1 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
2 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
3 #define ITEM_RESPAWNTIME_INITIAL(i) (10 + random() * ((i).respawntime + (i).respawntimejitter - 10))
4 // range: 10 .. respawntime + respawntimejitter
6 floatfield Item_CounterField(float it)
10 case IT_SHELLS: return ammo_shells;
11 case IT_NAILS: return ammo_nails;
12 case IT_ROCKETS: return ammo_rockets;
13 case IT_CELLS: return ammo_cells;
14 case IT_FUEL: return ammo_fuel;
15 case IT_5HP: return health;
16 case IT_25HP: return health;
17 case IT_HEALTH: return health;
18 case IT_ARMOR_SHARD: return armorvalue;
19 case IT_ARMOR: return armorvalue;
20 // add more things here (health, armor)
21 default: error("requested item has no counter field");
25 string Item_CounterFieldName(float it)
29 case IT_SHELLS: return "shells";
30 case IT_NAILS: return "nails";
31 case IT_ROCKETS: return "rockets";
32 case IT_CELLS: return "cells";
33 case IT_FUEL: return "fuel";
35 // add more things here (health, armor)
36 default: error("requested item has no counter field name");
40 .float max_armorvalue;
42 void Item_Respawn (void)
44 self.model = self.mdl; // restore original model
45 self.solid = SOLID_TRIGGER; // allow it to be touched again
46 if(!g_minstagib && self.items == IT_STRENGTH)
47 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
48 else if(!g_minstagib && self.items == IT_INVINCIBLE)
49 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
51 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
52 setorigin (self, self.origin);
54 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
55 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
58 void Item_RespawnCountdown (void)
62 if(self.waypointsprite_attached)
63 WaypointSprite_Kill(self.waypointsprite_attached);
68 self.nextthink = time + 1;
79 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
80 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
81 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
88 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
89 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
94 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
95 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
99 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, FALSE);
100 if(self.waypointsprite_attached)
101 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
104 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
105 if(self.waypointsprite_attached)
106 WaypointSprite_Ping(self.waypointsprite_attached);
110 void Item_ScheduleRespawnIn(entity e, float t)
112 if(e.flags & FL_POWERUP)
114 e.think = Item_RespawnCountdown;
115 e.nextthink = time + max(0, t - 5);
120 e.think = Item_Respawn;
121 e.nextthink = time + t;
125 void Item_ScheduleRespawn(entity e)
127 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
130 void Item_ScheduleInitialRespawn(entity e)
132 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
135 float Item_GiveTo(entity item, entity player)
143 // if nothing happens to player, just return without taking the item
145 _switchweapon = FALSE;
150 if (player.ammo_fuel < g_pickup_fuel_max)
153 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
154 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
156 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
160 sprint (player, strcat("You got the ^2", item.netname, "\n"));
163 _switchweapon = TRUE;
167 // play some cool sounds ;)
168 centerprint(player, "\n");
169 if(player.health <= 5)
170 announce(player, "announcer/robotic/lastsecond.wav");
171 else if(player.health < 50)
172 announce(player, "announcer/robotic/narrowly.wav");
173 // sound not available
174 // else if(item.items == IT_CELLS)
175 // play2(player, "announce/robotic/ammo.wav");
177 if (item.weapons & WEPBIT_MINSTANEX)
178 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
180 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
188 // sound not available
189 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
190 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
191 sprint(player, "^3You picked up some extra lives\n");
195 if (item.strength_finished)
198 // sound not available
199 // play2(player, "announce/robotic/invisible.wav");
200 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
204 if (item.invincible_finished)
207 // sound not available
208 // play2(player, "announce/robotic/speed.wav");
209 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
213 if (player.ammo_fuel < g_pickup_fuel_max)
216 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
217 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
223 if (g_weapon_stay == 1)
224 if not(item.flags & FL_NO_WEAPON_STAY)
225 if (item.flags & FL_WEAPON)
227 if(item.classname == "droppedweapon")
229 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
234 if (player.weapons & item.weapons)
239 // in case the player has autoswitch enabled do the following:
240 // if the player is using their best weapon before items are given, they
241 // probably want to switch to an even better weapon after items are given
242 if (player.autoswitch)
243 if (player.switchweapon == w_getbestweapon(player))
244 _switchweapon = TRUE;
246 if not(player.weapons & W_WeaponBit(player.switchweapon))
247 _switchweapon = TRUE;
249 if (item.ammo_shells)
250 if (player.ammo_shells < g_pickup_shells_max)
253 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
256 if (player.ammo_nails < g_pickup_nails_max)
259 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
261 if (item.ammo_rockets)
262 if (player.ammo_rockets < g_pickup_rockets_max)
265 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
268 if (player.ammo_cells < g_pickup_cells_max)
271 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
274 if (player.ammo_fuel < g_pickup_fuel_max)
277 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
278 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
281 if (item.flags & FL_WEAPON)
282 if ((it = item.weapons - (item.weapons & player.weapons)))
285 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
287 e = get_weaponinfo(i);
289 W_GiveWeapon (player, e.weapon, item.netname);
293 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
297 sprint (player, strcat("You got the ^2", item.netname, "\n"));
300 if (item.strength_finished)
303 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
305 if (item.invincible_finished)
308 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
310 //if (item.speed_finished)
313 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
315 //if (item.slowmo_finished)
318 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
322 if (player.health < item.max_health)
325 player.health = min(player.health + item.health, item.max_health);
326 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
329 if (player.armorvalue < item.max_armorvalue)
332 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
333 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
338 // always eat teamed entities
345 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
347 if (player.switchweapon != w_getbestweapon(player))
348 W_SwitchWeapon_Force(player, w_getbestweapon(player));
353 void Item_Touch (void)
357 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
358 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
363 if (other.classname != "player")
367 if (self.solid != SOLID_TRIGGER)
369 if (self.owner == other)
372 if(!Item_GiveTo(self, other))
375 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
377 if (self.classname == "droppedweapon")
379 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
383 self.solid = SOLID_NOT;
384 self.model = string_null;
387 RandomSelection_Init();
388 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
389 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
390 e = RandomSelection_chosen_ent;
394 Item_ScheduleRespawn(e);
402 if(self.effects & EF_NODRAW)
404 // marker for item team search
405 dprint("Initializing item team ", ftos(self.team), "\n");
406 RandomSelection_Init();
407 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
408 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
409 e = RandomSelection_chosen_ent;
412 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
416 // make it a non-spawned item
417 head.solid = SOLID_NOT;
418 head.model = string_null;
419 head.state = 1; // state 1 = initially hidden item
421 head.effects &~= EF_NODRAW;
424 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
427 e.model = string_null;
428 Item_ScheduleInitialRespawn(e);
437 self.model = string_null;
438 self.solid = SOLID_NOT;
442 self.model = self.mdl;
443 self.solid = SOLID_TRIGGER;
445 setorigin (self, self.origin);
446 self.think = SUB_Null;
449 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
451 self.solid = SOLID_NOT;
452 self.model = string_null;
453 Item_ScheduleInitialRespawn(self);
457 // Savage: used for item garbage-collection
458 // TODO: perhaps nice special effect?
459 void RemoveItem(void)
464 // pickup evaluation functions
465 // these functions decide how desirable an item is to the bots
467 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
469 float weapon_pickupevalfunc(entity player, entity item)
471 // if we already have the weapon, rate it 1/5th normal value
472 if ((player.weapons & item.weapons) == item.weapons)
473 return item.bot_pickupbasevalue * 0.2;
474 return item.bot_pickupbasevalue;
477 float commodity_pickupevalfunc(entity player, entity item)
481 // TODO: figure out if the player even has the weapon this ammo is for?
482 // may not affect strategy much though...
483 // find out how much more ammo/armor/health the player can hold
484 if (item.ammo_shells)
485 if (player.ammo_shells < g_pickup_shells_max)
486 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
488 if (player.ammo_nails < g_pickup_nails_max)
489 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
490 if (item.ammo_rockets)
491 if (player.ammo_rockets < g_pickup_rockets_max)
492 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
494 if (player.ammo_cells < g_pickup_cells_max)
495 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
497 if (player.armorvalue < item.max_armorvalue)
498 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
500 if (player.health < item.max_health)
501 c = c + max(0, 1 - player.health / item.max_health);
503 return item.bot_pickupbasevalue * c;
508 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)
510 startitem_failed = FALSE;
512 // is it a dropped weapon?
513 if (self.classname == "droppedweapon")
515 self.reset = SUB_Remove;
516 // it's a dropped weapon
517 self.movetype = MOVETYPE_TOSS;
518 self.solid = SOLID_TRIGGER;
519 // Savage: remove thrown items after a certain period of time ("garbage collection")
520 self.think = RemoveItem;
521 self.nextthink = time + 60;
522 // don't drop if in a NODROP zone (such as lava)
523 traceline(self.origin, self.origin, MOVE_NORMAL, self);
524 if (trace_dpstartcontents & DPCONTENTS_NODROP)
526 startitem_failed = TRUE;
533 self.reset = Item_Reset;
535 if(self.spawnflags & 1)
538 self.movetype = MOVETYPE_NONE;
540 self.movetype = MOVETYPE_TOSS;
541 self.solid = SOLID_TRIGGER;
542 // do item filtering according to game mode and other things
545 // first nudge it off the floor a little bit to avoid math errors
546 setorigin(self, self.origin + '0 0 1');
547 // set item size before we spawn a spawnfunc_waypoint
548 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
549 setsize (self, '-16 -16 0', '16 16 48');
551 setsize (self, '-16 -16 0', '16 16 32');
552 // note droptofloor returns FALSE if stuck/or would fall too far
554 waypoint_spawnforitem(self);
561 print("removed non-teamplay ", self.classname, "\n");
562 startitem_failed = TRUE;
571 print("removed non-FFA ", self.classname, "\n");
572 startitem_failed = TRUE;
580 // We aren't TA or something like that, so we keep the Q3A entities
581 print("removed non-Q3A ", self.classname, "\n");
582 startitem_failed = TRUE;
588 * can't do it that way, as it would break maps
589 * TODO make a target_give like entity another way, that perhaps has
590 * the weapon name in a key
593 // target_give not yet supported; maybe later
594 print("removed targeted ", self.classname, "\n");
595 startitem_failed = TRUE;
601 if(cvar("spawn_debug") >= 2)
604 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
606 if(otheritem.is_item)
608 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
609 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
610 error("Mapper sucks.");
616 weaponsInMap |= weaponid;
620 startitem_failed = TRUE;
624 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
626 startitem_failed = TRUE;
630 else if (g_minstagib)
632 // don't remove dropped items and powerups
633 if (self.classname != "minstagib")
635 startitem_failed = TRUE;
640 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
642 startitem_failed = TRUE;
647 precache_model (itemmodel);
648 precache_sound (pickupsound);
649 precache_sound ("misc/itemrespawn.wav");
650 precache_sound ("misc/itemrespawncountdown.wav");
652 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
653 self.target = "###item###"; // for finding the nearest item using find()
656 self.bot_pickup = TRUE;
657 self.bot_pickupevalfunc = pickupevalfunc;
658 self.bot_pickupbasevalue = pickupbasevalue;
659 self.mdl = itemmodel;
660 self.item_pickupsound = pickupsound;
661 // let mappers override respawntime
662 if(!self.respawntime) // both set
664 self.respawntime = defaultrespawntime;
665 self.respawntimejitter = defaultrespawntimejitter;
667 self.netname = itemname;
669 self.weapons = weaponid;
670 self.flags = FL_ITEM | itemflags;
671 self.touch = Item_Touch;
672 setmodel (self, self.mdl); // precision set below
673 self.effects |= EF_LOWPRECISION;
674 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
675 setsize (self, '-16 -16 0', '16 16 48');
677 setsize (self, '-16 -16 0', '16 16 32');
678 if(itemflags & FL_WEAPON)
679 self.modelflags |= MF_ROTATE;
681 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
682 if (itemflags & FL_WEAPON)
684 // neutral team color for pickup weapons
685 self.colormap = 1024; // color shirt=0 pants=0 grey
688 if (cvar("g_fullbrightitems"))
689 self.effects = self.effects | EF_FULLBRIGHT;
695 self.cnt = 1; // item probability weight
696 self.effects = self.effects | EF_NODRAW; // marker for item team search
697 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
699 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
701 self.solid = SOLID_NOT;
702 self.model = string_null;
703 Item_ScheduleInitialRespawn(self);
707 /* replace items in minstagib
708 * IT_STRENGTH = invisibility
709 * IT_NAILS = extra lives
710 * IT_INVINCIBLE = speed
712 void minstagib_items (float itemid)
714 // we don't want to replace dropped weapons ;)
715 if (self.classname == "droppedweapon")
717 self.ammo_cells = 25;
718 StartItem ("models/weapons/g_nex.md3",
719 "weapons/weaponpickup.wav", 15, 0,
720 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
725 self.classname = "minstagib";
727 // replace rocket launchers and nex guns with ammo cells
728 if (itemid == IT_CELLS)
731 StartItem ("models/items/a_cells.md3",
732 "misc/itempickup.wav", 45, 0,
733 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
740 itemid = IT_STRENGTH;
744 itemid = IT_INVINCIBLE;
746 // replace with invis
747 if (itemid == IT_STRENGTH)
749 self.effects = EF_ADDITIVE;
750 self.strength_finished = 30;
751 StartItem ("models/items/g_strength.md3",
752 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
753 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
755 // replace with extra lives
756 if (itemid == IT_NAILS)
759 StartItem ("models/items/g_h100.md3",
760 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
761 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
764 // replace with speed
765 if (itemid == IT_INVINCIBLE)
767 self.effects = EF_ADDITIVE;
768 self.invincible_finished = 30;
769 StartItem ("models/items/g_invincible.md3",
770 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
771 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
776 float minst_no_auto_cells;
777 void minst_remove_item (void) {
778 if(minst_no_auto_cells)
782 float weaponswapping;
785 void weapon_defaultspawnfunc(float wpn)
789 var .float ammofield;
794 // set the respawntime in advance (so replaced weapons can copy it)
796 if(!self.respawntime)
798 e = get_weaponinfo(wpn);
799 if(e.items == IT_SUPERWEAPON)
801 self.respawntime = g_pickup_respawntime_powerup;
802 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
806 self.respawntime = g_pickup_respawntime_weapon;
807 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
811 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
813 e = get_weaponinfo(wpn);
814 s = cvar_string(strcat("g_weaponreplace_", e.netname));
818 startitem_failed = TRUE;
821 t = tokenize_console(s);
824 self.team = --internalteam;
826 for(i = 1; i < t; ++i)
829 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
831 e = get_weaponinfo(j);
835 copyentity(oldself, self);
836 self.classname = "replacedweapon";
837 weapon_defaultspawnfunc(j);
843 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
852 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
854 e = get_weaponinfo(j);
863 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
869 startitem_failed = TRUE;
874 e = get_weaponinfo(wpn);
876 if(e.items && e.items != IT_SUPERWEAPON)
878 for(i = 0, j = 1; i < 24; ++i, j *= 2)
882 ammofield = Item_CounterField(j);
884 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
890 self.flags |= FL_NO_WEAPON_STAY;
893 // weapon stay isn't supported for teamed weapons
895 self.flags |= FL_NO_WEAPON_STAY;
897 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
899 self.ammo_shells = 0;
902 self.ammo_rockets = 0;
903 // weapon stay 2: don't use ammo on weapon pickups; instead
904 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
907 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
908 if (self.modelindex) // don't precache if self was removed
909 weapon_action(e.weapon, WR_PRECACHE);
912 void spawnfunc_weapon_shotgun (void);
913 void spawnfunc_weapon_uzi (void) {
914 if(q3acompat_machineshotgunswap)
915 if(self.classname != "droppedweapon")
917 weapon_defaultspawnfunc(WEP_SHOTGUN);
920 weapon_defaultspawnfunc(WEP_UZI);
923 void spawnfunc_weapon_shotgun (void) {
924 if(q3acompat_machineshotgunswap)
925 if(self.classname != "droppedweapon")
927 weapon_defaultspawnfunc(WEP_UZI);
930 weapon_defaultspawnfunc(WEP_SHOTGUN);
933 void spawnfunc_weapon_nex (void)
937 minstagib_items(IT_CELLS);
938 self.think = minst_remove_item;
939 self.nextthink = time;
942 weapon_defaultspawnfunc(WEP_NEX);
945 void spawnfunc_weapon_minstanex (void)
949 minstagib_items(IT_CELLS);
950 self.think = minst_remove_item;
951 self.nextthink = time;
954 weapon_defaultspawnfunc(WEP_MINSTANEX);
957 void spawnfunc_weapon_rocketlauncher (void)
961 minstagib_items(IT_CELLS);
962 self.think = minst_remove_item;
963 self.nextthink = time;
966 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
969 void spawnfunc_item_rockets (void) {
970 if(!self.ammo_rockets)
971 self.ammo_rockets = g_pickup_rockets;
972 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);
975 void spawnfunc_item_shells (void);
976 void spawnfunc_item_bullets (void) {
978 if(q3acompat_machineshotgunswap)
979 if(self.classname != "droppedweapon")
981 weaponswapping = TRUE;
982 spawnfunc_item_shells();
983 weaponswapping = FALSE;
988 self.ammo_nails = g_pickup_nails;
989 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);
992 void spawnfunc_item_cells (void) {
994 self.ammo_cells = g_pickup_cells;
995 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);
998 void spawnfunc_item_shells (void) {
1000 if(q3acompat_machineshotgunswap)
1001 if(self.classname != "droppedweapon")
1003 weaponswapping = TRUE;
1004 spawnfunc_item_bullets();
1005 weaponswapping = FALSE;
1009 if(!self.ammo_shells)
1010 self.ammo_shells = g_pickup_shells;
1011 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);
1014 void spawnfunc_item_armor_small (void) {
1015 if(!self.armorvalue)
1016 self.armorvalue = g_pickup_armorsmall;
1017 if(!self.max_armorvalue)
1018 self.max_armorvalue = g_pickup_armorsmall_max;
1019 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);
1022 void spawnfunc_item_armor_medium (void) {
1023 if(!self.armorvalue)
1024 self.armorvalue = g_pickup_armormedium;
1025 if(!self.max_armorvalue)
1026 self.max_armorvalue = g_pickup_armormedium_max;
1027 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);
1030 void spawnfunc_item_armor_big (void) {
1031 if(!self.armorvalue)
1032 self.armorvalue = g_pickup_armorbig;
1033 if(!self.max_armorvalue)
1034 self.max_armorvalue = g_pickup_armorbig_max;
1035 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);
1038 void spawnfunc_item_armor_large (void) {
1039 if(!self.armorvalue)
1040 self.armorvalue = g_pickup_armorlarge;
1041 if(!self.max_armorvalue)
1042 self.max_armorvalue = g_pickup_armorlarge_max;
1043 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);
1046 void spawnfunc_item_health_small (void) {
1047 if(!self.max_health)
1048 self.max_health = g_pickup_healthsmall_max;
1050 self.health = g_pickup_healthsmall;
1051 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);
1054 void spawnfunc_item_health_medium (void) {
1055 if(!self.max_health)
1056 self.max_health = g_pickup_healthmedium_max;
1058 self.health = g_pickup_healthmedium;
1059 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);
1062 void spawnfunc_item_health_large (void) {
1063 if(!self.max_health)
1064 self.max_health = g_pickup_healthlarge_max;
1066 self.health = g_pickup_healthlarge;
1067 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);
1070 void spawnfunc_item_health_mega (void) {
1071 if(!cvar("g_powerup_superhealth"))
1074 if(g_arena && !cvar("g_arena_powerups"))
1078 minstagib_items(IT_NAILS);
1080 if(!self.max_health)
1081 self.max_health = g_pickup_healthmega_max;
1083 self.health = g_pickup_healthmega;
1084 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);
1088 // support old misnamed entities
1089 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1090 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1091 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1092 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1093 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1095 void spawnfunc_item_strength (void) {
1096 if(!cvar("g_powerup_strength"))
1099 if(g_arena && !cvar("g_arena_powerups"))
1103 minstagib_items(IT_STRENGTH);
1105 precache_sound("weapons/strength_fire.wav");
1106 self.strength_finished = 30;
1107 self.effects = EF_ADDITIVE;
1108 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);
1112 void spawnfunc_item_invincible (void) {
1113 if(!cvar("g_powerup_shield"))
1116 if(g_arena && !cvar("g_arena_powerups"))
1120 minstagib_items(IT_INVINCIBLE);
1122 self.invincible_finished = 30;
1123 self.effects = EF_ADDITIVE;
1124 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);
1128 void spawnfunc_item_minst_cells (void) {
1131 minst_no_auto_cells = 1;
1132 minstagib_items(IT_CELLS);
1139 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1141 float target_item_func_set(float a, float b)
1151 float target_item_func_min(float a, float b)
1161 float target_item_func_max(float a, float b)
1166 float target_item_func_bitset(float a, float b)
1171 float target_item_func_and(float a, float b)
1176 float target_item_func_itembitset(float a, float b)
1178 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1181 float target_item_func_itemand(float a, float b)
1183 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1186 float target_item_func_or(float a, float b)
1191 float target_item_func_andnot(float a, float b)
1196 float target_item_changed;
1197 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1200 n = func(activator.field, self.field);
1204 d = n & activator.field;
1205 if(d != n) // bits added?
1207 else if(d != activator.field) // bits removed?
1213 d = n - activator.field;
1217 if(sound_decrease != "")
1218 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1219 target_item_changed = 1;
1223 if(sound_increase != "")
1224 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1225 target_item_changed = 1;
1227 activator.field = n;
1230 void target_items_use (void)
1234 if(activator.classname == "droppedweapon")
1241 if(activator.classname != "player")
1243 if(activator.deadflag != DEAD_NO)
1248 for(e = world; (e = find(e, classname, "droppedweapon")); )
1249 if(e.enemy == activator)
1252 float _switchweapon;
1253 _switchweapon = FALSE;
1254 if (activator.autoswitch)
1255 if (activator.switchweapon == w_getbestweapon(activator))
1256 _switchweapon = TRUE;
1258 a0 = activator.armorvalue;
1259 h0 = activator.health;
1260 target_item_changed = 0;
1262 if(self.spawnflags == 0) // SET
1264 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1265 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1266 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1267 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1268 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1269 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1270 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1271 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1272 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1274 if((self.items & activator.items) & IT_STRENGTH)
1275 activator.strength_finished = time + self.strength_finished;
1276 if((self.items & activator.items) & IT_INVINCIBLE)
1277 activator.invincible_finished = time + self.invincible_finished;
1279 else if(self.spawnflags == 1) // AND/MIN
1281 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1282 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1283 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1284 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1285 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1286 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1287 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1288 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1289 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1291 if((self.items & activator.items) & IT_STRENGTH)
1292 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1293 if((self.items & activator.items) & IT_INVINCIBLE)
1294 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1296 else if(self.spawnflags == 2) // OR/MAX
1298 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1299 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1300 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1301 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1302 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1303 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1304 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1305 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1306 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1308 if((self.items & activator.items) & IT_STRENGTH)
1309 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1310 if((self.items & activator.items) & IT_INVINCIBLE)
1311 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1313 else if(self.spawnflags == 4) // ANDNOT/MIN
1315 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1316 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1317 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1318 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1319 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1320 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1321 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1322 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1323 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1325 if((self.items & activator.items) & IT_STRENGTH)
1326 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1327 if((self.items & activator.items) & IT_INVINCIBLE)
1328 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1331 if not(activator.items & IT_STRENGTH)
1332 activator.strength_finished = 0;
1333 if not(activator.items & IT_INVINCIBLE)
1334 activator.invincible_finished = 0;
1336 if(activator.health > h0)
1337 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1338 else if(activator.health < h0)
1339 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1341 if(activator.armorvalue > a0)
1342 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1344 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1345 _switchweapon = TRUE;
1347 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1349 if(target_item_changed)
1350 centerprint(activator, self.message);
1353 void spawnfunc_target_items (void)
1357 self.use = target_items_use;
1358 if(!self.strength_finished)
1359 self.strength_finished = cvar("g_balance_powerup_strength_time");
1360 if(!self.invincible_finished)
1361 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1363 precache_sound("misc/itempickup.wav");
1364 precache_sound("misc/itempickup.wav");
1365 precache_sound("misc/itempickup.wav");
1366 precache_sound("misc/itempickup.wav");
1367 precache_sound("misc/megahealth.wav");
1368 precache_sound("misc/armor25.wav");
1369 precache_sound("misc/powerup.wav");
1370 precache_sound("misc/poweroff.wav");
1371 precache_sound("weapons/weaponpickup.wav");
1373 n = tokenize_console(self.netname);
1374 for(i = 0; i < n; ++i)
1376 if(argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1377 if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1378 if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1379 if(argv(i) == "strength") self.items |= IT_STRENGTH;
1380 if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1381 if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1382 if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1383 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1385 e = get_weaponinfo(j);
1386 if(argv(i) == e.netname)
1388 self.weapons |= e.weapons;
1389 if(self.spawnflags == 0 || self.spawnflags == 2)
1390 weapon_action(e.weapon, WR_PRECACHE);
1396 void spawnfunc_item_fuel(void)
1399 self.ammo_fuel = g_pickup_fuel;
1400 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);
1403 void spawnfunc_item_fuel_regen(void)
1405 if(start_items & IT_FUEL_REGEN)
1407 spawnfunc_item_fuel();
1410 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);
1413 void spawnfunc_item_jetpack(void)
1415 if(g_grappling_hook)
1416 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1418 self.ammo_fuel = g_pickup_fuel_jetpack;
1419 if(start_items & IT_JETPACK)
1421 spawnfunc_item_fuel();
1424 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);