Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
items.qc
Go to the documentation of this file.
1#include "items.qh"
2
4#include <common/constants.qh>
13#include <common/net_linked.qh>
16#include <common/util.qh>
18#include <common/wepent.qh>
21#include <server/bot/api.qh>
23#include <server/damage.qh>
25#include <server/teamplay.qh>
29#include <server/world.qh>
30
31bool ItemSend(entity this, entity to, int sf)
32{
33 if(this.gravity)
34 sf |= ISF_DROP;
35 else
36 sf &= ~ISF_DROP;
37
38 // if this item is being spawned (in CSQC's perspective)
39 // reuse ISF_SIZE and ISF_SIZE2 to also tell CSQC its bbox size
40 if(sf & ISF_SIZE)
41 {
42 if(this.maxs == ITEM_S_MAXS) // Small
43 {
44 sf |= ISF_SIZE;
45 sf &= ~ISF_SIZE2;
46 }
47 else if(this.maxs == ITEM_L_MAXS) // Large
48 {
49 sf &= ~ISF_SIZE;
50 sf |= ISF_SIZE2;
51 }
52 else // Default
53 sf |= ISF_SIZE | ISF_SIZE2;
54 }
55
56 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
58
59 //WriteByte(MSG_ENTITY, this.cnt);
60 if(sf & ISF_LOCATION)
61 {
62 WriteVector(MSG_ENTITY, this.origin);
63 }
64
65 if(sf & ISF_ANGLES)
66 {
67 WriteAngleVector(MSG_ENTITY, this.angles);
68 }
69
70 if(sf & ISF_STATUS)
72
73 if(sf & (ISF_SIZE | ISF_SIZE2)) // always true when it's spawned (in CSQC's perspective)
74 {
75 WriteShort(MSG_ENTITY, bound(0, this.fade_end, 32767));
76
77 if(this.mdl == "")
78 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
79
81 WriteByte(MSG_ENTITY, bound(0, this.skin, 255));
82 }
83
84 if(sf & ISF_COLORMAP)
85 {
87 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
88 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
89 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
90 }
91
92 if(sf & ISF_DROP)
93 {
94 WriteVector(MSG_ENTITY, this.velocity);
95 }
96
97 return true;
98}
99
101{
102 this.oldorigin = this.origin;
103 this.SendFlags |= ISF_LOCATION;
104}
105
107{
108 if(getSendEntity(this) == ItemSend)
109 ItemUpdate(this);
110}
111
113{
114 if (this.itemdef.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
115 return false;
116
117 if(!this.itemdef.instanceOfPowerup)
118 {
120 return true;
122 return false;
123 if(g_weaponarena)
124 if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
125 return false;
126 }
127 return true;
128}
129
130void Item_Show(entity e, int mode)
131{
133 e.ItemStatus &= ~ITS_STAYWEP;
134 entity def = e.itemdef;
135 if (mode > 0)
136 {
137 // make the item look normal, and be touchable
138 e.model = e.mdl;
139 e.solid = SOLID_TRIGGER;
140 e.spawnshieldtime = 1;
141 e.ItemStatus |= ITS_AVAILABLE;
142 }
143 else if (mode < 0)
144 {
145 // hide the item completely
146 e.model = string_null;
147 e.solid = SOLID_NOT;
148 e.spawnshieldtime = 1;
149 e.ItemStatus &= ~ITS_AVAILABLE;
150 }
151 else
152 {
153 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
154 || e.team // weapon stay isn't supported for teamed weapons
155 ;
156 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
157 {
158 // make the item translucent and not touchable
159 e.model = e.mdl;
160 e.solid = SOLID_TRIGGER; // can STILL be picked up!
161 e.effects |= EF_STARDUST;
162 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
163 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
164 }
165 else
166 {
167 e.solid = SOLID_NOT;
168 e.spawnshieldtime = 1;
169 e.ItemStatus &= ~ITS_AVAILABLE;
170 }
171 }
172
173 if (def.m_glow)
174 e.ItemStatus |= ITS_GLOW;
175
177 e.effects |= EF_NODEPTHTEST;
178
180 e.ItemStatus |= ITS_ALLOWFB;
181 else
182 e.ItemStatus &= ~ITS_ALLOWFB;
183
185 e.ItemStatus |= ITS_ALLOWSI;
186
187 // relink entity (because solid may have changed)
188 setorigin(e, e.origin);
189 e.SendFlags |= ISF_STATUS;
190}
191
193{
194 if (ITEM_IS_LOOT(this))
195 {
196 if (time < this.wait - IT_DESPAWNFX_TIME)
197 this.nextthink = min(time + IT_UPDATE_INTERVAL, this.wait - IT_DESPAWNFX_TIME); // ensuring full time for effects
198 else
199 {
200 // despawning soon, start effects
201 this.ItemStatus |= ITS_EXPIRING;
202 this.SendFlags |= ISF_STATUS;
203 if (time < this.wait - IT_UPDATE_INTERVAL)
205 else
206 {
207 setthink(this, RemoveItem);
208 this.nextthink = this.wait;
209 }
210 }
211
212 if (this.itemdef.instanceOfPowerup)
214
215 // caution: kludge FIXME (with sv_legacy_bbox_expand)
216 // this works around prediction errors caused by bbox discrepancy between SVQC and CSQC
217 if (this.velocity == '0 0 0' && IS_ONGROUND(this))
218 this.gravity = 0; // don't send ISF_DROP anymore
219
220 // send slow updates even if the item didn't move
221 // recovers prediction desyncs where server thinks item stopped, client thinks it didn't
222 ItemUpdate(this);
223 }
224 else
225 {
226 // bones_was_here: TODO: predict movers, enable client prediction of items with a groundentity,
227 // and then send those less often too (and not all on the same frame)
228 this.nextthink = time;
229
230 if(this.origin != this.oldorigin)
231 ItemUpdate(this);
232 }
233}
234
237float Item_ItemsTime_UpdateTime(entity e, float t);
238void Item_ItemsTime_SetTime(entity e, float t);
240
242{
243 Item_Show(this, 1);
244 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
245
246 if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
247 {
248 float t = Item_ItemsTime_UpdateTime(this, 0);
249 Item_ItemsTime_SetTime(this, t);
251 }
252
253 setthink(this, Item_Think);
254 this.nextthink = time;
255}
256
258{
260 {
263 Item_Respawn(this);
264 }
265 else
266 {
267 this.nextthink = time + 1;
268 ++this.item_respawncounter;
269 if(this.item_respawncounter == 1)
270 {
271 do {
272 {
273 entity wi = REGISTRY_GET(Weapons, this.weapon);
274 if (wi != WEP_Null) {
275 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
276 wp.wp_extra = wi.m_id;
277 break;
278 }
279 }
280 {
281 entity ii = this.itemdef;
282 if (ii != NULL) {
283 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
284 wp.wp_extra = ii.m_id;
285 break;
286 }
287 }
288 } while (0);
289 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
291 {
292 GameItem def = this.itemdef;
293 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
296 }
297 }
298
300 {
302 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
303 {
304 msg_entity = it;
305 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
306 }
307 });
308
310 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
311 }
312 }
313}
314
316{
317 this.nextthink = time;
318 if(this.origin != this.oldorigin)
319 ItemUpdate(this);
320
321 if(time >= this.wait)
322 Item_Respawn(this);
323}
324
326{
327 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
328 bool set_itemstime = Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS);
329 if ((set_itemstime || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
330 {
332 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
333 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
334 e.item_respawncounter = 0;
335 }
336 else
337 {
339 e.nextthink = time;
340 e.scheduledrespawntime = time + t;
341 e.wait = time + t;
342 }
343
344 if (set_itemstime)
345 {
346 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
349 }
350}
351
352AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to \\\"0\\\") can be used to achieve a constant number of items spawned *per player*");
353AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right (NOTE: results are not intuitive and it is recommend to plot the respawn time and the number of items per player to see what's happening)");
354AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
355
357float adjust_respawntime(float normal_respawntime) {
358 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
359 float o = autocvar_g_pickup_respawntime_scaling_offset;
360 float l = autocvar_g_pickup_respawntime_scaling_linear;
361
362 if (r == 0 && l == 1) {
363 return normal_respawntime;
364 }
365
368 int players = 0;
369 for (int i = 1; i <= AVAILABLE_TEAMS; ++i)
370 {
371 if (TeamBalance_IsTeamAllowed(balance, i))
372 {
374 }
375 }
376 TeamBalance_Destroy(balance);
377
378 if (players >= 2) {
379 return normal_respawntime * (r / (players + o) + l);
380 } else {
381 return normal_respawntime;
382 }
383}
384
386{
387 if(e.respawntime > 0)
388 {
389 Item_Show(e, 0);
390
391 float adjusted_respawntime = adjust_respawntime(e.respawntime);
392 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
393
394 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
395 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
396 Item_ScheduleRespawnIn(e, respawn_in);
397 }
398 else // if respawntime is -1, this item does not respawn
399 Item_Show(e, -1);
400}
401
402AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
403 "for items that don't start spawned; \\\"0\\\" = spawn after their normal respawntime, \\\"1\\\" = spawn after `random * respawntime` with the *same* random, \\\"2\\\" = same as 1 but each item has separate random");
404
406{
407 Item_Show(e, 0);
408
409 float spawn_in;
410 if (autocvar_g_pickup_respawntime_initial_random == 0)
411 {
412 // range: respawntime .. respawntime + respawntimejitter
413 spawn_in = e.respawntime + random() * e.respawntimejitter;
414 }
415 else
416 {
417 float rnd;
418 if (autocvar_g_pickup_respawntime_initial_random == 1)
419 {
420 static float shared_random = 0;
421 // NOTE this code works only if items are scheduled at the same time (normal case)
422 // NOTE2 random() can't return exactly 1 so this check always work as intended
423 if (!shared_random || floor(time) > shared_random)
424 shared_random = floor(time) + random();
425 rnd = shared_random - floor(time);
426 }
427 else
428 rnd = random();
429
430 // range:
431 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
432 // else: 0 .. ITEM_RESPAWN_TICKS
433 // this is to prevent powerups spawning unexpectedly without waypoints
434 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
435 }
436
437 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
438}
439
440void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
441 entity ammo_entity)
442{
443 if (num_weapons == 0)
444 {
445 return;
446 }
447 int num_potential_weapons = tokenize_console(weapon_names);
448 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
449 {
451 for (int weapon_index = 0; weapon_index < num_potential_weapons;
452 ++weapon_index)
453 {
454 string weapon = argv(weapon_index);
455 FOREACH(Weapons, it != WEP_Null,
456 {
457 // Finding a weapon which player doesn't have.
458 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
459 {
460 RandomSelection_AddEnt(it, 1, 1);
461 break;
462 }
463 });
464 }
466 {
467 return;
468 }
469 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
470 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
471 {
472 continue;
473 }
474 if (GetResource(receiver,
475 RandomSelection_chosen_ent.ammo_type) != 0)
476 {
477 continue;
478 }
479 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
480 GetResource(ammo_entity,
481 RandomSelection_chosen_ent.ammo_type));
482 }
483}
484
485bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
486{
487 float amount = GetResource(item, res_type);
488 if (amount == 0)
489 {
490 return false;
491 }
492 float player_amount = GetResource(player, res_type);
493 if (item.spawnshieldtime)
494 {
495 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
496 return false;
497 }
498 else if (g_weapon_stay == 2)
499 {
500 ammomax = min(amount, ammomax);
501 if(player_amount >= ammomax)
502 return false;
503 }
504 else
505 return false;
506 if (amount < 0)
507 TakeResourceWithLimit(player, res_type, -amount, ammomax);
508 else
509 GiveResourceWithLimit(player, res_type, amount, ammomax);
510 return true;
511}
512
514{
515 FOREACH_CLIENT(IS_REAL_CLIENT(it) && (it == player || (IS_SPEC(it) && it.enemy == player)), {
516 msg_entity = it;
517 WriteHeader(MSG_ONE, TE_CSQC_WEAPONPICKUP);
518 WriteRegistered(Weapons, MSG_ONE, wep);
519 });
520}
521
522bool Item_GiveTo(entity item, entity player)
523{
524 // if nothing happens to player, just return without taking the item
525 int _switchweapon = 0;
526 // in case the player has cl_autoswitch enabled do the following:
527 // if the player is using their best weapon before items are given, they
528 // probably want to switch to an even better weapon after items are given
529
530 bool use_cts_autoswitch = (g_cts && item.itemdef.instanceOfWeaponPickup && (CS_CVAR(player).cvar_cl_autoswitch_cts != -1));
531 if (CS_CVAR(player).cvar_cl_autoswitch && !use_cts_autoswitch)
532 {
533 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
534 {
535 .entity weaponentity = weaponentities[slot];
536 if (player.(weaponentity).m_weapon != WEP_Null || slot == 0)
537 {
538 if (player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
539 _switchweapon |= BIT(slot);
540
541 if (!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
542 _switchweapon |= BIT(slot);
543 }
544 }
545 }
546 bool pickedup = false;
547 pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
548 pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
549 pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, autocvar_g_pickup_shells_max);
550 pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, autocvar_g_pickup_nails_max);
551 pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, autocvar_g_pickup_rockets_max);
552 pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, autocvar_g_pickup_cells_max);
553 pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, autocvar_g_pickup_fuel_max);
554 if (item.itemdef.instanceOfWeaponPickup)
555 {
556 WepSet w, wp;
557 w = STAT(WEAPONS, item);
558 wp = w & ~STAT(WEAPONS, player);
559
560 if (wp || (item.spawnshieldtime && item.pickup_anyway > 0))
561 {
562 pickedup = true;
563 FOREACH(Weapons, it != WEP_Null, {
564 if(w & (it.m_wepset))
565 Item_NotifyWeapon(player, it);
566
567 if(wp & (it.m_wepset))
568 {
569 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
570 {
571 .entity weaponentity = weaponentities[slot];
572 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
573 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
574 }
575 W_GiveWeapon(player, it.m_id);
576 }
577 });
578 }
579 }
580
581 if (item.itemdef.instanceOfPowerup)
582 {
583 if ((item.itemdef == ITEM_FuelRegen) && !(player.items & IT_FUEL_REGEN))
584 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
585 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
586 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
587 }
588
589 int its = item.items & ~(player.items) & IT_PICKUPMASK;
590 if (its)
591 {
592 pickedup = true;
593 player.items |= its;
594 // TODO: we probably want to show a message in the console, but not this one!
595 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
596 }
597
598 if (item.strength_finished)
599 {
600 pickedup = true;
601 float t = StatusEffects_gettime(STATUSEFFECT_Strength, player);
603 t += item.strength_finished;
604 else
605 t = max(t, time + item.strength_finished);
606 StatusEffects_apply(STATUSEFFECT_Strength, player, t, 0);
607 }
608 if (item.invincible_finished)
609 {
610 pickedup = true;
611 float t = StatusEffects_gettime(STATUSEFFECT_Shield, player);
613 t += item.invincible_finished;
614 else
615 t = max(t, time + item.invincible_finished);
616 StatusEffects_apply(STATUSEFFECT_Shield, player, t, 0);
617 }
618 if (item.speed_finished)
619 {
620 pickedup = true;
621 float t = StatusEffects_gettime(STATUSEFFECT_Speed, player);
623 t += item.speed_finished;
624 else
625 t = max(t, time + item.speed_finished);
626 StatusEffects_apply(STATUSEFFECT_Speed, player, t, 0);
627 }
628 if (item.invisibility_finished)
629 {
630 pickedup = true;
631 float t = StatusEffects_gettime(STATUSEFFECT_Invisibility, player);
633 t += item.invisibility_finished;
634 else
635 t = max(t, time + item.invisibility_finished);
636 StatusEffects_apply(STATUSEFFECT_Invisibility, player, t, 0);
637 }
638 if (item.superweapons_finished)
639 {
640 pickedup = true;
641 float t = StatusEffects_gettime(STATUSEFFECT_Superweapon, player);
642 StatusEffects_apply(STATUSEFFECT_Superweapon, player, t + item.superweapons_finished, 0);
643 }
644
645 // always eat teamed entities
646 if(item.team)
647 pickedup = true;
648
649 if (!pickedup)
650 return false;
651
652 if(use_cts_autoswitch)
653 {
654 // CTS handling: never switch (0), always switch (1)
655 if(CS_CVAR(player).cvar_cl_autoswitch_cts == 1)
656 {
657 // crude hack to enforce switching weapons
658 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
659 {
660 .entity weaponentity = weaponentities[slot];
661 Weapon w = REGISTRY_GET(Weapons, item.weapon);
662 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
663 if(client_hasweapon(player, w, weaponentity, true, false)) // ammo check
664 W_SwitchWeapon_Force(player, w, weaponentity);
665 }
666 }
667 }
668 else if(_switchweapon)
669 {
670 // non-CTS handling: weaponpriority-based autoswitch
671 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
672 {
673 .entity weaponentity = weaponentities[slot];
674 if(_switchweapon & BIT(slot))
675 {
676 Weapon best_wep = w_getbestweapon(player, weaponentity);
677 if(player.(weaponentity).m_switchweapon != best_wep)
678 W_SwitchWeapon_Force(player, best_wep, weaponentity);
679 }
680 }
681 }
682
683 return true;
684}
685
687{
688 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
689 if (ITEM_IS_LOOT(this))
690 {
692 {
693 this.SendFlags |= ISF_REMOVEFX;
694 RemoveItem(this);
695 return;
696 }
697 }
698
699 if(!(toucher.flags & FL_PICKUPITEMS)
700 || IS_DEAD(toucher)
701 || (this.solid != SOLID_TRIGGER)
702 || (this.owner == toucher)
703 || (time < this.item_spawnshieldtime)
704 ) { return; }
705
706 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
707 {
708 case MUT_ITEMTOUCH_RETURN: { return; }
709 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
710 }
711
712 toucher = M_ARGV(1, entity);
713
714 if (ITEM_IS_EXPIRING(this))
715 {
718 this.speed_finished = max(0, this.speed_finished - time);
721 }
722 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
723 if (!gave)
724 {
725 if (ITEM_IS_EXPIRING(this))
726 {
727 // undo what we did above
728 this.strength_finished += time;
730 this.speed_finished += time;
733 }
734 return;
735 }
736
737LABEL(pickup)
738
739 if(this.target != "" && this.target != "###item###") // q3compat
741
742 GameItem def = this.itemdef;
743 int ch = ((def.instanceOfPowerup && def.m_itemid != IT_RESOURCE) ? CH_TRIGGER_SINGLE : CH_TRIGGER);
745
746 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
747 if (wasfreed(this))
748 {
749 return;
750 }
751
752 if (ITEM_IS_LOOT(this))
753 {
754 this.SendFlags |= ISF_REMOVEFX;
755 RemoveItem(this);
756 return;
757 }
758 if (!this.spawnshieldtime)
759 {
760 return;
761 }
762 entity e;
763 if (this.team)
764 {
766 IL_EACH(g_items, it.team == this.team,
767 {
768 if (it.itemdef) // is a registered item
769 {
770 Item_Show(it, -1);
771 it.scheduledrespawntime = 0;
772 RandomSelection_AddEnt(it, it.cnt, 0);
773 }
774 });
776 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
777 }
778 else
779 e = this;
781}
782
784{
785 if (this.targetname != "" && !(this.spawnflags & 16)) // q3compat
786 {
787 Item_Show(this, -1);
790 this.nextthink = 0;
791 return;
792 }
793
794 Item_Show(this, !this.state);
795
796 if (ITEM_IS_LOOT(this))
797 {
798 return;
799 }
800 setthink(this, Item_Think);
801 this.nextthink = time;
802 this.active = ACTIVE_ACTIVE;
804 {
806 }
807 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
808 {
810 }
811}
812
814{
815 if(!(this.effects & EF_NOGUNBOB)) // marker for item team search
816 return;
817
818 LOG_TRACE("Initializing item team ", ftos(this.team));
820 IL_EACH(g_items, it.team == this.team,
821 {
822 if(it.itemdef) // is a registered item
823 RandomSelection_AddEnt(it, it.cnt, 0);
824 });
825
827 if (!e)
828 return;
829
830 IL_EACH(g_items, it.team == this.team,
831 {
832 if(it.itemdef) // is a registered item
833 {
834 if(it != e)
835 {
836 Item_Show(it, -1); // make it non-spawned
837 if (it.waypointsprite_attached)
838 WaypointSprite_Kill(it.waypointsprite_attached);
839 it.nextthink = 0; // disable any scheduled powerup spawn
840 }
841 else
842 Item_Reset(it);
843
844 // leave 'this' marked so Item_FindTeam() works when called again via this.reset
845 if(it != this)
846 it.effects &= ~EF_NOGUNBOB;
847 }
848 });
849}
850
852{
853 setorigin(to, this.origin);
854 to.spawnflags = this.spawnflags;
855 to.noalign = ITEM_SHOULD_KEEP_POSITION(this);
856 to.cnt = this.cnt;
857 to.team = this.team;
858 to.spawnfunc_checked = true;
859 // TODO: copy respawn times? this may not be desirable in some cases
860 //to.respawntime = this.respawntime;
861 //to.respawntimejitter = this.respawntimejitter;
862}
863
864// Savage: used for item garbage-collection
866{
867 if(wasfreed(this) || !this) { return; }
870
871 if (this.SendFlags & ISF_REMOVEFX)
872 {
873 // delay removal until ISF_REMOVEFX has been sent
874 setthink(this, RemoveItem);
875 this.nextthink = time + 2 * autocvar_sys_ticrate; // micro optimisation: next frame will be too soon
876 this.solid = SOLID_NOT; // untouchable
877 }
878 else
879 delete(this);
880}
881
882// pickup evaluation functions
883// these functions decide how desirable an item is to the bots
884
885float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
886
888{
889 // See if I have it already
890 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
891 {
892 // If I can pick it up
893 if(!item.spawnshieldtime)
894 return 0;
895 return ammo_pickupevalfunc(player, item);
896 }
897
898 // reduce weapon value if bot already got a good arsenal
899 float c = 1;
900 int weapons_value = 0;
901 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
902 weapons_value += it.bot_pickupbasevalue;
903 });
904 c -= bound(0, weapons_value / 20000, 1) * 0.5;
905
906 return item.bot_pickupbasevalue * c;
907}
908
910{
911 entity item_resource = NULL; // pointer to the resource that may be associated with the given item
912 entity wpn = NULL;
913 float c = 0;
914 float rating = 0;
915
916 // detect needed ammo
917 if(item.itemdef.instanceOfWeaponPickup)
918 {
919 entity res = item.itemdef.m_weapon.ammo_type;
920 entity ammo = (res != RES_NONE) ? GetAmmoItem(res) : NULL;
921 if(!ammo)
922 return 0;
923 if(res != RES_NONE && GetResource(item, res))
924 item_resource = res;
925
926 wpn = item;
927 rating = ammo.m_botvalue;
928 }
929 else
930 {
931 FOREACH(Weapons, it != WEP_Null, {
932 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
933 continue;
934 if(it.ammo_type == RES_NONE)
935 continue;
936
937 if(GetResource(item, it.ammo_type))
938 {
939 item_resource = it.ammo_type;
940 break;
941 }
942 });
943 rating = item.bot_pickupbasevalue;
944 }
945
946 float noammorating = 0.5;
947
948 if(item_resource && (GetResource(player, item_resource) < GetResourceLimit(player, item_resource)))
949 c = GetResource(item, item_resource) / max(noammorating, GetResource(player, item_resource));
950
951 rating *= min(c, 2);
952 if(wpn)
953 rating += wpn.bot_pickupbasevalue * 0.1;
954 return rating;
955}
956
958{
959 float c = 0;
960 float rating = item.bot_pickupbasevalue;
961
962 float itemarmor = GetResource(item, RES_ARMOR);
963 float itemhealth = GetResource(item, RES_HEALTH);
964
965 if(item.item_group)
966 {
967 itemarmor *= min(4, item.item_group_count);
968 itemhealth *= min(4, item.item_group_count);
969 }
970
971 if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
972 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
973
974 if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
975 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
976
977 rating *= min(2, c);
978 return rating;
979}
980
981void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
982{
983 if(ITEM_DAMAGE_NEEDKILL(deathtype))
984 RemoveItem(this);
985}
986
987void item_use(entity this, entity actor, entity trigger)
988{
989 if (this.spawnflags & 16)
990 gettouch(this)(this, actor);
991 else // q3compat
992 Item_Respawn(this);
993}
994
995void item_setactive(entity this, int act)
996{
997 int old_status = this.active;
998 if(act == ACTIVE_TOGGLE)
1000 else
1001 this.active = act;
1002
1003 if(this.active != old_status)
1004 Item_Show(this, ((this.active == ACTIVE_ACTIVE) ? 1 : -1));
1005}
1006
1007void StartItem(entity this, entity def)
1008{
1009 if (def.m_spawnfunc_hookreplace)
1010 def = def.m_spawnfunc_hookreplace(def, this);
1011 this.itemdef = def;
1012 if (def.m_canonical_spawnfunc != "") // FIXME why do weapons set itemdef to an entity that doesn't have this?
1013 this.classname = def.m_canonical_spawnfunc;
1014
1015 startitem_failed = true; // early return means failure
1016
1017 // some mutators check for resources set by m_iteminit in FilterItem
1018 if(def.m_iteminit)
1019 def.m_iteminit(def, this);
1020
1021 // also checked by some mutators in FilterItem
1022 this.items = def.m_itemid;
1023 this.weapon = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1024 if(this.weapon)
1025 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, this.weapon));
1026 this.flags = FL_ITEM | def.m_itemflags;
1027
1028 // FilterItem may change any field of a specific instance of an item, but
1029 // it must not change any itemdef field (would cause mutators to break other mutators),
1030 // and must not convert items into different ones (StartItem could be refactored to support that).
1031 if(MUTATOR_CALLHOOK(FilterItem, this))
1032 {
1033 delete(this);
1034 return;
1035 }
1036
1037 if (!this.item_model_ent)
1038 this.item_model_ent = def.m_model;
1039
1040 if (!this.item_pickupsound_ent)
1041 this.item_pickupsound_ent = def.m_sound;
1042 if (!this.item_pickupsound && this.item_pickupsound_ent)
1044 if (this.item_pickupsound == "")
1045 LOG_WARNF("No pickup sound set for a %s", this.classname);
1046
1047 if(!this.pickup_anyway && def.m_pickupanyway)
1048 this.pickup_anyway = def.m_pickupanyway;
1049
1050 // bones_was_here TODO: implement sv_cullentities_dist and replace g_items_maxdist with it
1051 if(!this.fade_end)
1053
1054 // bones_was_here TODO: can we do this after we're sure the entity won't be deleted?
1055 IL_PUSH(g_items, this);
1056
1057 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1058 setmodel(this, MDL_Null); // precision set below
1059 // set item size before we spawn a waypoint or droptofloor or MoveOutOfSolid
1060 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1061
1062 if (ITEM_IS_LOOT(this))
1063 {
1064 this.reset = RemoveItem;
1065
1067 this.gravity = 1;
1068
1069 setthink(this, Item_Think);
1072
1073 this.owner = NULL; // anyone can pick this up, including the player who threw it
1074 this.item_spawnshieldtime = time + 0.5; // but not straight away
1075
1076 this.takedamage = DAMAGE_YES;
1077 this.event_damage = Item_Damage;
1078 // enable this to have thrown items burn in lava
1079 //this.damagedbycontents = true;
1080 //IL_PUSH(g_damagedbycontents, this);
1081
1082 if (ITEM_IS_EXPIRING(this))
1083 {
1084 // if item is worthless after a timer, have it expire then
1086 }
1087
1088 // most loot items have a bigger horizontal size than a player
1089 nudgeoutofsolid_OrFallback(this);
1090
1091 // don't drop if in a NODROP zone (such as lava)
1092 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1094 {
1095 delete(this);
1096 return;
1097 }
1098 }
1099 else
1100 {
1101 // must be done after def.m_iteminit() as that may set ITEM_FLAG_MUTATORBLOCKED
1102 if(!have_pickup_item(this))
1103 {
1104 delete(this);
1105 return;
1106 }
1107
1108 // must be done before Item_Reset() and after MUTATORBLOCKED check (blocked items may be uninitialised)
1109 if(!this.respawntime)
1110 {
1111 if (def.m_respawntime)
1112 this.respawntime = def.m_respawntime;
1113 else
1114 LOG_WARNF("Default respawntime for a %s is unavailable from its itemdef", this.classname);
1115 }
1116
1117 this.reset = Item_Reset;
1118
1119 if(this.angles != '0 0 0')
1120 this.SendFlags |= ISF_ANGLES;
1121
1122 if(q3compat)
1123 {
1124 if (!this.team)
1125 {
1126 string t = GetField_fullspawndata(this, "team", false);
1127 // bones_was_here: this hack is cheaper than changing to a .string strcmp()
1128 if(t) this.team = crc16(false, t);
1129 }
1130
1131 // In Q3 the origin is in the middle of the bbox ("radius" 15), in Xon it's at the bottom
1132 // so we need to offset vertically (only for items placed by the mapper).
1133 this.origin.z += -15 - this.mins.z;
1134 setorigin(this, this.origin);
1135 }
1136
1137 // it's a level item
1138 if(this.spawnflags & 1)
1139 this.noalign = 1;
1140 if (this.noalign > 0)
1142 else
1144 // do item filtering according to gametype and other things
1145 if (this.noalign <= 0)
1146 {
1147 if (!this.noalign)
1150 }
1151
1152 if (this.targetname != "")
1153 this.use = item_use;
1154
1155 this.setactive = item_setactive;
1156 this.active = ACTIVE_ACTIVE;
1157
1158 if(autocvar_spawn_debug >= 2)
1159 {
1160 // why not flags & fl_item?
1161 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1162 LOG_TRACE("XXX Found duplicated item: ", def.m_name, vtos(this.origin));
1163 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1164 error("Mapper sucks.");
1165 });
1166 this.is_item = true;
1167 }
1168
1170
1171 if ( def.instanceOfPowerup
1172 || def.instanceOfWeaponPickup
1173 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1174 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1175 || (def.m_itemid & (IT_KEY1 | IT_KEY2))
1176 )
1177 {
1178 if(!this.target || this.target == "")
1179 this.target = "###item###"; // for finding the nearest item using findnearest
1180 }
1181
1182 Item_ItemsTime_SetTime(this, 0);
1183
1184 this.glowmod = def.m_color;
1185 }
1186
1187 this.bot_pickup = true;
1188 this.bot_pickupevalfunc = def.m_pickupevalfunc;
1189 this.bot_pickupbasevalue = def.m_botvalue;
1190 this.netname = def.m_name;
1191 settouch(this, Item_Touch);
1192 //this.effects |= EF_LOWPRECISION;
1193
1194 // support skinned models for powerups
1195 if(!this.skin)
1196 this.skin = def.m_skin;
1197
1198 if (!(this.spawnflags & 1024)) {
1199 if(def.instanceOfPowerup)
1200 this.ItemStatus |= ITS_ANIMATE1;
1201
1202 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1203 this.ItemStatus |= ITS_ANIMATE2;
1204 }
1205
1206 if(def.instanceOfWeaponPickup)
1207 {
1208 if (!ITEM_IS_LOOT(this)) // if dropped, colormap is already set up nicely
1209 this.colormap = 1024; // color shirt=0 pants=0 grey
1210 if (!(this.spawnflags & 1024))
1211 this.ItemStatus |= ITS_ANIMATE1;
1212 this.SendFlags |= ISF_COLORMAP;
1213 }
1214
1215 this.state = 0;
1216 if(this.team)
1217 {
1218 if(!this.cnt)
1219 this.cnt = 1; // item probability weight
1220
1221 this.effects |= EF_NOGUNBOB; // marker for item team search
1223 this.reset = Item_FindTeam;
1224 }
1225 else
1226 Item_Reset(this);
1227
1228 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1229
1230 // call this hook after everything else has been done
1231 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1232 {
1233 delete(this);
1234 return;
1235 }
1236
1237 // we should be sure this item will spawn before loading its assets
1238 // CSQC handles model precaching: it may not use this model (eg simple items) and may not have connected yet
1239 //precache_model(this.mdl);
1241
1242 setItemGroup(this);
1243
1244 startitem_failed = false;
1245}
1246
1247#define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1249
1251{
1252 if(!IS_SMALL(this.itemdef) || ITEM_IS_LOOT(this))
1253 return;
1254
1255 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1256 {
1257 if(!this.item_group)
1258 {
1259 if(!it.item_group)
1260 {
1261 it.item_group = group_count;
1262 ++group_count;
1263 }
1264 this.item_group = it.item_group;
1265 }
1266 else // spawning item is already part of a item_group X
1267 {
1268 if(!it.item_group)
1269 it.item_group = this.item_group;
1270 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1271 {
1272 int grY = it.item_group;
1273 // move all items of item_group Y to item_group X
1274 IL_EACH(g_items, IS_SMALL(it.itemdef),
1275 {
1276 if(it.item_group == grY)
1277 it.item_group = this.item_group;
1278 });
1279 }
1280 }
1281 });
1282}
1283
1285{
1286 for (int k = 1; k <= group_count; ++k)
1287 {
1288 int count = 0;
1289 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { ++count; });
1290 if (count)
1291 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1292 }
1293}
1294
1295float GiveWeapon(entity e, float wpn, float op, float val)
1296{
1297 WepSet v0, v1;
1299 v0 = (STAT(WEAPONS, e) & s);
1300 switch(op)
1301 {
1302 case OP_SET:
1303 if(val > 0)
1304 STAT(WEAPONS, e) |= s;
1305 else
1306 STAT(WEAPONS, e) &= ~s;
1307 break;
1308 case OP_MIN:
1309 case OP_PLUS:
1310 if(val > 0)
1311 STAT(WEAPONS, e) |= s;
1312 break;
1313 case OP_MAX:
1314 if(val <= 0)
1315 STAT(WEAPONS, e) &= ~s;
1316 break;
1317 case OP_MINUS:
1318 if(val > 0)
1319 STAT(WEAPONS, e) &= ~s;
1320 break;
1321 }
1322 v1 = (STAT(WEAPONS, e) & s);
1323 return (v0 != v1);
1324}
1325
1326bool GiveBuff(entity e, Buff thebuff, int op, int val)
1327{
1328 bool had_buff = StatusEffects_active(thebuff, e);
1329 float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : time);
1330 switch (op)
1331 {
1332 case OP_SET:
1333 new_buff_time = time + val;
1334 break;
1335 case OP_MIN:
1336 new_buff_time = max(new_buff_time, time + val);
1337 break;
1338 case OP_MAX:
1339 new_buff_time = min(new_buff_time, time + val);
1340 break;
1341 case OP_PLUS:
1342 new_buff_time += val;
1343 break;
1344 case OP_MINUS:
1345 new_buff_time -= val;
1346 break;
1347 }
1348 if(new_buff_time <= time)
1349 {
1350 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1352 }
1353 else
1354 {
1355 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1356 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1357 }
1358 bool have_buff = StatusEffects_active(thebuff, e);
1359 return (had_buff != have_buff);
1360}
1361
1362void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1363{
1364 if(v1 == v0)
1365 return;
1366 if(v1 <= v0 - t)
1367 {
1368 if(snd_decr != NULL)
1369 sound(e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1370 }
1371 else if(v0 >= v0 + t)
1372 {
1373 if(snd_incr != NULL)
1374 sound(e, ((snd_incr == SND_POWERUP) ? CH_TRIGGER_SINGLE : CH_TRIGGER), snd_incr, VOL_BASE, ATTEN_NORM);
1375 }
1376}
1377
1378void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1379{
1380 if(v0 < v1)
1381 e.(rotfield) = max(e.(rotfield), time + rottime);
1382 else if(v0 > v1)
1383 e.(regenfield) = max(e.(regenfield), time + regentime);
1384}
1385bool GiveResourceValue(entity e, Resource res_type, int op, int val)
1386{
1387 int v0 = GetResource(e, res_type);
1388 float new_val = 0;
1389 switch (op)
1390 {
1391 // min 100 cells = at least 100 cells
1392 case OP_SET: new_val = val; break;
1393 case OP_MIN: new_val = max(v0, val); break;
1394 case OP_MAX: new_val = min(v0, val); break;
1395 case OP_PLUS: new_val = v0 + val; break;
1396 case OP_MINUS: new_val = v0 - val; break;
1397 default: return false;
1398 }
1399
1400 return SetResourceExplicit(e, res_type, new_val);
1401}
1402bool GiveStatusEffect(entity e, StatusEffect this, int op, float val)
1403{
1404 bool had_eff = StatusEffects_active(this, e);
1405 float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : time);
1406 switch (op)
1407 {
1408 case OP_SET:
1409 new_eff_time = time + val;
1410 break;
1411 case OP_MIN:
1412 new_eff_time = max(new_eff_time, time + val);
1413 break;
1414 case OP_MAX:
1415 new_eff_time = min(new_eff_time, time + val);
1416 break;
1417 case OP_PLUS:
1418 new_eff_time += val;
1419 break;
1420 case OP_MINUS:
1421 new_eff_time -= val;
1422 break;
1423 }
1424 if(new_eff_time <= time)
1425 {
1426 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1428 }
1429 else
1430 StatusEffects_apply(this, e, new_eff_time, 0);
1431 bool have_eff = StatusEffects_active(this, e);
1432 return (had_eff != have_eff);
1433}
1434
1435float GiveItems(entity e, float beginarg, float endarg)
1436{
1437 float got, i, val, op;
1438 string cmd;
1439
1440 val = 999;
1441 op = OP_SET;
1442
1443 got = 0;
1444
1445 int _switchweapon = 0;
1446
1447 bool use_cts_autoswitch = (g_cts && (CS_CVAR(e).cvar_cl_autoswitch_cts != -1));
1448 if(CS_CVAR(e).cvar_cl_autoswitch && !use_cts_autoswitch)
1449 {
1450 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1451 {
1452 .entity weaponentity = weaponentities[slot];
1453 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1454 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1455 _switchweapon |= BIT(slot);
1456 }
1457 }
1458
1459 PREGIVE(e, items);
1460 PREGIVE_WEAPONS(e);
1461 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1462 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1463 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1464 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1465 //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapon);
1466 PREGIVE_RESOURCE(e, RES_BULLETS);
1467 PREGIVE_RESOURCE(e, RES_CELLS);
1468 PREGIVE_RESOURCE(e, RES_SHELLS);
1469 PREGIVE_RESOURCE(e, RES_ROCKETS);
1470 PREGIVE_RESOURCE(e, RES_FUEL);
1472 PREGIVE_RESOURCE(e, RES_HEALTH);
1473
1474 Weapon last_wep = WEP_Null;
1475 for(i = beginarg; i < endarg; ++i)
1476 {
1477 cmd = argv(i);
1478
1479 if(cmd == "0" || stof(cmd))
1480 {
1481 val = stof(cmd);
1482 continue;
1483 }
1484 switch(cmd)
1485 {
1486 case "no":
1487 op = OP_MAX;
1488 val = 0;
1489 continue;
1490 case "max":
1491 op = OP_MAX;
1492 continue;
1493 case "min":
1494 op = OP_MIN;
1495 continue;
1496 case "plus":
1497 op = OP_PLUS;
1498 continue;
1499 case "minus":
1500 op = OP_MINUS;
1501 continue;
1502 case "ALL":
1503 got += GiveBit(e, items, ITEM_FuelRegen.m_itemid, op, val);
1504 FOREACH(StatusEffects, it.instanceOfPowerupStatusEffect, got += GiveStatusEffect(e, it, op, val));
1506 case "all":
1507 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1508 got += GiveResourceValue(e, RES_HEALTH, op, val);
1509 got += GiveResourceValue(e, RES_ARMOR, op, val);
1510 case "allweapons":
1511 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN)),
1512 got += GiveWeapon(e, it.m_id, op, val));
1513 //case "allbuffs": // all buffs makes a player god, do not want!
1514 //FOREACH(StatusEffects, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1515 case "allammo":
1516 got += GiveResourceValue(e, RES_CELLS, op, val);
1517 got += GiveResourceValue(e, RES_SHELLS, op, val);
1518 got += GiveResourceValue(e, RES_BULLETS, op, val);
1519 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1520 got += GiveResourceValue(e, RES_FUEL, op, val);
1521 break;
1522 case "unlimited_ammo":
1523 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1525 break;
1526 case "unlimited_weapon_ammo":
1527 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1528 break;
1529 case "unlimited_superweapons":
1530 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1531 break;
1532 case "jetpack":
1533 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1534 break;
1535 case "fuel_regen":
1536 got += GiveBit(e, items, ITEM_FuelRegen.m_itemid, op, val);
1537 break;
1538 case "strength":
1539 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1540 break;
1541 case "invincible":
1542 case "shield":
1543 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1544 break;
1545 case "speed":
1546 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1547 break;
1548 case "invisibility":
1549 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1550 break;
1551 case "superweapons":
1552 got += GiveStatusEffect(e, STATUSEFFECT_Superweapon, op, val);
1553 break;
1554 case "cells":
1555 got += GiveResourceValue(e, RES_CELLS, op, val);
1556 break;
1557 case "shells":
1558 got += GiveResourceValue(e, RES_SHELLS, op, val);
1559 break;
1560 case "nails":
1561 case "bullets":
1562 got += GiveResourceValue(e, RES_BULLETS, op, val);
1563 break;
1564 case "rockets":
1565 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1566 break;
1567 case "health":
1568 got += GiveResourceValue(e, RES_HEALTH, op, val);
1569 break;
1570 case "armor":
1571 got += GiveResourceValue(e, RES_ARMOR, op, val);
1572 break;
1573 case "fuel":
1574 got += GiveResourceValue(e, RES_FUEL, op, val);
1575 break;
1576 default:
1577 FOREACH(StatusEffects, it.instanceOfBuff && buff_Available(it) && Buff_CompatName(cmd) == it.netname,
1578 {
1579 got += GiveBuff(e, it, op, val);
1580 break;
1581 });
1582 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1583 got += GiveWeapon(e, it.m_id, op, val);
1584 if(use_cts_autoswitch && CS_CVAR(e).cvar_cl_autoswitch_cts == 1)
1585 if(val > 0 && (op == OP_SET || op == OP_PLUS || op == OP_MIN)) // switch to any given weapons, even if we already had it
1586 last_wep = it; // (... non-CTS autoswitching can switch to a weapon we already have, so CTS autoswitch should be the same)
1587 break;
1588 });
1589 break;
1590 }
1591 val = 999;
1592 op = OP_SET;
1593 }
1594
1595 POSTGIVE_BIT(e, items, ITEM_FuelRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1596 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1597 POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1598 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1599 FOREACH(Weapons, it != WEP_Null, {
1600 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1601 if(!(save_weapons & (it.m_wepset)))
1602 if(STAT(WEAPONS, e) & (it.m_wepset))
1603 it.wr_init(it);
1604 });
1605 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1606 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1607 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1608 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1609 POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1610 POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1611 POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1612 POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1616
1617 if(!StatusEffects_active(STATUSEFFECT_Superweapon, e))
1618 {
1619 // also give default superweapon time if player had no superweapons and just got one
1620 if(!g_weaponarena && !(save_weapons & WEPSET_SUPERWEAPONS) && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1621 StatusEffects_apply(STATUSEFFECT_Superweapon, e, time + autocvar_g_balance_superweapons_time, 0);
1622 }
1623
1624 if(e.statuseffects)
1626
1627 if(use_cts_autoswitch)
1628 {
1629 // CTS handling: never switch (0), always switch (1)
1630 if(last_wep != WEP_Null)
1631 if(CS_CVAR(e).cvar_cl_autoswitch_cts == 1)
1632 {
1633 // crude hack to enforce switching weapons
1634 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1635 {
1636 .entity weaponentity = weaponentities[slot];
1637 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1638 if(client_hasweapon(e, last_wep, weaponentity, true, false)) // ammo check
1639 W_SwitchWeapon_Force(e, last_wep, weaponentity);
1640 }
1641 }
1642 }
1643 else
1644 {
1645 // non-CTS handling: weaponpriority-based autoswitch
1646 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1647 {
1648 .entity weaponentity = weaponentities[slot];
1649 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1650 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1651 _switchweapon |= BIT(slot);
1652
1653 if(_switchweapon & BIT(slot))
1654 {
1655 Weapon best_wep = w_getbestweapon(e, weaponentity);
1656 if(e.(weaponentity).m_switchweapon != best_wep)
1657 W_SwitchWeapon_Force(e, best_wep, weaponentity);
1658 }
1659 }
1660 }
1661
1662 return got;
1663}
void waypoint_spawnforitem(entity e)
float bot_pickup
Definition api.qh:43
#define MUTATOR_CALLHOOK(id,...)
Definition base.qh:143
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
Definition bits.qh:8
ERASEABLE bool GiveBit(entity e,.int fld, int bit, int op, int val)
Definition bits.qh:86
@ OP_MIN
Definition bits.qh:79
@ OP_PLUS
Definition bits.qh:81
@ OP_MAX
Definition bits.qh:80
@ OP_SET
Definition bits.qh:78
@ OP_MINUS
Definition bits.qh:82
float bot_pickupbasevalue
Definition bot.qh:68
string Buff_CompatName(string buffname)
Definition buffs.qc:12
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void TakeResourceWithLimit(entity receiver, Resource res_type, float amount, float limit)
Takes an entity some resource but not less than a limit.
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
Definition buffs.qh:17
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:42
string netname
Definition powerups.qc:20
float cnt
Definition powerups.qc:24
float count
Definition powerups.qc:22
float wait
Definition items.qc:17
float gravity
Definition items.qh:17
entity players
Definition main.qh:57
entity owner
Definition main.qh:87
int team
Definition main.qh:188
int autocvar_g_pickup_rockets_max
Definition ammo.qh:116
int spawnflags
Definition ammo.qh:15
int autocvar_g_pickup_fuel_max
Definition ammo.qh:188
int autocvar_g_pickup_shells_max
Definition ammo.qh:44
int autocvar_g_pickup_cells_max
Definition ammo.qh:152
int autocvar_g_pickup_nails_max
Definition ammo.qh:80
float fade_end
Definition item.qh:87
const int ITS_STAYWEP
Definition item.qh:62
float strength_finished
Definition item.qh:93
const int ISF_COLORMAP
Definition item.qh:53
const int ITS_ALLOWSI
Definition item.qh:67
const int ITS_EXPIRING
Definition item.qh:69
const int ITS_ALLOWFB
Definition item.qh:66
const int ITS_GLOW
Definition item.qh:68
const int IT_JETPACK
Definition item.qh:26
const float IT_UPDATE_INTERVAL
Definition item.qh:76
const int IT_PICKUPMASK
Definition item.qh:46
string mdl
Definition item.qh:89
const int IT_FUEL_REGEN
Definition item.qh:28
const int IT_UNLIMITED_AMMO
Definition item.qh:23
const int ITS_AVAILABLE
Definition item.qh:65
const int ISF_SIZE2
Definition item.qh:51
const vector ITEM_S_MAXS
Definition item.qh:81
const int IT_UNLIMITED_SUPERWEAPONS
Definition item.qh:24
int ItemStatus
Definition item.qh:61
const int IT_RESOURCE
Definition item.qh:30
const vector ITEM_L_MAXS
Definition item.qh:84
float invincible_finished
Definition item.qh:94
const int ITS_ANIMATE1
Definition item.qh:63
const int ISF_STATUS
Definition item.qh:52
@ ITEM_FLAG_MUTATORBLOCKED
Definition item.qh:121
const int ISF_REMOVEFX
Definition item.qh:49
const int ISF_ANGLES
Definition item.qh:55
#define ITEM_HANDLE(signal,...)
Definition item.qh:125
const float IT_DESPAWNFX_TIME
Definition item.qh:72
const int ITS_ANIMATE2
Definition item.qh:64
const int ISF_SIZE
Definition item.qh:56
const int ISF_LOCATION
Definition item.qh:50
const int ISF_DROP
Definition item.qh:54
#define setmodel(this, m)
Definition model.qh:26
#define M_ARGV(x, type)
Definition events.qh:17
int items
Definition player.qh:226
#define IS_DEAD(s)
Definition player.qh:244
vector weaponsInMap
all the weapons actually spawned in the map, does not include filtered items
Definition stats.qh:53
float game_starttime
Definition stats.qh:82
#define LABEL(id)
Definition compiler.qh:34
const int FL_PICKUPITEMS
Definition constants.qh:88
const int INITPRIO_FINDTARGET
Definition constants.qh:96
const int FL_ITEM
Definition constants.qh:77
string classname
float flags
const float EF_STARDUST
float DPCONTENTS_NODROP
const float SOLID_TRIGGER
const float MOVE_NORMAL
vector mins
float trace_dpstartcontents
vector velocity
const float EF_ADDITIVE
const float EF_FULLBRIGHT
const float SOLID_NOT
float effects
float time
vector maxs
float nextthink
float colormap
const float EF_NODEPTHTEST
vector origin
vector oldorigin
float solid
#define use
vector glowmod
#define g_cts
Definition cts.qh:36
#define AUTOCVAR(...)
Definition cvar.qh:164
float spawnshieldtime
Definition damage.qh:61
void W_SwitchWeapon_Force(Player this, Weapon w,.entity weaponentity)
Definition selection.qc:237
int state
const int ACTIVE_TOGGLE
Definition defs.qh:40
const int ACTIVE_NOT
Definition defs.qh:36
int active
Definition defs.qh:34
const int ACTIVE_ACTIVE
Definition defs.qh:37
float EF_NOGUNBOB
#define tokenize_console
RES_ARMOR
Definition ent_cs.qc:155
WriteString(chan, ent.netname)
ent angles
Definition ent_cs.qc:146
model
Definition ent_cs.qc:164
WriteByte(chan, ent.angles.y/DEC_FACTOR)
SetResourceExplicit(ent, RES_ARMOR, ReadByte() *DEC_FACTOR)) ENTCS_PROP(NAME
skin
Definition ent_cs.qc:168
Weapons
Definition guide.qh:113
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define IL_EACH(this, cond, body)
float invisibility_finished
#define ITEM_IS_LOOT(item)
Returns whether the item is loot.
Definition spawning.qh:39
#define ITEM_IS_EXPIRING(item)
Returns whether the item is expiring (i.e.
Definition spawning.qh:58
bool startitem_failed
Definition spawning.qh:7
#define ITEM_SHOULD_KEEP_POSITION(item)
Returns whether item should keep its position or be dropped to the ground.
Definition spawning.qh:52
#define FOREACH_ENTITY_RADIUS(org, dist, cond, body)
Definition iter.qh:160
#define FOREACH(list, cond, body)
Definition iter.qh:19
void SUB_UseTargets(entity this, entity actor, entity trigger)
Definition triggers.qc:344
int SendFlags
Definition net.qh:159
const int MSG_ENTITY
Definition net.qh:156
#define WriteHeader(to, id)
Definition net.qh:265
void Net_LinkEntity(entity e, bool docull, float dt, bool(entity this, entity to, int sendflags) sendfunc)
Definition net.qh:167
#define STAT(...)
Definition stats.qh:94
#define LOG_WARNF(...)
Definition log.qh:59
#define LOG_TRACE(...)
Definition log.qh:74
float MSG_ONE
Definition menudefs.qc:56
float stof(string val,...)
float bound(float min, float value, float max)
float random(void)
void WriteShort(float data, float dest, float desto)
void cmd(string command,...)
string precache_sound(string sample)
float min(float f,...)
string ftos(float f)
float floor(float f)
string strzone(string s)
string argv(float n)
float max(float f,...)
void set_movetype(entity this, int mt)
Definition movetypes.qc:4
const int MOVETYPE_NONE
Definition movetypes.qh:129
const int MOVETYPE_TOSS
Definition movetypes.qh:135
#define IS_ONGROUND(s)
Definition movetypes.qh:16
float speed_finished
Definition speed.qh:17
@ STATUSEFFECT_REMOVE_CLEAR
Effect is being forcibly removed without calling any additional mechanics.
Definition all.qh:30
@ STATUSEFFECT_REMOVE_NORMAL
Effect is being removed by a function, calls regular removal mechanics.
Definition all.qh:28
string string_null
Definition nil.qh:9
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
Definition all.qc:1500
#define NULL
Definition post.qh:14
float weapon
Definition progsdefs.qc:139
entity msg_entity
Definition progsdefs.qc:63
q3compat
Definition quake3.qc:59
ERASEABLE void RandomSelection_Init()
Definition random.qc:4
#define RandomSelection_AddEnt(e, weight, priority)
Definition random.qh:14
entity RandomSelection_chosen_ent
Definition random.qh:5
#define crandom()
Returns a random number between -1.0 and 1.0.
Definition random.qh:32
#define REGISTRY_GET(id, i)
Definition registry.qh:62
#define AVAILABLE_TEAMS
Number of teams that exist currently.
bool client_hasweapon(entity this, Weapon wpn,.entity weaponentity, float andammo, bool complain)
Definition selection.qc:47
#define w_getbestweapon(ent, wepent)
Definition selection.qh:23
#define getSendEntity(e)
#define gettouch(e)
Definition self.qh:78
#define setthink(e, f)
vector
Definition self.qh:96
entity entity toucher
Definition self.qh:76
#define settouch(e, f)
Definition self.qh:77
float pauserotfuel_finished
Definition client.qh:340
int autocvar_spawn_debug
Definition client.qh:51
float pauseregen_finished
Definition client.qh:337
float pauserothealth_finished
Definition client.qh:338
float pauserotarmor_finished
Definition client.qh:339
float generic_pickupevalfunc(entity player, entity item)
Definition items.qc:885
bool Item_ItemsTime_SpectatorOnly(GameItem it)
Definition itemstime.qc:58
float ammo_pickupevalfunc(entity player, entity item)
Definition items.qc:909
float Item_ItemsTime_UpdateTime(entity e, float t)
Definition itemstime.qc:129
void GiveRot(entity e, float v0, float v1,.float rotfield, float rottime,.float regenfield, float regentime)
Definition items.qc:1378
float adjust_respawntime(float normal_respawntime)
Adjust respawn time according to the number of players.
Definition items.qc:357
void Item_ScheduleRespawn(entity e)
Definition items.qc:385
void Item_ItemsTime_SetTimesForAllPlayers()
Definition itemstime.qc:122
void Item_CopyFields(entity this, entity to)
Definition items.qc:851
bool GiveStatusEffect(entity e, StatusEffect this, int op, float val)
Definition items.qc:1402
bool GiveBuff(entity e, Buff thebuff, int op, int val)
Definition items.qc:1326
bool ItemSend(entity this, entity to, int sf)
Definition items.qc:31
void Item_RespawnThink(entity this)
Definition items.qc:315
void Item_NotifyWeapon(entity player, entity wep)
Definition items.qc:513
bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
Definition items.qc:485
void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition items.qc:981
void setItemGroupCount()
Definition items.qc:1284
void ItemUpdate(entity this)
Definition items.qc:100
void StartItem(entity this, entity def)
Definition items.qc:1007
void Item_ScheduleInitialRespawn(entity e)
Definition items.qc:405
void Item_ScheduleRespawnIn(entity e, float t)
Definition items.qc:325
void UpdateItemAfterTeleport(entity this)
Definition items.qc:106
void RemoveItem(entity this)
Definition items.qc:865
float weapon_pickupevalfunc(entity player, entity item)
Definition items.qc:887
float GiveWeapon(entity e, float wpn, float op, float val)
Definition items.qc:1295
void Item_Think(entity this)
Definition items.qc:192
void Item_RespawnCountdown(entity this)
Definition items.qc:257
void Item_Show(entity e, int mode)
Definition items.qc:130
void setItemGroup(entity this)
Definition items.qc:1250
void item_use(entity this, entity actor, entity trigger)
Definition items.qc:987
void Item_ItemsTime_SetTime(entity e, float t)
Definition itemstime.qc:107
void Item_FindTeam(entity this)
Definition items.qc:813
float GiveItems(entity e, float beginarg, float endarg)
Definition items.qc:1435
bool have_pickup_item(entity this)
Definition items.qc:112
bool Item_ItemsTime_Allow(GameItem it)
Definition itemstime.qc:66
void Item_Reset(entity this)
Definition items.qc:783
bool GiveResourceValue(entity e, Resource res_type, int op, int val)
Definition items.qc:1385
#define IS_SMALL(def)
Definition items.qc:1247
float healtharmor_pickupevalfunc(entity player, entity item)
Definition items.qc:957
void item_setactive(entity this, int act)
Definition items.qc:995
void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
Definition items.qc:1362
void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity)
Give several random weapons and ammo to the entity.
Definition items.qc:440
bool Item_GiveTo(entity item, entity player)
Definition items.qc:522
void Item_Respawn(entity this)
Definition items.qc:241
void Item_Touch(entity this, entity toucher)
Definition items.qc:686
int group_count
Definition items.qc:1248
float autocvar_g_balance_superweapons_time
Definition items.qh:7
entity item_pickupsound_ent
Definition items.qh:23
int autocvar_g_pickup_items
Definition items.qh:11
float item_respawncounter
Definition items.qh:35
IntrusiveList g_items
Definition items.qh:119
#define ITEM_TOUCH_NEEDKILL()
Definition items.qh:122
#define ITEM_DAMAGE_NEEDKILL(dt)
Definition items.qh:123
#define POSTGIVE_WEAPON(e, b, snd_incr, snd_decr)
Definition items.qh:109
float autocvar_sv_simple_items
Definition items.qh:15
#define PREGIVE_WEAPONS(e)
Definition items.qh:105
entity itemdef
Definition items.qh:92
entity item_model_ent
Definition items.qh:24
#define POSTGIVE_RESOURCE(e, f, t, snd_incr, snd_decr)
Definition items.qh:112
#define PREGIVE(e, f)
Definition items.qh:106
bool autocvar_g_fullbrightitems
Definition items.qh:8
#define PREGIVE_STATUSEFFECT(e, f)
Definition items.qh:107
float superweapons_finished
Definition items.qh:39
const float ITEM_RESPAWN_TICKS
Definition items.qh:19
bool noalign
Definition items.qh:37
#define PREGIVE_RESOURCE(e, f)
Definition items.qh:108
float pickup_anyway
Definition items.qh:27
float autocvar_g_items_maxdist
Definition items.qh:9
bool autocvar_g_nodepthtestitems
Definition items.qh:12
#define POSTGIVE_STATUSEFFECT(e, f, snd_incr, snd_decr)
Definition items.qh:111
float item_spawnshieldtime
Definition items.qh:42
#define POSTGIVE_RES_ROT(e, f, t, rotfield, rottime, regenfield, regentime, snd_incr, snd_decr)
Definition items.qh:113
string item_pickupsound
Definition items.qh:22
#define POSTGIVE_BIT(e, f, b, snd_incr, snd_decr)
Definition items.qh:110
bool is_item
Definition items.qh:91
float respawntime
Definition items.qh:31
float autocvar_g_items_dropped_lifetime
Definition items.qh:10
string GetField_fullspawndata(entity e, string fieldname, bool vfspath)
Retrieves the value of a map entity field from fullspawndata.
Definition main.qc:451
float autocvar_sys_ticrate
Definition main.qh:17
@ MUT_ITEMTOUCH_PICKUP
Definition events.qh:736
@ MUT_ITEMTOUCH_RETURN
Definition events.qh:735
void W_GiveWeapon(entity e, int wep)
Definition common.qc:33
const int CH_TRIGGER
Definition sound.qh:12
const int CH_TRIGGER_SINGLE
Definition sound.qh:13
#define Sound_fixpath(this)
Definition sound.qh:141
const float VOL_BASE
Definition sound.qh:36
#define _sound(e, c, s, v, a)
Definition sound.qh:43
const float ATTEN_NORM
Definition sound.qh:30
#define sound(e, c, s, v, a)
Definition sound.qh:52
void soundto(int _dest, entity e, int chan, string samp, float vol, float _atten, float _pitch)
Definition all.qc:74
#define SND(id)
Definition all.qh:35
#define CS_CVAR(this)
Definition state.qh:51
void StatusEffects_remove(StatusEffect this, entity actor, int removal_type)
float StatusEffects_gettime(StatusEffect this, entity actor)
bool StatusEffects_active(StatusEffect this, entity actor)
void StatusEffects_apply(StatusEffect this, entity actor, float eff_time, int eff_flags)
void StatusEffects_update(entity e)
const int DAMAGE_YES
Definition subs.qh:80
vector pos1
Definition subs.qh:50
float takedamage
Definition subs.qh:78
float buff_Available(entity buff)
Definition sv_buffs.qc:252
void buff_RemoveAll(entity actor, int removal_type)
Definition sv_buffs.qc:281
void powerups_DropItem_Think(entity this)
bool autocvar_g_powerups_stack
void GiveResource(entity receiver, Resource res_type, float amount)
Gives an entity some resource.
float GetResourceLimit(entity e, Resource res_type)
Returns the maximum amount of the given resource.
void GiveResourceWithLimit(entity receiver, Resource res_type, float amount, float limit)
Gives an entity some resource but not more than a limit.
float autocvar_g_balance_pause_fuel_regen
float autocvar_g_balance_pause_armor_rot
float autocvar_g_balance_pause_health_rot
float autocvar_g_balance_pause_health_regen
float autocvar_g_balance_pause_fuel_rot
float ammo
Definition sv_turrets.qh:43
#define IT_KEY1
Definition sys-pre.qh:20
#define IT_KEY2
Definition sys-pre.qh:21
void TeamBalance_Destroy(entity balance)
Destroy the team balance entity.
Definition teamplay.qc:597
int TeamBalance_GetNumberOfPlayers(entity balance, int index)
Returns the number of players (both humans and bots) in a team.
Definition teamplay.qc:945
void TeamBalance_GetTeamCounts(entity balance, entity ignore)
Counts the number of players and various other information about each team.
Definition teamplay.qc:827
entity TeamBalance_CheckAllowedTeams(entity for_whom)
Checks whether the player can join teams according to global configuration and mutator settings.
Definition teamplay.qc:488
bool TeamBalance_IsTeamAllowed(entity balance, int index)
Returns whether the team change to the specified team is allowed.
Definition teamplay.qc:807
string targetname
Definition triggers.qh:56
string target
Definition triggers.qh:55
#define IS_SPEC(v)
Definition utils.qh:10
#define IS_REAL_CLIENT(v)
Definition utils.qh:17
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:52
void WaypointSprite_Kill(entity wp)
void WaypointSprite_Ping(entity e)
entity WaypointSprite_Spawn(entity spr, float _lifetime, float maxdistance, entity ref, vector ofs, entity showto, float t, entity own,.entity ownfield, float hideable, entity icon)
void WaypointSprite_UpdateBuildFinished(entity e, float f)
void WaypointSprite_UpdateRule(entity e, float t, float r)
entity waypointsprite_attached
const int SPRITERULE_SPECTATOR
entity GetAmmoItem(Resource ammotype)
Definition all.qc:196
WepSet WEPSET_SUPERWEAPONS
Definition all.qh:345
#define WepSet_FromWeapon(it)
Definition all.qh:48
const int MAX_WEAPONSLOTS
Definition weapon.qh:16
entity weaponentities[MAX_WEAPONSLOTS]
Definition weapon.qh:17
const int WEP_FLAG_MUTATORBLOCKED
Definition weapon.qh:261
const int WEP_FLAG_HIDDEN
Definition weapon.qh:258
vector WepSet
Definition weapon.qh:14
void W_DropEvent(.void(Weapon, entity actor,.entity) event, entity player, int weapon_type, entity weapon_item,.entity weaponentity)
void DropToFloor_QC_DelayedInit(entity this)
Definition world.qc:2427
void InitializeEntity(entity e, void(entity this) func, int order)
Definition world.qc:2229
float g_weaponarena
Definition world.qh:75
float g_weapon_stay
Definition world.qh:109