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 (cvar("deathmatch") == 2 || cvar("g_weapon_stay"))
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"));
203 // always eat teamed entities
210 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
212 W_SwitchWeapon_Force(player, w_getbestweapon(player));
217 void Item_Touch (void)
221 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
222 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
227 if (other.classname != "player")
231 if (self.solid != SOLID_TRIGGER)
233 if (self.owner == other)
236 if(!Item_GiveTo(self, other))
239 if (self.classname == "droppedweapon")
241 else if((self.flags & FL_WEAPON) && !self.team && (cvar("deathmatch") == 2 || cvar("g_weapon_stay")))
245 self.solid = SOLID_NOT;
246 self.model = string_null;
249 RandomSelection_Init();
250 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
251 RandomSelection_Add(head, 0, 1, 0);
252 e = RandomSelection_chosen_ent;
256 e.nextthink = time + self.respawntime;
257 e.think = Item_Respawn;
265 if(self.effects & EF_NODRAW)
267 // marker for item team search
268 dprint("Initializing item team ", ftos(self.team), "\n");
269 RandomSelection_Init();
270 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
271 RandomSelection_Add(head, 0, 1, 0);
272 e = RandomSelection_chosen_ent;
275 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
279 // make it a non-spawned item
280 head.solid = SOLID_NOT;
281 head.model = string_null;
282 head.cnt = 1; // cnt 1 = initially hidden item
284 head.effects = head.effects - (head.effects & EF_NODRAW);
289 // Savage: used for item garbage-collection
290 // TODO: perhaps nice special effect?
291 void RemoveItem(void) /*FIXDECL*/
296 // pickup evaluation functions
297 // these functions decide how desirable an item is to the bots
299 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
301 float weapon_pickupevalfunc(entity player, entity item)
303 // if we already have the weapon, rate it 1/5th normal value
304 if ((player.weapons & item.weapons) == item.weapons)
305 return item.bot_pickupbasevalue * 0.2;
306 return item.bot_pickupbasevalue;
309 float commodity_pickupevalfunc(entity player, entity item)
313 // TODO: figure out if the player even has the weapon this ammo is for?
314 // may not affect strategy much though...
315 // find out how much more ammo/armor/health the player can hold
316 if (item.ammo_shells)
317 if (player.ammo_shells < g_pickup_shells_max)
318 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
320 if (player.ammo_nails < g_pickup_nails_max)
321 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
322 if (item.ammo_rockets)
323 if (player.ammo_rockets < g_pickup_rockets_max)
324 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
326 if (player.ammo_cells < g_pickup_cells_max)
327 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
329 if (player.armorvalue < item.max_armorvalue)
330 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
332 if (player.health < item.max_health)
333 c = c + max(0, 1 - player.health / item.max_health);
335 return item.bot_pickupbasevalue * c;
340 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
342 startitem_failed = FALSE;
344 // is it a dropped weapon?
345 if (self.classname == "droppedweapon")
347 // it's a dropped weapon
348 self.movetype = MOVETYPE_TOSS;
349 self.solid = SOLID_TRIGGER;
350 // Savage: remove thrown items after a certain period of time ("garbage collection")
351 self.think = RemoveItem;
352 self.nextthink = time + 60;
353 // don't drop if in a NODROP zone (such as lava)
354 traceline(self.origin, self.origin, MOVE_NORMAL, self);
355 if (trace_dpstartcontents & DPCONTENTS_NODROP)
357 startitem_failed = TRUE;
365 if(self.spawnflags & 1)
368 self.movetype = MOVETYPE_NONE;
370 self.movetype = MOVETYPE_TOSS;
371 self.solid = SOLID_TRIGGER;
372 // do item filtering according to game mode and other things
375 // first nudge it off the floor a little bit to avoid math errors
376 setorigin(self, self.origin + '0 0 1');
377 // set item size before we spawn a spawnfunc_waypoint
378 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
379 setsize (self, '-16 -16 0', '16 16 48');
381 setsize (self, '-16 -16 0', '16 16 32');
382 // note droptofloor returns FALSE if stuck/or would fall too far
384 waypoint_spawnforitem(self);
391 print("removed non-teamplay ", self.classname, "\n");
392 startitem_failed = TRUE;
401 print("removed non-FFA ", self.classname, "\n");
402 startitem_failed = TRUE;
410 // We aren't TA or something like that, so we keep the Q3A entities
411 print("removed non-Q3A ", self.classname, "\n");
412 startitem_failed = TRUE;
418 * can't do it that way, as it would break maps
419 * TODO make a target_give like entity another way, that perhaps has
420 * the weapon name in a key
423 // target_give not yet supported; maybe later
424 print("removed targeted ", self.classname, "\n");
425 startitem_failed = TRUE;
431 if(cvar("spawn_debug") >= 2)
434 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
436 if(otheritem.is_item)
438 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
439 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
440 error("Mapper sucks.");
446 weaponsInMap |= weaponid;
448 if(g_lms || g_weaponarena)
450 startitem_failed = TRUE;
454 else if (g_minstagib)
456 // don't remove dropped items and powerups
457 if (self.classname != "minstagib")
459 startitem_failed = TRUE;
464 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
466 startitem_failed = TRUE;
471 precache_model (itemmodel);
472 precache_sound (pickupsound);
473 precache_sound ("misc/itemrespawn.wav");
475 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
476 self.target = "###item###"; // for finding the nearest item using find()
479 self.bot_pickup = TRUE;
480 self.bot_pickupevalfunc = pickupevalfunc;
481 self.bot_pickupbasevalue = pickupbasevalue;
482 self.mdl = itemmodel;
483 self.item_pickupsound = pickupsound;
484 // let mappers override respawntime
485 if (!self.respawntime)
486 self.respawntime = defaultrespawntime;
487 self.netname = itemname;
489 self.weapons = weaponid;
490 self.flags = FL_ITEM | itemflags;
491 self.touch = Item_Touch;
492 setmodel (self, self.mdl); // precision set below
493 self.effects |= EF_LOWPRECISION;
494 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
495 setsize (self, '-16 -16 0', '16 16 48');
497 setsize (self, '-16 -16 0', '16 16 32');
499 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
500 if (itemflags & FL_WEAPON)
502 // neutral team color for pickup weapons
503 self.colormap = 1024; // color shirt=0 pants=0 grey
506 if (cvar("g_fullbrightitems"))
507 self.effects = self.effects | EF_FULLBRIGHT;
511 self.effects = self.effects | EF_NODRAW; // marker for item team search
512 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
516 /* replace items in minstagib
517 * IT_STRENGTH = invisibility
518 * IT_NAILS = extra lives
519 * IT_INVINCIBLE = speed
521 void minstagib_items (float itemid)
523 // we don't want to replace dropped weapons ;)
524 if (self.classname == "droppedweapon")
526 self.ammo_cells = 25;
527 StartItem ("models/weapons/g_nex.md3",
528 "weapons/weaponpickup.wav", 15,
529 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
534 self.classname = "minstagib";
536 // replace rocket launchers and nex guns with ammo cells
537 if (itemid == IT_CELLS)
540 StartItem ("models/items/a_cells.md3",
541 "misc/itempickup.wav", 45,
542 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
549 itemid = IT_STRENGTH;
553 itemid = IT_INVINCIBLE;
555 // replace with invis
556 if (itemid == IT_STRENGTH)
558 self.effects = EF_ADDITIVE;
559 self.strength_finished = 30;
560 StartItem ("models/items/g_strength.md3",
561 "misc/powerup.wav", g_pickup_respawntime_powerup,
562 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
564 // replace with extra lives
565 if (itemid == IT_NAILS)
568 StartItem ("models/items/g_h100.md3",
569 "misc/megahealth.wav", g_pickup_respawntime_powerup,
570 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
573 // replace with speed
574 if (itemid == IT_INVINCIBLE)
576 self.effects = EF_ADDITIVE;
577 self.invincible_finished = 30;
578 StartItem ("models/items/g_invincible.md3",
579 "misc/powerup_shield.wav", g_pickup_respawntime_powerup,
580 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
585 float minst_no_auto_cells;
586 void minst_remove_item (void) {
587 if(minst_no_auto_cells)
591 float weaponswapping;
594 void weapon_defaultspawnfunc(float wpn)
598 var .float ammofield;
603 // set the respawntime in advance (so replaced weapons can copy it)
604 if(!self.respawntime)
606 e = get_weaponinfo(wpn);
607 if(e.items == IT_SUPERWEAPON)
608 self.respawntime = g_pickup_respawntime_powerup;
610 self.respawntime = g_pickup_respawntime_short;
613 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
615 e = get_weaponinfo(wpn);
616 s = cvar_string(strcat("g_weaponreplace_", e.netname));
620 startitem_failed = TRUE;
623 t = tokenize_sane(s);
626 self.team = --internalteam;
628 for(i = 1; i < t; ++i)
631 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
633 e = get_weaponinfo(j);
637 copyentity(oldself, self);
638 self.classname = "replacedweapon";
639 weapon_defaultspawnfunc(j);
645 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
654 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
656 e = get_weaponinfo(j);
665 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
671 startitem_failed = TRUE;
676 e = get_weaponinfo(wpn);
678 if(e.items && e.items != IT_SUPERWEAPON)
680 ammofield = Item_CounterField(e.items);
682 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(e.items)));
685 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
686 if (self.modelindex) // don't precache if self was removed
687 weapon_action(e.weapon, WR_PRECACHE);
690 void spawnfunc_weapon_shotgun (void);
691 void spawnfunc_weapon_uzi (void) {
692 if(q3acompat_machineshotgunswap)
693 if(self.classname != "droppedweapon")
695 weapon_defaultspawnfunc(WEP_SHOTGUN);
698 weapon_defaultspawnfunc(WEP_UZI);
701 void spawnfunc_weapon_shotgun (void) {
702 if(q3acompat_machineshotgunswap)
703 if(self.classname != "droppedweapon")
705 weapon_defaultspawnfunc(WEP_UZI);
708 weapon_defaultspawnfunc(WEP_SHOTGUN);
711 void spawnfunc_weapon_nex (void)
715 minstagib_items(IT_CELLS);
716 self.think = minst_remove_item;
717 self.nextthink = time + cvar("sys_ticrate");
720 weapon_defaultspawnfunc(WEP_NEX);
723 void spawnfunc_weapon_minstanex (void)
727 minstagib_items(IT_CELLS);
728 self.think = minst_remove_item;
729 self.nextthink = time + cvar("sys_ticrate");
732 weapon_defaultspawnfunc(WEP_MINSTANEX);
735 void spawnfunc_weapon_rocketlauncher (void)
739 minstagib_items(IT_CELLS);
740 self.think = minst_remove_item;
741 self.nextthink = time + cvar("sys_ticrate");
744 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
747 void spawnfunc_item_rockets (void) {
748 if(!self.ammo_rockets)
749 self.ammo_rockets = g_pickup_rockets;
750 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
753 void spawnfunc_item_shells (void);
754 void spawnfunc_item_bullets (void) {
756 if(q3acompat_machineshotgunswap)
757 if(self.classname != "droppedweapon")
759 weaponswapping = TRUE;
760 spawnfunc_item_shells();
761 weaponswapping = FALSE;
766 self.ammo_nails = g_pickup_nails;
767 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_short, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
770 void spawnfunc_item_cells (void) {
772 self.ammo_cells = g_pickup_cells;
773 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
776 void spawnfunc_item_shells (void) {
778 if(q3acompat_machineshotgunswap)
779 if(self.classname != "droppedweapon")
781 weaponswapping = TRUE;
782 spawnfunc_item_bullets();
783 weaponswapping = FALSE;
787 if(!self.ammo_shells)
788 self.ammo_shells = g_pickup_shells;
789 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
792 void spawnfunc_item_armor_small (void) {
794 self.armorvalue = g_pickup_armorsmall;
795 if(!self.max_armorvalue)
796 self.max_armorvalue = g_pickup_armorsmall_max;
797 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, 1000);
800 void spawnfunc_item_armor_medium (void) {
802 self.armorvalue = g_pickup_armormedium;
803 if(!self.max_armorvalue)
804 self.max_armorvalue = g_pickup_armormedium_max;
805 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
808 void spawnfunc_item_armor_large (void) {
810 self.armorvalue = g_pickup_armorlarge;
811 if(!self.max_armorvalue)
812 self.max_armorvalue = g_pickup_armorlarge_max;
813 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
816 void spawnfunc_item_health_small (void) {
818 self.max_health = g_pickup_healthsmall_max;
820 self.health = g_pickup_healthsmall;
821 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, 20000);
824 void spawnfunc_item_health_medium (void) {
826 self.max_health = g_pickup_healthmedium_max;
828 self.health = g_pickup_healthmedium;
829 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
832 void spawnfunc_item_health_large (void) {
834 self.max_health = g_pickup_healthlarge_max;
836 self.health = g_pickup_healthlarge;
837 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
840 void spawnfunc_item_health_mega (void) {
841 if(!cvar("g_powerup_superhealth"))
844 if(g_arena && !cvar("g_arena_powerups"))
848 minstagib_items(IT_NAILS);
851 self.max_health = g_pickup_healthmega_max;
853 self.health = g_pickup_healthmega;
854 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, 20000);
858 // support old misnamed entities
859 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
860 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
861 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
862 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
863 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
865 void spawnfunc_item_strength (void) {
866 if(!cvar("g_powerup_strength"))
869 if(g_arena && !cvar("g_arena_powerups"))
873 minstagib_items(IT_STRENGTH);
875 precache_sound("weapons/strength_fire.wav");
876 self.strength_finished = 30;
877 self.effects = EF_ADDITIVE;
878 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
882 void spawnfunc_item_invincible (void) {
883 if(!cvar("g_powerup_shield"))
886 if(g_arena && !cvar("g_arena_powerups"))
890 minstagib_items(IT_INVINCIBLE);
892 self.invincible_finished = 30;
893 self.effects = EF_ADDITIVE;
894 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, "Invulnerability", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
898 void spawnfunc_item_minst_cells (void) {
901 minst_no_auto_cells = 1;
902 minstagib_items(IT_CELLS);
909 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
911 void spawnfunc_misc_models (void)
913 // exists as alias name for 2.4.2 compat
914 SetBrushEntityModel();
917 void spawnfunc_func_static (void)
919 // exists as alias name for having it with brushes
920 SetBrushEntityModel();
923 void func_wall_use (void)
928 self.colormap = (activator.team - 1) * 0x11;
930 self.colormap = 0x00;
933 self.colormap = floor(random() * 256);
934 self.colormap |= 1024; // RENDER_COLORMAPPED
937 void spawnfunc_func_wall (void)
939 SetBrushEntityModel();
941 self.solid = SOLID_BSP;
942 self.use = func_wall_use;
945 void spawnfunc_func_illusionary (void)
947 SetBrushEntityModel();
948 self.use = func_wall_use;
952 void spawnfunc_misc_gamemodel (void)
955 self.scale = self.modelscale;
956 SetBrushEntityModel();
957 self.use = func_wall_use;
960 float target_item_func_set(float a, float b)
970 float target_item_func_min(float a, float b)
980 float target_item_func_max(float a, float b)
985 float target_item_func_bitset(float a, float b)
990 float target_item_func_and(float a, float b)
995 float target_item_func_itembitset(float a, float b)
997 return (a - (a & (IT_UNLIMITED_WEAPON_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | b;
1000 float target_item_func_itemand(float a, float b)
1002 return (a - (a & (IT_UNLIMITED_WEAPON_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1005 float target_item_func_or(float a, float b)
1010 float target_item_func_andnot(float a, float b)
1015 float target_item_changed;
1016 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1019 n = func(activator.field, self.field);
1023 d = n & activator.field;
1024 if(d != n) // bits added?
1026 else if(d != activator.field) // bits removed?
1032 d = n - activator.field;
1036 if(sound_decrease != "")
1037 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1038 target_item_changed = 1;
1042 if(sound_increase != "")
1043 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1044 target_item_changed = 1;
1046 activator.field = n;
1049 void target_items_use (void)
1052 if(activator.classname != "player")
1054 if(activator.deadflag != DEAD_NO)
1059 for(e = world; (e = find(e, classname, "droppedweapon")); )
1060 if(e.enemy == activator)
1063 float _switchweapon;
1064 _switchweapon = FALSE;
1065 if (activator.autoswitch)
1066 if (activator.switchweapon == w_getbestweapon(activator))
1067 _switchweapon = TRUE;
1069 a0 = activator.armorvalue;
1070 h0 = activator.health;
1071 target_item_changed = 0;
1073 if(self.spawnflags == 0) // SET
1075 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1076 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1077 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1078 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1079 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1080 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1081 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "");
1082 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1084 if((self.items & activator.items) & IT_STRENGTH)
1085 activator.strength_finished = time + self.strength_finished;
1086 if((self.items & activator.items) & IT_INVINCIBLE)
1087 activator.invincible_finished = time + self.invincible_finished;
1089 else if(self.spawnflags == 1) // AND/MIN
1091 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1092 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1093 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1094 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1095 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1096 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1097 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "");
1098 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1100 if((self.items & activator.items) & IT_STRENGTH)
1101 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1102 if((self.items & activator.items) & IT_INVINCIBLE)
1103 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1105 else if(self.spawnflags == 2) // OR/MAX
1107 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1108 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1109 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1110 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1111 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1112 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1113 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "");
1114 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1116 if((self.items & activator.items) & IT_STRENGTH)
1117 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1118 if((self.items & activator.items) & IT_INVINCIBLE)
1119 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1121 else if(self.spawnflags == 4) // ANDNOT/MIN
1123 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1124 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1125 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1126 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1127 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1128 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1129 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "");
1130 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1132 if((self.items & activator.items) & IT_STRENGTH)
1133 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1134 if((self.items & activator.items) & IT_INVINCIBLE)
1135 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1138 if not(activator.items & IT_STRENGTH)
1139 activator.strength_finished = 0;
1140 if not(activator.items & IT_INVINCIBLE)
1141 activator.invincible_finished = 0;
1143 if(activator.health > h0)
1144 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1145 else if(activator.health < h0)
1146 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1148 if(activator.armorvalue > a0)
1149 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1151 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1152 _switchweapon = TRUE;
1154 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1156 if(target_item_changed)
1157 centerprint(activator, self.message);
1160 void spawnfunc_target_items (void)
1164 self.use = target_items_use;
1165 if(!self.strength_finished)
1166 self.strength_finished = cvar("g_balance_powerup_strength_time");
1167 if(!self.invincible_finished)
1168 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1170 precache_sound("misc/itempickup.wav");
1171 precache_sound("misc/itempickup.wav");
1172 precache_sound("misc/itempickup.wav");
1173 precache_sound("misc/itempickup.wav");
1174 precache_sound("misc/megahealth.wav");
1175 precache_sound("misc/armor25.wav");
1176 precache_sound("misc/powerup.wav");
1177 precache_sound("weapons/weaponpickup.wav");
1179 n = tokenize_sane(self.netname);
1180 for(i = 0; i < n; ++i)
1182 if(argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1183 if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1184 if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1185 if(argv(i) == "strength") self.items |= IT_STRENGTH;
1186 if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1187 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1189 e = get_weaponinfo(j);
1190 if(argv(i) == e.netname)
1192 self.weapons |= e.weapons;
1193 if(self.spawnflags == 0 || self.spawnflags == 2)
1194 weapon_action(e.weapon, WR_PRECACHE);