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(autocvar_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 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 and not touchable
114 e.colormod = stov(autocvar_g_ghost_items_color);
115 e.glowmod = e.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 = '0 0 0';
127 e.glowmod = e.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 (autocvar_g_nodepthtestitems)
137 e.effects |= EF_NODEPTHTEST;
138 if (autocvar_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, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
150 else if(!g_minstagib && self.items == IT_INVINCIBLE)
151 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
153 sound (self, CH_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, RADARICON_POWERUP, rgb);
202 if(self.waypointsprite_attached)
203 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
206 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
207 if(self.waypointsprite_attached)
209 WaypointSprite_Ping(self.waypointsprite_attached);
210 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
215 void Item_ScheduleRespawnIn(entity e, float t)
217 if(e.flags & FL_POWERUP)
219 e.think = Item_RespawnCountdown;
220 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
225 e.think = Item_Respawn;
226 e.nextthink = time + t;
230 void Item_ScheduleRespawn(entity e)
232 if(e.respawntime > 0)
235 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
237 else // if respawntime is -1, this item does not respawn
241 void Item_ScheduleInitialRespawn(entity e)
244 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
247 float Item_GiveTo(entity item, entity player)
255 // if nothing happens to player, just return without taking the item
257 _switchweapon = FALSE;
261 if(item.spawnshieldtime)
264 if (player.ammo_fuel < g_pickup_fuel_max)
267 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
268 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
270 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
274 sprint (player, strcat("You got the ^2", item.netname, "\n"));
277 _switchweapon = TRUE;
281 // play some cool sounds ;)
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, item.netname);
296 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
304 // sound not available
305 // AnnounceTo(player, "_lives");
306 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_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) + autocvar_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) + autocvar_g_balance_powerup_strength_time;
331 if (g_weapon_stay == 1)
332 if not(item.flags & FL_NO_WEAPON_STAY)
333 if (item.flags & FL_WEAPON)
335 if(item.classname == "droppedweapon")
337 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
342 if (player.weapons & item.weapons)
347 // in case the player has autoswitch enabled do the following:
348 // if the player is using their best weapon before items are given, they
349 // probably want to switch to an even better weapon after items are given
350 if (player.autoswitch)
351 if (player.switchweapon == w_getbestweapon(player))
352 _switchweapon = TRUE;
354 if not(player.weapons & W_WeaponBit(player.switchweapon))
355 _switchweapon = TRUE;
357 if(item.spawnshieldtime)
359 if (item.ammo_shells)
360 if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
363 player.ammo_shells = bound(player.ammo_shells, g_pickup_shells_max, player.ammo_shells + item.ammo_shells);
366 if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
369 player.ammo_nails = bound(player.ammo_nails, g_pickup_nails_max, player.ammo_nails + item.ammo_nails);
371 if (item.ammo_rockets)
372 if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
375 player.ammo_rockets = bound(player.ammo_rockets, g_pickup_rockets_max, player.ammo_rockets + item.ammo_rockets);
378 if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
381 player.ammo_cells = bound(player.ammo_cells, g_pickup_cells_max, player.ammo_cells + item.ammo_cells);
384 if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
387 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
388 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
392 if (item.flags & FL_WEAPON)
393 if ((it = item.weapons - (item.weapons & player.weapons)) || (g_pickup_weapons_anyway && g_weapon_stay == 0))
396 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
398 e = get_weaponinfo(i);
400 W_GiveWeapon (player, e.weapon, item.netname);
404 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
408 sprint (player, strcat("You got the ^2", item.netname, "\n"));
411 if(item.spawnshieldtime)
413 if (item.strength_finished)
416 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
418 if (item.invincible_finished)
421 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
425 if ((player.health < item.max_health) || item.pickup_anyway)
428 player.health = bound(player.health, item.max_health, player.health + item.health);
429 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
432 if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
435 player.armorvalue = bound(player.armorvalue, item.max_armorvalue, player.armorvalue + item.armorvalue);
436 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
442 // always eat teamed entities
449 sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
451 if (player.switchweapon != w_getbestweapon(player))
452 W_SwitchWeapon_Force(player, w_getbestweapon(player));
457 void Item_Touch (void)
461 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
462 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
467 if (other.classname != "player")
471 if (self.solid != SOLID_TRIGGER)
473 if (self.owner == other)
476 if(!Item_GiveTo(self, other))
479 other.last_pickup = time;
481 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
483 if (self.classname == "droppedweapon")
485 else if not(self.spawnshieldtime)
487 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
493 RandomSelection_Init();
494 for(head = world; (head = findfloat(head, team, self.team)); )
496 if(head.flags & FL_ITEM)
499 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
502 e = RandomSelection_chosen_ent;
506 Item_ScheduleRespawn(e);
514 if(self.effects & EF_NODRAW)
516 // marker for item team search
517 dprint("Initializing item team ", ftos(self.team), "\n");
518 RandomSelection_Init();
519 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
520 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
521 e = RandomSelection_chosen_ent;
525 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
529 // make it a non-spawned item
531 head.state = 1; // state 1 = initially hidden item
533 head.effects &~= EF_NODRAW;
536 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
537 Item_ScheduleInitialRespawn(e);
543 Item_Show(self, !self.state);
544 setorigin (self, self.origin);
545 self.think = SUB_Null;
548 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
549 Item_ScheduleInitialRespawn(self);
552 // Savage: used for item garbage-collection
553 // TODO: perhaps nice special effect?
554 void RemoveItem(void)
559 // pickup evaluation functions
560 // these functions decide how desirable an item is to the bots
562 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
564 float weapon_pickupevalfunc(entity player, entity item)
566 float c, i, j, position;
568 // See if I have it already
569 if(player.weapons & item.weapons == item.weapons)
571 // If I can pick it up
572 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
574 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
576 // Skilled bots will grab more
577 c = bound(0, skill / 10, 1) * 0.5;
585 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
586 if( bot_custom_weapon && c )
588 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
591 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
594 // Find the highest position on any range
596 for(j = 0; j < WEP_LAST ; ++j){
598 bot_weapons_far[j] == i ||
599 bot_weapons_mid[j] == i ||
600 bot_weapons_close[j] == i
611 position = WEP_LAST - position;
612 // item.bot_pickupbasevalue is overwritten here
613 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
618 return item.bot_pickupbasevalue * c;
621 float commodity_pickupevalfunc(entity player, entity item)
623 float c, i, need_shells, need_nails, need_rockets, need_cells;
627 // Detect needed ammo
628 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
630 wi = get_weaponinfo(i);
632 if not(wi.weapons & player.weapons)
635 if(wi.items & IT_SHELLS)
637 else if(wi.items & IT_NAILS)
639 else if(wi.items & IT_ROCKETS)
641 else if(wi.items & IT_CELLS)
645 // TODO: figure out if the player even has the weapon this ammo is for?
646 // may not affect strategy much though...
647 // find out how much more ammo/armor/health the player can hold
649 if (item.ammo_shells)
650 if (player.ammo_shells < g_pickup_shells_max)
651 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
654 if (player.ammo_nails < g_pickup_nails_max)
655 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
657 if (item.ammo_rockets)
658 if (player.ammo_rockets < g_pickup_rockets_max)
659 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
662 if (player.ammo_cells < g_pickup_cells_max)
663 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
665 if (player.armorvalue < item.max_armorvalue)
666 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
668 if (player.health < item.max_health)
669 c = c + max(0, 1 - player.health / item.max_health);
671 return item.bot_pickupbasevalue * c;
676 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)
678 startitem_failed = FALSE;
681 self.weapons = weaponid;
683 // is it a dropped weapon?
684 if (self.classname == "droppedweapon")
686 self.reset = SUB_Remove;
687 // it's a dropped weapon
688 self.movetype = MOVETYPE_TOSS;
689 // Savage: remove thrown items after a certain period of time ("garbage collection")
690 self.think = RemoveItem;
691 self.nextthink = time + 60;
692 // don't drop if in a NODROP zone (such as lava)
693 traceline(self.origin, self.origin, MOVE_NORMAL, self);
694 if (trace_dpstartcontents & DPCONTENTS_NODROP)
696 startitem_failed = TRUE;
703 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
705 startitem_failed = TRUE;
710 self.reset = Item_Reset;
712 if(self.spawnflags & 1)
715 self.movetype = MOVETYPE_NONE;
717 self.movetype = MOVETYPE_TOSS;
718 // do item filtering according to game mode and other things
721 // first nudge it off the floor a little bit to avoid math errors
722 setorigin(self, self.origin + '0 0 1');
723 // set item size before we spawn a spawnfunc_waypoint
724 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
725 setsize (self, '-16 -16 0', '16 16 48');
727 setsize (self, '-16 -16 0', '16 16 32');
728 // note droptofloor returns FALSE if stuck/or would fall too far
730 waypoint_spawnforitem(self);
734 * can't do it that way, as it would break maps
735 * TODO make a target_give like entity another way, that perhaps has
736 * the weapon name in a key
739 // target_give not yet supported; maybe later
740 print("removed targeted ", self.classname, "\n");
741 startitem_failed = TRUE;
747 if(autocvar_spawn_debug >= 2)
750 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
752 if(otheritem.is_item)
754 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
755 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
756 error("Mapper sucks.");
764 startitem_failed = TRUE;
768 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
770 startitem_failed = TRUE;
774 else if (g_minstagib)
776 // don't remove dropped items and powerups
777 if (self.classname != "minstagib")
779 startitem_failed = TRUE;
784 else if (!autocvar_g_pickup_items && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
786 startitem_failed = TRUE;
791 weaponsInMap |= weaponid;
793 precache_model (itemmodel);
794 precache_sound (pickupsound);
796 precache_sound ("misc/itemrespawncountdown.wav");
797 if(!g_minstagib && itemid == IT_STRENGTH)
798 precache_sound ("misc/strength_respawn.wav");
799 else if(!g_minstagib && itemid == IT_INVINCIBLE)
800 precache_sound ("misc/shield_respawn.wav");
802 precache_sound ("misc/itemrespawn.wav");
804 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
805 self.target = "###item###"; // for finding the nearest item using find()
808 self.bot_pickup = TRUE;
809 self.bot_pickupevalfunc = pickupevalfunc;
810 self.bot_pickupbasevalue = pickupbasevalue;
811 self.mdl = itemmodel;
812 self.item_pickupsound = pickupsound;
813 // let mappers override respawntime
814 if(!self.respawntime) // both set
816 self.respawntime = defaultrespawntime;
817 self.respawntimejitter = defaultrespawntimejitter;
819 self.netname = itemname;
820 self.flags = FL_ITEM | itemflags;
821 self.touch = Item_Touch;
822 setmodel (self, self.mdl); // precision set below
823 self.effects |= EF_LOWPRECISION;
824 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
825 setsize (self, '-16 -16 0', '16 16 48');
827 setsize (self, '-16 -16 0', '16 16 32');
828 if(itemflags & FL_WEAPON)
829 self.modelflags |= MF_ROTATE;
831 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
832 if (itemflags & FL_WEAPON)
834 // neutral team color for pickup weapons
835 self.colormap = 1024; // color shirt=0 pants=0 grey
843 self.cnt = 1; // item probability weight
844 self.effects = self.effects | EF_NODRAW; // marker for item team search
845 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
847 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
848 Item_ScheduleInitialRespawn(self);
851 /* replace items in minstagib
852 * IT_STRENGTH = invisibility
853 * IT_NAILS = extra lives
854 * IT_INVINCIBLE = speed
856 void minstagib_items (float itemid)
859 self.classname = "minstagib";
861 // replace rocket launchers and nex guns with ammo cells
862 if (itemid == IT_CELLS)
865 StartItem ("models/items/a_cells.md3",
866 "misc/itempickup.wav", 45, 0,
867 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
874 itemid = IT_STRENGTH;
878 itemid = IT_INVINCIBLE;
880 // replace with invis
881 if (itemid == IT_STRENGTH)
883 self.strength_finished = 30;
884 StartItem ("models/items/g_strength.md3",
885 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
886 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
888 // replace with extra lives
889 if (itemid == IT_NAILS)
892 StartItem ("models/items/g_h100.md3",
893 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
894 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
896 // replace with speed
897 if (itemid == IT_INVINCIBLE)
899 self.invincible_finished = 30;
900 StartItem ("models/items/g_invincible.md3",
901 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
902 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
906 float minst_no_auto_cells;
907 void minst_remove_item (void) {
908 if(minst_no_auto_cells)
912 float weaponswapping;
915 void weapon_defaultspawnfunc(float wpn)
919 var .float ammofield;
924 // set the respawntime in advance (so replaced weapons can copy it)
926 if(!self.respawntime)
928 e = get_weaponinfo(wpn);
929 if(e.items == IT_SUPERWEAPON)
931 self.respawntime = g_pickup_respawntime_powerup;
932 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
936 self.respawntime = g_pickup_respawntime_weapon;
937 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
941 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
943 e = get_weaponinfo(wpn);
944 s = cvar_string(strcat("g_weaponreplace_", e.netname));
948 startitem_failed = TRUE;
951 t = tokenize_console(s);
954 self.team = --internalteam;
956 for(i = 1; i < t; ++i)
959 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
961 e = get_weaponinfo(j);
965 copyentity(oldself, self);
966 self.classname = "replacedweapon";
967 weapon_defaultspawnfunc(j);
973 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
982 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
984 e = get_weaponinfo(j);
993 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
999 startitem_failed = TRUE;
1004 e = get_weaponinfo(wpn);
1006 if(e.items && e.items != IT_SUPERWEAPON)
1008 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1012 ammofield = Item_CounterField(j);
1014 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1020 self.flags |= FL_NO_WEAPON_STAY;
1023 // weapon stay isn't supported for teamed weapons
1025 self.flags |= FL_NO_WEAPON_STAY;
1027 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1029 self.ammo_shells = 0;
1030 self.ammo_nails = 0;
1031 self.ammo_cells = 0;
1032 self.ammo_rockets = 0;
1033 // weapon stay 2: don't use ammo on weapon pickups; instead
1034 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1037 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1038 if (self.modelindex) // don't precache if self was removed
1039 weapon_action(e.weapon, WR_PRECACHE);
1042 void spawnfunc_weapon_shotgun (void);
1043 void spawnfunc_weapon_uzi (void) {
1044 if(autocvar_sv_q3acompat_machineshotgunswap)
1045 if(self.classname != "droppedweapon")
1047 weapon_defaultspawnfunc(WEP_SHOTGUN);
1050 weapon_defaultspawnfunc(WEP_UZI);
1053 void spawnfunc_weapon_shotgun (void) {
1054 if(autocvar_sv_q3acompat_machineshotgunswap)
1055 if(self.classname != "droppedweapon")
1057 weapon_defaultspawnfunc(WEP_UZI);
1060 weapon_defaultspawnfunc(WEP_SHOTGUN);
1063 void spawnfunc_weapon_nex (void)
1067 minstagib_items(IT_CELLS);
1068 self.think = minst_remove_item;
1069 self.nextthink = time;
1072 weapon_defaultspawnfunc(WEP_NEX);
1075 void spawnfunc_weapon_minstanex (void)
1079 minstagib_items(IT_CELLS);
1080 self.think = minst_remove_item;
1081 self.nextthink = time;
1084 weapon_defaultspawnfunc(WEP_MINSTANEX);
1087 void spawnfunc_weapon_rocketlauncher (void)
1091 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1092 self.think = minst_remove_item;
1093 self.nextthink = time;
1096 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1099 void spawnfunc_item_rockets (void) {
1100 if(!self.ammo_rockets)
1101 self.ammo_rockets = g_pickup_rockets;
1102 if(!self.pickup_anyway)
1103 self.pickup_anyway = g_pickup_ammo_anyway;
1104 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);
1107 void spawnfunc_item_shells (void);
1108 void spawnfunc_item_bullets (void) {
1110 if(autocvar_sv_q3acompat_machineshotgunswap)
1111 if(self.classname != "droppedweapon")
1113 weaponswapping = TRUE;
1114 spawnfunc_item_shells();
1115 weaponswapping = FALSE;
1119 if(!self.ammo_nails)
1120 self.ammo_nails = g_pickup_nails;
1121 if(!self.pickup_anyway)
1122 self.pickup_anyway = g_pickup_ammo_anyway;
1123 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);
1126 void spawnfunc_item_cells (void) {
1127 if(!self.ammo_cells)
1128 self.ammo_cells = g_pickup_cells;
1129 if(!self.pickup_anyway)
1130 self.pickup_anyway = g_pickup_ammo_anyway;
1131 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);
1134 void spawnfunc_item_shells (void) {
1136 if(autocvar_sv_q3acompat_machineshotgunswap)
1137 if(self.classname != "droppedweapon")
1139 weaponswapping = TRUE;
1140 spawnfunc_item_bullets();
1141 weaponswapping = FALSE;
1145 if(!self.ammo_shells)
1146 self.ammo_shells = g_pickup_shells;
1147 if(!self.pickup_anyway)
1148 self.pickup_anyway = g_pickup_ammo_anyway;
1149 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);
1152 void spawnfunc_item_armor_small (void) {
1153 if(!self.armorvalue)
1154 self.armorvalue = g_pickup_armorsmall;
1155 if(!self.max_armorvalue)
1156 self.max_armorvalue = g_pickup_armorsmall_max;
1157 if(!self.pickup_anyway)
1158 self.pickup_anyway = g_pickup_armorsmall_anyway;
1159 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);
1162 void spawnfunc_item_armor_medium (void) {
1163 if(!self.armorvalue)
1164 self.armorvalue = g_pickup_armormedium;
1165 if(!self.max_armorvalue)
1166 self.max_armorvalue = g_pickup_armormedium_max;
1167 if(!self.pickup_anyway)
1168 self.pickup_anyway = g_pickup_armormedium_anyway;
1169 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);
1172 void spawnfunc_item_armor_big (void) {
1173 if(!self.armorvalue)
1174 self.armorvalue = g_pickup_armorbig;
1175 if(!self.max_armorvalue)
1176 self.max_armorvalue = g_pickup_armorbig_max;
1177 if(!self.pickup_anyway)
1178 self.pickup_anyway = g_pickup_armorbig_anyway;
1179 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);
1182 void spawnfunc_item_armor_large (void) {
1183 if(!self.armorvalue)
1184 self.armorvalue = g_pickup_armorlarge;
1185 if(!self.max_armorvalue)
1186 self.max_armorvalue = g_pickup_armorlarge_max;
1187 if(!self.pickup_anyway)
1188 self.pickup_anyway = g_pickup_armorlarge_anyway;
1189 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);
1192 void spawnfunc_item_health_small (void) {
1193 if(!self.max_health)
1194 self.max_health = g_pickup_healthsmall_max;
1196 self.health = g_pickup_healthsmall;
1197 if(!self.pickup_anyway)
1198 self.pickup_anyway = g_pickup_healthsmall_anyway;
1199 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);
1202 void spawnfunc_item_health_medium (void) {
1203 if(!self.max_health)
1204 self.max_health = g_pickup_healthmedium_max;
1206 self.health = g_pickup_healthmedium;
1207 if(!self.pickup_anyway)
1208 self.pickup_anyway = g_pickup_healthmedium_anyway;
1209 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);
1212 void spawnfunc_item_health_large (void) {
1213 if(!self.max_health)
1214 self.max_health = g_pickup_healthlarge_max;
1216 self.health = g_pickup_healthlarge;
1217 if(!self.pickup_anyway)
1218 self.pickup_anyway = g_pickup_healthlarge_anyway;
1219 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);
1222 void spawnfunc_item_health_mega (void) {
1223 if(!autocvar_g_powerup_superhealth)
1226 if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1230 minstagib_items(IT_NAILS);
1232 if(!self.max_health)
1233 self.max_health = g_pickup_healthmega_max;
1235 self.health = g_pickup_healthmega;
1236 if(!self.pickup_anyway)
1237 self.pickup_anyway = g_pickup_healthmega_anyway;
1238 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);
1242 // support old misnamed entities
1243 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1244 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1245 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1246 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1247 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1249 void spawnfunc_item_strength (void) {
1250 if(!autocvar_g_powerup_strength)
1253 if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1257 minstagib_items(IT_STRENGTH);
1259 precache_sound("weapons/strength_fire.wav");
1260 self.strength_finished = 30;
1261 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);
1265 void spawnfunc_item_invincible (void) {
1266 if(!autocvar_g_powerup_shield)
1269 if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1273 minstagib_items(IT_INVINCIBLE);
1275 self.invincible_finished = 30;
1276 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);
1280 void spawnfunc_item_minst_cells (void) {
1283 minst_no_auto_cells = 1;
1284 minstagib_items(IT_CELLS);
1291 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1293 float GiveItems(entity e, float beginarg, float endarg);
1294 void target_items_use (void)
1296 if(activator.classname == "droppedweapon")
1303 if(activator.classname != "player")
1305 if(activator.deadflag != DEAD_NO)
1310 for(e = world; (e = find(e, classname, "droppedweapon")); )
1311 if(e.enemy == activator)
1314 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1315 centerprint(activator, self.message);
1318 void spawnfunc_target_items (void)
1323 self.use = target_items_use;
1324 if(!self.strength_finished)
1325 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1326 if(!self.invincible_finished)
1327 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1329 precache_sound("misc/itempickup.wav");
1330 precache_sound("misc/megahealth.wav");
1331 precache_sound("misc/armor25.wav");
1332 precache_sound("misc/powerup.wav");
1333 precache_sound("misc/poweroff.wav");
1334 precache_sound("weapons/weaponpickup.wav");
1336 n = tokenize_console(self.netname);
1337 if(argv(0) == "give")
1339 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1343 for(i = 0; i < n; ++i)
1345 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1346 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1347 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1348 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1349 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1350 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1351 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1353 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1355 e = get_weaponinfo(j);
1356 if(argv(i) == e.netname)
1358 self.weapons |= e.weapons;
1359 if(self.spawnflags == 0 || self.spawnflags == 2)
1360 weapon_action(e.weapon, WR_PRECACHE);
1365 print("target_items: invalid item ", argv(i), "\n");
1368 string itemprefix, valueprefix;
1369 if(self.spawnflags == 0)
1374 else if(self.spawnflags == 1)
1376 itemprefix = "max ";
1377 valueprefix = "max ";
1379 else if(self.spawnflags == 2)
1381 itemprefix = "min ";
1382 valueprefix = "min ";
1384 else if(self.spawnflags == 4)
1386 itemprefix = "minus ";
1387 valueprefix = "max ";
1390 error("invalid spawnflags");
1393 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1394 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1395 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1396 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1397 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1398 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1399 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1400 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1401 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1402 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1403 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1404 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1405 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1406 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1408 e = get_weaponinfo(j);
1410 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1413 self.netname = strzone(self.netname);
1414 //print(self.netname, "\n");
1416 n = tokenize_console(self.netname);
1417 for(i = 0; i < n; ++i)
1419 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1421 e = get_weaponinfo(j);
1422 if(argv(i) == e.netname)
1424 weapon_action(e.weapon, WR_PRECACHE);
1431 void spawnfunc_item_fuel(void)
1434 self.ammo_fuel = g_pickup_fuel;
1435 if(!self.pickup_anyway)
1436 self.pickup_anyway = g_pickup_ammo_anyway;
1437 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);
1440 void spawnfunc_item_fuel_regen(void)
1442 if(start_items & IT_FUEL_REGEN)
1444 spawnfunc_item_fuel();
1447 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);
1450 void spawnfunc_item_jetpack(void)
1452 if(g_grappling_hook)
1453 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1455 self.ammo_fuel = g_pickup_fuel_jetpack;
1456 if(start_items & IT_JETPACK)
1458 spawnfunc_item_fuel();
1461 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);
1471 float GiveBit(entity e, .float fld, float bit, float op, float val)
1501 float GiveValue(entity e, .float fld, float op, float val)
1511 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1514 e.fld = min(e.fld, val);
1527 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1534 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1536 else if(v0 >= v0 + t)
1539 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1543 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1546 e.rotfield = max(e.rotfield, time + rottime);
1548 e.regenfield = max(e.regenfield, time + regentime);
1551 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1552 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1553 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1554 #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)
1556 float GiveItems(entity e, float beginarg, float endarg)
1558 float got, i, j, val, op;
1559 float _switchweapon;
1568 _switchweapon = FALSE;
1570 if (e.switchweapon == w_getbestweapon(e))
1571 _switchweapon = TRUE;
1573 e.strength_finished = max(0, e.strength_finished - time);
1574 e.invincible_finished = max(0, e.invincible_finished - time);
1577 PREGIVE(e, weapons);
1578 PREGIVE(e, strength_finished);
1579 PREGIVE(e, invincible_finished);
1580 PREGIVE(e, ammo_nails);
1581 PREGIVE(e, ammo_cells);
1582 PREGIVE(e, ammo_shells);
1583 PREGIVE(e, ammo_rockets);
1584 PREGIVE(e, ammo_fuel);
1585 PREGIVE(e, armorvalue);
1588 for(i = beginarg; i < endarg; ++i)
1592 if(cmd == "0" || stof(cmd))
1616 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1617 got += GiveValue(e, strength_finished, op, time);
1618 got += GiveValue(e, invincible_finished, op, time);
1619 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1621 got += GiveBit(e, items, IT_JETPACK, op, val);
1622 got += GiveValue(e, health, op, val);
1623 got += GiveValue(e, armorvalue, op, val);
1625 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1627 wi = get_weaponinfo(j);
1629 got += GiveBit(e, weapons, wi.weapons, op, val);
1632 got += GiveValue(e, ammo_cells, op, val);
1633 got += GiveValue(e, ammo_shells, op, val);
1634 got += GiveValue(e, ammo_nails, op, val);
1635 got += GiveValue(e, ammo_rockets, op, val);
1636 got += GiveValue(e, ammo_fuel, op, val);
1638 case "unlimited_ammo":
1639 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1641 case "unlimited_weapon_ammo":
1642 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1644 case "unlimited_superweapons":
1645 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1648 got += GiveBit(e, items, IT_JETPACK, op, val);
1651 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1654 got += GiveValue(e, strength_finished, op, val);
1657 got += GiveValue(e, invincible_finished, op, val);
1660 got += GiveValue(e, ammo_cells, op, val);
1663 got += GiveValue(e, ammo_shells, op, val);
1667 got += GiveValue(e, ammo_nails, op, val);
1670 got += GiveValue(e, ammo_rockets, op, val);
1673 got += GiveValue(e, health, op, val);
1676 got += GiveValue(e, armorvalue, op, val);
1679 got += GiveValue(e, ammo_fuel, op, val);
1682 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1684 wi = get_weaponinfo(j);
1685 if(cmd == wi.netname)
1687 got += GiveBit(e, weapons, wi.weapons, op, val);
1692 print("give: invalid item ", cmd, "\n");
1699 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1700 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1701 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1702 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1703 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1705 wi = get_weaponinfo(j);
1708 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1709 if not(save_weapons & wi.weapons)
1710 if(e.weapons & wi.weapons)
1711 weapon_action(wi.weapon, WR_PRECACHE);
1714 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1715 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1716 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1717 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1718 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1719 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1720 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);
1721 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);
1722 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);
1726 e.health = bound(0, e.health, 100);
1727 e.armorvalue = bound(0, e.armorvalue, 999);
1730 if(e.strength_finished <= 0)
1731 e.strength_finished = 0;
1733 e.strength_finished += time;
1734 if(e.invincible_finished <= 0)
1735 e.invincible_finished = 0;
1737 e.invincible_finished += time;
1739 if not(e.weapons & W_WeaponBit(e.switchweapon))
1740 _switchweapon = TRUE;
1742 W_SwitchWeapon_Force(e, w_getbestweapon(e));