7 #define ITS_AVAILABLE 8
10 #define ITS_POWERUP 64
11 #define ISF_COLORMAP 16
19 var float autocvar_cl_animate_items = 1;
20 var float autocvar_cl_ghost_items = 0.45;
21 var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
22 var float autocvar_cl_fullbright_items = 0;
23 var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
24 var float autocvar_cl_weapon_stay_alpha = 0.75;
25 var float autocvar_cl_simple_items = 0;
26 var string autocvr_cl_simpleitems_postfix = "_simple";
34 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
35 if(self.move_flags & FL_ONGROUND)
36 { // For some reason move_avelocity gets set to '0 0 0' here ...
37 self.oldorigin = self.origin;
40 if(autocvar_cl_animate_items)
41 { // ... so reset it if animations are requested.
42 if(self.ItemStatus & ITS_ANIMATE1)
43 self.move_avelocity = '0 180 0';
45 if(self.ItemStatus & ITS_ANIMATE2)
46 self.move_avelocity = '0 -90 0';
50 else if (autocvar_cl_animate_items)
52 if(self.ItemStatus & ITS_ANIMATE1)
54 self.angles += self.move_avelocity * frametime;
55 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
58 if(self.ItemStatus & ITS_ANIMATE2)
60 self.angles += self.move_avelocity * frametime;
61 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
70 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
72 if(self.move_flags & FL_ONGROUND)
77 void ItemRead(float _IsNew)
79 float sf = ReadByte();
83 self.origin_x = ReadCoord();
84 self.origin_y = ReadCoord();
85 self.origin_z = ReadCoord();
86 setorigin(self, self.origin);
87 self.oldorigin = self.origin;
92 self.angles_x = ReadCoord();
93 self.angles_y = ReadCoord();
94 self.angles_z = ReadCoord();
95 self.move_angles = self.angles;
98 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
100 self.ItemStatus = ReadByte();
102 if(self.ItemStatus & ITS_AVAILABLE)
105 self.colormod = self.glowmod = '1 1 1';
109 if (autocvar_cl_ghost_items_color)
111 self.alpha = autocvar_cl_ghost_items;
112 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
118 if(autocvar_cl_fullbright_items)
119 if(self.ItemStatus & ITS_ALLOWFB)
120 self.effects |= EF_FULLBRIGHT;
122 if(self.ItemStatus & ITS_STAYWEP)
124 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
125 self.alpha = autocvar_cl_weapon_stay_alpha;
129 if(self.ItemStatus & ITS_POWERUP)
131 if(self.ItemStatus & ITS_AVAILABLE)
132 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
134 self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
140 self.drawmask = MASK_NORMAL;
141 self.movetype = MOVETYPE_NOCLIP;
142 self.draw = ItemDraw;
148 string _fn = ReadString();
150 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
152 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
153 self.draw = ItemDrawSimple;
157 if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
158 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
159 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
160 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
161 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
162 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
163 else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
164 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
167 self.draw = ItemDraw;
168 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
172 if(self.draw != ItemDrawSimple)
173 self.mdl = strzone(_fn);
177 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
179 precache_model(self.mdl);
180 setmodel(self, self.mdl);
183 if(sf & ISF_COLORMAP)
184 self.colormap = ReadShort();
189 self.move_angles = '0 0 0';
190 self.move_movetype = MOVETYPE_TOSS;
191 self.move_velocity_x = ReadCoord();
192 self.move_velocity_y = ReadCoord();
193 self.move_velocity_z = ReadCoord();
194 self.velocity = self.move_velocity;
195 self.move_origin = self.oldorigin;
199 self.move_time = time;
200 self.spawntime = time;
203 self.move_time = max(self.move_time, time);
206 if(autocvar_cl_animate_items)
208 if(self.ItemStatus & ITS_ANIMATE1)
209 self.move_avelocity = '0 180 0';
211 if(self.ItemStatus & ITS_ANIMATE2)
212 self.move_avelocity = '0 -90 0';
219 float autocvar_sv_simple_items;
220 float ItemSend(entity to, float sf)
227 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
228 WriteByte(MSG_ENTITY, sf);
230 //WriteByte(MSG_ENTITY, self.cnt);
231 if(sf & ISF_LOCATION)
233 WriteCoord(MSG_ENTITY, self.origin_x);
234 WriteCoord(MSG_ENTITY, self.origin_y);
235 WriteCoord(MSG_ENTITY, self.origin_z);
240 WriteCoord(MSG_ENTITY, self.angles_x);
241 WriteCoord(MSG_ENTITY, self.angles_y);
242 WriteCoord(MSG_ENTITY, self.angles_z);
246 WriteByte(MSG_ENTITY, self.ItemStatus);
252 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
254 WriteString(MSG_ENTITY, self.mdl);
258 if(sf & ISF_COLORMAP)
259 WriteShort(MSG_ENTITY, self.colormap);
263 WriteCoord(MSG_ENTITY, self.velocity_x);
264 WriteCoord(MSG_ENTITY, self.velocity_y);
265 WriteCoord(MSG_ENTITY, self.velocity_z);
272 float have_pickup_item(void)
274 if(self.flags & FL_POWERUP)
276 if(autocvar_g_powerups > 0)
278 if(autocvar_g_powerups == 0)
289 if(autocvar_g_pickup_items > 0)
291 if(autocvar_g_pickup_items == 0)
298 if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
304 #define ITEM_RESPAWN_TICKS 10
306 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
307 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
308 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
309 // range: 10 .. respawntime + respawntimejitter
311 floatfield Item_CounterField(float it)
315 case IT_SHELLS: return ammo_shells;
316 case IT_NAILS: return ammo_nails;
317 case IT_ROCKETS: return ammo_rockets;
318 case IT_CELLS: return ammo_cells;
319 case IT_FUEL: return ammo_fuel;
320 case IT_5HP: return health;
321 case IT_25HP: return health;
322 case IT_HEALTH: return health;
323 case IT_ARMOR_SHARD: return armorvalue;
324 case IT_ARMOR: return armorvalue;
325 // add more things here (health, armor)
326 default: error("requested item has no counter field");
329 // should never happen
334 string Item_CounterFieldName(float it)
338 case IT_SHELLS: return "shells";
339 case IT_NAILS: return "nails";
340 case IT_ROCKETS: return "rockets";
341 case IT_CELLS: return "cells";
342 case IT_FUEL: return "fuel";
344 // add more things here (health, armor)
345 default: error("requested item has no counter field name");
348 // should never happen
353 .float max_armorvalue;
354 .float pickup_anyway;
356 float Item_Customize()
358 if(self.spawnshieldtime)
360 if(!WEPSET_CONTAINS_ALL_EE(other, self))
362 self.colormod = '0 0 0';
363 self.glowmod = self.colormod;
364 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
371 self.colormod = stov(autocvar_g_ghost_items_color);
372 self.glowmod = self.colormod;
373 self.alpha = g_ghost_items;
382 void Item_Show (entity e, float mode)
384 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
385 e.ItemStatus &~= ITS_STAYWEP;
388 // make the item look normal, and be touchable
390 e.solid = SOLID_TRIGGER;
391 e.spawnshieldtime = 1;
392 e.ItemStatus |= ITS_AVAILABLE;
396 // hide the item completely
397 e.model = string_null;
399 e.spawnshieldtime = 1;
400 e.ItemStatus &~= ITS_AVAILABLE;
402 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
404 // make the item translucent and not touchable
406 e.solid = SOLID_TRIGGER; // can STILL be picked up!
407 e.effects |= EF_STARDUST;
408 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
409 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
413 //setmodel(e, "null");
415 e.colormod = '0 0 0';
416 e.glowmod = e.colormod;
417 e.spawnshieldtime = 1;
418 e.ItemStatus &~= ITS_AVAILABLE;
421 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
422 e.ItemStatus |= ITS_POWERUP;
424 if (autocvar_g_nodepthtestitems)
425 e.effects |= EF_NODEPTHTEST;
428 if (autocvar_g_fullbrightitems)
429 e.ItemStatus |= ITS_ALLOWFB;
431 if (autocvar_sv_simple_items)
432 e.ItemStatus |= ITS_ALLOWSI;
434 // relink entity (because solid may have changed)
435 setorigin(e, e.origin);
436 e.SendFlags |= ISF_STATUS;
439 void Item_Respawn (void)
443 if(self.items == IT_STRENGTH)
444 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
445 else if(self.items == IT_INVINCIBLE)
446 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
448 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
449 setorigin (self, self.origin);
451 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
452 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
455 void Item_RespawnCountdown (void)
457 if(self.count >= ITEM_RESPAWN_TICKS)
459 if(self.waypointsprite_attached)
460 WaypointSprite_Kill(self.waypointsprite_attached);
465 self.nextthink = time + 1;
470 vector rgb = '1 0 1';
474 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
475 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
476 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
477 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
481 MUTATOR_CALLHOOK(Item_RespawnCountdown);
484 if(self.flags & FL_WEAPON)
486 entity wi = get_weaponinfo(self.weapon);
495 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
496 if(self.waypointsprite_attached)
497 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
501 print("Unknown powerup-marked item is wanting to respawn\n");
502 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
505 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
506 if(self.waypointsprite_attached)
508 WaypointSprite_Ping(self.waypointsprite_attached);
509 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
514 void Item_ScheduleRespawnIn(entity e, float t)
516 if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
518 e.think = Item_RespawnCountdown;
519 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
524 e.think = Item_Respawn;
525 e.nextthink = time + t;
529 void Item_ScheduleRespawn(entity e)
531 if(e.respawntime > 0)
534 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
536 else // if respawntime is -1, this item does not respawn
540 void Item_ScheduleInitialRespawn(entity e)
543 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
546 float ITEM_MODE_NONE = 0;
547 float ITEM_MODE_HEALTH = 1;
548 float ITEM_MODE_ARMOR = 2;
549 float ITEM_MODE_FUEL = 3;
550 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
555 if (item.spawnshieldtime)
557 if ((player.ammofield < ammomax) || item.pickup_anyway)
559 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
563 else if(g_weapon_stay == 2)
565 float mi = min(item.ammofield, ammomax);
566 if (player.ammofield < mi)
568 player.ammofield = mi;
579 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
581 case ITEM_MODE_HEALTH:
582 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
584 case ITEM_MODE_ARMOR:
585 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
593 float Item_GiveTo(entity item, entity player)
600 // if nothing happens to player, just return without taking the item
602 _switchweapon = FALSE;
603 // in case the player has autoswitch enabled do the following:
604 // if the player is using their best weapon before items are given, they
605 // probably want to switch to an even better weapon after items are given
606 if (player.autoswitch)
607 if (player.switchweapon == w_getbestweapon(player))
608 _switchweapon = TRUE;
610 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
611 _switchweapon = TRUE;
613 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
614 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
615 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
616 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
617 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
618 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
619 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
621 if (item.flags & FL_WEAPON)
623 WEPSET_DECLARE_A(it);
624 WEPSET_COPY_AE(it, item);
625 WEPSET_ANDNOT_AE(it, player);
627 if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
630 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
631 if(WEPSET_CONTAINS_AW(it, i))
632 W_GiveWeapon(player, i);
636 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
640 sprint (player, strcat("You got the ^2", item.netname, "\n"));
643 if (item.strength_finished)
646 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
648 if (item.invincible_finished)
651 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
653 if (item.superweapons_finished)
656 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
663 player_wswitch = _switchweapon;
664 player_pickedup = pickedup;
665 MUTATOR_CALLHOOK(Item_GiveTo);
666 _switchweapon = player_wswitch;
667 pickedup = player_pickedup;
669 // always eat teamed entities
677 if (player.switchweapon != w_getbestweapon(player))
678 W_SwitchWeapon_Force(player, w_getbestweapon(player));
683 void Item_Touch (void)
687 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
688 if(self.classname == "droppedweapon")
690 if (ITEM_TOUCH_NEEDKILL())
697 if (other.classname != "player")
701 if (self.solid != SOLID_TRIGGER)
703 if (self.owner == other)
705 if(MUTATOR_CALLHOOK(ItemTouch))
708 if (self.classname == "droppedweapon")
710 self.strength_finished = max(0, self.strength_finished - time);
711 self.invincible_finished = max(0, self.invincible_finished - time);
712 self.superweapons_finished = max(0, self.superweapons_finished - time);
715 if(!Item_GiveTo(self, other))
717 if (self.classname == "droppedweapon")
719 // undo what we did above
720 self.strength_finished += time;
721 self.invincible_finished += time;
722 self.superweapons_finished += time;
727 other.last_pickup = time;
729 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
730 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
732 if (self.classname == "droppedweapon")
734 else if not(self.spawnshieldtime)
740 RandomSelection_Init();
741 for(head = world; (head = findfloat(head, team, self.team)); )
743 if(head.flags & FL_ITEM)
746 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
749 e = RandomSelection_chosen_ent;
754 Item_ScheduleRespawn(e);
760 Item_Show(self, !self.state);
761 setorigin (self, self.origin);
763 if(self.classname != "droppedweapon")
765 self.think = func_null;
768 if(self.waypointsprite_attached)
769 WaypointSprite_Kill(self.waypointsprite_attached);
771 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
772 Item_ScheduleInitialRespawn(self);
780 if(self.effects & EF_NODRAW)
782 // marker for item team search
783 dprint("Initializing item team ", ftos(self.team), "\n");
784 RandomSelection_Init();
785 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
786 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
787 e = RandomSelection_chosen_ent;
791 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
795 // make it a non-spawned item
797 head.state = 1; // state 1 = initially hidden item
799 head.effects &~= EF_NODRAW;
806 // Savage: used for item garbage-collection
807 // TODO: perhaps nice special effect?
808 void RemoveItem(void)
813 // pickup evaluation functions
814 // these functions decide how desirable an item is to the bots
816 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
818 float weapon_pickupevalfunc(entity player, entity item)
820 float c, j, position;
822 // See if I have it already
823 if(!WEPSET_CONTAINS_ALL_EE(player, item))
825 // If I can pick it up
826 if(!item.spawnshieldtime)
828 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
830 // Skilled bots will grab more
831 c = bound(0, skill / 10, 1) * 0.5;
839 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
840 if( bot_custom_weapon && c )
842 // Find the highest position on any range
844 for(j = 0; j < WEP_LAST ; ++j){
846 bot_weapons_far[j] == item.weapon ||
847 bot_weapons_mid[j] == item.weapon ||
848 bot_weapons_close[j] == item.weapon
859 position = WEP_LAST - position;
860 // item.bot_pickupbasevalue is overwritten here
861 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
865 return item.bot_pickupbasevalue * c;
868 float commodity_pickupevalfunc(entity player, entity item)
871 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
875 // Detect needed ammo
876 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
878 wi = get_weaponinfo(i);
880 if not(WEPSET_CONTAINS_EW(player, i))
883 if(wi.items & IT_SHELLS)
885 else if(wi.items & IT_NAILS)
887 else if(wi.items & IT_ROCKETS)
889 else if(wi.items & IT_CELLS)
891 else if(wi.items & IT_FUEL)
895 // TODO: figure out if the player even has the weapon this ammo is for?
896 // may not affect strategy much though...
897 // find out how much more ammo/armor/health the player can hold
899 if (item.ammo_shells)
900 if (player.ammo_shells < g_pickup_shells_max)
901 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
904 if (player.ammo_nails < g_pickup_nails_max)
905 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
907 if (item.ammo_rockets)
908 if (player.ammo_rockets < g_pickup_rockets_max)
909 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
912 if (player.ammo_cells < g_pickup_cells_max)
913 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
916 if (player.ammo_fuel < g_pickup_fuel_max)
917 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
919 if (player.armorvalue < item.max_armorvalue)
920 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
922 if (player.health < item.max_health)
923 c = c + max(0, 1 - player.health / item.max_health);
925 return item.bot_pickupbasevalue * c;
928 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
930 if(ITEM_DAMAGE_NEEDKILL(deathtype))
935 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
937 startitem_failed = FALSE;
940 self.model = itemmodel;
944 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
948 if(self.item_pickupsound == "")
949 self.item_pickupsound = pickupsound;
951 if(!self.respawntime) // both need to be set
953 self.respawntime = defaultrespawntime;
954 self.respawntimejitter = defaultrespawntimejitter;
958 self.weapon = weaponid;
961 WEPSET_COPY_EW(self, weaponid);
963 self.flags = FL_ITEM | itemflags;
965 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
967 startitem_failed = TRUE;
972 // is it a dropped weapon?
973 if (self.classname == "droppedweapon")
975 self.reset = SUB_Remove;
976 // it's a dropped weapon
977 self.movetype = MOVETYPE_TOSS;
979 // Savage: remove thrown items after a certain period of time ("garbage collection")
980 self.think = RemoveItem;
981 self.nextthink = time + 20;
983 self.takedamage = DAMAGE_YES;
984 self.event_damage = Item_Damage;
986 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
989 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
990 if(self.ammo_nails == 0)
991 if(self.ammo_cells == 0)
992 if(self.ammo_rockets == 0)
993 if(self.ammo_shells == 0)
994 if(self.ammo_fuel == 0)
996 if(self.armorvalue == 0)
999 // if item is worthless after a timer, have it expire then
1000 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1003 // don't drop if in a NODROP zone (such as lava)
1004 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1005 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1007 startitem_failed = TRUE;
1014 if(!have_pickup_item())
1016 startitem_failed = TRUE;
1021 if(self.angles != '0 0 0')
1022 self.SendFlags |= ISF_ANGLES;
1024 self.reset = Item_Reset;
1025 // it's a level item
1026 if(self.spawnflags & 1)
1029 self.movetype = MOVETYPE_NONE;
1031 self.movetype = MOVETYPE_TOSS;
1032 // do item filtering according to game mode and other things
1035 // first nudge it off the floor a little bit to avoid math errors
1036 setorigin(self, self.origin + '0 0 1');
1037 // set item size before we spawn a spawnfunc_waypoint
1038 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1039 setsize (self, '-16 -16 0', '16 16 48');
1041 setsize (self, '-16 -16 0', '16 16 32');
1042 // note droptofloor returns FALSE if stuck/or would fall too far
1044 waypoint_spawnforitem(self);
1048 * can't do it that way, as it would break maps
1049 * TODO make a target_give like entity another way, that perhaps has
1050 * the weapon name in a key
1053 // target_give not yet supported; maybe later
1054 print("removed targeted ", self.classname, "\n");
1055 startitem_failed = TRUE;
1061 if(autocvar_spawn_debug >= 2)
1064 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1066 // why not flags & fl_item?
1067 if(otheritem.is_item)
1069 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1070 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1071 error("Mapper sucks.");
1074 self.is_item = TRUE;
1077 WEPSET_OR_AW(weaponsInMap, weaponid);
1079 precache_model (self.model);
1080 precache_sound (self.item_pickupsound);
1082 precache_sound ("misc/itemrespawncountdown.wav");
1083 if(itemid == IT_STRENGTH)
1084 precache_sound ("misc/strength_respawn.wav");
1085 else if(itemid == IT_INVINCIBLE)
1086 precache_sound ("misc/shield_respawn.wav");
1088 precache_sound ("misc/itemrespawn.wav");
1090 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1091 self.target = "###item###"; // for finding the nearest item using find()
1094 self.bot_pickup = TRUE;
1095 self.bot_pickupevalfunc = pickupevalfunc;
1096 self.bot_pickupbasevalue = pickupbasevalue;
1097 self.mdl = self.model;
1098 self.netname = itemname;
1099 self.touch = Item_Touch;
1100 setmodel(self, "null"); // precision set below
1101 //self.effects |= EF_LOWPRECISION;
1103 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1105 self.pos1 = '-16 -16 0';
1106 self.pos2 = '16 16 48';
1110 self.pos1 = '-16 -16 0';
1111 self.pos2 = '16 16 32';
1113 setsize (self, self.pos1, self.pos2);
1115 if(itemflags & FL_POWERUP)
1116 self.ItemStatus |= ITS_ANIMATE1;
1118 if(self.armorvalue || self.health)
1119 self.ItemStatus |= ITS_ANIMATE2;
1121 if(itemflags & FL_WEAPON)
1123 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1124 self.colormap = 1024; // color shirt=0 pants=0 grey
1128 self.ItemStatus |= ITS_ANIMATE1;
1129 self.ItemStatus |= ISF_COLORMAP;
1133 if(self.team) // broken, no idea why.
1136 self.cnt = 1; // item probability weight
1138 self.effects |= EF_NODRAW; // marker for item team search
1139 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1144 Net_LinkEntity(self, FALSE, 0, ItemSend);
1146 // call this hook after everything else has been done
1147 if(MUTATOR_CALLHOOK(Item_Spawn))
1149 startitem_failed = TRUE;
1155 float weaponswapping;
1158 void weapon_defaultspawnfunc(float wpn)
1162 var .float ammofield;
1168 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1170 e = get_weaponinfo(wpn);
1172 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1174 print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1176 objerror("Attempted to spawn a mutator-blocked weapon rejected");
1177 startitem_failed = TRUE;
1182 s = W_Apply_Weaponreplace(e.netname);
1185 MUTATOR_CALLHOOK(SetWeaponreplace);
1190 startitem_failed = TRUE;
1193 t = tokenize_console(s);
1196 self.team = --internalteam;
1198 for(i = 1; i < t; ++i)
1201 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1203 e = get_weaponinfo(j);
1207 copyentity(oldself, self);
1208 self.classname = "replacedweapon";
1209 weapon_defaultspawnfunc(j);
1215 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1220 if(t >= 1) // always the case!
1224 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1226 e = get_weaponinfo(j);
1235 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1241 startitem_failed = TRUE;
1246 e = get_weaponinfo(wpn);
1248 if(!self.respawntime)
1250 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1252 self.respawntime = g_pickup_respawntime_superweapon;
1253 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1257 self.respawntime = g_pickup_respawntime_weapon;
1258 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1262 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1263 if(!self.superweapons_finished)
1264 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1268 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1272 ammofield = Item_CounterField(j);
1274 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1280 if(g_pickup_weapons_anyway)
1281 self.pickup_anyway = TRUE;
1285 // no weapon-stay on superweapons
1286 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1287 f |= FL_NO_WEAPON_STAY;
1289 // weapon stay isn't supported for teamed weapons
1291 f |= FL_NO_WEAPON_STAY;
1293 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1294 if (self.modelindex) // don't precache if self was removed
1295 weapon_action(e.weapon, WR_PRECACHE);
1298 void spawnfunc_weapon_shotgun (void);
1299 void spawnfunc_weapon_uzi (void) {
1300 if(autocvar_sv_q3acompat_machineshotgunswap)
1301 if(self.classname != "droppedweapon")
1303 weapon_defaultspawnfunc(WEP_SHOTGUN);
1306 weapon_defaultspawnfunc(WEP_UZI);
1309 void spawnfunc_weapon_shotgun (void) {
1310 if(autocvar_sv_q3acompat_machineshotgunswap)
1311 if(self.classname != "droppedweapon")
1313 weapon_defaultspawnfunc(WEP_UZI);
1316 weapon_defaultspawnfunc(WEP_SHOTGUN);
1319 void spawnfunc_weapon_nex (void)
1321 weapon_defaultspawnfunc(WEP_NEX);
1324 void spawnfunc_weapon_minstanex (void)
1326 weapon_defaultspawnfunc(WEP_MINSTANEX);
1329 void spawnfunc_weapon_rocketlauncher (void)
1331 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1334 void spawnfunc_item_rockets (void) {
1335 if(!self.ammo_rockets)
1336 self.ammo_rockets = g_pickup_rockets;
1337 if(!self.pickup_anyway)
1338 self.pickup_anyway = g_pickup_ammo_anyway;
1339 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1342 void spawnfunc_item_shells (void);
1343 void spawnfunc_item_bullets (void) {
1345 if(autocvar_sv_q3acompat_machineshotgunswap)
1346 if(self.classname != "droppedweapon")
1348 weaponswapping = TRUE;
1349 spawnfunc_item_shells();
1350 weaponswapping = FALSE;
1354 if(!self.ammo_nails)
1355 self.ammo_nails = g_pickup_nails;
1356 if(!self.pickup_anyway)
1357 self.pickup_anyway = g_pickup_ammo_anyway;
1358 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1361 void spawnfunc_item_cells (void) {
1362 if(!self.ammo_cells)
1363 self.ammo_cells = g_pickup_cells;
1364 if(!self.pickup_anyway)
1365 self.pickup_anyway = g_pickup_ammo_anyway;
1366 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1369 void spawnfunc_item_shells (void) {
1371 if(autocvar_sv_q3acompat_machineshotgunswap)
1372 if(self.classname != "droppedweapon")
1374 weaponswapping = TRUE;
1375 spawnfunc_item_bullets();
1376 weaponswapping = FALSE;
1380 if(!self.ammo_shells)
1381 self.ammo_shells = g_pickup_shells;
1382 if(!self.pickup_anyway)
1383 self.pickup_anyway = g_pickup_ammo_anyway;
1384 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1387 void spawnfunc_item_armor_small (void) {
1388 if(!self.armorvalue)
1389 self.armorvalue = g_pickup_armorsmall;
1390 if(!self.max_armorvalue)
1391 self.max_armorvalue = g_pickup_armorsmall_max;
1392 if(!self.pickup_anyway)
1393 self.pickup_anyway = g_pickup_armorsmall_anyway;
1394 StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1397 void spawnfunc_item_armor_medium (void) {
1398 if(!self.armorvalue)
1399 self.armorvalue = g_pickup_armormedium;
1400 if(!self.max_armorvalue)
1401 self.max_armorvalue = g_pickup_armormedium_max;
1402 if(!self.pickup_anyway)
1403 self.pickup_anyway = g_pickup_armormedium_anyway;
1404 StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1407 void spawnfunc_item_armor_big (void) {
1408 if(!self.armorvalue)
1409 self.armorvalue = g_pickup_armorbig;
1410 if(!self.max_armorvalue)
1411 self.max_armorvalue = g_pickup_armorbig_max;
1412 if(!self.pickup_anyway)
1413 self.pickup_anyway = g_pickup_armorbig_anyway;
1414 StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1417 void spawnfunc_item_armor_large (void) {
1418 if(!self.armorvalue)
1419 self.armorvalue = g_pickup_armorlarge;
1420 if(!self.max_armorvalue)
1421 self.max_armorvalue = g_pickup_armorlarge_max;
1422 if(!self.pickup_anyway)
1423 self.pickup_anyway = g_pickup_armorlarge_anyway;
1424 StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1427 void spawnfunc_item_health_small (void) {
1428 if(!self.max_health)
1429 self.max_health = g_pickup_healthsmall_max;
1431 self.health = g_pickup_healthsmall;
1432 if(!self.pickup_anyway)
1433 self.pickup_anyway = g_pickup_healthsmall_anyway;
1434 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1437 void spawnfunc_item_health_medium (void) {
1438 if(!self.max_health)
1439 self.max_health = g_pickup_healthmedium_max;
1441 self.health = g_pickup_healthmedium;
1442 if(!self.pickup_anyway)
1443 self.pickup_anyway = g_pickup_healthmedium_anyway;
1444 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1447 void spawnfunc_item_health_large (void) {
1448 if(!self.max_health)
1449 self.max_health = g_pickup_healthlarge_max;
1451 self.health = g_pickup_healthlarge;
1452 if(!self.pickup_anyway)
1453 self.pickup_anyway = g_pickup_healthlarge_anyway;
1454 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1457 void spawnfunc_item_health_mega (void) {
1458 if(!self.max_health)
1459 self.max_health = g_pickup_healthmega_max;
1461 self.health = g_pickup_healthmega;
1462 if(!self.pickup_anyway)
1463 self.pickup_anyway = g_pickup_healthmega_anyway;
1464 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1467 // support old misnamed entities
1468 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1469 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1470 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1471 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1472 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1474 void spawnfunc_item_strength (void) {
1475 precache_sound("weapons/strength_fire.wav");
1476 if(!self.strength_finished)
1477 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1478 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1481 void spawnfunc_item_invincible (void) {
1482 if(!self.invincible_finished)
1483 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1484 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1488 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1490 float GiveItems(entity e, float beginarg, float endarg);
1491 void target_items_use (void)
1493 if(activator.classname == "droppedweapon")
1500 if(activator.classname != "player")
1502 if(activator.deadflag != DEAD_NO)
1507 for(e = world; (e = find(e, classname, "droppedweapon")); )
1508 if(e.enemy == activator)
1511 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1512 centerprint(activator, self.message);
1515 void spawnfunc_target_items (void)
1520 self.use = target_items_use;
1521 if(!self.strength_finished)
1522 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1523 if(!self.invincible_finished)
1524 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1525 if(!self.superweapons_finished)
1526 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1528 precache_sound("misc/itempickup.wav");
1529 precache_sound("misc/megahealth.wav");
1530 precache_sound("misc/armor25.wav");
1531 precache_sound("misc/powerup.wav");
1532 precache_sound("misc/poweroff.wav");
1533 precache_sound("weapons/weaponpickup.wav");
1535 n = tokenize_console(self.netname);
1536 if(argv(0) == "give")
1538 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1542 for(i = 0; i < n; ++i)
1544 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1545 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1546 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1547 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1548 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1549 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1550 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1551 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1554 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1556 e = get_weaponinfo(j);
1557 if(argv(i) == e.netname)
1559 WEPSET_OR_EW(self, j);
1560 if(self.spawnflags == 0 || self.spawnflags == 2)
1561 weapon_action(e.weapon, WR_PRECACHE);
1566 print("target_items: invalid item ", argv(i), "\n");
1570 string itemprefix, valueprefix;
1571 if(self.spawnflags == 0)
1576 else if(self.spawnflags == 1)
1578 itemprefix = "max ";
1579 valueprefix = "max ";
1581 else if(self.spawnflags == 2)
1583 itemprefix = "min ";
1584 valueprefix = "min ";
1586 else if(self.spawnflags == 4)
1588 itemprefix = "minus ";
1589 valueprefix = "max ";
1593 error("invalid spawnflags");
1595 itemprefix = string_null;
1596 valueprefix = string_null;
1601 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1602 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1603 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1604 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1605 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1606 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1607 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1608 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1609 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1610 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1611 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1612 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1613 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1614 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1615 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1617 e = get_weaponinfo(j);
1619 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1622 self.netname = strzone(self.netname);
1623 //print(self.netname, "\n");
1625 n = tokenize_console(self.netname);
1626 for(i = 0; i < n; ++i)
1628 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1630 e = get_weaponinfo(j);
1631 if(argv(i) == e.netname)
1633 weapon_action(e.weapon, WR_PRECACHE);
1640 void spawnfunc_item_fuel(void)
1643 self.ammo_fuel = g_pickup_fuel;
1644 if(!self.pickup_anyway)
1645 self.pickup_anyway = g_pickup_ammo_anyway;
1646 StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1649 void spawnfunc_item_fuel_regen(void)
1651 if(start_items & IT_FUEL_REGEN)
1653 spawnfunc_item_fuel();
1656 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1659 void spawnfunc_item_jetpack(void)
1661 if(g_grappling_hook)
1662 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1664 self.ammo_fuel = g_pickup_fuel_jetpack;
1665 if(start_items & IT_JETPACK)
1667 spawnfunc_item_fuel();
1670 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1680 float GiveWeapon(entity e, float wpn, float op, float val)
1683 v0 = WEPSET_CONTAINS_EW(e, wpn);
1688 WEPSET_OR_EW(e, wpn);
1690 WEPSET_ANDNOT_EW(e, wpn);
1695 WEPSET_OR_EW(e, wpn);
1699 WEPSET_ANDNOT_EW(e, wpn);
1703 WEPSET_ANDNOT_EW(e, wpn);
1706 v1 = WEPSET_CONTAINS_EW(e, wpn);
1710 float GiveBit(entity e, .float fld, float bit, float op, float val)
1740 float GiveValue(entity e, .float fld, float op, float val)
1750 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1753 e.fld = min(e.fld, val);
1766 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1773 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1775 else if(v0 >= v0 + t)
1778 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1782 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1785 e.rotfield = max(e.rotfield, time + rottime);
1787 e.regenfield = max(e.regenfield, time + regentime);
1790 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1791 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1792 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
1793 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1794 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1795 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1797 float GiveItems(entity e, float beginarg, float endarg)
1799 float got, i, j, val, op;
1800 float _switchweapon;
1809 _switchweapon = FALSE;
1811 if (e.switchweapon == w_getbestweapon(e))
1812 _switchweapon = TRUE;
1814 e.strength_finished = max(0, e.strength_finished - time);
1815 e.invincible_finished = max(0, e.invincible_finished - time);
1816 e.superweapons_finished = max(0, e.superweapons_finished - time);
1820 PREGIVE(e, strength_finished);
1821 PREGIVE(e, invincible_finished);
1822 PREGIVE(e, superweapons_finished);
1823 PREGIVE(e, ammo_nails);
1824 PREGIVE(e, ammo_cells);
1825 PREGIVE(e, ammo_shells);
1826 PREGIVE(e, ammo_rockets);
1827 PREGIVE(e, ammo_fuel);
1828 PREGIVE(e, armorvalue);
1831 for(i = beginarg; i < endarg; ++i)
1835 if(cmd == "0" || stof(cmd))
1859 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1860 got += GiveValue(e, strength_finished, op, val);
1861 got += GiveValue(e, invincible_finished, op, val);
1862 got += GiveValue(e, superweapons_finished, op, val);
1863 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1865 got += GiveBit(e, items, IT_JETPACK, op, val);
1866 got += GiveValue(e, health, op, val);
1867 got += GiveValue(e, armorvalue, op, val);
1869 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1871 wi = get_weaponinfo(j);
1873 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1874 got += GiveWeapon(e, j, op, val);
1877 got += GiveValue(e, ammo_cells, op, val);
1878 got += GiveValue(e, ammo_shells, op, val);
1879 got += GiveValue(e, ammo_nails, op, val);
1880 got += GiveValue(e, ammo_rockets, op, val);
1881 got += GiveValue(e, ammo_fuel, op, val);
1883 case "unlimited_ammo":
1884 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1886 case "unlimited_weapon_ammo":
1887 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1889 case "unlimited_superweapons":
1890 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1893 got += GiveBit(e, items, IT_JETPACK, op, val);
1896 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1899 got += GiveValue(e, strength_finished, op, val);
1902 got += GiveValue(e, invincible_finished, op, val);
1904 case "superweapons":
1905 got += GiveValue(e, superweapons_finished, op, val);
1908 got += GiveValue(e, ammo_cells, op, val);
1911 got += GiveValue(e, ammo_shells, op, val);
1915 got += GiveValue(e, ammo_nails, op, val);
1918 got += GiveValue(e, ammo_rockets, op, val);
1921 got += GiveValue(e, health, op, val);
1924 got += GiveValue(e, armorvalue, op, val);
1927 got += GiveValue(e, ammo_fuel, op, val);
1930 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1932 wi = get_weaponinfo(j);
1933 if(cmd == wi.netname)
1935 got += GiveWeapon(e, j, op, val);
1940 print("give: invalid item ", cmd, "\n");
1947 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1948 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1949 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1950 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1951 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1953 wi = get_weaponinfo(j);
1956 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1957 if not(WEPSET_CONTAINS_AW(save_weapons, j))
1958 if(WEPSET_CONTAINS_EW(e, j))
1959 weapon_action(wi.weapon, WR_PRECACHE);
1962 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1963 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1964 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1965 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1966 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1967 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1968 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
1969 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
1970 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
1972 if(e.superweapons_finished <= 0)
1973 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1974 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1976 if(e.strength_finished <= 0)
1977 e.strength_finished = 0;
1979 e.strength_finished += time;
1980 if(e.invincible_finished <= 0)
1981 e.invincible_finished = 0;
1983 e.invincible_finished += time;
1984 if(e.superweapons_finished <= 0)
1985 e.superweapons_finished = 0;
1987 e.superweapons_finished += time;
1989 if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
1990 _switchweapon = TRUE;
1992 W_SwitchWeapon_Force(e, w_getbestweapon(e));