floatfield Item_CounterField(float it) { switch(it) { case IT_SHELLS: return ammo_shells; case IT_NAILS: return ammo_nails; case IT_ROCKETS: return ammo_rockets; case IT_CELLS: return ammo_cells; case IT_5HP: return health; case IT_25HP: return health; case IT_HEALTH: return health; case IT_ARMOR_SHARD: return armorvalue; case IT_ARMOR: return armorvalue; // add more things here (health, armor) default: error("requested item has no counter field"); } } string Item_CounterFieldName(float it) { switch(it) { case IT_SHELLS: return "shells"; case IT_NAILS: return "nails"; case IT_ROCKETS: return "rockets"; case IT_CELLS: return "cells"; // add more things here (health, armor) default: error("requested item has no counter field name"); } } .float max_armorvalue; void Item_Respawn (void) { self.model = self.mdl; // restore original model self.solid = SOLID_TRIGGER; // allow it to be touched again sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound setorigin (self, self.origin); //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1); pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1); } float Item_GiveTo(entity item, entity player) { float _switchweapon; float pickedup; float it; float i; entity e; // if nothing happens to player, just return without taking the item pickedup = FALSE; _switchweapon = FALSE; if (g_minstagib) { _switchweapon = TRUE; if (item.ammo_cells) { pickedup = TRUE; // play some cool sounds ;) centerprint(player, "\n"); if(player.health <= 5) announce(player, "announcer/robotic/lastsecond.wav"); else if(player.health < 50) announce(player, "announcer/robotic/narrowly.wav"); // sound not available // else if(item.items == IT_CELLS) // play2(player, "announce/robotic/ammo.wav"); if (item.weapons & WEPBIT_MINSTANEX) W_GiveWeapon (player, WEP_MINSTANEX, "Nex"); if (item.ammo_cells) player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999); player.health = 100; } // extralife powerup if (item.max_health) { pickedup = TRUE; // sound not available // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav"); player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives"); sprint(player, "^3You picked up some extra lives\n"); } // invis powerup if (item.strength_finished) { pickedup = TRUE; // sound not available // play2(player, "announce/robotic/invisible.wav"); player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time"); } // speed powerup if (item.invincible_finished) { pickedup = TRUE; // sound not available // play2(player, "announce/robotic/speed.wav"); player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time"); } } else { if (g_weapon_stay == 1) if not(item.flags & FL_NO_WEAPON_STAY) if (item.flags & FL_WEAPON) { if(item.classname == "droppedweapon") { if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons goto skip; } else { if (player.weapons & item.weapons) goto skip; } } // in case the player has autoswitch enabled do the following: // if the player is using their best weapon before items are given, they // probably want to switch to an even better weapon after items are given if (player.autoswitch) if (player.switchweapon == w_getbestweapon(player)) _switchweapon = TRUE; if not(player.weapons & W_WeaponBit(player.switchweapon)) _switchweapon = TRUE; if (item.ammo_shells) if (player.ammo_shells < g_pickup_shells_max) { pickedup = TRUE; player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max); } if (item.ammo_nails) if (player.ammo_nails < g_pickup_nails_max) { pickedup = TRUE; player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max); } if (item.ammo_rockets) if (player.ammo_rockets < g_pickup_rockets_max) { pickedup = TRUE; player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max); } if (item.ammo_cells) if (player.ammo_cells < g_pickup_cells_max) { pickedup = TRUE; player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max); } if (item.flags & FL_WEAPON) if ((it = item.weapons - (item.weapons & player.weapons))) { pickedup = TRUE; for(i = WEP_FIRST; i <= WEP_LAST; ++i) { e = get_weaponinfo(i); if(it & e.weapons) W_GiveWeapon (player, e.weapon, item.netname); } } if (item.strength_finished) { pickedup = TRUE; player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time"); } if (item.invincible_finished) { pickedup = TRUE; player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time"); } //if (item.speed_finished) //{ // pickedup = TRUE; // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time"); //} //if (item.slowmo_finished) //{ // pickedup = TRUE; // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed")); //} if (item.health) if (player.health < item.max_health) { pickedup = TRUE; player.health = min(player.health + item.health, item.max_health); player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot")); } if (item.armorvalue) if (player.armorvalue < item.max_armorvalue) { pickedup = TRUE; player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue); player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot")); } } :skip // always eat teamed entities if(item.team) pickedup = TRUE; if (!pickedup) return 0; sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM); if (_switchweapon) W_SwitchWeapon_Force(player, w_getbestweapon(player)); return 1; } void Item_Touch (void) { entity e, head; // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky) if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) { remove(self); return; } if (other.classname != "player") return; if (other.deadflag) return; if (self.solid != SOLID_TRIGGER) return; if (self.owner == other) return; if(!Item_GiveTo(self, other)) return; if (self.classname == "droppedweapon") remove (self); else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay) return; else { self.solid = SOLID_NOT; self.model = string_null; if(self.team) { RandomSelection_Init(); for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM) RandomSelection_Add(head, 0, head.cnt, 0); e = RandomSelection_chosen_ent; } else e = self; e.nextthink = time + self.respawntime; e.think = Item_Respawn; } } void Item_FindTeam() { entity head, e; if(self.effects & EF_NODRAW) { // marker for item team search dprint("Initializing item team ", ftos(self.team), "\n"); RandomSelection_Init(); for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM) RandomSelection_Add(head, 0, head.cnt, 0); e = RandomSelection_chosen_ent; e.state = 0; for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM) { if(head != e) { // make it a non-spawned item head.solid = SOLID_NOT; head.model = string_null; head.state = 1; // state 1 = initially hidden item } head.effects = head.effects - (head.effects & EF_NODRAW); } } } void Item_Reset() { if(self.state == 1) { self.model = string_null; self.solid = SOLID_NOT; } else { self.model = self.mdl; self.solid = SOLID_TRIGGER; } setorigin (self, self.origin); self.think = SUB_Null; self.nextthink = 0; } // Savage: used for item garbage-collection // TODO: perhaps nice special effect? void RemoveItem(void) { remove(self); } // pickup evaluation functions // these functions decide how desirable an item is to the bots float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}; float weapon_pickupevalfunc(entity player, entity item) { // if we already have the weapon, rate it 1/5th normal value if ((player.weapons & item.weapons) == item.weapons) return item.bot_pickupbasevalue * 0.2; return item.bot_pickupbasevalue; }; float commodity_pickupevalfunc(entity player, entity item) { float c; c = 0; // TODO: figure out if the player even has the weapon this ammo is for? // may not affect strategy much though... // find out how much more ammo/armor/health the player can hold if (item.ammo_shells) if (player.ammo_shells < g_pickup_shells_max) c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max); if (item.ammo_nails) if (player.ammo_nails < g_pickup_nails_max) c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max); if (item.ammo_rockets) if (player.ammo_rockets < g_pickup_rockets_max) c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max); if (item.ammo_cells) if (player.ammo_cells < g_pickup_cells_max) c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max); if (item.armorvalue) if (player.armorvalue < item.max_armorvalue) c = c + max(0, 1 - player.armorvalue / item.max_armorvalue); if (item.health) if (player.health < item.max_health) c = c + max(0, 1 - player.health / item.max_health); return item.bot_pickupbasevalue * c; }; .float is_item; void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue) { startitem_failed = FALSE; // is it a dropped weapon? if (self.classname == "droppedweapon") { self.reset = SUB_Remove; // it's a dropped weapon self.movetype = MOVETYPE_TOSS; self.solid = SOLID_TRIGGER; // Savage: remove thrown items after a certain period of time ("garbage collection") self.think = RemoveItem; self.nextthink = time + 60; // don't drop if in a NODROP zone (such as lava) traceline(self.origin, self.origin, MOVE_NORMAL, self); if (trace_dpstartcontents & DPCONTENTS_NODROP) { startitem_failed = TRUE; remove(self); return; } } else { self.reset = Item_Reset; // it's a level item if(self.spawnflags & 1) self.noalign = 1; if (self.noalign) self.movetype = MOVETYPE_NONE; else self.movetype = MOVETYPE_TOSS; self.solid = SOLID_TRIGGER; // do item filtering according to game mode and other things if (!self.noalign) { // first nudge it off the floor a little bit to avoid math errors setorigin(self, self.origin + '0 0 1'); // set item size before we spawn a spawnfunc_waypoint if((itemflags & FL_POWERUP) || self.health || self.armorvalue) setsize (self, '-16 -16 0', '16 16 48'); else setsize (self, '-16 -16 0', '16 16 32'); // note droptofloor returns FALSE if stuck/or would fall too far droptofloor(); waypoint_spawnforitem(self); } if(teams_matter) { if(self.notteam) { print("removed non-teamplay ", self.classname, "\n"); startitem_failed = TRUE; remove (self); return; } } else { if(self.notfree) { print("removed non-FFA ", self.classname, "\n"); startitem_failed = TRUE; remove (self); return; } } if(self.notq3a) { // We aren't TA or something like that, so we keep the Q3A entities print("removed non-Q3A ", self.classname, "\n"); startitem_failed = TRUE; remove (self); return; } /* * can't do it that way, as it would break maps * TODO make a target_give like entity another way, that perhaps has * the weapon name in a key if(self.targetname) { // target_give not yet supported; maybe later print("removed targeted ", self.classname, "\n"); startitem_failed = TRUE; remove (self); return; } */ if(cvar("spawn_debug") >= 2) { entity otheritem; for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain) { if(otheritem.is_item) { dprint("XXX Found duplicated item: ", itemname, vtos(self.origin)); dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n"); error("Mapper sucks."); } } self.is_item = TRUE; } weaponsInMap |= weaponid; if(g_lms || g_weaponarena) { startitem_failed = TRUE; remove(self); return; } else if (g_minstagib) { // don't remove dropped items and powerups if (self.classname != "minstagib") { startitem_failed = TRUE; remove (self); return; } } else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH) { startitem_failed = TRUE; remove (self); return; } precache_model (itemmodel); precache_sound (pickupsound); precache_sound ("misc/itemrespawn.wav"); if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL)) self.target = "###item###"; // for finding the nearest item using find() } self.bot_pickup = TRUE; self.bot_pickupevalfunc = pickupevalfunc; self.bot_pickupbasevalue = pickupbasevalue; self.mdl = itemmodel; self.item_pickupsound = pickupsound; // let mappers override respawntime if (!self.respawntime) self.respawntime = defaultrespawntime; self.netname = itemname; self.items = itemid; self.weapons = weaponid; self.flags = FL_ITEM | itemflags; self.touch = Item_Touch; setmodel (self, self.mdl); // precision set below self.effects |= EF_LOWPRECISION; if((itemflags & FL_POWERUP) || self.health || self.armorvalue) setsize (self, '-16 -16 0', '16 16 48'); else setsize (self, '-16 -16 0', '16 16 32'); if(itemflags & FL_WEAPON) self.modelflags |= MF_ROTATE; if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely if (itemflags & FL_WEAPON) { // neutral team color for pickup weapons self.colormap = 1024; // color shirt=0 pants=0 grey } if (cvar("g_fullbrightitems")) self.effects = self.effects | EF_FULLBRIGHT; self.state = 0; if(self.team) { if(!self.cnt) self.cnt = 1; // item probability weight self.effects = self.effects | EF_NODRAW; // marker for item team search InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET); } } /* replace items in minstagib * IT_STRENGTH = invisibility * IT_NAILS = extra lives * IT_INVINCIBLE = speed */ void minstagib_items (float itemid) { // we don't want to replace dropped weapons ;) if (self.classname == "droppedweapon") { self.ammo_cells = 25; StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.wav", 15, "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000); return; } local float rnd; self.classname = "minstagib"; // replace rocket launchers and nex guns with ammo cells if (itemid == IT_CELLS) { self.ammo_cells = 1; StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", 45, "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100); return; } // randomize rnd = random() * 3; if (rnd <= 1) itemid = IT_STRENGTH; else if (rnd <= 2) itemid = IT_NAILS; else itemid = IT_INVINCIBLE; // replace with invis if (itemid == IT_STRENGTH) { self.effects = EF_ADDITIVE; self.strength_finished = 30; StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 1000); } // replace with extra lives if (itemid == IT_NAILS) { self.max_health = 1; StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_powerup, "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, 1000); } // replace with speed if (itemid == IT_INVINCIBLE) { self.effects = EF_ADDITIVE; self.invincible_finished = 30; StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 1000); } } float minst_no_auto_cells; void minst_remove_item (void) { if(minst_no_auto_cells) remove(self); } float weaponswapping; float internalteam; void weapon_defaultspawnfunc(float wpn) { entity e; float t; var .float ammofield; string s; entity oldself; float i, j; // set the respawntime in advance (so replaced weapons can copy it) if(!self.respawntime) { e = get_weaponinfo(wpn); if(e.items == IT_SUPERWEAPON) self.respawntime = g_pickup_respawntime_powerup; else self.respawntime = g_pickup_respawntime_weapon; } if(self.classname != "droppedweapon" && self.classname != "replacedweapon") { e = get_weaponinfo(wpn); s = cvar_string(strcat("g_weaponreplace_", e.netname)); if(s == "0") { remove(self); startitem_failed = TRUE; return; } t = tokenize_sane(s); if(t >= 2) { self.team = --internalteam; oldself = self; for(i = 1; i < t; ++i) { s = argv(i); for(j = WEP_FIRST; j <= WEP_LAST; ++j) { e = get_weaponinfo(j); if(e.netname == s) { self = spawn(); copyentity(oldself, self); self.classname = "replacedweapon"; weapon_defaultspawnfunc(j); break; } } if(j > WEP_LAST) { print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n"); } } self = oldself; } if(t >= 1) { s = argv(0); wpn = 0; for(j = WEP_FIRST; j <= WEP_LAST; ++j) { e = get_weaponinfo(j); if(e.netname == s) { wpn = j; break; } } if(j > WEP_LAST) { print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n"); } } if(wpn == 0) { remove(self); startitem_failed = TRUE; return; } } e = get_weaponinfo(wpn); if(e.items && e.items != IT_SUPERWEAPON) { ammofield = Item_CounterField(e.items); if(!self.ammofield) self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(e.items))); } else { self.flags |= FL_NO_WEAPON_STAY; } // weapon stay isn't supported for teamed weapons if(self.team) self.flags |= FL_NO_WEAPON_STAY; if(g_weapon_stay == 2) { self.ammo_shells = 0; self.ammo_nails = 0; self.ammo_cells = 0; self.ammo_rockets = 0; // weapon stay 2: don't use ammo on weapon pickups; instead // initialize all ammo types to the pickup ammo unless set by g_start_ammo_* } StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue); if (self.modelindex) // don't precache if self was removed weapon_action(e.weapon, WR_PRECACHE); } void spawnfunc_weapon_shotgun (void); void spawnfunc_weapon_uzi (void) { if(q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") { weapon_defaultspawnfunc(WEP_SHOTGUN); return; } weapon_defaultspawnfunc(WEP_UZI); } void spawnfunc_weapon_shotgun (void) { if(q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") { weapon_defaultspawnfunc(WEP_UZI); return; } weapon_defaultspawnfunc(WEP_SHOTGUN); } void spawnfunc_weapon_nex (void) { if (g_minstagib) { minstagib_items(IT_CELLS); self.think = minst_remove_item; self.nextthink = time; return; } weapon_defaultspawnfunc(WEP_NEX); } void spawnfunc_weapon_minstanex (void) { if (g_minstagib) { minstagib_items(IT_CELLS); self.think = minst_remove_item; self.nextthink = time; return; } weapon_defaultspawnfunc(WEP_MINSTANEX); } void spawnfunc_weapon_rocketlauncher (void) { if (g_minstagib) { minstagib_items(IT_CELLS); self.think = minst_remove_item; self.nextthink = time; return; } weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER); } void spawnfunc_item_rockets (void) { if(!self.ammo_rockets) self.ammo_rockets = g_pickup_rockets; StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000); } void spawnfunc_item_shells (void); void spawnfunc_item_bullets (void) { if(!weaponswapping) if(q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") { weaponswapping = TRUE; spawnfunc_item_shells(); weaponswapping = FALSE; return; } if(!self.ammo_nails) self.ammo_nails = g_pickup_nails; StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000); } void spawnfunc_item_cells (void) { if(!self.ammo_cells) self.ammo_cells = g_pickup_cells; StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000); } void spawnfunc_item_shells (void) { if(!weaponswapping) if(q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") { weaponswapping = TRUE; spawnfunc_item_bullets(); weaponswapping = FALSE; return; } if(!self.ammo_shells) self.ammo_shells = g_pickup_shells; StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500); } void spawnfunc_item_armor_small (void) { if(!self.armorvalue) self.armorvalue = g_pickup_armorsmall; if(!self.max_armorvalue) self.max_armorvalue = g_pickup_armorsmall_max; StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, 1000); } void spawnfunc_item_armor_medium (void) { if(!self.armorvalue) self.armorvalue = g_pickup_armormedium; if(!self.max_armorvalue) self.max_armorvalue = g_pickup_armormedium_max; StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000); } void spawnfunc_item_armor_large (void) { if(!self.armorvalue) self.armorvalue = g_pickup_armorlarge; if(!self.max_armorvalue) self.max_armorvalue = g_pickup_armorlarge_max; StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000); } void spawnfunc_item_health_small (void) { if(!self.max_health) self.max_health = g_pickup_healthsmall_max; if(!self.health) self.health = g_pickup_healthsmall; StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, 20000); } void spawnfunc_item_health_medium (void) { if(!self.max_health) self.max_health = g_pickup_healthmedium_max; if(!self.health) self.health = g_pickup_healthmedium; StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000); } void spawnfunc_item_health_large (void) { if(!self.max_health) self.max_health = g_pickup_healthlarge_max; if(!self.health) self.health = g_pickup_healthlarge; StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000); } void spawnfunc_item_health_mega (void) { if(!cvar("g_powerup_superhealth")) return; if(g_arena && !cvar("g_arena_powerups")) return; if(g_minstagib) { minstagib_items(IT_NAILS); } else { if(!self.max_health) self.max_health = g_pickup_healthmega_max; if(!self.health) self.health = g_pickup_healthmega; StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, 20000); } } // support old misnamed entities void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); } void spawnfunc_item_health1() { spawnfunc_item_health_small(); } void spawnfunc_item_health25() { spawnfunc_item_health_medium(); } void spawnfunc_item_health100() { spawnfunc_item_health_mega(); } void spawnfunc_item_strength (void) { if(!cvar("g_powerup_strength")) return; if(g_arena && !cvar("g_arena_powerups")) return; if(g_minstagib) { minstagib_items(IT_STRENGTH); } else { precache_sound("weapons/strength_fire.wav"); self.strength_finished = 30; self.effects = EF_ADDITIVE; StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000); } } void spawnfunc_item_invincible (void) { if(!cvar("g_powerup_shield")) return; if(g_arena && !cvar("g_arena_powerups")) return; if(g_minstagib) { minstagib_items(IT_INVINCIBLE); } else { self.invincible_finished = 30; self.effects = EF_ADDITIVE; StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, "Invulnerability", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000); } } void spawnfunc_item_minst_cells (void) { if (g_minstagib) { minst_no_auto_cells = 1; minstagib_items(IT_CELLS); } else remove(self); } // compatibility: void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();} void spawnfunc_misc_models (void) { // exists as alias name for 2.4.2 compat SetBrushEntityModel(); } void spawnfunc_func_static (void) { // exists as alias name for having it with brushes SetBrushEntityModel(); } void func_wall_use (void) { if(teams_matter) { if(activator.team) self.colormap = (activator.team - 1) * 0x11; else self.colormap = 0x00; } else self.colormap = floor(random() * 256); self.colormap |= 1024; // RENDER_COLORMAPPED } void spawnfunc_func_wall (void) { SetBrushEntityModel(); if(!self.solid) self.solid = SOLID_BSP; self.use = func_wall_use; } void spawnfunc_func_illusionary (void) { SetBrushEntityModel(); self.use = func_wall_use; } void gamemodel_drop() { if(self.spawnflags & 3 == 1) // ALIGN_ORIGIN { traceline(self.origin, self.origin - '0 0 4096', MOVE_NOMONSTERS, self); setorigin(self, trace_endpos); } else if(self.spawnflags & 3 == 2) // ALIGN_BOTTOM { tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4096', MOVE_NOMONSTERS, self); setorigin(self, trace_endpos); } else if(self.spawnflags & 3 == 3) // ALIGN_ORIGIN | ALIGN_BOTTOM { traceline(self.origin, self.origin - '0 0 4096', MOVE_NOMONSTERS, self); setorigin(self, trace_endpos - '0 0 1' * self.mins_z); } } .float modelscale; void spawnfunc_misc_gamemodel (void) { if(!self.scale) self.scale = self.modelscale; SetBrushEntityModel(); self.use = func_wall_use; InitializeEntity(self, gamemodel_drop, INITPRIO_DROPTOFLOOR); } float target_item_func_set(float a, float b) { if(b == 0) return a; else if(b < 0) return 0; else return b; } float target_item_func_min(float a, float b) { if(b == 0) return a; else if(b < 0) return 0; else return min(a, b); } float target_item_func_max(float a, float b) { return max(a, b); } float target_item_func_bitset(float a, float b) { return b; } float target_item_func_and(float a, float b) { return a & b; } float target_item_func_itembitset(float a, float b) { return (a - (a & (IT_UNLIMITED_WEAPON_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | b; } float target_item_func_itemand(float a, float b) { return (a - (a & (IT_UNLIMITED_WEAPON_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | (a & b); } float target_item_func_or(float a, float b) { return a | b; } float target_item_func_andnot(float a, float b) { return a - (a & b); } float target_item_changed; void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease) { float n, d; n = func(activator.field, self.field); if(binary) { d = n & activator.field; if(d != n) // bits added? d = +1; else if(d != activator.field) // bits removed? d = -1; else d = 0; } else d = n - activator.field; if(d < 0) { if(sound_decrease != "") sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM); target_item_changed = 1; } else if(d > 0) { if(sound_increase != "") sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM); target_item_changed = 1; } activator.field = n; } void target_items_use (void) { float h0, a0; if(activator.classname != "player") return; if(activator.deadflag != DEAD_NO) return; EXACTTRIGGER_TOUCH; entity e; for(e = world; (e = find(e, classname, "droppedweapon")); ) if(e.enemy == activator) remove(e); float _switchweapon; _switchweapon = FALSE; if (activator.autoswitch) if (activator.switchweapon == w_getbestweapon(activator)) _switchweapon = TRUE; a0 = activator.armorvalue; h0 = activator.health; target_item_changed = 0; if(self.spawnflags == 0) // SET { target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", ""); target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", ""); target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", ""); target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", ""); target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", ""); target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", ""); target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", ""); target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", ""); if((self.items & activator.items) & IT_STRENGTH) activator.strength_finished = time + self.strength_finished; if((self.items & activator.items) & IT_INVINCIBLE) activator.invincible_finished = time + self.invincible_finished; } else if(self.spawnflags == 1) // AND/MIN { target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", ""); target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", ""); target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", ""); target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", ""); target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", ""); target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", ""); target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", ""); target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", ""); if((self.items & activator.items) & IT_STRENGTH) activator.strength_finished = min(activator.strength_finished, time + self.strength_finished); if((self.items & activator.items) & IT_INVINCIBLE) activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished); } else if(self.spawnflags == 2) // OR/MAX { target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", ""); target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", ""); target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", ""); target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", ""); target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", ""); target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", ""); target_item_change(1, items, target_item_func_or, "misc/powerup.wav", ""); target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", ""); if((self.items & activator.items) & IT_STRENGTH) activator.strength_finished = max(activator.strength_finished, time + self.strength_finished); if((self.items & activator.items) & IT_INVINCIBLE) activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished); } else if(self.spawnflags == 4) // ANDNOT/MIN { target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", ""); target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", ""); target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", ""); target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", ""); target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", ""); target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", ""); target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", ""); target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", ""); if((self.items & activator.items) & IT_STRENGTH) activator.strength_finished = min(activator.strength_finished, time + self.strength_finished); if((self.items & activator.items) & IT_INVINCIBLE) activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished); } if not(activator.items & IT_STRENGTH) activator.strength_finished = 0; if not(activator.items & IT_INVINCIBLE) activator.invincible_finished = 0; if(activator.health > h0) activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot")); else if(activator.health < h0) activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen")); if(activator.armorvalue > a0) activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot")); if not(activator.weapons & W_WeaponBit(activator.switchweapon)) _switchweapon = TRUE; if(_switchweapon) W_SwitchWeapon_Force(activator, w_getbestweapon(activator)); if(target_item_changed) centerprint(activator, self.message); } void spawnfunc_target_items (void) { float n, i, j; entity e; self.use = target_items_use; if(!self.strength_finished) self.strength_finished = cvar("g_balance_powerup_strength_time"); if(!self.invincible_finished) self.invincible_finished = cvar("g_balance_powerup_invincible_time"); precache_sound("misc/itempickup.wav"); precache_sound("misc/itempickup.wav"); precache_sound("misc/itempickup.wav"); precache_sound("misc/itempickup.wav"); precache_sound("misc/megahealth.wav"); precache_sound("misc/armor25.wav"); precache_sound("misc/powerup.wav"); precache_sound("weapons/weaponpickup.wav"); n = tokenize_sane(self.netname); for(i = 0; i < n; ++i) { if(argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO; if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO; if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS; if(argv(i) == "strength") self.items |= IT_STRENGTH; if(argv(i) == "invincible") self.items |= IT_INVINCIBLE; for(j = WEP_FIRST; j <= WEP_LAST; ++j) { e = get_weaponinfo(j); if(argv(i) == e.netname) { self.weapons |= e.weapons; if(self.spawnflags == 0 || self.spawnflags == 2) weapon_action(e.weapon, WR_PRECACHE); } } } }