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 bool Item_ItemsTime_Allow(entity e);
416 float Item_ItemsTime_UpdateTime(entity e, float t);
417 void Item_ItemsTime_SetTime(entity e, float t);
418 void Item_ItemsTime_SetTimesForAllPlayers();
420 void Item_Respawn (void)
424 if(self.items == ITEM_Strength.m_itemid)
425 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
426 else if(self.items == ITEM_Shield.m_itemid)
427 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
429 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
430 setorigin (self, self.origin);
432 if (Item_ItemsTime_Allow(self))
434 float t = Item_ItemsTime_UpdateTime(self, 0);
435 Item_ItemsTime_SetTime(self, t);
436 Item_ItemsTime_SetTimesForAllPlayers();
439 self.think = Item_Think;
440 self.nextthink = time;
442 //Send_Effect("item_respawn", self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
443 Send_Effect("item_respawn", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
446 void Item_RespawnCountdown (void)
448 if(self.count >= ITEM_RESPAWN_TICKS)
450 if(self.waypointsprite_attached)
451 WaypointSprite_Kill(self.waypointsprite_attached);
456 self.nextthink = time + 1;
461 vector rgb = '1 0 1';
465 case ITEM_JetpackRegen.m_itemid: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
466 case ITEM_Jetpack.m_itemid: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
467 case ITEM_Strength.m_itemid: name = "item-strength"; rgb = '0 0 1'; break;
468 case ITEM_Shield.m_itemid: name = "item-shield"; rgb = '1 0 1'; break;
469 case ITEM_HealthMega.m_itemid:
470 //if (self.classname == "item_health_mega")
471 {name = "item_health_mega"; rgb = '1 0 0';}
473 case ITEM_ArmorMega.m_itemid:
474 if (self.itemdef == ITEM_ArmorMega)
475 {name = "item_armor_large"; rgb = '0 1 0';}
478 MUTATOR_CALLHOOK(Item_RespawnCountdown, name, rgb);
481 if(self.flags & FL_WEAPON)
483 entity wi = get_weaponinfo(self.weapon);
492 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
493 if(self.waypointsprite_attached)
495 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
496 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
497 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
502 print("Unknown powerup-marked item is wanting to respawn\n");
503 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
507 if(self.waypointsprite_attached)
511 self = self.waypointsprite_attached;
512 FOR_EACH_REALCLIENT(e)
513 if(self.waypointsprite_visible_for_player(e))
516 soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
520 WaypointSprite_Ping(self.waypointsprite_attached);
521 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
524 sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
528 void Item_RespawnThink()
530 self.nextthink = time;
531 if(self.origin != self.oldorigin)
533 self.oldorigin = self.origin;
537 if(time >= self.wait)
541 void Item_ScheduleRespawnIn(entity e, float t)
543 if (Item_ItemsTime_Allow(e))
545 e.think = Item_RespawnCountdown;
546 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
547 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
549 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
550 Item_ItemsTime_SetTime(e, t);
551 Item_ItemsTime_SetTimesForAllPlayers();
555 e.think = Item_RespawnThink;
557 e.scheduledrespawntime = time + t;
562 void Item_ScheduleRespawn(entity e)
564 if(e.respawntime > 0)
567 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
569 else // if respawntime is -1, this item does not respawn
573 void Item_ScheduleInitialRespawn(entity e)
576 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
579 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
581 if (!item.(ammotype))
584 if (item.spawnshieldtime)
586 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
588 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
592 else if(g_weapon_stay == 2)
594 float mi = min(item.(ammotype), ammomax);
595 if (player.(ammotype) < mi)
597 player.(ammotype) = mi;
608 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
610 case ITEM_MODE_HEALTH:
611 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
613 case ITEM_MODE_ARMOR:
614 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
622 float Item_GiveTo(entity item, entity player)
629 // if nothing happens to player, just return without taking the item
631 _switchweapon = false;
632 // in case the player has autoswitch enabled do the following:
633 // if the player is using their best weapon before items are given, they
634 // probably want to switch to an even better weapon after items are given
635 if (player.autoswitch)
636 if (player.switchweapon == w_getbestweapon(player))
637 _switchweapon = true;
639 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
640 _switchweapon = true;
642 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
643 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
644 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
645 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
646 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
647 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
648 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
649 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
651 if (item.flags & FL_WEAPON)
655 it &= ~player.weapons;
657 if (it || (item.spawnshieldtime && item.pickup_anyway))
660 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
661 if(it & WepSet_FromWeapon(i))
663 W_DropEvent(WR_PICKUP, player, i, item);
664 W_GiveWeapon(player, i);
669 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
673 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
676 if (item.strength_finished)
679 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
681 if (item.invincible_finished)
684 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
686 if (item.superweapons_finished)
689 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
694 // always eat teamed entities
702 if (player.switchweapon != w_getbestweapon(player))
703 W_SwitchWeapon_Force(player, w_getbestweapon(player));
708 void Item_Touch (void)
712 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
713 if(self.classname == "droppedweapon")
715 if (ITEM_TOUCH_NEEDKILL())
722 if (!IS_PLAYER(other))
728 if (self.solid != SOLID_TRIGGER)
730 if (self.owner == other)
732 if (time < self.item_spawnshieldtime)
735 switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
737 case MUT_ITEMTOUCH_RETURN: { return; }
738 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
741 if (self.classname == "droppedweapon")
743 self.strength_finished = max(0, self.strength_finished - time);
744 self.invincible_finished = max(0, self.invincible_finished - time);
745 self.superweapons_finished = max(0, self.superweapons_finished - time);
747 entity it = self.itemdef;
748 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
751 if (self.classname == "droppedweapon")
753 // undo what we did above
754 self.strength_finished += time;
755 self.invincible_finished += time;
756 self.superweapons_finished += time;
763 other.last_pickup = time;
765 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
766 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
768 if (self.classname == "droppedweapon")
770 else if (self.spawnshieldtime)
774 RandomSelection_Init();
775 for(head = world; (head = findfloat(head, team, self.team)); )
777 if(head.flags & FL_ITEM)
780 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
783 e = RandomSelection_chosen_ent;
788 Item_ScheduleRespawn(e);
794 Item_Show(self, !self.state);
795 setorigin (self, self.origin);
797 if(self.classname != "droppedweapon")
799 self.think = Item_Think;
800 self.nextthink = time;
802 if(self.waypointsprite_attached)
803 WaypointSprite_Kill(self.waypointsprite_attached);
805 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
806 Item_ScheduleInitialRespawn(self);
814 if(self.effects & EF_NODRAW)
816 // marker for item team search
817 dprint("Initializing item team ", ftos(self.team), "\n");
818 RandomSelection_Init();
819 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
820 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
821 e = RandomSelection_chosen_ent;
825 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
829 // make it a non-spawned item
831 head.state = 1; // state 1 = initially hidden item
833 head.effects &= ~EF_NODRAW;
840 // Savage: used for item garbage-collection
841 // TODO: perhaps nice special effect?
842 void RemoveItem(void)
844 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
848 // pickup evaluation functions
849 // these functions decide how desirable an item is to the bots
851 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
853 float weapon_pickupevalfunc(entity player, entity item)
857 // See if I have it already
858 if(item.weapons & ~player.weapons)
860 // If I can pick it up
861 if(!item.spawnshieldtime)
863 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
865 // Skilled bots will grab more
866 c = bound(0, skill / 10, 1) * 0.5;
874 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
875 if( bot_custom_weapon && c )
877 // Find the highest position on any range
879 for (int j = 0; j < WEP_LAST ; ++j){
881 bot_weapons_far[j] == item.weapon ||
882 bot_weapons_mid[j] == item.weapon ||
883 bot_weapons_close[j] == item.weapon
894 position = WEP_LAST - position;
895 // item.bot_pickupbasevalue is overwritten here
896 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
900 return item.bot_pickupbasevalue * c;
903 float commodity_pickupevalfunc(entity player, entity item)
906 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
910 // Detect needed ammo
911 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
913 wi = get_weaponinfo(i);
915 if (!(player.weapons & WepSet_FromWeapon(i)))
918 if(wi.items & ITEM_Shells.m_itemid)
920 else if(wi.items & ITEM_Bullets.m_itemid)
922 else if(wi.items & ITEM_Rockets.m_itemid)
924 else if(wi.items & ITEM_Cells.m_itemid)
926 else if(wi.items & ITEM_Plasma.m_itemid)
928 else if(wi.items & ITEM_JetpackFuel.m_itemid)
932 // TODO: figure out if the player even has the weapon this ammo is for?
933 // may not affect strategy much though...
934 // find out how much more ammo/armor/health the player can hold
936 if (item.ammo_shells)
937 if (player.ammo_shells < g_pickup_shells_max)
938 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
941 if (player.ammo_nails < g_pickup_nails_max)
942 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
944 if (item.ammo_rockets)
945 if (player.ammo_rockets < g_pickup_rockets_max)
946 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
949 if (player.ammo_cells < g_pickup_cells_max)
950 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
952 if (item.ammo_plasma)
953 if (player.ammo_plasma < g_pickup_plasma_max)
954 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
957 if (player.ammo_fuel < g_pickup_fuel_max)
958 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
960 if (player.armorvalue < item.max_armorvalue)
961 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
963 if (player.health < item.max_health)
964 c = c + max(0, 1 - player.health / item.max_health);
966 return item.bot_pickupbasevalue * c;
969 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
971 if(ITEM_DAMAGE_NEEDKILL(deathtype))
975 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)
977 startitem_failed = false;
980 self.model = itemmodel;
984 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
988 if(self.item_pickupsound == "")
989 self.item_pickupsound = pickupsound;
991 if(!self.respawntime) // both need to be set
993 self.respawntime = defaultrespawntime;
994 self.respawntimejitter = defaultrespawntimejitter;
998 self.weapon = weaponid;
1001 self.weapons = WepSet_FromWeapon(weaponid);
1003 self.flags = FL_ITEM | itemflags;
1005 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1007 startitem_failed = true;
1012 // is it a dropped weapon?
1013 if (self.classname == "droppedweapon")
1015 self.reset = SUB_Remove;
1016 // it's a dropped weapon
1017 self.movetype = MOVETYPE_TOSS;
1019 // Savage: remove thrown items after a certain period of time ("garbage collection")
1020 self.think = RemoveItem;
1021 self.nextthink = time + 20;
1023 self.takedamage = DAMAGE_YES;
1024 self.event_damage = Item_Damage;
1026 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1029 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1030 if(self.ammo_nails == 0)
1031 if(self.ammo_cells == 0)
1032 if(self.ammo_rockets == 0)
1033 if(self.ammo_shells == 0)
1034 if(self.ammo_fuel == 0)
1035 if(self.health == 0)
1036 if(self.armorvalue == 0)
1039 // if item is worthless after a timer, have it expire then
1040 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1043 // don't drop if in a NODROP zone (such as lava)
1044 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1045 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1047 startitem_failed = true;
1054 if(!have_pickup_item())
1056 startitem_failed = true;
1061 self.reset = Item_Reset;
1062 // it's a level item
1063 if(self.spawnflags & 1)
1066 self.movetype = MOVETYPE_NONE;
1068 self.movetype = MOVETYPE_TOSS;
1069 // do item filtering according to game mode and other things
1072 // first nudge it off the floor a little bit to avoid math errors
1073 setorigin(self, self.origin + '0 0 1');
1074 // set item size before we spawn a spawnfunc_waypoint
1075 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1076 setsize (self, '-16 -16 0', '16 16 48');
1078 setsize (self, '-16 -16 0', '16 16 32');
1080 // note droptofloor returns false if stuck/or would fall too far
1082 waypoint_spawnforitem(self);
1086 * can't do it that way, as it would break maps
1087 * TODO make a target_give like entity another way, that perhaps has
1088 * the weapon name in a key
1091 // target_give not yet supported; maybe later
1092 print("removed targeted ", self.classname, "\n");
1093 startitem_failed = true;
1099 if(autocvar_spawn_debug >= 2)
1102 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1104 // why not flags & fl_item?
1105 if(otheritem.is_item)
1107 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1108 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1109 error("Mapper sucks.");
1112 self.is_item = true;
1115 weaponsInMap |= WepSet_FromWeapon(weaponid);
1117 precache_model (self.model);
1118 precache_sound (self.item_pickupsound);
1120 precache_sound ("misc/itemrespawncountdown.wav");
1121 if(itemid == ITEM_Strength.m_itemid)
1122 precache_sound ("misc/strength_respawn.wav");
1123 else if(itemid == ITEM_Shield.m_itemid)
1124 precache_sound ("misc/shield_respawn.wav");
1126 precache_sound ("misc/itemrespawn.wav");
1128 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1129 self.target = "###item###"; // for finding the nearest item using find()
1131 Item_ItemsTime_SetTime(self, 0);
1134 self.bot_pickup = true;
1135 self.bot_pickupevalfunc = pickupevalfunc;
1136 self.bot_pickupbasevalue = pickupbasevalue;
1137 self.mdl = self.model;
1138 self.netname = itemname;
1139 self.touch = Item_Touch;
1140 setmodel(self, "null"); // precision set below
1141 //self.effects |= EF_LOWPRECISION;
1143 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1145 self.pos1 = '-16 -16 0';
1146 self.pos2 = '16 16 48';
1150 self.pos1 = '-16 -16 0';
1151 self.pos2 = '16 16 32';
1153 setsize (self, self.pos1, self.pos2);
1155 if(itemflags & FL_POWERUP)
1156 self.ItemStatus |= ITS_ANIMATE1;
1158 if(self.armorvalue || self.health)
1159 self.ItemStatus |= ITS_ANIMATE2;
1161 if(itemflags & FL_WEAPON)
1163 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1164 self.colormap = 1024; // color shirt=0 pants=0 grey
1168 self.ItemStatus |= ITS_ANIMATE1;
1169 self.ItemStatus |= ISF_COLORMAP;
1173 if(self.team) // broken, no idea why.
1176 self.cnt = 1; // item probability weight
1178 self.effects |= EF_NODRAW; // marker for item team search
1179 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1184 Net_LinkEntity(self, false, 0, ItemSend);
1186 self.SendFlags |= ISF_SIZE;
1188 self.SendFlags |= ISF_ANGLES;
1190 // call this hook after everything else has been done
1191 if(MUTATOR_CALLHOOK(Item_Spawn, self))
1193 startitem_failed = true;
1199 void StartItemA (entity a)
1202 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);
1205 void spawnfunc_item_rockets (void) {
1206 if(!self.ammo_rockets)
1207 self.ammo_rockets = g_pickup_rockets;
1208 if(!self.pickup_anyway)
1209 self.pickup_anyway = g_pickup_ammo_anyway;
1210 StartItemA (ITEM_Rockets);
1213 void spawnfunc_item_bullets (void) {
1215 if(autocvar_sv_q3acompat_machineshotgunswap)
1216 if(self.classname != "droppedweapon")
1218 weaponswapping = true;
1219 spawnfunc_item_shells();
1220 weaponswapping = false;
1224 if(!self.ammo_nails)
1225 self.ammo_nails = g_pickup_nails;
1226 if(!self.pickup_anyway)
1227 self.pickup_anyway = g_pickup_ammo_anyway;
1228 StartItemA (ITEM_Bullets);
1231 void spawnfunc_item_cells (void) {
1232 if(!self.ammo_cells)
1233 self.ammo_cells = g_pickup_cells;
1234 if(!self.pickup_anyway)
1235 self.pickup_anyway = g_pickup_ammo_anyway;
1236 StartItemA (ITEM_Cells);
1239 void spawnfunc_item_plasma()
1241 if(!self.ammo_plasma)
1242 self.ammo_plasma = g_pickup_plasma;
1243 if(!self.pickup_anyway)
1244 self.pickup_anyway = g_pickup_ammo_anyway;
1245 StartItemA (ITEM_Plasma);
1248 void spawnfunc_item_shells (void) {
1250 if(autocvar_sv_q3acompat_machineshotgunswap)
1251 if(self.classname != "droppedweapon")
1253 weaponswapping = true;
1254 spawnfunc_item_bullets();
1255 weaponswapping = false;
1259 if(!self.ammo_shells)
1260 self.ammo_shells = g_pickup_shells;
1261 if(!self.pickup_anyway)
1262 self.pickup_anyway = g_pickup_ammo_anyway;
1263 StartItemA (ITEM_Shells);
1266 void spawnfunc_item_armor_small (void) {
1267 if(!self.armorvalue)
1268 self.armorvalue = g_pickup_armorsmall;
1269 if(!self.max_armorvalue)
1270 self.max_armorvalue = g_pickup_armorsmall_max;
1271 if(!self.pickup_anyway)
1272 self.pickup_anyway = g_pickup_armorsmall_anyway;
1273 StartItemA (ITEM_ArmorSmall);
1276 void spawnfunc_item_armor_medium (void) {
1277 if(!self.armorvalue)
1278 self.armorvalue = g_pickup_armormedium;
1279 if(!self.max_armorvalue)
1280 self.max_armorvalue = g_pickup_armormedium_max;
1281 if(!self.pickup_anyway)
1282 self.pickup_anyway = g_pickup_armormedium_anyway;
1283 StartItemA (ITEM_ArmorMedium);
1286 void spawnfunc_item_armor_big (void) {
1287 if(!self.armorvalue)
1288 self.armorvalue = g_pickup_armorbig;
1289 if(!self.max_armorvalue)
1290 self.max_armorvalue = g_pickup_armorbig_max;
1291 if(!self.pickup_anyway)
1292 self.pickup_anyway = g_pickup_armorbig_anyway;
1293 StartItemA (ITEM_ArmorLarge);
1296 void spawnfunc_item_armor_large (void) {
1297 if(!self.armorvalue)
1298 self.armorvalue = g_pickup_armorlarge;
1299 if(!self.max_armorvalue)
1300 self.max_armorvalue = g_pickup_armorlarge_max;
1301 if(!self.pickup_anyway)
1302 self.pickup_anyway = g_pickup_armorlarge_anyway;
1303 StartItemA (ITEM_ArmorMega);
1306 void spawnfunc_item_health_small (void) {
1307 if(!self.max_health)
1308 self.max_health = g_pickup_healthsmall_max;
1310 self.health = g_pickup_healthsmall;
1311 if(!self.pickup_anyway)
1312 self.pickup_anyway = g_pickup_healthsmall_anyway;
1313 StartItemA (ITEM_HealthSmall);
1316 void spawnfunc_item_health_medium (void) {
1317 if(!self.max_health)
1318 self.max_health = g_pickup_healthmedium_max;
1320 self.health = g_pickup_healthmedium;
1321 if(!self.pickup_anyway)
1322 self.pickup_anyway = g_pickup_healthmedium_anyway;
1323 StartItemA (ITEM_HealthMedium);
1326 void spawnfunc_item_health_large (void) {
1327 if(!self.max_health)
1328 self.max_health = g_pickup_healthlarge_max;
1330 self.health = g_pickup_healthlarge;
1331 if(!self.pickup_anyway)
1332 self.pickup_anyway = g_pickup_healthlarge_anyway;
1333 StartItemA (ITEM_HealthLarge);
1336 void spawnfunc_item_health_mega (void) {
1337 if(!self.max_health)
1338 self.max_health = g_pickup_healthmega_max;
1340 self.health = g_pickup_healthmega;
1341 if(!self.pickup_anyway)
1342 self.pickup_anyway = g_pickup_healthmega_anyway;
1343 StartItemA (ITEM_HealthMega);
1346 // support old misnamed entities
1347 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1348 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1349 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1350 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1351 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1353 void spawnfunc_item_strength (void) {
1354 precache_sound("weapons/strength_fire.wav");
1355 if(!self.strength_finished)
1356 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1357 StartItemA (ITEM_Strength);
1360 void spawnfunc_item_invincible (void) {
1361 if(!self.invincible_finished)
1362 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1363 StartItemA (ITEM_Shield);
1367 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1369 void target_items_use (void)
1371 if(activator.classname == "droppedweapon")
1378 if (!IS_PLAYER(activator))
1380 if(activator.deadflag != DEAD_NO)
1385 for(e = world; (e = find(e, classname, "droppedweapon")); )
1386 if(e.enemy == activator)
1389 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1390 centerprint(activator, self.message);
1393 void spawnfunc_target_items (void)
1399 self.use = target_items_use;
1400 if(!self.strength_finished)
1401 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1402 if(!self.invincible_finished)
1403 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1404 if(!self.superweapons_finished)
1405 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1407 precache_sound("misc/itempickup.wav");
1408 precache_sound("misc/megahealth.wav");
1409 precache_sound("misc/armor25.wav");
1410 precache_sound("misc/powerup.wav");
1411 precache_sound("misc/poweroff.wav");
1412 precache_sound("weapons/weaponpickup.wav");
1414 n = tokenize_console(self.netname);
1415 if(argv(0) == "give")
1417 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1421 for(i = 0; i < n; ++i)
1423 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1424 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1425 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1426 else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
1427 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1428 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1429 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1430 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1433 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1435 e = get_weaponinfo(j);
1436 s = W_UndeprecateName(argv(i));
1439 self.weapons |= WepSet_FromWeapon(j);
1440 if(self.spawnflags == 0 || self.spawnflags == 2)
1441 WEP_ACTION(e.weapon, WR_INIT);
1446 print("target_items: invalid item ", argv(i), "\n");
1450 string itemprefix, valueprefix;
1451 if(self.spawnflags == 0)
1456 else if(self.spawnflags == 1)
1458 itemprefix = "max ";
1459 valueprefix = "max ";
1461 else if(self.spawnflags == 2)
1463 itemprefix = "min ";
1464 valueprefix = "min ";
1466 else if(self.spawnflags == 4)
1468 itemprefix = "minus ";
1469 valueprefix = "max ";
1473 error("invalid spawnflags");
1474 itemprefix = valueprefix = string_null;
1478 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1479 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1480 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1481 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1482 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1483 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1484 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1485 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1486 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1487 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1488 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1489 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1490 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1491 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1492 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1493 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1495 e = get_weaponinfo(j);
1497 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1500 self.netname = strzone(self.netname);
1501 //print(self.netname, "\n");
1503 n = tokenize_console(self.netname);
1504 for(i = 0; i < n; ++i)
1506 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1508 e = get_weaponinfo(j);
1509 if(argv(i) == e.netname)
1511 WEP_ACTION(e.weapon, WR_INIT);
1518 void spawnfunc_item_fuel(void)
1521 self.ammo_fuel = g_pickup_fuel;
1522 if(!self.pickup_anyway)
1523 self.pickup_anyway = g_pickup_ammo_anyway;
1524 StartItemA (ITEM_JetpackFuel);
1527 void spawnfunc_item_fuel_regen(void)
1529 if(start_items & ITEM_JetpackRegen.m_itemid)
1531 spawnfunc_item_fuel();
1534 StartItemA (ITEM_JetpackRegen);
1537 void spawnfunc_item_jetpack(void)
1540 self.ammo_fuel = g_pickup_fuel_jetpack;
1541 if(start_items & ITEM_Jetpack.m_itemid)
1543 spawnfunc_item_fuel();
1546 StartItemA (ITEM_Jetpack);
1549 float GiveWeapon(entity e, float wpn, float op, float val)
1552 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1557 e.weapons |= WepSet_FromWeapon(wpn);
1559 e.weapons &= ~WepSet_FromWeapon(wpn);
1564 e.weapons |= WepSet_FromWeapon(wpn);
1568 e.weapons &= ~WepSet_FromWeapon(wpn);
1572 e.weapons &= ~WepSet_FromWeapon(wpn);
1575 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1579 float GiveBit(entity e, .float fld, float bit, float op, float val)
1582 v0 = (e.(fld) & bit);
1605 v1 = (e.(fld) & bit);
1609 float GiveValue(entity e, .float fld, float op, float val)
1619 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1622 e.(fld) = min(e.(fld), val);
1635 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1642 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1644 else if(v0 >= v0 + t)
1647 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1651 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1654 e.(rotfield) = max(e.(rotfield), time + rottime);
1656 e.(regenfield) = max(e.(regenfield), time + regentime);
1658 float GiveItems(entity e, float beginarg, float endarg)
1660 float got, i, j, val, op;
1661 float _switchweapon;
1670 _switchweapon = false;
1672 if (e.switchweapon == w_getbestweapon(e))
1673 _switchweapon = true;
1675 e.strength_finished = max(0, e.strength_finished - time);
1676 e.invincible_finished = max(0, e.invincible_finished - time);
1677 e.superweapons_finished = max(0, e.superweapons_finished - time);
1681 PREGIVE(e, strength_finished);
1682 PREGIVE(e, invincible_finished);
1683 PREGIVE(e, superweapons_finished);
1684 PREGIVE(e, ammo_nails);
1685 PREGIVE(e, ammo_cells);
1686 PREGIVE(e, ammo_plasma);
1687 PREGIVE(e, ammo_shells);
1688 PREGIVE(e, ammo_rockets);
1689 PREGIVE(e, ammo_fuel);
1690 PREGIVE(e, armorvalue);
1693 for(i = beginarg; i < endarg; ++i)
1697 if(cmd == "0" || stof(cmd))
1721 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1722 got += GiveValue(e, strength_finished, op, val);
1723 got += GiveValue(e, invincible_finished, op, val);
1724 got += GiveValue(e, superweapons_finished, op, val);
1725 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1727 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1728 got += GiveValue(e, health, op, val);
1729 got += GiveValue(e, armorvalue, op, val);
1731 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1733 wi = get_weaponinfo(j);
1735 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1736 got += GiveWeapon(e, j, op, val);
1739 got += GiveValue(e, ammo_cells, op, val);
1740 got += GiveValue(e, ammo_plasma, op, val);
1741 got += GiveValue(e, ammo_shells, op, val);
1742 got += GiveValue(e, ammo_nails, op, val);
1743 got += GiveValue(e, ammo_rockets, op, val);
1744 got += GiveValue(e, ammo_fuel, op, val);
1746 case "unlimited_ammo":
1747 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1749 case "unlimited_weapon_ammo":
1750 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1752 case "unlimited_superweapons":
1753 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1756 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1759 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1762 got += GiveValue(e, strength_finished, op, val);
1765 got += GiveValue(e, invincible_finished, op, val);
1767 case "superweapons":
1768 got += GiveValue(e, superweapons_finished, op, val);
1771 got += GiveValue(e, ammo_cells, op, val);
1774 got += GiveValue(e, ammo_plasma, op, val);
1777 got += GiveValue(e, ammo_shells, op, val);
1781 got += GiveValue(e, ammo_nails, op, val);
1784 got += GiveValue(e, ammo_rockets, op, val);
1787 got += GiveValue(e, health, op, val);
1790 got += GiveValue(e, armorvalue, op, val);
1793 got += GiveValue(e, ammo_fuel, op, val);
1796 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1798 wi = get_weaponinfo(j);
1799 if(cmd == wi.netname)
1801 got += GiveWeapon(e, j, op, val);
1806 print("give: invalid item ", cmd, "\n");
1813 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1814 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1815 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1816 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1817 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1819 wi = get_weaponinfo(j);
1822 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1823 if (!(save_weapons & WepSet_FromWeapon(j)))
1824 if(e.weapons & WepSet_FromWeapon(j))
1825 WEP_ACTION(wi.weapon, WR_INIT);
1828 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1829 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1830 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1831 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1832 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1833 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1834 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1835 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);
1836 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);
1837 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);
1839 if(e.superweapons_finished <= 0)
1840 if(self.weapons & WEPSET_SUPERWEAPONS)
1841 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1843 if(e.strength_finished <= 0)
1844 e.strength_finished = 0;
1846 e.strength_finished += time;
1847 if(e.invincible_finished <= 0)
1848 e.invincible_finished = 0;
1850 e.invincible_finished += time;
1851 if(e.superweapons_finished <= 0)
1852 e.superweapons_finished = 0;
1854 e.superweapons_finished += time;
1856 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1857 _switchweapon = true;
1859 W_SwitchWeapon_Force(e, w_getbestweapon(e));