3 #include "../common/items/all.qc"
9 #include "bot/waypoints.qh"
11 #include "mutators/mutators_include.qh"
13 #include "weapons/common.qh"
14 #include "weapons/selection.qh"
15 #include "weapons/weaponsystem.qh"
17 #include "../common/constants.qh"
18 #include "../common/deathtypes.qh"
19 #include "../common/notifications.qh"
20 #include "../common/triggers/subs.qh"
21 #include "../common/util.qh"
23 #include "../common/monsters/all.qh"
25 #include "../common/weapons/all.qh"
27 #include "../warpzonelib/util_server.qh"
35 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
36 if(self.move_flags & FL_ONGROUND)
37 { // For some reason move_avelocity gets set to '0 0 0' here ...
38 self.oldorigin = self.origin;
41 if(autocvar_cl_animate_items)
42 { // ... so reset it if animations are requested.
43 if(self.ItemStatus & ITS_ANIMATE1)
44 self.move_avelocity = '0 180 0';
46 if(self.ItemStatus & ITS_ANIMATE2)
47 self.move_avelocity = '0 -90 0';
51 else if (autocvar_cl_animate_items)
53 if(self.ItemStatus & ITS_ANIMATE1)
55 self.angles += self.move_avelocity * frametime;
56 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
59 if(self.ItemStatus & ITS_ANIMATE2)
61 self.angles += self.move_avelocity * frametime;
62 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
71 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
73 if(self.move_flags & FL_ONGROUND)
78 void ItemRead(float _IsNew)
84 self.origin_x = ReadCoord();
85 self.origin_y = ReadCoord();
86 self.origin_z = ReadCoord();
87 setorigin(self, self.origin);
88 self.oldorigin = self.origin;
93 self.angles_x = ReadCoord();
94 self.angles_y = ReadCoord();
95 self.angles_z = ReadCoord();
96 self.move_angles = self.angles;
101 self.mins_x = ReadCoord();
102 self.mins_y = ReadCoord();
103 self.mins_z = ReadCoord();
104 self.maxs_x = ReadCoord();
105 self.maxs_y = ReadCoord();
106 self.maxs_z = ReadCoord();
107 setsize(self, self.mins, self.maxs);
110 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
112 self.ItemStatus = ReadByte();
114 if(self.ItemStatus & ITS_AVAILABLE)
117 self.colormod = self.glowmod = '1 1 1';
121 if (autocvar_cl_ghost_items_color)
123 self.alpha = autocvar_cl_ghost_items;
124 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
130 if(autocvar_cl_fullbright_items)
131 if(self.ItemStatus & ITS_ALLOWFB)
132 self.effects |= EF_FULLBRIGHT;
134 if(self.ItemStatus & ITS_STAYWEP)
136 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
137 self.alpha = autocvar_cl_weapon_stay_alpha;
141 if(self.ItemStatus & ITS_POWERUP)
143 if(self.ItemStatus & ITS_AVAILABLE)
144 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
146 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
152 self.drawmask = MASK_NORMAL;
153 self.movetype = MOVETYPE_TOSS;
154 self.draw = ItemDraw;
160 string _fn = ReadString();
162 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
164 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
165 self.draw = ItemDrawSimple;
169 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
170 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
171 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
172 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
173 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
174 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
175 else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
176 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
179 self.draw = ItemDraw;
180 dprint("Simple item requested for ", _fn, " but no model exists for it\n");
184 if(self.draw != ItemDrawSimple)
185 self.mdl = strzone(_fn);
189 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
191 precache_model(self.mdl);
192 setmodel(self, self.mdl);
195 if(sf & ISF_COLORMAP)
196 self.colormap = ReadShort();
201 //self.move_angles = '0 0 0';
202 self.move_movetype = MOVETYPE_TOSS;
203 self.move_velocity_x = ReadCoord();
204 self.move_velocity_y = ReadCoord();
205 self.move_velocity_z = ReadCoord();
206 self.velocity = self.move_velocity;
207 self.move_origin = self.oldorigin;
211 self.move_time = time;
212 self.spawntime = time;
215 self.move_time = max(self.move_time, time);
218 if(autocvar_cl_animate_items)
220 if(self.ItemStatus & ITS_ANIMATE1)
221 self.move_avelocity = '0 180 0';
223 if(self.ItemStatus & ITS_ANIMATE2)
224 self.move_avelocity = '0 -90 0';
231 bool ItemSend(entity to, int sf)
238 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
239 WriteByte(MSG_ENTITY, sf);
241 //WriteByte(MSG_ENTITY, self.cnt);
242 if(sf & ISF_LOCATION)
244 WriteCoord(MSG_ENTITY, self.origin.x);
245 WriteCoord(MSG_ENTITY, self.origin.y);
246 WriteCoord(MSG_ENTITY, self.origin.z);
251 WriteCoord(MSG_ENTITY, self.angles.x);
252 WriteCoord(MSG_ENTITY, self.angles.y);
253 WriteCoord(MSG_ENTITY, self.angles.z);
258 WriteCoord(MSG_ENTITY, self.mins.x);
259 WriteCoord(MSG_ENTITY, self.mins.y);
260 WriteCoord(MSG_ENTITY, self.mins.z);
261 WriteCoord(MSG_ENTITY, self.maxs.x);
262 WriteCoord(MSG_ENTITY, self.maxs.y);
263 WriteCoord(MSG_ENTITY, self.maxs.z);
267 WriteByte(MSG_ENTITY, self.ItemStatus);
273 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
275 WriteString(MSG_ENTITY, self.mdl);
279 if(sf & ISF_COLORMAP)
280 WriteShort(MSG_ENTITY, self.colormap);
284 WriteCoord(MSG_ENTITY, self.velocity.x);
285 WriteCoord(MSG_ENTITY, self.velocity.y);
286 WriteCoord(MSG_ENTITY, self.velocity.z);
292 void ItemUpdate(entity item)
294 item.SendFlags |= ISF_LOCATION;
297 float have_pickup_item(void)
299 if(self.flags & FL_POWERUP)
301 if(autocvar_g_powerups > 0)
303 if(autocvar_g_powerups == 0)
308 if(autocvar_g_pickup_items > 0)
310 if(autocvar_g_pickup_items == 0)
313 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
320 float Item_Customize()
322 if(self.spawnshieldtime)
324 if(self.weapons & ~other.weapons)
326 self.colormod = '0 0 0';
327 self.glowmod = self.colormod;
328 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
335 self.colormod = stov(autocvar_g_ghost_items_color);
336 self.glowmod = self.colormod;
337 self.alpha = g_ghost_items;
346 void Item_Show (entity e, float mode)
348 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
349 e.ItemStatus &= ~ITS_STAYWEP;
352 // make the item look normal, and be touchable
354 e.solid = SOLID_TRIGGER;
355 e.spawnshieldtime = 1;
356 e.ItemStatus |= ITS_AVAILABLE;
360 // hide the item completely
361 e.model = string_null;
363 e.spawnshieldtime = 1;
364 e.ItemStatus &= ~ITS_AVAILABLE;
366 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
368 // make the item translucent and not touchable
370 e.solid = SOLID_TRIGGER; // can STILL be picked up!
371 e.effects |= EF_STARDUST;
372 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
373 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
377 //setmodel(e, "null");
379 e.colormod = '0 0 0';
380 e.glowmod = e.colormod;
381 e.spawnshieldtime = 1;
382 e.ItemStatus &= ~ITS_AVAILABLE;
385 if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
386 e.ItemStatus |= ITS_POWERUP;
388 if (autocvar_g_nodepthtestitems)
389 e.effects |= EF_NODEPTHTEST;
392 if (autocvar_g_fullbrightitems)
393 e.ItemStatus |= ITS_ALLOWFB;
395 if (autocvar_sv_simple_items)
396 e.ItemStatus |= ITS_ALLOWSI;
398 // relink entity (because solid may have changed)
399 setorigin(e, e.origin);
400 e.SendFlags |= ISF_STATUS;
405 self.nextthink = time;
406 if(self.origin != self.oldorigin)
408 self.oldorigin = self.origin;
413 bool Item_ItemsTime_SpectatorOnly(GameItem it);
414 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
415 float Item_ItemsTime_UpdateTime(entity e, float t);
416 void Item_ItemsTime_SetTime(entity e, float t);
417 void Item_ItemsTime_SetTimesForAllPlayers();
419 void Item_Respawn (void)
423 if(self.items == ITEM_Strength.m_itemid)
424 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
425 else if(self.items == ITEM_Shield.m_itemid)
426 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
428 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
429 setorigin (self, self.origin);
431 if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
433 float t = Item_ItemsTime_UpdateTime(self, 0);
434 Item_ItemsTime_SetTime(self, t);
435 Item_ItemsTime_SetTimesForAllPlayers();
438 self.think = Item_Think;
439 self.nextthink = time;
441 //Send_Effect("item_respawn", self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
442 Send_Effect("item_respawn", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
445 void Item_RespawnCountdown (void)
447 if(self.count >= ITEM_RESPAWN_TICKS)
449 if(self.waypointsprite_attached)
450 WaypointSprite_Kill(self.waypointsprite_attached);
455 self.nextthink = time + 1;
459 MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
461 entity e = self.itemdef;
462 if (e) wpextra = e.m_id;
463 if (self.flags & FL_WEAPON) {
464 entity wi = get_weaponinfo(self.weapon);
465 if (wi) wpextra = wi.m_id;
467 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP);
468 wp.wp_extra = wpextra;
469 if(self.waypointsprite_attached)
471 GameItem def = self.itemdef;
472 if (Item_ItemsTime_SpectatorOnly(def))
473 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
474 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
478 if(self.waypointsprite_attached)
482 self = self.waypointsprite_attached;
483 FOR_EACH_REALCLIENT(e)
484 if(self.waypointsprite_visible_for_player(e))
487 soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
491 WaypointSprite_Ping(self.waypointsprite_attached);
492 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
495 sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
499 void Item_RespawnThink()
501 self.nextthink = time;
502 if(self.origin != self.oldorigin)
504 self.oldorigin = self.origin;
508 if(time >= self.wait)
512 void Item_ScheduleRespawnIn(entity e, float t)
514 if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
516 e.think = Item_RespawnCountdown;
517 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
518 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
520 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
521 Item_ItemsTime_SetTime(e, t);
522 Item_ItemsTime_SetTimesForAllPlayers();
526 e.think = Item_RespawnThink;
528 e.scheduledrespawntime = time + t;
533 void Item_ScheduleRespawn(entity e)
535 if(e.respawntime > 0)
538 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
540 else // if respawntime is -1, this item does not respawn
544 void Item_ScheduleInitialRespawn(entity e)
547 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
550 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
552 if (!item.(ammotype))
555 if (item.spawnshieldtime)
557 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
559 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
563 else if(g_weapon_stay == 2)
565 float mi = min(item.(ammotype), ammomax);
566 if (player.(ammotype) < mi)
568 player.(ammotype) = 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 (!(player.weapons & WepSet_FromWeapon(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, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
619 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
620 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
622 if (item.flags & FL_WEAPON)
626 it &= ~player.weapons;
628 if (it || (item.spawnshieldtime && item.pickup_anyway))
631 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
632 if(it & WepSet_FromWeapon(i))
634 W_DropEvent(WR_PICKUP, player, i, item);
635 W_GiveWeapon(player, i);
640 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
644 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
647 if (item.strength_finished)
650 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
652 if (item.invincible_finished)
655 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
657 if (item.superweapons_finished)
660 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
665 // always eat teamed entities
673 if (player.switchweapon != w_getbestweapon(player))
674 W_SwitchWeapon_Force(player, w_getbestweapon(player));
679 void Item_Touch (void)
683 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
684 if(self.classname == "droppedweapon")
686 if (ITEM_TOUCH_NEEDKILL())
693 if (!IS_PLAYER(other))
699 if (self.solid != SOLID_TRIGGER)
701 if (self.owner == other)
703 if (time < self.item_spawnshieldtime)
706 switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
708 case MUT_ITEMTOUCH_RETURN: { return; }
709 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
712 if (self.classname == "droppedweapon")
714 self.strength_finished = max(0, self.strength_finished - time);
715 self.invincible_finished = max(0, self.invincible_finished - time);
716 self.superweapons_finished = max(0, self.superweapons_finished - time);
718 entity it = self.itemdef;
719 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
722 if (self.classname == "droppedweapon")
724 // undo what we did above
725 self.strength_finished += time;
726 self.invincible_finished += time;
727 self.superweapons_finished += time;
734 other.last_pickup = time;
736 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
737 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
739 if (self.classname == "droppedweapon")
741 else if (self.spawnshieldtime)
745 RandomSelection_Init();
746 for(head = world; (head = findfloat(head, team, self.team)); )
748 if(head.flags & FL_ITEM)
751 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
754 e = RandomSelection_chosen_ent;
759 Item_ScheduleRespawn(e);
765 Item_Show(self, !self.state);
766 setorigin (self, self.origin);
768 if(self.classname != "droppedweapon")
770 self.think = Item_Think;
771 self.nextthink = time;
773 if(self.waypointsprite_attached)
774 WaypointSprite_Kill(self.waypointsprite_attached);
776 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
777 Item_ScheduleInitialRespawn(self);
785 if(self.effects & EF_NODRAW)
787 // marker for item team search
788 dprint("Initializing item team ", ftos(self.team), "\n");
789 RandomSelection_Init();
790 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
791 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
792 e = RandomSelection_chosen_ent;
796 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
800 // make it a non-spawned item
802 head.state = 1; // state 1 = initially hidden item
804 head.effects &= ~EF_NODRAW;
811 // Savage: used for item garbage-collection
812 // TODO: perhaps nice special effect?
813 void RemoveItem(void)
815 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
819 // pickup evaluation functions
820 // these functions decide how desirable an item is to the bots
822 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
824 float weapon_pickupevalfunc(entity player, entity item)
828 // See if I have it already
829 if(item.weapons & ~player.weapons)
831 // If I can pick it up
832 if(!item.spawnshieldtime)
834 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
836 // Skilled bots will grab more
837 c = bound(0, skill / 10, 1) * 0.5;
845 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
846 if( bot_custom_weapon && c )
848 // Find the highest position on any range
850 for (int j = 0; j < WEP_LAST ; ++j){
852 bot_weapons_far[j] == item.weapon ||
853 bot_weapons_mid[j] == item.weapon ||
854 bot_weapons_close[j] == item.weapon
865 position = WEP_LAST - position;
866 // item.bot_pickupbasevalue is overwritten here
867 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
871 return item.bot_pickupbasevalue * c;
874 float commodity_pickupevalfunc(entity player, entity item)
877 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
881 // Detect needed ammo
882 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
884 wi = get_weaponinfo(i);
886 if (!(player.weapons & WepSet_FromWeapon(i)))
889 if(wi.items & ITEM_Shells.m_itemid)
891 else if(wi.items & ITEM_Bullets.m_itemid)
893 else if(wi.items & ITEM_Rockets.m_itemid)
895 else if(wi.items & ITEM_Cells.m_itemid)
897 else if(wi.items & ITEM_Plasma.m_itemid)
899 else if(wi.items & ITEM_JetpackFuel.m_itemid)
903 // TODO: figure out if the player even has the weapon this ammo is for?
904 // may not affect strategy much though...
905 // find out how much more ammo/armor/health the player can hold
907 if (item.ammo_shells)
908 if (player.ammo_shells < g_pickup_shells_max)
909 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
912 if (player.ammo_nails < g_pickup_nails_max)
913 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
915 if (item.ammo_rockets)
916 if (player.ammo_rockets < g_pickup_rockets_max)
917 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
920 if (player.ammo_cells < g_pickup_cells_max)
921 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
923 if (item.ammo_plasma)
924 if (player.ammo_plasma < g_pickup_plasma_max)
925 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
928 if (player.ammo_fuel < g_pickup_fuel_max)
929 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
931 if (player.armorvalue < item.max_armorvalue)
932 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
934 if (player.health < item.max_health)
935 c = c + max(0, 1 - player.health / item.max_health);
937 return item.bot_pickupbasevalue * c;
940 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
942 if(ITEM_DAMAGE_NEEDKILL(deathtype))
946 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)
948 startitem_failed = false;
951 self.model = itemmodel;
955 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
959 if(self.item_pickupsound == "")
960 self.item_pickupsound = pickupsound;
962 if(!self.respawntime) // both need to be set
964 self.respawntime = defaultrespawntime;
965 self.respawntimejitter = defaultrespawntimejitter;
969 self.weapon = weaponid;
972 self.weapons = WepSet_FromWeapon(weaponid);
974 self.flags = FL_ITEM | itemflags;
976 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
978 startitem_failed = true;
983 // is it a dropped weapon?
984 if (self.classname == "droppedweapon")
986 self.reset = SUB_Remove;
987 // it's a dropped weapon
988 self.movetype = MOVETYPE_TOSS;
990 // Savage: remove thrown items after a certain period of time ("garbage collection")
991 self.think = RemoveItem;
992 self.nextthink = time + 20;
994 self.takedamage = DAMAGE_YES;
995 self.event_damage = Item_Damage;
997 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1000 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1001 if(self.ammo_nails == 0)
1002 if(self.ammo_cells == 0)
1003 if(self.ammo_rockets == 0)
1004 if(self.ammo_shells == 0)
1005 if(self.ammo_fuel == 0)
1006 if(self.health == 0)
1007 if(self.armorvalue == 0)
1010 // if item is worthless after a timer, have it expire then
1011 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1014 // don't drop if in a NODROP zone (such as lava)
1015 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1016 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1018 startitem_failed = true;
1025 if(!have_pickup_item())
1027 startitem_failed = true;
1032 self.reset = Item_Reset;
1033 // it's a level item
1034 if(self.spawnflags & 1)
1037 self.movetype = MOVETYPE_NONE;
1039 self.movetype = MOVETYPE_TOSS;
1040 // do item filtering according to game mode and other things
1043 // first nudge it off the floor a little bit to avoid math errors
1044 setorigin(self, self.origin + '0 0 1');
1045 // set item size before we spawn a spawnfunc_waypoint
1046 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1047 setsize (self, '-16 -16 0', '16 16 48');
1049 setsize (self, '-16 -16 0', '16 16 32');
1051 // note droptofloor returns false if stuck/or would fall too far
1053 waypoint_spawnforitem(self);
1057 * can't do it that way, as it would break maps
1058 * TODO make a target_give like entity another way, that perhaps has
1059 * the weapon name in a key
1062 // target_give not yet supported; maybe later
1063 print("removed targeted ", self.classname, "\n");
1064 startitem_failed = true;
1070 if(autocvar_spawn_debug >= 2)
1073 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1075 // why not flags & fl_item?
1076 if(otheritem.is_item)
1078 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1079 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1080 error("Mapper sucks.");
1083 self.is_item = true;
1086 weaponsInMap |= WepSet_FromWeapon(weaponid);
1088 precache_model (self.model);
1089 precache_sound (self.item_pickupsound);
1091 precache_sound ("misc/itemrespawncountdown.wav");
1092 if(itemid == ITEM_Strength.m_itemid)
1093 precache_sound ("misc/strength_respawn.wav");
1094 else if(itemid == ITEM_Shield.m_itemid)
1095 precache_sound ("misc/shield_respawn.wav");
1097 precache_sound ("misc/itemrespawn.wav");
1099 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1100 self.target = "###item###"; // for finding the nearest item using find()
1102 Item_ItemsTime_SetTime(self, 0);
1105 self.bot_pickup = true;
1106 self.bot_pickupevalfunc = pickupevalfunc;
1107 self.bot_pickupbasevalue = pickupbasevalue;
1108 self.mdl = self.model;
1109 self.netname = itemname;
1110 self.touch = Item_Touch;
1111 setmodel(self, "null"); // precision set below
1112 //self.effects |= EF_LOWPRECISION;
1114 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1116 self.pos1 = '-16 -16 0';
1117 self.pos2 = '16 16 48';
1121 self.pos1 = '-16 -16 0';
1122 self.pos2 = '16 16 32';
1124 setsize (self, self.pos1, self.pos2);
1126 if(itemflags & FL_POWERUP)
1127 self.ItemStatus |= ITS_ANIMATE1;
1129 if(self.armorvalue || self.health)
1130 self.ItemStatus |= ITS_ANIMATE2;
1132 if(itemflags & FL_WEAPON)
1134 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1135 self.colormap = 1024; // color shirt=0 pants=0 grey
1139 self.ItemStatus |= ITS_ANIMATE1;
1140 self.ItemStatus |= ISF_COLORMAP;
1144 if(self.team) // broken, no idea why.
1147 self.cnt = 1; // item probability weight
1149 self.effects |= EF_NODRAW; // marker for item team search
1150 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1155 Net_LinkEntity(self, false, 0, ItemSend);
1157 self.SendFlags |= ISF_SIZE;
1159 self.SendFlags |= ISF_ANGLES;
1161 // call this hook after everything else has been done
1162 if(MUTATOR_CALLHOOK(Item_Spawn, self))
1164 startitem_failed = true;
1170 string Item_Model(string item_mdl)
1172 string output = strcat("models/items/", item_mdl);
1173 MUTATOR_CALLHOOK(ItemModel, item_mdl, output);
1174 return strzone(item_model_output);
1177 void StartItemA (entity a)
1180 StartItem(Item_Model(a.m_model), a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1183 void spawnfunc_item_rockets (void) {
1184 if(!self.ammo_rockets)
1185 self.ammo_rockets = g_pickup_rockets;
1186 if(!self.pickup_anyway)
1187 self.pickup_anyway = g_pickup_ammo_anyway;
1188 StartItemA (ITEM_Rockets);
1191 void spawnfunc_item_bullets (void) {
1193 if(autocvar_sv_q3acompat_machineshotgunswap)
1194 if(self.classname != "droppedweapon")
1196 weaponswapping = true;
1197 spawnfunc_item_shells();
1198 weaponswapping = false;
1202 if(!self.ammo_nails)
1203 self.ammo_nails = g_pickup_nails;
1204 if(!self.pickup_anyway)
1205 self.pickup_anyway = g_pickup_ammo_anyway;
1206 StartItemA (ITEM_Bullets);
1209 void spawnfunc_item_cells (void) {
1210 if(!self.ammo_cells)
1211 self.ammo_cells = g_pickup_cells;
1212 if(!self.pickup_anyway)
1213 self.pickup_anyway = g_pickup_ammo_anyway;
1214 StartItemA (ITEM_Cells);
1217 void spawnfunc_item_plasma()
1219 if(!self.ammo_plasma)
1220 self.ammo_plasma = g_pickup_plasma;
1221 if(!self.pickup_anyway)
1222 self.pickup_anyway = g_pickup_ammo_anyway;
1223 StartItemA (ITEM_Plasma);
1226 void spawnfunc_item_shells (void) {
1228 if(autocvar_sv_q3acompat_machineshotgunswap)
1229 if(self.classname != "droppedweapon")
1231 weaponswapping = true;
1232 spawnfunc_item_bullets();
1233 weaponswapping = false;
1237 if(!self.ammo_shells)
1238 self.ammo_shells = g_pickup_shells;
1239 if(!self.pickup_anyway)
1240 self.pickup_anyway = g_pickup_ammo_anyway;
1241 StartItemA (ITEM_Shells);
1244 void spawnfunc_item_armor_small (void) {
1245 if(!self.armorvalue)
1246 self.armorvalue = g_pickup_armorsmall;
1247 if(!self.max_armorvalue)
1248 self.max_armorvalue = g_pickup_armorsmall_max;
1249 if(!self.pickup_anyway)
1250 self.pickup_anyway = g_pickup_armorsmall_anyway;
1251 StartItemA (ITEM_ArmorSmall);
1254 void spawnfunc_item_armor_medium (void) {
1255 if(!self.armorvalue)
1256 self.armorvalue = g_pickup_armormedium;
1257 if(!self.max_armorvalue)
1258 self.max_armorvalue = g_pickup_armormedium_max;
1259 if(!self.pickup_anyway)
1260 self.pickup_anyway = g_pickup_armormedium_anyway;
1261 StartItemA (ITEM_ArmorMedium);
1264 void spawnfunc_item_armor_big (void) {
1265 if(!self.armorvalue)
1266 self.armorvalue = g_pickup_armorbig;
1267 if(!self.max_armorvalue)
1268 self.max_armorvalue = g_pickup_armorbig_max;
1269 if(!self.pickup_anyway)
1270 self.pickup_anyway = g_pickup_armorbig_anyway;
1271 StartItemA (ITEM_ArmorLarge);
1274 void spawnfunc_item_armor_large (void) {
1275 if(!self.armorvalue)
1276 self.armorvalue = g_pickup_armorlarge;
1277 if(!self.max_armorvalue)
1278 self.max_armorvalue = g_pickup_armorlarge_max;
1279 if(!self.pickup_anyway)
1280 self.pickup_anyway = g_pickup_armorlarge_anyway;
1281 StartItemA (ITEM_ArmorMega);
1284 void spawnfunc_item_health_small (void) {
1285 if(!self.max_health)
1286 self.max_health = g_pickup_healthsmall_max;
1288 self.health = g_pickup_healthsmall;
1289 if(!self.pickup_anyway)
1290 self.pickup_anyway = g_pickup_healthsmall_anyway;
1291 StartItemA (ITEM_HealthSmall);
1294 void spawnfunc_item_health_medium (void) {
1295 if(!self.max_health)
1296 self.max_health = g_pickup_healthmedium_max;
1298 self.health = g_pickup_healthmedium;
1299 if(!self.pickup_anyway)
1300 self.pickup_anyway = g_pickup_healthmedium_anyway;
1301 StartItemA (ITEM_HealthMedium);
1304 void spawnfunc_item_health_large (void) {
1305 if(!self.max_health)
1306 self.max_health = g_pickup_healthlarge_max;
1308 self.health = g_pickup_healthlarge;
1309 if(!self.pickup_anyway)
1310 self.pickup_anyway = g_pickup_healthlarge_anyway;
1311 StartItemA (ITEM_HealthLarge);
1314 void spawnfunc_item_health_mega (void) {
1315 if(!self.max_health)
1316 self.max_health = g_pickup_healthmega_max;
1318 self.health = g_pickup_healthmega;
1319 if(!self.pickup_anyway)
1320 self.pickup_anyway = g_pickup_healthmega_anyway;
1321 StartItemA (ITEM_HealthMega);
1324 // support old misnamed entities
1325 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1326 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1327 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1328 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1329 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1331 void spawnfunc_item_strength (void) {
1332 precache_sound("weapons/strength_fire.wav");
1333 if(!self.strength_finished)
1334 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1335 StartItemA (ITEM_Strength);
1338 void spawnfunc_item_invincible (void) {
1339 if(!self.invincible_finished)
1340 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1341 StartItemA (ITEM_Shield);
1345 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1347 void target_items_use (void)
1349 if(activator.classname == "droppedweapon")
1356 if (!IS_PLAYER(activator))
1358 if(activator.deadflag != DEAD_NO)
1363 for(e = world; (e = find(e, classname, "droppedweapon")); )
1364 if(e.enemy == activator)
1367 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1368 centerprint(activator, self.message);
1371 void spawnfunc_target_items (void)
1377 self.use = target_items_use;
1378 if(!self.strength_finished)
1379 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1380 if(!self.invincible_finished)
1381 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1382 if(!self.superweapons_finished)
1383 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1385 precache_sound("misc/itempickup.wav");
1386 precache_sound("misc/megahealth.wav");
1387 precache_sound("misc/armor25.wav");
1388 precache_sound("misc/powerup.wav");
1389 precache_sound("misc/poweroff.wav");
1390 precache_sound(W_Sound("weaponpickup"));
1392 n = tokenize_console(self.netname);
1393 if(argv(0) == "give")
1395 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1399 for(i = 0; i < n; ++i)
1401 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1402 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1403 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1404 else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
1405 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1406 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1407 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1408 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1411 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1413 e = get_weaponinfo(j);
1414 s = W_UndeprecateName(argv(i));
1417 self.weapons |= WepSet_FromWeapon(j);
1418 if(self.spawnflags == 0 || self.spawnflags == 2)
1419 WEP_ACTION(e.weapon, WR_INIT);
1424 print("target_items: invalid item ", argv(i), "\n");
1428 string itemprefix, valueprefix;
1429 if(self.spawnflags == 0)
1434 else if(self.spawnflags == 1)
1436 itemprefix = "max ";
1437 valueprefix = "max ";
1439 else if(self.spawnflags == 2)
1441 itemprefix = "min ";
1442 valueprefix = "min ";
1444 else if(self.spawnflags == 4)
1446 itemprefix = "minus ";
1447 valueprefix = "max ";
1451 error("invalid spawnflags");
1452 itemprefix = valueprefix = string_null;
1456 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1457 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1458 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1459 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1460 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1461 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1462 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1463 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1464 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1465 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1466 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1467 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1468 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1469 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1470 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1471 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1473 e = get_weaponinfo(j);
1475 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1478 self.netname = strzone(self.netname);
1479 //print(self.netname, "\n");
1481 n = tokenize_console(self.netname);
1482 for(i = 0; i < n; ++i)
1484 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1486 e = get_weaponinfo(j);
1487 if(argv(i) == e.netname)
1489 WEP_ACTION(e.weapon, WR_INIT);
1496 void spawnfunc_item_fuel(void)
1499 self.ammo_fuel = g_pickup_fuel;
1500 if(!self.pickup_anyway)
1501 self.pickup_anyway = g_pickup_ammo_anyway;
1502 StartItemA (ITEM_JetpackFuel);
1505 void spawnfunc_item_fuel_regen(void)
1507 if(start_items & ITEM_JetpackRegen.m_itemid)
1509 spawnfunc_item_fuel();
1512 StartItemA (ITEM_JetpackRegen);
1515 void spawnfunc_item_jetpack(void)
1518 self.ammo_fuel = g_pickup_fuel_jetpack;
1519 if(start_items & ITEM_Jetpack.m_itemid)
1521 spawnfunc_item_fuel();
1524 StartItemA (ITEM_Jetpack);
1527 float GiveWeapon(entity e, float wpn, float op, float val)
1530 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1535 e.weapons |= WepSet_FromWeapon(wpn);
1537 e.weapons &= ~WepSet_FromWeapon(wpn);
1542 e.weapons |= WepSet_FromWeapon(wpn);
1546 e.weapons &= ~WepSet_FromWeapon(wpn);
1550 e.weapons &= ~WepSet_FromWeapon(wpn);
1553 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1557 float GiveBit(entity e, .float fld, float bit, float op, float val)
1560 v0 = (e.(fld) & bit);
1583 v1 = (e.(fld) & bit);
1587 float GiveValue(entity e, .float fld, float op, float val)
1597 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1600 e.(fld) = min(e.(fld), val);
1613 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1620 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1622 else if(v0 >= v0 + t)
1625 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1629 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1632 e.(rotfield) = max(e.(rotfield), time + rottime);
1634 e.(regenfield) = max(e.(regenfield), time + regentime);
1636 float GiveItems(entity e, float beginarg, float endarg)
1638 float got, i, j, val, op;
1639 float _switchweapon;
1648 _switchweapon = false;
1650 if (e.switchweapon == w_getbestweapon(e))
1651 _switchweapon = true;
1653 e.strength_finished = max(0, e.strength_finished - time);
1654 e.invincible_finished = max(0, e.invincible_finished - time);
1655 e.superweapons_finished = max(0, e.superweapons_finished - time);
1659 PREGIVE(e, strength_finished);
1660 PREGIVE(e, invincible_finished);
1661 PREGIVE(e, superweapons_finished);
1662 PREGIVE(e, ammo_nails);
1663 PREGIVE(e, ammo_cells);
1664 PREGIVE(e, ammo_plasma);
1665 PREGIVE(e, ammo_shells);
1666 PREGIVE(e, ammo_rockets);
1667 PREGIVE(e, ammo_fuel);
1668 PREGIVE(e, armorvalue);
1671 for(i = beginarg; i < endarg; ++i)
1675 if(cmd == "0" || stof(cmd))
1699 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1700 got += GiveValue(e, strength_finished, op, val);
1701 got += GiveValue(e, invincible_finished, op, val);
1702 got += GiveValue(e, superweapons_finished, op, val);
1703 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1705 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1706 got += GiveValue(e, health, op, val);
1707 got += GiveValue(e, armorvalue, op, val);
1709 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1711 wi = get_weaponinfo(j);
1713 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1714 got += GiveWeapon(e, j, op, val);
1717 got += GiveValue(e, ammo_cells, op, val);
1718 got += GiveValue(e, ammo_plasma, op, val);
1719 got += GiveValue(e, ammo_shells, op, val);
1720 got += GiveValue(e, ammo_nails, op, val);
1721 got += GiveValue(e, ammo_rockets, op, val);
1722 got += GiveValue(e, ammo_fuel, op, val);
1724 case "unlimited_ammo":
1725 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1727 case "unlimited_weapon_ammo":
1728 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1730 case "unlimited_superweapons":
1731 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1734 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1737 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1740 got += GiveValue(e, strength_finished, op, val);
1743 got += GiveValue(e, invincible_finished, op, val);
1745 case "superweapons":
1746 got += GiveValue(e, superweapons_finished, op, val);
1749 got += GiveValue(e, ammo_cells, op, val);
1752 got += GiveValue(e, ammo_plasma, op, val);
1755 got += GiveValue(e, ammo_shells, op, val);
1759 got += GiveValue(e, ammo_nails, op, val);
1762 got += GiveValue(e, ammo_rockets, op, val);
1765 got += GiveValue(e, health, op, val);
1768 got += GiveValue(e, armorvalue, op, val);
1771 got += GiveValue(e, ammo_fuel, op, val);
1774 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1776 wi = get_weaponinfo(j);
1777 if(cmd == wi.netname)
1779 got += GiveWeapon(e, j, op, val);
1784 print("give: invalid item ", cmd, "\n");
1791 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1792 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1793 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1794 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1795 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1797 wi = get_weaponinfo(j);
1800 POSTGIVE_WEAPON(e, j, W_Sound("weaponpickup"), string_null);
1801 if (!(save_weapons & WepSet_FromWeapon(j)))
1802 if(e.weapons & WepSet_FromWeapon(j))
1803 WEP_ACTION(wi.weapon, WR_INIT);
1806 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1807 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1808 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1809 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1810 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1811 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1812 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1813 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);
1814 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);
1815 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);
1817 if(e.superweapons_finished <= 0)
1818 if(self.weapons & WEPSET_SUPERWEAPONS)
1819 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1821 if(e.strength_finished <= 0)
1822 e.strength_finished = 0;
1824 e.strength_finished += time;
1825 if(e.invincible_finished <= 0)
1826 e.invincible_finished = 0;
1828 e.invincible_finished += time;
1829 if(e.superweapons_finished <= 0)
1830 e.superweapons_finished = 0;
1832 e.superweapons_finished += time;
1834 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1835 _switchweapon = true;
1837 W_SwitchWeapon_Force(e, w_getbestweapon(e));