6 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
7 if(self.move_flags & FL_ONGROUND)
8 { // For some reason move_avelocity gets set to '0 0 0' here ...
9 self.oldorigin = self.origin;
12 if(autocvar_cl_animate_items)
13 { // ... so reset it if animations are requested.
14 if(self.ItemStatus & ITS_ANIMATE1)
15 self.move_avelocity = '0 180 0';
17 if(self.ItemStatus & ITS_ANIMATE2)
18 self.move_avelocity = '0 -90 0';
22 else if (autocvar_cl_animate_items)
24 if(self.ItemStatus & ITS_ANIMATE1)
26 self.angles += self.move_avelocity * frametime;
27 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
30 if(self.ItemStatus & ITS_ANIMATE2)
32 self.angles += self.move_avelocity * frametime;
33 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
42 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
44 if(self.move_flags & FL_ONGROUND)
49 void ItemRead(float _IsNew)
51 float sf = ReadByte();
55 self.origin_x = ReadCoord();
56 self.origin_y = ReadCoord();
57 self.origin_z = ReadCoord();
58 setorigin(self, self.origin);
59 self.oldorigin = self.origin;
64 self.angles_x = ReadCoord();
65 self.angles_y = ReadCoord();
66 self.angles_z = ReadCoord();
67 self.move_angles = self.angles;
72 self.mins_x = ReadCoord();
73 self.mins_y = ReadCoord();
74 self.mins_z = ReadCoord();
75 self.maxs_x = ReadCoord();
76 self.maxs_y = ReadCoord();
77 self.maxs_z = ReadCoord();
78 setsize(self, self.mins, self.maxs);
81 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
83 self.ItemStatus = ReadByte();
85 if(self.ItemStatus & ITS_AVAILABLE)
88 self.colormod = self.glowmod = '1 1 1';
92 if (autocvar_cl_ghost_items_color)
94 self.alpha = autocvar_cl_ghost_items;
95 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
101 if(autocvar_cl_fullbright_items)
102 if(self.ItemStatus & ITS_ALLOWFB)
103 self.effects |= EF_FULLBRIGHT;
105 if(self.ItemStatus & ITS_STAYWEP)
107 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
108 self.alpha = autocvar_cl_weapon_stay_alpha;
112 if(self.ItemStatus & ITS_POWERUP)
114 if(self.ItemStatus & ITS_AVAILABLE)
115 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
117 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
123 self.drawmask = MASK_NORMAL;
124 self.movetype = MOVETYPE_TOSS;
125 self.draw = ItemDraw;
131 string _fn = ReadString();
133 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
135 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
136 self.draw = ItemDrawSimple;
140 if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
141 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
142 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
143 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
144 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
145 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
146 else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
147 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
150 self.draw = ItemDraw;
151 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
155 if(self.draw != ItemDrawSimple)
156 self.mdl = strzone(_fn);
160 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
162 precache_model(self.mdl);
163 setmodel(self, self.mdl);
166 if(sf & ISF_COLORMAP)
167 self.colormap = ReadShort();
172 //self.move_angles = '0 0 0';
173 self.move_movetype = MOVETYPE_TOSS;
174 self.move_velocity_x = ReadCoord();
175 self.move_velocity_y = ReadCoord();
176 self.move_velocity_z = ReadCoord();
177 self.velocity = self.move_velocity;
178 self.move_origin = self.oldorigin;
182 self.move_time = time;
183 self.spawntime = time;
186 self.move_time = max(self.move_time, time);
189 if(autocvar_cl_animate_items)
191 if(self.ItemStatus & ITS_ANIMATE1)
192 self.move_avelocity = '0 180 0';
194 if(self.ItemStatus & ITS_ANIMATE2)
195 self.move_avelocity = '0 -90 0';
202 float ItemSend(entity to, float sf)
209 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
210 WriteByte(MSG_ENTITY, sf);
212 //WriteByte(MSG_ENTITY, self.cnt);
213 if(sf & ISF_LOCATION)
215 WriteCoord(MSG_ENTITY, self.origin_x);
216 WriteCoord(MSG_ENTITY, self.origin_y);
217 WriteCoord(MSG_ENTITY, self.origin_z);
222 WriteCoord(MSG_ENTITY, self.angles_x);
223 WriteCoord(MSG_ENTITY, self.angles_y);
224 WriteCoord(MSG_ENTITY, self.angles_z);
229 WriteCoord(MSG_ENTITY, self.mins_x);
230 WriteCoord(MSG_ENTITY, self.mins_y);
231 WriteCoord(MSG_ENTITY, self.mins_z);
232 WriteCoord(MSG_ENTITY, self.maxs_x);
233 WriteCoord(MSG_ENTITY, self.maxs_y);
234 WriteCoord(MSG_ENTITY, self.maxs_z);
238 WriteByte(MSG_ENTITY, self.ItemStatus);
244 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
246 WriteString(MSG_ENTITY, self.mdl);
250 if(sf & ISF_COLORMAP)
251 WriteShort(MSG_ENTITY, self.colormap);
255 WriteCoord(MSG_ENTITY, self.velocity_x);
256 WriteCoord(MSG_ENTITY, self.velocity_y);
257 WriteCoord(MSG_ENTITY, self.velocity_z);
263 void ItemUpdate(entity item)
265 item.SendFlags |= ISF_LOCATION;
268 float have_pickup_item(void)
270 if(self.flags & FL_POWERUP)
272 if(autocvar_g_powerups > 0)
274 if(autocvar_g_powerups == 0)
279 if(autocvar_g_pickup_items > 0)
281 if(autocvar_g_pickup_items == 0)
284 if(self.weapons || (self.items & IT_AMMO))
290 floatfield Item_CounterField(float it)
294 case IT_SHELLS: return ammo_shells;
295 case IT_NAILS: return ammo_nails;
296 case IT_ROCKETS: return ammo_rockets;
297 case IT_CELLS: return ammo_cells;
298 case IT_FUEL: return ammo_fuel;
299 case IT_5HP: return health;
300 case IT_25HP: return health;
301 case IT_HEALTH: return health;
302 case IT_ARMOR_SHARD: return armorvalue;
303 case IT_ARMOR: return armorvalue;
304 // add more things here (health, armor)
305 default: error("requested item has no counter field");
308 // should never happen
313 string Item_CounterFieldName(float it)
317 case IT_SHELLS: return "shells";
318 case IT_NAILS: return "nails";
319 case IT_ROCKETS: return "rockets";
320 case IT_CELLS: return "cells";
321 case IT_FUEL: return "fuel";
323 // add more things here (health, armor)
324 default: error("requested item has no counter field name");
327 // should never happen
333 float Item_Customize()
335 if(self.spawnshieldtime)
337 if(self.weapons & ~other.weapons)
339 self.colormod = '0 0 0';
340 self.glowmod = self.colormod;
341 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
348 self.colormod = stov(autocvar_g_ghost_items_color);
349 self.glowmod = self.colormod;
350 self.alpha = g_ghost_items;
359 void Item_Show (entity e, float mode)
361 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
362 e.ItemStatus &= ~ITS_STAYWEP;
365 // make the item look normal, and be touchable
367 e.solid = SOLID_TRIGGER;
368 e.spawnshieldtime = 1;
369 e.ItemStatus |= ITS_AVAILABLE;
373 // hide the item completely
374 e.model = string_null;
376 e.spawnshieldtime = 1;
377 e.ItemStatus &= ~ITS_AVAILABLE;
379 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
381 // make the item translucent and not touchable
383 e.solid = SOLID_TRIGGER; // can STILL be picked up!
384 e.effects |= EF_STARDUST;
385 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
386 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
390 //setmodel(e, "null");
392 e.colormod = '0 0 0';
393 e.glowmod = e.colormod;
394 e.spawnshieldtime = 1;
395 e.ItemStatus &= ~ITS_AVAILABLE;
398 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
399 e.ItemStatus |= ITS_POWERUP;
401 if (autocvar_g_nodepthtestitems)
402 e.effects |= EF_NODEPTHTEST;
405 if (autocvar_g_fullbrightitems)
406 e.ItemStatus |= ITS_ALLOWFB;
408 if (autocvar_sv_simple_items)
409 e.ItemStatus |= ITS_ALLOWSI;
411 // relink entity (because solid may have changed)
412 setorigin(e, e.origin);
413 e.SendFlags |= ISF_STATUS;
418 self.nextthink = time;
419 if(self.origin != self.oldorigin)
421 self.oldorigin = self.origin;
426 void Item_Respawn (void)
430 if(self.items == IT_STRENGTH)
431 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
432 else if(self.items == IT_INVINCIBLE)
433 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
435 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
436 setorigin (self, self.origin);
438 self.think = Item_Think;
439 self.nextthink = time;
441 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
442 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
445 void Item_RespawnCountdown (void)
447 if(self.count >= ITEM_RESPAWN_TICKS)
449 if(self.waypointsprite_attached)
450 WaypointSprite_Kill(self.waypointsprite_attached);
455 self.nextthink = time + 1;
460 vector rgb = '1 0 1';
464 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
465 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
466 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
467 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
471 MUTATOR_CALLHOOK(Item_RespawnCountdown);
474 if(self.flags & FL_WEAPON)
476 entity wi = get_weaponinfo(self.weapon);
485 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
486 if(self.waypointsprite_attached)
487 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
491 print("Unknown powerup-marked item is wanting to respawn\n");
492 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
495 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
496 if(self.waypointsprite_attached)
498 WaypointSprite_Ping(self.waypointsprite_attached);
499 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
504 void Item_RespawnThink()
506 self.nextthink = time;
507 if(self.origin != self.oldorigin)
509 self.oldorigin = self.origin;
513 if(time >= self.wait)
517 void Item_ScheduleRespawnIn(entity e, float t)
519 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
521 e.think = Item_RespawnCountdown;
522 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
527 e.think = Item_RespawnThink;
533 void Item_ScheduleRespawn(entity e)
535 if(e.respawntime > 0)
538 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
540 else // if respawntime is -1, this item does not respawn
544 void Item_ScheduleInitialRespawn(entity e)
547 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
550 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
555 if (item.spawnshieldtime)
557 if ((player.ammofield < ammomax) || item.pickup_anyway)
559 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
563 else if(g_weapon_stay == 2)
565 float mi = min(item.ammofield, ammomax);
566 if (player.ammofield < mi)
568 player.ammofield = mi;
579 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
581 case ITEM_MODE_HEALTH:
582 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
584 case ITEM_MODE_ARMOR:
585 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
593 float Item_GiveTo(entity item, entity player)
600 // if nothing happens to player, just return without taking the item
602 _switchweapon = FALSE;
603 // in case the player has autoswitch enabled do the following:
604 // if the player is using their best weapon before items are given, they
605 // probably want to switch to an even better weapon after items are given
606 if (player.autoswitch)
607 if (player.switchweapon == w_getbestweapon(player))
608 _switchweapon = TRUE;
610 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
611 _switchweapon = TRUE;
613 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
614 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
615 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
616 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
617 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
618 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
619 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
621 if (item.flags & FL_WEAPON)
625 it &= ~player.weapons;
627 if (it || (item.spawnshieldtime && item.pickup_anyway))
630 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
631 if(it & WepSet_FromWeapon(i))
632 W_GiveWeapon(player, i);
636 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
640 sprint (player, strcat("You got the ^2", item.netname, "\n"));
643 if (item.strength_finished)
646 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
648 if (item.invincible_finished)
651 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
653 if (item.superweapons_finished)
656 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
661 // always eat teamed entities
669 if (player.switchweapon != w_getbestweapon(player))
670 W_SwitchWeapon_Force(player, w_getbestweapon(player));
675 void Item_Touch (void)
679 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
680 if(self.classname == "droppedweapon")
682 if (ITEM_TOUCH_NEEDKILL())
689 if (!IS_PLAYER(other))
693 if (self.solid != SOLID_TRIGGER)
695 if (self.owner == other)
698 switch(MUTATOR_CALLHOOK(ItemTouch))
700 case MUT_ITEMTOUCH_RETURN: { return; }
701 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
704 if (self.classname == "droppedweapon")
706 self.strength_finished = max(0, self.strength_finished - time);
707 self.invincible_finished = max(0, self.invincible_finished - time);
708 self.superweapons_finished = max(0, self.superweapons_finished - time);
711 if(!Item_GiveTo(self, other))
713 if (self.classname == "droppedweapon")
715 // undo what we did above
716 self.strength_finished += time;
717 self.invincible_finished += time;
718 self.superweapons_finished += time;
725 other.last_pickup = time;
727 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
728 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
730 if (self.classname == "droppedweapon")
732 else if (!self.spawnshieldtime)
738 RandomSelection_Init();
739 for(head = world; (head = findfloat(head, team, self.team)); )
741 if(head.flags & FL_ITEM)
744 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
747 e = RandomSelection_chosen_ent;
752 Item_ScheduleRespawn(e);
758 Item_Show(self, !self.state);
759 setorigin (self, self.origin);
761 if(self.classname != "droppedweapon")
763 self.think = Item_Think;
764 self.nextthink = time;
766 if(self.waypointsprite_attached)
767 WaypointSprite_Kill(self.waypointsprite_attached);
769 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
770 Item_ScheduleInitialRespawn(self);
778 if(self.effects & EF_NODRAW)
780 // marker for item team search
781 dprint("Initializing item team ", ftos(self.team), "\n");
782 RandomSelection_Init();
783 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
784 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
785 e = RandomSelection_chosen_ent;
789 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
793 // make it a non-spawned item
795 head.state = 1; // state 1 = initially hidden item
797 head.effects &= ~EF_NODRAW;
804 // Savage: used for item garbage-collection
805 // TODO: perhaps nice special effect?
806 void RemoveItem(void)
811 // pickup evaluation functions
812 // these functions decide how desirable an item is to the bots
814 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
816 float weapon_pickupevalfunc(entity player, entity item)
818 float c, j, position;
820 // See if I have it already
821 if(item.weapons & ~player.weapons)
823 // If I can pick it up
824 if(!item.spawnshieldtime)
826 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
828 // Skilled bots will grab more
829 c = bound(0, skill / 10, 1) * 0.5;
837 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
838 if( bot_custom_weapon && c )
840 // Find the highest position on any range
842 for(j = 0; j < WEP_LAST ; ++j){
844 bot_weapons_far[j] == item.weapon ||
845 bot_weapons_mid[j] == item.weapon ||
846 bot_weapons_close[j] == item.weapon
857 position = WEP_LAST - position;
858 // item.bot_pickupbasevalue is overwritten here
859 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
863 return item.bot_pickupbasevalue * c;
866 float commodity_pickupevalfunc(entity player, entity item)
869 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
873 // Detect needed ammo
874 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
876 wi = get_weaponinfo(i);
878 if (!(player.weapons & WepSet_FromWeapon(i)))
881 if(wi.items & IT_SHELLS)
883 else if(wi.items & IT_NAILS)
885 else if(wi.items & IT_ROCKETS)
887 else if(wi.items & IT_CELLS)
889 else if(wi.items & IT_FUEL)
893 // TODO: figure out if the player even has the weapon this ammo is for?
894 // may not affect strategy much though...
895 // find out how much more ammo/armor/health the player can hold
897 if (item.ammo_shells)
898 if (player.ammo_shells < g_pickup_shells_max)
899 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
902 if (player.ammo_nails < g_pickup_nails_max)
903 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
905 if (item.ammo_rockets)
906 if (player.ammo_rockets < g_pickup_rockets_max)
907 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
910 if (player.ammo_cells < g_pickup_cells_max)
911 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
914 if (player.ammo_fuel < g_pickup_fuel_max)
915 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
917 if (player.armorvalue < item.max_armorvalue)
918 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
920 if (player.health < item.max_health)
921 c = c + max(0, 1 - player.health / item.max_health);
923 return item.bot_pickupbasevalue * c;
926 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
928 if(ITEM_DAMAGE_NEEDKILL(deathtype))
932 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)
934 startitem_failed = FALSE;
937 self.model = itemmodel;
941 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
945 if(self.item_pickupsound == "")
946 self.item_pickupsound = pickupsound;
948 if(!self.respawntime) // both need to be set
950 self.respawntime = defaultrespawntime;
951 self.respawntimejitter = defaultrespawntimejitter;
955 self.weapon = weaponid;
958 self.weapons = WepSet_FromWeapon(weaponid);
960 self.flags = FL_ITEM | itemflags;
962 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
964 startitem_failed = TRUE;
969 // is it a dropped weapon?
970 if (self.classname == "droppedweapon")
972 self.reset = SUB_Remove;
973 // it's a dropped weapon
974 self.movetype = MOVETYPE_TOSS;
976 // Savage: remove thrown items after a certain period of time ("garbage collection")
977 self.think = RemoveItem;
978 self.nextthink = time + 20;
980 self.takedamage = DAMAGE_YES;
981 self.event_damage = Item_Damage;
983 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
986 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
987 if(self.ammo_nails == 0)
988 if(self.ammo_cells == 0)
989 if(self.ammo_rockets == 0)
990 if(self.ammo_shells == 0)
991 if(self.ammo_fuel == 0)
993 if(self.armorvalue == 0)
996 // if item is worthless after a timer, have it expire then
997 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1000 // don't drop if in a NODROP zone (such as lava)
1001 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1002 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1004 startitem_failed = TRUE;
1011 if(!have_pickup_item())
1013 startitem_failed = TRUE;
1018 self.reset = Item_Reset;
1019 // it's a level item
1020 if(self.spawnflags & 1)
1023 self.movetype = MOVETYPE_NONE;
1025 self.movetype = MOVETYPE_TOSS;
1026 // do item filtering according to game mode and other things
1029 // first nudge it off the floor a little bit to avoid math errors
1030 setorigin(self, self.origin + '0 0 1');
1031 // set item size before we spawn a spawnfunc_waypoint
1032 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1033 setsize (self, '-16 -16 0', '16 16 48');
1035 setsize (self, '-16 -16 0', '16 16 32');
1037 // note droptofloor returns FALSE if stuck/or would fall too far
1039 waypoint_spawnforitem(self);
1043 * can't do it that way, as it would break maps
1044 * TODO make a target_give like entity another way, that perhaps has
1045 * the weapon name in a key
1048 // target_give not yet supported; maybe later
1049 print("removed targeted ", self.classname, "\n");
1050 startitem_failed = TRUE;
1056 if(autocvar_spawn_debug >= 2)
1059 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1061 // why not flags & fl_item?
1062 if(otheritem.is_item)
1064 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1065 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1066 error("Mapper sucks.");
1069 self.is_item = TRUE;
1072 weaponsInMap |= WepSet_FromWeapon(weaponid);
1074 precache_model (self.model);
1075 precache_sound (self.item_pickupsound);
1077 precache_sound ("misc/itemrespawncountdown.wav");
1078 if(itemid == IT_STRENGTH)
1079 precache_sound ("misc/strength_respawn.wav");
1080 else if(itemid == IT_INVINCIBLE)
1081 precache_sound ("misc/shield_respawn.wav");
1083 precache_sound ("misc/itemrespawn.wav");
1085 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1086 self.target = "###item###"; // for finding the nearest item using find()
1089 self.bot_pickup = TRUE;
1090 self.bot_pickupevalfunc = pickupevalfunc;
1091 self.bot_pickupbasevalue = pickupbasevalue;
1092 self.mdl = self.model;
1093 self.netname = itemname;
1094 self.touch = Item_Touch;
1095 setmodel(self, "null"); // precision set below
1096 //self.effects |= EF_LOWPRECISION;
1098 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1100 self.pos1 = '-16 -16 0';
1101 self.pos2 = '16 16 48';
1105 self.pos1 = '-16 -16 0';
1106 self.pos2 = '16 16 32';
1108 setsize (self, self.pos1, self.pos2);
1110 if(itemflags & FL_POWERUP)
1111 self.ItemStatus |= ITS_ANIMATE1;
1113 if(self.armorvalue || self.health)
1114 self.ItemStatus |= ITS_ANIMATE2;
1116 if(itemflags & FL_WEAPON)
1118 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1119 self.colormap = 1024; // color shirt=0 pants=0 grey
1123 self.ItemStatus |= ITS_ANIMATE1;
1124 self.ItemStatus |= ISF_COLORMAP;
1128 if(self.team) // broken, no idea why.
1131 self.cnt = 1; // item probability weight
1133 self.effects |= EF_NODRAW; // marker for item team search
1134 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1139 Net_LinkEntity(self, FALSE, 0, ItemSend);
1141 self.SendFlags |= ISF_SIZE;
1143 self.SendFlags |= ISF_ANGLES;
1145 // call this hook after everything else has been done
1146 if(MUTATOR_CALLHOOK(Item_Spawn))
1148 startitem_failed = TRUE;
1153 void spawnfunc_item_rockets (void) {
1154 if(!self.ammo_rockets)
1155 self.ammo_rockets = g_pickup_rockets;
1156 if(!self.pickup_anyway)
1157 self.pickup_anyway = g_pickup_ammo_anyway;
1158 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);
1161 void spawnfunc_item_shells (void);
1162 void spawnfunc_item_bullets (void) {
1164 if(autocvar_sv_q3acompat_machineshotgunswap)
1165 if(self.classname != "droppedweapon")
1167 weaponswapping = TRUE;
1168 spawnfunc_item_shells();
1169 weaponswapping = FALSE;
1173 if(!self.ammo_nails)
1174 self.ammo_nails = g_pickup_nails;
1175 if(!self.pickup_anyway)
1176 self.pickup_anyway = g_pickup_ammo_anyway;
1177 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);
1180 void spawnfunc_item_cells (void) {
1181 if(!self.ammo_cells)
1182 self.ammo_cells = g_pickup_cells;
1183 if(!self.pickup_anyway)
1184 self.pickup_anyway = g_pickup_ammo_anyway;
1185 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);
1188 void spawnfunc_item_shells (void) {
1190 if(autocvar_sv_q3acompat_machineshotgunswap)
1191 if(self.classname != "droppedweapon")
1193 weaponswapping = TRUE;
1194 spawnfunc_item_bullets();
1195 weaponswapping = FALSE;
1199 if(!self.ammo_shells)
1200 self.ammo_shells = g_pickup_shells;
1201 if(!self.pickup_anyway)
1202 self.pickup_anyway = g_pickup_ammo_anyway;
1203 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);
1206 void spawnfunc_item_armor_small (void) {
1207 if(!self.armorvalue)
1208 self.armorvalue = g_pickup_armorsmall;
1209 if(!self.max_armorvalue)
1210 self.max_armorvalue = g_pickup_armorsmall_max;
1211 if(!self.pickup_anyway)
1212 self.pickup_anyway = g_pickup_armorsmall_anyway;
1213 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);
1216 void spawnfunc_item_armor_medium (void) {
1217 if(!self.armorvalue)
1218 self.armorvalue = g_pickup_armormedium;
1219 if(!self.max_armorvalue)
1220 self.max_armorvalue = g_pickup_armormedium_max;
1221 if(!self.pickup_anyway)
1222 self.pickup_anyway = g_pickup_armormedium_anyway;
1223 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);
1226 void spawnfunc_item_armor_big (void) {
1227 if(!self.armorvalue)
1228 self.armorvalue = g_pickup_armorbig;
1229 if(!self.max_armorvalue)
1230 self.max_armorvalue = g_pickup_armorbig_max;
1231 if(!self.pickup_anyway)
1232 self.pickup_anyway = g_pickup_armorbig_anyway;
1233 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);
1236 void spawnfunc_item_armor_large (void) {
1237 if(!self.armorvalue)
1238 self.armorvalue = g_pickup_armorlarge;
1239 if(!self.max_armorvalue)
1240 self.max_armorvalue = g_pickup_armorlarge_max;
1241 if(!self.pickup_anyway)
1242 self.pickup_anyway = g_pickup_armorlarge_anyway;
1243 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);
1246 void spawnfunc_item_health_small (void) {
1247 if(!self.max_health)
1248 self.max_health = g_pickup_healthsmall_max;
1250 self.health = g_pickup_healthsmall;
1251 if(!self.pickup_anyway)
1252 self.pickup_anyway = g_pickup_healthsmall_anyway;
1253 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);
1256 void spawnfunc_item_health_medium (void) {
1257 if(!self.max_health)
1258 self.max_health = g_pickup_healthmedium_max;
1260 self.health = g_pickup_healthmedium;
1261 if(!self.pickup_anyway)
1262 self.pickup_anyway = g_pickup_healthmedium_anyway;
1263 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);
1266 void spawnfunc_item_health_large (void) {
1267 if(!self.max_health)
1268 self.max_health = g_pickup_healthlarge_max;
1270 self.health = g_pickup_healthlarge;
1271 if(!self.pickup_anyway)
1272 self.pickup_anyway = g_pickup_healthlarge_anyway;
1273 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);
1276 void spawnfunc_item_health_mega (void) {
1277 if(!self.max_health)
1278 self.max_health = g_pickup_healthmega_max;
1280 self.health = g_pickup_healthmega;
1281 if(!self.pickup_anyway)
1282 self.pickup_anyway = g_pickup_healthmega_anyway;
1283 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);
1286 // support old misnamed entities
1287 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1288 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1289 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1290 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1291 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1293 void spawnfunc_item_strength (void) {
1294 precache_sound("weapons/strength_fire.wav");
1295 if(!self.strength_finished)
1296 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1297 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);
1300 void spawnfunc_item_invincible (void) {
1301 if(!self.invincible_finished)
1302 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1303 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);
1307 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1309 void target_items_use (void)
1311 if(activator.classname == "droppedweapon")
1318 if (!IS_PLAYER(activator))
1320 if(activator.deadflag != DEAD_NO)
1325 for(e = world; (e = find(e, classname, "droppedweapon")); )
1326 if(e.enemy == activator)
1329 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1330 centerprint(activator, self.message);
1333 void spawnfunc_target_items (void)
1338 self.use = target_items_use;
1339 if(!self.strength_finished)
1340 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1341 if(!self.invincible_finished)
1342 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1343 if(!self.superweapons_finished)
1344 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1346 precache_sound("misc/itempickup.wav");
1347 precache_sound("misc/megahealth.wav");
1348 precache_sound("misc/armor25.wav");
1349 precache_sound("misc/powerup.wav");
1350 precache_sound("misc/poweroff.wav");
1351 precache_sound("weapons/weaponpickup.wav");
1353 n = tokenize_console(self.netname);
1354 if(argv(0) == "give")
1356 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1360 for(i = 0; i < n; ++i)
1362 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1363 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1364 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1365 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1366 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1367 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1368 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1369 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1372 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1374 e = get_weaponinfo(j);
1375 if(argv(i) == e.netname)
1377 self.weapons |= WepSet_FromWeapon(j);
1378 if(self.spawnflags == 0 || self.spawnflags == 2)
1379 WEP_ACTION(e.weapon, WR_INIT);
1384 print("target_items: invalid item ", argv(i), "\n");
1388 string itemprefix, valueprefix;
1389 if(self.spawnflags == 0)
1394 else if(self.spawnflags == 1)
1396 itemprefix = "max ";
1397 valueprefix = "max ";
1399 else if(self.spawnflags == 2)
1401 itemprefix = "min ";
1402 valueprefix = "min ";
1404 else if(self.spawnflags == 4)
1406 itemprefix = "minus ";
1407 valueprefix = "max ";
1411 error("invalid spawnflags");
1413 itemprefix = string_null;
1414 valueprefix = string_null;
1419 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1420 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1421 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1422 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1423 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1424 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1425 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1426 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1427 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1428 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1429 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1430 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1431 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1432 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1433 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1435 e = get_weaponinfo(j);
1437 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1440 self.netname = strzone(self.netname);
1441 //print(self.netname, "\n");
1443 n = tokenize_console(self.netname);
1444 for(i = 0; i < n; ++i)
1446 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1448 e = get_weaponinfo(j);
1449 if(argv(i) == e.netname)
1451 WEP_ACTION(e.weapon, WR_INIT);
1458 void spawnfunc_item_fuel(void)
1461 self.ammo_fuel = g_pickup_fuel;
1462 if(!self.pickup_anyway)
1463 self.pickup_anyway = g_pickup_ammo_anyway;
1464 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);
1467 void spawnfunc_item_fuel_regen(void)
1469 if(start_items & IT_FUEL_REGEN)
1471 spawnfunc_item_fuel();
1474 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);
1477 void spawnfunc_item_jetpack(void)
1479 if(g_grappling_hook)
1480 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1482 self.ammo_fuel = g_pickup_fuel_jetpack;
1483 if(start_items & IT_JETPACK)
1485 spawnfunc_item_fuel();
1488 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);
1491 float GiveWeapon(entity e, float wpn, float op, float val)
1494 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1499 e.weapons |= WepSet_FromWeapon(wpn);
1501 e.weapons &= ~WepSet_FromWeapon(wpn);
1506 e.weapons |= WepSet_FromWeapon(wpn);
1510 e.weapons &= ~WepSet_FromWeapon(wpn);
1514 e.weapons &= ~WepSet_FromWeapon(wpn);
1517 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1521 float GiveBit(entity e, .float fld, float bit, float op, float val)
1551 float GiveValue(entity e, .float fld, float op, float val)
1561 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1564 e.fld = min(e.fld, val);
1577 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1584 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1586 else if(v0 >= v0 + t)
1589 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1593 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1596 e.rotfield = max(e.rotfield, time + rottime);
1598 e.regenfield = max(e.regenfield, time + regentime);
1600 float GiveItems(entity e, float beginarg, float endarg)
1602 float got, i, j, val, op;
1603 float _switchweapon;
1612 _switchweapon = FALSE;
1614 if (e.switchweapon == w_getbestweapon(e))
1615 _switchweapon = TRUE;
1617 e.strength_finished = max(0, e.strength_finished - time);
1618 e.invincible_finished = max(0, e.invincible_finished - time);
1619 e.superweapons_finished = max(0, e.superweapons_finished - time);
1623 PREGIVE(e, strength_finished);
1624 PREGIVE(e, invincible_finished);
1625 PREGIVE(e, superweapons_finished);
1626 PREGIVE(e, ammo_nails);
1627 PREGIVE(e, ammo_cells);
1628 PREGIVE(e, ammo_shells);
1629 PREGIVE(e, ammo_rockets);
1630 PREGIVE(e, ammo_fuel);
1631 PREGIVE(e, armorvalue);
1634 for(i = beginarg; i < endarg; ++i)
1638 if(cmd == "0" || stof(cmd))
1662 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1663 got += GiveValue(e, strength_finished, op, val);
1664 got += GiveValue(e, invincible_finished, op, val);
1665 got += GiveValue(e, superweapons_finished, op, val);
1666 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1668 got += GiveBit(e, items, IT_JETPACK, op, val);
1669 got += GiveValue(e, health, op, val);
1670 got += GiveValue(e, armorvalue, op, val);
1672 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1674 wi = get_weaponinfo(j);
1676 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1677 got += GiveWeapon(e, j, op, val);
1680 got += GiveValue(e, ammo_cells, op, val);
1681 got += GiveValue(e, ammo_shells, op, val);
1682 got += GiveValue(e, ammo_nails, op, val);
1683 got += GiveValue(e, ammo_rockets, op, val);
1684 got += GiveValue(e, ammo_fuel, op, val);
1686 case "unlimited_ammo":
1687 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1689 case "unlimited_weapon_ammo":
1690 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1692 case "unlimited_superweapons":
1693 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1696 got += GiveBit(e, items, IT_JETPACK, op, val);
1699 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1702 got += GiveValue(e, strength_finished, op, val);
1705 got += GiveValue(e, invincible_finished, op, val);
1707 case "superweapons":
1708 got += GiveValue(e, superweapons_finished, op, val);
1711 got += GiveValue(e, ammo_cells, op, val);
1714 got += GiveValue(e, ammo_shells, op, val);
1718 got += GiveValue(e, ammo_nails, op, val);
1721 got += GiveValue(e, ammo_rockets, op, val);
1724 got += GiveValue(e, health, op, val);
1727 got += GiveValue(e, armorvalue, op, val);
1730 got += GiveValue(e, ammo_fuel, op, val);
1733 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1735 wi = get_weaponinfo(j);
1736 if(cmd == wi.netname)
1738 got += GiveWeapon(e, j, op, val);
1743 print("give: invalid item ", cmd, "\n");
1750 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1751 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1752 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1753 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1754 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1756 wi = get_weaponinfo(j);
1759 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1760 if (!(save_weapons & WepSet_FromWeapon(j)))
1761 if(e.weapons & WepSet_FromWeapon(j))
1762 WEP_ACTION(wi.weapon, WR_INIT);
1765 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1766 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1767 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1768 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1769 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1770 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1771 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);
1772 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);
1773 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);
1775 if(e.superweapons_finished <= 0)
1776 if(self.weapons & WEPSET_SUPERWEAPONS)
1777 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1779 if(e.strength_finished <= 0)
1780 e.strength_finished = 0;
1782 e.strength_finished += time;
1783 if(e.invincible_finished <= 0)
1784 e.invincible_finished = 0;
1786 e.invincible_finished += time;
1787 if(e.superweapons_finished <= 0)
1788 e.superweapons_finished = 0;
1790 e.superweapons_finished += time;
1792 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1793 _switchweapon = TRUE;
1795 W_SwitchWeapon_Force(e, w_getbestweapon(e));