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_FUEL: return ammo_fuel;
10 case IT_5HP: return health;
11 case IT_25HP: return health;
12 case IT_HEALTH: return health;
13 case IT_ARMOR_SHARD: return armorvalue;
14 case IT_ARMOR: return armorvalue;
15 // add more things here (health, armor)
16 default: error("requested item has no counter field");
20 string Item_CounterFieldName(float it)
24 case IT_SHELLS: return "shells";
25 case IT_NAILS: return "nails";
26 case IT_ROCKETS: return "rockets";
27 case IT_CELLS: return "cells";
28 case IT_FUEL: return "fuel";
30 // add more things here (health, armor)
31 default: error("requested item has no counter field name");
35 .float max_armorvalue;
37 void Item_Respawn (void)
39 self.model = self.mdl; // restore original model
40 self.solid = SOLID_TRIGGER; // allow it to be touched again
41 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
42 setorigin (self, self.origin);
44 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
45 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
48 float Item_GiveTo(entity item, entity player)
56 // if nothing happens to player, just return without taking the item
58 _switchweapon = FALSE;
66 // play some cool sounds ;)
67 centerprint(player, "\n");
68 if(player.health <= 5)
69 announce(player, "announcer/robotic/lastsecond.wav");
70 else if(player.health < 50)
71 announce(player, "announcer/robotic/narrowly.wav");
72 // sound not available
73 // else if(item.items == IT_CELLS)
74 // play2(player, "announce/robotic/ammo.wav");
76 if (item.weapons & WEPBIT_MINSTANEX)
77 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
79 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
87 // sound not available
88 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
89 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
90 sprint(player, "^3You picked up some extra lives\n");
94 if (item.strength_finished)
97 // sound not available
98 // play2(player, "announce/robotic/invisible.wav");
99 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
103 if (item.invincible_finished)
106 // sound not available
107 // play2(player, "announce/robotic/speed.wav");
108 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
113 if (g_weapon_stay == 1)
114 if not(item.flags & FL_NO_WEAPON_STAY)
115 if (item.flags & FL_WEAPON)
117 if(item.classname == "droppedweapon")
119 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
124 if (player.weapons & item.weapons)
129 // in case the player has autoswitch enabled do the following:
130 // if the player is using their best weapon before items are given, they
131 // probably want to switch to an even better weapon after items are given
132 if (player.autoswitch)
133 if (player.switchweapon == w_getbestweapon(player))
134 _switchweapon = TRUE;
136 if not(player.weapons & W_WeaponBit(player.switchweapon))
137 _switchweapon = TRUE;
139 if (item.ammo_shells)
140 if (player.ammo_shells < g_pickup_shells_max)
143 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
146 if (player.ammo_nails < g_pickup_nails_max)
149 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
151 if (item.ammo_rockets)
152 if (player.ammo_rockets < g_pickup_rockets_max)
155 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
158 if (player.ammo_cells < g_pickup_cells_max)
161 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
164 if (player.ammo_fuel < g_pickup_fuel_max)
167 player.ammo_fuel = min (player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
170 if (item.flags & FL_WEAPON)
171 if ((it = item.weapons - (item.weapons & player.weapons)))
174 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
176 e = get_weaponinfo(i);
178 W_GiveWeapon (player, e.weapon, item.netname);
182 if((it = (item.items - (item.items & player.items) & IT_PICKUPMASK)))
188 if (item.strength_finished)
191 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
193 if (item.invincible_finished)
196 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
198 //if (item.speed_finished)
201 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
203 //if (item.slowmo_finished)
206 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
210 if (player.health < item.max_health)
213 player.health = min(player.health + item.health, item.max_health);
214 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
217 if (player.armorvalue < item.max_armorvalue)
220 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
221 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
226 // always eat teamed entities
233 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
235 W_SwitchWeapon_Force(player, w_getbestweapon(player));
240 void Item_Touch (void)
244 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
245 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
250 if (other.classname != "player")
254 if (self.solid != SOLID_TRIGGER)
256 if (self.owner == other)
259 if(!Item_GiveTo(self, other))
262 if (self.classname == "droppedweapon")
264 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
268 self.solid = SOLID_NOT;
269 self.model = string_null;
272 RandomSelection_Init();
273 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
274 RandomSelection_Add(head, 0, head.cnt, 0);
275 e = RandomSelection_chosen_ent;
279 e.nextthink = time + self.respawntime;
280 e.think = Item_Respawn;
288 if(self.effects & EF_NODRAW)
290 // marker for item team search
291 dprint("Initializing item team ", ftos(self.team), "\n");
292 RandomSelection_Init();
293 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
294 RandomSelection_Add(head, 0, head.cnt, 0);
295 e = RandomSelection_chosen_ent;
298 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
302 // make it a non-spawned item
303 head.solid = SOLID_NOT;
304 head.model = string_null;
305 head.state = 1; // state 1 = initially hidden item
307 head.effects = head.effects - (head.effects & EF_NODRAW);
316 self.model = string_null;
317 self.solid = SOLID_NOT;
321 self.model = self.mdl;
322 self.solid = SOLID_TRIGGER;
324 setorigin (self, self.origin);
325 self.think = SUB_Null;
329 // Savage: used for item garbage-collection
330 // TODO: perhaps nice special effect?
331 void RemoveItem(void)
336 // pickup evaluation functions
337 // these functions decide how desirable an item is to the bots
339 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
341 float weapon_pickupevalfunc(entity player, entity item)
343 // if we already have the weapon, rate it 1/5th normal value
344 if ((player.weapons & item.weapons) == item.weapons)
345 return item.bot_pickupbasevalue * 0.2;
346 return item.bot_pickupbasevalue;
349 float commodity_pickupevalfunc(entity player, entity item)
353 // TODO: figure out if the player even has the weapon this ammo is for?
354 // may not affect strategy much though...
355 // find out how much more ammo/armor/health the player can hold
356 if (item.ammo_shells)
357 if (player.ammo_shells < g_pickup_shells_max)
358 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
360 if (player.ammo_nails < g_pickup_nails_max)
361 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
362 if (item.ammo_rockets)
363 if (player.ammo_rockets < g_pickup_rockets_max)
364 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
366 if (player.ammo_cells < g_pickup_cells_max)
367 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
369 if (player.armorvalue < item.max_armorvalue)
370 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
372 if (player.health < item.max_health)
373 c = c + max(0, 1 - player.health / item.max_health);
375 return item.bot_pickupbasevalue * c;
380 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
382 startitem_failed = FALSE;
384 // is it a dropped weapon?
385 if (self.classname == "droppedweapon")
387 self.reset = SUB_Remove;
388 // it's a dropped weapon
389 self.movetype = MOVETYPE_TOSS;
390 self.solid = SOLID_TRIGGER;
391 // Savage: remove thrown items after a certain period of time ("garbage collection")
392 self.think = RemoveItem;
393 self.nextthink = time + 60;
394 // don't drop if in a NODROP zone (such as lava)
395 traceline(self.origin, self.origin, MOVE_NORMAL, self);
396 if (trace_dpstartcontents & DPCONTENTS_NODROP)
398 startitem_failed = TRUE;
405 self.reset = Item_Reset;
407 if(self.spawnflags & 1)
410 self.movetype = MOVETYPE_NONE;
412 self.movetype = MOVETYPE_TOSS;
413 self.solid = SOLID_TRIGGER;
414 // do item filtering according to game mode and other things
417 // first nudge it off the floor a little bit to avoid math errors
418 setorigin(self, self.origin + '0 0 1');
419 // set item size before we spawn a spawnfunc_waypoint
420 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
421 setsize (self, '-16 -16 0', '16 16 48');
423 setsize (self, '-16 -16 0', '16 16 32');
424 // note droptofloor returns FALSE if stuck/or would fall too far
426 waypoint_spawnforitem(self);
433 print("removed non-teamplay ", self.classname, "\n");
434 startitem_failed = TRUE;
443 print("removed non-FFA ", self.classname, "\n");
444 startitem_failed = TRUE;
452 // We aren't TA or something like that, so we keep the Q3A entities
453 print("removed non-Q3A ", self.classname, "\n");
454 startitem_failed = TRUE;
460 * can't do it that way, as it would break maps
461 * TODO make a target_give like entity another way, that perhaps has
462 * the weapon name in a key
465 // target_give not yet supported; maybe later
466 print("removed targeted ", self.classname, "\n");
467 startitem_failed = TRUE;
473 if(cvar("spawn_debug") >= 2)
476 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
478 if(otheritem.is_item)
480 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
481 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
482 error("Mapper sucks.");
488 weaponsInMap |= weaponid;
492 startitem_failed = TRUE;
496 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
498 startitem_failed = TRUE;
502 else if (g_minstagib)
504 // don't remove dropped items and powerups
505 if (self.classname != "minstagib")
507 startitem_failed = TRUE;
512 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
514 startitem_failed = TRUE;
519 precache_model (itemmodel);
520 precache_sound (pickupsound);
521 precache_sound ("misc/itemrespawn.wav");
523 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
524 self.target = "###item###"; // for finding the nearest item using find()
527 self.bot_pickup = TRUE;
528 self.bot_pickupevalfunc = pickupevalfunc;
529 self.bot_pickupbasevalue = pickupbasevalue;
530 self.mdl = itemmodel;
531 self.item_pickupsound = pickupsound;
532 // let mappers override respawntime
533 if (!self.respawntime)
534 self.respawntime = defaultrespawntime;
535 self.netname = itemname;
537 self.weapons = weaponid;
538 self.flags = FL_ITEM | itemflags;
539 self.touch = Item_Touch;
540 setmodel (self, self.mdl); // precision set below
541 self.effects |= EF_LOWPRECISION;
542 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
543 setsize (self, '-16 -16 0', '16 16 48');
545 setsize (self, '-16 -16 0', '16 16 32');
546 if(itemflags & FL_WEAPON)
547 self.modelflags |= MF_ROTATE;
549 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
550 if (itemflags & FL_WEAPON)
552 // neutral team color for pickup weapons
553 self.colormap = 1024; // color shirt=0 pants=0 grey
556 if (cvar("g_fullbrightitems"))
557 self.effects = self.effects | EF_FULLBRIGHT;
563 self.cnt = 1; // item probability weight
564 self.effects = self.effects | EF_NODRAW; // marker for item team search
565 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
569 /* replace items in minstagib
570 * IT_STRENGTH = invisibility
571 * IT_NAILS = extra lives
572 * IT_INVINCIBLE = speed
574 void minstagib_items (float itemid)
576 // we don't want to replace dropped weapons ;)
577 if (self.classname == "droppedweapon")
579 self.ammo_cells = 25;
580 StartItem ("models/weapons/g_nex.md3",
581 "weapons/weaponpickup.wav", 15,
582 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
587 self.classname = "minstagib";
589 // replace rocket launchers and nex guns with ammo cells
590 if (itemid == IT_CELLS)
593 StartItem ("models/items/a_cells.md3",
594 "misc/itempickup.wav", 45,
595 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
602 itemid = IT_STRENGTH;
606 itemid = IT_INVINCIBLE;
608 // replace with invis
609 if (itemid == IT_STRENGTH)
611 self.effects = EF_ADDITIVE;
612 self.strength_finished = 30;
613 StartItem ("models/items/g_strength.md3",
614 "misc/powerup.wav", g_pickup_respawntime_powerup,
615 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
617 // replace with extra lives
618 if (itemid == IT_NAILS)
621 StartItem ("models/items/g_h100.md3",
622 "misc/megahealth.wav", g_pickup_respawntime_powerup,
623 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
626 // replace with speed
627 if (itemid == IT_INVINCIBLE)
629 self.effects = EF_ADDITIVE;
630 self.invincible_finished = 30;
631 StartItem ("models/items/g_invincible.md3",
632 "misc/powerup_shield.wav", g_pickup_respawntime_powerup,
633 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
638 float minst_no_auto_cells;
639 void minst_remove_item (void) {
640 if(minst_no_auto_cells)
644 float weaponswapping;
647 void weapon_defaultspawnfunc(float wpn)
651 var .float ammofield;
656 // set the respawntime in advance (so replaced weapons can copy it)
657 if(!self.respawntime)
659 e = get_weaponinfo(wpn);
660 if(e.items == IT_SUPERWEAPON)
661 self.respawntime = g_pickup_respawntime_powerup;
663 self.respawntime = g_pickup_respawntime_weapon;
666 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
668 e = get_weaponinfo(wpn);
669 s = cvar_string(strcat("g_weaponreplace_", e.netname));
673 startitem_failed = TRUE;
676 t = tokenize_sane(s);
679 self.team = --internalteam;
681 for(i = 1; i < t; ++i)
684 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
686 e = get_weaponinfo(j);
690 copyentity(oldself, self);
691 self.classname = "replacedweapon";
692 weapon_defaultspawnfunc(j);
698 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
707 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
709 e = get_weaponinfo(j);
718 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
724 startitem_failed = TRUE;
729 e = get_weaponinfo(wpn);
731 if(e.items && e.items != IT_SUPERWEAPON)
733 ammofield = Item_CounterField(e.items);
735 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(e.items)));
739 self.flags |= FL_NO_WEAPON_STAY;
742 // weapon stay isn't supported for teamed weapons
744 self.flags |= FL_NO_WEAPON_STAY;
746 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
748 self.ammo_shells = 0;
751 self.ammo_rockets = 0;
752 // weapon stay 2: don't use ammo on weapon pickups; instead
753 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
756 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
757 if (self.modelindex) // don't precache if self was removed
758 weapon_action(e.weapon, WR_PRECACHE);
761 void spawnfunc_weapon_shotgun (void);
762 void spawnfunc_weapon_uzi (void) {
763 if(q3acompat_machineshotgunswap)
764 if(self.classname != "droppedweapon")
766 weapon_defaultspawnfunc(WEP_SHOTGUN);
769 weapon_defaultspawnfunc(WEP_UZI);
772 void spawnfunc_weapon_shotgun (void) {
773 if(q3acompat_machineshotgunswap)
774 if(self.classname != "droppedweapon")
776 weapon_defaultspawnfunc(WEP_UZI);
779 weapon_defaultspawnfunc(WEP_SHOTGUN);
782 void spawnfunc_weapon_nex (void)
786 minstagib_items(IT_CELLS);
787 self.think = minst_remove_item;
788 self.nextthink = time;
791 weapon_defaultspawnfunc(WEP_NEX);
794 void spawnfunc_weapon_minstanex (void)
798 minstagib_items(IT_CELLS);
799 self.think = minst_remove_item;
800 self.nextthink = time;
803 weapon_defaultspawnfunc(WEP_MINSTANEX);
806 void spawnfunc_weapon_rocketlauncher (void)
810 minstagib_items(IT_CELLS);
811 self.think = minst_remove_item;
812 self.nextthink = time;
815 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
818 void spawnfunc_item_rockets (void) {
819 if(!self.ammo_rockets)
820 self.ammo_rockets = g_pickup_rockets;
821 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
824 void spawnfunc_item_shells (void);
825 void spawnfunc_item_bullets (void) {
827 if(q3acompat_machineshotgunswap)
828 if(self.classname != "droppedweapon")
830 weaponswapping = TRUE;
831 spawnfunc_item_shells();
832 weaponswapping = FALSE;
837 self.ammo_nails = g_pickup_nails;
838 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
841 void spawnfunc_item_cells (void) {
843 self.ammo_cells = g_pickup_cells;
844 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
847 void spawnfunc_item_shells (void) {
849 if(q3acompat_machineshotgunswap)
850 if(self.classname != "droppedweapon")
852 weaponswapping = TRUE;
853 spawnfunc_item_bullets();
854 weaponswapping = FALSE;
858 if(!self.ammo_shells)
859 self.ammo_shells = g_pickup_shells;
860 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
863 void spawnfunc_item_armor_small (void) {
865 self.armorvalue = g_pickup_armorsmall;
866 if(!self.max_armorvalue)
867 self.max_armorvalue = g_pickup_armorsmall_max;
868 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
871 void spawnfunc_item_armor_medium (void) {
873 self.armorvalue = g_pickup_armormedium;
874 if(!self.max_armorvalue)
875 self.max_armorvalue = g_pickup_armormedium_max;
876 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
879 void spawnfunc_item_armor_big (void) {
881 self.armorvalue = g_pickup_armorbig;
882 if(!self.max_armorvalue)
883 self.max_armorvalue = g_pickup_armorbig_max;
884 StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
887 void spawnfunc_item_armor_large (void) {
889 self.armorvalue = g_pickup_armorlarge;
890 if(!self.max_armorvalue)
891 self.max_armorvalue = g_pickup_armorlarge_max;
892 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
895 void spawnfunc_item_health_small (void) {
897 self.max_health = g_pickup_healthsmall_max;
899 self.health = g_pickup_healthsmall;
900 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
903 void spawnfunc_item_health_medium (void) {
905 self.max_health = g_pickup_healthmedium_max;
907 self.health = g_pickup_healthmedium;
908 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
911 void spawnfunc_item_health_large (void) {
913 self.max_health = g_pickup_healthlarge_max;
915 self.health = g_pickup_healthlarge;
916 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
919 void spawnfunc_item_health_mega (void) {
920 if(!cvar("g_powerup_superhealth"))
923 if(g_arena && !cvar("g_arena_powerups"))
927 minstagib_items(IT_NAILS);
930 self.max_health = g_pickup_healthmega_max;
932 self.health = g_pickup_healthmega;
933 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
937 // support old misnamed entities
938 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
939 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
940 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
941 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
942 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
944 void spawnfunc_item_strength (void) {
945 if(!cvar("g_powerup_strength"))
948 if(g_arena && !cvar("g_arena_powerups"))
952 minstagib_items(IT_STRENGTH);
954 precache_sound("weapons/strength_fire.wav");
955 self.strength_finished = 30;
956 self.effects = EF_ADDITIVE;
957 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
961 void spawnfunc_item_invincible (void) {
962 if(!cvar("g_powerup_shield"))
965 if(g_arena && !cvar("g_arena_powerups"))
969 minstagib_items(IT_INVINCIBLE);
971 self.invincible_finished = 30;
972 self.effects = EF_ADDITIVE;
973 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, "Invulnerability", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
977 void spawnfunc_item_minst_cells (void) {
980 minst_no_auto_cells = 1;
981 minstagib_items(IT_CELLS);
988 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
990 void spawnfunc_misc_models (void)
992 // exists as alias name for 2.4.2 compat
993 SetBrushEntityModel();
996 void spawnfunc_func_static (void)
998 // exists as alias name for having it with brushes
999 SetBrushEntityModel();
1002 void func_wall_use (void)
1007 self.colormap = (activator.team - 1) * 0x11;
1009 self.colormap = 0x00;
1012 self.colormap = floor(random() * 256);
1013 self.colormap |= 1024; // RENDER_COLORMAPPED
1016 void spawnfunc_func_wall (void)
1018 SetBrushEntityModel();
1020 self.solid = SOLID_BSP;
1021 self.use = func_wall_use;
1024 void spawnfunc_func_illusionary (void)
1026 SetBrushEntityModel();
1027 self.use = func_wall_use;
1030 void gamemodel_drop()
1032 if(self.spawnflags & 3 == 1) // ALIGN_ORIGIN
1034 traceline(self.origin, self.origin - '0 0 4096', MOVE_NOMONSTERS, self);
1035 setorigin(self, trace_endpos);
1037 else if(self.spawnflags & 3 == 2) // ALIGN_BOTTOM
1039 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4096', MOVE_NOMONSTERS, self);
1040 setorigin(self, trace_endpos);
1042 else if(self.spawnflags & 3 == 3) // ALIGN_ORIGIN | ALIGN_BOTTOM
1044 traceline(self.origin, self.origin - '0 0 4096', MOVE_NOMONSTERS, self);
1045 setorigin(self, trace_endpos - '0 0 1' * self.mins_z);
1050 void spawnfunc_misc_gamemodel (void)
1053 self.scale = self.modelscale;
1054 SetBrushEntityModel();
1055 self.use = func_wall_use;
1057 InitializeEntity(self, gamemodel_drop, INITPRIO_DROPTOFLOOR);
1060 float target_item_func_set(float a, float b)
1070 float target_item_func_min(float a, float b)
1080 float target_item_func_max(float a, float b)
1085 float target_item_func_bitset(float a, float b)
1090 float target_item_func_and(float a, float b)
1095 float target_item_func_itembitset(float a, float b)
1097 return (a - (a & (IT_UNLIMITED_WEAPON_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | b;
1100 float target_item_func_itemand(float a, float b)
1102 return (a - (a & (IT_UNLIMITED_WEAPON_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1105 float target_item_func_or(float a, float b)
1110 float target_item_func_andnot(float a, float b)
1115 float target_item_changed;
1116 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1119 n = func(activator.field, self.field);
1123 d = n & activator.field;
1124 if(d != n) // bits added?
1126 else if(d != activator.field) // bits removed?
1132 d = n - activator.field;
1136 if(sound_decrease != "")
1137 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1138 target_item_changed = 1;
1142 if(sound_increase != "")
1143 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1144 target_item_changed = 1;
1146 activator.field = n;
1149 void target_items_use (void)
1152 if(activator.classname != "player")
1154 if(activator.deadflag != DEAD_NO)
1159 for(e = world; (e = find(e, classname, "droppedweapon")); )
1160 if(e.enemy == activator)
1163 float _switchweapon;
1164 _switchweapon = FALSE;
1165 if (activator.autoswitch)
1166 if (activator.switchweapon == w_getbestweapon(activator))
1167 _switchweapon = TRUE;
1169 a0 = activator.armorvalue;
1170 h0 = activator.health;
1171 target_item_changed = 0;
1173 if(self.spawnflags == 0) // SET
1175 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1176 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1177 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1178 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1179 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1180 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1181 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1182 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "");
1183 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1185 if((self.items & activator.items) & IT_STRENGTH)
1186 activator.strength_finished = time + self.strength_finished;
1187 if((self.items & activator.items) & IT_INVINCIBLE)
1188 activator.invincible_finished = time + self.invincible_finished;
1190 else if(self.spawnflags == 1) // AND/MIN
1192 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1193 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1194 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1195 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1196 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1197 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1198 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1199 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "");
1200 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1202 if((self.items & activator.items) & IT_STRENGTH)
1203 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1204 if((self.items & activator.items) & IT_INVINCIBLE)
1205 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1207 else if(self.spawnflags == 2) // OR/MAX
1209 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1210 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1211 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1212 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1213 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1214 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1215 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1216 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "");
1217 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1219 if((self.items & activator.items) & IT_STRENGTH)
1220 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1221 if((self.items & activator.items) & IT_INVINCIBLE)
1222 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1224 else if(self.spawnflags == 4) // ANDNOT/MIN
1226 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1227 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1228 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1229 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1230 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1231 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1232 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1233 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "");
1234 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1236 if((self.items & activator.items) & IT_STRENGTH)
1237 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1238 if((self.items & activator.items) & IT_INVINCIBLE)
1239 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1242 if not(activator.items & IT_STRENGTH)
1243 activator.strength_finished = 0;
1244 if not(activator.items & IT_INVINCIBLE)
1245 activator.invincible_finished = 0;
1247 if(activator.health > h0)
1248 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1249 else if(activator.health < h0)
1250 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1252 if(activator.armorvalue > a0)
1253 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1255 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1256 _switchweapon = TRUE;
1258 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1260 if(target_item_changed)
1261 centerprint(activator, self.message);
1264 void spawnfunc_target_items (void)
1268 self.use = target_items_use;
1269 if(!self.strength_finished)
1270 self.strength_finished = cvar("g_balance_powerup_strength_time");
1271 if(!self.invincible_finished)
1272 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1274 precache_sound("misc/itempickup.wav");
1275 precache_sound("misc/itempickup.wav");
1276 precache_sound("misc/itempickup.wav");
1277 precache_sound("misc/itempickup.wav");
1278 precache_sound("misc/megahealth.wav");
1279 precache_sound("misc/armor25.wav");
1280 precache_sound("misc/powerup.wav");
1281 precache_sound("weapons/weaponpickup.wav");
1283 n = tokenize_sane(self.netname);
1284 for(i = 0; i < n; ++i)
1286 if(argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1287 if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1288 if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1289 if(argv(i) == "strength") self.items |= IT_STRENGTH;
1290 if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1291 if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1292 if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1293 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1295 e = get_weaponinfo(j);
1296 if(argv(i) == e.netname)
1298 self.weapons |= e.weapons;
1299 if(self.spawnflags == 0 || self.spawnflags == 2)
1300 weapon_action(e.weapon, WR_PRECACHE);