-// WEAPON PLUGIN SYSTEM
-entity weapon_info[WEP_MAXCOUNT];
-entity dummy_weapon_info;
+#include "items.qh"
-void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname)
+#include "items/_mod.qh"
+
+#if defined(SVQC)
+
+ #include "../server/bot/api.qh"
+
+ #include <server/mutators/_mod.qh>
+
+ #include "../server/weapons/common.qh"
+ #include "../server/weapons/selection.qh"
+ #include "../server/weapons/weaponsystem.qh"
+
+ #include "constants.qh"
+ #include <common/deathtypes/all.qh>
+ #include <common/notifications/all.qh>
+ #include "mapobjects/subs.qh"
+ #include "util.qh"
+
+ #include <common/monsters/_mod.qh>
+
+ #include <common/weapons/_all.qh>
+
+ #include <common/mutators/mutator/buffs/buffs.qh>
+ #include <common/mutators/mutator/buffs/sv_buffs.qh>
+
+ #include "../lib/warpzone/util_server.qh"
+#elif defined(CSQC)
+ #include "physics/movetypes/movetypes.qh"
+ #include <common/weapons/_all.qh>
+ #include "../lib/csqcmodel/cl_model.qh"
+ #include "../lib/csqcmodel/common.qh"
+#endif
+
+REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
+
+#ifdef CSQC
+bool autocvar_cl_ghost_items_vehicle = true;
+.vector item_glowmod;
+.bool item_simple; // probably not really needed, but better safe than sorry
+void Item_SetAlpha(entity this)
{
- entity e;
- weapon_info[id - 1] = e = spawn();
- e.classname = "weapon_info";
- e.weapon = id;
- WEPSET_COPY_EW(e, id);
- e.netname = shortname;
- e.message = wname;
- e.items = ammotype;
- e.weapon_func = func;
- e.mdl = modelname;
- e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
- e.spawnflags = weapontype;
- e.model2 = strzone(strcat("wpn-", e.mdl));
- e.impulse = i;
- e.bot_pickupbasevalue = pickupbasevalue;
- if(ammotype & IT_SHELLS)
- e.ammo_field = ammo_shells;
- else if(ammotype & IT_NAILS)
- e.ammo_field = ammo_nails;
- else if(ammotype & IT_ROCKETS)
- e.ammo_field = ammo_rockets;
- else if(ammotype & IT_CELLS)
- e.ammo_field = ammo_cells;
- else if(ammotype & IT_FUEL)
- e.ammo_field = ammo_fuel;
- else
- e.ammo_field = ammo_batteries;
-}
-float w_null(float dummy)
-{
- return 0;
-}
-void register_weapons_done()
-{
- dummy_weapon_info = spawn();
- dummy_weapon_info.classname = "weapon_info";
- dummy_weapon_info.weapon = 0; // you can recognize dummies by this
- WEPSET_CLEAR_E(dummy_weapon_info);
- dummy_weapon_info.netname = "";
- dummy_weapon_info.message = "AOL CD Thrower";
- dummy_weapon_info.items = 0;
- dummy_weapon_info.weapon_func = w_null;
- dummy_weapon_info.mdl = "";
- dummy_weapon_info.model = "";
- dummy_weapon_info.spawnflags = 0;
- dummy_weapon_info.model2 = "";
- dummy_weapon_info.impulse = -1;
- dummy_weapon_info.bot_pickupbasevalue = 0;
-
- float i;
- weaponorder_byid = "";
- for(i = WEP_MAXCOUNT; i >= 1; --i)
- if(weapon_info[i-1])
- weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
- weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
-}
-entity get_weaponinfo(float id)
-{
- entity w;
- if(id < WEP_FIRST || id > WEP_LAST)
- return dummy_weapon_info;
- w = weapon_info[id - 1];
- if(w)
- return w;
- return dummy_weapon_info;
-}
-string W_FixWeaponOrder(string order, float complete)
-{
- return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete);
-}
-string W_NameWeaponOrder_MapFunc(string s)
-{
- entity wi;
- if(s == "0" || stof(s))
- {
- wi = get_weaponinfo(stof(s));
- if(wi != dummy_weapon_info)
- return wi.netname;
- }
- return s;
-}
-string W_NameWeaponOrder(string order)
-{
- return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
-}
-string W_NumberWeaponOrder_MapFunc(string s)
-{
- float i;
- if(s == "0" || stof(s))
- return s;
- for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- if(s == get_weaponinfo(i).netname)
- return ftos(i);
- return s;
-}
-string W_NumberWeaponOrder(string order)
-{
- return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
-}
-
-float W_FixWeaponOrder_BuildImpulseList_buf[WEP_MAXCOUNT];
-string W_FixWeaponOrder_BuildImpulseList_order;
-void W_FixWeaponOrder_BuildImpulseList_swap(float i, float j, entity pass)
-{
- float h;
- h = W_FixWeaponOrder_BuildImpulseList_buf[i];
- W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
- W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
+ bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
+
+ if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
+ {
+ this.alpha = 1;
+ this.colormod = '1 1 1';
+ this.glowmod = this.item_glowmod;
+ }
+ else
+ {
+ this.alpha = autocvar_cl_ghost_items;
+ this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
+ }
+
+ if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
+ {
+ this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
+ this.alpha = autocvar_cl_weapon_stay_alpha;
+ }
+
+ this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
+}
+
+void ItemDraw(entity this)
+{
+ if(this.gravity)
+ {
+ Movetype_Physics_MatchServer(this, false);
+ if(IS_ONGROUND(this))
+ { // For some reason avelocity gets set to '0 0 0' here ...
+ this.oldorigin = this.origin;
+ this.gravity = 0;
+
+ if(autocvar_cl_animate_items)
+ { // ... so reset it if animations are requested.
+ if(this.ItemStatus & ITS_ANIMATE1)
+ this.avelocity = '0 180 0';
+
+ if(this.ItemStatus & ITS_ANIMATE2)
+ this.avelocity = '0 -90 0';
+ }
+
+ // delay is for blocking item's position for a while;
+ // it's a workaround for dropped weapons that receive the position
+ // another time right after they spawn overriding animation position
+ this.onground_time = time + 0.5;
+ }
+ }
+ 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)
+ {
+ if(this.ItemStatus & ITS_ANIMATE1)
+ {
+ this.angles += this.avelocity * frametime;
+ float fade_in = bound(0, time - this.onground_time, 1);
+ setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
+ }
+
+ if(this.ItemStatus & ITS_ANIMATE2)
+ {
+ this.angles += this.avelocity * frametime;
+ float fade_in = bound(0, time - this.onground_time, 1);
+ setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
+ }
+ }
+
+ Item_SetAlpha(this);
+}
+
+void Item_PreDraw(entity this)
+{
+ if(warpzone_warpzones_exist)
+ {
+ setpredraw(this, func_null); // no need to keep running this
+ return;
+ }
+ float alph;
+ vector org = getpropertyvec(VF_ORIGIN);
+ //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
+ //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
+ if(this.fade_start)
+ {
+ if(vdist(org - this.origin, >, this.fade_end))
+ alph = 0; // save on some processing
+ else if(vdist(org - this.origin, <, this.fade_start))
+ alph = 1; // more processing saved
+ else
+ alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
+ }
+ else
+ alph = 1;
+ //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
+ if(!hud && (this.ItemStatus & ITS_AVAILABLE))
+ this.alpha = alph;
+ if(alph <= 0)
+ this.drawmask = 0;
+ //else
+ //this.drawmask = MASK_NORMAL; // reset by the setalpha function
+}
+
+void ItemRemove(entity this)
+{
+ strfree(this.mdl);
+}
+
+HashMap ENT_CLIENT_ITEM_simple;
+STATIC_INIT(ENT_CLIENT_ITEM_simple)
+{
+ HM_NEW(ENT_CLIENT_ITEM_simple);
+}
+SHUTDOWN(ENT_CLIENT_ITEM_simple)
+{
+ HM_DELETE(ENT_CLIENT_ITEM_simple);
+}
+
+NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
+{
+ int sf = ReadByte();
+
+ if(sf & ISF_LOCATION)
+ {
+ this.origin = ReadVector();
+ setorigin(this, this.origin);
+ this.oldorigin = this.origin;
+ }
+
+ if(sf & ISF_ANGLES)
+ {
+ this.angles = ReadAngleVector();
+ }
+
+ if(sf & ISF_SIZE)
+ {
+ setsize(this, '-16 -16 0', '16 16 48');
+ }
+
+ if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
+ {
+ this.ItemStatus = ReadByte();
+
+ Item_SetAlpha(this);
+
+ if(this.ItemStatus & ITS_ALLOWFB)
+ this.effects |= EF_FULLBRIGHT;
+ else
+ this.effects &= ~EF_FULLBRIGHT;
+
+ if(this.ItemStatus & ITS_GLOW)
+ {
+ if(this.ItemStatus & ITS_AVAILABLE)
+ this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
+ else
+ this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
+ }
+ }
+
+ if(sf & ISF_MODEL)
+ {
+ this.drawmask = MASK_NORMAL;
+ set_movetype(this, MOVETYPE_TOSS);
+ if (isnew) IL_PUSH(g_drawables, this);
+ this.draw = ItemDraw;
+ this.solid = SOLID_TRIGGER;
+ //this.flags |= FL_ITEM;
+
+ this.fade_end = ReadShort();
+ this.fade_start = ReadShort();
+ if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
+ setpredraw(this, Item_PreDraw);
+
+ strfree(this.mdl);
+
+ string _fn = ReadString();
+ this.item_simple = false; // reset it!
+
+ if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
+ {
+ string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
+ this.item_simple = true;
+
+ #define extensions(x) \
+ x(md3) \
+ x(dpm) \
+ x(iqm) \
+ x(mdl) \
+ /**/
+ #define tryext(ext) { \
+ string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \
+ string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \
+ if (cached == "") { \
+ HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \
+ } \
+ if (cached != "0") { \
+ strcpy(this.mdl, s); \
+ break; \
+ } \
+ }
+ do {
+ extensions(tryext);
+ this.item_simple = false;
+ LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
+ } while (0);
+ #undef tryext
+ #undef extensions
+ }
+
+ if(!this.item_simple)
+ strcpy(this.mdl, _fn);
+
+ if(this.mdl == "")
+ LOG_WARNF("this.mdl is unset for item %s", this.classname);
+
+ precache_model(this.mdl);
+ _setmodel(this, this.mdl);
+
+ setsize(this, '-16 -16 0', '16 16 48');
+ }
+
+ if(sf & ISF_COLORMAP)
+ {
+ this.colormap = ReadShort();
+ this.item_glowmod_x = ReadByte() / 255.0;
+ this.item_glowmod_y = ReadByte() / 255.0;
+ this.item_glowmod_z = ReadByte() / 255.0;
+ }
+
+ if(sf & ISF_DROP)
+ {
+ this.gravity = 1;
+ this.pushable = true;
+ //this.angles = '0 0 0';
+ set_movetype(this, MOVETYPE_TOSS);
+ this.velocity = ReadVector();
+ setorigin(this, this.oldorigin);
+
+ if(!this.move_time)
+ {
+ this.move_time = time;
+ this.spawntime = time;
+ }
+ else
+ this.move_time = max(this.move_time, time);
+ }
+
+ if(autocvar_cl_animate_items)
+ {
+ if(this.ItemStatus & ITS_ANIMATE1)
+ this.avelocity = '0 180 0';
+
+ if(this.ItemStatus & ITS_ANIMATE2)
+ this.avelocity = '0 -90 0';
+ }
+
+ this.entremove = ItemRemove;
+
+ return true;
+}
+
+#endif
+
+#ifdef SVQC
+bool ItemSend(entity this, entity to, int sf)
+{
+ if(this.gravity)
+ sf |= ISF_DROP;
+ else
+ sf &= ~ISF_DROP;
+
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
+ WriteByte(MSG_ENTITY, sf);
+
+ //WriteByte(MSG_ENTITY, this.cnt);
+ if(sf & ISF_LOCATION)
+ {
+ WriteVector(MSG_ENTITY, this.origin);
+ }
+
+ if(sf & ISF_ANGLES)
+ {
+ WriteAngleVector(MSG_ENTITY, this.angles);
+ }
+
+ // sets size on the client, unused on server
+ //if(sf & ISF_SIZE)
+
+ if(sf & ISF_STATUS)
+ WriteByte(MSG_ENTITY, this.ItemStatus);
+
+ if(sf & ISF_MODEL)
+ {
+ WriteShort(MSG_ENTITY, this.fade_end);
+ WriteShort(MSG_ENTITY, this.fade_start);
+
+ if(this.mdl == "")
+ LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
+
+ WriteString(MSG_ENTITY, this.mdl);
+ }
+
+
+ if(sf & ISF_COLORMAP)
+ {
+ WriteShort(MSG_ENTITY, this.colormap);
+ WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
+ WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
+ WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
+ }
+
+ if(sf & ISF_DROP)
+ {
+ WriteVector(MSG_ENTITY, this.velocity);
+ }
+
+ return true;
+}
+
+void ItemUpdate(entity this)
+{
+ this.oldorigin = this.origin;
+ this.SendFlags |= ISF_LOCATION;
+}
+
+void UpdateItemAfterTeleport(entity this)
+{
+ if(getSendEntity(this) == ItemSend)
+ ItemUpdate(this);
+}
+
+bool have_pickup_item(entity this)
+{
+ if(this.itemdef.instanceOfPowerup)
+ {
+ if(autocvar_g_powerups > 0)
+ return true;
+ if(autocvar_g_powerups == 0)
+ return false;
+ }
+ else
+ {
+ if(autocvar_g_pickup_items > 0)
+ return true;
+ if(autocvar_g_pickup_items == 0)
+ return false;
+ if(g_weaponarena)
+ if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
+ return false;
+ }
+ return true;
+}
+
+void Item_Show(entity e, int mode)
+{
+ e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
+ e.ItemStatus &= ~ITS_STAYWEP;
+ entity def = e.itemdef;
+ if (mode > 0)
+ {
+ // make the item look normal, and be touchable
+ e.model = e.mdl;
+ e.solid = SOLID_TRIGGER;
+ e.spawnshieldtime = 1;
+ e.ItemStatus |= ITS_AVAILABLE;
+ }
+ else if (mode < 0)
+ {
+ // hide the item completely
+ e.model = string_null;
+ e.solid = SOLID_NOT;
+ e.spawnshieldtime = 1;
+ e.ItemStatus &= ~ITS_AVAILABLE;
+ }
+ else
+ {
+ bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
+ || e.team // weapon stay isn't supported for teamed weapons
+ ;
+ if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
+ {
+ // make the item translucent and not touchable
+ e.model = e.mdl;
+ e.solid = SOLID_TRIGGER; // can STILL be picked up!
+ e.effects |= EF_STARDUST;
+ e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
+ e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
+ }
+ else
+ {
+ //setmodel(e, "null");
+ e.solid = SOLID_NOT;
+ e.colormod = '0 0 0';
+ //e.glowmod = e.colormod;
+ e.spawnshieldtime = 1;
+ e.ItemStatus &= ~ITS_AVAILABLE;
+ }
+ }
+
+ if (def.m_glow)
+ e.ItemStatus |= ITS_GLOW;
+
+ if (autocvar_g_nodepthtestitems)
+ e.effects |= EF_NODEPTHTEST;
+
+ if (autocvar_g_fullbrightitems)
+ e.ItemStatus |= ITS_ALLOWFB;
+ else
+ e.ItemStatus &= ~ITS_ALLOWFB;
+
+ if (autocvar_sv_simple_items)
+ e.ItemStatus |= ITS_ALLOWSI;
+
+ // relink entity (because solid may have changed)
+ setorigin(e, e.origin);
+ e.SendFlags |= ISF_STATUS;
+}
+
+void Item_Think(entity this)
+{
+ this.nextthink = time;
+ if(this.origin != this.oldorigin)
+ ItemUpdate(this);
+}
+
+bool Item_ItemsTime_SpectatorOnly(GameItem it);
+bool Item_ItemsTime_Allow(GameItem it);
+float Item_ItemsTime_UpdateTime(entity e, float t);
+void Item_ItemsTime_SetTime(entity e, float t);
+void Item_ItemsTime_SetTimesForAllPlayers();
+
+void Item_Respawn(entity this)
+{
+ Item_Show(this, 1);
+ sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
+ setorigin(this, this.origin);
+
+ if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
+ {
+ float t = Item_ItemsTime_UpdateTime(this, 0);
+ Item_ItemsTime_SetTime(this, t);
+ Item_ItemsTime_SetTimesForAllPlayers();
+ }
+
+ setthink(this, Item_Think);
+ this.nextthink = time;
+
+ //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
+ Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
+}
+
+void Item_RespawnCountdown(entity this)
+{
+ if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
+ {
+ if(this.waypointsprite_attached)
+ WaypointSprite_Kill(this.waypointsprite_attached);
+ Item_Respawn(this);
+ }
+ else
+ {
+ this.nextthink = time + 1;
+ this.item_respawncounter += 1;
+ if(this.item_respawncounter == 1)
+ {
+ do {
+ {
+ entity wi = REGISTRY_GET(Weapons, this.weapon);
+ if (wi != WEP_Null) {
+ entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
+ wp.wp_extra = wi.m_id;
+ break;
+ }
+ }
+ {
+ entity ii = this.itemdef;
+ if (ii != NULL) {
+ entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
+ wp.wp_extra = ii.m_id;
+ break;
+ }
+ }
+ } while (0);
+ bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
+ if(this.waypointsprite_attached)
+ {
+ GameItem def = this.itemdef;
+ if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
+ WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
+ WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
+ }
+ }
+
+ if(this.waypointsprite_attached)
+ {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
+ if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
+ {
+ msg_entity = it;
+ soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
+ }
+ });
+
+ WaypointSprite_Ping(this.waypointsprite_attached);
+ //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
+ }
+ }
}
-float W_FixWeaponOrder_BuildImpulseList_cmp(float i, float j, entity pass)
+
+void Item_RespawnThink(entity this)
{
- entity e1, e2;
- float d;
- e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]);
- e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]);
- d = mod(e1.impulse + 9, 10) - mod(e2.impulse + 9, 10);
- if(d != 0)
- return -d; // high impulse first!
- return
- strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0)
- -
- strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
- ; // low char index first!
+ this.nextthink = time;
+ if(this.origin != this.oldorigin)
+ ItemUpdate(this);
+
+ if(time >= this.wait)
+ Item_Respawn(this);
}
-string W_FixWeaponOrder_BuildImpulseList(string o)
+
+void Item_ScheduleRespawnIn(entity e, float t)
{
- float i;
- W_FixWeaponOrder_BuildImpulseList_order = o;
- for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
- heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, world);
- o = "";
- for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
- W_FixWeaponOrder_BuildImpulseList_order = string_null;
- return substring(o, 1, -1);
+ // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
+ if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
+ {
+ setthink(e, Item_RespawnCountdown);
+ e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
+ e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
+ e.item_respawncounter = 0;
+ if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
+ {
+ t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
+ Item_ItemsTime_SetTime(e, t);
+ Item_ItemsTime_SetTimesForAllPlayers();
+ }
+ }
+ else
+ {
+ setthink(e, Item_RespawnThink);
+ e.nextthink = time;
+ e.scheduledrespawntime = time + t;
+ e.wait = time + t;
+
+ if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
+ {
+ t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
+ Item_ItemsTime_SetTime(e, t);
+ Item_ItemsTime_SetTimesForAllPlayers();
+ }
+ }
+}
+
+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*");
+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");
+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");
+
+/// Adjust respawn time according to the number of players.
+float adjust_respawntime(float normal_respawntime) {
+ float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
+ float o = autocvar_g_pickup_respawntime_scaling_offset;
+ float l = autocvar_g_pickup_respawntime_scaling_linear;
+
+ if (r == 0 && l == 1) {
+ return normal_respawntime;
+ }
+
+ entity balance = TeamBalance_CheckAllowedTeams(NULL);
+ TeamBalance_GetTeamCounts(balance, NULL);
+ int players = 0;
+ for (int i = 1; i <= NUM_TEAMS; ++i)
+ {
+ if (TeamBalance_IsTeamAllowed(balance, i))
+ {
+ players += TeamBalance_GetNumberOfPlayers(balance, i);
+ }
+ }
+ TeamBalance_Destroy(balance);
+
+ if (players >= 2) {
+ return normal_respawntime * (r / (players + o) + l);
+ } else {
+ return normal_respawntime;
+ }
}
-string W_FixWeaponOrder_AllowIncomplete(string order)
+void Item_ScheduleRespawn(entity e)
{
- return W_FixWeaponOrder(order, 0);
+ if(e.respawntime > 0)
+ {
+ Item_Show(e, 0);
+
+ float adjusted_respawntime = adjust_respawntime(e.respawntime);
+ //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
+
+ // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
+ float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
+ Item_ScheduleRespawnIn(e, respawn_in);
+ }
+ else // if respawntime is -1, this item does not respawn
+ Item_Show(e, -1);
}
-string W_FixWeaponOrder_ForceComplete(string order)
+AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
+ "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");
+
+void Item_ScheduleInitialRespawn(entity e)
{
- if(order == "")
- order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
- return W_FixWeaponOrder(order, 1);
+ Item_Show(e, 0);
+
+ float spawn_in;
+ if (autocvar_g_pickup_respawntime_initial_random == 0)
+ {
+ // range: respawntime .. respawntime + respawntimejitter
+ spawn_in = e.respawntime + random() * e.respawntimejitter;
+ }
+ else
+ {
+ float rnd;
+ if (autocvar_g_pickup_respawntime_initial_random == 1)
+ {
+ static float shared_random = 0;
+ // NOTE this code works only if items are scheduled at the same time (normal case)
+ // NOTE2 random() can't return exactly 1 so this check always work as intended
+ if (!shared_random || floor(time) > shared_random)
+ shared_random = floor(time) + random();
+ rnd = shared_random - floor(time);
+ }
+ else
+ rnd = random();
+
+ // range:
+ // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
+ // else: 0 .. ITEM_RESPAWN_TICKS
+ // this is to prevent powerups spawning unexpectedly without waypoints
+ spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
+ }
+
+ Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
}
-void W_RandomWeapons(entity e, float n)
+void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
+ entity ammo_entity)
{
- float i, j;
- WEPSET_DECLARE_A(remaining);
- WEPSET_DECLARE_A(result);
- WEPSET_COPY_AE(remaining, e);
- WEPSET_CLEAR_A(result);
- for(i = 0; i < n; ++i)
+ if (num_weapons == 0)
+ {
+ return;
+ }
+ int num_potential_weapons = tokenize_console(weapon_names);
+ for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
{
RandomSelection_Init();
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- if(WEPSET_CONTAINS_AW(remaining, j))
- RandomSelection_Add(world, j, string_null, 1, 1);
- WEPSET_OR_AW(result, RandomSelection_chosen_float);
- WEPSET_ANDNOT_AW(remaining, RandomSelection_chosen_float);
+ for (int weapon_index = 0; weapon_index < num_potential_weapons;
+ ++weapon_index)
+ {
+ string weapon = argv(weapon_index);
+ FOREACH(Weapons, it != WEP_Null,
+ {
+ // Finding a weapon which player doesn't have.
+ if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
+ {
+ RandomSelection_AddEnt(it, 1, 1);
+ break;
+ }
+ });
+ }
+ if (RandomSelection_chosen_ent == NULL)
+ {
+ return;
+ }
+ STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
+ if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
+ {
+ continue;
+ }
+ if (GetResource(receiver,
+ RandomSelection_chosen_ent.ammo_type) != 0)
+ {
+ continue;
+ }
+ GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
+ GetResource(ammo_entity,
+ RandomSelection_chosen_ent.ammo_type));
+ }
+}
+
+bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax)
+{
+ float amount = GetResource(item, res_type);
+ if (amount == 0)
+ {
+ return false;
+ }
+ float player_amount = GetResource(player, res_type);
+ if (item.spawnshieldtime)
+ {
+ if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
+ return false;
+ }
+ else if (g_weapon_stay == 2)
+ {
+ ammomax = min(amount, ammomax);
+ if(player_amount >= ammomax)
+ return false;
}
- WEPSET_COPY_EA(e, result);
+ else
+ return false;
+ if (amount < 0)
+ TakeResourceWithLimit(player, res_type, -amount, ammomax);
+ else
+ GiveResourceWithLimit(player, res_type, amount, ammomax);
+ return true;
}
-string W_Name(float weaponid)
+bool Item_GiveTo(entity item, entity player)
{
- return (get_weaponinfo(weaponid)).message;
+ // if nothing happens to player, just return without taking the item
+ int _switchweapon = 0;
+ // in case the player has autoswitch enabled do the following:
+ // if the player is using their best weapon before items are given, they
+ // probably want to switch to an even better weapon after items are given
+
+ if(CS(player).autoswitch)
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+ {
+ if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
+ _switchweapon |= BIT(slot);
+
+ if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
+ _switchweapon |= BIT(slot);
+ }
+ }
+ }
+ bool pickedup = false;
+ pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
+ pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
+ pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
+ if (item.itemdef.instanceOfWeaponPickup)
+ {
+ WepSet w;
+ w = STAT(WEAPONS, item);
+ w &= ~STAT(WEAPONS, player);
+
+ if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
+ {
+ pickedup = true;
+ FOREACH(Weapons, it != WEP_Null, {
+ if(w & (it.m_wepset))
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+ W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
+ }
+ W_GiveWeapon(player, it.m_id);
+ }
+ });
+ }
+ }
+
+ if (item.itemdef.instanceOfPowerup)
+ {
+ if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
+ else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
+ }
+
+ int its;
+ if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
+ {
+ pickedup = true;
+ player.items |= its;
+ // TODO: we probably want to show a message in the console, but not this one!
+ //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
+ }
+
+ if (item.strength_finished)
+ {
+ pickedup = true;
+ STAT(STRENGTH_FINISHED, player) = max(STAT(STRENGTH_FINISHED, player), time) + item.strength_finished;
+ }
+ if (item.invincible_finished)
+ {
+ pickedup = true;
+ STAT(INVINCIBLE_FINISHED, player) = max(STAT(INVINCIBLE_FINISHED, player), time) + item.invincible_finished;
+ }
+ if (item.superweapons_finished)
+ {
+ pickedup = true;
+ STAT(SUPERWEAPONS_FINISHED, player) = max(STAT(SUPERWEAPONS_FINISHED, player), time) + item.superweapons_finished;
+ }
+
+ // always eat teamed entities
+ if(item.team)
+ pickedup = true;
+
+ if (!pickedup)
+ return false;
+
+ // crude hack to enforce switching weapons
+ if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch)
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+ W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
+ }
+ return true;
+ }
+
+ if(_switchweapon)
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(_switchweapon & BIT(slot))
+ if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
+ W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
+ }
+ }
+
+ return true;
}
-float W_AmmoItemCode(float wpn)
+void Item_Touch(entity this, entity toucher)
{
- return (get_weaponinfo(wpn)).items & IT_AMMO;
+ // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
+ if (Item_IsLoot(this))
+ {
+ if (ITEM_TOUCH_NEEDKILL())
+ {
+ delete(this);
+ return;
+ }
+ }
+
+ if(!(toucher.flags & FL_PICKUPITEMS)
+ || STAT(FROZEN, toucher)
+ || IS_DEAD(toucher)
+ || (this.solid != SOLID_TRIGGER)
+ || (this.owner == toucher)
+ || (time < this.item_spawnshieldtime)
+ ) { return; }
+
+ switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
+ {
+ case MUT_ITEMTOUCH_RETURN: { return; }
+ case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
+ }
+
+ toucher = M_ARGV(1, entity);
+
+ if (Item_IsExpiring(this))
+ {
+ this.strength_finished = max(0, this.strength_finished - time);
+ this.invincible_finished = max(0, this.invincible_finished - time);
+ this.superweapons_finished = max(0, this.superweapons_finished - time);
+ }
+ bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
+ if (!gave)
+ {
+ if (Item_IsExpiring(this))
+ {
+ // undo what we did above
+ this.strength_finished += time;
+ this.invincible_finished += time;
+ this.superweapons_finished += time;
+ }
+ return;
+ }
+
+LABEL(pickup)
+
+ if(this.target && this.target != "" && this.target != "###item###") // defrag support
+ SUB_UseTargets(this, toucher, NULL);
+
+ STAT(LAST_PICKUP, toucher) = time;
+
+ Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
+ _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);
+
+ MUTATOR_CALLHOOK(ItemTouched, this, toucher);
+ if (wasfreed(this))
+ {
+ return;
+ }
+
+ if (Item_IsLoot(this))
+ {
+ delete(this);
+ return;
+ }
+ if (!this.spawnshieldtime)
+ {
+ return;
+ }
+ entity e;
+ if (this.team)
+ {
+ RandomSelection_Init();
+ IL_EACH(g_items, it.team == this.team,
+ {
+ if (it.itemdef) // is a registered item
+ {
+ Item_Show(it, -1);
+ it.scheduledrespawntime = 0;
+ RandomSelection_AddEnt(it, it.cnt, 0);
+ }
+ });
+ e = RandomSelection_chosen_ent;
+ Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
+ }
+ else
+ e = this;
+ Item_ScheduleRespawn(e);
+}
+
+void Item_Reset(entity this)
+{
+ Item_Show(this, !this.state);
+ setorigin(this, this.origin);
+
+ if (Item_IsLoot(this))
+ {
+ return;
+ }
+ setthink(this, Item_Think);
+ this.nextthink = time;
+ if (this.waypointsprite_attached)
+ {
+ WaypointSprite_Kill(this.waypointsprite_attached);
+ }
+ if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
+ {
+ Item_ScheduleInitialRespawn(this);
+ }
+}
+
+void Item_FindTeam(entity this)
+{
+ entity e;
+
+ if(this.effects & EF_NODRAW)
+ {
+ // marker for item team search
+ LOG_TRACE("Initializing item team ", ftos(this.team));
+ RandomSelection_Init();
+ IL_EACH(g_items, it.team == this.team,
+ {
+ if(it.itemdef) // is a registered item
+ RandomSelection_AddEnt(it, it.cnt, 0);
+ });
+
+ e = RandomSelection_chosen_ent;
+ if (!e)
+ return;
+
+ IL_EACH(g_items, it.team == this.team,
+ {
+ if(it.itemdef) // is a registered item
+ {
+ if(it != e)
+ {
+ // make it non-spawned
+ Item_Show(it, -1);
+ it.state = 1; // state 1 = initially hidden item, apparently
+ }
+ else
+ Item_Reset(it);
+ it.effects &= ~EF_NODRAW;
+ }
+ });
+ }
+}
+
+// Savage: used for item garbage-collection
+void RemoveItem(entity this)
+{
+ if(wasfreed(this) || !this) { return; }
+ Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
+ delete(this);
+}
+
+// pickup evaluation functions
+// these functions decide how desirable an item is to the bots
+
+float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
+
+float weapon_pickupevalfunc(entity player, entity item)
+{
+ // See if I have it already
+ if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
+ {
+ // If I can pick it up
+ if(!item.spawnshieldtime)
+ return 0;
+ return ammo_pickupevalfunc(player, item);
+ }
+
+ // reduce weapon value if bot already got a good arsenal
+ float c = 1;
+ int weapons_value = 0;
+ FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
+ weapons_value += it.bot_pickupbasevalue;
+ });
+ c -= bound(0, weapons_value / 20000, 1) * 0.5;
+
+ return item.bot_pickupbasevalue * c;
+}
+
+float ammo_pickupevalfunc(entity player, entity item)
+{
+ bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
+ entity wpn = NULL;
+ float c = 0;
+ float rating = 0;
+
+ // Detect needed ammo
+ if(item.itemdef.instanceOfWeaponPickup)
+ {
+ entity ammo = NULL;
+ if(GetResource(item, RES_SHELLS)) { need_shells = true; ammo = ITEM_Shells; }
+ else if(GetResource(item, RES_BULLETS)) { need_nails = true; ammo = ITEM_Bullets; }
+ else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets; }
+ else if(GetResource(item, RES_CELLS)) { need_cells = true; ammo = ITEM_Cells; }
+ else if(GetResource(item, RES_PLASMA)) { need_plasma = true; ammo = ITEM_Plasma; }
+ else if(GetResource(item, RES_FUEL)) { need_fuel = true; ammo = ITEM_JetpackFuel; }
+
+ if(!ammo)
+ return 0;
+ wpn = item;
+ rating = ammo.m_botvalue;
+ }
+ else
+ {
+ FOREACH(Weapons, it != WEP_Null, {
+ if(!(STAT(WEAPONS, player) & (it.m_wepset)))
+ continue;
+
+ switch(it.ammo_type)
+ {
+ case RES_SHELLS: need_shells = true; break;
+ case RES_BULLETS: need_nails = true; break;
+ case RES_ROCKETS: need_rockets = true; break;
+ case RES_CELLS: need_cells = true; break;
+ case RES_PLASMA: need_plasma = true; break;
+ case RES_FUEL: need_fuel = true; break;
+ }
+ });
+ rating = item.bot_pickupbasevalue;
+ }
+
+ float noammorating = 0.5;
+
+ if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max))
+ c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS));
+
+ if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max))
+ c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS));
+
+ if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max))
+ c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS));
+
+ if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max))
+ c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS));
+
+ if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max))
+ c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA));
+
+ if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max))
+ c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL));
+
+ rating *= min(c, 2);
+ if(wpn)
+ rating += wpn.bot_pickupbasevalue * 0.1;
+ return rating;
+}
+
+float healtharmor_pickupevalfunc(entity player, entity item)
+{
+ float c = 0;
+ float rating = item.bot_pickupbasevalue;
+
+ float itemarmor = GetResource(item, RES_ARMOR);
+ float itemhealth = GetResource(item, RES_HEALTH);
+
+ if(item.item_group)
+ {
+ itemarmor *= min(4, item.item_group_count);
+ itemhealth *= min(4, item.item_group_count);
+ }
+
+ if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
+ c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
+
+ if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
+ c = itemhealth / max(1, GetResource(player, RES_HEALTH));
+
+ rating *= min(2, c);
+ return rating;
+}
+
+void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
+ if(ITEM_DAMAGE_NEEDKILL(deathtype))
+ RemoveItem(this);
+}
+
+void item_use(entity this, entity actor, entity trigger)
+{
+ // use the touch function to handle collection
+ gettouch(this)(this, actor);
+}
+
+void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
+{
+ string itemname = def.m_name;
+ Model itemmodel = def.m_model;
+ Sound pickupsound = def.m_sound;
+ float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
+ float pickupbasevalue = def.m_botvalue;
+ int itemflags = def.m_itemflags;
+
+ startitem_failed = false;
+
+ this.item_model_ent = itemmodel;
+ this.item_pickupsound_ent = pickupsound;
+
+ if(def.m_iteminit)
+ def.m_iteminit(def, this);
+
+ if(!this.respawntime) // both need to be set
+ {
+ this.respawntime = defaultrespawntime;
+ this.respawntimejitter = defaultrespawntimejitter;
+ }
+
+ if(!this.pickup_anyway && def.m_pickupanyway)
+ this.pickup_anyway = def.m_pickupanyway();
+
+ int itemid = def.m_itemid;
+ this.items = itemid;
+ int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
+ this.weapon = weaponid;
+
+ if(!this.fade_end)
+ {
+ this.fade_start = autocvar_g_items_mindist;
+ this.fade_end = autocvar_g_items_maxdist;
+ }
+
+ if(weaponid)
+ STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
+
+ this.flags = FL_ITEM | itemflags;
+ IL_PUSH(g_items, this);
+
+ if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
+ {
+ startitem_failed = true;
+ delete(this);
+ return;
+ }
+
+ precache_model(this.model);
+ precache_sound(this.item_pickupsound);
+
+ if (Item_IsLoot(this))
+ {
+ this.reset = SUB_Remove;
+ set_movetype(this, MOVETYPE_TOSS);
+
+ // Savage: remove thrown items after a certain period of time ("garbage collection")
+ setthink(this, RemoveItem);
+ this.nextthink = time + 20;
+
+ this.takedamage = DAMAGE_YES;
+ this.event_damage = Item_Damage;
+
+ if (Item_IsExpiring(this))
+ {
+ // if item is worthless after a timer, have it expire then
+ this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
+ }
+
+ // don't drop if in a NODROP zone (such as lava)
+ traceline(this.origin, this.origin, MOVE_NORMAL, this);
+ if (trace_dpstartcontents & DPCONTENTS_NODROP)
+ {
+ startitem_failed = true;
+ delete(this);
+ return;
+ }
+ }
+ else
+ {
+ if(!have_pickup_item(this))
+ {
+ startitem_failed = true;
+ delete(this);
+ return;
+ }
+
+ if(this.angles != '0 0 0')
+ this.SendFlags |= ISF_ANGLES;
+
+ this.reset = Item_Reset;
+ // it's a level item
+ if(this.spawnflags & 1)
+ this.noalign = 1;
+ if (this.noalign > 0)
+ set_movetype(this, MOVETYPE_NONE);
+ else
+ set_movetype(this, MOVETYPE_TOSS);
+ // do item filtering according to game mode and other things
+ if (this.noalign <= 0)
+ {
+ // first nudge it off the floor a little bit to avoid math errors
+ setorigin(this, this.origin + '0 0 1');
+ // set item size before we spawn a spawnfunc_waypoint
+ setsize(this, def.m_mins, def.m_maxs);
+ this.SendFlags |= ISF_SIZE;
+ // note droptofloor returns false if stuck/or would fall too far
+ if (!this.noalign)
+ droptofloor(this);
+ waypoint_spawnforitem(this);
+ }
+
+ /*
+ * can't do it that way, as it would break maps
+ * TODO make a target_give like entity another way, that perhaps has
+ * the weapon name in a key
+ if(this.targetname)
+ {
+ // target_give not yet supported; maybe later
+ print("removed targeted ", this.classname, "\n");
+ startitem_failed = true;
+ delete(this);
+ return;
+ }
+ */
+
+ if(this.targetname != "" && (this.spawnflags & 16))
+ this.use = item_use;
+
+ if(autocvar_spawn_debug >= 2)
+ {
+ // why not flags & fl_item?
+ FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
+ LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
+ LOG_TRACE(" vs ", it.netname, vtos(it.origin));
+ error("Mapper sucks.");
+ });
+ this.is_item = true;
+ }
+
+ weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
+
+ if ( def.instanceOfPowerup
+ || def.instanceOfWeaponPickup
+ || (def.instanceOfHealth && def != ITEM_HealthSmall)
+ || (def.instanceOfArmor && def != ITEM_ArmorSmall)
+ || (itemid & (IT_KEY1 | IT_KEY2))
+ )
+ {
+ if(!this.target || this.target == "")
+ this.target = "###item###"; // for finding the nearest item using findnearest
+ }
+
+ Item_ItemsTime_SetTime(this, 0);
+ }
+
+ this.bot_pickup = true;
+ this.bot_pickupevalfunc = pickupevalfunc;
+ this.bot_pickupbasevalue = pickupbasevalue;
+ this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
+ this.netname = itemname;
+ settouch(this, Item_Touch);
+ setmodel(this, MDL_Null); // precision set below
+ //this.effects |= EF_LOWPRECISION;
+
+ setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
+
+ this.SendFlags |= ISF_SIZE;
+
+ if (!(this.spawnflags & 1024)) {
+ if(def.instanceOfPowerup)
+ this.ItemStatus |= ITS_ANIMATE1;
+
+ if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
+ this.ItemStatus |= ITS_ANIMATE2;
+ }
+
+ if(Item_IsLoot(this))
+ this.gravity = 1;
+
+ if(def.instanceOfWeaponPickup)
+ {
+ if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
+ this.colormap = 1024; // color shirt=0 pants=0 grey
+ if (!(this.spawnflags & 1024))
+ this.ItemStatus |= ITS_ANIMATE1;
+ this.SendFlags |= ISF_COLORMAP;
+ }
+
+ this.state = 0;
+ if(this.team)
+ {
+ if(!this.cnt)
+ this.cnt = 1; // item probability weight
+
+ this.effects |= EF_NODRAW; // marker for item team search
+ InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
+ }
+ else
+ Item_Reset(this);
+
+ Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
+
+ // call this hook after everything else has been done
+ if (MUTATOR_CALLHOOK(Item_Spawn, this))
+ {
+ startitem_failed = true;
+ delete(this);
+ return;
+ }
+
+ setItemGroup(this);
+}
+
+void StartItem(entity this, GameItem def)
+{
+ def = def.m_spawnfunc_hookreplace(def, this);
+ if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
+ {
+ delete(this);
+ return;
+ }
+ this.classname = def.m_canonical_spawnfunc;
+ _StartItem(
+ this,
+ this.itemdef = def,
+ def.m_respawntime(), // defaultrespawntime
+ def.m_respawntimejitter() // defaultrespawntimejitter
+ );
+}
+
+#define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
+int group_count = 1;
+
+void setItemGroup(entity this)
+{
+ if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
+ return;
+
+ FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
+ {
+ if(!this.item_group)
+ {
+ if(!it.item_group)
+ {
+ it.item_group = group_count;
+ group_count++;
+ }
+ this.item_group = it.item_group;
+ }
+ else // spawning item is already part of a item_group X
+ {
+ if(!it.item_group)
+ it.item_group = this.item_group;
+ else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
+ {
+ int grY = it.item_group;
+ // move all items of item_group Y to item_group X
+ IL_EACH(g_items, IS_SMALL(it.itemdef),
+ {
+ if(it.item_group == grY)
+ it.item_group = this.item_group;
+ });
+ }
+ }
+ });
+}
+
+void setItemGroupCount()
+{
+ for (int k = 1; k <= group_count; k++)
+ {
+ int count = 0;
+ IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
+ if (count)
+ IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
+ }
+}
+
+void target_items_use(entity this, entity actor, entity trigger)
+{
+ if(Item_IsLoot(actor))
+ {
+ EXACTTRIGGER_TOUCH(this, trigger);
+ delete(actor);
+ return;
+ }
+
+ if (!IS_PLAYER(actor) || IS_DEAD(actor))
+ return;
+
+ if(trigger.solid == SOLID_TRIGGER)
+ {
+ EXACTTRIGGER_TOUCH(this, trigger);
+ }
+
+ IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
+ {
+ delete(it);
+ });
+
+ if(GiveItems(actor, 0, tokenize_console(this.netname)))
+ centerprint(actor, this.message);
+}
+
+spawnfunc(target_items)
+{
+ this.use = target_items_use;
+ if(!this.strength_finished)
+ this.strength_finished = autocvar_g_balance_powerup_strength_time;
+ if(!this.invincible_finished)
+ this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+ if(!this.superweapons_finished)
+ this.superweapons_finished = autocvar_g_balance_superweapons_time;
+
+ string str;
+ int n = tokenize_console(this.netname);
+ if(argv(0) == "give")
+ {
+ str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
+ }
+ else
+ {
+ for(int j = 0; j < n; ++j)
+ {
+ // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
+ if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
+ else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
+ else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
+ else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
+ else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
+ else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
+ else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
+ else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
+ else
+ {
+ FOREACH(Buffs, it != BUFF_Null,
+ {
+ string s = Buff_UndeprecateName(argv(j));
+ if(s == it.netname)
+ {
+ STAT(BUFFS, this) |= (it.m_itemid);
+ if(!STAT(BUFF_TIME, this))
+ STAT(BUFF_TIME, this) = it.m_time(it);
+ break;
+ }
+ });
+ FOREACH(Weapons, it != WEP_Null, {
+ string s = W_UndeprecateName(argv(j));
+ if(s == it.netname)
+ {
+ STAT(WEAPONS, this) |= (it.m_wepset);
+ if(this.spawnflags == 0 || this.spawnflags == 2)
+ it.wr_init(it);
+ break;
+ }
+ });
+ }
+ }
+
+ string itemprefix, valueprefix;
+ if(this.spawnflags == 0)
+ {
+ itemprefix = "";
+ valueprefix = "";
+ }
+ else if(this.spawnflags == 1)
+ {
+ itemprefix = "max ";
+ valueprefix = "max ";
+ }
+ else if(this.spawnflags == 2)
+ {
+ itemprefix = "min ";
+ valueprefix = "min ";
+ }
+ else if(this.spawnflags == 4)
+ {
+ itemprefix = "minus ";
+ valueprefix = "max ";
+ }
+ else
+ {
+ error("invalid spawnflags");
+ itemprefix = valueprefix = string_null;
+ }
+
+ str = "";
+ str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
+ str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
+ str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
+ str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
+ str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
+ str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
+ str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
+ float res;
+ res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
+ res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
+ res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
+ res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
+ res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
+ res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
+ res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
+ res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
+ // HACK: buffs share a single timer, so we need to include enabled buffs AFTER disabled ones to avoid loss
+ FOREACH(Buffs, it != BUFF_Null && !(STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname));
+ FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname));
+ FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
+ }
+ this.netname = strzone(str);
+
+ n = tokenize_console(this.netname);
+ for(int j = 0; j < n; ++j)
+ {
+ FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
+ it.wr_init(it);
+ break;
+ });
+ }
+}
+
+float GiveWeapon(entity e, float wpn, float op, float val)
+{
+ WepSet v0, v1;
+ WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
+ v0 = (STAT(WEAPONS, e) & s);
+ switch(op)
+ {
+ case OP_SET:
+ if(val > 0)
+ STAT(WEAPONS, e) |= s;
+ else
+ STAT(WEAPONS, e) &= ~s;
+ break;
+ case OP_MIN:
+ case OP_PLUS:
+ if(val > 0)
+ STAT(WEAPONS, e) |= s;
+ break;
+ case OP_MAX:
+ if(val <= 0)
+ STAT(WEAPONS, e) &= ~s;
+ break;
+ case OP_MINUS:
+ if(val > 0)
+ STAT(WEAPONS, e) &= ~s;
+ break;
+ }
+ v1 = (STAT(WEAPONS, e) & s);
+ return (v0 != v1);
+}
+
+bool GiveBuff(entity e, Buff thebuff, int op, int val)
+{
+ bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
+ float new_buff_time = ((had_buff) ? STAT(BUFF_TIME, e) : 0);
+ switch (op)
+ {
+ case OP_SET:
+ new_buff_time = val;
+ break;
+ case OP_MIN:
+ new_buff_time = max(new_buff_time, val);
+ break;
+ case OP_MAX:
+ new_buff_time = min(new_buff_time, val);
+ break;
+ case OP_PLUS:
+ new_buff_time += val;
+ break;
+ case OP_MINUS:
+ new_buff_time -= val;
+ break;
+ }
+ if(new_buff_time <= 0)
+ {
+ if(had_buff)
+ STAT(BUFF_TIME, e) = new_buff_time;
+ STAT(BUFFS, e) &= ~thebuff.m_itemid;
+ }
+ else
+ {
+ STAT(BUFF_TIME, e) = new_buff_time;
+ STAT(BUFFS, e) = thebuff.m_itemid; // NOTE: replaces any existing buffs on the player!
+ }
+ bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
+ return (had_buff != have_buff);
+}
+
+void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
+{
+ if(v1 == v0)
+ return;
+ if(v1 <= v0 - t)
+ {
+ if(snd_decr != NULL)
+ sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
+ }
+ else if(v0 >= v0 + t)
+ {
+ if(snd_incr != NULL)
+ sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
+ }
+}
+
+void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
+{
+ if(v0 < v1)
+ e.(rotfield) = max(e.(rotfield), time + rottime);
+ else if(v0 > v1)
+ e.(regenfield) = max(e.(regenfield), time + regentime);
+}
+bool GiveResourceValue(entity e, int res_type, int op, int val)
+{
+ int v0 = GetResource(e, res_type);
+ float new_val = 0;
+ switch (op)
+ {
+ // min 100 cells = at least 100 cells
+ case OP_SET: new_val = val; break;
+ case OP_MIN: new_val = max(v0, val); break;
+ case OP_MAX: new_val = min(v0, val); break;
+ case OP_PLUS: new_val = v0 + val; break;
+ case OP_MINUS: new_val = v0 - val; break;
+ default: return false;
+ }
+
+ return SetResourceExplicit(e, res_type, new_val);
+}
+
+float GiveItems(entity e, float beginarg, float endarg)
+{
+ float got, i, val, op;
+ string cmd;
+
+ val = 999;
+ op = OP_SET;
+
+ got = 0;
+
+ int _switchweapon = 0;
+
+ if(CS(e).autoswitch)
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
+ if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
+ _switchweapon |= BIT(slot);
+ }
+ }
+
+ STAT(STRENGTH_FINISHED, e) = max(0, STAT(STRENGTH_FINISHED, e) - time);
+ STAT(INVINCIBLE_FINISHED, e) = max(0, STAT(INVINCIBLE_FINISHED, e) - time);
+ STAT(SUPERWEAPONS_FINISHED, e) = max(0, STAT(SUPERWEAPONS_FINISHED, e) - time);
+ STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time);
+
+ PREGIVE(e, items);
+ PREGIVE_WEAPONS(e);
+ PREGIVE(e, stat_STRENGTH_FINISHED);
+ PREGIVE(e, stat_INVINCIBLE_FINISHED);
+ PREGIVE(e, stat_SUPERWEAPONS_FINISHED);
+ PREGIVE_RESOURCE(e, RES_BULLETS);
+ PREGIVE_RESOURCE(e, RES_CELLS);
+ PREGIVE_RESOURCE(e, RES_PLASMA);
+ PREGIVE_RESOURCE(e, RES_SHELLS);
+ PREGIVE_RESOURCE(e, RES_ROCKETS);
+ PREGIVE_RESOURCE(e, RES_FUEL);
+ PREGIVE_RESOURCE(e, RES_ARMOR);
+ PREGIVE_RESOURCE(e, RES_HEALTH);
+
+ for(i = beginarg; i < endarg; ++i)
+ {
+ cmd = argv(i);
+
+ if(cmd == "0" || stof(cmd))
+ {
+ val = stof(cmd);
+ continue;
+ }
+ switch(cmd)
+ {
+ case "no":
+ op = OP_MAX;
+ val = 0;
+ continue;
+ case "max":
+ op = OP_MAX;
+ continue;
+ case "min":
+ op = OP_MIN;
+ continue;
+ case "plus":
+ op = OP_PLUS;
+ continue;
+ case "minus":
+ op = OP_MINUS;
+ continue;
+ case "ALL":
+ got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
+ got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
+ got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
+ got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val);
+ got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
+ case "all":
+ got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
+ got += GiveResourceValue(e, RES_HEALTH, op, val);
+ got += GiveResourceValue(e, RES_ARMOR, op, val);
+ case "allweapons":
+ FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
+ //case "allbuffs": // all buffs makes a player god, do not want!
+ //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
+ case "allammo":
+ got += GiveResourceValue(e, RES_CELLS, op, val);
+ got += GiveResourceValue(e, RES_PLASMA, op, val);
+ got += GiveResourceValue(e, RES_SHELLS, op, val);
+ got += GiveResourceValue(e, RES_BULLETS, op, val);
+ got += GiveResourceValue(e, RES_ROCKETS, op, val);
+ got += GiveResourceValue(e, RES_FUEL, op, val);
+ break;
+ case "unlimited_ammo":
+ // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
+ got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
+ break;
+ case "unlimited_weapon_ammo":
+ got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
+ break;
+ case "unlimited_superweapons":
+ got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
+ break;
+ case "jetpack":
+ got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
+ break;
+ case "fuel_regen":
+ got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
+ break;
+ case "strength":
+ got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
+ break;
+ case "invincible":
+ got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
+ break;
+ case "superweapons":
+ got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val);
+ break;
+ case "cells":
+ got += GiveResourceValue(e, RES_CELLS, op, val);
+ break;
+ case "plasma":
+ got += GiveResourceValue(e, RES_PLASMA, op, val);
+ break;
+ case "shells":
+ got += GiveResourceValue(e, RES_SHELLS, op, val);
+ break;
+ case "nails":
+ case "bullets":
+ got += GiveResourceValue(e, RES_BULLETS, op, val);
+ break;
+ case "rockets":
+ got += GiveResourceValue(e, RES_ROCKETS, op, val);
+ break;
+ case "health":
+ got += GiveResourceValue(e, RES_HEALTH, op, val);
+ break;
+ case "armor":
+ got += GiveResourceValue(e, RES_ARMOR, op, val);
+ break;
+ case "fuel":
+ got += GiveResourceValue(e, RES_FUEL, op, val);
+ break;
+ default:
+ FOREACH(Buffs, it != BUFF_Null && buff_Available(it) && Buff_UndeprecateName(cmd) == it.netname,
+ {
+ got += GiveBuff(e, it, op, val);
+ break;
+ });
+ FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
+ got += GiveWeapon(e, it.m_id, op, val);
+ break;
+ });
+ break;
+ }
+ val = 999;
+ op = OP_SET;
+ }
+
+ POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
+ POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
+ POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
+ FOREACH(Weapons, it != WEP_Null, {
+ POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
+ if(!(save_weapons & (it.m_wepset)))
+ if(STAT(WEAPONS, e) & (it.m_wepset))
+ it.wr_init(it);
+ });
+ POSTGIVE_VALUE(e, stat_STRENGTH_FINISHED, 1, SND_POWERUP, SND_POWEROFF);
+ POSTGIVE_VALUE(e, stat_INVINCIBLE_FINISHED, 1, SND_Shield, SND_POWEROFF);
+ //POSTGIVE_VALUE(e, stat_SUPERWEAPONS_FINISHED, 1, SND_Null, SND_Null);
+ POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
+ POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
+ 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);
+ 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);
+ 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);
+
+ if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
+ if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
+ STAT(SUPERWEAPONS_FINISHED, e) = autocvar_g_balance_superweapons_time;
+
+ if(STAT(STRENGTH_FINISHED, e) <= 0)
+ STAT(STRENGTH_FINISHED, e) = 0;
+ else
+ STAT(STRENGTH_FINISHED, e) += time;
+ if(STAT(INVINCIBLE_FINISHED, e) <= 0)
+ STAT(INVINCIBLE_FINISHED, e) = 0;
+ else
+ STAT(INVINCIBLE_FINISHED, e) += time;
+ if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
+ STAT(SUPERWEAPONS_FINISHED, e) = 0;
+ else
+ STAT(SUPERWEAPONS_FINISHED, e) += time;
+ if(STAT(BUFF_TIME, e) <= 0)
+ STAT(BUFF_TIME, e) = 0;
+ else
+ STAT(BUFF_TIME, e) += time;
+
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
+ if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
+ _switchweapon |= BIT(slot);
+ }
+
+ if(_switchweapon)
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(_switchweapon & BIT(slot))
+ {
+ Weapon wep = w_getbestweapon(e, weaponentity);
+ if(wep != e.(weaponentity).m_switchweapon)
+ W_SwitchWeapon_Force(e, wep, weaponentity);
+ }
+ }
+ }
+
+ return got;
}
+#endif