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 .bool item_simple; // probably not really needed, but better safe than sorry
41 void Item_SetAlpha(entity this)
43 bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
45 if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
48 this.colormod = '1 1 1';
49 this.glowmod = this.item_glowmod;
53 if (autocvar_cl_ghost_items_color)
55 this.alpha = autocvar_cl_ghost_items;
56 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
62 if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
64 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
65 this.alpha = autocvar_cl_weapon_stay_alpha;
68 this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
71 void ItemDraw(entity this)
75 Movetype_Physics_MatchServer(this, false);
77 { // For some reason avelocity gets set to '0 0 0' here ...
78 this.oldorigin = this.origin;
81 if(autocvar_cl_animate_items)
82 { // ... so reset it if animations are requested.
83 if(this.ItemStatus & ITS_ANIMATE1)
84 this.avelocity = '0 180 0';
86 if(this.ItemStatus & ITS_ANIMATE2)
87 this.avelocity = '0 -90 0';
90 // delay is for blocking item's position for a while;
91 // it's a workaround for dropped weapons that receive the position
92 // another time right after they spawn overriding animation position
93 this.onground_time = time + 0.5;
96 else if (autocvar_cl_animate_items)
98 if(this.ItemStatus & ITS_ANIMATE1)
100 if(!this.item_simple)
101 this.angles += this.avelocity * frametime;
102 float fade_in = bound(0, time - this.onground_time, 1);
103 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
106 if(this.ItemStatus & ITS_ANIMATE2)
108 if(!this.item_simple)
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 Item_PreDraw(entity this)
120 if(warpzone_warpzones_exist)
122 setpredraw(this, func_null); // no need to keep running this
126 vector org = getpropertyvec(VF_ORIGIN);
127 //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
128 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
131 if(vdist(org - this.origin, >, this.fade_end))
132 alph = 0; // save on some processing
133 else if(vdist(org - this.origin, <, this.fade_start))
134 alph = 1; // more processing saved
136 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
140 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
141 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
146 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
149 void ItemRemove(entity this)
155 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
159 if(sf & ISF_LOCATION)
161 this.origin = ReadVector();
162 setorigin(this, this.origin);
163 this.oldorigin = this.origin;
168 this.angles_x = ReadAngle();
169 this.angles_y = ReadAngle();
170 this.angles_z = ReadAngle();
175 float use_bigsize = ReadByte();
176 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
179 if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
181 this.ItemStatus = ReadByte();
185 if(autocvar_cl_fullbright_items)
186 if(this.ItemStatus & ITS_ALLOWFB)
187 this.effects |= EF_FULLBRIGHT;
189 if(this.ItemStatus & ITS_GLOW)
191 if(this.ItemStatus & ITS_AVAILABLE)
192 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
194 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
200 this.drawmask = MASK_NORMAL;
201 set_movetype(this, MOVETYPE_TOSS);
202 if (isnew) IL_PUSH(g_drawables, this);
203 this.draw = ItemDraw;
204 this.solid = SOLID_TRIGGER;
205 //this.flags |= FL_ITEM;
207 bool use_bigsize = ReadByte();
209 this.fade_end = ReadShort();
210 this.fade_start = ReadShort();
211 if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
212 setpredraw(this, Item_PreDraw);
218 string _fn = ReadString();
219 this.item_simple = false; // reset it!
221 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
223 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
224 this.item_simple = true;
226 if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
227 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
228 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
229 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
230 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
231 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
232 else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
233 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
236 this.item_simple = false;
237 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
241 if(!this.item_simple)
242 this.mdl = strzone(_fn);
246 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
248 precache_model(this.mdl);
249 _setmodel(this, this.mdl);
251 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
254 if(sf & ISF_COLORMAP)
256 this.colormap = ReadShort();
257 this.item_glowmod_x = ReadByte() / 255.0;
258 this.item_glowmod_y = ReadByte() / 255.0;
259 this.item_glowmod_z = ReadByte() / 255.0;
265 this.pushable = true;
266 //this.angles = '0 0 0';
267 set_movetype(this, MOVETYPE_TOSS);
268 this.velocity = ReadVector();
269 setorigin(this, this.oldorigin);
273 this.move_time = time;
274 this.spawntime = time;
277 this.move_time = max(this.move_time, time);
280 if(autocvar_cl_animate_items)
282 if(this.ItemStatus & ITS_ANIMATE1)
283 this.avelocity = '0 180 0';
285 if(this.ItemStatus & ITS_ANIMATE2)
286 this.avelocity = '0 -90 0';
289 this.entremove = ItemRemove;
297 bool ItemSend(entity this, entity to, int sf)
304 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
305 WriteByte(MSG_ENTITY, sf);
307 //WriteByte(MSG_ENTITY, this.cnt);
308 if(sf & ISF_LOCATION)
310 WriteVector(MSG_ENTITY, this.origin);
315 WriteAngle(MSG_ENTITY, this.angles_x);
316 WriteAngle(MSG_ENTITY, this.angles_y);
317 WriteAngle(MSG_ENTITY, this.angles_z);
322 Pickup p = this.itemdef;
323 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
327 WriteByte(MSG_ENTITY, this.ItemStatus);
331 Pickup p = this.itemdef;
332 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
333 WriteShort(MSG_ENTITY, this.fade_end);
334 WriteShort(MSG_ENTITY, this.fade_start);
337 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
339 WriteString(MSG_ENTITY, this.mdl);
343 if(sf & ISF_COLORMAP)
345 WriteShort(MSG_ENTITY, this.colormap);
346 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
347 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
348 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
353 WriteVector(MSG_ENTITY, this.velocity);
359 void ItemUpdate(entity this)
361 this.oldorigin = this.origin;
362 this.SendFlags |= ISF_LOCATION;
365 void UpdateItemAfterTeleport(entity this)
367 if(getSendEntity(this) == ItemSend)
371 bool have_pickup_item(entity this)
373 if(this.itemdef.instanceOfPowerup)
375 if(autocvar_g_powerups > 0)
377 if(autocvar_g_powerups == 0)
382 if(autocvar_g_pickup_items > 0)
384 if(autocvar_g_pickup_items == 0)
387 if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
394 float Item_Customize()
396 if(this.spawnshieldtime)
398 if(this.weapons & ~other.weapons)
400 this.colormod = '0 0 0';
401 this.glowmod = this.colormod;
402 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
409 this.colormod = stov(autocvar_g_ghost_items_color);
410 this.glowmod = this.colormod;
411 this.alpha = g_ghost_items;
420 void Item_Show (entity e, float mode)
422 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
423 e.ItemStatus &= ~ITS_STAYWEP;
424 entity def = e.itemdef;
427 // make the item look normal, and be touchable
429 e.solid = SOLID_TRIGGER;
430 e.spawnshieldtime = 1;
431 e.ItemStatus |= ITS_AVAILABLE;
435 // hide the item completely
436 e.model = string_null;
438 e.spawnshieldtime = 1;
439 e.ItemStatus &= ~ITS_AVAILABLE;
443 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
444 || e.team // weapon stay isn't supported for teamed weapons
446 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
448 // make the item translucent and not touchable
450 e.solid = SOLID_TRIGGER; // can STILL be picked up!
451 e.effects |= EF_STARDUST;
452 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
453 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
457 //setmodel(e, "null");
459 e.colormod = '0 0 0';
460 //e.glowmod = e.colormod;
461 e.spawnshieldtime = 1;
462 e.ItemStatus &= ~ITS_AVAILABLE;
467 e.ItemStatus |= ITS_GLOW;
469 if (autocvar_g_nodepthtestitems)
470 e.effects |= EF_NODEPTHTEST;
473 if (autocvar_g_fullbrightitems)
474 e.ItemStatus |= ITS_ALLOWFB;
476 if (autocvar_sv_simple_items)
477 e.ItemStatus |= ITS_ALLOWSI;
479 // relink entity (because solid may have changed)
480 setorigin(e, e.origin);
481 e.SendFlags |= ISF_STATUS;
484 void Item_Think(entity this)
486 this.nextthink = time;
487 if(this.origin != this.oldorigin)
491 bool Item_ItemsTime_SpectatorOnly(GameItem it);
492 bool Item_ItemsTime_Allow(GameItem it);
493 float Item_ItemsTime_UpdateTime(entity e, float t);
494 void Item_ItemsTime_SetTime(entity e, float t);
495 void Item_ItemsTime_SetTimesForAllPlayers();
497 void Item_Respawn (entity this)
500 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
501 setorigin(this, this.origin);
503 if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
505 float t = Item_ItemsTime_UpdateTime(this, 0);
506 Item_ItemsTime_SetTime(this, t);
507 Item_ItemsTime_SetTimesForAllPlayers();
510 setthink(this, Item_Think);
511 this.nextthink = time;
513 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
514 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
517 void Item_RespawnCountdown (entity this)
519 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
521 if(this.waypointsprite_attached)
522 WaypointSprite_Kill(this.waypointsprite_attached);
527 this.nextthink = time + 1;
528 this.item_respawncounter += 1;
529 if(this.item_respawncounter == 1)
533 entity wi = Weapons_from(this.weapon);
534 if (wi != WEP_Null) {
535 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
536 wp.wp_extra = wi.m_id;
541 entity ii = this.itemdef;
543 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
544 wp.wp_extra = ii.m_id;
549 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
550 if(this.waypointsprite_attached)
552 GameItem def = this.itemdef;
553 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
554 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
555 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
559 if(this.waypointsprite_attached)
561 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
562 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
565 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
569 WaypointSprite_Ping(this.waypointsprite_attached);
570 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
575 void Item_RespawnThink(entity this)
577 this.nextthink = time;
578 if(this.origin != this.oldorigin)
581 if(time >= this.wait)
585 void Item_ScheduleRespawnIn(entity e, float t)
587 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
588 if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
590 setthink(e, Item_RespawnCountdown);
591 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
592 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
593 e.item_respawncounter = 0;
594 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
596 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
597 Item_ItemsTime_SetTime(e, t);
598 Item_ItemsTime_SetTimesForAllPlayers();
603 setthink(e, Item_RespawnThink);
605 e.scheduledrespawntime = time + t;
608 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
610 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
611 Item_ItemsTime_SetTime(e, t);
612 Item_ItemsTime_SetTimesForAllPlayers();
617 AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
618 AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
619 AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
621 /// Adjust respawn time according to the number of players.
622 float adjust_respawntime(float normal_respawntime) {
623 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
624 float o = autocvar_g_pickup_respawntime_scaling_offset;
625 float l = autocvar_g_pickup_respawntime_scaling_linear;
627 if (r == 0 && l == 1) {
628 return normal_respawntime;
631 CheckAllowedTeams(NULL);
634 if (c1 != -1) players += c1;
635 if (c2 != -1) players += c2;
636 if (c3 != -1) players += c3;
637 if (c4 != -1) players += c4;
640 return normal_respawntime * (r / (players + o) + l);
642 return normal_respawntime;
646 void Item_ScheduleRespawn(entity e)
648 if(e.respawntime > 0)
652 float adjusted_respawntime = adjust_respawntime(e.respawntime);
653 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
655 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
656 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
657 Item_ScheduleRespawnIn(e, respawn_in);
659 else // if respawntime is -1, this item does not respawn
663 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
664 "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
667 STATIC_INIT(shared_random) { shared_random = random(); }
668 void Item_ScheduleInitialRespawn(entity e)
673 if (autocvar_g_pickup_respawntime_initial_random == 0)
675 // range: respawntime .. respawntime + respawntimejitter
676 spawn_in = e.respawntime + random() * e.respawntimejitter;
678 else if (autocvar_g_pickup_respawntime_initial_random == 1)
681 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
682 // else: 0 .. ITEM_RESPAWN_TICKS
683 // this is to prevent powerups spawning unexpectedly without waypoints
684 spawn_in = ITEM_RESPAWN_TICKS + shared_random * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
689 spawn_in = ITEM_RESPAWN_TICKS + random() * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
692 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
695 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
698 if (num_weapons == 0)
702 int num_potential_weapons = tokenize_console(weapon_names);
703 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
705 RandomSelection_Init();
706 for (int weapon_index = 0; weapon_index < num_potential_weapons;
709 string weapon = argv(weapon_index);
710 FOREACH(Weapons, it != WEP_Null,
712 // Finding a weapon which player doesn't have.
713 if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
715 RandomSelection_AddEnt(it, 1, 1);
720 if (RandomSelection_chosen_ent == NULL)
724 receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
725 if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
729 if (GetResourceAmount(receiver,
730 RandomSelection_chosen_ent.ammo_type) != 0)
734 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
735 GetResourceAmount(ammo_entity,
736 RandomSelection_chosen_ent.ammo_type));
740 float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax)
742 float amount = GetResourceAmount(item, resource_type);
747 float player_amount = GetResourceAmount(player, resource_type);
748 if (item.spawnshieldtime)
750 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
754 GiveResourceWithLimit(player, resource_type, amount, ammomax);
757 if (g_weapon_stay != 2)
761 GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax));
765 float Item_GiveTo(entity item, entity player)
769 // if nothing happens to player, just return without taking the item
771 int _switchweapon = 0;
772 // in case the player has autoswitch enabled do the following:
773 // if the player is using their best weapon before items are given, they
774 // probably want to switch to an even better weapon after items are given
776 if(CS(player).autoswitch)
778 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
780 .entity weaponentity = weaponentities[slot];
781 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
783 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
784 _switchweapon |= BIT(slot);
786 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
787 _switchweapon |= BIT(slot);
791 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_HEALTH, item.max_health);
792 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ARMOR, item.max_armorvalue);
793 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_SHELLS, g_pickup_shells_max);
794 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_BULLETS, g_pickup_nails_max);
795 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ROCKETS, g_pickup_rockets_max);
796 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_CELLS, g_pickup_cells_max);
797 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_PLASMA, g_pickup_plasma_max);
798 pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_FUEL, g_pickup_fuel_max);
799 if (item.itemdef.instanceOfWeaponPickup)
803 w &= ~player.weapons;
805 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
808 FOREACH(Weapons, it != WEP_Null, {
809 if(w & (it.m_wepset))
811 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
813 .entity weaponentity = weaponentities[slot];
814 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
815 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
817 W_GiveWeapon(player, it.m_id);
823 if (item.itemdef.instanceOfPowerup)
825 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
826 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
827 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
828 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
832 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
836 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
839 if (item.strength_finished)
842 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
844 if (item.invincible_finished)
847 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
849 if (item.superweapons_finished)
852 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
855 // always eat teamed entities
862 // crude hack to enforce switching weapons
863 if(g_cts && item.itemdef.instanceOfWeaponPickup)
865 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
867 .entity weaponentity = weaponentities[slot];
868 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
869 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
876 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
878 .entity weaponentity = weaponentities[slot];
879 if(_switchweapon & BIT(slot))
880 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
881 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
888 void Item_Touch(entity this, entity toucher)
890 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
891 if (Item_IsLoot(this))
893 if (ITEM_TOUCH_NEEDKILL())
900 if(!(toucher.flags & FL_PICKUPITEMS)
901 || STAT(FROZEN, toucher)
903 || (this.solid != SOLID_TRIGGER)
904 || (this.owner == toucher)
905 || (time < this.item_spawnshieldtime)
908 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
910 case MUT_ITEMTOUCH_RETURN: { return; }
911 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
914 toucher = M_ARGV(1, entity);
916 if (Item_IsExpiring(this))
918 this.strength_finished = max(0, this.strength_finished - time);
919 this.invincible_finished = max(0, this.invincible_finished - time);
920 this.superweapons_finished = max(0, this.superweapons_finished - time);
922 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
925 if (Item_IsExpiring(this))
927 // undo what we did above
928 this.strength_finished += time;
929 this.invincible_finished += time;
930 this.superweapons_finished += time;
937 STAT(LAST_PICKUP, toucher) = time;
939 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
940 _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);
942 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
948 if (Item_IsLoot(this))
953 if (!this.spawnshieldtime)
960 RandomSelection_Init();
961 IL_EACH(g_items, it.team == this.team,
963 if (it.itemdef) // is a registered item
966 it.scheduledrespawntime = 0;
967 RandomSelection_AddEnt(it, it.cnt, 0);
970 e = RandomSelection_chosen_ent;
971 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
975 Item_ScheduleRespawn(e);
978 void Item_Reset(entity this)
980 Item_Show(this, !this.state);
981 setorigin(this, this.origin);
983 if (Item_IsLoot(this))
987 setthink(this, Item_Think);
988 this.nextthink = time;
989 if (this.waypointsprite_attached)
991 WaypointSprite_Kill(this.waypointsprite_attached);
993 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_type)
1102 case RESOURCE_SHELLS: need_shells = true; break;
1103 case RESOURCE_BULLETS: need_nails = true; break;
1104 case RESOURCE_ROCKETS: need_rockets = true; break;
1105 case RESOURCE_CELLS: need_cells = true; break;
1106 case RESOURCE_PLASMA: need_plasma = true; break;
1107 case RESOURCE_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;
1139 float healtharmor_pickupevalfunc(entity player, entity item)
1142 float rating = item.bot_pickupbasevalue;
1144 float itemarmor = item.armorvalue;
1145 float itemhealth = item.health;
1149 itemarmor *= min(4, item.item_group_count);
1150 itemhealth *= min(4, item.item_group_count);
1153 if (itemarmor && (player.armorvalue < item.max_armorvalue))
1154 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1156 if (itemhealth && (player.health < item.max_health))
1157 c = itemhealth / max(1, player.health);
1159 rating *= min(2, c);
1163 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
1165 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1169 void item_use(entity this, entity actor, entity trigger)
1171 // use the touch function to handle collection
1172 gettouch(this)(this, actor);
1175 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1177 string itemname = def.m_name;
1178 Model itemmodel = def.m_model;
1179 Sound pickupsound = def.m_sound;
1180 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1181 float pickupbasevalue = def.m_botvalue;
1182 int itemflags = def.m_itemflags;
1184 startitem_failed = false;
1186 this.item_model_ent = itemmodel;
1187 this.item_pickupsound_ent = pickupsound;
1190 def.m_iteminit(this);
1192 if(!this.respawntime) // both need to be set
1194 this.respawntime = defaultrespawntime;
1195 this.respawntimejitter = defaultrespawntimejitter;
1198 if(!this.pickup_anyway && def.m_pickupanyway)
1199 this.pickup_anyway = def.m_pickupanyway();
1201 int itemid = def.m_itemid;
1202 this.items = itemid;
1203 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1204 this.weapon = weaponid;
1208 this.fade_start = autocvar_g_items_mindist;
1209 this.fade_end = autocvar_g_items_maxdist;
1213 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1215 this.flags = FL_ITEM | itemflags;
1216 IL_PUSH(g_items, this);
1218 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1220 startitem_failed = true;
1225 if (Item_IsLoot(this))
1227 this.reset = SUB_Remove;
1228 set_movetype(this, MOVETYPE_TOSS);
1230 // Savage: remove thrown items after a certain period of time ("garbage collection")
1231 setthink(this, RemoveItem);
1232 this.nextthink = time + 20;
1234 this.takedamage = DAMAGE_YES;
1235 this.event_damage = Item_Damage;
1237 if (Item_IsExpiring(this))
1239 // if item is worthless after a timer, have it expire then
1240 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1243 // don't drop if in a NODROP zone (such as lava)
1244 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1245 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1247 startitem_failed = true;
1254 if(!have_pickup_item(this))
1256 startitem_failed = true;
1261 if(this.angles != '0 0 0')
1262 this.SendFlags |= ISF_ANGLES;
1264 this.reset = Item_Reset;
1265 // it's a level item
1266 if(this.spawnflags & 1)
1268 if (this.noalign > 0)
1269 set_movetype(this, MOVETYPE_NONE);
1271 set_movetype(this, MOVETYPE_TOSS);
1272 // do item filtering according to game mode and other things
1273 if (this.noalign <= 0)
1275 // first nudge it off the floor a little bit to avoid math errors
1276 setorigin(this, this.origin + '0 0 1');
1277 // set item size before we spawn a spawnfunc_waypoint
1278 setsize(this, def.m_mins, def.m_maxs);
1279 this.SendFlags |= ISF_SIZE;
1280 // note droptofloor returns false if stuck/or would fall too far
1283 waypoint_spawnforitem(this);
1287 * can't do it that way, as it would break maps
1288 * TODO make a target_give like entity another way, that perhaps has
1289 * the weapon name in a key
1292 // target_give not yet supported; maybe later
1293 print("removed targeted ", this.classname, "\n");
1294 startitem_failed = true;
1300 if(this.targetname != "" && (this.spawnflags & 16))
1301 this.use = item_use;
1303 if(autocvar_spawn_debug >= 2)
1305 // why not flags & fl_item?
1306 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1307 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1308 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1309 error("Mapper sucks.");
1311 this.is_item = true;
1314 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1316 precache_model(this.model);
1317 precache_sound(this.item_pickupsound);
1319 if ( def.instanceOfPowerup
1320 || def.instanceOfWeaponPickup
1321 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1322 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1323 || (itemid & (IT_KEY1 | IT_KEY2))
1324 ) this.target = "###item###"; // for finding the nearest item using find()
1326 Item_ItemsTime_SetTime(this, 0);
1329 this.bot_pickup = true;
1330 this.bot_pickupevalfunc = pickupevalfunc;
1331 this.bot_pickupbasevalue = pickupbasevalue;
1332 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1333 this.netname = itemname;
1334 settouch(this, Item_Touch);
1335 setmodel(this, MDL_Null); // precision set below
1336 //this.effects |= EF_LOWPRECISION;
1338 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1340 this.SendFlags |= ISF_SIZE;
1342 if (!(this.spawnflags & 1024)) {
1343 if(def.instanceOfPowerup)
1344 this.ItemStatus |= ITS_ANIMATE1;
1346 if(this.armorvalue || this.health)
1347 this.ItemStatus |= ITS_ANIMATE2;
1350 if(def.instanceOfWeaponPickup)
1352 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1353 this.colormap = 1024; // color shirt=0 pants=0 grey
1356 if (!(this.spawnflags & 1024))
1357 this.ItemStatus |= ITS_ANIMATE1;
1358 this.SendFlags |= ISF_COLORMAP;
1362 if(this.team) // broken, no idea why.
1365 this.cnt = 1; // item probability weight
1367 this.effects |= EF_NODRAW; // marker for item team search
1368 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1373 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1375 // call this hook after everything else has been done
1376 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1378 startitem_failed = true;
1386 void StartItem(entity this, GameItem def)
1388 def = def.m_spawnfunc_hookreplace(def, this);
1389 if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1394 this.classname = def.m_canonical_spawnfunc;
1398 def.m_respawntime(), // defaultrespawntime
1399 def.m_respawntimejitter() // defaultrespawntimejitter
1403 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1404 int group_count = 1;
1406 void setItemGroup(entity this)
1408 if(!IS_SMALL(this.itemdef))
1411 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1413 if(!this.item_group)
1417 it.item_group = group_count;
1420 this.item_group = it.item_group;
1422 else // spawning item is already part of a item_group X
1425 it.item_group = this.item_group;
1426 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1428 int grY = it.item_group;
1429 // move all items of item_group Y to item_group X
1430 IL_EACH(g_items, IS_SMALL(it.itemdef),
1432 if(it.item_group == grY)
1433 it.item_group = this.item_group;
1440 void setItemGroupCount()
1442 for (int k = 1; k <= group_count; k++)
1445 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1447 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1451 void target_items_use(entity this, entity actor, entity trigger)
1453 if(Item_IsLoot(actor))
1455 EXACTTRIGGER_TOUCH(this, trigger);
1460 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1463 if(trigger.solid == SOLID_TRIGGER)
1465 EXACTTRIGGER_TOUCH(this, trigger);
1468 IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1473 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1474 centerprint(actor, this.message);
1477 spawnfunc(target_items)
1482 this.use = target_items_use;
1483 if(!this.strength_finished)
1484 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1485 if(!this.invincible_finished)
1486 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1487 if(!this.superweapons_finished)
1488 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1490 n = tokenize_console(this.netname);
1491 if(argv(0) == "give")
1493 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1497 for(int j = 0; j < n; ++j)
1499 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
1500 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
1501 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1502 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1503 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1504 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1505 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1506 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1509 FOREACH(Buffs, it != BUFF_Null,
1511 s = Buff_UndeprecateName(argv(j));
1514 STAT(BUFFS, this) |= (it.m_itemid);
1518 FOREACH(Weapons, it != WEP_Null, {
1519 s = W_UndeprecateName(argv(j));
1522 this.weapons |= (it.m_wepset);
1523 if(this.spawnflags == 0 || this.spawnflags == 2)
1531 string itemprefix, valueprefix;
1532 if(this.spawnflags == 0)
1537 else if(this.spawnflags == 1)
1539 itemprefix = "max ";
1540 valueprefix = "max ";
1542 else if(this.spawnflags == 2)
1544 itemprefix = "min ";
1545 valueprefix = "min ";
1547 else if(this.spawnflags == 4)
1549 itemprefix = "minus ";
1550 valueprefix = "max ";
1554 error("invalid spawnflags");
1555 itemprefix = valueprefix = string_null;
1559 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1560 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1561 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1562 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1563 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1564 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1565 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1566 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1567 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1568 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1569 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1570 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1571 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1572 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1573 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1574 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(BUFFS, this) & (it.m_itemid)), it.m_name));
1575 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1577 this.netname = strzone(this.netname);
1578 //print(this.netname, "\n");
1580 n = tokenize_console(this.netname);
1581 for(int j = 0; j < n; ++j)
1583 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1590 float GiveWeapon(entity e, float wpn, float op, float val)
1593 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1594 v0 = (e.weapons & s);
1617 v1 = (e.weapons & s);
1621 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1623 bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1628 STAT(BUFFS, e) |= thebuff.m_itemid;
1630 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1635 STAT(BUFFS, e) |= thebuff.m_itemid;
1639 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1643 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1646 bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1647 return (had_buff != have_buff);
1650 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1656 if(snd_decr != NULL)
1657 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1659 else if(v0 >= v0 + t)
1661 if(snd_incr != NULL)
1662 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1666 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1669 e.(rotfield) = max(e.(rotfield), time + rottime);
1671 e.(regenfield) = max(e.(regenfield), time + regentime);
1673 float GiveItems(entity e, float beginarg, float endarg)
1675 float got, i, val, op;
1683 int _switchweapon = 0;
1685 if(CS(e).autoswitch)
1687 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1689 .entity weaponentity = weaponentities[slot];
1690 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1691 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1692 _switchweapon |= BIT(slot);
1696 e.strength_finished = max(0, e.strength_finished - time);
1697 e.invincible_finished = max(0, e.invincible_finished - time);
1698 e.superweapons_finished = max(0, e.superweapons_finished - time);
1702 PREGIVE(e, strength_finished);
1703 PREGIVE(e, invincible_finished);
1704 PREGIVE(e, superweapons_finished);
1705 PREGIVE(e, ammo_nails);
1706 PREGIVE(e, ammo_cells);
1707 PREGIVE(e, ammo_plasma);
1708 PREGIVE(e, ammo_shells);
1709 PREGIVE(e, ammo_rockets);
1710 PREGIVE(e, ammo_fuel);
1711 PREGIVE(e, armorvalue);
1714 for(i = beginarg; i < endarg; ++i)
1718 if(cmd == "0" || stof(cmd))
1742 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1743 got += GiveValue(e, strength_finished, op, val);
1744 got += GiveValue(e, invincible_finished, op, val);
1745 got += GiveValue(e, superweapons_finished, op, val);
1746 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1748 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1749 got += GiveValue(e, health, op, val);
1750 got += GiveValue(e, armorvalue, op, val);
1752 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1753 //case "allbuffs": // all buffs makes a player god, do not want!
1754 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1756 got += GiveValue(e, ammo_cells, op, val);
1757 got += GiveValue(e, ammo_plasma, op, val);
1758 got += GiveValue(e, ammo_shells, op, val);
1759 got += GiveValue(e, ammo_nails, op, val);
1760 got += GiveValue(e, ammo_rockets, op, val);
1761 got += GiveValue(e, ammo_fuel, op, val);
1763 case "unlimited_ammo":
1764 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1766 case "unlimited_weapon_ammo":
1767 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1769 case "unlimited_superweapons":
1770 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1773 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1776 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1779 got += GiveValue(e, strength_finished, op, val);
1782 got += GiveValue(e, invincible_finished, op, val);
1784 case "superweapons":
1785 got += GiveValue(e, superweapons_finished, op, val);
1788 got += GiveValue(e, ammo_cells, op, val);
1791 got += GiveValue(e, ammo_plasma, op, val);
1794 got += GiveValue(e, ammo_shells, op, val);
1798 got += GiveValue(e, ammo_nails, op, val);
1801 got += GiveValue(e, ammo_rockets, op, val);
1804 got += GiveValue(e, health, op, val);
1807 got += GiveValue(e, armorvalue, op, val);
1810 got += GiveValue(e, ammo_fuel, op, val);
1813 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1815 got += GiveBuff(e, it, op, val);
1818 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1819 got += GiveWeapon(e, it.m_id, op, val);
1828 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1829 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1830 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1831 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1832 FOREACH(Weapons, it != WEP_Null, {
1833 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1834 if(!(save_weapons & (it.m_wepset)))
1835 if(e.weapons & (it.m_wepset))
1838 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1839 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1840 //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1841 POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1842 POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1843 POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1844 POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1845 POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1846 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);
1847 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);
1848 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);
1850 if(e.superweapons_finished <= 0)
1851 if(e.weapons & WEPSET_SUPERWEAPONS)
1852 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1854 if(e.strength_finished <= 0)
1855 e.strength_finished = 0;
1857 e.strength_finished += time;
1858 if(e.invincible_finished <= 0)
1859 e.invincible_finished = 0;
1861 e.invincible_finished += time;
1862 if(e.superweapons_finished <= 0)
1863 e.superweapons_finished = 0;
1865 e.superweapons_finished += time;
1867 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1869 .entity weaponentity = weaponentities[slot];
1870 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1871 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1872 _switchweapon |= BIT(slot);
1877 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1879 .entity weaponentity = weaponentities[slot];
1880 if(_switchweapon & BIT(slot))
1882 Weapon wep = w_getbestweapon(e, weaponentity);
1883 if(wep != e.(weaponentity).m_switchweapon)
1884 W_SwitchWeapon_Force(e, wep, weaponentity);