1 floatfield Item_CounterField(float it)
5 case IT_SHELLS: return ammo_shells;
6 case IT_NAILS: return ammo_nails;
7 case IT_ROCKETS: return ammo_rockets;
8 case IT_CELLS: return ammo_cells;
9 case IT_5HP: return health;
10 case IT_25HP: return health;
11 case IT_HEALTH: return health;
12 case IT_ARMOR_SHARD: return armorvalue;
13 case IT_ARMOR: return armorvalue;
14 // add more things here (health, armor)
15 default: error("requested item has no counter field");
19 string Item_CounterFieldName(float it)
23 case IT_SHELLS: return "shells";
24 case IT_NAILS: return "nails";
25 case IT_ROCKETS: return "rockets";
26 case IT_CELLS: return "cells";
28 // add more things here (health, armor)
29 default: error("requested item has no counter field name");
33 .float max_armorvalue;
35 void Item_Respawn (void)
37 self.model = self.mdl; // restore original model
38 self.solid = SOLID_TRIGGER; // allow it to be touched again
39 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
40 setorigin (self, self.origin);
42 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
43 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
46 float Item_GiveTo(entity item, entity player)
54 // if nothing happens to player, just return without taking the item
56 _switchweapon = FALSE;
64 // play some cool sounds ;)
65 centerprint(player, "\n");
66 if(player.health <= 5)
67 announce(player, "announcer/robotic/lastsecond.ogg");
68 else if(player.health < 50)
69 announce(player, "announcer/robotic/narrowly.ogg");
70 // sound not available
71 // else if(item.items == IT_CELLS)
72 // play2(player, "announce/robotic/ammo.ogg");
74 if (item.weapons & WEPBIT_MINSTANEX)
75 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
77 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
85 // sound not available
86 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg");
87 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
88 sprint(player, "^3You picked up some extra lives\n");
92 if (item.strength_finished)
95 // sound not available
96 // play2(player, "announce/robotic/invisible.ogg");
97 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
101 if (item.invincible_finished)
104 // sound not available
105 // play2(player, "announce/robotic/speed.ogg");
106 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
111 if (cvar("deathmatch") == 2 || cvar("g_weapon_stay"))
113 if (item.flags & FL_WEAPON && player.weapons & item.weapons && item.classname != "droppedweapon")
115 if (player.weapons & item.weapons && item.flags & FL_TOSSED) // don't let players stack ammo by tossing weapons
119 // in case the player has autoswitch enabled do the following:
120 // if the player is using their best weapon before items are given, they
121 // probably want to switch to an even better weapon after items are given
122 if (player.autoswitch)
123 if (player.switchweapon == w_getbestweapon(player))
124 _switchweapon = TRUE;
126 if not(player.weapons & W_WeaponBit(player.switchweapon))
127 _switchweapon = TRUE;
129 if (item.ammo_shells)
130 if (player.ammo_shells < g_pickup_shells_max)
133 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
136 if (player.ammo_nails < g_pickup_nails_max)
139 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
141 if (item.ammo_rockets)
142 if (player.ammo_rockets < g_pickup_rockets_max)
145 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
148 if (player.ammo_cells < g_pickup_cells_max)
151 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
154 if (item.flags & FL_WEAPON)
155 if ((it = item.weapons - (item.weapons & player.weapons)))
158 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
160 e = get_weaponinfo(i);
162 W_GiveWeapon (player, e.weapon, item.netname);
166 if (item.strength_finished)
169 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
171 if (item.invincible_finished)
174 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
176 //if (item.speed_finished)
179 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
181 //if (item.slowmo_finished)
184 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
188 if (player.health < item.max_health)
191 player.health = min(player.health + item.health, item.max_health);
192 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
195 if (player.armorvalue < item.max_armorvalue)
198 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
199 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
203 // always eat teamed entities
210 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
212 W_SwitchWeapon_Force(player, w_getbestweapon(player));
217 void Item_Touch (void)
221 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
222 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
227 if (other.classname != "player")
231 if (self.solid != SOLID_TRIGGER)
233 if (self.owner == other)
236 if(!Item_GiveTo(self, other))
239 if (self.classname == "droppedweapon")
241 else if((self.flags & FL_WEAPON) && !self.team && (cvar("deathmatch") == 2 || cvar("g_weapon_stay")))
245 self.solid = SOLID_NOT;
246 self.model = string_null;
249 RandomSelection_Init();
250 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
251 RandomSelection_Add(head, 0, 1, 0);
252 e = RandomSelection_chosen_ent;
256 e.nextthink = time + self.respawntime;
257 e.think = Item_Respawn;
265 if(self.effects & EF_NODRAW)
267 // marker for item team search
268 dprint("Initializing item team ", ftos(self.team), "\n");
269 RandomSelection_Init();
270 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
271 RandomSelection_Add(head, 0, 1, 0);
272 e = RandomSelection_chosen_ent;
275 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
279 // make it a non-spawned item
280 head.solid = SOLID_NOT;
281 head.model = string_null;
282 head.cnt = 1; // cnt 1 = initially hidden item
284 head.effects = head.effects - (head.effects & EF_NODRAW);
289 // Savage: used for item garbage-collection
290 // TODO: perhaps nice special effect?
291 void RemoveItem(void) /*FIXDECL*/
296 // pickup evaluation functions
297 // these functions decide how desirable an item is to the bots
299 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
301 float weapon_pickupevalfunc(entity player, entity item)
303 // if we already have the weapon, rate it 1/5th normal value
304 if ((player.weapons & item.weapons) == item.weapons)
305 return item.bot_pickupbasevalue * 0.2;
306 return item.bot_pickupbasevalue;
309 float commodity_pickupevalfunc(entity player, entity item)
313 // TODO: figure out if the player even has the weapon this ammo is for?
314 // may not affect strategy much though...
315 // find out how much more ammo/armor/health the player can hold
316 if (item.ammo_shells)
317 if (player.ammo_shells < g_pickup_shells_max)
318 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
320 if (player.ammo_nails < g_pickup_nails_max)
321 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
322 if (item.ammo_rockets)
323 if (player.ammo_rockets < g_pickup_rockets_max)
324 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
326 if (player.ammo_cells < g_pickup_cells_max)
327 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
329 if (player.armorvalue < item.max_armorvalue)
330 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
332 if (player.health < item.max_health)
333 c = c + max(0, 1 - player.health / item.max_health);
335 return item.bot_pickupbasevalue * c;
340 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
342 startitem_failed = FALSE;
344 // is it a dropped weapon?
345 if (self.classname == "droppedweapon")
347 // it's a dropped weapon
348 self.movetype = MOVETYPE_TOSS;
349 self.solid = SOLID_TRIGGER;
350 // Savage: remove thrown items after a certain period of time ("garbage collection")
351 self.think = RemoveItem;
352 self.nextthink = time + 60;
353 // don't drop if in a NODROP zone (such as lava)
354 traceline(self.origin, self.origin, MOVE_NORMAL, self);
355 if (trace_dpstartcontents & DPCONTENTS_NODROP)
357 startitem_failed = TRUE;
365 if(self.spawnflags & 1)
368 self.movetype = MOVETYPE_NONE;
370 self.movetype = MOVETYPE_TOSS;
371 self.solid = SOLID_TRIGGER;
372 // do item filtering according to game mode and other things
375 // first nudge it off the floor a little bit to avoid math errors
376 setorigin(self, self.origin + '0 0 1');
377 // set item size before we spawn a spawnfunc_waypoint
378 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
379 setsize (self, '-16 -16 0', '16 16 48');
381 setsize (self, '-16 -16 0', '16 16 32');
382 // note droptofloor returns FALSE if stuck/or would fall too far
384 waypoint_spawnforitem(self);
391 print("removed non-teamplay ", self.classname, "\n");
392 startitem_failed = TRUE;
401 print("removed non-FFA ", self.classname, "\n");
402 startitem_failed = TRUE;
410 // We aren't TA or something like that, so we keep the Q3A entities
411 print("removed non-Q3A ", self.classname, "\n");
412 startitem_failed = TRUE;
418 * can't do it that way, as it would break maps
419 * TODO make a target_give like entity another way, that perhaps has
420 * the weapon name in a key
423 // target_give not yet supported; maybe later
424 print("removed targeted ", self.classname, "\n");
425 startitem_failed = TRUE;
431 if(cvar("spawn_debug") >= 2)
434 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
436 if(otheritem.is_item)
438 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
439 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
440 error("Mapper sucks.");
446 weaponsInMap |= weaponid;
448 if(g_lms || g_rocketarena)
450 startitem_failed = TRUE;
454 else if (g_minstagib)
456 // don't remove dropped items and powerups
457 if (self.classname != "minstagib")
459 startitem_failed = TRUE;
464 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
466 startitem_failed = TRUE;
471 precache_model (itemmodel);
472 precache_sound (pickupsound);
473 precache_sound ("misc/itemrespawn.wav");
475 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
476 self.target = "###item###"; // for finding the nearest item using find()
479 self.bot_pickup = TRUE;
480 self.bot_pickupevalfunc = pickupevalfunc;
481 self.bot_pickupbasevalue = pickupbasevalue;
482 self.mdl = itemmodel;
483 self.item_pickupsound = pickupsound;
484 // let mappers override respawntime
485 if (!self.respawntime)
486 self.respawntime = defaultrespawntime;
487 self.netname = itemname;
489 self.weapons = weaponid;
490 self.flags = FL_ITEM | itemflags;
491 self.touch = Item_Touch;
492 setmodel (self, self.mdl); // precision set below
493 self.effects |= EF_LOWPRECISION;
494 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
495 setsize (self, '-16 -16 0', '16 16 48');
497 setsize (self, '-16 -16 0', '16 16 32');
498 if (itemflags & FL_WEAPON)
500 // neutral team color for pickup weapons
501 self.colormap = 160 * 1024 + 160;
504 if (cvar("g_fullbrightitems"))
505 self.effects = self.effects | EF_FULLBRIGHT;
509 self.effects = self.effects | EF_NODRAW; // marker for item team search
510 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
514 /* replace items in minstagib
515 * IT_STRENGTH = invisibility
516 * IT_NAILS = extra lives
517 * IT_INVINCIBLE = speed
519 void minstagib_items (float itemid)
521 // we don't want to replace dropped weapons ;)
522 if (self.classname == "droppedweapon")
524 self.ammo_cells = 25;
525 StartItem ("models/weapons/g_nex.md3",
526 "weapons/weaponpickup.wav", 15,
527 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
532 self.classname = "minstagib";
534 // replace rocket launchers and nex guns with ammo cells
535 if (itemid == IT_CELLS)
538 StartItem ("models/items/a_cells.md3",
539 "misc/itempickup.wav", 45,
540 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
547 itemid = IT_STRENGTH;
551 itemid = IT_INVINCIBLE;
553 // replace with invis
554 if (itemid == IT_STRENGTH)
556 self.effects = EF_ADDITIVE;
557 self.strength_finished = 30;
558 StartItem ("models/items/g_strength.md3",
559 "misc/powerup.wav", g_pickup_respawntime_powerup,
560 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
562 // replace with extra lives
563 if (itemid == IT_NAILS)
566 StartItem ("models/items/g_h100.md3",
567 "misc/megahealth.wav", g_pickup_respawntime_powerup,
568 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
571 // replace with speed
572 if (itemid == IT_INVINCIBLE)
574 self.effects = EF_ADDITIVE;
575 self.invincible_finished = 30;
576 StartItem ("models/items/g_invincible.md3",
577 "misc/powerup_shield.wav", g_pickup_respawntime_powerup,
578 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
583 float minst_no_auto_cells;
584 void minst_remove_item (void) {
585 if(minst_no_auto_cells)
589 float weaponswapping;
592 void weapon_defaultspawnfunc(float wpn)
596 var .float ammofield;
601 // set the respawntime in advance (so replaced weapons can copy it)
602 if(!self.respawntime)
604 e = get_weaponinfo(wpn);
605 if(e.items == IT_SUPERWEAPON)
606 self.respawntime = g_pickup_respawntime_powerup;
608 self.respawntime = g_pickup_respawntime_short;
611 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
613 s = cvar_string(strcat("g_weaponreplace_", ftos(wpn)));
617 self.team = --internalteam;
618 for(i = 1; i < t; ++i)
622 copyentity(oldself, self);
623 self.classname = "replacedweapon";
624 weapon_defaultspawnfunc(stof(argv(i)));
637 e = get_weaponinfo(wpn);
639 if(e.items && e.items != IT_SUPERWEAPON)
641 ammofield = Item_CounterField(e.items);
643 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(e.items)));
646 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
647 if (self.modelindex) // don't precache if self was removed
648 weapon_action(e.weapon, WR_PRECACHE);
651 void spawnfunc_weapon_shotgun (void);
652 void spawnfunc_weapon_uzi (void) {
653 if(q3acompat_machineshotgunswap)
654 if(self.classname != "droppedweapon")
656 weapon_defaultspawnfunc(WEP_SHOTGUN);
659 weapon_defaultspawnfunc(WEP_UZI);
662 void spawnfunc_weapon_shotgun (void) {
663 if(q3acompat_machineshotgunswap)
664 if(self.classname != "droppedweapon")
666 weapon_defaultspawnfunc(WEP_UZI);
669 weapon_defaultspawnfunc(WEP_SHOTGUN);
672 void spawnfunc_weapon_nex (void)
676 minstagib_items(IT_CELLS);
677 self.think = minst_remove_item;
678 self.nextthink = time + cvar("sys_ticrate");
681 weapon_defaultspawnfunc(WEP_NEX);
684 void spawnfunc_weapon_minstanex (void)
688 minstagib_items(IT_CELLS);
689 self.think = minst_remove_item;
690 self.nextthink = time + cvar("sys_ticrate");
693 weapon_defaultspawnfunc(WEP_MINSTANEX);
696 void spawnfunc_weapon_rocketlauncher (void)
700 minstagib_items(IT_CELLS);
701 self.think = minst_remove_item;
702 self.nextthink = time + cvar("sys_ticrate");
705 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
708 void spawnfunc_item_rockets (void) {
709 if(!self.ammo_rockets)
710 self.ammo_rockets = g_pickup_rockets;
711 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
714 void spawnfunc_item_shells (void);
715 void spawnfunc_item_bullets (void) {
717 if(q3acompat_machineshotgunswap)
718 if(self.classname != "droppedweapon")
720 weaponswapping = TRUE;
721 spawnfunc_item_shells();
722 weaponswapping = FALSE;
727 self.ammo_nails = g_pickup_nails;
728 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_short, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
731 void spawnfunc_item_cells (void) {
733 self.ammo_cells = g_pickup_cells;
734 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
737 void spawnfunc_item_shells (void) {
739 if(q3acompat_machineshotgunswap)
740 if(self.classname != "droppedweapon")
742 weaponswapping = TRUE;
743 spawnfunc_item_bullets();
744 weaponswapping = FALSE;
748 if(!self.ammo_shells)
749 self.ammo_shells = g_pickup_shells;
750 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
753 void spawnfunc_item_armor_small (void) {
755 self.armorvalue = g_pickup_armorsmall;
756 if(!self.max_armorvalue)
757 self.max_armorvalue = g_pickup_armorsmall_max;
758 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, 1000);
761 void spawnfunc_item_armor_medium (void) {
763 self.armorvalue = g_pickup_armormedium;
764 if(!self.max_armorvalue)
765 self.max_armorvalue = g_pickup_armormedium_max;
766 StartItem ("models/items/g_armormedium.md3", "misc/armor1.wav", g_pickup_respawntime_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
769 void spawnfunc_item_armor_large (void) {
771 self.armorvalue = g_pickup_armorlarge;
772 if(!self.max_armorvalue)
773 self.max_armorvalue = g_pickup_armorlarge_max;
774 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
777 void spawnfunc_item_health_small (void) {
779 self.max_health = g_pickup_healthsmall_max;
781 self.health = g_pickup_healthsmall;
782 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, 20000);
785 void spawnfunc_item_health_medium (void) {
787 self.max_health = g_pickup_healthmedium_max;
789 self.health = g_pickup_healthmedium;
790 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
793 void spawnfunc_item_health_large (void) {
795 self.max_health = g_pickup_healthlarge_max;
797 self.health = g_pickup_healthlarge;
798 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
801 void spawnfunc_item_health_mega (void) {
802 if(!cvar("g_powerup_superhealth"))
805 if(g_arena && !cvar("g_arena_powerups"))
809 minstagib_items(IT_NAILS);
812 self.max_health = g_pickup_healthmega_max;
814 self.health = g_pickup_healthmega;
815 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, 20000);
819 // support old misnamed entities
820 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
821 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
822 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
823 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
824 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
826 void spawnfunc_item_strength (void) {
827 if(!cvar("g_powerup_strength"))
830 if(g_arena && !cvar("g_arena_powerups"))
834 minstagib_items(IT_STRENGTH);
836 precache_sound("weapons/strength_fire.wav");
837 self.strength_finished = 30;
838 self.effects = EF_ADDITIVE;
839 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
843 void spawnfunc_item_invincible (void) {
844 if(!cvar("g_powerup_shield"))
847 if(g_arena && !cvar("g_arena_powerups"))
851 minstagib_items(IT_INVINCIBLE);
853 self.invincible_finished = 30;
854 self.effects = EF_ADDITIVE;
855 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, "Invulnerability", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
859 void spawnfunc_item_minst_cells (void) {
862 minst_no_auto_cells = 1;
863 minstagib_items(IT_CELLS);
870 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
872 void spawnfunc_misc_gamemodel (void)
874 SetBrushEntityModel();
877 void spawnfunc_misc_models (void)
879 // exists as alias name for 2.4.2 compat
880 SetBrushEntityModel();
883 void spawnfunc_func_static (void)
885 // exists as alias name for having it with brushes
886 SetBrushEntityModel();
889 void func_wall_use (void)
894 self.colormap = (activator.team - 1) * 0x11;
896 self.colormap = 0x00;
899 self.colormap = ceil(random() * 256) - 1;
900 self.colormap |= 1024; // RENDER_COLORMAPPED
903 void spawnfunc_func_wall (void)
905 SetBrushEntityModel();
906 self.solid = SOLID_BSP;
907 self.use = func_wall_use;
910 float target_item_func_set(float a, float b)
920 float target_item_func_min(float a, float b)
930 float target_item_func_max(float a, float b)
935 float target_item_func_bitset(float a, float b)
940 float target_item_func_and(float a, float b)
945 float target_item_func_itembitset(float a, float b)
947 return (a - (a & (IT_UNLIMITED_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | b;
950 float target_item_func_itemand(float a, float b)
952 return (a - (a & (IT_UNLIMITED_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
955 float target_item_func_or(float a, float b)
960 float target_item_func_andnot(float a, float b)
965 float target_item_changed;
966 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
969 n = func(activator.field, self.field);
973 d = n & activator.field;
974 if(d != n) // bits added?
976 else if(d != activator.field) // bits removed?
982 d = n - activator.field;
986 if(sound_decrease != "")
987 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
988 target_item_changed = 1;
992 if(sound_increase != "")
993 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
994 target_item_changed = 1;
999 void target_items_use (void)
1002 if(activator.classname != "player")
1004 if(activator.deadflag != DEAD_NO)
1009 for(e = world; (e = find(e, classname, "droppedweapon")); )
1010 if(e.enemy == activator)
1013 float _switchweapon;
1014 _switchweapon = FALSE;
1015 if (activator.autoswitch)
1016 if (activator.switchweapon == w_getbestweapon(activator))
1017 _switchweapon = TRUE;
1019 a0 = activator.armorvalue;
1020 h0 = activator.health;
1021 target_item_changed = 0;
1023 if(self.spawnflags == 0) // SET
1025 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1026 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1027 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1028 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1029 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1030 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1031 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "");
1032 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1034 if((self.items & activator.items) & IT_STRENGTH)
1035 activator.strength_finished = time + self.strength_finished;
1036 if((self.items & activator.items) & IT_INVINCIBLE)
1037 activator.invincible_finished = time + self.invincible_finished;
1039 else if(self.spawnflags == 1) // AND/MIN
1041 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1042 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1043 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1044 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1045 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1046 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1047 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "");
1048 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1050 if((self.items & activator.items) & IT_STRENGTH)
1051 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1052 if((self.items & activator.items) & IT_INVINCIBLE)
1053 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1055 else if(self.spawnflags == 2) // OR/MAX
1057 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1058 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1059 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1060 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1061 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1062 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1063 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "");
1064 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1066 if((self.items & activator.items) & IT_STRENGTH)
1067 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1068 if((self.items & activator.items) & IT_INVINCIBLE)
1069 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1071 else if(self.spawnflags == 4) // ANDNOT/MIN
1073 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1074 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1075 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1076 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1077 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1078 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1079 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "");
1080 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1082 if((self.items & activator.items) & IT_STRENGTH)
1083 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1084 if((self.items & activator.items) & IT_INVINCIBLE)
1085 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1088 if not(activator.items & IT_STRENGTH)
1089 activator.strength_finished = 0;
1090 if not(activator.items & IT_INVINCIBLE)
1091 activator.invincible_finished = 0;
1093 if(activator.health > h0)
1094 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1095 else if(activator.health < h0)
1096 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1098 if(activator.armorvalue > a0)
1099 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1101 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1102 _switchweapon = TRUE;
1104 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1106 if(target_item_changed)
1107 centerprint(activator, self.message);
1110 void spawnfunc_target_items (void)
1114 self.use = target_items_use;
1115 if(!self.strength_finished)
1116 self.strength_finished = cvar("g_balance_powerup_strength_time");
1117 if(!self.invincible_finished)
1118 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1120 precache_sound("misc/itempickup.wav");
1121 precache_sound("misc/itempickup.wav");
1122 precache_sound("misc/itempickup.wav");
1123 precache_sound("misc/itempickup.wav");
1124 precache_sound("misc/megahealth.wav");
1125 precache_sound("misc/armor25.wav");
1126 precache_sound("misc/powerup.wav");
1127 precache_sound("weapons/weaponpickup.wav");
1129 n = tokenize(self.netname);
1130 for(i = 0; i < n; ++i)
1132 if(argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1133 if(argv(i) == "strength") self.items |= IT_STRENGTH;
1134 if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1135 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1137 e = get_weaponinfo(j);
1138 if(argv(i) == e.netname)
1140 self.weapons |= e.weapons;
1141 if(self.spawnflags == 0 || self.spawnflags == 2)
1142 weapon_action(e.weapon, WR_PRECACHE);