3 #include "../common/items/all.qc"
9 #include "bot/waypoints.qh"
11 #include "mutators/mutators_include.qh"
13 #include "weapons/common.qh"
14 #include "weapons/selection.qh"
15 #include "weapons/weaponsystem.qh"
17 #include "../common/constants.qh"
18 #include "../common/deathtypes.qh"
19 #include "../common/notifications.qh"
20 #include "../common/triggers/subs.qh"
21 #include "../common/util.qh"
23 #include "../common/monsters/all.qh"
25 #include "../common/weapons/all.qh"
27 #include "../warpzonelib/util_server.qh"
35 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
36 if(self.move_flags & FL_ONGROUND)
37 { // For some reason move_avelocity gets set to '0 0 0' here ...
38 self.oldorigin = self.origin;
41 if(autocvar_cl_animate_items)
42 { // ... so reset it if animations are requested.
43 if(self.ItemStatus & ITS_ANIMATE1)
44 self.move_avelocity = '0 180 0';
46 if(self.ItemStatus & ITS_ANIMATE2)
47 self.move_avelocity = '0 -90 0';
51 else if (autocvar_cl_animate_items)
53 if(self.ItemStatus & ITS_ANIMATE1)
55 self.angles += self.move_avelocity * frametime;
56 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
59 if(self.ItemStatus & ITS_ANIMATE2)
61 self.angles += self.move_avelocity * frametime;
62 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
71 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
73 if(self.move_flags & FL_ONGROUND)
82 org = getpropertyvec(VF_ORIGIN);
83 if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
85 else if(self.fade_start)
86 alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1);
89 //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
90 if(self.ItemStatus & ITS_AVAILABLE)
95 self.drawmask = MASK_NORMAL;
98 void ItemRead(float _IsNew)
102 if(sf & ISF_LOCATION)
104 self.origin_x = ReadCoord();
105 self.origin_y = ReadCoord();
106 self.origin_z = ReadCoord();
107 setorigin(self, self.origin);
108 self.oldorigin = self.origin;
113 self.angles_x = ReadAngle();
114 self.angles_y = ReadAngle();
115 self.angles_z = ReadAngle();
116 self.move_angles = self.angles;
121 float use_bigsize = ReadByte();
122 setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
125 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
127 self.ItemStatus = ReadByte();
129 if(self.ItemStatus & ITS_AVAILABLE)
132 self.colormod = self.glowmod = '1 1 1';
136 if (autocvar_cl_ghost_items_color)
138 self.alpha = autocvar_cl_ghost_items;
139 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
145 if(autocvar_cl_fullbright_items)
146 if(self.ItemStatus & ITS_ALLOWFB)
147 self.effects |= EF_FULLBRIGHT;
149 if(self.ItemStatus & ITS_STAYWEP)
151 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
152 self.alpha = autocvar_cl_weapon_stay_alpha;
156 if(self.ItemStatus & ITS_POWERUP)
158 if(self.ItemStatus & ITS_AVAILABLE)
159 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
161 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
167 self.drawmask = MASK_NORMAL;
168 self.move_movetype = self.movetype = MOVETYPE_TOSS;
169 //self.renderflags |= RF_DEPTHHACK;
170 self.draw = ItemDraw;
172 self.fade_end = ReadShort();
173 self.fade_start = ReadShort();
174 if(self.fade_start && !autocvar_cl_items_nofade)
175 self.predraw = Item_PreDraw;
181 string _fn = ReadString();
183 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
185 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
186 self.draw = ItemDrawSimple;
188 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
189 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
190 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
191 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
192 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
193 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
194 else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
195 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
198 self.draw = ItemDraw;
199 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
203 if(self.draw != ItemDrawSimple)
204 self.mdl = strzone(_fn);
208 LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
210 precache_model(self.mdl);
211 setmodel(self, self.mdl);
214 if(sf & ISF_COLORMAP)
215 self.colormap = ReadShort();
220 //self.move_angles = '0 0 0';
221 self.move_movetype = MOVETYPE_TOSS;
222 self.move_velocity_x = ReadCoord();
223 self.move_velocity_y = ReadCoord();
224 self.move_velocity_z = ReadCoord();
225 self.velocity = self.move_velocity;
226 self.move_origin = self.oldorigin;
230 self.move_time = time;
231 self.spawntime = time;
234 self.move_time = max(self.move_time, time);
237 if(autocvar_cl_animate_items)
239 if(self.ItemStatus & ITS_ANIMATE1)
240 self.move_avelocity = '0 180 0';
242 if(self.ItemStatus & ITS_ANIMATE2)
243 self.move_avelocity = '0 -90 0';
250 bool ItemSend(entity to, int sf)
257 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
258 WriteByte(MSG_ENTITY, sf);
260 //WriteByte(MSG_ENTITY, self.cnt);
261 if(sf & ISF_LOCATION)
263 WriteCoord(MSG_ENTITY, self.origin.x);
264 WriteCoord(MSG_ENTITY, self.origin.y);
265 WriteCoord(MSG_ENTITY, self.origin.z);
270 WriteAngle(MSG_ENTITY, self.angles_x);
271 WriteAngle(MSG_ENTITY, self.angles_y);
272 WriteAngle(MSG_ENTITY, self.angles_z);
277 WriteByte(MSG_ENTITY, ((self.flags & FL_POWERUP) || self.health || self.armorvalue));
281 WriteByte(MSG_ENTITY, self.ItemStatus);
285 WriteShort(MSG_ENTITY, self.fade_end);
286 WriteShort(MSG_ENTITY, self.fade_start);
289 LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
291 WriteString(MSG_ENTITY, self.mdl);
295 if(sf & ISF_COLORMAP)
296 WriteShort(MSG_ENTITY, self.colormap);
300 WriteCoord(MSG_ENTITY, self.velocity.x);
301 WriteCoord(MSG_ENTITY, self.velocity.y);
302 WriteCoord(MSG_ENTITY, self.velocity.z);
308 void ItemUpdate(entity item)
310 item.SendFlags |= ISF_LOCATION;
313 float have_pickup_item(void)
315 if(self.flags & FL_POWERUP)
317 if(autocvar_g_powerups > 0)
319 if(autocvar_g_powerups == 0)
324 if(autocvar_g_pickup_items > 0)
326 if(autocvar_g_pickup_items == 0)
329 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
336 float Item_Customize()
338 if(self.spawnshieldtime)
340 if(self.weapons & ~other.weapons)
342 self.colormod = '0 0 0';
343 self.glowmod = self.colormod;
344 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
351 self.colormod = stov(autocvar_g_ghost_items_color);
352 self.glowmod = self.colormod;
353 self.alpha = g_ghost_items;
362 void Item_Show (entity e, float mode)
364 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
365 e.ItemStatus &= ~ITS_STAYWEP;
368 // make the item look normal, and be touchable
370 e.solid = SOLID_TRIGGER;
371 e.spawnshieldtime = 1;
372 e.ItemStatus |= ITS_AVAILABLE;
376 // hide the item completely
377 e.model = string_null;
379 e.spawnshieldtime = 1;
380 e.ItemStatus &= ~ITS_AVAILABLE;
382 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
384 // make the item translucent and not touchable
386 e.solid = SOLID_TRIGGER; // can STILL be picked up!
387 e.effects |= EF_STARDUST;
388 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
389 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
393 //setmodel(e, "null");
395 e.colormod = '0 0 0';
396 e.glowmod = e.colormod;
397 e.spawnshieldtime = 1;
398 e.ItemStatus &= ~ITS_AVAILABLE;
401 if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
402 e.ItemStatus |= ITS_POWERUP;
404 if (autocvar_g_nodepthtestitems)
405 e.effects |= EF_NODEPTHTEST;
408 if (autocvar_g_fullbrightitems)
409 e.ItemStatus |= ITS_ALLOWFB;
411 if (autocvar_sv_simple_items)
412 e.ItemStatus |= ITS_ALLOWSI;
414 // relink entity (because solid may have changed)
415 setorigin(e, e.origin);
416 e.SendFlags |= ISF_STATUS;
421 self.nextthink = time;
422 if(self.origin != self.oldorigin)
424 self.oldorigin = self.origin;
429 bool Item_ItemsTime_SpectatorOnly(GameItem it);
430 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
431 float Item_ItemsTime_UpdateTime(entity e, float t);
432 void Item_ItemsTime_SetTime(entity e, float t);
433 void Item_ItemsTime_SetTimesForAllPlayers();
435 void Item_Respawn (void)
439 if(self.items == ITEM_Strength.m_itemid)
440 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
441 else if(self.items == ITEM_Shield.m_itemid)
442 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
444 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
445 setorigin (self, self.origin);
447 if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
449 float t = Item_ItemsTime_UpdateTime(self, 0);
450 Item_ItemsTime_SetTime(self, t);
451 Item_ItemsTime_SetTimesForAllPlayers();
454 self.think = Item_Think;
455 self.nextthink = time;
457 //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
458 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
461 void Item_RespawnCountdown (void)
463 if(self.count >= ITEM_RESPAWN_TICKS)
465 if(self.waypointsprite_attached)
466 WaypointSprite_Kill(self.waypointsprite_attached);
471 self.nextthink = time + 1;
475 MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
477 entity e = self.itemdef;
478 if (e) wpextra = e.m_id;
479 if (self.flags & FL_WEAPON) {
480 entity wi = get_weaponinfo(self.weapon);
481 if (wi) wpextra = wi.m_id;
483 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP);
484 wp.wp_extra = wpextra;
485 if(self.waypointsprite_attached)
487 GameItem def = self.itemdef;
488 if (Item_ItemsTime_SpectatorOnly(def))
489 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
490 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
494 if(self.waypointsprite_attached)
498 self = self.waypointsprite_attached;
499 FOR_EACH_REALCLIENT(e)
500 if(self.waypointsprite_visible_for_player(e))
503 soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
507 WaypointSprite_Ping(self.waypointsprite_attached);
508 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
511 sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
515 void Item_RespawnThink()
517 self.nextthink = time;
518 if(self.origin != self.oldorigin)
520 self.oldorigin = self.origin;
524 if(time >= self.wait)
528 void Item_ScheduleRespawnIn(entity e, float t)
530 if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
532 e.think = Item_RespawnCountdown;
533 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
534 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
536 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
537 Item_ItemsTime_SetTime(e, t);
538 Item_ItemsTime_SetTimesForAllPlayers();
542 e.think = Item_RespawnThink;
544 e.scheduledrespawntime = time + t;
549 void Item_ScheduleRespawn(entity e)
551 if(e.respawntime > 0)
554 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
556 else // if respawntime is -1, this item does not respawn
560 void Item_ScheduleInitialRespawn(entity e)
563 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
566 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
568 if (!item.(ammotype))
571 if (item.spawnshieldtime)
573 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
575 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
579 else if(g_weapon_stay == 2)
581 float mi = min(item.(ammotype), ammomax);
582 if (player.(ammotype) < mi)
584 player.(ammotype) = mi;
595 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
597 case ITEM_MODE_HEALTH:
598 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
600 case ITEM_MODE_ARMOR:
601 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
609 float Item_GiveTo(entity item, entity player)
616 // if nothing happens to player, just return without taking the item
618 _switchweapon = false;
619 // in case the player has autoswitch enabled do the following:
620 // if the player is using their best weapon before items are given, they
621 // probably want to switch to an even better weapon after items are given
622 if (player.autoswitch)
623 if (player.switchweapon == w_getbestweapon(player))
624 _switchweapon = true;
626 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
627 _switchweapon = true;
629 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
630 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
631 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
632 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
633 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
634 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
635 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
636 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
638 if (item.flags & FL_WEAPON)
642 it &= ~player.weapons;
644 if (it || (item.spawnshieldtime && item.pickup_anyway))
647 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
648 if(it & WepSet_FromWeapon(i))
650 W_DropEvent(WR_PICKUP, player, i, item);
651 W_GiveWeapon(player, i);
656 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
660 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
663 if (item.strength_finished)
666 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
668 if (item.invincible_finished)
671 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
673 if (item.superweapons_finished)
676 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
681 // always eat teamed entities
688 // crude hack to enforce switching weapons
689 if(g_cts && (item.flags & FL_WEAPON))
691 W_SwitchWeapon_Force(player, item.weapon);
696 if (player.switchweapon != w_getbestweapon(player))
697 W_SwitchWeapon_Force(player, w_getbestweapon(player));
702 void Item_Touch (void)
706 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
707 if(self.classname == "droppedweapon")
709 if (ITEM_TOUCH_NEEDKILL())
716 if(!(other.flags & FL_PICKUPITEMS)
719 || (self.solid != SOLID_TRIGGER)
720 || (self.owner == other)
721 || (time < self.item_spawnshieldtime)
724 switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
726 case MUT_ITEMTOUCH_RETURN: { return; }
727 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
730 if (self.classname == "droppedweapon")
732 self.strength_finished = max(0, self.strength_finished - time);
733 self.invincible_finished = max(0, self.invincible_finished - time);
734 self.superweapons_finished = max(0, self.superweapons_finished - time);
736 entity it = self.itemdef;
737 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
740 if (self.classname == "droppedweapon")
742 // undo what we did above
743 self.strength_finished += time;
744 self.invincible_finished += time;
745 self.superweapons_finished += time;
752 other.last_pickup = time;
754 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
755 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
757 if (self.classname == "droppedweapon")
759 else if (self.spawnshieldtime)
763 RandomSelection_Init();
764 for(head = world; (head = findfloat(head, team, self.team)); )
766 if(head.flags & FL_ITEM)
767 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
770 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
773 e = RandomSelection_chosen_ent;
778 Item_ScheduleRespawn(e);
784 Item_Show(self, !self.state);
785 setorigin (self, self.origin);
787 if(self.classname != "droppedweapon")
789 self.think = Item_Think;
790 self.nextthink = time;
792 if(self.waypointsprite_attached)
793 WaypointSprite_Kill(self.waypointsprite_attached);
795 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
796 Item_ScheduleInitialRespawn(self);
804 if(self.effects & EF_NODRAW)
806 // marker for item team search
807 LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
808 RandomSelection_Init();
809 for(head = world; (head = findfloat(head, team, self.team)); )
810 if(head.flags & FL_ITEM)
811 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
812 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
813 e = RandomSelection_chosen_ent;
817 for(head = world; (head = findfloat(head, team, self.team)); )
818 if(head.flags & FL_ITEM)
819 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
823 // make it a non-spawned item
825 head.state = 1; // state 1 = initially hidden item
827 head.effects &= ~EF_NODRAW;
834 // Savage: used for item garbage-collection
835 // TODO: perhaps nice special effect?
836 void RemoveItem(void)
838 if(wasfreed(self) || !self) { return; }
839 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
843 // pickup evaluation functions
844 // these functions decide how desirable an item is to the bots
846 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
848 float weapon_pickupevalfunc(entity player, entity item)
852 // See if I have it already
853 if(item.weapons & ~player.weapons)
855 // If I can pick it up
856 if(!item.spawnshieldtime)
858 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
860 // Skilled bots will grab more
861 c = bound(0, skill / 10, 1) * 0.5;
869 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
870 if( bot_custom_weapon && c )
872 // Find the highest position on any range
874 for (int j = 0; j < WEP_LAST ; ++j){
876 bot_weapons_far[j] == item.weapon ||
877 bot_weapons_mid[j] == item.weapon ||
878 bot_weapons_close[j] == item.weapon
889 position = WEP_LAST - position;
890 // item.bot_pickupbasevalue is overwritten here
891 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
895 return item.bot_pickupbasevalue * c;
898 float commodity_pickupevalfunc(entity player, entity item)
901 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
905 // Detect needed ammo
906 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
908 wi = get_weaponinfo(i);
910 if (!(player.weapons & WepSet_FromWeapon(i)))
913 if(wi.items & ITEM_Shells.m_itemid)
915 else if(wi.items & ITEM_Bullets.m_itemid)
917 else if(wi.items & ITEM_Rockets.m_itemid)
919 else if(wi.items & ITEM_Cells.m_itemid)
921 else if(wi.items & ITEM_Plasma.m_itemid)
923 else if(wi.items & ITEM_JetpackFuel.m_itemid)
927 // TODO: figure out if the player even has the weapon this ammo is for?
928 // may not affect strategy much though...
929 // find out how much more ammo/armor/health the player can hold
931 if (item.ammo_shells)
932 if (player.ammo_shells < g_pickup_shells_max)
933 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
936 if (player.ammo_nails < g_pickup_nails_max)
937 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
939 if (item.ammo_rockets)
940 if (player.ammo_rockets < g_pickup_rockets_max)
941 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
944 if (player.ammo_cells < g_pickup_cells_max)
945 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
947 if (item.ammo_plasma)
948 if (player.ammo_plasma < g_pickup_plasma_max)
949 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
952 if (player.ammo_fuel < g_pickup_fuel_max)
953 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
955 if (player.armorvalue < item.max_armorvalue)
956 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
958 if (player.health < item.max_health)
959 c = c + max(0, 1 - player.health / item.max_health);
961 return item.bot_pickupbasevalue * c;
964 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
966 if(ITEM_DAMAGE_NEEDKILL(deathtype))
970 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)
972 startitem_failed = false;
975 self.model = itemmodel;
979 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
983 if(self.item_pickupsound == "")
984 self.item_pickupsound = pickupsound;
986 if(!self.respawntime) // both need to be set
988 self.respawntime = defaultrespawntime;
989 self.respawntimejitter = defaultrespawntimejitter;
993 self.weapon = weaponid;
997 self.fade_start = autocvar_g_items_mindist;
998 self.fade_end = autocvar_g_items_maxdist;
1002 self.weapons = WepSet_FromWeapon(weaponid);
1004 self.flags = FL_ITEM | itemflags;
1006 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1008 startitem_failed = true;
1013 // is it a dropped weapon?
1014 if (self.classname == "droppedweapon")
1016 self.reset = SUB_Remove;
1017 // it's a dropped weapon
1018 self.movetype = MOVETYPE_TOSS;
1020 // Savage: remove thrown items after a certain period of time ("garbage collection")
1021 self.think = RemoveItem;
1022 self.nextthink = time + 20;
1024 self.takedamage = DAMAGE_YES;
1025 self.event_damage = Item_Damage;
1027 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1030 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1031 if(self.ammo_nails == 0)
1032 if(self.ammo_cells == 0)
1033 if(self.ammo_rockets == 0)
1034 if(self.ammo_shells == 0)
1035 if(self.ammo_fuel == 0)
1036 if(self.health == 0)
1037 if(self.armorvalue == 0)
1040 // if item is worthless after a timer, have it expire then
1041 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1044 // don't drop if in a NODROP zone (such as lava)
1045 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1046 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1048 startitem_failed = true;
1055 if(!have_pickup_item())
1057 startitem_failed = true;
1062 if(self.angles != '0 0 0')
1063 self.SendFlags |= ISF_ANGLES;
1065 self.reset = Item_Reset;
1066 // it's a level item
1067 if(self.spawnflags & 1)
1070 self.movetype = MOVETYPE_NONE;
1072 self.movetype = MOVETYPE_TOSS;
1073 // do item filtering according to game mode and other things
1076 // first nudge it off the floor a little bit to avoid math errors
1077 setorigin(self, self.origin + '0 0 1');
1078 // set item size before we spawn a spawnfunc_waypoint
1079 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1080 setsize (self, '-16 -16 0', '16 16 48');
1082 setsize (self, '-16 -16 0', '16 16 32');
1083 self.SendFlags |= ISF_SIZE;
1084 // note droptofloor returns false if stuck/or would fall too far
1086 waypoint_spawnforitem(self);
1090 * can't do it that way, as it would break maps
1091 * TODO make a target_give like entity another way, that perhaps has
1092 * the weapon name in a key
1095 // target_give not yet supported; maybe later
1096 print("removed targeted ", self.classname, "\n");
1097 startitem_failed = true;
1103 if(autocvar_spawn_debug >= 2)
1106 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1108 // why not flags & fl_item?
1109 if(otheritem.is_item)
1111 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(self.origin));
1112 LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1113 error("Mapper sucks.");
1116 self.is_item = true;
1119 weaponsInMap |= WepSet_FromWeapon(weaponid);
1121 precache_model (self.model);
1122 precache_sound (self.item_pickupsound);
1124 precache_sound ("misc/itemrespawncountdown.wav");
1125 if(itemid == ITEM_Strength.m_itemid)
1126 precache_sound ("misc/strength_respawn.wav");
1127 else if(itemid == ITEM_Shield.m_itemid)
1128 precache_sound ("misc/shield_respawn.wav");
1130 precache_sound ("misc/itemrespawn.wav");
1132 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1133 self.target = "###item###"; // for finding the nearest item using find()
1135 Item_ItemsTime_SetTime(self, 0);
1138 self.bot_pickup = true;
1139 self.bot_pickupevalfunc = pickupevalfunc;
1140 self.bot_pickupbasevalue = pickupbasevalue;
1141 self.mdl = self.model;
1142 self.netname = itemname;
1143 self.touch = Item_Touch;
1144 setmodel(self, "null"); // precision set below
1145 //self.effects |= EF_LOWPRECISION;
1147 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1149 self.pos1 = '-16 -16 0';
1150 self.pos2 = '16 16 48';
1154 self.pos1 = '-16 -16 0';
1155 self.pos2 = '16 16 32';
1157 setsize (self, self.pos1, self.pos2);
1159 self.SendFlags |= ISF_SIZE;
1161 if(itemflags & FL_POWERUP)
1162 self.ItemStatus |= ITS_ANIMATE1;
1164 if(self.armorvalue || self.health)
1165 self.ItemStatus |= ITS_ANIMATE2;
1167 if(itemflags & FL_WEAPON)
1169 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1170 self.colormap = 1024; // color shirt=0 pants=0 grey
1174 self.ItemStatus |= ITS_ANIMATE1;
1175 self.ItemStatus |= ISF_COLORMAP;
1179 if(self.team) // broken, no idea why.
1182 self.cnt = 1; // item probability weight
1184 self.effects |= EF_NODRAW; // marker for item team search
1185 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1190 Net_LinkEntity(self, !((itemflags & FL_POWERUP) || self.health || self.armorvalue), 0, ItemSend);
1192 // call this hook after everything else has been done
1193 if(MUTATOR_CALLHOOK(Item_Spawn, self))
1195 startitem_failed = true;
1201 string Item_Model(string item_mdl)
1203 string output = strcat("models/items/", item_mdl);
1204 MUTATOR_CALLHOOK(ItemModel, item_mdl, output);
1205 return strzone(item_model_output);
1208 void StartItemA (entity a)
1211 StartItem(Item_Model(a.m_model), a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1214 void spawnfunc_item_rockets (void) {
1215 if(!self.ammo_rockets)
1216 self.ammo_rockets = g_pickup_rockets;
1217 if(!self.pickup_anyway)
1218 self.pickup_anyway = g_pickup_ammo_anyway;
1219 StartItemA (ITEM_Rockets);
1222 void spawnfunc_item_bullets (void) {
1224 if(autocvar_sv_q3acompat_machineshotgunswap)
1225 if(self.classname != "droppedweapon")
1227 weaponswapping = true;
1228 spawnfunc_item_shells();
1229 weaponswapping = false;
1233 if(!self.ammo_nails)
1234 self.ammo_nails = g_pickup_nails;
1235 if(!self.pickup_anyway)
1236 self.pickup_anyway = g_pickup_ammo_anyway;
1237 StartItemA (ITEM_Bullets);
1240 void spawnfunc_item_cells (void) {
1241 if(!self.ammo_cells)
1242 self.ammo_cells = g_pickup_cells;
1243 if(!self.pickup_anyway)
1244 self.pickup_anyway = g_pickup_ammo_anyway;
1245 StartItemA (ITEM_Cells);
1248 void spawnfunc_item_plasma()
1250 if(!self.ammo_plasma)
1251 self.ammo_plasma = g_pickup_plasma;
1252 if(!self.pickup_anyway)
1253 self.pickup_anyway = g_pickup_ammo_anyway;
1254 StartItemA (ITEM_Plasma);
1257 void spawnfunc_item_shells (void) {
1259 if(autocvar_sv_q3acompat_machineshotgunswap)
1260 if(self.classname != "droppedweapon")
1262 weaponswapping = true;
1263 spawnfunc_item_bullets();
1264 weaponswapping = false;
1268 if(!self.ammo_shells)
1269 self.ammo_shells = g_pickup_shells;
1270 if(!self.pickup_anyway)
1271 self.pickup_anyway = g_pickup_ammo_anyway;
1272 StartItemA (ITEM_Shells);
1275 void spawnfunc_item_armor_small (void) {
1276 if(!self.armorvalue)
1277 self.armorvalue = g_pickup_armorsmall;
1278 if(!self.max_armorvalue)
1279 self.max_armorvalue = g_pickup_armorsmall_max;
1280 if(!self.pickup_anyway)
1281 self.pickup_anyway = g_pickup_armorsmall_anyway;
1282 StartItemA (ITEM_ArmorSmall);
1285 void spawnfunc_item_armor_medium (void) {
1286 if(!self.armorvalue)
1287 self.armorvalue = g_pickup_armormedium;
1288 if(!self.max_armorvalue)
1289 self.max_armorvalue = g_pickup_armormedium_max;
1290 if(!self.pickup_anyway)
1291 self.pickup_anyway = g_pickup_armormedium_anyway;
1292 StartItemA (ITEM_ArmorMedium);
1295 void spawnfunc_item_armor_big (void) {
1296 if(!self.armorvalue)
1297 self.armorvalue = g_pickup_armorbig;
1298 if(!self.max_armorvalue)
1299 self.max_armorvalue = g_pickup_armorbig_max;
1300 if(!self.pickup_anyway)
1301 self.pickup_anyway = g_pickup_armorbig_anyway;
1302 StartItemA (ITEM_ArmorLarge);
1305 void spawnfunc_item_armor_large (void) {
1306 if(!self.armorvalue)
1307 self.armorvalue = g_pickup_armorlarge;
1308 if(!self.max_armorvalue)
1309 self.max_armorvalue = g_pickup_armorlarge_max;
1310 if(!self.pickup_anyway)
1311 self.pickup_anyway = g_pickup_armorlarge_anyway;
1312 StartItemA (ITEM_ArmorMega);
1315 void spawnfunc_item_health_small (void) {
1316 if(!self.max_health)
1317 self.max_health = g_pickup_healthsmall_max;
1319 self.health = g_pickup_healthsmall;
1320 if(!self.pickup_anyway)
1321 self.pickup_anyway = g_pickup_healthsmall_anyway;
1322 StartItemA (ITEM_HealthSmall);
1325 void spawnfunc_item_health_medium (void) {
1326 if(!self.max_health)
1327 self.max_health = g_pickup_healthmedium_max;
1329 self.health = g_pickup_healthmedium;
1330 if(!self.pickup_anyway)
1331 self.pickup_anyway = g_pickup_healthmedium_anyway;
1332 StartItemA (ITEM_HealthMedium);
1335 void spawnfunc_item_health_large (void) {
1336 if(!self.max_health)
1337 self.max_health = g_pickup_healthlarge_max;
1339 self.health = g_pickup_healthlarge;
1340 if(!self.pickup_anyway)
1341 self.pickup_anyway = g_pickup_healthlarge_anyway;
1342 StartItemA (ITEM_HealthLarge);
1345 void spawnfunc_item_health_mega (void) {
1346 if(!self.max_health)
1347 self.max_health = g_pickup_healthmega_max;
1349 self.health = g_pickup_healthmega;
1350 if(!self.pickup_anyway)
1351 self.pickup_anyway = g_pickup_healthmega_anyway;
1352 StartItemA (ITEM_HealthMega);
1355 // support old misnamed entities
1356 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1357 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1358 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1359 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1360 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1362 void spawnfunc_item_strength (void) {
1363 precache_sound("weapons/strength_fire.wav");
1364 if(!self.strength_finished)
1365 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1366 StartItemA (ITEM_Strength);
1369 void spawnfunc_item_invincible (void) {
1370 if(!self.invincible_finished)
1371 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1372 StartItemA (ITEM_Shield);
1376 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1378 void target_items_use (void)
1380 if(activator.classname == "droppedweapon")
1387 if (!IS_PLAYER(activator))
1389 if(activator.deadflag != DEAD_NO)
1394 for(e = world; (e = find(e, classname, "droppedweapon")); )
1395 if(e.enemy == activator)
1398 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1399 centerprint(activator, self.message);
1402 void spawnfunc_target_items (void)
1408 self.use = target_items_use;
1409 if(!self.strength_finished)
1410 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1411 if(!self.invincible_finished)
1412 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1413 if(!self.superweapons_finished)
1414 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1416 precache_sound("misc/itempickup.wav");
1417 precache_sound("misc/megahealth.wav");
1418 precache_sound("misc/armor25.wav");
1419 precache_sound("misc/powerup.wav");
1420 precache_sound("misc/poweroff.wav");
1421 precache_sound(W_Sound("weaponpickup"));
1423 n = tokenize_console(self.netname);
1424 if(argv(0) == "give")
1426 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1430 for(i = 0; i < n; ++i)
1432 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1433 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1434 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1435 else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
1436 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1437 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1438 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1439 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1442 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1444 e = get_weaponinfo(j);
1445 s = W_UndeprecateName(argv(i));
1448 self.weapons |= WepSet_FromWeapon(j);
1449 if(self.spawnflags == 0 || self.spawnflags == 2)
1450 WEP_ACTION(e.weapon, WR_INIT);
1455 LOG_INFO("target_items: invalid item ", argv(i), "\n");
1459 string itemprefix, valueprefix;
1460 if(self.spawnflags == 0)
1465 else if(self.spawnflags == 1)
1467 itemprefix = "max ";
1468 valueprefix = "max ";
1470 else if(self.spawnflags == 2)
1472 itemprefix = "min ";
1473 valueprefix = "min ";
1475 else if(self.spawnflags == 4)
1477 itemprefix = "minus ";
1478 valueprefix = "max ";
1482 error("invalid spawnflags");
1483 itemprefix = valueprefix = string_null;
1487 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1488 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1489 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1490 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1491 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1492 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1493 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1494 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1495 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1496 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1497 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1498 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1499 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1500 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1501 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1502 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1504 e = get_weaponinfo(j);
1506 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1509 self.netname = strzone(self.netname);
1510 //print(self.netname, "\n");
1512 n = tokenize_console(self.netname);
1513 for(i = 0; i < n; ++i)
1515 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1517 e = get_weaponinfo(j);
1518 if(argv(i) == e.netname)
1520 WEP_ACTION(e.weapon, WR_INIT);
1527 void spawnfunc_item_fuel(void)
1530 self.ammo_fuel = g_pickup_fuel;
1531 if(!self.pickup_anyway)
1532 self.pickup_anyway = g_pickup_ammo_anyway;
1533 StartItemA (ITEM_JetpackFuel);
1536 void spawnfunc_item_fuel_regen(void)
1538 if(start_items & ITEM_JetpackRegen.m_itemid)
1540 spawnfunc_item_fuel();
1543 StartItemA (ITEM_JetpackRegen);
1546 void spawnfunc_item_jetpack(void)
1549 self.ammo_fuel = g_pickup_fuel_jetpack;
1550 if(start_items & ITEM_Jetpack.m_itemid)
1552 spawnfunc_item_fuel();
1555 StartItemA (ITEM_Jetpack);
1558 float GiveWeapon(entity e, float wpn, float op, float val)
1561 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1566 e.weapons |= WepSet_FromWeapon(wpn);
1568 e.weapons &= ~WepSet_FromWeapon(wpn);
1573 e.weapons |= WepSet_FromWeapon(wpn);
1577 e.weapons &= ~WepSet_FromWeapon(wpn);
1581 e.weapons &= ~WepSet_FromWeapon(wpn);
1584 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1588 float GiveBit(entity e, .float fld, float bit, float op, float val)
1591 v0 = (e.(fld) & bit);
1614 v1 = (e.(fld) & bit);
1618 float GiveValue(entity e, .float fld, float op, float val)
1628 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1631 e.(fld) = min(e.(fld), val);
1644 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1651 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1653 else if(v0 >= v0 + t)
1656 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1660 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1663 e.(rotfield) = max(e.(rotfield), time + rottime);
1665 e.(regenfield) = max(e.(regenfield), time + regentime);
1667 float GiveItems(entity e, float beginarg, float endarg)
1669 float got, i, j, val, op;
1670 float _switchweapon;
1679 _switchweapon = false;
1681 if (e.switchweapon == w_getbestweapon(e))
1682 _switchweapon = true;
1684 e.strength_finished = max(0, e.strength_finished - time);
1685 e.invincible_finished = max(0, e.invincible_finished - time);
1686 e.superweapons_finished = max(0, e.superweapons_finished - time);
1690 PREGIVE(e, strength_finished);
1691 PREGIVE(e, invincible_finished);
1692 PREGIVE(e, superweapons_finished);
1693 PREGIVE(e, ammo_nails);
1694 PREGIVE(e, ammo_cells);
1695 PREGIVE(e, ammo_plasma);
1696 PREGIVE(e, ammo_shells);
1697 PREGIVE(e, ammo_rockets);
1698 PREGIVE(e, ammo_fuel);
1699 PREGIVE(e, armorvalue);
1702 for(i = beginarg; i < endarg; ++i)
1706 if(cmd == "0" || stof(cmd))
1730 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1731 got += GiveValue(e, strength_finished, op, val);
1732 got += GiveValue(e, invincible_finished, op, val);
1733 got += GiveValue(e, superweapons_finished, op, val);
1734 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1736 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1737 got += GiveValue(e, health, op, val);
1738 got += GiveValue(e, armorvalue, op, val);
1740 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1742 wi = get_weaponinfo(j);
1744 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1745 got += GiveWeapon(e, j, op, val);
1748 got += GiveValue(e, ammo_cells, op, val);
1749 got += GiveValue(e, ammo_plasma, op, val);
1750 got += GiveValue(e, ammo_shells, op, val);
1751 got += GiveValue(e, ammo_nails, op, val);
1752 got += GiveValue(e, ammo_rockets, op, val);
1753 got += GiveValue(e, ammo_fuel, op, val);
1755 case "unlimited_ammo":
1756 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1758 case "unlimited_weapon_ammo":
1759 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1761 case "unlimited_superweapons":
1762 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1765 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1768 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1771 got += GiveValue(e, strength_finished, op, val);
1774 got += GiveValue(e, invincible_finished, op, val);
1776 case "superweapons":
1777 got += GiveValue(e, superweapons_finished, op, val);
1780 got += GiveValue(e, ammo_cells, op, val);
1783 got += GiveValue(e, ammo_plasma, op, val);
1786 got += GiveValue(e, ammo_shells, op, val);
1790 got += GiveValue(e, ammo_nails, op, val);
1793 got += GiveValue(e, ammo_rockets, op, val);
1796 got += GiveValue(e, health, op, val);
1799 got += GiveValue(e, armorvalue, op, val);
1802 got += GiveValue(e, ammo_fuel, op, val);
1805 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1807 wi = get_weaponinfo(j);
1808 if(cmd == wi.netname)
1810 got += GiveWeapon(e, j, op, val);
1815 LOG_INFO("give: invalid item ", cmd, "\n");
1822 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1823 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1824 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1825 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1826 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1828 wi = get_weaponinfo(j);
1831 POSTGIVE_WEAPON(e, j, W_Sound("weaponpickup"), string_null);
1832 if (!(save_weapons & WepSet_FromWeapon(j)))
1833 if(e.weapons & WepSet_FromWeapon(j))
1834 WEP_ACTION(wi.weapon, WR_INIT);
1837 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1838 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1839 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1840 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1841 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1842 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1843 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1844 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);
1845 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);
1846 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);
1848 if(e.superweapons_finished <= 0)
1849 if(self.weapons & WEPSET_SUPERWEAPONS)
1850 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1852 if(e.strength_finished <= 0)
1853 e.strength_finished = 0;
1855 e.strength_finished += time;
1856 if(e.invincible_finished <= 0)
1857 e.invincible_finished = 0;
1859 e.invincible_finished += time;
1860 if(e.superweapons_finished <= 0)
1861 e.superweapons_finished = 0;
1863 e.superweapons_finished += time;
1865 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1866 _switchweapon = true;
1868 W_SwitchWeapon_Force(e, w_getbestweapon(e));