1 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
2 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
3 #define ITEM_RESPAWNTIME_INITIAL(i) (10 + random() * ((i).respawntime + (i).respawntimejitter - 10))
4 // range: 10 .. respawntime + respawntimejitter
6 floatfield Item_CounterField(float it)
10 case IT_SHELLS: return ammo_shells;
11 case IT_NAILS: return ammo_nails;
12 case IT_ROCKETS: return ammo_rockets;
13 case IT_CELLS: return ammo_cells;
14 case IT_FUEL: return ammo_fuel;
15 case IT_5HP: return health;
16 case IT_25HP: return health;
17 case IT_HEALTH: return health;
18 case IT_ARMOR_SHARD: return armorvalue;
19 case IT_ARMOR: return armorvalue;
20 // add more things here (health, armor)
21 default: error("requested item has no counter field");
25 string Item_CounterFieldName(float it)
29 case IT_SHELLS: return "shells";
30 case IT_NAILS: return "nails";
31 case IT_ROCKETS: return "rockets";
32 case IT_CELLS: return "cells";
33 case IT_FUEL: return "fuel";
35 // add more things here (health, armor)
36 default: error("requested item has no counter field name");
40 .float max_armorvalue;
42 void Item_Respawn (void)
44 self.model = self.mdl; // restore original model
45 self.solid = SOLID_TRIGGER; // allow it to be touched again
46 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
47 setorigin (self, self.origin);
49 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
50 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
53 void Item_RespawnCountdown (void)
57 if(self.waypointsprite_attached)
58 WaypointSprite_Kill(self.waypointsprite_attached);
63 self.nextthink = time + 1;
74 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
75 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
76 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
83 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
84 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
89 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
90 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
94 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, FALSE);
95 if(self.waypointsprite_attached)
96 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
99 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
100 if(self.waypointsprite_attached)
101 WaypointSprite_Ping(self.waypointsprite_attached);
105 void Item_ScheduleRespawnIn(entity e, float t)
107 if(e.flags & FL_POWERUP)
109 e.think = Item_RespawnCountdown;
110 e.nextthink = time + max(0, t - 5);
115 e.think = Item_Respawn;
116 e.nextthink = time + t;
120 void Item_ScheduleRespawn(entity e)
122 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
125 void Item_ScheduleInitialRespawn(entity e)
127 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME_INITIAL(e));
130 float Item_GiveTo(entity item, entity player)
138 // if nothing happens to player, just return without taking the item
140 _switchweapon = FALSE;
145 if (player.ammo_fuel < g_pickup_fuel_max)
148 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
149 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
151 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
155 sprint (player, strcat("You got the ^2", item.netname, "\n"));
158 _switchweapon = TRUE;
162 // play some cool sounds ;)
163 centerprint(player, "\n");
164 if(player.health <= 5)
165 announce(player, "announcer/robotic/lastsecond.wav");
166 else if(player.health < 50)
167 announce(player, "announcer/robotic/narrowly.wav");
168 // sound not available
169 // else if(item.items == IT_CELLS)
170 // play2(player, "announce/robotic/ammo.wav");
172 if (item.weapons & WEPBIT_MINSTANEX)
173 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
175 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
183 // sound not available
184 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
185 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
186 sprint(player, "^3You picked up some extra lives\n");
190 if (item.strength_finished)
193 // sound not available
194 // play2(player, "announce/robotic/invisible.wav");
195 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
199 if (item.invincible_finished)
202 // sound not available
203 // play2(player, "announce/robotic/speed.wav");
204 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
208 if (player.ammo_fuel < g_pickup_fuel_max)
211 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
212 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
218 if (g_weapon_stay == 1)
219 if not(item.flags & FL_NO_WEAPON_STAY)
220 if (item.flags & FL_WEAPON)
222 if(item.classname == "droppedweapon")
224 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
229 if (player.weapons & item.weapons)
234 // in case the player has autoswitch enabled do the following:
235 // if the player is using their best weapon before items are given, they
236 // probably want to switch to an even better weapon after items are given
237 if (player.autoswitch)
238 if (player.switchweapon == w_getbestweapon(player))
239 _switchweapon = TRUE;
241 if not(player.weapons & W_WeaponBit(player.switchweapon))
242 _switchweapon = TRUE;
244 if (item.ammo_shells)
245 if (player.ammo_shells < g_pickup_shells_max)
248 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
251 if (player.ammo_nails < g_pickup_nails_max)
254 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
256 if (item.ammo_rockets)
257 if (player.ammo_rockets < g_pickup_rockets_max)
260 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
263 if (player.ammo_cells < g_pickup_cells_max)
266 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
269 if (player.ammo_fuel < g_pickup_fuel_max)
272 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
273 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
276 if (item.flags & FL_WEAPON)
277 if ((it = item.weapons - (item.weapons & player.weapons)))
280 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
282 e = get_weaponinfo(i);
284 W_GiveWeapon (player, e.weapon, item.netname);
288 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
292 sprint (player, strcat("You got the ^2", item.netname, "\n"));
295 if (item.strength_finished)
298 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
300 if (item.invincible_finished)
303 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
305 //if (item.speed_finished)
308 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
310 //if (item.slowmo_finished)
313 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
317 if (player.health < item.max_health)
320 player.health = min(player.health + item.health, item.max_health);
321 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
324 if (player.armorvalue < item.max_armorvalue)
327 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
328 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
333 // always eat teamed entities
340 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
342 if (player.switchweapon != w_getbestweapon(player))
343 W_SwitchWeapon_Force(player, w_getbestweapon(player));
348 void Item_Touch (void)
352 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
353 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
358 if (other.classname != "player")
362 if (self.solid != SOLID_TRIGGER)
364 if (self.owner == other)
367 if(!Item_GiveTo(self, other))
370 if (self.classname == "droppedweapon")
372 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
376 self.solid = SOLID_NOT;
377 self.model = string_null;
380 RandomSelection_Init();
381 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
382 RandomSelection_Add(head, 0, head.cnt, 0);
383 e = RandomSelection_chosen_ent;
387 Item_ScheduleRespawn(e);
395 if(self.effects & EF_NODRAW)
397 // marker for item team search
398 dprint("Initializing item team ", ftos(self.team), "\n");
399 RandomSelection_Init();
400 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
401 RandomSelection_Add(head, 0, head.cnt, 0);
402 e = RandomSelection_chosen_ent;
405 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
409 // make it a non-spawned item
410 head.solid = SOLID_NOT;
411 head.model = string_null;
412 head.state = 1; // state 1 = initially hidden item
414 head.effects &~= EF_NODRAW;
417 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
420 e.model = string_null;
421 Item_ScheduleInitialRespawn(e);
430 self.model = string_null;
431 self.solid = SOLID_NOT;
435 self.model = self.mdl;
436 self.solid = SOLID_TRIGGER;
438 setorigin (self, self.origin);
439 self.think = SUB_Null;
442 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
444 self.solid = SOLID_NOT;
445 self.model = string_null;
446 Item_ScheduleInitialRespawn(self);
450 // Savage: used for item garbage-collection
451 // TODO: perhaps nice special effect?
452 void RemoveItem(void)
457 // pickup evaluation functions
458 // these functions decide how desirable an item is to the bots
460 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
462 float weapon_pickupevalfunc(entity player, entity item)
464 // if we already have the weapon, rate it 1/5th normal value
465 if ((player.weapons & item.weapons) == item.weapons)
466 return item.bot_pickupbasevalue * 0.2;
467 return item.bot_pickupbasevalue;
470 float commodity_pickupevalfunc(entity player, entity item)
474 // TODO: figure out if the player even has the weapon this ammo is for?
475 // may not affect strategy much though...
476 // find out how much more ammo/armor/health the player can hold
477 if (item.ammo_shells)
478 if (player.ammo_shells < g_pickup_shells_max)
479 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
481 if (player.ammo_nails < g_pickup_nails_max)
482 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
483 if (item.ammo_rockets)
484 if (player.ammo_rockets < g_pickup_rockets_max)
485 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
487 if (player.ammo_cells < g_pickup_cells_max)
488 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
490 if (player.armorvalue < item.max_armorvalue)
491 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
493 if (player.health < item.max_health)
494 c = c + max(0, 1 - player.health / item.max_health);
496 return item.bot_pickupbasevalue * c;
501 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)
503 startitem_failed = FALSE;
505 // is it a dropped weapon?
506 if (self.classname == "droppedweapon")
508 self.reset = SUB_Remove;
509 // it's a dropped weapon
510 self.movetype = MOVETYPE_TOSS;
511 self.solid = SOLID_TRIGGER;
512 // Savage: remove thrown items after a certain period of time ("garbage collection")
513 self.think = RemoveItem;
514 self.nextthink = time + 60;
515 // don't drop if in a NODROP zone (such as lava)
516 traceline(self.origin, self.origin, MOVE_NORMAL, self);
517 if (trace_dpstartcontents & DPCONTENTS_NODROP)
519 startitem_failed = TRUE;
526 self.reset = Item_Reset;
528 if(self.spawnflags & 1)
531 self.movetype = MOVETYPE_NONE;
533 self.movetype = MOVETYPE_TOSS;
534 self.solid = SOLID_TRIGGER;
535 // do item filtering according to game mode and other things
538 // first nudge it off the floor a little bit to avoid math errors
539 setorigin(self, self.origin + '0 0 1');
540 // set item size before we spawn a spawnfunc_waypoint
541 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
542 setsize (self, '-16 -16 0', '16 16 48');
544 setsize (self, '-16 -16 0', '16 16 32');
545 // note droptofloor returns FALSE if stuck/or would fall too far
547 waypoint_spawnforitem(self);
554 print("removed non-teamplay ", self.classname, "\n");
555 startitem_failed = TRUE;
564 print("removed non-FFA ", self.classname, "\n");
565 startitem_failed = TRUE;
573 // We aren't TA or something like that, so we keep the Q3A entities
574 print("removed non-Q3A ", self.classname, "\n");
575 startitem_failed = TRUE;
581 * can't do it that way, as it would break maps
582 * TODO make a target_give like entity another way, that perhaps has
583 * the weapon name in a key
586 // target_give not yet supported; maybe later
587 print("removed targeted ", self.classname, "\n");
588 startitem_failed = TRUE;
594 if(cvar("spawn_debug") >= 2)
597 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
599 if(otheritem.is_item)
601 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
602 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
603 error("Mapper sucks.");
609 weaponsInMap |= weaponid;
613 startitem_failed = TRUE;
617 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
619 startitem_failed = TRUE;
623 else if (g_minstagib)
625 // don't remove dropped items and powerups
626 if (self.classname != "minstagib")
628 startitem_failed = TRUE;
633 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
635 startitem_failed = TRUE;
640 precache_model (itemmodel);
641 precache_sound (pickupsound);
642 precache_sound ("misc/itemrespawn.wav");
643 precache_sound ("misc/itemrespawncountdown.wav");
645 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
646 self.target = "###item###"; // for finding the nearest item using find()
649 self.bot_pickup = TRUE;
650 self.bot_pickupevalfunc = pickupevalfunc;
651 self.bot_pickupbasevalue = pickupbasevalue;
652 self.mdl = itemmodel;
653 self.item_pickupsound = pickupsound;
654 // let mappers override respawntime
655 if(!self.respawntime) // both set
657 self.respawntime = defaultrespawntime;
658 self.respawntimejitter = defaultrespawntimejitter;
660 self.netname = itemname;
662 self.weapons = weaponid;
663 self.flags = FL_ITEM | itemflags;
664 self.touch = Item_Touch;
665 setmodel (self, self.mdl); // precision set below
666 self.effects |= EF_LOWPRECISION;
667 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
668 setsize (self, '-16 -16 0', '16 16 48');
670 setsize (self, '-16 -16 0', '16 16 32');
671 if(itemflags & FL_WEAPON)
672 self.modelflags |= MF_ROTATE;
674 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
675 if (itemflags & FL_WEAPON)
677 // neutral team color for pickup weapons
678 self.colormap = 1024; // color shirt=0 pants=0 grey
681 if (cvar("g_fullbrightitems"))
682 self.effects = self.effects | EF_FULLBRIGHT;
688 self.cnt = 1; // item probability weight
689 self.effects = self.effects | EF_NODRAW; // marker for item team search
690 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
692 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
694 self.solid = SOLID_NOT;
695 self.model = string_null;
696 Item_ScheduleInitialRespawn(self);
700 /* replace items in minstagib
701 * IT_STRENGTH = invisibility
702 * IT_NAILS = extra lives
703 * IT_INVINCIBLE = speed
705 void minstagib_items (float itemid)
707 // we don't want to replace dropped weapons ;)
708 if (self.classname == "droppedweapon")
710 self.ammo_cells = 25;
711 StartItem ("models/weapons/g_nex.md3",
712 "weapons/weaponpickup.wav", 15, 0,
713 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
718 self.classname = "minstagib";
720 // replace rocket launchers and nex guns with ammo cells
721 if (itemid == IT_CELLS)
724 StartItem ("models/items/a_cells.md3",
725 "misc/itempickup.wav", 45, 0,
726 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
733 itemid = IT_STRENGTH;
737 itemid = IT_INVINCIBLE;
739 // replace with invis
740 if (itemid == IT_STRENGTH)
742 self.effects = EF_ADDITIVE;
743 self.strength_finished = 30;
744 StartItem ("models/items/g_strength.md3",
745 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
746 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
748 // replace with extra lives
749 if (itemid == IT_NAILS)
752 StartItem ("models/items/g_h100.md3",
753 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
754 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
757 // replace with speed
758 if (itemid == IT_INVINCIBLE)
760 self.effects = EF_ADDITIVE;
761 self.invincible_finished = 30;
762 StartItem ("models/items/g_invincible.md3",
763 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
764 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
769 float minst_no_auto_cells;
770 void minst_remove_item (void) {
771 if(minst_no_auto_cells)
775 float weaponswapping;
778 void weapon_defaultspawnfunc(float wpn)
782 var .float ammofield;
787 // set the respawntime in advance (so replaced weapons can copy it)
789 if(!self.respawntime)
791 e = get_weaponinfo(wpn);
792 if(e.items == IT_SUPERWEAPON)
794 self.respawntime = g_pickup_respawntime_powerup;
795 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
799 self.respawntime = g_pickup_respawntime_weapon;
800 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
804 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
806 e = get_weaponinfo(wpn);
807 s = cvar_string(strcat("g_weaponreplace_", e.netname));
811 startitem_failed = TRUE;
814 t = tokenize_console(s);
817 self.team = --internalteam;
819 for(i = 1; i < t; ++i)
822 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
824 e = get_weaponinfo(j);
828 copyentity(oldself, self);
829 self.classname = "replacedweapon";
830 weapon_defaultspawnfunc(j);
836 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
845 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
847 e = get_weaponinfo(j);
856 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
862 startitem_failed = TRUE;
867 e = get_weaponinfo(wpn);
869 if(e.items && e.items != IT_SUPERWEAPON)
871 for(i = 0, j = 1; i < 24; ++i, j *= 2)
875 ammofield = Item_CounterField(j);
877 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
883 self.flags |= FL_NO_WEAPON_STAY;
886 // weapon stay isn't supported for teamed weapons
888 self.flags |= FL_NO_WEAPON_STAY;
890 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
892 self.ammo_shells = 0;
895 self.ammo_rockets = 0;
896 // weapon stay 2: don't use ammo on weapon pickups; instead
897 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
900 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
901 if (self.modelindex) // don't precache if self was removed
902 weapon_action(e.weapon, WR_PRECACHE);
905 void spawnfunc_weapon_shotgun (void);
906 void spawnfunc_weapon_uzi (void) {
907 if(q3acompat_machineshotgunswap)
908 if(self.classname != "droppedweapon")
910 weapon_defaultspawnfunc(WEP_SHOTGUN);
913 weapon_defaultspawnfunc(WEP_UZI);
916 void spawnfunc_weapon_shotgun (void) {
917 if(q3acompat_machineshotgunswap)
918 if(self.classname != "droppedweapon")
920 weapon_defaultspawnfunc(WEP_UZI);
923 weapon_defaultspawnfunc(WEP_SHOTGUN);
926 void spawnfunc_weapon_nex (void)
930 minstagib_items(IT_CELLS);
931 self.think = minst_remove_item;
932 self.nextthink = time;
935 weapon_defaultspawnfunc(WEP_NEX);
938 void spawnfunc_weapon_minstanex (void)
942 minstagib_items(IT_CELLS);
943 self.think = minst_remove_item;
944 self.nextthink = time;
947 weapon_defaultspawnfunc(WEP_MINSTANEX);
950 void spawnfunc_weapon_rocketlauncher (void)
954 minstagib_items(IT_CELLS);
955 self.think = minst_remove_item;
956 self.nextthink = time;
959 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
962 void spawnfunc_item_rockets (void) {
963 if(!self.ammo_rockets)
964 self.ammo_rockets = g_pickup_rockets;
965 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);
968 void spawnfunc_item_shells (void);
969 void spawnfunc_item_bullets (void) {
971 if(q3acompat_machineshotgunswap)
972 if(self.classname != "droppedweapon")
974 weaponswapping = TRUE;
975 spawnfunc_item_shells();
976 weaponswapping = FALSE;
981 self.ammo_nails = g_pickup_nails;
982 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);
985 void spawnfunc_item_cells (void) {
987 self.ammo_cells = g_pickup_cells;
988 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);
991 void spawnfunc_item_shells (void) {
993 if(q3acompat_machineshotgunswap)
994 if(self.classname != "droppedweapon")
996 weaponswapping = TRUE;
997 spawnfunc_item_bullets();
998 weaponswapping = FALSE;
1002 if(!self.ammo_shells)
1003 self.ammo_shells = g_pickup_shells;
1004 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);
1007 void spawnfunc_item_armor_small (void) {
1008 if(!self.armorvalue)
1009 self.armorvalue = g_pickup_armorsmall;
1010 if(!self.max_armorvalue)
1011 self.max_armorvalue = g_pickup_armorsmall_max;
1012 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);
1015 void spawnfunc_item_armor_medium (void) {
1016 if(!self.armorvalue)
1017 self.armorvalue = g_pickup_armormedium;
1018 if(!self.max_armorvalue)
1019 self.max_armorvalue = g_pickup_armormedium_max;
1020 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);
1023 void spawnfunc_item_armor_big (void) {
1024 if(!self.armorvalue)
1025 self.armorvalue = g_pickup_armorbig;
1026 if(!self.max_armorvalue)
1027 self.max_armorvalue = g_pickup_armorbig_max;
1028 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);
1031 void spawnfunc_item_armor_large (void) {
1032 if(!self.armorvalue)
1033 self.armorvalue = g_pickup_armorlarge;
1034 if(!self.max_armorvalue)
1035 self.max_armorvalue = g_pickup_armorlarge_max;
1036 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);
1039 void spawnfunc_item_health_small (void) {
1040 if(!self.max_health)
1041 self.max_health = g_pickup_healthsmall_max;
1043 self.health = g_pickup_healthsmall;
1044 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);
1047 void spawnfunc_item_health_medium (void) {
1048 if(!self.max_health)
1049 self.max_health = g_pickup_healthmedium_max;
1051 self.health = g_pickup_healthmedium;
1052 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);
1055 void spawnfunc_item_health_large (void) {
1056 if(!self.max_health)
1057 self.max_health = g_pickup_healthlarge_max;
1059 self.health = g_pickup_healthlarge;
1060 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);
1063 void spawnfunc_item_health_mega (void) {
1064 if(!cvar("g_powerup_superhealth"))
1067 if(g_arena && !cvar("g_arena_powerups"))
1071 minstagib_items(IT_NAILS);
1073 if(!self.max_health)
1074 self.max_health = g_pickup_healthmega_max;
1076 self.health = g_pickup_healthmega;
1077 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);
1081 // support old misnamed entities
1082 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1083 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1084 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1085 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1086 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1088 void spawnfunc_item_strength (void) {
1089 if(!cvar("g_powerup_strength"))
1092 if(g_arena && !cvar("g_arena_powerups"))
1096 minstagib_items(IT_STRENGTH);
1098 precache_sound("weapons/strength_fire.wav");
1099 self.strength_finished = 30;
1100 self.effects = EF_ADDITIVE;
1101 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);
1105 void spawnfunc_item_invincible (void) {
1106 if(!cvar("g_powerup_shield"))
1109 if(g_arena && !cvar("g_arena_powerups"))
1113 minstagib_items(IT_INVINCIBLE);
1115 self.invincible_finished = 30;
1116 self.effects = EF_ADDITIVE;
1117 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);
1121 void spawnfunc_item_minst_cells (void) {
1124 minst_no_auto_cells = 1;
1125 minstagib_items(IT_CELLS);
1132 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1134 float target_item_func_set(float a, float b)
1144 float target_item_func_min(float a, float b)
1154 float target_item_func_max(float a, float b)
1159 float target_item_func_bitset(float a, float b)
1164 float target_item_func_and(float a, float b)
1169 float target_item_func_itembitset(float a, float b)
1171 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1174 float target_item_func_itemand(float a, float b)
1176 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1179 float target_item_func_or(float a, float b)
1184 float target_item_func_andnot(float a, float b)
1189 float target_item_changed;
1190 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1193 n = func(activator.field, self.field);
1197 d = n & activator.field;
1198 if(d != n) // bits added?
1200 else if(d != activator.field) // bits removed?
1206 d = n - activator.field;
1210 if(sound_decrease != "")
1211 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1212 target_item_changed = 1;
1216 if(sound_increase != "")
1217 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1218 target_item_changed = 1;
1220 activator.field = n;
1223 void target_items_use (void)
1227 if(activator.classname == "droppedweapon")
1234 if(activator.classname != "player")
1236 if(activator.deadflag != DEAD_NO)
1241 for(e = world; (e = find(e, classname, "droppedweapon")); )
1242 if(e.enemy == activator)
1245 float _switchweapon;
1246 _switchweapon = FALSE;
1247 if (activator.autoswitch)
1248 if (activator.switchweapon == w_getbestweapon(activator))
1249 _switchweapon = TRUE;
1251 a0 = activator.armorvalue;
1252 h0 = activator.health;
1253 target_item_changed = 0;
1255 if(self.spawnflags == 0) // SET
1257 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1258 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1259 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1260 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1261 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1262 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1263 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1264 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1265 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1267 if((self.items & activator.items) & IT_STRENGTH)
1268 activator.strength_finished = time + self.strength_finished;
1269 if((self.items & activator.items) & IT_INVINCIBLE)
1270 activator.invincible_finished = time + self.invincible_finished;
1272 else if(self.spawnflags == 1) // AND/MIN
1274 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1275 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1276 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1277 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1278 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1279 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1280 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1281 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1282 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1284 if((self.items & activator.items) & IT_STRENGTH)
1285 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1286 if((self.items & activator.items) & IT_INVINCIBLE)
1287 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1289 else if(self.spawnflags == 2) // OR/MAX
1291 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1292 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1293 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1294 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1295 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1296 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1297 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1298 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1299 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1301 if((self.items & activator.items) & IT_STRENGTH)
1302 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1303 if((self.items & activator.items) & IT_INVINCIBLE)
1304 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1306 else if(self.spawnflags == 4) // ANDNOT/MIN
1308 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1309 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1310 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1311 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1312 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1313 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1314 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1315 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1316 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1318 if((self.items & activator.items) & IT_STRENGTH)
1319 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1320 if((self.items & activator.items) & IT_INVINCIBLE)
1321 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1324 if not(activator.items & IT_STRENGTH)
1325 activator.strength_finished = 0;
1326 if not(activator.items & IT_INVINCIBLE)
1327 activator.invincible_finished = 0;
1329 if(activator.health > h0)
1330 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1331 else if(activator.health < h0)
1332 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1334 if(activator.armorvalue > a0)
1335 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1337 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1338 _switchweapon = TRUE;
1340 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1342 if(target_item_changed)
1343 centerprint(activator, self.message);
1346 void spawnfunc_target_items (void)
1350 self.use = target_items_use;
1351 if(!self.strength_finished)
1352 self.strength_finished = cvar("g_balance_powerup_strength_time");
1353 if(!self.invincible_finished)
1354 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1356 precache_sound("misc/itempickup.wav");
1357 precache_sound("misc/itempickup.wav");
1358 precache_sound("misc/itempickup.wav");
1359 precache_sound("misc/itempickup.wav");
1360 precache_sound("misc/megahealth.wav");
1361 precache_sound("misc/armor25.wav");
1362 precache_sound("misc/powerup.wav");
1363 precache_sound("misc/poweroff.wav");
1364 precache_sound("weapons/weaponpickup.wav");
1366 n = tokenize_console(self.netname);
1367 for(i = 0; i < n; ++i)
1369 if(argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1370 if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1371 if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1372 if(argv(i) == "strength") self.items |= IT_STRENGTH;
1373 if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1374 if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1375 if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1376 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1378 e = get_weaponinfo(j);
1379 if(argv(i) == e.netname)
1381 self.weapons |= e.weapons;
1382 if(self.spawnflags == 0 || self.spawnflags == 2)
1383 weapon_action(e.weapon, WR_PRECACHE);
1389 void spawnfunc_item_fuel(void)
1392 self.ammo_fuel = g_pickup_fuel;
1393 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);
1396 void spawnfunc_item_fuel_regen(void)
1398 if(start_items & IT_FUEL_REGEN)
1400 spawnfunc_item_fuel();
1403 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);
1406 void spawnfunc_item_jetpack(void)
1408 if(g_grappling_hook)
1409 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1411 self.ammo_fuel = g_pickup_fuel_jetpack;
1412 if(start_items & IT_JETPACK)
1414 spawnfunc_item_fuel();
1417 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);