3 #include "../common/items/all.qc"
8 #include "waypointsprites.qh"
11 #include "bot/waypoints.qh"
13 #include "mutators/mutators_include.qh"
15 #include "weapons/common.qh"
16 #include "weapons/selection.qh"
17 #include "weapons/weaponsystem.qh"
19 #include "../common/constants.qh"
20 #include "../common/deathtypes.qh"
21 #include "../common/notifications.qh"
22 #include "../common/triggers/subs.qh"
23 #include "../common/util.qh"
25 #include "../common/monsters/all.qh"
27 #include "../common/weapons/all.qh"
29 #include "../warpzonelib/util_server.qh"
37 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
38 if(self.move_flags & FL_ONGROUND)
39 { // For some reason move_avelocity gets set to '0 0 0' here ...
40 self.oldorigin = self.origin;
43 if(autocvar_cl_animate_items)
44 { // ... so reset it if animations are requested.
45 if(self.ItemStatus & ITS_ANIMATE1)
46 self.move_avelocity = '0 180 0';
48 if(self.ItemStatus & ITS_ANIMATE2)
49 self.move_avelocity = '0 -90 0';
53 else if (autocvar_cl_animate_items)
55 if(self.ItemStatus & ITS_ANIMATE1)
57 self.angles += self.move_avelocity * frametime;
58 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
61 if(self.ItemStatus & ITS_ANIMATE2)
63 self.angles += self.move_avelocity * frametime;
64 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
73 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
75 if(self.move_flags & FL_ONGROUND)
80 void ItemRead(float _IsNew)
86 self.origin_x = ReadCoord();
87 self.origin_y = ReadCoord();
88 self.origin_z = ReadCoord();
89 setorigin(self, self.origin);
90 self.oldorigin = self.origin;
95 self.angles_x = ReadCoord();
96 self.angles_y = ReadCoord();
97 self.angles_z = ReadCoord();
98 self.move_angles = self.angles;
103 self.mins_x = ReadCoord();
104 self.mins_y = ReadCoord();
105 self.mins_z = ReadCoord();
106 self.maxs_x = ReadCoord();
107 self.maxs_y = ReadCoord();
108 self.maxs_z = ReadCoord();
109 setsize(self, self.mins, self.maxs);
112 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
114 self.ItemStatus = ReadByte();
116 if(self.ItemStatus & ITS_AVAILABLE)
119 self.colormod = self.glowmod = '1 1 1';
123 if (autocvar_cl_ghost_items_color)
125 self.alpha = autocvar_cl_ghost_items;
126 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
132 if(autocvar_cl_fullbright_items)
133 if(self.ItemStatus & ITS_ALLOWFB)
134 self.effects |= EF_FULLBRIGHT;
136 if(self.ItemStatus & ITS_STAYWEP)
138 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
139 self.alpha = autocvar_cl_weapon_stay_alpha;
143 if(self.ItemStatus & ITS_POWERUP)
145 if(self.ItemStatus & ITS_AVAILABLE)
146 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
148 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
154 self.drawmask = MASK_NORMAL;
155 self.movetype = MOVETYPE_TOSS;
156 self.draw = ItemDraw;
162 string _fn = ReadString();
164 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
166 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
167 self.draw = ItemDrawSimple;
171 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
172 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
173 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
174 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
175 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
176 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
177 else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
178 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
181 self.draw = ItemDraw;
182 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
186 if(self.draw != ItemDrawSimple)
187 self.mdl = strzone(_fn);
191 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
193 precache_model(self.mdl);
194 setmodel(self, self.mdl);
197 if(sf & ISF_COLORMAP)
198 self.colormap = ReadShort();
203 //self.move_angles = '0 0 0';
204 self.move_movetype = MOVETYPE_TOSS;
205 self.move_velocity_x = ReadCoord();
206 self.move_velocity_y = ReadCoord();
207 self.move_velocity_z = ReadCoord();
208 self.velocity = self.move_velocity;
209 self.move_origin = self.oldorigin;
213 self.move_time = time;
214 self.spawntime = time;
217 self.move_time = max(self.move_time, time);
220 if(autocvar_cl_animate_items)
222 if(self.ItemStatus & ITS_ANIMATE1)
223 self.move_avelocity = '0 180 0';
225 if(self.ItemStatus & ITS_ANIMATE2)
226 self.move_avelocity = '0 -90 0';
233 bool ItemSend(entity to, int sf)
240 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
241 WriteByte(MSG_ENTITY, sf);
243 //WriteByte(MSG_ENTITY, self.cnt);
244 if(sf & ISF_LOCATION)
246 WriteCoord(MSG_ENTITY, self.origin.x);
247 WriteCoord(MSG_ENTITY, self.origin.y);
248 WriteCoord(MSG_ENTITY, self.origin.z);
253 WriteCoord(MSG_ENTITY, self.angles.x);
254 WriteCoord(MSG_ENTITY, self.angles.y);
255 WriteCoord(MSG_ENTITY, self.angles.z);
260 WriteCoord(MSG_ENTITY, self.mins.x);
261 WriteCoord(MSG_ENTITY, self.mins.y);
262 WriteCoord(MSG_ENTITY, self.mins.z);
263 WriteCoord(MSG_ENTITY, self.maxs.x);
264 WriteCoord(MSG_ENTITY, self.maxs.y);
265 WriteCoord(MSG_ENTITY, self.maxs.z);
269 WriteByte(MSG_ENTITY, self.ItemStatus);
275 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
277 WriteString(MSG_ENTITY, self.mdl);
281 if(sf & ISF_COLORMAP)
282 WriteShort(MSG_ENTITY, self.colormap);
286 WriteCoord(MSG_ENTITY, self.velocity.x);
287 WriteCoord(MSG_ENTITY, self.velocity.y);
288 WriteCoord(MSG_ENTITY, self.velocity.z);
294 void ItemUpdate(entity item)
296 item.SendFlags |= ISF_LOCATION;
299 float have_pickup_item(void)
301 if(self.flags & FL_POWERUP)
303 if(autocvar_g_powerups > 0)
305 if(autocvar_g_powerups == 0)
310 if(autocvar_g_pickup_items > 0)
312 if(autocvar_g_pickup_items == 0)
315 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
322 float Item_Customize()
324 if(self.spawnshieldtime)
326 if(self.weapons & ~other.weapons)
328 self.colormod = '0 0 0';
329 self.glowmod = self.colormod;
330 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
337 self.colormod = stov(autocvar_g_ghost_items_color);
338 self.glowmod = self.colormod;
339 self.alpha = g_ghost_items;
348 void Item_Show (entity e, float mode)
350 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
351 e.ItemStatus &= ~ITS_STAYWEP;
354 // make the item look normal, and be touchable
356 e.solid = SOLID_TRIGGER;
357 e.spawnshieldtime = 1;
358 e.ItemStatus |= ITS_AVAILABLE;
362 // hide the item completely
363 e.model = string_null;
365 e.spawnshieldtime = 1;
366 e.ItemStatus &= ~ITS_AVAILABLE;
368 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
370 // make the item translucent and not touchable
372 e.solid = SOLID_TRIGGER; // can STILL be picked up!
373 e.effects |= EF_STARDUST;
374 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
375 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
379 //setmodel(e, "null");
381 e.colormod = '0 0 0';
382 e.glowmod = e.colormod;
383 e.spawnshieldtime = 1;
384 e.ItemStatus &= ~ITS_AVAILABLE;
387 if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
388 e.ItemStatus |= ITS_POWERUP;
390 if (autocvar_g_nodepthtestitems)
391 e.effects |= EF_NODEPTHTEST;
394 if (autocvar_g_fullbrightitems)
395 e.ItemStatus |= ITS_ALLOWFB;
397 if (autocvar_sv_simple_items)
398 e.ItemStatus |= ITS_ALLOWSI;
400 // relink entity (because solid may have changed)
401 setorigin(e, e.origin);
402 e.SendFlags |= ISF_STATUS;
407 self.nextthink = time;
408 if(self.origin != self.oldorigin)
410 self.oldorigin = self.origin;
415 float it_armor_large_time;
416 float it_health_mega_time;
417 float it_invisible_time;
419 float it_extralife_time;
420 float it_strength_time;
421 float it_shield_time;
422 float it_fuelregen_time;
423 float it_jetpack_time;
424 float it_superweapons_time;
426 void Item_ItemsTime_Init()
428 it_armor_large_time = -1;
429 it_health_mega_time = -1;
430 it_invisible_time = -1;
432 it_extralife_time = -1;
433 it_strength_time = -1;
435 it_fuelregen_time = -1;
436 it_jetpack_time = -1;
437 it_superweapons_time = -1;
439 void Item_ItemsTime_ResetTimes()
441 it_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
442 it_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
443 it_invisible_time = (it_invisible_time == -1) ? -1 : 0;
444 it_speed_time = (it_speed_time == -1) ? -1 : 0;
445 it_extralife_time = (it_extralife_time == -1) ? -1 : 0;
446 it_strength_time = (it_strength_time == -1) ? -1 : 0;
447 it_shield_time = (it_shield_time == -1) ? -1 : 0;
448 it_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
449 it_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
450 it_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
452 void Item_ItemsTime_ResetTimesForPlayer(entity e)
454 e.item_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
455 e.item_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
456 e.item_invisible_time = (it_invisible_time == -1) ? -1 : 0;
457 e.item_speed_time = (it_speed_time == -1) ? -1 : 0;
458 e.item_extralife_time = (it_extralife_time == -1) ? -1 : 0;
459 e.item_strength_time = (it_strength_time == -1) ? -1 : 0;
460 e.item_shield_time = (it_shield_time == -1) ? -1 : 0;
461 e.item_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
462 e.item_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
463 e.item_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
465 void Item_ItemsTime_SetTimesForPlayer(entity e)
467 e.item_armor_large_time = it_armor_large_time;
468 e.item_health_mega_time = it_health_mega_time;
469 e.item_invisible_time = it_invisible_time;
470 e.item_speed_time = it_speed_time;
471 e.item_extralife_time = it_extralife_time;
472 e.item_strength_time = it_strength_time;
473 e.item_shield_time = it_shield_time;
474 e.item_fuelregen_time = it_fuelregen_time;
475 e.item_jetpack_time = it_jetpack_time;
476 e.item_superweapons_time = it_superweapons_time;
479 void Item_ItemsTime_SetTime(entity e, float t)
481 if(!autocvar_sv_itemstime)
488 case IT_STRENGTH://"item-invis"
489 it_invisible_time = t;
491 case IT_NAILS://"item-extralife"
492 it_extralife_time = t;
494 case IT_INVINCIBLE://"item-speed"
504 // if(e.classname == "item_health_mega") // IT_HEALTH unequivocally identifies it
505 it_health_mega_time = t;
508 if(e.classname == "item_armor_large") // IT_ARMOR doesn't unequivocally identifies it
509 it_armor_large_time = t;
511 case IT_STRENGTH://"item-strength"
512 it_strength_time = t;
514 case IT_INVINCIBLE://"item-shield"
518 if(e.weapons & WEPSET_SUPERWEAPONS)
519 it_superweapons_time = t;
524 case IT_FUEL_REGEN://"item-fuelregen"
525 it_fuelregen_time = t;
527 case IT_JETPACK://"item-jetpack"
532 void Item_ItemsTime_SetTimesForAllPlayers()
537 FOR_EACH_REALCLIENT(e)
538 Item_ItemsTime_SetTimesForPlayer(e);
542 FOR_EACH_REALCLIENT(e)
545 Item_ItemsTime_SetTimesForPlayer(e);
550 float Item_ItemsTime_UpdateTime(entity e, float t)
553 bool isavailable = (t == 0);
554 if(e.weapons & WEPSET_SUPERWEAPONS)
556 for(head = world; (head = nextent(head)); )
558 if(clienttype(head) != CLIENTTYPE_NOTACLIENT || !(head.weapons & WEPSET_SUPERWEAPONS) || head.classname == "weapon_info")
563 if(head.scheduledrespawntime <= time)
565 else if(t == 0 || head.scheduledrespawntime < t)
566 t = head.scheduledrespawntime;
571 for(head = world; (head = nextent(head)); )
573 if(head.itemdef != e.itemdef)
578 if(head.scheduledrespawntime <= time)
580 else if(t == 0 || head.scheduledrespawntime < t)
581 t = head.scheduledrespawntime;
585 t = -t; // let know the client there's another available item
589 void Item_Respawn (void)
593 if(self.items == ITEM_Strength.m_itemid)
594 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
595 else if(self.items == ITEM_Shield.m_itemid)
596 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
598 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
599 setorigin (self, self.origin);
601 if(self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH || (self.weapons & WEPSET_SUPERWEAPONS))
603 float t = Item_ItemsTime_UpdateTime(self, 0);
604 Item_ItemsTime_SetTime(self, t);
605 Item_ItemsTime_SetTimesForAllPlayers();
608 self.think = Item_Think;
609 self.nextthink = time;
611 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
612 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
615 void Item_RespawnCountdown (void)
617 if(self.count >= ITEM_RESPAWN_TICKS)
619 if(self.waypointsprite_attached)
620 WaypointSprite_Kill(self.waypointsprite_attached);
625 self.nextthink = time + 1;
630 vector rgb = '1 0 1';
634 case ITEM_JetpackRegen.m_itemid: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
635 case ITEM_Jetpack.m_itemid: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
636 case ITEM_Strength.m_itemid: name = "item-strength"; rgb = '0 0 1'; break;
637 case ITEM_Shield.m_itemid: name = "item-shield"; rgb = '1 0 1'; break;
638 case ITEM_HealthMega.m_itemid:
639 //if (self.classname == "item_health_mega")
640 {name = "item_health_mega"; rgb = '1 0 0';}
642 case ITEM_ArmorMega.m_itemid:
643 if (self.classname == "item_armor_large")
644 {name = "item_armor_large"; rgb = '0 1 0';}
649 MUTATOR_CALLHOOK(Item_RespawnCountdown);
652 if(self.flags & FL_WEAPON)
654 entity wi = get_weaponinfo(self.weapon);
663 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
664 if(self.waypointsprite_attached)
666 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
667 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
668 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
673 print("Unknown powerup-marked item is wanting to respawn\n");
674 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
678 if(self.waypointsprite_attached)
682 self = self.waypointsprite_attached;
683 FOR_EACH_REALCLIENT(e)
684 if(self.waypointsprite_visible_for_player(e))
687 soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
691 WaypointSprite_Ping(self.waypointsprite_attached);
692 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
695 sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
699 void Item_RespawnThink()
701 self.nextthink = time;
702 if(self.origin != self.oldorigin)
704 self.oldorigin = self.origin;
708 if(time >= self.wait)
712 void Item_ScheduleRespawnIn(entity e, float t)
714 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS) || e.classname == "item_armor_large" || e.items == IT_HEALTH)
716 e.think = Item_RespawnCountdown;
717 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
718 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
720 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
721 Item_ItemsTime_SetTime(e, t);
722 Item_ItemsTime_SetTimesForAllPlayers();
726 e.think = Item_RespawnThink;
728 e.scheduledrespawntime = time + t;
733 void Item_ScheduleRespawn(entity e)
735 if(e.respawntime > 0)
738 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
740 else // if respawntime is -1, this item does not respawn
744 void Item_ScheduleInitialRespawn(entity e)
747 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
750 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
752 if (!item.(ammotype))
755 if (item.spawnshieldtime)
757 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
759 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
763 else if(g_weapon_stay == 2)
765 float mi = min(item.(ammotype), ammomax);
766 if (player.(ammotype) < mi)
768 player.(ammotype) = mi;
779 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
781 case ITEM_MODE_HEALTH:
782 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
784 case ITEM_MODE_ARMOR:
785 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
793 float Item_GiveTo(entity item, entity player)
800 // if nothing happens to player, just return without taking the item
802 _switchweapon = false;
803 // in case the player has autoswitch enabled do the following:
804 // if the player is using their best weapon before items are given, they
805 // probably want to switch to an even better weapon after items are given
806 if (player.autoswitch)
807 if (player.switchweapon == w_getbestweapon(player))
808 _switchweapon = true;
810 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
811 _switchweapon = true;
813 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
814 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
815 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
816 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
817 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
818 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
819 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
820 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
822 if (item.flags & FL_WEAPON)
826 it &= ~player.weapons;
828 if (it || (item.spawnshieldtime && item.pickup_anyway))
831 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
832 if(it & WepSet_FromWeapon(i))
834 W_DropEvent(WR_PICKUP, player, i, item);
835 W_GiveWeapon(player, i);
840 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
844 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
847 if (item.strength_finished)
850 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
852 if (item.invincible_finished)
855 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
857 if (item.superweapons_finished)
860 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
865 // always eat teamed entities
873 if (player.switchweapon != w_getbestweapon(player))
874 W_SwitchWeapon_Force(player, w_getbestweapon(player));
879 void Item_Touch (void)
883 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
884 if(self.classname == "droppedweapon")
886 if (ITEM_TOUCH_NEEDKILL())
893 if (!IS_PLAYER(other))
899 if (self.solid != SOLID_TRIGGER)
901 if (self.owner == other)
903 if (time < self.item_spawnshieldtime)
906 switch(MUTATOR_CALLHOOK(ItemTouch))
908 case MUT_ITEMTOUCH_RETURN: { return; }
909 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
912 if (self.classname == "droppedweapon")
914 self.strength_finished = max(0, self.strength_finished - time);
915 self.invincible_finished = max(0, self.invincible_finished - time);
916 self.superweapons_finished = max(0, self.superweapons_finished - time);
918 entity it = self.itemdef;
919 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
922 if (self.classname == "droppedweapon")
924 // undo what we did above
925 self.strength_finished += time;
926 self.invincible_finished += time;
927 self.superweapons_finished += time;
934 other.last_pickup = time;
936 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
937 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
939 if (self.classname == "droppedweapon")
941 else if (self.spawnshieldtime)
945 RandomSelection_Init();
946 for(head = world; (head = findfloat(head, team, self.team)); )
948 if(head.flags & FL_ITEM)
951 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
954 e = RandomSelection_chosen_ent;
959 Item_ScheduleRespawn(e);
965 Item_Show(self, !self.state);
966 setorigin (self, self.origin);
968 if(self.classname != "droppedweapon")
970 self.think = Item_Think;
971 self.nextthink = time;
973 if(self.waypointsprite_attached)
974 WaypointSprite_Kill(self.waypointsprite_attached);
976 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
977 Item_ScheduleInitialRespawn(self);
985 if(self.effects & EF_NODRAW)
987 // marker for item team search
988 dprint("Initializing item team ", ftos(self.team), "\n");
989 RandomSelection_Init();
990 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
991 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
992 e = RandomSelection_chosen_ent;
996 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
1000 // make it a non-spawned item
1001 Item_Show(head, -1);
1002 head.state = 1; // state 1 = initially hidden item
1004 head.effects &= ~EF_NODRAW;
1011 // Savage: used for item garbage-collection
1012 // TODO: perhaps nice special effect?
1013 void RemoveItem(void)
1018 // pickup evaluation functions
1019 // these functions decide how desirable an item is to the bots
1021 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1023 float weapon_pickupevalfunc(entity player, entity item)
1027 // See if I have it already
1028 if(item.weapons & ~player.weapons)
1030 // If I can pick it up
1031 if(!item.spawnshieldtime)
1033 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
1035 // Skilled bots will grab more
1036 c = bound(0, skill / 10, 1) * 0.5;
1044 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
1045 if( bot_custom_weapon && c )
1047 // Find the highest position on any range
1049 for (int j = 0; j < WEP_LAST ; ++j){
1051 bot_weapons_far[j] == item.weapon ||
1052 bot_weapons_mid[j] == item.weapon ||
1053 bot_weapons_close[j] == item.weapon
1064 position = WEP_LAST - position;
1065 // item.bot_pickupbasevalue is overwritten here
1066 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
1070 return item.bot_pickupbasevalue * c;
1073 float commodity_pickupevalfunc(entity player, entity item)
1076 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1080 // Detect needed ammo
1081 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1083 wi = get_weaponinfo(i);
1085 if (!(player.weapons & WepSet_FromWeapon(i)))
1088 if(wi.items & ITEM_Shells.m_itemid)
1090 else if(wi.items & ITEM_Bullets.m_itemid)
1092 else if(wi.items & ITEM_Rockets.m_itemid)
1093 need_rockets = true;
1094 else if(wi.items & ITEM_Cells.m_itemid)
1096 else if(wi.items & ITEM_Plasma.m_itemid)
1098 else if(wi.items & ITEM_JetpackFuel.m_itemid)
1102 // TODO: figure out if the player even has the weapon this ammo is for?
1103 // may not affect strategy much though...
1104 // find out how much more ammo/armor/health the player can hold
1106 if (item.ammo_shells)
1107 if (player.ammo_shells < g_pickup_shells_max)
1108 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1110 if (item.ammo_nails)
1111 if (player.ammo_nails < g_pickup_nails_max)
1112 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1114 if (item.ammo_rockets)
1115 if (player.ammo_rockets < g_pickup_rockets_max)
1116 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1118 if (item.ammo_cells)
1119 if (player.ammo_cells < g_pickup_cells_max)
1120 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1122 if (item.ammo_plasma)
1123 if (player.ammo_plasma < g_pickup_plasma_max)
1124 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1127 if (player.ammo_fuel < g_pickup_fuel_max)
1128 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1129 if (item.armorvalue)
1130 if (player.armorvalue < item.max_armorvalue)
1131 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1133 if (player.health < item.max_health)
1134 c = c + max(0, 1 - player.health / item.max_health);
1136 return item.bot_pickupbasevalue * c;
1139 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1141 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1145 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)
1147 startitem_failed = false;
1149 if(self.model == "")
1150 self.model = itemmodel;
1152 if(self.model == "")
1154 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1158 if(self.item_pickupsound == "")
1159 self.item_pickupsound = pickupsound;
1161 if(!self.respawntime) // both need to be set
1163 self.respawntime = defaultrespawntime;
1164 self.respawntimejitter = defaultrespawntimejitter;
1167 self.items = itemid;
1168 self.weapon = weaponid;
1171 self.weapons = WepSet_FromWeapon(weaponid);
1173 self.flags = FL_ITEM | itemflags;
1175 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1177 startitem_failed = true;
1182 // is it a dropped weapon?
1183 if (self.classname == "droppedweapon")
1185 self.reset = SUB_Remove;
1186 // it's a dropped weapon
1187 self.movetype = MOVETYPE_TOSS;
1189 // Savage: remove thrown items after a certain period of time ("garbage collection")
1190 self.think = RemoveItem;
1191 self.nextthink = time + 20;
1193 self.takedamage = DAMAGE_YES;
1194 self.event_damage = Item_Damage;
1196 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1199 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1200 if(self.ammo_nails == 0)
1201 if(self.ammo_cells == 0)
1202 if(self.ammo_rockets == 0)
1203 if(self.ammo_shells == 0)
1204 if(self.ammo_fuel == 0)
1205 if(self.health == 0)
1206 if(self.armorvalue == 0)
1209 // if item is worthless after a timer, have it expire then
1210 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1213 // don't drop if in a NODROP zone (such as lava)
1214 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1215 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1217 startitem_failed = true;
1224 if(!have_pickup_item())
1226 startitem_failed = true;
1231 self.reset = Item_Reset;
1232 // it's a level item
1233 if(self.spawnflags & 1)
1236 self.movetype = MOVETYPE_NONE;
1238 self.movetype = MOVETYPE_TOSS;
1239 // do item filtering according to game mode and other things
1242 // first nudge it off the floor a little bit to avoid math errors
1243 setorigin(self, self.origin + '0 0 1');
1244 // set item size before we spawn a spawnfunc_waypoint
1245 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1246 setsize (self, '-16 -16 0', '16 16 48');
1248 setsize (self, '-16 -16 0', '16 16 32');
1250 // note droptofloor returns false if stuck/or would fall too far
1252 waypoint_spawnforitem(self);
1256 * can't do it that way, as it would break maps
1257 * TODO make a target_give like entity another way, that perhaps has
1258 * the weapon name in a key
1261 // target_give not yet supported; maybe later
1262 print("removed targeted ", self.classname, "\n");
1263 startitem_failed = true;
1269 if(autocvar_spawn_debug >= 2)
1272 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1274 // why not flags & fl_item?
1275 if(otheritem.is_item)
1277 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1278 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1279 error("Mapper sucks.");
1282 self.is_item = true;
1285 weaponsInMap |= WepSet_FromWeapon(weaponid);
1287 precache_model (self.model);
1288 precache_sound (self.item_pickupsound);
1290 precache_sound ("misc/itemrespawncountdown.wav");
1291 if(itemid == ITEM_Strength.m_itemid)
1292 precache_sound ("misc/strength_respawn.wav");
1293 else if(itemid == ITEM_Shield.m_itemid)
1294 precache_sound ("misc/shield_respawn.wav");
1296 precache_sound ("misc/itemrespawn.wav");
1298 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1299 self.target = "###item###"; // for finding the nearest item using find()
1301 Item_ItemsTime_SetTime(self, 0);
1304 self.bot_pickup = true;
1305 self.bot_pickupevalfunc = pickupevalfunc;
1306 self.bot_pickupbasevalue = pickupbasevalue;
1307 self.mdl = self.model;
1308 self.netname = itemname;
1309 self.touch = Item_Touch;
1310 setmodel(self, "null"); // precision set below
1311 //self.effects |= EF_LOWPRECISION;
1313 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1315 self.pos1 = '-16 -16 0';
1316 self.pos2 = '16 16 48';
1320 self.pos1 = '-16 -16 0';
1321 self.pos2 = '16 16 32';
1323 setsize (self, self.pos1, self.pos2);
1325 if(itemflags & FL_POWERUP)
1326 self.ItemStatus |= ITS_ANIMATE1;
1328 if(self.armorvalue || self.health)
1329 self.ItemStatus |= ITS_ANIMATE2;
1331 if(itemflags & FL_WEAPON)
1333 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1334 self.colormap = 1024; // color shirt=0 pants=0 grey
1338 self.ItemStatus |= ITS_ANIMATE1;
1339 self.ItemStatus |= ISF_COLORMAP;
1343 if(self.team) // broken, no idea why.
1346 self.cnt = 1; // item probability weight
1348 self.effects |= EF_NODRAW; // marker for item team search
1349 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1354 Net_LinkEntity(self, false, 0, ItemSend);
1356 self.SendFlags |= ISF_SIZE;
1358 self.SendFlags |= ISF_ANGLES;
1360 // call this hook after everything else has been done
1361 if(MUTATOR_CALLHOOK(Item_Spawn))
1363 startitem_failed = true;
1369 void StartItemA (entity a)
1372 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);
1375 void spawnfunc_item_rockets (void) {
1376 if(!self.ammo_rockets)
1377 self.ammo_rockets = g_pickup_rockets;
1378 if(!self.pickup_anyway)
1379 self.pickup_anyway = g_pickup_ammo_anyway;
1380 StartItemA (ITEM_Rockets);
1383 void spawnfunc_item_bullets (void) {
1385 if(autocvar_sv_q3acompat_machineshotgunswap)
1386 if(self.classname != "droppedweapon")
1388 weaponswapping = true;
1389 spawnfunc_item_shells();
1390 weaponswapping = false;
1394 if(!self.ammo_nails)
1395 self.ammo_nails = g_pickup_nails;
1396 if(!self.pickup_anyway)
1397 self.pickup_anyway = g_pickup_ammo_anyway;
1398 StartItemA (ITEM_Bullets);
1401 void spawnfunc_item_cells (void) {
1402 if(!self.ammo_cells)
1403 self.ammo_cells = g_pickup_cells;
1404 if(!self.pickup_anyway)
1405 self.pickup_anyway = g_pickup_ammo_anyway;
1406 StartItemA (ITEM_Cells);
1409 void spawnfunc_item_plasma()
1411 if(!self.ammo_plasma)
1412 self.ammo_plasma = g_pickup_plasma;
1413 if(!self.pickup_anyway)
1414 self.pickup_anyway = g_pickup_ammo_anyway;
1415 StartItemA (ITEM_Plasma);
1418 void spawnfunc_item_shells (void) {
1420 if(autocvar_sv_q3acompat_machineshotgunswap)
1421 if(self.classname != "droppedweapon")
1423 weaponswapping = true;
1424 spawnfunc_item_bullets();
1425 weaponswapping = false;
1429 if(!self.ammo_shells)
1430 self.ammo_shells = g_pickup_shells;
1431 if(!self.pickup_anyway)
1432 self.pickup_anyway = g_pickup_ammo_anyway;
1433 StartItemA (ITEM_Shells);
1436 void spawnfunc_item_armor_small (void) {
1437 if(!self.armorvalue)
1438 self.armorvalue = g_pickup_armorsmall;
1439 if(!self.max_armorvalue)
1440 self.max_armorvalue = g_pickup_armorsmall_max;
1441 if(!self.pickup_anyway)
1442 self.pickup_anyway = g_pickup_armorsmall_anyway;
1443 StartItemA (ITEM_ArmorSmall);
1446 void spawnfunc_item_armor_medium (void) {
1447 if(!self.armorvalue)
1448 self.armorvalue = g_pickup_armormedium;
1449 if(!self.max_armorvalue)
1450 self.max_armorvalue = g_pickup_armormedium_max;
1451 if(!self.pickup_anyway)
1452 self.pickup_anyway = g_pickup_armormedium_anyway;
1453 StartItemA (ITEM_ArmorMedium);
1456 void spawnfunc_item_armor_big (void) {
1457 if(!self.armorvalue)
1458 self.armorvalue = g_pickup_armorbig;
1459 if(!self.max_armorvalue)
1460 self.max_armorvalue = g_pickup_armorbig_max;
1461 if(!self.pickup_anyway)
1462 self.pickup_anyway = g_pickup_armorbig_anyway;
1463 StartItemA (ITEM_ArmorLarge);
1466 void spawnfunc_item_armor_large (void) {
1467 if(!self.armorvalue)
1468 self.armorvalue = g_pickup_armorlarge;
1469 if(!self.max_armorvalue)
1470 self.max_armorvalue = g_pickup_armorlarge_max;
1471 if(!self.pickup_anyway)
1472 self.pickup_anyway = g_pickup_armorlarge_anyway;
1473 StartItemA (ITEM_ArmorMega);
1476 void spawnfunc_item_health_small (void) {
1477 if(!self.max_health)
1478 self.max_health = g_pickup_healthsmall_max;
1480 self.health = g_pickup_healthsmall;
1481 if(!self.pickup_anyway)
1482 self.pickup_anyway = g_pickup_healthsmall_anyway;
1483 StartItemA (ITEM_HealthSmall);
1486 void spawnfunc_item_health_medium (void) {
1487 if(!self.max_health)
1488 self.max_health = g_pickup_healthmedium_max;
1490 self.health = g_pickup_healthmedium;
1491 if(!self.pickup_anyway)
1492 self.pickup_anyway = g_pickup_healthmedium_anyway;
1493 StartItemA (ITEM_HealthMedium);
1496 void spawnfunc_item_health_large (void) {
1497 if(!self.max_health)
1498 self.max_health = g_pickup_healthlarge_max;
1500 self.health = g_pickup_healthlarge;
1501 if(!self.pickup_anyway)
1502 self.pickup_anyway = g_pickup_healthlarge_anyway;
1503 StartItemA (ITEM_HealthLarge);
1506 void spawnfunc_item_health_mega (void) {
1507 if(!self.max_health)
1508 self.max_health = g_pickup_healthmega_max;
1510 self.health = g_pickup_healthmega;
1511 if(!self.pickup_anyway)
1512 self.pickup_anyway = g_pickup_healthmega_anyway;
1513 StartItemA (ITEM_HealthMega);
1516 // support old misnamed entities
1517 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1518 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1519 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1520 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1521 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1523 void spawnfunc_item_strength (void) {
1524 precache_sound("weapons/strength_fire.wav");
1525 if(!self.strength_finished)
1526 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1527 StartItemA (ITEM_Strength);
1530 void spawnfunc_item_invincible (void) {
1531 if(!self.invincible_finished)
1532 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1533 StartItemA (ITEM_Shield);
1537 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1539 void target_items_use (void)
1541 if(activator.classname == "droppedweapon")
1548 if (!IS_PLAYER(activator))
1550 if(activator.deadflag != DEAD_NO)
1555 for(e = world; (e = find(e, classname, "droppedweapon")); )
1556 if(e.enemy == activator)
1559 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1560 centerprint(activator, self.message);
1563 void spawnfunc_target_items (void)
1569 self.use = target_items_use;
1570 if(!self.strength_finished)
1571 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1572 if(!self.invincible_finished)
1573 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1574 if(!self.superweapons_finished)
1575 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1577 precache_sound("misc/itempickup.wav");
1578 precache_sound("misc/megahealth.wav");
1579 precache_sound("misc/armor25.wav");
1580 precache_sound("misc/powerup.wav");
1581 precache_sound("misc/poweroff.wav");
1582 precache_sound("weapons/weaponpickup.wav");
1584 n = tokenize_console(self.netname);
1585 if(argv(0) == "give")
1587 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1591 for(i = 0; i < n; ++i)
1593 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1594 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1595 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1596 else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
1597 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1598 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1599 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1600 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1603 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1605 e = get_weaponinfo(j);
1606 s = W_UndeprecateName(argv(i));
1609 self.weapons |= WepSet_FromWeapon(j);
1610 if(self.spawnflags == 0 || self.spawnflags == 2)
1611 WEP_ACTION(e.weapon, WR_INIT);
1616 print("target_items: invalid item ", argv(i), "\n");
1620 string itemprefix, valueprefix;
1621 if(self.spawnflags == 0)
1626 else if(self.spawnflags == 1)
1628 itemprefix = "max ";
1629 valueprefix = "max ";
1631 else if(self.spawnflags == 2)
1633 itemprefix = "min ";
1634 valueprefix = "min ";
1636 else if(self.spawnflags == 4)
1638 itemprefix = "minus ";
1639 valueprefix = "max ";
1643 error("invalid spawnflags");
1644 itemprefix = valueprefix = string_null;
1648 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1649 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1650 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1651 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1652 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1653 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1654 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1655 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1656 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1657 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1658 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1659 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1660 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1661 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1662 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1663 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1665 e = get_weaponinfo(j);
1667 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1670 self.netname = strzone(self.netname);
1671 //print(self.netname, "\n");
1673 n = tokenize_console(self.netname);
1674 for(i = 0; i < n; ++i)
1676 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1678 e = get_weaponinfo(j);
1679 if(argv(i) == e.netname)
1681 WEP_ACTION(e.weapon, WR_INIT);
1688 void spawnfunc_item_fuel(void)
1691 self.ammo_fuel = g_pickup_fuel;
1692 if(!self.pickup_anyway)
1693 self.pickup_anyway = g_pickup_ammo_anyway;
1694 StartItemA (ITEM_JetpackFuel);
1697 void spawnfunc_item_fuel_regen(void)
1699 if(start_items & ITEM_JetpackRegen.m_itemid)
1701 spawnfunc_item_fuel();
1704 StartItemA (ITEM_JetpackRegen);
1707 void spawnfunc_item_jetpack(void)
1710 self.ammo_fuel = g_pickup_fuel_jetpack;
1711 if(start_items & ITEM_Jetpack.m_itemid)
1713 spawnfunc_item_fuel();
1716 StartItemA (ITEM_Jetpack);
1719 float GiveWeapon(entity e, float wpn, float op, float val)
1722 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1727 e.weapons |= WepSet_FromWeapon(wpn);
1729 e.weapons &= ~WepSet_FromWeapon(wpn);
1734 e.weapons |= WepSet_FromWeapon(wpn);
1738 e.weapons &= ~WepSet_FromWeapon(wpn);
1742 e.weapons &= ~WepSet_FromWeapon(wpn);
1745 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1749 float GiveBit(entity e, .float fld, float bit, float op, float val)
1752 v0 = (e.(fld) & bit);
1775 v1 = (e.(fld) & bit);
1779 float GiveValue(entity e, .float fld, float op, float val)
1789 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1792 e.(fld) = min(e.(fld), val);
1805 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1812 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1814 else if(v0 >= v0 + t)
1817 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1821 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1824 e.(rotfield) = max(e.(rotfield), time + rottime);
1826 e.(regenfield) = max(e.(regenfield), time + regentime);
1828 float GiveItems(entity e, float beginarg, float endarg)
1830 float got, i, j, val, op;
1831 float _switchweapon;
1840 _switchweapon = false;
1842 if (e.switchweapon == w_getbestweapon(e))
1843 _switchweapon = true;
1845 e.strength_finished = max(0, e.strength_finished - time);
1846 e.invincible_finished = max(0, e.invincible_finished - time);
1847 e.superweapons_finished = max(0, e.superweapons_finished - time);
1851 PREGIVE(e, strength_finished);
1852 PREGIVE(e, invincible_finished);
1853 PREGIVE(e, superweapons_finished);
1854 PREGIVE(e, ammo_nails);
1855 PREGIVE(e, ammo_cells);
1856 PREGIVE(e, ammo_plasma);
1857 PREGIVE(e, ammo_shells);
1858 PREGIVE(e, ammo_rockets);
1859 PREGIVE(e, ammo_fuel);
1860 PREGIVE(e, armorvalue);
1863 for(i = beginarg; i < endarg; ++i)
1867 if(cmd == "0" || stof(cmd))
1891 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1892 got += GiveValue(e, strength_finished, op, val);
1893 got += GiveValue(e, invincible_finished, op, val);
1894 got += GiveValue(e, superweapons_finished, op, val);
1895 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1897 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1898 got += GiveValue(e, health, op, val);
1899 got += GiveValue(e, armorvalue, op, val);
1901 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1903 wi = get_weaponinfo(j);
1905 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1906 got += GiveWeapon(e, j, op, val);
1909 got += GiveValue(e, ammo_cells, op, val);
1910 got += GiveValue(e, ammo_plasma, op, val);
1911 got += GiveValue(e, ammo_shells, op, val);
1912 got += GiveValue(e, ammo_nails, op, val);
1913 got += GiveValue(e, ammo_rockets, op, val);
1914 got += GiveValue(e, ammo_fuel, op, val);
1916 case "unlimited_ammo":
1917 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1919 case "unlimited_weapon_ammo":
1920 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1922 case "unlimited_superweapons":
1923 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1926 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1929 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1932 got += GiveValue(e, strength_finished, op, val);
1935 got += GiveValue(e, invincible_finished, op, val);
1937 case "superweapons":
1938 got += GiveValue(e, superweapons_finished, op, val);
1941 got += GiveValue(e, ammo_cells, op, val);
1944 got += GiveValue(e, ammo_plasma, op, val);
1947 got += GiveValue(e, ammo_shells, op, val);
1951 got += GiveValue(e, ammo_nails, op, val);
1954 got += GiveValue(e, ammo_rockets, op, val);
1957 got += GiveValue(e, health, op, val);
1960 got += GiveValue(e, armorvalue, op, val);
1963 got += GiveValue(e, ammo_fuel, op, val);
1966 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1968 wi = get_weaponinfo(j);
1969 if(cmd == wi.netname)
1971 got += GiveWeapon(e, j, op, val);
1976 print("give: invalid item ", cmd, "\n");
1983 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1984 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1985 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1986 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1987 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1989 wi = get_weaponinfo(j);
1992 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1993 if (!(save_weapons & WepSet_FromWeapon(j)))
1994 if(e.weapons & WepSet_FromWeapon(j))
1995 WEP_ACTION(wi.weapon, WR_INIT);
1998 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1999 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2000 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2001 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2002 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
2003 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2004 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2005 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);
2006 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);
2007 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);
2009 if(e.superweapons_finished <= 0)
2010 if(self.weapons & WEPSET_SUPERWEAPONS)
2011 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2013 if(e.strength_finished <= 0)
2014 e.strength_finished = 0;
2016 e.strength_finished += time;
2017 if(e.invincible_finished <= 0)
2018 e.invincible_finished = 0;
2020 e.invincible_finished += time;
2021 if(e.superweapons_finished <= 0)
2022 e.superweapons_finished = 0;
2024 e.superweapons_finished += time;
2026 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
2027 _switchweapon = true;
2029 W_SwitchWeapon_Force(e, w_getbestweapon(e));