1 float have_pickup_item(void)
3 // minstagib: only allow filtered items
5 if(self.classname != "minstagib")
8 if(self.flags & FL_POWERUP)
10 if(autocvar_g_powerups > 0)
12 if(autocvar_g_powerups == 0)
23 if(autocvar_g_pickup_items > 0)
25 if(autocvar_g_pickup_items == 0)
32 if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
38 #define ITEM_RESPAWN_TICKS 10
40 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
41 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
42 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
43 // range: 10 .. respawntime + respawntimejitter
45 floatfield Item_CounterField(float it)
49 case IT_SHELLS: return ammo_shells;
50 case IT_NAILS: return ammo_nails;
51 case IT_ROCKETS: return ammo_rockets;
52 case IT_CELLS: return ammo_cells;
53 case IT_FUEL: return ammo_fuel;
54 case IT_5HP: return health;
55 case IT_25HP: return health;
56 case IT_HEALTH: return health;
57 case IT_ARMOR_SHARD: return armorvalue;
58 case IT_ARMOR: return armorvalue;
59 // add more things here (health, armor)
60 default: error("requested item has no counter field");
64 string Item_CounterFieldName(float it)
68 case IT_SHELLS: return "shells";
69 case IT_NAILS: return "nails";
70 case IT_ROCKETS: return "rockets";
71 case IT_CELLS: return "cells";
72 case IT_FUEL: return "fuel";
74 // add more things here (health, armor)
75 default: error("requested item has no counter field name");
79 .float max_armorvalue;
82 float Item_Customize()
84 if(self.spawnshieldtime)
86 if(!WEPSET_CONTAINS_ALL_EE(other, self))
88 self.colormod = '0 0 0';
89 self.glowmod = self.colormod;
90 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
97 self.colormod = stov(autocvar_g_ghost_items_color);
98 self.glowmod = self.colormod;
99 self.alpha = g_ghost_items;
107 void Item_Show (entity e, float mode)
109 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
112 // make the item look normal, and be touchable
114 e.solid = SOLID_TRIGGER;
115 e.colormod = '0 0 0';
116 self.glowmod = self.colormod;
118 e.customizeentityforclient = func_null;
120 e.spawnshieldtime = 1;
124 // hide the item completely
125 e.model = string_null;
127 e.colormod = '0 0 0';
128 self.glowmod = self.colormod;
130 e.customizeentityforclient = func_null;
132 e.spawnshieldtime = 1;
134 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
136 // make the item translucent and not touchable
138 e.solid = SOLID_TRIGGER; // can STILL be picked up!
139 e.colormod = '0 0 0';
140 self.glowmod = self.colormod;
141 e.effects |= EF_STARDUST;
142 e.customizeentityforclient = Item_Customize;
144 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
146 else if(g_ghost_items)
148 // make the item translucent and not touchable
151 e.colormod = stov(autocvar_g_ghost_items_color);
152 e.glowmod = e.colormod;
153 e.alpha = g_ghost_items;
154 e.customizeentityforclient = func_null;
156 e.spawnshieldtime = 1;
160 // hide the item completely
161 e.model = string_null;
163 e.colormod = '0 0 0';
164 e.glowmod = e.colormod;
166 e.customizeentityforclient = func_null;
168 e.spawnshieldtime = 1;
171 if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
172 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
173 if (autocvar_g_nodepthtestitems)
174 e.effects |= EF_NODEPTHTEST;
175 if (autocvar_g_fullbrightitems)
176 e.effects |= EF_FULLBRIGHT;
178 // relink entity (because solid may have changed)
179 setorigin(e, e.origin);
182 void Item_Respawn (void)
185 if(!g_minstagib && self.items == IT_STRENGTH)
186 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
187 else if(!g_minstagib && self.items == IT_INVINCIBLE)
188 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
190 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
191 setorigin (self, self.origin);
193 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
194 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
197 void Item_RespawnCountdown (void)
199 if(self.count >= ITEM_RESPAWN_TICKS)
201 if(self.waypointsprite_attached)
202 WaypointSprite_Kill(self.waypointsprite_attached);
207 self.nextthink = time + 1;
218 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
219 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
220 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
227 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
228 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
233 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
234 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
236 if(self.flags & FL_WEAPON)
238 entity wi = get_weaponinfo(self.weapon);
247 print("Unknown powerup-marked item is wanting to respawn\n");
248 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
252 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
253 if(self.waypointsprite_attached)
254 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
257 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
258 if(self.waypointsprite_attached)
260 WaypointSprite_Ping(self.waypointsprite_attached);
261 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
266 void Item_ScheduleRespawnIn(entity e, float t)
268 if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
270 e.think = Item_RespawnCountdown;
271 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
276 e.think = Item_Respawn;
277 e.nextthink = time + t;
281 void Item_ScheduleRespawn(entity e)
283 if(e.respawntime > 0)
286 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
288 else // if respawntime is -1, this item does not respawn
292 void Item_ScheduleInitialRespawn(entity e)
295 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
298 float ITEM_MODE_NONE = 0;
299 float ITEM_MODE_HEALTH = 1;
300 float ITEM_MODE_ARMOR = 2;
301 float ITEM_MODE_FUEL = 3;
302 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
307 if (item.spawnshieldtime)
309 if ((player.ammofield < ammomax) || item.pickup_anyway)
311 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
315 else if(g_weapon_stay == 2)
317 float mi = min(item.ammofield, ammomax);
318 if (player.ammofield < mi)
320 player.ammofield = mi;
331 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
333 case ITEM_MODE_HEALTH:
334 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
336 case ITEM_MODE_ARMOR:
337 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
345 float Item_GiveTo(entity item, entity player)
352 // if nothing happens to player, just return without taking the item
354 _switchweapon = FALSE;
358 float prevcells = player.ammo_cells;
360 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
361 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
363 if(player.ammo_cells > prevcells)
365 _switchweapon = TRUE;
367 // play some cool sounds ;)
368 if (clienttype(player) == CLIENTTYPE_REAL)
370 if(player.health <= 5)
371 AnnounceTo(player, "lastsecond");
372 else if(player.health < 50)
373 AnnounceTo(player, "narrowly");
375 // sound not available
376 // else if(item.items == IT_CELLS)
377 // AnnounceTo(player, "ammo");
379 if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
380 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
382 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
386 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
390 sprint (player, strcat("You got the ^2", item.netname, "\n"));
397 // sound not available
398 // AnnounceTo(player, "_lives");
399 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
400 sprint(player, "^3You picked up some extra lives\n");
404 if (item.strength_finished)
407 // sound not available
408 // AnnounceTo(player, "invisible");
409 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
413 if (item.invincible_finished)
416 // sound not available
417 // AnnounceTo(player, "speed");
418 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
423 // in case the player has autoswitch enabled do the following:
424 // if the player is using their best weapon before items are given, they
425 // probably want to switch to an even better weapon after items are given
426 if (player.autoswitch)
427 if (player.switchweapon == w_getbestweapon(player))
428 _switchweapon = TRUE;
430 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
431 _switchweapon = TRUE;
433 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
434 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
435 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
436 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
437 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
438 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
439 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
441 if (item.flags & FL_WEAPON)
443 WEPSET_DECLARE_A(it);
444 WEPSET_COPY_AE(it, item);
445 WEPSET_ANDNOT_AE(it, player);
447 if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
450 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
452 if(WEPSET_CONTAINS_AW(it, i))
453 W_GiveWeapon (player, i, item.netname);
458 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
462 sprint (player, strcat("You got the ^2", item.netname, "\n"));
465 if (item.strength_finished)
468 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
470 if (item.invincible_finished)
473 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
475 if (item.superweapons_finished)
478 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
483 // always eat teamed entities
491 if (player.switchweapon != w_getbestweapon(player))
492 W_SwitchWeapon_Force(player, w_getbestweapon(player));
497 void Item_Touch (void)
501 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
502 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
507 if (other.classname != "player")
511 if (self.solid != SOLID_TRIGGER)
513 if (self.owner == other)
516 if (self.classname == "droppedweapon")
518 self.strength_finished = max(0, self.strength_finished - time);
519 self.invincible_finished = max(0, self.invincible_finished - time);
520 self.superweapons_finished = max(0, self.superweapons_finished - time);
523 if(!Item_GiveTo(self, other))
525 if (self.classname == "droppedweapon")
527 // undo what we did above
528 self.strength_finished += time;
529 self.invincible_finished += time;
530 self.superweapons_finished += time;
535 other.last_pickup = time;
537 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
538 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
540 if (self.classname == "droppedweapon")
542 else if not(self.spawnshieldtime)
548 RandomSelection_Init();
549 for(head = world; (head = findfloat(head, team, self.team)); )
551 if(head.flags & FL_ITEM)
554 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
557 e = RandomSelection_chosen_ent;
561 Item_ScheduleRespawn(e);
567 Item_Show(self, !self.state);
568 setorigin (self, self.origin);
570 if(self.classname != "droppedweapon")
572 self.think = SUB_Null;
575 if(self.waypointsprite_attached)
576 WaypointSprite_Kill(self.waypointsprite_attached);
578 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
579 Item_ScheduleInitialRespawn(self);
587 if(self.effects & EF_NODRAW)
589 // marker for item team search
590 dprint("Initializing item team ", ftos(self.team), "\n");
591 RandomSelection_Init();
592 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
593 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
594 e = RandomSelection_chosen_ent;
598 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
602 // make it a non-spawned item
604 head.state = 1; // state 1 = initially hidden item
606 head.effects &~= EF_NODRAW;
613 // Savage: used for item garbage-collection
614 // TODO: perhaps nice special effect?
615 void RemoveItem(void)
620 // pickup evaluation functions
621 // these functions decide how desirable an item is to the bots
623 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
625 float weapon_pickupevalfunc(entity player, entity item)
627 float c, j, position;
629 // See if I have it already
630 if(!WEPSET_CONTAINS_ALL_EE(player, item))
632 // If I can pick it up
633 if(!item.spawnshieldtime)
635 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
637 // Skilled bots will grab more
638 c = bound(0, skill / 10, 1) * 0.5;
646 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
647 if( bot_custom_weapon && c )
649 // Find the highest position on any range
651 for(j = 0; j < WEP_LAST ; ++j){
653 bot_weapons_far[j] == item.weapon ||
654 bot_weapons_mid[j] == item.weapon ||
655 bot_weapons_close[j] == item.weapon
666 position = WEP_LAST - position;
667 // item.bot_pickupbasevalue is overwritten here
668 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
672 return item.bot_pickupbasevalue * c;
675 float commodity_pickupevalfunc(entity player, entity item)
677 float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
681 // Detect needed ammo
682 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
684 wi = get_weaponinfo(i);
686 if not(WEPSET_CONTAINS_EW(player, i))
689 if(wi.items & IT_SHELLS)
691 else if(wi.items & IT_NAILS)
693 else if(wi.items & IT_ROCKETS)
695 else if(wi.items & IT_CELLS)
697 else if(wi.items & IT_FUEL)
701 // TODO: figure out if the player even has the weapon this ammo is for?
702 // may not affect strategy much though...
703 // find out how much more ammo/armor/health the player can hold
705 if (item.ammo_shells)
706 if (player.ammo_shells < g_pickup_shells_max)
707 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
710 if (player.ammo_nails < g_pickup_nails_max)
711 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
713 if (item.ammo_rockets)
714 if (player.ammo_rockets < g_pickup_rockets_max)
715 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
718 if (player.ammo_cells < g_pickup_cells_max)
719 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
722 if (player.ammo_fuel < g_pickup_fuel_max)
723 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
725 if (player.armorvalue < item.max_armorvalue)
726 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
728 if (player.health < item.max_health)
729 c = c + max(0, 1 - player.health / item.max_health);
731 return item.bot_pickupbasevalue * c;
736 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)
738 startitem_failed = FALSE;
741 self.weapon = weaponid;
743 WEPSET_COPY_EW(self, weaponid);
744 self.flags = FL_ITEM | itemflags;
746 // is it a dropped weapon?
747 if (self.classname == "droppedweapon")
749 self.reset = SUB_Remove;
750 // it's a dropped weapon
751 self.movetype = MOVETYPE_TOSS;
753 // Savage: remove thrown items after a certain period of time ("garbage collection")
754 self.think = RemoveItem;
755 self.nextthink = time + 20;
757 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
760 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
761 if(self.ammo_nails == 0)
762 if(self.ammo_cells == 0)
763 if(self.ammo_rockets == 0)
764 if(self.ammo_shells == 0)
765 if(self.ammo_fuel == 0)
767 if(self.armorvalue == 0)
770 // if item is worthless after a timer, have it expire then
771 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
774 // don't drop if in a NODROP zone (such as lava)
775 traceline(self.origin, self.origin, MOVE_NORMAL, self);
776 if (trace_dpstartcontents & DPCONTENTS_NODROP)
778 startitem_failed = TRUE;
785 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
787 startitem_failed = TRUE;
792 if(!have_pickup_item())
794 startitem_failed = TRUE;
800 itemmodel = self.model;
801 if(self.item_pickupsound != "")
802 pickupsound = self.item_pickupsound;
804 self.reset = Item_Reset;
806 if(self.spawnflags & 1)
809 self.movetype = MOVETYPE_NONE;
811 self.movetype = MOVETYPE_TOSS;
812 // do item filtering according to game mode and other things
815 // first nudge it off the floor a little bit to avoid math errors
816 setorigin(self, self.origin + '0 0 1');
817 // set item size before we spawn a spawnfunc_waypoint
818 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
819 setsize (self, '-16 -16 0', '16 16 48');
821 setsize (self, '-16 -16 0', '16 16 32');
822 // note droptofloor returns FALSE if stuck/or would fall too far
824 waypoint_spawnforitem(self);
828 * can't do it that way, as it would break maps
829 * TODO make a target_give like entity another way, that perhaps has
830 * the weapon name in a key
833 // target_give not yet supported; maybe later
834 print("removed targeted ", self.classname, "\n");
835 startitem_failed = TRUE;
841 if(autocvar_spawn_debug >= 2)
844 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
846 if(otheritem.is_item)
848 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
849 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
850 error("Mapper sucks.");
856 WEPSET_OR_AW(weaponsInMap, weaponid);
858 precache_model (itemmodel);
859 precache_sound (pickupsound);
861 precache_sound ("misc/itemrespawncountdown.wav");
862 if(!g_minstagib && itemid == IT_STRENGTH)
863 precache_sound ("misc/strength_respawn.wav");
864 else if(!g_minstagib && itemid == IT_INVINCIBLE)
865 precache_sound ("misc/shield_respawn.wav");
867 precache_sound ("misc/itemrespawn.wav");
869 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
870 self.target = "###item###"; // for finding the nearest item using find()
873 self.bot_pickup = TRUE;
874 self.bot_pickupevalfunc = pickupevalfunc;
875 self.bot_pickupbasevalue = pickupbasevalue;
876 self.mdl = itemmodel;
877 self.item_pickupsound = pickupsound;
878 // let mappers override respawntime
879 if(!self.respawntime) // both set
881 self.respawntime = defaultrespawntime;
882 self.respawntimejitter = defaultrespawntimejitter;
884 self.netname = itemname;
885 self.touch = Item_Touch;
886 setmodel (self, self.mdl); // precision set below
887 self.effects |= EF_LOWPRECISION;
888 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
889 setsize (self, '-16 -16 0', '16 16 48');
891 setsize (self, '-16 -16 0', '16 16 32');
892 if(itemflags & FL_WEAPON)
893 self.modelflags |= MF_ROTATE;
895 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
896 if (itemflags & FL_WEAPON)
898 // neutral team color for pickup weapons
899 self.colormap = 1024; // color shirt=0 pants=0 grey
906 self.cnt = 1; // item probability weight
907 self.effects = self.effects | EF_NODRAW; // marker for item team search
908 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
914 /* replace items in minstagib
915 * IT_STRENGTH = invisibility
916 * IT_NAILS = extra lives
917 * IT_INVINCIBLE = speed
919 void minstagib_items (float itemid)
922 self.classname = "minstagib";
924 // replace rocket launchers and nex guns with ammo cells
925 if (itemid == IT_CELLS)
927 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
928 StartItem ("models/items/a_cells.md3",
929 "misc/itempickup.wav", 45, 0,
930 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
937 itemid = IT_STRENGTH;
941 itemid = IT_INVINCIBLE;
943 // replace with invis
944 if (itemid == IT_STRENGTH)
946 if(!self.strength_finished)
947 self.strength_finished = autocvar_g_balance_powerup_strength_time;
948 StartItem ("models/items/g_strength.md3",
949 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
950 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
952 // replace with extra lives
953 if (itemid == IT_NAILS)
956 StartItem ("models/items/g_h100.md3",
957 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
958 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
960 // replace with speed
961 if (itemid == IT_INVINCIBLE)
963 if(!self.invincible_finished)
964 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
965 StartItem ("models/items/g_invincible.md3",
966 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
967 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
971 float minst_no_auto_cells;
972 void minst_remove_item (void) {
973 if(minst_no_auto_cells)
977 float weaponswapping;
980 void weapon_defaultspawnfunc(float wpn)
984 var .float ammofield;
990 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
992 e = get_weaponinfo(wpn);
993 s = cvar_string(strcat("g_weaponreplace_", e.netname));
997 startitem_failed = TRUE;
1000 t = tokenize_console(s);
1003 self.team = --internalteam;
1005 for(i = 1; i < t; ++i)
1008 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1010 e = get_weaponinfo(j);
1014 copyentity(oldself, self);
1015 self.classname = "replacedweapon";
1016 weapon_defaultspawnfunc(j);
1022 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1031 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1033 e = get_weaponinfo(j);
1042 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1048 startitem_failed = TRUE;
1053 e = get_weaponinfo(wpn);
1055 if(!self.respawntime)
1057 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1059 self.respawntime = g_pickup_respawntime_superweapon;
1060 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1064 self.respawntime = g_pickup_respawntime_weapon;
1065 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1069 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1070 if(!self.superweapons_finished)
1071 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1075 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1079 ammofield = Item_CounterField(j);
1081 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1087 if(g_pickup_weapons_anyway)
1088 self.pickup_anyway = TRUE;
1092 // no weapon-stay on superweapons
1093 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1094 f |= FL_NO_WEAPON_STAY;
1096 // weapon stay isn't supported for teamed weapons
1098 f |= FL_NO_WEAPON_STAY;
1100 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1101 if (self.modelindex) // don't precache if self was removed
1102 weapon_action(e.weapon, WR_PRECACHE);
1105 void spawnfunc_weapon_shotgun (void);
1106 void spawnfunc_weapon_uzi (void) {
1107 if(autocvar_sv_q3acompat_machineshotgunswap)
1108 if(self.classname != "droppedweapon")
1110 weapon_defaultspawnfunc(WEP_SHOTGUN);
1113 weapon_defaultspawnfunc(WEP_UZI);
1116 void spawnfunc_weapon_shotgun (void) {
1117 if(autocvar_sv_q3acompat_machineshotgunswap)
1118 if(self.classname != "droppedweapon")
1120 weapon_defaultspawnfunc(WEP_UZI);
1123 weapon_defaultspawnfunc(WEP_SHOTGUN);
1126 void spawnfunc_weapon_nex (void)
1130 minstagib_items(IT_CELLS);
1131 self.think = minst_remove_item;
1132 self.nextthink = time;
1135 weapon_defaultspawnfunc(WEP_NEX);
1138 void spawnfunc_weapon_minstanex (void)
1142 minstagib_items(IT_CELLS);
1143 self.think = minst_remove_item;
1144 self.nextthink = time;
1147 weapon_defaultspawnfunc(WEP_MINSTANEX);
1150 void spawnfunc_weapon_rocketlauncher (void)
1154 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1155 self.think = minst_remove_item;
1156 self.nextthink = time;
1159 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1162 void spawnfunc_item_rockets (void) {
1163 if(!self.ammo_rockets)
1164 self.ammo_rockets = g_pickup_rockets;
1165 if(!self.pickup_anyway)
1166 self.pickup_anyway = g_pickup_ammo_anyway;
1167 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1170 void spawnfunc_item_shells (void);
1171 void spawnfunc_item_bullets (void) {
1173 if(autocvar_sv_q3acompat_machineshotgunswap)
1174 if(self.classname != "droppedweapon")
1176 weaponswapping = TRUE;
1177 spawnfunc_item_shells();
1178 weaponswapping = FALSE;
1182 if(!self.ammo_nails)
1183 self.ammo_nails = g_pickup_nails;
1184 if(!self.pickup_anyway)
1185 self.pickup_anyway = g_pickup_ammo_anyway;
1186 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1189 void spawnfunc_item_cells (void) {
1190 if(!self.ammo_cells)
1191 self.ammo_cells = g_pickup_cells;
1192 if(!self.pickup_anyway)
1193 self.pickup_anyway = g_pickup_ammo_anyway;
1194 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1197 void spawnfunc_item_shells (void) {
1199 if(autocvar_sv_q3acompat_machineshotgunswap)
1200 if(self.classname != "droppedweapon")
1202 weaponswapping = TRUE;
1203 spawnfunc_item_bullets();
1204 weaponswapping = FALSE;
1208 if(!self.ammo_shells)
1209 self.ammo_shells = g_pickup_shells;
1210 if(!self.pickup_anyway)
1211 self.pickup_anyway = g_pickup_ammo_anyway;
1212 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1215 void spawnfunc_item_armor_small (void) {
1216 if(!self.armorvalue)
1217 self.armorvalue = g_pickup_armorsmall;
1218 if(!self.max_armorvalue)
1219 self.max_armorvalue = g_pickup_armorsmall_max;
1220 if(!self.pickup_anyway)
1221 self.pickup_anyway = g_pickup_armorsmall_anyway;
1222 StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1225 void spawnfunc_item_armor_medium (void) {
1226 if(!self.armorvalue)
1227 self.armorvalue = g_pickup_armormedium;
1228 if(!self.max_armorvalue)
1229 self.max_armorvalue = g_pickup_armormedium_max;
1230 if(!self.pickup_anyway)
1231 self.pickup_anyway = g_pickup_armormedium_anyway;
1232 StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1235 void spawnfunc_item_armor_big (void) {
1236 if(!self.armorvalue)
1237 self.armorvalue = g_pickup_armorbig;
1238 if(!self.max_armorvalue)
1239 self.max_armorvalue = g_pickup_armorbig_max;
1240 if(!self.pickup_anyway)
1241 self.pickup_anyway = g_pickup_armorbig_anyway;
1242 StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1245 void spawnfunc_item_armor_large (void) {
1246 if(!self.armorvalue)
1247 self.armorvalue = g_pickup_armorlarge;
1248 if(!self.max_armorvalue)
1249 self.max_armorvalue = g_pickup_armorlarge_max;
1250 if(!self.pickup_anyway)
1251 self.pickup_anyway = g_pickup_armorlarge_anyway;
1252 StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1255 void spawnfunc_item_health_small (void) {
1256 if(!self.max_health)
1257 self.max_health = g_pickup_healthsmall_max;
1259 self.health = g_pickup_healthsmall;
1260 if(!self.pickup_anyway)
1261 self.pickup_anyway = g_pickup_healthsmall_anyway;
1262 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1265 void spawnfunc_item_health_medium (void) {
1266 if(!self.max_health)
1267 self.max_health = g_pickup_healthmedium_max;
1269 self.health = g_pickup_healthmedium;
1270 if(!self.pickup_anyway)
1271 self.pickup_anyway = g_pickup_healthmedium_anyway;
1272 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1275 void spawnfunc_item_health_large (void) {
1276 if(!self.max_health)
1277 self.max_health = g_pickup_healthlarge_max;
1279 self.health = g_pickup_healthlarge;
1280 if(!self.pickup_anyway)
1281 self.pickup_anyway = g_pickup_healthlarge_anyway;
1282 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1285 void spawnfunc_item_health_mega (void) {
1287 minstagib_items(IT_NAILS);
1289 if(!self.max_health)
1290 self.max_health = g_pickup_healthmega_max;
1292 self.health = g_pickup_healthmega;
1293 if(!self.pickup_anyway)
1294 self.pickup_anyway = g_pickup_healthmega_anyway;
1295 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1299 // support old misnamed entities
1300 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1301 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1302 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1303 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1304 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1306 void spawnfunc_item_strength (void) {
1308 minstagib_items(IT_STRENGTH);
1310 precache_sound("weapons/strength_fire.wav");
1311 if(!self.strength_finished)
1312 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1313 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1317 void spawnfunc_item_invincible (void) {
1319 minstagib_items(IT_INVINCIBLE);
1321 if(!self.invincible_finished)
1322 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1323 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1327 void spawnfunc_item_minst_cells (void) {
1330 minst_no_auto_cells = 1;
1331 minstagib_items(IT_CELLS);
1338 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1340 float GiveItems(entity e, float beginarg, float endarg);
1341 void target_items_use (void)
1343 if(activator.classname == "droppedweapon")
1350 if(activator.classname != "player")
1352 if(activator.deadflag != DEAD_NO)
1357 for(e = world; (e = find(e, classname, "droppedweapon")); )
1358 if(e.enemy == activator)
1361 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1362 centerprint(activator, self.message);
1365 void spawnfunc_target_items (void)
1370 self.use = target_items_use;
1371 if(!self.strength_finished)
1372 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1373 if(!self.invincible_finished)
1374 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1375 if(!self.superweapons_finished)
1376 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1378 precache_sound("misc/itempickup.wav");
1379 precache_sound("misc/megahealth.wav");
1380 precache_sound("misc/armor25.wav");
1381 precache_sound("misc/powerup.wav");
1382 precache_sound("misc/poweroff.wav");
1383 precache_sound("weapons/weaponpickup.wav");
1385 n = tokenize_console(self.netname);
1386 if(argv(0) == "give")
1388 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1392 for(i = 0; i < n; ++i)
1394 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1395 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1396 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1397 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1398 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1399 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1400 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1401 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1403 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1405 e = get_weaponinfo(j);
1406 if(argv(i) == e.netname)
1408 WEPSET_OR_EW(self, j);
1409 if(self.spawnflags == 0 || self.spawnflags == 2)
1410 weapon_action(e.weapon, WR_PRECACHE);
1415 print("target_items: invalid item ", argv(i), "\n");
1418 string itemprefix, valueprefix;
1419 if(self.spawnflags == 0)
1424 else if(self.spawnflags == 1)
1426 itemprefix = "max ";
1427 valueprefix = "max ";
1429 else if(self.spawnflags == 2)
1431 itemprefix = "min ";
1432 valueprefix = "min ";
1434 else if(self.spawnflags == 4)
1436 itemprefix = "minus ";
1437 valueprefix = "max ";
1440 error("invalid spawnflags");
1443 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1444 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1445 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1446 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1447 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1448 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1449 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1450 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1451 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1452 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1453 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1454 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1455 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1456 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1457 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1459 e = get_weaponinfo(j);
1461 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1464 self.netname = strzone(self.netname);
1465 //print(self.netname, "\n");
1467 n = tokenize_console(self.netname);
1468 for(i = 0; i < n; ++i)
1470 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1472 e = get_weaponinfo(j);
1473 if(argv(i) == e.netname)
1475 weapon_action(e.weapon, WR_PRECACHE);
1482 void spawnfunc_item_fuel(void)
1485 self.ammo_fuel = g_pickup_fuel;
1486 if(!self.pickup_anyway)
1487 self.pickup_anyway = g_pickup_ammo_anyway;
1488 StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1491 void spawnfunc_item_fuel_regen(void)
1493 if(start_items & IT_FUEL_REGEN)
1495 spawnfunc_item_fuel();
1498 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1501 void spawnfunc_item_jetpack(void)
1503 if(g_grappling_hook)
1504 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1506 self.ammo_fuel = g_pickup_fuel_jetpack;
1507 if(start_items & IT_JETPACK)
1509 spawnfunc_item_fuel();
1512 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1522 float GiveBit(entity e, .float fld, float bit, float op, float val)
1552 float GiveValue(entity e, .float fld, float op, float val)
1562 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1565 e.fld = min(e.fld, val);
1578 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1585 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1587 else if(v0 >= v0 + t)
1590 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1594 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1597 e.rotfield = max(e.rotfield, time + rottime);
1599 e.regenfield = max(e.regenfield, time + regentime);
1602 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1603 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1604 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1605 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1607 float GiveItems(entity e, float beginarg, float endarg)
1609 float got, i, j, val, op;
1610 float _switchweapon;
1619 _switchweapon = FALSE;
1621 if (e.switchweapon == w_getbestweapon(e))
1622 _switchweapon = TRUE;
1624 e.strength_finished = max(0, e.strength_finished - time);
1625 e.invincible_finished = max(0, e.invincible_finished - time);
1626 e.superweapons_finished = max(0, e.superweapons_finished - time);
1629 PREGIVE(e, weapons);
1630 PREGIVE(e, strength_finished);
1631 PREGIVE(e, invincible_finished);
1632 PREGIVE(e, superweapons_finished);
1633 PREGIVE(e, ammo_nails);
1634 PREGIVE(e, ammo_cells);
1635 PREGIVE(e, ammo_shells);
1636 PREGIVE(e, ammo_rockets);
1637 PREGIVE(e, ammo_fuel);
1638 PREGIVE(e, armorvalue);
1641 for(i = beginarg; i < endarg; ++i)
1645 if(cmd == "0" || stof(cmd))
1669 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1670 got += GiveValue(e, strength_finished, op, val);
1671 got += GiveValue(e, invincible_finished, op, val);
1672 got += GiveValue(e, superweapons_finished, op, val);
1673 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1675 got += GiveBit(e, items, IT_JETPACK, op, val);
1676 got += GiveValue(e, health, op, val);
1677 got += GiveValue(e, armorvalue, op, val);
1679 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1681 wi = get_weaponinfo(j);
1683 got += GiveBit(e, weapons, wi.weapons, op, val); // FIXME
1686 got += GiveValue(e, ammo_cells, op, val);
1687 got += GiveValue(e, ammo_shells, op, val);
1688 got += GiveValue(e, ammo_nails, op, val);
1689 got += GiveValue(e, ammo_rockets, op, val);
1690 got += GiveValue(e, ammo_fuel, op, val);
1692 case "unlimited_ammo":
1693 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1695 case "unlimited_weapon_ammo":
1696 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1698 case "unlimited_superweapons":
1699 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1702 got += GiveBit(e, items, IT_JETPACK, op, val);
1705 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1708 got += GiveValue(e, strength_finished, op, val);
1711 got += GiveValue(e, invincible_finished, op, val);
1713 case "superweapons":
1714 got += GiveValue(e, superweapons_finished, op, val);
1717 got += GiveValue(e, ammo_cells, op, val);
1720 got += GiveValue(e, ammo_shells, op, val);
1724 got += GiveValue(e, ammo_nails, op, val);
1727 got += GiveValue(e, ammo_rockets, op, val);
1730 got += GiveValue(e, health, op, val);
1733 got += GiveValue(e, armorvalue, op, val);
1736 got += GiveValue(e, ammo_fuel, op, val);
1739 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1741 wi = get_weaponinfo(j);
1742 if(cmd == wi.netname)
1744 got += GiveBit(e, weapons, wi.weapons, op, val); // FIXME
1749 print("give: invalid item ", cmd, "\n");
1756 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1757 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1758 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1759 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1760 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1762 wi = get_weaponinfo(j);
1765 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null); // FIXME
1766 #define _WS_save_weapons save_weapons
1767 if not(WEPSET_CONTAINS_AW(save_weapons, j)) // FIXME
1768 if(WEPSET_CONTAINS_EW(e, j))
1769 weapon_action(wi.weapon, WR_PRECACHE);
1772 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1773 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1774 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1775 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1776 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1777 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1778 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);
1779 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);
1780 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);
1782 if(e.superweapons_finished <= 0)
1783 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1784 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1788 e.health = bound(0, e.health, 100);
1789 e.armorvalue = bound(0, e.armorvalue, 999);
1792 if(e.strength_finished <= 0)
1793 e.strength_finished = 0;
1795 e.strength_finished += time;
1796 if(e.invincible_finished <= 0)
1797 e.invincible_finished = 0;
1799 e.invincible_finished += time;
1800 if(e.superweapons_finished <= 0)
1801 e.superweapons_finished = 0;
1803 e.superweapons_finished += time;
1805 if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
1806 _switchweapon = TRUE;
1808 W_SwitchWeapon_Force(e, w_getbestweapon(e));