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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 #define ISF_LOCATION 2
2 #define ISF_MODEL    4
3 #define ISF_STATUS   8
4     #define ITS_STAYWEP   1
5     #define ITS_ANIMATE1  2
6     #define ITS_ANIMATE2  4
7     #define ITS_AVAILABLE 8
8     #define ITS_ALLOWFB   16
9     #define ITS_ALLOWSI   32
10     #define ITS_POWERUP   64
11 #define ISF_COLORMAP 16
12 #define ISF_DROP 32
13 #define ISF_ANGLES 64
14
15 .float ItemStatus;
16
17 #ifdef CSQC
18
19 var float  autocvar_cl_animate_items = 1;
20 var float  autocvar_cl_ghost_items = 0.45;
21 var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
22 var float  autocvar_cl_fullbright_items = 0;
23 var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
24 var float  autocvar_cl_weapon_stay_alpha = 0.75;
25 var float  autocvar_cl_simple_items = 0;
26 var string autocvr_cl_simpleitems_postfix = "_simple";
27 .float  spawntime;
28 .float  gravity;
29 .vector colormod;
30 void ItemDraw()
31 {    
32     if(self.gravity)
33     {        
34         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
35         if(self.move_flags & FL_ONGROUND) 
36         { // For some reason move_avelocity gets set to '0 0 0' here ...
37             self.oldorigin = self.origin;
38             self.gravity = 0;
39
40             if(autocvar_cl_animate_items)   
41             { // ... so reset it if animations are requested. 
42                 if(self.ItemStatus & ITS_ANIMATE1)
43                     self.move_avelocity = '0 180 0';
44                 
45                 if(self.ItemStatus & ITS_ANIMATE2)
46                     self.move_avelocity = '0 -90 0';
47             }
48         }
49     }
50     else if (autocvar_cl_animate_items)
51     {        
52         if(self.ItemStatus & ITS_ANIMATE1)
53         {
54             self.angles += self.move_avelocity * frametime;
55             setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));        
56         }    
57         
58         if(self.ItemStatus & ITS_ANIMATE2)
59         {
60             self.angles += self.move_avelocity * frametime;
61             setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));        
62         }
63     }
64 }
65
66 void ItemDrawSimple()
67 {
68     if(self.gravity)
69     {        
70         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);    
71         
72         if(self.move_flags & FL_ONGROUND)
73             self.gravity = 0;
74     }
75 }
76
77 void ItemRead(float _IsNew)
78 {
79     float sf = ReadByte();
80
81     if(sf & ISF_LOCATION)
82     {
83         self.origin_x = ReadCoord();
84         self.origin_y = ReadCoord();
85         self.origin_z = ReadCoord();
86         setorigin(self, self.origin);
87         self.oldorigin = self.origin;
88     }
89     
90     if(sf & ISF_ANGLES) 
91     {
92         self.angles_x = ReadCoord();
93         self.angles_y = ReadCoord();
94         self.angles_z = ReadCoord();        
95         self.move_angles = self.angles;
96     }
97     
98     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
99     {
100         self.ItemStatus = ReadByte();    
101         
102         if(self.ItemStatus & ITS_AVAILABLE)
103         {
104             self.alpha = 1;
105             self.colormod = self.glowmod = '1 1 1';
106         }
107         else
108         {
109             if (autocvar_cl_ghost_items_color)
110             {
111                 self.alpha = autocvar_cl_ghost_items;
112                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
113             }
114             else
115                 self.alpha = -1;
116         }    
117         
118         if(autocvar_cl_fullbright_items)
119             if(self.ItemStatus & ITS_ALLOWFB)
120                 self.effects |= EF_FULLBRIGHT;
121             
122         if(self.ItemStatus & ITS_STAYWEP)
123         {
124             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
125             self.alpha = autocvar_cl_weapon_stay_alpha;
126             
127         }
128         
129         if(self.ItemStatus & ITS_POWERUP)
130         {
131             if(self.ItemStatus & ITS_AVAILABLE)
132                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
133             else
134                  self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
135         }
136     }
137     
138     if(sf & ISF_MODEL)
139     {
140         self.drawmask  = MASK_NORMAL;
141         self.movetype  = MOVETYPE_NOCLIP;
142         self.draw       = ItemDraw;
143         
144         if(self.mdl)
145             strunzone(self.mdl);
146         
147         self.mdl = "";
148         string _fn = ReadString();
149         
150         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
151         {
152             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
153             self.draw = ItemDrawSimple;
154                     
155             
156             
157             if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
158                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
159             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
160                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
161             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
162                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
163             else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
164                 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
165             else
166             {
167                 self.draw = ItemDraw;
168                 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
169             }
170         }
171         
172         if(self.draw != ItemDrawSimple)        
173             self.mdl = strzone(_fn);                
174         
175         
176         if(self.mdl == "")
177             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
178         
179         precache_model(self.mdl);
180         setmodel(self, self.mdl);
181     }
182     
183     if(sf & ISF_COLORMAP)
184         self.colormap = ReadShort();
185     
186     if(sf & ISF_DROP)
187     {
188         self.gravity = 1;
189         self.move_angles = '0 0 0';
190         self.move_movetype = MOVETYPE_TOSS;
191         self.move_velocity_x = ReadCoord();
192         self.move_velocity_y = ReadCoord();
193         self.move_velocity_z = ReadCoord();
194         self.velocity = self.move_velocity;
195         self.move_origin = self.oldorigin;
196         
197         if(!self.move_time)
198         {
199             self.move_time = time;
200             self.spawntime = time;
201         }
202         else
203             self.move_time = max(self.move_time, time);
204     }
205         
206     if(autocvar_cl_animate_items)
207     {        
208         if(self.ItemStatus & ITS_ANIMATE1)
209             self.move_avelocity = '0 180 0';
210                 
211         if(self.ItemStatus & ITS_ANIMATE2)
212             self.move_avelocity = '0 -90 0';
213     }
214 }
215
216 #endif
217
218 #ifdef SVQC
219 float autocvar_sv_simple_items;
220 float ItemSend(entity to, float sf)
221 {
222     if(self.gravity)
223         sf |= ISF_DROP;
224     else
225         sf &~= ISF_DROP;
226         
227         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM); 
228         WriteByte(MSG_ENTITY, sf);
229
230         //WriteByte(MSG_ENTITY, self.cnt);
231     if(sf & ISF_LOCATION)
232     {
233         WriteCoord(MSG_ENTITY, self.origin_x);
234         WriteCoord(MSG_ENTITY, self.origin_y);
235         WriteCoord(MSG_ENTITY, self.origin_z);
236     }
237     
238     if(sf & ISF_ANGLES)
239     {
240         WriteCoord(MSG_ENTITY, self.angles_x);
241         WriteCoord(MSG_ENTITY, self.angles_y);
242         WriteCoord(MSG_ENTITY, self.angles_z);
243     }
244
245     if(sf & ISF_STATUS)
246         WriteByte(MSG_ENTITY, self.ItemStatus);
247
248     if(sf & ISF_MODEL)
249     {
250         
251         if(self.mdl == "")
252             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
253         
254         WriteString(MSG_ENTITY, self.mdl);
255     }
256         
257         
258     if(sf & ISF_COLORMAP)
259         WriteShort(MSG_ENTITY, self.colormap);
260
261     if(sf & ISF_DROP)
262     {
263         WriteCoord(MSG_ENTITY, self.velocity_x);
264         WriteCoord(MSG_ENTITY, self.velocity_y);
265         WriteCoord(MSG_ENTITY, self.velocity_z);
266     }
267         
268     return TRUE;
269 }
270
271
272 float have_pickup_item(void)
273 {
274         if(self.flags & FL_POWERUP)
275         {
276                 if(autocvar_g_powerups > 0)
277                         return TRUE;
278                 if(autocvar_g_powerups == 0)
279                         return FALSE;
280                 if(g_lms)
281                         return FALSE;
282                 if(g_ca)
283                         return FALSE;
284                 if(g_arena)
285                         return FALSE;
286         }
287         else
288         {
289                 if(autocvar_g_pickup_items > 0)
290                         return TRUE;
291                 if(autocvar_g_pickup_items == 0)
292                         return FALSE;
293                 if(g_lms)
294                         return FALSE;
295                 if(g_ca)
296                         return FALSE;
297                 if(g_weaponarena)
298                         if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
299                                 return FALSE;
300         }
301         return TRUE;
302 }
303
304 #define ITEM_RESPAWN_TICKS 10
305
306 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
307         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
308 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
309         // range: 10 .. respawntime + respawntimejitter
310
311 floatfield Item_CounterField(float it)
312 {
313         switch(it)
314         {
315                 case IT_SHELLS:      return ammo_shells;
316                 case IT_NAILS:       return ammo_nails;
317                 case IT_ROCKETS:     return ammo_rockets;
318                 case IT_CELLS:       return ammo_cells;
319                 case IT_FUEL:        return ammo_fuel;
320                 case IT_5HP:         return health;
321                 case IT_25HP:        return health;
322                 case IT_HEALTH:      return health;
323                 case IT_ARMOR_SHARD: return armorvalue;
324                 case IT_ARMOR:       return armorvalue;
325                 // add more things here (health, armor)
326                 default:             error("requested item has no counter field");
327         }
328 }
329
330 string Item_CounterFieldName(float it)
331 {
332         switch(it)
333         {
334                 case IT_SHELLS:      return "shells";
335                 case IT_NAILS:       return "nails";
336                 case IT_ROCKETS:     return "rockets";
337                 case IT_CELLS:       return "cells";
338                 case IT_FUEL:        return "fuel";
339
340                 // add more things here (health, armor)
341                 default:             error("requested item has no counter field name");
342         }
343 }
344
345 .float max_armorvalue;
346 .float pickup_anyway;
347 /*
348 float Item_Customize()
349 {
350         if(self.spawnshieldtime)
351                 return TRUE;
352         if(!WEPSET_CONTAINS_ALL_EE(other, self))
353         {
354                 self.colormod = '0 0 0';
355                 self.glowmod = self.colormod;
356                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
357                 return TRUE;
358         }
359         else
360         {
361                 if(g_ghost_items)
362                 {
363                         self.colormod = stov(autocvar_g_ghost_items_color);
364                         self.glowmod = self.colormod;
365                         self.alpha = g_ghost_items;
366                         return TRUE;
367                 }
368                 else
369                         return FALSE;
370         }
371 }
372 */
373
374 void Item_Show (entity e, float mode)
375 {    
376         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
377         e.ItemStatus &~= ITS_STAYWEP;
378         if (mode > 0)
379         {
380                 // make the item look normal, and be touchable
381                 e.model = e.mdl;
382                 e.solid = SOLID_TRIGGER;
383                 e.spawnshieldtime = 1;
384                 e.ItemStatus |= ITS_AVAILABLE;
385         }
386         else if (mode < 0)
387         {
388                 // hide the item completely
389                 e.model = string_null;
390                 e.solid = SOLID_NOT;
391                 e.spawnshieldtime = 1;
392                 e.ItemStatus &~= ITS_AVAILABLE;
393         }
394         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
395         {
396                 // make the item translucent and not touchable
397                 e.model = e.mdl;
398                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
399                 e.effects |= EF_STARDUST;
400                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
401                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
402         }
403         else
404         {
405                 //setmodel(e, "null");
406                 e.solid = SOLID_NOT;
407                 e.colormod = '0 0 0';
408                 e.glowmod = e.colormod;
409                 e.spawnshieldtime = 1;
410                 e.ItemStatus &~= ITS_AVAILABLE;
411         }
412         
413         if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
414             e.ItemStatus |= ITS_POWERUP;                
415         
416         if (autocvar_g_nodepthtestitems)
417                 e.effects |= EF_NODEPTHTEST;
418                 
419     
420     if (autocvar_g_fullbrightitems)
421                 e.ItemStatus |= ITS_ALLOWFB;
422         
423         if (autocvar_sv_simple_items)
424         e.ItemStatus |= ITS_ALLOWSI;
425
426         // relink entity (because solid may have changed)
427         setorigin(e, e.origin);
428     e.SendFlags |= ISF_STATUS;
429 }
430
431 void Item_Respawn (void)
432 {
433         Item_Show(self, 1);
434         // this is ugly...
435         if(self.items == IT_STRENGTH)
436                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
437         else if(self.items == IT_INVINCIBLE)
438                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
439         else
440                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
441         setorigin (self, self.origin);
442
443         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
444         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
445 }
446
447 void Item_RespawnCountdown (void)
448 {
449         if(self.count >= ITEM_RESPAWN_TICKS)
450         {
451                 if(self.waypointsprite_attached)
452                         WaypointSprite_Kill(self.waypointsprite_attached);
453                 Item_Respawn();
454         }
455         else
456         {
457                 self.nextthink = time + 1;
458                 self.count += 1;
459                 if(self.count == 1)
460                 {
461                         string name;
462                         vector rgb = '1 0 1';
463                         name = string_null;
464                         switch(self.items)
465                         {
466                                 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
467                                 case IT_JETPACK:    name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
468                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
469                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
470                         }
471                         item_name = name;
472                         item_color = rgb;
473                         MUTATOR_CALLHOOK(Item_RespawnCountdown);
474                         name = item_name;
475                         rgb = item_color;
476                         if(self.flags & FL_WEAPON)
477                         {
478                                 entity wi = get_weaponinfo(self.weapon);
479                                 if(wi)
480                                 {
481                                         name = wi.model2;
482                                         rgb = '1 0 0';
483                                 }
484                         }
485                         if(!name)
486                         {
487                                 print("Unknown powerup-marked item is wanting to respawn\n");
488                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
489                         }
490                         if(name)
491                         {
492                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
493                                 if(self.waypointsprite_attached)
494                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
495                         }
496                 }
497                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
498                 if(self.waypointsprite_attached)
499                 {
500                         WaypointSprite_Ping(self.waypointsprite_attached);
501                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
502                 }
503         }
504 }
505
506 void Item_ScheduleRespawnIn(entity e, float t)
507 {
508         if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
509         {
510                 e.think = Item_RespawnCountdown;
511                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
512                 e.count = 0;
513         }
514         else
515         {
516                 e.think = Item_Respawn;
517                 e.nextthink = time + t;
518         }
519 }
520
521 void Item_ScheduleRespawn(entity e)
522 {
523         if(e.respawntime > 0)
524         {
525                 Item_Show(e, 0);
526                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
527         }
528         else // if respawntime is -1, this item does not respawn
529                 Item_Show(e, -1);
530 }
531
532 void Item_ScheduleInitialRespawn(entity e)
533 {
534         Item_Show(e, 0);
535         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
536 }
537
538 float ITEM_MODE_NONE = 0;
539 float ITEM_MODE_HEALTH = 1;
540 float ITEM_MODE_ARMOR = 2;
541 float ITEM_MODE_FUEL = 3;
542 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
543 {
544         if (!item.ammofield)
545                 return FALSE;
546
547         if (item.spawnshieldtime)
548         {
549                 if ((player.ammofield < ammomax) || item.pickup_anyway)
550                 {
551                         player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
552                         goto YEAH;
553                 }
554         }
555         else if(g_weapon_stay == 2)
556         {
557                 float mi = min(item.ammofield, ammomax);
558                 if (player.ammofield < mi)
559                 {
560                         player.ammofield = mi;
561                         goto YEAH;
562                 }
563         }
564
565         return FALSE;
566
567 :YEAH
568         switch(mode)
569         {
570                 case ITEM_MODE_FUEL:
571                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
572                         break;
573                 case ITEM_MODE_HEALTH:
574                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
575                         break;
576                 case ITEM_MODE_ARMOR:
577                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
578                         break;
579                 default:
580                         break;
581         }
582         return TRUE;
583 }
584
585 float Item_GiveTo(entity item, entity player)
586 {
587         float _switchweapon;
588         float pickedup;
589         float it;
590         float i;
591
592         // if nothing happens to player, just return without taking the item
593         pickedup = FALSE;
594         _switchweapon = FALSE;
595         
596                 // in case the player has autoswitch enabled do the following:
597                 // if the player is using their best weapon before items are given, they
598                 // probably want to switch to an even better weapon after items are given
599                 if (player.autoswitch)
600                 if (player.switchweapon == w_getbestweapon(player))
601                         _switchweapon = TRUE;
602
603                 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
604                         _switchweapon = TRUE;
605
606                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
607                 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
608                 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
609                 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
610                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
611                 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
612                 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
613
614                 if (item.flags & FL_WEAPON)
615                 {
616                         WEPSET_DECLARE_A(it);
617                         WEPSET_COPY_AE(it, item);
618                         WEPSET_ANDNOT_AE(it, player);
619
620                         if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
621                         {
622                                 pickedup = TRUE;
623                                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
624                                         if(WEPSET_CONTAINS_AW(it, i))
625                                                 W_GiveWeapon (player, i, item.netname);
626                         }
627                 }
628
629                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
630                 {
631                         pickedup = TRUE;
632                         player.items |= it;
633                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
634                 }
635
636                 if (item.strength_finished)
637                 {
638                         pickedup = TRUE;
639                         player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
640                 }
641                 if (item.invincible_finished)
642                 {
643                         pickedup = TRUE;
644                         player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
645                 }
646                 if (item.superweapons_finished)
647                 {
648                         pickedup = TRUE;
649                         player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
650                 }
651
652 :skip
653
654         giveplayer = player;
655         giveitem = item;
656         player_wswitch = _switchweapon;
657         player_pickedup = pickedup;
658         MUTATOR_CALLHOOK(Item_GiveTo);
659         _switchweapon = player_wswitch;
660         pickedup = player_pickedup;
661         
662         // always eat teamed entities
663         if(item.team)
664                 pickedup = TRUE;
665
666         if (!pickedup)
667                 return 0;
668
669         if (_switchweapon)
670                 if (player.switchweapon != w_getbestweapon(player))
671                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
672
673         return 1;
674 }
675
676 void Item_Touch (void)
677 {
678         entity e, head;
679         
680         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
681         if(self.classname == "droppedweapon")
682         {
683                 if (ITEM_TOUCH_NEEDKILL())
684                 {
685                         remove(self);
686                         return;
687                 }
688         }
689
690         if (other.classname != "player")
691                 return;
692         if (other.deadflag)
693                 return;
694         if (self.solid != SOLID_TRIGGER)
695                 return;
696         if (self.owner == other)
697                 return;
698         if(MUTATOR_CALLHOOK(ItemTouch))
699                 return;
700
701         if (self.classname == "droppedweapon")
702         {
703                 self.strength_finished = max(0, self.strength_finished - time);
704                 self.invincible_finished = max(0, self.invincible_finished - time);
705                 self.superweapons_finished = max(0, self.superweapons_finished - time);
706         }
707
708         if(!Item_GiveTo(self, other))
709         {
710                 if (self.classname == "droppedweapon")
711                 {
712                         // undo what we did above
713                         self.strength_finished += time;
714                         self.invincible_finished += time;
715                         self.superweapons_finished += time;
716                 }
717                 return;
718         }
719
720         other.last_pickup = time;
721
722         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
723         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
724
725         if (self.classname == "droppedweapon")
726                 remove (self);
727         else if not(self.spawnshieldtime)
728                 return;
729         else
730         {
731                 if(self.team)
732                 {
733                         RandomSelection_Init();
734                         for(head = world; (head = findfloat(head, team, self.team)); )
735                         {
736                                 if(head.flags & FL_ITEM)
737                                 {
738                                         Item_Show(head, -1);
739                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
740                                 }
741                         }
742                         e = RandomSelection_chosen_ent;
743
744                 }
745                 else
746                         e = self;
747                 Item_ScheduleRespawn(e);
748         }
749 }
750
751 void Item_Reset()
752 {
753         Item_Show(self, !self.state);
754         setorigin (self, self.origin);
755
756         if(self.classname != "droppedweapon")
757         {
758                 self.think = SUB_Null;
759                 self.nextthink = 0;
760
761                 if(self.waypointsprite_attached)
762                         WaypointSprite_Kill(self.waypointsprite_attached);
763
764                 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
765                         Item_ScheduleInitialRespawn(self);
766         }
767 }
768
769 void Item_FindTeam()
770 {
771         entity head, e;
772
773         if(self.effects & EF_NODRAW)
774         {
775                 // marker for item team search
776                 dprint("Initializing item team ", ftos(self.team), "\n");
777                 RandomSelection_Init();
778                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
779                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
780                 e = RandomSelection_chosen_ent;
781                 e.state = 0;
782                 Item_Show(e, 1);
783
784                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
785                 {
786                         if(head != e)
787                         {
788                                 // make it a non-spawned item
789                                 Item_Show(head, -1);
790                                 head.state = 1; // state 1 = initially hidden item
791                         }
792                         head.effects &~= EF_NODRAW;
793                 }
794
795                 Item_Reset();
796         }
797 }
798
799 // Savage: used for item garbage-collection
800 // TODO: perhaps nice special effect?
801 void RemoveItem(void)
802 {
803         remove(self);
804 }
805
806 // pickup evaluation functions
807 // these functions decide how desirable an item is to the bots
808
809 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
810
811 float weapon_pickupevalfunc(entity player, entity item)
812 {
813         float c, j, position;
814
815         // See if I have it already
816         if(!WEPSET_CONTAINS_ALL_EE(player, item))
817         {
818                 // If I can pick it up
819                 if(!item.spawnshieldtime)
820                         c = 0;
821                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
822                 {
823                         // Skilled bots will grab more
824                         c = bound(0, skill / 10, 1) * 0.5;
825                 }
826                 else
827                         c = 0;
828         }
829         else
830                 c = 1;
831
832         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
833         if( bot_custom_weapon && c )
834         {
835                 // Find the highest position on any range
836                 position = -1;
837                 for(j = 0; j < WEP_LAST ; ++j){
838                         if(
839                                         bot_weapons_far[j] == item.weapon ||
840                                         bot_weapons_mid[j] == item.weapon ||
841                                         bot_weapons_close[j] == item.weapon
842                           )
843                         {
844                                 position = j;
845                                 break;
846                         }
847                 }
848
849                 // Rate it
850                 if (position >= 0 )
851                 {
852                         position = WEP_LAST - position;
853                         // item.bot_pickupbasevalue is overwritten here
854                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
855                 }
856         }
857
858         return item.bot_pickupbasevalue * c;
859 }
860
861 float commodity_pickupevalfunc(entity player, entity item)
862 {
863         float c, i;
864         float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
865         entity wi;
866         c = 0;
867
868         // Detect needed ammo
869         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
870         {
871                 wi = get_weaponinfo(i);
872
873                 if not(WEPSET_CONTAINS_EW(player, i))
874                         continue;
875
876                 if(wi.items & IT_SHELLS)
877                         need_shells = TRUE;
878                 else if(wi.items & IT_NAILS)
879                         need_nails = TRUE;
880                 else if(wi.items & IT_ROCKETS)
881                         need_rockets = TRUE;
882                 else if(wi.items & IT_CELLS)
883                         need_cells = TRUE;
884                 else if(wi.items & IT_FUEL)
885                         need_cells = TRUE;
886         }
887
888         // TODO: figure out if the player even has the weapon this ammo is for?
889         // may not affect strategy much though...
890         // find out how much more ammo/armor/health the player can hold
891         if (need_shells)
892         if (item.ammo_shells)
893         if (player.ammo_shells < g_pickup_shells_max)
894                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
895         if (need_nails)
896         if (item.ammo_nails)
897         if (player.ammo_nails < g_pickup_nails_max)
898                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
899         if (need_rockets)
900         if (item.ammo_rockets)
901         if (player.ammo_rockets < g_pickup_rockets_max)
902                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
903         if (need_cells)
904         if (item.ammo_cells)
905         if (player.ammo_cells < g_pickup_cells_max)
906                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
907         if (need_fuel)
908         if (item.ammo_fuel)
909         if (player.ammo_fuel < g_pickup_fuel_max)
910                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
911         if (item.armorvalue)
912         if (player.armorvalue < item.max_armorvalue)
913                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
914         if (item.health)
915         if (player.health < item.max_health)
916                 c = c + max(0, 1 - player.health / item.max_health);
917
918         return item.bot_pickupbasevalue * c;
919 }
920
921 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
922 {
923         if(ITEM_DAMAGE_NEEDKILL(deathtype))
924                 RemoveItem();
925 }
926
927 .float is_item;
928 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
929 {
930         startitem_failed = FALSE;
931
932         if(self.model == "")
933                 self.model = itemmodel;
934         
935         if(self.model == "")
936     {
937         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
938         return;
939     }
940         
941         if(self.item_pickupsound == "")
942                 self.item_pickupsound = pickupsound;
943         
944         if(!self.respawntime) // both need to be set
945         {
946                 self.respawntime = defaultrespawntime;
947                 self.respawntimejitter = defaultrespawntimejitter;
948         }
949
950         self.items = itemid;
951         self.weapon = weaponid;
952
953         if(weaponid)
954                 WEPSET_COPY_EW(self, weaponid);
955         
956         self.flags = FL_ITEM | itemflags;
957
958         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
959         {
960                 startitem_failed = TRUE;
961                 remove(self);
962                 return;
963         }
964
965         // is it a dropped weapon?
966         if (self.classname == "droppedweapon")
967         {
968                 self.reset = SUB_Remove;
969                 // it's a dropped weapon
970                 self.movetype = MOVETYPE_TOSS;
971
972                 // Savage: remove thrown items after a certain period of time ("garbage collection")
973                 self.think = RemoveItem;
974                 self.nextthink = time + 20;
975
976                 self.takedamage = DAMAGE_YES;
977                 self.event_damage = Item_Damage;
978
979                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
980                 /*
981                 if(self.items == 0)
982                 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
983                 if(self.ammo_nails == 0)
984                 if(self.ammo_cells == 0)
985                 if(self.ammo_rockets == 0)
986                 if(self.ammo_shells == 0)
987                 if(self.ammo_fuel == 0)
988                 if(self.health == 0)
989                 if(self.armorvalue == 0)
990                 */
991                 {
992                         // if item is worthless after a timer, have it expire then
993                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
994                 }
995
996                 // don't drop if in a NODROP zone (such as lava)
997                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
998                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
999                 {
1000                         startitem_failed = TRUE;
1001                         remove(self);
1002                         return;
1003                 }
1004         }
1005         else
1006         {
1007                 if(!have_pickup_item())
1008                 {
1009                         startitem_failed = TRUE;
1010                         remove (self);
1011                         return;
1012                 }
1013                 
1014                 if(self.angles != '0 0 0')
1015             self.SendFlags |= ISF_ANGLES;
1016
1017                 self.reset = Item_Reset;
1018                 // it's a level item
1019                 if(self.spawnflags & 1)
1020                         self.noalign = 1;
1021                 if (self.noalign)
1022                         self.movetype = MOVETYPE_NONE;
1023                 else
1024                         self.movetype = MOVETYPE_TOSS;
1025                 // do item filtering according to game mode and other things
1026                 if (!self.noalign)
1027                 {
1028                         // first nudge it off the floor a little bit to avoid math errors
1029                         setorigin(self, self.origin + '0 0 1');
1030                         // set item size before we spawn a spawnfunc_waypoint
1031                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1032                                 setsize (self, '-16 -16 0', '16 16 48');
1033                         else
1034                                 setsize (self, '-16 -16 0', '16 16 32');
1035                         // note droptofloor returns FALSE if stuck/or would fall too far
1036                         droptofloor();
1037                         waypoint_spawnforitem(self);
1038                 }
1039
1040                 /*
1041                  * can't do it that way, as it would break maps
1042                  * TODO make a target_give like entity another way, that perhaps has
1043                  * the weapon name in a key
1044                 if(self.targetname)
1045                 {
1046                         // target_give not yet supported; maybe later
1047                         print("removed targeted ", self.classname, "\n");
1048                         startitem_failed = TRUE;
1049                         remove (self);
1050                         return;
1051                 }
1052                 */
1053
1054                 if(autocvar_spawn_debug >= 2)
1055                 {
1056                         entity otheritem;
1057                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1058                         {
1059                             // why not flags & fl_item?
1060                                 if(otheritem.is_item)
1061                                 {
1062                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1063                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1064                                         error("Mapper sucks.");
1065                                 }
1066                         }
1067                         self.is_item = TRUE;
1068                 }
1069
1070                 WEPSET_OR_AW(weaponsInMap, weaponid);
1071
1072                 precache_model (self.model);
1073                 precache_sound (self.item_pickupsound);
1074
1075                 precache_sound ("misc/itemrespawncountdown.wav");
1076                 if(itemid == IT_STRENGTH)
1077                         precache_sound ("misc/strength_respawn.wav");
1078                 else if(itemid == IT_INVINCIBLE)
1079                         precache_sound ("misc/shield_respawn.wav");
1080                 else
1081                         precache_sound ("misc/itemrespawn.wav");
1082
1083                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1084                         self.target = "###item###"; // for finding the nearest item using find()
1085         }
1086
1087         self.bot_pickup = TRUE;
1088         self.bot_pickupevalfunc = pickupevalfunc;
1089         self.bot_pickupbasevalue = pickupbasevalue;
1090         self.mdl = self.model;
1091         self.netname = itemname;
1092         self.touch = Item_Touch;
1093         setmodel(self, "null"); // precision set below
1094         //self.effects |= EF_LOWPRECISION; 
1095         
1096         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1097     {
1098         self.pos1 = '-16 -16 0';
1099         self.pos2 = '16 16 48';
1100     }
1101         else
1102     {
1103         self.pos1 = '-16 -16 0';
1104         self.pos2 = '16 16 32';
1105     }
1106     setsize (self, self.pos1, self.pos2);
1107     
1108     if(itemflags & FL_POWERUP) 
1109         self.ItemStatus |= ITS_ANIMATE1;
1110         
1111         if(self.armorvalue || self.health)
1112         self.ItemStatus |= ITS_ANIMATE2;
1113         
1114         if(itemflags & FL_WEAPON)
1115         {
1116                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1117             self.colormap = 1024; // color shirt=0 pants=0 grey
1118         else
1119             self.gravity = 1;
1120             
1121                 self.ItemStatus |= ITS_ANIMATE1;
1122                 self.ItemStatus |= ISF_COLORMAP;
1123         }
1124
1125         self.state = 0;
1126         if(self.team) // broken, no idea why.
1127         {
1128                 if(!self.cnt)
1129                         self.cnt = 1; // item probability weight
1130                         
1131                 self.effects |= EF_NODRAW; // marker for item team search
1132                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1133         }
1134         else
1135                 Item_Reset();
1136         
1137     Net_LinkEntity(self, FALSE, 0, ItemSend);
1138 }
1139
1140 float weaponswapping;
1141 float internalteam;
1142
1143 void weapon_defaultspawnfunc(float wpn)
1144 {
1145         entity e;
1146         float t;
1147         var .float ammofield;
1148         string s;
1149         entity oldself;
1150         float i, j;
1151         float f;
1152
1153         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1154         {
1155                 e = get_weaponinfo(wpn);
1156
1157                 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1158                 {
1159                         print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1160                         /*
1161                         objerror("Attempted to spawn a mutator-blocked weapon rejected");
1162                         startitem_failed = TRUE;
1163                         return;
1164                         */
1165                 }
1166
1167                 s = W_Apply_Weaponreplace(e.netname);
1168                 ret_string = s;
1169                 other = e;
1170                 MUTATOR_CALLHOOK(SetWeaponreplace);
1171                 s = ret_string;
1172                 if(s == "")
1173                 {
1174                         remove(self);
1175                         startitem_failed = TRUE;
1176                         return;
1177                 }
1178                 t = tokenize_console(s);
1179                 if(t >= 2)
1180                 {
1181                         self.team = --internalteam;
1182                         oldself = self;
1183                         for(i = 1; i < t; ++i)
1184                         {
1185                                 s = argv(i);
1186                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1187                                 {
1188                                         e = get_weaponinfo(j);
1189                                         if(e.netname == s)
1190                                         {
1191                                                 self = spawn();
1192                                                 copyentity(oldself, self);
1193                                                 self.classname = "replacedweapon";
1194                                                 weapon_defaultspawnfunc(j);
1195                                                 break;
1196                                         }
1197                                 }
1198                                 if(j > WEP_LAST)
1199                                 {
1200                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1201                                 }
1202                         }
1203                         self = oldself;
1204                 }
1205                 if(t >= 1) // always the case!
1206                 {
1207                         s = argv(0);
1208                         wpn = 0;
1209                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1210                         {
1211                                 e = get_weaponinfo(j);
1212                                 if(e.netname == s)
1213                                 {
1214                                         wpn = j;
1215                                         break;
1216                                 }
1217                         }
1218                         if(j > WEP_LAST)
1219                         {
1220                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1221                         }
1222                 }
1223                 if(wpn == 0)
1224                 {
1225                         remove(self);
1226                         startitem_failed = TRUE;
1227                         return;
1228                 }
1229         }
1230
1231         e = get_weaponinfo(wpn);
1232
1233         if(!self.respawntime)
1234         {
1235                 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1236                 {
1237                         self.respawntime = g_pickup_respawntime_superweapon;
1238                         self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1239                 }
1240                 else
1241                 {
1242                         self.respawntime = g_pickup_respawntime_weapon;
1243                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1244                 }
1245         }
1246
1247         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1248                 if(!self.superweapons_finished)
1249                         self.superweapons_finished = autocvar_g_balance_superweapons_time;
1250
1251         if(e.items)
1252         {
1253                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1254                 {
1255                         if(e.items & j)
1256                         {
1257                                 ammofield = Item_CounterField(j);
1258                                 if(!self.ammofield)
1259                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1260                         }
1261                 }
1262         }
1263
1264         // pickup anyway
1265         if(g_pickup_weapons_anyway)
1266                 self.pickup_anyway = TRUE;
1267
1268         f = FL_WEAPON;
1269
1270         // no weapon-stay on superweapons
1271         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1272                 f |= FL_NO_WEAPON_STAY;
1273
1274         // weapon stay isn't supported for teamed weapons
1275         if(self.team)
1276                 f |= FL_NO_WEAPON_STAY;
1277
1278         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1279         if (self.modelindex) // don't precache if self was removed
1280                 weapon_action(e.weapon, WR_PRECACHE);
1281 }
1282
1283 void spawnfunc_weapon_shotgun (void);
1284 void spawnfunc_weapon_uzi (void) {
1285         if(autocvar_sv_q3acompat_machineshotgunswap)
1286         if(self.classname != "droppedweapon")
1287         {
1288                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1289                 return;
1290         }
1291         weapon_defaultspawnfunc(WEP_UZI);
1292 }
1293
1294 void spawnfunc_weapon_shotgun (void) {
1295         if(autocvar_sv_q3acompat_machineshotgunswap)
1296         if(self.classname != "droppedweapon")
1297         {
1298                 weapon_defaultspawnfunc(WEP_UZI);
1299                 return;
1300         }
1301         weapon_defaultspawnfunc(WEP_SHOTGUN);
1302 }
1303
1304 void spawnfunc_weapon_nex (void)
1305 {
1306         weapon_defaultspawnfunc(WEP_NEX);
1307 }
1308
1309 void spawnfunc_weapon_minstanex (void)
1310 {
1311         weapon_defaultspawnfunc(WEP_MINSTANEX);
1312 }
1313
1314 void spawnfunc_weapon_rocketlauncher (void)
1315 {
1316         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1317 }
1318
1319 void spawnfunc_item_rockets (void) {
1320         if(!self.ammo_rockets)
1321                 self.ammo_rockets = g_pickup_rockets;
1322         if(!self.pickup_anyway)
1323                 self.pickup_anyway = g_pickup_ammo_anyway;
1324         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1325 }
1326
1327 void spawnfunc_item_shells (void);
1328 void spawnfunc_item_bullets (void) {
1329         if(!weaponswapping)
1330         if(autocvar_sv_q3acompat_machineshotgunswap)
1331         if(self.classname != "droppedweapon")
1332         {
1333                 weaponswapping = TRUE;
1334                 spawnfunc_item_shells();
1335                 weaponswapping = FALSE;
1336                 return;
1337         }
1338
1339         if(!self.ammo_nails)
1340                 self.ammo_nails = g_pickup_nails;
1341         if(!self.pickup_anyway)
1342                 self.pickup_anyway = g_pickup_ammo_anyway;
1343         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1344 }
1345
1346 void spawnfunc_item_cells (void) {
1347         if(!self.ammo_cells)
1348                 self.ammo_cells = g_pickup_cells;
1349         if(!self.pickup_anyway)
1350                 self.pickup_anyway = g_pickup_ammo_anyway;
1351         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1352 }
1353
1354 void spawnfunc_item_shells (void) {
1355         if(!weaponswapping)
1356         if(autocvar_sv_q3acompat_machineshotgunswap)
1357         if(self.classname != "droppedweapon")
1358         {
1359                 weaponswapping = TRUE;
1360                 spawnfunc_item_bullets();
1361                 weaponswapping = FALSE;
1362                 return;
1363         }
1364
1365         if(!self.ammo_shells)
1366                 self.ammo_shells = g_pickup_shells;
1367         if(!self.pickup_anyway)
1368                 self.pickup_anyway = g_pickup_ammo_anyway;
1369         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1370 }
1371
1372 void spawnfunc_item_armor_small (void) {
1373         if(!self.armorvalue)
1374                 self.armorvalue = g_pickup_armorsmall;
1375         if(!self.max_armorvalue)
1376                 self.max_armorvalue = g_pickup_armorsmall_max;
1377         if(!self.pickup_anyway)
1378                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1379         StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1380 }
1381
1382 void spawnfunc_item_armor_medium (void) {
1383         if(!self.armorvalue)
1384                 self.armorvalue = g_pickup_armormedium;
1385         if(!self.max_armorvalue)
1386                 self.max_armorvalue = g_pickup_armormedium_max;
1387         if(!self.pickup_anyway)
1388                 self.pickup_anyway = g_pickup_armormedium_anyway;
1389         StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1390 }
1391
1392 void spawnfunc_item_armor_big (void) {
1393         if(!self.armorvalue)
1394                 self.armorvalue = g_pickup_armorbig;
1395         if(!self.max_armorvalue)
1396                 self.max_armorvalue = g_pickup_armorbig_max;
1397         if(!self.pickup_anyway)
1398                 self.pickup_anyway = g_pickup_armorbig_anyway;
1399         StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1400 }
1401
1402 void spawnfunc_item_armor_large (void) {
1403         if(!self.armorvalue)
1404                 self.armorvalue = g_pickup_armorlarge;
1405         if(!self.max_armorvalue)
1406                 self.max_armorvalue = g_pickup_armorlarge_max;
1407         if(!self.pickup_anyway)
1408                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1409         StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1410 }
1411
1412 void spawnfunc_item_health_small (void) {
1413         if(!self.max_health)
1414                 self.max_health = g_pickup_healthsmall_max;
1415         if(!self.health)
1416                 self.health = g_pickup_healthsmall;
1417         if(!self.pickup_anyway)
1418                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1419         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1420 }
1421
1422 void spawnfunc_item_health_medium (void) {
1423         if(!self.max_health)
1424                 self.max_health = g_pickup_healthmedium_max;
1425         if(!self.health)
1426                 self.health = g_pickup_healthmedium;
1427         if(!self.pickup_anyway)
1428                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1429         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1430 }
1431
1432 void spawnfunc_item_health_large (void) {
1433         if(!self.max_health)
1434                 self.max_health = g_pickup_healthlarge_max;
1435         if(!self.health)
1436                 self.health = g_pickup_healthlarge;
1437         if(!self.pickup_anyway)
1438                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1439         StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1440 }
1441
1442 void spawnfunc_item_health_mega (void) {
1443                 if(!self.max_health)
1444                         self.max_health = g_pickup_healthmega_max;
1445                 if(!self.health)
1446                         self.health = g_pickup_healthmega;
1447                 if(!self.pickup_anyway)
1448                         self.pickup_anyway = g_pickup_healthmega_anyway;
1449                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1450 }
1451
1452 // support old misnamed entities
1453 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1454 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1455 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1456 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1457 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1458
1459 void spawnfunc_item_strength (void) {
1460                 precache_sound("weapons/strength_fire.wav");
1461                 if(!self.strength_finished)
1462                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1463                 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1464 }
1465
1466 void spawnfunc_item_invincible (void) {
1467                 if(!self.invincible_finished)
1468                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1469                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1470 }
1471
1472 // compatibility:
1473 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1474
1475 float GiveItems(entity e, float beginarg, float endarg);
1476 void target_items_use (void)
1477 {
1478         if(activator.classname == "droppedweapon")
1479         {
1480                 EXACTTRIGGER_TOUCH;
1481                 remove(activator);
1482                 return;
1483         }
1484
1485         if(activator.classname != "player")
1486                 return;
1487         if(activator.deadflag != DEAD_NO)
1488                 return;
1489         EXACTTRIGGER_TOUCH;
1490
1491         entity e;
1492         for(e = world; (e = find(e, classname, "droppedweapon")); )
1493                 if(e.enemy == activator)
1494                         remove(e);
1495
1496         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1497                 centerprint(activator, self.message);
1498 }
1499
1500 void spawnfunc_target_items (void)
1501 {
1502         float n, i, j;
1503         entity e;
1504
1505         self.use = target_items_use;
1506         if(!self.strength_finished)
1507                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1508         if(!self.invincible_finished)
1509                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1510         if(!self.superweapons_finished)
1511                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1512
1513         precache_sound("misc/itempickup.wav");
1514         precache_sound("misc/megahealth.wav");
1515         precache_sound("misc/armor25.wav");
1516         precache_sound("misc/powerup.wav");
1517         precache_sound("misc/poweroff.wav");
1518         precache_sound("weapons/weaponpickup.wav");
1519
1520         n = tokenize_console(self.netname);
1521         if(argv(0) == "give")
1522         {
1523                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1524         }
1525         else
1526         {
1527                 for(i = 0; i < n; ++i)
1528                 {
1529                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1530                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1531                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1532                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1533                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1534                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1535                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1536                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1537                         else
1538                         {
1539                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1540                                 {
1541                                         e = get_weaponinfo(j);
1542                                         if(argv(i) == e.netname)
1543                                         {
1544                                                 WEPSET_OR_EW(self, j);
1545                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1546                                                         weapon_action(e.weapon, WR_PRECACHE);
1547                                                 break;
1548                                         }
1549                                 }
1550                                 if(j > WEP_LAST)
1551                                         print("target_items: invalid item ", argv(i), "\n");
1552                         }
1553                 }
1554
1555                 string itemprefix, valueprefix;
1556                 if(self.spawnflags == 0)
1557                 {
1558                         itemprefix = "";
1559                         valueprefix = "";
1560                 }
1561                 else if(self.spawnflags == 1)
1562                 {
1563                         itemprefix = "max ";
1564                         valueprefix = "max ";
1565                 }
1566                 else if(self.spawnflags == 2)
1567                 {
1568                         itemprefix = "min ";
1569                         valueprefix = "min ";
1570                 }
1571                 else if(self.spawnflags == 4)
1572                 {
1573                         itemprefix = "minus ";
1574                         valueprefix = "max ";
1575                 }
1576                 else
1577                         error("invalid spawnflags");
1578
1579                 self.netname = "";
1580                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1581                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1582                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1583                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1584                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1585                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1586                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1587                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1588                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1589                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1590                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1591                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1592                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1593                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1594                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1595                 {
1596                         e = get_weaponinfo(j);
1597                         if(e.weapon)
1598                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1599                 }
1600         }
1601         self.netname = strzone(self.netname);
1602         //print(self.netname, "\n");
1603
1604         n = tokenize_console(self.netname);
1605         for(i = 0; i < n; ++i)
1606         {
1607                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1608                 {
1609                         e = get_weaponinfo(j);
1610                         if(argv(i) == e.netname)
1611                         {
1612                                 weapon_action(e.weapon, WR_PRECACHE);
1613                                 break;
1614                         }
1615                 }
1616         }
1617 }
1618
1619 void spawnfunc_item_fuel(void)
1620 {
1621         if(!self.ammo_fuel)
1622                 self.ammo_fuel = g_pickup_fuel;
1623         if(!self.pickup_anyway)
1624                 self.pickup_anyway = g_pickup_ammo_anyway;
1625         StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1626 }
1627
1628 void spawnfunc_item_fuel_regen(void)
1629 {
1630         if(start_items & IT_FUEL_REGEN)
1631         {
1632                 spawnfunc_item_fuel();
1633                 return;
1634         }
1635         StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1636 }
1637
1638 void spawnfunc_item_jetpack(void)
1639 {
1640         if(g_grappling_hook)
1641                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1642         if(!self.ammo_fuel)
1643                 self.ammo_fuel = g_pickup_fuel_jetpack;
1644         if(start_items & IT_JETPACK)
1645         {
1646                 spawnfunc_item_fuel();
1647                 return;
1648         }
1649         StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1650 }
1651
1652
1653 #define OP_SET 0
1654 #define OP_MIN 1
1655 #define OP_MAX 2
1656 #define OP_PLUS 3
1657 #define OP_MINUS 4
1658
1659 float GiveWeapon(entity e, float wpn, float op, float val)
1660 {
1661         float v0, v1;
1662         v0 = WEPSET_CONTAINS_EW(e, wpn);
1663         switch(op)
1664         {
1665                 case OP_SET:
1666                         if(val > 0)
1667                                 WEPSET_OR_EW(e, wpn);
1668                         else
1669                                 WEPSET_ANDNOT_EW(e, wpn);
1670                         break;
1671                 case OP_MIN:
1672                 case OP_PLUS:
1673                         if(val > 0)
1674                                 WEPSET_OR_EW(e, wpn);
1675                         break;
1676                 case OP_MAX:
1677                         if(val <= 0)
1678                                 WEPSET_ANDNOT_EW(e, wpn);
1679                         break;
1680                 case OP_MINUS:
1681                         if(val > 0)
1682                                 WEPSET_ANDNOT_EW(e, wpn);
1683                         break;
1684         }
1685         v1 = WEPSET_CONTAINS_EW(e, wpn);
1686         return (v0 != v1);
1687 }
1688
1689 float GiveBit(entity e, .float fld, float bit, float op, float val)
1690 {
1691         float v0, v1;
1692         v0 = (e.fld & bit);
1693         switch(op)
1694         {
1695                 case OP_SET:
1696                         if(val > 0)
1697                                 e.fld |= bit;
1698                         else
1699                                 e.fld &~= bit;
1700                         break;
1701                 case OP_MIN:
1702                 case OP_PLUS:
1703                         if(val > 0)
1704                                 e.fld |= bit;
1705                         break;
1706                 case OP_MAX:
1707                         if(val <= 0)
1708                                 e.fld &~= bit;
1709                         break;
1710                 case OP_MINUS:
1711                         if(val > 0)
1712                                 e.fld &~= bit;
1713                         break;
1714         }
1715         v1 = (e.fld & bit);
1716         return (v0 != v1);
1717 }
1718
1719 float GiveValue(entity e, .float fld, float op, float val)
1720 {
1721         float v0, v1;
1722         v0 = e.fld;
1723         switch(op)
1724         {
1725                 case OP_SET:
1726                         e.fld = val;
1727                         break;
1728                 case OP_MIN:
1729                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1730                         break;
1731                 case OP_MAX:
1732                         e.fld = min(e.fld, val);
1733                         break;
1734                 case OP_PLUS:
1735                         e.fld += val;
1736                         break;
1737                 case OP_MINUS:
1738                         e.fld -= val;
1739                         break;
1740         }
1741         v1 = e.fld;
1742         return (v0 != v1);
1743 }
1744
1745 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1746 {
1747         if(v1 == v0)
1748                 return;
1749         if(v1 <= v0 - t)
1750         {
1751                 if(snd_decr != "")
1752                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1753         }
1754         else if(v0 >= v0 + t)
1755         {
1756                 if(snd_incr != "")
1757                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1758         }
1759 }
1760
1761 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1762 {
1763         if(v0 < v1)
1764                 e.rotfield = max(e.rotfield, time + rottime);
1765         else if(v0 > v1)
1766                 e.regenfield = max(e.regenfield, time + regentime);
1767 }
1768
1769 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1770 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1771 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
1772 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1773 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1774 #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)
1775
1776 float GiveItems(entity e, float beginarg, float endarg)
1777 {
1778         float got, i, j, val, op;
1779         float _switchweapon;
1780         entity wi;
1781         string cmd;
1782
1783         val = 999;
1784         op = OP_SET;
1785
1786         got = 0;
1787
1788         _switchweapon = FALSE;
1789         if (e.autoswitch)
1790                 if (e.switchweapon == w_getbestweapon(e))
1791                         _switchweapon = TRUE;
1792
1793         e.strength_finished = max(0, e.strength_finished - time);
1794         e.invincible_finished = max(0, e.invincible_finished - time);
1795         e.superweapons_finished = max(0, e.superweapons_finished - time);
1796         
1797         PREGIVE(e, items);
1798         PREGIVE_WEAPONS(e);
1799         PREGIVE(e, strength_finished);
1800         PREGIVE(e, invincible_finished);
1801         PREGIVE(e, superweapons_finished);
1802         PREGIVE(e, ammo_nails);
1803         PREGIVE(e, ammo_cells);
1804         PREGIVE(e, ammo_shells);
1805         PREGIVE(e, ammo_rockets);
1806         PREGIVE(e, ammo_fuel);
1807         PREGIVE(e, armorvalue);
1808         PREGIVE(e, health);
1809
1810         for(i = beginarg; i < endarg; ++i)
1811         {
1812                 cmd = argv(i);
1813
1814                 if(cmd == "0" || stof(cmd))
1815                 {
1816                         val = stof(cmd);
1817                         continue;
1818                 }
1819                 switch(cmd)
1820                 {
1821                         case "no":
1822                                 op = OP_MAX;
1823                                 val = 0;
1824                                 continue;
1825                         case "max":
1826                                 op = OP_MAX;
1827                                 continue;
1828                         case "min":
1829                                 op = OP_MIN;
1830                                 continue;
1831                         case "plus":
1832                                 op = OP_PLUS;
1833                                 continue;
1834                         case "minus":
1835                                 op = OP_MINUS;
1836                                 continue;
1837                         case "ALL":
1838                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1839                                 got += GiveValue(e, strength_finished, op, val);
1840                                 got += GiveValue(e, invincible_finished, op, val);
1841                                 got += GiveValue(e, superweapons_finished, op, val);
1842                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1843                         case "all":
1844                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1845                                 got += GiveValue(e, health, op, val);
1846                                 got += GiveValue(e, armorvalue, op, val);
1847                         case "allweapons":
1848                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1849                                 {
1850                                         wi = get_weaponinfo(j);
1851                                         if(wi.weapon)
1852                                                 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1853                                                         got += GiveWeapon(e, j, op, val);
1854                                 }
1855                         case "allammo":
1856                                 got += GiveValue(e, ammo_cells, op, val);
1857                                 got += GiveValue(e, ammo_shells, op, val);
1858                                 got += GiveValue(e, ammo_nails, op, val);
1859                                 got += GiveValue(e, ammo_rockets, op, val);
1860                                 got += GiveValue(e, ammo_fuel, op, val);
1861                                 break;
1862                         case "unlimited_ammo":
1863                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1864                                 break;
1865                         case "unlimited_weapon_ammo":
1866                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1867                                 break;
1868                         case "unlimited_superweapons":
1869                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1870                                 break;
1871                         case "jetpack":
1872                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1873                                 break;
1874                         case "fuel_regen":
1875                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1876                                 break;
1877                         case "strength":
1878                                 got += GiveValue(e, strength_finished, op, val);
1879                                 break;
1880                         case "invincible":
1881                                 got += GiveValue(e, invincible_finished, op, val);
1882                                 break;
1883                         case "superweapons":
1884                                 got += GiveValue(e, superweapons_finished, op, val);
1885                                 break;
1886                         case "cells":
1887                                 got += GiveValue(e, ammo_cells, op, val);
1888                                 break;
1889                         case "shells":
1890                                 got += GiveValue(e, ammo_shells, op, val);
1891                                 break;
1892                         case "nails":
1893                         case "bullets":
1894                                 got += GiveValue(e, ammo_nails, op, val);
1895                                 break;
1896                         case "rockets":
1897                                 got += GiveValue(e, ammo_rockets, op, val);
1898                                 break;
1899                         case "health":
1900                                 got += GiveValue(e, health, op, val);
1901                                 break;
1902                         case "armor":
1903                                 got += GiveValue(e, armorvalue, op, val);
1904                                 break;
1905                         case "fuel":
1906                                 got += GiveValue(e, ammo_fuel, op, val);
1907                                 break;
1908                         default:
1909                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1910                                 {
1911                                         wi = get_weaponinfo(j);
1912                                         if(cmd == wi.netname)
1913                                         {
1914                                                 got += GiveWeapon(e, j, op, val);
1915                                                 break;
1916                                         }
1917                                 }
1918                                 if(j > WEP_LAST)
1919                                         print("give: invalid item ", cmd, "\n");
1920                                 break;
1921                 }
1922                 val = 999;
1923                 op = OP_SET;
1924         }
1925
1926         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1927         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1928         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1929         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1930         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1931         {
1932                 wi = get_weaponinfo(j);
1933                 if(wi.weapon)
1934                 {
1935                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1936                         if not(WEPSET_CONTAINS_AW(save_weapons, j))
1937                                 if(WEPSET_CONTAINS_EW(e, j))
1938                                         weapon_action(wi.weapon, WR_PRECACHE);
1939                 }
1940         }
1941         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1942         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1943         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1944         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1945         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1946         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1947         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
1948         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
1949         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
1950
1951         if(e.superweapons_finished <= 0)
1952                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1953                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1954
1955         if(e.strength_finished <= 0)
1956                 e.strength_finished = 0;
1957         else
1958                 e.strength_finished += time;
1959         if(e.invincible_finished <= 0)
1960                 e.invincible_finished = 0;
1961         else
1962                 e.invincible_finished += time;
1963         if(e.superweapons_finished <= 0)
1964                 e.superweapons_finished = 0;
1965         else
1966                 e.superweapons_finished += time;
1967
1968         if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
1969                 _switchweapon = TRUE;
1970         if(_switchweapon)
1971                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1972
1973         return got;
1974 }
1975 #endif