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 & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
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;
479 void Item_ItemsTime_SetTime(entity e, float t)
481 if(!autocvar_sv_itemstime)
488 case IT_STRENGTH://"item-invis"
489 it_invisible_time = t;
491 case IT_NAILS://"item-extralife"
492 it_extralife_time = t;
494 case IT_INVINCIBLE://"item-speed"
504 // if(e.itemdef == ITEM_MegaHealth) // e.items == IT_HEALTH unequivocally identifies it
505 it_health_mega_time = t;
508 if(e.itemdef == ITEM_ArmorLarge) // e.items == IT_ARMOR doesn't unequivocally identifies it
509 it_armor_large_time = t;
511 case IT_STRENGTH://"item-strength"
512 it_strength_time = t;
514 case IT_INVINCIBLE://"item-shield"
518 if(e.weapons & WEPSET_SUPERWEAPONS)
519 it_superweapons_time = t;
524 case IT_FUEL_REGEN://"item-fuelregen"
525 it_fuelregen_time = t;
527 case IT_JETPACK://"item-jetpack"
532 void Item_ItemsTime_SetTimesForAllPlayers()
537 FOR_EACH_REALCLIENT(e)
538 Item_ItemsTime_SetTimesForPlayer(e);
542 FOR_EACH_REALCLIENT(e)
545 Item_ItemsTime_SetTimesForPlayer(e);
550 float Item_ItemsTime_UpdateTime(entity e, float t)
553 bool isavailable = (t == 0);
554 if(e.weapons & WEPSET_SUPERWEAPONS)
556 for(head = world; (head = nextent(head)); )
558 if(clienttype(head) != CLIENTTYPE_NOTACLIENT || !(head.weapons & WEPSET_SUPERWEAPONS) || head.classname == "weapon_info")
563 if(head.scheduledrespawntime <= time)
565 else if(t == 0 || head.scheduledrespawntime < t)
566 t = head.scheduledrespawntime;
571 for(head = world; (head = nextent(head)); )
573 if(head.itemdef != e.itemdef)
578 if(head.scheduledrespawntime <= time)
580 else if(t == 0 || head.scheduledrespawntime < t)
581 t = head.scheduledrespawntime;
585 t = -t; // let know the client there's another available item
589 void Item_Respawn (void)
593 if(self.items == ITEM_Strength.m_itemid)
594 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
595 else if(self.items == ITEM_Shield.m_itemid)
596 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
598 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
599 setorigin (self, self.origin);
601 if(self.flags & FL_POWERUP || self.itemdef == ITEM_ArmorLarge || self.items == IT_HEALTH || (self.weapons & WEPSET_SUPERWEAPONS))
603 float t = Item_ItemsTime_UpdateTime(self, 0);
604 Item_ItemsTime_SetTime(self, t);
605 Item_ItemsTime_SetTimesForAllPlayers();
608 self.think = Item_Think;
609 self.nextthink = time;
611 //Send_Effect("item_respawn", self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
612 Send_Effect("item_respawn", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
615 void Item_RespawnCountdown (void)
617 if(self.count >= ITEM_RESPAWN_TICKS)
619 if(self.waypointsprite_attached)
620 WaypointSprite_Kill(self.waypointsprite_attached);
625 self.nextthink = time + 1;
630 vector rgb = '1 0 1';
634 case ITEM_JetpackRegen.m_itemid: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
635 case ITEM_Jetpack.m_itemid: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
636 case ITEM_Strength.m_itemid: name = "item-strength"; rgb = '0 0 1'; break;
637 case ITEM_Shield.m_itemid: name = "item-shield"; rgb = '1 0 1'; break;
638 case ITEM_HealthMega.m_itemid:
639 //if (self.classname == "item_health_mega")
640 {name = "item_health_mega"; rgb = '1 0 0';}
642 case ITEM_ArmorMega.m_itemid:
643 if (self.itemdef == ITEM_ArmorLarge)
644 {name = "item_armor_large"; rgb = '0 1 0';}
647 MUTATOR_CALLHOOK(Item_RespawnCountdown, name, rgb);
650 if(self.flags & FL_WEAPON)
652 entity wi = get_weaponinfo(self.weapon);
661 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
662 if(self.waypointsprite_attached)
664 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
665 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
666 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
671 print("Unknown powerup-marked item is wanting to respawn\n");
672 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
676 if(self.waypointsprite_attached)
680 self = self.waypointsprite_attached;
681 FOR_EACH_REALCLIENT(e)
682 if(self.waypointsprite_visible_for_player(e))
685 soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
689 WaypointSprite_Ping(self.waypointsprite_attached);
690 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
693 sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
697 void Item_RespawnThink()
699 self.nextthink = time;
700 if(self.origin != self.oldorigin)
702 self.oldorigin = self.origin;
706 if(time >= self.wait)
710 void Item_ScheduleRespawnIn(entity e, float t)
712 if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS) || e.itemdef == ITEM_ArmorLarge || e.items == IT_HEALTH)
714 e.think = Item_RespawnCountdown;
715 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
716 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
718 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
719 Item_ItemsTime_SetTime(e, t);
720 Item_ItemsTime_SetTimesForAllPlayers();
724 e.think = Item_RespawnThink;
726 e.scheduledrespawntime = time + t;
731 void Item_ScheduleRespawn(entity e)
733 if(e.respawntime > 0)
736 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
738 else // if respawntime is -1, this item does not respawn
742 void Item_ScheduleInitialRespawn(entity e)
745 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
748 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
750 if (!item.(ammotype))
753 if (item.spawnshieldtime)
755 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
757 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
761 else if(g_weapon_stay == 2)
763 float mi = min(item.(ammotype), ammomax);
764 if (player.(ammotype) < mi)
766 player.(ammotype) = mi;
777 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
779 case ITEM_MODE_HEALTH:
780 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
782 case ITEM_MODE_ARMOR:
783 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
791 float Item_GiveTo(entity item, entity player)
798 // if nothing happens to player, just return without taking the item
800 _switchweapon = false;
801 // in case the player has autoswitch enabled do the following:
802 // if the player is using their best weapon before items are given, they
803 // probably want to switch to an even better weapon after items are given
804 if (player.autoswitch)
805 if (player.switchweapon == w_getbestweapon(player))
806 _switchweapon = true;
808 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
809 _switchweapon = true;
811 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
812 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
813 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
814 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
815 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
816 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
817 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
818 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
820 if (item.flags & FL_WEAPON)
824 it &= ~player.weapons;
826 if (it || (item.spawnshieldtime && item.pickup_anyway))
829 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
830 if(it & WepSet_FromWeapon(i))
832 W_DropEvent(WR_PICKUP, player, i, item);
833 W_GiveWeapon(player, i);
838 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
842 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
845 if (item.strength_finished)
848 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
850 if (item.invincible_finished)
853 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
855 if (item.superweapons_finished)
858 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
863 // always eat teamed entities
871 if (player.switchweapon != w_getbestweapon(player))
872 W_SwitchWeapon_Force(player, w_getbestweapon(player));
877 void Item_Touch (void)
881 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
882 if(self.classname == "droppedweapon")
884 if (ITEM_TOUCH_NEEDKILL())
891 if (!IS_PLAYER(other))
897 if (self.solid != SOLID_TRIGGER)
899 if (self.owner == other)
901 if (time < self.item_spawnshieldtime)
904 switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
906 case MUT_ITEMTOUCH_RETURN: { return; }
907 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
910 if (self.classname == "droppedweapon")
912 self.strength_finished = max(0, self.strength_finished - time);
913 self.invincible_finished = max(0, self.invincible_finished - time);
914 self.superweapons_finished = max(0, self.superweapons_finished - time);
916 entity it = self.itemdef;
917 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
920 if (self.classname == "droppedweapon")
922 // undo what we did above
923 self.strength_finished += time;
924 self.invincible_finished += time;
925 self.superweapons_finished += time;
932 other.last_pickup = time;
934 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
935 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
937 if (self.classname == "droppedweapon")
939 else if (self.spawnshieldtime)
943 RandomSelection_Init();
944 for(head = world; (head = findfloat(head, team, self.team)); )
946 if(head.flags & FL_ITEM)
949 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
952 e = RandomSelection_chosen_ent;
957 Item_ScheduleRespawn(e);
963 Item_Show(self, !self.state);
964 setorigin (self, self.origin);
966 if(self.classname != "droppedweapon")
968 self.think = Item_Think;
969 self.nextthink = time;
971 if(self.waypointsprite_attached)
972 WaypointSprite_Kill(self.waypointsprite_attached);
974 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
975 Item_ScheduleInitialRespawn(self);
983 if(self.effects & EF_NODRAW)
985 // marker for item team search
986 dprint("Initializing item team ", ftos(self.team), "\n");
987 RandomSelection_Init();
988 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
989 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
990 e = RandomSelection_chosen_ent;
994 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
998 // make it a non-spawned item
1000 head.state = 1; // state 1 = initially hidden item
1002 head.effects &= ~EF_NODRAW;
1009 // Savage: used for item garbage-collection
1010 // TODO: perhaps nice special effect?
1011 void RemoveItem(void)
1013 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
1017 // pickup evaluation functions
1018 // these functions decide how desirable an item is to the bots
1020 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1022 float weapon_pickupevalfunc(entity player, entity item)
1026 // See if I have it already
1027 if(item.weapons & ~player.weapons)
1029 // If I can pick it up
1030 if(!item.spawnshieldtime)
1032 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
1034 // Skilled bots will grab more
1035 c = bound(0, skill / 10, 1) * 0.5;
1043 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
1044 if( bot_custom_weapon && c )
1046 // Find the highest position on any range
1048 for (int j = 0; j < WEP_LAST ; ++j){
1050 bot_weapons_far[j] == item.weapon ||
1051 bot_weapons_mid[j] == item.weapon ||
1052 bot_weapons_close[j] == item.weapon
1063 position = WEP_LAST - position;
1064 // item.bot_pickupbasevalue is overwritten here
1065 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
1069 return item.bot_pickupbasevalue * c;
1072 float commodity_pickupevalfunc(entity player, entity item)
1075 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1079 // Detect needed ammo
1080 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1082 wi = get_weaponinfo(i);
1084 if (!(player.weapons & WepSet_FromWeapon(i)))
1087 if(wi.items & ITEM_Shells.m_itemid)
1089 else if(wi.items & ITEM_Bullets.m_itemid)
1091 else if(wi.items & ITEM_Rockets.m_itemid)
1092 need_rockets = true;
1093 else if(wi.items & ITEM_Cells.m_itemid)
1095 else if(wi.items & ITEM_Plasma.m_itemid)
1097 else if(wi.items & ITEM_JetpackFuel.m_itemid)
1101 // TODO: figure out if the player even has the weapon this ammo is for?
1102 // may not affect strategy much though...
1103 // find out how much more ammo/armor/health the player can hold
1105 if (item.ammo_shells)
1106 if (player.ammo_shells < g_pickup_shells_max)
1107 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1109 if (item.ammo_nails)
1110 if (player.ammo_nails < g_pickup_nails_max)
1111 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1113 if (item.ammo_rockets)
1114 if (player.ammo_rockets < g_pickup_rockets_max)
1115 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1117 if (item.ammo_cells)
1118 if (player.ammo_cells < g_pickup_cells_max)
1119 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1121 if (item.ammo_plasma)
1122 if (player.ammo_plasma < g_pickup_plasma_max)
1123 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1126 if (player.ammo_fuel < g_pickup_fuel_max)
1127 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1128 if (item.armorvalue)
1129 if (player.armorvalue < item.max_armorvalue)
1130 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1132 if (player.health < item.max_health)
1133 c = c + max(0, 1 - player.health / item.max_health);
1135 return item.bot_pickupbasevalue * c;
1138 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1140 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1144 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)
1146 startitem_failed = false;
1148 if(self.model == "")
1149 self.model = itemmodel;
1151 if(self.model == "")
1153 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1157 if(self.item_pickupsound == "")
1158 self.item_pickupsound = pickupsound;
1160 if(!self.respawntime) // both need to be set
1162 self.respawntime = defaultrespawntime;
1163 self.respawntimejitter = defaultrespawntimejitter;
1166 self.items = itemid;
1167 self.weapon = weaponid;
1170 self.weapons = WepSet_FromWeapon(weaponid);
1172 self.flags = FL_ITEM | itemflags;
1174 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1176 startitem_failed = true;
1181 // is it a dropped weapon?
1182 if (self.classname == "droppedweapon")
1184 self.reset = SUB_Remove;
1185 // it's a dropped weapon
1186 self.movetype = MOVETYPE_TOSS;
1188 // Savage: remove thrown items after a certain period of time ("garbage collection")
1189 self.think = RemoveItem;
1190 self.nextthink = time + 20;
1192 self.takedamage = DAMAGE_YES;
1193 self.event_damage = Item_Damage;
1195 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1198 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1199 if(self.ammo_nails == 0)
1200 if(self.ammo_cells == 0)
1201 if(self.ammo_rockets == 0)
1202 if(self.ammo_shells == 0)
1203 if(self.ammo_fuel == 0)
1204 if(self.health == 0)
1205 if(self.armorvalue == 0)
1208 // if item is worthless after a timer, have it expire then
1209 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1212 // don't drop if in a NODROP zone (such as lava)
1213 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1214 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1216 startitem_failed = true;
1223 if(!have_pickup_item())
1225 startitem_failed = true;
1230 self.reset = Item_Reset;
1231 // it's a level item
1232 if(self.spawnflags & 1)
1235 self.movetype = MOVETYPE_NONE;
1237 self.movetype = MOVETYPE_TOSS;
1238 // do item filtering according to game mode and other things
1241 // first nudge it off the floor a little bit to avoid math errors
1242 setorigin(self, self.origin + '0 0 1');
1243 // set item size before we spawn a spawnfunc_waypoint
1244 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1245 setsize (self, '-16 -16 0', '16 16 48');
1247 setsize (self, '-16 -16 0', '16 16 32');
1249 // note droptofloor returns false if stuck/or would fall too far
1251 waypoint_spawnforitem(self);
1255 * can't do it that way, as it would break maps
1256 * TODO make a target_give like entity another way, that perhaps has
1257 * the weapon name in a key
1260 // target_give not yet supported; maybe later
1261 print("removed targeted ", self.classname, "\n");
1262 startitem_failed = true;
1268 if(autocvar_spawn_debug >= 2)
1271 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1273 // why not flags & fl_item?
1274 if(otheritem.is_item)
1276 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1277 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1278 error("Mapper sucks.");
1281 self.is_item = true;
1284 weaponsInMap |= WepSet_FromWeapon(weaponid);
1286 precache_model (self.model);
1287 precache_sound (self.item_pickupsound);
1289 precache_sound ("misc/itemrespawncountdown.wav");
1290 if(itemid == ITEM_Strength.m_itemid)
1291 precache_sound ("misc/strength_respawn.wav");
1292 else if(itemid == ITEM_Shield.m_itemid)
1293 precache_sound ("misc/shield_respawn.wav");
1295 precache_sound ("misc/itemrespawn.wav");
1297 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1298 self.target = "###item###"; // for finding the nearest item using find()
1300 Item_ItemsTime_SetTime(self, 0);
1303 self.bot_pickup = true;
1304 self.bot_pickupevalfunc = pickupevalfunc;
1305 self.bot_pickupbasevalue = pickupbasevalue;
1306 self.mdl = self.model;
1307 self.netname = itemname;
1308 self.touch = Item_Touch;
1309 setmodel(self, "null"); // precision set below
1310 //self.effects |= EF_LOWPRECISION;
1312 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1314 self.pos1 = '-16 -16 0';
1315 self.pos2 = '16 16 48';
1319 self.pos1 = '-16 -16 0';
1320 self.pos2 = '16 16 32';
1322 setsize (self, self.pos1, self.pos2);
1324 if(itemflags & FL_POWERUP)
1325 self.ItemStatus |= ITS_ANIMATE1;
1327 if(self.armorvalue || self.health)
1328 self.ItemStatus |= ITS_ANIMATE2;
1330 if(itemflags & FL_WEAPON)
1332 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1333 self.colormap = 1024; // color shirt=0 pants=0 grey
1337 self.ItemStatus |= ITS_ANIMATE1;
1338 self.ItemStatus |= ISF_COLORMAP;
1342 if(self.team) // broken, no idea why.
1345 self.cnt = 1; // item probability weight
1347 self.effects |= EF_NODRAW; // marker for item team search
1348 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1353 Net_LinkEntity(self, false, 0, ItemSend);
1355 self.SendFlags |= ISF_SIZE;
1357 self.SendFlags |= ISF_ANGLES;
1359 // call this hook after everything else has been done
1360 if(MUTATOR_CALLHOOK(Item_Spawn, self))
1362 startitem_failed = true;
1368 void StartItemA (entity a)
1371 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);
1374 void spawnfunc_item_rockets (void) {
1375 if(!self.ammo_rockets)
1376 self.ammo_rockets = g_pickup_rockets;
1377 if(!self.pickup_anyway)
1378 self.pickup_anyway = g_pickup_ammo_anyway;
1379 StartItemA (ITEM_Rockets);
1382 void spawnfunc_item_bullets (void) {
1384 if(autocvar_sv_q3acompat_machineshotgunswap)
1385 if(self.classname != "droppedweapon")
1387 weaponswapping = true;
1388 spawnfunc_item_shells();
1389 weaponswapping = false;
1393 if(!self.ammo_nails)
1394 self.ammo_nails = g_pickup_nails;
1395 if(!self.pickup_anyway)
1396 self.pickup_anyway = g_pickup_ammo_anyway;
1397 StartItemA (ITEM_Bullets);
1400 void spawnfunc_item_cells (void) {
1401 if(!self.ammo_cells)
1402 self.ammo_cells = g_pickup_cells;
1403 if(!self.pickup_anyway)
1404 self.pickup_anyway = g_pickup_ammo_anyway;
1405 StartItemA (ITEM_Cells);
1408 void spawnfunc_item_plasma()
1410 if(!self.ammo_plasma)
1411 self.ammo_plasma = g_pickup_plasma;
1412 if(!self.pickup_anyway)
1413 self.pickup_anyway = g_pickup_ammo_anyway;
1414 StartItemA (ITEM_Plasma);
1417 void spawnfunc_item_shells (void) {
1419 if(autocvar_sv_q3acompat_machineshotgunswap)
1420 if(self.classname != "droppedweapon")
1422 weaponswapping = true;
1423 spawnfunc_item_bullets();
1424 weaponswapping = false;
1428 if(!self.ammo_shells)
1429 self.ammo_shells = g_pickup_shells;
1430 if(!self.pickup_anyway)
1431 self.pickup_anyway = g_pickup_ammo_anyway;
1432 StartItemA (ITEM_Shells);
1435 void spawnfunc_item_armor_small (void) {
1436 if(!self.armorvalue)
1437 self.armorvalue = g_pickup_armorsmall;
1438 if(!self.max_armorvalue)
1439 self.max_armorvalue = g_pickup_armorsmall_max;
1440 if(!self.pickup_anyway)
1441 self.pickup_anyway = g_pickup_armorsmall_anyway;
1442 StartItemA (ITEM_ArmorSmall);
1445 void spawnfunc_item_armor_medium (void) {
1446 if(!self.armorvalue)
1447 self.armorvalue = g_pickup_armormedium;
1448 if(!self.max_armorvalue)
1449 self.max_armorvalue = g_pickup_armormedium_max;
1450 if(!self.pickup_anyway)
1451 self.pickup_anyway = g_pickup_armormedium_anyway;
1452 StartItemA (ITEM_ArmorMedium);
1455 void spawnfunc_item_armor_big (void) {
1456 if(!self.armorvalue)
1457 self.armorvalue = g_pickup_armorbig;
1458 if(!self.max_armorvalue)
1459 self.max_armorvalue = g_pickup_armorbig_max;
1460 if(!self.pickup_anyway)
1461 self.pickup_anyway = g_pickup_armorbig_anyway;
1462 StartItemA (ITEM_ArmorLarge);
1465 void spawnfunc_item_armor_large (void) {
1466 if(!self.armorvalue)
1467 self.armorvalue = g_pickup_armorlarge;
1468 if(!self.max_armorvalue)
1469 self.max_armorvalue = g_pickup_armorlarge_max;
1470 if(!self.pickup_anyway)
1471 self.pickup_anyway = g_pickup_armorlarge_anyway;
1472 StartItemA (ITEM_ArmorMega);
1475 void spawnfunc_item_health_small (void) {
1476 if(!self.max_health)
1477 self.max_health = g_pickup_healthsmall_max;
1479 self.health = g_pickup_healthsmall;
1480 if(!self.pickup_anyway)
1481 self.pickup_anyway = g_pickup_healthsmall_anyway;
1482 StartItemA (ITEM_HealthSmall);
1485 void spawnfunc_item_health_medium (void) {
1486 if(!self.max_health)
1487 self.max_health = g_pickup_healthmedium_max;
1489 self.health = g_pickup_healthmedium;
1490 if(!self.pickup_anyway)
1491 self.pickup_anyway = g_pickup_healthmedium_anyway;
1492 StartItemA (ITEM_HealthMedium);
1495 void spawnfunc_item_health_large (void) {
1496 if(!self.max_health)
1497 self.max_health = g_pickup_healthlarge_max;
1499 self.health = g_pickup_healthlarge;
1500 if(!self.pickup_anyway)
1501 self.pickup_anyway = g_pickup_healthlarge_anyway;
1502 StartItemA (ITEM_HealthLarge);
1505 void spawnfunc_item_health_mega (void) {
1506 if(!self.max_health)
1507 self.max_health = g_pickup_healthmega_max;
1509 self.health = g_pickup_healthmega;
1510 if(!self.pickup_anyway)
1511 self.pickup_anyway = g_pickup_healthmega_anyway;
1512 StartItemA (ITEM_HealthMega);
1515 // support old misnamed entities
1516 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1517 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1518 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1519 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1520 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1522 void spawnfunc_item_strength (void) {
1523 precache_sound("weapons/strength_fire.wav");
1524 if(!self.strength_finished)
1525 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1526 StartItemA (ITEM_Strength);
1529 void spawnfunc_item_invincible (void) {
1530 if(!self.invincible_finished)
1531 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1532 StartItemA (ITEM_Shield);
1536 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1538 void target_items_use (void)
1540 if(activator.classname == "droppedweapon")
1547 if (!IS_PLAYER(activator))
1549 if(activator.deadflag != DEAD_NO)
1554 for(e = world; (e = find(e, classname, "droppedweapon")); )
1555 if(e.enemy == activator)
1558 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1559 centerprint(activator, self.message);
1562 void spawnfunc_target_items (void)
1568 self.use = target_items_use;
1569 if(!self.strength_finished)
1570 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1571 if(!self.invincible_finished)
1572 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1573 if(!self.superweapons_finished)
1574 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1576 precache_sound("misc/itempickup.wav");
1577 precache_sound("misc/megahealth.wav");
1578 precache_sound("misc/armor25.wav");
1579 precache_sound("misc/powerup.wav");
1580 precache_sound("misc/poweroff.wav");
1581 precache_sound("weapons/weaponpickup.wav");
1583 n = tokenize_console(self.netname);
1584 if(argv(0) == "give")
1586 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1590 for(i = 0; i < n; ++i)
1592 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1593 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1594 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1595 else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
1596 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1597 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1598 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1599 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1602 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1604 e = get_weaponinfo(j);
1605 s = W_UndeprecateName(argv(i));
1608 self.weapons |= WepSet_FromWeapon(j);
1609 if(self.spawnflags == 0 || self.spawnflags == 2)
1610 WEP_ACTION(e.weapon, WR_INIT);
1615 print("target_items: invalid item ", argv(i), "\n");
1619 string itemprefix, valueprefix;
1620 if(self.spawnflags == 0)
1625 else if(self.spawnflags == 1)
1627 itemprefix = "max ";
1628 valueprefix = "max ";
1630 else if(self.spawnflags == 2)
1632 itemprefix = "min ";
1633 valueprefix = "min ";
1635 else if(self.spawnflags == 4)
1637 itemprefix = "minus ";
1638 valueprefix = "max ";
1642 error("invalid spawnflags");
1643 itemprefix = valueprefix = string_null;
1647 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1648 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1649 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1650 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1651 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1652 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1653 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1654 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1655 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1656 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1657 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1658 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1659 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1660 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1661 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1662 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1664 e = get_weaponinfo(j);
1666 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1669 self.netname = strzone(self.netname);
1670 //print(self.netname, "\n");
1672 n = tokenize_console(self.netname);
1673 for(i = 0; i < n; ++i)
1675 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1677 e = get_weaponinfo(j);
1678 if(argv(i) == e.netname)
1680 WEP_ACTION(e.weapon, WR_INIT);
1687 void spawnfunc_item_fuel(void)
1690 self.ammo_fuel = g_pickup_fuel;
1691 if(!self.pickup_anyway)
1692 self.pickup_anyway = g_pickup_ammo_anyway;
1693 StartItemA (ITEM_JetpackFuel);
1696 void spawnfunc_item_fuel_regen(void)
1698 if(start_items & ITEM_JetpackRegen.m_itemid)
1700 spawnfunc_item_fuel();
1703 StartItemA (ITEM_JetpackRegen);
1706 void spawnfunc_item_jetpack(void)
1709 self.ammo_fuel = g_pickup_fuel_jetpack;
1710 if(start_items & ITEM_Jetpack.m_itemid)
1712 spawnfunc_item_fuel();
1715 StartItemA (ITEM_Jetpack);
1718 float GiveWeapon(entity e, float wpn, float op, float val)
1721 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1726 e.weapons |= WepSet_FromWeapon(wpn);
1728 e.weapons &= ~WepSet_FromWeapon(wpn);
1733 e.weapons |= WepSet_FromWeapon(wpn);
1737 e.weapons &= ~WepSet_FromWeapon(wpn);
1741 e.weapons &= ~WepSet_FromWeapon(wpn);
1744 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1748 float GiveBit(entity e, .float fld, float bit, float op, float val)
1751 v0 = (e.(fld) & bit);
1774 v1 = (e.(fld) & bit);
1778 float GiveValue(entity e, .float fld, float op, float val)
1788 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1791 e.(fld) = min(e.(fld), val);
1804 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1811 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1813 else if(v0 >= v0 + t)
1816 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1820 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1823 e.(rotfield) = max(e.(rotfield), time + rottime);
1825 e.(regenfield) = max(e.(regenfield), time + regentime);
1827 float GiveItems(entity e, float beginarg, float endarg)
1829 float got, i, j, val, op;
1830 float _switchweapon;
1839 _switchweapon = false;
1841 if (e.switchweapon == w_getbestweapon(e))
1842 _switchweapon = true;
1844 e.strength_finished = max(0, e.strength_finished - time);
1845 e.invincible_finished = max(0, e.invincible_finished - time);
1846 e.superweapons_finished = max(0, e.superweapons_finished - time);
1850 PREGIVE(e, strength_finished);
1851 PREGIVE(e, invincible_finished);
1852 PREGIVE(e, superweapons_finished);
1853 PREGIVE(e, ammo_nails);
1854 PREGIVE(e, ammo_cells);
1855 PREGIVE(e, ammo_plasma);
1856 PREGIVE(e, ammo_shells);
1857 PREGIVE(e, ammo_rockets);
1858 PREGIVE(e, ammo_fuel);
1859 PREGIVE(e, armorvalue);
1862 for(i = beginarg; i < endarg; ++i)
1866 if(cmd == "0" || stof(cmd))
1890 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1891 got += GiveValue(e, strength_finished, op, val);
1892 got += GiveValue(e, invincible_finished, op, val);
1893 got += GiveValue(e, superweapons_finished, op, val);
1894 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1896 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1897 got += GiveValue(e, health, op, val);
1898 got += GiveValue(e, armorvalue, op, val);
1900 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1902 wi = get_weaponinfo(j);
1904 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1905 got += GiveWeapon(e, j, op, val);
1908 got += GiveValue(e, ammo_cells, op, val);
1909 got += GiveValue(e, ammo_plasma, op, val);
1910 got += GiveValue(e, ammo_shells, op, val);
1911 got += GiveValue(e, ammo_nails, op, val);
1912 got += GiveValue(e, ammo_rockets, op, val);
1913 got += GiveValue(e, ammo_fuel, op, val);
1915 case "unlimited_ammo":
1916 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1918 case "unlimited_weapon_ammo":
1919 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1921 case "unlimited_superweapons":
1922 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1925 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1928 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1931 got += GiveValue(e, strength_finished, op, val);
1934 got += GiveValue(e, invincible_finished, op, val);
1936 case "superweapons":
1937 got += GiveValue(e, superweapons_finished, op, val);
1940 got += GiveValue(e, ammo_cells, op, val);
1943 got += GiveValue(e, ammo_plasma, op, val);
1946 got += GiveValue(e, ammo_shells, op, val);
1950 got += GiveValue(e, ammo_nails, op, val);
1953 got += GiveValue(e, ammo_rockets, op, val);
1956 got += GiveValue(e, health, op, val);
1959 got += GiveValue(e, armorvalue, op, val);
1962 got += GiveValue(e, ammo_fuel, op, val);
1965 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1967 wi = get_weaponinfo(j);
1968 if(cmd == wi.netname)
1970 got += GiveWeapon(e, j, op, val);
1975 print("give: invalid item ", cmd, "\n");
1982 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1983 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1984 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1985 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1986 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1988 wi = get_weaponinfo(j);
1991 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1992 if (!(save_weapons & WepSet_FromWeapon(j)))
1993 if(e.weapons & WepSet_FromWeapon(j))
1994 WEP_ACTION(wi.weapon, WR_INIT);
1997 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1998 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1999 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2000 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2001 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
2002 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2003 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2004 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);
2005 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);
2006 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);
2008 if(e.superweapons_finished <= 0)
2009 if(self.weapons & WEPSET_SUPERWEAPONS)
2010 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2012 if(e.strength_finished <= 0)
2013 e.strength_finished = 0;
2015 e.strength_finished += time;
2016 if(e.invincible_finished <= 0)
2017 e.invincible_finished = 0;
2019 e.invincible_finished += time;
2020 if(e.superweapons_finished <= 0)
2021 e.superweapons_finished = 0;
2023 e.superweapons_finished += time;
2025 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
2026 _switchweapon = true;
2028 W_SwitchWeapon_Force(e, w_getbestweapon(e));