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Remove a redundant mutator hook
[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 #ifdef GMQCC
329         // should never happen
330         return health;
331 #endif
332 }
333
334 string Item_CounterFieldName(float it)
335 {
336         switch(it)
337         {
338                 case IT_SHELLS:      return "shells";
339                 case IT_NAILS:       return "nails";
340                 case IT_ROCKETS:     return "rockets";
341                 case IT_CELLS:       return "cells";
342                 case IT_FUEL:        return "fuel";
343
344                 // add more things here (health, armor)
345                 default:             error("requested item has no counter field name");
346         }
347 #ifdef GMQCC
348         // should never happen
349         return string_null;
350 #endif
351 }
352
353 .float max_armorvalue;
354 .float pickup_anyway;
355 /*
356 float Item_Customize()
357 {
358         if(self.spawnshieldtime)
359                 return TRUE;
360         if(!WEPSET_CONTAINS_ALL_EE(other, self))
361         {
362                 self.colormod = '0 0 0';
363                 self.glowmod = self.colormod;
364                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
365                 return TRUE;
366         }
367         else
368         {
369                 if(g_ghost_items)
370                 {
371                         self.colormod = stov(autocvar_g_ghost_items_color);
372                         self.glowmod = self.colormod;
373                         self.alpha = g_ghost_items;
374                         return TRUE;
375                 }
376                 else
377                         return FALSE;
378         }
379 }
380 */
381
382 void Item_Show (entity e, float mode)
383 {    
384         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
385         e.ItemStatus &~= ITS_STAYWEP;
386         if (mode > 0)
387         {
388                 // make the item look normal, and be touchable
389                 e.model = e.mdl;
390                 e.solid = SOLID_TRIGGER;
391                 e.spawnshieldtime = 1;
392                 e.ItemStatus |= ITS_AVAILABLE;
393         }
394         else if (mode < 0)
395         {
396                 // hide the item completely
397                 e.model = string_null;
398                 e.solid = SOLID_NOT;
399                 e.spawnshieldtime = 1;
400                 e.ItemStatus &~= ITS_AVAILABLE;
401         }
402         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
403         {
404                 // make the item translucent and not touchable
405                 e.model = e.mdl;
406                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
407                 e.effects |= EF_STARDUST;
408                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
409                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
410         }
411         else
412         {
413                 //setmodel(e, "null");
414                 e.solid = SOLID_NOT;
415                 e.colormod = '0 0 0';
416                 e.glowmod = e.colormod;
417                 e.spawnshieldtime = 1;
418                 e.ItemStatus &~= ITS_AVAILABLE;
419         }
420         
421         if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
422             e.ItemStatus |= ITS_POWERUP;                
423         
424         if (autocvar_g_nodepthtestitems)
425                 e.effects |= EF_NODEPTHTEST;
426                 
427     
428     if (autocvar_g_fullbrightitems)
429                 e.ItemStatus |= ITS_ALLOWFB;
430         
431         if (autocvar_sv_simple_items)
432         e.ItemStatus |= ITS_ALLOWSI;
433
434         // relink entity (because solid may have changed)
435         setorigin(e, e.origin);
436     e.SendFlags |= ISF_STATUS;
437 }
438
439 void Item_Respawn (void)
440 {
441         Item_Show(self, 1);
442         // this is ugly...
443         if(self.items == IT_STRENGTH)
444                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
445         else if(self.items == IT_INVINCIBLE)
446                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
447         else
448                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
449         setorigin (self, self.origin);
450
451         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
452         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
453 }
454
455 void Item_RespawnCountdown (void)
456 {
457         if(self.count >= ITEM_RESPAWN_TICKS)
458         {
459                 if(self.waypointsprite_attached)
460                         WaypointSprite_Kill(self.waypointsprite_attached);
461                 Item_Respawn();
462         }
463         else
464         {
465                 self.nextthink = time + 1;
466                 self.count += 1;
467                 if(self.count == 1)
468                 {
469                         string name;
470                         vector rgb = '1 0 1';
471                         name = string_null;
472                         switch(self.items)
473                         {
474                                 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
475                                 case IT_JETPACK:    name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
476                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
477                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
478                         }
479                         item_name = name;
480                         item_color = rgb;
481                         MUTATOR_CALLHOOK(Item_RespawnCountdown);
482                         name = item_name;
483                         rgb = item_color;
484                         if(self.flags & FL_WEAPON)
485                         {
486                                 entity wi = get_weaponinfo(self.weapon);
487                                 if(wi)
488                                 {
489                                         name = wi.model2;
490                                         rgb = '1 0 0';
491                                 }
492                         }
493                         if(name)
494                         {
495                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
496                                 if(self.waypointsprite_attached)
497                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
498                         }
499                         else
500                         {
501                                 print("Unknown powerup-marked item is wanting to respawn\n");
502                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
503                         }
504                 }
505                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
506                 if(self.waypointsprite_attached)
507                 {
508                         WaypointSprite_Ping(self.waypointsprite_attached);
509                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
510                 }
511         }
512 }
513
514 void Item_ScheduleRespawnIn(entity e, float t)
515 {
516         if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
517         {
518                 e.think = Item_RespawnCountdown;
519                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
520                 e.count = 0;
521         }
522         else
523         {
524                 e.think = Item_Respawn;
525                 e.nextthink = time + t;
526         }
527 }
528
529 void Item_ScheduleRespawn(entity e)
530 {
531         if(e.respawntime > 0)
532         {
533                 Item_Show(e, 0);
534                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
535         }
536         else // if respawntime is -1, this item does not respawn
537                 Item_Show(e, -1);
538 }
539
540 void Item_ScheduleInitialRespawn(entity e)
541 {
542         Item_Show(e, 0);
543         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
544 }
545
546 float ITEM_MODE_NONE = 0;
547 float ITEM_MODE_HEALTH = 1;
548 float ITEM_MODE_ARMOR = 2;
549 float ITEM_MODE_FUEL = 3;
550 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
551 {
552         if (!item.ammofield)
553                 return FALSE;
554
555         if (item.spawnshieldtime)
556         {
557                 if ((player.ammofield < ammomax) || item.pickup_anyway)
558                 {
559                         player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
560                         goto YEAH;
561                 }
562         }
563         else if(g_weapon_stay == 2)
564         {
565                 float mi = min(item.ammofield, ammomax);
566                 if (player.ammofield < mi)
567                 {
568                         player.ammofield = mi;
569                         goto YEAH;
570                 }
571         }
572
573         return FALSE;
574
575 :YEAH
576         switch(mode)
577         {
578                 case ITEM_MODE_FUEL:
579                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
580                         break;
581                 case ITEM_MODE_HEALTH:
582                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
583                         break;
584                 case ITEM_MODE_ARMOR:
585                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
586                         break;
587                 default:
588                         break;
589         }
590         return TRUE;
591 }
592
593 float Item_GiveTo(entity item, entity player)
594 {
595         float _switchweapon;
596         float pickedup;
597         float it;
598         float i;
599
600         // if nothing happens to player, just return without taking the item
601         pickedup = FALSE;
602         _switchweapon = FALSE;
603         // in case the player has autoswitch enabled do the following:
604         // if the player is using their best weapon before items are given, they
605         // probably want to switch to an even better weapon after items are given
606         if (player.autoswitch)
607         if (player.switchweapon == w_getbestweapon(player))
608                 _switchweapon = TRUE;
609
610         if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
611                 _switchweapon = TRUE;
612
613         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
614         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
615         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
616         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
617         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
618         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
619         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
620
621         if (item.flags & FL_WEAPON)
622         {
623                 WEPSET_DECLARE_A(it);
624                 WEPSET_COPY_AE(it, item);
625                 WEPSET_ANDNOT_AE(it, player);
626
627                 if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
628                 {
629                 pickedup = TRUE;
630                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
631                         if(WEPSET_CONTAINS_AW(it, i))
632                         W_GiveWeapon(player, i);
633                 }
634         }
635
636         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
637         {
638                 pickedup = TRUE;
639                 player.items |= it;
640                 sprint (player, strcat("You got the ^2", item.netname, "\n"));
641         }
642
643         if (item.strength_finished)
644         {
645                 pickedup = TRUE;
646                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
647         }
648         if (item.invincible_finished)
649         {
650                 pickedup = TRUE;
651                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
652         }
653         if (item.superweapons_finished)
654         {
655                 pickedup = TRUE;
656                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
657         }
658
659 :skip
660         
661         // always eat teamed entities
662         if(item.team)
663                 pickedup = TRUE;
664
665         if (!pickedup)
666                 return 0;
667
668         if (_switchweapon)
669                 if (player.switchweapon != w_getbestweapon(player))
670                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
671
672         return 1;
673 }
674
675 void Item_Touch (void)
676 {
677         entity e, head;
678         
679         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
680         if(self.classname == "droppedweapon")
681         {
682                 if (ITEM_TOUCH_NEEDKILL())
683                 {
684                         remove(self);
685                         return;
686                 }
687         }
688
689         if (other.classname != "player")
690                 return;
691         if (other.deadflag)
692                 return;
693         if (self.solid != SOLID_TRIGGER)
694                 return;
695         if (self.owner == other)
696                 return;
697         if(MUTATOR_CALLHOOK(ItemTouch))
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 = func_null;
758                 self.nextthink = 0;
759
760                 if(self.waypointsprite_attached)
761                         WaypointSprite_Kill(self.waypointsprite_attached);
762
763                 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, 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, j, position;
813
814         // See if I have it already
815         if(!WEPSET_CONTAINS_ALL_EE(player, item))
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                 // Find the highest position on any range
835                 position = -1;
836                 for(j = 0; j < WEP_LAST ; ++j){
837                         if(
838                                         bot_weapons_far[j] == item.weapon ||
839                                         bot_weapons_mid[j] == item.weapon ||
840                                         bot_weapons_close[j] == item.weapon
841                           )
842                         {
843                                 position = j;
844                                 break;
845                         }
846                 }
847
848                 // Rate it
849                 if (position >= 0 )
850                 {
851                         position = WEP_LAST - position;
852                         // item.bot_pickupbasevalue is overwritten here
853                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
854                 }
855         }
856
857         return item.bot_pickupbasevalue * c;
858 }
859
860 float commodity_pickupevalfunc(entity player, entity item)
861 {
862         float c, i;
863         float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
864         entity wi;
865         c = 0;
866
867         // Detect needed ammo
868         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
869         {
870                 wi = get_weaponinfo(i);
871
872                 if not(WEPSET_CONTAINS_EW(player, i))
873                         continue;
874
875                 if(wi.items & IT_SHELLS)
876                         need_shells = TRUE;
877                 else if(wi.items & IT_NAILS)
878                         need_nails = TRUE;
879                 else if(wi.items & IT_ROCKETS)
880                         need_rockets = TRUE;
881                 else if(wi.items & IT_CELLS)
882                         need_cells = TRUE;
883                 else if(wi.items & IT_FUEL)
884                         need_cells = TRUE;
885         }
886
887         // TODO: figure out if the player even has the weapon this ammo is for?
888         // may not affect strategy much though...
889         // find out how much more ammo/armor/health the player can hold
890         if (need_shells)
891         if (item.ammo_shells)
892         if (player.ammo_shells < g_pickup_shells_max)
893                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
894         if (need_nails)
895         if (item.ammo_nails)
896         if (player.ammo_nails < g_pickup_nails_max)
897                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
898         if (need_rockets)
899         if (item.ammo_rockets)
900         if (player.ammo_rockets < g_pickup_rockets_max)
901                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
902         if (need_cells)
903         if (item.ammo_cells)
904         if (player.ammo_cells < g_pickup_cells_max)
905                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
906         if (need_fuel)
907         if (item.ammo_fuel)
908         if (player.ammo_fuel < g_pickup_fuel_max)
909                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
910         if (item.armorvalue)
911         if (player.armorvalue < item.max_armorvalue)
912                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
913         if (item.health)
914         if (player.health < item.max_health)
915                 c = c + max(0, 1 - player.health / item.max_health);
916
917         return item.bot_pickupbasevalue * c;
918 }
919
920 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
921 {
922         if(ITEM_DAMAGE_NEEDKILL(deathtype))
923                 RemoveItem();
924 }
925
926 .float is_item;
927 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)
928 {
929         startitem_failed = FALSE;
930
931         if(self.model == "")
932                 self.model = itemmodel;
933         
934         if(self.model == "")
935     {
936         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
937         return;
938     }
939         
940         if(self.item_pickupsound == "")
941                 self.item_pickupsound = pickupsound;
942         
943         if(!self.respawntime) // both need to be set
944         {
945                 self.respawntime = defaultrespawntime;
946                 self.respawntimejitter = defaultrespawntimejitter;
947         }
948
949         self.items = itemid;
950         self.weapon = weaponid;
951
952         if(weaponid)
953                 WEPSET_COPY_EW(self, weaponid);
954         
955         self.flags = FL_ITEM | itemflags;
956
957         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
958         {
959                 startitem_failed = TRUE;
960                 remove(self);
961                 return;
962         }
963
964         // is it a dropped weapon?
965         if (self.classname == "droppedweapon")
966         {
967                 self.reset = SUB_Remove;
968                 // it's a dropped weapon
969                 self.movetype = MOVETYPE_TOSS;
970
971                 // Savage: remove thrown items after a certain period of time ("garbage collection")
972                 self.think = RemoveItem;
973                 self.nextthink = time + 20;
974
975                 self.takedamage = DAMAGE_YES;
976                 self.event_damage = Item_Damage;
977
978                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
979                 /*
980                 if(self.items == 0)
981                 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
982                 if(self.ammo_nails == 0)
983                 if(self.ammo_cells == 0)
984                 if(self.ammo_rockets == 0)
985                 if(self.ammo_shells == 0)
986                 if(self.ammo_fuel == 0)
987                 if(self.health == 0)
988                 if(self.armorvalue == 0)
989                 */
990                 {
991                         // if item is worthless after a timer, have it expire then
992                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
993                 }
994
995                 // don't drop if in a NODROP zone (such as lava)
996                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
997                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
998                 {
999                         startitem_failed = TRUE;
1000                         remove(self);
1001                         return;
1002                 }
1003         }
1004         else
1005         {
1006                 if(!have_pickup_item())
1007                 {
1008                         startitem_failed = TRUE;
1009                         remove (self);
1010                         return;
1011                 }
1012                 
1013                 if(self.angles != '0 0 0')
1014             self.SendFlags |= ISF_ANGLES;
1015
1016                 self.reset = Item_Reset;
1017                 // it's a level item
1018                 if(self.spawnflags & 1)
1019                         self.noalign = 1;
1020                 if (self.noalign)
1021                         self.movetype = MOVETYPE_NONE;
1022                 else
1023                         self.movetype = MOVETYPE_TOSS;
1024                 // do item filtering according to game mode and other things
1025                 if (!self.noalign)
1026                 {
1027                         // first nudge it off the floor a little bit to avoid math errors
1028                         setorigin(self, self.origin + '0 0 1');
1029                         // set item size before we spawn a spawnfunc_waypoint
1030                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1031                                 setsize (self, '-16 -16 0', '16 16 48');
1032                         else
1033                                 setsize (self, '-16 -16 0', '16 16 32');
1034                         // note droptofloor returns FALSE if stuck/or would fall too far
1035                         droptofloor();
1036                         waypoint_spawnforitem(self);
1037                 }
1038
1039                 /*
1040                  * can't do it that way, as it would break maps
1041                  * TODO make a target_give like entity another way, that perhaps has
1042                  * the weapon name in a key
1043                 if(self.targetname)
1044                 {
1045                         // target_give not yet supported; maybe later
1046                         print("removed targeted ", self.classname, "\n");
1047                         startitem_failed = TRUE;
1048                         remove (self);
1049                         return;
1050                 }
1051                 */
1052
1053                 if(autocvar_spawn_debug >= 2)
1054                 {
1055                         entity otheritem;
1056                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1057                         {
1058                             // why not flags & fl_item?
1059                                 if(otheritem.is_item)
1060                                 {
1061                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1062                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1063                                         error("Mapper sucks.");
1064                                 }
1065                         }
1066                         self.is_item = TRUE;
1067                 }
1068
1069                 WEPSET_OR_AW(weaponsInMap, weaponid);
1070
1071                 precache_model (self.model);
1072                 precache_sound (self.item_pickupsound);
1073
1074                 precache_sound ("misc/itemrespawncountdown.wav");
1075                 if(itemid == IT_STRENGTH)
1076                         precache_sound ("misc/strength_respawn.wav");
1077                 else if(itemid == IT_INVINCIBLE)
1078                         precache_sound ("misc/shield_respawn.wav");
1079                 else
1080                         precache_sound ("misc/itemrespawn.wav");
1081
1082                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1083                         self.target = "###item###"; // for finding the nearest item using find()
1084         }
1085
1086         self.bot_pickup = TRUE;
1087         self.bot_pickupevalfunc = pickupevalfunc;
1088         self.bot_pickupbasevalue = pickupbasevalue;
1089         self.mdl = self.model;
1090         self.netname = itemname;
1091         self.touch = Item_Touch;
1092         setmodel(self, "null"); // precision set below
1093         //self.effects |= EF_LOWPRECISION; 
1094         
1095         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1096     {
1097         self.pos1 = '-16 -16 0';
1098         self.pos2 = '16 16 48';
1099     }
1100         else
1101     {
1102         self.pos1 = '-16 -16 0';
1103         self.pos2 = '16 16 32';
1104     }
1105     setsize (self, self.pos1, self.pos2);
1106     
1107     if(itemflags & FL_POWERUP) 
1108         self.ItemStatus |= ITS_ANIMATE1;
1109         
1110         if(self.armorvalue || self.health)
1111         self.ItemStatus |= ITS_ANIMATE2;
1112         
1113         if(itemflags & FL_WEAPON)
1114         {
1115                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1116             self.colormap = 1024; // color shirt=0 pants=0 grey
1117         else
1118             self.gravity = 1;
1119             
1120                 self.ItemStatus |= ITS_ANIMATE1;
1121                 self.ItemStatus |= ISF_COLORMAP;
1122         }
1123
1124         self.state = 0;
1125         if(self.team) // broken, no idea why.
1126         {
1127                 if(!self.cnt)
1128                         self.cnt = 1; // item probability weight
1129                         
1130                 self.effects |= EF_NODRAW; // marker for item team search
1131                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1132         }
1133         else
1134                 Item_Reset();
1135         
1136     Net_LinkEntity(self, FALSE, 0, ItemSend);
1137
1138         // call this hook after everything else has been done
1139         if(MUTATOR_CALLHOOK(Item_Spawn))
1140         {
1141                 startitem_failed = TRUE;
1142                 remove(self);
1143                 return;
1144         }
1145 }
1146
1147 float weaponswapping;
1148 float internalteam;
1149
1150 void weapon_defaultspawnfunc(float wpn)
1151 {
1152         entity e;
1153         float t;
1154         var .float ammofield;
1155         string s;
1156         entity oldself;
1157         float i, j;
1158         float f;
1159
1160         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1161         {
1162                 e = get_weaponinfo(wpn);
1163
1164                 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1165                 {
1166                         print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1167                         /*
1168                         objerror("Attempted to spawn a mutator-blocked weapon rejected");
1169                         startitem_failed = TRUE;
1170                         return;
1171                         */
1172                 }
1173
1174                 s = W_Apply_Weaponreplace(e.netname);
1175                 ret_string = s;
1176                 other = e;
1177                 MUTATOR_CALLHOOK(SetWeaponreplace);
1178                 s = ret_string;
1179                 if(s == "")
1180                 {
1181                         remove(self);
1182                         startitem_failed = TRUE;
1183                         return;
1184                 }
1185                 t = tokenize_console(s);
1186                 if(t >= 2)
1187                 {
1188                         self.team = --internalteam;
1189                         oldself = self;
1190                         for(i = 1; i < t; ++i)
1191                         {
1192                                 s = argv(i);
1193                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1194                                 {
1195                                         e = get_weaponinfo(j);
1196                                         if(e.netname == s)
1197                                         {
1198                                                 self = spawn();
1199                                                 copyentity(oldself, self);
1200                                                 self.classname = "replacedweapon";
1201                                                 weapon_defaultspawnfunc(j);
1202                                                 break;
1203                                         }
1204                                 }
1205                                 if(j > WEP_LAST)
1206                                 {
1207                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1208                                 }
1209                         }
1210                         self = oldself;
1211                 }
1212                 if(t >= 1) // always the case!
1213                 {
1214                         s = argv(0);
1215                         wpn = 0;
1216                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1217                         {
1218                                 e = get_weaponinfo(j);
1219                                 if(e.netname == s)
1220                                 {
1221                                         wpn = j;
1222                                         break;
1223                                 }
1224                         }
1225                         if(j > WEP_LAST)
1226                         {
1227                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1228                         }
1229                 }
1230                 if(wpn == 0)
1231                 {
1232                         remove(self);
1233                         startitem_failed = TRUE;
1234                         return;
1235                 }
1236         }
1237
1238         e = get_weaponinfo(wpn);
1239
1240         if(!self.respawntime)
1241         {
1242                 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1243                 {
1244                         self.respawntime = g_pickup_respawntime_superweapon;
1245                         self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1246                 }
1247                 else
1248                 {
1249                         self.respawntime = g_pickup_respawntime_weapon;
1250                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1251                 }
1252         }
1253
1254         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1255                 if(!self.superweapons_finished)
1256                         self.superweapons_finished = autocvar_g_balance_superweapons_time;
1257
1258         if(e.items)
1259         {
1260                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1261                 {
1262                         if(e.items & j)
1263                         {
1264                                 ammofield = Item_CounterField(j);
1265                                 if(!self.ammofield)
1266                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1267                         }
1268                 }
1269         }
1270
1271         // pickup anyway
1272         if(g_pickup_weapons_anyway)
1273                 self.pickup_anyway = TRUE;
1274
1275         f = FL_WEAPON;
1276
1277         // no weapon-stay on superweapons
1278         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1279                 f |= FL_NO_WEAPON_STAY;
1280
1281         // weapon stay isn't supported for teamed weapons
1282         if(self.team)
1283                 f |= FL_NO_WEAPON_STAY;
1284
1285         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1286         if (self.modelindex) // don't precache if self was removed
1287                 weapon_action(e.weapon, WR_PRECACHE);
1288 }
1289
1290 void spawnfunc_weapon_shotgun (void);
1291 void spawnfunc_weapon_uzi (void) {
1292         if(autocvar_sv_q3acompat_machineshotgunswap)
1293         if(self.classname != "droppedweapon")
1294         {
1295                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1296                 return;
1297         }
1298         weapon_defaultspawnfunc(WEP_UZI);
1299 }
1300
1301 void spawnfunc_weapon_shotgun (void) {
1302         if(autocvar_sv_q3acompat_machineshotgunswap)
1303         if(self.classname != "droppedweapon")
1304         {
1305                 weapon_defaultspawnfunc(WEP_UZI);
1306                 return;
1307         }
1308         weapon_defaultspawnfunc(WEP_SHOTGUN);
1309 }
1310
1311 void spawnfunc_weapon_nex (void)
1312 {
1313         weapon_defaultspawnfunc(WEP_NEX);
1314 }
1315
1316 void spawnfunc_weapon_minstanex (void)
1317 {
1318         weapon_defaultspawnfunc(WEP_MINSTANEX);
1319 }
1320
1321 void spawnfunc_weapon_rocketlauncher (void)
1322 {
1323         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1324 }
1325
1326 void spawnfunc_item_rockets (void) {
1327         if(!self.ammo_rockets)
1328                 self.ammo_rockets = g_pickup_rockets;
1329         if(!self.pickup_anyway)
1330                 self.pickup_anyway = g_pickup_ammo_anyway;
1331         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);
1332 }
1333
1334 void spawnfunc_item_shells (void);
1335 void spawnfunc_item_bullets (void) {
1336         if(!weaponswapping)
1337         if(autocvar_sv_q3acompat_machineshotgunswap)
1338         if(self.classname != "droppedweapon")
1339         {
1340                 weaponswapping = TRUE;
1341                 spawnfunc_item_shells();
1342                 weaponswapping = FALSE;
1343                 return;
1344         }
1345
1346         if(!self.ammo_nails)
1347                 self.ammo_nails = g_pickup_nails;
1348         if(!self.pickup_anyway)
1349                 self.pickup_anyway = g_pickup_ammo_anyway;
1350         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);
1351 }
1352
1353 void spawnfunc_item_cells (void) {
1354         if(!self.ammo_cells)
1355                 self.ammo_cells = g_pickup_cells;
1356         if(!self.pickup_anyway)
1357                 self.pickup_anyway = g_pickup_ammo_anyway;
1358         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);
1359 }
1360
1361 void spawnfunc_item_shells (void) {
1362         if(!weaponswapping)
1363         if(autocvar_sv_q3acompat_machineshotgunswap)
1364         if(self.classname != "droppedweapon")
1365         {
1366                 weaponswapping = TRUE;
1367                 spawnfunc_item_bullets();
1368                 weaponswapping = FALSE;
1369                 return;
1370         }
1371
1372         if(!self.ammo_shells)
1373                 self.ammo_shells = g_pickup_shells;
1374         if(!self.pickup_anyway)
1375                 self.pickup_anyway = g_pickup_ammo_anyway;
1376         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);
1377 }
1378
1379 void spawnfunc_item_armor_small (void) {
1380         if(!self.armorvalue)
1381                 self.armorvalue = g_pickup_armorsmall;
1382         if(!self.max_armorvalue)
1383                 self.max_armorvalue = g_pickup_armorsmall_max;
1384         if(!self.pickup_anyway)
1385                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1386         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);
1387 }
1388
1389 void spawnfunc_item_armor_medium (void) {
1390         if(!self.armorvalue)
1391                 self.armorvalue = g_pickup_armormedium;
1392         if(!self.max_armorvalue)
1393                 self.max_armorvalue = g_pickup_armormedium_max;
1394         if(!self.pickup_anyway)
1395                 self.pickup_anyway = g_pickup_armormedium_anyway;
1396         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);
1397 }
1398
1399 void spawnfunc_item_armor_big (void) {
1400         if(!self.armorvalue)
1401                 self.armorvalue = g_pickup_armorbig;
1402         if(!self.max_armorvalue)
1403                 self.max_armorvalue = g_pickup_armorbig_max;
1404         if(!self.pickup_anyway)
1405                 self.pickup_anyway = g_pickup_armorbig_anyway;
1406         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);
1407 }
1408
1409 void spawnfunc_item_armor_large (void) {
1410         if(!self.armorvalue)
1411                 self.armorvalue = g_pickup_armorlarge;
1412         if(!self.max_armorvalue)
1413                 self.max_armorvalue = g_pickup_armorlarge_max;
1414         if(!self.pickup_anyway)
1415                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1416         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);
1417 }
1418
1419 void spawnfunc_item_health_small (void) {
1420         if(!self.max_health)
1421                 self.max_health = g_pickup_healthsmall_max;
1422         if(!self.health)
1423                 self.health = g_pickup_healthsmall;
1424         if(!self.pickup_anyway)
1425                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1426         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);
1427 }
1428
1429 void spawnfunc_item_health_medium (void) {
1430         if(!self.max_health)
1431                 self.max_health = g_pickup_healthmedium_max;
1432         if(!self.health)
1433                 self.health = g_pickup_healthmedium;
1434         if(!self.pickup_anyway)
1435                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1436         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);
1437 }
1438
1439 void spawnfunc_item_health_large (void) {
1440         if(!self.max_health)
1441                 self.max_health = g_pickup_healthlarge_max;
1442         if(!self.health)
1443                 self.health = g_pickup_healthlarge;
1444         if(!self.pickup_anyway)
1445                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1446         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);
1447 }
1448
1449 void spawnfunc_item_health_mega (void) {
1450                 if(!self.max_health)
1451                         self.max_health = g_pickup_healthmega_max;
1452                 if(!self.health)
1453                         self.health = g_pickup_healthmega;
1454                 if(!self.pickup_anyway)
1455                         self.pickup_anyway = g_pickup_healthmega_anyway;
1456                 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);
1457 }
1458
1459 // support old misnamed entities
1460 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1461 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1462 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1463 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1464 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1465
1466 void spawnfunc_item_strength (void) {
1467                 precache_sound("weapons/strength_fire.wav");
1468                 if(!self.strength_finished)
1469                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1470                 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);
1471 }
1472
1473 void spawnfunc_item_invincible (void) {
1474                 if(!self.invincible_finished)
1475                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1476                 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);
1477 }
1478
1479 // compatibility:
1480 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1481
1482 float GiveItems(entity e, float beginarg, float endarg);
1483 void target_items_use (void)
1484 {
1485         if(activator.classname == "droppedweapon")
1486         {
1487                 EXACTTRIGGER_TOUCH;
1488                 remove(activator);
1489                 return;
1490         }
1491
1492         if(activator.classname != "player")
1493                 return;
1494         if(activator.deadflag != DEAD_NO)
1495                 return;
1496         EXACTTRIGGER_TOUCH;
1497
1498         entity e;
1499         for(e = world; (e = find(e, classname, "droppedweapon")); )
1500                 if(e.enemy == activator)
1501                         remove(e);
1502
1503         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1504                 centerprint(activator, self.message);
1505 }
1506
1507 void spawnfunc_target_items (void)
1508 {
1509         float n, i, j;
1510         entity e;
1511
1512         self.use = target_items_use;
1513         if(!self.strength_finished)
1514                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1515         if(!self.invincible_finished)
1516                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1517         if(!self.superweapons_finished)
1518                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1519
1520         precache_sound("misc/itempickup.wav");
1521         precache_sound("misc/megahealth.wav");
1522         precache_sound("misc/armor25.wav");
1523         precache_sound("misc/powerup.wav");
1524         precache_sound("misc/poweroff.wav");
1525         precache_sound("weapons/weaponpickup.wav");
1526
1527         n = tokenize_console(self.netname);
1528         if(argv(0) == "give")
1529         {
1530                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1531         }
1532         else
1533         {
1534                 for(i = 0; i < n; ++i)
1535                 {
1536                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1537                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1538                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1539                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1540                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1541                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1542                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1543                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1544                         else
1545                         {
1546                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1547                                 {
1548                                         e = get_weaponinfo(j);
1549                                         if(argv(i) == e.netname)
1550                                         {
1551                                                 WEPSET_OR_EW(self, j);
1552                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1553                                                         weapon_action(e.weapon, WR_PRECACHE);
1554                                                 break;
1555                                         }
1556                                 }
1557                                 if(j > WEP_LAST)
1558                                         print("target_items: invalid item ", argv(i), "\n");
1559                         }
1560                 }
1561
1562                 string itemprefix, valueprefix;
1563                 if(self.spawnflags == 0)
1564                 {
1565                         itemprefix = "";
1566                         valueprefix = "";
1567                 }
1568                 else if(self.spawnflags == 1)
1569                 {
1570                         itemprefix = "max ";
1571                         valueprefix = "max ";
1572                 }
1573                 else if(self.spawnflags == 2)
1574                 {
1575                         itemprefix = "min ";
1576                         valueprefix = "min ";
1577                 }
1578                 else if(self.spawnflags == 4)
1579                 {
1580                         itemprefix = "minus ";
1581                         valueprefix = "max ";
1582                 }
1583                 else
1584                 {
1585                         error("invalid spawnflags");
1586 #ifdef GMQCC
1587                         itemprefix = string_null;
1588                         valueprefix = string_null;
1589 #endif
1590                 }
1591
1592                 self.netname = "";
1593                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1594                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1595                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1596                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1597                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1598                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1599                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1600                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1601                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1602                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1603                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1604                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1605                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1606                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1607                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1608                 {
1609                         e = get_weaponinfo(j);
1610                         if(e.weapon)
1611                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1612                 }
1613         }
1614         self.netname = strzone(self.netname);
1615         //print(self.netname, "\n");
1616
1617         n = tokenize_console(self.netname);
1618         for(i = 0; i < n; ++i)
1619         {
1620                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1621                 {
1622                         e = get_weaponinfo(j);
1623                         if(argv(i) == e.netname)
1624                         {
1625                                 weapon_action(e.weapon, WR_PRECACHE);
1626                                 break;
1627                         }
1628                 }
1629         }
1630 }
1631
1632 void spawnfunc_item_fuel(void)
1633 {
1634         if(!self.ammo_fuel)
1635                 self.ammo_fuel = g_pickup_fuel;
1636         if(!self.pickup_anyway)
1637                 self.pickup_anyway = g_pickup_ammo_anyway;
1638         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);
1639 }
1640
1641 void spawnfunc_item_fuel_regen(void)
1642 {
1643         if(start_items & IT_FUEL_REGEN)
1644         {
1645                 spawnfunc_item_fuel();
1646                 return;
1647         }
1648         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);
1649 }
1650
1651 void spawnfunc_item_jetpack(void)
1652 {
1653         if(g_grappling_hook)
1654                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1655         if(!self.ammo_fuel)
1656                 self.ammo_fuel = g_pickup_fuel_jetpack;
1657         if(start_items & IT_JETPACK)
1658         {
1659                 spawnfunc_item_fuel();
1660                 return;
1661         }
1662         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);
1663 }
1664
1665
1666 #define OP_SET 0
1667 #define OP_MIN 1
1668 #define OP_MAX 2
1669 #define OP_PLUS 3
1670 #define OP_MINUS 4
1671
1672 float GiveWeapon(entity e, float wpn, float op, float val)
1673 {
1674         float v0, v1;
1675         v0 = WEPSET_CONTAINS_EW(e, wpn);
1676         switch(op)
1677         {
1678                 case OP_SET:
1679                         if(val > 0)
1680                                 WEPSET_OR_EW(e, wpn);
1681                         else
1682                                 WEPSET_ANDNOT_EW(e, wpn);
1683                         break;
1684                 case OP_MIN:
1685                 case OP_PLUS:
1686                         if(val > 0)
1687                                 WEPSET_OR_EW(e, wpn);
1688                         break;
1689                 case OP_MAX:
1690                         if(val <= 0)
1691                                 WEPSET_ANDNOT_EW(e, wpn);
1692                         break;
1693                 case OP_MINUS:
1694                         if(val > 0)
1695                                 WEPSET_ANDNOT_EW(e, wpn);
1696                         break;
1697         }
1698         v1 = WEPSET_CONTAINS_EW(e, wpn);
1699         return (v0 != v1);
1700 }
1701
1702 float GiveBit(entity e, .float fld, float bit, float op, float val)
1703 {
1704         float v0, v1;
1705         v0 = (e.fld & bit);
1706         switch(op)
1707         {
1708                 case OP_SET:
1709                         if(val > 0)
1710                                 e.fld |= bit;
1711                         else
1712                                 e.fld &~= bit;
1713                         break;
1714                 case OP_MIN:
1715                 case OP_PLUS:
1716                         if(val > 0)
1717                                 e.fld |= bit;
1718                         break;
1719                 case OP_MAX:
1720                         if(val <= 0)
1721                                 e.fld &~= bit;
1722                         break;
1723                 case OP_MINUS:
1724                         if(val > 0)
1725                                 e.fld &~= bit;
1726                         break;
1727         }
1728         v1 = (e.fld & bit);
1729         return (v0 != v1);
1730 }
1731
1732 float GiveValue(entity e, .float fld, float op, float val)
1733 {
1734         float v0, v1;
1735         v0 = e.fld;
1736         switch(op)
1737         {
1738                 case OP_SET:
1739                         e.fld = val;
1740                         break;
1741                 case OP_MIN:
1742                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1743                         break;
1744                 case OP_MAX:
1745                         e.fld = min(e.fld, val);
1746                         break;
1747                 case OP_PLUS:
1748                         e.fld += val;
1749                         break;
1750                 case OP_MINUS:
1751                         e.fld -= val;
1752                         break;
1753         }
1754         v1 = e.fld;
1755         return (v0 != v1);
1756 }
1757
1758 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1759 {
1760         if(v1 == v0)
1761                 return;
1762         if(v1 <= v0 - t)
1763         {
1764                 if(snd_decr != "")
1765                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1766         }
1767         else if(v0 >= v0 + t)
1768         {
1769                 if(snd_incr != "")
1770                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1771         }
1772 }
1773
1774 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1775 {
1776         if(v0 < v1)
1777                 e.rotfield = max(e.rotfield, time + rottime);
1778         else if(v0 > v1)
1779                 e.regenfield = max(e.regenfield, time + regentime);
1780 }
1781
1782 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1783 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1784 #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)
1785 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1786 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1787 #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)
1788
1789 float GiveItems(entity e, float beginarg, float endarg)
1790 {
1791         float got, i, j, val, op;
1792         float _switchweapon;
1793         entity wi;
1794         string cmd;
1795
1796         val = 999;
1797         op = OP_SET;
1798
1799         got = 0;
1800
1801         _switchweapon = FALSE;
1802         if (e.autoswitch)
1803                 if (e.switchweapon == w_getbestweapon(e))
1804                         _switchweapon = TRUE;
1805
1806         e.strength_finished = max(0, e.strength_finished - time);
1807         e.invincible_finished = max(0, e.invincible_finished - time);
1808         e.superweapons_finished = max(0, e.superweapons_finished - time);
1809         
1810         PREGIVE(e, items);
1811         PREGIVE_WEAPONS(e);
1812         PREGIVE(e, strength_finished);
1813         PREGIVE(e, invincible_finished);
1814         PREGIVE(e, superweapons_finished);
1815         PREGIVE(e, ammo_nails);
1816         PREGIVE(e, ammo_cells);
1817         PREGIVE(e, ammo_shells);
1818         PREGIVE(e, ammo_rockets);
1819         PREGIVE(e, ammo_fuel);
1820         PREGIVE(e, armorvalue);
1821         PREGIVE(e, health);
1822
1823         for(i = beginarg; i < endarg; ++i)
1824         {
1825                 cmd = argv(i);
1826
1827                 if(cmd == "0" || stof(cmd))
1828                 {
1829                         val = stof(cmd);
1830                         continue;
1831                 }
1832                 switch(cmd)
1833                 {
1834                         case "no":
1835                                 op = OP_MAX;
1836                                 val = 0;
1837                                 continue;
1838                         case "max":
1839                                 op = OP_MAX;
1840                                 continue;
1841                         case "min":
1842                                 op = OP_MIN;
1843                                 continue;
1844                         case "plus":
1845                                 op = OP_PLUS;
1846                                 continue;
1847                         case "minus":
1848                                 op = OP_MINUS;
1849                                 continue;
1850                         case "ALL":
1851                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1852                                 got += GiveValue(e, strength_finished, op, val);
1853                                 got += GiveValue(e, invincible_finished, op, val);
1854                                 got += GiveValue(e, superweapons_finished, op, val);
1855                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1856                         case "all":
1857                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1858                                 got += GiveValue(e, health, op, val);
1859                                 got += GiveValue(e, armorvalue, op, val);
1860                         case "allweapons":
1861                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1862                                 {
1863                                         wi = get_weaponinfo(j);
1864                                         if(wi.weapon)
1865                                                 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1866                                                         got += GiveWeapon(e, j, op, val);
1867                                 }
1868                         case "allammo":
1869                                 got += GiveValue(e, ammo_cells, op, val);
1870                                 got += GiveValue(e, ammo_shells, op, val);
1871                                 got += GiveValue(e, ammo_nails, op, val);
1872                                 got += GiveValue(e, ammo_rockets, op, val);
1873                                 got += GiveValue(e, ammo_fuel, op, val);
1874                                 break;
1875                         case "unlimited_ammo":
1876                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1877                                 break;
1878                         case "unlimited_weapon_ammo":
1879                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1880                                 break;
1881                         case "unlimited_superweapons":
1882                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1883                                 break;
1884                         case "jetpack":
1885                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1886                                 break;
1887                         case "fuel_regen":
1888                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1889                                 break;
1890                         case "strength":
1891                                 got += GiveValue(e, strength_finished, op, val);
1892                                 break;
1893                         case "invincible":
1894                                 got += GiveValue(e, invincible_finished, op, val);
1895                                 break;
1896                         case "superweapons":
1897                                 got += GiveValue(e, superweapons_finished, op, val);
1898                                 break;
1899                         case "cells":
1900                                 got += GiveValue(e, ammo_cells, op, val);
1901                                 break;
1902                         case "shells":
1903                                 got += GiveValue(e, ammo_shells, op, val);
1904                                 break;
1905                         case "nails":
1906                         case "bullets":
1907                                 got += GiveValue(e, ammo_nails, op, val);
1908                                 break;
1909                         case "rockets":
1910                                 got += GiveValue(e, ammo_rockets, op, val);
1911                                 break;
1912                         case "health":
1913                                 got += GiveValue(e, health, op, val);
1914                                 break;
1915                         case "armor":
1916                                 got += GiveValue(e, armorvalue, op, val);
1917                                 break;
1918                         case "fuel":
1919                                 got += GiveValue(e, ammo_fuel, op, val);
1920                                 break;
1921                         default:
1922                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1923                                 {
1924                                         wi = get_weaponinfo(j);
1925                                         if(cmd == wi.netname)
1926                                         {
1927                                                 got += GiveWeapon(e, j, op, val);
1928                                                 break;
1929                                         }
1930                                 }
1931                                 if(j > WEP_LAST)
1932                                         print("give: invalid item ", cmd, "\n");
1933                                 break;
1934                 }
1935                 val = 999;
1936                 op = OP_SET;
1937         }
1938
1939         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1940         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1941         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1942         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1943         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1944         {
1945                 wi = get_weaponinfo(j);
1946                 if(wi.weapon)
1947                 {
1948                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1949                         if not(WEPSET_CONTAINS_AW(save_weapons, j))
1950                                 if(WEPSET_CONTAINS_EW(e, j))
1951                                         weapon_action(wi.weapon, WR_PRECACHE);
1952                 }
1953         }
1954         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1955         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1956         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1957         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1958         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1959         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1960         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);
1961         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);
1962         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);
1963
1964         if(e.superweapons_finished <= 0)
1965                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1966                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1967
1968         if(e.strength_finished <= 0)
1969                 e.strength_finished = 0;
1970         else
1971                 e.strength_finished += time;
1972         if(e.invincible_finished <= 0)
1973                 e.invincible_finished = 0;
1974         else
1975                 e.invincible_finished += time;
1976         if(e.superweapons_finished <= 0)
1977                 e.superweapons_finished = 0;
1978         else
1979                 e.superweapons_finished += time;
1980
1981         if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
1982                 _switchweapon = TRUE;
1983         if(_switchweapon)
1984                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1985
1986         return got;
1987 }
1988 #endif