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cl_simple_items, neeeds models/foo/bar.ext to have a models/foo/bar_simple.ext to...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 #define ISF_LOCATION 1
2 #define ISF_MODEL    2
3 #define ISF_STATUS   4
4     #define ITS_ANIMATE1  1
5     #define ITS_ANIMATE2  2
6     #define ITS_AVAILABLE 4
7     #define ITS_POWERUP   8
8     #define ITS_ALLOWFB   16
9     #define ITS_ALLOWSI   32
10 #define ISF_VELOCITY 8
11 #define ISF_COLORMAP 16
12     
13 .float ItemStatus;
14
15 #ifdef CSQC
16 float csqcitems_started;
17
18 float autocvar_cl_ghost_items;
19 vector autocvar_cl_ghost_items_color;
20 float autocvar_cl_simple_items;
21
22 .vector colormod;
23 void ItemDraw()
24 {    
25     if(self.ItemStatus & ITS_ANIMATE1)
26     {
27         self.angles += '0 180 0' * frametime;
28         setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));        
29     }    
30     
31     if(self.ItemStatus & ITS_ANIMATE2)
32     {
33         self.angles += '0 -90 0' * frametime;
34         setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));        
35     }
36 }
37
38 void ItemDrawSimple()
39 {
40     
41 }
42
43 void csqcitems_start()
44 {
45     autocvar_cl_ghost_items =  bound(0, autocvar_cl_ghost_items, 1);
46     if(autocvar_cl_ghost_items == 1)
47         autocvar_cl_ghost_items = 0.55;
48     
49     string _tmp = cvar_string("cl_ghost_items_color");
50     if(_tmp == "")
51         autocvar_cl_ghost_items_color = '-1 -1 -1';
52
53     
54     csqcitems_started = TRUE;
55 }
56
57 void ItemRead(float _IsNew)
58 {
59     if(!csqcitems_started)
60     {
61         
62     }
63     
64     float sf = ReadByte();
65
66     if(sf & ISF_LOCATION)
67     {
68         self.origin_x = ReadCoord();
69         self.origin_y = ReadCoord();
70         self.origin_z = ReadCoord();
71         setorigin(self, self.origin);
72         self.oldorigin = self.origin;
73     }
74     
75     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
76     {
77         self.ItemStatus = ReadByte();    
78         
79         if(self.ItemStatus & ITS_AVAILABLE)
80         {
81             self.alpha = 1;
82             self.colormod = '1 1 1';
83         }
84         else
85         {
86             if (autocvar_cl_ghost_items)
87             {
88                 self.alpha = autocvar_cl_ghost_items;
89                 self.colormod = autocvar_cl_ghost_items_color;
90             }
91             else
92                 self.alpha = -1;
93         }    
94         
95         if(self.ItemStatus & ITS_POWERUP)
96             self.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
97     }
98     
99     if(sf & ISF_MODEL) // handle simple items, fullbright and so on here
100     {
101         self.drawmask  = MASK_NORMAL;
102         self.movetype  = MOVETYPE_NOCLIP;
103         
104         if(self.mdl)
105             strunzone(self.mdl);
106         
107         self.mdl = "";
108         string _fn = ReadString();
109         
110         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
111         {
112             
113             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
114                         
115             if(fexists(strcat(_fn2, "_simple.md3")))
116                 self.mdl = strzone(strcat(_fn2, "_simple.md3"));
117             else if(fexists(strcat(_fn2, "_simple.dpm")))
118                 self.mdl = strzone(strcat(_fn2, "_simple.dpm"));
119             else if(fexists(strcat(_fn2, "_simple.iqm")))
120                 self.mdl = strzone(strcat(_fn2, "_simple.iqm"));
121             else
122             {
123                 self.mdl = "";
124                 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
125             }
126                 
127         }
128         
129         if(self.mdl == "")
130         {
131             self.mdl       = strzone(_fn);
132             self.draw      = ItemDraw;
133         }
134         else
135             self.draw      = ItemDrawSimple;
136         
137         setmodel(self, self.mdl);
138     }
139     /*
140     if(sf & ISF_VELOCITY)
141     {
142         self.move_origin_x = ReadCoord();
143         self.move_origin_y = ReadCoord();
144         self.move_origin_z = ReadCoord();
145         self.move_velocity_x = ReadCoord();
146         self.move_velocity_y = ReadCoord();
147         self.move_velocity_z = ReadCoord();
148     }
149     */
150     
151     if(sf & ISF_COLORMAP)
152         self.colormap = ReadShort();
153     
154 }
155 #endif
156
157 #ifdef SVQC
158 float autocvar_sv_nosimpleitems;
159 float ItemSend(entity to, float sf)
160 {
161         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
162         
163         WriteByte(MSG_ENTITY, sf);
164
165         //WriteByte(MSG_ENTITY, self.cnt);
166     if(sf & ISF_LOCATION)
167     {
168         WriteCoord(MSG_ENTITY, self.origin_x);
169         WriteCoord(MSG_ENTITY, self.origin_y);
170         WriteCoord(MSG_ENTITY, self.origin_z);
171     }
172
173     if(sf & ISF_STATUS)
174         WriteByte(MSG_ENTITY, self.ItemStatus);
175
176     if(sf & ISF_MODEL)
177         WriteString(MSG_ENTITY, self.mdl);
178     
179     /*
180     if(sf & ISF_VELOCITY)
181     {
182     }
183     */
184     
185     if(sf & ISF_COLORMAP)
186         WriteShort(MSG_ENTITY, self.colormap);
187         
188     return TRUE;
189 }
190
191
192 float have_pickup_item(void)
193 {
194         // minstagib: only allow filtered items
195         if(g_minstagib)
196                 if(self.classname != "minstagib")
197                         return FALSE;
198
199         if(self.flags & FL_POWERUP)
200         {
201                 if(autocvar_g_powerups > 0)
202                         return TRUE;
203                 if(autocvar_g_powerups == 0)
204                         return FALSE;
205                 if(g_lms)
206                         return FALSE;
207                 if(g_ca)
208                         return FALSE;
209                 if(g_arena)
210                         return FALSE;
211         }
212         else
213         {
214                 if(autocvar_g_pickup_items > 0)
215                         return TRUE;
216                 if(autocvar_g_pickup_items == 0)
217                         return FALSE;
218                 if(g_lms)
219                         return FALSE;
220                 if(g_ca)
221                         return FALSE;
222                 if(g_weaponarena)
223                         if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
224                                 return FALSE;
225         }
226         return TRUE;
227 }
228
229 #define ITEM_RESPAWN_TICKS 10
230
231 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
232         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
233 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
234         // range: 10 .. respawntime + respawntimejitter
235
236 floatfield Item_CounterField(float it)
237 {
238         switch(it)
239         {
240                 case IT_SHELLS:      return ammo_shells;
241                 case IT_NAILS:       return ammo_nails;
242                 case IT_ROCKETS:     return ammo_rockets;
243                 case IT_CELLS:       return ammo_cells;
244                 case IT_FUEL:        return ammo_fuel;
245                 case IT_5HP:         return health;
246                 case IT_25HP:        return health;
247                 case IT_HEALTH:      return health;
248                 case IT_ARMOR_SHARD: return armorvalue;
249                 case IT_ARMOR:       return armorvalue;
250                 // add more things here (health, armor)
251                 default:             error("requested item has no counter field");
252         }
253 }
254
255 string Item_CounterFieldName(float it)
256 {
257         switch(it)
258         {
259                 case IT_SHELLS:      return "shells";
260                 case IT_NAILS:       return "nails";
261                 case IT_ROCKETS:     return "rockets";
262                 case IT_CELLS:       return "cells";
263                 case IT_FUEL:        return "fuel";
264
265                 // add more things here (health, armor)
266                 default:             error("requested item has no counter field name");
267         }
268 }
269
270 .float max_armorvalue;
271 .float pickup_anyway;
272 /*
273 float Item_Customize()
274 {
275         if(self.spawnshieldtime)
276                 return TRUE;
277         if(self.weapons != (self.weapons & other.weapons))
278         {
279                 self.colormod = '0 0 0';
280                 self.glowmod = self.colormod;
281                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
282                 return TRUE;
283         }
284         else
285         {
286                 if(g_ghost_items)
287                 {
288                         self.colormod = stov(autocvar_g_ghost_items_color);
289                         self.glowmod = self.colormod;
290                         self.alpha = g_ghost_items;
291                         return TRUE;
292                 }
293                 else
294                         return FALSE;
295         }
296 }
297 */
298
299 void Item_Show (entity e, float mode)
300 {    
301         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
302         if (mode > 0)
303         {
304                 // make the item look normal, and be touchable
305                 e.model = e.mdl;
306                 e.solid = SOLID_TRIGGER;
307                 e.colormod = '0 0 0';
308                 self.glowmod = self.colormod;
309                 e.alpha = 0;
310
311                 e.spawnshieldtime = 1;
312                 self.ItemStatus |= ITS_AVAILABLE;
313         }
314         else if (mode < 0)
315         {
316                 // hide the item completely
317                 e.model = string_null;
318                 e.solid = SOLID_NOT;
319                 e.colormod = '0 0 0';
320                 self.glowmod = self.colormod;
321                 e.alpha = 0;
322
323
324                 e.spawnshieldtime = 1;
325                 self.ItemStatus &~= ITS_AVAILABLE;
326         }
327         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
328         {
329                 // make the item translucent and not touchable
330                 e.model = e.mdl;
331                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
332                 e.colormod = '0 0 0';
333                 self.glowmod = self.colormod;
334                 e.effects |= EF_STARDUST;
335
336
337                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
338                 self.ItemStatus |= ITS_AVAILABLE;
339         }
340         else
341         {
342                 // hide the item completely
343                 //e.model = string_null;
344                 setmodel(e, "null");
345                 e.solid = SOLID_NOT;
346                 e.colormod = '0 0 0';
347                 e.glowmod = e.colormod;
348                 e.alpha = 0;
349
350                 e.spawnshieldtime = 1;
351                 self.ItemStatus &~= ITS_AVAILABLE;
352         }
353
354         if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
355                 self.ItemStatus |= ITS_POWERUP;
356         
357         if (autocvar_g_nodepthtestitems)
358                 e.effects |= EF_NODEPTHTEST;
359                 
360         if (autocvar_g_fullbrightitems)
361                 self.ItemStatus |= ITS_ALLOWFB;
362         
363         if not (autocvar_sv_nosimpleitems)
364         self.ItemStatus |= ITS_ALLOWSI;
365
366         // relink entity (because solid may have changed)
367         setorigin(e, e.origin);
368     self.SendFlags |= ISF_STATUS;
369
370 }
371
372 void Item_Respawn (void)
373 {
374         Item_Show(self, 1);
375         if(!g_minstagib && self.items == IT_STRENGTH)
376                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
377         else if(!g_minstagib && self.items == IT_INVINCIBLE)
378                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
379         else
380                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
381         setorigin (self, self.origin);
382
383         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
384         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
385 }
386
387 void Item_RespawnCountdown (void)
388 {
389         if(self.count >= ITEM_RESPAWN_TICKS)
390         {
391                 if(self.waypointsprite_attached)
392                         WaypointSprite_Kill(self.waypointsprite_attached);
393                 Item_Respawn();
394         }
395         else
396         {
397                 self.nextthink = time + 1;
398                 self.count += 1;
399                 if(self.count == 1)
400                 {
401                         string name;
402                         vector rgb;
403                         name = string_null;
404                         if(g_minstagib)
405                         {
406                                 switch(self.items)
407                                 {
408                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
409                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
410                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
411                                 }
412                         }
413                         else
414                         {
415                                 switch(self.items)
416                                 {
417                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
418                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
419                                 }
420                         }
421                         switch(self.items)
422                         {
423                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
424                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
425                         }
426                         if(self.flags & FL_WEAPON)
427                         {
428                                 entity wi = get_weaponinfo(self.weapon);
429                                 if(wi)
430                                 {
431                                         name = wi.model2;
432                                         rgb = '1 0 0';
433                                 }
434                         }
435                         if(!name)
436                         {
437                                 print("Unknown powerup-marked item is wanting to respawn\n");
438                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
439                         }
440                         if(name)
441                         {
442                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
443                                 if(self.waypointsprite_attached)
444                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
445                         }
446                 }
447                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
448                 if(self.waypointsprite_attached)
449                 {
450                         WaypointSprite_Ping(self.waypointsprite_attached);
451                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
452                 }
453         }
454 }
455
456 void Item_ScheduleRespawnIn(entity e, float t)
457 {
458         if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
459         {
460                 e.think = Item_RespawnCountdown;
461                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
462                 e.count = 0;
463         }
464         else
465         {
466                 e.think = Item_Respawn;
467                 e.nextthink = time + t;
468         }
469 }
470
471 void Item_ScheduleRespawn(entity e)
472 {
473         if(e.respawntime > 0)
474         {
475                 Item_Show(e, 0);
476                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
477         }
478         else // if respawntime is -1, this item does not respawn
479                 Item_Show(e, -1);
480 }
481
482 void Item_ScheduleInitialRespawn(entity e)
483 {
484         Item_Show(e, 0);
485         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
486 }
487
488 float ITEM_MODE_NONE = 0;
489 float ITEM_MODE_HEALTH = 1;
490 float ITEM_MODE_ARMOR = 2;
491 float ITEM_MODE_FUEL = 3;
492 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
493 {
494         if (!item.ammofield)
495                 return FALSE;
496
497         if (item.spawnshieldtime)
498         {
499                 if ((player.ammofield < ammomax) || item.pickup_anyway)
500                 {
501                         player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
502                         goto YEAH;
503                 }
504         }
505         else if(g_weapon_stay == 2)
506         {
507                 float mi = min(item.ammofield, ammomax);
508                 if (player.ammofield < mi)
509                 {
510                         player.ammofield = mi;
511                         goto YEAH;
512                 }
513         }
514
515         return FALSE;
516
517 :YEAH
518         switch(mode)
519         {
520                 case ITEM_MODE_FUEL:
521                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
522                         break;
523                 case ITEM_MODE_HEALTH:
524                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
525                         break;
526                 case ITEM_MODE_ARMOR:
527                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
528                         break;
529                 default:
530                         break;
531         }
532         return TRUE;
533 }
534
535 float Item_GiveTo(entity item, entity player)
536 {
537         float _switchweapon;
538         float pickedup;
539         float it;
540         float i;
541         entity e;
542
543         // if nothing happens to player, just return without taking the item
544         pickedup = FALSE;
545         _switchweapon = FALSE;
546
547         if (g_minstagib)
548         {
549                 float prevcells = player.ammo_cells;
550
551                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
552                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
553
554                 if(player.ammo_cells > prevcells)
555                 {
556                         _switchweapon = TRUE;
557
558                         // play some cool sounds ;)
559                         if (clienttype(player) == CLIENTTYPE_REAL)
560                         {
561                                 if(player.health <= 5)
562                                         AnnounceTo(player, "lastsecond");
563                                 else if(player.health < 50)
564                                         AnnounceTo(player, "narrowly");
565                         }
566                         // sound not available
567                         // else if(item.items == IT_CELLS)
568                         //      AnnounceTo(player, "ammo");
569
570                         if (item.weapons & WEPBIT_MINSTANEX)
571                                 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
572                         player.health = 100;
573                 }
574
575                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
576                 {
577                         pickedup = TRUE;
578                         player.items |= it;
579                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
580                 }
581
582                 // extralife powerup
583                 if (item.max_health)
584                 {
585                         pickedup = TRUE;
586                         // sound not available
587                         // AnnounceTo(player, "_lives");
588                         player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
589                         sprint(player, "^3You picked up some extra lives\n");
590                 }
591
592                 // invis powerup
593                 if (item.strength_finished)
594                 {
595                         pickedup = TRUE;
596                         // sound not available
597                         // AnnounceTo(player, "invisible");
598                         player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
599                 }
600
601                 // speed powerup
602                 if (item.invincible_finished)
603                 {
604                         pickedup = TRUE;
605                         // sound not available
606                         // AnnounceTo(player, "speed");
607                         player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
608                 }
609         }
610         else
611         {
612                 // in case the player has autoswitch enabled do the following:
613                 // if the player is using their best weapon before items are given, they
614                 // probably want to switch to an even better weapon after items are given
615                 if (player.autoswitch)
616                 if (player.switchweapon == w_getbestweapon(player))
617                         _switchweapon = TRUE;
618
619                 if not(player.weapons & W_WeaponBit(player.switchweapon))
620                         _switchweapon = TRUE;
621
622                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
623                 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
624                 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
625                 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
626                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
627                 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
628                 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
629
630                 if (item.flags & FL_WEAPON)
631                 if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && self.pickup_anyway))
632                 {
633                         pickedup = TRUE;
634                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
635                         {
636                                 e = get_weaponinfo(i);
637                                 if(it & e.weapons)
638                                         W_GiveWeapon (player, e.weapon, item.netname);
639                         }
640                 }
641
642                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
643                 {
644                         pickedup = TRUE;
645                         player.items |= it;
646                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
647                 }
648
649                 if (item.strength_finished)
650                 {
651                         pickedup = TRUE;
652                         player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
653                 }
654                 if (item.invincible_finished)
655                 {
656                         pickedup = TRUE;
657                         player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
658                 }
659                 if (item.superweapons_finished)
660                 {
661                         pickedup = TRUE;
662                         player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
663                 }
664         }
665
666 :skip
667         // always eat teamed entities
668         if(item.team)
669                 pickedup = TRUE;
670
671         if (!pickedup)
672                 return 0;
673
674         if (_switchweapon)
675                 if (player.switchweapon != w_getbestweapon(player))
676                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
677
678         return 1;
679 }
680
681 void Item_Touch (void)
682 {
683         entity e, head;
684
685         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
686         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
687         {
688                 remove(self);
689                 return;
690         }
691         if (other.classname != "player")
692                 return;
693         if (other.deadflag)
694                 return;
695         if (self.solid != SOLID_TRIGGER)
696                 return;
697         if (self.owner == other)
698                 return;
699
700         if (self.classname == "droppedweapon")
701         {
702                 self.strength_finished = max(0, self.strength_finished - time);
703                 self.invincible_finished = max(0, self.invincible_finished - time);
704                 self.superweapons_finished = max(0, self.superweapons_finished - time);
705         }
706
707         if(!Item_GiveTo(self, other))
708         {
709                 if (self.classname == "droppedweapon")
710                 {
711                         // undo what we did above
712                         self.strength_finished += time;
713                         self.invincible_finished += time;
714                         self.superweapons_finished += time;
715                 }
716                 return;
717         }
718
719         other.last_pickup = time;
720
721         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
722         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
723
724         if (self.classname == "droppedweapon")
725                 remove (self);
726         else if not(self.spawnshieldtime)
727                 return;
728         else
729         {
730                 if(self.team)
731                 {
732                         RandomSelection_Init();
733                         for(head = world; (head = findfloat(head, team, self.team)); )
734                         {
735                                 if(head.flags & FL_ITEM)
736                                 {
737                                         Item_Show(head, -1);
738                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
739                                 }
740                         }
741                         e = RandomSelection_chosen_ent;
742
743                 }
744                 else
745                         e = self;
746                 Item_ScheduleRespawn(e);
747         }
748 }
749
750 void Item_Reset()
751 {
752         Item_Show(self, !self.state);
753         setorigin (self, self.origin);
754
755         if(self.classname != "droppedweapon")
756         {
757                 self.think = SUB_Null;
758                 self.nextthink = 0;
759
760                 if(self.waypointsprite_attached)
761                         WaypointSprite_Kill(self.waypointsprite_attached);
762
763                 if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
764                         Item_ScheduleInitialRespawn(self);
765         }
766 }
767
768 void Item_FindTeam()
769 {
770         entity head, e;
771
772         if(self.effects & EF_NODRAW)
773         {
774                 // marker for item team search
775                 dprint("Initializing item team ", ftos(self.team), "\n");
776                 RandomSelection_Init();
777                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
778                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
779                 e = RandomSelection_chosen_ent;
780                 e.state = 0;
781                 Item_Show(e, 1);
782
783                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
784                 {
785                         if(head != e)
786                         {
787                                 // make it a non-spawned item
788                                 Item_Show(head, -1);
789                                 head.state = 1; // state 1 = initially hidden item
790                         }
791                         head.effects &~= EF_NODRAW;
792                 }
793
794                 Item_Reset();
795         }
796 }
797
798 // Savage: used for item garbage-collection
799 // TODO: perhaps nice special effect?
800 void RemoveItem(void)
801 {
802         remove(self);
803 }
804
805 // pickup evaluation functions
806 // these functions decide how desirable an item is to the bots
807
808 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
809
810 float weapon_pickupevalfunc(entity player, entity item)
811 {
812         float c, i, j, position;
813
814         // See if I have it already
815         if(player.weapons & item.weapons == item.weapons)
816         {
817                 // If I can pick it up
818                 if(!item.spawnshieldtime)
819                         c = 0;
820                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
821                 {
822                         // Skilled bots will grab more
823                         c = bound(0, skill / 10, 1) * 0.5;
824                 }
825                 else
826                         c = 0;
827         }
828         else
829                 c = 1;
830
831         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
832         if( bot_custom_weapon && c )
833         {
834                 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
835                 {
836                         // Find weapon
837                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )
838                                 continue;
839
840                         // Find the highest position on any range
841                         position = -1;
842                         for(j = 0; j < WEP_LAST ; ++j){
843                                 if(
844                                                 bot_weapons_far[j] == i ||
845                                                 bot_weapons_mid[j] == i ||
846                                                 bot_weapons_close[j] == i
847                                   )
848                                 {
849                                         position = j;
850                                         break;
851                                 }
852                         }
853
854                         // Rate it
855                         if (position >= 0 )
856                         {
857                                 position = WEP_LAST - position;
858                                 // item.bot_pickupbasevalue is overwritten here
859                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
860                         }
861                 }
862         }
863
864         return item.bot_pickupbasevalue * c;
865 }
866
867 float commodity_pickupevalfunc(entity player, entity item)
868 {
869         float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
870         entity wi;
871         c = 0;
872
873         // Detect needed ammo
874         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
875         {
876                 wi = get_weaponinfo(i);
877
878                 if not(wi.weapons & player.weapons)
879                         continue;
880
881                 if(wi.items & IT_SHELLS)
882                         need_shells = TRUE;
883                 else if(wi.items & IT_NAILS)
884                         need_nails = TRUE;
885                 else if(wi.items & IT_ROCKETS)
886                         need_rockets = TRUE;
887                 else if(wi.items & IT_CELLS)
888                         need_cells = TRUE;
889                 else if(wi.items & IT_FUEL)
890                         need_cells = TRUE;
891         }
892
893         // TODO: figure out if the player even has the weapon this ammo is for?
894         // may not affect strategy much though...
895         // find out how much more ammo/armor/health the player can hold
896         if (need_shells)
897         if (item.ammo_shells)
898         if (player.ammo_shells < g_pickup_shells_max)
899                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
900         if (need_nails)
901         if (item.ammo_nails)
902         if (player.ammo_nails < g_pickup_nails_max)
903                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
904         if (need_rockets)
905         if (item.ammo_rockets)
906         if (player.ammo_rockets < g_pickup_rockets_max)
907                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
908         if (need_cells)
909         if (item.ammo_cells)
910         if (player.ammo_cells < g_pickup_cells_max)
911                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
912         if (need_fuel)
913         if (item.ammo_fuel)
914         if (player.ammo_fuel < g_pickup_fuel_max)
915                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
916         if (item.armorvalue)
917         if (player.armorvalue < item.max_armorvalue)
918                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
919         if (item.health)
920         if (player.health < item.max_health)
921                 c = c + max(0, 1 - player.health / item.max_health);
922
923         return item.bot_pickupbasevalue * c;
924 }
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         self.items = itemid;
933         self.weapons = weaponid;
934         self.flags = FL_ITEM | itemflags;
935
936         // is it a dropped weapon?
937         if (self.classname == "droppedweapon")
938         {
939                 self.reset = SUB_Remove;
940                 // it's a dropped weapon
941                 self.movetype = MOVETYPE_TOSS;
942
943                 // Savage: remove thrown items after a certain period of time ("garbage collection")
944                 self.think = RemoveItem;
945                 self.nextthink = time + 20;
946
947                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
948                 /*
949                 if(self.items == 0)
950                 if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons
951                 if(self.ammo_nails == 0)
952                 if(self.ammo_cells == 0)
953                 if(self.ammo_rockets == 0)
954                 if(self.ammo_shells == 0)
955                 if(self.ammo_fuel == 0)
956                 if(self.health == 0)
957                 if(self.armorvalue == 0)
958                 */
959                 {
960                         // if item is worthless after a timer, have it expire then
961                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
962                 }
963
964                 // don't drop if in a NODROP zone (such as lava)
965                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
966                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
967                 {
968                         startitem_failed = TRUE;
969                         remove(self);
970                         return;
971                 }
972         }
973         else
974         {
975                 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
976                 {
977                         startitem_failed = TRUE;
978                         remove(self);
979                         return;
980                 }
981
982                 if(!have_pickup_item())
983                 {
984                         startitem_failed = TRUE;
985                         remove (self);
986                         return;
987                 }
988
989                 if(self.model != "")
990                         itemmodel = self.model;
991                 if(self.item_pickupsound != "")
992                         pickupsound = self.item_pickupsound;
993
994                 self.reset = Item_Reset;
995                 // it's a level item
996                 if(self.spawnflags & 1)
997                         self.noalign = 1;
998                 if (self.noalign)
999                         self.movetype = MOVETYPE_NONE;
1000                 else
1001                         self.movetype = MOVETYPE_TOSS;
1002                 // do item filtering according to game mode and other things
1003                 if (!self.noalign)
1004                 {
1005                         // first nudge it off the floor a little bit to avoid math errors
1006                         setorigin(self, self.origin + '0 0 1');
1007                         // set item size before we spawn a spawnfunc_waypoint
1008                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1009                                 setsize (self, '-16 -16 0', '16 16 48');
1010                         else
1011                                 setsize (self, '-16 -16 0', '16 16 32');
1012                         // note droptofloor returns FALSE if stuck/or would fall too far
1013                         droptofloor();
1014                         waypoint_spawnforitem(self);
1015                 }
1016
1017                 /*
1018                  * can't do it that way, as it would break maps
1019                  * TODO make a target_give like entity another way, that perhaps has
1020                  * the weapon name in a key
1021                 if(self.targetname)
1022                 {
1023                         // target_give not yet supported; maybe later
1024                         print("removed targeted ", self.classname, "\n");
1025                         startitem_failed = TRUE;
1026                         remove (self);
1027                         return;
1028                 }
1029                 */
1030
1031                 if(autocvar_spawn_debug >= 2)
1032                 {
1033                         entity otheritem;
1034                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1035                         {
1036                                 if(otheritem.is_item)
1037                                 {
1038                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1039                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1040                                         error("Mapper sucks.");
1041                                 }
1042                         }
1043                         self.is_item = TRUE;
1044                 }
1045
1046                 weaponsInMap |= weaponid;
1047
1048                 precache_model (itemmodel);
1049                 precache_sound (pickupsound);
1050
1051                 precache_sound ("misc/itemrespawncountdown.wav");
1052                 if(!g_minstagib && itemid == IT_STRENGTH)
1053                         precache_sound ("misc/strength_respawn.wav");
1054                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
1055                         precache_sound ("misc/shield_respawn.wav");
1056                 else
1057                         precache_sound ("misc/itemrespawn.wav");
1058
1059                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1060                         self.target = "###item###"; // for finding the nearest item using find()
1061         }
1062
1063         self.bot_pickup = TRUE;
1064         self.bot_pickupevalfunc = pickupevalfunc;
1065         self.bot_pickupbasevalue = pickupbasevalue;
1066         self.mdl = itemmodel;
1067         self.item_pickupsound = pickupsound;
1068         if(self.weapons)
1069                 self.weapon = WEP_FIRST + log2of(lowestbit(self.weapons));
1070         else
1071                 self.weapon = 0;
1072         // let mappers override respawntime
1073         if(!self.respawntime) // both set
1074         {
1075                 self.respawntime = defaultrespawntime;
1076                 self.respawntimejitter = defaultrespawntimejitter;
1077         }
1078         self.netname = itemname;
1079         self.touch = Item_Touch;
1080         setmodel (self, self.mdl); // precision set below
1081         self.effects |= EF_LOWPRECISION;
1082         
1083         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1084             setsize (self, '-16 -16 0', '16 16 48');
1085         else
1086                 setsize (self, '-16 -16 0', '16 16 32');
1087     
1088     if(itemflags & FL_POWERUP) 
1089         self.ItemStatus |= ITS_ANIMATE1;
1090         
1091         if(self.armorvalue || self.health)
1092         self.ItemStatus |= ITS_ANIMATE2;
1093         
1094         if(itemflags & FL_WEAPON)
1095         {
1096                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1097             self.colormap = 1024; // color shirt=0 pants=0 grey
1098
1099                 self.ItemStatus |= ITS_ANIMATE1;
1100                 self.ItemStatus |= ISF_COLORMAP;
1101         }
1102
1103         self.state = 0;
1104         if(self.team)
1105         {
1106                 if(!self.cnt)
1107                         self.cnt = 1; // item probability weight
1108                 self.effects = self.effects | EF_NODRAW; // marker for item team search
1109                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1110         }
1111         else
1112                 Item_Reset();
1113     
1114     if(self.classname == "droppedweapon")
1115         return;
1116     
1117     Net_LinkEntity(self, FALSE, 0, ItemSend);
1118
1119 }
1120
1121 /* replace items in minstagib
1122  * IT_STRENGTH   = invisibility
1123  * IT_NAILS      = extra lives
1124  * IT_INVINCIBLE = speed
1125  */
1126 void minstagib_items (float itemid)
1127 {
1128         float rnd;
1129         self.classname = "minstagib";
1130
1131         // replace rocket launchers and nex guns with ammo cells
1132         if (itemid == IT_CELLS)
1133         {
1134                 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1135                 StartItem ("models/items/a_cells.md3",
1136                         "misc/itempickup.wav", 45, 0,
1137                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1138                 return;
1139         }
1140
1141         // randomize
1142         rnd = random() * 3;
1143         if (rnd <= 1)
1144                 itemid = IT_STRENGTH;
1145         else if (rnd <= 2)
1146                 itemid = IT_NAILS;
1147         else
1148                 itemid = IT_INVINCIBLE;
1149
1150         // replace with invis
1151         if (itemid == IT_STRENGTH)
1152         {
1153                 if(!self.strength_finished)
1154                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1155                 StartItem ("models/items/g_strength.md3",
1156                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1157                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1158         }
1159         // replace with extra lives
1160         if (itemid == IT_NAILS)
1161         {
1162                 self.max_health = 1;
1163                 StartItem ("models/items/g_h100.md3",
1164                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1165                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1166         }
1167         // replace with speed
1168         if (itemid == IT_INVINCIBLE)
1169         {
1170                 if(!self.invincible_finished)
1171                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1172                 StartItem ("models/items/g_invincible.md3",
1173                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1174                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1175         }
1176 }
1177
1178 float minst_no_auto_cells;
1179 void minst_remove_item (void) {
1180         if(minst_no_auto_cells)
1181                 remove(self);
1182 }
1183
1184 float weaponswapping;
1185 float internalteam;
1186
1187 void weapon_defaultspawnfunc(float wpn)
1188 {
1189         entity e;
1190         float t;
1191         var .float ammofield;
1192         string s;
1193         entity oldself;
1194         float i, j;
1195         float f;
1196
1197         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1198         {
1199                 e = get_weaponinfo(wpn);
1200                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1201                 if(s == "0")
1202                 {
1203                         remove(self);
1204                         startitem_failed = TRUE;
1205                         return;
1206                 }
1207                 t = tokenize_console(s);
1208                 if(t >= 2)
1209                 {
1210                         self.team = --internalteam;
1211                         oldself = self;
1212                         for(i = 1; i < t; ++i)
1213                         {
1214                                 s = argv(i);
1215                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1216                                 {
1217                                         e = get_weaponinfo(j);
1218                                         if(e.netname == s)
1219                                         {
1220                                                 self = spawn();
1221                                                 copyentity(oldself, self);
1222                                                 self.classname = "replacedweapon";
1223                                                 weapon_defaultspawnfunc(j);
1224                                                 break;
1225                                         }
1226                                 }
1227                                 if(j > WEP_LAST)
1228                                 {
1229                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1230                                 }
1231                         }
1232                         self = oldself;
1233                 }
1234                 if(t >= 1)
1235                 {
1236                         s = argv(0);
1237                         wpn = 0;
1238                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1239                         {
1240                                 e = get_weaponinfo(j);
1241                                 if(e.netname == s)
1242                                 {
1243                                         wpn = j;
1244                                         break;
1245                                 }
1246                         }
1247                         if(j > WEP_LAST)
1248                         {
1249                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1250                         }
1251                 }
1252                 if(wpn == 0)
1253                 {
1254                         remove(self);
1255                         startitem_failed = TRUE;
1256                         return;
1257                 }
1258         }
1259
1260         e = get_weaponinfo(wpn);
1261
1262         if(!self.respawntime)
1263         {
1264                 if(e.weapons & WEPBIT_SUPERWEAPONS)
1265                 {
1266                         self.respawntime = g_pickup_respawntime_superweapon;
1267                         self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1268                 }
1269                 else
1270                 {
1271                         self.respawntime = g_pickup_respawntime_weapon;
1272                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1273                 }
1274         }
1275
1276         if(e.weapons & WEPBIT_SUPERWEAPONS)
1277                 if(!self.superweapons_finished)
1278                         self.superweapons_finished = autocvar_g_balance_superweapons_time;
1279
1280         if(e.items)
1281         {
1282                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1283                 {
1284                         if(e.items & j)
1285                         {
1286                                 ammofield = Item_CounterField(j);
1287                                 if(!self.ammofield)
1288                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1289                         }
1290                 }
1291         }
1292
1293         // pickup anyway
1294         if(g_pickup_weapons_anyway)
1295                 self.pickup_anyway = TRUE;
1296
1297         f = FL_WEAPON;
1298
1299         // no weapon-stay on superweapons
1300         if(e.weapons & WEPBIT_SUPERWEAPONS)
1301                 f |= FL_NO_WEAPON_STAY;
1302
1303         // weapon stay isn't supported for teamed weapons
1304         if(self.team)
1305                 f |= FL_NO_WEAPON_STAY;
1306
1307         // stupid minstagib hack, don't ask
1308         if(g_minstagib)
1309                 if(self.ammo_cells)
1310                         self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1311
1312         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1313         if (self.modelindex) // don't precache if self was removed
1314                 weapon_action(e.weapon, WR_PRECACHE);
1315 }
1316
1317 void spawnfunc_weapon_shotgun (void);
1318 void spawnfunc_weapon_uzi (void) {
1319         if(autocvar_sv_q3acompat_machineshotgunswap)
1320         if(self.classname != "droppedweapon")
1321         {
1322                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1323                 return;
1324         }
1325         weapon_defaultspawnfunc(WEP_UZI);
1326 }
1327
1328 void spawnfunc_weapon_shotgun (void) {
1329         if(autocvar_sv_q3acompat_machineshotgunswap)
1330         if(self.classname != "droppedweapon")
1331         {
1332                 weapon_defaultspawnfunc(WEP_UZI);
1333                 return;
1334         }
1335         weapon_defaultspawnfunc(WEP_SHOTGUN);
1336 }
1337
1338 void spawnfunc_weapon_nex (void)
1339 {
1340         if (g_minstagib)
1341         {
1342                 minstagib_items(IT_CELLS);
1343                 self.think = minst_remove_item;
1344                 self.nextthink = time;
1345                 return;
1346         }
1347         weapon_defaultspawnfunc(WEP_NEX);
1348 }
1349
1350 void spawnfunc_weapon_minstanex (void)
1351 {
1352         if (g_minstagib)
1353         {
1354                 minstagib_items(IT_CELLS);
1355                 self.think = minst_remove_item;
1356                 self.nextthink = time;
1357                 return;
1358         }
1359         weapon_defaultspawnfunc(WEP_MINSTANEX);
1360 }
1361
1362 void spawnfunc_weapon_rocketlauncher (void)
1363 {
1364         if (g_minstagib)
1365         {
1366                 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1367                 self.think = minst_remove_item;
1368                 self.nextthink = time;
1369                 return;
1370         }
1371         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1372 }
1373
1374 void spawnfunc_item_rockets (void) {
1375         if(!self.ammo_rockets)
1376                 self.ammo_rockets = g_pickup_rockets;
1377         if(!self.pickup_anyway)
1378                 self.pickup_anyway = g_pickup_ammo_anyway;
1379         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);
1380 }
1381
1382 void spawnfunc_item_shells (void);
1383 void spawnfunc_item_bullets (void) {
1384         if(!weaponswapping)
1385         if(autocvar_sv_q3acompat_machineshotgunswap)
1386         if(self.classname != "droppedweapon")
1387         {
1388                 weaponswapping = TRUE;
1389                 spawnfunc_item_shells();
1390                 weaponswapping = FALSE;
1391                 return;
1392         }
1393
1394         if(!self.ammo_nails)
1395                 self.ammo_nails = g_pickup_nails;
1396         if(!self.pickup_anyway)
1397                 self.pickup_anyway = g_pickup_ammo_anyway;
1398         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);
1399 }
1400
1401 void spawnfunc_item_cells (void) {
1402         if(!self.ammo_cells)
1403                 self.ammo_cells = g_pickup_cells;
1404         if(!self.pickup_anyway)
1405                 self.pickup_anyway = g_pickup_ammo_anyway;
1406         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);
1407 }
1408
1409 void spawnfunc_item_shells (void) {
1410         if(!weaponswapping)
1411         if(autocvar_sv_q3acompat_machineshotgunswap)
1412         if(self.classname != "droppedweapon")
1413         {
1414                 weaponswapping = TRUE;
1415                 spawnfunc_item_bullets();
1416                 weaponswapping = FALSE;
1417                 return;
1418         }
1419
1420         if(!self.ammo_shells)
1421                 self.ammo_shells = g_pickup_shells;
1422         if(!self.pickup_anyway)
1423                 self.pickup_anyway = g_pickup_ammo_anyway;
1424         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);
1425 }
1426
1427 void spawnfunc_item_armor_small (void) {
1428         if(!self.armorvalue)
1429                 self.armorvalue = g_pickup_armorsmall;
1430         if(!self.max_armorvalue)
1431                 self.max_armorvalue = g_pickup_armorsmall_max;
1432         if(!self.pickup_anyway)
1433                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1434         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);
1435 }
1436
1437 void spawnfunc_item_armor_medium (void) {
1438         if(!self.armorvalue)
1439                 self.armorvalue = g_pickup_armormedium;
1440         if(!self.max_armorvalue)
1441                 self.max_armorvalue = g_pickup_armormedium_max;
1442         if(!self.pickup_anyway)
1443                 self.pickup_anyway = g_pickup_armormedium_anyway;
1444         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);
1445 }
1446
1447 void spawnfunc_item_armor_big (void) {
1448         if(!self.armorvalue)
1449                 self.armorvalue = g_pickup_armorbig;
1450         if(!self.max_armorvalue)
1451                 self.max_armorvalue = g_pickup_armorbig_max;
1452         if(!self.pickup_anyway)
1453                 self.pickup_anyway = g_pickup_armorbig_anyway;
1454         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);
1455 }
1456
1457 void spawnfunc_item_armor_large (void) {
1458         if(!self.armorvalue)
1459                 self.armorvalue = g_pickup_armorlarge;
1460         if(!self.max_armorvalue)
1461                 self.max_armorvalue = g_pickup_armorlarge_max;
1462         if(!self.pickup_anyway)
1463                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1464         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);
1465 }
1466
1467 void spawnfunc_item_health_small (void) {
1468         if(!self.max_health)
1469                 self.max_health = g_pickup_healthsmall_max;
1470         if(!self.health)
1471                 self.health = g_pickup_healthsmall;
1472         if(!self.pickup_anyway)
1473                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1474         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);
1475 }
1476
1477 void spawnfunc_item_health_medium (void) {
1478         if(!self.max_health)
1479                 self.max_health = g_pickup_healthmedium_max;
1480         if(!self.health)
1481                 self.health = g_pickup_healthmedium;
1482         if(!self.pickup_anyway)
1483                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1484         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);
1485 }
1486
1487 void spawnfunc_item_health_large (void) {
1488         if(!self.max_health)
1489                 self.max_health = g_pickup_healthlarge_max;
1490         if(!self.health)
1491                 self.health = g_pickup_healthlarge;
1492         if(!self.pickup_anyway)
1493                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1494         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);
1495 }
1496
1497 void spawnfunc_item_health_mega (void) {
1498         if(g_minstagib) {
1499                 minstagib_items(IT_NAILS);
1500         } else {
1501                 if(!self.max_health)
1502                         self.max_health = g_pickup_healthmega_max;
1503                 if(!self.health)
1504                         self.health = g_pickup_healthmega;
1505                 if(!self.pickup_anyway)
1506                         self.pickup_anyway = g_pickup_healthmega_anyway;
1507                 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);
1508         }
1509 }
1510
1511 // support old misnamed entities
1512 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1513 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1514 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1515 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1516 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1517
1518 void spawnfunc_item_strength (void) {
1519         if(g_minstagib) {
1520                 minstagib_items(IT_STRENGTH);
1521         } else {
1522                 precache_sound("weapons/strength_fire.wav");
1523                 if(!self.strength_finished)
1524                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1525                 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);
1526         }
1527 }
1528
1529 void spawnfunc_item_invincible (void) {
1530         if(g_minstagib) {
1531                 minstagib_items(IT_INVINCIBLE);
1532         } else {
1533                 if(!self.invincible_finished)
1534                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1535                 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);
1536         }
1537 }
1538
1539 void spawnfunc_item_minst_cells (void) {
1540         if (g_minstagib)
1541         {
1542                 minst_no_auto_cells = 1;
1543                 minstagib_items(IT_CELLS);
1544         }
1545         else
1546                 remove(self);
1547 }
1548
1549 // compatibility:
1550 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1551
1552 float GiveItems(entity e, float beginarg, float endarg);
1553 void target_items_use (void)
1554 {
1555         if(activator.classname == "droppedweapon")
1556         {
1557                 EXACTTRIGGER_TOUCH;
1558                 remove(activator);
1559                 return;
1560         }
1561
1562         if(activator.classname != "player")
1563                 return;
1564         if(activator.deadflag != DEAD_NO)
1565                 return;
1566         EXACTTRIGGER_TOUCH;
1567
1568         entity e;
1569         for(e = world; (e = find(e, classname, "droppedweapon")); )
1570                 if(e.enemy == activator)
1571                         remove(e);
1572
1573         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1574                 centerprint(activator, self.message);
1575 }
1576
1577 void spawnfunc_target_items (void)
1578 {
1579         float n, i, j;
1580         entity e;
1581
1582         self.use = target_items_use;
1583         if(!self.strength_finished)
1584                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1585         if(!self.invincible_finished)
1586                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1587         if(!self.superweapons_finished)
1588                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1589
1590         precache_sound("misc/itempickup.wav");
1591         precache_sound("misc/megahealth.wav");
1592         precache_sound("misc/armor25.wav");
1593         precache_sound("misc/powerup.wav");
1594         precache_sound("misc/poweroff.wav");
1595         precache_sound("weapons/weaponpickup.wav");
1596
1597         n = tokenize_console(self.netname);
1598         if(argv(0) == "give")
1599         {
1600                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1601         }
1602         else
1603         {
1604                 for(i = 0; i < n; ++i)
1605                 {
1606                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1607                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1608                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1609                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1610                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1611                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1612                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1613                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1614                         else
1615                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1616                         {
1617                                 e = get_weaponinfo(j);
1618                                 if(argv(i) == e.netname)
1619                                 {
1620                                         self.weapons |= e.weapons;
1621                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1622                                                 weapon_action(e.weapon, WR_PRECACHE);
1623                                         break;
1624                                 }
1625                         }
1626                         if(j > WEP_LAST)
1627                                 print("target_items: invalid item ", argv(i), "\n");
1628                 }
1629
1630                 string itemprefix, valueprefix;
1631                 if(self.spawnflags == 0)
1632                 {
1633                         itemprefix = "";
1634                         valueprefix = "";
1635                 }
1636                 else if(self.spawnflags == 1)
1637                 {
1638                         itemprefix = "max ";
1639                         valueprefix = "max ";
1640                 }
1641                 else if(self.spawnflags == 2)
1642                 {
1643                         itemprefix = "min ";
1644                         valueprefix = "min ";
1645                 }
1646                 else if(self.spawnflags == 4)
1647                 {
1648                         itemprefix = "minus ";
1649                         valueprefix = "max ";
1650                 }
1651                 else
1652                         error("invalid spawnflags");
1653
1654                 self.netname = "";
1655                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1656                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1657                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1658                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1659                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1660                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1661                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1662                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1663                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1664                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1665                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1666                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1667                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1668                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1669                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1670                 {
1671                         e = get_weaponinfo(j);
1672                         if(e.weapons)
1673                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1674                 }
1675         }
1676         self.netname = strzone(self.netname);
1677         //print(self.netname, "\n");
1678
1679         n = tokenize_console(self.netname);
1680         for(i = 0; i < n; ++i)
1681         {
1682                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1683                 {
1684                         e = get_weaponinfo(j);
1685                         if(argv(i) == e.netname)
1686                         {
1687                                 weapon_action(e.weapon, WR_PRECACHE);
1688                                 break;
1689                         }
1690                 }
1691         }
1692 }
1693
1694 void spawnfunc_item_fuel(void)
1695 {
1696         if(!self.ammo_fuel)
1697                 self.ammo_fuel = g_pickup_fuel;
1698         if(!self.pickup_anyway)
1699                 self.pickup_anyway = g_pickup_ammo_anyway;
1700         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);
1701 }
1702
1703 void spawnfunc_item_fuel_regen(void)
1704 {
1705         if(start_items & IT_FUEL_REGEN)
1706         {
1707                 spawnfunc_item_fuel();
1708                 return;
1709         }
1710         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);
1711 }
1712
1713 void spawnfunc_item_jetpack(void)
1714 {
1715         if(g_grappling_hook)
1716                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1717         if(!self.ammo_fuel)
1718                 self.ammo_fuel = g_pickup_fuel_jetpack;
1719         if(start_items & IT_JETPACK)
1720         {
1721                 spawnfunc_item_fuel();
1722                 return;
1723         }
1724         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);
1725 }
1726
1727
1728 #define OP_SET 0
1729 #define OP_MIN 1
1730 #define OP_MAX 2
1731 #define OP_PLUS 3
1732 #define OP_MINUS 4
1733
1734 float GiveBit(entity e, .float fld, float bit, float op, float val)
1735 {
1736         float v0, v1;
1737         v0 = (e.fld & bit);
1738         switch(op)
1739         {
1740                 case OP_SET:
1741                         if(val > 0)
1742                                 e.fld |= bit;
1743                         else
1744                                 e.fld &~= bit;
1745                         break;
1746                 case OP_MIN:
1747                 case OP_PLUS:
1748                         if(val > 0)
1749                                 e.fld |= bit;
1750                         break;
1751                 case OP_MAX:
1752                         if(val <= 0)
1753                                 e.fld &~= bit;
1754                         break;
1755                 case OP_MINUS:
1756                         if(val > 0)
1757                                 e.fld &~= bit;
1758                         break;
1759         }
1760         v1 = (e.fld & bit);
1761         return (v0 != v1);
1762 }
1763
1764 float GiveValue(entity e, .float fld, float op, float val)
1765 {
1766         float v0, v1;
1767         v0 = e.fld;
1768         switch(op)
1769         {
1770                 case OP_SET:
1771                         e.fld = val;
1772                         break;
1773                 case OP_MIN:
1774                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1775                         break;
1776                 case OP_MAX:
1777                         e.fld = min(e.fld, val);
1778                         break;
1779                 case OP_PLUS:
1780                         e.fld += val;
1781                         break;
1782                 case OP_MINUS:
1783                         e.fld -= val;
1784                         break;
1785         }
1786         v1 = e.fld;
1787         return (v0 != v1);
1788 }
1789
1790 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1791 {
1792         if(v1 == v0)
1793                 return;
1794         if(v1 <= v0 - t)
1795         {
1796                 if(snd_decr != "")
1797                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1798         }
1799         else if(v0 >= v0 + t)
1800         {
1801                 if(snd_incr != "")
1802                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1803         }
1804 }
1805
1806 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1807 {
1808         if(v0 < v1)
1809                 e.rotfield = max(e.rotfield, time + rottime);
1810         else if(v0 > v1)
1811                 e.regenfield = max(e.regenfield, time + regentime);
1812 }
1813
1814 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1815 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1816 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1817 #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)
1818
1819 float GiveItems(entity e, float beginarg, float endarg)
1820 {
1821         float got, i, j, val, op;
1822         float _switchweapon;
1823         entity wi;
1824         string cmd;
1825
1826         val = 999;
1827         op = OP_SET;
1828
1829         got = 0;
1830
1831         _switchweapon = FALSE;
1832         if (e.autoswitch)
1833                 if (e.switchweapon == w_getbestweapon(e))
1834                         _switchweapon = TRUE;
1835
1836         e.strength_finished = max(0, e.strength_finished - time);
1837         e.invincible_finished = max(0, e.invincible_finished - time);
1838         e.superweapons_finished = max(0, e.superweapons_finished - time);
1839         
1840         PREGIVE(e, items);
1841         PREGIVE(e, weapons);
1842         PREGIVE(e, strength_finished);
1843         PREGIVE(e, invincible_finished);
1844         PREGIVE(e, superweapons_finished);
1845         PREGIVE(e, ammo_nails);
1846         PREGIVE(e, ammo_cells);
1847         PREGIVE(e, ammo_shells);
1848         PREGIVE(e, ammo_rockets);
1849         PREGIVE(e, ammo_fuel);
1850         PREGIVE(e, armorvalue);
1851         PREGIVE(e, health);
1852
1853         for(i = beginarg; i < endarg; ++i)
1854         {
1855                 cmd = argv(i);
1856
1857                 if(cmd == "0" || stof(cmd))
1858                 {
1859                         val = stof(cmd);
1860                         continue;
1861                 }
1862                 switch(cmd)
1863                 {
1864                         case "no":
1865                                 op = OP_MAX;
1866                                 val = 0;
1867                                 continue;
1868                         case "max":
1869                                 op = OP_MAX;
1870                                 continue;
1871                         case "min":
1872                                 op = OP_MIN;
1873                                 continue;
1874                         case "plus":
1875                                 op = OP_PLUS;
1876                                 continue;
1877                         case "minus":
1878                                 op = OP_MINUS;
1879                                 continue;
1880                         case "ALL":
1881                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1882                                 got += GiveValue(e, strength_finished, op, val);
1883                                 got += GiveValue(e, invincible_finished, op, val);
1884                                 got += GiveValue(e, superweapons_finished, op, val);
1885                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1886                         case "all":
1887                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1888                                 got += GiveValue(e, health, op, val);
1889                                 got += GiveValue(e, armorvalue, op, val);
1890                         case "allweapons":
1891                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1892                                 {
1893                                         wi = get_weaponinfo(j);
1894                                         if(wi.weapons)
1895                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1896                                 }
1897                         case "allammo":
1898                                 got += GiveValue(e, ammo_cells, op, val);
1899                                 got += GiveValue(e, ammo_shells, op, val);
1900                                 got += GiveValue(e, ammo_nails, op, val);
1901                                 got += GiveValue(e, ammo_rockets, op, val);
1902                                 got += GiveValue(e, ammo_fuel, op, val);
1903                                 break;
1904                         case "unlimited_ammo":
1905                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1906                                 break;
1907                         case "unlimited_weapon_ammo":
1908                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1909                                 break;
1910                         case "unlimited_superweapons":
1911                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1912                                 break;
1913                         case "jetpack":
1914                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1915                                 break;
1916                         case "fuel_regen":
1917                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1918                                 break;
1919                         case "strength":
1920                                 got += GiveValue(e, strength_finished, op, val);
1921                                 break;
1922                         case "invincible":
1923                                 got += GiveValue(e, invincible_finished, op, val);
1924                                 break;
1925                         case "superweapons":
1926                                 got += GiveValue(e, superweapons_finished, op, val);
1927                                 break;
1928                         case "cells":
1929                                 got += GiveValue(e, ammo_cells, op, val);
1930                                 break;
1931                         case "shells":
1932                                 got += GiveValue(e, ammo_shells, op, val);
1933                                 break;
1934                         case "nails":
1935                         case "bullets":
1936                                 got += GiveValue(e, ammo_nails, op, val);
1937                                 break;
1938                         case "rockets":
1939                                 got += GiveValue(e, ammo_rockets, op, val);
1940                                 break;
1941                         case "health":
1942                                 got += GiveValue(e, health, op, val);
1943                                 break;
1944                         case "armor":
1945                                 got += GiveValue(e, armorvalue, op, val);
1946                                 break;
1947                         case "fuel":
1948                                 got += GiveValue(e, ammo_fuel, op, val);
1949                                 break;
1950                         default:
1951                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1952                                 {
1953                                         wi = get_weaponinfo(j);
1954                                         if(cmd == wi.netname)
1955                                         {
1956                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1957                                                 break;
1958                                         }
1959                                 }
1960                                 if(j > WEP_LAST)
1961                                         print("give: invalid item ", cmd, "\n");
1962                                 break;
1963                 }
1964                 val = 999;
1965                 op = OP_SET;
1966         }
1967
1968         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1969         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1970         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1971         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1972         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1973         {
1974                 wi = get_weaponinfo(j);
1975                 if(wi.weapons)
1976                 {
1977                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1978                         if not(save_weapons & wi.weapons)
1979                                 if(e.weapons & wi.weapons)
1980                                         weapon_action(wi.weapon, WR_PRECACHE);
1981                 }
1982         }
1983         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1984         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1985         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1986         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1987         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1988         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1989         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);
1990         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);
1991         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);
1992
1993         if(e.superweapons_finished <= 0)
1994                 if(self.weapons & WEPBIT_SUPERWEAPONS)
1995                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1996
1997         if (g_minstagib)
1998         {
1999                 e.health = bound(0, e.health, 100);
2000                 e.armorvalue = bound(0, e.armorvalue, 999);
2001         }
2002
2003         if(e.strength_finished <= 0)
2004                 e.strength_finished = 0;
2005         else
2006                 e.strength_finished += time;
2007         if(e.invincible_finished <= 0)
2008                 e.invincible_finished = 0;
2009         else
2010                 e.invincible_finished += time;
2011         if(e.superweapons_finished <= 0)
2012                 e.superweapons_finished = 0;
2013         else
2014                 e.superweapons_finished += time;
2015
2016         if not(e.weapons & W_WeaponBit(e.switchweapon))
2017                 _switchweapon = TRUE;
2018         if(_switchweapon)
2019                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
2020
2021         return got;
2022 }
2023 #endif