3 #include "../common/items/all.qc"
8 #include "waypointsprites.qh"
11 #include "bot/waypoints.qh"
13 #include "mutators/mutators_include.qh"
15 #include "weapons/common.qh"
16 #include "weapons/selection.qh"
17 #include "weapons/weaponsystem.qh"
19 #include "../common/constants.qh"
20 #include "../common/deathtypes.qh"
21 #include "../common/notifications.qh"
22 #include "../common/triggers/subs.qh"
23 #include "../common/util.qh"
25 #include "../common/monsters/all.qh"
27 #include "../common/weapons/all.qh"
29 #include "../warpzonelib/util_server.qh"
37 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
38 if(self.move_flags & FL_ONGROUND)
39 { // For some reason move_avelocity gets set to '0 0 0' here ...
40 self.oldorigin = self.origin;
43 if(autocvar_cl_animate_items)
44 { // ... so reset it if animations are requested.
45 if(self.ItemStatus & ITS_ANIMATE1)
46 self.move_avelocity = '0 180 0';
48 if(self.ItemStatus & ITS_ANIMATE2)
49 self.move_avelocity = '0 -90 0';
53 else if (autocvar_cl_animate_items)
55 if(self.ItemStatus & ITS_ANIMATE1)
57 self.angles += self.move_avelocity * frametime;
58 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
61 if(self.ItemStatus & ITS_ANIMATE2)
63 self.angles += self.move_avelocity * frametime;
64 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
73 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
75 if(self.move_flags & FL_ONGROUND)
80 void ItemRead(float _IsNew)
86 self.origin_x = ReadCoord();
87 self.origin_y = ReadCoord();
88 self.origin_z = ReadCoord();
89 setorigin(self, self.origin);
90 self.oldorigin = self.origin;
95 self.angles_x = ReadCoord();
96 self.angles_y = ReadCoord();
97 self.angles_z = ReadCoord();
98 self.move_angles = self.angles;
103 self.mins_x = ReadCoord();
104 self.mins_y = ReadCoord();
105 self.mins_z = ReadCoord();
106 self.maxs_x = ReadCoord();
107 self.maxs_y = ReadCoord();
108 self.maxs_z = ReadCoord();
109 setsize(self, self.mins, self.maxs);
112 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
114 self.ItemStatus = ReadByte();
116 if(self.ItemStatus & ITS_AVAILABLE)
119 self.colormod = self.glowmod = '1 1 1';
123 if (autocvar_cl_ghost_items_color)
125 self.alpha = autocvar_cl_ghost_items;
126 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
132 if(autocvar_cl_fullbright_items)
133 if(self.ItemStatus & ITS_ALLOWFB)
134 self.effects |= EF_FULLBRIGHT;
136 if(self.ItemStatus & ITS_STAYWEP)
138 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
139 self.alpha = autocvar_cl_weapon_stay_alpha;
143 if(self.ItemStatus & ITS_POWERUP)
145 if(self.ItemStatus & ITS_AVAILABLE)
146 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
148 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
154 self.drawmask = MASK_NORMAL;
155 self.movetype = MOVETYPE_TOSS;
156 self.draw = ItemDraw;
162 string _fn = ReadString();
164 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
166 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
167 self.draw = ItemDrawSimple;
171 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
172 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
173 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
174 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
175 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
176 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
177 else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
178 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
181 self.draw = ItemDraw;
182 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
186 if(self.draw != ItemDrawSimple)
187 self.mdl = strzone(_fn);
191 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
193 precache_model(self.mdl);
194 setmodel(self, self.mdl);
197 if(sf & ISF_COLORMAP)
198 self.colormap = ReadShort();
203 //self.move_angles = '0 0 0';
204 self.move_movetype = MOVETYPE_TOSS;
205 self.move_velocity_x = ReadCoord();
206 self.move_velocity_y = ReadCoord();
207 self.move_velocity_z = ReadCoord();
208 self.velocity = self.move_velocity;
209 self.move_origin = self.oldorigin;
213 self.move_time = time;
214 self.spawntime = time;
217 self.move_time = max(self.move_time, time);
220 if(autocvar_cl_animate_items)
222 if(self.ItemStatus & ITS_ANIMATE1)
223 self.move_avelocity = '0 180 0';
225 if(self.ItemStatus & ITS_ANIMATE2)
226 self.move_avelocity = '0 -90 0';
233 bool ItemSend(entity to, int sf)
240 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
241 WriteByte(MSG_ENTITY, sf);
243 //WriteByte(MSG_ENTITY, self.cnt);
244 if(sf & ISF_LOCATION)
246 WriteCoord(MSG_ENTITY, self.origin.x);
247 WriteCoord(MSG_ENTITY, self.origin.y);
248 WriteCoord(MSG_ENTITY, self.origin.z);
253 WriteCoord(MSG_ENTITY, self.angles.x);
254 WriteCoord(MSG_ENTITY, self.angles.y);
255 WriteCoord(MSG_ENTITY, self.angles.z);
260 WriteCoord(MSG_ENTITY, self.mins.x);
261 WriteCoord(MSG_ENTITY, self.mins.y);
262 WriteCoord(MSG_ENTITY, self.mins.z);
263 WriteCoord(MSG_ENTITY, self.maxs.x);
264 WriteCoord(MSG_ENTITY, self.maxs.y);
265 WriteCoord(MSG_ENTITY, self.maxs.z);
269 WriteByte(MSG_ENTITY, self.ItemStatus);
275 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
277 WriteString(MSG_ENTITY, self.mdl);
281 if(sf & ISF_COLORMAP)
282 WriteShort(MSG_ENTITY, self.colormap);
286 WriteCoord(MSG_ENTITY, self.velocity.x);
287 WriteCoord(MSG_ENTITY, self.velocity.y);
288 WriteCoord(MSG_ENTITY, self.velocity.z);
294 void ItemUpdate(entity item)
296 item.SendFlags |= ISF_LOCATION;
299 float have_pickup_item(void)
301 if(self.flags & FL_POWERUP)
303 if(autocvar_g_powerups > 0)
305 if(autocvar_g_powerups == 0)
310 if(autocvar_g_pickup_items > 0)
312 if(autocvar_g_pickup_items == 0)
315 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
322 float Item_Customize()
324 if(self.spawnshieldtime)
326 if(self.weapons & ~other.weapons)
328 self.colormod = '0 0 0';
329 self.glowmod = self.colormod;
330 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
337 self.colormod = stov(autocvar_g_ghost_items_color);
338 self.glowmod = self.colormod;
339 self.alpha = g_ghost_items;
348 void Item_Show (entity e, float mode)
350 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
351 e.ItemStatus &= ~ITS_STAYWEP;
354 // make the item look normal, and be touchable
356 e.solid = SOLID_TRIGGER;
357 e.spawnshieldtime = 1;
358 e.ItemStatus |= ITS_AVAILABLE;
362 // hide the item completely
363 e.model = string_null;
365 e.spawnshieldtime = 1;
366 e.ItemStatus &= ~ITS_AVAILABLE;
368 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
370 // make the item translucent and not touchable
372 e.solid = SOLID_TRIGGER; // can STILL be picked up!
373 e.effects |= EF_STARDUST;
374 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
375 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
379 //setmodel(e, "null");
381 e.colormod = '0 0 0';
382 e.glowmod = e.colormod;
383 e.spawnshieldtime = 1;
384 e.ItemStatus &= ~ITS_AVAILABLE;
387 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
388 e.ItemStatus |= ITS_POWERUP;
390 if (autocvar_g_nodepthtestitems)
391 e.effects |= EF_NODEPTHTEST;
394 if (autocvar_g_fullbrightitems)
395 e.ItemStatus |= ITS_ALLOWFB;
397 if (autocvar_sv_simple_items)
398 e.ItemStatus |= ITS_ALLOWSI;
400 // relink entity (because solid may have changed)
401 setorigin(e, e.origin);
402 e.SendFlags |= ISF_STATUS;
407 self.nextthink = time;
408 if(self.origin != self.oldorigin)
410 self.oldorigin = self.origin;
415 float it_armor_large_time;
416 float it_health_mega_time;
417 float it_invisible_time;
419 float it_extralife_time;
420 float it_strength_time;
421 float it_shield_time;
422 float it_fuelregen_time;
423 float it_jetpack_time;
424 float it_superweapons_time;
426 void Item_ItemsTime_Init()
428 it_armor_large_time = -1;
429 it_health_mega_time = -1;
430 it_invisible_time = -1;
432 it_extralife_time = -1;
433 it_strength_time = -1;
435 it_fuelregen_time = -1;
436 it_jetpack_time = -1;
437 it_superweapons_time = -1;
439 void Item_ItemsTime_Reset()
441 it_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
442 it_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
443 it_invisible_time = (it_invisible_time == -1) ? -1 : 0;
444 it_speed_time = (it_speed_time == -1) ? -1 : 0;
445 it_extralife_time = (it_extralife_time == -1) ? -1 : 0;
446 it_strength_time = (it_strength_time == -1) ? -1 : 0;
447 it_shield_time = (it_shield_time == -1) ? -1 : 0;
448 it_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
449 it_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
450 it_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
452 void Item_ItemsTime_ResetForPlayer(entity e)
454 e.item_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
455 e.item_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
456 e.item_invisible_time = (it_invisible_time == -1) ? -1 : 0;
457 e.item_speed_time = (it_speed_time == -1) ? -1 : 0;
458 e.item_extralife_time = (it_extralife_time == -1) ? -1 : 0;
459 e.item_strength_time = (it_strength_time == -1) ? -1 : 0;
460 e.item_shield_time = (it_shield_time == -1) ? -1 : 0;
461 e.item_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
462 e.item_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
463 e.item_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
465 void Item_ItemsTime_Get(entity e)
467 e.item_armor_large_time = it_armor_large_time;
468 e.item_health_mega_time = it_health_mega_time;
469 e.item_invisible_time = it_invisible_time;
470 e.item_speed_time = it_speed_time;
471 e.item_extralife_time = it_extralife_time;
472 e.item_strength_time = it_strength_time;
473 e.item_shield_time = it_shield_time;
474 e.item_fuelregen_time = it_fuelregen_time;
475 e.item_jetpack_time = it_jetpack_time;
476 e.item_superweapons_time = it_superweapons_time;
478 float Item_ItemsTime_UpdateTime_Check(float item_time, float t)
480 if(t == 0 && item_time == -1)
482 if(time < t && (item_time <= time || t < item_time))
486 void Item_ItemsTime_UpdateTime(entity e, float t)
492 case IT_STRENGTH://"item-invis"
493 if(Item_ItemsTime_UpdateTime_Check(it_invisible_time, t))
494 it_invisible_time = t;
496 case IT_NAILS://"item-extralife"
497 if(Item_ItemsTime_UpdateTime_Check(it_extralife_time, t))
498 it_extralife_time = t;
500 case IT_INVINCIBLE://"item-speed"
501 if(Item_ItemsTime_UpdateTime_Check(it_speed_time, t))
511 if(!autocvar_sv_itemstime)
513 //if (e.classname == "item_health_mega")
514 if(Item_ItemsTime_UpdateTime_Check(it_health_mega_time, t))
515 it_health_mega_time = t;
518 if(!autocvar_sv_itemstime)
520 if (e.classname == "item_armor_large")
521 if(Item_ItemsTime_UpdateTime_Check(it_armor_large_time, t))
522 it_armor_large_time = t;
524 case IT_STRENGTH://"item-strength"
525 if(Item_ItemsTime_UpdateTime_Check(it_strength_time, t))
526 it_strength_time = t;
528 case IT_INVINCIBLE://"item-shield"
529 if(Item_ItemsTime_UpdateTime_Check(it_shield_time, t))
533 if(e.weapons & WEPSET_SUPERWEAPONS)
534 if(Item_ItemsTime_UpdateTime_Check(it_superweapons_time, t))
535 it_superweapons_time = t;
540 case IT_FUEL_REGEN://"item-fuelregen"
541 if(Item_ItemsTime_UpdateTime_Check(it_fuelregen_time, t))
542 it_fuelregen_time = t;
544 case IT_JETPACK://"item-jetpack"
545 if(Item_ItemsTime_UpdateTime_Check(it_jetpack_time, t))
550 void Item_ItemsTime_GetForAll()
555 FOR_EACH_REALCLIENT(e)
556 Item_ItemsTime_Get(e);
560 FOR_EACH_REALCLIENT(e)
562 if (e.classname != "player")
563 Item_ItemsTime_Get(e);
568 void Item_Respawn (void)
572 if(self.items == IT_STRENGTH)
573 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
574 else if(self.items == IT_INVINCIBLE)
575 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
577 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
578 setorigin (self, self.origin);
580 if(self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH || (self.weapons & WEPSET_SUPERWEAPONS))
582 Item_ItemsTime_UpdateTime(self, 0);
583 Item_ItemsTime_GetForAll();
586 self.think = Item_Think;
587 self.nextthink = time;
589 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
590 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
593 void Item_RespawnCountdown (void)
595 if(self.count >= ITEM_RESPAWN_TICKS)
597 if(self.waypointsprite_attached)
598 WaypointSprite_Kill(self.waypointsprite_attached);
603 self.nextthink = time + 1;
608 vector rgb = '1 0 1';
612 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
613 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
614 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
615 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
617 //if (self.classname == "item_health_mega")
618 {name = "item_health_mega"; rgb = '1 0 0';}
621 if (self.classname == "item_armor_large")
622 {name = "item_armor_large"; rgb = '0 1 0';}
627 MUTATOR_CALLHOOK(Item_RespawnCountdown);
630 if(self.flags & FL_WEAPON)
632 entity wi = get_weaponinfo(self.weapon);
641 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
642 if(self.waypointsprite_attached)
644 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
645 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
646 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
651 print("Unknown powerup-marked item is wanting to respawn\n");
652 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
655 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
656 if(self.waypointsprite_attached)
658 WaypointSprite_Ping(self.waypointsprite_attached);
659 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
664 void Item_RespawnThink()
666 self.nextthink = time;
667 if(self.origin != self.oldorigin)
669 self.oldorigin = self.origin;
673 if(time >= self.wait)
677 void Item_ScheduleRespawnIn(entity e, float t)
679 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS) || e.classname == "item_armor_large" || e.items == IT_HEALTH)
682 e.think = Item_RespawnCountdown;
683 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
684 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
686 if(e.weapons & WEPSET_SUPERWEAPONS)
688 for(t = e.scheduledrespawntime, head = world; (head = nextent(head)); )
692 if(clienttype(head) == CLIENTTYPE_NOTACLIENT)
693 if(head.weapons & WEPSET_SUPERWEAPONS)
694 if(head.classname != "weapon_info")
696 if(head.scheduledrespawntime <= time)
701 if(head.scheduledrespawntime < t)
702 t = head.scheduledrespawntime;
708 for(t = e.scheduledrespawntime, head = world; (head = find(head, classname, e.classname)); )
710 // in instagib .classname is "instagib" for every item
711 if(e == head || (g_instagib && e.items != head.items))
713 if(head.scheduledrespawntime <= time)
718 if(head.scheduledrespawntime < t)
719 t = head.scheduledrespawntime;
722 Item_ItemsTime_UpdateTime(e, t);
723 Item_ItemsTime_GetForAll();
727 e.think = Item_RespawnThink;
729 e.scheduledrespawntime = time + t;
734 void Item_ScheduleRespawn(entity e)
736 if(e.respawntime > 0)
739 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
741 else // if respawntime is -1, this item does not respawn
745 void Item_ScheduleInitialRespawn(entity e)
748 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
751 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
753 if (!item.(ammotype))
756 if (item.spawnshieldtime)
758 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
760 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
764 else if(g_weapon_stay == 2)
766 float mi = min(item.(ammotype), ammomax);
767 if (player.(ammotype) < mi)
769 player.(ammotype) = mi;
780 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
782 case ITEM_MODE_HEALTH:
783 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
785 case ITEM_MODE_ARMOR:
786 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
794 float Item_GiveTo(entity item, entity player)
801 // if nothing happens to player, just return without taking the item
803 _switchweapon = false;
804 // in case the player has autoswitch enabled do the following:
805 // if the player is using their best weapon before items are given, they
806 // probably want to switch to an even better weapon after items are given
807 if (player.autoswitch)
808 if (player.switchweapon == w_getbestweapon(player))
809 _switchweapon = true;
811 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
812 _switchweapon = true;
814 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
815 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
816 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
817 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
818 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
819 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
820 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
821 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
823 if (item.flags & FL_WEAPON)
827 it &= ~player.weapons;
829 if (it || (item.spawnshieldtime && item.pickup_anyway))
832 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
833 if(it & WepSet_FromWeapon(i))
835 W_DropEvent(WR_PICKUP, player, i, item);
836 W_GiveWeapon(player, i);
841 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
845 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
848 if (item.strength_finished)
851 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
853 if (item.invincible_finished)
856 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
858 if (item.superweapons_finished)
861 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
866 // always eat teamed entities
874 if (player.switchweapon != w_getbestweapon(player))
875 W_SwitchWeapon_Force(player, w_getbestweapon(player));
882 void Item_Touch (void)
886 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
887 if(self.classname == "droppedweapon")
889 if (ITEM_TOUCH_NEEDKILL())
896 if (!IS_PLAYER(other))
902 if (self.solid != SOLID_TRIGGER)
904 if (self.owner == other)
906 if (time < self.item_spawnshieldtime)
909 switch(MUTATOR_CALLHOOK(ItemTouch))
911 case MUT_ITEMTOUCH_RETURN: { return; }
912 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
915 if (self.classname == "droppedweapon")
917 self.strength_finished = max(0, self.strength_finished - time);
918 self.invincible_finished = max(0, self.invincible_finished - time);
919 self.superweapons_finished = max(0, self.superweapons_finished - time);
921 entity it = self.itemdef;
922 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
925 if (self.classname == "droppedweapon")
927 // undo what we did above
928 self.strength_finished += time;
929 self.invincible_finished += time;
930 self.superweapons_finished += time;
937 other.last_pickup = time;
939 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
940 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
942 if (self.classname == "droppedweapon")
944 else if (self.spawnshieldtime)
948 RandomSelection_Init();
949 for(head = world; (head = findfloat(head, team, self.team)); )
951 if(head.flags & FL_ITEM)
954 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
957 e = RandomSelection_chosen_ent;
962 Item_ScheduleRespawn(e);
968 Item_Show(self, !self.state);
969 setorigin (self, self.origin);
971 if(self.classname != "droppedweapon")
973 self.think = Item_Think;
974 self.nextthink = time;
976 if(self.waypointsprite_attached)
977 WaypointSprite_Kill(self.waypointsprite_attached);
979 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
980 Item_ScheduleInitialRespawn(self);
988 if(self.effects & EF_NODRAW)
990 // marker for item team search
991 dprint("Initializing item team ", ftos(self.team), "\n");
992 RandomSelection_Init();
993 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
994 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
995 e = RandomSelection_chosen_ent;
999 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
1003 // make it a non-spawned item
1004 Item_Show(head, -1);
1005 head.state = 1; // state 1 = initially hidden item
1007 head.effects &= ~EF_NODRAW;
1014 // Savage: used for item garbage-collection
1015 // TODO: perhaps nice special effect?
1016 void RemoveItem(void)
1021 // pickup evaluation functions
1022 // these functions decide how desirable an item is to the bots
1024 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1026 float weapon_pickupevalfunc(entity player, entity item)
1030 // See if I have it already
1031 if(item.weapons & ~player.weapons)
1033 // If I can pick it up
1034 if(!item.spawnshieldtime)
1036 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
1038 // Skilled bots will grab more
1039 c = bound(0, skill / 10, 1) * 0.5;
1047 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
1048 if( bot_custom_weapon && c )
1050 // Find the highest position on any range
1052 for (int j = 0; j < WEP_LAST ; ++j){
1054 bot_weapons_far[j] == item.weapon ||
1055 bot_weapons_mid[j] == item.weapon ||
1056 bot_weapons_close[j] == item.weapon
1067 position = WEP_LAST - position;
1068 // item.bot_pickupbasevalue is overwritten here
1069 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
1073 return item.bot_pickupbasevalue * c;
1076 float commodity_pickupevalfunc(entity player, entity item)
1079 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1083 // Detect needed ammo
1084 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1086 wi = get_weaponinfo(i);
1088 if (!(player.weapons & WepSet_FromWeapon(i)))
1091 if(wi.items & IT_SHELLS)
1093 else if(wi.items & IT_NAILS)
1095 else if(wi.items & IT_ROCKETS)
1096 need_rockets = true;
1097 else if(wi.items & IT_CELLS)
1099 else if(wi.items & IT_PLASMA)
1101 else if(wi.items & IT_FUEL)
1105 // TODO: figure out if the player even has the weapon this ammo is for?
1106 // may not affect strategy much though...
1107 // find out how much more ammo/armor/health the player can hold
1109 if (item.ammo_shells)
1110 if (player.ammo_shells < g_pickup_shells_max)
1111 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1113 if (item.ammo_nails)
1114 if (player.ammo_nails < g_pickup_nails_max)
1115 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1117 if (item.ammo_rockets)
1118 if (player.ammo_rockets < g_pickup_rockets_max)
1119 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1121 if (item.ammo_cells)
1122 if (player.ammo_cells < g_pickup_cells_max)
1123 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1125 if (item.ammo_plasma)
1126 if (player.ammo_plasma < g_pickup_plasma_max)
1127 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1130 if (player.ammo_fuel < g_pickup_fuel_max)
1131 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1132 if (item.armorvalue)
1133 if (player.armorvalue < item.max_armorvalue)
1134 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1136 if (player.health < item.max_health)
1137 c = c + max(0, 1 - player.health / item.max_health);
1139 return item.bot_pickupbasevalue * c;
1142 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1144 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1148 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)
1150 startitem_failed = false;
1152 if(self.model == "")
1153 self.model = itemmodel;
1155 if(self.model == "")
1157 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1161 if(self.item_pickupsound == "")
1162 self.item_pickupsound = pickupsound;
1164 if(!self.respawntime) // both need to be set
1166 self.respawntime = defaultrespawntime;
1167 self.respawntimejitter = defaultrespawntimejitter;
1170 self.items = itemid;
1171 self.weapon = weaponid;
1174 self.weapons = WepSet_FromWeapon(weaponid);
1176 self.flags = FL_ITEM | itemflags;
1178 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1180 startitem_failed = true;
1185 // is it a dropped weapon?
1186 if (self.classname == "droppedweapon")
1188 self.reset = SUB_Remove;
1189 // it's a dropped weapon
1190 self.movetype = MOVETYPE_TOSS;
1192 // Savage: remove thrown items after a certain period of time ("garbage collection")
1193 self.think = RemoveItem;
1194 self.nextthink = time + 20;
1196 self.takedamage = DAMAGE_YES;
1197 self.event_damage = Item_Damage;
1199 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1202 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1203 if(self.ammo_nails == 0)
1204 if(self.ammo_cells == 0)
1205 if(self.ammo_rockets == 0)
1206 if(self.ammo_shells == 0)
1207 if(self.ammo_fuel == 0)
1208 if(self.health == 0)
1209 if(self.armorvalue == 0)
1212 // if item is worthless after a timer, have it expire then
1213 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1216 // don't drop if in a NODROP zone (such as lava)
1217 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1218 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1220 startitem_failed = true;
1227 if(!have_pickup_item())
1229 startitem_failed = true;
1234 self.reset = Item_Reset;
1235 // it's a level item
1236 if(self.spawnflags & 1)
1239 self.movetype = MOVETYPE_NONE;
1241 self.movetype = MOVETYPE_TOSS;
1242 // do item filtering according to game mode and other things
1245 // first nudge it off the floor a little bit to avoid math errors
1246 setorigin(self, self.origin + '0 0 1');
1247 // set item size before we spawn a spawnfunc_waypoint
1248 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1249 setsize (self, '-16 -16 0', '16 16 48');
1251 setsize (self, '-16 -16 0', '16 16 32');
1253 // note droptofloor returns false if stuck/or would fall too far
1255 waypoint_spawnforitem(self);
1259 * can't do it that way, as it would break maps
1260 * TODO make a target_give like entity another way, that perhaps has
1261 * the weapon name in a key
1264 // target_give not yet supported; maybe later
1265 print("removed targeted ", self.classname, "\n");
1266 startitem_failed = true;
1272 if(autocvar_spawn_debug >= 2)
1275 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1277 // why not flags & fl_item?
1278 if(otheritem.is_item)
1280 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1281 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1282 error("Mapper sucks.");
1285 self.is_item = true;
1288 weaponsInMap |= WepSet_FromWeapon(weaponid);
1290 precache_model (self.model);
1291 precache_sound (self.item_pickupsound);
1293 precache_sound ("misc/itemrespawncountdown.wav");
1294 if(itemid == IT_STRENGTH)
1295 precache_sound ("misc/strength_respawn.wav");
1296 else if(itemid == IT_INVINCIBLE)
1297 precache_sound ("misc/shield_respawn.wav");
1299 precache_sound ("misc/itemrespawn.wav");
1301 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1302 self.target = "###item###"; // for finding the nearest item using find()
1304 Item_ItemsTime_UpdateTime(self, 0);
1307 self.bot_pickup = true;
1308 self.bot_pickupevalfunc = pickupevalfunc;
1309 self.bot_pickupbasevalue = pickupbasevalue;
1310 self.mdl = self.model;
1311 self.netname = itemname;
1312 self.touch = Item_Touch;
1313 setmodel(self, "null"); // precision set below
1314 //self.effects |= EF_LOWPRECISION;
1316 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1318 self.pos1 = '-16 -16 0';
1319 self.pos2 = '16 16 48';
1323 self.pos1 = '-16 -16 0';
1324 self.pos2 = '16 16 32';
1326 setsize (self, self.pos1, self.pos2);
1328 if(itemflags & FL_POWERUP)
1329 self.ItemStatus |= ITS_ANIMATE1;
1331 if(self.armorvalue || self.health)
1332 self.ItemStatus |= ITS_ANIMATE2;
1334 if(itemflags & FL_WEAPON)
1336 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1337 self.colormap = 1024; // color shirt=0 pants=0 grey
1341 self.ItemStatus |= ITS_ANIMATE1;
1342 self.ItemStatus |= ISF_COLORMAP;
1346 if(self.team) // broken, no idea why.
1349 self.cnt = 1; // item probability weight
1351 self.effects |= EF_NODRAW; // marker for item team search
1352 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1357 Net_LinkEntity(self, false, 0, ItemSend);
1359 self.SendFlags |= ISF_SIZE;
1361 self.SendFlags |= ISF_ANGLES;
1363 // call this hook after everything else has been done
1364 if(MUTATOR_CALLHOOK(Item_Spawn))
1366 startitem_failed = true;
1372 void StartItemA (entity a)
1375 StartItem(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);
1378 void spawnfunc_item_rockets (void) {
1379 if(!self.ammo_rockets)
1380 self.ammo_rockets = g_pickup_rockets;
1381 if(!self.pickup_anyway)
1382 self.pickup_anyway = g_pickup_ammo_anyway;
1383 StartItemA (ITEM_Rockets);
1386 void spawnfunc_item_bullets (void) {
1388 if(autocvar_sv_q3acompat_machineshotgunswap)
1389 if(self.classname != "droppedweapon")
1391 weaponswapping = true;
1392 spawnfunc_item_shells();
1393 weaponswapping = false;
1397 if(!self.ammo_nails)
1398 self.ammo_nails = g_pickup_nails;
1399 if(!self.pickup_anyway)
1400 self.pickup_anyway = g_pickup_ammo_anyway;
1401 StartItemA (ITEM_Bullets);
1404 void spawnfunc_item_cells (void) {
1405 if(!self.ammo_cells)
1406 self.ammo_cells = g_pickup_cells;
1407 if(!self.pickup_anyway)
1408 self.pickup_anyway = g_pickup_ammo_anyway;
1409 StartItemA (ITEM_Cells);
1412 void spawnfunc_item_plasma()
1414 if(!self.ammo_plasma)
1415 self.ammo_plasma = g_pickup_plasma;
1416 if(!self.pickup_anyway)
1417 self.pickup_anyway = g_pickup_ammo_anyway;
1418 StartItemA (ITEM_Plasma);
1421 void spawnfunc_item_shells (void) {
1423 if(autocvar_sv_q3acompat_machineshotgunswap)
1424 if(self.classname != "droppedweapon")
1426 weaponswapping = true;
1427 spawnfunc_item_bullets();
1428 weaponswapping = false;
1432 if(!self.ammo_shells)
1433 self.ammo_shells = g_pickup_shells;
1434 if(!self.pickup_anyway)
1435 self.pickup_anyway = g_pickup_ammo_anyway;
1436 StartItemA (ITEM_Shells);
1439 void spawnfunc_item_armor_small (void) {
1440 if(!self.armorvalue)
1441 self.armorvalue = g_pickup_armorsmall;
1442 if(!self.max_armorvalue)
1443 self.max_armorvalue = g_pickup_armorsmall_max;
1444 if(!self.pickup_anyway)
1445 self.pickup_anyway = g_pickup_armorsmall_anyway;
1446 StartItemA (ITEM_ArmorSmall);
1449 void spawnfunc_item_armor_medium (void) {
1450 if(!self.armorvalue)
1451 self.armorvalue = g_pickup_armormedium;
1452 if(!self.max_armorvalue)
1453 self.max_armorvalue = g_pickup_armormedium_max;
1454 if(!self.pickup_anyway)
1455 self.pickup_anyway = g_pickup_armormedium_anyway;
1456 StartItemA (ITEM_ArmorMedium);
1459 void spawnfunc_item_armor_big (void) {
1460 if(!self.armorvalue)
1461 self.armorvalue = g_pickup_armorbig;
1462 if(!self.max_armorvalue)
1463 self.max_armorvalue = g_pickup_armorbig_max;
1464 if(!self.pickup_anyway)
1465 self.pickup_anyway = g_pickup_armorbig_anyway;
1466 StartItemA (ITEM_ArmorBig);
1469 void spawnfunc_item_armor_large (void) {
1470 if(!self.armorvalue)
1471 self.armorvalue = g_pickup_armorlarge;
1472 if(!self.max_armorvalue)
1473 self.max_armorvalue = g_pickup_armorlarge_max;
1474 if(!self.pickup_anyway)
1475 self.pickup_anyway = g_pickup_armorlarge_anyway;
1476 StartItemA (ITEM_ArmorLarge);
1479 void spawnfunc_item_health_small (void) {
1480 if(!self.max_health)
1481 self.max_health = g_pickup_healthsmall_max;
1483 self.health = g_pickup_healthsmall;
1484 if(!self.pickup_anyway)
1485 self.pickup_anyway = g_pickup_healthsmall_anyway;
1486 StartItemA (ITEM_HealthSmall);
1489 void spawnfunc_item_health_medium (void) {
1490 if(!self.max_health)
1491 self.max_health = g_pickup_healthmedium_max;
1493 self.health = g_pickup_healthmedium;
1494 if(!self.pickup_anyway)
1495 self.pickup_anyway = g_pickup_healthmedium_anyway;
1496 StartItemA (ITEM_HealthMedium);
1499 void spawnfunc_item_health_large (void) {
1500 if(!self.max_health)
1501 self.max_health = g_pickup_healthlarge_max;
1503 self.health = g_pickup_healthlarge;
1504 if(!self.pickup_anyway)
1505 self.pickup_anyway = g_pickup_healthlarge_anyway;
1506 StartItemA (ITEM_HealthLarge);
1509 void spawnfunc_item_health_mega (void) {
1510 if(!self.max_health)
1511 self.max_health = g_pickup_healthmega_max;
1513 self.health = g_pickup_healthmega;
1514 if(!self.pickup_anyway)
1515 self.pickup_anyway = g_pickup_healthmega_anyway;
1516 StartItemA (ITEM_HealthMega);
1519 // support old misnamed entities
1520 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1521 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1522 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1523 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1524 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1526 void spawnfunc_item_strength (void) {
1527 precache_sound("weapons/strength_fire.wav");
1528 if(!self.strength_finished)
1529 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1530 StartItemA (ITEM_Strength);
1533 void spawnfunc_item_invincible (void) {
1534 if(!self.invincible_finished)
1535 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1536 StartItemA (ITEM_Shield);
1540 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1542 void target_items_use (void)
1544 if(activator.classname == "droppedweapon")
1551 if (!IS_PLAYER(activator))
1553 if(activator.deadflag != DEAD_NO)
1558 for(e = world; (e = find(e, classname, "droppedweapon")); )
1559 if(e.enemy == activator)
1562 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1563 centerprint(activator, self.message);
1566 void spawnfunc_target_items (void)
1572 self.use = target_items_use;
1573 if(!self.strength_finished)
1574 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1575 if(!self.invincible_finished)
1576 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1577 if(!self.superweapons_finished)
1578 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1580 precache_sound("misc/itempickup.wav");
1581 precache_sound("misc/megahealth.wav");
1582 precache_sound("misc/armor25.wav");
1583 precache_sound("misc/powerup.wav");
1584 precache_sound("misc/poweroff.wav");
1585 precache_sound("weapons/weaponpickup.wav");
1587 n = tokenize_console(self.netname);
1588 if(argv(0) == "give")
1590 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1594 for(i = 0; i < n; ++i)
1596 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1597 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1598 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1599 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1600 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1601 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1602 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1603 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1606 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1608 e = get_weaponinfo(j);
1609 s = W_UndeprecateName(argv(i));
1612 self.weapons |= WepSet_FromWeapon(j);
1613 if(self.spawnflags == 0 || self.spawnflags == 2)
1614 WEP_ACTION(e.weapon, WR_INIT);
1619 print("target_items: invalid item ", argv(i), "\n");
1623 string itemprefix, valueprefix;
1624 if(self.spawnflags == 0)
1629 else if(self.spawnflags == 1)
1631 itemprefix = "max ";
1632 valueprefix = "max ";
1634 else if(self.spawnflags == 2)
1636 itemprefix = "min ";
1637 valueprefix = "min ";
1639 else if(self.spawnflags == 4)
1641 itemprefix = "minus ";
1642 valueprefix = "max ";
1646 error("invalid spawnflags");
1647 itemprefix = valueprefix = string_null;
1651 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1652 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1653 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1654 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1655 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1656 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1657 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1658 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1659 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1660 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1661 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1662 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1663 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1664 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1665 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1666 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1668 e = get_weaponinfo(j);
1670 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1673 self.netname = strzone(self.netname);
1674 //print(self.netname, "\n");
1676 n = tokenize_console(self.netname);
1677 for(i = 0; i < n; ++i)
1679 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1681 e = get_weaponinfo(j);
1682 if(argv(i) == e.netname)
1684 WEP_ACTION(e.weapon, WR_INIT);
1691 void spawnfunc_item_fuel(void)
1694 self.ammo_fuel = g_pickup_fuel;
1695 if(!self.pickup_anyway)
1696 self.pickup_anyway = g_pickup_ammo_anyway;
1697 StartItemA (ITEM_JetpackFuel);
1700 void spawnfunc_item_fuel_regen(void)
1702 if(start_items & IT_FUEL_REGEN)
1704 spawnfunc_item_fuel();
1707 StartItemA (ITEM_JetpackRegen);
1710 void spawnfunc_item_jetpack(void)
1713 self.ammo_fuel = g_pickup_fuel_jetpack;
1714 if(start_items & IT_JETPACK)
1716 spawnfunc_item_fuel();
1719 StartItemA (ITEM_Jetpack);
1722 float GiveWeapon(entity e, float wpn, float op, float val)
1725 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1730 e.weapons |= WepSet_FromWeapon(wpn);
1732 e.weapons &= ~WepSet_FromWeapon(wpn);
1737 e.weapons |= WepSet_FromWeapon(wpn);
1741 e.weapons &= ~WepSet_FromWeapon(wpn);
1745 e.weapons &= ~WepSet_FromWeapon(wpn);
1748 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1752 float GiveBit(entity e, .float fld, float bit, float op, float val)
1755 v0 = (e.(fld) & bit);
1778 v1 = (e.(fld) & bit);
1782 float GiveValue(entity e, .float fld, float op, float val)
1792 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1795 e.(fld) = min(e.(fld), val);
1808 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1815 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1817 else if(v0 >= v0 + t)
1820 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1824 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1827 e.(rotfield) = max(e.(rotfield), time + rottime);
1829 e.(regenfield) = max(e.(regenfield), time + regentime);
1831 float GiveItems(entity e, float beginarg, float endarg)
1833 float got, i, j, val, op;
1834 float _switchweapon;
1843 _switchweapon = false;
1845 if (e.switchweapon == w_getbestweapon(e))
1846 _switchweapon = true;
1848 e.strength_finished = max(0, e.strength_finished - time);
1849 e.invincible_finished = max(0, e.invincible_finished - time);
1850 e.superweapons_finished = max(0, e.superweapons_finished - time);
1854 PREGIVE(e, strength_finished);
1855 PREGIVE(e, invincible_finished);
1856 PREGIVE(e, superweapons_finished);
1857 PREGIVE(e, ammo_nails);
1858 PREGIVE(e, ammo_cells);
1859 PREGIVE(e, ammo_plasma);
1860 PREGIVE(e, ammo_shells);
1861 PREGIVE(e, ammo_rockets);
1862 PREGIVE(e, ammo_fuel);
1863 PREGIVE(e, armorvalue);
1866 for(i = beginarg; i < endarg; ++i)
1870 if(cmd == "0" || stof(cmd))
1894 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1895 got += GiveValue(e, strength_finished, op, val);
1896 got += GiveValue(e, invincible_finished, op, val);
1897 got += GiveValue(e, superweapons_finished, op, val);
1898 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1900 got += GiveBit(e, items, IT_JETPACK, op, val);
1901 got += GiveValue(e, health, op, val);
1902 got += GiveValue(e, armorvalue, op, val);
1904 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1906 wi = get_weaponinfo(j);
1908 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1909 got += GiveWeapon(e, j, op, val);
1912 got += GiveValue(e, ammo_cells, op, val);
1913 got += GiveValue(e, ammo_plasma, op, val);
1914 got += GiveValue(e, ammo_shells, op, val);
1915 got += GiveValue(e, ammo_nails, op, val);
1916 got += GiveValue(e, ammo_rockets, op, val);
1917 got += GiveValue(e, ammo_fuel, op, val);
1919 case "unlimited_ammo":
1920 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1922 case "unlimited_weapon_ammo":
1923 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1925 case "unlimited_superweapons":
1926 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1929 got += GiveBit(e, items, IT_JETPACK, op, val);
1932 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1935 got += GiveValue(e, strength_finished, op, val);
1938 got += GiveValue(e, invincible_finished, op, val);
1940 case "superweapons":
1941 got += GiveValue(e, superweapons_finished, op, val);
1944 got += GiveValue(e, ammo_cells, op, val);
1947 got += GiveValue(e, ammo_plasma, op, val);
1950 got += GiveValue(e, ammo_shells, op, val);
1954 got += GiveValue(e, ammo_nails, op, val);
1957 got += GiveValue(e, ammo_rockets, op, val);
1960 got += GiveValue(e, health, op, val);
1963 got += GiveValue(e, armorvalue, op, val);
1966 got += GiveValue(e, ammo_fuel, op, val);
1969 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1971 wi = get_weaponinfo(j);
1972 if(cmd == wi.netname)
1974 got += GiveWeapon(e, j, op, val);
1979 print("give: invalid item ", cmd, "\n");
1986 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1987 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1988 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1989 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1990 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1992 wi = get_weaponinfo(j);
1995 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1996 if (!(save_weapons & WepSet_FromWeapon(j)))
1997 if(e.weapons & WepSet_FromWeapon(j))
1998 WEP_ACTION(wi.weapon, WR_INIT);
2001 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2002 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2003 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2004 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2005 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
2006 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2007 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2008 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);
2009 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);
2010 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);
2012 if(e.superweapons_finished <= 0)
2013 if(self.weapons & WEPSET_SUPERWEAPONS)
2014 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2016 if(e.strength_finished <= 0)
2017 e.strength_finished = 0;
2019 e.strength_finished += time;
2020 if(e.invincible_finished <= 0)
2021 e.invincible_finished = 0;
2023 e.invincible_finished += time;
2024 if(e.superweapons_finished <= 0)
2025 e.superweapons_finished = 0;
2027 e.superweapons_finished += time;
2029 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
2030 _switchweapon = true;
2032 W_SwitchWeapon_Force(e, w_getbestweapon(e));