1 float have_pickup_item(void)
3 // minstagib: only allow filtered items
5 if(self.classname != "minstagib")
8 if(self.flags & FL_POWERUP)
10 if(autocvar_g_powerups > 0)
12 if(autocvar_g_powerups == 0)
23 if(autocvar_g_pickup_items > 0)
25 if(autocvar_g_pickup_items == 0)
32 if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
38 #define ITEM_RESPAWN_TICKS 10
40 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
41 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
42 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
43 // range: 10 .. respawntime + respawntimejitter
45 floatfield Item_CounterField(float it)
49 case IT_SHELLS: return ammo_shells;
50 case IT_NAILS: return ammo_nails;
51 case IT_ROCKETS: return ammo_rockets;
52 case IT_CELLS: return ammo_cells;
53 case IT_FUEL: return ammo_fuel;
54 case IT_5HP: return health;
55 case IT_25HP: return health;
56 case IT_HEALTH: return health;
57 case IT_ARMOR_SHARD: return armorvalue;
58 case IT_ARMOR: return armorvalue;
59 // add more things here (health, armor)
60 default: error("requested item has no counter field");
64 string Item_CounterFieldName(float it)
68 case IT_SHELLS: return "shells";
69 case IT_NAILS: return "nails";
70 case IT_ROCKETS: return "rockets";
71 case IT_CELLS: return "cells";
72 case IT_FUEL: return "fuel";
74 // add more things here (health, armor)
75 default: error("requested item has no counter field name");
79 .float max_armorvalue;
82 float Item_Customize()
84 if(self.spawnshieldtime)
86 if(self.weapons != (self.weapons & other.weapons))
88 self.colormod = '0 0 0';
89 self.glowmod = self.colormod;
90 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
97 self.colormod = stov(autocvar_g_ghost_items_color);
98 self.glowmod = self.colormod;
99 self.alpha = g_ghost_items;
107 void Item_Show (entity e, float mode)
109 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
112 // make the item look normal, and be touchable
114 e.solid = SOLID_TRIGGER;
115 e.colormod = '0 0 0';
116 self.glowmod = self.colormod;
118 e.customizeentityforclient = func_null;
120 e.spawnshieldtime = 1;
124 // hide the item completely
125 e.model = string_null;
127 e.colormod = '0 0 0';
128 self.glowmod = self.colormod;
130 e.customizeentityforclient = func_null;
132 e.spawnshieldtime = 1;
134 else if((e.flags & FL_WEAPON) && g_weapon_stay)
136 // make the item translucent and not touchable
138 e.solid = SOLID_TRIGGER; // can STILL be picked up!
139 e.colormod = '0 0 0';
140 self.glowmod = self.colormod;
141 e.effects |= EF_STARDUST;
142 e.customizeentityforclient = Item_Customize;
144 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
146 else if(g_ghost_items)
148 // make the item translucent and not touchable
151 e.colormod = stov(autocvar_g_ghost_items_color);
152 e.glowmod = e.colormod;
153 e.alpha = g_ghost_items;
154 e.customizeentityforclient = func_null;
156 e.spawnshieldtime = 1;
160 // hide the item completely
161 e.model = string_null;
163 e.colormod = '0 0 0';
164 e.glowmod = e.colormod;
166 e.customizeentityforclient = func_null;
168 e.spawnshieldtime = 1;
171 if (e.strength_finished || e.invincible_finished)
172 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
173 if (autocvar_g_nodepthtestitems)
174 e.effects |= EF_NODEPTHTEST;
175 if (autocvar_g_fullbrightitems)
176 e.effects |= EF_FULLBRIGHT;
178 // relink entity (because solid may have changed)
179 setorigin(e, e.origin);
182 float it_armor_large_time;
183 float it_health_mega_time;
184 float it_invisible_time;
186 float it_extralife_time;
187 float it_strength_time;
188 float it_shield_time;
189 float it_fuelregen_time;
190 float it_jetpack_time;
192 void Item_ItemsTime_Init()
194 it_armor_large_time = -1;
195 it_health_mega_time = -1;
196 it_invisible_time = -1;
198 it_extralife_time = -1;
199 it_strength_time = -1;
201 it_fuelregen_time = -1;
202 it_jetpack_time = -1;
204 void Item_ItemsTime_Clear()
206 self.item_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
207 self.item_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
208 self.item_invisible_time = (it_invisible_time == -1) ? -1 : 0;
209 self.item_speed_time = (it_speed_time == -1) ? -1 : 0;
210 self.item_extralife_time = (it_extralife_time == -1) ? -1 : 0;
211 self.item_strength_time = (it_strength_time == -1) ? -1 : 0;
212 self.item_shield_time = (it_shield_time == -1) ? -1 : 0;
213 self.item_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
214 self.item_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
216 void Item_ItemsTime_Get(entity e)
218 e.item_armor_large_time = it_armor_large_time;
219 e.item_health_mega_time = it_health_mega_time;
220 e.item_invisible_time = it_invisible_time;
221 e.item_speed_time = it_speed_time;
222 e.item_extralife_time = it_extralife_time;
223 e.item_strength_time = it_strength_time;
224 e.item_shield_time = it_shield_time;
225 e.item_fuelregen_time = it_fuelregen_time;
226 e.item_jetpack_time = it_jetpack_time;
228 float Item_ItemsTime_UpdateTime_Check(float item_time, float t)
230 if(t == 0 && item_time == -1)
232 if(time < t && (item_time <= time || t < item_time))
236 void Item_ItemsTime_UpdateTime(entity e, float t)
242 case IT_STRENGTH://"item-invis"
243 if(Item_ItemsTime_UpdateTime_Check(it_invisible_time, t))
244 it_invisible_time = t;
246 case IT_NAILS://"item-extralife"
247 if(Item_ItemsTime_UpdateTime_Check(it_extralife_time, t))
248 it_extralife_time = t;
250 case IT_INVINCIBLE://"item-speed"
251 if(Item_ItemsTime_UpdateTime_Check(it_speed_time, t))
261 //if (e.classname == "item_health_mega")
262 if(Item_ItemsTime_UpdateTime_Check(it_health_mega_time, t))
263 it_health_mega_time = t;
266 if (e.classname == "item_armor_large")
267 if(Item_ItemsTime_UpdateTime_Check(it_armor_large_time, t))
268 it_armor_large_time = t;
270 case IT_STRENGTH://"item-strength"
271 if(Item_ItemsTime_UpdateTime_Check(it_strength_time, t))
272 it_strength_time = t;
274 case IT_INVINCIBLE://"item-shield"
275 if(Item_ItemsTime_UpdateTime_Check(it_shield_time, t))
282 case IT_FUEL_REGEN://"item-fuelregen"
283 if(Item_ItemsTime_UpdateTime_Check(it_fuelregen_time, t))
284 it_fuelregen_time = t;
286 case IT_JETPACK://"item-jetpack"
287 if(Item_ItemsTime_UpdateTime_Check(it_jetpack_time, t))
293 void Item_Respawn (void)
298 if(!g_minstagib && self.items == IT_STRENGTH)
299 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
300 else if(!g_minstagib && self.items == IT_INVINCIBLE)
301 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
303 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
304 setorigin (self, self.origin);
306 if (self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH)
308 for(t = 0, head = world; (head = find(head, classname, self.classname)); )
310 // in minstagib .classname is "minstagib" for every item
311 if (g_minstagib && self.items != head.items)
313 if (head.scheduledrespawntime > time)
314 if (t == 0 || head.scheduledrespawntime < t)
315 t = head.scheduledrespawntime;
317 Item_ItemsTime_UpdateTime(self, t);
318 FOR_EACH_REALCLIENT(head)
320 if (head.classname != "player")
321 Item_ItemsTime_Get(head);
325 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
326 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
329 void Item_RespawnCountdown (void)
331 if(self.count >= ITEM_RESPAWN_TICKS)
333 if(self.waypointsprite_attached)
334 WaypointSprite_Kill(self.waypointsprite_attached);
339 self.nextthink = time + 1;
350 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
351 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
352 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
359 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
360 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
362 //if (self.classname == "item_health_mega")
363 {name = "item_health_mega"; rgb = '1 0 0';}
366 if (self.classname == "item_armor_large")
367 {name = "item_armor_large"; rgb = '0 1 0';}
373 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
374 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
378 print("Unknown powerup-marked item is wanting to respawn\n");
379 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
383 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
384 if(self.waypointsprite_attached)
386 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
387 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
388 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
392 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
393 if(self.waypointsprite_attached)
395 WaypointSprite_Ping(self.waypointsprite_attached);
396 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
401 void Item_ScheduleRespawnIn(entity e, float t)
403 if(e.flags & FL_POWERUP || e.classname == "item_armor_large" || e.items == IT_HEALTH)
405 e.think = Item_RespawnCountdown;
406 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
407 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
412 e.think = Item_Respawn;
413 e.nextthink = time + t;
414 e.scheduledrespawntime = e.nextthink;
416 Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
417 FOR_EACH_REALCLIENT(e)
419 if (e.classname != "player")
420 Item_ItemsTime_Get(e);
424 void Item_ScheduleRespawn(entity e)
426 if(e.respawntime > 0)
429 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
431 else // if respawntime is -1, this item does not respawn
435 void Item_ScheduleInitialRespawn(entity e)
438 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
441 float ITEM_MODE_NONE = 0;
442 float ITEM_MODE_HEALTH = 1;
443 float ITEM_MODE_ARMOR = 2;
444 float ITEM_MODE_FUEL = 3;
445 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
450 if (item.spawnshieldtime)
452 if ((player.ammofield < ammomax) || item.pickup_anyway)
454 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
458 else if(g_weapon_stay == 2)
460 float mi = min(item.ammofield, ammomax);
461 if (player.ammofield < mi)
463 player.ammofield = mi;
474 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
476 case ITEM_MODE_HEALTH:
477 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
479 case ITEM_MODE_ARMOR:
480 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
488 float Item_GiveTo(entity item, entity player)
496 // if nothing happens to player, just return without taking the item
498 _switchweapon = FALSE;
502 float prevcells = player.ammo_cells;
504 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
505 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
507 if(player.ammo_cells > prevcells)
509 _switchweapon = TRUE;
511 // play some cool sounds ;)
512 if (clienttype(player) == CLIENTTYPE_REAL)
514 if(player.health <= 5)
515 AnnounceTo(player, "lastsecond");
516 else if(player.health < 50)
517 AnnounceTo(player, "narrowly");
519 // sound not available
520 // else if(item.items == IT_CELLS)
521 // AnnounceTo(player, "ammo");
523 if (item.weapons & WEPBIT_MINSTANEX)
524 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
526 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
530 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
534 sprint (player, strcat("You got the ^2", item.netname, "\n"));
541 // sound not available
542 // AnnounceTo(player, "_lives");
543 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
544 sprint(player, "^3You picked up some extra lives\n");
548 if (item.strength_finished)
551 // sound not available
552 // AnnounceTo(player, "invisible");
553 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
557 if (item.invincible_finished)
560 // sound not available
561 // AnnounceTo(player, "speed");
562 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
567 // in case the player has autoswitch enabled do the following:
568 // if the player is using their best weapon before items are given, they
569 // probably want to switch to an even better weapon after items are given
570 if (player.autoswitch)
571 if (player.switchweapon == w_getbestweapon(player))
572 _switchweapon = TRUE;
574 if not(player.weapons & W_WeaponBit(player.switchweapon))
575 _switchweapon = TRUE;
577 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
578 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
579 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
580 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
581 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
582 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
583 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
585 if (item.flags & FL_WEAPON)
586 if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway))
589 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
591 e = get_weaponinfo(i);
593 W_GiveWeapon (player, e.weapon, item.netname);
597 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
601 sprint (player, strcat("You got the ^2", item.netname, "\n"));
604 if (item.strength_finished)
607 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
609 if (item.invincible_finished)
612 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
617 // always eat teamed entities
624 sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
626 if (player.switchweapon != w_getbestweapon(player))
627 W_SwitchWeapon_Force(player, w_getbestweapon(player));
632 void Item_Touch (void)
636 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
637 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
642 if (other.classname != "player")
646 if (self.solid != SOLID_TRIGGER)
648 if (self.owner == other)
651 if(!Item_GiveTo(self, other))
654 other.last_pickup = time;
656 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
658 if (self.classname == "droppedweapon")
660 else if not(self.spawnshieldtime)
666 RandomSelection_Init();
667 for(head = world; (head = findfloat(head, team, self.team)); )
669 if(head.flags & FL_ITEM)
672 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
675 e = RandomSelection_chosen_ent;
679 Item_ScheduleRespawn(e);
687 if(self.effects & EF_NODRAW)
689 // marker for item team search
690 dprint("Initializing item team ", ftos(self.team), "\n");
691 RandomSelection_Init();
692 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
693 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
694 e = RandomSelection_chosen_ent;
698 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
702 // make it a non-spawned item
704 head.state = 1; // state 1 = initially hidden item
706 head.effects &~= EF_NODRAW;
709 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
710 Item_ScheduleInitialRespawn(e);
716 Item_Show(self, !self.state);
717 setorigin (self, self.origin);
718 self.think = SUB_Null;
721 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
722 Item_ScheduleInitialRespawn(self);
725 // Savage: used for item garbage-collection
726 // TODO: perhaps nice special effect?
727 void RemoveItem(void)
732 // pickup evaluation functions
733 // these functions decide how desirable an item is to the bots
735 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
737 float weapon_pickupevalfunc(entity player, entity item)
739 float c, i, j, position;
741 // See if I have it already
742 if(player.weapons & item.weapons == item.weapons)
744 // If I can pick it up
745 if(!item.spawnshieldtime)
747 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
749 // Skilled bots will grab more
750 c = bound(0, skill / 10, 1) * 0.5;
758 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
759 if( bot_custom_weapon && c )
761 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
764 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
767 // Find the highest position on any range
769 for(j = 0; j < WEP_LAST ; ++j){
771 bot_weapons_far[j] == i ||
772 bot_weapons_mid[j] == i ||
773 bot_weapons_close[j] == i
784 position = WEP_LAST - position;
785 // item.bot_pickupbasevalue is overwritten here
786 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
791 return item.bot_pickupbasevalue * c;
794 float commodity_pickupevalfunc(entity player, entity item)
796 float c, i, need_shells, need_nails, need_rockets, need_cells;
800 // Detect needed ammo
801 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
803 wi = get_weaponinfo(i);
805 if not(wi.weapons & player.weapons)
808 if(wi.items & IT_SHELLS)
810 else if(wi.items & IT_NAILS)
812 else if(wi.items & IT_ROCKETS)
814 else if(wi.items & IT_CELLS)
818 // TODO: figure out if the player even has the weapon this ammo is for?
819 // may not affect strategy much though...
820 // find out how much more ammo/armor/health the player can hold
822 if (item.ammo_shells)
823 if (player.ammo_shells < g_pickup_shells_max)
824 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
827 if (player.ammo_nails < g_pickup_nails_max)
828 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
830 if (item.ammo_rockets)
831 if (player.ammo_rockets < g_pickup_rockets_max)
832 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
835 if (player.ammo_cells < g_pickup_cells_max)
836 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
838 if (player.armorvalue < item.max_armorvalue)
839 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
841 if (player.health < item.max_health)
842 c = c + max(0, 1 - player.health / item.max_health);
844 return item.bot_pickupbasevalue * c;
849 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)
851 startitem_failed = FALSE;
854 self.weapons = weaponid;
855 self.flags = FL_ITEM | itemflags;
857 // is it a dropped weapon?
858 if (self.classname == "droppedweapon")
860 self.reset = SUB_Remove;
861 // it's a dropped weapon
862 self.movetype = MOVETYPE_TOSS;
863 // Savage: remove thrown items after a certain period of time ("garbage collection")
864 self.think = RemoveItem;
865 self.nextthink = time + 60;
866 // don't drop if in a NODROP zone (such as lava)
867 traceline(self.origin, self.origin, MOVE_NORMAL, self);
868 if (trace_dpstartcontents & DPCONTENTS_NODROP)
870 startitem_failed = TRUE;
877 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
879 startitem_failed = TRUE;
884 if(!have_pickup_item())
886 startitem_failed = TRUE;
891 self.reset = Item_Reset;
893 if(self.spawnflags & 1)
896 self.movetype = MOVETYPE_NONE;
898 self.movetype = MOVETYPE_TOSS;
899 // do item filtering according to game mode and other things
902 // first nudge it off the floor a little bit to avoid math errors
903 setorigin(self, self.origin + '0 0 1');
904 // set item size before we spawn a spawnfunc_waypoint
905 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
906 setsize (self, '-16 -16 0', '16 16 48');
908 setsize (self, '-16 -16 0', '16 16 32');
909 // note droptofloor returns FALSE if stuck/or would fall too far
911 waypoint_spawnforitem(self);
915 * can't do it that way, as it would break maps
916 * TODO make a target_give like entity another way, that perhaps has
917 * the weapon name in a key
920 // target_give not yet supported; maybe later
921 print("removed targeted ", self.classname, "\n");
922 startitem_failed = TRUE;
928 if(autocvar_spawn_debug >= 2)
931 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
933 if(otheritem.is_item)
935 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
936 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
937 error("Mapper sucks.");
943 weaponsInMap |= weaponid;
945 precache_model (itemmodel);
946 precache_sound (pickupsound);
948 precache_sound ("misc/itemrespawncountdown.wav");
949 if(!g_minstagib && itemid == IT_STRENGTH)
950 precache_sound ("misc/strength_respawn.wav");
951 else if(!g_minstagib && itemid == IT_INVINCIBLE)
952 precache_sound ("misc/shield_respawn.wav");
954 precache_sound ("misc/itemrespawn.wav");
956 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
957 self.target = "###item###"; // for finding the nearest item using find()
959 Item_ItemsTime_UpdateTime(self, 0);
962 self.bot_pickup = TRUE;
963 self.bot_pickupevalfunc = pickupevalfunc;
964 self.bot_pickupbasevalue = pickupbasevalue;
965 self.mdl = itemmodel;
966 self.item_pickupsound = pickupsound;
967 // let mappers override respawntime
968 if(!self.respawntime) // both set
970 self.respawntime = defaultrespawntime;
971 self.respawntimejitter = defaultrespawntimejitter;
973 self.netname = itemname;
974 self.touch = Item_Touch;
975 setmodel (self, self.mdl); // precision set below
976 self.effects |= EF_LOWPRECISION;
977 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
978 setsize (self, '-16 -16 0', '16 16 48');
980 setsize (self, '-16 -16 0', '16 16 32');
981 if(itemflags & FL_WEAPON)
982 self.modelflags |= MF_ROTATE;
984 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
985 if (itemflags & FL_WEAPON)
987 // neutral team color for pickup weapons
988 self.colormap = 1024; // color shirt=0 pants=0 grey
996 self.cnt = 1; // item probability weight
997 self.effects = self.effects | EF_NODRAW; // marker for item team search
998 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1000 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
1001 Item_ScheduleInitialRespawn(self);
1004 /* replace items in minstagib
1005 * IT_STRENGTH = invisibility
1006 * IT_NAILS = extra lives
1007 * IT_INVINCIBLE = speed
1009 void minstagib_items (float itemid)
1012 self.classname = "minstagib";
1014 // replace rocket launchers and nex guns with ammo cells
1015 if (itemid == IT_CELLS)
1017 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1018 StartItem ("models/items/a_cells.md3",
1019 "misc/itempickup.wav", 45, 0,
1020 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1027 itemid = IT_STRENGTH;
1031 itemid = IT_INVINCIBLE;
1033 // replace with invis
1034 if (itemid == IT_STRENGTH)
1036 self.strength_finished = 30;
1037 StartItem ("models/items/g_strength.md3",
1038 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1039 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1041 // replace with extra lives
1042 if (itemid == IT_NAILS)
1044 self.max_health = 1;
1045 StartItem ("models/items/g_h100.md3",
1046 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1047 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1049 // replace with speed
1050 if (itemid == IT_INVINCIBLE)
1052 self.invincible_finished = 30;
1053 StartItem ("models/items/g_invincible.md3",
1054 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1055 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1059 float minst_no_auto_cells;
1060 void minst_remove_item (void) {
1061 if(minst_no_auto_cells)
1065 float weaponswapping;
1068 void weapon_defaultspawnfunc(float wpn)
1072 var .float ammofield;
1077 // set the respawntime in advance (so replaced weapons can copy it)
1079 if(!self.respawntime)
1081 e = get_weaponinfo(wpn);
1082 if(e.items == IT_SUPERWEAPON)
1084 self.respawntime = g_pickup_respawntime_powerup;
1085 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
1089 self.respawntime = g_pickup_respawntime_weapon;
1090 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1094 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1096 e = get_weaponinfo(wpn);
1097 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1101 startitem_failed = TRUE;
1104 t = tokenize_console(s);
1107 self.team = --internalteam;
1109 for(i = 1; i < t; ++i)
1112 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1114 e = get_weaponinfo(j);
1118 copyentity(oldself, self);
1119 self.classname = "replacedweapon";
1120 weapon_defaultspawnfunc(j);
1126 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1135 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1137 e = get_weaponinfo(j);
1146 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1152 startitem_failed = TRUE;
1157 e = get_weaponinfo(wpn);
1159 if(e.items && e.items != IT_SUPERWEAPON)
1161 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1165 ammofield = Item_CounterField(j);
1167 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1173 self.flags |= FL_NO_WEAPON_STAY;
1176 // weapon stay isn't supported for teamed weapons
1178 self.flags |= FL_NO_WEAPON_STAY;
1180 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1181 if (self.modelindex) // don't precache if self was removed
1182 weapon_action(e.weapon, WR_PRECACHE);
1185 void spawnfunc_weapon_shotgun (void);
1186 void spawnfunc_weapon_uzi (void) {
1187 if(autocvar_sv_q3acompat_machineshotgunswap)
1188 if(self.classname != "droppedweapon")
1190 weapon_defaultspawnfunc(WEP_SHOTGUN);
1193 weapon_defaultspawnfunc(WEP_UZI);
1196 void spawnfunc_weapon_shotgun (void) {
1197 if(autocvar_sv_q3acompat_machineshotgunswap)
1198 if(self.classname != "droppedweapon")
1200 weapon_defaultspawnfunc(WEP_UZI);
1203 weapon_defaultspawnfunc(WEP_SHOTGUN);
1206 void spawnfunc_weapon_nex (void)
1210 minstagib_items(IT_CELLS);
1211 self.think = minst_remove_item;
1212 self.nextthink = time;
1215 weapon_defaultspawnfunc(WEP_NEX);
1218 void spawnfunc_weapon_minstanex (void)
1222 minstagib_items(IT_CELLS);
1223 self.think = minst_remove_item;
1224 self.nextthink = time;
1227 weapon_defaultspawnfunc(WEP_MINSTANEX);
1230 void spawnfunc_weapon_rocketlauncher (void)
1234 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1235 self.think = minst_remove_item;
1236 self.nextthink = time;
1239 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1242 void spawnfunc_item_rockets (void) {
1243 if(!self.ammo_rockets)
1244 self.ammo_rockets = g_pickup_rockets;
1245 if(!self.pickup_anyway)
1246 self.pickup_anyway = g_pickup_ammo_anyway;
1247 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);
1250 void spawnfunc_item_shells (void);
1251 void spawnfunc_item_bullets (void) {
1253 if(autocvar_sv_q3acompat_machineshotgunswap)
1254 if(self.classname != "droppedweapon")
1256 weaponswapping = TRUE;
1257 spawnfunc_item_shells();
1258 weaponswapping = FALSE;
1262 if(!self.ammo_nails)
1263 self.ammo_nails = g_pickup_nails;
1264 if(!self.pickup_anyway)
1265 self.pickup_anyway = g_pickup_ammo_anyway;
1266 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);
1269 void spawnfunc_item_cells (void) {
1270 if(!self.ammo_cells)
1271 self.ammo_cells = g_pickup_cells;
1272 if(!self.pickup_anyway)
1273 self.pickup_anyway = g_pickup_ammo_anyway;
1274 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);
1277 void spawnfunc_item_shells (void) {
1279 if(autocvar_sv_q3acompat_machineshotgunswap)
1280 if(self.classname != "droppedweapon")
1282 weaponswapping = TRUE;
1283 spawnfunc_item_bullets();
1284 weaponswapping = FALSE;
1288 if(!self.ammo_shells)
1289 self.ammo_shells = g_pickup_shells;
1290 if(!self.pickup_anyway)
1291 self.pickup_anyway = g_pickup_ammo_anyway;
1292 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);
1295 void spawnfunc_item_armor_small (void) {
1296 if(!self.armorvalue)
1297 self.armorvalue = g_pickup_armorsmall;
1298 if(!self.max_armorvalue)
1299 self.max_armorvalue = g_pickup_armorsmall_max;
1300 if(!self.pickup_anyway)
1301 self.pickup_anyway = g_pickup_armorsmall_anyway;
1302 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);
1305 void spawnfunc_item_armor_medium (void) {
1306 if(!self.armorvalue)
1307 self.armorvalue = g_pickup_armormedium;
1308 if(!self.max_armorvalue)
1309 self.max_armorvalue = g_pickup_armormedium_max;
1310 if(!self.pickup_anyway)
1311 self.pickup_anyway = g_pickup_armormedium_anyway;
1312 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);
1315 void spawnfunc_item_armor_big (void) {
1316 if(!self.armorvalue)
1317 self.armorvalue = g_pickup_armorbig;
1318 if(!self.max_armorvalue)
1319 self.max_armorvalue = g_pickup_armorbig_max;
1320 if(!self.pickup_anyway)
1321 self.pickup_anyway = g_pickup_armorbig_anyway;
1322 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);
1325 void spawnfunc_item_armor_large (void) {
1326 if(!self.armorvalue)
1327 self.armorvalue = g_pickup_armorlarge;
1328 if(!self.max_armorvalue)
1329 self.max_armorvalue = g_pickup_armorlarge_max;
1330 if(!self.pickup_anyway)
1331 self.pickup_anyway = g_pickup_armorlarge_anyway;
1332 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);
1335 void spawnfunc_item_health_small (void) {
1336 if(!self.max_health)
1337 self.max_health = g_pickup_healthsmall_max;
1339 self.health = g_pickup_healthsmall;
1340 if(!self.pickup_anyway)
1341 self.pickup_anyway = g_pickup_healthsmall_anyway;
1342 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);
1345 void spawnfunc_item_health_medium (void) {
1346 if(!self.max_health)
1347 self.max_health = g_pickup_healthmedium_max;
1349 self.health = g_pickup_healthmedium;
1350 if(!self.pickup_anyway)
1351 self.pickup_anyway = g_pickup_healthmedium_anyway;
1352 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);
1355 void spawnfunc_item_health_large (void) {
1356 if(!self.max_health)
1357 self.max_health = g_pickup_healthlarge_max;
1359 self.health = g_pickup_healthlarge;
1360 if(!self.pickup_anyway)
1361 self.pickup_anyway = g_pickup_healthlarge_anyway;
1362 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);
1365 void spawnfunc_item_health_mega (void) {
1367 minstagib_items(IT_NAILS);
1369 if(!self.max_health)
1370 self.max_health = g_pickup_healthmega_max;
1372 self.health = g_pickup_healthmega;
1373 if(!self.pickup_anyway)
1374 self.pickup_anyway = g_pickup_healthmega_anyway;
1375 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);
1379 // support old misnamed entities
1380 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1381 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1382 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1383 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1384 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1386 void spawnfunc_item_strength (void) {
1388 minstagib_items(IT_STRENGTH);
1390 precache_sound("weapons/strength_fire.wav");
1391 self.strength_finished = 30;
1392 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);
1396 void spawnfunc_item_invincible (void) {
1398 minstagib_items(IT_INVINCIBLE);
1400 self.invincible_finished = 30;
1401 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);
1405 void spawnfunc_item_minst_cells (void) {
1408 minst_no_auto_cells = 1;
1409 minstagib_items(IT_CELLS);
1416 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1418 float GiveItems(entity e, float beginarg, float endarg);
1419 void target_items_use (void)
1421 if(activator.classname == "droppedweapon")
1428 if(activator.classname != "player")
1430 if(activator.deadflag != DEAD_NO)
1435 for(e = world; (e = find(e, classname, "droppedweapon")); )
1436 if(e.enemy == activator)
1439 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1440 centerprint(activator, self.message);
1443 void spawnfunc_target_items (void)
1448 self.use = target_items_use;
1449 if(!self.strength_finished)
1450 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1451 if(!self.invincible_finished)
1452 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1454 precache_sound("misc/itempickup.wav");
1455 precache_sound("misc/megahealth.wav");
1456 precache_sound("misc/armor25.wav");
1457 precache_sound("misc/powerup.wav");
1458 precache_sound("misc/poweroff.wav");
1459 precache_sound("weapons/weaponpickup.wav");
1461 n = tokenize_console(self.netname);
1462 if(argv(0) == "give")
1464 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1468 for(i = 0; i < n; ++i)
1470 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1471 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1472 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1473 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1474 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1475 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1476 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1478 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1480 e = get_weaponinfo(j);
1481 if(argv(i) == e.netname)
1483 self.weapons |= e.weapons;
1484 if(self.spawnflags == 0 || self.spawnflags == 2)
1485 weapon_action(e.weapon, WR_PRECACHE);
1490 print("target_items: invalid item ", argv(i), "\n");
1493 string itemprefix, valueprefix;
1494 if(self.spawnflags == 0)
1499 else if(self.spawnflags == 1)
1501 itemprefix = "max ";
1502 valueprefix = "max ";
1504 else if(self.spawnflags == 2)
1506 itemprefix = "min ";
1507 valueprefix = "min ";
1509 else if(self.spawnflags == 4)
1511 itemprefix = "minus ";
1512 valueprefix = "max ";
1515 error("invalid spawnflags");
1518 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1519 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1520 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1521 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1522 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1523 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1524 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1525 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1526 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1527 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1528 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1529 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1530 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1531 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1533 e = get_weaponinfo(j);
1535 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1538 self.netname = strzone(self.netname);
1539 //print(self.netname, "\n");
1541 n = tokenize_console(self.netname);
1542 for(i = 0; i < n; ++i)
1544 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1546 e = get_weaponinfo(j);
1547 if(argv(i) == e.netname)
1549 weapon_action(e.weapon, WR_PRECACHE);
1556 void spawnfunc_item_fuel(void)
1559 self.ammo_fuel = g_pickup_fuel;
1560 if(!self.pickup_anyway)
1561 self.pickup_anyway = g_pickup_ammo_anyway;
1562 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);
1565 void spawnfunc_item_fuel_regen(void)
1567 if(start_items & IT_FUEL_REGEN)
1569 spawnfunc_item_fuel();
1572 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);
1575 void spawnfunc_item_jetpack(void)
1577 if(g_grappling_hook)
1578 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1580 self.ammo_fuel = g_pickup_fuel_jetpack;
1581 if(start_items & IT_JETPACK)
1583 spawnfunc_item_fuel();
1586 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);
1596 float GiveBit(entity e, .float fld, float bit, float op, float val)
1626 float GiveValue(entity e, .float fld, float op, float val)
1636 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1639 e.fld = min(e.fld, val);
1652 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1659 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1661 else if(v0 >= v0 + t)
1664 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1668 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1671 e.rotfield = max(e.rotfield, time + rottime);
1673 e.regenfield = max(e.regenfield, time + regentime);
1676 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1677 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1678 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1679 #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)
1681 float GiveItems(entity e, float beginarg, float endarg)
1683 float got, i, j, val, op;
1684 float _switchweapon;
1693 _switchweapon = FALSE;
1695 if (e.switchweapon == w_getbestweapon(e))
1696 _switchweapon = TRUE;
1698 e.strength_finished = max(0, e.strength_finished - time);
1699 e.invincible_finished = max(0, e.invincible_finished - time);
1702 PREGIVE(e, weapons);
1703 PREGIVE(e, strength_finished);
1704 PREGIVE(e, invincible_finished);
1705 PREGIVE(e, ammo_nails);
1706 PREGIVE(e, ammo_cells);
1707 PREGIVE(e, ammo_shells);
1708 PREGIVE(e, ammo_rockets);
1709 PREGIVE(e, ammo_fuel);
1710 PREGIVE(e, armorvalue);
1713 for(i = beginarg; i < endarg; ++i)
1717 if(cmd == "0" || stof(cmd))
1741 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1742 got += GiveValue(e, strength_finished, op, time);
1743 got += GiveValue(e, invincible_finished, op, time);
1744 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1746 got += GiveBit(e, items, IT_JETPACK, op, val);
1747 got += GiveValue(e, health, op, val);
1748 got += GiveValue(e, armorvalue, op, val);
1750 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1752 wi = get_weaponinfo(j);
1754 got += GiveBit(e, weapons, wi.weapons, op, val);
1757 got += GiveValue(e, ammo_cells, op, val);
1758 got += GiveValue(e, ammo_shells, op, val);
1759 got += GiveValue(e, ammo_nails, op, val);
1760 got += GiveValue(e, ammo_rockets, op, val);
1761 got += GiveValue(e, ammo_fuel, op, val);
1763 case "unlimited_ammo":
1764 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1766 case "unlimited_weapon_ammo":
1767 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1769 case "unlimited_superweapons":
1770 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1773 got += GiveBit(e, items, IT_JETPACK, op, val);
1776 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1779 got += GiveValue(e, strength_finished, op, val);
1782 got += GiveValue(e, invincible_finished, op, val);
1785 got += GiveValue(e, ammo_cells, op, val);
1788 got += GiveValue(e, ammo_shells, op, val);
1792 got += GiveValue(e, ammo_nails, op, val);
1795 got += GiveValue(e, ammo_rockets, op, val);
1798 got += GiveValue(e, health, op, val);
1801 got += GiveValue(e, armorvalue, op, val);
1804 got += GiveValue(e, ammo_fuel, op, val);
1807 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1809 wi = get_weaponinfo(j);
1810 if(cmd == wi.netname)
1812 got += GiveBit(e, weapons, wi.weapons, op, val);
1817 print("give: invalid item ", cmd, "\n");
1824 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1825 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1826 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1827 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1828 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1830 wi = get_weaponinfo(j);
1833 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1834 if not(save_weapons & wi.weapons)
1835 if(e.weapons & wi.weapons)
1836 weapon_action(wi.weapon, WR_PRECACHE);
1839 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1840 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1841 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1842 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1843 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1844 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1845 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);
1846 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);
1847 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);
1851 e.health = bound(0, e.health, 100);
1852 e.armorvalue = bound(0, e.armorvalue, 999);
1855 if(e.strength_finished <= 0)
1856 e.strength_finished = 0;
1858 e.strength_finished += time;
1859 if(e.invincible_finished <= 0)
1860 e.invincible_finished = 0;
1862 e.invincible_finished += time;
1864 if not(e.weapons & W_WeaponBit(e.switchweapon))
1865 _switchweapon = TRUE;
1867 W_SwitchWeapon_Force(e, w_getbestweapon(e));