1 #define ITEM_RESPAWN_TICKS 10
3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6 // range: 10 .. respawntime + respawntimejitter
8 floatfield Item_CounterField(float it)
12 case IT_SHELLS: return ammo_shells;
13 case IT_NAILS: return ammo_nails;
14 case IT_ROCKETS: return ammo_rockets;
15 case IT_CELLS: return ammo_cells;
16 case IT_FUEL: return ammo_fuel;
17 case IT_5HP: return health;
18 case IT_25HP: return health;
19 case IT_HEALTH: return health;
20 case IT_ARMOR_SHARD: return armorvalue;
21 case IT_ARMOR: return armorvalue;
22 // add more things here (health, armor)
23 default: error("requested item has no counter field");
27 string Item_CounterFieldName(float it)
31 case IT_SHELLS: return "shells";
32 case IT_NAILS: return "nails";
33 case IT_ROCKETS: return "rockets";
34 case IT_CELLS: return "cells";
35 case IT_FUEL: return "fuel";
37 // add more things here (health, armor)
38 default: error("requested item has no counter field name");
42 .float max_armorvalue;
44 float Item_Customize()
46 if(self.spawnshieldtime)
48 if(self.weapons != (self.weapons & other.weapons))
50 self.colormod = '0 0 0';
51 if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
52 self.glowmod = self.colormod;
53 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
60 self.colormod = stov(cvar_string("g_ghost_items_color"));
61 if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
62 self.glowmod = self.colormod;
63 self.alpha = g_ghost_items;
71 void Item_Show (entity e, float mode)
73 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
76 // make the item look normal, and be touchable
78 e.solid = SOLID_TRIGGER;
80 if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
81 self.glowmod = self.colormod;
83 e.customizeentityforclient = func_null;
85 e.spawnshieldtime = 1;
89 // hide the item completely
90 e.model = string_null;
93 if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
94 self.glowmod = self.colormod;
96 e.customizeentityforclient = func_null;
98 e.spawnshieldtime = 1;
100 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
102 // make the item translucent green and not touchable
104 e.solid = SOLID_TRIGGER; // can STILL be picked up!
105 e.colormod = '0 0 0';
106 if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
107 self.glowmod = self.colormod;
108 e.effects |= EF_STARDUST;
109 e.customizeentityforclient = Item_Customize;
111 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
113 else if(g_ghost_items)
115 // make the item translucent green and not touchable
118 e.colormod = stov(cvar_string("g_ghost_items_color"));
119 if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
120 self.glowmod = self.colormod;
121 e.alpha = g_ghost_items;
122 e.customizeentityforclient = func_null;
124 e.spawnshieldtime = 1;
128 // hide the item completely
129 e.model = string_null;
131 e.colormod = stov(cvar_string("g_ghost_items_color"));
132 if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
133 self.glowmod = self.colormod;
135 e.customizeentityforclient = func_null;
137 e.spawnshieldtime = 1;
140 if (e.strength_finished || e.invincible_finished)
141 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
142 if (cvar("g_nodepthtestitems"))
143 e.effects |= EF_NODEPTHTEST;
144 if (cvar("g_fullbrightitems"))
145 e.effects |= EF_FULLBRIGHT;
147 // relink entity (because solid may have changed)
148 setorigin(e, e.origin);
151 void Item_Respawn (void)
154 if(!g_minstagib && self.items == IT_STRENGTH)
155 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
156 else if(!g_minstagib && self.items == IT_INVINCIBLE)
157 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
159 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
160 setorigin (self, self.origin);
162 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
163 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
166 void Item_RespawnCountdown (void)
168 if(self.count >= ITEM_RESPAWN_TICKS)
170 if(self.waypointsprite_attached)
171 WaypointSprite_Kill(self.waypointsprite_attached);
176 self.nextthink = time + 1;
187 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
188 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
189 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
196 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
197 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
202 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
203 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
207 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
208 if(self.waypointsprite_attached)
210 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
211 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
212 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
216 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
217 if(self.waypointsprite_attached)
219 WaypointSprite_Ping(self.waypointsprite_attached);
220 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
225 void Item_ScheduleRespawnIn(entity e, float t)
227 if(e.flags & FL_POWERUP)
229 e.think = Item_RespawnCountdown;
230 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
235 e.think = Item_Respawn;
236 e.nextthink = time + t;
240 void Item_ScheduleRespawn(entity e)
243 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
246 void Item_ScheduleInitialRespawn(entity e)
249 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
252 float Item_GiveTo(entity item, entity player)
260 // if nothing happens to player, just return without taking the item
262 _switchweapon = FALSE;
266 if(item.spawnshieldtime)
269 if (player.ammo_fuel < g_pickup_fuel_max)
272 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
273 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
275 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
279 sprint (player, strcat("You got the ^2", item.netname, "\n"));
282 _switchweapon = TRUE;
286 // play some cool sounds ;)
287 centerprint(player, "\n");
288 if (clienttype(player) == CLIENTTYPE_REAL)
290 if(player.health <= 5)
291 AnnounceTo(player, "lastsecond");
292 else if(player.health < 50)
293 AnnounceTo(player, "narrowly");
295 // sound not available
296 // else if(item.items == IT_CELLS)
297 // AnnounceTo(player, "ammo");
299 if (item.weapons & WEPBIT_MINSTANEX)
300 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
302 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
310 // sound not available
311 // AnnounceTo(player, "_lives");
312 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
313 sprint(player, "^3You picked up some extra lives\n");
317 if (item.strength_finished)
320 // sound not available
321 // AnnounceTo(player, "invisible");
322 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
326 if (item.invincible_finished)
329 // sound not available
330 // AnnounceTo(player, "speed");
331 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
335 if (player.ammo_fuel < g_pickup_fuel_max)
338 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
339 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
345 if (g_weapon_stay == 1)
346 if not(item.flags & FL_NO_WEAPON_STAY)
347 if (item.flags & FL_WEAPON)
349 if(item.classname == "droppedweapon")
351 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
356 if (player.weapons & item.weapons)
361 // in case the player has autoswitch enabled do the following:
362 // if the player is using their best weapon before items are given, they
363 // probably want to switch to an even better weapon after items are given
364 if (player.autoswitch)
365 if (player.switchweapon == w_getbestweapon(player))
366 _switchweapon = TRUE;
368 if not(player.weapons & W_WeaponBit(player.switchweapon))
369 _switchweapon = TRUE;
371 if(item.spawnshieldtime)
373 if (item.ammo_shells)
374 if (player.ammo_shells < g_pickup_shells_max)
377 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
380 if (player.ammo_nails < g_pickup_nails_max)
383 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
385 if (item.ammo_rockets)
386 if (player.ammo_rockets < g_pickup_rockets_max)
389 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
392 if (player.ammo_cells < g_pickup_cells_max)
395 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
398 if (player.ammo_fuel < g_pickup_fuel_max)
401 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
402 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
406 if (item.flags & FL_WEAPON)
407 if ((it = item.weapons - (item.weapons & player.weapons)))
410 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
412 e = get_weaponinfo(i);
414 W_GiveWeapon (player, e.weapon, item.netname);
418 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
422 sprint (player, strcat("You got the ^2", item.netname, "\n"));
425 if(item.spawnshieldtime)
427 if (item.strength_finished)
430 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
432 if (item.invincible_finished)
435 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
439 if (player.health < item.max_health)
442 player.health = min(player.health + item.health, item.max_health);
443 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
446 if (player.armorvalue < item.max_armorvalue)
449 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
450 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
456 // always eat teamed entities
463 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
465 if (player.switchweapon != w_getbestweapon(player))
466 W_SwitchWeapon_Force(player, w_getbestweapon(player));
471 void Item_Touch (void)
475 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
476 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
481 if (other.classname != "player")
485 if (self.solid != SOLID_TRIGGER)
487 if (self.owner == other)
490 if(!Item_GiveTo(self, other))
493 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
495 if (self.classname == "droppedweapon")
497 else if not(self.spawnshieldtime)
499 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
505 RandomSelection_Init();
506 for(head = world; (head = findfloat(head, team, self.team)); )
508 if(head.flags & FL_ITEM)
511 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
514 e = RandomSelection_chosen_ent;
518 Item_ScheduleRespawn(e);
526 if(self.effects & EF_NODRAW)
528 // marker for item team search
529 dprint("Initializing item team ", ftos(self.team), "\n");
530 RandomSelection_Init();
531 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
532 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
533 e = RandomSelection_chosen_ent;
537 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
541 // make it a non-spawned item
543 head.state = 1; // state 1 = initially hidden item
545 head.effects &~= EF_NODRAW;
548 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
549 Item_ScheduleInitialRespawn(e);
555 Item_Show(self, !self.state);
556 setorigin (self, self.origin);
557 self.think = SUB_Null;
560 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
561 Item_ScheduleInitialRespawn(self);
564 // Savage: used for item garbage-collection
565 // TODO: perhaps nice special effect?
566 void RemoveItem(void)
571 // pickup evaluation functions
572 // these functions decide how desirable an item is to the bots
574 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
576 float weapon_pickupevalfunc(entity player, entity item)
578 float c, i, j, position;
580 // See if I have it already
581 if(player.weapons & item.weapons == item.weapons)
583 // If I can pick it up
584 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
586 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
588 // Skilled bots will grab more
589 c = bound(0, skill / 10, 1) * 0.5;
597 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
598 if( bot_custom_weapon && c )
600 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
603 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
606 // Find the highest position on any range
608 for(j = 0; j < WEP_LAST ; ++j){
610 bot_weapons_far[j] == i ||
611 bot_weapons_mid[j] == i ||
612 bot_weapons_close[j] == i
623 position = WEP_LAST - position;
624 // item.bot_pickupbasevalue is overwritten here
625 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
630 return item.bot_pickupbasevalue * c;
633 float commodity_pickupevalfunc(entity player, entity item)
635 float c, i, need_shells, need_nails, need_rockets, need_cells;
639 // Detect needed ammo
640 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
642 wi = get_weaponinfo(i);
644 if not(wi.weapons & player.weapons)
647 if(wi.items & IT_SHELLS)
649 else if(wi.items & IT_NAILS)
651 else if(wi.items & IT_ROCKETS)
653 else if(wi.items & IT_CELLS)
657 // TODO: figure out if the player even has the weapon this ammo is for?
658 // may not affect strategy much though...
659 // find out how much more ammo/armor/health the player can hold
661 if (item.ammo_shells)
662 if (player.ammo_shells < g_pickup_shells_max)
663 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
666 if (player.ammo_nails < g_pickup_nails_max)
667 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
669 if (item.ammo_rockets)
670 if (player.ammo_rockets < g_pickup_rockets_max)
671 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
674 if (player.ammo_cells < g_pickup_cells_max)
675 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
677 if (player.armorvalue < item.max_armorvalue)
678 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
680 if (player.health < item.max_health)
681 c = c + max(0, 1 - player.health / item.max_health);
683 return item.bot_pickupbasevalue * c;
688 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)
690 startitem_failed = FALSE;
692 // is it a dropped weapon?
693 if (self.classname == "droppedweapon")
695 self.reset = SUB_Remove;
696 // it's a dropped weapon
697 self.movetype = MOVETYPE_TOSS;
698 // Savage: remove thrown items after a certain period of time ("garbage collection")
699 self.think = RemoveItem;
700 self.nextthink = time + 60;
701 // don't drop if in a NODROP zone (such as lava)
702 traceline(self.origin, self.origin, MOVE_NORMAL, self);
703 if (trace_dpstartcontents & DPCONTENTS_NODROP)
705 startitem_failed = TRUE;
713 self.weapons = weaponid;
715 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
717 startitem_failed = TRUE;
723 weaponid = self.weapons;
725 self.reset = Item_Reset;
727 if(self.spawnflags & 1)
730 self.movetype = MOVETYPE_NONE;
732 self.movetype = MOVETYPE_TOSS;
733 // do item filtering according to game mode and other things
736 // first nudge it off the floor a little bit to avoid math errors
737 setorigin(self, self.origin + '0 0 1');
738 // set item size before we spawn a spawnfunc_waypoint
739 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
740 setsize (self, '-16 -16 0', '16 16 48');
742 setsize (self, '-16 -16 0', '16 16 32');
743 // note droptofloor returns FALSE if stuck/or would fall too far
745 waypoint_spawnforitem(self);
752 print("removed non-teamplay ", self.classname, "\n");
753 startitem_failed = TRUE;
762 print("removed non-FFA ", self.classname, "\n");
763 startitem_failed = TRUE;
771 // We aren't TA or something like that, so we keep the Q3A entities
772 print("removed non-Q3A ", self.classname, "\n");
773 startitem_failed = TRUE;
779 * can't do it that way, as it would break maps
780 * TODO make a target_give like entity another way, that perhaps has
781 * the weapon name in a key
784 // target_give not yet supported; maybe later
785 print("removed targeted ", self.classname, "\n");
786 startitem_failed = TRUE;
792 if(cvar("spawn_debug") >= 2)
795 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
797 if(otheritem.is_item)
799 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
800 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
801 error("Mapper sucks.");
807 weaponsInMap |= weaponid;
811 startitem_failed = TRUE;
815 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
817 startitem_failed = TRUE;
821 else if (g_minstagib)
823 // don't remove dropped items and powerups
824 if (self.classname != "minstagib")
826 startitem_failed = TRUE;
831 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
833 startitem_failed = TRUE;
838 precache_model (itemmodel);
839 precache_sound (pickupsound);
840 precache_sound ("misc/itemrespawn.wav");
841 precache_sound ("misc/itemrespawncountdown.wav");
843 if(itemid == IT_STRENGTH)
844 precache_sound ("misc/strength_respawn.wav");
845 if(itemid == IT_INVINCIBLE)
846 precache_sound ("misc/shield_respawn.wav");
848 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
849 self.target = "###item###"; // for finding the nearest item using find()
852 self.bot_pickup = TRUE;
853 self.bot_pickupevalfunc = pickupevalfunc;
854 self.bot_pickupbasevalue = pickupbasevalue;
855 self.mdl = itemmodel;
856 self.item_pickupsound = pickupsound;
857 // let mappers override respawntime
858 if(!self.respawntime) // both set
860 self.respawntime = defaultrespawntime;
861 self.respawntimejitter = defaultrespawntimejitter;
863 self.netname = itemname;
864 self.flags = FL_ITEM | itemflags;
865 self.touch = Item_Touch;
866 setmodel (self, self.mdl); // precision set below
867 self.effects |= EF_LOWPRECISION;
868 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
869 setsize (self, '-16 -16 0', '16 16 48');
871 setsize (self, '-16 -16 0', '16 16 32');
872 if(itemflags & FL_WEAPON)
873 self.modelflags |= MF_ROTATE;
875 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
876 if (itemflags & FL_WEAPON)
878 // neutral team color for pickup weapons
879 self.colormap = 1024; // color shirt=0 pants=0 grey
887 self.cnt = 1; // item probability weight
888 self.effects = self.effects | EF_NODRAW; // marker for item team search
889 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
891 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
892 Item_ScheduleInitialRespawn(self);
895 /* replace items in minstagib
896 * IT_STRENGTH = invisibility
897 * IT_NAILS = extra lives
898 * IT_INVINCIBLE = speed
900 void minstagib_items (float itemid)
902 // we don't want to replace dropped weapons ;)
903 if (self.classname == "droppedweapon")
905 self.ammo_cells = 25;
906 StartItem ("models/weapons/g_nex.md3",
907 "weapons/weaponpickup.wav", 15, 0,
908 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
913 self.classname = "minstagib";
915 // replace rocket launchers and nex guns with ammo cells
916 if (itemid == IT_CELLS)
919 StartItem ("models/items/a_cells.md3",
920 "misc/itempickup.wav", 45, 0,
921 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
928 itemid = IT_STRENGTH;
932 itemid = IT_INVINCIBLE;
934 // replace with invis
935 if (itemid == IT_STRENGTH)
937 self.strength_finished = 30;
938 StartItem ("models/items/g_strength.md3",
939 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
940 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
942 // replace with extra lives
943 if (itemid == IT_NAILS)
946 StartItem ("models/items/g_h100.md3",
947 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
948 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
951 // replace with speed
952 if (itemid == IT_INVINCIBLE)
954 self.invincible_finished = 30;
955 StartItem ("models/items/g_invincible.md3",
956 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
957 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
962 float minst_no_auto_cells;
963 void minst_remove_item (void) {
964 if(minst_no_auto_cells)
968 float weaponswapping;
971 void weapon_defaultspawnfunc(float wpn)
975 var .float ammofield;
980 // set the respawntime in advance (so replaced weapons can copy it)
982 if(!self.respawntime)
984 e = get_weaponinfo(wpn);
985 if(e.items == IT_SUPERWEAPON)
987 self.respawntime = g_pickup_respawntime_powerup;
988 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
992 self.respawntime = g_pickup_respawntime_weapon;
993 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
997 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
999 e = get_weaponinfo(wpn);
1000 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1004 startitem_failed = TRUE;
1007 t = tokenize_console(s);
1010 self.team = --internalteam;
1012 for(i = 1; i < t; ++i)
1015 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1017 e = get_weaponinfo(j);
1021 copyentity(oldself, self);
1022 self.classname = "replacedweapon";
1023 weapon_defaultspawnfunc(j);
1029 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1038 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1040 e = get_weaponinfo(j);
1049 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1055 startitem_failed = TRUE;
1060 e = get_weaponinfo(wpn);
1062 if(e.items && e.items != IT_SUPERWEAPON)
1064 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1068 ammofield = Item_CounterField(j);
1070 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1076 self.flags |= FL_NO_WEAPON_STAY;
1079 // weapon stay isn't supported for teamed weapons
1081 self.flags |= FL_NO_WEAPON_STAY;
1083 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1085 self.ammo_shells = 0;
1086 self.ammo_nails = 0;
1087 self.ammo_cells = 0;
1088 self.ammo_rockets = 0;
1089 // weapon stay 2: don't use ammo on weapon pickups; instead
1090 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1093 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1094 if (self.modelindex) // don't precache if self was removed
1095 weapon_action(e.weapon, WR_PRECACHE);
1098 void spawnfunc_weapon_shotgun (void);
1099 void spawnfunc_weapon_uzi (void) {
1100 if(q3acompat_machineshotgunswap)
1101 if(self.classname != "droppedweapon")
1103 weapon_defaultspawnfunc(WEP_SHOTGUN);
1106 weapon_defaultspawnfunc(WEP_UZI);
1109 void spawnfunc_weapon_shotgun (void) {
1110 if(q3acompat_machineshotgunswap)
1111 if(self.classname != "droppedweapon")
1113 weapon_defaultspawnfunc(WEP_UZI);
1116 weapon_defaultspawnfunc(WEP_SHOTGUN);
1119 void spawnfunc_weapon_nex (void)
1123 minstagib_items(IT_CELLS);
1124 self.think = minst_remove_item;
1125 self.nextthink = time;
1128 weapon_defaultspawnfunc(WEP_NEX);
1131 void spawnfunc_weapon_minstanex (void)
1135 minstagib_items(IT_CELLS);
1136 self.think = minst_remove_item;
1137 self.nextthink = time;
1140 weapon_defaultspawnfunc(WEP_MINSTANEX);
1143 void spawnfunc_weapon_rocketlauncher (void)
1147 minstagib_items(IT_CELLS);
1148 self.think = minst_remove_item;
1149 self.nextthink = time;
1152 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1155 void spawnfunc_item_rockets (void) {
1156 if(!self.ammo_rockets)
1157 self.ammo_rockets = g_pickup_rockets;
1158 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);
1161 void spawnfunc_item_shells (void);
1162 void spawnfunc_item_bullets (void) {
1164 if(q3acompat_machineshotgunswap)
1165 if(self.classname != "droppedweapon")
1167 weaponswapping = TRUE;
1168 spawnfunc_item_shells();
1169 weaponswapping = FALSE;
1173 if(!self.ammo_nails)
1174 self.ammo_nails = g_pickup_nails;
1175 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);
1178 void spawnfunc_item_cells (void) {
1179 if(!self.ammo_cells)
1180 self.ammo_cells = g_pickup_cells;
1181 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);
1184 void spawnfunc_item_shells (void) {
1186 if(q3acompat_machineshotgunswap)
1187 if(self.classname != "droppedweapon")
1189 weaponswapping = TRUE;
1190 spawnfunc_item_bullets();
1191 weaponswapping = FALSE;
1195 if(!self.ammo_shells)
1196 self.ammo_shells = g_pickup_shells;
1197 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);
1200 void spawnfunc_item_armor_small (void) {
1201 if(!self.armorvalue)
1202 self.armorvalue = g_pickup_armorsmall;
1203 if(!self.max_armorvalue)
1204 self.max_armorvalue = g_pickup_armorsmall_max;
1205 StartItem ("models/items/g_a1.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);
1208 void spawnfunc_item_armor_medium (void) {
1209 if(!self.armorvalue)
1210 self.armorvalue = g_pickup_armormedium;
1211 if(!self.max_armorvalue)
1212 self.max_armorvalue = g_pickup_armormedium_max;
1213 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1216 void spawnfunc_item_armor_big (void) {
1217 if(!self.armorvalue)
1218 self.armorvalue = g_pickup_armorbig;
1219 if(!self.max_armorvalue)
1220 self.max_armorvalue = g_pickup_armorbig_max;
1221 StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1224 void spawnfunc_item_armor_large (void) {
1225 if(!self.armorvalue)
1226 self.armorvalue = g_pickup_armorlarge;
1227 if(!self.max_armorvalue)
1228 self.max_armorvalue = g_pickup_armorlarge_max;
1229 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1232 void spawnfunc_item_health_small (void) {
1233 if(!self.max_health)
1234 self.max_health = g_pickup_healthsmall_max;
1236 self.health = g_pickup_healthsmall;
1237 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);
1240 void spawnfunc_item_health_medium (void) {
1241 if(!self.max_health)
1242 self.max_health = g_pickup_healthmedium_max;
1244 self.health = g_pickup_healthmedium;
1245 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);
1248 void spawnfunc_item_health_large (void) {
1249 if(!self.max_health)
1250 self.max_health = g_pickup_healthlarge_max;
1252 self.health = g_pickup_healthlarge;
1253 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);
1256 void spawnfunc_item_health_mega (void) {
1257 if(!cvar("g_powerup_superhealth"))
1260 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1264 minstagib_items(IT_NAILS);
1266 if(!self.max_health)
1267 self.max_health = g_pickup_healthmega_max;
1269 self.health = g_pickup_healthmega;
1270 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);
1274 // support old misnamed entities
1275 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1276 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1277 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1278 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1279 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1281 void spawnfunc_item_strength (void) {
1282 if(!cvar("g_powerup_strength"))
1285 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1289 minstagib_items(IT_STRENGTH);
1291 precache_sound("weapons/strength_fire.wav");
1292 self.strength_finished = 30;
1293 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);
1297 void spawnfunc_item_invincible (void) {
1298 if(!cvar("g_powerup_shield"))
1301 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1305 minstagib_items(IT_INVINCIBLE);
1307 self.invincible_finished = 30;
1308 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);
1312 void spawnfunc_item_minst_cells (void) {
1315 minst_no_auto_cells = 1;
1316 minstagib_items(IT_CELLS);
1323 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1325 float GiveItems(entity e, float beginarg, float endarg);
1326 void target_items_use (void)
1328 if(activator.classname == "droppedweapon")
1335 if(activator.classname != "player")
1337 if(activator.deadflag != DEAD_NO)
1342 for(e = world; (e = find(e, classname, "droppedweapon")); )
1343 if(e.enemy == activator)
1346 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1347 centerprint(activator, self.message);
1350 void spawnfunc_target_items (void)
1355 self.use = target_items_use;
1356 if(!self.strength_finished)
1357 self.strength_finished = cvar("g_balance_powerup_strength_time");
1358 if(!self.invincible_finished)
1359 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1361 precache_sound("misc/itempickup.wav");
1362 precache_sound("misc/itempickup.wav");
1363 precache_sound("misc/itempickup.wav");
1364 precache_sound("misc/itempickup.wav");
1365 precache_sound("misc/megahealth.wav");
1366 precache_sound("misc/armor25.wav");
1367 precache_sound("misc/powerup.wav");
1368 precache_sound("misc/poweroff.wav");
1369 precache_sound("weapons/weaponpickup.wav");
1371 n = tokenize_console(self.netname);
1372 if(argv(0) == "give")
1374 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1378 for(i = 0; i < n; ++i)
1380 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1381 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1382 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1383 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1384 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1385 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1386 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1388 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1390 e = get_weaponinfo(j);
1391 if(argv(i) == e.netname)
1393 self.weapons |= e.weapons;
1394 if(self.spawnflags == 0 || self.spawnflags == 2)
1395 weapon_action(e.weapon, WR_PRECACHE);
1400 print("target_items: invalid item ", argv(i), "\n");
1403 string itemprefix, valueprefix;
1404 if(self.spawnflags == 0)
1409 else if(self.spawnflags == 1)
1411 itemprefix = "max ";
1412 valueprefix = "max ";
1414 else if(self.spawnflags == 2)
1416 itemprefix = "min ";
1417 valueprefix = "min ";
1419 else if(self.spawnflags == 4)
1421 itemprefix = "minus ";
1422 valueprefix = "max ";
1425 error("invalid spawnflags");
1428 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1429 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1430 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1431 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1432 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1433 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1434 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1435 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1436 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1437 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1438 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1439 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1440 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1441 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1443 e = get_weaponinfo(j);
1445 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1448 self.netname = strzone(self.netname);
1449 //print(self.netname, "\n");
1451 n = tokenize_console(self.netname);
1452 for(i = 0; i < n; ++i)
1454 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1456 e = get_weaponinfo(j);
1457 if(argv(i) == e.netname)
1459 weapon_action(e.weapon, WR_PRECACHE);
1466 void spawnfunc_item_fuel(void)
1469 self.ammo_fuel = g_pickup_fuel;
1470 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);
1473 void spawnfunc_item_fuel_regen(void)
1475 if(start_items & IT_FUEL_REGEN)
1477 spawnfunc_item_fuel();
1480 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);
1483 void spawnfunc_item_jetpack(void)
1485 if(g_grappling_hook)
1486 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1488 self.ammo_fuel = g_pickup_fuel_jetpack;
1489 if(start_items & IT_JETPACK)
1491 spawnfunc_item_fuel();
1494 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);
1497 // we no longer have the seeker
1498 void spawnfunc_weapon_seeker()
1500 spawnfunc_weapon_fireball();
1510 float GiveBit(entity e, .float fld, float bit, float op, float val)
1540 float GiveValue(entity e, .float fld, float op, float val)
1550 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1553 e.fld = min(e.fld, val);
1566 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1573 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
1575 else if(v0 >= v0 + t)
1578 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
1582 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1585 e.rotfield = max(e.rotfield, time + rottime);
1587 e.regenfield = max(e.regenfield, time + regentime);
1590 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1591 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1592 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1593 #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)
1595 float GiveItems(entity e, float beginarg, float endarg)
1597 float got, i, j, val, op;
1598 float _switchweapon;
1607 _switchweapon = FALSE;
1609 if (e.switchweapon == w_getbestweapon(e))
1610 _switchweapon = TRUE;
1612 e.strength_finished = max(0, e.strength_finished - time);
1613 e.invincible_finished = max(0, e.invincible_finished - time);
1616 PREGIVE(e, weapons);
1617 PREGIVE(e, strength_finished);
1618 PREGIVE(e, invincible_finished);
1619 PREGIVE(e, ammo_nails);
1620 PREGIVE(e, ammo_cells);
1621 PREGIVE(e, ammo_shells);
1622 PREGIVE(e, ammo_rockets);
1623 PREGIVE(e, ammo_fuel);
1624 PREGIVE(e, armorvalue);
1627 for(i = beginarg; i < endarg; ++i)
1631 if(cmd == "0" || stof(cmd))
1655 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1656 got += GiveValue(e, strength_finished, op, time + val);
1657 got += GiveValue(e, invincible_finished, op, time + val);
1658 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1660 got += GiveBit(e, items, IT_JETPACK, op, val);
1661 got += GiveValue(e, health, op, val);
1662 got += GiveValue(e, armorvalue, op, val);
1664 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1666 wi = get_weaponinfo(j);
1668 got += GiveBit(e, weapons, wi.weapons, op, val);
1671 got += GiveValue(e, ammo_cells, op, val);
1672 got += GiveValue(e, ammo_shells, op, val);
1673 got += GiveValue(e, ammo_nails, op, val);
1674 got += GiveValue(e, ammo_rockets, op, val);
1675 got += GiveValue(e, ammo_fuel, op, val);
1677 case "unlimited_ammo":
1678 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1680 case "unlimited_weapon_ammo":
1681 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1683 case "unlimited_superweapons":
1684 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1687 got += GiveBit(e, items, IT_JETPACK, op, val);
1690 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1693 got += GiveValue(e, strength_finished, op, val);
1696 got += GiveValue(e, invincible_finished, op, val);
1699 got += GiveValue(e, ammo_cells, op, val);
1702 got += GiveValue(e, ammo_shells, op, val);
1706 got += GiveValue(e, ammo_nails, op, val);
1709 got += GiveValue(e, ammo_rockets, op, val);
1712 got += GiveValue(e, health, op, val);
1715 got += GiveValue(e, armorvalue, op, val);
1718 got += GiveValue(e, ammo_fuel, op, val);
1721 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1723 wi = get_weaponinfo(j);
1724 if(cmd == wi.netname)
1726 got += GiveBit(e, weapons, wi.weapons, op, val);
1731 print("give: invalid item ", cmd, "\n");
1738 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1739 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1740 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1741 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1742 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1744 wi = get_weaponinfo(j);
1747 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1748 if not(save_weapons & wi.weapons)
1749 if(e.weapons & wi.weapons)
1750 weapon_action(wi.weapon, WR_PRECACHE);
1753 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1754 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1755 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1756 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1757 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1758 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1759 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregen_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);
1760 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/armor25.wav", string_null);
1761 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);
1763 if(e.strength_finished <= 0)
1764 e.strength_finished = 0;
1766 e.strength_finished += time;
1767 if(e.invincible_finished <= 0)
1768 e.invincible_finished = 0;
1770 e.invincible_finished += time;
1772 if not(e.weapons & W_WeaponBit(e.switchweapon))
1773 _switchweapon = TRUE;
1775 W_SwitchWeapon_Force(e, w_getbestweapon(e));