7 #define ITS_AVAILABLE 8
10 #define ITS_POWERUP 64
11 #define ISF_COLORMAP 16
19 var float autocvar_cl_animate_items = 1;
20 var float autocvar_cl_ghost_items = 0.45;
21 var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
22 var float autocvar_cl_fullbright_items = 0;
23 var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
24 var float autocvar_cl_weapon_stay_alpha = 0.75;
25 var float autocvar_cl_simple_items = 0;
26 var string autocvr_cl_simpleitems_postfix = "_simple";
34 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
35 if(self.move_flags & FL_ONGROUND)
36 { // For some reason move_avelocity gets set to '0 0 0' here ...
37 self.oldorigin = self.origin;
40 if(autocvar_cl_animate_items)
41 { // ... so reset it if animations are requested.
42 if(self.ItemStatus & ITS_ANIMATE1)
43 self.move_avelocity = '0 180 0';
45 if(self.ItemStatus & ITS_ANIMATE2)
46 self.move_avelocity = '0 -90 0';
50 else if (autocvar_cl_animate_items)
52 if(self.ItemStatus & ITS_ANIMATE1)
54 self.angles += self.move_avelocity * frametime;
55 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
58 if(self.ItemStatus & ITS_ANIMATE2)
60 self.angles += self.move_avelocity * frametime;
61 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
70 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
72 if(self.move_flags & FL_ONGROUND)
77 void ItemRead(float _IsNew)
79 float sf = ReadByte();
83 self.origin_x = ReadCoord();
84 self.origin_y = ReadCoord();
85 self.origin_z = ReadCoord();
86 setorigin(self, self.origin);
87 self.oldorigin = self.origin;
92 self.angles_x = ReadCoord();
93 self.angles_y = ReadCoord();
94 self.angles_z = ReadCoord();
95 self.move_angles = self.angles;
98 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
100 self.ItemStatus = ReadByte();
102 if(self.ItemStatus & ITS_AVAILABLE)
105 self.colormod = self.glowmod = '1 1 1';
109 if (autocvar_cl_ghost_items_color)
111 self.alpha = autocvar_cl_ghost_items;
112 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
118 if(autocvar_cl_fullbright_items)
119 if(self.ItemStatus & ITS_ALLOWFB)
120 self.effects |= EF_FULLBRIGHT;
122 if(self.ItemStatus & ITS_STAYWEP)
124 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
125 self.alpha = autocvar_cl_weapon_stay_alpha;
129 if(self.ItemStatus & ITS_POWERUP)
131 if(self.ItemStatus & ITS_AVAILABLE)
132 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
134 self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
140 self.drawmask = MASK_NORMAL;
141 self.movetype = MOVETYPE_NOCLIP;
142 self.draw = ItemDraw;
148 string _fn = ReadString();
150 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
152 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
153 self.draw = ItemDrawSimple;
157 if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
158 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
159 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
160 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
161 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
162 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
163 else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
164 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
167 self.draw = ItemDraw;
168 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
172 if(self.draw != ItemDrawSimple)
173 self.mdl = strzone(_fn);
177 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
179 precache_model(self.mdl);
180 setmodel(self, self.mdl);
183 if(sf & ISF_COLORMAP)
184 self.colormap = ReadShort();
189 self.move_angles = '0 0 0';
190 self.move_movetype = MOVETYPE_TOSS;
191 self.move_velocity_x = ReadCoord();
192 self.move_velocity_y = ReadCoord();
193 self.move_velocity_z = ReadCoord();
194 self.velocity = self.move_velocity;
195 self.move_origin = self.oldorigin;
199 self.move_time = time;
200 self.spawntime = time;
203 self.move_time = max(self.move_time, time);
206 if(autocvar_cl_animate_items)
208 if(self.ItemStatus & ITS_ANIMATE1)
209 self.move_avelocity = '0 180 0';
211 if(self.ItemStatus & ITS_ANIMATE2)
212 self.move_avelocity = '0 -90 0';
219 float autocvar_sv_simple_items;
220 float ItemSend(entity to, float sf)
227 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
228 WriteByte(MSG_ENTITY, sf);
230 //WriteByte(MSG_ENTITY, self.cnt);
231 if(sf & ISF_LOCATION)
233 WriteCoord(MSG_ENTITY, self.origin_x);
234 WriteCoord(MSG_ENTITY, self.origin_y);
235 WriteCoord(MSG_ENTITY, self.origin_z);
240 WriteCoord(MSG_ENTITY, self.angles_x);
241 WriteCoord(MSG_ENTITY, self.angles_y);
242 WriteCoord(MSG_ENTITY, self.angles_z);
246 WriteByte(MSG_ENTITY, self.ItemStatus);
252 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
254 WriteString(MSG_ENTITY, self.mdl);
258 if(sf & ISF_COLORMAP)
259 WriteShort(MSG_ENTITY, self.colormap);
263 WriteCoord(MSG_ENTITY, self.velocity_x);
264 WriteCoord(MSG_ENTITY, self.velocity_y);
265 WriteCoord(MSG_ENTITY, self.velocity_z);
272 float have_pickup_item(void)
274 if(self.flags & FL_POWERUP)
276 if(autocvar_g_powerups > 0)
278 if(autocvar_g_powerups == 0)
289 if(autocvar_g_pickup_items > 0)
291 if(autocvar_g_pickup_items == 0)
298 if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
304 #define ITEM_RESPAWN_TICKS 10
306 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
307 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
308 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
309 // range: 10 .. respawntime + respawntimejitter
311 floatfield Item_CounterField(float it)
315 case IT_SHELLS: return ammo_shells;
316 case IT_NAILS: return ammo_nails;
317 case IT_ROCKETS: return ammo_rockets;
318 case IT_CELLS: return ammo_cells;
319 case IT_FUEL: return ammo_fuel;
320 case IT_5HP: return health;
321 case IT_25HP: return health;
322 case IT_HEALTH: return health;
323 case IT_ARMOR_SHARD: return armorvalue;
324 case IT_ARMOR: return armorvalue;
325 // add more things here (health, armor)
326 default: error("requested item has no counter field");
330 string Item_CounterFieldName(float it)
334 case IT_SHELLS: return "shells";
335 case IT_NAILS: return "nails";
336 case IT_ROCKETS: return "rockets";
337 case IT_CELLS: return "cells";
338 case IT_FUEL: return "fuel";
340 // add more things here (health, armor)
341 default: error("requested item has no counter field name");
345 .float max_armorvalue;
346 .float pickup_anyway;
348 float Item_Customize()
350 if(self.spawnshieldtime)
352 if(!WEPSET_CONTAINS_ALL_EE(other, self))
354 self.colormod = '0 0 0';
355 self.glowmod = self.colormod;
356 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
363 self.colormod = stov(autocvar_g_ghost_items_color);
364 self.glowmod = self.colormod;
365 self.alpha = g_ghost_items;
374 void Item_Show (entity e, float mode)
376 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
377 e.ItemStatus &~= ITS_STAYWEP;
380 // make the item look normal, and be touchable
382 e.solid = SOLID_TRIGGER;
383 e.spawnshieldtime = 1;
384 e.ItemStatus |= ITS_AVAILABLE;
388 // hide the item completely
389 e.model = string_null;
391 e.spawnshieldtime = 1;
392 e.ItemStatus &~= ITS_AVAILABLE;
394 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
396 // make the item translucent and not touchable
398 e.solid = SOLID_TRIGGER; // can STILL be picked up!
399 e.effects |= EF_STARDUST;
400 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
401 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
405 //setmodel(e, "null");
407 e.colormod = '0 0 0';
408 e.glowmod = e.colormod;
409 e.spawnshieldtime = 1;
410 e.ItemStatus &~= ITS_AVAILABLE;
413 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
414 e.ItemStatus |= ITS_POWERUP;
416 if (autocvar_g_nodepthtestitems)
417 e.effects |= EF_NODEPTHTEST;
420 if (autocvar_g_fullbrightitems)
421 e.ItemStatus |= ITS_ALLOWFB;
423 if (autocvar_sv_simple_items)
424 e.ItemStatus |= ITS_ALLOWSI;
426 // relink entity (because solid may have changed)
427 setorigin(e, e.origin);
428 e.SendFlags |= ISF_STATUS;
431 void Item_Respawn (void)
435 if(self.items == IT_STRENGTH)
436 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
437 else if(self.items == IT_INVINCIBLE)
438 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
440 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
441 setorigin (self, self.origin);
443 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
444 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
447 void Item_RespawnCountdown (void)
449 if(self.count >= ITEM_RESPAWN_TICKS)
451 if(self.waypointsprite_attached)
452 WaypointSprite_Kill(self.waypointsprite_attached);
457 self.nextthink = time + 1;
462 vector rgb = '1 0 1';
466 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
467 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
468 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
469 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
473 MUTATOR_CALLHOOK(Item_RespawnCountdown);
476 if(self.flags & FL_WEAPON)
478 entity wi = get_weaponinfo(self.weapon);
487 print("Unknown powerup-marked item is wanting to respawn\n");
488 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
492 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
493 if(self.waypointsprite_attached)
494 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
497 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
498 if(self.waypointsprite_attached)
500 WaypointSprite_Ping(self.waypointsprite_attached);
501 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
506 void Item_ScheduleRespawnIn(entity e, float t)
508 if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
510 e.think = Item_RespawnCountdown;
511 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
516 e.think = Item_Respawn;
517 e.nextthink = time + t;
521 void Item_ScheduleRespawn(entity e)
523 if(e.respawntime > 0)
526 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
528 else // if respawntime is -1, this item does not respawn
532 void Item_ScheduleInitialRespawn(entity e)
535 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
538 float ITEM_MODE_NONE = 0;
539 float ITEM_MODE_HEALTH = 1;
540 float ITEM_MODE_ARMOR = 2;
541 float ITEM_MODE_FUEL = 3;
542 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
547 if (item.spawnshieldtime)
549 if ((player.ammofield < ammomax) || item.pickup_anyway)
551 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
555 else if(g_weapon_stay == 2)
557 float mi = min(item.ammofield, ammomax);
558 if (player.ammofield < mi)
560 player.ammofield = mi;
571 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
573 case ITEM_MODE_HEALTH:
574 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
576 case ITEM_MODE_ARMOR:
577 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
585 float Item_GiveTo(entity item, entity player)
592 // if nothing happens to player, just return without taking the item
594 _switchweapon = FALSE;
596 // in case the player has autoswitch enabled do the following:
597 // if the player is using their best weapon before items are given, they
598 // probably want to switch to an even better weapon after items are given
599 if (player.autoswitch)
600 if (player.switchweapon == w_getbestweapon(player))
601 _switchweapon = TRUE;
603 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
604 _switchweapon = TRUE;
606 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
607 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
608 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
609 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
610 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
611 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
612 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
614 if (item.flags & FL_WEAPON)
616 WEPSET_DECLARE_A(it);
617 WEPSET_COPY_AE(it, item);
618 WEPSET_ANDNOT_AE(it, player);
620 if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
623 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
624 if(WEPSET_CONTAINS_AW(it, i))
625 W_GiveWeapon (player, i, item.netname);
629 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
633 sprint (player, strcat("You got the ^2", item.netname, "\n"));
636 if (item.strength_finished)
639 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
641 if (item.invincible_finished)
644 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
646 if (item.superweapons_finished)
649 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
656 player_wswitch = _switchweapon;
657 player_pickedup = pickedup;
658 MUTATOR_CALLHOOK(Item_GiveTo);
659 _switchweapon = player_wswitch;
660 pickedup = player_pickedup;
662 // always eat teamed entities
670 if (player.switchweapon != w_getbestweapon(player))
671 W_SwitchWeapon_Force(player, w_getbestweapon(player));
676 void Item_Touch (void)
680 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
681 if(self.classname == "droppedweapon")
683 if (ITEM_TOUCH_NEEDKILL())
690 if (other.classname != "player")
694 if (self.solid != SOLID_TRIGGER)
696 if (self.owner == other)
698 if(MUTATOR_CALLHOOK(ItemTouch))
701 if (self.classname == "droppedweapon")
703 self.strength_finished = max(0, self.strength_finished - time);
704 self.invincible_finished = max(0, self.invincible_finished - time);
705 self.superweapons_finished = max(0, self.superweapons_finished - time);
708 if(!Item_GiveTo(self, other))
710 if (self.classname == "droppedweapon")
712 // undo what we did above
713 self.strength_finished += time;
714 self.invincible_finished += time;
715 self.superweapons_finished += time;
720 other.last_pickup = time;
722 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
723 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
725 if (self.classname == "droppedweapon")
727 else if not(self.spawnshieldtime)
733 RandomSelection_Init();
734 for(head = world; (head = findfloat(head, team, self.team)); )
736 if(head.flags & FL_ITEM)
739 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
742 e = RandomSelection_chosen_ent;
747 Item_ScheduleRespawn(e);
753 Item_Show(self, !self.state);
754 setorigin (self, self.origin);
756 if(self.classname != "droppedweapon")
758 self.think = SUB_Null;
761 if(self.waypointsprite_attached)
762 WaypointSprite_Kill(self.waypointsprite_attached);
764 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
765 Item_ScheduleInitialRespawn(self);
773 if(self.effects & EF_NODRAW)
775 // marker for item team search
776 dprint("Initializing item team ", ftos(self.team), "\n");
777 RandomSelection_Init();
778 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
779 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
780 e = RandomSelection_chosen_ent;
784 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
788 // make it a non-spawned item
790 head.state = 1; // state 1 = initially hidden item
792 head.effects &~= EF_NODRAW;
799 // Savage: used for item garbage-collection
800 // TODO: perhaps nice special effect?
801 void RemoveItem(void)
806 // pickup evaluation functions
807 // these functions decide how desirable an item is to the bots
809 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
811 float weapon_pickupevalfunc(entity player, entity item)
813 float c, j, position;
815 // See if I have it already
816 if(!WEPSET_CONTAINS_ALL_EE(player, item))
818 // If I can pick it up
819 if(!item.spawnshieldtime)
821 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
823 // Skilled bots will grab more
824 c = bound(0, skill / 10, 1) * 0.5;
832 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
833 if( bot_custom_weapon && c )
835 // Find the highest position on any range
837 for(j = 0; j < WEP_LAST ; ++j){
839 bot_weapons_far[j] == item.weapon ||
840 bot_weapons_mid[j] == item.weapon ||
841 bot_weapons_close[j] == item.weapon
852 position = WEP_LAST - position;
853 // item.bot_pickupbasevalue is overwritten here
854 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
858 return item.bot_pickupbasevalue * c;
861 float commodity_pickupevalfunc(entity player, entity item)
864 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
868 // Detect needed ammo
869 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
871 wi = get_weaponinfo(i);
873 if not(WEPSET_CONTAINS_EW(player, i))
876 if(wi.items & IT_SHELLS)
878 else if(wi.items & IT_NAILS)
880 else if(wi.items & IT_ROCKETS)
882 else if(wi.items & IT_CELLS)
884 else if(wi.items & IT_FUEL)
888 // TODO: figure out if the player even has the weapon this ammo is for?
889 // may not affect strategy much though...
890 // find out how much more ammo/armor/health the player can hold
892 if (item.ammo_shells)
893 if (player.ammo_shells < g_pickup_shells_max)
894 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
897 if (player.ammo_nails < g_pickup_nails_max)
898 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
900 if (item.ammo_rockets)
901 if (player.ammo_rockets < g_pickup_rockets_max)
902 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
905 if (player.ammo_cells < g_pickup_cells_max)
906 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
909 if (player.ammo_fuel < g_pickup_fuel_max)
910 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
912 if (player.armorvalue < item.max_armorvalue)
913 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
915 if (player.health < item.max_health)
916 c = c + max(0, 1 - player.health / item.max_health);
918 return item.bot_pickupbasevalue * c;
921 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
923 if(ITEM_DAMAGE_NEEDKILL(deathtype))
928 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)
930 startitem_failed = FALSE;
933 self.model = itemmodel;
937 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
941 if(self.item_pickupsound == "")
942 self.item_pickupsound = pickupsound;
944 if(!self.respawntime) // both need to be set
946 self.respawntime = defaultrespawntime;
947 self.respawntimejitter = defaultrespawntimejitter;
951 self.weapon = weaponid;
954 WEPSET_COPY_EW(self, weaponid);
956 self.flags = FL_ITEM | itemflags;
958 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
960 startitem_failed = TRUE;
965 // is it a dropped weapon?
966 if (self.classname == "droppedweapon")
968 self.reset = SUB_Remove;
969 // it's a dropped weapon
970 self.movetype = MOVETYPE_TOSS;
972 // Savage: remove thrown items after a certain period of time ("garbage collection")
973 self.think = RemoveItem;
974 self.nextthink = time + 20;
976 self.takedamage = DAMAGE_YES;
977 self.event_damage = Item_Damage;
979 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
982 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
983 if(self.ammo_nails == 0)
984 if(self.ammo_cells == 0)
985 if(self.ammo_rockets == 0)
986 if(self.ammo_shells == 0)
987 if(self.ammo_fuel == 0)
989 if(self.armorvalue == 0)
992 // if item is worthless after a timer, have it expire then
993 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
996 // don't drop if in a NODROP zone (such as lava)
997 traceline(self.origin, self.origin, MOVE_NORMAL, self);
998 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1000 startitem_failed = TRUE;
1007 if(!have_pickup_item())
1009 startitem_failed = TRUE;
1014 if(self.angles != '0 0 0')
1015 self.SendFlags |= ISF_ANGLES;
1017 self.reset = Item_Reset;
1018 // it's a level item
1019 if(self.spawnflags & 1)
1022 self.movetype = MOVETYPE_NONE;
1024 self.movetype = MOVETYPE_TOSS;
1025 // do item filtering according to game mode and other things
1028 // first nudge it off the floor a little bit to avoid math errors
1029 setorigin(self, self.origin + '0 0 1');
1030 // set item size before we spawn a spawnfunc_waypoint
1031 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1032 setsize (self, '-16 -16 0', '16 16 48');
1034 setsize (self, '-16 -16 0', '16 16 32');
1035 // note droptofloor returns FALSE if stuck/or would fall too far
1037 waypoint_spawnforitem(self);
1041 * can't do it that way, as it would break maps
1042 * TODO make a target_give like entity another way, that perhaps has
1043 * the weapon name in a key
1046 // target_give not yet supported; maybe later
1047 print("removed targeted ", self.classname, "\n");
1048 startitem_failed = TRUE;
1054 if(autocvar_spawn_debug >= 2)
1057 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1059 // why not flags & fl_item?
1060 if(otheritem.is_item)
1062 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1063 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1064 error("Mapper sucks.");
1067 self.is_item = TRUE;
1070 WEPSET_OR_AW(weaponsInMap, weaponid);
1072 precache_model (self.model);
1073 precache_sound (self.item_pickupsound);
1075 precache_sound ("misc/itemrespawncountdown.wav");
1076 if(itemid == IT_STRENGTH)
1077 precache_sound ("misc/strength_respawn.wav");
1078 else if(itemid == IT_INVINCIBLE)
1079 precache_sound ("misc/shield_respawn.wav");
1081 precache_sound ("misc/itemrespawn.wav");
1083 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1084 self.target = "###item###"; // for finding the nearest item using find()
1087 self.bot_pickup = TRUE;
1088 self.bot_pickupevalfunc = pickupevalfunc;
1089 self.bot_pickupbasevalue = pickupbasevalue;
1090 self.mdl = self.model;
1091 self.netname = itemname;
1092 self.touch = Item_Touch;
1093 setmodel(self, "null"); // precision set below
1094 //self.effects |= EF_LOWPRECISION;
1096 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1098 self.pos1 = '-16 -16 0';
1099 self.pos2 = '16 16 48';
1103 self.pos1 = '-16 -16 0';
1104 self.pos2 = '16 16 32';
1106 setsize (self, self.pos1, self.pos2);
1108 if(itemflags & FL_POWERUP)
1109 self.ItemStatus |= ITS_ANIMATE1;
1111 if(self.armorvalue || self.health)
1112 self.ItemStatus |= ITS_ANIMATE2;
1114 if(itemflags & FL_WEAPON)
1116 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1117 self.colormap = 1024; // color shirt=0 pants=0 grey
1121 self.ItemStatus |= ITS_ANIMATE1;
1122 self.ItemStatus |= ISF_COLORMAP;
1126 if(self.team) // broken, no idea why.
1129 self.cnt = 1; // item probability weight
1131 self.effects |= EF_NODRAW; // marker for item team search
1132 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1137 Net_LinkEntity(self, FALSE, 0, ItemSend);
1140 float weaponswapping;
1143 void weapon_defaultspawnfunc(float wpn)
1147 var .float ammofield;
1153 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1155 e = get_weaponinfo(wpn);
1157 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1159 print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1161 objerror("Attempted to spawn a mutator-blocked weapon rejected");
1162 startitem_failed = TRUE;
1167 s = W_Apply_Weaponreplace(e.netname);
1170 MUTATOR_CALLHOOK(SetWeaponreplace);
1175 startitem_failed = TRUE;
1178 t = tokenize_console(s);
1181 self.team = --internalteam;
1183 for(i = 1; i < t; ++i)
1186 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1188 e = get_weaponinfo(j);
1192 copyentity(oldself, self);
1193 self.classname = "replacedweapon";
1194 weapon_defaultspawnfunc(j);
1200 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1205 if(t >= 1) // always the case!
1209 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1211 e = get_weaponinfo(j);
1220 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1226 startitem_failed = TRUE;
1231 e = get_weaponinfo(wpn);
1233 if(!self.respawntime)
1235 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1237 self.respawntime = g_pickup_respawntime_superweapon;
1238 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1242 self.respawntime = g_pickup_respawntime_weapon;
1243 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1247 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1248 if(!self.superweapons_finished)
1249 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1253 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1257 ammofield = Item_CounterField(j);
1259 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1265 if(g_pickup_weapons_anyway)
1266 self.pickup_anyway = TRUE;
1270 // no weapon-stay on superweapons
1271 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1272 f |= FL_NO_WEAPON_STAY;
1274 // weapon stay isn't supported for teamed weapons
1276 f |= FL_NO_WEAPON_STAY;
1278 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1279 if (self.modelindex) // don't precache if self was removed
1280 weapon_action(e.weapon, WR_PRECACHE);
1283 void spawnfunc_weapon_shotgun (void);
1284 void spawnfunc_weapon_uzi (void) {
1285 if(autocvar_sv_q3acompat_machineshotgunswap)
1286 if(self.classname != "droppedweapon")
1288 weapon_defaultspawnfunc(WEP_SHOTGUN);
1291 weapon_defaultspawnfunc(WEP_UZI);
1294 void spawnfunc_weapon_shotgun (void) {
1295 if(autocvar_sv_q3acompat_machineshotgunswap)
1296 if(self.classname != "droppedweapon")
1298 weapon_defaultspawnfunc(WEP_UZI);
1301 weapon_defaultspawnfunc(WEP_SHOTGUN);
1304 void spawnfunc_weapon_nex (void)
1306 weapon_defaultspawnfunc(WEP_NEX);
1309 void spawnfunc_weapon_minstanex (void)
1311 weapon_defaultspawnfunc(WEP_MINSTANEX);
1314 void spawnfunc_weapon_rocketlauncher (void)
1316 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1319 void spawnfunc_item_rockets (void) {
1320 if(!self.ammo_rockets)
1321 self.ammo_rockets = g_pickup_rockets;
1322 if(!self.pickup_anyway)
1323 self.pickup_anyway = g_pickup_ammo_anyway;
1324 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);
1327 void spawnfunc_item_shells (void);
1328 void spawnfunc_item_bullets (void) {
1330 if(autocvar_sv_q3acompat_machineshotgunswap)
1331 if(self.classname != "droppedweapon")
1333 weaponswapping = TRUE;
1334 spawnfunc_item_shells();
1335 weaponswapping = FALSE;
1339 if(!self.ammo_nails)
1340 self.ammo_nails = g_pickup_nails;
1341 if(!self.pickup_anyway)
1342 self.pickup_anyway = g_pickup_ammo_anyway;
1343 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);
1346 void spawnfunc_item_cells (void) {
1347 if(!self.ammo_cells)
1348 self.ammo_cells = g_pickup_cells;
1349 if(!self.pickup_anyway)
1350 self.pickup_anyway = g_pickup_ammo_anyway;
1351 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);
1354 void spawnfunc_item_shells (void) {
1356 if(autocvar_sv_q3acompat_machineshotgunswap)
1357 if(self.classname != "droppedweapon")
1359 weaponswapping = TRUE;
1360 spawnfunc_item_bullets();
1361 weaponswapping = FALSE;
1365 if(!self.ammo_shells)
1366 self.ammo_shells = g_pickup_shells;
1367 if(!self.pickup_anyway)
1368 self.pickup_anyway = g_pickup_ammo_anyway;
1369 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);
1372 void spawnfunc_item_armor_small (void) {
1373 if(!self.armorvalue)
1374 self.armorvalue = g_pickup_armorsmall;
1375 if(!self.max_armorvalue)
1376 self.max_armorvalue = g_pickup_armorsmall_max;
1377 if(!self.pickup_anyway)
1378 self.pickup_anyway = g_pickup_armorsmall_anyway;
1379 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);
1382 void spawnfunc_item_armor_medium (void) {
1383 if(!self.armorvalue)
1384 self.armorvalue = g_pickup_armormedium;
1385 if(!self.max_armorvalue)
1386 self.max_armorvalue = g_pickup_armormedium_max;
1387 if(!self.pickup_anyway)
1388 self.pickup_anyway = g_pickup_armormedium_anyway;
1389 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);
1392 void spawnfunc_item_armor_big (void) {
1393 if(!self.armorvalue)
1394 self.armorvalue = g_pickup_armorbig;
1395 if(!self.max_armorvalue)
1396 self.max_armorvalue = g_pickup_armorbig_max;
1397 if(!self.pickup_anyway)
1398 self.pickup_anyway = g_pickup_armorbig_anyway;
1399 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);
1402 void spawnfunc_item_armor_large (void) {
1403 if(!self.armorvalue)
1404 self.armorvalue = g_pickup_armorlarge;
1405 if(!self.max_armorvalue)
1406 self.max_armorvalue = g_pickup_armorlarge_max;
1407 if(!self.pickup_anyway)
1408 self.pickup_anyway = g_pickup_armorlarge_anyway;
1409 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);
1412 void spawnfunc_item_health_small (void) {
1413 if(!self.max_health)
1414 self.max_health = g_pickup_healthsmall_max;
1416 self.health = g_pickup_healthsmall;
1417 if(!self.pickup_anyway)
1418 self.pickup_anyway = g_pickup_healthsmall_anyway;
1419 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);
1422 void spawnfunc_item_health_medium (void) {
1423 if(!self.max_health)
1424 self.max_health = g_pickup_healthmedium_max;
1426 self.health = g_pickup_healthmedium;
1427 if(!self.pickup_anyway)
1428 self.pickup_anyway = g_pickup_healthmedium_anyway;
1429 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);
1432 void spawnfunc_item_health_large (void) {
1433 if(!self.max_health)
1434 self.max_health = g_pickup_healthlarge_max;
1436 self.health = g_pickup_healthlarge;
1437 if(!self.pickup_anyway)
1438 self.pickup_anyway = g_pickup_healthlarge_anyway;
1439 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);
1442 void spawnfunc_item_health_mega (void) {
1443 if(!self.max_health)
1444 self.max_health = g_pickup_healthmega_max;
1446 self.health = g_pickup_healthmega;
1447 if(!self.pickup_anyway)
1448 self.pickup_anyway = g_pickup_healthmega_anyway;
1449 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);
1452 // support old misnamed entities
1453 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1454 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1455 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1456 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1457 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1459 void spawnfunc_item_strength (void) {
1460 precache_sound("weapons/strength_fire.wav");
1461 if(!self.strength_finished)
1462 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1463 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);
1466 void spawnfunc_item_invincible (void) {
1467 if(!self.invincible_finished)
1468 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1469 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);
1473 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1475 float GiveItems(entity e, float beginarg, float endarg);
1476 void target_items_use (void)
1478 if(activator.classname == "droppedweapon")
1485 if(activator.classname != "player")
1487 if(activator.deadflag != DEAD_NO)
1492 for(e = world; (e = find(e, classname, "droppedweapon")); )
1493 if(e.enemy == activator)
1496 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1497 centerprint(activator, self.message);
1500 void spawnfunc_target_items (void)
1505 self.use = target_items_use;
1506 if(!self.strength_finished)
1507 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1508 if(!self.invincible_finished)
1509 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1510 if(!self.superweapons_finished)
1511 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1513 precache_sound("misc/itempickup.wav");
1514 precache_sound("misc/megahealth.wav");
1515 precache_sound("misc/armor25.wav");
1516 precache_sound("misc/powerup.wav");
1517 precache_sound("misc/poweroff.wav");
1518 precache_sound("weapons/weaponpickup.wav");
1520 n = tokenize_console(self.netname);
1521 if(argv(0) == "give")
1523 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1527 for(i = 0; i < n; ++i)
1529 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1530 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1531 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1532 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1533 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1534 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1535 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1536 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1539 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1541 e = get_weaponinfo(j);
1542 if(argv(i) == e.netname)
1544 WEPSET_OR_EW(self, j);
1545 if(self.spawnflags == 0 || self.spawnflags == 2)
1546 weapon_action(e.weapon, WR_PRECACHE);
1551 print("target_items: invalid item ", argv(i), "\n");
1555 string itemprefix, valueprefix;
1556 if(self.spawnflags == 0)
1561 else if(self.spawnflags == 1)
1563 itemprefix = "max ";
1564 valueprefix = "max ";
1566 else if(self.spawnflags == 2)
1568 itemprefix = "min ";
1569 valueprefix = "min ";
1571 else if(self.spawnflags == 4)
1573 itemprefix = "minus ";
1574 valueprefix = "max ";
1577 error("invalid spawnflags");
1580 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1581 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1582 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1583 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1584 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1585 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1586 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1587 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1588 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1589 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1590 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1591 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1592 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1593 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1594 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1596 e = get_weaponinfo(j);
1598 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1601 self.netname = strzone(self.netname);
1602 //print(self.netname, "\n");
1604 n = tokenize_console(self.netname);
1605 for(i = 0; i < n; ++i)
1607 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1609 e = get_weaponinfo(j);
1610 if(argv(i) == e.netname)
1612 weapon_action(e.weapon, WR_PRECACHE);
1619 void spawnfunc_item_fuel(void)
1622 self.ammo_fuel = g_pickup_fuel;
1623 if(!self.pickup_anyway)
1624 self.pickup_anyway = g_pickup_ammo_anyway;
1625 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);
1628 void spawnfunc_item_fuel_regen(void)
1630 if(start_items & IT_FUEL_REGEN)
1632 spawnfunc_item_fuel();
1635 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);
1638 void spawnfunc_item_jetpack(void)
1640 if(g_grappling_hook)
1641 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1643 self.ammo_fuel = g_pickup_fuel_jetpack;
1644 if(start_items & IT_JETPACK)
1646 spawnfunc_item_fuel();
1649 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);
1659 float GiveWeapon(entity e, float wpn, float op, float val)
1662 v0 = WEPSET_CONTAINS_EW(e, wpn);
1667 WEPSET_OR_EW(e, wpn);
1669 WEPSET_ANDNOT_EW(e, wpn);
1674 WEPSET_OR_EW(e, wpn);
1678 WEPSET_ANDNOT_EW(e, wpn);
1682 WEPSET_ANDNOT_EW(e, wpn);
1685 v1 = WEPSET_CONTAINS_EW(e, wpn);
1689 float GiveBit(entity e, .float fld, float bit, float op, float val)
1719 float GiveValue(entity e, .float fld, float op, float val)
1729 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1732 e.fld = min(e.fld, val);
1745 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1752 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1754 else if(v0 >= v0 + t)
1757 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1761 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1764 e.rotfield = max(e.rotfield, time + rottime);
1766 e.regenfield = max(e.regenfield, time + regentime);
1769 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1770 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1771 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
1772 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1773 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1774 #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)
1776 float GiveItems(entity e, float beginarg, float endarg)
1778 float got, i, j, val, op;
1779 float _switchweapon;
1788 _switchweapon = FALSE;
1790 if (e.switchweapon == w_getbestweapon(e))
1791 _switchweapon = TRUE;
1793 e.strength_finished = max(0, e.strength_finished - time);
1794 e.invincible_finished = max(0, e.invincible_finished - time);
1795 e.superweapons_finished = max(0, e.superweapons_finished - time);
1799 PREGIVE(e, strength_finished);
1800 PREGIVE(e, invincible_finished);
1801 PREGIVE(e, superweapons_finished);
1802 PREGIVE(e, ammo_nails);
1803 PREGIVE(e, ammo_cells);
1804 PREGIVE(e, ammo_shells);
1805 PREGIVE(e, ammo_rockets);
1806 PREGIVE(e, ammo_fuel);
1807 PREGIVE(e, armorvalue);
1810 for(i = beginarg; i < endarg; ++i)
1814 if(cmd == "0" || stof(cmd))
1838 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1839 got += GiveValue(e, strength_finished, op, val);
1840 got += GiveValue(e, invincible_finished, op, val);
1841 got += GiveValue(e, superweapons_finished, op, val);
1842 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1844 got += GiveBit(e, items, IT_JETPACK, op, val);
1845 got += GiveValue(e, health, op, val);
1846 got += GiveValue(e, armorvalue, op, val);
1848 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1850 wi = get_weaponinfo(j);
1852 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1853 got += GiveWeapon(e, j, op, val);
1856 got += GiveValue(e, ammo_cells, op, val);
1857 got += GiveValue(e, ammo_shells, op, val);
1858 got += GiveValue(e, ammo_nails, op, val);
1859 got += GiveValue(e, ammo_rockets, op, val);
1860 got += GiveValue(e, ammo_fuel, op, val);
1862 case "unlimited_ammo":
1863 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1865 case "unlimited_weapon_ammo":
1866 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1868 case "unlimited_superweapons":
1869 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1872 got += GiveBit(e, items, IT_JETPACK, op, val);
1875 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1878 got += GiveValue(e, strength_finished, op, val);
1881 got += GiveValue(e, invincible_finished, op, val);
1883 case "superweapons":
1884 got += GiveValue(e, superweapons_finished, op, val);
1887 got += GiveValue(e, ammo_cells, op, val);
1890 got += GiveValue(e, ammo_shells, op, val);
1894 got += GiveValue(e, ammo_nails, op, val);
1897 got += GiveValue(e, ammo_rockets, op, val);
1900 got += GiveValue(e, health, op, val);
1903 got += GiveValue(e, armorvalue, op, val);
1906 got += GiveValue(e, ammo_fuel, op, val);
1909 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1911 wi = get_weaponinfo(j);
1912 if(cmd == wi.netname)
1914 got += GiveWeapon(e, j, op, val);
1919 print("give: invalid item ", cmd, "\n");
1926 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1927 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1928 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1929 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1930 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1932 wi = get_weaponinfo(j);
1935 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1936 if not(WEPSET_CONTAINS_AW(save_weapons, j))
1937 if(WEPSET_CONTAINS_EW(e, j))
1938 weapon_action(wi.weapon, WR_PRECACHE);
1941 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1942 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1943 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1944 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1945 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1946 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1947 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);
1948 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);
1949 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);
1951 if(e.superweapons_finished <= 0)
1952 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1953 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1955 if(e.strength_finished <= 0)
1956 e.strength_finished = 0;
1958 e.strength_finished += time;
1959 if(e.invincible_finished <= 0)
1960 e.invincible_finished = 0;
1962 e.invincible_finished += time;
1963 if(e.superweapons_finished <= 0)
1964 e.superweapons_finished = 0;
1966 e.superweapons_finished += time;
1968 if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
1969 _switchweapon = TRUE;
1971 W_SwitchWeapon_Force(e, w_getbestweapon(e));