1 #define ITEM_RESPAWN_TICKS 10
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3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
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4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
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5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
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6 // range: 10 .. respawntime + respawntimejitter
\r
8 floatfield Item_CounterField(float it)
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12 case IT_FUEL: return ammo_fuel;
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13 case IT_5HP: return health;
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14 case IT_25HP: return health;
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15 case IT_HEALTH: return health;
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16 case IT_ARMOR_SHARD: return armorvalue;
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17 case IT_ARMOR: return armorvalue;
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18 // add more things here (health, armor)
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19 default: error("requested item has no counter field");
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23 string Item_CounterFieldName(float it)
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27 case IT_FUEL: return "fuel";
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29 // add more things here (health, armor)
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30 default: error("requested item has no counter field name");
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34 .float max_armorvalue;
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36 float Item_Customize()
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38 if(self.spawnshieldtime)
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40 if(self.weapons != (self.weapons & other.weapons))
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42 self.colormod = '0 0 0';
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43 self.glowmod = self.colormod;
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44 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
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51 self.colormod = stov(cvar_string("g_ghost_items_color"));
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52 self.glowmod = self.colormod;
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53 self.alpha = g_ghost_items;
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61 void Item_Show (entity e, float mode)
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63 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
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66 // make the item look normal, and be touchable
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68 e.solid = SOLID_TRIGGER;
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69 e.colormod = '0 0 0';
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70 e.glowmod = e.colormod;
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72 e.customizeentityforclient = func_null;
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74 e.spawnshieldtime = 1;
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78 // hide the item completely
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79 e.model = string_null;
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80 e.solid = SOLID_NOT;
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81 e.colormod = '0 0 0';
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82 e.glowmod = e.colormod;
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84 e.customizeentityforclient = func_null;
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86 e.spawnshieldtime = 1;
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88 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
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90 // make the item translucent green and not touchable
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92 e.solid = SOLID_TRIGGER; // can STILL be picked up!
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93 e.colormod = '0 0 0';
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94 e.glowmod = e.colormod;
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95 e.effects |= EF_STARDUST;
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96 e.customizeentityforclient = Item_Customize;
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98 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
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100 else if(g_ghost_items)
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102 // make the item translucent green and not touchable
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104 e.solid = SOLID_NOT;
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105 e.colormod = stov(cvar_string("g_ghost_items_color"));
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106 e.glowmod = e.colormod;
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107 e.alpha = g_ghost_items;
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108 e.customizeentityforclient = func_null;
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110 e.spawnshieldtime = 1;
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114 // hide the item completely
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115 e.model = string_null;
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116 e.solid = SOLID_NOT;
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117 e.colormod = stov(cvar_string("g_ghost_items_color"));
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118 e.glowmod = e.colormod;
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120 e.customizeentityforclient = func_null;
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122 e.spawnshieldtime = 1;
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125 if (e.strength_finished || e.invincible_finished)
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126 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
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127 if (cvar("g_nodepthtestitems"))
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128 e.effects |= EF_NODEPTHTEST;
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129 if (cvar("g_fullbrightitems"))
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130 e.effects |= EF_FULLBRIGHT;
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132 // relink entity (because solid may have changed)
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133 setorigin(e, e.origin);
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136 void Item_Respawn (void)
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138 Item_Show(self, 1);
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139 if(self.items == IT_STRENGTH)
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140 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
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141 else if(self.items == IT_INVINCIBLE)
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142 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
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144 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
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145 setorigin (self, self.origin);
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147 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
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150 void Item_RespawnCountdown (void)
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152 if(self.count >= ITEM_RESPAWN_TICKS)
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154 if(self.waypointsprite_attached)
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155 WaypointSprite_Kill(self.waypointsprite_attached);
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160 self.nextthink = time + 1;
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162 if(self.count == 1)
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166 name = string_null;
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169 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
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170 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
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174 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
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175 if(self.waypointsprite_attached)
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177 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
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178 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
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179 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
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183 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
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184 if(self.waypointsprite_attached)
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186 WaypointSprite_Ping(self.waypointsprite_attached);
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187 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
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192 void Item_ScheduleRespawnIn(entity e, float t)
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194 if(e.flags & FL_POWERUP)
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196 e.think = Item_RespawnCountdown;
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197 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
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202 e.think = Item_Respawn;
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203 e.nextthink = time + t;
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207 void Item_ScheduleRespawn(entity e)
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210 if(e.respawntime > 0) // if respawntime is -1, this item does not respawn
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211 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
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216 void Item_ScheduleInitialRespawn(entity e)
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219 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
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222 void Item_Consumable_Remove();
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223 void Item_Consumable_Think()
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225 if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)
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227 self.predator.regurgitate_prepare = 0;
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228 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach
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229 Item_Consumable_Remove();
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233 dprint("!!!!!!!!\n");
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234 self.nextthink = time;
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237 float Item_Consumable_Customizeentityforclient()
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239 if(cvar("g_vore_neighborprey_distance_item") && self.predator == other.predator && !(other.cvar_chase_active || other.classname == "observer"))
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241 self.alpha = default_player_alpha; // allow seeing neighboring items
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242 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST
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245 self.alpha = -1; // hide item
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249 void Item_Consumable_Remove()
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251 // predator effects, some common to those in Vore_Regurgitate
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252 PlayerSound(self.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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253 setanim(self.predator, self.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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254 pointparticles(particleeffectnum("vore_regurgitate"), self.predator.origin, '0 0 0', 1);
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255 self.predator.punchangle_x += cvar("g_balance_vore_regurgitate_predator_punchangle_item");
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256 self.predator.regurgitate_prepare = 0;
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257 self.predator.action_delay = time + cvar("g_balance_vore_action_delay");
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259 self.nextthink = 0;
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264 void Item_Consumable_Spawn(entity e, entity pl)
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269 item.classname = "consumable";
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270 item.movetype = MOVETYPE_FOLLOW;
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271 item.solid = SOLID_NOT;
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272 setmodel(item, e.model);
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273 item.health = e.health;
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274 item.max_health = e.max_health;
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277 item.predator = pl;
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279 item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");
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280 item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");
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281 item.view_ofs_z = CONSUMABLE_VIEW_OFS_z;
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283 item.customizeentityforclient = Item_Consumable_Customizeentityforclient;
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284 item.think = Item_Consumable_Think;
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285 item.nextthink = time;
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287 // predator effects, some common to those in Vore_Swallow
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288 PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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289 setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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290 pl.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle_item");
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291 pl.regurgitate_prepare = 0;
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292 pl.action_delay = time + cvar("g_balance_vore_action_delay");
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293 Vore_AutoDigest(pl);
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296 float Item_GiveTo(entity item, entity player)
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298 float _switchweapon;
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304 // if nothing happens to player, just return without taking the item
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306 _switchweapon = FALSE;
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308 if (g_weapon_stay == 1)
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309 if not(item.flags & FL_NO_WEAPON_STAY)
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310 if (item.flags & FL_WEAPON)
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312 if(item.classname == "droppedweapon")
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314 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
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319 if (player.weapons & item.weapons)
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324 // in case the player has autoswitch enabled do the following:
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325 // if the player is using their best weapon before items are given, they
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326 // probably want to switch to an even better weapon after items are given
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327 if (player.autoswitch)
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328 if (player.switchweapon == w_getbestweapon(player))
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329 _switchweapon = TRUE;
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331 if not(player.weapons & W_WeaponBit(player.switchweapon))
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332 _switchweapon = TRUE;
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334 if(item.spawnshieldtime)
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336 if (item.ammo_fuel)
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337 if (player.ammo_fuel < g_pickup_fuel_max)
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340 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
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341 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
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345 if (item.flags & FL_WEAPON)
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346 if ((it = item.weapons - (item.weapons & player.weapons)))
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349 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
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351 e = get_weaponinfo(i);
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353 W_GiveWeapon (player, e.weapon, item.netname);
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357 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
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360 player.items |= it;
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361 sprint (player, strcat("You got the ^2", item.netname, "\n"));
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364 if(item.spawnshieldtime)
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366 if (item.strength_finished)
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369 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
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371 if (item.invincible_finished)
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374 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
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379 if(item.dmg) // consumable item
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381 if(player.stomach_load + item.dmg <= player.stomach_maxload)
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384 Item_Consumable_Spawn(self, player);
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387 else if (player.health < item.max_health)
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390 player.health = min(player.health + item.health, item.max_health);
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391 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
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394 if (item.armorvalue)
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395 if (player.armorvalue < item.max_armorvalue)
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398 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
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399 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
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404 // always eat teamed entities
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411 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
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413 if (player.switchweapon != w_getbestweapon(player))
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414 W_SwitchWeapon_Force(player, w_getbestweapon(player));
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419 void Item_Touch (void)
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423 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
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424 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
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429 if (other.classname != "player")
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431 if (other.deadflag)
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433 if (self.solid != SOLID_TRIGGER)
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435 if (self.owner == other)
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438 if(!Item_GiveTo(self, other))
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441 other.last_pickup = time;
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443 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
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445 if (self.classname == "droppedweapon")
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447 else if not(self.spawnshieldtime)
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449 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
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455 RandomSelection_Init();
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456 for(head = world; (head = findfloat(head, team, self.team)); )
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458 if(head.flags & FL_ITEM)
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460 Item_Show(head, -1);
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461 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
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464 e = RandomSelection_chosen_ent;
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468 Item_ScheduleRespawn(e);
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472 void Item_FindTeam()
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476 if(self.effects & EF_NODRAW)
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478 // marker for item team search
\r
479 dprint("Initializing item team ", ftos(self.team), "\n");
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480 RandomSelection_Init();
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481 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
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482 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
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483 e = RandomSelection_chosen_ent;
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487 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
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491 // make it a non-spawned item
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492 Item_Show(head, -1);
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493 head.state = 1; // state 1 = initially hidden item
\r
495 head.effects &~= EF_NODRAW;
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498 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
\r
499 Item_ScheduleInitialRespawn(e);
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505 Item_Show(self, !self.state);
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506 setorigin (self, self.origin);
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507 self.think = SUB_Null;
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508 self.nextthink = 0;
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510 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
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511 Item_ScheduleInitialRespawn(self);
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514 // Savage: used for item garbage-collection
\r
515 // TODO: perhaps nice special effect?
\r
516 void RemoveItem(void)
\r
521 // pickup evaluation functions
\r
522 // these functions decide how desirable an item is to the bots
\r
524 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
\r
526 float weapon_pickupevalfunc(entity player, entity item)
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528 float c, i, j, position;
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530 // See if I have it already
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531 if(player.weapons & item.weapons == item.weapons)
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533 // If I can pick it up
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534 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
\r
542 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
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543 if( bot_custom_weapon && c )
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545 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
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548 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
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551 // Find the highest position on any range
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553 for(j = 0; j < WEP_LAST ; ++j){
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555 bot_weapons_far[j] == i ||
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556 bot_weapons_mid[j] == i ||
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557 bot_weapons_close[j] == i
\r
566 if (position >= 0 )
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568 position = WEP_LAST - position;
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569 // item.bot_pickupbasevalue is overwritten here
\r
570 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
\r
575 return item.bot_pickupbasevalue * c;
\r
578 float commodity_pickupevalfunc(entity player, entity item)
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584 // Detect needed ammo
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585 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
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587 wi = get_weaponinfo(i);
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589 if not(wi.weapons & player.weapons)
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593 if (item.armorvalue)
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594 if (player.armorvalue < item.max_armorvalue)
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595 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
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597 if (player.health < item.max_health)
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598 c = c + max(0, 1 - player.health / item.max_health);
\r
600 return item.bot_pickupbasevalue * c;
\r
605 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)
\r
607 startitem_failed = FALSE;
\r
609 // is it a dropped weapon?
\r
610 if (self.classname == "droppedweapon")
\r
612 self.reset = SUB_Remove;
\r
613 // it's a dropped weapon
\r
614 self.movetype = MOVETYPE_TOSS;
\r
615 // Savage: remove thrown items after a certain period of time ("garbage collection")
\r
616 self.think = RemoveItem;
\r
617 self.nextthink = time + 60;
\r
618 // don't drop if in a NODROP zone (such as lava)
\r
619 traceline(self.origin, self.origin, MOVE_NORMAL, self);
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620 if (trace_dpstartcontents & DPCONTENTS_NODROP)
\r
622 startitem_failed = TRUE;
\r
629 self.reset = Item_Reset;
\r
630 // it's a level item
\r
631 if(self.spawnflags & 1)
\r
634 self.movetype = MOVETYPE_NONE;
\r
636 self.movetype = MOVETYPE_TOSS;
\r
637 // do item filtering according to game mode and other things
\r
640 // first nudge it off the floor a little bit to avoid math errors
\r
641 setorigin(self, self.origin + '0 0 1');
\r
642 // set item size before we spawn a spawnfunc_waypoint
\r
643 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
\r
644 setsize (self, '-16 -16 0', '16 16 48');
\r
646 setsize (self, '-16 -16 0', '16 16 32');
\r
647 // note droptofloor returns FALSE if stuck/or would fall too far
\r
649 waypoint_spawnforitem(self);
\r
656 print("removed non-teamplay ", self.classname, "\n");
\r
657 startitem_failed = TRUE;
\r
666 print("removed non-FFA ", self.classname, "\n");
\r
667 startitem_failed = TRUE;
\r
675 // We aren't TA or something like that, so we keep the Q3A entities
\r
676 print("removed non-Q3A ", self.classname, "\n");
\r
677 startitem_failed = TRUE;
\r
683 * can't do it that way, as it would break maps
\r
684 * TODO make a target_give like entity another way, that perhaps has
\r
685 * the weapon name in a key
\r
686 if(self.targetname)
\r
688 // target_give not yet supported; maybe later
\r
689 print("removed targeted ", self.classname, "\n");
\r
690 startitem_failed = TRUE;
\r
696 if(cvar("spawn_debug") >= 2)
\r
699 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
\r
701 if(otheritem.is_item)
\r
703 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
\r
704 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
\r
705 error("Mapper sucks.");
\r
708 self.is_item = TRUE;
\r
711 weaponsInMap |= weaponid;
\r
715 startitem_failed = TRUE;
\r
719 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
\r
721 startitem_failed = TRUE;
\r
726 precache_model (itemmodel);
\r
727 precache_sound (pickupsound);
\r
728 precache_sound ("misc/itemrespawn.wav");
\r
729 precache_sound ("misc/itemrespawncountdown.wav");
\r
731 if(itemid == IT_STRENGTH)
\r
732 precache_sound ("misc/strength_respawn.wav");
\r
733 if(itemid == IT_INVINCIBLE)
\r
734 precache_sound ("misc/shield_respawn.wav");
\r
736 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
\r
737 self.target = "###item###"; // for finding the nearest item using find()
\r
740 self.bot_pickup = TRUE;
\r
741 self.bot_pickupevalfunc = pickupevalfunc;
\r
742 self.bot_pickupbasevalue = pickupbasevalue;
\r
743 self.mdl = itemmodel;
\r
744 self.item_pickupsound = pickupsound;
\r
745 // let mappers override respawntime
\r
746 if(!self.respawntime) // both set
\r
748 self.respawntime = defaultrespawntime;
\r
749 self.respawntimejitter = defaultrespawntimejitter;
\r
751 self.netname = itemname;
\r
752 self.items = itemid;
\r
753 self.weapons = weaponid;
\r
754 self.flags = FL_ITEM | itemflags;
\r
755 self.touch = Item_Touch;
\r
756 setmodel (self, self.mdl); // precision set below
\r
757 self.effects |= EF_LOWPRECISION;
\r
758 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
\r
759 setsize (self, '-16 -16 0', '16 16 48');
\r
761 setsize (self, '-16 -16 0', '16 16 32');
\r
762 if(itemflags & FL_WEAPON)
\r
763 self.modelflags |= MF_ROTATE;
\r
765 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
\r
766 if (itemflags & FL_WEAPON)
\r
768 // neutral team color for pickup weapons
\r
769 self.colormap = 1024; // color shirt=0 pants=0 grey
\r
772 Item_Show(self, 1);
\r
777 self.cnt = 1; // item probability weight
\r
778 self.effects = self.effects | EF_NODRAW; // marker for item team search
\r
779 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
\r
781 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
\r
782 Item_ScheduleInitialRespawn(self);
\r
785 float minst_no_auto_cells;
\r
786 void minst_remove_item (void) {
\r
787 if(minst_no_auto_cells)
\r
791 float internalteam;
\r
793 void weapon_defaultspawnfunc(float wpn)
\r
797 var .float ammofield;
\r
802 // set the respawntime in advance (so replaced weapons can copy it)
\r
804 if(!self.respawntime)
\r
806 e = get_weaponinfo(wpn);
\r
807 if(e.items == IT_SUPERWEAPON)
\r
809 self.respawntime = g_pickup_respawntime_powerup;
\r
810 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
\r
814 self.respawntime = g_pickup_respawntime_weapon;
\r
815 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
\r
819 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
\r
821 e = get_weaponinfo(wpn);
\r
822 s = cvar_string(strcat("g_weaponreplace_", e.netname));
\r
826 startitem_failed = TRUE;
\r
829 t = tokenize_console(s);
\r
832 self.team = --internalteam;
\r
834 for(i = 1; i < t; ++i)
\r
837 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
839 e = get_weaponinfo(j);
\r
843 copyentity(oldself, self);
\r
844 self.classname = "replacedweapon";
\r
845 weapon_defaultspawnfunc(j);
\r
851 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
\r
860 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
862 e = get_weaponinfo(j);
\r
871 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
\r
877 startitem_failed = TRUE;
\r
882 e = get_weaponinfo(wpn);
\r
884 if(e.items && e.items != IT_SUPERWEAPON)
\r
886 for(i = 0, j = 1; i < 24; ++i, j *= 2)
\r
890 ammofield = Item_CounterField(j);
\r
891 if(!self.ammofield)
\r
892 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
\r
898 self.flags |= FL_NO_WEAPON_STAY;
\r
901 // weapon stay isn't supported for teamed weapons
\r
903 self.flags |= FL_NO_WEAPON_STAY;
\r
905 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
\r
907 self.ammo_fuel = 0;
\r
908 // weapon stay 2: don't use ammo on weapon pickups; instead
\r
909 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
\r
912 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
\r
913 if (self.modelindex) // don't precache if self was removed
\r
914 weapon_action(e.weapon, WR_PRECACHE);
\r
917 void spawnfunc_item_armor_small (void) {
\r
918 if(!self.armorvalue)
\r
919 self.armorvalue = g_pickup_armorsmall;
\r
920 if(!self.max_armorvalue)
\r
921 self.max_armorvalue = g_pickup_armorsmall_max;
\r
922 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
\r
925 void spawnfunc_item_armor_medium (void) {
\r
926 if(!self.armorvalue)
\r
927 self.armorvalue = g_pickup_armormedium;
\r
928 if(!self.max_armorvalue)
\r
929 self.max_armorvalue = g_pickup_armormedium_max;
\r
930 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
\r
933 void spawnfunc_item_armor_big (void) {
\r
934 if(!self.armorvalue)
\r
935 self.armorvalue = g_pickup_armorbig;
\r
936 if(!self.max_armorvalue)
\r
937 self.max_armorvalue = g_pickup_armorbig_max;
\r
938 StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
\r
941 void spawnfunc_item_armor_large (void) {
\r
942 if(!self.armorvalue)
\r
943 self.armorvalue = g_pickup_armorlarge;
\r
944 if(!self.max_armorvalue)
\r
945 self.max_armorvalue = g_pickup_armorlarge_max;
\r
946 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
\r
949 void spawnfunc_item_health_small (void) {
\r
950 if(!self.max_health)
\r
951 self.max_health = g_pickup_healthsmall_max;
\r
953 self.health = g_pickup_healthsmall;
\r
954 self.dmg = g_pickup_healthsmall_consumable;
\r
955 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);
\r
958 void spawnfunc_item_health_medium (void) {
\r
959 if(!self.max_health)
\r
960 self.max_health = g_pickup_healthmedium_max;
\r
962 self.health = g_pickup_healthmedium;
\r
963 self.dmg = g_pickup_healthmedium_consumable;
\r
964 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);
\r
967 void spawnfunc_item_health_large (void) {
\r
968 if(!self.max_health)
\r
969 self.max_health = g_pickup_healthlarge_max;
\r
971 self.health = g_pickup_healthlarge;
\r
972 self.dmg = g_pickup_healthlarge_consumable;
\r
973 StartItem ("models/items/g_h50.md3", "misc/largehealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
\r
976 void spawnfunc_item_health_mega (void) {
\r
977 if(!cvar("g_powerup_superhealth"))
\r
980 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
\r
983 if(!self.max_health)
\r
984 self.max_health = g_pickup_healthmega_max;
\r
986 self.health = g_pickup_healthmega;
\r
987 self.dmg = g_pickup_healthmega_consumable;
\r
988 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);
\r
991 // support old misnamed entities
\r
992 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard
\r
993 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
\r
994 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
\r
995 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
\r
996 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
\r
998 void spawnfunc_item_strength (void) {
\r
999 if(!cvar("g_powerup_strength"))
\r
1002 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
\r
1005 precache_sound("weapons/strength_fire.wav");
\r
1006 self.strength_finished = 30;
\r
1007 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);
\r
1010 void spawnfunc_item_invincible (void) {
\r
1011 if(!cvar("g_powerup_shield"))
\r
1014 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
\r
1017 self.invincible_finished = 30;
\r
1018 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);
\r
1022 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
\r
1024 float GiveItems(entity e, float beginarg, float endarg);
\r
1025 void target_items_use (void)
\r
1027 if(activator.classname == "droppedweapon")
\r
1029 EXACTTRIGGER_TOUCH;
\r
1030 remove(activator);
\r
1034 if(activator.classname != "player")
\r
1036 if(activator.deadflag != DEAD_NO)
\r
1038 EXACTTRIGGER_TOUCH;
\r
1041 for(e = world; (e = find(e, classname, "droppedweapon")); )
\r
1042 if(e.enemy == activator)
\r
1045 if(GiveItems(activator, 0, tokenize_console(self.netname)))
\r
1046 centerprint(activator, self.message);
\r
1049 void spawnfunc_target_items (void)
\r
1054 self.use = target_items_use;
\r
1055 if(!self.strength_finished)
\r
1056 self.strength_finished = cvar("g_balance_powerup_strength_time");
\r
1057 if(!self.invincible_finished)
\r
1058 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
\r
1060 precache_sound("misc/itempickup.wav");
\r
1061 precache_sound("misc/itempickup.wav");
\r
1062 precache_sound("misc/itempickup.wav");
\r
1063 precache_sound("misc/itempickup.wav");
\r
1064 precache_sound("misc/megahealth.wav");
\r
1065 precache_sound("misc/armor25.wav");
\r
1066 precache_sound("misc/powerup.wav");
\r
1067 precache_sound("misc/poweroff.wav");
\r
1068 precache_sound("weapons/weaponpickup.wav");
\r
1070 n = tokenize_console(self.netname);
\r
1071 if(argv(0) == "give")
\r
1073 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
\r
1077 for(i = 0; i < n; ++i)
\r
1079 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
\r
1080 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
\r
1081 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
\r
1082 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
\r
1083 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
\r
1084 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
\r
1085 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
\r
1087 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1089 e = get_weaponinfo(j);
\r
1090 if(argv(i) == e.netname)
\r
1092 self.weapons |= e.weapons;
\r
1093 if(self.spawnflags == 0 || self.spawnflags == 2)
\r
1094 weapon_action(e.weapon, WR_PRECACHE);
\r
1099 print("target_items: invalid item ", argv(i), "\n");
\r
1102 string itemprefix, valueprefix;
\r
1103 if(self.spawnflags == 0)
\r
1108 else if(self.spawnflags == 1)
\r
1110 itemprefix = "max ";
\r
1111 valueprefix = "max ";
\r
1113 else if(self.spawnflags == 2)
\r
1115 itemprefix = "min ";
\r
1116 valueprefix = "min ";
\r
1118 else if(self.spawnflags == 4)
\r
1120 itemprefix = "minus ";
\r
1121 valueprefix = "max ";
\r
1124 error("invalid spawnflags");
\r
1126 self.netname = "";
\r
1127 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
\r
1128 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
\r
1129 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
\r
1130 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
\r
1131 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
\r
1132 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
\r
1133 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
\r
1134 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
\r
1135 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
\r
1136 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1138 e = get_weaponinfo(j);
\r
1140 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
\r
1143 self.netname = strzone(self.netname);
\r
1144 //print(self.netname, "\n");
\r
1146 n = tokenize_console(self.netname);
\r
1147 for(i = 0; i < n; ++i)
\r
1149 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1151 e = get_weaponinfo(j);
\r
1152 if(argv(i) == e.netname)
\r
1154 weapon_action(e.weapon, WR_PRECACHE);
\r
1161 void spawnfunc_item_fuel(void)
\r
1163 if(!self.ammo_fuel)
\r
1164 self.ammo_fuel = g_pickup_fuel;
\r
1165 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);
\r
1168 void spawnfunc_item_fuel_regen(void)
\r
1170 if(start_items & IT_FUEL_REGEN)
\r
1172 spawnfunc_item_fuel();
\r
1175 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel regenerator", IT_FUEL_REGEN, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
\r
1178 void spawnfunc_item_jetpack(void)
\r
1180 if(!self.ammo_fuel)
\r
1181 self.ammo_fuel = g_pickup_fuel_jetpack;
\r
1182 if(start_items & IT_JETPACK)
\r
1184 spawnfunc_item_fuel();
\r
1187 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_weapon, g_pickup_respawntimejitter_weapon, "Jet pack", IT_JETPACK, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
\r
1194 #define OP_MINUS 4
\r
1196 float GiveBit(entity e, .float fld, float bit, float op, float val)
\r
1199 v0 = (e.fld & bit);
\r
1222 v1 = (e.fld & bit);
\r
1223 return (v0 != v1);
\r
1226 float GiveValue(entity e, .float fld, float op, float val)
\r
1236 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
\r
1239 e.fld = min(e.fld, val);
\r
1249 return (v0 != v1);
\r
1252 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
\r
1258 if(snd_decr != "")
\r
1259 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
\r
1261 else if(v0 >= v0 + t)
\r
1263 if(snd_incr != "")
\r
1264 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
\r
1268 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
\r
1271 e.rotfield = max(e.rotfield, time + rottime);
\r
1273 e.regenfield = max(e.regenfield, time + regentime);
\r
1276 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
\r
1277 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
\r
1278 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
\r
1279 #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)
\r
1281 float GiveItems(entity e, float beginarg, float endarg)
\r
1283 float got, i, j, val, op;
\r
1284 float _switchweapon;
\r
1293 _switchweapon = FALSE;
\r
1295 if (e.switchweapon == w_getbestweapon(e))
\r
1296 _switchweapon = TRUE;
\r
1298 e.strength_finished = max(0, e.strength_finished - time);
\r
1299 e.invincible_finished = max(0, e.invincible_finished - time);
\r
1301 PREGIVE(e, items);
\r
1302 PREGIVE(e, weapons);
\r
1303 PREGIVE(e, strength_finished);
\r
1304 PREGIVE(e, invincible_finished);
\r
1305 PREGIVE(e, ammo_fuel);
\r
1306 PREGIVE(e, armorvalue);
\r
1307 PREGIVE(e, health);
\r
1309 for(i = beginarg; i < endarg; ++i)
\r
1313 if(cmd == "0" || stof(cmd))
\r
1337 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
\r
1338 got += GiveValue(e, strength_finished, op, time + val);
\r
1339 got += GiveValue(e, invincible_finished, op, time + val);
\r
1340 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
\r
1342 got += GiveBit(e, items, IT_JETPACK, op, val);
\r
1343 got += GiveValue(e, health, op, val);
\r
1344 got += GiveValue(e, armorvalue, op, val);
\r
1345 case "allweapons":
\r
1346 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1348 wi = get_weaponinfo(j);
\r
1350 got += GiveBit(e, weapons, wi.weapons, op, val);
\r
1353 got += GiveValue(e, ammo_fuel, op, val);
\r
1355 case "unlimited_ammo":
\r
1356 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
\r
1358 case "unlimited_weapon_ammo":
\r
1359 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
\r
1361 case "unlimited_superweapons":
\r
1362 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
\r
1365 got += GiveBit(e, items, IT_JETPACK, op, val);
\r
1367 case "fuel_regen":
\r
1368 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
\r
1371 got += GiveValue(e, strength_finished, op, val);
\r
1373 case "invincible":
\r
1374 got += GiveValue(e, invincible_finished, op, val);
\r
1377 got += GiveValue(e, health, op, val);
\r
1380 got += GiveValue(e, armorvalue, op, val);
\r
1383 got += GiveValue(e, ammo_fuel, op, val);
\r
1386 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1388 wi = get_weaponinfo(j);
\r
1389 if(cmd == wi.netname)
\r
1391 got += GiveBit(e, weapons, wi.weapons, op, val);
\r
1396 print("give: invalid item ", cmd, "\n");
\r
1403 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
\r
1404 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
\r
1405 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
\r
1406 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
\r
1407 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1409 wi = get_weaponinfo(j);
\r
1412 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
\r
1413 if not(save_weapons & wi.weapons)
\r
1414 if(e.weapons & wi.weapons)
\r
1415 weapon_action(wi.weapon, WR_PRECACHE);
\r
1418 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
\r
1419 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
\r
1420 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregenhealth_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);
\r
1421 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregenarmor_finished, cvar("g_balance_pause_armor_regen"), "misc/armor25.wav", string_null);
\r
1422 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregenhealth_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);
\r
1424 if(e.strength_finished <= 0)
\r
1425 e.strength_finished = 0;
\r
1427 e.strength_finished += time;
\r
1428 if(e.invincible_finished <= 0)
\r
1429 e.invincible_finished = 0;
\r
1431 e.invincible_finished += time;
\r
1433 if not(e.weapons & W_WeaponBit(e.switchweapon))
\r
1434 _switchweapon = TRUE;
\r
1436 W_SwitchWeapon_Force(e, w_getbestweapon(e));
\r