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 void Item_Respawn (void)
388 if(self.items == IT_STRENGTH)
389 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
390 else if(self.items == IT_INVINCIBLE)
391 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
393 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
394 setorigin (self, self.origin);
396 self.think = Item_Think;
397 self.nextthink = time;
399 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
400 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
403 void Item_RespawnCountdown (void)
405 if(self.count >= ITEM_RESPAWN_TICKS)
407 if(self.waypointsprite_attached)
408 WaypointSprite_Kill(self.waypointsprite_attached);
413 self.nextthink = time + 1;
418 vector rgb = '1 0 1';
422 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
423 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
424 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
425 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
429 MUTATOR_CALLHOOK(Item_RespawnCountdown);
432 if(self.flags & FL_WEAPON)
434 entity wi = get_weaponinfo(self.weapon);
443 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
444 if(self.waypointsprite_attached)
445 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
449 print("Unknown powerup-marked item is wanting to respawn\n");
450 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
453 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
454 if(self.waypointsprite_attached)
456 WaypointSprite_Ping(self.waypointsprite_attached);
457 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
462 void Item_RespawnThink()
464 self.nextthink = time;
465 if(self.origin != self.oldorigin)
467 self.oldorigin = self.origin;
471 if(time >= self.wait)
475 void Item_ScheduleRespawnIn(entity e, float t)
477 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
479 e.think = Item_RespawnCountdown;
480 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
485 e.think = Item_RespawnThink;
491 void Item_ScheduleRespawn(entity e)
493 if(e.respawntime > 0)
496 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
498 else // if respawntime is -1, this item does not respawn
502 void Item_ScheduleInitialRespawn(entity e)
505 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
508 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
513 if (item.spawnshieldtime)
515 if ((player.ammotype < ammomax) || item.pickup_anyway)
517 player.ammotype = bound(player.ammotype, ammomax, player.ammotype + item.ammotype);
521 else if(g_weapon_stay == 2)
523 float mi = min(item.ammotype, ammomax);
524 if (player.ammotype < mi)
526 player.ammotype = mi;
537 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
539 case ITEM_MODE_HEALTH:
540 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
542 case ITEM_MODE_ARMOR:
543 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
551 float Item_GiveTo(entity item, entity player)
558 // if nothing happens to player, just return without taking the item
560 _switchweapon = FALSE;
561 // in case the player has autoswitch enabled do the following:
562 // if the player is using their best weapon before items are given, they
563 // probably want to switch to an even better weapon after items are given
564 if (player.autoswitch)
565 if (player.switchweapon == w_getbestweapon(player))
566 _switchweapon = TRUE;
568 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
569 _switchweapon = TRUE;
571 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
572 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
573 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
574 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
575 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
576 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
577 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
578 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
580 if (item.flags & FL_WEAPON)
584 it &= ~player.weapons;
586 if (it || (item.spawnshieldtime && item.pickup_anyway))
589 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
590 if(it & WepSet_FromWeapon(i))
591 W_GiveWeapon(player, i);
595 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
599 sprint (player, strcat("You got the ^2", item.netname, "\n"));
602 if (item.strength_finished)
605 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
607 if (item.invincible_finished)
610 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
612 if (item.superweapons_finished)
615 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
620 // always eat teamed entities
628 if (player.switchweapon != w_getbestweapon(player))
629 W_SwitchWeapon_Force(player, w_getbestweapon(player));
634 void Item_Touch (void)
638 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
639 if(self.classname == "droppedweapon")
641 if (ITEM_TOUCH_NEEDKILL())
648 if (!IS_PLAYER(other))
652 if (self.solid != SOLID_TRIGGER)
654 if (self.owner == other)
656 if (time < self.item_spawnshieldtime)
659 switch(MUTATOR_CALLHOOK(ItemTouch))
661 case MUT_ITEMTOUCH_RETURN: { return; }
662 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
665 if (self.classname == "droppedweapon")
667 self.strength_finished = max(0, self.strength_finished - time);
668 self.invincible_finished = max(0, self.invincible_finished - time);
669 self.superweapons_finished = max(0, self.superweapons_finished - time);
672 if(!Item_GiveTo(self, other))
674 if (self.classname == "droppedweapon")
676 // undo what we did above
677 self.strength_finished += time;
678 self.invincible_finished += time;
679 self.superweapons_finished += time;
686 other.last_pickup = time;
688 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
689 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
691 if (self.classname == "droppedweapon")
693 else if (!self.spawnshieldtime)
699 RandomSelection_Init();
700 for(head = world; (head = findfloat(head, team, self.team)); )
702 if(head.flags & FL_ITEM)
705 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
708 e = RandomSelection_chosen_ent;
713 Item_ScheduleRespawn(e);
719 Item_Show(self, !self.state);
720 setorigin (self, self.origin);
722 if(self.classname != "droppedweapon")
724 self.think = Item_Think;
725 self.nextthink = time;
727 if(self.waypointsprite_attached)
728 WaypointSprite_Kill(self.waypointsprite_attached);
730 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
731 Item_ScheduleInitialRespawn(self);
739 if(self.effects & EF_NODRAW)
741 // marker for item team search
742 dprint("Initializing item team ", ftos(self.team), "\n");
743 RandomSelection_Init();
744 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
745 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
746 e = RandomSelection_chosen_ent;
750 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
754 // make it a non-spawned item
756 head.state = 1; // state 1 = initially hidden item
758 head.effects &= ~EF_NODRAW;
765 // Savage: used for item garbage-collection
766 // TODO: perhaps nice special effect?
767 void RemoveItem(void)
772 // pickup evaluation functions
773 // these functions decide how desirable an item is to the bots
775 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
777 float weapon_pickupevalfunc(entity player, entity item)
779 float c, j, position;
781 // See if I have it already
782 if(item.weapons & ~player.weapons)
784 // If I can pick it up
785 if(!item.spawnshieldtime)
787 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
789 // Skilled bots will grab more
790 c = bound(0, skill / 10, 1) * 0.5;
798 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
799 if( bot_custom_weapon && c )
801 // Find the highest position on any range
803 for(j = 0; j < WEP_LAST ; ++j){
805 bot_weapons_far[j] == item.weapon ||
806 bot_weapons_mid[j] == item.weapon ||
807 bot_weapons_close[j] == item.weapon
818 position = WEP_LAST - position;
819 // item.bot_pickupbasevalue is overwritten here
820 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
824 return item.bot_pickupbasevalue * c;
827 float commodity_pickupevalfunc(entity player, entity item)
830 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_plasma = FALSE, need_fuel = FALSE;
834 // Detect needed ammo
835 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
837 wi = get_weaponinfo(i);
839 if (!(player.weapons & WepSet_FromWeapon(i)))
842 if(wi.items & IT_SHELLS)
844 else if(wi.items & IT_NAILS)
846 else if(wi.items & IT_ROCKETS)
848 else if(wi.items & IT_CELLS)
850 else if(wi.items & IT_PLASMA)
852 else if(wi.items & IT_FUEL)
856 // TODO: figure out if the player even has the weapon this ammo is for?
857 // may not affect strategy much though...
858 // find out how much more ammo/armor/health the player can hold
860 if (item.ammo_shells)
861 if (player.ammo_shells < g_pickup_shells_max)
862 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
865 if (player.ammo_nails < g_pickup_nails_max)
866 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
868 if (item.ammo_rockets)
869 if (player.ammo_rockets < g_pickup_rockets_max)
870 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
873 if (player.ammo_cells < g_pickup_cells_max)
874 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
876 if (item.ammo_plasma)
877 if (player.ammo_plasma < g_pickup_plasma_max)
878 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
881 if (player.ammo_fuel < g_pickup_fuel_max)
882 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
884 if (player.armorvalue < item.max_armorvalue)
885 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
887 if (player.health < item.max_health)
888 c = c + max(0, 1 - player.health / item.max_health);
890 return item.bot_pickupbasevalue * c;
893 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
895 if(ITEM_DAMAGE_NEEDKILL(deathtype))
899 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)
901 startitem_failed = FALSE;
904 self.model = itemmodel;
908 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
912 if(self.item_pickupsound == "")
913 self.item_pickupsound = pickupsound;
915 if(!self.respawntime) // both need to be set
917 self.respawntime = defaultrespawntime;
918 self.respawntimejitter = defaultrespawntimejitter;
922 self.weapon = weaponid;
925 self.weapons = WepSet_FromWeapon(weaponid);
927 self.flags = FL_ITEM | itemflags;
929 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
931 startitem_failed = TRUE;
936 // is it a dropped weapon?
937 if (self.classname == "droppedweapon")
939 self.reset = SUB_Remove;
940 // it's a dropped weapon
941 self.movetype = MOVETYPE_TOSS;
943 // Savage: remove thrown items after a certain period of time ("garbage collection")
944 self.think = RemoveItem;
945 self.nextthink = time + 20;
947 self.takedamage = DAMAGE_YES;
948 self.event_damage = Item_Damage;
950 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
953 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
954 if(self.ammo_nails == 0)
955 if(self.ammo_cells == 0)
956 if(self.ammo_rockets == 0)
957 if(self.ammo_shells == 0)
958 if(self.ammo_fuel == 0)
960 if(self.armorvalue == 0)
963 // if item is worthless after a timer, have it expire then
964 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
967 // don't drop if in a NODROP zone (such as lava)
968 traceline(self.origin, self.origin, MOVE_NORMAL, self);
969 if (trace_dpstartcontents & DPCONTENTS_NODROP)
971 startitem_failed = TRUE;
978 if(!have_pickup_item())
980 startitem_failed = TRUE;
985 self.reset = Item_Reset;
987 if(self.spawnflags & 1)
990 self.movetype = MOVETYPE_NONE;
992 self.movetype = MOVETYPE_TOSS;
993 // do item filtering according to game mode and other things
996 // first nudge it off the floor a little bit to avoid math errors
997 setorigin(self, self.origin + '0 0 1');
998 // set item size before we spawn a spawnfunc_waypoint
999 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1000 setsize (self, '-16 -16 0', '16 16 48');
1002 setsize (self, '-16 -16 0', '16 16 32');
1004 // note droptofloor returns FALSE if stuck/or would fall too far
1006 waypoint_spawnforitem(self);
1010 * can't do it that way, as it would break maps
1011 * TODO make a target_give like entity another way, that perhaps has
1012 * the weapon name in a key
1015 // target_give not yet supported; maybe later
1016 print("removed targeted ", self.classname, "\n");
1017 startitem_failed = TRUE;
1023 if(autocvar_spawn_debug >= 2)
1026 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1028 // why not flags & fl_item?
1029 if(otheritem.is_item)
1031 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1032 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1033 error("Mapper sucks.");
1036 self.is_item = TRUE;
1039 weaponsInMap |= WepSet_FromWeapon(weaponid);
1041 precache_model (self.model);
1042 precache_sound (self.item_pickupsound);
1044 precache_sound ("misc/itemrespawncountdown.wav");
1045 if(itemid == IT_STRENGTH)
1046 precache_sound ("misc/strength_respawn.wav");
1047 else if(itemid == IT_INVINCIBLE)
1048 precache_sound ("misc/shield_respawn.wav");
1050 precache_sound ("misc/itemrespawn.wav");
1052 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1053 self.target = "###item###"; // for finding the nearest item using find()
1056 self.bot_pickup = TRUE;
1057 self.bot_pickupevalfunc = pickupevalfunc;
1058 self.bot_pickupbasevalue = pickupbasevalue;
1059 self.mdl = self.model;
1060 self.netname = itemname;
1061 self.touch = Item_Touch;
1062 setmodel(self, "null"); // precision set below
1063 //self.effects |= EF_LOWPRECISION;
1065 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1067 self.pos1 = '-16 -16 0';
1068 self.pos2 = '16 16 48';
1072 self.pos1 = '-16 -16 0';
1073 self.pos2 = '16 16 32';
1075 setsize (self, self.pos1, self.pos2);
1077 if(itemflags & FL_POWERUP)
1078 self.ItemStatus |= ITS_ANIMATE1;
1080 if(self.armorvalue || self.health)
1081 self.ItemStatus |= ITS_ANIMATE2;
1083 if(itemflags & FL_WEAPON)
1085 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1086 self.colormap = 1024; // color shirt=0 pants=0 grey
1090 self.ItemStatus |= ITS_ANIMATE1;
1091 self.ItemStatus |= ISF_COLORMAP;
1095 if(self.team) // broken, no idea why.
1098 self.cnt = 1; // item probability weight
1100 self.effects |= EF_NODRAW; // marker for item team search
1101 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1106 Net_LinkEntity(self, FALSE, 0, ItemSend);
1108 self.SendFlags |= ISF_SIZE;
1110 self.SendFlags |= ISF_ANGLES;
1112 // call this hook after everything else has been done
1113 if(MUTATOR_CALLHOOK(Item_Spawn))
1115 startitem_failed = TRUE;
1120 void spawnfunc_item_rockets (void) {
1121 if(!self.ammo_rockets)
1122 self.ammo_rockets = g_pickup_rockets;
1123 if(!self.pickup_anyway)
1124 self.pickup_anyway = g_pickup_ammo_anyway;
1125 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);
1128 void spawnfunc_item_shells (void);
1129 void spawnfunc_item_bullets (void) {
1131 if(autocvar_sv_q3acompat_machineshotgunswap)
1132 if(self.classname != "droppedweapon")
1134 weaponswapping = TRUE;
1135 spawnfunc_item_shells();
1136 weaponswapping = FALSE;
1140 if(!self.ammo_nails)
1141 self.ammo_nails = g_pickup_nails;
1142 if(!self.pickup_anyway)
1143 self.pickup_anyway = g_pickup_ammo_anyway;
1144 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);
1147 void spawnfunc_item_cells (void) {
1148 if(!self.ammo_cells)
1149 self.ammo_cells = g_pickup_cells;
1150 if(!self.pickup_anyway)
1151 self.pickup_anyway = g_pickup_ammo_anyway;
1152 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);
1155 void spawnfunc_item_plasma()
1157 if(!self.ammo_plasma)
1158 self.ammo_plasma = g_pickup_plasma;
1159 if(!self.pickup_anyway)
1160 self.pickup_anyway = g_pickup_ammo_anyway;
1161 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);
1164 void spawnfunc_item_shells (void) {
1166 if(autocvar_sv_q3acompat_machineshotgunswap)
1167 if(self.classname != "droppedweapon")
1169 weaponswapping = TRUE;
1170 spawnfunc_item_bullets();
1171 weaponswapping = FALSE;
1175 if(!self.ammo_shells)
1176 self.ammo_shells = g_pickup_shells;
1177 if(!self.pickup_anyway)
1178 self.pickup_anyway = g_pickup_ammo_anyway;
1179 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);
1182 void spawnfunc_item_armor_small (void) {
1183 if(!self.armorvalue)
1184 self.armorvalue = g_pickup_armorsmall;
1185 if(!self.max_armorvalue)
1186 self.max_armorvalue = g_pickup_armorsmall_max;
1187 if(!self.pickup_anyway)
1188 self.pickup_anyway = g_pickup_armorsmall_anyway;
1189 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);
1192 void spawnfunc_item_armor_medium (void) {
1193 if(!self.armorvalue)
1194 self.armorvalue = g_pickup_armormedium;
1195 if(!self.max_armorvalue)
1196 self.max_armorvalue = g_pickup_armormedium_max;
1197 if(!self.pickup_anyway)
1198 self.pickup_anyway = g_pickup_armormedium_anyway;
1199 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);
1202 void spawnfunc_item_armor_big (void) {
1203 if(!self.armorvalue)
1204 self.armorvalue = g_pickup_armorbig;
1205 if(!self.max_armorvalue)
1206 self.max_armorvalue = g_pickup_armorbig_max;
1207 if(!self.pickup_anyway)
1208 self.pickup_anyway = g_pickup_armorbig_anyway;
1209 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);
1212 void spawnfunc_item_armor_large (void) {
1213 if(!self.armorvalue)
1214 self.armorvalue = g_pickup_armorlarge;
1215 if(!self.max_armorvalue)
1216 self.max_armorvalue = g_pickup_armorlarge_max;
1217 if(!self.pickup_anyway)
1218 self.pickup_anyway = g_pickup_armorlarge_anyway;
1219 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);
1222 void spawnfunc_item_health_small (void) {
1223 if(!self.max_health)
1224 self.max_health = g_pickup_healthsmall_max;
1226 self.health = g_pickup_healthsmall;
1227 if(!self.pickup_anyway)
1228 self.pickup_anyway = g_pickup_healthsmall_anyway;
1229 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);
1232 void spawnfunc_item_health_medium (void) {
1233 if(!self.max_health)
1234 self.max_health = g_pickup_healthmedium_max;
1236 self.health = g_pickup_healthmedium;
1237 if(!self.pickup_anyway)
1238 self.pickup_anyway = g_pickup_healthmedium_anyway;
1239 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);
1242 void spawnfunc_item_health_large (void) {
1243 if(!self.max_health)
1244 self.max_health = g_pickup_healthlarge_max;
1246 self.health = g_pickup_healthlarge;
1247 if(!self.pickup_anyway)
1248 self.pickup_anyway = g_pickup_healthlarge_anyway;
1249 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);
1252 void spawnfunc_item_health_mega (void) {
1253 if(!self.max_health)
1254 self.max_health = g_pickup_healthmega_max;
1256 self.health = g_pickup_healthmega;
1257 if(!self.pickup_anyway)
1258 self.pickup_anyway = g_pickup_healthmega_anyway;
1259 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);
1262 // support old misnamed entities
1263 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1264 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1265 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1266 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1267 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1269 void spawnfunc_item_strength (void) {
1270 precache_sound("weapons/strength_fire.wav");
1271 if(!self.strength_finished)
1272 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1273 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);
1276 void spawnfunc_item_invincible (void) {
1277 if(!self.invincible_finished)
1278 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1279 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);
1283 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1285 void target_items_use (void)
1287 if(activator.classname == "droppedweapon")
1294 if (!IS_PLAYER(activator))
1296 if(activator.deadflag != DEAD_NO)
1301 for(e = world; (e = find(e, classname, "droppedweapon")); )
1302 if(e.enemy == activator)
1305 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1306 centerprint(activator, self.message);
1309 void spawnfunc_target_items (void)
1314 self.use = target_items_use;
1315 if(!self.strength_finished)
1316 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1317 if(!self.invincible_finished)
1318 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1319 if(!self.superweapons_finished)
1320 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1322 precache_sound("misc/itempickup.wav");
1323 precache_sound("misc/megahealth.wav");
1324 precache_sound("misc/armor25.wav");
1325 precache_sound("misc/powerup.wav");
1326 precache_sound("misc/poweroff.wav");
1327 precache_sound("weapons/weaponpickup.wav");
1329 n = tokenize_console(self.netname);
1330 if(argv(0) == "give")
1332 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1336 for(i = 0; i < n; ++i)
1338 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1339 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1340 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1341 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1342 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1343 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1344 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1345 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1348 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1350 e = get_weaponinfo(j);
1351 if(argv(i) == e.netname)
1353 self.weapons |= WepSet_FromWeapon(j);
1354 if(self.spawnflags == 0 || self.spawnflags == 2)
1355 WEP_ACTION(e.weapon, WR_INIT);
1360 print("target_items: invalid item ", argv(i), "\n");
1364 string itemprefix, valueprefix;
1365 if(self.spawnflags == 0)
1370 else if(self.spawnflags == 1)
1372 itemprefix = "max ";
1373 valueprefix = "max ";
1375 else if(self.spawnflags == 2)
1377 itemprefix = "min ";
1378 valueprefix = "min ";
1380 else if(self.spawnflags == 4)
1382 itemprefix = "minus ";
1383 valueprefix = "max ";
1387 error("invalid spawnflags");
1389 itemprefix = string_null;
1390 valueprefix = string_null;
1395 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1396 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1397 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1398 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1399 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1400 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1401 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1402 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1403 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1404 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1405 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1406 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1407 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1408 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1409 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1410 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1412 e = get_weaponinfo(j);
1414 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1417 self.netname = strzone(self.netname);
1418 //print(self.netname, "\n");
1420 n = tokenize_console(self.netname);
1421 for(i = 0; i < n; ++i)
1423 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1425 e = get_weaponinfo(j);
1426 if(argv(i) == e.netname)
1428 WEP_ACTION(e.weapon, WR_INIT);
1435 void spawnfunc_item_fuel(void)
1438 self.ammo_fuel = g_pickup_fuel;
1439 if(!self.pickup_anyway)
1440 self.pickup_anyway = g_pickup_ammo_anyway;
1441 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);
1444 void spawnfunc_item_fuel_regen(void)
1446 if(start_items & IT_FUEL_REGEN)
1448 spawnfunc_item_fuel();
1451 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);
1454 void spawnfunc_item_jetpack(void)
1456 if(g_grappling_hook)
1457 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1459 self.ammo_fuel = g_pickup_fuel_jetpack;
1460 if(start_items & IT_JETPACK)
1462 spawnfunc_item_fuel();
1465 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);
1468 float GiveWeapon(entity e, float wpn, float op, float val)
1471 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1476 e.weapons |= WepSet_FromWeapon(wpn);
1478 e.weapons &= ~WepSet_FromWeapon(wpn);
1483 e.weapons |= WepSet_FromWeapon(wpn);
1487 e.weapons &= ~WepSet_FromWeapon(wpn);
1491 e.weapons &= ~WepSet_FromWeapon(wpn);
1494 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1498 float GiveBit(entity e, .float fld, float bit, float op, float val)
1528 float GiveValue(entity e, .float fld, float op, float val)
1538 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1541 e.fld = min(e.fld, val);
1554 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1561 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1563 else if(v0 >= v0 + t)
1566 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1570 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1573 e.rotfield = max(e.rotfield, time + rottime);
1575 e.regenfield = max(e.regenfield, time + regentime);
1577 float GiveItems(entity e, float beginarg, float endarg)
1579 float got, i, j, val, op;
1580 float _switchweapon;
1589 _switchweapon = FALSE;
1591 if (e.switchweapon == w_getbestweapon(e))
1592 _switchweapon = TRUE;
1594 e.strength_finished = max(0, e.strength_finished - time);
1595 e.invincible_finished = max(0, e.invincible_finished - time);
1596 e.superweapons_finished = max(0, e.superweapons_finished - time);
1600 PREGIVE(e, strength_finished);
1601 PREGIVE(e, invincible_finished);
1602 PREGIVE(e, superweapons_finished);
1603 PREGIVE(e, ammo_nails);
1604 PREGIVE(e, ammo_cells);
1605 PREGIVE(e, ammo_plasma);
1606 PREGIVE(e, ammo_shells);
1607 PREGIVE(e, ammo_rockets);
1608 PREGIVE(e, ammo_fuel);
1609 PREGIVE(e, armorvalue);
1612 for(i = beginarg; i < endarg; ++i)
1616 if(cmd == "0" || stof(cmd))
1640 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1641 got += GiveValue(e, strength_finished, op, val);
1642 got += GiveValue(e, invincible_finished, op, val);
1643 got += GiveValue(e, superweapons_finished, op, val);
1644 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1646 got += GiveBit(e, items, IT_JETPACK, op, val);
1647 got += GiveValue(e, health, op, val);
1648 got += GiveValue(e, armorvalue, op, val);
1650 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1652 wi = get_weaponinfo(j);
1654 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1655 got += GiveWeapon(e, j, op, val);
1658 got += GiveValue(e, ammo_cells, op, val);
1659 got += GiveValue(e, ammo_plasma, op, val);
1660 got += GiveValue(e, ammo_shells, op, val);
1661 got += GiveValue(e, ammo_nails, op, val);
1662 got += GiveValue(e, ammo_rockets, op, val);
1663 got += GiveValue(e, ammo_fuel, op, val);
1665 case "unlimited_ammo":
1666 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1668 case "unlimited_weapon_ammo":
1669 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1671 case "unlimited_superweapons":
1672 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1675 got += GiveBit(e, items, IT_JETPACK, op, val);
1678 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1681 got += GiveValue(e, strength_finished, op, val);
1684 got += GiveValue(e, invincible_finished, op, val);
1686 case "superweapons":
1687 got += GiveValue(e, superweapons_finished, op, val);
1690 got += GiveValue(e, ammo_cells, op, val);
1693 got += GiveValue(e, ammo_plasma, op, val);
1696 got += GiveValue(e, ammo_shells, op, val);
1700 got += GiveValue(e, ammo_nails, op, val);
1703 got += GiveValue(e, ammo_rockets, op, val);
1706 got += GiveValue(e, health, op, val);
1709 got += GiveValue(e, armorvalue, op, val);
1712 got += GiveValue(e, ammo_fuel, op, val);
1715 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1717 wi = get_weaponinfo(j);
1718 if(cmd == wi.netname)
1720 got += GiveWeapon(e, j, op, val);
1725 print("give: invalid item ", cmd, "\n");
1732 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1733 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1734 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1735 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1736 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1738 wi = get_weaponinfo(j);
1741 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1742 if (!(save_weapons & WepSet_FromWeapon(j)))
1743 if(e.weapons & WepSet_FromWeapon(j))
1744 WEP_ACTION(wi.weapon, WR_INIT);
1747 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1748 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1749 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1750 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1751 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1752 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1753 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1754 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);
1755 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);
1756 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);
1758 if(e.superweapons_finished <= 0)
1759 if(self.weapons & WEPSET_SUPERWEAPONS)
1760 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1762 if(e.strength_finished <= 0)
1763 e.strength_finished = 0;
1765 e.strength_finished += time;
1766 if(e.invincible_finished <= 0)
1767 e.invincible_finished = 0;
1769 e.invincible_finished += time;
1770 if(e.superweapons_finished <= 0)
1771 e.superweapons_finished = 0;
1773 e.superweapons_finished += time;
1775 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1776 _switchweapon = TRUE;
1778 W_SwitchWeapon_Force(e, w_getbestweapon(e));