bit to avoid math errors
731 setorigin(self, self.origin + '0 0 1');
732 // set item size before we spawn a spawnfunc_waypoint
733 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
734 setsize (self, '-16 -16 0', '16 16 48');
736 setsize (self, '-16 -16 0', '16 16 32');
737 // note droptofloor returns FALSE if stuck/or would fall too far
739 waypoint_spawnforitem(self);
746 print("removed non-teamplay ", self.classname, "\n");
747 startitem_failed = TRUE;
756 print("removed non-FFA ", self.classname, "\n");
757 startitem_failed = TRUE;
765 // We aren't TA or something like that, so we keep the Q3A entities
766 print("removed non-Q3A ", self.classname, "\n");
767 startitem_failed = TRUE;
773 * can't do it that way, as it would break maps
774 * TODO make a target_give like entity another way, that perhaps has
775 * the weapon name in a key
778 // target_give not yet supported; maybe later
779 print("removed targeted ", self.classname, "\n");
780 startitem_failed = TRUE;
786 if(cvar("spawn_debug") >= 2)
789 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
791 if(otheritem.is_item)
793 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
794 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
795 error("Mapper sucks.");
801 weaponsInMap |= weaponid;
805 startitem_failed = TRUE;
809 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
811 startitem_failed = TRUE;
815 else if (g_minstagib)
817 // don't remove dropped items and powerups
818 if (self.classname != "minstagib")
820 startitem_failed = TRUE;
825 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
827 startitem_failed = TRUE;
832 precache_model (itemmodel);
833 precache_sound (pickupsound);
834 precache_sound ("misc/itemrespawn.wav");
835 precache_sound ("misc/itemrespawncountdown.wav");
837 if(itemid == IT_STRENGTH)
838 precache_sound ("misc/strength_respawn.wav");
839 if(itemid == IT_INVINCIBLE)
840 precache_sound ("misc/shield_respawn.wav");
842 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
843 self.target = "###item###"; // for finding the nearest item using find()
846 self.bot_pickup = TRUE;
847 self.bot_pickupevalfunc = pickupevalfunc;
848 self.bot_pickupbasevalue = pickupbasevalue;
849 self.mdl = itemmodel;
850 self.item_pickupsound = pickupsound;
851 // let mappers override respawntime
852 if(!self.respawntime) // both set
854 self.respawntime = defaultrespawntime;
855 self.respawntimejitter = defaultrespawntimejitter;
857 self.netname = itemname;
858 self.flags = FL_ITEM | itemflags;
859 self.touch = Item_Touch;
860 setmodel (self, self.mdl); // precision set below
861 self.effects |= EF_LOWPRECISION;
862 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
863 setsize (self, '-16 -16 0', '16 16 48');
865 setsize (self, '-16 -16 0', '16 16 32');
866 if(itemflags & FL_WEAPON)
867 self.modelflags |= MF_ROTATE;
869 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
870 if (itemflags & FL_WEAPON)
872 // neutral team color for pickup weapons
873 self.colormap = 1024; // color shirt=0 pants=0 grey
881 self.cnt = 1; // item probability weight
882 self.effects = self.effects | EF_NODRAW; // marker for item team search
883 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
885 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
886 Item_ScheduleInitialRespawn(self);
889 /* replace items in minstagib
890 * IT_STRENGTH = invisibility
891 * IT_NAILS = extra lives
892 * IT_INVINCIBLE = speed
894 void minstagib_items (float itemid)
896 // we don't want to replace dropped weapons ;)
897 if (self.classname == "droppedweapon")
899 self.ammo_cells = 25;
900 StartItem ("models/weapons/g_nex.md3",
901 "weapons/weaponpickup.wav", 15, 0,
902 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
907 self.classname = "minstagib";
909 // replace rocket launchers and nex guns with ammo cells
910 if (itemid == IT_CELLS)
913 StartItem ("models/items/a_cells.md3",
914 "misc/itempickup.wav", 45, 0,
915 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
922 itemid = IT_STRENGTH;
926 itemid = IT_INVINCIBLE;
928 // replace with invis
929 if (itemid == IT_STRENGTH)
931 self.strength_finished = 30;
932 StartItem ("models/items/g_strength.md3",
933 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
934 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
936 // replace with extra lives
937 if (itemid == IT_NAILS)
940 StartItem ("models/items/g_h100.md3",
941 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
942 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
945 // replace with speed
946 if (itemid == IT_INVINCIBLE)
948 self.invincible_finished = 30;
949 StartItem ("models/items/g_invincible.md3",
950 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
951 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
956 float minst_no_auto_cells;
957 void minst_remove_item (void) {
958 if(minst_no_auto_cells)
962 float weaponswapping;
965 void weapon_defaultspawnfunc(float wpn)
969 var .float ammofield;
974 // set the respawntime in advance (so replaced weapons can copy it)
976 if(!self.respawntime)
978 e = get_weaponinfo(wpn);
979 if(e.items == IT_SUPERWEAPON)
981 self.respawntime = g_pickup_respawntime_powerup;
982 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
986 self.respawntime = g_pickup_respawntime_weapon;
987 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
991 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
993 e = get_weaponinfo(wpn);
994 s = cvar_string(strcat("g_weaponreplace_", e.netname));
998 startitem_failed = TRUE;
1001 t = tokenize_console(s);
1004 self.team = --internalteam;
1006 for(i = 1; i < t; ++i)
1009 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1011 e = get_weaponinfo(j);
1015 copyentity(oldself, self);
1016 self.classname = "replacedweapon";
1017 weapon_defaultspawnfunc(j);
1023 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1032 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1034 e = get_weaponinfo(j);
1043 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1049 startitem_failed = TRUE;
1054 e = get_weaponinfo(wpn);
1056 if(e.items && e.items != IT_SUPERWEAPON)
1058 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1062 ammofield = Item_CounterField(j);
1064 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1070 self.flags |= FL_NO_WEAPON_STAY;
1073 // weapon stay isn't supported for teamed weapons
1075 self.flags |= FL_NO_WEAPON_STAY;
1077 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1079 self.ammo_shells = 0;
1080 self.ammo_nails = 0;
1081 self.ammo_cells = 0;
1082 self.ammo_rockets = 0;
1083 // weapon stay 2: don't use ammo on weapon pickups; instead
1084 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1087 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1088 if (self.modelindex) // don't precache if self was removed
1089 weapon_action(e.weapon, WR_PRECACHE);
1092 void spawnfunc_weapon_shotgun (void);
1093 void spawnfunc_weapon_uzi (void) {
1094 if(q3acompat_machineshotgunswap)
1095 if(self.classname != "droppedweapon")
1097 weapon_defaultspawnfunc(WEP_SHOTGUN);
1100 weapon_defaultspawnfunc(WEP_UZI);
1103 void spawnfunc_weapon_shotgun (void) {
1104 if(q3acompat_machineshotgunswap)
1105 if(self.classname != "droppedweapon")
1107 weapon_defaultspawnfunc(WEP_UZI);
1110 weapon_defaultspawnfunc(WEP_SHOTGUN);
1113 void spawnfunc_weapon_nex (void)
1117 minstagib_items(IT_CELLS);
1118 self.think = minst_remove_item;
1119 self.nextthink = time;
1122 weapon_defaultspawnfunc(WEP_NEX);
1125 void spawnfunc_weapon_minstanex (void)
1129 minstagib_items(IT_CELLS);
1130 self.think = minst_remove_item;
1131 self.nextthink = time;
1134 weapon_defaultspawnfunc(WEP_MINSTANEX);
1137 void spawnfunc_weapon_rocketlauncher (void)
1141 minstagib_items(IT_CELLS);
1142 self.think = minst_remove_item;
1143 self.nextthink = time;
1146 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1149 void spawnfunc_item_rockets (void) {
1150 if(!self.ammo_rockets)
1151 self.ammo_rockets = g_pickup_rockets;
1152 if(!self.pickup_anyway)
1153 self.pickup_anyway = g_pickup_ammo_anyway;
1154 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);
1157 void spawnfunc_item_shells (void);
1158 void spawnfunc_item_bullets (void) {
1160 if(q3acompat_machineshotgunswap)
1161 if(self.classname != "droppedweapon")
1163 weaponswapping = TRUE;
1164 spawnfunc_item_shells();
1165 weaponswapping = FALSE;
1169 if(!self.ammo_nails)
1170 self.ammo_nails = g_pickup_nails;
1171 if(!self.pickup_anyway)
1172 self.pickup_anyway = g_pickup_ammo_anyway;
1173 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);
1176 void spawnfunc_item_cells (void) {
1177 if(!self.ammo_cells)
1178 self.ammo_cells = g_pickup_cells;
1179 if(!self.pickup_anyway)
1180 self.pickup_anyway = g_pickup_ammo_anyway;
1181 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);
1184 void spawnfunc_item_shells (void) {
1186 if(q3acompat_machineshotgunswap)
1187 if(self.classname != "droppedweapon")
1189 weaponswapping = TRUE;
1190 spawnfunc_item_bullets();
1191 weaponswapping = FALSE;
1195 if(!self.ammo_shells)
1196 self.ammo_shells = g_pickup_shells;
1197 if(!self.pickup_anyway)
1198 self.pickup_anyway = g_pickup_ammo_anyway;
1199 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);
1202 void spawnfunc_item_armor_small (void) {
1203 if(!self.armorvalue)
1204 self.armorvalue = g_pickup_armorsmall;
1205 if(!self.max_armorvalue)
1206 self.max_armorvalue = g_pickup_armorsmall_max;
1207 if(!self.pickup_anyway)
1208 self.pickup_anyway = g_pickup_armorsmall_anyway;
1209 StartItem ("models/items/g_a1.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);
1212 void spawnfunc_item_armor_medium (void) {
1213 if(!self.armorvalue)
1214 self.armorvalue = g_pickup_armormedium;
1215 if(!self.max_armorvalue)
1216 self.max_armorvalue = g_pickup_armormedium_max;
1217 if(!self.pickup_anyway)
1218 self.pickup_anyway = g_pickup_armormedium_anyway;
1219 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1222 void spawnfunc_item_armor_big (void) {
1223 if(!self.armorvalue)
1224 self.armorvalue = g_pickup_armorbig;
1225 if(!self.max_armorvalue)
1226 self.max_armorvalue = g_pickup_armorbig_max;
1227 if(!self.pickup_anyway)
1228 self.pickup_anyway = g_pickup_armorbig_anyway;
1229 StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1232 void spawnfunc_item_armor_large (void) {
1233 if(!self.armorvalue)
1234 self.armorvalue = g_pickup_armorlarge;
1235 if(!self.max_armorvalue)
1236 self.max_armorvalue = g_pickup_armorlarge_max;
1237 if(!self.pickup_anyway)
1238 self.pickup_anyway = g_pickup_armorlarge_anyway;
1239 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1242 void spawnfunc_item_health_small (void) {
1243 if(!self.max_health)
1244 self.max_health = g_pickup_healthsmall_max;
1246 self.health = g_pickup_healthsmall;
1247 if(!self.pickup_anyway)
1248 self.pickup_anyway = g_pickup_healthsmall_anyway;
1249 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);
1252 void spawnfunc_item_health_medium (void) {
1253 if(!self.max_health)
1254 self.max_health = g_pickup_healthmedium_max;
1256 self.health = g_pickup_healthmedium;
1257 if(!self.pickup_anyway)
1258 self.pickup_anyway = g_pickup_healthmedium_anyway;
1259 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);
1262 void spawnfunc_item_health_large (void) {
1263 if(!self.max_health)
1264 self.max_health = g_pickup_healthlarge_max;
1266 self.health = g_pickup_healthlarge;
1267 if(!self.pickup_anyway)
1268 self.pickup_anyway = g_pickup_healthlarge_anyway;
1269 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);
1272 void spawnfunc_item_health_mega (void) {
1273 if(!cvar("g_powerup_superhealth"))
1276 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1280 minstagib_items(IT_NAILS);
1282 if(!self.max_health)
1283 self.max_health = g_pickup_healthmega_max;
1285 self.health = g_pickup_healthmega;
1286 if(!self.pickup_anyway)
1287 self.pickup_anyway = g_pickup_healthmega_anyway;
1288 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);
1292 // support old misnamed entities
1293 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1294 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1295 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1296 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1297 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1299 void spawnfunc_item_strength (void) {
1300 if(!cvar("g_powerup_strength"))
1303 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1307 minstagib_items(IT_STRENGTH);
1309 precache_sound("weapons/strength_fire.wav");
1310 self.strength_finished = 30;
1311 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);
1315 void spawnfunc_item_invincible (void) {
1316 if(!cvar("g_powerup_shield"))
1319 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1323 minstagib_items(IT_INVINCIBLE);
1325 self.invincible_finished = 30;
1326 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);
1330 void spawnfunc_item_minst_cells (void) {
1333 minst_no_auto_cells = 1;
1334 minstagib_items(IT_CELLS);
1341 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1343 float GiveItems(entity e, float beginarg, float endarg);
1344 void target_items_use (void)
1346 if(activator.classname == "droppedweapon")
1353 if(activator.classname != "player")
1355 if(activator.deadflag != DEAD_NO)
1360 for(e = world; (e = find(e, classname, "droppedweapon")); )
1361 if(e.enemy == activator)
1364 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1365 centerprint(activator, self.message);
1368 void spawnfunc_target_items (void)
1373 self.use = target_items_use;
1374 if(!self.strength_finished)
1375 self.strength_finished = cvar("g_balance_powerup_strength_time");
1376 if(!self.invincible_finished)
1377 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1379 precache_sound("misc/itempickup.wav");
1380 precache_sound("misc/itempickup.wav");
1381 precache_sound("misc/itempickup.wav");
1382 precache_sound("misc/itempickup.wav");
1383 precache_sound("misc/megahealth.wav");
1384 precache_sound("misc/armor25.wav");
1385 precache_sound("misc/powerup.wav");
1386 precache_sound("misc/poweroff.wav");
1387 precache_sound("weapons/weaponpickup.wav");
1389 n = tokenize_console(self.netname);
1390 if(argv(0) == "give")
1392 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1396 for(i = 0; i < n; ++i)
1398 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1399 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1400 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1401 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1402 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1403 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1404 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1406 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1408 e = get_weaponinfo(j);
1409 if(argv(i) == e.netname)
1411 self.weapons |= e.weapons;
1412 if(self.spawnflags == 0 || self.spawnflags == 2)
1413 weapon_action(e.weapon, WR_PRECACHE);
1418 print("target_items: invalid item ", argv(i), "\n");
1421 string itemprefix, valueprefix;
1422 if(self.spawnflags == 0)
1427 else if(self.spawnflags == 1)
1429 itemprefix = "max ";
1430 valueprefix = "max ";
1432 else if(self.spawnflags == 2)
1434 itemprefix = "min ";
1435 valueprefix = "min ";
1437 else if(self.spawnflags == 4)
1439 itemprefix = "minus ";
1440 valueprefix = "max ";
1443 error("invalid spawnflags");
1446 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1447 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1448 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1449 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1450 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1451 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1452 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1453 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1454 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1455 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1456 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1457 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1458 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1459 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1461 e = get_weaponinfo(j);
1463 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1466 self.netname = strzone(self.netname);
1467 //print(self.netname, "\n");
1469 n = tokenize_console(self.netname);
1470 for(i = 0; i < n; ++i)
1472 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1474 e = get_weaponinfo(j);
1475 if(argv(i) == e.netname)
1477 weapon_action(e.weapon, WR_PRECACHE);
1484 void spawnfunc_item_fuel(void)
1487 self.ammo_fuel = g_pickup_fuel;
1488 if(!self.pickup_anyway)
1489 self.pickup_anyway = g_pickup_ammo_anyway;
1490 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);
1493 void spawnfunc_item_fuel_regen(void)
1495 if(start_items & IT_FUEL_REGEN)
1497 spawnfunc_item_fuel();
1500 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);
1503 void spawnfunc_item_jetpack(void)
1505 if(g_grappling_hook)
1506 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1508 self.ammo_fuel = g_pickup_fuel_jetpack;
1509 if(start_items & IT_JETPACK)
1511 spawnfunc_item_fuel();
1514 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);
1524 float GiveBit(entity e, .float fld, float bit, float op, float val)
1554 float GiveValue(entity e, .float fld, float op, float val)
1564 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1567 e.fld = min(e.fld, val);
1580 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1587 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
1589 else if(v0 >= v0 + t)
1592 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
1596 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1599 e.rotfield = max(e.rotfield, time + rottime);
1601 e.regenfield = max(e.regenfield, time + regentime);
1604 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1605 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1606 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1607 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1609 float GiveItems(entity e, float beginarg, float endarg)
1611 float got, i, j, val, op;
1612 float _switchweapon;
1621 _switchweapon = FALSE;
1623 if (e.switchweapon == w_getbestweapon(e))
1624 _switchweapon = TRUE;
1626 e.strength_finished = max(0, e.strength_finished - time);
1627 e.invincible_finished = max(0, e.invincible_finished - time);
1630 PREGIVE(e, weapons);
1631 PREGIVE(e, strength_finished);
1632 PREGIVE(e, invincible_finished);
1633 PREGIVE(e, ammo_nails);
1634 PREGIVE(e, ammo_cells);
1635 PREGIVE(e, ammo_shells);
1636 PREGIVE(e, ammo_rockets);
1637 PREGIVE(e, ammo_fuel);
1638 PREGIVE(e, armorvalue);
1641 for(i = beginarg; i < endarg; ++i)
1645 if(cmd == "0" || stof(cmd))
1669 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1670 got += GiveValue(e, strength_finished, op, time);
1671 got += GiveValue(e, invincible_finished, op, time);
1672 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1674 got += GiveBit(e, items, IT_JETPACK, op, val);
1675 got += GiveValue(e, health, op, val);
1676 got += GiveValue(e, armorvalue, op, val);
1678 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1680 wi = get_weaponinfo(j);
1682 got += GiveBit(e, weapons, wi.weapons, op, val);
1685 got += GiveValue(e, ammo_cells, op, val);
1686 got += GiveValue(e, ammo_shells, op, val);
1687 got += GiveValue(e, ammo_nails, op, val);
1688 got += GiveValue(e, ammo_rockets, op, val);
1689 got += GiveValue(e, ammo_fuel, op, val);
1691 case "unlimited_ammo":
1692 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1694 case "unlimited_weapon_ammo":
1695 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1697 case "unlimited_superweapons":
1698 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1701 got += GiveBit(e, items, IT_JETPACK, op, val);
1704 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1707 got += GiveValue(e, strength_finished, op, val);
1710 got += GiveValue(e, invincible_finished, op, val);
1713 got += GiveValue(e, ammo_cells, op, val);
1716 got += GiveValue(e, ammo_shells, op, val);
1720 got += GiveValue(e, ammo_nails, op, val);
1723 got += GiveValue(e, ammo_rockets, op, val);
1726 got += GiveValue(e, health, op, val);
1729 got += GiveValue(e, armorvalue, op, val);
1732 got += GiveValue(e, ammo_fuel, op, val);
1735 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1737 wi = get_weaponinfo(j);
1738 if(cmd == wi.netname)
1740 got += GiveBit(e, weapons, wi.weapons, op, val);
1745 print("give: invalid item ", cmd, "\n");
1752 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1753 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1754 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1755 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1756 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1758 wi = get_weaponinfo(j);
1761 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1762 if not(save_weapons & wi.weapons)
1763 if(e.weapons & wi.weapons)
1764 weapon_action(wi.weapon, WR_PRECACHE);
1767 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1768 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1769 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1770 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1771 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1772 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1773 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregen_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);
1774 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/armor25.wav", string_null);
1775 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);
1777 if(e.strength_finished <= 0)
1778 e.strength_finished = 0;
1780 e.strength_finished += time;
1781 if(e.invincible_finished <= 0)
1782 e.invincible_finished = 0;
1784 e.invincible_finished += time;
1786 if not(e.weapons & W_WeaponBit(e.switchweapon))
1787 _switchweapon = TRUE;
1789 W_SwitchWeapon_Force(e, w_getbestweapon(e));