3 #include "items/_mod.qh"
7 #include "../server/bot/api.qh"
9 #include <server/mutators/_mod.qh>
11 #include "../server/weapons/common.qh"
12 #include "../server/weapons/selection.qh"
13 #include "../server/weapons/weaponsystem.qh"
15 #include "constants.qh"
16 #include <common/deathtypes/all.qh>
17 #include <common/notifications/all.qh>
18 #include "triggers/subs.qh"
21 #include <common/monsters/_mod.qh>
23 #include <common/weapons/_all.qh>
25 #include <common/mutators/mutator/buffs/buffs.qh>
27 #include "../lib/warpzone/util_server.qh"
29 #include "physics/movetypes/movetypes.qh"
30 #include <common/weapons/_all.qh>
31 #include "../lib/csqcmodel/cl_model.qh"
32 #include "../lib/csqcmodel/common.qh"
35 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
38 bool autocvar_cl_ghost_items_vehicle = true;
40 void Item_SetAlpha(entity this)
42 bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
44 if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
47 this.colormod = '1 1 1';
48 this.glowmod = this.item_glowmod;
52 if (autocvar_cl_ghost_items_color)
54 this.alpha = autocvar_cl_ghost_items;
55 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
61 if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
63 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
64 this.alpha = autocvar_cl_weapon_stay_alpha;
67 this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
70 void ItemDraw(entity this)
74 Movetype_Physics_MatchServer(this, false);
76 { // For some reason avelocity gets set to '0 0 0' here ...
77 this.oldorigin = this.origin;
80 if(autocvar_cl_animate_items)
81 { // ... so reset it if animations are requested.
82 if(this.ItemStatus & ITS_ANIMATE1)
83 this.avelocity = '0 180 0';
85 if(this.ItemStatus & ITS_ANIMATE2)
86 this.avelocity = '0 -90 0';
89 // delay is for blocking item's position for a while;
90 // it's a workaround for dropped weapons that receive the position
91 // another time right after they spawn overriding animation position
92 this.onground_time = time + 0.5;
95 else if (autocvar_cl_animate_items)
97 if(this.ItemStatus & ITS_ANIMATE1)
99 this.angles += this.avelocity * frametime;
100 float fade_in = bound(0, time - this.onground_time, 1);
101 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
104 if(this.ItemStatus & ITS_ANIMATE2)
106 this.angles += this.avelocity * frametime;
107 float fade_in = bound(0, time - this.onground_time, 1);
108 setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
115 void ItemDrawSimple(entity this)
119 Movetype_Physics_MatchServer(this, false);
121 if(IS_ONGROUND(this))
128 void Item_PreDraw(entity this)
130 if(warpzone_warpzones_exist)
132 setpredraw(this, func_null); // no need to keep running this
136 vector org = getpropertyvec(VF_ORIGIN);
137 //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
138 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
141 if(vdist(org - this.origin, >, this.fade_end))
142 alph = 0; // save on some processing
143 else if(vdist(org - this.origin, <, this.fade_start))
144 alph = 1; // more processing saved
146 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
150 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
151 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
156 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
159 void ItemRemove(entity this)
165 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
169 if(sf & ISF_LOCATION)
171 this.origin_x = ReadCoord();
172 this.origin_y = ReadCoord();
173 this.origin_z = ReadCoord();
174 setorigin(this, this.origin);
175 this.oldorigin = this.origin;
180 this.angles_x = ReadAngle();
181 this.angles_y = ReadAngle();
182 this.angles_z = ReadAngle();
187 float use_bigsize = ReadByte();
188 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
191 if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
193 this.ItemStatus = ReadByte();
197 if(autocvar_cl_fullbright_items)
198 if(this.ItemStatus & ITS_ALLOWFB)
199 this.effects |= EF_FULLBRIGHT;
201 if(this.ItemStatus & ITS_GLOW)
203 if(this.ItemStatus & ITS_AVAILABLE)
204 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
206 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
212 this.drawmask = MASK_NORMAL;
213 set_movetype(this, MOVETYPE_TOSS);
214 if (isnew) IL_PUSH(g_drawables, this);
215 this.draw = ItemDraw;
216 this.solid = SOLID_TRIGGER;
217 //this.flags |= FL_ITEM;
219 bool use_bigsize = ReadByte();
221 this.fade_end = ReadShort();
222 this.fade_start = ReadShort();
223 if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
224 setpredraw(this, Item_PreDraw);
230 string _fn = ReadString();
232 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
234 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
235 this.draw = ItemDrawSimple;
237 if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
238 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
239 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
240 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
241 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
242 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
243 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
244 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
247 this.draw = ItemDraw;
248 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
252 if(this.draw != ItemDrawSimple)
253 this.mdl = strzone(_fn);
257 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
259 precache_model(this.mdl);
260 _setmodel(this, this.mdl);
262 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
265 if(sf & ISF_COLORMAP)
267 this.colormap = ReadShort();
268 this.item_glowmod_x = ReadByte() / 255.0;
269 this.item_glowmod_y = ReadByte() / 255.0;
270 this.item_glowmod_z = ReadByte() / 255.0;
276 this.pushable = true;
277 //this.angles = '0 0 0';
278 set_movetype(this, MOVETYPE_TOSS);
279 this.velocity_x = ReadCoord();
280 this.velocity_y = ReadCoord();
281 this.velocity_z = ReadCoord();
282 setorigin(this, this.oldorigin);
286 this.move_time = time;
287 this.spawntime = time;
290 this.move_time = max(this.move_time, time);
293 if(autocvar_cl_animate_items)
295 if(this.ItemStatus & ITS_ANIMATE1)
296 this.avelocity = '0 180 0';
298 if(this.ItemStatus & ITS_ANIMATE2)
299 this.avelocity = '0 -90 0';
302 this.entremove = ItemRemove;
310 bool ItemSend(entity this, entity to, int sf)
317 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
318 WriteByte(MSG_ENTITY, sf);
320 //WriteByte(MSG_ENTITY, this.cnt);
321 if(sf & ISF_LOCATION)
323 WriteCoord(MSG_ENTITY, this.origin.x);
324 WriteCoord(MSG_ENTITY, this.origin.y);
325 WriteCoord(MSG_ENTITY, this.origin.z);
330 WriteAngle(MSG_ENTITY, this.angles_x);
331 WriteAngle(MSG_ENTITY, this.angles_y);
332 WriteAngle(MSG_ENTITY, this.angles_z);
337 Pickup p = this.itemdef;
338 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
342 WriteByte(MSG_ENTITY, this.ItemStatus);
346 Pickup p = this.itemdef;
347 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
348 WriteShort(MSG_ENTITY, this.fade_end);
349 WriteShort(MSG_ENTITY, this.fade_start);
352 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
354 WriteString(MSG_ENTITY, this.mdl);
358 if(sf & ISF_COLORMAP)
360 WriteShort(MSG_ENTITY, this.colormap);
361 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
362 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
363 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
368 WriteCoord(MSG_ENTITY, this.velocity.x);
369 WriteCoord(MSG_ENTITY, this.velocity.y);
370 WriteCoord(MSG_ENTITY, this.velocity.z);
376 void ItemUpdate(entity this)
378 this.oldorigin = this.origin;
379 this.SendFlags |= ISF_LOCATION;
382 void UpdateItemAfterTeleport(entity this)
384 if(getSendEntity(this) == ItemSend)
388 bool have_pickup_item(entity this)
390 if(this.itemdef.instanceOfPowerup)
392 if(autocvar_g_powerups > 0)
394 if(autocvar_g_powerups == 0)
399 if(autocvar_g_pickup_items > 0)
401 if(autocvar_g_pickup_items == 0)
404 if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
411 float Item_Customize()
413 if(this.spawnshieldtime)
415 if(this.weapons & ~other.weapons)
417 this.colormod = '0 0 0';
418 this.glowmod = this.colormod;
419 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
426 this.colormod = stov(autocvar_g_ghost_items_color);
427 this.glowmod = this.colormod;
428 this.alpha = g_ghost_items;
437 void Item_Show (entity e, float mode)
439 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
440 e.ItemStatus &= ~ITS_STAYWEP;
441 entity def = e.itemdef;
444 // make the item look normal, and be touchable
446 e.solid = SOLID_TRIGGER;
447 e.spawnshieldtime = 1;
448 e.ItemStatus |= ITS_AVAILABLE;
452 // hide the item completely
453 e.model = string_null;
455 e.spawnshieldtime = 1;
456 e.ItemStatus &= ~ITS_AVAILABLE;
460 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
461 || e.team // weapon stay isn't supported for teamed weapons
463 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
465 // make the item translucent and not touchable
467 e.solid = SOLID_TRIGGER; // can STILL be picked up!
468 e.effects |= EF_STARDUST;
469 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
470 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
474 //setmodel(e, "null");
476 e.colormod = '0 0 0';
477 //e.glowmod = e.colormod;
478 e.spawnshieldtime = 1;
479 e.ItemStatus &= ~ITS_AVAILABLE;
484 e.ItemStatus |= ITS_GLOW;
486 if (autocvar_g_nodepthtestitems)
487 e.effects |= EF_NODEPTHTEST;
490 if (autocvar_g_fullbrightitems)
491 e.ItemStatus |= ITS_ALLOWFB;
493 if (autocvar_sv_simple_items)
494 e.ItemStatus |= ITS_ALLOWSI;
496 // relink entity (because solid may have changed)
497 setorigin(e, e.origin);
498 e.SendFlags |= ISF_STATUS;
501 void Item_Think(entity this)
503 this.nextthink = time;
504 if(this.origin != this.oldorigin)
508 bool Item_ItemsTime_SpectatorOnly(GameItem it);
509 bool Item_ItemsTime_Allow(GameItem it);
510 float Item_ItemsTime_UpdateTime(entity e, float t);
511 void Item_ItemsTime_SetTime(entity e, float t);
512 void Item_ItemsTime_SetTimesForAllPlayers();
514 void Item_Respawn (entity this)
517 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
518 setorigin(this, this.origin);
520 if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
522 float t = Item_ItemsTime_UpdateTime(this, 0);
523 Item_ItemsTime_SetTime(this, t);
524 Item_ItemsTime_SetTimesForAllPlayers();
527 setthink(this, Item_Think);
528 this.nextthink = time;
530 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
531 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
534 void Item_RespawnCountdown (entity this)
536 if(this.count >= ITEM_RESPAWN_TICKS)
538 if(this.waypointsprite_attached)
539 WaypointSprite_Kill(this.waypointsprite_attached);
544 this.nextthink = time + 1;
550 entity wi = Weapons_from(this.weapon);
551 if (wi != WEP_Null) {
552 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
553 wp.wp_extra = wi.m_id;
558 entity ii = this.itemdef;
560 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
561 wp.wp_extra = ii.m_id;
566 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
567 if(this.waypointsprite_attached)
569 GameItem def = this.itemdef;
570 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
571 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
572 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
576 if(this.waypointsprite_attached)
578 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
579 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
582 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
586 WaypointSprite_Ping(this.waypointsprite_attached);
587 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
592 void Item_RespawnThink(entity this)
594 this.nextthink = time;
595 if(this.origin != this.oldorigin)
598 if(time >= this.wait)
602 void Item_ScheduleRespawnIn(entity e, float t)
604 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
605 if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
607 setthink(e, Item_RespawnCountdown);
608 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
609 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
611 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
613 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
614 Item_ItemsTime_SetTime(e, t);
615 Item_ItemsTime_SetTimesForAllPlayers();
620 setthink(e, Item_RespawnThink);
622 e.scheduledrespawntime = time + t;
625 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
627 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
628 Item_ItemsTime_SetTime(e, t);
629 Item_ItemsTime_SetTimesForAllPlayers();
634 void Item_ScheduleRespawn(entity e)
636 if(e.respawntime > 0)
639 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
641 else // if respawntime is -1, this item does not respawn
645 void Item_ScheduleInitialRespawn(entity e)
648 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
651 void GivePlayerHealth(entity player, float amount)
657 player.health = bound(player.health, player.health + amount,
658 g_pickup_healthmega_max);
659 player.pauserothealth_finished = max(player.pauserothealth_finished, time +
660 autocvar_g_balance_pause_health_rot);
663 void GivePlayerArmor(entity player, float amount)
669 player.armorvalue = bound(player.armorvalue, player.armorvalue + amount,
670 g_pickup_armormega_max);
671 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time +
672 autocvar_g_balance_pause_armor_rot);
675 void GivePlayerAmmo(entity player, .float ammotype, float amount)
677 float maxvalue = 999;
682 maxvalue = g_pickup_shells_max;
687 maxvalue = g_pickup_cells_max;
692 maxvalue = g_pickup_rockets_max;
697 maxvalue = g_pickup_plasma_max;
702 maxvalue = g_pickup_nails_max;
707 maxvalue = g_pickup_fuel_max;
711 player.(ammotype) = min(player.(ammotype) + amount, maxvalue);
714 void GivePlayerRandomWeapons(entity player, int num_weapons,
715 string weapon_names, float shells, float bullets, float rockets,
716 float cells, float plasma)
718 if (num_weapons == 0)
722 int num_potential_weapons = tokenize_console(weapon_names);
723 for (int i = 0; i < num_weapons; ++i)
725 RandomSelection_Init();
726 for (int j = 0; j < num_potential_weapons; ++j)
728 string weapon = argv(j);
729 FOREACH(Weapons, it != WEP_Null,
731 // Finding a weapon which player doesn't have.
732 if (!(player.weapons & it.m_wepset) && (it.netname == weapon))
734 RandomSelection_AddEnt(it, 1, 1);
739 if (RandomSelection_chosen_ent == NULL)
743 player.weapons |= RandomSelection_chosen_ent.m_wepset;
744 switch (RandomSelection_chosen_ent.ammo_field)
748 if (player.ammo_shells != 0)
752 GivePlayerAmmo(player, ammo_shells, shells);
757 if (player.ammo_nails != 0)
761 GivePlayerAmmo(player, ammo_nails, bullets);
766 if (player.ammo_rockets != 0)
770 GivePlayerAmmo(player, ammo_rockets, rockets);
775 if (player.ammo_cells != 0)
779 GivePlayerAmmo(player, ammo_cells, cells);
784 if (player.ammo_plasma != 0)
788 GivePlayerAmmo(player, ammo_plasma, plasma);
795 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
797 if (!item.(ammotype))
800 if (item.spawnshieldtime)
802 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
804 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
808 else if(g_weapon_stay == 2)
810 float mi = min(item.(ammotype), ammomax);
811 if (player.(ammotype) < mi)
813 player.(ammotype) = mi;
824 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
826 case ITEM_MODE_HEALTH:
827 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
829 case ITEM_MODE_ARMOR:
830 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
838 float Item_GiveTo(entity item, entity player)
842 // if nothing happens to player, just return without taking the item
844 int _switchweapon = 0;
845 // in case the player has autoswitch enabled do the following:
846 // if the player is using their best weapon before items are given, they
847 // probably want to switch to an even better weapon after items are given
849 if(CS(player).autoswitch)
851 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
853 .entity weaponentity = weaponentities[slot];
854 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
856 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
857 _switchweapon |= BIT(slot);
859 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
860 _switchweapon |= BIT(slot);
865 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
866 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
867 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
868 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
869 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
870 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
871 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
872 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
874 if (item.itemdef.instanceOfWeaponPickup)
878 w &= ~player.weapons;
880 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
883 FOREACH(Weapons, it != WEP_Null, {
884 if(w & (it.m_wepset))
886 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
888 .entity weaponentity = weaponentities[slot];
889 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
890 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
892 W_GiveWeapon(player, it.m_id);
898 if (item.itemdef.instanceOfPowerup)
900 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
901 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
902 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
903 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
907 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
911 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
914 if (item.strength_finished)
917 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
919 if (item.invincible_finished)
922 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
924 if (item.superweapons_finished)
927 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
932 // always eat teamed entities
939 // crude hack to enforce switching weapons
940 if(g_cts && item.itemdef.instanceOfWeaponPickup)
942 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
944 .entity weaponentity = weaponentities[slot];
945 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
946 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
953 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
955 .entity weaponentity = weaponentities[slot];
956 if(_switchweapon & BIT(slot))
957 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
958 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
965 void Item_Touch(entity this, entity toucher)
968 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
969 if (this.classname == "droppedweapon")
971 if (ITEM_TOUCH_NEEDKILL())
978 if(!(toucher.flags & FL_PICKUPITEMS)
979 || STAT(FROZEN, toucher)
981 || (this.solid != SOLID_TRIGGER)
982 || (this.owner == toucher)
983 || (time < this.item_spawnshieldtime)
986 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
988 case MUT_ITEMTOUCH_RETURN: { return; }
989 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
992 toucher = M_ARGV(1, entity);
994 if (this.classname == "droppedweapon")
996 this.strength_finished = max(0, this.strength_finished - time);
997 this.invincible_finished = max(0, this.invincible_finished - time);
998 this.superweapons_finished = max(0, this.superweapons_finished - time);
1000 entity it = this.itemdef;
1001 bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
1004 if (this.classname == "droppedweapon")
1006 // undo what we did above
1007 this.strength_finished += time;
1008 this.invincible_finished += time;
1009 this.superweapons_finished += time;
1016 toucher.last_pickup = time;
1018 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1019 _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
1021 if (this.classname == "droppedweapon")
1023 else if (this.spawnshieldtime)
1028 RandomSelection_Init();
1029 IL_EACH(g_items, it.team == this.team,
1031 if(it.itemdef) // is a registered item
1034 RandomSelection_AddEnt(it, it.cnt, 0);
1037 e = RandomSelection_chosen_ent;
1038 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
1042 Item_ScheduleRespawn(e);
1046 void Item_Reset(entity this)
1048 Item_Show(this, !this.state);
1049 setorigin(this, this.origin);
1051 if (this.classname != "droppedweapon")
1053 setthink(this, Item_Think);
1054 this.nextthink = time;
1056 if (this.waypointsprite_attached)
1057 WaypointSprite_Kill(this.waypointsprite_attached);
1059 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
1060 Item_ScheduleInitialRespawn(this);
1064 void Item_FindTeam(entity this)
1068 if(this.effects & EF_NODRAW)
1070 // marker for item team search
1071 LOG_TRACE("Initializing item team ", ftos(this.team));
1072 RandomSelection_Init();
1073 IL_EACH(g_items, it.team == this.team,
1075 if(it.itemdef) // is a registered item
1076 RandomSelection_AddEnt(it, it.cnt, 0);
1079 e = RandomSelection_chosen_ent;
1083 IL_EACH(g_items, it.team == this.team,
1085 if(it.itemdef) // is a registered item
1089 // make it non-spawned
1091 it.state = 1; // state 1 = initially hidden item, apparently
1093 it.effects &= ~EF_NODRAW;
1101 // Savage: used for item garbage-collection
1102 void RemoveItem(entity this)
1104 if(wasfreed(this) || !this) { return; }
1105 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1109 // pickup evaluation functions
1110 // these functions decide how desirable an item is to the bots
1112 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1114 float weapon_pickupevalfunc(entity player, entity item)
1116 // See if I have it already
1117 if(player.weapons & item.weapons)
1119 // If I can pick it up
1120 if(!item.spawnshieldtime)
1122 return ammo_pickupevalfunc(player, item);
1125 // reduce weapon value if bot already got a good arsenal
1127 int weapons_value = 0;
1128 FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
1129 weapons_value += it.bot_pickupbasevalue;
1131 c -= bound(0, weapons_value / 20000, 1) * 0.5;
1133 return item.bot_pickupbasevalue * c;
1136 float ammo_pickupevalfunc(entity player, entity item)
1138 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1143 // Detect needed ammo
1144 if(item.itemdef.instanceOfWeaponPickup)
1147 if(item.ammo_shells) { need_shells = true; ammo = ITEM_Shells; }
1148 else if(item.ammo_nails) { need_nails = true; ammo = ITEM_Bullets; }
1149 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets; }
1150 else if(item.ammo_cells) { need_cells = true; ammo = ITEM_Cells; }
1151 else if(item.ammo_plasma) { need_plasma = true; ammo = ITEM_Plasma; }
1152 else if(item.ammo_fuel) { need_fuel = true; ammo = ITEM_JetpackFuel; }
1157 rating = ammo.m_botvalue;
1161 FOREACH(Weapons, it != WEP_Null, {
1162 if(!(player.weapons & (it.m_wepset)))
1165 switch(it.ammo_field)
1167 case ammo_shells: need_shells = true; break;
1168 case ammo_nails: need_nails = true; break;
1169 case ammo_rockets: need_rockets = true; break;
1170 case ammo_cells: need_cells = true; break;
1171 case ammo_plasma: need_plasma = true; break;
1172 case ammo_fuel: need_fuel = true; break;
1175 rating = item.bot_pickupbasevalue;
1178 float noammorating = 0.5;
1180 if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1181 c = item.ammo_shells / max(noammorating, player.ammo_shells);
1183 if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1184 c = item.ammo_nails / max(noammorating, player.ammo_nails);
1186 if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1187 c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
1189 if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1190 c = item.ammo_cells / max(noammorating, player.ammo_cells);
1192 if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1193 c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
1195 if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1196 c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
1198 rating *= min(c, 2);
1200 rating += wpn.bot_pickupbasevalue * 0.1;
1205 .int item_group_count;
1206 float healtharmor_pickupevalfunc(entity player, entity item)
1209 float rating = item.bot_pickupbasevalue;
1211 float itemarmor = item.armorvalue;
1212 float itemhealth = item.health;
1216 itemarmor *= min(4, item.item_group_count);
1217 itemhealth *= min(4, item.item_group_count);
1220 if (itemarmor && (player.armorvalue < item.max_armorvalue))
1221 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1223 if (itemhealth && (player.health < item.max_health))
1224 c = itemhealth / max(1, player.health);
1226 rating *= min(2, c);
1230 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1232 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1236 void item_use(entity this, entity actor, entity trigger)
1238 // use the touch function to handle collection
1239 gettouch(this)(this, actor);
1242 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1244 string itemname = def.m_name;
1245 Model itemmodel = def.m_model;
1246 Sound pickupsound = def.m_sound;
1247 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1248 float pickupbasevalue = def.m_botvalue;
1249 int itemflags = def.m_itemflags;
1251 startitem_failed = false;
1253 this.item_model_ent = itemmodel;
1254 this.item_pickupsound_ent = pickupsound;
1257 def.m_iteminit(this);
1259 if(!this.respawntime) // both need to be set
1261 this.respawntime = defaultrespawntime;
1262 this.respawntimejitter = defaultrespawntimejitter;
1265 if(!this.pickup_anyway && def.m_pickupanyway)
1266 this.pickup_anyway = def.m_pickupanyway();
1268 int itemid = def.m_itemid;
1269 this.items = itemid;
1270 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1271 this.weapon = weaponid;
1275 this.fade_start = autocvar_g_items_mindist;
1276 this.fade_end = autocvar_g_items_maxdist;
1280 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1282 this.flags = FL_ITEM | itemflags;
1283 IL_PUSH(g_items, this);
1285 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1287 startitem_failed = true;
1292 // is it a dropped weapon?
1293 if (this.classname == "droppedweapon")
1295 this.reset = SUB_Remove;
1296 // it's a dropped weapon
1297 set_movetype(this, MOVETYPE_TOSS);
1299 // Savage: remove thrown items after a certain period of time ("garbage collection")
1300 setthink(this, RemoveItem);
1301 this.nextthink = time + 20;
1303 this.takedamage = DAMAGE_YES;
1304 this.event_damage = Item_Damage;
1306 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1308 // if item is worthless after a timer, have it expire then
1309 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1312 // don't drop if in a NODROP zone (such as lava)
1313 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1314 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1316 startitem_failed = true;
1323 if(!have_pickup_item(this))
1325 startitem_failed = true;
1330 if(this.angles != '0 0 0')
1331 this.SendFlags |= ISF_ANGLES;
1333 this.reset = Item_Reset;
1334 // it's a level item
1335 if(this.spawnflags & 1)
1337 if (this.noalign > 0)
1338 set_movetype(this, MOVETYPE_NONE);
1340 set_movetype(this, MOVETYPE_TOSS);
1341 // do item filtering according to game mode and other things
1342 if (this.noalign <= 0)
1344 // first nudge it off the floor a little bit to avoid math errors
1345 setorigin(this, this.origin + '0 0 1');
1346 // set item size before we spawn a spawnfunc_waypoint
1347 setsize(this, def.m_mins, def.m_maxs);
1348 this.SendFlags |= ISF_SIZE;
1349 // note droptofloor returns false if stuck/or would fall too far
1352 waypoint_spawnforitem(this);
1356 * can't do it that way, as it would break maps
1357 * TODO make a target_give like entity another way, that perhaps has
1358 * the weapon name in a key
1361 // target_give not yet supported; maybe later
1362 print("removed targeted ", this.classname, "\n");
1363 startitem_failed = true;
1369 if(this.targetname != "" && (this.spawnflags & 16))
1370 this.use = item_use;
1372 if(autocvar_spawn_debug >= 2)
1374 // why not flags & fl_item?
1375 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1376 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1377 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1378 error("Mapper sucks.");
1380 this.is_item = true;
1383 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1385 precache_model(this.model);
1386 precache_sound(this.item_pickupsound);
1388 if ( def.instanceOfPowerup
1389 || def.instanceOfWeaponPickup
1390 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1391 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1392 || (itemid & (IT_KEY1 | IT_KEY2))
1393 ) this.target = "###item###"; // for finding the nearest item using find()
1395 Item_ItemsTime_SetTime(this, 0);
1398 this.bot_pickup = true;
1399 this.bot_pickupevalfunc = pickupevalfunc;
1400 this.bot_pickupbasevalue = pickupbasevalue;
1401 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1402 this.netname = itemname;
1403 settouch(this, Item_Touch);
1404 setmodel(this, MDL_Null); // precision set below
1405 //this.effects |= EF_LOWPRECISION;
1407 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1409 this.SendFlags |= ISF_SIZE;
1411 if (!(this.spawnflags & 1024)) {
1412 if(def.instanceOfPowerup)
1413 this.ItemStatus |= ITS_ANIMATE1;
1415 if(this.armorvalue || this.health)
1416 this.ItemStatus |= ITS_ANIMATE2;
1419 if(def.instanceOfWeaponPickup)
1421 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1422 this.colormap = 1024; // color shirt=0 pants=0 grey
1425 if (!(this.spawnflags & 1024))
1426 this.ItemStatus |= ITS_ANIMATE1;
1427 this.SendFlags |= ISF_COLORMAP;
1431 if(this.team) // broken, no idea why.
1434 this.cnt = 1; // item probability weight
1436 this.effects |= EF_NODRAW; // marker for item team search
1437 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1442 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1444 // call this hook after everything else has been done
1445 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1447 startitem_failed = true;
1455 void StartItem(entity this, GameItem def)
1460 def.m_respawntime(), // defaultrespawntime
1461 def.m_respawntimejitter() // defaultrespawntimejitter
1465 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1466 int group_count = 1;
1468 void setItemGroup(entity this)
1470 if(!IS_SMALL(this.itemdef))
1473 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1475 if(!this.item_group)
1479 it.item_group = group_count;
1482 this.item_group = it.item_group;
1484 else // spawning item is already part of a item_group X
1487 it.item_group = this.item_group;
1488 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1490 int grY = it.item_group;
1491 // move all items of item_group Y to item_group X
1492 IL_EACH(g_items, IS_SMALL(it.itemdef),
1494 if(it.item_group == grY)
1495 it.item_group = this.item_group;
1502 void setItemGroupCount()
1504 for (int k = 1; k <= group_count; k++)
1507 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1509 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1513 spawnfunc(item_rockets)
1515 StartItem(this, ITEM_Rockets);
1518 spawnfunc(item_bullets)
1520 if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1521 (this.classname != "droppedweapon"))
1523 weaponswapping = true;
1524 spawnfunc_item_shells(this);
1525 weaponswapping = false;
1529 StartItem(this, ITEM_Bullets);
1532 spawnfunc(item_cells)
1534 StartItem(this, ITEM_Cells);
1537 spawnfunc(item_plasma)
1539 StartItem(this, ITEM_Plasma);
1542 spawnfunc(item_shells)
1544 if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1545 (this.classname != "droppedweapon"))
1547 weaponswapping = true;
1548 spawnfunc_item_bullets(this);
1549 weaponswapping = false;
1553 StartItem(this, ITEM_Shells);
1556 spawnfunc(item_armor_small)
1558 StartItem(this, ITEM_ArmorSmall);
1561 spawnfunc(item_armor_medium)
1563 StartItem(this, ITEM_ArmorMedium);
1566 spawnfunc(item_armor_big)
1568 StartItem(this, ITEM_ArmorBig);
1571 spawnfunc(item_armor_mega)
1573 StartItem(this, ITEM_ArmorMega);
1576 spawnfunc(item_health_small)
1578 StartItem(this, ITEM_HealthSmall);
1581 spawnfunc(item_health_medium)
1583 StartItem(this, ITEM_HealthMedium);
1586 spawnfunc(item_health_big)
1588 StartItem(this, ITEM_HealthBig);
1591 spawnfunc(item_health_mega)
1593 StartItem(this, ITEM_HealthMega);
1596 // support old misnamed entities
1597 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1598 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1599 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1600 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1601 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1602 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1603 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1605 spawnfunc(item_strength)
1607 StartItem(this, ITEM_Strength);
1610 spawnfunc(item_invincible)
1612 StartItem(this, ITEM_Shield);
1616 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1618 void target_items_use(entity this, entity actor, entity trigger)
1620 if(actor.classname == "droppedweapon")
1622 EXACTTRIGGER_TOUCH(this, trigger);
1627 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1630 if(trigger.solid == SOLID_TRIGGER)
1632 EXACTTRIGGER_TOUCH(this, trigger);
1635 IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1640 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1641 centerprint(actor, this.message);
1644 spawnfunc(target_items)
1649 this.use = target_items_use;
1650 if(!this.strength_finished)
1651 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1652 if(!this.invincible_finished)
1653 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1654 if(!this.superweapons_finished)
1655 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1657 n = tokenize_console(this.netname);
1658 if(argv(0) == "give")
1660 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1664 for(int j = 0; j < n; ++j)
1666 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
1667 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
1668 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1669 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1670 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1671 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1672 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1673 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1676 FOREACH(Buffs, it != BUFF_Null,
1678 s = Buff_UndeprecateName(argv(j));
1681 this.buffs |= (it.m_itemid);
1685 FOREACH(Weapons, it != WEP_Null, {
1686 s = W_UndeprecateName(argv(j));
1689 this.weapons |= (it.m_wepset);
1690 if(this.spawnflags == 0 || this.spawnflags == 2)
1698 string itemprefix, valueprefix;
1699 if(this.spawnflags == 0)
1704 else if(this.spawnflags == 1)
1706 itemprefix = "max ";
1707 valueprefix = "max ";
1709 else if(this.spawnflags == 2)
1711 itemprefix = "min ";
1712 valueprefix = "min ";
1714 else if(this.spawnflags == 4)
1716 itemprefix = "minus ";
1717 valueprefix = "max ";
1721 error("invalid spawnflags");
1722 itemprefix = valueprefix = string_null;
1726 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1727 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1728 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1729 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1730 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1731 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1732 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1733 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1734 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1735 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1736 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1737 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1738 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1739 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1740 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1741 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1742 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1744 this.netname = strzone(this.netname);
1745 //print(this.netname, "\n");
1747 n = tokenize_console(this.netname);
1748 for(int j = 0; j < n; ++j)
1750 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1757 spawnfunc(item_fuel)
1759 StartItem(this, ITEM_JetpackFuel);
1762 spawnfunc(item_fuel_regen)
1764 if(start_items & ITEM_JetpackRegen.m_itemid)
1766 spawnfunc_item_fuel(this);
1769 StartItem(this, ITEM_JetpackRegen);
1772 spawnfunc(item_jetpack)
1774 if(start_items & ITEM_Jetpack.m_itemid)
1776 spawnfunc_item_fuel(this);
1779 StartItem(this, ITEM_Jetpack);
1782 float GiveWeapon(entity e, float wpn, float op, float val)
1785 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1786 v0 = (e.weapons & s);
1809 v1 = (e.weapons & s);
1813 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1815 bool had_buff = (e.buffs & thebuff.m_itemid);
1820 e.buffs |= thebuff.m_itemid;
1822 e.buffs &= ~thebuff.m_itemid;
1827 e.buffs |= thebuff.m_itemid;
1831 e.buffs &= ~thebuff.m_itemid;
1835 e.buffs &= ~thebuff.m_itemid;
1838 bool have_buff = (e.buffs & thebuff.m_itemid);
1839 return (had_buff != have_buff);
1842 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1848 if(snd_decr != NULL)
1849 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1851 else if(v0 >= v0 + t)
1853 if(snd_incr != NULL)
1854 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1858 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1861 e.(rotfield) = max(e.(rotfield), time + rottime);
1863 e.(regenfield) = max(e.(regenfield), time + regentime);
1865 float GiveItems(entity e, float beginarg, float endarg)
1867 float got, i, val, op;
1875 int _switchweapon = 0;
1877 if(CS(e).autoswitch)
1879 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1881 .entity weaponentity = weaponentities[slot];
1882 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1883 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1884 _switchweapon |= BIT(slot);
1888 e.strength_finished = max(0, e.strength_finished - time);
1889 e.invincible_finished = max(0, e.invincible_finished - time);
1890 e.superweapons_finished = max(0, e.superweapons_finished - time);
1894 PREGIVE(e, strength_finished);
1895 PREGIVE(e, invincible_finished);
1896 PREGIVE(e, superweapons_finished);
1897 PREGIVE(e, ammo_nails);
1898 PREGIVE(e, ammo_cells);
1899 PREGIVE(e, ammo_plasma);
1900 PREGIVE(e, ammo_shells);
1901 PREGIVE(e, ammo_rockets);
1902 PREGIVE(e, ammo_fuel);
1903 PREGIVE(e, armorvalue);
1906 for(i = beginarg; i < endarg; ++i)
1910 if(cmd == "0" || stof(cmd))
1934 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1935 got += GiveValue(e, strength_finished, op, val);
1936 got += GiveValue(e, invincible_finished, op, val);
1937 got += GiveValue(e, superweapons_finished, op, val);
1938 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1940 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1941 got += GiveValue(e, health, op, val);
1942 got += GiveValue(e, armorvalue, op, val);
1944 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1945 //case "allbuffs": // all buffs makes a player god, do not want!
1946 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1948 got += GiveValue(e, ammo_cells, op, val);
1949 got += GiveValue(e, ammo_plasma, op, val);
1950 got += GiveValue(e, ammo_shells, op, val);
1951 got += GiveValue(e, ammo_nails, op, val);
1952 got += GiveValue(e, ammo_rockets, op, val);
1953 got += GiveValue(e, ammo_fuel, op, val);
1955 case "unlimited_ammo":
1956 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1958 case "unlimited_weapon_ammo":
1959 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1961 case "unlimited_superweapons":
1962 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1965 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1968 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1971 got += GiveValue(e, strength_finished, op, val);
1974 got += GiveValue(e, invincible_finished, op, val);
1976 case "superweapons":
1977 got += GiveValue(e, superweapons_finished, op, val);
1980 got += GiveValue(e, ammo_cells, op, val);
1983 got += GiveValue(e, ammo_plasma, op, val);
1986 got += GiveValue(e, ammo_shells, op, val);
1990 got += GiveValue(e, ammo_nails, op, val);
1993 got += GiveValue(e, ammo_rockets, op, val);
1996 got += GiveValue(e, health, op, val);
1999 got += GiveValue(e, armorvalue, op, val);
2002 got += GiveValue(e, ammo_fuel, op, val);
2005 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
2007 got += GiveBuff(e, it, op, val);
2010 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
2011 got += GiveWeapon(e, it.m_id, op, val);
2020 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
2021 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
2022 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
2023 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
2024 FOREACH(Weapons, it != WEP_Null, {
2025 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
2026 if(!(save_weapons & (it.m_wepset)))
2027 if(e.weapons & (it.m_wepset))
2030 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
2031 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
2032 //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
2033 POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
2034 POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
2035 POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
2036 POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
2037 POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
2038 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
2039 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
2040 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
2042 if(e.superweapons_finished <= 0)
2043 if(e.weapons & WEPSET_SUPERWEAPONS)
2044 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2046 if(e.strength_finished <= 0)
2047 e.strength_finished = 0;
2049 e.strength_finished += time;
2050 if(e.invincible_finished <= 0)
2051 e.invincible_finished = 0;
2053 e.invincible_finished += time;
2054 if(e.superweapons_finished <= 0)
2055 e.superweapons_finished = 0;
2057 e.superweapons_finished += time;
2059 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2061 .entity weaponentity = weaponentities[slot];
2062 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
2063 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
2064 _switchweapon |= BIT(slot);
2069 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2071 .entity weaponentity = weaponentities[slot];
2072 if(_switchweapon & BIT(slot))
2074 Weapon wep = w_getbestweapon(e, weaponentity);
2075 if(wep != e.(weaponentity).m_switchweapon)
2076 W_SwitchWeapon_Force(e, wep, weaponentity);