3 #include "items/_mod.qh"
7 #include "../server/bot/api.qh"
9 #include <server/mutators/_mod.qh>
11 #include "../server/weapons/common.qh"
12 #include "../server/weapons/selection.qh"
13 #include "../server/weapons/weaponsystem.qh"
15 #include "constants.qh"
16 #include <common/deathtypes/all.qh>
17 #include <common/notifications/all.qh>
18 #include "triggers/subs.qh"
21 #include <common/monsters/_mod.qh>
23 #include <common/weapons/_all.qh>
25 #include <common/mutators/mutator/buffs/buffs.qh>
27 #include "../lib/warpzone/util_server.qh"
29 #include "physics/movetypes/movetypes.qh"
30 #include <common/weapons/_all.qh>
31 #include "../lib/csqcmodel/cl_model.qh"
32 #include "../lib/csqcmodel/common.qh"
35 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
37 /// \brief Unconditional maximum amount of items the player can have.
38 const int ITEM_COUNT_HARD_LIMIT = 999;
41 bool autocvar_cl_ghost_items_vehicle = true;
43 void Item_SetAlpha(entity this)
45 bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
47 if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
50 this.colormod = '1 1 1';
51 this.glowmod = this.item_glowmod;
55 if (autocvar_cl_ghost_items_color)
57 this.alpha = autocvar_cl_ghost_items;
58 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
64 if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
66 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
67 this.alpha = autocvar_cl_weapon_stay_alpha;
70 this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
73 void ItemDraw(entity this)
77 Movetype_Physics_MatchServer(this, false);
79 { // For some reason avelocity gets set to '0 0 0' here ...
80 this.oldorigin = this.origin;
83 if(autocvar_cl_animate_items)
84 { // ... so reset it if animations are requested.
85 if(this.ItemStatus & ITS_ANIMATE1)
86 this.avelocity = '0 180 0';
88 if(this.ItemStatus & ITS_ANIMATE2)
89 this.avelocity = '0 -90 0';
92 // delay is for blocking item's position for a while;
93 // it's a workaround for dropped weapons that receive the position
94 // another time right after they spawn overriding animation position
95 this.onground_time = time + 0.5;
98 else if (autocvar_cl_animate_items)
100 if(this.ItemStatus & ITS_ANIMATE1)
102 this.angles += this.avelocity * frametime;
103 float fade_in = bound(0, time - this.onground_time, 1);
104 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
107 if(this.ItemStatus & ITS_ANIMATE2)
109 this.angles += this.avelocity * frametime;
110 float fade_in = bound(0, time - this.onground_time, 1);
111 setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
118 void ItemDrawSimple(entity this)
122 Movetype_Physics_MatchServer(this, false);
124 if(IS_ONGROUND(this))
131 void Item_PreDraw(entity this)
133 if(warpzone_warpzones_exist)
135 setpredraw(this, func_null); // no need to keep running this
139 vector org = getpropertyvec(VF_ORIGIN);
140 //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
141 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
144 if(vdist(org - this.origin, >, this.fade_end))
145 alph = 0; // save on some processing
146 else if(vdist(org - this.origin, <, this.fade_start))
147 alph = 1; // more processing saved
149 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
153 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
154 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
159 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
162 void ItemRemove(entity this)
168 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
172 if(sf & ISF_LOCATION)
174 this.origin_x = ReadCoord();
175 this.origin_y = ReadCoord();
176 this.origin_z = ReadCoord();
177 setorigin(this, this.origin);
178 this.oldorigin = this.origin;
183 this.angles_x = ReadAngle();
184 this.angles_y = ReadAngle();
185 this.angles_z = ReadAngle();
190 float use_bigsize = ReadByte();
191 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
194 if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
196 this.ItemStatus = ReadByte();
200 if(autocvar_cl_fullbright_items)
201 if(this.ItemStatus & ITS_ALLOWFB)
202 this.effects |= EF_FULLBRIGHT;
204 if(this.ItemStatus & ITS_GLOW)
206 if(this.ItemStatus & ITS_AVAILABLE)
207 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
209 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
215 this.drawmask = MASK_NORMAL;
216 set_movetype(this, MOVETYPE_TOSS);
217 if (isnew) IL_PUSH(g_drawables, this);
218 this.draw = ItemDraw;
219 this.solid = SOLID_TRIGGER;
220 //this.flags |= FL_ITEM;
222 bool use_bigsize = ReadByte();
224 this.fade_end = ReadShort();
225 this.fade_start = ReadShort();
226 if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
227 setpredraw(this, Item_PreDraw);
233 string _fn = ReadString();
235 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
237 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
238 this.draw = ItemDrawSimple;
240 if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
241 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
242 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
243 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
244 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
245 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
246 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
247 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
250 this.draw = ItemDraw;
251 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
255 if(this.draw != ItemDrawSimple)
256 this.mdl = strzone(_fn);
260 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
262 precache_model(this.mdl);
263 _setmodel(this, this.mdl);
265 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
268 if(sf & ISF_COLORMAP)
270 this.colormap = ReadShort();
271 this.item_glowmod_x = ReadByte() / 255.0;
272 this.item_glowmod_y = ReadByte() / 255.0;
273 this.item_glowmod_z = ReadByte() / 255.0;
279 this.pushable = true;
280 //this.angles = '0 0 0';
281 set_movetype(this, MOVETYPE_TOSS);
282 this.velocity_x = ReadCoord();
283 this.velocity_y = ReadCoord();
284 this.velocity_z = ReadCoord();
285 setorigin(this, this.oldorigin);
289 this.move_time = time;
290 this.spawntime = time;
293 this.move_time = max(this.move_time, time);
296 if(autocvar_cl_animate_items)
298 if(this.ItemStatus & ITS_ANIMATE1)
299 this.avelocity = '0 180 0';
301 if(this.ItemStatus & ITS_ANIMATE2)
302 this.avelocity = '0 -90 0';
305 this.entremove = ItemRemove;
313 bool ItemSend(entity this, entity to, int sf)
320 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
321 WriteByte(MSG_ENTITY, sf);
323 //WriteByte(MSG_ENTITY, this.cnt);
324 if(sf & ISF_LOCATION)
326 WriteCoord(MSG_ENTITY, this.origin.x);
327 WriteCoord(MSG_ENTITY, this.origin.y);
328 WriteCoord(MSG_ENTITY, this.origin.z);
333 WriteAngle(MSG_ENTITY, this.angles_x);
334 WriteAngle(MSG_ENTITY, this.angles_y);
335 WriteAngle(MSG_ENTITY, this.angles_z);
340 Pickup p = this.itemdef;
341 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
345 WriteByte(MSG_ENTITY, this.ItemStatus);
349 Pickup p = this.itemdef;
350 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
351 WriteShort(MSG_ENTITY, this.fade_end);
352 WriteShort(MSG_ENTITY, this.fade_start);
355 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
357 WriteString(MSG_ENTITY, this.mdl);
361 if(sf & ISF_COLORMAP)
363 WriteShort(MSG_ENTITY, this.colormap);
364 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
365 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
366 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
371 WriteCoord(MSG_ENTITY, this.velocity.x);
372 WriteCoord(MSG_ENTITY, this.velocity.y);
373 WriteCoord(MSG_ENTITY, this.velocity.z);
379 void ItemUpdate(entity this)
381 this.oldorigin = this.origin;
382 this.SendFlags |= ISF_LOCATION;
385 void UpdateItemAfterTeleport(entity this)
387 if(getSendEntity(this) == ItemSend)
391 bool have_pickup_item(entity this)
393 if(this.itemdef.instanceOfPowerup)
395 if(autocvar_g_powerups > 0)
397 if(autocvar_g_powerups == 0)
402 if(autocvar_g_pickup_items > 0)
404 if(autocvar_g_pickup_items == 0)
407 if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
414 float Item_Customize()
416 if(this.spawnshieldtime)
418 if(this.weapons & ~other.weapons)
420 this.colormod = '0 0 0';
421 this.glowmod = this.colormod;
422 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
429 this.colormod = stov(autocvar_g_ghost_items_color);
430 this.glowmod = this.colormod;
431 this.alpha = g_ghost_items;
440 void Item_Show (entity e, float mode)
442 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
443 e.ItemStatus &= ~ITS_STAYWEP;
444 entity def = e.itemdef;
447 // make the item look normal, and be touchable
449 e.solid = SOLID_TRIGGER;
450 e.spawnshieldtime = 1;
451 e.ItemStatus |= ITS_AVAILABLE;
455 // hide the item completely
456 e.model = string_null;
458 e.spawnshieldtime = 1;
459 e.ItemStatus &= ~ITS_AVAILABLE;
463 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
464 || e.team // weapon stay isn't supported for teamed weapons
466 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
468 // make the item translucent and not touchable
470 e.solid = SOLID_TRIGGER; // can STILL be picked up!
471 e.effects |= EF_STARDUST;
472 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
473 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
477 //setmodel(e, "null");
479 e.colormod = '0 0 0';
480 //e.glowmod = e.colormod;
481 e.spawnshieldtime = 1;
482 e.ItemStatus &= ~ITS_AVAILABLE;
487 e.ItemStatus |= ITS_GLOW;
489 if (autocvar_g_nodepthtestitems)
490 e.effects |= EF_NODEPTHTEST;
493 if (autocvar_g_fullbrightitems)
494 e.ItemStatus |= ITS_ALLOWFB;
496 if (autocvar_sv_simple_items)
497 e.ItemStatus |= ITS_ALLOWSI;
499 // relink entity (because solid may have changed)
500 setorigin(e, e.origin);
501 e.SendFlags |= ISF_STATUS;
504 void Item_Think(entity this)
506 this.nextthink = time;
507 if(this.origin != this.oldorigin)
511 bool Item_ItemsTime_SpectatorOnly(GameItem it);
512 bool Item_ItemsTime_Allow(GameItem it);
513 float Item_ItemsTime_UpdateTime(entity e, float t);
514 void Item_ItemsTime_SetTime(entity e, float t);
515 void Item_ItemsTime_SetTimesForAllPlayers();
517 void Item_Respawn (entity this)
520 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
521 setorigin(this, this.origin);
523 if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
525 float t = Item_ItemsTime_UpdateTime(this, 0);
526 Item_ItemsTime_SetTime(this, t);
527 Item_ItemsTime_SetTimesForAllPlayers();
530 setthink(this, Item_Think);
531 this.nextthink = time;
533 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
534 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
537 void Item_RespawnCountdown (entity this)
539 if(this.count >= ITEM_RESPAWN_TICKS)
541 if(this.waypointsprite_attached)
542 WaypointSprite_Kill(this.waypointsprite_attached);
547 this.nextthink = time + 1;
553 entity wi = Weapons_from(this.weapon);
554 if (wi != WEP_Null) {
555 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
556 wp.wp_extra = wi.m_id;
561 entity ii = this.itemdef;
563 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
564 wp.wp_extra = ii.m_id;
569 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
570 if(this.waypointsprite_attached)
572 GameItem def = this.itemdef;
573 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
574 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
575 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
579 if(this.waypointsprite_attached)
581 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
582 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
585 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
589 WaypointSprite_Ping(this.waypointsprite_attached);
590 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
595 void Item_RespawnThink(entity this)
597 this.nextthink = time;
598 if(this.origin != this.oldorigin)
601 if(time >= this.wait)
605 void Item_ScheduleRespawnIn(entity e, float t)
607 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
608 if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
610 setthink(e, Item_RespawnCountdown);
611 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
612 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
614 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
616 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
617 Item_ItemsTime_SetTime(e, t);
618 Item_ItemsTime_SetTimesForAllPlayers();
623 setthink(e, Item_RespawnThink);
625 e.scheduledrespawntime = time + t;
628 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
630 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
631 Item_ItemsTime_SetTime(e, t);
632 Item_ItemsTime_SetTimesForAllPlayers();
637 void Item_ScheduleRespawn(entity e)
639 if(e.respawntime > 0)
642 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
644 else // if respawntime is -1, this item does not respawn
648 void Item_ScheduleInitialRespawn(entity e)
651 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
654 void GivePlayerHealth(entity player, float amount)
660 player.health = bound(player.health, player.health + amount,
661 min(autocvar_g_balance_health_limit, ITEM_COUNT_HARD_LIMIT));
662 player.pauserothealth_finished = max(player.pauserothealth_finished, time +
663 autocvar_g_balance_pause_health_rot);
666 void GivePlayerArmor(entity player, float amount)
672 player.armorvalue = bound(player.armorvalue, player.armorvalue + amount,
673 min(autocvar_g_balance_armor_limit, ITEM_COUNT_HARD_LIMIT));
674 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time +
675 autocvar_g_balance_pause_armor_rot);
678 void GivePlayerAmmo(entity player, .float ammotype, float amount)
680 float maxvalue = 999;
685 maxvalue = g_pickup_shells_max;
690 maxvalue = g_pickup_cells_max;
695 maxvalue = g_pickup_rockets_max;
700 maxvalue = g_pickup_plasma_max;
705 maxvalue = g_pickup_nails_max;
710 maxvalue = g_pickup_fuel_max;
714 player.(ammotype) = min(player.(ammotype) + amount,
715 min(maxvalue, ITEM_COUNT_HARD_LIMIT));
718 void GivePlayerFuel(entity player, float amount)
724 player.ammo_fuel = bound(player.ammo_fuel, player.ammo_fuel + amount,
725 min(g_pickup_fuel_max, ITEM_COUNT_HARD_LIMIT));
726 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time +
727 autocvar_g_balance_pause_fuel_rot);
730 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
732 if (!item.(ammotype))
735 if (item.spawnshieldtime)
737 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
739 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
743 else if(g_weapon_stay == 2)
745 float mi = min(item.(ammotype), ammomax);
746 if (player.(ammotype) < mi)
748 player.(ammotype) = mi;
759 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
761 case ITEM_MODE_HEALTH:
762 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
764 case ITEM_MODE_ARMOR:
765 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
773 float Item_GiveTo(entity item, entity player)
777 // if nothing happens to player, just return without taking the item
779 int _switchweapon = 0;
780 // in case the player has autoswitch enabled do the following:
781 // if the player is using their best weapon before items are given, they
782 // probably want to switch to an even better weapon after items are given
784 if(CS(player).autoswitch)
786 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
788 .entity weaponentity = weaponentities[slot];
789 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
791 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
792 _switchweapon |= BIT(slot);
794 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
795 _switchweapon |= BIT(slot);
800 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
801 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
802 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
803 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
804 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
805 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
806 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
807 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
809 if (item.itemdef.instanceOfWeaponPickup)
813 w &= ~player.weapons;
815 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
818 FOREACH(Weapons, it != WEP_Null, {
819 if(w & (it.m_wepset))
821 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
823 .entity weaponentity = weaponentities[slot];
824 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
825 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
827 W_GiveWeapon(player, it.m_id);
833 if (item.itemdef.instanceOfPowerup)
835 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
836 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
837 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
838 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
842 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
846 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
849 if (item.strength_finished)
852 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
854 if (item.invincible_finished)
857 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
859 if (item.superweapons_finished)
862 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
867 // always eat teamed entities
874 // crude hack to enforce switching weapons
875 if(g_cts && item.itemdef.instanceOfWeaponPickup)
877 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
879 .entity weaponentity = weaponentities[slot];
880 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
881 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
888 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
890 .entity weaponentity = weaponentities[slot];
891 if(_switchweapon & BIT(slot))
892 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
893 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
900 void Item_Touch(entity this, entity toucher)
903 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
904 if (this.classname == "droppedweapon")
906 if (ITEM_TOUCH_NEEDKILL())
913 if(!(toucher.flags & FL_PICKUPITEMS)
914 || STAT(FROZEN, toucher)
916 || (this.solid != SOLID_TRIGGER)
917 || (this.owner == toucher)
918 || (time < this.item_spawnshieldtime)
921 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
923 case MUT_ITEMTOUCH_RETURN: { return; }
924 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
927 toucher = M_ARGV(1, entity);
929 if (this.classname == "droppedweapon")
931 this.strength_finished = max(0, this.strength_finished - time);
932 this.invincible_finished = max(0, this.invincible_finished - time);
933 this.superweapons_finished = max(0, this.superweapons_finished - time);
935 entity it = this.itemdef;
936 bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
939 if (this.classname == "droppedweapon")
941 // undo what we did above
942 this.strength_finished += time;
943 this.invincible_finished += time;
944 this.superweapons_finished += time;
951 toucher.last_pickup = time;
953 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
954 _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
956 if (this.classname == "droppedweapon")
958 else if (this.spawnshieldtime)
963 RandomSelection_Init();
964 IL_EACH(g_items, it.team == this.team,
966 if(it.itemdef) // is a registered item
969 RandomSelection_AddEnt(it, it.cnt, 0);
972 e = RandomSelection_chosen_ent;
973 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
977 Item_ScheduleRespawn(e);
981 void Item_Reset(entity this)
983 Item_Show(this, !this.state);
984 setorigin(this, this.origin);
986 if (this.classname != "droppedweapon")
988 setthink(this, Item_Think);
989 this.nextthink = time;
991 if (this.waypointsprite_attached)
992 WaypointSprite_Kill(this.waypointsprite_attached);
994 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
995 Item_ScheduleInitialRespawn(this);
999 void Item_FindTeam(entity this)
1003 if(this.effects & EF_NODRAW)
1005 // marker for item team search
1006 LOG_TRACE("Initializing item team ", ftos(this.team));
1007 RandomSelection_Init();
1008 IL_EACH(g_items, it.team == this.team,
1010 if(it.itemdef) // is a registered item
1011 RandomSelection_AddEnt(it, it.cnt, 0);
1014 e = RandomSelection_chosen_ent;
1018 IL_EACH(g_items, it.team == this.team,
1020 if(it.itemdef) // is a registered item
1024 // make it non-spawned
1026 it.state = 1; // state 1 = initially hidden item, apparently
1028 it.effects &= ~EF_NODRAW;
1036 // Savage: used for item garbage-collection
1037 void RemoveItem(entity this)
1039 if(wasfreed(this) || !this) { return; }
1040 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1044 // pickup evaluation functions
1045 // these functions decide how desirable an item is to the bots
1047 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1049 float weapon_pickupevalfunc(entity player, entity item)
1051 // See if I have it already
1052 if(player.weapons & item.weapons)
1054 // If I can pick it up
1055 if(!item.spawnshieldtime)
1057 return ammo_pickupevalfunc(player, item);
1060 // reduce weapon value if bot already got a good arsenal
1062 int weapons_value = 0;
1063 FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
1064 weapons_value += it.bot_pickupbasevalue;
1066 c -= bound(0, weapons_value / 20000, 1) * 0.5;
1068 return item.bot_pickupbasevalue * c;
1071 float ammo_pickupevalfunc(entity player, entity item)
1073 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1078 // Detect needed ammo
1079 if(item.itemdef.instanceOfWeaponPickup)
1082 if(item.ammo_shells) { need_shells = true; ammo = ITEM_Shells; }
1083 else if(item.ammo_nails) { need_nails = true; ammo = ITEM_Bullets; }
1084 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets; }
1085 else if(item.ammo_cells) { need_cells = true; ammo = ITEM_Cells; }
1086 else if(item.ammo_plasma) { need_plasma = true; ammo = ITEM_Plasma; }
1087 else if(item.ammo_fuel) { need_fuel = true; ammo = ITEM_JetpackFuel; }
1092 rating = ammo.m_botvalue;
1096 FOREACH(Weapons, it != WEP_Null, {
1097 if(!(player.weapons & (it.m_wepset)))
1100 switch(it.ammo_field)
1102 case ammo_shells: need_shells = true; break;
1103 case ammo_nails: need_nails = true; break;
1104 case ammo_rockets: need_rockets = true; break;
1105 case ammo_cells: need_cells = true; break;
1106 case ammo_plasma: need_plasma = true; break;
1107 case ammo_fuel: need_fuel = true; break;
1110 rating = item.bot_pickupbasevalue;
1113 float noammorating = 0.5;
1115 if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1116 c = item.ammo_shells / max(noammorating, player.ammo_shells);
1118 if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1119 c = item.ammo_nails / max(noammorating, player.ammo_nails);
1121 if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1122 c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
1124 if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1125 c = item.ammo_cells / max(noammorating, player.ammo_cells);
1127 if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1128 c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
1130 if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1131 c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
1133 rating *= min(c, 2);
1135 rating += wpn.bot_pickupbasevalue * 0.1;
1140 .int item_group_count;
1141 float healtharmor_pickupevalfunc(entity player, entity item)
1144 float rating = item.bot_pickupbasevalue;
1146 float itemarmor = item.armorvalue;
1147 float itemhealth = item.health;
1151 itemarmor *= min(4, item.item_group_count);
1152 itemhealth *= min(4, item.item_group_count);
1155 if (itemarmor && (player.armorvalue < item.max_armorvalue))
1156 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1158 if (itemhealth && (player.health < item.max_health))
1159 c = itemhealth / max(1, player.health);
1161 rating *= min(2, c);
1165 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1167 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1171 void item_use(entity this, entity actor, entity trigger)
1173 // use the touch function to handle collection
1174 gettouch(this)(this, actor);
1177 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1179 string itemname = def.m_name;
1180 Model itemmodel = def.m_model;
1181 Sound pickupsound = def.m_sound;
1182 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1183 float pickupbasevalue = def.m_botvalue;
1184 int itemflags = def.m_itemflags;
1186 startitem_failed = false;
1188 this.item_model_ent = itemmodel;
1189 this.item_pickupsound_ent = pickupsound;
1192 def.m_iteminit(this);
1194 if(!this.respawntime) // both need to be set
1196 this.respawntime = defaultrespawntime;
1197 this.respawntimejitter = defaultrespawntimejitter;
1200 if(!this.pickup_anyway && def.m_pickupanyway)
1201 this.pickup_anyway = def.m_pickupanyway();
1203 int itemid = def.m_itemid;
1204 this.items = itemid;
1205 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1206 this.weapon = weaponid;
1210 this.fade_start = autocvar_g_items_mindist;
1211 this.fade_end = autocvar_g_items_maxdist;
1215 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1217 this.flags = FL_ITEM | itemflags;
1218 IL_PUSH(g_items, this);
1220 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1222 startitem_failed = true;
1227 // is it a dropped weapon?
1228 if (this.classname == "droppedweapon")
1230 this.reset = SUB_Remove;
1231 // it's a dropped weapon
1232 set_movetype(this, MOVETYPE_TOSS);
1234 // Savage: remove thrown items after a certain period of time ("garbage collection")
1235 setthink(this, RemoveItem);
1236 this.nextthink = time + 20;
1238 this.takedamage = DAMAGE_YES;
1239 this.event_damage = Item_Damage;
1241 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1243 // if item is worthless after a timer, have it expire then
1244 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1247 // don't drop if in a NODROP zone (such as lava)
1248 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1249 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1251 startitem_failed = true;
1258 if(!have_pickup_item(this))
1260 startitem_failed = true;
1265 if(this.angles != '0 0 0')
1266 this.SendFlags |= ISF_ANGLES;
1268 this.reset = Item_Reset;
1269 // it's a level item
1270 if(this.spawnflags & 1)
1272 if (this.noalign > 0)
1273 set_movetype(this, MOVETYPE_NONE);
1275 set_movetype(this, MOVETYPE_TOSS);
1276 // do item filtering according to game mode and other things
1277 if (this.noalign <= 0)
1279 // first nudge it off the floor a little bit to avoid math errors
1280 setorigin(this, this.origin + '0 0 1');
1281 // set item size before we spawn a spawnfunc_waypoint
1282 setsize(this, def.m_mins, def.m_maxs);
1283 this.SendFlags |= ISF_SIZE;
1284 // note droptofloor returns false if stuck/or would fall too far
1287 waypoint_spawnforitem(this);
1291 * can't do it that way, as it would break maps
1292 * TODO make a target_give like entity another way, that perhaps has
1293 * the weapon name in a key
1296 // target_give not yet supported; maybe later
1297 print("removed targeted ", this.classname, "\n");
1298 startitem_failed = true;
1304 if(this.targetname != "" && (this.spawnflags & 16))
1305 this.use = item_use;
1307 if(autocvar_spawn_debug >= 2)
1309 // why not flags & fl_item?
1310 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1311 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1312 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1313 error("Mapper sucks.");
1315 this.is_item = true;
1318 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1320 precache_model(this.model);
1321 precache_sound(this.item_pickupsound);
1323 if ( def.instanceOfPowerup
1324 || def.instanceOfWeaponPickup
1325 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1326 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1327 || (itemid & (IT_KEY1 | IT_KEY2))
1328 ) this.target = "###item###"; // for finding the nearest item using find()
1330 Item_ItemsTime_SetTime(this, 0);
1333 this.bot_pickup = true;
1334 this.bot_pickupevalfunc = pickupevalfunc;
1335 this.bot_pickupbasevalue = pickupbasevalue;
1336 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1337 this.netname = itemname;
1338 settouch(this, Item_Touch);
1339 setmodel(this, MDL_Null); // precision set below
1340 //this.effects |= EF_LOWPRECISION;
1342 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1344 this.SendFlags |= ISF_SIZE;
1346 if (!(this.spawnflags & 1024)) {
1347 if(def.instanceOfPowerup)
1348 this.ItemStatus |= ITS_ANIMATE1;
1350 if(this.armorvalue || this.health)
1351 this.ItemStatus |= ITS_ANIMATE2;
1354 if(def.instanceOfWeaponPickup)
1356 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1357 this.colormap = 1024; // color shirt=0 pants=0 grey
1360 if (!(this.spawnflags & 1024))
1361 this.ItemStatus |= ITS_ANIMATE1;
1362 this.SendFlags |= ISF_COLORMAP;
1366 if(this.team) // broken, no idea why.
1369 this.cnt = 1; // item probability weight
1371 this.effects |= EF_NODRAW; // marker for item team search
1372 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1377 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1379 // call this hook after everything else has been done
1380 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1382 startitem_failed = true;
1390 void StartItem(entity this, GameItem def)
1395 def.m_respawntime(), // defaultrespawntime
1396 def.m_respawntimejitter() // defaultrespawntimejitter
1400 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1401 int group_count = 1;
1403 void setItemGroup(entity this)
1405 if(!IS_SMALL(this.itemdef))
1408 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1410 if(!this.item_group)
1414 it.item_group = group_count;
1417 this.item_group = it.item_group;
1419 else // spawning item is already part of a item_group X
1422 it.item_group = this.item_group;
1423 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1425 int grY = it.item_group;
1426 // move all items of item_group Y to item_group X
1427 IL_EACH(g_items, IS_SMALL(it.itemdef),
1429 if(it.item_group == grY)
1430 it.item_group = this.item_group;
1437 void setItemGroupCount()
1439 for (int k = 1; k <= group_count; k++)
1442 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1444 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1448 spawnfunc(item_rockets)
1450 StartItem(this, ITEM_Rockets);
1453 spawnfunc(item_bullets)
1455 if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1456 (this.classname != "droppedweapon"))
1458 weaponswapping = true;
1459 spawnfunc_item_shells(this);
1460 weaponswapping = false;
1464 StartItem(this, ITEM_Bullets);
1467 spawnfunc(item_cells)
1469 StartItem(this, ITEM_Cells);
1472 spawnfunc(item_plasma)
1474 StartItem(this, ITEM_Plasma);
1477 spawnfunc(item_shells)
1479 if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1480 (this.classname != "droppedweapon"))
1482 weaponswapping = true;
1483 spawnfunc_item_bullets(this);
1484 weaponswapping = false;
1488 StartItem(this, ITEM_Shells);
1491 spawnfunc(item_armor_small)
1493 StartItem(this, ITEM_ArmorSmall);
1496 spawnfunc(item_armor_medium)
1498 StartItem(this, ITEM_ArmorMedium);
1501 spawnfunc(item_armor_big)
1503 StartItem(this, ITEM_ArmorBig);
1506 spawnfunc(item_armor_mega)
1508 StartItem(this, ITEM_ArmorMega);
1511 spawnfunc(item_health_small)
1513 StartItem(this, ITEM_HealthSmall);
1516 spawnfunc(item_health_medium)
1518 StartItem(this, ITEM_HealthMedium);
1521 spawnfunc(item_health_big)
1523 StartItem(this, ITEM_HealthBig);
1526 spawnfunc(item_health_mega)
1528 StartItem(this, ITEM_HealthMega);
1531 // support old misnamed entities
1532 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1533 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1534 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1535 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1536 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1537 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1538 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1540 spawnfunc(item_strength)
1542 StartItem(this, ITEM_Strength);
1545 spawnfunc(item_invincible)
1547 StartItem(this, ITEM_Shield);
1551 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1553 void target_items_use(entity this, entity actor, entity trigger)
1555 if(actor.classname == "droppedweapon")
1557 EXACTTRIGGER_TOUCH(this, trigger);
1562 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1565 if(trigger.solid == SOLID_TRIGGER)
1567 EXACTTRIGGER_TOUCH(this, trigger);
1570 IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1575 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1576 centerprint(actor, this.message);
1579 spawnfunc(target_items)
1584 this.use = target_items_use;
1585 if(!this.strength_finished)
1586 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1587 if(!this.invincible_finished)
1588 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1589 if(!this.superweapons_finished)
1590 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1592 n = tokenize_console(this.netname);
1593 if(argv(0) == "give")
1595 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1599 for(int j = 0; j < n; ++j)
1601 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
1602 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
1603 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1604 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1605 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1606 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1607 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1608 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1611 FOREACH(Buffs, it != BUFF_Null,
1613 s = Buff_UndeprecateName(argv(j));
1616 this.buffs |= (it.m_itemid);
1620 FOREACH(Weapons, it != WEP_Null, {
1621 s = W_UndeprecateName(argv(j));
1624 this.weapons |= (it.m_wepset);
1625 if(this.spawnflags == 0 || this.spawnflags == 2)
1633 string itemprefix, valueprefix;
1634 if(this.spawnflags == 0)
1639 else if(this.spawnflags == 1)
1641 itemprefix = "max ";
1642 valueprefix = "max ";
1644 else if(this.spawnflags == 2)
1646 itemprefix = "min ";
1647 valueprefix = "min ";
1649 else if(this.spawnflags == 4)
1651 itemprefix = "minus ";
1652 valueprefix = "max ";
1656 error("invalid spawnflags");
1657 itemprefix = valueprefix = string_null;
1661 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1662 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1663 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1664 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1665 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1666 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1667 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1668 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1669 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1670 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1671 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1672 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1673 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1674 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1675 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1676 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1677 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1679 this.netname = strzone(this.netname);
1680 //print(this.netname, "\n");
1682 n = tokenize_console(this.netname);
1683 for(int j = 0; j < n; ++j)
1685 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1692 spawnfunc(item_fuel)
1694 StartItem(this, ITEM_JetpackFuel);
1697 spawnfunc(item_fuel_regen)
1699 if(start_items & ITEM_JetpackRegen.m_itemid)
1701 spawnfunc_item_fuel(this);
1704 StartItem(this, ITEM_JetpackRegen);
1707 spawnfunc(item_jetpack)
1709 if(start_items & ITEM_Jetpack.m_itemid)
1711 spawnfunc_item_fuel(this);
1714 StartItem(this, ITEM_Jetpack);
1717 float GiveWeapon(entity e, float wpn, float op, float val)
1720 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1721 v0 = (e.weapons & s);
1744 v1 = (e.weapons & s);
1748 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1750 bool had_buff = (e.buffs & thebuff.m_itemid);
1755 e.buffs |= thebuff.m_itemid;
1757 e.buffs &= ~thebuff.m_itemid;
1762 e.buffs |= thebuff.m_itemid;
1766 e.buffs &= ~thebuff.m_itemid;
1770 e.buffs &= ~thebuff.m_itemid;
1773 bool have_buff = (e.buffs & thebuff.m_itemid);
1774 return (had_buff != have_buff);
1777 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1783 if(snd_decr != NULL)
1784 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1786 else if(v0 >= v0 + t)
1788 if(snd_incr != NULL)
1789 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1793 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1796 e.(rotfield) = max(e.(rotfield), time + rottime);
1798 e.(regenfield) = max(e.(regenfield), time + regentime);
1800 float GiveItems(entity e, float beginarg, float endarg)
1802 float got, i, val, op;
1810 int _switchweapon = 0;
1812 if(CS(e).autoswitch)
1814 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1816 .entity weaponentity = weaponentities[slot];
1817 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1818 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1819 _switchweapon |= BIT(slot);
1823 e.strength_finished = max(0, e.strength_finished - time);
1824 e.invincible_finished = max(0, e.invincible_finished - time);
1825 e.superweapons_finished = max(0, e.superweapons_finished - time);
1829 PREGIVE(e, strength_finished);
1830 PREGIVE(e, invincible_finished);
1831 PREGIVE(e, superweapons_finished);
1832 PREGIVE(e, ammo_nails);
1833 PREGIVE(e, ammo_cells);
1834 PREGIVE(e, ammo_plasma);
1835 PREGIVE(e, ammo_shells);
1836 PREGIVE(e, ammo_rockets);
1837 PREGIVE(e, ammo_fuel);
1838 PREGIVE(e, armorvalue);
1841 for(i = beginarg; i < endarg; ++i)
1845 if(cmd == "0" || stof(cmd))
1869 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1870 got += GiveValue(e, strength_finished, op, val);
1871 got += GiveValue(e, invincible_finished, op, val);
1872 got += GiveValue(e, superweapons_finished, op, val);
1873 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1875 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1876 got += GiveValue(e, health, op, val);
1877 got += GiveValue(e, armorvalue, op, val);
1879 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1880 //case "allbuffs": // all buffs makes a player god, do not want!
1881 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1883 got += GiveValue(e, ammo_cells, op, val);
1884 got += GiveValue(e, ammo_plasma, op, val);
1885 got += GiveValue(e, ammo_shells, op, val);
1886 got += GiveValue(e, ammo_nails, op, val);
1887 got += GiveValue(e, ammo_rockets, op, val);
1888 got += GiveValue(e, ammo_fuel, op, val);
1890 case "unlimited_ammo":
1891 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1893 case "unlimited_weapon_ammo":
1894 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1896 case "unlimited_superweapons":
1897 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1900 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1903 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1906 got += GiveValue(e, strength_finished, op, val);
1909 got += GiveValue(e, invincible_finished, op, val);
1911 case "superweapons":
1912 got += GiveValue(e, superweapons_finished, op, val);
1915 got += GiveValue(e, ammo_cells, op, val);
1918 got += GiveValue(e, ammo_plasma, op, val);
1921 got += GiveValue(e, ammo_shells, op, val);
1925 got += GiveValue(e, ammo_nails, op, val);
1928 got += GiveValue(e, ammo_rockets, op, val);
1931 got += GiveValue(e, health, op, val);
1934 got += GiveValue(e, armorvalue, op, val);
1937 got += GiveValue(e, ammo_fuel, op, val);
1940 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1942 got += GiveBuff(e, it, op, val);
1945 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1946 got += GiveWeapon(e, it.m_id, op, val);
1955 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1956 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1957 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1958 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1959 FOREACH(Weapons, it != WEP_Null, {
1960 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1961 if(!(save_weapons & (it.m_wepset)))
1962 if(e.weapons & (it.m_wepset))
1965 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1966 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1967 //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1968 POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1969 POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1970 POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1971 POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1972 POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1973 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1974 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1975 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1977 if(e.superweapons_finished <= 0)
1978 if(e.weapons & WEPSET_SUPERWEAPONS)
1979 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1981 if(e.strength_finished <= 0)
1982 e.strength_finished = 0;
1984 e.strength_finished += time;
1985 if(e.invincible_finished <= 0)
1986 e.invincible_finished = 0;
1988 e.invincible_finished += time;
1989 if(e.superweapons_finished <= 0)
1990 e.superweapons_finished = 0;
1992 e.superweapons_finished += time;
1994 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1996 .entity weaponentity = weaponentities[slot];
1997 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1998 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1999 _switchweapon |= BIT(slot);
2004 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2006 .entity weaponentity = weaponentities[slot];
2007 if(_switchweapon & BIT(slot))
2009 Weapon wep = w_getbestweapon(e, weaponentity);
2010 if(wep != e.(weaponentity).m_switchweapon)
2011 W_SwitchWeapon_Force(e, wep, weaponentity);