6 #define ITS_AVAILABLE 4
10 #define ISF_VELOCITY 8
11 #define ISF_COLORMAP 16
16 float csqcitems_started;
18 float autocvar_cl_ghost_items;
19 vector autocvar_cl_ghost_items_color;
20 float autocvar_cl_simple_items;
25 if(self.ItemStatus & ITS_ANIMATE1)
27 self.angles += '0 180 0' * frametime;
28 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
31 if(self.ItemStatus & ITS_ANIMATE2)
33 self.angles += '0 -90 0' * frametime;
34 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
43 void csqcitems_start()
45 autocvar_cl_ghost_items = bound(0, autocvar_cl_ghost_items, 1);
46 if(autocvar_cl_ghost_items == 1)
47 autocvar_cl_ghost_items = 0.55;
49 string _tmp = cvar_string("cl_ghost_items_color");
51 autocvar_cl_ghost_items_color = '-1 -1 -1';
54 csqcitems_started = TRUE;
57 void ItemRead(float _IsNew)
59 if(!csqcitems_started)
64 float sf = ReadByte();
68 self.origin_x = ReadCoord();
69 self.origin_y = ReadCoord();
70 self.origin_z = ReadCoord();
71 setorigin(self, self.origin);
72 self.oldorigin = self.origin;
75 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
77 self.ItemStatus = ReadByte();
79 if(self.ItemStatus & ITS_AVAILABLE)
82 self.colormod = '1 1 1';
86 if (autocvar_cl_ghost_items)
88 self.alpha = autocvar_cl_ghost_items;
89 self.colormod = autocvar_cl_ghost_items_color;
95 if(self.ItemStatus & ITS_POWERUP)
96 self.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
99 if(sf & ISF_MODEL) // handle simple items, fullbright and so on here
101 self.drawmask = MASK_NORMAL;
102 self.movetype = MOVETYPE_NOCLIP;
108 string _fn = ReadString();
110 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
113 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
115 if(fexists(strcat(_fn2, "_simple.md3")))
116 self.mdl = strzone(strcat(_fn2, "_simple.md3"));
117 else if(fexists(strcat(_fn2, "_simple.dpm")))
118 self.mdl = strzone(strcat(_fn2, "_simple.dpm"));
119 else if(fexists(strcat(_fn2, "_simple.iqm")))
120 self.mdl = strzone(strcat(_fn2, "_simple.iqm"));
124 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
131 self.mdl = strzone(_fn);
132 self.draw = ItemDraw;
135 self.draw = ItemDrawSimple;
137 setmodel(self, self.mdl);
140 if(sf & ISF_VELOCITY)
142 self.move_origin_x = ReadCoord();
143 self.move_origin_y = ReadCoord();
144 self.move_origin_z = ReadCoord();
145 self.move_velocity_x = ReadCoord();
146 self.move_velocity_y = ReadCoord();
147 self.move_velocity_z = ReadCoord();
151 if(sf & ISF_COLORMAP)
152 self.colormap = ReadShort();
158 float autocvar_sv_nosimpleitems;
159 float ItemSend(entity to, float sf)
161 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
163 WriteByte(MSG_ENTITY, sf);
165 //WriteByte(MSG_ENTITY, self.cnt);
166 if(sf & ISF_LOCATION)
168 WriteCoord(MSG_ENTITY, self.origin_x);
169 WriteCoord(MSG_ENTITY, self.origin_y);
170 WriteCoord(MSG_ENTITY, self.origin_z);
174 WriteByte(MSG_ENTITY, self.ItemStatus);
177 WriteString(MSG_ENTITY, self.mdl);
180 if(sf & ISF_VELOCITY)
185 if(sf & ISF_COLORMAP)
186 WriteShort(MSG_ENTITY, self.colormap);
192 float have_pickup_item(void)
194 // minstagib: only allow filtered items
196 if(self.classname != "minstagib")
199 if(self.flags & FL_POWERUP)
201 if(autocvar_g_powerups > 0)
203 if(autocvar_g_powerups == 0)
214 if(autocvar_g_pickup_items > 0)
216 if(autocvar_g_pickup_items == 0)
223 if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
229 #define ITEM_RESPAWN_TICKS 10
231 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
232 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
233 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
234 // range: 10 .. respawntime + respawntimejitter
236 floatfield Item_CounterField(float it)
240 case IT_SHELLS: return ammo_shells;
241 case IT_NAILS: return ammo_nails;
242 case IT_ROCKETS: return ammo_rockets;
243 case IT_CELLS: return ammo_cells;
244 case IT_FUEL: return ammo_fuel;
245 case IT_5HP: return health;
246 case IT_25HP: return health;
247 case IT_HEALTH: return health;
248 case IT_ARMOR_SHARD: return armorvalue;
249 case IT_ARMOR: return armorvalue;
250 // add more things here (health, armor)
251 default: error("requested item has no counter field");
255 string Item_CounterFieldName(float it)
259 case IT_SHELLS: return "shells";
260 case IT_NAILS: return "nails";
261 case IT_ROCKETS: return "rockets";
262 case IT_CELLS: return "cells";
263 case IT_FUEL: return "fuel";
265 // add more things here (health, armor)
266 default: error("requested item has no counter field name");
270 .float max_armorvalue;
271 .float pickup_anyway;
273 float Item_Customize()
275 if(self.spawnshieldtime)
277 if(self.weapons != (self.weapons & other.weapons))
279 self.colormod = '0 0 0';
280 self.glowmod = self.colormod;
281 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
288 self.colormod = stov(autocvar_g_ghost_items_color);
289 self.glowmod = self.colormod;
290 self.alpha = g_ghost_items;
299 void Item_Show (entity e, float mode)
301 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
304 // make the item look normal, and be touchable
306 e.solid = SOLID_TRIGGER;
307 e.colormod = '0 0 0';
308 self.glowmod = self.colormod;
311 e.spawnshieldtime = 1;
312 self.ItemStatus |= ITS_AVAILABLE;
316 // hide the item completely
317 e.model = string_null;
319 e.colormod = '0 0 0';
320 self.glowmod = self.colormod;
324 e.spawnshieldtime = 1;
325 self.ItemStatus &~= ITS_AVAILABLE;
327 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
329 // make the item translucent and not touchable
331 e.solid = SOLID_TRIGGER; // can STILL be picked up!
332 e.colormod = '0 0 0';
333 self.glowmod = self.colormod;
334 e.effects |= EF_STARDUST;
337 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
338 self.ItemStatus |= ITS_AVAILABLE;
342 // hide the item completely
343 //e.model = string_null;
346 e.colormod = '0 0 0';
347 e.glowmod = e.colormod;
350 e.spawnshieldtime = 1;
351 self.ItemStatus &~= ITS_AVAILABLE;
354 if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
355 self.ItemStatus |= ITS_POWERUP;
357 if (autocvar_g_nodepthtestitems)
358 e.effects |= EF_NODEPTHTEST;
360 if (autocvar_g_fullbrightitems)
361 self.ItemStatus |= ITS_ALLOWFB;
363 if not (autocvar_sv_nosimpleitems)
364 self.ItemStatus |= ITS_ALLOWSI;
366 // relink entity (because solid may have changed)
367 setorigin(e, e.origin);
368 self.SendFlags |= ISF_STATUS;
372 void Item_Respawn (void)
375 if(!g_minstagib && self.items == IT_STRENGTH)
376 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
377 else if(!g_minstagib && self.items == IT_INVINCIBLE)
378 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
380 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
381 setorigin (self, self.origin);
383 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
384 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
387 void Item_RespawnCountdown (void)
389 if(self.count >= ITEM_RESPAWN_TICKS)
391 if(self.waypointsprite_attached)
392 WaypointSprite_Kill(self.waypointsprite_attached);
397 self.nextthink = time + 1;
408 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
409 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
410 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
417 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
418 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
423 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
424 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
426 if(self.flags & FL_WEAPON)
428 entity wi = get_weaponinfo(self.weapon);
437 print("Unknown powerup-marked item is wanting to respawn\n");
438 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
442 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
443 if(self.waypointsprite_attached)
444 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
447 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
448 if(self.waypointsprite_attached)
450 WaypointSprite_Ping(self.waypointsprite_attached);
451 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
456 void Item_ScheduleRespawnIn(entity e, float t)
458 if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
460 e.think = Item_RespawnCountdown;
461 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
466 e.think = Item_Respawn;
467 e.nextthink = time + t;
471 void Item_ScheduleRespawn(entity e)
473 if(e.respawntime > 0)
476 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
478 else // if respawntime is -1, this item does not respawn
482 void Item_ScheduleInitialRespawn(entity e)
485 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
488 float ITEM_MODE_NONE = 0;
489 float ITEM_MODE_HEALTH = 1;
490 float ITEM_MODE_ARMOR = 2;
491 float ITEM_MODE_FUEL = 3;
492 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
497 if (item.spawnshieldtime)
499 if ((player.ammofield < ammomax) || item.pickup_anyway)
501 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
505 else if(g_weapon_stay == 2)
507 float mi = min(item.ammofield, ammomax);
508 if (player.ammofield < mi)
510 player.ammofield = mi;
521 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
523 case ITEM_MODE_HEALTH:
524 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
526 case ITEM_MODE_ARMOR:
527 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
535 float Item_GiveTo(entity item, entity player)
543 // if nothing happens to player, just return without taking the item
545 _switchweapon = FALSE;
549 float prevcells = player.ammo_cells;
551 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
552 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
554 if(player.ammo_cells > prevcells)
556 _switchweapon = TRUE;
558 // play some cool sounds ;)
559 if (clienttype(player) == CLIENTTYPE_REAL)
561 if(player.health <= 5)
562 AnnounceTo(player, "lastsecond");
563 else if(player.health < 50)
564 AnnounceTo(player, "narrowly");
566 // sound not available
567 // else if(item.items == IT_CELLS)
568 // AnnounceTo(player, "ammo");
570 if (item.weapons & WEPBIT_MINSTANEX)
571 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
575 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
579 sprint (player, strcat("You got the ^2", item.netname, "\n"));
586 // sound not available
587 // AnnounceTo(player, "_lives");
588 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
589 sprint(player, "^3You picked up some extra lives\n");
593 if (item.strength_finished)
596 // sound not available
597 // AnnounceTo(player, "invisible");
598 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
602 if (item.invincible_finished)
605 // sound not available
606 // AnnounceTo(player, "speed");
607 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
612 // in case the player has autoswitch enabled do the following:
613 // if the player is using their best weapon before items are given, they
614 // probably want to switch to an even better weapon after items are given
615 if (player.autoswitch)
616 if (player.switchweapon == w_getbestweapon(player))
617 _switchweapon = TRUE;
619 if not(player.weapons & W_WeaponBit(player.switchweapon))
620 _switchweapon = TRUE;
622 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
623 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
624 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
625 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
626 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
627 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
628 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
630 if (item.flags & FL_WEAPON)
631 if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && self.pickup_anyway))
634 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
636 e = get_weaponinfo(i);
638 W_GiveWeapon (player, e.weapon, item.netname);
642 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
646 sprint (player, strcat("You got the ^2", item.netname, "\n"));
649 if (item.strength_finished)
652 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
654 if (item.invincible_finished)
657 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
659 if (item.superweapons_finished)
662 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
667 // always eat teamed entities
675 if (player.switchweapon != w_getbestweapon(player))
676 W_SwitchWeapon_Force(player, w_getbestweapon(player));
681 void Item_Touch (void)
685 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
686 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
691 if (other.classname != "player")
695 if (self.solid != SOLID_TRIGGER)
697 if (self.owner == other)
700 if (self.classname == "droppedweapon")
702 self.strength_finished = max(0, self.strength_finished - time);
703 self.invincible_finished = max(0, self.invincible_finished - time);
704 self.superweapons_finished = max(0, self.superweapons_finished - time);
707 if(!Item_GiveTo(self, other))
709 if (self.classname == "droppedweapon")
711 // undo what we did above
712 self.strength_finished += time;
713 self.invincible_finished += time;
714 self.superweapons_finished += time;
719 other.last_pickup = time;
721 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
722 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
724 if (self.classname == "droppedweapon")
726 else if not(self.spawnshieldtime)
732 RandomSelection_Init();
733 for(head = world; (head = findfloat(head, team, self.team)); )
735 if(head.flags & FL_ITEM)
738 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
741 e = RandomSelection_chosen_ent;
746 Item_ScheduleRespawn(e);
752 Item_Show(self, !self.state);
753 setorigin (self, self.origin);
755 if(self.classname != "droppedweapon")
757 self.think = SUB_Null;
760 if(self.waypointsprite_attached)
761 WaypointSprite_Kill(self.waypointsprite_attached);
763 if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
764 Item_ScheduleInitialRespawn(self);
772 if(self.effects & EF_NODRAW)
774 // marker for item team search
775 dprint("Initializing item team ", ftos(self.team), "\n");
776 RandomSelection_Init();
777 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
778 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
779 e = RandomSelection_chosen_ent;
783 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
787 // make it a non-spawned item
789 head.state = 1; // state 1 = initially hidden item
791 head.effects &~= EF_NODRAW;
798 // Savage: used for item garbage-collection
799 // TODO: perhaps nice special effect?
800 void RemoveItem(void)
805 // pickup evaluation functions
806 // these functions decide how desirable an item is to the bots
808 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
810 float weapon_pickupevalfunc(entity player, entity item)
812 float c, i, j, position;
814 // See if I have it already
815 if(player.weapons & item.weapons == item.weapons)
817 // If I can pick it up
818 if(!item.spawnshieldtime)
820 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
822 // Skilled bots will grab more
823 c = bound(0, skill / 10, 1) * 0.5;
831 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
832 if( bot_custom_weapon && c )
834 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
837 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
840 // Find the highest position on any range
842 for(j = 0; j < WEP_LAST ; ++j){
844 bot_weapons_far[j] == i ||
845 bot_weapons_mid[j] == i ||
846 bot_weapons_close[j] == i
857 position = WEP_LAST - position;
858 // item.bot_pickupbasevalue is overwritten here
859 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
864 return item.bot_pickupbasevalue * c;
867 float commodity_pickupevalfunc(entity player, entity item)
869 float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
873 // Detect needed ammo
874 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
876 wi = get_weaponinfo(i);
878 if not(wi.weapons & player.weapons)
881 if(wi.items & IT_SHELLS)
883 else if(wi.items & IT_NAILS)
885 else if(wi.items & IT_ROCKETS)
887 else if(wi.items & IT_CELLS)
889 else if(wi.items & IT_FUEL)
893 // TODO: figure out if the player even has the weapon this ammo is for?
894 // may not affect strategy much though...
895 // find out how much more ammo/armor/health the player can hold
897 if (item.ammo_shells)
898 if (player.ammo_shells < g_pickup_shells_max)
899 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
902 if (player.ammo_nails < g_pickup_nails_max)
903 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
905 if (item.ammo_rockets)
906 if (player.ammo_rockets < g_pickup_rockets_max)
907 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
910 if (player.ammo_cells < g_pickup_cells_max)
911 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
914 if (player.ammo_fuel < g_pickup_fuel_max)
915 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
917 if (player.armorvalue < item.max_armorvalue)
918 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
920 if (player.health < item.max_health)
921 c = c + max(0, 1 - player.health / item.max_health);
923 return item.bot_pickupbasevalue * c;
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.weapons = weaponid;
934 self.flags = FL_ITEM | itemflags;
936 // is it a dropped weapon?
937 if (self.classname == "droppedweapon")
939 self.reset = SUB_Remove;
940 // it's a dropped weapon
941 self.movetype = MOVETYPE_TOSS;
943 // Savage: remove thrown items after a certain period of time ("garbage collection")
944 self.think = RemoveItem;
945 self.nextthink = time + 20;
947 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
950 if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons
951 if(self.ammo_nails == 0)
952 if(self.ammo_cells == 0)
953 if(self.ammo_rockets == 0)
954 if(self.ammo_shells == 0)
955 if(self.ammo_fuel == 0)
957 if(self.armorvalue == 0)
960 // if item is worthless after a timer, have it expire then
961 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
964 // don't drop if in a NODROP zone (such as lava)
965 traceline(self.origin, self.origin, MOVE_NORMAL, self);
966 if (trace_dpstartcontents & DPCONTENTS_NODROP)
968 startitem_failed = TRUE;
975 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
977 startitem_failed = TRUE;
982 if(!have_pickup_item())
984 startitem_failed = TRUE;
990 itemmodel = self.model;
991 if(self.item_pickupsound != "")
992 pickupsound = self.item_pickupsound;
994 self.reset = Item_Reset;
996 if(self.spawnflags & 1)
999 self.movetype = MOVETYPE_NONE;
1001 self.movetype = MOVETYPE_TOSS;
1002 // do item filtering according to game mode and other things
1005 // first nudge it off the floor a little bit to avoid math errors
1006 setorigin(self, self.origin + '0 0 1');
1007 // set item size before we spawn a spawnfunc_waypoint
1008 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1009 setsize (self, '-16 -16 0', '16 16 48');
1011 setsize (self, '-16 -16 0', '16 16 32');
1012 // note droptofloor returns FALSE if stuck/or would fall too far
1014 waypoint_spawnforitem(self);
1018 * can't do it that way, as it would break maps
1019 * TODO make a target_give like entity another way, that perhaps has
1020 * the weapon name in a key
1023 // target_give not yet supported; maybe later
1024 print("removed targeted ", self.classname, "\n");
1025 startitem_failed = TRUE;
1031 if(autocvar_spawn_debug >= 2)
1034 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1036 if(otheritem.is_item)
1038 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1039 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1040 error("Mapper sucks.");
1043 self.is_item = TRUE;
1046 weaponsInMap |= weaponid;
1048 precache_model (itemmodel);
1049 precache_sound (pickupsound);
1051 precache_sound ("misc/itemrespawncountdown.wav");
1052 if(!g_minstagib && itemid == IT_STRENGTH)
1053 precache_sound ("misc/strength_respawn.wav");
1054 else if(!g_minstagib && itemid == IT_INVINCIBLE)
1055 precache_sound ("misc/shield_respawn.wav");
1057 precache_sound ("misc/itemrespawn.wav");
1059 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1060 self.target = "###item###"; // for finding the nearest item using find()
1063 self.bot_pickup = TRUE;
1064 self.bot_pickupevalfunc = pickupevalfunc;
1065 self.bot_pickupbasevalue = pickupbasevalue;
1066 self.mdl = itemmodel;
1067 self.item_pickupsound = pickupsound;
1069 self.weapon = WEP_FIRST + log2of(lowestbit(self.weapons));
1072 // let mappers override respawntime
1073 if(!self.respawntime) // both set
1075 self.respawntime = defaultrespawntime;
1076 self.respawntimejitter = defaultrespawntimejitter;
1078 self.netname = itemname;
1079 self.touch = Item_Touch;
1080 setmodel (self, self.mdl); // precision set below
1081 self.effects |= EF_LOWPRECISION;
1083 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1084 setsize (self, '-16 -16 0', '16 16 48');
1086 setsize (self, '-16 -16 0', '16 16 32');
1088 if(itemflags & FL_POWERUP)
1089 self.ItemStatus |= ITS_ANIMATE1;
1091 if(self.armorvalue || self.health)
1092 self.ItemStatus |= ITS_ANIMATE2;
1094 if(itemflags & FL_WEAPON)
1096 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1097 self.colormap = 1024; // color shirt=0 pants=0 grey
1099 self.ItemStatus |= ITS_ANIMATE1;
1100 self.ItemStatus |= ISF_COLORMAP;
1107 self.cnt = 1; // item probability weight
1108 self.effects = self.effects | EF_NODRAW; // marker for item team search
1109 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1114 if(self.classname == "droppedweapon")
1117 Net_LinkEntity(self, FALSE, 0, ItemSend);
1121 /* replace items in minstagib
1122 * IT_STRENGTH = invisibility
1123 * IT_NAILS = extra lives
1124 * IT_INVINCIBLE = speed
1126 void minstagib_items (float itemid)
1129 self.classname = "minstagib";
1131 // replace rocket launchers and nex guns with ammo cells
1132 if (itemid == IT_CELLS)
1134 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1135 StartItem ("models/items/a_cells.md3",
1136 "misc/itempickup.wav", 45, 0,
1137 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1144 itemid = IT_STRENGTH;
1148 itemid = IT_INVINCIBLE;
1150 // replace with invis
1151 if (itemid == IT_STRENGTH)
1153 if(!self.strength_finished)
1154 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1155 StartItem ("models/items/g_strength.md3",
1156 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1157 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1159 // replace with extra lives
1160 if (itemid == IT_NAILS)
1162 self.max_health = 1;
1163 StartItem ("models/items/g_h100.md3",
1164 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1165 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1167 // replace with speed
1168 if (itemid == IT_INVINCIBLE)
1170 if(!self.invincible_finished)
1171 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1172 StartItem ("models/items/g_invincible.md3",
1173 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1174 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1178 float minst_no_auto_cells;
1179 void minst_remove_item (void) {
1180 if(minst_no_auto_cells)
1184 float weaponswapping;
1187 void weapon_defaultspawnfunc(float wpn)
1191 var .float ammofield;
1197 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1199 e = get_weaponinfo(wpn);
1200 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1204 startitem_failed = TRUE;
1207 t = tokenize_console(s);
1210 self.team = --internalteam;
1212 for(i = 1; i < t; ++i)
1215 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1217 e = get_weaponinfo(j);
1221 copyentity(oldself, self);
1222 self.classname = "replacedweapon";
1223 weapon_defaultspawnfunc(j);
1229 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1238 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1240 e = get_weaponinfo(j);
1249 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1255 startitem_failed = TRUE;
1260 e = get_weaponinfo(wpn);
1262 if(!self.respawntime)
1264 if(e.weapons & WEPBIT_SUPERWEAPONS)
1266 self.respawntime = g_pickup_respawntime_superweapon;
1267 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1271 self.respawntime = g_pickup_respawntime_weapon;
1272 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1276 if(e.weapons & WEPBIT_SUPERWEAPONS)
1277 if(!self.superweapons_finished)
1278 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1282 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1286 ammofield = Item_CounterField(j);
1288 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1294 if(g_pickup_weapons_anyway)
1295 self.pickup_anyway = TRUE;
1299 // no weapon-stay on superweapons
1300 if(e.weapons & WEPBIT_SUPERWEAPONS)
1301 f |= FL_NO_WEAPON_STAY;
1303 // weapon stay isn't supported for teamed weapons
1305 f |= FL_NO_WEAPON_STAY;
1307 // stupid minstagib hack, don't ask
1310 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1312 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1313 if (self.modelindex) // don't precache if self was removed
1314 weapon_action(e.weapon, WR_PRECACHE);
1317 void spawnfunc_weapon_shotgun (void);
1318 void spawnfunc_weapon_uzi (void) {
1319 if(autocvar_sv_q3acompat_machineshotgunswap)
1320 if(self.classname != "droppedweapon")
1322 weapon_defaultspawnfunc(WEP_SHOTGUN);
1325 weapon_defaultspawnfunc(WEP_UZI);
1328 void spawnfunc_weapon_shotgun (void) {
1329 if(autocvar_sv_q3acompat_machineshotgunswap)
1330 if(self.classname != "droppedweapon")
1332 weapon_defaultspawnfunc(WEP_UZI);
1335 weapon_defaultspawnfunc(WEP_SHOTGUN);
1338 void spawnfunc_weapon_nex (void)
1342 minstagib_items(IT_CELLS);
1343 self.think = minst_remove_item;
1344 self.nextthink = time;
1347 weapon_defaultspawnfunc(WEP_NEX);
1350 void spawnfunc_weapon_minstanex (void)
1354 minstagib_items(IT_CELLS);
1355 self.think = minst_remove_item;
1356 self.nextthink = time;
1359 weapon_defaultspawnfunc(WEP_MINSTANEX);
1362 void spawnfunc_weapon_rocketlauncher (void)
1366 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1367 self.think = minst_remove_item;
1368 self.nextthink = time;
1371 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1374 void spawnfunc_item_rockets (void) {
1375 if(!self.ammo_rockets)
1376 self.ammo_rockets = g_pickup_rockets;
1377 if(!self.pickup_anyway)
1378 self.pickup_anyway = g_pickup_ammo_anyway;
1379 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);
1382 void spawnfunc_item_shells (void);
1383 void spawnfunc_item_bullets (void) {
1385 if(autocvar_sv_q3acompat_machineshotgunswap)
1386 if(self.classname != "droppedweapon")
1388 weaponswapping = TRUE;
1389 spawnfunc_item_shells();
1390 weaponswapping = FALSE;
1394 if(!self.ammo_nails)
1395 self.ammo_nails = g_pickup_nails;
1396 if(!self.pickup_anyway)
1397 self.pickup_anyway = g_pickup_ammo_anyway;
1398 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);
1401 void spawnfunc_item_cells (void) {
1402 if(!self.ammo_cells)
1403 self.ammo_cells = g_pickup_cells;
1404 if(!self.pickup_anyway)
1405 self.pickup_anyway = g_pickup_ammo_anyway;
1406 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);
1409 void spawnfunc_item_shells (void) {
1411 if(autocvar_sv_q3acompat_machineshotgunswap)
1412 if(self.classname != "droppedweapon")
1414 weaponswapping = TRUE;
1415 spawnfunc_item_bullets();
1416 weaponswapping = FALSE;
1420 if(!self.ammo_shells)
1421 self.ammo_shells = g_pickup_shells;
1422 if(!self.pickup_anyway)
1423 self.pickup_anyway = g_pickup_ammo_anyway;
1424 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);
1427 void spawnfunc_item_armor_small (void) {
1428 if(!self.armorvalue)
1429 self.armorvalue = g_pickup_armorsmall;
1430 if(!self.max_armorvalue)
1431 self.max_armorvalue = g_pickup_armorsmall_max;
1432 if(!self.pickup_anyway)
1433 self.pickup_anyway = g_pickup_armorsmall_anyway;
1434 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);
1437 void spawnfunc_item_armor_medium (void) {
1438 if(!self.armorvalue)
1439 self.armorvalue = g_pickup_armormedium;
1440 if(!self.max_armorvalue)
1441 self.max_armorvalue = g_pickup_armormedium_max;
1442 if(!self.pickup_anyway)
1443 self.pickup_anyway = g_pickup_armormedium_anyway;
1444 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);
1447 void spawnfunc_item_armor_big (void) {
1448 if(!self.armorvalue)
1449 self.armorvalue = g_pickup_armorbig;
1450 if(!self.max_armorvalue)
1451 self.max_armorvalue = g_pickup_armorbig_max;
1452 if(!self.pickup_anyway)
1453 self.pickup_anyway = g_pickup_armorbig_anyway;
1454 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);
1457 void spawnfunc_item_armor_large (void) {
1458 if(!self.armorvalue)
1459 self.armorvalue = g_pickup_armorlarge;
1460 if(!self.max_armorvalue)
1461 self.max_armorvalue = g_pickup_armorlarge_max;
1462 if(!self.pickup_anyway)
1463 self.pickup_anyway = g_pickup_armorlarge_anyway;
1464 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);
1467 void spawnfunc_item_health_small (void) {
1468 if(!self.max_health)
1469 self.max_health = g_pickup_healthsmall_max;
1471 self.health = g_pickup_healthsmall;
1472 if(!self.pickup_anyway)
1473 self.pickup_anyway = g_pickup_healthsmall_anyway;
1474 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);
1477 void spawnfunc_item_health_medium (void) {
1478 if(!self.max_health)
1479 self.max_health = g_pickup_healthmedium_max;
1481 self.health = g_pickup_healthmedium;
1482 if(!self.pickup_anyway)
1483 self.pickup_anyway = g_pickup_healthmedium_anyway;
1484 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);
1487 void spawnfunc_item_health_large (void) {
1488 if(!self.max_health)
1489 self.max_health = g_pickup_healthlarge_max;
1491 self.health = g_pickup_healthlarge;
1492 if(!self.pickup_anyway)
1493 self.pickup_anyway = g_pickup_healthlarge_anyway;
1494 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);
1497 void spawnfunc_item_health_mega (void) {
1499 minstagib_items(IT_NAILS);
1501 if(!self.max_health)
1502 self.max_health = g_pickup_healthmega_max;
1504 self.health = g_pickup_healthmega;
1505 if(!self.pickup_anyway)
1506 self.pickup_anyway = g_pickup_healthmega_anyway;
1507 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);
1511 // support old misnamed entities
1512 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1513 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1514 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1515 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1516 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1518 void spawnfunc_item_strength (void) {
1520 minstagib_items(IT_STRENGTH);
1522 precache_sound("weapons/strength_fire.wav");
1523 if(!self.strength_finished)
1524 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1525 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);
1529 void spawnfunc_item_invincible (void) {
1531 minstagib_items(IT_INVINCIBLE);
1533 if(!self.invincible_finished)
1534 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1535 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);
1539 void spawnfunc_item_minst_cells (void) {
1542 minst_no_auto_cells = 1;
1543 minstagib_items(IT_CELLS);
1550 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1552 float GiveItems(entity e, float beginarg, float endarg);
1553 void target_items_use (void)
1555 if(activator.classname == "droppedweapon")
1562 if(activator.classname != "player")
1564 if(activator.deadflag != DEAD_NO)
1569 for(e = world; (e = find(e, classname, "droppedweapon")); )
1570 if(e.enemy == activator)
1573 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1574 centerprint(activator, self.message);
1577 void spawnfunc_target_items (void)
1582 self.use = target_items_use;
1583 if(!self.strength_finished)
1584 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1585 if(!self.invincible_finished)
1586 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1587 if(!self.superweapons_finished)
1588 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1590 precache_sound("misc/itempickup.wav");
1591 precache_sound("misc/megahealth.wav");
1592 precache_sound("misc/armor25.wav");
1593 precache_sound("misc/powerup.wav");
1594 precache_sound("misc/poweroff.wav");
1595 precache_sound("weapons/weaponpickup.wav");
1597 n = tokenize_console(self.netname);
1598 if(argv(0) == "give")
1600 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1604 for(i = 0; i < n; ++i)
1606 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1607 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1608 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1609 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1610 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1611 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1612 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1613 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1615 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1617 e = get_weaponinfo(j);
1618 if(argv(i) == e.netname)
1620 self.weapons |= e.weapons;
1621 if(self.spawnflags == 0 || self.spawnflags == 2)
1622 weapon_action(e.weapon, WR_PRECACHE);
1627 print("target_items: invalid item ", argv(i), "\n");
1630 string itemprefix, valueprefix;
1631 if(self.spawnflags == 0)
1636 else if(self.spawnflags == 1)
1638 itemprefix = "max ";
1639 valueprefix = "max ";
1641 else if(self.spawnflags == 2)
1643 itemprefix = "min ";
1644 valueprefix = "min ";
1646 else if(self.spawnflags == 4)
1648 itemprefix = "minus ";
1649 valueprefix = "max ";
1652 error("invalid spawnflags");
1655 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1656 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1657 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1658 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1659 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1660 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1661 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1662 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1663 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1664 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1665 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1666 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1667 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1668 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1669 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1671 e = get_weaponinfo(j);
1673 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1676 self.netname = strzone(self.netname);
1677 //print(self.netname, "\n");
1679 n = tokenize_console(self.netname);
1680 for(i = 0; i < n; ++i)
1682 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1684 e = get_weaponinfo(j);
1685 if(argv(i) == e.netname)
1687 weapon_action(e.weapon, WR_PRECACHE);
1694 void spawnfunc_item_fuel(void)
1697 self.ammo_fuel = g_pickup_fuel;
1698 if(!self.pickup_anyway)
1699 self.pickup_anyway = g_pickup_ammo_anyway;
1700 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);
1703 void spawnfunc_item_fuel_regen(void)
1705 if(start_items & IT_FUEL_REGEN)
1707 spawnfunc_item_fuel();
1710 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);
1713 void spawnfunc_item_jetpack(void)
1715 if(g_grappling_hook)
1716 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1718 self.ammo_fuel = g_pickup_fuel_jetpack;
1719 if(start_items & IT_JETPACK)
1721 spawnfunc_item_fuel();
1724 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);
1734 float GiveBit(entity e, .float fld, float bit, float op, float val)
1764 float GiveValue(entity e, .float fld, float op, float val)
1774 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1777 e.fld = min(e.fld, val);
1790 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1797 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1799 else if(v0 >= v0 + t)
1802 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1806 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1809 e.rotfield = max(e.rotfield, time + rottime);
1811 e.regenfield = max(e.regenfield, time + regentime);
1814 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1815 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1816 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1817 #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)
1819 float GiveItems(entity e, float beginarg, float endarg)
1821 float got, i, j, val, op;
1822 float _switchweapon;
1831 _switchweapon = FALSE;
1833 if (e.switchweapon == w_getbestweapon(e))
1834 _switchweapon = TRUE;
1836 e.strength_finished = max(0, e.strength_finished - time);
1837 e.invincible_finished = max(0, e.invincible_finished - time);
1838 e.superweapons_finished = max(0, e.superweapons_finished - time);
1841 PREGIVE(e, weapons);
1842 PREGIVE(e, strength_finished);
1843 PREGIVE(e, invincible_finished);
1844 PREGIVE(e, superweapons_finished);
1845 PREGIVE(e, ammo_nails);
1846 PREGIVE(e, ammo_cells);
1847 PREGIVE(e, ammo_shells);
1848 PREGIVE(e, ammo_rockets);
1849 PREGIVE(e, ammo_fuel);
1850 PREGIVE(e, armorvalue);
1853 for(i = beginarg; i < endarg; ++i)
1857 if(cmd == "0" || stof(cmd))
1881 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1882 got += GiveValue(e, strength_finished, op, val);
1883 got += GiveValue(e, invincible_finished, op, val);
1884 got += GiveValue(e, superweapons_finished, op, val);
1885 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1887 got += GiveBit(e, items, IT_JETPACK, op, val);
1888 got += GiveValue(e, health, op, val);
1889 got += GiveValue(e, armorvalue, op, val);
1891 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1893 wi = get_weaponinfo(j);
1895 got += GiveBit(e, weapons, wi.weapons, op, val);
1898 got += GiveValue(e, ammo_cells, op, val);
1899 got += GiveValue(e, ammo_shells, op, val);
1900 got += GiveValue(e, ammo_nails, op, val);
1901 got += GiveValue(e, ammo_rockets, op, val);
1902 got += GiveValue(e, ammo_fuel, op, val);
1904 case "unlimited_ammo":
1905 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1907 case "unlimited_weapon_ammo":
1908 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1910 case "unlimited_superweapons":
1911 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1914 got += GiveBit(e, items, IT_JETPACK, op, val);
1917 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1920 got += GiveValue(e, strength_finished, op, val);
1923 got += GiveValue(e, invincible_finished, op, val);
1925 case "superweapons":
1926 got += GiveValue(e, superweapons_finished, op, val);
1929 got += GiveValue(e, ammo_cells, op, val);
1932 got += GiveValue(e, ammo_shells, op, val);
1936 got += GiveValue(e, ammo_nails, op, val);
1939 got += GiveValue(e, ammo_rockets, op, val);
1942 got += GiveValue(e, health, op, val);
1945 got += GiveValue(e, armorvalue, op, val);
1948 got += GiveValue(e, ammo_fuel, op, val);
1951 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1953 wi = get_weaponinfo(j);
1954 if(cmd == wi.netname)
1956 got += GiveBit(e, weapons, wi.weapons, op, val);
1961 print("give: invalid item ", cmd, "\n");
1968 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1969 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1970 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1971 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1972 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1974 wi = get_weaponinfo(j);
1977 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1978 if not(save_weapons & wi.weapons)
1979 if(e.weapons & wi.weapons)
1980 weapon_action(wi.weapon, WR_PRECACHE);
1983 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1984 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1985 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1986 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1987 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1988 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1989 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);
1990 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);
1991 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);
1993 if(e.superweapons_finished <= 0)
1994 if(self.weapons & WEPBIT_SUPERWEAPONS)
1995 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1999 e.health = bound(0, e.health, 100);
2000 e.armorvalue = bound(0, e.armorvalue, 999);
2003 if(e.strength_finished <= 0)
2004 e.strength_finished = 0;
2006 e.strength_finished += time;
2007 if(e.invincible_finished <= 0)
2008 e.invincible_finished = 0;
2010 e.invincible_finished += time;
2011 if(e.superweapons_finished <= 0)
2012 e.superweapons_finished = 0;
2014 e.superweapons_finished += time;
2016 if not(e.weapons & W_WeaponBit(e.switchweapon))
2017 _switchweapon = TRUE;
2019 W_SwitchWeapon_Force(e, w_getbestweapon(e));