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;
212 vector rgb = '1 0 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);
384 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
388 sprint (player, strcat("You got the ^2", item.netname, "\n"));
395 // sound not available
396 // AnnounceTo(player, "_lives");
397 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
398 sprint(player, "^3You picked up some extra lives\n");
402 if (item.strength_finished)
405 // sound not available
406 // AnnounceTo(player, "invisible");
407 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
411 if (item.invincible_finished)
414 // sound not available
415 // AnnounceTo(player, "speed");
416 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
421 // in case the player has autoswitch enabled do the following:
422 // if the player is using their best weapon before items are given, they
423 // probably want to switch to an even better weapon after items are given
424 if (player.autoswitch)
425 if (player.switchweapon == w_getbestweapon(player))
426 _switchweapon = TRUE;
428 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
429 _switchweapon = TRUE;
431 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
432 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
433 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
434 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
435 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
436 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
437 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
439 if (item.flags & FL_WEAPON)
441 WEPSET_DECLARE_A(it);
442 WEPSET_COPY_AE(it, item);
443 WEPSET_ANDNOT_AE(it, player);
445 if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
448 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
449 if(WEPSET_CONTAINS_AW(it, i))
450 W_GiveWeapon (player, i, item.netname);
454 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
458 sprint (player, strcat("You got the ^2", item.netname, "\n"));
461 if (item.strength_finished)
464 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
466 if (item.invincible_finished)
469 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
471 if (item.superweapons_finished)
474 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
479 // always eat teamed entities
487 if (player.switchweapon != w_getbestweapon(player))
488 W_SwitchWeapon_Force(player, w_getbestweapon(player));
493 void Item_Touch (void)
497 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
498 if(self.classname == "droppedweapon")
500 if (ITEM_TOUCH_NEEDKILL())
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)
678 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
682 // Detect needed ammo
683 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
685 wi = get_weaponinfo(i);
687 if not(WEPSET_CONTAINS_EW(player, i))
690 if(wi.items & IT_SHELLS)
692 else if(wi.items & IT_NAILS)
694 else if(wi.items & IT_ROCKETS)
696 else if(wi.items & IT_CELLS)
698 else if(wi.items & IT_FUEL)
702 // TODO: figure out if the player even has the weapon this ammo is for?
703 // may not affect strategy much though...
704 // find out how much more ammo/armor/health the player can hold
706 if (item.ammo_shells)
707 if (player.ammo_shells < g_pickup_shells_max)
708 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
711 if (player.ammo_nails < g_pickup_nails_max)
712 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
714 if (item.ammo_rockets)
715 if (player.ammo_rockets < g_pickup_rockets_max)
716 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
719 if (player.ammo_cells < g_pickup_cells_max)
720 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
723 if (player.ammo_fuel < g_pickup_fuel_max)
724 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
726 if (player.armorvalue < item.max_armorvalue)
727 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
729 if (player.health < item.max_health)
730 c = c + max(0, 1 - player.health / item.max_health);
732 return item.bot_pickupbasevalue * c;
735 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
737 if(ITEM_DAMAGE_NEEDKILL(deathtype))
742 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)
744 startitem_failed = FALSE;
747 self.model = itemmodel;
748 if(self.item_pickupsound == "")
749 self.item_pickupsound = pickupsound;
750 if(!self.respawntime) // both need to be set
752 self.respawntime = defaultrespawntime;
753 self.respawntimejitter = defaultrespawntimejitter;
757 self.weapon = weaponid;
760 WEPSET_COPY_EW(self, weaponid);
761 self.flags = FL_ITEM | itemflags;
763 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
765 startitem_failed = TRUE;
770 // is it a dropped weapon?
771 if (self.classname == "droppedweapon")
773 self.reset = SUB_Remove;
774 // it's a dropped weapon
775 self.movetype = MOVETYPE_TOSS;
777 // Savage: remove thrown items after a certain period of time ("garbage collection")
778 self.think = RemoveItem;
779 self.nextthink = time + 20;
781 self.takedamage = DAMAGE_YES;
782 self.event_damage = Item_Damage;
784 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
787 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
788 if(self.ammo_nails == 0)
789 if(self.ammo_cells == 0)
790 if(self.ammo_rockets == 0)
791 if(self.ammo_shells == 0)
792 if(self.ammo_fuel == 0)
794 if(self.armorvalue == 0)
797 // if item is worthless after a timer, have it expire then
798 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
801 // don't drop if in a NODROP zone (such as lava)
802 traceline(self.origin, self.origin, MOVE_NORMAL, self);
803 if (trace_dpstartcontents & DPCONTENTS_NODROP)
805 startitem_failed = TRUE;
812 if(!have_pickup_item())
814 startitem_failed = TRUE;
819 self.reset = Item_Reset;
821 if(self.spawnflags & 1)
824 self.movetype = MOVETYPE_NONE;
826 self.movetype = MOVETYPE_TOSS;
827 // do item filtering according to game mode and other things
830 // first nudge it off the floor a little bit to avoid math errors
831 setorigin(self, self.origin + '0 0 1');
832 // set item size before we spawn a spawnfunc_waypoint
833 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
834 setsize (self, '-16 -16 0', '16 16 48');
836 setsize (self, '-16 -16 0', '16 16 32');
837 // note droptofloor returns FALSE if stuck/or would fall too far
839 waypoint_spawnforitem(self);
843 * can't do it that way, as it would break maps
844 * TODO make a target_give like entity another way, that perhaps has
845 * the weapon name in a key
848 // target_give not yet supported; maybe later
849 print("removed targeted ", self.classname, "\n");
850 startitem_failed = TRUE;
856 if(autocvar_spawn_debug >= 2)
859 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
861 if(otheritem.is_item)
863 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
864 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
865 error("Mapper sucks.");
871 WEPSET_OR_AW(weaponsInMap, weaponid);
873 precache_model (self.model);
874 precache_sound (self.item_pickupsound);
876 precache_sound ("misc/itemrespawncountdown.wav");
877 if(!g_minstagib && itemid == IT_STRENGTH)
878 precache_sound ("misc/strength_respawn.wav");
879 else if(!g_minstagib && itemid == IT_INVINCIBLE)
880 precache_sound ("misc/shield_respawn.wav");
882 precache_sound ("misc/itemrespawn.wav");
884 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
885 self.target = "###item###"; // for finding the nearest item using find()
888 self.bot_pickup = TRUE;
889 self.bot_pickupevalfunc = pickupevalfunc;
890 self.bot_pickupbasevalue = pickupbasevalue;
891 self.mdl = self.model;
892 self.netname = itemname;
893 self.touch = Item_Touch;
894 setmodel (self, self.mdl); // precision set below
895 self.effects |= EF_LOWPRECISION;
896 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
897 setsize (self, '-16 -16 0', '16 16 48');
899 setsize (self, '-16 -16 0', '16 16 32');
900 if(itemflags & FL_WEAPON)
901 self.modelflags |= MF_ROTATE;
903 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
904 if (itemflags & FL_WEAPON)
906 // neutral team color for pickup weapons
907 self.colormap = 1024; // color shirt=0 pants=0 grey
914 self.cnt = 1; // item probability weight
915 self.effects = self.effects | EF_NODRAW; // marker for item team search
916 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
921 // call this hook after everything else has been done
922 if(MUTATOR_CALLHOOK(Item_Spawn))
924 startitem_failed = TRUE;
930 /* replace items in minstagib
931 * IT_STRENGTH = invisibility
932 * IT_NAILS = extra lives
933 * IT_INVINCIBLE = speed
935 void minstagib_items (float itemid)
938 self.classname = "minstagib";
940 // replace rocket launchers and nex guns with ammo cells
941 if (itemid == IT_CELLS)
943 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
944 StartItem ("models/items/a_cells.md3",
945 "misc/itempickup.wav", 45, 0,
946 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
953 itemid = IT_STRENGTH;
957 itemid = IT_INVINCIBLE;
959 // replace with invis
960 if (itemid == IT_STRENGTH)
962 if(!self.strength_finished)
963 self.strength_finished = autocvar_g_balance_powerup_strength_time;
964 StartItem ("models/items/g_strength.md3",
965 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
966 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
968 // replace with extra lives
969 if (itemid == IT_NAILS)
972 StartItem ("models/items/g_h100.md3",
973 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
974 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
976 // replace with speed
977 if (itemid == IT_INVINCIBLE)
979 if(!self.invincible_finished)
980 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
981 StartItem ("models/items/g_invincible.md3",
982 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
983 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
987 float minst_no_auto_cells;
988 void minst_remove_item (void) {
989 if(minst_no_auto_cells)
993 float weaponswapping;
996 void weapon_defaultspawnfunc(float wpn)
1000 var .float ammofield;
1006 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1008 e = get_weaponinfo(wpn);
1010 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1012 print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1014 objerror("Attempted to spawn a mutator-blocked weapon rejected");
1015 startitem_failed = TRUE;
1020 s = W_Apply_Weaponreplace(e.netname);
1023 MUTATOR_CALLHOOK(SetWeaponreplace);
1028 startitem_failed = TRUE;
1031 t = tokenize_console(s);
1034 self.team = --internalteam;
1036 for(i = 1; i < t; ++i)
1039 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1041 e = get_weaponinfo(j);
1045 copyentity(oldself, self);
1046 self.classname = "replacedweapon";
1047 weapon_defaultspawnfunc(j);
1053 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1058 if(t >= 1) // always the case!
1062 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1064 e = get_weaponinfo(j);
1073 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1079 startitem_failed = TRUE;
1084 e = get_weaponinfo(wpn);
1086 if(!self.respawntime)
1088 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1090 self.respawntime = g_pickup_respawntime_superweapon;
1091 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1095 self.respawntime = g_pickup_respawntime_weapon;
1096 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1100 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1101 if(!self.superweapons_finished)
1102 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1106 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1110 ammofield = Item_CounterField(j);
1112 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1118 if(g_pickup_weapons_anyway)
1119 self.pickup_anyway = TRUE;
1123 // no weapon-stay on superweapons
1124 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1125 f |= FL_NO_WEAPON_STAY;
1127 // weapon stay isn't supported for teamed weapons
1129 f |= FL_NO_WEAPON_STAY;
1131 // stupid minstagib hack, don't ask
1134 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1136 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1137 if (self.modelindex) // don't precache if self was removed
1138 weapon_action(e.weapon, WR_PRECACHE);
1141 void spawnfunc_weapon_shotgun (void);
1142 void spawnfunc_weapon_uzi (void) {
1143 if(autocvar_sv_q3acompat_machineshotgunswap)
1144 if(self.classname != "droppedweapon")
1146 weapon_defaultspawnfunc(WEP_SHOTGUN);
1149 weapon_defaultspawnfunc(WEP_UZI);
1152 void spawnfunc_weapon_shotgun (void) {
1153 if(autocvar_sv_q3acompat_machineshotgunswap)
1154 if(self.classname != "droppedweapon")
1156 weapon_defaultspawnfunc(WEP_UZI);
1159 weapon_defaultspawnfunc(WEP_SHOTGUN);
1162 void spawnfunc_weapon_nex (void)
1166 minstagib_items(IT_CELLS);
1167 self.think = minst_remove_item;
1168 self.nextthink = time;
1171 weapon_defaultspawnfunc(WEP_NEX);
1174 void spawnfunc_weapon_minstanex (void)
1178 minstagib_items(IT_CELLS);
1179 self.think = minst_remove_item;
1180 self.nextthink = time;
1183 weapon_defaultspawnfunc(WEP_MINSTANEX);
1186 void spawnfunc_weapon_rocketlauncher (void)
1190 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1191 self.think = minst_remove_item;
1192 self.nextthink = time;
1195 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1198 void spawnfunc_item_rockets (void) {
1199 if(!self.ammo_rockets)
1200 self.ammo_rockets = g_pickup_rockets;
1201 if(!self.pickup_anyway)
1202 self.pickup_anyway = g_pickup_ammo_anyway;
1203 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);
1206 void spawnfunc_item_shells (void);
1207 void spawnfunc_item_bullets (void) {
1209 if(autocvar_sv_q3acompat_machineshotgunswap)
1210 if(self.classname != "droppedweapon")
1212 weaponswapping = TRUE;
1213 spawnfunc_item_shells();
1214 weaponswapping = FALSE;
1218 if(!self.ammo_nails)
1219 self.ammo_nails = g_pickup_nails;
1220 if(!self.pickup_anyway)
1221 self.pickup_anyway = g_pickup_ammo_anyway;
1222 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);
1225 void spawnfunc_item_cells (void) {
1226 if(!self.ammo_cells)
1227 self.ammo_cells = g_pickup_cells;
1228 if(!self.pickup_anyway)
1229 self.pickup_anyway = g_pickup_ammo_anyway;
1230 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);
1233 void spawnfunc_item_shells (void) {
1235 if(autocvar_sv_q3acompat_machineshotgunswap)
1236 if(self.classname != "droppedweapon")
1238 weaponswapping = TRUE;
1239 spawnfunc_item_bullets();
1240 weaponswapping = FALSE;
1244 if(!self.ammo_shells)
1245 self.ammo_shells = g_pickup_shells;
1246 if(!self.pickup_anyway)
1247 self.pickup_anyway = g_pickup_ammo_anyway;
1248 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);
1251 void spawnfunc_item_armor_small (void) {
1252 if(!self.armorvalue)
1253 self.armorvalue = g_pickup_armorsmall;
1254 if(!self.max_armorvalue)
1255 self.max_armorvalue = g_pickup_armorsmall_max;
1256 if(!self.pickup_anyway)
1257 self.pickup_anyway = g_pickup_armorsmall_anyway;
1258 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);
1261 void spawnfunc_item_armor_medium (void) {
1262 if(!self.armorvalue)
1263 self.armorvalue = g_pickup_armormedium;
1264 if(!self.max_armorvalue)
1265 self.max_armorvalue = g_pickup_armormedium_max;
1266 if(!self.pickup_anyway)
1267 self.pickup_anyway = g_pickup_armormedium_anyway;
1268 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);
1271 void spawnfunc_item_armor_big (void) {
1272 if(!self.armorvalue)
1273 self.armorvalue = g_pickup_armorbig;
1274 if(!self.max_armorvalue)
1275 self.max_armorvalue = g_pickup_armorbig_max;
1276 if(!self.pickup_anyway)
1277 self.pickup_anyway = g_pickup_armorbig_anyway;
1278 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);
1281 void spawnfunc_item_armor_large (void) {
1282 if(!self.armorvalue)
1283 self.armorvalue = g_pickup_armorlarge;
1284 if(!self.max_armorvalue)
1285 self.max_armorvalue = g_pickup_armorlarge_max;
1286 if(!self.pickup_anyway)
1287 self.pickup_anyway = g_pickup_armorlarge_anyway;
1288 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);
1291 void spawnfunc_item_health_small (void) {
1292 if(!self.max_health)
1293 self.max_health = g_pickup_healthsmall_max;
1295 self.health = g_pickup_healthsmall;
1296 if(!self.pickup_anyway)
1297 self.pickup_anyway = g_pickup_healthsmall_anyway;
1298 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);
1301 void spawnfunc_item_health_medium (void) {
1302 if(!self.max_health)
1303 self.max_health = g_pickup_healthmedium_max;
1305 self.health = g_pickup_healthmedium;
1306 if(!self.pickup_anyway)
1307 self.pickup_anyway = g_pickup_healthmedium_anyway;
1308 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);
1311 void spawnfunc_item_health_large (void) {
1312 if(!self.max_health)
1313 self.max_health = g_pickup_healthlarge_max;
1315 self.health = g_pickup_healthlarge;
1316 if(!self.pickup_anyway)
1317 self.pickup_anyway = g_pickup_healthlarge_anyway;
1318 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);
1321 void spawnfunc_item_health_mega (void) {
1323 minstagib_items(IT_NAILS);
1325 if(!self.max_health)
1326 self.max_health = g_pickup_healthmega_max;
1328 self.health = g_pickup_healthmega;
1329 if(!self.pickup_anyway)
1330 self.pickup_anyway = g_pickup_healthmega_anyway;
1331 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);
1335 // support old misnamed entities
1336 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1337 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1338 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1339 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1340 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1342 void spawnfunc_item_strength (void) {
1344 minstagib_items(IT_STRENGTH);
1346 precache_sound("weapons/strength_fire.wav");
1347 if(!self.strength_finished)
1348 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1349 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);
1353 void spawnfunc_item_invincible (void) {
1355 minstagib_items(IT_INVINCIBLE);
1357 if(!self.invincible_finished)
1358 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1359 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);
1363 void spawnfunc_item_minst_cells (void) {
1366 minst_no_auto_cells = 1;
1367 minstagib_items(IT_CELLS);
1374 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1376 float GiveItems(entity e, float beginarg, float endarg);
1377 void target_items_use (void)
1379 if(activator.classname == "droppedweapon")
1386 if(activator.classname != "player")
1388 if(activator.deadflag != DEAD_NO)
1393 for(e = world; (e = find(e, classname, "droppedweapon")); )
1394 if(e.enemy == activator)
1397 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1398 centerprint(activator, self.message);
1401 void spawnfunc_target_items (void)
1406 self.use = target_items_use;
1407 if(!self.strength_finished)
1408 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1409 if(!self.invincible_finished)
1410 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1411 if(!self.superweapons_finished)
1412 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1414 precache_sound("misc/itempickup.wav");
1415 precache_sound("misc/megahealth.wav");
1416 precache_sound("misc/armor25.wav");
1417 precache_sound("misc/powerup.wav");
1418 precache_sound("misc/poweroff.wav");
1419 precache_sound("weapons/weaponpickup.wav");
1421 n = tokenize_console(self.netname);
1422 if(argv(0) == "give")
1424 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1428 for(i = 0; i < n; ++i)
1430 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1431 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1432 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1433 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1434 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1435 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1436 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1437 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1440 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1442 e = get_weaponinfo(j);
1443 if(argv(i) == e.netname)
1445 WEPSET_OR_EW(self, j);
1446 if(self.spawnflags == 0 || self.spawnflags == 2)
1447 weapon_action(e.weapon, WR_PRECACHE);
1452 print("target_items: invalid item ", argv(i), "\n");
1456 string itemprefix, valueprefix;
1457 if(self.spawnflags == 0)
1462 else if(self.spawnflags == 1)
1464 itemprefix = "max ";
1465 valueprefix = "max ";
1467 else if(self.spawnflags == 2)
1469 itemprefix = "min ";
1470 valueprefix = "min ";
1472 else if(self.spawnflags == 4)
1474 itemprefix = "minus ";
1475 valueprefix = "max ";
1478 error("invalid spawnflags");
1481 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1482 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1483 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1484 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1485 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1486 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1487 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1488 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1489 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1490 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1491 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1492 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1493 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1494 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1495 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1497 e = get_weaponinfo(j);
1499 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1502 self.netname = strzone(self.netname);
1503 //print(self.netname, "\n");
1505 n = tokenize_console(self.netname);
1506 for(i = 0; i < n; ++i)
1508 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1510 e = get_weaponinfo(j);
1511 if(argv(i) == e.netname)
1513 weapon_action(e.weapon, WR_PRECACHE);
1520 void spawnfunc_item_fuel(void)
1523 self.ammo_fuel = g_pickup_fuel;
1524 if(!self.pickup_anyway)
1525 self.pickup_anyway = g_pickup_ammo_anyway;
1526 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);
1529 void spawnfunc_item_fuel_regen(void)
1531 if(start_items & IT_FUEL_REGEN)
1533 spawnfunc_item_fuel();
1536 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);
1539 void spawnfunc_item_jetpack(void)
1541 if(g_grappling_hook)
1542 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1544 self.ammo_fuel = g_pickup_fuel_jetpack;
1545 if(start_items & IT_JETPACK)
1547 spawnfunc_item_fuel();
1550 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);
1560 float GiveWeapon(entity e, float wpn, float op, float val)
1563 v0 = WEPSET_CONTAINS_EW(e, wpn);
1568 WEPSET_OR_EW(e, wpn);
1570 WEPSET_ANDNOT_EW(e, wpn);
1575 WEPSET_OR_EW(e, wpn);
1579 WEPSET_ANDNOT_EW(e, wpn);
1583 WEPSET_ANDNOT_EW(e, wpn);
1586 v1 = WEPSET_CONTAINS_EW(e, wpn);
1590 float GiveBit(entity e, .float fld, float bit, float op, float val)
1620 float GiveValue(entity e, .float fld, float op, float val)
1630 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1633 e.fld = min(e.fld, val);
1646 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1653 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1655 else if(v0 >= v0 + t)
1658 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1662 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1665 e.rotfield = max(e.rotfield, time + rottime);
1667 e.regenfield = max(e.regenfield, time + regentime);
1670 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1671 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1672 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
1673 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1674 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1675 #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)
1677 float GiveItems(entity e, float beginarg, float endarg)
1679 float got, i, j, val, op;
1680 float _switchweapon;
1689 _switchweapon = FALSE;
1691 if (e.switchweapon == w_getbestweapon(e))
1692 _switchweapon = TRUE;
1694 e.strength_finished = max(0, e.strength_finished - time);
1695 e.invincible_finished = max(0, e.invincible_finished - time);
1696 e.superweapons_finished = max(0, e.superweapons_finished - time);
1700 PREGIVE(e, strength_finished);
1701 PREGIVE(e, invincible_finished);
1702 PREGIVE(e, superweapons_finished);
1703 PREGIVE(e, ammo_nails);
1704 PREGIVE(e, ammo_cells);
1705 PREGIVE(e, ammo_shells);
1706 PREGIVE(e, ammo_rockets);
1707 PREGIVE(e, ammo_fuel);
1708 PREGIVE(e, armorvalue);
1711 for(i = beginarg; i < endarg; ++i)
1715 if(cmd == "0" || stof(cmd))
1739 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1740 got += GiveValue(e, strength_finished, op, val);
1741 got += GiveValue(e, invincible_finished, op, val);
1742 got += GiveValue(e, superweapons_finished, op, val);
1743 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1745 got += GiveBit(e, items, IT_JETPACK, op, val);
1746 got += GiveValue(e, health, op, val);
1747 got += GiveValue(e, armorvalue, op, val);
1749 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1751 wi = get_weaponinfo(j);
1753 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1754 got += GiveWeapon(e, j, op, val);
1757 got += GiveValue(e, ammo_cells, op, val);
1758 got += GiveValue(e, ammo_shells, op, val);
1759 got += GiveValue(e, ammo_nails, op, val);
1760 got += GiveValue(e, ammo_rockets, op, val);
1761 got += GiveValue(e, ammo_fuel, op, val);
1763 case "unlimited_ammo":
1764 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1766 case "unlimited_weapon_ammo":
1767 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1769 case "unlimited_superweapons":
1770 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1773 got += GiveBit(e, items, IT_JETPACK, op, val);
1776 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1779 got += GiveValue(e, strength_finished, op, val);
1782 got += GiveValue(e, invincible_finished, op, val);
1784 case "superweapons":
1785 got += GiveValue(e, superweapons_finished, op, val);
1788 got += GiveValue(e, ammo_cells, op, val);
1791 got += GiveValue(e, ammo_shells, op, val);
1795 got += GiveValue(e, ammo_nails, op, val);
1798 got += GiveValue(e, ammo_rockets, op, val);
1801 got += GiveValue(e, health, op, val);
1804 got += GiveValue(e, armorvalue, op, val);
1807 got += GiveValue(e, ammo_fuel, op, val);
1810 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1812 wi = get_weaponinfo(j);
1813 if(cmd == wi.netname)
1815 got += GiveWeapon(e, j, op, val);
1820 print("give: invalid item ", cmd, "\n");
1827 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1828 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1829 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1830 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1831 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1833 wi = get_weaponinfo(j);
1836 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1837 if not(WEPSET_CONTAINS_AW(save_weapons, j))
1838 if(WEPSET_CONTAINS_EW(e, j))
1839 weapon_action(wi.weapon, WR_PRECACHE);
1842 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1843 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1844 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1845 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1846 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1847 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1848 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);
1849 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);
1850 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);
1852 if(e.superweapons_finished <= 0)
1853 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1854 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1858 e.health = bound(0, e.health, 100);
1859 e.armorvalue = bound(0, e.armorvalue, 999);
1862 if(e.strength_finished <= 0)
1863 e.strength_finished = 0;
1865 e.strength_finished += time;
1866 if(e.invincible_finished <= 0)
1867 e.invincible_finished = 0;
1869 e.invincible_finished += time;
1870 if(e.superweapons_finished <= 0)
1871 e.superweapons_finished = 0;
1873 e.superweapons_finished += time;
1875 if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
1876 _switchweapon = TRUE;
1878 W_SwitchWeapon_Force(e, w_getbestweapon(e));