3 #include "../common/items/all.qc"
8 #include "waypointsprites.qh"
11 #include "bot/waypoints.qh"
13 #include "mutators/mutators_include.qh"
15 #include "weapons/common.qh"
16 #include "weapons/selection.qh"
17 #include "weapons/weaponsystem.qh"
19 #include "../common/constants.qh"
20 #include "../common/deathtypes.qh"
21 #include "../common/notifications.qh"
22 #include "../common/triggers/subs.qh"
23 #include "../common/util.qh"
25 #include "../common/monsters/all.qh"
27 #include "../common/weapons/all.qh"
29 #include "../warpzonelib/util_server.qh"
37 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
38 if(self.move_flags & FL_ONGROUND)
39 { // For some reason move_avelocity gets set to '0 0 0' here ...
40 self.oldorigin = self.origin;
43 if(autocvar_cl_animate_items)
44 { // ... so reset it if animations are requested.
45 if(self.ItemStatus & ITS_ANIMATE1)
46 self.move_avelocity = '0 180 0';
48 if(self.ItemStatus & ITS_ANIMATE2)
49 self.move_avelocity = '0 -90 0';
53 else if (autocvar_cl_animate_items)
55 if(self.ItemStatus & ITS_ANIMATE1)
57 self.angles += self.move_avelocity * frametime;
58 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
61 if(self.ItemStatus & ITS_ANIMATE2)
63 self.angles += self.move_avelocity * frametime;
64 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
73 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
75 if(self.move_flags & FL_ONGROUND)
80 void ItemRead(float _IsNew)
86 self.origin_x = ReadCoord();
87 self.origin_y = ReadCoord();
88 self.origin_z = ReadCoord();
89 setorigin(self, self.origin);
90 self.oldorigin = self.origin;
95 self.angles_x = ReadCoord();
96 self.angles_y = ReadCoord();
97 self.angles_z = ReadCoord();
98 self.move_angles = self.angles;
103 self.mins_x = ReadCoord();
104 self.mins_y = ReadCoord();
105 self.mins_z = ReadCoord();
106 self.maxs_x = ReadCoord();
107 self.maxs_y = ReadCoord();
108 self.maxs_z = ReadCoord();
109 setsize(self, self.mins, self.maxs);
112 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
114 self.ItemStatus = ReadByte();
116 if(self.ItemStatus & ITS_AVAILABLE)
119 self.colormod = self.glowmod = '1 1 1';
123 if (autocvar_cl_ghost_items_color)
125 self.alpha = autocvar_cl_ghost_items;
126 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
132 if(autocvar_cl_fullbright_items)
133 if(self.ItemStatus & ITS_ALLOWFB)
134 self.effects |= EF_FULLBRIGHT;
136 if(self.ItemStatus & ITS_STAYWEP)
138 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
139 self.alpha = autocvar_cl_weapon_stay_alpha;
143 if(self.ItemStatus & ITS_POWERUP)
145 if(self.ItemStatus & ITS_AVAILABLE)
146 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
148 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
154 self.drawmask = MASK_NORMAL;
155 self.movetype = MOVETYPE_TOSS;
156 self.draw = ItemDraw;
162 string _fn = ReadString();
164 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
166 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
167 self.draw = ItemDrawSimple;
171 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
172 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
173 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
174 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
175 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
176 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
177 else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
178 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
181 self.draw = ItemDraw;
182 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
186 if(self.draw != ItemDrawSimple)
187 self.mdl = strzone(_fn);
191 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
193 precache_model(self.mdl);
194 setmodel(self, self.mdl);
197 if(sf & ISF_COLORMAP)
198 self.colormap = ReadShort();
203 //self.move_angles = '0 0 0';
204 self.move_movetype = MOVETYPE_TOSS;
205 self.move_velocity_x = ReadCoord();
206 self.move_velocity_y = ReadCoord();
207 self.move_velocity_z = ReadCoord();
208 self.velocity = self.move_velocity;
209 self.move_origin = self.oldorigin;
213 self.move_time = time;
214 self.spawntime = time;
217 self.move_time = max(self.move_time, time);
220 if(autocvar_cl_animate_items)
222 if(self.ItemStatus & ITS_ANIMATE1)
223 self.move_avelocity = '0 180 0';
225 if(self.ItemStatus & ITS_ANIMATE2)
226 self.move_avelocity = '0 -90 0';
233 bool ItemSend(entity to, int sf)
240 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
241 WriteByte(MSG_ENTITY, sf);
243 //WriteByte(MSG_ENTITY, self.cnt);
244 if(sf & ISF_LOCATION)
246 WriteCoord(MSG_ENTITY, self.origin.x);
247 WriteCoord(MSG_ENTITY, self.origin.y);
248 WriteCoord(MSG_ENTITY, self.origin.z);
253 WriteCoord(MSG_ENTITY, self.angles.x);
254 WriteCoord(MSG_ENTITY, self.angles.y);
255 WriteCoord(MSG_ENTITY, self.angles.z);
260 WriteCoord(MSG_ENTITY, self.mins.x);
261 WriteCoord(MSG_ENTITY, self.mins.y);
262 WriteCoord(MSG_ENTITY, self.mins.z);
263 WriteCoord(MSG_ENTITY, self.maxs.x);
264 WriteCoord(MSG_ENTITY, self.maxs.y);
265 WriteCoord(MSG_ENTITY, self.maxs.z);
269 WriteByte(MSG_ENTITY, self.ItemStatus);
275 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
277 WriteString(MSG_ENTITY, self.mdl);
281 if(sf & ISF_COLORMAP)
282 WriteShort(MSG_ENTITY, self.colormap);
286 WriteCoord(MSG_ENTITY, self.velocity.x);
287 WriteCoord(MSG_ENTITY, self.velocity.y);
288 WriteCoord(MSG_ENTITY, self.velocity.z);
294 void ItemUpdate(entity item)
296 item.SendFlags |= ISF_LOCATION;
299 float have_pickup_item(void)
301 if(self.flags & FL_POWERUP)
303 if(autocvar_g_powerups > 0)
305 if(autocvar_g_powerups == 0)
310 if(autocvar_g_pickup_items > 0)
312 if(autocvar_g_pickup_items == 0)
315 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
322 float Item_Customize()
324 if(self.spawnshieldtime)
326 if(self.weapons & ~other.weapons)
328 self.colormod = '0 0 0';
329 self.glowmod = self.colormod;
330 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
337 self.colormod = stov(autocvar_g_ghost_items_color);
338 self.glowmod = self.colormod;
339 self.alpha = g_ghost_items;
348 void Item_Show (entity e, float mode)
350 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
351 e.ItemStatus &= ~ITS_STAYWEP;
354 // make the item look normal, and be touchable
356 e.solid = SOLID_TRIGGER;
357 e.spawnshieldtime = 1;
358 e.ItemStatus |= ITS_AVAILABLE;
362 // hide the item completely
363 e.model = string_null;
365 e.spawnshieldtime = 1;
366 e.ItemStatus &= ~ITS_AVAILABLE;
368 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
370 // make the item translucent and not touchable
372 e.solid = SOLID_TRIGGER; // can STILL be picked up!
373 e.effects |= EF_STARDUST;
374 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
375 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
379 //setmodel(e, "null");
381 e.colormod = '0 0 0';
382 e.glowmod = e.colormod;
383 e.spawnshieldtime = 1;
384 e.ItemStatus &= ~ITS_AVAILABLE;
387 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
388 e.ItemStatus |= ITS_POWERUP;
390 if (autocvar_g_nodepthtestitems)
391 e.effects |= EF_NODEPTHTEST;
394 if (autocvar_g_fullbrightitems)
395 e.ItemStatus |= ITS_ALLOWFB;
397 if (autocvar_sv_simple_items)
398 e.ItemStatus |= ITS_ALLOWSI;
400 // relink entity (because solid may have changed)
401 setorigin(e, e.origin);
402 e.SendFlags |= ISF_STATUS;
407 self.nextthink = time;
408 if(self.origin != self.oldorigin)
410 self.oldorigin = self.origin;
415 float it_armor_large_time;
416 float it_health_mega_time;
417 float it_invisible_time;
419 float it_extralife_time;
420 float it_strength_time;
421 float it_shield_time;
422 float it_fuelregen_time;
423 float it_jetpack_time;
424 float it_superweapons_time;
426 void Item_ItemsTime_Init()
428 it_armor_large_time = -1;
429 it_health_mega_time = -1;
430 it_invisible_time = -1;
432 it_extralife_time = -1;
433 it_strength_time = -1;
435 it_fuelregen_time = -1;
436 it_jetpack_time = -1;
437 it_superweapons_time = -1;
439 void Item_ItemsTime_ResetTimes()
441 it_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
442 it_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
443 it_invisible_time = (it_invisible_time == -1) ? -1 : 0;
444 it_speed_time = (it_speed_time == -1) ? -1 : 0;
445 it_extralife_time = (it_extralife_time == -1) ? -1 : 0;
446 it_strength_time = (it_strength_time == -1) ? -1 : 0;
447 it_shield_time = (it_shield_time == -1) ? -1 : 0;
448 it_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
449 it_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
450 it_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
452 void Item_ItemsTime_ResetTimesForPlayer(entity e)
454 e.item_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
455 e.item_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
456 e.item_invisible_time = (it_invisible_time == -1) ? -1 : 0;
457 e.item_speed_time = (it_speed_time == -1) ? -1 : 0;
458 e.item_extralife_time = (it_extralife_time == -1) ? -1 : 0;
459 e.item_strength_time = (it_strength_time == -1) ? -1 : 0;
460 e.item_shield_time = (it_shield_time == -1) ? -1 : 0;
461 e.item_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
462 e.item_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
463 e.item_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
465 void Item_ItemsTime_SetTimesForPlayer(entity e)
467 e.item_armor_large_time = it_armor_large_time;
468 e.item_health_mega_time = it_health_mega_time;
469 e.item_invisible_time = it_invisible_time;
470 e.item_speed_time = it_speed_time;
471 e.item_extralife_time = it_extralife_time;
472 e.item_strength_time = it_strength_time;
473 e.item_shield_time = it_shield_time;
474 e.item_fuelregen_time = it_fuelregen_time;
475 e.item_jetpack_time = it_jetpack_time;
476 e.item_superweapons_time = it_superweapons_time;
478 bool Item_ItemsTime_UpdateTime_Check(float item_time, float t)
480 if(t == 0 && item_time == -1)
482 if(t < 0) // negative means there's another available item of the same kind
484 if(time < t && (item_time <= time || t < item_time))
488 void Item_ItemsTime_UpdateTime(entity e, float t)
490 if(!autocvar_sv_itemstime)
497 case IT_STRENGTH://"item-invis"
498 if(Item_ItemsTime_UpdateTime_Check(it_invisible_time, t))
499 it_invisible_time = t;
501 case IT_NAILS://"item-extralife"
502 if(Item_ItemsTime_UpdateTime_Check(it_extralife_time, t))
503 it_extralife_time = t;
505 case IT_INVINCIBLE://"item-speed"
506 if(Item_ItemsTime_UpdateTime_Check(it_speed_time, t))
516 //if (e.classname == "item_health_mega")
517 if(Item_ItemsTime_UpdateTime_Check(it_health_mega_time, t))
518 it_health_mega_time = t;
521 if (e.classname == "item_armor_large")
522 if(Item_ItemsTime_UpdateTime_Check(it_armor_large_time, t))
523 it_armor_large_time = t;
525 case IT_STRENGTH://"item-strength"
526 if(Item_ItemsTime_UpdateTime_Check(it_strength_time, t))
527 it_strength_time = t;
529 case IT_INVINCIBLE://"item-shield"
530 if(Item_ItemsTime_UpdateTime_Check(it_shield_time, t))
534 if(e.weapons & WEPSET_SUPERWEAPONS)
535 if(Item_ItemsTime_UpdateTime_Check(it_superweapons_time, t))
536 it_superweapons_time = t;
541 case IT_FUEL_REGEN://"item-fuelregen"
542 if(Item_ItemsTime_UpdateTime_Check(it_fuelregen_time, t))
543 it_fuelregen_time = t;
545 case IT_JETPACK://"item-jetpack"
546 if(Item_ItemsTime_UpdateTime_Check(it_jetpack_time, t))
551 void Item_ItemsTime_SetTimesForAllPlayers()
556 FOR_EACH_REALCLIENT(e)
557 Item_ItemsTime_SetTimesForPlayer(e);
561 FOR_EACH_REALCLIENT(e)
564 Item_ItemsTime_SetTimesForPlayer(e);
569 void Item_Respawn (void)
573 if(self.items == IT_STRENGTH)
574 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
575 else if(self.items == IT_INVINCIBLE)
576 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
578 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
579 setorigin (self, self.origin);
581 if(self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH || (self.weapons & WEPSET_SUPERWEAPONS))
585 float isavailable = true;
586 for(head = world; (head = find(head, classname, self.classname)); )
588 // in instagib .classname is "instagib" for every item
589 if(self == head || (g_instagib && self.items != head.items))
591 if(head.scheduledrespawntime > time && (t == 0 || head.scheduledrespawntime < t))
592 t = head.scheduledrespawntime;
596 t = -t; // let know the client there's another available item
597 Item_ItemsTime_UpdateTime(self, t);
598 Item_ItemsTime_SetTimesForAllPlayers();
601 self.think = Item_Think;
602 self.nextthink = time;
604 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
605 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
608 void Item_RespawnCountdown (void)
610 if(self.count >= ITEM_RESPAWN_TICKS)
612 if(self.waypointsprite_attached)
613 WaypointSprite_Kill(self.waypointsprite_attached);
618 self.nextthink = time + 1;
623 vector rgb = '1 0 1';
627 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
628 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
629 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
630 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
632 //if (self.classname == "item_health_mega")
633 {name = "item_health_mega"; rgb = '1 0 0';}
636 if (self.classname == "item_armor_large")
637 {name = "item_armor_large"; rgb = '0 1 0';}
642 MUTATOR_CALLHOOK(Item_RespawnCountdown);
645 if(self.flags & FL_WEAPON)
647 entity wi = get_weaponinfo(self.weapon);
656 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
657 if(self.waypointsprite_attached)
659 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
660 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
661 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
666 print("Unknown powerup-marked item is wanting to respawn\n");
667 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
671 if(self.waypointsprite_attached)
675 self = self.waypointsprite_attached;
676 FOR_EACH_REALCLIENT(e)
677 if(self.waypointsprite_visible_for_player(e))
680 soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
684 WaypointSprite_Ping(self.waypointsprite_attached);
685 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
688 sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
692 void Item_RespawnThink()
694 self.nextthink = time;
695 if(self.origin != self.oldorigin)
697 self.oldorigin = self.origin;
701 if(time >= self.wait)
705 void Item_ScheduleRespawnIn(entity e, float t)
707 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS) || e.classname == "item_armor_large" || e.items == IT_HEALTH)
710 e.think = Item_RespawnCountdown;
711 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
712 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
714 if(e.weapons & WEPSET_SUPERWEAPONS)
716 for(t = e.scheduledrespawntime, head = world; (head = nextent(head)); )
720 if(clienttype(head) == CLIENTTYPE_NOTACLIENT)
721 if(head.weapons & WEPSET_SUPERWEAPONS)
722 if(head.classname != "weapon_info")
724 if(head.scheduledrespawntime <= time)
729 if(head.scheduledrespawntime < t)
730 t = head.scheduledrespawntime;
736 bool isavailable = false;
737 for(t = e.scheduledrespawntime, head = world; (head = find(head, classname, e.classname)); )
739 // in instagib .classname is "instagib" for every item
740 if(e == head || (g_instagib && e.items != head.items))
742 if(head.scheduledrespawntime <= time)
744 else if(head.scheduledrespawntime < t)
745 t = head.scheduledrespawntime;
748 t = -t; // let know the client there's another available item
750 Item_ItemsTime_UpdateTime(e, t);
751 Item_ItemsTime_SetTimesForAllPlayers();
755 e.think = Item_RespawnThink;
757 e.scheduledrespawntime = time + t;
762 void Item_ScheduleRespawn(entity e)
764 if(e.respawntime > 0)
767 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
769 else // if respawntime is -1, this item does not respawn
773 void Item_ScheduleInitialRespawn(entity e)
776 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
779 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
781 if (!item.(ammotype))
784 if (item.spawnshieldtime)
786 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
788 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
792 else if(g_weapon_stay == 2)
794 float mi = min(item.(ammotype), ammomax);
795 if (player.(ammotype) < mi)
797 player.(ammotype) = mi;
808 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
810 case ITEM_MODE_HEALTH:
811 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
813 case ITEM_MODE_ARMOR:
814 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
822 float Item_GiveTo(entity item, entity player)
829 // if nothing happens to player, just return without taking the item
831 _switchweapon = false;
832 // in case the player has autoswitch enabled do the following:
833 // if the player is using their best weapon before items are given, they
834 // probably want to switch to an even better weapon after items are given
835 if (player.autoswitch)
836 if (player.switchweapon == w_getbestweapon(player))
837 _switchweapon = true;
839 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
840 _switchweapon = true;
842 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
843 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
844 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
845 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
846 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
847 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
848 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
849 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
851 if (item.flags & FL_WEAPON)
855 it &= ~player.weapons;
857 if (it || (item.spawnshieldtime && item.pickup_anyway))
860 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
861 if(it & WepSet_FromWeapon(i))
863 W_DropEvent(WR_PICKUP, player, i, item);
864 W_GiveWeapon(player, i);
869 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
873 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
876 if (item.strength_finished)
879 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
881 if (item.invincible_finished)
884 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
886 if (item.superweapons_finished)
889 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
894 // always eat teamed entities
902 if (player.switchweapon != w_getbestweapon(player))
903 W_SwitchWeapon_Force(player, w_getbestweapon(player));
910 void Item_Touch (void)
914 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
915 if(self.classname == "droppedweapon")
917 if (ITEM_TOUCH_NEEDKILL())
924 if (!IS_PLAYER(other))
930 if (self.solid != SOLID_TRIGGER)
932 if (self.owner == other)
934 if (time < self.item_spawnshieldtime)
937 switch(MUTATOR_CALLHOOK(ItemTouch))
939 case MUT_ITEMTOUCH_RETURN: { return; }
940 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
943 if (self.classname == "droppedweapon")
945 self.strength_finished = max(0, self.strength_finished - time);
946 self.invincible_finished = max(0, self.invincible_finished - time);
947 self.superweapons_finished = max(0, self.superweapons_finished - time);
949 entity it = self.itemdef;
950 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
953 if (self.classname == "droppedweapon")
955 // undo what we did above
956 self.strength_finished += time;
957 self.invincible_finished += time;
958 self.superweapons_finished += time;
965 other.last_pickup = time;
967 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
968 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
970 if (self.classname == "droppedweapon")
972 else if (self.spawnshieldtime)
976 RandomSelection_Init();
977 for(head = world; (head = findfloat(head, team, self.team)); )
979 if(head.flags & FL_ITEM)
982 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
985 e = RandomSelection_chosen_ent;
990 Item_ScheduleRespawn(e);
996 Item_Show(self, !self.state);
997 setorigin (self, self.origin);
999 if(self.classname != "droppedweapon")
1001 self.think = Item_Think;
1002 self.nextthink = time;
1004 if(self.waypointsprite_attached)
1005 WaypointSprite_Kill(self.waypointsprite_attached);
1007 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
1008 Item_ScheduleInitialRespawn(self);
1012 void Item_FindTeam()
1016 if(self.effects & EF_NODRAW)
1018 // marker for item team search
1019 dprint("Initializing item team ", ftos(self.team), "\n");
1020 RandomSelection_Init();
1021 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
1022 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
1023 e = RandomSelection_chosen_ent;
1027 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
1031 // make it a non-spawned item
1032 Item_Show(head, -1);
1033 head.state = 1; // state 1 = initially hidden item
1035 head.effects &= ~EF_NODRAW;
1042 // Savage: used for item garbage-collection
1043 // TODO: perhaps nice special effect?
1044 void RemoveItem(void)
1049 // pickup evaluation functions
1050 // these functions decide how desirable an item is to the bots
1052 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1054 float weapon_pickupevalfunc(entity player, entity item)
1058 // See if I have it already
1059 if(item.weapons & ~player.weapons)
1061 // If I can pick it up
1062 if(!item.spawnshieldtime)
1064 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
1066 // Skilled bots will grab more
1067 c = bound(0, skill / 10, 1) * 0.5;
1075 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
1076 if( bot_custom_weapon && c )
1078 // Find the highest position on any range
1080 for (int j = 0; j < WEP_LAST ; ++j){
1082 bot_weapons_far[j] == item.weapon ||
1083 bot_weapons_mid[j] == item.weapon ||
1084 bot_weapons_close[j] == item.weapon
1095 position = WEP_LAST - position;
1096 // item.bot_pickupbasevalue is overwritten here
1097 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
1101 return item.bot_pickupbasevalue * c;
1104 float commodity_pickupevalfunc(entity player, entity item)
1107 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1111 // Detect needed ammo
1112 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1114 wi = get_weaponinfo(i);
1116 if (!(player.weapons & WepSet_FromWeapon(i)))
1119 if(wi.items & IT_SHELLS)
1121 else if(wi.items & IT_NAILS)
1123 else if(wi.items & IT_ROCKETS)
1124 need_rockets = true;
1125 else if(wi.items & IT_CELLS)
1127 else if(wi.items & IT_PLASMA)
1129 else if(wi.items & IT_FUEL)
1133 // TODO: figure out if the player even has the weapon this ammo is for?
1134 // may not affect strategy much though...
1135 // find out how much more ammo/armor/health the player can hold
1137 if (item.ammo_shells)
1138 if (player.ammo_shells < g_pickup_shells_max)
1139 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1141 if (item.ammo_nails)
1142 if (player.ammo_nails < g_pickup_nails_max)
1143 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1145 if (item.ammo_rockets)
1146 if (player.ammo_rockets < g_pickup_rockets_max)
1147 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1149 if (item.ammo_cells)
1150 if (player.ammo_cells < g_pickup_cells_max)
1151 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1153 if (item.ammo_plasma)
1154 if (player.ammo_plasma < g_pickup_plasma_max)
1155 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1158 if (player.ammo_fuel < g_pickup_fuel_max)
1159 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1160 if (item.armorvalue)
1161 if (player.armorvalue < item.max_armorvalue)
1162 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1164 if (player.health < item.max_health)
1165 c = c + max(0, 1 - player.health / item.max_health);
1167 return item.bot_pickupbasevalue * c;
1170 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1172 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1176 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)
1178 startitem_failed = false;
1180 if(self.model == "")
1181 self.model = itemmodel;
1183 if(self.model == "")
1185 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1189 if(self.item_pickupsound == "")
1190 self.item_pickupsound = pickupsound;
1192 if(!self.respawntime) // both need to be set
1194 self.respawntime = defaultrespawntime;
1195 self.respawntimejitter = defaultrespawntimejitter;
1198 self.items = itemid;
1199 self.weapon = weaponid;
1202 self.weapons = WepSet_FromWeapon(weaponid);
1204 self.flags = FL_ITEM | itemflags;
1206 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1208 startitem_failed = true;
1213 // is it a dropped weapon?
1214 if (self.classname == "droppedweapon")
1216 self.reset = SUB_Remove;
1217 // it's a dropped weapon
1218 self.movetype = MOVETYPE_TOSS;
1220 // Savage: remove thrown items after a certain period of time ("garbage collection")
1221 self.think = RemoveItem;
1222 self.nextthink = time + 20;
1224 self.takedamage = DAMAGE_YES;
1225 self.event_damage = Item_Damage;
1227 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1230 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1231 if(self.ammo_nails == 0)
1232 if(self.ammo_cells == 0)
1233 if(self.ammo_rockets == 0)
1234 if(self.ammo_shells == 0)
1235 if(self.ammo_fuel == 0)
1236 if(self.health == 0)
1237 if(self.armorvalue == 0)
1240 // if item is worthless after a timer, have it expire then
1241 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1244 // don't drop if in a NODROP zone (such as lava)
1245 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1246 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1248 startitem_failed = true;
1255 if(!have_pickup_item())
1257 startitem_failed = true;
1262 self.reset = Item_Reset;
1263 // it's a level item
1264 if(self.spawnflags & 1)
1267 self.movetype = MOVETYPE_NONE;
1269 self.movetype = MOVETYPE_TOSS;
1270 // do item filtering according to game mode and other things
1273 // first nudge it off the floor a little bit to avoid math errors
1274 setorigin(self, self.origin + '0 0 1');
1275 // set item size before we spawn a spawnfunc_waypoint
1276 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1277 setsize (self, '-16 -16 0', '16 16 48');
1279 setsize (self, '-16 -16 0', '16 16 32');
1281 // note droptofloor returns false if stuck/or would fall too far
1283 waypoint_spawnforitem(self);
1287 * can't do it that way, as it would break maps
1288 * TODO make a target_give like entity another way, that perhaps has
1289 * the weapon name in a key
1292 // target_give not yet supported; maybe later
1293 print("removed targeted ", self.classname, "\n");
1294 startitem_failed = true;
1300 if(autocvar_spawn_debug >= 2)
1303 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1305 // why not flags & fl_item?
1306 if(otheritem.is_item)
1308 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1309 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1310 error("Mapper sucks.");
1313 self.is_item = true;
1316 weaponsInMap |= WepSet_FromWeapon(weaponid);
1318 precache_model (self.model);
1319 precache_sound (self.item_pickupsound);
1321 precache_sound ("misc/itemrespawncountdown.wav");
1322 if(itemid == IT_STRENGTH)
1323 precache_sound ("misc/strength_respawn.wav");
1324 else if(itemid == IT_INVINCIBLE)
1325 precache_sound ("misc/shield_respawn.wav");
1327 precache_sound ("misc/itemrespawn.wav");
1329 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1330 self.target = "###item###"; // for finding the nearest item using find()
1332 Item_ItemsTime_UpdateTime(self, 0);
1335 self.bot_pickup = true;
1336 self.bot_pickupevalfunc = pickupevalfunc;
1337 self.bot_pickupbasevalue = pickupbasevalue;
1338 self.mdl = self.model;
1339 self.netname = itemname;
1340 self.touch = Item_Touch;
1341 setmodel(self, "null"); // precision set below
1342 //self.effects |= EF_LOWPRECISION;
1344 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1346 self.pos1 = '-16 -16 0';
1347 self.pos2 = '16 16 48';
1351 self.pos1 = '-16 -16 0';
1352 self.pos2 = '16 16 32';
1354 setsize (self, self.pos1, self.pos2);
1356 if(itemflags & FL_POWERUP)
1357 self.ItemStatus |= ITS_ANIMATE1;
1359 if(self.armorvalue || self.health)
1360 self.ItemStatus |= ITS_ANIMATE2;
1362 if(itemflags & FL_WEAPON)
1364 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1365 self.colormap = 1024; // color shirt=0 pants=0 grey
1369 self.ItemStatus |= ITS_ANIMATE1;
1370 self.ItemStatus |= ISF_COLORMAP;
1374 if(self.team) // broken, no idea why.
1377 self.cnt = 1; // item probability weight
1379 self.effects |= EF_NODRAW; // marker for item team search
1380 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1385 Net_LinkEntity(self, false, 0, ItemSend);
1387 self.SendFlags |= ISF_SIZE;
1389 self.SendFlags |= ISF_ANGLES;
1391 // call this hook after everything else has been done
1392 if(MUTATOR_CALLHOOK(Item_Spawn))
1394 startitem_failed = true;
1400 void StartItemA (entity a)
1403 StartItem(a.m_model, a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1406 void spawnfunc_item_rockets (void) {
1407 if(!self.ammo_rockets)
1408 self.ammo_rockets = g_pickup_rockets;
1409 if(!self.pickup_anyway)
1410 self.pickup_anyway = g_pickup_ammo_anyway;
1411 StartItemA (ITEM_Rockets);
1414 void spawnfunc_item_bullets (void) {
1416 if(autocvar_sv_q3acompat_machineshotgunswap)
1417 if(self.classname != "droppedweapon")
1419 weaponswapping = true;
1420 spawnfunc_item_shells();
1421 weaponswapping = false;
1425 if(!self.ammo_nails)
1426 self.ammo_nails = g_pickup_nails;
1427 if(!self.pickup_anyway)
1428 self.pickup_anyway = g_pickup_ammo_anyway;
1429 StartItemA (ITEM_Bullets);
1432 void spawnfunc_item_cells (void) {
1433 if(!self.ammo_cells)
1434 self.ammo_cells = g_pickup_cells;
1435 if(!self.pickup_anyway)
1436 self.pickup_anyway = g_pickup_ammo_anyway;
1437 StartItemA (ITEM_Cells);
1440 void spawnfunc_item_plasma()
1442 if(!self.ammo_plasma)
1443 self.ammo_plasma = g_pickup_plasma;
1444 if(!self.pickup_anyway)
1445 self.pickup_anyway = g_pickup_ammo_anyway;
1446 StartItemA (ITEM_Plasma);
1449 void spawnfunc_item_shells (void) {
1451 if(autocvar_sv_q3acompat_machineshotgunswap)
1452 if(self.classname != "droppedweapon")
1454 weaponswapping = true;
1455 spawnfunc_item_bullets();
1456 weaponswapping = false;
1460 if(!self.ammo_shells)
1461 self.ammo_shells = g_pickup_shells;
1462 if(!self.pickup_anyway)
1463 self.pickup_anyway = g_pickup_ammo_anyway;
1464 StartItemA (ITEM_Shells);
1467 void spawnfunc_item_armor_small (void) {
1468 if(!self.armorvalue)
1469 self.armorvalue = g_pickup_armorsmall;
1470 if(!self.max_armorvalue)
1471 self.max_armorvalue = g_pickup_armorsmall_max;
1472 if(!self.pickup_anyway)
1473 self.pickup_anyway = g_pickup_armorsmall_anyway;
1474 StartItemA (ITEM_ArmorSmall);
1477 void spawnfunc_item_armor_medium (void) {
1478 if(!self.armorvalue)
1479 self.armorvalue = g_pickup_armormedium;
1480 if(!self.max_armorvalue)
1481 self.max_armorvalue = g_pickup_armormedium_max;
1482 if(!self.pickup_anyway)
1483 self.pickup_anyway = g_pickup_armormedium_anyway;
1484 StartItemA (ITEM_ArmorMedium);
1487 void spawnfunc_item_armor_big (void) {
1488 if(!self.armorvalue)
1489 self.armorvalue = g_pickup_armorbig;
1490 if(!self.max_armorvalue)
1491 self.max_armorvalue = g_pickup_armorbig_max;
1492 if(!self.pickup_anyway)
1493 self.pickup_anyway = g_pickup_armorbig_anyway;
1494 StartItemA (ITEM_ArmorBig);
1497 void spawnfunc_item_armor_large (void) {
1498 if(!self.armorvalue)
1499 self.armorvalue = g_pickup_armorlarge;
1500 if(!self.max_armorvalue)
1501 self.max_armorvalue = g_pickup_armorlarge_max;
1502 if(!self.pickup_anyway)
1503 self.pickup_anyway = g_pickup_armorlarge_anyway;
1504 StartItemA (ITEM_ArmorLarge);
1507 void spawnfunc_item_health_small (void) {
1508 if(!self.max_health)
1509 self.max_health = g_pickup_healthsmall_max;
1511 self.health = g_pickup_healthsmall;
1512 if(!self.pickup_anyway)
1513 self.pickup_anyway = g_pickup_healthsmall_anyway;
1514 StartItemA (ITEM_HealthSmall);
1517 void spawnfunc_item_health_medium (void) {
1518 if(!self.max_health)
1519 self.max_health = g_pickup_healthmedium_max;
1521 self.health = g_pickup_healthmedium;
1522 if(!self.pickup_anyway)
1523 self.pickup_anyway = g_pickup_healthmedium_anyway;
1524 StartItemA (ITEM_HealthMedium);
1527 void spawnfunc_item_health_large (void) {
1528 if(!self.max_health)
1529 self.max_health = g_pickup_healthlarge_max;
1531 self.health = g_pickup_healthlarge;
1532 if(!self.pickup_anyway)
1533 self.pickup_anyway = g_pickup_healthlarge_anyway;
1534 StartItemA (ITEM_HealthLarge);
1537 void spawnfunc_item_health_mega (void) {
1538 if(!self.max_health)
1539 self.max_health = g_pickup_healthmega_max;
1541 self.health = g_pickup_healthmega;
1542 if(!self.pickup_anyway)
1543 self.pickup_anyway = g_pickup_healthmega_anyway;
1544 StartItemA (ITEM_HealthMega);
1547 // support old misnamed entities
1548 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1549 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1550 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1551 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1552 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1554 void spawnfunc_item_strength (void) {
1555 precache_sound("weapons/strength_fire.wav");
1556 if(!self.strength_finished)
1557 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1558 StartItemA (ITEM_Strength);
1561 void spawnfunc_item_invincible (void) {
1562 if(!self.invincible_finished)
1563 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1564 StartItemA (ITEM_Shield);
1568 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1570 void target_items_use (void)
1572 if(activator.classname == "droppedweapon")
1579 if (!IS_PLAYER(activator))
1581 if(activator.deadflag != DEAD_NO)
1586 for(e = world; (e = find(e, classname, "droppedweapon")); )
1587 if(e.enemy == activator)
1590 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1591 centerprint(activator, self.message);
1594 void spawnfunc_target_items (void)
1600 self.use = target_items_use;
1601 if(!self.strength_finished)
1602 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1603 if(!self.invincible_finished)
1604 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1605 if(!self.superweapons_finished)
1606 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1608 precache_sound("misc/itempickup.wav");
1609 precache_sound("misc/megahealth.wav");
1610 precache_sound("misc/armor25.wav");
1611 precache_sound("misc/powerup.wav");
1612 precache_sound("misc/poweroff.wav");
1613 precache_sound("weapons/weaponpickup.wav");
1615 n = tokenize_console(self.netname);
1616 if(argv(0) == "give")
1618 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1622 for(i = 0; i < n; ++i)
1624 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1625 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1626 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1627 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1628 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1629 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1630 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1631 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1634 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1636 e = get_weaponinfo(j);
1637 s = W_UndeprecateName(argv(i));
1640 self.weapons |= WepSet_FromWeapon(j);
1641 if(self.spawnflags == 0 || self.spawnflags == 2)
1642 WEP_ACTION(e.weapon, WR_INIT);
1647 print("target_items: invalid item ", argv(i), "\n");
1651 string itemprefix, valueprefix;
1652 if(self.spawnflags == 0)
1657 else if(self.spawnflags == 1)
1659 itemprefix = "max ";
1660 valueprefix = "max ";
1662 else if(self.spawnflags == 2)
1664 itemprefix = "min ";
1665 valueprefix = "min ";
1667 else if(self.spawnflags == 4)
1669 itemprefix = "minus ";
1670 valueprefix = "max ";
1674 error("invalid spawnflags");
1675 itemprefix = valueprefix = string_null;
1679 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1680 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1681 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1682 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1683 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1684 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1685 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1686 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1687 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1688 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1689 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1690 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1691 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1692 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1693 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1694 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1696 e = get_weaponinfo(j);
1698 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1701 self.netname = strzone(self.netname);
1702 //print(self.netname, "\n");
1704 n = tokenize_console(self.netname);
1705 for(i = 0; i < n; ++i)
1707 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1709 e = get_weaponinfo(j);
1710 if(argv(i) == e.netname)
1712 WEP_ACTION(e.weapon, WR_INIT);
1719 void spawnfunc_item_fuel(void)
1722 self.ammo_fuel = g_pickup_fuel;
1723 if(!self.pickup_anyway)
1724 self.pickup_anyway = g_pickup_ammo_anyway;
1725 StartItemA (ITEM_JetpackFuel);
1728 void spawnfunc_item_fuel_regen(void)
1730 if(start_items & IT_FUEL_REGEN)
1732 spawnfunc_item_fuel();
1735 StartItemA (ITEM_JetpackRegen);
1738 void spawnfunc_item_jetpack(void)
1741 self.ammo_fuel = g_pickup_fuel_jetpack;
1742 if(start_items & IT_JETPACK)
1744 spawnfunc_item_fuel();
1747 StartItemA (ITEM_Jetpack);
1750 float GiveWeapon(entity e, float wpn, float op, float val)
1753 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1758 e.weapons |= WepSet_FromWeapon(wpn);
1760 e.weapons &= ~WepSet_FromWeapon(wpn);
1765 e.weapons |= WepSet_FromWeapon(wpn);
1769 e.weapons &= ~WepSet_FromWeapon(wpn);
1773 e.weapons &= ~WepSet_FromWeapon(wpn);
1776 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1780 float GiveBit(entity e, .float fld, float bit, float op, float val)
1783 v0 = (e.(fld) & bit);
1806 v1 = (e.(fld) & bit);
1810 float GiveValue(entity e, .float fld, float op, float val)
1820 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1823 e.(fld) = min(e.(fld), val);
1836 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1843 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1845 else if(v0 >= v0 + t)
1848 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1852 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1855 e.(rotfield) = max(e.(rotfield), time + rottime);
1857 e.(regenfield) = max(e.(regenfield), time + regentime);
1859 float GiveItems(entity e, float beginarg, float endarg)
1861 float got, i, j, val, op;
1862 float _switchweapon;
1871 _switchweapon = false;
1873 if (e.switchweapon == w_getbestweapon(e))
1874 _switchweapon = true;
1876 e.strength_finished = max(0, e.strength_finished - time);
1877 e.invincible_finished = max(0, e.invincible_finished - time);
1878 e.superweapons_finished = max(0, e.superweapons_finished - time);
1882 PREGIVE(e, strength_finished);
1883 PREGIVE(e, invincible_finished);
1884 PREGIVE(e, superweapons_finished);
1885 PREGIVE(e, ammo_nails);
1886 PREGIVE(e, ammo_cells);
1887 PREGIVE(e, ammo_plasma);
1888 PREGIVE(e, ammo_shells);
1889 PREGIVE(e, ammo_rockets);
1890 PREGIVE(e, ammo_fuel);
1891 PREGIVE(e, armorvalue);
1894 for(i = beginarg; i < endarg; ++i)
1898 if(cmd == "0" || stof(cmd))
1922 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1923 got += GiveValue(e, strength_finished, op, val);
1924 got += GiveValue(e, invincible_finished, op, val);
1925 got += GiveValue(e, superweapons_finished, op, val);
1926 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1928 got += GiveBit(e, items, IT_JETPACK, op, val);
1929 got += GiveValue(e, health, op, val);
1930 got += GiveValue(e, armorvalue, op, val);
1932 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1934 wi = get_weaponinfo(j);
1936 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1937 got += GiveWeapon(e, j, op, val);
1940 got += GiveValue(e, ammo_cells, op, val);
1941 got += GiveValue(e, ammo_plasma, op, val);
1942 got += GiveValue(e, ammo_shells, op, val);
1943 got += GiveValue(e, ammo_nails, op, val);
1944 got += GiveValue(e, ammo_rockets, op, val);
1945 got += GiveValue(e, ammo_fuel, op, val);
1947 case "unlimited_ammo":
1948 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1950 case "unlimited_weapon_ammo":
1951 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1953 case "unlimited_superweapons":
1954 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1957 got += GiveBit(e, items, IT_JETPACK, op, val);
1960 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1963 got += GiveValue(e, strength_finished, op, val);
1966 got += GiveValue(e, invincible_finished, op, val);
1968 case "superweapons":
1969 got += GiveValue(e, superweapons_finished, op, val);
1972 got += GiveValue(e, ammo_cells, op, val);
1975 got += GiveValue(e, ammo_plasma, op, val);
1978 got += GiveValue(e, ammo_shells, op, val);
1982 got += GiveValue(e, ammo_nails, op, val);
1985 got += GiveValue(e, ammo_rockets, op, val);
1988 got += GiveValue(e, health, op, val);
1991 got += GiveValue(e, armorvalue, op, val);
1994 got += GiveValue(e, ammo_fuel, op, val);
1997 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1999 wi = get_weaponinfo(j);
2000 if(cmd == wi.netname)
2002 got += GiveWeapon(e, j, op, val);
2007 print("give: invalid item ", cmd, "\n");
2014 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
2015 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
2016 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
2017 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
2018 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2020 wi = get_weaponinfo(j);
2023 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
2024 if (!(save_weapons & WepSet_FromWeapon(j)))
2025 if(e.weapons & WepSet_FromWeapon(j))
2026 WEP_ACTION(wi.weapon, WR_INIT);
2029 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2030 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2031 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2032 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2033 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
2034 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2035 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2036 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);
2037 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);
2038 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);
2040 if(e.superweapons_finished <= 0)
2041 if(self.weapons & WEPSET_SUPERWEAPONS)
2042 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2044 if(e.strength_finished <= 0)
2045 e.strength_finished = 0;
2047 e.strength_finished += time;
2048 if(e.invincible_finished <= 0)
2049 e.invincible_finished = 0;
2051 e.invincible_finished += time;
2052 if(e.superweapons_finished <= 0)
2053 e.superweapons_finished = 0;
2055 e.superweapons_finished += time;
2057 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
2058 _switchweapon = true;
2060 W_SwitchWeapon_Force(e, w_getbestweapon(e));