3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/gamemodes/gamemode/cts/cts.qh>
6 #include <common/items/_mod.qh>
7 #include <common/mapobjects/subs.qh>
8 #include <common/mapobjects/triggers.qh>
9 #include <common/monsters/_mod.qh>
10 #include <common/mutators/mutator/buffs/buffs.qh>
11 #include <common/mutators/mutator/buffs/sv_buffs.qh>
12 #include <common/mutators/mutator/powerups/_mod.qh>
13 #include <common/mutators/mutator/status_effects/_mod.qh>
14 #include <common/notifications/all.qh>
15 #include <common/util.qh>
16 #include <common/weapons/_all.qh>
17 #include <common/wepent.qh>
18 #include <lib/warpzone/common.qh>
19 #include <lib/warpzone/util_server.qh>
20 #include <server/bot/api.qh>
21 #include <server/command/vote.qh>
22 #include <server/damage.qh>
23 #include <server/mutators/_mod.qh>
24 #include <server/teamplay.qh>
25 #include <server/weapons/common.qh>
26 #include <server/weapons/selection.qh>
27 #include <server/weapons/weaponsystem.qh>
28 #include <server/world.qh>
30 bool ItemSend(entity this, entity to, int sf)
37 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
38 WriteByte(MSG_ENTITY, sf);
40 //WriteByte(MSG_ENTITY, this.cnt);
43 WriteVector(MSG_ENTITY, this.origin);
48 WriteAngleVector(MSG_ENTITY, this.angles);
51 // sets size on the client, unused on server
55 WriteByte(MSG_ENTITY, this.ItemStatus);
59 WriteShort(MSG_ENTITY, bound(0, this.fade_end, 32767));
60 WriteShort(MSG_ENTITY, bound(0, this.fade_start, 32767));
63 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
65 WriteString(MSG_ENTITY, this.mdl);
71 WriteShort(MSG_ENTITY, this.colormap);
72 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
73 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
74 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
79 WriteVector(MSG_ENTITY, this.velocity);
85 void ItemUpdate(entity this)
87 this.oldorigin = this.origin;
88 this.SendFlags |= ISF_LOCATION;
91 void UpdateItemAfterTeleport(entity this)
93 if(getSendEntity(this) == ItemSend)
97 bool have_pickup_item(entity this)
99 if(this.itemdef.instanceOfPowerup)
101 if(autocvar_g_powerups > 0)
103 if(autocvar_g_powerups == 0)
108 if(autocvar_g_pickup_items > 0)
110 if(autocvar_g_pickup_items == 0)
113 if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
119 void Item_Show(entity e, int mode)
121 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
122 e.ItemStatus &= ~ITS_STAYWEP;
123 entity def = e.itemdef;
126 // make the item look normal, and be touchable
128 e.solid = SOLID_TRIGGER;
129 e.spawnshieldtime = 1;
130 e.ItemStatus |= ITS_AVAILABLE;
134 // hide the item completely
135 e.model = string_null;
137 e.spawnshieldtime = 1;
138 e.ItemStatus &= ~ITS_AVAILABLE;
142 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
143 || e.team // weapon stay isn't supported for teamed weapons
145 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
147 // make the item translucent and not touchable
149 e.solid = SOLID_TRIGGER; // can STILL be picked up!
150 e.effects |= EF_STARDUST;
151 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
152 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
156 //setmodel(e, "null");
158 e.colormod = '0 0 0';
159 //e.glowmod = e.colormod;
160 e.spawnshieldtime = 1;
161 e.ItemStatus &= ~ITS_AVAILABLE;
166 e.ItemStatus |= ITS_GLOW;
168 if (autocvar_g_nodepthtestitems)
169 e.effects |= EF_NODEPTHTEST;
171 if (autocvar_g_fullbrightitems)
172 e.ItemStatus |= ITS_ALLOWFB;
174 e.ItemStatus &= ~ITS_ALLOWFB;
176 if (autocvar_sv_simple_items)
177 e.ItemStatus |= ITS_ALLOWSI;
179 // relink entity (because solid may have changed)
180 setorigin(e, e.origin);
181 e.SendFlags |= ISF_STATUS;
184 void Item_Think(entity this)
186 this.nextthink = time;
187 if(this.origin != this.oldorigin)
191 bool Item_ItemsTime_SpectatorOnly(GameItem it);
192 bool Item_ItemsTime_Allow(GameItem it);
193 float Item_ItemsTime_UpdateTime(entity e, float t);
194 void Item_ItemsTime_SetTime(entity e, float t);
195 void Item_ItemsTime_SetTimesForAllPlayers();
197 void Item_Respawn(entity this)
200 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
201 setorigin(this, this.origin);
203 if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
205 float t = Item_ItemsTime_UpdateTime(this, 0);
206 Item_ItemsTime_SetTime(this, t);
207 Item_ItemsTime_SetTimesForAllPlayers();
210 setthink(this, Item_Think);
211 this.nextthink = time;
213 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
214 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
217 void Item_RespawnCountdown(entity this)
219 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
221 if(this.waypointsprite_attached)
222 WaypointSprite_Kill(this.waypointsprite_attached);
227 this.nextthink = time + 1;
228 this.item_respawncounter += 1;
229 if(this.item_respawncounter == 1)
233 entity wi = REGISTRY_GET(Weapons, this.weapon);
234 if (wi != WEP_Null) {
235 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
236 wp.wp_extra = wi.m_id;
241 entity ii = this.itemdef;
243 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
244 wp.wp_extra = ii.m_id;
249 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
250 if(this.waypointsprite_attached)
252 GameItem def = this.itemdef;
253 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
254 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
255 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
259 if(this.waypointsprite_attached)
261 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
262 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
265 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
269 WaypointSprite_Ping(this.waypointsprite_attached);
270 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
275 void Item_RespawnThink(entity this)
277 this.nextthink = time;
278 if(this.origin != this.oldorigin)
281 if(time >= this.wait)
285 void Item_ScheduleRespawnIn(entity e, float t)
287 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
288 if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
290 setthink(e, Item_RespawnCountdown);
291 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
292 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
293 e.item_respawncounter = 0;
294 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
296 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
297 Item_ItemsTime_SetTime(e, t);
298 Item_ItemsTime_SetTimesForAllPlayers();
303 setthink(e, Item_RespawnThink);
305 e.scheduledrespawntime = time + t;
308 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
310 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
311 Item_ItemsTime_SetTime(e, t);
312 Item_ItemsTime_SetTimesForAllPlayers();
317 AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
318 AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
319 AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
321 /// Adjust respawn time according to the number of players.
322 float adjust_respawntime(float normal_respawntime) {
323 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
324 float o = autocvar_g_pickup_respawntime_scaling_offset;
325 float l = autocvar_g_pickup_respawntime_scaling_linear;
327 if (r == 0 && l == 1) {
328 return normal_respawntime;
331 entity balance = TeamBalance_CheckAllowedTeams(NULL);
332 TeamBalance_GetTeamCounts(balance, NULL);
334 for (int i = 1; i <= NUM_TEAMS; ++i)
336 if (TeamBalance_IsTeamAllowed(balance, i))
338 players += TeamBalance_GetNumberOfPlayers(balance, i);
341 TeamBalance_Destroy(balance);
344 return normal_respawntime * (r / (players + o) + l);
346 return normal_respawntime;
350 void Item_ScheduleRespawn(entity e)
352 if(e.respawntime > 0)
356 float adjusted_respawntime = adjust_respawntime(e.respawntime);
357 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
359 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
360 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
361 Item_ScheduleRespawnIn(e, respawn_in);
363 else // if respawntime is -1, this item does not respawn
367 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
368 "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
370 void Item_ScheduleInitialRespawn(entity e)
375 if (autocvar_g_pickup_respawntime_initial_random == 0)
377 // range: respawntime .. respawntime + respawntimejitter
378 spawn_in = e.respawntime + random() * e.respawntimejitter;
383 if (autocvar_g_pickup_respawntime_initial_random == 1)
385 static float shared_random = 0;
386 // NOTE this code works only if items are scheduled at the same time (normal case)
387 // NOTE2 random() can't return exactly 1 so this check always work as intended
388 if (!shared_random || floor(time) > shared_random)
389 shared_random = floor(time) + random();
390 rnd = shared_random - floor(time);
396 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
397 // else: 0 .. ITEM_RESPAWN_TICKS
398 // this is to prevent powerups spawning unexpectedly without waypoints
399 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
402 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
405 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
408 if (num_weapons == 0)
412 int num_potential_weapons = tokenize_console(weapon_names);
413 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
415 RandomSelection_Init();
416 for (int weapon_index = 0; weapon_index < num_potential_weapons;
419 string weapon = argv(weapon_index);
420 FOREACH(Weapons, it != WEP_Null,
422 // Finding a weapon which player doesn't have.
423 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
425 RandomSelection_AddEnt(it, 1, 1);
430 if (RandomSelection_chosen_ent == NULL)
434 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
435 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
439 if (GetResource(receiver,
440 RandomSelection_chosen_ent.ammo_type) != 0)
444 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
445 GetResource(ammo_entity,
446 RandomSelection_chosen_ent.ammo_type));
450 bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax)
452 float amount = GetResource(item, res_type);
457 float player_amount = GetResource(player, res_type);
458 if (item.spawnshieldtime)
460 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
463 else if (g_weapon_stay == 2)
465 ammomax = min(amount, ammomax);
466 if(player_amount >= ammomax)
472 TakeResourceWithLimit(player, res_type, -amount, ammomax);
474 GiveResourceWithLimit(player, res_type, amount, ammomax);
478 bool Item_GiveTo(entity item, entity player)
480 // if nothing happens to player, just return without taking the item
481 int _switchweapon = 0;
482 // in case the player has autoswitch enabled do the following:
483 // if the player is using their best weapon before items are given, they
484 // probably want to switch to an even better weapon after items are given
486 if(CS_CVAR(player).autoswitch)
488 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
490 .entity weaponentity = weaponentities[slot];
491 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
493 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
494 _switchweapon |= BIT(slot);
496 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
497 _switchweapon |= BIT(slot);
501 bool pickedup = false;
502 pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
503 pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
504 pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
505 pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
506 pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
507 pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
508 pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
509 pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
510 if (item.itemdef.instanceOfWeaponPickup)
513 w = STAT(WEAPONS, item);
514 w &= ~STAT(WEAPONS, player);
516 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
519 FOREACH(Weapons, it != WEP_Null, {
520 if(w & (it.m_wepset))
522 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
524 .entity weaponentity = weaponentities[slot];
525 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
526 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
528 W_GiveWeapon(player, it.m_id);
534 if (item.itemdef.instanceOfPowerup)
536 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
537 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
538 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
539 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
543 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
547 // TODO: we probably want to show a message in the console, but not this one!
548 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
551 if (item.strength_finished)
554 StatusEffects_apply(STATUSEFFECT_Strength, player, max(StatusEffects_gettime(STATUSEFFECT_Strength, player), time) + item.strength_finished, 0);
556 if (item.invincible_finished)
559 StatusEffects_apply(STATUSEFFECT_Shield, player, max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time) + item.invincible_finished, 0);
561 if (item.speed_finished)
564 StatusEffects_apply(STATUSEFFECT_Speed, player, max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time) + item.speed_finished, 0);
566 if (item.invisibility_finished)
569 StatusEffects_apply(STATUSEFFECT_Invisibility, player, max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time) + item.invisibility_finished, 0);
571 if (item.superweapons_finished)
574 StatusEffects_apply(STATUSEFFECT_Superweapons, player, max(StatusEffects_gettime(STATUSEFFECT_Superweapons, player), time) + item.superweapons_finished, 0);
577 // always eat teamed entities
584 // crude hack to enforce switching weapons
585 if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
587 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
589 .entity weaponentity = weaponentities[slot];
590 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
591 W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
598 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
600 .entity weaponentity = weaponentities[slot];
601 if(_switchweapon & BIT(slot))
602 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
603 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
610 void Item_Touch(entity this, entity toucher)
612 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
613 if (Item_IsLoot(this))
615 if (ITEM_TOUCH_NEEDKILL())
622 if(!(toucher.flags & FL_PICKUPITEMS)
623 || STAT(FROZEN, toucher)
625 || (this.solid != SOLID_TRIGGER)
626 || (this.owner == toucher)
627 || (time < this.item_spawnshieldtime)
630 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
632 case MUT_ITEMTOUCH_RETURN: { return; }
633 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
636 toucher = M_ARGV(1, entity);
638 if (Item_IsExpiring(this))
640 this.strength_finished = max(0, this.strength_finished - time);
641 this.invincible_finished = max(0, this.invincible_finished - time);
642 this.speed_finished = max(0, this.speed_finished - time);
643 this.invisibility_finished = max(0, this.invisibility_finished - time);
644 this.superweapons_finished = max(0, this.superweapons_finished - time);
646 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
649 if (Item_IsExpiring(this))
651 // undo what we did above
652 this.strength_finished += time;
653 this.invincible_finished += time;
654 this.speed_finished += time;
655 this.invisibility_finished += time;
656 this.superweapons_finished += time;
663 if(this.target && this.target != "" && this.target != "###item###") // defrag support
664 SUB_UseTargets(this, toucher, NULL);
666 STAT(LAST_PICKUP, toucher) = time;
668 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
669 _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);
671 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
677 if (Item_IsLoot(this))
682 if (!this.spawnshieldtime)
689 RandomSelection_Init();
690 IL_EACH(g_items, it.team == this.team,
692 if (it.itemdef) // is a registered item
695 it.scheduledrespawntime = 0;
696 RandomSelection_AddEnt(it, it.cnt, 0);
699 e = RandomSelection_chosen_ent;
700 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
704 Item_ScheduleRespawn(e);
707 void Item_Reset(entity this)
709 Item_Show(this, !this.state);
710 setorigin(this, this.origin);
712 if (Item_IsLoot(this))
716 setthink(this, Item_Think);
717 this.nextthink = time;
718 if (this.waypointsprite_attached)
720 WaypointSprite_Kill(this.waypointsprite_attached);
722 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
724 Item_ScheduleInitialRespawn(this);
728 void Item_FindTeam(entity this)
732 if(this.effects & EF_NODRAW)
734 // marker for item team search
735 LOG_TRACE("Initializing item team ", ftos(this.team));
736 RandomSelection_Init();
737 IL_EACH(g_items, it.team == this.team,
739 if(it.itemdef) // is a registered item
740 RandomSelection_AddEnt(it, it.cnt, 0);
743 e = RandomSelection_chosen_ent;
747 IL_EACH(g_items, it.team == this.team,
749 if(it.itemdef) // is a registered item
753 // make it non-spawned
755 it.state = 1; // state 1 = initially hidden item, apparently
759 it.effects &= ~EF_NODRAW;
765 // Savage: used for item garbage-collection
766 void RemoveItem(entity this)
768 if(wasfreed(this) || !this) { return; }
769 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
773 // pickup evaluation functions
774 // these functions decide how desirable an item is to the bots
776 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
778 float weapon_pickupevalfunc(entity player, entity item)
780 // See if I have it already
781 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
783 // If I can pick it up
784 if(!item.spawnshieldtime)
786 return ammo_pickupevalfunc(player, item);
789 // reduce weapon value if bot already got a good arsenal
791 int weapons_value = 0;
792 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
793 weapons_value += it.bot_pickupbasevalue;
795 c -= bound(0, weapons_value / 20000, 1) * 0.5;
797 return item.bot_pickupbasevalue * c;
800 float ammo_pickupevalfunc(entity player, entity item)
802 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
807 // Detect needed ammo
808 if(item.itemdef.instanceOfWeaponPickup)
811 if(GetResource(item, RES_SHELLS)) { need_shells = true; ammo = ITEM_Shells; }
812 else if(GetResource(item, RES_BULLETS)) { need_nails = true; ammo = ITEM_Bullets; }
813 else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets; }
814 else if(GetResource(item, RES_CELLS)) { need_cells = true; ammo = ITEM_Cells; }
815 else if(GetResource(item, RES_PLASMA)) { need_plasma = true; ammo = ITEM_Plasma; }
816 else if(GetResource(item, RES_FUEL)) { need_fuel = true; ammo = ITEM_JetpackFuel; }
821 rating = ammo.m_botvalue;
825 FOREACH(Weapons, it != WEP_Null, {
826 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
831 case RES_SHELLS: need_shells = true; break;
832 case RES_BULLETS: need_nails = true; break;
833 case RES_ROCKETS: need_rockets = true; break;
834 case RES_CELLS: need_cells = true; break;
835 case RES_PLASMA: need_plasma = true; break;
836 case RES_FUEL: need_fuel = true; break;
839 rating = item.bot_pickupbasevalue;
842 float noammorating = 0.5;
844 if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max))
845 c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS));
847 if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max))
848 c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS));
850 if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max))
851 c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS));
853 if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max))
854 c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS));
856 if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max))
857 c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA));
859 if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max))
860 c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL));
864 rating += wpn.bot_pickupbasevalue * 0.1;
868 float healtharmor_pickupevalfunc(entity player, entity item)
871 float rating = item.bot_pickupbasevalue;
873 float itemarmor = GetResource(item, RES_ARMOR);
874 float itemhealth = GetResource(item, RES_HEALTH);
878 itemarmor *= min(4, item.item_group_count);
879 itemhealth *= min(4, item.item_group_count);
882 if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
883 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
885 if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
886 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
892 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
894 if(ITEM_DAMAGE_NEEDKILL(deathtype))
898 void item_use(entity this, entity actor, entity trigger)
900 // use the touch function to handle collection
901 gettouch(this)(this, actor);
904 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
906 string itemname = def.m_name;
907 Model itemmodel = def.m_model;
908 Sound pickupsound = def.m_sound;
909 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
910 float pickupbasevalue = def.m_botvalue;
911 int itemflags = def.m_itemflags;
913 startitem_failed = false;
915 this.item_model_ent = itemmodel;
916 this.item_pickupsound_ent = pickupsound;
919 def.m_iteminit(def, this);
921 if(!this.respawntime) // both need to be set
923 this.respawntime = defaultrespawntime;
924 this.respawntimejitter = defaultrespawntimejitter;
927 if(!this.pickup_anyway && def.m_pickupanyway)
928 this.pickup_anyway = def.m_pickupanyway();
930 int itemid = def.m_itemid;
932 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
933 this.weapon = weaponid;
937 this.fade_start = autocvar_g_items_mindist;
938 this.fade_end = autocvar_g_items_maxdist;
942 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
944 this.flags = FL_ITEM | itemflags;
945 IL_PUSH(g_items, this);
947 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
949 startitem_failed = true;
954 precache_model(this.model);
955 precache_sound(this.item_pickupsound);
957 if (Item_IsLoot(this))
959 this.reset = SUB_Remove;
960 set_movetype(this, MOVETYPE_TOSS);
962 // Savage: remove thrown items after a certain period of time ("garbage collection")
963 setthink(this, RemoveItem);
964 this.nextthink = time + 20;
966 this.takedamage = DAMAGE_YES;
967 this.event_damage = Item_Damage;
968 // enable this to have thrown items burn in lava
969 //this.damagedbycontents = true;
970 //IL_PUSH(g_damagedbycontents, this);
972 if (Item_IsExpiring(this))
974 // if item is worthless after a timer, have it expire then
975 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
978 // don't drop if in a NODROP zone (such as lava)
979 traceline(this.origin, this.origin, MOVE_NORMAL, this);
980 if (trace_dpstartcontents & DPCONTENTS_NODROP)
982 startitem_failed = true;
989 if(!have_pickup_item(this))
991 startitem_failed = true;
996 if(this.angles != '0 0 0')
997 this.SendFlags |= ISF_ANGLES;
999 this.reset = Item_Reset;
1000 // it's a level item
1001 if(this.spawnflags & 1)
1003 if (this.noalign > 0)
1004 set_movetype(this, MOVETYPE_NONE);
1006 set_movetype(this, MOVETYPE_TOSS);
1007 // do item filtering according to game mode and other things
1008 if (this.noalign <= 0)
1010 // first nudge it off the floor a little bit to avoid math errors
1011 setorigin(this, this.origin + '0 0 1');
1012 // set item size before we spawn a spawnfunc_waypoint
1013 setsize(this, def.m_mins, def.m_maxs);
1014 this.SendFlags |= ISF_SIZE;
1015 // note droptofloor returns false if stuck/or would fall too far
1018 waypoint_spawnforitem(this);
1022 * can't do it that way, as it would break maps
1023 * TODO make a target_give like entity another way, that perhaps has
1024 * the weapon name in a key
1027 // target_give not yet supported; maybe later
1028 print("removed targeted ", this.classname, "\n");
1029 startitem_failed = true;
1035 if(this.targetname != "" && (this.spawnflags & 16))
1036 this.use = item_use;
1038 if(autocvar_spawn_debug >= 2)
1040 // why not flags & fl_item?
1041 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1042 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1043 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1044 error("Mapper sucks.");
1046 this.is_item = true;
1049 weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
1051 if ( def.instanceOfPowerup
1052 || def.instanceOfWeaponPickup
1053 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1054 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1055 || (itemid & (IT_KEY1 | IT_KEY2))
1058 if(!this.target || this.target == "")
1059 this.target = "###item###"; // for finding the nearest item using findnearest
1062 Item_ItemsTime_SetTime(this, 0);
1065 this.bot_pickup = true;
1066 this.bot_pickupevalfunc = pickupevalfunc;
1067 this.bot_pickupbasevalue = pickupbasevalue;
1068 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1069 this.netname = itemname;
1070 settouch(this, Item_Touch);
1071 setmodel(this, MDL_Null); // precision set below
1072 //this.effects |= EF_LOWPRECISION;
1074 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1076 this.SendFlags |= ISF_SIZE;
1078 if (!(this.spawnflags & 1024)) {
1079 if(def.instanceOfPowerup)
1080 this.ItemStatus |= ITS_ANIMATE1;
1082 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1083 this.ItemStatus |= ITS_ANIMATE2;
1086 if(Item_IsLoot(this))
1089 if(def.instanceOfWeaponPickup)
1091 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1092 this.colormap = 1024; // color shirt=0 pants=0 grey
1093 if (!(this.spawnflags & 1024))
1094 this.ItemStatus |= ITS_ANIMATE1;
1095 this.SendFlags |= ISF_COLORMAP;
1102 this.cnt = 1; // item probability weight
1104 this.effects |= EF_NODRAW; // marker for item team search
1105 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1110 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1112 // call this hook after everything else has been done
1113 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1115 startitem_failed = true;
1123 void StartItem(entity this, GameItem def)
1125 def = def.m_spawnfunc_hookreplace(def, this);
1126 if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1131 this.classname = def.m_canonical_spawnfunc;
1135 def.m_respawntime(), // defaultrespawntime
1136 def.m_respawntimejitter() // defaultrespawntimejitter
1140 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1141 int group_count = 1;
1143 void setItemGroup(entity this)
1145 if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
1148 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1150 if(!this.item_group)
1154 it.item_group = group_count;
1157 this.item_group = it.item_group;
1159 else // spawning item is already part of a item_group X
1162 it.item_group = this.item_group;
1163 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1165 int grY = it.item_group;
1166 // move all items of item_group Y to item_group X
1167 IL_EACH(g_items, IS_SMALL(it.itemdef),
1169 if(it.item_group == grY)
1170 it.item_group = this.item_group;
1177 void setItemGroupCount()
1179 for (int k = 1; k <= group_count; k++)
1182 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1184 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1188 void target_items_use(entity this, entity actor, entity trigger)
1190 if(Item_IsLoot(actor))
1192 EXACTTRIGGER_TOUCH(this, trigger);
1197 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1200 if(trigger.solid == SOLID_TRIGGER)
1202 EXACTTRIGGER_TOUCH(this, trigger);
1205 IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1210 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1211 centerprint(actor, this.message);
1214 spawnfunc(target_items)
1216 this.use = target_items_use;
1217 if(!this.strength_finished)
1218 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1219 if(!this.invincible_finished)
1220 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1221 if(!this.speed_finished)
1222 this.speed_finished = autocvar_g_balance_powerup_speed_time;
1223 if(!this.invisibility_finished)
1224 this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
1225 if(!this.superweapons_finished)
1226 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1229 int n = tokenize_console(this.netname);
1230 if(argv(0) == "give")
1232 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1236 for(int j = 0; j < n; ++j)
1238 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1239 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1240 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
1241 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1242 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1243 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1244 else if(argv(j) == "speed") this.items |= ITEM_Speed.m_itemid;
1245 else if(argv(j) == "invisibility") this.items |= ITEM_Invisibility.m_itemid;
1246 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1247 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1248 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1251 FOREACH(StatusEffect, it.instanceOfBuff,
1253 string s = Buff_UndeprecateName(argv(j));
1257 if(!this.buffs_finished)
1258 this.buffs_finished = it.m_time(it);
1262 FOREACH(Weapons, it != WEP_Null, {
1263 string s = W_UndeprecateName(argv(j));
1266 STAT(WEAPONS, this) |= (it.m_wepset);
1267 if(this.spawnflags == 0 || this.spawnflags == 2)
1275 string itemprefix, valueprefix;
1276 if(this.spawnflags == 0)
1281 else if(this.spawnflags == 1)
1283 itemprefix = "max ";
1284 valueprefix = "max ";
1286 else if(this.spawnflags == 2)
1288 itemprefix = "min ";
1289 valueprefix = "min ";
1291 else if(this.spawnflags == 4)
1293 itemprefix = "minus ";
1294 valueprefix = "max ";
1298 error("invalid spawnflags");
1299 itemprefix = valueprefix = string_null;
1303 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1304 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1305 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1306 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1307 str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
1308 str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
1309 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1310 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1311 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1313 res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1314 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1315 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1316 res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1317 res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1318 res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1319 res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1320 res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1321 FOREACH(StatusEffect, it.instanceOfBuff, str = sprintf("%s %s%d %s", str, valueprefix, this.buffs_finished * boolean(this.buffdef == it), it.netname));
1322 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1324 this.netname = strzone(str);
1326 n = tokenize_console(this.netname);
1327 for(int j = 0; j < n; ++j)
1329 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1336 float GiveWeapon(entity e, float wpn, float op, float val)
1339 WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
1340 v0 = (STAT(WEAPONS, e) & s);
1345 STAT(WEAPONS, e) |= s;
1347 STAT(WEAPONS, e) &= ~s;
1352 STAT(WEAPONS, e) |= s;
1356 STAT(WEAPONS, e) &= ~s;
1360 STAT(WEAPONS, e) &= ~s;
1363 v1 = (STAT(WEAPONS, e) & s);
1367 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1369 bool had_buff = StatusEffects_active(thebuff, e);
1370 float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : 0);
1374 new_buff_time = val;
1377 new_buff_time = max(new_buff_time, val);
1380 new_buff_time = min(new_buff_time, val);
1383 new_buff_time += val;
1386 new_buff_time -= val;
1389 if(new_buff_time <= 0)
1391 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1392 StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
1396 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1397 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1399 bool have_buff = StatusEffects_active(thebuff, e);
1400 return (had_buff != have_buff);
1403 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1409 if(snd_decr != NULL)
1410 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1412 else if(v0 >= v0 + t)
1414 if(snd_incr != NULL)
1415 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1419 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1422 e.(rotfield) = max(e.(rotfield), time + rottime);
1424 e.(regenfield) = max(e.(regenfield), time + regentime);
1426 bool GiveResourceValue(entity e, int res_type, int op, int val)
1428 int v0 = GetResource(e, res_type);
1432 // min 100 cells = at least 100 cells
1433 case OP_SET: new_val = val; break;
1434 case OP_MIN: new_val = max(v0, val); break;
1435 case OP_MAX: new_val = min(v0, val); break;
1436 case OP_PLUS: new_val = v0 + val; break;
1437 case OP_MINUS: new_val = v0 - val; break;
1438 default: return false;
1441 return SetResourceExplicit(e, res_type, new_val);
1443 bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
1445 bool had_eff = StatusEffects_active(this, e);
1446 float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : 0);
1453 new_eff_time = max(new_eff_time, val);
1456 new_eff_time = min(new_eff_time, val);
1459 new_eff_time += val;
1462 new_eff_time -= val;
1465 if(new_eff_time <= 0)
1467 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1468 StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
1471 StatusEffects_apply(this, e, new_eff_time, 0);
1472 bool have_eff = StatusEffects_active(this, e);
1473 return (had_eff != have_eff);
1476 float GiveItems(entity e, float beginarg, float endarg)
1478 float got, i, val, op;
1486 int _switchweapon = 0;
1488 if(CS_CVAR(e).autoswitch)
1490 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1492 .entity weaponentity = weaponentities[slot];
1493 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1494 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1495 _switchweapon |= BIT(slot);
1501 FOREACH(StatusEffect, true,
1503 e.statuseffects.statuseffect_time[it.m_id] = max(0, e.statuseffects.statuseffect_time[it.m_id] - time);
1509 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1510 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1511 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1512 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1513 //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
1514 PREGIVE_RESOURCE(e, RES_BULLETS);
1515 PREGIVE_RESOURCE(e, RES_CELLS);
1516 PREGIVE_RESOURCE(e, RES_PLASMA);
1517 PREGIVE_RESOURCE(e, RES_SHELLS);
1518 PREGIVE_RESOURCE(e, RES_ROCKETS);
1519 PREGIVE_RESOURCE(e, RES_FUEL);
1520 PREGIVE_RESOURCE(e, RES_ARMOR);
1521 PREGIVE_RESOURCE(e, RES_HEALTH);
1523 for(i = beginarg; i < endarg; ++i)
1527 if(cmd == "0" || stof(cmd))
1551 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1552 FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
1553 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1555 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1556 got += GiveResourceValue(e, RES_HEALTH, op, val);
1557 got += GiveResourceValue(e, RES_ARMOR, op, val);
1559 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1560 //case "allbuffs": // all buffs makes a player god, do not want!
1561 //FOREACH(StatusEffect, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1563 got += GiveResourceValue(e, RES_CELLS, op, val);
1564 got += GiveResourceValue(e, RES_PLASMA, op, val);
1565 got += GiveResourceValue(e, RES_SHELLS, op, val);
1566 got += GiveResourceValue(e, RES_BULLETS, op, val);
1567 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1568 got += GiveResourceValue(e, RES_FUEL, op, val);
1570 case "unlimited_ammo":
1571 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1572 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1574 case "unlimited_weapon_ammo":
1575 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1577 case "unlimited_superweapons":
1578 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1581 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1584 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1587 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1591 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1594 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1596 case "invisibility":
1597 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1599 case "superweapons":
1600 got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
1603 got += GiveResourceValue(e, RES_CELLS, op, val);
1606 got += GiveResourceValue(e, RES_PLASMA, op, val);
1609 got += GiveResourceValue(e, RES_SHELLS, op, val);
1613 got += GiveResourceValue(e, RES_BULLETS, op, val);
1616 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1619 got += GiveResourceValue(e, RES_HEALTH, op, val);
1622 got += GiveResourceValue(e, RES_ARMOR, op, val);
1625 got += GiveResourceValue(e, RES_FUEL, op, val);
1628 FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_UndeprecateName(cmd) == it.netname,
1630 got += GiveBuff(e, it, op, val);
1633 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1634 got += GiveWeapon(e, it.m_id, op, val);
1643 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1644 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1645 POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1646 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1647 FOREACH(Weapons, it != WEP_Null, {
1648 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1649 if(!(save_weapons & (it.m_wepset)))
1650 if(STAT(WEAPONS, e) & (it.m_wepset))
1653 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1654 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1655 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1656 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1657 POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1658 POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1659 POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1660 POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1661 POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1662 POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1663 POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1664 POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1666 if(!StatusEffects_active(STATUSEFFECT_Superweapons, e))
1668 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1669 StatusEffects_apply(STATUSEFFECT_Superweapons, e, autocvar_g_balance_superweapons_time, 0);
1674 FOREACH(StatusEffect, true,
1676 if(e.statuseffects.statuseffect_time[it.m_id] <= 0)
1677 e.statuseffects.statuseffect_time[it.m_id] = 0;
1679 e.statuseffects.statuseffect_time[it.m_id] += time;
1682 StatusEffects_update(e);
1685 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1687 .entity weaponentity = weaponentities[slot];
1688 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1689 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1690 _switchweapon |= BIT(slot);
1695 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1697 .entity weaponentity = weaponentities[slot];
1698 if(_switchweapon & BIT(slot))
1700 Weapon wep = w_getbestweapon(e, weaponentity);
1701 if(wep != e.(weaponentity).m_switchweapon)
1702 W_SwitchWeapon_Force(e, wep, weaponentity);