#pragma once #include #include float autocvar_g_balance_superweapons_time; bool autocvar_g_fullbrightitems; float autocvar_g_items_maxdist; float autocvar_g_items_dropped_lifetime; int autocvar_g_pickup_items; bool autocvar_g_nodepthtestitems; #define autocvar_g_weapon_stay cvar("g_weapon_stay") float autocvar_sv_simple_items; bool ItemSend(entity this, entity to, int sf); const float ITEM_RESPAWN_TICKS = 10; // string overrides entity .string item_pickupsound; .entity item_pickupsound_ent; .entity item_model_ent; .float max_armorvalue; .float pickup_anyway; .int count; .float scheduledrespawntime; .float respawntime; .float respawntimejitter; .float respawntimestart; .float item_respawncounter; .bool noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor .float superweapons_finished; // NOTE: this field is used only by map entities, it does not directly apply the superweapons stat // delay before this item can be picked up .float item_spawnshieldtime; void Item_Show (entity e, int mode); void Item_Respawn (entity this); void Item_RespawnCountdown(entity this); void Item_ScheduleRespawnIn(entity e, float t); void Item_ScheduleRespawn(entity e); void Item_ScheduleInitialRespawn(entity e); /// \brief Give several random weapons and ammo to the entity. /// \param[in,out] receiver Entity to give weapons to. /// \param[in] num_weapons Number of weapons to give. /// \param[in] weapon_names Names of weapons to give separated by spaces. /// \param[in] ammo Entity containing the ammo amount for each possible weapon. /// \return No return. void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity); bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax); bool Item_GiveTo(entity item, entity player); void Item_Touch(entity this, entity toucher); void Item_Reset(entity this); void Item_FindTeam(entity this); void Item_CopyFields(entity this, entity to); bool ItemSend(entity this, entity to, int sf); void ItemUpdate(entity this); void UpdateItemAfterTeleport(entity this); void RemoveItem(entity this); // 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;} // WEAPONTODO float weapon_pickupevalfunc(entity player, entity item); float ammo_pickupevalfunc(entity player, entity item); float healtharmor_pickupevalfunc(entity player, entity item); .bool is_item; .entity itemdef; void StartItem(entity this, entity def); .int item_group; .int item_group_count; void setItemGroup(entity this); void setItemGroupCount(); float GiveWeapon(entity e, float wpn, float op, float val); float GiveBit(entity e, .float fld, float bit, float op, float val); float GiveValue(entity e, .float fld, float op, float val); void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr); void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime); spawnfunc(target_items); #define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = STAT(WEAPONS, e) #define PREGIVE(e,f) float save_##f; save_##f = (e).f #define PREGIVE_STATUSEFFECT(e,f) bool save_##f = StatusEffects_active(f, (e)) #define PREGIVE_RESOURCE(e,f) float save_##f = GetResource((e), (f)) #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(STAT(WEAPONS, e) & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr) #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr) #define POSTGIVE_STATUSEFFECT(e,f,snd_incr,snd_decr) GiveSound((e), save_##f, StatusEffects_active(f, (e)), 0, snd_incr, snd_decr) #define POSTGIVE_RESOURCE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, GetResource((e), (f)), t, snd_incr, snd_decr) #define POSTGIVE_RES_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e),save_##f,GetResource((e),(f)),rotfield,rottime,regenfield,regentime);GiveSound((e),save_##f,GetResource((e),(f)),t,snd_incr,snd_decr) #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr) #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr) float GiveItems(entity e, float beginarg, float endarg); IntrusiveList g_items; STATIC_INIT(g_items) { g_items = IL_NEW(); } #define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) #define ITEM_DAMAGE_NEEDKILL(dt) (((dt) == DEATH_HURTTRIGGER.m_id) || ((dt) == DEATH_SLIME.m_id) || ((dt) == DEATH_LAVA.m_id) || ((dt) == DEATH_SWAMP.m_id))