3 #include "../common/items/all.qc"
8 #include "bot/waypoints.qh"
10 #include "mutators/all.qh"
12 #include "weapons/common.qh"
13 #include "weapons/selection.qh"
14 #include "weapons/weaponsystem.qh"
16 #include "../common/constants.qh"
17 #include "../common/deathtypes/all.qh"
18 #include "../common/notifications.qh"
19 #include "../common/triggers/subs.qh"
20 #include "../common/util.qh"
22 #include "../common/monsters/all.qh"
24 #include "../common/weapons/all.qh"
26 #include "../lib/warpzone/util_server.qh"
29 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
32 void ItemDraw(entity self)
36 Movetype_Physics_MatchServer(self, autocvar_cl_projectiles_sloppy);
37 if(self.move_flags & FL_ONGROUND)
38 { // For some reason move_avelocity gets set to '0 0 0' here ...
39 self.oldorigin = self.origin;
42 if(autocvar_cl_animate_items)
43 { // ... so reset it if animations are requested.
44 if(self.ItemStatus & ITS_ANIMATE1)
45 self.move_avelocity = '0 180 0';
47 if(self.ItemStatus & ITS_ANIMATE2)
48 self.move_avelocity = '0 -90 0';
52 else if (autocvar_cl_animate_items)
54 if(self.ItemStatus & ITS_ANIMATE1)
56 self.angles += self.move_avelocity * frametime;
57 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
60 if(self.ItemStatus & ITS_ANIMATE2)
62 self.angles += self.move_avelocity * frametime;
63 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
68 void ItemDrawSimple(entity this)
72 Movetype_Physics_MatchServer(self, autocvar_cl_projectiles_sloppy);
74 if(self.move_flags & FL_ONGROUND)
83 org = getpropertyvec(VF_ORIGIN);
84 if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
86 else if(self.fade_start)
87 alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1);
90 //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
91 if(self.ItemStatus & ITS_AVAILABLE)
96 self.drawmask = MASK_NORMAL;
105 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
109 if(sf & ISF_LOCATION)
111 self.origin_x = ReadCoord();
112 self.origin_y = ReadCoord();
113 self.origin_z = ReadCoord();
114 setorigin(self, self.origin);
115 self.oldorigin = self.origin;
120 self.angles_x = ReadAngle();
121 self.angles_y = ReadAngle();
122 self.angles_z = ReadAngle();
123 self.move_angles = self.angles;
128 float use_bigsize = ReadByte();
129 setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
132 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
134 self.ItemStatus = ReadByte();
136 if(self.ItemStatus & ITS_AVAILABLE)
139 self.colormod = self.glowmod = '1 1 1';
143 if (autocvar_cl_ghost_items_color)
145 self.alpha = autocvar_cl_ghost_items;
146 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
152 if(autocvar_cl_fullbright_items)
153 if(self.ItemStatus & ITS_ALLOWFB)
154 self.effects |= EF_FULLBRIGHT;
156 if(self.ItemStatus & ITS_STAYWEP)
158 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
159 self.alpha = autocvar_cl_weapon_stay_alpha;
163 if(self.ItemStatus & ITS_POWERUP)
165 if(self.ItemStatus & ITS_AVAILABLE)
166 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
168 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
174 self.drawmask = MASK_NORMAL;
175 self.move_movetype = self.movetype = MOVETYPE_TOSS;
176 self.draw = ItemDraw;
178 self.fade_end = ReadShort();
179 self.fade_start = ReadShort();
180 if(self.fade_start && !autocvar_cl_items_nofade)
181 self.predraw = Item_PreDraw;
187 string _fn = ReadString();
189 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
191 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
192 self.draw = ItemDrawSimple;
194 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
195 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
196 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
197 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
198 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
199 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
200 else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
201 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
204 self.draw = ItemDraw;
205 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
209 if(self.draw != ItemDrawSimple)
210 self.mdl = strzone(_fn);
214 LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
216 precache_model(self.mdl);
217 _setmodel(self, self.mdl);
220 if(sf & ISF_COLORMAP)
221 self.colormap = ReadShort();
226 //self.move_angles = '0 0 0';
227 self.move_movetype = MOVETYPE_TOSS;
228 self.move_velocity_x = ReadCoord();
229 self.move_velocity_y = ReadCoord();
230 self.move_velocity_z = ReadCoord();
231 self.velocity = self.move_velocity;
232 self.move_origin = self.oldorigin;
236 self.move_time = time;
237 self.spawntime = time;
240 self.move_time = max(self.move_time, time);
243 if(autocvar_cl_animate_items)
245 if(self.ItemStatus & ITS_ANIMATE1)
246 self.move_avelocity = '0 180 0';
248 if(self.ItemStatus & ITS_ANIMATE2)
249 self.move_avelocity = '0 -90 0';
252 self.entremove = ItemRemove;
260 bool ItemSend(entity this, entity to, int sf)
267 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
268 WriteByte(MSG_ENTITY, sf);
270 //WriteByte(MSG_ENTITY, self.cnt);
271 if(sf & ISF_LOCATION)
273 WriteCoord(MSG_ENTITY, self.origin.x);
274 WriteCoord(MSG_ENTITY, self.origin.y);
275 WriteCoord(MSG_ENTITY, self.origin.z);
280 WriteAngle(MSG_ENTITY, self.angles_x);
281 WriteAngle(MSG_ENTITY, self.angles_y);
282 WriteAngle(MSG_ENTITY, self.angles_z);
287 Pickup p = this.itemdef;
288 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
292 WriteByte(MSG_ENTITY, self.ItemStatus);
296 WriteShort(MSG_ENTITY, self.fade_end);
297 WriteShort(MSG_ENTITY, self.fade_start);
300 LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
302 WriteString(MSG_ENTITY, self.mdl);
306 if(sf & ISF_COLORMAP)
307 WriteShort(MSG_ENTITY, self.colormap);
311 WriteCoord(MSG_ENTITY, self.velocity.x);
312 WriteCoord(MSG_ENTITY, self.velocity.y);
313 WriteCoord(MSG_ENTITY, self.velocity.z);
319 void ItemUpdate(entity item)
321 item.SendFlags |= ISF_LOCATION;
324 bool have_pickup_item(entity this)
326 if(this.itemdef.instanceOfPowerup)
328 if(autocvar_g_powerups > 0)
330 if(autocvar_g_powerups == 0)
335 if(autocvar_g_pickup_items > 0)
337 if(autocvar_g_pickup_items == 0)
340 if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
347 float Item_Customize()
349 if(self.spawnshieldtime)
351 if(self.weapons & ~other.weapons)
353 self.colormod = '0 0 0';
354 self.glowmod = self.colormod;
355 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
362 self.colormod = stov(autocvar_g_ghost_items_color);
363 self.glowmod = self.colormod;
364 self.alpha = g_ghost_items;
373 void Item_Show (entity e, float mode)
375 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
376 e.ItemStatus &= ~ITS_STAYWEP;
379 // make the item look normal, and be touchable
381 e.solid = SOLID_TRIGGER;
382 e.spawnshieldtime = 1;
383 e.ItemStatus |= ITS_AVAILABLE;
387 // hide the item completely
388 e.model = string_null;
390 e.spawnshieldtime = 1;
391 e.ItemStatus &= ~ITS_AVAILABLE;
394 entity def = e.itemdef;
395 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
396 || e.team // weapon stay isn't supported for teamed weapons
398 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
400 // make the item translucent and not touchable
402 e.solid = SOLID_TRIGGER; // can STILL be picked up!
403 e.effects |= EF_STARDUST;
404 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
405 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
409 //setmodel(e, "null");
411 e.colormod = '0 0 0';
412 e.glowmod = e.colormod;
413 e.spawnshieldtime = 1;
414 e.ItemStatus &= ~ITS_AVAILABLE;
417 if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
418 e.ItemStatus |= ITS_POWERUP;
420 if (autocvar_g_nodepthtestitems)
421 e.effects |= EF_NODEPTHTEST;
424 if (autocvar_g_fullbrightitems)
425 e.ItemStatus |= ITS_ALLOWFB;
427 if (autocvar_sv_simple_items)
428 e.ItemStatus |= ITS_ALLOWSI;
430 // relink entity (because solid may have changed)
431 setorigin(e, e.origin);
432 e.SendFlags |= ISF_STATUS;
437 self.nextthink = time;
438 if(self.origin != self.oldorigin)
440 self.oldorigin = self.origin;
445 bool Item_ItemsTime_SpectatorOnly(GameItem it);
446 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
447 float Item_ItemsTime_UpdateTime(entity e, float t);
448 void Item_ItemsTime_SetTime(entity e, float t);
449 void Item_ItemsTime_SetTimesForAllPlayers();
455 if(self.items == ITEM_Strength.m_itemid)
456 sound (self, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
457 else if(self.items == ITEM_Shield.m_itemid)
458 sound (self, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
460 sound (self, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
461 setorigin (self, self.origin);
463 if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
465 float t = Item_ItemsTime_UpdateTime(self, 0);
466 Item_ItemsTime_SetTime(self, t);
467 Item_ItemsTime_SetTimesForAllPlayers();
470 self.think = Item_Think;
471 self.nextthink = time;
473 //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
474 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
477 void Item_RespawnCountdown ()
479 if(self.count >= ITEM_RESPAWN_TICKS)
481 if(self.waypointsprite_attached)
482 WaypointSprite_Kill(self.waypointsprite_attached);
487 self.nextthink = time + 1;
491 MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
494 entity wi = Weapons_from(self.weapon);
496 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Weapon);
497 wp.wp_extra = wi.m_id;
502 entity ii = self.itemdef;
504 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Item);
505 wp.wp_extra = ii.m_id;
510 if(self.waypointsprite_attached)
512 GameItem def = self.itemdef;
513 if (Item_ItemsTime_SpectatorOnly(def))
514 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
515 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
519 if(self.waypointsprite_attached)
521 setself(self.waypointsprite_attached);
523 FOR_EACH_REALCLIENT(e)
524 if(self.waypointsprite_visible_for_player(e))
527 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
531 WaypointSprite_Ping(self.waypointsprite_attached);
532 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
537 void Item_RespawnThink()
539 self.nextthink = time;
540 if(self.origin != self.oldorigin)
542 self.oldorigin = self.origin;
546 if(time >= self.wait)
550 void Item_ScheduleRespawnIn(entity e, float t)
552 if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
554 e.think = Item_RespawnCountdown;
555 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
556 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
558 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
559 Item_ItemsTime_SetTime(e, t);
560 Item_ItemsTime_SetTimesForAllPlayers();
564 e.think = Item_RespawnThink;
566 e.scheduledrespawntime = time + t;
571 void Item_ScheduleRespawn(entity e)
573 if(e.respawntime > 0)
576 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
578 else // if respawntime is -1, this item does not respawn
582 void Item_ScheduleInitialRespawn(entity e)
585 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
588 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
590 if (!item.(ammotype))
593 if (item.spawnshieldtime)
595 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
597 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
601 else if(g_weapon_stay == 2)
603 float mi = min(item.(ammotype), ammomax);
604 if (player.(ammotype) < mi)
606 player.(ammotype) = mi;
617 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
619 case ITEM_MODE_HEALTH:
620 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
622 case ITEM_MODE_ARMOR:
623 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
631 float Item_GiveTo(entity item, entity player)
638 // if nothing happens to player, just return without taking the item
640 _switchweapon = false;
641 // in case the player has autoswitch enabled do the following:
642 // if the player is using their best weapon before items are given, they
643 // probably want to switch to an even better weapon after items are given
644 if (player.autoswitch)
645 if (PS(player).m_switchweapon == w_getbestweapon(player))
646 _switchweapon = true;
648 if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
649 _switchweapon = true;
651 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
652 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
653 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
654 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
655 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
656 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
657 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
658 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
660 if (item.itemdef.instanceOfWeaponPickup)
664 it &= ~player.weapons;
666 if (it || (item.spawnshieldtime && item.pickup_anyway > 0))
669 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
670 if(it & WepSet_FromWeapon(Weapons_from(i)))
672 W_DropEvent(wr_pickup, player, i, item);
673 W_GiveWeapon(player, i);
678 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
682 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
685 if (item.strength_finished)
688 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
690 if (item.invincible_finished)
693 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
695 if (item.superweapons_finished)
698 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
703 // always eat teamed entities
710 // crude hack to enforce switching weapons
711 if(g_cts && item.itemdef.instanceOfWeaponPickup)
713 W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
718 if (PS(player).m_switchweapon != w_getbestweapon(player))
719 W_SwitchWeapon_Force(player, w_getbestweapon(player));
728 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
729 if (this.classname == "droppedweapon")
731 if (ITEM_TOUCH_NEEDKILL())
738 if(!(other.flags & FL_PICKUPITEMS)
741 || (this.solid != SOLID_TRIGGER)
742 || (this.owner == other)
743 || (time < this.item_spawnshieldtime)
746 switch (MUTATOR_CALLHOOK(ItemTouch, this, other))
748 case MUT_ITEMTOUCH_RETURN: { return; }
749 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
752 if (this.classname == "droppedweapon")
754 this.strength_finished = max(0, this.strength_finished - time);
755 this.invincible_finished = max(0, this.invincible_finished - time);
756 this.superweapons_finished = max(0, this.superweapons_finished - time);
758 entity it = this.itemdef;
759 bool gave = ITEM_HANDLE(Pickup, it, this, other);
762 if (this.classname == "droppedweapon")
764 // undo what we did above
765 this.strength_finished += time;
766 this.invincible_finished += time;
767 this.superweapons_finished += time;
774 other.last_pickup = time;
776 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
777 _sound (other, CH_TRIGGER, (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
779 if (this.classname == "droppedweapon")
781 else if (this.spawnshieldtime)
786 RandomSelection_Init();
787 for(entity head = world; (head = findfloat(head, team, this.team)); )
789 if(head.flags & FL_ITEM)
790 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
793 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
796 e = RandomSelection_chosen_ent;
801 Item_ScheduleRespawn(e);
805 void Item_Reset(entity this)
807 Item_Show(this, !this.state);
808 setorigin(this, this.origin);
810 if (this.classname != "droppedweapon")
812 this.think = Item_Think;
813 this.nextthink = time;
815 if (this.waypointsprite_attached)
816 WaypointSprite_Kill(this.waypointsprite_attached);
818 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
819 Item_ScheduleInitialRespawn(this);
822 void Item_Reset_self() { SELFPARAM(); Item_Reset(this); }
828 if(self.effects & EF_NODRAW)
830 // marker for item team search
831 LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
832 RandomSelection_Init();
833 for(head = world; (head = findfloat(head, team, self.team)); )
834 if(head.flags & FL_ITEM)
835 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
836 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
837 e = RandomSelection_chosen_ent;
841 for(head = world; (head = findfloat(head, team, self.team)); )
842 if(head.flags & FL_ITEM)
843 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
847 // make it a non-spawned item
849 head.state = 1; // state 1 = initially hidden item
851 head.effects &= ~EF_NODRAW;
858 // Savage: used for item garbage-collection
859 // TODO: perhaps nice special effect?
862 if(wasfreed(self) || !self) { return; }
863 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
867 // pickup evaluation functions
868 // these functions decide how desirable an item is to the bots
870 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
872 float weapon_pickupevalfunc(entity player, entity item)
876 // See if I have it already
877 if(item.weapons & ~player.weapons)
879 // If I can pick it up
880 if(!item.spawnshieldtime)
882 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
884 // Skilled bots will grab more
885 c = bound(0, skill / 10, 1) * 0.5;
893 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
894 if( bot_custom_weapon && c )
896 // Find the highest position on any range
898 for (int j = 0; j < WEP_LAST ; ++j){
900 bot_weapons_far[j] == item.weapon ||
901 bot_weapons_mid[j] == item.weapon ||
902 bot_weapons_close[j] == item.weapon
913 position = WEP_LAST - position;
914 // item.bot_pickupbasevalue is overwritten here
915 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
919 return item.bot_pickupbasevalue * c;
922 float commodity_pickupevalfunc(entity player, entity item)
925 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
929 // Detect needed ammo
930 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
932 wi = Weapons_from(i);
934 if (!(player.weapons & (wi.m_wepset)))
937 if(wi.items & ITEM_Shells.m_itemid)
939 else if(wi.items & ITEM_Bullets.m_itemid)
941 else if(wi.items & ITEM_Rockets.m_itemid)
943 else if(wi.items & ITEM_Cells.m_itemid)
945 else if(wi.items & ITEM_Plasma.m_itemid)
947 else if(wi.items & ITEM_JetpackFuel.m_itemid)
951 // TODO: figure out if the player even has the weapon this ammo is for?
952 // may not affect strategy much though...
953 // find out how much more ammo/armor/health the player can hold
955 if (item.ammo_shells)
956 if (player.ammo_shells < g_pickup_shells_max)
957 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
960 if (player.ammo_nails < g_pickup_nails_max)
961 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
963 if (item.ammo_rockets)
964 if (player.ammo_rockets < g_pickup_rockets_max)
965 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
968 if (player.ammo_cells < g_pickup_cells_max)
969 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
971 if (item.ammo_plasma)
972 if (player.ammo_plasma < g_pickup_plasma_max)
973 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
976 if (player.ammo_fuel < g_pickup_fuel_max)
977 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
979 if (player.armorvalue < item.max_armorvalue)
980 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
982 if (player.health < item.max_health)
983 c = c + max(0, 1 - player.health / item.max_health);
985 return item.bot_pickupbasevalue * c;
988 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
990 if(ITEM_DAMAGE_NEEDKILL(deathtype))
994 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
996 string itemname = def.m_name;
997 Model itemmodel = def.m_model;
998 Sound pickupsound = def.m_sound;
999 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1000 float pickupbasevalue = def.m_botvalue;
1001 int itemflags = def.m_itemflags;
1003 startitem_failed = false;
1005 this.item_model_ent = itemmodel;
1006 this.item_pickupsound_ent = pickupsound;
1008 if(!this.respawntime) // both need to be set
1010 this.respawntime = defaultrespawntime;
1011 this.respawntimejitter = defaultrespawntimejitter;
1014 int itemid = def.m_itemid;
1015 this.items = itemid;
1016 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1017 this.weapon = weaponid;
1021 this.fade_start = autocvar_g_items_mindist;
1022 this.fade_end = autocvar_g_items_maxdist;
1026 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1028 this.flags = FL_ITEM | itemflags;
1030 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1032 startitem_failed = true;
1037 // is it a dropped weapon?
1038 if (this.classname == "droppedweapon")
1040 this.reset = SUB_Remove;
1041 // it's a dropped weapon
1042 this.movetype = MOVETYPE_TOSS;
1044 // Savage: remove thrown items after a certain period of time ("garbage collection")
1045 this.think = RemoveItem;
1046 this.nextthink = time + 20;
1048 this.takedamage = DAMAGE_YES;
1049 this.event_damage = Item_Damage;
1051 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1053 // if item is worthless after a timer, have it expire then
1054 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1057 // don't drop if in a NODROP zone (such as lava)
1058 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1059 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1061 startitem_failed = true;
1068 if(!have_pickup_item(this))
1070 startitem_failed = true;
1075 if(this.angles != '0 0 0')
1076 this.SendFlags |= ISF_ANGLES;
1078 this.reset = Item_Reset;
1079 // it's a level item
1080 if(this.spawnflags & 1)
1082 if (this.noalign > 0)
1083 this.movetype = MOVETYPE_NONE;
1085 this.movetype = MOVETYPE_TOSS;
1086 // do item filtering according to game mode and other things
1087 if (this.noalign <= 0)
1089 // first nudge it off the floor a little bit to avoid math errors
1090 setorigin(this, this.origin + '0 0 1');
1091 // set item size before we spawn a spawnfunc_waypoint
1092 setsize(this, def.m_mins, def.m_maxs);
1093 this.SendFlags |= ISF_SIZE;
1094 // note droptofloor returns false if stuck/or would fall too far
1096 WITH(entity, self, this, droptofloor());
1097 waypoint_spawnforitem(this);
1101 * can't do it that way, as it would break maps
1102 * TODO make a target_give like entity another way, that perhaps has
1103 * the weapon name in a key
1106 // target_give not yet supported; maybe later
1107 print("removed targeted ", this.classname, "\n");
1108 startitem_failed = true;
1114 if(autocvar_spawn_debug >= 2)
1116 for(entity otheritem = findradius(this.origin, 3); otheritem; otheritem = otheritem.chain)
1118 // why not flags & fl_item?
1119 if(otheritem.is_item)
1121 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1122 LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1123 error("Mapper sucks.");
1126 this.is_item = true;
1129 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1131 precache_model(this.model);
1132 precache_sound(this.item_pickupsound);
1134 if ( def.instanceOfPowerup
1135 || def.instanceOfWeaponPickup
1136 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1137 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1138 || (itemid & (IT_KEY1 | IT_KEY2))
1139 ) this.target = "###item###"; // for finding the nearest item using find()
1141 Item_ItemsTime_SetTime(this, 0);
1144 this.bot_pickup = true;
1145 this.bot_pickupevalfunc = pickupevalfunc;
1146 this.bot_pickupbasevalue = pickupbasevalue;
1147 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1148 this.netname = itemname;
1149 this.touch = Item_Touch;
1150 setmodel(this, MDL_Null); // precision set below
1151 //this.effects |= EF_LOWPRECISION;
1153 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1155 this.SendFlags |= ISF_SIZE;
1157 if (!(this.spawnflags & 1024)) {
1158 if(def.instanceOfPowerup)
1159 this.ItemStatus |= ITS_ANIMATE1;
1161 if(this.armorvalue || this.health)
1162 this.ItemStatus |= ITS_ANIMATE2;
1165 if(def.instanceOfWeaponPickup)
1167 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1168 this.colormap = 1024; // color shirt=0 pants=0 grey
1171 if (!(this.spawnflags & 1024))
1172 this.ItemStatus |= ITS_ANIMATE1;
1173 this.ItemStatus |= ISF_COLORMAP;
1177 if(this.team) // broken, no idea why.
1180 this.cnt = 1; // item probability weight
1182 this.effects |= EF_NODRAW; // marker for item team search
1183 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1188 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1190 // call this hook after everything else has been done
1191 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1193 startitem_failed = true;
1199 void StartItem(entity this, GameItem def)
1204 def.m_respawntime(), // defaultrespawntime
1205 def.m_respawntimejitter() // defaultrespawntimejitter
1209 spawnfunc(item_rockets)
1211 if(!this.ammo_rockets)
1212 this.ammo_rockets = g_pickup_rockets;
1213 if(!this.pickup_anyway)
1214 this.pickup_anyway = g_pickup_ammo_anyway;
1215 StartItem(this, ITEM_Rockets);
1218 spawnfunc(item_bullets)
1221 if(autocvar_sv_q3acompat_machineshotgunswap)
1222 if(this.classname != "droppedweapon")
1224 weaponswapping = true;
1225 spawnfunc_item_shells(this);
1226 weaponswapping = false;
1230 if(!this.ammo_nails)
1231 this.ammo_nails = g_pickup_nails;
1232 if(!this.pickup_anyway)
1233 this.pickup_anyway = g_pickup_ammo_anyway;
1234 StartItem(this, ITEM_Bullets);
1237 spawnfunc(item_cells)
1239 if(!this.ammo_cells)
1240 this.ammo_cells = g_pickup_cells;
1241 if(!this.pickup_anyway)
1242 this.pickup_anyway = g_pickup_ammo_anyway;
1243 StartItem(this, ITEM_Cells);
1246 spawnfunc(item_plasma)
1248 if(!this.ammo_plasma)
1249 this.ammo_plasma = g_pickup_plasma;
1250 if(!this.pickup_anyway)
1251 this.pickup_anyway = g_pickup_ammo_anyway;
1252 StartItem(this, ITEM_Plasma);
1255 spawnfunc(item_shells)
1258 if(autocvar_sv_q3acompat_machineshotgunswap)
1259 if(this.classname != "droppedweapon")
1261 weaponswapping = true;
1262 spawnfunc_item_bullets(this);
1263 weaponswapping = false;
1267 if(!this.ammo_shells)
1268 this.ammo_shells = g_pickup_shells;
1269 if(!this.pickup_anyway)
1270 this.pickup_anyway = g_pickup_ammo_anyway;
1271 StartItem(this, ITEM_Shells);
1274 spawnfunc(item_armor_small)
1276 if(!this.armorvalue)
1277 this.armorvalue = g_pickup_armorsmall;
1278 if(!this.max_armorvalue)
1279 this.max_armorvalue = g_pickup_armorsmall_max;
1280 if(!this.pickup_anyway)
1281 this.pickup_anyway = g_pickup_armorsmall_anyway;
1282 StartItem(this, ITEM_ArmorSmall);
1285 spawnfunc(item_armor_medium)
1287 if(!this.armorvalue)
1288 this.armorvalue = g_pickup_armormedium;
1289 if(!this.max_armorvalue)
1290 this.max_armorvalue = g_pickup_armormedium_max;
1291 if(!this.pickup_anyway)
1292 this.pickup_anyway = g_pickup_armormedium_anyway;
1293 StartItem(this, ITEM_ArmorMedium);
1296 spawnfunc(item_armor_big)
1298 if(!this.armorvalue)
1299 this.armorvalue = g_pickup_armorbig;
1300 if(!this.max_armorvalue)
1301 this.max_armorvalue = g_pickup_armorbig_max;
1302 if(!this.pickup_anyway)
1303 this.pickup_anyway = g_pickup_armorbig_anyway;
1304 StartItem(this, ITEM_ArmorLarge);
1307 spawnfunc(item_armor_large)
1309 if(!this.armorvalue)
1310 this.armorvalue = g_pickup_armorlarge;
1311 if(!this.max_armorvalue)
1312 this.max_armorvalue = g_pickup_armorlarge_max;
1313 if(!this.pickup_anyway)
1314 this.pickup_anyway = g_pickup_armorlarge_anyway;
1315 StartItem(this, ITEM_ArmorMega);
1318 spawnfunc(item_health_small)
1320 if(!this.max_health)
1321 this.max_health = g_pickup_healthsmall_max;
1323 this.health = g_pickup_healthsmall;
1324 if(!this.pickup_anyway)
1325 this.pickup_anyway = g_pickup_healthsmall_anyway;
1326 StartItem(this, ITEM_HealthSmall);
1329 spawnfunc(item_health_medium)
1331 if(!this.max_health)
1332 this.max_health = g_pickup_healthmedium_max;
1334 this.health = g_pickup_healthmedium;
1335 if(!this.pickup_anyway)
1336 this.pickup_anyway = g_pickup_healthmedium_anyway;
1337 StartItem(this, ITEM_HealthMedium);
1340 spawnfunc(item_health_large)
1342 if(!this.max_health)
1343 this.max_health = g_pickup_healthlarge_max;
1345 this.health = g_pickup_healthlarge;
1346 if(!this.pickup_anyway)
1347 this.pickup_anyway = g_pickup_healthlarge_anyway;
1348 StartItem(this, ITEM_HealthLarge);
1351 spawnfunc(item_health_mega)
1353 if(!this.max_health)
1354 this.max_health = g_pickup_healthmega_max;
1356 this.health = g_pickup_healthmega;
1357 if(!this.pickup_anyway)
1358 this.pickup_anyway = g_pickup_healthmega_anyway;
1359 StartItem(this, ITEM_HealthMega);
1362 // support old misnamed entities
1363 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1364 spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
1365 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1366 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1367 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1369 spawnfunc(item_strength)
1371 if(!this.strength_finished)
1372 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1373 StartItem(this, ITEM_Strength);
1376 spawnfunc(item_invincible)
1378 if(!this.invincible_finished)
1379 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1380 StartItem(this, ITEM_Shield);
1384 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1386 void target_items_use()
1388 if(activator.classname == "droppedweapon")
1395 if (!IS_PLAYER(activator))
1397 if(activator.deadflag != DEAD_NO)
1402 for(e = world; (e = find(e, classname, "droppedweapon")); )
1403 if(e.enemy == activator)
1406 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1407 centerprint(activator, self.message);
1410 spawnfunc(target_items)
1416 self.use = target_items_use;
1417 if(!self.strength_finished)
1418 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1419 if(!self.invincible_finished)
1420 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1421 if(!self.superweapons_finished)
1422 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1424 n = tokenize_console(self.netname);
1425 if(argv(0) == "give")
1427 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1431 for(i = 0; i < n; ++i)
1433 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1434 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1435 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1436 else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
1437 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1438 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1439 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1440 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1443 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1445 e = Weapons_from(j);
1446 s = W_UndeprecateName(argv(i));
1449 self.weapons |= (e.m_wepset);
1450 if(self.spawnflags == 0 || self.spawnflags == 2) {
1451 Weapon w = Weapons_from(e.weapon);
1458 LOG_INFO("target_items: invalid item ", argv(i), "\n");
1462 string itemprefix, valueprefix;
1463 if(self.spawnflags == 0)
1468 else if(self.spawnflags == 1)
1470 itemprefix = "max ";
1471 valueprefix = "max ";
1473 else if(self.spawnflags == 2)
1475 itemprefix = "min ";
1476 valueprefix = "min ";
1478 else if(self.spawnflags == 4)
1480 itemprefix = "minus ";
1481 valueprefix = "max ";
1485 error("invalid spawnflags");
1486 itemprefix = valueprefix = string_null;
1490 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1491 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1492 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * boolean(self.items & ITEM_Strength.m_itemid), "strength");
1493 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * boolean(self.items & ITEM_Shield.m_itemid), "invincible");
1494 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * boolean(self.items & IT_SUPERWEAPON), "superweapons");
1495 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1496 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1497 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1498 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1499 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1500 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1501 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1502 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1503 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1504 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1505 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1507 e = Weapons_from(j);
1509 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & (e.m_wepset)), e.netname);
1512 self.netname = strzone(self.netname);
1513 //print(self.netname, "\n");
1515 n = tokenize_console(self.netname);
1516 for(i = 0; i < n; ++i)
1518 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1520 e = Weapons_from(j);
1521 if(argv(i) == e.netname)
1523 Weapon w = Weapons_from(e.weapon);
1531 spawnfunc(item_fuel)
1534 this.ammo_fuel = g_pickup_fuel;
1535 if(!this.pickup_anyway)
1536 this.pickup_anyway = g_pickup_ammo_anyway;
1537 StartItem(this, ITEM_JetpackFuel);
1540 spawnfunc(item_fuel_regen)
1542 if(start_items & ITEM_JetpackRegen.m_itemid)
1544 spawnfunc_item_fuel(this);
1547 StartItem(this, ITEM_JetpackRegen);
1550 spawnfunc(item_jetpack)
1553 this.ammo_fuel = g_pickup_fuel_jetpack;
1554 if(start_items & ITEM_Jetpack.m_itemid)
1556 spawnfunc_item_fuel(this);
1559 StartItem(this, ITEM_Jetpack);
1562 float GiveWeapon(entity e, float wpn, float op, float val)
1565 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1566 v0 = (e.weapons & s);
1589 v1 = (e.weapons & s);
1593 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1600 _sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1602 else if(v0 >= v0 + t)
1605 _sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1609 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1612 e.(rotfield) = max(e.(rotfield), time + rottime);
1614 e.(regenfield) = max(e.(regenfield), time + regentime);
1616 float GiveItems(entity e, float beginarg, float endarg)
1618 float got, i, j, val, op;
1619 float _switchweapon;
1628 _switchweapon = false;
1630 if (PS(e).m_switchweapon == w_getbestweapon(e))
1631 _switchweapon = true;
1633 e.strength_finished = max(0, e.strength_finished - time);
1634 e.invincible_finished = max(0, e.invincible_finished - time);
1635 e.superweapons_finished = max(0, e.superweapons_finished - time);
1639 PREGIVE(e, strength_finished);
1640 PREGIVE(e, invincible_finished);
1641 PREGIVE(e, superweapons_finished);
1642 PREGIVE(e, ammo_nails);
1643 PREGIVE(e, ammo_cells);
1644 PREGIVE(e, ammo_plasma);
1645 PREGIVE(e, ammo_shells);
1646 PREGIVE(e, ammo_rockets);
1647 PREGIVE(e, ammo_fuel);
1648 PREGIVE(e, armorvalue);
1651 for(i = beginarg; i < endarg; ++i)
1655 if(cmd == "0" || stof(cmd))
1679 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1680 got += GiveValue(e, strength_finished, op, val);
1681 got += GiveValue(e, invincible_finished, op, val);
1682 got += GiveValue(e, superweapons_finished, op, val);
1683 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1685 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1686 got += GiveValue(e, health, op, val);
1687 got += GiveValue(e, armorvalue, op, val);
1689 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1691 wi = Weapons_from(j);
1693 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1694 got += GiveWeapon(e, j, op, val);
1697 got += GiveValue(e, ammo_cells, op, val);
1698 got += GiveValue(e, ammo_plasma, op, val);
1699 got += GiveValue(e, ammo_shells, op, val);
1700 got += GiveValue(e, ammo_nails, op, val);
1701 got += GiveValue(e, ammo_rockets, op, val);
1702 got += GiveValue(e, ammo_fuel, op, val);
1704 case "unlimited_ammo":
1705 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1707 case "unlimited_weapon_ammo":
1708 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1710 case "unlimited_superweapons":
1711 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1714 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1717 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1720 got += GiveValue(e, strength_finished, op, val);
1723 got += GiveValue(e, invincible_finished, op, val);
1725 case "superweapons":
1726 got += GiveValue(e, superweapons_finished, op, val);
1729 got += GiveValue(e, ammo_cells, op, val);
1732 got += GiveValue(e, ammo_plasma, op, val);
1735 got += GiveValue(e, ammo_shells, op, val);
1739 got += GiveValue(e, ammo_nails, op, val);
1742 got += GiveValue(e, ammo_rockets, op, val);
1745 got += GiveValue(e, health, op, val);
1748 got += GiveValue(e, armorvalue, op, val);
1751 got += GiveValue(e, ammo_fuel, op, val);
1754 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1756 wi = Weapons_from(j);
1757 if(cmd == wi.netname)
1759 got += GiveWeapon(e, j, op, val);
1764 LOG_INFO("give: invalid item ", cmd, "\n");
1771 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND(ITEMPICKUP), string_null);
1772 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND(POWERUP), SND(POWEROFF));
1773 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND(POWERUP), SND(POWEROFF));
1774 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
1775 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1777 wi = Weapons_from(j);
1780 POSTGIVE_WEAPON(e, Weapons_from(j), SND(WEAPONPICKUP), string_null);
1781 if (!(save_weapons & (wi.m_wepset)))
1782 if(e.weapons & (wi.m_wepset)) {
1783 Weapon w = Weapons_from(wi.weapon);
1788 POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
1789 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", SND(POWEROFF));
1790 POSTGIVE_VALUE(e, ammo_nails, 0, SND(ITEMPICKUP), string_null);
1791 POSTGIVE_VALUE(e, ammo_cells, 0, SND(ITEMPICKUP), string_null);
1792 POSTGIVE_VALUE(e, ammo_plasma, 0, SND(ITEMPICKUP), string_null);
1793 POSTGIVE_VALUE(e, ammo_shells, 0, SND(ITEMPICKUP), string_null);
1794 POSTGIVE_VALUE(e, ammo_rockets, 0, SND(ITEMPICKUP), string_null);
1795 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), string_null);
1796 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(ARMOR25), string_null);
1797 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(MEGAHEALTH), string_null);
1799 if(e.superweapons_finished <= 0)
1800 if(self.weapons & WEPSET_SUPERWEAPONS)
1801 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1803 if(e.strength_finished <= 0)
1804 e.strength_finished = 0;
1806 e.strength_finished += time;
1807 if(e.invincible_finished <= 0)
1808 e.invincible_finished = 0;
1810 e.invincible_finished += time;
1811 if(e.superweapons_finished <= 0)
1812 e.superweapons_finished = 0;
1814 e.superweapons_finished += time;
1816 if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
1817 _switchweapon = true;
1819 W_SwitchWeapon_Force(e, w_getbestweapon(e));