7 #include "waypointsprites.qh"
10 #include "bot/waypoints.qh"
12 #include "mutators/mutators_include.qh"
14 #include "weapons/common.qh"
15 #include "weapons/selection.qh"
16 #include "weapons/weaponsystem.qh"
18 #include "../common/constants.qh"
19 #include "../common/deathtypes.qh"
20 #include "../common/notifications.qh"
21 #include "../common/util.qh"
23 #include "../common/monsters/monsters.qh"
25 #include "../common/weapons/weapons.qh"
27 #include "../warpzonelib/util_server.qh"
35 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
36 if(self.move_flags & FL_ONGROUND)
37 { // For some reason move_avelocity gets set to '0 0 0' here ...
38 self.oldorigin = self.origin;
41 if(autocvar_cl_animate_items)
42 { // ... so reset it if animations are requested.
43 if(self.ItemStatus & ITS_ANIMATE1)
44 self.move_avelocity = '0 180 0';
46 if(self.ItemStatus & ITS_ANIMATE2)
47 self.move_avelocity = '0 -90 0';
51 else if (autocvar_cl_animate_items)
53 if(self.ItemStatus & ITS_ANIMATE1)
55 self.angles += self.move_avelocity * frametime;
56 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
59 if(self.ItemStatus & ITS_ANIMATE2)
61 self.angles += self.move_avelocity * frametime;
62 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
71 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
73 if(self.move_flags & FL_ONGROUND)
78 void ItemRead(float _IsNew)
84 self.origin_x = ReadCoord();
85 self.origin_y = ReadCoord();
86 self.origin_z = ReadCoord();
87 setorigin(self, self.origin);
88 self.oldorigin = self.origin;
93 self.angles_x = ReadCoord();
94 self.angles_y = ReadCoord();
95 self.angles_z = ReadCoord();
96 self.move_angles = self.angles;
101 self.mins_x = ReadCoord();
102 self.mins_y = ReadCoord();
103 self.mins_z = ReadCoord();
104 self.maxs_x = ReadCoord();
105 self.maxs_y = ReadCoord();
106 self.maxs_z = ReadCoord();
107 setsize(self, self.mins, self.maxs);
110 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
112 self.ItemStatus = ReadByte();
114 if(self.ItemStatus & ITS_AVAILABLE)
117 self.colormod = self.glowmod = '1 1 1';
121 if (autocvar_cl_ghost_items_color)
123 self.alpha = autocvar_cl_ghost_items;
124 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
130 if(autocvar_cl_fullbright_items)
131 if(self.ItemStatus & ITS_ALLOWFB)
132 self.effects |= EF_FULLBRIGHT;
134 if(self.ItemStatus & ITS_STAYWEP)
136 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
137 self.alpha = autocvar_cl_weapon_stay_alpha;
141 if(self.ItemStatus & ITS_POWERUP)
143 if(self.ItemStatus & ITS_AVAILABLE)
144 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
146 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
152 self.drawmask = MASK_NORMAL;
153 self.movetype = MOVETYPE_TOSS;
154 self.draw = ItemDraw;
160 string _fn = ReadString();
162 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
164 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
165 self.draw = ItemDrawSimple;
169 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
170 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
171 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
172 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
173 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
174 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
175 else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
176 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
179 self.draw = ItemDraw;
180 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
184 if(self.draw != ItemDrawSimple)
185 self.mdl = strzone(_fn);
189 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
191 precache_model(self.mdl);
192 setmodel(self, self.mdl);
195 if(sf & ISF_COLORMAP)
196 self.colormap = ReadShort();
201 //self.move_angles = '0 0 0';
202 self.move_movetype = MOVETYPE_TOSS;
203 self.move_velocity_x = ReadCoord();
204 self.move_velocity_y = ReadCoord();
205 self.move_velocity_z = ReadCoord();
206 self.velocity = self.move_velocity;
207 self.move_origin = self.oldorigin;
211 self.move_time = time;
212 self.spawntime = time;
215 self.move_time = max(self.move_time, time);
218 if(autocvar_cl_animate_items)
220 if(self.ItemStatus & ITS_ANIMATE1)
221 self.move_avelocity = '0 180 0';
223 if(self.ItemStatus & ITS_ANIMATE2)
224 self.move_avelocity = '0 -90 0';
231 bool ItemSend(entity to, int sf)
238 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
239 WriteByte(MSG_ENTITY, sf);
241 //WriteByte(MSG_ENTITY, self.cnt);
242 if(sf & ISF_LOCATION)
244 WriteCoord(MSG_ENTITY, self.origin.x);
245 WriteCoord(MSG_ENTITY, self.origin.y);
246 WriteCoord(MSG_ENTITY, self.origin.z);
251 WriteCoord(MSG_ENTITY, self.angles.x);
252 WriteCoord(MSG_ENTITY, self.angles.y);
253 WriteCoord(MSG_ENTITY, self.angles.z);
258 WriteCoord(MSG_ENTITY, self.mins.x);
259 WriteCoord(MSG_ENTITY, self.mins.y);
260 WriteCoord(MSG_ENTITY, self.mins.z);
261 WriteCoord(MSG_ENTITY, self.maxs.x);
262 WriteCoord(MSG_ENTITY, self.maxs.y);
263 WriteCoord(MSG_ENTITY, self.maxs.z);
267 WriteByte(MSG_ENTITY, self.ItemStatus);
273 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
275 WriteString(MSG_ENTITY, self.mdl);
279 if(sf & ISF_COLORMAP)
280 WriteShort(MSG_ENTITY, self.colormap);
284 WriteCoord(MSG_ENTITY, self.velocity.x);
285 WriteCoord(MSG_ENTITY, self.velocity.y);
286 WriteCoord(MSG_ENTITY, self.velocity.z);
292 void ItemUpdate(entity item)
294 item.SendFlags |= ISF_LOCATION;
297 float have_pickup_item(void)
299 if(self.flags & FL_POWERUP)
301 if(autocvar_g_powerups > 0)
303 if(autocvar_g_powerups == 0)
308 if(autocvar_g_pickup_items > 0)
310 if(autocvar_g_pickup_items == 0)
313 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
320 float Item_Customize()
322 if(self.spawnshieldtime)
324 if(self.weapons & ~other.weapons)
326 self.colormod = '0 0 0';
327 self.glowmod = self.colormod;
328 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
335 self.colormod = stov(autocvar_g_ghost_items_color);
336 self.glowmod = self.colormod;
337 self.alpha = g_ghost_items;
346 void Item_Show (entity e, float mode)
348 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
349 e.ItemStatus &= ~ITS_STAYWEP;
352 // make the item look normal, and be touchable
354 e.solid = SOLID_TRIGGER;
355 e.spawnshieldtime = 1;
356 e.ItemStatus |= ITS_AVAILABLE;
360 // hide the item completely
361 e.model = string_null;
363 e.spawnshieldtime = 1;
364 e.ItemStatus &= ~ITS_AVAILABLE;
366 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
368 // make the item translucent and not touchable
370 e.solid = SOLID_TRIGGER; // can STILL be picked up!
371 e.effects |= EF_STARDUST;
372 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
373 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
377 //setmodel(e, "null");
379 e.colormod = '0 0 0';
380 e.glowmod = e.colormod;
381 e.spawnshieldtime = 1;
382 e.ItemStatus &= ~ITS_AVAILABLE;
385 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
386 e.ItemStatus |= ITS_POWERUP;
388 if (autocvar_g_nodepthtestitems)
389 e.effects |= EF_NODEPTHTEST;
392 if (autocvar_g_fullbrightitems)
393 e.ItemStatus |= ITS_ALLOWFB;
395 if (autocvar_sv_simple_items)
396 e.ItemStatus |= ITS_ALLOWSI;
398 // relink entity (because solid may have changed)
399 setorigin(e, e.origin);
400 e.SendFlags |= ISF_STATUS;
405 self.nextthink = time;
406 if(self.origin != self.oldorigin)
408 self.oldorigin = self.origin;
413 float it_armor_large_time;
414 float it_health_mega_time;
415 float it_invisible_time;
417 float it_extralife_time;
418 float it_strength_time;
419 float it_shield_time;
420 float it_fuelregen_time;
421 float it_jetpack_time;
422 float it_superweapons_time;
424 void Item_ItemsTime_Init()
426 it_armor_large_time = -1;
427 it_health_mega_time = -1;
428 it_invisible_time = -1;
430 it_extralife_time = -1;
431 it_strength_time = -1;
433 it_fuelregen_time = -1;
434 it_jetpack_time = -1;
435 it_superweapons_time = -1;
437 void Item_ItemsTime_Reset()
439 it_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
440 it_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
441 it_invisible_time = (it_invisible_time == -1) ? -1 : 0;
442 it_speed_time = (it_speed_time == -1) ? -1 : 0;
443 it_extralife_time = (it_extralife_time == -1) ? -1 : 0;
444 it_strength_time = (it_strength_time == -1) ? -1 : 0;
445 it_shield_time = (it_shield_time == -1) ? -1 : 0;
446 it_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
447 it_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
448 it_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
450 void Item_ItemsTime_ResetForPlayer(entity e)
452 e.item_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
453 e.item_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
454 e.item_invisible_time = (it_invisible_time == -1) ? -1 : 0;
455 e.item_speed_time = (it_speed_time == -1) ? -1 : 0;
456 e.item_extralife_time = (it_extralife_time == -1) ? -1 : 0;
457 e.item_strength_time = (it_strength_time == -1) ? -1 : 0;
458 e.item_shield_time = (it_shield_time == -1) ? -1 : 0;
459 e.item_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
460 e.item_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
461 e.item_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
463 void Item_ItemsTime_Get(entity e)
465 e.item_armor_large_time = it_armor_large_time;
466 e.item_health_mega_time = it_health_mega_time;
467 e.item_invisible_time = it_invisible_time;
468 e.item_speed_time = it_speed_time;
469 e.item_extralife_time = it_extralife_time;
470 e.item_strength_time = it_strength_time;
471 e.item_shield_time = it_shield_time;
472 e.item_fuelregen_time = it_fuelregen_time;
473 e.item_jetpack_time = it_jetpack_time;
474 e.item_superweapons_time = it_superweapons_time;
476 float Item_ItemsTime_UpdateTime_Check(float item_time, float t)
478 if(t == 0 && item_time == -1)
480 if(time < t && (item_time <= time || t < item_time))
484 void Item_ItemsTime_UpdateTime(entity e, float t)
490 case IT_STRENGTH://"item-invis"
491 if(Item_ItemsTime_UpdateTime_Check(it_invisible_time, t))
492 it_invisible_time = t;
494 case IT_NAILS://"item-extralife"
495 if(Item_ItemsTime_UpdateTime_Check(it_extralife_time, t))
496 it_extralife_time = t;
498 case IT_INVINCIBLE://"item-speed"
499 if(Item_ItemsTime_UpdateTime_Check(it_speed_time, t))
509 if(!autocvar_sv_itemstime)
511 //if (e.classname == "item_health_mega")
512 if(Item_ItemsTime_UpdateTime_Check(it_health_mega_time, t))
513 it_health_mega_time = t;
516 if(!autocvar_sv_itemstime)
518 if (e.classname == "item_armor_large")
519 if(Item_ItemsTime_UpdateTime_Check(it_armor_large_time, t))
520 it_armor_large_time = t;
522 case IT_STRENGTH://"item-strength"
523 if(Item_ItemsTime_UpdateTime_Check(it_strength_time, t))
524 it_strength_time = t;
526 case IT_INVINCIBLE://"item-shield"
527 if(Item_ItemsTime_UpdateTime_Check(it_shield_time, t))
531 if(e.weapons & WEPSET_SUPERWEAPONS)
532 if(Item_ItemsTime_UpdateTime_Check(it_superweapons_time, t))
533 it_superweapons_time = t;
538 case IT_FUEL_REGEN://"item-fuelregen"
539 if(Item_ItemsTime_UpdateTime_Check(it_fuelregen_time, t))
540 it_fuelregen_time = t;
542 case IT_JETPACK://"item-jetpack"
543 if(Item_ItemsTime_UpdateTime_Check(it_jetpack_time, t))
548 void Item_ItemsTime_GetForAll()
553 FOR_EACH_REALCLIENT(e)
554 Item_ItemsTime_Get(e);
558 FOR_EACH_REALCLIENT(e)
560 if (e.classname != "player")
561 Item_ItemsTime_Get(e);
566 void Item_Respawn (void)
570 if(self.items == IT_STRENGTH)
571 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
572 else if(self.items == IT_INVINCIBLE)
573 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
575 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
576 setorigin (self, self.origin);
578 if(self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH || (self.weapons & WEPSET_SUPERWEAPONS))
580 Item_ItemsTime_UpdateTime(self, 0);
581 Item_ItemsTime_GetForAll();
584 self.think = Item_Think;
585 self.nextthink = time;
587 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
588 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
591 void Item_RespawnCountdown (void)
593 if(self.count >= ITEM_RESPAWN_TICKS)
595 if(self.waypointsprite_attached)
596 WaypointSprite_Kill(self.waypointsprite_attached);
601 self.nextthink = time + 1;
606 vector rgb = '1 0 1';
610 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
611 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
612 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
613 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
615 //if (self.classname == "item_health_mega")
616 {name = "item_health_mega"; rgb = '1 0 0';}
619 if (self.classname == "item_armor_large")
620 {name = "item_armor_large"; rgb = '0 1 0';}
625 MUTATOR_CALLHOOK(Item_RespawnCountdown);
628 if(self.flags & FL_WEAPON)
630 entity wi = get_weaponinfo(self.weapon);
639 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
640 if(self.waypointsprite_attached)
642 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
643 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
644 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
649 print("Unknown powerup-marked item is wanting to respawn\n");
650 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
653 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
654 if(self.waypointsprite_attached)
656 WaypointSprite_Ping(self.waypointsprite_attached);
657 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
662 void Item_RespawnThink()
664 self.nextthink = time;
665 if(self.origin != self.oldorigin)
667 self.oldorigin = self.origin;
671 if(time >= self.wait)
675 void Item_ScheduleRespawnIn(entity e, float t)
677 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS) || e.classname == "item_armor_large" || e.items == IT_HEALTH)
680 e.think = Item_RespawnCountdown;
681 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
682 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
684 if(e.weapons & WEPSET_SUPERWEAPONS)
686 for(t = e.scheduledrespawntime, head = world; (head = nextent(head)); )
690 if(clienttype(head) == CLIENTTYPE_NOTACLIENT)
691 if(head.weapons & WEPSET_SUPERWEAPONS)
692 if(head.classname != "weapon_info")
694 if(head.scheduledrespawntime <= time)
699 if(head.scheduledrespawntime < t)
700 t = head.scheduledrespawntime;
706 for(t = e.scheduledrespawntime, head = world; (head = find(head, classname, e.classname)); )
708 // in instagib .classname is "instagib" for every item
709 if(e == head || (g_instagib && e.items != head.items))
711 if(head.scheduledrespawntime <= time)
716 if(head.scheduledrespawntime < t)
717 t = head.scheduledrespawntime;
720 Item_ItemsTime_UpdateTime(e, t);
721 Item_ItemsTime_GetForAll();
725 e.think = Item_RespawnThink;
727 e.scheduledrespawntime = time + t;
732 void Item_ScheduleRespawn(entity e)
734 if(e.respawntime > 0)
737 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
739 else // if respawntime is -1, this item does not respawn
743 void Item_ScheduleInitialRespawn(entity e)
746 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
749 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
751 if (!item.(ammotype))
754 if (item.spawnshieldtime)
756 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
758 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
762 else if(g_weapon_stay == 2)
764 float mi = min(item.(ammotype), ammomax);
765 if (player.(ammotype) < mi)
767 player.(ammotype) = mi;
778 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
780 case ITEM_MODE_HEALTH:
781 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
783 case ITEM_MODE_ARMOR:
784 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
792 float Item_GiveTo(entity item, entity player)
799 // if nothing happens to player, just return without taking the item
801 _switchweapon = false;
802 // in case the player has autoswitch enabled do the following:
803 // if the player is using their best weapon before items are given, they
804 // probably want to switch to an even better weapon after items are given
805 if (player.autoswitch)
806 if (player.switchweapon == w_getbestweapon(player))
807 _switchweapon = true;
809 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
810 _switchweapon = true;
812 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
813 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
814 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
815 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
816 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
817 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
818 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
819 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
821 if (item.flags & FL_WEAPON)
825 it &= ~player.weapons;
827 if (it || (item.spawnshieldtime && item.pickup_anyway))
830 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
831 if(it & WepSet_FromWeapon(i))
833 W_DropEvent(WR_PICKUP, player, i, item);
834 W_GiveWeapon(player, i);
839 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
843 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
846 if (item.strength_finished)
849 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
851 if (item.invincible_finished)
854 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
856 if (item.superweapons_finished)
859 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
864 // always eat teamed entities
872 if (player.switchweapon != w_getbestweapon(player))
873 W_SwitchWeapon_Force(player, w_getbestweapon(player));
878 void Item_Touch (void)
882 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
883 if(self.classname == "droppedweapon")
885 if (ITEM_TOUCH_NEEDKILL())
892 if (!IS_PLAYER(other))
898 if (self.solid != SOLID_TRIGGER)
900 if (self.owner == other)
902 if (time < self.item_spawnshieldtime)
905 switch(MUTATOR_CALLHOOK(ItemTouch))
907 case MUT_ITEMTOUCH_RETURN: { return; }
908 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
911 if (self.classname == "droppedweapon")
913 self.strength_finished = max(0, self.strength_finished - time);
914 self.invincible_finished = max(0, self.invincible_finished - time);
915 self.superweapons_finished = max(0, self.superweapons_finished - time);
918 if(!Item_GiveTo(self, other))
920 if (self.classname == "droppedweapon")
922 // undo what we did above
923 self.strength_finished += time;
924 self.invincible_finished += time;
925 self.superweapons_finished += time;
932 other.last_pickup = time;
934 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
935 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
937 if (self.classname == "droppedweapon")
939 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 & IT_SHELLS)
1090 else if(wi.items & IT_NAILS)
1092 else if(wi.items & IT_ROCKETS)
1093 need_rockets = true;
1094 else if(wi.items & IT_CELLS)
1096 else if(wi.items & IT_PLASMA)
1098 else if(wi.items & IT_FUEL)
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 == IT_STRENGTH)
1292 precache_sound ("misc/strength_respawn.wav");
1293 else if(itemid == IT_INVINCIBLE)
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_UpdateTime(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;
1368 void spawnfunc_item_rockets (void) {
1369 if(!self.ammo_rockets)
1370 self.ammo_rockets = g_pickup_rockets;
1371 if(!self.pickup_anyway)
1372 self.pickup_anyway = g_pickup_ammo_anyway;
1373 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);
1376 void spawnfunc_item_bullets (void) {
1378 if(autocvar_sv_q3acompat_machineshotgunswap)
1379 if(self.classname != "droppedweapon")
1381 weaponswapping = true;
1382 spawnfunc_item_shells();
1383 weaponswapping = false;
1387 if(!self.ammo_nails)
1388 self.ammo_nails = g_pickup_nails;
1389 if(!self.pickup_anyway)
1390 self.pickup_anyway = g_pickup_ammo_anyway;
1391 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);
1394 void spawnfunc_item_cells (void) {
1395 if(!self.ammo_cells)
1396 self.ammo_cells = g_pickup_cells;
1397 if(!self.pickup_anyway)
1398 self.pickup_anyway = g_pickup_ammo_anyway;
1399 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);
1402 void spawnfunc_item_plasma()
1404 if(!self.ammo_plasma)
1405 self.ammo_plasma = g_pickup_plasma;
1406 if(!self.pickup_anyway)
1407 self.pickup_anyway = g_pickup_ammo_anyway;
1408 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "plasma", IT_PLASMA, 0, 0, commodity_pickupevalfunc, 2000);
1411 void spawnfunc_item_shells (void) {
1413 if(autocvar_sv_q3acompat_machineshotgunswap)
1414 if(self.classname != "droppedweapon")
1416 weaponswapping = true;
1417 spawnfunc_item_bullets();
1418 weaponswapping = false;
1422 if(!self.ammo_shells)
1423 self.ammo_shells = g_pickup_shells;
1424 if(!self.pickup_anyway)
1425 self.pickup_anyway = g_pickup_ammo_anyway;
1426 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);
1429 void spawnfunc_item_armor_small (void) {
1430 if(!self.armorvalue)
1431 self.armorvalue = g_pickup_armorsmall;
1432 if(!self.max_armorvalue)
1433 self.max_armorvalue = g_pickup_armorsmall_max;
1434 if(!self.pickup_anyway)
1435 self.pickup_anyway = g_pickup_armorsmall_anyway;
1436 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);
1439 void spawnfunc_item_armor_medium (void) {
1440 if(!self.armorvalue)
1441 self.armorvalue = g_pickup_armormedium;
1442 if(!self.max_armorvalue)
1443 self.max_armorvalue = g_pickup_armormedium_max;
1444 if(!self.pickup_anyway)
1445 self.pickup_anyway = g_pickup_armormedium_anyway;
1446 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);
1449 void spawnfunc_item_armor_big (void) {
1450 if(!self.armorvalue)
1451 self.armorvalue = g_pickup_armorbig;
1452 if(!self.max_armorvalue)
1453 self.max_armorvalue = g_pickup_armorbig_max;
1454 if(!self.pickup_anyway)
1455 self.pickup_anyway = g_pickup_armorbig_anyway;
1456 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);
1459 void spawnfunc_item_armor_large (void) {
1460 if(!self.armorvalue)
1461 self.armorvalue = g_pickup_armorlarge;
1462 if(!self.max_armorvalue)
1463 self.max_armorvalue = g_pickup_armorlarge_max;
1464 if(!self.pickup_anyway)
1465 self.pickup_anyway = g_pickup_armorlarge_anyway;
1466 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);
1469 void spawnfunc_item_health_small (void) {
1470 if(!self.max_health)
1471 self.max_health = g_pickup_healthsmall_max;
1473 self.health = g_pickup_healthsmall;
1474 if(!self.pickup_anyway)
1475 self.pickup_anyway = g_pickup_healthsmall_anyway;
1476 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);
1479 void spawnfunc_item_health_medium (void) {
1480 if(!self.max_health)
1481 self.max_health = g_pickup_healthmedium_max;
1483 self.health = g_pickup_healthmedium;
1484 if(!self.pickup_anyway)
1485 self.pickup_anyway = g_pickup_healthmedium_anyway;
1486 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);
1489 void spawnfunc_item_health_large (void) {
1490 if(!self.max_health)
1491 self.max_health = g_pickup_healthlarge_max;
1493 self.health = g_pickup_healthlarge;
1494 if(!self.pickup_anyway)
1495 self.pickup_anyway = g_pickup_healthlarge_anyway;
1496 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);
1499 void spawnfunc_item_health_mega (void) {
1500 if(!self.max_health)
1501 self.max_health = g_pickup_healthmega_max;
1503 self.health = g_pickup_healthmega;
1504 if(!self.pickup_anyway)
1505 self.pickup_anyway = g_pickup_healthmega_anyway;
1506 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);
1509 // support old misnamed entities
1510 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1511 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1512 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1513 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1514 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1516 void spawnfunc_item_strength (void) {
1517 precache_sound("weapons/strength_fire.wav");
1518 if(!self.strength_finished)
1519 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1520 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);
1523 void spawnfunc_item_invincible (void) {
1524 if(!self.invincible_finished)
1525 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1526 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);
1530 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1532 void target_items_use (void)
1534 if(activator.classname == "droppedweapon")
1541 if (!IS_PLAYER(activator))
1543 if(activator.deadflag != DEAD_NO)
1548 for(e = world; (e = find(e, classname, "droppedweapon")); )
1549 if(e.enemy == activator)
1552 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1553 centerprint(activator, self.message);
1556 void spawnfunc_target_items (void)
1562 self.use = target_items_use;
1563 if(!self.strength_finished)
1564 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1565 if(!self.invincible_finished)
1566 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1567 if(!self.superweapons_finished)
1568 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1570 precache_sound("misc/itempickup.wav");
1571 precache_sound("misc/megahealth.wav");
1572 precache_sound("misc/armor25.wav");
1573 precache_sound("misc/powerup.wav");
1574 precache_sound("misc/poweroff.wav");
1575 precache_sound("weapons/weaponpickup.wav");
1577 n = tokenize_console(self.netname);
1578 if(argv(0) == "give")
1580 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1584 for(i = 0; i < n; ++i)
1586 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1587 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1588 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1589 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1590 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1591 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1592 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1593 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1596 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1598 e = get_weaponinfo(j);
1599 s = W_UndeprecateName(argv(i));
1602 self.weapons |= WepSet_FromWeapon(j);
1603 if(self.spawnflags == 0 || self.spawnflags == 2)
1604 WEP_ACTION(e.weapon, WR_INIT);
1609 print("target_items: invalid item ", argv(i), "\n");
1613 string itemprefix, valueprefix;
1614 if(self.spawnflags == 0)
1619 else if(self.spawnflags == 1)
1621 itemprefix = "max ";
1622 valueprefix = "max ";
1624 else if(self.spawnflags == 2)
1626 itemprefix = "min ";
1627 valueprefix = "min ";
1629 else if(self.spawnflags == 4)
1631 itemprefix = "minus ";
1632 valueprefix = "max ";
1636 error("invalid spawnflags");
1637 itemprefix = valueprefix = string_null;
1641 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1642 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1643 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1644 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1645 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1646 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1647 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1648 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1649 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1650 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1651 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1652 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1653 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1654 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1655 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1656 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1658 e = get_weaponinfo(j);
1660 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1663 self.netname = strzone(self.netname);
1664 //print(self.netname, "\n");
1666 n = tokenize_console(self.netname);
1667 for(i = 0; i < n; ++i)
1669 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1671 e = get_weaponinfo(j);
1672 if(argv(i) == e.netname)
1674 WEP_ACTION(e.weapon, WR_INIT);
1681 void spawnfunc_item_fuel(void)
1684 self.ammo_fuel = g_pickup_fuel;
1685 if(!self.pickup_anyway)
1686 self.pickup_anyway = g_pickup_ammo_anyway;
1687 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);
1690 void spawnfunc_item_fuel_regen(void)
1692 if(start_items & IT_FUEL_REGEN)
1694 spawnfunc_item_fuel();
1697 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);
1700 void spawnfunc_item_jetpack(void)
1703 self.ammo_fuel = g_pickup_fuel_jetpack;
1704 if(start_items & IT_JETPACK)
1706 spawnfunc_item_fuel();
1709 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);
1712 float GiveWeapon(entity e, float wpn, float op, float val)
1715 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1720 e.weapons |= WepSet_FromWeapon(wpn);
1722 e.weapons &= ~WepSet_FromWeapon(wpn);
1727 e.weapons |= WepSet_FromWeapon(wpn);
1731 e.weapons &= ~WepSet_FromWeapon(wpn);
1735 e.weapons &= ~WepSet_FromWeapon(wpn);
1738 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1742 float GiveBit(entity e, .float fld, float bit, float op, float val)
1745 v0 = (e.(fld) & bit);
1768 v1 = (e.(fld) & bit);
1772 float GiveValue(entity e, .float fld, float op, float val)
1782 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1785 e.(fld) = min(e.(fld), val);
1798 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1805 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1807 else if(v0 >= v0 + t)
1810 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1814 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1817 e.(rotfield) = max(e.(rotfield), time + rottime);
1819 e.(regenfield) = max(e.(regenfield), time + regentime);
1821 float GiveItems(entity e, float beginarg, float endarg)
1823 float got, i, j, val, op;
1824 float _switchweapon;
1833 _switchweapon = false;
1835 if (e.switchweapon == w_getbestweapon(e))
1836 _switchweapon = true;
1838 e.strength_finished = max(0, e.strength_finished - time);
1839 e.invincible_finished = max(0, e.invincible_finished - time);
1840 e.superweapons_finished = max(0, e.superweapons_finished - time);
1844 PREGIVE(e, strength_finished);
1845 PREGIVE(e, invincible_finished);
1846 PREGIVE(e, superweapons_finished);
1847 PREGIVE(e, ammo_nails);
1848 PREGIVE(e, ammo_cells);
1849 PREGIVE(e, ammo_plasma);
1850 PREGIVE(e, ammo_shells);
1851 PREGIVE(e, ammo_rockets);
1852 PREGIVE(e, ammo_fuel);
1853 PREGIVE(e, armorvalue);
1856 for(i = beginarg; i < endarg; ++i)
1860 if(cmd == "0" || stof(cmd))
1884 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1885 got += GiveValue(e, strength_finished, op, val);
1886 got += GiveValue(e, invincible_finished, op, val);
1887 got += GiveValue(e, superweapons_finished, op, val);
1888 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1890 got += GiveBit(e, items, IT_JETPACK, op, val);
1891 got += GiveValue(e, health, op, val);
1892 got += GiveValue(e, armorvalue, op, val);
1894 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1896 wi = get_weaponinfo(j);
1898 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1899 got += GiveWeapon(e, j, op, val);
1902 got += GiveValue(e, ammo_cells, op, val);
1903 got += GiveValue(e, ammo_plasma, op, val);
1904 got += GiveValue(e, ammo_shells, op, val);
1905 got += GiveValue(e, ammo_nails, op, val);
1906 got += GiveValue(e, ammo_rockets, op, val);
1907 got += GiveValue(e, ammo_fuel, op, val);
1909 case "unlimited_ammo":
1910 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1912 case "unlimited_weapon_ammo":
1913 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1915 case "unlimited_superweapons":
1916 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1919 got += GiveBit(e, items, IT_JETPACK, op, val);
1922 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1925 got += GiveValue(e, strength_finished, op, val);
1928 got += GiveValue(e, invincible_finished, op, val);
1930 case "superweapons":
1931 got += GiveValue(e, superweapons_finished, op, val);
1934 got += GiveValue(e, ammo_cells, op, val);
1937 got += GiveValue(e, ammo_plasma, op, val);
1940 got += GiveValue(e, ammo_shells, op, val);
1944 got += GiveValue(e, ammo_nails, op, val);
1947 got += GiveValue(e, ammo_rockets, op, val);
1950 got += GiveValue(e, health, op, val);
1953 got += GiveValue(e, armorvalue, op, val);
1956 got += GiveValue(e, ammo_fuel, op, val);
1959 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1961 wi = get_weaponinfo(j);
1962 if(cmd == wi.netname)
1964 got += GiveWeapon(e, j, op, val);
1969 print("give: invalid item ", cmd, "\n");
1976 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1977 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1978 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1979 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1980 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1982 wi = get_weaponinfo(j);
1985 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1986 if (!(save_weapons & WepSet_FromWeapon(j)))
1987 if(e.weapons & WepSet_FromWeapon(j))
1988 WEP_ACTION(wi.weapon, WR_INIT);
1991 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1992 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1993 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1994 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1995 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1996 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1997 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1998 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);
1999 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);
2000 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);
2002 if(e.superweapons_finished <= 0)
2003 if(self.weapons & WEPSET_SUPERWEAPONS)
2004 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2006 if(e.strength_finished <= 0)
2007 e.strength_finished = 0;
2009 e.strength_finished += time;
2010 if(e.invincible_finished <= 0)
2011 e.invincible_finished = 0;
2013 e.invincible_finished += time;
2014 if(e.superweapons_finished <= 0)
2015 e.superweapons_finished = 0;
2017 e.superweapons_finished += time;
2019 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
2020 _switchweapon = true;
2022 W_SwitchWeapon_Force(e, w_getbestweapon(e));