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 "mapobjects/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 .bool item_simple; // probably not really needed, but better safe than sorry
41 void Item_SetAlpha(entity this)
43 bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
45 if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
48 this.colormod = '1 1 1';
49 this.glowmod = this.item_glowmod;
53 this.alpha = autocvar_cl_ghost_items;
54 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
57 if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
59 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
60 this.alpha = autocvar_cl_weapon_stay_alpha;
63 this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
66 void ItemDraw(entity this)
70 Movetype_Physics_MatchServer(this, false);
72 { // For some reason avelocity gets set to '0 0 0' here ...
73 this.oldorigin = this.origin;
76 if(autocvar_cl_animate_items)
77 { // ... so reset it if animations are requested.
78 if(this.ItemStatus & ITS_ANIMATE1)
79 this.avelocity = '0 180 0';
81 if(this.ItemStatus & ITS_ANIMATE2)
82 this.avelocity = '0 -90 0';
85 // delay is for blocking item's position for a while;
86 // it's a workaround for dropped weapons that receive the position
87 // another time right after they spawn overriding animation position
88 this.onground_time = time + 0.5;
91 else if (autocvar_cl_animate_items && !this.item_simple) // no bobbing applied to simple items, for consistency's sake (no visual difference between ammo and weapons)
93 if(this.ItemStatus & ITS_ANIMATE1)
95 this.angles += this.avelocity * frametime;
96 float fade_in = bound(0, time - this.onground_time, 1);
97 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
100 if(this.ItemStatus & ITS_ANIMATE2)
102 this.angles += this.avelocity * frametime;
103 float fade_in = bound(0, time - this.onground_time, 1);
104 setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
111 void Item_PreDraw(entity this)
113 if(warpzone_warpzones_exist)
115 setpredraw(this, func_null); // no need to keep running this
119 vector org = getpropertyvec(VF_ORIGIN);
120 //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
121 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
124 if(vdist(org - this.origin, >, this.fade_end))
125 alph = 0; // save on some processing
126 else if(vdist(org - this.origin, <, this.fade_start))
127 alph = 1; // more processing saved
129 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
133 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
134 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
139 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
142 void ItemRemove(entity this)
147 HashMap ENT_CLIENT_ITEM_simple;
148 STATIC_INIT(ENT_CLIENT_ITEM_simple)
150 HM_NEW(ENT_CLIENT_ITEM_simple);
152 SHUTDOWN(ENT_CLIENT_ITEM_simple)
154 HM_DELETE(ENT_CLIENT_ITEM_simple);
157 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
161 if(sf & ISF_LOCATION)
163 this.origin = ReadVector();
164 setorigin(this, this.origin);
165 this.oldorigin = this.origin;
170 this.angles_x = ReadAngle();
171 this.angles_y = ReadAngle();
172 this.angles_z = ReadAngle();
177 float use_bigsize = ReadByte();
178 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
181 if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
183 this.ItemStatus = ReadByte();
187 if(autocvar_cl_fullbright_items)
188 if(this.ItemStatus & ITS_ALLOWFB)
189 this.effects |= EF_FULLBRIGHT;
191 if(this.ItemStatus & ITS_GLOW)
193 if(this.ItemStatus & ITS_AVAILABLE)
194 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
196 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
202 this.drawmask = MASK_NORMAL;
203 set_movetype(this, MOVETYPE_TOSS);
204 if (isnew) IL_PUSH(g_drawables, this);
205 this.draw = ItemDraw;
206 this.solid = SOLID_TRIGGER;
207 //this.flags |= FL_ITEM;
209 bool use_bigsize = ReadByte();
211 this.fade_end = ReadShort();
212 this.fade_start = ReadShort();
213 if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
214 setpredraw(this, Item_PreDraw);
218 string _fn = ReadString();
219 this.item_simple = false; // reset it!
221 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
223 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
224 this.item_simple = true;
226 #define extensions(x) \
232 #define tryext(ext) { \
233 string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \
234 string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \
235 if (cached == "") { \
236 HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \
238 if (cached != "0") { \
239 strcpy(this.mdl, s); \
245 this.item_simple = false;
246 LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
252 if(!this.item_simple)
253 strcpy(this.mdl, _fn);
256 LOG_WARNF("this.mdl is unset for item %s", this.classname);
258 precache_model(this.mdl);
259 _setmodel(this, this.mdl);
261 setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
264 if(sf & ISF_COLORMAP)
266 this.colormap = ReadShort();
267 this.item_glowmod_x = ReadByte() / 255.0;
268 this.item_glowmod_y = ReadByte() / 255.0;
269 this.item_glowmod_z = ReadByte() / 255.0;
275 this.pushable = true;
276 //this.angles = '0 0 0';
277 set_movetype(this, MOVETYPE_TOSS);
278 this.velocity = ReadVector();
279 setorigin(this, this.oldorigin);
283 this.move_time = time;
284 this.spawntime = time;
287 this.move_time = max(this.move_time, time);
290 if(autocvar_cl_animate_items)
292 if(this.ItemStatus & ITS_ANIMATE1)
293 this.avelocity = '0 180 0';
295 if(this.ItemStatus & ITS_ANIMATE2)
296 this.avelocity = '0 -90 0';
299 this.entremove = ItemRemove;
307 bool ItemSend(entity this, entity to, int sf)
314 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
315 WriteByte(MSG_ENTITY, sf);
317 //WriteByte(MSG_ENTITY, this.cnt);
318 if(sf & ISF_LOCATION)
320 WriteVector(MSG_ENTITY, this.origin);
325 WriteAngle(MSG_ENTITY, this.angles_x);
326 WriteAngle(MSG_ENTITY, this.angles_y);
327 WriteAngle(MSG_ENTITY, this.angles_z);
332 Pickup p = this.itemdef;
333 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
337 WriteByte(MSG_ENTITY, this.ItemStatus);
341 Pickup p = this.itemdef;
342 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
343 WriteShort(MSG_ENTITY, this.fade_end);
344 WriteShort(MSG_ENTITY, this.fade_start);
347 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
349 WriteString(MSG_ENTITY, this.mdl);
353 if(sf & ISF_COLORMAP)
355 WriteShort(MSG_ENTITY, this.colormap);
356 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
357 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
358 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
363 WriteVector(MSG_ENTITY, this.velocity);
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(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
403 void Item_Show(entity e, int mode)
405 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
406 e.ItemStatus &= ~ITS_STAYWEP;
407 entity def = e.itemdef;
410 // make the item look normal, and be touchable
412 e.solid = SOLID_TRIGGER;
413 e.spawnshieldtime = 1;
414 e.ItemStatus |= ITS_AVAILABLE;
418 // hide the item completely
419 e.model = string_null;
421 e.spawnshieldtime = 1;
422 e.ItemStatus &= ~ITS_AVAILABLE;
426 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
427 || e.team // weapon stay isn't supported for teamed weapons
429 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
431 // make the item translucent and not touchable
433 e.solid = SOLID_TRIGGER; // can STILL be picked up!
434 e.effects |= EF_STARDUST;
435 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
436 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
440 //setmodel(e, "null");
442 e.colormod = '0 0 0';
443 //e.glowmod = e.colormod;
444 e.spawnshieldtime = 1;
445 e.ItemStatus &= ~ITS_AVAILABLE;
450 e.ItemStatus |= ITS_GLOW;
452 if (autocvar_g_nodepthtestitems)
453 e.effects |= EF_NODEPTHTEST;
456 if (autocvar_g_fullbrightitems)
457 e.ItemStatus |= ITS_ALLOWFB;
459 if (autocvar_sv_simple_items)
460 e.ItemStatus |= ITS_ALLOWSI;
462 // relink entity (because solid may have changed)
463 setorigin(e, e.origin);
464 e.SendFlags |= ISF_STATUS;
467 void Item_Think(entity this)
469 this.nextthink = time;
470 if(this.origin != this.oldorigin)
474 bool Item_ItemsTime_SpectatorOnly(GameItem it);
475 bool Item_ItemsTime_Allow(GameItem it);
476 float Item_ItemsTime_UpdateTime(entity e, float t);
477 void Item_ItemsTime_SetTime(entity e, float t);
478 void Item_ItemsTime_SetTimesForAllPlayers();
480 void Item_Respawn(entity this)
483 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
484 setorigin(this, this.origin);
486 if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
488 float t = Item_ItemsTime_UpdateTime(this, 0);
489 Item_ItemsTime_SetTime(this, t);
490 Item_ItemsTime_SetTimesForAllPlayers();
493 setthink(this, Item_Think);
494 this.nextthink = time;
496 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
497 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
500 void Item_RespawnCountdown(entity this)
502 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
504 if(this.waypointsprite_attached)
505 WaypointSprite_Kill(this.waypointsprite_attached);
510 this.nextthink = time + 1;
511 this.item_respawncounter += 1;
512 if(this.item_respawncounter == 1)
516 entity wi = Weapons_from(this.weapon);
517 if (wi != WEP_Null) {
518 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
519 wp.wp_extra = wi.m_id;
524 entity ii = this.itemdef;
526 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
527 wp.wp_extra = ii.m_id;
532 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
533 if(this.waypointsprite_attached)
535 GameItem def = this.itemdef;
536 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
537 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
538 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
542 if(this.waypointsprite_attached)
544 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
545 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
548 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
552 WaypointSprite_Ping(this.waypointsprite_attached);
553 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
558 void Item_RespawnThink(entity this)
560 this.nextthink = time;
561 if(this.origin != this.oldorigin)
564 if(time >= this.wait)
568 void Item_ScheduleRespawnIn(entity e, float t)
570 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
571 if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
573 setthink(e, Item_RespawnCountdown);
574 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
575 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
576 e.item_respawncounter = 0;
577 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
579 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
580 Item_ItemsTime_SetTime(e, t);
581 Item_ItemsTime_SetTimesForAllPlayers();
586 setthink(e, Item_RespawnThink);
588 e.scheduledrespawntime = time + t;
591 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
593 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
594 Item_ItemsTime_SetTime(e, t);
595 Item_ItemsTime_SetTimesForAllPlayers();
600 AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
601 AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
602 AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
604 /// Adjust respawn time according to the number of players.
605 float adjust_respawntime(float normal_respawntime) {
606 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
607 float o = autocvar_g_pickup_respawntime_scaling_offset;
608 float l = autocvar_g_pickup_respawntime_scaling_linear;
610 if (r == 0 && l == 1) {
611 return normal_respawntime;
614 entity balance = TeamBalance_CheckAllowedTeams(NULL);
615 TeamBalance_GetTeamCounts(balance, NULL);
617 for (int i = 1; i <= NUM_TEAMS; ++i)
619 if (TeamBalance_IsTeamAllowed(balance, i))
621 players += TeamBalance_GetNumberOfPlayers(balance, i);
624 TeamBalance_Destroy(balance);
627 return normal_respawntime * (r / (players + o) + l);
629 return normal_respawntime;
633 void Item_ScheduleRespawn(entity e)
635 if(e.respawntime > 0)
639 float adjusted_respawntime = adjust_respawntime(e.respawntime);
640 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
642 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
643 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
644 Item_ScheduleRespawnIn(e, respawn_in);
646 else // if respawntime is -1, this item does not respawn
650 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
651 "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
653 void Item_ScheduleInitialRespawn(entity e)
658 if (autocvar_g_pickup_respawntime_initial_random == 0)
660 // range: respawntime .. respawntime + respawntimejitter
661 spawn_in = e.respawntime + random() * e.respawntimejitter;
666 if (autocvar_g_pickup_respawntime_initial_random == 1)
668 static float shared_random = 0;
669 // NOTE this code works only if items are scheduled at the same time (normal case)
670 // NOTE2 random() can't return exactly 1 so this check always work as intended
671 if (!shared_random || floor(time) > shared_random)
672 shared_random = floor(time) + random();
673 rnd = shared_random - floor(time);
679 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
680 // else: 0 .. ITEM_RESPAWN_TICKS
681 // this is to prevent powerups spawning unexpectedly without waypoints
682 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
685 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
688 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
691 if (num_weapons == 0)
695 int num_potential_weapons = tokenize_console(weapon_names);
696 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
698 RandomSelection_Init();
699 for (int weapon_index = 0; weapon_index < num_potential_weapons;
702 string weapon = argv(weapon_index);
703 FOREACH(Weapons, it != WEP_Null,
705 // Finding a weapon which player doesn't have.
706 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
708 RandomSelection_AddEnt(it, 1, 1);
713 if (RandomSelection_chosen_ent == NULL)
717 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
718 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
722 if (GetResource(receiver,
723 RandomSelection_chosen_ent.ammo_type) != 0)
727 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
728 GetResource(ammo_entity,
729 RandomSelection_chosen_ent.ammo_type));
733 bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax)
735 float amount = GetResource(item, res_type);
740 float player_amount = GetResource(player, res_type);
741 if (item.spawnshieldtime)
743 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
746 else if (g_weapon_stay == 2)
747 ammomax = min(amount, ammomax);
751 TakeResourceWithLimit(player, res_type, -amount, ammomax);
753 GiveResourceWithLimit(player, res_type, amount, ammomax);
757 bool Item_GiveTo(entity item, entity player)
759 // if nothing happens to player, just return without taking the item
760 int _switchweapon = 0;
761 // in case the player has autoswitch enabled do the following:
762 // if the player is using their best weapon before items are given, they
763 // probably want to switch to an even better weapon after items are given
765 if(CS(player).autoswitch)
767 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
769 .entity weaponentity = weaponentities[slot];
770 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
772 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
773 _switchweapon |= BIT(slot);
775 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
776 _switchweapon |= BIT(slot);
780 bool pickedup = false;
781 pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
782 pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
783 pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
784 pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
785 pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
786 pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
787 pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
788 pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
789 if (item.itemdef.instanceOfWeaponPickup)
792 w = STAT(WEAPONS, item);
793 w &= ~STAT(WEAPONS, player);
795 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
798 FOREACH(Weapons, it != WEP_Null, {
799 if(w & (it.m_wepset))
801 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
803 .entity weaponentity = weaponentities[slot];
804 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
805 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
807 W_GiveWeapon(player, it.m_id);
813 if (item.itemdef.instanceOfPowerup)
815 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
816 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
817 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
818 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
822 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
826 // TODO: we probably want to show a message in the console, but not this one!
827 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
830 if (item.strength_finished)
833 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
835 if (item.invincible_finished)
838 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
840 if (item.superweapons_finished)
843 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
846 // always eat teamed entities
853 // crude hack to enforce switching weapons
854 if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch)
856 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
858 .entity weaponentity = weaponentities[slot];
859 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
860 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
867 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
869 .entity weaponentity = weaponentities[slot];
870 if(_switchweapon & BIT(slot))
871 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
872 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
879 void Item_Touch(entity this, entity toucher)
881 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
882 if (Item_IsLoot(this))
884 if (ITEM_TOUCH_NEEDKILL())
891 if(!(toucher.flags & FL_PICKUPITEMS)
892 || STAT(FROZEN, toucher)
894 || (this.solid != SOLID_TRIGGER)
895 || (this.owner == toucher)
896 || (time < this.item_spawnshieldtime)
899 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
901 case MUT_ITEMTOUCH_RETURN: { return; }
902 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
905 toucher = M_ARGV(1, entity);
907 if (Item_IsExpiring(this))
909 this.strength_finished = max(0, this.strength_finished - time);
910 this.invincible_finished = max(0, this.invincible_finished - time);
911 this.superweapons_finished = max(0, this.superweapons_finished - time);
913 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
916 if (Item_IsExpiring(this))
918 // undo what we did above
919 this.strength_finished += time;
920 this.invincible_finished += time;
921 this.superweapons_finished += time;
928 if(this.target && this.target != "" && this.target != "###item###") // defrag support
929 SUB_UseTargets(this, toucher, NULL);
931 STAT(LAST_PICKUP, toucher) = time;
933 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
934 _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);
936 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
942 if (Item_IsLoot(this))
947 if (!this.spawnshieldtime)
954 RandomSelection_Init();
955 IL_EACH(g_items, it.team == this.team,
957 if (it.itemdef) // is a registered item
960 it.scheduledrespawntime = 0;
961 RandomSelection_AddEnt(it, it.cnt, 0);
964 e = RandomSelection_chosen_ent;
965 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
969 Item_ScheduleRespawn(e);
972 void Item_Reset(entity this)
974 Item_Show(this, !this.state);
975 setorigin(this, this.origin);
977 if (Item_IsLoot(this))
981 setthink(this, Item_Think);
982 this.nextthink = time;
983 if (this.waypointsprite_attached)
985 WaypointSprite_Kill(this.waypointsprite_attached);
987 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
989 Item_ScheduleInitialRespawn(this);
993 void Item_FindTeam(entity this)
997 if(this.effects & EF_NODRAW)
999 // marker for item team search
1000 LOG_TRACE("Initializing item team ", ftos(this.team));
1001 RandomSelection_Init();
1002 IL_EACH(g_items, it.team == this.team,
1004 if(it.itemdef) // is a registered item
1005 RandomSelection_AddEnt(it, it.cnt, 0);
1008 e = RandomSelection_chosen_ent;
1012 IL_EACH(g_items, it.team == this.team,
1014 if(it.itemdef) // is a registered item
1018 // make it non-spawned
1020 it.state = 1; // state 1 = initially hidden item, apparently
1024 it.effects &= ~EF_NODRAW;
1030 // Savage: used for item garbage-collection
1031 void RemoveItem(entity this)
1033 if(wasfreed(this) || !this) { return; }
1034 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1038 // pickup evaluation functions
1039 // these functions decide how desirable an item is to the bots
1041 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1043 float weapon_pickupevalfunc(entity player, entity item)
1045 // See if I have it already
1046 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
1048 // If I can pick it up
1049 if(!item.spawnshieldtime)
1051 return ammo_pickupevalfunc(player, item);
1054 // reduce weapon value if bot already got a good arsenal
1056 int weapons_value = 0;
1057 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
1058 weapons_value += it.bot_pickupbasevalue;
1060 c -= bound(0, weapons_value / 20000, 1) * 0.5;
1062 return item.bot_pickupbasevalue * c;
1065 float ammo_pickupevalfunc(entity player, entity item)
1067 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1072 // Detect needed ammo
1073 if(item.itemdef.instanceOfWeaponPickup)
1076 if(GetResource(item, RES_SHELLS)) { need_shells = true; ammo = ITEM_Shells; }
1077 else if(GetResource(item, RES_BULLETS)) { need_nails = true; ammo = ITEM_Bullets; }
1078 else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets; }
1079 else if(GetResource(item, RES_CELLS)) { need_cells = true; ammo = ITEM_Cells; }
1080 else if(GetResource(item, RES_PLASMA)) { need_plasma = true; ammo = ITEM_Plasma; }
1081 else if(GetResource(item, RES_FUEL)) { need_fuel = true; ammo = ITEM_JetpackFuel; }
1086 rating = ammo.m_botvalue;
1090 FOREACH(Weapons, it != WEP_Null, {
1091 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
1094 switch(it.ammo_type)
1096 case RES_SHELLS: need_shells = true; break;
1097 case RES_BULLETS: need_nails = true; break;
1098 case RES_ROCKETS: need_rockets = true; break;
1099 case RES_CELLS: need_cells = true; break;
1100 case RES_PLASMA: need_plasma = true; break;
1101 case RES_FUEL: need_fuel = true; break;
1104 rating = item.bot_pickupbasevalue;
1107 float noammorating = 0.5;
1109 if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max))
1110 c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS));
1112 if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max))
1113 c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS));
1115 if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max))
1116 c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS));
1118 if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max))
1119 c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS));
1121 if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max))
1122 c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA));
1124 if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max))
1125 c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL));
1127 rating *= min(c, 2);
1129 rating += wpn.bot_pickupbasevalue * 0.1;
1133 float healtharmor_pickupevalfunc(entity player, entity item)
1136 float rating = item.bot_pickupbasevalue;
1138 float itemarmor = GetResource(item, RES_ARMOR);
1139 float itemhealth = GetResource(item, RES_HEALTH);
1143 itemarmor *= min(4, item.item_group_count);
1144 itemhealth *= min(4, item.item_group_count);
1147 if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
1148 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
1150 if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
1151 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
1153 rating *= min(2, c);
1157 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
1159 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1163 void item_use(entity this, entity actor, entity trigger)
1165 // use the touch function to handle collection
1166 gettouch(this)(this, actor);
1169 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1171 string itemname = def.m_name;
1172 Model itemmodel = def.m_model;
1173 Sound pickupsound = def.m_sound;
1174 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1175 float pickupbasevalue = def.m_botvalue;
1176 int itemflags = def.m_itemflags;
1178 startitem_failed = false;
1180 this.item_model_ent = itemmodel;
1181 this.item_pickupsound_ent = pickupsound;
1184 def.m_iteminit(def, this);
1186 if(!this.respawntime) // both need to be set
1188 this.respawntime = defaultrespawntime;
1189 this.respawntimejitter = defaultrespawntimejitter;
1192 if(!this.pickup_anyway && def.m_pickupanyway)
1193 this.pickup_anyway = def.m_pickupanyway();
1195 int itemid = def.m_itemid;
1196 this.items = itemid;
1197 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1198 this.weapon = weaponid;
1202 this.fade_start = autocvar_g_items_mindist;
1203 this.fade_end = autocvar_g_items_maxdist;
1207 STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid));
1209 this.flags = FL_ITEM | itemflags;
1210 IL_PUSH(g_items, this);
1212 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1214 startitem_failed = true;
1219 precache_model(this.model);
1220 precache_sound(this.item_pickupsound);
1222 if (Item_IsLoot(this))
1224 this.reset = SUB_Remove;
1225 set_movetype(this, MOVETYPE_TOSS);
1227 // Savage: remove thrown items after a certain period of time ("garbage collection")
1228 setthink(this, RemoveItem);
1229 this.nextthink = time + 20;
1231 this.takedamage = DAMAGE_YES;
1232 this.event_damage = Item_Damage;
1234 if (Item_IsExpiring(this))
1236 // if item is worthless after a timer, have it expire then
1237 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1240 // don't drop if in a NODROP zone (such as lava)
1241 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1242 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1244 startitem_failed = true;
1251 if(!have_pickup_item(this))
1253 startitem_failed = true;
1258 if(this.angles != '0 0 0')
1259 this.SendFlags |= ISF_ANGLES;
1261 this.reset = Item_Reset;
1262 // it's a level item
1263 if(this.spawnflags & 1)
1265 if (this.noalign > 0)
1266 set_movetype(this, MOVETYPE_NONE);
1268 set_movetype(this, MOVETYPE_TOSS);
1269 // do item filtering according to game mode and other things
1270 if (this.noalign <= 0)
1272 // first nudge it off the floor a little bit to avoid math errors
1273 setorigin(this, this.origin + '0 0 1');
1274 // set item size before we spawn a spawnfunc_waypoint
1275 setsize(this, def.m_mins, def.m_maxs);
1276 this.SendFlags |= ISF_SIZE;
1277 // note droptofloor returns false if stuck/or would fall too far
1280 waypoint_spawnforitem(this);
1284 * can't do it that way, as it would break maps
1285 * TODO make a target_give like entity another way, that perhaps has
1286 * the weapon name in a key
1289 // target_give not yet supported; maybe later
1290 print("removed targeted ", this.classname, "\n");
1291 startitem_failed = true;
1297 if(this.targetname != "" && (this.spawnflags & 16))
1298 this.use = item_use;
1300 if(autocvar_spawn_debug >= 2)
1302 // why not flags & fl_item?
1303 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1304 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1305 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1306 error("Mapper sucks.");
1308 this.is_item = true;
1311 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1313 if ( def.instanceOfPowerup
1314 || def.instanceOfWeaponPickup
1315 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1316 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1317 || (itemid & (IT_KEY1 | IT_KEY2))
1320 if(!this.target || this.target == "")
1321 this.target = "###item###"; // for finding the nearest item using findnearest
1324 Item_ItemsTime_SetTime(this, 0);
1327 this.bot_pickup = true;
1328 this.bot_pickupevalfunc = pickupevalfunc;
1329 this.bot_pickupbasevalue = pickupbasevalue;
1330 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1331 this.netname = itemname;
1332 settouch(this, Item_Touch);
1333 setmodel(this, MDL_Null); // precision set below
1334 //this.effects |= EF_LOWPRECISION;
1336 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1338 this.SendFlags |= ISF_SIZE;
1340 if (!(this.spawnflags & 1024)) {
1341 if(def.instanceOfPowerup)
1342 this.ItemStatus |= ITS_ANIMATE1;
1344 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1345 this.ItemStatus |= ITS_ANIMATE2;
1348 if(Item_IsLoot(this))
1351 if(def.instanceOfWeaponPickup)
1353 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1354 this.colormap = 1024; // color shirt=0 pants=0 grey
1355 if (!(this.spawnflags & 1024))
1356 this.ItemStatus |= ITS_ANIMATE1;
1357 this.SendFlags |= ISF_COLORMAP;
1364 this.cnt = 1; // item probability weight
1366 this.effects |= EF_NODRAW; // marker for item team search
1367 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1372 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1374 // call this hook after everything else has been done
1375 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1377 startitem_failed = true;
1385 void StartItem(entity this, GameItem def)
1387 def = def.m_spawnfunc_hookreplace(def, this);
1388 if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1393 this.classname = def.m_canonical_spawnfunc;
1397 def.m_respawntime(), // defaultrespawntime
1398 def.m_respawntimejitter() // defaultrespawntimejitter
1402 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1403 int group_count = 1;
1405 void setItemGroup(entity this)
1407 if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
1410 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1412 if(!this.item_group)
1416 it.item_group = group_count;
1419 this.item_group = it.item_group;
1421 else // spawning item is already part of a item_group X
1424 it.item_group = this.item_group;
1425 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1427 int grY = it.item_group;
1428 // move all items of item_group Y to item_group X
1429 IL_EACH(g_items, IS_SMALL(it.itemdef),
1431 if(it.item_group == grY)
1432 it.item_group = this.item_group;
1439 void setItemGroupCount()
1441 for (int k = 1; k <= group_count; k++)
1444 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1446 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1450 void target_items_use(entity this, entity actor, entity trigger)
1452 if(Item_IsLoot(actor))
1454 EXACTTRIGGER_TOUCH(this, trigger);
1459 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1462 if(trigger.solid == SOLID_TRIGGER)
1464 EXACTTRIGGER_TOUCH(this, trigger);
1467 IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1472 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1473 centerprint(actor, this.message);
1476 spawnfunc(target_items)
1478 this.use = target_items_use;
1479 if(!this.strength_finished)
1480 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1481 if(!this.invincible_finished)
1482 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1483 if(!this.superweapons_finished)
1484 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1486 int n = tokenize_console(this.netname);
1487 if(argv(0) == "give")
1489 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1493 for(int j = 0; j < n; ++j)
1495 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1496 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1497 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
1498 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1499 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1500 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1501 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1502 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1503 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1506 FOREACH(Buffs, it != BUFF_Null,
1508 string s = Buff_UndeprecateName(argv(j));
1511 STAT(BUFFS, this) |= (it.m_itemid);
1512 if(!STAT(BUFF_TIME, this))
1513 STAT(BUFF_TIME, this) = it.m_time(it);
1517 FOREACH(Weapons, it != WEP_Null, {
1518 string s = W_UndeprecateName(argv(j));
1521 STAT(WEAPONS, this) |= (it.m_wepset);
1522 if(this.spawnflags == 0 || this.spawnflags == 2)
1530 string itemprefix, valueprefix;
1531 if(this.spawnflags == 0)
1536 else if(this.spawnflags == 1)
1538 itemprefix = "max ";
1539 valueprefix = "max ";
1541 else if(this.spawnflags == 2)
1543 itemprefix = "min ";
1544 valueprefix = "min ";
1546 else if(this.spawnflags == 4)
1548 itemprefix = "minus ";
1549 valueprefix = "max ";
1553 error("invalid spawnflags");
1554 itemprefix = valueprefix = string_null;
1558 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1559 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1560 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1561 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1562 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1563 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1564 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1565 if(GetResource(this, RES_SHELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_SHELLS)), "shells");
1566 if(GetResource(this, RES_BULLETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_BULLETS)), "nails");
1567 if(GetResource(this, RES_ROCKETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ROCKETS)), "rockets");
1568 if(GetResource(this, RES_CELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_CELLS)), "cells");
1569 if(GetResource(this, RES_PLASMA) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_PLASMA)), "plasma");
1570 if(GetResource(this, RES_FUEL) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_FUEL)), "fuel");
1571 if(GetResource(this, RES_HEALTH) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_HEALTH)), "health");
1572 if(GetResource(this, RES_ARMOR) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ARMOR)), "armor");
1573 FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname));
1574 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1576 this.netname = strzone(this.netname);
1577 //print(this.netname, "\n");
1579 n = tokenize_console(this.netname);
1580 for(int j = 0; j < n; ++j)
1582 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1589 float GiveWeapon(entity e, float wpn, float op, float val)
1592 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1593 v0 = (STAT(WEAPONS, e) & s);
1598 STAT(WEAPONS, e) |= s;
1600 STAT(WEAPONS, e) &= ~s;
1605 STAT(WEAPONS, e) |= s;
1609 STAT(WEAPONS, e) &= ~s;
1613 STAT(WEAPONS, e) &= ~s;
1616 v1 = (STAT(WEAPONS, e) & s);
1620 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1622 bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1626 STAT(BUFF_TIME, e) = val;
1629 STAT(BUFF_TIME, e) = max(STAT(BUFF_TIME, e), val);
1632 STAT(BUFF_TIME, e) = min(STAT(BUFF_TIME, e), val);
1635 STAT(BUFF_TIME, e) += val;
1638 STAT(BUFF_TIME, e) -= val;
1641 if(STAT(BUFF_TIME, e) <= 0)
1642 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1644 STAT(BUFFS, e) = thebuff.m_itemid; // NOTE: replaces any existing buffs on the player!
1645 bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1646 return (had_buff != have_buff);
1649 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1655 if(snd_decr != NULL)
1656 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1658 else if(v0 >= v0 + t)
1660 if(snd_incr != NULL)
1661 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1665 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1668 e.(rotfield) = max(e.(rotfield), time + rottime);
1670 e.(regenfield) = max(e.(regenfield), time + regentime);
1672 bool GiveResourceValue(entity e, int res_type, int op, int val)
1674 int v0 = GetResource(e, res_type);
1677 // min 100 cells = at least 100 cells
1678 case OP_SET: SetResource(e, res_type, val); break;
1679 case OP_MIN: SetResource(e, res_type, max(v0, val)); break;
1680 case OP_MAX: SetResource(e, res_type, min(v0, val)); break;
1681 case OP_PLUS: SetResource(e, res_type, v0 + val); break;
1682 case OP_MINUS: SetResource(e, res_type, v0 - val); break;
1684 int v1 = GetResource(e, res_type);
1688 float GiveItems(entity e, float beginarg, float endarg)
1690 float got, i, val, op;
1698 int _switchweapon = 0;
1700 if(CS(e).autoswitch)
1702 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1704 .entity weaponentity = weaponentities[slot];
1705 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1706 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1707 _switchweapon |= BIT(slot);
1711 e.strength_finished = max(0, e.strength_finished - time);
1712 e.invincible_finished = max(0, e.invincible_finished - time);
1713 e.superweapons_finished = max(0, e.superweapons_finished - time);
1714 STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time);
1718 PREGIVE(e, strength_finished);
1719 PREGIVE(e, invincible_finished);
1720 PREGIVE(e, superweapons_finished);
1721 PREGIVE_RESOURCE(e, RES_BULLETS);
1722 PREGIVE_RESOURCE(e, RES_CELLS);
1723 PREGIVE_RESOURCE(e, RES_PLASMA);
1724 PREGIVE_RESOURCE(e, RES_SHELLS);
1725 PREGIVE_RESOURCE(e, RES_ROCKETS);
1726 PREGIVE_RESOURCE(e, RES_FUEL);
1727 PREGIVE_RESOURCE(e, RES_ARMOR);
1728 PREGIVE_RESOURCE(e, RES_HEALTH);
1730 for(i = beginarg; i < endarg; ++i)
1734 if(cmd == "0" || stof(cmd))
1758 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1759 got += GiveValue(e, strength_finished, op, val);
1760 got += GiveValue(e, invincible_finished, op, val);
1761 got += GiveValue(e, superweapons_finished, op, val);
1762 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1764 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1765 got += GiveResourceValue(e, RES_HEALTH, op, val);
1766 got += GiveResourceValue(e, RES_ARMOR, op, val);
1768 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1769 //case "allbuffs": // all buffs makes a player god, do not want!
1770 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1772 got += GiveResourceValue(e, RES_CELLS, op, val);
1773 got += GiveResourceValue(e, RES_PLASMA, op, val);
1774 got += GiveResourceValue(e, RES_SHELLS, op, val);
1775 got += GiveResourceValue(e, RES_BULLETS, op, val);
1776 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1777 got += GiveResourceValue(e, RES_FUEL, op, val);
1779 case "unlimited_ammo":
1780 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1781 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1783 case "unlimited_weapon_ammo":
1784 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1786 case "unlimited_superweapons":
1787 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1790 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1793 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1796 got += GiveValue(e, strength_finished, op, val);
1799 got += GiveValue(e, invincible_finished, op, val);
1801 case "superweapons":
1802 got += GiveValue(e, superweapons_finished, op, val);
1805 got += GiveResourceValue(e, RES_CELLS, op, val);
1808 got += GiveResourceValue(e, RES_PLASMA, op, val);
1811 got += GiveResourceValue(e, RES_SHELLS, op, val);
1815 got += GiveResourceValue(e, RES_BULLETS, op, val);
1818 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1821 got += GiveResourceValue(e, RES_HEALTH, op, val);
1824 got += GiveResourceValue(e, RES_ARMOR, op, val);
1827 got += GiveResourceValue(e, RES_FUEL, op, val);
1830 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.netname,
1832 got += GiveBuff(e, it, op, val);
1835 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1836 got += GiveWeapon(e, it.m_id, op, val);
1845 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1846 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1847 POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1848 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1849 FOREACH(Weapons, it != WEP_Null, {
1850 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1851 if(!(save_weapons & (it.m_wepset)))
1852 if(STAT(WEAPONS, e) & (it.m_wepset))
1855 POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1856 POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1857 //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1858 POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1859 POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1860 POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1861 POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1862 POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1863 POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1864 POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1865 POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1867 if(e.superweapons_finished <= 0)
1868 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1869 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1871 if(e.strength_finished <= 0)
1872 e.strength_finished = 0;
1874 e.strength_finished += time;
1875 if(e.invincible_finished <= 0)
1876 e.invincible_finished = 0;
1878 e.invincible_finished += time;
1879 if(e.superweapons_finished <= 0)
1880 e.superweapons_finished = 0;
1882 e.superweapons_finished += time;
1883 if(STAT(BUFF_TIME, e) <= 0)
1884 STAT(BUFF_TIME, e) = 0;
1886 STAT(BUFF_TIME, e) += time;
1888 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1890 .entity weaponentity = weaponentities[slot];
1891 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1892 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1893 _switchweapon |= BIT(slot);
1898 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1900 .entity weaponentity = weaponentities[slot];
1901 if(_switchweapon & BIT(slot))
1903 Weapon wep = w_getbestweapon(e, weaponentity);
1904 if(wep != e.(weaponentity).m_switchweapon)
1905 W_SwitchWeapon_Force(e, wep, weaponentity);