1 floatfield Item_CounterField(float it)
5 case IT_SHELLS: return ammo_shells;
6 case IT_NAILS: return ammo_nails;
7 case IT_ROCKETS: return ammo_rockets;
8 case IT_CELLS: return ammo_cells;
9 case IT_5HP: return health;
10 case IT_25HP: return health;
11 case IT_HEALTH: return health;
12 case IT_ARMOR_SHARD: return armorvalue;
13 case IT_ARMOR: return armorvalue;
14 // add more things here (health, armor)
15 default: error("requested item has no counter field");
19 string Item_CounterFieldName(float it)
23 case IT_SHELLS: return "shells";
24 case IT_NAILS: return "nails";
25 case IT_ROCKETS: return "rockets";
26 case IT_CELLS: return "cells";
28 // add more things here (health, armor)
29 default: error("requested item has no counter field name");
33 .float max_armorvalue;
35 void Item_Respawn (void)
37 self.model = self.mdl; // restore original model
38 self.solid = SOLID_TRIGGER; // allow it to be touched again
39 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
40 setorigin (self, self.origin);
42 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
43 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
46 float Item_GiveTo(entity item, entity player)
54 // if nothing happens to player, just return without taking the item
56 _switchweapon = FALSE;
64 // play some cool sounds ;)
65 centerprint(player, "\n");
66 if(player.health <= 5)
67 announce(player, "announcer/robotic/lastsecond.wav");
68 else if(player.health < 50)
69 announce(player, "announcer/robotic/narrowly.wav");
70 // sound not available
71 // else if(item.items == IT_CELLS)
72 // play2(player, "announce/robotic/ammo.wav");
74 if (item.weapons & WEPBIT_MINSTANEX)
75 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
77 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
85 // sound not available
86 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
87 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
88 sprint(player, "^3You picked up some extra lives\n");
92 if (item.strength_finished)
95 // sound not available
96 // play2(player, "announce/robotic/invisible.wav");
97 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
101 if (item.invincible_finished)
104 // sound not available
105 // play2(player, "announce/robotic/speed.wav");
106 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
111 if (g_weapon_stay == 1)
113 if (item.flags & FL_WEAPON && player.weapons & item.weapons && item.classname != "droppedweapon")
115 if (player.weapons & item.weapons && item.flags & FL_TOSSED) // don't let players stack ammo by tossing weapons
119 // in case the player has autoswitch enabled do the following:
120 // if the player is using their best weapon before items are given, they
121 // probably want to switch to an even better weapon after items are given
122 if (player.autoswitch)
123 if (player.switchweapon == w_getbestweapon(player))
124 _switchweapon = TRUE;
126 if not(player.weapons & W_WeaponBit(player.switchweapon))
127 _switchweapon = TRUE;
129 if (item.ammo_shells)
130 if (player.ammo_shells < g_pickup_shells_max)
133 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
136 if (player.ammo_nails < g_pickup_nails_max)
139 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
141 if (item.ammo_rockets)
142 if (player.ammo_rockets < g_pickup_rockets_max)
145 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
148 if (player.ammo_cells < g_pickup_cells_max)
151 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
154 if (item.flags & FL_WEAPON)
155 if ((it = item.weapons - (item.weapons & player.weapons)))
158 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
160 e = get_weaponinfo(i);
162 W_GiveWeapon (player, e.weapon, item.netname);
166 if (item.strength_finished)
169 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
171 if (item.invincible_finished)
174 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
176 //if (item.speed_finished)
179 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
181 //if (item.slowmo_finished)
184 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
188 if (player.health < item.max_health)
191 player.health = min(player.health + item.health, item.max_health);
192 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
195 if (player.armorvalue < item.max_armorvalue)
198 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
199 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
204 // always eat teamed entities
211 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
213 W_SwitchWeapon_Force(player, w_getbestweapon(player));
218 void Item_Touch (void)
222 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
223 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
228 if (other.classname != "player")
232 if (self.solid != SOLID_TRIGGER)
234 if (self.owner == other)
237 if(!Item_GiveTo(self, other))
240 if (self.classname == "droppedweapon")
242 else if((self.flags & FL_WEAPON) && !self.team && g_weapon_stay)
246 self.solid = SOLID_NOT;
247 self.model = string_null;
250 RandomSelection_Init();
251 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
252 RandomSelection_Add(head, 0, head.cnt, 0);
253 e = RandomSelection_chosen_ent;
257 e.nextthink = time + self.respawntime;
258 e.think = Item_Respawn;
266 if(self.effects & EF_NODRAW)
268 // marker for item team search
269 dprint("Initializing item team ", ftos(self.team), "\n");
270 RandomSelection_Init();
271 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
272 RandomSelection_Add(head, 0, head.cnt, 0);
273 e = RandomSelection_chosen_ent;
276 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
280 // make it a non-spawned item
281 head.solid = SOLID_NOT;
282 head.model = string_null;
283 head.state = 1; // state 1 = initially hidden item
285 head.effects = head.effects - (head.effects & EF_NODRAW);
290 // Savage: used for item garbage-collection
291 // TODO: perhaps nice special effect?
292 void RemoveItem(void)
297 // pickup evaluation functions
298 // these functions decide how desirable an item is to the bots
300 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
302 float weapon_pickupevalfunc(entity player, entity item)
304 // if we already have the weapon, rate it 1/5th normal value
305 if ((player.weapons & item.weapons) == item.weapons)
306 return item.bot_pickupbasevalue * 0.2;
307 return item.bot_pickupbasevalue;
310 float commodity_pickupevalfunc(entity player, entity item)
314 // TODO: figure out if the player even has the weapon this ammo is for?
315 // may not affect strategy much though...
316 // find out how much more ammo/armor/health the player can hold
317 if (item.ammo_shells)
318 if (player.ammo_shells < g_pickup_shells_max)
319 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
321 if (player.ammo_nails < g_pickup_nails_max)
322 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
323 if (item.ammo_rockets)
324 if (player.ammo_rockets < g_pickup_rockets_max)
325 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
327 if (player.ammo_cells < g_pickup_cells_max)
328 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
330 if (player.armorvalue < item.max_armorvalue)
331 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
333 if (player.health < item.max_health)
334 c = c + max(0, 1 - player.health / item.max_health);
336 return item.bot_pickupbasevalue * c;
341 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
343 startitem_failed = FALSE;
345 // is it a dropped weapon?
346 if (self.classname == "droppedweapon")
348 // it's a dropped weapon
349 self.movetype = MOVETYPE_TOSS;
350 self.solid = SOLID_TRIGGER;
351 // Savage: remove thrown items after a certain period of time ("garbage collection")
352 self.think = RemoveItem;
353 self.nextthink = time + 60;
354 // don't drop if in a NODROP zone (such as lava)
355 traceline(self.origin, self.origin, MOVE_NORMAL, self);
356 if (trace_dpstartcontents & DPCONTENTS_NODROP)
358 startitem_failed = TRUE;
366 if(self.spawnflags & 1)
369 self.movetype = MOVETYPE_NONE;
371 self.movetype = MOVETYPE_TOSS;
372 self.solid = SOLID_TRIGGER;
373 // do item filtering according to game mode and other things
376 // first nudge it off the floor a little bit to avoid math errors
377 setorigin(self, self.origin + '0 0 1');
378 // set item size before we spawn a spawnfunc_waypoint
379 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
380 setsize (self, '-16 -16 0', '16 16 48');
382 setsize (self, '-16 -16 0', '16 16 32');
383 // note droptofloor returns FALSE if stuck/or would fall too far
385 waypoint_spawnforitem(self);
392 print("removed non-teamplay ", self.classname, "\n");
393 startitem_failed = TRUE;
402 print("removed non-FFA ", self.classname, "\n");
403 startitem_failed = TRUE;
411 // We aren't TA or something like that, so we keep the Q3A entities
412 print("removed non-Q3A ", self.classname, "\n");
413 startitem_failed = TRUE;
419 * can't do it that way, as it would break maps
420 * TODO make a target_give like entity another way, that perhaps has
421 * the weapon name in a key
424 // target_give not yet supported; maybe later
425 print("removed targeted ", self.classname, "\n");
426 startitem_failed = TRUE;
432 if(cvar("spawn_debug") >= 2)
435 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
437 if(otheritem.is_item)
439 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
440 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
441 error("Mapper sucks.");
447 weaponsInMap |= weaponid;
449 if(g_lms || g_weaponarena)
451 startitem_failed = TRUE;
455 else if (g_minstagib)
457 // don't remove dropped items and powerups
458 if (self.classname != "minstagib")
460 startitem_failed = TRUE;
465 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
467 startitem_failed = TRUE;
472 precache_model (itemmodel);
473 precache_sound (pickupsound);
474 precache_sound ("misc/itemrespawn.wav");
476 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
477 self.target = "###item###"; // for finding the nearest item using find()
480 self.bot_pickup = TRUE;
481 self.bot_pickupevalfunc = pickupevalfunc;
482 self.bot_pickupbasevalue = pickupbasevalue;
483 self.mdl = itemmodel;
484 self.item_pickupsound = pickupsound;
485 // let mappers override respawntime
486 if (!self.respawntime)
487 self.respawntime = defaultrespawntime;
488 self.netname = itemname;
490 self.weapons = weaponid;
491 self.flags = FL_ITEM | itemflags;
492 self.touch = Item_Touch;
493 setmodel (self, self.mdl); // precision set below
494 self.effects |= EF_LOWPRECISION;
495 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
496 setsize (self, '-16 -16 0', '16 16 48');
498 setsize (self, '-16 -16 0', '16 16 32');
499 if(itemflags & FL_WEAPON)
500 self.modelflags |= MF_ROTATE;
502 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
503 if (itemflags & FL_WEAPON)
505 // neutral team color for pickup weapons
506 self.colormap = 1024; // color shirt=0 pants=0 grey
509 if (cvar("g_fullbrightitems"))
510 self.effects = self.effects | EF_FULLBRIGHT;
516 self.cnt = 1; // item probability weight
517 self.effects = self.effects | EF_NODRAW; // marker for item team search
518 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
522 /* replace items in minstagib
523 * IT_STRENGTH = invisibility
524 * IT_NAILS = extra lives
525 * IT_INVINCIBLE = speed
527 void minstagib_items (float itemid)
529 // we don't want to replace dropped weapons ;)
530 if (self.classname == "droppedweapon")
532 self.ammo_cells = 25;
533 StartItem ("models/weapons/g_nex.md3",
534 "weapons/weaponpickup.wav", 15,
535 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
540 self.classname = "minstagib";
542 // replace rocket launchers and nex guns with ammo cells
543 if (itemid == IT_CELLS)
546 StartItem ("models/items/a_cells.md3",
547 "misc/itempickup.wav", 45,
548 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
555 itemid = IT_STRENGTH;
559 itemid = IT_INVINCIBLE;
561 // replace with invis
562 if (itemid == IT_STRENGTH)
564 self.effects = EF_ADDITIVE;
565 self.strength_finished = 30;
566 StartItem ("models/items/g_strength.md3",
567 "misc/powerup.wav", g_pickup_respawntime_powerup,
568 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
570 // replace with extra lives
571 if (itemid == IT_NAILS)
574 StartItem ("models/items/g_h100.md3",
575 "misc/megahealth.wav", g_pickup_respawntime_powerup,
576 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
579 // replace with speed
580 if (itemid == IT_INVINCIBLE)
582 self.effects = EF_ADDITIVE;
583 self.invincible_finished = 30;
584 StartItem ("models/items/g_invincible.md3",
585 "misc/powerup_shield.wav", g_pickup_respawntime_powerup,
586 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
591 float minst_no_auto_cells;
592 void minst_remove_item (void) {
593 if(minst_no_auto_cells)
597 float weaponswapping;
600 void weapon_defaultspawnfunc(float wpn)
604 var .float ammofield;
609 // set the respawntime in advance (so replaced weapons can copy it)
610 if(!self.respawntime)
612 e = get_weaponinfo(wpn);
613 if(e.items == IT_SUPERWEAPON)
614 self.respawntime = g_pickup_respawntime_powerup;
616 self.respawntime = g_pickup_respawntime_weapon;
619 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
621 e = get_weaponinfo(wpn);
622 s = cvar_string(strcat("g_weaponreplace_", e.netname));
626 startitem_failed = TRUE;
629 t = tokenize_sane(s);
632 self.team = --internalteam;
634 for(i = 1; i < t; ++i)
637 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
639 e = get_weaponinfo(j);
643 copyentity(oldself, self);
644 self.classname = "replacedweapon";
645 weapon_defaultspawnfunc(j);
651 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
660 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
662 e = get_weaponinfo(j);
671 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
677 startitem_failed = TRUE;
682 e = get_weaponinfo(wpn);
684 if(e.items && e.items != IT_SUPERWEAPON)
686 ammofield = Item_CounterField(e.items);
688 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(e.items)));
691 if(g_weapon_stay == 2)
693 self.ammo_shells = 0;
696 self.ammo_rockets = 0;
697 // weapon stay 2: don't use ammo on weapon pickups; instead
698 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
701 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
702 if (self.modelindex) // don't precache if self was removed
703 weapon_action(e.weapon, WR_PRECACHE);
706 void spawnfunc_weapon_shotgun (void);
707 void spawnfunc_weapon_uzi (void) {
708 if(q3acompat_machineshotgunswap)
709 if(self.classname != "droppedweapon")
711 weapon_defaultspawnfunc(WEP_SHOTGUN);
714 weapon_defaultspawnfunc(WEP_UZI);
717 void spawnfunc_weapon_shotgun (void) {
718 if(q3acompat_machineshotgunswap)
719 if(self.classname != "droppedweapon")
721 weapon_defaultspawnfunc(WEP_UZI);
724 weapon_defaultspawnfunc(WEP_SHOTGUN);
727 void spawnfunc_weapon_nex (void)
731 minstagib_items(IT_CELLS);
732 self.think = minst_remove_item;
733 self.nextthink = time + cvar("sys_ticrate");
736 weapon_defaultspawnfunc(WEP_NEX);
739 void spawnfunc_weapon_minstanex (void)
743 minstagib_items(IT_CELLS);
744 self.think = minst_remove_item;
745 self.nextthink = time + cvar("sys_ticrate");
748 weapon_defaultspawnfunc(WEP_MINSTANEX);
751 void spawnfunc_weapon_rocketlauncher (void)
755 minstagib_items(IT_CELLS);
756 self.think = minst_remove_item;
757 self.nextthink = time + cvar("sys_ticrate");
760 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
763 void spawnfunc_item_rockets (void) {
764 if(!self.ammo_rockets)
765 self.ammo_rockets = g_pickup_rockets;
766 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
769 void spawnfunc_item_shells (void);
770 void spawnfunc_item_bullets (void) {
772 if(q3acompat_machineshotgunswap)
773 if(self.classname != "droppedweapon")
775 weaponswapping = TRUE;
776 spawnfunc_item_shells();
777 weaponswapping = FALSE;
782 self.ammo_nails = g_pickup_nails;
783 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
786 void spawnfunc_item_cells (void) {
788 self.ammo_cells = g_pickup_cells;
789 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
792 void spawnfunc_item_shells (void) {
794 if(q3acompat_machineshotgunswap)
795 if(self.classname != "droppedweapon")
797 weaponswapping = TRUE;
798 spawnfunc_item_bullets();
799 weaponswapping = FALSE;
803 if(!self.ammo_shells)
804 self.ammo_shells = g_pickup_shells;
805 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
808 void spawnfunc_item_armor_small (void) {
810 self.armorvalue = g_pickup_armorsmall;
811 if(!self.max_armorvalue)
812 self.max_armorvalue = g_pickup_armorsmall_max;
813 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, 1000);
816 void spawnfunc_item_armor_medium (void) {
818 self.armorvalue = g_pickup_armormedium;
819 if(!self.max_armorvalue)
820 self.max_armorvalue = g_pickup_armormedium_max;
821 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
824 void spawnfunc_item_armor_large (void) {
826 self.armorvalue = g_pickup_armorlarge;
827 if(!self.max_armorvalue)
828 self.max_armorvalue = g_pickup_armorlarge_max;
829 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
832 void spawnfunc_item_health_small (void) {
834 self.max_health = g_pickup_healthsmall_max;
836 self.health = g_pickup_healthsmall;
837 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, 20000);
840 void spawnfunc_item_health_medium (void) {
842 self.max_health = g_pickup_healthmedium_max;
844 self.health = g_pickup_healthmedium;
845 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
848 void spawnfunc_item_health_large (void) {
850 self.max_health = g_pickup_healthlarge_max;
852 self.health = g_pickup_healthlarge;
853 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
856 void spawnfunc_item_health_mega (void) {
857 if(!cvar("g_powerup_superhealth"))
860 if(g_arena && !cvar("g_arena_powerups"))
864 minstagib_items(IT_NAILS);
867 self.max_health = g_pickup_healthmega_max;
869 self.health = g_pickup_healthmega;
870 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, 20000);
874 // support old misnamed entities
875 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
876 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
877 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
878 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
879 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
881 void spawnfunc_item_strength (void) {
882 if(!cvar("g_powerup_strength"))
885 if(g_arena && !cvar("g_arena_powerups"))
889 minstagib_items(IT_STRENGTH);
891 precache_sound("weapons/strength_fire.wav");
892 self.strength_finished = 30;
893 self.effects = EF_ADDITIVE;
894 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
898 void spawnfunc_item_invincible (void) {
899 if(!cvar("g_powerup_shield"))
902 if(g_arena && !cvar("g_arena_powerups"))
906 minstagib_items(IT_INVINCIBLE);
908 self.invincible_finished = 30;
909 self.effects = EF_ADDITIVE;
910 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, "Invulnerability", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
914 void spawnfunc_item_minst_cells (void) {
917 minst_no_auto_cells = 1;
918 minstagib_items(IT_CELLS);
925 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
927 void spawnfunc_misc_models (void)
929 // exists as alias name for 2.4.2 compat
930 SetBrushEntityModel();
933 void spawnfunc_func_static (void)
935 // exists as alias name for having it with brushes
936 SetBrushEntityModel();
939 void func_wall_use (void)
944 self.colormap = (activator.team - 1) * 0x11;
946 self.colormap = 0x00;
949 self.colormap = floor(random() * 256);
950 self.colormap |= 1024; // RENDER_COLORMAPPED
953 void spawnfunc_func_wall (void)
955 SetBrushEntityModel();
957 self.solid = SOLID_BSP;
958 self.use = func_wall_use;
961 void spawnfunc_func_illusionary (void)
963 SetBrushEntityModel();
964 self.use = func_wall_use;
967 void gamemodel_drop()
969 if(self.spawnflags & 3 == 1) // ALIGN_ORIGIN
971 traceline(self.origin, self.origin - '0 0 4096', MOVE_NOMONSTERS, self);
972 setorigin(self, trace_endpos);
974 else if(self.spawnflags & 3 == 2) // ALIGN_BOTTOM
976 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4096', MOVE_NOMONSTERS, self);
977 setorigin(self, trace_endpos);
979 else if(self.spawnflags & 3 == 3) // ALIGN_ORIGIN | ALIGN_BOTTOM
981 traceline(self.origin, self.origin - '0 0 4096', MOVE_NOMONSTERS, self);
982 setorigin(self, trace_endpos - '0 0 1' * self.mins_z);
987 void spawnfunc_misc_gamemodel (void)
990 self.scale = self.modelscale;
991 SetBrushEntityModel();
992 self.use = func_wall_use;
994 InitializeEntity(self, gamemodel_drop, INITPRIO_DROPTOFLOOR);
997 float target_item_func_set(float a, float b)
1007 float target_item_func_min(float a, float b)
1017 float target_item_func_max(float a, float b)
1022 float target_item_func_bitset(float a, float b)
1027 float target_item_func_and(float a, float b)
1032 float target_item_func_itembitset(float a, float b)
1034 return (a - (a & (IT_UNLIMITED_WEAPON_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | b;
1037 float target_item_func_itemand(float a, float b)
1039 return (a - (a & (IT_UNLIMITED_WEAPON_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1042 float target_item_func_or(float a, float b)
1047 float target_item_func_andnot(float a, float b)
1052 float target_item_changed;
1053 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1056 n = func(activator.field, self.field);
1060 d = n & activator.field;
1061 if(d != n) // bits added?
1063 else if(d != activator.field) // bits removed?
1069 d = n - activator.field;
1073 if(sound_decrease != "")
1074 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1075 target_item_changed = 1;
1079 if(sound_increase != "")
1080 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1081 target_item_changed = 1;
1083 activator.field = n;
1086 void target_items_use (void)
1089 if(activator.classname != "player")
1091 if(activator.deadflag != DEAD_NO)
1096 for(e = world; (e = find(e, classname, "droppedweapon")); )
1097 if(e.enemy == activator)
1100 float _switchweapon;
1101 _switchweapon = FALSE;
1102 if (activator.autoswitch)
1103 if (activator.switchweapon == w_getbestweapon(activator))
1104 _switchweapon = TRUE;
1106 a0 = activator.armorvalue;
1107 h0 = activator.health;
1108 target_item_changed = 0;
1110 if(self.spawnflags == 0) // SET
1112 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1113 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1114 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1115 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1116 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1117 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1118 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "");
1119 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1121 if((self.items & activator.items) & IT_STRENGTH)
1122 activator.strength_finished = time + self.strength_finished;
1123 if((self.items & activator.items) & IT_INVINCIBLE)
1124 activator.invincible_finished = time + self.invincible_finished;
1126 else if(self.spawnflags == 1) // AND/MIN
1128 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1129 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1130 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1131 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1132 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1133 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1134 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "");
1135 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1137 if((self.items & activator.items) & IT_STRENGTH)
1138 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1139 if((self.items & activator.items) & IT_INVINCIBLE)
1140 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1142 else if(self.spawnflags == 2) // OR/MAX
1144 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1145 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1146 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1147 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1148 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1149 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1150 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "");
1151 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1153 if((self.items & activator.items) & IT_STRENGTH)
1154 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1155 if((self.items & activator.items) & IT_INVINCIBLE)
1156 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1158 else if(self.spawnflags == 4) // ANDNOT/MIN
1160 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1161 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1162 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1163 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1164 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1165 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1166 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "");
1167 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1169 if((self.items & activator.items) & IT_STRENGTH)
1170 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1171 if((self.items & activator.items) & IT_INVINCIBLE)
1172 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1175 if not(activator.items & IT_STRENGTH)
1176 activator.strength_finished = 0;
1177 if not(activator.items & IT_INVINCIBLE)
1178 activator.invincible_finished = 0;
1180 if(activator.health > h0)
1181 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1182 else if(activator.health < h0)
1183 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1185 if(activator.armorvalue > a0)
1186 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1188 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1189 _switchweapon = TRUE;
1191 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1193 if(target_item_changed)
1194 centerprint(activator, self.message);
1197 void spawnfunc_target_items (void)
1201 self.use = target_items_use;
1202 if(!self.strength_finished)
1203 self.strength_finished = cvar("g_balance_powerup_strength_time");
1204 if(!self.invincible_finished)
1205 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1207 precache_sound("misc/itempickup.wav");
1208 precache_sound("misc/itempickup.wav");
1209 precache_sound("misc/itempickup.wav");
1210 precache_sound("misc/itempickup.wav");
1211 precache_sound("misc/megahealth.wav");
1212 precache_sound("misc/armor25.wav");
1213 precache_sound("misc/powerup.wav");
1214 precache_sound("weapons/weaponpickup.wav");
1216 n = tokenize_sane(self.netname);
1217 for(i = 0; i < n; ++i)
1219 if(argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1220 if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1221 if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1222 if(argv(i) == "strength") self.items |= IT_STRENGTH;
1223 if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1224 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1226 e = get_weaponinfo(j);
1227 if(argv(i) == e.netname)
1229 self.weapons |= e.weapons;
1230 if(self.spawnflags == 0 || self.spawnflags == 2)
1231 weapon_action(e.weapon, WR_PRECACHE);