1 floatfield Item_CounterField(float it)
5 case IT_SHELLS: return ammo_shells;
6 case IT_NAILS: return ammo_nails;
7 case IT_ROCKETS: return ammo_rockets;
8 case IT_CELLS: return ammo_cells;
9 case IT_5HP: return health;
10 case IT_25HP: return health;
11 case IT_HEALTH: return health;
12 case IT_ARMOR_SHARD: return armorvalue;
13 case IT_ARMOR: return armorvalue;
14 // add more things here (health, armor)
15 default: error("requested item has no counter field");
19 string Item_CounterFieldName(float it)
23 case IT_SHELLS: return "shells";
24 case IT_NAILS: return "nails";
25 case IT_ROCKETS: return "rockets";
26 case IT_CELLS: return "cells";
28 // add more things here (health, armor)
29 default: error("requested item has no counter field name");
33 .float max_armorvalue;
35 void Item_Respawn (void)
37 self.model = self.mdl; // restore original model
38 self.solid = SOLID_TRIGGER; // allow it to be touched again
39 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
40 setorigin (self, self.origin);
42 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
43 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
46 float Item_GiveTo(entity item, entity player)
54 // if nothing happens to player, just return without taking the item
56 _switchweapon = FALSE;
64 // play some cool sounds ;)
65 centerprint(player, "\n");
66 if(player.health <= 5)
67 announce(player, "announcer/robotic/lastsecond.wav");
68 else if(player.health < 50)
69 announce(player, "announcer/robotic/narrowly.wav");
70 // sound not available
71 // else if(item.items == IT_CELLS)
72 // play2(player, "announce/robotic/ammo.wav");
74 if (item.weapons & WEPBIT_MINSTANEX)
75 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
77 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
85 // sound not available
86 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
87 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
88 sprint(player, "^3You picked up some extra lives\n");
92 if (item.strength_finished)
95 // sound not available
96 // play2(player, "announce/robotic/invisible.wav");
97 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
101 if (item.invincible_finished)
104 // sound not available
105 // play2(player, "announce/robotic/speed.wav");
106 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
111 if (g_weapon_stay == 1)
112 if not(item.flags & FL_NO_WEAPON_STAY)
113 if (item.flags & FL_WEAPON)
115 if(item.classname == "droppedweapon")
117 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
122 if (player.weapons & item.weapons)
127 // in case the player has autoswitch enabled do the following:
128 // if the player is using their best weapon before items are given, they
129 // probably want to switch to an even better weapon after items are given
130 if (player.autoswitch)
131 if (player.switchweapon == w_getbestweapon(player))
132 _switchweapon = TRUE;
134 if not(player.weapons & W_WeaponBit(player.switchweapon))
135 _switchweapon = TRUE;
137 if (item.ammo_shells)
138 if (player.ammo_shells < g_pickup_shells_max)
141 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
144 if (player.ammo_nails < g_pickup_nails_max)
147 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
149 if (item.ammo_rockets)
150 if (player.ammo_rockets < g_pickup_rockets_max)
153 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
156 if (player.ammo_cells < g_pickup_cells_max)
159 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
162 if (item.flags & FL_WEAPON)
163 if ((it = item.weapons - (item.weapons & player.weapons)))
166 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
168 e = get_weaponinfo(i);
170 W_GiveWeapon (player, e.weapon, item.netname);
174 if (item.strength_finished)
177 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
179 if (item.invincible_finished)
182 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
184 //if (item.speed_finished)
187 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
189 //if (item.slowmo_finished)
192 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
196 if (player.health < item.max_health)
199 player.health = min(player.health + item.health, item.max_health);
200 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
203 if (player.armorvalue < item.max_armorvalue)
206 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
207 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
212 // always eat teamed entities
219 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
221 W_SwitchWeapon_Force(player, w_getbestweapon(player));
226 void Item_Touch (void)
230 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
231 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
236 if (other.classname != "player")
240 if (self.solid != SOLID_TRIGGER)
242 if (self.owner == other)
245 if(!Item_GiveTo(self, other))
248 if (self.classname == "droppedweapon")
250 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
254 self.solid = SOLID_NOT;
255 self.model = string_null;
258 RandomSelection_Init();
259 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
260 RandomSelection_Add(head, 0, head.cnt, 0);
261 e = RandomSelection_chosen_ent;
265 e.nextthink = time + self.respawntime;
266 e.think = Item_Respawn;
274 if(self.effects & EF_NODRAW)
276 // marker for item team search
277 dprint("Initializing item team ", ftos(self.team), "\n");
278 RandomSelection_Init();
279 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
280 RandomSelection_Add(head, 0, head.cnt, 0);
281 e = RandomSelection_chosen_ent;
284 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
288 // make it a non-spawned item
289 head.solid = SOLID_NOT;
290 head.model = string_null;
291 head.state = 1; // state 1 = initially hidden item
293 head.effects = head.effects - (head.effects & EF_NODRAW);
298 // Savage: used for item garbage-collection
299 // TODO: perhaps nice special effect?
300 void RemoveItem(void)
305 // pickup evaluation functions
306 // these functions decide how desirable an item is to the bots
308 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
310 float weapon_pickupevalfunc(entity player, entity item)
312 // if we already have the weapon, rate it 1/5th normal value
313 if ((player.weapons & item.weapons) == item.weapons)
314 return item.bot_pickupbasevalue * 0.2;
315 return item.bot_pickupbasevalue;
318 float commodity_pickupevalfunc(entity player, entity item)
322 // TODO: figure out if the player even has the weapon this ammo is for?
323 // may not affect strategy much though...
324 // find out how much more ammo/armor/health the player can hold
325 if (item.ammo_shells)
326 if (player.ammo_shells < g_pickup_shells_max)
327 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
329 if (player.ammo_nails < g_pickup_nails_max)
330 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
331 if (item.ammo_rockets)
332 if (player.ammo_rockets < g_pickup_rockets_max)
333 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
335 if (player.ammo_cells < g_pickup_cells_max)
336 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
338 if (player.armorvalue < item.max_armorvalue)
339 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
341 if (player.health < item.max_health)
342 c = c + max(0, 1 - player.health / item.max_health);
344 return item.bot_pickupbasevalue * c;
349 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
351 startitem_failed = FALSE;
353 // is it a dropped weapon?
354 if (self.classname == "droppedweapon")
356 // it's a dropped weapon
357 self.movetype = MOVETYPE_TOSS;
358 self.solid = SOLID_TRIGGER;
359 // Savage: remove thrown items after a certain period of time ("garbage collection")
360 self.think = RemoveItem;
361 self.nextthink = time + 60;
362 // don't drop if in a NODROP zone (such as lava)
363 traceline(self.origin, self.origin, MOVE_NORMAL, self);
364 if (trace_dpstartcontents & DPCONTENTS_NODROP)
366 startitem_failed = TRUE;
374 if(self.spawnflags & 1)
377 self.movetype = MOVETYPE_NONE;
379 self.movetype = MOVETYPE_TOSS;
380 self.solid = SOLID_TRIGGER;
381 // do item filtering according to game mode and other things
384 // first nudge it off the floor a little bit to avoid math errors
385 setorigin(self, self.origin + '0 0 1');
386 // set item size before we spawn a spawnfunc_waypoint
387 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
388 setsize (self, '-16 -16 0', '16 16 48');
390 setsize (self, '-16 -16 0', '16 16 32');
391 // note droptofloor returns FALSE if stuck/or would fall too far
393 waypoint_spawnforitem(self);
400 print("removed non-teamplay ", self.classname, "\n");
401 startitem_failed = TRUE;
410 print("removed non-FFA ", self.classname, "\n");
411 startitem_failed = TRUE;
419 // We aren't TA or something like that, so we keep the Q3A entities
420 print("removed non-Q3A ", self.classname, "\n");
421 startitem_failed = TRUE;
427 * can't do it that way, as it would break maps
428 * TODO make a target_give like entity another way, that perhaps has
429 * the weapon name in a key
432 // target_give not yet supported; maybe later
433 print("removed targeted ", self.classname, "\n");
434 startitem_failed = TRUE;
440 if(cvar("spawn_debug") >= 2)
443 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
445 if(otheritem.is_item)
447 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
448 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
449 error("Mapper sucks.");
455 weaponsInMap |= weaponid;
457 if(g_lms || g_weaponarena)
459 startitem_failed = TRUE;
463 else if (g_minstagib)
465 // don't remove dropped items and powerups
466 if (self.classname != "minstagib")
468 startitem_failed = TRUE;
473 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
475 startitem_failed = TRUE;
480 precache_model (itemmodel);
481 precache_sound (pickupsound);
482 precache_sound ("misc/itemrespawn.wav");
484 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
485 self.target = "###item###"; // for finding the nearest item using find()
488 self.bot_pickup = TRUE;
489 self.bot_pickupevalfunc = pickupevalfunc;
490 self.bot_pickupbasevalue = pickupbasevalue;
491 self.mdl = itemmodel;
492 self.item_pickupsound = pickupsound;
493 // let mappers override respawntime
494 if (!self.respawntime)
495 self.respawntime = defaultrespawntime;
496 self.netname = itemname;
498 self.weapons = weaponid;
499 self.flags = FL_ITEM | itemflags;
500 self.touch = Item_Touch;
501 setmodel (self, self.mdl); // precision set below
502 self.effects |= EF_LOWPRECISION;
503 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
504 setsize (self, '-16 -16 0', '16 16 48');
506 setsize (self, '-16 -16 0', '16 16 32');
507 if(itemflags & FL_WEAPON)
508 self.modelflags |= MF_ROTATE;
510 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
511 if (itemflags & FL_WEAPON)
513 // neutral team color for pickup weapons
514 self.colormap = 1024; // color shirt=0 pants=0 grey
517 if (cvar("g_fullbrightitems"))
518 self.effects = self.effects | EF_FULLBRIGHT;
524 self.cnt = 1; // item probability weight
525 self.effects = self.effects | EF_NODRAW; // marker for item team search
526 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
530 /* replace items in minstagib
531 * IT_STRENGTH = invisibility
532 * IT_NAILS = extra lives
533 * IT_INVINCIBLE = speed
535 void minstagib_items (float itemid)
537 // we don't want to replace dropped weapons ;)
538 if (self.classname == "droppedweapon")
540 self.ammo_cells = 25;
541 StartItem ("models/weapons/g_nex.md3",
542 "weapons/weaponpickup.wav", 15,
543 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
548 self.classname = "minstagib";
550 // replace rocket launchers and nex guns with ammo cells
551 if (itemid == IT_CELLS)
554 StartItem ("models/items/a_cells.md3",
555 "misc/itempickup.wav", 45,
556 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
563 itemid = IT_STRENGTH;
567 itemid = IT_INVINCIBLE;
569 // replace with invis
570 if (itemid == IT_STRENGTH)
572 self.effects = EF_ADDITIVE;
573 self.strength_finished = 30;
574 StartItem ("models/items/g_strength.md3",
575 "misc/powerup.wav", g_pickup_respawntime_powerup,
576 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
578 // replace with extra lives
579 if (itemid == IT_NAILS)
582 StartItem ("models/items/g_h100.md3",
583 "misc/megahealth.wav", g_pickup_respawntime_powerup,
584 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
587 // replace with speed
588 if (itemid == IT_INVINCIBLE)
590 self.effects = EF_ADDITIVE;
591 self.invincible_finished = 30;
592 StartItem ("models/items/g_invincible.md3",
593 "misc/powerup_shield.wav", g_pickup_respawntime_powerup,
594 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
599 float minst_no_auto_cells;
600 void minst_remove_item (void) {
601 if(minst_no_auto_cells)
605 float weaponswapping;
608 void weapon_defaultspawnfunc(float wpn)
612 var .float ammofield;
617 // set the respawntime in advance (so replaced weapons can copy it)
618 if(!self.respawntime)
620 e = get_weaponinfo(wpn);
621 if(e.items == IT_SUPERWEAPON)
622 self.respawntime = g_pickup_respawntime_powerup;
624 self.respawntime = g_pickup_respawntime_weapon;
627 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
629 e = get_weaponinfo(wpn);
630 s = cvar_string(strcat("g_weaponreplace_", e.netname));
634 startitem_failed = TRUE;
637 t = tokenize_sane(s);
640 self.team = --internalteam;
642 for(i = 1; i < t; ++i)
645 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
647 e = get_weaponinfo(j);
651 copyentity(oldself, self);
652 self.classname = "replacedweapon";
653 weapon_defaultspawnfunc(j);
659 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
668 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
670 e = get_weaponinfo(j);
679 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
685 startitem_failed = TRUE;
690 e = get_weaponinfo(wpn);
692 if(e.items && e.items != IT_SUPERWEAPON)
694 ammofield = Item_CounterField(e.items);
696 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(e.items)));
700 self.flags |= FL_NO_WEAPON_STAY;
703 // weapon stay isn't supported for teamed weapons
705 self.flags |= FL_NO_WEAPON_STAY;
707 if(g_weapon_stay == 2)
709 self.ammo_shells = 0;
712 self.ammo_rockets = 0;
713 // weapon stay 2: don't use ammo on weapon pickups; instead
714 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
717 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
718 if (self.modelindex) // don't precache if self was removed
719 weapon_action(e.weapon, WR_PRECACHE);
722 void spawnfunc_weapon_shotgun (void);
723 void spawnfunc_weapon_uzi (void) {
724 if(q3acompat_machineshotgunswap)
725 if(self.classname != "droppedweapon")
727 weapon_defaultspawnfunc(WEP_SHOTGUN);
730 weapon_defaultspawnfunc(WEP_UZI);
733 void spawnfunc_weapon_shotgun (void) {
734 if(q3acompat_machineshotgunswap)
735 if(self.classname != "droppedweapon")
737 weapon_defaultspawnfunc(WEP_UZI);
740 weapon_defaultspawnfunc(WEP_SHOTGUN);
743 void spawnfunc_weapon_nex (void)
747 minstagib_items(IT_CELLS);
748 self.think = minst_remove_item;
749 self.nextthink = time;
752 weapon_defaultspawnfunc(WEP_NEX);
755 void spawnfunc_weapon_minstanex (void)
759 minstagib_items(IT_CELLS);
760 self.think = minst_remove_item;
761 self.nextthink = time;
764 weapon_defaultspawnfunc(WEP_MINSTANEX);
767 void spawnfunc_weapon_rocketlauncher (void)
771 minstagib_items(IT_CELLS);
772 self.think = minst_remove_item;
773 self.nextthink = time;
776 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
779 void spawnfunc_item_rockets (void) {
780 if(!self.ammo_rockets)
781 self.ammo_rockets = g_pickup_rockets;
782 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
785 void spawnfunc_item_shells (void);
786 void spawnfunc_item_bullets (void) {
788 if(q3acompat_machineshotgunswap)
789 if(self.classname != "droppedweapon")
791 weaponswapping = TRUE;
792 spawnfunc_item_shells();
793 weaponswapping = FALSE;
798 self.ammo_nails = g_pickup_nails;
799 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
802 void spawnfunc_item_cells (void) {
804 self.ammo_cells = g_pickup_cells;
805 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
808 void spawnfunc_item_shells (void) {
810 if(q3acompat_machineshotgunswap)
811 if(self.classname != "droppedweapon")
813 weaponswapping = TRUE;
814 spawnfunc_item_bullets();
815 weaponswapping = FALSE;
819 if(!self.ammo_shells)
820 self.ammo_shells = g_pickup_shells;
821 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
824 void spawnfunc_item_armor_small (void) {
826 self.armorvalue = g_pickup_armorsmall;
827 if(!self.max_armorvalue)
828 self.max_armorvalue = g_pickup_armorsmall_max;
829 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, 1000);
832 void spawnfunc_item_armor_medium (void) {
834 self.armorvalue = g_pickup_armormedium;
835 if(!self.max_armorvalue)
836 self.max_armorvalue = g_pickup_armormedium_max;
837 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
840 void spawnfunc_item_armor_large (void) {
842 self.armorvalue = g_pickup_armorlarge;
843 if(!self.max_armorvalue)
844 self.max_armorvalue = g_pickup_armorlarge_max;
845 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
848 void spawnfunc_item_health_small (void) {
850 self.max_health = g_pickup_healthsmall_max;
852 self.health = g_pickup_healthsmall;
853 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, 20000);
856 void spawnfunc_item_health_medium (void) {
858 self.max_health = g_pickup_healthmedium_max;
860 self.health = g_pickup_healthmedium;
861 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
864 void spawnfunc_item_health_large (void) {
866 self.max_health = g_pickup_healthlarge_max;
868 self.health = g_pickup_healthlarge;
869 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
872 void spawnfunc_item_health_mega (void) {
873 if(!cvar("g_powerup_superhealth"))
876 if(g_arena && !cvar("g_arena_powerups"))
880 minstagib_items(IT_NAILS);
883 self.max_health = g_pickup_healthmega_max;
885 self.health = g_pickup_healthmega;
886 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, 20000);
890 // support old misnamed entities
891 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
892 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
893 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
894 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
895 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
897 void spawnfunc_item_strength (void) {
898 if(!cvar("g_powerup_strength"))
901 if(g_arena && !cvar("g_arena_powerups"))
905 minstagib_items(IT_STRENGTH);
907 precache_sound("weapons/strength_fire.wav");
908 self.strength_finished = 30;
909 self.effects = EF_ADDITIVE;
910 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
914 void spawnfunc_item_invincible (void) {
915 if(!cvar("g_powerup_shield"))
918 if(g_arena && !cvar("g_arena_powerups"))
922 minstagib_items(IT_INVINCIBLE);
924 self.invincible_finished = 30;
925 self.effects = EF_ADDITIVE;
926 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, "Invulnerability", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
930 void spawnfunc_item_minst_cells (void) {
933 minst_no_auto_cells = 1;
934 minstagib_items(IT_CELLS);
941 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
943 void spawnfunc_misc_models (void)
945 // exists as alias name for 2.4.2 compat
946 SetBrushEntityModel();
949 void spawnfunc_func_static (void)
951 // exists as alias name for having it with brushes
952 SetBrushEntityModel();
955 void func_wall_use (void)
960 self.colormap = (activator.team - 1) * 0x11;
962 self.colormap = 0x00;
965 self.colormap = floor(random() * 256);
966 self.colormap |= 1024; // RENDER_COLORMAPPED
969 void spawnfunc_func_wall (void)
971 SetBrushEntityModel();
973 self.solid = SOLID_BSP;
974 self.use = func_wall_use;
977 void spawnfunc_func_illusionary (void)
979 SetBrushEntityModel();
980 self.use = func_wall_use;
983 void gamemodel_drop()
985 if(self.spawnflags & 3 == 1) // ALIGN_ORIGIN
987 traceline(self.origin, self.origin - '0 0 4096', MOVE_NOMONSTERS, self);
988 setorigin(self, trace_endpos);
990 else if(self.spawnflags & 3 == 2) // ALIGN_BOTTOM
992 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4096', MOVE_NOMONSTERS, self);
993 setorigin(self, trace_endpos);
995 else if(self.spawnflags & 3 == 3) // ALIGN_ORIGIN | ALIGN_BOTTOM
997 traceline(self.origin, self.origin - '0 0 4096', MOVE_NOMONSTERS, self);
998 setorigin(self, trace_endpos - '0 0 1' * self.mins_z);
1003 void spawnfunc_misc_gamemodel (void)
1006 self.scale = self.modelscale;
1007 SetBrushEntityModel();
1008 self.use = func_wall_use;
1010 InitializeEntity(self, gamemodel_drop, INITPRIO_DROPTOFLOOR);
1013 float target_item_func_set(float a, float b)
1023 float target_item_func_min(float a, float b)
1033 float target_item_func_max(float a, float b)
1038 float target_item_func_bitset(float a, float b)
1043 float target_item_func_and(float a, float b)
1048 float target_item_func_itembitset(float a, float b)
1050 return (a - (a & (IT_UNLIMITED_WEAPON_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | b;
1053 float target_item_func_itemand(float a, float b)
1055 return (a - (a & (IT_UNLIMITED_WEAPON_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1058 float target_item_func_or(float a, float b)
1063 float target_item_func_andnot(float a, float b)
1068 float target_item_changed;
1069 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1072 n = func(activator.field, self.field);
1076 d = n & activator.field;
1077 if(d != n) // bits added?
1079 else if(d != activator.field) // bits removed?
1085 d = n - activator.field;
1089 if(sound_decrease != "")
1090 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1091 target_item_changed = 1;
1095 if(sound_increase != "")
1096 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1097 target_item_changed = 1;
1099 activator.field = n;
1102 void target_items_use (void)
1105 if(activator.classname != "player")
1107 if(activator.deadflag != DEAD_NO)
1112 for(e = world; (e = find(e, classname, "droppedweapon")); )
1113 if(e.enemy == activator)
1116 float _switchweapon;
1117 _switchweapon = FALSE;
1118 if (activator.autoswitch)
1119 if (activator.switchweapon == w_getbestweapon(activator))
1120 _switchweapon = TRUE;
1122 a0 = activator.armorvalue;
1123 h0 = activator.health;
1124 target_item_changed = 0;
1126 if(self.spawnflags == 0) // SET
1128 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1129 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1130 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1131 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1132 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1133 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1134 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "");
1135 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1137 if((self.items & activator.items) & IT_STRENGTH)
1138 activator.strength_finished = time + self.strength_finished;
1139 if((self.items & activator.items) & IT_INVINCIBLE)
1140 activator.invincible_finished = time + self.invincible_finished;
1142 else if(self.spawnflags == 1) // AND/MIN
1144 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1145 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1146 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1147 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1148 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1149 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1150 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "");
1151 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1153 if((self.items & activator.items) & IT_STRENGTH)
1154 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1155 if((self.items & activator.items) & IT_INVINCIBLE)
1156 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1158 else if(self.spawnflags == 2) // OR/MAX
1160 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1161 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1162 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1163 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1164 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1165 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1166 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "");
1167 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1169 if((self.items & activator.items) & IT_STRENGTH)
1170 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1171 if((self.items & activator.items) & IT_INVINCIBLE)
1172 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1174 else if(self.spawnflags == 4) // ANDNOT/MIN
1176 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1177 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1178 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1179 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1180 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1181 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1182 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "");
1183 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1185 if((self.items & activator.items) & IT_STRENGTH)
1186 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1187 if((self.items & activator.items) & IT_INVINCIBLE)
1188 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1191 if not(activator.items & IT_STRENGTH)
1192 activator.strength_finished = 0;
1193 if not(activator.items & IT_INVINCIBLE)
1194 activator.invincible_finished = 0;
1196 if(activator.health > h0)
1197 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1198 else if(activator.health < h0)
1199 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1201 if(activator.armorvalue > a0)
1202 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1204 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1205 _switchweapon = TRUE;
1207 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1209 if(target_item_changed)
1210 centerprint(activator, self.message);
1213 void spawnfunc_target_items (void)
1217 self.use = target_items_use;
1218 if(!self.strength_finished)
1219 self.strength_finished = cvar("g_balance_powerup_strength_time");
1220 if(!self.invincible_finished)
1221 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1223 precache_sound("misc/itempickup.wav");
1224 precache_sound("misc/itempickup.wav");
1225 precache_sound("misc/itempickup.wav");
1226 precache_sound("misc/itempickup.wav");
1227 precache_sound("misc/megahealth.wav");
1228 precache_sound("misc/armor25.wav");
1229 precache_sound("misc/powerup.wav");
1230 precache_sound("weapons/weaponpickup.wav");
1232 n = tokenize_sane(self.netname);
1233 for(i = 0; i < n; ++i)
1235 if(argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1236 if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1237 if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1238 if(argv(i) == "strength") self.items |= IT_STRENGTH;
1239 if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1240 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1242 e = get_weaponinfo(j);
1243 if(argv(i) == e.netname)
1245 self.weapons |= e.weapons;
1246 if(self.spawnflags == 0 || self.spawnflags == 2)
1247 weapon_action(e.weapon, WR_PRECACHE);