1 #define ITEM_RESPAWN_TICKS 10
3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6 // range: 10 .. respawntime + respawntimejitter
8 floatfield Item_CounterField(float it)
12 case IT_SHELLS: return ammo_shells;
13 case IT_NAILS: return ammo_nails;
14 case IT_ROCKETS: return ammo_rockets;
15 case IT_CELLS: return ammo_cells;
16 case IT_FUEL: return ammo_fuel;
17 case IT_5HP: return health;
18 case IT_25HP: return health;
19 case IT_HEALTH: return health;
20 case IT_ARMOR_SHARD: return armorvalue;
21 case IT_ARMOR: return armorvalue;
22 // add more things here (health, armor)
23 default: error("requested item has no counter field");
27 string Item_CounterFieldName(float it)
31 case IT_SHELLS: return "shells";
32 case IT_NAILS: return "nails";
33 case IT_ROCKETS: return "rockets";
34 case IT_CELLS: return "cells";
35 case IT_FUEL: return "fuel";
37 // add more things here (health, armor)
38 default: error("requested item has no counter field name");
42 .float max_armorvalue;
44 float Item_Customize()
46 if(self.spawnshieldtime)
48 if(self.weapons != (self.weapons & other.weapons))
50 self.colormod = self.glowmod = stov(cvar_string("g_ghost_items_color"));
51 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
58 self.colormod = self.glowmod = stov(cvar_string("g_ghost_items_color"));
59 self.alpha = g_ghost_items;
67 void Item_Show (entity e, float mode)
69 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
72 // make the item look normal, and be touchable
74 e.solid = SOLID_TRIGGER;
75 e.colormod = e.glowmod = '0 0 0';
77 e.customizeentityforclient = func_null;
79 e.spawnshieldtime = 1;
83 // hide the item completely
84 e.model = string_null;
86 //e.colormod = '0 0 0';
88 e.customizeentityforclient = func_null;
90 e.spawnshieldtime = 1;
92 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
94 // make the item translucent green and not touchable
96 e.solid = SOLID_TRIGGER; // can STILL be picked up!
97 e.effects |= EF_STARDUST;
98 //e.colormod = '0.2 1 0.2';
99 //e.alpha = 0.5; // will be overridden by CEFC though...
100 e.customizeentityforclient = Item_Customize;
102 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
104 else if(g_ghost_items)
106 // make the item translucent green and not touchable
109 e.colormod = e.glowmod = stov(cvar_string("g_ghost_items_color"));
110 e.alpha = g_ghost_items;
111 e.customizeentityforclient = func_null;
113 e.spawnshieldtime = 1;
117 // hide the item completely
118 e.model = string_null;
120 //e.colormod = '0 0 0';
122 e.customizeentityforclient = func_null;
124 e.spawnshieldtime = 1;
127 if (e.strength_finished || e.invincible_finished)
128 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
129 if (cvar("g_nodepthtestitems"))
130 e.effects |= EF_NODEPTHTEST;
131 if (cvar("g_fullbrightitems"))
132 e.effects |= EF_FULLBRIGHT;
134 // relink entity (because solid may have changed)
135 setorigin(e, e.origin);
138 void Item_Respawn (void)
141 if(!g_minstagib && self.items == IT_STRENGTH)
142 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
143 else if(!g_minstagib && self.items == IT_INVINCIBLE)
144 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
146 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
147 setorigin (self, self.origin);
149 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
150 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
153 void Item_RespawnCountdown (void)
155 if(self.count >= ITEM_RESPAWN_TICKS)
157 if(self.waypointsprite_attached)
158 WaypointSprite_Kill(self.waypointsprite_attached);
163 self.nextthink = time + 1;
174 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
175 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
176 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
183 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
184 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
189 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
190 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
194 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
195 if(self.waypointsprite_attached)
197 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
198 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
199 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
203 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
204 if(self.waypointsprite_attached)
206 WaypointSprite_Ping(self.waypointsprite_attached);
207 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
212 void Item_ScheduleRespawnIn(entity e, float t)
214 if(e.flags & FL_POWERUP)
216 e.think = Item_RespawnCountdown;
217 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
222 e.think = Item_Respawn;
223 e.nextthink = time + t;
227 void Item_ScheduleRespawn(entity e)
230 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
233 void Item_ScheduleInitialRespawn(entity e)
236 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
239 float Item_GiveTo(entity item, entity player)
247 // if nothing happens to player, just return without taking the item
249 _switchweapon = FALSE;
253 if(item.spawnshieldtime)
256 if (player.ammo_fuel < g_pickup_fuel_max)
259 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
260 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
262 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
266 sprint (player, strcat("You got the ^2", item.netname, "\n"));
269 _switchweapon = TRUE;
273 // play some cool sounds ;)
274 centerprint(player, "\n");
275 if (clienttype(player) == CLIENTTYPE_REAL)
277 if(player.health <= 5)
278 AnnounceTo(player, "lastsecond");
279 else if(player.health < 50)
280 AnnounceTo(player, "narrowly");
282 // sound not available
283 // else if(item.items == IT_CELLS)
284 // AnnounceTo(player, "ammo");
286 if (item.weapons & WEPBIT_MINSTANEX)
287 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
289 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
297 // sound not available
298 // AnnounceTo(player, "_lives");
299 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
300 sprint(player, "^3You picked up some extra lives\n");
304 if (item.strength_finished)
307 // sound not available
308 // AnnounceTo(player, "invisible");
309 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
313 if (item.invincible_finished)
316 // sound not available
317 // AnnounceTo(player, "speed");
318 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
322 if (player.ammo_fuel < g_pickup_fuel_max)
325 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
326 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
332 if (g_weapon_stay == 1)
333 if not(item.flags & FL_NO_WEAPON_STAY)
334 if (item.flags & FL_WEAPON)
336 if(item.classname == "droppedweapon")
338 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
343 if (player.weapons & item.weapons)
348 // in case the player has autoswitch enabled do the following:
349 // if the player is using their best weapon before items are given, they
350 // probably want to switch to an even better weapon after items are given
351 if (player.autoswitch)
352 if (player.switchweapon == w_getbestweapon(player))
353 _switchweapon = TRUE;
355 if not(player.weapons & W_WeaponBit(player.switchweapon))
356 _switchweapon = TRUE;
358 if(item.spawnshieldtime)
360 if (item.ammo_shells)
361 if (player.ammo_shells < g_pickup_shells_max)
364 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
367 if (player.ammo_nails < g_pickup_nails_max)
370 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
372 if (item.ammo_rockets)
373 if (player.ammo_rockets < g_pickup_rockets_max)
376 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
379 if (player.ammo_cells < g_pickup_cells_max)
382 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
385 if (player.ammo_fuel < g_pickup_fuel_max)
388 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
389 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
393 if (item.flags & FL_WEAPON)
394 if ((it = item.weapons - (item.weapons & player.weapons)))
397 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
399 e = get_weaponinfo(i);
401 W_GiveWeapon (player, e.weapon, item.netname);
405 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
409 sprint (player, strcat("You got the ^2", item.netname, "\n"));
412 if(item.spawnshieldtime)
414 if (item.strength_finished)
417 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
419 if (item.invincible_finished)
422 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
426 if (player.health < item.max_health)
429 player.health = min(player.health + item.health, item.max_health);
430 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
433 if (player.armorvalue < item.max_armorvalue)
436 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
437 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
443 // always eat teamed entities
450 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
452 if (player.switchweapon != w_getbestweapon(player))
453 W_SwitchWeapon_Force(player, w_getbestweapon(player));
458 void Item_Touch (void)
462 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
463 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
468 if (other.classname != "player")
472 if (self.solid != SOLID_TRIGGER)
474 if (self.owner == other)
477 if(!Item_GiveTo(self, other))
480 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
482 if (self.classname == "droppedweapon")
484 else if not(self.spawnshieldtime)
486 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
492 RandomSelection_Init();
493 for(head = world; (head = findfloat(head, team, self.team)); )
495 if(head.flags & FL_ITEM)
498 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
501 e = RandomSelection_chosen_ent;
505 Item_ScheduleRespawn(e);
513 if(self.effects & EF_NODRAW)
515 // marker for item team search
516 dprint("Initializing item team ", ftos(self.team), "\n");
517 RandomSelection_Init();
518 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
519 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
520 e = RandomSelection_chosen_ent;
524 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
528 // make it a non-spawned item
530 head.state = 1; // state 1 = initially hidden item
532 head.effects &~= EF_NODRAW;
535 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
536 Item_ScheduleInitialRespawn(e);
542 Item_Show(self, !self.state);
543 setorigin (self, self.origin);
544 self.think = SUB_Null;
547 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
548 Item_ScheduleInitialRespawn(self);
551 // Savage: used for item garbage-collection
552 // TODO: perhaps nice special effect?
553 void RemoveItem(void)
558 // pickup evaluation functions
559 // these functions decide how desirable an item is to the bots
561 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
563 float weapon_pickupevalfunc(entity player, entity item)
565 float c, i, j, position;
567 // See if I have it already
568 if(player.weapons & item.weapons == item.weapons)
570 // If I can pick it up
571 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
573 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
575 // Skilled bots will grab more
576 c = bound(0, skill / 10, 1) * 0.5;
584 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
585 if( bot_custom_weapon && c )
587 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
590 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
593 // Find the highest position on any range
595 for(j = 0; j < WEP_LAST ; ++j){
597 bot_weapons_far[j] == i ||
598 bot_weapons_mid[j] == i ||
599 bot_weapons_close[j] == i
610 position = WEP_LAST - position;
611 // item.bot_pickupbasevalue is overwritten here
612 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
617 return item.bot_pickupbasevalue * c;
620 float commodity_pickupevalfunc(entity player, entity item)
622 float c, i, need_shells, need_nails, need_rockets, need_cells;
626 // Detect needed ammo
627 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
629 wi = get_weaponinfo(i);
631 if not(wi.weapons & player.weapons)
634 if(wi.items & IT_SHELLS)
636 else if(wi.items & IT_NAILS)
638 else if(wi.items & IT_ROCKETS)
640 else if(wi.items & IT_CELLS)
644 // TODO: figure out if the player even has the weapon this ammo is for?
645 // may not affect strategy much though...
646 // find out how much more ammo/armor/health the player can hold
648 if (item.ammo_shells)
649 if (player.ammo_shells < g_pickup_shells_max)
650 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
653 if (player.ammo_nails < g_pickup_nails_max)
654 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
656 if (item.ammo_rockets)
657 if (player.ammo_rockets < g_pickup_rockets_max)
658 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
661 if (player.ammo_cells < g_pickup_cells_max)
662 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
664 if (player.armorvalue < item.max_armorvalue)
665 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
667 if (player.health < item.max_health)
668 c = c + max(0, 1 - player.health / item.max_health);
670 return item.bot_pickupbasevalue * c;
675 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)
677 startitem_failed = FALSE;
679 // is it a dropped weapon?
680 if (self.classname == "droppedweapon")
682 self.reset = SUB_Remove;
683 // it's a dropped weapon
684 self.movetype = MOVETYPE_TOSS;
685 // Savage: remove thrown items after a certain period of time ("garbage collection")
686 self.think = RemoveItem;
687 self.nextthink = time + 60;
688 // don't drop if in a NODROP zone (such as lava)
689 traceline(self.origin, self.origin, MOVE_NORMAL, self);
690 if (trace_dpstartcontents & DPCONTENTS_NODROP)
692 startitem_failed = TRUE;
699 self.reset = Item_Reset;
701 if(self.spawnflags & 1)
704 self.movetype = MOVETYPE_NONE;
706 self.movetype = MOVETYPE_TOSS;
707 // do item filtering according to game mode and other things
710 // first nudge it off the floor a little bit to avoid math errors
711 setorigin(self, self.origin + '0 0 1');
712 // set item size before we spawn a spawnfunc_waypoint
713 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
714 setsize (self, '-16 -16 0', '16 16 48');
716 setsize (self, '-16 -16 0', '16 16 32');
717 // note droptofloor returns FALSE if stuck/or would fall too far
719 waypoint_spawnforitem(self);
726 print("removed non-teamplay ", self.classname, "\n");
727 startitem_failed = TRUE;
736 print("removed non-FFA ", self.classname, "\n");
737 startitem_failed = TRUE;
745 // We aren't TA or something like that, so we keep the Q3A entities
746 print("removed non-Q3A ", self.classname, "\n");
747 startitem_failed = TRUE;
753 * can't do it that way, as it would break maps
754 * TODO make a target_give like entity another way, that perhaps has
755 * the weapon name in a key
758 // target_give not yet supported; maybe later
759 print("removed targeted ", self.classname, "\n");
760 startitem_failed = TRUE;
766 if(cvar("spawn_debug") >= 2)
769 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
771 if(otheritem.is_item)
773 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
774 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
775 error("Mapper sucks.");
781 weaponsInMap |= weaponid;
785 startitem_failed = TRUE;
789 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
791 startitem_failed = TRUE;
795 else if (g_minstagib)
797 // don't remove dropped items and powerups
798 if (self.classname != "minstagib")
800 startitem_failed = TRUE;
817 if (cvar("g_nixnex_with_healtharmor"))
822 if (cvar("g_nixnex_with_powerups"))
829 startitem_failed = TRUE;
834 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
836 startitem_failed = TRUE;
841 precache_model (itemmodel);
842 precache_sound (pickupsound);
843 precache_sound ("misc/itemrespawn.wav");
844 precache_sound ("misc/itemrespawncountdown.wav");
846 if(itemid == IT_STRENGTH)
847 precache_sound ("misc/strength_respawn.wav");
848 if(itemid == IT_INVINCIBLE)
849 precache_sound ("misc/shield_respawn.wav");
851 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
852 self.target = "###item###"; // for finding the nearest item using find()
855 self.bot_pickup = TRUE;
856 self.bot_pickupevalfunc = pickupevalfunc;
857 self.bot_pickupbasevalue = pickupbasevalue;
858 self.mdl = itemmodel;
859 self.item_pickupsound = pickupsound;
860 // let mappers override respawntime
861 if(!self.respawntime) // both set
863 self.respawntime = defaultrespawntime;
864 self.respawntimejitter = defaultrespawntimejitter;
866 self.netname = itemname;
868 self.weapons = weaponid;
869 self.flags = FL_ITEM | itemflags;
870 self.touch = Item_Touch;
871 setmodel (self, self.mdl); // precision set below
872 self.effects |= EF_LOWPRECISION;
873 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
874 setsize (self, '-16 -16 0', '16 16 48');
876 setsize (self, '-16 -16 0', '16 16 32');
877 if(itemflags & FL_WEAPON)
878 self.modelflags |= MF_ROTATE;
880 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
881 if (itemflags & FL_WEAPON)
883 // neutral team color for pickup weapons
884 self.colormap = 1024; // color shirt=0 pants=0 grey
892 self.cnt = 1; // item probability weight
893 self.effects = self.effects | EF_NODRAW; // marker for item team search
894 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
896 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
897 Item_ScheduleInitialRespawn(self);
900 /* replace items in minstagib
901 * IT_STRENGTH = invisibility
902 * IT_NAILS = extra lives
903 * IT_INVINCIBLE = speed
905 void minstagib_items (float itemid)
907 // we don't want to replace dropped weapons ;)
908 if (self.classname == "droppedweapon")
910 self.ammo_cells = 25;
911 StartItem ("models/weapons/g_nex.md3",
912 "weapons/weaponpickup.wav", 15, 0,
913 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
918 self.classname = "minstagib";
920 // replace rocket launchers and nex guns with ammo cells
921 if (itemid == IT_CELLS)
924 StartItem ("models/items/a_cells.md3",
925 "misc/itempickup.wav", 45, 0,
926 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
933 itemid = IT_STRENGTH;
937 itemid = IT_INVINCIBLE;
939 // replace with invis
940 if (itemid == IT_STRENGTH)
942 self.strength_finished = 30;
943 StartItem ("models/items/g_strength.md3",
944 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
945 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
947 // replace with extra lives
948 if (itemid == IT_NAILS)
951 StartItem ("models/items/g_h100.md3",
952 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
953 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
956 // replace with speed
957 if (itemid == IT_INVINCIBLE)
959 self.invincible_finished = 30;
960 StartItem ("models/items/g_invincible.md3",
961 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
962 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
967 float minst_no_auto_cells;
968 void minst_remove_item (void) {
969 if(minst_no_auto_cells)
973 float weaponswapping;
976 void weapon_defaultspawnfunc(float wpn)
980 var .float ammofield;
985 // set the respawntime in advance (so replaced weapons can copy it)
987 if(!self.respawntime)
989 e = get_weaponinfo(wpn);
990 if(e.items == IT_SUPERWEAPON)
992 self.respawntime = g_pickup_respawntime_powerup;
993 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
997 self.respawntime = g_pickup_respawntime_weapon;
998 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1002 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1004 e = get_weaponinfo(wpn);
1005 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1009 startitem_failed = TRUE;
1012 t = tokenize_console(s);
1015 self.team = --internalteam;
1017 for(i = 1; i < t; ++i)
1020 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1022 e = get_weaponinfo(j);
1026 copyentity(oldself, self);
1027 self.classname = "replacedweapon";
1028 weapon_defaultspawnfunc(j);
1034 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1043 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1045 e = get_weaponinfo(j);
1054 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1060 startitem_failed = TRUE;
1065 e = get_weaponinfo(wpn);
1067 if(e.items && e.items != IT_SUPERWEAPON)
1069 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1073 ammofield = Item_CounterField(j);
1075 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1081 self.flags |= FL_NO_WEAPON_STAY;
1084 // weapon stay isn't supported for teamed weapons
1086 self.flags |= FL_NO_WEAPON_STAY;
1088 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1090 self.ammo_shells = 0;
1091 self.ammo_nails = 0;
1092 self.ammo_cells = 0;
1093 self.ammo_rockets = 0;
1094 // weapon stay 2: don't use ammo on weapon pickups; instead
1095 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1098 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1099 if (self.modelindex) // don't precache if self was removed
1100 weapon_action(e.weapon, WR_PRECACHE);
1103 void spawnfunc_weapon_shotgun (void);
1104 void spawnfunc_weapon_uzi (void) {
1105 if(q3acompat_machineshotgunswap)
1106 if(self.classname != "droppedweapon")
1108 weapon_defaultspawnfunc(WEP_SHOTGUN);
1111 weapon_defaultspawnfunc(WEP_UZI);
1114 void spawnfunc_weapon_shotgun (void) {
1115 if(q3acompat_machineshotgunswap)
1116 if(self.classname != "droppedweapon")
1118 weapon_defaultspawnfunc(WEP_UZI);
1121 weapon_defaultspawnfunc(WEP_SHOTGUN);
1124 void spawnfunc_weapon_nex (void)
1128 minstagib_items(IT_CELLS);
1129 self.think = minst_remove_item;
1130 self.nextthink = time;
1133 weapon_defaultspawnfunc(WEP_NEX);
1136 void spawnfunc_weapon_minstanex (void)
1140 minstagib_items(IT_CELLS);
1141 self.think = minst_remove_item;
1142 self.nextthink = time;
1145 weapon_defaultspawnfunc(WEP_MINSTANEX);
1148 void spawnfunc_weapon_rocketlauncher (void)
1152 minstagib_items(IT_CELLS);
1153 self.think = minst_remove_item;
1154 self.nextthink = time;
1157 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1160 void spawnfunc_item_rockets (void) {
1161 if(!self.ammo_rockets)
1162 self.ammo_rockets = g_pickup_rockets;
1163 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);
1166 void spawnfunc_item_shells (void);
1167 void spawnfunc_item_bullets (void) {
1169 if(q3acompat_machineshotgunswap)
1170 if(self.classname != "droppedweapon")
1172 weaponswapping = TRUE;
1173 spawnfunc_item_shells();
1174 weaponswapping = FALSE;
1178 if(!self.ammo_nails)
1179 self.ammo_nails = g_pickup_nails;
1180 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);
1183 void spawnfunc_item_cells (void) {
1184 if(!self.ammo_cells)
1185 self.ammo_cells = g_pickup_cells;
1186 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);
1189 void spawnfunc_item_shells (void) {
1191 if(q3acompat_machineshotgunswap)
1192 if(self.classname != "droppedweapon")
1194 weaponswapping = TRUE;
1195 spawnfunc_item_bullets();
1196 weaponswapping = FALSE;
1200 if(!self.ammo_shells)
1201 self.ammo_shells = g_pickup_shells;
1202 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);
1205 void spawnfunc_item_armor_small (void) {
1206 if(!self.armorvalue)
1207 self.armorvalue = g_pickup_armorsmall;
1208 if(!self.max_armorvalue)
1209 self.max_armorvalue = g_pickup_armorsmall_max;
1210 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);
1213 void spawnfunc_item_armor_medium (void) {
1214 if(!self.armorvalue)
1215 self.armorvalue = g_pickup_armormedium;
1216 if(!self.max_armorvalue)
1217 self.max_armorvalue = g_pickup_armormedium_max;
1218 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);
1221 void spawnfunc_item_armor_big (void) {
1222 if(!self.armorvalue)
1223 self.armorvalue = g_pickup_armorbig;
1224 if(!self.max_armorvalue)
1225 self.max_armorvalue = g_pickup_armorbig_max;
1226 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);
1229 void spawnfunc_item_armor_large (void) {
1230 if(!self.armorvalue)
1231 self.armorvalue = g_pickup_armorlarge;
1232 if(!self.max_armorvalue)
1233 self.max_armorvalue = g_pickup_armorlarge_max;
1234 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);
1237 void spawnfunc_item_health_small (void) {
1238 if(!self.max_health)
1239 self.max_health = g_pickup_healthsmall_max;
1241 self.health = g_pickup_healthsmall;
1242 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);
1245 void spawnfunc_item_health_medium (void) {
1246 if(!self.max_health)
1247 self.max_health = g_pickup_healthmedium_max;
1249 self.health = g_pickup_healthmedium;
1250 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);
1253 void spawnfunc_item_health_large (void) {
1254 if(!self.max_health)
1255 self.max_health = g_pickup_healthlarge_max;
1257 self.health = g_pickup_healthlarge;
1258 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);
1261 void spawnfunc_item_health_mega (void) {
1262 if(!cvar("g_powerup_superhealth"))
1265 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1269 minstagib_items(IT_NAILS);
1271 if(!self.max_health)
1272 self.max_health = g_pickup_healthmega_max;
1274 self.health = g_pickup_healthmega;
1275 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);
1279 // support old misnamed entities
1280 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1281 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1282 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1283 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1284 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1286 void spawnfunc_item_strength (void) {
1287 if(!cvar("g_powerup_strength"))
1290 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1294 minstagib_items(IT_STRENGTH);
1296 precache_sound("weapons/strength_fire.wav");
1297 self.strength_finished = 30;
1298 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);
1302 void spawnfunc_item_invincible (void) {
1303 if(!cvar("g_powerup_shield"))
1306 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1310 minstagib_items(IT_INVINCIBLE);
1312 self.invincible_finished = 30;
1313 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);
1317 void spawnfunc_item_minst_cells (void) {
1320 minst_no_auto_cells = 1;
1321 minstagib_items(IT_CELLS);
1328 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1330 float GiveItems(entity e, float beginarg, float endarg);
1331 void target_items_use (void)
1333 if(activator.classname == "droppedweapon")
1340 if(activator.classname != "player")
1342 if(activator.deadflag != DEAD_NO)
1347 for(e = world; (e = find(e, classname, "droppedweapon")); )
1348 if(e.enemy == activator)
1351 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1352 centerprint(activator, self.message);
1355 void spawnfunc_target_items (void)
1362 // items triggers cannot work in nixnex (as they change weapons/ammo)
1367 self.use = target_items_use;
1368 if(!self.strength_finished)
1369 self.strength_finished = cvar("g_balance_powerup_strength_time");
1370 if(!self.invincible_finished)
1371 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1373 precache_sound("misc/itempickup.wav");
1374 precache_sound("misc/itempickup.wav");
1375 precache_sound("misc/itempickup.wav");
1376 precache_sound("misc/itempickup.wav");
1377 precache_sound("misc/megahealth.wav");
1378 precache_sound("misc/armor25.wav");
1379 precache_sound("misc/powerup.wav");
1380 precache_sound("misc/poweroff.wav");
1381 precache_sound("weapons/weaponpickup.wav");
1383 n = tokenize_console(self.netname);
1384 if(argv(0) == "give")
1386 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1390 for(i = 0; i < n; ++i)
1392 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1393 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1394 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1395 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1396 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1397 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1398 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1400 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1402 e = get_weaponinfo(j);
1403 if(argv(i) == e.netname)
1405 self.weapons |= e.weapons;
1406 if(self.spawnflags == 0 || self.spawnflags == 2)
1407 weapon_action(e.weapon, WR_PRECACHE);
1412 print("target_items: invalid item ", argv(i), "\n");
1415 string itemprefix, valueprefix;
1416 if(self.spawnflags == 0)
1421 else if(self.spawnflags == 1)
1423 itemprefix = "max ";
1424 valueprefix = "max ";
1426 else if(self.spawnflags == 2)
1428 itemprefix = "min ";
1429 valueprefix = "min ";
1431 else if(self.spawnflags == 4)
1433 itemprefix = "minus ";
1434 valueprefix = "max ";
1437 error("invalid spawnflags");
1440 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1441 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1442 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1443 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1444 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1445 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1446 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1447 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1448 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1449 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1450 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1451 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1452 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1453 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1455 e = get_weaponinfo(j);
1457 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1460 self.netname = strzone(self.netname);
1461 //print(self.netname, "\n");
1463 n = tokenize_console(self.netname);
1464 for(i = 0; i < n; ++i)
1466 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1468 e = get_weaponinfo(j);
1469 if(argv(i) == e.netname)
1471 weapon_action(e.weapon, WR_PRECACHE);
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, float t, string snd_incr, string snd_decr)
1585 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
1587 else if(v0 >= v0 + t)
1590 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
1594 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1597 e.rotfield = max(e.rotfield, time + rottime);
1599 e.regenfield = max(e.regenfield, time + regentime);
1602 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1603 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1604 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1605 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1607 float GiveItems(entity e, float beginarg, float endarg)
1609 float got, i, j, val, op;
1610 float _switchweapon;
1619 _switchweapon = FALSE;
1621 if (e.switchweapon == w_getbestweapon(e))
1622 _switchweapon = TRUE;
1624 e.strength_finished = max(0, e.strength_finished - time);
1625 e.invincible_finished = max(0, e.invincible_finished - time);
1628 PREGIVE(e, weapons);
1629 PREGIVE(e, strength_finished);
1630 PREGIVE(e, invincible_finished);
1631 PREGIVE(e, ammo_nails);
1632 PREGIVE(e, ammo_cells);
1633 PREGIVE(e, ammo_shells);
1634 PREGIVE(e, ammo_rockets);
1635 PREGIVE(e, ammo_fuel);
1636 PREGIVE(e, armorvalue);
1639 for(i = beginarg; i < endarg; ++i)
1643 if(cmd == "0" || stof(cmd))
1667 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1668 got += GiveValue(e, strength_finished, op, time + val);
1669 got += GiveValue(e, invincible_finished, op, time + val);
1670 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1672 got += GiveBit(e, items, IT_JETPACK, op, val);
1673 got += GiveValue(e, health, op, val);
1674 got += GiveValue(e, armorvalue, op, val);
1676 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1678 wi = get_weaponinfo(j);
1680 got += GiveBit(e, weapons, wi.weapons, op, val);
1683 got += GiveValue(e, ammo_cells, op, val);
1684 got += GiveValue(e, ammo_shells, op, val);
1685 got += GiveValue(e, ammo_nails, op, val);
1686 got += GiveValue(e, ammo_rockets, op, val);
1687 got += GiveValue(e, ammo_fuel, op, val);
1689 case "unlimited_ammo":
1690 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1692 case "unlimited_weapon_ammo":
1693 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1695 case "unlimited_superweapons":
1696 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1699 got += GiveBit(e, items, IT_JETPACK, op, val);
1702 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1705 got += GiveValue(e, strength_finished, op, val);
1708 got += GiveValue(e, invincible_finished, op, val);
1711 got += GiveValue(e, ammo_cells, op, val);
1714 got += GiveValue(e, ammo_shells, op, val);
1718 got += GiveValue(e, ammo_nails, op, val);
1721 got += GiveValue(e, ammo_rockets, op, val);
1724 got += GiveValue(e, health, op, val);
1727 got += GiveValue(e, armorvalue, op, val);
1730 got += GiveValue(e, ammo_fuel, op, val);
1733 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1735 wi = get_weaponinfo(j);
1736 if(cmd == wi.netname)
1738 got += GiveBit(e, weapons, wi.weapons, op, val);
1743 print("give: invalid item ", cmd, "\n");
1750 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1751 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1752 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1753 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1754 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1756 wi = get_weaponinfo(j);
1759 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1760 if not(save_weapons & wi.weapons)
1761 if(e.weapons & wi.weapons)
1762 weapon_action(wi.weapon, WR_PRECACHE);
1765 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1766 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1767 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1768 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1769 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1770 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1771 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregen_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);
1772 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/armor25.wav", string_null);
1773 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);
1775 if(e.strength_finished <= 0)
1776 e.strength_finished = 0;
1778 e.strength_finished += time;
1779 if(e.invincible_finished <= 0)
1780 e.invincible_finished = 0;
1782 e.invincible_finished += time;
1784 if not(e.weapons & W_WeaponBit(e.switchweapon))
1785 _switchweapon = TRUE;
1787 W_SwitchWeapon_Force(e, w_getbestweapon(e));