3 #include "../common/items/all.qc"
8 #include "bot/waypoints.qh"
10 #include "mutators/all.qh"
12 #include "weapons/common.qh"
13 #include "weapons/selection.qh"
14 #include "weapons/weaponsystem.qh"
16 #include "../common/constants.qh"
17 #include "../common/deathtypes/all.qh"
18 #include "../common/notifications.qh"
19 #include "../common/triggers/subs.qh"
20 #include "../common/util.qh"
22 #include "../common/monsters/all.qh"
24 #include "../common/weapons/all.qh"
26 #include "../lib/warpzone/util_server.qh"
29 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
32 void ItemDraw(entity self)
36 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
37 if(self.move_flags & FL_ONGROUND)
38 { // For some reason move_avelocity gets set to '0 0 0' here ...
39 self.oldorigin = self.origin;
42 if(autocvar_cl_animate_items)
43 { // ... so reset it if animations are requested.
44 if(self.ItemStatus & ITS_ANIMATE1)
45 self.move_avelocity = '0 180 0';
47 if(self.ItemStatus & ITS_ANIMATE2)
48 self.move_avelocity = '0 -90 0';
52 else if (autocvar_cl_animate_items)
54 if(self.ItemStatus & ITS_ANIMATE1)
56 self.angles += self.move_avelocity * frametime;
57 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
60 if(self.ItemStatus & ITS_ANIMATE2)
62 self.angles += self.move_avelocity * frametime;
63 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
68 void ItemDrawSimple(entity this)
72 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
74 if(self.move_flags & FL_ONGROUND)
83 org = getpropertyvec(VF_ORIGIN);
84 if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
86 else if(self.fade_start)
87 alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1);
90 //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
91 if(self.ItemStatus & ITS_AVAILABLE)
96 self.drawmask = MASK_NORMAL;
99 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
103 if(sf & ISF_LOCATION)
105 self.origin_x = ReadCoord();
106 self.origin_y = ReadCoord();
107 self.origin_z = ReadCoord();
108 setorigin(self, self.origin);
109 self.oldorigin = self.origin;
114 self.angles_x = ReadAngle();
115 self.angles_y = ReadAngle();
116 self.angles_z = ReadAngle();
117 self.move_angles = self.angles;
122 float use_bigsize = ReadByte();
123 setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
126 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
128 self.ItemStatus = ReadByte();
130 if(self.ItemStatus & ITS_AVAILABLE)
133 self.colormod = self.glowmod = '1 1 1';
137 if (autocvar_cl_ghost_items_color)
139 self.alpha = autocvar_cl_ghost_items;
140 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
146 if(autocvar_cl_fullbright_items)
147 if(self.ItemStatus & ITS_ALLOWFB)
148 self.effects |= EF_FULLBRIGHT;
150 if(self.ItemStatus & ITS_STAYWEP)
152 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
153 self.alpha = autocvar_cl_weapon_stay_alpha;
157 if(self.ItemStatus & ITS_POWERUP)
159 if(self.ItemStatus & ITS_AVAILABLE)
160 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
162 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
168 self.drawmask = MASK_NORMAL;
169 self.move_movetype = self.movetype = MOVETYPE_TOSS;
170 self.draw = ItemDraw;
172 self.fade_end = ReadShort();
173 self.fade_start = ReadShort();
174 if(self.fade_start && !autocvar_cl_items_nofade)
175 self.predraw = Item_PreDraw;
181 string _fn = ReadString();
183 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
185 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
186 self.draw = ItemDrawSimple;
188 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
189 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
190 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
191 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
192 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
193 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
194 else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
195 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
198 self.draw = ItemDraw;
199 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
203 if(self.draw != ItemDrawSimple)
204 self.mdl = strzone(_fn);
208 LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
210 precache_model(self.mdl);
211 _setmodel(self, self.mdl);
214 if(sf & ISF_COLORMAP)
215 self.colormap = ReadShort();
220 //self.move_angles = '0 0 0';
221 self.move_movetype = MOVETYPE_TOSS;
222 self.move_velocity_x = ReadCoord();
223 self.move_velocity_y = ReadCoord();
224 self.move_velocity_z = ReadCoord();
225 self.velocity = self.move_velocity;
226 self.move_origin = self.oldorigin;
230 self.move_time = time;
231 self.spawntime = time;
234 self.move_time = max(self.move_time, time);
237 if(autocvar_cl_animate_items)
239 if(self.ItemStatus & ITS_ANIMATE1)
240 self.move_avelocity = '0 180 0';
242 if(self.ItemStatus & ITS_ANIMATE2)
243 self.move_avelocity = '0 -90 0';
251 bool ItemSend(entity this, entity to, int sf)
258 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
259 WriteByte(MSG_ENTITY, sf);
261 //WriteByte(MSG_ENTITY, self.cnt);
262 if(sf & ISF_LOCATION)
264 WriteCoord(MSG_ENTITY, self.origin.x);
265 WriteCoord(MSG_ENTITY, self.origin.y);
266 WriteCoord(MSG_ENTITY, self.origin.z);
271 WriteAngle(MSG_ENTITY, self.angles_x);
272 WriteAngle(MSG_ENTITY, self.angles_y);
273 WriteAngle(MSG_ENTITY, self.angles_z);
278 Pickup p = this.itemdef;
279 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
283 WriteByte(MSG_ENTITY, self.ItemStatus);
287 WriteShort(MSG_ENTITY, self.fade_end);
288 WriteShort(MSG_ENTITY, self.fade_start);
291 LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
293 WriteString(MSG_ENTITY, self.mdl);
297 if(sf & ISF_COLORMAP)
298 WriteShort(MSG_ENTITY, self.colormap);
302 WriteCoord(MSG_ENTITY, self.velocity.x);
303 WriteCoord(MSG_ENTITY, self.velocity.y);
304 WriteCoord(MSG_ENTITY, self.velocity.z);
310 void ItemUpdate(entity item)
312 item.SendFlags |= ISF_LOCATION;
315 bool have_pickup_item(entity this)
317 if(this.itemdef.instanceOfPowerup)
319 if(autocvar_g_powerups > 0)
321 if(autocvar_g_powerups == 0)
326 if(autocvar_g_pickup_items > 0)
328 if(autocvar_g_pickup_items == 0)
331 if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
338 float Item_Customize()
340 if(self.spawnshieldtime)
342 if(self.weapons & ~other.weapons)
344 self.colormod = '0 0 0';
345 self.glowmod = self.colormod;
346 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
353 self.colormod = stov(autocvar_g_ghost_items_color);
354 self.glowmod = self.colormod;
355 self.alpha = g_ghost_items;
364 void Item_Show (entity e, float mode)
366 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
367 e.ItemStatus &= ~ITS_STAYWEP;
370 // make the item look normal, and be touchable
372 e.solid = SOLID_TRIGGER;
373 e.spawnshieldtime = 1;
374 e.ItemStatus |= ITS_AVAILABLE;
378 // hide the item completely
379 e.model = string_null;
381 e.spawnshieldtime = 1;
382 e.ItemStatus &= ~ITS_AVAILABLE;
385 entity def = e.itemdef;
386 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
387 || e.team // weapon stay isn't supported for teamed weapons
389 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
391 // make the item translucent and not touchable
393 e.solid = SOLID_TRIGGER; // can STILL be picked up!
394 e.effects |= EF_STARDUST;
395 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
396 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
400 //setmodel(e, "null");
402 e.colormod = '0 0 0';
403 e.glowmod = e.colormod;
404 e.spawnshieldtime = 1;
405 e.ItemStatus &= ~ITS_AVAILABLE;
408 if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
409 e.ItemStatus |= ITS_POWERUP;
411 if (autocvar_g_nodepthtestitems)
412 e.effects |= EF_NODEPTHTEST;
415 if (autocvar_g_fullbrightitems)
416 e.ItemStatus |= ITS_ALLOWFB;
418 if (autocvar_sv_simple_items)
419 e.ItemStatus |= ITS_ALLOWSI;
421 // relink entity (because solid may have changed)
422 setorigin(e, e.origin);
423 e.SendFlags |= ISF_STATUS;
428 self.nextthink = time;
429 if(self.origin != self.oldorigin)
431 self.oldorigin = self.origin;
436 bool Item_ItemsTime_SpectatorOnly(GameItem it);
437 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
438 float Item_ItemsTime_UpdateTime(entity e, float t);
439 void Item_ItemsTime_SetTime(entity e, float t);
440 void Item_ItemsTime_SetTimesForAllPlayers();
446 if(self.items == ITEM_Strength.m_itemid)
447 sound (self, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
448 else if(self.items == ITEM_Shield.m_itemid)
449 sound (self, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
451 sound (self, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
452 setorigin (self, self.origin);
454 if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
456 float t = Item_ItemsTime_UpdateTime(self, 0);
457 Item_ItemsTime_SetTime(self, t);
458 Item_ItemsTime_SetTimesForAllPlayers();
461 self.think = Item_Think;
462 self.nextthink = time;
464 //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
465 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
468 void Item_RespawnCountdown ()
470 if(self.count >= ITEM_RESPAWN_TICKS)
472 if(self.waypointsprite_attached)
473 WaypointSprite_Kill(self.waypointsprite_attached);
478 self.nextthink = time + 1;
482 MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
485 entity wi = get_weaponinfo(self.weapon);
487 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Weapon);
488 wp.wp_extra = wi.m_id;
493 entity ii = self.itemdef;
495 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Item);
496 wp.wp_extra = ii.m_id;
501 if(self.waypointsprite_attached)
503 GameItem def = self.itemdef;
504 if (Item_ItemsTime_SpectatorOnly(def))
505 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
506 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
510 if(self.waypointsprite_attached)
512 setself(self.waypointsprite_attached);
514 FOR_EACH_REALCLIENT(e)
515 if(self.waypointsprite_visible_for_player(e))
518 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
522 WaypointSprite_Ping(self.waypointsprite_attached);
523 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
528 void Item_RespawnThink()
530 self.nextthink = time;
531 if(self.origin != self.oldorigin)
533 self.oldorigin = self.origin;
537 if(time >= self.wait)
541 void Item_ScheduleRespawnIn(entity e, float t)
543 if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
545 e.think = Item_RespawnCountdown;
546 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
547 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
549 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
550 Item_ItemsTime_SetTime(e, t);
551 Item_ItemsTime_SetTimesForAllPlayers();
555 e.think = Item_RespawnThink;
557 e.scheduledrespawntime = time + t;
562 void Item_ScheduleRespawn(entity e)
564 if(e.respawntime > 0)
567 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
569 else // if respawntime is -1, this item does not respawn
573 void Item_ScheduleInitialRespawn(entity e)
576 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
579 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
581 if (!item.(ammotype))
584 if (item.spawnshieldtime)
586 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
588 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
592 else if(g_weapon_stay == 2)
594 float mi = min(item.(ammotype), ammomax);
595 if (player.(ammotype) < mi)
597 player.(ammotype) = mi;
608 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
610 case ITEM_MODE_HEALTH:
611 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
613 case ITEM_MODE_ARMOR:
614 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
622 float Item_GiveTo(entity item, entity player)
629 // if nothing happens to player, just return without taking the item
631 _switchweapon = false;
632 // in case the player has autoswitch enabled do the following:
633 // if the player is using their best weapon before items are given, they
634 // probably want to switch to an even better weapon after items are given
635 if (player.autoswitch)
636 if (player.switchweapon == w_getbestweapon(player))
637 _switchweapon = true;
639 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
640 _switchweapon = true;
642 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
643 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
644 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
645 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
646 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
647 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
648 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
649 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
651 if (item.itemdef.instanceOfWeaponPickup)
655 it &= ~player.weapons;
657 if (it || (item.spawnshieldtime && item.pickup_anyway > 0))
660 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
661 if(it & WepSet_FromWeapon(i))
663 W_DropEvent(wr_pickup, player, i, item);
664 W_GiveWeapon(player, i);
669 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
673 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
676 if (item.strength_finished)
679 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
681 if (item.invincible_finished)
684 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
686 if (item.superweapons_finished)
689 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
694 // always eat teamed entities
701 // crude hack to enforce switching weapons
702 if(g_cts && item.itemdef.instanceOfWeaponPickup)
704 W_SwitchWeapon_Force(player, item.weapon);
709 if (player.switchweapon != w_getbestweapon(player))
710 W_SwitchWeapon_Force(player, w_getbestweapon(player));
719 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
720 if (this.classname == "droppedweapon")
722 if (ITEM_TOUCH_NEEDKILL())
729 if(!(other.flags & FL_PICKUPITEMS)
732 || (this.solid != SOLID_TRIGGER)
733 || (this.owner == other)
734 || (time < this.item_spawnshieldtime)
737 switch (MUTATOR_CALLHOOK(ItemTouch, this, other))
739 case MUT_ITEMTOUCH_RETURN: { return; }
740 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
743 if (this.classname == "droppedweapon")
745 this.strength_finished = max(0, this.strength_finished - time);
746 this.invincible_finished = max(0, this.invincible_finished - time);
747 this.superweapons_finished = max(0, this.superweapons_finished - time);
749 entity it = this.itemdef;
750 bool gave = ITEM_HANDLE(Pickup, it, this, other);
753 if (this.classname == "droppedweapon")
755 // undo what we did above
756 this.strength_finished += time;
757 this.invincible_finished += time;
758 this.superweapons_finished += time;
765 other.last_pickup = time;
767 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
768 _sound (other, CH_TRIGGER, (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
770 if (this.classname == "droppedweapon")
772 else if (this.spawnshieldtime)
777 RandomSelection_Init();
778 for(entity head = world; (head = findfloat(head, team, this.team)); )
780 if(head.flags & FL_ITEM)
781 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
784 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
787 e = RandomSelection_chosen_ent;
792 Item_ScheduleRespawn(e);
796 void Item_Reset(entity this)
798 Item_Show(this, !this.state);
799 setorigin(this, this.origin);
801 if (this.classname != "droppedweapon")
803 this.think = Item_Think;
804 this.nextthink = time;
806 if (this.waypointsprite_attached)
807 WaypointSprite_Kill(this.waypointsprite_attached);
809 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
810 Item_ScheduleInitialRespawn(this);
813 void Item_Reset_self() { SELFPARAM(); Item_Reset(this); }
819 if(self.effects & EF_NODRAW)
821 // marker for item team search
822 LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
823 RandomSelection_Init();
824 for(head = world; (head = findfloat(head, team, self.team)); )
825 if(head.flags & FL_ITEM)
826 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
827 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
828 e = RandomSelection_chosen_ent;
832 for(head = world; (head = findfloat(head, team, self.team)); )
833 if(head.flags & FL_ITEM)
834 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
838 // make it a non-spawned item
840 head.state = 1; // state 1 = initially hidden item
842 head.effects &= ~EF_NODRAW;
849 // Savage: used for item garbage-collection
850 // TODO: perhaps nice special effect?
853 if(wasfreed(self) || !self) { return; }
854 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
858 // pickup evaluation functions
859 // these functions decide how desirable an item is to the bots
861 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
863 float weapon_pickupevalfunc(entity player, entity item)
867 // See if I have it already
868 if(item.weapons & ~player.weapons)
870 // If I can pick it up
871 if(!item.spawnshieldtime)
873 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
875 // Skilled bots will grab more
876 c = bound(0, skill / 10, 1) * 0.5;
884 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
885 if( bot_custom_weapon && c )
887 // Find the highest position on any range
889 for (int j = 0; j < WEP_LAST ; ++j){
891 bot_weapons_far[j] == item.weapon ||
892 bot_weapons_mid[j] == item.weapon ||
893 bot_weapons_close[j] == item.weapon
904 position = WEP_LAST - position;
905 // item.bot_pickupbasevalue is overwritten here
906 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
910 return item.bot_pickupbasevalue * c;
913 float commodity_pickupevalfunc(entity player, entity item)
916 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
920 // Detect needed ammo
921 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
923 wi = get_weaponinfo(i);
925 if (!(player.weapons & WepSet_FromWeapon(i)))
928 if(wi.items & ITEM_Shells.m_itemid)
930 else if(wi.items & ITEM_Bullets.m_itemid)
932 else if(wi.items & ITEM_Rockets.m_itemid)
934 else if(wi.items & ITEM_Cells.m_itemid)
936 else if(wi.items & ITEM_Plasma.m_itemid)
938 else if(wi.items & ITEM_JetpackFuel.m_itemid)
942 // TODO: figure out if the player even has the weapon this ammo is for?
943 // may not affect strategy much though...
944 // find out how much more ammo/armor/health the player can hold
946 if (item.ammo_shells)
947 if (player.ammo_shells < g_pickup_shells_max)
948 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
951 if (player.ammo_nails < g_pickup_nails_max)
952 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
954 if (item.ammo_rockets)
955 if (player.ammo_rockets < g_pickup_rockets_max)
956 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
959 if (player.ammo_cells < g_pickup_cells_max)
960 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
962 if (item.ammo_plasma)
963 if (player.ammo_plasma < g_pickup_plasma_max)
964 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
967 if (player.ammo_fuel < g_pickup_fuel_max)
968 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
970 if (player.armorvalue < item.max_armorvalue)
971 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
973 if (player.health < item.max_health)
974 c = c + max(0, 1 - player.health / item.max_health);
976 return item.bot_pickupbasevalue * c;
979 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
981 if(ITEM_DAMAGE_NEEDKILL(deathtype))
985 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
987 string itemname = def.m_name;
988 Model itemmodel = def.m_model;
989 Sound pickupsound = def.m_sound;
990 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
991 float pickupbasevalue = def.m_botvalue;
992 int itemflags = def.m_itemflags;
994 startitem_failed = false;
996 this.item_model_ent = itemmodel;
997 this.item_pickupsound_ent = pickupsound;
999 if(!this.respawntime) // both need to be set
1001 this.respawntime = defaultrespawntime;
1002 this.respawntimejitter = defaultrespawntimejitter;
1005 int itemid = def.m_itemid;
1006 this.items = itemid;
1007 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1008 this.weapon = weaponid;
1012 this.fade_start = autocvar_g_items_mindist;
1013 this.fade_end = autocvar_g_items_maxdist;
1017 this.weapons = WepSet_FromWeapon(weaponid);
1019 this.flags = FL_ITEM | itemflags;
1021 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1023 startitem_failed = true;
1028 // is it a dropped weapon?
1029 if (this.classname == "droppedweapon")
1031 this.reset = SUB_Remove;
1032 // it's a dropped weapon
1033 this.movetype = MOVETYPE_TOSS;
1035 // Savage: remove thrown items after a certain period of time ("garbage collection")
1036 this.think = RemoveItem;
1037 this.nextthink = time + 20;
1039 this.takedamage = DAMAGE_YES;
1040 this.event_damage = Item_Damage;
1042 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1044 // if item is worthless after a timer, have it expire then
1045 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1048 // don't drop if in a NODROP zone (such as lava)
1049 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1050 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1052 startitem_failed = true;
1059 if(!have_pickup_item(this))
1061 startitem_failed = true;
1066 if(this.angles != '0 0 0')
1067 this.SendFlags |= ISF_ANGLES;
1069 this.reset = Item_Reset_self;
1070 // it's a level item
1071 if(this.spawnflags & 1)
1073 if (this.noalign > 0)
1074 this.movetype = MOVETYPE_NONE;
1076 this.movetype = MOVETYPE_TOSS;
1077 // do item filtering according to game mode and other things
1078 if (this.noalign <= 0)
1080 // first nudge it off the floor a little bit to avoid math errors
1081 setorigin(this, this.origin + '0 0 1');
1082 // set item size before we spawn a spawnfunc_waypoint
1083 setsize(this, def.m_mins, def.m_maxs);
1084 this.SendFlags |= ISF_SIZE;
1085 // note droptofloor returns false if stuck/or would fall too far
1087 WITH(entity, self, this, droptofloor());
1088 waypoint_spawnforitem(this);
1092 * can't do it that way, as it would break maps
1093 * TODO make a target_give like entity another way, that perhaps has
1094 * the weapon name in a key
1097 // target_give not yet supported; maybe later
1098 print("removed targeted ", this.classname, "\n");
1099 startitem_failed = true;
1105 if(autocvar_spawn_debug >= 2)
1107 for(entity otheritem = findradius(this.origin, 3); otheritem; otheritem = otheritem.chain)
1109 // why not flags & fl_item?
1110 if(otheritem.is_item)
1112 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1113 LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1114 error("Mapper sucks.");
1117 this.is_item = true;
1120 weaponsInMap |= WepSet_FromWeapon(weaponid);
1122 precache_model(this.model);
1123 precache_sound(this.item_pickupsound);
1125 if ( def.instanceOfPowerup
1126 || def.instanceOfWeaponPickup
1127 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1128 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1129 || (itemid & (IT_KEY1 | IT_KEY2))
1130 ) this.target = "###item###"; // for finding the nearest item using find()
1132 Item_ItemsTime_SetTime(this, 0);
1135 this.bot_pickup = true;
1136 this.bot_pickupevalfunc = pickupevalfunc;
1137 this.bot_pickupbasevalue = pickupbasevalue;
1138 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1139 this.netname = itemname;
1140 this.touch = Item_Touch;
1141 setmodel(this, MDL_Null); // precision set below
1142 //this.effects |= EF_LOWPRECISION;
1144 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1146 this.SendFlags |= ISF_SIZE;
1148 if (!(this.spawnflags & 1024)) {
1149 if(def.instanceOfPowerup)
1150 this.ItemStatus |= ITS_ANIMATE1;
1152 if(this.armorvalue || this.health)
1153 this.ItemStatus |= ITS_ANIMATE2;
1156 if(def.instanceOfWeaponPickup)
1158 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1159 this.colormap = 1024; // color shirt=0 pants=0 grey
1162 if (!(this.spawnflags & 1024))
1163 this.ItemStatus |= ITS_ANIMATE1;
1164 this.ItemStatus |= ISF_COLORMAP;
1168 if(this.team) // broken, no idea why.
1171 this.cnt = 1; // item probability weight
1173 this.effects |= EF_NODRAW; // marker for item team search
1174 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1179 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1181 // call this hook after everything else has been done
1182 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1184 startitem_failed = true;
1190 void StartItem(entity this, GameItem def)
1195 def.m_respawntime(), // defaultrespawntime
1196 def.m_respawntimejitter() // defaultrespawntimejitter
1200 spawnfunc(item_rockets)
1202 if(!self.ammo_rockets)
1203 self.ammo_rockets = g_pickup_rockets;
1204 if(!self.pickup_anyway)
1205 self.pickup_anyway = g_pickup_ammo_anyway;
1206 StartItem(this, ITEM_Rockets);
1209 spawnfunc(item_bullets)
1212 if(autocvar_sv_q3acompat_machineshotgunswap)
1213 if(self.classname != "droppedweapon")
1215 weaponswapping = true;
1216 spawnfunc_item_shells(this);
1217 weaponswapping = false;
1221 if(!self.ammo_nails)
1222 self.ammo_nails = g_pickup_nails;
1223 if(!self.pickup_anyway)
1224 self.pickup_anyway = g_pickup_ammo_anyway;
1225 StartItem(this, ITEM_Bullets);
1228 spawnfunc(item_cells)
1230 if(!self.ammo_cells)
1231 self.ammo_cells = g_pickup_cells;
1232 if(!self.pickup_anyway)
1233 self.pickup_anyway = g_pickup_ammo_anyway;
1234 StartItem(this, ITEM_Cells);
1237 spawnfunc(item_plasma)
1239 if(!self.ammo_plasma)
1240 self.ammo_plasma = g_pickup_plasma;
1241 if(!self.pickup_anyway)
1242 self.pickup_anyway = g_pickup_ammo_anyway;
1243 StartItem(this, ITEM_Plasma);
1246 spawnfunc(item_shells)
1249 if(autocvar_sv_q3acompat_machineshotgunswap)
1250 if(self.classname != "droppedweapon")
1252 weaponswapping = true;
1253 spawnfunc_item_bullets(this);
1254 weaponswapping = false;
1258 if(!self.ammo_shells)
1259 self.ammo_shells = g_pickup_shells;
1260 if(!self.pickup_anyway)
1261 self.pickup_anyway = g_pickup_ammo_anyway;
1262 StartItem(this, ITEM_Shells);
1265 spawnfunc(item_armor_small)
1267 if(!self.armorvalue)
1268 self.armorvalue = g_pickup_armorsmall;
1269 if(!self.max_armorvalue)
1270 self.max_armorvalue = g_pickup_armorsmall_max;
1271 if(!self.pickup_anyway)
1272 self.pickup_anyway = g_pickup_armorsmall_anyway;
1273 StartItem(this, ITEM_ArmorSmall);
1276 spawnfunc(item_armor_medium)
1278 if(!self.armorvalue)
1279 self.armorvalue = g_pickup_armormedium;
1280 if(!self.max_armorvalue)
1281 self.max_armorvalue = g_pickup_armormedium_max;
1282 if(!self.pickup_anyway)
1283 self.pickup_anyway = g_pickup_armormedium_anyway;
1284 StartItem(this, ITEM_ArmorMedium);
1287 spawnfunc(item_armor_big)
1289 if(!self.armorvalue)
1290 self.armorvalue = g_pickup_armorbig;
1291 if(!self.max_armorvalue)
1292 self.max_armorvalue = g_pickup_armorbig_max;
1293 if(!self.pickup_anyway)
1294 self.pickup_anyway = g_pickup_armorbig_anyway;
1295 StartItem(this, ITEM_ArmorLarge);
1298 spawnfunc(item_armor_large)
1300 if(!self.armorvalue)
1301 self.armorvalue = g_pickup_armorlarge;
1302 if(!self.max_armorvalue)
1303 self.max_armorvalue = g_pickup_armorlarge_max;
1304 if(!self.pickup_anyway)
1305 self.pickup_anyway = g_pickup_armorlarge_anyway;
1306 StartItem(this, ITEM_ArmorMega);
1309 spawnfunc(item_health_small)
1311 if(!self.max_health)
1312 self.max_health = g_pickup_healthsmall_max;
1314 self.health = g_pickup_healthsmall;
1315 if(!self.pickup_anyway)
1316 self.pickup_anyway = g_pickup_healthsmall_anyway;
1317 StartItem(this, ITEM_HealthSmall);
1320 spawnfunc(item_health_medium)
1322 if(!self.max_health)
1323 self.max_health = g_pickup_healthmedium_max;
1325 self.health = g_pickup_healthmedium;
1326 if(!self.pickup_anyway)
1327 self.pickup_anyway = g_pickup_healthmedium_anyway;
1328 StartItem(this, ITEM_HealthMedium);
1331 spawnfunc(item_health_large)
1333 if(!self.max_health)
1334 self.max_health = g_pickup_healthlarge_max;
1336 self.health = g_pickup_healthlarge;
1337 if(!self.pickup_anyway)
1338 self.pickup_anyway = g_pickup_healthlarge_anyway;
1339 StartItem(this, ITEM_HealthLarge);
1342 spawnfunc(item_health_mega)
1344 if(!self.max_health)
1345 self.max_health = g_pickup_healthmega_max;
1347 self.health = g_pickup_healthmega;
1348 if(!self.pickup_anyway)
1349 self.pickup_anyway = g_pickup_healthmega_anyway;
1350 StartItem(this, ITEM_HealthMega);
1353 // support old misnamed entities
1354 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1355 spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
1356 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1357 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1358 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1360 spawnfunc(item_strength)
1362 if(!self.strength_finished)
1363 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1364 StartItem(this, ITEM_Strength);
1367 spawnfunc(item_invincible)
1369 if(!self.invincible_finished)
1370 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1371 StartItem(this, ITEM_Shield);
1375 spawnfunc(item_quad) { self.classname = "item_strength";spawnfunc_item_strength(this);}
1377 void target_items_use()
1379 if(activator.classname == "droppedweapon")
1386 if (!IS_PLAYER(activator))
1388 if(activator.deadflag != DEAD_NO)
1393 for(e = world; (e = find(e, classname, "droppedweapon")); )
1394 if(e.enemy == activator)
1397 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1398 centerprint(activator, self.message);
1401 spawnfunc(target_items)
1407 self.use = target_items_use;
1408 if(!self.strength_finished)
1409 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1410 if(!self.invincible_finished)
1411 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1412 if(!self.superweapons_finished)
1413 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1415 n = tokenize_console(self.netname);
1416 if(argv(0) == "give")
1418 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1422 for(i = 0; i < n; ++i)
1424 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1425 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1426 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1427 else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
1428 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1429 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1430 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1431 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1434 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1436 e = get_weaponinfo(j);
1437 s = W_UndeprecateName(argv(i));
1440 self.weapons |= WepSet_FromWeapon(j);
1441 if(self.spawnflags == 0 || self.spawnflags == 2) {
1442 Weapon w = get_weaponinfo(e.weapon);
1449 LOG_INFO("target_items: invalid item ", argv(i), "\n");
1453 string itemprefix, valueprefix;
1454 if(self.spawnflags == 0)
1459 else if(self.spawnflags == 1)
1461 itemprefix = "max ";
1462 valueprefix = "max ";
1464 else if(self.spawnflags == 2)
1466 itemprefix = "min ";
1467 valueprefix = "min ";
1469 else if(self.spawnflags == 4)
1471 itemprefix = "minus ";
1472 valueprefix = "max ";
1476 error("invalid spawnflags");
1477 itemprefix = valueprefix = string_null;
1481 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1482 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1483 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1484 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1485 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1486 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1487 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1488 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1489 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1490 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1491 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1492 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1493 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1494 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1495 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1496 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1498 e = get_weaponinfo(j);
1500 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1503 self.netname = strzone(self.netname);
1504 //print(self.netname, "\n");
1506 n = tokenize_console(self.netname);
1507 for(i = 0; i < n; ++i)
1509 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1511 e = get_weaponinfo(j);
1512 if(argv(i) == e.netname)
1514 Weapon w = get_weaponinfo(e.weapon);
1522 spawnfunc(item_fuel)
1525 self.ammo_fuel = g_pickup_fuel;
1526 if(!self.pickup_anyway)
1527 self.pickup_anyway = g_pickup_ammo_anyway;
1528 StartItem(this, ITEM_JetpackFuel);
1531 spawnfunc(item_fuel_regen)
1533 if(start_items & ITEM_JetpackRegen.m_itemid)
1535 spawnfunc_item_fuel(this);
1538 StartItem(this, ITEM_JetpackRegen);
1541 spawnfunc(item_jetpack)
1544 self.ammo_fuel = g_pickup_fuel_jetpack;
1545 if(start_items & ITEM_Jetpack.m_itemid)
1547 spawnfunc_item_fuel(this);
1550 StartItem(this, ITEM_Jetpack);
1553 float GiveWeapon(entity e, float wpn, float op, float val)
1556 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1561 e.weapons |= WepSet_FromWeapon(wpn);
1563 e.weapons &= ~WepSet_FromWeapon(wpn);
1568 e.weapons |= WepSet_FromWeapon(wpn);
1572 e.weapons &= ~WepSet_FromWeapon(wpn);
1576 e.weapons &= ~WepSet_FromWeapon(wpn);
1579 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1583 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1590 _sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1592 else if(v0 >= v0 + t)
1595 _sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1599 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1602 e.(rotfield) = max(e.(rotfield), time + rottime);
1604 e.(regenfield) = max(e.(regenfield), time + regentime);
1606 float GiveItems(entity e, float beginarg, float endarg)
1608 float got, i, j, val, op;
1609 float _switchweapon;
1618 _switchweapon = false;
1620 if (e.switchweapon == w_getbestweapon(e))
1621 _switchweapon = true;
1623 e.strength_finished = max(0, e.strength_finished - time);
1624 e.invincible_finished = max(0, e.invincible_finished - time);
1625 e.superweapons_finished = max(0, e.superweapons_finished - time);
1629 PREGIVE(e, strength_finished);
1630 PREGIVE(e, invincible_finished);
1631 PREGIVE(e, superweapons_finished);
1632 PREGIVE(e, ammo_nails);
1633 PREGIVE(e, ammo_cells);
1634 PREGIVE(e, ammo_plasma);
1635 PREGIVE(e, ammo_shells);
1636 PREGIVE(e, ammo_rockets);
1637 PREGIVE(e, ammo_fuel);
1638 PREGIVE(e, armorvalue);
1641 for(i = beginarg; i < endarg; ++i)
1645 if(cmd == "0" || stof(cmd))
1669 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1670 got += GiveValue(e, strength_finished, op, val);
1671 got += GiveValue(e, invincible_finished, op, val);
1672 got += GiveValue(e, superweapons_finished, op, val);
1673 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1675 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1676 got += GiveValue(e, health, op, val);
1677 got += GiveValue(e, armorvalue, op, val);
1679 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1681 wi = get_weaponinfo(j);
1683 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1684 got += GiveWeapon(e, j, op, val);
1687 got += GiveValue(e, ammo_cells, op, val);
1688 got += GiveValue(e, ammo_plasma, op, val);
1689 got += GiveValue(e, ammo_shells, op, val);
1690 got += GiveValue(e, ammo_nails, op, val);
1691 got += GiveValue(e, ammo_rockets, op, val);
1692 got += GiveValue(e, ammo_fuel, op, val);
1694 case "unlimited_ammo":
1695 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1697 case "unlimited_weapon_ammo":
1698 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1700 case "unlimited_superweapons":
1701 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1704 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1707 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1710 got += GiveValue(e, strength_finished, op, val);
1713 got += GiveValue(e, invincible_finished, op, val);
1715 case "superweapons":
1716 got += GiveValue(e, superweapons_finished, op, val);
1719 got += GiveValue(e, ammo_cells, op, val);
1722 got += GiveValue(e, ammo_plasma, op, val);
1725 got += GiveValue(e, ammo_shells, op, val);
1729 got += GiveValue(e, ammo_nails, op, val);
1732 got += GiveValue(e, ammo_rockets, op, val);
1735 got += GiveValue(e, health, op, val);
1738 got += GiveValue(e, armorvalue, op, val);
1741 got += GiveValue(e, ammo_fuel, op, val);
1744 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1746 wi = get_weaponinfo(j);
1747 if(cmd == wi.netname)
1749 got += GiveWeapon(e, j, op, val);
1754 LOG_INFO("give: invalid item ", cmd, "\n");
1761 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND(ITEMPICKUP), string_null);
1762 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND(POWERUP), SND(POWEROFF));
1763 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND(POWERUP), SND(POWEROFF));
1764 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
1765 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1767 wi = get_weaponinfo(j);
1770 POSTGIVE_WEAPON(e, j, SND(WEAPONPICKUP), string_null);
1771 if (!(save_weapons & WepSet_FromWeapon(j)))
1772 if(e.weapons & WepSet_FromWeapon(j)) {
1773 Weapon w = get_weaponinfo(wi.weapon);
1778 POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
1779 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", SND(POWEROFF));
1780 POSTGIVE_VALUE(e, ammo_nails, 0, SND(ITEMPICKUP), string_null);
1781 POSTGIVE_VALUE(e, ammo_cells, 0, SND(ITEMPICKUP), string_null);
1782 POSTGIVE_VALUE(e, ammo_plasma, 0, SND(ITEMPICKUP), string_null);
1783 POSTGIVE_VALUE(e, ammo_shells, 0, SND(ITEMPICKUP), string_null);
1784 POSTGIVE_VALUE(e, ammo_rockets, 0, SND(ITEMPICKUP), string_null);
1785 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND(ITEMPICKUP), string_null);
1786 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(ARMOR25), string_null);
1787 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(MEGAHEALTH), string_null);
1789 if(e.superweapons_finished <= 0)
1790 if(self.weapons & WEPSET_SUPERWEAPONS)
1791 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1793 if(e.strength_finished <= 0)
1794 e.strength_finished = 0;
1796 e.strength_finished += time;
1797 if(e.invincible_finished <= 0)
1798 e.invincible_finished = 0;
1800 e.invincible_finished += time;
1801 if(e.superweapons_finished <= 0)
1802 e.superweapons_finished = 0;
1804 e.superweapons_finished += time;
1806 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1807 _switchweapon = true;
1809 W_SwitchWeapon_Force(e, w_getbestweapon(e));