3 #include "items/_mod.qh"
7 #include "../server/bot/api.qh"
9 #include <server/mutators/_mod.qh>
11 #include "../server/weapons/common.qh"
12 #include "../server/weapons/selection.qh"
13 #include "../server/weapons/weaponsystem.qh"
15 #include "constants.qh"
16 #include <common/deathtypes/all.qh>
17 #include <common/notifications/all.qh>
18 #include "triggers/subs.qh"
21 #include <common/monsters/_mod.qh>
23 #include <common/weapons/_all.qh>
25 #include <common/mutators/mutator/buffs/buffs.qh>
27 #include "../lib/warpzone/util_server.qh"
29 #include "physics/movetypes/movetypes.qh"
30 #include <common/weapons/_all.qh>
31 #include "../lib/csqcmodel/cl_model.qh"
32 #include "../lib/csqcmodel/common.qh"
35 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
38 bool autocvar_cl_ghost_items_vehicle = true;
40 void Item_SetAlpha(entity this)
42 bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
44 if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
47 this.colormod = '1 1 1';
48 this.glowmod = this.item_glowmod;
52 if (autocvar_cl_ghost_items_color)
54 this.alpha = autocvar_cl_ghost_items;
55 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
61 if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
63 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
64 this.alpha = autocvar_cl_weapon_stay_alpha;
68 void ItemDraw(entity this)
72 Movetype_Physics_MatchServer(this, false);
74 { // For some reason avelocity gets set to '0 0 0' here ...
75 this.oldorigin = this.origin;
78 if(autocvar_cl_animate_items)
79 { // ... so reset it if animations are requested.
80 if(this.ItemStatus & ITS_ANIMATE1)
81 this.avelocity = '0 180 0';
83 if(this.ItemStatus & ITS_ANIMATE2)
84 this.avelocity = '0 -90 0';
87 // delay is for blocking item's position for a while;
88 // it's a workaround for dropped weapons that receive the position
89 // another time right after they spawn overriding animation position
90 this.onground_time = time + 0.5;
93 else if (autocvar_cl_animate_items)
95 if(this.ItemStatus & ITS_ANIMATE1)
97 this.angles += this.avelocity * frametime;
98 float fade_in = bound(0, time - this.onground_time, 1);
99 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
102 if(this.ItemStatus & ITS_ANIMATE2)
104 this.angles += this.avelocity * frametime;
105 float fade_in = bound(0, time - this.onground_time, 1);
106 setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
113 void ItemDrawSimple(entity this)
117 Movetype_Physics_MatchServer(this, false);
119 if(IS_ONGROUND(this))
126 void Item_PreDraw(entity this)
128 if(warpzone_warpzones_exist)
130 // just incase warpzones were initialized last, reset these
131 //this.alpha = 1; // alpha is already set by the draw function
132 this.drawmask = MASK_NORMAL;
136 vector org = getpropertyvec(VF_ORIGIN);
137 if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
139 else if(this.fade_start)
140 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
143 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
144 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
149 this.drawmask = MASK_NORMAL;
152 void ItemRemove(entity this)
158 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
162 if(sf & ISF_LOCATION)
164 this.origin_x = ReadCoord();
165 this.origin_y = ReadCoord();
166 this.origin_z = ReadCoord();
167 setorigin(this, this.origin);
168 this.oldorigin = this.origin;
173 this.angles_x = ReadAngle();
174 this.angles_y = ReadAngle();
175 this.angles_z = ReadAngle();
180 float use_bigsize = ReadByte();
181 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
184 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
186 this.ItemStatus = ReadByte();
190 if(autocvar_cl_fullbright_items)
191 if(this.ItemStatus & ITS_ALLOWFB)
192 this.effects |= EF_FULLBRIGHT;
194 if(this.ItemStatus & ITS_GLOW)
196 if(this.ItemStatus & ITS_AVAILABLE)
197 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
199 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
205 this.drawmask = MASK_NORMAL;
206 set_movetype(this, MOVETYPE_TOSS);
207 if (isnew) IL_PUSH(g_drawables, this);
208 this.draw = ItemDraw;
209 this.solid = SOLID_TRIGGER;
210 //this.flags |= FL_ITEM;
212 bool use_bigsize = ReadByte();
214 this.fade_end = ReadShort();
215 this.fade_start = ReadShort();
216 if(this.fade_start && !autocvar_cl_items_nofade)
217 setpredraw(this, Item_PreDraw);
223 string _fn = ReadString();
225 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
227 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
228 this.draw = ItemDrawSimple;
230 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
231 this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
232 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
233 this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
234 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
235 this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
236 else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
237 this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
240 this.draw = ItemDraw;
241 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
245 if(this.draw != ItemDrawSimple)
246 this.mdl = strzone(_fn);
250 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
252 precache_model(this.mdl);
253 _setmodel(this, this.mdl);
255 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
258 if(sf & ISF_COLORMAP)
260 this.colormap = ReadShort();
261 this.item_glowmod_x = ReadByte() / 255.0;
262 this.item_glowmod_y = ReadByte() / 255.0;
263 this.item_glowmod_z = ReadByte() / 255.0;
269 this.pushable = true;
270 //this.angles = '0 0 0';
271 set_movetype(this, MOVETYPE_TOSS);
272 this.velocity_x = ReadCoord();
273 this.velocity_y = ReadCoord();
274 this.velocity_z = ReadCoord();
275 setorigin(this, this.oldorigin);
279 this.move_time = time;
280 this.spawntime = time;
283 this.move_time = max(this.move_time, time);
286 if(autocvar_cl_animate_items)
288 if(this.ItemStatus & ITS_ANIMATE1)
289 this.avelocity = '0 180 0';
291 if(this.ItemStatus & ITS_ANIMATE2)
292 this.avelocity = '0 -90 0';
295 this.entremove = ItemRemove;
303 bool ItemSend(entity this, entity to, int sf)
310 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
311 WriteByte(MSG_ENTITY, sf);
313 //WriteByte(MSG_ENTITY, this.cnt);
314 if(sf & ISF_LOCATION)
316 WriteCoord(MSG_ENTITY, this.origin.x);
317 WriteCoord(MSG_ENTITY, this.origin.y);
318 WriteCoord(MSG_ENTITY, this.origin.z);
323 WriteAngle(MSG_ENTITY, this.angles_x);
324 WriteAngle(MSG_ENTITY, this.angles_y);
325 WriteAngle(MSG_ENTITY, this.angles_z);
330 Pickup p = this.itemdef;
331 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
335 WriteByte(MSG_ENTITY, this.ItemStatus);
339 Pickup p = this.itemdef;
340 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
341 WriteShort(MSG_ENTITY, this.fade_end);
342 WriteShort(MSG_ENTITY, this.fade_start);
345 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
347 WriteString(MSG_ENTITY, this.mdl);
351 if(sf & ISF_COLORMAP)
353 WriteShort(MSG_ENTITY, this.colormap);
354 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
355 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
356 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
361 WriteCoord(MSG_ENTITY, this.velocity.x);
362 WriteCoord(MSG_ENTITY, this.velocity.y);
363 WriteCoord(MSG_ENTITY, this.velocity.z);
369 void ItemUpdate(entity this)
371 this.oldorigin = this.origin;
372 this.SendFlags |= ISF_LOCATION;
375 void UpdateItemAfterTeleport(entity this)
377 if(getSendEntity(this) == ItemSend)
381 bool have_pickup_item(entity this)
383 if(this.itemdef.instanceOfPowerup)
385 if(autocvar_g_powerups > 0)
387 if(autocvar_g_powerups == 0)
392 if(autocvar_g_pickup_items > 0)
394 if(autocvar_g_pickup_items == 0)
397 if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
404 float Item_Customize()
406 if(this.spawnshieldtime)
408 if(this.weapons & ~other.weapons)
410 this.colormod = '0 0 0';
411 this.glowmod = this.colormod;
412 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
419 this.colormod = stov(autocvar_g_ghost_items_color);
420 this.glowmod = this.colormod;
421 this.alpha = g_ghost_items;
430 void Item_Show (entity e, float mode)
432 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
433 e.ItemStatus &= ~ITS_STAYWEP;
434 entity def = e.itemdef;
437 // make the item look normal, and be touchable
439 e.solid = SOLID_TRIGGER;
440 e.spawnshieldtime = 1;
441 e.ItemStatus |= ITS_AVAILABLE;
445 // hide the item completely
446 e.model = string_null;
448 e.spawnshieldtime = 1;
449 e.ItemStatus &= ~ITS_AVAILABLE;
453 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
454 || e.team // weapon stay isn't supported for teamed weapons
456 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
458 // make the item translucent and not touchable
460 e.solid = SOLID_TRIGGER; // can STILL be picked up!
461 e.effects |= EF_STARDUST;
462 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
463 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
467 //setmodel(e, "null");
469 e.colormod = '0 0 0';
470 //e.glowmod = e.colormod;
471 e.spawnshieldtime = 1;
472 e.ItemStatus &= ~ITS_AVAILABLE;
477 e.ItemStatus |= ITS_GLOW;
479 if (autocvar_g_nodepthtestitems)
480 e.effects |= EF_NODEPTHTEST;
483 if (autocvar_g_fullbrightitems)
484 e.ItemStatus |= ITS_ALLOWFB;
486 if (autocvar_sv_simple_items)
487 e.ItemStatus |= ITS_ALLOWSI;
489 // relink entity (because solid may have changed)
490 setorigin(e, e.origin);
491 e.SendFlags |= ISF_STATUS;
494 void Item_Think(entity this)
496 this.nextthink = time;
497 if(this.origin != this.oldorigin)
501 bool Item_ItemsTime_SpectatorOnly(GameItem it);
502 bool Item_ItemsTime_Allow(GameItem it);
503 float Item_ItemsTime_UpdateTime(entity e, float t);
504 void Item_ItemsTime_SetTime(entity e, float t);
505 void Item_ItemsTime_SetTimesForAllPlayers();
507 void Item_Respawn (entity this)
510 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
511 setorigin(this, this.origin);
513 if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
515 float t = Item_ItemsTime_UpdateTime(this, 0);
516 Item_ItemsTime_SetTime(this, t);
517 Item_ItemsTime_SetTimesForAllPlayers();
520 setthink(this, Item_Think);
521 this.nextthink = time;
523 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
524 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
527 void Item_RespawnCountdown (entity this)
529 if(this.count >= ITEM_RESPAWN_TICKS)
531 if(this.waypointsprite_attached)
532 WaypointSprite_Kill(this.waypointsprite_attached);
537 this.nextthink = time + 1;
543 entity wi = Weapons_from(this.weapon);
544 if (wi != WEP_Null) {
545 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
546 wp.wp_extra = wi.m_id;
551 entity ii = this.itemdef;
553 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
554 wp.wp_extra = ii.m_id;
559 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
560 if(this.waypointsprite_attached)
562 GameItem def = this.itemdef;
563 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
564 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
565 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
569 if(this.waypointsprite_attached)
571 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
572 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
575 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
579 WaypointSprite_Ping(this.waypointsprite_attached);
580 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
585 void Item_RespawnThink(entity this)
587 this.nextthink = time;
588 if(this.origin != this.oldorigin)
591 if(time >= this.wait)
595 void Item_ScheduleRespawnIn(entity e, float t)
597 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
598 if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
600 setthink(e, Item_RespawnCountdown);
601 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
602 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
604 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
606 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
607 Item_ItemsTime_SetTime(e, t);
608 Item_ItemsTime_SetTimesForAllPlayers();
613 setthink(e, Item_RespawnThink);
615 e.scheduledrespawntime = time + t;
618 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
620 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
621 Item_ItemsTime_SetTime(e, t);
622 Item_ItemsTime_SetTimesForAllPlayers();
627 void Item_ScheduleRespawn(entity e)
629 if(e.respawntime > 0)
632 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
634 else // if respawntime is -1, this item does not respawn
638 void Item_ScheduleInitialRespawn(entity e)
641 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
644 void GivePlayerHealth(entity player, float amount)
650 player.health = bound(player.health, player.health + amount,
651 g_pickup_healthmega_max);
652 player.pauserothealth_finished = max(player.pauserothealth_finished, time +
653 autocvar_g_balance_pause_health_rot);
656 void GivePlayerArmor(entity player, float amount)
662 player.armorvalue = bound(player.armorvalue, player.armorvalue + amount,
663 g_pickup_armormega_max);
664 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time +
665 autocvar_g_balance_pause_armor_rot);
668 void GivePlayerShells(entity player, float amount)
670 player.ammo_shells = bound(player.ammo_shells, player.ammo_shells + amount,
671 g_pickup_shells_max);
674 void GivePlayerBullets(entity player, float amount)
676 player.ammo_nails = bound(player.ammo_nails, player.ammo_nails + amount,
680 void GivePlayerRockets(entity player, float amount)
682 player.ammo_rockets = bound(player.ammo_rockets, player.ammo_rockets +
683 amount, g_pickup_rockets_max);
686 void GivePlayerCells(entity player, float amount)
688 player.ammo_cells = bound(player.ammo_cells, player.ammo_cells + amount,
692 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
694 if (!item.(ammotype))
697 if (item.spawnshieldtime)
699 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
701 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
705 else if(g_weapon_stay == 2)
707 float mi = min(item.(ammotype), ammomax);
708 if (player.(ammotype) < mi)
710 player.(ammotype) = mi;
721 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
723 case ITEM_MODE_HEALTH:
724 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
726 case ITEM_MODE_ARMOR:
727 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
735 float Item_GiveTo(entity item, entity player)
739 // if nothing happens to player, just return without taking the item
741 int _switchweapon = 0;
742 // in case the player has autoswitch enabled do the following:
743 // if the player is using their best weapon before items are given, they
744 // probably want to switch to an even better weapon after items are given
746 if(player.autoswitch)
748 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
750 .entity weaponentity = weaponentities[slot];
751 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
753 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
754 _switchweapon |= BIT(slot);
756 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
757 _switchweapon |= BIT(slot);
762 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
763 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
764 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
765 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
766 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
767 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
768 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
769 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
771 if (item.itemdef.instanceOfWeaponPickup)
775 w &= ~player.weapons;
777 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
780 FOREACH(Weapons, it != WEP_Null, {
781 if(w & (it.m_wepset))
783 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
785 .entity weaponentity = weaponentities[slot];
786 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
787 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
789 W_GiveWeapon(player, it.m_id);
795 if (item.itemdef.instanceOfPowerup)
797 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
798 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
799 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
800 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
804 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
808 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
811 if (item.strength_finished)
814 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
816 if (item.invincible_finished)
819 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
821 if (item.superweapons_finished)
824 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
829 // always eat teamed entities
836 // crude hack to enforce switching weapons
837 if(g_cts && item.itemdef.instanceOfWeaponPickup)
839 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
841 .entity weaponentity = weaponentities[slot];
842 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
843 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
850 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
852 .entity weaponentity = weaponentities[slot];
853 if(_switchweapon & BIT(slot))
854 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
855 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
862 void Item_Touch(entity this, entity toucher)
865 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
866 if (this.classname == "droppedweapon")
868 if (ITEM_TOUCH_NEEDKILL())
875 if(!(toucher.flags & FL_PICKUPITEMS)
876 || STAT(FROZEN, toucher)
878 || (this.solid != SOLID_TRIGGER)
879 || (this.owner == toucher)
880 || (time < this.item_spawnshieldtime)
883 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
885 case MUT_ITEMTOUCH_RETURN: { return; }
886 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
889 toucher = M_ARGV(1, entity);
891 if (this.classname == "droppedweapon")
893 this.strength_finished = max(0, this.strength_finished - time);
894 this.invincible_finished = max(0, this.invincible_finished - time);
895 this.superweapons_finished = max(0, this.superweapons_finished - time);
897 entity it = this.itemdef;
898 bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
901 if (this.classname == "droppedweapon")
903 // undo what we did above
904 this.strength_finished += time;
905 this.invincible_finished += time;
906 this.superweapons_finished += time;
913 toucher.last_pickup = time;
915 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
916 _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
918 if (this.classname == "droppedweapon")
920 else if (this.spawnshieldtime)
925 RandomSelection_Init();
926 IL_EACH(g_items, it.team == this.team,
928 if(it.itemdef) // is a registered item
931 RandomSelection_AddEnt(it, it.cnt, 0);
934 e = RandomSelection_chosen_ent;
935 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
939 Item_ScheduleRespawn(e);
943 void Item_Reset(entity this)
945 Item_Show(this, !this.state);
946 setorigin(this, this.origin);
948 if (this.classname != "droppedweapon")
950 setthink(this, Item_Think);
951 this.nextthink = time;
953 if (this.waypointsprite_attached)
954 WaypointSprite_Kill(this.waypointsprite_attached);
956 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
957 Item_ScheduleInitialRespawn(this);
961 void Item_FindTeam(entity this)
965 if(this.effects & EF_NODRAW)
967 // marker for item team search
968 LOG_TRACE("Initializing item team ", ftos(this.team));
969 RandomSelection_Init();
970 IL_EACH(g_items, it.team == this.team,
972 if(it.itemdef) // is a registered item
973 RandomSelection_AddEnt(it, it.cnt, 0);
976 e = RandomSelection_chosen_ent;
980 IL_EACH(g_items, it.team == this.team,
982 if(it.itemdef) // is a registered item
986 // make it non-spawned
988 it.state = 1; // state 1 = initially hidden item, apparently
990 it.effects &= ~EF_NODRAW;
998 // Savage: used for item garbage-collection
999 void RemoveItem(entity this)
1001 if(wasfreed(this) || !this) { return; }
1002 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1006 // pickup evaluation functions
1007 // these functions decide how desirable an item is to the bots
1009 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1011 float weapon_pickupevalfunc(entity player, entity item)
1013 // See if I have it already
1014 if(player.weapons & item.weapons)
1016 // If I can pick it up
1017 if(!item.spawnshieldtime)
1019 return ammo_pickupevalfunc(player, item);
1022 // reduce weapon value if bot already got a good arsenal
1024 int weapons_value = 0;
1025 FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
1026 weapons_value += it.bot_pickupbasevalue;
1028 c -= bound(0, weapons_value / 20000, 1) * 0.5;
1030 return item.bot_pickupbasevalue * c;
1033 float ammo_pickupevalfunc(entity player, entity item)
1035 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1040 // Detect needed ammo
1041 if(item.itemdef.instanceOfWeaponPickup)
1044 if(item.ammo_shells) { need_shells = true; ammo = ITEM_Shells; }
1045 else if(item.ammo_nails) { need_nails = true; ammo = ITEM_Bullets; }
1046 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets; }
1047 else if(item.ammo_cells) { need_cells = true; ammo = ITEM_Cells; }
1048 else if(item.ammo_plasma) { need_plasma = true; ammo = ITEM_Plasma; }
1049 else if(item.ammo_fuel) { need_fuel = true; ammo = ITEM_JetpackFuel; }
1054 rating = ammo.m_botvalue;
1058 FOREACH(Weapons, it != WEP_Null, {
1059 if(!(player.weapons & (it.m_wepset)))
1062 switch(it.ammo_field)
1064 case ammo_shells: need_shells = true; break;
1065 case ammo_nails: need_nails = true; break;
1066 case ammo_rockets: need_rockets = true; break;
1067 case ammo_cells: need_cells = true; break;
1068 case ammo_plasma: need_plasma = true; break;
1069 case ammo_fuel: need_fuel = true; break;
1072 rating = item.bot_pickupbasevalue;
1075 if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1076 c = item.ammo_shells / player.ammo_shells;
1078 if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1079 c = item.ammo_nails / player.ammo_nails;
1081 if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1082 c = item.ammo_rockets / player.ammo_rockets;
1084 if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1085 c = item.ammo_cells / player.ammo_cells;
1087 if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1088 c = item.ammo_plasma / player.ammo_plasma;
1090 if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1091 c = item.ammo_fuel / player.ammo_fuel;
1093 rating *= min(2, c);
1095 rating += wpn.bot_pickupbasevalue * 0.1;
1100 .int item_group_count;
1101 float healtharmor_pickupevalfunc(entity player, entity item)
1104 float rating = item.bot_pickupbasevalue;
1106 float itemarmor = item.armorvalue;
1107 float itemhealth = item.health;
1111 itemarmor *= min(4, item.item_group_count);
1112 itemhealth *= min(4, item.item_group_count);
1115 if (itemarmor && (player.armorvalue < item.max_armorvalue))
1116 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1118 if (itemhealth && (player.health < item.max_health))
1119 c = itemhealth / max(1, player.health);
1121 rating *= min(2, c);
1125 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1127 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1131 void item_use(entity this, entity actor, entity trigger)
1133 // use the touch function to handle collection
1134 gettouch(this)(this, actor);
1137 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1139 string itemname = def.m_name;
1140 Model itemmodel = def.m_model;
1141 Sound pickupsound = def.m_sound;
1142 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1143 float pickupbasevalue = def.m_botvalue;
1144 int itemflags = def.m_itemflags;
1146 startitem_failed = false;
1148 this.item_model_ent = itemmodel;
1149 this.item_pickupsound_ent = pickupsound;
1152 def.m_iteminit(this);
1154 if(!this.respawntime) // both need to be set
1156 this.respawntime = defaultrespawntime;
1157 this.respawntimejitter = defaultrespawntimejitter;
1160 if(!this.pickup_anyway && def.m_pickupanyway)
1161 this.pickup_anyway = def.m_pickupanyway();
1163 int itemid = def.m_itemid;
1164 this.items = itemid;
1165 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1166 this.weapon = weaponid;
1170 this.fade_start = autocvar_g_items_mindist;
1171 this.fade_end = autocvar_g_items_maxdist;
1175 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1177 this.flags = FL_ITEM | itemflags;
1178 IL_PUSH(g_items, this);
1180 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1182 startitem_failed = true;
1187 // is it a dropped weapon?
1188 if (this.classname == "droppedweapon")
1190 this.reset = SUB_Remove;
1191 // it's a dropped weapon
1192 set_movetype(this, MOVETYPE_TOSS);
1194 // Savage: remove thrown items after a certain period of time ("garbage collection")
1195 setthink(this, RemoveItem);
1196 this.nextthink = time + 20;
1198 this.takedamage = DAMAGE_YES;
1199 this.event_damage = Item_Damage;
1201 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1203 // if item is worthless after a timer, have it expire then
1204 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1207 // don't drop if in a NODROP zone (such as lava)
1208 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1209 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1211 startitem_failed = true;
1218 if(!have_pickup_item(this))
1220 startitem_failed = true;
1225 if(this.angles != '0 0 0')
1226 this.SendFlags |= ISF_ANGLES;
1228 this.reset = Item_Reset;
1229 // it's a level item
1230 if(this.spawnflags & 1)
1232 if (this.noalign > 0)
1233 set_movetype(this, MOVETYPE_NONE);
1235 set_movetype(this, MOVETYPE_TOSS);
1236 // do item filtering according to game mode and other things
1237 if (this.noalign <= 0)
1239 // first nudge it off the floor a little bit to avoid math errors
1240 setorigin(this, this.origin + '0 0 1');
1241 // set item size before we spawn a spawnfunc_waypoint
1242 setsize(this, def.m_mins, def.m_maxs);
1243 this.SendFlags |= ISF_SIZE;
1244 // note droptofloor returns false if stuck/or would fall too far
1247 waypoint_spawnforitem(this);
1251 * can't do it that way, as it would break maps
1252 * TODO make a target_give like entity another way, that perhaps has
1253 * the weapon name in a key
1256 // target_give not yet supported; maybe later
1257 print("removed targeted ", this.classname, "\n");
1258 startitem_failed = true;
1264 if(this.targetname != "" && (this.spawnflags & 16))
1265 this.use = item_use;
1267 if(autocvar_spawn_debug >= 2)
1269 // why not flags & fl_item?
1270 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1271 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1272 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1273 error("Mapper sucks.");
1275 this.is_item = true;
1278 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1280 precache_model(this.model);
1281 precache_sound(this.item_pickupsound);
1283 if ( def.instanceOfPowerup
1284 || def.instanceOfWeaponPickup
1285 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1286 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1287 || (itemid & (IT_KEY1 | IT_KEY2))
1288 ) this.target = "###item###"; // for finding the nearest item using find()
1290 Item_ItemsTime_SetTime(this, 0);
1293 this.bot_pickup = true;
1294 this.bot_pickupevalfunc = pickupevalfunc;
1295 this.bot_pickupbasevalue = pickupbasevalue;
1296 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1297 this.netname = itemname;
1298 settouch(this, Item_Touch);
1299 setmodel(this, MDL_Null); // precision set below
1300 //this.effects |= EF_LOWPRECISION;
1302 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1304 this.SendFlags |= ISF_SIZE;
1306 if (!(this.spawnflags & 1024)) {
1307 if(def.instanceOfPowerup)
1308 this.ItemStatus |= ITS_ANIMATE1;
1310 if(this.armorvalue || this.health)
1311 this.ItemStatus |= ITS_ANIMATE2;
1314 if(def.instanceOfWeaponPickup)
1316 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1317 this.colormap = 1024; // color shirt=0 pants=0 grey
1320 if (!(this.spawnflags & 1024))
1321 this.ItemStatus |= ITS_ANIMATE1;
1322 this.SendFlags |= ISF_COLORMAP;
1326 if(this.team) // broken, no idea why.
1329 this.cnt = 1; // item probability weight
1331 this.effects |= EF_NODRAW; // marker for item team search
1332 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1337 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1339 // call this hook after everything else has been done
1340 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1342 startitem_failed = true;
1350 void StartItem(entity this, GameItem def)
1355 def.m_respawntime(), // defaultrespawntime
1356 def.m_respawntimejitter() // defaultrespawntimejitter
1360 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1361 int group_count = 1;
1363 void setItemGroup(entity this)
1365 if(!IS_SMALL(this.itemdef))
1368 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1370 if(!this.item_group)
1374 it.item_group = group_count;
1377 this.item_group = it.item_group;
1379 else // spawning item is already part of a item_group X
1382 it.item_group = this.item_group;
1383 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1385 int grY = it.item_group;
1386 // move all items of item_group Y to item_group X
1387 IL_EACH(g_items, IS_SMALL(it.itemdef),
1389 if(it.item_group == grY)
1390 it.item_group = this.item_group;
1397 void setItemGroupCount()
1399 for (int k = 1; k <= group_count; k++)
1402 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1404 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1408 spawnfunc(item_rockets)
1410 StartItem(this, ITEM_Rockets);
1413 spawnfunc(item_bullets)
1415 if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1416 (this.classname != "droppedweapon"))
1418 weaponswapping = true;
1419 spawnfunc_item_shells(this);
1420 weaponswapping = false;
1424 StartItem(this, ITEM_Bullets);
1427 spawnfunc(item_cells)
1429 StartItem(this, ITEM_Cells);
1432 spawnfunc(item_plasma)
1434 StartItem(this, ITEM_Plasma);
1437 spawnfunc(item_shells)
1439 if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1440 (this.classname != "droppedweapon"))
1442 weaponswapping = true;
1443 spawnfunc_item_bullets(this);
1444 weaponswapping = false;
1448 StartItem(this, ITEM_Shells);
1451 spawnfunc(item_armor_small)
1453 StartItem(this, ITEM_ArmorSmall);
1456 spawnfunc(item_armor_medium)
1458 StartItem(this, ITEM_ArmorMedium);
1461 spawnfunc(item_armor_big)
1463 StartItem(this, ITEM_ArmorBig);
1466 spawnfunc(item_armor_mega)
1468 StartItem(this, ITEM_ArmorMega);
1471 spawnfunc(item_health_small)
1473 StartItem(this, ITEM_HealthSmall);
1476 spawnfunc(item_health_medium)
1478 StartItem(this, ITEM_HealthMedium);
1481 spawnfunc(item_health_big)
1483 StartItem(this, ITEM_HealthBig);
1486 spawnfunc(item_health_mega)
1488 StartItem(this, ITEM_HealthMega);
1491 // support old misnamed entities
1492 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1493 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1494 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1495 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1496 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1497 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1498 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1500 spawnfunc(item_strength)
1502 StartItem(this, ITEM_Strength);
1505 spawnfunc(item_invincible)
1507 StartItem(this, ITEM_Shield);
1511 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1513 void target_items_use(entity this, entity actor, entity trigger)
1515 if(actor.classname == "droppedweapon")
1517 EXACTTRIGGER_TOUCH(this, trigger);
1522 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1525 if(trigger.solid == SOLID_TRIGGER)
1527 EXACTTRIGGER_TOUCH(this, trigger);
1530 IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1535 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1536 centerprint(actor, this.message);
1539 spawnfunc(target_items)
1544 this.use = target_items_use;
1545 if(!this.strength_finished)
1546 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1547 if(!this.invincible_finished)
1548 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1549 if(!this.superweapons_finished)
1550 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1552 n = tokenize_console(this.netname);
1553 if(argv(0) == "give")
1555 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1559 for(int j = 0; j < n; ++j)
1561 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
1562 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
1563 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1564 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1565 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1566 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1567 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1568 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1571 FOREACH(Buffs, it != BUFF_Null,
1573 s = Buff_UndeprecateName(argv(j));
1576 this.buffs |= (it.m_itemid);
1580 FOREACH(Weapons, it != WEP_Null, {
1581 s = W_UndeprecateName(argv(j));
1584 this.weapons |= (it.m_wepset);
1585 if(this.spawnflags == 0 || this.spawnflags == 2)
1593 string itemprefix, valueprefix;
1594 if(this.spawnflags == 0)
1599 else if(this.spawnflags == 1)
1601 itemprefix = "max ";
1602 valueprefix = "max ";
1604 else if(this.spawnflags == 2)
1606 itemprefix = "min ";
1607 valueprefix = "min ";
1609 else if(this.spawnflags == 4)
1611 itemprefix = "minus ";
1612 valueprefix = "max ";
1616 error("invalid spawnflags");
1617 itemprefix = valueprefix = string_null;
1621 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1622 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1623 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1624 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1625 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1626 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1627 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1628 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1629 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1630 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1631 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1632 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1633 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1634 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1635 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1636 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1637 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1639 this.netname = strzone(this.netname);
1640 //print(this.netname, "\n");
1642 n = tokenize_console(this.netname);
1643 for(int j = 0; j < n; ++j)
1645 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1652 spawnfunc(item_fuel)
1654 StartItem(this, ITEM_JetpackFuel);
1657 spawnfunc(item_fuel_regen)
1659 if(start_items & ITEM_JetpackRegen.m_itemid)
1661 spawnfunc_item_fuel(this);
1664 StartItem(this, ITEM_JetpackRegen);
1667 spawnfunc(item_jetpack)
1669 if(start_items & ITEM_Jetpack.m_itemid)
1671 spawnfunc_item_fuel(this);
1674 StartItem(this, ITEM_Jetpack);
1677 float GiveWeapon(entity e, float wpn, float op, float val)
1680 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1681 v0 = (e.weapons & s);
1704 v1 = (e.weapons & s);
1708 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1710 bool had_buff = (e.buffs & thebuff.m_itemid);
1715 e.buffs |= thebuff.m_itemid;
1717 e.buffs &= ~thebuff.m_itemid;
1722 e.buffs |= thebuff.m_itemid;
1726 e.buffs &= ~thebuff.m_itemid;
1730 e.buffs &= ~thebuff.m_itemid;
1733 bool have_buff = (e.buffs & thebuff.m_itemid);
1734 return (had_buff != have_buff);
1737 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1743 if(snd_decr != NULL)
1744 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1746 else if(v0 >= v0 + t)
1748 if(snd_incr != NULL)
1749 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1753 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1756 e.(rotfield) = max(e.(rotfield), time + rottime);
1758 e.(regenfield) = max(e.(regenfield), time + regentime);
1760 float GiveItems(entity e, float beginarg, float endarg)
1762 float got, i, val, op;
1770 int _switchweapon = 0;
1774 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1776 .entity weaponentity = weaponentities[slot];
1777 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1778 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1779 _switchweapon |= BIT(slot);
1783 e.strength_finished = max(0, e.strength_finished - time);
1784 e.invincible_finished = max(0, e.invincible_finished - time);
1785 e.superweapons_finished = max(0, e.superweapons_finished - time);
1789 PREGIVE(e, strength_finished);
1790 PREGIVE(e, invincible_finished);
1791 PREGIVE(e, superweapons_finished);
1792 PREGIVE(e, ammo_nails);
1793 PREGIVE(e, ammo_cells);
1794 PREGIVE(e, ammo_plasma);
1795 PREGIVE(e, ammo_shells);
1796 PREGIVE(e, ammo_rockets);
1797 PREGIVE(e, ammo_fuel);
1798 PREGIVE(e, armorvalue);
1801 for(i = beginarg; i < endarg; ++i)
1805 if(cmd == "0" || stof(cmd))
1829 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1830 got += GiveValue(e, strength_finished, op, val);
1831 got += GiveValue(e, invincible_finished, op, val);
1832 got += GiveValue(e, superweapons_finished, op, val);
1833 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1835 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1836 got += GiveValue(e, health, op, val);
1837 got += GiveValue(e, armorvalue, op, val);
1839 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1840 //case "allbuffs": // all buffs makes a player god, do not want!
1841 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1843 got += GiveValue(e, ammo_cells, op, val);
1844 got += GiveValue(e, ammo_plasma, op, val);
1845 got += GiveValue(e, ammo_shells, op, val);
1846 got += GiveValue(e, ammo_nails, op, val);
1847 got += GiveValue(e, ammo_rockets, op, val);
1848 got += GiveValue(e, ammo_fuel, op, val);
1850 case "unlimited_ammo":
1851 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1853 case "unlimited_weapon_ammo":
1854 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1856 case "unlimited_superweapons":
1857 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1860 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1863 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1866 got += GiveValue(e, strength_finished, op, val);
1869 got += GiveValue(e, invincible_finished, op, val);
1871 case "superweapons":
1872 got += GiveValue(e, superweapons_finished, op, val);
1875 got += GiveValue(e, ammo_cells, op, val);
1878 got += GiveValue(e, ammo_plasma, op, val);
1881 got += GiveValue(e, ammo_shells, op, val);
1885 got += GiveValue(e, ammo_nails, op, val);
1888 got += GiveValue(e, ammo_rockets, op, val);
1891 got += GiveValue(e, health, op, val);
1894 got += GiveValue(e, armorvalue, op, val);
1897 got += GiveValue(e, ammo_fuel, op, val);
1900 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1902 got += GiveBuff(e, it, op, val);
1905 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1906 got += GiveWeapon(e, it.m_id, op, val);
1915 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1916 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1917 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1918 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1919 FOREACH(Weapons, it != WEP_Null, {
1920 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1921 if(!(save_weapons & (it.m_wepset)))
1922 if(e.weapons & (it.m_wepset))
1925 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1926 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1927 //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1928 POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1929 POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1930 POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1931 POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1932 POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1933 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, SND_Null);
1934 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1935 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1937 if(e.superweapons_finished <= 0)
1938 if(e.weapons & WEPSET_SUPERWEAPONS)
1939 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1941 if(e.strength_finished <= 0)
1942 e.strength_finished = 0;
1944 e.strength_finished += time;
1945 if(e.invincible_finished <= 0)
1946 e.invincible_finished = 0;
1948 e.invincible_finished += time;
1949 if(e.superweapons_finished <= 0)
1950 e.superweapons_finished = 0;
1952 e.superweapons_finished += time;
1954 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1956 .entity weaponentity = weaponentities[slot];
1957 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1958 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1959 _switchweapon |= BIT(slot);
1964 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1966 .entity weaponentity = weaponentities[slot];
1967 if(_switchweapon & BIT(slot))
1969 Weapon wep = w_getbestweapon(e, weaponentity);
1970 if(wep != e.(weaponentity).m_switchweapon)
1971 W_SwitchWeapon_Force(e, wep, weaponentity);