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.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
57 self.alpha = g_ghost_items;
65 void Item_Show (entity e, float mode)
67 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
70 // make the item look normal, and be touchable
72 e.solid = SOLID_TRIGGER;
73 //e.colormod = '0 0 0';
75 e.customizeentityforclient = func_null;
77 e.spawnshieldtime = 1;
81 // hide the item completely
82 e.model = string_null;
84 //e.colormod = '0 0 0';
86 e.customizeentityforclient = func_null;
88 e.spawnshieldtime = 1;
90 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
92 // make the item translucent green and not touchable
94 e.solid = SOLID_TRIGGER; // can STILL be picked up!
95 e.effects |= EF_STARDUST;
96 //e.colormod = '0.2 1 0.2';
97 //e.alpha = 0.5; // will be overridden by CEFC though...
98 e.customizeentityforclient = Item_Customize;
100 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
102 else if(g_ghost_items)
104 // make the item translucent green and not touchable
107 //e.colormod = '0.2 1 0.2';
108 e.alpha = g_ghost_items;
109 e.customizeentityforclient = func_null;
111 e.spawnshieldtime = 1;
115 // hide the item completely
116 e.model = string_null;
118 //e.colormod = '0 0 0';
120 e.customizeentityforclient = func_null;
122 e.spawnshieldtime = 1;
125 if (e.strength_finished || e.invincible_finished)
126 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
127 if (cvar("g_nodepthtestitems"))
128 e.effects |= EF_NODEPTHTEST;
129 if (cvar("g_fullbrightitems"))
130 e.effects |= EF_FULLBRIGHT;
132 // relink entity (because solid may have changed)
133 setorigin(e, e.origin);
136 void Item_Respawn (void)
139 if(!g_minstagib && self.items == IT_STRENGTH)
140 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
141 else if(!g_minstagib && self.items == IT_INVINCIBLE)
142 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
144 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
145 setorigin (self, self.origin);
147 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
148 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
151 void Item_RespawnCountdown (void)
153 if(self.count >= ITEM_RESPAWN_TICKS)
155 if(self.waypointsprite_attached)
156 WaypointSprite_Kill(self.waypointsprite_attached);
161 self.nextthink = time + 1;
172 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
173 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
174 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
181 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
182 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
187 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
188 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
192 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
193 if(self.waypointsprite_attached)
195 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
196 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
197 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
201 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
202 if(self.waypointsprite_attached)
204 WaypointSprite_Ping(self.waypointsprite_attached);
205 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
210 void Item_ScheduleRespawnIn(entity e, float t)
212 if(e.flags & FL_POWERUP)
214 e.think = Item_RespawnCountdown;
215 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
220 e.think = Item_Respawn;
221 e.nextthink = time + t;
225 void Item_ScheduleRespawn(entity e)
228 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
231 void Item_ScheduleInitialRespawn(entity e)
234 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
237 float Item_GiveTo(entity item, entity player)
245 // if nothing happens to player, just return without taking the item
247 _switchweapon = FALSE;
251 if(item.spawnshieldtime)
254 if (player.ammo_fuel < g_pickup_fuel_max)
257 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
258 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
260 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
264 sprint (player, strcat("You got the ^2", item.netname, "\n"));
267 _switchweapon = TRUE;
271 // play some cool sounds ;)
272 centerprint(player, "\n");
273 if (clienttype(player) == CLIENTTYPE_REAL)
275 if(player.health <= 5)
276 play2(player, "announcer/robotic/lastsecond.wav");
277 else if(player.health < 50)
278 play2(player, "announcer/robotic/narrowly.wav");
280 // sound not available
281 // else if(item.items == IT_CELLS)
282 // play2(player, "announce/robotic/ammo.wav");
284 if (item.weapons & WEPBIT_MINSTANEX)
285 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
287 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
295 // sound not available
296 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
297 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
298 sprint(player, "^3You picked up some extra lives\n");
302 if (item.strength_finished)
305 // sound not available
306 // play2(player, "announce/robotic/invisible.wav");
307 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
311 if (item.invincible_finished)
314 // sound not available
315 // play2(player, "announce/robotic/speed.wav");
316 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
320 if (player.ammo_fuel < g_pickup_fuel_max)
323 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
324 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
330 if (g_weapon_stay == 1)
331 if not(item.flags & FL_NO_WEAPON_STAY)
332 if (item.flags & FL_WEAPON)
334 if(item.classname == "droppedweapon")
336 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
341 if (player.weapons & item.weapons)
346 // in case the player has autoswitch enabled do the following:
347 // if the player is using their best weapon before items are given, they
348 // probably want to switch to an even better weapon after items are given
349 if (player.autoswitch)
350 if (player.switchweapon == w_getbestweapon(player))
351 _switchweapon = TRUE;
353 if not(player.weapons & W_WeaponBit(player.switchweapon))
354 _switchweapon = TRUE;
356 if(item.spawnshieldtime)
358 if (item.ammo_shells)
359 if (player.ammo_shells < g_pickup_shells_max)
362 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
365 if (player.ammo_nails < g_pickup_nails_max)
368 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
370 if (item.ammo_rockets)
371 if (player.ammo_rockets < g_pickup_rockets_max)
374 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
377 if (player.ammo_cells < g_pickup_cells_max)
380 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
383 if (player.ammo_fuel < g_pickup_fuel_max)
386 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
387 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
391 if (item.flags & FL_WEAPON)
392 if ((it = item.weapons - (item.weapons & player.weapons)))
395 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
397 e = get_weaponinfo(i);
399 W_GiveWeapon (player, e.weapon, item.netname);
403 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
407 sprint (player, strcat("You got the ^2", item.netname, "\n"));
410 if(item.spawnshieldtime)
412 if (item.strength_finished)
415 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
417 if (item.invincible_finished)
420 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
424 if (player.health < item.max_health)
427 player.health = min(player.health + item.health, item.max_health);
428 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
431 if (player.armorvalue < item.max_armorvalue)
434 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
435 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
441 // always eat teamed entities
448 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
450 if (player.switchweapon != w_getbestweapon(player))
451 W_SwitchWeapon_Force(player, w_getbestweapon(player));
456 void Item_Touch (void)
460 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
461 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
466 if (other.classname != "player")
470 if (self.solid != SOLID_TRIGGER)
472 if (self.owner == other)
475 if(!Item_GiveTo(self, other))
478 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
480 if (self.classname == "droppedweapon")
482 else if not(self.spawnshieldtime)
484 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
490 RandomSelection_Init();
491 for(head = world; (head = findfloat(head, team, self.team)); )
493 if(head.flags & FL_ITEM)
496 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
499 e = RandomSelection_chosen_ent;
503 Item_ScheduleRespawn(e);
511 if(self.effects & EF_NODRAW)
513 // marker for item team search
514 dprint("Initializing item team ", ftos(self.team), "\n");
515 RandomSelection_Init();
516 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
517 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
518 e = RandomSelection_chosen_ent;
522 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
526 // make it a non-spawned item
528 head.state = 1; // state 1 = initially hidden item
530 head.effects &~= EF_NODRAW;
533 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
534 Item_ScheduleInitialRespawn(e);
540 Item_Show(self, !self.state);
541 setorigin (self, self.origin);
542 self.think = SUB_Null;
545 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
546 Item_ScheduleInitialRespawn(self);
549 // Savage: used for item garbage-collection
550 // TODO: perhaps nice special effect?
551 void RemoveItem(void)
556 // pickup evaluation functions
557 // these functions decide how desirable an item is to the bots
559 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
561 float weapon_pickupevalfunc(entity player, entity item)
563 float c, i, j, position;
565 // See if I have it already
566 if(player.weapons & item.weapons == item.weapons)
568 // If I can pick it up
569 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
571 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
573 // Skilled bots will grab more
574 c = bound(0, skill / 10, 1) * 0.5;
582 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
583 if( bot_custom_weapon && c )
585 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
588 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
591 // Find the highest position on any range
593 for(j = 0; j < WEP_LAST ; ++j){
595 bot_weapons_far[j] == i ||
596 bot_weapons_mid[j] == i ||
597 bot_weapons_close[j] == i
608 position = WEP_LAST - position;
609 // item.bot_pickupbasevalue is overwritten here
610 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
615 return item.bot_pickupbasevalue * c;
618 float commodity_pickupevalfunc(entity player, entity item)
620 float c, i, need_shells, need_nails, need_rockets, need_cells;
624 // Detect needed ammo
625 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
627 wi = get_weaponinfo(i);
629 if not(wi.weapons & player.weapons)
632 if(wi.items & IT_SHELLS)
634 else if(wi.items & IT_NAILS)
636 else if(wi.items & IT_ROCKETS)
638 else if(wi.items & IT_CELLS)
642 // TODO: figure out if the player even has the weapon this ammo is for?
643 // may not affect strategy much though...
644 // find out how much more ammo/armor/health the player can hold
646 if (item.ammo_shells)
647 if (player.ammo_shells < g_pickup_shells_max)
648 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
651 if (player.ammo_nails < g_pickup_nails_max)
652 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
654 if (item.ammo_rockets)
655 if (player.ammo_rockets < g_pickup_rockets_max)
656 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
659 if (player.ammo_cells < g_pickup_cells_max)
660 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
662 if (player.armorvalue < item.max_armorvalue)
663 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
665 if (player.health < item.max_health)
666 c = c + max(0, 1 - player.health / item.max_health);
668 return item.bot_pickupbasevalue * c;
673 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)
675 startitem_failed = FALSE;
677 // is it a dropped weapon?
678 if (self.classname == "droppedweapon")
680 self.reset = SUB_Remove;
681 // it's a dropped weapon
682 self.movetype = MOVETYPE_TOSS;
683 // Savage: remove thrown items after a certain period of time ("garbage collection")
684 self.think = RemoveItem;
685 self.nextthink = time + 60;
686 // don't drop if in a NODROP zone (such as lava)
687 traceline(self.origin, self.origin, MOVE_NORMAL, self);
688 if (trace_dpstartcontents & DPCONTENTS_NODROP)
690 startitem_failed = TRUE;
697 self.reset = Item_Reset;
699 if(self.spawnflags & 1)
702 self.movetype = MOVETYPE_NONE;
704 self.movetype = MOVETYPE_TOSS;
705 // do item filtering according to game mode and other things
708 // first nudge it off the floor a little bit to avoid math errors
709 setorigin(self, self.origin + '0 0 1');
710 // set item size before we spawn a spawnfunc_waypoint
711 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
712 setsize (self, '-16 -16 0', '16 16 48');
714 setsize (self, '-16 -16 0', '16 16 32');
715 // note droptofloor returns FALSE if stuck/or would fall too far
717 waypoint_spawnforitem(self);
724 print("removed non-teamplay ", self.classname, "\n");
725 startitem_failed = TRUE;
734 print("removed non-FFA ", self.classname, "\n");
735 startitem_failed = TRUE;
743 // We aren't TA or something like that, so we keep the Q3A entities
744 print("removed non-Q3A ", self.classname, "\n");
745 startitem_failed = TRUE;
751 * can't do it that way, as it would break maps
752 * TODO make a target_give like entity another way, that perhaps has
753 * the weapon name in a key
756 // target_give not yet supported; maybe later
757 print("removed targeted ", self.classname, "\n");
758 startitem_failed = TRUE;
764 if(cvar("spawn_debug") >= 2)
767 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
769 if(otheritem.is_item)
771 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
772 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
773 error("Mapper sucks.");
779 weaponsInMap |= weaponid;
783 startitem_failed = TRUE;
787 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
789 startitem_failed = TRUE;
793 else if (g_minstagib)
795 // don't remove dropped items and powerups
796 if (self.classname != "minstagib")
798 startitem_failed = TRUE;
815 if (cvar("g_nixnex_with_healtharmor"))
820 if (cvar("g_nixnex_with_powerups"))
827 startitem_failed = TRUE;
832 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
834 startitem_failed = TRUE;
839 precache_model (itemmodel);
840 precache_sound (pickupsound);
841 precache_sound ("misc/itemrespawn.wav");
842 precache_sound ("misc/itemrespawncountdown.wav");
844 if(itemid == IT_STRENGTH)
845 precache_sound ("misc/strength_respawn.wav");
846 if(itemid == IT_INVINCIBLE)
847 precache_sound ("misc/shield_respawn.wav");
849 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
850 self.target = "###item###"; // for finding the nearest item using find()
853 self.bot_pickup = TRUE;
854 self.bot_pickupevalfunc = pickupevalfunc;
855 self.bot_pickupbasevalue = pickupbasevalue;
856 self.mdl = itemmodel;
857 self.item_pickupsound = pickupsound;
858 // let mappers override respawntime
859 if(!self.respawntime) // both set
861 self.respawntime = defaultrespawntime;
862 self.respawntimejitter = defaultrespawntimejitter;
864 self.netname = itemname;
866 self.weapons = weaponid;
867 self.flags = FL_ITEM | itemflags;
868 self.touch = Item_Touch;
869 setmodel (self, self.mdl); // precision set below
870 self.effects |= EF_LOWPRECISION;
871 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
872 setsize (self, '-16 -16 0', '16 16 48');
874 setsize (self, '-16 -16 0', '16 16 32');
875 if(itemflags & FL_WEAPON)
876 self.modelflags |= MF_ROTATE;
878 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
879 if (itemflags & FL_WEAPON)
881 // neutral team color for pickup weapons
882 self.colormap = 1024; // color shirt=0 pants=0 grey
890 self.cnt = 1; // item probability weight
891 self.effects = self.effects | EF_NODRAW; // marker for item team search
892 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
894 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
895 Item_ScheduleInitialRespawn(self);
898 /* replace items in minstagib
899 * IT_STRENGTH = invisibility
900 * IT_NAILS = extra lives
901 * IT_INVINCIBLE = speed
903 void minstagib_items (float itemid)
905 // we don't want to replace dropped weapons ;)
906 if (self.classname == "droppedweapon")
908 self.ammo_cells = 25;
909 StartItem ("models/weapons/g_nex.md3",
910 "weapons/weaponpickup.wav", 15, 0,
911 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
916 self.classname = "minstagib";
918 // replace rocket launchers and nex guns with ammo cells
919 if (itemid == IT_CELLS)
922 StartItem ("models/items/a_cells.md3",
923 "misc/itempickup.wav", 45, 0,
924 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
931 itemid = IT_STRENGTH;
935 itemid = IT_INVINCIBLE;
937 // replace with invis
938 if (itemid == IT_STRENGTH)
940 self.strength_finished = 30;
941 StartItem ("models/items/g_strength.md3",
942 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
943 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
945 // replace with extra lives
946 if (itemid == IT_NAILS)
949 StartItem ("models/items/g_h100.md3",
950 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
951 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
954 // replace with speed
955 if (itemid == IT_INVINCIBLE)
957 self.invincible_finished = 30;
958 StartItem ("models/items/g_invincible.md3",
959 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
960 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
965 float minst_no_auto_cells;
966 void minst_remove_item (void) {
967 if(minst_no_auto_cells)
971 float weaponswapping;
974 void weapon_defaultspawnfunc(float wpn)
978 var .float ammofield;
983 // set the respawntime in advance (so replaced weapons can copy it)
985 if(!self.respawntime)
987 e = get_weaponinfo(wpn);
988 if(e.items == IT_SUPERWEAPON)
990 self.respawntime = g_pickup_respawntime_powerup;
991 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
995 self.respawntime = g_pickup_respawntime_weapon;
996 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1000 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1002 e = get_weaponinfo(wpn);
1003 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1007 startitem_failed = TRUE;
1010 t = tokenize_console(s);
1013 self.team = --internalteam;
1015 for(i = 1; i < t; ++i)
1018 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1020 e = get_weaponinfo(j);
1024 copyentity(oldself, self);
1025 self.classname = "replacedweapon";
1026 weapon_defaultspawnfunc(j);
1032 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1041 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1043 e = get_weaponinfo(j);
1052 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1058 startitem_failed = TRUE;
1063 e = get_weaponinfo(wpn);
1065 if(e.items && e.items != IT_SUPERWEAPON)
1067 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1071 ammofield = Item_CounterField(j);
1073 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1079 self.flags |= FL_NO_WEAPON_STAY;
1082 // weapon stay isn't supported for teamed weapons
1084 self.flags |= FL_NO_WEAPON_STAY;
1086 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1088 self.ammo_shells = 0;
1089 self.ammo_nails = 0;
1090 self.ammo_cells = 0;
1091 self.ammo_rockets = 0;
1092 // weapon stay 2: don't use ammo on weapon pickups; instead
1093 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1096 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1097 if (self.modelindex) // don't precache if self was removed
1098 weapon_action(e.weapon, WR_PRECACHE);
1101 void spawnfunc_weapon_shotgun (void);
1102 void spawnfunc_weapon_uzi (void) {
1103 if(q3acompat_machineshotgunswap)
1104 if(self.classname != "droppedweapon")
1106 weapon_defaultspawnfunc(WEP_SHOTGUN);
1109 weapon_defaultspawnfunc(WEP_UZI);
1112 void spawnfunc_weapon_shotgun (void) {
1113 if(q3acompat_machineshotgunswap)
1114 if(self.classname != "droppedweapon")
1116 weapon_defaultspawnfunc(WEP_UZI);
1119 weapon_defaultspawnfunc(WEP_SHOTGUN);
1122 void spawnfunc_weapon_nex (void)
1126 minstagib_items(IT_CELLS);
1127 self.think = minst_remove_item;
1128 self.nextthink = time;
1131 weapon_defaultspawnfunc(WEP_NEX);
1134 void spawnfunc_weapon_minstanex (void)
1138 minstagib_items(IT_CELLS);
1139 self.think = minst_remove_item;
1140 self.nextthink = time;
1143 weapon_defaultspawnfunc(WEP_MINSTANEX);
1146 void spawnfunc_weapon_rocketlauncher (void)
1150 minstagib_items(IT_CELLS);
1151 self.think = minst_remove_item;
1152 self.nextthink = time;
1155 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1158 void spawnfunc_item_rockets (void) {
1159 if(!self.ammo_rockets)
1160 self.ammo_rockets = g_pickup_rockets;
1161 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);
1164 void spawnfunc_item_shells (void);
1165 void spawnfunc_item_bullets (void) {
1167 if(q3acompat_machineshotgunswap)
1168 if(self.classname != "droppedweapon")
1170 weaponswapping = TRUE;
1171 spawnfunc_item_shells();
1172 weaponswapping = FALSE;
1176 if(!self.ammo_nails)
1177 self.ammo_nails = g_pickup_nails;
1178 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);
1181 void spawnfunc_item_cells (void) {
1182 if(!self.ammo_cells)
1183 self.ammo_cells = g_pickup_cells;
1184 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);
1187 void spawnfunc_item_shells (void) {
1189 if(q3acompat_machineshotgunswap)
1190 if(self.classname != "droppedweapon")
1192 weaponswapping = TRUE;
1193 spawnfunc_item_bullets();
1194 weaponswapping = FALSE;
1198 if(!self.ammo_shells)
1199 self.ammo_shells = g_pickup_shells;
1200 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);
1203 void spawnfunc_item_armor_small (void) {
1204 if(!self.armorvalue)
1205 self.armorvalue = g_pickup_armorsmall;
1206 if(!self.max_armorvalue)
1207 self.max_armorvalue = g_pickup_armorsmall_max;
1208 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);
1211 void spawnfunc_item_armor_medium (void) {
1212 if(!self.armorvalue)
1213 self.armorvalue = g_pickup_armormedium;
1214 if(!self.max_armorvalue)
1215 self.max_armorvalue = g_pickup_armormedium_max;
1216 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);
1219 void spawnfunc_item_armor_big (void) {
1220 if(!self.armorvalue)
1221 self.armorvalue = g_pickup_armorbig;
1222 if(!self.max_armorvalue)
1223 self.max_armorvalue = g_pickup_armorbig_max;
1224 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);
1227 void spawnfunc_item_armor_large (void) {
1228 if(!self.armorvalue)
1229 self.armorvalue = g_pickup_armorlarge;
1230 if(!self.max_armorvalue)
1231 self.max_armorvalue = g_pickup_armorlarge_max;
1232 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);
1235 void spawnfunc_item_health_small (void) {
1236 if(!self.max_health)
1237 self.max_health = g_pickup_healthsmall_max;
1239 self.health = g_pickup_healthsmall;
1240 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);
1243 void spawnfunc_item_health_medium (void) {
1244 if(!self.max_health)
1245 self.max_health = g_pickup_healthmedium_max;
1247 self.health = g_pickup_healthmedium;
1248 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);
1251 void spawnfunc_item_health_large (void) {
1252 if(!self.max_health)
1253 self.max_health = g_pickup_healthlarge_max;
1255 self.health = g_pickup_healthlarge;
1256 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);
1259 void spawnfunc_item_health_mega (void) {
1260 if(!cvar("g_powerup_superhealth"))
1263 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1267 minstagib_items(IT_NAILS);
1269 if(!self.max_health)
1270 self.max_health = g_pickup_healthmega_max;
1272 self.health = g_pickup_healthmega;
1273 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);
1277 // support old misnamed entities
1278 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1279 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1280 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1281 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1282 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1284 void spawnfunc_item_strength (void) {
1285 if(!cvar("g_powerup_strength"))
1288 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1292 minstagib_items(IT_STRENGTH);
1294 precache_sound("weapons/strength_fire.wav");
1295 self.strength_finished = 30;
1296 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);
1300 void spawnfunc_item_invincible (void) {
1301 if(!cvar("g_powerup_shield"))
1304 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1308 minstagib_items(IT_INVINCIBLE);
1310 self.invincible_finished = 30;
1311 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);
1315 void spawnfunc_item_minst_cells (void) {
1318 minst_no_auto_cells = 1;
1319 minstagib_items(IT_CELLS);
1326 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1328 float GiveItems(entity e, float beginarg, float endarg);
1329 void target_items_use (void)
1331 if(activator.classname == "droppedweapon")
1338 if(activator.classname != "player")
1340 if(activator.deadflag != DEAD_NO)
1345 for(e = world; (e = find(e, classname, "droppedweapon")); )
1346 if(e.enemy == activator)
1349 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1350 centerprint(activator, self.message);
1353 void spawnfunc_target_items (void)
1360 // items triggers cannot work in nixnex (as they change weapons/ammo)
1365 self.use = target_items_use;
1366 if(!self.strength_finished)
1367 self.strength_finished = cvar("g_balance_powerup_strength_time");
1368 if(!self.invincible_finished)
1369 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1371 precache_sound("misc/itempickup.wav");
1372 precache_sound("misc/itempickup.wav");
1373 precache_sound("misc/itempickup.wav");
1374 precache_sound("misc/itempickup.wav");
1375 precache_sound("misc/megahealth.wav");
1376 precache_sound("misc/armor25.wav");
1377 precache_sound("misc/powerup.wav");
1378 precache_sound("misc/poweroff.wav");
1379 precache_sound("weapons/weaponpickup.wav");
1381 n = tokenize_console(self.netname);
1382 if(argv(0) == "give")
1384 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1388 for(i = 0; i < n; ++i)
1390 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1391 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1392 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1393 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1394 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1395 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1396 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1398 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1400 e = get_weaponinfo(j);
1401 if(argv(i) == e.netname)
1403 self.weapons |= e.weapons;
1404 if(self.spawnflags == 0 || self.spawnflags == 2)
1405 weapon_action(e.weapon, WR_PRECACHE);
1410 print("target_items: invalid item ", argv(i), "\n");
1413 string itemprefix, valueprefix;
1414 if(self.spawnflags == 0)
1419 else if(self.spawnflags == 1)
1421 itemprefix = "max ";
1422 valueprefix = "max ";
1424 else if(self.spawnflags == 2)
1426 itemprefix = "min ";
1427 valueprefix = "min ";
1429 else if(self.spawnflags == 4)
1431 itemprefix = "minus ";
1432 valueprefix = "max ";
1435 error("invalid spawnflags");
1438 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1439 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1440 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_STRENGTH), "strength");
1441 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_INVINCIBLE), "invincible");
1442 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1443 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1444 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1445 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1446 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1447 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1448 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1449 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1450 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1451 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1453 e = get_weaponinfo(j);
1455 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1458 self.netname = strzone(self.netname);
1459 //print(self.netname, "\n");
1461 n = tokenize_console(self.netname);
1462 for(i = 0; i < n; ++i)
1464 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1466 e = get_weaponinfo(j);
1467 if(argv(i) == e.netname)
1469 weapon_action(e.weapon, WR_PRECACHE);
1474 print("target_items: invalid item ", argv(i), "\n");
1478 void spawnfunc_item_fuel(void)
1481 self.ammo_fuel = g_pickup_fuel;
1482 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);
1485 void spawnfunc_item_fuel_regen(void)
1487 if(start_items & IT_FUEL_REGEN)
1489 spawnfunc_item_fuel();
1492 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);
1495 void spawnfunc_item_jetpack(void)
1497 if(g_grappling_hook)
1498 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1500 self.ammo_fuel = g_pickup_fuel_jetpack;
1501 if(start_items & IT_JETPACK)
1503 spawnfunc_item_fuel();
1506 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);
1509 // we no longer have the seeker
1510 void spawnfunc_weapon_seeker()
1512 spawnfunc_weapon_fireball();
1522 float GiveBit(entity e, .float fld, float bit, float op, float val)
1552 float GiveValue(entity e, .float fld, float op, float val)
1562 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1565 e.fld = min(e.fld, val);
1578 void GiveSound(entity e, float v0, float v1, string snd_incr, string snd_decr)
1583 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
1588 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
1592 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1595 e.rotfield = max(e.rotfield, time + rottime);
1597 e.regenfield = max(e.regenfield, time + regentime);
1600 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1601 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), snd_incr, snd_decr)
1602 #define POSTGIVE_VALUE(e,f,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, snd_incr, snd_decr)
1603 #define POSTGIVE_VALUE_ROT(e,f,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, snd_incr, snd_decr)
1605 float GiveItems(entity e, float beginarg, float endarg)
1607 float got, i, j, val, op;
1608 float _switchweapon;
1617 _switchweapon = FALSE;
1619 if (e.switchweapon == w_getbestweapon(e))
1620 _switchweapon = TRUE;
1622 e.strength_finished = max(0, e.strength_finished - time);
1623 e.invincible_finished = max(0, e.invincible_finished - time);
1626 PREGIVE(e, weapons);
1627 PREGIVE(e, strength_finished);
1628 PREGIVE(e, invincible_finished);
1629 PREGIVE(e, ammo_nails);
1630 PREGIVE(e, ammo_cells);
1631 PREGIVE(e, ammo_shells);
1632 PREGIVE(e, ammo_rockets);
1633 PREGIVE(e, ammo_fuel);
1634 PREGIVE(e, armorvalue);
1637 for(i = beginarg; i < endarg; ++i)
1641 if(cmd == "0" || stof(cmd))
1665 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1666 got += GiveValue(e, strength_finished, op, time + val);
1667 got += GiveValue(e, invincible_finished, op, time + val);
1668 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1670 got += GiveBit(e, items, IT_JETPACK, op, val);
1671 got += GiveValue(e, health, op, val);
1672 got += GiveValue(e, armorvalue, op, val);
1674 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1676 wi = get_weaponinfo(j);
1678 got += GiveBit(e, weapons, wi.weapons, op, val);
1681 got += GiveValue(e, ammo_cells, op, val);
1682 got += GiveValue(e, ammo_shells, op, val);
1683 got += GiveValue(e, ammo_nails, op, val);
1684 got += GiveValue(e, ammo_rockets, op, val);
1685 got += GiveValue(e, ammo_fuel, op, val);
1687 case "unlimited_ammo":
1688 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1690 case "unlimited_weapon_ammo":
1691 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1693 case "unlimited_superweapons":
1694 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1697 got += GiveBit(e, items, IT_JETPACK, op, val);
1700 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1703 got += GiveValue(e, strength_finished, op, time + val);
1706 got += GiveValue(e, invincible_finished, op, time + val);
1709 got += GiveValue(e, ammo_cells, op, val);
1712 got += GiveValue(e, ammo_shells, op, val);
1716 got += GiveValue(e, ammo_nails, op, val);
1719 got += GiveValue(e, ammo_rockets, op, val);
1722 got += GiveValue(e, health, op, val);
1725 got += GiveValue(e, armorvalue, op, val);
1728 got += GiveValue(e, ammo_fuel, op, val);
1731 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1733 wi = get_weaponinfo(j);
1734 if(cmd == wi.netname)
1736 got += GiveBit(e, weapons, wi.weapons, op, val);
1741 print("give: invalid item ", cmd, "\n");
1748 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1749 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1750 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1751 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1752 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1754 wi = get_weaponinfo(j);
1757 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1758 if not(save_weapons & wi.weapons)
1759 if(e.weapons & wi.weapons)
1760 weapon_action(wi.weapon, WR_PRECACHE);
1763 POSTGIVE_VALUE(e, strength_finished, "misc/powerup.wav", "misc/poweroff.wav");
1764 POSTGIVE_VALUE(e, invincible_finished, "misc/powerup_shield.wav", "misc/poweroff.wav");
1765 POSTGIVE_VALUE(e, ammo_nails, "misc/itempickup.wav", string_null);
1766 POSTGIVE_VALUE(e, ammo_cells, "misc/itempickup.wav", string_null);
1767 POSTGIVE_VALUE(e, ammo_shells, "misc/itempickup.wav", string_null);
1768 POSTGIVE_VALUE(e, ammo_rockets, "misc/itempickup.wav", string_null);
1769 POSTGIVE_VALUE_ROT(e, ammo_fuel, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregen_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);
1770 POSTGIVE_VALUE_ROT(e, armorvalue, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/armor25.wav", string_null);
1771 POSTGIVE_VALUE_ROT(e, health, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);
1773 if(e.strength_finished <= 0)
1774 e.strength_finished = 0;
1776 e.strength_finished += time;
1777 if(e.invincible_finished <= 0)
1778 e.invincible_finished = 0;
1780 e.invincible_finished += time;
1782 if not(e.weapons & W_WeaponBit(e.switchweapon))
1783 _switchweapon = TRUE;
1785 W_SwitchWeapon_Force(e, w_getbestweapon(e));