3 #include "../common/items/all.qc"
8 #include "waypointsprites.qh"
11 #include "bot/waypoints.qh"
13 #include "mutators/mutators_include.qh"
15 #include "weapons/common.qh"
16 #include "weapons/selection.qh"
17 #include "weapons/weaponsystem.qh"
19 #include "../common/constants.qh"
20 #include "../common/deathtypes.qh"
21 #include "../common/notifications.qh"
22 #include "../common/triggers/subs.qh"
23 #include "../common/util.qh"
25 #include "../common/monsters/all.qh"
27 #include "../common/weapons/all.qh"
29 #include "../warpzonelib/util_server.qh"
37 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
38 if(self.move_flags & FL_ONGROUND)
39 { // For some reason move_avelocity gets set to '0 0 0' here ...
40 self.oldorigin = self.origin;
43 if(autocvar_cl_animate_items)
44 { // ... so reset it if animations are requested.
45 if(self.ItemStatus & ITS_ANIMATE1)
46 self.move_avelocity = '0 180 0';
48 if(self.ItemStatus & ITS_ANIMATE2)
49 self.move_avelocity = '0 -90 0';
53 else if (autocvar_cl_animate_items)
55 if(self.ItemStatus & ITS_ANIMATE1)
57 self.angles += self.move_avelocity * frametime;
58 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
61 if(self.ItemStatus & ITS_ANIMATE2)
63 self.angles += self.move_avelocity * frametime;
64 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
73 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
75 if(self.move_flags & FL_ONGROUND)
80 void ItemRead(float _IsNew)
86 self.origin_x = ReadCoord();
87 self.origin_y = ReadCoord();
88 self.origin_z = ReadCoord();
89 setorigin(self, self.origin);
90 self.oldorigin = self.origin;
95 self.angles_x = ReadCoord();
96 self.angles_y = ReadCoord();
97 self.angles_z = ReadCoord();
98 self.move_angles = self.angles;
103 self.mins_x = ReadCoord();
104 self.mins_y = ReadCoord();
105 self.mins_z = ReadCoord();
106 self.maxs_x = ReadCoord();
107 self.maxs_y = ReadCoord();
108 self.maxs_z = ReadCoord();
109 setsize(self, self.mins, self.maxs);
112 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
114 self.ItemStatus = ReadByte();
116 if(self.ItemStatus & ITS_AVAILABLE)
119 self.colormod = self.glowmod = '1 1 1';
123 if (autocvar_cl_ghost_items_color)
125 self.alpha = autocvar_cl_ghost_items;
126 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
132 if(autocvar_cl_fullbright_items)
133 if(self.ItemStatus & ITS_ALLOWFB)
134 self.effects |= EF_FULLBRIGHT;
136 if(self.ItemStatus & ITS_STAYWEP)
138 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
139 self.alpha = autocvar_cl_weapon_stay_alpha;
143 if(self.ItemStatus & ITS_POWERUP)
145 if(self.ItemStatus & ITS_AVAILABLE)
146 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
148 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
154 self.drawmask = MASK_NORMAL;
155 self.movetype = MOVETYPE_TOSS;
156 self.draw = ItemDraw;
162 string _fn = ReadString();
164 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
166 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
167 self.draw = ItemDrawSimple;
171 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
172 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
173 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
174 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
175 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
176 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
177 else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
178 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
181 self.draw = ItemDraw;
182 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
186 if(self.draw != ItemDrawSimple)
187 self.mdl = strzone(_fn);
191 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
193 precache_model(self.mdl);
194 setmodel(self, self.mdl);
197 if(sf & ISF_COLORMAP)
198 self.colormap = ReadShort();
203 //self.move_angles = '0 0 0';
204 self.move_movetype = MOVETYPE_TOSS;
205 self.move_velocity_x = ReadCoord();
206 self.move_velocity_y = ReadCoord();
207 self.move_velocity_z = ReadCoord();
208 self.velocity = self.move_velocity;
209 self.move_origin = self.oldorigin;
213 self.move_time = time;
214 self.spawntime = time;
217 self.move_time = max(self.move_time, time);
220 if(autocvar_cl_animate_items)
222 if(self.ItemStatus & ITS_ANIMATE1)
223 self.move_avelocity = '0 180 0';
225 if(self.ItemStatus & ITS_ANIMATE2)
226 self.move_avelocity = '0 -90 0';
233 bool ItemSend(entity to, int sf)
240 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
241 WriteByte(MSG_ENTITY, sf);
243 //WriteByte(MSG_ENTITY, self.cnt);
244 if(sf & ISF_LOCATION)
246 WriteCoord(MSG_ENTITY, self.origin.x);
247 WriteCoord(MSG_ENTITY, self.origin.y);
248 WriteCoord(MSG_ENTITY, self.origin.z);
253 WriteCoord(MSG_ENTITY, self.angles.x);
254 WriteCoord(MSG_ENTITY, self.angles.y);
255 WriteCoord(MSG_ENTITY, self.angles.z);
260 WriteCoord(MSG_ENTITY, self.mins.x);
261 WriteCoord(MSG_ENTITY, self.mins.y);
262 WriteCoord(MSG_ENTITY, self.mins.z);
263 WriteCoord(MSG_ENTITY, self.maxs.x);
264 WriteCoord(MSG_ENTITY, self.maxs.y);
265 WriteCoord(MSG_ENTITY, self.maxs.z);
269 WriteByte(MSG_ENTITY, self.ItemStatus);
275 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
277 WriteString(MSG_ENTITY, self.mdl);
281 if(sf & ISF_COLORMAP)
282 WriteShort(MSG_ENTITY, self.colormap);
286 WriteCoord(MSG_ENTITY, self.velocity.x);
287 WriteCoord(MSG_ENTITY, self.velocity.y);
288 WriteCoord(MSG_ENTITY, self.velocity.z);
294 void ItemUpdate(entity item)
296 item.SendFlags |= ISF_LOCATION;
299 float have_pickup_item(void)
301 if(self.flags & FL_POWERUP)
303 if(autocvar_g_powerups > 0)
305 if(autocvar_g_powerups == 0)
310 if(autocvar_g_pickup_items > 0)
312 if(autocvar_g_pickup_items == 0)
315 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
322 float Item_Customize()
324 if(self.spawnshieldtime)
326 if(self.weapons & ~other.weapons)
328 self.colormod = '0 0 0';
329 self.glowmod = self.colormod;
330 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
337 self.colormod = stov(autocvar_g_ghost_items_color);
338 self.glowmod = self.colormod;
339 self.alpha = g_ghost_items;
348 void Item_Show (entity e, float mode)
350 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
351 e.ItemStatus &= ~ITS_STAYWEP;
354 // make the item look normal, and be touchable
356 e.solid = SOLID_TRIGGER;
357 e.spawnshieldtime = 1;
358 e.ItemStatus |= ITS_AVAILABLE;
362 // hide the item completely
363 e.model = string_null;
365 e.spawnshieldtime = 1;
366 e.ItemStatus &= ~ITS_AVAILABLE;
368 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
370 // make the item translucent and not touchable
372 e.solid = SOLID_TRIGGER; // can STILL be picked up!
373 e.effects |= EF_STARDUST;
374 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
375 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
379 //setmodel(e, "null");
381 e.colormod = '0 0 0';
382 e.glowmod = e.colormod;
383 e.spawnshieldtime = 1;
384 e.ItemStatus &= ~ITS_AVAILABLE;
387 if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
388 e.ItemStatus |= ITS_POWERUP;
390 if (autocvar_g_nodepthtestitems)
391 e.effects |= EF_NODEPTHTEST;
394 if (autocvar_g_fullbrightitems)
395 e.ItemStatus |= ITS_ALLOWFB;
397 if (autocvar_sv_simple_items)
398 e.ItemStatus |= ITS_ALLOWSI;
400 // relink entity (because solid may have changed)
401 setorigin(e, e.origin);
402 e.SendFlags |= ISF_STATUS;
407 self.nextthink = time;
408 if(self.origin != self.oldorigin)
410 self.oldorigin = self.origin;
415 float it_armor_large_time;
416 float it_health_mega_time;
417 float it_invisible_time;
419 float it_extralife_time;
420 float it_strength_time;
421 float it_shield_time;
422 float it_fuelregen_time;
423 float it_jetpack_time;
424 float it_superweapons_time;
426 void Item_ItemsTime_Init()
428 it_armor_large_time = -1;
429 it_health_mega_time = -1;
430 it_invisible_time = -1;
432 it_extralife_time = -1;
433 it_strength_time = -1;
435 it_fuelregen_time = -1;
436 it_jetpack_time = -1;
437 it_superweapons_time = -1;
440 STATIC_INIT(ItemsTime_Init) {
442 Item_ItemsTime_Init();
445 void Item_ItemsTime_ResetTimes()
447 it_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
448 it_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
449 it_invisible_time = (it_invisible_time == -1) ? -1 : 0;
450 it_speed_time = (it_speed_time == -1) ? -1 : 0;
451 it_extralife_time = (it_extralife_time == -1) ? -1 : 0;
452 it_strength_time = (it_strength_time == -1) ? -1 : 0;
453 it_shield_time = (it_shield_time == -1) ? -1 : 0;
454 it_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
455 it_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
456 it_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
458 void IT_Write(entity, int, float);
459 void Item_ItemsTime_ResetTimesForPlayer(entity e)
461 IT_Write(e, item_armor_large_time , (it_armor_large_time == -1) ? -1 : 0);
462 IT_Write(e, item_health_mega_time , (it_health_mega_time == -1) ? -1 : 0);
463 IT_Write(e, item_invisible_time , (it_invisible_time == -1) ? -1 : 0);
464 IT_Write(e, item_speed_time , (it_speed_time == -1) ? -1 : 0);
465 IT_Write(e, item_extralife_time , (it_extralife_time == -1) ? -1 : 0);
466 IT_Write(e, item_strength_time , (it_strength_time == -1) ? -1 : 0);
467 IT_Write(e, item_shield_time , (it_shield_time == -1) ? -1 : 0);
468 IT_Write(e, item_fuelregen_time , (it_fuelregen_time == -1) ? -1 : 0);
469 IT_Write(e, item_jetpack_time , (it_jetpack_time == -1) ? -1 : 0);
470 IT_Write(e, item_superweapons_time, (it_superweapons_time == -1) ? -1 : 0);
472 void Item_ItemsTime_SetTimesForPlayer(entity e)
474 IT_Write(e, item_armor_large_time , it_armor_large_time );
475 IT_Write(e, item_health_mega_time , it_health_mega_time );
476 IT_Write(e, item_invisible_time , it_invisible_time );
477 IT_Write(e, item_speed_time , it_speed_time );
478 IT_Write(e, item_extralife_time , it_extralife_time );
479 IT_Write(e, item_strength_time , it_strength_time );
480 IT_Write(e, item_shield_time , it_shield_time );
481 IT_Write(e, item_fuelregen_time , it_fuelregen_time );
482 IT_Write(e, item_jetpack_time , it_jetpack_time );
483 IT_Write(e, item_superweapons_time, it_superweapons_time);
486 void Item_ItemsTime_SetTime(entity e, float t)
488 if(!autocvar_sv_itemstime)
495 case IT_STRENGTH://"item-invis"
496 it_invisible_time = t;
498 case IT_NAILS://"item-extralife"
499 it_extralife_time = t;
501 case IT_INVINCIBLE://"item-speed"
510 case ITEM_HealthMega.m_itemid:
511 // if(e.itemdef == ITEM_HealthMega) // e.items == IT_HEALTH unequivocally identifies it
512 it_health_mega_time = t;
514 case ITEM_ArmorMega.m_itemid:
515 if(e.itemdef == ITEM_ArmorMega) // e.items == IT_ARMOR doesn't unequivocally identifies it
516 it_armor_large_time = t;
518 case IT_STRENGTH://"item-strength"
519 it_strength_time = t;
521 case IT_INVINCIBLE://"item-shield"
525 if(e.weapons & WEPSET_SUPERWEAPONS)
526 it_superweapons_time = t;
531 case IT_FUEL_REGEN://"item-fuelregen"
532 it_fuelregen_time = t;
534 case IT_JETPACK://"item-jetpack"
539 void Item_ItemsTime_SetTimesForAllPlayers()
544 FOR_EACH_REALCLIENT(e)
545 Item_ItemsTime_SetTimesForPlayer(e);
549 FOR_EACH_REALCLIENT(e)
552 Item_ItemsTime_SetTimesForPlayer(e);
557 float Item_ItemsTime_UpdateTime(entity e, float t)
560 bool isavailable = (t == 0);
561 if(e.weapons & WEPSET_SUPERWEAPONS)
563 for(head = world; (head = nextent(head)); )
565 if(clienttype(head) != CLIENTTYPE_NOTACLIENT || !(head.weapons & WEPSET_SUPERWEAPONS) || head.classname == "weapon_info")
570 if(head.scheduledrespawntime <= time)
572 else if(t == 0 || head.scheduledrespawntime < t)
573 t = head.scheduledrespawntime;
578 for(head = world; (head = nextent(head)); )
580 if(head.itemdef != e.itemdef)
585 if(head.scheduledrespawntime <= time)
587 else if(t == 0 || head.scheduledrespawntime < t)
588 t = head.scheduledrespawntime;
592 t = -t; // let know the client there's another available item
596 void Item_Respawn (void)
600 if(self.items == ITEM_Strength.m_itemid)
601 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
602 else if(self.items == ITEM_Shield.m_itemid)
603 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
605 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
606 setorigin (self, self.origin);
608 if(self.flags & FL_POWERUP || self.itemdef == ITEM_ArmorMega || self.items == IT_HEALTH || (self.weapons & WEPSET_SUPERWEAPONS))
610 float t = Item_ItemsTime_UpdateTime(self, 0);
611 Item_ItemsTime_SetTime(self, t);
612 Item_ItemsTime_SetTimesForAllPlayers();
615 self.think = Item_Think;
616 self.nextthink = time;
618 //Send_Effect("item_respawn", self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
619 Send_Effect("item_respawn", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
622 void Item_RespawnCountdown (void)
624 if(self.count >= ITEM_RESPAWN_TICKS)
626 if(self.waypointsprite_attached)
627 WaypointSprite_Kill(self.waypointsprite_attached);
632 self.nextthink = time + 1;
637 vector rgb = '1 0 1';
641 case ITEM_JetpackRegen.m_itemid: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
642 case ITEM_Jetpack.m_itemid: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
643 case ITEM_Strength.m_itemid: name = "item-strength"; rgb = '0 0 1'; break;
644 case ITEM_Shield.m_itemid: name = "item-shield"; rgb = '1 0 1'; break;
645 case ITEM_HealthMega.m_itemid:
646 //if (self.classname == "item_health_mega")
647 {name = "item_health_mega"; rgb = '1 0 0';}
649 case ITEM_ArmorMega.m_itemid:
650 if (self.itemdef == ITEM_ArmorMega)
651 {name = "item_armor_large"; rgb = '0 1 0';}
654 MUTATOR_CALLHOOK(Item_RespawnCountdown, name, rgb);
657 if(self.flags & FL_WEAPON)
659 entity wi = get_weaponinfo(self.weapon);
668 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
669 if(self.waypointsprite_attached)
671 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
672 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
673 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
678 print("Unknown powerup-marked item is wanting to respawn\n");
679 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
683 if(self.waypointsprite_attached)
687 self = self.waypointsprite_attached;
688 FOR_EACH_REALCLIENT(e)
689 if(self.waypointsprite_visible_for_player(e))
692 soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
696 WaypointSprite_Ping(self.waypointsprite_attached);
697 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
700 sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
704 void Item_RespawnThink()
706 self.nextthink = time;
707 if(self.origin != self.oldorigin)
709 self.oldorigin = self.origin;
713 if(time >= self.wait)
717 void Item_ScheduleRespawnIn(entity e, float t)
719 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS) || e.itemdef == ITEM_ArmorMega || e.items == IT_HEALTH)
721 e.think = Item_RespawnCountdown;
722 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
723 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
725 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
726 Item_ItemsTime_SetTime(e, t);
727 Item_ItemsTime_SetTimesForAllPlayers();
731 e.think = Item_RespawnThink;
733 e.scheduledrespawntime = time + t;
738 void Item_ScheduleRespawn(entity e)
740 if(e.respawntime > 0)
743 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
745 else // if respawntime is -1, this item does not respawn
749 void Item_ScheduleInitialRespawn(entity e)
752 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
755 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
757 if (!item.(ammotype))
760 if (item.spawnshieldtime)
762 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
764 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
768 else if(g_weapon_stay == 2)
770 float mi = min(item.(ammotype), ammomax);
771 if (player.(ammotype) < mi)
773 player.(ammotype) = mi;
784 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
786 case ITEM_MODE_HEALTH:
787 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
789 case ITEM_MODE_ARMOR:
790 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
798 float Item_GiveTo(entity item, entity player)
805 // if nothing happens to player, just return without taking the item
807 _switchweapon = false;
808 // in case the player has autoswitch enabled do the following:
809 // if the player is using their best weapon before items are given, they
810 // probably want to switch to an even better weapon after items are given
811 if (player.autoswitch)
812 if (player.switchweapon == w_getbestweapon(player))
813 _switchweapon = true;
815 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
816 _switchweapon = true;
818 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
819 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
820 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
821 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
822 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
823 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
824 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
825 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
827 if (item.flags & FL_WEAPON)
831 it &= ~player.weapons;
833 if (it || (item.spawnshieldtime && item.pickup_anyway))
836 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
837 if(it & WepSet_FromWeapon(i))
839 W_DropEvent(WR_PICKUP, player, i, item);
840 W_GiveWeapon(player, i);
845 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
849 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
852 if (item.strength_finished)
855 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
857 if (item.invincible_finished)
860 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
862 if (item.superweapons_finished)
865 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
870 // always eat teamed entities
878 if (player.switchweapon != w_getbestweapon(player))
879 W_SwitchWeapon_Force(player, w_getbestweapon(player));
884 void Item_Touch (void)
888 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
889 if(self.classname == "droppedweapon")
891 if (ITEM_TOUCH_NEEDKILL())
898 if (!IS_PLAYER(other))
904 if (self.solid != SOLID_TRIGGER)
906 if (self.owner == other)
908 if (time < self.item_spawnshieldtime)
911 switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
913 case MUT_ITEMTOUCH_RETURN: { return; }
914 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
917 if (self.classname == "droppedweapon")
919 self.strength_finished = max(0, self.strength_finished - time);
920 self.invincible_finished = max(0, self.invincible_finished - time);
921 self.superweapons_finished = max(0, self.superweapons_finished - time);
923 entity it = self.itemdef;
924 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
927 if (self.classname == "droppedweapon")
929 // undo what we did above
930 self.strength_finished += time;
931 self.invincible_finished += time;
932 self.superweapons_finished += time;
939 other.last_pickup = time;
941 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
942 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
944 if (self.classname == "droppedweapon")
946 else if (self.spawnshieldtime)
950 RandomSelection_Init();
951 for(head = world; (head = findfloat(head, team, self.team)); )
953 if(head.flags & FL_ITEM)
956 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
959 e = RandomSelection_chosen_ent;
964 Item_ScheduleRespawn(e);
970 Item_Show(self, !self.state);
971 setorigin (self, self.origin);
973 if(self.classname != "droppedweapon")
975 self.think = Item_Think;
976 self.nextthink = time;
978 if(self.waypointsprite_attached)
979 WaypointSprite_Kill(self.waypointsprite_attached);
981 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
982 Item_ScheduleInitialRespawn(self);
990 if(self.effects & EF_NODRAW)
992 // marker for item team search
993 dprint("Initializing item team ", ftos(self.team), "\n");
994 RandomSelection_Init();
995 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
996 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
997 e = RandomSelection_chosen_ent;
1001 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
1005 // make it a non-spawned item
1006 Item_Show(head, -1);
1007 head.state = 1; // state 1 = initially hidden item
1009 head.effects &= ~EF_NODRAW;
1016 // Savage: used for item garbage-collection
1017 // TODO: perhaps nice special effect?
1018 void RemoveItem(void)
1020 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
1024 // pickup evaluation functions
1025 // these functions decide how desirable an item is to the bots
1027 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1029 float weapon_pickupevalfunc(entity player, entity item)
1033 // See if I have it already
1034 if(item.weapons & ~player.weapons)
1036 // If I can pick it up
1037 if(!item.spawnshieldtime)
1039 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
1041 // Skilled bots will grab more
1042 c = bound(0, skill / 10, 1) * 0.5;
1050 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
1051 if( bot_custom_weapon && c )
1053 // Find the highest position on any range
1055 for (int j = 0; j < WEP_LAST ; ++j){
1057 bot_weapons_far[j] == item.weapon ||
1058 bot_weapons_mid[j] == item.weapon ||
1059 bot_weapons_close[j] == item.weapon
1070 position = WEP_LAST - position;
1071 // item.bot_pickupbasevalue is overwritten here
1072 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
1076 return item.bot_pickupbasevalue * c;
1079 float commodity_pickupevalfunc(entity player, entity item)
1082 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1086 // Detect needed ammo
1087 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1089 wi = get_weaponinfo(i);
1091 if (!(player.weapons & WepSet_FromWeapon(i)))
1094 if(wi.items & ITEM_Shells.m_itemid)
1096 else if(wi.items & ITEM_Bullets.m_itemid)
1098 else if(wi.items & ITEM_Rockets.m_itemid)
1099 need_rockets = true;
1100 else if(wi.items & ITEM_Cells.m_itemid)
1102 else if(wi.items & ITEM_Plasma.m_itemid)
1104 else if(wi.items & ITEM_JetpackFuel.m_itemid)
1108 // TODO: figure out if the player even has the weapon this ammo is for?
1109 // may not affect strategy much though...
1110 // find out how much more ammo/armor/health the player can hold
1112 if (item.ammo_shells)
1113 if (player.ammo_shells < g_pickup_shells_max)
1114 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1116 if (item.ammo_nails)
1117 if (player.ammo_nails < g_pickup_nails_max)
1118 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1120 if (item.ammo_rockets)
1121 if (player.ammo_rockets < g_pickup_rockets_max)
1122 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1124 if (item.ammo_cells)
1125 if (player.ammo_cells < g_pickup_cells_max)
1126 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1128 if (item.ammo_plasma)
1129 if (player.ammo_plasma < g_pickup_plasma_max)
1130 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1133 if (player.ammo_fuel < g_pickup_fuel_max)
1134 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1135 if (item.armorvalue)
1136 if (player.armorvalue < item.max_armorvalue)
1137 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1139 if (player.health < item.max_health)
1140 c = c + max(0, 1 - player.health / item.max_health);
1142 return item.bot_pickupbasevalue * c;
1145 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1147 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1151 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
1153 startitem_failed = false;
1155 if(self.model == "")
1156 self.model = itemmodel;
1158 if(self.model == "")
1160 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1164 if(self.item_pickupsound == "")
1165 self.item_pickupsound = pickupsound;
1167 if(!self.respawntime) // both need to be set
1169 self.respawntime = defaultrespawntime;
1170 self.respawntimejitter = defaultrespawntimejitter;
1173 self.items = itemid;
1174 self.weapon = weaponid;
1177 self.weapons = WepSet_FromWeapon(weaponid);
1179 self.flags = FL_ITEM | itemflags;
1181 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1183 startitem_failed = true;
1188 // is it a dropped weapon?
1189 if (self.classname == "droppedweapon")
1191 self.reset = SUB_Remove;
1192 // it's a dropped weapon
1193 self.movetype = MOVETYPE_TOSS;
1195 // Savage: remove thrown items after a certain period of time ("garbage collection")
1196 self.think = RemoveItem;
1197 self.nextthink = time + 20;
1199 self.takedamage = DAMAGE_YES;
1200 self.event_damage = Item_Damage;
1202 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1205 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1206 if(self.ammo_nails == 0)
1207 if(self.ammo_cells == 0)
1208 if(self.ammo_rockets == 0)
1209 if(self.ammo_shells == 0)
1210 if(self.ammo_fuel == 0)
1211 if(self.health == 0)
1212 if(self.armorvalue == 0)
1215 // if item is worthless after a timer, have it expire then
1216 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1219 // don't drop if in a NODROP zone (such as lava)
1220 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1221 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1223 startitem_failed = true;
1230 if(!have_pickup_item())
1232 startitem_failed = true;
1237 self.reset = Item_Reset;
1238 // it's a level item
1239 if(self.spawnflags & 1)
1242 self.movetype = MOVETYPE_NONE;
1244 self.movetype = MOVETYPE_TOSS;
1245 // do item filtering according to game mode and other things
1248 // first nudge it off the floor a little bit to avoid math errors
1249 setorigin(self, self.origin + '0 0 1');
1250 // set item size before we spawn a spawnfunc_waypoint
1251 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1252 setsize (self, '-16 -16 0', '16 16 48');
1254 setsize (self, '-16 -16 0', '16 16 32');
1256 // note droptofloor returns false if stuck/or would fall too far
1258 waypoint_spawnforitem(self);
1262 * can't do it that way, as it would break maps
1263 * TODO make a target_give like entity another way, that perhaps has
1264 * the weapon name in a key
1267 // target_give not yet supported; maybe later
1268 print("removed targeted ", self.classname, "\n");
1269 startitem_failed = true;
1275 if(autocvar_spawn_debug >= 2)
1278 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1280 // why not flags & fl_item?
1281 if(otheritem.is_item)
1283 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1284 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1285 error("Mapper sucks.");
1288 self.is_item = true;
1291 weaponsInMap |= WepSet_FromWeapon(weaponid);
1293 precache_model (self.model);
1294 precache_sound (self.item_pickupsound);
1296 precache_sound ("misc/itemrespawncountdown.wav");
1297 if(itemid == ITEM_Strength.m_itemid)
1298 precache_sound ("misc/strength_respawn.wav");
1299 else if(itemid == ITEM_Shield.m_itemid)
1300 precache_sound ("misc/shield_respawn.wav");
1302 precache_sound ("misc/itemrespawn.wav");
1304 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1305 self.target = "###item###"; // for finding the nearest item using find()
1307 Item_ItemsTime_SetTime(self, 0);
1310 self.bot_pickup = true;
1311 self.bot_pickupevalfunc = pickupevalfunc;
1312 self.bot_pickupbasevalue = pickupbasevalue;
1313 self.mdl = self.model;
1314 self.netname = itemname;
1315 self.touch = Item_Touch;
1316 setmodel(self, "null"); // precision set below
1317 //self.effects |= EF_LOWPRECISION;
1319 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1321 self.pos1 = '-16 -16 0';
1322 self.pos2 = '16 16 48';
1326 self.pos1 = '-16 -16 0';
1327 self.pos2 = '16 16 32';
1329 setsize (self, self.pos1, self.pos2);
1331 if(itemflags & FL_POWERUP)
1332 self.ItemStatus |= ITS_ANIMATE1;
1334 if(self.armorvalue || self.health)
1335 self.ItemStatus |= ITS_ANIMATE2;
1337 if(itemflags & FL_WEAPON)
1339 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1340 self.colormap = 1024; // color shirt=0 pants=0 grey
1344 self.ItemStatus |= ITS_ANIMATE1;
1345 self.ItemStatus |= ISF_COLORMAP;
1349 if(self.team) // broken, no idea why.
1352 self.cnt = 1; // item probability weight
1354 self.effects |= EF_NODRAW; // marker for item team search
1355 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1360 Net_LinkEntity(self, false, 0, ItemSend);
1362 self.SendFlags |= ISF_SIZE;
1364 self.SendFlags |= ISF_ANGLES;
1366 // call this hook after everything else has been done
1367 if(MUTATOR_CALLHOOK(Item_Spawn, self))
1369 startitem_failed = true;
1375 void StartItemA (entity a)
1378 StartItem(a.m_model, a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1381 void spawnfunc_item_rockets (void) {
1382 if(!self.ammo_rockets)
1383 self.ammo_rockets = g_pickup_rockets;
1384 if(!self.pickup_anyway)
1385 self.pickup_anyway = g_pickup_ammo_anyway;
1386 StartItemA (ITEM_Rockets);
1389 void spawnfunc_item_bullets (void) {
1391 if(autocvar_sv_q3acompat_machineshotgunswap)
1392 if(self.classname != "droppedweapon")
1394 weaponswapping = true;
1395 spawnfunc_item_shells();
1396 weaponswapping = false;
1400 if(!self.ammo_nails)
1401 self.ammo_nails = g_pickup_nails;
1402 if(!self.pickup_anyway)
1403 self.pickup_anyway = g_pickup_ammo_anyway;
1404 StartItemA (ITEM_Bullets);
1407 void spawnfunc_item_cells (void) {
1408 if(!self.ammo_cells)
1409 self.ammo_cells = g_pickup_cells;
1410 if(!self.pickup_anyway)
1411 self.pickup_anyway = g_pickup_ammo_anyway;
1412 StartItemA (ITEM_Cells);
1415 void spawnfunc_item_plasma()
1417 if(!self.ammo_plasma)
1418 self.ammo_plasma = g_pickup_plasma;
1419 if(!self.pickup_anyway)
1420 self.pickup_anyway = g_pickup_ammo_anyway;
1421 StartItemA (ITEM_Plasma);
1424 void spawnfunc_item_shells (void) {
1426 if(autocvar_sv_q3acompat_machineshotgunswap)
1427 if(self.classname != "droppedweapon")
1429 weaponswapping = true;
1430 spawnfunc_item_bullets();
1431 weaponswapping = false;
1435 if(!self.ammo_shells)
1436 self.ammo_shells = g_pickup_shells;
1437 if(!self.pickup_anyway)
1438 self.pickup_anyway = g_pickup_ammo_anyway;
1439 StartItemA (ITEM_Shells);
1442 void spawnfunc_item_armor_small (void) {
1443 if(!self.armorvalue)
1444 self.armorvalue = g_pickup_armorsmall;
1445 if(!self.max_armorvalue)
1446 self.max_armorvalue = g_pickup_armorsmall_max;
1447 if(!self.pickup_anyway)
1448 self.pickup_anyway = g_pickup_armorsmall_anyway;
1449 StartItemA (ITEM_ArmorSmall);
1452 void spawnfunc_item_armor_medium (void) {
1453 if(!self.armorvalue)
1454 self.armorvalue = g_pickup_armormedium;
1455 if(!self.max_armorvalue)
1456 self.max_armorvalue = g_pickup_armormedium_max;
1457 if(!self.pickup_anyway)
1458 self.pickup_anyway = g_pickup_armormedium_anyway;
1459 StartItemA (ITEM_ArmorMedium);
1462 void spawnfunc_item_armor_big (void) {
1463 if(!self.armorvalue)
1464 self.armorvalue = g_pickup_armorbig;
1465 if(!self.max_armorvalue)
1466 self.max_armorvalue = g_pickup_armorbig_max;
1467 if(!self.pickup_anyway)
1468 self.pickup_anyway = g_pickup_armorbig_anyway;
1469 StartItemA (ITEM_ArmorLarge);
1472 void spawnfunc_item_armor_large (void) {
1473 if(!self.armorvalue)
1474 self.armorvalue = g_pickup_armorlarge;
1475 if(!self.max_armorvalue)
1476 self.max_armorvalue = g_pickup_armorlarge_max;
1477 if(!self.pickup_anyway)
1478 self.pickup_anyway = g_pickup_armorlarge_anyway;
1479 StartItemA (ITEM_ArmorMega);
1482 void spawnfunc_item_health_small (void) {
1483 if(!self.max_health)
1484 self.max_health = g_pickup_healthsmall_max;
1486 self.health = g_pickup_healthsmall;
1487 if(!self.pickup_anyway)
1488 self.pickup_anyway = g_pickup_healthsmall_anyway;
1489 StartItemA (ITEM_HealthSmall);
1492 void spawnfunc_item_health_medium (void) {
1493 if(!self.max_health)
1494 self.max_health = g_pickup_healthmedium_max;
1496 self.health = g_pickup_healthmedium;
1497 if(!self.pickup_anyway)
1498 self.pickup_anyway = g_pickup_healthmedium_anyway;
1499 StartItemA (ITEM_HealthMedium);
1502 void spawnfunc_item_health_large (void) {
1503 if(!self.max_health)
1504 self.max_health = g_pickup_healthlarge_max;
1506 self.health = g_pickup_healthlarge;
1507 if(!self.pickup_anyway)
1508 self.pickup_anyway = g_pickup_healthlarge_anyway;
1509 StartItemA (ITEM_HealthLarge);
1512 void spawnfunc_item_health_mega (void) {
1513 if(!self.max_health)
1514 self.max_health = g_pickup_healthmega_max;
1516 self.health = g_pickup_healthmega;
1517 if(!self.pickup_anyway)
1518 self.pickup_anyway = g_pickup_healthmega_anyway;
1519 StartItemA (ITEM_HealthMega);
1522 // support old misnamed entities
1523 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1524 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1525 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1526 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1527 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1529 void spawnfunc_item_strength (void) {
1530 precache_sound("weapons/strength_fire.wav");
1531 if(!self.strength_finished)
1532 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1533 StartItemA (ITEM_Strength);
1536 void spawnfunc_item_invincible (void) {
1537 if(!self.invincible_finished)
1538 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1539 StartItemA (ITEM_Shield);
1543 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1545 void target_items_use (void)
1547 if(activator.classname == "droppedweapon")
1554 if (!IS_PLAYER(activator))
1556 if(activator.deadflag != DEAD_NO)
1561 for(e = world; (e = find(e, classname, "droppedweapon")); )
1562 if(e.enemy == activator)
1565 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1566 centerprint(activator, self.message);
1569 void spawnfunc_target_items (void)
1575 self.use = target_items_use;
1576 if(!self.strength_finished)
1577 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1578 if(!self.invincible_finished)
1579 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1580 if(!self.superweapons_finished)
1581 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1583 precache_sound("misc/itempickup.wav");
1584 precache_sound("misc/megahealth.wav");
1585 precache_sound("misc/armor25.wav");
1586 precache_sound("misc/powerup.wav");
1587 precache_sound("misc/poweroff.wav");
1588 precache_sound("weapons/weaponpickup.wav");
1590 n = tokenize_console(self.netname);
1591 if(argv(0) == "give")
1593 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1597 for(i = 0; i < n; ++i)
1599 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1600 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1601 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1602 else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
1603 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1604 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1605 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1606 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1609 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1611 e = get_weaponinfo(j);
1612 s = W_UndeprecateName(argv(i));
1615 self.weapons |= WepSet_FromWeapon(j);
1616 if(self.spawnflags == 0 || self.spawnflags == 2)
1617 WEP_ACTION(e.weapon, WR_INIT);
1622 print("target_items: invalid item ", argv(i), "\n");
1626 string itemprefix, valueprefix;
1627 if(self.spawnflags == 0)
1632 else if(self.spawnflags == 1)
1634 itemprefix = "max ";
1635 valueprefix = "max ";
1637 else if(self.spawnflags == 2)
1639 itemprefix = "min ";
1640 valueprefix = "min ";
1642 else if(self.spawnflags == 4)
1644 itemprefix = "minus ";
1645 valueprefix = "max ";
1649 error("invalid spawnflags");
1650 itemprefix = valueprefix = string_null;
1654 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1655 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1656 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1657 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1658 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1659 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1660 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1661 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1662 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1663 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1664 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1665 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1666 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1667 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1668 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1669 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1671 e = get_weaponinfo(j);
1673 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1676 self.netname = strzone(self.netname);
1677 //print(self.netname, "\n");
1679 n = tokenize_console(self.netname);
1680 for(i = 0; i < n; ++i)
1682 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1684 e = get_weaponinfo(j);
1685 if(argv(i) == e.netname)
1687 WEP_ACTION(e.weapon, WR_INIT);
1694 void spawnfunc_item_fuel(void)
1697 self.ammo_fuel = g_pickup_fuel;
1698 if(!self.pickup_anyway)
1699 self.pickup_anyway = g_pickup_ammo_anyway;
1700 StartItemA (ITEM_JetpackFuel);
1703 void spawnfunc_item_fuel_regen(void)
1705 if(start_items & ITEM_JetpackRegen.m_itemid)
1707 spawnfunc_item_fuel();
1710 StartItemA (ITEM_JetpackRegen);
1713 void spawnfunc_item_jetpack(void)
1716 self.ammo_fuel = g_pickup_fuel_jetpack;
1717 if(start_items & ITEM_Jetpack.m_itemid)
1719 spawnfunc_item_fuel();
1722 StartItemA (ITEM_Jetpack);
1725 float GiveWeapon(entity e, float wpn, float op, float val)
1728 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1733 e.weapons |= WepSet_FromWeapon(wpn);
1735 e.weapons &= ~WepSet_FromWeapon(wpn);
1740 e.weapons |= WepSet_FromWeapon(wpn);
1744 e.weapons &= ~WepSet_FromWeapon(wpn);
1748 e.weapons &= ~WepSet_FromWeapon(wpn);
1751 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1755 float GiveBit(entity e, .float fld, float bit, float op, float val)
1758 v0 = (e.(fld) & bit);
1781 v1 = (e.(fld) & bit);
1785 float GiveValue(entity e, .float fld, float op, float val)
1795 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1798 e.(fld) = min(e.(fld), val);
1811 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1818 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1820 else if(v0 >= v0 + t)
1823 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1827 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1830 e.(rotfield) = max(e.(rotfield), time + rottime);
1832 e.(regenfield) = max(e.(regenfield), time + regentime);
1834 float GiveItems(entity e, float beginarg, float endarg)
1836 float got, i, j, val, op;
1837 float _switchweapon;
1846 _switchweapon = false;
1848 if (e.switchweapon == w_getbestweapon(e))
1849 _switchweapon = true;
1851 e.strength_finished = max(0, e.strength_finished - time);
1852 e.invincible_finished = max(0, e.invincible_finished - time);
1853 e.superweapons_finished = max(0, e.superweapons_finished - time);
1857 PREGIVE(e, strength_finished);
1858 PREGIVE(e, invincible_finished);
1859 PREGIVE(e, superweapons_finished);
1860 PREGIVE(e, ammo_nails);
1861 PREGIVE(e, ammo_cells);
1862 PREGIVE(e, ammo_plasma);
1863 PREGIVE(e, ammo_shells);
1864 PREGIVE(e, ammo_rockets);
1865 PREGIVE(e, ammo_fuel);
1866 PREGIVE(e, armorvalue);
1869 for(i = beginarg; i < endarg; ++i)
1873 if(cmd == "0" || stof(cmd))
1897 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1898 got += GiveValue(e, strength_finished, op, val);
1899 got += GiveValue(e, invincible_finished, op, val);
1900 got += GiveValue(e, superweapons_finished, op, val);
1901 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1903 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1904 got += GiveValue(e, health, op, val);
1905 got += GiveValue(e, armorvalue, op, val);
1907 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1909 wi = get_weaponinfo(j);
1911 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1912 got += GiveWeapon(e, j, op, val);
1915 got += GiveValue(e, ammo_cells, op, val);
1916 got += GiveValue(e, ammo_plasma, op, val);
1917 got += GiveValue(e, ammo_shells, op, val);
1918 got += GiveValue(e, ammo_nails, op, val);
1919 got += GiveValue(e, ammo_rockets, op, val);
1920 got += GiveValue(e, ammo_fuel, op, val);
1922 case "unlimited_ammo":
1923 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1925 case "unlimited_weapon_ammo":
1926 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1928 case "unlimited_superweapons":
1929 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1932 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1935 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1938 got += GiveValue(e, strength_finished, op, val);
1941 got += GiveValue(e, invincible_finished, op, val);
1943 case "superweapons":
1944 got += GiveValue(e, superweapons_finished, op, val);
1947 got += GiveValue(e, ammo_cells, op, val);
1950 got += GiveValue(e, ammo_plasma, op, val);
1953 got += GiveValue(e, ammo_shells, op, val);
1957 got += GiveValue(e, ammo_nails, op, val);
1960 got += GiveValue(e, ammo_rockets, op, val);
1963 got += GiveValue(e, health, op, val);
1966 got += GiveValue(e, armorvalue, op, val);
1969 got += GiveValue(e, ammo_fuel, op, val);
1972 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1974 wi = get_weaponinfo(j);
1975 if(cmd == wi.netname)
1977 got += GiveWeapon(e, j, op, val);
1982 print("give: invalid item ", cmd, "\n");
1989 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1990 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1991 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1992 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1993 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1995 wi = get_weaponinfo(j);
1998 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1999 if (!(save_weapons & WepSet_FromWeapon(j)))
2000 if(e.weapons & WepSet_FromWeapon(j))
2001 WEP_ACTION(wi.weapon, WR_INIT);
2004 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2005 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2006 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2007 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2008 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
2009 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2010 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2011 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
2012 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
2013 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
2015 if(e.superweapons_finished <= 0)
2016 if(self.weapons & WEPSET_SUPERWEAPONS)
2017 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2019 if(e.strength_finished <= 0)
2020 e.strength_finished = 0;
2022 e.strength_finished += time;
2023 if(e.invincible_finished <= 0)
2024 e.invincible_finished = 0;
2026 e.invincible_finished += time;
2027 if(e.superweapons_finished <= 0)
2028 e.superweapons_finished = 0;
2030 e.superweapons_finished += time;
2032 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
2033 _switchweapon = true;
2035 W_SwitchWeapon_Force(e, w_getbestweapon(e));