1 #define ITEM_RESPAWN_TICKS 10
3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6 // range: 10 .. respawntime + respawntimejitter
8 floatfield Item_CounterField(float it)
12 case IT_SHELLS: return ammo_shells;
13 case IT_NAILS: return ammo_nails;
14 case IT_ROCKETS: return ammo_rockets;
15 case IT_CELLS: return ammo_cells;
16 case IT_FUEL: return ammo_fuel;
17 case IT_5HP: return health;
18 case IT_25HP: return health;
19 case IT_HEALTH: return health;
20 case IT_ARMOR_SHARD: return armorvalue;
21 case IT_ARMOR: return armorvalue;
22 // add more things here (health, armor)
23 default: error("requested item has no counter field");
27 string Item_CounterFieldName(float it)
31 case IT_SHELLS: return "shells";
32 case IT_NAILS: return "nails";
33 case IT_ROCKETS: return "rockets";
34 case IT_CELLS: return "cells";
35 case IT_FUEL: return "fuel";
37 // add more things here (health, armor)
38 default: error("requested item has no counter field name");
42 .float max_armorvalue;
44 float Item_Customize()
46 if(self.spawnshieldtime)
48 if(self.weapons != (self.weapons & other.weapons))
50 self.colormod = '0 0 0';
51 if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
52 self.glowmod = self.colormod;
53 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
60 self.colormod = stov(cvar_string("g_ghost_items_color"));
61 if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
62 self.glowmod = self.colormod;
63 self.alpha = g_ghost_items;
71 void Item_Show (entity e, float mode)
73 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
76 // make the item look normal, and be touchable
78 e.solid = SOLID_TRIGGER;
80 if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
81 self.glowmod = self.colormod;
83 e.customizeentityforclient = func_null;
85 e.spawnshieldtime = 1;
89 // hide the item completely
90 e.model = string_null;
93 if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
94 self.glowmod = self.colormod;
96 e.customizeentityforclient = func_null;
98 e.spawnshieldtime = 1;
100 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
102 // make the item translucent green and not touchable
104 e.solid = SOLID_TRIGGER; // can STILL be picked up!
105 e.colormod = '0 0 0';
106 if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
107 self.glowmod = self.colormod;
108 e.effects |= EF_STARDUST;
109 e.customizeentityforclient = Item_Customize;
111 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
113 else if(g_ghost_items)
115 // make the item translucent green and not touchable
118 e.colormod = stov(cvar_string("g_ghost_items_color"));
119 if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
120 self.glowmod = self.colormod;
121 e.alpha = g_ghost_items;
122 e.customizeentityforclient = func_null;
124 e.spawnshieldtime = 1;
128 // hide the item completely
129 e.model = string_null;
131 e.colormod = stov(cvar_string("g_ghost_items_color"));
132 if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
133 self.glowmod = self.colormod;
135 e.customizeentityforclient = func_null;
137 e.spawnshieldtime = 1;
140 if (e.strength_finished || e.invincible_finished)
141 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
142 if (cvar("g_nodepthtestitems"))
143 e.effects |= EF_NODEPTHTEST;
144 if (cvar("g_fullbrightitems"))
145 e.effects |= EF_FULLBRIGHT;
147 // relink entity (because solid may have changed)
148 setorigin(e, e.origin);
151 void Item_Respawn (void)
154 if(!g_minstagib && self.items == IT_STRENGTH)
155 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
156 else if(!g_minstagib && self.items == IT_INVINCIBLE)
157 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
159 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
160 setorigin (self, self.origin);
162 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
163 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
166 void Item_RespawnCountdown (void)
168 if(self.count >= ITEM_RESPAWN_TICKS)
170 if(self.waypointsprite_attached)
171 WaypointSprite_Kill(self.waypointsprite_attached);
176 self.nextthink = time + 1;
187 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
188 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
189 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
196 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
197 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
202 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
203 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
207 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
208 if(self.waypointsprite_attached)
210 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
211 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
212 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
216 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
217 if(self.waypointsprite_attached)
219 WaypointSprite_Ping(self.waypointsprite_attached);
220 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
225 void Item_ScheduleRespawnIn(entity e, float t)
227 if(e.flags & FL_POWERUP)
229 e.think = Item_RespawnCountdown;
230 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
235 e.think = Item_Respawn;
236 e.nextthink = time + t;
240 void Item_ScheduleRespawn(entity e)
243 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
246 void Item_ScheduleInitialRespawn(entity e)
249 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
252 float Item_GiveTo(entity item, entity player)
260 // if nothing happens to player, just return without taking the item
262 _switchweapon = FALSE;
266 if(item.spawnshieldtime)
269 if (player.ammo_fuel < g_pickup_fuel_max)
272 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
273 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
275 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
279 sprint (player, strcat("You got the ^2", item.netname, "\n"));
282 _switchweapon = TRUE;
286 // play some cool sounds ;)
287 centerprint(player, "\n");
288 if (clienttype(player) == CLIENTTYPE_REAL)
290 if(player.health <= 5)
291 AnnounceTo(player, "lastsecond");
292 else if(player.health < 50)
293 AnnounceTo(player, "narrowly");
295 // sound not available
296 // else if(item.items == IT_CELLS)
297 // AnnounceTo(player, "ammo");
299 if (item.weapons & WEPBIT_MINSTANEX)
300 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
302 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
310 // sound not available
311 // AnnounceTo(player, "_lives");
312 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
313 sprint(player, "^3You picked up some extra lives\n");
317 if (item.strength_finished)
320 // sound not available
321 // AnnounceTo(player, "invisible");
322 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
326 if (item.invincible_finished)
329 // sound not available
330 // AnnounceTo(player, "speed");
331 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
335 if (player.ammo_fuel < g_pickup_fuel_max)
338 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
339 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
345 if (g_weapon_stay == 1)
346 if not(item.flags & FL_NO_WEAPON_STAY)
347 if (item.flags & FL_WEAPON)
349 if(item.classname == "droppedweapon")
351 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
356 if (player.weapons & item.weapons)
361 // in case the player has autoswitch enabled do the following:
362 // if the player is using their best weapon before items are given, they
363 // probably want to switch to an even better weapon after items are given
364 if (player.autoswitch)
365 if (player.switchweapon == w_getbestweapon(player))
366 _switchweapon = TRUE;
368 if not(player.weapons & W_WeaponBit(player.switchweapon))
369 _switchweapon = TRUE;
371 if(item.spawnshieldtime)
373 if (item.ammo_shells)
374 if (player.ammo_shells < g_pickup_shells_max)
377 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
380 if (player.ammo_nails < g_pickup_nails_max)
383 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
385 if (item.ammo_rockets)
386 if (player.ammo_rockets < g_pickup_rockets_max)
389 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
392 if (player.ammo_cells < g_pickup_cells_max)
395 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
398 if (player.ammo_fuel < g_pickup_fuel_max)
401 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
402 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
406 if (item.flags & FL_WEAPON)
407 if ((it = item.weapons - (item.weapons & player.weapons)))
410 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
412 e = get_weaponinfo(i);
414 W_GiveWeapon (player, e.weapon, item.netname);
418 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
422 sprint (player, strcat("You got the ^2", item.netname, "\n"));
425 if(item.spawnshieldtime)
427 if (item.strength_finished)
430 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
432 if (item.invincible_finished)
435 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
439 if (player.health < item.max_health)
442 player.health = min(player.health + item.health, item.max_health);
443 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
446 if (player.armorvalue < item.max_armorvalue)
449 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
450 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
456 // always eat teamed entities
463 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
465 if (player.switchweapon != w_getbestweapon(player))
466 W_SwitchWeapon_Force(player, w_getbestweapon(player));
471 void Item_Touch (void)
475 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
476 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
481 if (other.classname != "player")
485 if (self.solid != SOLID_TRIGGER)
487 if (self.owner == other)
490 if(!Item_GiveTo(self, other))
493 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
495 if (self.classname == "droppedweapon")
497 else if not(self.spawnshieldtime)
499 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
505 RandomSelection_Init();
506 for(head = world; (head = findfloat(head, team, self.team)); )
508 if(head.flags & FL_ITEM)
511 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
514 e = RandomSelection_chosen_ent;
518 Item_ScheduleRespawn(e);
526 if(self.effects & EF_NODRAW)
528 // marker for item team search
529 dprint("Initializing item team ", ftos(self.team), "\n");
530 RandomSelection_Init();
531 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
532 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
533 e = RandomSelection_chosen_ent;
537 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
541 // make it a non-spawned item
543 head.state = 1; // state 1 = initially hidden item
545 head.effects &~= EF_NODRAW;
548 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
549 Item_ScheduleInitialRespawn(e);
555 Item_Show(self, !self.state);
556 setorigin (self, self.origin);
557 self.think = SUB_Null;
560 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
561 Item_ScheduleInitialRespawn(self);
564 // Savage: used for item garbage-collection
565 // TODO: perhaps nice special effect?
566 void RemoveItem(void)
571 // pickup evaluation functions
572 // these functions decide how desirable an item is to the bots
574 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
576 float weapon_pickupevalfunc(entity player, entity item)
578 float c, i, j, position;
580 // See if I have it already
581 if(player.weapons & item.weapons == item.weapons)
583 // If I can pick it up
584 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
586 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
588 // Skilled bots will grab more
589 c = bound(0, skill / 10, 1) * 0.5;
597 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
598 if( bot_custom_weapon && c )
600 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
603 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
606 // Find the highest position on any range
608 for(j = 0; j < WEP_LAST ; ++j){
610 bot_weapons_far[j] == i ||
611 bot_weapons_mid[j] == i ||
612 bot_weapons_close[j] == i
623 position = WEP_LAST - position;
624 // item.bot_pickupbasevalue is overwritten here
625 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
630 return item.bot_pickupbasevalue * c;
633 float commodity_pickupevalfunc(entity player, entity item)
635 float c, i, need_shells, need_nails, need_rockets, need_cells;
639 // Detect needed ammo
640 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
642 wi = get_weaponinfo(i);
644 if not(wi.weapons & player.weapons)
647 if(wi.items & IT_SHELLS)
649 else if(wi.items & IT_NAILS)
651 else if(wi.items & IT_ROCKETS)
653 else if(wi.items & IT_CELLS)
657 // TODO: figure out if the player even has the weapon this ammo is for?
658 // may not affect strategy much though...
659 // find out how much more ammo/armor/health the player can hold
661 if (item.ammo_shells)
662 if (player.ammo_shells < g_pickup_shells_max)
663 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
666 if (player.ammo_nails < g_pickup_nails_max)
667 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
669 if (item.ammo_rockets)
670 if (player.ammo_rockets < g_pickup_rockets_max)
671 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
674 if (player.ammo_cells < g_pickup_cells_max)
675 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
677 if (player.armorvalue < item.max_armorvalue)
678 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
680 if (player.health < item.max_health)
681 c = c + max(0, 1 - player.health / item.max_health);
683 return item.bot_pickupbasevalue * c;
688 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
690 startitem_failed = FALSE;
692 // is it a dropped weapon?
693 if (self.classname == "droppedweapon")
695 self.reset = SUB_Remove;
696 // it's a dropped weapon
697 self.movetype = MOVETYPE_TOSS;
698 // Savage: remove thrown items after a certain period of time ("garbage collection")
699 self.think = RemoveItem;
700 self.nextthink = time + 60;
701 // don't drop if in a NODROP zone (such as lava)
702 traceline(self.origin, self.origin, MOVE_NORMAL, self);
703 if (trace_dpstartcontents & DPCONTENTS_NODROP)
705 startitem_failed = TRUE;
712 self.reset = Item_Reset;
714 if(self.spawnflags & 1)
717 self.movetype = MOVETYPE_NONE;
719 self.movetype = MOVETYPE_TOSS;
720 // do item filtering according to game mode and other things
723 // first nudge it off the floor a little bit to avoid math errors
724 setorigin(self, self.origin + '0 0 1');
725 // set item size before we spawn a spawnfunc_waypoint
726 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
727 setsize (self, '-16 -16 0', '16 16 48');
729 setsize (self, '-16 -16 0', '16 16 32');
730 // note droptofloor returns FALSE if stuck/or would fall too far
732 waypoint_spawnforitem(self);
739 print("removed non-teamplay ", self.classname, "\n");
740 startitem_failed = TRUE;
749 print("removed non-FFA ", self.classname, "\n");
750 startitem_failed = TRUE;
758 // We aren't TA or something like that, so we keep the Q3A entities
759 print("removed non-Q3A ", self.classname, "\n");
760 startitem_failed = TRUE;
766 * can't do it that way, as it would break maps
767 * TODO make a target_give like entity another way, that perhaps has
768 * the weapon name in a key
771 // target_give not yet supported; maybe later
772 print("removed targeted ", self.classname, "\n");
773 startitem_failed = TRUE;
779 if(cvar("spawn_debug") >= 2)
782 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
784 if(otheritem.is_item)
786 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
787 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
788 error("Mapper sucks.");
794 weaponsInMap |= weaponid;
798 startitem_failed = TRUE;
802 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
804 startitem_failed = TRUE;
808 else if (g_minstagib)
810 // don't remove dropped items and powerups
811 if (self.classname != "minstagib")
813 startitem_failed = TRUE;
830 if (cvar("g_nixnex_with_healtharmor"))
835 if (cvar("g_nixnex_with_powerups"))
842 startitem_failed = TRUE;
847 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
849 startitem_failed = TRUE;
854 precache_model (itemmodel);
855 precache_sound (pickupsound);
856 precache_sound ("misc/itemrespawn.wav");
857 precache_sound ("misc/itemrespawncountdown.wav");
859 if(itemid == IT_STRENGTH)
860 precache_sound ("misc/strength_respawn.wav");
861 if(itemid == IT_INVINCIBLE)
862 precache_sound ("misc/shield_respawn.wav");
864 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
865 self.target = "###item###"; // for finding the nearest item using find()
868 self.bot_pickup = TRUE;
869 self.bot_pickupevalfunc = pickupevalfunc;
870 self.bot_pickupbasevalue = pickupbasevalue;
871 self.mdl = itemmodel;
872 self.item_pickupsound = pickupsound;
873 // let mappers override respawntime
874 if(!self.respawntime) // both set
876 self.respawntime = defaultrespawntime;
877 self.respawntimejitter = defaultrespawntimejitter;
879 self.netname = itemname;
881 self.weapons = weaponid;
882 self.flags = FL_ITEM | itemflags;
883 self.touch = Item_Touch;
884 setmodel (self, self.mdl); // precision set below
885 self.effects |= EF_LOWPRECISION;
886 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
887 setsize (self, '-16 -16 0', '16 16 48');
889 setsize (self, '-16 -16 0', '16 16 32');
890 if(itemflags & FL_WEAPON)
891 self.modelflags |= MF_ROTATE;
893 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
894 if (itemflags & FL_WEAPON)
896 // neutral team color for pickup weapons
897 self.colormap = 1024; // color shirt=0 pants=0 grey
905 self.cnt = 1; // item probability weight
906 self.effects = self.effects | EF_NODRAW; // marker for item team search
907 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
909 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
910 Item_ScheduleInitialRespawn(self);
913 /* replace items in minstagib
914 * IT_STRENGTH = invisibility
915 * IT_NAILS = extra lives
916 * IT_INVINCIBLE = speed
918 void minstagib_items (float itemid)
920 // we don't want to replace dropped weapons ;)
921 if (self.classname == "droppedweapon")
923 self.ammo_cells = 25;
924 StartItem ("models/weapons/g_nex.md3",
925 "weapons/weaponpickup.wav", 15, 0,
926 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
931 self.classname = "minstagib";
933 // replace rocket launchers and nex guns with ammo cells
934 if (itemid == IT_CELLS)
937 StartItem ("models/items/a_cells.md3",
938 "misc/itempickup.wav", 45, 0,
939 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
946 itemid = IT_STRENGTH;
950 itemid = IT_INVINCIBLE;
952 // replace with invis
953 if (itemid == IT_STRENGTH)
955 self.strength_finished = 30;
956 StartItem ("models/items/g_strength.md3",
957 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
958 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
960 // replace with extra lives
961 if (itemid == IT_NAILS)
964 StartItem ("models/items/g_h100.md3",
965 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
966 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
969 // replace with speed
970 if (itemid == IT_INVINCIBLE)
972 self.invincible_finished = 30;
973 StartItem ("models/items/g_invincible.md3",
974 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
975 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
980 float minst_no_auto_cells;
981 void minst_remove_item (void) {
982 if(minst_no_auto_cells)
986 float weaponswapping;
989 void weapon_defaultspawnfunc(float wpn)
993 var .float ammofield;
998 // set the respawntime in advance (so replaced weapons can copy it)
1000 if(!self.respawntime)
1002 e = get_weaponinfo(wpn);
1003 if(e.items == IT_SUPERWEAPON)
1005 self.respawntime = g_pickup_respawntime_powerup;
1006 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
1010 self.respawntime = g_pickup_respawntime_weapon;
1011 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1015 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1017 e = get_weaponinfo(wpn);
1018 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1022 startitem_failed = TRUE;
1025 t = tokenize_console(s);
1028 self.team = --internalteam;
1030 for(i = 1; i < t; ++i)
1033 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1035 e = get_weaponinfo(j);
1039 copyentity(oldself, self);
1040 self.classname = "replacedweapon";
1041 weapon_defaultspawnfunc(j);
1047 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1056 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1058 e = get_weaponinfo(j);
1067 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1073 startitem_failed = TRUE;
1078 e = get_weaponinfo(wpn);
1080 if(e.items && e.items != IT_SUPERWEAPON)
1082 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1086 ammofield = Item_CounterField(j);
1088 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1094 self.flags |= FL_NO_WEAPON_STAY;
1097 // weapon stay isn't supported for teamed weapons
1099 self.flags |= FL_NO_WEAPON_STAY;
1101 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1103 self.ammo_shells = 0;
1104 self.ammo_nails = 0;
1105 self.ammo_cells = 0;
1106 self.ammo_rockets = 0;
1107 // weapon stay 2: don't use ammo on weapon pickups; instead
1108 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1111 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1112 if (self.modelindex) // don't precache if self was removed
1113 weapon_action(e.weapon, WR_PRECACHE);
1116 void spawnfunc_weapon_shotgun (void);
1117 void spawnfunc_weapon_uzi (void) {
1118 if(q3acompat_machineshotgunswap)
1119 if(self.classname != "droppedweapon")
1121 weapon_defaultspawnfunc(WEP_SHOTGUN);
1124 weapon_defaultspawnfunc(WEP_UZI);
1127 void spawnfunc_weapon_shotgun (void) {
1128 if(q3acompat_machineshotgunswap)
1129 if(self.classname != "droppedweapon")
1131 weapon_defaultspawnfunc(WEP_UZI);
1134 weapon_defaultspawnfunc(WEP_SHOTGUN);
1137 void spawnfunc_weapon_nex (void)
1141 minstagib_items(IT_CELLS);
1142 self.think = minst_remove_item;
1143 self.nextthink = time;
1146 weapon_defaultspawnfunc(WEP_NEX);
1149 void spawnfunc_weapon_minstanex (void)
1153 minstagib_items(IT_CELLS);
1154 self.think = minst_remove_item;
1155 self.nextthink = time;
1158 weapon_defaultspawnfunc(WEP_MINSTANEX);
1161 void spawnfunc_weapon_rocketlauncher (void)
1165 minstagib_items(IT_CELLS);
1166 self.think = minst_remove_item;
1167 self.nextthink = time;
1170 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1173 void spawnfunc_item_rockets (void) {
1174 if(!self.ammo_rockets)
1175 self.ammo_rockets = g_pickup_rockets;
1176 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1179 void spawnfunc_item_shells (void);
1180 void spawnfunc_item_bullets (void) {
1182 if(q3acompat_machineshotgunswap)
1183 if(self.classname != "droppedweapon")
1185 weaponswapping = TRUE;
1186 spawnfunc_item_shells();
1187 weaponswapping = FALSE;
1191 if(!self.ammo_nails)
1192 self.ammo_nails = g_pickup_nails;
1193 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1196 void spawnfunc_item_cells (void) {
1197 if(!self.ammo_cells)
1198 self.ammo_cells = g_pickup_cells;
1199 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1202 void spawnfunc_item_shells (void) {
1204 if(q3acompat_machineshotgunswap)
1205 if(self.classname != "droppedweapon")
1207 weaponswapping = TRUE;
1208 spawnfunc_item_bullets();
1209 weaponswapping = FALSE;
1213 if(!self.ammo_shells)
1214 self.ammo_shells = g_pickup_shells;
1215 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1218 void spawnfunc_item_armor_small (void) {
1219 if(!self.armorvalue)
1220 self.armorvalue = g_pickup_armorsmall;
1221 if(!self.max_armorvalue)
1222 self.max_armorvalue = g_pickup_armorsmall_max;
1223 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1226 void spawnfunc_item_armor_medium (void) {
1227 if(!self.armorvalue)
1228 self.armorvalue = g_pickup_armormedium;
1229 if(!self.max_armorvalue)
1230 self.max_armorvalue = g_pickup_armormedium_max;
1231 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1234 void spawnfunc_item_armor_big (void) {
1235 if(!self.armorvalue)
1236 self.armorvalue = g_pickup_armorbig;
1237 if(!self.max_armorvalue)
1238 self.max_armorvalue = g_pickup_armorbig_max;
1239 StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1242 void spawnfunc_item_armor_large (void) {
1243 if(!self.armorvalue)
1244 self.armorvalue = g_pickup_armorlarge;
1245 if(!self.max_armorvalue)
1246 self.max_armorvalue = g_pickup_armorlarge_max;
1247 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1250 void spawnfunc_item_health_small (void) {
1251 if(!self.max_health)
1252 self.max_health = g_pickup_healthsmall_max;
1254 self.health = g_pickup_healthsmall;
1255 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1258 void spawnfunc_item_health_medium (void) {
1259 if(!self.max_health)
1260 self.max_health = g_pickup_healthmedium_max;
1262 self.health = g_pickup_healthmedium;
1263 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1266 void spawnfunc_item_health_large (void) {
1267 if(!self.max_health)
1268 self.max_health = g_pickup_healthlarge_max;
1270 self.health = g_pickup_healthlarge;
1271 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1274 void spawnfunc_item_health_mega (void) {
1275 if(!cvar("g_powerup_superhealth"))
1278 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1282 minstagib_items(IT_NAILS);
1284 if(!self.max_health)
1285 self.max_health = g_pickup_healthmega_max;
1287 self.health = g_pickup_healthmega;
1288 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1292 // support old misnamed entities
1293 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1294 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1295 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1296 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1297 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1299 void spawnfunc_item_strength (void) {
1300 if(!cvar("g_powerup_strength"))
1303 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1307 minstagib_items(IT_STRENGTH);
1309 precache_sound("weapons/strength_fire.wav");
1310 self.strength_finished = 30;
1311 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1315 void spawnfunc_item_invincible (void) {
1316 if(!cvar("g_powerup_shield"))
1319 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1323 minstagib_items(IT_INVINCIBLE);
1325 self.invincible_finished = 30;
1326 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1330 void spawnfunc_item_minst_cells (void) {
1333 minst_no_auto_cells = 1;
1334 minstagib_items(IT_CELLS);
1341 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1343 float GiveItems(entity e, float beginarg, float endarg);
1344 void target_items_use (void)
1346 if(activator.classname == "droppedweapon")
1353 if(activator.classname != "player")
1355 if(activator.deadflag != DEAD_NO)
1360 for(e = world; (e = find(e, classname, "droppedweapon")); )
1361 if(e.enemy == activator)
1364 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1365 centerprint(activator, self.message);
1368 void spawnfunc_target_items (void)
1375 // items triggers cannot work in nixnex (as they change weapons/ammo)
1380 self.use = target_items_use;
1381 if(!self.strength_finished)
1382 self.strength_finished = cvar("g_balance_powerup_strength_time");
1383 if(!self.invincible_finished)
1384 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1386 precache_sound("misc/itempickup.wav");
1387 precache_sound("misc/itempickup.wav");
1388 precache_sound("misc/itempickup.wav");
1389 precache_sound("misc/itempickup.wav");
1390 precache_sound("misc/megahealth.wav");
1391 precache_sound("misc/armor25.wav");
1392 precache_sound("misc/powerup.wav");
1393 precache_sound("misc/poweroff.wav");
1394 precache_sound("weapons/weaponpickup.wav");
1396 n = tokenize_console(self.netname);
1397 if(argv(0) == "give")
1399 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1403 for(i = 0; i < n; ++i)
1405 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1406 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1407 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1408 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1409 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1410 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1411 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1413 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1415 e = get_weaponinfo(j);
1416 if(argv(i) == e.netname)
1418 self.weapons |= e.weapons;
1419 if(self.spawnflags == 0 || self.spawnflags == 2)
1420 weapon_action(e.weapon, WR_PRECACHE);
1425 print("target_items: invalid item ", argv(i), "\n");
1428 string itemprefix, valueprefix;
1429 if(self.spawnflags == 0)
1434 else if(self.spawnflags == 1)
1436 itemprefix = "max ";
1437 valueprefix = "max ";
1439 else if(self.spawnflags == 2)
1441 itemprefix = "min ";
1442 valueprefix = "min ";
1444 else if(self.spawnflags == 4)
1446 itemprefix = "minus ";
1447 valueprefix = "max ";
1450 error("invalid spawnflags");
1453 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1454 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1455 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1456 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1457 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1458 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1459 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1460 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1461 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1462 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1463 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1464 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1465 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1466 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1468 e = get_weaponinfo(j);
1470 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1473 self.netname = strzone(self.netname);
1474 //print(self.netname, "\n");
1476 n = tokenize_console(self.netname);
1477 for(i = 0; i < n; ++i)
1479 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1481 e = get_weaponinfo(j);
1482 if(argv(i) == e.netname)
1484 weapon_action(e.weapon, WR_PRECACHE);
1491 void spawnfunc_item_fuel(void)
1494 self.ammo_fuel = g_pickup_fuel;
1495 StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1498 void spawnfunc_item_fuel_regen(void)
1500 if(start_items & IT_FUEL_REGEN)
1502 spawnfunc_item_fuel();
1505 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1508 void spawnfunc_item_jetpack(void)
1510 if(g_grappling_hook)
1511 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1513 self.ammo_fuel = g_pickup_fuel_jetpack;
1514 if(start_items & IT_JETPACK)
1516 spawnfunc_item_fuel();
1519 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1522 // we no longer have the seeker
1523 void spawnfunc_weapon_seeker()
1525 spawnfunc_weapon_fireball();
1535 float GiveBit(entity e, .float fld, float bit, float op, float val)
1565 float GiveValue(entity e, .float fld, float op, float val)
1575 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1578 e.fld = min(e.fld, val);
1591 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1598 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
1600 else if(v0 >= v0 + t)
1603 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
1607 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1610 e.rotfield = max(e.rotfield, time + rottime);
1612 e.regenfield = max(e.regenfield, time + regentime);
1615 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1616 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1617 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1618 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1620 float GiveItems(entity e, float beginarg, float endarg)
1622 float got, i, j, val, op;
1623 float _switchweapon;
1632 _switchweapon = FALSE;
1634 if (e.switchweapon == w_getbestweapon(e))
1635 _switchweapon = TRUE;
1637 e.strength_finished = max(0, e.strength_finished - time);
1638 e.invincible_finished = max(0, e.invincible_finished - time);
1641 PREGIVE(e, weapons);
1642 PREGIVE(e, strength_finished);
1643 PREGIVE(e, invincible_finished);
1644 PREGIVE(e, ammo_nails);
1645 PREGIVE(e, ammo_cells);
1646 PREGIVE(e, ammo_shells);
1647 PREGIVE(e, ammo_rockets);
1648 PREGIVE(e, ammo_fuel);
1649 PREGIVE(e, armorvalue);
1652 for(i = beginarg; i < endarg; ++i)
1656 if(cmd == "0" || stof(cmd))
1680 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1681 got += GiveValue(e, strength_finished, op, time + val);
1682 got += GiveValue(e, invincible_finished, op, time + val);
1683 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1685 got += GiveBit(e, items, IT_JETPACK, op, val);
1686 got += GiveValue(e, health, op, val);
1687 got += GiveValue(e, armorvalue, op, val);
1689 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1691 wi = get_weaponinfo(j);
1693 got += GiveBit(e, weapons, wi.weapons, op, val);
1696 got += GiveValue(e, ammo_cells, op, val);
1697 got += GiveValue(e, ammo_shells, op, val);
1698 got += GiveValue(e, ammo_nails, op, val);
1699 got += GiveValue(e, ammo_rockets, op, val);
1700 got += GiveValue(e, ammo_fuel, op, val);
1702 case "unlimited_ammo":
1703 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1705 case "unlimited_weapon_ammo":
1706 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1708 case "unlimited_superweapons":
1709 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1712 got += GiveBit(e, items, IT_JETPACK, op, val);
1715 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1718 got += GiveValue(e, strength_finished, op, val);
1721 got += GiveValue(e, invincible_finished, op, val);
1724 got += GiveValue(e, ammo_cells, op, val);
1727 got += GiveValue(e, ammo_shells, op, val);
1731 got += GiveValue(e, ammo_nails, op, val);
1734 got += GiveValue(e, ammo_rockets, op, val);
1737 got += GiveValue(e, health, op, val);
1740 got += GiveValue(e, armorvalue, op, val);
1743 got += GiveValue(e, ammo_fuel, op, val);
1746 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1748 wi = get_weaponinfo(j);
1749 if(cmd == wi.netname)
1751 got += GiveBit(e, weapons, wi.weapons, op, val);
1756 print("give: invalid item ", cmd, "\n");
1763 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1764 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1765 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1766 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1767 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1769 wi = get_weaponinfo(j);
1772 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1773 if not(save_weapons & wi.weapons)
1774 if(e.weapons & wi.weapons)
1775 weapon_action(wi.weapon, WR_PRECACHE);
1778 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1779 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1780 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1781 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1782 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1783 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1784 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregen_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);
1785 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/armor25.wav", string_null);
1786 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);
1788 if(e.strength_finished <= 0)
1789 e.strength_finished = 0;
1791 e.strength_finished += time;
1792 if(e.invincible_finished <= 0)
1793 e.invincible_finished = 0;
1795 e.invincible_finished += time;
1797 if not(e.weapons & W_WeaponBit(e.switchweapon))
1798 _switchweapon = TRUE;
1800 W_SwitchWeapon_Force(e, w_getbestweapon(e));