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)
38 bool autocvar_cl_ghost_items_vehicle = true;
40 void Item_SetAlpha(entity this)
42 bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
44 if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
47 this.colormod = '1 1 1';
48 this.glowmod = this.item_glowmod;
52 if (autocvar_cl_ghost_items_color)
54 this.alpha = autocvar_cl_ghost_items;
55 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
61 if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
63 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
64 this.alpha = autocvar_cl_weapon_stay_alpha;
68 void ItemDraw(entity this)
72 Movetype_Physics_MatchServer(this, false);
74 { // For some reason avelocity gets set to '0 0 0' here ...
75 this.oldorigin = this.origin;
78 if(autocvar_cl_animate_items)
79 { // ... so reset it if animations are requested.
80 if(this.ItemStatus & ITS_ANIMATE1)
81 this.avelocity = '0 180 0';
83 if(this.ItemStatus & ITS_ANIMATE2)
84 this.avelocity = '0 -90 0';
87 // delay is for blocking item's position for a while;
88 // it's a workaround for dropped weapons that receive the position
89 // another time right after they spawn overriding animation position
90 this.onground_time = time + 0.5;
93 else if (autocvar_cl_animate_items)
95 if(this.ItemStatus & ITS_ANIMATE1)
97 this.angles += this.avelocity * frametime;
98 float fade_in = bound(0, time - this.onground_time, 1);
99 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
102 if(this.ItemStatus & ITS_ANIMATE2)
104 this.angles += this.avelocity * frametime;
105 float fade_in = bound(0, time - this.onground_time, 1);
106 setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
113 void ItemDrawSimple(entity this)
117 Movetype_Physics_MatchServer(this, false);
119 if(IS_ONGROUND(this))
126 void Item_PreDraw(entity this)
128 if(warpzone_warpzones_exist)
130 // just incase warpzones were initialized last, reset these
131 //this.alpha = 1; // alpha is already set by the draw function
132 this.drawmask = MASK_NORMAL;
136 vector org = getpropertyvec(VF_ORIGIN);
137 if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
139 else if(this.fade_start)
140 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
143 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
144 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
149 this.drawmask = MASK_NORMAL;
152 void ItemRemove(entity this)
158 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
162 if(sf & ISF_LOCATION)
164 this.origin_x = ReadCoord();
165 this.origin_y = ReadCoord();
166 this.origin_z = ReadCoord();
167 setorigin(this, this.origin);
168 this.oldorigin = this.origin;
173 this.angles_x = ReadAngle();
174 this.angles_y = ReadAngle();
175 this.angles_z = ReadAngle();
180 float use_bigsize = ReadByte();
181 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
184 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
186 this.ItemStatus = ReadByte();
190 if(autocvar_cl_fullbright_items)
191 if(this.ItemStatus & ITS_ALLOWFB)
192 this.effects |= EF_FULLBRIGHT;
194 if(this.ItemStatus & ITS_GLOW)
196 if(this.ItemStatus & ITS_AVAILABLE)
197 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
199 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
205 this.drawmask = MASK_NORMAL;
206 set_movetype(this, MOVETYPE_TOSS);
207 if (isnew) IL_PUSH(g_drawables, this);
208 this.draw = ItemDraw;
209 this.solid = SOLID_TRIGGER;
210 //this.flags |= FL_ITEM;
212 bool use_bigsize = ReadByte();
214 this.fade_end = ReadShort();
215 this.fade_start = ReadShort();
216 if(this.fade_start && !autocvar_cl_items_nofade)
217 setpredraw(this, Item_PreDraw);
223 string _fn = ReadString();
225 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
227 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
228 this.draw = ItemDrawSimple;
230 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
231 this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
232 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
233 this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
234 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
235 this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
236 else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
237 this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
240 this.draw = ItemDraw;
241 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
245 if(this.draw != ItemDrawSimple)
246 this.mdl = strzone(_fn);
250 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
252 precache_model(this.mdl);
253 _setmodel(this, this.mdl);
255 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
258 if(sf & ISF_COLORMAP)
260 this.colormap = ReadShort();
261 this.item_glowmod_x = ReadByte() / 255.0;
262 this.item_glowmod_y = ReadByte() / 255.0;
263 this.item_glowmod_z = ReadByte() / 255.0;
269 this.pushable = true;
270 //this.angles = '0 0 0';
271 set_movetype(this, MOVETYPE_TOSS);
272 this.velocity_x = ReadCoord();
273 this.velocity_y = ReadCoord();
274 this.velocity_z = ReadCoord();
275 setorigin(this, this.oldorigin);
279 this.move_time = time;
280 this.spawntime = time;
283 this.move_time = max(this.move_time, time);
286 if(autocvar_cl_animate_items)
288 if(this.ItemStatus & ITS_ANIMATE1)
289 this.avelocity = '0 180 0';
291 if(this.ItemStatus & ITS_ANIMATE2)
292 this.avelocity = '0 -90 0';
295 this.entremove = ItemRemove;
303 bool ItemSend(entity this, entity to, int sf)
310 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
311 WriteByte(MSG_ENTITY, sf);
313 //WriteByte(MSG_ENTITY, this.cnt);
314 if(sf & ISF_LOCATION)
316 WriteCoord(MSG_ENTITY, this.origin.x);
317 WriteCoord(MSG_ENTITY, this.origin.y);
318 WriteCoord(MSG_ENTITY, this.origin.z);
323 WriteAngle(MSG_ENTITY, this.angles_x);
324 WriteAngle(MSG_ENTITY, this.angles_y);
325 WriteAngle(MSG_ENTITY, this.angles_z);
330 Pickup p = this.itemdef;
331 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
335 WriteByte(MSG_ENTITY, this.ItemStatus);
339 Pickup p = this.itemdef;
340 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
341 WriteShort(MSG_ENTITY, this.fade_end);
342 WriteShort(MSG_ENTITY, this.fade_start);
345 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
347 WriteString(MSG_ENTITY, this.mdl);
351 if(sf & ISF_COLORMAP)
353 WriteShort(MSG_ENTITY, this.colormap);
354 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
355 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
356 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
361 WriteCoord(MSG_ENTITY, this.velocity.x);
362 WriteCoord(MSG_ENTITY, this.velocity.y);
363 WriteCoord(MSG_ENTITY, this.velocity.z);
369 void ItemUpdate(entity this)
371 this.oldorigin = this.origin;
372 this.SendFlags |= ISF_LOCATION;
375 void UpdateItemAfterTeleport(entity this)
377 if(getSendEntity(this) == ItemSend)
381 bool have_pickup_item(entity this)
383 if(this.itemdef.instanceOfPowerup)
385 if(autocvar_g_powerups > 0)
387 if(autocvar_g_powerups == 0)
392 if(autocvar_g_pickup_items > 0)
394 if(autocvar_g_pickup_items == 0)
397 if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
404 float Item_Customize()
406 if(this.spawnshieldtime)
408 if(this.weapons & ~other.weapons)
410 this.colormod = '0 0 0';
411 this.glowmod = this.colormod;
412 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
419 this.colormod = stov(autocvar_g_ghost_items_color);
420 this.glowmod = this.colormod;
421 this.alpha = g_ghost_items;
430 void Item_Show (entity e, float mode)
432 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
433 e.ItemStatus &= ~ITS_STAYWEP;
434 entity def = e.itemdef;
437 // make the item look normal, and be touchable
439 e.solid = SOLID_TRIGGER;
440 e.spawnshieldtime = 1;
441 e.ItemStatus |= ITS_AVAILABLE;
445 // hide the item completely
446 e.model = string_null;
448 e.spawnshieldtime = 1;
449 e.ItemStatus &= ~ITS_AVAILABLE;
453 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
454 || e.team // weapon stay isn't supported for teamed weapons
456 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
458 // make the item translucent and not touchable
460 e.solid = SOLID_TRIGGER; // can STILL be picked up!
461 e.effects |= EF_STARDUST;
462 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
463 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
467 //setmodel(e, "null");
469 e.colormod = '0 0 0';
470 //e.glowmod = e.colormod;
471 e.spawnshieldtime = 1;
472 e.ItemStatus &= ~ITS_AVAILABLE;
477 e.ItemStatus |= ITS_GLOW;
479 if (autocvar_g_nodepthtestitems)
480 e.effects |= EF_NODEPTHTEST;
483 if (autocvar_g_fullbrightitems)
484 e.ItemStatus |= ITS_ALLOWFB;
486 if (autocvar_sv_simple_items)
487 e.ItemStatus |= ITS_ALLOWSI;
489 // relink entity (because solid may have changed)
490 setorigin(e, e.origin);
491 e.SendFlags |= ISF_STATUS;
494 void Item_Think(entity this)
496 this.nextthink = time;
497 if(this.origin != this.oldorigin)
501 bool Item_ItemsTime_SpectatorOnly(GameItem it);
502 bool Item_ItemsTime_Allow(GameItem it);
503 float Item_ItemsTime_UpdateTime(entity e, float t);
504 void Item_ItemsTime_SetTime(entity e, float t);
505 void Item_ItemsTime_SetTimesForAllPlayers();
507 void Item_Respawn (entity this)
510 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
511 setorigin(this, this.origin);
513 if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)
515 float t = Item_ItemsTime_UpdateTime(this, 0);
516 Item_ItemsTime_SetTime(this, t);
517 Item_ItemsTime_SetTimesForAllPlayers();
520 setthink(this, Item_Think);
521 this.nextthink = time;
523 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
524 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
527 void Item_RespawnCountdown (entity this)
529 if(this.count >= ITEM_RESPAWN_TICKS)
531 if(this.waypointsprite_attached)
532 WaypointSprite_Kill(this.waypointsprite_attached);
537 this.nextthink = time + 1;
541 MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
544 entity wi = Weapons_from(this.weapon);
545 if (wi != WEP_Null) {
546 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
547 wp.wp_extra = wi.m_id;
552 entity ii = this.itemdef;
554 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
555 wp.wp_extra = ii.m_id;
560 if(this.waypointsprite_attached)
562 GameItem def = this.itemdef;
563 if (Item_ItemsTime_SpectatorOnly(def))
564 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
565 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
569 if(this.waypointsprite_attached)
571 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
572 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
575 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
579 WaypointSprite_Ping(this.waypointsprite_attached);
580 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
585 void Item_RespawnThink(entity this)
587 this.nextthink = time;
588 if(this.origin != this.oldorigin)
591 if(time >= this.wait)
595 void Item_ScheduleRespawnIn(entity e, float t)
597 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
598 if ((Item_ItemsTime_Allow(e.itemdef) || e.weapons & WEPSET_SUPERWEAPONS) && (t - ITEM_RESPAWN_TICKS) > 0)
600 setthink(e, Item_RespawnCountdown);
601 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
602 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
604 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
605 Item_ItemsTime_SetTime(e, t);
606 Item_ItemsTime_SetTimesForAllPlayers();
610 setthink(e, Item_RespawnThink);
612 e.scheduledrespawntime = time + t;
617 void Item_ScheduleRespawn(entity e)
619 if(e.respawntime > 0)
622 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
624 else // if respawntime is -1, this item does not respawn
628 void Item_ScheduleInitialRespawn(entity e)
631 Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
634 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
636 if (!item.(ammotype))
639 if (item.spawnshieldtime)
641 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
643 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
647 else if(g_weapon_stay == 2)
649 float mi = min(item.(ammotype), ammomax);
650 if (player.(ammotype) < mi)
652 player.(ammotype) = mi;
663 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
665 case ITEM_MODE_HEALTH:
666 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
668 case ITEM_MODE_ARMOR:
669 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
677 float Item_GiveTo(entity item, entity player)
681 // if nothing happens to player, just return without taking the item
683 int _switchweapon = 0;
684 // in case the player has autoswitch enabled do the following:
685 // if the player is using their best weapon before items are given, they
686 // probably want to switch to an even better weapon after items are given
688 if(player.autoswitch)
690 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
692 .entity weaponentity = weaponentities[slot];
693 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
695 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
696 _switchweapon |= BIT(slot);
698 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
699 _switchweapon |= BIT(slot);
704 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
705 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
706 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
707 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
708 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
709 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
710 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
711 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
713 if (item.itemdef.instanceOfWeaponPickup)
717 w &= ~player.weapons;
719 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
722 FOREACH(Weapons, it != WEP_Null, {
723 if(w & (it.m_wepset))
725 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
727 .entity weaponentity = weaponentities[slot];
728 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
729 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
731 W_GiveWeapon(player, it.m_id);
737 if (item.itemdef.instanceOfPowerup)
739 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
740 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
741 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
742 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
746 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
750 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
753 if (item.strength_finished)
756 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
758 if (item.invincible_finished)
761 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
763 if (item.superweapons_finished)
766 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
771 // always eat teamed entities
778 // crude hack to enforce switching weapons
779 if(g_cts && item.itemdef.instanceOfWeaponPickup)
781 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
783 .entity weaponentity = weaponentities[slot];
784 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
785 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
792 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
794 .entity weaponentity = weaponentities[slot];
795 if(_switchweapon & BIT(slot))
796 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
797 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
804 void Item_Touch(entity this, entity toucher)
807 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
808 if (this.classname == "droppedweapon")
810 if (ITEM_TOUCH_NEEDKILL())
817 if(!(toucher.flags & FL_PICKUPITEMS)
818 || STAT(FROZEN, toucher)
820 || (this.solid != SOLID_TRIGGER)
821 || (this.owner == toucher)
822 || (time < this.item_spawnshieldtime)
825 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
827 case MUT_ITEMTOUCH_RETURN: { return; }
828 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
831 toucher = M_ARGV(1, entity);
833 if (this.classname == "droppedweapon")
835 this.strength_finished = max(0, this.strength_finished - time);
836 this.invincible_finished = max(0, this.invincible_finished - time);
837 this.superweapons_finished = max(0, this.superweapons_finished - time);
839 entity it = this.itemdef;
840 bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
843 if (this.classname == "droppedweapon")
845 // undo what we did above
846 this.strength_finished += time;
847 this.invincible_finished += time;
848 this.superweapons_finished += time;
855 toucher.last_pickup = time;
857 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
858 _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);
860 if (this.classname == "droppedweapon")
862 else if (this.spawnshieldtime)
867 RandomSelection_Init();
868 IL_EACH(g_items, it.team == this.team,
870 if(it.itemdef) // is a registered item
873 RandomSelection_AddEnt(it, it.cnt, 0);
876 e = RandomSelection_chosen_ent;
881 Item_ScheduleRespawn(e);
885 void Item_Reset(entity this)
887 Item_Show(this, !this.state);
888 setorigin(this, this.origin);
890 if (this.classname != "droppedweapon")
892 setthink(this, Item_Think);
893 this.nextthink = time;
895 if (this.waypointsprite_attached)
896 WaypointSprite_Kill(this.waypointsprite_attached);
898 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
899 Item_ScheduleInitialRespawn(this);
903 void Item_FindTeam(entity this)
907 if(this.effects & EF_NODRAW)
909 // marker for item team search
910 LOG_TRACE("Initializing item team ", ftos(this.team));
911 RandomSelection_Init();
912 IL_EACH(g_items, it.team == this.team,
914 if(it.itemdef) // is a registered item
915 RandomSelection_AddEnt(it, it.cnt, 0);
918 e = RandomSelection_chosen_ent;
922 IL_EACH(g_items, it.team == this.team,
924 if(it.itemdef) // is a registered item
928 // make it non-spawned
930 it.state = 1; // state 1 = initially hidden item, apparently
932 it.effects &= ~EF_NODRAW;
940 // Savage: used for item garbage-collection
941 void RemoveItem(entity this)
943 if(wasfreed(this) || !this) { return; }
944 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
948 // pickup evaluation functions
949 // these functions decide how desirable an item is to the bots
951 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
953 float weapon_pickupevalfunc(entity player, entity item)
955 // See if I have it already
956 if(player.weapons & item.weapons)
958 // If I can pick it up
959 if(!item.spawnshieldtime)
961 return ammo_pickupevalfunc(player, item);
964 // reduce weapon value if bot already got a good arsenal
966 int weapons_value = 0;
967 FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
968 weapons_value += it.bot_pickupbasevalue;
970 c -= bound(0, weapons_value / 20000, 1) * 0.5;
972 return item.bot_pickupbasevalue * c;
975 float ammo_pickupevalfunc(entity player, entity item)
977 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
982 // Detect needed ammo
983 if(item.itemdef.instanceOfWeaponPickup)
986 if(item.ammo_shells) { need_shells = true; ammo = ITEM_Shells; }
987 else if(item.ammo_nails) { need_nails = true; ammo = ITEM_Bullets; }
988 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets; }
989 else if(item.ammo_cells) { need_cells = true; ammo = ITEM_Cells; }
990 else if(item.ammo_plasma) { need_plasma = true; ammo = ITEM_Plasma; }
991 else if(item.ammo_fuel) { need_fuel = true; ammo = ITEM_JetpackFuel; }
996 rating = ammo.m_botvalue;
1000 FOREACH(Weapons, it != WEP_Null, {
1001 if(!(player.weapons & (it.m_wepset)))
1004 switch(it.ammo_field)
1006 case ammo_shells: need_shells = true; break;
1007 case ammo_nails: need_nails = true; break;
1008 case ammo_rockets: need_rockets = true; break;
1009 case ammo_cells: need_cells = true; break;
1010 case ammo_plasma: need_plasma = true; break;
1011 case ammo_fuel: need_fuel = true; break;
1014 rating = item.bot_pickupbasevalue;
1017 if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1018 c = item.ammo_shells / player.ammo_shells;
1020 if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1021 c = item.ammo_nails / player.ammo_nails;
1023 if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1024 c = item.ammo_rockets / player.ammo_rockets;
1026 if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1027 c = item.ammo_cells / player.ammo_cells;
1029 if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1030 c = item.ammo_plasma / player.ammo_plasma;
1032 if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1033 c = item.ammo_fuel / player.ammo_fuel;
1035 rating *= min(2, c);
1037 rating += wpn.bot_pickupbasevalue * 0.1;
1042 .int item_group_count;
1043 float healtharmor_pickupevalfunc(entity player, entity item)
1046 float rating = item.bot_pickupbasevalue;
1048 float itemarmor = item.armorvalue;
1049 float itemhealth = item.health;
1053 itemarmor *= min(4, item.item_group_count);
1054 itemhealth *= min(4, item.item_group_count);
1057 if (itemarmor && (player.armorvalue < item.max_armorvalue))
1058 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1060 if (itemhealth && (player.health < item.max_health))
1061 c = itemhealth / max(1, player.health);
1063 rating *= min(2, c);
1067 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1069 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1073 void item_use(entity this, entity actor, entity trigger)
1075 // use the touch function to handle collection
1076 gettouch(this)(this, actor);
1079 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1081 string itemname = def.m_name;
1082 Model itemmodel = def.m_model;
1083 Sound pickupsound = def.m_sound;
1084 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1085 float pickupbasevalue = def.m_botvalue;
1086 int itemflags = def.m_itemflags;
1088 startitem_failed = false;
1090 this.item_model_ent = itemmodel;
1091 this.item_pickupsound_ent = pickupsound;
1094 def.m_iteminit(this);
1096 if(!this.respawntime) // both need to be set
1098 this.respawntime = defaultrespawntime;
1099 this.respawntimejitter = defaultrespawntimejitter;
1102 if(!this.pickup_anyway && def.m_pickupanyway)
1103 this.pickup_anyway = def.m_pickupanyway();
1105 int itemid = def.m_itemid;
1106 this.items = itemid;
1107 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1108 this.weapon = weaponid;
1112 this.fade_start = autocvar_g_items_mindist;
1113 this.fade_end = autocvar_g_items_maxdist;
1117 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1119 this.flags = FL_ITEM | itemflags;
1120 IL_PUSH(g_items, this);
1122 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1124 startitem_failed = true;
1129 // is it a dropped weapon?
1130 if (this.classname == "droppedweapon")
1132 this.reset = SUB_Remove;
1133 // it's a dropped weapon
1134 set_movetype(this, MOVETYPE_TOSS);
1136 // Savage: remove thrown items after a certain period of time ("garbage collection")
1137 setthink(this, RemoveItem);
1138 this.nextthink = time + 20;
1140 this.takedamage = DAMAGE_YES;
1141 this.event_damage = Item_Damage;
1143 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1145 // if item is worthless after a timer, have it expire then
1146 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1149 // don't drop if in a NODROP zone (such as lava)
1150 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1151 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1153 startitem_failed = true;
1160 if(!have_pickup_item(this))
1162 startitem_failed = true;
1167 if(this.angles != '0 0 0')
1168 this.SendFlags |= ISF_ANGLES;
1170 this.reset = Item_Reset;
1171 // it's a level item
1172 if(this.spawnflags & 1)
1174 if (this.noalign > 0)
1175 set_movetype(this, MOVETYPE_NONE);
1177 set_movetype(this, MOVETYPE_TOSS);
1178 // do item filtering according to game mode and other things
1179 if (this.noalign <= 0)
1181 // first nudge it off the floor a little bit to avoid math errors
1182 setorigin(this, this.origin + '0 0 1');
1183 // set item size before we spawn a spawnfunc_waypoint
1184 setsize(this, def.m_mins, def.m_maxs);
1185 this.SendFlags |= ISF_SIZE;
1186 // note droptofloor returns false if stuck/or would fall too far
1189 waypoint_spawnforitem(this);
1193 * can't do it that way, as it would break maps
1194 * TODO make a target_give like entity another way, that perhaps has
1195 * the weapon name in a key
1198 // target_give not yet supported; maybe later
1199 print("removed targeted ", this.classname, "\n");
1200 startitem_failed = true;
1206 if(this.targetname != "" && (this.spawnflags & 16))
1207 this.use = item_use;
1209 if(autocvar_spawn_debug >= 2)
1211 // why not flags & fl_item?
1212 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1213 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1214 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1215 error("Mapper sucks.");
1217 this.is_item = true;
1220 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1222 precache_model(this.model);
1223 precache_sound(this.item_pickupsound);
1225 if ( def.instanceOfPowerup
1226 || def.instanceOfWeaponPickup
1227 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1228 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1229 || (itemid & (IT_KEY1 | IT_KEY2))
1230 ) this.target = "###item###"; // for finding the nearest item using find()
1232 Item_ItemsTime_SetTime(this, 0);
1235 this.bot_pickup = true;
1236 this.bot_pickupevalfunc = pickupevalfunc;
1237 this.bot_pickupbasevalue = pickupbasevalue;
1238 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1239 this.netname = itemname;
1240 settouch(this, Item_Touch);
1241 setmodel(this, MDL_Null); // precision set below
1242 //this.effects |= EF_LOWPRECISION;
1244 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1246 this.SendFlags |= ISF_SIZE;
1248 if (!(this.spawnflags & 1024)) {
1249 if(def.instanceOfPowerup)
1250 this.ItemStatus |= ITS_ANIMATE1;
1252 if(this.armorvalue || this.health)
1253 this.ItemStatus |= ITS_ANIMATE2;
1256 if(def.instanceOfWeaponPickup)
1258 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1259 this.colormap = 1024; // color shirt=0 pants=0 grey
1262 if (!(this.spawnflags & 1024))
1263 this.ItemStatus |= ITS_ANIMATE1;
1264 this.SendFlags |= ISF_COLORMAP;
1268 if(this.team) // broken, no idea why.
1271 this.cnt = 1; // item probability weight
1273 this.effects |= EF_NODRAW; // marker for item team search
1274 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1279 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1281 // call this hook after everything else has been done
1282 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1284 startitem_failed = true;
1292 void StartItem(entity this, GameItem def)
1297 def.m_respawntime(), // defaultrespawntime
1298 def.m_respawntimejitter() // defaultrespawntimejitter
1302 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1303 int group_count = 1;
1305 void setItemGroup(entity this)
1307 if(!IS_SMALL(this.itemdef))
1310 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1312 if(!this.item_group)
1316 it.item_group = group_count;
1319 this.item_group = it.item_group;
1321 else // spawning item is already part of a item_group X
1324 it.item_group = this.item_group;
1325 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1327 int grY = it.item_group;
1328 // move all items of item_group Y to item_group X
1329 IL_EACH(g_items, IS_SMALL(it.itemdef),
1331 if(it.item_group == grY)
1332 it.item_group = this.item_group;
1339 void setItemGroupCount()
1341 for (int k = 1; k <= group_count; k++)
1344 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1346 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1350 spawnfunc(item_rockets)
1352 StartItem(this, ITEM_Rockets);
1355 spawnfunc(item_bullets)
1357 if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1358 (this.classname != "droppedweapon"))
1360 weaponswapping = true;
1361 spawnfunc_item_shells(this);
1362 weaponswapping = false;
1366 StartItem(this, ITEM_Bullets);
1369 spawnfunc(item_cells)
1371 StartItem(this, ITEM_Cells);
1374 spawnfunc(item_plasma)
1376 StartItem(this, ITEM_Plasma);
1379 spawnfunc(item_shells)
1381 if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1382 (this.classname != "droppedweapon"))
1384 weaponswapping = true;
1385 spawnfunc_item_bullets(this);
1386 weaponswapping = false;
1390 StartItem(this, ITEM_Shells);
1393 spawnfunc(item_armor_small)
1395 StartItem(this, ITEM_ArmorSmall);
1398 spawnfunc(item_armor_medium)
1400 StartItem(this, ITEM_ArmorMedium);
1403 spawnfunc(item_armor_big)
1405 StartItem(this, ITEM_ArmorBig);
1408 spawnfunc(item_armor_mega)
1410 StartItem(this, ITEM_ArmorMega);
1413 spawnfunc(item_health_small)
1415 StartItem(this, ITEM_HealthSmall);
1418 spawnfunc(item_health_medium)
1420 StartItem(this, ITEM_HealthMedium);
1423 spawnfunc(item_health_big)
1425 StartItem(this, ITEM_HealthBig);
1428 spawnfunc(item_health_mega)
1430 StartItem(this, ITEM_HealthMega);
1433 // support old misnamed entities
1434 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1435 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1436 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1437 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1438 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1439 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1440 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1442 spawnfunc(item_strength)
1444 StartItem(this, ITEM_Strength);
1447 spawnfunc(item_invincible)
1449 StartItem(this, ITEM_Shield);
1453 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1455 void target_items_use(entity this, entity actor, entity trigger)
1457 if(actor.classname == "droppedweapon")
1459 EXACTTRIGGER_TOUCH(this, trigger);
1464 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1467 if(trigger.solid == SOLID_TRIGGER)
1469 EXACTTRIGGER_TOUCH(this, trigger);
1472 IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1477 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1478 centerprint(actor, this.message);
1481 spawnfunc(target_items)
1486 this.use = target_items_use;
1487 if(!this.strength_finished)
1488 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1489 if(!this.invincible_finished)
1490 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1491 if(!this.superweapons_finished)
1492 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1494 n = tokenize_console(this.netname);
1495 if(argv(0) == "give")
1497 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1501 for(j = 0; j < n; ++j)
1503 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
1504 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
1505 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1506 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1507 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1508 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1509 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1510 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1513 FOREACH(Buffs, it != BUFF_Null,
1515 s = Buff_UndeprecateName(argv(j));
1518 this.buffs |= (it.m_itemid);
1522 FOREACH(Weapons, it != WEP_Null, {
1523 s = W_UndeprecateName(argv(j));
1526 this.weapons |= (it.m_wepset);
1527 if(this.spawnflags == 0 || this.spawnflags == 2)
1535 string itemprefix, valueprefix;
1536 if(this.spawnflags == 0)
1541 else if(this.spawnflags == 1)
1543 itemprefix = "max ";
1544 valueprefix = "max ";
1546 else if(this.spawnflags == 2)
1548 itemprefix = "min ";
1549 valueprefix = "min ";
1551 else if(this.spawnflags == 4)
1553 itemprefix = "minus ";
1554 valueprefix = "max ";
1558 error("invalid spawnflags");
1559 itemprefix = valueprefix = string_null;
1563 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1564 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1565 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1566 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1567 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1568 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1569 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1570 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1571 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1572 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1573 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1574 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1575 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1576 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1577 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1578 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1579 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1581 this.netname = strzone(this.netname);
1582 //print(this.netname, "\n");
1584 n = tokenize_console(this.netname);
1585 for(j = 0; j < n; ++j)
1587 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1594 spawnfunc(item_fuel)
1596 StartItem(this, ITEM_JetpackFuel);
1599 spawnfunc(item_fuel_regen)
1601 if(start_items & ITEM_JetpackRegen.m_itemid)
1603 spawnfunc_item_fuel(this);
1606 StartItem(this, ITEM_JetpackRegen);
1609 spawnfunc(item_jetpack)
1611 if(start_items & ITEM_Jetpack.m_itemid)
1613 spawnfunc_item_fuel(this);
1616 StartItem(this, ITEM_Jetpack);
1619 float GiveWeapon(entity e, float wpn, float op, float val)
1622 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1623 v0 = (e.weapons & s);
1646 v1 = (e.weapons & s);
1650 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1652 bool had_buff = (e.buffs & thebuff.m_itemid);
1657 e.buffs |= thebuff.m_itemid;
1659 e.buffs &= ~thebuff.m_itemid;
1664 e.buffs |= thebuff.m_itemid;
1668 e.buffs &= ~thebuff.m_itemid;
1672 e.buffs &= ~thebuff.m_itemid;
1675 bool have_buff = (e.buffs & thebuff.m_itemid);
1676 return (had_buff != have_buff);
1679 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1685 if(snd_decr != NULL)
1686 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1688 else if(v0 >= v0 + t)
1690 if(snd_incr != NULL)
1691 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1695 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1698 e.(rotfield) = max(e.(rotfield), time + rottime);
1700 e.(regenfield) = max(e.(regenfield), time + regentime);
1702 float GiveItems(entity e, float beginarg, float endarg)
1704 float got, i, val, op;
1712 int _switchweapon = 0;
1716 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1718 .entity weaponentity = weaponentities[slot];
1719 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1720 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1721 _switchweapon |= BIT(slot);
1725 e.strength_finished = max(0, e.strength_finished - time);
1726 e.invincible_finished = max(0, e.invincible_finished - time);
1727 e.superweapons_finished = max(0, e.superweapons_finished - time);
1731 PREGIVE(e, strength_finished);
1732 PREGIVE(e, invincible_finished);
1733 PREGIVE(e, superweapons_finished);
1734 PREGIVE(e, ammo_nails);
1735 PREGIVE(e, ammo_cells);
1736 PREGIVE(e, ammo_plasma);
1737 PREGIVE(e, ammo_shells);
1738 PREGIVE(e, ammo_rockets);
1739 PREGIVE(e, ammo_fuel);
1740 PREGIVE(e, armorvalue);
1743 for(i = beginarg; i < endarg; ++i)
1747 if(cmd == "0" || stof(cmd))
1771 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1772 got += GiveValue(e, strength_finished, op, val);
1773 got += GiveValue(e, invincible_finished, op, val);
1774 got += GiveValue(e, superweapons_finished, op, val);
1775 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1777 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1778 got += GiveValue(e, health, op, val);
1779 got += GiveValue(e, armorvalue, op, val);
1781 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1782 //case "allbuffs": // all buffs makes a player god, do not want!
1783 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1785 got += GiveValue(e, ammo_cells, op, val);
1786 got += GiveValue(e, ammo_plasma, op, val);
1787 got += GiveValue(e, ammo_shells, op, val);
1788 got += GiveValue(e, ammo_nails, op, val);
1789 got += GiveValue(e, ammo_rockets, op, val);
1790 got += GiveValue(e, ammo_fuel, op, val);
1792 case "unlimited_ammo":
1793 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1795 case "unlimited_weapon_ammo":
1796 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1798 case "unlimited_superweapons":
1799 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1802 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1805 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1808 got += GiveValue(e, strength_finished, op, val);
1811 got += GiveValue(e, invincible_finished, op, val);
1813 case "superweapons":
1814 got += GiveValue(e, superweapons_finished, op, val);
1817 got += GiveValue(e, ammo_cells, op, val);
1820 got += GiveValue(e, ammo_plasma, op, val);
1823 got += GiveValue(e, ammo_shells, op, val);
1827 got += GiveValue(e, ammo_nails, op, val);
1830 got += GiveValue(e, ammo_rockets, op, val);
1833 got += GiveValue(e, health, op, val);
1836 got += GiveValue(e, armorvalue, op, val);
1839 got += GiveValue(e, ammo_fuel, op, val);
1842 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1844 got += GiveBuff(e, it, op, val);
1847 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1848 got += GiveWeapon(e, it.m_id, op, val);
1857 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1858 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1859 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1860 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1861 FOREACH(Weapons, it != WEP_Null, {
1862 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1863 if(!(save_weapons & (it.m_wepset)))
1864 if(e.weapons & (it.m_wepset))
1867 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1868 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1869 //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1870 POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1871 POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1872 POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1873 POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1874 POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1875 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);
1876 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);
1877 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);
1879 if(e.superweapons_finished <= 0)
1880 if(e.weapons & WEPSET_SUPERWEAPONS)
1881 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1883 if(e.strength_finished <= 0)
1884 e.strength_finished = 0;
1886 e.strength_finished += time;
1887 if(e.invincible_finished <= 0)
1888 e.invincible_finished = 0;
1890 e.invincible_finished += time;
1891 if(e.superweapons_finished <= 0)
1892 e.superweapons_finished = 0;
1894 e.superweapons_finished += time;
1896 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1898 .entity weaponentity = weaponentities[slot];
1899 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1900 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1901 _switchweapon |= BIT(slot);
1906 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1908 .entity weaponentity = weaponentities[slot];
1909 if(_switchweapon & BIT(slot))
1910 W_SwitchWeapon_Force(e, w_getbestweapon(e, weaponentity), weaponentity);